AotrsCommander

by AotrsCommander
Jalyrkeion Hierarchy

The 31RTU Tevqolath Main Battle Tank is fast and agile for a main battle tank, rivaling even some grav tanks in terms of mobility. The boosters on the underside, as on all Jalyrkieon tracked and wheeled vehicles, combined with Jalyrkion telekinetic technology, allow it to “hop”, moving it over obstacles and even make crude pop-up attacks. This is combined with surprisingly heavy armour than would be expected from such a vehicle.

Part of the reason is that the tank’s primary weapons are both fairly light in terms of both physical weight and energy consumption. The large and intimidating multi-barrel phased-plasma cannons draw significantly less energy, even at full output, than the two smaller energy torpedoe launchers mounted between them. The phased-plasma weapons have relative poor penetration, but the high volume of fire means they are very effective at shield stripping.

The two energy torpedo launchers are designed for ansynchornous fire. This gets around the typical problem of recharge times, since one will be charging while the other is firing. While this removes the potential one-shot “punch” of being able to fire both at once, in a ground-based environment, this is less important than being able to make sustained fire.

Finally, the Tevqolath has a graviton crusher array for anti-missile defense, designed to catch, re-direct and/or crush incoming missiles.
 
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by AotrsCommander
Sci-Soviets

The Mark IV Tesla Coil base defence structure has a range of 3000 metres with it's electrical discharge, though primary effective range is 1000 metres. Mark IV coils have improved IFF, armour and as, as static defences are shielded.

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by AotrsCommander
Saturn Syndicate Ascendancy

Hawkings Astronautics HAM-117 Scarab Attack Cutter

The HAM-117 Scarab Attack Cutter is a common sight in SSA forces, with its distinctive beetle-shape and "ruff" of sensor masts just behind the bridge. The Scarab's durability is considerable for it's size, carrying heavy shields with thick diamium hull plating. Combined with its high speed and agility - as much as many much smaller bombers - the Scarab can survive long enough for the cumulative effect of it's weapons to cause severe damage, even to much larger vessels. The price is that Scarabs carry only a modest weapon load. The primary weapons are two forward astroburster cannons. A rotary tri-barreled particle pellet gun is mounted either side of the bridge in a ball turret, providing anti-fighter and anti-missile protection. These are supplemented by several light hyper-rays blisters to provide coverage in the aft arcs.

Scarabs work in small groups, closing to point-blank range and using wolf-pack tactics to eliminate enemy vessels.

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by AotrsCommander
General Designs Auxillary Craft

Generic shuttle or shuttlepods, in common use for transporting personal or supplies from ship to ship, as seen in every human fleet.

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Sprue of twelve (approx 7 x 5 x 2 mm each)
 
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by AotrsCommander
Jalyrkeion Hierarchy

The Jalyrkieons are an unusual race of quadrupeds with an innate telekinetic talent. They are located quite close to the Vivrathk Aggression, and the two races have a long history of conflict.

A Jalyrkieon has a body shape roughly comparable to a terrestrial equine. They stand about four feet tall at the withers , and weigh around 550-600lbs, being quite stockily built. They are not covered by a covering of hair, like a horse, but a thick skin, more like a hippopotamus. Hair is present in a ruff from the forehead down to the withers, and again in the tail, which, like an equines, is mostly vestigial made and composed of little else. They can be varied in colour, from deep purple through to an ocean blue, with some ethnicities tending to green or turquoise. Eye and hair colour tends to be much more varied, though the former tends more towards “warm” shades and the latter to “cold.” Extremes like black or white hair are biologically impossible – the lack pigmentation due to age or the equivalent of albinism tends to be towards a muted blue-grey. (Though hair dye for those colours is not unheard of, but is as unusual as a human dyeing their hair blue or green.)

The most immediate obvious difference from a terrestrial equine is in the head, however. A Jalyrkieon’s head is more foreshortened than a typical equine, and with a much larger forehead, which situates both the much larger brain and eyes. These are set in a spectroscopic formation slightly above the nose, which has a more distinctively “pinched” look.

The head is tipped with a set of four short horns. Two project slightly forward, over the eyes, leaning slightly to either side of the vertical plane, and two others point backward, just over the ears. The horns are sturdy and sharp enough to be defensive weapons in their own right. However, their primary purpose is to direct and control the Jalyrkieon’s natural telekinesis.

Unlike a terrestrial equine, a Jalyrkieon has a mouth of sharp, ripping and slashing teeth. While it is true that Jalyrkieons are carnivores, it is true in the same sense that canids are carnivores. Meat is an important part of their diet, but they are by no means exclusively carnivorous.

