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VARIANTS 4
Introduction
Welcome to Variants-4, the latest in the series of supplements exploring the alternative designs for existing hulls and new units. This book includes at least one ship from virtually every race in Babylon 5 Wars (those published up through Showdowns6). It was decided after the design project (an online effort headed up by Ben Rubery) began that each major race would have at least three ships in this product, the larger League races would have at least two, and others would have at least one. No unit was included for the civilians (though the Raiders have one), or for First Ones other than the Shadows and Vorlons. Priority was given to filling obvious needs such as satellites, scouts, troop ships, command vessels, and bases for races that did not have therm, but beyond that, any design was a possibility. In the end, we collected over 200 submissions, and these are out selections. Enjoy!
Product Credits
Editor...................Bruce Graw and Ben Rubery Layout.......................................Bruce Graw Additional Editing..............Matthew Murray, Ben Rubery, Dan O'Connor, the Historical Repair Team The Historical Repair Team..................Mark Graves, Klebert Hall, Richard Bax, Symon Cook, John T. Coleman, Jamie Coleman, Ned Farnsworth Cover Design..............Robert Glass, Leo Dunin
Playtester Contributions
Agents of Gaming would like to thank the following playtest groups who contributed to thi product: The Playtesting Horde: Dan "Rogue" O'Connor, Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith, Pete "Ninja" Reese, Tom Miller, StephenTurner, Dave McFarland, Dan Ryan, Bob Mitchell.
Abbai Units
Nakarsa Command Cruiser
Lakara Variant (Rare) Prior to the League Wars, the Abbai had expanded their interests enough to warrant a fleet larger than at any time in their history. Along with this came the need for greater command and control of ship squadrons should the need arise for large-scale battles. After a few experiments, the advanced Nakarsa design was produced in limited numbers. Abbai mastery of communications allowed them to produce an efficient C&C system that provides +1 initiative not only to the Nakarsa itself but to all other Abbai ships in the scenario (not including fighters or shuttles). This does not aid ships of other races, which are not a part of the expanded Abbai control net. Based on a design by Richard Bax.
defeated, it is quite likely that more Atica-class vessels would have appeared in their inventory. If playing "The First to Fall" from Showdowns4, replace one Atrimis with an Atica. No other changes to the scenario setup rules are required. Based on a design by Jacob Jett.
Balosian Units
Athasa Scout
Esthasa Variant (Rare) Like the Gaim would be after them, the Balosians were heavy consumers of Centauri hulls, especially the Altarian. Early in the genesis of their defense fleet, the Balosians determined the need for a small fleet scout. Some small alterations to Esthasa Destroyers filled the void nicely. While lacking the power of most contemporary scouts, the Athasa was capable of both executing its fleet support role and supporting the actions of Esthasa squadrons with its own ion cannons. Because the electronics gear was much more expensive than the suites on the Esthasa, and the Quantium-40 for the jump drive was so difficult to acquire, relatively few Athasas were ever produced. Most examples were annihilated along with the rest of the Balosian fleet during the first battles of the Invasion, though Dilgar records show at least one (away from Balos on a long-range survey mission) had to be hunted down and destroyed during later stages of the War. Based on a design by Jacob Jett.
Alacan Units
Atica Command Cruiser
Atrimis Variant (Unique) Among the ships the Alacans had at their homeworld just before the Dilgar Invasion was a single Atrimis command ship, known as the Atica. Acting as the flagship of the Alacan fleet, the Atica gave up virtually all habitability for the benefit of adding the best technology the Alacans could gain via trades with the Abbai. Unfortunately, the Dilgar were aware of the command ship's presence and destroyed it in their first missile volley. (Some historians have speculated that the Pyrotinia was actually a ship of this class, but it was in fact a standard Atrimis hull.) Had the Alacans not been
Brakiri Units
Halo Heavy Scout
Avioki Variant (Rare) Although Im-Rehsa Technologies produced most of the quality ELINT ships used by the Brakiri, the other major corporations also kept a few scouts around for occasions when an Im-Rehsa vessel was not available (or not wanted). For such purposes, the Ak-Habil Conglomerate preferred the Halos, a rare Avioki variant that enlarged and enhanced the sensor array at a significant cost in firepower. These ships were most often used as fleet support elements, though occasionally one might be seen alone on a long-range survey mission. Based on a design by Richard Bax.
Tashkava Advanced Lance Lupa Attack Boats Base Hull (Unlimited Deployment) Cruiser
Tashkat Variant (Rare) The original testbed for a ship mounted gravitic lance, this ultra-secret variant of the Tashkat has been seen outside Brakiri space only rarely. It was the development of this vessel, and lessons learned in the modifications made to the base hull, that made possible the eventual construction of the Kaliva. Very few Tashkava designs have been produced, but the exact number in service is a secret known only to Im-Rehsa. Based on a design by Nikolas Koumdrous.
The Centauri operated several kinds of light combat vessels during their history, but the Lupa is by far the most common. The Lupa was a shortranged craft designed to defend civilian bases and outposts, and saw most of its action against Raiders and in civil wars between the various Noble Houses. The ship control sheet shows four versions of the Lupa, all of which are considered Common variants. The original version was intended to escort convoys and defend against Raiders, but the plasma version was quickly developed to operate against ships. A matter version followed and provided these small craft with the longest ranged weapon they could possibly mount. Even so, these LCVs were only marginally effective in their roles, and the Centauri made few attempts to improve upon them until the development of the heavy array. Mounting this huge turret on a Lupa proved impossible, but a half-sized one (the heavy particle beam) was installed and functional by 2249. Production of escort and plasma variants virtually halted with the arrival of this variant, but enough of the others are still around that they continue to be fairly common within the Centauri inventory.
Centauri Units
Altaron Destroyer
Altarian Variant (Uncommon) This is an early variant of the Altarian designed around the assault laser. It is unclear whether these were competing designs or simply a way to vary the firepower of a House fleet. Strangely, none of these hulls have been upgraded to operate battle lasers (even the Altarian Magnus does not use battle lasers in the obvious locations), suggesting that some technical difficulty prevents their use in those hardpoints. Based on a design by Rainer Graber.
Babylon 5, Babylon 5 Wars TM & Warner Bros.
Corillani Units
Llartol Assault Cruiser
Mollanta Variant (Uncommon) The Corillani People's Navy originally built this ship to project force in the event any of their outsystem resources were captured by Centauri or Narn troop ships. Later, they were used against Raider and Drazi outposts, and during the War of Retribution, several were sent to Quadrant 17 in the failed attempt to capture the well-defended Centauri base there. After the Corillani surrendered following that war, the Centauri destroyed all examples of the Llartol to prevent any further aggression. After the Centauri departed Corillani space shortly thereafter, the Corillani wasted no time constructing several more of these ships. Based loosely on a design by Jacob Jett.
Descari Units
Scorava Laser Cruiser
Scorava Variant (Uncommon) Before converting the Scorava design to field plasma bolters, the Descari experimented with refitting the ship with lasers. They found that while the medium laser could do considerable damage, the light laser was woefully inadequate and slow firing for a weapon its size, even in comparison to the plasma bolter. They preferred a weapon that was certain to gouge a large chunk out of a hull or destroy an enemy system. While the Descari kept a few laser cruisers in service, the vast majority of Scorovas were converted to the plasma bolter design. Based on a design by Ben Rubery.
Dilgar Units
Garasoch-D Command Carrier
Garasoch Variant (Rare) Late in the war, the Dilgar began to experience a distinct lack of command ships for their pentacans. The allied forces had learned to target the pentacan leader and destroy it whenever possible so as to deprive the Dilgar of their primary battle advantage. To combat this, the Dilgar applied some of their research towards improving the C&C of existing ships, which resulted in the improvements using technology already in use on the Leskrati-D and Ochlavita-D (see Variants-3). On the Garasoch-D these advances reached their zenith, producing a +2 command bonus to that design. Of course, the ship's weaponry was also improved as much as possible. The increased space of all this equipment was not without its price, as the revised ship could only carry half as many fighters as before. The Dilgar did not mind this, however, as they were having trouble fielding enough fighters to fill every Garasoch in any case. Based on a design by Roman A. Perner.
Drazi Units
Firefalcon Command Cruiser
Stormfalcon Variant (Rare) The Drazi were one of several races who had increased the size of their military forces just prior to the League Wars. In doing so, they found a need for a command heavy cruiser, adding this to the line already begun by the Wareagle and Jumphawk. The Firefalcon not only receives the typical Drazi command initiative bonus but also includes a tremendous upgrade in firepower, centered around the vicious solar cannon. Fortunately for Drazi opponents, this ship remains a rare variant. Based on a design by Dan Foxman.
design. The defeat of the Narn at Epsilon Indi in 2219 only hardened the feeling that a new design was unnecessary. Finally, in 2225, Earthforce was able to make a case for a "testbed cruiser" design. This culminated in the launch of the Hecate Alpha in 2228. This design mounted no radical new technology and was produced in surprisingly large numbers. Funding for the program was often siphoned away from authorized Hyperion Alpha production. These Hyperions were a rude surprise for the Dilgar in the war of 2232. To allay the suspicions of less militarily astute senators, testbed designs were commissioned on the Hecate frame, but the numbers were small. In 2239, Earthforce at last managed to obtain funding for an upgrade of the Hyperion Cruiser. The Hecate Tsiphone was converted to the first Hyperion Delta in short order, proving the value of the testbeds to the EA Senate in reduced development time and costs. The Hyperion name was retained for the class so as not to flaunt the deception in the faces of those Senators who might have taken a dim view of the subterfuge. The Earth-Minbari war saw many new ship designs; there were no longer funding problems for Earthforce to contend with. All surviving Hyperion Alphas, Hecate Alphas and the majority of the other Hecate testbeds were converted into the latest Hyperion classes. After the war, Earthforce had little difficulty in obtaining funding for new designs. The Hecate was relegated to a true testbed role and the Hyperion was openly the latest cruiser design. However, the ill-starred history of cruiser procurement was a major factor in Earthforces precautionary decision to designate the Omega Cruiser a "destroyer.
