52
VARIANTS 4 type subtype glan mag cruiser subtype glan mag cruiser weapon signatures 2 mag guns 2 nedium lasers 2 medium pulse 2 light pulse 4 twin arry classification glan mag cruiser weapon signatures 2 mag guns 2 nedium lasers 2 medium pulse 2 light pulse 4 twin arry classification glan mag cruiser

type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

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Page 1: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

VARIANTS 4

type

subtypeglan mag cruisersubtypeglan mag cruiser

weapon signatures

2 mag guns2 nedium lasers2 medium pulse2 light pulse4 twin arry

classification

glan mag cruiser

weapon signatures

2 mag guns2 nedium lasers2 medium pulse2 light pulse4 twin arry

classification

glan mag cruiser

Page 2: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

INTRODUCTION & CREDITS0

1Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Variants-4Rev. 0

Introduction

Product Credits

Welcome to Variants-4, the latest in the seriesof supplements exploring the alternative designs forexisting hulls and new units. This book includes atleast one ship from virtually every race in Babylon5 Wars (those published up through Showdowns-6). It was decided after the design project (an onlineeffort headed up by Ben Rubery) began that eachmajor race would have at least three ships in thisproduct, the larger League races would have at leasttwo, and others would have at least one. No unitwas included for the civilians (though the Raidershave one), or for First Ones other than the Shadowsand Vorlons. Priority was given to filling obviousneeds such as satellites, scouts, troop ships,command vessels, and bases for races that did nothave therm, but beyond that, any design was apossibility. In the end, we collected over 200submissions, and these are out selections. Enjoy!

...................Bruce Graw and Ben Rubery.......................................Bruce Graw

..............Matthew Murray,Ben Rubery, Dan O'Connor, the Historical RepairTeam

..................MarkGraves, Klebert Hall, Richard Bax, Symon Cook,John T. Coleman, Jamie Coleman, Ned Farnsworth

..............Robert Glass, Leo Dunin

Agents of Gaming would like to thank thefollowing playtest groups who contributed to thiproduct:

The Playtesting Horde: Dan "Rogue" O'Connor,Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith,Pete "Ninja" Reese, Tom Miller, StephenTurner, DaveMcFarland, Dan Ryan, Bob Mitchell.

Thanks to everyone who participated in theonline Variants-4 project. Even if your ship was notselected, your efforts were appreciated!

EditorLayoutAdditional Editing

The Historical Repair Team

Cover Design

Playtester Contributions

Special Credit Notes

B5W Online!

SCS Credit Notes

From The Web Edition

Creator

B5WARS.NET is the OFFICIAL Internet PlayerResource for the Babylon 5 Wars Universe! From aworldwide player registry, to online discussion forumsand chat rooms, to a gallery of painted miniatures,this is your one-stop shop for information about any ofthe game systems in the Babylon 5 Wars Universe,and new resources are being added all the time!Check it out on the web at http://b5wars.net.

All of the SCS’s include in the product areessentially the work of one man. John Hamill,better known as “Mr Punch.” He has made aconcerted effort to create the SCS’s for lategeneration products and has incorporate all of thecorrections that have been found to date. You owehim your thanks for making this product possible.

Well, its November of 2007, essentially 6 years sincethe closure of Agents of Gaming, ending any furtherofficial Babylon 5 Wars releases. As a member of the HRT(the Historical Repair Team to some, the evil illuminateto others) I was lucky enough to see the behind thescenes effort and genuine passion put forth by bothBruce Graw and Robert Glass.

As a result, I was one of the more vocal opponents toseeing “official” Agents of Gaming material released forfree distribution on the web. I wanted Agents of Gamingand the local game stores to benefit from the actual salesof these products and not be short changed.

Obviously, Agents of Gaming is long gone, and thesedays, so are the available copies of most of the officialrelease products, especially the material releasedtowards the end of Agents of Gaming. As most of youknow (especially since you downloaded this off my site) Ihave now changed my tune. The days of short changingstores and Agents of Gaming are over. Now the only onesbeing short-changed are the players, especially thenewest. Their only mistake was being introduced to thegame to late, or being unable to pay the exorbitantamounts being shelled out in E-bay auctions when and ifthey can even be found.

This strikes me as unacceptable. Fortunately,because of my days with the HRT, I have the means torectify this situation. And thus, you now have in yourhands, Agents of Gaming’s - Variants-5. I hope you enjoyit.

----- Richard L. Bax Jr.

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NEW SHIPS AND VARIANTS 1

2 Babylon 5, Babylon 5 Wars TM & © Warner Bros.B5W Variants-4Rev. 0

Abbai Units

Alacan Units

Nakarsa Command Cruiser

Wimuk Light Fighter

Atica Command Cruiser

Lakara Variant (Rare)

Base Hull (Unlimited Deployment)

Atrimis Variant (Unique)

Prior to the League Wars, the Abbai hadexpanded their interests enough to warrant a fleetlarger than at any time in their history. Along withthis came the need for greater command andcontrol of ship squadrons should the need arise forlarge-scale battles. After a few experiments, theadvanced Nakarsa design was produced in limitednumbers. Abbai mastery of communicationsallowed them to produce an efficient C&C systemthat provides +1 initiative not only to the Nakarsaitself but to all other Abbai ships in the scenario(not including fighters or shuttles). This does notaid ships of other races, which are not a part of theexpanded Abbai control net.

The original Abbai fighter, this design has seenfew improvements over the years, but is stillproduced in small numbers for defense of civilianinstallations. Lacking shields or anything else high-tech, it is occasionally exported and many examplesof the fighter have fallen into the hands of theRaiders. Though it is small and difficult to target, itis a weak fighter that is easily destroyed and has nosignificant advantages to speak of.

Among the ships the Alacans had at theirhomeworld just before the Dilgar Invasion was asingle Atrimis command ship, known as the Atica.Acting as the flagship of the Alacan fleet, the Aticagave up virtually all habitability for the benefit ofadding the best technology the Alacans could gainvia trades with the Abbai. Unfortunately, the Dilgarwere aware of the command ship's presence anddestroyed it in their first missile volley. (Somehistorians have speculated that the wasactually a ship of this class, but it was in fact astandard Atrimis hull.) Had the Alacans not been

Based on a design by Richard Bax.

Based on a design by RomanA. Perner.

Pyrotinia

defeated, it is quite likely that more Atica-classvessels would have appeared in their inventory.

If playing "The First to Fall" from Showdowns-4, replace one Atrimis with an Atica. No otherchanges to the scenario setup rules are required.

Like the Gaim would be after them, theBalosians were heavy consumers of Centauri hulls,especially the Altarian. Early in the genesis of theirdefense fleet, the Balosians determined the needfor a small fleet scout. Some small alterations toEsthasa Destroyers filled the void nicely. Whilelacking the power of most contemporary scouts,the Athasa was capable of both executing its fleetsupport role and supporting the actions of Esthasasquadrons with its own ion cannons. Because theelectronics gear was much more expensive than thesuites on the Esthasa, and the Quantium-40 forthe jump drive was so difficult to acquire, relativelyfew Athasas were ever produced. Most exampleswere annihilated along with the rest of the Balosianfleet during the first battles of the Invasion, thoughDilgar records show at least one (away from Baloson a long-range survey mission) had to be hunteddown and destroyed during later stages of the War.

Although Im-Rehsa Technologies producedmost of the quality ELINT ships used by the Brakiri,the other major corporations also kept a few scoutsaround for occasions when an Im-Rehsa vessel wasnot available (or not wanted). For such purposes,the Ak-Habil Conglomerate preferred the Halos, arare Avioki variant that enlarged and enhanced thesensor array at a significant cost in firepower. Theseships were most often used as fleet support elements,though occasionally one might be seen alone on along-range survey mission.

Based on a design by Jacob Jett.

Based on a design by Jacob Jett.

Based on a design by Richard Bax.

Balosian Units

Brakiri Units

Athasa Scout

Halo Heavy Scout

Esthasa Variant (Rare)

Avioki Variant (Rare)

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NEW SHIPS AND VARIANTS1

Babylon 5, Babylon 5 Wars TM & © Warner Bros. 3

Tashkava Advanced Lance

Cruiser

Torsha Scout Carrier

Altaron Destroyer

Tashkat Variant (Rare)

Devaskar Variant (Rare)

Altarian Variant (Uncommon)

The original testbed for a ship mounted graviticlance, this ultra-secret variant of the Tashkat hasbeen seen outside Brakiri space only rarely. It was thedevelopment of this vessel, and lessons learnedin the modifications made to the base hull, thatmade possible the eventual construction of theKaliva. Very few Tashkava designs have beenproduced, but the exact number in service is a secretknown only to Im-Rehsa.

Before the Dilgar War, Ly-Nakir executives hadcontinually refrained from authorizing ELINT classunits, with cost and construction priorities formingthe usual rational behind these decisions. The DilgarWar would show these executives the errors of theirjudgment with the destruction of several carriergroups to ELINT-supported surgical strikes by theDilgar. So thorough was the Dilgar assault on Ly-Nakir assets that by war's end Ly-Nakir built unitswere virtually non-existent. As a result, a dedicatedLy-Nakir ELINT unit would be another 2 decades incoming and then only by virtue of updating theoriginal Devaskar carrier design. The resultingTorsha is extremely rare and it may be that only oneis ever in operation at any one time (certainly, nomore than one has ever been seen in a singleoperating area.)

This is an early variant of the Altarian designedaround the assault laser. It is unclear whether thesewere competing designs or simply a way to vary thefirepower of a House fleet. Strangely, none of thesehulls have been upgraded to operate battle lasers(even the Altarian Magnus does not use battle lasersin the obvious locations), suggesting that sometechnical difficulty prevents their use in thosehardpoints.

Based on a design by Nikolas Koumdrous.

Based on a design by Scott McGaffin.

Based on a design by Rainer Graber.

Centauri Units

Lupa Attack Boats

Primus Maximus Command

Cruiser

Base Hull (Unlimited Deployment)

Primus Variant (Rare)

The Centauri operated several kinds of lightcombat vessels during their history, but the Lupa isby far the most common. The Lupa was a short-ranged craft designed to defend civilian bases andoutposts, and saw most of its action against Raidersand in civil wars between the various Noble Houses.

The ship control sheet shows four versions ofthe Lupa, all of which are considered Commonvariants. The original version was intended to escortconvoys and defend against Raiders, but the plasmaversion was quickly developed to operate againstships. A matter version followed and provided thesesmall craft with the longest ranged weapon theycould possibly mount. Even so, these LCVs wereonly marginally effective in their roles, and theCentauri made few attempts to improve upon themuntil the development of the heavy array. Mountingthis huge turret on a Lupa proved impossible, but ahalf-sized one (the heavy particle beam) wasinstalled and functional by 2249. Production ofescort and plasma variants virtually halted with thearrival of this variant, but enough of the others arestill around that they continue to be fairly commonwithin the Centauri inventory.

Analysis of battles with the Narns during theWar of Retribution showed a need for an improvedcommand structure when operating in squadronactions. The Centauri tried several methods to fixthis problem, and the Primus Maximus CommandCruiser was one possible solution. In addition to theobvious weapon improvements, a secondary C&C wasinstalled and heavily armored to better protect thesquadron commander. While not particularlycomfortable, the improved command network allowsthis ship to provide a +1 initiative bonus not only toitself but to all other Centauri ships in the scenario.This bonus does not apply to fighters or shuttles, orunits of races other than the Centauri. Note that if thescenario involves Centauri ships of different factions,such as might occur in a battle between Great Houses,the bonus will apply only to the side that operates thePrimus Maximus. Enemy ships would not benefit.

Based on a design by Rainer Graber.

B5W Variants-4Rev. 0

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4 Babylon 5, Babylon 5 Wars TM & © Warner Bros.

Corillani Units

Llartol Assault Cruiser

Tural Breaching Pod

Drolla Assault Shuttle

Vaconi Strike Cruiser

Mollanta Variant (Uncommon)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

The Corillani People's Navy originally built thisship to project force in the event any of theiroutsystem resources were captured by Centauri orNarn troop ships. Later, they were used againstRaider and Drazi outposts, and during the War ofRetribution, several were sent to Quadrant 17 inthe failed attempt to capture the well-defendedCentauri base there. After the Corillani surrenderedfollowing that war, the Centauri destroyed allexamples of the Llartol to prevent any furtheraggression. After the Centauri departed Corillanispace shortly thereafter, the Corillani wasted no timeconstructing several more of these ships.

A basic breaching pod, this unit is found asstandard equipment on the Llartol and occasionallyas an option on other Corillani ships. It is used byall of the Corillani factions, having stemmed froma root design copied by all three military forces. Itloses 1 point of thrust for every six full points ofdamage.

The Corillani People's Navy originally designedthis assault shuttle, only to have the plans stolenand copied by their rival factions. It is an excellentattack craft, with a powerful gun and decentdefenses.

