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weapon signatures 2 2 2 2 4 mag guns nedium lasers medium pulse light pulse twin arry

classification glan mag cruiser

type

subtype glan mag cruiser

VARIANTS 4

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INTRODUCTION & CREDITSB5W Online!B5WARS.NET is the OFFICIAL Internet Player Resource for the Babylon 5 Wars Universe! From a worldwide player registry, to online discussion forums and chat rooms, to a gallery of painted miniatures, this is your one-stop shop for information about any of the 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.

IntroductionWelcome to Variants-4, the latest in the series of supplements exploring the alternative designs for existing hulls and new units. This book includes at least one ship from virtually every race in Babylon 5 Wars (those published up through Showdowns6). It was decided after the design project (an online effort headed up by Ben Rubery) began that each major race would have at least three ships in this product, the larger League races would have at least two, and others would have at least one. No unit was included for the civilians (though the Raiders have one), or for First Ones other than the Shadows and Vorlons. Priority was given to filling obvious needs such as satellites, scouts, troop ships, command vessels, and bases for races that did not have therm, but beyond that, any design was a possibility. In the end, we collected over 200 submissions, and these are out selections. Enjoy!

SCS Credit NotesAll of the SCSs include in the product are essentially the work of one man. John Hamill, better known as Mr Punch. He has made a concerted effort to create the SCSs for late generation products and has incorporate all of the corrections that have been found to date. You owe him your thanks for making this product possible.

From The Web Edition CreatorWell, its November of 2007, essentially 6 years since the closure of Agents of Gaming, ending any further official Babylon 5 Wars releases. As a member of the HRT (the Historical Repair Team to some, the evil illuminate to others) I was lucky enough to see the behind the scenes effort and genuine passion put forth by both Bruce Graw and Robert Glass. As a result, I was one of the more vocal opponents to seeing official Agents of Gaming material released for free distribution on the web. I wanted Agents of Gaming and the local game stores to benefit from the actual sales of these products and not be short changed. Obviously, Agents of Gaming is long gone, and these days, so are the available copies of most of the official release products, especially the material released towards the end of Agents of Gaming. As most of you know (especially since you downloaded this off my site) I have now changed my tune. The days of short changing stores and Agents of Gaming are over. Now the only ones being short-changed are the players, especially the newest. Their only mistake was being introduced to the game to late, or being unable to pay the exorbitant amounts being shelled out in E-bay auctions when and if they can even be found. This strikes me as unacceptable. Fortunately, because of my days with the HRT, I have the means to rectify this situation. And thus, you now have in your hands, Agents of Gamings - Variants-5. I hope you enjoy it. ----- Richard L. Bax Jr.

Product CreditsEditor...................Bruce Graw and Ben Rubery Layout.......................................Bruce Graw Additional Editing..............Matthew Murray, Ben Rubery, Dan O'Connor, the Historical Repair Team The Historical Repair Team..................Mark Graves, Klebert Hall, Richard Bax, Symon Cook, John T. Coleman, Jamie Coleman, Ned Farnsworth Cover Design..............Robert Glass, Leo Dunin

Playtester ContributionsAgents of Gaming would like to thank the following playtest groups who contributed to thi product: The Playtesting Horde: Dan "Rogue" O'Connor, Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith, Pete "Ninja" Reese, Tom Miller, StephenTurner, Dave McFarland, Dan Ryan, Bob Mitchell.

Special Credit NotesThanks to everyone who participated in the online Variants-4 project. Even if your ship was not selected, your efforts were appreciated!

Babylon 5, Babylon 5 Wars TM & Warner Bros.

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NEW SHIPS AND VARIANTS

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Abbai UnitsNakarsa Command CruiserLakara Variant (Rare) Prior to the League Wars, the Abbai had expanded their interests enough to warrant a fleet larger than at any time in their history. Along with this came the need for greater command and control of ship squadrons should the need arise for large-scale battles. After a few experiments, the advanced Nakarsa design was produced in limited numbers. Abbai mastery of communications allowed them to produce an efficient C&C system that provides +1 initiative not only to the Nakarsa itself but to all other Abbai ships in the scenario (not including fighters or shuttles). This does not aid ships of other races, which are not a part of the expanded Abbai control net. Based on a design by Richard Bax.

defeated, it is quite likely that more Atica-class vessels would have appeared in their inventory. If playing "The First to Fall" from Showdowns4, replace one Atrimis with an Atica. No other changes to the scenario setup rules are required. Based on a design by Jacob Jett.

Balosian UnitsAthasa ScoutEsthasa Variant (Rare) Like the Gaim would be after them, the Balosians were heavy consumers of Centauri hulls, especially the Altarian. Early in the genesis of their defense fleet, the Balosians determined the need for a small fleet scout. Some small alterations to Esthasa Destroyers filled the void nicely. While lacking the power of most contemporary scouts, the Athasa was capable of both executing its fleet support role and supporting the actions of Esthasa squadrons with its own ion cannons. Because the electronics gear was much more expensive than the suites on the Esthasa, and the Quantium-40 for the jump drive was so difficult to acquire, relatively few Athasas were ever produced. Most examples were annihilated along with the rest of the Balosian fleet during the first battles of the Invasion, though Dilgar records show at least one (away from Balos on a long-range survey mission) had to be hunted down and destroyed during later stages of the War. Based on a design by Jacob Jett.

Wimuk Light FighterBase Hull (Unlimited Deployment) The original Abbai fighter, this design has seen few improvements over the years, but is still produced in small numbers for defense of civilian installations. Lacking shields or anything else hightech, it is occasionally exported and many examples of the fighter have fallen into the hands of the Raiders. Though it is small and difficult to target, it is a weak fighter that is easily destroyed and has no significant advantages to speak of. Based on a design by Roman A. Perner.

Alacan UnitsAtica Command CruiserAtrimis Variant (Unique) Among the ships the Alacans had at their homeworld just before the Dilgar Invasion was a single Atrimis command ship, known as the Atica. Acting as the flagship of the Alacan fleet, the Atica gave up virtually all habitability for the benefit of adding the best technology the Alacans could gain via trades with the Abbai. Unfortunately, the Dilgar were aware of the command ship's presence and destroyed it in their first missile volley. (Some historians have speculated that the Pyrotinia was actually a ship of this class, but it was in fact a standard Atrimis hull.) Had the Alacans not been

Brakiri UnitsHalo Heavy ScoutAvioki Variant (Rare) Although Im-Rehsa Technologies produced most of the quality ELINT ships used by the Brakiri, the other major corporations also kept a few scouts around for occasions when an Im-Rehsa vessel was not available (or not wanted). For such purposes, the Ak-Habil Conglomerate preferred the Halos, a rare Avioki variant that enlarged and enhanced the sensor array at a significant cost in firepower. These ships were most often used as fleet support elements, though occasionally one might be seen alone on a long-range survey mission. Based on a design by Richard Bax.

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Babylon 5, Babylon 5 Wars TM & Warner Bros.

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NEW SHIPS AND VARIANTS

Tashkava Advanced Lance Lupa Attack Boats Base Hull (Unlimited Deployment) CruiserTashkat Variant (Rare) The original testbed for a ship mounted gravitic lance, this ultra-secret variant of the Tashkat has been seen outside Brakiri space only rarely. It was the development of this vessel, and lessons learned in the modifications made to the base hull, that made possible the eventual construction of the Kaliva. Very few Tashkava designs have been produced, but the exact number in service is a secret known only to Im-Rehsa. Based on a design by Nikolas Koumdrous.

Torsha Scout CarrierDevaskar Variant (Rare) Before the Dilgar War, Ly-Nakir executives had continually refrained from authorizing ELINT class units, with cost and construction priorities forming the usual rational behind these decisions. The Dilgar War would show these executives the errors of their judgment with the destruction of several carrier groups to ELINT-supported surgical strikes by the Dilgar. So thorough was the Dilgar assault on LyNakir assets that by war's end Ly-Nakir built units were virtually non-existent. As a result, a dedicated Ly-Nakir ELINT unit would be another 2 decades in coming and then only by virtue of updating the original Devaskar carrier design. The resulting Torsha is extremely rare and it may be that only one is ever in operation at any one time (certainly, no more than one has ever been seen in a single operating area.) Based on a design by Scott McGaffin.

The Centauri operated several kinds of light combat vessels during their history, but the Lupa is by far the most common. The Lupa was a shortranged craft designed to defend civilian bases and outposts, and saw most of its action against Raiders and in civil wars between the various Noble Houses. The ship control sheet shows four versions of the Lupa, all of which are considered Common variants. The original version was intended to escort convoys and defend against Raiders, but the plasma version was quickly developed to operate against ships. A matter version followed and provided these small craft with the longest ranged weapon they could possibly mount. Even so, these LCVs were only marginally effective in their roles, and the Centauri made few attempts to improve upon them until the development of the heavy array. Mounting this huge turret on a Lupa proved impossible, but a half-sized one (the heavy particle beam) was installed and functional by 2249. Production of escort and plasma variants virtually halted with the arrival of this variant, but enough of the others are still around that they continue to be fairly common within the Centauri inventory.