Llort Units
Turgon Bolt Cruiser
Turlisk Variant (Rare) After the end of the Dilgar War, the Llort began a crash program to reverse-engineer the best of Dilgar weapons technology. Designed as a test bed for captured bolters, several Turlisk cruisers were refitted into Turgon designs to take advantage of heavy and medium bolters. The design was not popular, however, and the ship remains a rare variant. Based on a design by Jacob Jett.
Markab Units
Makar Defense Satellites
Base Hull (Unlimited Deployment) The Markab operated their OSATs under the assumption that they will not be needed outside medium range, and so armed them with heavy plasma cannons and plasma waves, with scatterguns for defense. During the few occasions they were tested by the Dilgar, they proved quite able to keep the attackers outside their effective defensive zone (which was their purpose), but they were unable to prevent mass driver shots on planets they protected. Based on a design by Mike Jasperson.
Gaim Units
Kuan Frigate
Kuach Variant (Common) After the initial purchase of a dozen Warbirds from the Drazi (quickly converted to Kuach Minesweepers), the Gaim began investigating other uses for the hull. The Kuach was an excellent ship, but its specialized sensor array was expensive and not really suitable for a standard combat ship. After some initial resistance from the Drazi, the Gaim were able to purchase more old Warbird hulls, and convert them to a standard combat vessel configuration. The Kuan has a varied forward weapons package that allows the ship to engage enemies at multiple range brackets.
Babylon 5, Babylon 5 Wars TM & Warner Bros.
Narn Units
D'Tarn Light Gunboats
Base Hull (Unlimited Deployment) The D'Tarn was one of the first vessels designed by the Narns during the END Project, and served as an early police vessel prior to the development of the Sho'Kos. As the Narns expanded, they deployed squadrons of D'Tarns in newly captured systems, where they operated as an impromptu defense force until a base and its escorts could be deployed. By the time of the Narn-Centauri War, they had been relegated to colonial defense on the extreme frontiers, and few were seen in the Narn interior. While the Narns rebuilt after regaining their freedom, these units were seen in larger numbers to hold onto territory they reclaimed, but even so remain a strictly defensive element. There are four versions provided on the control sheet. The earliest (plasma) variant is virtually useless against fighters, but could dish out significant punishment to enemy vessels that strayed too close. The escort variant is quite effective against both fighters and ships, while the pulse variant is primarily used as an anti-fighter element. Finally, the Narns developed a longer-ranged D'Tarn in the Attack variant, but this is difficult to construct and is rarely seen.
Minbari Units
Shaveen Police Leader
Shaveen Variant (Uncommon) After the development of the molecular pulsar during the White Star project, it was only natural that examples of the weapon made their way onto similar ships in the Minbari navy. One of these was the Shaveen, which found the weapon invaluable in knocking down swarms of Raider fighters. The leader version of the ship is designed to command a squadron of Shaveens, and as a result mounts its rear defenses on more aggressive side-facing mounts, trusting the other ships of its squadron to defend it against attacks from behind. Based on a design by Nikolas Koumdrous.
Pakmara Units
Pa'da'shar Troop Liner
Tra'shu'li Variant (Uncommon) During the Dilgar War, the Pak'ma'ra were asked to lend ground forces to help the allies retake conquered planets. While any other race would have simply packed up thousands of troops onto transports, the doctrinally inept Pak'ma'ra instead trained a small number of "special forces" troops. They then converted an equally small number of Tra'shu'li Liners for them to use. The resulting vessel is known as the Pa'da'shar, and carries four assault shuttles and four breaching pods as standard equipment. To this day, Pak'ma'ra commandos have remained a minor and often neglected section within the budding Pak'ma'ra Navy. Based on designs by Jacob Jett and Todd Boyce.
Raider Units
Assault Sloop
Sloop Variant (Uncommon) Some small Raider bands had more men (or whatever) than equipment, and put these to use capturing enemy vessels. Though life was cheap for members of such bands, the potential rewards from the sale or conversion of a prize was well worth the risk. The Assault Sloop was typical of the vessels used for this mission, employing two grappling claws (an idea stolen from the Drazi) and plenty of breaching pods. Ten contingents of Marines are also included as standard equipment, in addition to any provided by purchased pods. Ships of this type could easily capture any lone freighter or small ship they encountered, provided they could track it down. The lack of external fighter rails (removed to make room for the claws and troop quarters) gave them no strike capability, so these vessels often traveled with one or two standard Sloops for versatility. Based on a design by Rainer Graber (who suggested claws on a Strike Carrier, a ship simply too large to make use of them).
Vorlon Units
Asteroid Defense Grid
Base Hull (Unlimited Deployment) The Vorlon border and most of their stellar fortifications are defended by small hollowed-out asteroids that operate for all intents and purposes in the same way as heavy OSATs. Their firepower is tremendous, their defenses spectacular, and they can take a ridiculous amount of damage before being destroyed. A row of these defenses is enough to make even an Ancient race pause before attempting to pass. Based on a design by Mike Jasperson.
Vree Units
Tyllz Sector Trading Post
Base Hull (Unlimited Deployment) The Vree defend their most important trading centers with these huge bases, which use only the most modern defensive weapons (including the antimatter torpedo and antimatter shredder). Note that fighters that successfully skin dance cannot be attacked by the shredders, as per the standard rules. Based on a conversion of the Tyllz from Fleet Action's Of Aliens and Giants supplement, as rendered by Mike Jasperson.
Shadow Units
Strike Destroyer
Destroyer Variant (Uncommon) This is one of the less common variants of the Shadow Destroyer, employing two light molecular slicer beams (see Wars of the Ancients for the rules on this weapon) in place of its other guns. While this may not seem to be an effective trade, the ship is quite capable of tearing a younger race's capital ships to shreds from a surprisingly long distance. It is, however, vulnerable to fighters, and as such is usually best escorted by standard destroyer versions. Based on designs by Mike Jasperson and Nikolas Koumdrous.
10
SPECS
Class: Capital Ship In Service: 2253 Point Value: 750 Ramming Factor: 200 Jump Delay: 32 Turns
FORWARD HITS
1-4: Retro Thrust 5-6: Gravitic Shield 7-9: Combat Laser 10-11: Quad Array 12-17: Forward Struct 18-20: PRIMARY Hit 1-3: Port/Stb Thrust 4: Gravitic Shield 5-6: Quad Array 7-8: Particle Impeder 9-17: Port/Stb Struct 18-20: PRIMARY Hit 1-5: Main Thrust 6-7: Gravitic Shield 8: Quad Array 9-11: Jump Drive 12-17: Aft Struct 18-20: PRIMARY Hit
SPECIAL NOTES
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+2 Thrust Roll Cost: 3+1 Thrust
3 2 2 4 2 2 5 3 3 6 3 3
COMBAT STATS
7 4 4
Fwd/Aft Defense: 18 (15) Stb/Port Defense: 16 (13) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +1
8 4 4 9 5 5 10 5 5 11 6 6 12 6 6
Class: Laser Mode: Piercing 7 Damage: 3d10+20 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Shots at fighters are resolved in standard (not piercing) mode
HANGAR
1 3
Quad Array
SIDE HITS
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
3
3
4 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 4 per turn
2 3
Particle Impeder
AFT HITS
3 3
3
3
Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Not Available
Gravitic Shield
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.
PRIMARY HITS
1-7: Primary Struct 8-9: Shield Generator 10-12: Sensors 13-14: Engine 15-16: Hangar 17-18: Reactor 19-20: C & C
0 11
4 4 3
4 FORWARD
4 3
0 12
3 13
3
10
3 STARBOARD 7
6
6 PORT
6
14
3
3 4 2 9 5
6
5
10
5
4
3 4 2
5 PRIMARY AFT
10
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Shield Generator Combat Laser Quad Array Particle Impeder Gravitic Shield
5
4
5
4 4 0
3
4 0 8 15 3 16
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 2: 2E/V4
SPECS
Class: Med. Fighters In Service: 2009 Point Value: 24 each Ramming Factor: 10 Jinking Limit: 10 Lvls
COMBAT STATS
Fwd/Aft Defense: 6 Stb/Port Defense: 6 Free Thrust: 9 Offensive Bonus: +4 Initiative Bonus: +20
WEAPON DATA
Ultralight Particle Beam
Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+1 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn
ARMOR
1 1
5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit
Flight #1
Flight #2
Flight #3
Flight #4
Flight #5
Flight #6
Flight #7
Flight #8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-4: Retro Thrust 5-7: Combat Laser 8-9: Light Particle Beam 10-17: Forward Struct 18-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Missile Rack 7-17: Port/Stb Struct 18-20: PRIMARY Hit 1-4: Main Thrust 5-6: Missile Rack 7-8: Light Particle Beam 9-11: Hangar 12-17: Aft Struct 18-20: PRIMARY Hit 1-10: Primary Struct 11-13: Sensors 14-16: Engine 17-18: Reactor 19-20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 2 2
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+2 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 3 5 4 4 6 4 4
COMBAT STATS
Fwd/Aft Def: 16 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +1
8 6 6 9 6 6 10 7 7 11 8 8
7 5 5
12 8 8
Class: Laser Mode: Piercing 7 Damage: 3d10+20 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Shots at fighters are resolved in standard (not piercing) mode
HANGAR
SIDE HITS
Lt Particle Beam
AFT HITS
Class: Particle 1 Modes: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
3
3 2 3 2
PRIMARY HITS
4 FORWARD
3 9 2
5 3 4
8
5 5 STARBOARD
5
6 4
PORT
4 PRIMARY 2 10 AFT 3 3 2 11
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Combat Laser Class-S Missile Rack Light Particle Beam
4
4 6 3
6
MISSILES
Rack #4 Rack #5
Rack #6
Rack #7
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Hvy Combat Vsl In Service: 2218 Point Value: 600 Ramming Factor: 200 Jump Delay: 36 Turns
FORWARD HITS
1-4: Retro Thrust 5-6: Ion Cannon 7-9: Std Particle Beam 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Main Thrust 5-6: Jump Drive 7-8: Std Particle Beam 9-18: Aft Struct 19-20: PRIMARY Hit 1-6: Primary Struct 7-9: Port/Stb Thrust 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
ELINT Ship
Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 2 5 4 3 6 4 3
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +6
8 6 4 9 6 5 10 7 5 11 8 6
7 5 4
12 8 6
Class: Ion 4 Modes: Raking Damage: 2d10+10 Range Penalty: -1 per 4 hexes Fire Control: +2/+2/+0 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
HANGAR
3 3
3 3
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
AFT HITS
PRIMARY HITS
5 3
6 STARBOARD
8 5
4
6
6
5
10
5 AFT 4 6 3 4
5
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Ion Cannon Std Particle Beam
7
4
4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Ak-Habil Conglomerate
Version 2: 2E/V4
SPECS
Class: Capital Ship In Service: 2219 Point Value: 800 Ramming Factor: 210 Jump Delay: 28 Turns
FORWARD HITS
1-4: Retro Thrust 5-7: Graviton Pulsar 8-18 Forward Struct 19-20: PRIMARY Hit
SPECIAL NOTES
Gravitic Drive System ELINT Ship
Turn Cost: 1 x Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 3 2 4 4 2 5 5 3 6 6 3
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: +9 Initiative Bonus: +0
8 8 4 9 9 5 10 10 5 11 11 6
7 7 4
12 12 6
Class: Gravitic 5 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per 3 hexes Fire Control: +2/+2/-1 Intercept Rating: -1 Rate of Fire: 1 per turn
Graviton Pulsar
HANGAR
SIDE HITS
AFT HITS
1-4: Port/Stb Thrust 5-6 : Grav Can no n 7-8: Graviton Pulsar 9-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-9: Graviton Pulsar 10-18: Aft Struct 19-20: PRIMARY Hit 1-8: 9-10: 11-12: 13-15: 16: 17-19: 20: Primary Struct Jump Drive Sensors Engine Hangar Reactor C&C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
5 3 6
4 4
6 3
Class: Gravitic 2 Mode: Pulse Damage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulses Maximum Pulses: 3, 4, or 5 Pulse Grouping: +1 per 4 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn
GRAVITIC BOLT
In scenarios set before 2250, replace all graviton pulsars with gravitic bolts, reducing the cost of the ship by 60 points.
