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INTRODUCTION & CREDITS


B5W Online!
B5WARS.NET is the OFFICIAL Internet Player Resource for the Babylon 5 Wars Universe! From a worldwide player registry, to online discussion forums and chat rooms, to a gallery of painted miniatures, this is your one-stop shop for information about any of the game systems in the Babylon 5 Wars Universe, and new resources are being added all the time! Check it out on the web at http://b5wars.net.

Introduction
What you hold in your hands is Variants-5, the latest ship book from Agents of Gaming! This Variants product is designed to supplement League of Nonaligned Worlds 2 (BW-107) with at least five new ships for each of the seven races found in that book (the Hyach, Cascor, Ipsha, Kor-Lyans,Torata, Grome, and Hurr). If you don't hove League-2, well, go pick up a copy before reading further! As with previous products of this type, all suggestions have been taken from fans via an online project run over the month of November! 2001. Approximately 60 different people participated with submissions, resulting in over 150 different designs crossing our desks. Competition was fierce, and ships were judged based on usefulness, interest, and appropriateness for the race in question. We believe we've picked the winners from the pool and hope you do as well. Enjoy!

SCS Credit Notes


All of the SCSs include in the product are essentially the work of one man. John Hamill, better known as Mr Punch. He has made a concerted effort to create the SCSs for late generation products and has incorporate all of the corrections that have been found to date. You owe him your thanks for making this product possible. Also a special thanks to Eric Coon who did the Kor-Lyan SCS.

Product Credits
Editor........................................Bruce Graw Layout.......................................Bruce Graw Additional Editing..............Matthew Murray, Dan O'Connor, the Historical Repair Team The Historical Repair Team ...............Mark Graves, Klebert Hall, Richard Bax, Symon Cook, John T. Coleman, Jamie Coleman, Ned Farnsworth Cover Design..............Robert Glass, Leo Dunin

From The Web Edition Creator


Well, its January of 2007, a little over 5 years since the closure of Agents of Gaming, ending any further official Babylon 5 Wars releases. As a member of the HRT (the Historical Repair Team to some, the evil illuminate to others) I was lucky enough to see the behind the scenes effort and genuine passion put forth by both Bruce Graw and Robert Glass. As a result, I was one of the more vocal opponents to seeing official Agents of Gaming material released for free distribution on the web. I wanted Agents of Gaming and the local game stores to benefit from the actual sales of these products and not be short changed. Obviously, Agents of Gaming is long gone, and these days, so are the available copies of most of the official release products, especially the material released towards the end of Agents of Gaming. As most of you know (especially since you downloaded this off my site) I have now changed my tune. The days of short changing stores and Agents of Gaming are over. Now the only ones being short-changed are the players, especially the newest. Their only mistake was being introduced to the game to late, or being unable to pay the exorbitant amounts being shelled out in E-bay auctions. This strikes me as unacceptable. Fortunately, because of my days with the HRT, I have the means to rectify this situation. And thus, you now have in your hands, Agents of Gamings - Variants-5. I hope you enjoy it. ----- Richard L. Bax Jr.

Playtester Contributions
Agents of Gaming would like to thank the following playtest groups who contributed to thi product: The Playtesting Horde: Dan "Rogue" O'Connor, Phil "Spectre" Lacefield Jr., Jeff "Rude Dawg" Smith, Pete "Ninja" Reese, Tom Miller, StephenTurner, Dave McFarland, Dan Ryan, Bob Mitchell.

Special Credit Notes


Thanks to everyone who participated in the online Variants-5 project. Even if your ship was not selected, your efforts were appreciated!

Babylon 5, Babylon 5 Wars TM & Warner Bros.

B5W Variants-5 Rev. 1

HYACH VARIANTS

Hyach Variants
The Hyach fleet is not as large as many might believe, primarily because their declining population has led them to deploy a smaller military than they would like. Because of this, they focus on high-tech, capable units with powerful computers and welltrained crewmen. In addition, their ships are designed to be operated in a variety of roles, and can be converted to other variants with relative ease. The exception, of course, occurs where the spinal laser is involved in the conversion. That weapon occupies a significant chunk of the hull of any ship it is mounted on, and removing it once in place would require the ship to be torn apart and rebuilt from the ground up. Therefore, a variant that lacks a spinal laser is generally built that way from the start. The resulting hollow area cannot mount weapons without a complete redesign, so it is most often used as cargo space. Most Hyach variants represent a significant specialization of the ship's role, and it is only natural that their crews are selected and trained to support it. Thus, one of the specialists aboard is often of a fixed type. In many cases the variant is something of an active academy for such specialists, training them for use on other ships in the fleet. If this is the case, the ship's control sheet will list a specific specialist that it almost always uses. Published scenarios will always employ that specialist type unless noted in their rules, and in a campaign the ship will come with the listed specialist (although it can be traded or moved around afterwards using the standard campaign rules). In a free-form battle, the player can use a different specialist than what is listed for a nominal cost of 10 Combat Points.

with other races, the Hyach were relatively pleased with the design, especially as it used their own technology instead of relying on the purchase of anti-fighter weapons from other races. Ships of this type are the primary training centers for defense specialists. Based on designs by Dan O'Connor, Alex Roberts, Terry Mott, J. J. O'Shaughnessy. Andrew Moreton, Andrew McIntosh, Chris Nasipak, Sebastien Cote, John Dutka, Klebert Hall, Dennis E. Marshall, Josh Garvais, and Peter Shah.

Irokai Kal Command Gunship


Irokai Kam Variant (Rare) As a rule, the Hyach do not like the heavy laser cannon, finding the weapon too large and slowfiring for their purposes. When it appears, it is usually on a specialized gunship mounting a number of these weapons. The ship is then used to deliver a single overwhelming blast of firepower, after which it retreats into the distance to rearm. This mission often overlaps that of a command ship, which the Hyach normally consider too valuable to risk in a direct attack. For this reason, Hyach gunships and command vessels are often one and the same. The Irokai Kal is one such unit, operating a deadly suite of heavy laser cannons in concert with the massive spinal laser. Because of the sheer size of all these weapons, the ship mounts very little in the way of defenses and is normally escorted by one or more Okath Kurs. Enemies facing this ship would be well advised to stay off its gun spines. Based loosely on a design by Jason Stadnyk.