Primus Maximus Command CruiserPrimus Variant (Rare) Analysis of battles with the Narns during the War of Retribution showed a need for an improved command structure when operating in squadron actions. The Centauri tried several methods to fix this problem, and the Primus Maximus Command Cruiser was one possible solution. In addition to the obvious weapon improvements, a secondary C&C was installed and heavily armored to better protect the squadron commander. While not particularly comfortable, the improved command network allows this ship to provide a +1 initiative bonus not only to itself but to all other Centauri ships in the scenario. This bonus does not apply to fighters or shuttles, or units of races other than the Centauri. Note that if the scenario 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 the Primus Maximus. Enemy ships would not benefit. Based on a design by Rainer Graber.

Centauri UnitsAltaron DestroyerAltarian Variant (Uncommon) This is an early variant of the Altarian designed around the assault laser. It is unclear whether these were competing designs or simply a way to vary the firepower of a House fleet. Strangely, none of these hulls have been upgraded to operate battle lasers (even the Altarian Magnus does not use battle lasers in the obvious locations), suggesting that some technical difficulty prevents their use in those hardpoints. Based on a design by Rainer Graber.Babylon 5, Babylon 5 Wars TM & Warner Bros.

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Corillani UnitsLlartol Assault CruiserMollanta Variant (Uncommon) The Corillani People's Navy originally built this ship to project force in the event any of their outsystem resources were captured by Centauri or Narn troop ships. Later, they were used against Raider and Drazi outposts, and during the War of Retribution, several were sent to Quadrant 17 in the failed attempt to capture the well-defended Centauri base there. After the Corillani surrendered following that war, the Centauri destroyed all examples of the Llartol to prevent any further aggression. After the Centauri departed Corillani space shortly thereafter, the Corillani wasted no time constructing several more of these ships. Based loosely on a design by Jacob Jett.

Descari UnitsScorava Laser CruiserScorava Variant (Uncommon) Before converting the Scorava design to field plasma bolters, the Descari experimented with refitting the ship with lasers. They found that while the medium laser could do considerable damage, the light laser was woefully inadequate and slow firing for a weapon its size, even in comparison to the plasma bolter. They preferred a weapon that was certain to gouge a large chunk out of a hull or destroy an enemy system. While the Descari kept a few laser cruisers in service, the vast majority of Scorovas were converted to the plasma bolter design. Based on a design by Ben Rubery.

Tural Breaching PodBase Hull (Unlimited Deployment) A basic breaching pod, this unit is found as standard equipment on the Llartol and occasionally as an option on other Corillani ships. It is used by all of the Corillani factions, having stemmed from a root design copied by all three military forces. It loses 1 point of thrust for every six full points of damage.

Dilgar UnitsGarasoch-D Command CarrierGarasoch Variant (Rare) Late in the war, the Dilgar began to experience a distinct lack of command ships for their pentacans. The allied forces had learned to target the pentacan leader and destroy it whenever possible so as to deprive the Dilgar of their primary battle advantage. To combat this, the Dilgar applied some of their research towards improving the C&C of existing ships, which resulted in the improvements using technology already in use on the Leskrati-D and Ochlavita-D (see Variants-3). On the Garasoch-D these advances reached their zenith, producing a +2 command bonus to that design. Of course, the ship's weaponry was also improved as much as possible. The increased space of all this equipment was not without its price, as the revised ship could only carry half as many fighters as before. The Dilgar did not mind this, however, as they were having trouble fielding enough fighters to fill every Garasoch in any case. Based on a design by Roman A. Perner.

Drolla Assault ShuttleBase Hull (Unlimited Deployment) The Corillani People's Navy originally designed this assault shuttle, only to have the plans stolen and copied by their rival factions. It is an excellent attack craft, with a powerful gun and decent defenses.

Vaconi Strike CruiserBase Hull (Unlimited Deployment) The Vaconi is one of the main carriers of the Defenders of Corillan, who put at least a few fighters on just about all their larger ships (other than specialty designs, such as scouts and troop carriers). The DoC tend to use their superior fighter numbers to distract an opponent while their plasma-armed ships move in for the kill. The Vaconi, with its heavy plasma cannons and plasma accelerators, is a perfect example of this.

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Babylon 5, Babylon 5 Wars TM & Warner Bros.

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NEW SHIPS AND VARIANTSThe Drazi admirals tried fighter sweeps to cl ear their rear arcs of enemies, but the Star Snake was just not available in sufficient numbers. Attempts to get some smaller units to fly backwards to provide cover for that part of the fleet were unsuccessful because the smaller retro thrusters made it impossible for the reversed units to keep up. Also, the captains of these ships considered the request to fly facing away from the enemy to be extremely offensive, and a number of admirals were lost to ritual duels. Finally, a solution was found in the Taileagle concept. A number of Stareagles were modified with additional retro thrusters replacing the forward heavy weapon mount and were designated as "punishment ships." Now naval personnel who were found guilty of minor offenses were reassigned to these units, which were given the specific task to fly backwards into battle, protecting the fleet's rear. This not only improved fleet security, but a number of discipline problems disappeared after only a single combat in the penal units. The ship does not benefit from the normal Drazi +2 initiative bonus due to the less effective crew, and is always assumed to have low crew training (see Showdowns-7). When EA analysts heard of the new unit, they immediately dubbed it the "Jailbird," but this remains an unofficial nickname. Based on a design by Eric Nussberger.

Targath-C Attack CruiserTargath Variant (Rare) With the EA's entry into the war, the Dilgar found themselves forced to fall back into a defensive posture. A defensive campaign showcased the inherent weakness of the Targath's design (its light structure). Realizing the need for a more durable combat cruiser, the Dilgar converted a number of Targaths to the C-variant. Out went the entire fighter strike group, and in its place was added a strengthened forward structure and an increased weapon loadout. Owing to the rapid loss of construction facilities and varying priorities of conversion, the Targath-C remained a rare variant throughout the war. Based on a design by Roman A. Perner (inspired by the cover of Variants-3).

Drazi UnitsFirefalcon Command CruiserStormfalcon Variant (Rare) The Drazi were one of several races who had increased the size of their military forces just prior to the League Wars. In doing so, they found a need for a command heavy cruiser, adding this to the line already begun by the Wareagle and Jumphawk. The Firefalcon not only receives the typical Drazi command initiative bonus but also includes a tremendous upgrade in firepower, centered around the vicious solar cannon. Fortunately for Drazi opponents, this ship remains a rare variant. Based on a design by Dan Foxman.

Earth Alliance UnitsHistory of Hyperion DevelopmentBy the Historical Repair Team In 2161, Earthforce began a project to field its first jump-capable cruiser. This project bore fruit in 2164 with the Epimetheus Alpha replacing the precontact Tyche. This groundbreaking design was to prove to be the source of controversy for decades to come. Rapidly improving technology gave rise to regular incremental upgrades to the class, with the Beta in 2168 adding interceptor technology; the Gamma in 2177 with SO missile racks and the new Interceptor Mk I; the Delta in 2184 which debuted the new S rack and the standard Particle Beam; cumulating in the lackluster Epsilon version of 2193.B5W Variants-4 Rev. 0

Taileagle Escort FrigateStareagle Variant (Uncommon) Drazi ship design and tactics all emphasize the offensive, often resulting in gaps in weapon coverage across the rear. This has always been accepted, as it was believed that the speed and ferocity of the Drazi attack would prevent any enemy from countering through that vulnerable arc. However, with the development of the heavy fighter and increased deployment of lighter combat units by a number of races, the Drazi were too often being attacked from their vulnerable rear sides. While the deployment of capital ships lessened this vulnerability, there were just not enough of the heavy hulls to go around.Babylon 5, Babylon 5 Wars TM & Warner Bros.

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INEW SHIPS AND VARIANTSThis rapid production of five designs in less than thirty years sounded alarm bells in the EA Senate. Events such as the defeat of the Ch'Lonas in 2170 and the increasing ability of the Earth Alliance to stand up to the Centauri had given several Senatorial factions the confidence to propose that funds be diverted from Earhforce ship procurement into areas more beneficial to their constituents and other backers. Other, more pacifist factions became alarmed at what they saw as the increasing ability of Earthforce to wage wars of aggression. The consequences for Earthforce were serious. The rapid pace of EA ship development slowed drastically, with only a handful of new designs obtaining funding after 2200. Attempts to fund a replacement cruiser design foundered in Senate hearings for several years. Finally in 2205, the goahead was given for a brand new class of cruiser, the Hyperion. The first prototype was fielded in 2208 and was a major success, in part because it was designed from the ground up to have interceptor technology, jump drives and the latest weapons and systems. However, further senate battles prevented Earthforce from fielding the Production Alpha model. In addition, internal dissension was coming to a head and the Senate was more concerned with the possibility of civil war. Civil war of a sort did indeed break out in 2212. Earthforce rose to the challenge and it was quickly put down. The new President was mindful of the value of a strong Earthforce, and increasing tensions with the Narn Regime were sufficient excuse to allow funding for the Nova Alpha in 2215, with the Hyperion Alpha being placed into full production in 2216. The Artemis Gamma and Oracle Gamma were also placed into production during this window of opportunity. Ironically, the delay had allowed Earthforce R&D to make several breakthroughs in structural engineering which would allow the production of a more capable design. However, the consensus amongst Earthforce was that the resurgent dove faction of the Senate might take fright at the recent introduction of a dreadnought, so it would be best not to delay and to place the design into immediate production and refit the cruiser later. These improvements were however implemented on the missile armed Beta in 2217. Unfortunately, the substantial increase in Earthforce capability of this period coupled with memories of the interminable Epimetheus upgrades, ensured that the EA Senate set its face against a new cruiser

