House Flagships have existed for a long time, some of the vessels are very old. Upgrades require a substantial investment in both time, materials, and Firebirds because of the experimental nature of applying advanced technologies in this way and devising new construction methods to implement them. The technological modifications are very specialized and not suited for mass production. Each house is highly secretive in how it modifies its Flagship.

House Flagships and their Artisans are detailed in this tome.

All Flagships are built at Shield cities, and require the Flagship Artisan as the build input unit. If a House disbands its Flagship, it becomes a Flagship Artisan. This Flagship Artisan, in turn, can be used for the next available upgrade. Note that Flagship Artisans require a substantial maintenance fee (1000 FB), a testament to the important knowledge they hold within.

Flaship Artisan - no tech required

Unit Summary: Flagship Artisans have no capability of moving about on their own, and must be transported to a Shield City to construct a House Flagship. They also have no combat ability so be sure not to allow them to fall into enemy hands. The 1000 FB upkeep cost is rumored to include part of a kickback to the Supreme Order of Engineers.
Special Abilities: Input unit for construction of House Flagship at Shield city.


Assault Lander / Destroyer-class Flagship: Followers of the Church - emphasize psychic abilities, medium platform

I - Psy-Destroyer (Old Glory)

(250) Meditation +
(850) Ceramsteel +
(1750) Jump Drives

Unit Summary: A Psy-Destroyer is a modified Assault Lander / Destroyer-class space vessel. It is rumored to carry a crew with psychic tendacies and hence has a Psychic Attack capability. It is also equipped with an impressive array of old beam technology.
Special Abilities: Can land on planet without taking damage, can partake in ground combat, and has 3 Cargo Slots.

II - Psy-Destroyer II (Glory)

(425) Dervishes (-2) +
(1250) Alien Psychology (-4)

Unit Summary: The modification to the Psy-Destroyer equips it with a more psychically potent crew and studies in Alien Psychology have allowed slight improvements in other facets of the vessel's capabilities.
Special Abilities: Can land on planet without taking damage, can partake in ground combat, and has 3 Cargo Slots.

III - Meson Psy-Destroyer (Hymn)

(650) Assault Lander +
(1375) Jump Torpedo Bomber +
(1200) Meson Space Destroyer

Unit Summary: Harnessing the advanced technological achievements of Jump Torpedo Bombers and Meson Destroyers allows the designers to improve in the facets of this vessel that affect most particulary its Psychic and Direct Space potency.
Special Abilities: Can land on planet without taking damage, can partake in ground combat, and has 3 Cargo Slots.

IV - Psyber Destroyer (Mercy)

(1850) Resistance to Necrosis +
(5650) Cyberpilot (-1)

Unit Summary: With Highly- trained pilots, the Psyber Destroyer gains a substantial improvement in both agility and weapons accuracy.
Special Abilities: Can land on planet without taking damage, can partake in ground combat, has 3 Cargo Slots, and is immune to the plague.


Juggernaut-class Flagship: Barbaric and bloodthirsty - emphasize destructive capabilities, massive platform

I - Juggernaut (Brontes)

(250) Megachassis +
(850) Ceramsteel +
(1750) Jump Drives

Unit Summary: The Juggernaut-class vessel harnesses the Megachassis technology to populate this massive vessel with large and potent beam weaponry.

II - Meson Juggernaut (Chronos)

(2700) Meson Cannon (-7)

Unit Summary: An upgrade to Meson Cannons enables the guns on this massive vessel to be upgraded for more power and a more efficient use of energy and space.

III - Meson Mega Juggernaut (Tethys)

(1225) PTS Meson Cannon (-1) +
(650) Assault Legion (-2) +
(1350) Space Dreadnought (-6)

Unit Summary: Harnessing the expertise of PTS Meson Cannon weaponry and large spaceship design, allows an improvement in both shielding technology and also a more precise application of energy for an increase in power and accuracy of its weapons platform.

IV - Cyber Mega Juggernaut (Atlas)

(5650) Cyberpilot (-1) +
(6400) Discontinuity Beam (-9)

Unit Summary: Utilizing the famed cyberpilots and equipping this mega vessel with the most potent beam weaponry makes this upgrade to the Juggernaut-class vessel the most potent ship in the galaxy.