Okath Kur Escort Frigate


Okath Kat Variant (Uncommon) Despite their powerful spinal lasers and wealth of medium laser weaponry, the Hyach found their fleet lacking in anti-fighter defenses. In an attempt to rectify this, they developed an escort variant of the outstanding Okath-class hull, outfitting them with weapons more suited to fighter defense. Almost all offensive weapons were removed and replaced either with masers or interdictors, allowing the Okath Kur to operate as either an anti-fighter unit or fleet escort equally well. Although these ships were not up to par with the anti-fighter platforms in service

Senchlat Kir Ballistic Cruiser


Senchlat Kam Variant (Rare) Although the Hyach had never been big proponents of ballistic weapons, the Kor-Lyan proximity loser was something that caught their eyes as a technology compatible with their own. The Hyach respected the weapon for its ability to add a slight unpredictability to their tactics. Recently, several Senchlat hulls have been outfitted with the weapon as testbeds for wider deployment. It is believed by many that the Hyach have possessed this technology; for hundreds of years, but believed it useless until seeing it in operation on Kor-Lyan ships.

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HYACH VARIANTS
The forward hangar operates 12 assault shuttles and 2 breaching pods. While it is possible to convert the assault shuttles to fighters using the standard rules, the breaching pod slots may not be changed. Based on a design by Matt Murray.

In minor border skirmishes, the Senchlat Kir has surprised several Raider groups not expecting such weapons for the beam-weapon-centric Hyach. It remains to be seen whether the proximity laser will see widespread deployment throughout the fleet, or if it will remain limited to specialty vessels. Based on a concept by Jason Peacock.

Achilat Breaching Pod


Base Hull (Unlimited Deployment) The Hyach are not particularly skilled with breaching operations, as might be expected from a race that seeks to avoid combat. Their breaching pod is reasonably well designed, and benefits from a gravitic drive like all other Hyach units, but has few other advantages. It loses one point of thrust for every six points of damage it suffers. Based on designs by Josh Garvais and Tyrel Lohr.

Evirol Kon Auxiliary Carrier


Evirol Tek Variant (Uncommon) During the Dilgar War, the Hyach found themselves with a large quantity of Evirol Tek logistics ships bottled up at their homeworld. While some of these were eventually used for blockade running missions, others simply sat idle. The Hyach refused to mothball them for fear that the Dilgar would eventually break through their defenses, and they would need every available ship to aid in the defense of their world should that disaster occur. Some of these Evirol hulls were eventually modified to act as carriers. To this end the side cargo pods were stripped of most of their bracings and replaced with fighter tending equipment. The resulting ship was capable of employing two squadrons of Darthas, but because the pods are relatively unstable, it must take great care when moving through hyperspace. In a campaign, this would limit their strategic speed to the same as any standard freighter, not that of a military transport. After the Dilgar War, most of these carriers were converted back to the logistics version, though a few remained in service primarily for the purpose of shuttling fighters to dedicated carriers on missions away from the homeworld. Based on a design by Dan O'Connor.

Laricha Assault Shuttle


Base Hull (Unlimited Deployment) The primary advantage of the Hyach assault shuttle is its gun, a light blast laser identical to that found on the Dovoch. This makes it one of the most heavily armed units of its type in known space. Like all Hyach units, it has a gravitic drive. There is no light interdictor variant. Based on designs by Josh Garvais and Tyrel Lohr.

Doskva Stealth Fighter


Dartha Variant (Rare) This fighter was designed with the same purpose as the Rutarian, and indeed the two share many of the same features. Although it appears the Doskva was deployed first, it is uncertain whether it was in design prior to the Rutarian or if the Centauri just took longer to perfect their model. In any case, it seems likely that the two fighters were designed entirely independently of each other. The Doskva employs a stealth feature similar to that used by the Rutarian, so much so that it uses the same rules. Its weaponry is otherwise unchanged. It does not mount any sort of heavy weapon like the Centauri design does, primarily because the Hyach do not intend to use it for such a mission. Instead, they intend to use the stealth feature entirely for the avoidance of unwanted combat, not as protection during an attack run. It seems likely that at some point all Darthas will be upgraded to the more costly Doskva, but for now it remains a rare variant. There are no light interdictor versions at the present time. Based on a design by Timothy R. Jordan.
B5W Variants-5 Rev. 1

Alichi Tal Infiltrator


Alichi Kav Variant (Uncommon) The Hyach recognized the need for a special operations ship, especially when it came to ground forces. With the decline in Hyach population, they no longer fielded an army large enough to undertake planetary invasions, and instead focused on precision infiltrations of ground targets. This mission virtually demanded stealth, so the Alichi hull was selected for the design. As with similar modifications made to other vessels, the ship had to be constructed from the keel level without the spinal laser, with much of the interior left open to billet troops and support personnel.

Babylon 5, Babylon 5 Wars TM & Warner Bros.

CASCOR VARIANTS

Cascor Variants
Not surprisingly, many Cascor variants exist, their primary purpose being to field different arrays of fighters and support them in various ways, or produce exploration ships. The Cascor believe in field testing any new design as quickly as possible, so their battle forces are often made up of an unusual quantity of variants, while garrison and defense groups consist of more basic designs.

Norscator Gunship
Norsca Variant (Rare) Like many League gunship variants, the Norscator is borne of the desperation of the Dilgar War. Many among the Cascor felt that their ships died too easily when faced with enemy vessels of a similar size, so various experiments were tried to remedy this problem. The Norscator was one such vessel, replacing virtually every nonessential system with weapons. To simplify construction and maintenance, the relatively straightforward ionic laser weapon was singled out and standardized in the final version. Records exist that similar conversions were made with ion torpedoes and ion cannons, but for unknown technical reasons none of these ever reached production. Based on a design by Rupert Smith.

