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BABYLON 5

A CALL TO ARMS Thirdspace Aliens


Allied Fleet: Thirdspace Aliens may include up to 2 fleet points from any
Thirdspace Aliens fleet active at the date the battle is fought. These ships may be from any
The Thirdspace aliens are large, octopus-like creatures. Little is known about factions’ fleet and there is no need for any two to be form the same fleet.
the species, but they appear to be powerful telepaths. The aliens also have These ships lose all special abilities from there faction but retain any special
a concept they call "The One." It is not clear if this is the leader of the aliens, rules for that specific ship. A Thirdspace Alien fleet may not take I.S.A.
their deity, or perhaps a unified race consciousness. Their philosophy is that Drakh, or First Ones ships. In Ancient Wars this rule will apply to Vorlon,
they are the only ones worthy of existence. Thirdspace aliens are older than Kirishiac, and Torvalus ships.
The Vorlons (perhaps even older than The Shadows) and possess fearsomely Traders and Possessed: Thirdspace Alien fleets will gain a +1 to their
advanced technology. Their single-occupant fighters fire powerful fireball Initiative for each ship that leaves their opponents fleet to join the
batteries that can cripple White Star ships with a single hit, and their Thirdspace fleet from the Awake Dreamers special rule.
warships are large cannons wrapping orb-like power sources. The are also
the only species in any universe known to possess deflector shield Thirdspace Aliens Fleet List
technology. Priority Level: Patrol
Over a million years ago, the Vorlons built a jump gate to open a doorway to Heavy Fighters (Wing of 2 Flights)
what they believed was the source of life. The gate actually opened up into
the Thirdspace aliens' dimension. The aliens took control of many Vorlons Priority Level: Raid
with telepathy and in the ensuing battle, the Vorlons forced the aliens back Attack Craft Blossom Attack Craft
into their own dimension and sealed the portal. A group of Vorlons, still Minion Attack Craft Nucleid Attack Craft
under the control of the Thirdspace aliens, captured the artifact and
jettisoned it into hyperspace, hoping to recover it later. The aliens were Priority Level: Battle
gate would be found and opened again. Fire Support Vessel Infiltrator
Thirdspace Aliens Initiative: +2+ various Enduring Sentinel
Thirdspace Aliens Special Rules
Redundant Systems: The Thirdspace Ships seem to be build of a super Priority Level: War
dense rock that has the ability to repair itself. In the end phase any critical Heavy Attack Ship Gunship
hits that a Thirdspace ship has taken will be repaired on a roll of 3+. Thirdspace Portal
Awake Dreamers: Before the game starts each ship fighting the Thirdspace
Aliens will lose crew equal to dice rolled, 1d6 for Patrol and Skirmish, 2d6 Priority Level: Armageddon
for Raid and Battle, 4d6 for War and Armageddon, and 5d6 for any ship of Raiding Cruiser Primordial Cruiser
Ancient class. Any ship that has lost half or more of its crew will be overrun
with traders and join the Thirdspace fleet. Priority Level: Ancient
Awake Dreamers does only half of the crew loss to I.S.A and Drakh. Heavy Cruiser Battlecruiser
All First ones (Ancients, Shadows, and Vorlons) are unaffected by Awake Battle Carrier
Dreamers.
Initiative: +2+Various
Light Plasma Blast
Range: 2 AD: 2
Heavy Fighters
Super AP, X2 Damage
Thirdspace Aliens

;
Hull: 5

Speed: 16
Dogfight: +1 (-)
Dodge 3+
Name

Shield 5/5
OOOOO
Patrol
Initiative: +2+Various Plasma Blast Crew Quality: 7
Race Special Rules: (F)
Redundant Systems: Repair each
Critical damage in the end phase
Range: 15 AD: 4
Super AP, Precise, X3 Damage
XP Dice____
on a 3+ roll.
Thirdspace Aliens
Attack Craft

Awake Dreamers: Before the game


starts roll 1d6 for Patrol-Skirmish, Hull
2d6 for Raid-Battle, 4d6 for War-
Armageddon, and 5d6 for Ancient, 6
this is how many crew are lost
before the game starts, any ships
down half crew join the Thirdspace Shields 15/10
Aliens. I.S.A., Drakh, take half
damage and First Ones are OOOOOOOOOO
unaffected.
Allied Fleet: Thirdspace Aliens may OOOOO
include up to 2 fleet points from
any fleet, may not include I.S.A.,
Drakh, or First Ones. 2D6 Random Trait
Traders and Possessed: For each 2-4 Agile
5-6 Anti-Fighter
ship from your enemy fleet that 7-8 Computer
joins your fleet add +1 to the 9-10 Self-Repair
Thirdspace Aliens Initiative. 11-12 Shields

