Babylon 5 Wars 2E Original

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C o n ten ts

A F e w W o r d s A b o u t D ice. ^ ^ ea| | an 9 F ir e R e s o lu t io n 25 R e c o v e r y o f F i g h t e r s E s c a p e P o d s ........... 5 7


S tr u c tu r e a f T h e s e R u le s .......2 K u lt t liH T u - l t f t ........... BB S h u ttle/ F ig h ter E s c a p e ...........5 8
uu; icu-^uu.-w,,........... D e t e r m i n i n g t h e D i r e c t i o n a f F i r e ........... H yperspace & Jump E n g in es 58
P r e - T u r n A c t i o n s S t e p . . . . ...3 D e t e r m i n i n g t h e B a s e C h a n c e t o H i t ...........
H yperspace T r a v e l ........... 5 8
M o v e m e n t S t e p ........... 3 A d d i n g o r S u b t r a c t i n g f o r E W ...........2 E
W e a p o n s Fi r e S t e p . . . . . . . 3 A d d i n g W e a p o n F i r e C o n t r o l ...........2 7 T r a v e l i n g t h e H g p e r s p a c e L a n e s .......... 5 9
Po st-T u rn A ctio n s S te p . 3 S u b t r a c t i n g t h e R a n g e P e n a l t y ........... 2 7 M o v e m e n t w i t h i n H y p e r s p a c e ........... 5 9
Pre-Tu rn A llo c a tio n s 4 S u b tra c tin g D e fe n s e B o n u s e s ..2 8 J u m p E n y i n e s ........... EO

i> w iu tL ..:Sk ^ In tegra ted E x a m p l e ........... 2 8 J o m p D e l a y T i m e s ........... EO


O p e n i n y a J u m p P o i n t ........... E l
R eactors .4 E U sm tu je R e s o l u t i o n ........... 2 8
D ea ctiva tin g S y s t e m s ........... 4 D e te rm in in g W h a t W as H it 28 C l o s i n g a J u m p P o i n t ........... E 2
U ses o f Extra P o w e r 5 S u b t r a c t i n g f o r A r m o r ........... 2 9 M a i n t a i n i n g a J u m p P o i n t ........... E 2
F i x e d J u m p E a t e s ............E 3
iux^mtuiuu m m sm .....P ; S u b t r a c t i n g f o r S h i e l d s ........... 3 0
R a m m in g .6 4
E ff e c t o f in i t i a t i v e . . .....5 M a r k i n g t h e D a m a g e ........... 3 0
B u i l t - I n I n i t i a t i v e M o d i f i e r s ........... 5 O v e r k i l l ............3 0 T h e K a m i k a z e A t t a c k ........... E 4
A ctio n In itia tiv e M o d ifie r s 6 W h e n R a m m i n g C a n B e A l l o w e d ........... E 4
U u ^ l c a y u d S t r u c t u r e ........... 31
W e a p o n F i r i n g M o d e s ........... 31 R a m m i n g C o n d i t i o n s & R e s t r i c t i o n s ........... E 4
D u y i n g E x t r a EW P a i n t s ........... 7 S ta n d a rd M o d e ........... 31 M a k i n g t h e A t t e m p t ........... E 5
A l l o c a t i o n o f EW P o i n t s 8 R a k i n g M o d e ........... 3 2 R e s u l t s o f t h e R a m ( S h i p v s . S h i p ) ........... E 5
D e fe n s iv e EW ....8 P ie rc in g M ode 32 ( F i g h t e r / S h u t t l e v s . S h i p ) ........... E E
O f f e n s i v e E W a n d L o c k - O n s ........... 8 S u s ta in e d M a d e ........... 3 3 ( F i g h t e r / S h u t t l e v s . F i g h t e r / S h u t t l e ) ........... EE
C l o s e C o m b a t E W ..........9 F l a s h M o d e ........... 3 5 T h e E a r t h A l l i a n c e ........... E 7
A n n o u n c e m e n t o f EW 9 L in k e d M o d e ........... 3 E B a c k g r o u n d ............ E 7
F i g h t e r a n d S h u t t l e E W ........... 9 T y p e s o f W e a p o n s ........... 3 E W eapon T e c h n o l o g i e s .......... E 7
ELIFUT S h i p s ............f O P u lse W e a p o n s ........... 3 E E a r t h F o r c e ............7 0
P a rticle W e a p o n s ........... 3 7 O m e g a D e s t r o y e r ........... 71
M tu b , , : J u m m c l- i U.
O p tio n a l Jam m er A l t e r n a t i v e s ........... 11 Laser W e a p o n s ........... 3 7 IVo v a D r e a d n o u g h t ........... 7 2
C a l l e d S h o t s ( O p t i o n a l ) ........... 3 7 H g p e r i o n H e a v g C r u i s e r ...........7 3
S t a n s W ill
B a s i c M o v e m e n t C o n c e p t s ...........1 2 P la sm a W e a p o n s ........... 3 9 O l g m p u s C o r v e t t e ........... 7 4
S t a c k i n g ............ I S M o le c u la r W e a p o n s ........... 3 9 S t a r f u r y H e a v g F i g h t e r ...........7 5
T h r u s t e r s ........... 13 E le c tro m a g n e tic W e a p o n s ........... 3 9 T h u n d e rb o lt F i g h t e r ........... 7 E
O v e r t h r u s t i n g ............I B M a t t e r W e a p o n s ........... 4 0 T h e M l n b a r i F e d e r a t i o n .......... 7 7
Pow er and Th ru st 13 B a l l i s t i c W e a p o n s ........... 4 0 W eapon T e c h n o l o g i e s ...........7 7
M o v e m e n t a n d S p e e d ........... 13 O t h e r C a t e g o r i e s ........... 41 M l n b a r i M i l i t a r g ........... 7 9
A c c e le ra tio n and D e c e l e r a t i o n . . . . ...1 4 S h a rlin W a r c r u i s e r ........... 8 0
D «*re ) * | | e lire .. 41
N o r m a l M o t i o n ........... 14 S h i e l d s ............4 2 T i n a s h i F r i g a t e ........... 81
D e fe n s e V a lu e o f S h ie ld s 42 W h i t e s t a r ............8 2
T u r n C o s t . ..........15 A b s o rp tio n V a lu e o f 5 h ie ld s 42 M i a l H e a v y F i g h t e r ........... 8 3
T u r n D e l a y ........... 15 A d a p tive A r m o r ........... 4 3 T h e C e n t a u r l R e p u b l i c .......... 8 4
E xten d ed T u rn s IE W eapon T e c h n o l o g i e s .......... 8 4
F ig h te r F lig h t L e v e l C o m b at 45
S n a p T u r n s ........... 16 F l i g h t s ............4 5 C entau ri M i l i t a r g ........... 8 5
S l i d e s .......... 17 W e a p o n s F i r e ........... 4 5 P r i m u s B a t t l e c r u i s e r ........... 8 E
R O I I S . ~ f f - . 17 D e fe n s iv e F ire v s . F lig h t s . .. 4B D e m o s L i g h t C r u i s e r ........... 8 7
P i v o t s .......... 18 O p tio n a l In d iv id u a l F ire R u l e s ........4 7 V o r c h a n W a r s h i p ........... 8 8
G r a v i t i c D r i v e s ............ 2 0 ^ D a m a g e T r a c k s & A r m o r ........... 4 7 S e n t r i F i g h t e r ........... 8 9
20 L o c k i n g O n t o F i g h t e r s ........... 4 7
T h e IXIarn R e g i m e ........... 9 0
S h u ttle M o v e m ' u $ s| D a m a g e A l l o c a t i o n t o F l i g h t s ...........4 7 W eapon T e c h n o l o g i e s .......... 9 0
T h r u s t ..........21 F l i g h t L e v e l D e f e n s i v e F i r e ........... 4 8 IXiarn M i l i t a r g ........... 91
A c c e le ra tio n & D e c e le ra tio n ........... 21 F i g h t e r D r o p - O u t ........... 4 8 E ’ Q u a n H e a v y C r u i s e r ...........9 2
T u r n s a n d S n a p T u r n s ........... 21 F i g h t e r M i s s i l e H a r d p o i n t s ........... 4 9 T ’ L o t h A s s a u l t C r u i s e r ..........9 3
S l i d e s .......... 21 C r i t i c a l H i t s ........... 5 0 F r a z i H e a v y F i g h t e r ........... 9 4
P i v o t s .......... 2 2 D e f i n i t i o n o f C r i t l c a l s ........... 5 0 A fterw o rd :. 95
C o m b a t P i v o t s ........... 2 2 C r i t i c a l H i t s f o r S h i p s ........... 5 0
R o l l s ........... 2 2 O t h e r R u l e s ........... 5 5
J i n k i n g ............ 2 2 -ti& n y oi B o y O p e r a t io n s 55
B p b n t P r o j O M H H H H H H a m g e r s ............5 5
B a sic C o n c e p ts o f C o m b a t ..2 3 L a u n c h in g a n d L a n d in g F ig h t e r s 55
P rep a rin g W eapons ..2 3 O t h e r H a n g a r O p e r a t i o n s ........... 5 E
D e cla rin g F i r e ........... 2 3 R e p la c e m e n t o f In ju red P i l o t s ........ 5 E
F i r i n g A r c s ........... 2 4 R e l o a d i n g o f W e a p o n s ........... 5 7
L i n e - O f - S i g h t ............2 4 F lig h t R e c o m b i n a t i o n ........... 5 7
B a llis tic W eapons 25 L o a d i n g o f C a r g o o r C r e w ........... 5 7
rately). We've provided a few fighter miniatures in the boxed set to
In t r o d u c t io n show you what we mean.

Babylon 5 Wars, o r B5W, is a tabletop game of spaceship A F e w W a r d s A b o u t Dice


combat in the Babylon 5 Universe. The intent of the game is to This game uses several sizes of dice to institute randomness
provide an exciting starship combat experience while remaining during play. We've provided two different types (one six-sided die
true to the events and situations pictured on the Babylon 5 televi­ and one twenty-sided die) to get you started, although you can
sion show. In addition, we've placed emphasis on simplicity and purchase others at any game or hobby shop.
ease of play. With this game, you'll be able to participate in battles Throughout these rules, you may see references to terms like
ranging from simple ship-on-ship duels up to large fleet actions " 1d 20 " or "2d 6." This may seem like some kind of obscure code
with 10 or more ships (and their fighters) per side— without get­ if you aren't fam iliar with this sort of notation. The first number
ting bogged down in complex rules and calculations! (the one before the "d") refers to the quantity of dice, and the
second number (after the "d") is the type of die being rolled. Thus,
W h a t Y o u IMeed t o F la y " ld 2 0 " means to roll one 20-sided die, while "2 d 6 " refers to a
For a basic game of B5W, you need these rules, a few ship or roll of two six-sided dice.
fighter control sheets, any hex-grid map, some dice, and a set of The B5W game comes with a d20 and a d6. However, it's
counters or miniatures to represent your fighting units. We've pro­ possible to use the d20 to generate results of a d l 0. If a d l 0 is
vided all of these with the Core Rules boxed set. O f course, you called for, simply roll the d20, and subtract 10 if the number shown
also need a table (or other convenient flat surface) and one or is greater than 10.
more opponents, but you'll have to find these yourself! S t r u c t u r e a f T h e s e R u l e s WF
Ships and fighters are represented in B 5W using control This rulebook is set up to quickly teach you how to play B5W,
sheets, which are graphical representations of those units. Ship beginning with the basic Com bat Sequence, continuing with move­
systems, such as weapons and thrusters, are shown as icons on ment and combat, and concluding with additional details and
the control sheet, and each icon is made up of a number of dam ­ supporting material. Additional rules for special procedures, such
age boxes which are crossed off when destroyed in battle. Feel as ramming and hyperspace travel, follow the basic movement
free to photocopy the control sheets as needed for use during and combat system. For those of yoif'who have played First Edi­
play (but only for personal use). tion B5W, and just want to get caught up, a list of changes can be
O n the playing field (the hex map), the positions of your ships found in the Designer's Notes at the end of the rulebook.
and fighters are represented by counters or m iniatures. For The Com bat S eq u e n c e
example, when a ship moves, you indicate this by moving its counter
The combat system in Babylon 5 Wars is turn-based. W hile;
or miniature across the hex map. Counters provide a simple and
many actions can be performed in the space of a single turn,
easily portable means to represent your units, although some play­
some take place over two or more turns. O ne example of such an
ers will prefer the more visually appealing miniatures (sold sepa­
extended event is the recharging of heavy weapons, which may

2 TM & © 1 999 W arner Bros.


take two or more turns to accomplish. tional maneuvers as desired, assuming the required amount of
In B5W, turns are very structured, with events taking place in thrust is available. This includes simple turns and rolls, as well as
a distinct order. This structure is referred to as the Com bat Se­ more complex actions like slips, pivots, and snap turns.
quence. The complete Com bat Sequence is shown in the Appen­
dix, but for now, you need to be aware of four separate steps, W e a p o n s F ire S t e p
shown below. These are explained in more detail in the chapters Unlike movement, which takes place in initiative order, all weap­
which follow. ons fire is declared simultaneously. Once declared, weapons fire
1 . Pre-Turn A ctio ns Step allocations can't be changed. Weapons then roll to hit, and score
2. M o v e m e n t Step damage, in a set order, which is:
3. W eapons Fire Step Ballistic weapons roll first. These include missiles, energy
4. Post-Turn A ctio ns Step mines, and similar items. Weapons of this sort are actually launched
before movement, and spend the Movement Step approaching to
P r e -T u r n A c t io n s S t e p attack their target.
Ships fire weapons next. Among other things, this lets ships
During this step, the following actions are performed, in this
knock out enemy fighters before they can get their shots off.
order:
Power Resolution: Ships adjust their power output to cover Then, fighters fire at other fighters. This allows fighters to
employ combat air patrol missions, engaging and dogfighting
shortages and pay for optional abilities, such as extra thrust or
enemy fighters before they can take shots at ships.
enhanced sensors.
Finally, fighters fire at ships. Because this happens last,
Initiative Determ ination: All units roll for initiative, which
fighters making attack runs on enemy ships will have a tough time
determines the order in which they will move during the turn.
arranging a good shot— if the target is well-defended, that is!
Electronic W a rfa re A llo c a tio n : Ships allo cate the ele c ­
tronic warfare points provided by their sensors, either for self-pro-
tection or to lock onto and target enemy units. P o s t -T u r n A c t io n s S t e p
This step covers anything that happens after all combat is
M o vem en t S te p done for the turn, including but not limited to the following:
Critical Hits: These are rolled for every system which suf­
In the M ovem ent Step, each unit maneuvers for position
fered damage but wasn't destroyed during the turn.
against the enemy. Each unit moves in order of its initiative, as
Fighter Operations: The launch and recovery of fighters is
determined earlier in the turn. The aim here is to arrange your
performed at this point, as are any other hangar operations which
own ships and fighters to get the optimum shot against your op­
might be necessary, such as the loading of extra ordnance (e.g.,
ponent, while denying him the same privilege. Many players be­
missiles).
lieve the game is won and lost in this step of the turn.
Adjustments: Finally, any additional required adjustments
Each turn, ships will move a number of hexes equal to their
are performed as needed.
speed. W hile moving, they also have the option to make addi­

TM & © 1 999 W arner Bros. 3


D e a c tiv a tin g S y s te m s
P re -T u rn A llo c a t io n s
S h ip P o w e r Any system which uses power can be deactivated, freeing up
its energy for use elsewhere. The amount of en­
R eactors ergy recovered is shown in the diamond-shaped
power symbol (like the example here) which ac­
companies the system icon. For weapons, the
A ll s ta rs h ip s h ave a
power symbol is found on the ship's Weapons
reactor which provides power
Chart. Systems with no power symbol, like han­
for weapons and other systems
gars and thrusters, cannot be deactivated.
on board. W ithout power from
Deactivation occurs at the beginning of the Pre-
this reactor, a ship will be useless
in combat. Reactors ap p ea r Turn Actions Step of the Com bat Sequence, which is also the same
point where a previously deactivated system would be reactivated.
much lik e the sam p le icon
(You cannot both deactivate and reactivate the same system on
shown here, with a distinctive
the same turn, of course.) If reactivated, it would begin any arm ­
"battery" shape.
ing steps (in the case of multi-turn arming weapons, for example)
M o st reactors produce
from scratch at that point. Example: Suppose you deactivate a
enough energy to power every­
heavy laser cannon, which has 4-turn arming sequence, on turn
thing on the ship at normal ef­
1 of the game. In order to fire it at the next possible opportunity
ficiency. If the reactor suffers damage, its power production can
thereafter, you would need to activate it on turns 2, 3, 4, and 5
be reduced, forcing the ship to deactivate systems to compensate
(and it would be ready to fire on turn 5).
for the loss (see below). If the reactor is completely destroyed the
Deactivated systems must be announced as such to your op­
ship is considered destroyed. If a ship should have two reactors,
ponent. For example, if you turn off a weapon, your enemy will be
the loss of one still destroys the ship. In the case of bases, how­
able to detect that it's unavailable for use. There may be some
ever, only the section the reactor is in is destroyed.
exceptions to this rule in future products (typically, such systems
In the ship's datacard (the block of information at the top of
will be wholly internal and have little or no direct effect on game
the control sheet), you will find a value labeled either "Extra Power"
play). Note that this does not allow you to detect the arming
or "Power Shortage." For most ships, this value will be a zero,
status of a weapon, only if power is being applied.
meaning the reactor provides exactly enough energy for al! weap­
If a system has been destroyed, the power it requires is also
ons and systems to operate at normal levels. If the ship has extra
lost— the power grid that services it has shorted out, making its
energy, though, the excess can be used as backup (in the case of
energy unavailable. A destroyed system cannot be deactivated for
critical reactor hits) or for other purposes as described hereafter.
extra power! As an example, assume a ship has a power shortage
In the case of a shortage, the ship will need to deactivate one or
of -2, but loses a twin particle array (which has a power require­
more systems to make up for this lack of energy. Finally, if the
ment of 2) to battle damage. This does not erase the power short-
reactor is destroyed, the ship is considered destroyed.

4 TM & © 1 999 W arner Bros.


age, because the 2 points of energy used by the twin array are The actual initiative roll should be announced before move­
destroyed along with the weapon itself. ment commences. Typically, this is done by placing the initiative
Fighters and shuttles cannot deactivate systems for extra power. die next to your counter or miniature where it can be seen by all
players.
U s e s a f E xtra P o w e r O ptional Alternative— Secret Initiative: If all players agree,
There are a number of reasons to deactivate systems, but the initiative rolls can be kept secret, resulting in a bit of tense excite­
primary one is to cover a power shortage (either one built into the ment in close fights. However, some method should be used to
ship or caused by damage to the reactor). This isn't an option, it's ensure honesty between the players. For example, an impartial
a requirement! If your reactor has lost 10 points of power due judge can watch the rolls, or the die can be rolled inside a cup
to damage, you must deactivate systems totaling at least 10 points and revealed when the player's turn to move arrives.
of power in order to compensate. If not enough systems can be
shut down, then the reactor itself will short out, and no power- E ffe c t a f In itia tiv e
using systems can be used thereafter. Needless to say, this will be When movement is performed, the unit with the lowest initia­
a disaster in the middle of a battle! tive rating moves first, followed by the one with the next lowest roll,
Extra power can also be used for a number of other purposes and so on up the chain. Since units with higher numbers are there­
during play. Examples of these include purchasing additional thrust fore able to more easily react to their slower opponents' moves,
points for movement (by channeling the power into the engine), they have the advantage. If you lose the initiative, you will need to
increasing the sensor yield (making more electronic warfare points move more conservatively, or at least force your opponent into
available), and providing for special weapon arming modes (such making a difficult choice when his turn to move arrives.
as sustained mode fire for certain heavy weapons). These will be If two competing units tie for initiative, the one with the high­
detailed in future chapters. est initiative bonus (see below) wins. In the event both have identi­
cal bonuses, each should roll off against each other to determine
In itia tiv e which will move last during the turn. There can be no unresolved
ties between opposing units. O ptional Alternative— Simultaneous
Movement: In the case of a tie, each player writes down his
D e te rm in in g In itia tiv e
movement exactly, then both players reveal their moves at the
During the Movement Step of the Com bat Sequence, ships
same time. This reflects the fact that both units are basically moving
and other units will move one at a time. The order in which this is
simultaneously.
done is determined by their initiative.
Initiative is rolled on 1d20 during the Pre-Turn Actions Step,
after all power allocations (as described in the preceding chapter)
B u il t - I n I n i t i a t i v e M o d i f i e r s
have been completed. Each ship makes its own roll, as does each Many units have a bonus or penalty to their initiative die roll.
flight of fighters (i.e., each group of up to 6 on a fighter control This is shown in the datacard at the top of the control sheet, un­
sheet). Do not roll once per player— initiative is done on a unit-by- der the label Initiative Bonus (or Initiative Penalty). In gen­
unit basis! eral, smaller and more maneuverable units will possess higher

TM & © 1 999 W arner Bros. 5


modifiers, as will units from more advanced races. Some examples Slowness Modifiers: Slow-moving units by their nature tend
of these are: to cede the initiative to their opponents. This is represented by a
penalty of -2 for each point of speed less than 5. Thus, a ship
moving speed 4 will have an initiative penalty of -2, a ship with a
speed of 3 will have a penalty of -4, and so on. Ships moving
speed zero have a penalty of -1 0, which is an excellent reason not
to use "park and shoot" tactics in this game!
M in b a ri Units: +1
Command & Control: Critical hits to the command & con­
C a p ita l Ships: + 0
trol (C&C) system of a ship can disrupt its initiative for the ensuing
H eavy C o m b a t Vessels: +6 turn or the remainder of the scenario. These penalties are listed in
S h uttles: + 9
the Critical Hits chapter.
M e d iu m Ships: + 12
Voluntary Penalty: A ship may voluntarily reduce its initia­
H e avy Fighters: + 1 6
tive bonus to any lower value, even a negative amount, but no
M e d iu m Fighters: + 1 8
more than 20 below what it was originally entitled to. This deci­
Lig ht Fighters: + 2 0
sion must be made before the initiative die is actually rolled. The
player does not need to announce that he is taking a voluntary
reduction, only what his total bonus is (again, before he rolls).
\A/k;le it may seem strange that a player might want to penalize his
Note, however, that these bonuses are only guidelines and will own ships, there might be certain times where this is desirable,
already be factored into the Initiative Bonus rating shown on the depending on the scenario.
control sheet. There may be exceptions to these general rules from Note that all of these modifiers (and any other action modifi­
unit to unit. In all cases, the Initiative Bonus on the control sheet ers provided in future supplements) are cumulative.
takes precedence.

A c tio n In itia tiv e M o d ifie r s


In addition to the built-in modifiers, the actions some units
take (and damage they sustain) can affect the initiative roll. Some
examples of these are:
Land /Lau nc h P rocedures: A ship (not a base) which
launches or lands at least one fighter or shuttle (during the Post-
Turn Actions Step of the Combat Sequence) suffers an initiative
penalty of -4 on the ensuing turn. In addition, any fighter/shuttle
launched by a ship or base will suffer a penalty of -1 0 to its initia­
tive roll during the ensuing turn.

6 TM & © 1 999 W arner Bros.


Th e B a s i c s o f EW
Electronic W arfare (EW) represents the
ability of a ship to generate electronic coun­
termeasures for its own protection (defen­
sive EW), or to cut through the same sort of
interference being produced by an opponent
(offensive EW). Put simply, defensive EW
makes your ship harder to hit, while offen­
sive EW makes your opponent easier to hit.
Ships produce EW through their sensor
array, represented with an icon with a dis­
tinctive dish-like shape atop it. The sensor
array provides a number of free EW points every turn, as shown
within the dish (so in the example pictured here, the ship would
have 8 points of free EW each turn). O f course, if the sensor array
is turned off or destroyed, it will not produce any EW. In addition, If a sensor array has been damaged and its output reduced,
critical hits can reduce its effectiveness during the scenario. the cost to buy additional points of EW is based on its original
level, not the current one. Thus, if the sensor array above had
been reduced to an output of 6 EW, it would still cost 9 energy
B u y i n g E x t r a EW P o i n t s
(not 7 energy) to buy an extra EW point.
Additional EW points may be acquired by applying extra power
In the case of units with multiple sensor arrays, each pur­
from the ship's surplus or from deactivated systems. The amount
chases extra points separately, although only bases are permitted
of energy required to "buy" just one extra EW point is equal to the
to boost any of their arrays using this procedure— ships may only
total EW points you'd have after the purchase. For the sample
buy extra points for the most powerful sensor array they currently
sensor array shown above (with a rating of 8), it would require 9
possess. Thus, a base with two 8-EW arrays would pay 9 energy
points of energy to gain an extra EW point (thus boosting the total
to buy an extra EW point for either of them (not 1 7 energy). A ship
to 9 EW).
with one 8-EW array and one 4-EW array could only improve the
There is no limit, other than available power, to the number of
larger of the two (unless it had been destroyed or reduced below
additional EW points that can be purchased. To provide 10 total
4 EW in total strength). Units with more than one sensor array
EW, the sensor array shown above would require 9 power for the
combine their EW totals into a single pool for use during the turn,
first extra point and 10 for the second extra point, a total of 1 9
but each array buys extra points (and suffers critical hits) sepa­
points of energy! In general, a ship won't be able to buy more
rately.
than one or two points of extra sensor power during a turn due to
the extremely high cost of doing so.

TM & © 1 999 W arner Bros. 7


A l l o c a t i o n o f EW P o i n t s and attacking as a unit, or a group of any six shuttles as defined
Immediately after initiative is rolled (during the Pre-Turn Ac­ by the player allocating the EW. M ore information on the flight
tions Step of the Com bat Sequence), players secretly (and simulta­ level combat procedure can be found in the fighter combat sec­
neously) decide how to allocate their EW points. These points can tion of these rulebook.)
be spent for either defensive EW or offensive EW, or any combina­ For every point of offensive EW you have allocated to a target,
tion of the two. For example, a ship with 8 EW could put all of it your weapons have a +1 to hit that unit. M ore than one point
into defense, all into offense, or split its points 4 and 4, 3 and 5, or can be spent on any specific target, adding to the bonus to hit.
any other desired combination. Thus, if you apply 4 EW to a single ship, you have + 4 to hit it
These points should be recorded during that turn. Naturally, it's permitted to "paint" a single en­
in the Sensor Data box on the ship emy with all your EW, thus guaranteeing a good chance to hit—
control sheet, like the one shown but this limits your options and telegraphs your intentions to your
here. Defensive EW is recorded in a opponent!
single location, while offensive EW If you have at least 1 point of offensive EW applied to a given
can be allocated to one or more en­ unit, you are said to have a lock-on to that target. W ithout a
emy targets, as described hereafter. lock-on, enemy units are extremely difficult to see at great dis­
N o te th a t these va lu e s can be tances, so any range penalties you have will be doubled! This
changed every turn (during the Pre- requires you to put some forethought into who you will be shoot­
Turn Actions Step), so be sure to ing at later in the turn. (Note that you double the range penalty,
record them in pencil. not the range itself. For example, if your weapon's range penalty is
-1 per 2 hexes, and the target is 3 hexes away, the normal penalty
would be -2, since the fraction would be rounded up. W ithout a
D e f e n s i v e EW
lock-on, though, the penalty is doubled to -4. If you had incor­
Defensive EW points protect your ship by making it harder for
rectly doubled the range instead, your penalty would work out to
enemy weapons to target you. Each enemy weapon which at­
-3!)
tempts to hit your ship suffers a -1 penalty for every point of defen­
sive EW you have generated! If you wish, you can assign all your
EW points to defensive mode— a tactic which may be desirable in
some situations, but really limits your offensive capabilities.

