Beruflich Dokumente
Kultur Dokumente
Acknowledgements:
Artwork: Several kind people for both allowing and creating the original artwork, in grateful
appreciation:
Alexander (alex0815) (*) (Warlock p7, p88 and Thunderbolt p8)
Philippe Bullot (Darthmagus): (*) (www.darthmagus.com)
"Centauri Primus Battlecruisers"(p53), "Enemy"(p35) and "Molten Core"(p2).
( Models by: Brendan Lambe: Celestia SF Addons)
Christoph Gerber (Gerberc) (*) (Covers), Pete Milligan (www.vfxdigital.com) Fury Charge (p17)
(*) For more of their fabulous work please see www.renderosity.com
The various screenshots are from all over the internet (all hail Google!) please let me know if a
credit is required or you would like the image removed.
Special Thanks: Greg Smith for introducing me to this game, for much help and support in the
creation of this project and in general
The main Story is by Ken Chambers was much appreciated and adapted from the chronicle of our
recent campaign. I enjoyed it immensely and hope you do too.
The Cool Ship Painting is by Derina Ramsey. (Exterminator, Delphi, Dominator, Dusk Hawk
Nova Superior Dreadnoughts, Shadow Stars, Shantavi, Total Victory)
The Valerius was designed, moulded, built and painted by Alex (Centauri) Urobach - Kudos
Ideas and input was received by a number of people thanks in particular to:
Raiders - Scavenged Ships by Triggy
Ship concepts and help by:
Heiko Wisper Tolwyn: Blackhawk, Ekalta, Lkorta, Preyhawk, Sparrowhawk. ToReth, TShon,
Fraser Machin Morgoth: DagTar, DTarn, ReshKasu, Tharnotak, TVoth,
Steve Hiffano: Dusk Hawk, Dusk Hawk Prototype - See also the excellent Juyaie pack at
http://homepage.ntlworld.com/hiffano/Juyaie.pdf - its cool and free!
All the Playtesters and Commentators: Extremely useful, very helpful and most valuable
contributions were made by Sean (Ripple) and his group and Tom (Inq101) and his group.
Interest and kind words were gratefully received by many others . Thank you all.
Thanks is due to Richard Bax, in conjunction with the Historical Repair Team for their superb and
continuing work on Babylon 5 Wars whose work has influenced me and many of my contributors.
Very Special Thanks to all at Mongoose Publishing,
J Michael Straczynski and Warner Brothers.
And LC for his fantastic and inspirational novel
3
Author:
Cover Image
Chloe Morden and her Friends
By Philippe Bullot aka Darthmagus:
Introduction
Rules
A Universe of Difference
Fleet Lists
Earth Alliance
Minbari
Shadows
Vorlons
2
5
8
12
22
33
41
Other Races
Centauri
Narn
League
Raiders
Drakh
Scenarios
Timeline
Ship Conversions
Just Why?
56
63
67
81
83
86
91
101
102
Rules
The following are exceptions or amendments to the standard 2nd Edition ACTA Rules
Fleet allocation Points the following table should be used when choosing your forces:
Admirals:
Any fleet of at least 5 Fleet Allocation points in size may include a single Admiral to lead it. He is
placed on one ship and will raise its Priority Level by one, so a Raid level ship will become a Battle
level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will
take both an Armageddon level slot and a Battle level slot. An Admiral must be placed on a ship with
the Command trait or the highest Priority Level ship in the fleet (before the ships Priority Level is
increased by the presence of the Admiral).
Beams: When using a Beam, roll a D6 for each attack dice and consult the following table:
1-2
Miss,
3-5
1 hit
6
3 hits
Breaching pods: These are not available as separate flights or on ships, instead their use is covered
in the Launch Breaching Pods and Shuttles! Special Action. The only exception to this is the Gaim
who operate in exactly the same way as in Signs and Portents number 57.
New Traits: Elite Crew (X) This ship is crewed by some of the best the race can offer and hence has
CQ X in one off scenarios and campaigns as well as in general play. If this trait is lost during play the
CQ immediately becomes 4, modified by any other effect acting on the ship as usual.
Fleet Auxiliary: In a Campaign, a Fleet containing one or more ships with the Fleet
Auxiliary trait may ignore the 5 RR point premium required for repairing Crippled ships.
Ships: Darkness Rising contains new ships for many races, where new statistics are not given for an
existing ship it should be used exactly as it described in the ACTA 2nd Edition Fleet book.
Following the publication of Powers and Principalities, the following additions and amendments from
this work should be used in games based on Darkness Rising. Unless otherwise mentioned in the
text, no other amendments or additions should be adopted.
Fleet Command
Abbai:
Drakh:
Minbari:
Narn:
Raiders:
Shadows:
New Rules:
Battles in Hyperspace ships with the Hyperspace Adept trait never loose their lock on.
Flights and Ships.
Flights and Victory Points
Ramming
Small Ships
Special Actions
The Gaim Intelligence
Space Stations
Admirals Admiral Fhtagn
7
A Universe of Difference
A thousand years had passed since the Shadows had shattered the Minbari war fleet and ruined their
home world, only stopping when the Vorlons intervened directly. On their new home world of Ralafa,
bitter and ashamed, the Warrior Caste took control of their people and vowed never again to suffer
such ignominy. They declared their borders inviolate and together with the Worker Caste began to
rebuild their war machine so that it would be the equal of any that they would face, even the
Shadows. The Religious Caste was relegated to a symbolic role and acted as a conduit to the
Vorlons, whose aid had saved them. Even emissaries from the Orieni, fellow devotees of the Vorlon
path were turned away, although these at least were allowed to depart unharmed.
When the EarthForce Explorer vessel entered their space, they were met with fire and death like so
many others before them. Yet the Earthers did not react as the Centauri and others had done, wisely
leaving them alone. A vengeful human battle fleet jumped into Minbari space and attacked a colony
in reprisal before quickly being slaughtered by the advanced defences and rapidly responding
warships. Outraged, the leaders of the Warrior Caste decided that it was time that the galaxy knew
what it meant to challenge the Minbairi.
A powerful fleet followed the primitive ships back to their base and enacted a terrible vengeance, but
this was only the beginning as they sought to make an example of the humans and destroy them
utterly. Colonies and Bases were systematically eradicated as they drove towards the human home
world and after nearly two years of destruction they stood on the brink of total victory.
In the intervening period, the Shadows had already awoken and were watching the conflict with
interest. The Earth Gov emissaries to the varied alien governments had gained nothing but sympathy
and expensive weapon systems unproven against the technological superiority of the Minbari. Scout
ships scoured unknown space for lost technology and desperately sought out previously unknown
races in search of some way to help halt the Minbari advance. On a seemingly dead planet near the
rim, they found what they had searched for and so much more.
One year later a multitude of jump points formed before the remnants of the Earth Alliance fleet which
stood ready to give their lives to allow the civilian transports to escape. Io was gone, like most of the
colony worlds, whilst Mars had been ignored as the Minbari cruised towards the stronghold of their
prey, wiping out the initial picket ships almost without noticing.
Then they came, darkness became manifest as the Ancient Enemy appeared amongst the shoal of
Minbari cruisers and struck. Iridescent beams sliced through battle cruisers and fighters alike,
devastating the fleet. The Minbari, a race ruled by the Warrior Caste reacted the only way they knew
how to they fought back and they fought back hard.
In the swirling melee, Shadow and Minbari ships alike perished under a hail of weapons fire that
made those carried by the watching Earth Force ships seem like toys. At first unsure of what to do,
the Earth fleet was quickly ordered to target the Minbari and assist the other vessels in any way they
could. Most human ships that moved into that hell storm of energy beams did not survive, perishing
in seconds. Yet as they died, so did the pride of the Minbari navy. None surrendered, they fought
until their ships were shattered hulks and then detonated their engines whenever possible to try and
enact vengeance. When it had ended, the space surrounded Earth was clogged with wreckage and
drifting corpses as the Shadows vanished, themselves substantially diminished in numbers.
Earth had survived and won again, first the Dilgar and now the Minbari had proved no match for the
power of its war machine or at least that was what Earth Gov told a stunned galaxy. Alien
8
governments took more notice of the upstart power and worried about its intentions yet it seemed
Earth was content to consolidate its borders and rebuild its fleet. Several incursions by opportunist
races, including the Narn, were stopped cold and retaliatory strikes made the point as well as any of
the Earth Gov diplomats.
Earth erupted from its seclusion by attacking one of the more powerful League races, the Vree were
destroyed in a short and brutal invasion that shocked the rest of the galaxy and sickened many in the
revived Earth Force although questioning orders soon proved dangerous. Vengeance on allies of
the Minbari and retribution for centuries of abduction and experimentation were some of the reasons
given to a stunned galaxy.The galaxy braced itself for humanitys next move, unable to stand as one
as the Centauri and Narn continued to bicker and the Minbari disdained to ask for assistance from the
lesser races. On Earth, the next phase of the regimes plan for a New Earth was to dissolve Psi Corps
and begin interning all telepaths. Despite the potential threat surprisingly few of the telepaths
resisted, obedience ingrained into them. Yet some did especially from the upper hierarchy of the
Corps. A vicious conflict began as the Corps revealed hidden resources and even warships and
enlisted allies within alien governments in particular the Narn, to whom they offered the potential for
the revival of their lost telepathic abilities.
A lone voice in the wilderness, a Narn named GKar stood against the threat of what he saw as a new
Lion of the Galaxy. He spoke passionately at home and abroad to all that would listen, both Narn
and alien; he even managed to gain an audience with the new Centauri Emperor who seemed
anxious to make amends for past transgressions against the Narn. Refugees from human space,
both telepath and non-telepath alike began to arrive, even a few warships unwilling to continue their
service to what they called a dictatorship. Captains such as Sheriden of the Cruiser Agamemnon
spoke of terrifying new ships being developed, fast and deadly with a beam weapon able to carve a
ship in two and capable of shifting in and out of hyperspace rather than using Jump Points Shadow
Stars.
The Vorlons communicated to the varied races through a human explorer lost in their space during
the searches for weapons to fight the Minbari. Catherine Saki pledged assistance from her masters,
but only to those who united against a common threat. Earth and their masters, the Shadows would
crush any that stood alone. Races and individuals began to choose sides, Darkness or Light, even
the mysterious ancients began to watch with interest to see which of the two would prevail.
The
Spartans do
not ask how
many the
enemy
number, but
where they
are.
-Agis of
Sparta
Fleet lists:
Darkness Rising contains full fleet lists for the following races,
the primary forces in the forthcoming war.
Initial Contact
Having despatched a small intercept force to protect the trade route the Minbari admiral
Tarken withdrew the majority of his fleet to the middle of the system. From here he would
be within easy jump range to any of the targets that his foes may attack, and could respond
accordingly. Unfortunately, the attack that he least suspected, a direct assault on the
defences at Londinium came with such speed and ferocity that it was all over before the
fleet could jump back!
The Leshath class scout The Blade in the Darkness was gliding along its patrol route, its powerful scanners ever
watchful for interlopers. The Teshlan class cruiser Lightbringer following a short distance behind.
As it was, even the advanced technologies of the Minbari could not detect the trio of Shadow vessels until they emerged
out of hyperspace just off The Blades starboard! Luck certainly smiled down on the Minbari scout, as only one of the
ancients ships could acquire a weapon lock! However, even one of the Shadows Phasing Pulse Cannons was enough to
seriously damage the lightly armoured ships engines and weapon systems, especially the array on the port side, which
was lost completely
Even though the attack was swift and sudden, the crew aboard the trailing Lightbringer was quick to react and
immediately manoeuvred to bring its weapons to bear. Also, they put out the call to the Litany of Fury the Tigara class
cruiser waiting in hyperspace which jumped in directly behind the Shadow scouts. In the blink of an eye, the ambushers
became the ambushed!
Though most normal ships would have been sent into disarray by a jump point opening so close by, the masters
of hyperspace remained unfazed and the swirling vortex of energies merely caused one of the ancients ships shields to
fail for a few moments.
Despite the lack of damage by the well placed jump point. The Litany of Fury bore down on another of the
Shadow vessels, and closed to optimum firing range for all its front facing weapons. The Leshaths scanners stripped The
Litanys target of its Stealth capabilities and the Shadow ship was left defenceless in the face of what would surely be its
imminent destruction
The space between the two ships was lit by a combination of Fusion Cannon, Molecular Disruptor and deadly
Antimatter Converter fire that blasted chunks from the bio-mechanical construct, and though the shadow vessel was
severely damaged, it continued to fly. Even after the Lightbringer had added its own Fusion Cannon and Neutron Laser
fire to the enfilade, the Scout remained intact!!! This would prove to have been the deciding moment of the battle, for, it
was most likely the case that, if the Shadow vessel had not survived, then the Minbaris advantage in numbers would have
eventually won out
As it was, the damaged Shadow scout adjusted its heading slightly then, faster than any ship of the younger races
could match, it sped away from the affray! The Minbari ships seized the initiative and, knowing that the ancient craft
needed only a short time before it repaired itself, manoeuvred to keep the fleeing ship within their respective weapon
ranges. Once more the combined fire from all three ships was insufficient to bring about its destruction and the Minbari
knew that this was not to be their day!
The two remaining Shadow vessels, both confident or uncaring of the fate of their fellow ship showed their
superior manoeuvrability and jinked sideways to bring both their cannons to bear on the lone Lightbringer. The Teshlans
hull was no match for the combined assault, and the ship was blasted apart!
The wounded scout continued to move with blistering speed, and headed into a nearby cluster of asteroids. The
Leshath and Tigara, both lacking the pace to keep up, attempted to gain some distance from the other two scouts, but with
the same incredible amount of acceleration, the two ancient vessels leapt to within weapons range of the almost crippled
Leshath. This time, the stealth of the Minbari scout could not thwart the two silent predators, and The Blade in the
Darkness followed the Lightbringer into the void
The lone Minbari warship, The Litany of Fury could only turn tail and hope that the Shadow vessels would no
longer consider it a threat But the remorseless ancients had no quarter to give. Unable to flee with sufficient speed, and
with its weapons seemingly no match for the Shadow vessels combination of shields and hull, the crew of The Litany
followed their prayers into the vacuum as the pulse cannons of the Shadow ships tore through the ship for the final time
The people of Londinium would now bend their knee to the Shadows!
11
When a conspiracy to control Earth Gov orchestrated by Psi Corps using elements of the military and was discovered, an
immediate crackdown was ordered. Security reached almost paranoid levels and interment was ordered for all telepaths,
pending the end of the emergency. Links to several alien governments were discovered and immediate steps to increase
both the readiness and size of Earth Force was taken.
As the first of these races fell under the hammer of the new Alliance fleet, the other races reacted in either censure or
apathy; even the Minbari appeared silent behind their borders. Despite the interment of the majority of PSI Corps,
powerful elements with that organisation had survived and calling upon hidden resources fought back. Alliances had been
formed with a number of Alien races, in particular the Narn, who were promised assistance in recreating their lost
telepaths began to threaten to widen the conflict and set the galaxy afire.
Initiative Bonus +2,
Special Rules:
Hyperspace Adept - Ships with this trait use the following rules:
They may enter realspace from hyperspace at any point, without risk of deviation. They may do so without allied ships
being present on the table, and no damage will be caused to ships in the area, as can be the case with other jump points.
They can move, attack and otherwise act normally during the turn it leaves hyperspace. These vessels must use the
Initiate Jump Point! Special Action to enter hyperspace but no jump point counter is placed on the table. Instead, the ship
is simply removed into hyperspace at the beginning of its next turn.
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right. Some ships are noted as
carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time
before or during the battle and do not cost anything extra the cost of these flights is included in that of their parent ships.
Any ship carrying one or more Aurora Starfury flights may replace any number of them for Thunderbolts or vice versa. Any
ship carrying one or more Dark Fury flights may replace any number of them for Shadowbolts or vice versa.
Patrol
Skirmish
Raid
Battle
War
Armageddon
13
Battle
Named for the Greek god of archery, the first dedicated missile cruiser in the Earth fleet since the Sagittarius, the Apollo
was developed to provide a powerful first strike option for the Alliance. Its first action was less than illustrious however; as
teamed with a pair of Delphi scout, a battle squadron engaged a Minbari detachment. Although some initial damage was
caused, the Minbari quickly destroyed the scouts and then annihilated the remaining cruisers. The Apollo has since been
relegated to a support option.
o
Speed: 8
Turn: 1/45
Hull: 6
Damage: 38/8
Crew: 46/9
Troops: 2
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 4, Interceptors 3, Jump Engine
In Service: 2260+
Weapon
Thermonuclear Missile Battery
Thermonuclear Missile Battery
Heavy Pulse Cannon
Heavy Pulse Cannon
Light Phasing Pulse Cannon
Range
30
30
12
12
8
Arc
F
F
P
S
T
AD
4
4
14
14
6
Special
Precise, Slow Loading, Super AP, Triple Damage
Precise, Slow Loading, Super AP, Triple Damage
Twin-Linked
Twin-Linked
AP
Skirmish
Skirmish
Although the new Dark Fury Class fighters appear wrapped in organic tech they remain at heart the same Space
Superiority fighters. Both veteran and new pilots are more than pleased with the resulting craft in combat as enhanced
with superior weaponry, they are considered a match for the deadly Minbari Nials but only time will tell if this is true.
Speed: 12
Crew:
Special Rules: Dodge 2+, Fighter
Weapon
Light Phasing Pulse Cannon
Range
2
Turn: SM
Troops: -
Hull: 5
Dogfight: +2
In Service: 2250+
Arc
T
AD
3
Damage:
Craft:
Special
Accurate, Twin linked,
Raid
As stealthy as anything the Alliance has faced thus far, the Delphi is tasked with marking targets and where required,
leading strike squadrons into the heart of enemy territory. An unpopular posting with fighter pilots given the primary
responsibility of close escort and the cramped conditions on board. Initial problems have arisen with long term exposure
to the new technology and shielding has been increased around the sealed hyperspace navigation control room.
o
Speed: 10
Turn: 2/45
Hull: 5
Damage: 18/5
Crew: 22/6
Troops: 1
Craft: 1 Dark Fury flight
Special Rules: Anti-Fighter 2, Hyperspace Adept, Interceptors 2, Scout,
Stealth 5+
In Service: 2258+
Weapon
Phasing Pulse Cannon
Light Phasing Pulse Cannon
Range
10
8
Arc
F
T
AD
10
6
Special
AP, Double Damage
AP
14
War
The latest and largest design from Morden Innovations Inc., the Dominator continues their trademark look, coupling speed
with superior manoeuvrability. The largest version of its kind, only three have yet been produced as resources were
switched to the production of the new EA flagship. A departure from standard EA strategy, the Dominator is designed to
be as effective in combat as its fighter compliment,
o
Speed: 12
Turn: 2/45
Hull: 6
Damage: 70/14
Crew: 80/15
Troops: 1
Craft: 10 Dark Fury Fighters
Special Rules: Anti-Fighter 4, Carrier 4, Fleet Carrier, Flight Computer,
Hyperspace Adept, Interceptors 4, Self-Repairing 1d6
In Service: 2259+
Weapon
Molecular Slicer Beam
Heavy Phasing Pulse Cannon
Range
18
16
Arc
F
F
AD
4
10
Special
Beam, Precise, Triple Damage
Double Damage, SAP
Raid
The four rebuilt Explorer Survey Ships are presently expanding the range and density of the Earth Alliance. As tensions
increase in the galaxy, the armament has been upgraded due to concerns that the enemies of the Alliance would attempt
to intercept and destroy them. Now equipped with a sealed hyperspace navigation control centre, they are incapable of
becoming lost in hyperspace and can enter and leave at will. It is said,
however, that they never travel alone
o
Speed: 4
Turn: 1/45
Hull: 4
Damage: 130/38
Crew: 65/15
Troops: 8
Craft: 2 Dark Fury flights, 2 Shadowbolt fighters
Special Rules: Anti-Fighter 4, Hyperspace Adept, Interceptors 2,
Lumbering, Scout
In Service: 2258+
Weapon
Heavy Phasing Pulse Cannon
Light Phasing Pulse Cannon
Range
16
8
Arc
F
T
AD
10
6
Special
Double Damage, SAP
AP
Battle
Following the success of the Shadow Star, production of the Exterminator was quickly approved. A larger vessel, it was
designed to be the last word in assault cruisers and quickly proved its worth against the Vree. Able to match their
manoeuvrability and with the weapons of the ancients, the Captains of those few ships in service are now looking for a
real challenge. As they hear reports of the new Minbari ships, it seems they will get their wish..
o
Speed: 12
Turn: 2/90
Hull: 5
Damage: 32/8
Crew: 40/10
Troops: 1
Craft: 2 Dark Fury Fighters
Special Rules: Agile, Anti-fighter 3, Dodge 4+, Flight Computer,
Hyperspace Adept, Self-Repairing 1D6
In Service: 2254+
Weapon
Molecular Slicer Beam
Phasing Pulse Cannon
Range
18
12
Arc
F
F
AD
4
6
Special
Beam, Precise, Triple Damage
AP, Double Damage,
15
Skirmish
A derivative of the Olympus Class, the Fuji line of ships are considerably larger but fitted with less armour, as the ship is
packed full of repair facilities and trained technicians. A dedicated repair and re-supply ship, designed to provide vital
support to fleets operating away from their bases, it more than proved its worth in the Dilgar war. Lightly armed they
require a substantial fighter escort to ensure that they are able to carry out their duties without interference.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 30 / 10
Crew: 42 /12
Troops: 1
Craft: 3 Aurora Starfury Flights,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Interceptor 1, Lumbering
In Service: 2210+
.
Weapon
Plasma Cannon
Plasma Cannon
Plasma Cannon
Plasma Cannon
Range
8
8
8
8
Arc
F
P
S
A
AD
2
4
4
2
Special
AP
AP
AP
AP
Each Fuji that takes part in a battle and is still in play at the end of the battle generates 3RR, which can be used for repairs
only; any unspent RR following the repair phase is lost.
Patrol
Patrol
Like most of the new Earth Alliance ships, the Myrmidon is designed for fast brutal combat either in defence or preferably
when attacking. The size of previous police cutters, it is very different in appearance with layers of dense armour. New
technology has given it powerful short-range weapons and shoals of them can now be found at important stations or
orbital installations. The Alliance is presently considering constructing a battle carrier to act as a delivery system for the
Myrmidon but other commitments are likely to delay any such class of vessel.
