Babylon 5 Wars 2nd Edition - Showdowns 7
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SHOWDOWNS 7
Surprise Allies.........................................27Meet the Elite..........................................28Blood Strike............................................28Uninvited Guest.......................................29The Leshkrev Run....................................30The Battle of Scouts.................................31
Product Credits........................................35
5. Afterword
Ship ControlSheets
Hyach Irokai Kar Strike Cruiser......................36Hyach Senchlat Kam Light Cruiser.................37Hyach Evirol Tek Logistics Cruiser..................38Hyach Utara Tor Stellar Fortress....................39Hyach Takalti Kam Orbital Satellite................40Hyach Takalti Kal Heavy OSAT.......................41Cascor Qoccata Supercarrier........................42Cascor Coqari Scout....................................43Cascor Traquintor Waystation......................44Cascor Ruqacc Ion Satellite..........................45Ipsha Scout Wheel......................................46Ipsha Ring Base.........................................47Ipsha Starsphere Orbital Satellite.................48Kor-Lyan Raklavi Carrier...............................49Kor-Lyan Taloki Starbase.............................50Kor-Lyan Kalavar Orbital Satellite..................51Torara Colotnar Defense Base......................52Torata Tumal Orbital Satellites......................53Grome Mahkgar Starbase............................54Grome Gormok Orbital Satellites..................55Hurr Roskor Command Post.........................56Hurr Missile Satellites..................................57Yolu Ulana Patrol Cruiser..............................58Yolu Aluin Gunship......................................59Yolu Yuan Dreadnought...............................60Yolu Maltra Scout........................................61Yolu Notali Carrier.......................................62Yolu Maitau Pursuit Frigate..........................63Yolu Utan Heavy Fighter...............................64
The Worm Turns......................................32Strength vs. Numbers..............................33Feast of Shadows.....................................33Fighter Free-For-All..................................34
INTRODUCTION0
1Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Showdowns-7Rev. 1
1. New Rules
and SystemsNew Hyach Specialist.................................2Cascor Ion Field Generator..........................3Kor-Lyan Homing Missile.............................4Kor-Lyan Limpet-Bore Torpedo (Starbase)....4Grome Railgun Shells.................................4Race Specific Elite Officers..........................5Geneticist, Scavenger, Breaching...............6Analyst, Religious Leader, Evangelist..........7Laser Tech, Software Engineer, Ion Tech.....8Tailgunner, Redline Pilot, Surge.................9Ballistics, Anticipator, Matter....................10Quartermaster, Gunner, Low Crew...........11
Hyach Units........................................12Cascor Units............................................13Ipsha Units.............................................14Kor-Lyan Units.........................................15Torata Units............................................17Grome Units............................................18Hurr Units...............................................19
Background............................................20Government...........................................20Weapon Technology.................................21Ships & Fighters......................................22
The Evacuation of Yonog..........................24Shot in the Dark.......................................24Face-Off at Elitria.....................................25Get the Carriers.......................................26Bombing Gone Sour.................................26
2. New Ships
and Units
3. The YoluTheocray
4. League-2Scenarios
TABLE OF CONTENTS
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New Rules and
SystemsThe various races in League-2 use more
systems, technologies and abilities than those shownin that book. Many of these are seen for the firsttime in the ships of Showdowns-7. Rules for thesenew features are provided in this chapter.
Correction: In the League-2 book, the Hyachfighter-mounted light blast laser is mistakenly notedas being a raking weapon. This is incorrect. It shoulduse standard mode.
The following specialists are also available, inaddition to those in the League-2 book.
A specialist of this type almost always managesto have reinforcements available at a crucial pointin the battle. Any time after the first turn, during theJump Point Formation Segment, the specialist maycall for reinforcements. If the call is successful (seechart below), one or more units arrive from an off-map area at the end of the turn. If possible, theywill use the same map edge that Hyach originallystarted from; otherwise choose a random side.Reinforcements will not arrive within 10 hexes of anenemy unit. During the Jump Point Closure Segmentat the end of the turn, roll on the following chart tosee what appears:
1 One flight of Dartha fighters2 A flight of Darthas with a single Dovoch3 One Okath Kat Fast Frigate
4-5 No reinforcements, roll again next turn6 No reinforcements this scenario
New arrivals appear facing the specialist’s shipat speed 10. They arrive at battle stations, regardlessof the readiness of the rest of the fleet. No unitshave any enhancements or special abilities, thoughif a ship arrives, the player may choose specialistsfor it upon arrival.
Light Blast Laser
New Hyach Specialists
Reinforcement Specialist (Command)Special: Requires three slots
In a campaign, reinforcements can still becalled in this way but must be drawn from availableforces (they don't appear from thin air). The ship orfighters come from the nearest available fleet orgarrison and return there after the battle. Ifdestroyed, they are lost. If no such units are availablewithin the maximum one-turn cruising distance in thecampaign, no reinforcements of that type arepossible. The player can continue to roll once perturn until a "6" is rolled or a legal reinforcementappears.
The fleet must consist of at least 5,000 CombatPoints in value for this specialist to function(otherwise he are treated as a standard crewmanwith no special benefits). No more than one suchspecialist will function in any fleet. This specialistwill not work in tournaments. If using the optionalrules that permit a non-Hyach ship to employspecialists, replace the fighters on the chart withthe standard (heavy or smaller) fighter type for thatrace (player's choice if several types are available,such as would be the case with the Cascor, but neveranything unusual like Sky Serpents or Rutarians),and the frigate with any single medium ship of 600points value or less. The ship must be an unlimiteddeployment base hull, not a variant.
This specialist has the unique ability to link allhis ship's weapons into a single, usually accuratefiring solution. All weapons on the ship must fire asone, at the same target (weapons that are out ofarc or otherwise unavailable need not be used, butthey cannot fire at a different target on that turn).Defensive weapons may not be used, as all the ship'sguns (including defensive ones) are tied into thefiring computer simultaneously. Piercing andsustained mode fire may not be used on anyweapon, and specialists, enhancements, or eliteofficer abilities will not function in concert with thisshot. The player is, however, permitted to roll thecombat die twice, choosing the best roll, so this isnot as risky a proposition as it may appear. Thebest result is then used as the attack roll for everyweapon on the ship.
Salvo Specialist (Software)Special: Requires two slots
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Stealth Specialist (Hardware)Special: Requires two slots
This specialist operates only on stealth ships.He provides the following abilities, only one of whichcan be used during the scenario. As with allspecialist abilities, the option chosen functions onlyonce.
(1) The ship may make itself harder to spot.The detection range of all enemy units is cut in half forthat turn only. This is the most common use forthis specialist, as it allows the ship a better thannormal chance to get close for a first strike.
(2) The ship may evade enemy sensors and"disappear" even after it has been detected earlierin the scenario. To do so, it must be outside thenormal detection range of all enemy units. Thespecialist then causes the ship to vanish as thoughits opponents had lost line-of-sight at the end ofthe turn.
(3) The ship may put out a burst of sensor staticthat disrupts enemy lock-ons. This option must beactivated immediately after the EW DeterminationStep and before movement occurs. If this is done,the stealth ship is effectively protected by a jammerfor the duration of the turn. However, any ELINTsupport it may be provided or receiving is lost due tothe static burst (this includes any benefits fromblanket protection).
This weapon is fired at a hex, not a unit. It is aproximity device similar to an energy mine, but doesnot scatter. Upon detonating, the device explodesinto a cloud of charged ions that produce an effectsimilar to that of a weak electromagnetic storm. Thecloud occupies the target hex and all hexes within 2 ofthat point (a total of 19 hexes). While a single cloudmay not seem to be all that useful, several suchlaunchers can create an extremely wide zone ofcoverage on the map. All units caught in the areasuffer the following effects:
(1) All ships temporarily lose 2 points from theirsensor ratings and all fighters lose 1 point from theiroffensive bonus. In the case of ships, the owningplayer chooses which of his allocated sensor pointsare lost.
Cascor Ion Field GeneratorClass: Ion Mode: Proximity
(2) All ships suffer a single "attack" by the field.This attack is rolled against the side facing the centerhex of the field. If a weapon is hit, that weapon isdeactivated by the field's effects and cannot be useduntil it is recharged (treat the current turn as the lastturn of firing for ROF purposes). If a non-weaponsystem is hit, there is no effect.
(3) On the next turn, all units in the field suffera -3 penalty to their initiative.
(4) On the next turn, all medium ships and LCVslose 1 point of power, while HCVs and larger lose2 points of power.
None of the above affect bases, mines, orOSATs. Overlapping ion fields are not cumulative anddo not earn multiple attacks.
This unusual missile has the same combatstatistics as the basic type, but costs 12 points andsuffers the same availability restrictions as the stealthmissile. It can only be used by the Kor-Lyans andbecomes available in 2260.
The homing missile is equipped with advancedpropulsion and tracking modules that permit it toremain in play even if it misses its target. It simplycomes around for another pass on the next turn.The missile can continue to attack every turn(treating its target's previous location as its newlaunch hex for directional purposes) until it runs outof range or is shot down. The defending player doesnot know if a missile being used against him is ahoming missile until it misses once and sticks around(it becomes obvious at that point when thepropulsion systems don't shut down automatically).
Kor-Lyan Homing Missile
(Type-G)
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To shoot down the missile, the defending unitmust employ defensive fire sufficient to cause it tomiss. If this happens, it is removed from play.(Forexample, a missile needs a 12 to hit before countingthe intercept rating of defensive fire, which in thiscase is –4. If the die roll is 8 or less, the missile hits.If the roll is 9 though 12, the defensive fire hasshot down the missile. If the roll is 13 or higher, itmisses on this turn, but remains in play and canattack on the following turn.) Count all defensivefire from all sources when determining whether amissile is shot down, e.g., guardian arrays, class-Imissiles, and so forth, but do not include passivedefenses like shields or energy webs for this purpose.
The missile runs out of fuel if its total movementexceeds its distance range. Each time it misses, addthe distance it has already traveled to the distanceit must move to the target's new hex. If that everexceeds the distance range, the missile is lost. Forexample, if the launching ship is in 1501 and thetarget ends that turn in hex 1521, the missile willhave traveled 20 hexes on that turn. If the targetthen moves to hex 1511, the missile has now moveda total of 30 hexes.
On an enormous base, the limpet-bore torpedolauncher receives some improvements. Thestabilization of the firing platform allows the systemto double its usual range (i.e., from 30 hexes to60), and the firing rate is increased to once perturn. In addition, a resupply procedure is available.When the launcher is fully empty, it can bedeactivated for two complete turns, after which itsammunition is completely replaced. This can bedone twice during the scenario per launcher. Forexample, if a launcher fires once on each of thefirst five turns of the scenario, and were shut downon turns 6 and 7, it could begin firing again (with acomplete reload) on turn 8.
This variant of the quad pulsar is based onsamples of the Dilgar weapon purchased throughthe black market after the Invasion. Like mostaccelerator type devices, it can fire more rapidly ata decrease in combat strength. The cost of thisflexibility is high, however, as the individual pulsesare not as strong as those found in the quad pulsar.
Kor-Lyan Limpet-Bore
Torpedo (Starbase Version)
Torata Pulse AcceleratorClass: Particle Mode: Pulse
If fired at the normal level (once every threeturns), four pulses are produced, with 1d3 of whichwill hit (this weapon has a pulse grouping of +1 per5). If fired every other turn, three pulses appear, 1d2of which hit. If fired every turn, two pulses areformed, only one of which hits on a normal roll. Allpulses score 12 points of damage.
Targeting arrays on stable platforms (bases,OSATs, etc.) can be used at triple the standardrange, i.e., 45 hexes instead of 15.
In their attempt to improve their militarystrength without being forced to buy technology fromforeign powers, the Grome have tried many methodsof enhancing their existing weaponry. In one series ofexperiments, they produced a series of specializedshells for railguns. Unfortunately, these proved tooexpensive (in terms of both cost and logistics) formass deployment, but many are kept on hand fordefense of the homeworld. It was, in fact, the threatof the Dilgar that convinced the Grome to developthese devices.
Except as noted, these special shells areavailable in three sizes (one for each of the light,medium, and heavy railguns) and cannot be sharedbetween different gun sizes. In addition, they mustbe assigned to a specific weapon on the ship beforethe scenario begins, and cannot be transferredbetween guns or between ships during play. After ascenario, they can be redistributed as needed.
With all of the following shells, the firing playerchooses when to use one at the time weapons fireis determined. If no special shell is listed in the firingorders, a standard one is used automatically. Oncefired, a special shell cannot be recovered and islost whether it hits or misses.
The Grome are currently the only race usingthese shells, as other races either have not yetacquired samples to copy or have not seen the needto support these obsolete weapons with furtherlogistical complications. With the current move ofthe Earth Alliance back towards railguns on theWarlock and similar units, they may acquire thistechnology in the future, but to date have not doneso. In a non-historical scenario, races other thanthe Grome pay double the costs listed below to usethese shells, and cannot use the black shell underany circumstances.
Grome Long-Range Arrays
Grome Railgun Shells
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A Grome ship can purchase at most threespecial shells per railgun, except as noted in thedescriptions below. In a campaign, a ship couldcarry up to three times these amounts, but couldnot employ the extras during a scenario. Any extraswould be reloaded into the guns after the scenariois over.
This shell has a plasma warhead instead of theusual solid projectile. When it hits a target, it deliversa plasma blast similar to that caused by the fuser,only less powerful. The result is a flash explosionresolved as a plasma weapon (not a matterweapon). In other words, armor is treated at halflevels (not ignored) and the flash causes collateraldamage on other units in the same hex. The effectis resolved as plasma, not matter, against adaptivearmor. Otherwise, the weapon launching this shelluses its listed statistics (damage, range, etc.).
Light 3, Medium 6, Heavy 10.2247.
This was a Grome attempt to develop a pulse-like quality for their railguns. After firing, the shellsplits in to several pieces on its way to the target.Unfortunately, the scatter-shot is terribly inaccurate.All fire controls are reduced by 2, and the shell hasa pulse grouping of 1 per 5. There are threeversions, depending on the size of the weapon (asmaller shot may not be used):
Light 2, Medium 5, Heavy 10.2249.
This is a special shell made of an ultra-densematerial. The Grome use these extremely rare shellssparingly, and keep a reserve at the homeworld incase they are ever invaded. No more than one shellper railgun can be of this type during any normalbattle, but in a homeworld defense, this restrictionis lifted. The light version of this shell adds +5damage, the medium +10 damage, and the heavy+15 damage.
Light 6, Medium 12, Heavy 18.2255.
Flash Shell
Heavy Shell
Cost:Available:
Scatter Shell
Cost:Available:
Cost:Available:
Long-Range Shell
Black Shell
These shells trade damage for an increasedeffectiveness at a distance. They can be used only onheavy and medium railguns. The statistics areas follows:
Damage1d10+5, Range -1 per 3 hexes, Cost: 2.
Damage3d10+3, Range -1 per 4 hexes, Cost: 4.
Damage1d10+5, Range -1 per 5 hexes, Cost: 6.
2256 (all types).
The ultra-rare black shell is a radiation bombdesigned originally to bombard planets. It is a devicebanned as a terror weapon by most treaties, but isone the Grome keep a supply of in case a savagerace like the Dilgar ever menaces them again. Usingone in a campaign is considered an atrocity. It isnot permitted in standard scenarios unless specifiedin the scenario rules or agreed upon in advance byall players.
The black shell can only be used on a heavyrailgun, and no more than one is permitted perlauncher. It requires an extra turn of arming toprepare (so the rate of fire is increased by 1 turn ifthis shell is to be used). It scores 12d10+60damage against a ship, scored in flash mode. Ifused against a planet, it scores as much damageas a mass driver, plus provides radioactive fallouteffects for months afterwards, which is why it is sodreaded.
50.2257.
This section provides new race-specific officersfor those races published since the RulesCompendium. As with other similar officers, theyare generally available only to the race they aredesigned for, though in some cases others maypurchase one at an increased cost. Elite officersremains an optional rule.
Long Range Medium Shell:
Long Range Heavy Shell:
Ultra-Long Range Heavy Shell:
Available:
Cost:Available:
Race-Specific Elite Officers(Optional)
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Expert Geneticist (Dilgar)
Expert Scavenger (Descari)
The Expert Geneticist is skilled at performingscientific experiments and manipulations onprisoners and subjugated enemies. While this in andof itself has little effect on the battle, the expert'spresence has a demoralizing effect on the enemy.Unfortunately, the opponents are frequently wellaware that if they lose the battle, they could becomethe subjects of the geneticist's cruel tortures.Therefore, they tend to target the expert's ship andhave difficulty concentrating on other targets.
The location of the Expert Geneticist is alwaysknown. All weapons fire against other ships (butnot fighters or shuttles) is performed at a -1 to hit,but fire against the Geneticist's ship is at +2 to hit.In addition, enemy units are always permitted toram his ship in their attempt to get rid of him. If hisship disengages, or he flees in a fighter or shuttle,all bonuses and penalties are dropped. If he moves toanother ship, the bonuses and penalties transferwith him. Ramming attacks can still be made untilthe expert is completely off the map or has beenkilled.
Any system on any Dilgar ship inthe scenario.
5% of the cost of all ships (but notfighters or shuttles) in the fleet.
Dilgar only. No more than oneof these experts can be present in any fleet.
The Descari, who made it into space by copyingNarn designs and adapting them to their own uses,occasionally come across a truly gifted scavenger.These masters of procurement and hoarding keepenough parts around that they could almost buildentirely new systems from scratch. A ship with anExpert Scavenger has the following abilities:
Once per scenario, the scavenger can jury-rigrepairs to a system that just took damage.Functionally, this operates similar to a six-box Gaimbulkhead, except that no crewmen get killed in theoperation. Basically, up to six points of damage canbe ignored in any single volley, anywhere on theship. This ability can be used only once per scenario,even if less than six points are blocked. Typically,this is used to survive a fluke hit to the C&C orreactor, or to stop the last few damage points thatwould destroy a key system or structure block.
Location:
Cost:
Availability:
The Expert Scavenger can also make repairsduring a scenario. Each turn, he can repair fourdestroyed boxes anywhere on the ship, other thanon a destroyed section (he need not move to thislocation to effect these repairs). If desired, he caninstead forego box repair and instead erase a singlecritical hit on any system, just as an Expert Engineercan do. Repairs can only be used on undestroyedsystems (this is not the same as Ancient self-repairabilities) and cannot be used on damage scoredon the same turn as the repairs take place.
Most of the repairs above are temporary andwill last only for the rest of the scenario. In acampaign, after the battle is over, the ExpertScavenger can shore up his work somewhat. Up totwo criticals and twenty points of damage repaircan be made permanent. In addition, the Scavengercan rebuild a single system of no larger than 15boxes in size, even if it was fully destroyed, so longas it was not attached to a destroyed section. Thislast benefit will not work on structure blocks.
Engine.15% of the ship's base value.
Balosians, Raiders and Llort pay20% of the ship's base value, while other races pay25%. Only the Descari receive this officer at thelisted cost.
This highly trained breaching specialistaccompanies a breaching pod on its mission,greatly enhancing its capabilities. The followingbenefits are provided to the pod:
The pod receives +1 thrust and ignores anyloss of thrust due to damage. The player canvoluntarily forego this benefit so as to not give awaythe fact that his pod has a breaching expert aboard(for this reason, this ability is normally used onlyduring the escape, after his presence is known).
The pod's Marines receive benefits as if theywere Narns. Any chart that lists a benefit for a Narnunit would also apply it to this pod. If this officer isused by a race that already provides advantageson these charts, He does not provide any furtherbenefits.
If attempting to capture a ship, the pod'scontingent gets three attack rolls on the first turn ofcombat. It is still destroyed by a single hit from theenemy, however. This benefit can be received onlyonce per scenario.
Breaching pod.
Location:Cost:Availability:
Location:
Breaching Expert (Balosian, Yolu)
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Cost:Availability:
25% of the cost of the breaching pod.Any race may purchase one, but
races other than Balosian, Yolu, Narn or Gaimdouble the cost. No more than 20% of a ship'sbreaching pods (round fractions of 0.5 or more up)can use these experts (in a campaign, this limitationis fleetwide, not per ship).
This expert is adept at locating the choicestitems to steal and making off with them at the bestpossible speed. While this in and of itself has littleusefulness in a combat situation, his ability to analyzescans of the opposition has provided him with someunique powers of observation. Accessing any of thesespecial scanning abilities requires a lock-on againstthe target being viewed. Against fighters andshuttles, an actual lock-on with OEW (not CCEW)is required. The target must be within 30 hexes ofthe Expert Analyst for his abilities to function. Onlyone of these abilities can be used in any turn, andthey take place at the same time the lock-on isannounced.
