Sie sind auf Seite 1von 23

Hawk fighter (Buck Rogers)

SPECS MANEUVERING COMBAT STATS


Class:Medium Fighter Turn Cost: 1/3 Fwd/Aft Defense: 7
In Service: ? Turn Delay: 0 Stbd/Port Defense: 8
Point Value: ?? Accel/Decel Cost: 1 Thrust Free Thrust: 15
Ramming Factor: 30 Pivot Cost: 1 Thrust Offensive Bonus: +5
Jinking Limit: 8 Roll Cost: 1 Thrust Initiative Bonus: +19

Armor WEAPON DATA


4 Number of Ftrs
Atmospheric Capable 3 3 hit roll 6 5 4 3 2 1 Ultra-light Turbo-Lasers
Grappling Claws as for Drazi but 3 5+ above= 0 0 0 0 0 0 Number of Guns: 2 (linked)
can be used against fighters also. 3-4 above= 1 1 1 1 0 0 Class: Laser (Std Damage)
Damage 1d6+2 Matter. 1-2 above= 2 2 1 1 1 0 Damage: 1d6+4
0-2 below= 3 3 2 2 1 1 Range Penalty: -2/hex
3-4 below= 4 3 3 2 1 1 Fire Control: n/a
5-6 below= 5 4 3 3 2 1 Rate of Fire: 1/turn
7+ below = 6 5 4 3 2 1

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

Flight #2
Dropped Out Dropped Out
Ftr Destroyed Ftr Destroyed

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

Flight #4

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7

Flight #8

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

Version: 1.5
Version 2: 2E/BRW

Thromm Heavy Fighter


SPECS MANEUVERING COMBAT STATS
Class: Heavy Fighters Turn Cost: 1/2 Speed Fwd/Aft Defense: 7
In Service: 2435 Turn Delay: 0 Stb/Port Defense: 7
Point Value: 70 each Accel/Decel Cost: 1 Thrust Free Thrust: 14 WEAPON DATA
Ramming Factor: 22 Pivot Cost: 1 Thrust Offensive Bonus: +5 Ultralight Pulsar
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +18 Cannon
Number of Guns: 2 (linked)
Class: Particle
Damage: 1d6+4
Flight Level Combat Range Penalty: -2 per hex
SPECIAL NOTES ARMOR 5 or more above = 0 Hit Fire Control: n/a
Intercept Rating: -1
Atmospheric 3-4 above = 1/6 Hit
2 Rate of Fire: 1 per turn
Grappling Talons, can target fighters. 2 2 1-2 above = 1/3 Hit
Against fighters does 1d4+2 on first turn, 2 0-2 below = 1/2 Hit
then automatically does same every turn, 3-4 below = 2/3 Hit
but Hawk fighter takes half damage. 5-6 below = 5/6 Hit
Grappled ship and fighter move together
7 or more below = All Hit
per tractor beam rules. See Rules.

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 1: 2E/BRW

Earth Defense Directorate Hailfire Fighters


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Light Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 5 Ultralight Pulsar
In Service: 2390 Turn Delay: 0 Stb/Port Defense: 6 Cannon
Point Value: 36 each Accel/Decel Cost: 1 Thrust Free Thrust: 9 Number of Guns: 3 (linked)
Ramming Factor: 12 Pivot Cost: 1 Thrust Offensive Bonus: +4 Class: Particle
Damage: 1d6+2
Jinking Limit: 10 Lvls Roll Cost: 1 Thrust Initiative Bonus: +19 Range Penalty: -2 per hex
Fire Control: n/a
Intercept Rating: -1
Rate of Fire: 1 per turn
ARMOR Flight Level Combat
5 or more above = 0 Hit
2 3-4 above = 1/6 Hit
1 1 1-2 above = 1/3 Hit
1
0-2 below = 1/2 Hit
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 3: 2E/BRW

Earth Defense Directorate Sledbomber


SPECS MANEUVERING COMBAT STATS
Class: Medium Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 7
In Service: 2390 Turn Delay: 0 Stb/Port Defense: 8
Point Value: 45 each Accel/Decel Cost: 1 Thrust Free Thrust: 9
Ramming Factor: 19 Pivot Cost: 1 Thrust Offensive Bonus: +3/+5
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +15 WEAPON DATA
Ultralight Pulsar
Inertial Bombs Cannon
SPECIAL NOTES ARMOR Flight Level Combat Cost: 4 Combat Points Number of Guns: 2 (linked
5 or more above = 0 Hit fwd, 1 rear)
Atmospheric 2 3-4 above = 1/6 Hit
Class: Ballistic Class: Particle
Carries 6 inertial bombs, 2 2 1-2 above = 1/3 Hit Damage: 14 Damage: 1d6+3
Range Penalty: -2 per hex
launch rate 1 per turn, 3 0-2 below = 1/2 Hit
Max Range: 1 Hex
Fire Control: +3/+1/-5
Intercept Rating: -1
+2 OB with inertial bombs (+5). Rate of Fire: 1 per turn
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Design by DEMIURGE
http://games.groups.yahoo.com/group/b5wcrossovers/
Version 1: 2E/BR

Earth Defense Directorate Starfighter


SPECS MANEUVERING COMBAT STATS
Class: Heavy Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 6
In Service: 2485 Turn Delay: 0 Stb/Port Defense: 7
Point Value: 62 each Accel/Decel Cost: 1 Thrust Free Thrust: 12
Ramming Factor: 24 Pivot Cost: 1 Thrust Offensive Bonus: +6
Jinking Limit: 6 Lvls Roll Cost: 1 Thrust Initiative Bonus: +17 WEAPON DATA
Flight Level Combat Ultralight Pulsar
ARMOR SPECIAL NOTES 5 or more above = 0 Hit Cannon
Number of Guns: 2 (linked)
Atmospheric Capable
3 3-4 above = 1/6 Hit Class: Particle
3 3 1-2 above = 1/3 Hit Damage: 1d6+4
Range Penalty: -2 per hex
3 0-2 below = 1/2 Hit Fire Control: n/a
3-4 below = 2/3 Hit Intercept Rating: -1
Rate of Fire: 1 per turn
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 1: 2E/BR