Gravitic Bolt
PRIMARY HITS
Class: Gravitic 2 Mode: Standard Damage: 9 2 extra power: 12 damage 4 extra power: 15 damage Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn
5 FORWARD
1
15
3 6
2
10
6
10
STARBOARD
PORT
5 6
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Grav Cannon Graviton Pulsar
5 6 3 8
6 PRIMARY AFT
3 7
5
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Im-Rehsa Technologies
Version 2: 2E/V4
MANEUVERING
FORWARD HITS
1-3: Retro Thrust 4-5: Gravitic Shield 6-7: Graviton Pulsar 8-10: Gravitic Shifter 11-18 Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Gravitic Lance 7-18: Port/Stb Struct 19-20: PRIMARY Hit
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 2 1
Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 2 5 4 3 6 4 3
COMBAT STATS
7 5 4
Fwd/Aft Defense: 15 (12) Stb/Port Defense: 17 (14) Engine Efficiency: 2/1 Extra Power: +2 Initiative Bonus: +2
8 6 4 9 6 5 10 7 5 11 8 6 12 8 6
5 Class: Gravitic Effect: Turns target Damage: None Range Penalty: -1 per hex Fire Control: +5/+3/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Graviton Pulsar
HANGAR
3 4 4 3 4 5
SIDE HITS
Class: Gravitic 2 Mode: Pulse Damage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulses Maximum Pulses: 3, 4, or 5 Pulse Grouping: +1 per 4 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn
AFT HITS
GRAVITIC BOLT
This ship cannot use the gravitic bolt downgrade as it was never built with that weapon installed.
Gravitic Lance
1-5: Main Thrust 6-7: Gravitic Shield 8-9: Graviton Beam 10-11: Graviton Pulsar 12-18: Aft Struct 19-20: PRIMARY Hit 1-6: Primary Struct 7-8: Shield Generator 9-10: Jump Drive 11-12: Sensors 13-15: Engine 16: Hangar 17-19: Reactor 20: C & C
PRIMARY HITS
7 0 11
6 6
8 3 5 5 FORWARD
4
Class: Gravitic Mode: Sustained Damage: 6d10+24 Range Penalty: -1 per 5 hexes Fire Control: +3/+2/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Can fire as two graviton beams at the same or 16 different targets.
Graviton Beam
0 12
8 Class: Gravitic Mode: Raking Damage: 5d10+12 Range Penalty: -1 per 4 hexes Fire Control: +3/+2/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns
Gravitic Shield
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.
16
2 STARBOARD 5
4
6 4 PORT
10
5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Shield Generator Gravitic Lance Graviton Beam Gravitic Shifter Graviton Pulsar Gravitic Shield
5 6 0
3
5 8 0 14
3
6 PRIMARY AFT
13
5 6 4
10
5
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Ly-Nakir Industries
Version 3: 2E/V4
MANEUVERING
FORWARD HITS
1-4: Retro Thrust 5-8: Graviton Pulsar 9-18 Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-7: Gravitic Shield 8-9: Graviton Pulsar 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Graviton Pulsar 9-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Shield Generator 11-12: Sensors 13-14: Engine 15-17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
Gravitic Drive System ELINT Ship
1 1 1
2 2 2
Turn Cost: 1 x Speed Turn Delay: 3/4 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 3 5 5 4 6 6 5
COMBAT STATS
7 7 6
Fwd/Aft Defense: 16 (14) Stb/Port Defense: 16 (14) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
8 8 6 9 9 7 10 10 8 11 11 9 12 12 9
GRAVITIC BOLT
This ship cannot use the gravitic bolt downgrade as it was never built with that weapon installed.
HANGAR
Class: Gravitic 2 Mode: Pulse Damage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulses Maximum Pulses: 3, 4, or 5 Pulse Grouping: +1 per 4 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 Rate of Fire: 1 per turn
SIDE HITS
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Gravitic Shield
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.
AFT HITS
PRIMARY HITS
1 3 4 3 3
4 4
2 3
4 FORWARD
4 3
11
2
5 3 4
10
6 4 3
12
2
0 STARBOARD
9 2
4 0
PORT
0 13
2
4 3 4
6
4 4 PRIMARY AFT 4 3 3
5 5
14
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Shield Generator Graviton Pulsar Gravitic Shield
3 8
10
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-3: Retro Thrust 4-6: Assault Laser 7-9: Twin Array 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Main Thrust 5-6: Assault Laser 7-8: Twin Array 9: Jump Engine 10-18: Aft Struct 19-20: PRIMARY Hit 1-6: Primary Struct 7-9: Port/Stb Thrust 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 2 1
Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 2 5 4 3 6 4 3
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +6
8 6 4 9 6 5 10 7 5 11 8 6
7 5 4
12 8 6
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
Assault Laser
HANGAR
4 3
AFT HITS
Class: Laser 4 Modes: Raking Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
PRIMARY HITS
5 3
4 3 FORWARD PRIMARY
PORT
4
6 STARBOARD
8 5
4
3
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Assault Laser Twin Array
6
6
5
10
AFT 4 3 7 3
5
5 8 3
3
5
3 4
4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 2: 2E/V4
MANEUVERING
HIT LOCATIONS
1-10: Structure 11-12: Forward Weapon (#1) 13-15: Twin Array 16-17: Drive 18-19: Reactor 20: Control
SPECIAL NOTES
Agile Ship Atmospheric Capable
1 1 1
2 1 1
Turn Cost: 1/4 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 1 Thrust Pivot/Jink Cost: 1 Thrust Roll Cost: 1 Thrust
3 1 1 4 1 1 5 2 2 6 2 2
COMBAT STATS
Fwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: 1/1 Extra Power: +0 Initiative Bonus: +14
8 2 2 9 3 3 10 3 3 11 3 3
7 2 2
12 3 3
Class: Matter Modes: Standard Damage: 2d10+2 Range Penalty: -1 per 2 hexes Fire Control: +3/+3/-2 4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Twin Array
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
Class: Particle 2 Mode: Standard Damage: 2d10+6 Range Penalty: -1 per hex Fire Control: +4/+3/+2 Intercept Rating: -2 Rate of Fire: 1 per turn
4 3
4 2
6
3 4
5 4
3 4
5 4
4 2
ICON RECOGNITION
Control Drive Reactor Matter Cannon Hvy Particle Beam Twin Array Plasma Cannon
4 4 3
6
3 4
5 4
3 4
5 4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-3: Retro Thrust 4-5: Battle Laser 6-7: Twin Array 8-18: Forward Struct 19-20: PRIMARY Hit 1-3: Port/Stb Thrust 4-7: Battle Laser 8-11: Twin Array 12-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7: Main Thrust 8-12: Jump Drive 13-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
1 1 1
2 2 2
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 3 5 4 4 6 4 4
COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 17 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +1
8 6 6 9 6 6 10 7 7 11 8 8
7 5 5
12 8 8
Class: Laser Modes: R, P 6 Damage: 4d10+12 Range Penalty: -1 per 4 hexes Fire Control: +4/+3/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Twin Array
HANGAR
3 3
SIDE HITS
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
AFT HITS
PRIMARY HITS
1 5 5 FORWARD
2 5
7 PORT 3 5 3 9 3 10
2
STARBOARD
10
10
5 3 11 5 3 12
2
5 5
7
5
4 5
7 5
7 PRIMARY
6 5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Twin Array Battle Laser
6 5
3
AFT 5 5
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-6: Retro Thrust 7-11: Missile Rack 12-18: Forward Struct 19-20: PRIMARY Hit 1-7: Port/Stb Thrust 8-9: Missile Rack 10-12: Twin Array 13: Port/Stb Hangar 14-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7 Main Thrust 8-10: Missile Rack 11-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-11: Jump Engine 12-13: Sensors 14-15: Engine 16-17: Primary Hangar 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 4 4
Turn Cost: 5/3 Speed Turn Delay: 5/3 Speed Accel/Decel Cost: 6 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust
3 5 5 4 7 7 5 9 9 6 10 10
COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +0
9 15 15 10 17 17 11 19 19
7 12 12
8 14 14
12 20 20
Twin Array
SIDE HITS
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
MAIN HANGAR
0 Fighters 2 Breaching Pods
AFT HITS
SIDE HANGARS
PRIMARY HITS
4 4 3 FORWARD PRIMARY
5 3
STARBOARD
9 10 11
2 2 2
PORT
4
4
8 16
2 2 4 2
12 13 14 4
4 4 4 2 4 4 2
1 4
4
6
MISSILES
Rack #1
2 AFT
6
Rack #2
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Class-S Missile Rack Twin Array
6 3
4
7 3
4
Rack #3
4
Rack #5
Rack #4
Rack #6
Rack #7
Rack #8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-5: Retro Thrust 6-9: Plasma Accelerator 10-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7 Heavy Plasma 8-11 Twin Array 12-13: Port/Stb Hangar 14-18: Port/Stb Struct 19-20: PRIMARY Hit 1-8: Main Thrust 9-10: Plasma Accelerator 11-18: Aft Struct 19-20: PRIMARY Hit 1-12: Primary Struct 13-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 3 3
Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 4 4 4 6 6 5 7 7 6 8 8
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +0