Jalyrkieon telekinesis is extremely powerful. It is not well understood, even by the Jalyrkieon themselves, but has both psionic and magical components, and resistant to anti-supernatural fields; while their range and power is reduced, it is very difficult to negate completely. The effect is mostly non-luminescent, though considerable effort from highly skilled individuals can cause the horns and target to dimly glow. (The colour of this glow varies, but is usually white or very pale blue.)

In effect, each of the four horns controls a telekinetic “limb” (though this is greatly oversimplifying), allowing them as much and more manipulatory ability than most creatures with hands and fingers. Their strength is difficult to measure precisely, but can be roughly estimated as being slightly above human average with each “limb” and considerable strength when combined.

Jalyrkieons have very large brains in comparison to their body size, significantly more than most hominoids. Their brains are divided into four lobes, rather than two, each one having control over one horn, as hominoids have left and right hemispheres. Most of this extra brain-matter is dedicated to processing their telekinetic abilities. They are capable of multitasking to a significant degree, and essentially their “telekinetic limbs” can each be doing independent tasks, or working coherently. This ability is somewhat limited by the fact they still have some limits on their ability to process data.

Jalyrkieons are able to use their telekinesis very effectively as weapons. While they are not especially adept at hurling large cumbersome objects (like creatures) around, their ability to throw small blades or manipulate simple weapons is extremely high, and the simplicity of such actions means they can often use several with frightening proficiency.

Modern Jalyrkieon soldiers are noted for being very heavily armed for infantry, many carrying the equivalent of two rifles, which they can use simultaneously. The heavy powered armour compensates somehwat for the fact they cannot take cover quite as easily, due to their larger profile. This also means that they operate in smaller squads, usually in groups of four. However, the amount of firepower they can wield, in concert with their armour and own very high racial endurance and damage resistance, means that a squad of four Jalyrkieons is often equal to twice as many hominoids in terms of firepower and effectiveness.

With their greater ability to carry munitions as well, due to their body shape lending itself well to portaging, they can also carry a consummate supply of power cells or ammunition. Consequently, anti-armour weapons are also seen in greater numbers in infantry units.

Most squads break into two fireteams of two, one with a TZD-3 Azorn Missile Launcher and six reloads and three rifles, and the other with two rifles and a heavy support weapon, typically a heavy phased plasma cannon.
 
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by AotrsCommander
Jalyrkeion Hierarchy

The 31RTD Shyroen Main Battle Tank is a large and powerful vehicle. While not as fast as the Tevqolath it supplements, it is still much quicker than most non-grav MBTs. The Shyroen’s role is primarily anti-heavy armour, a purpose served by the two huge energy torpedo cannons mounted on the turret. These weapons are not “torpedoes” in the conventional sense; they are energy weapons that use a similar technology to the phased-plasma batteries, though in this case the energies are much more unstable, and the containment is via imparted force-field, rather than electromagnetism. Energy torpedoes require a large amount of energy to charge to fire, and the containment fields give them only average range. Within that range, however, the damage they can inflict is impressive. Their rate of fire is, perforce, slow; though they can fire a lesser charge as faster speeds, the power is dispropotionally weaker. Energy torpedoes emit light in the green spectra the more powerful they become, and blue-shifting as they lose power and coherance. The smaller charges thus tend to be more typically a turqoise colour on firing.

As with the Tevqolath, the Shyroen’s two launchers are geared for asyncronous fire, circumventing somewhat the problem of low-rate of fire.

However, energy torpedoes perform poorly against shields, so the Shyroen also mounts two multibarrel phased-plasma cannons. These weapons, mounted on sponsons, also have a much greater elevation, and provided some much-needed shield-stripping ability. A single TVX-4 Rerif missile tube sits atop each gun, providing some short-range punch, though as these are not reloadable outside of an engineering bay, a one-shot one. Finally, the Shyroen has a graviton crusher array for point-defense.

The vehicle also has a side-mounted improved sensor array, giving it an excellent targeting system for making the most of it’s weapons. Typically, they are also equipped with a mine plough, since their hull shape is the most optimal for this purpose, and the lighter underside of Jalyrkeion vehicles due to the boosters present) makes them more vulnerable.

When dealing with ultra-heavy targets, such as a Cybertank Eradicator, Shyroens are often teamed with Tevqolaths, with the latter providing the fastest shield stripping, and the former providing the killing punch.
 
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by AotrsCommander
Sci-Soviets

The T-150 Indrik is the first of the new generation of armoured vehicles, designed to counter the Strayvian invaders. While still slightly smaller and lighter armoured than most MBTs, the T-150 has a considerable increase in offense. It is built on an improved T-132 hull, with a new turret. This mounts twin 225mm Magnetic Linear Accelerator cannons. These cannons are configures so they fire a douple-tap, a fraction of a second apart. This allows the second shot to take advantage of the first dropping any shielding. The cannons fire the new Hammer AP anti-armour rounds, and the Sickle plasma shells in place of HESH. Finally, the improved size allows the T-150 to fire AT-11V Sniper ATGWs, though with only six missiles, it can only fire three spreads. Finally, a new cupola replaces the earlier HMG with a particle beam turret for point defence and anti-infantry.Two models, approx (7.3 x 1.9 x 2.5mm)

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF

Note: The T-150 is an accurately sized, sci-fi T-90 with two gun barrels and a sci-fi HMG cupola.
 