Earth Defense Direcotorate Thunderfighter


SPECS MANEUVERING COMBAT STATS
Class: Heavy Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 7
In Service: 2488 Turn Delay: 0 Stb/Port Defense: 8
Point Value: 75 each Accel/Decel Cost: 1 Thrust Free Thrust: 10
Ramming Factor: 30 Pivot Cost: 1 Thrust Offensive Bonus: +6
Jinking Limit: 6 Lvls Roll Cost: 1 Thrust Initiative Bonus: +16
WEAPON DATA
Flight Level Combat Light Pulsar Ultralight Pulsar
5 or more above = 0 Hit Number of Guns: 2 (linked) Number of Guns: 2 (linked)
SPECIAL NOTES ARMOR Class: Turbolaser Class: Turbolaser
3-4 above = 1/6 Hit Damage: 1d6+6 Damage: 1d6+4
Atmospheric. 4 1-2 above = 1/3 Hit Range Penalty: -1 per hex Range Penalty: -2 per hex
Navigator available 3 3 0-2 below = 1/2 Hit
Fire Control: n/a Fire Control: n/a
3 3-4 below = 2/3 Hit
Intercept Rating: -1
Rate of Fire: 1 per2 turns
Intercept Rating: -1
Rate of Fire: 1 per turn
Note: Cannot fire same turn
5-6 below = 5/6 Hit as Ultralight Pulsar
7 or more below = All Hit

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Earth Directorate Thunderfighter (Buck Rogers)
SPECS MANEUVERING COMBAT STATS
Class: Heavy Fighter Turn Cost: 1/3 Fwd/Aft Defense: 7
In Service: ? Turn Delay: 0 Stbd/Port Defense: 8 WEAPON DATA
Point Value: ?? Accel/Decel Cost: 1 Thrust Free Thrust: 14
Ramming Factor: 30 Pivot Cost: 1 Thrust Offensive Bonus: +5 Ultra-light Turbo-Laser Cannon
Jinking Limit: 6 Roll Cost: 1 Thrust Initiative Bonus: +16 Number of Guns: 2 (linked)
Class: Laser (Std Damage)
Damage: 1d6+4
Armor Range Penalty: -2/hex
4 Number of Ftrs Fire Control: n/a
3 3 hit roll 6 5 4 3 2 1 Rate of Fire: 1/turn
2 5+ above= 0 0 0 0 0 0
3-4 above= 1 1 1 1 0 0 Light Turbo-Laser Cannon
Atmospheric Capable 1-2 above= 2 2 1 1 1 0 Number of Guns: 2 (linked)
0-2 below= 3 3 2 2 1 1 Class: Laser (Std Damage)
3-4 below= 4 3 3 2 1 1 Damage: 1d6+7
5-6 below= 5 4 3 3 2 1 Range Penalty: -1/hex
7+ below = 6 5 4 3 2 1 Fire Control: n/a
Rate of Fire: 1/2 turns
Cannot fire on same turn
as Ultralight cannons

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

Flight #2
Dropped Out Dropped Out
Ftr Destroyed Ftr Destroyed

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

Flight #4

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7

Flight #8

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

Version: 1.5
Version 1: 2E/SF Name: ______________ Counter: ____________

EDD Medium Hangar Facility (2)


SPECS MANEUVERING COMBAT STATS
Class: OSAT Turn Cost: N/A Fwd/Aft Defense: 12
In Service: 2370 Turn Delay: N/A Stb/Port Defense: 12
Point Value: 225 each Accel/Decel Cost: N/A Engine Efficiency: N/A
Ramming Factor: 20 Pivot Cost: N/A Extra Power: 0 WEAPON DATA
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: +12 Plasma Incinerator
Class: Ballistic/Plasma
Mode: Flash 5

PRIMARY HITS SENSOR DATA HANGAR Damage: 32/16/6


Range Penalty: None
1-8: Pr imary Struct 12 Fighters 2 Max Range: 40 hexes
Defensive EW Fire Control: n/a
9-10: Hangar
Target #1
Shuttles Thrust:4 Intercept Rating: n/a
11-12: Plasma Inciner ator
13-14: Dual Pulse Turret Target #2
Armor: 0 Def: 8/10 Rate of Fire: 1 per 2 turns
16-17: Sensors Special: Targeted on a hex, not
17-18: Reactor Target #3 a unit. Damage between slashes
19: Plasma Wdb is scored on target hex, then 1
Target #4 and 2 hexes away. Armor is
20: Plasma Batter y
Target #5 halved per Plasma class.
See rules.
Target #6
Dual Pulsar Turret
Class: Particle
Modes: Standard 2
Damage: 1d10+3
Range Penalty: -1 per hex
Fire Control: +3/+3/+3
Intercept Rating: -1
Rate of Fire: 2 per turn

Plasma Web
Class: Plasma 2
Modes: Standard
4 2 Dmg: 1d6+2 (antifighter mode)
Range Penalty: n/a
3 Fire Control: n/a
Intercept Rating: -2
Rate of Fire: 1 per turn