The Vaconi is one of the main carriers of theDefenders of Corillan, who put at least a few fighterson just about all their larger ships (other thanspecialty designs, such as scouts and troop carriers).The DoC tend to use their superior fighter numbersto distract an opponent while their plasma-armedships move in for the kill. The Vaconi, with its heavyplasma cannons and plasma accelerators, is aperfect example of this.

Based loosely on a design by Jacob Jett.

Descari Units

Dilgar Units

Scorava Laser Cruiser

Garasoch-D Command

Carrier

Scorava Variant (Uncommon)

Garasoch Variant (Rare)

Before converting the Scorava design to fieldplasma bolters, the Descari experimented withrefitting the ship with lasers. They found that whilethe medium laser could do considerable damage,the light laser was woefully inadequate and slowfiring for a weapon its size, even in comparison tothe plasma bolter. They preferred a weapon thatwas certain to gouge a large chunk out of a hull ordestroy an enemy system. While the Descari kept afew laser cruisers in service, the vast majority ofScorovas were converted to the plasma bolterdesign.

Late in the war, the Dilgar began to experiencea distinct lack of command ships for their pentacans.The allied forces had learned to target the pentacanleader and destroy it whenever possible so as todeprive the Dilgar of their primary battle advantage.To combat this, the Dilgar applied some of theirresearch towards improving the C&C of existingships, which resulted in the improvements usingtechnology already in use on the Leskrati-D andOchlavita-D (see Variants-3). On the Garasoch-Dthese advances reached their zenith, producing a+2 command bonus to that design. Of course, theship's weaponry was also improved as much aspossible. The increased space of all this equipmentwas not without its price, as the revised ship couldonly carry half as many fighters as before. The Dilgardid not mind this, however, as they were havingtrouble fielding enough fighters to fill everyGarasoch in any case.

Based on a design by Ben Rubery.

Based on a design by RomanA. Perner.

NEW SHIPS AND VARIANTS

B5W Variants-4Rev. 0

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1

5Babylon 5, Babylon 5 Wars TM & © Warner Bros.

Targath-C Attack Cruiser

Firefalcon Command

Cruiser

Taileagle Escort Frigate

Targath Variant (Rare)

Stormfalcon Variant (Rare)

Stareagle Variant (Uncommon)

With the EA's entry into the war, the Dilgarfound themselves forced to fall back into a defensiveposture. A defensive campaign showcased theinherent weakness of the Targath's design (its lightstructure). Realizing the need for a more durablecombat cruiser, the Dilgar converted a number ofTargaths to the C-variant. Out went the entire fighterstrike group, and in its place was added astrengthened forward structure and an increasedweapon loadout. Owing to the rapid loss ofconstruction facilities and varying priorities ofconversion, the Targath-C remained a rare variantthroughout the war.

The Drazi were one of several races who hadincreased the size of their military forces just priorto the League Wars. In doing so, they found a needfor a command heavy cruiser, adding this to theline already begun by the Wareagle and Jumphawk.The Firefalcon not only receives the typical Drazicommand initiative bonus but also includes atremendous upgrade in firepower, centered aroundthe vicious solar cannon. Fortunately for Draziopponents, this ship remains a rare variant.

Drazi ship design and tactics all emphasize theoffensive, often resulting in gaps in weaponcoverage across the rear. This has always beenaccepted, as it was believed that the speed andferocity of the Drazi attack would prevent any enemyfrom countering through that vulnerable arc.However, with the development of the heavy fighterand increased deployment of lighter combat unitsby a number of races, the Drazi were too often beingattacked from their vulnerable rear sides. While thedeployment of capital ships lessened thisvulnerability, there were just not enough of the heavyhulls to go around.

Based on a design by Roman A. Perner(inspired by the cover of Variants-3).

Based on a design by Dan Foxman.

Drazi Units

The Drazi admirals tried fighter sweeps to cl eartheir rear arcs of enemies, but the Star Snake was justnot available in sufficient numbers. Attempts toget some smaller units to fly backwards to providecover for that part of the fleet were unsuccessfulbecause the smaller retro thrusters made itimpossible for the reversed units to keep up. Also,the captains of these ships considered the requestto fly facing away from the enemy to be extremelyoffensive, and a number of admirals were lost toritual duels.

Finally, a solution was found in the Taileagleconcept. A number of Stareagles were modified withadditional retro thrusters replacing the forwardheavy weapon mount and were designated as"punishment ships." Now naval personnel who werefound guilty of minor offenses were reassigned tothese units, which were given the specific task to flybackwards into battle, protecting the fleet's rear.This not only improved fleet security, but a numberof discipline problems disappeared after only asingle combat in the penal units. The ship does notbenefit from the normal Drazi +2 initiative bonusdue to the less effective crew, and is always assumedto have low crew training (see Showdowns-7).

When EA analysts heard of the new unit, theyimmediately dubbed it the "Jailbird," but this remainsan unofficial nickname.

In 2161, Earthforce began a project to field itsfirst jump-capable cruiser. This project bore fruit in2164 with the Epimetheus Alpha replacing the pre-contact Tyche. This groundbreaking design was toprove to be the source of controversy for decadesto come. Rapidly improving technology gave riseto regular incremental upgrades to the class, withthe Beta in 2168 adding interceptor technology;the Gamma in 2177 with SO missile racks and thenew Interceptor Mk I; the Delta in 2184 whichdebuted the new S rack and the standard ParticleBeam; cumulating in the lackluster Epsilon versionof 2193.

Based on a design by Eric Nussberger.

Earth Alliance

Units

History of Hyperion

DevelopmentBy the Historical Repair Team

NEW SHIPS AND VARIANTS

B5W Variants-4Rev. 0

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6 Babylon 5, Babylon 5 Wars TM & © Warner Bros.

This rapid production of five designs in less thanthirty years sounded alarm bells in the EA Senate.Events such as the defeat of the Ch'Lonas in 2170and the increasing ability of the Earth Alliance tostand up to the Centauri had given severalSenatorial factions the confidence to propose thatfunds be diverted from Earhforce ship procurementinto areas more beneficial to their constituents andother backers. Other, more pacifist factions becamealarmed at what they saw as the increasing abilityof Earthforce to wage wars of aggression.

The consequences for Earthforce were serious.The rapid pace of EA ship development sloweddrastically, with only a handful of new designsobtaining funding after 2200. Attempts to fund areplacement cruiser design foundered in Senatehearings for several years. Finally in 2205, the go-ahead was given for a brand new class of cruiser,the Hyperion. The first prototype was fielded in 2208and was a major success, in part because it wasdesigned from the ground up to have interceptortechnology, jump drives and the latest weapons andsystems. However, further senate battles preventedEarthforce from fielding the Production Alphamodel. In addition, internal dissension was comingto a head and the Senate was more concerned withthe possibility of civil war.

Civil war of a sort did indeed break out in 2212.Earthforce rose to the challenge and it was quicklyput down. The new President was mindful of thevalue of a strong Earthforce, and increasing tensionswith the Narn Regime were sufficient excuse to allowfunding for the Nova Alpha in 2215, with theHyperion Alpha being placed into full productionin 2216. The Artemis Gamma and Oracle Gammawere also placed into production during this windowof opportunity. Ironically, the delay had allowedEarthforce R&D to make several breakthroughs instructural engineering which would allow theproduction of a more capable design. However,the consensus amongst Earthforce was that theresurgent dove faction of the Senate might takefright at the recent introduction of a dreadnought,so it would be best not to delay and to place thedesign into immediate production and refit thecruiser later. These improvements were howeverimplemented on the missile armed Beta in 2217.Unfortunately, the substantial increase in Earthforcecapability of this period coupled with memories ofthe interminable Epimetheus upgrades, ensured thatthe EA Senate set its face against a new cruiser

design. The defeat of the Narn at Epsilon Indi in2219 only hardened the feeling that a new designwas unnecessary.

Finally, in 2225, Earthforce was able to makea case for a "testbed cruiser" design. Thisculminated in the launch of the Hecate Alpha in2228. This design mounted no radical newtechnology and was produced in surprisingly largenumbers. Funding for the program was oftensiphoned away from authorized Hyperion Alphaproduction. These Hyperions were a rude surprisefor the Dilgar in the war of 2232. To allay thesuspicions of less militarily astute senators, testbeddesigns were commissioned on the Hecate frame,but the numbers were small.

In 2239, Earthforce at last managed to obtainfunding for an upgrade of the Hyperion Cruiser.The Hecate Tsiphone was converted to the firstHyperion Delta in short order, proving the value ofthe testbeds to the EA Senate in reduceddevelopment time and costs. The Hyperion namewas retained for the class so as not to flaunt thedeception in the faces of those Senators who mighthave taken a dim view of the subterfuge.

The Earth-Minbari war saw many new shipdesigns; there were no longer funding problemsfor Earthforce to contend with. All surviving HyperionAlphas, Hecate Alphas and the majority of the otherHecate testbeds were converted into the latestHyperion classes. After the war, Earthforce had littledifficulty in obtaining funding for new designs. TheHecate was relegated to a true testbed role andthe Hyperion was openly the latest cruiser design.However, the ill-starred history of cruiserprocurement was a major factor in Earthforcesprecautionary decision to designate the OmegaCruiser a "destroyer.”

This is one of the more frequently seenHyperion versions, and is intended for loneoperations. The heavy lasers provide long-rangefirepower while enough pulse cannons are mountedto deal with any medium or short-range threat. By thetime Babylon 5 was in operation, this was one of themost common Hyperions in service.

Hyperion Patrol Cruiser

(Eta Model)Hyperion Variant (Common)

Based on designs by Mark Graves, NedFarnsworth, Nathan Meade, Paul Brown, Roman A.Perner, Rainer Graber, and Richard Bax.

INEW SHIPS AND VARIANTS

B5W Variants-4Rev. 0

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1

7Babylon 5, Babylon 5 Wars TM & © Warner Bros.

Tantalus Assault Transport

(Alpha Model)

Upgraded Orion Starbase

(Epsilon Model)

Kuan Frigate

Base Hull (Limited Deployment - 33%)

Orion Variant (Common)

Kuach Variant (Common)

This is the mainstay military transport for theEarth Alliance. The ship includes a rotating sectionfor troop comfort and is generally considered anearly precursor to the Omega Destroyer. TheTantalus can carry 4 full battalions into battle andhas enough Hades assault craft on board totransport them all to the planet in one drop. Inaddition, the Tantalus maintains a squadron of 12fighters to act as escort during the trip. In recenttimes, the Starfuries have been replaced byThunderbolts so they can follow the shuttles all theway to the target site.

After nearly every Earth base was destroyedduring the Minbari War, the EA had a difficult timereconstructing their defense network. The heavyOSAT was the short-term solution to this problem,but over time these were supplanted with animproved Orion base. The new base included heavyparticle cannons, upgraded sensors, more missileracks, the new Mark-II interceptors, and quadparticle beams. It was considered a huge increasein defensive firepower and significantly improvedthe quality of Earth colonial defenses.

After the initial purchase of a dozen Warbirdsfrom the Drazi (quickly converted to KuachMinesweepers), the Gaim began investigating otheruses for the hull. The Kuach was an excellent ship,but its specialized sensor array was expensive andnot really suitable for a standard combat ship. Aftersome initial resistance from the Drazi, the Gaimwere able to purchase more old Warbird hulls, andconvert them to a standard combat vesselconfiguration. The Kuan has a varied forwardweapons package that allows the ship to engageenemies at multiple range brackets.

Based on a design by Rob Glass.

Based on a design by Dan O'Connor.

Gaim Units

Tiros Frigate

Turgon Bolt Cruiser

Makar Defense Satellites

Tiac Variant (Common)

Turlisk Variant (Rare)

Base Hull (Unlimited Deployment)

A number of the Lias Supply Ships purchasedfrom the Centauri were shipped with the jump drivesremoved. Finding a replacement jump engine wasdeemed more trouble than it was worth, so the Gaimdecided to take these hulls in a different directionfrom the Tiac Explorer. These hulls were more heavilyarmed and optimized for a direct combat role,including the ability to carry a flight of fighters. Theresulting ship was known as the Tiros cruiser, andwas the most common capital ship the Gaim haduntil the acquisition of Markab hulls.

After the end of the Dilgar War, the Llort begana crash program to reverse-engineer the best ofDilgar weapons technology. Designed as a test bedfor captured bolters, several Turlisk cruisers wererefitted into Turgon designs to take advantage ofheavy and medium bolters. The design was notpopular, however, and the ship remains a rarevariant.

The Markab operated their OSATs under theassumption that they will not be needed outsidemedium range, and so armed them with heavyplasma cannons and plasma waves, withscatterguns for defense. During the few occasionsthey were tested by the Dilgar, they proved quiteable to keep the attackers outside their effectivedefensive zone (which was their purpose), but theywere unable to prevent mass driver shots on planetsthey protected.