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by AotrsCommander
Vivrathk Aggression

The Fire Plague is a well armed fighter. It has average shiled an manouverability, but relies on eight blaster cannons as it's armament. Fire Plagues are dangerous in large numbers, and also are quite adept in the anti-missile role. As they have no disposal munitions, they function at full efficiency for a longer period. However, this means their anti-capital ship effectiveness relies on weight of numbers wearing the target down.

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Jalyrkeion Hierarchy

The 16RLM Idoex Reconnaissance Buggy eptiomises Jalyrkieon battle strategy: fast, flexibile and reliant on speed and manouverability over armour. It’s speed is helped considerably by the Jalyrkieon’s mastery of gravitic and telekinetic technology, and off-shoot of their own abilities. It is equipped with boosters, which, in addition to providing a short upward lift, also locally reduce the effect of gravity on the vehicle, allowing it to “hop” a surprising distance, and even extricate itself from obstacles.

The Idoex is typically fitted with one of two turrets. The first carries an improved sensor array, above a disintegrator cannon. This version is best in it’s scouting role, though despite the disintegrator’s fair power, it lacks a significant punch.

The second varient has no additional sensors, but instead a larger phased-plasma cannon. As with the starfleet, these weapons form the mainstay of the Jalyrkieon ground force. They fire a packet of phased-plasma contained in electromagnetic shell. While not as coherent – and so not as potent – as, say, plasma-pulse weaponry, the Jalyrkieon’s superior containment technology enables them to fire at substantially greater ranges, exceeding many conventional mid-range beam weapons. Further, the weapon systems are relatively small and highly efficient in terms of power. The accuracy of individual blasts is not great, as the contaiment field tends to degrade somewhat eratically. However, with a very good rate of fire, and with klarge batteries, or in the case of vehicles, multiple barrels, the amount of firepower they put out more than makes up for this shortcoming. The biggest disadvantage is, like many blaster weapons, the lack of localised penetrative power, meaning it is impossible to punch a hole through shields with concentrated fire. The discharge is typically a lilac or pink bolt.

With the improved efficiency of the Jalyrkieon’s phased-plasma technology, the weapon packs more punch, has greater range and is vastly better against shielded targets. This later version now sees more common use, despite it’s lesser efficiency as a scout.

Both turrets supplement the Idoex’s firepower at close range with a coaxual missile tube for the TVX-4 Rerif missile. The tube contains only a single missile, but it can be reloaded by bringing the turret to the forward position and rotating the tube fully vertical. The “blister” underneath then will open, allowing a maniplative tractor beam system to reload the launcher. The Idoex has six reloads under armour.

The Idoex also has a graviton crusher for point defense.
 
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Strayvian Dominion Legion

Strayvian Infantry Squad

A Strayvian is about seven feet tall, standing fully erect. They have a roughly humanoid shape, in that they have two legs and two arms. They are very broad and have big feet with seven very powerful, thick toes, spaced more or less equidistantly. Their hands likewise have seven fingers, spaced such that three effectively work as thumbs.

Their skin is usually a dark brown, highlighted by the red glow between the armour plate that cover it. These are larger in areas like the chest, where they may be up to six inches, and smaller in the more flexible areas, going down to as small as a few millimetres.

Strayvians have four eyes, two pairs of triangular, white-hot slits atop each other. They have no nose and thus no sense of smell. They do however, have far better eyesight, being able to see much further into the electromagnetic and thermal spectrums. In addition, their skin has receptors than allow them to ‘feel’ electromagnetic radiation even further than they can see as well.

Because of their heat-based, rather than electrical-based biology, Strayvians are immune to electromagnetic attacks on the nervous system. However, if an such attack manages to penetrate the shielded braincase, it can be catastrophic, causing permanent brain damage at the very least, if not literally burning out their brain. Thermal attacks are generally not very effective against Strayvians, and flame-based attacks are mostly useless as they don’t possess enough heat to be damaging.

The Strayvians are especially vulnerable to cold, as it causes them to lose heat too fast, which damages their nervous system and at freezing temperatures makes their skin brittle enough to shatter.

