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BABYLON 5

A CALL TO ARMS The Vorlon Empire


to battle. They pay twice the normal cost of all Reinforcements in campaign
The Vorlon Empire games.

Vorlon Empire Initiative: +4


Vorlon Empire Fleet List
Vorlon Empire Special Rules Priority Level: Patrol
Vorlon Fighter Wing (3 flights)
Redundant Systems: With ships constructed using neither purely
mechanical nor purely bio-mechanical technologies, the Vorlons use vessels Priority Level: Skirmish
of an almost otherworldly construction, possessing many strange abilities. Transport
They are extremely hard to damage and can repair themselves very quickly.
Vorlon vessels take damage as normal but critical hits are automatically Priority Level: Raid
repaired in the End Phase of the turn after which they are inflicted. Critical Frigate
hits to Vital Systems are also repaired at this time.
Priority Level: Battle
Crew: Vorlon vessels cannot be boarded, nor can they initiate boarding Destroyer Light Carrier
actions. They are completely immune to any critical hits that affect crew,
and have no Crew or Troops score. Priority Level: War
Light Cruiser
Special Actions: Vorlon vessels may only use the following Special Actions;
Activate Jump Gate!, All Stop!, All Stop and Pivot!, Come About!, Initiate Priority Level: Armageddon
Jump Point!, Regenerate!, and Run Silent! Heavy Cruiser Heavy Carrier
Dreadnought
Superior Technology: The technical advances of the younger races pose
few problems for the Vorlons. They gain a +1 bonus to all rolls they make in Priority Level: Ancient
order to circumvent an enemy ship’s Stealth. Super Dreadnought

Regenerate!: This Special Action can be used by Vorlons only. Crew Quality
check of 9.
If the Crew Quality check is successful, this ship will double the Damage
repaired by its Self-Repair trait in the End Phase. However, while it
regenerates, it cannot make any attacks, and will be Adrift.

Reinforcements: The Shadows have extremely limited numbers of warships


and rarely create new vessels, restricting the number of ships they can bring
Until 2261
Initiative: +4 Discharge Gun
(F)
Range: 3 AD: 1
Beam, Precise
Fighter Flight

Dogfight: +0
Hull: 5
Vorlon

Speed: 12
Name
(Wing of Three Flights)

Advanced Anti-Fighter 1
Atmospheric
Dodge 3+
Patrol
Until 2261
Until 2261
Initiative: +4

Discharge Gun Crew Quality____ Discharge Gun Crew Quality____


(F) (F)
Range: 18 AD: 2 XP Dice____ Range: 18 AD: 2 XP Dice____

Transport
Beam, Precise, X2 Damage Beam, Precise, X2 Damage
Transport

Hull Hull

Vorlon
Advanced Anti-Fighter 1 Advanced Anti-Fighter 1
5 5
Vorlon

Flight Computer Flight Computer

Adaptive Armor Adaptive Armor

Self-Repair 1 Self-Repair 1
Speed: 10 Speed: 10

Name
Turns: 1/90o 2D6 Random Trait
Turns: 1/90o 2D6 Random Trait
2-4 Adaptive Armor 2-4 Adaptive Armor
5-6 Anti-Fighter 5-6 Anti-Fighter
Name

Advanced Jump Engine 7-8


9-10
Computer
Self-Repair
Advanced Jump Engine 7-8
9-10
Computer
Self-Repair
11-12 Jump Engine 11-12 Jump Engine
Skirmish

12 Damage 12 Damage
Skirmish

Race Special Rules


Redundant Systems: Auto Repair all Critical damage in the end phase. Special Actions: Activate Jump Gate!, All Stop!, All Stop and Pivot!, Come
About!, Initiate Jump Point! And Run Silent! Only. Superior Tech: +1 to overcome stealth. Regenerate!: S.A.9 Double damage repaired but may
not fire and is adrift for one turn. Reinforcements:
Initiative: +4 Discharge Gun Crew Quality____
Until 2261
Race Special Rules (F)
Redundant Systems: Auto Repair all Critical Range: 18 AD: 4
damage in the end phase. Beam, Precise, X2 Damage XP Dice____
Special Actions: Activate Jump Gate!, All Stop!, All
Stop and Pivot!, Come About!, Initiate Jump Point!
And Run Silent! Only. Hull
Superior Tech: +1 to overcome stealth.
5 Adaptive Armor
Regenerate!: S.A.9 Double damage repaired but
Frigate

may not fire and is adrift for one turn.


