Sunteți pe pagina 1din 6

DINDRENZI FEDERATION

THE CHILDREN OF IGNATIUS


THE DINDRENZI FEDERATION
A lot of the systems more distant from the Storm Zone preferred to look outwards, beyond the edges of the Reach, and failed to see any profit in waging a war of aggression against enemies left behind in every sense. However, they were outnumbered by the inner systems, closer to the Storm Zone. For these regions, especially those ravaged by the Terrans during the last war, the fear of another Terran invasion has never receded. Their fervour stoked by the harsh Xerxean Doctrine of human supremacy preached by the Church of the Dramos Angels, they saw the alien-corrupted Terran Alliance as a very real threat. In their view, the greedy Terrans and their corrupt xenos backers lusted after the riches of the Outer Reach won by the hard labour of the Dindrenzi people, and denied them by their defeat. Many Federation worlds have also affected by another sense of purpose that of destiny. Many Dindrenzi, both devotees of the Church and otherwise, have come to see the Terran Alliance as a decaying and decadent empire, no longer fit to hold stewardship of the cradle of humanity. For these parts of the Federation, the Storm Zone campaigns are just the beginning for them, nothing less than the conquest of Terra itself, and the subjugation of the Terran Alliance to their true heirs and successors will suffice. As far as the supremacists are concerned, this is the only appropriate vengeance for the destruction of Dramos.

Ruthless, dynamic and powerful; these three words can be said to sum up the Dindrenzi Federation. One of the youngest of the great powers of the galaxy, the Federation has only existed for some two and a half centuries. Following a series of conflicts, which culminated in what the Dindrenzi now call the Second War of Liberation, the Commonwealth gained its independence from the Terran Satellite Charter in 3673. Once they had gained their freedom, the Dindrenzi mostly went back to what they did best exploring and colonising new worlds in the Outer Reach, their frontier spirit and insatiable curiosity and hunger for dominance driving them onwards. As a result, the Dindrenzi Federation, while roughly the same size in stellar terms as the Terran Alliance dominion, controls a great many more wealthy and prosperous planets. The Federation has been able to take full advantage of the rich pickings of rimward expansion. The power and self-sufficiency of the Federation, together with the fact that the alien races they encountered in the Reach were far more dangerous than previous species had proved, made the Dindrenzi a far more xenophobic towards non-human life than their Terran cousins. The Dindrenzi firmly believe in dealing with aliens only from a position of unimpeachable strength. Their long series of wars with the Relthoza for supremacy of the southern Reach exemplify this attitude. The Dindrenzi will never back down from a challenge to their power. Moreover, if the enemy is not human, they can and will resort to the most extreme measures to ensure victory. In addition, thanks to its prosperity the Federation has focused far more resources on technological development of all kinds. Unlike the Terran Alliance, many of the worlds inhabited by the Dindrenzi are harsh and very alien environments. Their expertise grew rapidly, especially thanks to their long-standing alliance with the Directorate. Dramos, their former capital, was one of the few Earth-type worlds to have been discovered in the early stages of Outer Reach expansion another reason why its destruction still resonates so much with the Dindrenzi as an act of wanton Terran aggression. Nonetheless, the war launched by the Legislature, under the auspices of Chairman Rufus Rense, does not have the unequivocal support of all the Federations worlds. The Dindrenzi have retained their distrust of central authority, which sometimes extends to the motives of their own governing body, the Legislature.

The centre of the Federations political structure is the Legislature. In operation, it is much like the Senate of the Terran Alliance. Each world within the Federation is represented by a number of officers in the Legislature called Tribunes, appointed by the governing autarkies of their home planets. The Legislatures actual powers are far less extensive than those of the Terran Senate. It serves mainly as a debating body so that disputes between factions can be settled in an open forum without resorting to economic or military confrontation. The systems and worlds within the Federation mostly handle their own affairs; they are jealous of their freedom and do not normally tolerate any further degree of central control. From top to bottom, the Dindrenzi have a disdain for democracy as a system of government, believing it to be divisive and leading only to procrastination, inaction and corruption. Dindrenzi government at all levels is best seen as a very harsh form of meritocracy the best person for the job is given the job. The ends, rather than the means, are what matters.