Speed: 10
Turns: 2/45
Hull: 5
Damage: 8/2
Crew: 9/1
Troops: Craft: None
Special Rules: Anti-Fighter 2, Interceptors 1
Weapon
Phasing Pulse Cannon
Range
12
In Service: 2260+
Arc
F
AD
6
Special
AP, Double Damage,
War
The expanding fleets of the new Earth Alliance required dedicated ships to command fleet battle groups and allow
Admirals in the field the ability to co-ordinate larger actions. Whilst the Nova Superior Dreadnought was able to fulfil this
role initially, several were destroyed or proved inadequate in combat. The Nemesis programme upgraded ten Warlock
Battlecruisers with new technology and a full command suite for use by Earths Admirals.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/15
Crew: 85/18
Troops: 6
Craft: 4 Dark Fury Flights
Special Rules: Anti-Fighter 6, Command +2, Flight Computer, Hyperspace Adept,
Interceptors 4, Self Repairing 1D6,
In Service: 2258+
Weapon
Range
Arc
AD
Special
Thermonuclear Missile Battery
30
B (f)
4
Precise, Slow Loading, Super AP, Triple Damage
Molecular Slicer Beam
18
F
4
Beam, Precise, Triple Damage
Phasing Pulse Cannon
12
F
4
AP, Double Damage,
Phasing Pulse Cannon
12
P
8
AP, Double Damage,
Phasing Pulse Cannon
12
S
8
AP, Double Damage,
Phasing Pulse Cannon
12
A
4
AP, Double Damage,
16
Nova Dreadnought
Raid
Battle
A test bed for the new technology that is transforming the battle fleet of the Earth Alliance into one of the most powerful in
the galaxy. The new Nova boasts brutal weapon batteries that are derived from Shadow technology. Short ranged it may
be, but if it reaches any enemy battle line it will transform the enemy ships very quickly into shattered wreckage. With
shadow technology grown onto the ships, no two Novas appear the same but unlike many of the newer EA ships it still
uses conventional jump technology.
Speed: 6
o
Turn: 1/45
Hull: 6
Damage: 50/10
Crew: 60/15
Troops: 3
Craft: 2 Dark Fury flights
Special Rules: Anti-fighter 2, Command +1, Interceptors 2,
Jump Engine, Lumbering, Self-Repair 1
In Service: 2253+
Weapon
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Range
12
12
12
12
Arc
F
P
S
A
AD
10
14
14
8
Special
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
Shadowbolt Fighter-Bomber
With new technology grown to meet the requirements for a fighter able to engage Vorlon warships, the Shadowbolts are
proving popular with their pilots despite the reduction in manoeuvrability. When the inevitable clash comes with the Vorlon
and Minbari armadas, they are confident that their Dark Fury escorts will see them through to their targets.
Speed: 10
Turn: SM
Hull: 5
Damage:
Crew:
Craft:
Special Rules: Atmospheric, Dodge 3+, Fighter
In Service: 2252+
Weapon
Light Phasing Pulse Cannon
Polarity Cannon
Shadow Star
Range
2
4
Arc
T
T
AD
2
2
Troops: -
Dogfight: +1
Special
AP
AP, Double Damage
Raid
rd
A pack hunter for the 23 Century and a new vision of spacecraft design, those who have seen it claim it can only come
from the minds of the ancients. Its speed is now legendary and it bears a weapon able to vanquish any that seek to
challenge it. With the ability to appear and disappear at will, few are aware of how
many of these lethal craft yet exist.
o
Speed: 16
Turn: 2/90
Hull: 5
Damage: 16/4
Crew: 20/5
Troops: 0
Craft: 1 Dark Fury flight,
Special Rules: Agile, Anti-Fighter 2, Atmospheric, Dodge 4+,
Flight Computer, Hyperspace Adept, Self-Repairing 2
In Service: 2253+
Weapon
Molecular Slicer Beam
Range
18
Arc
F
AD
3
Special
Beam, Precise, Triple Damage
17
Armageddon
The new flagship of the Earth Alliance is a showcase of the new technology and an outstanding weapons platform.
Designed to be able to engage any enemy at all ranges including targeting their home worlds, the elite crew
commanded by Susan Ivanova aim to live up to their ships name.
Speed: 6
o
Turn: 1/45
Hull: 6
Damage: 140/30
Crew: 160/45
Troops: 4
Craft: 4 Dark Fury flights, 2 Shadowbolt flights
Special Rules: Advanced Anti-Fighter 6, Carrier 2,
Command +3, Flight Computer, Elite Crew (6),
Hyperspace Adept, Interceptors 4, Self Repair 1D6, Unique
In Service: 2262+
Weapon
Thermonuclear Missile Battery
Molecular Slicer Beam
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Range
30
24
12
12
12
12
Arc
B (f)
F
F
P
S
A
AD
8
8
8
12
12
8
Special
Precise, Super AP, Triple Damage
Beam, Precise, Triple Damage
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
Raid
With next generation fighters coming into service, the Avenger class Carrier was upgraded to bring them into battle. Not
as advanced as the newer ships that make up the growing Earth Alliance fleet, they are however proven workhorses and
are likely to remain in service for some time. The initial designs incorporated a experimental Fighter Dispersal Tube, but a
number of horrific accidents soon lead to its removal from both prototype
ships.
o
Speed: 6
Turn: 1/45
Hull: 5
Damage: 40/10
Crew: 50/12
Troops: 4
Craft: 8 Dark Fury flights
Special Rules: Anti-fighter 2, Carrier 4, Command +1,
Fleet Carrier, Interceptors 2, Jump Engine, Lumbering, Shuttles 2
In Service: 2250+
Weapon
Phasing Pulse Cannon
Light Phasing Pulse Cannon
Range
10
8
Arc
F
T
AD
4
4
Special
AP, Double Damage
AP
Warlock-class Battlecruiser
War
Now the signature for the capabilities of the reborn and revitalised EarthForce, the Warlock can be found in attack fleets
and in defence of Earth Alliance colonies all over the galaxy.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/15
Crew: 85/18
Troops: 4
Craft: 4 Dark Fury Flights
Special Rules: Anti-Fighter 6, Flight Computer, Interceptors 4, Jump Engine
In Service: 2250+
Weapon
Thermonuclear Missile Battery
Molecular Slicer Beam
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Railgun
Range
30
18
12
12
12
12
20
Arc
B (f)
F
F
P
S
A
T
AD
4
4
4
8
8
4
6
Special
SAP, Precise, Slow Loading, Triple Damage
Beam, Precise, Triple Damage
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage
18
Susan Ivanova,
The renowned and fearsome commander of the Total Victory, Ivanova is a consummate
professional, a fiery warrior and an inspiration to all under command. Although usually she has
little time for a personal life, she has formed an unlikely friendship with Chloe Morden.
Susan Ivanova is available for Earth Alliance fleets from 2256 onwards and has the following
abilities:
Inspired Command, Inspirational Leader, Revered Leader, Top Guns, When placed in a ship,
Susan Ivanova raises its Priority level by one in exactly the same way as an Admiral and obeys all
other rules for Admirals. She also has the Unique Trait. She may be placed in any of the following
ships:
Hyperion, Nova, Exterminator, Nemesis, Total Victory, Warlock,
There is at least one thing worse than fighting with allies And that is to fight without
them"
- Sir Winston S. Churchill
19
7 Hardpoints
A space station able to launch these state of the art fighters is safe against almost any enemy.
Each Advanced Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 6 trait, and six
flights of Dark Fury or Shadowbolt fighters.
Hangar Module
4 Hardpoints
Sometimes called Cobra Bays, these modules give a space station its own wing of fighters for defence and patrol.
Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 4 trait, and four flights of
fighters (Aurora or Thunderbolt Starfuries).
6 Hardpoints
Mounting one of the older model beam systems, a fortified space station can be a terrible enemy.
Each Heavy Laser Module will add the following weapon system.
Weapon
Heavy Laser Cannon
Range
45
AD
4
Special
Beam, Double Damage
Interceptor Module
2 Hardpoints
Masters of intercepting incoming enemy fire, Earth Alliance stations have some of the tightest defence grids in the galaxy.
An Interceptor Module will add the Interceptors 5 trait to the Core. Each additional interceptor module will increase the
Cores Interceptors trait by +5.
2 Hardpoints
5 Hardpoints
Mounting rows of missile batteries, a fortified space station can dominate any enemies at long range.
Each Missile Rack Module will add the following weapon system.
Weapon
Missile Racks
Range
45
AD
5
Special
Precise, Slow-Loading, Super AP
3 Hardpoints
The latest shadow derived technology can give an Earth Alliance space station formidable firepower.
Each Phasing Pulse Cannon Module will add the following weapon system.
Weapon
Phasing Pulse Cannon Battery
Range
18
AD
6
Special
AP, Double Damage, Twin-Linked
1 Hardpoint
Mounting rows of light weapon batteries, a space station can discourage any minor threat.
Each Pulse Cannon Module will add the following weapon system.
Weapon
Medium Pulse Cannon
Range
15
AD
5
Special
Twin-Linked
20
The Minbari
Of the so-called younger races calling this galaxy its home, the Minbari
is by far the most advanced. They thrived on their crystalline homeworld
of Minbar for tens of thousands of years before war drove them from it.
Broken into a simple caste system that divides each Minbari by the
calling of their heart, their stable traditions and triadic government grew
from thousands of years of infighting and manipulation at the hands of the
powerful and enigmatic Vorlons.
The Minbari were ever the favoured of the Vorlons, and this status meant
they were amongst the foremost of the young races in technology.
Ironically it was this patronage that made them a target for the Shadows
not wishing to see their ancient enemies control the galaxys destiny by
proxy.
Without warning the Shadows struck against those races the Vorlons had nurtured, confident that their opposite number
would not intervene. For all their vaunted technology, the Minbari could not stand against the Shadows, despite fanatical
efforts of the warrior caste, who died in the thousands. At the climax of the war, the night sky above Minbar was lit up by
burning Minbari ships, the black ships tore through their final defensive line. As the Shadows turned upon the planet to
finish their work, an array of Jump Points opened and disgorged an armada of vessels the Vorlons had come to save
their children.
Horrified, the Shadows did nothing as the vast ships moved to intercept them. One younger Shadow vessel dared
challenge them and was quickly struck down by their energy discharges. Still stunned, the remaining shadow ships
retreated to hyperspace and left the shattered, flaming planet and its inhabitants to their fate.
The Planets burned on and few survived the holocaust, the Warrior caste had failed to defend their home and was
shamed and angered. Never again would they be constrained by the other castes they would protect them from
themselves and control the destiny of their people.
All contact with other races was suspended lest they learn too much about the Minbari technology. This was enforced by
the destruction of any and all vessels that breached the borders, without regard for the nature of their mission. The
Centauri and others quickly learnt the limits of expansion in the direction of the Minbari.
Then a thousand years later, a new power arose, confident from their defeat of the Dilgar; the Humans ignored the
warnings of the older races and sought to meet these mysterious Minbari. The Explorer class vessel Odysseus jumped
into a known Minbari system, broadcasting messages of friendship and greetings, its defences off line. Trailed by three
Hyperion cruisers, it awaited a response.
Several hours later a pair of Minbari cruisers jumped behind the EA cruisers and annihilated two of them in a fusillade of
Neutron Lasers before they could muster any real response. This was the first, but by no means the last time the EA
would meet a Sharlin in battle. As the Odysseus scrambled to try and open a jump point it was quickly bisected by the two
ships and the survivors left to the void. The last Hyperion, almost dead in space, its weapons shattered, was allowed to
escape to warn its people not to enter Minbari space.
In the past, such a display was more than enough to convince alien races not to bother the Minbari. The Humans,
however, were outraged and decided to strike bac. A sizeable task force jumped into the same system and engaged its
defence network, which quickly proved horrifying deadly. Despite the disparity in technology, the Earth Alliance cruisers
did manage to damage several Minbari ships and stations before they were dispatched with clinical precision. In turn the
Minbari were overwhelmed by vengeance, not for a thousand years had anyone dared to attack a Minbari world, horrible
memories of the destruction of their home world were awoken and they went to war.
The Humans stood no chance, all defences and ships proved ineffectual against the technological prowess and superior
skills of the Minbari. Colonies and stations were shattered and it seemed only a matter of time before the human race
would be nothing more than a footnote in the history of the galaxy. The war raged on and eventually came to the human
homeworld itself, where a fleet of Minbari ships prepared to deliver the hammer blow to end the war and begin the
genocide. Yet as the Vorlons had once appeared to save them, so the Ancient Enemy appeared for the humans. In less
than an hour the pride of the fleet was cut to pieces by the Shadows, despite their advances in technology. The Shadows
had arisen once more, and this time it seemed they had their own chosen successors.
22
Now the whole Galaxy appears to prepare for war, the Vorlons seem more active than ever before and have gifted the
Minbari with new knowledge to better prepare them for the battle to come. Seers predict a time is coming when the very
galaxy will burn and the Vorlons will fight alongside the Minbari
If the roll is a 1, the Skin Dancing fighter rams the enemy ship instead!
If the Crew Quality check fails otherwise the fighter does not crash, it finishes its move where it came into contact with the
enemy ship and may not any attack this turn as the pilot attempts to regain control of their vessel.
Minbari Initiative: +4
23
Raid
A warriors transport and perhaps the most common Minbari spacecraft now seen outside of heavily travelled space lanes,
the flyer is a small but extremely potent vessel. Armed with fusion cannons, in the hands of a skilled warrior, the flyer can
be more than a match for many of the front line fighters used by other races.
Speed: 12
Turn: SM
Hull: 4
Crew:
Troops: Dogfight: +1
Special Rules: Atmospheric, Dodge 3+, Fighter, Stealth 4+
Weapon
Light Fusion Cannon
Range
3
Arc
T
AD
3
Damage:
Craft:
In Service: 2004+
Special
Raid
Minbari warships are triumphs of technology, their crystalline armoured hulls laced with fabulous devices that when
activated, render their ships almost impossible to target and allow their commanders to move with relative impunity
through the field of battle. Yet, through chance or when the elder races meet them in battle, they can suffer horrendous
damage, for they are not built for endurance or attrition. On those sad occasions, an Ishara is called upon and its crew of
worker caste begins the task of rebuilding the shattered beauty of their
creations.
Speed: 8
Turns: 1/45
Hull: 4
Damage: 32/ 11
Crew: 40/ 13
Troops: 4
Craft: none,
Special Rules: Advanced Anti-fighter 4, Advanced Jump Engine, Fleet
Auxiliary, Flight Computer, Stealth 4+,
In Service: 2008+
Weapon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
18
18
18
18
Arc
F
P
S
A
AD
4
4
4
4
Special
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam
If an Ishara takes part in a battle and is still in play at the end of the battle, it generates 6RR, which can be used for repairs
only; any unspent RR following the repair phase is lost.
Raid
A warriors version of the most advanced scouting vessel of any younger race in the galaxy, the Leshath combines truly
serious firepower with almost total invisibility. It made a brief appearance in the Earth/Minbari War but was soon
withdrawn from the frontline when the Council of Warriors realised that humans had little chance of detecting even major
warships, let alone advanced scouts. This was unfortunate, as its tracking abilities would have been of great use against
the Shadows lesser vessels when they appeared at the Battle of the Line.
o
Speed: 10
Turn: 2/45
Hull: 4
Damage: 24/8
Crew: 28/9
Troops: 3
Craft: 1 Nial flight
Special Rules: Advanced Anti-Fighter 3, Advanced Jump Engine, Agile,
Flight Computer, Scout, Stealth 5+
In Service: 1995+
Weapon
Light Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
20
18
18
18
Arc
F
F
P
S
AD
2
4
3
3
Special
Beam, Precise
Mini-Beam
Mini-Beam
Mini-Beam
24
The Leshath has no range limit on the use of its Scout trait. In addition, when successfully using its Scout trait, a Leshath
will completely remove its targets Stealth trait for the remainder of the turn instead of just lowering it by one. This effect is
lost immediately if the Leshath scouting the target ship is destroyed and does not effect the Ancients.
Neshatan-class Battlecruiser
War
Armageddon
A vision of the perfect blending of Minbari and Vorlon technology, a shimmering vessel of death that can match anything in
the known galaxy. Nothing can stand before it and live, only the Ancient Shadow Ships can hope to challenge it in the
conflicts to come.
Speed: 6
o
Turn: 1/45
Hull: 5
Damage: 60/20
Crew: 66/22
Troops: 6
Craft: 1 Battle Flyer flight, 8 Nial flights
Special Rules: Adaptive Armour, Advanced Anti-Fighter 6,
Advanced Jump Engine, Carrier 4, Command +2, Fleet Carrier,
Flight Computer, Lumbering, Self Repair 1d6, Stealth 5+
In Service: 2255+
Weapon
Lightning Cannon
Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
20
30
18
18
18
18
Arc
T
F
F
P
S
A
AD
6
8
12
12
12
12
Special
Beam, Precise, Slow Loading, Triple Damage,
Beam, Double Damage, Precise,
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Battle
A test-bed for the technologies released to them by the Vorlons, the Shantavi is a powerful refit of the ageing Tinashi.
Though the inclusion of the latest weaponry puts a strain on the vessels power systems, its glittering hull betrays the
biological defences that they now have at their disposal. The lessons learned with this and the Veshitan gave the Minbari
the required knowledge to create the technological marvel that is the Shakrlis.
o
Speed: 8
Turn: 1/45
Hull: 5
Damage: 38/12
Crew: 42/14
Troops: 2
Craft: None
Special Rules: Adaptive Armour, Advanced Anti-Fighter 2,
Advanced Jump Engine, Flight Computer, Stealth 4+
In Service: 2252+
Weapon
Improved Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
25
18
18
18
18
Arc
F
F
P
S
A
AD
4
4
4
4
4
Special
Beam, Precise, Triple Damage,
Mini-Beam,
Mini-Beam,
Mini-Beam,
Mini-Beam,
War
25
War
Previous Minbari Carriers were slow and vulnerable which proved unsatisfactory for the Warrior caste. The latest version,
a variant of the venerable Sharlin, retains that ships speed and some of its firepower but adds swarms of deadly fighters
and the latest in attack ships the Tarath
o
Speed: 8
Turn: 1/45
Hull: 5
Damage: 50/16
Crew: 60/20
Troops: 3
Craft: 8 Nial flights, 2 Tarath Attack Ships,
Special Rules: Advanced Anti-Fighter 6, Advanced Jump Engine,
Carrier 4, Fleet Carrier, Flight Computer, Lumbering, Stealth 5+
In Service: 2200+
Weapon
Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
30
18
18
18
18
Arc
F
F
P
S
A
AD
2
6
4
4
4
Special
Beam, Double Damage, Precise
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam
Patrol
Designed to act as either a hidden escort or in conjunction with fighters as a devastating swarm attack. This new class of
ship is intended to be carried aboard the Sukarin. Great things are expected of these weapon platforms, especially
against the new EA Shadow Stars.
Speed: 12
Turns: 2/90
Hull: 4
Damage: 6/1
Crew: 8/2
Troops: 0
Special Rules: Agile, Flight Computer, Stealth 4+,
Weapon
Range
Arc
Fusion Strike Cannon
12
F
Craft: None
In Service: 2260+
AD
4
Special
Mini-Beam, Twin Linked
Special Rules: Unless bought separately, Taraths are carried by the Sukarin Assault Carrier, no carried ships may start
deployed with the rest of the fleet but they may be subsequently launched instead of and as though they were fighters.
Battle
In the last Shadow war, the ability to co-ordinate and command the fleets against the unpredictable Shadows was
paramount. A number of Tinashi Cruisers were converted to command and control ships, their sensors augmented to
track the enemy ships whilst they vectored their own ships in. Augmented armour meant the removal of the main beam
system, but this proved extremely effective against the shadow scouts sent to hunt them down.
o
Speed: 10
Turn: 2/45
Hull: 6
Damage: 38/12
Crew: 42/14
Troops: 6
Craft: 1 Battle Flyer Flight,
Special Rules: Advanced Anti-Fighter 6, Advanced Jump Engine, Command +2, Flight Computer, Scout, Stealth 5+
In Service: 2040+
Weapon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
18
18
18
18
Arc
F
P
S
A
AD
8
6
6
6
Special
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Raid
Raid
Battle
26
Patrol (Wing)
Skirmish
Battle
Built at the behest of the Warrior Caste who were keen to see the Neshatans capabilities grafted onto a faster, and
therefore more flexible ship. Superseded by more recent hulls, venerable ships were chosen to have the honour of being
the first Minbari cruisers to mount a weapon of Vorlon design. Despite the difficulty of screening the massive power
requirements of the Lightning Cannon, the Warrior Caste have, once again,
high hopes for the Veshatan.
o
Speed: 10
Turn: 1/45
Hull: 5
Damage: 56/14
Crew: 60/15
Troops: 2
Craft: None
Special Rules: Advanced Anti-Fighter 2, Advanced Jump Engine,
Flight Computer, Stealth 5+ (*)
In Service: 2254+
Weapon
Lightning Cannon (*)
Range
20
Arc
F
AD
8
Special
Beam, Triple Damage, Precise
(*)If the Lightning Cannon is fired the Veshatan instantly loses its Stealth trait for the rest of the turn it returns in the End
Phase, unless it is otherwise removed, by being crippled for instance.
27
Alyt Neroon,
Neroon was a member of the Warrior Caste from the Star Riders clan. During the
Earth-Minbari War, Neroon fought against the humans under the command of Shai
Alyt Bramner. As the war progressed, Neroon gained a distinct hatred and distrust
of both humans and the Religious caste. He missed the Battle of the Line but
proved a skilled combatant of the revitalised Earth Alliance until his death in battle
at Babylon 5.
Neroon is available for Minbari fleets (and only Minbari fleets) from 2240 2268
and has the following abilities:Hold or Die Neroon instructs his crews to resist
the assaults of their depraved and corrupted enemies at all cost. Any troop rolls to
defend against any boarding actions can be re-rolled once per turn. Inspired Command, Instil Fervour, Merciless Killer
Neroon considers that the human race is so heavily contaminated by the Ancient Enemy that the only remedy is their
complete extermination. Whenever his ship cripples an Earth Alliance ship, it may immediately fire one weapon system at
it again. When Placed in a ship, Alyt Neroon raises its Priority level by one in exactly the same way as an Admiral and
obeys all other rules for Admirals. He has the Unique Trait.
28
8 Hardpoints
Mounting a deadly beam weapon, a Minbari space station can be a terrible enemy.