Reinforcements:
Vorlon

Advanced Anti-Fighter 2
Advanced Jump Engine

Flight Computer

Self-Repair 2
2D6 Random Trait
2-4 Adaptive Armor
5-6 Anti-Fighter
7-8 Computer
9-10 Self-Repair
Name

11-12 Jump Engine


Speed: 10
Turns: 1/90o
20 Damage
Raid
Initiative: +4
Discharge Gun Crew Quality____
Until 2261
Race Special Rules
(F)
Redundant Systems: Auto Repair all
Range: 24 AD: 6
Critical damage in the end phase.
Special Actions: Activate Jump Gate!, All Beam, Precise, X2 Damage XP Dice____
Stop!, All Stop and Pivot!, Come About!,
Initiate Jump Point! And Run Silent! Hull
Destroyer

Only.
Superior Tech: +1 to overcome stealth. 5
Regenerate!: S.A.9 Double damage
repaired but may not fire and is adrift
Vorlon

for one turn. Advanced Anti-Fighter 2


Reinforcements:

Flight Computer

Advanced Jump Engine

Self-Repair 1D6
Adaptive Armor
Name

2D6 Random Trait


2-4 Adaptive Armor
5-6 Anti-Fighter
7-8
9-10
Computer
Self-Repair
Speed: 9
11-12 Jump Engine
Turns: 1/90o

35 Damage
Battle
Initiative: +4
Discharge Gun Crew Quality____
Until 2261
Race Special Rules (F)
Redundant Systems: Auto Repair all Critical Range: 24 AD: 4
damage in the end phase.
Beam, Precise, X2 Damage XP Dice____
Special Actions: Activate Jump Gate!, All Stop!, All
Light Carrier

Stop and Pivot!, Come About!, Initiate Jump Point!


2D6 Random Trait
And Run Silent! Only. Hull 2-4 Adaptive Armor
Superior Tech: +1 to overcome stealth. 5-6 Anti-Fighter
Regenerate!: S.A.9 Double damage repaired but 5 7-8
9-10
Computer
Self-Repair
may not fire and is adrift for one turn. 11-12 Jump Engine
Reinforcements:
Vorlon

Adaptive Armor Discharge Gun


Range: 3 AD: 1
Beam, Precise

Advanced Anti-Fighter 2 Hull


;

Vorlon Fighters
5

Flight Computer
Speed: 12
Advanced Jump Engine Dogfight: 0
Dodge: 3+
Atmospheric
Advanced Anti-fighter 1
Name

Self-Repair 1D6
Speed: 7
(Destroyer Variant)

Turns: 1/90o

35 Damage
Battle
Initiative: +4 Super Lightning Cannon
Crew Quality____
Until 2261
Race Special Rules (F)
Redundant Systems: Auto Repair all Critical Range: 30 AD: 6
damage in the end phase. Beam, Precise, X4 Damage XP Dice____
Special Actions: Activate Jump Gate!, All Stop!,
Light Cruiser

All Stop and Pivot!, Come About!, Initiate Jump


Point! And Run Silent! Only.
Superior Tech: +1 to overcome stealth.
Hull
Regenerate!: S.A.9 Double damage repaired but 5
may not fire and is adrift for one turn.
Reinforcements:
Vorlon

Advanced Anti-Fighter 4

Advanced Jump Engine

Flight Computer

Self-Repair 2D6
Adaptive Armor
Name

2D6 Random Trait


2-4 Adaptive Armor
Speed: 7 5-6
7-8
Anti-Fighter
Computer
Turns: 2/45o 9-10
11-12
Self-Repair
Jump Engine

