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Sol League Navy Corvettes (CVT)

Armament, tactics, and specific rules for each corvette.

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Gorgon Class Fast Attack Corvette

Class Type: Fast Attack Corvette

Cost: 2 Credits (unmodified)

Designation: CVT

Role: Flanking / Harassment / Interceptor

Armament Highlight: Sheergun (High damage / lightweight)

Defenses: Minimal (reliant on speed and evasion)

Recommended Use: Hit-and-run, distraction, or opportunistic strikes

Command Note:

With sufficient investment, Gorgons can be retrofitted with enhanced plating, energy shields, or countermeasures to improve survivability—though this becomes costly rather quickly with swarms of corvettes.

Primary Weapon - Light Sheergun

Primary Weapon - Light Sheergun

At 3D6 Damage, the Light Sheergun is a hard-hitting weapon for its cost.

The Gorgon’s Sheergun synergizes well with cards and upgrades that boost:

  • Range – allowing early engagements and safer hit-and-run attacks
  • Accuracy – ensuring more consistent damage output from long range
  • Ballistic Cannon Modifiers – since the Sheergun is treated as a ballistic-type energy cannon for targeting and upgrade purposes


The Energy Shield siding of the Gorgon is reliable but pretty weak against high-intensity energy weapons.

 After taking a shot with the forward gun, Gorgons will use any remaining TURN momentum to face the shields towards the opponent, bracing for a retaliation on the next turn. 

Weapons with the PIERCE trait will go through asteroids, but you must roll for an attack with at least 1 hit. Weapons with PIERCE CANNOT go through any environment piece larger than an asteroid (Planets, Moons, Stars, ect.). Piercing targets continues until an attack fails.

The Light Sheergun is uniquely cheaper as it comes stock with the base Gorgon Corvette; however, you may replace it with whatever other 1-cost weapon of your choice.  Some great substitutes are:

    

These substitute weapons notably offer increased accuracy, trading off raw damage for reliability. This makes them ideal for commanders who prefer consistent performance over risky, heavy-hitting strikes.

YES, Be careful! The projectile fires at 2 ticks THRUST and travels that far each turn.  If you fire forward, and your forward momentum is extremely high, you will resolve the momentum phasee of your next turn into the projectile you have just fired. If this occurs, you will have to roll for an attack against yourself.

NOTE: This is not scientifically accurate.  In real life, the speed of the projectile would be added to the speed of the ship firing it.  For the sake of the movement system, some physics had to be kicked around a bit.  Sorry :)

Another viable Gorgon loadout is to drop its defensive module in favor of a second weapon, like a Point Defense Cannon or Scattergun. This doubles its offensive output but leaves it exposed to lasers and torpedoes—great for aggressive play, but risky if caught out of position.

This can be a bit risky but the loadout shown above adds a close range option as well as a long range one to the Gorgon.  Note that since this is an added card, it will increase the overall cost of each Gorgon by 1 Credit.

Defense

Because some of the more vital subsystems are in the aft of the ship, upgrading the defense card of this ship might be a good idea to fully cover any parts you can't afford to take critical damage, like the Reactor of Attitude Control.