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Of all the alien species encountered by humanity during its outward exploratory push from Terra, none were as dangerous, or put up such vigorous resistance to human encroachment onto their territory, as the Relthoza. They participated in the longest and most arduous first contact conflict with human pioneers, which came to be known as the Thessaly War. In this sense, the Relthoza can be said to have played a key role in the formation of the later Dindrenzi state. The Thessaly War was a grim affair. A combination of an overtly hostile alien species and a lack of military support from distant Terra, contributed heavily to forming both the Outer Reach settlers xenophobia and antipathy to Earth and its centralised government. For their part, the Relthoza were equally disquieted. Though the colonists did not know it, the Thessaly War was costliest the Empire had waged up to that point in its long existence. The Relthoza eventually made peace as they did not wish to risk becoming a subjugated race a fate they believed would befall them if they lost militarily. The Relthoza are visually one of the most intimidating and frightening xenos species encountered by humans something which undoubtedly contributed to initial human hostility towards them. They are an insectoid race, bearing a strong, and for humans often distressing, resemblance to arachnids. They have a centaur-like posture, their abdomens and lower thorax low-slung and standing on between four and six limbs for locomotion. Their upper bodies are erect, but with carapaces that make them seem hunched over, with four more manipulatory limbs ending in clusters of finely dextrous fingers. Their faces are the very epitome of inscrutable, with between six and ten glassy eyes set around a complex set of mandibles. Two long, whip-like antennae stretch backwards from their ovoid skulls. Their bodies are covered with flexible chitin carapaces. Relthoza come in many colours, although they are always dark and glossy and vary greatly in size, depending upon their caste. The Relthoza race has four distinct castes. These are the Ssvirss, Vassur, Kssark and Avalssorssis; classified by humans as menials, workers, soldiers and royalty. They are not sub races, any more than the different strains within ant or wasp colonies. Ssvirss are the smallest and weakest of the Relthoza, and also the most numerous. They attend to the everyday functions that hives going; artisans, bureaucrats, minor administrators, and general
From the moment they make the transition from larval to adult form every Relthoza knows the place that is expected of it the Empires society. Inter-caste revolt is practically unknown the last time the Empire was afflicted by anything like social unrest was over fifteen hundred years ago. The Empire is a feudalistic hierarchy, with bonds of obligation and responsibility running up and down its caste system, from the humblest worker to the most powerful Brood-Queen. Each Relthoza world is governed by a conclave of its Queens.
Generally, there are between five and ten Brood-Queens on a given planet, although some larger worlds have more. Aziza Prime, the ancient capital planet of the Empire, boasts upwards of twenty Brood-Queens. The Brood-Queens are the absolute rulers of Relthoza society. If they do not succumb to disease or a violent demise, Relthoza Brood-Queens can survive almost eight centuries. Their control is such because they are the sole breeders of new Relthoza. They mate with the strongest of their Kssark nobles, and then produce eggs by the thousand. They are able to modify what their offspring will be based upon which castes the Brood requires. Because of their physical immobility, each Brood-Queen is attended by a substantial staff of handmaidens who cater to her every need. These will be other, immature members of the broods royal caste, who resemble Vassur workers. The Queens govern through the Kssark caste, whose senior warriors act as agents and enforcers of the royal will. Members of other castes take on the roles assigned to them when they emerge as adults. Although disputes between members of different castes are all but unknown, disagreements and arguments can and do crop up between individuals of the same caste. The resolution of such matters is governed by a complex system of ritual combat, often fatal. Ritualised death is in fact a characteristic feature in many areas of Relthoza society. This can and has caused problems in the past, particularly since the Relthoza often extend their traditions to outsiders. It is customary for negotiations between Broods to be preceded by ritualised combat to the death between selected emissaries of each. The Relthoza have often killed alien ambassadors by accident or design because of these traditions. This was one of the reasons the Thessaly War was so protracted. These traditions extend to the highest levels of Relthozan society. When a Brood-Queen dies, her handmaidens will fight for the right to succeed her. The surviving handmaiden will then develop to full maturity at an accelerated rate, taking over the old Queens position. On rare occasions, all of the handmaidens will destroy each other in these fights. If this happens, several of the Broods Vassur will spontaneously develop into Avalssorssis the only known example of Relthoza crossing castes. The cycle of combat then continues until one royal caste Relthoza achieves dominance. The longest known succession of this kind took place on Thelemica, among the Qussarmass Brood. The year-long ritualised struggle cost the lives of all one hundred and seven Avalssorsiss handmaidens, and a further one hundred and sixty-two transmuted Vassur. Such protracted struggles are, however, rare. The title of Empress, ruler of all the Relthoza, is traditionally bestowed upon the oldest Brood-Queen of Aziza Prime. Currently, this honour falls to Akvassiragakvassaa. She is known to the Dindrenzi as Lady Venomspine or the Old Lady of the Rifts.