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design. The defeat of the Narn at Epsilon Indi in 2219 only hardened the feeling that a new design was unnecessary. Finally, in 2225, Earthforce was able to make a case for a "testbed cruiser" design. This culminated in the launch of the Hecate Alpha in 2228. This design mounted no radical new technology and was produced in surprisingly large numbers. Funding for the program was often siphoned away from authorized Hyperion Alpha production. These Hyperions were a rude surprise for the Dilgar in the war of 2232. To allay the suspicions of less militarily astute senators, testbed designs were commissioned on the Hecate frame, but the numbers were small. In 2239, Earthforce at last managed to obtain funding for an upgrade of the Hyperion Cruiser. The Hecate Tsiphone was converted to the first Hyperion Delta in short order, proving the value of the testbeds to the EA Senate in reduced development time and costs. The Hyperion name was retained for the class so as not to flaunt the deception in the faces of those Senators who might have taken a dim view of the subterfuge. The Earth-Minbari war saw many new ship designs; there were no longer funding problems for Earthforce to contend with. All surviving Hyperion Alphas, Hecate Alphas and the majority of the other Hecate testbeds were converted into the latest Hyperion classes. After the war, Earthforce had little difficulty in obtaining funding for new designs. The Hecate was relegated to a true testbed role and the Hyperion was openly the latest cruiser design. However, the ill-starred history of cruiser procurement was a major factor in Earthforces precautionary decision to designate the Omega Cruiser a "destroyer.

Hyperion Patrol Cruiser (Eta Model)Hyperion Variant (Common) This is one of the more frequently seen Hyperion versions, and is intended for lone operations. The heavy lasers provide long-range firepower while enough pulse cannons are mounted to deal with any medium or short-range threat. By the time Babylon 5 was in operation, this was one of the most common Hyperions in service. Based on designs by Mark Graves, Ned Farnsworth, Nathan Meade, Paul Brown, Roman A. Perner, Rainer Graber, and Richard Bax.Babylon 5, Babylon 5 Wars TM & Warner Bros.

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NEW SHIPS AND VARIANTSTiros FrigateTiac Variant (Common) A number of the Lias Supply Ships purchased from the Centauri were shipped with the jump drives removed. Finding a replacement jump engine was deemed more trouble than it was worth, so the Gaim decided to take these hulls in a different direction from the Tiac Explorer. These hulls were more heavily armed and optimized for a direct combat role, including the ability to carry a flight of fighters. The resulting ship was known as the Tiros cruiser, and was the most common capital ship the Gaim had until the acquisition of Markab hulls. Based on a design by Eric Loken.

Tantalus Assault Transport (Alpha Model)Base Hull (Limited Deployment - 33%) This is the mainstay military transport for the Earth Alliance. The ship includes a rotating section for troop comfort and is generally considered an early precursor to the Omega Destroyer. The Tantalus can carry 4 full battalions into battle and has enough Hades assault craft on board to transport them all to the planet in one drop. In addition, the Tantalus maintains a squadron of 12 fighters to act as escort during the trip. In recent times, the Starfuries have been replaced by Thunderbolts so they can follow the shuttles all the way to the target site. Based on a design by Rob Glass.

Llort UnitsTurgon Bolt CruiserTurlisk Variant (Rare) After the end of the Dilgar War, the Llort began a crash program to reverse-engineer the best of Dilgar weapons technology. Designed as a test bed for captured bolters, several Turlisk cruisers were refitted into Turgon designs to take advantage of heavy and medium bolters. The design was not popular, however, and the ship remains a rare variant. Based on a design by Jacob Jett.

Upgraded Orion Starbase (Epsilon Model)Orion Variant (Common) After nearly every Earth base was destroyed during the Minbari War, the EA had a difficult time reconstructing their defense network. The heavy OSAT was the short-term solution to this problem, but over time these were supplanted with an improved Orion base. The new base included heavy particle cannons, upgraded sensors, more missile racks, the new Mark-II interceptors, and quad particle beams. It was considered a huge increase in defensive firepower and significantly improved the quality of Earth colonial defenses. Based on a design by Dan O'Connor.

Markab UnitsMakar Defense SatellitesBase Hull (Unlimited Deployment) The Markab operated their OSATs under the assumption that they will not be needed outside medium range, and so armed them with heavy plasma cannons and plasma waves, with scatterguns for defense. During the few occasions they were tested by the Dilgar, they proved quite able to keep the attackers outside their effective defensive zone (which was their purpose), but they were unable to prevent mass driver shots on planets they protected. Based on a design by Mike Jasperson.

Gaim UnitsKuan FrigateKuach Variant (Common) After the initial purchase of a dozen Warbirds from the Drazi (quickly converted to Kuach Minesweepers), the Gaim began investigating other uses for the hull. The Kuach was an excellent ship, but its specialized sensor array was expensive and not really suitable for a standard combat ship. After some initial resistance from the Drazi, the Gaim were able to purchase more old Warbird hulls, and convert them to a standard combat vessel configuration. The Kuan has a varied forward weapons package that allows the ship to engage enemies at multiple range brackets.Babylon 5, Babylon 5 Wars TM & Warner Bros.

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NEW SHIPS AND VARIANTSShofab Command CruiserShafab Variant (Uncommon) While not immediately apparent, a key weakness in the Markab combined fleet was the lack of jump engines. Due to their early isolationist policies, Markab warships were thought to not need them, and aside from the Talafat scout (which also tended to do double duty as an explorer), Markab warships were not built with this piece of equipment. With the crusade against the Dilgar, Talafats proved too few in number to serve a jumpship role, and furthermore were too valuable to risk losing. In response, the Droth-Ashar sect modified the proven Shafab Heavy Cruiser to serve as a jumpship and command cruiser, increasing its initiative and defenses in the process. The ships proved popular and eventually reached uncommon status as squadron leaders. Based on a design by Don Shaffer.

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Trolata Armored CruiserTroligan Variant (Uncommon) The Troligan was something of a black sheep in the Minbari fleet. While it certainly had its use in a fleet environment, it was virtually useless alone, and most members of the Warrior Caste disliked the need to constantly protect it during battle. Several variants were tried, but converting the unusual gravity net weapons to more effective guns proved difficult. The Trolata is one such conversion, replacing the nets with neutron lasers and antimatter converters. The ship's role in battle (moving in close to slug it out, counting on its armor for protection against enemy fire) has not changed. Based on a design by Dan Foxman.

Narn UnitsD'Tarn Light GunboatsBase Hull (Unlimited Deployment) The D'Tarn was one of the first vessels designed by the Narns during the END Project, and served as an early police vessel prior to the development of the Sho'Kos. As the Narns expanded, they deployed squadrons of D'Tarns in newly captured systems, where they operated as an impromptu defense force until a base and its escorts could be deployed. By the time of the Narn-Centauri War, they had been relegated to colonial defense on the extreme frontiers, and few were seen in the Narn interior. While the Narns rebuilt after regaining their freedom, these units were seen in larger numbers to hold onto territory they reclaimed, but even so remain a strictly defensive element. There are four versions provided on the control sheet. The earliest (plasma) variant is virtually useless against fighters, but could dish out significant punishment to enemy vessels that strayed too close. The escort variant is quite effective against both fighters and ships, while the pulse variant is primarily used as an anti-fighter element. Finally, the Narns developed a longer-ranged D'Tarn in the Attack variant, but this is difficult to construct and is rarely seen.

Minbari UnitsShaveen Police LeaderShaveen Variant (Uncommon) After the development of the molecular pulsar during the White Star project, it was only natural that examples of the weapon made their way onto similar ships in the Minbari navy. One of these was the Shaveen, which found the weapon invaluable in knocking down swarms of Raider fighters. The leader version of the ship is designed to command a squadron of Shaveens, and as a result mounts its rear defenses on more aggressive side-facing mounts, trusting the other ships of its squadron to defend it against attacks from behind. Based on a design by Nikolas Koumdrous.

Tigarin Patrol CruiserTigaraVariant (Common) One of the more obvious variants, this is simply a modern conversion of the Tigara, with disruptors upgraded to neutron lasers and antimatter converters replaced by greater defenses. It is a very capable ship and often acts as a replacement for Sharlins when the larger cruisers are unavailable. Based on designs by Eric Loken, Nikolas Koumdrous, Mike Jasperson, and Ben Rubery.

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Babylon 5, Babylon 5 Wars TM & Warner Bros.