9 12 12 10 14 14 11 15 15
7 10 10
8 11 11
12 16 16
SIDE HANGARS
Class: Plasma 5 Mode: Standard Damage: 4d10+12 (-1 per hex) Range Penalty: -1 per hex Fire Control: +3/+1/-4 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Can fire at an accelerated ROF for less damage, as shown below: 1 per turn: 1d10+4 -1/hex 1 per 2 turns: 2d10+8 -1/hex
SIDE HITS
Class: Plasma 5 Modes: Standard Dmg: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
AFT HITS
1 3 4
Twin Array
2 3
PRIMARY HITS
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
4 3
FORWARD PRIMARY
8
5 3
6 3
3
5
4
7
12
STARBOARD
3 PORT
6
3
6
4 2
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Plasma Accelerator Heavy Plasma Cannon Twin Array
3
AFT 4
4 2 9
8
3
3
3
3 4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-5: Retro Thrust 6-8: Lt Laser Cannon 9-10: Lt Particle Beam 11-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Med Laser Cannon 7: Missile Rack 8-9: Lt Particle Beam 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-9: Main Thrust 10-11: Lt Laser Cannon 12-13: Lt Particle Beam 14-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-11: Sensors 12-13: Engine 14-17: Hangar 18-19: Reactor 20: C&C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 2 2
Turn Cost: 2/3 Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 3+3 Thrust
3 2 3 4 3 4 5 4 5 6 4 6
COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +0
8 6 8 9 6 9 10 7 10 11 8 11
WEAPON DATA
Medium Laser Cannon
Class: Laser Mode: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
7 5 7
12 8 12
HANGAR
9 2 10 2
SIDE HITS
Class: Laser Modes: Raking 3 Damage: 2d10+7 Range Penalty: -1 per hex Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Lt Particle Beam
AFT HITS
4 2 1 4
4 4
Class: Particle 1 Modes: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
2 2 4
PRIMARY HITS
Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns
4 3 4 11 12 2 2
6
4 4 4 13 2 STARBOARD 5 2 14
FORWARD
PORT
12
12
5 5 PRIMARY
MISSILES
Rack #3
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Medium Laser
3
Rack #4
4 AFT 4 4
3
4
3
2 2 15 7 8
2 2 16
4
3
Lt Laser
Light Particle Beam Class-S Missile Rack
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-4: Retro Thrust 5-7: Heavy Bolter 8: Scatter-Pulsar 9-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Heavy Bolter 8: Scatter-Pulsar 9-18: Port/Stb Struct 19-20: PRIMARY Hit
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 2 2
Turn Cost: 1 x Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 3 2 4 4 3 5 5 4 6 6 4
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +0
8 8 6 9 9 6 10 10 7 11 11 8
7 7 5
12 12 8
Class: Particle Modes: Standard Damage: 24 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-1 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Medium Bolter
HANGAR
2 7 4
SIDE HITS
Class: Particle Modes: Standard Damage: 18 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/+1 4 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
1 4
Scatter-Pulsar
AFT HITS
1-6: Main Thrust 7-8: Scatter-Pulsar 9-10: Medium Bolter 11: Aft Engine 12-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-11: Jump Engine 12-13: Sensors 14: Primary Engine 15-17: Hangar 18-19: Reactor 20: C & C
Class: Particle 2 Modes: Pulse Damage: 6 1d5 times Maximum Pulses: 6 Pulse Grouping: +1 per 5 Range Penalty: -2 per hex Fire Control: +1/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
PRIMARY HITS
3 3 4
3 4 4 STARBOARD
5 FORWARD
PORT
5
12 8
3 5 5 1 8
3 5
6 3
5 5
4
1 9 5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Heavy Bolter Medium Bolter Scatter-Pulsar
PRIMARY AFT 3
2
5 3 10
3 2
3 1 6
5 2
1
4
3
11
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-4: Retro Thrust 5-6: Heavy Bolter 7-8: Scatter-Pulsar 9-10: M i s s i l e Rack 11-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Quad Pulsar 8-10: Scatter-Pulsar : 11-18: Port/Stb Struct 19-20: PRIMARY Hit
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 2 2
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 3 5 4 4 6 4 4
COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +0
8 6 6 9 6 6 10 7 7 11 8 8
7 5 5
12 8 8
Class: Particle Modes: Standard Damage: 24 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-1 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Quad Pulsar
HANGAR
SIDE HITS
Class: Particle Modes: Pulse Damage: 14 1d3 times Maximum Pulses: 4 Pulse Grouping: +1 per 5 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-1 4 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
1 3
3
2 3
3
Energy Pulsar
AFT HITS
1-6: Main Thrust 7-8: Energy Pulsar 9-10: Medium Bolter 11: Aft Engine 12-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-13: Sensors 14-16: Primary Engine 17: Hangar 18-19: Reactor 20: C & C
3 7 1 3 3 3 1 4 FORWARD 8 3
Class: Particle 3 Modes: Pulse Damage: 10 1d2 times Maximum Pulses: 3 Pulse Grouping: +1 per 5 Range Penalty: -1 per hex Fire Control: +3/+2/+1 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
Scatter-Pulsar
PRIMARY HITS
10
Class: Particle 2 Modes: Pulse Damage: 6 1d5 times Maximum Pulses: 6 Pulse Grouping: +1 per 5 Range Penalty: -2 per hex Fire Control: +1/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
4 3 STARBOARD 1 12
5
11 PORT
5
4
9
3 1 13 5
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Quad Pulsar Heavy Bolter Scatter-Pulsar Energy Pulsar
3 4 1 14
Medium Bolter
Class: Particle Modes: Standard Damage: 18 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/+1 4 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
PRIMARY AFT 2 15
1
4 4
4
4 4
2 2 16
1
Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns
MISSILES
Rack #7 Rack #8
2 5
2 6
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2255 Point Value: 850 Ramming Factor: 180 Jump Delay: 36 Turns
FORWARD HITS
1-4: Retro Thrust 5-6: Particle Repeater 7-8: Particle Blaster 9: Solar Cannon 10-18: Forward Structure 19-20: PRIMARY Hit
SPECIAL NOTES
Turn Cost: 1/2 Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 5+5 Thrust
3 2 3 4 2 4 5 3 5 6 3 6
COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 14 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +3
8 4 8 9 5 9 10 5 10 11 6 11
7 4 7
12 6 12
Class: Particle Modes: Standard Damage: 1d5+12 Range Penalty: -1 per 2 hexes Fire Control: +5/+3/+0 3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Damage scored is repeated on the structure
Special Hull Arrangement (No Aft Hits or Structure) Limited Deployment (33%)
HANGAR
1
Particle Blaster
SIDE HITS
1-4: Port/Stb Thrust 5-8: Solar Cannon 9: Twin Array 10-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Primary Struct 9: Jump Drive 10-11: Main Thrust 12-13: Sensors 14-15: Engine 16-17: Hangar 18: Catapult 19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
12 Fighters (Light Only) 1 Sky Serpent (On Catapult) 2 Shuttles: Thrust: 4 Armor: 0 Defense: 8/9
Class: Particle 5 Modes: Standard Damage: 1d10+12 Range Penalty: -1 per 2 hexes Fire Control: +4/+4/+0 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Particle Repeater
PRIMARY HITS
Class: Particle 4 Modes: Standard Damage: 2d10 Range Penalty: -1 per hex Fire Control: +2/+2/+4 Intercept Rating: -1 per shot Rate of Fire: 1or more per turn
Twin Array
4
8 3
6 4
4 7
4 4 FORWARD
9 3
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
3
9
3 4 PORT
5 STARBOARD
6
3 5 4
4
9
4 5
7
5 PRIMARY
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Catapult Solar Cannon Particle Repeater Particle Blaster Twin Array
3 10 5 AFT 5
9
3 11
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
SIDE HITS
1-5 Port/Stb Thrust 6-9: Std Particle Bm #2-5 10-17: Structure 18-20: PRIMARY Hit 1-9: Fwd/Aft Thrust 10: Std Particle Beam #1 11-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
1 1 1
2 1 1
Turn Cost: 1/3 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 1 Thrust Roll Cost: 2 Thrust
3 1 1 4 2 1 5 2 2 6 2 2
COMBAT STATS
Fwd/Aft Defense: 12 Stb/Port Defense: 11 Engine Efficiency: 2/1 Extra Power: +2 Initiative Bonus: +12
8 3 2 9 3 3 10 4 3 11 4 3
WEAPON DATA
Standard Particle Beam
Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
7 3 2
12 4 3
PRIMARY HITS
Agile Ship Special Hull Arrangement (No Fwd/Aft Hits) Low Crew Training
HANGAR
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
4 FORWARD 2 3
4
4 4
4
3
4 4
PORT
4
STARBOARD
4
4 4 4
5 PRIMARY
6
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Std Particle Beam
5 AFT
7
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2246 Point Value: 750 Ramming Factor: 290 Jump Delay: 24 Turns
FORWARD HITS