2 7

4 4
4

2 6 2
3

4 2
3

ICON RECOGNITION 2 7
Hangar 4
4
Sensors 4
Reactor

Plasma
Incinerator

Plasma Web 2 6 2
Plasma Battery
3

Dual Pulsar Turret


Name: ______________ Counter: ____________

Earth Defense Directorate Border Cruiser


SPECS MANEUVERING COMBAT STATS
Class: Hvy Combat Vsl Turn Cost: 2/3 Speed Fwd/Aft Def: 14 WEAPON DATA
In Service: 2258 Turn Delay: 2/3 Speed Stb/Port Defense: 14
Dual Pulsar Turret
Point Value: 525 Accel/Decel Cost: 4 Thrust Engine Efficiency: 3/1 Class: Turbolaser
Modes: Standard 2
Ramming Factor: 180 Pivot Cost: 3+3 Thrust Extra Power: +0
Damage: 1d10+3
Jump Delay: N/A Roll Cost: 3+3 Thrust Initiative Bonus: +5 Range Penalty: -1 per hex
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +3/+3/+3
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8 Intercept Rating: -1
FORWARD HITS SENSOR DATA Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Rate of Fire: 2 per turn
1-5: Fwd Thrust Energy Pulsar
6-7: Pulsar Turret Defensive EW Class: Particle
8-9: Energy Pulsar Target #1 Modes: Pulse 3
10-11: Hangar Damage: 10 1d2 times
12: Tractor Beam Target #2 Maximum Pulses: 3
13-18: Fwd Sturcture Target #3 Pulse Grouping: +1 per 5
19-20: PRIMARY Hit
Target #4 4 Range Penalty: -1 per hex
AFT HITS Target #5
4 Fire Control: +3/+2/+1
1-6: Rear Thrust
Intercept Rating: -1
7-8: Pulsar Turret Target #6 Rate of Fire: 1 per 2 turns
9-10: Energy Pulsar
11-18: Aft Structure
19-20: PRIMARY Hit
PRIMARY HITS
1-5: Port/Stb Thrust
6-8: Light Spd Drive
9: Cargo 3 3
10: Hangar
11-12:
13-15:
Sensors
Engine
6 6
16-18: Reactor 3 3
19-20: CnC 3
3 3

4
5
4
4 FORWARD 4

PRIMARY
4

4 4
6
4
PORT
4 10 STARBOARD
4
4 A
4
3
4 1 4

ICON RECOGNITION 4 4 4
Thruster
1
C&C AFT
Sensors
Engine 4

Light Speed Drive


MAIN HANGAR
Reactor 0 Fighters
Hangar 5 5
2 Shuttles: Thrust: 3
4 Armor: 1 Defense: 8/10
Cargo

Tractor Beam
Pulsar Turret
3 3 OTHER HANGARS
6 Fighters Each
Energy Pulsar 0 Shuttles
Version 3: 2e/BRW Name: ______________ Counter: ____________

Earth Science Directorate Searcher Scout


SPECS MANEUVERING COMBAT STATS
Class: Hvy Combat Vsl Turn Cost: 1/2 Speed Fwd/Aft Defense: 12/10
In Service: 2485 Turn Delay: 2/3 Speed Stb/Port Defense: 15/13
Point Value: 620 Accel/Decel Cost: 3 Thrust Engine Efficiency: 2/1
Ramming Factor: 125 Pivot Cost: 3+2 Thrust Extra Power: 0
Light Delay: 8 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +6
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 2 2 3 4 5 5 6 6 7 8 8 WEAPON DATA
Dual Pulsar Turret
Class: Turbolaser
FORWARD HITS
1-5: Fwd Thrust
SPECIAL NOTES HANGAR Modes: Standard 2
ELINT Ship Damage: 1d10+3
6-7:
8:
Pulsar Turret
Energy Pulsar Plasma Drive System
4 6 Fighters Range Penalty: -1 per hex
9-10: Hangar 8 Shuttles Fire Control: +2/+2/+3
11: Tractor Beam Intercept Rating: -1
(Hawk's Fighter) Rate of Fire: 2 per turn
12: Energy Shield 3 3 Energy Pulsar
13-18:
19-20:
Fwd Structure
PRIMARY Hit
SENSOR DATA Class: Particle
Defensive EW Modes: Pulse 3
AFT HITS Target #1 Damage: 10 1d2 times
1-5: Rear Thrust Maximum Pulses: 3
6-7: Pulsar Turret Target #2 Pulse Grouping: +1 per 5
8: Energy Shield Range Penalty: -1 per hex
9-11: Light Spd Drive Target #3 3
12-18: Aft Structure Target #4 3 Fire Control: +3/+2/+1
Intercept Rating: -1
19-20: PRIMARY Hit Rate of Fire: 1 per 2 turns
Target #5 3
PRIMARY HITS Target #6
1-5:
6-7:
Port/Stb Thrust
Pulsar Turret
3
8: Energy Shield
9-10: Cargo
11-12: Sensors
13-14:
15-16:
Engine
Shield Generator 2 2
17-18: Reactor 3
19-20: C&C 3
4 4 4
0 0
FORWARD
PRIMARY
5 9
4 5

4 STARBOARD
PORT

5 A
5
4
4 3 4
3 3
3
2 2
ICON RECOGNITION 0 0
Thruster 4 4 5
8
C&C
5
Sensors
Engine AFT
Light Speed Drive 3
Reactor
Hangar
3 3
Cargo
0 4 5
Tractor Beam 2 0
2
Pulsar Turret

Energy Pulsar 4 4

Shield Generator

Energy Shield 4 4
Design by Demiurge
http://games.groups.yahoo.com/group/b5wcrossovers/
Version 1: 2E/SF Name: ______________ Counter: ____________