Based on a design by Eric Loken.

Based on a design by Jacob Jett.

Based on a design by Mike Jasperson.

Llort Units

Markab Units

NEW SHIPS AND VARIANTS

B5W Variants-4Rev. 0

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8 Babylon 5, Babylon 5 Wars TM & © Warner Bros.

Shofab Command Cruiser

Shaveen Police Leader

Tigarin Patrol Cruiser

Shafab Variant (Uncommon)

Shaveen Variant (Uncommon)

Tigara

Variant (Common)

While not immediately apparent, a keyweakness in the Markab combined fleet was thelack of jump engines. Due to their early isolationistpolicies, Markab warships were thought to not needthem, and aside from the Talafat scout (which alsotended to do double duty as an explorer), Markabwarships were not built with this piece of equipment.With the crusade against the Dilgar, Talafats provedtoo few in number to serve a jumpship role, andfurthermore were too valuable to risk losing. Inresponse, the Droth-Ashar sect modified the provenShafab Heavy Cruiser to serve as a jumpship andcommand cruiser, increasing its initiative anddefenses in the process. The ships proved popularand eventually reached uncommon status assquadron leaders.

After the development of the molecular pulsarduring the White Star project, it was only naturalthat examples of the weapon made their way ontosimilar ships in the Minbari navy. One of these wasthe Shaveen, which found the weapon invaluablein knocking down swarms of Raider fighters. Theleader version of the ship is designed to commanda squadron of Shaveens, and as a result mounts itsrear defenses on more aggressive side-facingmounts, trusting the other ships of its squadron todefend it against attacks from behind.

One of the more obvious variants, this is simplya modern conversion of the Tigara, with disruptorsupgraded to neutron lasers and antimatter convertersreplaced by greater defenses. It is a very capable shipand often acts as a replacement for Sharlins when thelarger cruisers are unavailable.

Based on a design by Don Shaffer.

Based on a design by Nikolas Koumdrous.

Based on designs by Eric Loken, NikolasKoumdrous, Mike Jasperson, and Ben Rubery.

Minbari Units

Trolata Armored Cruiser

D'Tarn Light Gunboats

Troligan Variant (Uncommon)

Base Hull (Unlimited Deployment)

The Troligan was something of a black sheepin the Minbari fleet. While it certainly had its use ina fleet environment, it was virtually useless alone,and most members of the Warrior Caste dislikedthe need to constantly protect it during battle.Several variants were tried, but converting theunusual gravity net weapons to more effective gunsproved difficult. The Trolata is one such conversion,replacing the nets with neutron lasers and antimatterconverters. The ship's role in battle (moving in closeto slug it out, counting on its armor for protectionagainst enemy fire) has not changed.

The D'Tarn was one of the first vesselsdesigned by the Narns during the END Project, andserved as an early police vessel prior to thedevelopment of the Sho'Kos. As the Narns expanded,they deployed squadrons of D'Tarns in newly capturedsystems, where they operated as an impromptudefense force until a base and its escorts could bedeployed. By the time of the Narn-Centauri War, theyhad been relegated to colonial defense on theextreme frontiers, and few were seen in the Narninterior. While the Narns rebuilt after regaining theirfreedom, these units were seen in larger numbers tohold onto territory they reclaimed, but even so remaina strictly defensive element.

There are four versions provided on the controlsheet. The earliest (plasma) variant is virtually uselessagainst fighters, but could dish out significantpunishment to enemy vessels that strayed too close.The escort variant is quite effective against bothfighters and ships, while the pulse variant is primarilyused as an anti-fighter element. Finally, the Narnsdeveloped a longer-ranged D'Tarn in the Attackvariant, but this is difficult to construct and is rarelyseen.

Based on a design by Dan Foxman.

Narn Units

NEW SHIPS AND VARIANTS

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9Babylon 5, Babylon 5 Wars TM & © Warner Bros.

Ka'Tan Pulse Destroyer

Va'Kar Long-Range Scout

Pa'da'shar Troop Liner

Ka'Toc Variant (Uncommon)

Var'Nic Variant (Uncommon)

Tra'shu'li Variant (Uncommon)

The mag gun is a huge and expensive piece ofequipment, and its presence gives the Ka'Toc oneof the longest production times of any vessel in theNarn navy. Looking for a way to speed the process,engineers came up with the much simpler Ka'Tan,an all-pulse variant. A few samples had appearedby the time of the War of Retribution, but the shiptruly came into its own after that conflict. The shipremains one of the most heavily armed HCVs inexistence.

With the incredible cruising range of theVar'Nic, it is only natural that an ELINT version beeventually produced. To create the ship, theweapons suite was downgraded and the sensorsreplaced by the same sensor package used by theSho'Kar. The resulting ship is considered a mediumscout, although Narn attempts to produce a heavyscout vessel have thus far proven fruitless.

During the Dilgar War, the Pak'ma'ra wereasked to lend ground forces to help the allies retakeconquered planets. While any other race wouldhave simply packed up thousands of troops ontotransports, the doctrinally inept Pak'ma'ra insteadtrained a small number of "special forces" troops.They then converted an equally small number ofTra'shu'li Liners for them to use. The resulting vesselis known as the Pa'da'shar, and carries four assaultshuttles and four breaching pods as standardequipment. To this day, Pak'ma'ra commandos haveremained a minor and often neglected section withinthe budding Pak'ma'ra Navy.

Based on designs by Eric Nussberger andRainer Graber.

Based on a design by Mike Jasperson.

Based on designs by Jacob Jett and ToddBoyce.

Pak’ma’ra Units

Pshul'tau Heavy CarrierPshul'shi Variant (Rare)

After the Dilgar War, it was decided that toremain competitive, the Pak'ma'ra needed a heavycarrier. As the designs were drawn, what to do aboutthe lack of fighter pilots and the ability to fill such aship with them was debated at length. It was decidedthat a more rigorous program to find suitable pilotswould begin and that they should proceed withconstruction, hoping they would have the pilotsavailable when the ships were ready.

The newly created Pshul'shi hull was selectedfor conversion into a carrier, but the modificationshad to be made during construction prior to theinstallation of the Fuser. The removal of the massiveweapon enabled engineers to redesign much of theinterior to accommodate the large number offighters. Since the building process had to be startedbefore the results of the pilot acquisition programwere seen, many were finished by the time thatprogram was deemed a failure. There were simplytoo few Pak'ma'ra capable of piloting fighter crafteffectively.

Most of the ships are now used as part of thepilot training facilities or as transports, though somesaw action during the Shadow War carrying fightersfrom the other League races into battle. ThePak'ma'ra often hire mercenary fighters to fill thehangar bays, especially when undertaking missionsfrom a specific race. Pshul'tau carriers have beenobserved operating Drazi, Brakiri, Narm, and Gaimfighters, though there is nothing to prevent the useof any race's fighters if the need were to arise.

BasedonadesignbyToddBoyceandKrisPugh.

NEW SHIPS AND VARIANTS

B5W Variants-4Rev. 0

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10 Babylon 5, Babylon 5 Wars TM & © Warner Bros.

Raider Units

Shadow Units

Assault Sloop

Strike Destroyer

Sloop Variant (Uncommon)

Destroyer Variant (Uncommon)

Some small Raider bands had more men (orwhatever) than equipment, and put these to usecapturing enemy vessels. Though life was cheapfor members of such bands, the potential rewardsfrom the sale or conversion of a prize was well worththe risk. The Assault Sloop was typical of the vesselsused for this mission, employing two grappling claws(an idea stolen from the Drazi) and plenty ofbreaching pods. Ten contingents of Marines are alsoincluded as standard equipment, in addition to anyprovided by purchased pods. Ships of this type couldeasily capture any lone freighter or small ship theyencountered, provided they could track it down. Thelack of external fighter rails (removed to make roomfor the claws and troop quarters) gave them no strikecapability, so these vessels often traveled with oneor two standard Sloops for versatility.

This is one of the less common variants of theShadow Destroyer, employing two light molecularslicer beams (see Wars of the Ancients for the ruleson this weapon) in place of its other guns. Whilethis may not seem to be an effective trade, the shipis quite capable of tearing a younger race's capitalships to shreds from a surprisingly long distance. Itis, however, vulnerable to fighters, and as such isusually best escorted by standard destroyer versions.

Based on a design by Rainer Graber (whosuggested claws on a Strike Carrier, a ship simplytoo large to make use of them).

Based on designs by Mike Jasperson andNikolas Koumdrous.

Vorlon Units

Vree Units

Asteroid Defense Grid

Tyllz Sector Trading Post

Xavan Gun Saucer

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Xorr Variant (Uncommon)

The Vorlon border and most of their stellarfortifications are defended by small hollowed-outasteroids that operate for all intents and purposesin the same way as heavy OSATs. Their firepower istremendous, their defenses spectacular, and theycan take a ridiculous amount of damage beforebeing destroyed. A row of these defenses is enoughto make even an Ancient race pause beforeattempting to pass.

The Vree defend their most important tradingcenters with these huge bases, which use only themost modern defensive weapons (including theantimatter torpedo and antimatter shredder). Notethat fighters that successfully skin dance cannot beattacked by the shredders, as per the standard rules.

This stripped-down Xorr hull was marketed asthe economic alternative to the Xorr War Saucer,and as easier to support in the field due to its all-antiproton gun armament. While it is cheaper andeasier to support, its relative lack of crunch powerand the short range of its weapons have preventedit being as popular as the Xorr. However, thefirepower of 6 AP guns in any direction is certainlymenacing to heavy fighters, medium ships, andheavy combat vessels alike. This ship is frequentlyseen as a base or convoy defense unit, and is not acommon sight in battle fleets.

Based on a design by Mike Jasperson.

Based on a conversion of the Tyllz from FleetAction's Of Aliens and Giants supplement, asrendered by Mike Jasperson.

Based on a designs by Eric Nussberger andBen Rubery.

NEW SHIPS AND VARIANTS

B5W Variants-4Rev. 0

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4

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5

5

510

10

5

5 5

6

4

3

4

3

4 4

Abbai Nakarsa Command CruiserMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+2 ThrustRoll Cost: 3+1 Thrust

SPECSClass: Capital ShipIn Service: 2253Point Value: 750Ramming Factor: 200Jump Delay: 32 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

3

3

2 2

3

0

0

411

13

15 16

14

12

6

9 10

7

FORWARD

COMBAT STATSFwd/Aft Defense: 18 (15)Stb/Port Defense: 16 (13)Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +1

3

5

4

3

6

4

3

6

3

1

HANGAR6 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 9/9

PRIMARY

AFT

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Shield Generator

Particle Impeder

Gravitic Shield

Quad Array

Combat Laser

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

5

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

0 0

3 3

0

0

3

3 3

Version 2: 2E/V4

4

0Gravitic ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

Quad ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 4 per turn

4

2Particle ImpederIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Not Available

4

5

4

5

7

Combat LaserClass: LaserMode: PiercingDamage: 3d10+20Range Penalty: -1 per 3 hexesFire Control: +3/+3/-2Intercept Rating: n/aRate of Fire: 1 per 3 turnsShots at fighters are resolved instandard (not piercing) mode

32

SPECIAL NOTESAdds +1 initiative bonusto all Abbai ships in the

38

6

scenario

FORWARD HITS 1-4: Retro Thrust 5-6: Gravitic Shield 7-9: Combat Laser10-11: Quad Array

12-17: Forward Struct18-20:PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4: Gravitic Shield 5-6: Quad Array 7-8: Particle Impeder 9-17: Port/Stb Struct18-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-7: Gravitic Shield 8: Quad Array 9-11: Jump Drive12-17:Aft Struct18-20:PRIMARY Hit

PRIMARY HITS 1-7: Primary Struct 8-9: Shield Generator10-12:Sensors13-14:Engine15-16: Hangar 17-18:Reactor19-20:C & C

Lakara Variant (Rare)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

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Abbai Wimuk Light FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Med. FightersIn Service: 2009Point Value: 24 eachRamming Factor: 10Jinking Limit: 10 Lvls

COMBAT STATSFwd/Aft Defense: 6Stb/Port Defense: 6Free Thrust: 9Offensive Bonus: +4Initiative Bonus: +20

1

111

ARMOR

WEAPON DATAUltralight Particle BeamNumber of Guns: 2 (Linked)Class: ParticleDamage: 1d6+1Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/V4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

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FORWARD HITS 1-4: Retro Thrust 5-7: Combat Laser 8-9: Light Particle Beam10-17: Forward Struct18-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Missile Rack 7-17: Port/Stb Struct18-20:PRIMARY Hit

AFT HITS 1-4: Main Thrust 5-6: Missile Rack 7-8: Light Particle Beam 9-11: Hangar12-17:Aft Struct18-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-13:Sensors14-16:Engine17-18:Reactor19-20:C & C

