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 Betreff des Beitrags: Firestorm Armada News 2012
BeitragVerfasst: 16.02.2012, 11:49 
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André Winter
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The Oroshan Imperium

For a millennia the Oroshan Imperium has lingered in despair. Lost in the vastness of space, this nomadic race is a danger to any space faring vessel they encounter.

Survival is the driving force of this proud race, and survive they must. Following the destruction of their own star system by a supernova, the Elders moved the survivors onboard vast colony ships and even into bio-habitats onboard their military vessels. The Oroshan now move from system to system, its military commanded by the Elders to strip any raw materials they need to keep their peoples alive and their fleet in space. Should a powerful race be encountered, tenuous deals can be struck and Oroshan vessels have been known to assume mercenary roles – for a fee of course!

Over the centuries this race has crafted its art of destruction, and now the Oroshan has begun its campaign of terror in the Stormzone. With no allegiances, the vessels of all fleets are at risk of destruction by this race, but the more daring races can forge relations.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 16.03.2012, 20:01 
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The Homeworld Ships

The races that make up the Firestorm Universe have finally unleashed the unrelenting power of their new Homeworld ships. These models give each race a better chance to survive the increasingly dangerous StormZone. No one can afford to be complacent, and so we see ships for all fleets evolve to cope in this turbulent climate. From the compelling Ba'Kash Sharnak Class Cruiser to the fiery Dindrenzi Federation Nausicca Mk II Class Battleship, these ships are truly a sight to behold.

We are pleased to share with you images of the latest Firestorm Armada ships to hit stores. This time, you can see them in all their painted glory!

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From Left to Right = Zenian League: Ba'Kash Class Cruiser (Open) and Zenian League: Ba'Kash Class Cruiser (Closed)

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Dindrenzi Federation Nausicaa Mk II Battleship

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Aquan Prime Barracuda Class Frigate

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Zenian Alliance: RSN Banshee Class Dreadnought

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Zenian Alliance: RSN Bulwark Class Frigate

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 05.04.2012, 08:18 
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André Winter
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An Expansive World



The latest highly-detailed and wonderfully effective Mk II spacecraft that can be used to bolster your ever-growing fleet is the monstrous Hydra Class Mk II Battleship. The new homeworld ships take Firestorm Armada into a new generation filled with terror and even greater dangers.

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Last month we introduced you to the new Oroshan Imperium fleet. Over the centuries this race has crafted its art of destruction, and now the Oroshan has begun its campaign of terror in the Stormzone. The Defiler Class Cruiser gives you a better feel for what this proud race is all about.

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As anybody who has seen the Sharnak Class Cruiser will understand, the ships of the Ba’Kash must be capable of performing a wide variety of duties, and thus these vessels must be versatile. In addition, the Ba’Kash lack orbital-docking resources and so most Ba’Kash ships are composed of many small segments, easier to replace or repair than standard hulls and allowing the ships to reconfigure into many different patterns depending upon the duties of the moment. As you can see, the Ba’Kash Kelor Class Frigate continues this trend.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 10.05.2012, 10:54 
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Das neue Buch wird angekündigt:

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 25.05.2012, 13:06 
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Zenian League: Rense System Navy

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Zenian League: Rense System Navy - Spook Class Cruiser

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Zenian League: Rense System Navy - Argus Class Carrier

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Zenian League: Rense System Navy - Spectre Class Battleship

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 30.05.2012, 09:04 
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Xelocian Karn Class Frigate

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 25.07.2012, 16:08 
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André Winter
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The Warriors

When the human race embarked upon its first long-range stellar exploration efforts, scouting missions and colony fleets were sent in all directions. During this period it was discovered that the most profitable areas for expansion lay in the direction of the galactic rim, but not before the early explorers had made a number of discoveries elsewhere, some of them far less welcoming than others.

Terran expeditions that headed towards the galactic south encountered the Veydreth race when they attempted to map the dense clusters of systems within Muishkin’s Rift. This area proved to be the then-southernmost limit of human expansion, largely because when the Terrans became aware of the Veydreth, the aliens also became aware of the Terrans, and a long-drawn out series of struggles began.
Veydreth Gunship

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With its ‘Rip-Harpoon’ cannon and ‘Tusk-Launcher’, the Veydreth is a brutal close-range nemesis!

Newly-founded Terran colonies in the regions around Muishkin’s Rift began to be plagued almost incessantly by attacks from this wild and fierce alien race. At the height of the Terran-Veydreth conflicts, the region came to be regarded as being almost as dangerous as the frontier zones of the Outer Reach.

The Veydreth, being native to Muishkin’s Rift, were almost impossible to pin down with counteroffensives. The best arrangement that could be found was to provide the southern colonies with a high level of security to hold the line. The southern arm of Terran expansion was halted in favour of focusing on far more profitable Outer Reach exploration.

However, when the Dindrenzi people won their independence from the Terran Satellite Charter and the Reach was closed off to further Terran exploitation, the southern arm of expansion, known as the ‘Dresden Stream’, suddenly became vitally important once more.

The Veydreth had never ceased to be a threat, and the Terran government, as part of its new policy of co-reward exploration, sent several large Satellite Charter Armadas into the outer edges of Muishkin’s Rift to try and pacify the arrogant aliens by force.