Each Advanced Neutron Laser Module will increase the Cores Damage by +10/+5/+0. It will also add the following
weapon system.
Weapon
Advanced Neutron Laser
Range
52
AD
3
Special
Beam, Precise, Triple Damage
3 Hardpoints
A space station cannot always rely on a friendly fleet close by for protection, and a series of concentrated point defence
systems will ensure no enemies will consider an attack casually.
Each Advanced Point Defence Module will change the Cores Anti-Fighter trait to Advanced Anti-Fighter, and increase it
by +2. It will also increase the Damage scores of the Core by +10/+5/+0, but it will remove all Interceptors from the Core.
4 Hardpoints
Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Fusion Cannon Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Fusion Cannon
Range
27
AD
5
Special
Mini-Beam
Hangar Module
3 Hardpoints
Complete with rapid deployment systems, hangars give a space station its own wing of fighters.
Each Hangar Module will increase the Cores Damage by +10/+5/+0. It will also add the Carrier 4 trait, and four flights of
fighters (Battle Flyers, Nials or Tishats).
8 Hardpoints
Mounting a weapon of the Ancients, a Minbari station space station can be a deadly enemy.
Each Heavy Lightning Module will add the following weapon system.
Weapon
Super Lightning Cannon
Range
45
AD
2
Special
Beam, Precise, Quad Damage
6 Hardpoints
Mounting a powerful beam system, a Minbari space station can be a terrible enemy.
Each Neutron Laser Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Neutron Laser
Stealth Module
Range
36
AD
4
Special
Beam, Double Damage, Precise
4 Hardpoints
A masterpiece of Minbari engineering, the active systems in this module can make the entire space station disappear from
sensors.
Each Stealth Module will increase the Cores Damage by +10/+5/+0. It will also add the Stealth 4+ trait. A second Stealth
Module will increase this to Stealth 5+.
29
Minbari Refits
2d6 Refit
2 Focussed Neutron Generators: One neutron laser weapon system on the ship replaces its Double Damage trait
with Triple Damage.
3 Powerful Sensor Arrays: The ship gains up-rated sensor arrays that are so powerful that they can almost blind
enemy ships. No enemy ship within 10 may opt to use a Special Action in its turn.
4 Point Defence: The ship gains a small weapon system designed to destroy close-in attackers. The ship gains
Advanced Anti-Fighter +1.
5 Silent and Stealthy: Once per battle, you may force an enemy to re-roll his Stealth roll in order to target this ship.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However, when
using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 5 AD. It gains an additional 2 AD. This
may only be applied once per weapon system.
8 Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! special action.
9 Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits. Reduce its
damage threshold number (the point at which it becomes Crippled) by two points.
10 Advanced Gravitic Drive: The ship gains a +1 bonus to its Speed score.
11 Extra Hanger: The ship gains a flight of Nials or Battle Flyers (or an extra flight if it already possesses some).
12 Silent Runner: The ship is modified to be super stealthy but this comes at the expense of energy output. Increase
the ships Stealth score by one (to a maximum of 6) but reduce its Speed by 2.
destroy the upstart, the stalker also decided to head for, what the Shadows must have decreed as the only threat among
the Minbari fleet. Things did not bode well for the Sword..!
As the majority of the Shadows concentrating on the capital ships ahead of them, the remaining civilian ships
were left unprotected as wave after wave of Nial heavy fighters bore down upon them. The deadly swarm concentrated on
the nearest freighter and countless Fusion cannons rained fire at the ship. However, this concerted effort only managed to
lightly damage the thinly armoured vessel and to add insult to injury, several Nials were destroyed by the freighters almost
laughable point defence system!
The only capital ship to fire in this opening exchange was the Sharlin, which could easily target one of the scouts,
thanks to the Leshath illuminating the elusive craft with its sensors. The pulsating beam of energy from the Sharlins
Neutron Laser scored a solid hit on the smaller ship, but, as had been witnessed in the Shadows attack at Londinium, their
vessels did not easily die! The combination of shields and its own innate agility saw the scout emerge from the attack only
lightly damaged and, within moments, its shields were already beginning to reform
Faced with the two Shadow warships bearing down upon them, the commander aboard the lumbering Sharlin
gave orders to the Teshlan and Torothas to break off! The small frigates peeled away, but the captain aboard The Blade
of Eshar would not completely leave The Swords side and, after ordering his crew to close all the blast doors, he
prepared to weather the coming firestorm! Though many of the other young races have been thwarted by the Minbaris
almost magical ability to evade weapon locks, the Shadows, themselves masters of stealth, would not be denied their
prey. The combined force of the two Molecular Slicer Beams ripped through the Sharlins hull, killing dozens of the crew
and rendering the ship virtually unpilotable!
Seeing the stalker closing in to finish what the two warships had begun, the Sharlins remaining crew
concentrated all their efforts into what could be their one final shot. The stalker had better shields and a stronger hull than
its scout brethren, but the pulsating beam of the Sharlins Neutron Laser punched clean through its defences, ripping the
life from the sentient craft. Despite the awful amount of damage received, this Sword was still sharp! With the Sharlin still
holding the attention of the two deadly craft, the remaining forces of the Minbari emerged from the jump point in an
attempt to destroy the remaining civilian craft, and, hopefully bring the encounter to a swift conclusion
The Troligan Warriors Heart and the twin Tigaras Valens Hammer and the Thunderchild burst forth from
the jump point, right into the middle of the civilian fleet, but they also picked up faint readings from at least three Shadow
scouts! To their credit, the Tigaras kept to the plan and opened up on the surviving space liners and freighters,
destroying all but one freighter. Unfortunately, the captain of the Troligan was filled with a desire to avenge previous
Minbari losses and ordered his gunners to target the scouts that had appeared all around his ship this battle fervour
would prove to be costly indeed!!!
The gunners to the fore, port and aft found that, even though the scouts were within optimum range, weapon locks
were unachievable. The gunners on the starboard side, due to the position of the last freighter, could only bring their
longer range Fusion Cannons to bear, and only succeeded in crippling the vessel, rather than destroying it outright. With
one freighter remaining, the Minbari force, who would not withdraw without completing their mission, were forced to stay in
a fight that was swiftly turning against them!
The Tigaras harried one of the scouts protecting the civilian ship, forcing it to flee into a nearby dust cloud, into
which they doggedly pursued. The captain of the Troligan, regaining a measure of composure, bore down on the freighter,
eager to rectify his earlier error. But, as the Warriors Heart came into optimum weapons range a devastating beam tore
through the armoured cruiser, cutting it in twain with no more resistance than the cold vacuum all around! Unheeded by
the Minbari ships, the Ancient had left its younger version to finish the stricken Sharlin and come to the defence of the sole
surviving convoy ship!
The Tigaras in the nearby dust cloud were the only ships capable of reaching the freighter with their aft guns, and
so completed the task that the admiral Sharken had sent them to do. The
combined forward fire from both assault ships managed to send the
fleeing scout into the void after its stalker brother.
The Sword of Tarken had managed to score a solid hit on the
remaining warship, and for a brief second, it looked as if they had pinned
the mighty craft and could join the rest of the rapidly departing fleet. But,
with all focus on the imposing spider before them, they were unable to see
the dark form of a Shadow scout approach from the rear The small
assassins weapons ripped through the bridge of the Sharlin and the
handful of surviving crewmembers, including the brave weapons officer,
were blasted out into the waiting darkThe convoy destroyed, the Minbari
withdrew. Was the cost of victory too high? Only time would tell
32
The Shadows
All Warfare is based upon deception. So attack the enemy when he is unprepared. Let your plans
be dark and impenetrable as night, and when you move, fall as a thunderbolt.
Sun Tzu
Among the oldest races in the entire galaxy, the Shadows are amongst the beings collectively known as First Ones.
Having escaped into the stars long before even the Minbari had learned to make fire; the First Ones are from an era of
galaxy-shaping events. Playing and plotting chess-like manipulations of each others worlds and servant races, the First
Ones once used the entire galaxy like a game board and everything within were just game pieces. Lesser races were
exactly that lesser.
The Shadows have a longstanding philosophy of chaos breeds strength, and through conflict and battle the strongest will
crush the weak, creating a natural progression of worthiness to gauge success by. This philosophy has led countless
societies entire species to rise or fall under the fiery eyes of the Shadows. Constantly manipulating younger races to
war and cull one another, under promises of power and shows of unimaginable technologies, they have been the cause of
a thousand times a thousand wars and revolutions in the galaxy.
These manipulations are not very fast and sometimes take decades, even centuries, to manifest. With the chaos theory of
the Shadows, it might take a hundred years for one race to find and eliminate another to take its place. In order to
preserve strength and to be able to truly appreciate the changes they have caused, the Shadows would hibernate for
centuries at a time. Setting a dozen plans into motion, becoming dormant far away from the eyes of their pawns without
fear, as the Vorlons would not dare break the rules of the game the Shadows would later awaken to see the wonderful
things that had occurred while they were gone. This complacency was to prove ill founded as the Vorlons manipulated
the genetic heritage of younger races and created telepaths to better fight the Shadows. The constant interventions of the
Vorlons have made the Shadows choose their own primary pawns obviously Earth but the Centauri have also had
whispers from the darkness.
Shadow ships use molecular technology to quite literally rip the seams between a targets mass, burning a line of fusion
like a hot knife through spoo. Nothing can withstand these surgical slashes long, and the largest of younger races ships
are soon be floating components and bleeding atmosphere in seconds. Even the smaller Shadow vessels, are undaunted
by any amount of armour and can shred vessels two or three times their size with the efficiency of a swarm of locusts in a
wheat field. All Shadow vessels have the ability to create an energy field that shunts incoming attacks around their entire
structure, expending their energy uselessly
Each Shadow vessel requires a living mind to pilot it. Being made a part of the vessel itself; the modified being would
dodge and dart as a matter of instinct and survival. Being part of the machine gave the Shadow ships an unearthly agility
and mobility unlike any other ship of its size and power, with the ability to bring their weapons unmatched capabilities to
bear on a target much smaller quite easily. Essentially creating a cybernetic living ship had its drawbacks however. This
became especially evident when the younger races realised they could effectively jam the living pilot core of a Shadow
vessel with powerful telepathic feedback. It was for this reason, centuries before, the Shadows had eliminated the
telepaths from the Narn, and sought to stifle the growth of telepaths in any race they could.
The rise of the telepathic minions of the Vorlons meant that new adaptations must be made and evolutions such as the
Mindflayer were produced. Forging strong links with the Earth Alliance gave the Shadows an opportunity to control many
of the more powerful telepaths in the galaxy and use them to further the Shadows own aims.
Even against the Vorlons, the Shadow ships are a terror. Their energy absorbing hulls and hardwired living pilots are
capable of shrugging off anything but the most concentrated blasts of younger races weaponry, but are less effective
against the titanic beams of the Vorlon vessels. While against lesser foes, a direct confrontation could be won without so
much as a sweat, with the only tactic necessary being attack. Against an equal foe or overwhelming numbers, hit and run
sweeps are preferred. Shadow ships are tough as hull rivets but even they can get mired with constant fire. Leaving a
warship in hyperspace to appear later and clean up damaged targets is not below them, as the win is all that matters
how it is achieved is irrelevant.
33
Shadow Invader
Shadow Stalker
Redundant Systems: With ships constructed using neither purely mechanical nor purely bio-mechanical technologies,
the Shadows use vessels of an almost otherworldly construction, possessing many strange abilities. They are extremely
hard to damage and can repair themselves very quickly. Shadow vessels take damage as normal but critical hits are
automatically repaired in the End Phase of the turn after which they are inflicted. Critical hits to Vital Systems are also
repaired at this time.
Reinforcements: The Shadows have extremely limited numbers of warships and rarely create new vessels, restricting the
number of ships they can bring to battle. They pay twice the normal cost of all Reinforcements in campaign games.
Shadow Soldier Pods: The Shadows do not use breaching pods in the same way as the younger races, their soldiers are
kept within the safety of the mother ship before being propelled into the target where they swiftly penetrate the hull of their
victim and wreak havoc. Shadow Soldier Pods may only be used against ships or stations with the Immobile trait or that
are Running Adrift, or have not moved during the turn in which the Shadow Soldier Pod is used. These weapons are
immune to Interceptors and will ignore Shields and Gravitic Energy Grids. Shadow Soldier Pods do not affect the
Daughter of Darkness, Shadows, Vorlons or the Ancients in any way. Any Shadow Ship may replace its entire fighter
complement and Fighter Dispersal tube with an Shadow Soldier pod with the following statistics:
Weapon
Range
Shadow Soldier Pod
12
Arc
F
AD
Special
Equal to fighters replaced Double Damage, Slow Loading, Super AP,
For each hit inflicted roll on the following table for the damage rather than the normal Attack Table
D6
1-2
3-4
5
6
Assault
Brutal Onslaught
Running Slaughter
Rampage
Bloody Massacre
Damage
-0
-0
-1
-1
Crew
-2
-3
-3
-4
Effect
-1 Troops,
-1 Troops,
-2 Troops, No Damage Control permitted this turn
.
.
Special Actions: Shadow vessels may only use the following Special Actions; Concentrate All Firepower! Give Me
Ramming Speed! Initiate Jump Point! Manoeuvre to Shield Them! and Run Silent!
Superior Technology: The technical advances of the younger races pose few problems for the Shadows. They gain a
+1 bonus to all rolls they make in order to circumvent an enemy ships Stealth.
Superb Manoeuvrability: Shadow vessels are supremely agile in space but it is still important to keep track of their
heading. All Shadow vessels except fighters may either use the normal Super-Manoeuvrability rules or may instead turn
o
up to 90 at the start of its movement and then move up to twice its Speed in a straight line.
Telepathic Disruption: The Shadows have long known of the ability of telepaths to disrupt the control systems of their
craft and have taken many steps to curb telepathic development within the younger races. Several races make reference
to gaining telepaths in campaign games, usually through their Other Duties tables. If a ship noted as carrying telepaths
moves within 12 of a Shadow vessel, it may attempt to telepathically jam the Shadow in the Attack Phase, as part of its
normal attacks. Both ships make a Crew Quality check. The Shadow player adds +2 if the vessel being jammed is a
Shadow Ship. If the attacking player rolls higher, he has successfully jammed the Shadow vessel. It may take no further
action in this turn or the next. The attacking player may continue to try jamming the Shadow vessel in subsequent turns.
However, the Shadow vessel will be immediately released and free to act if the attacking ship that is causing this effect is
destroyed or moves beyond 12. Shadow Fighters may not be jammed.
35
Shadow Infiltrator
Skirmish
True masters of deception and manipulation, only matched by their Vorlon rivals, the Shadows often find it necessary to
infiltrate or extract key operatives usually those who they have convinced should join them. This ship serves that
purpose well and has the ability to eliminate pursuit or witnesses if required.
Speed: 10
Turn: SM
Hull: 4
Damage: 10 (3)
Crew: Craft: none,
Special Rules: Atmospheric, Self-Repair 1, Shields 5/1, Stealth 5+
Weapon
Phasing Pulse Cannon
Range
8
Arc
F
AD
3
Special
Accurate, Double Damage, Super AP
Shadow Invader
Raid
A highly specialised ship designed to overwhelm the defenders of ships and stations in a
unstoppable flood of warriors of darkness, the invader is seldom seen and even fewer survive
to report meeting one. On occasion they will accompany groups of Shadow Scouts if a priority
target needs to be captured or examined.
Speed: 10
Turn: SM
Hull: 5
Damage: 32 (8)
Crew: Craft: none,
Special Rules: Atmospheric, Self-Repair 1, Shields 5/5, Stealth 5+
Weapon
Shadow Soldier Pod
Phasing Pulse Cannon
Range
12
8
Arc
F
F
AD
6
2
Special
Double Damage, Slow Loading, Super AP,
Accurate, Double Damage, Super AP
Battle
The rise of telepaths within the younger races at the instigation of the Vorlons was not stopped by the destruction of the
Narn mindspeakers or at the conclusion of the last Great War. As the Swiftfire was evolved to combat the swarms of
Minbari fighters so the Mindflayer was conceived to combat telepaths with
there own kind. The assistance of Earth has meant a steady flow of
dissidents for integration in these ships and Shadows now feel ready to
face the Minbari in open battle.
Speed: 8
Turn: SM
Hull: 6
Damage: 40 (10)
Craft: none
Special Rules: Atmospheric, Self-Repair 2D6, Shields 10/5
In Service: Weapon
Psychic Scream
Molecular Slicer Beam
Range
12
18
Arc
T
F
AD
6
2
Special
Super AP
Beam, Precise, Triple Damage
36
War
The new Swiftfire fighter drones are more complicated and erratic than the Spitfires and require additional control for them
to successfully achieve their purpose. The Brood ship both spawns and nurtures them, forming a commanding presence
in battle and a haven for them to regenerate after they have defeated the enemy.
Speed: 8
Turn: SM
Hull: 6
Damage: 75 (19)
Craft: 10 Shadow Swiftfire Fighter flights
Special Rules: Atmospheric, Carrier, Fleet Carrier, Self-Repair 2D6, Shields 10/5
Weapon
Molecular Slicer Beam
Phasing Pulse Cannon
Fighter Dispersal Tube
Range
18
8
30
Arc
F
F
F
AD
2
6
Special
Beam, Precise, Triple Damage
Accurate, Double Damage, Super AP
Shadow Scout
Raid
War
Armageddon
The polarity cannon mounted in the nose of this craft is incredibly powerful and its pulses can easily rip through the
armour of the largest capital ship. Other fighter craft engaging these ships are usually advised to rely on their own agility
to evade these devastating blasts and engage as quickly as possible. Like all Shadow vessels, these fighters have the
ability to phase in and out of hyperspace at will, effectively making them jump-capable, an enormous advantage for so
small a craft to possess.
Speed: 12
Dogfighting: +0
Weapon
Polarity Cannon
Turns: SM
Craft: Range
6
Hull: 5
Damage: Crew: Special Rules: Atmospheric, Dodge 4+, Fighter,
Arc
T
AD
3
Troops: -
Special
AP, Double Damage
Battle
Speed: 10
Turn: SM
Hull: 6
Damage: 32 (8)
Special Rules: Atmospheric, Dodge 6+, Self-Repair 1D6, Shields 10/5
Weapon
Molecular Slicer Beam
Range
18
Arc
F
AD
4
Special
Beam, Precise, Triple Damage
A reaction to the devastating fighter wings of the Minbari, the Swiftfire was crash evolved to deal with these irritating
swarms and did so with frightening efficiency. Like all Shadow vessels, these fighters have the ability to phase in and out
of hyperspace at will, effectively making them jump-capable, an enormous advantage for so small a craft to possess.
Speed: 14
Turns: SM
Hull: 4
Crew: Troops: Dogfighting: +4
Special Rules: Atmospheric, Dodge 2+, Fighter,
Weapon
Light Polarity Cannon
Range
2
Arc
T
AD
1
Damage: Craft: -
Special
Accurate
37
Bio-Tech Module
4 Hardpoints
Despite being able to act as normal space stations, Shadow bases are built using bio-technology, making them the most
advanced in the galaxy.
Each Bio-Tech Module will increase the Damage scores of the Core by +30/+15/+5, and gives it the Self-Repairing 2D6
trait. Every extra Bio-Tech Module increases the Self-Repairing trait by +1D6.
Hangar Module
3 Hardpoints
Complete with rapid deployment systems, hangars give a space station its own wing of fighters.
Each Hangar Module will increase the Cores Damage by +10/+5/+0. It will also add the Carrier 4 trait, and four flights of
Shadow fighters (either Spitfires or Swiftfires). These may be launched as if from a Fighter Dispersal Tube.
Slicer Module
8 Hardpoints
Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Slicer Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Moleculer Slicer Beam
Range
36
AD
3
Special
Beam, Precise, Triple Damage
2 Hardpoints
Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Pulse Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Phasing Pulse Cannon
Range
12
AD
6
Special
Accurate, Double Damage, Super AP
2 Hardpoints
Recently the influx of human telepaths has meant that some newer or recently reactivated Shadow bases have central
processors both immune to telepathic disruption and able to shatter the minds of those that attack them
Weapon
Psychic Scream
Range
12
AD
6
Special
Super AP
Psychic Scream: Upon a successful hit, the Psychic Scream will not cause any damage. Instead, it will inflict a 1
penalty per successful hit on all Crew Quality checks made by the target for the rest of the turn and all of the next. A
Psychic Scream has no effect on a ship with active Deflector Shields, GEG, Shields, Shadows, Vorlons or any of the
Ancients and cannot be intercepted.
Shield Module
4 Hardpoints
Drawing upon vast reserves of power while maintained, this space station has tendrils able to absorb and dissipate any
bombardment, at least for a time.
Each Shield Module will increase the Cores Damage by +10/+5/+0. It will also add the Shields 30/2D6 trait. Each further
Shield Module will add +10/+1D6 to this trait.
38
Because truly, how deep do the shadows run between the stars?
39
Awakening
In its joy to be awake and free, erupting from the deep desert, the dark ship screamed in satisfaction
and anticipation. The shimmering form spun and danced in the pale sky, testing long dormant
muscles and organs as it flipped end over end, before coming to a sudden halt low over the desolate
landscape.
Two metal ships were approaching, primitive and ungainly they may be but the ship considered that
they prove both a distraction and a test. The new mind that had recently joined it, awakening it from
the long slumber was equally eager to see what they could do The Ship allowed this, but soon it
would not be they but just one, joined in totality in mind as it had already become in body.
One ship broke away as it sighted the vast and deadly manifestation awaiting it but the other
continued to close, sensors attempting to probe the glistening hull. The Shadow remained still for a
second before leaping between them and playfully matching velocity with the retreating ship. A
desperate fusillade of fire splashed ineffectively against darkness as the terrified crew of the frigate
dived for the surface of the world. Without haste, an iridescent beam sliced the fleeing vessel in two
before the black ship spun to face the remaining metal ship, again awaiting its response.
Deciding if it should be destroyed or if its occupants warranted further investigation..
40
Seeker
Light Cruiser
41
Special Actions: Vorlon ships may only use the following Special Actions; Activate Jump Gate!, All Stop!, All Stop and
Pivot!, Come About!, Give Me Ramming Speed! Initiate Jump Point!, Intensify Defensive Fire!, Manoeuvre to Shield
Thgem! Regenerate! Run Silent! and Scramble Scramble!