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

8 TM & © 1999 W arner Bros.


C lo s e C o m b a t EW could, if he wished, directly allocate 3 offensive EW on each of
Close combat EW, or CCEW, is a broader form of offensive two of the flights and 2 on the third, but realizes he'd be better off
EW that can be used against attacking fighters or shuttles. In­ just targeting a single flight and trying to destroy it, rather than
stead of specifically applying offensive EW points to a particular splitting his fire among three full flights. However, if he directly
unit, the player instead applies electronic warfare to the C C EW applies all 8 EW to one flight, it will simply turn and leave while the
function. Then, after movement, he specifically allocates those other two trash his ship. So, he allocates 8 EW to close combat
C C EW points to enemy units! The only disadvantage of this is that EW instead. Now he can wait until the fighters have moved, and
the enemy units must be within 10 hexes of the ship in order for choose his target after that point. O f course, if the Nials all leave
the C C E W to function. (If you use too much CCEW, your oppo­ the area, his EW is worthless— but in this particular case, that
nent might well just fly his fighters off to some other target, mak­ result is fine, as he'll be able to bring his Furies back to his ship's
ing your close combat EW useless.) Note that C C E W points must defense on the following turn!
still be assigned to specific enemy units— they don't affect all en­
emy units within 10 hexes! A n n o u n c e m e n t o f EW
For example, suppose an Earth O m ega Destroyer is being After all players have secretly determined their EW levels, these
attacked by three flights of M inbari Nial fighters. The O m ega has levels should be announced. The order in which players make the
8 points of EW to spend, and his fighters are elsewhere this turn, announcement doesn't matter, though it isn't permitted to change
so he's very concerned about the Nials (as well he should be). Fie your allocations after you've heard what your enemy is doing with
his EW! Typically, each player will point at each one of his units in
turn, announcing its defensive EW followed by the targets of its
offensive EW (and the amount of EW applied to those lock-ons).
Any close combat EW would also be announced at this point,
although— as mentioned above— actual targets don't need to be
defined until movement is complete.
O ptio nal Alternative— Secret EW: For an interesting chal­
lenge, don't require players to announce their EW until weapons
fire has been determined. Note that this requires a great deal of
honesty on the part of yourself and your opponents!

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

TM & © 1999 W arner Bros. 9


every turn, and can't be allocated to defensive EW at all. Note, For example, if a M inbari Sharlin war cruiser has a jammer
however, that most fighters have a very small profile and are diffi­ active and an enemy puts 3 points of offensive EW onto the ship,
cult to hit in any case. it earns the + 3 to hit that this EW provides, but no lock-on is
Since fighters and shuttles use a visual targeting system (mean­ gained, so all weapons suffer double the usual range penalties.
ing that the pilot basically fires at whatever is in his crosshairs, Similarly, a fighter would get to use its offensive bonus, but would
with little or no electronic assistance), they don't need to worry still have the double range penalty (though fighters typically en­
about lock-ons. Assume that fighters and shuttles have a lock-on gage at very close ranges, mitigating the effect). Also, a missile
(as such) against all units in the scenario, unless the target is pro­ with a normal launch range of 15 hexes could not be launched at
tected by a jam m er (see below). Additionally, they are immune to the Sharlin until the ship reached a range of 7 hexes or closer.
defensive EW. Their offensive bonus and visual targeting systems A Minbari ship can voluntarily deactivate the jam m er (and
can easily bypass it. use its power elsewhere as needed). If it does so, it loses the jammer's
benefit (the same thing would happen if the jammer was destroyed).
EL1IX1T S h i p s Note that in some terrains, such as nebulas, jammers won't func­
Electronic Intelligence (ELINT) ships, also known as scouts, tion at all, so the player might as well deactivate it and use the
are capable of providing a number of support abilities with their power elsewhere.
enhanced sensor arrays. None are provided in this product, how­ Note: M inbari units can lock-onto other M inbari, even if they
ever. For ELINT rules, see the W ar of Retribution supplement. have active jammers. First Ones and Ancient races, such as Shad­
ows or Vorlons, also ignore the effects of jammers.
M in b a ri J a m m e rs

M inbari ships, fighters, and other units are


equipped with jam m ers that provide a
powerful alternative to defensive EW. An ex­
ample of a jam m er system icon is shown
to the right.
W hile the jammer is activated, the pro­
tected unit cannot be locked-onto (and thus
all weapons fire will be at the double range
penalty described previously). However, offensive EW, fire control
bonuses, and the like still function normally against jammer-pro-
tected ships. In addition to this, the ranges of all ballistic weapons
(missiles, etc.) are halved against a target which is under a
jammer's protection.

10 TM & © 1 999 W arner Bros.


O p tio n al Jam m er A lt e r n a t iv e s usual bonus to hit. Fighters are assumed to use their offensive
In case the above jammer rules don't appeal to your group, bonus as offensive EW under this option.
the following alternatives are provided. Rated Jammers: This option assumes that all jammers have
First Edition Jammers: The jam m er rules presented in the a jammer rating which provides free defensive EW equal to that
First Edition generated a lot of debate from players, resulting in rating. In order to achieve a lock-on to the protected unit, this
the adoption of the rule described previously. If you'd like to ex­ rating must be exceeded by offensive EW or offensive bonuses (as
periment with the older system, use the following rules. Jammers with White Noise, above). W hile the jam m er is active, the M inbari
prevent enemy ships from benefiting from offensive EW bonuses, unit cannot use defensive EW at all (though he could deactivate it
although they do not prevent lock-ons. Thus, a ship using one and use defensive EW normally, if desired). If using this option, the
offensive EW point against a M inbari ship or fighter would gain a units in this product have the following ratings: Sharlin W ar Cruiser
lock-on but would not benefit from the +1 bonus. Fighters firing 8, Tinashi W a r Frigate 6, White Star 4, Nial Heavy Fighter 3, Flyer
at a jammer-protected unit use only half their offensive bonus 2. For units in future products, assume all units of a similar size
(round fractions up), but all fire control bonuses work normally. have like ratings. Note: This jammer rule is particularly powerful;
The main complaint about this rule was that it forced Minbari if used, increase the costs of all M inbari units by 10%.
opponents to use defensive EW only (except for the one point
needed to lock-on), thus making them too predictable.
D ouble the Range: Under this optional alternative, ja m ­
mers do not prevent lock-ons or any other EW-like function, but
the range to any protected unit is always considered to be double
its true value. Thus, if a M inbari is 8 hexes away, any weapons
shooting at it are treated as being 1 6 hexes away. This may seem
like a subtle difference, but the real impact comes in when a weapon
(typically a ballistic one) has a maximum range limit, or scores
damage based on the range to the target— as will be seen in
future products.
"W hite N oise" Jammers: Under this option, jammers are
considered to put out a certain amount of white noise that inter­
feres with opposing sensors. In order for an opponent to achieve
a lock-on, they must use enough offensive EW to exceed the de­
fensive EW being used by the M inbari unit (fighters and shuttles
are assumed to have a value of 3 for this purpose only). Thus, if a
M inbari ship puts up 10 points of defensive EW, any opponent
must paint that ship with 1 1 o r more offensive EW points in order
to gain a lock-on. In any case, the offensive EW still provides its

TM & © 1 999 W arner Bros. 11


points are generated by the engine every turn, and can be spent
S t a r s h ip M ovem en t: for various maneuvers as described hereafter.
Most ships have four sets of thrusters: Forward (in the front;
B a s i c M o v em e n t: C o n c e p t s typically used to decelerate), port (on the left side of the ship;
used to turn right), starboard (on the right side; used for left
Movement in space, unlike atmospheric movement, is a con­
turns), and aft (in the back; used to accelerate). Aft thrusters are
stant. Unless an outside force influences an object, it will continue
often referred to as main thrusters and forward thrusters are
to move in the same direction at the same velocity forever. It is
occasionally called retro thrusters or retros.
only through maneuvering that a unit's direction and speed can
be altered. __
Thrusters are represented on the ship by one or more exhaust-
The rules which follow deal specifically with movement and
port-shaped icons, as seen in this example. The
maneuver for ships. Rules for fighters and shuttles are defined in
maximum amount of thrust which can be chan­
the next chapter.
neled through any thruster is displayed at the top
of the icon (in this example, no more than 2 thrust
S ta c k in g can be used by this thruster during the turn). This is
There are no "stacking limits" in Babylon 5 Wars. Any number
known as the thrust rating. If more than one
of ships and fighters can be placed in a hex on the map, usually
thruster is available in a given direction, players are
accomplished by placing the counters involved on top of one an­
free to channel thrust through whichever thruster
other— hence the term stacking. Thus, accidental collisions won't
(or combination of thrusters) they choose. Generally, it is advis­
occur. It is, however, possible to deliberately ram another ship, as
able to spread this out as much as possible in order to avoid
described later in this rulebook. o v e rth ru s tin g .
The only exception to this rule comes in the case of Enor­
mous Units, a classification usually reserved for very large bases
O v e rth ru s tin g
that occupy an entire hex on the map. Any ship entering such a
If a thruster channels more thrust during a turn than its rating
hex will have to make a ramming check, as described in the ram ­
allows, it must roll for one critical hit at the end of the turn (during
ming rules, unless using a special procedure (e.g., docking to a
the Post-Turn Actions Step) adding to the roll any damage suffered
base or entering the vortex provided by a fixed jump gate).
by the thruster plus the amount of overthrust done by the thruster.
These are in addition to any critical hit check required by damage,
T h ru sters which would be a separate roll entirely. Obviously, doing a lot of
A ship uses thrusters to maneuver through space. Thrusters overthrusting is a sure way to penalize your movement abilities
allow the ship to change its speed and its direction of motion. later in the game— so use this option only if you've little choice in
W ithout thrusters, a ship cannot accelerate, decelerate, or turn.
the matter.
Thrust in B5W is represented by thrust points, which are
Note: Regardless of overthrust limitations, thrusters cannot
provided by the engines (as described in the next section). Thrust expend more thrust during a turn than twice their rated value. For

12 TM & © 1999 W arner Bros.


example, a thruster with a rating of 3 cannot use more than 6 M ovem ent and Speed
points of thrust in a turn. In the basic case, movement takes place in a forward direc­
tion, with the ship facing the direction of motion. There are, of
E n g in e s course, some exceptions to this. Ships may freely move in reverse,
simply by accelerating in the opposite direction they are facing.
A ship's engine is used to provide power It's also possible for ships in the process of a pivot maneuver to fly
to the thrusters. W ithout an engine to power sideways, although this makes acceleration and turning difficult.
them, thrusters are useless. A ship possesses a speed indicating the number of hexes it
Engine icons usually appear in the central will move during the turn. For example, a ship moving speed 9 will
area of the ship, and are similar to the ex­ move 9 hexes— this is a requirement, by the way, and is not op­
ample shown on the right. There is usually tional! As noted earlier, if the ship doesn't act to change its speed
only one engine on any given ship. If more than one are present, in some way, it will continue moving 9 hexes each turn (at no cost
they provide thrust as a unit, but critical hits affect them sepa­ in thrust points whatsoever). Thrust points are only spent to alter
rately. speed, not to maintain it!
Engines produce a set amount of free thrust each turn. The The maximum speed a ship can move in space is unlimited,
number of free thrust points provided is shown in the engine icon, although in most scenarios it will be 20 or less. W ith no friction,
so in the example here, the engine provides eight such points. It is gravity, or other forces to work against a ship, it is free to acceler­
possible that critical hits to the engine might lower this value, and ate to whatever speed it wishes. However, it should be noted that
of course if the engine is destroyed, the ship will have no thrust the faster a ship goes, the harder it is to make other maneuvers,
available whatsoever— it will be stuck at its current course and such as turns.
speed for the rest of the game!

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!

TM & © 1 999 W arner Bros.


A cceleratio n and D eceleration IMormal M o t i o n
Acceleration and deceleration are performed at the begin­ After acceleration and deceleration are performed, the ship
ning of movement. When a unit's turn to move has arrived (based will now move a number of hexes based on its current speed. If
on its initiative roll), acceleration and deceleration must be done the ship doesn't do any other maneuvering, simply move it one
first, before any motion occurs or other maneuvers are performed. hex per point of speed and you're done. However, you will prob­
A ll ships have an Accel/D ecel Cost shown in the ship ably want to maneuver somewhat to arrange an optimal firing
datacard at the top of the control sheet. This represents the amount solution (if at all possible), or to achieve other goals. The maneu­
of thrust points required needed to change the ship's speed by 1. vers you can perform are described in the following sections.
For example, a ship with an accel/decel cost of 2 moving speed 8
would pay 6 thrust points to accelerate by 3 to a new speed of Turning
11 . Unless they act to change their direction of motion, ships move
To accelerate, a ship spends some of its thrust points by chan­ in a straight line across the map. Changing directions is accom­
neling it through the aft thrusters. To decelerate, it thrusts in the plished by making a turn maneuver.
opposite direction (i.e., through the retro thrusters). The ship then A turn maneuver changes
moves at the new speed for the remainder of the turn. Note that if the facing of the ship by
a ship accelerates or decelerates into a speed where it would suf­ 60°, i.e., one hex fac­
fer an initiative penalty, the new penalty would not take effect until ing to the left or right.
the following turn. M o ve m e n t then p ro ­
ceeds in the new direc­
M o v i n g in R e v e r s e tion until altered by an-
A ship may move in reverse by simply decelerating so much otherturn later on in the
that it begins moving backward. For example, a ship moving speed game. In the example
5 which decelerates by 8 will now be moving speed -3 (speed 3 in p ic tu re d h ere, the
reverse). W hile moving backward, all thruster requirements are O m ega D e s tro ye r
switched. Thus, acceleration (in the reverse direction) requires the (moving forw ard, to ­
forward thrusters, not the aft ones, and turning left would require wards the top of the
the port (not starboard) thrusters. There are, however, no other map) turns to starboard
adverse effects. (right) in hex 0 2 0 5 .
Note that a ship's aft thrusters are usually the ones with the N ote that the turn is
highest ratings, so moving in reverse will limit your maneuvering made first, and indepen­
options somewhat. Thus, forward movement is recommended in dently of movement, so
most situations. possible for a ship to turn in a hex
and not move out of it (assuming, of course, that it does not have

14 TM & © 1 999 W arner Bros.


Thrust points used to turn must be evenly divided between the
aft thruster and the side thruster opposite the turn. For example, a
ship turning left using 4 points of thrust to turn would have to
channel 2 points of thrust through the aft thrusters and 2 points
through the right (starboard) thrusters. O f course, if the ship is
moving in reverse, the thruster requirements would be swapped.
If there is an odd point leftover, it can be used in either thruster
at the option of the owning player. Usually, you'd choose to put it
in an aft thruster, as this is usually the one with the highest thrust
rating. It's notable that at very slow speeds (usually 2 or less), a
ship can actually turn without using side thrusters at all, because
it will only need 1 point of thrust and can choose to use the aft
engine for this "odd" point. This can become very important if a
ship loses its side thrusters in combat!
Note that if a ship is moving extremely fast, it might not be
able to afford to turn without overthrusting. If this is the case, the
player can either choose to take the risk, or must slow down in
order to make the turn safely. It's to your advantage to take note
of your ship's thrust ratings and determine, in advance, the maxi­
to move again during the turn). mum speed you can afford to go without the risk of overthrusting
Ships have two factors which affect their ability to turn. These when you turn. (Note: It is possible to extend a turn maneuver
are the turn cost and the turn delay, both of which are shown over two game turns. This is explained later.)
on the ship datacard. These are usually fractional amounts, but a
handy chart is provided just below the datacard so you don't need T u rn D e la y
to do any actual calculations (at least not at moderate speeds).
After turning, a ship must move a number of hexes equal to its
speed times its turn delay before it can turn again. As with the
T u rn C o s t turn cost, round any fractions up, although there's a handy chart
This value represents the thrust cost to make a turn, and is under the datacard that you can use without having to bother
based on the ship's current speed. For example, a ship moving with the fractional math involved.
speed 6 with a turn cost of 2/3 would require 4 thrust to turn. Any For example, if a ship is moving speed 9 and has a turn delay
fractional amounts would be rounded up (although the values in of 1/2, its turn delay would be 5, meaning it must move 5 hexes
the turn cost chart have already done this for you). There is a after any turn before it can turn again. Assuming the thrust is
minimum thrust cost of 1 to turn, even if the ship is moving speed available, multiple turn maneuvers are possible in the same com­
zero. bat turn. There is no minimum delay period, so a turn made at

TM & © 1999 W arner Bros. 15


speed zero will always have a turn delay of zero. To make an extended turn, the player announces that he is
The turn delay requirement is satisfied the moment the ship paying some fraction of the required thrust (but at least 25% of
makes its last required movement. This is important if the ship the turn cost) to make an extended turn. He must also announce
accelerates (or decelerates) at the start of the next combat turn. If the direction of the turn. The ship, however, doesn't actually change
the turn delay has been satisfied already, the new speed won't facing yet, but continues moving as before, and may not make
have any effect, and the ship could turn immediately if needed. any other maneuver (including accelerations or decelerations) until
However, if the turn delay has not been satisfied, it must be ad­ the extended turn is finished.
justed to match the new speed. For example, consider a ship O n the ship's next combat turn, it must pay the remainder of
moving speed 12 with a turn delay of 1/2. During combat turn the turn cost immediately, before moving even a single hex on the
#1, it turns and moves 5 hexes, then runs out of movement. Then, map. The extended turn is completed at this point, and the ship
on combat turn #2, the player chooses to accelerate his ship to a changes facing and direction. (Note that the ship may not accel­
speed of 15. The turn delay time would increase to 8, of which 5 erate or decelerate on this combat turn, because accelerations
has been satisfied. The ship must now move 3 more hexes before and decelerations must be done before any other maneuvers.)
it can turn again. The turn delay count begins at this point, not when the extended
Shortened Turns: At the time a turn is made, a ship may turn began!
spend additional thrust to shorten the turn delay period. For each If for some reason the ship cannot pay the thrust requirement
1-hex reduction, the total turn cost is increased by 1 point of thrust. (such as one or more required thrusters being blown off the ship
This is known as a shortened turn. For example, if a ship makes in the preceding turn), the entire maneuver is canceled. Note that
a turn which costs 5 thrust and has a delay of 4 hexes, it can cancellation cannot be done voluntarily— it is permitted only if it is
shorten the delay to 3 hexes by paying 6 thrust, 2 hexes for 7 physically impossible (due to thruster or other restrictions) to com­
thrust, 1 hex for 8 thrust (the minimum delay). The resulting total plete it. If canceled, the ship is still not permitted to accelerate or
thrust requirement (the basic amount plus the shortening cost, decelerate, and any thrust spent previously is lost.
i.e., 8 in this example) is considered to be the full turn cost for the Extended turns may be shortened as described earlier. The
maneuver (as described in the previous heading), so it must be extra cost is paid at the moment the turn is completed.
divided evenly between thrusters. Note that once the turn is made,
and the thrust spent for it, it's too late to shorten the turn any S n a p T u rn s
further. Turn shortening must be done immediately— it can't be Some ships are capable of snap turns. If a ship is allowed to
delayed or applied to a turn already performed! use this maneuver, it will be described as agile in its description
and on the control sheet.
E x te n d e d T urn s Snap turns are 120° or 180° direction changes, not 60°
If a ship is moving extremely fast, or has suffered damage to changes like a standard turn. The thrust cost of a snap turn is
critical thrusters, it might wish to extend its thrust expense into the double that shown for a normal one (minimum 2 thrust) for 120°
next combat turn. This option is occasionally seen if a fast-moving turns, or triple the cost (minimum 3 thrust) for 180° turns. How­
ship wishes to avoid overthrusting. ever, the delay time is not increased in either case. For example:

16 TM & © 1 999 W arner Bros.


An agile ship with a turn cost of 1/3 and a turn delay of 1/2 is ship is moving at a speed of 12, 3 points of port thrust are re­
moving at a speed of 1 7. In order to make a turn, it must pay 6 quired.
thrust and move 9 hexes before it can turn again. A 120° snap A ship may slide several times during a turn (limited, of course,
turn, however, would require 12 thrust and a 9-hex turn delay. by available thrust and the rating of the side thrusters). However, a
Thrust to pay for a snap turn is channeled through thrusters ship must make one normal movement forward before it can slide
in the same way as with a normal turn. Snap turns may not use again. In addition, it may only slide in one direction during a game
the extended turn option, though they are permitted to use turn turn (e.g., once a ship has made one slide to starboard, it cannot
shortening. make a slide to port during the same game turn).
Since slides count as one hex of normal movement, a ship
obviously cannot slide if it is moving at a speed of zero!
Slides
In some cases a ship may wish to
Ralls
move slightly to one side without ac­
In some circumstances, a ship may wish to roll so that it is
tually turning. To do this, it can
effectively flying upside-down. (This is, of course, relative, as there
use a slide maneuver. Slides are
is really no "up" or "down" in space.) It is assumed that all ships
also referred to as slips or side­
enter a combat scenario in a normal, un-rolled state unless other­
slips.
wise noted in the scenario description.
When a slide is performed,
To make a roll, the ship pays the roll cost shown in the datacard
the ship's direction of motion is
at the top of the control sheet. Two numbers are shown, sepa­
not altered. Instead, the ship sim­
rated by a " + " sign. The first of these is the amount to initiate the
ply moves one hex to the left or
roll and the second is the amount required to halt it. These costs
right as shown in the example
can be paid by any thruster or combination of thrusters.
here. A slide is considered the
The first half of the roll cost is paid when the maneuver is
same thing as one hex of normal
initiated, which can occur at any time during a ship's movement.
movement for all purposes, and
The ship is considered to be at its current (normal) orientation for
counts towards turn delay peri­
the duration of that combat turn. The actual flipping over does
ods just as any other movement
not occur until the start of the Movement Step of the next turn. In
would. For example, if a ship had a
fact, it occurs outside the initiative sequence, before any ships
turn delay of 2 hexes, moved forward
move during that turn. You can see the exact timing by examining
once, and slid to the right once, its turn delay would be satisfied
the complete Com bat Sequence in the Appendix.
(and this would count as 2 hexes of movement for that turn).
The ship completes its roll by paying the appropriate thrust
M aking a slide requires thrust points equal to 1/5 the ship's
cost at any time during its movement for the next turn (after it has
current speed (round all fractions up), channeled through the side
flipped over). It stops rolling immediately, and all maneuvering
thruster opposite the direction of the maneuver. For example, if a
and weapons fire limitations are lifted at that point. If for some

TM & © 1 999 W arner Bros. 1


reason the ship doesn't pay the required cost, the roll continues, roll, it will stop rolling and continue upside-down for the rem ain­
and on the next turn, it will flip over again. In fact, it will continue der of the scenario (unless it rolls again), and the weapons fire
to do so in perpetuity until the cost is paid! penalty will be lifted immediately. If it does not pay the halt cost, it
W hile a roll is in progress, a ship may not perform any m a­ will flip over again during the Movement Step of turn #6, return­
neuver (turn, pivot, slide, etc.) except acceleration/deceleration, ing to its normal orientation. It will be under the maneuvering and
and may not launch or land shuttles or fighters. (Exception: Gravitic weapons fire restrictions noted above until it halts the roll.
drives; see the rules later in this chapter.) In addition to this, the Agile ships are a special case. Agile ships have a single cost
ship suffers a -3 penalty to all weapons fire while a roll is in progress, shown for rolls, and that cost represents the thrust required to
representing the difficulty of the ship's gunners to react to the both start and stop the roll. When this cost is paid, the roll is
shifting situation. completed immediately. The ship is under the weapons fire pen­
Example: A ship with a roll cost of 2 + 3 commences a roll alty for the rest of that turn, but suffers no other restrictions of any
maneuver while moving on turn #4, paying 2 points of thrust to kind.
do so (the first portion of the roll cost). During this turn, the ship is
considered to be at its normal orientation, but suffers a -3 to weap­ P iv o ts
ons fire for the rest of the turn. At the start of the Movement Step When a ship wishes to change its orientation without actually
of turn #5, the ship is flipped over (used a "Rolled" counter to turning, it can use a pivot maneuver to accomplish this. Pivots
indicate this). If the ship pays the remaining 3 thrust to halt the cause the ship to rotate about its center in a controlled manner,
one hex facing at a time, without actually changing its direction of
motion.
Much like rolls, pivots have a thrust cost displayed as two
numbers separated by a " + " sign. The first number is the amount
of thrust required to begin the pivot and the second is the thrust
required to stop it. Thrust for pivots must be channeled equally
through a pair of thrusters, as shown on the following chart:
C lo c k w is e Pivot: Forw ard + Port o r Aft + S ta rb o a rd
C o u n te rc lo c k w is e Pivot: Forw ard + S ta rb o a rd o r Aft + Port
Note that this refers to starting a pivot. To conclude one, use
one of the opposing thruster pairs. In all cases, if there is an odd
point of thrust left over, it can be applied to either of the two thrusters
at the owning player's option.
A ship may begin a pivot maneuver at any point during its
movement. The moment it pays the required cost, it pivots 60° in
a clockwise or counterclockwise direction, as determined by what
thrusters are used. It now can do one of two things: either stop

18 TM & © 1999 W arner Bros.


the pivot immediately (by paying the launch or land fighters/shuttles.
halt cost) or let the pivot continue. O ne use of pivots is to bring the ship to a reverse facing,
If the ship stops the pivot, it con­ allowing fast-moving ships to change from forward to reverse
tinues on in its current direction ol motion without actually having to turn around. In the example
motion at its new facing. The onl^ shown here, a ship moving speed I begins a pivot on turn # l,
maneuvering it can do while in this making its first facing change immediately. The second facing
state is to roll, slide or pivot— it can­ change happens at the beginning of the Movement Step of turn
not turn, accelerate, or decelerate #2, and the third at the same point during turn #3. The ship
(Exception: Units w ith gravitic could then halt the pivot, and would now be moving in reverse!
drives; see "Gravitic Drives" later ir Some ships are not permitted to pivot. These include bases
this chapter.) (which use rotation instead) and many commercial vessels (which
O ne exception to the restrictior can't take the stress). If a ship cannot pivot, it will have a pivot cost
on turning exists. A ship may turr of "N /A " in the Pivot Cost section of the ship datacard. This would
into the pivot if the ship is only piv­ be different from a pivot cost of zero, which would represent a
oted one hexside. In this case, the ship that can pivot at no thrust cost!
ship may turn normally and the ac Agile ships are a special case. They have only a single pivot
of the turn cancels the pivot. cost listed on their datacard, and can pivot up to l 80° all at once.
If the pivot is not halted, the ship
will continue to make one 60° facing shift at the start of the next
turn, at the beginning of the Movem ent Step of the Com bat Se­
quence (at the same time rolling ships flip over). W hile the pivot
remains in progress, the ship can't make any other maneuvers
except rolls o r slides (as described above), and may not launch or
land fighters or shuttles. The ship can stop pivoting at any time
during its movement, simply by paying the required thrust cost.
However, under no circumstances can a ship pivot more than one
60° facing during a turn, except for agile ships (see below). This
means you cannot halt a pivot and start another one in the same
turn! Note that if the ship doesn't pay to stop a pivot, it will con­
tinue to change facing every turn (just as a rolling ship will con­
tinue to flip over every turn until stopped).
During any turn in which a ship pivots 60° (regardless of when
the facing change takes place, or if the pivot has been halted), the
ship's weapons suffer a -3 firing penalty, and the ship may not

TM & © l 999 W arner Bros.


