Immortal Terrorcharger Size 3 Mo: 5”

A sleek, fast and heavily-armed ship with solid shields and effective anti-fighter defenses, it is difficult to destroy and capable of taking on just about anything.
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship’s AI has 1d6+1 skill.
Weapons
(1) Main plasma cannon Ra: 8”, fires straight UR: 4 Da: 2d6+2
(1) Wormhole projector Ra: 7”, fires straight UR: 4 On hit, target disappears and appears again in a point up to 4” away from it’s original position chosen by the controller.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 2 missile launchers Ra: N/A, 360° UR: 4
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(4) Anti-fighter turrets Ra: 2” UR: 2 Da: 1d6
Craft
Immortal bombers Mo: 5” Sk: 1d6+1 Ar: 2
- Bombs Ra: 2” UR: 3 Da: 1d6+1
Immortal fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Jaguar-class Dragonhead Size 3 Mo: 4”

The Jaguar is an Elite version of the Dragonhead.
Basis
Hull Ar: 6 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI The ship's AI has 1d6+1 skill
Weapons
(1) Twin Gilded Heavy Laser Cannons Ra: 8”, fires straight UR: 4 Da: 2x2d6+1
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2
Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Dragonhead Size 3 Mo: 3”

Slow but sturdy and impossibly heavily-armed, the Dragonhead is a ship that has little to fear other than enemy ships that might be able to outmaneuver it.
Basis
Hull Ar: 5 6 SP
Bridge Ar: 5 4 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP.)
AI 1d6 skill
Weapons
(1) Twin Heavy Laser Cannon Ra: 8”, fires straight UR: 4 Da: 2x2d6
(3) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(2) Autolaser batteries Ra: 6” UR: 3 Da: 1d6+2
Craft
4th gen Executioner bombercraft Mo: 5” Sk: 1d6 Ar: 3
- Bombs Ra: 2” UR: 3 Da: 1d6+1
4th gen Executioner fightercraft Mo: 6” Sk: 1d6 Ar: 3
- Lasercannon Ra: 2” UR: 2 Da: 1d6
Brittanian Mothership Size 3 Mo: 3”

Though slow and slightly dated, a Brittanian Mothership still commands a lot of respect because of its sheer forward firepower. It's lack of maneuverability, turrets and limited point defense systems mean this ship typically is best off having a couple of sleeker escorts, which is also commonly the case.
Basis
Hull Ar: 6 5 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP.)
AI 1d6 skill
Weapons
(1) Main gun Ra: 8”, fires straight UR: 4 Da: 2d6
(1) Cannon battery Ra: 7”, fires straight UR: 4 Da: 4x1d6+1
(1) Twin bridge guns Ra: 7”, fires straight UR: 4 Da: 2x1d6+2
(1) Double Mk. 1 missile launcher Ra: N/A, 270° UR: 4
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(1) Mk. 2 missile launcher Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(2) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6
Craft
Brittanian strike fighters Mo: 5” Sk: 1d6 Ar: 3
- Laser cannon Ra: 1” UR: 3 Da: 1d6
Mastercutor Size 3 Mo: 4”

Built to see the Neo-Prussian Empire through the Immortal War, these fearsomely heavily-armed cruisers are equipped to counter just about any threat.
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Anti-matter laser Ra: 8”, fires straight UR: 4 Da: 2d6 (+2 if it passes shields)
(1) Plasma Howitzer Ra: (skill), 180° UR: 5 Da: 2d6+2/2”
(1) Large turret Ra: 6”, 360° UR: 3 Da: 1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
(2) Mk. 1 missile launchers Ra: N/A, 180° UR: 4
- Mk. 1 missiles Mo: 6” Da: 1d6+3/1” Homing.
(2) Mk. 2 missile launchers Ra: N/A, 180° UR: 4 Launches Mk. 2 missiles. Takes 1 round to reload.
- Mk. 2 missiles Mo: 6” Da: 2d6/2” Homing.
Automated
(5) Anti-fighter turrets Ra: 2” 180° UR: 2 Da: 1d6
Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Dominator Mk. 2 Size 2 Mo: 4”

Dominators commonly don't dish out much damage themselves, but they can orchestrate the destruction of a larger ship with the use of their ion cannons, which can leave a ship crippled or unable to fight back when used correctly.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Ion Cannon Ra: 7”, fires straight UR: 3 Disables target enemy system for 1 round on hit.
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(1) EMP Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1
Craft
Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Eagle Mk. 3 Size 2 Mo: 5”