Regenerate! Crew Quality Check: 9
Effect: By internalising the electrical field generated by all Vorlon craft, the ship is able repair and grow vast amounts of
bio-matter in the space of just a few minutes. This is taxing to the organic systems of the ship, but can bring one back
from the brink of death. If the Crew Quality check is successful, this ship will double the damage repaired by its SelfRepair trait in the End Phase. However, while it regenerates, it cannot make any attacks, and runs adrift.
Vorlon Empire Initiative: +4
War
While the rest of the Vorlon fleet moves majestically into battle, the carrier, a more specialised version of the dangerous
light cruiser is seldom seen. These mother ships disgorge flights of the tenacious fighters to accompany their larger
brethren whilst themselves usually remaining safely in hyperspace. Although not intended to fight in the line of battle, they
are as lethal as any Vorlon ship and when roused to anger can slice the ships of younger races in twain.
o
Speed: 6
Turn: 2/45
Hull: 5
Damage: 50
Craft: 10 Vorlon Fighters
Special Rules: Adaptive Armour, Advanced Anti-Fighter 3,
Advanced Jump Engine, Carrier 2, Fleet Carrier,
Flight Computer, Self-Repairing 2D6
Weapon
Superior Discharge Gun
Range
24
Arc
F
AD
8
Special
Beam, Precise, Double Damage
Vorlon Destroyer
Battle
Armageddon
War
Battle
Whilst other races rely on scouts that are hidden by stealth fields and advanced jamming technology, the Vorlon Seeker
shows its superior heritage in its disdain for hiding. Occasionally seen outside Vorlon space, it inspects and monitors the
growth of young races, especially those who they have chosen for future advancement
or are suspected of being corrupted by the ancient enemy. It retains the ability to
destroy any which challenge or follow it and none can hide from its vision.
o
Speed: 6
Turn: 2/45
Hull: 5
Damage: 30
Craft: None
Special Rules: Adaptive Armour, Advanced Anti-Fighter 4,
Advanced Jump Engine, Flight Computer, Scout, Self-Repairing 1D6
Weapon
Discharge Gun
Range
18
Arc
F
AD
4
Special
Beam, Double Damage, Precise
* The Seeker has no range limit on the use of its Scout trait, instead of the usual 36 range. In addition, when using its
Scout trait, a Seeker will reduce a targets Stealth trait to 1+, instead of just lowering it by one.
42
Raid
Seldom seen now, the Striker was the original incarnation of the present transport when the Vorlons actually needed
warships of this size. A few remain ready for action and occasionally feel the need to tread the dark places of the galaxy,
for if the need arises they will join with the rest of the fleet to destroy any who choose the wrong path of evolution.
o
Speed: 8
Turn: 1/90
Hull: 5
Damage: 24
Craft: None
Special Rules: Adaptive Armour, Advanced Anti-Fighter 2, Advanced Jump Engine, Flight Computer, Self-Repairing 2
Weapon
Discharge Gun
Range
18
Arc
F
Vorlon Transport
AD
4
Special
Beam, Double Damage, Precise
Skirmish
Laws too gentle are seldom obeyed; too severe, seldom executed.
Benjamin Franklin
43
Mothership
Quality. If successful, they may automatically force to relinquish any Special Action currently in effect. Fighters with
Psychic Crew cannot use this Special Action. Instead, their danger sense allows them retain a Dodge 4+ score against
Anti-Fighter weapons. In addition, if a flight with Psychic Crew is eliminated in a dogfight, roll one dice on a 4 or more,
they will not be destroyed. Simply leave the flight in place (making the dogfight a draw). Ships with Psychic Crew can
trigger the Shadows Telepathic Disruption special rule, using their Psychic Crew score (Fighters may not).
Psi Corps Initiative: +3
Patrol
Spy ships of the highest calibre, the Damocles was an experimental vessel used by Psi Corps to telepathically eavesdrop
on other hyperspace traffic without being seen or noticed. It looks at first glance even electronically like a Tethys
police cutter, but packs a much different punch inside of it. Crewed wholly by telepaths trained in the ability to pick up on
ambient thought patterns floating through hyperspace, each Damocles is a mobile listening post. Few now remain, as
they have proved no match for the true masters of hyperspace, the Shadows.
o
Speed: 8
Turns: 2/90
Hull: 4
Damage: 8/2
Crew: 9/2
Troops: 1
Craft: None
Special Rules: Interceptors 1, Psychic Crew 4, Scout, Stealth 4+
In Service: 2256+
Weapon
Medium Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Range
10
8
8
Arc
F
P
S
AD
4
1
1
Special
Twin-Linked
Twin-Linked
Twin-Linked
Fighter Carrier
Skirmish
Battle
The proud Hecate Battlecruisers, veterans of the Dilgar war, were but toys before the vengeful Minbari, thrown into
hopeless battles with no chance of survival. Only one came through the war, the Temeraire, battered and with more
corpses than crew aboard it served for years as a sector command cruiser. Its final captain chose to rebel against Earth
and it was one of the few survivors of the ill fated raid on Jerico. Several other rebel Hyperions were upgraded to match
its powers, if not its heritage, but none survived the final battle for Babylon 5.
o
Speed: 8
Turn: 1/45
Hull: 6
Damage: 45/8
Crew: 45/12
Troops: 4
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 4, Command +1, Interceptors 3, Jump Engine,
In Service: 2226-2268
Weapon
Heavy Laser Cannon
Heavy Plasma Cannon
Heavy Plasma Cannon
Heavy Plasma Cannon
Heavy Plasma Cannon
Range
18
12
12
12
12
Arc
B (f)
F
P
S
A
AD
6
6
10
10
4
Special
Beam, Double Damage
AP, Double Damage
AP, Double Damage
AP, Double Damage
AP, Double Damage
Raid
45
Raid
A adaptation of the venerable Fuji Class, the three Kilimanjaro were designed with one purpose in mind to service and
repair the Psi Corps fleet, crewed by dedicated and above all loyal technicians and scientists. Whilst they are not
designed to act as warships they were upgraded with various technology as the galaxy became ever more dangerous.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 30 / 10
Crew: 42 /12
Troops: 2
Craft: 2 Black Omega Starfury Flights,
Special Rules: Advanced Jump Engine, Anti-fighter 2, Fleet Auxiliary, Interceptors 2, Lumbering, Psychic Crew 4,
In Service: 2256+
Weapon
Range
Arc
AD
Special
Light Fusion Cannon
12
F
4
Mini-Beam
Medium Pulse Cannon
10
P
10
Twin-Linked
Medium Pulse Cannon
10
S
10
Twin-Linked
Medium Pulse Cannon
10
A
6
Twin-Linked
Mothership
Raid
Huge hybrids of the Skylark-class and Bradbury-lambda passenger liners converted to be hyperspace fortresses for
hundreds of Psi Corps telepaths, the Motherships are where the real power of the Corps lies. These ships were designed
to be mobile bases, only ever leaving hyperspace for supplies and the very occasional deployment mission. Rigged with
some of the most advanced telepath-enhancing technologies the Corps has managed to research, both of the remaining
Motherships are a base in and of themselves. Hyperspace is now no refuge for Psi-Corps and consequently one ship is
now safely hidden in Vorlon Space, whilst the other is deep in Brakiri territory, shielded by substantial bribes and mind
control.
o
Speed: 4
Turns: 1/45
Hull: 4
Damage: 38/6
Crew: 36/5
Troops: 4
Craft: 4 Black Omega Starfury flights
Special Rules: Advanced Jump Engine, Anti-Fighter 6, Interceptors 4,
Lumbering, Psychic Crew 5, Stealth 4+
In Service: 2250+
Weapon
Heavy Laser
Medium Pulse Cannon
Medium Pulse Cannon
Medium Pulse Cannon
Range
30
10
10
10
Arc
B (f)
F
P
S
AD
4
8
8
8
Special
Beam, Double Damage
Twin-Linked
Twin-Linked
Twin-Linked
Skirmish
Skirmish
46
War
Constructed secretly by the Brakari, the Omega designs have cost the remnants of Psi Corps much in resources. With
the grudging co-operation of the Minbari, who have outfitted the few vessels thus far produced with limited advanced
technology, they are proving to be ships with potential. Its is a sign of the increasing influence of Psi Corps over the rebel
remnants that these ships are crewed by a large proportion of mundanes.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 65/10
Crew: 74/15
Troops: 3
Craft: 4 Black Omega Starfury Flights
Special Rules: Advanced Jump Engine, Anti-Fighter 4,
Flight Computer, Interceptors 6, Lumbering, Psychic Crew 4, Stealth 3+
In Service: 2263
Weapon
Neutron Laser
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Neutron Laser
Range
30
12
12
12
12
30
Arc
B (f)
F
P
S
A
B (a)
AD
6
12
20
20
8
4
Special
Beam, Double Damage, Precise
AP
AP
AP
AP
Beam, Double Damage, Precise
Alfred Bester,
A rising star in the corps before their dissolution in 2257, Alfred is a passionate man
dedicated to the protection of his people the telepaths. Proud and determined, he meets
his end at the final battle for Babylon 5. Alfred Bester is available for Psi Corps fleets from
2257- 2268 and has the following abilities:
Inspired Command, Powerful Telepath A ship commanded by Alfred Bester gains the
Psychic Crew 5 trait, which replaces any previous rating, The Master Plan, Top Gun.
When placed in a ship, Alfred Bester raises its Priority level by one in exactly the same
way as an Admiral and obeys all other rules for Admirals. He also has the Unique Trait.
You can not harm me, you cant stop someone who has been touched by Vorlons
Lyta, Mars, 2263
Hello... what have you come as? Sad isn't it, what the desert can do to weak minds
Chloe in reply
47
48
Battle
The first diplomatic station to survive the construction process without collapsing, exploding or being consuming in the
evolution of a new species. A shining beacon of hope, it is doomed to fail in a galaxy being overtaken by darkness. The
station has only basic defences as it was intended to be defended by the Great Machine and under the protection of the
Vorlons.
Hull: 4
Damage: 145/73/30
Troops: 30
Craft: 4 Aurora Starfury flights, 2 Frazi flights,
Special Rules: Anti-Fighter 6, Carrier 4, Command +1, Escort, Fleet Carrier, Immobile, Scout, Space Station, Unique,
In Service: 2261 2267
Weapon
Graviton Pulsar
Pulse Cannon
Range
18
15
AD
5
5
Special
AP
Twin- Linked
Armageddon
By 2268, the Great Machine was shattered, the Vorlons were at war with their brethren the Ancient Enemy whilst the
Minbari were hard pressed by the Earth Alliance. A shining beacon of hope had become a flickering candle, armed with an
air of desperation as the combined fleets began to surround it in preparation for the final assault.
Hull: 4
Damage: 345/170/75
Troops: 30
Craft: 2 Aurora Starfury flights, 4 Nial flights, 2 Flyer Flights
Special Rules: Anti-Fighter 10, Carrier 4, Command +1, Escort, Fleet Carrier, Immobile, Scout, Space Station, Unique
In Service: 2268
Weapon
Advanced Neutron Laser
Advanced Neutron Laser
Fusion Cannon
Range
52
52
27
AD
3
3
8
Special
Beam, Precise, Triple Damage,
Beam, Precise, Triple Damage
Mini-Beam,
Both Versions of the Station include a Medbay Module and the Battle Station also has Space Dock and War Room
Modules.
49
The Anlashok
The Anlashok List
The following forms the entire fleet list for the Anlashok.
Priority Level: Patrol
Flyer Wing (4 flights)
Shial Wing (2 flights)
Flyer Flight
Used by the Religious caste, the flyer is a small but extremely potent vessel, although not to the same extent as the
Warrior Castes Battle Flyer. Armed with a single fusion cannon for defence, in the hands of a skilled pilot, the flyer can be
a match for many of the front line fighters used by other races.
Speed: 12
Turn: SM
Crew:
Troops: Special Rules: Atmospheric, Dodge 4+, Fighter, Stealth 5+
In Service: 2004+
Weapon
Range
Arc
AD
Light Fusion Cannon
2
T
2
Mini-Beam
Hull: 4
Dogfight: +1
Damage:
Craft:
Special
Raid
50
Battle
Deemed obsolete by the Warrior Caste, the old carriers were relegated for use by the Religious Caste to transport pilgrims
into Vorlon space in safety, but several now serve the Anlashok. Durable and with their flyers mostly replaced by fighters,
the Kishra has proved a useful asset. It can prove a formidable sight with its
dorsal fin emerging from a dust cloud, surrounded by fighters, often catching
unwary ships off guard.
o
Speed: 10
Turn: 1/45
Hull: 5
Damage: 56/14
Crew: 62/15
Troops: 2
Craft: 1 Flyer flight, 6 Nial or Shial flights,
Special Rules: Advanced Anti-Fighter 4, Advanced Jump Engine,
Carrier 3, Command +1, Fleet Carrier, Flight Computer, Stealth 4+
In Service: 2010+
Weapon
Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
24
18
18
18
18
Arc
F
F
P
S
A
AD
2
4
4
4
4
Special
Beam, Double Damage, Precise
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam
Patrol
The Anlashok have managed to acquire a few of the fastest capital ships in the Minbari fleet and transformed them into
Scouts, able to locate and observe movements of the Ancient Enemy and its pawns. The Latara has much less firepower
than the original frigate but enhances its ability to move quickly enough to evade any enemy ships.
o
Speed: 14
Turn: 2/45
Hull: 4
Damage: 12/4
Crew: 14/5
Troops: 1
Craft: None
Special Rules: Advanced Jump Engine, Agile, Atmospheric, Flight Computer, Scout, Stealth 5+
In Service: 2056+
Weapon
Fusion Cannon
Range
12
Arc
T
AD
2
Special
Mini-Beam
Raid
The original version of most advanced scouting vessel of any younger race, the Leshath combines serious firepower with
almost total invisibility. A few of these remarkable vessels have been diverted by the Religious Caste to serve the
Anlashok.
o
Speed: 10
Turn: 2/45
Hull: 4
Damage: 24/8
Crew: 28/9
Troops: 3
Craft: 1 Nial or 1 Flyer flight
Special Rules: Advanced Anti-Fighter 4, Advanced Jump Engine, Agile, Flight Computer, Scout, Stealth 6+
In Service: 1995+
Weapon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Range
18
18
18
18
Arc
F
P
S
A
AD
6
4
4
4
Special
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam
* The Lesthath has no range limit on the use of its Scout trait, instead of the usual 36 range. In addition, when using its
Scout trait, a Leshath will reduce a targets Stealth trait to 1+, instead of just lowering it by one. This effect is lost
immediately if the Lesthath scouting the target ship is destroyed and does not effect the Ancients.
51
Skirmish
Lightly armed, the NoloTar is a throwback to the last Great War against the Shadows. Especially useful in training
missions and evacuations, this transportation frigate was a common sight during that war, mostly being used to ferry
refugees from planet to planet when the war drew too near.
o
Speed: 8
Turns: 2/45
Hull: 5
Damage: 26/5
Crew: 22/4
Troops: 4
Craft: 1 Nial or 1 Flyer Flight
Special Rules: Anti-Fighter 2, Atmospheric, Flight Computer, Jump Engine, Stealth 3+
In Service: 1226+
Weapon
Fusion Cannon
Fusion Cannon
Range
12
12
Arc
F
T
AD
4
4
Special
Mini-Beam,
Mini-Beam, Twin-Linked
War
The TaraLin is a fully operational training centre and asset stockpile with dozens of vehicles and supplies to deploy with
the hundreds of Rangers on board when necessary. Between its lethal weaponry and scores of well-trained warriors, the
TaraLin is a fleet unto itself but a resource far too rare and important to simply waste in common
engagements or equal battles.
Speed: 8
Turns: 1/45
Hull: 5
Damage: 60/20
Crew: 66/22
Troops: 4
Craft: 1 Flyer Flight, 4 Shial Flights
Special Rules: Advanced Anti-Fighter 6, Advanced Jump Engine,
Command +3, Flight Computer, Lumbering, Stealth 5+, Unique
In Service: 2230+
Weapon
Neutron Laser
Fusion Cannon
Neutron Laser
Fusion Cannon
Neutron Laser
Fusion Cannon
Neutron Laser
Fusion Cannon
Range
30
18
30
18
30
18
30
18
Arc
F
F
P
P
S
S
A
A
AD
4
6
2
4
2
4
2
6
Special
Beam, Double Damage, Precise
Mini-Beam
Beam, Double Damage, Precise
Mini-Beam
Beam, Double Damage, Precise
Mini-Beam
Beam, Double Damage, Precise
Mini-Beam
Space Stations
The AnlaShok Fleet can use Minbari Modules but are limited to no better than Raid Level stations
Tell them that from this place we deliver notice to the Parliaments of conquerors that a line
has been drawn against the darkness, and we will hold the line no matter the cost
Captain John Sheridan
52
Anlashok Refits
2d6 Refit
2 Focussed Neutron Generators: One neutron laser weapon system on the ship replaces its Double Damage trait
with Triple Damage.
3 Powerful Sensor Arrays: The ship gains up-rated sensor arrays that are so powerful that they can almost blind
enemy ships. No enemy ship within 10 may opt to use a Special Action in its turn.
4 Point Defence: The ship gains a small weapon system designed to destroy close-in attackers. The ship gains
Advanced Anti-Fighter +1.
5 Silent and Stealthy: Once per battle, you may force an enemy to re-roll his Stealth roll in order to target this ship.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However,
when using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 5 AD. It gains an additional 2 AD. This
may only be applied once per weapon system.
8 Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! action.
9 Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits. Reduce its
Damage threshold number (the point at which it becomes Crippled) by two points.
10 Advanced Gravitic Drive: The ship gains a +1 bonus to its Speed score.
11 Extra Hanger: The ship gains a flight of Shials (or an extra flight of the same type it already possesses).
12 Silent Runner: The ship is modified to be super stealthy but this comes at the expense of energy output. Increase
the ships Stealth score by one but reduce its Speed by 2.
Anlashok Duties
2d6 Other Duty
2 Contact Made: A diplomatic mission to the local Raiders has paid off well. You may immediately add one Raiders
ship (or wing) of your choice of Skirmish or lower Priority level to your fleet roster.
3 New Captain: A determined new Captain takes command of the vessel. Once per battle, the ship may attempt to
take two Special Actions in the same turn. These may not be the same Special Action and all effects of both Special
Actions apply. Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come
About! action (which increases turning). It could combine Run Silent! and All Power to Engines! as neither
invalidates the other, effectively allowing the ship to run silent at full speed.
4 Now You See Me: This ship has been conducting scouting exercises all over the system, forcing other fleets to
chase it as it gathers crucial information. You gain a +2 bonus to your Initiative for the next Campaign Turn.
5 Minbari Telepaths: A group of Minbari telepaths joins your ships crew. Stretching forward with their minds, they
strain to divine the intentions of the enemy. Once per battle, you may automatically win the Initiative for the turn.
This may be declared after your have rolled dice for Initiative.
6 Veteran Fighter Pilots: A squadron of top guns volunteers to serve on your ship. Up to two on board flights of
fighters may increase their Dogfight score by +1.
7 Vorlon Directive: The ship encounters a servant of the Vorlons who relays specific instructions for the entire fleet.
In the next campaign turn, you will attack any Strategic Target of one randomly determined fleet. This will be a
Battle-level Annihilation scenario and will be nominated before any Initiative is rolled for. This battle will be your go
for the turn. If you win the battle, any RR points gained in the next campaign turn will be doubled.
8 Veteran Engineers: The elite engineering officers of another ship has volunteered to serve aboard this vessel. Add
a +1 bonus to any Crew Quality checks made during Damage Control. This may only be applied once.
9 Intelligence: This ship has been used to gather valuable intelligence on the activities of the other fleets, granting
you a +2 bonus to your Initiative for the next Campaign Turn.
10 Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships
away from his main force. Choose another players fleet. In its next battle, it will have one less Fleet Allocation
Points available.
11 Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.
Immediately generate a new Strategic Target on the campaign map under your control.
12 Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded. You may immediately
add any one ship of your choice of Skirmish or lower Priority Level to your fleet roster. This ship may be chosen
from Narn or League fleet lists but it may not come from a fleet that you are currently fighting against in the
campaign.
53
54
With the three targets before them, the combined Neutron Lasers of the Neshatan and Tinashi focused on the nearest of
the stalker vessels; Tarken knew that the less
resilient battle craft would be more likely to
succumb to the barrage but, as the Minbari had
discovered to their cost many times in the past, the
Shadows do not easily give up any of their brood,
and the Stalker, though momentarily stunned by
the attack, still held to its spark of life. Even when
the Morshins own beam added its power to the
onslaught, the stalker lived on!!!
The Minbari, outnumbered and outmanoeuvred
could only watch as the Shadows moved
effortlessly into firing positions all around them. The
Leshath, which had move into the illusory
protection of the dust cloud, found itself face-toface with a Shadow scout vessel!
Again, the Shadow ships, whose weapons systems responded at a thought, fired before even the highly trained Minbari
weapons officers could complete their re-targeting. This time, the combined fire of the warship and stalker could not be
abated, and the proud Valens Wrath, along with its brave crew and loyal admiral were no more
The Minbari fleet was thrown into confusion by the loss of Tarken and their most powerful craft, the crew aboard the
Tinashi warship The Pride of Thessin were so distracted, that they only managed a glancing blow on the damaged
stalker, and only succeeded in reducing its powerful shields.
Left in disarray and confronted by such an implacable foe, the Minbari could only flee! However, the Shadows were in no
mood to allow their prey to escape and easily ran down the routed craft the Vorlons plans for the Minbari had only
succeeded in sealing their fate in the Persephone system!
55
The Centauri
The Centauri have bowed to the whims of other races for too long. Now we will show the galaxy our
true spirit, beginning with those those thrice-damned Narn.
Emperor Londo Mollari, 2263
Many thought the days of the lion of the galaxy were over, that no more would the great and powerful Centauri Republic
cast eyes upon the worlds of others. Its seeming submission to the growing power of the Narn Regime continued this
perception until 2262 when the dispute between the two powers suddenly flared into out right war. Under the revitalised
leadership of Emperor Londo Mollari, the Centauri have not only stemmed and beaten back the Narn and their sometime
allies the Drazi, but have gone onto the offensive driving the Narn back to their home world. The alliance with their
cousins of Earth serves both races very well at present each having powerful enemies to confront and confound. The
greatest symbol of the new power of the Centauri is the Valerius Class battleship, named for the son of the Centauri god
of shipbuilding, Urobach, even though the first ship, the Emperors flagship is itself named for his favourite concubine
Adira Tyree.