5

4

5

558

6

54

33

3 3

3

3

3

Alacan Atica Command CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2228Point Value: 600Ramming Factor: 180Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

4

FORWARD

COMBAT STATSFwd/Aft Def: 16Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +1

43

2

4

43

4

HANGAR24 Light Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/8

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8SENSOR DATA

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2

3 3

8

23

4 5

1

2

9

3

4

3

4

3

6

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Class-SMissile Rack

Light Particle Beam

Combat Laser

ICON RECOGNITION 3

6

102

113

7

Version 2: 2E/V4

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

7

Combat LaserClass: LaserMode: PiercingDamage: 3d10+20Range Penalty: -1 per 3 hexesFire Control: +3/+3/-2Intercept Rating: n/aRate of Fire: 1 per 3 turnsShots at fighters are resolved instandard (not piercing) mode

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

MISSILESRack #4

Rack #5

Rack #6

Rack #7

Atrimis Variant (Unique)

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FORWARD HITS 1-4: Retro Thrust 5-6: Ion Cannon 7-9: Std Particle Beam10-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-4: Main Thrust 5-6: Jump Drive 7-8: Std Particle Beam 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-9: Port/Stb Thrust10-12:Sensors13-15:Engine16-17:Hangar18-19:Reactor 20: C & C

6

5

4

6

6

56 10

4

3

4

3

Balosian Athasa ScoutMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2218Point Value: 600Ramming Factor: 200Jump Delay: 36 Turns

Name: ______________ Counter: ____________

4

4

5

4

5

3

3

4

6 7

1

5

2

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +6

3

4

3

4

AFT

PRIMARY

PORT STARBOARD

4

3Thruster

C & C

Sensors

Engine

Reactor

Hangar

Ion Cannon

Std Particle Beam

ICON RECOGNITION

3

4

3

3

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

HANGAR6 Medium Fighters1 Shuttle: Thrust: 3Armor: 2 Defense: 9/9

5

5

Version 2: 2E/V4

4

Ion CannonClass: IonModes: RakingDamage: 2d10+10Range Penalty: -1 per 4 hexesFire Control: +2/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESELINT Ship

8

4 4

Esthasa Variant (Rare)

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FORWARD HITS 1-4: Retro Thrust 5-7: Graviton Pulsar 8-18 Forward Struct 19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6 : Grav Cannon

9-18: Port/Stb Struct 19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Graviton Pulsar 10-18: Aft Struct 19-20: PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Jump Drive 11-12: Sensors 13-15: Engine 16: Hangar 17-19: Reactor 20: C & C

8

6

3 3

6

6

615

10

5

5

4

10

5

4

5

4

5 4

Brakiri Halos Heavy ScoutMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2219Point Value: 800Ramming Factor: 210Jump Delay: 28 Turns

Ak-Habil Conglomerate Name: ______________ Counter: ____________

WEAPON DATA

6

5

8

5

8

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 18Engine Efficiency: 4/1Extra Power: +9Initiative Bonus: +0

6

5

6

6

5

6

65

1

2

HANGAR0 Fighters2 Shuttles: Thrust: 3Armor: 0 Defense: 8/8

GRAVITIC BOLTIn scenarios set before2250, replace all gravitonpulsars with graviticbolts, reducing the costof the ship by 60 points.

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Graviton Pulsar

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

51

8373

5

4

3

4

Version 2: 2E/V4

2

Graviton PulsarClass: GraviticMode: PulseDamage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulsesMaximum Pulses: 3, 4, or 5Pulse Grouping: +1 per 4Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

2

Gravitic BoltClass: GraviticMode: StandardDamage: 9 2 extra power: 12 damage 4 extra power: 15 damageRange Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESGravitic Drive SystemELINT Ship

5

Grav CannonClass: GraviticModes: StandardDamage: 1d10+6Range Penalty: -1 per 3 hexesFire Control: +2/+2/-1Intercept Rating: -1Rate of Fire: 1 per turn

Avioki Variant (Rare)

7-8: Graviton Pulsar

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Grav Cannon

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FORWARD HITS 1-3: Retro Thrust 4-5: Gravitic Shield 6-7: Graviton Pulsar

8-10: Gravitic Shifter11-18 Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Gravitic Lance 7-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-7: Gravitic Shield 8-9: Graviton Beam10-11:Graviton Pulsar12-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-8: Shield Generator 9-10: Jump Drive11-12:Sensors13-15:Engine 16: Hangar17-19:Reactor 20: C & C

8

5

4 4

33

3

6

6

616

10

6 9

5

6

5

6

6 6

Brakiri Tashkava Advanced Lance CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2252Point Value: 950Ramming Factor: 200Jump Delay: 16 Turns

WEAPON DATA

5

FORWARD

COMBAT STATSFwd/Aft Defense: 15 (12)Stb/Port Defense: 17 (14)Engine Efficiency: 2/1Extra Power: +2Initiative Bonus: +2

5

5 8

5

58

87

HANGAR0 Fighters3 Shuttles: Thrust: 3Armor: 0 Defense: 8/8

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Graviton Pulsar

Gravitic Shifter

Graviton Beam

Gravitic Shield

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

62

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3 9 3 10

4 5

3

SPECIAL NOTESGravitic Drive SystemLimited Deployment (33%)

Im-Rehsa Technologies Name: ______________ Counter: ____________

13

0

3 14

0

3

0

3

0

3

GRAVITIC BOLTThis ship cannot use thegravitic bolt downgradeas it was never built withthat weapon installed.

46

4 4

1 2

5

8

5

8

Version 2: 2E/V4

5 4

Shield Generator

4

0Gravitic ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

8Graviton BeamClass: GraviticMode: RakingDamage: 5d10+12Range Penalty: -1 per 4 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

2

Graviton PulsarClass: GraviticMode: PulseDamage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulsesMaximum Pulses: 3, 4, or 5Pulse Grouping: +1 per 4Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

5Gravitic ShifterClass: GraviticEffect: Turns targetDamage: NoneRange Penalty: -1 per hexFire Control: +5/+3/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

11 12

16

Gravitic LanceClass: GraviticMode: SustainedDamage: 6d10+24Range Penalty: -1 per 5 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turnsCan fire as two gravitonbeams at the same ordifferent targets.

Tashkat Variant (Rare)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Gravitic Lance

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FORWARD HITS 1-4: Retro Thrust 5-8: Graviton Pulsar 9-18 Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-7: Gravitic Shield 8-9: Graviton Pulsar10-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Graviton Pulsar 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Shield Generator11-12:Sensors13-14:Engine15-17:Hangar18-19:Reactor 20: C & C

4

4

3 3

4

4

410

9

4 9

4

4

4

4

Brakiri Torsha Scout CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 3/4 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2251Point Value: 800Ramming Factor: 200Jump Delay: N/A

WEAPON DATA

4

3

5

3

5

FORWARD

COMBAT STATSFwd/Aft Defense: 16 (14)Stb/Port Defense: 16 (14)Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

4

4 5

4

45

43

HANGAR18 Fighters (12 Light)2 Shuttles: Thrust: 3Armor: 0 Defense: 8/8

AFTPRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Graviton Pulsar

Gravitic Shield

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 3 4 5 6 6 7 8 9 9

46

7

3

8

Ly-Nakir Industries Name: ______________ Counter: ____________

13

0

214

0

2

0

12

2

0

11

2

Version 3: 2E/V4

4

4

4

Shield Generator

2

0Gravitic ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

3

5

3

1

3

6

3

10

3

9

3

3

2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

2

Graviton PulsarClass: GraviticMode: PulseDamage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulsesMaximum Pulses: 3, 4, or 5Pulse Grouping: +1 per 4Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turnGRAVITIC BOLT

This ship cannot use thegravitic bolt downgradeas it was never built withthat weapon installed.

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESGravitic Drive SystemELINT Ship

Devaskar Variant (Rare)

Page 19: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-3: Retro Thrust 4-6: Assault Laser 7-9: Twin Array10-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-4: Main Thrust 5-6: Assault Laser 7-8: Twin Array 9: Jump Engine10-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-9: Port/Stb Thrust10-12:Sensors13-15:Engine16-17:Hangar18-19:Reactor 20: C & C

6

5

4

6

6

56 10

4

3

4

3

Centauri Altaron DestroyerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2150Point Value: 540Ramming Factor: 200Jump Delay: 20 Turns

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

4

5

4

5

3

4

5

7

3

8

1

6

2

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +6

3

4

3

4

AFT

PRIMARY

PORT STARBOARD

4

3Thruster

C & C

Sensors

Engine

Reactor

Hangar

Twin Array

ICON RECOGNITION

3

4

3

4

3

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

HANGAR6 Medium Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 8/10

8

5

5

3 3

Jump Engine

Version 2: 2E/V4

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

Altarian Variant (Uncommon)

Assault Laser

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

4

Assault LaserClass: LaserModes: RakingDamage: 3d10+4Range Penalty: -1 per 3 hexesFire Control: +3/+3/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

Page 20: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

HIT LOCATIONS 1-10: Structure11-12:Forward Weapon (#1)13-15:Twin Array16-17:Drive18-19:Reactor 20: Control

Centauri Lupa Attack Boats (4)MANEUVERINGTurn Cost: 1/4 SpeedTurn Delay: 1/4 SpeedAccel/Decel Cost: 1 ThrustPivot/Jink Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Lt Combat VslIn Svc: VariesPoint Value: VariesRamming Factor: 40Jump Delay: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 11Engine Efficiency: 1/1Extra Power: +0Initiative Bonus: +14

Control

Drive

Reactor

Matter Cannon

Twin Array

ICON RECOGNITION

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 1 2 2 2 2 3 3 3 3Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3

SPECIAL NOTESAgile ShipAtmospheric Capable

MATTER VARIANT

Version 2: 2E/V4

4

4

4

6

2

1

3

3

3

35

4 4

4

4

4

6

2

1

3

3

3

35

4 4

4

4

4

6

2

1

3

3

3

35

4 4

4

4

4

6

2

1

3

3

3

35

4 4

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

4

Matter CannonClass: MatterModes: StandardDamage: 2d10+2Range Penalty: -1 per 2 hexesFire Control: +3/+3/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

Available: 2160Cost: 180

Available: 2249Cost: 200

PARTICLE VARIANT

Available: 2153Cost: 170

PLASMA VARIANT

Available: 2151Cost: 175

ESCORT VARIANT

3

Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

Heavy Particle BeamClass: ParticleMode: StandardDamage: 2d10+6Range Penalty: -1 per hexFire Control: +4/+3/+2Intercept Rating: -2Rate of Fire: 1 per turn

2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Hvy Particle Beam

Plasma Cannon

Page 21: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-3: Retro Thrust

6-7: Twin Array 8-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4-7: Battle Laser 8-11: Twin Array12-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-7: Main Thrust 8-12: Jump Drive13-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-12:Sensors13-15:Engine16-17:Hangar18-19:Reactor 20: C & C

7

5

8

7

710

6

3

10

7 5

6 3

Centauri Primus Maximus Command CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2260Point Value: 1000Ramming Factor: 260Jump Delay: 16 Turns

Name: ______________ Counter: ____________

WEAPON DATA

5

5

35

2

5

35

2

FORWARD

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +1

5

5

5

5

5

5

7 8

HANGAR12 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Battle Laser

Twin Array

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

3 3

76

6

3

93

103

53

54

55

56

113

123

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

6

Battle LaserClass: LaserModes: R, PDamage: 4d10+12Range Penalty: -1 per 4 hexesFire Control: +4/+3/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

Version 2: 2E/V4

52

51

8

Primus Variant (Rare)

SPECIAL NOTESAdds +1 initiative bonusto all Centauri ships inthe scenario

4-5: Battle Laser

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 22: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-6: Retro Thrust 7-11: Missile Rack12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-7: Port/Stb Thrust 8-9: Missile Rack10-12:Twin Array 13: Port/Stb Hangar14-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-7 Main Thrust 8-10: Missile Rack11-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-11: Jump Engine12-13:Sensors14-15:Engine16-17:Primary Hangar18-19:Reactor 20: C & C

4

4

4

4 4

4 4

8

16

4

4

2

1

2 2

6 6

4

3

4

3

Corillani Llartol Assault CruiserMANEUVERINGTurn Cost: 5/3 SpeedTurn Delay: 5/3 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2242Point Value: 750Ramming Factor: 270Jump Delay: 36 Turns

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

4

4

4

4

4

4

4

4

2

1

3

45

129

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 18Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0

4 3

4 3

4 3 43

MAIN HANGAR0 Fighters2 Breaching Pods

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Class-SMissile Rack

Twin Array

ICON RECOGNITION

22

33

3

3 3

44

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 4 5 7 9 10 12 14 15 17 19 20Turn Delay 2 4 5 7 9 10 12 14 15 17 19 20

Version 2: 2E/V4Corillani People's Navy (CPN)