LEADERSHIP AND SOCIETY

Firestorm Armada Model Statistics

Copyright Spartan Games 2013

The bulk of the Dindrenzi find this perfectly reasonable the competent will be rewarded and the incompetent shovelled under as they put it. In the harsh environment of many worlds in the Federation, hard work and prompt action are what matters. Wasting time on petty quarrels and lengthy decision-making can and does cost lives. At the apex of the Dindrenzi political system stands the Chairman of the Federation. Unlike the elective Terran Presidency, this holder of this position is appointed by the Legislature from amongst the system Arch-Governors of the Federation. The position is held for life, or until retirement. In theory, any Arch-Governor can be appointed Chairman, but in practice, the position has been held since its inception by only one family the legendary Rense clan. On the face of it, the Renses grip on the position of Federation Chairman seems to run counter to Dindrenzi governing philosophy. But that only lasts as long as takes one to realise that the Rense family have been, and are, fiercely competent. Moreover, they are more than just a family they are the symbol of the entire Federation, visionaries and founders of the whole Dindrenzi state. In a very real sense, they pre-date the Federation itself; the family company, Rense Corp, mapped many of the regions that today form the heart of Dindrenzi territory. The current Chairman is Rufus Rense, Arch-Governor of the Rense system and grandson of Markus. Initially ambivalent about the idea of war, events both within and outside the Federation have combined to convince the Chairman that the conflict is inevitable. Having made the decision to unleash the mighty Dindrenzi military, Rufus is now devoting his efforts to securing and maintaining support for the war within the Legislature. He seeks to ensure that the potentially fractious systems of the Federation do not lose focus upon the conflict, and to balance the aims of the supremacists and Church-inspired xenophobes alongside the Federations new found need for alien allies in this most ambitious endeavour. On a personal level, Rufus is also growing more intrigued about the idea of taking Terra itself. Initially believing this supremacist ambition to be wildly foolhardy, the success of the Federation offensive into the Storm Zone has led the Chairman to think that it might not be so impossible a dream.

the Legislature into a powerful central government. However, through insightful application of propaganda by the Chairman, the FGS and the Church, it was transformed into the bulwark of the united Federation. The Federations new fleets and terrestrial legions have thus been transformed into the latest unifying factor, where citizens from every Federation world can enlist and play their part in ensuring the growth and prosperity of the Dindrenzi people. The FGS has divided the Federation into several Naval Commands, each of which has operational control over a portion of the Dindrenzi fleets. The three most important are those directly bordering the Federations opponents: Tempest, covering the Dindrenzi border of the Storm Zone, Hammer, facing the Sorylian Collective, and Glaive, covering the Wimms Corridor and the borders of Aquan space. Within the Commands, Dindrenzi naval forces are split into Federation Battle Groups. Unlike the Terran Armadas, these are permanent institutions, although their composition can vary considerably. Most are centred on a core of large battleships or dreadnoughts, supported by cruiser squadrons and scout and combat squadrons of smaller ships. The navy also incorporates Planetfall Divisions, composed of ships optimised for planetary assault. These are where most of the Federations large carriers are assigned, although others can be found in the FBGs. Planetfall Divisions are optimised to provide heavy fire support to planetary assaults by Dindrenzi ground forces. However, when necessary they also amply fulfil the role of heavy fire support for the FBGs. Dindrenzi technology is more advanced than that of the Terrans, but nonetheless much of it retains the air of rugged simplicity which characterises most human tech. Unlike the Terrans, the Dindrenzi do not employ shields, preferring instead to employ the output of their highly efficient Cyrion crystal powerplants to work in other areas. Dindrenzi vessels compensate for their lack of shielding by being heavily constructed and immensely strong. The characteristic cruciform style designs derive from blueprints for colony ships, which had to be sturdily constructed to protect their human cargoes from the dangers of unmapped space. All Dindrenzi ships, even the smallest, therefore have a massive, solid appearance, with metal and advanced composite shell plating several metres thick. Sometimes they are fitted with extra ablative or reactive armour. This frequently gets shattered in the field and often goes unrepaired until a vessel is refitted in drydock. This means that Dindrenzi ships can often have a scorched and blasted appearance, even though they are fully functional. Some cunning captains have used this to lure overconfident enemies into ambushes. Their main weaponry is derived from heavy mining and industrial gear, refined over the decades into deadly killing devices. The most well known are the Arcbolt pattern railguns. Powered by overcharged Cyrion generators, Arcbolts can hurl solid arrow projectiles, or slugs at incredible velocities. These slugs consist of huge cores of tungsten or other dense and heavy minerals sometimes solid rock if nothing else is available with a conducting ferrous coating so that the rails can hurl them.