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NEW SHIPS AND VARIANTSPshul'tau Heavy CarrierPshul'shi Variant (Rare) After the Dilgar War, it was decided that to remain competitive, the Pak'ma'ra needed a heavy carrier. As the designs were drawn, what to do about the lack of fighter pilots and the ability to fill such a ship with them was debated at length. It was decided that a more rigorous program to find suitable pilots would begin and that they should proceed with construction, hoping they would have the pilots available when the ships were ready. The newly created Pshul'shi hull was selected for conversion into a carrier, but the modifications had to be made during construction prior to the installation of the Fuser. The removal of the massive weapon enabled engineers to redesign much of the interior to accommodate the large number of fighters. Since the building process had to be started before the results of the pilot acquisition program were seen, many were finished by the time that program was deemed a failure. There were simply too few Pak'ma'ra capable of piloting fighter craft effectively. Most of the ships are now used as part of the pilot training facilities or as transports, though some saw action during the Shadow War carrying fighters from the other League races into battle. The Pak'ma'ra often hire mercenary fighters to fill the hangar bays, especially when undertaking missions from a specific race. Pshul'tau carriers have been observed operating Drazi, Brakiri, Narm, and Gaim fighters, though there is nothing to prevent the use of any race's fighters if the need were to arise. Based on a design by Todd Boyce and Kris Pugh.

Ka'Tan Pulse DestroyerKa'Toc Variant (Uncommon) The mag gun is a huge and expensive piece of equipment, and its presence gives the Ka'Toc one of the longest production times of any vessel in the Narn 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 appeared by the time of the War of Retribution, but the ship truly came into its own after that conflict. The ship remains one of the most heavily armed HCVs in existence. Based on designs by Eric Nussberger and Rainer Graber.

Va'Kar Long-Range ScoutVar'Nic Variant (Uncommon) With the incredible cruising range of the Var'Nic, it is only natural that an ELINT version be eventually produced. To create the ship, the weapons suite was downgraded and the sensors replaced by the same sensor package used by the Sho'Kar. The resulting ship is considered a medium scout, although Narn attempts to produce a heavy scout vessel have thus far proven fruitless. Based on a design by Mike Jasperson.

Pakmara UnitsPa'da'shar Troop LinerTra'shu'li Variant (Uncommon) During the Dilgar War, the Pak'ma'ra were asked to lend ground forces to help the allies retake conquered planets. While any other race would have simply packed up thousands of troops onto transports, the doctrinally inept Pak'ma'ra instead trained a small number of "special forces" troops. They then converted an equally small number of Tra'shu'li Liners for them to use. The resulting vessel is known as the Pa'da'shar, and carries four assault shuttles and four breaching pods as standard equipment. To this day, Pak'ma'ra commandos have remained a minor and often neglected section within the budding Pak'ma'ra Navy. Based on designs by Jacob Jett and Todd Boyce.

Babylon 5, Babylon 5 Wars TM & Warner Bros.

B5W Variants-4 Rev. 0

9

NEW SHIPS AND VARIANTS

1

Raider UnitsAssault SloopSloop Variant (Uncommon) Some small Raider bands had more men (or whatever) than equipment, and put these to use capturing enemy vessels. Though life was cheap for members of such bands, the potential rewards from the sale or conversion of a prize was well worth the risk. The Assault Sloop was typical of the vessels used for this mission, employing two grappling claws (an idea stolen from the Drazi) and plenty of breaching pods. Ten contingents of Marines are also included as standard equipment, in addition to any provided by purchased pods. Ships of this type could easily capture any lone freighter or small ship they encountered, provided they could track it down. The lack of external fighter rails (removed to make room for the claws and troop quarters) gave them no strike capability, so these vessels often traveled with one or two standard Sloops for versatility. Based on a design by Rainer Graber (who suggested claws on a Strike Carrier, a ship simply too large to make use of them).

Vorlon UnitsAsteroid Defense GridBase Hull (Unlimited Deployment) The Vorlon border and most of their stellar fortifications are defended by small hollowed-out asteroids that operate for all intents and purposes in the same way as heavy OSATs. Their firepower is tremendous, their defenses spectacular, and they can take a ridiculous amount of damage before being destroyed. A row of these defenses is enough to make even an Ancient race pause before attempting to pass. Based on a design by Mike Jasperson.

Vree UnitsTyllz Sector Trading PostBase Hull (Unlimited Deployment) The Vree defend their most important trading centers with these huge bases, which use only the most modern defensive weapons (including the antimatter torpedo and antimatter shredder). Note that fighters that successfully skin dance cannot be attacked by the shredders, as per the standard rules. Based on a conversion of the Tyllz from Fleet Action's Of Aliens and Giants supplement, as rendered by Mike Jasperson.

Shadow UnitsStrike DestroyerDestroyer Variant (Uncommon) This is one of the less common variants of the Shadow Destroyer, employing two light molecular slicer beams (see Wars of the Ancients for the rules on this weapon) in place of its other guns. While this may not seem to be an effective trade, the ship is quite capable of tearing a younger race's capital ships to shreds from a surprisingly long distance. It is, however, vulnerable to fighters, and as such is usually best escorted by standard destroyer versions. Based on designs by Mike Jasperson and Nikolas Koumdrous.

Xavan Gun SaucerXorr Variant (Uncommon) This stripped-down Xorr hull was marketed as the economic alternative to the Xorr War Saucer, and as easier to support in the field due to its allantiproton gun armament. While it is cheaper and easier to support, its relative lack of crunch power and the short range of its weapons have prevented it being as popular as the Xorr. However, the firepower of 6 AP guns in any direction is certainly menacing to heavy fighters, medium ships, and heavy combat vessels alike. This ship is frequently seen as a base or convoy defense unit, and is not a common sight in battle fleets. Based on a designs by Eric Nussberger and Ben Rubery.

10

B5W Variants-4 Rev. 0

Babylon 5, Babylon 5 Wars TM & Warner Bros.

Lakara Variant (Rare)Version 2: 2E/V4

Abbai Nakarsa Command CruiserMANEUVERING1 1 1 2 1 1

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2253 Point Value: 750 Ramming Factor: 200 Jump Delay: 32 Turns

FORWARD HITS

1-4: Retro Thrust 5-6: Gravitic Shield 7-9: Combat Laser 10-11: Quad Array 12-17: Forward Struct 18-20: PRIMARY Hit 1-3: Port/Stb Thrust 4: Gravitic Shield 5-6: Quad Array 7-8: Particle Impeder 9-17: Port/Stb Struct 18-20: PRIMARY Hit 1-5: Main Thrust 6-7: Gravitic Shield 8: Quad Array 9-11: Jump Drive 12-17: Aft Struct 18-20: PRIMARY Hit

Adds +1 initiative bonus to all Abbai ships in the scenario

SPECIAL NOTES

Speed Turn Cost Turn Delay

Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+2 Thrust Roll Cost: 3+1 Thrust3 2 2 4 2 2 5 3 3 6 3 3

COMBAT STATS

7 4 4

Fwd/Aft Defense: 18 (15) Stb/Port Defense: 16 (13) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +18 4 4 9 5 5 10 5 5 11 6 6 12 6 6

WEAPON DATA Combat Laser

Class: Laser Mode: Piercing 7 Damage: 3d10+20 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Shots at fighters are resolved in standard (not piercing) mode

HANGAR1 3

Quad Array

SIDE HITS

SENSOR DATADefensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #633

6 Fighters 2 Shuttles: Thrust: 3 Armor: 1 Defense: 9/9

4 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 4 per turn

2 3

Particle Impeder

AFT HITS

3 333

Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Not Available

2

Gravitic Shield

0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.

PRIMARY HITS

1-7: Primary Struct 8-9: Shield Generator 10-12: Sensors 13-14: Engine 15-16: Hangar 17-18: Reactor 19-20: C & C

0 11

4 4 3

4 FORWARD

4 3

5

0 12

3 133

10

3 STARBOARD 76

6 PORT6

5

5

143

6

0

3 4 2 9 56

510

54

5

3 4 2

0

5 PRIMARY AFT

5

10

ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Shield Generator Combat Laser Quad Array Particle Impeder Gravitic Shield5

45

4 4 03

4

4 0 8 15 3 16TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

3

Version 2: 2E/V4

Abbai Wimuk Light FightersMANEUVERINGTurn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust

SPECS

Class: Med. Fighters In Service: 2009 Point Value: 24 each Ramming Factor: 10 Jinking Limit: 10 Lvls

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

WEAPON DATAUltralight Particle BeamNumber of Guns: 2 (Linked) Class: Particle Damage: 1d6+1 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn

ARMOR

Flight Level Combat

1

1 1

1

5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit

Flight #1

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #2

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #3

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #4

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #5

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #7

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

Flight #8

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr DestroyedInitiative Speed Thrust Used Jinking Notes

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

Atrimis Variant (Unique)Version 2: 2E/V4

Alacan Atica Command CruiserSPECSClass: Capital Ship In Service: 2228 Point Value: 600 Ramming Factor: 180 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-7: Combat Laser 8-9: Light Particle Beam 10-17: Forward Struct 18-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Missile Rack 7-17: Port/Stb Struct 18-20: PRIMARY Hit 1-4: Main Thrust 5-6: Missile Rack 7-8: Light Particle Beam 9-11: Hangar 12-17: Aft Struct 18-20: PRIMARY Hit 1-10: Primary Struct 11-13: Sensors 14-16: Engine 17-18: Reactor 19-20: C & C