Jump Engine

10 2

11 2

132

142

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

8

6 7

3

3 3

Rack #5

Rack #7

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

6

MISSILESRack #1

Rack #2

Rack #3

Rack #4

Rack #6

Rack #8

CORILLANI DROLLAASSAULT SHUTTLECost: 35 Defense: 8/8Thrust: 7 Offense: +2Armor: 3 Initiative: +91 Light Particle GunRate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+5Firing Arc:

Cost: 40 Defense: 8/8Thrust: 7 Offense: 0Armor: 3 Initiative: +6No Weapons

CORILLANI TURALBREACHING POD

SIDE HANGARS6 Assault Shuttles Each

Mollanta Variant (Uncommon)

Page 23: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-5: Retro Thrust 6-9: Plasma Accelerator10-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-7 Heavy Plasma 8-11 Twin Array12-13:Port/Stb Hangar14-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-8: Main Thrust 9-10: Plasma Accelerator11-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-12: Primary Struct13-15:Sensors16-17:Engine18-19:Reactor 20: C & C

4

4

4

4 4

4 5

8

12

5

4

3

6

4

3

4

3

Corillani Vaconi Strike CarrierMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2229Point Value: 600Ramming Factor: 230Jump Delay: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

4

3

4

3

4

3

4

3

1 2

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

3 3 33

3 3 33

SIDE HANGARS12 Fighters Each2 Shuttles Each:No Weapons Thrust: 6Armor: 0 Def: 10/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Plasma Accelerator

HeavyPlasma Cannon

Twin Array

ICON RECOGNITION

33

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

Version 2: 2E/V4Defenders of Corillan (DoC)

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

8

6

4 5

7

2

2 2

33

9

2

3

6

3

3

5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

5Plasma AcceleratorClass: PlasmaMode: StandardDamage: 4d10+12 (-1 per hex)Range Penalty: -1 per hexFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+4 -1/hex1 per 2 turns: 2d10+8 -1/hex

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 24: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-5: Retro Thrust 6-8: Lt Laser Cannon 9-10: Lt Particle Beam 11-18: Forward Struct 19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Med Laser Cannon

8-9: Lt Particle Beam 10-18: Port/Stb Struct 19-20: PRIMARY Hit

AFT HITS 1-9: Main Thrust 10-11: Lt Laser Cannon 12-13: Lt Particle Beam 14-18: Aft Struct 19-20: PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct 10-11: Sensors 12-13: Engine 14-17: Hangar 18-19: Reactor 20: C & C

5

4

2 2

5

55

12

4

4

6

5 4

Descari Scorava Laser CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2242Point Value: 525Ramming Factor: 270Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

FORWARD

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 18Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

4

4

4

4

4

4

4

9

5 6

10

HANGAR24 Medium Fighters2 Shuttles: Thrust: 4Armor: 1 Defense: 10/12

PRIMARY

PO

RT

STA

RBO

ARD

AFT

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Light Particle Beam

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

512

4

4

4

2 2

1

22

15 7 8

4

2

2

11

12

4

3

4

2

4

14

13

4

3

4

3

4

3

4

3

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 3: 2E/V4Scorava Variant (Uncommon)

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

22

2

16

2

MISSILESRack #3

Rack #4

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Class-SMissile Rack

TM & C WARNER BROS.PERMISSION GRANTED TO

PHOTOCOPY FOR PERSONAL USE (S01)

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

3

Light Laser CannonClass: LaserModes: RakingDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

Medium Laser

Lt Laser

7: Missile Rack

Page 25: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-4: Retro Thrust 5-7: Heavy Bolter

9-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-7: Heavy Bolter

9-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Scatter-Pulsar

12-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-11:Jump Engine12-13:Sensors 14: Primary Engine15-17:Hangar18-19:Reactor 20: C & C

5

5

5

5

56

4

8

5 3

3

3

3

3

5 4

Dilgar Garasoch­D Command CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2232Point Value: 725Ramming Factor: 200Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

5

3

3

3

3

32

2

2

2

7

1 2

8 9

10

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0

5 5

1

1

3

5

3

5

HANGAR24 Fighters4 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

412

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Scatter-Pulsar

ICON RECOGNITION

1

11

1

1

Version 2: 2E/V4

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Garasoch Variant (Rare)

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESCommand Bonus +2Limited Deployment(33%)

3

4

4 4

4

4

5

3

6

3

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

8: Scatter-Pulsar

8: Scatter-Pulsar

Heavy Bolter

Medium Bolter

9-10: Medium Bolter 11: Aft Engine

Page 26: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-4: Retro Thrust 5-6: Heavy Bolter 7-8: Scatter-Pulsar

11-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-7: Quad Pulsar 8-10:: Scatter-Pulsar11-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Energy Pulsar

11: Aft Engine12-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-13:Sensors14-16:Primary Engine

17: Hangar18-19:Reactor 20: C & C

5

4

3 3

4

5

56

4

9

4 4

3

3

3

3

Dilgar Targath­C Attack CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2231Point Value: 700Ramming Factor: 190Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

4

4

3

4

3

42

1

2

1

9

3 4

1 2

10

13 14

5

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

4 41

1

3

3 3

5

3

5

HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

4

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Quad Pulsar

Heavy Bolter

Energy Pulsar

Scatter-Pulsar

ICON RECOGNITION

1

2

6

1

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2

Version 2: 2E/V4

4

Quad PulsarClass: ParticleModes: PulseDamage: 14 1d3 timesMaximum Pulses: 4Pulse Grouping: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +3/+3/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

3

Energy PulsarClass: ParticleModes: PulseDamage: 10 1d2 timesMaximum Pulses: 3Pulse Grouping: +1 per 5Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

11

1

12

1

2

15 16

2

Targath Variant (Rare)

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

1

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

3

7

3

8

MISSILESRack #7

Rack #8

9-10: Miss i l e Rack

9-10: Medium Bolter

Page 27: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-4: Retro Thrust 5-6: Particle Repeater 7-8: Particle Blaster 9: Solar Cannon10-18:Forward Structure19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-8: Solar Cannon 9: Twin Array10-18:Port/Stb Structure19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9: Jump Drive10-11:Main Thrust12-13:Sensors14-15:Engine16-17:Hangar 18: Catapult 19: Reactor 20: C & C

5

4

5

5

59

9

5 7

4

4

3

3 3

3 3

3 3

3

4

44

4

4

5 5

Drazi Firefalcon Command CruiserMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2255Point Value: 850Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

5

9

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +3

4

4

5

4

4

5

6 7

HANGAR12 Fighters (Light Only)1 Sky Serpent (On Catapult)2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Solar Cannon

Twin Array

Catapult

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

46

5

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

1

8

2 3

10 11

4 5

9

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)Limited Deployment (33%)

Version 3: 2E/V4

3

Solar CannonClass: ParticleModes: StandardDamage: 1d5+12Range Penalty: -1 per 2 hexesFire Control: +5/+3/+0Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Damage scored isrepeated on the structure

5

Particle BlasterClass: ParticleModes: StandardDamage: 1d10+12Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Particle RepeaterClass: ParticleModes: StandardDamage: 2d10Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1 per shotRate of Fire: 1or more per turn

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

Stormfalcon Variant (Rare)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Particle Repeater

Particle Blaster

Page 28: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

ICON RECOGNITION

5

5

55

7

6

4 3

4

4 4 44

4

4

4

3

Drazi Taileagle Escort FrigateMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/4 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2162Point Value: 325Ramming Factor: 40Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

5

7

FORWARD

PORT STARBOARD

COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 11Engine Efficiency: 2/1Extra Power: +2Initiative Bonus: +12

4

4

4

4

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Std Particle Beam

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3

41

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

1

2 3 54

SPECIAL NOTESAgile ShipSpecial Hull Arrangement (No Fwd/Aft Hits)Low Crew Training

Version 3: 2E/V4

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

Stareagle Variant (Uncommon)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

SIDE HITS 1-5 Port/Stb Thrust 6-9: Std Particle Bm #2-510-17:Structure18-20:PRIMARY Hit

PRIMARY HITS 1-9: Fwd/Aft Thrust 10: Std Particle Beam #111-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C

Page 29: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

FORWARD HITS 1-4: Retro Thrust

5-8: Med Pulse Cannon 9-12: Interceptor13-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-6: Port/Stb Thrust 7-8: Heavy Laser Cannon 9-10:Medium Pulse Cannon11-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-9: Jump Drive

12-13:Interceptor14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-12:Std Particle Beam13-14:Sensors15-16:Engine17-18:Hangar 19: Reactor 20: C & C

5

5

3

5

5

67

6

5

3

3

3

3

33

3

4 3

EA Hyperion Patrol Cruiser (Eta Model)

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2246Point Value: 750Ramming Factor: 290Jump Delay: 24 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

4 4 4

2 3 2

213

FORWARD

2

152

16

2

COMBAT STATSFwd/Aft Defense: 14 (11)Stb/Port Defense: 16 (13)Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0

441

2 14

43

3

5

4 3

5

3

54

HANGAR6 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Med Pulse Cannon

Heavy Laser Cannon

Std Particle Beam

Interceptor

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

6

10 11 12

7

ALL P-BEAMS

2

3

58

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/V4

6

Heavy Laser CannonClass: LaserModes: R, SDamage: 4d10+20Range Penalty: -1 per 3 hexesFire Control: +3/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turns

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1Interceptor Mk-IIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+5Fire Control: --/--/+6Range Penalty: -2 per hex

Hyperion Variant (Common)

984 4

10-11: Med Pulse Cannon

Page 30: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

SECTION HITS 1: Missile Rack 2: Hvy Pulse Cannon 3: Hvy Particle Cannon 4-5: Interceptor 6: Quad Particle Beam 7: Hangar

9-18: Section Structure19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Structure11-12:Cargo13-14:Sensors15-16:Missile Rack 17: Reactor 18: Hangar19-20:C & C

5

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 2257Point Value: 3500Ramming Factor: 750Jump Delay: N/A

COMBAT STATSFwd/Aft Defense: 20 (16)Stb/Port Defense: 20 (16)Engine Efficiency: N/APower Shortage: -18Initiative Bonus: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

OUTER HANGARS6 Fighters0 Shuttles

PRIMARY HANGAR0 Fighters6 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

6

6 6

6 6

2

7

5

C & C

Sensors

Reactor

Hangar

Hvy Pulse Cannon

Class-BMissile Rack

Cargo

Interceptor

ICON RECOGNITION

13

7

9

3 19

27

28

14

8

218

25

26

29

30 20 4

10 11

5 21 32

31

22

33 3412 6

1

23 24

10 10 10

10 10 10

10 10 10

10 10 10 1010

10 10

6

10 10 10

10 10 10

10 10 10

10 10 10

10 10 10

10 10 10

4FORWARD

6

4AFTPRIMARY

4FORWARD PORT

AFT PORT 4

10 10 10

10 10 10

10 10 10

10 10 10

4 FORWARD STBD

AFT STBD4

MISSILESEach Class-B Rack holds 60missiles. There are ten suchracks, so space precludesthe usual tracking check-offboxes. Use any handy sheet ofpaper instead.

