The Fascist Empire

 

The Fascist Empire is known for its preference for hostility and fatalism, which is reflected in their strong humanoid appearance. They have access to basic cloaking technologies and tend to plunder planets and natives they find. Since their highest goal is to die in combat, the crews guiding fascist warships will often sacrifice their ship for victory and will rarely surrender or retreat.

 


 

RACE ADVANTAGES:

  • Pillage natives and colonists for money and supplies
  • Planet Immunity
  • 15X ground combat
  • Double speed beam weapons
  • Cloaking ships
  • Glory Device ships (self-destruction for a greater goal)
  • Can clone captured enemy ships

 


 

THE FASCIST FLEET:

The Fascists’ fleet features advanced technologies such as cloaking and so-called Glory Devices. Instead of showing pure combat mass the Fascists’ ships rely on a high amount of beam weapons that can fire double as often as all others and a great ship-range which allows missions deep in enemy territory. Part of this high technology fleet is a general immunity to planetary attacks that allows a better execution of the fascists’ special mission ‘Pillage Planet’ which destroys a certain amount of planetary structures while beaming up money and supplies from the planet’s surface. This race specific mission paired with stealthy ships and a great range make the fascists the ideal guerilla race that rather aims at the opponent’s economy instead of using brute force like carrier races do in the planets universe. With their relatively weak ships (in terms if firepower) the fascists are however masters in minesweeping and can, if used in the right combination bring up a respectable amount of destruction to an enemy fleet. The two Glory Device ships, the Saber and D19b Nefarious Classes have multiple uses, can detect any enemy cloaker, bring one minehit to all enemy ships at this position, destroy planet structures and convert amorphous worms into supplies. Fascists sometimes open the game very aggressively by intruding with their D7 Coldpain Class Cruisers, their economy becomes weaker during the middle phase of the game and again very late in the game the Fascist Empire finds a certain advantage in their planet immunity, when the fighting power of starbases becomes more imminent.

 

Hull Design Engines Beams Launchers Note
Small Deep Space Freighter 1 0 0 70kt cargo
D7a Painmaker Class Cruiser 2 4 0 Long Range
Little Pest Class Escort 2 6 0 Sweeper
Neutronic Fuel Carrier 2 0 0 Fuel Transprter
Medium Deep Space Freighter 1 0 0 200kt cargo
D7 Coldpain Class Cruiser 2 4 2 Cloak, long range
Small Transport 1 2 0 50kt cargo
Ill Wind Class Battlecruiser 2 10 2 Long range
D3 Thorn Class Destroyer 2 2 4 Cloak
Large Deep Space Freighter 2 0 0 1200kt cargo
Valiant Wind Class Carrier 2 7 3 bays Carrier
Deth Specula Class Frigate 2 6 4 Cloak
D19b Nefarious Class D. 2 7 0 Glory Device
Saber Class Frigate 2 10 0 Glory Device
Neutronic Refinery Ship 10 6 0 Makes fuel
Super Transport Freighter 4 0 0 2400kt cargo
Victorious Class Battleship 2 10 6 Combo with Glories
Merlin Class Alchemy Ship 10 8 0 Makes minerals
Campaign Specials Engines Beams Launchers Note
D7b Painmaker Class Cruiser 2 4 0 Glory Device
Little Pest Light Escort 1 6 0 One engine
Armored Ore Condenser 2 2 0 Ore Condenser
Medium Transport 1 2 0 180kt cargo
D3 Thorn Class Frigate 2 3 5 Cloak
D3 Thorn Class Cruiser 2 3 5 Cloak
D19c Nefarious Class D. 2 7 0 One engine
Deth Specula Armored Frigate 2 6 4 Cloak
Deth Specula Stealth 2 6 4 Recloak Intercept
Saber Class Shield Generator 2 10 0 GD, Shield Gen.

 

In campaign games the Fascist Empire can choose between a great set of additional ships and race abilities, one of them being the double beam recharge rate which means they can fire twice as many times with their beam weapons as other races. With the D7b they get a very low tech Glory Device which can be used to flood the enemy with feared self destructable ships. The Little Pest Light Escort becomes cheaper than it’s predecessor while loosing the ability to tow while the Medium Transport is an enhancement especially in the cargo size. The D3 Thorn Class gets several enhancements with its siblings, the Frigate and the Cruiser, making both very respectable mid-size ships. The Deth Specula Class Frigate receives a mass upgrade, while the Stealth version of this ship allows an intercept mission that brings the ship back to cloak after combat – a very powerful weapon. In Terms of firepower the the D19c is the more economic version of the famous Glory Device ship, while the Saber Class Shield Generator enhances all ships’ shields at the same position. In addition to the fascists’ pillage mission they receive a second unique economic advantage with the Armored Ore Condenser for faster mining.

 


 

We’re still collating entries for an authoritative race guide to playing the Fascists, but every time we think we have one cornered it self-destructs on us.

Speaking of self-destructs, here’s a detailed guide to the Glory Device. If you rely on the principles written here, you won’t go far wrong.

Every cloaking race should understand the basics of towing enemy ships (and breaking an enemy tow). Here’s a guide to that.

And, since you’re towing away the enemy’s ships, you’ll need to know a bit about who will fight whom and when. Read this.

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