EDD Delta Defense Base


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Enormous Base Turn Cost: N/A Fwd/Aft Defense: 24 Plasma Incinerator
In Service: 2375 Turn Delay: N/A Stb/Port Defense: 24 Class: Ballistic/Plasma
Mode: Flash 5
Point Value: 5000 Accel/Decel Cost: N/A Engine Efficiency: N/A Damage: 32/16/6
Ramming Factor: 900 Pivot Cost: N/A Extra Power: 0 Range Penalty: None
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: N/A Max Range: 40 hexes
Fire Control: n/a
Intercept Rating: n/a
SECTION HITS SENSOR DATA HANGARS Rate of Fire: 1 per 2 turns
1-3: Twin Pulsar Special: Targeted on a hex, not
4-5: Plasma Incinerator Defensive EW 12 Fighters Each a unit. Damage between slashes
6: Quad Pulsar Target #1 2 Shuttles Each: Thrust:4 is scored on target hex, then 1
7-8: Cargo Armor: 0 Defense: 8/10 and 2 hexes away. Armor is
9: Reactor Target #2 halved per Plasma class.
10-18: Section Structure Target #3 See rules.
19-20: PRIMARY Hit
Target #4 Quad Pulsar
PRIMARY HITS Target #5 Class: Particle
1-10: Primary Structure Modes: Pulse
11-12: Plasma Incinerator Target #6 Damage: 14 1d3 times
13-14: Sensors Maximum Pulses: 4
15-16: Hangar Pulse Grouping: +1 per 5
17-18: Reactor Range Penalty: -1 per 3 hexes
19-20: C&C Fire Control: +3/+3/-1
Intercept Rating: n/a 4
Rate of Fire: 1 per 3 turns

10 10 10 10 10 10 10 A

5
B FORWARD 5 C
8 8
5 5
10 10 10 10 10 10 10 6 6 6 10 10 10 10 10 10 10

10 10 10 10 10 10 10 10 10

5 5
5 6 5
FORWARD PORT FORWARD STBD
AFT PORT AFT STARBOARD

5 5

10 10 10 10 10 10 10 10 10 10 10 10 10 10

D E
6
PRIMARY
5 AFT 5 5
F

ICON RECOGNITION 10 10 10 10 10 10 10
C&C
5
Sensors
Reactor
Hangar
Dual Pulsar Turret
Class: Turbolaser
Cargo Modes: Standard 2
Damage: 1d10+3
Plasma Range Penalty: -1 per hex
Incineratort Fire Control: +2/+2/+3
Intercept Rating: -1
Rate of Fire: 2 per turn
Quad Pulsar

Pulsar Turret
Draconian Looter Light Fighter
SPECS MANEUVERING COMBAT STATS
Class: Light Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 5 WEAPON DATA
In Service: 2418 Turn Delay: 0 Stb/Port Defense: 7 Ultralight Pulasr Cannon
Point Value: 28 each Accel/Decel Cost: 1 Thrust Free Thrust: 12 Number of Guns: 2 (linked)
Ramming Factor: 11 Pivot Cost: 1 Thrust Offensive Bonus: +3 Damage: 1d6+3
Range Penalty: -2 per hex
Jinking Limit: 10 Lvls Roll Cost: 1 Thrust Initiative Bonus: +19 Fire Control: n/a
Rate of Fire: Once per turn

SPECIAL NOTES Flight Level Combat


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

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

Flight # 2
Flight # 1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr # 1 Ftr # 2 Ftr # 3 Ftr # 4 Ftr # 5 Ftr # 6 Ftr # 1 Ftr # 2 Ftr # 3 Ftr # 4 Ftr # 5 Ftr # 6
Flight # 8
Flight # 7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 1: 2E/BRW

Draconian Raider Fighters


SPECS MANEUVERING COMBAT STATS
Class: Med Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 7
In Service: 2425 Turn Delay: 0 Stb/Port Defense: 7
Point Value: 38 each Acc/Dec Cost: 1 Thrust Free Thrust: 11
Ramming Facr: 16 Pivot Cost: 1 Thrust Offensive Bonus:+3 WEAPON DATA
Jinking Limit: 8 Levels Roll Cost: 1 Thrust Initiative Bonus: +18 Ultralight Pulsar
Cannon
Number of Guns: 2 (linked)
Flight Level Combat Class: Particle
SPECIAL NOTES ARMOR 5 or more above = 0 Hit Damage: 1d6+4
Range Penalty: -2 per hex
Atmospheric Capable 3-4 above = 1/6 Hit
2 Fire Control: n/a
2 2 1-2 above = 1/3 Hit Intercept Rating: -1
Rate of Fire: 1 per turn
1 0-2 below = 1/2 Hit
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Design by Demiurge
http://games.groups.yahoo.com/group/b5wcrossovers/
Version 2: 2E/SF

Draconian Vandal SHF


SPECS MANEUVERING COMBAT STATS
Class: Super-Heavy Ftrs Turn Cost: 1/3 Speed Fwd/Aft Defense: 10
In Service: 2385 Turn Delay: 1/4 Speed Stb/Port Defense: 9
WEAPON DATA
Point Value: 130 each Accel/Decel Cost: 1 Thrust Free Thrust: 10 Ultralight Pulsar
Ramming Factor: 42 Pivot Cost: 1 Thrust Offensive Bonus: +7 Number of Guns 4 (linked)
Class: Turbolaser
Jinking Limit: 4 Lvls Roll Cost: 1 Thrust Initiative Bonus: +15 Damage: 1d6+3
Range Penalty: -1 per 2 hexes
Fire Control: n/a
SPECIAL NOTES Flight Level Combat Intercept Rating: -1
ARMOR Can carry 12 inertial, Do not use flight level
Rate of Fire: 1 per turn

4 bombs and launch combat for this unit.


