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Babylon 5 Wars 2E Original
Babylon 5 Wars 2E Original
Babylon 5 Wars 2E Original
O f f e n s i v e EW a n d L o c k -O n s
Offensive EW is used to improve your chance to hit specific
enemy targets. You assign these points to enemy targets individu
ally, except for fighters and shuttles, which are locked onto on a
flight-by-flight basis. ("Flights" are six fighters traveling together
F i g h t e r a n d S h u t t l e EW
Fighters and shuttles don't use electronic warfare points as
such, since their sensor array is much simpler and depends mostly
on visual targeting. Instead, they have a single offensive bonus
(also called the combat bonus) which represents a built-in of
fensive EW capability. The combat bonus counts as offensive EW
P o w e r a n d Thrust:
It is possible to use extra reactor power to buy additional thrust
points during a turn. In the ship datacard, there is a value called
the Engine Efficiency Rating. This is displayed as a ratio, such
as 3/1. The ratio represents the am ount of power needed to pur
chase oneadditionalpoint of thrust, so in the 3/1 example, it
takes 3 points of energy to earn another thrust point. There's no
limit (other than ship's power) to how many extra thrust points
can be purchased during a turn.
If the engine has been destroyed, the ship may not purchase
additional thrust points, because there's no engine left to produce
them!
A g ile Ships
Ships defined as agile have several movement related ben
efits, most of which have already been described. This section
summarizes these abilities. Most agile ships are of the medium
class, and have their agile status displayed prominently on the
control sheet. The only agile ship in this product is the W hite Star.
Initiative: Some agile ships have a built-in bonus to their
initiative, although this varies from ship to ship. This bonus is in
W e a p o n s Fire R e s o l u t i o n
After weapons declarations are made, weapons fire is resolved
in a specific order, as mentioned in the chapter on the Com bat
Sequence. First, ballistic weapons (which were launched before
movement) make their to-hit rolls. Then, ships take their shots.
Next, fighters fire at fighters. Finally, fighters fire at ships.
The main effect of this sequence is that it's possible to destroy
a weapon or fighter before it gets a chance to take its shot. A
weapon or fighter which allocated fire in the same sequence that
S u b t r a c t in g f a r 5 h ie ld s
If a ship has a shield which covers the side of the ship being
O v e rk ill
struck, the shield factor is subtracted from the volley's damage If all of the targeted system's boxes are destroyed during a
(before any arm or subtractions are handled). Thus, for example, volley and there are still unallocated hits left over, these overkill
if a structure block with 5 arm or took a 1 2-point hit, but the shot hits penetrate to the structure block on that side of the ship (or, if
came in through an arc covered by a 3-point shield, only four that structure block has already been destroyed or is not appli
boxes would be marked destroyed on the structure. Shields will cable, to the primary structure). However, arm or does apply to
overkill damage, greatly mitigating the effect.
affect each volley only once.
Note that only one shield system can protect a ship from any For example, if a volley of 15 points of damage hits a forward
individual volley. If two or more shields overlap, the target player twin array with 3 arm or and 6 damage boxes, the entire array will
can select which one to use (and will almost certainly pick the one be destroyed, with 6 points of overkill remaining. This would be
applied to the forward structure, since the twin array is part of the
with the highest rating).
forward area of the ship. If the forward structure had 4 armor,
then 2 boxes would be marked destroyed, concluding the volley.
M a rk in g t h e D a m a g e
When the total damage has been determined, mark it off on
the target ship's control sheet by crossing out or filling in the boxes
D estroyed S tructu re
of the system that was hit. When doing this, the player who owns The b u lk of m ost starsh ip s is
the target (not the firing player) chooses which boxes to mark off structure, representing the actual hull of
the vessel. Structure appears as boxes with
(if it matters).
If even a single hit is marked on a given system during a turn, no icon, as in the example here.
then that system is eligible for a critical hit at the end of the W eap Capital ships have five structural lo
cations: forward, port, starboard, aft, and primary (the central
ons Fire Step of that same turn. See the chapter on critical hits
hull). Heavy combat vessels have only forward, aft, and primary
later in this book.
structure blocks. Medium ships have only primary structure. Fight-
R ak in g M o d e
M any heavy weapons, especially beam weapons, tend to
spread their damage across a ship's hull. When fired in this way,
this is referred to as raking mode. M any heavy weapons can
only fire in raking mode, not standard mode, since their beams
fire for several seconds in order to achieve maximum effect.
When a weapon fires in raking mode, first determine the total
damage caused, then break it up into groups of 10-point sub
Piercing M o d e
Some weapons, particularly the more powerful beam systems,
volleys. Any leftover points go into a final, smaller sub-volley. For can be concentrated into piercing mode. If this option is avail
example, if a heavy laser (a raking weapon) causes 25 damage able, it will be listed with the weapons statistics and in its descrip
on a hit, this would be resolved as two 10-point sub-volleys and tion. If it is not listed, a weapon may not use this option.
one 5-point sub-volley. The decision to fire a weapon in piercing mode is made at the
Each sub-volley rolls separately for hit location (rolling the full moment of firing, before rolling to hit. As the shot requires great
10-point sub-volleys first, with any fractional one last). However, precision, the target must have been painted by at least 4 points
since these are all part of the same volley, do not subtract arm or of offensive EW. However, there is a -4 penalty to hit, which effec
again once it has already been applied to a previous sub-volley of tively cancels out the offensive EW. Piercing mode does not re
the same shot. For example, assume the 25-point heavy laser quire a lock-on, so it can be used against jammer-protected units
from the previous example hits a Centauri ship on the port side. without difficulty.
The first sub-volley hits the port structure, which has an arm or If a piercing shot hits, divide the damage into a number of
value of 5, resulting in 5 damage to the structure block. The sec volleys equal to the number of structure locations the shot would
ond sub-volley hits a twin array, which has 3 armor, causing 7 travel through on its way through the target vessel (regardless of
damage to that gun (leaving 1 damage block). Finally, the third whether or not said sections have been destroyed by previous dam
sub-volley (this one of 5 points) is found to hit the port structure. age). Thus, on a capital ship, divide your damage into three equal
Although the structure has 5 armor, this would be ignored since a volleys (forward, primary, and aft or port, primary, and starboard).
previous sub-volley already hit that system. These 5 boxes would O n HCVs, divide it into three equal volleys if coming from the
F la s h M o d e
Flash damage is scored by several different types of weap
ons, typically those which produce a severe energy or plasma dis
charge against a ship or other target. If a weapon scores damage
in flash mode, it usually is not capable of any other mode (includ
ing standard mode).
If a flash weapon strikes a ship, roll location normally and
apply damage as though this were a standard mode weapon.
However, any overkill does not penetrate to structure. Instead,
P ulse M ade
Pulse mode weapons fire a group of energy bolts at a target,
counting on the spread of shots to earn at least a few hits. Pulse
guns were originally developed by the D ilgar and are based on an
old weapon system called the bolter, and later refined into a n
other device known as the pulsar. These are considered inferior
in today's galaxy. Examples of pulse guns include the light, m e
dium, and heavy pulse cannon.
Pulse weapons score a set amount of damage— usually 8 or
10 points— but can hit more than one time in a turn. For ex older pulsars, for example, have a pulse grouping of 5, while the
Minbari molecular pulsar has a 3.
ample, a medium pulse cannon does 10 points of damage 1d5
times when it hits. This is listed on the weapon data sheet as "1 0 Pulse weapons will have a maximum number of pulses de
ld 5 times" (the ld 5 is referred to as the volley count roll). Each fined in their statistics (e.g., the medium pulse cannon can hit with
10 points scored by such a weapon would be a separate volley no more than 6 pulses, as that is how many the weapon pro
for all purposes, so arm or would be subtracted in each case (un duces during a turn). If the modified roll exceeds this amount, it is
reduced to the listed maximum. Example: A medium pulse can
like a raking weapon, for example). Do not roll to-hit for each
non is determined to need a 20 or less to hit, which would nor
volley, however. If the pulse weapon hits, its pulses will hit together.
mally require no roll, since the hit probability is automatic. How
O f course, each one will make its own hit location roll (they don't
all hit the same spot, unless you're using a called shot). ever, since this also serves the purpose of determining the volley
count bonus, the player rolls anyway. He gets a 10, which is
As pulse weapons fire groups of energy bolts in a close for
mation, they benefit from the accuracy of their shot. For every enough to earn a + 2 . He then rolls 1d5, gets a 5, and adds his
bonus, resulting in a 7. Since the medium pulse cannon only fires
four full points the to-hit roll is exceeded, a pulse weapon gains a
6 pulses, however, it scores only 6 volleys on the target.
bonus of +1 on the volley count roll. Thus, for example, a pulse
When fired at a group of fighters or shuttles in the same hex,
cannon which needs a 12 or less to hit and rolls a 9-12 would
the firing player can select which unit(s) are to be targeted by the
have no bonus, while a 5-8 would give a + 1 , and a 1-4 would
weapon (a flight of fighters is considered a "unit" for this pur
allow a + 2 on the volley count roll. The four point zone which
pose), and makes his to-hit roll against the best defended unit in
determines where these bonuses are scored is called the pulse
the group. The defender will then choose which of his units will
grouping, and may vary from weapon to weapon— most of the
M o le c u la r W e a p o n s
These high-tech weapons take apart matter at a molecular
level. They are found only in the hands of advanced races, such
as the M inbari and Shadows. Examples from this book include
the M inbari fusion cannon and molecular pulsar.