The cost shown both starts and stops the pivot immediately, and is box). The main difference of gravitic drives is an enhanced ability
paid per hex side pivoted, so an agile ship with a pivot cost of 2 to operate while using roll or pivot maneuvers. The following rules
would pay 6 to pivot the full 1 80°. If it pivots at all, the ship suffers apply to each case.
the -3 weapons fire penalty (but only once, not once per hex side Rolls: A gravitic drive allows a rolling ship to perform any
pivoted) and may not launch/land fighters. other desired maneuver without restriction. It cannot, however,
launch or land shuttles/fighters, and it is still under the noted weap­
G ravitic D rives ons fire penalties.
Minbari ships and the ships of some other races (notably the Pivots: W hile pivoting, ships with gravitic drives ignore the
Vree of the League of Non-Aligned Worlds) use gravitic drives for restrictions against other maneuvers, although fighter/shuttle
propulsion. W hile functionally they are very different, for game launch/land procedures are still prohibited, and the weapons fire
purposes they use most of the same rules. For example, M inbari penalties are still in place. This, for example, allows a ship to ac­
thrusters don't produce exhaust, but they still have thruster-1 ike celerate or decelerate while facing in a direction other than its
systems which have maximum ratings just like the thrusters of direction of motion. In order to resolve which thrusters to use for
other races do. this purpose, consider the thrusters relative to the current facing.
If a race uses gravitic drives, this will be noted in the race For example, assume a Sharlin is pivoted 60° to port. In order to
description and on their control sheets (in the "Special Notes" accelerate, it must use the thrusters facing opposite its direction
of motion, which in this case would be the port thrusters. (Note:
The thrusters required for other maneuvers, such as turns, are not
altered. If the ship turns, its facing relative to its new direction of
motion remains the same, so in the example above, if the Sharlin
turned left, it would still be pivoted 60° to port, relative to its new
heading.)
In addition to their movement benefits, gravitic drives also pro­
vide artificial gravity to those aboard the ship. However, this has
no effect on game play in Babylon 5 Wars.

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

20 TM & © 1999 W arner Bros.


eluded in the rating shown on the ship datacard. (for simplicity's sake), so there is no need to "channel" thrust
Snap Turns: Agile ships may turn up to 180° at once using through particular thrusters. However, it is not possible to pur­
the Snap Turn maneuver. Non-agile ships may not do this, a l­ chase additional thrust points for fighters and shuttles. They will
though fighters (but not shuttles) are permitted to do so. have to make do with what they have and nothing more.
Pivots: Agile ships may pivot up to 180° in a turn, and com­
plete the maneuver immediately. See the rules on pivoting for more A c c e le ra tio n & D e c e le ra tio n
information. These maneuvers are performed the same way as ships do
Turning W h ile Pivoted: An agile ship may turn while piv­ them (fighters with gravitic drives, such as the Nial, can acceler­
oted. The turn must be performed in the direction the ship is fac­ ate while pivoted). All fighters and shuttles have an accel/decel
ing, and costs the usual amount. For example, an agile ship mov­ cost of 1 unless noted otherwise on their control sheets.
ing in direction A (towards the top of the map) which is facing in
direction B (towards the top right) could turn while pivoted, but T u rn s a n d S n a p T u rn s
only in direction B. The turn automatically sets the ship's facing to
These maneuvers are essentially the same for fighters and
the new direction (no pivot is required for this), so in this example,
shuttles as for ships. All shuttles have a turn cost of 1/3 and a
the ship would now be moving in direction B and facing direction
turn delay of 1/3 unless noted otherwise. Fighters have a turn
B. Agile ships with gravitic drives can choose to ignore this facing
cost of 1/3, but a turn delay of zero (unless otherwise noted).
reset if they wish, remaining in their original orientation. Thus, in
All fighters may make snap turns as though they were agile
this example, a gravitic agile ship (such as the White Star) could
ships. Shuttles may not do this unless specifically noted otherwise
choose to either have its facing reset to B, or remain in the same
in their rules.
orientation, i.e., moving in direction B while facing in direction C.
Fighters and shuttles may turn regardless of their current fac­
Rolls: Agile ships complete rolls immediately, as defined in
ing (i.e., if they are pivoted in a direction other than their current
the rolling rules earlier in this chapter.
heading). When the turn is made, the maneuver automatically
shifts the fighter/shuttle so that it now faces its new direction of
F ig h te r/ S h u ttle M o v e m e n t motion. There is no need to pay any sort of pivot cost for this
action. Note that fighters with gravitic drives may ignore the fac­
T h ru st ing reset if desired.

For fighters and shuttles, most of the movement concepts are


the same as with ships. However, since these smaller units are S lid e s
much more maneuverable, they have some advantages over their Fighters and shuttles can slide in the same way as ships can,
larger spacegoing brethren. except the maneuver costs only one point of thrust regardless of
First of all, fighters and shuttles have a specific amount of speed.
thrust they can use during the turn. Although they have thrusters
like any ship does, these are assumed to be available as needed

TM & © 1999 W arner Bros. 21


P iv o ts ons fire penalties. For most fighters and shuttles, rolling is a point­
Fighters and shuttles have more control over pivots than ships less maneuver, however, because their weapons are usually ar­
do. A fighter or shuttle can pivot to face any direction at will, pay­ ranged symmetrically.
ing 1 point of thrust for each 60° of facing change. Any such
pivot happens immediately (there is no delay) and stops at that J in k in g
point— the fighter/shuttle doesn't keep pivoting like ships will. For Fighters (but not shuttles) may make a special jinking m a­
example, a fighter wishing to pivot so it faces opposite its direction neuver to increase their defensive rating. For every 1 point of thrust
of motion would make three 60° facing changes, costing 3 thrust. spent jinking, the fighter gains the effect of 1 point of defensive
There are no weapons fire penalties for fighter pivots. EW. However, its own weapons also suffer a -1 penalty to hit.
W hile pivoted to a side, a fighter cannot accelerate or deceler­ Each point of thrust is said to buy one level of jinking, so a
ate (unless it has a gravitic drive), although it can turn (see "Turns" fighter with 4 levels has + 4 to its defensive EW and a -4 penalty
above). In order to accelerate or decelerate, it must pivot again so on all weapons fire.
it is facing in its direction of motion (or exactly opposite it, so it is Jinking is declared when the fighter is taking its turn to move,
moving in reverse). Note that a turn can also be used to restore a and must be announced to all players. It can be declared at any
fighter to its correct orientation. time during the movement step (at the beginning, end, or any­
where in between, but only when it is the fighter's turn to move),
C om bat P iv o ts simply by announcing you are using the required thrust for this
After all movement is complete (by all units at all initiative lev­ purpose. Jinking must be paid for each turn— it is not a continu­
els), fighters and shuttles may make a combat pivot. This is ex­ ous action once started!
actly like a normal pivot except it costs twice the normal amount Various fighter classes have jinking limitations. Heavy fighters
(2 thrust per facing change) for fighters and three times the nor­ can use a maximum of 6 levels of jinking at a time, medium ones
mal cost (3 thrust per facing change) for shuttles. If a fighter or can use up to 8 levels, and light fighters can use up to 10 levels.
shuttle makes a combat pivot, it suffers a -1 penalty to its weap­ Naturally, this assumes the fighter has enough thrust to pay for
ons fire, regardless of how many facing changes are actually made. that many levels! Also note that shuttles (including the M inbari
Typically, fighters use combat pivots to bring their weapons to Flyer) are not permitted to jink at all.
bear on enemy fighters or other units that "got the drop on them" Jinking is only effective against ships or at ranges beyond point
due to initiative limitations. Note, however, that in order to use a blank. Thus, fighters can ignore the jinking levels used by enemy
combat pivot, you'll need to leave at least a couple of thrust points fighters so long as both units are in the same hex and the attack­
unspent during movement! ers are not themselves jinking.
Jammer equipped fighters can not benefit from both jinking
and jamming effects. They get the best of the two penalties these
R o lls
actions would normally incur.
Fighters and shuttles may roll for a cost of 1 thrust point. The
maneuver takes effect instantaneously and brings with it no weap­

22 TM & © 1999 W arner Bros.


heavy laser fires on turn 5, it could fire again on turn 9, but no
Combat Procedure sooner. If it were deactivated for extra power on turn 6, and re­
powered on turn 7, it would have to wait for all of turns 7, 8 and
B a sic C o n c e p ts o f C om bat 9, and could shoot again on turn 10. For all intents and pur­
poses, you can consider the last turn a weapon was deactivated
After all maneuvers are done, players will want to get down to
to be the last turn it was "fired."
the serious business of damaging or destroying the enemy, in or­
Note that some small, defensive weapons have an ROF of 1
der to achieve victory. That, after all, is the whole point of a com­
shot (or more) per turn. Even if shut down on one turn, they could
bat simulation game!
immediately fire again on the following turn (assuming they are
In order to do this, there are basically four things you must be
powered on that turn, of course). Unless otherwise noted in a
able to do. These are:
specific rule, a weapon with an ROF faster than 1 shot per turn
cannot be partially shut down (it's all or nothing).
1. Prepare W e ap o n s
2. D ec lare Fire
3. Roll to Hit D e c l a r i n g F ire
4. Resolve D am ag e All units declare fire at each other simultaneously, at the be­
ginning of the Weapons Fire Step of the Com bat Sequence. In
These are actually pretty intuitive, but it's the details you need order to ensure that this is truly simultaneous (and not just a reac­
to be concerned with, as described in the following sections. tion to an opponent's shot, or lack thereof), you'll want each player
to secretly write down his or her weapons fire. This eliminates "me-
P re p a rin g W e a p o n s too fire"— and a lot of arguments.
Some weapons are capable of firing in defensive mode (as
To fire a weapon, the weapon must first be powered. As noted
explained later in this chapter), using their shot to attempt to stop
in the power system rules, ship reactors automatically provide
an incoming enemy weapon. If used in this mode, simply write
enough energy to power everything on the ship (including weap­
"defensive" down for its firing orders. After you have learned what
ons) automatically. Thus, a weapon won't be powered only if it is
the enemy is shooting at you, you can then decide which shots to
(a) destroyed, (b) voluntarily deactivated by you, or (c) unpowerable
block (if anything). However, you could not change such weapons
due to other damage, such as a damaged reactor. Note that some
from defensive mode to offensive mode once this declaration has
weapons, such as missile racks, have a power requirement of
been made, even if no one shoots at you. Weapons set to defen­
zero. Since they require no energy to function, they can fire even if
sive mode aren't required to make a defensive shot if you so choose
no energy is available.
(this might be an option for defensive weapons with slow rates of
All weapons have a rate of fire associated with them. For
fire).
example, heavy lasers have a rate of fire (ROF) of 1 per 4 turns.
This means that after firing (or being shut off and repowered),
they must wait four turns before they can shoot again. Thus, if a

TM & © 1999 W arner Bros. 23


F ir in g A r c s L i n e -O f - S i g lit :
It is not possible to shoot at a target you do not have line-of-
Although the target of your shot may be obvious, sight (LOS) to. The only things in the game whichcan blockline-
your ship's weapons may simply be unable to aim of-sight are huge objects, such asEnormous Units, moons,aster­
at your opponent due to the limitations of firing oids, and other terrain features. O ther ships, fighters, and so forth
arcs. Firing arcs represent the field of fire the will not block LOS.
weapon is capable of shooting in. A sample arc is To determine if LOS is blocked, draw an imaginary line be­
shown to the left of this paragraph. The weapon with tween the cen­
this arc is assumed to be in the central hex of the display, and can ter of the firing
fire in any hex filed or partially filled by gray (and outward across unit's hex to
the map, limited only by the weapon's maximum range), includ­ the center of
ing the firing ship's hex. the ta rg e t
unit's hex. If
If the arc extends into a half-hex, as in the case this Iine enters
of arcs like the example shown next to this para­ the hex c o n ­
graph, any half-hex is considered within the arc of taining some­
fire. th in g th a t
blocks LOS, or
In the case of the 36 0° arc, like the one to u c h es the
shown here, the hexes are shown on top of the edge of such a
gray area in order to avoid confusion (especially hex, then no
after the control sheet has been photocopied, af­ w eapons fire
ter which the gray will tend to turn black). Very can be e x ­
few weapons possess this arc, as most are changed b e­
mounted on inflexible hardpoints for stability. tween the two
units on that
Most fighters use a special arc display, turn. For ex­
which is narrower than most ship weap­ ample, in the
ons. As with all other arcs, this one extends diagram shown here, the O m ega Destroyer in hex l 824 has line-
outward as far as the ship's weapons can of-sight only to the fighter flight in hex 2023. LOS to the fighter
reach (it is not limited to only the hexes group in 2025 is obviously blocked by the asteroid, while the fight­
shown on the graphic). Like ships, fighters ers in 20 24 are hidden only barely, because the line-of-sight
are permitted to fire at units in the same touches the asteroid's hex (the top edge of hex l 925).
hex as themselves (see below).

24 TM & © 1 999 W arner Bros.


B allistic W e a p o n s it is destroyed, however, will still get to shoot (since all fire in that
These weapons, such as missiles, are unique in the way they step of the sequence is effectively going on simultaneously).
operate. They do not fire during the Weapons Fire Step, but are If you have allocated more than one weapon to fire at the
instead launched before movement (see the Combat Sequence in same target, you can resolve those shots in any order you choose.
the Appendix for the exact timing). However, they don't actually However, you must announce the order you'll be taking the shots
make their attack— that is, roll to hit— until the Weapons Fire Step, before you actually make any die rolls. This can be very important
like all other weapons do. when using different types of weapons which score damage in
The tactical effect of such weapons is that, because they are unique ways, or when combining small shots with larger ones.
launched before movement, the firing ship— and the target— can You might, for example, choose to fire your smaller weapons first,
adjust their positions and facings to react to the attack. For ex­ since these will be more likely to damage poorly armored systems
ample, a fighter which launched a missile could simply turn away, before your heavy guns strip them away. Otherwise, your light
winding up well out of range of the ship's guns when its missile weapons might bounce off the more heavily armored interior of
impacts. Or, that same fighter could charge in and attack a differ­ your target.
ent enemy unit while the missile continues towards its target, hope­
fully tying up that ship's defensive weapons against the missile R a ilin g To-Hit
instead of the fighter itself. Once your weapons declaration is done, and the time comes
When the firing unit launches a ballistic weapon, it should to actually fire, you must figure out what your chance to hit is. This
leave a counter in the launching hex to represent the point of process requires several easy steps, which are listed hereafter.
launch. Line-of-sight is required at the time of launch, but not
when the weapon rolls to hit. Note that if the target disengages
from the scenario somehow during the Movement Step— perhaps
by entering a jump point— the ballistic weapon autom atically
misses.

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

TM & © 1999 W arner Bros. 25


D e t e r m i n i n g t h e D ir e c t i o n D e t e r m in i n g t h e B a s e C h a n c e
o f Fire t o Hit
Before you can make any calculations, determine the direc­ Once you know the direction your fire is coming from, find
tion of fire. There are four directions a shot can come from: for­ out the target's defensive rating for that direction. This value
ward, port, starboard, or aft, as shown in the diagram here. Note will be located in the datacard at the top of the control sheet. For
that the forward and aft areas are only 60° arcs, whereas the port example, if a ship has a forward/aft defense rating of 15, you
and starboard regions are 120°, making those areas twice as need a roll of 15 or less (on a d20) to score a hit if shooting at its
likely to take damage in combat. front or rear sections.
In the case of an indeterminate
shot (one which comes down the A d d i n g o r S u b t r a c t i n g f o r EW
"spine" and could hit one of two pos­ If the target ship has any defensive EW, the EW value effec­
sible areas), the target of the shot tively reduces the chance to hit appropriately. Thus, a ship with 5
chooses which section is hit. However, defensive EW will effectively have a defense rating 5 points lower
he must choose the same side for all than normal (in all directions). Remember, though, that fighters
j* weapons com ing from the same shooting at a target ignore its defensive EW entirely!
g source in that turn. He could not If you have assigned any offensive EW to the target (or, in the
> choose to take half the weapons fired case of a fighter, if you have an offensive bonus available), add
§ by a particular ship on one side and this amount to the base chance to hit. For example, if the target's
half on the other! If fire is coming from defense rating (as modified by EW) is 12, and you have 8 points
two different ships (even if they are in of offensive EW painting that unit, your chance to hit is 20 or
the same hex), he could choose to less— in other words, automatic!
split them (and probably will).
If two units are in the same hex
(range zero) and one shoots at the other, determine the firing situ­
ation (firing arcs and direction of fire) based on the positions of
the two ships just before the last of the two entered the hex in
question. It is a fact of the initiative system that one of the two will
enter the hex after the other! (If using the secret movement option
for initiative tie-breaking, determine the facings randomly by toss­
ing a coin.)

26 TM & © 1 999 W arner Bros.


A d d i n g W e a p o n F ire C o n tro l S u b tra c tin g th e R a n g e P e n a ltg
M o d ifie rs Weapons also have a range penalty which determines how
Each weapon type has its own fire control system associ­ effective they are at longer ranges. Count the distance in hexes
ated with it. This feature is represented by three values separated between the firing ship and the target, and apply the listed penalty
by slashes. The first of these is the bonus (or penalty) against capi­ to your chance to hit. Round any fractions up. For example, if a
tal ships and heavy combat vessels (or anything larger); the sec­ weapon's range penalty is -1 per 3 hexes and the target is 7 hexes
ond is the bonus against medium ships; and the third is the bonus away, the penalty to the to-hit roll is -3.
against shuttles and fighters (and anything smaller). To find the distance between your ship and the target, simply
For example, a heavy weapon might have the following m odi­ determine the closest possible path between the two units, and
fiers: + 3 / + 11-1. If firing at a capital ship, it has a + 3 bonus to count the number of hexes involved. Do not count the hex your
hit. At medium vessels it would have a +1 bonus, but against ship is in, but do count the target's hex, unless you are both in the
fighters and shuttles it would have a -2 penalty. same hex (which would be a range of zero). For example, if your
Note that most fighter weapons don't have a fire control list­ ship is in hex 21 10 and is firing at a ship in hex 2104, the dis­
ing. As fighter pilots usually just eyeball their targets (with the as­ tance would be 6 hexes.
sistance of their onboard computer's offensive systems), fire con­ Note that if you are firing without a lock-on (e.g., if you a p ­
trol ratings are already built into the combat bonus statistic. There plied no EW to the target), your range penalty would be doubled.
may be exceptions to this rule in other products, particularly for Do not double the number of hexes— double the penalty itself.
fighter-mounted heavy weapons like those found on the Centauri Thus, if your range penalty is -3, and you have no lock-on, that
Rutarian Strike Fighter (see the W ar of Retribution supplement). penalty would be -6.

TM & © 1999 W arner Bros. 27


S u btractin g D e fe n s e Bonuses D am age R esolu tion
In some cases the defender will have certain advantages which After you've actually hit a ship with a weapon, you must deter­
make it harder to hit. These are described in other rules, such as mine how much damage your shot has caused. Each weapon
those regarding various terrains. does a certain amount of damage as listed in its statistics box on
If the target is protected by a shield or interceptor's energy the Weapon Data Sheet. For example, a heavy laser cannon causes
web, subtract the shield factor or intercept rating from the chance 4d 1 0 + 2 0 damage, meaning the player will roll four 10-sided
to hit. Note that only one of each type can protect a target at a dice and add 20 to the result. The total number of points of dam ­
time, so if multiple shields/interceptors overlap, the defender should age, referred to as a volley, is then allocated to the target.
select one and use its rating (usually the one with the highest rat­ The rules which follow deal with damage to ships. Fighter and
ing). Ships with shields or interceptors show the lower defense shuttle damage resolution is handled in a later section.
ratings in parenthesis next to the originals, representing the effect
of the defensive item. D e t e r m i n i n g W h a t W a s Hit
If the target is a fighter and is using the jinking maneuver, The first step in resolving damage is to determine what system
subtract 1 for each level of jinking. on the target ship is hit. O n each ship control sheet, you'll find hit
location charts which are used for this purpose. A partial example
I n t e g r a t e d E xam ple is shown on the right.
A ship fires a heavy laser cannon at a fighter flight 5 hexes For c a p ita l ships,
away. The flight is facing in such a way that the ship is hitting its you'll find hit charts for
fighters in the front. Consulting the fighter control sheet, the player each section of the ship
learns that their forward defense is a base of 8. (forw ard, aft, port, o r
The ship has allocated 2 points of offensive EW to the fighter starb oard). For heavy
flight on that turn. This increases the chance to hit to 10. combat vessels and me­
Consulting the statistics for the heavy laser, the player sees dium ships, th ere are
that the weapon's fire control versus fighters is -4, reducing the only forward and aft hits.
chance to hit from 10 to 6 (obviously, this is not a weapon de­ These represent the for­
signed to shoot at fighters). The heavy laser also has a range ward half and rear half of the ship, respectively. Some other ships
penalty of -1 per 3 hexes, so at range 5 this would be -2, bringing might use different hull arrangements, and if so, rules for this will
the chance to hit down to 4. be defined in the appropriate product.
It also happens that the fighter flight is using three levels of All hit location rolls are made on a d20. For example, if a
jinking, reducing the chance to hit by -3 to 1. volley strikes the ship with the sample hit chart shown here, and
The player rolls one d20, and must score a 1 or less in order the firing player rolls a 7, a Neutron Laser is hit. If the player rolled
to hit. It's almost certain that he will miss in this case. However, a 19 or higher, he would score a Primary Hit, which is provided as
considering the punch of the heavy laser, a hit will almost certainly a separate chart. (Primary Hits represent damage which penetrates
destroy one of the fighters in the flight. to the central core of the ship.)

28 TM & © 1 999 W arner Bros.


If a volley hits a system and there are several possibilities (e.g., but not destroyed. The third volley is determined to be a Primary
several of the same type of weapons available), the target player hit, and the additional roll yields a Porf/Stb Thrust result. O nly the
chooses which one will be damaged. However, he must choose port thruster can be damaged, as that is the side the fire is com­
one which is on the side of the ship being struck (forward, port, ing from. Finally, the fourth and final volley hits another molecular
starboard, or aft)— items on the other sides are not eligible for pulsar. The player may now select either an undamaged one (#3,
damage. Additionally, only those weapons/shields which bear on #4 or #5) or the damaged one (#2) at his option.
the firing unit may be selected (weapons and the like which can­
not hit the firing unit are considered to be protected by the same S u b tra c tin g f o r A rm o r
piece of the hull that also blocks their fire). Finally, he must select
a system which is undestroyed— destroyed items can't be selected Almost all ship systems are armored. Arm or
to accept damage! If there are no applicable systems left of the is shown next to systems in a circle icon, sim ilar to
type which was rolled, damage hits structure instead. the example here.
For example: A M inbari W hite Star is hit from the forward port W hen a volley hits a system, subtract the
quarter by four volleys. As the W hite Star is a medium ship (with system's a rm o r value from the num ber of hits
no "Side Hits"), all of these volleys roll on the Forward Hits chart. scored by that volley. Thus, if a volley of 15 points hits a system
The first roll results in a shield hit, and the M inbari player may only with 2 armor, it would score 15-2 = 13 hits, and the player would
choose the shield labeled #6, because it faces the firing unit (the mark that many boxes destroyed with the system.
other shield cannot be selected at all). The second hit strikes a Note that arm or is non-ablative. This means that it is not
molecular pulsar, and the player chooses #2, which is damaged destroyed with damage, but continues to affect future volleys (in­
cluding other volleys which may strike the same system on the
same turn) until the system it is attached to is destroyed. For ex­
ample, if four particle beams hit a system with 2 points of arm or
and each rolls a total of 8 damage, the damage caused would be
(8-2) + (8-2) + (8-2) + (8-2) = 24, not (8 + 8 + 8 + 8)-2=34.
Remember that each weapon causes its own volley of damage,
which is resolved separately!
If a ship is equipped with adaptive armor, and one or more
points have been activated for use against weapons of the type
hitting the ship, simply add those points to the listed arm or value
for the system being struck. Adaptive armor, like that found on the
W hite Star, is described in more detail later in this chapter.

TM & © 1999 W arner Bros. 29


If a system is completely destroyed, it can no longer be used
for any purpose (and neither can its armor), beginning immedi­
ately. If the destroyed system is a weapon, and was allocated to
fire during the same resolution step of the weapons fire sequence,
then it may still take its shot; otherwise it won't get the opportunity.
For example, if a ship allocates a heavy laser to fire at another
ship, but that heavy laser is destroyed by a missile, it would not get
a chance to fire. O n the other hand, if the heavy laser was de­
stroyed by an enemy ship's guns (effectively simultaneously), it
would still get its shot off.

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-

30 TM & © 1 999 W arner Bros.


ers and shuttles don't have structure blocks, but use a single dam ­ After a forward, aft, or side structure block is destroyed, any
age track which is used regardless of the direction of the shot. additional damage allocated to it on the same turn is scored in­
If a structure block is destroyed, this represents the loss of a stead on the primary structure. Damage allocated to a destroyed
m ajor section of the vessel. After all weapons fire is done (techni­ structure block on future turns (i.e., after the entire section has
cally, during the Post-Turn Actions Step of the Combat Sequence), fallen off the ship) is instead rolled as a Primary Hit. Note that in
any system located in the same structural area as a destroyed neither of these cases will the destroyed structure's arm or be
structure block should also be marked destroyed. (Structural ar­ counted for any purpose.
eas are denoted on the control sheet by black lines separating If the primary structure is completely destroyed, the ship is
each ship section.) Note that since this happens after all weapons destroyed immediately (don't allocate any more damage) and is
fire is done, systems attached to a destroyed block can still be removed from play.
selected for damage on the same turn (and such hits would be
wasted). W e a p o n F irin g M o d e s
Most weapons score their damage in "standard" mode. How­
ever, some will allocate their volleys in different ways. The different
firing modes a weapon can use are described below. All weap­
ons will use one or more of these modes, and the specific modes
available are listed with each weapon's description.

S tan d ard M ode


The typical weapon (particularly smaller, defensive ones) will
score its damage in standard mode. In standard mode, all dam ­
age is scored in a single group. For example, if a standard mode
weapon scores 14 damage to a system with 5 armor, simply mark
9 boxes destroyed and move on to the next volley.

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

TM & © 1 999 W arner Bros. 31


thus be marked off as damage.
Some raking weapons are capable of scoring raking sub-vol­
leys in lots other than 10 points. For example, a raking weapon
may be designated as scoring 12-point, 15-point, or even larger
sub-volleys. If this is the case, the firing mode will be listed as
Raking (X) or R(X) where X indicates the sub-volley size. For ex­
ample, a gun which scored its volleys in 15-point increments would
be listed as Raking (1 5) or R(15). No weapons in this product use
this feature, but it is included for consistency with future rules.
Raking mode is perhaps the most common among heavy
weapons. Raking weapons can cause good damage, sometimes
knocking off several systems in a single shot. In addition, they are
less likely to overkill destroyed systems because their hits are bro­
ken up into several sub-volleys.