The renewed war lasted for nearly a decade and cost both sides dearly – the whole process of Terran co-reward expansion badly set back as a result. In the process, each side gained a grudging respect for the other; the Terrans for the Veydreth’s undoubted courage and skill at arms, and the Veydreth for the humans’ ingenuity and sheer bloody-minded determination.

Eventually, both sides sued for peace under the terms of Vanderghast Accord, which has gone down in history as one of the most bizarre settlements of all time. The Veydreth Akrahnavaar, the council consisting of their most powerful tribal chieftains, agreed to cease their attacks on Terran colonies and allow the Terrans unmolested access to all the regions around Muishkin’s Rift, although not within the Rift itself.

In return, they demanded for their people the gift of shared technology and, far more surprisingly, an annual tribute of supplies. The Terran government agreed, viewing the tribute as a cultural peculiarity of the largely carnivorous Veydreth.

The costs were met by Terran trade links with the Ryushi, whose Garden-Fleets provided the bulk of the foodstuffs. The technological aspects were supplied by the Hawker Consortium. To the surprise of the Terrans, the ferocious Veydreth honoured the terms of Vanderghast. Their attacks against Terran colonies ceased almost entirely, except for some perpetrated by isolated renegade elements.

The new peace allowed for increased contact between humans and Veydreth. Many colonies took to hiring Veydreth tribes as mercenaries, protecting their trade caravans and other assets from the attentions of raiders and marauders. Terran xenologists also gained a greater insight into the character of a race previously dismissed as mere spaceborne barbarians.

Physically, the Veydreth are quadrapedal, heavyset and very strong. They are apparently descended from reptilian stock, although they appear to be unrelated to the Sorylians or Saurians, and indeed have a long history of hostility towards both.

The species seems to have originated on a world deep within Muishikin’s Rift. Their dominion is thought to extend over a tight cluster of systems within the region. However, accurate mapping of the Veydreth worlds by Terran astro-cartographers has proven impossible thanks to the terms of Vanderghast.

The Veydreth are not thought to be a very numerous people, at least not compared to the other great powers. Veydreth society is based around a tribal structure, each tribe being led by a chieftain, known as an Akhrana.

Position within the tribe is based mostly on fighting prowess. However those Veydreth who are skilled in engineering and the sciences, known as Tyvekhna, are accorded great respect as almost shamanic figures. A tribe’s ability to sail the stars in search of plunder depends greatly upon their knowledge and ability.

A Word from the Designer

We felt it was important to get the primal nature of the Veydreth race across within the aesthetic of their vessels. The Veydreth Gunship defines their pack-hunter persona, lurching forward with a menacing scowl: Prowler by name and most certainly by nature! The single ‘Rip-Harpoon’ cannon and ‘Tusk-Launcher’ Torpedo banks emphasize this brutal, predatory appearance and highlight the Veydreth preference for close-range destruction. The large broadside arrays are then placed amongst the skeletal rib-like structures to complete the intimidating feel.

The four engines are influenced by the Veydreth’s quadrapedal nature and are fully articulate. The gunship sets the trend for the remaining Veydreth vessels: stripped-down and basic with guns and engines strapped to a chassis and not much else. Expect the Cruiser and Heavy Cruiser to look just as aggressive.



The Veydreth home worlds are believed to be resource-poor and so, like the Ba’Kash, raiding is essential to the maintenance of their way of life. The race’s attitude to warfare has been likened by human scholars as almost analogous to that of the Vikings of Old Terra. Veydreth tribes have an almost joyous approach to combat, and will readily take on just about any opponent, including other Veydreth.

The Veydreth are not an outright evil people, but they are harsh, having little respect for weakness and none at all for cowards. They will accept the surrender of opponents, but their treatment of captives depends greatly upon how much of a fight they put up beforehand.

The act of begging for mercy without even raising a weapon is scorned by the Veydreth, yet conversely, even the lowliest creature which yields only after giving all in battle will be accorded considerable respect.

In space combat, the Veydreth favour swift and manoeuvrable craft. No Veydreth ships larger than heavy cruiser weight have been recorded to date. Veydreth vessels carry a disproportionately large array of weapons, built around the most powerful drive systems they can maintain.

Veydreth ships do not employ shields, their engineers preferring to rely on speed, strong hulls and overwhelming firepower to destroy their foes. They do, however, mount large arrays of mine dispensers, allowing them to shape battlefields to their advantage.

Veydreth weapon systems are a combination of chemical lasers of their own design, supplemented with Terran-sourced coil assisted projectile weaponry. They back these up with large forward-facing arrays of torpedo tubes as a potent alpha-strike weapon system.

When firepower is insufficient to cripple the foe, or sometimes out of preference, Veydreth ships will strike at their enemies with massed boarding actions. Veydreth warriors are terrifying at close quarters. They supplement their natural armour with heavy power-assisted battle-rigs and wield a huge variety of powerful short-ranged personal firearms and grenades, plus a gruesome array of close combat weaponry.

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Veydreth Hunter Class Destroyer

The outbreak of the Dindrenzi war in the Storm Zone did not immediately affect the Veydreth homeworlds, far away in Muishkin’s Rift. Despite their treaty with the Terrans, Veydreth Spearhead Fleets freely attacked just about anyone else they encountered on their extensive voyages.

Xelocian flotillas, Ba’Kash Clan-Fleets, even assets belonging to the Aquans and Sorylians were all considered valid Veydreth targets. However, they always gave the Tarakians a wide berth, given the Tarakian attitude to marauders of any race.

