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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
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.
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)
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.
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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
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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
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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
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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
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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
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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
1
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
5
4
33
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)
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)
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)
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)
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
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
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)
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
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
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)
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)
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)
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
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
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
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
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
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
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
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)
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
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
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
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
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)
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
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)
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
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
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
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
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)
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)
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
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
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
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
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
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
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
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