Drocca Torpedo Destroyer


Qoricc Variant (Uncommon) After the Ruqacc ion satellites proved their worth, the Cascor designed this destroyer variant to support them with long-range ion torpedo fire. The ship was never intended for direct combat, only longrange bombardment operations, as evidenced by the fact that half the base hull's defensive weapons were removed to make room for torpedo launchers. If challenged directly, it usually runs away. Normally, ships of this class are found guarding bases or other fixed installations. Based on a design by Renaud Gagne.

Talacca Frigate Leader


Tacacci Strike Frigate Variant (Uncommon) When the Cascor began using squadrons of frigates for defensive anti-Raider patrols in the early 2220s, they immediately recognized the need for a leader version. Designed to head a Tacacci strike group, the Talacca contains extra weapons and increased command abilities in exchange for fighter capacity, which the rest of the squadron already possessed in abundance. The ship was not popular, as it is one of the few Cascor vessels to not employ fighters of its own, and is almost never seen alone. Based on a design by Dan O'Connor.

Nesacc Explorer
Norsca Variant (Uncommon) The Cascor are well known as skilled explorers, and operate several ships designed for this purpose. The Nesacc is one of the largest of these, and is a variant of the capable Norsca hull. Much of the internal section of this vessel has been stripped out and redesigned for the exploration role, including not only a considerable amount of cargo space, but additional comforts for the crew as well, plus an enhanced sensor suite capable of survey work. While not as good as a full-scale fleet scout, the Nesacc can be used in a pinch as a substitute ELlNT vessel. The ship retains a reasonable offensive capability as well, for self-protection during extended forays, and is quite capable of defending itself. This vessel has one of the longest cruising ranges of any vessel in the League, and several have been known to be away on missions lasting for a decade or more. Unusually for variants but not untypical of the Cascor, this variant was designed and fielded concurrently with the Norsca. Based on a design by Ivan Edgerly.

Caltus Torpedo Fighter


Calaq Variant (Rare/Uncommon) When the Narn Tarza torpedo fighter was revealed in 2255, the Cascor took immediate interest. They quickly developed a version of their own, as their inherent radiation resistance enabled a rapid development cycle in the field of ionic weaponry. It was determined early on that a navigator was necessary to ensure efficient operations, but shoehorning one into the cockpit proved significantly more difficult and pushed the already large profile of the Calaq a step higher. The navigator is not an option on the Caltus, but is included in the cost and statistics on the FCS. Based on a design by Richard Bax.

B5W Variants-5 Rev. 1

Babylon 5, Babylon 5 Wars TM & Warner Bros.

IPSHA VARIANTS
The Essan
The Essan barony is known for its advancements in the field of engineering and armor construction. They operate almost exactly the some ships as the Ihsha barony, but hove managed to improve the engine thrust and structural defenses of these vessels significantly. However, these do not come without sacrifices. To make room for the additional hardware required, the sensor array must be significantly reduced, producing a loss in sensor efficiency. To convert any Ihsha ship control sheet into an Essan version, the free thrust of the engine is normally increased by 1 point, structure armor is also raised by 1 on all blocks (but no higher than 5), and the sensors are lowered by 1. With these changes, the number of boxes in the engine icon is increased by 2, and the sensor icon is similarly reduced by 2. Exceptions to this are as noted below. These modifications are not made to bases, satellites or fighters. Battleglobe: Leave engine unchanged, but its efficiency becomes 3/1. Battlehex: Add 3 boxes to the engine, not 2. Primary armor is not increased above 4. Making any of these changes does not alter the cost of the basic hull, and the resulting ship is not considered a variant. Note that there are several Essan variants in this product that show these changes already in place.

Ipsha Variants
Most Ipsha standard hulls, such as the ones previously published in League-2 and Showdowns7, ore operated by all the baronies. The baronies love to steal technology and designs from each other, and they do not consider imitation to be any form of flattery, but rather a deliberate and satisfying insult. It cannot even be said that any particular barony ever developed any of their ship designs on their own, as each is a mishmash of stolen concepts from the others. The overall result is that the baronies have actually become increasingly dependent upon each other over the years, though none of them would ever admit it, not even to themselves. In their constant struggle to put one over on the other baronies, the Ipsha produce a number of ship variants of various types. Most of these turn out to be failures and are quietly consigned to some corner of Ipsha space to be forgotten. A few, however, catch on. Sometimes a variant is rejected by its original designer only to be picked up and used by another barony, while other times, it falls into the hands of several of them. There is great competition in this area and it is not unheard of for a barony to release false information regarding a proposed variant in order to trick the others into wasting time trying to duplicate it. In many cases, variants are operated only by a specific barony (or possibly a couple of them). If this is true, the name of any eligible baronies will be listed in the upper right corner of the ship datacard. If playing in a non-historical scenario, players can feel free to ignore this identifier and just treat it as any other Ipsha ship. However, in a historical or campaign game, it is impossible to mix the ships of one barony with those of another in the same battle fleet, as they would almost never work together. (The best you could hope for would be independent forces operating alongside each other, but without any communications or cooperation between them.) If no specific barony is listed on the control sheet, then it can be safely assumed that all baronies operate ships of that type, or their functional equivalents, and can mix them together freely. In a published scenario involving the Ipsha, the barony involved is always assumed to be Ihsha unless stated otherwise.

The Oer
This barony is considered by many to be somewhat weak and foolish, as they typically operate ships with fewer weapons in exchange for a more efficient power grid and enhanced sensor array. Their reactors are slightly larger and produce more energy, giving them more tactical options for movement and maneuver, and sensors are usually one point or more better than the equivalent vessels of other baronies. On larger ships, some of the space released by removing weapons is often replaced with a hangar, providing this barony with more carriers than the rest of the Ipsha race. The Oer use several of the standard Ihsha hulls found in League-2. The basic conversion increases the power capacity of the ship by 20-25%, enlarges the reactor and sensors, and adds 1 to the basic EW output, but weapon layouts are significantly altered and a hangar bay is almost always added. Thus, a standard conversion rule cannot be
B5W Variants-5 Rev. 1

Babylon 5, Babylon 5 Wars TM & Warner Bros.