(1) Any special weapon arming modes(sustained, piercing, etc.) currently active aredetected.
(2) The presence, type and location of any eliteofficers or crew are detected, so long as they arecurrently performing their jobs (if they are movingfrom system to system, are disabled, or just aren'tin use, they will not be seen). This will also identifyHyach specialists if they are in a position to performtheir special function, even if they do not use it onthat turn. Experts on fighters or shuttles in a hangarare not detected, but this scan can be made againsta flight on the map, and will identify all experts andtheir exact locations.
(3) The contents of all cargo bays are known.This will have little meaning in most scenarios,though it can be a great help in battles with decoyfreighters, or where a specific cargo item must belocated. This will also reveal special freighters likethe wolf raider or Q-ship, but only if used within arange of 10 hexes (otherwise the bays appear aseither empty or full at the option of the owningplayer).
Expert Analyst (Llort)
(4) The quantity and type of all fighters andshuttles aboard the ship is known (but no otherinformation about them). If used on a flight on themap, the fighters are identified, missiles and otheroptions are revealed, armed shuttles are detectedas such, and any modifications are identified. Eliteofficers are not detected with this scan.
(5) The number, type and location of all specialweapon ammunition is learned. This would includeall special missiles, railgun shells, and the like(anything with ammo of more than one type). Theplayer can also count the exact amount of ammoin any rack or weapon, including reload racks, butnot cargo storage.
Sensors.10% of the ship's base cost.
Llort capital ships or ELINT shipsonly. This officer cannot be used on bases.
Rules for this officer are as listed in theCompendium. Note that the Markab, Yolu andCorillani are specifically permitted to use thisnormally Minbari-only expert due to their theocraticgovernments.
Some Corillani religious leaders are more likeevangelists, traveling and spreading the faith bymaking personal appearances and givingperformances. Occasionally, these will visit themilitary, and make their rounds through the variousfleets. If this occurs, they provide a certain moralbenefit.
So long as the evangelist is alive and on thefield of play, all units in the scenario receive a +2initiative bonus and +1 to hit with all weapons dueto higher morale. This does not affect defensive fire,however. If the evangelist is disabled or killed, thesebonuses are reversed into penalties (-2 to initiativeand -1 to hit) for the rest of the scenario. If theevangelist's ship disengages, there are no ill effects,though any bonuses are lost.
Any system or structure block onany ship in the fleet. He may not, however, use ashuttle or fighter unless escaping a doomed vessel.
5% of the cost of the fleet.Corillani CPN and OSF units only.
No more than one evangelist may appear in anyfleet.
Location:Cost:Availability:
Location:
Cost:Availability:
Expert Religious Leader (Markab,Corillani, Yolu)
Expert Evangelist (Corillani)
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Expert Laser Technician (Hyach)
Expert Software Engineer (Hyach)
With their natural affinity towards laserweapons, the Hyach have produced a few trulyextraordinary laser technicians. With their specializedknowledge, they can increase the power and abilitiesof the ship's lasers significantly. This provides thefollowing abilities, all of which operate throughout thescenario.
Spinal lasers score +3 damage, blast lasersscore +2 damage, and all other laser-categoryweapons score +1 damage.
The player can shunt extra power into any laserweapon for added effect. Each point of powerprovides +1 extra damage, in addition to the abovebenefit. This is particularly effective when combinedwith an Expert Technician and/or an ImprovedReactor, which can basically turn their extra powerinto bonus damage. A weapon's total damagecannot be increased by more than 50% throughthe use of this ability (e.g., if the base roll was 12damage, it could be raised to 18 with 6 points ofpower, but any additional energy is lost.
Note that if used with a weapon with multiplemodes (such as the laser/pulse array), the abovebenefits affect only the laser portion of any shot.
Reactor.10% of the ship's base cost.
Races other than the Hyach pay50% more for this officer.
This computer programmer is unique to theHyach. He provides several abilities that enhancethe ship's computer, all of which operate constantly.
The computer provides one extra bonus firecontrol point. This is lost only if the computer iscompletely destroyed. The player can leave this extraBFCP point unallocated until the Weapons Fire Stepof the Combat Sequence, recording it along withhis weapons fire orders. This ability does not functionin combination with the powers of a ComputerSpecialist (his abilities would override those of theExpert Software Engineer for this purpose only).
The computer ignores the first point of damagein any volley (essentially, it can be treated as havingan extra point of armor that cannot be damaged,destroyed or bypassed by weapons that affect orignore armor).
Location:Cost:Availability:
If aboard a stealth unit, advanced electronicsignature masking software makes the ship appearas though it were five hexes further away fordetection purposes (but not for weapons fire or otherreasons), except for fighters, which halve theirdetection range (round fractions up). This is notcumulative with a Stealth Specialist (if both arepresent and active, use whichever one provides thebest benefit).
Working as a team, the Expert SoftwareEngineer permits a specialist to use his abilities asecond time during the scenario. The specialist mustbe of the software category, and must wait at leasta full turn after using his special function before hecan use it again. This only works for one specialistper scenario, and only on those that occupy a singleslot.
Computer.15% of the ship's base cost.
Hyach only.
This expert knows ways to channel power fromthe ship's ion engines into its weaponry for addedeffect. The following abilities are provided:
All ion-based weapons (including the ioniclaser) score +1 damage per die, but no die can beincreased above its maximum roll (e.g., a d10 wouldscore 10 damage on a roll of either 9 or 10).Weapons scoring a flat amount of damage, likethe dual ion bolter or ion torpedo, add +1 only.
Radiation cannons score 12 damage onstructure instead of 10 (this supersedes the abovebenefit), and force a critical roll if they hit the sensors,engine or reactor. If they hit C&C, the critical roll isat +4 on the die instead of the listed +2.
Using the ionic drive system, this expert canshunt thrust into one or more of the ship's guns.This decision is made at the same time systems areactivated or deactivated for extra power. Threepoints of thrust produce an extra 1d10+1 damage,should the weapon score a hit. This power must beapplied on the turn of firing, and if applied, theweapon must fire on that turn (if it does not, itdischarges and is treated as having fired anyway).This ability will not function on non-ionic weaponsor with those that score a fixed amount of damage.Weapons being charged in this manner will bedetected (and their strength known) by anything thatdetects special weapon arming modes, such as theExpert Analyst.
Location:Cost:Availability:
Expert Ion Technician (Cascor)
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Location:Cost:Availability:
Point Cost:Availability:
Engine.10% of the ship's base value.
Cascor only, though any otherrace noted as using ion-based engines could also usesuch an expert (none currently exist in the game, butmight be added later).
This fighter-only officer is adept at operatinghis fighter's tailgun in concert with the forward-mounted weapons, and can train the rest of his flightin this special skill. The flight receives no penaltieswhen using the tailgun in the same turn as the otherguns.
Half the cost of the fighter.Races other than the Cascor can
use this officer if they have fighters that meet therequirements. They can erase no more than 2 pointsof firing penalty (i.e., they could cover a -1 or -2penalty, but a -3 penalty would only be improvedto -1). If the tailgun has n penalty associated withit, as in the Badger, the officer provides a +1 to hitwith that gun only.
What the Cascor call “Redline Pilots” arenothing less then fanatical. They know their fightersinside and out and push their machines to themaximum at every opportunity. Sometimes theirgreat skill and daring makes them seem a bit crazy.One thing that is certain is that Redline Pilots canoften perform such precise maneuvers that fewothers would ever dream of attempting, except ofcourse for those who have no other choice but tofollow orders.
A flight with a Redline Pilot cannot contain anyother officers. Most people with any experienceunder their belts believe Redliners to be crazy andreckless and refuse to serve with them. However, aRedline Pilot provides the following benefits to hisflight:
(1) A Redline Pilot may perform skin dancing onan capital ships moving at speeds of 8 or less. Applyadditional modifiers of +1 for every point of speedover 5 (for the target unit) and +1 for every 2 pointsover 5 (for the skin dancing flight). Should the skindance attempt fail, and one of the fighters rams thetarget, the Redline Pilot must always be picked asthe fighter destroyed (at which time the flight losesits benefits).
Expert Tailgunner (Cascor)
Redline Pilot (Cascor)
(2) Redline Pilots may combat pivot their flighteven if they do not have enough thrust left. If this isdone, however, the firing penalty for a combat pivotis tripled.
(3) Redline Pilots may use their afterburnersabove and beyond their usual tolerances. If this isdone, the flight increased its thrust by 50% on thecurrent turn (round any fractions down). However,the flight is not permitted to maneuver on thefollowing turn (it must proceed straight ahead at itscurrent speed) while the engines cool off.
(4) Redline Pilots may attempt to land his flighton its carrier beyond the usual thrust tolerances. Ifthis is attempted, roll a d20. If the result is less thanor equal to the amount of thrust by which thetolerance is exceeded, the Redline Pilot’s fightercrashes into the carrier (treat this as a 100%successful ramming attempt) and all other fighters inthe flight break off. The flight cannot use theafterburners during this attempt. Example: A flightof Calaqs (10 thrust) is moving speed 24 and itscarrier is moving 10. Normally they would not be ableto land because the 14-point speed differenceexceeds the Calaq’s thrust by 4. If the Redline Pilotmakes the attempt, a die roll of 1-4 will result in hisfighter’s destruction. There can be no successfulejection if this occurs.
Equal to the cost of the fighter.Races other than the Cascor
increase the cost by 50%.
An example of Ipsha specialization inelectromagnetic technology, this officer optimizeshis ship's EM weapons as well as its resistance tosimilar devices. The following advantages aregained.
All electromagnetic-category weapons add +1damage. A surge cannon adds +1 for each weaponinvolved in any combined shot, so a five-weaponblast would score +5 damage. EM pulsars receive+1 damage per pulse.
Capital ships and larger receive +2 points ofpower, while medium ships and HCVs get +1 extrapower. LCVs and smaller units gain no extra benefits.
Electromagnetic weapons that hit the shipsuffer a -3 penalty (not -2) to their critical hit rollagainst any affected system. If the hit forces thedeactivation of a system, the system resists the effectif it rolls a 1 or 2 on a d6.
Cost:Availability:
Based on a suggestion by Paul Brown.
Expert Surge Officer (Ipsha)
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Any spark field affecting the ship reduces itsdamage by 1 point.
Mag-gravitic reactor.10% of the ship's base value.
Ipsha only.
This expert is not only skilled with thedeployment of ballistic weapons, but also in theirlogistics and operations as well. He provides all of thefollowing benefits to his ship:
All ballistic weapons receive +5 to theirdistance range (but not their launch range). This doesnot apply to proximity weapons.
All ballistic devices with limited ammunitionreceive one extra round of ammo. For missiles, thiswould be an extra missile slot, for example. Devicesthat are self-arming, such as the ballistic torpedo,gain no benefit. If the ammunition has a cost, itmust be paid (it is not free) or no benefit is gained.
All missile racks (but not reload racks) canchange one of their single-space missiles to anyother legal type at no cost. This can only be donebefore the scenario. Such missiles cannot betransferred between ships and will only functionduring that scenario only (i.e., in a campaign youcannot save them up or use this officer as a specialmissile production facility).
C&C.5% of the base cost of the ship, plus 1%
for each missile rack that received a free missileupgrade. For example, on a Solyrn, the cost wouldbe 15%.
Races other than the Kor-Lyanspay double the cost for this expert.
The Torata appreciate flexibility in all things,not just their weapons. When they find an individualwho can consider many different options at once,and come up with the appropriate solution quickly,they put him on the bridge of a ship and let him goto work. While some of these abilities may be psi-related, many are simply instincts that happen toturn out correctly more often than not. This providesthe following advantages:
When rolling for initiative, this officer's ship rollsthe die twice. The player then selects whichever rollhe chooses (usually the higher one). This representsthe officer's ability to "look ahead" at the battlefieldand correctly predict enemy actions.
Location:Cost:Availability:
Location:Cost:
Availability:
Expert Ballistics Officer (Kor-Lyan)
Expert Anticipator (Torata)
After moving his ship, the player can announcethat he is using his Expert Anticipator to "predict"any remaining maneuvers still to come in the turn.To do this, he must ensure that his ship's Turn Delayis complete and enough thrust is left unused tocomplete a turn maneuver. Then, at the end of theMovement Step, he can execute a single turn, ifdesired. This ability can only be used for a turn, nota roll, pivot, snap turn, or other maneuver. This issimilar to a fighter's combat pivot except that thereare no associated firing penalties.
By correctly interpreting the exact location of atarget, this officer can improve the damage of hisship's offensive weapons. When rolling for damage,roll an extra die and drop the lowest die from thecalculation. For example, a pentagon array wouldroll six dice, and if these came up 10, 8, 6, 5, 4,and 1, the 1 would be dropped. This ability worksonly on weapons that roll at least two dice fordamage, so it would not affect a light particle beam.Similarly, it would not affect a fixed-damage weaponlike a bolter or pulsar.
C&C.10% of the ship's base value.
Races other than the Torata pay50% more for this officer.
These valued experts are the masters of matterweaponry. They provide a +1 to hit and damagewith all matter-class weapons on their ship. This isnot EW-related, but is considered part of the firecontrol. This ability is cumulative with an improvedgunsight.
If desired, this officer can be moved into onespecific weapon on the ship instead of his normalstation (in the C&C). If this is done, that weaponreceives the above benefit (but no others do), andas a bonus, its rate of fire is improved by 1 turn. Aweapon's ROF cannot be improved to better than1 per turn in this way. Because this officer must workhis magic from deep within the weapon's machinery,he is disabled if the weapon takes any damage atall (after armor), and is automatically killed if theweapon is destroyed. For this reason, this ability isnormally used only early in a battle, or on a baseor other unit with excellent protection for itsweapons.
C&C or a specific weapon.10% of the ship's base cost.
Grome only.
Location:Cost:Availability:
Location:Cost:Availability:
Matter Weapons Expert (Grome)
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Expert Quartermaster (Hurr)
Expert Gunner (Yolu)
This elite officer was presented in League-2.
Contrary to their reputation as cowards andpacifists, the Yolu actually have some of the bestgunners in the League. They train constantly, butonly for their own defense. This constant focus allowsthem to deploy surprisingly accurate weaponsofficers.
Expert gunners are assigned to a specificweapon on the ship. They can move betweenweapons as desired (e.g., if their weapon suffersdamage) using the normal officer movement rules.They provide the following benefits to their weapon:
Provides a +1 bonus to hit. Note that this is notEW, and is not affected by anything that wouldreduce or eliminate EW. This ability functions allthe time.
Provides +1 damage per die, but not more thanthe highest possible roll for the die (e.g., a roll of10 on 1d10 would not be increased). This abilityfunctions all the time.
The weapon's rate of fire is improved by 1 turn,but to no better than once per turn. This abilityfunctions once per scenario.
The weapon can fire in piercing mode, even ifit is not normally permitted to use that mode (if italready has that ability, it ignores the normal firingpenalty). This ability functions once per scenario.
The weapon can use a called shot at a +3bonus, in addition to the +1 fire control mentionedpreviously. This ability functions once per scenario.
None of the once-per-scenario abilities can becombined with each other. The Expert Gunner doesnot combine any to-hit or damage bonuses withthose of other elite officers, such as the ExpertPlasma Technician or Matter Weapons Expert.
Specific weapon.5% of the ship's base cost.
On non-Yolu ships, the cost isdoubled. A ship may have at most one such officeron a medium ship or smaller, two on a heavy combatvessel, three on a capital ship and four on anenormous unit.
Location:Cost:Availability:
Low Crew Training (Alacan, Mitoc, andothers)
The crews used by some races tend to be lessexperienced than those of their more warlikeneighbors. While normally this is not all thatnoticeable, there are always a few ships whose crewsare truly horrendous.
At the start of any scenario, a poorly trainedcrew must roll 1d6 on the following chart and sufferthe listed penalties for the duration of that scenario.In a campaign, this roll is made each battle, andcan differ from scenario to scenario (even if multiplebattles are played during the same strategic turn).This is because this rule does not representmechanical failures, but weaknesses in the readinessof the crew.
1: -1 sensors.2: -1 free thrust.3: -4 initiative.4: +1 to all critical rolls required by the ship.5: -4 power (-2 for medium ships or smaller).
This may result in a power shortage.6: -1 to all weapon fire controls.
The entire ship (can only bedestroyed if the ship is destroyed).
-5% to the ship's base cost. In general,low crew training can be purchased only once forany ship, though some scenarios might violate thisrule for extreme situations. In this case, the playerwould roll once for each level, re-rolling anyduplications (six levels would be the maximumpossible).
While any race can have suchcrews, they are rare in navies operated by raceswith any war experience. Very small races such asthe Alacans or Mitoc can have them in unlimitednumbers. Others can use such ships in no morethan 10% of their battle force (in a campaign, thisis a fleetwide limit). Extremely warlike races like theDilgar or Drazi would almost never permit such shipsto exist, though it is possible one or two ships intheir entire fleet might be used as a dumping-groundfor undesirables or misfits they cannot otherwise getrid of.
Location:
Cost:
Availability:
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Units
Hyach Units
Irokai Kar Strike Cruiser
Senchlat Kam Light Cruiser
Evirol Tek Logistics Cruiser
Irokai Kam Variant (Uncommon)
Base Hull (Unlimited Deployment)
Base Hull (Limited Deployment - 33%)
This Irokai variant is designed to provide asquadron of fighters to a Hyach group that lacks adedicated carrier, or an extra squadron to one thatis deemed fighter-light. The ship trades some of itsfirepower for an extra hangar bay slung underneaththe forward superstructure, and leaves the reactorwith some extra power to play with.
This is a relatively common Hyach light cruiserand is the hull on which the Senchlat Kes CombatScout is based. In its basic configuration, the shipemploys six blast lasers and is generally treated asa gunship. Though light on defenses, its firepowermakes it a ship to be feared on any battle.
This freighter is a good example of Hyachtechnology brought to a more civilian purpose. It isreasonably fast and possesses a jump engine of itsown, something many races would considerdecadent on a ship of its type. The Hyach use it totransport goods and personnel across longdistances in relative safety, for it is capable ofdefeating lone Raiders and can run away from adetermined opponent simply by jumping tohyperspace. The Evirol Tek has an excellent servicerecord, as few have ever been lost or destroyed. Avariant, modified for extreme comfort and luxury,serves as a diplomatic vessel and transport for theGrand Council of Elders.
Based on a design by Dan O’Connor
Based on a design by Dan O'Connor.
Utara Tor Stellar Fortress
Takalti Kam Orbital Satellite
Takalti Kal Heavy OSAT
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
This tremendous starbase rivals the MinbariNorgath in sheer combat effectiveness. Six spinallasers and numerous other weapons are arrayed inspokes around a central hub. The base can absorba significant amount of punishment and still remaincombat effective, and an impressive array ofdefenses protects it from incoming fire. Threesquadrons of Darthas and six specialists round outits features. If it has a disadvantage, it is in the limitedarcs of fire of the spinal lasers, which overlap onlyin single hex rows (which and opponent would bewell advised to avoid).
Hyach standard satellites are tough to kill, well-armored, and sport decent range weapons in theform of two blast lasers. Though fairly expensive,they are fairly common around Hyach outposts,especially since the Dilgar War. The standardsatellite is automated and possesses no computeror specialists.
This is one of the most powerful satellites in useby a younger race. The hull is literally wrappedaround the central spinal laser, with additionalweapons of varying ranges added on for goodmeasure. The satellite has firepower in excess ofmost races' cruisers, and a few of them in orbit aremore than enough to protect it from anythingshort of a full scale invasion.
This satellite is crewed, but is terriblyuncomfortable and requires frequent personnelturnovers. For this reason, it is generally only set upnear existing bases. The Takalti Kal has a smallcomputer system capable of producing a singleBFCP, and one specialist who can be of any single-slot type.
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Hyach MinesHyach mines are powerful, and as might be
expected, center around the use of lasers. Whilethey produce a single standardized proximity mineand captor mine type, they have a variety of DEWmines, including the unique interdictor mine thatcan defend nearby ships. With the application ofadvanced stealth techniques, Hyach mines aredifficult to spot.
Echali Val Proximity Mine: Cost 20, Damage 20,Signature 5.
Elask Vor Captor Mine: Cost 28, Range 6,Accuracy +6, Damage 20, Signature 5.
Aval Sar DEW Mine: Cost 30, Range 6,Accuracy +6, Signature 4 (1), Armor 0, Structure 6.Fires a maser. Typically used as the inner ring ofdefenses around a base or other fixed location.