A typical escort ship, the Eagle is most useful laying waste to enemy fighter formations or intercepting missiles while using her own speed to avoid damage.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Twin photon cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+2
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(2) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
(1) Anti-fighter tower Ra: 3” 360° UR: 2 Da: 1d6+1
Craft
(1) Mk. 2 Mobhunter fightercraft Mo: 6” Sk: 1d6 Ar: 2 -1 to hit
- Twin lasercannons Ra: 2” UR: 2 Da: 2x1d6
- Torpedoes Ra: 2” UR: 3 Da: 1d6+1
Disruptor Mk. 1 Size 2 Mo: 5”

An advanced defense-orientated escort ship mostly tasked with protecting other ships.
Basis
Hull Ar: 4 4 SP
Bridge Ar: 4 3 SP
- Level 2 shield generator Adds 1d6+1 armour (until bridge falls to 1 SP).
AI 1d6+1 skill
Weapons
(1) Warp Shield Generator Ra: 4", 360° UR: 4 Creates a 1x2 warp shield at a chosen location within range. The shield can take 1d6 damage.
(2) Main turrets Ra: 6”, 360° UR: 2 Da: 1d6
Automated
(2) Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
Craft
None
Venus Size 3 Mo: 5”

Boasting some of the best technology in the Brikverse, the Venus is built to endure and destroy.
Basis
Hull Ar: 5 5 SP
Bridge Ar: 5 3 SP
- Level 3 shield generator Adds 1d6+2 armour (until bridge falls to 1 SP).
AI 1d6+1 skill
Weapons
(1) Hyper phase cannon Ra: 8”, fires straight UR: 4 Da: 2d6+3
(2) Light super lasers Ra: 6”, 180° UR: 4 Da: 2d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(4) Torpedo launchers Ra: N/A, 180° UR: 4
- Torpedoes Mo: 6” Da: 1d6+3/1” Take a turn to reload.
Automated
(3) EMP Anti-fighter turrets Ra: 2” 360° UR: 2 Da: 1d6
- EMP wave Ra: 2” UR: 4 Disables fighters within 2” radius for a round. Requires pilot’s action.
Craft
(4) Torpedo frigates Mo: 4” Sk: 1d6 Ar: 4 (+1d6) 2 SP
- Rail cannon Ra: 5” UR: 2 Da: 1d6+1
- Torpedoes Ra: 6” UR: 4 Da: 1d6+3/1” Take a turn to reload.
Brittanian Ironclad Size 2 Mo: 4”

Somewhat dated and not particularly heavily-armed, Brittanian Ironclads are not exactly the best ships in the Brikverse but even so they are very useful in escorting the hulking Brittanian capital ships.
Basis
Hull Ar: 5 4 SP
Bridge Ar: 5 3 SP
- Level 1 shield generator Adds 1d6 armour (until bridge falls to 1 SP).
AI 1d6 skill
Weapons
(1) Twin laser cannon Ra: 7”, fires straight UR: 3 Da: 2x1d6+1
(1) Main turret Ra: 6”, 360° UR: 2 Da: 1d6
(1) Double Mk. 1 missile launcher Ra: N/A 360° UR: 4
- Mk. 1 missiles Mo: 6" Da: 1d6+3/1" Takes 1 round to reload.
Automated
(1) Anti-fighter turret Ra: 2” 360° UR: 2 Da: 1d6
Orbital Command Size 3 Mo: 1”

A space station built to dominate the skies of the planet of Dios, it is still unfinished but already a great threat.
Basis
Body Ar: 5 5 SP
- Warp Shield Generator: Creates a banner impenetrable to damage around the command centre when attacked. It could also use this to protect allied ships from ground cannons, but in close proximity, against ships, it's only able to defend itself. Ra: 1d6" UR: 4 Effect: creates impenetrable 1x4 barrier in midair that lasts one round. Cannot be cast as reaction.
Repair bay: May restore 1 SP in 2 turns of time to a docked ship. Takes engineer's action.
Weapons
(1) Hyper phase turret Ra: 8”, fires straight UR: 4 Da: 2d6+1
Craft
(8) Assyrian strike fighters Mo: 6” Sk: 1d6+1 Ar: 2
- Lasercannons Ra: 2” UR: 2 Da: 1d6