A d aptive Arm or
This advanced arm or system, found only on Vorlon ships and
hybrid vessels like the W hite Star, is capable of improving itself
against specific attack forms during a battle. Essentially, the hull
"learns" how to defend itself against incoming fire, adjusting its
texture and construction to make it less easily damaged.
To represent this arm or function on the ship control sheet,
there are two arm or values. The first is the usual type (as it would
appear on any other ship, in circles next to each ship system). This
permanent arm or is non-adaptive, and represents the basic in
herent strength of the hull and systems. If the ship is hit by weap
ons which destroy or avoid some or all of an armor's value (e.g.,
plasma weapons, which ignore one-half of the arm or rating), it is
this permanent arm or (only) which is affected.
W e a p o n s F ire
Except for ballistic weapons (such as missiles), fighters in a
flight fire their guns simultaneously, and will make a single die roll
to hit. Fighters with linked guns must fire all their weapons at the
same target at the same time. Fighters or shuttles with unlinked
guns (such as the M inbari Com bat Flyer) can choose different
targets for their weapons, but if one fighter in a flight fires a
weapon, every fighter in that flight must fire the same weapon at
the same target.
Note that fighters don't use EW, and completely ignore the
defensive EW created by enemy ships. Instead, fighters use an
offensive bonus as though it were built-in, free offensive EW for
all purposes.
When determining the chance to hit, calculate the to-hit num
ber as usual (they will all be the same) and roll once. Do not roll
for the individual fighters. Then, consult the following list to see
1 -1 2 : N o C ritical 1 - 1 0 : N o C ritic a l
N ote how ever th a t each box destoyed
also destroys any fig h te r o r
___________ shuttle stored in th a t box._________ 1 1 - 1 4 : M in o r P o w er Loss
-2 p o w e r fo r r e m a in d e r of s c e n a rio
1 3 -1 8 : D ocking links d a m ag ed
A ll bay activity tim es are doubled.
1 5 - 1 8 : M o d e ra te P o w er Loss
1 9 -2 4 : Partial Bay C ollapse -4 p o w e r fo r re a m in d e r of s c e n a rio
Launch/Recover rate is reduced by half. A
second collapse reduces it by 75% and a third
1 9 - 2 6 : M a jo r P o w er Loss
__________ destroys the bay outright.__________
-8 p o w e r fo r re a m in d e r of s c e n a rio
1 -1 4 : N o C ritical 1 -1 5: N o C ritical
2 0 -2 4 : Effectiveness Reduced
N o longer absorbs incom ing dam age. It
1 9 -2 2 : O u tp u t n o tice a b ly reduced still reduces the chance to hit
-2 EW fo r re m ainder o f scenario however.
2 7 + : O u tp u t severely reduced
-4 EW fo r re m ainder o f scenario
1 -1 3 : N o C ritica 1 -1 4 : N o C ritical
H y p e r s p a c e T a b le Ju m p D e la g T im e s
In the datacard for any jump engine-equipped ship is a statis
1 -1 3 : N o C hange
tic labeled Jump Delay. This indicates the number of turns the
1 4 -1 5 : C u rre n t Strengthens engine must wait between the time its last jump point closed be
Due to stress on the engines, all m rust ratings
fore it can open a new point. For example, a ship with a jump
o f all thrusters are considered 1 less than
the listed value fo r this tu rn only. Turn costs fo r delay of 20 turns which left hyperspace to arrive in a scenario on
fighters/shuttles increases by 1 step (1/3 to 1/2). turn 3 of the game could not open an escape vortex until turn 23.
If the jump engine is ever deactivated during any turn, the
1 6 -1 7 : C u rre n t Shifts U nexpectedly
Roll a d20. O n a 1-10 all units turn 1 hexside left. engine becomes discharged, and must recharge at 10 times the
O n an 11 -20 all tu rn 1 to the right. listed jump delay period (beginning at the point the system is again
powered). However, no ship can voluntarily deactivate its jump
1 8 -1 9 : C u rre n t Thickens
All speeds reduced by 20% round up. engine for extra power, unless specifically allowed by scenario rules
(or your own house rules). W hile it may seem tactically wise, it's
2 0 : C o m b in e Last Two Above something no ship captain would normally do— he would always
want to keep that escape route open. This restriction is lifted if the
jump engine is more than 50% damaged, as the captain may well
navigation systems. O nly rarely are currents encountered which
are too strong to overcome. Fortunately, ships can detect these
currents before they enter and wait for them to calm down before
preceeding. Additional rules for hyperspace anomalies, such as
whirlpools, rapids and waveforms, will appear in future products.
Ju m p E n g i n e s
Jump engines are large generators capable of opening a jump
point to hyperspace. The size of these engines limits their deploy
ment to large vessels, as mentioned previously.
Jump engines are very delicate and must constantly be m ain
tained in order to be usable at a moment's notice during a battle.
Jump engines which are damaged become very unstable when
activated and can cause the ship using them to explode, as de
O p e n in g a Jum p P o in t
To open a vortex, the ship simply announces it is doing so
during the Jump Point Formation Segment of the Combat Sequence
(at the very end of the Pre-Turn Actions Step). There is no power
cost to do so, although the jump engine must not be deactivated
(see above). The player may select any hex within 4 hexes of the
ship opening the vortex, marking it with a counter, coin or other
convenient chit. This represents the location of the jump point it
self. (Note: Some advanced units, particularly those of ancient races
such as the Vorlons, can open vortices at greater distances. These
will be defined in the rules for such ships.)
In addition to the target hex, the player must also select a
vortex facing. This is a single hex side, or direction, through
which the jump point allows access. Units may not enter the vortex Any unit— not just the ship which opened the vortex— can use
through any of the other hex sides. For example, if the vortex formed it as long as it is open. To use a jump point, a unit must either be
towards the top of the map (direction #1), only ships which en in the point's hex at the time it becomes active, or must enter the
tered the jump point's hex from direction #1 could enter hyper hex by moving into it (at any speed). The direction from which it
space through that point. The vortex facing cannot be altered once entered (even if it is already in the hex) must match the vortex
the jump point begins to form. facing. Note that a unit does not have to end its movement in the
The hex with the jump point may contain any other units (even jump point's hex— it merely has to move into the hex. If it moves
enemy units) but cannot contain any of the following: planets, into the hex but still has movement remaining, that movement is
moons, or other terrain objects; other jump points or jump gates lost— the ship's movement ends the moment it enters a vortex.
