Neo-Prussian Empire
Himmelsjäger Mo: 7" Sk: 2d6 Ar: 7
Farce wielders- Beamsabre UR: 3 Da: 1d6+3
- Laser shield UR: 3 Pa: 1d6+1

Psychobots Mo: 6" Sk: 1d6+2 Ar: 8 (2 HP)
- Plasma Cannon Ra: 12" UR: 6 Da: 2d6+3/2"
- Scatter sniper Ra: 12" UR: 5 Da: 1d6+2/2"
- Machine laser Ra: 10" UR: 4 Da: (3x) 1d6+2

Lieutenant Mo: 5" Sk: 1d6+1 Ar: 6
Wolves Mo: 5" Sk: 1d6 Ar: 5
- Zerreiser Ra: 10" UR: 4 Da: 2d6+1
- Sniper Ra: 12" UR: 3 Da: 1d6+3
Can attempt a headshot for +1 UR and +1 Damage
Heavy Mo: 5" Sk: 1d6 Ar: 6
Wolves Mo: 5" Sk: 1d6 Ar: 5
- Panzerfaust Ra: 10" UR: 5 Da: 2d6+2

Jaegers Mo: 5" Sk: 1d6+1 Ar: 5
- Plasma Zerreiser Ra: 10" UR: 4 Da: 2d6+1
May fire a plasma charge for +1 damage and +1 URJetpacks give +5" move when flying.

Lieutenant Mo: 6" Sk: 1d6+1 Ar: 6
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Nova sword UR: 4 Da: 2d6 (may parry anything)
Assault troopers Mo: 6" Sk: 1d6 Ar: 5
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Sabre UR: 2 Da: 1d6+1
Militia Mo: 5" Sk: 1d6 Ar: 5
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Sabre UR: 2 Da: 1d6+1

Healbot Mo: 5" Sk: 1d6 Ar: 5
- Heal UR: 4
Heals target on successful roll.
Officer* Mo: 7" Sk: 1d6+2 Ar: 5
Secret police* Mo: 6" Sk: 1d6+1 Ar: 4
- Nova sword UR: 4 Da: 2d6 (may parry anything)
- SMG Ra: 7" UR: 3 Da: 1d6+2
- Scope
Gives +1 to aim, may be used to discover hidden targets*
May fire in cc
Ripperbot Mo: 5" Sk: 1d6 Ar: 5
- Claws UR: 2 Da: 1d6
Skeletal
-1 to hit
Abwehrgeschutz Ar: 10 Size 2 (2 SP)
AI 1d6 skill
- Twin Heavy Laser Ra: 12" UR: 3 Da: (2x) 2d6+1

Hound speederbike Mo: 10" Ar: 6 Size 2 (2 SP)
- Light photon cannons Ra: 6" UR: 3 Da: (2x) 1d6+2

Engel combat suit Mo: 8" Ar: 10 Size 2 (2 SP)
- Plasma Zerreiser Ra: 10" UR: 4 Da: 2d6+1
May fire a plasma charge for +1 damage and +1 UR- Nova claymore UR: 5 Da: 3d6
May parry anything
Schwebewulf hovertank Mo: 10" Ar: 12 Size 4 (4 SP)
- Laser battery Ra: 12" UR: 4 Da: (6x) 2d6
- (12) Mk. 1 Missiles Ra: 12" UR: 4 Da: 1d6+3/2"

Gheistschlag gunship Mo: 12" Ar: 12 Size 8 (6 SP)
- Forward lasers Ra: 6" UR: 3 Da: 2d6
- Minigun Ra: 6" UR: 4 Da: (4x) 1d6+2
- Heavy cannons Ra: 10" UR: 6 Da: (4x) 3d6
- Mk. 2 missiles Ra: 12" UR: 5 Da: 2d6+2/2"
* Shield generator: adds 1d6 armour
Schattenlaufer light mech Mo: 8" Ar: 10 Size 2 (2 SP)
- Machine guns Ra: 10" UR: 3 Da: (2x) 2d6+1

Raven medium mech Mo: 5" Ar: 15 Size 3 (3 SP)
- Minigun Ra: 8" UR: 4 Da: (4x) 1d6+2
- Light lasers Ra: 8" UR: 2 Da: (2x) 1d6+1
- Heavy cannons Ra: 11" UR: 6 Da: (2x) 3d6
(12) Mk. 1 Missiles Ra: 12" UR: 4 Da: 1d6+3/2"

Gekka Knightmare frame ???
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.
BasisHull 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
CraftMk. 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.
BasisHull 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
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.
BasisHull 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
CraftMk. 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.
BasisHull 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
CraftNone