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

32 TM & © 1 999 W arner Bros.


forward or aft areas, or two if coming from a side (i.e., forward
and primary if in front or aft and primary from the rear). O n a
medium ship, it is always treated as a single volley, but loses -2
per die damage with a minimum of 1 point per die (this is due to
the fact that there is much less ship to burn through and some of
the energy is wasted on a target this small). Piercing mode cannot
be used against fighters or anything smaller than a medium ship.
Roll hit location for each resulting volley, once on each appro­
priate hit location chart, and apply each volley in standard mode.
However, any overkill is lost, not applied to the structure. If the side
in question has already been destroyed, that damage is lost.
For example, a Centauri Primus hits a N am G 'Q u a n with a
battle laser in piercing mode. It is firing into the forward structure,
so the damage will be divided into three separate volleys. A total
of 33 points is rolled, resulting in three 1 1-point volleys. The first is
rolled on the forward chart and hits structure.. The second is rolled
on the primary chart and hits the jump engine. The final volley is
rolled on the aft chart and hits a light pulse cannon. It only takes
six points to destroy the cannon (2 for arm or and 4 for the actual
damage boxes), so the remaining 5 points of damage are wasted.
Piercing mode is often used in an attempt to cause a signifi­
cant critical hit to a key enemy ship. Since the damage is divided to the target in a deadly continuous stream.
into extra sets of volleys, it is mitigated by arm or more than any To fire a weapon in sustained mode, it must first be double­
other weapon (and arm or in the primary section of the ship is armed. This means its power requirement is effectively doubled,
usually the strongest). Piercing mode can also be used when your throughout its entire arming cycle! For example, if a weapon usu­
target is very close to destruction, but the section facing you is still ally requires 5 points of power (i.e., it has a "5 " in its diam ond­
in good shape. In this case, normal fire will take forever to get shaped power icon), it will require 10 points on every turn of arm ­
through, but a piercing shot might score enough damage to the ing in order to use sustained mode. The extra 5 points of power
primary structure to finish off the target. must be acquired from surplus energy (if available) or by deacti­
vating other systems on the ship. Note that even if you don't fire
S u s ta in e d M ode the weapon as soon as possible, you still must pay the extra arm ­
The most powerful and most advanced weapons are capable ing cost to keep it online and ready (otherwise it reverts to a nor­
of firing in sustained mode. To do this, the ship feeds extra power mally-armed state).
into the weapon for an extended period of time, then channels it To denote sustained arming, write an "S" next to the weapon

TM & © 1999 W arner Bros. 33


on your control sheet, or record this information on any other tion of the same shot, shields and arm or already used against the
handy slip of paper. You do not need to reveal the fact that your first turn's volley(s) will not be effective a second time. For example,
weapon is armedin sustained mode until it actually shoots (at which a ship which took damage to its forward structure on the first turn
point it will be obvious). of sustained fire would not get to use that structure's arm or against
If the weapon hits, it scores the normal amount of damage as the second portion of the same shot. In effect, the second turn's
listed on the weapon data sheet. The damage is scored in what­ damage is a continuation of the original volley! This, combined
ever mode the weapon usually fires in (typically either raking mode with the automatic hit, makes sustained mode weapons particu­
or standard mode); it cannot be combined with piercing or any larly deadly.
other special modes unless otherwise noted in the weapon's de­ For most sustained weapons, the weapon ceases firing after
scription. This will be whatever mode is listed first as a weapon the second shot and does not continue. There are some excep­
firing option. For example, neutron lasers fire in raking, piercing, tions to this, however, such as the improved neutron laser oper­
or sustained mode. As raking mode is listed first, their sustained ated by the Minbari W hite Star. This weapon is capable of firing
mode shots would be resolved in raking mode. for three turns of sustained mode, not two. Assuming the condi­
The true benefit of sustained mode fire is not felt on the turn it tions for sustained fire are met, the third shot would automatically
is first fired, but rather on the next turn, because it not only contin­ hit (as long as the first or second had already hit; otherwise it
ues shooting until then, but will autom atically hit! O f course, would have to roll). Weapons which can fire in sustained mode for
there are certain conditions to be met for this to happen. First of
all, the weapon must still be double-armed as described above.
Second, the target must still be in the weapon's firing arc (obvi­
ously). Third, the line of sight between the firing ship and the tar­
get must remain intact. Finally, the firing ship must have kept the
target in its firing arc throughout the entire Movement Step (or, if
the target moved out of arc during its movement, the attacker
must have moved in such a way that the target was brought back
into arc as quickly as possible). If all of these conditions are met,
the second half of the sustained shot hits automatically. It doesn't
matter if the range increased or decreased, or even if a hit would
technically be impossible due to range penalties or other factors.
If the weapon missed during its first attempt to hit, and the
above conditions are met, it may make a new roll on the second
turn of sustained fire (the hit is not automatic in this case). How­
ever, it must attempt to hit the same target— it may not switch to a
new one!
Since the second turn of firing is considered to be a continua­

34 TM & © 1 999 W arner Bros.


more than 2 turns are listed as Sustained (X) or S(X) where X whatever is left over makes another hit location roll (armor applies
indicates the number of turns. The improved neutron laser is thus as usual). Continue this process until the volley's total damage
listed as "Sustained (3)" or "S(3)." has been scored. Note: A flash weapon cannot score damage in
After all sustained mode fire is done (regardless of success or the primary section of the ship unless every system and structure
the actual length of time the weapon was firing), the weapon must box on the facing side has been totally destroyed. If a Primary Hit
be deactivated for a full turn. For example, if an improved neutron is rolled and this condition has not been met, roll again. If a flash
laser fires in sustained mode on turns 4, 5, and 6, it must be weapon completely wipes out a side during a turn (or strikes a
deactivated on turn 7 and could begin its arming cycle again on side with no systems or structure), the rest of its damage rolls on
turn 8. If the weapon is, for some reason, unable to complete the the Primary Hits chart thereafter.
last shot(s) of sustained mode (perhaps the target moved out of Flash damage also has a significant side effect— it scores
arc or behind a convenient moon), that turn can be used as the bonus damage to all units in the target's hex! This amount is equal
cooldown turn. O f course, while the weapon is cooling down, to 25% of the original damage caused by the weapon, rounding
its power can be used for other purposes— it is not lost! fractions of 0.5 or more up. This does not affect the original tar­
Unless specifically overridden in scenario setup rules, weap­ get, but will affect all other units (ships, fighters, mines, etc.) in the
ons may not begin a game in sustained mode. If a weapon is to hex— including friendly units!
be armed in this way, it must begin sustained arming on the first
turn of the scenario.
Sustained mode is normally used only by very large ships with
power to spare during a long approach (usually by deactivating
rear-firing or defensive weapons). It is not to be used at close
range as the target might easily slip out of arc. Sustained mode is
deadly to bases or slow-moving units which give the firing ship
time to prepare its guns and then move away during the cooldown
period.

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,

TM & © 1999 W arner Bros. 35


A few weapons, such as the energy mine, do damage as a
flash weapon, but don't actually do the extra 25% damage de­
scribed above. Instead, all units in the hex take the full amount of
damage listed. These exceptions will be noted in each applicable
weapon description.

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

36 TM & © 1999 W arner Bros.


take damage, and can do it on a pulse-by-pulse basis. Example: Linked M a d e
A M inbari player has a flight of Nial fighters in a hex along with Most fighter guns fire in linked mode. In this mode, they roll
two Com bat Flyers and two normal (unarmed) Flyers. A nearby to-hit individually, but hit the same location on the target (or, if
O m ega Destroyer targets one of his heavy pulse cannons on the firing at flights, the same fighter in the flight). Each is still treated
stack, but chooses to direct his shot only at the flight of fighters as a separate volley, and must penetrate arm or on its own. If the
and the two armed Flyers, ignoring the unarmed ones. Since the target system is destroyed by the first shot of a linked grouping,
Nials have the best defense ratings, the shot uses their defense as later shots go to structure, ignoring the arm or on the destroyed
a baseline. Four of the pulses hit. The M inbari player chooses to system (remember, destroyed systems never count their arm or
take one pulse against each of the Com bat Flyers and the re­ against any volley).
maining two against two different Nials of his choice. He could The damage scored by linked weapons is resolved using the
have used two pulses each per Com bat Flyer (since they can ab ­ standard mode rules unless otherwise noted in the weapon's de­
sorb 16 damage each, plus 1 armor, and a heavy pulse cannon scription.
scores damage in 15-point volleys), thus destroying both and leav­
ing the Nial flight unscathed, but he wanted to retain as much C a l le d S h o t s { O p t i o n a l )
firepower as possible. He could not have selected either of the
If this option is used, any standard damage weapon may make
unarmed Flyers, as they were not fired upon by the weapon.
a called shot against a specific system on the target ship (except
structure or systems within the primary section, such as reactors
or sensors). As a rule, any system which is located in the area
marked Primary on the control sheet is invulnerable to attack by

TM & © 1 999 W arner Bros. 37


called shots. Systems in this area are located deep within the ship
and can't be singled out for destruction in this way. (Exception:
The port and starboard thrusters on heavy combat vessels and
medium ships can be targeted by called shots, but the firing ship
must be facing the appropriate 120° side area in order to do
this.)
Called shots are announced with the rest of your weapons
fire declarations, and suffer a penalty of -8 to hit. For example, if
you have determined that you need a 15 or less to hit, but wish to
specifically target a system (typically a crucial weapon or thruster),
the chance to hit would be a 7 or less. You do not need to have a
lock-on to use a called shot, though it would certainly be helpful!
If a called shot hits, roll damage normally but do not roll for
target location. All damage caused by the shot will automatically
hit the designated system! Arm or applies as usual, of course. If
the system is completely destroyed by the called shot, additional
damage is treated as overkill, as with any other volley. If more
called shots have been declared against the destroyed system (or
if more pulse or other volleys from the same shot are to be a llo ­
cated against it), these would revert to a random hit location roll P a rtic le W e a p o n s
once the targeted system is completely destroyed. O f course, they
These are one of the most basic and common weapon types.
would still suffer the -8 to hit penalty for the called shot (a good
Particle guns are relatively old technology, and are used by many
reason not to fire too many called shots at the same system).
of the races, but usually as lighter, support weapons or for anti­
Called shots cannot be used with raking, piercing, or flash
fighter work. Examples of particle beams include the light, stan­
attacks, unless otherwise noted in their specific rules.
dard, and heavy particle cannons, along with the more sophisti­
cated twin array used as a primary defense by the Centauri, as
Types o f W eapon s well as the EarthForce interceptor.
In Babylon 5 Wars, weapons come in a variety of types, many In general, particle weapons have no special damage proce­
of which have special abilities and considerations, which are listed dures or abilities. However, they almost always cause damage in
hereafter. The category a weapon falls under will be listed in its standard mode, meaning they can do a significant blow to a single
description and on the weapon effects chart. system on a hit.

38 TM & © 1 999 W arner Bros.


Laser W eapons The main advantage of plasma weapons is their effectiveness
Lasers are also older technology, but whereas particle beams against armor. When a plasma weapon hits its target, divide any
strike in a single blast, lasers tend to linger on a target, meaning arm or in half (dropping any fraction). For example, if a plasma
they almost always do damage in raking mode. Examples of la­ gun scored 18 damage on a system with 5 armor, that armor's
sers include light, medium, and heavy laser cannons. value would be considered as a 2, so 1 6 points of damage would
Because lasers are coherent light, they strike a target effec­ actually be scored. Note that the arm or won't actually be reduced
tively instantaneously, meaning they can't be blocked by most kinds in level permanently, just in effectiveness against the plasma hit.
of defensive fire (described later in this chapter). O n the other Thus, assuming that system survived the 16 points of damage, it
hand, they are incapable of themselves firing defensively. This is would still have an arm or level of 5 against future hits.
both an advantage and a disadvantage, as you can well imagine, Another advantage of plasma weapons is that their damage
firepower as possible. He could not have selected either of the is usually scored in standard mode. There may be exceptions to
unarmed Flyers, as they were not fired upon by the weapon. this, of course.
The primary disadvantage of a plasma gun is its weakness at
long range. Since their payload is basically superheated energy,
P la s m a W e a p o n s
and that heat is traveling through the frigid vacuum of space,
Plasma weapons do most of their dam age in the form of
some of its strength bleeds away before it reaches the target. Thus,
heat, which has advantages against armored targets but disad­
most plasma weapons will be listed as losing a certain amount of
vantages at longer ranges. Plasma weapons are among the old ­
damage for each hex they move. For example, a plasma accel­
est weapon types, hearkening back to the days when early plasma
erator scores 4 d l0 + 5 damage -1 per hex, so if fired at a target
welding tools were converted into makeshift plasma torches for
10 hexes away, you would subtract 10 from your damage roll
impromptu use against piracy. Examples of this weapon type in­
before rolling for hit location. Note: Some advanced weapons,
clude the light, medium, and heavy plasma cannon, as well as the
such as the mag gun (which encases its plasma warhead in an
plasma accelerator.
explosive shell), are not subject to this limitation.
Plasma weapons operate best at very close range, and are
quite effective against heavily armored opponents. Due to their
relative slowness, they are not very good against fighters and
shuttles, with heavy penalties to hit these targets.

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.

TM & © 1999 W arner Bros. 39


M atter W eapon s
M atter weapons operate by accelerating an object (typically
a metal sphere or explosive shell, but often something less refined,
like a rock or piece of scrap iron) at high speeds towards a target.
The impact of such a weapon will knock a significant chunk of
material off a ship's hull, paying no heed whatsoever to armor.
Weapons that fall into this category include the matter cannon
and rail gun. The mass driver is also technically a matter weapon,
but is too slow for use against ships and is generally considered
solely a planetary bombardment device.
If a matter weapon strikes a target, it totally ignores any ar­
mor values on whatever system it hits. However, any overkill dam ­
age is lost; it does not penetrate further into the ship. Thus, matter
guns are excellent at blowing single systems off a ship's hull (or
doing large amounts of damage to a structure block), but can't
be expected to score any further penetration.
M olecular weapons use no special damage procedures, but
are advanced in other ways. Typically, they do more damage, have B a llis tic W e a p o n s
better ranges, and use more firing options than similar weapons
Ballistic weapons are those which are launched at a target
operated by lower-technology races. Some molecular weapons
early on in the turn, then roll to-hit after movement is completed.
have special rules which will be defined in their individual descrip­
See the complete Com bat Sequence in the Appendix for the pre­
tions.
cise timing of launch (it happens before any movement is done,
but is simultaneous with other launches, just like normal weapons
E le c tro m a g n e tic W e a p o n s fire). There are three examples of ballistic weapons in this book:
Electromagnetic weapons, o r EM weapons, dam age their missiles, ballistic torpedoes, and energy mines. Others will ap­
targets using a powerful electrical discharge. Often, this is non­ pear in future products.
destructive damage, leaving the target system or fighter relatively All ballistic weapons are assigned a target when launched
intact while savaging it with critical hits or other effects. An ex­ (sometimes this target must be announced, as is this case with
ample of this is the M inbari electro-pulse gun, which is used to missiles and ballistic torpedoes; other times it is secret, e.g., en­
knock fighters out of a battle without actually destroying them. ergy mines). The target cannot be changed after launch. Usually,
O ther samples of EM technology will appear in future products. the target is a unit, although energy mines target a hex on the
map instead of a specific ship or fighter/shuttle.
When a ballistic weapon is launched, place a counter on the

40 TM & © 1 999 W arner Bros.


ter movement). In fact, they have a significant advantage in that
they roll to-hit and score damage before any other weapons fire is
exchanged during the turn. This, combined with the fact that the
firing ship doesn't have to expose itself to an enemy, is the primary
benefit of a ballistic weapon.
Missiles and other ballistic weapons are usually long-range
devices that have few, if any, range penalties. Their main disad­
vantage, however, is a vulnerability to defensive fire. If fired at a
unit, that unit can use any number of defensive weapons against
a ballistic shot without any degradation in effectiveness. See "D e ­
fensive Fire" hereafter for more information on this.

Other C atego ries


O ther weapon types include ionic (which are quick to fire but
weaker in damage yield) and antimatter (which score damage
based on the range to the target at the time of firing). These and
others will be introduced in future products.
table to mark the firing position. It is from this location that the
range and firing directions will be determined. Note that the
D e f e n s i v e Fire
weapon must have line-of-sight to be launched at a target, but
Some weapons can be used defensively, to intercept incom­
need not maintain it thereafter. If the target disengages from the
ing fire. To use a weapon in this fashion, it must be declared as
scenario, however, the ballistic shot will miss.
such when weapons fire is declared (as explained earlier in this
Ballistic weapons usually have no range penalties, although
chapter). Note that laser-class weapons cannot use defensive fire,
they do have a maximum launch range, which limits their dis­
nor can any weapon which has an intercept rating of "N /A " (not
tance when fired, and a distance range which determines the
applicable), as shown on the weapon data sheet.
maximum distance they can travel during the turn. Unless other­
When weapons are declared to be operating defensively, the
wise stated, these ranges are the same. Thus, for example, a bal­
player is permitted to wait until he sees the targets of his opponent's
listic torpedo can be launched from no farther than 25 hexes
weapons before choosing which shots to intercept. He is also per­
from its target, and can travel no more than 25 hexes without
mitted to learn if any given weapon is using a special firing mode
automatically missing. Some weapons, however, have an extended
(such as piercing or sustained mode), o r a called shot, before
distance range— most missiles, for example, have a distance range
deciding whether to use a defensive weapon against it. However,
equal to three times their launch range. Unless noted otherwise,
he cannot wait for to-hit rolls or damage rolls to be made. Note
the value shown on the weapon datacard is the launch range.
that choosing not to fire at all is an option. Example: A Centauri
Ballistic weapons roll to hit during the Weapons Fire Step (af­
ship allocates a twin array for defensive use. When weapons fire is

TM & © 1999 W arner Bros. 41


declared, he learns that a nearby Narn is firing a plasma cannon S h ie ld s
at his ship, and a fighter flight is also firing at him later on in the Shields are a defensive item used by Vorlons,
resolution sequence. He must decide whether to use his twin ar­ some League races, and the M inbari White Star.
ray against the plasma shot, against the fighters, or not at all, They come in various types, but all have the same
before the plasma gun makes its to-hit roll. If he chooses to use it basic abilities. The shields used on the White Star
against the fighters, and the plasma hit destroys the defensive are of the electromagnetic variety, and are of­
weapon, it will never get a chance to shoot! ten called EM shields. A sample shield icon is
When a weapon fires defensively, it acts as a negative modi­ shown to the right.
fier against the incoming weapon. All weapon specifications will Shields are protective devices that attempt to deflect some of
list an intercept rating, which indicates the negative modifier to the effect of incoming fire from striking the ship's hull. They have
be used. For example, if a pulse cannon is fired at a ship and two basic effects: reduction of the chance to hit, and absorption
needs a 10 or less to hit, but that ship defensively fires a weapon of some incoming damage. EM shields do these things by pro­
with an intercept rating of -2, the pulse cannon would need an 8 ducing an electromagnetic screen that partially surrounds the ship.
or less to hit. Note that defensive weapons fire against only one Each shield system protects only a certain area (arc) of the ship,
particular incoming shot, not against all incoming shots! and if destroyed or deactivated, that leaves a hole in the defense
M ultiple weapons can fire defensively against the same in­ screen that can be exploited by an opponent.
coming weapon, but each one after the first suffers intercept O nly one shield can protect against any single incoming vol­
degradation. Each additional weapon after the first is 1 point ley. If more than one shield system covers the same arc, the de­
less effective than the previous one. Thus, if three EarthForce M ark fender must choose which one to use (and will probably choose
I interceptors, which have a defense rating of -3, are used against the best one available).
a single incoming weapon, the first would apply a -3 penalty, the Fighters and shuttles which reach range zero to a shield-pro-
second a -2, and the third a -1, for a total penalty of -6. A ddi­ tected ship can ignore the shield's effects when they fire. It is as­
tional interceptors would have no effect. Note: There is no inter­ sumed that they simply "fly under" the shield, something nothing
cept degradation against ballistic weapons! larger than a fighter or shuttle could accomplish. Note that this
In general, weapons may only defensively engage incoming does not imply that they will themselves be protected by the shield!
shots against their own ship. For example, one O m ega Destroyer
could not intercept shots fired at a nearby Hyperion, nor could it
D e f e n s e V a l u e o f S h i e ld s
intercept an energy mine targeted on a nearby hex. Exceptions to
Shields can deflect incoming shots so they miss their target
this rule (such as the Centauri guardian array) will be clearly de­
entirely. Apply the shield factor (the number shown in the icon—
fined in future products.
e.g., a 2 in the example above) as a negative modifier to the to-hit
Typically, the only weapons which will be used in defensive
roll of any weapon. For example, a missile that needed a 10 to hit
mode are smaller ones with limited ranges. If these weapons are
a ship with a shield that had a factor of 2 would need an 8 or less
powered and have a short arming cycle, consider using them de­
to actually hit (otherwise it just bounces off the shield). Note that
fensively if your opponent is keeping his distance.

42 TM & © 1 999 W arner Bros.


ships defended by shields will have the lowered defense rating The second arm or number is the adaptive segment, shown
shown in parenthesis next to the normal rating listed on the ship in a special box on the side of the control sheet (like the one shown
datacard. here). This can be applied, in whole or in part, to any specific
attack form so long as that ship has en­
A b s o r p t io n V a lu e o f S hields countered it in the recent past. For most
Shields also act as a kind of "arm o r" against shots which do scenarios, it is assumed that the ship has
penetrate to score damage. Reduce the total value of any volley never encountered such weapons (or
by the shield factor. For example, a weapon which scored 32 dam ­ has not done so recently), so the adap­
age against a factor-2 shield would actually do only 30 damage. tive arm or segment is unavailable until
Note that this is per volley, so if this damage was a raking hit, for the ship has been struck at least once
example, it would be scored as three 10-point sub-volleys (not (note that it must actually be hit— a miss
three 8-point sub-volleys). Similarly, piercing weapons would sub­ will not "release" the adaptive arm or
tract the shield factor before dividing into their separate segments. points for use by the ship, nor will a hit
As a final example, pulse weapons (which deal damage in dis­ that scores zero damage because of shields or other non-armor
tinctly separate volleys) will subtract the shield strength from each factors).
of their pulses, making them particularly vulnerable to a shield's
effects.

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.

TM & © 1 999 W arner Bros. 43


Each individual weapon striking the ship releases one point against any given weapon category. For example, if a Vorlon ship
of adaptive arm or for future use against that type of weapon (re­ and a W hite Star were both hit by three missiles, the Vorlon player
gardless of how many damage points are scored or how many could use three points of adaptive arm or against ballistic weap­
pulses or sub-volleys the shot is broken down into). Weapon types ons thereafter, but the W hite Star player could assign no more
are as defined earlier in these rules (particle, laser, plasma, etc.). than one point of his adaptive arm or against that category. This is
Note that regardless of where the ship is actually hit, the impact of a limitation of the hybrid technology.
a weapon allows every system on the vessel to benefit against All adaptive arm or must be allocated the same way across
future attacks. the ship. Thus, if 3 points are available, the player could choose to
Example: A structure block has 5 permanent arm or and the use 1 of them against lasers and 2 against particle weapons, but
ship has 3 adaptive armor. O n the first turn of a battle, this struc­ this would be the same for every system on the ship. The player
ture is struck by a heavy laser cannon for 30 points of raking
damage and three particle beams for 12 standard-mode dam ­
age each. The ship has not been hit by any of these weapon types
in the recent past, so no points of adaptive arm or are available.
The 30 points of raking damage thus score 25 total hits (the first
sub-volley is reduced by 5 for the permanent armor, the remain­
ing two sub-volleys score 10 each) and the three particle beam
hits each score 7 damage (1 2 minus the 5 permanent armor). At
the end of this turn, the ship now has access to 1 point of adap­
tive arm or against laser attacks (though three raking sub-volleys
were scored, this was only a single attack, so only one point is
released) and as many as 3 points against particle weapon at­
tacks.
If adaptive arm or points have been released, the player must
record how they are to be used. This is done by indicating it in the
appropriate block in the Adaptive Arm or box on the control sheet.
A given point can only be allocated once per scenario, although it
can be left unallocated as long as desired (i.e., a released point
doesn't have to be specified immediately). Activation of an arm or
point is not secret, and is done (and announced) at the same time
electronic warfare points are allocated.
A player may assign released points to the appropriate cat­
egories in any quantity, except for hybrid ships like the White Star,
which can allocate no more than one point of adaptive arm or

44 TM & © 1 999 W arner Bros.


could not choose to change this allocation for specific systems, ers and shuttles use the same rules, except as noted.
such as thrusters or weapons, as the adaptive arm or "skin" is Each fighter control sheet shows several rows of fighter flights.
assumed to cover them all in the same way. A flight is defined as a group of six or fewer fighters which travel
Some scenarios may specify that some or all ships present together. You'll use a single counter or miniature to represent this
have previous experience against particular weapon types. In flight during play. In order to keep the map from becoming clut­
free-form battles, however, it should be assumed that the ships in tered with the large numbers of counters that would be required
the scenario have no prior experience at all (unless otherwise in any reasonably-sized B5W scenario, all fighters in a flight will
agreed by those players present). stay together at all times. Also, for simplicity's sake, all fighters in
a given flight must be identical.
F i g h t e r Flight: L e v e l C o m b a t Note that under some circumstances, it may be necessary to
break off an individual fighter for some specific purpose, outside
the flight structure. If this is the case, it is still considered part of its
F lig h ts
original flight (if any) for purposes of enemy lock-ons. However, a
Fighters and shuttles use many of the same combat proce­
single fighter will not use the special group weapons fire system
dures that ships do. However, there are some differences you should
described hereafter. Instead, it will fire its guns individually, like a
be aware of. For purposes of the discussion which follows, fight­
ship does. Otherwise, all the rules hereafter apply. Note that most
shuttles, including armed ones, will be flown as individuals.