However, the astute Anton Kurak soon realised that the Veydreth tribes represented a considerable source of military strength which could easily be harnessed to the Terran cause.

Through his contacts within the Hawker Consortium, Kurak arranged for many Veydreth tribes to be taken on as mercenaries. In addition to the payments they would receive, Kurak’s agents made clear to the assenting chieftains that they would be free to loot and pillage whatever they liked from assets belonging to the Dindrenzi and their allies.

Many Veydreth leaders and their tribes jumped at the chance, not only to garner a slice of the spoils of war, but also at the prospect of testing their martial skills against a whole new array of potential opponents.

Some in the Aquan and Sorylian governments balked at the appearance of Veydreth tribes in the Alliance fleets. But Kurak smoothed matters over, arguing that if the Veydreth were kept occupied by Zenian League targets they would leave off violent activities against the Sebrutan and the Collective. Thus far, he has been proven right.

Veydreth flotillas are becoming a common sight amongst the Kurak Alliance Fleets. Their love for battle and savage ferocity, properly channelled, are sure to repay the Terrans’ confidence in them.

A Word from the Designer

The destroyer is the only vessel that isn’t chiefly built for close encounters and confrontations. It is a ranged hunter designed to circle its target like a bird-of-prey (or like an AC-130 performing a pylon-turn). It has enough firepower to engage a target head-on if the need arises but works best from a distance, utilising its broadside launch tubes. Better still, at longer range-bands the destroyer can become an invisible killer when it cuts its engines (note the subtle stealth-bomber details in some areas of the hull).

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 01.08.2012, 09:15 
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The Cover Ship

The Brigand Class cruiser is the backbone attack craft of many corsair fleets. Based upon an ageing Terran ship hull, the Brigand was once a colony fleet defence craft. Thousands were constructed, and as such these vessels have ended up scattered all over the far corners of known space from Muishkin’s Rift to the Outer Reach.

But while once a reassuring sight for colony craft, the Brigand’s shark-like profile is now guaranteed to strike fear into any merchant Free Captain who sees one stalking his ship. Most Brigands are now in corsair hands, rebuilt as fast pursuit craft.

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Corsair Brigand Class Cruiser

The ship’s main armament is a powerful array of high-velocity projectile cannons mounted forward, easily capable of smashing ragged holes in the hulls of enemy craft. Clusters of torpedo tubes on either beam lash out against enemy flanking attacks as the Brigand closes in for the kill.

Brigands are packed with heavily armed assault troops for overwhelming enemy crews in boarding actions. Corsairs prefer taking freighters and other craft with their hulls and cargo intact, but the fate of captured crews can be gruesome indeed.

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Corsair Brigand Class Cruiser

Corsair Brigands are also studded with clusters of flechette launchers and electronic warfare systems to suppress enemy Point Defence networks. Opponents find their defensive systems paralysed, unable to react as the merciless marauder boarding teams hack and blast their way into their helpless victim’s hull.

Even when withdrawing the Brigand is a terror, scattering clusters of lethal mines in its wake to catch unwary pursuers with a nasty explosive surprise. Cunning captains will also use their mines to lay ambushes.

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Corsair Brigand Class Cruiser

Every corsair commander either has, or wants, a Brigand squadron to add weight to their strike forces. The most successful leaders paint lurid icons or graffiti on the outer hulls of these sharks of the void, announcing to their victims exactly who is attacking them.

Some desperate commanders tempt corsairs into their service, for the marauder bands are formidable fighters and space farers. However, this action is risky, as corsairs care about little but their fortunes and bear no loyalty except to their own leaders and shipmates. Many a would-be conqueror has ended their days drifting lifeless amidst the wreckage of their flagship, stripped and plundered by their former allies.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 14.08.2012, 13:22 
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Pathogen X9-V

Captain Ivo Strecker of the Seagrove Conveyor stared at the scanners as the klaxons blared out around him. He cursed inwardly – he’d been greedy, he knew; greedy and stupid, travelling alone without Rift Trade League protection.

Now the trouble he’d hoped fervently to avoid was on them. He rubbed his eyes, trying to make sense of what the vid-stream and readouts were telling him. “Phipps, what the hell is that thing?”

Scanning Officer Phipps adjusted several controls on the glass touch-panel in front of him. Still the image on the screen remained blurred. “No idea, sir. Instruments are registering a Relthoza cruiser-class but…not. It keeps…changing, altering…as if the configuration is shifting somehow.”

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Pathogen X9-V Infected Escort

Strecker glared at the fuzzed image. Through the enhanced feed he could make out the angular, vertical lines typical of a Relthoza craft. But it was distorted, almost twisted. Strecker saw strange lumps and bulges emerging from its fabric.

“Sir!” The urgency in Phipps’ voice snapped Strecker’s thoughts back to the present. “It’s altered course! Now on intercepting vector…they’re prepping to attack!”

Strecker grabbed his PA mike. “All crew to battle stations! Raise shields and shift power to weapons!”
“Target firing!” Phipps yelled. He’d barely said the words when Conveyor shuddered under multiple impacts. Strecker struggled to keep his feet, magna-soled boots engaging with the metal floor. The display screen lit us as the Conveyor’s laser batteries spat lethal incandescent beams in response.

“Damage report!” Strecker yelled into the mike. In response, the comm-net came alive with noise, but none of it was coherent. Terrible sounds assaulted the captain’s ears – screams, howls, the grinding of metal under some incredible stress.