Ilani Sar DEW Mine: Cost 45, Range 12,Accuracy +4, Signature 3 (1), Armor 2, Structure 8.Fires a medium laser. An excellent medium-rangemine.
Nalina Sar DEW Mine: Cost 60, Range 15,Accuracy +4, Signature 4 (0), Armor 1, Structure 10.Fires a blast laser. Normally used for medium to long-range anti-ship work.
Maschat Sar DEW Mine: Cost 50, Range 5,Accuracy N/A, Signature 2 (0), Armor 0, Structure 5.Fires an interdictor. These mines always include theCommand Controller and Identify Friend or Foeenhancements, and function in defense of friendlyunits only. If fired upon, the mine will always use itsinterdictor to defend itself before any friendly unit.Otherwise, it functions only when commanded todo so. Frequently, mines of this type are used aroundbases. Properly employed, a field of these can makeHyach ships all but immune to long-range fire. Theirhigh cost, however, makes them difficult to place inlarge numbers.
Loirni Sar DEW Mine: Cost 120, Range 12,Accuracy varies, Signature 2 (-1), Armor 2, Structure18. Has a blast laser (Accuracy +4) and two masers(Accuracy +6) and includes the Multiple Targetsenhancement.
Cascor Units
Qoccata Supercarrier
Coqari Scout
Base Hull (Limited Deployment - 33%)
Base Hull (Limited Deployment - 33%)
The Cascor suffered grievous losses amongtheir ships during the Dilgar Invasion. Because of thelack of carriers, great emphasis was placed ondeveloping new platforms to operate as manyfighters as possible during the drive to Omelos.Taking a cue from the Mishakur-B design they hadseen operating in their territory prior to Cascan'sliberation, they developed their own supercarrierprototype and sent it to join the Liberation Navy.Though it never survived to reach the final battle,the concept of a single ship operating anywherefrom 60 to 96 fighters of various sizes proved itsworth. Several more ships of this class werecommissioned after the war and now serve asCascor flagships. The production of such vesselsalso encouraged other races to develop similardesigns, including the Brakiri Lykorai and EarthPoseidon.
The Cascor operate only a few combat scouts,most of them of this class or a variant. The ship isdesigned solely as a support unit, with mostlydefensive weapons and the fleet-disrupting ion fieldgenerator weapon as its sole offensive device. Aswith most Cascor ships, it carries fighters, but thesemust be of medium size or smaller. Ships of theCoqar i c l ass a re o f ten used as deepreconnaissance, using the ion fields to disguise theirpresence and escape from enemy patrols.
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Traquintor Waystation
Ruqacc Ion Satellite
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
The Cascor did not construct huge starbasesfor defensive purposes, but instead producedrelatively cheap outposts for use as fighterwaystations. The Traquintor is the most common ofthese, and is quite capable of defending itselfagainst Raiders or a single enemy squadron. Its eighthangars can field from 48 to 96 fighters of varioussizes, and are not limited by size restrictions, so itcould theoretically support four full squadrons ofCalaqs, eight squadrons of Caccars, or anythingin between. Frequently, such bases are used asstopping points for fighters on patrol or on the wayto join a carrier task force.
This unit uses the same special layout as theDrazi Brostilli Warbase, adding addition systemsin areas the Cascor refer to as “corners.” Thesesystems can be hit by incoming fire that would hiteither adjacent side, provided the corner is in arc.However, both adjacent structure blocks mus bedestroyed before the corner is destroyed. A cornerreactor provides power only to those systems on thecorner, and destroys only those systems if it is lost.
One thing the Cascor lacked was a powerfuldefense grid around their homeworld, so the Dilgarwere able to attack it time and time again until mostof the defending ships had been destroyed orcrippled. This left only fighters to defend the planet.Fortunately, the Cascor had these available by thehundreds. Still, the Dilgar were able to make high-speed bombing runs on the world almost at will,inflicting horrible casualties on the civilianpopulation. The Cascor responded by developingthe ion satellite, an orbital weapons platform armedwith ion cannons and an ionic laser. As these grewin number, Dilgar "buzz bombing" tactics graduallyceased.
Cascor MinesThe Cascor developed a variety of mines during
the Dilgar War, most of which are of the cheapproximity type. When they feel the need for longer-ranged defenses, they build ion satellites, seeingno need to waste large amounts of resources onrelatively short-ranged DEW mines. They do operatea single torpedo mine for cases where they see agreater need for saturation fire.
Raqar Proximity Mine: Cost 9, Damage 15,Signature 3.
Rashaq Proximity Mine: Cost 16, Damage 25,Signature 3.
Raccan Proximity Mine: Cost 16, Damage 20,Signature 5.
Torqi Captor Mine: Cost 16, Range 5,Accuracy +5, Damage 20, Signature 3.
Tralati Captor Mine: Cost 24, Range 8,Accuracy +6, Damage 24, Signature 4. Animprovement over the Torqi mine, this wasdeveloped during the Dilgar siege of Cascan.
Sonoraq DEW Mine: Cost 40, Range 25,Accuracy +4, Signature 2 (-2), Armor 2, Structure 8.Fires an ion torpedo with an RoF of one everythree turns. These are generally placed aroundsatellites and bases to encourage opponents not toenter their defensive zones.
The Ipsha are relatively Q40-poor and operatefew jump-capable ships, depending instead on animpressive network of jump gates in their space andthe surrounding areas. Those ship designs thatpossess jump engines are rare and are almostalways ELINT ships. This allows them to operatealone as scouts and spy units when necessary. Thescout wheel is one such vessel, and is designed asa combat element as well as a fleet scout. Its array ofweapons are not terribly impressive, and itssensors are weak (for an ELINT ship) by themselves,but with its large quantity of free power it can easilyoperate as either a decent combat unit, highlyeffective scout, or somewhere in between. Itsflexibility is its main advantage, and scout wheelsare highly prized in their Baronies.
Ipsha Units
Scout WheelBase Hull (Restricted Deployment - 10%)
Based on a design by Eric Loken.
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Starsphere Orbital Satellite
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
The various baronies produce bases like thisone when they need to defend an importantresource or installation. The base is designed forease of construction, and its parts can be easilytransported by freighter. Unlike many Ipsha units, itpossesses shuttlecraft, and provides one of the fewmeans by which an Ipsha crewman can easily betransferred to a planetary surface or other nearbylocation. Since the Ipsha rarely leave their vessels,however, this as not as important as it might appear.
Like most Ipsha units, the base uses a lonesingularity to produce all its power needs. Thesingularity sits in the center section and producesenergy for all systems simultaneously (this is anexception to the usual rules for bases). While thisprovides excellent weapons flexibility, it is also adangerous liability should the reactor begin to sufferdamage. For safety reasons, the external ring is heldin place by mag-gravitic fields and connected tothe central hub by only a few thin accessways.Should the reactor be destroyed, the rest of the basewill survive the hub's implosion, though it will bepowerless. The Ipsha can then recover and repair itlater.
Ipsha satellites are relatively simple. Theypossess four surge cannons, one spark field, andenough power to operate all of these weapons atoptimal levels. Typically, the surge cannons are usedfor long-range fire and the spark field for defensivework while the cannons cool off. Note that thesatellite is not immune to friendly spark fields, socare must be taken to place these units far enoughapart that they will not damage each other (9 hexesis optimal, though 5 hexes is the most common,with spark fields limited to 4 hexes range).
Ipsha Mines
Raklavi Carrier
The Ipsha are frequent users of mines, butnormally employ them against other Baronies.Because of their inherent resistance to EM weapons,Ipsha tend to avoid DEW mines and concentrateentirely on proximity and captor types. These arenot available in any sort of variety, as the Baroniesdo not produce them themselves, but purchase themfrom a single central supplier. Understandably, thiscompany takes great pains not to sell any onebarony a better product than the others receive.
Spore Proximity Mine: Cost 12, Damage 20,Signature 3.
Cyst Captor Mine: Cost 16, Range 5, Accuracy+5, Damage 20, Signature 3.
Blast DEW Mine: Cost 30, Range 4, AccuracyN/A, Signature 4 (0), Armor 1, Structure 5. Activatesa spark field at range 4 (1d6 damage) and cancontinually produce this field every turn. This mineincludes the Command Control enhancement,allowing it to be activated or deactivated as needed.Generally, these mines are used to produce widezones of defense that restrict the movements ofenemy fighters. Unfortunately, they do not stand upwell to enemy fire and can be picked off relativelyeasily once activated.
The Kor-Lyans operate only dedicated carriers(there are no carrier variants in their fleet). Traininga Lyan to fly a fighter is a difficult and time-consuming process, and requires a significantamount of support personnel and equipment whowould simply not fit on a standard hull. The Raklaviis one of the more basic Kor-Lyan carriers, operating24 fighters from a single bay.
Kor-Lyan Units
Base Hull (Unlimited Deployment)
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Taloki Starbase
Kalavar Orbital Satellite
Kor-Lyan Mines
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
The Kor-Lyan starbase is cylindrical in a mannersimilar to Babylon 5. An outer shell encrusted withmissile racks and particle beams encloses an innerrotating section that provides artificial gravity. Thisheavily armed station is designed to operate bothas a theater warbase and a major resupply point. Itcarries a considerable amount of cargo, and sportsthree reload racks that can provide missiles to anyonboard rack through a series of high-speed,fortified transit tubes. In a prolonged assault it isnot uncommon for this base to make use of thesereload racks several times during an engagement.
The control sheet shows the modern version ofthis station. Prior to 2240, the Class-F missile rackhad not been developed and should be replacedwith Class-L racks, for a reduction of 100 CombatPoints. Prior to 2220, all missile racks should bereplaced with Class-S racks (this includes thedefensive racks in the primary section). All proximitylasers and limpet-bore torpedo launchers shouldalso be deleted on this version. This costs 400 pointsless and is available from 2194-2219. Before 2194,the Kor-Lyans used a much smaller and less combat-effective base that may appear in a future product.
Even though the Class-F rack holds only tenmissiles, the Kor-Lyans use it as the primaryarmament of their standard OSAT. The flexibility ofthis rack allows them to respond to an enemy attackregardless of their chosen tactics. While it will runout of missiles quickly (especially in rapid-fire mode),the Kor-Lyans are no strangers to logisticalchallenges.
Not surprisingly, the Kor-Lyans tend tospecialize in mines that can deploy ballistic weapons.Most races never bothered with such things, as theyeventually run out of ammunition and need to beresupplied after nearly every battle. The Kor-Lyanshave become used to this and operate a variety oflogistical craft designed to perform this mission. TheVaklar logistics frigate is one such unit. Most Kor-Lyan mines include the IFF enhancement for thisreason, allowing ships of this type to easily movethrough and resupply friendly minefields.
Note that for any mine armed with missiles orsimilar devices, any cost to purchase ammunitionmust be paid along with the mine. Ammo costs arenot considered part of the mine's base cost forpurposes of enhancements. In the case of missilesor other variable ammunition types, the order inwhich the ordnance will be launched must be pre-recorded unless the mine possesses the CommandController enhancement. A mine will not launch wastea shot, so it will never launch a missile beyond itsvalid range. For example, if a rack is programmedto launch a type-H missile next but the nearest unitis 11 hexes away, it will not fire, even if anothermissile is available with a greater launch range.
Note that mines do not receive the "stableplatform" benefit, so their launch ranges arecalculated as though they are firing from ships. Forthis reason, the Kor-Lyans prefer to use OSATs whendefending important installations and sites.
Kovost Captor Mine: Cost 16, Range 3,Accuracy +8, Damage 1d10+16, Signature 0. Thisis actually the core of a ballistic mine, which worksperfectly well when stationed in fixed minefields. TheKor-Lyans can remove such mines after any scenarioand use them as replacement ammunition forballistic mine launchers, but cannot redeploy themduring a battle. There is also a wide-range variant(Kovost-W) increasing the range to 5 but loweringaccuracy to +6 and damage to 1d10+12, plus aheavy variant (Kovost-H) that scores 1d10+24damage, but with only +5 accuracy and range 2.
Tonkar DEW Mine: Cost 30, Range varies,Accuracy +2, Signature 3 (2), Armor 0, Structure 6.Contains a Class-S missile rack with four missilesof type-B, type-A, type-L, type-H, or type-S (but nomore than one type-S per mine). Includes the IFFenhancement.
Tonkat DEW Mine: Cost 35, Range varies,Accuracy +3, Signature 3 (2), Armor 0, Structure 8.Contains a Class-L missile rack with four missilesof type-B, type-A or type-L. Includes the IFFenhancement.
Tonkal DEW Mine: Cost 40, Range varies,Accuracy +4, Signature 2 (1), Armor 1, Structure 10.Contains a Class-R missile rack with six missilesof type-B only. Includes the IFF enhancement.
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Traska DEW Mine: Cost 40, Range 30, AccuracyN/A, Signature 4 (2), Armor 2, Structure 9. Contains aballistic mine launcher with up to five mines, each ofwhich must be purchased using the rules in League-2.Includes the IFF enhancement. (Only the Kor-Lyanswould bother to use a mine capable of deploying othermines.)
Talivos DEW Mine: Cost 60, Range varies,Accuracy varies, Signature 5 (3), Armor 2, Structure12. Contains a proximity laser with ammunition forup to four shots (range 30, accuracy N/A) and astandard particle beam (range 6, accuracy +4).Includes the IFF enhancement. The SPB is oftenprogrammed to fire defensively, or ordered to doso if the Command Controller enhancement isapplied.
The standard Torata base is well-armed, andcan deal with opponents at nearly any range.Because it uses accelerators of nearly every typeimaginable, an enemy force attempting to approachit will find itself under a constant barrage of pulses,lasers, plasma, and particle beams. Most enemieswould be advised to keep their distance.
The control sheet shows the most modernversion, developed after the appearnce of thepentagon array. However, this type of base was inservice as early as 2220. From 2242-2256, allpentagon arrays should be replaced with three lightparticle beams for a return of 50 points. Similarly,before 2242 the accelerator armament was not asadvanced. All laser accelerators should be replacedwith particle versions, and pulse accelerators arechanged to plasma types. This lowers the base’s costby 200. These changes are noted on the controlsheet.
Torata Units
Colotnar Defense BaseBase Hull (Unlimited Deployment)
Tumal Orbital Satellites
Torata Mines
Base Hull (Unlimited Deployment)Torata satellites are exactly as might be
expected: flexible and capable of handlingopponents at a variety of ranges. With two laseraccelerators and two particle accelerators, it candeal with a variety of threats. Its lone defense,however, is a single light particle beam. Efforts toreplace this with a pentagon array have so far provenfruitless.
The Torata use several different kinds of mines.Because they appreciate flexibility, all their minesalways include the Command Controller andMult iple Targeting enhancements (whereapplicable). Under command control, anaccelerator weapon can be ordered to fire at anystage in its arming cycle. If left under automaticprogramming, however, it can only fire when fullycharged.
Class-1-1 Proximity Mine: Cost 10, Damage 12,Signature 6.
Class-2-1 Captor Mine: Cost 16, Range 6,Accuracy +6, Damage 16, Signature 4.
Class-3-1 DEW Mine: Cost 24, Range 4,Accuracy +5, Signature 5 (2), Armor 0, Structure 5.Fires two light particle beams.
Class-3-2 DEW Mine: Cost 30, Range 4,Accuracy +5, Signature 4 (2), Armor 0, Structure 5.Fires one pentagon array. Available 2256.
Class-3-3 DEW Mine: Cost 35, Range 8,Accuracy +4, Signature 3 (1), Armor 2, Structure 10.Fires a particle accelerator.
Class-3-4 DEW Mine: Cost 40, Range 8,Accuracy +4, Signature 2 (0), Armor 2, Structure 12.Fires a laser accelerator.
Class-4-1 DEW Mine: Cost 80, Range varies,Accuracy varies, Signature 2 (-1), Armor 3, Structure18. Fires a laser accelerator (Range 8, Accuracy +4)and four light particle beams (Range 4, Accuracy +5).This mine is usually the centerpiece of a cluster ofmines in an important segment of a field.
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Grome Units
Norsca BattlecruiserBase Hull (Unlimited Deployment)
Prior to the Dilgar War, the Grome did not haveany sort of large defensive base, nor did they possessany significant military fortifications. They had builta few of these in the past, but they were easy targetsfor any attacker due to the limitations of theirantiquated sensors and short-ranged targetingarrays. After the Dilgar, however, the Grom beganto re-evaluate this strategy. After a breakthroughdramatically increased the range of the targetingarray on a stable platform, the Grome designedtheir first true starbase, the Mahkgar.
The base was constructed by building sixidentical sections in orbit and then attaching themto a central core using a series of stabilizing struts.While the resulting base was extremely large, thestruts are a significant weakness, as they are withmany Grome units. The primary section does notuse these struts, and it can take considerablepunishment before beign destroyed. The base alsosuffers from the usual low level of Grome armortechnology.
Because the targeting arrays benefit from ahighly increased range, the base is effective atkeeping enemies outside its defensive zone, but arace capable of attacking from beyond thatperimeter would be able to defeat this base easily.Fortunately for the Grome, their more aggressiveneighbors (such as the Hurr) are not normallycapable of such engagements.
The Mahkgar base doubles the normal limit ofspecial railgun shells (i.e., 6 per launcher, 2 of whichcan be heavy shells).
Gormok Orbital Satellites
Grome Mines
Base Hull (Unlimited Deployment)The Grome built their defense satellites around
the heavy railgun, the largest weapon they couldtheoretically install on such a small unit. Internalstorage provides only enough room for 40 roundsof ammunition for this weapon (normally not aproblem in a typical scenario, but it could be ofimportance in a campaign), Light railguns (witheffectively unlimited ammo) are also included forfighter defense, as is a flak cannon for interceptionduties. These satellites are often placed in groupsor clusters at close range so their flak cannons canfire in defense of each other. They are relativelywell constructed, but their armor is weak and theneed to include a targeting array uses up spacethat might otherwise be employed for additionalweaponry.
The Grome normally employ only proximitymines, as other types are too expensive and lackeffective targeting sensors (yielding low accuracyratings). Still, they have experimented with theoccasional captor mine for defensive use or as asurprise against an opponent. Such mines remainquite rare, however. The Grome do not employcaptor mines at all, as they have not managed toget them to be accurate enough to bother using.
Moltha Proximity Mine: Cost 15, Damage 20,Signature 5.
Ghinsh Proximity Mine: Cost 20, Damage 30,Signature 4.
Tranas Proximity Mine: Cost 25, Damage 40,Signature 3.
Lektha DEW Mine: Cost 20, Range 3, Accuracy+1, Signature 4 (2), Armor 1, Structure 10. Fires aflak cannon.
Galakar DEW Mine: Cost 36, Range 10,Accuracy +0, Signature 4 (2), Armor 2, Structure 15.Fires a medium railgun, and holds enoughammunition for 20 shots. The Grome often added IFFtargeting to this mine so that they could more easilyresupply it during a long campaign, but this was notalways the case. The low accuracy of this mine madeit less than effective, and the Grome use it sparingly.
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Hurr Units
Roskor Command PostBase Hull (Unlimited Deployment)
If the Hurr have one advantage, it is in theirability to quickly construct bases and other defensesin captured areas. This skill has enabled them tohold off threats from the Grome and Drazi, and tomaintain control of the disputed system of Revkos.More often than not, if an opponent does not moveswiftly to dislodge the Hurr from a recently capturedarea, they will return to find a hastily constructedbase ringed with satellites.
When the Hurr plant a base, they begin with acentral core and attach the four modular externalsegments. The result is a Roskor Command Post,from which the Hurr direct the activities of theirdefenses and nearby battle groups. This base issomewhat unusual in that it contain three C&Csystems (one for the base, one for the local defensecoordination and one to manage extended patrolsand strikes). Unfortunately, the Hurr have come todepend on such sites for command and control,and the loss of one at an inopportune time duringa campaign will often cause them to retreat indisarray.
Occasionally, an enemy will stumble upon apartially constructed Roskor. The central core canoperate independently without the external modules,but only in an emergency. In combat, ignore allsystems other than those in the primary. Treat thecore as a medium ship, and use the primary hitschart for all damage. The base is extremelyineffective in this state and is easily destroyed, sothe Hurr would never operate one in this modeunder any but the most extreme circumstances. Nopoint cost is provided for the partial base, as it wouldappear only in special scenarios.
The Roskor is armed primarily with missileracks, the only long-range weapon available to theHurr in any significant numbers. These are of theinferior Class-S type, as the Hurr have yet to acquiremore advanced missile rack technologies.
