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Variants 5 for the game B5 Wars by AOG
Citation preview
VARIANTS 5
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INTRODUCTION & CREDITS0
1Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Variants-5Rev. 1
Introduction
Product Credits
What you hold in your hands is Variants-5, thelatest ship book from Agents of Gaming! This Variantsproduct is designed to supplement League ofNonaligned Worlds 2 (BW-107) with at least five newships for each of the seven races found in that book(the Hyach, Cascor, Ipsha, Kor-Lyans,Torata, Grome,and Hurr). If you don't hove League-2, well, go pickup a copy before reading further!
As with previous products of this type, allsuggestions have been taken from fans via an onlineproject run over the month of November! 2001.Approximately 60 different people participated withsubmissions, resulting in over 150 different designscrossing our desks. Competition was fierce, and shipswere judged based on usefulness, interest, andappropriateness for the race in question. We believewe've picked the winners from the pool and hope youdo as well. Enjoy!
........................................Bruce Graw.......................................Bruce Graw
..............Matthew Murray,Dan O'Connor, the Historical Repair Team
...............MarkGraves, Klebert Hall, Richard Bax, Symon Cook,John T. Coleman, Jamie Coleman, Ned Farnsworth
..............Robert Glass, Leo Dunin
Agents of Gaming would like to thank thefollowing playtest groups who contributed to thiproduct:
The Playtesting Horde: Dan "Rogue" O'Connor,Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith,Pete "Ninja" Reese, Tom Miller, StephenTurner, DaveMcFarland, Dan Ryan, Bob Mitchell.
Thanks to everyone who participated in theonline Variants-5 project. Even if your ship was notselected, your efforts were appreciated!
EditorLayoutAdditional Editing
The Historical Repair Team
Cover Design
Playtester Contributions
Special Credit Notes
B5W Online!
SCS Credit Notes
From The Web Edition
Creator
B5WARS.NET is the OFFICIAL Internet PlayerResource for the Babylon 5 Wars Universe! From aworldwide player registry, to online discussion forumsand chat rooms, to a gallery of painted miniatures,this is your one-stop shop for information about any ofthe 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.
All of the SCS’s include in the product areessentially the work of one man. John Hamill,better known as “Mr Punch.” He has made aconcerted effort to create the SCS’s for lategeneration products and has incorporate all of thecorrections that have been found to date. You owehim your thanks for making this product possible.
Also a special thanks to Eric Coon who did theKor-Lyan SCS.
Well, its January of 2007, a little over 5 years sincethe closure of Agents of Gaming, ending any furtherofficial Babylon 5 Wars releases. As a member of the HRT(the Historical Repair Team to some, the evil illuminateto others) I was lucky enough to see the behind thescenes effort and genuine passion put forth by bothBruce Graw and Robert Glass.
As a result, I was one of the more vocal opponents toseeing “official” Agents of Gaming material released forfree distribution on the web. I wanted Agents of Gamingand the local game stores to benefit from the actual salesof these products and not be short changed.
Obviously, Agents of Gaming is long gone, and thesedays, so are the available copies of most of the officialrelease products, especially the material releasedtowards the end of Agents of Gaming. As most of youknow (especially since you downloaded this off my site) Ihave now changed my tune. The days of short changingstores and Agents of Gaming are over. Now the only onesbeing short-changed are the players, especially thenewest. Their only mistake was being introduced to thegame to late, or being unable to pay the exorbitantamounts being shelled out in E-bay auctions.
This strikes me as unacceptable. Fortunately,because of my days with the HRT, I have the means torectify this situation. And thus, you now have in yourhands, Agents of Gaming’s - Variants-5. I hope you enjoyit.
----- Richard L. Bax Jr.
HYACH VARIANTS 1
2 Babylon 5, Babylon 5 Wars TM & © Warner Bros.B5W Variants-5Rev. 1
Hyach Variants
The Hyach fleet is not as large as many mightbelieve, primarily because their declining populationhas led them to deploy a smaller military than theywould like. Because of this, they focus on high-tech,capable units with powerful computers and well-trained crewmen. In addition, their ships aredesigned to be operated in a variety of roles, andcan be converted to other variants with relative ease.
The exception, of course, occurs where thespinal laser is involved in the conversion. Thatweapon occupies a significant chunk of the hull ofany ship it is mounted on, and removing it once inplace would require the ship to be torn apart andrebuilt from the ground up. Therefore, a variantthat lacks a spinal laser is generally built that wayfrom the start. The resulting hollow area cannotmount weapons without a complete redesign, so itis most often used as cargo space.
Most Hyach variants represent a significantspecialization of the ship's role, and it is only naturalthat their crews are selected and trained to supportit. Thus, one of the specialists aboard is often of afixed type. In many cases the variant is somethingof an active academy for such specialists, trainingthem for use on other ships in the fleet. If this is thecase, the ship's control sheet will list a specificspecialist that it almost always uses. Publishedscenarios will always employ that specialist typeunless noted in their rules, and in a campaign theship will come with the listed specialist (although itcan be traded or moved around afterwards usingthe standard campaign rules). In a free-form battle,the player can use a different specialist than what islisted for a nominal cost of 10 Combat Points.
Despite their powerful spinal lasers and wealthof medium laser weaponry, the Hyach found theirfleet lacking in anti-fighter defenses. In an attemptto rectify this, they developed an escort variant ofthe outstanding Okath-class hull, outfitting themwith weapons more suited to fighter defense. Almostall offensive weapons were removed and replacedeither with masers or interdictors, allowing the OkathKur to operate as either an anti-fighter unit or fleetescort equally well. Although these ships were notup to par with the anti-fighter platforms in service
Okath Kur Escort FrigateOkath Kat Variant (Uncommon)
with other races, the Hyach were relatively pleasedwith the design, especially as it used their owntechnology instead of relying on the purchase ofanti-fighter weapons from other races.
Ships of this type are the primary trainingcenters for defense specialists.
As a rule, the Hyach do not like the heavy lasercannon, finding the weapon too large and slow-firing for their purposes. When it appears, it is usuallyon a specialized gunship mounting a number ofthese weapons. The ship is then used to deliver asingle overwhelming blast of firepower, after whichit retreats into the distance to rearm.
This mission often overlaps that of a commandship, which the Hyach normally consider toovaluable to risk in a direct attack. For this reason,Hyach gunships and command vessels are oftenone and the same. The Irokai Kal is one such unit,operating a deadly suite of heavy laser cannons inconcert with the massive spinal laser. Because ofthe sheer size of all these weapons, the ship mountsvery little in the way of defenses and is normallyescorted by one or more Okath Kurs. Enemiesfacing this ship would be well advised to stay off itsgun spines.
Although the Hyach had never been bigproponents of ballistic weapons, the Kor-Lyanproximity loser was something that caught their eyesas a technology compatible with their own. TheHyach respected the weapon for its ability to add aslight unpredictability to their tactics. Recently,several Senchlat hulls have been outfitted with theweapon as testbeds for wider deployment. It isbelieved by many that the Hyach have possessed thistechnology; for hundreds of years, but believed ituseless until seeing it in operation on Kor-Lyan ships.
Based on designs by Dan O'Connor, AlexRoberts, Terry Mott, J. J. O'Shaughnessy. AndrewMoreton, Andrew McIntosh, Chris Nasipak,Sebastien Cote, John Dutka, Klebert Hall, DennisE. Marshall, Josh Garvais, and Peter Shah.
Based loosely on a design by Jason Stadnyk.
Irokai Kal Command
Gunship
Senchlat Kir Ballistic
Cruiser
Irokai Kam Variant (Rare)
Senchlat Kam Variant (Rare)
HYACH VARIANTS1
Babylon 5, Babylon 5 Wars TM & © Warner Bros. 3
In minor border skirmishes, the Senchlat Kirhas surprised several Raider groups not expectingsuch weapons for the beam-weapon-centric Hyach. Itremains to be seen whether the proximity laser willsee widespread deployment throughout the fleet,or if it will remain limited to specialty vessels.
During the Dilgar War, the Hyach foundthemselves with a large quantity of Evirol Tek logisticsships bottled up at their homeworld. While some ofthese were eventually used for blockade runningmissions, others simply sat idle. The Hyach refusedto mothball them for fear that the Dilgar wouldeventually break through their defenses, and theywould need every available ship to aid in the defenseof their world should that disaster occur.
Some of these Evirol hulls were eventuallymodified to act as carriers. To this end the side cargopods were stripped of most of their bracings andreplaced with fighter tending equipment. Theresulting ship was capable of employing twosquadrons of Darthas, but because the pods arerelatively unstable, it must take great care whenmoving through hyperspace. In a campaign, thiswould limit their strategic speed to the same as anystandard freighter, not that of a military transport.After the Dilgar War, most of these carriers wereconverted back to the logistics version, though afew remained in service primarily for the purposeof shuttling fighters to dedicated carriers on missionsaway from the homeworld.
The Hyach recognized the need for a specialoperations ship, especially when it came to groundforces. With the decline in Hyach population, theyno longer fielded an army large enough toundertake planetary invasions, and instead focusedon precision infiltrations of ground targets. Thismission virtually demanded stealth, so the Alichi hullwas selected for the design. As with similarmodifications made to other vessels, the ship hadto be constructed from the keel level without thespinal laser, with much of the interior left open tobillet troops and support personnel.
Based on a concept by Jason Peacock.
Based on a design by Dan O'Connor.
Evirol Kon Auxiliary Carrier
Alichi Tal Infiltrator
Evirol Tek Variant (Uncommon)
Alichi Kav Variant (Uncommon)
The forwardhangaroperates12assault shuttlesand 2 breaching pods. While it is possible to convertthe assault shuttles to fighters using the standardrules, the breaching pod slots may not be changed.
The Hyach are not particularly skilled withbreaching operations, as might be expected froma race that seeks to avoid combat. Their breachingpod is reasonably well designed, and benefits froma gravitic drive like all other Hyach units, but hasfew other advantages. It loses one point of thrustfor every six points of damage it suffers.
The primary advantage of the Hyach assaultshuttle is its gun, a light blast laser identical to thatfound on the Dovoch. This makes it one of the mostheavily armed units of its type in known space. Likeall Hyach units, it has a gravitic drive. There is nolight interdictor variant.
This fighter was designed with the samepurpose as the Rutarian, and indeed the two sharemany of the same features. Although it appears theDoskva was deployed first, it is uncertain whether itwas in design prior to the Rutarian or if the Centaurijust took longer to perfect their model. In any case, itseems likely that the two fighters were designedentirely independently of each other.
The Doskva employs a stealth feature similarto that used by the Rutarian, so much so that it usesthe same rules. Its weaponry is otherwiseunchanged. It does not mount any sort of heavyweapon like the Centauri design does, primarilybecause the Hyach do not intend to use it for sucha mission. Instead, they intend to use the stealthfeature entirely for the avoidance of unwantedcombat, not as protection during an attack run. Itseems likely that at some point all Darthas will beupgraded to the more costly Doskva, but for now itremains a rare variant. There are no light interdictorversions at the present time.
Based on a design by Matt Murray.
Based on designs by Josh Garvais and Tyrel Lohr.
Based on designs by Josh Garvais and Tyrel Lohr.
Based on a design by Timothy R. Jordan.
Achilat Breaching Pod
Laricha Assault Shuttle
Doskva Stealth Fighter
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
Dartha Variant (Rare)
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Cascor VariantsNot surprisingly, many Cascor variants exist,
their primary purpose being to field different arraysof fighters and support them in various ways, orproduce exploration ships. The Cascor believe infield testing any new design as quickly as possible,so their battle forces are often made up of anunusual quantity of variants, while garrison anddefense groups consist of more basic designs.
After the Ruqacc ion satellites proved theirworth, the Cascor designed this destroyer variant tosupport them with long-range ion torpedo fire. Theship was never intended for direct combat, only long-range bombardment operations, as evidenced by thefact that half the base hull's defensive weapons wereremoved to make room for torpedo launchers. Ifchallenged directly, it usually runs away. Normally,ships of this class are found guarding bases or otherfixed installations.
The Cascor are well known as skilled explorers,and operate several ships designed for this purpose.The Nesacc is one of the largest of these, and is avariant of the capable Norsca hull. Much of theinternal section of this vessel has been stripped outand redesigned for the exploration role, includingnot only a considerable amount of cargo space,but additional comforts for the crew as well, plusan enhanced sensor suite capable of survey work.While not as good as a full-scale fleet scout, theNesacc can be used in a pinch as a substitute ELlNTvessel. The ship retains a reasonable offensivecapability as well, for self-protection duringextended forays, and is quite capable of defendingitself. This vessel has one of the longest cruisingranges of any vessel in the League, and severalhave been known to be away on missions lastingfor a decade or more.
Unusually for variants but not untypical of theCascor, this variant was designed and fieldedconcurrently with the Norsca.
Drocca Torpedo Destroyer
Nesacc Explorer
Qoricc Variant (Uncommon)
Norsca Variant (Uncommon)
Based on a design by Renaud Gagne.