3 3 4 per turn. Inertial Bombs
4 Includes navigator. Cost: 4 Combat Points
Non-atmospheric. Class: Ballistic
Locked-onto as Damage: 14
individual units. Max Range: 1 Hexes
Fire Control: +3/+1/-5
Fighter #1

Fighter #2

Fighter #3

Fighter #4
Dropped Out Dropped Out Dropped Out Dropped Out
Ftr Destroyed Ftr Destroyed Ftr Destroyed Ftr Destroyed
Initiative Speed Initiative Speed Initiative Speed Initiative Speed

Thrust Used Jinking Thrust Used Jinking Thrust Used Jinking Thrust Used Jinking
Fighter #5

Fighter #6

Fighter #7

Fighter #8

Dropped Out Dropped Out Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed Ftr Destroyed Ftr Destroyed
Initiative Speed Initiative Speed Initiative Speed Initiative Speed

Thrust Used Jinking Thrust Used Jinking Thrust Used Jinking Thrust Used Jinking
Fighter #10

Fighter #11

Fighter #12
Fighter #9

Dropped Out Dropped Out Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed Ftr Destroyed Ftr Destroyed
Initiative Speed Initiative Speed Initiative Speed Initiative Speed

Thrust Used Jinking Thrust Used Jinking Thrust Used Jinking Thrust Used Jinking
Version 3: 2E/BRW

Draconian Hatchet Fighters


SPECS MANEUVERING COMBAT STATS
Class: Med Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 7
In Service: 2460 Turn Delay: 0 Stb/Port Defense: 7
Point Value: 45 each Acc/Dec Cost: 1 Thrust Free Thrust: 11
Ramming Facr: 16 Pivot Cost: 1 Thrust Offensive Bonus:+3/+5 WEAPON DATA
Jinking Limit: 8 Levels Roll Cost: 1 Thrust Initiative Bonus: +17 Ultralight Pulsar
Cannon
Number of Guns: 2 (linked)
Flight Level Combat Class: Particle
SPECIAL NOTES ARMOR 5 or more above = 0 Hit Damage: 1d6+4
Range Penalty: -2 per hex
Atmospheric Capable 3-4 above = 1/6 Hit
Advanced Tactical Computer, 2 Fire Control: n/a
Intercept Rating: -1
subtract 5 from computer 2 2 1-2 above = 1/3 Hit Rate of Fire: 1 per turn
flown crafrts initiative and 1 0-2 below = 1/2 Hit
add+ 2 to the Hatchets OB 3-4 below = 2/3 Hit
when targeting them. 5-6 below = 5/6 Hit
See rules. 7 or more below = All Hit

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

Flight # 2
Flight # 1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr # 1 Ftr # 2 Ftr # 3 Ftr # 4Ftr # 5 Ftr # 6 Ftr # 1 Ftr # 2 Ftr # 3 Ftr # 4Ftr # 5 Ftr # 6
Flight # 8
Flight # 7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Design by Demiurge
http://games.groups.yahoo.com/group/b5wcrossovers/
Version 2: 2E/BRW

Draconian Marauder Heavy Fighter


SPECS MANEUVERING COMBAT STATS
Class: Heavy Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 7 WEAPON DATA
In Service: 2312 Turn Delay: 0 Stb/Port Defense: 8 Ultralight Pulsar
Point Value: 48 each Accel/Decel Cost: 1 Thrust Free Thrust: 10 Cannon
Ramming Factor: 20 Pivot Cost: 1 Thrust Offensive Bonus: +4 Number of Guns: 2 (linked)
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +16 Class: Particle
Damage: 1d6+4
Range Penalty: -2 per hex
Flight Level Combat Fire Control: n/a
Intercept Rating: -1
SPECIAL NOTES ARMOR
5 or more above = 0 Hit Rate of Fire: 1 per turn
Atmospheric 3-4 above = 1/6 Hit
3 Inertial Energy
Carries 4 Inertial Energy Bombs 1-2 above = 1/3 Hit
3 3 Bomb
Launch Rate, 1 per turn 0-2 below = 1/2 Hit Class: EM
1 3-4 below = 2/3 Hit Mode: Balliistic
Damage: 16
5-6 below = 5/6 Hit Max Range: 1hex
7 or more below = All Hit Fire Control: +2/+1/-5
Intercept Rating: NA
Cost: 4 CP

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

Flight # 2
Flight # 1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Ftr # 1 Ftr # 2 Ftr # 3 Ftr # 4 Ftr # 5 Ftr # 6 Ftr # 1 Ftr # 2 Ftr # 3 Ftr # 4 Ftr # 5 Ftr # 6
Flight # 8
Flight # 7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Design by Demiurge
http://games.groups.yahoo.com/group/b5wcrossovers/
Ver 1: 2E/DW Name: ______________ Counter: ____________

Draconian Royal Yacht (2)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Lt Combat Vsl Turn Cost: 1/4 Speed Fwd/Aft Defense: 11/7 Dual Pulsar Turret
Class: Particle
In Service: 2472 Turn Delay: 1/4 Speed Stb/Port Defense: 12/8 Modes: Standard 2
Point Value: 145 ea. Accel/Decel Cost: 2 Thrust Engine Efficiency: 1/1 Damage: 1d10+3
Range Penalty: -1 per hex
Ramming Factor: 40 Pivot Cost: 1 Thrust Extra Power: 0 Fire Control: +2/+2/+3
Jump Delay: N/A Roll Cost: 1 Thrust Initiative Bonus: +13 Intercept Rating: -1
Rate of Fire: 2 per turn
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 1 1 1 2 2 2 2 3 3 3 3 4
Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3 Plasma Shield
Subtract Shield Factor from
incoming chance to hit and
HIT LOCATION SPECIAL NOTES any damage scored through
1-8: Structure Atmosphere Capable arc, against Ballistic, Particle,
9-11: Dual Pulsar Plasma, Matter, Bil-Pro, and
12-13: Plasma Shield 5 Anti-Matter class weapons.
14-15: Hangar See Rules.
16-17: Drive
18-19:
20:
Reactor
Control
4 4