Point Blank Targeting: This ship


ignores the Stealth ability of any Speed: 15
ship it fires on if within 5 inches. Turns: 2/90o

Agile
Name

Flight Computer Advanced Anti-Fighter 1


Self-Repair 1

10 Damage
Raid
Nucleid Attack Craft Initiative: +2+Various
Race Special Rules:
L. Nucleid Burner Crew Quality: 7
(F)
Redundant Systems: Repair each
Critical damage in the end phase
Range: 18 AD: 6
AP, Precise, X2 Damage
XP Dice____
on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the game


starts roll 1d6 for Patrol-Skirmish, Hull
2d6 for Raid-Battle, 4d6 for War-
Armageddon, and 5d6 for Ancient, 6
this is how many crew are lost
before the game starts, any ships
down half crew join the Thirdspace Shields 15/10
Aliens. I.S.A., Drakh, take half
damage and First Ones are OOOOOOOOOO
unaffected.
Allied Fleet: Thirdspace Aliens may OOOOO
include up to 2 fleet points from
any fleet, may not include I.S.A.,
Drakh, or First Ones. 2D6 Random Trait
Traders and Possessed: For each 2-4 Agile
5-6 Anti-Fighter
ship from your enemy fleet that 7-8 Computer
joins your fleet add +1 to the 9-10 Self-Repair
Thirdspace Aliens Initiative. 11-12 Shields

Point Blank Targeting: This ship


ignores the Stealth ability of any Speed: 15
ship it fires on if within 5 inches. Turns: 2/90o

Agile
Name

Advanced Anti-Fighter 1
(Attack Craft Variant)

Flight Computer
Self-Repair 1

10 Damage
Raid
Blossom Attack Craft Initiative: +2+Various Fire Blossom Crew Quality: 7
Race Special Rules: (F)
Redundant Systems: Repair each
Critical damage in the end phase
Range: 6 AD: 14
X2 Damage
XP Dice____
on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the game


starts roll 1d6 for Patrol-Skirmish, Hull
2d6 for Raid-Battle, 4d6 for War-
Armageddon, and 5d6 for Ancient, 6
this is how many crew are lost
before the game starts, any ships
down half crew join the Thirdspace Shields 15/10
Aliens. I.S.A., Drakh, take half
damage and First Ones are OOOOOOOOOO
unaffected.
Allied Fleet: Thirdspace Aliens may OOOOO
include up to 2 fleet points from
any fleet, may not include I.S.A.,
Drakh, or First Ones. 2D6 Random Trait
Traders and Possessed: For each 2-4 Agile
5-6 Anti-Fighter
ship from your enemy fleet that 7-8 Computer
joins your fleet add +1 to the 9-10 Self-Repair
Thirdspace Aliens Initiative. 11-12 Shields

Point Blank Targeting: This ship


ignores the Stealth ability of any Speed: 15
ship it fires on if within 5 inches. Turns: 2/90o

Agile
Name

Advanced Anti-Fighter 1
(Attack Craft Variant)

Flight Computer
Self-Repair 1

10 Damage
Raid
Minion Attack Craft Initiative: +2+Various
Trioptic Pulsar Crew Quality: 7
Race Special Rules: (F)
Redundant Systems: Repair each
Critical damage in the end phase
Range: 12 AD: 4 XP Dice____
Beam, Precise, X2 Damage
on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the game


starts roll 1d6 for Patrol-Skirmish, Hull
2d6 for Raid-Battle, 4d6 for War-
Armageddon, and 5d6 for Ancient, 6
this is how many crew are lost
before the game starts, any ships
down half crew join the Thirdspace Shields 15/10
Aliens. I.S.A., Drakh, take half
damage and First Ones are OOOOOOOOOO
unaffected.
Allied Fleet: Thirdspace Aliens may OOOOO
include up to 2 fleet points from
any fleet, may not include I.S.A.,
Drakh, or First Ones. 2D6 Random Trait
Traders and Possessed: For each 2-4 Agile
5-6 Anti-Fighter
ship from your enemy fleet that 7-8 Computer
joins your fleet add +1 to the 9-10 Self-Repair
Thirdspace Aliens Initiative. 11-12 Shields