Based on a design by Ivan Edgerly.
Norscator Gunship
Talacca Frigate Leader
Caltus Torpedo Fighter
Norsca Variant (Rare)
Tacacci Strike Frigate Variant(Uncommon)
Calaq Variant (Rare/Uncommon)
Like many League gunship variants, theNorscator is borne of the desperation of the DilgarWar. Many among the Cascor felt that their shipsdied too easily when faced with enemy vessels of asimilar size, so various experiments were tried toremedy this problem. The Norscator was one suchvessel, replacing virtually every nonessential systemwith weapons. To simplify construction andmaintenance, the relatively straightforward ioniclaser weapon was singled out and standardized inthe final version. Records exist that similarconversions were made with ion torpedoes and ioncannons, but for unknown technical reasons noneof these ever reached production.
When the Cascor began using squadrons offrigates for defensive anti-Raider patrols in the early2220s, they immediately recognized the need for aleader version. Designed to head a Tacacci strikegroup, the Talacca contains extra weapons andincreased command abilities in exchange for fightercapacity, which the rest of the squadron alreadypossessed in abundance. The ship was not popular,as it is one of the few Cascor vessels to not employfighters of its own, and is almost never seen alone.
When the Narn Tarza torpedo fighter wasrevealed in 2255, the Cascor took immediateinterest. They quickly developed a version of theirown, as their inherent radiation resistance enableda rapid development cycle in the field of ionicweaponry.
It was determined early on that a navigator wasnecessary to ensure efficient operations, butshoehorning one into the cockpit provedsignificantly more difficult and pushed the alreadylarge profile of the Calaq a step higher. Thenavigator is not an option on the Caltus, but isincluded in the cost and statistics on the FCS.
Based on a design by Rupert Smith.
Based on a design by Dan O'Connor.
Based on a design by Richard Bax.
CASCOR VARIANTS
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5Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Ipsha VariantsMost Ipsha standard hulls, such as the ones
previously published in League-2 and Showdowns-7, ore operated by all the baronies. The baronieslove to steal technology and designs from eachother, and they do not consider imitation to be anyform of flattery, but rather a deliberate and satisfyinginsult. It cannot even be said that any particularbarony ever developed any of their ship designs ontheir own, as each is a mishmash of stolen conceptsfrom the others. The overall result is that the baronieshave actually become increasingly dependent uponeach other over the years, though none of themwould ever admit it, not even to themselves.
In their constant struggle to put one over onthe other baronies, the Ipsha produce a number ofship variants of various types. Most of these turn outto be failures and are quietly consigned to somecorner of Ipsha space to be forgotten. A few, however,catch on. Sometimes a variant is rejected by itsoriginal designer only to be picked up and used byanother barony, while other times, it falls into thehands of several of them. There is great competitionin this area and it is not unheard of for a barony torelease false information regarding a proposedvariant in order to trick the others into wasting timetrying to duplicate it.
In many cases, variants are operated only by aspecific barony (or possibly a couple of them). Ifthis is true, the name of any eligible baronies willbe listed in the upper right corner of the shipdatacard. If playing in a non-historical scenario,players can feel free to ignore this identifier andjust treat it as any other Ipsha ship. However, in ahistorical or campaign game, it is impossible to mixthe ships of one barony with those of another in thesame battle fleet, as they would almost never worktogether. (The best you could hope for would beindependent forces operating alongside each other,but without any communications or cooperationbetween them.) If no specific barony is listed on thecontrol sheet, then it can be safely assumed that allbaronies operate ships of that type, or theirfunctional equivalents, and can mix them togetherfreely.
In a published scenario involving the Ipsha, thebarony involved is always assumed to be Ihshaunless stated otherwise.
The Essan
The Oer
The Essan barony is known for itsadvancements in the field of engineering and armorconstruction. They operate almost exactly the someships as the Ihsha barony, but hove managed toimprove the engine thrust and structural defenses ofthese vessels significantly. However, these do notcome without sacrifices. To make room for theadditional hardware required, the sensor array mustbe significantly reduced, producing a loss in sensorefficiency.
To convert any Ihsha ship control sheet into anEssan version, the free thrust of the engine isnormally increased by 1 point, structure armor isalso raised by 1 on all blocks (but no higher than5), and the sensors are lowered by 1. With thesechanges, the number of boxes in the engine icon isincreased by 2, and the sensor icon is similarlyreduced by 2. Exceptions to this are as noted below.These modifications are not made to bases, satellitesor fighters.
Leave engine unchanged, but itsefficiency becomes 3/1.
Add 3 boxes to the engine, not 2.Primary armor is not increased above 4.
Making any of these changes does not alterthe cost of the basic hull, and the resulting ship isnot considered a variant. Note that there are severalEssan variants in this product that show thesechanges already in place.
This barony is considered by many to besomewhat weak and foolish, as they typicallyoperate ships with fewer weapons in exchange fora more efficient power grid and enhanced sensorarray. Their reactors are slightly larger and producemore energy, giving them more tactical options formovement and maneuver, and sensors are usuallyone point or more better than the equivalent vesselsof other baronies. On larger ships, some of thespace released by removing weapons is oftenreplaced with a hangar, providing this barony withmore carriers than the rest of the Ipsha race.
The Oer use several of the standard Ihsha hullsfound in League-2. The basic conversion increasesthe power capacity of the ship by 20-25%, enlargesthe reactor and sensors, and adds 1 to the basicEW output, but weapon layouts are significantlyaltered and a hangar bay is almost always added.Thus, a standard conversion rule cannot be
Battleglobe:
Battlehex:
IPSHA VARIANTS
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provided here. One of the typical Oer ships (theheavy carrier cube) is provided in this book, whileothers will appear in future products.
The Eethan are extremely belligerent, and haveattempted more firepower-increasing variants thanvirtually all the other baronies combined. The vastmajority of these attempts are colossal failures,however. Perhaps one out of every ten newexperiments is destroyed in some catastrophicaccident (with a singularity around, such disastersare all the more likely to occur).
One of the greatest Eethan advancements sofar has been a power enhancement pod that literallywraps around the singularity of their vessels. Thepod provides additional thrust and greater reactorpower, allowing them to mount more weapons andfly their ships faster than an opposing barony.However, this pod is extremely prone to damage,and if destroyed can cause devastating effects onthe rest of the vessel. While other baronies havecertainly captured power enhancement podtechnology by now, they have not put it to use dueto its expense and its inherent dangers.
For the Eethan barony, a power enhancementpod can be added to any of the Ipsha shipspublished in League-2 or Showdowns-7, but not tobases, satellites or fighters. The pod has a numberof structure boxes equal to half the ship's primarystructure, and armor equal to that found on theprimary structure block. It increases free thrust by 2and available power by 25% (round fractions of0.5 or more up), but because of its added mass,the ship's turn delay is increased by 1 at all speedshigher than zero. (That's one hex of movement, notone level. For example, a Battleglobe will still havea turn delay of lxSpeed, but the turn delay at speed1 will be 2 hexes, at speed 2 will be 3 hexes, andso on.) In addition, the ship's initiative is reducedby 1.
The Eethan
A power enhancement pod is damaged on aprimary hits roll of "1" or "2" (this replaces thenormal primary structure hit or anything else thatappears in that position). If the pod is damaged byeven one point (beyond armor), its beneficial effectsare halved (+1 thrust and +12.5% power)thereafter. If it receives damage equal to 50% of itsboxes, all bonuses are lost. The penalties to thethrust and initiative ratings always remain, however,even if the pod is destroyed (enough of its frameworkremains to restrict maneuvering), and it cannot bedropped during battle.
If destroyed, a power enhancement podproduces a 10% chance each turn that the ship'scontainment field will collapse, as described in theMag-Gravitic Reactor critical hit rules. If the MGRreactor is already under the effects of this critical,the penalty from the loss of the pod is cumulative. Ifan Ipsha ship voluntarily ejects its singularity, itspower enhancement pod is destroyed automaticallyregardless of any damage it may or may not havealready sustained.
The cost of the ship is increased by 10% withthe pod applied. Only Eethan ships may use thesepods. (They are not required to use them, but almostalways do.) Pods can be transferred between shipsof the same class or variants of that hull, but neverto other ship types.
The Shann are the poorest of the baronies, andfeel (perhaps rightly so) that they would have beendestroyed already were it not for their formidabledefenses: While they do build and maintain a fewof the ships seen in League-2 and Showdowns-7,most of their vessels are smaller, cheaper hulls thatwill be seen in future products. They have no specifictechnological advantages and are generally treatedas the "whipping boys" of the Ipsha, but despite allthe abuse they take, they have persevered.
The Shann
IPSHA VARIANTS
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Resohex [Essan]
Surgesphere [Essan]
Heavy Carrier Cube [Oer]
Battlehex Variant (Uncommon)
Warsphere Variant (Uncommon)
Oer Barony Base Hull (UnlimitedDeployment)
The Essan frequently operate ships with but asingle weapon type, and this variant is no exception.The standard Battlehex hull has been revamped tospecialize in the powerful resonance generator.Unfortunately, the power plant is still somewhatlimited, permitting a maximum of five of theseweapons to fire in any given turn. Because of thetwo-turn cooldown on this device, however, this isnot as big a limitation as may appear. On turnswhere the guns are cooling, the ship simply appliesthe maximum amount of power to maneuvering.
Thisvariantof thealready formidablewarsphereis a perfect example of Essan advancements applied toa specific purpose. All weapons except a pair ofdefensive spark fields have been converted to surgecannons, and a few extra examples of that device havebeen added for good measure. Unfortunately, theEssan did not bother to increase the ship's poweroutput, so it frequently finds itself incapable of firingenough of its weapons at once, making the others littlemore thanexpensiveredundancies.
The Oer claim to be the original designers ofthe carrier cube, and while that may or may not betrue, their version of it is one of the most balancedIpsha designs. It is capable of fighting extremelywell for a carrier, and deploys enough of thepowerful Urchin fighters to make even the Cascorpause before engaging one. This ship is consideredan Oer base hull and cannot be used by otherbaronies.
Based on a design by David Pullen.
Based on a design by Jacob Jett.
Based on designs by Jacob Jett and Eric Loken.
Tetra Escort [Eethan]
Boltglobe [Eethan]
Tetraship Variant (Uncommon)
Battleglobe Variant (Rare)
This variant of the standard Tetraship showsthe typical Eethan emphasis on speed as well asheavy armament. The number of EM pulsars has beenincreased by 50% and the main offensive gun hasbeen replaced with a spark field to help deal withenemy fighters. With the power enhancement pod(shown on the control sheet as an option), this shipis noticeably faster than the typical Tetra hull.
This is an example of the lengths the Eethanwill go to in their attempt to continuously push theenvelope of Ipsha designs. All the surge cannonshave been replaced with EM bolters, one of themost power-hungry and devastating Ipsha weaponsin their arsenal. Although the battleglobe is normallydesigned to mount twenty surge cannons, onlytwelve EM bolters will function, the other hardpointsbeing required for power sinks and other protectivemeasures.
Despite this, there is a significant chance anynew boltglobe will experience tremendous problemswhen first deployed. In any campaign, roll 1 d6 whena boltglobe is built. If a "1" appears, the shipexperiences problems and must spend another fullcampaign turn in the shipyard being fixed. Roll againafter these repairs are made, and if another "1"appears, the ship destroys itself in a singularity fieldcollapse during its shakedown.
Based on a design by Rupert Smith.
Based on a design by Jeff Smith.
NOTE: The SCS in the original release of League-2indicates that the standard Tetraship has aninitiative bonus of +6. It should be +12.
IPSHA VARIANTS
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Kor-Lyan
VariantsNot surprisingly, the various kingdoms operate
a number of different variants. Some of these arevery popular and eventually propagate throughoutKor-Lyan territory, but others are favored only bytheir original designer and don't catch on.
If a Kor-Lyan ship or variant is limited only to aspecific kingdom, that kingdom will be specificallynoted on the control sheet, along with anydeployment limitations in the usual manner. If nokingdom is listed, it can be assumed that virtuallyany of them has access to that particular unit.
The sheer number of missiles a Solyrn can putout often overwhelms the logistical capabilities ofeven a large kingdom. To combat this, some Solyrnhulls are outfitted with other ballistic weapons,easing the drain on missile supplies. The Trylkan isone such variant, employing ballistic mine launchersand proximity lasers instead of class-L and class-Rmissile racks. While these alternative weapons muststill be resupplied, the Kor-Lyans run out of missilesfar more often than they do mines and prox lasers,so a squadron with two Solyrns and one Trylkan isa lot easier to stock than one with three Solyrns.Note that the reload rack is not needed on thisvariant, and is replaced with additional reactorspace and a storage area for ballistic mines.