Version 3: 2E/V4

A

3

4

Heavy Pulse CannonClass: ParticleMode: PulseDamage: 15 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per 2 hexesFire Control: +4/+3/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

2Interceptor Mk-IIIntercept Rating: -4Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+8Fire Control: --/--/+8Range Penalty: -2 per hex

WEAPON DATA

0

Class-B Missile RackClass: BallisticMissiles: 60Range Penalty: None (+10)Fire Control: +3/+3/+3Rate of Fire: 1 per turn

7

15 16

38

36

39

37

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

35

40

Quad Particle BeamClass: ParticleMode: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 4 per turn

4 Hvy Particle CannonClass: ParticleMode: RakingDamage: 6d10+60Range Penalty: -1 per 3 hexesFire Control: +6/+4/+0Intercept Rating: n/aRate of Fire: 1 per 6 turns

9

Heavy ParticleCannon

EA Upgraded Orion Starbase (Epsilon Model)

Orion Variant (Common)

8: Reactor

Quad Particle Beam

17

Page 31: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-5: Retro Thrust 6-7: Med Pulse Cannon 8-9: Interceptor10-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-8: Std Particle Beam 9-12: Interceptor13-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-10: Interceptor11-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Jump Engine11-12:Quarters13-14:Sensors15-16:Engine17-18:Hangar 19: Reactor 20: C & C

5

5

5

559

ALL P-BEAMS

7

5

45

6

4

4

4

4

5 3

EA Tantalus Assault Transport (Alpha Model)MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: N/ARoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2238Point Value: 600Ramming Factor: 320Jump Delay: 24 Turns

Name: ______________ Counter: ____________

WEAPON DATA

5

211

FORWARD

2

14

2

15

3

4

5

6

2

COMBAT STATSFwd/Aft Defense: 17 (14)Stb/Port Defense: 18 (15)Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0

441

5

2

2

4

4

5

4

47

8

9

10

12 13

HANGAR

24 Assault Shuttles4 Breaching Pods2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Med Pulse Cannon

Quarters

Std Particle Beam

Interceptor

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

ALL P-BEAMS

2

2

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 4: 2E/V4

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

4

3

4

3

4

3

5 5

SPECIAL NOTESEconomic Cost +25%Limited Deployment (33%)

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

1Interceptor Mk-IIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+5Fire Control: --/--/+6Range Penalty: -2 per hex

EA BREACHING PODCost: 40 Defense: 10/10Thrust: 6 Offense: 0Armor: 3 Initiative: +9No Weapons

HADES-CLASSASSAULT SHUTTLECost: 30 Defense: 8/8Thrust: 6 Offense: +3Armor: 2 Initiative: +91 Uni-Pulse CannonRate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+4Fighter Firing Arc:

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

12 Fighters (T-bolts allowed)

Page 32: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

5

5

5

58

8

4 4

4

4

4

3

4

4

4

4

Gaim Kuan CorvetteMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2255Point Value: 500Ramming Factor: 110Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

5

8

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: +6Initiative Bonus: +6

4

4

4

4

4

4

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Packet Torpedo

Std Particle Beam

Bulkhead

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

4

1

3

2

6

4

5

3

7

Version 3: 2E/V4

3

ScattergunClass: ParticleModes: StandardDamage: 2d6+1Range Penalty: -2 per hexFire Control: +0/+2/+5Intercept Rating: -2Rate of Fire: 1d6 per turn

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

HANGAR0 Fighters1 Shuttle: Thrust: 4SENSOR DATA

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESSpecial Hull Arrangement(No Fwd/Aft Hits)

1

5

Packet TorpedoClass: BallisticMode: StandardDamage: 2d10+10Range Penalty: -1 per 2 hexes after range 10Fire Control: +3/+3/-6Intercept Rating: n/aRate of Fire: 1 per 2 turns

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

SIDE HITS 1-3: Port/Stb Thrust 4-5: Packet Torpedo 6-7: Medium Pulse Cannon 8-9: Std Particle Beam10-18:Port/Stb Structure19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Structure 9-11: Fwd/Aft Thrust 12: Scattergun13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C

Kuach Variant (Common)

Armor: 0 Defense: 9/10

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Scattergun

Med. Pulse Cannon

Page 33: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-3: Retro Thrust 4-5: Twin Array 6-9: Heavy Pulse Cannon10-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Packet Torpedo

8-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-7: Main Thrust 8: Medium Pulse Cannon9-10:Twin Array

11-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-12:Sensors13-15:Engine16-17:Hangar18-19:Reactor 20: C & C

5 5

5

5 55

5

10

5

5

5

4

3

4

3

Gaim Tiros CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2252Point Value: 650Ramming Factor: 250Jump Delay: N/A

Name: ______________ Counter: ____________

5

4

5

4

5

4

3

5

1

6

2FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0

4 4 44

AFT

PRIMARY

PO

RT

STA

RBO

ARD

4

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Twin Array

Packet Torpedo

Bulkhead

ICON RECOGNITION

3

4

3

4

4

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

9 10

3 3

Version 2: 2E/V4

5

Packet TorpedoClass: BallisticMode: StandardDamage: 2d10+10Range Penalty: -1 per 2 hexes after range 10Fire Control: +3/+3/-6Intercept Rating: n/aRate of Fire: 1 per 2 turns

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

4

Heavy Pulse CannonClass: ParticleMode: PulseDamage: 15 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per 2 hexesFire Control: +4/+3/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

7

3 3

8

6

4 11

8

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

7: Twin Array

HANGAR6 Fighters

Tiac Variant (Common)

Armor: 0 Defense: 9/102 Shuttles: Thrust: 4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Heavy Pulse Cannon

Med Pulse Cannon

Page 34: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-5: Retro Thrust 6-7: Heavy Bolter 8-9: Medium Bolter10-11:Scattergun12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-7: Scattergun 8-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Scattergun 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-11: Jump Engine12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C

5

3 3

4 4

549

4

4

Llort Turgon Bolt CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2237Point Value: 600Ramming Factor: 240Jump Delay: 24 Turns

Name: ______________ Counter: ____________

FORWARD

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

5

5

4 4

5

4

4

14 5

3

MAIN HANGAR12 Fighters2 Shuttles: Thrust: 3Armor: 2 Defense: 10/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Scattergun

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

412

4

4

3

8 9

3

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/V4

6

5 4

4

5

5

5

3

3

7

4

3

4

3

4

3

WEAPON DATA

3

ScattergunClass: ParticleModes: StandardDamage: 2d6+1Range Penalty: -2 per hexFire Control: +0/+2/+5Intercept Rating: -2Rate of Fire: 1d6 per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

6

Heavy BolterClass: ParticleModes: StandardDamage: 24Range Penalty: -1 per 3 hexesFire Control: +3/+2/-1Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

4

Medium Bolter

2

Turlisk Variant (Rare)

Heavy Bolter

Page 35: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

PRIMARY HITS 1-9: Primary Struct10-11:Thruster 12: Heavy Plasma Cannon13-14:Plasma Wave15-16:Scattergun17-18:Sensors19-20:Reactor

5

56

4

3

4

33

NA

4

Markab Makar Defense Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 2201Point Value: 225 eachRamming Factor: 20Jump Delay: N/A

Name: ______________ Counter: ____________

33 4

2

5

3

1

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12

Thruster

Sensors

Reactor

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 3: 2E/V4

WEAPON DATA

3

ScattergunClass: ParticleModes: StandardDamage: 2d6+1Range Penalty: -2 per hexFire Control: +0/+2/+5Intercept Rating: -2Rate of Fire: 1d6 per turn

5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Plasma WaveClass: Ballistic (Plasma)Modes: FlashDamage: 3d10Range Penalty: n/a (max 30)Fire Control: +2/+0/--Intercept Rating: n/aRate of Fire: 1 per 3 turns

Plasma Wave

Heavy PlasmaCannon

Scattergun TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

5

56

4

3

4

33

NA

4

33 4

2

5

3

1

5

56

4

3

4

33

NA

4

33 4

2

5

3

1

5

56

4

3

4

33

NA

4

33 4

2

5

3

1

Page 36: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

5

5

5

5

8

5

8

46

4

3

4

3

Markab Shofab Command CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2231Point Value: 700Ramming Factor: 190Jump Delay: 24 Turns

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

4 4

4

4

4

4

4

4

3

4

3

2

6

4 5

1

3

7

8

10

9

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +1

4

4

4

4

HANGAR12 Fighters4 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFT

PRIMARY

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Plasma Wave

Heavy PlasmaCannon

Scattergun

Particle Cannon

ICON RECOGNITION 2

2

2

4

4

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

11 2

PO

RT

STA

RBO

ARD 4

FORWARD HITS 1-3: Retro Thrust 4-5: Plasma Wave 6-8: Particle Cannon 9-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Hvy Plasma Cannon 7-10: Scattergun11-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Scattergun

12-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-12:Sensors13-14:Engine15-17:Hangar18-19:Reactor 20: C & C

Version 4: 2E/V4

7

Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns

3

ScattergunClass: ParticleModes: StandardDamage: 2d6+1Range Penalty: -2 per hexFire Control: +0/+2/+5Intercept Rating: -2Rate of Fire: 1d6 per turn

5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Plasma WaveClass: Ballistic (Plasma)Modes: FlashDamage: 3d10Range Penalty: n/a (max 30)Fire Control: +2/+0/--Intercept Rating: n/aRate of Fire: 1 per 3 turns

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

4 4

8

Jump Engine

10-11:Jump Drive

Shafab Variant (Uncommon)

Page 37: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-4: Retro Thrust 5: Molecular Pulsar 6-7: Fusion Cannon 8-9: Shock Cannon10-17:Structure18-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Fusion Cannon 9-17: Structure18-20:PRIMARY Hit

PRIMARY HITS 1-11: Port/Stb Thrust12-13:Jammer 14: Tractor Beam 15: Sensors 16: Reactor 17: Hangar18-19:Engine 20: C & C

4

4

43 4 4 3

4 5 4 ?

4

18

9

6

4

4

1

2

5

3 3 3

3

3

3

4

Minbari Shaveen Police LeaderMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2254Point Value: 600Ramming Factor: 50Jump Delay: N/A

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 13Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +15

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4 4

4 4

4

4

HANGAR0 Fighters1 Flyer

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Jammer

Tractor

Shock Cannon

Fusion Cannon

ICON RECOGNITION

WEAPON DATA

SPECIAL NOTESAgile ShipGravitic Drive SystemAtmospheric Capable

COMBAT FLYERCost: 70 Defense: 9/7Thrust: 10 Offense: +4Armor: 1 Initiative: +10Two Light Fusion Cannons:Rate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+4 per gunFiring Arcs: #1 #2

FORWARD

AFTPRIMARY

PORT STARBOARD

Version 3: 2E/V4

1

Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

6

3

4

Shock CannonClass: ElectromagneticMode: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: n/aRate of Fire: 1 per 2 turnsSpecial: Ignores armor. Dividestructure damage by 4, andapply as a negative powermodifier thereafter. Fightersautomatically drop out.

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

2Molecular PulsarClass: MolecularMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 7Grouping Range: +1 per 3Range Penalty: -1 per hexFire Control: +4/+3/+2Intercept Rating: -2Rate of Fire: 1 per 2 turnsSpecial: Can fire every turndoing 1d3 pulses with novolley count bonus

Shaveen Variant (Uncommon)

Molecular Pulsar

Page 38: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

ICON RECOGNITION

FORWARD HITS 1-3: Retro Thrust 4-5: Neutron Laser 6-9: Fusion Cannon 10-18: Forward Struct 19-20: PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4-8: Fusion Cannon 9-10: Neutron Laser 11-18: Port/Stb Struct 19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Fusion Cannon 9-10: Neutron Laser 11-18: Aft Struct 19-20: PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct 10-11: Engine 12-13: Jammer 14-15: Sensors 16-17: Hangar 18-19: Reactor 20: C & C

6

6

6

610 6

5

6

5

Minbari Tigarin Patrol CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2059Point Value: 1500 Ramming Factor: 310Jump Delay: N/A

Name: ______________ Counter: ____________

5

4

10

FORWARD

12

32

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +1

4 5

HANGAR6 Fighters2 Flyers

AFT

PRIMARY

PORT

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Neutron Laser

Fusion Cannon

11

9

3

14

3

3

13

15

193

3

44

4

203

Jammer

5

5

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

COMBAT FLYERSCost: 70 Defense: 9/7Thrust: 10 Offense: +4Armor: 1 Initiative: +10Two Light Fusion Cannons:Rate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+4 per gunFiring Arcs: #1 #2

SPECIAL NOTESGravitic Drive System

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

6

3

10

3

7

3

8

3

WEAPON DATA

6

Neutron LaserClass: LaserModes: R, P, SDamage: 4d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/+1Intercept Rating: n/aRate of Fire: 1 per 3 turns

1

Fusion CannonClass: MolecularMode: StandardDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

3

5

4

3

3

3

STARBOARD

18

16 17

4

1 4

4

63

53

5

11

4

6

Tigara Variant (Common)Version 4: 2E/V4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 39: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-4: Retro Thrust 5-6: Neutron Laser 7-8: Fusion Cannon 9-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Antimatter Converter 7-9: Fusion Cannon10-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-12: Fusion Cannon13-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-12:Engine13-14:Jammer15-16:Sensors 17: Hangar18-19:Reactor 20: C & C

8

7

7

8

79

10

7 4

71

7

Minbari Trolata Armored CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2201Point Value: 1100Ramming Factor: 260Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

7

6

9

FORWARD

8

21

7

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +1

6 4 64

HANGAR0 Fighters2 Flyers

AFT

PRIMARY

PORT7

STARBOARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Fusion Cannon

ICON RECOGNITION

3

7

3

9

3

11

3

35 5

3

55

6

4

16

3

Jammer

8

5

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

COMBAT FLYERSCost: 70 Defense: 9/7Thrust: 10 Offense: +4Armor: 1 Initiative: +10Two Light Fusion Cannons:Rate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+4 per gunFiring Arcs: #1 #2

SPECIAL NOTESGravitic Drive System

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

5

Version 4: 2E/V4

1

Fusion CannonClass: MolecularMode: StandardDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

12

33

13

3

15

3

14

3

6

Neutron LaserClass: LaserModes: R, P, SDamage: 4d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/+1Intercept Rating: n/aRate of Fire: 1 per 3 turns

5

Antimatter ConverterClass: AntimatterModes: FlashDamage: (4 x X) + 2Range Penalty: -1 per hexFire Control: +4/+4/-6Intercept Rating: n/aRate of Fire: 1 per 3 turns

Neutron Laser

Troligan Variant (Uncommon)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

AntimatterConverter

8

3

10

3

Page 40: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

HIT LOCATIONS 1-10: Structure 11-12: Forward Weapon 13-15: Side Weapon 16-17: Drive 18-19: Reactor 20: Control

Narn D'Tarn Light Gunboats (4)MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust

SPECSClass: Lt Combat VslIn Service: VariesPoint Value: VariesRamming Factor: 40Jump Delay: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 11Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +14

Control

Drive

Reactor

Light Pulse Cannon

Med Pulse Cannon

ICON RECOGNITION

WEAPON DATA

SPECIAL NOTESAgile ShipAtmospheric Capable

Version 4: 2E/V4

3

3

3

8

2

1

3

2

3

25

3 3

3

3

3

8

2

1

3

2

3

25

3 3

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

2Light Plasma CannonClass: PlasmaModes: StandardDmg: 2d10+2 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

3

3

3

8

2

1

3

2

3

25

3 3

3

3

3

8

2

1

3

2

3

25

3 3

Med Plasma Cannon

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

Burst Beam

Twin Array

Medium Laser

5

Medium Laser CannonClass: LaserModes: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Interception Rating: n/aRate of Fire: 1 per 3 turns

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Interception Rating: -2Rate of Fire: 2 per turn

2

3

Burst BeamClass: ElectromagneticMode: StandardDamage: NoneRange Penalty: -2 per hexFire Control: +2/+2/+4Intercept Rating: n/aRate of Fire: 1 per turnSpecial: -1 power if structurehit; deactivates power-usingsystems; +4 criticals to non-powered systems; forces auto-dropout on fighters. See rules.