Corsair-class Flagship: Devious and cunning - emphasize stealth and survellience abilities, small platform

I - Corsair (Voyager)

(850) Ceramsteel +
(1000) Monofilament (-1) +
(1750) Jump Drives

Unit Summary: Utilizing advanced sensors and low-signature materials allows this vessel to have a high spotting and camouflage rating.
Special Abilities: This unit has 1 Cargo Slot.

II - Stealth Corsair (Vagabond)

(1150) Raider Stealthship (-4) +
(1750) Fusion Rifles (-2) +

Unit Summary: Harnessing the low-signature shielding technology and more advanced sensors from the Raider Stealthship allows improvements in both spotting and camouflage. By equipping its boarding parties with Fusion Rifles, the weapons accuracy has been increased as well.
Special Abilities: This unit has 1 Cargo Slot.

III - Stealth Fusion Corsair (Swashbuckler)

(575) Assassin (-6) +
(700) Combat Drugs (-6) +
(975) Fusion Space Frigate +
(1150) Dormant Virus (-6)

Unit Summary: Utilizing the technological advancements from the Fusion Space Frigate allows improvements in weapons power and accuracy. Also by harnessing advanced Microbiology technologies enables its boarding parties to wreak more havoc on vessel raids. Rolling in advancements from spy technologies allows increased spotting and cloaking technology.
Special Abilities: Immune to the plague and has 1 Cargo Slot.

IV - Cyber-Stealth Corsair (Blackbeard)

(5650) Cyberpilot (-1) +
(8100) Cloaking Shields (-9)

Unit Summary: By harnessing surgically-improved pilots and the most advanced cloaking technology allows improvements in nearly all facets of this vessel's functionality.
Special Abilities: Immune to the plague and has 1 Cargo Slot.


Cruiser-class Flagship: Noble and honorable - emphasize defense and agility, large platform

I - Xeno Cruiser (Diomedes)

(250) Xenobiology (-1) +
(850) Ceramsteel +
(1750) Jump Drives

Unit Summary: By studying other races, this Cruiser-class vessel has minor improvements over conventional technology.
Special Abilities: This unit has 3 Cargo Slots.

II - Fusion Xeno Cruiser (Ajax)

(2150) Powered Ceramsteel Armor (-2) +
(2200) Fusion Beams (-3)

Unit Summary: Advancements in powered armor and beam weaponry allow sizeable improvements in both armor and weapon potency.
Special Abilities: This unit has 3 Cargo Slots.

III - Meson Xeno Cruiser (Agamemnon)

(1100) Hostile Environment Mastery (-7) +
(1200) Meson Space Cruiser (-4) +
(1350) Wireblades (-1) +
(2050) Advanced Nanotechnology (-4)

Unit Summary: Adding expertise in Cruiser design and improving component technology improves both weapon potency and accuracy as well as sensor technology and vessel signature reduction. Also its highly- trained crews and officers allow for top crew performance.
Special Abilities: This unit has 3 Cargo Slots.

IV - CyberMeson Xeno Cruiser (Achilles)

(1250) Alien Psychology (-4) +
(5650) Cyberpilot (-1) +
(6050) Polymorphonic Carbon (-4) +
(6400) Discontinuity Beam (-9)

Unit Summary: Utilizing both expert pilots and morphing armor technology allows an incredible increase in vessel agility and more potent beam weaponry allows this vessel to deal a significant amount of damage. Top it off with the latest advancements from studying other aliens skills the crew in advanced battle tactics.
Special Abilities: This unit has 3 Cargo Slots.


Transporter-class Flagship: Friends with the League - emphasize technologies to ensure open trade routes, massive platform

I - Transporter (Boar's Tusk)

(650) Armored Space Freighter (-2)

Unit Summary: Utilizing Freighter technology allows this vessel to have good cargo- carrying capacity.
Special Abilities: This unit has 4 Cargo Slots.

II - Fighter Transporter (Lion's Mane)

(750) Advanced Space Fighter

Unit Summary: By altering vessel design and equipping it with a contingent of advanced space fighters allows this vessel to protect itself at close range.
Special Abilities: This unit has 4 Cargo Slots.