(no "bonehead maneuvers" are allowed unless specifically over Entry into an open vortex is entirely optional. A unit which
ridden by scenario rules); or Enormous Units. There may be other passes through a jump point's hex, or is in that hex when the
restricted items released in future projects, which will be noted at vortex forms, only enters the vortex if it so chooses— and if it does,
that time. entry is automatically successful (so long as the vortex facing is
Jump points opened on a given turn (the initiation turn) are correct, of course).
not fully formed until the beginning of the next turn. They finish Once within a vortex, the unit is effectively out of the scenario.
opening during the Jump Point Formation step of the turn after It may not fire weapons (or be fired upon), nor may it launch or
they are initiated. Units are not permitted to enter a jump point recover fighters or shuttles, or do much of anything else. It could,
during the initiation turn, but can do so at any time thereafter. of course, recover fighters and shuttles on the other side of the
M a in t a in in g a Ju m p Point:
vortex. Note that some scenarios may specify that combat will
If a ship prefers, it can hold a jump point open for more than
continue in hyperspace, but this is a rare situation, and will be
one full turn. The decision to do so is made during the Vortex
fully explained in the scenario rules. Under most circumstances, a
Closure Segment of the Com bat Sequence, and must be an
ship which enters hyperspace (or which leaves it, if the scenario
nounced. For example, a ship which opens a jump point at the
starts in hyperspace) is considered disengaged and can't return
start of turn 3 would be able to make use of it on turn 4. At the
to the battle.
end of that turn, it can either allow the vortex to close, or could
Jump points are one-way passages— two-way vortices can
choose to maintain it. A vortex can be maintained for no more
not be created. A ship in normal space cannot open a jump point
than four complete turns (counting the first one), so in this ex
to allow units in hyperspace to come through, for example. A ship
ample, it could be held open during turns 5, 6 and 7 and must be
may, if it wishes, open a jump point opposite the normal direction.
closed at the end of turn 7. A vortex must also be closed if the ship
That is, a ship in hyperspace could open a jump point into normal
maintaining it moves more than 4 hexes from the jump point.
space that would allow a ship in normal space to enter hyper
In order to hold a jump point open, the ship must turn off all
space but the ship in hyperspace could not enter normal space
weapons and other power-absorbing systems, except for sensors
through that point.
and the jump engine itself, channeling this power and any other
free energy into the jump engine. This represents the strain on the
C lo s in g a Ju m p Point: ship as it holds the vortex open and stable. The ship can continue
The ship which opened a jump point can either let it close to maneuver normally, although if it moves more than 4 hexes
automatically (at the end of its first full turn of operation), o r elect from the vortex, it can no longer maintain it (as noted above).
to keep it open. If it chooses not to maintain it, the vortex closes If the engine has any damage marked on it, it will require a
immediately. The announcement that a jump point has closed is roll each turn to see if it overloads (see Critical Hits). This roll is
made during the Vortex Closure Segment of the Combat Sequence, made during the Jump Point Formation step of the turn (not dur
near the end of the turn.
T h e K a m ik a z e A t t a c k
Ships and fighters may attempt to ram other units. This is
R a m m in g C o n d it i o n s a n d
usually a desperation move, as true kamikazes don't exist in any R e s tric tio n s
of the m ajor races. In some situations, however, ramming might Ships can ram other ships, and fighters or shuttles can ram
be allowed. other fighters/shuttles, or even ships if they wish to. Ships cannot
ram fighters or shuttles, as they are too small and maneuverable,
W h e n R a m m in g Can B e A l l o w e d unless those units are incapable of maneuvering for some rea
Normally, ramming can be used only in times of desperate son.
war, if one side is losing badly against superior technology and Ramming can be attempted by simply moving a unit into the
feels they have no other choice. In the past, it has also been done same hex as another unit. The two units must end the Movement
by races which have been defeated in war but refuse to submit to Step of the Combat Sequence in the same hex; they cannot sim
the heel of slavery. Under these conditions, a proud captain might ply "pass each other by" during the turn. Note that, in general,
choose to "take some of the enemy with him" rather than surren you will need to achieve initiative in order to arrange for this to
der. happen (especially if your opponent knows you are trying to do it).
In published scenarios, ramming is not allowed unless the Also, you must be moving at least speed 1 in order to make a
rules of the scenario specifically permit it. Scenarios of this type ramming attempt.
will be ones in which the situation is particularly desperate, or in The ramming attempt is actually made at the end of the M ove
which a particular key enemy unit must be destroyed (or a key ment Step of the Combat Sequence. Units which wish to ram make
friendly unit protected) at all costs. the announcement at this point. Note that because this happens
In free-form games or player-designed scenarios, ramming is before weapons fire is exchanged, you can't count on shooting
an optional rule. It is up to you, the players, to decide if it is to be down an opponent before he tries to ram you!
allowed in your game or scenario. However, if those involved in Note: Hexes in B5W are large enough that only Enormous
your game have not already discussed the matter, assume that Units occupy a vast area within them. Thus, units can easily pass
ramming is not allowed. through hexes without hitting each other, and in fact this is nor
In campaigns, it is up to the campaign rules to define when mally handled automatically by subtle piloting maneuvers beyond
and where ramming can be done. This will be discussed in greater the scope of the game. O nly if a unit directly attempts to ram
detail in the B5W Campaign Guide. another— or if a unit enters an Enormous Unit's hex— is ramming
Even if the ramming rules are not in use, and a unit enters the possible.
same hex as an Enormous Unit (by whatever means), it will auto
matically make an attempt to ram (even if this isn't the owning
player's intention). This is due to the sheer size of the Enormous
R e s u l t s a f t h e R am (F ig h t e r/
S h u t t le v s . F ig h te r/ S h u ttle )
Roll on the chart found in the Ship vs. Ship section (above).
The ramming unit receives a +1 bonus on the die roll due to its
small size and maneuverability, unless it is a shuttle trying to ram a
fighter, in which case no bonus is available. Some special fighters
may receive greater bonuses, and some scenarios might permit
additional bonuses to this roll.
When a flight of fighters makes a ramming attempt on an
other flight, each fighter makes the attempt individually, and must
choose a particular enemy unit to ram. The choice of target is
never random, nor does the defender have any control over the
selection. It is permitted for more than one fighter to try ramming
a single enemy fighter, but if this is done, it is handled simulta
neously— so if both are successful, the target gets its full ramming
factor against both attacks! This makes "gang-tackling" some
B ack gro u n d
W e a p o n T e c h n o lo g ie s
Earth technology is a mixture of systems purchased from for H e a v y P u ls e C an n on
eign governments and later adapted, such as pulse cannons. This
rhe heavy pulse cannon launches a series o f rapid bursts, o r pulses,
variable technology gives Earth fleets an incredible amount of d i each tim e it fires. This has the effect o f m aking the w eapon
versity, sometimes even between ships of the same class. som ew hat m ore accurate, tho ugh it is generally less d a m aging
than a laser cannon. W hen it hits, up to six
pulses im pact the target, do in g a predictable a m ount o f da m age
U n i-P u ls e C an n o n to several systems.
This is a particle-class w eapon and
The uni-pulse cannon is a fighter-m ounted w eapon which appears
scores dam age in standard mode.
on Starfuries o f various types, including the A urora found in this
product.
This is a particle-class w eapon which does dam age in standard mode.
Among the newest ships to enter service, the Om egas are a direct
result of Earth's w ar with the M inbari. M inbari w ar cruisers had
two squadrons of fighters stationed aboard, which gave them an
advantage at every turn— the current ship of the line (the Hyperion)
only carried 6 fighters. W ith the larger weapons load, the most
advanced class of interceptors, and two full squadrons of fighters,
O m egas are warships to be feared. They also possess a gravity-
positive section which the older Hyperions lack, although this sec
tion has no appreciable effects on game play.
There are several well-known O m eg a variants. The O m ega
found in this book is the original version (the Alpha model). Beta
models are only slightly less common, and use pulse cannons in
place of the heavy lasers. Control sheets fo rthe Beta variant, and
some others, will appear in future products.
The hangar bay on the O m ega is specifically designed to
carry any size of Earth fighter, even though T-bolts usually take up
more space than a Fury. The typical arrangem ent is 6 Thunder
bolts and 1 8 Starfuries, although this is changing as more and
more T-bolts enter sen/ice. The O m ega is perfectly capable of car
rying 24 Thunderbolts if desired (and if they are available).
2
' 3 '
The Nova was once considered the ultimate weapon by the Earth Alliance. It made its
appearance just before the Dilgar War, and played a key role in EA's victory during that
conflict. Since then, however, it has declined in popularity, chiefly because of its short
cruising range and uncomfortably small amount of space for its crew. In addition, so many
weapons are packed into such a compact hull that it is very difficult to maintain at peak
operating capacity. Most Novas use only the older M ark I interceptors, as shown on the
control sheet in this product. Unlike the Om ega and Hyperion, there are few variants of
Novas, probably because their designs are so specialized they don't take well to modifica
tions.
The Nova is armed with eighteen (!) laser/pulse arrays, all of them with wide firing arcs,
making it a very dangerous opponent to face at short to medium range. Fighters, in particu
lar, find it very dangerous to approach unless they time their attack run to coincide with a
firing delay. Its major disadvantages are its lack of long-range punch and poor maneuver
ability. It has very little free thrust available, as most of the ship's power systems are rel
egated to arming the vast number of weapons that line the hull.
Many of the central components of the Nova were later used for the Omega class,
though the Nova lacks the rotating section and has substantially less comfortable quarters
for the crew. O ne similarity to the Omega is the hangar bay, which is designed to carry two
full squadrons of Starfuries. The bay, however, was not built with Thunderbolts in mind
(Thunderbolts did not exist, even on paper, when most Novas were fielded). If any T-bolts are
used, they take up extra space as described in that fighter's rules.
