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

classification glan mag cruiser

type

subtype glan mag cruiser

VARIANTS 4

INTRODUCTION & CREDITS


B5W Online!
B5WARS.NET is the OFFICIAL Internet Player Resource for the Babylon 5 Wars Universe! From a worldwide player registry, to online discussion forums and chat rooms, to a gallery of painted miniatures, this is your one-stop shop for information about any of the game systems in the Babylon 5 Wars Universe, and new resources are being added all the time! Check it out on the web at http://b5wars.net.

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!

SCS Credit Notes


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

From The Web Edition Creator


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

Product 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.

Special Credit Notes


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

Babylon 5, Babylon 5 Wars TM & Warner Bros.

B5W Variants-4 Rev. 0

NEW SHIPS AND VARIANTS

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.

Wimuk Light Fighter


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

Alacan 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.

B5W Variants-4 Rev. 0

Babylon 5, Babylon 5 Wars TM & Warner Bros.

NEW SHIPS AND VARIANTS

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.

Torsha Scout Carrier


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

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

Primus Maximus Command Cruiser


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

Centauri 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.

B5W Variants-4 Rev. 0

NEW SHIPS AND VARIANTS

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.

Tural Breaching Pod


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

Dilgar 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.

Drolla Assault Shuttle


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

Vaconi Strike Cruiser


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

B5W Variants-4 Rev. 0

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NEW SHIPS AND VARIANTS


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

Targath-C Attack Cruiser


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

Drazi 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.

Earth Alliance Units


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

Taileagle Escort Frigate


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

INEW SHIPS AND VARIANTS


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

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

Hyperion Patrol Cruiser (Eta Model)


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

B5W Variants-4 Rev. 0

NEW SHIPS AND VARIANTS


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

Tantalus Assault Transport (Alpha Model)


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

Llort 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.

Upgraded Orion Starbase (Epsilon Model)


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

Markab 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.

B5W Variants-4 Rev. 0

NEW SHIPS AND VARIANTS


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

Trolata Armored Cruiser


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

Narn 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.

Tigarin Patrol CruiserTigara


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

B5W Variants-4 Rev. 0

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NEW SHIPS AND VARIANTS


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

Ka'Tan Pulse Destroyer


Ka'Toc Variant (Uncommon) The mag gun is a huge and expensive piece of equipment, and its presence gives the Ka'Toc one of the longest production times of any vessel in the Narn navy. Looking for a way to speed the process, engineers came up with the much simpler Ka'Tan, an all-pulse variant. A few samples had appeared by the time of the War of Retribution, but the ship truly came into its own after that conflict. The ship remains one of the most heavily armed HCVs in existence. Based on designs by Eric Nussberger and Rainer Graber.

Va'Kar Long-Range Scout


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

Pakmara 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.

Babylon 5, Babylon 5 Wars TM & Warner Bros.

B5W Variants-4 Rev. 0

NEW SHIPS AND VARIANTS

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.

Xavan Gun Saucer


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

10

B5W Variants-4 Rev. 0

Babylon 5, Babylon 5 Wars TM & Warner Bros.

Lakara Variant (Rare)


Version 2: 2E/V4

Abbai Nakarsa Command Cruiser


MANEUVERING
1 1 1 2 1 1

Name: ______________ Counter: ____________

SPECS

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

FORWARD HITS

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

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

SPECIAL NOTES

Speed Turn Cost Turn Delay

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

WEAPON DATA Combat Laser

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

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

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

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

2 3

Particle Impeder

AFT HITS

3 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

Abbai Wimuk Light Fighters


MANEUVERING
Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust

SPECS

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

COMBAT 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

Flight Level Combat

1 1

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

Flight #1

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #2

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

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

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #3

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #4

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

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

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #5

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #6

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

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

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #7

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #8

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

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

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

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

Atrimis Variant (Unique)


Version 2: 2E/V4

Alacan Atica Command Cruiser


SPECS
Class: Capital Ship In Service: 2228 Point Value: 600 Ramming Factor: 180 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

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

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

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

WEAPON DATA Combat Laser

7 5 5

12 8 8

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

HANGAR

Class-S Missile Rack


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

SIDE HITS

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

Lt Particle Beam

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)

Esthasa Variant (Rare)


Version 2: 2E/V4

Balosian Athasa Scout


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

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

FORWARD HITS

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

SPECIAL NOTES
ELINT Ship

Speed Turn Cost Turn Delay

Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 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

WEAPON DATA Ion Cannon

7 5 4

12 8 6

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

Standard Particle 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

HANGAR
3 3
3 3

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

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

AFT HITS

PRIMARY HITS

4 3 4 FORWARD PRIMARY PORT


4

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)