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

TM & © 1 999 W arner Bros. 45


the effects. Note that a chart roll well enough. O n the flip side, however, fighters that would
summarizing these effects will normally have an automatic hit (such as a to-hit roll of 20) might
be found on any fighter con­ have a few misses if they roll poorly. A single fighter outside its
trol sheet, sim ilar to the one flight wouldn't use these rules, and would either hit (if it rolled
shown here. equal to or below its to-hit chance) or miss.
If the to-hit roll is equal to
the chance to hit or up to 2 D e f e n s i v e Fire v s . F l i g h t s
points below it, one-half of the If a flight fires grouped weapons at a ship, that ship can at­
fighters hit. For example, if the tempt to use defensive fire against the attack, just as it would
to-hit chance is 6 or less and against any other incoming shot, except that the intercept rating
the player rolls a 4, three fighters would hit. If the number of fight­ should be reduced by 1 (unless there is only one fighter in the
ers in the flight has been reduced by damage, round fractions of flight). The usual intercept degradation rules apply, of course. For
one-half or more up (e.g., a flight with 5 fighters would score 3 example, if a full flight fires at an O m ega and needs a 6 or less to
hits). hit, and that O m ega uses three M ark II Interceptors (these have a
If the to-hit roll is higher than the chance to hit but within 2 of -A, -3, and -2 intercept rating respectively, but each is reduced by
it, then only one-third of the fighters hit. Again, if the flight has less 1, yielding a total of -6) against the flight, the to-hit chance is
than 6 fighters, round fractions of one-half or more up, so a flight reduced to zero! (Note that a to-hit roll is still required, since a 1
of 5 fighters would score two hits while one of 4 fighters would or 2 on the die would result in one-third of the fighters hitting, and
score only one hit. a roll of 3 or 4 would allow one-sixth of the flight to hit.)
If the to-hit roll is 3 or 4 points above the chance to hit, then
only one-sixth of the fighters hit. If it is 5 or more points above,
then no hits are scored.
If the to-hit roll is 3 or 4 points below the chance to hit, then
two-thirds of the fighters hit. If it is 5 or 6 points less, five-sixths of
them hit. If it is 7 or more below the calculated chance, then all
fighters hit!
After the number of hits is determined, roll hit locations and
damage normally. Note that if a fighter uses linked guns, you can
make just one hit location roll per fighter, but must still roll dam ­
age individually, since each shot is a separate volley. If the fighter's
guns are unlinked, each rolls to-hit and damage separately.
Using these rules affords fighters that would normally have no
chance of hitting (e.g., if the chance to hit is zero or below) a
possibility of scoring at least some damage when they fire, if they

46 TM & © 1 999 W arner Bros.


O p t i o n a l In d iv id u a l F ire R u l e s L o c k in g O n t o F i g h t e r s
If all players agree, fighters in flights can fire their weapons Fighters are locked onto on a flight by flight basis. When a llo ­
separately (rolling their own to-hit dice). If this is done, they can cating EW, each point can be used against any flight of your choice.
fire at separate targets, but linked weapons will still work normally. If some of the fighters have been destroyed, the flight is still con­
If this option is used, the number of die rolls will be greatly in­ sidered an entire "unit," so you cannot, for example, use one EW
creased, especially in large battles, and defensive fire will work on point to lock-onto two flights with three fighters each.
a fighter-by-fighter basis. However, players will have more target­ If some shuttles on the map are using the individual move­
ing options and results will be more statistically accurate, so this ment rules, they count as part of their original flight, if any, for
choice may be desirable. purposes of EW. If you wish to lock onto any shuttles (e.g., a Minbari
Flyer), you can pick up to six of them and define them as a "flight"
D a m ag e Tracks & A rm or for purposes of EW. Thus, a single EW point could lock onto six
The fighters in a flight each have independent shuttles (even if they aren't in the same hex, or even
their own damage track, which repre- near each other on the map), or one normal flight of fighters.
Ftr # 1 sents the am ount of hits required to de­ Note, however, that independent fighters/shuttles cannot be used
stroy them. W hen the last box is marked to fill in the "holes" in partially destroyed fighter flights!
off for a given fighter, the fighter is de­
stroyed, and when the last fighter in a D a m a g e A l l o c a t i o n t o F li g h t s
flight is destroyed, that counter or m in­ All weapons strike a flight of fighters as though it were a single
iature should be removed from play. In unit. The target player chooses which fighter in the flight absorbs
the example shown here (the EA Thun­ each volley, however. There are some exceptions to this method of
derbolt), the fighter can absorb 15 hits before being destroyed. A selection— the Minbari electro-pulse gun, for example, can select
control sheet for this fighter will display a number of rows of six a particular fighter to suffer its effects. Note that the target player
fighters, representing a flight. cannot choose a destroyed fighter to absorb damage! However,
Fighters have arm or like ships, but instead volleys which strike a single individual system repeatedly (such as
of arm or on a system-by-system basis, they use linked shots from fighters, but not the individual pulses of a pulse
arm or values for each direction they can be hit weapon) may expend themselves on a destroyed fighter if called
from. Thus, the direction of fire determines the for in their rules. For example, if a Starfury fires its two uni-pulse
am ount of arm or that will apply to each volley. cannons at a damaged Centauri Sentri and destroys it with its first
For example, a fighter with an arm or display like gun, the second gun will be wasted on the debris that remains. It
the one shown here has 3 points of arm or when does not re-roll against another fighter.
hit from the front and 2 points to port, starboard and aft. (Note: Special weapon modes, such as raking, piercing, and sus­
Some shuttles list only a single arm or value. This represents the tained modes, can't be used against fighters unless noted other­
arm or in all directions.) wise in their specific rules. Treat all weapons fire against fighters
as being in standard mode.

TM & © 1 999 W arner Bros. 47


Flight: L e v e l D e f e n s i v e F ire damaged fighters in that flight might drop out and return to their
Fighters in a flight can attempt to use defensive fire if they carrier (or flee off the map). Fighter drop-out represents the ef­
wish, but must declare it for all fighters simultaneously (i.e., some fects of shorted-out systems and damaged life support systems
cannot fire defensively while others fire offensively). Unless other­ that force a fighter to leave before it is completely destroyed, as
wise noted, the intercept ratings of all fighter weapons are -1, and well as the overall morale level of the pilot.
they do not suffer from intercept degradation (they do, however, The exact means by which a fighter escapes isn't important,
suffer the -1 penalty if defending against enemy flights, but this is only that it departs the battle somehow. If their original carrier
per fighter, not per gun). Thus, the Starfury (with two linked guns) survives the fight, it's assumed that the fighter is recovered by that
would have a -2 intercept rating against an incoming shot. A ship (even if it retreats); otherwise, it can be picked up by any
Nial, with three weapons, would have a -3 intercept rating, o r -2 other surviving vessel that has the space to carry them. In a cam­
against an enemy fighter flight. Note that a fighter which used paign, where escaped fighters might return to fight another day,
lasers as its main weapon (none of those in this product do so) assume a dropped fighter is recovered if (a) friendly ships hold the
would not be able to use defensive fire. Some heavy weapons on field of battle at the end of the scenario, o r (b) a friendly ship
fighters may have different intercept ratings, and these will be de­ escapes and has an open fighter slot somewhere among its han­
fined in the appropriate rules. gars that is capable of holding and servicing the fighter. Even if
the fighter can't be recovered, the pilot is still assumed to be res­
cued by any ship which escapes the scenario (by whatever means).
F ig h te r D ro p -O u t
Otherwise, he is killed or captured, depending on campaign rules.
After all damage has been allocated to a flight on a turn, but
To determine if a fighter drops out, roll a single d 10. If the
before it shoots its own weapons at ships, there is a chance that
number rolled is greater than the amount of hits left on the fighter,
it drops out as described above, and is gone for the rest of the
scenario. Obviously, a fighter with at least 10 hits remaining
doesn't need to roll. In addition, fighters are not required to roll
unless they have taken at least 1 hit of damage (otherwise, some
light fighters could drop out without ever getting a chance to do
anything, which doesn't make much sense). Some weapons, like
the Minbari EP gun, can force an automatic drop-out. Fighter
pilots may also choose to voluntarily drop out, but can only do so
at the time normal drop-out rolls are made (thus, a flight could
not launch into battle, launch missiles, and then drop out before
enemy missiles have a chance to make their attack rolls).
Drop-out rolls are performed by every fighter which took dam ­
age during the current turn. They make the roll just before fight­
ers fire on ships (see the Com bat Sequence in the Appendix). If a

48 TM & © 1 999 W arner Bros.


fighter took no damage on the current turn, it does not need to cost but are otherwise identical. The missile version of the Starfury
roll regardless of how crippled it might be at the moment. (which will appear in a later product) is a good example of this.
Some scenarios may specify that the fighters on one side or The fighter launches missiles as described in the ballistic weap­
another are particularly desperate (or cowardly), and in such cases ons rules, except that the missiles must be guided towards their
will be entitled to a bonus (or penalty) to their drop-out roll. Some target in order to gain the fighter's offensive bonus when rolling
scenarios may also state that the fighters of one side are immune to-hit. To do this, the fighter must have the target in his firing arc
to drop-out due to the desperate nature of the situation. In either when the missile impacts, and he cannot use his fighter's other
of these cases, drop-out could still be forced by an EP gun (which weapons (the pilot is too busy guiding the missile ). Some two-seat
actually shorts out the fighter's combat systems), and voluntary fighter options exist which can offset these restrictions (usually at
drop-out would still be permitted, unless stated otherwise. a significant cost in Com bat Points), and these will be defined in
Once a fighter has dropped out, it may not return to the battle. the individual fighter rules.
O ptional Alternative— Fighter Repairs: Assume the fighter lands O ne missile is destroyed each time a fighter suffers at least
aboard any available carrier one full turn per every 10 hexes or two points of damage in any volley. The owning player is free to
fraction thereof it is from the nearest carrier after it drops out. select which missile, but he cannot choose an empty hardpoint
Each turn thereafter, the owning p la y e r can m ark one box over an actual missile, if one is present. The loss of this missile
undestroyed. The fighter can return to battle four turns after it does not otherwise affect the fighter.
lands, or when it is fully repaired, whichever is shorter. An enemy unit can detect the presence of a missile on a fighter
from a range of 16 hexes for ships or 12 hexes for fighters or
F ig h te r M is s ile H a rd p o in ts shuttles. At these ranges, the number of missiles can be counted
Some fighters possess external hardpoints which can carry by the enemy and should be announced. Dummy missiles (cost­
additional ordnance. The most common addition to any such ing 1 point) are available as deception items, but these are re­
hardpoint is a missile. Basic fighter missiles have a damage vealed as such if any unit reaches range 4 or less to the fighter.
yield of 10 points, a maximum launch range of 10 hexes (with a Dummy missiles may be destroyed from damage instead of nor­
distance range of 30 hexes), and a launch rate of 1 missile per mal missiles if both are present on the fighter.
turn (unless noted otherwise). Additional types may be defined in
future products.
To add missiles of the above type to a hardpoint-equipped
fighter (such as the Thunderbolt), the player must pay a cost of 8
points per missile (including any desired replacements, which would
be stored on the carrier). The number of missiles a fighter can
carry, if any, will be listed in the fighter's rules, if those rules do not
list any available hardpoints, the fighter cannot carry missiles. Note
that there are some fighters that have both a missile version and a
non-missile version. Generally, missile variants have a higher point

TM & © 1 999 W arner Bros. 49


if agreed to by all parties in the battle, and is actually recom­
C ritical H its mended for very' large scenarios, as it will speed up play. Even in
this case, however, it's recommended that critical hits to primary
D e f i n i t i o n o f C r it i c a ls systems (especially C&C) should still be used.

Critical hits are the disruptive effects caused by damage to


various systems. W henever any system, other than structure, marks C ritic a l H it s f o r S h ip s
even a single box destroyed during a turn, that system is required Listed below are the various critical hits that can be scored on
to make a critical hit roll. Usually, only one roll is required no various ship systems. If a system isn't?listed here, it either can't
matter how many points of damage were scored on the system suffer a critical (e.g., structure) or has special criticals defined by
(or how many volleys actually scored that damage). Overthrusting the system's own rules, found elsewhere in this book or in future
provides an exception to this rule, as this causes an extra critical products.
roll for overthrusting (as described in the Movement chapter).
All critical hits are rolled after all weapons fire is completed
during the turn. In this way, you don't need to waste time rolling
criticals for systems which actually wind up destroyed. Obviously,
there's no point in a critical hit if the entire system is gone! There is
an exception in the case of missile racks, which can cause a spe­
cial magazine critical (see the description of these weapons in the
EarthForce chapter). J a m m e r C ritica ls
Critical hits are all rolled using a single d20, modified by +1
for every point of damage marked on the system in question at 1 -1 5 : N o C ritical
the time the roll is made. Obviously, this means a heavily dam ­
aged system is more likely to suffer a debilitating critical hit than a
lightly damaged one! 1 6 -2 2 : Parital B urnout
Jam m er only increases range penalty by
Unless otherwise noted, multiple criticals on a given system
50% if the enem y has at least a 1 point lock.
are cumulative. If there are no rules stating otherwise, they last for
Thus a -10 penalty becomes a -15, not a -20
the remainder of the scenario and may not be repaired.
Basic rules for critical hits follow. There may be some addi­ 23 + : C o m p le te B urnout
Jam m er has no effect fo r rem ainder of game.
tional rules for specific system descriptions (e.g., some weapons
have their own specific critical charts), and when new systems are
introduced in future products, critical hits for those systems will be
defined at that time.
Some players consider critical hits optional. This is acceptable

50 TM & © 1999 W arner Bros.


C&C C ritic a ls E n gin e C ritica ls

1 -8: Sensor D isru p tio n


Sensor allocations may not be altered the next 1 -1 4 : N o C ritical
tu m . If dam age to sensors causes lost points the
contro llin g player may deduct these as he wishes.

9 -1 1 : C o m m u n ica tio n D isrupted 1 5 -2 0 : Thrust Reduced


-1 in itia tive penalty fo r re m a in d e r o f scenario. The engine produces 2 points few e r
fre e thrust fo r rem ainder o f scenario.
1 2 -1 4 : Fire C o n tro l Scam bled
A ll w eapons suffer a -1 to hit fo r re m ainder
o f the scenario. 2 1 -2 7 : Engine S hort
Roll a d20. O n a 14 o r less, no th ru st is available
1 5 -1 7 : Sensor C o n tro ls D a m ag ed next turn. O n a 15 o r greater, m axim um thrust
-2 EW fo r re m ainder o f scenario. In a d dition,
MUST be applied th ro u g h the m ain thru ster even
no m ore than h a lf the sensor rating may
if they can not safely take all the thrust (thus the
be applied offensively.
ship m axim um accelerates the next turn). If the
1 8 -2 0 : M a jo r C o m m D isru p tio n ship is in a pivot o r o th e r m aneuver th a t n orm ally
Ship suffers a -4 in itia tive penalty the next prevents acceleration then the stresses te a r a t the
tu rn plus a perm am ent -2 in itia tive fo r prim a ry structure o f the ship causing one point
the re m ainder o f the scenario. o f dam age per point o f thrust, ignore arm or. If
this destroys th e ship, this occurs w hen the thrust
21 -2 3 :S e ve re C o m m Scam ble is a ctually a pplied, not w hen the critical is rolled.
C om bine the effects o f th e tw o previous
28 + : Both o f th e above a re suffered
________________ critical results_________________
24 + : Power Loss
The ship can not maneuver, use sensors o r fire
fire w eapons on the next turn. In a d d itio n
12 -1 4 , 1 5 -17 and 1 8 -2 0 above are all
suffered as indicated in each description.

N ote: If th e u n it has m ore than one C&C then the


one being used should be noted d u rin g th e EW
phase o f th e turn. Criticals th a t affected
an inactive C&C do not affect th e ship.
Destroyed C&Cs suffer th e effect o f 2 4 +
autom atically.

TM & © 1999 W arner Bros. 51


R e a c t o r C r i t i c a ls
H a n g a r C r i t i c a ls

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

25 + : Both o f the above are suffered 2 7 + : C o n ta in m e n t B re a ch


- 1 0 p o w e r fo r re m a in d e r of sc e n a rio .
R eacto r m a y e x p lo d e e a c h tu rn in o p e ra tio n .
P e rc e n ta g e c h a n c e is e q u a l to n u m b e r of
b oxes d estro ye d on reacto r. T h u s if 1 5 b oxes
a r e d e stro y e d , th e re is a 1 5 % c h a n c e . Roll
in p o w e r a llo c a tio n p h a se .

Jum p E n gin e C riticals

There are no critical hits fo r this


system. Instead, if a ship w ith a
d a m a g e d ju m p e n g in e tries to open
a ju m p p o in t it has a chance o f
b lo w in g up equal to the percen tag e
o f th e ju m p e n g in e th a t has been
dam ag ed.

52 TM & © 1999 W arner Bros.


S e n s o r C ritic a ls S h ie ld C ritic a ls

1 -1 4 : N o C ritical 1 -1 5: N o C ritical

1 5 -1 8 : O u tp u t slig h tly reduced 1 6 -1 9 : Strength Reduced


-1 EW fo r re m a in d e r o f scenario. Shield fa cto r reduced by 1.

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 3 -2 6 : O u tp u t sig n ific a n tly reduced 25 + : Both o f the above are suffered


-3 EW fo r re m a in d e r o f scenario

2 7 + : O u tp u t severely reduced
-4 EW fo r re m ainder o f scenario

TM & © 1999 W arner Bros. 53


B a s ic W e a p o n C ritica ls T h r u s t e r C ritic a ls

1 -1 3 : N o C ritica 1 -1 4 : N o C ritical

1 4 -1 8 : Range Reduced 1 5 -1 9 : O u tle t Failure


Reduce the range by 1 hex, e.g., -1 per 3 hexes The first point o f thrust applied to this thruster
becomes -1 per 2 hexes. If at -1 per hex, the is lost though it is still counted fo r 'thrust
penalty becomes -2 per hex. W eapons w ith lim ita tio n 1purposes fo r th a t thruster. The thrust
no range penalty lose 20% to th e ir m axim um rating is also reduced by 1 fo r th a t thruster.
launch range (round up). If reduced to 0, m ark thru ster as destroyed.

1 9 -2 4 : D a m ag e Reduced 2 0 -2 4 : Efficiency Reduced


The w eapon suffers a -2 per die o f dam age 2 points o f thrust are required to generate
though no single die may be reduced below 1. 1 useable p o in t o f thrust. Thus if you w anted to
Pulse w eapons lose 2 from th e ir dam age per generate 2 points o f thrust, you w ould actually
pulse rating (8 d5 tim es becomes 6 d5 times) have to spend 4 th rust points to do so. O nly
Ballistic w eapons add one tu m to th e ir th e actual thrust generated counts against the
________________ rearm times.________________ thrust rating. Gray ships ignore this the first tim e.

25 + : Both o f th e above are suffered 25 + : Both o f the above are suffered

54 TM & © 1999 W arner Bros.


tics of the shuttle(s) are listed here, including thrust, arm or (in al
O th e r R u le s d ire c tio n s), and defense ra tin g (shown as fo rw a rd + a ft/
port+starboard), as well as a damage track. Since most shuttles
H angar Bay O perations are unarmed, there is no need to use a separate control sheet to
represent them.
Some hangars are limited in the type of fighter they can carry.
H am gars For example, a hangar might be noted as operating only medium
Most ships use a hangar of some sort to store smaller support or smaller fighters, or only a specific type of fighter. This will be
craft, such as shuttles and fighters. M any warships carry at least defined in the information block, and in the ship's description (if
a flight of fighters for defense against sim ilar units operated by the there is no note, it can use any fighter unless this is superseded in
opposition. Almost all ships have at least one shuttle to aid in the the fighter's own rules). Note that shuttles may be operated from
transfer of crew and other supplies. Larger commercial vessels any fighter box, but under no circumstances may any fighter re­
may have cargo shuttles specifically designed to move large place a shuttle!
amounts of goods or passengers. Assault shuttles, such as those operated by the Narns, are
The number of boxes in a hangar icon represents not only the treated as medium fighters, and also cannot be used in just any
am ount of damage that the hangar can take, but also the num ­ shuttle box (though they could be used in a fighter box, assuming
ber of fighters and shuttles it can support. If a hangar box is de­ that box can support at least medium-sized fighters). It is permis­
stroyed and a fighter or shuttle is "in that box," it is also destroyed. sible to trade an assault shuttle bay for a fighter bay, or vice versa,
Note that the owning player can choose which box to mark de­ but this costs 5 Com bat Points per box converted.
stroyed, and will usually pick one that isn't occupied.
Laun chin g an d Lan din g S h u t tle s
O n the ship control sheet, you will find an information block
or F igh ters
regarding the ship's hangar (or hangars, in the case of ships with
m ore than one of
During the Post-Turn Actions Step of the Com bat Sequence,
them). This block lists
ships can launch or land fighters. To do this, the ship simply an­
exactly what can be
nounces the fact and places the required counter(s) on the map.
carried in that han­
The number of shuttles/fighters which can be launched and/or
gar. In the example
landed at once— the hangar's launch rate— is shown as a num­
shown here, the han-
ber in the hangar bay icon on the control sheet. For example, in
g a r is c a p a b le of
the sample shown on the next page, the hangar holds 26 fight­
supporting up to 24
ers/shuttles and can launch or recover up to 12 of them (2 flights)
fig hters, and also
in any turn. Note that it can do this in any combination, so it could
holds two shuttles.
launch 6 fighters while recovering 6 others, launch 10 and re­
Note that the statis-
cover 2, launch 0 and recover 12, or any other combination. It

TM & © 1999 W arner Bros. 55


could not launch 12 and recover 6 as this When a fighter or shuttle lands, simply remove its counter
would exceed the bay's limitations. from the map and note on the control sheet that the unit is aboard.
Note that ships may not launch or recover Note that since fighters and shuttles are usually handled on a
fighters or shuttles on any turn in which they flight-by-flight basis (groups of 6), it is possible for partial flights to
are rolling or have pivoted. This applies even be launched or recovered during the game. If a partial flight is
if a pivot maneuver has been halted, or if a launched, treat it like a regular flight, but assume the unavailable
roll is completely immediately (since agile fighters are "destroyed" until the others arrive. The flight can col­
ships can do this). lect its missing units by being in the same location and facing as
the carrier when the missing units are launched, or by matching
speeds and headings with its missing elements and announcing
When a fighter or shuttle is launched, it is the merger. Flights may not, however, split apart unless some of
placed on the board in the same hex as them are landing while others are remaining in play. O ne reason
the carrier, facing the same direction to do this might be to reload ordnance onto some of the fighters
(unless there are one or more launch in a flight while the others remain in combat.
arrow s attached to the hangar, in
which case the fighters are launched O ther H a n g ar O p e ra tio n s
facing in one of those directions). For Within the hangar bay, certain operations can take place which
example, the hangar shown here (from can have effects on the battle or in certain scenarios. M any of
the Flyperion) can launch its fighters in these take the form of actions which take a number of turns to
either the forward port or forward starboard directions at the complete. When an action is stated as requiring "one full turn,"
owner's option. The shuttles or fighters will have the same speed that means the entire turn from start to finish. The fighter or shuttle
and direction of motion of the carrier, regardless of facing. Note cannot launch or land on that turn, or the operation will not be
that fighters suffer a significant initiative penalty on the turn after completed (it is aborted in order to get the unit to the launch
launch (and the carrier suffers a similar, but less strict, penalty), as position, or move it away from the landing position, as applicable).
described in the chapter on Initiative.
In order to land a shuttle or fighter, that unit must be in the R e p l a c e m e n t o f I n ju r e d P i l o t s
same hex as the carrier, and must be moving in the same direc­
If a pilot is injured somehow (or if he is killed and the fighter
tion. Its speed must be equal to or greaterthan the carrier's speed, recovered), the pilot can be replaced. This operation requires two
but not less; in addition, its speed cannot exceed the carrier's
complete turns after the fighter has landed, and is concurrent
speed by more than the fighter/shuttle's thrust rating (actual thrust with any other hangar bay operations in progress. Once the pilot
spent during the turn does not matter). For example, a fighter with has been replaced, the fighter can rejoin its flight by either launching
10 thrust could land on a carrier moving speed 6 only if the fighter's and matching speeds with that flight, or launching while the flight
speed was in the range 6 to 16. Any maneuvers performed by the is located in the carrier's hex (as described previously).
fighter (e.g., rolling or pivoting) don't affect its ability to land safely.

56 TM & © 1999 W arner Bros.


Ships have effectively unlimited quantities of shuttle pilot re­ reloading, then launch as a single unit. Naturally, the new ar­
placements available, but only a number of replacement fighter rangement must be announced upon launch. Dropped-out fight­
pilots equal to 50% of their original fighter capacity (note that a ers may not return to combat.
ship that doesn't normally carry fighters will not be able to provide
a fighter pilot replacement). It is not likely this limit will come into L o a d in g o f C a r g o o r C re w
play during a scenario in the case of a full-fledged carrier (consid­ Cargo shuttles are capable of carrying cargo, crew, marines,
ering the infrequency of pilot injuries) but might have meaning and other supplies. A shuttle of this type must spend a certain
during a campaign. length of time in the landing bay loading these items.
Note that there are no specific actions described in this book A shuttle can load or unload one "unit" of cargo each turn,
which can injure or kill pilots, but there may be ways to do so in however a "cargo unit", might be defined in the scenario rules.
future products or certain scenarios. Generally, this will be a number of crates or pallets already pre­
pared for loading or unloading. Transport shuttles can hold at
R e lo a d in g o f W e a p o n s most 10 cargo units unless otherwise noted.
Shuttles and fighters may be capable of carrying missiles or Each turn, a shuttle can also load up to 10 people if they are
other reloadable munitions. In general, it takes one full turn to members of a military unit, like a platoon of ground troops, spe­
load one missile, mine, or other object onto a fighter or shuttle. cifically trained for this purpose. Untrained individuals, but those
This can be done concurrently with any other operations. Specific still with military training (like a ship's crew), can board a shuttle at
rules for exceptions to this procedure will be defined in future prod­ a rate of 5 per turn. The rate for civilians, injured people, and the
ucts. like is 2 per turn.
Note that missile replacements are not free— they must be
purchased before the scenario using Com bat Points, at the same R e c o v e r g o f Fighters/Shutrtles/Es-
rate you would pay to buy them for the fighter itself. If the ship is cape Pods
not carrying any fighters which use missilesit may still buy replace­
Ships have grapples within their hangar bays capable of cap­
ment missiles.
turing a derelict fighter or shuttle, such as one from which a pilot
has voluntarily ejected, or escape pods. These grapples are present
Flight: R e c o m b i n a t i o n in all hangar bays (but not external rails) unless otherwise noted.
If two partial flights land on the same carrier, they are permit­ To use the grapple, the ship must be in the same hex as the
ted to combine into a full flight (or some other arrangement) if the target, moving the same speed and in the same direction. The
owning player wishes, so long as they spend at least one full turn attempt is automatically successful, and takes place during the
aboard while shifting around. This can be concurrent with other ship's turn in the Movement Step of the Com bat Sequence. Note
hangar ops. that if the ship's hangar bay is currently full, it cannot recover
For example, if two flights of three Thunderbolts land to re­ fighters or shuttles (but could capture escape pods). If the hangar
load their missiles, they could combine into a single flight while has been destroyed, it cannot recover anything at all!