The control sheet in this product depicts the Beta variant of the Nova. The original
Alpha model had medium pulse cannons only— after Earth scientists came up with the hybrid
laser/pulse array, it was quickly refitted onto all existing Novas. Since then, few improve
ments have been made to this ship class.
72 TM & © 1999 W arner Bros.
H y p e rio n H e a v y C ru is e r
A design dating back to before the Dilgar Invasion, the Hyperion has
undergone numerous refits and variations during its service life, culm i
nating in the Theta model depicted in this product. Some of these refits
are obvious, such as the pods which house the heavy laser cannons on
each side of the ship. Due to coupling problems, most of these cruisers
continue to operate the older M ark I interceptors. Hyperions are heavily
armed but have a serious lack of fighter defense, and thus are normally
escorted by O m ega Destroyers.
The Hyperion version found in this product is the most commonly
seen in EarthForce after 2250. M any different kinds of Hyperions exist,
however. After the Theta version, the next most common ones are the
Epsilon model (armed with missiles) and the G am m a variant (with heavy
pulse cannons in place of the lasers). O ther rarely seen types include a
railgun version and several prototypes using weapons captured from
other races.
These are one of the oldest Earth ships, dating back to the earliest days of space exploration.
None have been built for years, and only those few which survived the Earth-Minbari War
are still in service, mostly as training vessels or local defense. At one time these were the
leading edge of human technology, but their day has long passed.
Like the Nova, the Olympus is an extremely difficult ship to serve aboard. The crew
quarters are scanty at best, and the life support system is so underrated that the ship can
barely last a month in space without returning for supplies (and well-deserved shore leave).
As a warship, however, it packs a significant punch for such a small hull. In addition to classic
energy weapons, it operates missile racks and a surprisingly versatile pair of 3 6 0 ° railguns.
However, its interceptors are only of the M ark I variety, and it carries no fighters. Since its
own defenses against fighters are so poor, it is totally dependent on friendly ships to protect
it from fighter attacks. In general, Olympus Corvettes operate under the umbrella of one or
more Starfury flights, and within the defensive range of Omegas or other capital ships.
The Olympus was built with the bridge section partially jutting out of the port side of the
ship, ostensibly to allow the ship's commander a better view of the battle. The C&C is
therefore subject to a special damage rule. If an opponent rolls a natural (unmodified)
damage location roll of "2 0 " on any port side hit, that hit is automatically scored on the
C&C. This rule is also noted on the control sheet for reference. Note: The C&C may not be
targeted by called shots!
The control sheet in this product shows the Delta model of the Olympus, which is
considered the most advanced variant built to date. Since the original ship did not use the
modular construction systems later adopted by the EA in the Hyperion and Om ega classes,
it proved very difficult to refit, another reason it has fallen out of favor.___________________
74 TM & © 1 999 W arner Bros.
S t a r fu r y H e a v y F ig h te r
The Aurora-class Starfury has been Earth's primary fighter since shortly
after the Dilgar Invasion. A design adapted from fighters the D ilgar em
ployed, the Starfury is the equal of any other race's heavy fighters save
those of the M inbari (and, of course, the First Ones). Fast and agile, the
Starfury also boasts one of the best fighter-mounted weapons employed
by any race. Unlike most fighters, it is not capable of atmospheric opera
tions, meaning it is wholly dependent on carriers to ferry it to and from a
planet's surface.
W e a p o n T e c h n o lo g ie s
Im p ro v e d N e u t r o n L a s e r
In
nearly every respect, M inbari technology is superior to for-
The M in b a ri created this ad vanced w eapon after a d d in g certain
eign designs found in this product. Utilizing gravitic propulsion Vorlon im provem ents to th e ir basic neutron lasers. The result is
systems, jammers, and other technologies, a single Minbari cruiser a slightly better da m a g e yield and fire control rating, but the
real strength is its ab ility to fire in sustained m ode fo r three turns
con easily take on two or more enemy cruisers, be they Earth, in a row. W hile it m ay seem th a t this a b ility is un rem arkable,
N am or Centauri. M any people actually believe that the M inbari the fact that the w eapon is fou nd on the highly m aneuverable
W hite Star class puts its abilities in an entirely new light.
'utilize organic technologies, though this is not the case (with the
This is a laser-class w eapon which
exception, of the W hite Star, which is a crossbreed of M inbari and norm ally fires in raking m ode but can
Vorlon. technologies). also fire in piercing a n d sustained (3) modes if desired.
T ra c to r B eam IXIeurtron L a s e r
The tra ctor beam is used to g ra b hold o f sm all craft, either to pull
them into the docking bay o r to dock w ith them . Tractors are short-
ranged and can require a trem endous a m ount o f pow er to capture
a target. N orm ally, the beam is only used once the target has been
disabled by som e means.
Tractor beams are activated during the Tractor Stage o f the
C o m b a t Sequence (see the A ppendix fo r the exact tim ing). In ord e r
to tra ctor a fig h te r o r shuttle, the target must be in the sam e hex as
the tra ctoring ship. The tw o d o not need to be m oving the same
direction, but they m ust have a velocity difference o f 3 o r less. The
pow er cost to m ake the tra ctor effective is equal to the velocity
difference plus the a m ount o f thrust the fig h te r o r shuttle is currently generating, with
a m inim um cost o f 1 energy (note that if this is a w illin g target, it can sim ply The p rim ary heavy w eapon o f the M in b a ri fleet, the neutron laser does a
deactivate its thrusters to m ake this easier). The fighte r o r shuttle can then be pulled devastating am ount o f da m a g e and has a com paratively short recharge delay.
into any open space in the h a n g a r bay in the next Launch/Land Fighters Stage o f the It is also coupled w ith a highly accurate fire control system and can engage
C o m b a t Sequence. In the m eantim e, it rem ains on the b o ard (held in tractor) and both capital ships an d fighters effectively.
moves in the sam e direction an d speed as the M in b a ri ship. This is a laser-class w eapon which norm ally fires in raking mode, but can
If a fighte r o r shuttle is tractored in this w ay w hile it is disabled, it is captured also fire in piercing an d sustained modes if desired.
autom atically. If it is not disabled, the p ilot can open fire on the shuttle bay w ith his
w eapons (during the usual W eapons Fire Stage o f the C o m b a t Sequence, o f course).
Roll da m a g e n o rm a lly an d a p p ly it to the shuttle bay first (with no a rm o r benefit).
The box con taining the "captured" fighter o r shuttle will be the last one destroyed by
any such dam age. A ny da m a g e rem aining after the bay is com pletely destroyed is
scored on the structure block th a t supports the ha n g a r bay, w ith no a rm o r benefit.
A ship m ay also tra cto r an othe r ship, providing th a t vessel is o f the sam e class or
smaller. To do this, the tw o ships must be m oving a t the sam e speed a n d in the same
direction, and must be in the sam e hex. The pow er cost is equal to the Ramming
Factor o f the target ship divided by 4 (round fractions up)-this is considered the mass
o f the target. The tra ctor cannot be established unless the target is disabled o r w illing F u sio n C an n o n
to allo w the tra cto r attem pt w ithou t resistance. To be considered disabled, a ship
must have no m ain thrusters, ou t o f control (its C & C destroyed), o r unable to thrust
(its engine destroyed, o r all thrusters destroyed). It could also surrender, and allow
tra ctoring w ithou t resistance.
O nce the tra cto r is attached, the tractoring ship an d target ship both m aneuver as
one. They can turn, ro ll, and pe rform other m aneuvers, but the tra ctoring ship must
pay any costs o r delay periods (the target cannot thrust w ithou t disrupting the
tractor), and an y such costs o r delays are equal to the sum o f the costs/delays of
both units. For exam ple, a cruiser w ith a turn cost o f 1 /2 and a roll cost o f 5 which
tractored a com m ercial fre ig h te r w ith a turn cost o f 1 a n d roll cost o f 6 w ould pay a
total turn cost o f 3 /2 a n d a roll cost o f 11 to perform such m aneuvers. N ote th a t if a
gravitic-drive ship tractors a vessel w ithout a gravitic drive (or vice versa), all benefits
o f the gravitic m ovem ent system are suspended until the tra cto r is released. Also, if S im ilar in nature to most other races' lig ht arm am ents,
an a g ile ship tractors a no n -a g ile one (or vice versa), a g ile status is sim ilarly the fusion cannon is som ew hat m ore accurate and d a m aging .
suspended. W hile its arcs are less open tha n those o f som e other races,
A ny am ount o f pow er can be put into the tra cto r beam . However, if m ore pow er is there tend to be so m any o f them on the ship th a t this is not really a factor.
used than is needed, the excess is lost. U nder no rm al circum stances, the tra ctor
There is a lig ht version o f this w eapon w hich is
beam is left deactivated, though this returns no energy (the tra cto r beam is listed as
used on fighters an d som e sm aller M in b a ri ships.
having a pow er re quirem ent o f "?" due to its variability, but w hen not being used its
pow er re quirem ent is zero). O th e r than technical specifications such as the da m a g e yield,
There are no critical hits fo r this device. it is fun ctio nally sim ila r to the norm al fusion cannon.