Avioki Variant (Rare)

Ak-Habil Conglomerate

Brakiri Halos Heavy Scout


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

Version 2: 2E/V4

SPECS

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

FORWARD HITS

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

SPECIAL NOTES
Gravitic Drive System ELINT Ship

Speed Turn Cost Turn Delay

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

WEAPON DATA Grav Cannon

7 7 4

12 12 6

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

Graviton Pulsar

HANGAR

SIDE HITS

AFT HITS

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

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

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

5 3 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)

Tashkat Variant (Rare)

Im-Rehsa Technologies

Name: ______________ Counter: ____________

Version 2: 2E/V4

Brakiri Tashkava Advanced Lance Cruiser


SPECS
Class: Capital Ship In Service: 2252 Point Value: 950 Ramming Factor: 200 Jump Delay: 16 Turns

MANEUVERING

FORWARD HITS

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

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

Speed Turn Cost Turn Delay

1 1 1

2 2 1

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

WEAPON DATA Gravitic Shifter

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

Graviton Pulsar

Gravitic Drive System Limited Deployment (33%)

HANGAR
3 4 4 3 4 5

SIDE HITS

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

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

AFT HITS

GRAVITIC 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)

Devaskar Variant (Rare)

Ly-Nakir Industries

Brakiri Torsha Scout Carrier


SPECS
Class: Capital Ship In Service: 2251 Point Value: 800 Ramming Factor: 200 Jump Delay: N/A

Name: ______________ Counter: ____________

Version 3: 2E/V4

MANEUVERING

FORWARD HITS

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

SPECIAL NOTES
Gravitic Drive System ELINT Ship

Speed Turn Cost Turn Delay

1 1 1

2 2 2

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

WEAPON DATA Graviton Pulsar

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

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

Gravitic Shield

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

AFT HITS

PRIMARY HITS

1 3 4 3 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)

Altarian Variant (Uncommon)


Version 2: 2E/V4

Centauri Altaron Destroyer


SPECS
Class: Hvy Combat Vsl In Service: 2150 Point Value: 540 Ramming Factor: 200 Jump Delay: 20 Turns
Speed Turn Cost Turn Delay 1 1 1

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

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

SENSOR 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

WEAPON DATA Twin Array

7 5 4

12 8 6

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

Assault Laser

HANGAR
4 3

AFT HITS

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

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

PRIMARY HITS

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)

Centauri Lupa Attack Boats (4)


SPECS
Class: Lt Combat Vsl In Svc: Varies Point Value: Varies Ramming Factor: 40 Jump Delay: N/A

Version 2: 2E/V4

Name: ______________ Counter: ____________

MANEUVERING

HIT LOCATIONS

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

SPECIAL NOTES
Agile Ship Atmospheric Capable

Speed Turn Cost Turn Delay

1 1 1

2 1 1

Turn Cost: 1/4 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 1 Thrust Pivot/Jink Cost: 1 Thrust Roll Cost: 1 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

WEAPON DATA Matter Cannon

7 2 2

12 3 3

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

Med. Plasma Cannon


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

Twin Array

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

MATTER VARIANT Available: 2160 Cost: 180


4 4

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

Heavy Particle Beam

PARTICLE VARIANT Available: 2249 Cost: 200


4 3 2
6

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

PLASMA VARIANT Available: 2153 Cost: 170


4 4

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

ESCORT VARIANT Available: 2151 Cost: 175


3 2

4 4 3
6

3 4

5 4

3 4

5 4

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

Primus Variant (Rare)


Version 2: 2E/V4

Name: ______________ Counter: ____________

Centauri Primus Maximus Command Cruiser


SPECS
Class: Capital Ship In Service: 2260 Point Value: 1000 Ramming Factor: 260 Jump Delay: 16 Turns

MANEUVERING

FORWARD HITS

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

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

SPECIAL NOTES

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 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

WEAPON DATA Battle Laser

7 5 5

12 8 8

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

Twin Array

HANGAR
3 3

SIDE HITS

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

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

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

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)

Corillani People's Navy (CPN)


Version 2: 2E/V4

Corillani Llartol Assault Cruiser


SPECS
Class: Capital Ship In Service: 2242 Point Value: 750 Ramming Factor: 270 Jump Delay: 36 Turns
Speed Turn Cost Turn Delay 1 2 2

Name: ______________ Counter: ____________

Mollanta Variant (Uncommon)