This improvement of the basic Koskovaincreases the ship's reach at the expense of directfirepower. It tends to be less effective against a fastand mobile enemy, so it is far more likely to seevariants of this sort on the Yolu border than, forexample, the Torata frontier, where speedy elementsof the Reaction Fleet can make getting a good shotwith a prox laser a difficult task. So long as it isproperly employed, the Kolosk is generallyconsidered an upgrade to the Koskova.
Trylkan Ballistic Destroyer
Kolosk Proximity Cruiser
Solyrn Variant (Uncommon)
Koskova Variant (Uncommon)
Based on a design by Jason Peacock.
Based on a design by Bill Yuen.
NOTE: The SCS in the original release of League-2indicates that the Koskova has a sensor ratingbonus of 5. It should be a 6.
Verloka Mine Cruiser
Lekra Torpedo Frigate
Fenja Assault Leader
Koskova Variant (Rare)
Cokra Variant (Rare)
Axor Variant (Uncommon)
While ballistic mine launchers are rarely foundon frontline ships, some of the kingdoms prefer thedevice for its ability to restrict an opponent'smovements. The Verloka is a variant designed forthis purpose. In battle, it usually hangs back,employing its array of ballistic mines to "herd" theenemy fleet. This strategy works best in coordinationwith terrain, so the Verloka tends to be used indefense of planets or when attacking one.
The limpet-bore torpedo is an unusual weapon.It does not score damage immediately, but can oftentake some time before having an effect on the target.Not surprisingly, most of the kingdoms prefer to useweapons with a more direct effect. The kingdom ofKetnor, however, prides itself on finesse, actuallydesigning its forces around the ability to pick anopponent apart piecemeal. An opening salvo froma Ketnor fleet will include dozens of limpet-boretorpedoes and long-range missiles, after which theywill circle until their slow-acting weapons do theirthing. While this strategy allows the enemy todisengage easily, they lose face in the retreat, whichis often all the Ketnorians are looking for.
This ship is normally operated only by theKingdom of Ketnor. In a joint Kor-Lyan fleet, it shouldbe considered a rare variant. Within that kingdom,however, it is relatively common.
This ship was developed after the Axor hadbeen in service for a while, as it was found that a moremaneuverable foe could easily ignore the Axor. TheFenja's role is to lead a fleet of Axors into battle, oron anti-pirate patrols. It uses the limpet torpedoesto disable the enemy ship's weapons and thrusters,enabling the Axors to close in on the foe. The Kor-Lyans normally assign one of these to everysquadron of Axors, as its only disadvantage is areduction in marine contingents to make room forexcess torpedo storage.
Based on a design by J.J. O'Shaughnessy.
Based on designs by Robert Garlinghouse andJason Peacock.
Based on a design by Kris Pugh.
KOR-LYAN VARIANTS
B5W Variants-5Rev. 1
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9Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Torata VariantsThe Torata do not operate as many different
variants as their neighbors, primarily because theirships are normally designed for already specializedpurposes within their fleets. In general, most variantsare simply weapon swaps that alter the type offirepower the ship produces.
Sometimes, a ship that normally operates inone of the four maior Torata fleets will be employed bya different one, but only after undergoing significantmodifications to fit its new role. For example, anAtlac in the service of the Reaction Fleet would likelysacrifice some of its weaponry in exchange foradded engine power and enlarged thrusters,allowing it to quickly move to engage a threatanywhere in Torata space.
Citing security concerns over the growingtension between League members and the recentNarn-Centauri border wars, the Reaction FleetPlanning Commission drew up specs for a newcruiser variant that could project more firepowerrapidly into a developing situation should the needarise. The Dartoc was the result of the PlanningCommiss ion 's e f for ts , and is genera l l yacknowledged as one of the Committee's moresuccessful designs. Just entering service at thebeginning of the League Wars, Dartoc StrikeCruisers and their attached fighter squadrons seefrequent combat action and have quickly becomehighly-sought and prestigious ships to command.
This ship is an example of a hull normally foundonly in one of the Torata fleets that has been recentlyacquired and converted for use in another. TheGolthar, which rarely appears anywhere but theReaction Fleet, provides an excellent platform forthe new pulse accelerator weapon, the resulting shipbeing known as the Latrac. This variant is quite goodat knocking down fighters and has started to appearin good numbers within the Home Fleet. It sacrificesmost of the speed and maneuverability of theoriginal Golthar hull for additional weapons space.
Dartoc Strike Cruiser
Latrac Defender
Golthar Variant (Rare)
Golthar Variant (Uncommon)
Based on designs by Karl Johnson and JohnDutka.
Based on a design by Robert Glass.
Taclon Escort Corvette
Alovar Scout Carrier
Tralka Plasma Fighter
Atlac Variant (Uncommon)
Clovant Variant (Common)
Tuka Variant (Rare)
As raider and Llort raids became morepersistent and military and civilian cargo ships begantaking even greater losses, the Torata decided that adedicated escort needed to be deployed. The Atlaccorvette was already serving excellently in the roleof a fleet escort, but with the advent of the pentagonarray, the idea of a dedicated escort model wasput on the table. The result, the Taclon, exchangesits offensive weaponry for pentagon arrays, andtherefore serves in the escort or anti-fighter role.The ship met with great success in the field, andwas a major surprise to the first few Raiders thatwere unfortunate enough to engage convoysincluding Taclons.
After the development of the pentagon array,the Patrol Fleet began to look at adding it to theClovant scout to allow it to better defend itself inbattle. The particle accelerator, which was not allthat effective on an ELINT unit anyway, was removedand replaced with a single pentarray, and the aftweapons suite was similarly upgraded. In addition,the fighter space was increased, allowing this shipto carry a full squadron of fighters. This ship shouldbe treated as Rare in 2255, Uncommon in 2256and Common thereafter as the Torata slowlyupgraded their existing Clovants to the new Alovarstandard. After 2256, virtually no original Clovantsremained in the Patrol Fleet, although a couple werestill in use by other fleets for another decade or so.
After several encounters with Pak'ma'rafighters, the Torata designed this special variant ofthe Tuka. It is powerful, and the plasma accelerator'sability to ignore half the target's armor makes itparticularly deadly, but unfortunately, it must close to"certain death" range to employ this weaponeffectively. For this reason it is not very popular,especially amongst its pilots, and is considered anunsuccessful variant. The Torata continue to operatea few flights in the event they are challenged by anenemy with high levels of armor on their ships.
BasedondesignsbyKarlJohnsonandTyrelLohr.
Based on a design by Eric Loken.
Based on a design by Dan O'Connor.
TORATA VARIANTS
B5W Variants-5Rev. 1
6
10 Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Grome VariantsThe Grome build a large number of their
variants not because they are useful or interestingdesigns, but because of serious problems with abasic ship after it has been fielded. In order to makesuch failures serviceable, entire weapons systemsand other parts of the ship are torn out, to bereplaced with whatever fits in the resulting gapingholes. As a result, many Grome variants areunreliable, using the special rules from Showdowns-5. Some of these vessels possess their own uniqueproblems, producing new kinds of "unreliabilities"(also referred to as "disadvantages").
Ships of thistype include hangar bays not part of the vessel'soriginal design. Using such hangars can be adangerous undertaking. Any time a flight launches,roll 1 d6 for that flight. If a "1" appears, the flightaborts its launch for some reason and cannot bedeployed on that turn (it can try again next turn).Similarly, when a flight attempts to land, roll 1d6for each fighter. If a "1"appears, score 1d6 damageon the fighter (ignoring armor) as it bounces off awall or other obstruction. (If the scenario ends withfighters still in play, and the affected ship's side wasvictorious, it is assumed that any remaining fightersland safely thereafter.)
Thisdisadvantage normally crops up only on Gromeships with so many targeting arrays that they interferewith each other. Each turn, after weapons firedeterminations have been announced, the ship rolls1d6. If a 1 appears, two of the ship's targetingarrays, chosen at random, fail to function. If a 2 or3 appears, just one array does not work, and on a4-6, there are no adverse effects. If any targetingarrays have been destroyed or shut down voluntarily,they automatically take the place of one "failed"array. In this way, a player who wants to beabsolutely sure certain arrays function can simplyturn off two others of his choice and skip the roll.
The defensiveguns on the ship are poorly organized and proneto failure. Whenever any weapon fires in defensivemode, regardless of its type, roll 1d6. If a "1"appears, the gun has no effect on the incomingshot. In addition, any weapon that has a listedintercept rating other than "N/A” (i.e., is capableof firing defensively) suffers a -1 to hit at all timesdue to interference from the inadequate targeting
Inadequate Hangar Facilities:
Haphazard Targeting Systems:
Poor Defensive Targeting:
systems. The ship may deactivate the defensivesensor array to avoid this penalty, but this must bedone shipwide, and for the entire scenario; noweapons (not even purely defensive ones) can firein intercept mode at all for the duration of the game!
This problem usuallyoccurs on ships with more than one type of sensoror targeting system. Because of interference, thestandard sensors are limited to no more than threedifferent lock-ons in a turn. Also, acquiring morethan one target costs extra EW points, the secondcosting 2 EW and the third 3. Thus, if three targetsare to be locked onto, the ship must spend 6 EWfor this purpose, receiving the equivalent of only a1-point lock on each one. The extra sensor pointsare lost overcoming the "fracturing" interference.This restriction is lifted if the competing sensor ortargeting system is deactivated or entirely destroyed(on a Grome ship, for example, the loss ordeactivation of all targeting arrays will suffice).
When Babylon 5 was built, the Margus decidedhe needed a vessel to carry his august presence tothat station for state visits. This ship, he commanded,must be the absolute pinnacle of Grome technology.He refused to stand on the bridge of anything otherthan the best the Grome could offer. To this end,his engineering crews worked day and night toproduce the Trokan Margus, a command ship withthe greatest advancements possible to every systemon the ship. Improvements were made to the engine,sensors, targeting systems, C&C, armor, weapons,thrusters, and anything else they could think of.
While impressive-looking, the resulting vesselrarely works right. It is notoriously unreliable inalmost every aspect. On the rare occasions whereit has actually seen action, its combat record isunimpressive at best, usually hanging in the backof the fight so as to avoid risking the life of theMargus unnecessarily.
No more than one is ever in existence at anyone time, which is perhaps fortunate consideringthe amount of time and effort required to keep it inservice. In any campaign, the Grome player mustpay double the usual maintenance fees to keep theTrokan Margus in operation (if there are nomaintenance rules, a basic 5% fee is assessed).
Fractured Lock-Ons:
Trokan Margus Command
FlagshipTrokan Variant (Unique)
Based on a design by Phil Lacefield Jr.
GROME VARIANTS
B5W Variants-5Rev. 1
6
11Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Gralac Heavy Carrier
Adrina War Escort
Groth Variant (Rare)
Mogorta Variant (Rare)
The heavy railguns on the first Groth Gunshipwere fraught with problems, so much so that theship spent more time in the repair yards than actuallyin service. While the trouble was eventually located,it was impossible to fix with simple maintenance,but required a complete redesign of the secondaryside hulls. The primary hull languished in mothballsas new sides (with the problem mostly corrected)were provided to newly built Groths.
During the League Wars, the Grome decidedthey need new ships as quickly as possible. The firstGroth was still sitting in its construction yards withits sides torn open. To make it serviceable, repaircrews installed hangar bays in place of the railguns.As many flak cannons as possible were then weldedto the sides and the ship made a hasty launch. Whileit saw no combat, its fighters did, and the design soimpressed the Grome admirals that the ship wasmode a full-fledged member of the fleet. At leastone additional vessel of this type has been fieldedsince then, and it seems likely that the Gralac willcontinue to see service in the Grome navy, despitethe poor quality of the side hangar bays.
The Adrina War Escort is a Grome showcase of"high technology." While some of the moreshortsighted officers of the Grome Navy deride itas a waste of resources, experienced captains hailit as the jewel of their squadron.
The Adrina has most of the medium railguns ofthe Mogorta replaced with advanced escort arrayson wide angle traverse mounts. In addition, thestandard targeting array turrets on the main bodyare upgraded to advanced versions, and the hangarspace is removed to make room for a third centrallymounted array. The resulting ship is not terriblyeffective on its own, but provides spectacularbonuses when used in a fleet support role.
These war escorts are not often seen due to theadvanced electronics and communications gearrequired for the targeting arrays to work with nearbyships. Adrinas are considered racial assets by theGrome and are often named after unique icons ofpower or authority, such as .
Based on designs by J .J. O'Shaughnessy andDavid Pullen.
Sword of the Margus
The Adrina is an escort and follows the rules ofthe Escort Arrays found in the Grome section ofMilitaries of the League II. Unfortunately, these arraysoften conflict with each other, resulting in their statusas haphazard targeting systems. Grome captainsfrequently deactivate one or two of the arrays toavoid these detrimental effects, treating the extrasas redundant spares.
This was one of the first Grome ships to employescort array technology. In addition to the ability tosupport other ships in combat, these arrays alsosport a more effective offensive rating. To makeroom for these advanced abilities, the mediumrailgun was removed and two of the light railgunswere changed to flak cannons. The result is aneffective defensive ship that can prove invaluablein a medium or short range encounter. Unlike manyGrome variants, this ship is not terribly rare anddoes not seem to have any unreliable systems.