Venomspine only recently came to the notional Relthoza throne and is perhaps more vigorous and fame-seeking than on older or wiser ruler would be. She was certainly more incautious. This was most vividly demonstrated by her early policies regarding outsiders. Venomspine insisted upon a reassertion of Relthozan traditions. However, this included lifting the moratorium placed upon duelling and killing non-Relthozan diplomats. A number of Dindrenzi and Directorate emissaries, trying to garner support for the creation of the Zenian League, were slaughtered in the arena before negotiations took place on Aziza Prime. To her credit, Venomspine realised her error immediately and rescinded her edict. Even so, it took the personal intervention of Chairman Rense and Director Bas themselves to solve the burgeoning crisis. Since then, the Empress has become a much more astute and pragmatic leader. The biggest challenge she has faced is in dealing with a society growing increasingly frenetic thanks to its building swarming urges. Now, however, thanks to the successful formation of the Zenian League, she can afford to loosen the shackles upon her restive people. The Relthoza have exploded out of the Reach with the force of a tornado on an unprepared town. Alongside the Dindrenzi and the lesser powers of Zenian League, they have sliced into the galactic south of the Storm Zone and deeply into Sorylian space itself.
The Relthoza make very effective spacefarers. Their physical forms adapt well to a lower gravity environment and their ability to scale sheer surfaces comes into its own. The outer shells of Relthoza vessels are mostly constructed from thermally-bonded rock and metal ores, giving them their characteristic angular shapes. These substances are very hard, but also quite brittle, and can shatter under heavy impacts. However, this apparently vulnerability is tempered by an important factor. The Relthoza are the galaxys most skilled manipulators of nantechnology. Nanobots are tasked with a huge number of different roles. Many are employed in repairing damaged craft, using excess matter from one part of the ship to make good damage to another. These nanites can also cannibalise material from other sources to fabricate new materials and other essential supplies. This process of molecular reconstruction is used to provide fuel for the Relthozas powerplants. Like the Dindrenzi, they use highenergy Cyrion crystal batteries. But their nanites are capable of rapidly fabricating raw Cyrion from other resources. The nanites also play a key role in the main armament of Relthozan craft. Like the Sorylians, the Relthoza mount the bulk of the warship weaponry upon a vessels broadsides. However, the nature of the weapons themselves is unique. The Relthoza fleets employ powerful hydroxide cannons, with rank upon rank of apertures piercing the flanks of their craft. These cannons flash-freeze water into rock hard needles, laced with special offensive nanites.
A massive electrical impulse hurls these spear-like projectiles at the target, making it appear as if a ships has just ejected a huge mass of glittering metallic needles. The frozen needles dissipate quickly and are thus most effective at fairly short ranges. However, when they successfully strike a target, they will bury themselves deeply within it. As the water melts when exposed to the heated interior of a ship, its deadly nanite cargo activates and begins systematically destroying the fabric of the target. To horrified onlookers, it seems as if parts of the hull are simply dissolving. The nanites are not discerning, and will readily devour living tissue. The fate of enemy crew-members caught and engulfed by nanites is horrific. The nanites are only active for a brief span before internal failsafes cut in and they self-destruct. Even so, a single large volley can consume a frigate. If the nanites destroy the outer casings of drives or magazines, catastrophic detonations. Nanites are also employed in Relthoza torpedoes and mines. In this case they are triggered by an impact or proximity fuse, which sends an electric pulse through the stored micro-robots when the ordnance clamps onto the target, to activate them. One of the most noteworthy aspects of Relthozan craft are their non-physical defences. Rather than energy shields, the Relthoza employ light spectrum and electromagnetic cloaking technology for defence. Again, nano-robots play a key role in Relthozan cloaking tech. When a vessels clocks are activated, quadrillions of nanobots, woven into the very fabric of a ships hull, alter key aspects of their physical make up. Some become refractive, bending electromagnetic radiation away from the ship. Others act to smother any emissions that may show up on enemy scanning devices. The vessels drives power down slightly, with more nanites acting to consume trace chemicals present in their emissions, again to prevent detection. This comprehensive system is deeply enmeshed in the very fabric or Relthozan ships, and it known as the Svisskrssaniak, or Web of Shifting Mirrors in human speech. Many Relthoza ships resemble great tower-like constructions floating in space. The internal layout of Relthoza vessels often makes reaching vital control systems all but impossible for non-Relthoza, unless the vessels are attacked at very specific points. Relthoza are also formidable opponents in boarding actions. Nanites construct weblike sealed passages between a vessel and its target, through which heavily armed Kssark warriors swarm.