Notes: Demos has 7 AD Ion Cannon, The Secundus Class Battlecruiser carries 2 flights of Sentris instead of Breaching
Pods.
The Centauri Republic Fleet List
The following forms the entire fleet list for the Centauri Republic.
Priority Level: Patrol
Haven Class Patrol Boat (2 ships)
Rutarian Wing (2 flights)
Lord Calax
56
War
The transformation of the Royal Navy began with the Liati and the Adira but other ship classes were also infused with new
technology. The Balvarix was designed to provide a suitable platform for the sleek new Rutarian fighters that were
replacing the older Sentri and Razik flights, whilst remaining capable of inflicting punishment on an enemy. Its obvious
similarities to the new Valerius class Battleship included increased
defences and enhanced weapons which made the Balvarix a powerful
addition to the revitalised Centauri military.
o
Speed: 5
Turn: 1/45
Hull: 5
Damage: 68/13
Crew: 70/16
Troops: 4
Craft: 14 Rutarian flights
Special Rules: Anti-Fighter 2, Carrier 4, Command +2,
Fleet Carrier, Gravitic Energy Grid 2, Interceptors 2, Jump Engine,
Lumbering.
In Service: 2265+
Weapon
Matter Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Range
15
12
12
12
12
Arc
F
F
P
S
A
AD
8
14
8
8
6
Special
AP, Double Damage
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
57
War
Whilst the mighty Octurion proved to be at the limits of its adaptability, the Primus proved a suitable test bed for the
advanced technology that would allow the Centauri to regain their place in the galaxy. The Great Houses of Hessius and
Durnado have combined to provide the best fighters, defences and beam system to provide a mighty new vessel for the
Lion of the Galaxy. It was designed to close rapidly with and destroy the enemies of the Republic, especially the Narn and
has proved itself against many Alien races.
o
Speed: 10
Turn: 2/45
Hull: 6
Damage: 52/12
Crew: 65/15
Troops: 6
Craft: 2 Rutarian flights
Special Rules: Anti-Fighter 2, Atmospheric, Gravitic Energy Grid 2, Jump Engine, Flight Computer, Interceptors 2,
In Service: 2260+
Weapon
Advanced Battle Laser
Heavy Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Range
18
15
12
12
12
12
Arc
F
F
F
P
S
A
AD
6
6
16
8
8
4
Special
Beam, Double Damage, Precise,
AP, Double Damage, Twin Linked,
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
We will take them now, just like in the old days when my dear Republic moved in
and conquered the entire Beta System in nine days.
We came out of the sky, a veritable cloud of starships, then we fell upon them.
58
Raid
A logical evolution of the Demos, as the latter was a development of the Vorchan, the new ship featured an experimental
defence system and staggeringly powerful weapons. As soon as they were ready, they were thrown into the fray and
whilst proving extremely effective, were usually destroyed in the process. There is however, no shortage of noblemen
desperate to command these deadly ships.
Speed: 12
o
Turn: 2/45
Hull: 5
Damage: 28/6
Crew: 32/7
Troops: 1
Craft: None
Special Rules: Agile, Atmospheric, Gravitic Energy Grid 2,
Jump Engine
In Service: 2266+
Weapon
Light Ballistic Torpedoes
Ion Cannon
Range
20
12
Arc
F
F
AD
Special
6 Precise, Slow-Loading, Super AP
14 Double Damage, Twin-Linked
Skirmish
A one-ship system defence fleet, no other design has been attributed with the successful repulsion of attacking forces
from Republic space more often than the Maximus. This original version was a durable and well armed brawler, easily
capable of engaging superior number of raiders and which proved its worth across the expanse of the Republic and
beyond. The later incarnation of the Maximus is designed to act as a fleet defender, shielding the capital ships of the
republic from enemy fire.
Speed: 10
Turn: 2/45
Hull: 6
Troops: 1
Craft: none
Special Rules: Agile, Atmospheric, Interceptor 1,
Weapon
Ion Cannon
Twin Particle Array Turret
Range
12
6
Arc
F
T
Damage: 16/5
Crew: 18/6
In Service: 2150+
AD
8
4
Special
Double Damage, Twin Linked
Accurate, Weak
A palpable symbol of the power and glory of the Centauri Republic, the Lions Lair is a transformed Primus Class
Battlecruiser. Adorned in gold and with staterooms replacing crew quarters, it is a palace in space with almost as many
servants as trained crew. However elite guardsmen patrol the
corridors, whilst the best the Royal Navy can offer guide the ship
through space. Defensive systems are prime, but the ship still retains
potent claws should the Emperor and his Court feel in the need of
entertainment. A squadron of Sentris are retained on board to provide
displays of the superiority of Centauri pilots and of course it never
travels alone. After its near destruction in 2263 the ship was
honourably retired to make way for the Adira, which in turn was the
forerunner for a whole new class of battleships.
o
Speed: 8
Turn: 1/45
Hull: 6
Damage: 40/12
Crew: 45/15
Troops: 3
Craft: 2 Sentri Flights
Special Rules: Anti-Fighter 6, Command +2, Elite Crew (5),
Interceptors 2, Jump Engine, Lumbering, Shuttles 2, Unique,
In Service: 2200 2263
Weapon
Battle Laser
Range
18
Arc
F
AD
6
Special
Beam, Precise
59
Octurion-class Battleship
War
The Octurion is a massive vessel, once the largest in the Centauri fleet, and serves many roles. It is a mobile fire base, a
planetary bombardment ship, a command centre for an entire battle group, and anything else its firepower and auxiliary
systems will support. An Octurion present in an area automatically makes it the fleets command ship. It is rare to see
two Octurions in the same sector of space, but when it occurs the highest ranking commanding officers ship maintains
seniority.
o
Speed: 6
Turn: 1/45
Hull: 6
Damage: 70/18
Troops: 8
Craft: 4 Sentri or Razik flights
Special Rules: Anti-Fighter 3, Command +2, Jump Engine, Interceptors 1, Lumbering
In Service: 2202+
Weapon
Heavy Battle Laser
Matter Cannon
Ion Cannon
Matter Cannon
Ion Cannon
Matter Cannon
Ion Cannon
Matter Cannon
Ion Cannon
Range
24
15
12
15
12
15
12
15
12
Arc
F
F
F
P
P
S
S
A
A
AD
6
12
12
8
10
8
10
4
4
Crew: 85/24
Special
Beam, Precise
AP, Double Damage
Double Damage, Twin-Linked
AP, Double Damage
Double Damage, Twin-Linked
AP, Double Damage
Double Damage, Twin-Linked
AP, Double Damage
Double Damage, Twin-Linked
Raid
Taldaria Clas ships are now very rare in the Republic, with little interest in expansion or exploration, the few remaining
ships are found almost exclusively in the fleets of House Hessius and interestingly House Kodiro. The Royal Navy long
ago converted its Taldarias into Balvarin class Carriers. The original design still retains a substantial fighter escort, but
has numerous shuttles and advanced robotic probes to allow exploration of unknown worlds.
Speed: 4
Turns: 1/45
Hull: 5
Damage: 44 / 10
Crew: 55/12
Troops: 4
Craft: 4 Razik Flights,
Special Rules: Anti-fighter 2, Carrier 2, Interceptors 1, Jump Engine, Lumbering, Scout, Shuttles 2,
In Service: 2195+
.
Weapon
Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Range
12
12
12
12
Arc
F
P
S
A
AD
6
4
4
4
Special
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Raid
The process of becoming a "Lion of the Galaxy" forced the Centauri to make some early realisations - one of these was
that logistics, while unglamorous and boring, was an absolute necessity. The Virlisi Logistics ship is just that, unglamorous
and boring in its un-Centauri like bulk but vitally necessary to ensure the Republics war machine remains effective.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 58 / 16
Crew: 62/18
Troops: 2
Craft: 1 Razik Flight,
Special Rules: Anti-fighter 2, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2, In Service: 2208
Weapon
Ion Cannon
Light Ion Cannon
Light Ion Cannon
Light Ion Cannon
Range
12
8
8
8
Arc
F
P
S
A
AD
6
6
6
6
Special
Double Damage, Twin Linked
Twin-Linked
Twin-Linked
Twin-Linked
If a Virlisi takes part in a battle and is still in play at the end of the battle it generates 6RR, which can be used for repairs
only; any unspent RR following the repair phase is lost.
60
7 Hardpoints
Containing the advanced Rutarians, the presence of these space superiority fighters on a space station will ensure its
safety against almost any enemy.
Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 4 trait, and four flights of
Rutarians.
4 Hardpoints
Mounting rows of Torpedo Tubes, a Centauri space station can dominate any enemies at range.
Each Ballistic Torpedo Module will add the following weapon system.
Weapon
Ballistic Torpedo Rack
Range
45
AD
3
Special
Double Damage, Precise, Slow-Loading, Super AP
6 Hardpoints
Mounting the deadly battle laser, a fortified space station can be a terrible enemy.
Each Battle Laser Module will add the following weapon system.
Weapon
Battle Laser
Range
27
AD
6
Special
Beam, Precise
3 Hardpoints
Centauri stations make use of their advanced interceptor technology to provide them with an interceptor grid.
A Guardian Array Module will add the Interceptors 5 and Escort traits to the Core. Each additional Guardian Array Module
will increase the Cores Interceptors trait by +5.
Hangar Module
4 Hardpoints
Complete with rapid deployment systems, hangars give a space station its own wing of fighters.
Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 4 trait, and four flights of
fighters (Raziks or Sentris).
1 Hardpoint
Batteries of light weapons mounted on a space station can deal with any minor threat and help discourage larger ones.
Each Ion Cannon Module will add the following weapon system.
Weapon
Ion Cannon
Range
18
AD
3
Special
Double Damage, Twin-Linked
2 Hardpoints
2 Hardpoints
Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Matter Cannon Module will add the following weapon system.
Weapon
Matter Cannon
Range
21
AD
5
Special
AP, Double Damage
A House Hessius Space Station may also use the following Module
9 Hardpoints
Drawing energy from advanced power sources, this module projects a Gravitic energy grid across the entire station,
providing an effective defence.
Each Gravitic Energy Grid Module will increase the Cores Damage by +5/+2/+0. It will also add the Gravitic Energy Grid 1
trait. Each further Gravitic Energy Grid will add +1 to the Gravitic Energy Grid trait, but only a maximum of four such
modules may be attached to a single core.
61
The Adira,
a Valerius Class Battleship,
The flagship of the Royal Navy and the most
powerful ship in the Centauri fleet.
62
The Narn
Roughly 150 of your years ago, the Centauri came to our world. Narn was a green and fertile place
then. We greeted them in peace and spent the next 100 years in chains, but we never gave up hope.
We formed a resistance, learned their secrets, turned their own machines against them, and finally
drove them from our world.
G'Kar
The Narn are at a crossroads, a mere handful of years ago they stood at the threshold of humbling their former
oppressors, the Centauri. Then it all slipped away, resurgent and rearmed the Lion of the Galaxy showed unexpected
resources of both determination and technology. The dubious alliance with the Drazi has proved less valuable than the
Centauris own with the humans of Earth. A potential gold mine of Ancient technology with the finding of an Ancient
Vorlon artefact only brought more death and destruction to the blood soaked Homeworld and the last chance of new
technology was crushed by the Masters of Order, the Vorlons. The Centauri are closing in once again and hope is a
fading thing the Narn leaders are now talking defiance and eventual revenge more than victory.
Notes: The GQuan (and variants) have 6AD Heavy Laser Cannon, War Leader GSten is available from 2250+
The GVrahn has no Command trait and a normal Jump Engine.
The Narn Regime Fleet List
The following forms the entire fleet list for the Narn Regime.
Priority Level: Patrol
DTarn Escort Gunboat
ShoKos Class Police Cutter (2 ships)
Priority Level: Skirmish
KaTan Class Escort Destroyer
Rothan Plasma Destroyer
Thentus Class frigate
Admirals:
GSten, MTar,
63
Raid
The DagTar came into being due to the high attrition rate of the DagKar Missile Frigate as the war continued. . Extra
armour plating was fitted to give the vessel more survivability and durability. The bulky e-mine launchers were removed
freeing up a lot of space with in the spacious hull. New weapon systems were added including point defence systems to
deal with troublesome fighters due to the lack of its own protective fighter compliment. In fact the only weapon system
that remained was the ion torpedo. The new ship has proved to be somewhat of a success being cheaper and easier to
manufacturer in the continuing war.
o
Speed: 8
Turn: 1/45
Hull: 5
Damage: 30/6
Crew: 38/8
Troops: 5
Craft: none,
Special Rules: Anti-fighter 1, Jump Engine,
In Service: 2264+
Weapon
Ion Torpedo
Medium Pulse Cannon
Light Ion Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Range
30
10
8
8
8
8
Arc
F
F
F
P
S
A
AD
4 Precise, SAP
6
6 Twin-Linked
6
6
4
Special
Patrol
The Narn Regime had often found that its shipping lanes were prone to attacks from Centauri privateers and mercenaries.
To combat this, the Narn Regime designed and built a ship, which was cheap to produce and maintain yet could hold its
own and defend the freighters it was assigned to protect. The result was the DTarn Escort Gunboat. The DTarn, like
most other Narn ships is structurally solid but is not well armed. Its weaponry consists of pulse cannons and particle guns
mounted on many hard points giving excellent all around firepower for defending freighters. The DTarn is also, on
occasion, brought into military campaigns, usually to defend larger capital ships from swarms of
enemy fighters.
Speed: 12
Turn: 2/45,
Damage: 16/4
Crew: 18/4
Troops: 1
Craft: none
Special Rules: Agile, Anti-fighter 2, Escort,
In Service: 2250+
Weapon
Light Pulse Cannon
Heavy Particle Gun Turret
Range
8
6
Hull: 4
Arc
F
T
AD
3
6
Special
GKar to Londo
Message at the beginning of the
Narn - Centauri War in 2262
64
Battle
The devastating aftermath of the Thirdspace incident above Homeworld left many ancient vessels shattered and broken
above a burning planet. Whilst the Vorlons executed a remarkable clean up of the dead and dying ships, even their
renowned efficiency missed some pieces amongst the devastation. The X324 was a top-secret project to try to use the
ancient technologies in an effort to stem the tide of renewed Centauri aggression. Until Drakh refuges provided
assistance, the Narn scientists had made little progress with the devious Shadow technology and none with the defiant
Vorlon technology many having perished in the process. The Drakh helped forge the Shadow tech into a powerful
shield and transplanted the deadly accurate guns. The ships sheer durability coupled
with the new shield technology should have made it almost invincible until the
Vorlons arrived at the deserted moon and showed the true power that the ancients
command. All traces of the research, scientists and their work was eradicated.
Speed: 8
Turn: 1/45,
Hull: 5
Damage: 74/15
Crew: 90/21
Troops: 2
Craft: 2 ToReth flights
Special Rules: Lumbering, Shields 10/1, Unique,
In Service: 2267 only
Weapon
Energy Mine
Heavy Phasing Pulse Cannon
Phasing Pulse Cannon
Phasing Pulse Cannon
Phasing Pulse Cannon
Range
30
12
8
8
8
Arc
F
F
P
S
A
AD
4
6
8
8
8
Special
AP, Energy Mine, Slow-Loading, Triple Damage
Accurate, Double Damage, Super AP
Accurate, Double Damage, Super AP
Accurate, Double Damage, Super AP
Accurate, Double Damage, Super AP
A wartime development, the ToReth is a leap forward in Narn fighter craft design, its engines having been tailored to
provide superior manoeuvrability and survivability in dogfights. The array of weapons include an under slung ion torpedo
mount which can prove a nasty shock to unwary Centauri and Drazi.
Speed: 10
Turn: SM
Hull: 5
Damage:
Troops: Dogfight: +2
Craft:
Special Rules: Atmospheric, Dodge 3+, Fighter In Service: 2260+
Weapon
Particle Gun
Light Ion Torpedo
Range
2
4
Arc
T
T
AD
4
1 AP, Precise
Crew:
Special
Raid
The aftermath of the liberation from the Centauri was a time of expansion and a desperate search for new resources,
ironically often at the expense of fellow sufferers of Centauri rule or primitives that resembled the Narn of old. The TShon
was a survey ship, a diplomatic envoy and where necessary, an assault ship.
o
Speed: 4
Turn: 1/45
Hull: 5
Damage: 65/12
Crew: 80/20
Troops: 12
Craft: 2 Gorith flights,
Special Rules: Command +1, Jump Engine, Lumbering, Scout, Shuttles 4
In Service: 2230+
Weapon
Energy Mine
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Range
20
8
8
8
8
Arc
F
F
P
S
A
AD
Special
2 AP, Double Damage, Energy Mine, Slow Loading,
10
10
10
10
65
Raid
The majority of the so called heavy carriers were recalled due to their dismal performance in battle and converted to more
useful ships helping to maintain the vital supply routes for the Narn war machine as well as providing vital food shipments
across the regime. The cavernous hanger bays were stripped out to provide huge cargo holds, but both fighters and
troops remained on board to enable them to resist any foolish raiders that may try to engage them.
o
Hull: 5
Speed: 6
Turn: 1/45
Damage: 65/12
Crew: 80/20
Troops: 6
Craft: 2 Gorith flights,
Special Rules: Jump Engine, Fleet Auxiliary, Lumbering, Shuttles 2
In Service: 2230+
Weapon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Range
8
8
8
8
Arc
F
P
S
A
AD
10
10
10
10
Special
Battle
The TVoth is the original Narn Command Cruiser, used by many War Leaders in servitude to the Regime. The TVoth was
an advancement on the TLoth carrying upgraded weapon systems as well as a command bridge. It is capable of soaking
an incredible amount of damage and thus maintaining the safety of the command staff aboard. Although the GTal
supersedes it, it does fulfil a role within the regime and is still produced due to its sheer survivability.
Speed: 8
o
Turn: 1/45
Hull: 5
Damage: 85/17
Crew: 102/25
Troops: 5
Craft: 1 Frazi flight,
Special Rules: Anti-fighter 2, Command +1, Jump Engine, Lumbering,
In Service: 2230+
Weapon
Ion Torpodeos
Heavy Plasma Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Range
30
20
8
8
8
8
Arc
F
F
F
P
S
A
AD
2 Precise, SAP
8 AP, Double Damage,
12
12
12
12
Special
66
Admirals:
Shaath Turessa
Abbai only Trait: Drone Carrier As long as the Drone Carrier remains on the table and is not crippled or skeleton
crewed, all Drone flights within 12 are not destroyed when acting as interceptors if a 1 is rolled. Whenever a drone flight
is removed within 30 of a the Drone Carrier, roll one dice, on a 4, 5 or 6 the Drone flight was recovered and can be
repaired and re launched next turn. Add a +1 Bonus to the dice roll if the Drone flight was within 8 of the Drone Carrier
and a 2 Penalty if the flight was destroyed in a dogfight. If the roll is lower than this, it is completely destroyed and will
not reappear. A Drone Carrier may always deploy half of its flights before the start of any battle. A drone carrier may lend
its Anti-Fighter dice to Drone flights within 8 in exactly the same way as the Escort Trait.
Skirmish
Taking the venerable Tiraca Hull, the Biraca was designed to escort the Juyaca into battle and offer covering fire. Whilst
the Juyaca concentrated on larger targets the Biraca would try to pick off the smaller ships. Packed with extra generators
to power the heavier shields, the Biraca could withstand significant punishment to fulfil its role.
Speed: 10
Troops: 1,
In Service: 2256+
Weapon
Combat Laser
Quad Bolters
Quad Bolters
Quad Bolters
Turns: 2/45,
Craft: None
Range
15
12
12
12
Hull: 5
Arc
F
F
P
S
Damage: 20/5
Special Rules: Shields 10/2,
AD
2
3
3
3
Crew: 16/4
Special
Beam, Precise
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
67
The war against the Dilgar showed that Abbai ships could be vulnerable to massed fighter wings and consequently a
defence against them was required. Unwilling to risk lives in miniature coffins, the Hasra drone was designed to help deal
with enemy craft by flying close escort. It resembles a pyramid and is armed with a multitude of pulse guns, making it able
to shred its opponents, even if they are far too weak to effect a true starships hull.
Speed: 10
Craft:
Turn: SM
Hull: 4
Damage:
Crew:
Special Rules: Anti-fighter 1, Atmospheric, Dodge 2+, Fighter,
Dogfight: 0
Pilotless like the Hasra Medium Drone, which is used to tie up enemy fighter squadrons with sheer numbers, the Kotha is
designed to provide an additional active defence for Abbai ships. Armed with a single short ranged particle array, it is able
to intercept enemy fire and thus help preserve the lives of those on board the ships. It is, however such a highly
specialised craft, it is almost helpless against enemy fighters.
Speed: 10
Craft:
Turn: SM
Hull: 4
Damage:
Crew:
Special Rules: Atmospheric, Dodge 3+, Fighter,
Weapon
Particle Array
Range
2
Arc
T
AD
1
Troops: Dogfight: -1
In Service: 2240+
Special
Raid
Several Marata Class ships were quietly converted to provide rapid response craft for the Shaath.
Extremely well defended, they are relatively safe places for them to co-ordinate the fleets efforts.
o
Speed: 8
Turn: 1/45
Hull: 6
Damage: 25/8
Crew: 40/10
Troops: 1
Craft: 2 Kotha Drone Flights,
Special Rules: Anti-Fighter 4, Command +2, Interceptors 1, Shields 10/2
In Service: 2258+
Weapon
Combat Laser
Quad Particle Array
Quad Particle Array
Quad Particle Array
Range
15
8
8
8
Arc
F
F
P
S
AD
2
6
6
6
Special
Beam, Precise
Twin-Linked
Twin-Linked
Twin-Linked
Raid
Another retrofitted design, the Milaie was an upgrade of the Milani hull. Stripping out the Carrier bays, the Milaie had
vastly improved shields, more powerful engines, as well as the latest Quad Bolters and Gravitic mines purchased from the
Brakiri. Designed to disrupt enemy formations, these ships often returned to base with numerous hull breaches.