MANEUVERING

FORWARD HITS

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

SENSOR 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

WEAPON DATA Class-S Missile Rack


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

7 12 12

8 14 14

12 20 20

Twin Array

CORILLANI TURAL BREACHING POD

SIDE HITS

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

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

CORILLANI DROLLA ASSAULT SHUTTLE


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

MAIN HANGAR
0 Fighters 2 Breaching Pods

AFT HITS

SIDE HANGARS

PRIMARY HITS

6 Assault Shuttles Each


3

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)

Defenders of Corillan (DoC)


Version 2: 2E/V4

Corillani Vaconi Strike Carrier


SPECS
Class: Capital Ship In Service: 2229 Point Value: 600 Ramming Factor: 230 Jump Delay: N/A
Speed Turn Cost Turn Delay 1 2 2

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

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

SENSOR 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

WEAPON DATA Plasma Accelerator

7 10 10

8 11 11

12 16 16

SIDE HANGARS

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

SIDE HITS

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

Heavy Plasma Cannon

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

AFT HITS

1 3 4

Twin Array

2 3

PRIMARY HITS

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

4 3

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)

Scorava Variant (Uncommon)


Version 3: 2E/V4

Descari Scorava Laser Cruiser


SPECS
Class: Capital Ship In Service: 2242 Point Value: 525 Ramming Factor: 270 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

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

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

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

Light Laser Cannon

HANGAR
9 2 10 2

SIDE HITS

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

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

Lt Particle Beam

AFT HITS

4 2 1 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

Class-S Missile Rack

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)

Garasoch Variant (Rare)


Version 2: 2E/V4

Dilgar GarasochD Command Carrier


SPECS
Class: Capital Ship In Service: 2232 Point Value: 725 Ramming Factor: 200 Jump Delay: 36 Turns

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

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

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

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

WEAPON DATA Heavy Bolter

7 7 5

12 12 8

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

Medium Bolter

Command Bonus +2 Limited Deployment(33%)

HANGAR
2 7 4

SIDE HITS

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

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

1 4

Scatter-Pulsar

AFT HITS

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

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

PRIMARY HITS

3 3 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)

Targath Variant (Rare)


Version 2: 2E/V4

Dilgar TargathC Attack Cruiser


SPECS
Class: Capital Ship In Service: 2231 Point Value: 700 Ramming Factor: 190 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

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

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

Speed Turn Cost Turn Delay

1 1 1

2 2 2

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

WEAPON DATA Heavy Bolter

7 5 5

12 8 8

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

Quad Pulsar

HANGAR

SIDE HITS

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

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

1 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

Class-S Missile Rack

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)

Stormfalcon Variant (Rare)


Version 3: 2E/V4

Name: ______________ Counter: ____________

Drazi Firefalcon Command Cruiser


MANEUVERING
1 1 1 2 1 2

SPECS

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

FORWARD HITS

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

SPECIAL NOTES

Speed Turn Cost Turn Delay

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

WEAPON DATA Solar Cannon

7 4 7

12 6 12

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

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

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)

Stareagle Variant (Uncommon)


Version 3: 2E/V4

Drazi Taileagle Escort Frigate


SPECS
Class: Medium Ship In Service: 2162 Point Value: 325 Ramming Factor: 40 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

SIDE HITS

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

SPECIAL NOTES

Speed Turn Cost Turn Delay

1 1 1

2 1 1

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

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

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)

Hyperion Variant (Common)


Version 2: 2E/V4

EA Hyperion Patrol Cruiser (Eta Model)


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

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

FORWARD HITS

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

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Heavy Laser Cannon


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

Medium Pulse 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

HANGAR

SIDE HITS

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

4 3 13 2 3 3

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

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

Med Pulse Cannon Heavy Laser Cannon Interceptor

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

Orion Variant (Common)


Version 3: 2E/V4

EA Upgraded Orion Starbase (Epsilon Model)


SPECS
Class: Enormous Base In Service: 2257 Point Value: 3500 Ramming Factor: 750 Jump Delay: N/A

Name: ______________ Counter: ____________

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

WEAPON DATA Heavy Pulse Cannon

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

Quad Particle Beam

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

Hvy Particle Cannon

23

10

10

10

24

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

Class-B Missile Rack


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

PRIMARY HITS

10

10

10

Interceptor Mk-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

FORWARD PORT 4 AFT PORT 4 29


10 10 10

13

14

15

16

4 FORWARD STBD 4 AFT STBD


10 10 10

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.