IPSHA VARIANTS
provided here. One of the typical Oer ships (the heavy carrier cube) is provided in this book, while others will appear in future products.

The Eethan
The Eethan are extremely belligerent, and have attempted more firepower-increasing variants than virtually all the other baronies combined. The vast majority of these attempts are colossal failures, however. Perhaps one out of every ten new experiments is destroyed in some catastrophic accident (with a singularity around, such disasters are all the more likely to occur). One of the greatest Eethan advancements so far has been a power enhancement pod that literally wraps around the singularity of their vessels. The pod provides additional thrust and greater reactor power, allowing them to mount more weapons and fly their ships faster than an opposing barony. However, this pod is extremely prone to damage, and if destroyed can cause devastating effects on the rest of the vessel. While other baronies have certainly captured power enhancement pod technology by now, they have not put it to use due to its expense and its inherent dangers. For the Eethan barony, a power enhancement pod can be added to any of the Ipsha ships published in League-2 or Showdowns-7, but not to bases, satellites or fighters. The pod has a number of structure boxes equal to half the ship's primary structure, and armor equal to that found on the primary structure block. It increases free thrust by 2 and available power by 25% (round fractions of 0.5 or more up), but because of its added mass, the ship's turn delay is increased by 1 at all speeds higher than zero. (That's one hex of movement, not one level. For example, a Battleglobe will still have a turn delay of lxSpeed, but the turn delay at speed 1 will be 2 hexes, at speed 2 will be 3 hexes, and so on.) In addition, the ship's initiative is reduced by 1.

A power enhancement pod is damaged on a primary hits roll of "1" or "2" (this replaces the normal primary structure hit or anything else that appears in that position). If the pod is damaged by even one point (beyond armor), its beneficial effects are halved (+1 thrust and +12.5% power) thereafter. If it receives damage equal to 50% of its boxes, all bonuses are lost. The penalties to the thrust and initiative ratings always remain, however, even if the pod is destroyed (enough of its framework remains to restrict maneuvering), and it cannot be dropped during battle. If destroyed, a power enhancement pod produces a 10% chance each turn that the ship's containment field will collapse, as described in the Mag-Gravitic Reactor critical hit rules. If the MGR reactor is already under the effects of this critical, the penalty from the loss of the pod is cumulative. If an Ipsha ship voluntarily ejects its singularity, its power enhancement pod is destroyed automatically regardless of any damage it may or may not have already sustained. The cost of the ship is increased by 10% with the pod applied. Only Eethan ships may use these pods. (They are not required to use them, but almost always do.) Pods can be transferred between ships of the same class or variants of that hull, but never to other ship types.

The Shann
The Shann are the poorest of the baronies, and feel (perhaps rightly so) that they would have been destroyed already were it not for their formidable defenses: While they do build and maintain a few of the ships seen in League-2 and Showdowns-7, most of their vessels are smaller, cheaper hulls that will be seen in future products. They have no specific technological advantages and are generally treated as the "whipping boys" of the Ipsha, but despite all the abuse they take, they have persevered.

B5W Variants-5 Rev. 1

Babylon 5, Babylon 5 Wars TM & Warner Bros.

IPSHA VARIANTS
Tetra Escort [Eethan]
Tetraship Variant (Uncommon) This variant of the standard Tetraship shows the typical Eethan emphasis on speed as well as heavy armament. The number of EM pulsars has been increased by 50% and the main offensive gun has been replaced with a spark field to help deal with enemy fighters. With the power enhancement pod (shown on the control sheet as an option), this ship is noticeably faster than the typical Tetra hull. Based on a design by Rupert Smith.
NOTE: The SCS in the original release of League-2 indicates that the standard Tetraship has an initiative bonus of +6. It should be +12.

Resohex [Essan]
Battlehex Variant (Uncommon) The Essan frequently operate ships with but a single weapon type, and this variant is no exception. The standard Battlehex hull has been revamped to specialize in the powerful resonance generator. Unfortunately, the power plant is still somewhat limited, permitting a maximum of five of these weapons to fire in any given turn. Because of the two-turn cooldown on this device, however, this is not as big a limitation as may appear. On turns where the guns are cooling, the ship simply applies the maximum amount of power to maneuvering. Based on a design by David Pullen.

Surgesphere [Essan]
Warsphere Variant (Uncommon) This variant of the already formidable warsphere is a perfect example of Essan advancements applied to a specific purpose. All weapons except a pair of defensive spark fields have been converted to surge cannons, and a few extra examples of that device have been added for good measure. Unfortunately, the Essan did not bother to increase the ship's power output, so it frequently finds itself incapable of firing enough of its weapons at once, making the others little more than expensive redundancies. Based on a design by Jacob Jett.

Boltglobe [Eethan]
Battleglobe Variant (Rare) This is an example of the lengths the Eethan will go to in their attempt to continuously push the envelope of Ipsha designs. All the surge cannons have been replaced with EM bolters, one of the most power-hungry and devastating Ipsha weapons in their arsenal. Although the battleglobe is normally designed to mount twenty surge cannons, only twelve EM bolters will function, the other hardpoints being required for power sinks and other protective measures. Despite this, there is a significant chance any new boltglobe will experience tremendous problems when first deployed. In any campaign, roll 1 d6 when a boltglobe is built. If a "1" appears, the ship experiences problems and must spend another full campaign turn in the shipyard being fixed. Roll again after these repairs are made, and if another "1" appears, the ship destroys itself in a singularity field collapse during its shakedown. Based on a design by Jeff Smith.

Heavy Carrier Cube [Oer]


Oer Barony Base Hull (Unlimited Deployment) The Oer claim to be the original designers of the carrier cube, and while that may or may not be true, their version of it is one of the most balanced Ipsha designs. It is capable of fighting extremely well for a carrier, and deploys enough of the powerful Urchin fighters to make even the Cascor pause before engaging one. This ship is considered an Oer base hull and cannot be used by other baronies. Based on designs by Jacob Jett and Eric Loken.