Missile Satellites
Hurr Mines
Base Hull (Unlimited Deployment)The Hurr have few long-range weapons, so
they designed their satellites entirely around the useof missiles. Since these are stable platforms, they canbe surprisingly effective in a fleet support role. Otherthan their missile racks, they are relatively weak asOSATs go, with low sensors and few internal hits toabsorb damage. A field of satellites is oftendefended by mines and the like to keep enemyfighters from tearing them to pieces.
The Hurr do not build their own mines, butinstead purchase them from weapons dealers. Tothem, it would simply not be cost-effective toconstruct assembly lines for something they couldjust as easily acquire from another race.
The following mines are known to be in use bythe Hurr. Mines listed as "limited" are restricted to33% of a field's content, and "restricted" ones atmost 10%. Use the same rules as limited andrestricted deployment for ship designs. Mineswithout any restriction can be acquired in effectivelylimitless quantities.
Earth Alliance: Class-P1, Class P2 (limited),Class-C1, Class-C2 (limited), Class-D2. These areoften bought at a significant markup.
Centauri: Raji-16, Corant-A, Corant-B (limited),Ekos-A (restricted). The Centauri tend to overchargefor mines, so the Hurr usually buy from other sourceswhenever possible.
Brakiri: Rehsa-P. These can be acquired at adecent price, but are difficult to ship due to thedistances involved. Drazi raiders will also seek todisrupt such shipments whenever possible.
Drazi: Type-DR, Type-DB (limited), Type-DX(restricted), Type-BP, Type-FF (limited). The Hurrfrequently make excursions into Drazi spacespecifically to try and capture these mines, whichannoys the Drazi to no end.
Pak'ma'ra: Pal'fa, Ti'lor, Cort'i (limited). TheHurr tend to buy these more than any othercomparable mines due to their relatively low costand the proximity of the Pak'ma'ra.
THE YOLU 3
20 Babylon 5, Babylon 5 Wars TM & © Warner Bros.
The Yolu
TheocracyThe Yolu have been a spacefaring race since
750 BC, predating the Minbari by about 2000years. Isolationist by nature, they avoidedinvolvement in the last Shadow War as much asthey were able. They were finally drawn into conflictagainst their will, when attacked by the principleMinbari allies, the Tak'cha, in 1258 for sitting onthe sidelines. Eventually the Tak'cha were disciplinedby the Minbari and the Yolu, after assuring the Minbarithey felt no ill-feeling towards them for the actions oftheir subordinates, continued to avoid involvementin the Shadow War.
After the War, the Yolu continued as before,trading only infrequently with their emergingneighbors. This aversion to conquest and otherinteraction allowed other nearby races, such as theKor-Lyans and Vree, to eventually achieve spacetravel without interference. The later rise of theCentauri to power did trouble the Yolu, but distanceand their considerable technological mightdissuaded the Centauri from other than saber-rattling. Indeed, some scholars believe that the Kor-Lyans and Torata only escaped conquest by theCentauri because the ancient Yolu had been drawnout of their centuries of isolation by the Vree. Yoluhad begun traveling with Vree traders, spreadingthe tradition of the Mutai among the Fringe andCentauri border worlds, the origin of that blood-sport's popularity among the modern League races.
In modern times, events have forced the Yoluto pay more attention. At first only Raiders, Llort,and the occasional Ipsha or Kor-Lyan incursiontroubled them, but these provided the first hint of achink in the Yolu armor. Dilgar scouting forceslearned much about the Yolu, including the fact thatthey tended to retreat when they lacked an obviousadvantage. As the Dilgar Invasion proceeded, theImperium used what they had learned to theiradvantage, tricking the Yolu with illusionary shows ofpower. The Yolu eventually retreated all the way totheir homeworld, where they remained for the restof the war, victims of Dilgar propaganda and theirown doctrines.
After the Invasion, some of their neighborsformed the opinion that the Yolu were finished. Boththe Kor-Lyans and Llort attempted to acquire andhold Yolu territory that had been taken by the Dilgarduring the war. The Yolu were slow to react to thisaggression, as they had not fought in any mannerother than defensively for almost a millennium. Atfirst they tried diplomacy, simply asking theirneighbors to depart, but both refused. The Yoluresponded by sending a fleet to each of the disputedsystems. The Llort fled after a short battle, but theKor-Lyans had by now built a base in the systemand held it easily. The Kor-Lyans then declared warand began a general invasion of Yolu space. Theywon a number of early victories, but eventually theYolu were roused and pushed the Kor-Lyans back.Eventually, both sides reached a peace agreement,with all Yolu territory restored to its original owners.
Since this time, the Yolu have sentambassadors to neighboring races (and to Babylon 5)and are making an effort to emerge from their shell.Though they are known to have powerful andadvanced technologies (as well as some of the bestgunners in known space), they are neverthelessthough to be pusillanimous, avoiding conflictwhenever possible and retreating in the face of adetermined opponent. Until they willing to put on ashow of strength, they will continue to be takenadvantage of by their lesser neighbors.
The Yolu government descends directly fromtheir religious beliefs. They do not believe in a god,but in a spiritual energy that dictates the fate of allbeings in the universe. The Ingyo, the ruling bodyof the government, is made up of 15 men andwomen who have attained perfect harmony withthis spiritual force, called the Coo-Tah. The priestsof the Ingyo are appointed for life in an elaborateritual that involves the whole Yolu race.
Goverment
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Beneath the Ingyo are a series of councils ofexperts, each specializing in a particular field ofendeavor, such as the military, academia orcommerce, to name a few. These serve an advisoryrole to the governing body as a sort of “cabinet ofcabinets.” The Yolu form of government is extremelystable, having endured for approximately 4,000years. Internal problems with the theocracy arealmost unheard of, and indeed most Yolu seethemselves as living within a utopia, so they see littleneed for change.
The Yolu had mastered molecular technologieslong before the Minbari ventured into space. Whilesome later Minbari weapons are similar (such asthe fusion cannon and molecular disruptor), othersare radically different.
Yolu weapons are designed to operate incombination with each other to weaken opponentsuntil they have little choice but to retreat. To thisend, some weapons strip armor while others takeadvantage of the lowered ratings to producemaximum damage across all systems. The YoluUlana Patrol Cruiser is a perfect example of this.The molecular flayers are used to reduce armor ona target, after which strikes by molecular disruptorsand fusion agitators rip the unfortunate ship apart.While this can be tremendously effective, it alsorequires a bit of finesse and tactical skill, much ofwhich was lost due to lack of practice during theirperiod of isolationism.
To minimize the requirements of individual shiptactics, many Yolu ships do not operate combinationweapons like the Ulana. Quite a few concentrateon a specific weapon type. Gunships, for example,use disruptors almost exclusively, while fleet supportunits mount armor-stripping weapons in quantity. Ifthe Yolu were a little more aggressive, they couldbe a force to be feared.
This weapon is similar to that operated by theMinbari on some of their older hulls. Like theMinbari, the Yolu have neither found the need ordesire to improve upon it, suggesting that it mightwell be at the pinnacle of its development.
Weapon
Technologies
Molecular Disruptor
Light Molecular Disrupter
Destabilizer Beam
Fusion Agitator
Class: Molecular Mode: Raking
Class: Molecular Mode: Piercing
Class: Molecular Mode: Raking (6)
This is a fighter-mounted molecular disruptor.As a fighter-mounted heavy weapon, it scoresdecent damage against a target, but its ability todestroy armor is limited. When a flight fires theseguns at a ship or enemy fighter flight, at least threehits must be scored in order to eliminate a singlepoint of armor. Each flight must achieve this levelindependently of any other. For example, if fourflights fire at the same side of a ship simultaneously,and the number of hits are 4, 3, 2, and 2, only twopoints of armor are lost (for the first two flights) eventhough the total number of hits was 11. If usedagainst a fighter flight, armor loss affects all fightersin the flight so long as at least 3 hits are scored.
This powerful molecular weapon is normallyseen only on larger Yolu ships. When it hits a target,it punches a hole straight through it by destabilizingthe structure of the hull at the molecular level. Aswith many other weapons that function only inpiercing mode, it ignores the normal offensive EWrequirement and firing penalties for using that mode.It is an extremely powerful weapon and veryaccurate against capital ships, but fires no fasterthan a standard disruptor and does not causedamage to armor.
This is one of the more interesting applicationsof Yolu molecular technology. It locks onto a target,then randomly fuses the molecular structure ofwhatever it hits. The beam appears to dance acrossthe target's hull as it wreaks havoc with whatever ittouches. Though it operates only in Raking modewith volleys of 6 points each, it ignores the first pointof armor on every system it hits (including structure),so it can be more effective than it looks.
The Fusion Agitator can also be made moreeffective by adding extra power. Each four points ofenergy added to the weapon produce an extra 1d10damage, up to a maximum of 4d10 for 16 energy.While not a particularly effective use of power, itprovides an extra punch that might make thedifference in battle, especially after the target'sarmor has been stripped away by molecular flayers.
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Molecular FlayerClass: Molecular Mode: Special
When fired, this weapon bursts upon a target'shull and strips away the outer layer of armor on thefacing side. It scores no actual damage, but everysystem on the facing side (including structure) losesone point of armor immediately (minimum level 0).Because of this, the flayer is normally fired first inany combat situation, usually to be followed shortlyby disruptors and agitators.
When the weapon hits a heavy combat vesselor larger unit, do not roll for hit location at all; simplyreduce the armor as noted above. If the facingstructure block was destroyed in a previous turn,the armor reduction applies to the primary sectionof the ship. The tactical implications of this shouldbe obvious!
If the flayer hits a medium ship, it destroys onepoint of armor on every system on the unfortunatevessel, including primary systems (fortunately forYolu foes, it finds targeting such vessels difficult). Thedevice does not affect fighters or smaller units.
Yolu ships operate advanced technologies,including high armor, gravitic drives, and powerfulsensor arrays. Despite a lack of development overthe past one thousand years, they are still nearlythe equal of the Minbari in these areas. Their shipstend to be fast, maneuverable, and adept atnavigating hyperspace, and are well-armed andwell-constructed. They do not like small ships,preferring cruisers and larger units due to theirstability and survivability in combat. It is not unusualto see a Yolu fleet made up of nothing but cruisers,with no medium ships or heavy combat vessels atall.
Starships &
Fighters
Ulana Patrol Cruiser
Aluin Gunship
Yuan Dreadnought
Maltra Scout
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
Base Hull (Restricted Deployment - 10%)
Base Hull (Limited Deployment - 33%)
This vessel is designed to operate alone ifnecessary, and is frequently found on guard at theKor-Lyan, Vree, and Llort borders. With its varietyof weapon types, it can strip the armor off an enemyand then pound it into scrap with disruptors andfusion cannons. Unfortunately, the typical Yolucaptain lacks the aggression to employ theseweapons as originally intended.
Unlike the Ulana, this cruiser is designed tooperate in a fleet environment. While the patrolcruiser uses its own secondary weapons to loweran opponent's armor, the Aluin simply hammerson them with its array of molecular disruptors anddestabilizers. The Aluin is somewhat smaller thanits longer-ranged cousin, however, and is generallytreated as a light cruiser for tactical organizationpurposes.
If there is one ship in the Yolu navy that trulystrikes fear into the hearts of their enemies, the YuanDreadnought is it. This immense vessel is a battleshipin everything but name, and can stand up to justabout any other single ship except those owned bythe Ancients. These ships are extremely costly tobuild, and very few exist. They are rarely seen alone,and normally operate as the flagship of an entirebattle fleet.
Since the Yolu have no interest in explorationor surveying, their ELINT vessels are designedentirely as fleet support elements. They are betterscouts than most similar vessels operated by theLeague, but are pale shadows of those operatedby the Minbari. Lacking any interest in expansion,the Yolu simply put little effort into advancing theirELINT technologies. Though it lacks any sort ofsignificant offensive firepower, this scout is wellequipped to defend itself, packing a serious numberof fusion cannons on its hull.
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Notali Carrier
Maitau Pursuit Frigate
Utan Heavy Fighter
Base Hull (Limited Deployment - 33%)
Base Hull (Unlimited Deployment)
Base Hull (Unlimited Deployment)
The Yolu are not big on fighters, and those theydo operate are launched entirely from dedicatedcarriers such as the Notali. The ship is surprisinglywell armed for a carrier, though its hull is relativelysmall as Yolu cruisers go. In addition to its twosquadrons of fighters, it also employs two breachingpods as standard equipment, a feature not unusualamong Yolu carriers.
The Yolu tend to operate cruisers and otherlarge ships as a matter of doctrine. Small ships areseen as a waste of resources, since they tend to be thefirst things destroyed in battle and rarely stand upto a concerted blow from an enemy cruiser. Theydo have one advantage, though, in that they tendto be swift. The Yolu therefore operate a specializedclass of fast frigates of the Maitau class. These shipsoperate as police forces, hunting down Raiders,Llort, and other enemies that attempt to penetrateYolu space. In a fleet situation, the Maitau spendsmost of its time on the fringes of the battle, pickingoff cripples and chasing down wounded ships thattry to escape.
Were it not for the need to counter the fightersemployed by their enemies, the Yolu would likelynever use fighters at all. The thought of putting oneof their people at risk in such a small and fragilevehicle is anathema to them. To ensure the pilot'ssurvival, their standard fighter is heavily armoredand possesses one of the best ejection systems inknown space. When rolling to see if a pilotsuccessfully ejects from a destroyed fighter, the Utanreceives a +6 bonus on the die roll. For similarreasons, the fighter is resistant to dropout, with a-2 bonus on any such rolls.
The Utan is armed with two light fusioncannons similar to those found on the Minbari Tishat,plus a single light molecular disruptor, which cannotfire in the same turn as the main guns. The Utan is agravitic fighter and can take a lot of damage, but is notparticularly maneuverable. This is not becausethe engines are weak, but because they havedifficulty overcoming the structural mass of thefighter.
The Yolu are no strangers to personal combat,as might be expected from a race that created theMutai. Their breaching pods are exceptional, andtheir crews are well protected inside the highlyarmored shell. A Yolu pod receives a -2 die rollshift (bonus) on its attempt to deliver its Marines,and a -1 bonus on a Rescue mission, but no otherbenefits. The pod loses 1 point of thrust for every 6points of damage it suffers.
Yonor breaching pods are designed to occupystandard shuttle slots in any hangar and arecommon shuttle replacements when a battle isexpected. Yolu ships can replace any of their basicshuttles with breaching pods using the standard rules(i.e., 10 points per box). This is in addition to anyother conversions permitted for fighter or assaultshuttle boxes. For example, a non-assault capitalship with 12 fighters and 4 shuttles could changetwo fighters and all four shuttles to breaching podsif desired.
Yonor Breaching PodBase Hull (Unlimited Deployment)
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League-2
Scenarios
This chapter provides scenarios that took placeduring the Dilgar Invasion. For the first time, all theraces that participated in that conflict are available,so the full story of that war can be told. Most of thesescenarios are based on the wartime historiespresented in the Dilgar Invasion and Showdowns-4supplements.
The Dilgar invasion of Hyach space came asno surprise to the Hyach, who had been preparingfor such an attack since Alaca fell. The Hyach haddetermined that Yonog, their main colony, wouldalmost certainly be the site of their first clash withthe lmperium. Yonog was ideally situated as a buffersystem between Shri-shraba and Tirrith, the likelynext target of Dilgar attacks. It was generallybelieved at this stage that the Dilgar would avoidattempting to assault the Abbai, and instead bypassthem on their way towards the weaker members ofthe League. Thus, the Hyach prepared a strongdefense at Yonog and placed stealth ships inneighboring systems to watch Dilgar movements.
The speed of the Blitzkrieg took the Hyach, likemuch of the League, by surprise. By the time theDilgar actually reached Yonog, probing elementsof the fleet that had bottled up the Abbai weremenacing Shri-shraba. Gravely concerned, theCouncil of Elders decided to adopt the contingencyplan for the evacuation of Yonog. Much of thecivilian population had already been moved backto the homeworld in anticipation of hostilities, soall that remained was the transport of their moreessential personnel. During the final stages of thiseffort, a Dilgar fleet dropped in behind the Hyachlines.
Terrain: The right-hand edge of the map is startof the atmosphere of Yonog.
Hyach: lrokai Kar, 2 Okath Kats, 4 Evirol Tekswithin 5 hexes of the edge of the planet, facing left,speed 4.
THE EVACUATION OF YONOGBy: Karl Mueller
Set-Up
Dilgar: Mishakur, Targath, Ochlavita,Ochlavita-D, Jashakar, Jashakar-E arrive througha jump point within 5 hexes of 0615, facing right,speed 4.
Fighters: All units carry full loads of fighters ofthe owning player's choosing. Note that the HeavyThorun is not yet available.
The Hyach are waiting for the last of theirground crews to arrive from the surface of Yonog.This will not happen during the scenario, so theymust defeat the Dilgar before they can make thepickup. The logistics cruisers are not permitted todisengage until all other Hyach ships have beendestroyed or disabled. The other Hyach units maynot disengage unless all of the Evirol Teks aredestroyed.
Victory is determined by how many of the EvirolTeks survive. If all of them do, the Hyach playerwins a major victory. If three do, the Hyach score aminor victory. If two survive, the scenario is a draw.If only one makes it, the Dilgar win a minor victory.The Dilgar win a major victory only if they destroyall four logistics ships.
The Dilgar managed to destroy two of thelogistics ships before being forced to disengage.Though the Hyach might have pursued under bettercircumstances, they were wary of a trap and let theMishakur escape.
Dilgar scientists were constantly seeking newways to kill their enemies more efficiently. Many oftheir medical ships were active in experimenting withterrible plagues and viruses they intended to setloose on their foes. The plan was to producediseases to which the Dilgar were immune, but theirenemies were not. The use of Stafford's Plagueagainst the Drazi is an example of this strategy.
Special Rules
Victory Conditions
Historical Outcome
By: Bruce Graw
SHOT IN THE DARK
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In another notable case, Dilgar scientistsworking on a prototype anti-Hyach virus accidentallylet it loose aboard their ship, killing the entire crew.Rather than destroy the ship by flying it into a sun,the Dilgar put it on remote and flew it towards Shri-shraba. Knowing its chances of reaching the Hyachhomeworld were slim, they deliberately allowed theHyach to learn of it in the hopes of drawing a largefleet away from Shri-shraba. Instead, the Hyachmobilized their subs.
Terrain: Empty space. Set up two maps side byside so that the total field of play is 84x30 hexes.
Dilgar: 2 Ochlavita-B, 3 Eskravat-A, Eskravat-Hwithin 5 hexes of 8415, facing left, speed 4.
Hyach: 4 Alichi Kav somewhere in the 01xxthrough 21xx hex rows, any facing, speed 8 or less.None of these ships may be within 8 hexes of eachother.
Fighters: The Dilgar ships are loaded withstandard Thoruns and can begin with the fightersdeployed, if desired.
The Eskravat-H is on automatic and may notmove towards the right hand edge of the board (itcan move in direction 1, 4, 5 or 6 only). It may notchange speeds unless forced to do so by battledamage.
The medical ship has been disguised to lookexactly like an Eskravat-A from a distance. Unless aHyach ship reaches range 10 or less to it, they willnot be able to identify it. (Specialists and expertsthat can identify enemy units will not be able to doso outside this range.) Of course, the Hyach playercan also determine which ship is which by theiractions or by scoring damage on systems the othertype of vessel does not have.
If any two subs are ever within 8 hexes of eachother, they are automatically detected by the enemy.This is possible because the EW fields they produceto hide behind produce a slight rippling overlap ifthey get close to another similar field. The Dilgarhave seeded this area with charged particles that willreveal such an overlap if it occurs. They woulduse this trick throughout the war, and as a result theHyach learned to keep their subs away from eachother in future battles.
Set-Up
Special Rules
Victory Conditions
Historical Outcome
By: Jeff Smith
Set-Up
Victory Conditions
The Dilgar win if the medical ship reaches theleft edge of the map (it will not reach Shri-shraba,but the Hyach will be forced to send out a fleet tomeet it). Otherwise, the Hyach win. Note thatbecause of the slow speed of the medical ship, theDilgar will probably have to destroy or disable allthe subs to allow this to happen.
See the story in League-2.
The lhsha barony was fully confident in itsability to defend Elitria from the coming Dilgarinvasion. According to all reports, their huge fleet(fully 85% of their space forces) arrayed at theircolony would be more than enough to drive back thelmperium. Unfortunately, the other baronies saw anopportunity to strike at other lhsha holdings whiletheir forces were occupied. The lhsha steadily drewoff battle groups, a squadron at a time, until theirElitria fleet was only a shadow of what it once hadbeen. It was then, of course, that the Dilgar attacked.