TM & © 1999 W arner Bros. 57


This ability cannot be used to capture a fighter which is at­ a facing and speed as if they just launched from the appropriate
tempting to resist, as long as that fighter has at least one thrust hangar. They can do nothing (maneuver, fire, etc.) on the turn
point available to maneuver— even if it has already spent all its they escape. During the next turn, they may accelerate, maneu­
thrust during a turn. It's assumed that the pilot can use small ver, fire weapons, or otherwise act normally, but would be subject
maneuvering jets well enough to avoid a grapple, so long as the to the -1 0 initiative penalty at this point.
pilot is alive and conscious, and the fighter or shuttle isn't so crippled
that it can no longer move away. H y p e r s p a c e M o v e m e n t: a n d J u m p
E n g in e s
S h u ttle / F ig h te r E s c a p e
If a ship is destroyed while some fighters or shuttles are still
H g p e rs p a c e Travel
aboard, there is a chance some of them might be able to get out
Eventually, most sentient races reach for the stars, despite the
of the hangar in time to avoid destruction. (The death of the ship
great distances involved. Races in the infancy of expansion into
is handled immediately in game terms, though it might actually
the galaxy try covering these distances with sleeper ships— ships
take several turns to finish breaking apart.)
which house colonists in deep hibernation so they will survive the
Roll one d20. If a 1-5 is rolled, no fighters or shuttles can
long trip. But this process is both slow and expensive and doesn't
escape. If a 6-10 is rolled, only one-fourth of the fighters and
allow for trade or communications with the colony once (and if) it
shuttles may get away (drop fractions); the player can select which
is established.
ones. If an 1 1-1 8 is rolled, one-half may escape, and if a 19 or
Most races also spend some years trying to break the faster-
20 is rolled, all of them manage to get away.
than-light barrier, though no race has yet to find a way to violate
Escaped fighters are treated as having just launched, and have
this nature-imposed speed limit. Eventually, though, these races
stumble across hyperspace, either by accident or with deliberate
purpose. Often a race already established will come across a
sleeper ship and contact the mother planet, as the Centauri did
with Earth.
Hyperspace is a parallel dimension which lies very close to
our own. For this reason you can navigate with some accuracy in
hyperspace and know, approximately, where you will come out in
normal space. There are dangers to traveling in hyperspace, how­
ever. It lies close enough that large gravity bodies in our dimen­
sion affect it. This has the effect of creating currents which can, if
the crew is not alert, drag a ship far off course, becoming lost in
hyperspace forever. Sensors are nearly useless due to these same
currents, so tracking down a lost ship is nearly impossible, more a

58 TM & © 1999 W arner Bros.


matter of luck than skill or technology. A jump gate can only support a limited number of hyperspace
Access to hyperspace is achieved by warping the fabric of beacons. Too many beacons will cause the signals to interfere
space and creating a tear, sometimes referred to as a vortex (or with one another. Jump gates must also be placed far apart from
more commonly as a jump point), which leads to hyperspace. one another or the same effect can occur. This means that there
This process requires a tremendous amount of energy, so much are many cases when a ship must cross open space for several
so that only the largest ships can carry the jump engines neces­ days to reach the next jump gate necessary to continue its jour­
sary to do so. Large ships (capital ships, heavy combat vessels, ney.
and some other ship types) are the only craft capable of opening Further details on the strategic nature of jump gates will be
their own jump points. In addition, the various spacefaring races presented in the Babylon 5 Wars Campaign Guide.
have established fixed jump gates (basically a skeletal structure
with a reactor dedicated to the task of creating vortices on de­ M o v e m e n t w ith in H y p e rs p a c e
mand) at key points throughout their territory. (These are described Movement within hyperspace varies in several ways from that
in detail in a later section.) of normal space. It can be likened to an endless river, with cur­
rents and eddies which can change capriciously. There can even
T r a v e l in g t h e H g p e r s p a c e L a n e s be dangerous anomalies like "rapids" and "whirlpools."
When a ship moves into hyperspace, it can cross the void If a scenario is fought in hyperspace, the units within that
between star systems in a few days or weeks, instead of the de­ scenario are assumed to compensate for steady currents. How­
cades it would take in normal space. Note that the ship does not ever, during each turn of the game, currents might shift or flow in
actually move faster in hyperspace; it merely moves a shorter dis­ unexpected ways, affecting each unit in the scenario differently.
tance. At the start of the Movement Step of any turn taking place in
O nly a few ships, generally those which are equipped with hyperspace (before any ships make their movements), roll ld 2 0
their own jump engines, can move at will through hyperspace. and consult the following chart. Some scenarios held in particu­
Even these ships tend to avoid this as it can be dangerous should larly rough (or weak) areas of hyperspace may specify a bonus (or
equipment fail. All other ships are restricted to following estab­ penalty) to this roll.
lished hyperspace beacons. Note that during normal (non-combat) travel through hyper­
All fixed jump gates house one or more hyperspace bea­ space, these anomalies are handled automatically by a ship's
cons. Each of these beacons is linked to another at another jump
gate some distance away. A given beacon will only trace a line to
one other beacon. These lines are generally referred to as hyper­
space lanes. Ships in hyperspace follow these beacons from
one gate to another, often having to move through several differ­
ent jump points to get to the desired destination, much like chang­
ing planes several times when you fly today.

TM & © 1 999 W arner Bros. 59


scribed in the chapter on Critical Hits. Also, if held open for long
periods, the power drain on the ship's reactor becomes severe.

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

60 TM & © 1999 W arner Bros.


feel sticking around is less dangerous than trying to open up a
jump point!

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

TM & © 1 999 W arner Bros. 61


Jump points also close if the ship holding them open enters its
own vortex. As soon as the ship does this, the vortex begins to
collapse, closing at the end of that turn (other ships can still enter
it during that turn). It cannot be held open from the other side.
Note that vortices don't actually close until the Vortex Closure
step of the Combat Sequence, near the end of the turn. Since the
vortex is open throughout the rest of the turn (during which ships
that entered it are "in transit"), those ships are vulnerable to the
effects of Shadow vortex disruptors— a weapon which will be fully
detailed in the Shadow W ar supplement for Babylon 5 Wars.

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.

62 TM & © 1999 W arner Bros.


ing the Critical Hits Segment). Obviously, a ship which suffers dam ­ or specified by the scenario. If no owner is clearly stated (or it is
age to its jump engine while holding a vortex open should con­ noted as a totally neutral gate) then each competing player rolls
sider dropping it during the Vortex Closure step to avoid an over­ off, highest roller getting to make the call. Do not use initiative!
load roll early in the next turn. Jump gates can be programmed to stay open for a certain
F ix e d Ju m p G a t e s time period or until specific vessels enter the gate, but in neither
Fixed jum p gates (norm ally referred to as simply jump case will they remain open for more than four complete turns. The
gates) are large structures with a simple reactor capable of charg­ unit opening the gate does not have to use it, nor does it need to
ing, opening, and holding a jump point on demand. The jump remain within the 10-hex access range, once the gate has been
point forms in the same hex as the jump gate; it cannot be "p ro ­ signaled. Once an order is given, the gate can not be given a new
jected" to any other hex. order until it completes the previous order. Once the jump point
Any unit wishing to open the gate must simply get within 10 closes, it has a jump delay period of 20 turns before it can open
hexes of the gate and tell it to open. The ship must signal the gate again.
during the Jump Point Formation Segment, and it will open in the A control sheet for the typical fixed jump gate is provided in
same way as ship-generated jump points, with its vortex always this product. It is usually a neutral unit, operating under auto­
facing the same as the jump gate's facing. If multiple players are matic rules. Since it has no weapons, and cannot maneuver, it
competing to see who gets to command a jump gate, the player usually just sits in place until activated (see above). If it takes dam ­
who "owns" the gate gets first call. "Ow nership" is usually obvious age, a player on the side not shooting at it selects which systems
to mark destroyed, if a choice is needed. Note that even though
this is an Enormous Unit any ship or fighter entering its hex does
not have to make a ramming check (as described later in this
chapter). This is due to the construction of the jump gate itself. I
The fixed jump gate uses an automated power system and
cannot alter its reactor usage. For every 3 boxes of reactor de­
stroyed, the jump delay time (normally 20 turns) increases by 1
turn, and for every 15 points of reactor damage, the maximum
time the vortex can be held open is reduced by 1 turn (from the
original maximum of 4 turns). If the reactor is completely destroyed,
the jump gate should be marked destroyed. Note that the reactor
on a fixed jump gate does not suffer any other critical hits, and no
other damage affects the gate unless it is destroyed or the jump
engine itself is damaged. In this latter case, the engine has the
same chance of exploding when used as any other jump engine
would— see the Critical Hits chapter for this procedure.

TM & © 1 999 W arner Bros. 63


R a m m in g Unit, which occupies a huge volume of space approximately equal
to the entire hex on the map.

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

64 TM & © 1 999 W arner Bros.


M a k in g t h e A tte m p t: the defender's ramming factor will determine how much damage
These rules assume that ramming is being attempted by only your ship takes). Damage a ship has sustained doesn't affect the
one of the two parties involved. If both are trying to ram each ramming factor, except that it should be reduced by a proportion
other, the chance of success is automatic; skip to the next head­ equal to the number of entire structure blocks which are missing.
ing. For example, a capital ship (which has five blocks— forward, aft,
Roll a single d20. O n a roll of 13-20, the ram is successful. port, starboard, and primary) would reduce the ramming factor
The following modifiers are available, and all are cumulative: by 20% if it were missing its forward structure. Round fractions of
0.5 or more up when making this calculation.
When the ram occurs, roll one d20 and consult the chart
below (all damage is scored in raking mode). If the ramming ship
moved into the target's hex front-first, with initiative, add + 1 . If
the two ships are head-to-head, add + 1 . These modifiers are
R am T a b le cumulative.

+ 2 if ta rg e t is a capital ship and ram m er


is a HCV o r m edium ship.
+ 4 if ta rg e t is a a ship and ra m m e r is a
fig h te r R am R esult: T a b le
+ 6 if th e ta rg e t is o f Enormous size
+ 6 if ram m ing un it is o f Enormous size 1-6: G lancing Blow. Each ship takes 25% o f
-1-1 if ta rg e t is moving speed 4 o r 5 th e other's ram m ing factor.
+ 2 if ta rg e t is moving speed 2 o r 3 7 -12: M oderate Hit. Each ship takes 50% o f
+ 3 if ta rg e t is moving speed 1 th e other's ram m ing factor.
+ 5 if ta rg e t is not moving 13-16: Solid Blow. Each ship takes 75% o f the
-2 if th e ram m ing ship is la rg e r th a n the ta rg e t other's ram m ing factor.
-1 fo r every 5 points o f speed (or fra ctio n o f 5) 17-20: Perfect Shot. Each ship takes th e full
th a t the ta rg e t is moving over speed 5 ram m ing factor.
-1 fo r every level o f jinking ta rg e t is using Note: Round fractions up in all cases.

R e s u lt s o f t h e Ram IShip v s . 5hip)


O n the datacard of each ship control sheet, ships are as­
signed a ramming factor. This factor is based, in part, on the
amount of structure on the ship, as well as its basic profile and
sturdiness when making or absorbing a ram. It is this value that
will be used to determine the damage caused when you ram (and

TM & © 1999 W arner Bros. 65


R e s u lts o f th e Ram (F ig h te r/ what counterproductive.
Ramming often results in the destruction of both units. W hile
S h u t t l e v s . S h ip )
it might seem that a heavy fighter would wish to ram light fighters,
Fighters and shuttles also have a ramming factor shown on
as his own greater mass would give him an advantage, there is a
their datacard. As with ships, this represents the amount of dam ­
significant chance that even a light fighter might (on a high roll)
age they can hope to cause when ramming. Reduce this value by
destroy the heavy one— and even if it doesn't, it will cause more
1 for each point of damage the fighter has suffered.
damage than the heavy fighter might be willing to accept.
Roll the ramming attack using the same chart shown in the
previous section (Ship vs. Ship), with a further +1 bonus due to
the maneuverability of the ramming unit. Note, however, that re­
gardless of the effect on the target ship, the fighter or shuttle is
automatically destroyed. The pilot may not eject; even if he did,
his velocity would carry him into the ship, with deadly results.
Note that when a flight rams a ship, each fighter or shuttle
makes the ramming attempt separately. Thus, it is possible for
some of the fighters to ram while others miss the target and con­
tinue past it.

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

66 TM & © 1999 W arner Bros.


T h e E a rth A llia n c e H e a v y L a s e r C an n on

B ack gro u n d

The Earth Alliance is made up of over two dozen worlds plus


associated colonies and outposts. W hile one of the youngest races
amongst the stars, they have grown to become one of the most
powerful. Their numerous colonies and other interests are all pro­ The heavy laser cannon is the prim ary heavy w eapon used by EarthForce ships.
tected by one of the largest fleets in known space, a space navy It is capable o f d a m a g in g m ultiple systems in a single shot due to
its high da m a g e yield and raking m ode. The m a jo r disadvantage o f the heavy
exceeded in size and strength only by that of the Minbari, the laser is its low rate o f fire (once every fo u r turns).
Centauri, and a handful of other middle-born races. This is a laser-class w eapon and can fire in raking or sustained mode.

Recent events have brought the great Earth Alliance to the


edge of the abyss and back again. Following the rise to power of
President Clark, a rebel movement, headed by Babylon 5, rose up
and struck back at his dictatorial government, eventually leading M e d iu m L a s e r C a n n o n
to independence for many of the colonies and Babylon 5 itself. T h e m e d iu m la s e r is a n a v e r a g e - s iz e d w e a p o n
a p p ro x im a te ly e q u a l in stre n g th to th e m e d iu m
W hile Earth is still trying to recover from the civil war, their com­ p la s m a c a n n o n a n d p u ls e c a n n o n . T h o u g h it la c k s th e p u n c h
o f th e h e a v y la s e r, it c a n b e a r m e d m o re swiftly.
mitment to the new Interstellar Alliance shows they are making a It w a s o r ig in a lly u s e d b y th e D iig a r d u rin g th e ir

true effort to rebound from the xenophobia and paranoia that in v a s io n , a n d w a s la te r c o p ie d b y o th e r r a c e s .


This is a loser-class w eapon a n d can fire in raking m ode only.
ran rampant during Clark's regime.

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.

TM & © 1999 W arner Bros. 67


M ed iu m P u ls e C an n o n M is s ile R ac k
M issile racks are fo u n d only on o ld e r Earth ships, as newer
Usually called sim ply the pulse cannon, classes tend to eschew them in fa vo r o f energy-based guns that
this is a m edium -strength version o f this w eapon class. It is d o n 't require constant re arm ing.
basically the same in all respects as the heavy pulse cannon, Missile racks can launch on e missile ever tw o turns, a t the start of
save fo r its range and da m age , both o f w hich are lower. the turn, before m ovem ent (see the Sequence o f Play fo r the exact
This is a parfic/e-class w eapon and tim ing). The firing player m ust choose a target at the tim e o f
scores dam age in standard mode. launch, and this target m ust be announced. The firin g ship must
have clear lin e -o f-sig h t b u t no lock-on is required.
Place a counter in the launching hex, and use that position to
determ ine the direction o f fire a n d the ra nge to the target. O th e r
than this, the missile m akes its attack like any other w eapon (at the
b e ginning o f the W eapons Fire Step), a n d is affected by EW norm ally. Missiles have
a preset EW rating and gain no benefit fro m the launching ships OEW. Basic
Laser/Pulst? A r r a »| missiles in this product have an O EW bonus o f 3 against all targets. O th e r missiles
T h e la s e r /p u ls e a r r a y , o r LPA, is a d o u b le w e a p o n r o u n d o n w ill have differing O EW bonuses as described w ith th a t missile type. The missiles
s o m e E a rth s h ip s . It w a s d e s ig n e d f o r fle x ib ility , a llo w in g th e s h ip 's
c a p t a in t o c h o o s e w h ic h w e a p o n ( la s e r o r p u ls e ) w a s n e e d e d f o r a used by the rack can be o f a nu m ber o f various types, a ltho ugh o n ly a sim ple
g iv e n s it u a t io n . H o w e v e r, th e w e a p o n s y ste m is e x tr e m e ly d if f ic u lt to da m age -cau sin g variety is described in this product. The basic m issile scores 20
m a in t a in , s in c e it e ffe c tiv e ly re q u ir e s th e s p a r e p a r ts o f tw o
w e a p o n s in a s in g le h o u s in g . T h e m a in te n a n c e n ig h t m a r e s c a u s e d points o f d a m age when it hits, ail o f it in standard m ode. This missile also has a
b y th is p r o b le m m e a n t it w a s s u ita b le o n l y f o r use o n s p e c ia lty m axim um launch ra nge o f 15 hexes at the tim e o f launch and a m ax range
v e ssels. W a r s h ip s w h ic h m o u n t th e s e a r r a y s te n d to u se n o o th e r
h e a v y w e a p o n s a t a ll ju s t r o w a f t e r r o w o f LPAs. T h e b e s t e x a m p le three times th a t (or 4 5 hexes).
o f th is is th e N o v a D r e a d n o u g h t . T h e la s e r /p u ls e a r r a y c a n f ir e as Missiles com e in a lim ited supply. Missile racks com e in various sizes, but the
e ith e r a m e d iu m la s e r o r a m e d iu m p u ls e c a n n o n ( b u t n o t b o t h a t th e s a m e tim e ) .
T h is d e c is io n is m a d e w h e n w e a p o n s f i r e a llo c a tio n s a r e d e t e r m in e d (i.e ., a t th e standard launcher shown here carries 2 0 missiles w hen full. As each missile is
s a m e tim e y o u a r e c h o o s in g ta r g e ts f o r y o u r g u n s ). T h e m o d e in w h ic h it w a s u sed launched, check o ff a box on the tra ck provided on the control sheet, an d w hen the
d u r in g th e p r e v io u s s h o t d o e s n 't a ffe c t th e c u r r e n t s h o t, s o y o u c o u ld in th e o r y use
it in p u ls e m o d e e v e r y t im e it fi r e d d u r i n g th e s c e n a r io . T h e w e a p o n h a s a d u a l rack is em pty, no m ore missiles can be used. Missiles cannot be transferred between
r e c h a r g e r a tin g . It h a s a r a te o f f i r e o f 2 i f fi r e d a s a p u ls e w e a p o n a n d a RoF o f 3 if racks du ring a scenario. N ote th a t du ring a typical ga m e, you w o n 't use 2 0 missiles,
fir e d a s a la s e r. If th e w e a p o n f i r e d o n tu r n o n e it c o u ld th e n f ir e o n tu r n 3 a s a
m e d iu m p u ls e c a n n o n o r o n tu r n A a s a m e d iu m laser. but this could have m eaning in a ca m p a ig n o r series o f inter-connected battles.
/ / used as a medium laser, this is a laser-class weapon scoring damage in raking Some scenarios m ig h t also specify that one o r m ore racks are em pty o r pa rtially
mode.
If used as a medium pulse cannon, it is a particle weapon scoring damage in empty.
Gtnndard mode_ If a missile rack takes d a m a g e o r is destroyed, the missiles it contains a re usually
unaffected (they are stored in a protected m a g a z in e deeper in the ship). However,
because o f this m agazine, missile racks are subject to a special critical hit. Use the
usual w eap on critical cha rt— even if the rack has been destroyed d u ring the
turn— but if a natural "2 0 " is ro lle d on the die, the ra ck's m agazine has been hit and
the detonators explode in a chain reaction! This has the follo w in g effects. First, count
the nu m ber o f missiles still in the rack, m u ltiply this by the ir w arh ead strength (20 fo r
basic missiles), and divide by 4. This determ ines the m a g a z in e p o te n tia l o f the
S t a n d a r d P a r t ic le B e a m explosion. Next, m a rk the rack (and all its missiles) destroyed. Then, a p p ly the
m agazine potential as a ra kin g volley ag ainst the side o f the ship w hich supported
The standard particle beam is EarthForce's p rim a ry light the missile rack. N orm a l a rm o r w ill affect this d a m a g e norm ally, but shields a n d the
ad aptive po rtion o f ad aptive a rm o r w o n 't apply. Example: A n EarthForce O lym pus
w eapon. Intended fo r use against fighters. Its ra nge is also
C orvette takes a hit on its p o rt side missile rack and a natural " 2 0 " is scored as its
relatively short, m eaning th a t heavier shipb oard w eapons will
critical hit. There are 12 missiles still in the rack, all o f them basic missiles. The
engage before these are in effective range. Some captains prefer missile rack and all its missiles w ould be im m e dia tely be m a rked destroyed. The
to use these beams fo r interception duties, though they are not m agazine potential is 6 0 points, resulting in one ra kin g volley consisting o f six 10-
very effective in this role. The standard particle beam is m ore p o in t sub-volleys, all scored against the a ft side. N ote tha t since this da m a g e is all
d a m a g in g than the C entauri twin array, bu t has a low er rate of being caused d u ring the C ritical Hit Segm ent o f the SP, it can generate a d d itio n a l
fire. critical hit checks after the explosion da m a g e is recorded. Thus it is possible to have
This is a particle-class w eapon and scores dam age in standard to m ake tw o critical hit rolls against a single system in a single turn. If the da m age
fro m an exploding missile rack should cause an o th e r rack to detonate, even m ore
mode.
critical rolls can result.
Missiles are a ballistic-class w eapon, a n d score dam age in stan dard m ode unless
no ted otherwise.

68 TM & © 1 999 W arner Bros.


G a t lin g P u ls e C an n o n In t e r c e p t o r (M a r k I & M a rk II)
Earth has the distinction o f being one o f the few races to
em ploy w eapons dedicated specifically to an interception role.
These weapons are highly effective at deflecting som e o r all o f an
incom ing shot, as reflected by the ir high intercept rating. There
are three types seen to date, the o rig in a l Prototype version (not
seen in this product) w ith a defense rating o f -2 , the im proved
M a rk I, w hich has a rating o f -3, an d the newer M a rk II, w ith an
advanced defense rating o f -4.
In ad ditio n to their no rm al use as defensive w eapons,
interceptors also generate an e n e rg y w e b (sim ilar to shields)
Also known as the g a tlin g c a n n o n o r g a tlin g g u n , this is a new developm ent in which surrounds the ship. This w eb reduces the ship's defensive
fig h te r arm am e nt, and appears only on Thunderbolts. It fires a burst o f pulses in a rating in all directions covered by the arcs o f active (and undestroyed) interceptors.
n a rro w field, all o f them a t a single target. U nlike m ost pulse w eapons, it cannot hit Thus, any ship equipped w ith interceptors will have tw o defense ratings fo r each
m u ltiple fighters in a hex, but will target only one o f them (of the target player's direction The first o f these is in force only if there are no active interceptors which
choice). This means tha t Thunderbolts have a g o o d chance o f destroying any enemy bear on the incom ing fire. If, on the other hand, there is at least one interceptor
fig h te r they hit— even the heaviest V orlon fighters an d can potentially blow through facing the a p p ro a ch in g shot, the second rating (in parenthesis) is used instead. Note
even the heaviest ship arm or. that the second, interceptor-enhanced defense rating affects all w eapons, even
lasers! Note: This does N O T m ean that an interceptor can fire defensively against
This is a particle-class w eapon which does dam age in standard mode. lasers. The energy w eb is a passive defense, like a w eaker variety o f shield, whereas
defensive fire is an active defense.
Interceptors can be set to offe n sive m o d e , in w hich they are em ployed strictly as
weapons to shoot a t shuttles o r fighters (in fact, they are not perm itted to fire at
anything larger than fighters o r shuttles, nor can they be used fo r defensive fire w hile
M e d iu m P la s m a C an n o n in this mode). This is a job a t w hich interceptors excel, as they rarely miss a fighte r at
close range, as reflected by a high fire control rating against fighters and shuttles
(although the ra nge penalty is quite severe). Even if interceptors are used in offensive
m ode, the ship is still protected by the energy w eb, as described previously.
C han ging to offensive m ode (or back to defensive m ode) requires one full turn,
d u ring which the interceptors on the ship th a t are changing modes are unavailable
fo r use, tho ugh the energy w eb is not switched off. You must still pow er the
interceptors w hile this switch is being m ade, and the interceptors w ill have no effect
on com bat d u ring th a t turn (though they could be destroyed by dam age). N o t all
interceptors on the ship must share the sam e m ode a t any given tim e. It is perm itted
to operate som e o f them in defensive m ode w hile others are in offensive m ode, fo r
exam ple. N ote: If the energy web is switched off, this is obvious to everyone in the
S im ilar in nature to the N arn heavy plasm a cannon, this w eapon is basically a scenario, and m ust be announced.
m edium -strength version o f it (and is usually referred to as sim ply a plasm a cannon). Interceptors are particle-class w eapons and score dam age in standard mode.
M uch like its heavier cousin, the plasm a can non is very effective at close ranges
but quickly loses its punch as it cools off. As it tends to move tow ards its target slowly,
it can be m ore easily avoided by fighters an d shuttles and suffers a significant fire
control penalty against such units.
This is a plasm a-class w eapon a n d fires in standard mode only.

TM & © 1 999 W arner Bros. 69


R a ilg u n EarthForce

The Earth Alliance's military is known as EarthForce. EarthForce


consists of two main branches, the Navy and the G round Army.
Due in part to the two major wars which Earth has fought in the
last 35 years, EarthForce personnel are among the most highly
skilled military in service. They are given access to the most ad ­
vanced equipment, all of which is maintained with vigor. EarthForce
The railgun is an old e r w eapon which fires chunks o f metal a t hyper-velocities ships may look clumsy but no one will argue with their capabili­
tow ards a target. Though cap able o f do in g significant da m age , the difficulties of ties.
supplying the gun caused headaches w ithin EarthForce, and the system was phased
out in newer ship designs.
EarthForce employs a wide variety of ships, from small cutters
For m ost scenarios, the a m o u n t o f am m unition a va ilable fo r railguns w ill not be a to well-known O m ega Destroyers, all the way up to huge fleet
problem , as ra ilgun a m m o can be carried in greater quantities than missiles. Thus,
carriers capable of launching nearly 100 fighters into the fray.
there is no need to tra ck am m unition quantities on the control sheet. There m ay be
scenarios which provide a lim ited num ber o f shots fo r each ra ilg u n , however, in Most EA ships are heavily armed for ships of their size and can
w hich case you can assume th a t all railguns on the ship draw fro m the sam e supply. easily take on most other races' equivalent vessels. The one major
As soon as th a t supply runs out, all railguns will be useless, and should p robab ly be
shut dow n and their pow er used elsewhere. weakness in Earth ships is their maneuverability (or lack thereof).
This is a m atter-class w eapon and scores da m age in stan dard mode. It has been said more than once that piloting an Earth cruiser is
similar to trying to pilot a cast iron tub full of water.
In its quest to match its forces with current technology levels
across known space, EarthForce has adopted an aggressive up­
grade program for its vessels, including within their designs the
capability for future improvements. When an Earth ship class is
refitted, it is referred to as a new. model, with G reek letters repre­
senting the various model categories. Thus, the first of a given
class is the Alpha model, the second Beta, then G am m a, Delta,
and so on. Not all of these models work out as planned, so some­
times a given model letter might seem to be skipped or ignored
when in fact the prototype simply didn't function and was scrapped
or converted. O n the control sheets for all Earth ships, the refit
model will be noted next to the ship title above the datacard. W hile
this product includes only the most typical of the common ship
models, detailed explanations of others will appear in the Earth
Wars supplement and other products.

70 TM & © 1999 W arner Bros.


O m ega D estro y er

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).

IM & <© l y y y W arner Bros.


N ov a D re a d n o u gh t

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.

fM & © 1999 W arner Bros. 73


O ly m p u s C o r v e t t e

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.