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B5W Variants-5 Rev. 1

KOR-LYAN VARIANTS

Kor-Lyan Variants
Not surprisingly, the various kingdoms operate a number of different variants. Some of these are very popular and eventually propagate throughout Kor-Lyan territory, but others are favored only by their original designer and don't catch on. If a Kor-Lyan ship or variant is limited only to a specific kingdom, that kingdom will be specifically noted on the control sheet, along with any deployment limitations in the usual manner. If no kingdom is listed, it can be assumed that virtually any of them has access to that particular unit.

Verloka Mine Cruiser


Koskova Variant (Rare) While ballistic mine launchers are rarely found on frontline ships, some of the kingdoms prefer the device for its ability to restrict an opponent's movements. The Verloka is a variant designed for this purpose. In battle, it usually hangs back, employing its array of ballistic mines to "herd" the enemy fleet. This strategy works best in coordination with terrain, so the Verloka tends to be used in defense of planets or when attacking one. Based on a design by J.J. O'Shaughnessy.

Lekra Torpedo Frigate


Cokra Variant (Rare) The limpet-bore torpedo is an unusual weapon. It does not score damage immediately, but can often take some time before having an effect on the target. Not surprisingly, most of the kingdoms prefer to use weapons with a more direct effect. The kingdom of Ketnor, however, prides itself on finesse, actually designing its forces around the ability to pick an opponent apart piecemeal. An opening salvo from a Ketnor fleet will include dozens of limpet-bore torpedoes and long-range missiles, after which they will circle until their slow-acting weapons do their thing. While this strategy allows the enemy to disengage easily, they lose face in the retreat, which is often all the Ketnorians are looking for. This ship is normally operated only by the Kingdom of Ketnor. In a joint Kor-Lyan fleet, it should be considered a rare variant. Within that kingdom, however, it is relatively common. Based on designs by Robert Garlinghouse and Jason Peacock.

Trylkan Ballistic Destroyer


Solyrn Variant (Uncommon) The sheer number of missiles a Solyrn can put out often overwhelms the logistical capabilities of even a large kingdom. To combat this, some Solyrn hulls are outfitted with other ballistic weapons, easing the drain on missile supplies. The Trylkan is one such variant, employing ballistic mine launchers and proximity lasers instead of class-L and class-R missile racks. While these alternative weapons must still be resupplied, the Kor-Lyans run out of missiles far more often than they do mines and prox lasers, so a squadron with two Solyrns and one Trylkan is a lot easier to stock than one with three Solyrns. Note that the reload rack is not needed on this variant, and is replaced with additional reactor space and a storage area for ballistic mines. Based on a design by Jason Peacock.

Kolosk Proximity Cruiser


Koskova Variant (Uncommon) This improvement of the basic Koskova increases the ship's reach at the expense of direct firepower. It tends to be less effective against a fast and mobile enemy, so it is far more likely to see variants of this sort on the Yolu border than, for example, the Torata frontier, where speedy elements of the Reaction Fleet can make getting a good shot with a prox laser a difficult task. So long as it is properly employed, the Kolosk is generally considered an upgrade to the Koskova. Based on a design by Bill Yuen.
NOTE: The SCS in the original release of League-2 indicates that the Koskova has a sensor rating bonus of 5. It should be a 6.

Fenja Assault Leader


Axor Variant (Uncommon) This ship was developed after the Axor had been in service for a while, as it was found that a more maneuverable foe could easily ignore the Axor. The Fenja's role is to lead a fleet of Axors into battle, or on anti-pirate patrols. It uses the limpet torpedoes to disable the enemy ship's weapons and thrusters, enabling the Axors to close in on the foe. The KorLyans normally assign one of these to every squadron of Axors, as its only disadvantage is a reduction in marine contingents to make room for excess torpedo storage. Based on a design by Kris Pugh.
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B5W Variants-5 Rev. 1

TORATA VARIANTS
Taclon Escort Corvette
Atlac Variant (Uncommon) As raider and Llort raids became more persistent and military and civilian cargo ships began taking even greater losses, the Torata decided that a dedicated escort needed to be deployed. The Atlac corvette was already serving excellently in the role of a fleet escort, but with the advent of the pentagon array, the idea of a dedicated escort model was put on the table. The result, the Taclon, exchanges its offensive weaponry for pentagon arrays, and therefore serves in the escort or anti-fighter role. The ship met with great success in the field, and was a major surprise to the first few Raiders that were unfortunate enough to engage convoys including Taclons. Based on designs by Karl Johnson and Tyrel Lohr.

Torata Variants
The Torata do not operate as many different variants as their neighbors, primarily because their ships are normally designed for already specialized purposes within their fleets. In general, most variants are simply weapon swaps that alter the type of firepower the ship produces. Sometimes, a ship that normally operates in one of the four maior Torata fleets will be employed by a different one, but only after undergoing significant modifications to fit its new role. For example, an Atlac in the service of the Reaction Fleet would likely sacrifice some of its weaponry in exchange for added engine power and enlarged thrusters, allowing it to quickly move to engage a threat anywhere in Torata space.

Dartoc Strike Cruiser


Golthar Variant (Rare) Citing security concerns over the growing tension between League members and the recent Narn-Centauri border wars, the Reaction Fleet Planning Commission drew up specs for a new cruiser variant that could project more firepower rapidly into a developing situation should the need arise. The Dartoc was the result of the Planning Commission's efforts, and is generally acknowledged as one of the Committee's more successful designs. Just entering service at the beginning of the League Wars, Dartoc Strike Cruisers and their attached fighter squadrons see frequent combat action and have quickly become highly-sought and prestigious ships to command. Based on designs by Karl Johnson and John Dutka.