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+2 Thrust Roll Cost: 2+2 Thrust3 2 2 4 3 3 5 4 4 6 4 4

COMBAT STATSFwd/Aft Def: 16 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +18 6 6 9 6 6 10 7 7 11 8 8

WEAPON DATA Combat Laser

7 5 5

12 8 8

Class: Laser Mode: Piercing 7 Damage: 3d10+20 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Shots at fighters are resolved in standard (not piercing) mode

HANGAR

Class-S Missile RackClass: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns

SIDE HITS

24 Light Fighters 2 Shuttles: Thrust: 3 Armor: 1 Defense: 8/8

Lt Particle Beam

1

AFT HITS

Class: Particle 1 Modes: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn3

3

3 2 3 2

PRIMARY HITS

3

3

3

8

4 FORWARD

3 9 2

5 3 48

5 5 STARBOARD

3

5

56 4

PORT

4

4

5

3

4 PRIMARY 2 10 AFT 3 3 2 11

4

3

ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Combat Laser Class-S Missile Rack Light Particle Beam4

4 6 36

MISSILESRack #4 Rack #5

7

Rack #6

4

Rack #7

3

3

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

Esthasa Variant (Rare)Version 2: 2E/V4

Balosian Athasa ScoutMANEUVERING1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

Class: Hvy Combat Vsl In Service: 2218 Point Value: 600 Ramming Factor: 200 Jump Delay: 36 Turns

FORWARD HITS

1-4: Retro Thrust 5-6: Ion Cannon 7-9: Std Particle Beam 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Main Thrust 5-6: Jump Drive 7-8: Std Particle Beam 9-18: Aft Struct 19-20: PRIMARY Hit 1-6: Primary Struct 7-9: Port/Stb Thrust 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

SPECIAL NOTESELINT Ship

Speed Turn Cost Turn Delay

Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust3 2 2 4 3 2 5 4 3 6 4 3

COMBAT STATSFwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +68 6 4 9 6 5 10 7 5 11 8 6

WEAPON DATA Ion Cannon

7 5 4

12 8 6

Class: Ion 4 Modes: Raking Damage: 2d10+10 Range Penalty: -1 per 4 hexes Fire Control: +2/+2/+0 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Standard Particle BeamClass: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

HANGAR3 33 3

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

6 Medium Fighters 1 Shuttle: Thrust: 3 Armor: 2 Defense: 9/9

AFT HITS

PRIMARY HITS

4

4

4

1

2

4

4 3 4 FORWARD PRIMARY PORT4

5 3

6 STARBOARD8 54

3

5

6

66

510

5 AFT 4 6 3 45

3

ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Ion Cannon Std Particle Beam

74

3

5

4

4TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Avioki Variant (Rare)

Ak-Habil Conglomerate

Brakiri Halos Heavy ScoutMANEUVERING1 1 1 2 2 1

Name: ______________ Counter: ____________

Version 2: 2E/V4

SPECS

Class: Capital Ship In Service: 2219 Point Value: 800 Ramming Factor: 210 Jump Delay: 28 Turns

FORWARD HITS

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

SPECIAL NOTESGravitic Drive System ELINT Ship

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust3 3 2 4 4 2 5 5 3 6 6 3

COMBAT STATSFwd/Aft Defense: 14 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: +9 Initiative Bonus: +08 8 4 9 9 5 10 10 5 11 11 6

WEAPON DATA Grav Cannon

7 7 4

12 12 6

Class: Gravitic 5 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per 3 hexes Fire Control: +2/+2/-1 Intercept Rating: -1 Rate of Fire: 1 per turn

Graviton Pulsar

HANGAR

SIDE HITS

AFT HITS

1-4: Port/Stb Thrust 5-6 : Grav Can no n 7-8: Graviton Pulsar 9-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-9: Graviton Pulsar 10-18: Aft Struct 19-20: PRIMARY Hit 1-8: 9-10: 11-12: 13-15: 16: 17-19: 20: Primary Struct Jump Drive Sensors Engine Hangar Reactor C&C

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

0 Fighters 2 Shuttles: Thrust: 3 Armor: 0 Defense: 8/8

5 3 64 4

6 3

Class: Gravitic 2 Mode: Pulse Damage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulses Maximum Pulses: 3, 4, or 5 Pulse Grouping: +1 per 4 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn

GRAVITIC BOLTIn scenarios set before 2250, replace all graviton pulsars with gravitic bolts, reducing the cost of the ship by 60 points.

Gravitic Bolt

PRIMARY HITS

Class: Gravitic 2 Mode: Standard Damage: 9 2 extra power: 12 damage 4 extra power: 15 damage Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn

5 FORWARD

5

5

115

3 6

5

4

210

4

4

5

610

5

4

6

STARBOARD

PORT

6

5 6ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Grav Cannon Graviton Pulsar

1

5

5 6 3 8

6 PRIMARY AFT

8

3 7

6

8

8

5

5TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Tashkat Variant (Rare)

Im-Rehsa Technologies

Name: ______________ Counter: ____________

Version 2: 2E/V4

Brakiri Tashkava Advanced Lance CruiserSPECSClass: Capital Ship In Service: 2252 Point Value: 950 Ramming Factor: 200 Jump Delay: 16 Turns

MANEUVERING

FORWARD HITS

1-3: Retro Thrust 4-5: Gravitic Shield 6-7: Graviton Pulsar 8-10: Gravitic Shifter 11-18 Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Gravitic Lance 7-18: Port/Stb Struct 19-20: PRIMARY Hit

SPECIAL NOTESSENSOR DATADefensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

1 1 1

2 2 1

Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust3 2 2 4 3 2 5 4 3 6 4 3

COMBAT STATS

7 5 4

Fwd/Aft Defense: 15 (12) Stb/Port Defense: 17 (14) Engine Efficiency: 2/1 Extra Power: +2 Initiative Bonus: +28 6 4 9 6 5 10 7 5 11 8 6 12 8 6

WEAPON DATA Gravitic Shifter

5 Class: Gravitic Effect: Turns target Damage: None Range Penalty: -1 per hex Fire Control: +5/+3/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Graviton Pulsar

Gravitic Drive System Limited Deployment (33%)

HANGAR3 4 4 3 4 5

SIDE HITS

0 Fighters 3 Shuttles: Thrust: 3 Armor: 0 Defense: 8/8

Class: Gravitic 2 Mode: Pulse Damage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulses Maximum Pulses: 3, 4, or 5 Pulse Grouping: +1 per 4 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn

AFT HITS

GRAVITIC BOLTThis ship cannot use the gravitic bolt downgrade as it was never built with that weapon installed.

Gravitic Lance

1-5: Main Thrust 6-7: Gravitic Shield 8-9: Graviton Beam 10-11: Graviton Pulsar 12-18: Aft Struct 19-20: PRIMARY Hit 1-6: Primary Struct 7-8: Shield Generator 9-10: Jump Drive 11-12: Sensors 13-15: Engine 16: Hangar 17-19: Reactor 20: C & C

PRIMARY HITS

3

7 0 116 6

8 3 5 5 FORWARD4

3

Class: Gravitic Mode: Sustained Damage: 6d10+24 Range Penalty: -1 per 5 hexes Fire Control: +3/+2/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Can fire as two graviton beams at the same or 16 different targets.

Graviton Beam

5

3

0 12

8 Class: Gravitic Mode: Raking Damage: 5d10+12 Range Penalty: -1 per 4 hexes Fire Control: +3/+2/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns

Gravitic Shield

0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.

1

16

2 STARBOARD 54

6 4 PORT10

4

5ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Shield Generator Gravitic Lance Graviton Beam Gravitic Shifter Graviton Pulsar Gravitic Shield

8

8

5

6

9

6

6

6

5 6 03

2

5 8 0 143

6 PRIMARY AFT

13

9

3

8

5 6 4

8

3

10

5

5TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Devaskar Variant (Rare)

Ly-Nakir Industries

Brakiri Torsha Scout CarrierSPECSClass: Capital Ship In Service: 2251 Point Value: 800 Ramming Factor: 200 Jump Delay: N/A

Name: ______________ Counter: ____________

Version 3: 2E/V4

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-8: Graviton Pulsar 9-18 Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-7: Gravitic Shield 8-9: Graviton Pulsar 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Graviton Pulsar 9-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Shield Generator 11-12: Sensors 13-14: Engine 15-17: Hangar 18-19: Reactor 20: C & C

SPECIAL NOTESGravitic Drive System ELINT Ship

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 1 x Speed Turn Delay: 3/4 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust3 3 3 4 4 3 5 5 4 6 6 5

COMBAT STATS

7 7 6

Fwd/Aft Defense: 16 (14) Stb/Port Defense: 16 (14) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +08 8 6 9 9 7 10 10 8 11 11 9 12 12 9

WEAPON DATA Graviton Pulsar

GRAVITIC BOLTThis ship cannot use the gravitic bolt downgrade as it was never built with that weapon installed.

HANGAR

Class: Gravitic 2 Mode: Pulse Damage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulses Maximum Pulses: 3, 4, or 5 Pulse Grouping: +1 per 4 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn

SIDE HITS

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

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

Gravitic Shield

0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.