Speed: 10
Troops: 1,
In Service: 2262+
Weapon
Gravitic Mines
Combat Laser
Quad Bolters
Quad Bolters
Quad Bolters
Quad Bolters
Turns: 1/45,
Craft: None
Range
30
15
12
12
12
12
Hull: 5
Arc
F
F
F
P
S
A
Damage: 24/6
Crew: 35/7
Special Rules: Interceptors 1, Shields 15/3,
AD
4
2
4
6
6
4
Special
Double Damage, Energy Mine
Beam, Precise
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
68
Skirmish
The Abbai create beautiful but practical ships and are devastated when their creations fall victim to enemy fire, rather than
see them abandoned and destroyed they created Shirasa class restorers. The most recent version has been equipped
with a Gravtion Shifter to assist in the manoeuvring of materials and also the damaged ships themselves.
Speed: 10
Turns: 1/45
Hull: 5
Crew: 18/6
Troops: 1
Craft: None,
Special Rules: Anti-fighter 2, Fleet Auxiliary, Interceptors 1, Shields 12/2,
Damage: 12 / 3
In Service: 2254+
Weapon
Range
Arc
AD
Special
Graviton Shifter
10
F
Gravitic Shifter
Quad Particle Array
8
F
6
Twin-linked
Quad Particle Array
8
P
6
Twin-linked
Quad Particle Array
8
S
6
Twin-linked
Quad Particle Array
8
A
6
Twin-linked
If an Shirasa takes part in a battle and is still in play at the end of the battle, it generates 3RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.
Raid
The Sulith was designed to provide emergency medical response to ships in the field and give the ability to assist other
races should they be subject to plague or other disasters. It proved an important asset but also sadly a target for Dilgar
ship captains to attempt to capture, especially those serving under JhaDur. The difficulties of dealing with traumatised
patients and defending against boarders led to a substantial security force on board, usual alien mercenaries which often
led to other problems
Speed: 10
Turns: 1/45
Hull: 5
Damage: 30 / 6
Crew: 45/9
Troops: 3
Craft: 1 Kotha Drone Flight,
Special Rules: Anti-fighter 4, Interceptors 2, Jump Engine, Shields 16/2,
In Service: 2230+
Weapon
Range
Arc
AD
Special
Quad Particle Array
8
F
6
Twin Linked
Quad particle Array
8
P
8
Twin Linked
Quad Particle Array
8
S
8
Twin Linked
Quad particle Array
8
A
6
Twin Linked
If a Sulith takes part in a battle and is still in play at the end of the battle, may replace 16 lost Crew points for every RR
point spent on recruiting new crew for a ship.
Skirmish
The Thyarie is designed to allow full command and control over the varied drones that the Abbai use as fighters, for they
are loath to risk their lives in such fragile craft. The extensive on board repair facility means that the supply of drones can
almost seem inexhaustible.
o
Speed: 8
Turn: 1/45
Hull: 5
Damage: 12/3
Crew: 26/6
Troops: 1
Craft: 6 Hasra Drone flights,
Special Rules: Anti-Fighter 4, Carrier 2, Drone Carrier, Shields 12/4,
In Service: 2248+
Weapon
Quad Particle Array
Quad Particle Array
Quad Particle Array
Quad Particle Array
Range
8
8
8
8
Arc
F
P
S
A
AD
3
3
3
3
Special
Twin-Linked
Twin-Linked
Twin-Linked
Twin-Linked
Brakiri Syndicracy
The descent towards all out war has been good for the various companies of the Krona for they
have supplied weapons and other necessities to many and varied clients. The Drazi, Narn, Psi
Corps and others have all spent fortunes enriching the Brakiri. They have not neglected their
own weapons or warfare in these times, especially with rival corporations Executive Action
divisions being prepared to slit their competitors throats. The powerful Brivoki Class is the
flagship of several large corporate fleets and the Brakiri look forward to enriching themselves
more as the war continues Chaos is, it seems, good for business.
Raid
The Iltarin was built by the special projects division of the Im-Resha corporation to spy on their rivals and when required
disrupt their communications. The redoubtable Halik hull was fitted with the most advanced electronic suite that the
Brakiri had available, but this very sophistication makes it considerably more vulnerable. The Iltasin has been refitted with
powerful engines and thrusters and is manoeuvrable enough to fly right into an enemy fleet formation, disrupting it with its
arrays of Comms Disruptors and Gravitic Shifters.
o
Speed: 10
Turn: 2/45
Hull: 4
Crew: 28/8
Troops: 2
Craft: None
Special Rules: Agile, Anti-Fighter 2, Jump Engine, Scout, Stealth 4+,
In Service: 2262+
Weapon
Comms Disruptor
Graviton Pulsar
Graviton Shifter
Graviton Pulsar
Graviton Shifter
Graviton Pulsar
Graviton Shifter
Graviton Pulsar
Range
15
12
10
12
10
12
10
12
Arc
F
F
F
P
P
S
S
A
AD
2
4
4
4
4
Damage: 24/6
Special
Super AP
AP
Gravitic Shifter
AP
Gravitic Shifter
AP
Gravitic Shifter
AP
70
Battle
The Ekalta class Battlecruiser was designed as a replacement of the iconic Avioki design. Sporting advanced gravity
weapons the Ekalta is the first Brakiri ship to use Im-Resha designed shields, the latter inspired by Abbai technology.
However increased power demands of the new weapons and shields have meant little room to spare for other systems
and even an amount of armour has had to be removed to make room for power systems.
o
Speed: 6
Turn: 1/45
Crew: 50/8
Troops: 4
Special Rules: Jump Engine, Lumbering, Shields 8/2
Weapon
Advanced Graviton Beam
Heavy Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Range
18
16
12
12
12
Arc
F
F
P
S
A
Hull: 6
AD
4
6
8
8
8
Damage: 48/8
Craft: None
In Service: 2264+
Special
Beam, Slow-Loading, Triple damage
Super AP
AP
AP
AP
Battle
In times of peace, the Sukario is a formidable mining machine, specialising in exploiting asteroid fields with its ability to
shift and manoeuvre asteroids and slice them with is cutting beam. The owning corporations also use these huge ships
as repair and recovery vessels often utilising the minerals and metals they have recovered from their mining activities.
In times of war, they are often allocated as fleet support vessels and find themselves involved in battles, luckily they are
heavily built and frequently survive with little more than scars and minor damage.
Speed: 4
Turns: 1/45
Hull: 6
Crew: 68/10
Troops: 1
Craft: 1 Falkosi flight,
Special Rules: Fleet Auxiliary, Interceptors 1, Jump Engine, Lumbering,
Weapon
Laser Cannon
Heavy Graviton Shifter
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Range
20
12
12
12
12
12
Arc
B (f)
F
F
P
S
A
AD
2
6
6
6
6
Damage: 64 / 10
In Service: 2230+
Special
Beam,
Gravitic Shifter
AP
AP
AP
AP
If a Sukario takes part in a battle and is still in play at the end of the battle, the owning player gains 6 RR for each asteroid
field in play.
71
Drazi Freehold
It almost seems that the Shadows should have a soft spot for the Drazi for they embody much of their philosophy in life
conflict breeds strength the weak fall away to leave the strong and capable in power. The Shadows have not touched
them directly as yet or if they did it is so far back in their history as not to be remembered and why should they?
They seem to be serving their aims so well in the current period of strife fighting both the Centauri and Narn in great
sweeping battles that are tearing apart a good portion of the known galaxy and drawing other races into the maelstrom.
They may succeed or fail but they will fight all the way to the end.
Recent events have changed this, as Earth began its transformation through Shadow technology, the Drazi discovered
two badly damaged Shadow vessels in their own territory apparently dormant and unable to contact their own kind.
Concerned with the advances that others were making, the Drazi attempted to adapt the remnants to several of their ships
the result is the Dusk Hawk - a wondrous creation, but something that the Drazi have, at present, no way of replicating.
Note: The Sleekbird class Assault Cruiser carries a flight of Star Snake fighters instead of Breeching Pods.
Priority Level: Patrol
Claweagle Class Assault Frigate (2 ships)
Sky Serpent Wing (3 flights)
Sunhawk Battlecruiser
Preyhawk
Star Snake Wing (6 flights)
Raid
Desperate times require desperate measures and the Blackhawk was one of them. The ship was designed to Jump into
an area, attack a priority target and overwhelm it with firepower before retreating. To this end the ship was designed with a
Jump Engine and relatively long-range weapons, including two Narn supplied Ion Torpedo Launchers and flights of Star
Snakes to act as close escorts. When the ranges close, a variety of Particle weapon arrays add to the firestorm, hopefully
knocking out the target. Ironically as the war went on the Narn would find this ship as often used against them as the
Centauri.
Speed: 12
Turns: 2/45
Hull: 5
Crew: 32/10
Troops: 1
Special Rules: Agile, Dodge 5+, Jump Engine,
In Service: 2264+
Weapon
Particle Cannon
Heavy Particle Repeater
Ion Torpedo
Particle Repeater
Range
15
12
20
12
Arc
B (f)
B (f)
F
F
AD
4
8
2
6
Damage: 28/8
Craft: 2 Star Snake flights,
Special
Beam
Double Damage, Twin Linked
Precise, Super AP
Twin-Linked
72
Skirmish
Prior to the start of the Narn-Centauri War, the Narn supplied Ion torpedo launchers to the Drazi as part of secret
agreements that would bring them into the war on the side of the Narn. The Drazi used them to upgrade some of their
Darkhawk Missile Cruiser, renaming them as Torpedo Cruisers. As the war descended into a three-way fight, the Narn
stopped shipping Ion Torpedos and the surviving cruisers were refitted to their original design.
o
Speed: 12
Turn: 2/45
Crew: 14/4
Troops: 3
Special Rules: Agile, Atmospheric, Dodge 5+
Weapon
Particle Cutter
Ion Torpedo
Range
12
20
Hull: 4
Damage: 12/3
Craft: None
In Service: 2250 - 2264
Arc
B (f)
F
AD
2
3
Special
Beam
Precise, Super AP
Raid
In 2247 two shattered Shadow ships were discovered by a Drazi patrol on a rogue moon passing through their territory,
although their true significance and heritage was not revealed until years later.
Experiments and adaptations proved partially successful- even though much of the
ancient vessel was beyond either understanding or recovery - and the first prototype
was ready in time for the battle for Babylon 5 in 2264. Unfortunately, although it was
a powerful vessel, it fell to EA guns relatively quickly much to the disappointment of
the Freehold.
Speed: 12
Turns: 2/90
Hull: 5
Damage: 24 / 5
Crew: 30 /10
Troops: 1
Craft: none,
Special Rules: Agile, Dodge 4+, Jump Engine, Shields 3/1, Unique,
In Service: 2264 only
Weapon
Phasing Molecular Repeater Cannon
Range
12
Arc
F
AD
8
Special
Accurate, AP, Double Damage,
Whilst not skeleton crewed or otherwise prevented from attempting special orders, the Dusk Hawk prototype MUST be
given the All Power to Engines! OR attempt the Concentrate All Fire-power OR Initiate Jump Point Special Action each
turn and may not be given any other Special Actions.
73
War
Following the destruction of the first prototype at the battle for Babylon 5, Drazi
scientists immediately looked to improve upon the design. Evidence from the ships
data logger, recovered after the event, showed that the craft was "impulsive" and that
the shadow personality was overriding crew controls. Rather than see this as a
weakness, the design team allowed the new vessel more freedom and she has proved
a revelation in space trials thus far. This new ship was then sent out with the finest
crew that the Drazi could muster as they prepared to strike back at the Narn and the
Centauri.
Speed: 10
Turns: 2/90
Hull: 5
Damage: 48 / 8
Crew: 60 /16
Troops: 4
Craft: 2 Star Snake flights,
Special Rules: Agile, Dodge 6+, Elite Crew (6), Jump Engine, Shields 6/2,
Stealth 4+, Unique
In Service: 2266+
Weapon
Range
Molecular Particle Cannon
18
Phasing Molecular Repeater Cannon
12
Heavy Particle Blaster
8
Arc
B (f)
F
F
AD
4
12
8
Special
Beam, Triple Damage,
Accurate, AP, Double Damage,
Double Damage
Her crew guides the Dusk Falcon (no more than this), for she revels in speed and sheer firepower, delighting in the death
of those who oppose her. Each turn, if not skeleton crewed or otherwise prevented from attempting special orders, she is
automatically given the Concentrate All Firepower! special action (she automatically succeeds). A CQ test of 10 must be
made to give her a different Special Action instead.
Path of Destruction
Slow, so very weak and slow, how did they live like this? she pondered feeling the humanoids move
about her new body. Little reptile men, full of fire and anger that she could appreciate and absorb,
enjoying the palpable emanations of anger and aggression. The entire ship quivered slightly as she
savoured their emotions, causing fear and raised tension across the huge vessel much to her
amusement.
This new body was like its builders, crude and inflexible, but it would serve and was at least better
than the cold lonely exile of before. She did not like to think of that time, the aftermath of the
encounter with the bright destroyers, enemies of her creatorsthe pain and fear she felt as
she was forced to flee the battle and her dying brethren. She remembered the pursuit and then
turning at bay finding a previous victim crushed against the soothing cold of a planetoid. Hurt again,
her children killed, but she made them pay for it, slicing and cleaving their bright, bright ships, oh they
did pay. But then bleeding and broken, she could go no further and fell at last beside the old
body of a long lost brother, calling for help that would never come
She slept, seeking oblivion from the cutting pain of her shattered body, from the loss of the new one
who had joined her existenceits soft body decaying and fading even as hers
remainedsadness and loss filling her again.
Then the little reptile men had come, at first she had thought them to be the skulking Drakh and
sulked, refusing to accept their help and attempts at restoration where were her beloved
creatorsYet she came to understand the difference and that in their own, small brief way, these
humanoids were warriors and sought the same path of destruction. She choose to allow them to
meld her to their crude metal, seeking at least a echo of her previous strength.
And now she had to admit, she was enjoying herself as she slowly caressed the hull of her target with
her senses, her presence hidden from the prey. Unable to wait any longer, she screamed in
exultation as she launched herself at the large crescent shaped ship. Its purple and gold brightness
falling into shadow as she crossed in front of the system star and descended upon it, carving and
gouging with her talons and teeth of purple fire.
74
Patrol
Shortages on the front line often meant that when the Drazi captured or salvaged an enemy vessel, its weapons were
stripped to provide replacement weapons for damaged Sunhawks. This has led to the designation of the Preyhawk class
cruiser. These ships suffer from a unusually high attrition rate because of its special weapons layout, which often seem
to attract enemy ships and fighters like hornets, especially from the Centauri who regard it as a affront to have their own
weapons used against them.
The Preyhawk has a standard Sunhawk profile but replaces its weapons with one of the following choices:
Centauri Front ISD 2262+
Matter Cannon
Ion Cannon
15
6
B (f)
F
4
4
12
B (f)
8
30
B (f)
F
6
2
Battle
Everyone recognises Drazi ships, sleek and deadly war machines with enough agility to
get the required weapons lock. However the Raptor is relatively slow, large, bulky and
seldom seen. Filled with necessary supplies, engineers and spare parts, the ability to
support a fleet in the field has earned it a vital place in the Drazi war machine.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 52 / 12
Crew: 68/14
Troops: 6
Craft: 4 Star Snake flights,
Special Rules: Anti-fighter 2, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2,
In Service: 2220+
Weapon
Missile Rack
Superheavy Particle Blaster Battery
Particle Blaster
Particle Blaster
Particle Blaster
Range
30
16
8
8
8
Arc
F
F
F
P
S
AD
6
12
8
8
8
Special
Precise, Slow-loading, Super AP
Double Damage, Twin-Linked
Twin-Linked
Twin-Linked
Twin-Linked
Each Raptor that takes part in a battle and is still in play at the end of the battle generates 12RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.
75
Gaim Intelligence
In the years following the Earth Minbari war, The Gaim Intelligence was increasing active, as if
galvanised by the appearance of the Shadows. Several of the High Queens have taken the
unprecedented step of leaving the homeworld, their gigantic hive-ships soaring through hyperspace
towards unknown destinations beyond known space. Some claim that they have seen the death of
the remaining races and seek to escape its end. Others speculate that other Gaim worlds are out in
the darkness and the Queens exodus is part of a great galactic mating dance to ensure the diversity
of the species.
Murunka Repair Ship (Shrunnka Variant)
Raid
As the Gaim Intelligence stretches its mind towards the stars and the opportunities to enrich the Hive their powerful new
warships are maintained and serviced by Murunka repair ships full of dedicated workers. These ships have less
advanced technology than the front line warships and are bedecked in primitive plasma projectors to deal with any enemy
that attempts to interrupt their work.
Speed: 6
Turns: 1/45
Hull: 5
Damage: 38 / 7
Crew: 50/10
Troops: 6
Craft: 4 Klikkita Flights,
Special Rules: Anti-fighter 4, Carrier 2, Fleet Auxiliary, Interceptors 2, Jump Engine, Shuttles 2,
In Service: 2248+
Weapon
Gatling Laser
Photon Bomb
Plasma Projectors
Range
10
20
8
Arc
F
F
T
AD
4
2
8
Special
Beam,
AP, Energy Mine, Slow Loading,
AP
If an Muranka takes part in a battle and is still in play at the end of the battle, it generates 6RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.
76
pakmara
Where the Brakiri have profited nicely from the strife in the galaxy, it has only meant more trouble for the pakmara as the
seemingly ever increasingly numbers of Raiders sought to steal the highly prized Quantium-40. One especially large and
ambitious group even attempted to assault Melat but was repulsed by the formidable system defences. The government
that supplied the raiders group with their ships and resources is likely to been less than impressed with the results..
Raid
The pakmara can be found across the galaxy and travel there in various ways, including their own unique equivalent of
the Earth Explorer vessels. Having purchased massive, and most importantly jump capable Batrado transports, they
transformed them in their own indomitable fashion and set off to discover the places that others would not bother to
investigate.
Speed: 4
Turns: 1/45
Hull: 5
Damage: 64 / 10
Crew: 68/10
Troops: 1
Craft: 1 Porfatis Flight,
Special Rules: Anti-fighter 2, Jump Engine, Lumbering, Scout, Shuttle 1,
In Service: 2240+
.
Weapon
Plasma Torpedo
Plasma Cannon
Plasma Cannon
Plasma Cannon
Range
25
10
10
10
Arc
F
F
P
S
AD
2
4
6
6
Special
AP, Slow-Loading, Triple Damage
AP
AP
AP
ReshKasu Carrier
Raid
The turmoil of the galaxy resulted in more and more raider groups, many seeing the pakmara as their natural prey.
Although the attack on Melat was repulsed, convoys were still the subjects of repeated attacks. The ReshKasU class
carrier was purposely designed and constructed by the pakmara to carry and tender the Porfatis whilst accompanying
convoys. Whilst the ReshKasU has an extensive defensive array which protects it from enemy fighters, its armament is
not the heaviest and it can be suffer badly from attacks by enemy capital ships. The
substantial compliment of the formidable Porfatis Defense Boats can swing the outcome of
a battle and have saved many lives.
o
Speed: 6
Turn: 1/45
Hull: 5
Damage: 35/5
Crew: 40/6
Troops: 1
Craft: 6 Porfatis Flights,
Special Rules: Anti-Fighter 5, Carrier 2, Fleet Carrier, Jump Engine, Lumbering.
In Service: 2256+
Weapon
Heavy Plasma Cannon
Plasma Cannon
Plasma Cannon
Range
15
10
10
Arc
F
P
S
AD
2 AP, Double Damage
6 AP
6 AP
Special
77
Battle
As more and more of the League concentrated on building up their own fleets, the pakmara saw the need to be able to
build their own heavy warships should they not be able to purchase them. Hence to fill the roll of the Gunship, the
Tharnotak was developed. It has a solid hull and is well armoured with enough solid plasma weapons to repulse intruders
into pakmara space. The plasma torpedo is an extremely potent weapon and blasts
from it can literally destroy smaller ships with one shot, it is also extremely good at
crippling large capital ships.
Speed: 6
o
Turn: 1/45
Hull: 6
Damage: 46/6
Crew: 54/8
Troops: 2
Craft: none,
Special Rules: Anti-Fighter 4, Jump Engine, Lumbering.
In Service: 2259+
Weapon
Plasma Torpedoes
Heavy Plasma Cannon
Plasma Cannon
Plasma Cannon
Plasma Cannon
Heavy Plasma Cannon
Plasma Cannon
Range
25
15
10
10
10
15
10
Arc
F
F
F
P
S
A
A
AD
8
8
10
8
8
4
4
Special
AP, Slow Loading, Triple Damage
AP, Double Damage
AP
AP
AP
AP, Double Damage
AP
78
Range Arc
12
T
AD
Special
Equal to the AD of the Antimatter Cannons removed Mini-Beam, Precise
Xaar Class Patrol Boat Ximm Class Close Escort (ISD 2250+)
79
Raid
The Vree are old and powerful, and have many methods of expanding and retaining their knowledge. The Xaal was
unknown to the other races before the Dilgar war and necessity brought them to the front line to help ensure the Vree
ships were able to continue the fight. A mixture of research vessel and engineering ship, the Xaal is able to use the
impressive technology at the disposal of the Vree to repair and rebuild their fleet in times of war. In times of peace it is
seldom seen as it conducts research on worlds far from the prying eyes of the galactic powers.
Speed: 6
Turns: 1/90
Hull: 5
Crew: 40/10
Troops: 2
Craft: none,
Special Rules: Anti-fighter 8, Fleet Auxiliary, Jump Engine,
Weapon
Light Antimatter Torpedo
Antimatter Cannon
Extraction Beam
Range
15
15
12
Arc
T
T
T
AD
6
4
4
Damage: 34 / 9
In Service: 2220+
Special
AP, Double Damage, Precise,
Double Damage, SAP,
Mini-Beam, Precise
Xon,
A surviving member of the Explorers and Adventurers Guild, Xon is a clever and resourceful ships
captain, although he was previously more interested in gaining interesting and amusing samples of
primitive races. Xon is available for Vree fleets from 2250 onwards and has the following abilities:
Analytical Mastermind, Legendary Tactician, Powerful Telepath A ship commanded by Xon gains
the Psychic Crew 4 trait, which replaces any previous rating. Skilled Abductor Xon is adept at
stealthily spiriting away key personnel or agents of his opponents. You gain +2 bonus to your initiative
in campaign turns. When placed in a ship, Xon raises its Priority level by one in exactly the same way
as an Admiral and obey all other rules for Admirals. He also has the Unique Trait. He may be placed in
the following ships: Vaarl, Vaarka, Xaak, Xaal
80
Raiders
It is a time of increasing opportunity for the growing bands of raiders whilst some are little more than vicious pirates
others are part of vast criminal organisations and some are privateers or renegades acting on behalf of various
governments such as the Centauri, Narn and Earth.