1-4: Retro Thrust 5-8: Med Pulse Cannon 9-12: Interceptor 13-18: Forward Struct 19-20: PRIMARY Hit 1-6: Port/Stb Thrust 7-8: Heavy Laser Cannon 9-10: Medium Pulse Cannon 11-18: Port/Stb Struct 19-20: PRIMARY Hit
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 3 3 4 4 4 5 5 5 6 6 6
COMBAT STATS
7 7 7
Fwd/Aft Defense: 14 (11) Stb/Port Defense: 16 (13) Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11 12 12 12
HANGAR
SIDE HITS
4 3 13 2 3 3
AFT HITS
1-5: Main Thrust 6-9: Jump Drive 10-11: Med Pulse Cannon 12-13: Interceptor 14-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-12: Std Particle Beam 13-14: Sensors 15-16: Engine 17-18: Hangar 19: Reactor 20: C & C
2 14
Interceptor Mk-I
PRIMARY HITS
5 FORWARD
ALL P-BEAMS
1 Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Particle Mode: Standard Damage: 1d10+5 Fire Control: --/--/+6 Range Penalty: -2 per hex
2 1 4
7
10
11
12
5 STARBOARD
2 4
PORT
5
6
5
3
5 PRIMARY 2 15 4
3
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Std Particle Beam
2 16
AFT 4 4 8
2 3 2
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
COMBAT STATS
Fwd/Aft Defense: 20 (16) Stb/Port Defense: 20 (16) Engine Efficiency: N/A Power Shortage: -18 Initiative Bonus: N/A
35
SECTION HITS
1: Missile Rack 2: Hvy Pulse Cannon 3: Hvy Particle Cannon 4-5: Interceptor 6: Quad Particle Beam 7: Hangar 8: Reactor 9-18: Section Structure 19-20: PRIMARY Hit 1-10: Primary Structure 11-12: Cargo 13-14: Sensors 15-16: Missile Rack 17: Reactor 18: Hangar 19-20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Class: Particle 4 Mode: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 4 per turn
Class: Particle 4 Mode: Pulse Damage: 15 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per 2 hexes Fire Control: +4/+3/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns
23
10
10
10
24
Class: Particle 9 Mode: Raking Damage: 6d10+60 Range Penalty: -1 per 3 hexes Fire Control: +6/+4/+0 Intercept Rating: n/a Rate of Fire: 1 per 6 turns
PRIMARY HITS
10
10
10
Interceptor Mk-II
6 6
17 FORWARD
7 7 5
36 25 18 26 8 2
10 10 10
2 Intercept Rating: -4 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Particle Mode: Standard Damage: 1d10+8 Fire Control: --/--/+8 Range Penalty: -2 per hex
9 3 19
37 27
10
10
10
10
10
10
10
10
10
28
13
14
15
16
31
2
10 10 10 10 10 10 10 10 10 10 10
10
10
10
10
10
30 38
20
4 PRIMARY 6 AFT 4
21
32 39
ICON RECOGNITION
C&C Sensors Reactor Hangar Cargo Hvy Pulse Cannon Quad Particle Beam Class-B Missile Rack Heavy Particle Cannon Interceptor
10
6 6
11
6 6 Fighters 0 Shuttles
OUTER HANGARS
PRIMARY HANGAR
22
10 10 10 10 10 10
MISSILES
Each Class-B Rack holds 60 missiles. There are ten such racks, so space precludes the usual tracking check-off boxes. Use any handy sheet of paper instead.
33 12
40
34 6
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 4: 2E/V4
SPECS
Class: Capital Ship In Service: 2238 Point Value: 600 Ramming Factor: 320 Jump Delay: 24 Turns
FORWARD HITS
1-5: Retro Thrust 6-7: Med Pulse Cannon 8-9: Interceptor 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-8: Std Particle Beam 9-12: Interceptor 13-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-10: Interceptor 11-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Jump Engine 11-12: Quarters 13-14: Sensors 15-16: Engine 17-18: Hangar 19: Reactor 20: C & C
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: N/A Roll Cost: 4+4 Thrust
3 4 4 4 6 6 5 7 7 6 8 8
COMBAT STATS
WEAPON DATA
Medium Pulse Cannon
Class: Particle 3 Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per hex Fire Control: +4/+3/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
7 10 10
Fwd/Aft Defense: 17 (14) Stb/Port Defense: 18 (15) Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +0
8 11 11 9 12 12 10 14 14 11 15 15 12 16 16
HANGAR
4 4
SIDE HITS
AFT HITS
4 1 4
11 2
4 2 4
12 Fighters (T-bolts allowed) 24 Assault Shuttles 4 Breaching Pods 2 Shuttles: Thrust: 3 Armor: 1 Defense: 8/10
Interceptor Mk-I
PRIMARY HITS
1 Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Particle Mode: Standard Damage: 1d10+5 Fire Control: --/--/+6 Range Penalty: -2 per hex
5 FORWARD
7
EA BREACHING POD
Cost: 40 Defense: 10/10 Thrust: 6 Offense: 0 Armor: 3 Initiative: +9 No Weapons
5 12 2
ALL P-BEAMS 4
5 13 5
6
2
ALL P-BEAMS
9
4
3 4 5 6 5
STARBOARD
2 PORT
2 7 8 9 10
5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Quarters
3
PRIMARY
2 14
2 15 5
AFT
4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Hvy Combat Vsl In Service: 2255 Point Value: 500 Ramming Factor: 110 Jump Delay: N/A
SIDE HITS
1-3: Port/Stb Thrust 4-5: Packet Torpedo 6-7: Medium Pulse Cannon 8-9: Std Particle Beam 10-18: Port/Stb Structure 19-20: PRIMARY Hit
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Turn Cost: 1/2 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust
3 2 1 4 2 2 5 3 2 6 3 2
COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 12 Engine Efficiency: 2/1 Extra Power: +6 Initiative Bonus: +6
8 4 3 9 5 3 10 5 4 11 6 4
7 4 3
12 6 4
Class: Particle 3 Modes: Standard Damage: 2d6+1 Range Penalty: -2 per hex Fire Control: +0/+2/+5 Intercept Rating: -2 Rate of Fire: 1d6 per turn
HANGAR
PRIMARY HITS
Packet Torpedo
1-8: Primary Structure 9-11: Fwd/Aft Thrust 12: Scattergun 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C
Class: Ballistic Mode: Standard 5 Damage: 2d10+10 Range Penalty: -1 per 2 hexes after range 10 Fire Control: +3/+3/-6 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
2 6 3 4 3
4 FORWARD 5 STARBOARD 7 3 4
Class: Particle 3 Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per hex Fire Control: +4/+3/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
PORT 4 5
5 PRIMARY
8
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Bulkhead Scattergun Med. Pulse Cannon Packet Torpedo Std Particle Beam
5 AFT
8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2252 Point Value: 650 Ramming Factor: 250 Jump Delay: N/A
Speed Turn Cost Turn Delay
MANEUVERING
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust
6 6 6
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11
FORWARD HITS
1-3: Retro Thrust 4-5: Twin Array 6-9: Heavy Pulse Cannon 10-18: Forward Struct 19-20: PRIMARY Hit
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
7 7 7
12 12 12
Class: Particle 4 Mode: Pulse Damage: 15 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per 2 hexes Fire Control: +4/+3/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns
HANGAR
Packet Torpedo
SIDE HITS
1-4: Port/Stb Thrust 5-6: Packet Torpedo 7: Twin Array 8-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7: Main Thrust 8: Medium Pulse Cannon 9-10: Twin Array 11-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
Class: Ballistic Mode: Standard 5 Damage: 2d10+10 Range Penalty: -1 per 2 hexes after range 10 Fire Control: +3/+3/-6 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Twin Array
3 3
AFT HITS
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
PRIMARY HITS
3 5
7 3 4 3
4 FORWARD PRIMARY 5 5
6
2 3 4 4 STARBOARD
4
PORT
5
5 10
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Heavy Pulse Cannon
5 9 3
5
5 AFT
5 10 3
5
11
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2237 Point Value: 600 Ramming Factor: 240 Jump Delay: 24 Turns
FORWARD HITS
1-5: Retro Thrust 6-7: Heavy Bolter 8-9: Medium Bolter 10-11: Scattergun 12-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Scattergun 8-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Scattergun 9-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-11: Jump Engine 12-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 3 3 4 4 4 5 5 5 6 6 6
COMBAT STATS
Fwd/Aft Defense: 17 Stb/Port Defense: 17 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11
7 7 7
12 12 12
Class: Particle Modes: Standard Damage: 24 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-1 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Medium Bolter
MAIN HANGAR
4 3 1 5 3
SIDE HITS
Class: Particle Modes: Standard Damage: 18 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/+1 4 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
Scattergun
AFT HITS
Class: Particle 3 Modes: Standard Damage: 2d6+1 Range Penalty: -2 per hex Fire Control: +0/+2/+5 Intercept Rating: -2 Rate of Fire: 1d6 per turn
PRIMARY HITS
5 FORWARD
3 6 5 PORT 4
5 12
3 4 STARBOARD 7
4 5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Heavy Bolter Medium Bolter Scattergun
5 PRIMARY
6
4 5
5 AFT 5 8
3 3
9
3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 3: 2E/V4
MANEUVERING
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
COMBAT STATS
Fwd/Aft Defense: 11 Stb/Port Defense: 10 Engine Efficiency: N/A Extra Power: 0 Initiative Bonus: +12
WEAPON DATA
Heavy Plasma Cannon