Phipps was struggling with the controls. “Can’t get anything. The AI’s locked up….arrgh!”

The comms-officer recoiled from his desk. Or rather he tried to. Strecker watched in horror as the man’s arms were suddenly engulfed in glass, intercut with veins of metal and plastic. The control panel seemed to writhe and shudder, hungrily drawing in the living flesh.

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Pathogen X9-V Infected Battleship

Phipps screamed again, the sound distorted as his features were distorted, sinking into the liquefying mess that had been his control panel. Tendrils of metal and glass pushed into his skin, sending trails of bright blood across his coveralls.

Strecker looked about frantically. All around him, other bridge officers were undergoing the same horrifying process.

A glance at the still-functioning but rapidly distorting vid-screen showed the enemy craft now terrifying close. They were prepping to board. With sick horror, Strecker saw that the distortions on its hull were identical to the mounting horror about him, but gigantic in scale. The stricken Conveyor shuddered as salvo after salvo crashed into her.

A sharp pain in his ankle drew Strecker’s gaze to the deck. Fresh terror shot through him. His boots were sinking into the deck. Tendrils of plastic and metal, terrifyingly alive somehow, were creeping over the edges, creeping up his legs…

With a yell, Strecker yanked himself clear of the dissolving mess. The deck rippled horribly beneath him, and his legs were both bleeding, but he was free.

Phipps was simply gone, engulfed by his own station. The whole structure of the bridge itself seemed to be shifting, melting. The deck beneath Strecker’s feet lurched as it seemed to lose all integrity.

Strecker ran for his life, bolting for the bridge door. He wrenched aside the spongy metal, jerking his gloved hands away before they could sink in. Screams echoes through the corridors as the light-panels flickered on and off.

Strecker tore down the companionway he prayed would still lead to one of the dorsal life-preserver clusters. He had no idea if anyone else was alive, no idea if this was even a ship any more, let alone his ship…the pods…he had to get to the pods…this was no way to go..worse than death…

Strecker ran on, for the pods, for his life. He chanced a glance backwards and wished he hadn’t. The corridor itself writhed and folded up; metal, composites and glass twisting and pulsing like a living thing, a great throat intent on swallowing the him whole…

The Pathogen X9-V are one of the factions that will be appearing in the upcoming Marauders of the Rift Campaign Guide.



The Syndicate

As the amassed Star-fleets and Armadas of the great powers of the Galaxy do battle over the Storm Zone, another war beckons in the illicit depths of an out-of-the-way Star System in Sorylian space.

For decades, the Rift has been the home and dominion of the ruthless Vylia’sal Syndicate. From the great ‘Serendipity Heights’ they have come to rule over a vast criminal empire, keeping a relative peace between the thousands of cutthroat Marauders, Traders and Corsairs that inhabit this dark corner of the Galaxy.

But this is about to change: as a new power enters the region it soon becomes apparent that the Rift isn’t big enough for the both of them.

The Rift stands at the dawn of war as the commercial fleets of Omni-Dynamics Systems attempt to carve out a new economic empire against the wishes of The Syndicate, shattering the fragile balance of power.

New alliances will be forged, bonds and promises broken, blood will run and planets will burn as The Marauders of the Rift choose their sides and prepare for war….

The ruthless Vylia’sal Syndicate has dominated the volatile and wild region of space known as the Rift for more than fifty years. Once it was simply another player in the turbulent underworld of the lawless area. But through guile, patience and merciless violence, it grew in size and power to such an extent that it is now the closest thing the Rift has to an actual government.

The Syndicate was founded by the devious Aquan former diplomat Tauris Vylia’sal and a handful of compatriots from the Sebrutan. Over time it has come to count a great many other races, most notably humans, amongst its membership. The Syndicate’s members are less concerned with species loyalty than they are with turning in a healthy profit by the easiest means.

The Syndicate either controls or at least has interests in almost every aspect of the Rift’s legal and illegal business. It runs protection rackets, smuggling operations, counterfeiting rings, gun-running agencies and illegal narcotics factories. It even holds the Rift Traders League in thrall, giving it effective control of most merchant traffic in the region.

Although it counts many corsair groups among its employees, the Syndicate also has powerful armed strength of its own. To protect the many profitable enterprises that sustain it, the Syndicate maintains a potent space fleet. Such is its size and wealth that many of the vessels it uses are purpose-built for the organisation’s needs.

Half a century of ruling the Rift virtually as their fiefdom has made the Syndicate somewhat complacent. However that is soon to change. Neither Tauris Vylia’sal nor his inner circle of trusted subordinates are willing to surrender any of their power or influence to upstart invaders, no matter who they are. And so the Syndicate mobilises its mighty fleet for war, eager to demonstrate exactly how and why they have dominated the Rift for so long.

The Syndicate – Modular Way Station

The Syndicate’s nerve centre in the Rift is the huge Way Station known as ‘Serendipity Heights’. It is from here that Tauris Vylia’sal governs his underworld empire. The station itself is a centre for legal and illegal trade from across the Rift. It is also renowned as a ‘free port’ for marauders and corsairs of all stripes – as long as they do not cross the Syndicate, of course.