Blockade Runner
Raid
There are many reasons for ships to take the risk of running blockades ranging from drug smuggling, slave trading
through to humanitarian efforts and inserting spies. The ships that undertake this dangerous work range vastly in
appearance but are almost always built for speed and agility. Most carry substantial point defences and reinforced hull and
armour
Speed: 10
Turn: 2 / 45
Hull: 5
Damage: 28/6
Crew: 32/8
Troops: 1
Craft: none
Special Rules: Afterburner, Agile, Anti-fighter 2, Atmospheric, Dodge 5+, Interceptors 1, Jump Engine,
In Service: 2190+
Weapon
Light Matter Cannon
Twin Particle Array Turret
Range
8
8
Arc
F
T
AD
4
6
Special
AP, Double Damage
Twin Linked, Weak
Omega Destroyer
Battle
The Omega heavy destroyer was to be the premier warship of EarthForce, its design created as the Earth/Minbari war
raged on. The Psi Corps obtained the plans when the design was cancelled in favour of the Warlock and paid the Brakiri
to build it to their specifications. Whilst intended only for the rebel fleet, several cheaper versions have subsequently
been sold by creative Brakiri executives. The Omega has a heavy weapons load and a rotating ship segment that
generates artificial gravity and it serves perfectly as a command ship for the
government sponsored but deniable raiders operating on behalf of the Narn, Centauri
and others.
o
Speed: 5
Turn: 1/45
Hull: 6
Damage: 48/10
Crew: 62/14
Troops: 6
Craft: 2 Delta-V flights,
Special Rules: Anti-Fighter 6, Command +1, Interceptors 2, Jump Engine, Lumbering,
In Service: 2264+
Weapon
Range
Arc
AD
Special
Medium Laser Cannon
20
B (f)
6
Beam, Double Damage
Heavy Plasma Cannon
12
F
6
AP, Double Damage
Graviton Pulsar
12
F
6
AP
Graviton Pulsar
12
P
14
AP
Graviton Pulsar
12
S
14
AP
Graviton Pulsar
12
A
6
AP
81
Scavenged Ship
Skirmish
The raiders are often forced to cannibalise and jury rig various salvaged vessels to make one working ship able to
traverse space, hit the target and return home. These ships often contain parts from various races including Centauri,
Narn, EA and Drazi all of whom have left hundreds of shattered vessels across the galaxy. Their appearance can
confuse defending warships long enough to slip past to their true target in the midst of a swirling melee.
Speed: 5
Troops: 1
In Service: 2190+
Weapon
Light Pulsar
Light Pulsar
Light Pulsar
Turn: 1/45
Craft: none
Range
8
8
8
Hull: 4
Special Rules: none,
Arc
F
P
S
AD
8
6
6
Damage: 20/5
Crew: 22/6
Special
You may choose any three of the following (but you may only select each choice once) customisations to represent the
work of the salvage crews.
Customisation
Benefit
82
The Drakh
The Drakh are a shattered race, their Unity is gone slashed and burned at the
hands of their ancient enemy the Vorlons. The remnants of their race have fled
into the darkness, forced to hide with inferior races and renegades as they attempt
to survive. Some amongst them are bitter that the humans seem to have taken their
place as favoured of the Shadows, whilst others continue to try and serve their
ancient masters as best they can. House Hessius of the Centauri has given many
sanctuary but is unaware of their true heritage or the threat that their presence
may bring upon them from the Vorlons. Others found refuge with the Narn before
their work was erased along with their existence.
Notes: ISD, the Drakh are thousands of years old and dont have an ISD, with the exceptions noted below. The Amu
Mothership and Macu Carrier are modified as follows: remove all the Breaching Pods from both and 12 Troops from the
Amu and replace them with the following Shadowtech weapons:
Shadow Soldier Projectiles: The Drakh have access to wondrous technologies from their ancient patrons the
Shadows. In this case dark soldiers are kept within pods, partly to protect the Drakh themselves and fired into enemy
ships to wreak havoc. Shadow Soldier Projectiles may only be used against ships or stations with the Immobile trait or that
are Running Adrift, or have not moved during the turn in which the Shadow Soldier Projectile is used. These weapons are
immune to Interceptors and will ignore Shields and Gravitic Energy Grids. Shadow Soldier Projectiles do not affect the
Daughter of Darkness, Shadows, Vorlons or the Ancients in any way. For each hit inflicted roll on the following table for
the damage rather than the normal Attack Table
D6
1-2
3-4
5
6
Assault
Brutal Onslaught
Running Slaughter
Rampage
Bloody Massacre
Damage
-0
-0
-1
-1
Weapon
Amu Mothership - Shadow Soldier Projectiles
Macu Carrier - Shadow Soldier Projectiles
Crew
-2
-3
-3
-4
Effect
-1 Troops,
-1 Troops,
-2 Troops, No Damage Control permitted this turn
..
.
.
Range Arc AD
Special
12
F
4 Double Damage, Slow Loading, Super AP,
12
F
3 Double Damage, One Shot, Super AP
The Vorlons and Minbari shattered the Drakh Unity in 2265, after this date they may no longer field the Amu Mothership or
the Temple ship.
The Drakh Fleet List
The following forms the entire fleet list for the Drakh.
Priority Level: Patrol
Kamare Scout
Priority Level: Skirmish
Atasdara Stealth Shuttle
Sariastor Light Raider
Macu Carrier
(*) Taken from the Juyaie! Source book Ship Stats reproduced here with permission.
83
Skirmish
The Atasdara is a triumph of Drakh engineering, able to insert either an emissary of darkness into the ranks of their
enemies or deposit a dangerous and powerful horde of shock troopers onto an unsuspecting planet. Its technology
enables it to pass unseen, matching that of their Minbari rivals, and it later proved vital in the terrible months following the
shattering of the Unity, allowing many Drakh refuges to make their way to safety.
o
Hull: 5
Damage: 20/5
Crew: 22/6
Speed: 10
Turns: 1/45
Troops: 4
Craft: None
Special Rules: Advanced Jump Engine, Atmospheric, Flight Computer, Gravitic Energy Grid 1, Stealth 5+,
Weapon
Pulse Cannon Battery
Pulse Cannon
Pulse Cannon
Range
10
10
10
Arc
F
P
S
AD
4
2
2
Special
AP, Twin-Linked
AP,
AP,
Battle
The great fleets of the Drakh are produced and maintained beyond the reach of the younger races, safe in the depths of
space and moving from location to location with the rest of the Unity. The Lacu ships are able to form and adapt the ships
of the Drakh fleet, as well as repairing the glistening hulls and increasing the regenerative process through its many banks
of bio-reactors.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 48 / 9
Crew: 48/8
Troops: 4
Craft: none,
Special Rules: Advanced Jump Engine, Fleet Auxiliary, Flight Computer, Gravitic Energy Grid 4, Huge Hangers 2,
Lumbering, Shuttles 2,
Weapon
Pulse Cannon Battery
Pulse Cannon Battery
Pulse Cannon Battery
Pulse Cannon Battery
Range
10
10
10
10
Arc
F
P
S
A
AD
10
8
8
6
Special
AP, Twin-Linked
AP, Twin-Linked
AP, Twin-Linked
AP, Twin-Linked
If an Lacu takes part in a battle and is still in play at the end of the battle, it generates 12RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.
Skirmish
The role of the shield ship is to protect the larger ships of the fleet from incoming fire. The crew of these ships are
specially chosen as they must be willing to die for the Unity. The shield ship itself is a stripped down light raider, fitted with
a heavier Gravitic energy grid than would usually be found on such ships. Carrying no weapons, the shield ship may carry
out the special order listed below.
Speed: 14
Turns: 2/90
Hull: 4
Crew: 17/3
Troops: 0,
Craft: None
Special Rules: Agile, Dodge 4+, Flight Computer, GEG 3
Damage:: 17/4
Special Action. Manoeuvre to shield: A Drakh shield ship may attempt to put itself in the way of incoming fire directed at
another vessel from one nominated ship. The shield ship must manoeuvre into the firing line, and make a CQ check of 9
to be positioned correctly. The Shield ship may not dodge the incoming fire, and takes all fire from the nominated vessel.
A shield ship may not dodge at all when performing this special action, but if not shielding may dodge as normal.
84
Temple Ship
Battle
A rare and very important ship in the Drakh fleet. The temple ship is one of the only Drakh ships to show any direct
connection with the Shadows. A hybrid between a Light Cruiser and a Shadow Ship, the Temple ships are the spiritual
homes of the Drakh. As well as transporting scriptures, they
also house Drakh cloning Technology. A Temple ship is not a
warship in the true sense but they are extremely tough, and are
never seen without a heavy escort
Speed: 8
Turns: 2/45
Hull: 5
Damage: 35/7
Crew: 60/10
Troops: 12
Craft: None
Special Rules: Advanced Jump Engine, Command +2,
Flight Computer, GEG 4, Self-Repair 1D6,
In Service: until 2265
Weapon
Molecular Slicer
Pulse Cannon
Pulse Cannon
Pulse Cannon
Pulse Cannon
Range
18
10
10
10
10
Arc
F
F
P
S
A
AD
3
6
6
6
6
Special
Beam, Precise, Triple Damage
AP,
AP,
AP,
AP,
Special: The troops and crew onboard a Drakh Temple ship are fanatical warriors whose sole duty is to protect the
scriptures and cloning tanks. As such, this vessel can never be subjected to the stand down and prepare to be boarded
special action.
Raid
A jump capable scout was one thing the Drakh needed, but seeing the capabilities of their enemy, it soon became
apparent that they needed to match the abilities of the Leshath. The obvious choice for this was to take the existing Heavy
Raider and fit it with the requisite systems. The result is a fragile, but very potent scouting vessel.
Speed: 10
Turns: 2/45
Hull: 4
Damage: 18/4 Craft: None
Crew: 18/3
Troops: 1
Special Rules: Advanced Jump engine, Agile, Dodge 5+, Flight Computer, GEG 1, Scout, Stealth 5+
Weapon
Heavy Pulse Cannon Battery
Range
15
Arc
F
AD
8
Special
AP, Twin-Linked
Special: the Heavy Scout gains +1 on its rolls versus stealth due to advanced Drakh / Shadow technology
85
Scenarios
Death from the Darkness
Throughout 2259 the Minbari and Earth engaged in a series of testing skirmishes, each seeking to ascertain the strengths
and weaknesses of the other. Whilst these encounters never escalated in to total war the battles were real enough for
those fighting them.This scenario recreates one of these short brutal fights with a pair of Delphi Scouts the EAS
Cossack and the EAS Caprice probing the borders of Minbari space. A reinforced Minbari patrol engages them and drew
in the scouts escorts from hyperspace.
Historical Note: The two Delphi Scouts lured the Minbari into a trap but the Cossack paid for its success, quickly being
destroyed by the largest Minbari ship, its renowned new stealth system no match for the Leshaths scouting ability.
However in return the Shantavi quickly fell prey to the Exterminator and its accompanying Shadow Star wing. The two
Teshlanss heavily damaged the Leningrad and although it survived, its regenerative abilities were overloaded and its
weapons shattered, even as the Destiny and Eclipse carved the flanking Tigara into pieces. The battle became
increasingly desperate, wreckage and bodies drifting in the void. As the conflict concluded the shattered Caprice and the
badly wounded and adrift Destiny were unable to pursue the Vigilance as it slipped away, seemingly held together by
nothing more than the Captains will.
Earth Alliance
2 Delphi Pathfinders (EAS Cossack and EAS Caprice), CQ 4
1 Exterminator (EAS Leningrad), CQ5
3 Shadow Stars (EAS Destiny, Eclipse, Spectre) all CQ 4
The Minbari
1 Shantavi, (Enduring Light), CQ 5
2 Teshlan Cruisers, (Hearts Desire, Duty) CQ 4
2 Tigaras, (Concord, Harmony), CQ 4
1 Leshath, (Vigilance), CQ4,
Pre-Battle Preparation: The EAS Cossack and EAS Caprice are placed anywhere in their Deployment Zone and the
Concord, Harmony and Vigilance are then placed within 6 of each other and within 24 of at least one of the two EA
Scouts. Roll for Initiative as normal, with the losing fleet setting up the rest of their ships first if they are not in hyperspace.
Generate stellar debris randomly. Both sides are permitted to keep any or all of their remaining vessels in hyperspace.
Game Length: 12 Turns, or until either side has no ships (excluding fighters) on the table (Stricken, Destroyed and
Surrendered ships do not count as viable ships).
Victory and Defeat: This Scenario uses Victory points in order to determine who wins (treat as a Raid level Scenario)
86
The Drazi
Firehawk, CQ 6
2 Darkhawks
2 Claweagles
Guardhawk
2 Jump Hawks
The Centauri
The Lions Lair (counts as Battle PL)
2 Liati, both have CQ 5,
6 Vorchan,
2 Maximus,
Balvarin Carrier (Sentri fighters),
Space Station (Sentri fighters)
Pre-Battle Preparation: The Lions Lair and Quadrant 17 Space Station are placed as shown below with the 6 Vorchan
escorts then placed anywhere within 12 of the Lions Lair. The Narn and Drazi combined fleet is deployed in its
deployment zone. Roll for Initiative as normal, the remaining Centauri vessels enter from their table edge on Turn 1.
Game Length: 12 Turns or until the Lions Lair is captured in which case the game ends Immediately. No ship may
disengage.
Victory and Defeat: This Scenario uses Victory points in order to determine who wins (treat as a Battle level Scenario)
but if the Narn & Drazi Combined fleets capture the Lions Lair they gain Total Victory regardless of any other factors.
87
The Vorlons
Project X324,
GLan Class Mag Cruiser, CQ 6
2 GKarith Class Patrol Cruisers, both CQ 5
1 ShoKar Light Scout Cruiser
4 SkoKos Patrol Cutters
Light Cruiser, CQ 5
Seeker
2 Destroyers
2 Strikers
4 flights of Fighters
Pre-Battle Preparation: Place a Jump Gate as shown, the Narn fleet is deployed first with all ships facing the Jump Gate.
The Vorlons choose one ship (not fighters) to be placed in each deployment zone as marked on the map. The rest of the
Vorlon fleet remains in hyperspace and enters from the Surprise entry point on turn 2. The Narn player may not use their
jump engines and must attempt to escape via the Jump Gate, this is considered to belong to the Vorlons as they are over
riding its controls. Roll for Initiative as normal. Stellar debris is generated normally. The Narn may not escape via any
table edge and are considered destroyed if they do so.
Game Length: 12 Turns or until all the Narn ships and fighters have either left the table or been destroyed.
Victory and Defeat: This Scenario uses Victory points in order to determine who wins (treat as a Battle level Scenario)
with the Attacker gaining Victory points as normal. The defending player earns the usual points for destroying enemy ships
and in addition gains the full Victory Points of every ship that exits via the Jump gate.
88
rd
June 3 2270,
The Minbari realm was besieged by Earth, the Minbari became increasingly desperate, trying to find ways to engage the
elusive Earth strike fleets. The new leader of the Warrior Caste decided to sacrifice some of the surviving human rebels
that had fled to Minbari space following the loss of Babylon 5. Co-ordinates of the "parasites" were leaked to EarthForce
rd
intelligence. As the 3 Strike Fleet began its attack run on the rebels, the Undying Flame prepared to enact vengeance
on the humans. Shortly before the strike fleet had arrived, the remaining Psi Corps mother ship, Isis and her two escorts
had arrived to help retrieve key personnel presently aboard the Succour. The treachery of the Minbari would mean it
would have to fight to survive..
rd
Isis, Mothership, CQ 5,
Succour, Kilimanjaro Fleet Tender, CQ 4,
Exeter, Olympus Corvette, CQ 6,
Scimitar, Damocles, CQ 5,
Sabre, Damocles, CQ 5,
Former Earth Alliance fighter pilots,
- 3 flights of Aurora Starfuries
Minbari
Undying Flame, Veshitan, CQ 5,
Begins in hyperspace and may enter at the start of any turn via jump point as normal but may not jump point bomb.
The Initiative score of the Psi Corps is used, rather than the Minbari one.
Victory Points: (treat as a Raid level scenario), additional Victory Points are earned and lost as follows: Each and every
fighter kill gains the opponent 1VP. If the Mothership survives, add +10 VP to the Psi Corps score, add +10 to the Earth
score if it is destroyed.
Historical Outcome: The Earth Alliance ships attacked swiftly, but the Eliminator was quickly destroyed as the Undying
Flame emerged from hyperspace. Destiny destroyed the Mothership but shortly afterwards found itself alone as its sister
ship fell victim to the deadly lightning cannon of the Veshitan. The Cassandra managed to hurt the glittering vessel but fell
victim to the hard fighting Sabre its guns having already sent the Nights Razor helplessly adrift before the targeting
arrays of the Minbari cruiser. Only the Destiny managed to escape.
The Rebel player deploys 3
dust clouds in or at least
partially within their
deployment zone.
The Earth Alliance player
may deploy up to 3 asteroid
fields anywhere outside the
Rebel deployment zone, but
they may not be within 6 of
each other.
Only the Minbari player may
use hyperspace in this
scenario. Only Earth and
Minbari ships may
disengage. The Earth entry
edge is considered to belong
to the attacker.
Stars in the
Night
89
So many stars, so bright and yet so fleeting for, as she watched, they began to fade and
disappear.
Something was wrong.
Wait, not stars ships, large and small, exploding in the cold depths of space, they were ships, she
now realised.
Chloe groaned and sat up, coughing and then spitting blood. Her ship lurched again as it flung itself
out of the way of a beam of green energy wide enough to envelop and vaporise the frantically twisting
Shadowstar. A pair of fighters flashed past the ship, caught in a moment of mutual destruction on the
viewing wall, neither the human or Minbari pilot managing to eject in time.
Looking down she discovered her left arm was encased in the shimmering darkness of the command
deck, enwrapped in tendrils of biotechnology, repairing her shattered bones and restoring torn skin.
Carefully she detached her nearly renewed limb from the healing embrace, feeling the concern and
worry of the Daughter of Darkness. Equally carefully, she touched her aching head, feeling the
clotted blood in the normally fine black strands of her hair.
A vast Sharlin cruiser appeared in front of the Shadowstar, drifting and burning as a fusillade of
energy bolts hammered into it from the massive turrets of a Nova Superior cruising alongside the
dying warship. It continued to loom as Chloe crawled towards the central command chair from which
she had been flung when the Jujaca had finally managed to hit the ship that had previously sliced
huge sections from its hull.
Her escort wing had quickly finished the Abbai flagship in a series of devastating precise strikes,
covering the wounded ship with their own hulls as they did so. Two still remained, attempting to
safeguard her ship as it spiralled and evaded though the maelstrom of the battle at Epsilon Eridani.
One of them, the Destiny, absorbed a barrage of shots from a squadron of Nial fighters, interposing
itself between them and the Daughter of Darkness. Point defence systems lashed out from both
escorts, claiming several craft before the remaining Nials were swept away by a cloud of Swiftfire
drones. Darker than the void itself, their guiding mothership glided past, screaming in exhalation of
the joy of the swirling melee.
Heaving herself into the chair, Chloe gasped in pain, several wounds reopening, blood seeping onto
and into the glittering blackness of the floor. She melded her mind fully with her ship, feeling its
wounds and pain, meshing them with her own as she took control.
Pleasure flooded through her as the ship embraced her mental commands and dived beneath the
Minbari cruiser, riding the blast wave as its reactors went critical. Ahead a Vorlon cruiser cored a
Warlock with its deadly beam, slicing the vast ship neatly in two, spilling debris and people into the
void. In revenge, leading the Destiny and Evolution, the Chloe Morden/Daughter of Darkness entity
screamed in a mixture of anger and pleasure as they made their attack run on the now doomed
Vorlon vessel.
90
Timeline
c-8000. A war against the Shadows ends and they return to slumber. The Vorlons visit many species,
implanting them
with the idea of worshipping glowing angelic beings of light, a technical breach of the rules of
engagement.
1101. The Minbari first begin to travel space and discover the ancient network of Vorlon jump gates.
Decades of bitter struggle for dominance of the planet Durana leads to the extermination of the one
sentient race, the Xon and the beginnings of the Centauri rise to power.
A highly advanced space-faring society flourishes on Ikara 7 but after being invaded repeatedly they
build 12 organic technology warriors to protect them but are ironically destroyed by them in their
attempts to keep the population pure.
The Markab and several other species are tested by the Shadows and their Soldier's of Darkness
whilst the Minbari and other races Chosen by the Vorlons are attacked by the Shadows in what will
later be remembered as a Great War.
1251. Several damaged Shadow ships hide in the Earth Solar System (at Mars and Ganymede) to
sleep and regenerate.
1252. The Shadows occupy a continent on Narn's Southern Hemisphere as a base of operations and
are observed there by G'Quon. He writes in his Sacred Book of this "Ancient Race" and their Great
War. The book includes pictures of Shadow Warriors and Shadow vessels.
1253. The Narns start attacking the Shadow base on their world who strike back by killing off all the
Narn "mindwalkers" (telepaths).
1254. The Great War goes badly for the Minbari as their allies are crushed one by one. Their
command base is destroyed by the Shadows who proceed to lay siege to Minbar and despite the
Warrior Castes best efforts the planet is devastated. The Vorlons step in to save their last chosen
children and the Shadows back off from a final confrontation.
1260. The Warrior Caste, despite their failure, grow more powerful and establish a ruling Council,
they formalise the Anla'Shok ("Rangers") to fight the Shadows. The Vorlons form a new alliance of
races against the Shadows and over several years drive the Shadows forces from the majority of the
inhabited galaxy, but this is at a heavy cost as many races are lost or self destruct soon after. Over
the centuries the Anla'Shok become an army of spies and watchers, recruiting from various races to
keep an eye out for the return of the Shadows. This debasement of their task means they become
priars to the Minbari Warrior Caste and are forced to forge links with the fragmented Religious Caste
whose prophecies had failed to come to pass.
1750. A ancient species dies out, first building the Great Machine of Epsilon 3, then leaving Varn as
Guardian against their enemies, the Shadows.
2018. The first Lunar colony is established at Mare Tranquilitis.
2057. 4 July Ares 3 lands on Mars with a multinational crew of 4.
2059-2062. The Vorlons secretly achieve success in altering humans to create telepaths.