AFT HITS

PRIMARY HITS

1 3 4 3 34 4

2 3

4 FORWARD

4 3

4

112

5 3 410

6 4 3

122

0 STARBOARD9 2

0

4

5

5

4 0

PORT

4

9

4

4

4

0 132

4 3 46

4 4 PRIMARY AFT 4 3 35 5

2

14

ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Shield Generator Graviton Pulsar Gravitic Shield

7

4

3 8

9

10

3

3

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

Altarian Variant (Uncommon)Version 2: 2E/V4

Centauri Altaron DestroyerSPECSClass: Hvy Combat Vsl In Service: 2150 Point Value: 540 Ramming Factor: 200 Jump Delay: 20 TurnsSpeed Turn Cost Turn Delay 1 1 1

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-3: Retro Thrust 4-6: Assault Laser 7-9: Twin Array 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Main Thrust 5-6: Assault Laser 7-8: Twin Array 9: Jump Engine 10-18: Aft Struct 19-20: PRIMARY Hit 1-6: Primary Struct 7-9: Port/Stb Thrust 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

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

2 2 1

Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust3 2 2 4 3 2 5 4 3 6 4 3

COMBAT STATSFwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +68 6 4 9 6 5 10 7 5 11 8 6

WEAPON DATA Twin Array

7 5 4

12 8 6

2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn

Assault Laser

HANGAR4 3

AFT HITS

6 Medium Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 8/10

Class: Laser 4 Modes: Raking Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

PRIMARY HITS

3

3

4

4

4

1

2

4

5 3

4 3 FORWARD PRIMARY

6

PORT4

6 STARBOARD8 54

3ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Assault Laser Twin Array

5

6

66

510

AFT 4 3 7 35

5 8 3

3

35

4

3 4

4TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Centauri Lupa Attack Boats (4)SPECSClass: Lt Combat Vsl In Svc: Varies Point Value: Varies Ramming Factor: 40 Jump Delay: N/A

Version 2: 2E/V4

Name: ______________ Counter: ____________

MANEUVERING

HIT LOCATIONS

1-10: Structure 11-12: Forward Weapon (#1) 13-15: Twin Array 16-17: Drive 18-19: Reactor 20: Control

SPECIAL NOTESAgile Ship Atmospheric Capable

Speed Turn Cost Turn Delay

1 1 1

2 1 1

Turn Cost: 1/4 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 1 Thrust Pivot/Jink Cost: 1 Thrust Roll Cost: 1 Thrust3 1 1 4 1 1 5 2 2 6 2 2

COMBAT STATSFwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: 1/1 Extra Power: +0 Initiative Bonus: +148 2 2 9 3 3 10 3 3 11 3 3

WEAPON DATA Matter Cannon

7 2 2

12 3 3

Class: Matter Modes: Standard Damage: 2d10+2 Range Penalty: -1 per 2 hexes Fire Control: +3/+3/-2 4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

Med. Plasma CannonClass: Plasma 3 Modes: Standard Dmg: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Twin Array

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

3

1

MATTER VARIANT Available: 2160 Cost: 1804 4

3

1

2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn

Heavy Particle Beam

4

PARTICLE VARIANT Available: 2249 Cost: 2004 3 26

Class: Particle 2 Mode: Standard Damage: 2d10+6 Range Penalty: -1 per hex Fire Control: +4/+3/+2 Intercept Rating: -2 Rate of Fire: 1 per turn

4 3

4 26

3 4

5 4

3

3 4

5 4

3

3

1

PLASMA VARIANT Available: 2153 Cost: 1704 4

3

1

4

4 2ICON RECOGNITIONControl Drive Reactor Matter Cannon Hvy Particle Beam Twin Array Plasma Cannon

ESCORT VARIANT Available: 2151 Cost: 1753 2

4 4 36

6

3 4

5 4

3

3 4

5 4

3

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

Primus Variant (Rare)Version 2: 2E/V4

Name: ______________ Counter: ____________

Centauri Primus Maximus Command CruiserSPECSClass: Capital Ship In Service: 2260 Point Value: 1000 Ramming Factor: 260 Jump Delay: 16 Turns

MANEUVERING

FORWARD HITS

1-3: Retro Thrust 4-5: Battle Laser 6-7: Twin Array 8-18: Forward Struct 19-20: PRIMARY Hit 1-3: Port/Stb Thrust 4-7: Battle Laser 8-11: Twin Array 12-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7: Main Thrust 8-12: Jump Drive 13-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

Adds +1 initiative bonus to all Centauri ships in the scenario

SPECIAL NOTES

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust3 2 2 4 3 3 5 4 4 6 4 4

COMBAT STATSFwd/Aft Defense: 16 Stb/Port Defense: 17 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +18 6 6 9 6 6 10 7 7 11 8 8

WEAPON DATA Battle Laser

7 5 5

12 8 8

Class: Laser Modes: R, P 6 Damage: 4d10+12 Range Penalty: -1 per 4 hexes Fire Control: +4/+3/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Twin Array

HANGAR3 3

SIDE HITS

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

12 Fighters 2 Shuttles: Thrust: 3 Armor: 1 Defense: 8/10

2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn

6

6

AFT HITS

3

7

8

3

PRIMARY HITS

1 5 5 FORWARD

2 5

7 PORT 3 5 3 9 3 102

8

8

STARBOARD

6

5

10

10

7

5 3 11 5 3 122

5 5

75

4 5

7 5

5

7 PRIMARY

5

6 5

ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Twin Array Battle Laser

6 53

3

3

5

AFT 5 5

5

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

Corillani People's Navy (CPN)Version 2: 2E/V4

Corillani Llartol Assault CruiserSPECSClass: Capital Ship In Service: 2242 Point Value: 750 Ramming Factor: 270 Jump Delay: 36 TurnsSpeed Turn Cost Turn Delay 1 2 2

Name: ______________ Counter: ____________

Mollanta Variant (Uncommon)

MANEUVERING

FORWARD HITS

1-6: Retro Thrust 7-11: Missile Rack 12-18: Forward Struct 19-20: PRIMARY Hit 1-7: Port/Stb Thrust 8-9: Missile Rack 10-12: Twin Array 13: Port/Stb Hangar 14-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7 Main Thrust 8-10: Missile Rack 11-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-11: Jump Engine 12-13: Sensors 14-15: Engine 16-17: Primary Hangar 18-19: Reactor 20: C & C

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

2 4 4

Turn Cost: 5/3 Speed Turn Delay: 5/3 Speed Accel/Decel Cost: 6 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust3 5 5 4 7 7 5 9 9 6 10 10

COMBAT STATSFwd/Aft Defense: 13 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +09 15 15 10 17 17 11 19 19

WEAPON DATA Class-S Missile RackClass: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns

7 12 12

8 14 14

12 20 20

Twin Array

CORILLANI TURAL BREACHING POD

SIDE HITS

3

1

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

2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn

CORILLANI DROLLA ASSAULT SHUTTLECost: 35 Defense: 8/8 Thrust: 7 Offense: +2 Armor: 3 Initiative: +9 1 Light Particle Gun Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 1d6+5 Firing Arc:

MAIN HANGAR0 Fighters 2 Breaching Pods

AFT HITS

SIDE HANGARS

3

2

3

3

PRIMARY HITS

6 Assault Shuttles Each3

4 4 3 FORWARD PRIMARY

4

3

4

5 3

STARBOARD

9 10 11

2 2 2

PORT

44

8 16

2 2 4 2

12 13 14 4

4 4 4 2 4 4 21 4

4

3

4

3

3

4

3

46

6

MISSILESRack #1

2 AFT

6Rack #2

ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Class-S Missile Rack Twin Array

4

6 34

7 34

4

Rack #3

4

4

4Rack #5

Rack #4

Rack #6

4

8

3

4

Rack #7

Rack #8

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

Defenders of Corillan (DoC)Version 2: 2E/V4

Corillani Vaconi Strike CarrierSPECSClass: Capital Ship In Service: 2229 Point Value: 600 Ramming Factor: 230 Jump Delay: N/ASpeed Turn Cost Turn Delay 1 2 2

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-5: Retro Thrust 6-9: Plasma Accelerator 10-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7 Heavy Plasma 8-11 Twin Array 12-13: Port/Stb Hangar 14-18: Port/Stb Struct 19-20: PRIMARY Hit 1-8: Main Thrust 9-10: Plasma Accelerator 11-18: Aft Struct 19-20: PRIMARY Hit 1-12: Primary Struct 13-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C

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

2 3 3

Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust3 4 4 4 6 6 5 7 7 6 8 8

COMBAT STATSFwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +09 12 12 10 14 14 11 15 15

WEAPON DATA Plasma Accelerator

7 10 10

8 11 11

12 16 16

SIDE HANGARS

Class: Plasma 5 Mode: Standard Damage: 4d10+12 (-1 per hex) Range Penalty: -1 per hex Fire Control: +3/+1/-4 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Can fire at an accelerated ROF for less damage, as shown below: 1 per turn: 1d10+4 -1/hex 1 per 2 turns: 2d10+8 -1/hex