Terrain: Empty space.Dilgar: Mishakur, Leskrati, Tratharti, Tratharti-
G, Garasoch, Targath, 2 Athraskala, 3 Ochlavita,Ochlavita-M, 4 Jashakar, Jashakar-P, Jashakar-E,Protra, Protra-I, 3 Abrithi within 5 hexes of the rightside of the map, facing left, speed 10 or less. TheTratharti-G has a Lucky Ship Captain.
Ipsha: 3 Battleglobe, Warsphere, 2 CarrierCube, 4 Battlehex, 5 Tetraship, 2 Scout Wheel, 5Starsphere within 5 hexes of the left edge of the map,facing right, speed 10 or less. The OSATs must bealong the left map edge and at least 5 hexes fromeach other. One of the Battleglobes has an ExpertSurge Officer.
Neutral: There is a fixed jump gate in 0115,facing right.
Fighters: All units are fully loaded with fighters.Both sides can begin with fighters deployed withintheir setup zones. The Abrithis have four breachingpods each.
Whichever fleet holds the field of battle is thewinner.
FACE-OFF AT ELITRIA
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Historical Outcome
By: Dan O’Connor
Set-Up
Special Rules
Both fleets mauled each other until only a fewcrippled hulks remained. None of the Dilgar jumpcapable ships survived intact, so the survivors rushedthe jump gate and escaped through it. Ipshareinforcements soon arrived, but upon seeing thedevastated survivors, they began to evacuate Elitriarather than try to defend it. By the time the Dilgarreturned and seized the planet, the lpsha had pulledmost everything of importance back to thehomeworld. Those colonists who could escape didso, but the rest paid the price.
Shortly after their attacks on the Cascor began,the Dilgar realized the key to defeating this new foelay in destroying their carriers. Without carriers, theCascor could not fight offensively. By this time, theconduct of the war had shifted, and the Dilgar nolonger sought to destroy their opponents but merelybottle them up. To do this to the Cascor meantdestroying their ships, and that is what they set outto do.
Terrain: Empty space.Dilgar: Mishakur-B, Tratharti, Targath, Leskrati-
D, Protra, 2 Ochlavita, 2 Jashakar, Jashakar-Ewithin 5 hexes of the left map edge, facing right,speed 8.
Cascor: Norsca, Tacacci, 2 Qoricc, 3 Croctiwithin 5 hexes of the right map edge, facing left,speed 8.
Fighters: All units are loaded with fighters. TheCascor ships must use the largest fighters possiblefor their bays. All fighters may begin the scenariodeployed within the appropriate starting zones.
On turn 5, another Norsca will arrive via jumppoint in a hex of the Cascor player's choosing. Theplayer must select this hex before play begins, andreveal it on turn 5 when the jump point forms. Theship can arrive with its fighters deployed (arriving inthe same hex as the ship) if desired.
GET THE CARRIERS
Victory Conditions
Historical Outcome
By: Robert Glass
Set-Up
Special Rules
The Dilgar want to destroy the two Norscas andthe Tacacci, while the Cascor hove their eyes onthe Mishakur-B and the Targath. Whichever sidedestroys their objective first (or forces them todisengage) is the winner.
The Dilgar fought the Cascor evenly andmanaged to destroy two enemy ships when thesecond Norsca arrived. After blasting one of theCroctis to scrap, they disengaged in the face ofoverwhelming fighter firepower. Most of theirThoruns were destroyed covering the retreat, andthe strike force was forced to return to Tirrith forreplacements.
After the destruction of the Cascor fleet, theDilgar had complete control of the Cascan systemexcept for the homeworld. Any time theyapproached it, swarms of Calaqs, Tiqinccs andCaccars would rise from the surface to challengethem. Frequently the Dilgar would strike frommultiple directions, spreading the fighters thin, thendrive a wedge of bombers in to launch a few massdriver strikes. This worked well until the first ionsatellites began to appear.
Terrain: The right edge of the map representsthe outer edge of the atmosphere of Cascan.
Dilgar: Leskrati-D, Targath, 3 Athraskala within15 hexes of the left map edge, facing right, speed 8or less.
Cascor: Ruqacc satellites in 3503, 3507, 3511,3515, 3519, 3523, and 3528, facing left.
Fighters: The Dilgar ships are fully loaded withfighters. The Cascor have 12 Calaq, 24 Tiqinccand 48 Caccar within 5 hexes of the planet, facing left,speed 6 or less. These have launched from groundbases that will not be a factor in the scenario. Oneflight of Tiqinccs has an Expert Tailgunner.
All Dilgar missile racks (but not bomb racks)have 2 flash missiles each. The Athraskala bomberscan trade bombs for missiles if desired.
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Dilgar: Mishakur, Leskrati-D, Tratharti,Garasoch, Protra-I, Ochlavita, Ochlavita-M,2 Jashakar, Jashakar-P within 5 hexes of the left mapedge, facing right, speed 5. This force has 50 pointsavailable for special missiles.
Drazi: Eyehawk, Darkhawk, Strikehawk,Wareagle, Stareagle, Claweagle within 5 hexes of4201, facing left, speed 8. This force has 30 pointsavailable for special missiles.
Hurr: Boroca, Brokoth, 2 Orek, Norak within5 hexes of 4230, facing left, speed 8. This forcehas 20 points available for special missiles.
Fighters: All units are loaded with fighters, andall fighters that use missiles have full loads.
The Drazi and Hurr are not familiar with eachother and have difficulty communicating effectivelyduring the scenario. To represent this, the Drazi andHurr players are permitted to discuss tactics andoptions only between turns. They can set uppredefined actions and sequences that they willfollow during the turn, but are not allowed to usehand gestures, written notes, or other non-game"tells" to influence each others' actions. A certainamount of honesty is required here, as it will not bepossible to prevent every possible occurrence.
Whichever side is left holding the field of battleis the winner.
The Drazi and Hurr worked so poorly togetherthat the Dilgar were able to inflict serious damageon both their opponents before finally retreating.
Special Rules
Victory Conditions
Historical Outcome
The Dilgar disengage if they retreat off the leftedge of the map. The Cascor will not pursue for fearof a trap. Any Cascor unit that leaves the leftmap edge is considered destroyed.
The Dilgar are attempting to score as muchdamage as possible against the planet. Each bombthat hits scores one p i n t and each mass driver shotscores 2 points. However, because they hove alreadydestroyed most of the large surface installations,the bombers must be within 30 hexes of the planetto use their mass drivers effectively.
Victory is determined by how many points ofdamage the Dilgar score. If they cause less than10 points of damage, they suffer a major defeat.From 11 to 20 damage is a minor defeat. 21-30damage is a draw. 31-40 damage is a minor victory.Anything above this is a major victory. The Dilgarcan assure themselves of a major victory by simplydestroying all Cascor units, but this will prove to be adifficult undertaking.
This battle was typical of what the Dilgar couldexpect once the Castor had their satellites in orbit.While the Ruqaccs pounded them from range, thefighters swarmed their ships and pummeled themmercilessly. The Dilgar had the advantage in thatthey could escape at any time, either by jumpingout or simply retreating, but by the time they couldget into position to score any damage they hadusually been badly mauled.
In late 2231, the Dilgar were once againadvancing through Drazi territory. Eager for a victorythat might stem the tide, the Drazi signed a secretdeal with the Hurr to gain their aid in the war. TheHurr had been Drazi enemies for years, but theysaw easily t h a t they were next if the Drazi shouldfall to the Dilgar. In addition, by helping now theycould leave themselves in a strong position afterthe war ended. Thus, they sent a large force to Latigto aid in a Drazi counterstrike there. This scenariorepresents a small portion of the battle that resulted.
Terrain: Empty space
Victory Conditions
Historical Outcome
By: Phil Lacefield Jr.
Set-Up
SURPRISE ALLIES
SCENARIOS
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MEET THE ELITEBy: Leo Dunin
Set-Up
Options
Though the Kor-Lyans did not have the benefitof a visit from the Abbai during the voyage of the
, they were more than well aware of theapproaching Dilgar hordes. Since the resumptionof the Blitzkrieg, the Kor-Lyans had watched withdismay as the lmperium advanced towards theirborder. When the powerful Yolu collapsed in theface of the Dilgar and retreated behind theirhomeworld's fortifications, the Kor-Lyans knew theywould be next. They resolved, however, that theywould not be rolled over so easily. They would meetthe Dilgar with the best they had, and show theinvaders the price they would pay if they enteredKor-Lyan space.
Terrain: Empty space.Kor-Lyans: 4 Vaklar, 2 Raklavi, 8 Cokra,
3 Axor within 5 hexes of the left map edge, facingright, speed 10 or less. These ships have 1000 pointsavailable for special missiles. Missiles available in2231 can be used in this scenario. One of each ofthe following is also permitted: Elite Crew, ExpertScanner, Expert Technician, Expert Engineer, ExpertBreaching Officer, Expert Ballistics Officer, ExpertNavigator. No more than one of these can be onany one unit.
Dilgar: Mishakur, Leskrati-D, Athraskala,Tratharti, Tratharti-G, Targath, 2 Ochlavita,Ochlavita-D, 3 Jashakar, Jashakar-P, 2 Abrithiarranged in three pentacans within 5 hexes of theright map edge, facing left, speed 10 or less. Theseships have 100 points for special missiles. TheMishakur has on Expert Geneticist.
Fighters: Both sides have full loads of fighters.All fighters and shuttles are loaded with basic fightermissiles (these can be upgraded using the pointsprovided above). The Axors are loaded withbreaching pods, and each Abrithi also carries fourpods. All fighters may begin play on the map withinthe setup zones, but shuttles and breaching podsmust begin on their ships.
The Kor-Lyan player will find it difficult to spendall his missile points. To give him more missileoptions, allow him to use missiles from any era.
Pyrotinia
Victory Conditions
Historical Outcome
By: Robert Glass
Set-Up
Whoever holds the field of battle at the end ofthe scenario wins.
The Dilgar saw what they believed to be aninferior force and rushed to attack. The Kor-Lyanfleet proved to be much more powerful than it hadat first appeared, and the invaders were sent reeling.After the Mishakur went down, the survivorsretreated into hyperspace. Post-battle analysisshowed beyond a doubt that the results of the battlewere caused by superior crews and officers, notadvanced technology or ships. The Dilgar intendedto return later with an elite fleet of their own, butthis operation was scrapped with the decision toinvade Markab space.
As the Dilgar came under attack by the EarthAlliance in Markab space, one of their concernswas that other previously neutral races might jointhe war against them. If allowed to get involved,even a small race could prove a significant thorn inthe side of the lmperium. The Kor-Lyans, who bynow had been the victim of mass driver ships inaction, were expected to be unlikely to pursue dueto their unwillingness to leave themselves open toattack by the Yolu. The Torata, on the other hand,were a real possibility. Scouting forces had alreadylocated a base in the Trogoh system, and it wasfeared that this might be used to launch missionsinto Markab territory in support of the Alliance. Evenas they began their campaign of Blood Raids againstthe League, the Dilgar sent a strike force in to destroythis base before the Torata could ally against them.
Terrain: Set up two maps alongside each otherso that the field of play is 42x60. The lower edge ofthe map is the edge of Trogoh IV, an airless rock.
Dilgar: Garasoch, Leskrati, Tratharti,2 Ochlavita, 3 Jashakar within 5 hexes of the top ofthe map, facing down, speed 10 or less.
Torata: Colotnar in 2155. Tumal OSATs in0150, 0650, 1150, 1650, and so on every 5 hexesacross the map. 1 Clovant within 5 hexes of the base,speed 0, facing up.
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Fighters: All units are loaded with fighters.These can begin within 5 hexes of their carrier ifdesired. The Torata also have 48 additional Tukafighters that have scrambled from ground bases(these will not be a factor in this scenario).
The Dilgar have 20 turns to destroy the base. Ifthey have not completed their mission by then, theymust retreat due to the pending arrival of Toratareinforcements. If the Leskrati is destroyed, thisperiod is reduced to 15 turns. On that turn, abackup jump ship (in hyperspace) will open a jumppoint in hex 2105, which will remain open for thenext turn only.
The Dilgar win if they destroy the base and atleast one of their ships escapes through a jumppoint. Otherwise, they lose.
The base was destroyed and three Dilgar shipsescaped through the backup vortex. Faced with theloss of their primary defense station, the Torata chosenot to send a large fleet to aid the Alliancelest the Kor-Lyans be tempted to attack while theirships were away. A few ships did participate, butonly in mopping-up actions as they were intendedonly for show, in the vain hopes of currying favorsagainst their enemies after the war.
In 2253 the Hurr arranged to meet a Vree tradedelegation in the Hastur system. Their intention wasto purchase more advanced weaponry and sensortech, and they brought with them a substantialamount of Q-40 to pay for these goods. Thenumber of other groups that arrived at the systemat the time of the meeting is a tribute to the Hurrintelligence service. All the parties had hiddenagendas, which only their actions revealed.
Terrain: Join two maps together so that thefield of play is 42x60 hexes.
Vree: 3 Vymish Armed Traders, 2 Xvell EscortSaucers, Xorr War Saucer.
Special Rules
Victory Conditions
Historical Outcome
By: Ben Rubery
Set-Up
UNINVITED GUESTS
Hurr: Boroca Gunship, Brokoth Carrier, TonakBattle Scout, 3 Orak Frigates, 42 Koeth Fighters,3 EA Commercial Freighters.
Grome: Trokan Flagship, 2 Groth Gunships,2 Telgar Escort Frigates, 24 Regla Fighters, 4Breaching Pods.
Raiders: Strike Carrier, Barque, Xebec, 4Gunboats, 6 Double-V Fighters, 24 Delta-V Fighters, 2Breaching Pods.
Drazi: Jumphawk Command Cruiser,Strikebird, 2 Warbirds, 12 Starsnake Fighters, 2Breaching Pods.
Centauri: Optine, Decurion, 4 Vorchans,24 Larisi Assault Shuttles, 2 Scion Breaching Pods.
Deployment: The Vree and Hurr deploy within10 hexes of the center of the map, speed 0, facingeach other. The Grome, Centauri, Raider and Draziplayers deploy within three hexes of a corner of themap, one per corner, facing center, speed 10 orless.
Use a standard 52-card deck (no jokers). Eachplayer draws a card and keeps it, referring to thelist below for their victory conditions. Vree and Hurrplayers may draw a card or pick the piracy victorycondition, at their option. The possible results are:
Hearts: Betrayal - Destroy six ships from anyother faction and have 2 surviving ships at the endof the game.
Diamonds: Piracy - For the Grome, Raiders,Drazi or Centauri, you must steal the Q-40 aboardthe Boroca or capture three freighters. For the Vreeand Hurr, you must guard the freighters and the Q-40.
Spades: Assassination - Choose two factions.You must kill the characters for those factions (seebelow).
Clubs: Enemy - Choose one faction. You mustdestroy all the ships for that faction.
Do not reveal your victory conditions until theend of the game. Note this means players may actas if they had a different victory condition to theirreal one. This is to be encouraged. If your cardreveals that you must do something to one or morefactions of your choice, you must write your selectiondown at the start of the scenario and reveal it at theend of the game (you can't make the choice on thefly).
Special Rules
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Characters: The Grome fleet carries animportant relative of the Margus, the Hurr a notedHurr general, the Vree an important trade official,the Raiders a wanted criminal, the Drazi an admiralof some note, and the Centauri the head of a NobleHouse. These will be aboard any ship of the player'schoice and their locations must be tracked. Theyprovide no special benefits, but are merely targets.They can be assassinated using a "Rescue"breaching pod mission (see the breaching podrules). If the ship they are on is destroyed, they willautomatically escape in a shuttle, if possible. Onlythe player who actually scores the kill on this shuttlewill get credit for an assassination for missionpurposes.
There is a large quantity of Q-40 in a holdaboard the Boroca. This can be stolen using thebreaching pod rules. A successful "Rescue" missionsteals the Q-40, which must then be returned to afriendly ship to count for victory purposes. No playeris permitted to fire at a breaching pod carrying theQ-40, as all sides want it too badly to destroy it.Once captured, it can be taken by another player'sbreaching pods if they can pull it off.
The scenario ends when all hostile groups haveleft the map, either by jumping out, leaving at amap edge, or being destroyed or surrendering.
This depends on your card. If playing the Hurror Vree with the mission to protect the cargo, youmust survive the scenario and deny any player anyattempt to succeed at a "piracy" mission. It ispossible for several players to win.
Replace the Centauri fleet with 4 Shadow PatrolCruisers and a Destroyer. They automatically havethe betrayal victory condition. They have nocharacter to assassinate.
Victory Conditions
Options
Historical Outcome
By: Matt Murray
Set-Up
In a highly confused battle, 20 of the ships weredestroyed before survivors fled the field. The GromeMargus chalked the engagement up as a victory,as the Vree/Hurr deal fell through with the death ofthe Hurr and Vree representatives. The Drazi weregrateful to have had the chance to eliminate a bandof raiders who'd been plaguing them, and did sowith gusto. The Centauri destroyed 8 of the leagueships but lost the Optine, though the Royal Navydidn't cry over the loss of an obsolete ships and afoolish noble. The Vree and Hurr took tales back totheir governments of betrayal and ambush, and thedestruction of a Centauri cruiser by the joint effortsof their fleets. The Raiders were all killed, beingcaught in a deadly cross fire very early on, nevergetting a chance to sneak in and steal the Q-40 orhijack the freighters
While the Grome would not buy advancedtechnology from any race, they did conduct normaltrade with their neighbors and anyone else willingto purchase their goods. Often the Pak'ma'ra werehired to haul large shipments of products to andfrom Grome space, with the Melat to Leshkrev runbeing the busiest route. The Vree Scientists Guild,with help from the Merchant-Adventurers Guild,hired a Pak'ma'ra ship to smuggle advancedwelding equipment into Grome space as part of adeal with a "renegade" Grome admiral. TheMargus' secret police found out about the deal,alerted him to it, and arranged for a "meeting" atthe border.
Terrain: Empty space. Use a floating map.Grome: Groth, 3 Mogorta, Telgar, 2 Morgat
within 5 hexes of the right map edge, facing left,speed 5.
Pak'ma'ra: 6 Sim'sall'e, 2 Resh'kas'u,Sashul'kur within 5 hexes of the left map edge, facingright, speed 5.
Fighters: The Grome have 24 Regla, while thePak'ma'ra have 24 Por'fa'tis. These can begin thescenario deployed within their setup zones.
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Special Rules
Victory Conditions
The Grome player's objective is to destroy theSashul'kur, when they find it, without creating asevere incident with the Pak'ma'ra. The Pak'ma'raplayer's objective is to get the Sashul'kur 50 or morehexes further to the right than any other Gromeunit.
The Sashul'kur is carrying the advancedwelding equipment, and the Grome know it. TheSashul'kur has also been outfitted with special panelsto make it appear, to the antiquated sensors theGrome use (and the Grome player), like anotherResh'kas'u. The Grome will not be able to tell theSashul'kur from a Resh'kas'u until one of their shipsget to within 10 hexes of it (Regla fighters will not do).The Sashul'kur will also reveal itself when it doessomething a Resh'kas'u can't do (like fire a PlasmaStream or take damage in a different way).
All of the Pak'ma'ra ships (and fighters) areallowed to operate as the Pak'ma'ra player sees fit,except for the Sim'sall'e, which are not allowed tofire upon the Grome (they may use weapons in adefensive manner). Once the Grome fires upon aPak'ma'ra ship, roll a D6 for each Sim'sall'e duringthe End of Turn Actions Step: if the roll is a 1 or 2then that Sim'sall'e can fire on any Grome unitbeginning next turn. If the die roll is a 3 or 4 thenroll again next turn, and if the die roll is a 5 or 6then that Sim'sall'e must accelerate to the right sideof the board at maximum ability (overthrusting isnot required).
The Grome player scores 20 points fordestroying the Sashul'kur, -2 for every Sim'sall'edestroyed, -1 for every Sim'sall'e damaged but notdestroyed, -1 for every Resh'kas'u destroyed, and-1 for every Grome ship destroyed. The Pak'ma'raplayer may not fire on or damage his own ships tocost the Grome player victory points.
If the Grome player scores 20 points then it isan astounding victory, 16 to 19 points is a majorvictory, 11 to 15 points is a tactical victory, 6 to 10points is a minor victory, and 1 to 5 is a draw. If theGrome player scores zero or less points then it is aPak'ma'ra victory.
Historical Outcome
By: Matt Murray
Set-Up
Special Rules
Victory Conditions
The Grome found and destroyed the Sashul'kurby simply destroying anything that looked like one,including the two Resh'kas'u. They ignored the otherPak'ma'ra ships, allowing them to take a terribletoll on the Grome fleet. Because the Por'fa'tis hadno surviving carriers to land on, their pilots obeyedtheir lost instructions and fought to the death. Onlytwo Grome ships escaped the battle.