The potent mix of fear, paranoia and hubris generated by many different factors within Dindrenzi politics and society has seen the Federation invest an enormous amount of time and resources in their military. In part this is a normal consequence of life in the Outer Reach. Almost every Dindrenzi world is home to substantial local armed forces, up to and including Fold Space capable warships. Every world must be able to defend itself from raiders and similar threats without recourse to outside help. For the Dindrenzi, this is as much a matter of pride as practicality. The truly radical change has been the enormous growth in the Dindrenzi Combined Fleet and Army, under the command of the Federation General Staff and, ultimately, the Chairman. Many of the worlds more distant from the Storm Zone initially distrusted the DCFA. They feared that it might be used to turn

MILITARY ASSETS AND TECHNOLOGY

Firestorm Armada Model Statistics

Copyright Spartan Games 2013

The destructive power of these shots is awesome. The smaller weapons have been known to punch holes clean through vessels of up to cruiser size. The largest, mounted on the Conqueror class battleships and Retribution dreadnoughts, are capable of shattering small asteroids with a few well-placed slugs. Dindrenzi naval railguns, rather like tools, are rated by number according to their size, with Type I being the smallest and Type IX currently the largest of the mobile weapons. Batteries of the smaller weapons make up the infamous gun racks carried by all large Dindrenzi warships galleries of semi-automatic, rapid response turrets fitted with arrays of such weapons. They are triggered in timed salvos that can smother a target with a hail of super-velocity slugs in mere seconds. While lacking the area effective devastation of Terran explosive weaponry, their penetrative power and pinpoint accuracy can be used to pick apart enemy ships system by system. Where massed bombardments are required, the Dindrenzi prefer to employ torpedoes. Unlike the Terrans, who fit launchers as auxiliary weapons, the Dindrenzi treat this kind of ordnance as a weapons system in its own right. However, unlike the Terrans, they disdain the use of thermonuclear munitions, which they see as crude and dirty. Their larger ships mount a substantial cluster of torpedo tubes around the muzzles of their huge central railguns. Often, a vessel will use its main railgun to crack open a tough target, and then follow up with a volley of torpedoes using the same targeting data to complete the destruction. True to the aggressive and offensive nature of their favoured tactics, most Dindrenzi ships mount the bulk of their firepower facing forwards.

This will not only add the resources from the Dindrenzi war effort, it will also deduct those same resources from the Terrans, who have a far greater need for them. Once this is accomplished, the ultimate Dindrenzi plan is to carry the war right into the Hub Systems, and to Terra itself. Only when the Federation flag flies over the Senate on the home planet will many Dindrenzi consider their task complete. However, while their objectives are simple, Chairman Rense and the Legislature have many challenges to overcome. Despite its power, the Federation still does not have enough resources to overcome the Terrans and their allies alone. Thus, with the aid of the Directorate, Chairman Rense formed the Zenian League, a coalition of alien powers, including most notably the Relthoza Empire, willing to assist in the Dindrenzi war. Unlike the Kurak Alliance, the membership of the League is composed mostly of self-interested races determined to use the alliance for their own ends. Under normal circumstances, even the Chairman wouldnt trust many of the participants, and many Church of Dramos adherents in the Legislature and other areas are up in arms at the idea of an alliance of any kind. This is a special concern for Rense, since the Church has a great deal of support in the Rense System Navy, which guards both Dramos and the Dindrenzi capital system, as well as serving as its primary intelligence arm. Nonetheless, Rufus and the bulk of the FGS and Legislature remain much more sanguine and pragmatic about the whole affair. The Dindrenzi need allies for now, but once the Terrans are conquered, and their resources absorbed into the Legislature, Rufus is confident that no other power, human or xenos, will ever dare to try and dictate to the Federation again.

