Aotrs Shipyards

Designs by AotrsCommander

Aotrs Shipyards models are designed primarily for miniature wargames.

All of the models large enough to physically accomodate it have a 3.4mm diameter hole, which is sufficient to fit in a typical plastic flying base/flight stand. Models too small for this have instead a flattened area, suitable for gluing to a stand, if necessary (e.g. particularly in the case of the Stone Portal Fleet).

On some smaller vessels, the model will be available as a single ship or in a pack of 3-4 models. These packs are optimised for Strong White Flexible and to reduce the cost per ship where you are likely to want to have multiple ships. The single models are there just in case you only want to fill out the odd ship in your fleet! Note that on very small models (like corvettes or scoupships), it sometimes isn't worth doing this as you only start to save any costs for 10-12 models per pack (e.g. Stone Portal Corvettes), which is a bit too many.

MATERIALS: UPDATE 29/01/2010

The models, many of which are on the minimum wall thickness, are restricted to either Strong White Flexible (and it's coloured permutations) or detail. Models printable in detial can be printed in SWF, but models that are designated as SWF are generally not suited to detail material. I've put the hard-coded restrictions in, because I don't at this point, have the money to prototype everything and I'd rather restrict the material than have people try and print things things that won't work. (As has happened once already.) If in doubt, I've erred on the side of caution.
The model will have a materials section in the description section that gives the suggested (or only) material, which is what the prototypes have been printed in (optimised for lowest cost, as we Aotrs are a tight crowd...!) This will be either Strong White Flexible or [x] detail. The designs will be optimised for these materials.

Strong White Flexible is self-explanatory.

[x] detail refers to any of the detail materials (White, Black or Transparent). Transparent is recommended, since the models are designed to be painted. (We have found a cheap acrylic spray primer and then standard acrylic model paints produces pefectly good results.)

RANGES: All ships of the same fleet in a range (or design company) are prefixed with a code to allow easy searching when organised by title. In addition, each fleet range has it's own shop section.Current fleet ranges:

Aotrs: Army Of The Red Spear vessels. Primarily supplementary vessels for the existing (mainly-scratch built) Aotrs fleet.

ASF: Alpha Strike Force. A high tech fleet.
(Many of whom's ship designs have been lurking around for decades!)

BDSC: BD Starship Corporation. A small starship manufacturer.

GDH: General Designs Hulls. The most prevalent starship manufacturer  in the galaxy, GDH starships are available on the open market and are frequently refitted by the end user. They have several series of ships, based on similar hull shapes.

GDAC: General Designs Auxillary Craft. A subsidiary of GDH who manufacture ancillary craft like shuttles and fighters.

SP: Stone Portal Fleet. A race of  mysterious ancient beings whose vessels derive their power from superspace portals. They are generally slow but tough.

SSA: Saturn Syndicate Ascendancy. A breakaway human faction that evolved from a series of megacorporations. (The SSA is an attempt to capture a more "atomic sci-fi" feel, akin to that in the works of Stewart Cowley's TTA series of books in particular.)

VA: Vivrathk Aggression. A race of highly vicious combatants.

XGA: Extra-Galactic Aliens: Little is known of these aliens, except that they come from a galactic cluster almost the opposite side of the universe.

MG: Manouvre Group models: Armoured combat vehicles range in 1/72 and 1/144 20th century (plus), featuring sci-fi and models otherwise difficult to obtain in other forms (e.g. the dirtbikes).

We found 158 products by AotrsCommander

by AotrsCommander
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.

Recommended material: WSF
 
(0)  
  •  
From: $3.24
 
by AotrsCommander
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.

Interestingly, dead Cohesions have revealed that the design of these shells indicates they have been replicated from the starship technology principles, as opposed to the Cybertank's natural technology. Indeed, old records from early encounters indicate that the shells were a high-explosive weapon, whose design was entirely consist with the internal workings of the Cybertanks.



 
(0)  
  •  
From: $7.85
 
by AotrsCommander
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
 
(0)  
  •  
From: $14.00
 
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.

Suggested material: SWF
 
(1)  
  •  
From: $10.61
 
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.

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.
 
(0)  
  •  
From: $11.23
 
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.
 
(0)  
  •  
From: $20.79
 
by AotrsCommander
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.