This is a m olecular-class w eapon which fires in standard m ode only.
When one thinks of a M inbari warship, they think of the Sharlin war
cruiser. Its flowing blue hull is a breathtaking sight, and a terror to any
who must face one. Sharlins are among the most heavily armed Minbari
ships and can easily take on two or more cruisers by themselves. Add to
this the awesome capabilities of the two dozen Nial fighters which each
cruiser can carry, and nothing short of a fleet can hope to face one
down.
During the Earth-Minbari War, the Sharlin was the front-line attack
ship used by the Minbari, who used their other vessels as support, defen
sive, and logistical elements. Thus, Earth forces almost exclusively faced
Sharlins, which they found very difficult to destroy. The EA won only one
victory against a Sharlin during the war (though a few were destroyed
during losing fights, typically by ramming), and that was a result of a
trick.
The Tinashi is even older than the Sharlin, and was one of the major
ships operated by the M inbari during the previous Shadow W ar 1,000
years ago. Never ones to abandon a good thing, the M inbari continued
to produce the hull well after that conflict, upgrading its systems as im
provements were made over the centuries. The control sheet found with
this book shows the most recent design, which is a powerful heavy com
bat vessel.
The N ial heavy fighter, known as the Nighthawk by Earth pilots, is the
most efficient fighter in its class. Fast, agile and heavily armed, the Nial
can handle any other fighter fielded by the various races easily, except
perhaps the Thunderbolt. It also possesses a gravitic drive, which affords
it several subtle maneuvering advantages.
The Nighthawk possesses three light fusion cannons, all of which are
linked together. The fact that it has three weapons makes the Nial par
ticularly deadly, as a flight of these fighters has 50% more firepower than
a flight of Starfuries.
W e a p o n T e c h n o lo g ie s
The Centauri utilize a combination of several types of weap
onry on their warships, with particle weapons dominating the de
fensive arsenal. The ships and fighters which the Centauri build
tend to be maneuverable but somewhat more fragile than com
parable ships of other races, though Centauri units are generally The plasm a accelerator is the result o f a unique experim ent in plasm a technology.
The intent was to create a plasm a gun th a t fires a con trollable a m o u n t o f firep ow er
more heavily armored. They also tend to have very good weapon to the target. W hile the results were not entirely w h a t was expected, the accelerator is
arcs on most of their ships. much m ore flexible tha n a typical plasm a w eapon.
The plasm a accelerator can fire as often as the ow ning player wishes. If fired a t the
m inim um rate o f fire (i.e., every turn), its da m age yield is very sm all, such tha t it
B a ttle L a ser w ould only be truly effective a t very short range. If allow ed one turn's delay (i.e., fired
every other turn, a rate o f fire o f 1 per 2 turns), it scores m ore d a m a g e than it does
T h e h e a v ie s t w e a p o n th e C e n t a u r i p la c e o n w a r s h ip s , th e b attle
a t the lesser level. However, its true strength is shown if allow ed its op tim al ROF o f 1
la s e r is s o m e w h a t le s s p o w e rfu l th a n th e N a r n a n d E a rth
per 3 turns. In this case, its da m a g e yield is impressive and the w eap on becomes
e q u iv a le n t. H o w e v e r, th is is o ffset b y th e fa c t th a t th e w e a p o n fire s
viable at longer ranges. Delaying fire beyond this point does not fu rth e r increase the
m o r e o fte n a n d h a s a lo n g e r r a n g e .
T h is is a la s e r -c la s s w e a p o n w h ic h n o rm a lly fires in ra k in g m o d e
w eapon's firepow er, but holds it at full strength. As w ith any oth er w eap on, if it is
b u t c a n u s e p ie r c in g (b u t n o t su s ta in e d ) m o d e if d e s ir e d fired or shut dow n, it must start the re arm ing process fro m scratch w hen recharging.
This is a plasm a-class w eapon w hich scores dam age in stan dard mode.
H e a v y P a r t ic le A r r a y
This is a recent advancem ent in technology w hich m ade the ir first
ap pearance on the Demos-class w arship. O p e ra tin g alon g the
lines o f the tw in array, the heavy a rray features m ore powerful
particle beams in a sim ilar, but larger, housing. The heavy array
fires just as quickly as the tw in array, but has a lo n g e r range and
greate r d a m a g e yield. All other special rules (including the
special critical hit) are the sam e as with the twin array.
This is a p a rtid e -d a s s w eapon which scores dam age in
standard mode.
____
L
The Primus is one of the Republic's most common ships of the line. Armed
with four battle lasers, it is a formidable foe to face in any engagement. It
is particularly feared by enemy fighter pilots as the excellent firing arcs of
its twin particle arrays make it very dangerous to approach.
The ship found in this product is the most commonly seen variant of
this versatile hull. Several others are known to exist, including ones with
special armaments and one outfitted for use by the Emperor as his own
personal cruiser.
86
D e m o s L ig h t C ru ise r
87
V o rc h a n W a r s h ip
Named after a bird of prey native to Centauri Prime, the Vorchan war
ships have lived up to their namesake many times over. Swift-moving,
blessed with a built-in initiative bonus, and armed with the deadly plasma
accelerator, this ship is often underestimated by its enemies. The Vorchan
suffers from m ajor disadvantages, however, as it has very little in the way
of fighter defenses and does not carry fighters of its own. It is also small
and, with the exception of the plasma accelerator, lightly armed. When
forced to fight Vorchans, its opponents usually try to maneuver behind it,
where it has no firepower whatsoever. This is why the Centauri operate
the ship using wolfpack tactics, with each ship covering for its fellows.
88
The biggest weakness in the Centauri military is its lack of a heavy fighter
design. The Sentri fighter is at a decided disadvantage when forced to
fight against other races' heavy fighters, a predicament it finds itself in all
too often. The Centauri tend to battle this situation by using quantity to
make up for quality.
89
W ithin six months they had control over six worlds, with designs
The IXiarn R e g im e on many others.
O ver the course of the last 30 years the N arn Regime has
The Narn Regime is an empire born of a bloody past. For over continued to expand its sphere of influence, establishing several
100 years, the Narn suffered under the yoke of the Centauri Re colonies and adding several more worlds to those which they have
public as a subject and slave race. During that time the Centauri subjugated. The recent w ar with the Republic left them on the
used the Narn to operate the Centauri strip mines and lumber brink of destruction, but they have since regained their freedom
mills. They were also used as domestic help and in any other me and joined the Interstellar Alliance. For more on this savage war,
nial jobs which the Centauri deemed unworthy of their superior see the W ar of Retribution supplement for B5W. :
selves.
At the decline of the Centauri Republic's power, an under W e a p o n T e c h n o lo g ie s
ground resistance known as the Kha'ri began an overt offensive Much of the technology which the Narns use is very similar to
action against the Centauri garrison. In a war which lasted for or identical to that which the Centauri Republic uses. This is due
more than thirty years, thousands of N am and Centauri lives were to the fact that most of it was stolen or confiscated during the
lost. Finally, the Resistance stormed the Centauri central govern Narn Rebellion. Some of this technology has been modified to suit
ment structure, killing every Centauri in the building at the time. Narn tastes and styles, but most of it is used as is.
When word of this reached the Centauri government, they deemed
H e a v y L a s e r C an n on
the planet to costly to maintain, especially in the volatile political
The heavy laser cannon is the p rim ary heavy w eapon used by
and civil climate which currently existed in the Republic. N arn ships, an d is fun ctio nally identical to the heavy laser used by
After winning their freedom, the Kha'ri wasted no time in es the Earth A lliance. The N arns, as it turned out, sold the
technology to EarthForce, alon g w ith several other lesser weapons
tablishing itself as the new government. G 'Q uoth'Tiel became the
and technologies, fo r use du ring the E arth-M inbari War.
first Narn leader. It took little time for G 'Q uonth'Tiel and the Kha'ri
to realize that the Centauri didn't leave them much to work with. This is a laser-class w eapon tha t norm ally does dam age in
raking mode, but can use sustained mode if desired.