Having launched the war, Chairman Rense and FGS have a clear idea of their ultimate objectives. First, they intend to wrest the Storm Zone from the Terrans, taking and garrisoning the enemy colonies for themselves.

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 Dindrenzi Federation Fleet:

DESIGNATION MPV

SMALL 40%

MEDIUM 60%

BATTLESHIP 40%

CARRIER 30%

DREADNOUGHT 40%

LEVIATHAN 40%

Firestorm Armada Model Statistics

Copyright Spartan Games 2013

DINDRENZI FEDERATION
Retribution Class Dreadnought RANGE BAND Gun Rack Fore (Fixed) x2
Torps 1 (Fore Fixed) Torps 2 (Fore Fixed)

DR 7 4 4 7 8 8 CP 6

CR 13 AP 5

Mv 8 PD 7

HP 12 MN 6

1 8 11 8 8

2 11 13 8 8

3 6 9 8 8

Cost: 270 Points

This is a LARGE CAPITAL CLASS model Up to 30% of your points can be spent on DREADNOUGHTS DINDRENZI FEDERATION DREADNOUGHTS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 3


NOTE: Wings are paid for in addition to a DREADNOUGHT
MARs: Elite Crew Firing Solution (Fore Fixed) Impervious Pride of the Fleet Protected Systems Superior Design

SHIELDS = 0

DINDRENZI FEDERATION
Nausicaa Class Mk II Battleship RANGE BAND Gun Rack Fore (Fixed) Aft Torps (Fore Fixed) 1 6 13 5 7 2 10 16 2 7 3 4 10 7 4 6 7

DR 6 CP 5

CR 12 AP 5

Mv 7 PD 6

HP 10 MN 4

Cost: 180 Points

This is a LARGE CAPITAL CLASS model Up to 40% of your points can be spent on BATTLESHIPS DINDRENZI FEDERATION BATTLESHIPS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 0


MARs: Double Mines Secured Bulkheads

SHIELDS = 0

DINDRENZI FEDERATION
Conqueror Class Battleship RANGE BAND Gun Rack Fore (Fixed) Aft Torps (Fore Fixed) 1 6 13 4 7 2 9 16 7 3 4 10 7 4 6 7

DR 6 CP 4

CR 12 AP 5

Mv 6 PD 6

HP 10 MN 4

Cost: 170 Points

This is a LARGE CAPITAL CLASS model Up to 40% of your points can be spent on BATTLESHIPS DINDRENZI FEDERATION BATTLESHIPS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 0

SHIELDS = 0

DINDRENZI FEDERATION
Falchion Class Mk II Carrier RANGE BAND Gun Rack Fore (Fixed) Torps (Fore Fixed) 1 4 7 6 2 6 8 6 3 2 6 6 4 5 6 -

DR 5 CP 6

CR 10 AP 3

Mv 6 PD 5

HP 7 MN 4

Cost: 115 Points

This is a LARGE CAPITAL CLASS model Up to 30% of your points can be spent on CARRIERS DINDRENZI FEDERATION CARRIERS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 12


NOTE: Wings are paid for in addition to a CARRIER
MARs: Deck Crews

SHIELDS = 0

Firestorm Armada Model Statistics

Copyright Spartan Games 2013

DINDRENZI FEDERATION
Claymore Class Carrier RANGE BAND Gun Rack Fore (Fixed) Torps (Fore Fixed) 1 4 7 6 2 6 8 6 3 2 6 6 4 5 6 -