The Strayvians were among the first enemies humans encountered on their road to the stars. At the time, the Strayvian Empire had been established for centuries and was arguably the greatest power active in the galaxy. Approximately a hundred and fifty years ago, a series of events led to the Empire’s final collapse. Humanity proved, despite the technological differences, a solid opponent the Strayvians simply could not crush. It was a time for humans when smaller-scale acts of heroism contributed a greater weight than in today’s more organised society. The efforts in individual ships and small commando teams wrecked its toll on the Strayvian leaders, foiling numerous diabolical plans to bring humanity to heel. The death of the Emperor during his personal attempt to eliminate humanity once and for all finally caused the Empire to collapse, and all its conquered lands to degenerate into internecine war.

The Strayvians disappeared as a power shortly after the fall of their homeworld, and no living Strayvian had been seen for a century and a half.

A year or two ago, the Strayvians returned, in force, as the new Strayvian Dominion, with an entirely new set of weapons, technology and tactics.

The Dominion Infantry squad consists of seven Strayvians in two fire teams. All are equipped with heavy armour with shields, which given the size of the Strayvians, makes them effectively powered infantry. The first fire team of four contain the squad leader, two lazer rifles and a lazer cannon as a squad support weapon, serving as both sustained fire weapon and light anti-armour weapon. The team of three is a heavy weapons team, with a second lazer cannon, a Wrathfire missile launcher and an ammunitions carrier.

Infantry squads are deployed typically three to a platoon, each squad with its own attached Invidious Obsidian APC.
 
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Sci-Soviets

The Mark IV Sentry Turret is an automated defence system for anti-infantry and anti-vehicle operations. It is armed with twin plasmatic repeater cannons and has limited shielding.

All turrets in the sci-soviet range are interchangable.

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Jalyrkeion Hierarchy

The 41RKR Scovocsper VTOL attack fighter is a bleeding-edge new VTOL craft, modelled directly from the fighters of the Rixjaani Obonos (Starfleet, lit. vessels (i.e. fleet) of the sky-fighting), and is closer to a starfighter than a more conventional VTOL. Top-of-the-line gravitonic drives combined with effective-mass reduction grids allow the Scovocsper to mount armour heavier than some MBTs, as well as considerable armament.

The Scovocsper has ventral twin multibarrel phased-plasma cannons, an ungraded and more compact version of the turret used by the 21RLB-6 Appila.

The wing struts mount TOO-1 Tonsha Missile Launchers, three each side, with three missiles each, for a total of eighteen warheads. Reloading is quick and simplified, as the missiles are mounted in magazines, and accessed through the heavily-armoured ventral hatches. At a suitable loading base, the Scovocsper simple flies to the top of the building, drops it’s expended magazines into a hatch, and then hovers forward to a second hatch, where pre-loaded magazines are raised up to lock in. The whole process is automated, and assisted by tractor beams on the roof of the facility, enabling the Scovocsper to reload in less than a minute; pilot endurance is the major factor to the number of sorties one can conduct.

The Scovocsper also mounts a much larger phased plasma cannon battery, in the form of the wing strut-tip cannons, giving it extremely good range and firepower, at the expense of firearc.

Finally, it has two light phased-plasma point-defence arrays, instead of the slower and more cumbersome graviton crushers.

All this power comes as an expense however. The Scovocsper is unable to mount shield generators, due to the amount of power it expends on weapons and propulsion, despite being just above the minimum size. While this was a consideration, the Hierarchy command decided that given its sphere of operations would mostly consist of nap-of-earth combat that the emphasis should be placed of offense, and rely on terrain and manoeuvrability for defences. As a result, despite being closer to a fighter than a VTOL gunship, it is not suited to dealing with true fighters.

 
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Sci-Soviets

The new Perun class "Tesla" Grav Tank is part of the new generation of weaponry, primarily brain-childed by Stanislav Tesla, a decendant of the famous Nikola Tesla, born in Russia on Earth. It is lighter armoured than most MBTs, being little heavier armoured thn many light battle tanks, but carries a considerable offensive punch from it's two tesla coils. It is considerably faster on it's grav-drives than the previous generation of tracked tanks, and serves to reinforce recon units of support T-150 Indrik MBTs. It carries a secondary particle beam turret for point-defence (the tesla coils themselves are effective on both infantry and armour).

All turrets in the sci-soviet range are interchangable.

Two models, approx (4.1 x 3.1 x 2.5mm)

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General Designs Hulls: Delta Series

The Delta series Corvette is found in many star fleets throughout the galaxy. The stock model is optimised for light security duty, but like all the Delta series, is sufficently adaptable to be outfitted for any task.

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Jalyrkieon Hierarchy

Venlix Class Torpedo Cruiser

The Venlix was one of the first of the new generation of starships, to replace the heavy losses inflicted by the Vivrathk. The first entered service five years after the end of the war, and have proven to be a solid and reliable design. The Venlix forms the backbone of the fleet, and are found in most formations. Their major firepower comes from the massed phased-plasma batteries, supplemented by two forward-firing energy torpedo tubes.