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

33 12

40

34 6

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

Version 4: 2E/V4

Name: ______________ Counter: ____________

EA Tantalus Assault Transport (Alpha Model)


MANEUVERING
1 2 2 2 3 3

SPECS

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

FORWARD HITS

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

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

Economic Cost +25% Limited Deployment (33%)

Speed Turn Cost Turn Delay

Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: N/A Roll Cost: 4+4 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

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

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

HADES-CLASS ASSAULT SHUTTLE


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

2 14

2 15 5

AFT

Std Particle Beam Med Pulse Cannon Interceptor

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

Kuach Variant (Common)


Version 3: 2E/V4

Name: ______________ Counter: ____________

Gaim Kuan Corvette


MANEUVERING
1 1 1 2 1 1

SPECS

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

SIDE HITS

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

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Scattergun

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

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

Special Hull Arrangement (No Fwd/Aft Hits)

HANGAR

PRIMARY HITS

0 Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 9/10

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

Medium Pulse Cannon

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)

Tiac Variant (Common)


Version 2: 2E/V4

Gaim Tiros Cruiser


1 1 1 2 2 2 3 3 3 4 4 4 5 5 5

Name: ______________ Counter: ____________

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

WEAPON DATA Heavy Pulse Cannon

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

6 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

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

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

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

Med Pulse Cannon Twin Array Packet Torpedo Bulkhead

11

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

Turlisk Variant (Rare)


Version 2: 2E/V4

Llort Turgon Bolt Cruiser


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Heavy Bolter

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

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

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

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

Markab Makar Defense Satellites (4)


SPECS
Class: OSAT In Service: 2201 Point Value: 225 each Ramming Factor: 20 Jump Delay: N/A

Name: ______________ Counter: ____________

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)

Shafab Variant (Uncommon)


Version 4: 2E/V4

Markab Shofab Command Cruiser


SPECS
Class: Capital Ship In Service: 2231 Point Value: 700 Ramming Factor: 190 Jump Delay: 24 Turns
Speed Turn Cost Turn Delay 1 1 1

Name: ______________ Counter: ____________

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

12 Fighters 4 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

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

FORWARD STARBOARD PRIMARY


8

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)

Shaveen Variant (Uncommon)


Version 3: 2E/V4

Minbari Shaveen Police Leader


MANEUVERING
1 1 1 2 1 1

Name: ______________ Counter: ____________

SPECS

Speed Turn Cost Turn Delay

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

WEAPON DATA Molecular Pulsar

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)

Tigara Variant (Common)


Version 4: 2E/V4

Minbari Tigarin Patrol Cruiser


MANEUVERING
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 1 1 1 8 8 8 9 9 9 10 10 10

Name: ______________ Counter: ____________

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

WEAPON DATA Neutron Laser

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

Speed Turn Cost Turn Delay

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)

Troligan Variant (Uncommon)


Version 4: 2E/V4

Minbari Trolata Armored Cruiser


MANEUVERING
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7

Name: ______________ Counter: ____________

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

WEAPON DATA Neutron Laser

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

Speed Turn Cost Turn Delay

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)

Narn D'Tarn Light Gunboats(4)


SPECS
Class: Lt Combat Vsl In Service: Varies Point Value: Varies Ramming Factor: 40 Jump Delay: N/A

Version 4: 2E/V4

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Med. Plasma Cannon


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

7 3 3

12 4 4

Light Plasma Cannon


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

ATTACK VARIANT (Rare) Available: 2246 Cost: 225


3 1 PLASMA VARIANT 1

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

Medium Laser Cannon

Available: 2213 Cost: 175


3

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

Medium Pulse Cannon

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

Light Pulse Cannon

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)

Ka'Toc Variant (Uncommon)


Version 2: 2E/V4

Narn Ka'Tan Pulse Destroyer


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Heavy Pulse Cannon

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

Light Pulse Cannon

AFT HITS

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

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)

Var'Nic Variant (Uncommon)


Version 2: 2E/V4

Narn Va'Kar Long-Range Scout


SPECS
Class: Capital Ship In Service: 2253 Point Value: 650 Ramming Factor: 210 Jump Delay: 20 Turns

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

ELINT Ship Limited Deployment (33%)

HANGAR

Ion Torpedo

PORT HITS

6 Medium Fighters 1 Shuttle: Thrust: 4 Armor: 1 Defense: 10/12

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

Light Pulse Cannon

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)

Tra'shu'li Variant (Uncommon)


Version 2: 2E/V4

Pak'ma'ra Pa'da'shar Troop Liner


SPECS
Class: Medium Ship In Service: 2231 Point Value: 350 Ramming Factor: 60 Jump Delay: N/A