DR 5 CP 5

CR 10 AP 3

Mv 5 PD 5

HP 7 MN 4

Cost: 100 Points

This is a LARGE CAPITAL CLASS model Up to 30% of your points can be spent on CARRIERS DINDRENZI FEDERATION CARRIERS are deployed in SQUADRONS of 1 model The model MUST move 2 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 6


NOTE: Wings are paid for in addition to a CARRIER

SHIELDS = 0

DINDRENZI FEDERATION
Gladius Class Gunship RANGE BAND Starboard/Port Fore (Fixed) Torpedoes (Fore) 1 8 7 5 2 10 8 5 3 5 6 5 4 3 5 5 -

DR 5 CP 3

CR 9 AP 3

Mv 8 PD 4

HP 6 MN 0

This is a MEDIUM CAPITAL CLASS model Up to 60% of your points can be spent on MEDIUM models DINDRENZI FEDERATION GUNSHIPS 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 GUNSHIPS

Cost: 95 Points

Fleet Tactics = +3 Command Distance = 6 Wings = 0

SHIELDS = 0

DINDRENZI FEDERATION
Victory Class Heavy Cruiser RANGE BAND Gun Rack Fore (Fixed) Aft Torps (Fore Fixed) 1 6 7 3 5 2 8 8 4 5 3 3 6 2 5 4 5 1 5

DR 5 CP 4

CR 8 AP 3

Mv 8 PD 4

HP 6 MN 4

This is a MEDIUM CAPITAL CLASS model Up to 60% of your points can be spent on MEDIUM models DINDRENZI FEDERATION 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

Fleet Tactics = +3 Command Distance = 6 Wings = 0

SHIELDS = 0

DINDRENZI FEDERATION
Fury Class Cruiser RANGE BAND Gun Rack Fore (Fixed) Aft Torps (Fore Fixed) 1 4 6 2 4 2 6 7 4 3 2 5 4 4 4 4

DR 4 CP 3

CR 8 AP 3

Mv 9 PD 3

HP 4 MN 4

Cost: 60 Points

This is a MEDIUM CAPITAL CLASS model Up to 60% of your points can be spent on MEDIUM models DINDRENZI FEDERATION CRUISERS are deployed in SQUADRONS of 2 to 3 models The model MUST move 1 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 0

SHIELDS = 0

Firestorm Armada Model Statistics

Copyright Spartan Games 2013

DINDRENZI FEDERATION
Trident Class Destroyer RANGE BAND Starboard/Port Fore (Fixed) 1 1 4 2 3 6 3 8 4 2 -

DR 4 CP 3

CR 8 AP 1

Mv 7 PD 4

HP 4 MN 0

This is a MEDIUM CAPITAL CLASS model Up to 60% of your points can be spent on MEDIUM models DINDRENZI FEDERATION DESTROYERS 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 DESTROYERS

Cost: 70 Points

Fleet Tactics = +3 Command Distance = 6 Wings = 0


MARs: Hidden Killer Manoeuvrable

SHIELDS = 0

DINDRENZI FEDERATION
Hammer Class Frigate RANGE BAND Gun Rack Fore (Fixed) Aft 1 3 4 2 2 4 5 3 3 4 2 -

DR 3 CP 2

CR 6 AP 1

Mv 12 PD 2

HP 2 MN 0

Cost: 25 Points

This is a SMALL CLASS model Up to 40% of your points can be spent on SMALL models DINDRENZI FEDERATION FRIGATES are deployed in SQUADRONS of 2 to 3 models The model MUST move 0 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 0

SHIELDS = 0

DINDRENZI FEDERATION
Buckler Class Gun Escort RANGE BAND Gun Rack 1 3 2 4 3 4 -

DR 3 CP 1

CR 5 AP 1

Mv 10 PD 1

HP 2 MN 0

Cost: 15 Points

This is a SMALL CLASS model Up to 40% of your points can be spent on SMALL models DINDRENZI FEDERATION ESCORTS are deployed in SQUADRONS of 1 to 3 models The model MUST move 0 straight ahead before making each 45 degree turn

Fleet Tactics = +3 Command Distance = 6 Wings = 0

SHIELDS = 0

Firestorm Armada Model Statistics

Copyright Spartan Games 2013