SIDE HITS

12 Fighters Each 2 Shuttles Each: No Weapons Thrust: 6 Armor: 0 Def: 10/10

Heavy Plasma Cannon

Class: Plasma 5 Modes: Standard Dmg: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

AFT HITS

1 3 4

Twin Array

2 3

PRIMARY HITS

2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn

4 3

3

FORWARD PRIMARY8

3

5 3

4

4

6 33

54

712

2

4

2

3

3

STARBOARD

3 PORT6

36

4

5

4

3

3

3

3

4 2ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Plasma Accelerator Heavy Plasma Cannon Twin Array3

AFT 4

4 2 9

83

33

3

4

4

3 4

4

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

Scorava Variant (Uncommon)Version 3: 2E/V4

Descari Scorava Laser CruiserSPECSClass: Capital Ship In Service: 2242 Point Value: 525 Ramming Factor: 270 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-5: Retro Thrust 6-8: Lt Laser Cannon 9-10: Lt Particle Beam 11-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Med Laser Cannon 7: Missile Rack 8-9: Lt Particle Beam 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-9: Main Thrust 10-11: Lt Laser Cannon 12-13: Lt Particle Beam 14-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-11: Sensors 12-13: Engine 14-17: Hangar 18-19: Reactor 20: C&C

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 2/3 Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 3+3 Thrust3 2 3 4 3 4 5 4 5 6 4 6

COMBAT STATSFwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +08 6 8 9 6 9 10 7 10 11 8 11

WEAPON DATAMedium Laser CannonClass: Laser Mode: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

7 5 7

12 8 12

Light Laser Cannon

HANGAR9 2 10 2

SIDE HITS

24 Medium Fighters 2 Shuttles: Thrust: 4 Armor: 1 Defense: 10/12

Class: Laser Modes: Raking 3 Damage: 2d10+7 Range Penalty: -1 per hex Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

Lt Particle Beam

AFT HITS

4 2 1 44 4

Class: Particle 1 Modes: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn

Class-S Missile Rack

5

6

2 2 4

PRIMARY HITS

Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns

4 3 4 11 12 2 26

4 4 4 13 2 STARBOARD 5 2 14

FORWARD

PORT

4

4

4

12

12

5

4

5

5 5 PRIMARY

5

4

MISSILESRack #3

ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Medium Laser3

Rack #4

4 AFT 4 43

43

2 2 15 7 8

2 2 16

43

Lt LaserLight Particle Beam Class-S Missile Rack

4

4

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

Garasoch Variant (Rare)Version 2: 2E/V4

Dilgar GarasochD Command CarrierSPECSClass: Capital Ship In Service: 2232 Point Value: 725 Ramming Factor: 200 Jump Delay: 36 Turns

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-7: Heavy Bolter 8: Scatter-Pulsar 9-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Heavy Bolter 8: Scatter-Pulsar 9-18: Port/Stb Struct 19-20: PRIMARY Hit

SPECIAL NOTESSENSOR DATADefensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 1 x Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust3 3 2 4 4 3 5 5 4 6 6 4

COMBAT STATSFwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +08 8 6 9 9 6 10 10 7 11 11 8

WEAPON DATA Heavy Bolter

7 7 5

12 12 8

Class: Particle Modes: Standard Damage: 24 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-1 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Medium Bolter

Command Bonus +2 Limited Deployment(33%)

HANGAR2 7 4

SIDE HITS

24 Fighters 4 Shuttles: Thrust: 5 Armor: 1 Defense: 9/10

Class: Particle Modes: Standard Damage: 18 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/+1 4 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

1 4

Scatter-Pulsar

AFT HITS

1-6: Main Thrust 7-8: Scatter-Pulsar 9-10: Medium Bolter 11: Aft Engine 12-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-11: Jump Engine 12-13: Sensors 14: Primary Engine 15-17: Hangar 18-19: Reactor 20: C & C

Class: Particle 2 Modes: Pulse Damage: 6 1d5 times Maximum Pulses: 6 Pulse Grouping: +1 per 5 Range Penalty: -2 per hex Fire Control: +1/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn

PRIMARY HITS

3

3 3 4

1

3

3 4 4 STARBOARD

5 FORWARD

PORT

5

512 8

5

5

3 5 5 1 8

4

3 5

6 3

5 54

1 9 5

ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Heavy Bolter Medium Bolter Scatter-Pulsar

PRIMARY AFT 32

5 3 103 2

3 1 6

5 2

143

11

2

3

3

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

Targath Variant (Rare)Version 2: 2E/V4

Dilgar TargathC Attack CruiserSPECSClass: Capital Ship In Service: 2231 Point Value: 700 Ramming Factor: 190 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-6: Heavy Bolter 7-8: Scatter-Pulsar 9-10: M i s s i l e Rack 11-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Quad Pulsar 8-10: Scatter-Pulsar : 11-18: Port/Stb Struct 19-20: PRIMARY Hit

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust3 2 2 4 3 3 5 4 4 6 4 4

COMBAT STATSFwd/Aft Defense: 15 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +08 6 6 9 6 6 10 7 7 11 8 8

WEAPON DATA Heavy Bolter

7 5 5

12 8 8

Class: Particle Modes: Standard Damage: 24 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-1 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Quad Pulsar

HANGAR

SIDE HITS

0 Fighters 2 Shuttles: Thrust: 5 Armor: 1 Defense: 9/10

Class: Particle Modes: Pulse Damage: 14 1d3 times Maximum Pulses: 4 Pulse Grouping: +1 per 5 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-1 4 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

1 33

2 33

Energy Pulsar

AFT HITS

1-6: Main Thrust 7-8: Energy Pulsar 9-10: Medium Bolter 11: Aft Engine 12-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-13: Sensors 14-16: Primary Engine 17: Hangar 18-19: Reactor 20: C & C

3 7 1 3 3 3 1 4 FORWARD 8 3

3

Class: Particle 3 Modes: Pulse Damage: 10 1d2 times Maximum Pulses: 3 Pulse Grouping: +1 per 5 Range Penalty: -1 per hex Fire Control: +3/+2/+1 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Scatter-Pulsar

PRIMARY HITS

9

1

10

Class: Particle 2 Modes: Pulse Damage: 6 1d5 times Maximum Pulses: 6 Pulse Grouping: +1 per 5 Range Penalty: -2 per hex Fire Control: +1/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn

4 3 STARBOARD 1 125

11 PORT5

49

1

4

5

3 1 13 5ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Quad Pulsar Heavy Bolter Scatter-Pulsar Energy Pulsar

6

3 4 1 14Medium BolterClass: Particle Modes: Standard Damage: 18 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/+1 4 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

4

4

4

5

PRIMARY AFT 2 151

Class-S Missile Rack

4 444 4

2 2 161

Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns

2

MISSILESRack #7 Rack #8

2 5

2 6

3

3

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

Stormfalcon Variant (Rare)Version 3: 2E/V4

Name: ______________ Counter: ____________

Drazi Firefalcon Command CruiserMANEUVERING1 1 1 2 1 2

SPECS

Class: Capital Ship In Service: 2255 Point Value: 850 Ramming Factor: 180 Jump Delay: 36 Turns

FORWARD HITS

1-4: Retro Thrust 5-6: Particle Repeater 7-8: Particle Blaster 9: Solar Cannon 10-18: Forward Structure 19-20: PRIMARY Hit

SPECIAL NOTES

Speed Turn Cost Turn Delay

Turn Cost: 1/2 Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 5+5 Thrust3 2 3 4 2 4 5 3 5 6 3 6

COMBAT STATSFwd/Aft Defense: 15 Stb/Port Defense: 14 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +38 4 8 9 5 9 10 5 10 11 6 11

WEAPON DATA Solar Cannon

7 4 7

12 6 12

Class: Particle Modes: Standard Damage: 1d5+12 Range Penalty: -1 per 2 hexes Fire Control: +5/+3/+0 3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Damage scored is repeated on the structure

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

HANGAR1

Particle Blaster

SIDE HITS

1-4: Port/Stb Thrust 5-8: Solar Cannon 9: Twin Array 10-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Primary Struct 9: Jump Drive 10-11: Main Thrust 12-13: Sensors 14-15: Engine 16-17: Hangar 18: Catapult 19: Reactor 20: C & C

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

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

Class: Particle 5 Modes: Standard Damage: 1d10+12 Range Penalty: -1 per 2 hexes Fire Control: +4/+4/+0 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

Particle Repeater

PRIMARY HITS

4

Class: Particle 4 Modes: Standard Damage: 2d10 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 per shot Rate of Fire: 1or more per turn

Twin Array4

8 3

6 4

4 7

4

4 4 FORWARD

4

9 3

2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn

2

39

4

5

3

3 4 PORT

5 STARBOARD6

3 5 4

3

49

5

5

4 57

5 PRIMARY

5

4

ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Catapult Solar Cannon Particle Repeater Particle Blaster Twin Array

3 10 5 AFT 59

3 11

5

5

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

Stareagle Variant (Uncommon)Version 3: 2E/V4

Drazi Taileagle Escort FrigateSPECSClass: Medium Ship In Service: 2162 Point Value: 325 Ramming Factor: 40 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