The strip mining and deforestation had done an incredible amount
of damage to the planet's ecosphere, an amount which would
not be easily or quickly recovered from. It became apparent that if
the Narns were to survive, they would have to find other resources, Tw in A r r a y
and quickly.
When the Centauri left the planet they were forced to leave A w eapon stolen right o ff captured C entauri vessels, this is
exactly the sam e as the tw in arrays operated by the
behind most of their equipment and resources, including an or ships o f the Republic.
bital shipyard. It was with this that the Narns began building the This is a particle-class w eapon which scores dam age in
standard mode.
first of what was to become one of the most respected navies in
this part of space. With this newfound military arm to exert their
will, the Narns began expanding their influence in nearby space.
Perhaps the most well-known ship in the Nam Navy, the G 'Q u a n heavy
cruiser boasts an impressive array of firepower, including two fleet-sup-
port energy mine systems. With the benefit of a jump engine, the G 'Q ua n
is used to fulfill a wide variety of missions.
Unlike the ships of the rival powers, the Narns do not produce many
variants of this, the staple cruiser of their fleet. A few exceptions exist
(usually prototypes of some new weapon system or the occasional hybrid
using captured technology), but these are the exception rather than the
rule. O f these, the most popular is the heavy firepower variant (which
trades energy mines for additional direct-fire guns). This will appear in a
future product.
The T'Loth is designed not only to take control of a sector of space, but to
also land the troops necessary to control a planet. Physically as large as
a G 'Q ua n , a single T'Loth carries a full division of troops and equipment,
plus the shuttles to move them. This ship is sometimes mistakenly re
ferred to as a heavy cruiser, though it is more appropriately a medium
cruiser.
The T'Loth normally carries twelve Frazi fighters and twelve T'Khar
assault shuttles. In a pinch, the assault shuttles can be traded for fight
ers, at a cost of 5 points per change, as defined earlier in the Hangar
Operations chapter.
This is an old design dating back to the earliest vessels sent into
space by the Narns. In today's fleet they are outdated and technologi
cally inferior, but the Narns have yet to build a suitable replacement that
can perform the intended mission equally well._________________________
'iTKXWTPTTWarner Bros. 93
F ra z i H e a v y F ig h te r
The Frazi is the primary fighter operated by the Narns, and is used to
assert space superiority around a battle zone. Somewhat slow for a fighter,
it makes up for this with its capability to absorb more damage than its
primary adversary, the Centauri Sentri.
under the terms listed here. are copyright © 1999 by W arner Bros. All rights are reserved
First, any unsolicited submissions become the property of A O G under the Pan-American, Berne, and International Copyright C on
upon arrival (be it by mail, Email, fax, o r other means). Material ventions.
with your own copyright on it will, by necessity, be rejected auto BABYLON 5 is ™ and copyright © 1999 by W arner Bros.
matically. This rule is not included so that we can "steal" submit B a b y l o n 5 W ars is produced under license with W arn e r Bros.
ted material; it is a protection against those who would submit BABYLON 5, characters, names, and all related indicia are trade
items similar in concept to those already in production, then claim marks of W arner Bros. © 1999.
we "stole" them without compensation! If you are concerned about No material which is based on, incorporates elements of, or is
the former, however, we urge you to submit instead a conceptual derived from B a b y lo n 5 W ars may be published by any party with
outline of your idea before sending the entire thing. This way we out the advance written permission of A O G Inc. and W arner Bros.
can discuss terms before proceeding further.
We'll accept any submitted ideas, provided they provide some
improvement to the game system A N D do not interfere with the
established history of the Babylon 5 Universe. This last part is very
important! A product suggestion based around a w ar fought be
tween the Earth Alliance and the N am Republic five years before
the show began simply isn't going to work because every fan of
Babylon 5 will know there was no such war.
We must also automatically reject submissions which attempt
to "cross over" with other television shows or films. It might be
amusing to imagine a fight between an O m ega Destroyer and a
Battlestar, but the licensing difficulties would be more complex
than you could possibly imagine!
Note that it's fairly pointless to send in a submission suggesting
a ship, scenario or race seen on the Babylon 5 television show.
We've watched all the shows repeatedly (and never get tired of
them, either), and have plans to use just about everything that's
appeared on screen— even that huge Vorlon planet-killer (shudder).
SHIP CONTROL SHEET (SCS) RECOGNITION GUIDE
Revision Info Ship Type & Model
The ship type (White Star)
Ship Datacard
The revision number and
Show s vital stats for the
product in which this SCS and, if applicable, which
ship, such a s its c lass (medium
appeared (CR = Core Rules). model is represented on this SCS. Turn Chart
ship), in-service date for this
Used a s a quick reference
model (2260), and other stats
to determine turn costs
Point Cost as explained in the rules.
and delays for this ship.
The Combat Point cost of the ship,
for use in balancing scenarios
a s an approximate representation
of this ship's value against Weapon Data Charts
other units in the game. Displays the statistics for
w eapons used on this vessel,
including weapon class,
Ship Diagram modes, damage, range,
SP E C S m a n e u v e r in g / COMBAt Hj TATS WEAPDW DATA"
Shows the top, front, and □ h r a 1Medium Ship JRStn Cost: 1/3 Speed I Fwd/Aft Delensfli 13 (11) Neutoon Laser (Impi etc. The value in the diamond
Claajrtaaer
In Se r& H *2 2 6 0 X 1\im Delay: 1/3 Speed Stb/Port D e fe n s e \» (12) Mofte: R, P, 5(3)
side views of the ship. Point Value: 750 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2 ^ Damage: 4dl0+18
is the power used by the
^ange Penally: -1 per 4 hi
Ramming Factor: 100 Pivot Cost: 1 Thrust Power Shortage: -7 Fire Control: +5/+4/+1
Jump Delay: 24 Turns Roll Cost: 1 Thrust Initiative Bonus:+ 1 3 / Intercept Rating: n a
Rate ot Fire: 1 per 3 tuma weapon. A sm all icon
M olecular P ulsar
Special Notes is shown for reference.
HANGAR
Shows anything special SPEC IA L N O TES 0 Fighters
Agile Ship 2 Flyers
,+3 + 2
about this ship, such a s agile Gravitic Drive System Intercept Rating ’i?"1
Rate ol Fire: 1 per 2 t Hangar Data
Atmospheric Capable Special Can fin ever
status, EL1NT abilities, etc. doing ldJ pulses wit
volliy count bonus how many fighters and
shuttles are used by this vessel.
5 9 15 5
10 8 16
3 11 6 6 17 3
4 12 18 4
6
21 2 22
2
PRIMARY
ICON RECOGNITION
Thruster
C&C
Sensors
6 3
Engine
Jump Engine
Reactor
AFT
Hangar 2 4 4 2
Std Particle Beam
23 4 24
2 2 2 2
Heavy Laser Cannon
6
5 6 7 12 10 11 12
8
6 4
3 3 3 3 3 3
8 9 6 6
3
6
3 3 13 3 14 3
4 PRIMARY 4
5 PORT 6 STARBOARD 5
3 3
ICON RECOGNITION 6 6
Thruster
C&C 16 AFT 17
Sensors
Engine
15 3 3 18 HANGAR
24 Fighters
Jump Engine 2 2 4 2 2
2 Shuttles: Thrust: 3
3 3
Reactor Armor: 1 Defense: 8/10
Hangar 21 22
Laser/Pulse Array 2
Interceptor 2 4 4 4 4 TM & C 2000 WARNER BROS.
4 6 5 4
10 11 12
STARBOARD
8
PORT
5
5 5
6
5
3 4 5 4 3
3
4 4
2 4
6 7
3 5 3
ICON RECOGNITION
Thruster
PRIMARY
C&C
Sensors
Engine 2 2
15 4 3
16
Jump Engine
Reactor
Hangar
Pulse Cannon
5
FORWARD
2 3 3 4 HANGAR
PRIMARY 0 Fighters
2 Shuttles: Thrust: 3
7 Armor: 1 Defense: 8/10
5 4
PORT 5 STARBOARD
1
MISSILES
Rack #7
5 6 5
5
Rack #8
3 3
5 5
ICON RECOGNITION
Thruster 7 8
C&C
3 6 4
3
Sensors
Engine AFT
Reactor
Hangar 2 2
Class-S 5
Missile Rack
2 2
Railgun
10 2
Med. Pulse Cannon
4 4
Interceptor 4 4 TM & C 2000 WARNER BROS.