This ship is designed to lead a squadron ofGrome frigates into battle. Despite its more powerfulweapons array, it is not popular due to difficultiesin maintaining the integrity of the superstructure afterrepeated medium railgun salvos. The forward lightrailguns were replaced with flak cannons to helpdeal with this problem, but ships of this type stilloccupy a lot of time in drydock undergoing repairs.
When the C&C was expanded to allow foradditional command systems, the central flakcannon had to be removed. This left just enoughspace for an enhancement to the targeting array.While not of escort quality, this array still providesthe ship with an additional boost against a singleenemy target. Unfortunately, this addition interfereswith the standard sensor array enough to limit theship's targeting options during combat. For thisreason, the Melagar is best used against a singlekey enemy vessel.
Based on a design by Matt Murray.
Based on a design by John Hanna.
Based on a design by Gary Fitzpatrick.
Morstag Escort Frigate
Melagar Frigate Leader
Morgat Variant (Uncommon)
Morgat Variant (Rare)
NOTE: The SCS’s in the original release ofLeague-2 do not indicate Port/Stb Thrust hits forthe Telgar and Morgat. They should be PrimaryHits 1-4.
GROME VARIANTS
B5W Variants-5Rev. 1
HURR VARIANTS 7
12 Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Hurr VariantsAs mentioned in League-2, the vast majority of
Hurr ships are actually variants of their few basichull types. For now, only the most common of thetwo basic hulls, the Boroca Gunship and OrakFrigate, are available for play. While they do operatesome other designs, these are almost all limited orrestricted availability and are rarely seen except forspecialized missions.
After the Dilgar War, the Hurr purchasedparticle cannon technology from several sources,including the Earth Alliance. Difficulties in productionand support have limited these weapons to only a fewrare variants, though this is expected to change asthe Hurr steadily upgrade their technological base.The Borocada is one of several variants that employparticle cannons, although upgrading the reactorto support these weapons required the removal ofthe jump engine. Some of the remaining space waslater occupied by a single aft missile rack intendedto discourage pursuit.
The Martus is the testbed for particle cannontechnology. Unlike the Borocada, which operatestwo such cannons as standard equipment, theMartus is still considered experimental. Not onlydoes it operate the basic particle cannon, but all itsdefensive particle beams hove been replaced withlight particle cannons. This produces a severe strainon the reactor, which had to be significantly enlargedat the cost of hangar space.
Even though this class has been in service forover twenty years, the Hurr have still not decidedwhether they prefer the light cannon to the standardparticle beam, which is faster-firing but scores lessdamage. One hidden advantage is that the lightguns can be deactivated for a significant return inpower, giving the Martus a burst of energy at amoment when it might be most needed. This issomething no standard Orak could ever hope toaccomplish.
Borocada Particle Gunship
Martus Tech Frigate
Boroca Variant (Rare)
Orak Variant (Rare)
Based on a design by Patrick Sinclair.
Based on a design by Richard Bax.
Torkoth Fast Frigate
Orano Escort Frigate
Dorono Support Frigate
Orak Variant (Uncommon)
Orak Variant (Uncommon)
Orak Variant (Rare)
The Torkoth is designed to provide the Hurrwith a relatively fast ship able to quickly interceptraiding forces before they reach attacking range ofkey orbital installations or inhabited planets. Toachieve this, Hurr engineers have crammed into thesmall hull of an Orak o second engine and enlargedthe thrusters. However, the inclusion of a secondengine causes structural stresses, and the Torkoth isunreliable and prone to critical failures. In addition,some C&C and reactor space had to be sacrificedto make room for the secondary engine, so theforward plasma cannon was downgraded tocompensate. While much faster than a standardOrak, the ship is still horrendously slow by Galacticstandards, and is not a popular one to serve on.
The first Hurr vessel to field bolter technology(which the Hurr have yet to advance beyond theearliest stages), this ship is employed primarily asan anti-fighter vessel, though at close ranges it candeliver significant damage to an enemy ship. TheHurr admiralty remains divided on whether theseweapons are better than standard particle beams.In practice, most fleets include several of each typeof ship so as to take advantage of whicheverqualities best suit the situation.
The Dorono Support Frigate is modeled on theconcept of a ship supporting friendly fighters. Thebattles against the Dilgar at Latig taught the Hurrnot only the value of fighters against ships but alsothe ineffectiveness of their own Koeths. Through theinstallation of a plasma stream weapon purchasedfrom the Pak'rna'ra, the Dorono is suited to the taskof stripping ship armor so that the weaker Koethguns can be more effective. Because the plasmastream is seen as more of a fleet support weapon,the Orak is rarely found outside of a small armada,and almost never operates alone.
Based on a design by Juan-Manuel Vidal.
Based on a design by Tarek Okail.
Based on a design by Paul Brown.
NOTE:TheSCS’s in theoriginal releaseofLeague-2 does not indicate Port/Stb Thrust hits for theOrak variants. They should be Primary Hits 1-12.
B5W Variants-5Rev. 1
FORWARD HITS 1-4: Retro Thrust
6-9: Maser10-11: Interdictor
12-17: Structure 18-20:PRIMARY Hit
AFT HITS 1-5: Main Thrust
8-9: Interdictor10-17: Structure 18-20:PRIMARY Hit
PRIMARY HITS 1-8: Port/Stb Thrust 9-11: Sensors
13-14:Computer 12: Hangar
15-17:Engine18-19:Reactor 20: C & C
4
4
4
410
4 5
Hyach Okath Kur Escort FrigateMANEUVERINGTurn Cost: 1/2 x SpeedTurn Delay: 1/2 x SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust
SPECSClass: Medium ShipIn Service: 2218Point Value: 625Ramming Factor: 80Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
FORWARD
COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12
4
5
4
5
HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 10/10
AFT
PRIMARY
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Computer
Interdictor
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
2 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles
4
SPECIAL NOTES
2
Version 2: 2E/V5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
PORT STARBOARD
4
Defense SpecialistGravitic Drive System
Agile Ship
436
5 3
1
4
4
8
2
9
2
6
2
7
210
9
Okath Kat Variant (Uncommon)
3
MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits
1
InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn
5
Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
Maser
Medium Laser
3
1
10
2
11
2
2 3
3
5: Medium Laser
6-7: Maser
3
FORWARD HITS 1-6: Retro Thrust 7-8: Spinal Laser 9-11: Heavy Laser12-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-5: Port/Stb Thrust 6-8: Heavy Laser
9-10: Interdictor 11-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Heavy Laser9-18: Aft Struct
19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct10-11:Jump Engine12-13:Sensors 14: Computer15-16:Engine 17: Hangar18-19:Reactor 20: C & C
55
5
5
5 5
5
5
512
12
5 8
4
3
4
3
5 4
Hyach Irokai Kal Command GunshipMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2165Point Value: 1325Ramming Factor: 290Jump Delay: 20 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
1
2 3
410 5
FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +1
5 5
5
4
6
4
6
HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
41
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Spinal Laser
Computer
Interdictor
ICON RECOGNITION
5
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
3 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles
4
12
SPECIAL NOTESGravitic Drive System
11
22
6 5 75
12
Spinal LaserClass: LaserModes: R, SDamage: 6d10+40Range Penalty: -1 per 5 hexesFire Control: +4/+2/--Intercept Rating: n/aRate of Fire: 1 per 5 turns
1
InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn
3
Intelligence Specialist
Version 2: 2E/V5
6
Heavy Laser CannonClass: LaserModes: R, SDamage: 4d10+20Range Penalty: -1 per 3 hexesFire Control: +3/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turns
Heavy Laser Cannon8
5
9
5
Irokai Kam Variant (Rare)
Other Specialists: 2+1 initiative to all Hyach ships in the scenario
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
FORWARD HITS 1-5: Retro Thrust 6-7: Proximity Laser 8: Maser
9: Interdictor10-18: Forward Struct 19-20:PRIMARY Hit
AFT HITS 1-5: Main Thrust 6-7: Proximity Laser
10-18: Aft Struct 19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct 9-10: Port/Stb Thrust
11-13:Sensors 14: Hangar
16-17:Engine18-19:Reactor 20: C & C
4
4
4
4
410
10
4 6
4
3
4
3
Hyach Senchlat Kir Ballistic CruiserMANEUVERINGTurn Cost: 2/3 x SpeedTurn Delay: 2/3 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust
SPECSClass: Hvy Combat VslIn Service: 2258Point Value: 800Ramming Factor: 180Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
4
9
7
FORWARD
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +6
2
4
5
4
5
HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10
AFT
PRIMARY
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 7 8Turn Delay 1 2 2 3 4 4 5 6 6 7 7 8
41
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Maser
Computer
Interdictor
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
3 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles
4
10
SPECIAL NOTES
Gravitic Drive System
108
22
2
3
MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits
1
InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn
3
Version 3: 2E/V5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
PORT STARBOARD
8: Maser9: Interdictor
15: Computer
33
33
3 3
21
4
Crew Specialists: 2
3 4
5 6
6
Proximity LaserClass: Proximity (Laser)Modes: RakingDamage: 3d10+8Maximum Range: 30 hexesRange Penalty: -1 per 2 hexesFire Control: +0/+0/--Intercept Rating: n/aRate of Fire: 1 per 3 turns
Proximity Laser
Senchlat Kam Variant (Rare)
PROX LASERSWeapon #1
Weapom #2
Weapon #3
Weapon #4
Weapon #5
Weapon #6
FORWARD HITS 1-5: Retro Thrust 6-7: Medium Laser 8-9: Interdictor 10-18:Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-6: Maser 7-10: Port/Stb Hangar 11-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Interdictor 9-18: Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct
11-12:Jump Engine 13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
5
4
5
4 4
Hyach Evirol Kon Auxiliary CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2230Point Value: 500Ramming Factor: 230Jump Delay: 20 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
1
2 3FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0
5 5
2
4 4
MAIN HANGAR0 Fighters4 Cargo Shuttles:
Armor: 0 Defense: 10/10
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Maser
Medium Laser
Interdictor
ICON RECOGNITION
2
SPECIAL NOTESGravitic Drive System
4
7
5
2
2
2
6 2
3
MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits
1
InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn
5
Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
Version 3: 2E/V5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Cargo
2 2
5
5
10
4
8
4 6
4 4
4
A
4
4
1
5
5
5
5
5
5
4
Thrust: 4 No Weapons
Limited Deployment (33%)Crew Specialists: 0
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
9-10: Cargo
4
SIDE HANGARS12 Fighters Each0 Shuttles
66
Evirol Tek Variant (Common)
FORWARD HITS 1-4: Retro Thrust 5-6: Fwd Hangar 7-8: Maser
19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-9: Port/Stb Thrust10-18: Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct 9-10: Medium Laser 11-12:Interdictor 13: Sensors
15-16:Engine 17: Hangar18-19:Reactor 20: C & C
5
5
6
6
10
6 5
Hyach Alichi Tal InfiltratorMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust
SPECSClass: Hvy Combat VslIn Service: 2244Point Value: 650Ramming Factor: 170Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
5
1 2
FORWARD
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +6
3
4
6
MAIN HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 10/10
AFT
PRIMARY
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12TC in Rev. 2 3 4 6 7 8 10 11 12 14 15 16
31
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Medium Laser
Computer
Interdictor
ICON RECOGNITION
3
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
2 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles
4
10
SPECIAL NOTESLimited Deployment (33%)
1
InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn
5
Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
Gravitic Drive System
Version 3: 2E/V5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
6
5
4
5
45
6
3
3
4
3
Stealth SpecialistLimited Stealth AbilitiesTurning in Reverse: add +1/3 to turn cost
5 2 62
9-18: Forward Struct
14: Computer
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8
2
6
PORT STARBOARD
Maser
3
MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits
4
6
HYACH LARICHA
Cost: 40 Defense: 9/7Thrust: 8 Offense: 0Armor: 2 Initiative: +91 Light Blast LaserRate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 2d6+5Fighter Firing Arc:
ASSAULT SHUTTLE
Gravitic
Cost: 40 Defense: 8/9Thrust: 7 Offense: 0Armor: 3 Initiative: +9No WeaponsGravitic
HYACH ACHILATBREACHING POD
Alichi Kav Variant (Uncommon)
12 Assault Shuttles2 Breaching Pods
FWD HANGAR
Hyach Doskva Stealth FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust
Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
1
SPECSClass: Med. FightersIn Service: 2254Point Value: 75 eachRamming Factor: 16Jinking Limit: 8 Levels
COMBAT STATSFwd/Aft Defense: 6Stb/Port Defense: 6Free Thrust: 9Offensive Bonus: +6Initiative Bonus: +18
2
211
ARMOR
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
3
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
4
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
5
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
6
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
7
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
8
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 2: 2E/V5Dartha Variant (Rare)
WEAPON DATALight Blast LaserNumber of Guns: 1Class: laserDamage: 2d6+5Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turnIntercept Rating: n/a
SPECIAL NOTESGravitic DriveStealth Fighter
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
FORWARD
STA
RBO
ARD
PO
RT
AFT
PRIMARY
4
44
4
2
3 3
3
4
4
44
4
4
3
4
3
3
42
4
4
3
444
Cascor Drocca Torpedo DestroyerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2231Point Value: 600Ramming Factor: 190Jump Delay: N/A
Name: ______________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +0
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4
Version 3: 2E/V5
HANGAR12 Medium Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/10
FORWARD HITS 1-7: Retro Thrust
19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-7: Ion Torpedo
19-20:PRIMARY Hit
AFT HITS 1-7: Main Thrust 8-10: Ion Torpedo
12-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct 9-10: Sensors 11-13:Engine 14-16:Hangar 17-19:Reactor 20: C & C
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
4
Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn
4
Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns
WEAPON DATA
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Ion Torpedo
Dual Ion Bolter
ICON RECOGNITION
5 5
3 3
3
3 3
9
6
6
4
3
1
9
2
5
6
8
10
7
4
8-10: Ion Torpedo
8-18: Port/Stb Struct
11: Dual Ion Bolter
11: Dual Ion Bolter
12-18:Forward Struct
Qoricc Variant (Uncommon)
FORWARD HITS 1-5: Retro Thrust 6-7: Ion Cannon 8-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-3: Port/Stb Thrust 4-5: Ion Cannon 6-9: Dual Ion Bolter10-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Jump Drive 9-11: Aft Hangar12-13:Dual Ion Bolter14-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct 9-11: Cargo12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C
4
4
4
4
44
12
4 6
4 4
Cascor Nesacc ExplorerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2220Point Value: 700Ramming Factor: 240Jump Delay: 24 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
4
3
4
3
4
3
4
3
FORWARD
COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 6/1Extra Power: 0Initiative Bonus: +0
4
3 3
22
2 2
4
6 4
4
6
MAIN HANGAR0 Fighters8 Shuttles: Thrust: 6Armor: 0 Defense: 9/10
AFT HANGARS6 Medium Fighters Each0 Shuttles
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Ion Cannon
Dual Ion Bolter
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6
44
4 4
4
3
4
3
1
2
4
6
98
3
Version 4: 2E/V5
4
Ion CannonClass: IonModes: RakingDamage: 2d10+10Range Penalty: -1 per 4 hexesFire Control: +2/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns
4
Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn
6 6
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
9
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESELINT Ship
Norsca Variant (Uncommon)
5 7
33
4
A
4
Cargo
Hangar
4
FORWARD HITS 1-5: Retro Thrust 6-7: Ionic Laser 8-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-3: Port/Stb Thrust 4-7: Ionic Laser 8-9: Dual Ion Bolter10-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Jump Drive 9-10: Ionic Laser 11-12:Dual Ion Bolter 13-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct 9-11: Ionic Laser12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C
4
4
4
4
4
412
7
4 4
4 4
Cascor Norscator GunshipMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2231Point Value: 825Ramming Factor: 240Jump Delay: 24 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
4
3
4
3
4
3
4
3
FORWARD
COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 6/1Extra Power: 0Initiative Bonus: +0
4
3
3
3
3
22
2 2
4
6 4
4
6
MAIN HANGAR12 Heavy Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/10
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Ionic Laser
Dual Ion Bolter
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6
46
4
3
4
3
7
1
83
11
4
12
6
1413
5
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 2: 2E/V5
4
Ionic LaserClass: Ion+LaserModes: RakingDamage: 3d10+8Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns
4
Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
2
4
4
3 3
109
Norsca Variant (Rare)
33
25
44
PORT STARBOARD
FORWARD
AFT
PRIMARY
33
33
3
3
3
3
43
Cascor Talacca Frigate LeaderMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/4 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust
SPECSClass: Medium ShipIn Service: 2225Point Value: 500Ramming Factor: 60Jump Delay: N/A
Name: ______________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency:4/1Extra Power: 0Initiative Bonus: +14
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3
Version 3: 2E/V5
HANGAR0 Fighters1 Shuttle: Thrust: 6Armor: 0 Defense: 9/10
FORWARD HITS 1-5: Retro Thrust
18-20:PRIMARY Hit
WEAPON DATA
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
33
4
6
6
1
3
3
1
4
12-17:Structure
2 5
8-9: Ion Torpedo
4
Ion CannonClass: IonModes: RakingDamage: 2d10+10Range Penalty: -1 per 4 hexesFire Control: +2/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns
4
Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn
4
Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns
Ion Cannon
Dual Ion Bolter
Ion Torpedo
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESAgile Ship
5
AFT HITS 1-6: Main Thrust
18-20:PRIMARY Hit
PRIMARY HITS 1-11: Port/Stb Thrust
14-15:Engine 16-17:Hangar 18-19:Reactor 20: C & C
7-8: Dual Ion Bolter 9-17: Structure
12-13:Sensors
3
2
2 6
6-7: Ion Cannon
10-11:Dual Ion Bolter
Tacacci Variant (Uncommon)
Light Ion TorpedoClass: BallisticDamage: 10Range Penalty: NoneMax Range: 20 hexesFire Control: n/aRate of Fire: 2 per turnAmmunition: 6 per fighterCost: 8 points each
Cascor Caltus Torpedo FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust
Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
1
SPECSClass: Heavy FightersIn Service: 2259Point Value: 65 eachRamming Factor: 18Jinking Limit: 6 Levels
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 9Free Thrust: 10Offensive Bonus: +5Initiative Bonus: +17
2
222
ARMOR
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
3
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
4
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
5
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
6
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
7
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
8
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 2: 2E/V5
WEAPON DATAIonizerNumber of Guns: 1Class: Ionic (laser)Damage: 2d3+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn
SPECIAL NOTESPrice and statisticsincludes navigator.
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Calaq Variant (Rare to 2262, Uncommon thereafter)
FWD/AFT HITS 1-4: Fwd/Aft Thrust 5-12: Surge Cannon13-18:Fwd/Aft Struct19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-12: Surge Cannon 13-18:Port/Stb Struct 19-20:PRIMARY Hit
PRIMARY HITS 1-7: Primary Struct 8-10: Spark Field 11-12:Hangar 13-14:Sensors 15-16:Engine 17-18:Mag-Gravitic Reactor 19-20:C & C
5
4
4
5
410
7
4 6
Ipsha SurgesphereMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 0+0 ThrustRoll Cost: 0+0 Thrust
SPECSClass: Capital ShipIn Service: 2230Point Value: 1050Ramming Factor: 330Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 6/1Available Power: 60Initiative Bonus: +0
5 5
5
PRIMARY
FORWARD
PO
RT S
TBD
5
AFTC & C
Sensors
Engine
Thruster
Hangar
Surge Cannon
Spark Field
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16
3
9 3
103
11 3
1
3
2
31
17
18
19
24
25 26
3
3
3
3
3
3
3
27
28
30
20
21
22
3
3
3
3
3
3
3
Surge CannonClass: ElectromagneticMode: RakingDamage: 1d10+1Range Penalty: -2 per hexFire Control: +2/+2/+2Intercept Rating: -2Cooldown Period: 0 Turns
Two Surge CannonsDamage: 2d10+3Range Penalty: -1 per hexFire Control: +3/+3/+1Cooldown Period: 1 Turn
Three Surge CannonsDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Cooldown Period: 2 Turns
Four Surge CannonsDamage: 4d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/-2Cooldown Period: 3 Turns
Five Surge CannonsDamage: 5d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/-4Cooldown Period: 4 Turns
3
4
32
Version 3: 2E/V5
4 4
4 4
4
4
3
143
133
12
3
7
3
6
2
3
5
HANGAR6 Fighters
4
6
Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)
2
SPECIAL NOTESLimited Deployment (33%)
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Singularity Drive System
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
3
4
3
8
3
15
3
16
3
23
3
Warsphere Variant (Uncommon) Essan Barony Only
M-G Reactor
29
FWD/AFT HITS 1-4: Fwd/Aft Thrust
9-12: EM Pulsar13-18:Fwd/Aft Struct19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust
8-10: Hangar 11-18:Port/Stb Struct19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct 10-12:Spark Field13-14:Sensors15-16:Engine 17-18:Mag-Gravitic Reactor19-20:C & C
4
4
4
4
46
7
4 4
Ipsha Heavy Carrier CubeMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust
SPECSClass: Capital ShipIn Service: 2230Point Value: 800Ramming Factor: 270Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 16Engine Efficiency: 4/1Available Power: 36Initiative Bonus: +0
4 4
4
PRIMARY
FORWARD
PO
RT S
TBD
4
AFTC & C
Sensors
Engine
Thruster
Hangar
Spark Field
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
13
Version 3: 2E/V5
4 4
4
4
HANGARS18 Fighters Each
Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)
2
SPECIAL NOTES
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Singularity Drive System
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
M-G Reactor
4
14
4
4
Resonance GeneratorClass: ElectromagneticMode: StandardDamage: 1d10Range Penalty: -1 per hexFire Control: +2/+2/--Intercept Rating: n/aCooldown Period: 2 TurnsSpecial: Ignores armor. Scoresdamage against all sides of
6
the target (Including primary).
EM PulsarClass: ElectromagneticMode: PulseDamage: 9 1d5 times
Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -2Cooldown Period: 1 TurnSpecial: +1 to critical hits,+2 to dropout rolls
3
Maximum Pulses: 6Pulse Grouping: +1 per 5
ResonanceGenerator
EM Pulsar
4 1 42
33 5 6
3 11 12 3
3
11
3
3
3
4 3 44
7
8
9
10
6 6
5-8: Resonance Generator
5-7: EM Pulsar
Oer Barony Base Hull
4 4
SPECIAL NOTES
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Singularity Drive System
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
3
Special Hull Arrangement(No Fwd/Aft Hits)
SIDE HITS 1-4: Port/Stb Thrust
19-20:PRIMARY Hit
PRIMARY HITS 1-6: Fwd/Aft Thrust
10-12:Sensors 13-15:Engine
19-20:C & C
9-18: Structure
16-18:Mag-Gravitic Reactor
M-G Reactor
5-8: EM Pulsar
7-9: Spark Field
4
3 3
PORT
3
STBD
FORWARD
AFT
EM PulsarClass: ElectromagneticMode: PulseDamage: 9 1d5 times
Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -2Cooldown Period: 1 TurnSpecial: +1 to critical hits,+2 to dropout rolls
3
3
Maximum Pulses: 6
4
Pulse Grouping: +1 per 5
5
3
3 4
3
Ipsha Tetra Escort
2 5
MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel: 1/2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 0+0 Thrust
SPECSClass: Medium ShipIn Service: 2235Point Value: 400Ramming Factor: 50Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
3
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 12Engine Efficiency: 2/1Available Power: 13Initiative Bonus: +12
3
PRIMARY
3 6
C & C
3
Sensors
Engine
3
Thruster
1 4
Spark Field
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4
4
7
Version 3: 2E/V5
Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)
2
3
EM Pulsar
Tetraship Variant (Uncommon)
3
Power EnhancementPod (Optional)+2 Free Thrust+3 Available Power+1 Turn Delay-1 Initiative+40 Combat Points
3
Eethan Barony Only
If power enhancement podis present, it is hit on aprimary roll of 1-2 insteadof the thrusters
4
4
44
7
4 5
Ipsha BoltglobeMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 2+2 ThrustRoll Cost: 0+0 Thrust
SPECSClass: Capital ShipIn Service: 2252Point Value: 750Ramming Factor: 250Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 14Engine Efficiency: 4/1Available Power: 45Initiative Bonus: +0
PRIMARY
PO
RT S
TBD
4
C & C
Sensors
Engine
Thruster
Spark Field
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 3: 2E/V5
4 4
4 4
4
Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)
2
SPECIAL NOTES
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Singularity Drive System
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
4
13
4
4
Special Hull Arrangement(No Fwd/Aft Hits)
SIDE HITS 1-4: Port/Stb Thrust
19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Structure 9-10: Fwd/Aft Thrust
13-14:Sensors15-16:Engine
19-20:C & C
5-10: EM Bolter 11-18:Port/Stb Struct
11-12:Spark Field
17-18:Mag-Gravitic Reactor
M-G Reactor
4
EM BolterClass: ElectromagneticMode: StandardDamage: 21Range Penalty: -1 per 3 hexesFire Control: +3/+3/+0Intercept Rating: n/aCooldown Period: 2 TurnsSpecial: +1 to all critical rollsmade by target on that turn.