55 Damage
War
Initiative: +4
Observation Post Lightning Cannons
Until 2261
Race Special Rules Hull Crew Quality: 4
Redundant Systems: Auto Range: 18 AD: 5
Repair all Critical damage in the 5 Beam, Precise, X4 Damage Command +1
end phase.
Superior Tech: +1 to overcome
stealth. Discharge Gun
Regenerate!: S.A.9 Double Fleet Carrier Range: 3 AD: 1
damage repaired but may not Beam, Precise
fire and is adrift for one turn.
Reinforcements:
Vorlon

; Hull

Vorlon Fighters
War Room 5
D6 Random Trait
1 Command
2 Anti-Fighter
3 Fleet Carrier
4 Self-Repair
5 War Room Scout
6 Scout
Speed: 12
Space Station Critical Hits
D6
1
System
Reactor Fluctuation
Damage
-0
Effect
must roll 4+ to fire each weapon
Hits
O
Immobile Dogfight: 0
Dodge: 3+
2 Launch Tubes Blocked -1 Fighters Cannot launch O
3 Station Keeping Thrusters -1 Station moves 1” towards nearest planet O
Atmospheric
4 Command & Control -2 Lose 1 random trait O Advanced Anti-fighter 1
5 Weapon system offline -3 One weapon system cant fire O
6 Reactor Explosion -2D6 Lose 2 random traits OOOOOO

Advanced Anti-Fighter 12 Self-Repair 1D6


235 Damage
Name

Heavy Damage

Crippled
War
Until 2261
Initiative: +4 Crew Quality____
Super Lightning Cannon Discharge Gun
(F) (F) XP Dice____
Heavy Cruiser

Range: 30 AD: 6 Range: 24 AD: 10


Beam, Precise, X4 Damage Hull Beam, Precise, X2 Damage
5
Race Special Rules
Redundant Systems: Auto Repair
all Critical damage in the end
Vorlon

phase.
Special Actions: Activate Jump Adaptive Armor
Gate!, All Stop!, All Stop and
Pivot!, Come About!, Initiate Jump
Point! And Run Silent! Only.
Superior Tech: +1 to overcome
stealth.
Advanced Anti-Fighter 4
Regenerate!: S.A.9 Double
damage repaired but may not fire
and is adrift for one turn.
Reinforcements: Flight Computer

Self-Repair 3D6
2D6 Random Trait
2-4 Adaptive Armor
5-6 Anti-Fighter
Name

7-8 Computer
9-10 Self-Repair
11-12 Jump Engine Speed: 6
Turns: 1/45o Advanced Jump Engine
Lumbering
Armageddon

90 Damage
Initiative: +4
Super Lightning Cannon Crew Quality____
Until 2261
Race Special Rules (F)
Redundant Systems: Auto Repair all Critical Range: 30 AD: 4
damage in the end phase. XP Dice____
Heavy Carrier
Beam, Precise, X4 Damage
Special Actions: Activate Jump Gate!, All
Stop!, All Stop and Pivot!, Come About!,
Initiate Jump Point! And Run Silent! Only. Hull
Superior Tech: +1 to overcome stealth.
Regenerate!: S.A.9 Double damage repaired 5 2D6 Random Trait
but may not fire and is adrift for one turn. 2-4 Adaptive Armor
5-6 Anti-Fighter
Reinforcements:
Vorlon

7-8 Computer
9-10 Self-Repair
11-12 Jump Engine

Adaptive Armor
Discharge Gun
Range: 3 AD: 1
Beam, Precise
Advanced Anti-Fighter 4
; Hull

Vorlon Fighters
5
Advanced Jump Engine

Speed: 12
Flight Computer
Dogfight: 0
Armageddon Name
(Heavy Cruiser Variant)

Dodge: 3+
Speed: 5 Atmospheric
Self-Repair 3D6 Turns: 1/45o Advanced Anti-fighter 1