In terms of strategy and tactics, the Relthoza Empires fleets are split into two distinct types of operational. The first are Talon Fleets. These are made up of swift craft with a high degree of offensive power battleships, heavy cruisers and destroyers. They stay constantly on the move, sowing terror and confusion deep within enemy held space. The second are the Swarm Fleets. These are much larger and more cumbersome, incorporating Dreadnoughts, Carriers and other similarly heavyweight craft, backed up with large quantities of smaller ships such as cruisers and frigates and more specialised vessels optimised for assaults and sieges. Swarm Fleets are deployed once the Talon Fleets have managed to isolate a key target. They are used to demolish major points of enemy resistance, including large battle fleets. The initial assaults on the Storm Zone saw a great number of Relthoza Talon Fleets operating alongside the Dindrenzi forces pushing into enemy territory. Now however, the Empress has ordered an increasing number of Swarm Fleets to the front lines. The tempo of Relthoza operations is changing. Having broken into Storm Zone and Collective space, the Empress forces now intend to stay there permanently.
The objectives of the Relthoza Empire in the new war are undoubtedly offensive. The Empress signed the state up to the Zenian League in anticipation of the rich rewards she felt would be reaped rewards which will prove vital to the Empires ability to cope with its latest swarm cycle. The Empires military command, under its most senior leader, High Talon-Admiral Kfrissduk, or Sear-Claw as he is known to the Dindrenzi, has contributed Talon-Fleets to assist with the Dindrenzi offensive against the Terrans in the Storm Zone. However, the Empires primary object is territorial expansion, primarily at the expense of the Sorylians. Their main targets are the Collectives tropical jungle planets, as the Relthoza can more easily adapt to life upon them than harsh desert worlds. The Empress and Admiral Sear-Claw know that time is of the essence, and that as the Sorylians become more agitated, so the speed of their reaction will increase. It is imperative that the Relthoza establish strongholds within Collective space before the enemy counter-strike occurs, so that they can continue the fight from a position of defensive strength and depth.
OBJECTIVES
For Tournament Games, different Designations of model have a restricted Maximum Percentage Value (MPV) of the Maximum Fleet Value which they CANNOT exceed. The following table lists the MPV which can be spent on the different Designations of model in a Relthoza Empire Fleet:
DESIGNATION MPV
SMALL 60%
MEDIUM 70%
BATTLESHIP 40%
CARRIER 40%
DREADNOUGHT 30%
LEVIATHAN 30%
RELTHOZA EMPIRE
Apex Class Dreadnought RANGE BAND Starboard/Port Fore (Fixed) Aft Torpedoes (Fore) 1 10 15 5 9 2 12 18 8 9 3 7 9 4 10 4 4 6 2 10
DR 7 CP 7
CR 11 AP 7
Mv 6 PD 8
HP 11 MN 0
This is a LARGE CAPITAL CLASS model Up to 30% of your points can be spent on DREADNOUGHTS RELTHOZA DREADNOUGHTS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn
CLOAKING FIELD
RELTHOZA EMPIRE
Brood Class Battleship RANGE BAND Starboard/Port Fore (Fixed) Torpedoes (Fore) 1 11 4 7 2 15 7 7 3 8 3 8 4 4 1 8 -
DR 6 CP 5
CR 10 AP 4
Mv 6 PD 6
HP 9 MN 5