SENSOR DATA
Defensive EW 3 2 3
Target # 1
Target # 2
Target # 3
Target # 4 4
Target # 5
Target # 6
2
5

3 3
6
5

5
4 4
SENSOR DATA
Defensive EW
Target # 1
3 2 3 Target # 2
Target # 3
Target # 4
Target # 5
Target # 6
4
2

ICON RECOGNITION
5
Control
Drive
Reactor 5
Hangar
Dual Pulsar Turret 3 3
Plasma Shield
6
5
Design by Demiurge
http://games.groups.yahoo.com/group/b5wcrossovers/
Version 1: 2E/BR Wars Name: ______________ Counter: ____________

Draconian Boarding Cutter


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Lt Cmbt Vessel Turn Cost: 1/3 Speed Fwd/Aft Defense: 12 Dual Pulsar Turret
Class: Turbolaser
In Service: 2375 Turn Delay: 1/3 Speed Stb/Port Defense: 12 Modes: Standard 2
Point Value: 200 each Accel/Decel Cost: 2 Thrust Engine Efficiency: 1/1 Damage: 1d10+3
Range Penalty: -1 per hex
Ramming Factor: 40 Pivot Cost: 1 Thrust Extra Power: 0 Fire Control: +2/+2/+3
Jump Drive Delay: na Roll Cost: 1 Thrust Initiative Bonus: +14 Intercept Rating: -1
Rate of Fire: 2 per turn
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4 Grappling Claw
Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4 Attaches the Assault
Lighter to the target
vessel so boarding parties
can be deposited. 0
HIT LOCATION
1-8: Structure SPECIAL NOTES
9-11: Pulsar Battery Atmosphere Capable
12-14: Grappling Claw
15: Barracks
16: Hangar
3
17-18: Drive
3
HANGAR
19: Reactor 3 4 Assault Shuttles
20: Control

4 DRACONIS INVADER
ASSAULT SHUTTLE
Cost: 30 Defense: 10/10
Thrust: 4 Offense: +3
4 Armor: 4 Initiative: +9
SENSOR DATA 1 Ultralight Pulsar
Defensive EW Rate of Fire: 1 per turn
Target #1
3 Range Penalty: -2 per hex
Target #2 Damage: 1d6+2
Target #3 5
Fighter Firing Arc:
Target #4 2
Target #5
Target #6
4 5 4

4 6
3

SENSOR DATA
Defensive EW
Target #1
3 HANGAR
Target #2 4 Assault Shuttles
Target #3
Target #4
3 3
Target #5 DRACONIS INVADER
Target #6 ASSAULT SHUTTLE
4 Cost: 30 Defense: 10/10
Thrust: 4 Offense: +3
Armor: 4 Initiative: +9
1 Ultralight Pulsar
4 Rate of Fire: 1 per turn
Range Penalty: -2 per hex
ICON RECOGNITION 3 Damage: 1d6+2
Control Fighter Firing Arc:
Drive
5
Reactor 2
Hangar
4 5 4
Barracks
4 6
Grappling Claw
3
Pulsar Turret

Design by Demiurge
www.http://games.groups.yahoo.com/group/b5wcrossovers/
Version 1: 2E/BRW Name: ______________ Counter: ____________

Draconian Energy Pyramid (4)


SPECS MANEUVERING COMBAT STATS
Class: LCV Turn Cost: 1/4 Fwd/Aft Defense: 10/6
In Service: 2491 Turn Delay: 1/4 Stb/Port Defense: 11/7
Point Value: 250 Accel/Decel Cost: 2 thrust Engine Efficiency: 2/1 WEAPON DATA
Ramming Factor: 20 Pivot Cost: 1+1 thrust Extra Power: 0 Assault Pulsar
Class: Particle
Jump Delay: N/A Roll Cost: 1+1 thrust Initiative Bonus: +12 Modes: Pulse
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Damage: 25 1d3 times
Maximum Pulses: 4
HIT LOCATIONS Turn Cost 1 1 1 1 2 2 2 2 3 3 3 3 Pulse Grouping: +1 per 5
1-6: Structure
SENSOR DATA Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3 Range Pen: -1 per 4 hexes
7-10: Assault Pulsar Defensive EW Fire Control: +2/-1/na
Intercept Rating: n/a 4
11-12: Energy Pulsar Target # 1 Rate of Fire: 1 per 4 turns
13: Shield Generator
14-15: EM Shield Target # 2 Note: Fire Control +4 vs
Enormous, planetary or
16-17: Engine Target # 3 stationary targets
18-19: Reactor
20: Control Target # 4 Energy Pulsar
Target # 5 Class: Particle
Target # 6 Modes: Pulse 3
Damage: 10 1d2 times
Maximum Pulses: 3
Pulse Grouping: +1 per 5
Range Penalty: -1 per hex
Fire Control: +3/+2/+1
Intercept Rating: -1
Rate of Fire: 1 per 2 turns
4 4