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The Syndicate - Modular Way Station

Serendipty Heights is typical of the many Way Stations scattered across nearly every part of known space. Huge in size, it is heavily defended with all manner of weapons systems, from huge turret-mounted massdrivers to scores of lesser energy and projectile weapons mounted in cupolas, casemates and embrasures all over its vast surface.

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The Syndicate - Modular Way Station

As well as its emplaced weaponry, the station also has enough hangar capacity to house large numbers of fighter craft to provide protection against attack by enemy strike craft. Large numbers of militia and heavily-armed guard details, together with numerous smaller point defence systems protect the station from direct assault by enemy boarding parties.

Even when totally isolated, a Way Station such as Serendipity Heights is a formidable opponent capable of holding off a fair-sized corsair flotilla. However, such installations are always extremely valuable to their owners and are never left unguarded.

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The Syndicate - Modular Way Station

This is certainly the case with the Syndicate’s headquarters, which always has a potent sentinel-fleet in attendance. When necessary the Way Station, like others of its kind, can function as an anvil against which the enemy can be smashed by the powerful hammer-blows of its attendant guardian ships.

The Way Station model we have created is highly modular and will continually evolve as a model as new pieces are released. As you can see from the renders provided in this article, you can represent Serendipity Heights as a small or gigantic entity. Watch out for new blog entries that specifically focus on the Way Station model, how all the different parts will be packaged and sold. For now enjoy the renders which show you how the various parts can be assembled to create a simple space platform or how hundreds of parts can assemble an entire city in space.

The Syndicate – Phantom Class Battleship

The most powerful warships in the Syndicate’s arsenal are Phantom Class Battleships. These potent giants of the void form the solid core of the cartel’s spaceborne military strength. They frequently serve as flagships for Syndicate fleet leaders and other notables. Tauris Vylia’sal himself favours a Phantom named the Chancemaker as his personal vessel when conducting business away from Serendipity Heights.

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The Syndicate – Phantom Class Battleship

The Phantom is a product of Dindrenzi and Directorate shipbuilding expertise. It is built for longer-ranged engagements, employing heavy firepower to overwhelm the opposition.

Its strong, streamlined hull is studded with railguns and massdrivers, mounted in gun racks and turrets for heavy firepower in all directions. Its weaponry is completed by a potent forward plasma projector capable of ripping apart a cruiser.

Phantoms are status symbols as well as fighting ships, especially for cartels such as the Syndicate. As a result they are surprisingly ornate for warships, internally and externally.

Phantoms are built to order by several smaller corporations within the Directorate. True to form, the builders ask no questions of their clients and these mighty ships have turned up in the service of all kinds of organisations across known space.

The Syndicate – Spur Class Heavy Cruiser

Like the Phantom Class Battleship, the Spur is also designed first and foremost as a heavily armed gunship. Effectively a scaled-down Phantom, the Spur is also armed with large numbers of rapid-firing railguns in gun rack and turrets, and a powerful forward plasma launcher.

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The Syndicate – Spur Class Heavy Cruiser

The Syndicate uses its Spurs as enforcement ships when a Phantom is unavailable or the assignment is not deemed important enough to warrant a battleship. A squadron of Spurs with their powerful weaponry and sleek, sinister profiles are usually more than enough to intimidate a rebellious asteroid colony or stubborn corsair commander.

Spurs also make very effective spy ships, another use to which the Syndicate has been quick to put them. Spurs can hack into enemy command and control networks, filtering valuable information back to their fleet’s commander.

Like Phantoms, Spurs are constructed mainly within the Directorate for all kinds of buyers. They have seen use in many areas of space, especially poorly-policed regions such as the Rift. The information provided by the Spur can often make the vital difference between victory and destruction.

The Syndicate are one of the factions that will be appearing in the upcoming Marauders of the Rift Campaign Guide.



OmniDyne

Although the Directorate is dominated by the trio of economic hyperpowers, beneath them are many smaller corporations jostling for position within the hierarchy of the corporate state. These many companies provide goods and services to the major powers of the Directorate and to outside buyers.

Competition between these smaller firms is utterly cut-throat in almost every sense of the term. A single technological or scientific breakthrough can easily secure the fortunes of a company for decades, but the results of failure are utterly devastating. The process of asset-stripping a fallen corporation invariably involves the purging of its managerial structure by contractual termination – the Directorate’s term for summary execution.

Omni-Dynamics Systems, or OmniDyne, stands upon a knife-edge between overwhelming success and utter devastation. A failed project left the company hugely in debt to Works Raptor, but if Chief Executive Officer Asger Nerivar can achieve a corporate takeover of the Rift’s economy by supplanting the Syndicate, the company stands to enjoy unprecedented prosperity.

Like so many of the smaller entities of the Directorate, OmniDyne’s assets are based around its small but formidable space fleet. Even its manufacturing facilities are mobile, enabling the company to fulfil orders for its wares directly on-site. The corporation sells weapons to interested buyers, no questions asked, as part of its campaign to restore its fortunes. It also uses its products to bribe others into its service as mercenaries.

Like so many Directorate corporations, OmniDyne thrives on creating conflict, which will inevitably generate new markets for its lethal products. However, Nerivar and his managerial board are not fools – OmniDyne keeps all of its most effective weapons and defensive technology very firmly to itself.

With several huge factory ships at its disposal, plus a substantial escorting fleet and many other allies, OmniDyne is well-placed for its attempt to overthrow the Syndicate and establish its own corporate empire in the wild Rift.