Suggested material: SWF
 
(0)  
  •  
From: $10.06
 
by AotrsCommander
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)

Suggested material: SWF
 
(0)  
  •  
From: $18.44
 
by AotrsCommander
Sci-Soviets

The BDRM-22A Marzanna is a light vehicle. It is poorly armoured and designed primarily for reconnaissance. The turret is modular, and can be fitted with a variety of weapons, including a particle beam turret, cryocannon sensor array or twin AT-14V Spriggan heavy anti-tank missiles..

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF.

Model contains four particle beam turrets, two cryo cannn and two sensor turrets and four missile turrets.

Note that the Marzanna is an accurately scaled BRDM-2 with grav drives and sci-fi turrets.
 
(0)  
  •  
From: $29.26
 
by AotrsCommander
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.

Recommended material: SWF
 
(0)  
  •  
From: $42.01
 
by AotrsCommander
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.

Suggested material: SWF
 
(0)  
  •  
From: $19.92
 
by AotrsCommander
Sci-Soviets

The T150AL Fext is a heavy combat tank armed with a heavy beam weapon. It is most useful operating on slow-moving, high value targets or structures, due to its slow rate of recharge. It’s particle beam cannon is, however, extremely powerful.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF
 
(1)  
  •  
From: $10.76
 
by AotrsCommander
Sci-Soviets

The T150AL Fext is a heavy combat tank armed with a heavy beam weapon. It is most useful operating on slow-moving, high value targets or structures, due to its slow rate of recharge. It’s particle beam cannon is, however, extremely powerful.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF
 
(0)  
  •  
From: $19.88
 
by AotrsCommander
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.

Suggested material: SWF

Note: The BMP-10A is an accurately sized, sci-fi  BMP-3 with a grav drive instead of tracks.
 
(0)  
  •  
From: $25.20
 
by AotrsCommander
Sci-Soviets

The Chernobog Command Vehicle is equipped with a top-of-the-line command suite, a sensor and communication array. In addition, it is armed with a tesla turret at the rear and a plasmatic repeater cannon with twin AT-14 Spriggan missiles launchers at the front. The Chernobog is also large enough to mount a shield generator.

All turrets in the sci-soviet range are interchangable.

Suggested material: SWF

 
(0)  
  •  
From: $23.29
 
by AotrsCommander
Cybertanks

The Capacitor provides the cybertanks with missile support. They are generally regarded as the most dangerous in their weight class. Armed with a turreted rapid-fire matter-flux rocket launcher, backed with quad heavy missile launcher with eight reloads, the Capacitor can fight both in the front line or from safety, using Dispersions or Eradicators as target designators. They have their own sensors too, allowing A platoon mates to concentrate a deadly salvo of fire. A Point-Defence particle laser array rounds out their weapons.

Unlike many such similar vehicles in the armies of other races, Capacitors are not lightly armoured, but have nearly the same shielding and armour as a Resistor, only being slightly lighter in the side and rear arcs. Despite the limit number of matter-flux missiles, Capacitors replenish their matter-flux rocket at an astonishing rate, meaning it is almost impossible for them to run out.
 
(0)  
  •  
From: $13.68
 
by AotrsCommander
Cybertanks

The Capacitor provides the cybertanks with missile support. They are generally regarded as the most dangerous in their weight class. Armed with a turreted rapid-fire matter-flux rocket launcher, backed with quad heavy missile launcher with eight reloads, the Capacitor can fight both in the front line or from safety, using Dispersions or Eradicators as target designators. They have their own sensors too, allowing A platoon mates to concentrate a deadly salvo of fire. A Point-Defence particle laser array rounds out their weapons.

Unlike many such similar vehicles in the armies of other races, Capacitors are not lightly armoured, but have nearly the same shielding and armour as a Resistor, only being slightly lighter in the side and rear arcs. Despite the limit number of matter-flux missiles, Capacitors replenish their matter-flux rocket at an astonishing rate, meaning it is almost impossible for them to run out.
 
(0)  
  •  
From: $25.69
 
by AotrsCommander
Cybertanks

The unusual Vaporiser is less a tank and more a mobile pill box. With a fixed manetic linear accelerator gatling, and very heavy front armour (approaching that of the Eradicator), it is often seen functioning as a latter-day inpromptu fixed-line machine gun. It’s main weapon, however, is the omnidirectional partical laser beam array mounted on the back, often confused for a sensor array. This has considerable range and is equally capable at anti-air or anti-armour roles. Their side armour is considerably less, and their shields are not stronger than the Radical’s.