After the Dilgar War, the ships of several lpshabaronies were seen moving through devastatedLeague territories. Their explanation was that theywere searching for ships that had not reported inafter the war, but in fact they were scouting areasfor future expansion. One place they visited wasTrotaka, the Yolu system that had been the site ofthe deception that had kept the Yolu out of theLiberation Navy. The planet was a wreck, and theyassumed the Yolu had written it off as a total loss.Unfortunately, this was not the case, as a Yolu surveygroup was already present, determining what wouldbe needed for terraforming operations. Figuring theYolu would simply run away, the lpsha scout groupmoved to the attack. Unfortunately for them, mostof the Yolu survey team was on -the planet, so theystood their ground.
Terrain: Use a standard map. 40 hexes to theright of the right mop edge is the atmosphere ofTrotaka, which no unit in the scenario is permittedto enter.
Yolu: Maltra, Yuan, Maitau in 4221, facing left,speed 0 or less.
lpsha: Scout Wheel, Warsphere, Battlehex,2 Tetraship in 0121, facing right, speed 10.
Fighters: The lpsha have six Urchins aboard theWarsphere.
The Yolu are not permitted to disengage. Theycan ram, but the lpsha may not.
The Yolu are not sure of the goals of the lpshafleet, and must defend themselves against anypossibility while avoiding war if they con. Beforethe scenario, the lpsha player draws one card from
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a deck of standard playing cards. His goal isdetermined by the suit of the card drawn. Thepossibilities are:
Spades: Destroy one side of the Maltra andYuan, and eradicate the Maitau entirely, withoutlosing both the Warsphere and Scout Wheel. Oneof these two units must safely escape intohyperspace.
Hearts: Get at least one jump-capable ship towithin sensor range (equal to the ship's sensor ratingin hexes, double that for the scout) of theatmosphere of the planet to scan it, then have atleast one ship escape with the information gained.
Diamonds: Provoke the Yolu into firing on (orramming) your ships, then get at least one of yourships safely away into hyperspace. You lose if youfire on them first without any reciprocating fire inthe same turn.
Clubs: Destroy all enemy ships. It does notmatter if any of yours escape or not.
Joker (optional): Destroy two lpsha ships andcapture the third. It is assumed to be captured if itis disabled, at which point it will surrender if noother lpsha ships are still around.
The Yolu can win only by denying the lpshatheir victory. The selected card is revealed only at theend of the scenario.
The lpsha raced in, guns charged, and openedfire. The Yolu responded with a devastating barrageand the battle was on. After a long and bloody fight,only the Warsphere and Yuan were still standing.Recovering its sole surviving fighter, the lpsha shipdeparted. The lpsha government later dismissed thebattle as the actions of a rogue barony and provideda small reparation, but lpsha ships continued toraid Yolu trade routes and colonies for years.
After years of probing and border skirmishes,the Kor-Lyans invaded the Yolu in 2256. Actingswiftly, they seized several Yolu holdings includingthe colony of Beta 9. Originally a thriving world,Beta 9 had been devastated during the DilgarInvasion and the Yolu had been pouring resourcesinto the effort to return it to its former state. TheYolu wanted the world back, but so far had beenshell-shocked by the rapid Kor-Lyan advance intotheir territory. Their defensive doctrine did not lend
Historical Outcome
By: Bruce Graw
THE WORM TURNS
itself well to going on the attack, but if they wantedtheir planet back, attacking is what they would haveto do
Terrain: Use a standard mop. The right side ofthe map represents the edge of the atmosphere ofBeta 9 (thickness 1). Units may enter this atmosphereif desired, but the map cannot be extended morethan one map width further to the right.
Yolu: Ulana, Aluin, Maltra, Notali, 2 Maitauwithin 5 hexes of 4021, facing up, speed 8. The Aluin,Ulana, and one Maitau each have an Expert Gunner.
Kor-Lyan: 2 Koskova, Raklavi, Leklant, 2 Solyrn,Vaklar, 3 Cokra, Axor within 5 hexes of 0121, facingright, speed 10. One of the Solyrns has an ExpertBallistics Officer. This fleet has 750 points available topurchase special missiles.
Fighters: Both sides are fully loaded withfighters, which can begin play within the fleets'respective starting zones. The Kor-Lyan fighters andshuttles are fully loaded with missiles, and can buyspecial missiles from their fleet's missile point total.
The Kor-Lyans, having been ordered to defendthis planet at all costs, are permitted to ram. TheYolu may not.
This battle represents the start of the scenariodescribed in the story in League-2. To play the battlefrom the point of view of the story itself, removeone Solyrn and one Maitau (the ones without theexperts), reduce the missiles in all racks by 25%except for ships that have reload racks (in whichcase the reload racks are half empty), lower theavailable points for special missiles to 500, andassume all fighters are reloaded. Score damageon the remaining ships as follows. The Yolu areassumed to have hit with six fusion agitators, fourmolecular flayers, four molecular disruptors, tenfusion cannons, and two destabilizer beams. TheKor-Lyans have hit with ten basic missiles, fourproximity lasers, two particle cannons, and sixstandard particle beams. For each weapon that hits,roll a random ship and random facing, then rolland apply damage as though the weapon hit in itsnormal mode. No interception is possible as theseweapons are assumed to have already hit.
Set-Up
Special Rules
Options
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Victory Conditions
Historical Outcome
By: Pamela Mosby
Set-Up
Victory Conditions
Historical Outcome
Whoever holds the field of battle at the end ofthe scenario is the winner.
The Kor-Lyans charged, figuring the Yolu wouldflee. They did not, and the Kor-Lyans lost their firstbattle of this war.
The Grome and Hurr have been involved inany number of border disputes and minor conflicts,though the threat of the Drazi and other larger raceshas prevented these fights from escalating intofullscale war. Most of the battles have occurred overRevkos, a system both races have claimed. In theearly 2250s, the Hurr took control and havemanaged to defend it and place a large garrisonof ships in the system. Periodically, the Grome putthese (and their own ships) to the test, with thepredictable result of a few Grome ships versus largenumbers of the smaller Hurr vessels.
Terrain: There are twelve asteroids scatteredrandomly across the map. No asteroid will be within6 hexes of another.
Grome: Mogorta, Groth, Trokan, Morgat,2 Telgar within 5 hexes of the upper left corner,facing right, speed 10 or less.
Hurr: 2 Boroca, Brokoth, Tonak, 4 Orak,2 Norek within 5 hexes of the lower right corner,facing left, speed 10 or less.
Fighters: The Grome have 24 Regla, and theHurr have 48 Koeth. These can be set up within theplayers' starting zones.
Whichever side holds the field of battle is thewinner.
This battle is typical of many fought over theRevkos system, and these could swing either waydepending on the skill of the commanders.
STRENGTH VS. NUMBERS
FEAST OF SHADOWSBy: Tom Gondolfi
Set-Up
Special Rules
Victory Conditions
HistoricalOutcome
During the Shadow War, the Shadows attackedvirtually every race in known space in an attemptto draw them into the conflict. While this wassuccessful in many cases, the Yolu refused to bedrawn out, just as they had avoided the war athousand years before.
Map: Use a standard map.Yolu: 1 Yuon, 2 Ulana, 1 Aluin, 1 Maltra,
4 Maitau within 10 hexes of the center of the map,any facing, speed 10 or less.
Shadow: 1 Dreadnought, 1 Cruiser, 1 Scout,1 Destroyer appear in any hex along any map edge,any facing and speed.
Fighters: There are no fighters in this scenario.
The Yolu have three Expert Gunners todistribute among the fleet. No more than one of thesecan be on any single ship.
There is a P10-level telepath on one of the Yoluships. The Yolu player selects the ship before thescenario begins and records it in secret. TheShadows are aware of a telepath's presence andare trying to sense his location. If the telepath doesnot take any action before the end of turn 3, theShadows will triangulate on his position and learnwhich ship he is located on (but not which systemhe is in).
Victory is determined by how many ships theShadows destroy before the end of turn 15 (at whichpoint they must depart, as a fleet of Yolureinforcements is on the way). The Yuandreadnought counts as two ships for this purpose.The condition of the Shadow fleet has no bearingon their victory level.
0-2 ships: Yolu major victory.3-4 ships: Yolu minor victory.5-6 ships: Draw.7-8 ships: Shadow minor victory.9-10 ships: Shadow major victory.
TheShadowsdestroyed five ships, but only theirdreadnought and cruiser escaped. Once again, theYolu stayed on the sidelines during the Shadow War.
B5W Showdowns-7Rev. 1
SCENARIOS
4
34 Babylon 5, Babylon 5 Wars TM & © Warner Bros.
FIGHTER FREE-FOR-ALLBy: Kelly Lofgren
Set-Up
After the creation of the Interstellar Alliance,the races involved (and those they protected) beganto undertake war games designed to increase theirfamiliarity with each other. In one of these exercises,approximately equal fighter groups would engagein mass dogfights with the winner being the lasteffective flight in the battle. Of course, with so manydifferent races it was impossible to produce acompletely even field of play, so it was left up to thefighter pilots to decide which enemy group they feltwas the biggest threat at any given moment. Theresult was a wild melee with unpredictable results.
Map: Use a standard map, but the edges arefixed. Any units leaving the battle area are assumedto have dropped out.
This scenario can be played with any numberof participants. Each chooses a fighter group fromthe list below (or rolls one at random):
Abbai: Two flights of six Kothas each.Brakiri: One flight of six Pikitos. Alternate: Two
flights of six Falkosis each.Cascor: One flight of six Tiqinccs and one flight
of six Caccars.Drazi: One flight of six Star Snakes and a single
Sky Serpent loaded with missiles.Earth Alliance: One flight of six Thunderbolts
without missiles or navigators. Alternate: One flightof six Badgers with one missile each.
Gaim: Two flights of six Koists each.Grome: Two flights of six Reglas each. One flight
has an Expert Motivator, the other an Expert Evader.Hurr: Two flights of six Koeths each (no
missiles). Both flights have Expert Coordinators.Hyach: One flight of five Darthas and a Dovoch.
The Dovoch has an Expert Coordinator.Ipsha: Two flights of four Urchins each.Minbari: One flight of five Nials.Narn: One flight of six Frazis and a flight of
four GorithsPak'ma'ra: Two flights of five Por'fa'tis each.Vree: One flight of six Tzymms.Each group starts along a map edge, facing
and speed at the owner's discretion. They shouldbe separated by approximately even distance fromeach other along the edges, depending on thenumber of players.
Special Rules
Options
Victory Conditions
HistoricalOutcome
Cut out a slip of paper for each player anddistribute the following experts on them at random:Dogfighter, Motivator, Evader, Coordinator, andElectrician. Any leftover slips should be left blank.Fold the slips and allow each player to draw onefrom a hat. If he draws an expert, he can assignhim to one fighter of his choice. Players will notknow which experts are in play except by observingthe actions of their opponents.
Fighters with ammunition limitations (Grome,Belt Alliance) are assumed to have unlimited ammoduring the scenario, and do not need to reload.This does not apply to missiles.
For a non-historical fight, add any of thefollowing fighter groups:
Alacan: Six(!) flights of six Rotias each.Balosian: Two flights of six Shasi fighters. Each
flight has an Expert Pilot.Belt Alliance: Two flights of six Starfoxes each
(no missiles).Centauri: One flight of six Sentris and a flight of
six Raziks.Civilians: One flight of six Double-Vs and one
flight of six Delta-Vs. No missiles or navigators.Corillani: One flight of six Tillinis (DOC version)
and one flight of four Tillinis (CPN version).Descari: Two flights of six Noscors each.Dilgar: One flight of six Heavy Thoruns with
navigators and two missiles per fighter.Kor-Lyan: One flight of six Kaltis loaded with
missiles. One missile on each fighter is a Type-FD.Llort: One flight of six Lellat-As and one flight
of six Lellat Bs.Markab: Two flights of five Droftas each.Torota: Two flights of five Tukas each.Shadows: One flight of three medium fighters,
one of which has an Expert Dogfighter.Vorlons: One flight of three heavy fighters.Yolu: One flight of five Utans.
The player with the last surviving fighter wins!
War gamesof this sortwerewild affairs. Literallyany fighter group can win, regardless of its seeminginferiority (or superiority).
B5W Showdowns-7Rev. 1
SCENARIOS
AFTERWORD5
35Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Afterword
Product Credits
The League-2 product began well over a yearago, with five of the seven races in a playtest pack(the other two, the Hyach and Cascor, were in theDilgar War test pack). In the course of designingthose races, it was always known that only the coreships and fighters would appear in the first book,and only the basic rules would be able to fit there.Showdowns-7, then, is the clearinghouse for theremaining League-2 rules and ships that couldn'tmake it into L2 due to space considerations. In thisway, Showdowns-7 is like Showdowns-2 was withrespect to League-1. We wish we could have hadmore room for scenarios, but with seven races thistime around, we simply ran out of territory. Don'tforget, the League-2 line will continue with Variants-5, over 35 all-new ships and variants for the racesin this book. Look for it in early 2002 at a gamingstore near you!
........................................Bruce Graw.......................................Bruce Graw
..............Matthew Murray,Ben Rubery, Dan O'Connor, the Historical RepairTeam
................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 thisproduct:
The Playtesting Horde: Dan "Rogue" O'Connor,Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith,Pete "Ninja" Reese, Tom Miller, Stephen Turner, DaveMcFarland, Dan Ryan, Bob Mitchell.
Thanks to everyone who participated in theLeague-2 playtest project. Many of the ships andrules herein were derived from your comments.
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 - Showdowns-7. I hope youenjoy it.
----- Richard L. Bax Jr.
B5W Showdowns-7Rev. 1
FORWARD HITS 1-5: Retro Thrust 6: Spinal Laser
7-8: Fwd Hangar 9-10: Maser
11-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-6: Maser 7-9: Medium Laser 10: Interdictor11-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Maser 9-10: Interdictor11-18: Aft Struct19-20: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
512
11
5 6
4
3
4
3
5 4
Hyach Irokai Kar Strike CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2224Point Value: 950Ramming Factor: 290Jump Delay: 20 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
1
2
6
12
8 4
9
FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +8Initiative Bonus: +0
5 5
2 3
4
6
4
6
MAIN 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
Maser
Medium Laser
Spinal Laser
Computer
Interdictor
ICON RECOGNITION
3 2
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
3 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles
4
12
SPECIAL NOTESGravitic Drive System
10
14 15
11
2
2 2
2
7
13
22
2 2
3
3
5
3
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
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
3
Crew Specialists: 2
Version 1: 2E/S7Irokai Kam Variant (Uncommon)
12 Fighters0 Shuttles
FORWARD HANGAR
412
5
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
FORWARD HITS 1-5: Retro Thrust 6-7: Blast Laser 8: Maser
9: Interdictor10-18: Forward Struct19-20:PRIMARY Hit
AFT HITS 1-5: Main Thrust 6-7: Blast Laser
10-18: Aft Struct19-20: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 Kam Light 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: 2217Point 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 4: 2E/S7
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
PORT STARBOARD
8: Maser9: Interdictor
15: Computer
Blast Laser
5 6
33
333 4
3 3
21
5
Class: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/+0Intercept Rating: n/aRate of Fire: 1 per 3 turns
Blast Laser
4
Crew Specialists: 2
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: Cargo 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 Tek Logistics CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2216Point Value: 380Ramming Factor: 230Jump Delay: 20 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
1
FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +0
5 5
2
4 4
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
7
2
2
2
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 2: 2E/S7
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Cargo
2 2
5
510
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
3
B
4
3
C
2 3
4 5
6
Hyach Utara Tor Stellar FortressMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2216Point Value: 8000Ram Factor: 1100Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 22Stb/Port Defense: 22Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A
C & C
Sensors
Reactor
Hangar
Cargo
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
12
6
12
6
SECTION HITS 1: Spinal Laser
3-4: Medium Laser
6: Interdictor 7-9: Cargo
12-18:Section Structure19-20:PRIMARY Hit
PRIMARY HITS 1-10: Primary Structure 11: Interdictor
15-16:Sensors17-18:Reactor19-20:C & C
5
5
5
FORWARD
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
10 10 10 10 10
FORWARD PORTAFT PORT
5
5
FORWARD STBD
AFT STARBOARD
5AFTPRIMARY
6
Version 1: 2E/S7
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
10 1010
10
10
10
10
10
1
43 44
5655
2019 2221
7 8
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
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
5
Blast LaserClass: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/0Intercept Rating: n/aRate of Fire: 1 per 3 turns
4 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles
2: Blast Laser
5: Maser
11: Hangar 10: Reactor
12-14:Computer
SPECIAL NOTESCrew Specialists: 6
6867
4
A
4
Maser
Medium Laser
Spinal Laser
Computer
Interdictor
Blast Laser
6
6
6
53 54
6665
4039 4241
17 18
F
4
C
4
E
4
6
6
63
64
60
59
4847
52
51
5
3
15
16
11
12 30
29
37
35
38
36
2827
B
4
6
D
4
6
24
23
26
25
2
4
58
57
62
61
9
10
4645
13
14
50
32
3433
31
49
HANGARS6 Fighters Each2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10
PRIMARY HITS 1-9: Primary Struct
12-13:Blast Laser 14-15:Maser16-17:Sensors18-19:Reactor 20: Interdictor
Hyach Takalti Kam Orbital Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2212Point Value: 250 eachRamming Factor: 30Jump Delay: N/A
Name: ______________ Counter: ____________
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 3: 2E/S7
3
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
WEAPON DATA
5
Blast LaserClass: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/0Intercept Rating: n/aRate of Fire: 1 per 3 turns
Maser
Blast Laser
Interdictor
4
54
2
4
NA
44
251 2
43
7
3
3
4
54
2
4
NA
44
251 2
43
7
3
1
InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn
3
4
54
2
4
NA
44
251 2
43
7
3
3
4
54
2
4
NA
44
251 2
43
7
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
10-11:Thruster
PRIMARY HITS 1-4: Primary Struct 5-6: Thruster
9-10: Medium Laser 11-12:Blast Laser 13-14:Maser 15-16:Sensors 17-18:Reactor 19: Computer
4
4
Hyach Takalti Kal Heavy OSATs (2)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2230Point Value: 750 eachRamming Factor: 120Jump Delay: N/A
Name: ______________ Counter: ____________
210
COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 12Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
ICON RECOGNITION
3 3
3 3
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
2 11
4
4
N/A
53 3
Version 2: 2E/S7
4 5
6
7
8
9
8
4
3
4
5
1
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
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
WEAPON DATA
2 35
Blast LaserClass: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/0Intercept Rating: n/aRate of Fire: 1 per 3 turns
Maser
Medium Laser
Spinal Laser
Computer
Blast Laser
Interdictor
1 BONUS FIRECONTROL POINTCapital/HCVsMed. ShipsFtrs/Shuttles
1 BONUS FIRECONTROL POINTCapital/HCVsMed. ShipsFtrs/Shuttles
1
4
4
210
3 3
3 3
2 11
4
4
4 5
6
7
8
9
N/A
53 3
8
4
3
4
5
1
2 3
1
SPECIAL NOTESCrew Specialists: 1
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
7-8: Spinal Laser
20: Interdictor
FORWARD HITS 1-5: Retro Thrust 6-7: Rad Cannon
19-20:PRIMARY Hit
SIDE HITS 1-3: Port/Stb Thrust 4-6: Ion Cannon 7-8: Ion Torpedo
12-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Jump Drive 9-10: Aft Hangar
13-14:Dual Ion Bolter 15-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 11-12:Sensors 13-14:Engine 15-17:Hangar18-19:Reactor 20: C & C
4
4
5
516
5 5
4 4
Cascor Qoccata SupercarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 8 ThrustPivot Cost: 6+6 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2231Point Value: 950Ramming Factor: 300Jump Delay: 24 Turns
Name: ______________ Counter: ____________
WEAPON DATA
4
4
4
FORWARD
COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 19Engine Efficiency: 9/1Extra Power: 0Initiative Bonus: +0
4
3 3
22
2 2
4
MAIN HANGAR24 Heavy Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/10
AFT HANGARS12 Medium Fighters Each0 Shuttles
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Ion Torpedo
Ion Cannon
Dual Ion Bolter
Rad Cannon
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
512
4 4
3
1
5
7
12
1716
9
Version 3: 2E/S7
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
Rad CannonClass: IonModes: SpecialDmg vs Structure: 10Dmg vs Wpn/Thruster: 100%Dmg vs Other: See rulesRange Penalty: -1 per 2 hexesFire Control: +3/+2/--Intercept Rating: n/aRate of Fire: 1 per 2 turns
4
Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns
3
3
6 6
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
4
2
8
5
5
13
3
6
3
8
4
4
4
4
4
4
3
4
4
8
4
8
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESLimited Deployment (33%)
46
46
14
2 2
3
11
3
10
SIDE HANGARS12 Ultralight Fighters Each0 Shuttles
4
4
4
4
15
8-9: Dual Ion Bolter
11-18:Forward Struct 10: Ion Torpedo
9-10: Dual Ion Bolter 11: Port/Stb Hangar
11-12:Ion Cannon
1-10: Primary Struct
FORWARD HITS 1-5: Retro Thrust 6-7: Ion Field Generator
9-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-5: Port/Stb Thrust 6-7: Ion Field Generator
19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Dual Ion Bolter
19-20:PRIMARY Hit
PRIMARY HITS 1-9: Primary Struct
12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C
4
4
4
4
412
4 6
4 4
Cascor Coqari ScoutMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Capital ShipIn Service: 2226Point Value: 750Ramming Factor: 280Jump Delay: 24 Turns
Name: ______________ Counter: ____________
WEAPON DATA
FORWARD
COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 8/1Extra Power: 0Initiative Bonus: +0
22
2 2
4
6
4
6
HANGAR12 Medium Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/10
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Ion Field Generator
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 2 2 3 4 4 5 6 6 7 8 8
4
6
4
3
4
3
98
Version 3: 2E/S7
4
Ion Field GeneratorClass: IonModes: SpecialEffect: See RulesRange: 35 hexesFire Control: n/aIntercept 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 (S01)
4
4
4
4
10
4
5
2
3
3
3
4
3
1
3
2
SPECIAL NOTESELINT ShipLimited Deployment (33%)
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
8: Dual Ion Bolter
8: Dual Ion Bolter 9-18: Port/Stb Struct
9-18: Port/Stb Struct
10-11:Jump Drive
6
4
4
4 4
7
SECTION HITS 1-2: Ion Torpedo
5-6: Dual Ion Bolter 7-8: Cargo 9: Reactor 10: Hangar11-18: Section Structure19-20:PRIMARY Hit
PRIMARY HITS 1-11: Primary Structure 12-13:Ion Torpedo
15-16:Sensors17-18:Reactor19-20:C & C
Note: This unit has only fourmain sections: Forward,Port, Starboard, and Aft.Angled systems are hit oneither adjacent section hitand fall off only if bothadjacent sections are lost.