Venlixes are often deployed in small group, though a formation consisting one one Venlix, a Sithan Marraz Shrapnel Cruiser, two Kytiat frigates, four Phoze MPCs plus either a Idattri or Grivenon escort ship is also common.

Recommended material: WSF
 
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Saturn Syndicate Ascendancy

Copernicus Amalgamated (Warship division) CAW-107 Fusillade Destroyer

During the SSA's frantic fleet re-building period, one early gap was a dedicated missile ship. Copernicus Amalgamated had already begun work on the CAW-104 Arbalest, but it was still in the design stage. The chairman, Michel Sandworth, a close friend of the SSA head, Victor Vane, was wracking his brains to find a solution, and came upon an old hull design from the very early days of the Syndicate. The CA-18 Tachyon was a prototype design build during the arms race competion between the competing warp-drive and hyperdrive technologies of the time. Concieved as a "racing ship" the Tachyon was meant to showcase the speed at versitity of the warp-drive and the Saturn Syndicate's best technology. Ultimately, it failed in practise, being too ambitious for the current technology.

Sandworth discovered, however, that the internal structure was almost exactly the right size for direct replacement of the drives and power core with existing technology, and even the hull was stressed to the right levels for the SSA fleet's target speed and manouverability. Thus, it would require a great deal less work to re-design to fit a new purpose. The only major problem was the lack of internal space suited for missile launchers, especially with the predominantly augmented nuclear arsenal of the SSA. Sandworth's unconventional solution was to mount a quartet of missile pods on heavily reinforced pylons, external to the ship. This solved both problems, giving it significant missile capability, and the external position meant the pods didn't need to be as heavily radiation-shielded. Further, the pods could be simply detached and replaced as a unit, and could be reloaded at leisure at a starbase.

The Tachyon, now under the new designation CAW-107 Fusillade, had more than enough engine power to take the extra load. The saving in hull space of modern technology also allowed it to be fitted with a foward array of astro-bursters, and a series of light hyper-rays for point- and area-defense. With a quick design cycle, the Fusillade was among the first ships in production of the new fleet, beating out the Arbalest by nearly eighteen months.

Despite it's initial staus as a stop-gap measure, the Fusillade has held up surprisingly well, though it requires a little more maintenance than later vessels. Despite this, it is well-liked by it's crews, however, not least because the crew quarters are compartively spacious and comfortable, a legacy of it's original civilian design.

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Cybertanks

The Cohesion configuration is designated as a "Suppression" tank. For the Cybertanks, this qualifies as a dedicated anti-infantry vehicle. As the Cybertanks are simply too big to fit inside buildings (and rarely feel the need to try and capture anything anyway), the Cybertanks solution to the problem of infantry is the most basic - obliterate the place the infantry are standing in. The Cohesion's primary weapon is a cannon that fires a minaturised matterflux shell. This is capable of inflicting vast amounts of damage to structures, plant-life and and vehicle unfortunate enough to be hit by it.A Cohesion can fire about four shells under typical conditions, before needed to grow more. Some Cohesions seem to prefer using high-explosive shells, which while deal less damage, allow them twice as many shots.

Interestingly, dead Cohesions have revealed that the design of these two shells differs. The older, high-explosive shell is "natural" in the sense that is is internally consistant with Cybertank physiology. The matter-flux shells were not seen until about fifty years ago, and the technology design principles are more in line with the Cybertank's startship technology. They are both grown by the Cybertank, but the implication is that the Cybertanks can control at least some aspects of the physiology and teach themselves how to create new parts for themselves.

The Cohesion's other weapons include twin heavy mass drivers, coaxual to the matter-flux cannon, with an enormous store of ammunition. The Cohesion can also very quickly replenish this supply over time as it grows new shells. The mass drivers are used primarily for dealing with lighter targets, such as exposed infantry or lighter vehicles, but together, can output enough fire to concern even tanks at short ranges. The main turret itself has a very considerable angle of fire (up to 45º from the horizontal), allowing the Cohesion to deal with awkwardly placed infantry or anti-aircraft operations more efficiently.

It also has two smoke dischargers, capable of deploying hot smoke; like all Cybertank smoke, this is slightly toxic to most organic species.

Finally, the Cohesion sports two partical laser arrays on either side of the hull. These serve as point-defense, anti-aircraft and anti-drone roles, as well as giving it considerably additional firepower for dealing with infantry; typically holding them down long enough to use the main weapons.

Cohesions have a tendancy to be more deliberate and measured than other Cybertanks, are are often better at assessing threats. This is perhaps wise, as despite their considerable armament and above-average speed, they are lightly armoured and shielded.