Alovar Scout Carrier


Clovant Variant (Common) After the development of the pentagon array, the Patrol Fleet began to look at adding it to the Clovant scout to allow it to better defend itself in battle. The particle accelerator, which was not all that effective on an ELINT unit anyway, was removed and replaced with a single pentarray, and the aft weapons suite was similarly upgraded. In addition, the fighter space was increased, allowing this ship to carry a full squadron of fighters. This ship should be treated as Rare in 2255, Uncommon in 2256 and Common thereafter as the Torata slowly upgraded their existing Clovants to the new Alovar standard. After 2256, virtually no original Clovants remained in the Patrol Fleet, although a couple were still in use by other fleets for another decade or so. Based on a design by Eric Loken.

Latrac Defender
Golthar Variant (Uncommon) This ship is an example of a hull normally found only in one of the Torata fleets that has been recently acquired and converted for use in another. The Golthar, which rarely appears anywhere but the Reaction Fleet, provides an excellent platform for the new pulse accelerator weapon, the resulting ship being known as the Latrac. This variant is quite good at knocking down fighters and has started to appear in good numbers within the Home Fleet. It sacrifices most of the speed and maneuverability of the original Golthar hull for additional weapons space. Based on a design by Robert Glass.
Babylon 5, Babylon 5 Wars TM & Warner Bros.

Tralka Plasma Fighter


Tuka Variant (Rare) After several encounters with Pak'ma'ra fighters, the Torata designed this special variant of the Tuka. It is powerful, and the plasma accelerator's ability to ignore half the target's armor makes it particularly deadly, but unfortunately, it must close to "certain death" range to employ this weapon effectively. For this reason it is not very popular, especially amongst its pilots, and is considered an unsuccessful variant. The Torata continue to operate a few flights in the event they are challenged by an enemy with high levels of armor on their ships. Based on a design by Dan O'Connor.
B5W Variants-5 Rev. 1

GROME VARIANTS

Grome Variants
The Grome build a large number of their variants not because they are useful or interesting designs, but because of serious problems with a basic ship after it has been fielded. In order to make such failures serviceable, entire weapons systems and other parts of the ship are torn out, to be replaced with whatever fits in the resulting gaping holes. As a result, many Grome variants are unreliable, using the special rules from Showdowns5. Some of these vessels possess their own unique problems, producing new kinds of "unreliabilities" (also referred to as "disadvantages"). Inadequate Hangar Facilities: Ships of this type include hangar bays not part of the vessel's original design. Using such hangars can be a dangerous undertaking. Any time a flight launches, roll 1 d6 for that flight. If a "1" appears, the flight aborts its launch for some reason and cannot be deployed on that turn (it can try again next turn). Similarly, when a flight attempts to land, roll 1d6 for each fighter. If a "1"appears, score 1d6 damage on the fighter (ignoring armor) as it bounces off a wall or other obstruction. (If the scenario ends with fighters still in play, and the affected ship's side was victorious, it is assumed that any remaining fighters land safely thereafter.) Haphazard Targeting Systems: This disadvantage normally crops up only on Grome ships with so many targeting arrays that they interfere with each other. Each turn, after weapons fire determinations have been announced, the ship rolls 1d6. If a 1 appears, two of the ship's targeting arrays, chosen at random, fail to function. If a 2 or 3 appears, just one array does not work, and on a 4-6, there are no adverse effects. If any targeting arrays have been destroyed or shut down voluntarily, they automatically take the place of one "failed" array. In this way, a player who wants to be absolutely sure certain arrays function can simply turn off two others of his choice and skip the roll. Poor Defensive Targeting: The defensive guns on the ship are poorly organized and prone to failure. Whenever any weapon fires in defensive mode, regardless of its type, roll 1d6. If a "1" appears, the gun has no effect on the incoming shot. In addition, any weapon that has a listed intercept rating other than "N/A (i.e., is capable of firing defensively) suffers a -1 to hit at all times due to interference from the inadequate targeting

systems. The ship may deactivate the defensive sensor array to avoid this penalty, but this must be done shipwide, and for the entire scenario; no weapons (not even purely defensive ones) can fire in intercept mode at all for the duration of the game! Fractured Lock-Ons: This problem usually occurs on ships with more than one type of sensor or targeting system. Because of interference, the standard sensors are limited to no more than three different lock-ons in a turn. Also, acquiring more than one target costs extra EW points, the second costing 2 EW and the third 3. Thus, if three targets are to be locked onto, the ship must spend 6 EW for this purpose, receiving the equivalent of only a 1-point lock on each one. The extra sensor points are lost overcoming the "fracturing" interference. This restriction is lifted if the competing sensor or targeting system is deactivated or entirely destroyed (on a Grome ship, for example, the loss or deactivation of all targeting arrays will suffice).

Trokan Margus Command Flagship


Trokan Variant (Unique) When Babylon 5 was built, the Margus decided he needed a vessel to carry his august presence to that station for state visits. This ship, he commanded, must be the absolute pinnacle of Grome technology. He refused to stand on the bridge of anything other than the best the Grome could offer. To this end, his engineering crews worked day and night to produce the Trokan Margus, a command ship with the greatest advancements possible to every system on the ship. Improvements were made to the engine, sensors, targeting systems, C&C, armor, weapons, thrusters, and anything else they could think of. While impressive-looking, the resulting vessel rarely works right. It is notoriously unreliable in almost every aspect. On the rare occasions where it has actually seen action, its combat record is unimpressive at best, usually hanging in the back of the fight so as to avoid risking the life of the Margus unnecessarily. No more than one is ever in existence at any one time, which is perhaps fortunate considering the amount of time and effort required to keep it in service. In any campaign, the Grome player must pay double the usual maintenance fees to keep the Trokan Margus in operation (if there are no maintenance rules, a basic 5% fee is assessed). Based on a design by Phil Lacefield Jr.
Babylon 5, Babylon 5 Wars TM & Warner Bros.

10

B5W Variants-5 Rev. 1

GROME VARIANTS
The Adrina is an escort and follows the rules of the Escort Arrays found in the Grome section of Militaries of the League II. Unfortunately, these arrays often conflict with each other, resulting in their status as haphazard targeting systems. Grome captains frequently deactivate one or two of the arrays to avoid these detrimental effects, treating the extras as redundant spares. Based on a design by Matt Murray.