OmniDyne – Foundry Class Dreadnought

Like many smaller corporations within the Directorate, OmniDyne Systems maintained a substantial space fleet, even before its massive fiscal losses compelled it to sell up its planet-based assets. Mobile manufacturing facilities enable OmniDyne to take their means of production directly to their distant target markets.

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OmniDyne – Foundry Class Dreadnought

Although not intended to be warships, the Foundry Class is a valuable asset to any corporate fleet. As such it is very heavily armed in order to defend itself from unwelcome visitors that find their way through its formidable defensive screen.

Like most Directorate vessels, the Foundry’s main armament is mostly composed of fearsome multi-barrelled plasma projectors, fed from the searing fury of its oversized powerplant.

The Foundry’s onboard production facilities also give many advantages in battle. Specialist weaponry, such as biological weaponry and torpedoes packed with purpose-built assault cyborgs can be constructed within the vessel and deployed instantly from its weapon systems.

The vessel also houses extensive repair facilities and maintenance craft for field repairs. A Foundry accompanied by a strong escort fleet is a mighty opponent for any enemy – not least any former customers who think they can renege on their contracts with the vessel’s corporation owners!

The OmniDyne are one of the factions that will be appearing in the upcoming Marauders of the Rift Campaign Guide.

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BeitragVerfasst: 14.08.2012, 19:00 
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Supermax-89

The justice systems of the more settled parts of the Terran Alliance no longer practice capital punishment as a rule, even for the most heinous crimes. However, this is not out of some altruistic belief that nobody is completely beyond redemption. The Alliance government realised a long time ago that convicts were a plentiful source of labour for large projects, especially hazardous ones.

Every few years, worlds of the Terran Alliance are visited by one of the many transportation flotillas of the Terran Satellite Charter Penal Transit Authority (TSCPTA). The flotillas take away the worst inmates of the world’s prison systems, depositing them aboard huge maximum security transports.

These massive vessels are known officially as Roving Penal and Correctional Colony Ships, or ‘R-Pax’. Their crews and passengers know them as ‘dump-ships’ – scooping up the refuse of humanity and discarding it upon wild and faraway worlds.

But the inmates of Supermax-89 were destined for quite a different fate. A Ba’Kash Clan-Fleet attack on the understrength flotilla resulted in the destruction of the TSCPTA guard detail and the accidental release of the R-Pax’s inmates.

Under the brutal leadership of notorious criminal mastermind Saul Dysart, the convicts slaughtered many of their alien attackers and drove off the rest. They then took full control of the remains of the flotilla, converting huge amount of heavy mining equipment and other machinery onboard into crude but lethal weaponry.

Dysart sailed his fleet into the Rift, far away from Terran-ruled space. He and his people intended to carve out their own empire within the lawless region. But instead, they ran up against the Syndicate.

Unable to outfight the well-established cartel and threatened with exposure to the Terran authorities if they resisted, Dysart’s people were forced into the service of Tauris Vylia’sal, much to their disgust.

For five years Dysart has been biding his time, using the violent enforcement missions forced on him by the Syndicate to hone his people into a hard core of dedicated, disciplined killers and space-fighters. The day is coming soon when the convicts of Supermax-89 exact bloody vengeance on their arrogant ‘employers’.

Supermax-89 – Reformer Class Dreadnought

The huge Reformer Class penal barges are some of the largest ships in service in the Terran Alliance. However, they are not designed as warships but as vast reinforced transports. As designed, their role is to keep large numbers of dangerous occupants contained securely while requiring only a minimal crew.

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Supermax-89 - Reformer Class Dreadnought

However, when turned into outright offensive vessels as Dysart and his people did, the Reformer makes a terrifying warship. At range, salvos of crude explosive shells and hull-grinding torpedoes converted out of powerful boring machines tear apart ships and defence platforms alike.

Industrial gravity tractor-beams, normally employed to move large pieces of asteroids into favourable positions for mining, are instead used to drag enemy ships into range of the vessel’s launch tubes.

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Supermax-89 – Reformer Class Dreadnought

The unfortunate craft are then beset by massed waves of savage convict boarding teams, to whom mercy and surrender are meaningless terms. This is Dysart’s preferred method of attack, taking advantage of the vast manpower at his disposal and the thirst of many of them for bloodshed at close quarters.

Other convicts take to the launch bays, hurling themselves into battle at the controls of fighter craft, preferring to hunt down individual enemies personally in the cold void of deep space.

Supermax-89 is one of the factions that will be appearing in the upcoming Marauders of the Rift Campaign Guide.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 18.08.2012, 16:34 
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Bounty Hunters

The Copernicus Class Ore Refinery Ship is a common sight in the asteroid fields and planetary belts of a thousand systems across the galactic sector.

The ship was designed by Hawker Industries more than seventy years ago, and has been in constant production and service ever since. In this time the design of the ship has gone virtually unchanged, just as has the job that it carries out. Small mining fleets of Copernicus Class ships arrive at a location, usually an asteroid or planetesimal, and begin the heavy industrial task of strip-mining it in its entirety.

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Civilian Copernicus Class Ore Refinery

The Copernicus mounts a powerful front array of torpedo tubes that it uses to systematically blast apart its target over a period of days, before sitting back and watching the dust settle. Once it is safe, the mining fleet can then move in amongst the debris, syphoning off any and all valuable ores and materials.