Class: Plasma 5 Modes: Standard Dmg: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
PRIMARY HITS
1-9: Primary Struct 10-11: Thruster 12: Heavy Plasma Cannon 13-14: Plasma Wave 15-16: Scattergun 17-18: Sensors 19-20: Reactor
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Plasma Wave
Class: Ballistic (Plasma) 4 Modes: Flash Damage: 3d10 Range Penalty: n/a (max 30) Fire Control: +2/+0/-Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Scattergun
4 2 3 5
3 6
1 3 3 2 3
1 3 3 5
Class: Particle 3 Modes: Standard Damage: 2d6+1 Range Penalty: -2 per hex Fire Control: +0/+2/+5 Intercept Rating: -2 Rate of Fire: 1d6 per turn
4
NA
4
NA
3 4
5 3
3 4
5 3
4 2 3 5
3 6
1 3 3 2 3
1 3 3 5
4
NA
4
NA
ICON RECOGNITION
Thruster Sensors Reactor Plasma Wave Heavy Plasma Cannon Scattergun
3 4
5 3
3 4
5 3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-3: Retro Thrust 4-5: Plasma Wave 6-8: Particle Cannon 9-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Hvy Plasma Cannon 7-10: Scattergun 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-9: Scattergun 10-11: Jump Drive 12-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Sensors 13-14: Engine 15-17: Hangar 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 2 2
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 2 2 4 3 3 5 4 4 6 4 4
COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 15 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +1
8 6 6 9 6 6 10 7 7 11 8 8
WEAPON DATA
Heavy Plasma Cannon
Class: Plasma 5 Modes: Standard Dmg: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
7 5 5
12 8 8
Particle Cannon
HANGAR
SIDE HITS
2 4 4
Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
Plasma Wave
AFT HITS
Class: Ballistic (Plasma) 4 Modes: Flash Damage: 3d10 Range Penalty: n/a (max 30) Fire Control: +2/+0/-Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Scattergun
PRIMARY HITS
6
3
1 4 4
4
3
7 4
Class: Particle 3 Modes: Standard Damage: 2d6+1 Range Penalty: -2 per hex Fire Control: +0/+2/+5 Intercept Rating: -2 Rate of Fire: 1d6 per turn
4 PORT 5
8
5 5
4 4 8
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Plasma Wave Heavy Plasma Cannon Scattergun Particle Cannon
4
4
8
5
6
5 AFT
4 9 2
4 2 10 4 11
4
4
4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Medium Ship In Service: 2254 Point Value: 600 Ramming Factor: 50 Jump Delay: N/A
Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2 Thrust Roll Cost: 2 Thrust
3 1 1 4 2 2 5 2 2 6 2 2
COMBAT STATS
Fwd/Aft Defense: 11 Stb/Port Defense: 13 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +15
8 3 3 9 3 3 10 4 4 11 4 4
7 3 3
12 4 4
HANGAR
FORWARD HITS
1-4: Retro Thrust 5: Molecular Pulsar 6-7: Fusion Cannon 8-9: Shock Cannon 10-17: Structure 18-20: PRIMARY Hit 1-6: Main Thrust 7-8: Fusion Cannon 9-17: Structure 18-20: PRIMARY Hit 1-11: Port/Stb Thrust 12-13: Jammer 14: Tractor Beam 15: Sensors 16: Reactor 17: Hangar 18-19: Engine 20: C & C
2 Class: Molecular Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 7 Grouping Range: +1 per 3 Range Penalty: -1 per hex Fire Control: +4/+3/+2 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Special: Can fire every turn doing 1d3 pulses with no volley count bonus
SPECIAL NOTES
Agile Ship Gravitic Drive System Atmospheric Capable
0 Fighters 1 Flyer
Shock Cannon
Class: Electromagnetic Mode: Standard Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +3/+3/+3 4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Special: Ignores armor. Divide structure damage by 4, and apply as a negative power modifier thereafter. Fighters automatically drop out.
AFT HITS
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
PRIMARY HITS
Fusion Cannon
Class: Molecular Damage: 1d10+9 Range Penalty: -1 per hex Fire Control: +3/+3/+4 1 Intercept Rating: -2 Rate of Fire: 1 per turn
4 FORWARD
PORT
4
STARBOARD 4
5
4
1
? 9
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Jammer Tractor Molecular Pulsar Shock Cannon Fusion Cannon
4
8
4 4 4
3
4 5 3
4
4 PRIMARY AFT
6
4
COMBAT FLYER
Cost: 70 Defense: 9/7 Thrust: 10 Offense: +4 Armor: 1 Initiative: +10 Two Light Fusion Cannons: Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 1d6+4 per gun Firing Arcs: #1 #2
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2059 Point Value: 1500 Ramming Factor: 310 Jump Delay: N/A
COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 17 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +1
11 11 11
FORWARD HITS
1-3: Retro Thrust 4-5: Neutron Laser 6-9: Fusion Cannon 10-18: Forward Struct 19-20: PRIMARY Hit
SPECIAL NOTES
Gravitic Drive System
12 12 12
Class: Laser 6 Modes: R, P, S Damage: 4d10+15 Range Penalty: -1 per 4 hexes Fire Control: +4/+4/+1 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Fusion Cannon
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
10
HANGAR
6 Fighters 2 Flyers
SIDE HITS
Class: Molecular Mode: Standard Damage: 1d10+9 Range Penalty: -1 per hex Fire Control: +3/+3/+4 1 Intercept Rating: -2 Rate of Fire: 1 per turn
1-3: Port/Stb Thrust 4-8: Fusion Cannon 9-10: Neutron Laser 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Fusion Cannon 9-10: Neutron Laser 11-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-11: Engine 12-13: Jammer 14-15: Sensors 16-17: Hangar 18-19: Reactor 20: C & C
3 2
AFT HITS
4 3
PRIMARY HITS
11 4 3 4 FORWARD
11 10
12 6 4 3 4
13
14
16
17
3 3
3 5 PORT 4
5
6 6
6 5
3 3
STARBOARD
5
5
15
5
6
5 6 PRIMARY
18
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Neutron Laser Fusion Cannon Jammer
AFT
COMBAT FLYERS
Cost: 70 Defense: 9/7 Thrust: 10 Offense: +4 Armor: 1 Initiative: +10 Two Light Fusion Cannons: Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 1d6+4 per gun Firing Arcs: #1 #2
3 19 3 5
5
10
3 20 3 6 4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2201 Point Value: 1100 Ramming Factor: 260 Jump Delay: N/A
COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +1
8 8 8 9 9 9 10 10 10 11 11 11
FORWARD HITS
1-4: Retro Thrust 5-6: Neutron Laser 7-8: Fusion Cannon 9-18: Forward Struct 19-20: PRIMARY Hit
SPECIAL NOTES
Gravitic Drive System
1 1 1
12 12 12
Class: Laser 6 Modes: R, P, S Damage: 4d10+15 Range Penalty: -1 per 4 hexes Fire Control: +4/+4/+1 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Antimatter Converter
Class: Antimatter 5 Modes: Flash Damage: (4 x X) + 2 Range Penalty: -1 per hex Fire Control: +4/+4/-6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
HANGAR
0 Fighters 2 Flyers
SIDE HITS
1-4: Port/Stb Thrust 5-6: Antimatter Converter 7-9: Fusion Cannon 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-12: Fusion Cannon 13-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-12: Engine 13-14: Jammer 15-16: Sensors 17: Hangar 18-19: Reactor 20: C & C
Fusion Cannon
AFT HITS
5 1
5 2
Class: Molecular Mode: Standard Damage: 1d10+9 Range Penalty: -1 per hex Fire Control: +3/+3/+4 1 Intercept Rating: -2 Rate of Fire: 1 per turn
PRIMARY HITS
7 3 5 3
8 4 3 5
7 FORWARD
10
9
4
7 3 PORT 7
9
7 8
7 STARBOARD 7 8
5
10
7 8
6 3
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Neutron Laser Antimatter Converter Fusion Cannon Jammer
3 11 3 3
PRIMARY AFT 3
3 16 3
COMBAT FLYERS
Cost: 70 Defense: 9/7 Thrust: 10 Offense: +4 Armor: 1 Initiative: +10 Two Light Fusion Cannons: Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 1d6+4 per gun Firing Arcs: #1 #2
7
9
12
13 6
14
15
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 4: 2E/V4
MANEUVERING
HIT LOCATIONS
1-10: Structure 11-12: Forward Weapon 13-15: Side Weapon 16-17: Drive 18-19: Reactor 20: Control
SPECIAL NOTES
Agile Ship Atmospheric Capable
1 1 1
2 1 1
Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2 Thrust Roll Cost: 1 Thrust
3 1 1 4 2 2 5 2 2 6 2 2
COMBAT STATS
Fwd/Aft Defense: 9 Stb/Port Defense: 11 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +14
8 3 3 9 3 3 10 4 4 11 4 4
7 3 3
12 4 4
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Interception Rating: n/a Rate of Fire: 1 per 3 turns
3 2 3 3
3 2 2 3
5 3
3
5
Class: Particle 3 Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per hex Fire Control: +4/+3/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
2 3
2
3
Class: Particle 2 Mode: Pulse Damage: 8 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -2 per hex Fire Control: +3/+3/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
Burst Beam
3
8 8
Class: Electromagnetic 3 Mode: Standard Damage: None Range Penalty: -2 per hex Fire Control: +2/+2/+4 Intercept Rating: n/a Rate of Fire: 1 per turn Special: -1 power if structure hit; deactivates power-using systems; +4 criticals to nonpowered systems; forces autodropout on fighters. See rules.