4
4
5
5 5
5
5
7
7
5
5
Cascor Traqintor WaystationMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2219Point Value: 2500Ramming Factor: 600Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
4
FORWARD
PORT STBD
FWD
PORT
COMBAT STATSFwd/Aft Defense: 20Stb/Port Defense: 20Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A
21
22
23
5
9 10
27
3
26
4
29
28
AFTPRIMARY
C & C
Sensors
Reactor
Hangar
Cargo
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
101010101010
Version 3: 2E/S7
A
5
B
5
C
5
D
5
AFTPO
RT
6
FWD
STBD
6
AFT
STBD
6
4
6
1
6
6
6 6
19
30
101010101010
101010101010101010101010
101010101010
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
7 8
1 2
11 12
6
16
15
25
13
14
24
1817
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
20
Ion Torpedo
Ion Cannon
Dual Ion Bolter
MAIN HANGAR0 Fighters4 Shuttles: Thrust: 6Armor: 0 Defense: 9/10
SIDE HANGARS6 Fighters Each0 Shuttles
3-4: Ion Cannon
14: Hangar
PRIMARY HITS 1-8: Primary Struct 9-10: Thruster 11-13:Ionic Laser
16-17:Sensors18-19:Reactor 20: Dual Ion Bolter
Cascor Ruqacc Ion Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2231Point Value: 175 eachRamming Factor: 21Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 7Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 3: 2E/S7
14-15:Ion Torpedo
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
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
4
Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns
2
52
1
3
2
2
3
3
4
4
3
2
22
1
Ionic Laser
Ion Torpedo
Dual Ion Bolter
NA
2
52
1
3
2
2
3
3
4
4
3
2
22
1
NA
2
52
1
3
2
2
3
3
4
4
3
2
22
1
NA
2
52
1
3
2
2
3
3
4
4
3
2
22
1
NA
FWD/AFT/SIDE HITS 1-6: Thruster
9-10: EM Pulsar 11-18:Fwd/Aft/Side Struct 19-20:PRIMARY Hit
PRIMARY HITS 1-8: Primary Struct
11-12:Sensors
15-16:Engine 17-18:Mag-Gravitic Reactor 19-20:C & C
5
4
5
5
56
8
5 9
Ipsha Scout WheelMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 1+0 ThrustRoll Cost: 1+0 Thrust
SPECSClass: Capital ShipIn Service: 2225Point Value: 800Ramming Factor: 280Jump Delay: 24 Turns
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 4/1Available Power: 42Initiative Bonus: +0
5 5
5
PRIMARY
FORWARD
PO
RT S
TBD
5AFTC & 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
14
Version 4: 2E/S7
4 4
4
4Spark 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
Restricted Deployment (10%)
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
M-G Reactor
4
13
4
4
EM Pulsar
3
3
3 33
7-8: Surge Cannon
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
Surge Cannon
3 34
12
5
6
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
9
5 4
31
32
73 83
3 310 11
13-14:Jump Drive
9-10: Spark Field
Singularity Drive SystemELINT Ship
Jump Engine
SECTION HITS
PRIMARY HITS
1: Resonance Generator
4-7: Surge Cannon 8-18: Section Structure19-20:PRIMARY Hit
1-9: Primary Structure10-11:Cargo12-13:Sensors14-15:Spark Field16-17:Mag-Gravitic Reactor 18: Hangar19-20:C & C
2-3 EM Pulsar
4
Iphsa Ring BaseMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2226Point Value: 3200Ramming Factor: 840Jump Delay: N/A
COMBAT STATSFwd/Aft Defense: 20Stb/Port Defense: 20Engine Efficiency: N/AAvailable Power: 90Initiative Bonus: N/A
Name: ______________ Counter: ____________
6
7 7
4
C & C
Sensors
Hangar
Cargo
ICON RECOGNITION10 10 10 10 10 10 10
4FORWARD
6
4AFTPRIMARY
4FORWARD PORT
AFT PORT 4
4 FORWARD STBD
AFT STBD4
Version 3: 2E/S7
A
4
10 10 10 10 10 10 10
10 10 10 10 10 10 10
10 10 10 10 10 10 10
10 10 10 10 10 10 10
10 10 10 10 10 10 10
6
10 10 10 10 10 10 10 1010
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
WEAPON DATA
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
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Spark Field
Surge Cannon
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
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).
49 50
M-G Reactor
1 2 3 4 5
3137 38
26
3647 48
27 28 29 30
33
11
12
13
14
15
41
42
45
46
35
21
22
23
24
25
34
44
43
20
19
18
17
16
10
9
8
7
6
40
39
32
HANGARS12 Fighters Each4 Shuttles Each: Thrust:5Armor: 1 Defense: 9/9
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
PRIMARY HITS 1-9: Primary Struct10-11:Thruster 12-15:Surge Cannon 16-17:Sensors 18-19:Mag-Gravitic Reactor 20: Spark Field
44
5
4
2
3
NA
Ipsha Starsphere Orbital Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2225Point Value: 200 eachRamming Factor: 20Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
25
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 10Engine Efficiency: N/AAvailable Power: 14Initiative Bonus: +12
Thruster
Sensors
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 3: 2E/S7
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
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
3
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
23
3
3
13
4
M-G Reactor
Surge Cannon
Spark Field
4
3
23
3
3
1
4
3
5
4
4
2
3
NA
25
4
3
23
3
3
1
4
3
5
4
4
2
4
3
NA
3
252
3
3
3
1
4
3
5
4
4
2
3
NA
25
FORWARD HITS1-4: Retro Thrust5-7: Class-D Rack8-10: Class-L Rack11-18: Forward Struct19-20: PRIMARY Hit
SIDE HITS1-5: Port/Stb Thrust6-10: Std. Particle Beam11-18: Port/Stb Structure19-20: PRIMARY Hit
AFT HITS1-6: Main Thrust7-8: Class-D Rack9-10: Class-L Rack11-18: Aft Structure19-20: PRIMARY Hit
PRIMARY HITS1-11: Primary Struct12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor
20: C & C
Kor-Lyan Raklavi CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 3+3 ThrustRoll Cost: 1+1 Thrust
SPECSClass: Capital ShipIn Service: 2227Point Value: 600Ramming Factor: 250Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +1Initiative Bonus: +0
0HANGAR24 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Std Particle Beam
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 2: 2E/S7
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.
Class-LMissile Rack
0
Class-L Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +3/+3/+3Rate of Fire: 1 per 2 turns
6
MISSILESRack #1
Rack #8
D
4
5
10
3
5
6
2FORWARD
AFT
PRIMARY
PO
RT
STA
RBO
ARD
D
DD
4
2
4
2
55
3 3
12
Rack #7
Rack #6
Rack #5
Rack #4
Rack #3
Rack #2
3
22
5
5
5 5
5
55
54
3
3
3
54
33
5
4
4 4
4
65
1
3
3
3
12
13
14
9
10
11
3
7 8
4
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
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
Class-DD
Missile Rack
D
Kor-Lyan Taloki StarbaseMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2240Point Value: 3500Ram Factor: 1260Jump Delay: N/A
COMBAT STATSFwd/Aft Defense: 21Stb/Port Defense: 24Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A
Name: ______________ Counter: ____________
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SECTION HITS1-6: Any Weapon7: Missile Rack/Hangar8: Reactor
9-18: Structure19-20: PRIMARY Hit
PRIMARY HITS1-10: Prmiary Structure11: Reload Rack12: Class-D Missile Rack
13-14: Sensors15-18: Cargo
19: Reactor20: C & C
C & C
Sensors
Reactor
Hangar
Std Particle Beam
Cargo
ICON RECOGNITION
Version 2: 2E/S7
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
F
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.
z
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
Limpet-BoreTorpedo
3
Limpet-Bore TorpedoClass: BallisticShots: 5 Reloads: 2Damage: 2d10+10
Maximum Range: 60Range Penalty: None
Fire Control: +4/+2/--Rate of Fire: 1 per 2 turnsSpecial: Seeks target system.Ignores armor upon detonation.Scores no overkill. See rules.
Particle Cannon
7
Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns
HANGARS12 Fighters Each2 Shuttles Each: Thr: 5Armor: 1 Defense: 9/92 Weapon Hardpoints
Limpet-BoreTorpedoes#1
#2
RL
RL
F
F
F
10
10
10
10
10
10
10
10
10
10
4
4
FWD STBD
AFT STBD
10 10
F
F
F
F
10
10
10
10
10
10
10
10
10
10
10 10
Reload Rack
10
10
10
10
10
10
10
10
10
10
4
6
4 43FORWARD
AFTPRIMARY
44
45
46
47
48
19
20
21
22
49
50
51
52
53
54
23
24
25
26
6F
F
F
F
F
F
F
F
10
10
10
10
10
10
10
10
10
10
10 10
10
10
10
10
10
10
10
10
10
10
10 10
4
4
11
12
13
14
15
16
17
18
31
32
33
34
35
36
37
38
39
40
41
42
FWD PORT
AFT PORT
4
6
D
D D
27 29
28 3010
10
10
10
10
10
10
10
10
10
10 10
10 10
4
4
6
10
10
10
10
10 10
10
10
10
10
A
5
B
5
Weapon #4
Weapon #6
Weapon #5
PROX LASERSWeapon #3 MISSILES
Sorry, there is noroom on the sheet for acomplete set of missiletracks. Each Class-F rack has10 missile slots, while eachClass-D rack has 20 slots.A reload rack holds 80 slots.
5
9 2
6
10
3 14
7 8
EARLY VERSIONSFrom 2220-2239, replace allClass-F racks with Class-Land lower the cost by 100.From 2194-2219, replaceall Class-L and Class-D rackswith Class-S, delete allproximity lasers and limpetbore torpedoes, and lower thecost by a further 400.
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
(Starbase Version)
1-9: Primary Struct10-11: Thruster12-13: Class-F Rack14-15: Proximity Laser16-17: Sensors18-19: Reactor
20: Class-D Rack
PRIMARY HITS
3
Kor-Lyan Kalavar Orbital Satellite (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2242Point Value: 250 eachRamming Factor: 20Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
3
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 2: 2E/S7
F
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
MISSILESRack #1
Rack #2
Rack #5
PROX LASERSRack #3
Rack #4
3
NA
4
4 3 4
25
F
33
1 2
33
F
D
42
3 3
NA
4
4 3 4
25
F
33
1 2
33
F
D
NA
4
4 3 4
25
F
33
1 2
33
F
D
NA
4
4 3 4
25
F
33
1 2
MISSILESRack #1
Rack #2
Rack #5
PROX LASERSRack #3
Rack #4
MISSILESRack #1
Rack #2
Rack #5
PROX LASERSRack #3
Rack #4
MISSILESRack #1
Rack #2
Rack #5
PROX LASERSRack #3
Rack #4
42
3
42
3
42
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
3 3
EARLY VERSIONSFrom 2223-2241, replace allClass-F racks with Class-Land lower the cost by 10.From 2216-2222, replaceall Class-L and ProximityLasers with Class-S, deleteall Class-D racks, and lowerthe cost by a further 25.
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
SECTION HITS
3-4: Laser Accelerator 5-6: Particle Accelerator
8: Hangar
12-18: Section Structure19-20:PRIMARY Hit
PRIMARY HITS 1-10: Primary Structure 11-12:Lt Particle Beam13-14:Sensors15-16:Hangar17-18:Reactor19-20:C & C
4
4 4
5
7
5
7
5
Torata Colotnar Defense BaseMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2256Point Value: 2250Ramming Factor: 660Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
4
FORWARD
COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 19Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A
1
HANGARS0 Fighters4 Shuttles: Thrust:5Armor: 0 Defense: 9/10
AFTPRIMARY
C & C
Sensors
Reactor
Hangar
Cargo
Plasma Accelerator
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
PORT STBD
Version 4: 2E/S7
4
23
5Plasma AcceleratorClass: PlasmaMode: StandardDamage: 4d10+12 (-1 per hex)Range Penalty: -1 per hexFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+4 -1/hex1 per 2 turns: 2d10+8 -1/hex
1010101010 10
10101010
1010101010 10
1010101010 10
1010101010 101010101010 10
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
6
6
6 6
A
3
C
3
B
3
D
3
313029 32 33 34
1
SIDE HANGARS12 Fighters Each0 Shuttles
18
17
21
22
8Particle AcceleratorClass: ParticleMode: RakingDamage: 2d10+14Range Penalty: -1 per 2 hexesFire Control: +4/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+6 / Int -2
1
Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn
Particle Accelerator
Light Particle Beam
25
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 Array28
23 24
27
19
20
26
6
Laser Accelerator
Laser Accelerator
10
9
13
14
15 16
11
12
5
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
Pulse Accelerator
7
8
6
2: Plasma Accelerator 1: Pentagon Array
7: Pulse Accelerator
9-10: Cargo 11: Reactor
EARLY VERSIONSFrom 2242-2256, replaceall pentagon arrays with 3light particle beams, andlower the cost by 50. From2220-2241, replace all pulseaccelerators with plasmaaccelerators, and all laseraccelerators with particleaccelerators, lowering thecost by 200.
PRIMARY HITS 1-9: Primary Struct10-11:Thruster 12-13:Laser Accelerator 14-15:Particle Accelerator16-17:Sensors18-19:Reactor 20: Lt Patricle Beam
4
4
5
4
2
4
NA
33
Torata Tumal Orbital Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2240Point Value: 200 eachRamming Factor: 20Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
251 2
3 4
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
ICON RECOGNITION
3 3
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 4: 2E/S7
1
Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn
8Particle AcceleratorClass: ParticleMode: RakingDamage: 2d10+14Range Penalty: -1 per 2 hexesFire Control: +4/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+6 / Int -2
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Light Particle Beam
Particle Accelerator
Laser Accelerator
4
4
5
4
2
4
NA
3
325
1 2
3 43 3
4
4
5
4
2
4
4
NA
3325
1 2
3 4
4
5
4
2
3 3
4
NA
3325
1 2
3 43 3
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
Grome Mahkgar StarbaseMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2235Point Value: 2500Ram Factor: 1000Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 25Stb/Port Defense: 25Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A
C & C
Sensors
Reactor
Hangar
Cargo
ICON RECOGNITION
66
SECTION HITS 3-4: Light Railgun
7: Heavy railgun 8-9: Cargo
12-13:Connecting Strut
19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Structure
15-16:Sensors17-18:Reactor19-20:C & C
4
4
4
FORWARD
FORWARD PORTAFT PORT
4
4
FORWARD STBD
AFT STARBOARD
4AFTPRIMARY
4
Version 3: 2E/S7
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
11: Reactor 10: Hangar
13-14:Targeting Array
A
5
6
F
5
C
5
E
5
B
5
D
5
HANGARS6 Fighters Each1 Shuttle Each: Thrust: 4Armor: 0 Defense: 9/10
6610 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
10 10 10 10 10 10
6
6
6
6
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESAntiquated Sensors
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
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
3
Light RailgunClass: MatterMode: StandardDamage: 1d10+5Range Penalty: -1 per hexFire Control: +0/+2/+3Intercept Rating: n/aRate of Fire: 1 per 2 turns
2
Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4
2
Targeting Array
Maximum Range: 45Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.
(Stabilized Version)
1-2: Flak Cannon
5-6: Medium Railgun
14-18:Section Structure
37
38
33
34
39
40
35
36
345
346
347
348
343
344
3231
8
1
7
19 20
62941 30 42
1817 6
13
14
25
26
21
2210
9
2
4
23
24
11
12
27
28
16
15
5
3
Heavy Railgun
Medium Railgun
Light Railgun
Targeting Array
Flak Cannon
PRIMARY HITS 1-8: Primary Struct 9-10: Thruster 11: Targeting Array 12-13:Heavy Railgun
16-17:Sensors18-19:Reactor 20: Flak Cannon
Grome Gormok Orbital Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2240Point Value: 150 eachRamming Factor: 24Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATACOMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 11Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
Heavy Railgun
Targeting Array
Flak Cannon
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
3
3
3
3 2
3 433
2
Version 5: 2E/S7
9
Class: MatterModes: StandardDamage: 5d10+7Range Penalty: -1 per 3 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 4 turns
3
Class: MatterMode: StandardDamage: 1d10+5Range Penalty: -1 per hexFire Control: +0/+2/+3Intercept Rating: n/aRate of Fire: 1 per 2 turns
4
NA
2
Light Railgun
14-15:Light Railgun
Heavy Railgun
Light Railgun
2
Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)
2
Targeting Array
Maximum Range: 45Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.
(Stabilized Version)
53 2
SPECIAL NOTESAntiquated Sensors
1
3
4
NA
2
3
3
3
3 2
3 433
2 53 2
1
3
4
NA
2
3
3
3
3 2
3 433
2 53 2
1
3
4
NA
2
3
3
3
3 2
3 433
2 53 2
1
3
SECTION HITS 1-3: Std Particle Beam
12-18: Section Structure19-20:PRIMARY Hit
PRIMARY HITS 10-13:Weapon/Reload Rack 14-15:Sensors
17-18:Reactor19-20:C & C
4
4 454
5
4
Hurr Roskor Command PostMANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: Enormous BaseIn Service: 2215Point Value: 2000Ramming Factor: 580Jump Delay: N/A
Name: ______________ Counter: ____________
4
FORWARD
COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 19Engine Efficiency: N/AExtra Power: 0Initiative Bonus: N/A
22
AFTPRIMARY
C & C
Sensors
Reactor
Hangar
Cargo
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
PORT STBD
1010101010
Version 4: 2E/S7
A
3
B
3
C
3
D
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
1010101010
1010101010
1010101010 10101010105
10
1010101010 10
17 18 19 20
1
6
6
6 6
21 23
1
2 4
3
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
5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns
0
Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns
0
Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns
Hvy Plasma Cannon
Std Particle Beam
Class-S or Class-SOMissile Rack
Reload Rack
5
8
7
6
9
12
11
10
27
28
29
24
25
26
1613
3031
32
1514
4-7: Missile Rack 8: Hangar 9-10: Cargo 11: Reactor
1-9: Primary Structure
16: Hangar
HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10
SIDE HANGARS12 Fighters Each0 Shuttles
MISSILESSorry, there is noroom on this sheet for acomplete set of missiletracks. Each Class-S rack has20 missile slots, while eachClass-SO rack has 12 slots.A reload rack holds 80 slots.Before 2240, this base wasarmed with Class-SO missileracks instead of Class-S.Reduce the cost by 60 pointsif using this version.