Two models, approx (5.3 x 2.6 x 3.7mm)

Suggested material: SWF
 
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Saturn Syndicate Ascendancy

Hawkings Astronautics (Military) HAM-128 Corsair Class Battleship The HAC-124 Nomad’s prevelance in the SSA’s spacelanes, and the SSA’s urgent need for new ship hulls and a fleet meant that is was only a matter of time before militarised versions were created. Many had already undergone conversion to serve as assault ships, or armed merchantment. The SSA commissioned Hawkings Astronautics to create a full military version, to serve as a combat starship: the HAM-128 Corsair Battleship. The Corsair’s main unit is not dissimilar to the Nomad’s. The drive unit has been expanded, and the hyper-ray blisters upgraded, at the cost of the the Nomad’s own internal cargo bays.

The bulk of the Corsair’s firepower comes from the HAM 1200M weapons module. Built on the HAC-1200 series cargo modules used by the Nomad, the HAM 1200M mounts supplementary shield generators, plus a partical pellet gun, an astroburster cannon, and several additional hyper-ray blisters, some for close-defence. Each unit has it’s own minuture command centre, with firecontrol and sensor array, and provided it’s own power.This unconventional design is considerably cheaper than designing and building a whole battleship. However, despite this, the vessel has something of a glass jaw. Despite the overlapping shields from all five components, the ship is much more vulnerable than a conventional vessel. Damage control teams cannot move between the modules, leaving only the local crew to repair and battle damage. In particular, destruction of the main body leaves the crews in the weapons modules completely helpless, assuming they survive the explosion.

Theoretically, it would be possible to interchange the HAM 1200M and it’s civilian counterparts on both Nomad and Corsair. However, this has not been attempted in practise, and there is some concern that the couplings on the Nomad may not be up to the strain of handling the more advanced modules.

Recommended material: White strong flexible
 
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Cybertanks

The Resistor II is almost as common a configuration of the Cybertanks as the Resistor I, and both are the iconic configurations whose image is conjured up when the Cybertanks are referred to. Resistor IIs have a smaller particle laser than the Is, but this is supplemented by a mass driver gating. The pyramidal structure at the top emits a smaller particle laser, serving both missile defence and anti-infantry. Two turret smoke dischargers are mounted on the turret, one either side.

Like all Cybertanks, the Resistors share their omnicidal nature and staggering racial arrogance; and mercifully for the rest of us, their utter inability to hit anything, despite their advanced targeting systems and use of energy weapons. Because of their abundance, we know more about the Resistors than any other configuration. Internally, their technological phyisology is as different from that found in their starships and buildings (i.e their constructed technolgy) as ours is from our own, and is highly complex, and seems more "grown" than "built". And the re are further mysteries. For example, the Cybertank's particle laser technology found on board their starships seems derived from their own bodily weapons, but are subtly different in a way that a conventional tank and shipboard weapon are not; i.e. they are not quite simply different sized versions of each other.

This all lends credence to the Cybertank's claim they evolved into these vehicular forms naturally. Despite the extreme improbability of these claims, no-one has yet found any evidence to prove otherwise. The truth - if it still exists - lies buried under the surface of the Cybertank's homeworld of Metalyka, where none but Cybertanks have ever stood.



This is a 1/144 scale grav tank, though equally could be used at 15mm or even 25/28mm (or even 1/300 if you want to go nuts!)

Suggested material: SWF

 
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Saturn Syndicate Ascendancy

Hyperstar Incorporated HSB-124 Pegasus Heavy Bomber

Capable of astounding acceleration and agility, the highly popular Hyperstar Incorporated HSB-124 Pegasus Heavy Bomber can outfly most fighters. Conceived as a fast attack bomber, it utilises the cutting edge in Syndicate miniaturisation technology. Unlike many similarly sized assault shuttles, the Pegasus does not have any turreted weapons, and is armed with two forward light ultrabeam cannons. The Pegasus has a compact but powerful bridge module, with a suite of full-sized starship sensors. This both allows it to fire while making evasive manoeuvres and to identify targets with greater precision.

The Pegasus is comparatively fragile compared to most vessels in its own size class. It is unarmoured, and only has moderately powerful shields. It instead relies on its speed and manoeuvrability to avoid enemy fire, making a high speed dash to attack range. This has the unfortunate tendency of encouraging Pegasus crews to act recklessly, charging in like some latter day flying cavalry, sometimes to their detriment.

The Pegasus’ primary role is close aerospace support (both anti-starship and anti-surface operations). As its mane weapon in this mission, the Pegasus utilises the new  Ingram-Faust Manufacturing RD-1 Astro-Accelerator Bomb. This is essentially a nuclear-powered, miniaturised astro-accelerator projector. The bomb can sustain a warp field for only a few seconds before burning out, but the damage that is inflicted in that time is still considerable. Because the RD-1 is more frequently used in atmospheric operations, where the light-scattering effect of an warp field is much more visible, it has earned the unofficial nickname of “Atomic Rainbomb” among it's crews.