9
EM Bolter
Battleglobe Variant (Rare) Eethan Barony Only
4
1
4
2
4
3
4
4
4
5
4
6
444
7 8 9
444
10 11 12
Power EnhancementPod (Optional)+2 Free Thrust+11 Available Power+1 Turn Delay-1 Initiative+75 Combat Points 4
If power enhancement podis present, it is hit on aprimary roll of 1-2 insteadof the thrusters
FORWARD HITS1-4: Retro Thrust5-6: Ballistic Mine7-8: Proximity Laser9-10: Class-D Rack11-18: Fwd. Structure19-20: PRIMARY Hit
AFT HITS1-6: Main Thrust7-8: Ballistic Mine9-10: Class-D Rack11-18: Aft Structure19-20: PRIMARY Hit
PRIMARY HITS1-8: Primary Structure9-11: Port/Stb Thruster12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor
20: C & C
Kor-Lyan Trylkan Ballistic DestroyerSPECSClass: Hvy Combat VslIn Service: 2251Point Value: 525Ramming Factor: 150Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +6
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Solyrn Variant (Uncommon)Version 2: 2E/V5
SPECIAL NOTESRestricted Deployment (10%)Atmospheric Capable
0
Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.
HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints
MANEUVERINGTurn Cost: 3/4 SpeedTurn Delay: 3/4 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust
MISSILESRack #7
Rack #10
Rack #9
Rack #8
DD
DD
1
5
6
9
2
4
3
8
FORWARD
AFT
PRIMARY
PORT STARBOARD
3
3FWD
AFT
FWD
AFT3
3
3
2
7
21
5 6
4
109
3
3
3
34
4
4
4
4 4
4
4
4
3
4
3
4
4 4
4
46
Proximity Laser
6
Proximity LaserClass: Ballistic (Laser)Mode: RakingDamage: 3d10+8Maximum Range: 30Range Penalty: -1 per 2 hexesFire Control: +0/+0/-Intercept Rating: N/ARate of Fire: 1 per 3 turns
Ballistic Mine
4
Ballistic Mine LauncherClass: BallisticMode: ProximityDamage: By mine typeMaximum Range: 30Range Penalty: NoneFire Control: N/AIntercept Rating: N/ARate of Fire: 1 per 2 turns
BALLISTICMINES
Rack #4
Rack #3
Rack #2
Rack #1
Mine Storage
PROX LASERS
Weapon #6
Weapn #5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Class-DD
Missile Rack
D
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 3 4 5 6 6 7 8 9 9Turn Delay 1 2 3 3 4 5 6 6 7 8 9 9
FORWARD HITS1-4: Retro Thrust5-7: Proximity Laser8-10: Class-F Rack11-18: Forward Struct19-20: PRIMARY Hit
SIDE HITS1-5: Port/Stb Thrust6-7: Class-F Rack8-9: Proximity Laser
10-11: Class-D Rack12-18: Port/Stb Structure19-20: PRIMARY Hit
AFT HITS1-6: Main Thrust7-9: Class-D Rack
10-18: Aft Structure19-20: PRIMARY Hit
PRIMARY HITS1-6: Primary Struct7-8: Reload Rack9-10: Std Particle Beam11-12: Jump Drive13-14: Sensors15-16: Engine
17: Hangar18-19: Reactor
20: C & C
Kor-Lyan Kolosk Proximity CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 3+3 ThrustRoll Cost: 1+1 Thrust
SPECSClass: Capital ShipIn Service: 2258Point Value: 850Ramming Factor: 270Jump Delay: 30 Turns
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +4Initiative Bonus: +0
0
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Std Particle Beam
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Koskova Variant (Uncommon)Version 2: 2E/V5
SPECIAL NOTESAtmospheric Capable
F
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
Class-DMissile Rack
D
D
0
Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.
D
F Class-FMissile Rack
0
Class-F Missile RackClass: BallisticMissiles: 10Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: VariesCan fire as a class-S, class-L,or class-R rack.
F
Proximity Laser
6
Proximity LaserClass: Ballistic (Laser)Mode: RakingDamage: 3d10+8Maximum Range: 30Range Penalty: -1 per 2 hexesFire Control: +0/+0/-Intercept Rating: N/ARate of Fire: 1 per 3 turns
F
D
3 3
4
3 3
45
3
3 3
FORWARD
2
4
6
10
66
6444
4
44
66
Reload Rack
4
6
4 4
AFT
PRIMARY
PO
RT
STA
RBO
ARD
5 5
F F
DD
52 2
3 3
4
5
4
5
4
6
3
2
3
2
MISSILESRack #6
Rack #2
Rack #4
Rack #5
Rack #8
Rack #13
Reload Rack
Rack #3
6
2
1
3
7
14 15
410
8
9
5
11
12 13
PROX LASERSRack #1
Rack #7
Rack #9
Rack #12
Rack #11
Rack #10
HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Class-DMissile Rack
Class-FMissile Rack
Ballistic Mine
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Std Particle Beam
Particle Cannon
Reload Rack
FORWARD HITS1-4: Retro Thrust5-7: Particle Cannon8-10: Ballistic Mine11-18: Forward Struct19-20: PRIMARY Hit
SIDE HITS1-5: Port/Stb Thrust6-7: Class-F Rack8-9: Ballistic Mine
10-11: Class-D Rack12-18: Port/Stb Structure19-20: PRIMARY Hit
AFT HITS1-6: Main Thrust7-9: Class-D Rack
10-18: Aft Structure19-20: PRIMARY Hit
PRIMARY HITS1-6: Primary Struct7-8: Reload Rack9-10: Std Particle Beam11-12: Jump Drive13-14: Sensors15-16: Engine
17: Hangar18-19: Reactor
20: C & C
Kor-Lyan Verloka Mine CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 3+3 ThrustRoll Cost: 1+1 Thrust
SPECSClass: Capital ShipIn Service: 2256Point Value: 675Ramming Factor: 270Jump Delay: 30 Turns
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0
0
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Koskova Variant (Rare)Version 2: 2E/V5
SPECIAL NOTESAtmospheric Capable
7
Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
DD
3 3
4
3 3
45
3
3 3
FORWARD
2
4
6
10
66
6444
4
44
66
4
6
4 4
AFT
PRIMARY
PO
RT
STA
RBO
ARD
5 5
F F
DD
52 2
3 3
4
5
4
5
4
6
3
2
3
2
MISSILESRack #8
Rack #9
Rack #10
Rack #11
Rack #12
Rack #13
Rack #7
Reload Rack
BALLISTIC MINES
Rack #8
4
1
3
2
5
14 15
610
8 9
7
11
12 13Rack #6
Rack #5
Rack #4
Rack #3
HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
D
0
Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.
4
Ballistic Mine LauncherClass: BallisticMode: ProximityDamage: By mine typeMaximum Range: 30Range Penalty: NoneFire Control: N/AIntercept Rating: N/ARate of Fire: 1 per 2 turns
D
F
0
F
Class-F Missile RackClass: BallisticMissiles: 10Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: VariesCan fire as a class-S, class-L,or class-R rack.
FORWARD HITS1-5: Retro Thrust6-7: Std Particle Beam8: Class-D Rack
9-11: Limpet-Bore12-17: Structure18-20: PRIMARY Hit
AFT HITS1-6: Main Thrust7: Class-D Rack
8-10: Limpet-Bore11-17: Structure18-20: PRIMARY Hit
PRIMARY HITS1-7: Port/Stb Thruster8-10: Sensors11-13: Engine14-15: Hangar16-18: Reactor19-20: C & C
Kor-Lyan Lekra Torpedo FrigateSPECSClass: Medium ShipIn Service: 2245Point Value: 400Ramming Factor: 50Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 11Engine Efficiency: 1/1Extra Power: +0Initiative Bonus: +13
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Std Particle Beam
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Cokra Variant (Rare)Version 2: 2E/V5
SPECIAL NOTESAgile ShipAtmospheric Capable
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
0
Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.
MISSILESRack #5
Rack #6
HANGAR0 Fighters1 Shuttle: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints
1
5
6
5
3
3
5
8
2 2
3
33
33
FORWARD
AFT
PRIMARY
PORT STARBOARD3
33
3
D
D
2
22
11
7
1 2
6
3
MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust
4
3
Limpet-Bore TorpedoClass: BallisticTorpedoes: 5Damage: 2d10+10Maximum Range: 30Range Penalty: NoneFire Control: +4/+2/--Rate of Fire: 1 per 2 turnsSpecial: Seeks target system.Ignores armor upon detonation.Scores no overkill. See rules.
43
25
Limpet-BoreTorpedoesLauncher #1
Launcher #3
Launcher #4
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Limpet-BoreTorpedo
Class-DMissile Rack
D
D
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4
Kingdom of Ketnor
Launcher #3
FORWARD HITS1-5: Retro Thrust6-7: Std Particle Beam8-9: Limpet-Bore Torp
10-11: Grappling Claw12-17: Structure18-20: PRIMARY Hit
AFT HITS1-6: Main Thrust7-8: Limpet-Bore Torp9-17: Structure19-20: PRIMARY Hit
PRIMARY HITS1-8: Port/Stb Thruster9-11: Sensors12-14: Engine
15: Hangar16-18: Reactor19-20: C & C
Kor-Lyan Fenja Assault LeaderMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust
SPECSClass: Medium ShipIn Service: 2243Point Value: 300Ramming Factor: 100Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 12Engine Efficiency: 1/1Extra Power: +0Initiative Bonus: +13
0HANGAR4 Breaching Pods
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Std Particle Beam
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Axor Variant (Uncommon)Version 2: 2E/V5
SPECIAL NOTES8 Marine ContingentsAtmospheric Capable
Grappling Claw
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
3
4
4
3
3
2
2
3
2
3
3
33 3 3
21 1
33
3 3
4
3
FORWARD
AFT
PRIMARY
PORT STARBOARD
3
KOR-LYAN AILYANBREACHING PODCost: 40 Defense: 10/10Thrust: 7 Offense: 0Armor: 4 Initiative: +8
3 4
1
2
Limpet-BoreTorpedo
3
Limpet-Bore TorpedoClass: BallisticTorpedoes: 5Damage: 2d10+10Maximum Range: 30Range Penalty: NoneFire Control: +4/+2/--Rate of Fire: 1 per 2 turnsSpecial: Seeks target system.Ignores armor upon detonation.Scores no overkill. See rules.
Limpet-BoreTorpedoesLauncher #1
Launcher #2
0
Grappling ClawAttaches the Fenjato the target vesselso boarding parties canbe deposited.
2
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4
Agile Ship
No Weapons
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
FORWARD HITS 1-6: Retro Thrust 7-8: Laser Accelerator
19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-6: Laser Accelerator 7-8: Port/Stb Hangar 9-18: Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Pentagon Array 9-18: Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-10: Primary Struct11-12:Jump Drive13-14:Sensors15-16:Engine 17: Main Hangar18-19:Reactor 20: C & C
5
4
4
5 5 512
8
56
4
3
4
3
4
3
5 4
Torata Dartoc Strike CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2260Point Value: 650Ramming Factor: 250Jump Delay: 27 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
4
FORWARD
COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0
5
3
6
5
3
6
2
HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 0 Defense: 9/10
PRIMARY
AFT
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Pentagon Array
Laser Accelerator
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8
51
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
3
5
4
Version 3: 2E/V5
4
3
4
3
4
3
4
3
4
3
Pentagon ArrayClass: ParticleMode: Raking (Special)Damage: 5 sub-volleys of 1d10Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: -5Rate of Fire: 1 per turnSpecial: Scores each 1d10 asa separate sub-volley.
5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
4
1
34
SIDE HANGARS6 Fighters Each0 Shuttles
6 6
9-10: Pentagon Array 11-18:Forward Struct
Golthar Variant (Rare)
Class: LaserMode: RakingDamage: 4d10+16Range Penalty: -1 per 3 hexesFire Control: +2/+2/+0Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per 2 turns: 2d10+61 per 3 turns: 3d10+10
6
Laser Accelerator
FORWARD HITS 1-6: Retro Thrust 7-9: Pulse Accelerator
19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-6: Pulse Accelerator 7-8: Pentagon Array 9-18: Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Pentagon Array
19-20:PRIMARY Hit
PRIMARY HITS 1-10: Primary Struct11-12:Jump Drive13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
5
4
4
5 5 59
8
56
4
4
3
4
3
5 4
Torata Latrac DefenderMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2261Point Value: 700Ramming Factor: 250Jump Delay: 27 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
3
7
2
FORWARD
COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0
5
3
5
5
3
5
3
HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 0 Defense: 9/10
PRIMARY
AFT
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Pentagon Array
Pulse Accelerator
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8
51
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
3 9
3
8
Version 4: 2E/V5
4
3
4
3
4
3
4
4
Pentagon ArrayClass: ParticleMode: Raking (Special)Damage: 5 sub-volleys of 1d10Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: -5Rate of Fire: 1 per turnSpecial: Scores each 1d10 asa separate sub-volley.