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #2
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #4
Flight #3
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #6
Flight #5
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7
Flight #2
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #4
Flight #3
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #6
Flight #5
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7
3 3 3 3 3 3
3 3 PORT 5 STARBOARD 3 3
5
5 5
12
12
5 4
14 15 4 6 6 6 4 19 20
? 5
PRIMARY
ICON RECOGNITION 6
Thruster COMBAT FLYERS
C&C Cost: 70 Defense: 9/7
Thrust: 10 Offense: +4
Sensors
AFT 3 3 Armor: 1 Initiative: +10
Engine Two Light Fusion Cannons:
Rate of Fire: 1 per turn
Jump Engine Range Penalty: -2 per hex
Reactor Damage: 1d6+4 per gun
Hangar 4 Firing Arcs: #1 #2
3 3
Neutron Laser 4 5 12 6 4
21 22
Fusion Cannon 23 24
EP Gun
Tractor Beam
Jammer 4 TM & C 2000 WARNER BROS.
4 4
4 4
6
FORWARD
12
4 4
5 4
4 4
COMBAT FLYERS
Cost: 70 Defense: 9/7
Thrust: 10 Offense: +4
5 5 Armor: 1 Initiative: +10
ICON RECOGNITION 3 Two Light Fusion Cannons:
Thruster Rate of Fire: 1 per turn
Range Penalty: -2 per hex
C&C
Damage: 1d6+4 per gun
Sensors 4
6 2 Firing Arcs: #1 #2
Engine
PRIMARY
Jump Engine
Reactor 4
Hangar
6 10 5
Neutron Laser 6
Fusion Cannon AFT
EP Gun 2 3 3 3
Jammer 4 4
6 4 7
3 10 3
8 9
SENSOR DATA 4 ?
Defensive EW 4 5 3 4
Target #1
Target #2
Target #3
Target #4 2 6 5 7 2
Target #5
Target #6 3 5 5 3
12
5
ICON RECOGNITION
Thruster
PRIMARY
C&C AFT
Sensors 4 4
Engine
5 4
COMBAT FLYERS
Jump Engine Cost: 70 Defense: 9/7
Thrust: 10 Offense: +4
Reactor
4 4 Armor: 1 Initiative: +10
Hangar
Two Light Fusion Cannons:
EM Shield Rate of Fire: 1 per turn
Jammer
4 Range Penalty: -2 per hex
Damage: 1d6+4 per gun
Tractor Firing Arcs: #1 #2
Molecular Pulsar
4
Impr. Neutron Laser
TM & C 2000 WARNER BROS.
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #2
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #4
Flight #3
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #6
Flight #5
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7
5
FORWARD
6
STARBOARD
7 8
10
PORT
10 7
1 3
5 5
5 5
3 7 3
7 5
9 11
2 5 5 4
7
5 5
3 5 5 3
10 PRIMARY 12
2 2
ICON RECOGNITION 6 3
Thruster
C&C
5 5
Sensors 3 3
Engine AFT
Jump Engine
5 5
Reactor
Hangar
Twin Array
Jump Engine
Reactor 5
Hangar
FORWARD
Plasma Accelerator
Twin Array 3 3
5 8 5
6 4
7 10 7
PORT STARBOARD
6 6
6 2
5
PRIMARY 5
5 AFT 4 5
5 5
3 6
4 4
Jump Engine
Reactor 4
Hangar
Plasma Accelerator
Heavy Array
5
Ballistic Torpedo 3 3
FORWARD
5 5
9
6 4
2
6
PORT 6 STARBOARD
5 6
7 7
5
PRIMARY
10
5 5
AFT 4
5 5
3 6
4 4
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #2
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #4
Flight #3
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #6
Flight #5
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7
3
6
12
6 6
8
5 6
9 6 10
STARBOARD
2 6 2
3 3
PORT
6
6 4
5 5
6
4 PRIMARY 4
ICON RECOGNITION 4 4 4
Thruster
C&C
2 AFT
Sensors
3 2 3
Engine 4
Jump Engine
11 7 4 4 8 12
Reactor
Hangar
4
Energy Mine Twin Array
4 4
FORWARD
4 2 4 4
7
2 3 2
5 8
STARBOARD
7
5
PORT
4 4
4 4
12 12
5 3 5 5 5
5
T'KHAR ASSAULT
PRIMARY SHUTTLES
Cost: 30 Defense: 9/9
Thrust: 7 Offense: +2
Armor: 2 Initiative: +9
1 Particle Gun
Rate of Fire: 1 per turn
Range Penalty: -2 per hex
ICON RECOGNITION Damage: 1d6+5
4 4
Firing Arc:
Thruster
C&C
AFT
3 3
Sensors
4
Engine
Jump Engine 4 4
Reactor
Hangar
3 2 2 3
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #2
Flight #1
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #4
Flight #3
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #6
Flight #5
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #7
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes
HANGAR
FORWARD HITS
1-18: Forward Struct
SPECIAL NOTES 0 Fighters
19-20: PRIMARY Hit Does Not Block LOS 1 Shuttle
SIDE HITS (Varies by Race)
1-18: Port/Stb Struct SENSOR DATA
19-20: PRIMARY Hit Defensive EW
AFT HITS Target #1
1-18: Aft Struct Target #2
19-20: PRIMARY Hit
PRIMARY HITS
Target #3 2
1-10: Primary Struct Target #4
11-13: Sensors Target #5
14-17: Reactor
18: Hangar Target #6
19: Jump Engine
20: C & C
FORWARD
2
3 6
1
2 3 2
STARBOARD
3
PORT
PRIMARY
AFT
ICON RECOGNITION
C&C
2
Sensors
Jump Engine
Reactor
Hangar TM & C 2000 WARNER BROS.
&
Intercept Rating: n/a i Rate of Fire: 1 per turn
Rate of Fire: 1 per 3 turns LI Rate of Fire: 1 per 4 turns 1—1 Fire Control: + 4 /+ 3 /+ 2 Rate of Fire: 1 per 3 turns
Intercept Rating: -2
Neutron Laser (Impr.) Medium Laser Cannon Rate of Fire: 1 per 2 turns
Class: Laser Class: Laser Special: Can fin every turn
Modes: R, P, S(3) Mode: Raking doing ld 3 pulses with no
volley count bonus
Damage: 4 d l0 + 1 8
Range Penalty: -1 per 4 hexes
Damage: 3 d l0 + 1 2
Range Penalty: -1 per 2 hexes
EM Weapons
Fire Control: + 5 /+ 4 /+ 1 a Fire Control: + 3 /+ 2 /- 3
Intercept Rating: n/a A Intercept Rating: n/a | 1 Electro-Pulse Gun
Rate of Fire: 1 per 3 turns |_j Rate of Fire: 1 per 3 turns 1—1 Class: Electromagnetic
Effect: Forces dropout I I
Range Penalty: -3 per hex
Battle Laser Laser/Pulse Array. . Fire Control: —/ —/ + 3 .
Class: Laser This weapon can fire as j l BE Intercept Rating: n/a ^
Modes: R, P /X either a medium laser or Rate of Fire: 1 pBr 2 turns
Damage: 4 d l 0 + 1 2
Range Penalty: -1 per 4 hexes
medium pulse cannon, '-----'
determined at the time of firing.
Plasma Weapons
Fire Control: + 4 /+ 3 /- 3 A The ROF is based on the
Med. Plasm a Cannon Plasm a Accelerator EM Shield /gs
Intercept Rating: n/a / \ shot being taken. Subtract Shield Factor fr o m ^
Rate of Fire: 1 per 3 turns Class: Plasma Class: Plasma A incoming chance to hit and any
Modes: Standard V Mode: Standard damage scored through arc.