Point Blank Targeting: This ship


ignores the Stealth ability of any Speed: 15
ship it fires on if within 5 inches. Turns: 2/90o

Agile
Name

Advanced Anti-Fighter 1
(Attack Craft Variant)

Flight Computer
Self-Repair 1

10 Damage
Raid
Fire Support Vessel Initiative: +2+Various Advanced Ranged Fuser Crew Quality 7
Race Special Rules: (F)
Range: 35 AD: 4 Plasma Point Projector
Redundant Systems: Repair
each Critical damage in the end AP, Precise, X2 Damage (F) XP Dice____
phase on a 3+ roll. Or Range: 18 AD: 8
Thirdspace Aliens

Awake Dreamers: Before the Range: 45 AD: 4 Super AP, Precise


game roll 1d6 for Patrol- Super AP, Precise,
Hull
Skirmish, 2d6 for Raid-Battle, X4 Damage, Slow-Loading 5
4d6 for War-Armageddon, and
5d6 for Ancient, this is how
D6 Random Trait
many crew are lost before the
1-2 Self-Repair O
game starts, any ships down 3-4 Flight Computer O
half crew join the Thirdspace 5-6 Shields O
Aliens. I.S.A., Drakh, take half
damage and First Ones are
unaffected.
Allied Fleet: Thirdspace Aliens Flight Computer
may include up to 2 fleet points
from any fleet, may not include
I.S.A., Drakh, or First Ones.
Traders and Possessed: For
each ship from your enemy
Self-Repair 1D6
fleet that joins your fleet add
+1 to the Thirdspace Aliens
Initiative.
Shields 20/12
Speed: 8 OOOOOOOOOO
Turns: 2/45o OOOOOOOOOO
Name

Plasma Point Projector


(A)
Range: 18 AD: 8
Super AP, Precise

23 Damage
Battle
Initiative: +2+Various
Plasma Point Projector
Crew Quality 7
Race Special Rules: (F)
Redundant Systems: Repair
each Critical damage in the end
Range: 18 AD: 8 XP Dice____
Super AP, Precise
phase on a 3+ roll. Scout
Thirdspace Aliens

Awake Dreamers: Before the


game roll 1d6 for Patrol-
Hull
Advanced Anti-Fighter 3
Infiltrator

Skirmish, 2d6 for Raid-Battle, 5


4d6 for War-Armageddon, and
5d6 for Ancient, this is how Stealth 6+
many crew are lost before the
game starts, any ships down
half crew join the Thirdspace
Aliens. I.S.A., Drakh, take half
damage and First Ones are Plasma Point Projector Plasma Point Projector
unaffected. (P) (S)
Allied Fleet: Thirdspace Aliens Range: 18 AD: 8 Range: 18 AD: 8
may include up to 2 fleet points Super AP, Precise Super AP, Precise
from any fleet, may not include
I.S.A., Drakh, or First Ones.
Traders and Possessed: For
each ship from your enemy
Speed: 6 Atmospheric
fleet that joins your fleet add
+1 to the Thirdspace Aliens
Self-Repair 1D6 Turns: 2/45o
Initiative.
Agile Psi Shock Emitter
(360 all at once)
Flight Computer Shields 25/15
Range: 6 AD: 6
Super AP
Name

This weapon deals only crew


2D6 Random Trait OOOOOOOOOO damage and will attack all non-
Thirdspace Alien ships within range.
2-3 Self-Repair O
4-5
6
Flight Computer
Shields
O
O
OOOOOOOOOO Double the damage to ships with a
Psychic Crew trait.
7
8
Agile
Atmospheric
O
O OOOOO
9 Stealth O
10 Scout O
11-12 Anti-Fighter O 17 Damage
Battle
Enduring Sentinel Initiative: +2+Various
Particle Blast Gun
Crew Quality 6
Race Special Rules: (F)
Automated Ship: This ship Range: 20 AD: 6
ignores all crew effecting Twin-Linked, X2 Damage
ability’s. This ship can never
Thirdspace Aliens

gain XP dice.
Allied Fleet: Thirdspace Aliens
Hull
may include up to 2 fleet points Self-Repair 1 6 Advanced Anti-Fighter 8
from any fleet, may not include
I.S.A., Drakh, or First Ones.