4 4 4 4
4 4 4 4

4 4
3 3 3 3
2 2
4 4

4 4 4
4 4 4
4 2 4 2

5 5

4 4

4 4 4 4
4 4 4 4

4 4
3 3 3 3
2 2
4 4

4 4 4 4 4 4
4 2 4 2

5 5
EM Shield 4
ICON RECOGNITION Subtract Shield Factor from
Control Reactor Assault Pulsar Shield Generator incoming chance to hit and any
damage scored through arc.
Defense rating shown in
Drive Energy Pulsar EM Shield parenthesis ( ) indicates
value with shield active.
Version 2: 2E/BRW Name: ______________ Counter: ____________

Draconian Imperial Battlecruiser


SPECS MANEUVERING COMBAT STATS
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 17
In Service: 2390 Turn Delay: 1 x Speed Stb/Port Defense: 18
Point Value: 825 Accel/Decel Cost: 4 Thrust Engine Efficiency: 4/1
Ramming Factor: 320 Pivot Cost: 3+3 Thrust Extra Power: 0 WEAPON DATA
Jump Delay: 15 Turns Roll Cost: 3+3 Thrust Initiative Bonus: +0 Assault Pulsar
Class: Particle
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Modes: Pulse
FORWARD HITS Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Damage: 25 1d3 times
1-4: Retro Thrust
SPECIAL NOTES Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Maximum Pulses: 4
5-7: Assault Pulsar Plasma Drive System Pulse Grouping: +1 per 5
8: Energy Pulsar
Range Pen: -1 per 4 hexes
9-11:Dual Pulsar
Fire Control: +2/+0/na
12-18:Forward Struct SENSOR DATA Intercept Rating: n/a 4
Rate of Fire: 1 per 4 turns
19-20: PRIMARY Hit Defensive EW Note: Fire Control +4 vs
SIDE HITS Target #1 3 Enormous, planetary or
1-4: Port/Stb Thrust Target #2 4 3 stationary targets
5-6: Port/Stb Hangar
Target #3 Energy Pulsar
7-8: Energy Pulsar Class: Particle
9-11: Dual Pulsar Target #4 Modes: Pulse 3
12-18:Port/Stb Struct Damage: 10 1d2 times
19-20:PRIMARY Hit Target #5 Maximum Pulses: 3
AFT HITS Target #6 Pulse Grouping: +1 per 5
1-6: Main Thrust
3 3 Range Penalty: -1 per hex
7-9: Dual Pulsar
Fire Control: +3/+2/+1
10-11:Docking Bay
Intercept Rating: -1
12-18:Aft Structure
Rate of Fire: 1 per 2 turns
19-20:PRIMARY Hit Dual Pulsar Turret
Class: Particle
PRIMARY HITS Modes: Standard 2
1-8: Primary Struct Damage: 1d10+3
9-12: Jump Engine Range Penalty: -1 per hex
13-14:Sensors Fire Control: +3/+3/+3
15-16:Engine Intercept Rating: -1
17-18:Reactor Rate of Fire: 2 per turn
19-20:C&C 4 4
5
4 4
FORWARD
6
PRIMARY 6

3 6 3
4 5 9 5 4
6 7
4
STARBOARD

5 5
4 4
PORT

6
3
3
12
3
6
3
3
4 6 4
4 6 6 4

ICON RECOGNITION 3 AFT


Thruster 3 3 3
5
C&C
SIDE HANGARS
Sensors 12 Fighters
Engine 3 Shuttles
Reactor
Hangar Docking Bay
Either Royal Yacht
Docking Bay
3 3 4 4 4 3
Boarding Cutter
3
Jump Engine 2 Invader SHF or
Pyramid Energy Satellite
Assault Pulsar

Energy Pulsar 4 4 4 4
Dual Pulsar Turret
Version 1: 2E/BRW Name: ______________ Counter: ____________

Draconian Stellar Fortress


SPECS MANEUVERING COMBAT STATS
Class: Enormous Vsl Turn Cost: 5/4 x Speed Fwd/Aft Defense: 19
In Service: 2412 Turn Delay:5/4 x Speed Stb/Port Defense: 20
Point Value: 1200 Accel/Decel Cost: 6 Thrust Engine Efficiency: 4/1
Ramming Factor: 820 Pivot Cost: 5+5 Thrust Extra Power: 0 WEAPON DATA
Jump Delay: 10 Turns Roll Cost: 3+3 Thrust Initiative Bonus: +0 Point Pulsar
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Class: Particle
SPECIAL NOTES Modes: Pulse
FORWARD HITS Turn Cost 1 2 3 4 6 7 9 10 11 13 14 15 Damage: 10 3 times
1-4: Retro Thrust Plasma Drive System Turn Delay 1 2 3 4 6 7 9 10 11 13 14 15 Number of Pulses: Always 3
5-6: Point Pulsar Rare (10%) Pulse Grouping: n/a
7-8: Dual Pulsar Range Penalty: -1 per 2 hexes
9-10: Docking Bay Fire Control: +5/+3/-4
11: Fwd Hangar Intercept Rating: -3 3
12-18: Fwd Structure
SENSOR DATA Rate of Fire: 1 per 2 turns
19-20: PRIMARY Hit Defensive EW
Dual Pulsar Turret
SIDE HITS Target #1
3 Class: Particle
2
1-4: Port/Stb Thrust Target #2 Modes: Standard
5-6: Port/Stb Hangar Damage: 1d10+3
7-8: Point Pulsar Target #3 Range Penalty: -1 per hex
9-10: Dual Pulsar Target #4 Fire Control: +3/+3/+3
11-12: Barracks Intercept Rating: -1
12-18: Port/Stb Struct
Target #5 Rate of Fire: 2 per turn
19-20: PRIMARY Hit Target #6 5 5
AFT HITS
1-5: Main Thrust
6-7: Barracks
8-9: Dual Pulsar
10-11: Aft Hangar
12-13: Docking Bay 3 3
12-18: Aft Structure
19-20: PRIMARY Hit 5
PRIMARY HITS
1-8: Primary Struct 6
9-11: Jump Engine 4 4
12-13: Sensors
14-16: Engine 3 10 10
17-18 Reactor 5 3 5
19-20: C&C 10 10

