Card Creation: Keldrakian Battle Saucer by AlienProbe

The Keldrakians are an old and revered house within Zhik society. When they were at the height of their power they had
amassed a powerful fleet of war ships and several top notch space academies. The work horse of their fleet is a
heavily armored cruiser. The Battle Saucer, as it is called, fires a volley of 3 missiles during each turn of combat. It is
often fitted with Disruptor or Plasma missiles for an extra added punch.

One of the unique aspects of the Battle Saucer is its ability to coordinate the missile launches of Keldrakian Scouts
which normally fired a volley of 2 missiles per turn. When a Battle Saucer takes on this support role it allows the
missile scouts to fire one extra missile per turn. These scouts sacrifice a little speed for the extra firepower but in
tight battle it is well worth it.

The Zhiks are not known for their military might but if you were to build a military deck this would be a nice addition.
With the increase in defense coupled with hull boosters this ship will have a lot of staying power. It also combos well
with the various missile boosters that see very little play. The best feature of this card is its ability to increase the
missile firing rate of scouts. I know you are thinking that scouts don't fire missiles. That's true unless they are built
at an indy modified by Keldrakian Academy. KA is a card that never got its due.but a card like Keldrakian Battle Saucer
could change all that.

Concept and card art by AlienProbe.
Card Creation: Cruiser X by AlienProbe

Cruiser X is the personal ship of the renowned Android arena fighter Daemon Gladiator. Like its master, Cruiser X is
swift and deadly in battle. Its trademark tactic is to single out an enemy ship, using its superior speed to maneuver
around its marked target. Once an enemy ship is marked, Cruiser X will use its deadly accuracy to deliver a series of
fatal blows.

Cruiser X has normal cruiser weapon and defense stats with an additional +1 jump. When it is fired upon, Cruiser X will
mark the ship that was bold enough to take the shot. Marked ships then have +50 vanguard until the end of the turn.
Whenever Cruiser X fires at a marked ship it deals an additional 3 damage for each mark on the target. This simulates
the speed and accuracy in which Cruiser X dispatches its targets. In large battles the effects of marks are lessened,
but in single combat Cruiser X can be brutal.

Because Cruiser X is unique it has a ditch effect that marks all enemy ships for the duration of the turn. This will give
Cruiser X an extra edge when it plans to go into battle.

Concept and card art by AlienProbe.
Card Creation: Hive Cruiser by AlienProbe

The Hive Cruiser is akin to a light carrier. It salvages organic and inorganic material from Thrass victims and uses it to
create a swarm of tiny fighters. Whenever its ability is activated, it receives a Drone Marker for each local entity that
is destroyed outside of combat during that turn. When it enters combat it launches a Drone Fighter for each marker that
it has.

When Hive Cruisers enter play they are a bit weaker than a typical cruiser. With the Thrass ability to readily kill
persona, they can become stronger with little effort. Add bombers and cards such as Needle Split to make the Hive
Cruiser a real force to be reckoned with.

Concept and card art by AlienProbe.
Card Creation: Command Cruiser by AlienProbe

The Command Cruiser is in essence a standard cruiser with an advanced electronics package. Its main function is to
coordinate fleet battles efficiently. The Command Cruiser is so efficient that it often alleviates the need for heroes
to lead the battles. In fact, with the aid of a skilled engineer, the tactical computers can be temporarily boosted to
give the Command Cruiser added efficiency and even more leadership.

Concept and card art by AlienProbe.
Card Creation: Basaltic Light Cruiser by AlienProbe

In the outer reaches of the Badlands, the Tech Masters set up a research base to facilitate the advancement of
mining operations in that sector of space. The base was governed by Geode, the Silica arm of the Tech Masters
organization. Mining operations in that region of space were constantly being harassed by pirates and scouts from the
numerous races.

To deal with the raiding problem, the engineers at Geode developed a fast light cruiser. The Basalt class cruiser,
dubbed the Scout Hunter, was a swift as a standard scout but packed more of a punch and could withstand much more
damage. When raiders were detected, the Scout Hunters could be deployed to the hot spot in very little time. Soon
after the Basaltic Light Cruiser began action, piracy in the region of Geode all but ceased.

Ship Stats:
Missile 3
Cannon 3
Hull 25 (+ 4 hull regeneration)
Jump 3 (Scramble)

Concept and card art by AlienProbe.
Card Creation: Imperial Police Cruiser by AlienProbe

The Imperial Police Cruiser is the Ferrier vessel of choice for maintaining the law in sectors that are not near a battle
front. The IPC is a standard cruiser that has had its heavy armament replaced with a pair of lasers and a tractor beam.
Each turn an enemy vessel can be tractored rendering it powerless and unable to move. Once an enemy vessel is
incapacitated, it can be dealt with at the Imperial Police's leisure.

Concept and card art by AlienProbe.
Card Creation: The Horizon by AlienProbe

Chief Engineer DayStar is a highly acclaimed researcher at Matrix Prime. The Tech Masters rewarded her efforts and
exemplary service by allowing her to design and commission a cruiser for her own personal use.

DayStar designed the Horizon using the latest and greatest technology from the labs of Matrix Prime. The primary
goal of the Horizon, is the exploration of space. It is a reflection of DayStar's passion to explore the universe, in an
effort to gain understanding and perhaps, the purpose of the Kej.

The Horizon has normal Kej cruiser stats. It's advanced sensors and computers allow the Horizon to explore systems
faster and more thoroughly than any vessel to date. Each time a flag is placed locally to the Horizon it produces 1
destiny for its owner. This signifies the accuracy, detail and amount of data that the Horizon can produce which adds to
its admiration throughout the galaxy. Ditching a copy of the Horizon will add to its fame when it discovers a significant
find.

The Chief Engineer's motto is:
Our destiny is always on the horizon.


Concept and card art by AlienProbe.
Card Creation: Leopard Command Cruiser by AlienProbe

In the early days of the rebellion, Kuldarch Darkmane's fame spread rapidly throughout the galaxy. Kuldarch had very
close ties with the Tech Masters Guild, His Clave devotees formed a cult under the Tech Master's umbrella known as
Kuldarch's Martyrs. Before his death, Darkmane commissioned a command cruiser from the Tech Masters. He wanted a
cruiser that would inspire his followers and glorify the Clave heroes that fought for his cause.

What resulted was the Leopard Command Cruiser. The Leopard was the type of ship that could take the fight to the
enemy. When it leads a fleet into battle, all the friendly combatants become highly motivated and extremely alert.
They do not suffer a penalty when making a jump into hyperspace. The Leopard Command Cruiser also gives its leaders
an extreme sense of pride. It becomes more powerful with each hero that joins the battle and gets +1 weapons for
each hero that is local to it..

Concept and card art by AlienProbe.
Kit's Database
Star Chamber
Card Creation: Cloud Ship by AlienProbe

After the Omior lost their homeworld in the war with the Silica, they were determined to colonize other worlds and
vowed never to let their planets be conquered again. In an effort to keep a careful watch on their outposts, the Omior
designed the Matriarch class cruiser which was soon was known as the Cloud Ship.

The Cloud Ships had there cannons replaced by an advanced intelligence gathering package. It allows them to project
influence to a local system keeping it in order. The Cloud Ship is not as powerful as a standard cruiser but it can still
take the same amount of punishment .

Each turn that a Cloud Ship remains stationary and does not enter combat it gets a Cloud Marker. Each Cloud Marker
has a duration of 3 turns and gives the marked ship +1 Territorial Influence. All cloud Markers are removed once the
ship makes a jump or enters combat.

Concept and card art by AlienProbe.