PULSE VARIANT Available: 2241 1 Cost: 225 ESCORT VARIANT Available: 2236 Cost: 200
3 2
Twin Array
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Interception Rating: -2 Rate of Fire: 2 per turn
3
ICON RECOGNITION
Control Drive Reactor Light Pulse Cannon Med Pulse Cannon
3 3
3
5
3
5
2 3
2
3
2 3
2
3
Lt Plasma Cannon Med Plasma Cannon Medium Laser Burst Beam Twin Array
3
8 8
3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Hvy Combat Vsl In Service: 2258 Point Value: 600 Ramming Factor: 180 Jump Delay: N/A
FORWARD HITS
1-4: Retro Thrust 5-8: Heavy Pulse Cannon 9-10: Lt Pulse Cannon 11-18: Forward Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Lt Pulse Cannon 9-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-11: Port/Stb Thrust 12-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 2 2 4 3 3 5 4 4 6 4 4
COMBAT STATS
Fwd/Aft Def: 12 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +6
8 6 6 9 6 6 10 7 7 11 8 8
7 5 5
12 8 8
Class: Particle 4 Mode: Pulse Damage: 15 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per 2 hexes Fire Control: +4/+3/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns
HANGAR
4 2 5 2
AFT HITS
Class: Particle 2 Mode: Pulse Damage: 8 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -2 per hex Fire Control: +3/+3/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
PRIMARY HITS
4 4 1
4 2
5 FORWARD
4 3
5 PORT
10
4
STARBOARD 5
4
5
4 6
4 5
5 5
PRIMARY AFT 4
5 5
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Hvy Pulse Cannon Lt Pulse Cannon
7
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-5: Retro Thrust 6-8: Twin Array 9-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port Thrust 5-7: Med Pulse Cannon 8-9: Twin Array 10-18: Port Struct 19-20: PRIMARY Hit 1-4: Starboard Thrust 5-7: Ion Torpedo 8-9: Twin Array 10-18: Starboard Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-9: Lt Pulse Cannon 10-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-11: Jump Engine 12-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 1 2
Turn Cost: 1/2 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 2 3 5 3 4 6 3 4
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +2
8 4 6 9 5 6 10 5 7 11 6 8
WEAPON DATA
Medium Pulse Cannon
Class: Particle 3 Mode: Pulse Damage: 10 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -1 per hex Fire Control: +4/+3/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
7 4 5
12 6 8
HANGAR
Ion Torpedo
PORT HITS
Class: Ballistic 4 Mode: Standard Damage: 15 Range Penalty: None Max Range: 50 hexes Fire Control: +3/+1/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Twin Array
4 4
STARBOARD HITS
AFT HITS
4 4 3 5
2 Class: Particle Mode: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +4/+5/+6 Intercept Rating: -2 Rate of Fire: 2 per turn
PRIMARY HITS
Class: Particle 2 Mode: Pulse Damage: 8 1d5 Times Maximum Pulses: 6 Grouping Range: +1 per 4 Range Penalty: -2 per hex Fire Control: +3/+3/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
1 4 3 FORWARD STARBOARD 3
PORT
5 PRIMARY 5 5
12
3 2 4
5
10
3 4
5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Med Pulse Cannon Ion Torpedo Twin Array Lt Pulse Cannon
4 5 5
3 7
AFT 4
12
3 8
3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-5: Retro Thrust 6: Plasma Battery 7: Plasma Accelerator 8-9: Med. Plasma Cannon 10-17: Structure 18-20: PRIMARY Hit 1-6: Main Thrust 7: Med. Plasma Cannon 8: Plasma Web 9-17: Structure 18-20: PRIMARY Hit 1-7: Port/Stb Thrust 8-12: Quarters 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 1 1
2 2 2
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2+1 Thrust Roll Cost: 1+0 Thrust
3 2 2 4 3 3 5 4 4 6 4 4
COMBAT STATS
Fwd/Aft Defense: 12 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +11
8 6 6 9 6 6 10 7 7 11 8 8
7 5 5
12 8 8
HANGAR
1 3 3
4
Class: Plasma 5 Modes: Standard Damage: 4d10+12 (-1 per hex) Range Penalty: -1 per hex Fire Control: +3/+1/-4 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Can fire at an accelerated ROF for less damage, as shown below: 1 per turn: 1d10+4 -1/hex 1 per 2 turns: 2d10+8 -1/hex
AFT HITS
Plasma Web
PRIMARY HITS
3 2 FORWARD
4
Class: Plasma 2 Modes: Standard Dmg: 1d6+2 (antifighter mode) Range Penalty: n/a Fire Control: n/a Intercept Rating: -2 Rate of Fire: 1 per turn
2 2
3 2
PAK'MA'RA OR'TI'NAM BREACHING POD
Cost: 40 Defense: 10/10 Thrust: 8 Offense: 0 Armor: 4 Initiative: +6 No Weapons
PORT 4
4
10
3 2 2
STBD
4
4 3 3 3
3
2
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Cargo Plasma Battery Quarters Plasma Accelerator Med. Plasma Cannon Plasma Web
5
PRIMARY AFT
2
5
5 2
Cost: 30 Defense: 10/10 Thrust: 8 Offense: 0 Armor: 4 Initiative: +9 1 Light Plasma Gun Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 1d3+5 -1 per hex Firing Arc:
4 2
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Capital Ship In Service: 2245 Point Value: 750 Ramming Factor: 250 Jump Delay: 48 Turns
FORWARD HITS
SIDE HITS
1-4: Retro Thrust 5-7: FuserMega Plasma 8-9: Plasma Web 10-11: Plasma Battery 12-18 Forward Struct 19-20: PRIMARY Hit 1-3: Port/Stb Thrust 4: Heavy Plasma Cannon 5-6: Med. Plasma Cannon 7: Plasma Web 8-9: Cargo 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-5: Main Thrust 6-7: Heavy Plasma Cannon 8-9: Plasma Web 10-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Jump Drive 11-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 5+3 Thrust Roll Cost: 2+1 Thrust
3 4 4 4 6 6 5 7 7 6 8 8
COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 17 Engine Efficiency: 3/1 Extra Power: 0 Initiative Penalty: -1
8 11 11 9 12 12 10 14 14 11 15 15
7 10 10
12 16 16
Class: Plasma 8 Modes: Standard Dmg: 6d10+12 (-1 per 2 hexes) Range Penalty: -1 per 2 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns
HANGAR
1
Class: Plasma 5 Modes: Standard Dmg: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Plasma 3 Modes: Standard Dmg: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
AFT HITS
3 9 2
2
Plasma Web
3
2
PRIMARY HITS
3 2 5 FORWARD 2
10 2
Class: Plasma 2 Modes: Standard Dmg: 1d6+2 (antifighter mode) Range Penalty: n/a Fire Control: n/a Intercept Rating: -2 Rate of Fire: 1 per turn
5 2 11 2 2 4 5 PORT STARBOARD 6
8
7 2
12
2 12 2 5 2
6
5 6
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Cargo Plasma Battery Mega Plasma Cannon Heavy Plasma Cannon Med. Plasma Cannon Plasma Web
4
2
4
2 12
5 PRIMARY AFT 3 2
6
2 13
6
3 4
14
3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
MANEUVERING
FORWARD HITS
1-6: Retro Thrust 7-10: Std Particle Beam 11-17: Structure 18-20: PRIMARY Hit 1-6: Main Thrust 7-8: Std Particle Beam 9: Engine 10-17: Struct 18-20: PRIMARY Hit 1-10: Port/Stb Thrust 11-13: Grappling Claw 14-16: Sensors 17: Hangar 18-19: Reactor 20: C & C
SPECIAL NOTES
10 Marine Contingents
1 1 1
2 1 1
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 1+1 Thrust
3 2 2 4 2 2 5 3 3 6 3 3
COMBAT STATS
Fwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +12
8 4 4 9 5 5 10 5 5 11 6 6
WEAPON DATA
Grappling Claw
Attaches the Sloop to the target vessel so boarding parties can be deposited.
7 4 4
12 6 6
MAIN HANGARS
0 Fighters 6 Breaching Pods
AFT HITS
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
PRIMARY HITS
1 3
2 3
3 2 2
FORWARD
PORT 3
3
STARBOARD
3
3
2
PRIMARY 5 2
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Std Particle Beam Grappling Claw
3 3
AFT 2 3
6
3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
Class: Medium Ship In Service: Ancient Point Value: 1200 Ramming Factor: 50 Jump Delay: 8 Turns
PRIMARY HITS
1-7: Structure 8-10: Energy Diffuser 11-12: Bio-Thruster 13: Self-Repair 14-15: Lt. Molecular Slicer 16: Sensors 17: Reactor 18: Phasing Drive 19-20: Roll Again (Another 19-20: Pilot)
SPECIAL NOTES
Agile Ship Advanced Sensors Advanced Armor Atmospheric Capable Bio-Drive System
Turn Cost: 1/3 Speed Turn Delay: 1/4 Speed Accel/Decel: 3/2 Thrust Pivot Cost: 1+1 Thrust Roll Cost: 1+1 Thrust
3 1 1 4 2 1 5 2 2 6 2 2
COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 13 Engine Efficiency: N/A Extra Power: 0 Initiative Bonus: +14
8 3 2 9 3 3 10 4 3 11 4 3
7 3 2
12 4 3
Class: Molecular Mode: Raking Dmg, 1 Turn: 4d10+4 Dmg, 2 Turns: 6d10+6 Dmg, 3 Turns: 8d10+8 Range Penalty: -1 per 3 hexes Fire Control: +6/+4/+2 10 Intercept Rating: n/a Rate of Fire: 1 per turn Special: Ignores armor. Can be divided into multiple attacks on different targets. Non-interceptable.
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
5 PRIMARY
12
20
20
20 20
5 4
10 2
20 20
4
10
10 10 10
3 3
2
3
10 10 10
3
ICON RECOGNITION
Bio-Thruster Pilot Sensors Phasing Drive Reactor Self-Repair Energy Diffuser
Light Slicer Beam
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 4: 2E/V4
MANEUVERING
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
COMBAT STATS
Fwd/Aft Defense: 12 Stb/Port Defense: 12 Engine Efficiency: N/A Extra Power: 0 Initiative Bonus: +14
WEAPON DATA
Lightning Cannon (Lt)
Class: Electromagnetic Mode: Standard Damage: 1d10+8 Range Penalty: -1 per hex Fire Control: +5/+5/+8 1 Intercept Rating: -4 Rate of Fire: 1 per turn Note: Non-interceptable
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
SPECIAL NOTES
Advanced Sensors Advanced Armor
1 4
3 4 4
4
4 4
PRIMARY HITS
1-5: Primary Struct 6-7: Thruster 8-11: Lightning Cannon 12-13: Discharge Gun 14-15: EM Shield 16-17: Sensors 18-19: Power Capacitor 20: Self-Repair
12
4
4
12
ADAPTIVE ARMOR: 4
Weapon Type Available/Assigned
N/ A
Discharge Gun
5 7
4 5 4
4 4 2 4 4
4
4 6
Class: Electromagnetic Mode: Raking Damage: 2d10+2 Double power: add 1d10+1 Triple power: add 2d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+3/+4 2 Intercept Rating: -2 Rate of Fire: 1 or more per turn limited by power; max 4 shots
EM Shield
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active.