Lumbering
90 Damage
Initiative: +4
Giant Lightning Cannon Crew Quality____
Until 2261
Race Special Rules (F)
Redundant Systems: Auto Repair all Critical
Range: 36 AD: 9
damage in the end phase. XP Dice____
Dreadnought
Beam, Precise, X4 Damage
Special Actions: Activate Jump Gate!, All Stop!, All
Stop and Pivot!, Come About!, Initiate Jump Point!
And Run Silent! Only. Hull
Superior Tech: +1 to overcome stealth.
Regenerate!: S.A.9 Double damage repaired but 5
may not fire and is adrift for one turn.
Reinforcements:
Vorlon

Advanced Anti-Fighter 3
2D6 Random Trait
2-4 Adaptive Armor
5-6 Anti-Fighter
7-8 Computer
9-10 Self-Repair
11-12 Jump Engine

Flight Computer
Advanced Jump Engine

Adaptive Armor Self-Repair 3D6


Name
(Heavy Cruiser Variant)

Speed: 5
Turns: 1/45o
Lumbering
Armageddon

110 Damage
Initiative: +4 Planet-Killer Beam
1250-2261
Race Special Rules (B) Crew Quality: 4
Redundant Systems: Auto Range: 18 AD: 5
Repair all Critical damage in the Beam, Precise, X4 Damage
end phase. 20AD destroys a moon, 40AD destroys a rocky planet, 80AD destroys a gas giant. Remove any moon
Planet-Killer

and gas giant from a campaign, and treat the rocky planet as a lifeless world.
Special Actions: Activate Jump
Gate!, All Stop!, All Stop and
Pivot!, Come About!, Initiate
Jump Point! And Run Silent! D6 Random Trait Hull
Only.
1-2
3-4
Self-Repair
Anti-Fighter 5 Advanced Anti-Fighter 14
Superior Tech: +1 to overcome 5-6 Adaptive Armor
Vorlon

stealth.
Regenerate!: S.A.9 Double
damage repaired but may not
fire and is adrift for one turn.
Moon Sized: The Vorlon Planet
Killer is the size of a small moon Self-Repair 3D6
and thus is 3” across and can be
targeted by the model rather
than the base.
Reinforcements:

Planet-Killer Critical Hits Speed: 5


D6 System Damage Effect
1 Reactor Fluctuation -0 must roll 4+ to fire each weapon Turns: 1/45o Adaptive Armor
2 Motivation Damage -1 -1 to speed
3
4
Command & Control -2
Control Damage -3
No Special Actions for 1 turn
Planet-Killer can’t turn for 1 turn
Lumbering
5 Emitter Damaged -3 No firing Planet-Killer Beam 1 turn
6 Reactor Explosion -2D6 Lose 2 traits for 1 turn
Name

187 Damage
Armageddon

Heavy Damage

Crippled
Initiative: +4 Crew Quality____
Super Dreadnought Super Lightning Cannon Super Lightning Cannon

Until 2261
Race Special Rules (F) (F)
Redundant Systems: Auto Range: 30 AD: 6 Range: 30 AD: 6
Repair all Critical damage in the Beam, Precise, X4 Damage Beam, Precise, X4 Damage
XP Dice____
end phase.
Special Actions: Activate Jump Hull Discharge Gun
Gate!, All Stop!, All Stop and Flight Computer
Pivot!, Come About!, Initiate 6 (F)
Range: 24 AD: 10
Jump Point! And Run Silent!
Beam, Precise, X2 Damage
Only.
Superior Tech: +1 to overcome
Vorlon

stealth.
Regenerate!: S.A.9 Double Advanced Anti-Fighter 6
damage repaired but may not
fire and is adrift for one turn.
Reinforcements:
Discharge Gun
Range: 3 AD: 1
Self-Repair 5D6 Beam, Precise

; Hull

Vorlon Fighters
Adaptive Armor 5
2D6 Random Trait
2-4 Adaptive Armor
Advanced Jump Engine 5-6
7-8
Anti-Fighter
Computer
9-10 Self-Repair
11-12 Jump Engine Speed: 12
Discharge Gun
(A) Speed: 4 Dogfight: 0
Name

Range: 24 AD: 10 Turns: 1/45o Dodge: 3+


Beam, Precise, X2 Damage Atmospheric
Lumbering Advanced Anti-fighter 1
155 Damage
Ancient

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