III - Fighter Bulk Transporter (Tiger's Claw)

(1425) Mastiff Shock Tank (-2) +
(950) Power Bulk Hauler (-3) +
(975) MKII Space Carrier

Unit Summary: Utilizing both Bulk Hauler and Space Carrier expertise, allows this vessel to more efficiently utilize its cargo space for an increase in cargo-carrying capacity. Utilizing the weaponry advancements from Mega Tanks allows an improvement in this vessel's close space armament.
Special Abilities: This unit has 4 Cargo Slots.

IV - Meson Squadron Transporter (Dragon's Eye)

(2650) Space Marines (-6) +
(1050) Advanced Mechanized Warrior (-2) +
(1250) Alien Psychology (-4) +
(2700) Meson Cannon (-7)

Unit Summary: Rounding out this vessel with the most advanced close space assault weaponry, alien tactics, and a sizeable increase in beam weaponry gives this vessel unmatched close space potency.
Special Abilities: This unit has 4 Cargo Slots.


Spore-class Flagship: Harness strange technology - small ship

I - Nano Spore (Chaos)

(700) Nanotechnology (-3) +
(850) Ceramsteel +
(1750) Jump Drives

Unit Summary: By utilizing advancements in microtechnology allows this ship to have an impressively low shield signature and high-rate servo mechanisms for increased agility.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 1 Cargo Slot.

II - Viral Robo Spore (Hysteria)

(850) Viral DNA (-6) +
(950) Cyber-Robotics (-6)

Unit Summary: Improvements in robotics and the use of viral warfare allow improvements in all facets, especially close combat potency.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 1 Cargo Slot.

III - Viral Cyborg Spore (Pandemonium)

(700) Combat Drugs (-6) +
(3700) Wetware (-5)

Unit Summary: Integrating the crew into the vehicle design allows an impressive improvement in weapons accuracy.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 1 Cargo Slot.

IV - Cyborg Morph-Spore (Psychosis)

(2650) Space Marines (-6) +
(2050) Necrosis (-9) +
(6050) Polymorphonic Carbon (-4)

Unit Summary: Utilizing the Spore Delivery capability of space marines and with an emphasis on viral warfare and a morphogenic hull allows this vessel to engage its foes in close combat with devastating results.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, has 1 Cargo Slot, and is immune to the plague.


Pod-class Flagship: Psychic and Symbiot research - small-medium ship

I - Psy Pod (Naga)

(450) Fractal Metaphysics (-4) +
(850) Ceramsteel +
(1750) Jump Drives

Unit Summary: All technological efforts into this vessel have been used for psychic development of its crew. It has no physical weapons of any kind, but it's psychic attack potency is impressive.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 1 Cargo Slot.

II - PSymbiot Bio Pod (Siren)

(700) Psychosonic Manipulation (-1) +
(1800) Symbiot Psychology (-9)

Unit Summary: More improvements in this vessel's psychically deadly crew enable more devastating psychic attacks.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 1 Cargo Slot..

III - PSymbiot Guardian Pod (Succubus)

(1100) Hostile Environment Mastery (-7) +
(1150) Guardian Bacteria +
(1750) Holy Warriors (-2) +
(2050) Vau Psychology (-6) +

Unit Summary: With the latest advancements in pyschic attack abilities this vessel is a deadly psionic platform.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 1 Cargo Slot..

IV - PSymbiot Stealth Pod (Enchantress)

(1325) Xyll Warbeast (-9) +
(5650) Cyberpilot (-1) +
(5700) Neumonic Camouflage (-9)

Unit Summary: Improving on the advancements of biological technology and fusing it with stealth materials enables this vessel to slip past enemy defenses for surpise attacks upon its enemies.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, has 1 Cargo Slot, and is immune to the plague.


Man of War-class Flagship: Specialize in energy technology - agile jump-hover platform

I - Man of War (Trafalgar)

(850) Ceramsteel +
(1750) Jump Drives +
(1750) Hovertech (-3)

Unit Summary: Utilizing hover technology for limited hover capabilities enables this vessel to assault both space and land-based enemies.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 2 Cargo Slots.