After they take their fill, the mining fleet sets course for a planet or trading hub to sell its hard earned bounty. En route the fully automated refinery plants on-board each ship conducts the complex process of extracting the valuable ores and elements from the debris that fill their holds, readying it for sale on arrival.

Such profitable enterprises will, of course, bring with them an extensive number of risks, as Corsairs, Raiders and Marauders are always looking for a free meal! Although these sorts have been known to strike terror into the hearts of the merchant armadas of the galaxy, it is often a different case for the hardy crews of the rugged Copernicus Refineries, who have long learnt that their mining torpedoes can make a mess of more than just space-rocks.


Feared By All

As the great Dindrenzi Invasion Armadas blasted their way into the Tarxon system, scattered amongst their number was a class of ship that was initially unrecognised by Terran scanners. However, within weeks it would become one of the most feared ships in the Dindrenzi fleet.

Despite its impressive size and fearsome appearance, the ship that would earn this reputation was no mere battleship. Whilst the greatest warship may clear the void of enemy presence, it can never win the war – that can only be achieved by taking the battle to the surface of the enemy’s worlds themselves.

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Dindrenzi Federation Syracusia Class Invasion Ship

The Syracusia Class, named after the great transport ship of ancient earth history, is a purpose built craft designed to carry the Dindrenzi Legions unscathed past a planet’s orbital defences and to deploy them straight into the fight.

To this end, the inner length of the ship is given over to a series of huge, armoured pods, each holding thousands of Dindrenzi soldiers and hundreds of vehicles ready and waiting for battle.

In stark contrast the entire bow of the ship is uninhabited, given over to a hugely thick series of armoured plates intended to take the brunt of all incoming fire to assure that the precious cargo makes it to the target. Buried deep in this solid shield, two torpedo rail guns, barely protrude, are ready to clear the way to the drop-zone.

The shadow of the Syracusia is the sight feared above all others by planetary defenders.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
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Supermax 89? Das ist definitiv doch der kleine Neffe vom Todesstern.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 27.09.2012, 17:29 
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Enter The Rift


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Marauders of the Rift Cover

As the amassed Star Fleets and Armadas of the great powers of the Galaxy do battle over the Storm Zone, another war beckons in the illicit depths of an out-of-the-way Star System located on the edge of Sorylian space.

For decades, the Rift has been the home and dominion to the ruthless Vylia’sal Syndicate. From the great space Waystation Serendipity Heights this powerful pirate family has come to rule over a vast criminal empire, keeping a relative peace between the thousands of cutthroat Marauders, Traders and Corsairs that reside in this dark corner of the Galaxy.

But this unsettled peace is set to change as a new power has entered this region – OmniDyne Systems – a corporation hell bent on carving out a new economic empire against the wishes of the Vylia’sal Syndicate, shattering the fragile balance of power.

New alliances will be forged, bonds and promises broken, blood will run and planets will burn as The Marauders of the Rift choose their sides and prepare for war…

The Seven New and Deadly Factions

The Syndicate

The Syndicate has its fingers in just about every illicit business in the Rift: extortion, racketeering, smuggling, counterfeiting, narcotics and arms-dealing. It also effectively controls the Rift Traders League, gaining a cut of the lucrative League Rates. The organisation’s great wealth and power allows them to maintain a large militia to protect their dirtside assets, and a substantial stellar fleet including Fold Space-capable capital class ships.

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The Syndicate Spur Class Heavy Cruiser

OmniDyne

OmniDyne saw off stiff competition to secure their place as a key supplier to the greater Directorate powers. However, recent years had seen the collapse of many supply contracts upon which OmniDyne’s survival depended. Asger Nerivar, OmniDyne’s new CEO and a ferociously efficient executive, set his sights on the Rift to rebuild the company’s fortunes. Isolated and mostly ignored by both the Dindrenzi and OmniDyne’s larger rivals, it seemed to offer a wealth of development potential.

The Rift Traders League

Surprisingly not all inhabitants of the Rift are criminals. There are many small pockets of civilisation scratching a living through at least partially lawful means. The Rift Traders League grew out of the need for small-scale mineral extraction businesses and rough-hewn agricultural sodbusters to get their goods to market, and import essential supplies. Independent freighters formed the Rift Traders League for mutual protection against the dangers of the region. The organisation became very wealthy and so it wasn’t long before the Syndicate attempted to bring the League under their influence.

Supermax-89

The Terran Alliance view convicts as an excellent source of expendable labour for hazardous projects. Only those criminals viewed as being utterly beyond redemption are used in this fashion. These criminals are amassed in transport barges – maximum security prison facilities in space. Unfortunately, a recent disaster saw the loss of one such vessel: Supermax-89. Now under the control of psychopathic genius Saul Dysart, the chance to carve out a new empire is imminent.

The Oroshan

The Oroshan, consummate four-armed humanoid warriors and spacefarers, have long been renowned as mercenaries by many major stellar powers. They are not too discerning about whom they fight for, considering war-making to simply be another form of business. But once they strike a deal, they will serve their paymasters reliably and honourably until such time as their contract expires.

The Corsairs

The Rift offer Corsair groups a secure base from which to strike against vulnerable merchant shipping and poorly-protected military convoys. They often come together to attack Syndicate assets or large convoys of Free Charter merchants under the protection of the Rift Traders League. The Vylia’sal Syndicate’s most consistent security issues, prior to the war with OmniDyne, were down to Corsair attacks.