4 6 4
3 FORWARD 3
10 10
10 10
7 3
10 10
3 PRIMARY 10 10
10 10
10 10 10 10

10 10
10 10 10 10

4 5
6 7 5 4
STARBOARD

6 6
PORT

4 4
16 10
6
5
6
4 5 4
6
4 6 6 4
5 AFT
ICON RECOGNITION 3 10 10
3 3
Thruster 3
10 10
HANGARS
C&C (FWD, SIDE and AFT)

Sensors
5 5 5 5 12 Fighters
3 Shuttles (or Assault)
Engine
Reactor
Docking Bay
Hangar Either: Royal Yacht
Docking Bay Boarding Cutter
2 Invader SHF or
Jump Engine 4 4 10 10
4 4 Pyramid Energy Satellite
10 10

Point Pulsar 6 6
5 5 5
4 4 4 4
Dual Pulsar Turret
Version 1: 2E/BR Name: ______________ Counter: ____________

Mercenary Scorpion II Fighters


SPECS MANEUVERING COMBAT STATS
Class: Medium Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 8
In Service: 2367 Turn Delay: 0 Stb/Port Defense: 9 WEAPON DATA
Point Value: 36 each Accel/Decel Cost: 1 Thrust Free Thrust: 9 Ultralight Pulse
Ramming Factor: 14 Pivot Cost: 1 Thrust Offensive Bonus: +3 Laser
Number of Guns: 2 (linked)
Jinking Limit: 7 Lvls Roll Cost: 1 Thrust Initiative Bonus: +16 Class: Turbolaser
Damage: 1d6+3
ARMOR Flight Level Combat Range Penalty: -2 per hex
Fire Control: n/a
SPECIAL NOTES 5 or more above = 0 Hit Intercept Rating: -1
2 3-4 above = 1/6 Hit Rate of Fire: 1 per turn
Atmospheric 1 1
Carries 4 inertial bombs, 1-2 above = 1/3 Hit
1 0-2 below = 1/2 Hit Inertial Bombs
launch rate 1 ber turn. Cost: 4 Combat Points
May carry WMDs, see rules. 3-4 below = 2/3 Hit
Class: Ballistic
5-6 below = 5/6 Hit Damage: 14
7 or more below = All Hit Max Range: 1 Hexes
Fire Control: +3/+1/-5

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

Flight #2
Flight #1

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4Ftr #5 Ftr #6
Flight #8
Flight #7

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Design by DEMIURGE
http://games.groups.yahoo.com/group/b5wcrossovers/
Ver 1: 2E/BRW Name: ______________ Counter: ____________

Zykarian Bolt Cruiser


SPECS MANEUVERING COMBAT STATS
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 17 Heavy Photon Bolt
Class: Laser
In Service: 2249 Turn Delay: 1 x Speed Stb/Port Defense: 14 Modes: Standard
Damage: 3d10+5 5
Point Value: 700 Accel/Decel Cost: 4 Thrust Engine Efficiency: 4/1
Range Pen: -1 per 4 hexes
Ramming Factor: 280 Pivot Cost: 4+4 Thrust Extra Power: 0 Fire Control: +4/+2/+0
Jump Delay: N/A Roll Cost: 3+3 Thrust Initiative Penalty: -1 Interception Rating: n/a
Rate of Fire: 1 per 3 turns
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Medium Photon Bolt
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Class: Laser
FORWARD HITS
1-4: Retro Thrust SENSOR DATA Modes: Standard
Damage: 2d10+6 5
5-7: Heavy Photon Bolt Defensive EW HANGAR Range Pen: -1 per 2 hexes
7-10: Mdm Photon Bolt Target #1 0 Fighters Fire Control: +3/+3/+2
11: Hangar Interception Rating: n/a
12-18: Forward Struct Target #2 2 Shuttles: Thrust: 3 Rate of Fire: 1 per 2 turns
19-20: PRIMARY Hit Target #3 Armor: 1 Defense: 8/10
SIDE HITS Target #4
Burst Beam 3
Class: Electromagnetic
1-5: Port/Stb Thrust Target #5 Mode: Standard
6-10: Burst Beam Damage: None
11-18: Port/Stb Struct Target #6 Range Penalty: -2 per hex
19-20: PRIMARY Hit Fire Control: +2/+2/+4
4 Intercept Rating: n/a
AFT HITS
1-6: Main Thrust 5 5 5 Rate of Fire: 1 per turn
7-8: Heavy Photon Bolt Special: -1 power if structure
9-10: Mdm Photon Bolt hit; deactivates power-using
11-18: Aft Struct systems; +4 criticals to non-
19-20: PRIMARY Hit powered systems; forces auto-
dropout on fighters. See rules.
PRIMARY HITS 4
1-9: Primary Struct
10-11: Mdm Photon Bolt
1
12-14: Sensors 4 4
15-17: Engine
18-19: Reactor
19-20: C & C

4 4
6 FORWARD

9
5
6
3 4
3 4 3

5
STARBOARD
PORT

3 3
5 5
5
3 3 3 3

8
3 3
ICON RECOGNITION
PRIMARY
Thruster
AFT
4 4
C&C 4
Sensors
Engine 4 4

Reactor
Hangar
Hvy Photon 3 3
Bolt
Mdm Photon
Bolt
Burst Beam
5

Das könnte Ihnen auch gefallen