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR

PERSONAL USE (S01)

Lt Plasma Cannon

PLASMA VARIANTAvailable: 2213

Cost: 175

ATTACK VARIANT (Rare)Available: 2246

Cost: 225

PULSE VARIANTAvailable: 2241

Cost: 225

ESCORT VARIANTAvailable: 2236

Cost: 200

Page 41: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-4: Retro Thrust 5-8: Heavy Pulse Cannon 9-10: Lt Pulse Cannon11-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Lt Pulse Cannon 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-11: Port/Stb Thrust12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C

5

5

5

5

510

7

54

4

4

4

4

Narn Ka'Tan Pulse DestroyerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2258Point Value: 600Ramming Factor: 180Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

4

FORWARD

COMBAT STATSFwd/Aft Def: 12Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +6

4

4

4

4

HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 1 Defense: 10/12

AFT

PRIMARY

PORT STARBOARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8SENSOR DATA

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

56

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Lt Pulse Cannon

ICON RECOGNITION

4

2

4

2 2

1

4 5

Version 2: 2E/V4

4

3

2

6

2

73

5

3

5

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

Ka'Toc Variant (Uncommon)

4

Heavy Pulse CannonClass: ParticleMode: PulseDamage: 15 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per 2 hexesFire Control: +4/+3/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Hvy Pulse Cannon

Page 42: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-5: Retro Thrust 6-8: Twin Array 9-18: Forward Struct19-20:PRIMARY Hit

PORT HITS 1-4: Port Thrust 5-7: Med Pulse Cannon 8-9: Twin Array10-18:Port Struct19-20:PRIMARY Hit

STARBOARD HITS 1-4: Starboard Thrust 5-7: Ion Torpedo 8-9: Twin Array10-18:Starboard Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Lt Pulse Cannon10-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-11: Jump Engine12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C

5

5

5

4

4

512

10

5

3

6

Narn Va'Kar Long-Range ScoutMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2253Point Value: 650Ramming Factor: 210Jump Delay: 20 Turns

Name: ______________ Counter: ____________

WEAPON DATA

3

12

4 4

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +2

2

7

6

5

4 5 44

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

5

6

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Lt Pulse Cannon

Twin Array

Ion Torpedo

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

HANGAR6 Medium Fighters1 Shuttle: Thrust: 4Armor: 1 Defense: 10/12

3

5

4

FORWARD

AFT

PRIMARY

PO

RT

STA

RBO

ARD

3

4

4

4 4

1

3

4

3

3

53

3

8

Jump Engine

Version 2: 2E/V4

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

4

Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

SPECIAL NOTESELINT ShipLimited Deployment (33%)

Var'Nic Variant (Uncommon)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Med Pulse Cannon

Page 43: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FORWARD HITS 1-5: Retro Thrust 6: Plasma Battery 7: Plasma Accelerator 8-9: Med. Plasma Cannon10-17:Structure18-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7: Med. Plasma Cannon 8: Plasma Web 9-17: Structure18-20:PRIMARY Hit

PRIMARY HITS 1-7: Port/Stb Thrust8-12: Quarters13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C

3 3

22

3

3

310

5

3

2

3

4

3

2

24

3

4

Pak'ma'ra Pa'da'shar Troop LinerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+1 ThrustRoll Cost: 1+0 Thrust

SPECSClass: Medium ShipIn Service: 2231Point Value: 350Ramming Factor: 60Jump Delay: N/A

2

5

2

5

FORWARD

PORT STBD

COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +11

4 4

4

4

2

24

AFT

PRIMARY

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Plasma Battery

Quarters

Med. PlasmaCannon

Plasma Web

Cargo

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

2

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

5

2

3

1

Name: ______________ Counter: ____________Version 2: 2E/V4

2Plasma WebClass: PlasmaModes: StandardDmg: 1d6+2 (antifighter mode)Range Penalty: n/aFire Control: n/aIntercept Rating: -2Rate of Fire: 1 per turn

WEAPON DATA

5Plasma AcceleratorClass: PlasmaModes: StandardDamage: 4d10+12 (-1 per hex)Range Penalty: -1 per hexFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+4 -1/hex1 per 2 turns: 2d10+8 -1/hex

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

Tra'shu'li Variant (Uncommon)

2

Plasma Accelerator

HANGAR0 Fighters4 Assault Shuttles4 Breaching Pods

PAK'MA'RA OR'TI'NAMBREACHING PODCost: 40 Defense: 10/10

Thrust: 8 Offense: 0

Armor: 4 Initiative: +6

No Weapons

PAK'MA'RA OR'SHIL'TIASSAULT SHUTTLECost: 30 Defense: 10/10

Thrust: 8 Offense: 0

Armor: 4 Initiative: +9

1 Light Plasma Gun

Rate of Fire: 1 per turn

Range Penalty: -2 per hex

Damage: 1d3+5 -1 per hex

Firing Arc:

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

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FORWARD HITS 1-4: Retro Thrust 5-7: FuserMega Plasma 8-9: Plasma Web10-11:Plasma Battery12-18 Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4: Heavy Plasma Cannon 5-6: Med. Plasma Cannon

8-9: Cargo10-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-7: Heavy Plasma Cannon 8-9: Plasma Web10-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Jump Drive11-12:Sensors13-15:Engine

18-19:Reactor 20: C & C

55

5

2

2 2

5

6

512

8

5

5

7

3

2

2 2

2

3

3

2

3

2

3

3

5 4

Pak'ma'ra Pshul'tau Heavy CarrierMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 5+3 ThrustRoll Cost: 2+1 Thrust

SPECSClass: Capital ShipIn Service: 2245Point Value: 750Ramming Factor: 250Jump Delay: 48 Turns

WEAPON DATA

3

3

6

3

64

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: 0Initiative Penalty: -1

4

4

3

6

4

4

3

6

211

1413

HANGAR24 Fighters3 Shuttles: Thrust: 6Armor: 0 Defense: 9/9

AFTPRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Plasma Battery

Mega PlasmaCannonHeavy PlasmaCannonMed. PlasmaCannon

Plasma Web

Cargo

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

1

9 10

5

3

Name: ______________ Counter: ____________

3

2

5

2

6

2

12

2

7

2

8

Version 2: 2E/V4

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

2Plasma WebClass: PlasmaModes: StandardDmg: 1d6+2 (antifighter mode)Range Penalty: n/aFire Control: n/aIntercept Rating: -2Rate of Fire: 1 per turn

A

2

B

2

8Mega Plasma CannonClass: PlasmaModes: StandardDmg: 6d10+12 (-1 per 2 hexes)Range Penalty: -1 per 2 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

SPECIAL NOTESLimited Deployment (33%)

12

4

16-17:Hangar

7: Plasma Web

Pshul'shi Variant (Rare)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

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FORWARD HITS 1-6: Retro Thrust 7-10: Std Particle Beam11-17: Structure18-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam 9: Engine10-17:Struct18-20:PRIMARY Hit

PRIMARY HITS 1-10: Port/Stb Thrust11-13:Grappling Claw14-16:Sensors 17: Hangar18-19:Reactor 20: C & C

4

3

3

4

5

6

3 4

3

3

2

3

Raider Assault SloopMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: 2245Point Value: 350Ramming Factor: 50Jump Delay: N/A

Name: ______________ Counter: ____________

FORWARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 11Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

3 3 33

AFT

PRIMARY

PORT STARBOARD

1 2

5

3 4

2

62

2

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Std Particle Beam

ICON RECOGNITION

Version 2: 2E/V4

3

2

3

3

3

3

3

2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Sloop Variant (Uncommon)

5 5

RAIDER MAKOBREACHING PODCost: 40 Defense: 7/8Thrust: 8 Offense: 0Armor: 1 Initiative: +10No Weapons

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

0

Grappling ClawAttaches the Sloopto the target vesselso boarding parties canbe deposited.

MAIN HANGARS0 Fighters6 Breaching Pods

2

Grappling Claw

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTES10 Marine Contingents

Page 46: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

PRIMARY HITS 1-7: Structure 8-10: Energy Diffuser11-12: Bio-Thruster 13: Self-Repair14-15:Lt. Molecular Slicer 16: Sensors 17: Reactor 18: Phasing Drive19-20:Roll Again (Another 19-20: Pilot)

5

5

5

12

5

2

3

4 4

4 4

5 4

Shadow Strike DestroyerMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/4 SpeedAccel/Decel: 3/2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: AncientPoint Value: 1200Ramming Factor: 50Jump Delay: 8 Turns

Name: ______________ Counter: ____________

55

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 13Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +14

PRIMARY

1 2

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Bio-Thruster

Pilot

Sensors

Phasing Drive

Reactor

Self-Repair

Energy Diffuser

ICON RECOGNITION

Version 4: 2E/V4

3

5

3 3

5

3

20

10

10

20

20

10

10

20

10

10

20

20

10

102

SPECIAL NOTESAgile ShipAdvanced SensorsAdvanced ArmorAtmospheric CapableBio-Drive System

WEAPON DATA

10

Light MolecularSlicer BeamClass: MolecularMode: RakingDmg, 1 Turn: 4d10+4Dmg, 2 Turns: 6d10+6Dmg, 3 Turns: 8d10+8Range Penalty: -1 per 3 hexesFire Control: +6/+4/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Ignores armor. Canbe divided into multipleattacks on different targets.Non-interceptable.