Flight Computer

Particle Blast Gun Particle Blast Gun


(P) (S)
Range: 20 AD: 4 Range: 20 AD: 4
Twin-Linked, X2 Damage Twin-Linked, X2 Damage

D6 Random Trait
1
2
Self-Repair
Flight Computer
Fleet Auxiliary
3 Shields
4 Anti-Fighter
5 Fleet Auxiliary
6 Jump Engine Dark Matter Shields
This shield extends 10 inches from this ships center post.

Speed: 10 All attacks that pass through the dark matter shield lose
2d6 AD. Any enemy ships within the shield lose any

Advanced Jump Engine Turns: 2/45o Interceptor, Dodge, Scout, or Stealth traits and can’t fire
Name

any missiles. All enemy ships within the shield reduce


their turn radius by one level and ships with Lumbering
Particle Blast Gun can’t turn while within the shield.

(A)
Range: 20 AD: 4
Twin-Linked, X2 Damage
70 Damage
Battle
Heavy Attack Ship Initiative: +2+Various
Nucleid Burner Crew Quality 7
Race Special Rules: (F)
Redundant Systems: Repair
each Critical damage in the end
Range: 24 AD: 6 XP Dice____
Super AP, Precise, X5 Damage
phase on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the


game roll 1d6 for Patrol-
Hull
Skirmish, 2d6 for Raid-Battle, Fire Blossom 5
4d6 for War-Armageddon, and
5d6 for Ancient, this is how
(F)
Range: 6 AD: 14
Advanced Anti-Fighter 3
many crew are lost before the X2 Damage
game starts, any ships down
half crew join the Thirdspace
Aliens. I.S.A., Drakh, take half
damage and First Ones are
unaffected. Shields 25/15
Allied Fleet: Thirdspace Aliens
may include up to 2 fleet points OOOOOOOOOO
from any fleet, may not include
I.S.A., Drakh, or First Ones. OOOOOOOOOO
Traders and Possessed: For
each ship from your enemy OOOOO
fleet that joins your fleet add
+1 to the Thirdspace Aliens
Initiative.
D6 Random Trait
1 Self-Repair O
2 Flight Computer O
3 Shields O
4 Agile O
Speed: 12 5 Anti-Fighter O
Flight Computer
Name

6 Jump Engine O
Turns: 2/90o
Agile
Advanced Jump Engine Self-Repair 1D6
20 Damage
War
Initiative: +2+Various
H. Plasma Thrower H. Plasma Thrower Crew Quality 7
Race Special Rules: (F) (F)
Redundant Systems: Repair
each Critical damage in the end
Range: 35 AD: 6 Range: 35 AD: 6 XP Dice____
AP, Precise, X4 Damage AP, Precise, X4 Damage
phase on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the


game roll 1d6 for Patrol-
Hull
Skirmish, 2d6 for Raid-Battle, 5
Gunship

4d6 for War-Armageddon, and


5d6 for Ancient, this is how
Advanced Anti-Fighter 6
many crew are lost before the
game starts, any ships down
half crew join the Thirdspace
Aliens. I.S.A., Drakh, take half
damage and First Ones are
unaffected. Shields 25/15
Allied Fleet: Thirdspace Aliens
may include up to 2 fleet points OOOOOOOOOO
from any fleet, may not include
I.S.A., Drakh, or First Ones. OOOOOOOOOO
Traders and Possessed: For
each ship from your enemy OOOOO
fleet that joins your fleet add
+1 to the Thirdspace Aliens
Initiative.
Self-Repair 2D6
Flight Computer Speed: 8 D6 Random Trait
Turns: 2/45o
Name