Gralac Heavy Carrier


Groth Variant (Rare) The heavy railguns on the first Groth Gunship were fraught with problems, so much so that the ship spent more time in the repair yards than actually in service. While the trouble was eventually located, it was impossible to fix with simple maintenance, but required a complete redesign of the secondary side hulls. The primary hull languished in mothballs as new sides (with the problem mostly corrected) were provided to newly built Groths. During the League Wars, the Grome decided they need new ships as quickly as possible. The first Groth was still sitting in its construction yards with its sides torn open. To make it serviceable, repair crews installed hangar bays in place of the railguns. As many flak cannons as possible were then welded to the sides and the ship made a hasty launch. While it saw no combat, its fighters did, and the design so impressed the Grome admirals that the ship was mode a full-fledged member of the fleet. At least one additional vessel of this type has been fielded since then, and it seems likely that the Gralac will continue to see service in the Grome navy, despite the poor quality of the side hangar bays. Based on designs by J .J. O'Shaughnessy and David Pullen.

Morstag Escort Frigate


Morgat Variant (Uncommon) This was one of the first Grome ships to employ escort array technology. In addition to the ability to support other ships in combat, these arrays also sport a more effective offensive rating. To make room for these advanced abilities, the medium railgun was removed and two of the light railguns were changed to flak cannons. The result is an effective defensive ship that can prove invaluable in a medium or short range encounter. Unlike many Grome variants, this ship is not terribly rare and does not seem to have any unreliable systems. Based on a design by John Hanna.

Melagar Frigate Leader


Morgat Variant (Rare) This ship is designed to lead a squadron of Grome frigates into battle. Despite its more powerful weapons array, it is not popular due to difficulties in maintaining the integrity of the superstructure after repeated medium railgun salvos. The forward light railguns were replaced with flak cannons to help deal with this problem, but ships of this type still occupy a lot of time in drydock undergoing repairs. When the C&C was expanded to allow for additional command systems, the central flak cannon had to be removed. This left just enough space for an enhancement to the targeting array. While not of escort quality, this array still provides the ship with an additional boost against a single enemy target. Unfortunately, this addition interferes with the standard sensor array enough to limit the ship's targeting options during combat. For this reason, the Melagar is best used against a single key enemy vessel. Based on a design by Gary Fitzpatrick.
NOTE: The SCSs in the original release of League-2 do not indicate Port/Stb Thrust hits for the Telgar and Morgat. They should be Primary Hits 1-4.
B5W Variants-5 Rev. 1

Adrina War Escort


Mogorta Variant (Rare) The Adrina War Escort is a Grome showcase of "high technology." While some of the more shortsighted officers of the Grome Navy deride it as a waste of resources, experienced captains hail it as the jewel of their squadron. The Adrina has most of the medium railguns of the Mogorta replaced with advanced escort arrays on wide angle traverse mounts. In addition, the standard targeting array turrets on the main body are upgraded to advanced versions, and the hangar space is removed to make room for a third centrally mounted array. The resulting ship is not terribly effective on its own, but provides spectacular bonuses when used in a fleet support role. These war escorts are not often seen due to the advanced electronics and communications gear required for the targeting arrays to work with nearby ships. Adrinas are considered racial assets by the Grome and are often named after unique icons of power or authority, such as Sword of the Margus.
Babylon 5, Babylon 5 Wars TM & Warner Bros.

11

HURR VARIANTS

Hurr Variants
As mentioned in League-2, the vast majority of Hurr ships are actually variants of their few basic hull types. For now, only the most common of the two basic hulls, the Boroca Gunship and Orak Frigate, are available for play. While they do operate some other designs, these are almost all limited or restricted availability and are rarely seen except for specialized missions.

Torkoth Fast Frigate


Orak Variant (Uncommon) The Torkoth is designed to provide the Hurr with a relatively fast ship able to quickly intercept raiding forces before they reach attacking range of key orbital installations or inhabited planets. To achieve this, Hurr engineers have crammed into the small hull of an Orak o second engine and enlarged the thrusters. However, the inclusion of a second engine causes structural stresses, and the Torkoth is unreliable and prone to critical failures. In addition, some C&C and reactor space had to be sacrificed to make room for the secondary engine, so the forward plasma cannon was downgraded to compensate. While much faster than a standard Orak, the ship is still horrendously slow by Galactic standards, and is not a popular one to serve on. Based on a design by Juan-Manuel Vidal.

Borocada Particle Gunship


Boroca Variant (Rare) After the Dilgar War, the Hurr purchased particle cannon technology from several sources, including the Earth Alliance. Difficulties in production and support have limited these weapons to only a few rare variants, though this is expected to change as the Hurr steadily upgrade their technological base. The Borocada is one of several variants that employ particle cannons, although upgrading the reactor to support these weapons required the removal of the jump engine. Some of the remaining space was later occupied by a single aft missile rack intended to discourage pursuit. Based on a design by Patrick Sinclair.

Orano Escort Frigate


Orak Variant (Uncommon) The first Hurr vessel to field bolter technology (which the Hurr have yet to advance beyond the earliest stages), this ship is employed primarily as an anti-fighter vessel, though at close ranges it can deliver significant damage to an enemy ship. The Hurr admiralty remains divided on whether these weapons are better than standard particle beams. In practice, most fleets include several of each type of ship so as to take advantage of whichever qualities best suit the situation. Based on a design by Tarek Okail.

Martus Tech Frigate


Orak Variant (Rare)
The Martus is the testbed for particle cannon technology. Unlike the Borocada, which operates two such cannons as standard equipment, the Martus is still considered experimental. Not only does it operate the basic particle cannon, but all its defensive particle beams hove been replaced with light particle cannons. This produces a severe strain on the reactor, which had to be significantly enlarged at the cost of hangar space. Even though this class has been in service for over twenty years, the Hurr have still not decided whether they prefer the light cannon to the standard particle beam, which is faster-firing but scores less damage. One hidden advantage is that the light guns can be deactivated for a significant return in power, giving the Martus a burst of energy at a moment when it might be most needed. This is something no standard Orak could ever hope to accomplish. Based on a design by Richard Bax.