Destroyer Variant (Uncommon)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Light Slicer Beam

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4

Vorlon Asteroid Defense Grid (2)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: AncientPoint Value:1000 eachRamming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 12Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +14

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

4

Version 4: 2E/V4

SPECIAL NOTESAdvanced SensorsAdvanced Armor

1212

4

21 3 4

5 6

4 4

ADAPTIVE ARMOR: 4Weapon Type Available/Assigned

______________________________________________________Note: Max 2 pts per weapon typeCan have 2 points pre-assigned

4 4

4

ADAPTIVE ARMOR: 4Weapon Type Available/Assigned

______________________________________________________Note: Max 2 pts per weapon typeCan have 2 points pre-assigned

WEAPON DATA

0EM ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

1

4

Lightning Cannon (Med)Class: ElectromagneticMode: RakingDamage: 2d10+16Range Penalty: -1 per 2 hexesFire Control: +5/+5/+4Intercept Rating: -3Rate of Fire: 1 per turnNote: Non-interceptable

Lightning Cannon (Lt)

12

Class: Electromagnetic

24

Mode: Standard

Lightning Cannon (Mega)Class: ElectromagneticMode: Raking (20), PDamage: 8d10+64Range Penalty: -1 per 4 hexesFire Control: +5/+5/--Intercept Rating: -1Rate of Fire: 1 per turnNote: Non-interceptable

Discharge Gun

Damage: 1d10+8

Lightning Cannon (Hvy)

Class: Electromagnetic

2

Range Penalty: -1 per hex

Class: Electromagnetic

Mode: Raking

Fire Control: +5/+5/+8

Mode: Raking (15), P

Damage: 2d10+2

Intercept Rating: -4

Damage: 4d10+32

Double power: add 1d10+1

Rate of Fire: 1 per turn

Range Penalty: -1 per 3 hexes

Triple power: add 2d10+2

Note: Non-interceptable

Fire Control: +5/+5/+0

Range Penalty: -1 per 2 hexes

Intercept Rating: -2

Fire Control: +2/+3/+4

Rate of Fire: 1 per turn

Intercept Rating: -2

Note: Non-interceptable

Rate of Fire: 1 or more per turn limited by power; max 4 shots

PRIMARY HITS 1-5: Primary Struct 6-7: Thruster 8-11: Lightning Cannon12-13:Discharge Gun14-15:EM Shield16-17:Sensors18-19:Power Capacitor 20: Self-Repair

4

4

N / A

5 5

Thruster

Sensors

Power Capacitor

Hangar

Self-Repair

Discharge Gun

EM Shield

Lightning Cannon

ICON RECOGNITION

444 4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

1212

4

21 3 4

5 6

4

4 4

4

4

7

4 4

4

4

4

N / A

5 5

444 4

8

7 8

Page 48: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

FA

3

ICON RECOGNITION

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 2252Point Value: 3500Ramming Factor: 700Jump Delay: N/A

COMBAT STATSFwd/Aft Defense: 21Stb/Port Defense: 21Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A

Name: ______________ Counter: ____________

1413

25

26

9 10

22

21

7

19 20

8

TURRET #5

TURRET #4

TURRET #1 TURRET #2

9

PRIMARY

FORWARD

AFT

AFT STBD

FWD STBD

FWD PORT

AFT PORT

GENERAL HITS 1-7: Weapon 8-9: Cargo 10: Reactor 11-17: Structure18-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-11:Turret12-14:Sensors15-17:Hangar18-19:Reactor 20: C & C

WEAPON DATA

Vree Tyllz Sector Trading Post

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

10 10 10 10 10

10 10 10 10 10

10 10 10 10 10

10 10 10 10 10

10 10 10 10 10

10 10 10 10 10

10 10 10 10 10

9

TURRET #6

TURRET #3

4

4

4 4

4

4

44

4

4 4

4

5

12

5 5

A

6

B

6

C

6

E

6

F

6

D

6

1 2

3 4

65

11 12

24

1615

27

28

18302917

23

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

Antiproton GunClass: AntimatterModes: StandardDamage: 1X+12Maximum X: 10Range Penalty: Special Range 0-5: No penalty Range 6-10: -1 per hex Range 11+: -2 per hexFire Control: +3/+3/+2Intercept Rating: -2Rate of Fire: 1 per turn

8

Antimatter ShredderClass: AntimatterModes: StandardDamage: 2X+6Maximum X: 10Range Penalty: 0 (Max Rng 10)Fire Control: +0/+0/+0Intercept Rating: n/aRate of Fire: 1 per 3 turnsNote: Ignores EW & JinkingAttacks on Ftr/Shtl/Mine: 1Attacks on Med/Hvy Ships: 1d3Attacks on Cap Ships: 1d6Attacks on Enormous: 1d6+3

7

Antimatter TorpedoClass: Antimatter (Launched as Ballistic)Modes: StandardDamage: 1X+8Maximum X: 12Range Penalty: Special Range 0-25: No penalty Range 26-50: -1 per hex Range 51+: -2 per hexFire Control: +4/+2/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

HANGAR24 Fighters6 Shuttles: Thrust: 4Armor: 1 Defense: 7/7

C & C

Sensors

Reactor

Hangar

Antimatter Torpedo

Antiproton Gun

Antimatter Shredder

Version 3: 2E/V4

Page 49: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

GENERAL HITS 1-4: Thruster 5-7: Weapon 8-17: Structure18-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-12:Sensors13-15:Engine 16: Hangar17-19:Reactor 20: C & C

5 5

4

5

5

7

7

5 7

51

47

Vree Xavan Gun SaucerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 0+0 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2213Point Value: 500Ramming Factor: 180Jump Delay: N/A

Name: ______________ Counter: ____________

4

4

4

7

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: 0

4

7

4

7

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 1 Defense: 7/7

AFT

PRIMARY

TURRET #1 TURRET #2

PORT STARBOARD1 2

3 7

4

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Antiproton Gun

ICON RECOGNITION

3

3 3

3

5

4

3

6

4

3 8

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESGravitic Drive SystemWeapons in turrets must use the same 60 degree arc as each other

Version 3: 2E/V4

4

Antiproton GunClass: AntimatterModes: StandardDamage: 1X+12Maximum X: 10Range Penalty: Special Range 0-5: No penalty Range 6-10: -1 per hex Range 11+: -2 per hexFire Control: +3/+3/+2Intercept Rating: -2Rate of Fire: 1 per turn

3 3

Xorr Variant (Uncommon)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

3 4

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Variants 4 Countersheet #1Permission Granted to photocopy for personal use only

TM & Warner Bros.C

Abba

i

Abba

i

Nakarsa Nakarsa

1 2

Wimuk WimukWimuk Wimuk

Abba

i

Abba

i

Abba

i

Abba

i 31 42

Wimuk Wimuk

Abba

i

Abba

i5 6

Atica Athasa

1

Alac

an

Balo

sian1

Athasa

Balo

sian2

Altaron

Cent

auri2

Tashkava

Brak

iri1

Torsha Altaron

2

Brak

iri

Cent

auri1

Halos

Brak

iri1

Halos

Brak

iri2

Altaron

Cent

auri3

Tashkava Torsha

Brak

iri

Brak

iri2 1

Wimuk Wimuk

Abba

i

Abba

i7 8

Lupa

Cent

auri1

Lupa

5 6

LupaCe

ntau

ri

Cent

auri

Lupa Lupa

Cent

auri

Cent

auri3 4 1

Primus Maximus

Cent

auri

Lupa

Cent

auri2

2

Cent

auri

Primus Maximus Llartol

3

Cori

llani1

Llartol

Cori

llani 2

Llartol

Cori

llani

Vaconi

3

Cori

llani

Vaconi

2

Cori

llani

Vaconi

4

Cori

llani

Vaconi

1

Cori

llani

Drolla

6

Cori

llani

Drolla

7

Cori

llani

Tural

2

Cori

llani

Drolla

8

Cori

llani

Drolla

1

Cori

llani

Drolla

9

Cori

llani

Drolla

4

Cori

llani

Drolla

5

Cori

llani

Drolla Tural

112

Cori

llani

Cori

llani

Drolla

2

Cori

llani

Drolla

3

Cori

llani

Drolla Drolla

1110

Cori

llani

Cori

llani

Targath-C

1

Dilg

ar

Targath-C

2

Dilg

ar

Lupa

7 8

Lupa

Cent

auri

Cent

auri

Altaron

Cent

auri4

Llartol

4

Cori

llani

Vaconi

5

Cori

llani

Vaconi

6

Cori

llani

Laser Scorava

1

Desc

ari 2

Desc

ari 3

Desc

ari

Garasoch-D

1

Dilg

ar

Garasoch-D

2

Dilg

ar4

Desc

ari

Hyperion-Eta

1Ea

rth A

llianc

e

2

Tantalus-A

Earth

Allia

nce1

Tantalus-A

Earth

Allia

nce2

Earth

Allia

nce

Hyperion-Eta

3

Earth

Allia

nce

Hyperion-Eta

4

Hyperion-Eta

Earth

Allia

nce 1

Orion-Ep

Earth

Allia

nce5

Earth

Allia

nce

Hyperion-Eta

6

Hyperion-Eta

Earth

Allia

nce

Firefalcon

1

Draz

i 2

Firefalcon

Draz

i 1

Taileagle

Draz

i

Taileagle

3

Draz

i

Taileagle

4

Draz

i2

Taileagle

Draz

i

Laser Scorava Laser Scorava Laser Scorava

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Variants 4 Countersheet #2Permission Granted to photocopy for personal use only

TM & Warner Bros.C

Turgon

2

Llor

t

Turgon

1

Llor

t

Shofab

1

Mar

kab

Shofab

2

Mar

kab

Tigarin

1

Min

bari

Tigarin

2

Min

bari

Trolata

3

Min

bari

7

D'Tarn

Nar

n

D'Tarn

8

Nar

n

Va'KarN

arn3

Assault Sloop

2

Rai

der

Assault Sloop

1R

aide

r

Asteroid Grid

1

Vorl

on

Asteroid Grid

2Vo

rlon

Kuan

6

Gaim

Kuan

5

Gaim

Trolata

4

Min

bari

Va'Kar

Nar

n4

6

Makar

5

Makar

Mar

kab

Mar

kab

Makar

3

Mar

kab

Makar

4

Mar

kab

Makar

2

Mar

kab

Makar

1

Mar

kab

Shofab

Mar

kab3

Shaveen Leader

21

Min

bari

Min

bari

Shaveen Leader

3

Min

bari

Shaveen Leader

Tigarin

4

Min

bari

Tigarin

3

Min

bari

Trolata

2

Min

bari

Trolata

1

Min

bari

D'Tarn

5

Nar

n

D'Tarn

4

Nar

n

D'Tarn D'Tarn

2 3

Nar

n

Nar

n

2

Ka'Tan

Nar

n

6

D'TarnN

arn

Ka'Tan

1

Nar

n

D'Tarn

1

Nar

n

Va'Kar

2

Nar

n

Va'Kar

1

Nar

n

Pa'da'shar

Pak'

ma'

ra1

Pa'da'shar

Pak'

ma'

ra2

Ka'Tan

Nar

n3

Pa'da'shar

Pak'

ma'

ra3

Pshul'tau Pshul'tau

21

Pak'

ma'

ra

Pak'

ma'

ra

Assault Sloop

3

Rai

der

Strike Destroyer

1

Shad

ow 2

Shad

ow

Strike Destroyer

3

Shad

ow

Strike Destroyer

Asteroid Grid

3

Vorl

on

Asteroid Grid

4

Vorl

onTiros

1

Gaim

Tiros

4

Gaim

Tiros

3

Gaim

Tiros

2

Gaim

Tiros

5

Gaim

Tiros

6

Gaim

Shofab

Mar

kab4 4

Min

bari

Shaveen Leader

Tigarin

6M

inba

ri

Tigarin

5

Min

bari

Ka'Tan

Nar

n4

Pa'da'shar

Pak'

ma'

ra4

Assault Sloop

4

Rai

der 4

Shad

ow

Strike Destroyer

Asteroid Grid

5

Vorl

on

Xavan

2

Vree

Xavan

3

Vree

Tyllz

1

Vree

Xavan

1

Vree

Xavan

4

Vree

Tantalus-A

3

Earth

Allia

nce

Kuan

2

Gaim

Kuan

1

Gaim

Kuan

3

Gaim

Kuan

4

Gaim

Tantalus-A

4

Earth

Allia

nce

Page 52: type VARIANTS 4tesarta.com/b5wars/variants-4.pdf · 2009. 4. 25. · Nakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir

VARIANTS-4 INCLUDES NEW SHIPS FOR VIRTUALLY EVERYBABYLON 5 WARS RACE PUBLISHED TO DATE. AT LEASTONE SHIP IS PROVIDED FOR EACH OF THE FOLLOWING RACES:

ABBAI MATRIARCHYALACAN REPUBLICBALOSIAN UNDERDWELLERSBRAKIRI SYNDICRACYCENTAURI REPUBLICCORILLANI THEOCRACYDESCARI COMMITEESDILGAR IMPERIUMDRAZI FREEHOLDEARTH ALLIANCE

THIS IS NOT A STAND ALONE PRODUCT AND REQUIRESBABYLON 5 WARS 2nd EDITION TO FULLY USE.

BW-160 ORIGINAL MSRP $14.95 USBABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros.(s02)

THIS BOOK INCLUDES A VARIETY OF DIFFERENTTYPES OF UNITS, INCLUDING COMMAND SHIPS,SCOUTS, LIGHT COMBAT VESSELS, STRIKE CRUISERS,CARRIERS, ESCORTS, PATROL SHIPS, ASSAULT,TRANSPORTS, AND MORE! SOME EXAMPLES:

COMMAND VESSELS

LIGHT COMBAT VESSELS

SCOUT AND SURVEY SHIPS

STARBASES

CARRIERS

BONUS! INCLUDES A COMPLETE HISTORY OF THEHYPERION DEVELOPMENT.

Abbai Nakarsa Command CruiserCentauri Primus Maximus Command CruiserDrazi Firefalcon Command Cruiser

Centauri Lupa Attack BoatsNarn D’Tarn Light Gunboats

Balosian Athasa ScoutBrakiri Halos Heavy Scout

Earth Upgraded Orion StarbaseVree Tylliz Sector Trading Post

Dilgar Garasoch-D Command CarrierPak’ma’ra Pshul’tau Heavy Carrier

38 NEW SHIPS IN ALL!

GAIM INTELLIGENCELLORT SCAVENGERSMARKAB THEOCRACYMINBARI FEDERATIONNARN REGIMEPAK’MA’RARAIDERS & PRIVATEERSSHADOWSVORLON EMPIREVREE TRADING GUILDS