The Pegasus is a sufficiently reliable platform that several variants are in production. The first, the HSB-124A replaces the Pegasus’ RD-1 AAB capability with more a conventional small arsenal of the SSA's starship-borne standard "dirty" nuclear warheads in both missile and torpedo form. The HSB-124W removes the warhead capability altogether, and adds additional facilities for  the crew for extended operations. This variant is used for scouting and pathfinding missions ahead of the main fleet, particularly in dangerous areas like nebulae, which the Pegasus is particularly suited to navigating. These latter missions are often jokingly referred to as “weather patrol” by their crews.

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Saturn Syndicate Ascendancy

Hawkings Astronautics (Civilian) HAC-124 Nomad Class Freighter
 
Hawkings Astronautics cut their teeth on civilian vessels like the obiquitous Nomad. The Nomad is a multi-purpose freighter, designed to carry four of the HAC 1200 series cargo module (models 1200-1260E), which enables it to handle most cargo short of passengers, even bio-hazardous or otherwise radioactive materials. By directly handling the modules, rather than relying on smaller containers, the Nomad is able to be much more efficient in terms of volume to benefit, since most of the 1200 modules do require external power or lifesupport. The Nomad takes advantage of SSA miniaturisation even with the oversized Warp-drive and main engines, is capable of a fair turn of speed for a merchant ship. It's engine power and shielding are equivilent to most heavy cruisers, and it mounts no less than thirty particle pellet guns in turrets (though most of these are automated rather than crewed). It also has several hyper-ray blisters for good measure.

Of course, this extra weaponry comes at considerable expense. However, given the slow recharge and jump distance of contemporary warp-drive, it is a requirement for security purposes. Indeed, the formidable armament of the Nomad keeps them safe from all but determined (and well armed) pirates, and even military starships are wary of engaging one unnecessarily.


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Army Of The Red Spear

The Aotrs Fallen Soul Multirole AFV serves as an APC in ground combat and a boarding pod in space. The front has a massive armoured ram, and it is protected in flight by two twin coldbeam turrets in the dorsal and ventral positions. These automatically turn to face the rear just before impact.

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Sprue of six (approx 7 x 3 x 3 mm each)
 
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Jalyrkieon Hierarchy

Grivenon Class Defence Cruiser

The Grivenon Defence Cruiser is one of the smaller cruisers in the fleet. Its role is to provide close defence to more valuable ships, as well as providing some anti-ship firepower of it’s own. It lacks any energy torpedoes, but boasts a not inconsiderable amount of phased-plasma firepower. Grivenons are typically deployed in the interior or the formations, close to their escorted vessels, while the smaller Idattris with their missiles occupy the edges.

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Strayvian Dominion Legion

Ash Abomination Lava Spite Scout AFV

The Lava Spite hull is technically classified as a scout vehicle, but in practise, it is closer to a lighter MBT of most other races, with the added advantage of size. A one-crew vehicle, the Ash Abomination variant is the most common, sporting an improved sensor array, strong shields for a vehicle of its size, and considerable firepower. In addition to the twin forward lazers, it mounts a powerful lazer cannon turret, with a coaxial PD lazer. The PD lazer has full elevation, but relies on the turret to provide lateral movement, which can degrade it’s use if the main gun is overriding it’s commands.
 
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Stone Portal Fleet

The Stone Portal Light Cruiser sports a massive array of energy weapons, making it one of the more dangerous ships to encounter. It is the fastest large vessel in the Stone Portal Fleet, and because it carries enough point-defense weaponry to be self-sufficient, typically operates in small groups of two-to-three ships or more, sometimes with a larger vessel like a Heavy Cruiser.

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Sci-Soviets

The T-150 Indrik is the first of the new generation of armoured vehicles, designed to counter the Strayvian invaders. While still slightly smaller and lighter armoured than most MBTs, the T-150 has a considerable increase in offense. It is built on an improved T-132 hull, with a new turret. This mounts twin 225mm Magnetic Linear Accelerator cannons. These cannons are configures so they fire a douple-tap, a fraction of a second apart. This allows the second shot to take advantage of the first dropping any shielding. The cannons fire the new Hammer AP anti-armour rounds, and the Sickle plasma shells in place of HESH. Finally, the improved size allows the T-150 to fire AT-11V Sniper ATGWs, though with only six missiles, it can only fire three spreads. Finally, a new cupola replaces the earlier HMG with a particle beam turret for point defence and anti-infantry.

All turrets in the sci-soviet range are interchangable.

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Note: The T-150 is an accurately sized, sci-fi T-90 with two gun barrels and a sci-fi HMG cupola.
 
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Stone Portal Fleet

A light combat vessel, Stone Portal Corvettes usually work in pairs, supported by an Escort Corvette. This allows them to mount heavier weaponry for a light vessel than normal.