1 Self-Repair O
2 Flight Computer O
3 Shields O
Advanced Jump Engine Agile 4
5
Agile
Anti-Fighter
O
O
6 Jump Engine O

60 Damage
War
Initiative: +2+Various
Hull Crew Quality: 4
Race Special Rules:
Redundant Systems: Repair each Critical 3
damage in the end phase on a 3+ roll.
Awake Dreamers: Before the game roll 1d6 Shields 100/40
Thirdspace Aliens

for Patrol-Skirmish, 2d6 for Raid-Battle, 4d6


for War-Armageddon, and 5d6 for Ancient, OOOOOOOOOO
this is how many crew are lost before the
game starts, any ships down half crew join
OOOOOOOOOO
the Thirdspace Aliens. I.S.A., Drakh, take
half damage and First Ones are unaffected.
OOOOOOOOOO
Allied Fleet: Thirdspace Aliens may include OOOOOOOOOO
up to 2 fleet points from any fleet, may not
include I.S.A., Drakh, or First Ones. OOOOOOOOOO
Traders and Possessed: For each ship from
your enemy fleet that joins your fleet add OOOOOOOOOO
Thirdspace Gateway

+1 to the Thirdspace Aliens Initiative.


Weak Point: In a turn that the Gateway
OOOOOOOOOO
takes over 40 points of damage in one arc
the opposite arcs shields will only take half
OOOOOOOOOO
the damage from incoming shots, the Immobile OOOOOOOOOO
remaining damage will damage the
Gateway.
D6
1-2
Random Trait
Shields
Self-Repair 1D6
OOOOOOOOOO
3-4 Thirdspace Gateway
5-6 Self-Repair

Space Station Critical Hits


Thirdspace Gateway
D6 System Damage Effect Hits On your turn you may have ships that you have yet to
1 Reactor Fluctuation -0 Lose 2d6 to shields O deploy enter through the gateway. While the gateway is
2 Gateway blocked -1 Ships may not use the Gateway O active you may reroll one failed attempt to get a ship in to
3 Station Keeping Thrusters -1 Station moves 1” towards nearest planet O
4 Command & Control -2 Lose 1 random trait O the battle from reserves. On any turn that you have no
5 Shield Damage -3 Shields will not regenerate O reserves left to enter the battle you may roll a d6+turn to
6 Reactor Explosion -2D6 Lose 2 random traits OOO get a free Thirdspace Craft, 7-8 Attack Craft 9-10 Gunship
or Fire Support ship, 11+ any Cruiser
105 Damage

Heavy Damage
War

Crippled
Initiative: +2+Various Nucleid Burner Crew Quality 7
Race Special Rules: (F)
Range: 24 AD: 12
Redundant Systems: Repair
Super AP, Precise, X5 Damage XP Dice____
Raiding Cruiser
each Critical damage in the end
phase on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the Plasma Thrower Plasma Point Projector


game roll 1d6 for Patrol- (F)
Hull (F) D6 Random Trait
1 Self-Repair O
Skirmish, 2d6 for Raid-Battle, Range: 30 AD: 6 6 Range: 18 AD: 8 2 Flight Computer O
4d6 for War-Armageddon, and AP, Precise, X3 Damage Super AP, Precise 3-4 Shields O
5d6 for Ancient, this is how 5 Anti-Fighter O
6 Jump Engine O
many crew are lost before the
game starts, any ships down
half crew join the Thirdspace
Aliens. I.S.A., Drakh, take half Nucleid Burner Nucleid Burner
damage and First Ones are (F) (F)
unaffected. Range: 24 AD: 6 Range: 24 AD: 6
Allied Fleet: Thirdspace Aliens Super AP, Precise, X5 Damage Super AP, Precise, X5 Damage
may include up to 2 fleet points
from any fleet, may not include Plasma Point Projector Plasma Point Projector
I.S.A., Drakh, or First Ones. (P) (S)
Traders and Possessed: For Range: 18 AD: 10 Range: 18 AD: 10
each ship from your enemy Super AP, Precise Super AP, Precise
fleet that joins your fleet add
+1 to the Thirdspace Aliens
Initiative.

Shields 40/25
Advanced Jump Engine Self-Repair 3D6
Speed: 12 OOOOOOOOOO
Turns: 1/45o
Name

Flight Computer
OOOOOOOOOO
Plasma Point Projector
(A)
OOOOOOOOOO
Advanced Anti-Fighter 6
Range: 18 AD: 8
Super AP, Precise
OOOOOOOOOO
Armageddon