PRIMARY HITS 1-9: Primary Struct10-11:Thruster 12-15:Missile Rack16-17:Sensors18-19:Reactor 20: Std Particle Beam
3
3
4
3
2
3
NA
33
Hurr Missile Satellites (4)MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A
SPECSClass: OSATIn Service: 2220Point Value: 215 eachRamming Factor: 18Jump Delay: N/A
Name: ______________ Counter: ____________
25
1 2
COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: 0Initiative Bonus: +12
Thruster
Sensors
Reactor
ICON RECOGNITION
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 3: 2E/S7
3
3
3
4
MISSILESRack #1
Rack #3
Rack #4
BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE OSAT COST BY 15COMBAT POINTS IF USING THIS VERSION.
Rack #2
MISSILESRack #1
Rack #3
Rack #4
BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE OSAT COST BY 15COMBAT POINTS IF USING THIS VERSION.
Rack #2
MISSILESRack #1
Rack #3
Rack #4
BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE OSAT COST BY 15COMBAT POINTS IF USING THIS VERSION.
Rack #2
MISSILESRack #1
Rack #3
Rack #4
BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE OSAT COST BY 15COMBAT POINTS IF USING THIS VERSION.
Rack #2
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
0
Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns
0
Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns
Std Particle Beam
Class-S or Class-SOMissile Rack
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
3
3
3
3
4
3
4
3
2
3
NA
33 25
1 2
3
3
3
3
4
3
4
3
2
3
NA
33 25
1 2
3
3
3
3
4
3
4
3
2
3
NA
33 25
1 2
FORWARD HITS 1-3: Retro Thrust 4-6: Fusion Agitator 7-9: Molecular Disruptor10-11:Jump Drive12-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-4: Port/Stb Thrust 5-6: Molecular Flayer 7-8: Molecular Disruptor 9-12: Fusion Cannon13-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-9: Molecular Disruptor10-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Struct13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
7
6
4
6
7
712
12
6
4
5
6
44
6 6
Yolu Ulana Patrol CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2065Point Value: 1200Ramming Factor: 370Jump Delay: 18 Turns
Name: ______________ Counter: ____________
WEAPON DATA
6
6
12
311
FORWARD
3
16
3
17
COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 6/1Extra Power: +4Initiative Bonus: +0
3
13
65
4
6
65
6
1
3 4
65
HANGAR0 Fighters4 Shuttles: Thrust: 8Armor: 2 Defense: 9/9
AFT
PRIMARY
PO
RT
STA
RBO
ARD
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 2 2 3 4 4 5 6 6 7 8 8
7
Version 2: 2E/S7
3
14
35 5
12
3
15
3
1844
109
4
2
4
8
1
Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn
4
Fusion AgitatorClass: MolecularModes: Raking (6)Damage: 5d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/--Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Treats all armoras if it were 1 point lower.Add 1d10 damage for each 4extra power (max +4d10)
4
Molecular FlayerClass: MolecularModes: SpecialDamage: SpecialRange Penalty: -1 per 3 hexesFire Control: +4/+0/--Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Destroys 1 point ofarmor on all facing systemsand structure
5
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Molecular Flayer
Fusion Cannon
Fusion Agitator
ICON RECOGNITION
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESGravitic Drive System
2
6
Molecular DisruptorClass: MolecularModes: R, PDamage: 2d10+30Range Penalty: -1 per hexFire Control: +4/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Destroys 1 point ofstructure armor on facing side
Molecular Disruptor
4
FORWARD HITS 1-4: Retro Thrust 5-6: Destabilizer Beam 7-9: Molecular Disruptor10-11:Jump Drive12-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-6: Port/Stb Thrust 7-8: Molecular Disruptor 9-12: Fusion Cannon13-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Molecular Disruptor 9-18: Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Struct13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
6
6
4
6
6
610
12
6
4
5
6
44
6 6
Yolu Aluin GunshipMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2110Point Value: 1100Ramming Factor: 320Jump Delay: 18 Turns
Name: ______________ Counter: ____________
WEAPON DATA
6
6
10
FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: +2Initiative Bonus: +0
63
6
5
5
1
5
HANGAR0 Fighters3 Shuttles: Thrust: 8Armor: 2 Defense: 9/9
AFTPRIMARY
PO
RT
STA
RBO
ARD
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
13
Version 2: 2E/S7
44
1211
4
2
1
Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn
Destabilizer BeamClass: MolecularModes: PiercingDamage: 6d10+30Range Penalty: -1 per 3 hexesFire Control: +6/+1/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns
8
31416
3
5
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Fusion Cannon
ICON RECOGNITION
Destabilizer Beam
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
153
6
Molecular DisruptorClass: MolecularModes: R, PDamage: 2d10+30Range Penalty: -1 per hexFire Control: +4/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Destroys 1 point ofstructure armor on facing side
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
SPECIAL NOTESGravitic Drive System
4 4
63
4 4
7 8
5
5
4 4
109
Molecular Disruptor
1
5
FORWARD HITS 1-3: Retro Thrust 4-5: Fusion Agitator
8-9: Destabilizer Beam 10-11:Molecular Disruptor
14-18: Forward Struct
SIDE HITS 1-4: Port/Stb Thrust 5-6: Molecular Flayer 7-8: Molecular Disruptor 9-10: Fusion Agitator
13-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Molecular Disruptor
12-18:Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Struct13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
7
7
5
7
7
7
7 5
5
55
6 6
Yolu Yuan DreadnoughtMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 6+6 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2084Point Value: 2100Ramming Factor: 550Jump Delay: 18 Turns
Name: ______________ Counter: ____________
WEAPON DATA
6
6
4
21
FORWARD
4
30
4
32
COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 19Engine Efficiency: 6/1Extra Power: +6Initiative Bonus: +0
4
23
65
65
1
3 4
1413
HANGAR12 Fighters4 Shuttles: Thrust: 8Armor: 2 Defense: 9/9
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
Version 3: 2E/S7
4 244
5 5
22
4
294
31
5
2019
5
2
1
Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn
4
Fusion AgitatorClass: MolecularModes: Raking (6)Damage: 5d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/--Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Treats all armoras if it were 1 point lower.Add 1d10 damage for each 4extra power (max +4d10)
4
Molecular FlayerClass: MolecularModes: SpecialDamage: SpecialRange Penalty: -1 per 3 hexesFire Control: +4/+0/--Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Destroys 1 point ofarmor on all facing systemsand structure
Destabilizer BeamClass: MolecularModes: PiercingDamage: 6d10+30Range Penalty: -1 per 3 hexesFire Control: +6/+1/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns
8
426 27
4
6
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Molecular Flayer
Fusion Cannon
Fusion Agitator
ICON RECOGNITION
Destabilizer Beam
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Molecular Disruptor
SPECIAL NOTESRestricted Deployment (10%)Gravitic Drive System
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
13
16
425
284
5
7
5
8
5
5
915
5
16
5
10
5 5 55
8 8
10
16
6
Molecular DisruptorClass: MolecularModes: R, PDamage: 2d10+30Range Penalty: -1 per hexFire Control: +4/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Destroys 1 point ofstructure armor on facing side
6
17 11 12 18
5
5
6: Molecular Flayer
12-13: Jump Drive
19-20:PRIMARY Hit
11-12:Fusion Cannon
9-11: Fusion Cannon
5
6
7: Fusion Cannon
FORWARD HITS 1-5: Retro Thrust 6-9: Fusion Cannon 10-11:Jump Drive12-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-6: Port/Stb Thrust 7-8: Fusion Cannon 9-18: Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Fusion Cannon 9-18: Aft Struct 19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Struct 13-14:Sensors 15-16:Engine 17: Hangar 18-19:Reactor 20: C & C
6
6
6
6
5
6
6
5
4
6 6
Yolu Maltra ScoutMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2050Point Value: 900Ramming Factor: 300Jump Delay: 18 Turns
Name: ______________ Counter: ____________
WEAPON DATA
5
6
8
3
1
FORWARD
3
9
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 5/1Extra Power: +0Initiative Bonus: +0
3
3
5
5
4
5
5
4
AFT
PRIMARY
PO
RT
STA
RBO
ARD
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 2: 2E/S7
3
4
3
2
3
10
1
Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn
4
Thruster
C & C
Sensors
Engine
Jump Engine
Reactor
Hangar
Fusion Cannon
ICON RECOGNITION
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
1
14
8
SPECIAL NOTES
Gravitic Drive SystemELINT Ship
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Limited Deployment (33%)
36
35
3
8
3 7
HANGAR0 Fighters2 Shuttles: Thrust: 8Armor: 2 Defense: 9/9
6
6
4
5
6
510
12
5
4
5
6
Yolu Notali CarrierMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust
SPECSClass: Capital ShipIn Service: 2096Point Value: 1000Ramming Factor: 300Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
5
5
10
FORWARD
COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 17Engine Efficiency: 5/1Extra Power: +0Initiative Bonus: +0
6
5
5
6
5
5
2
MAIN HANGAR0 Fighters2 Breaching Pods2 Shuttles: Thrust: 8Armor: 2 Defense: 9/9
SIDE HANGARS12 Fighters Each0 Shuttles
AFT
PRIMARY
PO
RT
STA
RBO
ARD
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Fusion Cannon
Molecular Disruptor
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
42
Version 2: 2E/S7
44 4
5
4
3
1
Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn
6
Molecular DisruptorClass: MolecularModes: R, PDamage: 2d10+30Range Penalty: -1 per hexFire Control: +4/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Destroys 1 point ofstructure armor on facing side
310 3 11
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
8
3
9
3
12
3
13
44
76512
512
YOLU YONORBREACHING PODCost: 50 Defense: 10/10Thrust: 8 Offense: 0Armor: 5 Initiative: +9No Weapons
3
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
41
4
Fusion AgitatorClass: MolecularModes: Raking (6)Damage: 5d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/--Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Treats all armoras if it were 1 point lower.Add 1d10 damage for each 4extra power (max +4d10)
4
Molecular FlayerClass: MolecularModes: SpecialDamage: SpecialRange Penalty: -1 per 3 hexesFire Control: +4/+0/--Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Destroys 1 point ofarmor on all facing systemsand structureSPECIAL NOTES
Limited Deployment (33%)Gravitic Drive System
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
FORWARD HITS 1-4: Retro Thrust 5-6: Fusion Agitator 7: Molecular Flayer 8-9: FusionCannon
10-18: Forward Struct19-20:PRIMARY Hit
SIDE HITS 1-6: Port/Stb Thrust 7-8: Molecular Disruptor 9-10: Fusion Cannon11-12:Port/Stb Hangar13-18:Port/Stb Struct19-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Fusion Cannon 9-18: Aft Struct19-20:PRIMARY Hit
PRIMARY HITS 1-12: Primary Struct13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
Fusion Agitator
Molecular Flayer
FORWARD HITS 1-4: Retro Thrust 5-6: Fusion Agitator 7-9: Fusion Cannon 4 or 510-17: Structure18-20:PRIMARY Hit
AFT HITS 1-6: Main Thrust 7-8: Fusion Cannon 8 or 9 9-17: Structure18-20:PRIMARY Hit
PRIMARY HITS 1-10: Port/Stb Thrust11-12:Fusion Cannon 6 or 713-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C
5
5
5
510
10
5
4
5
6
Yolu Maitau Pursuit FrigateMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust
SPECSClass: Medium ShipIn Service: 2106Point Value: 600Ramming Factor: 70Jump Delay: N/A
Name: ______________ Counter: ____________
WEAPON DATA
6
10
FORWARD
COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +12
5
4
5
4
HANGAR0 Fighters1 Shuttle: Thrust: 8Armor: 2 Defense: 9/9
PRIMARY
PORT STARBOARD
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 1 2 2 2 3 3 3 4 4 4
41
SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6
Version 2: 2E/S7
36
4
2
4
3
SPECIAL NOTESGravitic Drive System
1
Fusion CannonClass: MolecularDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn
3 7
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
3
3
4
1
3
5
3
8
3
9
Thruster
C & C
Sensors
Engine
Reactor
Hangar
Fusion Cannon
ICON RECOGNITION
4
Fusion AgitatorClass: MolecularModes: Raking (6)Damage: 5d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/--Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Treats all armoras if it were 1 point lower.Add 1d10 damage for each 4extra power (max +4d10)
Fusion Agitator
TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)
Yolu Utan Heavy 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
Version 2: 2E/S7
Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flig
ht #
1
SPECSClass: Heavy FightersIn Service: 2050Point Value: 110 eachRamming Factor: 30Jinking Limit: 6 Levels
COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 9Free Thrust: 8Offensive Bonus: +5Initiative Bonus: +16
5
444
ARMOR
SPECIAL NOTESGravitic Drive-2 Dropout Bonus+6 Pilot Ejection Bonus
Cannot fire the lightfusion cannons andlight molecular
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
WEAPON DATALt Fusion CannonNumber of Guns: 2 (Linked)Damage: 1d6+4Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn
Lt Molecular DisruptorNumber of Guns: 1Damage: 2d10+15 (Raking)Range Penalty: -1 per hexFire Control: +3/+0/-4Rate of Fire: 1 per 3 turnsSpecial: Destroys 1 point ofarmor if at least 3 fighters hit
disruptors in the same turn
Hur
r
Hur
r43
Hur
r2
Missile SatMissile Sat Missile Sat Missile Sat
Hur
r5
Hur
r1
Hur
r1
Roskor Missile Sat
Grom
e
Grom
e
Grom
e 31 2
Grom
e
Grom
e
Grom
e54 6
Gormok Gormok Gormok GormokGormok Gormok
Grom
e1
Mahkgar
1
Showdowns 7 Countersheet #1Permission Granted to photocopy for personal use only
TM & Warner Bros.C
Hyac
h
Hyac
h
Hyac
h32
Irokai Kar Irokai Kar Irokai Kar
Takalti KalHy
ach1
Takalti Kam
Hyac
h
Hyac
h1 1
Utara Tor
Hyac
h1
Hyac
h
Hyac
h32
Senchlat KamSenchlat Kam Senchlat Kam
Hyac
h4
Senchlat KamHy
ach1
Hyac
h2
Hyac
h3
Evirol Tek Evirol Tek Evirol Tek Takalti KamTakalti Kam Takalti Kam
2
Hyac
h
Hyac
h
Hyac
h43
Takalti KamTakalti Kam
Hyac
h
Hyac
h 65
Takalti Kal
2
Takalti Kal Takalti Kal
Hyac
h
Hyac
h
Hyac
h43
QoccataQoccata
Casc
or
Casc
or21
Qoccata
Casc
or3
Coqari Coqari Coqari
21 3
Casc
or
Casc
or
Casc
orTraqintor Ruqacc
11
Casc
or
Casc
or
Ruqacc
2
Casc
or
Ruqacc
3
Casc
or
Ruqacc RuqaccRuqacc
54 6
Casc
or
Casc
or
Casc
or
Scout Wheel Scout Wheel
1Ip
sha 2
Ipsh
a 2
Starsphere
1
Starsphere
Ipsh
a
Ipsh
a
Ring Base
1
Ipsh
a
Taloki
1
Kor-
Lyan
Starsphere
43
Starsphere
Ipsh
a
Ipsh
a
Starsphere Starsphere
65
Ipsh
a
Ipsh
a
Raklavi RaklaviRaklaviRaklavi
2 431
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan
Raklavi
5
Kor-
Lyan
Kalavar Kalavar KalavarKalavar KalavarKalavar
1 3 542
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan 6
Kor-
Lyan
Kor-
Lyan
Kor-
Lyan
Tumal TumalTumal Tumal TumalColotnar
1
Tumal
2 431
Tora
ta
Tora
ta
Tora
ta 65
Tora
ta
Tora
ta
Tora
ta
Tora
ta
Hyac
h5
Senchlat Kam
Missile Sat
Hur
r6
Ulana UlanaUlana
Yolu
Yolu 21
Yolu3
Narthor NarthorNarthor Narthor NarthorNarthor
11
Narthor
13 151412
Yolu
Yolu
Yolu 1716
Yolu
Yolu
Yolu
Yolu
Narthor
18
Yolu
Showdowns 7 Countersheet #2Permission Granted to photocopy for personal use only
TM & Warner Bros.C
Ulana UlanaYo
lu
Yolu4 5
MaitauMaitau
Yolu
Yolu2 3
MaltraYuan
2Yo
lu
Yolu1
Maitau MaitauYo
lu4
Yolu5
Yonor
Yolu1
Yonor YonorYonor
2
Yolu
Yolu
Yolu43
Aluin Aluin Aluin Aluin Aluin
Yolu
Yolu
Yolu
Yolu 421 3
Yolu5
Maitau
Yolu1
Maltra Maltra
Yolu
Yolu2 3
Notali Notali Notali
Yolu
Yolu
Yolu21 3
Yuan
Yolu1
Utan Utan
Yolu
Yolu21
Falaren HastanYo
lu
Yolu11
Maishan
3
Yolu
Nashana
1
Yolu
Hastan
Yolu2
Nashana
2
Yolu
Utan
Yolu3
Utan
4
Yolu
Hastan
3
Yolu
Lanta LantaLanta Lanta
1 32
Yolu
Yolu
Yolu 4
Yolu
Utan UtanUtanUtan
Yolu
Yolu
Yolu
Yolu 865 7
Hastan Maishan MaishanHastan
4 15
Yolu
Yolu
Yolu 2
Yolu
UdranNotai
3
Yolu 1
Yolu
Udran
2
Yolu
Nashana Notai Notai
15
Yolu
Yolu 2
Yolu
Nashana
4
Yolu
Yonor
Yolu5
Yonor YonorYonor
6
Yolu
Yolu
Yolu87
NarthorNarthor NarthorNarthor
3 5 64
Yolu
Yolu
Yolu
Yolu
Narthor NarthorNarthor
7
Yolu 98
Yolu
Yolu
Narthor
10
Yolu
Lanta NarthorLanta
5
Yolu 16
Yolu
Yolu
Narthor
2
Yolu
Nashana
3
Yolu
Maishan
4
Yolu
CAPTAIN ERTUL WATCHED THE BROWN SURFACE OF THE PLANETROLL BY UNDER HIS FLEET. IT WAS A DEVASTATED WORLD,MADE SO BY DILGAR ATROCITIES, BUT IT WAS A YOLU WORLD,AND HE MEANT IT TO BE SO AGAIN.
TO ONE SIDE, THE KOR-LYAN INVADERS WERE MASSING FORANOTHER PASS, FIGHTERS LED THE CHARGE, AND FLIGHTS OFHIS FLEET’S UTANS MOVED TO ENGAGE THEM. A SALVO OFMISSILES BROKE OVER ERTUL’S FLEET AND WAS SWEPT AWAYBY DEFENSIVE FIRE. A SECOND SALVO SCORED A FEWHITS, BUT NOT ENOUGH TO BE SIGNIFICANT. THE KOR-LYANSCONTINUED TO APPROACH, NO DOUBT EXPECTING THE YOLUTO TURN AND RUN.
ERTUL SMILED AS HE ORDERED HIS SHIP TO TURN AND FACE THEENEMY, THE TIME FOR RUNNING WAS PAST...
THIS IS NOT A STAND ALONE PRODUCT AND REQUIRESBABYLON 5 WARS 2nd EDITION TO FULLY USE.
BW-116 ORIGINAL MSRP $16.95 USBABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros.(s02)
THIS BOOK IS AN IDEAL COMPANION TO THELEAGUE OF NON-ALIGNED WORLDS 2 SUPPLEMENT.IT INCLUDES NEW SHIPS, RULES, OFFICERS,IMPROVEMENTS, TECHNOLOGY AND SCENARIOSFOR THE RACES IN LEAGUE-2, PLUS AN ENTIRELYNEW RACE NEVER BEFORE PUBLISHED: THE YOLU
IN THIS BOOL YOU WILL FIND:
NEW RULES AND SYSTEMS
29 NEW SHIPS AND UNITS
THE YOLU THEOCRACY
LEAGUE-2 SCENARIOS
New Hyach SpecialistsSpecial Railgun ShellsElite Officers for over a dozen races
Hyach Irokai Kar Strike CruiserCascor Qoccata SupercarrierIpsha Scout WheelKor-Lyan Raklavi CarrierBases and OSATs for every League-2 race
Highly advanced, the Yolu avoided the previousShadow War. They are slow to anger, butextremely dangerous when provoked.
Fifteen scenarios involving theYolu and the ships of League 2
...AND Much More!
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