T'M'X © i v y 9 W arner Bros. 75


T h u n d e r b o lt F ig h t e r

The newest tighter operated by EarthForce, the Thunder­


bolt, or T-bolt, is EA's attempt to solve the atmospheric opera­
tions problem of the Starfury and simultaneously produce the most
advanced fighter seen among the younger races. The Alliance may have
succeeded in both counts, though this is still a matter of debate.
The Thunderbolt is as fast as a Minbari Nial and just as heavily armed, sporting a single
gatling pulse cannon capable of blowing nearly any fighter out of space in a single shot.
Although this gun can do tremendous damage, the maximum it can score is less than that of
the Starfury's two uni-pulse cannons, meaning the Aurora is still preferred in some cases.
The Thunderbolt is, however, superior to the Fury in nearly every other statistic.
Thunderbolts can carry up to six missiles and can launch up to two at a time during a
turn, if desired, although both must be at the same target. The cost of missiles is not
increased because of this ability, but is built into the fighter's capabilities.
The Thunderbolt is somewhat largerthan a Starfury, meaning it takes up more space in
hangar bay than most Earth ships are used to supporting. Because of this, Hyperions and
Novas (and other old ships) may not be outfitted with Thunderbolts.
Thunderbolts can carry an optional navigator, who also acts as a backup pilot and
scanner operator. If this is done, the fighter receives an initiative bonus of + 1 , and can guide
missiles towards one target while the fighter itself engages another unit. The cost for this
addition is 10 Combat Points perfighter, and each fighter in the flight must use one in order
the flight to benefit. If a navigator is used, his presence is obvious (and must be an­
nounced) due to the visible combat effects.

76 TM & © 1999 W arner Bros.


M o le c u la r P u ls a r
T h e M in b a r i F e d e r a t io n Encouraged by exam inations o f captured pulse guns operated by
the younger races, the M inb ari developed the ir ow n pulse cannon
p rio r to the Earth-M inbari War, refitting a few Sharlin-class cruisers
O f th e younger races, the M inbari are one of the oldest, and (not found in this product) to test the ir prototypes. Since these guns
have been among the stars for over 1,000 years. They are also replaced the m ore effective and long er-rang ed neutron cannons,
however, they did no t prove popular. The M inb ari shelved the
considered the most powerful younger race, a fact which no one project (their first w eapons developm ent effort in over a century) at
doubts. Their majestic w ar cruisers invoke both awe and terror in that point, as they had little need to develop a brand-new ship
class just to em ploy this technology.
those who see one, a common trait of all M inbari designs. The im pe nding Shadow W ar changed this, however. The W hite
The M inbari Federation is ruled by a council of nine individu­ Star prototype proved incapable o f m ounting m ore tha n one
im proved neutron laser, and the M inb ari had need o f a w eapon
als '{three from each caste— Warrior, W orker and Religious). This th a t was m ore pow erful than the fusion cannon if they hoped to
m ount a serious effort against Shadow ships. The m o le cula r pulsar
is known as the Grey Council. The Earth Alliance's unprovoked
was fou nd to be the ideal choice, as it easily fit on the w ings o f the
attack on the G re y Council's flagship was the spark that touched W hite Star. The pulsar is fo u n d on few other M inb ari ships,
however.
off the Earfh-Minbari W ar, and only the discovery that Human
The pulse g rouping ra nge fo r this w eapon is 3, not the tra ditio nal
and M inbari were inextricably linked saved the Alliance from total 4 o f other pulse weapons. It also has a m axim um o f 7 pulses
instead o f the no rm al 6 o f other pulse w eapons. This w eapon
destruction. Some years later, the Grey Council was sundered,
m ay also utilize a ra p id fire m ode. In this m ode, the gun m ay fire
a n d this ultimately led to a short-lived civil war between the War- every turn, but has a m axim um o f 3 pulses that m ay hit (roll ld 3 )
w ith no volley count bonus whatsoever.
rior and Religious castes. In the end, the civil war ended when the
This is m olecular w eapon a n d fires in standard mode.
W orker caste was given a majority rule on the Council, thus en-
suring the other castes could never again achieve dominance over
each other,

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.

78 TM & © 1999 W arner Bros.


M inbari M ilitary
The M inbari military is manned largely by the W arrior caste,
although members of both the Religious and W orker castes also
serve within the military ranks. All three castes control a portion of
the fleet in order to prevent one from having total power, and
each of the three castes have a say in the use of the fleet (through
their representative in the Grey Council).
During a battle, the M inbari W arleader controls the fleet from
a holographic chamber which allows him or her to view the fight
as if he or she were floating in space (or over the battlefield in the
case of ground battles). All the W arleader needs to do is speak,
and his orders will be heard by whoever needs to hear them. This
gives the M inbari fleets an advantage in any engagement. All
M inbari ships always receive a +1 to initiative, which is included
in the Initiative Bonus statistic on the ship or fighter datacard.
The M inbari are not given to great changes, and most of the
ships they operate are centuries— or even millennia— old. As they
are an efficient people, they tend to build new ships only when
they are needed, and when the need is done, they preserve them
carefully, keeping them ready for reactivation. When new tech­
nologies are developed (which is rare), they are integrated into
existing ships very quickly. With the exception of the W hite Star
class, which was built in cooperation with the Vorlons, there have
been few changes to M inbari vessels for several hundred years.

TM & © 1999 W arner Bros. 79


Sharlin Warcruiser

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.

80 TM & © 1999 W arner Bros.


T in a s h i F r ig a t e

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.

T M & © 1999 W arner Bros. 81


W h it e S t a r

The W hite Star is the latest development in warship construction, a


fusion of Minbari and Vorlon technologies. It is an agile medium ship,
capable of incredible feats of maneuver and able to deal out surprising
amounts of damage. Some consider it the ultimate warship, despite its
small size. O riginally intended for use during the Shadow War, it now
operates in the service of the Interstellar Alliance.
The W hite Star is the only ship in this product which is agile, and is
also the only one with shields and adaptive armor. In addition to these
abilities, which make it very tough to hit and damage with weapons, it is
also heavily armed, with enough molecular pulse cannons to easily rip
apart enemy ships. It is atmospheric-capable and uses a gravitic drive
system._________________________________________________________________

82 TM & © 1999 W arner Bros.


IXIial H e a v y F ig h te r

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.

TM & © 1999 W arner Bros. 83


Twin P a r t ic le A r r a y
T h e C e n t a u r i R e p u b li c The tw in particle array (usually just called the tw in array) is actually
tw o particle beams housed together. Either o r both o f these guns
A one-time vast empire, the Centauri Republic is but a shadow m ay fire in any turn, and each makes its to -h it and dam age
of its former self. For over one hundred years the Centauri con­ location roll separately. The twin array's p rim a ry duty is defense
against incom ing fighters, o r in defensive m ode against heavy
trolled a vast portion of space, and only the M inbari Federation
w eapons fire, as the tw in array is a relatively short-ranged w eapon.
offered any m ajor threat to the Republic's security— the Vorlons The tw in array can fire either o r both o f its tw o w eapons
were unknown at that time. However, as with what happens to defensively. If it intercepts w ith one shot, it can fire the other shot
offensively (if desired). If both shots fire against the sam e incom ing
many large empires, internal bickering eventually led to the de­ shot, they suffer intercept de gra d a tio n just like any other w eapons
cline of the Republic's power. w ould do in the sam e situation.
W hen rolling fo r critical hits against a tw in array, use the norm al
Even in its diminished state, the Centauri Republic is still a w eapon chart except that any result o f 2 0 or greater results in a
force to be reckoned with. Boasting a large and powerful navy, special critical. In this case, one o f the tw o guns o f the twin a rray is
destroyed, and only the rem aining one is ava ilable thereafter.
they can project their will across known space. W hile in the past (N ote: O th e r critical hits scored on the tw in array turret affect both
they have been reluctant to do so, more recently they have shown o f its guns equally.) If this critical is scored twice on the same twin
array, it is considered com pletely destroyed.
more aggressive tendencies. Among these are their recent forays
This is a particle-class w eapon w hich scores dam age in standard
into League of Non-Aligned Worlds space under the pretense of mode.
creating a "buffer zone" for protection from possible attacks by
— — — -----------------

Narn sympathizers and other threats to security. P la s m a A c c e le r a to r

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.

84 TM & © 1999 W arner Bros.


B a llis t ic T o rp e d o L ig h t P a r t ic le Gun
The ballistic torp e d o fires an energy w eapon housed in a metallic This is a very sm all particle w eapon operated strictly by C entauri
shell. It operates much like a missile, but because its w arh ead is fighters. W hile an efficient w eapon well suited fo r the sm all, speed)
created on de m and by the energy w eapon system, its fighters the C entauri use, it does no t cause very much da m age when it
am m unition does not need to be tracked (the shells can be stored hits.
by the hundreds w ith little difficulty). In a d d itio n , there is no These are p a rtid e -d a s s w eapons which score dam age in standard
mode.
m agazine, so there is no risk o f a catastrophic critical hit to the
ship.
A ballistic torped o launcher can hold up to six shots a t once,
C en tau ri M ilitary
and can launch any o r all o f them du ring any turn. Each one The Centauri Republic's military is one unified force rather
must be fire d at a different unit, however. Typically, the ship fires
than distinct services which specialize in a particular role. It falls
a spread at a cluster o f enem y vessels o r a flig h t o f fighters.
A gainst flights, the torpedoes w ill au tom a tica lly select different under the direct command of the Centaurum, which acts under
fighters-the sam e fig h te r will never be hit by tw o torpedoes from the advisement of the Emperor. Though reluctant to use this force
the sam e launcher in the sam e turn, and if there aren't enough
fighters in the flig h t, som e o f the torpedoes w ill miss. of arms in the past, the Centauri military has seen extensive ac­
As long as the w eapon is powered and undestroyed, one tion recently, both in the war with the Narn Regime and its cam­
ballistic torped o will be created w ithin it every turn (hence it is
listed as having a ROF o f 1 per turn). Thus, after six turns, an
paign to create a buffer zone for the Republic's security.
em pty one w ill have been com pletely refilled. O nce full, new The Centauri Republic fields a large navy capable of exerting
torpedoes will not be generated until at least one o f them has its influence in most parts of known space. The Republic takes
been launched a n d a "free slot” opens up. If the w eapon is ever
deactivated, all torpedoes w ithin it are de-energized an d lost. great pains to make certain that the Navy is outfitted with the
Unless otherwise noted, the w eapon is considered fully arm ed newest and most advanced pieces of equipment. Centauri sen­
(with six torpedoes) a t the start o f any scenario!
sors are known to be among the best in the Galaxy, bettered only
As with most ballistic w eapons, ballistic torpedoes are launched
during the M ovem ent Step o f the C o m b a t Sequence. Targets by M inbari sensors and perhaps those of the Vorlons.
m ust be announced at this time.
These are ballistic-class weapons w hich score dam age in

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.

TM & © 1999 W arner Bros. 85


Primus Battlecruiser

____
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

The Demos is a brand-new design incorporating a number of major


changes into the Vorchan's basic framework. In addition to a basic in­
crease in size and hull capacity, the Demos upgrades the older twin ar­
rays to the newer heavy arrays and adds a ballistic torpedo launcher.
There are a number of other variants of this ship, including some with
unique armaments, as well as support versions with specialized equip-
ment (such as tractor beams). These will appear in future products.

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.

90 TM & © 1999 W arner Bros.


E n e rg y M in e H e a v y P la s m a C an n on
W hen the Narns set o u t to b u ild the ir own ships fo r the first tim e,
they experim ented with a num ber o f w eapon types, including
those designed w ith easily ava ila b le plasm a technology. The
heavy plasm a cannon, capable o f a delivering devastating
a m ount o f dam age, was the ir first choice a m ong such w eapons.
After installing if on the TLoth and a few other ships, however,
they discovered its ra nge lim itations, w hich did not mesh well w ith
the ir recent developem ents w ith energy mines. Seeking to
develop a fleet w hich could fig h t well a t extreme ranges, the
Narns phased ou t heavy plasm a cannons w here possible. It still
A w eapon created by N arn engineers, the energy m ine is designed to da m age rem ains on a few classes, including the T'Loth in this product.
o r destroy incom ing fighters a n d ships before they get w ithin norm a! This is a plasm a class w eapon a n d scores dam age in standard
firing range. Protons and an ti-pro tons are intrduced together w ithin a stasis field.
_____________ mode.
This field degrades a t a pre-determ ined rate, de pend ent upon the distance
fhe w eapon is being fired . W hen it fully degrades, the protons and an ti-pro tons collide,
causing an explosion which covers a large volum e o f space. O ccassionally the P a ir e d P a r t ic le Gun
stasis field is not properly tuned and degrades im properly, causing the m ine
to im p lo d e in on itself harm lessly o r scatter in un pred ica tble directions. This w eapon is no rm a lly operated o n ly on heavy fighters, such as
Energy mines are ballistic w eapons, but do no t target a specific unit. Instead, they are the Frazi. W hile sim ila r to the lig ht particle guns operated by the
aim ed a t a hex on the m ap. The launching playe r secretly writes dow n the target hex, C entauri, the paired gu n (also called the m edium particle gun) is
which can be anywhere w ithin the w eapon's arc and w ithin 5 0 hexes. As with most cap able o f scoring fa r m ore da m age w ith each o f its shots.
ballistic w eapons, it is launched du ring the M ovem ent Step o f the C o m b a t Sequence, However, it is bu lkier and is unsuitable to any chassis sm aller than
but rolls to hit during the W eapons Fire Step. a heavy fighter.
The w eapon's target hex is not revealed to the o p pone nt until the roll fo r success is This is a pulse-class w eapon which scores dam age in
m ade. To determ ine if it hits, reveal the target hex and roll a d 2 0 . O n a 15 stan dard mode.
o r less it has hit the hex. If it misses, roll a d l 0. O n a 1 -6 it scatters in the indicated
direction (with 1 the to p o f the map) d5 hexes. O n a 7 -1 0 the m ine fizzles w ith no IMarn M i l i t a r y
effect. It can never scatter m ore than the distance fired.
D am age fo r an energy m ine is tw o num bers separated by a slash. The first num ber The Narn military is made up of three distinct branches, each
is the d a m a g e do ne to all targets (even friendly) in the hex it hits. The second is the
with its own specialty.
da m a g e done to targets in the surrounding hexes. Enourmous units only take
ha lf d a m age fro m an energy m ine attack as th e ir sup erior construction allow s them The first branch is the Narn Naval Arm. The Navy is generally
to better shunt o ff the dam age.
considered the most honorable and prestigious section of the m ili­
To determ ine the arc the da m a g e is ap p lie d to, assume the energy m ine is
firin g a t the target fro m its explosion hex. If it is in the sam e hex as a target, use the tary, and is generally the one most relied upon by the Kha'ri for
hex the m ine was fired fro m to determ ine the direction o f fire.
expansion and enforcement of policies.
This is a ballistic-class w eapon th a t does dam age in Hash m ode (with no 25% bonus).
To fulfill its mission, the N am Navy uses a number of different
ship designs. Some of these vessels are designed with specific
Light: P u ls e C an n o n operations in mind, while others are workhorses capable of fulfill­
ing several different mission roles. They range in size from small
This is the weakest o f the pulse w eapons, used no rm ally in an
an ti-fig h te r role. Like the m edium and heavy pulse cannons, it personal shuttles to huge dreadnoughts with enough firepower to
fires a series o f short bursts tow ards its target, to a m a xim um of
reduce large cities to rubble in a matter of hours. W hile the bulk of
six hits. Though its da m age yield is low, its a b ility to fire ra pidly
makes it a capable defensive gun. Narn ships and other units appear in the W ar of Retribution supple­
This is a particle-class w eapon w hich scores dam age in
standard mode.
ment, four are provided herein.

TM & © 1 999 W arner Bros. 91


G’Q u a n H e a v y C ru is e r

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.

92 TM & © 1999 W arner Bros.


T’Loth A ss a u lt Cruiser

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.

94 TM & © 1999 W arner Bros.


A fte rw a rd : S p e c ia l T h a n k s
D e s ig n e r ’s M o te s We'd like to take a moment to add some special thanks to the
following people or groups:
The S e c o n d E d itio n • To Lauren G oldm an and Michelle Sucillion at W arner Bros.
This is the second edition of B5W. W hy a second edition, and Consumer Products for all their help and putting up with our end­
why so soon? First and foremost, a number of new technologies less stream of requests.
and ships were introduced during the fourth and fifth seasons of • To Fiona Avery, the B5 Continuity Editor, for her tireless work
Babylon 5, resulting in the need for basic core rules which cover in keeping the Babylon 5 Universe a consistent one across all
those situations. In addition, a number of adjustments to existing game systems and other licensed products.
rules have been made which smooth game play and clear up • To those fans who participated in the B5W M ailing List on
inconsistencies. Finally, several new units have been added to the the Internet (you know who you are), who helped develop new
core rules set which round out the basic fleets of each of the m a­ rules and smooth out problems throughout 1998.
jor races. In fact, every ship from the m ajor races which played a • To J. Michael Straczysnki for creating this wonderful uni­
part in Babylon 5's five season run are represented herein! verse for us to set our game in!
• The Babylon 5 Modelers Guild and the participating artists
P ro d u c t: C r e d it s who allowed us the use of their models and artwork.
Rulebook Written By Bruce G raw & Robert Glass
Second Edition Editor Bruce Graw, Jeff Smith, Dan O 'C o n n o r H o w t:o C o n ta c t AOG
Cover Artist M ark Kane A O G can be reached from a variety of sources:
Internal Artist Steve W ils o n , M a rk Kane, A le xa n d e r Postal M ail: Send to A O G , 7672 McEwen Road, Dayton O H
Shareef, Robert Glass, Brian Sierra, Jubilee, Conor Clancy Craig 4 5 4 2 4 , USA. Be sure to read the submission guidelines on the
Condu, Lee Hutchison next page before you mail. Include a self-addressed, stamped en­
Fighter Miniatures Sculptor Behrle Hubbuch velope if you would like a reply. Registered mail will not be ac­
C olor Counters Designed By Robert Glass cepted.
Electronic M ail: Send to agentl@ agentsofgam ing.com (E-
P l a y t e s t e r C o n t r ib u t i o n s mail is treated as a regular mail submission for purposes of the
submission guidelines which follow).
The Playtesting Horde (In-House Playtesters): Dan "Rogue"
O'Connor, Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith, World W ide Web: http://www.agentsofgaming.com is the lo­
cation of our web page, on which can be found product updates,
Evan Moloney, Tom Miller, Stefan Turner, Dave McFarland, Dan
Ryan. sample and playtest material, and the latest news on B5WI
Official Food Taster: Pete Reese
S u b m is s io n G u id e lin e s
From time to time, players like yourself might wish to submit
material for B5W, such as ship designs, races, scenarios, weap­ C o p y rig h t: I n f o r m a t i o n
ons, technologies, product concepts, art, and the like. These fall B a b y l o n 5 W ars , the B5W Core Rules, and the B5W Boxed Set

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.

Hit Location Charts Weapon Number


Indicates on which rolls Each weapon has its own
various system s will be unique number, so you can easily
A D A PTIV E A RM O R: 3
destroyed by incoming damage. Weapon Type Available Assigned record which ones are shut down
Capital ships will also have for extra power.
a side hit chart.
Ship Sides
S E N S O R DATA Indicates the sides
Adaptive Armor Record D efensive EW I

of the ship, for u se with


Used only on ships with this
various rules. The lines
type of armor. Record the weapon
indicate, a s appropriate,
type, the amount of "released "
where ship sections begin
arm or points, and the amount
ICON RECOGNITION and end.
assigned tD block such hits. L-J Thruster/

Sensor D ata- Firing Arc Display


COMBAT FLYERS
Cost: 80 Defense: 9/7 Show s the firing arcs of
Each turn, record your use of Thrust: 10 OHense: +4
Armor: 1 Initiative: +10 weapons or the protection
EW in this box. Two Light Fusion Cannons:
Rate of Fire: 1 par turn
Range Penalty: -2 per hex
arcs of shields. Also determines
Jammer
Damage: ldS+4 per gun
Firing Arcs: # l ^ b #2
the direction from which
Sensor Strength' such system s can be hit by
Shows how much EW is incoming fire.
produced each turn by
this sensor system.

Icon Engine Power


Icon Recognition Chart Displays how much
Represents a ship system, Shuttle Info
Used to identify which icons free thrust is produced Displays stats for shuttles.
in this case, a thruster.
represent which system s until by this engine. Som e shuttles are unarmed,
you've learned to recognize Armor but ones on Minbari vessels
them at a glance. Values inside circles can be arm ed—these are the
represent arm or on the Combat Flyers. To use one,
Copyright Notice
Silhouette appropriate system . pay the cost shown, and use
You can m ake copies of this
Represents the basic sheet for personal use, but the stats in this box. If you
shape of the ship. cannot distribute them or pay no points, your Flyers
repost them (on the Internet, are unarmed, but otherwise
for example). use the stats shown here.
Version 3: 2E/SF Name: ______________ Counter: ____________

EA Omega Destroyer (Alpha Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 16 (12) Heavy Laser Cannon
Class: Laser
In Service: 2250 Turn Delay: 1 x Speed Stb/Port Defense: 18 (14) Modes: R, S 6
Point Value: 925 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Damage: 4d10+20
Range Penalty: -1 per 3 hexes
Ramming Factor: 380 Pivot Cost: 3+3 Thrust Extra Power: 0 Fire Control: +3/+2/-4
Jump Delay: 20 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Heavy Pulse Cannon
FORWARD HITS SENSOR DATA Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Class: Particle
4
1-3: Retro Thrust Mode: Pulse
4-6: Heavy Laser Cannon
7-8: Heavy Pulse Cannon
Defensive EW HANGAR Damage: 15 1d5 Times
Maximum Pulses: 6
9-11: Interceptor Target #1 24 Fighters Grouping Range: +1 per 4
12-18: Forward Struct Target #2 4 4 2 Shuttles: Thrust: 3 Range Penalty: -1 per 2 hexes
19-20: PRIMARY Hit Fire Control: +4/+3/-1
Target #3 Armor: 1 Defense: 8/10 Intercept Rating: -1
SIDE HITS Target #4 3 3 Rate of Fire: 1 per 3 turns
1-4: Port/Stb Thrust
Target #5 Standard Particle Beam
5-9: Particle Beam
Target #6 1 Class: Particle
10-12: Interceptor
13-18: Port/Stb Struct
2 Modes: Standard 1
19-20: PRIMARY Hit 4 Damage: 1d10+6
4 Range Penalty: -1 per hex
AFT HITS
1-6: Main Thrust
19 2 2 20
Fire Control: +4/+4/+4
Intercept Rating: -2
7-9: Heavy Laser Rate of Fire: 1 per turn
10-12: Interceptor
13-18: Aft Struct
Interceptor Mk-II
Intercept Rating: -4 2
19-20: PRIMARY Hit Rate of Fire: 1 per turn
PRIMARY HITS 4 4 OFFENSIVE MODE:
Class: Particle
1-8: Primary Struct
9-10: Jump Engine 6 Mode: Standard
Damage: 1d10+8
11-14: Sensors
15-16: Engine
5 FORWARD 6 Fire Control: --/--/+8
Range Penalty: -2 per hex
17-18: Hangar
19: Reactor
20: C & C
8
ALL P-BEAMS ALL P-BEAMS
6 6
2 2
4
12
7 STARBOARD 13
6
8 14
PORT

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

Heavy Pulse Cannon

Interceptor 3 4 4 4 4 4 TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

EA Nova Dreadnought (Beta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 16 (13) Laser/Pulse Array
In Service: 2242 Turn Delay: 4/3 Speed Stb/Port Defense: 17 (14) This weapon can fire as
either a medium laser or
Point Value: 1350 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 medium pulse cannon,
Ramming Factor: 360 Pivot Cost: 3+3 Thrust Extra Power: 0 determined at the time of firing.
The ROF is based on the 5
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 shot being taken.
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Medium Laser Cannon
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Class: Laser
FORWARD HITS
1-3: Retro Thrust
SPECIAL NOTES Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16 Mode: Raking
Damage: 3d10+12
5
4-7: Laser/Pulse Array Limited Deployment (33%) Range Penalty: -1 per 2 hexes
8-10: Interceptor Fire Control: +3/+2/-3
11-18: Forward Struct
19-20: PRIMARY Hit SENSOR DATA 4 4
Intercept Rating: n/a
Rate of Fire: 1 per 3 turns
SIDE HITS Defensive EW Medium Pulse Cannon
1-4: Port/Stb Thrust Target #1 3 3 Class: Particle
5-11: Laser/Pulse Array Target #2 1 3 Mode: Pulse
Damage: 10 1d5 Times
3
12-18: Port/Stb Struct
19-20: PRIMARY Hit Target #3 4 4 Maximum Pulses: 6
AFT HITS Target #4 19 20 Grouping Range: +1 per 4
Range Penalty: -1 per hex
1-6: Main Thrust Target #5 Fire Control: +4/+3/+1
7-9: Laser/Pulse Array Target #6 2 Intercept Rating: -2
10-12: Interceptor 2 Rate of Fire: 1 per 2 turns
13-18: Aft Struct
19-20: PRIMARY Hit Interceptor Mk-I
Intercept Rating: -3 1
PRIMARY HITS Rate of Fire: 1 per turn
1-8: Primary Struct OFFENSIVE MODE:
9-10: Jump Engine
11-13: Sensors
2 4 4 4 Class: Particle
Mode: Standard
14-15: Engine 6 Damage: 1d10+5
16-17: Hangar
18-19: Reactor FORWARD Fire Control: --/--/+6
Range Penalty: -2 per hex
20: C & C

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.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

EA Hyperion Heavy Cruiser (Theta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Heavy Laser Cannon
Class: Laser
In Service: 2246 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Modes: R, S 6
Point Value: 705 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Damage: 4d10+20
Range Penalty: -1 per 3 hexes
Ramming Factor: 290 Pivot Cost: 3+3 Thrust Extra Power: 0 Fire Control: +3/+2/-4
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Medium Pulse Cannon
FORWARD HITS SENSOR DATA Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Class: Particle
Mode: Pulse 3
1-4: Retro Thrust
5-7: Plasma Cannon
8: Pulse Cannon
Defensive EW 5 HANGAR Damage: 10 1d5 Times
Maximum Pulses: 6
9-12: Interceptor Target #1 6 Fighters Grouping Range: +1 per 4
13-18: Forward Struct Target #2 2 Shuttles: Thrust: 3 Range Penalty: -1 per hex
19-20: PRIMARY Hit Fire Control: +4/+3/+1
Target #3 Armor: 1 Defense: 8/10 Intercept Rating: -2
SIDE HITS Target #4 Rate of Fire: 1 per 2 turns
1-4: Port/Stb Thrust
5-9: Heavy Laser Cannon Target #5 Med. Plasma Cannon
Class: Plasma 3
10-11: Pulse Cannon Target #6
12-18: Port/Stb Struct 3 Modes: Standard
Dmg: 3d10+4 (-1 per 2 hexes)
19-20: PRIMARY Hit Range Penalty: -1 per hex
AFT HITS 8 9 Fire Control: +3/+1/-5
Intercept Rating: n/a
13 2 2 14
1-6: Main Thrust
Rate of Fire: 1 per 3 turns
7-10: Jump Drive
3 3
11-13: Interceptor Standard Particle Beam
14-18: Aft Struct Class: Particle
19-20: PRIMARY Hit Modes: Standard 1
Damage: 1d10+6
PRIMARY HITS Range Penalty: -1 per hex
1-10: Primary Struct 3 3 Fire Control: +4/+4/+4
11-12: Std Particle Beam
13-14: Sensors
5 Intercept Rating: -2
15-16: Engine 3 FORWARD 3 Rate of Fire: 1 per turn
17-18: Hangar Interceptor Mk-I
19: Reactor Intercept Rating: -3 1
20: C & C ALL P-BEAMS Rate of Fire: 1 per turn
OFFENSIVE MODE:
2 Class: Particle
Mode: Standard
Damage: 1d10+5
Fire Control: --/--/+6
7
1 3 Range Penalty: -2 per hex