88 Damage
Primordial Cruiser Initiative: +2+Various H. Plasma Thrower Crew Quality 7
Race Special Rules: (F)
Range: 35 AD: 6
Redundant Systems: Repair each
Critical damage in the end phase on AP, Precise, X4 Damage XP Dice____
a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the game Plasma Thrower Plasma Defense


roll 1d6 for Patrol-Skirmish, 2d6 for (F)
Hull
Array
Raid-Battle, 4d6 for War- Range: 30 AD: 20 5 (F)
Armageddon, and 5d6 for Ancient, AP, Precise, X3 Damage Range: 12 AD: 10
this is how many crew are lost AP, Twin-Linked Self-Repair 3D6
before the game starts, any ships X2 Damage
down half crew join the Thirdspace
Aliens. I.S.A., Drakh, take half
damage and First Ones are Plasma Thrower Plasma Thrower
unaffected. (P) (S)
D6 Random Trait
Allied Fleet: Thirdspace Aliens may Range: 30 AD: 10 Range: 30 AD: 10 1 Self-Repair O
include up to 2 fleet points from AP, Precise, X3 Damage AP, Precise, X3 Damage 2 Flight Computer O
3-4 Shields O
any fleet, may not include I.S.A.,
5 Anti-Fighter O
Drakh, or First Ones. Plasma Defense Plasma Defense 6 Jump Engine O
Traders and Possessed: For each
Array Array
ship from your enemy fleet that
(P) (S)
joins your fleet add +1 to the
Range: 12 AD: 8 Range: 12 AD: 8
Thirdspace Aliens Initiative.
AP, Twin-Linked AP, Twin-Linked
X2 Damage X2 Damage
Shields 45/15
OOOOOOOOOO
Advanced Jump Engine
Speed: 6 OOOOOOOOOO
Turns: 1/45o Plasma Defense OOOOOOOOOO
Name

Flight Computer Array


Plasma Thrower (A) OOOOOOOOOO
(A) Range: 12 AD: 10

Advanced Anti-Fighter 6
Range: 30 AD: 15 AP, Twin-Linked OOOOO
AP, Precise, X3 Damage X2 Damage
Armageddon

86 Damage
Initiative: +2+Various Advanced Ranged Fuser
(F)
H. Plasma Thrower
(F)
Crew Quality 7
Race Special Rules: Range: 35 AD: 8 Range: 35 AD: 12
Redundant Systems: Repair AP, Precise, X2 Damage AP, Precise, X4 Damage XP Dice____
Heavy Cruiser
each Critical damage in the end Or
phase on a 3+ roll. Range: 45 AD: 8
Thirdspace Aliens

Awake Dreamers: Before the Nucleid Burner


Super AP, Precise,
game roll 1d6 for Patrol- X4 Damage, Slow-Loading
Hull (F) L. Plasma Blast
Range: 24 AD: 12 Range: 2 AD: 2
Skirmish, 2d6 for Raid-Battle, 6 Super AP, Precise, X5 Damage Super AP, X3 Damage
4d6 for War-Armageddon, and

Heavy Fighters
5d6 for Ancient, this is how
many crew are lost before the
Hull
game starts, any ships down 5
half crew join the Thirdspace H. Plasma Thrower H. Plasma Thrower
Aliens. I.S.A., Drakh, take half (P) (S)
damage and First Ones are Range: 35 AD: 6 Range: 35 AD: 6
Speed: 16
unaffected. AP, Precise, X4 Damage AP, Precise, X4 Damage
Dogfight: +1
Allied Fleet: Thirdspace Aliens Dodge: 3+
may include up to 2 fleet points Plasma Defense Plasma Defense Shields 5/5
from any fleet, may not include Array Array #1 OOOOO
I.S.A., Drakh, or First Ones. (P) (S)
Traders and Possessed: For Range: 12 AD: 9 Range: 12 AD: 9
each ship from your enemy
fleet that joins your fleet add
AP, Twin-Linked AP, Twin-Linked Self-Repair 4D6
X2 Damage X2 Damage
+1 to the Thirdspace Aliens
Initiative.
2D6 Random Trait
2-4
5-7
Self-Repair
Flight Computer
O
O
Shields 60/40
8-9
10-12
Shields
Jump Engine
O
O Speed: 5 OOOOOOOOOOOOOOO
Turns: 1/45o OOOOOOOOOOOOOOO
Name

