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Red Alliance All contact with earth has gone silent.

Scheduled shipments have failed to arrive, and all ships sent to investigate have disappeared. The long thorn in the side, the earth empire, has disappeared this has lead to the destabilization of the surviving colonies, the red alliance a major power out in the eastern fringe gather their power upon Drucanni III, those human worlds that do not join willingly will be crushed under the tracks and boots of the scarlet power horse. Let none stand in the way The counsel The ruling powers of the red alliance Drucanni A small system fortified to the teeth with no less then five full fleets within unsafe for civilian ships as most that enter are quickly requisitioned and sent to war Drucanni III A militant planet entirely covered by fortifications home to the counsel (3 years ago it even had a record number of civilians living there at a mighty 14 since then tho it has dropped considerably) Things of note ability The Red Alliance specialises in boarding (+2) and hit a run (+1) attacks and thus gain a bonus for both Latching on If a ship is equipped with Latching on equipment when it boards an enemy vessel it automatically drives the latching on spikes deep into the enemy vessel. On a +4 thee ship trying to dislodge the boarding vessel is successively free on a 6 the latch ship takes a point of damage and on a 1 the ship getting boarded suffers a point of damage as it trys to shake free Example: the vessel Markus is attempting to dislodge a Marine Frigate and rolls a 4 so it successively dislodges the Marine Frigate, if it was a 6 then the marine frigate would have suffered a point of damage and a critical on the location of the grappers Weapons of the red Although plasma technology has been around a long time it is not widely used, (Plasma weapons function as lances) The harpoon a short range weapon used to spear enemy vessels and drag them closer for boarding Vessel harpooning larger class vessel moves toward target Vessel harpooning smaller vessel target moves towards harpooning vessel Vessel harpooning same class vessel roll a dice on a 1,2or 3 moves toward target 3,4or5 moves towards harpooning vessel (Note this can be used to get a movement boost)

Mass drivers (guns by all account) Mass drivers are weapons batteries (Hybrid mass drivers are cool :P they can be used as propulsion and even defence) The Bringer of dark days (A powerful one shot weapon) (Rules yet to be decided) Ships of the red Battleships Unique vessel: The Red Duke Rumoured to be the vessel that first bought colonists to Drucanni III (although the fact this was never colonist vessel has never come to light) the dark scarlet hull brings terror to the hearts of all who face him crewed by the elite Crimson dragons this vessel boasts the strongest guns in the red navy Bludgeon class, a heavily armoured and shielded vessel, slow and under gunned Cruisers Marine cruiser a large cruiser capable of over whelming ships of similar size When squadron together they can even take on battle ships Escorts Marine Frigate a small frigate capaball of overwhelming small vessles Esc speed 25

Special Rules Has a bording value of 2

Requisitioned ships of the red Special rules Lances Due to patched systems on a roll of a six the weapon overloads casing a point of damage on the firing vessel and causes 3 hits upon the target instead of one. Ship names Bringer of deliverance

The Red Duke

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