Dmg: 3d 1 0 + 4 (-1 per 2 hexes) Damage: 4 d l0 + 1 2 (-1 per hex) Defense rating shown in
Range Penalty: -1 per hex Range Penalty: -1 per hex parenthesis () indicates
Particle Weapons Fire Control: + 3 /+ 1 /- 5
Intercept Rating: n/a
k/vvvi
I I
Fire Control:+ 3 / + 1/-4 J V L
Intercept Rating: n/a I I
value with shield active. '— ‘
Rate of Fire: 1 per 3 turns Rate of Fire: 1 per 3 turns
Heavy Pulse Cannon Heavy Array yv. Special: Can fire at an
Class: Particle /w Class: Particle accelerated ROF for less
Mode: Pulse Mode: Standard ion
Heavy Plasma Cannoi damage, as shown below:
Damage: 15 1d5 Times Class: Plasma 1 per timt: ld l0 + 4 -1/hex
Maximum Pulses: G
Damage: 2 d l0 + 6
Range Penalty: -1 per hex Modes: Standard <t> 1 per 2 turns: 2d 10+8 -1/hex Fighter Weapons
Grouping Range: +1 per 4 Fire Control: + 4 / + 3 / + 2 r-y-i Dmg: 4 d l0 + 8 (-1 per 2 hexes)
Range Penalty: -1 per 2 hexes Intercept Rating: -2 [ J Range Penalty: -2 per 3 hexes Uni-Pulse Cannon
Fire Control: + 4 /+ 3 /-1 Rate of Fire: 2 per turn_______ Fire Control: + 3 /+ 1 /- 5 a Number of Guns: 2 (Linked)
Intercept Rating: -1 Intercept Rating: n/a p ^1 Class: Particle
Rate of Fire: 1 per 3 turns I J Rate of Fire: 1 per 3 turns' ' Damage: ldG +4
Twin Array Range Penalty: -2 per hex
Class: Particle Fire Control: n/a
Medium Pulse Cannon Mode: Standard Rate of Fire: 1 per turn
Class: Particle a Damage: ld lO + 4
Mode: Pulse Range Penalty: -2 per hex
Damage: 10 ld 5 Times Fire Control: + 4 /+ 5 /+ G nn Gatling Pulse Cannon
Maximum Pulses: G Intercept Rating: -2 j Number of Guns: 1
Grouping Range: +1 per 44 Rate of Fire: 2 per turn_______ Class: Particle
Range Penalty: -1 per hex Ballistic Weapons Damage: 2d6+G
Fire Control: + 4 /+ 3 /+ 1
Intercept Rating: -2
Rate of Fire: 1 per 2 turns
■A Standard Particle Beam
Class: Particle a Energy Mine Class- S Missile Rack
Range Penalty: -2 per hex
Fire Control: n/a
Rate of Fire: 1 per turn
Modes: Standard Class: ballistic Class: Ballistic a
Intercept Rating: -2
Damage: ld l 0 + 6 Mode: Flash Missiles: 20 Njjr
Light Pulse Cannon
&
Range Penalty: -1 per hex Damage: 30 /1 0 Range Penalty: None
Class: Particle a
Fire Control: + 4 / + 4 / + 4 Range Penalty: None Fire Control: + 3 /+ 3 /+ 3
Mode: Pulse
Basic Fighter Missile
Intercept Rating: -2 Max Range: 50 hexes Rate of Fire: 1 per 2 turns Class: Ballistic
Damage: 8 ld 5 Times Rate of Fire: 1 per turn Fire Control: n/a Damage: 10
Maximum Pulses: G Intercept Rating: n/a Max Range: G hexes
Grouping Range: + 1 per 4 Rate of Fire: 1 per 2 turns Basic Missile Fire Control: n/a
Range Penalty: -2 per hex A Interceptor Mk-I Special: Targeted on a hex, not Mode: Standard Intercept Rating: n/a
Fire Control: + 3 / + 3 / + 4 / \ Intercept Rating: -3 a unit. Damage before the Damage: 20
Intercept Rating: -2 •---- ' Rate of Fire: 1 per turn slash is scored on targets in Max Range: 15 hexes
Rate of Fire: 1 per turn_______ OFFENSIVE MODE: impact hex, damage after the Fire Control: + 0 /+ 0 /+ 0
Class: Particle nn Lt Fusion Cannon
slash is scored on targets Interception Rating: n/a Number of Guns: 2 (Linked)
Mode: Standard i j one hex away See rules. Damage: ldG +4
Damage: ld l 0 + 5
Range Penalty: -2 per hex
Fire Control: —/ —/+G
Range Penalty: -2 per hex Fire Control: n/a
Ballistic Torpedo Rate of Fire: 1 per turn
Class: Ballistic a
Mode: Standard
Interceptor Mk-II y . Damage: 2d 10 Light Particle Gun
Intercept Rating: -4 Range Penalty: None Number of Guns: 2 (Linked)
Rate of Fire: 1 per turn Max Range: 25 hexes Damage: ldG +2
OFFENSIVE MODE: Fire Control: + 4 /+ 3 /+ 0 Range Penalty: -2 per hex
Class: Particle nn Intercept Rating: n/a
Mode: Standard Fire Control: n/a
Rate of Fire: 1 per turn Rate of Fire: 1 per turn
Damage: l d l 0 + 8 Special: Can hold up to six
Fire Control: —/ —/+ 8 shots and fire them all at
Range Penalty: -2 per hex once or separately. See rules. Paired Particle Gun
Number of Guns: 2 (Linked)
Damage: ld 6 + 5
Range Penalty: -2 per hex
Fire Control: n/a
Rate of Fire: 1 per turn
APPENDIX: COMBAT SEQUENCE (Revision 1: 2E/CR)
COMBAT STEP
Fire Determination Segment
All players secretly determine all weapons fire, including
weapons firing defensively
Declare all offensive fire, including called shots
Allocate defensive weapons against specific offensive shots
If using secret EW, announce all EW levels
Fire Resolution Segment
Resolve ballistic weapon impact/explosions
Resolve all weapons fire from ships
Resolve all weapons fire from surviving fighters/shuttles
at fighters/shuttles
Fighters damaged in the previous steps roll for drop-out
Resolve all other weapons fire, announcing special
weapon modes as needed
APPENDIX: CRITICAL HIT 5UMMARY (Revision1: 2E/CR)
C&C CRITICALS
1-8: Sensor Disruption: Cannot change EW next turn
9 11: Comm Disruption: -1 initiative
12-14: Fire Control Scrambled: -1 to hit
15-17: Sensor Controls Damaged: -2 EW and no more
than half EW can be allocated offensively
18-20: Major Comm Disruption: -4 initiative next turn SENSOR CRITICALS
and -2 initiative thereafter 1-14: No critical
21-23: Severe Comm Scramble: 15-17 & 18-20 15-18: Output Slightly Reduced: -1 EW
24 + : Power Loss: Cannot maneuver, use sensors or 19-22: Output Noticeably Reduced: -2 EW
fire weapons next turn, plus 15-17, 18-20, and 2 3 -2 6 : Output Significantly Reduced: -3 EW
21-2 3 apply 27+ : Output Severely Reduced: -4 EW
Note: If C&C is destroyed, use 2 4 + thereafter
SHIELD CRITICALS
ENGINE CRITICALS 1-15: No critical
1-14: No critical 16-19: Strength Reduced: -1 to shield factor
15-20: Thrust Reduced: -2 thrust 20 -2 4 : Effectiveness Reduced: The shield no longer
21-27: Engine Short: Roll a d20 absorbs incoming damage, but still lowers the
1-14: No thrust next turn ship's defense rating
15+: Max thrust must be applied next turn 2 5 + : Apply both of the above
through main thruster (see rules)
2 8 + : Apply both of the above
THRUSTER CRITICALS
1-14: No critical
HANGAR CRITICALS 15-19: Outlet Failure: -1 thrust rating and the
1-12: No critical first point of thrust applied is lost
13-18: Docking Links Damaged: Double bay 20 -2 4 : Efficiency Reduced: 2 thrust required to
activity time requirements produce 1 point (gravitic ships ignore the
18-24: Partial Day Collapse: Launch/recover rate first critical of this type)
reduced by half 2 5 + : Apply both of the above
2 5 + : Apply both of the above
WEAPON CRITICALS
JAMMER CRITICALS 1-13: No critical
1-15: No critical 14-18: Range Reduced: -1 range bracket, e.g.,
16-22: Partial Durnout: Jammer only increases the -1 per 3 hexes becomes -1 per 2 ,-1 per
range penalty by 50% hex becomes -2 per hex. Weapons with no
2 3 + : Complete Burnout: Jammer disabled range penalty lose 2 0 % of their maximum
launch range (round fractions up).
JUMP DRIVE CRITICALS 19-24: Damage Reduced: -2 per die of damage,-
No criticals. However, if the jump drive is activated pulse weapons lose 2 damage from each pulse.
while damaged, there is a chance equal to the Ballistic weapons add 1 turn to rate of fire
percentage of destroyed boxes that the ship will 2 5 + : Apply both of the above
explode. E.g., a jump drive with 20 boxes which had
5 destroyed would have a 2 5 % chance of going
critical on activation.
REACTOR CRITICALS
I-1 0 : No critical
I I -1 4 : Minor Power Loss: -2 power
15-18: Moderate Power Loss: -4 power
13-26: Major Power Loss: -8 power
27+: Containment Breach: -1 0 power and there is
a chance of explosion each turn. The percentage
chance is equal to the number of destroyed boxes
(e.g., 10 destroyed boxes = 10% chance of
explosion). See the Combat Sequence for timing.