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

Std Particle Beam


AFT
4
Heavy Laser Cannon
2 3 2

Pulse Cannon

Md. Plasma Cannon


Interceptor 4 4 4 TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

EA Olympus Corvette (Delta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Combat Vsl Turn Cost: 2/3 Speed Fwd/Aft Defense: 15 (12) Railgun
Class: Matter
In Service: 2241 Turn Delay: 1 x Speed Stb/Port Defense: 15 (12) Modes: Standard
Point Value: 600 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 Damage: 3d10+3
Range Penalty: -1 per 2 hexes
Ramming Factor: 150 Pivot Cost: 2+2 Thrust Extra Power: 0 Fire Control: +2/+2/-3
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Intercept Rating: n/a 6
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8 Medium Pulse Cannon
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Class: Particle
Mode: Pulse 3
FORWARD HITS
1-3: Retro Thrust
SENSOR DATA Damage: 10 1d5 Times
4-5: Pulse Cannon Defensive EW Maximum Pulses: 6
Grouping Range: +1 per 4
6-7: Railgun Target #1 Range Penalty: -1 per hex
8-9: Interceptor
10-18: Forward Struct Target #2 Fire Control: +4/+3/+1
Intercept Rating: -2
19-20: PRIMARY Hit Target #3 Rate of Fire: 1 per 2 turns
AFT HITS Target #4 Class-S Missile Rack
1-6: Main Thrust Target #5 Class: Ballistic
7-8: Missile Rack Missiles: 20 0
9-10: Railgun Target #6 Range Penalty: None
11-12: Interceptor
13-18: Aft Struct 9 Fire Control: +3/+3/+3
Rate of Fire: 1 per 2 turns
19-20: PRIMARY Hit 3 3
Basic Missile B
PRIMARY HITS 3 2 3 Mode: Standard
1-8: Primary Struct Damage: 20
9-11: Port/Stb Thrust Max Range: 15 hexes
12-13: Sensors Fire Control: +0/+0/+0
14-15: Engine Interception Rating: n/a
16: Hangar
17-19: Reactor 1 3 5 3 3 Interceptor Mk-I
20: C & C Intercept Rating: -3 1
4 Rate of Fire: 1 per turn
SPECIAL RULE: On any hit OFFENSIVE MODE:
scored on the port side, a Class: Particle
natural roll of "20" is scored Mode: Standard
on the C&C. Damage: 1d10+5
Fire Control: --/--/+6
Range Penalty: -2 per hex

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.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF

EA Starfury Heavy Fighters


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Heavy Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 8 Uni-Pulse Cannon
Number of Guns: 2 (Linked)
In Service: 2244 Turn Delay: 0 Stb/Port Defense: 6 Class: Particle
Point Value: 57 each Accel/Decel Cost: 1 Thrust Free Thrust: 12 Damage: 1d6+4
Range Penalty: -2 per hex
Ramming Factor: 22 Pivot Cost: 1 Thrust Offensive Bonus: +5 Fire Control: n/a
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +16 Rate of Fire: Once per turn

Flight Level Combat SPECIAL NOTES


ARMOR 5 or more above = 0 Hit Non-atmospheric
3 3-4 above = 1/6 Hit
2 2 1-2 above = 1/3 Hit
2 0-2 below = 1/2 Hit
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF

EA Thunderbolt Assault Fighters


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Heavy Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 8 Gatling Pulse Cannon
Number of Guns: 1
In Service: 2259 Turn Delay: 0 Stb/Port Defense: 7 Class: Particle
Point Value: 80 each Accel/Decel Cost: 1 Thrust Free Thrust: 13 Damage: 2d6+6
Range Penalty: -2 per hex
Ramming Factor: 24 Pivot Cost: 1 Thrust Offensive Bonus: +5 Fire Control: n/a
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +16 Rate of Fire: Once per turn
Intercept Rating: -2
Basic Fighter Missile
OPTIONAL NAVIGATOR Flight Level Combat Cost: 8 Combat Points
Class: Ballistic
Cost: 10 Combat Points 5 or more above = 0 Hit Damage: 10
Initiative Bonus: +1 3-4 above = 1/6 Hit Max Range: 10 hexes
Missile guidance ability Fire Control: n/a
1-2 above = 1/3 Hit Intercept Rating: n/a
0-2 below = 1/2 Hit
ARMOR SPECIAL NOTES
3-4 below = 2/3 Hit
3 5-6 below = 5/6 Hit Can carry 6 missiles
2 2 7 or more below = All Hit Launch rate 2 per turn
2 Navigator available
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Minbari Sharlin War Cruiser


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 4/3 Speed Fwd/Aft Defense: 15 Neutron Laser
Class: Laser
In Service: 2058 Turn Delay: 1 x Speed Stb/Port Defense: 19 Modes: R, P, S 6
Point Value: 1825 Accel/Decel Cost: 5 Thrust Engine Efficiency: 4/1 Damage: 4d10+15
Range Penalty: -1 per 4 hexes
Ramming Factor: 440 Pivot Cost: 5+5 Thrust Extra Power: 0 Fire Control: +4/+4/+1
Jump Delay: 10 Turns Roll Cost: 4+4 Thrust Initiative Bonus: +1 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16 Fusion Cannon
FORWARD HITS
1-3: Retro Thrust
SPECIAL NOTES Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Class: Molecular
Mode: Standard
4-7: Neutron Laser
8-11: Fusion Cannon
Gravitic Drive System HANGAR Damage: 1d10+9
Range Penalty: -1 per hex
12: EP Gun
13-18: Forward Struct
SENSOR DATA 24 Fighters Fire Control: +3/+3/+4
Intercept Rating: -2 1
19-20: PRIMARY Hit Defensive EW 4 Flyers Rate of Fire: 1 per turn
Target #1 25
SIDE HITS Electro-Pulse Gun
1-3: Port/Stb Thrust Target #2 2 Class: Electromagnetic
4-8: Fusion Cannon Target #3 Effect: Forces dropout
9-11: Neutron Laser Range Penalty: -3 per hex
Target #4 8
12-18: Port/Stb Struct
19-20: PRIMARY Hit Target #5 7 Fire Control: --/--/+3
Intercept Rating: n/a 3
Rate of Fire: 1 per 2 turns
AFT HITS Target #6 1 2
1-6: Main Thrust
7-9: Fusion Cannon
10-12: Neutron Laser
13-18: Aft Struct 9 10
19-20: PRIMARY Hit
3 4
PRIMARY HITS 3 3 3 3
1-6: Primary Struct
7-8: Engine
9-10: Jump Engine 4 4
11: Tractor Beam
12-13: Jammer
14-15: Sensors
16-17: Hangar 4 4
18-19: Reactor 4 4
20: C & C 4 4
6
FORWARD
11 12 13 16 17 18
12
5 6
4 6 4

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.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Minbari Tinashi War Frigate


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Combat Vsl Turn Cost: 1 x Speed Fwd/Aft Defense: 14 Neutron Laser
Class: Laser
In Service: 2052 Turn Delay: 2/3 Speed Stb/Port Defense: 17 Modes: R, P, S 6
Point Value: 850 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Damage: 4d10+15
Range Penalty: -1 per 4 hexes
Ramming Factor: 190 Pivot Cost: 3+3 Thrust Extra Power: 4 Fire Control: +4/+4/+1
Jump Delay: 12 Turns Roll Cost: 3+3 Thrust Initiative Bonus: +7 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Fusion Cannon
FORWARD HITS
1-3: Retro Thrust
SPECIAL NOTES Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Class: Molecular
Mode: Standard
4-5: Neutron Laser
6-8: Fusion Cannon
Gravitic Drive System HANGAR Damage: 1d10+9
Range Penalty: -1 per hex
9-10: EP Gun
11-18: Forward Struct
SENSOR DATA 0 Fighters Fire Control: +3/+3/+4
Intercept Rating: -2 1
19-20: PRIMARY Hit Defensive EW 2 Flyers Rate of Fire: 1 per turn
AFT HITS Target #1 1 Electro-Pulse Gun
1-6: Main Thrust Target #2 Class: Electromagnetic
7-9: Neutron Laser Target #3 Effect: Forces dropout
10-12: Fusion Cannon Range Penalty: -3 per hex
13-18: Aft Struct Target #4 Fire Control: --/--/+3
19-20: PRIMARY Hit Target #5 Intercept Rating: n/a 3
PRIMARY HITS Target #6 4 4 5 Rate of Fire: 1 per 2 turns
1-7: Primary Struct
8-9: Port/Stb Thrust
10: Jump Engine
3 3
11-12: Jammer
13-14: Sensors
10 11
15-16: Engine
17: Hangar
18-19: Reactor
20: C & C
2 2

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

4 TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Minbari White Star (Standard Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/3 Speed Fwd/Aft Defense: 13 (11) Neutron Laser (Impr.)
Class: Laser
In Service: 2260 Turn Delay: 1/3 Speed Stb/Port Defense: 14 (12) Modes: R, P, S(3) 7
Point Value: 750 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 Damage: 4d10+18
Range Penalty: -1 per 4 hexes
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: +13 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4 Molecular Pulsar
Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4 Class: Molecular 2
Mode: Pulse
HANGAR Damage: 10 1d5 Times
Maximum Pulses: 7
0 Fighters
FORWARD HITS
1-4: Retro Thrust
SPECIAL NOTES 2 Flyers
Grouping Range: +1 per 3
Range Penalty: -1 per hex
5: Impr. Neutron Laser Agile Ship Fire Control: +4/+3/+2
6-9: Molecular Pulsar Gravitic Drive System Intercept Rating: -2
10-11: EM Shield Rate of Fire: 1 per 2 turns
Atmospheric Capable Special: Can fire every turn
12-17: Structure
18-20: PRIMARY Hit Limited Deployment (33%) 1 doing 1d3 pulses with no
AFT HITS (except in IA service)
2 3 volley count bonus
1-6: Main Thrust EM Shield 0
7-9: Jump Drive Subtract Shield Factor from
10-11: EM Shield incoming chance to hit and any
12-17: Structure damage scored through arc.
18-20: PRIMARY Hit 4 4 Defense rating shown in
parenthesis ( ) indicates
PRIMARY HITS value with shield active.
1-8: Port/Stb Thrust 4
9-10: Jammer
11-12: Tractor Beam
13-14: Sensors
15-16: Engine
17: Hangar 4 4
18-19: Reactor
20: C & C
4 4
4 5
ADAPTIVE ARMOR: 3
Weapon Type Available/Assigned 4 4
_________ FORWARD
_________
_________
_________
_________ PORT 1 STARBOARD
10
_________
4 7 4 5
Note: Max 1 point per weapon type 5

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.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF

Minbari Nial Heavy Fighters


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Heavy Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 6 Lt Fusion Cannon
Number of Guns: 3 (Linked)
In Service: 2050 Turn Delay: 0 Stb/Port Defense: 8 Damage: 1d6+4
Point Value: 106 each Accel/Decel Cost: 1 Thrust Free Thrust: 14 Range Penalty: -2 per hex
Fire Control: n/a
Ramming Factor: 30 Pivot Cost: 1 Thrust Offensive Bonus: +6 Rate of Fire: Once per turn
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +17

Flight Level Combat SPECIAL NOTES


ARMOR 5 or more above = 0 Hit Gravitic drive
4 3-4 above = 1/6 Hit Jammer
4 4 1-2 above = 1/3 Hit
4 0-2 below = 1/2 Hit
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Centauri Primus Battlecruiser


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 2/3 Speed Fwd/Aft Defense: 16 Battle Laser
Class: Laser
In Service: 2202 Turn Delay: 2/3 Speed Stb/Port Defense: 17 Modes: R, P 6
Point Value: 830 Accel/Decel Cost: 3 Thrust Engine Efficiency: 2/1 Damage: 4d10+12
Range Penalty: -1 per 4 hexes
Ramming Factor: 260 Pivot Cost: 3+3 Thrust Extra Power: 0 Fire Control: +4/+3/-3
Jump Delay: 16 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8 Twin Array 2
FORWARD HITS SENSOR DATA Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Class: Particle
1-3: Retro Thrust Mode: Standard
4-7: Twin Array
8-18: Forward Struct
Defensive EW HANGAR Damage: 1d10+4
Range Penalty: -2 per hex
19-20: PRIMARY Hit Target #1 12 Fighters Fire Control: +4/+5/+6
Target #2 2 Shuttles: Thrust: 3 Intercept Rating: -2
SIDE HITS Target #3 Rate of Fire: 2 per turn
1-3: Port/Stb Thrust 3 3
Armor: 1 Defense: 8/10
4-7: Battle Laser Target #4
8-11: Twin Array
12-18: Port/Stb Struct Target #5 6 6
19-20: PRIMARY Hit Target #6
AFT HITS
1-7: Main Thrust
8-12: Jump Drive
13-18: Aft Struct 3 3
19-20: PRIMARY Hit 5 7
PRIMARY HITS
1-9: Primary Struct
10-12: Sensors
13-15: Engine
16-17: Hangar
18-19: Reactor 3 6 8 3
20: C & C

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

Battle Laser 5 TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Centauri Vorchan Warship


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Combat Vsl Turn Cost: 1/2 Speed Fwd/Aft Defense: 12 Plasma Accelerator
Class: Plasma 5
In Service: 2160 Turn Delay: 1/3 Speed Stb/Port Defense: 14 Modes: Standard
Point Value: 360 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 Damage: 4d10+12 (-1 per hex)
Range Penalty: -1 per hex
Ramming Factor: 135 Pivot Cost: 2+2 Thrust Extra Power: 4 Fire Control: +3/+1/-4
Jump Delay: 16 Turns Roll Cost: 1+1 Thrust Initiative Bonus: +8 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Special: Can fire at an
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 accelerated ROF for less
FORWARD HITS Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4
1-3: Retro Thrust SENSOR DATA damage, as shown below:
1 per turn: 1d10+4 -1/hex
4-5: Plasma Accelerator Defensive EW HANGAR 1 per 2 turns: 2d10+8 -1/hex
6-9: Twin Array
Target #1
10-18: Forward Struct
19-20: PRIMARY Hit Target #2
0 Fighters Twin Array 2
2 Shuttles: Thrust: 4 Class: Particle
AFT HITS Target #3 Mode: Standard
Armor: 0 Defense: 8/10 Damage: 1d10+4
1-5: Main Thrust Target #4 Range Penalty: -2 per hex
6-9: Jump Engine
10-18: Aft Struct Target #5 Fire Control: +4/+5/+6
Intercept Rating: -2
19-20: PRIMARY Hit Target #6 Rate of Fire: 2 per turn
PRIMARY HITS
1-7: Primary Struct
8-10: Port/Stb Thrust
11-12: Sensors
13-15: Engine 1
16-17: Hangar
18-19: Reactor 4
20: C & C
ICON RECOGNITION 2 3
Thruster
C&C
3 3
Sensors
Engine

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

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Centauri Demos Heavy Warship


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Combat Vsl Turn Cost: 1/2 Speed Fwd/Aft Defense: 12 Heavy Array 4
In Service: 2241 Turn Delay: 1/3 Speed Stb/Port Defense: 14 Class: Particle
Mode: Standard
Point Value: 575 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 Damage: 2d10+6
Ramming Factor: 140 Pivot Cost: 2+2 Thrust Extra Power: 2 Range Penalty: -1 per hex
Fire Control: +4/+3/+2
Jump Delay: 16 Turns Roll Cost: 1+1 Thrust Initiative Bonus: +6 Intercept Rating: -2
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 2 per turn
FORWARD HITS Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Plasma Accelerator
1-3: Retro Thrust SENSOR DATA Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4 Class: Plasma 5
4: Plasma Accelerator Defensive EW Modes: Standard
Damage: 4d10+12 (-1 per hex)
5: Ballistic Torpedo
6-9: Heavy Array Target #1 HANGAR Range Penalty: -1 per hex
10-18: Forward Struct Target #2 0 Fighters Fire Control: +3/+1/-4
19-20: PRIMARY Hit Intercept Rating: n/a
Target #3 2 Shuttles: Thrust: 4 Rate of Fire: 1 per 3 turns
AFT HITS Target #4 Armor: 0 Defense: 8/10 Special: Can fire at an
1-5: Main Thrust accelerated ROF for less
6-9: Jump Engine Target #5 damage, as shown below:
10-18: Aft Struct Target #6 1 per turn: 1d10+4 -1/hex
19-20: PRIMARY Hit 1 per 2 turns: 2d10+8 -1/hex
PRIMARY HITS Ballistic Torpedo
1-7: Primary Struct Class: Ballistic
8-10: Port/Stb Thrust Mode: Standard 6
11-12: Sensors
13-15: Engine 1 Damage: 2d10
Range Penalty: None
16-17: Hangar Max Range: 25 hexes
18-19: Reactor 4 Fire Control: +4/+3/+0
20: C & C Intercept Rating: n/a
Rate of Fire: 1 per turn
ICON RECOGNITION 2 3 Special: Can hold up to six
shots and fire them all at
Thruster once or separately. See rules.
C&C
3 3
Sensors
Engine

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

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF

Centauri Sentri Medium Fighters


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Med. Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 7 Light Particle Gun
Number of Guns: 2 (Linked)
In Service: 2202 Turn Delay: 0 Stb/Port Defense: 5 Damage: 1d6+2
Point Value: 42 each Accel/Decel Cost: 1 Thrust Free Thrust: 12 Range Penalty: -2 per hex
Fire Control: n/a
Ramming Factor: 21 Pivot Cost: 1 Thrust Offensive Bonus: +7 Rate of Fire: Once per turn
Jinking Limit: 8 Levels Roll Cost: 1 Thrust Initiative Bonus: +18

Flight Level Combat


ARMOR 5 or more above = 0 Hit
3 3-4 above = 1/6 Hit
3 3 1-2 above = 1/3 Hit
2 0-2 below = 1/2 Hit
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 3: 2E/SF Name: ______________ Counter: ____________

Narn G'Quan Heavy Cruiser


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 2/3 Speed Fwd/Aft Defense: 15 Heavy Laser Cannon
Class: Laser
In Service: 2242 Turn Delay: 2/3 Speed Stb/Port Defense: 17 Modes: R, S 6
Point Value: 625 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Damage: 4d10+20
Range Penalty: -1 per 3 hexes
Ramming Factor: 330 Pivot Cost: 2+2 Thrust Extra Power: 0 Fire Control: +3/+2/-4
Jump Delay: 20 Turns Roll Cost: 3+3 Thrust Initiative Bonus: +0 Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8 Energy Mine
FORWARD HITS SENSOR DATA Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Class: Ballistic
4
1-3: Retro Thrust Mode: Flash
4-7: Heavy Laser
8-11: Energy Mine
Defensive EW HANGAR Damage: 30/10
Range Penalty: None
Target #1 12 Fighters Max Range: 50 hexes
12-18: Forward Struct
19-20: PRIMARY Hit Target #2 1 2 2 Shuttles: Thrust: 4 Fire Control: n/a
Intercept Rating: n/a
SIDE HITS Target #3 Armor: 1 Defense: 10/12 Rate of Fire: 1 per 2 turns
1-4: Port/Stb Thrust Target #4 Special: Targeted on a hex, not
5-7: Lt Pulse Cannon 4 4 a unit. Damage before the
8-9: Twin Array Target #5 slash is scored on targets in
10-18: Port/Stb Struct Target #6 impact hex, damage after the
19-20: PRIMARY Hit slash is scored on targets
one hex away. See rules.
AFT HITS
1-7: Main Thrust 3 4 Twin Array
8-9: Twin Array Class: Particle 2
10-11: Lt Pulse Cannon Mode: Standard
12-18: Aft Struct 4 4 Damage: 1d10+4
19-20: PRIMARY Hit Range Penalty: -2 per hex
Fire Control: +4/+5/+6
PRIMARY HITS Intercept Rating: -2
1-8: Primary Struct Rate of Fire: 2 per turn
9-11: Jump Engine
12-13: Sensors Light Pulse Cannon
14-15: Engine Class: Particle
16-17: Hangar 4 4 Mode: Pulse 2
18-19: Reactor Damage: 8 1d5 Times
20: C & C
5 5 Maximum Pulses: 6
5 Grouping Range: +1 per 4
Range Penalty: -2 per hex
Fire Control: +3/+3/+4
FORWARD Intercept Rating: -2
Rate of Fire: 1 per turn

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

Light Pulse Cannon


4 4 TM & C 2000 WARNER BROS.
Hvy Laser Cannon
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 3: 2E/SF Name: ______________ Counter: ____________

Narn T'Loth Assault Cruiser


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 2/3 Speed Fwd/Aft Defense: 16 Heavy Plasma Cannon
Class: Plasma 5
In Service: 2241 Turn Delay: 1 x Speed Stb/Port Defense: 18 Modes: Standard
Point Value: 500 Accel/Decel Cost: 4 Thrust Engine Efficiency: 3/1 Dmg: 4d10+8 (-1 per 2 hexes)
Range Penalty: -2 per 3 hexes
Ramming Factor: 270 Pivot Cost: 2+2 Thrust Extra Power: 0 Fire Control: +3/+1/-5
Jump Delay: 20 Turns Roll Cost: 3+3 Thrust Initiative Bonus: +0 Interception Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8 Light Pulse Cannon
FORWARD HITS SENSOR DATA Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Class: Particle
Mode: Pulse 2
1-5: Retro Thrust
6-8: Lt Pulse Cannon
9-18: Forward Struct
Defensive EW HANGAR Damage: 8 1d5 Times
Maximum Pulses: 6
Target #1 12 Fighters Grouping Range: +1 per 4
19-20: PRIMARY Hit
Target #2 5 6 12 Assault Shuttles Range Penalty: -2 per hex
SIDE HITS Target #3
Fire Control: +3/+3/+4
1-4: Port/Stb Thrust 2 2 2 Shuttles: Thrust: 4 Intercept Rating: -2
5-7: Hvy Plasma Cannon Target #4 Armor: 1 Defense: 10/12 Rate of Fire: 1 per turn
8-9: Lt Pulse Cannon
10-18: Port/Stb Struct Target #5
19-20: PRIMARY Hit Target #6
AFT HITS
1-10: Main Thrust
11-12: Lt Pulse Cannon 4
13-18: Aft Struct
19-20: PRIMARY Hit
PRIMARY HITS
1-9: Primary Struct
10: Jump Engine
11-12: Sensors
13-14: Engine
15-17: Hangar
18-19: Reactor
4 1 4 3
20: C & C
4 4

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

Hvy Plasma Cannon


9 10
TM & C 2000 WARNER BROS.
Light Pulse Cannon PERMISSION GRANTED TO
4 4 PHOTOCOPY FOR PERSONAL USE
Version 3: 2E/SF

Narn Frazi Heavy Fighters


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Heavy Fighters Turn Cost: 1/3 Speed Fwd/Aft Defense: 6 Paired Particle Gun
Number of Guns: 2 (Linked)
In Service: 2249 Turn Delay: 0 Stb/Port Defense: 8 Damage: 1d6+5
Point Value: 58 each Accel/Decel Cost: 1 Thrust Free Thrust: 10 Range Penalty: -2 per hex
Fire Control: n/a
Ramming Factor: 22 Pivot Cost: 1 Thrust Offensive Bonus: +4 Rate of Fire: Once per turn
Jinking Limit: 6 Levels Roll Cost: 1 Thrust Initiative Bonus: +16

Flight Level Combat


ARMOR 5 or more above = 0 Hit
2 3-4 above = 1/6 Hit
3 3 1-2 above = 1/3 Hit
2 0-2 below = 1/2 Hit
3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

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

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

TM & C 2000 WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


Version 2: 2E/SF Name: ______________ Counter: ____________

Civilian Fixed Jump Gate(Generic)


SPECS MANEUVERING COMBAT STATS
Class: Enormous Unit Turn Cost: N/A Fwd/Aft Defense: 20
In Service: Variable Turn Delay: N/A Stb/Port Defense: 20
Point Value: N/A Accel/Decel Cost: N/A Engine Efficiency: N/A
Ramming Factor: 800 Pivot Cost: N/A Extra Power: 0
Jump Delay: 20 Turns Roll Cost: N/A Initiative Bonus: N/A

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.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE


APPENDIX: MASTER WEAPONS CHART (Revision 1: 2E/CR)

Laser Weapons Molecular Weapons Matter Weapons


Neutron Laser Heavy L aser Cannon Molecular Pulsar A Rail gun
Class: Laser
Modes: R, P, S
Damage: 4 d l0 + 1 5
Range Penalty: -1 per 4 hexes
□ a ss: Laser
Modes: R, S
Damage: 4d 1 0 + 2 0
Range Penalty: -1 per 3 hexes
Class: Molecular
Mode: Standard
Damage: 10 ld 5 Times
Maximum Pulses: 7
Fusion Cannon
Class: Molecular
Damage: l d l 0 + 9
Range Penalty: -1 per hex
A Class: Matter
Modes: Standard
Damage: 3 d l0 + 3
Range Penalty: -1 per 2 hexes
Fire Control: + 3 / + 3 / + 4 ^
Fire Control: + 4 /+ 4 /+ 1 Fire Control: + 3 /+ 2 /- 4 fi Grouping Range: + 1 per 3 Intercept Rating: -2 Fire Control: + 2 /+ 2 /- 3
Intercept Rating: n/a 1 1 Range Penalty: -1 per hex Intercept Rating: n/a

&
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)

INITIAL ACTIONS STEP END OF TURN ACTIONS STEP


Ship Power Segment Critical Hit Segment
Resolve power deficiencies from shortages and Determine and resolve all critical hits
reactor criticals Mark destroyed all system s attached to destroyed structure blocks
Deactivate system s for additional power, if desired Vortex Activation/Closure Segment
Announce deactivated system s as needed Jump points opened this turn become active
Roll for critical reactor detonation Ships which entered jump points on this turn are removed from play
Initiative Segment Collapsing jump points close
Hangar operations (reloading missiles, etc.) begin Hangar Operations Segment
All units roll for initiative Fighters/shuttles attempt to escape from destroyed ships
Electronic W arfare (EW) Segment Launch/land fighters or shuttles
All players secretly determine desired EW and Hangar bay operations started earlier this turn are completed
adaptive armor allocations Link/Unlink Segment
Announce EW usage and adaptive armor allocation Announce release of detachable cargo holds
Jump Point Formation Segment Tractor beam s attach/detach
Announce/open jump points Repair/Adjustment Segment
Adaptive armor points are released due to damage received this turn
MOVEMENT STEP Adjust ship system s to account for damage
Ballistic/Proximity Weapon Launch Step
Secretly determine the launch and target of all
ballistic weapons
Announce ballistic weapon launch (and target, if necessary)
Pre-Movement Terrain Effects 5egment
Determine hyperspace current changes
Perform other terrain-related movement as needed
Movement Segment
Units which are rolling flip over
Ships which are pivoting change facing
Derelict units move
All other units move in initiative order
Post-Movement Terrain Effects Segment
Perform any remaining terrain-related movement
Combat Pivot Segment
Fighters make combat pivots
Bases rotate
Recovery Segment
Capture derelict fighters/shuttles
Recover escape pods
Close Combat EW Segment
All players secretly determine targets of close combat EW
Announce targets of CCEW
Ramming Segment
Resolve all ramming attempts

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)

Note: Add +1 to the die roll far each paint af damage


the system has suffered.

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.

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