II - Fusion Man of War (Hood)

(2150) Powered Ceramsteel Armor (-2) +
(2200) Fusion Beams (-3)

Unit Summary: With impressive improvements in both armor and beam weaponry, this vessel can wreak more havoc upon its enemies.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 2 Cargo Slots.

III - Meson Man of War (De Grasse)

(2050) Advanced Nanotechnology (-4) +
(2700) Meson Cannon (-7) +
(5700) Advanced Hovertech (-7)

Unit Summary: Utilizing the benefits of its advanced field technology allows a significant reduction in this vessel's signature and an impressive improvement in its shield strength. Also advancement in beam weaponry allows more potent attacks.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 3 Cargo Slots.

IV - Cyber-Stealth Man of War (Nelson)

(5650) Cyberpilot (-1) +
(6400) Discontinuity Beam (-9) +
(8100) Cloaking Shields (-9)

Unit Summary: Recruiting cybernetic pilots and harnessing the latest advancements in beam and shield technology allow this vessel to dessimate both space and ground forces before they even know what hit them.
Special Abilities: Unit can land on planet without taking damage, partake in ground combat, and has 3 Cargo Slots.


Cyber Mech-class Flagship: Specialize in Mechanized Robotics - Mech platform

I - Cyber Mech (Bushi)

(850) Ceramsteel +
(950) Cyber-Robotics (-6) +
(1750) Jump Drives +

Unit Summary: Utilizing advanced Cyber-Robotics allows this Mechanized Warrior to be highly agile and effectively attack both space and ground units.
Special Abilities: Unit can land on planet without taking damage and partake in ground combat.

II - Powered Cyber Mech (Samarai)

(1050) Advanced Mechanized Warrior (-2)

Unit Summary: Enhanced with the latest expertise in Mechanized Warriors allows this vehicle to be even more potent against its adversaries.
Special Abilities: Unit can land on planet without taking damage and partake in ground combat.

III - Combat Cyber Mech (Kensai)

(700) Combat Drugs (-6) +
(1100) Hostile Environment Mastery (-7) +

Unit Summary: Biologically enhancing its pilots and training them in the most advanced survival techniques gives this vessel improvements in both weapons accuracy and potency, and speed and agility.
Special Abilities: Unit can land on planet without taking damage and partake in ground combat.

IV - Bio-Assassin Cyber Mech (Ninja)

(1425) Pestulator Bio Artillery (-9) +
(5650) Cyberpilot (-1) +
(5700) Neumonic Camouflage (-9) +
(6050) Polymorphonic Carbon (-4)

Unit Summary: Utilizing bio- weapons delivery, highly- skilled pilots, and a combination of morphogenic and stealth armor makes this Flagship a most formidable platform of destruction both in space and on the ground.
Special Abilities: Unit can land on planet without taking damage and partake in ground combat.


Fighter/Bomber-class Flagship: Specialize in Advanced Space Fighters / Torpedo Bombers - Fighter Bomber platform

I - Jump Fighter Bomber (Blade)

(850) Ceramsteel +
(1750) Jump Drives

Unit Summary: Combining both the speed and agility of a space fighter, the long-range attack capability of a space torpedo bomber, and equipping it with a specialized jump drive make this vessel particularly effective at hit and run tactics.

II - Fighter Divebomber (Intruder)

(700) Combat Drugs (-6) +
(750) Advanced Space Fighter

Unit Summary: Improving both the pilot and the vehicle enhanced this vessel's effectiveness in all categories.

III - Mastiff Missile Fighter (Fury)

(350) Web Missiles (-4) +
(1425) Mastiff Shock Tank (-2)

Unit Summary: Utilizing the best advancements in missile and small but powerful beam technology allows this vehicle a sizable improvement in both weapons accuracy and power.

IV - Cybermorph Stealth Mastiff (Nemesis)

(5650) Cyberpilot (-1) +
(6050) Polymorphonic Carbon (-4)
(8100) Cloaking Shields (-9)

Unit Summary: Reputed to use the best star pilots in the galaxy, and an impressively designed shield and morphogenic armor give this vehicle incredible potency versus capital ships.