However, these are not the reasons the Vaporisers are most notorious. They six double-sized sized tractor emitters, four at the front and two at the rear, provided them with enormous strength and manipulative ability. They can lift about 80 tons, and can throw around eight - more than enough to uproot and hurl a tree. There are few vehicles that can traverse woods or other difficult terrain so easily – the Vaporisers simply shove the trees out of their path like a man would brush aside undergrowth. They are sufficiently skilled at this, they can do at nearly full speed. The resulting clear trail allows the following Cybertanks to launch an expected strike from an unexpected direction.
 
(0)  
  •  
From: $18.00
 
by AotrsCommander
Cybertanks

The unusual Vaporiser is less a tank and more a mobile pill box. With a fixed manetic linear accelerator gatling, and very heavy front armour (approaching that of the Eradicator), it is often seen functioning as a latter-day inpromptu fixed-line machine gun. It’s main weapon, however, is the omnidirectional partical laser beam array mounted on the back, often confused for a sensor array. This has considerable range and is equally capable at anti-air or anti-armour roles. Their side armour is considerably less, and their shields are not stronger than the Radical’s.

However, these are not the reasons the Vaporisers are most notorious. They six double-sized sized tractor emitters, four at the front and two at the rear, provided them with enormous strength and manipulative ability. They can lift about 80 tons, and can throw around eight - more than enough to uproot and hurl a tree. There are few vehicles that can traverse woods or other difficult terrain so easily – the Vaporisers simply shove the trees out of their path like a man would brush aside undergrowth. They are sufficiently skilled at this, they can do at nearly full speed. The resulting clear trail allows the following Cybertanks to launch an expected strike from an unexpected direction.
 
(0)  
  •  
From: $7.13
 
by AotrsCommander
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.
 
(0)  
  •  
From: $14.34
 
by AotrsCommander
Army Of The Red Spear

The Sorrow Skean is a new fast attack cruiser. It is designed to work at long and close range. It has the typical heavy shields and armour that characterise the Aotrs fleet, but it's mian protection is it's enormous agility and speed, which eclipses most escort vessels. It is armed with four heavy railguns, and spinal mount plasma-pulse cannon. A point-ECM system and numerous anti-fighter.anti-missile defenses enable it to operate more-or-less independatly of the main fleet.

Recommended material: Strong white flexible
 
(0)  
  •  
From: $6.50
 
by AotrsCommander
Army Of The Red Spear

The Shadowfang was one of the earliest ships of the current generation, and after fifteen years of advancement, there have been many improvements. Unlike the Frostbeam A, which was a refit applied to all existing models, fine tuning the weapon systems, the Shadowfang Mk II is a new model, adding in new technology, but not making changes severe enough to warrent a new class. The Mk II hull is 20% more massive, but it maintains the same mission profile. Most of this extra mass is due to the enlargement of the coldbeam cannons, which have been increased in power and range by 33%, giving the Mk II even better firepower. Numerous additional point-defence systems have also been added, which enmasse somewhat compensate for the main cannon's poor firearcs. The first Shadowfang Mk IIs are now being delivered to Aotrs fleets.

Recommended material: Strong white flexible
 
(0)  
  •  
From: $2.95
 
by AotrsCommander
 
(0)  
  •  
From: $21.58
 
by AotrsCommander
Army Of The Red Spear

The Hoarfrost Frigate's primary role is to supplement the Spectral Glow and Spirit Wrack in their role as fleet defence. The Hoarfrost provides mid-range point-defence for squadrons. Larger are much sturdier, it is armed with a battery of long-range point-defence coldbeam batteries, but no anti-starship weapons.

Recommended material: Strong white flexible
 
(0)  
  •  
From: $2.78
 
by AotrsCommander
Russian/Soviet

BMP-3 1:144th scale (12mm)

Recommended material: WSF
 
(0)  
  •  
From: $26.42
 
by AotrsCommander
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.

Recommended material: WSF
 
(0)  
  •  
From: $25.11
 
by AotrsCommander
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.