SIDE HITS

1-5 Port/Stb Thrust 6-9: Std Particle Bm #2-5 10-17: Structure 18-20: PRIMARY Hit 1-9: Fwd/Aft Thrust 10: Std Particle Beam #1 11-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

SPECIAL NOTES

Speed Turn Cost Turn Delay

1 1 1

2 1 1

Turn Cost: 1/3 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 1 Thrust Roll Cost: 2 Thrust3 1 1 4 2 1 5 2 2 6 2 2

COMBAT STATSFwd/Aft Defense: 12 Stb/Port Defense: 11 Engine Efficiency: 2/1 Extra Power: +2 Initiative Bonus: +128 3 2 9 3 3 10 4 3 11 4 3

WEAPON DATAStandard Particle BeamClass: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

7 3 2

12 4 3

PRIMARY HITS

Agile Ship Special Hull Arrangement (No Fwd/Aft Hits) Low Crew Training

HANGAR

0 Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 8/9

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

1

4 FORWARD 2 34

4 4

5

4

43

4 4

4

PORT4

STARBOARD4

1

4 4 4

7

5

5 PRIMARY6

5

4

3

ICON RECOGNITIONThruster C&C Sensors Engine Reactor Hangar Std Particle Beam

5 AFT7

5

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

Hyperion Variant (Common)Version 2: 2E/V4

EA Hyperion Patrol Cruiser (Eta Model)MANEUVERING1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2246 Point Value: 750 Ramming Factor: 290 Jump Delay: 24 Turns

FORWARD HITS

1-4: Retro Thrust 5-8: Med Pulse Cannon 9-12: Interceptor 13-18: Forward Struct 19-20: PRIMARY Hit 1-6: Port/Stb Thrust 7-8: Heavy Laser Cannon 9-10: Medium Pulse Cannon 11-18: Port/Stb Struct 19-20: PRIMARY Hit

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

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS

7 7 7

Fwd/Aft Defense: 14 (11) Stb/Port Defense: 16 (13) Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +08 8 8 9 9 9 10 10 10 11 11 11 12 12 12

WEAPON DATA Heavy Laser CannonClass: Laser Modes: R, S 6 Damage: 4d10+20 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-4 Intercept Rating: n/a Rate of Fire: 1 per 4 turns

Medium Pulse CannonClass: Particle 3 Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per hex Fire Control: +4/+3/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns

3

HANGAR

SIDE HITS

6 Fighters 2 Shuttles: Thrust: 3 Armor: 1 Defense: 8/10

4 3 13 2 3 3

5

Standard Particle BeamClass: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

AFT HITS

1-5: Main Thrust 6-9: Jump Drive 10-11: Med Pulse Cannon 12-13: Interceptor 14-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-12: Std Particle Beam 13-14: Sensors 15-16: Engine 17-18: Hangar 19: Reactor 20: C & C

2 14

Interceptor Mk-I

PRIMARY HITS

3

3

5 FORWARDALL P-BEAMS

3

3

1 Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Particle Mode: Standard Damage: 1d10+5 Fire Control: --/--/+6 Range Penalty: -2 per hex

2 1 47

6

10

11

12

5 STARBOARD

2 4

8

PORT

5

56

5

3

53

4

5

4

3

6

3

5 PRIMARY 2 15 43

3

7

ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Std Particle Beam

2 16

AFT 4 4 82 3 2

Med Pulse Cannon Heavy Laser Cannon Interceptor

9

4

4

4

4

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

Orion Variant (Common)Version 3: 2E/V4

EA Upgraded Orion Starbase (Epsilon Model)SPECSClass: Enormous Base In Service: 2257 Point Value: 3500 Ramming Factor: 750 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERINGTurn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A

COMBAT STATS

Fwd/Aft Defense: 20 (16) Stb/Port Defense: 20 (16) Engine Efficiency: N/A Power Shortage: -18 Initiative Bonus: N/A

WEAPON DATA Heavy Pulse Cannon

35SECTION HITS1: Missile Rack 2: Hvy Pulse Cannon 3: Hvy Particle Cannon 4-5: Interceptor 6: Quad Particle Beam 7: Hangar 8: Reactor 9-18: Section Structure 19-20: PRIMARY Hit 1-10: Primary Structure 11-12: Cargo 13-14: Sensors 15-16: Missile Rack 17: Reactor 18: Hangar 19-20: C & C

Quad Particle Beam

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

7

1

Class: Particle 4 Mode: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 4 per turn

Class: Particle 4 Mode: Pulse Damage: 15 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per 2 hexes Fire Control: +4/+3/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns

Hvy Particle Cannon

23

10

10

10

24

Class: Particle 9 Mode: Raking Damage: 6d10+60 Range Penalty: -1 per 3 hexes Fire Control: +6/+4/+0 Intercept Rating: n/a Rate of Fire: 1 per 6 turns

Class-B Missile RackClass: Ballistic 0 Missiles: 60 Range Penalty: None (+10) Fire Control: +3/+3/+3 Rate of Fire: 1 per turn

PRIMARY HITS

10

10

10

Interceptor Mk-II6 6

17 FORWARD7 7 5

4

6

36 25 18 26 8 210 10 10

2 Intercept Rating: -4 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Particle Mode: Standard Damage: 1d10+8 Fire Control: --/--/+8 Range Penalty: -2 per hex

5

9 3 19

37 27

A

10

10

10

10

10

10

10

10

10

28

FORWARD PORT 4 AFT PORT 4 2910 10 10

13

14

3

15

16

4 FORWARD STBD 4 AFT STBD10 10 10

31

210 10 10 10 10 10 10 10 10 10 10

10

10

10

10

10

30 38

20

4 PRIMARY 6 AFT 4

5

21

32 39

ICON RECOGNITIONC&C Sensors Reactor Hangar Cargo Hvy Pulse Cannon Quad Particle Beam Class-B Missile Rack Heavy Particle Cannon Interceptor

106 6

116 6 Fighters 0 Shuttles

OUTER HANGARSPRIMARY HANGAR

2210 10 10 10 10 10

MISSILESEach Class-B Rack holds 60 missiles. There are ten such racks, so space precludes the usual tracking check-off boxes. Use any handy sheet of paper instead.

0 Fighters 6 Shuttles: Thrust: 3 Armor: 1 Defense: 8/10

33 12

40

34 6

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

Version 4: 2E/V4

Name: ______________ Counter: ____________

EA Tantalus Assault Transport (Alpha Model)MANEUVERING1 2 2 2 3 3

SPECS

Class: Capital Ship In Service: 2238 Point Value: 600 Ramming Factor: 320 Jump Delay: 24 Turns

FORWARD HITS

1-5: Retro Thrust 6-7: Med Pulse Cannon 8-9: Interceptor 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-8: Std Particle Beam 9-12: Interceptor 13-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-10: Interceptor 11-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Jump Engine 11-12: Quarters 13-14: Sensors 15-16: Engine 17-18: Hangar 19: Reactor 20: C & C

SPECIAL NOTESSENSOR DATADefensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Economic Cost +25% Limited Deployment (33%)

Speed Turn Cost Turn Delay

Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: N/A Roll Cost: 4+4 Thrust3 4 4 4 6 6 5 7 7 6 8 8

COMBAT STATS

WEAPON DATAMedium Pulse CannonClass: Particle 3 Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per hex Fire Control: +4/+3/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns

7 10 10

Fwd/Aft Defense: 17 (14) Stb/Port Defense: 18 (15) Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +08 11 11 9 12 12 10 14 14 11 15 15 12 16 16

HANGAR4 4

Standard Particle BeamClass: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

SIDE HITS

AFT HITS

4 1 4

11 2

4 2 4

12 Fighters (T-bolts allowed) 24 Assault Shuttles 4 Breaching Pods 2 Shuttles: Thrust: 3 Armor: 1 Defense: 8/10

Interceptor Mk-I

PRIMARY HITS

1 Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Particle Mode: Standard Damage: 1d10+5 Fire Control: --/--/+6 Range Penalty: -2 per hex

5 FORWARD7

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

5 12 2ALL P-BEAMS 4

5 13 56

2ALL P-BEAMS

94

3 4 5 6 5

5

5

5

STARBOARD

2 PORT

2 7 8 9 10

5

4

4

4

5ICON RECOGNITIONThruster C&C Sensors Engine Jump Engine Reactor Hangar Quarters3

PRIMARY

5

HADES-CLASS ASSAULT SHUTTLECost: 30 Defense: 8/8 Thrust: 6 Offense: +3 Armor: 2 Initiative: +9 1 Uni-Pulse Cannon Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 1d6+4 Fighter Firing Arc:

2 14

5

3

2 15 5

AFT

3

3

Std Particle Beam Med Pulse Cannon Interceptor

4

4

4TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Kuach Variant (Common)Version 3: 2E/V4

Name: ______________ Counter: ____________

Gaim Kuan CorvetteMANEUVERING1 1 1 2 1 1

SPECS

Class: Hvy Combat Vsl In Service: 2255 Point Value: 500 Ramming Factor: 110 Jump Delay: N/A

SIDE HITS

1-3: Port/Stb Thrust 4-5: Packet Torpedo 6-7: Medium Pulse Cannon 8-9: Std Particle Beam 10-18: Port/Stb Structure 19-20: PR