1 4
ADAPTIVE ARMOR: 4
Weapon Type Available/Assigned
3 4
4 4
12
4
4
12
ICON RECOGNITION
Thruster Sensors Power Capacitor Hangar Self-Repair Lightning Cannon Discharge Gun EM Shield
N/ A
5 7
4 5 4
4 4 6
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Version 3: 2E/V4
MANEUVERING
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
COMBAT STATS
Fwd/Aft Defense: 21 Stb/Port Defense: 21 Engine Efficiency: N/A Extra Power: 0 Initiative Bonus: N/A
GENERAL HITS
1-7: Weapon 8-9: Cargo 10: Reactor 11-17: Structure 18-20: PRIMARY Hit
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
B
HANGAR
8 19 20
Class: Antimatter (Launched as Ballistic) Modes: Standard Damage: 1X+8 Maximum X: 12 Range Penalty: Special Range 0-25: No penalty Range 26-50: -1 per hex Range 51+: -2 per hex Fire Control: +4/+2/-2 7 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Antimatter Shredder
PRIMARY HITS
1-9: Primary Struct 10-11: Turret 12-14: Sensors 15-17: Hangar 18-19: Reactor 20: C & C
7
10 10 10 10 10
Class: Antimatter Modes: Standard Damage: 2X+6 Maximum X: 10 Range Penalty: 0 (Max Rng 10) Fire Control: +0/+0/+0 8 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Note: Ignores EW & Jinking Attacks on Ftr/Shtl/Mine: 1 Attacks on Med/Hvy Ships: 1d3 Attacks on Cap Ships: 1d6 Attacks on Enormous: 1d6+3
A F
6
21
FORWARD
TURRET #1
FWD PORT
10 10 10 10 10
2
TURRET #2
10
4
10 10 10 10
23
22
4
12
FWD STBD 4
24
10
TURRET #3
PRIMARY
10 10 10 10 10
3
4
5
5
9 9
TURRET #4
11
12
13
10 10
14 AFT PORT
10 10 10
4
5
5
TURRET #5
TURRET #6
15 AFT STBD
10 10 10 10 10
16
25
4 4
10 10
AFT
10 10 10
4
E F
27
26
ICON RECOGNITION
C&C Sensors Reactor Hangar Antimatter Torpedo Antiproton Gun Antimatter Shredder
28
6
4
6 6
Antiproton Gun
17
29
30
18
Class: Antimatter Modes: Standard Damage: 1X+12 Maximum X: 10 Range Penalty: Special Range 0-5: No penalty Range 6-10: -1 per hex Range 11+: -2 per hex 4 Fire Control: +3/+3/+2 Intercept Rating: -2 Rate of Fire: 1 per turn
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SPECS
GENERAL HITS
1-4: Thruster 5-7: Weapon 8-17: Structure 18-20: PRIMARY Hit
SPECIAL NOTES
Class: Capital Ship In Service: 2213 Point Value: 500 Ramming Factor: 180 Jump Delay: N/A
Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 0+0 Thrust Roll Cost: 4+4 Thrust
3 2 2 4 3 2 5 4 3 6 4 3
COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: 0
8 6 4 9 6 5 10 7 5 11 8 6
7 5 4
12 8 6
PRIMARY HITS
1-10: Primary Struct 11-12: Sensors 13-15: Engine 16: Hangar 17-19: Reactor 20: C & C
Gravitic Drive System Weapons in turrets must use the same 60 degree arc as each other
HANGAR
Class: Antimatter Modes: Standard Damage: 1X+12 Maximum X: 10 Range Penalty: Special Range 0-5: No penalty Range 6-10: -1 per hex Range 11+: -2 per hex 4 Fire Control: +3/+3/+2 Intercept Rating: -2 Rate of Fire: 1 per turn
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
4
7
FORWARD 4 3 5 4 3 PORT 1
7
3 6
7
4
7
TURRET #1
TURRET #2
3 STARBOARD
7
PRIMARY 2
3 3 4
4 4
5 5 5
7
4 4
3 7
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Antiproton Gun
AFT 4
7
3 8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Abbai
Abbai
Abbai
Abbai
Abbai
Abbai
Abbai
Nakarsa
Nakarsa
Wimuk
Wimuk
Wimuk
Wimuk
Wimuk
Wimuk
Brakiri
Balosian
Balosian
Brakiri
Abbai
Abbai
Alacan
Wimuk
Wimuk
Atica
Athasa
Athasa
Halos
Halos
Tashkava
Centauri
Brakiri
Centauri
Centauri
Centauri
Tashkava
Torsha
Torsha
Altaron
Altaron
Altaron
Altaron
Lupa
Centauri
Centauri
Centauri
Centauri
Centauri
Centauri
Centauri
Lupa
Lupa
Lupa
Lupa
Lupa
Lupa
Lupa
Corillani
Corillani
Corillani
Corillani
Corillani
Corillani
Centauri
Corillani
Corillani
Corillani
Corillani
Corillani
Corillani
Corillani
Vaconi
Vaconi
Vaconi
Drolla
Drolla
Drolla
Drolla
Drolla
Corillani
Corillani
Corillani
Corillani
Corillani
10
Corillani
11
12
Corillani
Drolla
Drolla
Drolla
Drolla
Drolla
Drolla
Drolla
Tural
Corillani
Descari
Descari
Dilgar
Dilgar
Descari
Tural
Laser Scorava
Drazi
Dilgar
Drazi
Drazi
Drazi
Drazi
Targath-C
Earth Alliance
Firefalcon
Earth Alliance
Firefalcon
Earth Alliance
Taileagle
Earth Alliance
Taileagle
Earth Alliance
Taileagle
Earth Alliance
Taileagle
Earth Alliance
Drazi
Orion-Ep
Tantalus-A
Tantalus-A
TM &
Warner Bros.
Variants 4 Countersheet #1
Permission Granted to photocopy for personal use only
Earth Alliance
Hyperion-Eta 2
Earth Alliance
Descari
Garasoch-D 4
Targath-C
Dilgar
Corillani
Corillani
Llartol
Llartol
Llartol
Vaconi
Vaconi
Vaconi
Corillani
Primus Maximus 3
Centauri
Centauri
Brakiri
Brakiri
Brakiri
Abbai
Gaim
Gaim
Gaim
Gaim
Earth Alliance
Earth Alliance
Gaim
Gaim
Gaim
Gaim
Gaim
Gaim
Gaim
Llort
Tiros 1
Tiros
Tiros
Tiros
Tiros
Tiros
Turgon
Turgon
Markab
Markab
Markab
Markab
Markab
Makar
Makar
Makar
Makar
Makar
Markab
Markab
Makar
Shofab
Shofab
Minbari
Minbari
Minbari
Markab
Markab
Minbari
Shofab
Shofab
Minbari
Minbari
Minbari
Minbari
Minbari
Minbari
Minbari
Tigarin
Tigarin
Tigarin
Tigarin
Trolata
Trolata
Trolata
Trolata
Narn
Narn
Narn
Narn
Narn
Narn
Narn
D'Tarn
D'Tarn
D'Tarn
D'Tarn
D'Tarn
D'Tarn
D'Tarn
D'Tarn
Narn
Narn
Narn
Narn
Narn
Narn
Narn
Ka'Tan
Ka'Tan
Ka'Tan
Ka'Tan
Va'Kar
Va'Kar
Va'Kar
Va'Kar
Pak'ma'ra
Pak'ma'ra
Pak'ma'ra
Pak'ma'ra
Pak'ma'ra
Raider
Pak'ma'ra
Pa'da'shar
Raider
Raider
Shadow
Shadow
Shadow
Vorlon
Vorlon
Vorlon
Vree
Vree
Vree
Vree
Tyllz
Xavan
Xavan
Xavan
Xavan
TM &
Warner Bros.
Variants 4 Countersheet #2
Permission Granted to photocopy for personal use only
Vree
Assault Sloop Assault Sloop Strike Destroyer Strike Destroyer Strike Destroyer Strike Destroyer Asteroid Grid Asteroid Grid 3 4 5 1 1 2 3 4
Shadow
Vorlon
Vorlon
Pa'da'shar 4
Pa'da'shar
Pa'da'shar
Pshul'tau
Pshul'tau
Raider
Narn
Narn
Minbari
Minbari
Tigarin
Minbari
Markab
Llort
Tantalus-A 1
Tantalus-A
Kuan
Kuan
Kuan
Kuan
Kuan
Kuan
Gaim
VARIANTS-4 INCLUDES NEW SHIPS FOR VIRTUALLY EVERY BABYLON 5 WARS RACE PUBLISHED TO DATE. AT LEAST ONE SHIP IS PROVIDED FOR EACH OF THE FOLLOWING RACES: ABBAI MATRIARCHY ALACAN REPUBLIC BALOSIAN UNDERDWELLERS BRAKIRI SYNDICRACY CENTAURI REPUBLIC CORILLANI THEOCRACY DESCARI COMMITEES DILGAR IMPERIUM DRAZI FREEHOLD EARTH ALLIANCE GAIM INTELLIGENCE LLORT SCAVENGERS MARKAB THEOCRACY MINBARI FEDERATION NARN REGIME PAKMARA RAIDERS & PRIVATEERS SHADOWS VORLON EMPIRE VREE TRADING GUILDS
THIS BOOK INCLUDES A VARIETY OF DIFFERENT TYPES OF UNITS, INCLUDING COMMAND SHIPS, SCOUTS, LIGHT COMBAT VESSELS, STRIKE CRUISERS, CARRIERS, ESCORTS, PATROL SHIPS, ASSAULT, TRANSPORTS, AND MORE! SOME EXAMPLES: COMMAND VESSELS
Abbai Nakarsa Command Cruiser Centauri Primus Maximus Command Cruiser Drazi Firefalcon Command Cruiser
STARBASES
Earth Upgraded Orion Starbase Vree Tylliz Sector Trading Post
CARRIERS
Dilgar Garasoch-D Command Carrier Pakmara Pshultau Heavy Carrier
BONUS! INCLUDES A COMPLETE HISTORY OF THE HYPERION DEVELOPMENT. 38 NEW SHIPS IN ALL!
THIS IS NOT A STAND ALONE PRODUCT AND REQUIRES BABYLON 5 WARS 2nd EDITION TO FULLY USE.