Recommended material: Strong white flexible
 
(0)  
  •  
From: $2.48
 
by AotrsCommander
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
 
(0)  
  •  
From: $11.23
 
by AotrsCommander
Jalyrkieon Hierarchy

Sithan Marraz Class Shrapnel Cruiser

The Sithan Marraz Shrapnel Cruiser’s primary job is area suppression. With no less than six shrapnel cannons, to both forward and rear, they can devastate a formation of enemy vessels. The Sithan Marraz was specifically built to counter the Vivrathk, whose reliance on close-range blasterbeam point-defence places them right within the sharpnel cannon’s optimal ranges. In addition, the Sithan Marraz boasts almost as much phased-plasma firepower as the similarly-sized Venlix, plus some additional area-defence anti-fighter weaponry, rendering it quite capable of operating in small groups with minimal escort.

Recommended material: WSF
 
(1)  
  •  
From: $4.63
 
by AotrsCommander
Jalyrkieon Hierarchy

Idattri Class Light Defence Destroyer

The Idattri Light Defence Destroyer is utlised as a cheap but effective point-defence vessel, and can be seen accompanying almost any type of formation, often supplementing the larger Grivenons. It is armed only with point-defence energy weapons. It carries approximately two hundred long-range anti-fighter and anti-missile warheads of various caliburs, in the typical ventral/dorsal missile tube configuration.

Recommended material: WSF
 
(0)  
  •  
From: $2.54
 
by AotrsCommander
Jalyrkieon Hierarchy

Shadruech Class Sensor Cruiser

One of the specialist cruisers of the fleet, the Shadruech is immediately distinctive due to the enormous sensor dishes on the port and starboard arrays. The vessel mounts the pinacle of Jalyrkieon sensor technolgy; the largest and most powerful sensor array they have ever built. The two dishes, while typically pointed out to port and starboard, can in fact be extended on telescopic poles, and then can be rotated to face any direction, to further enhance their power and resolution.

The Shadruech also is equipped with an extensive ECM array, which in concert with the sensor and communicator emitters, mkaes it a jamming vessel par excellance.

Recommended material: WSF
 
(0)  
  •  
From: $5.12
 
by AotrsCommander
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.
 
(0)  
  •  
From: $4.78
 
by AotrsCommander
Strayvian Dominion Legion

Magma’s Ire Blistering Castigation Main Battle Tank

The Magma’s Ire configuration of the Blistering Castigation hull – aside from demonstrating the Strayvian tendency for overlong names – is the Dominion’s main battle tank. Considerably larger than those of most races MBTs (partly due to the larger size of the Strayvians themselves), the Magma’s Ire is extremely powerful. Heavily armoured and shielded, it, like most Strayvian vehicles, runs on an anti-grav drive. Backed up by the rear engines, this allows the tank to fly like a VTOL (albeit somewhat clumsily) enabling very fast overland transit, when required, as well as enabling pop-up attacks. It is armed with lazer (Laser Amplified with Z-Emitter aRray) weapons. The primary turret holds the main lazer cannon, while the rear turret holds a high-track point-defence/anti-infantry lazer. Underneath the armoured canopy shell are two fixed-forward lazer cannons, primarily used for when the vehicle is in flight.

They typically operate in a platoon of three tanks.
 
(0)  
  •  
From: $10.45
 
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.
 
(0)  
  •  
From: $3.46
 
by AotrsCommander
Jalyrkeion Hierarchy

The 34RTD-1 Shyroen variant is an engineering vehicle, specialising in clearance and demolition. Essentially, it is a slightly internally modified Shyroen hull, with slighter lighter armour and a new turret. The most obvious feature is the telescopic saw-blade, which can extend a considerable distance from the vehicle. The whole saw-blade itself rotates on its crane, allowing it to cut vertically or horizontally as required. While concievably a lethal close-range weapon in it’s own right, the saw-blade is in fact most often used for clearing forests or other similar obstacles quickly, so that the Jalyrkieons can maximise their speed and agility advantages.

This task is helped by the two telekinetic enhancers on either side of the saw blade. They function like tractor beam,s but are in actuality a magnifier for the natural telekinetic ability of the Jalyrkieons, an analogue of a robotic arm, but with far greater precision. Though it only allows the Jalyrkieon controller two telekinetic “limbs”, there is a fairly minimal loss of control, allowing them to do a varient of engineering tasks easily and safely, without even leaving the vehicle.

 
(0)  
  •  
From: $14.19
 
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.
 
(0)  
  •  
From: $14.18