5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
4
1
4
6
4
5
10-18:Forward Struct
11-18:Aft Struct 9-10: Pulse Accelerator
Golthar Variant (Uncommon)
4
Pulse AcceleratorClass: ParticleMode: PulseDamage: 12 1d3 timesMaximum Pulses: 4Pulse Grouping: +1 per 5Range Penalty: -1 per 3 hexesFire Control: +4/+3/+1Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Can fire at anaccelerated ROF for lesspulses, as shown below:1 per 2 turns: 3 pulses, 1d2 hit1 per turn: 2 pulses, 1 hit
FORWARD HITS 1-4: Retro Thrust 5-6: Pentagon Array 7-10: Lt Particle Beam 11-16:Structure 17-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Lt Particle Beam
17-20:PRIMARY Hit
PRIMARY HITS 1-8: Port/Stb Thrust
12-14:Engine
17-19:Reactor 20: C & C
Torata Taclon Escort CorvetteMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust
SPECSClass: Medium ShipIn Service: 2257Point Value: 400Ramming Factor: 50Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: +6Initiative Bonus: +12
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Version 3: 2E/V5
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
HANGAR0 Fighters1 Shuttle: Thrust: 5Armor: 0 Defense: 9/10
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Light Particle Beam
1
Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn
9-16: Structure
9-11: Sensors
15-16:Hangar
4
4
3
8
6
44
1
4
3
5
4
8
3
5
41
2
2 2
3
2
3
2
6
4
3
FORWARD
4 5
AFT
PRIMARY
PORT
STARBOARD
3
Atlac Variant (Uncommon)
Pentagon ArrayClass: ParticleMode: Raking (Special)Damage: 5 sub-volleys of 1d10Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: -5Rate of Fire: 1 per turnSpecial: Scores each 1d10 asa separate sub-volley.
5
Pentagon Array
FORWARD HITS 1-5: Retro Thrust 6-7: Pentagon Array 8-12: Lt Particle Beam
19-20:PRIMARY Hit
SIDE HITS 1-6: Port/Stb Thrust 7-18: Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Pentagon Array 9-18: Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-10: Primary Struct11-12:Jump Drive13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
5
4
5
5
5
9
56
4
3
4
3
5 4
Torata Alovar Scout CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2255Point Value: 675Ramming Factor: 230Jump Delay: 27 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0
5
4
5
5
4
5
HANGAR12 Fighters2 Shuttles: Thrust: 5Armor: 0 Defense: 9/10
PRIMARY
AFT
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 2: 2E/V5
4
3
4
3
43
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
1
Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn
Light Particle Beam
1 4
22 2 2
SPECIAL NOTES
ELINT ShipLimited Deployment (33%)
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
10
3 4 5 6
5
6
13-18:Forward Struct
42
Pentagon ArrayClass: ParticleMode: Raking (Special)Damage: 5 sub-volleys of 1d10Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: -5Rate of Fire: 1 per turnSpecial: Scores each 1d10 asa separate sub-volley.
5
Clovant Variant (Common)
Pentagon Array
Torata Tralka Medium FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust
Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
1
SPECSClass: Med. FightersIn Service: 2245Point Value: 55 eachRamming Factor: 17Jinking Limit: 8 Levels
COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 7Free Thrust: 11Offensive Bonus: +6Initiative Bonus: +18
2
222
ARMOR
WEAPON DATALt Plasma AcceleratorNumber of Guns: 2 (Linked)Damage: 1d6+3 -1 per hexRange Penalty: -2 per hexFire Control: n/a
Special: If not fired on one
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
3
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
4
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
5
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
6
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
7
Ftr #1
Dropped OutFtr Destroyed
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
8
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Version 2: 2E/V5
turn, can fire on the next for2d6+6 damage -1 per hexCannot be used against
Rate of Fire: Once per turn
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
fighters in this mode.
Tuka Variant (Rare)
FORWARD
HANGAR12 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
AFT
PRIMARY
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Medium Railgun
ICON RECOGNITION
3
3
2
282
3
3
Targeting Array
Flak Cannon TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)
3
3
2
27 2
7
6
44
5 4
4
41
4
36
PO
RT
STA
RBO
ARD
Heavy Railgun
Jump Engine
3
3
3
3
3
3
3
3
3
8
3
9
2 2
11 12
2
10
2
13
Grome Trokan Margus Command FlagshipMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: N/A
SPECSClass: Capital ShipIn Service: 2260Point Value: 1200Ramming Factor: 510Jump Delay: 36 Turns
Name: ______________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +2
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 5 6 7 10 11 12 14 15 16Turn Delay 2 3 4 5 6 7 10 11 12 14 15 16
Version 3: 2E/V5Trokan Variant (Unique)
Fire Control: --/--/+4
2
Cannot be used on fighters
Flak Cannon
or smaller units.
Intercept Rating: -3Rate of Fire: 1 per turn
2
OFFENSIVE MODE:
Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.
Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hex
WEAPON DATA
6
Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
9
Class: MatterModes: StandardDamage: 5d10+7Range Penalty: -1 per 3 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 4 turns
Heavy Railgun
4
6
2
23
2
22
2
24
2
25
5
4
12
5
5
2 21
2 20
2 19
2 18
217
216
215
214
3 3 33
7
4 6
4
3262
3
2
FORWARD HITS 1-5: Retro Thrust
16-18: Connecting Strut
AFT HITS 1-6: Main Thrust
16-18:Connecting Strut 19-20:PRIMARY Hit
PRIMARY HITS 1-6: Primary Struct
14-15:Sensors
18-19:Reactor 20: C & C
Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).
12-13:Engine
19-20: PRIMARY Hit
6-7: Heavy Railgun
13-15: Forward Struct 8-12: Flak Cannon
SIDE HITS 1-7: Port/Stb Thrust
16-18:Connecting Strut 19-20:PRIMARY Hit
13-15:Port/Stb Struct 11-12:Flak Cannon
7-9: Targeting Array
7-10: Flak Cannon 11-15:Aft Struct
10-11:Jump Drive
16-17:Hangar
8: Medium Railgun 9-10: Heavy Railgun
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESAntiquated SensorsRestricted Deployment (10%)Unreliable Ship
Communications ProblemsPower FluctuationsSensor FluctuationsEngine FluctuationsPoor Defensive TargetingSluggish
3
3
3
5
3
4
4
Name: ______________ Counter: ____________
FORWARD
AFTPRIMARY
Version 4: 2E/V5
3
3
2
16
2
33
3
3
48
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)
3
3
2
15
2
21
44
555 6
6
4
4 4
3
4
4
3
4
3
4
4
4
26
PO
RT
STA
RBO
ARD
3 6
Grome Gralac Heavy CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: N/A
SPECSClass: Capital ShipIn Service: 2260Point Value: 900Ramming Factor: 490Jump Delay: 36 Turns
COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Groth Variant (Rare)
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESAntiquated SensorsLimited Deployment (33%)Unreliable Ship:
Inadequate Hangars (Side)
3
4
2
92
10
2
72
8
34
2
132
14
2
112
12
36
36
36
36
Targeting Array
Flak Cannon
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Medium Railgun
ICON RECOGNITION
Jump Engine
FORWARD HITS 1-5: Retro Thrust
16-18: Connecting Strut
AFT HITS 1-6: Main Thrust 7-8: Medium Railgun
16-18:Connecting Strut 19-20:PRIMARY Hit
PRIMARY HITS 1-6: Primary Struct
14-16:Sensors
18-19:Reactor 20: C & C
Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).
11-13:Engine
19-20: PRIMARY Hit
6-8: Medium Railgun
12-15: Forward Struct 9-11: Flak Cannon
SIDE HITS 1-4: Port/Stb Thrust
16-18:Connecting Strut 19-20:PRIMARY Hit
5-7: Port/Stb Hangar
11-15:Port/Stb Struct
9-15: Aft Struct
7-8: Targeting Array 9-10: Jump Drive
17: Hangar
8-10: Flak Cannon
2
Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4
2
Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.
WEAPON DATA
6
Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
SIDE HANGARS12 Fighters Each0 Shuttles
MAIN HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
4
FORWARD
AFTPRIMARY
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Medium Railgun
ICON RECOGNITION
3
2
2 13
2
Targeting Array
Flak Cannon
46
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)
3
2
212
2
33
6
4
4 4
3
3 33
3
3
3
3
3
22
85
4
4
PO
RT
STA
RBO
ARD
Jump Engine
2
7
2
62
4
2
3
2
3 5
3
92
3
102
3
1
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESAntiquated SensorsEscort ArraysUnreliable Ship:
Haphazard Targeting Syst.
Grome Adrina War EscortMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: N/A
SPECSClass: Capital ShipIn Service: 2253Point Value: 700Ramming Factor: 440Jump Delay: 36 Turns
Name: ______________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +4
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 3: 2E/V5Mogorta Variant (Rare)
HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
3
2
2
2
14
2
153 3
3113
2
Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4
WEAPON DATA
6
Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
2
Targeting Array (Escort)Maximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arraus areused on same target.Cannot be used on fightersor smaller units. Can combinewith other ships (escort role)
FORWARD HITS 1-4: Retro Thrust
16-18: Connecting Strut
AFT HITS 1-6: Main Thrust
16-18:Connecting Strut 19-20:PRIMARY Hit
PRIMARY HITS 1-7: Primary Struct
14-16:Sensors
18-19:Reactor 20: C & CNote: "Connecting Strut" hitsscore double damage to the facing structure (after armor).
12-13:Engine
19-20: PRIMARY Hit
5-6: Targeting Array
9-15: Forward Struct
SIDE HITS 1-6: Port/Stb Thrust
16-18:Connecting Strut 19-20:PRIMARY Hit
11-15:Port/Stb Struct
8-9: Targeting Array
17: Hangar
7-10: Flak Cannon
7-10: Targeting Array 11-15:Aft Struct
10-11:Jump Drive
7-8: Medium Railgun
3
33
2
1
FORWARD
2 3 23
HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 9/10
AFT
PRIMARY
2
2
5
4
2
3
2
3
29
2
2
2
2
1
AFT2
4
2
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)
3
PORT STARBOARD
36
Grome Morstag Escort FrigateMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Medium ShipIn Service: 2237Point Value: 400Ramming Factor: 100Jump Delay: N/A
Name: ____________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +12
Morgat Variant (Uncommon)
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6
Version 3: 2E/V5
FORWARD HITS 1-4: Retro Thrust
6-7: Light Railgun
10-17: Structure
AFT HITS 1-6: Main Thrust 7-9: Light Railgun 10-17:Structure 18-20:PRIMARY Hit
PRIMARY HITS 1-4: Port/Stb Thrust
13-15:Sensors 16-17:Hangar 18-19:Reactor 20: C & C
Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).
5: Targeting Array #7
7-9: Targeting Array #8-9 10-12:Engine
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESAntiquated SensorsEscort Arrays
8-9: Flak Cannon
18-20: PRIMARY Hit
5-6: Connecting Strut
3
Fire Control: --/--/+4
2
Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hex
Light RailgunClass: MatterMode: Standard
Cannot be used on fighters
Damage: 1d10+5
or smaller units. Can combine
Range Penalty: -1 per hexFire Control: +0/+2/+3Intercept Rating: n/a
2
Rate of Fire: 1 per 2 turns
Targeting Array (Escort)Maximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.
with other ships (escort role)
WEAPON DATA
37
2
2
6
2
5
Targeting Array
Light Railgun
Flak Cannon
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
28
2
3
33
2
1
FORWARD
2 3 23
HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 9/10
AFT
PRIMARY
PORT STARBOARD
2
1
2
2
4
2
3
2
3
AFT
36
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)
3
FORWARD HITS 1-4: Retro Thrust 5-7: Medium Railgun
10-17: Structure
AFT HITS 1-6: Main Thrust 7-9: Medium Railgun 10-17:Structure 18-20:PRIMARY Hit
PRIMARY HITS 1-4: Port/Stb Thrust
12-14:Sensors 15-16:Hangar 17-18:Reactor
Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).
7-8: Targeting Array 9-11: Engine
SENSOR DATADefensive EWTarget #1Target #2Target #3
SPECIAL NOTESAntiquated SensorsUnreliable Ship: 8-9: Flak Cannon
18-20: PRIMARY Hit Fractured Lock-Ons
19-20:C & C
No further targets possible 5-6: Connecting Strut
Grome Melagar Frigate LeaderMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Medium ShipIn Service: 2221Point Value: 500Ramming Factor: 100Jump Delay: N/A
Name: ____________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +13
Morgat Variant (Uncommon)
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6
Version 5: 2E/V5
Fire Control: --/--/+4
2
Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hex
WEAPON DATA
Cannot be used on fightersor smaller units.
Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target. 2
6
Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns
Targeting Array
Flak Cannon
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Medium Railgun
2
4
2
5
2
7
2
6
2
2
2
3
3
8
2
5
5
4
5
5
4
3
3
3
3
Hurr Borocada Particle GunshipMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2242Point Value: 525Ramming Factor: 260Jump Delay: N/A
Name: ______________ Counter: ____________
5
4
1
FORWARD
2
COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +0
HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
AFTPRIMARY
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 5 6 8 9 11 12 14 15 17 18
Version 4: 2E/V5
2 2
2
1312
3
4
WEAPON DATA
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
3
4
2
11102
22
6 7 8 9
4
2
4
4
2
1
3
3
3
4
3 4 34
44
5
4
4
0
Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns
PO
RT
STA
RBO
ARD
FORWARD HITS 1-4: Retro Thrust 5-8: Particle Cannon 9-11: Missile Rack12-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-6: Port/Stb Thrust
11-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Missile Rack
14-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Struct 13-15:Sensors
17-19:Reactor 16: Hangar
20: C & C
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
7-10: Std Particle Beam
9-13: Engine
Std Particle Beam
Class-SMissile Rack
MISSILESRack #3
Rack #4
Rack #5
ALWAYS HAD CLASS-SMISSILE RACKS
7
Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns
Particle Cannon
4
3
5
Boroca Variant (Rare)
FORWARD HITS 1-4: Retro Thrust 5-8: Particle Cannon
12-18: Forward Struct 19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Lt Particle Cannon 9-13: Engine 14-18:Aft Struct 19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct
13-15:Sensors 16: Hangar 17-19:Reactor 20: C & C
5
4
5
45
5
6
4
42
2
3
3
3
3
Hurr Martus Tech FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Hvy Combat VslIn Service: 2240Point Value: 375Ramming Factor: 130Jump Delay: N/A
Name: ______________ Counter: ____________
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
5
4
1
FORWARD
3
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6
3 3 33
HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
AFTPRIMARY
PORT STARBOARD
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 4: 2E/V5
3 3
3
54
3
6
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
9-11: Lt Particle Cannon
10-12:Port/Stb Thrust2 3
7
Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns
WEAPON DATA
Particle Cannon
5
Lt Particle CannonClass: ParticleModes: RakingDamage: 2d10+8Range Penalty: -1 per hexFire Control: +4/+2/+0Intercept Rating: -2Rate of Fire: 1 per 2 turns
Lt Particle Cannon
Orak Variant (Rare)
FORWARD HITS 1-4: Retro Thrust 5-8: Med Plasma Cannon
12-18: Forward Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam 9-14: Engine 15-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct
13-15:Sensors 16: Hangar17-19:Reactor 20: C & C
5
4
5
45
5
6
4
4
2
6
3
3
3
3
Hurr Torkoth Fast FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Hvy Combat VslIn Service: 2235Point Value: 375Ramming Factor: 130Jump Delay: N/A
Name: ______________ Counter: ____________
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
5
4
1
FORWARD
2
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6
3
4 34
HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
AFTPRIMARY
PORT STARBOARD
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 4: 2E/V5
2 2
2
54
3
8
WEAPON DATA
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
9-11: Std Particle Beam
10-12:Port/Stb Thrust2 3
Std Particle Beam
3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns
Med Plasma Cannon
42
Orak Variant (Uncommon)
SPECIAL NOTESUnreliable Ship:
Vulnerable to Criticals
FORWARD HITS 1-5: Retro Thrust 6-8: Light Bolter
19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Light Bolter 9-13: Engine 14-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct
13-15:Sensors 16: Hangar17-19:Reactor 20: C & C
5
4
5
45
5
6
4
4
2
6
3
3
3
3
Hurr Orano Escort FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Hvy Combat VslIn Service: 2243Point Value: 350Ramming Factor: 130Jump Delay: N/A
Name: ______________ Counter: ____________
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
5
2 1
FORWARD
2
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6
3 3 33
HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
AFTPRIMARY
PORT STARBOARD
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 4: 2E/V5
2 2
2
54
3
6
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
9-18: Forward Struct
10-12:Port/Stb Thrust 2 3
Orak Variant (Uncommon)
WEAPON DATA
2
Light BolterClass: ParticleModes: StandardDamage: 12Range Penalty: -1 per hexFire Control: +2/+2/+3Intercept Rating: -1Rate of Fire: 1 per turn
Light Bolter
FORWARD HITS 1-4: Retro Thrust 5-8: Plasma Stream
12-18: Forward Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam 9-13: Engine 14-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct
13-15:Sensors 16: Hangar17-19:Reactor 20: C & C
5
4
5
45
5
6
4
4
2
6
3
3
3
3
Hurr Dorono Support FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Hvy Combat VslIn Service: 2248Point Value: 375Ramming Factor: 130Jump Delay: N/A
Name: ______________ Counter: ____________
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
5
4
1
FORWARD
2
COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6
3 3 33
HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
AFTPRIMARY
PORT STARBOARD
Thruster
C & C
Sensors
Engine
Reactor
Hangar
ICON RECOGNITION
Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12
Version 4: 2E/V5
2 2
2
54
3
6
WEAPON DATA
1
Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
9-11: Std Particle Beam
10-12:Port/Stb Thrust2 3
Std Particle Beam
7Plasma StreamClass: PlasmaModes: Raking (5)Damage: 3d10+4 (-1 per hex)Range Penalty: -1 per hexFire Control: +2/+2/-4Intercept Rating: n/aRate of Fire: 1 per 2 turnsSpecial: Each sub-volley ismitigated by armor, and eachfull sub-volley which strikes asystem degrades armor thereby 1 point permanently.
Plasma Stream
Orak Variant (Rare)
1
Hyac
h
Hyac
h
Hyac
h32
Okath Kur Okath Kur Okath Kur
Hyac
h4
Hyac
h
Hyac
h21
Irokai KalOkath Kur Irokai Kal
Hyac
h1
Senchlat Kir
Hyac
h2
Senchlat Kir
1Hy
ach
Hyac
h
Hyac
h32
Evirol Kon Evirol Kon Evirol Kon
Hyac
h4
Hyac
h
Hyac
h65
Evirol KonEvirol Kon Evirol Kon
Hyac
h1
Alichi Tal
Hyac
h2
Alichi Tal
3
Hyac
h
Hyac
h
Hyac
h14
Alichi Tal Alichi Tal Achilat
Hyac
h2
Hyac
h
Hyac
h43
AchilatAchilat Achilat
Hyac
h5
Achilat
Hyac
h6
Achilat
1
Hyac
h
Hyac
h
Hyac
h32
Laricha Laricha LarichaHy
ach4
Hyac
h
Hyac
h65
LarichaLaricha Laricha
Hyac
h7
Laricha
Hyac
h8
Laricha
9
Hyac
h
Hyac
h
Hyac
h1110
Laricha Laricha Laricha
Hyac
h12
Hyac
h
Hyac
h21
DoskvaLaricha Doskva
Hyac
h3
Doskva
Hyac
h4
Doskva
Drocca
Casc
or1
Drocca Drocca Drocca
32 4
Casc
or
Casc
or
Casc
or
Nesacc
1
Casc
or
Norscator
Casc
or1
Norscator Talacca Talacca
12 2
Casc
or
Casc
or
Casc
orTalacca
3
Casc
orCaltus
Casc
or3
Caltus Caltus Caltus
54 6
Casc
or
Casc
or
Casc
orNesacc
2
Casc
or
Nesacc
3
Casc
or
Nesacc
4
Casc
or
Talacca
4
Casc
or
Caltus
1
Casc
or
Caltus
2
Casc
or
Surgesphere
21
Surgesphere
Ipsh
a
Ipsh
a
Surgesphere
3
Ipsh
a
Hvy CV Cube
65
Hvy CV Cube
Ipsh
a
Ipsh
a
Tetra Escort
1
Ipsh
a
Hvy CV Cube
1
Ipsh
a
Resohex
1
Ipsh
a
Surgesphere
4
Ipsh
a 4
Hvy CV Cube
3
Hvy CV Cube
Ipsh
a
Ipsh
a
Hvy CV Cube
2
Ipsh
a
4
Resohex
3
Resohex
Ipsh
a
Ipsh
a
Resohex
2
Ipsh
a
Takalti Kal
Hyac
h5
Takalti KamTakalti Kam
Hyac
h
Hyac
h 87
Variants 5 Countersheet #1Permission Granted to photocopy for personal use only
TM & Warner Bros.C
Ruqacc
7
Casc
or
Ruqacc
8
Casc
or
Tetra Escort
3
Ipsh
a
Tetra Escort
2
Ipsh
a 2
Boltglobe
1
Boltglobe
Ipsh
a
Ipsh
a
Tetra Escort
4
Ipsh
a
Variants 5 Countersheet #2Permission Granted to photocopy for personal use only
TM & Warner Bros.C
Trylkan
1
Kor-
Lyan
Verloka
1
Kor-
Lyan
Ailyan
1
Kor-
Lyan
Kolosk Kolosk KoloskTrylkan Kolosk
1 324
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan 4
Kor-
Lyan
Kor-
Lyan
Fenja Fenja FenjaLekra Fenja
1 322
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan 4
Kor-
Lyan
Kor-
Lyan
AilyanAilyan Ailyan
5 64
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan
Trylkan
2
Kor-
Lyan
Trylkan
3
Kor-
Lyan
Verloka
2
Kor-
Lyan
Lekra
1Ko
r-Ly
an
Ailyan
2
Kor-
Lyan
Ailyan
3
Kor-
Lyan
Taclon
3
Tora
ta
Latrac Taclon Taclon
14
Tora
ta
Tora
ta 2
Tora
ta
Tralka
1
Tora
ta
Alovar Alovar Alovar
54
Tora
ta
Tora
ta 6
Tora
ta
Dartoc
1
Tora
ta
Latrac Latrac
32
Tora
ta
Tora
ta
Alovar Alovar
32
Tora
ta
Tora
ta
Tralka
4
Tora
ta
Latrac
1
Tora
ta
Alovar
1
Tora
ta
Tralka
3
Tora
ta
Taclon
4
Tora
ta
Tralka
2
Tora
ta
Dartoc
2
Tora
ta
Grom
e2
Melagar
Grom
e1
MelagarGr
ome2
GralacGr
ome1
Gralac
Grom
e1
Adrina
Grom
e2
Adrina
Grom
e3
Morstag
Grom
e4
Morstag
Grom
e1
Trokan Margus
Grom
e2
Morstag
Grom
e1
Morstag
Torkoth
Hur
r3
Hur
r2
Orano
Hur
r1
Orano
Hur
r2
Borocada
Hur
r1
Borocada
Torkoth
Hur
r4
Hur
r
Hur
r21
TorkothTorkoth
Hur
r
Hur
r21
DoronoDorono
Hur
r2
Martus
Hur
r4
Orano
Hur
r3
Orano
Hur
r1
Martus
8
Starsphere
7
Starsphere
Ipsh
a
Ipsh
a
Kalavar Kalavar
7
Kor-
Lyan 8
Kor-
Lyan
TumalTumal
87
Tora
ta
Tora
ta
Hur
r7
Missile Sat
Grom
e7
Gormok
VARIANTS-5 COMPLETES THE LEAGUE-2 PROJECT WITH AT LEASTFIVE NEW SHIPS FOR EACH OF THE SEVEN RACES FROM BW-107(LEAGUE OF NON-ALIGNED WORLDS, PART 2):
THE HYACH GERONTOCRACY - INCLUDES SPECIAL STEALTH UNITS,SUCH AS ASSAULT INFILTRATORS AND STEALTH FIGHTERS
THE CASCOR COMMONWEALTH - EXPLORERS, GUNSHIPS ANDFIGHTERS ARE ADDED TO THEIR CARRIER-HEAVY FLEET
THE IPSHA BARONIES - VARIANTS ARE PROVIDED FOR SEVERALBARONIES, INCLUDING THE ESSAN, OER AND EETHAN
THE KOR-LYAN KINGDOMS - NEW BALLISTIC UNITS INCLUDE APROXIMITY CRUISER AND TORPEDO FRIGATES
THE TORATA REGENCY - STRIKE CRUISERS, ESCORTS AND ANIMPROVED SCOUT ROUND OUT THIS FLEXIBLE FLEET
THE GROME AUTOCRACY - THEY OPERATE SEVERAL POWERFUL, BUTUNRELIABLE, VARIANTS SUCH AS THEIR HUGE COMMAND FLAGSHIP
THE HURR REPUBLIC - SEVERAL VARIANTS INCLUDE THEIR FIRSTFORAYS INTO FOREIGN TECHNOLOGY
THIS IS NOT A STAND ALONE PRODUCT AND REQUIRESBABYLON 5 WARS 2nd EDITION TO FULLY USE.
BW-161 ORIGINAL MSRP $14.95 USBABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros.(s02)
THIS BOOK INCLUDES A VARIETY OF DIFFERENTTYPES OF UNITS, INCLUDING COMMAND SHIPS,SCOUTS, ESCORTS, AUXILIARIES, INFILTRATORS,EXPLORERS, LEADERS, DEFENDERS, STRIKE SHIPS,FIGHTERS, AND MORE! SOME EXAMPLES:
Hyach Irokai Kal Command GunshipCascor Talacca Frigate LeaderIpsha SurgesphereKor-Lyan Trylkan Ballistic DestroyersTorata Dartoc Strike CruiserGrome Trokan Margus Command FlagshipHurr Martus Tech Frigate
36 NEW SHIPS IN ALL!
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