This is a LARGE CAPITAL CLASS model Up to 40% of your points can be spent on BATTLESHIPS RELTHOZA BATTLESHIPS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn
CLOAKING FIELD
RELTHOZA EMPIRE
Hive Class Carrier RANGE BAND Starboard/Port Fore (Fixed) Torpedoes (Fore) 1 7 3 6 2 10 6 6 3 5 1 7 4 1 7 -
DR 5 CP 4
CR 8 AP 4
Mv 7 PD 6
HP 6 MN 0
This is a LARGE CAPITAL CLASS model Up to 40% of your points can be spent on CARRIERS RELTHOZA CARRIERS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn
CLOAKING FIELD
RELTHOZA EMPIRE
Bane Class R&D Cruiser RANGE BAND Fore Torpedoes (Fore) 1 5 3 2 7 4 3 2 4 4 1 5 -
DR 4 CP 3
CR 6 AP 5
Mv 8 PD 4
HP 4 MN 0
This is a MEDIUM CAPITAL CLASS R&D model Up to 70% of your points can be spent on MEDIUM models RELTHOZA R&D CRUISERS are deployed in SQUADRONS of 2 to 3 models The model MUST move 1 straight ahead before making each 45 degree turn Only ONE Squadron of R&D CRUISERS may be taken
Cost: 55 Points
CLOAKING FIELD
RELTHOZA EMPIRE
RANGE BAND Starboard/Port Fore (Fixed) Torpedoes (Fore) 1 6 5 4 -
DR 4 3 4 3 4 4 1 5 CP 3
CR 7 AP 5
Mv 7 PD 5
HP 6 MN 5
This is a MEDIUM CAPITAL CLASS model Up to 70% of your points can be spent on MEDIUM models RELTHOZA HEAVY CRUISERS are deployed in SQUADRONS of 2 to 3 models The model MUST move 1 straight ahead before making each 45 degree turn No more than HALF of the MEDIUM models in a fleet can be HEAVY CRUISERS
Cost: 80 Points
CLOAKING FIELD
RELTHOZA EMPIRE
Gila Class Mk II Cruiser RANGE BAND Starboard/Port Fore (Fixed) Torpedoes (Fore) 1 5 3 4 2 7 6 4 3 4 2 4 4 5 -
DR 4 CP 3
CR 6 AP 3
Mv 9 PD 3
HP 4 MN 4
Cost: 70 Points
This is a MEDIUM CAPITAL CLASS model Up to 70% of your points can be spent on MEDIUM models RELTHOZA CRUISERS are deployed in SQUADRONS of 2 to 3 models The model MUST move 1 straight ahead before making each 45 degree turn
CLOAKING FIELD
RELTHOZA EMPIRE
Swarm Class Cruiser RANGE BAND Starboard/Port Fore (Fixed) Torpedoes (Fore) 1 5 3 3 2 7 6 3 3 4 2 4 4 5 -
DR 4 CP 3
CR 6 AP 3
Mv 8 PD 3
HP 4 MN 4
Cost: 65 Points
This is a MEDIUM CAPITAL CLASS model Up to 70% of your points can be spent on MEDIUM models RELTHOZA CRUISERS are deployed in SQUADRONS of 2 to 3 models The model MUST move 1 straight ahead before making each 45 degree turn
CLOAKING FIELD
RELTHOZA EMPIRE
Venom Class Destroyer RANGE BAND Starboard/Port Fore (Fixed) 1 4 3 2 6 4 3 8 1 4 2 -
DR 4 CP 2
CR 6 AP 1
Mv 7 PD 5
HP 4 MN 0
This is a MEDIUM CAPITAL CLASS model Up to 70% of your points can be spent on MEDIUM models RELTHOZA DESTROYERS are deployed in SQUADRONS of 2 models The model MUST move 1 straight ahead before making each 45 degree turn No more than HALF of the MEDIUM models in a fleet can be DESTROYERS
Cost: 75 Points
CLOAKING FIELD
RELTHOZA EMPIRE
Drone Class Frigate RANGE BAND Starboard/Port 1 2 2 5 3 1 4 -
DR 3 CP 2
CR 5 AP 1
Mv 10 PD 1
HP 2 MN 0
Cost: 20 Points
This is a SMALL CLASS model Up to 60% of your points can be spent on SMALL models RELTHOZA FRIGATES are deployed in SQUADRONS of 2 to 4 models The model MUST move 0 straight ahead before making each 45 degree turn
SHIELDS = 0
RELTHOZA EMPIRE
RANGE BAND Starboard/Port 1 -
DR 3 3 4 CP 1
CR 5 AP 2
Mv 12 PD 1
HP 2 MN 0
Cost: 15 Points
This is a SMALL CLASS model Up to 60% of your points can be spent on SMALL models RELTHOZA ESCORTS are deployed in SQUADRONS of 1 to 3 models The model MUST move 0 straight ahead before making each 45 degree turn
SHIELDS = 0