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Sci-Soviets

The BMP-10A Svetovid Mechanised Infantry Combat Vehicle is a new-generation vehicle to replace the BMP-9. A grav engine gives it considerably improved speed. It has much greater forward and side armour, and replaces the BMP-9s weaponry with a larger 60mm cannon capable of firing a lighter version of the Hammer AP rounds, supported by a powerful particle beam cannon in the coaxial mount. In addition, the Svetovid is equipped with firing ports on the sides to allow infantry to weapons fire from inside, including the RPG-55.

All turrets in the sci-soviet range are interchangable.

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Note: The BMP-10A is an accurately sized, sci-fi  BMP-3 with a grav drive instead of tracks.
 
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Cybertanks
The smallest and lightest of the Cybertank configurations ever seen, the Radical performs function as a scout. A Radical has the highest speed of all gravitic Cybertanks. They are lightly armed and shielded, but their primary particle laser turret is extremely powerful, matching that of some lighter main battle tanks. It also has a considerable arc of fire, allowing the Radical to perform in anti-infantry, anti-drone and anti-aircraft roles, supplement by the small particle laser emitter on the top of the turret.Radicals have a noted tendancy for over-confidence and rashness, and are prone to making poor descisions and displaying an arrogance which is high even by Cybertank standards. Some attribute this to their particular speciality, i.e. not disimilar to a "fighter jockey" effect. Others suggest that this lends credance to the theory that Cybertanks "evolve" into larger forms

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1:72 scale bike, designed for Manoeuvre Group Wargames rules.

Four generic dirtbikes, suitable for use in any 25mm/1:72 scale game.

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Jalyrkieon Hierarchy

Essperila Class Dreadnought

The Essperila Dreadnought is a huge vessel a mile long, and is considerably bigger than most superdreadnoughts, and even some fleet carriers. While not quite reaching the mammoth size of the Orc WarDreadnoughts, it makes up for the difference is speed, mobility and firepower. The Essperila is phenonimally fast for it’s size, having the same acceleration and agilty as the Jalyrkieon’s cruisers. Very heavily shielded, it boasts an enormous wealth of weapons: extensive phased-plasma batteries, four shrapnel cannons to the fore and rear, missile tubes and two heavy energy torpedo tubes, as well as dozens of point-defence weapons. It further has it’s own local ECM protection.

The Essperila is the most common of the Jalyrkieon heavy vessels, and it is not uncommon to see more than one in a fleet group, or even operating independantly - the amount of weaponry, protection and speed mean the need for escorts is much reduced.

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Cybertanks

The Eradictor Heavy Grav Tank is often seen as the command unit for large number of Cybertank ground units. It is far more rarely operating as a unit. Eradicators are cunning and canny leaders, though, like most Cybertanks, they are not averse to casualties if required. This is another point often raised that size correllates to age and experience. This is by no means certain, as others have pointed - the larger size may come from the function, and not the other way around.

Regardless, Eradicators are extremely dangerous on the battle field. With very heavy shields, considerable armour and a powerful sensor array, they are both hard to surprise, let alone destroy. They are armed with a massive double-barreled particle laser cannon turret, supplemented by two matterflux missile launchers (typically carrying 96 missiles in total). These weapons can fire up to six missiles each at once, but then require a brief break with they are reloaded. The Eradicator's weapons are further rounded out by four magnetic linear accelerator gatlings covering each direction and four heavy point-defence particle laser arrays. Combined with the Eradicator's excellent ECM system, these last render it virtually impregable to individual missiles; a large or sustained salvo is required to even have a chance.

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Army Of The Red Spear

The Keening Abyss, designed on the same lines as the older Howling Void Battlecruiser, is designed for close range attack. Armed with the a cut-down version of the Howling Void's electroblaster pylons, and a trio of plasma-pulse cannons, the Keening Abyss has an extremely powerful drive, allowing to close to attack range rapidly, and agile enough to survive the attempt.

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General Designs Hulls: Delta Series

General Design's Delta series Assault Shuttles are commonly seen on the market. One of, if not the most, cheapest armed shuttles available, the Delta series' usual customisability sees the Assault Shuttle used by everyone from merchants to adventurers to military forces.

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Sprue of four (approx 6 x 11 x 4mm each)
 
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General Designs Hulls: Delta Series

The Delta cruiser is seen less frequently than it's slightly heavier breathren, but is still a popular choice with smaller powers. As with most of the larger Delta series, it is more often seen configured for in a combat role.

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Stone Portal Fleet

The Torpedo Destroyer, like most Stone Portal vessels, slow and lumbering in comparison to the vessels of other races. However, it makes up for that lack by mounting it's torpedo tubes in twin ball turrets, giving it unrestricted fields of fire.

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