Flight Computer H. Plasma Thrower OOOOOOOOOOOOOOO


(A)
Range: 35 AD: 12 OOOOOOOOOOOOOOO
Advanced Jump Engine AP, Precise, X4 Damage
114 Damage
Ancient
Initiative: +2+Various
H. Plasma Incinerator Plasma Incinerator
Crew Quality 7
Race Special Rules: (F) (F)
Redundant Systems: Repair
each Critical damage in the end
Range: 50 AD: 2
Super AP, Precise, X12 Damage
Range: 20 AD: 6
Super AP, Precise, X8 Damage
XP Dice____
Battlecruiser

phase on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the


game roll 1d6 for Patrol-
Hull
Skirmish, 2d6 for Raid-Battle, 6
4d6 for War-Armageddon, and
5d6 for Ancient, this is how 2D6 Random Trait
2-4 Self-Repair O
many crew are lost before the 5-7 Flight Computer O
game starts, any ships down Plasma Incinerator Plasma Incinerator 8-9 Shields O
half crew join the Thirdspace 10-12 Jump Engine O
(P) (S)
Aliens. I.S.A., Drakh, take half Range: 20 AD: 2 Range: 20 AD: 2
damage and First Ones are Super AP, Precise, X8 Damage Super AP, Precise, X8 Damage
unaffected.
Allied Fleet: Thirdspace Aliens
may include up to 2 fleet points Plasma Blast Plasma Blast
from any fleet, may not include (P) (S)
I.S.A., Drakh, or First Ones.
Traders and Possessed: For
Range: 10 AD: 4 Range: 10 AD: 4 Self-Repair 4D6
Super AP, X3 Damage Super AP, X3 Damage
each ship from your enemy
fleet that joins your fleet add
+1 to the Thirdspace Aliens
Initiative.
Shields 60/40
Speed: 5 OOOOOOOOOOOOOOO
Flight Computer Turns: 1/45o OOOOOOOOOOOOOOO
Name
(Heavy Cruiser Variant)

Plasma Blast OOOOOOOOOOOOOOO


(A)
Range: 10 AD: 8 OOOOOOOOOOOOOOO
Advanced Jump Engine Super AP, X3 Damage
114 Damage
Ancient
Initiative: +2+Various
H. Plasma Incinerator Plasma Sheath
Crew Quality 7
Race Special Rules: (F) (F)
Redundant Systems: Repair
each Critical damage in the end
Range: 50 AD: 2
Super AP, Precise, X12 Damage
Range: 45 AD: 2
Energy Mine, X4 Damage
XP Dice____
Battle Carrier

phase on a 3+ roll.
Thirdspace Aliens

Awake Dreamers: Before the L. Plasma Blast


game roll 1d6 for Patrol-
Hull Range: 2 AD: 2
Skirmish, 2d6 for Raid-Battle, 6 Super AP, X3 Damage
4d6 for War-Armageddon, and
5d6 for Ancient, this is how Hull
many crew are lost before the

Heavy Fighters
5
game starts, any ships down Plasma Incinerator Plasma Incinerator
half crew join the Thirdspace (P) (S)
Aliens. I.S.A., Drakh, take half Range: 20 AD: 2 Range: 20 AD: 2
damage and First Ones are Speed: 16
Super AP, Precise, X8 Damage Super AP, Precise, X8 Damage
unaffected. Dogfight: +1
Allied Fleet: Thirdspace Aliens Dodge: 3+
may include up to 2 fleet points Plasma Blast Plasma Blast Shields 5/5
from any fleet, may not include (P) (S) #1 OOOOO
I.S.A., Drakh, or First Ones. Range: 10 AD: 4 Range: 10 AD: 4 #2 OOOOO
Traders and Possessed: For Super AP, X3 Damage Super AP, X3 Damage #3 OOOOO
each ship from your enemy #4 OOOOO
fleet that joins your fleet add
+1 to the Thirdspace Aliens 2D6 Random Trait
Initiative. 2-4 Self-Repair O
5-7
8-9
Flight Computer
Shields
O
O Shields 60/40
Self-Repair 4D6 10-12 Jump Engine O

Speed: 5 OOOOOOOOOOOOOOO
Turns: 1/45o OOOOOOOOOOOOOOO
Name
(Heavy Cruiser Variant)

Flight Computer
Plasma Blast OOOOOOOOOOOOOOO
(A)
Range: 10 AD: 8 OOOOOOOOOOOOOOO
Advanced Jump Engine Super AP, X3 Damage
114 Damage
Ancient

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