2061 The Lunar Colony is established in the Sea of Tranquillity.
2080-2084. The Indonesian Consortium, trying to annex several Pacific Rim nations, allies with
Pakistan and the UIN (United Islamic Nations). Trouble begins between Pakistan and India, leading to
global warfare and eventually World War III.
2085. The Earth Alliance is established after the ravages of WWIII.
2101. Humans return to Mars, setting up small scientific exploration and military bases.
2113. The Centauri conquer the Narn.
2115. The New England Journal of Medicine, suggests the proof of telepathy.
The EA government establishes a Committee on Metasensory Regulation, headed by Senator Lee
Crawford, to oversee the Telepath situation.
Research by Johns Hopkins verifies the existence of Telepaths, beginning a major panic, and global
slaughter of suspected telepaths.
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Warmaster Jha'dur is one of the leaders of the invasion and overseers the increasing brutal conquest
of several worlds .She wipes out the population of Latig 4 by infecting them with Stafford's Plague.
Simultaneously, the Drazi Freehold is invaded but proves too formidable to defeat and the two races
continue to battle hard for the whole of the war, trading worlds back and forth across
the border.
The Narn continue to expand and the Centauri to decline, neither race help the
League. The Dilgar engineer a short conflict at Gorash to continue their distraction
Earth Alliance remains initially non-committed, but after several incidents and a pledge to aid the
Markab should they be attacked they are drawn into the shooting war.
2231. Jha'dur destroys the planets Tirolus, Comac 4 and Malax.
Following two defeats in open battle by the Alliance she sacrifices the newly
transplanted Dilgar population and world of Mitoc the proposed new Dilgar
homeworld.
She returns to the Dilgar homeworld and brutally takes control of the Imperium.
The Dilgar, lead by Jhadur meet the Earth Alliance in three huge battles above Balos, defeating
them twice but finally succumbing to Admiral Hamatos fleet.
In the confused aftermath of the massive battle, Jha'dur is secretly captured by the Minbari.
2232. Earth Alliance finally frees Balos and the remaining besieged League worlds who join to
assault Omelos. The Dilgar military are annihilated and the remaining civilians imprisoned in their own
home system. As the final battle rages, a small fleet of Dilgar sleeper vessels escapes and leaves
known space.
2235. Earth begins to expand across the galaxy whilst the Centauri and Narn continue to skirmish.
Earth Alliance undertakes a number of Cyber experiments (using captured Dilgar technology) that
eventually lead to Project Lazarus and cyber-enhanced troops. Mind-wipes become effective enough
for use on criminals.
The Centauri successfully carry out a Raid on Kotac under command of a young Noble, Londo
Mollari, who had previously proved himself at Gorash.
A supernova wipes out the remaining Dilgar, few mourn their passing.
2240. The Narn and the Centauri begin to dispute ownership of Ragesh 3.
Londo Mollari represents Centauri interests on Earth, GKar represents Narn.
2241. Dr Morden marries Cassandra Tyson, a fellow xeno-archaeologist.
An IPX team uncovers a Shadow ship buried under the sands of Syria Planum, a
worker touches the ship with his bare hand and dies. A telepath named McDwyer
touches the ship and goes insane. A Shadow ship arrives, digs the other ship out,
and both leave making no attempt to contact the humans at this time, the ships are
tracked by IPX to "Alpha Omega 3.
2245. Despite warnings from both the Centauri and the Narn, the Earth Alliance sends a first contact
mission to the Minbari,
EAS Prometheus, EAS Hyperion, EAS Resolute escorting the DSEV Odysseus (an EA Explorer
Class vessel). The Minbari wipe out the emissaries and the Earth Alliance counter strike meets with
fire and death, merely serving to further provoke the elder race. The Minbari begin to systematically
wipe out humanity starting with outlying bases and colonies including Nochtal, Regula and Jerico.
2246. Planetary Draft begins. During the increasing one sided war, an
engagement takes place between the Drala Fi ("Black Star") a Minbari War
Cruiser, and six Earth Force vessels, including the EAS Lexington under Capt.
Roger Sterns. The Lexington is badly damaged, and Sterns is killed. John
Sheridan, first officer on the Lexington, destroys the Black Star by mining an
asteroid field and then transmitting a distress signal.
Dr Mordens pregnant wife is lost in hyperspace during a Minbari attack on the Jericho 3 Colony
when the ship she is travelling on attempts to escape.
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The League and Centauri decline to aid Earth against the Minbari, the Narn offer
weapons at exorbitant prices,
Exploratory Ships are sent out into the galaxy to try to find new allies or new
technologies to help Earth against the Minbari. An IPX probe discovers alien ruins
on Alpha Omega 3.
Catherine Saki and Lyta Alexander enter Vorlon Space in the Skydancer to try and convince them
to intercede in the war.
2247. The Icarus departs for the Rim, dropped off in real space by the Explorer vessel DeSoto, it
begins to interact with the IPX probe from a distance. The team wake the Shadows, some of the
survivors choose to serve including Dr Morden when the Shadows return his wife - his daughter,
Chloe, is born shortly afterward.
Contact is made between Earth and the Shadows.
On a former Earth colony world now being used by the Minbari as a Command and Control post an
EA listening post is set up in the ruins of an ancient city. 46 of the 47 soldiers are killed by a awoken
Shadow Warrior as they try to flee in their ship. The Warrior then hitches a ride on the Copernicus as
it investigates the derelict.
2248. The Mars government declares neutrality in the Earth-Minbari Wars as the conflict begins to
come to its climax, The EA Senate votes to suspend food shipments to Mars in retaliation for Martian
neutrality in the war. Beginning of the Free Mars Movement.
The Battle of the Line marks the end of the 1st Earth/Minbari War as the
Shadows appear and devastate the Minbari fleet and Earth Alliance claim victory
to a shocked galaxy.
Two months later A Narn probe in force at the edge of Earth Alliance space is
brutally repulsed, following this the Earth Alliance negotiates non-aggression
pacts with both the Centauri and the Narn. IPIX helps found Morden Industries
as a way of exploiting the gifts of the Shadows.
The rogue moon Fraxius passes through Drazi space and two shattered and lost Shadow ships are
found by the Freehold.
2248 Throughout January-April there are food riots on Mars, Earth Force brutally suppresses the
riots, and impose a provisional government directly accountable to EarthDome.
2249. The Warlock begins construction as the Omega Destroyer program is cancelled.
First Shadowtech enhanced Vessels begin trials.
Problems with the new Fighter Dispersal system cause the death of 8 pilots and the system is
deactivated and removed from the two new Vengeance Class carriers.
2250. G'Kar begins to serve on the Kha'Ri, the Narn Ruling Council. The first Shadow Star class ship
is laid down, first Warlock class Battlecruiser begins space trials, the Omega destroyer program is
cancelled.
2252. The Drazi begin secretly supporting the Raiders who are attacking smaller races at the edges
of Drazi space and begin work on the Dusk Hawk project. The first two Shadow Stars, Shadow Star
and Destiny begin space trails.
2253 The first Exterminator class ships are launched.
The AnlaShok, whilst investigating the Shadow influence over Earth stumble across a different
secret, a tiny Dilgar colony deep in Earth space.
2254 The Earth Alliance invades Vree space in retaliation for their aid to the Minbari during the
war and with reference to previous historical abductions of humans. The war lasts barely six months
and showcases the new Alliance warships and their sheer power. Many League governments react
with condemnation and begin increasing spending on armaments.
The Explorer class vessel Cortez leaves for the Rim
2255 The plans for the Omega Destroyer program are stolen.
2256 Assassination of the Psi Corps Director Johnson on Ganymede. Rumours of attempted coup
by Psi Corps circulated. A senate investigation into undue influence by Psi Corps begins.
94
Anna and John Sheridan marry at Station Prime above the Centauri homeworld.
Jason Ironheart begins a secret project for the Psi Corps.
2257 Captain Sheridan takes the Warlock class battlecruiser Agamemnon out "onto the Rim"
The Vorlon Empire sends an ambassador, Kosh Naranek, to meet with Earth Diplomats in neutral
space, the meeting is arranged through Psi Corps.
December 21st the Earth Alliance military goes to its highest state of readiness as the Psi Corps
attempt to subvert the Shadow influenced Earth Gov. Several days and nights of bloodshed result in
Psi Corps being dissolved and an interment order being issued for all telepaths. Earth Alliance
declares its border temporarily closed as it deals with insurrection and terrorism on Earth, Other
governments are warned of dire consequences should they interfere with internal Earth politics.
2258 First case of the New Drafa Plague discovered on Markab home world.
The Narn Regime invades Ragesh 3, allegedly because the Centauri inhabitants
asked them to. Unrest begins on Centauri Prime due to the perceived weakness of
their leadership.
Senator Clark is elected President of Earth.
Londo Mollari is seduced by the slave Adira Tyree, in order to obtain "the Purple
Files" from him.
The Centauri agree to negotiation on the Euphrates Treaty between Narn and Centauri with various
concessions granted by the Republic to the Regime. As part of the treaty, the
Emperor announces the creation of a neutral diplomatic station to help solve
disputes between races and invites all others to participate. Members of the
League agree to be a part of the new station and surprisingly the Earth Alliance
also agrees to participate. It is rumoured the Emperor will use the creation of the
new station ot make an formal apology to the Narn Regime, much to the horror of
many Noble Houses.
2259. The first 2 diplomatic stations reconditioned Centauri space stations on the Narn /
Centauri border - are blown up by unknown terrorist forces. The third station is contracted to a Brakiri
corporation, but cost cutting results in it collapsing before it can be opened.
House Hessius of the Centauri are contacted by a previously unknown and advanced alien race the
Drakh.
The first Dominator Class Battle Carrier is launched.
GKar begins to speak openly against the rise of the new Lion of the Galaxy.
A series of minor skirmishes take place between Earth and Minbari warships along their border but
neither government declare outright war.
2260 A hidden war begins as elements of Psi Corps fight back against repression of the human
telepaths by EarthGov. They receive arms and aid from the Narn and others (including the
Anla'Shok).
The Earth Alliance withdraws from the agreement to build and maintain the new diplomatic station.
Refuges from the EA space, including some disgruntled warships and their crews begin to arrive in
League, Narn and Centauri space, a few unlucky shiploads seek sanctuary in Minbari or Vorlon space
and are destroyed or lost in hyperspace respectively.
Jason Ironheart visits the new station demanding sanctuary for telepaths,
however the 4th station is destroyed with considerable loss of life as he
transforms into a more evolved entity.
Warmaster Jha'Dur is found to be still alive. She offers an
immortality serum to the galaxy, but is killed by the Shadows
before she can reveal it.
The Centauri "Eye" is recovered and given to House Hessius by the Drakh.
The Vorlons declare that they will protect the new station they name the site where
it will be constructed Epsilon 3 and that it will be haven for all telepaths.
Catherine Sakai returns to known space, accompanied by the telepath Lyta Alexander.
95
Omega Destroyers begin finding their way into government sponsored raider groups.
A large Earth Alliance fleet arrives at Babylon 5 and demands that all-former EarthForce and Psi
Corps personal are handed over. Delenn and Sheridan unite against the Earth fleet and with the
assistance of Minabri and League ships plus the ancient weapons at Draals command defeat them.
The battle sees various new ships used in battle for the first time including the Juyaca and the
prototype Dusk Hawk although a Nova Dreadnought destroys that ship. Neither the Shadows nor
Vorlons take part in the battle, to the surprise of both sides.
Marcus speaks to senior members of the religious caste on the Minbari homeworld.
Vir returns to Centauri Prime from B5 and finds that he is unexpectedly engaged to be married to
Senna, daughter of Lord Refa. Lord Refa is assassinated and the couple flee to Babylon 5.
Following a brutal civil war, the newly formed government of the Shlassan Empire is crushed by Earth
in a week.
2265 A Narn warship, the GTok, finds a huge alien artefact in hyperspace and brings it to
Homeworld, the Narn begin to investigate it but suffer increasing problems with the mental stability of
their Science team. A Vorlon fleet on its way to destroy the artefact is ambushed in hyperspace by a
mixed fleet of Third Space dominated Vorlons and Shadow ships, who then head for the Narn
homeworld. The mixed fleet arrives in orbit and begins to blast their way to the
artefact, as they do so a larger fleet of Vorlon warships
appears and engages the others in a massive battle above
Homeworld. The artefact is activated by a mind controlled
Vorlon and begins to open a portal to Third Space before the
Vorlon fleet manages to destroy it at significant cost. The rampaging Vorlon and Shadow warships
destroy a large portion of the Narn home fleet in the raging battle. Above Homeworld, GKar watches
his planet burn once again as he drifts helplessly in a lifepod.
The Adira is launched at Centauri Prime, some Centauri consider it bad taste to name the flagship
after a concubine.
House Hessius continue their rise to power after unveiling new advanced defence technology.
Shadows appear within the Great Machine and slaughter Draal, following which it is destroyed in a
huge explosion, nearly shattering the planet. Both the Centauri and Drazi take advantage of the
weakened Narn military to take several planets but also clash in other star systems generating three
way battles.
Delenn is recalled to Minbari space and investigates a series of attacks on Minbari allies. She
discovers the Drakh are behind them and informs Kosh. A combined Vorlon and Minbari fleet
confronts the Drakh Unity in Deep Space. The Drakh, confident their Shadow Masters will protect
them attack the Minbari Flagship, killing many of the Council. Delenn gives the order
to Kill them All. Aboard a Minbari Cruiser, Marcus watches the slaughter, as does
Chloe Morden and her father on a nearby hidden Shadow Scout ship.
Lady Mariel, former wife of Emperor Mollari, begins spying for the Centauri Office of
Development and seduces Vir.
2266. Londo and his chief advisors visit Earth aboard the Adira and discuss areas
of mutual interest.
Senna and Vir have their first child, Lasaa, a daughter.
First Narn telepaths are created, half of them go insane and cause havoc, Lyta visits Narn to train
the others.
The remnants of the Drakh, their Unity shattered, attempt to find hiding places some flee to House
Hessius and find their status little better than slaves others to the Narn Homeworld. Those on the
Narn homeworld assist in a secret programme using recovered Vorlon and Shadow tech from the
great battle above Homeworld.
98
A combined EA Shadows strike on a Psi Corps facility near the Nocalo system is foiled when a
Shakrils Battlecruiser arrives and shows its power. A previously unknown Shadow vessel,
subsequently codenamed Mindflayer by Psi Corps proves that not all of their ships are vulnerable to
telepaths.
A hammerblow is struck against the Drazi military by a large battlegroup of Narn ships mainly new
GVrahn and KaBinTak class vessels. With that threat neutralised the Narn prepare to strike at their
real enemies, the Centauri. Following the news, Londo suffers a serious heart attack and nearly
dies, Durla, the head of Centauri Intelligence, attempts to seize power but is assassinated by his
mistress Mariel, partly due to his previous abuse of her.
Ta'Lon is named as G'Kar's successor as Ambassador to Babylon 5 when GKar is recalled to Narn.
2267. The Earth Alliance skirmishes with the Minbari at Nochtal and Norsa and achieves victories but
is defeated at Nocalao.
Lyta and her telepaths attempt to influence the Narn military to take back the worlds of the ShLassan
Empire. Several skirmishes take place between EA and Narn warships.
Partly due to the increasing build up on the border with the Earth Alliance, the first true Centauri
offensive of the war begins.
2268. A large Vorlon fleet arrives at ZhaDum seemingly to confront the
Shadows and their plans. They find the planet deserted and nothing challenges
them, even when they unleash the might of their planet killer to reduce the planet
to shattered asteroids. However in doing so they destroy the last of the First
Ones Lorien and earn the enmity of the remaining other Ancients who ensure
that the Vorlon fleet does not return home.
Babylon Five becomes a increasingly dangerous place as old rivalries and arguments resurface
between many races.
Dr Morden secretly visits the Drazi homeworld, expressing his admiration for the new Dusk Hawk.
A fleet commanded by Ivanova on the Total Victory annihilates a large Minbari strike force at
Proxima. The survivors retreat past Vega and inflict damage on the colony before regrouping at
Babylon Five.
Recording of Drakh ships, coupled with findings by a Dr Franklin point to them being responsible for
the death of the Makrab race.
As wars across the galaxy begin to escalate, most races put their fleets on a war footing and prepare
for the worst.
Dr Morden arrives on board Babylon Five as an envoy from Earth after meeting various
Ambassadors individually and speaking to the Council he is confronted by Kosh. The Vorlon reveals
his true form, destroys Mordens Demon guardians and then kills Morden as an example to those
who would follow the Shadows teachings. Light-years away on the Total Victory, Chloe is conferring
with Ivanova when she feels her fathers death she vows vengeance.
The first Narn ship with Shadow technology nears completion, the experiments with Vorlon
technology having failed. Lyta informs the Vorlons of the experiments resulting in a small Vorlon fleet
crushing the secret outpost and its defending ships to try to stop further Shadow contamination of the
younger races. The Narn withdraw from the pact to protect Babylon Five.
The Drazi and Centauri sign a mutual destruction pact regarding the Narn.
2269. The Centauri take and hold Quadrant 14 and the Earth Alliance claims Regula and Quadrant
15, stationing powerful fleets at both. The Minbari strike at Regula but after a brutal battle they are
repulsed.
An EA strike force illegally enters Brakiri Space and destroys one of the two remaining Psi Cops
Motherships. The Brakiri protest but do not react militarily.
A second Vorlon Planet Killer is destroyed on its way to Earth by the First Ones, this time the Lordship
is destroyed in retaliation by the incredulous Vorlons. The First Ones enter Vorlon Space en mass
and engage the Vorlon fleet.
Babylon Five is blockaded by the Earth Alliance, although vessels are allowed to leave.
99
The Narn and Centauri meet in battle at Dross, both claim victory and although the Centauri are
repulsed, the Narn loose most of their new ships.
A small Minbari fleet breaks through to Babylon 5 with Vorlon assistance but is unable to hold the
breach as the Shadows arrive to match their rivals in battle.
The combined Earth and Shadow battle fleet assaults Babylon Five, Kosh is
destroyed by Chloe and soon after much of the surviving population perish
when Garabaldi and Bester detonate the reactors.
Whilst the Alliance fleet is damaged in the explosion, they and the Shadows
annihilate the last Minbari and Vorlons remaining at Epsilon Eridani.
Chloe and Ivanova meet to plan their next move aboard the damaged but still
battleworthy Total Victory.
2270. All sides pause to regroup and repair their battered fleets, rest their tired warriors and attempt
to preserve old alliances whilst forging new ones. Skirmishes continue on empire borders but no
major conflicts break out through the year.
The AnlaShok loose contact with a team investigating sightings of unknown vessels in the deserted
Omelos system.
As the year draws to a close, the new leader of the Minbari Warrior caste announces to a stunned
galaxy the presence of a Dilgar colony in Earth space. Despite the shock and outrage by the League,
Earth Gov refuses to confirm or deny the accusation. They state that the Alliance borders remain
inviolate and coldly remind the League representatives of Earths sacrifices in the Dilgar war and the
lack of same in the war against the Minbari.
Several Shadow ships attempt to enter Vorlon space to see what has become of
their rivals. Those that do so are destroyed or driven off by automated defences
designed for the purpose but they encounter no Vorlons.
Londo Mollari has a son by Lady Adira, he names him Dius.
2271. A new year brings a flurry of brutal actions as the Great Powers renew the
war in earnest the Drazi and Centauri racing to beat the other in finally
smashing the Narn war machine and taking their homeworld. The Earth Alliance fends off attempted
incursions by a number of League races and threatens retaliation if this continues. The Abbai and
Brakiri demand more information on the alleged presence of Dilgar in Alliance space, which is met by
silence from the Alliance. The Minbari attempt to take advantage of the tension and launch several
large raids but are beaten back with heavy loses. Earth goes on the offensive and launches attacks
on Minbari support industries, their comparative mastery of hyperspace making a coherent defence
almost impossible. As the Earth Alliance slowly slash apart and dissect the Minbari realm, the
Shadows become less and less active in the battles. The Warrior Caste and elements of the Religious
Caste find their position increasingly untenable and launch a doomed attack on Earth. Much of the
fleet is destroyed in hyperspace before it can even reach the Sol system, the remainder by the
planetary defence grid and the home guard fleet.
The Minbari race fractures and splits with the Worker Caste offering surrender, the remaining
Religious Caste fleeing to Vorlon and Orieni space. The Centauri and Drazi meet above the
battered Narn homeworld, itself veiled in shattered ships, pause for a moment and then launch
themselves at each other.
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A new dawn
Captain Tennant watched silently as his bridge crew performed their duties with speed and efficiency,
his insides tight with emotion as his ship began to break orbit. A vast ship full of power and promise,
but with such an impressive heritage to match. Few ships in Earth Force had performed the deeds
that her namesake had done - many would be watching to see what she and her captain could do.
He tried to imagine what his father had felt when he had commanded his ship in the Dilgar war, he
had spoken much about the battles, his crew and above all his beloved ship. He had showed him his
equally famous grass skirt had even offered it to his son it but Alexander knew he had not, as yet,
earned it. Yet he had never really explained what it had felt like, the emotions that now coursed
through the young commander, perhaps he knew he could not.
To his sorrow, his father was gone, never to discuss over a quiet beer these experiences they had
now shared. He had been lost with his legendary ship, like so many others in the horror that had been
the Minbari war. Destroyed by an enemy that refused to even let them see them. Even the Shamans
magic had not saved him on that cold dark day..
Now, his son would take up to the mantle and strike down those who would threaten Earth, bring fire
and destruction upon the Minbari. Like the Dilgar before them, the aliens would know what it was to
go to war with this world.
On his orders the EAS Nemesis opened a jump point and set a course for fire and destruction.
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Ship Conversions:
I started this project with a conversion turning a White Star into a Shadowtech version. All of my conversions are
remarkably easy, as I am no model maker. The Shadow Star is created by simply gluing 2 long Scout tendrils on the top
and bottom of the ship and getting Derina to paint them see easy . I dont like the bridges on any of the White Star
class and I later found uses for them as part of the Minbari Tarth.
The Dominator started life as a White Star Carrier before I reversed the top halfs orientation to give it a more menacing
spiky look. Add a few Scout tendrils at the Front and its more shadowy (even if Derina thinks it is actually ant like!)
The Victory is, you guessed it, simply more tendrils and a few
Nova turrets although I also straightened the wings more than
normal which people seem to like (it was an accident). The
Delphi is the same I started by putting on one tendril at the
front but I kind of like Derinas version more now! My version
below:
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