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Plasma Accelerator

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

0 Fighters 4 Assault Shuttles 4 Breaching Pods

Med. Plasma Cannon


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

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

PAK'MA'RA OR'SHIL'TI ASSAULT SHUTTLE

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)

Pshul'shi Variant (Rare)


Version 2: 2E/V4

Pak'ma'ra Pshul'tau Heavy Carrier


MANEUVERING
1 2 2 2 3 3

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Mega Plasma Cannon

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

Heavy Plasma Cannon

Limited Deployment (33%)

HANGAR
1

24 Fighters 3 Shuttles: Thrust: 6 Armor: 0 Defense: 9/9

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

Med. Plasma Cannon

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)

Sloop Variant (Uncommon)


Version 2: 2E/V4

Raider Assault Sloop


SPECS
Class: Medium Ship In Service: 2245 Point Value: 350 Ramming Factor: 50 Jump Delay: N/A

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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.

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 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

RAIDER MAKO BREACHING POD


Cost: 40 Defense: 7/8 Thrust: 8 Offense: 0 Armor: 1 Initiative: +10 No Weapons

3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Destroyer Variant (Uncommon)


Version 4: 2E/V4

Shadow Strike Destroyer


MANEUVERING
1 1 1 2 1 1

Name: ______________ Counter: ____________

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

Speed Turn Cost Turn Delay

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

WEAPON DATA Light Molecular Slicer Beam

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)

Vorlon Asteroid Defense Grid (2)


SPECS
Class: OSAT In Service: Ancient Point Value:1000 each Ramming Factor: 150 Jump Delay: N/A

Version 4: 2E/V4

Name: ______________ Counter: ____________

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

Lightning Cannon (Med)


Class: Electromagnetic Mode: Raking Damage: 2d10+16 Range Penalty: -1 per 2 hexes Fire Control: +5/+5/+4 4 Intercept Rating: -3 Rate of Fire: 1 per turn Note: Non-interceptable

Lightning Cannon (Hvy)


Class: Electromagnetic Mode: Raking (15), P Damage: 4d10+32 Range Penalty: -1 per 3 hexes Fire Control: +5/+5/+0 12 Intercept Rating: -2 Rate of Fire: 1 per turn Note: Non-interceptable

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

Lightning Cannon (Mega)


Class: Electromagnetic Mode: Raking (20), P Damage: 8d10+64 Range Penalty: -1 per 4 hexes Fire Control: +5/+5/-24 Intercept Rating: -1 Rate of Fire: 1 per turn Note: Non-interceptable

ADAPTIVE ARMOR: 4
Weapon Type Available/Assigned

_________ _________ _________ _________ _________ _________


Note: Max 2 pts per weapon type Can have 2 points pre-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

_________ _________ _________ _________ _________ _________


Note: Max 2 pts per weapon type Can have 2 points pre-assigned

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

Vree Tyllz Sector Trading Post


SPECS
Class: Enormous Base In Service: 2252 Point Value: 3500 Ramming Factor: 700 Jump Delay: N/A

Name: ______________ Counter: ____________

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

WEAPON DATA Antimatter Torpedo

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

24 Fighters 6 Shuttles: Thrust: 4 Armor: 1 Defense: 7/7

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)

Xorr Variant (Uncommon)


Version 3: 2E/V4

Vree Xavan Gun Saucer


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

GENERAL HITS
1-4: Thruster 5-7: Weapon 8-17: Structure 18-20: PRIMARY Hit

SPECIAL NOTES

Speed Turn Cost Turn Delay

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

WEAPON DATA Antiproton Gun

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

0 Fighters 1 Shuttle: Thrust: 4 Armor: 1 Defense: 7/7

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

Hyperion-Eta Hyperion-Eta Hyperion-Eta Hyperion-Eta Hyperion-Eta

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

Laser Scorava Laser Scorava Laser Scorava Garasoch-D 2 1 2 3

Descari

Garasoch-D 4

Targath-C

Dilgar

Corillani

Corillani

Llartol Primus Maximus 4 5

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

Asteroid Grid Asteroid Grid Asteroid Grid

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

Assault Sloop Assault Sloop 1 2

Raider

Narn

Narn

Minbari

Shaveen Leader Shaveen Leader Shaveen Leader Shaveen Leader Tigarin 3 5 6 1 2

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

LIGHT COMBAT VESSELS


Centauri Lupa Attack Boats Narn DTarn Light Gunboats

SCOUT AND SURVEY SHIPS


Balosian Athasa Scout Brakiri Halos Heavy Scout

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.

BW-160 ORIGINAL MSRP $14.95 US


BABYLON 5, characters, names and all related indicia are trademarks of and Warner Bros. (s02)

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