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Corsairs Outlaw Class Frigate and Brigand Class Cruiser

Pathogen X9-V

“The ‘bots were… laughing, singing… growing, changing as I watched! The ship was eating us! Eating us alive! They were sinking into the walls… bodies, metal, running together! AI screaming, laughing it was free… comm-net alive with screaming… sinking into the walls… plastic… skin… glass… bone… running together… all the screaming… It’s in my blood, in my bones… it must be. I can’t get it out!” – Devlin Galton, Rating Second Class, formerly of the RTL freighter Lady Stardawn.

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Infected Battleship, Oroshan Armageddon Class Dreadnought, Slayer Class Frigate

There’s lots more background information on each of these new deadly factions in the Marauders of the Rift Campaign Guide, along with new photography and stats for their ships. Which Marauder faction will you command?

What Else To Expect

The Marauders of the Rift Campaign Guide begins with a gripping introduction into this fascinating part of the galaxy, before detailing each of the seven deadly new factions. This is followed by eight Scenarios, typical of the conflicts that break out in the Rift. A selection of special rules necessary to play the Scenarios are presented, along with fleet building guides, Marauder Game Cards and useful Markers. This Campaign Guide is absolutely brimming with content, complete with stunning new artwork and imagery, and is a must-buy for those looking to add even more excitement to their Firestorm Armada games.

The Marauders of the Rift Campaign Guide will be shipping from October 3rd and is now available to purchase from the Spartan Games Online Store.

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 Betreff des Beitrags: Re: Firestorm Armada News 2012
BeitragVerfasst: 14.11.2012, 11:10 
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The Stellar Syndicate

PHANTOM CLASS BATTLESHIP

The great stellar empires and their star fleets do not have the monopoly on building large, powerful capital ships. Many smaller independent shipyards, especially within the Directorate and the more remote regions of Dindrenzi space, will quite happily construct power battle-craft for all manner of clients, no questions asked.

The mighty Phantom Class battleship is one the largest and most potent ships of this type. They are believed to be constructed within the Directorate, and have found particular favour with wealthy stellar crime cartels, such as the infamous Vylia’sal Syndicate of the Rift.

Phantoms are famous for their internal opulence – those who commission such warships often wish to make a statement to friends and enemies alike in more ways than one. These vessels are often monuments to their owners’ wealth as much as their military power.

But the Phantom is no mere floating pleasure palace. Its sleek, streamlined hull, though decorous by warship standards, belies its ferocious offensive power – the equal of any vessel of equivalent mass.
Serried ranks of domed casemates mounting rapid-cycling railguns stud the flanks of the vessel, while a triple array of accelerator turrets around its imposing centre citadel can face threats on any bearing. The Phantom’s deadly weaponry is completed by a terrifyingly powerful forward plasma projector, whose multiple muzzles are faired into the leading edges of the vessel’s hull.

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The Syndicate Ships certainly are a sight to behold!

As well as its firepower, the Phantom also has ample facilities for housing fighters and other small assault craft. These docking bays are also an important means for the vessel’s owners to perform ship-to-shore transfer hops with appropriate style and dignity.

However, the battleship’s offensive power extends to more than just its arsenal. Those who employ this vessel appreciate the value of having the edge in information warfare, and the Phantom has excellent surveillance and intelligence-gathering gear.

Those hapless souls facing one of these lethal vessels quickly find themselves hamstrung, their most cunning battle plans already known to the Phantom’s fleet commander. The Vylia’sal Syndicate, one of the most noteworthy users of these fearsome ships, are especially adept at this subtle but far-reaching art of warfare, unravelling opponents’ schemes to such a degree that their rivals often are doomed to defeat long before true battle is ever joined

SPUR CLASS HEAVY CRUISER

Designed and built by the same shipyards that turn out Phantoms for wealthy – and usually shady – customers, the powerful Spur Class Heavy Cruiser is for all intents and purposes a scaled down version of its battleship cousin. However, what the Spur lacks in size, it makes up for in speed and striking power.

Although lacking the capacity to ship squadrons of short-range strike craft, the Spur has an array of armaments every bit as diverse and deadly as the Phantom, though on a smaller scale. Deadly railgun casemates and accelerator turrets are mounted on the vessel in the same aspect as the battleship’s weaponry.

Where the Spur excels in weaponry, however, is with its forward plasma projector. The Heavy Cruiser mounts a disproportionately large powerplant for its mass. The excess energy generated is channelled into the ventrally-mounted system.

This gives the Spur’s plasma projector array an even larger punch than the Phantom’s at its optimum ranges, cutting targets in half with a single searing flash of sun-fire!

Two or more Spurs co-ordinating their firepower against a single opponent is almost certain to reduce the target to a mass of smoking wreckage in short order, be it an enemy warship or asteroid base.
For this reason, organisations such as the Vylia’sal Syndicate often use Spurs as potent intimidation tools to cow rivals and enemies into submission, as the vessel is usually more than a match for whatever opposition it will come up against. But as with the Phantom, the Spur’s capacity to wage information warfare is formidable.

Spurs in the hands of their most numerous users, the stellar crime cartels, see frequent employment as spy-ships, a role for which they are very well-suited. In addition to their surveillance and detection equipment, Spurs are almost always manned by highly disciplined and well-trained crews. Among the best that the ship’s owners have to offer, they can be relied upon to complete their assigned missions successfully, regardless of risk or cost.

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