Dorono Support Frigate


Orak Variant (Rare) The Dorono Support Frigate is modeled on the concept of a ship supporting friendly fighters. The battles against the Dilgar at Latig taught the Hurr not only the value of fighters against ships but also the ineffectiveness of their own Koeths. Through the installation of a plasma stream weapon purchased from the Pak'rna'ra, the Dorono is suited to the task of stripping ship armor so that the weaker Koeth guns can be more effective. Because the plasma stream is seen as more of a fleet support weapon, the Orak is rarely found outside of a small armada, and almost never operates alone. Based on a design by Paul Brown.
NOTE: The SCSs in the original release of League2 does not indicate Port/Stb Thrust hits for the Orak variants. They should be Primary Hits 1-12.
Babylon 5, Babylon 5 Wars TM & Warner Bros.

12

B5W Variants-5 Rev. 1

Okath Kat Variant (Uncommon)


Version 2: 2E/V5

Hyach Okath Kur Escort Frigate


MANEUVERING
1 1 1 2 1 1

Name: ______________ Counter: ____________

SPECS

Class: Medium Ship In Service: 2218 Point Value: 625 Ramming Factor: 80 Jump Delay: N/A

FORWARD HITS
1-4: Retro Thrust 5: Medium Laser 6-9: Maser 10-11: Interdictor 12-17: Structure 18-20: PRIMARY Hit 1-5: Main Thrust 6-7: Maser 8-9: Interdictor 10-17: Structure 18-20: PRIMARY Hit 1-8: Port/Stb Thrust 9-11: Sensors 12: Hangar 13-14: Computer 15-17: Engine 18-19: Reactor 20: C & C

SPECIAL NOTES
Gravitic Drive System Defense Specialist Agile Ship

Speed Turn Cost Turn Delay

Turn Cost: 1/2 x Speed Turn Delay: 1/2 x Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2 Thrust Roll Cost: 2 Thrust
3 2 2 4 2 2 5 3 3 6 3 3

COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +12
8 4 4 9 5 5 10 5 5 11 6 6

WEAPON DATA
Medium Laser Cannon
Class: Laser Mode: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

7 4 4

12 6 6

Maser

HANGAR
1 2 3 3 3 3

AFT HITS

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

0 Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 10/10

Class: Laser Modes: Standard 3 Damage: 2d10+2 Range Penalty: -1 per hex Fire Control: +3/+3/+2 Intercept Rating: n/a Rate of Fire: 1 per turn Special: Armor counts double, damage doubled for crits

Interdictor

PRIMARY HITS

Class: Particle Modes: Defensive only Damage: None Range Penalty: n/a Fire Control: n/a Intercept Rating: -4 Rate of Fire: 1per turn

2 BONUS FIRE CONTROL PTS.


Capital/HCVs Med. Ships Ftrs/Shuttles

3 2

4
6

5 4 2 9

8 FORWARD
9

PORT
5

4 4
5

4 STARBOARD
5

10

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Computer Medium Laser Maser Interdictor

4 PRIMARY AFT
10

2 10 2

4 2 11

6 4

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Irokai Kam Variant (Rare)


Version 2: 2E/V5

Hyach Irokai Kal Command Gunship


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2165 Point Value: 1325 Ramming Factor: 290 Jump Delay: 20 Turns

FORWARD HITS

1-6: Retro Thrust 7-8: Spinal Laser 9-11: Heavy Laser 12-18: Forward Struct 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-8: Heavy Laser 9-10: Interdictor 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Heavy Laser 9-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-11: Jump Engine 12-13: Sensors 14: Computer 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C

SIDE HITS

Gravitic Drive System Intelligence Specialist Other Specialists: 2 +1 initiative to all Hyach ships in the scenario

SPECIAL NOTES

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +1
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Spinal Laser

7 7 7

12 12 12

Class: Laser Modes: R, S Damage: 6d10+40 Range Penalty: -1 per 5 hexes Fire Control: +4/+2/-12 Intercept Rating: n/a Rate of Fire: 1 per 5 turns

Heavy Laser Cannon


Class: Laser Modes: R, S 6 Damage: 4d10+20 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-4 Intercept Rating: n/a Rate of Fire: 1 per 4 turns

HANGAR

0 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 10/10

Interdictor

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

AFT HITS

4 1 5

Class: Particle Modes: Defensive only Damage: None Range Penalty: n/a Fire Control: n/a Intercept Rating: -4 Rate of Fire: 1per turn

PRIMARY HITS

3 BONUS FIRE CONTROL PTS.


Capital/HCVs Med. Ships Ftrs/Shuttles

2 5

3 5 5 STARBOARD

10

FORWARD 4 PORT 5
1

5 5

11

4 5

5
12

5 5

12

ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Computer Interdictor Heavy Laser Cannon

5 5
4

4 5

PRIMARY AFT 4
12

4 8 5 9 5
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Spinal Laser

Senchlat Kam Variant (Rare)


Version 3: 2E/V5

Hyach Senchlat Kir Ballistic Cruiser


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Hvy Combat Vsl In Service: 2258 Point Value: 800 Ramming Factor: 180 Jump Delay: N/A

FORWARD HITS

1-5: Retro Thrust 6-7: Proximity Laser 8: Maser 9: Interdictor 10-18: Forward Struct 19-20: PRIMARY Hit 1-5: Main Thrust 6-7: Proximity Laser 8: Maser 9: Interdictor 10-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Port/Stb Thrust 11-13: Sensors 14: Hangar 15: Computer 16-17: Engine 18-19: Reactor 20: C & C

SPECIAL NOTES
Crew Specialists: 2 Gravitic Drive System

Speed Turn Cost Turn Delay

Turn Cost: 2/3 x Speed Turn Delay: 2/3 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust
3 2 2 4 3 3 5 4 4 6 4 4

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +6
8 6 6 9 6 6 10 7 7 11 7 7

WEAPON DATA Proximity Laser

7 5 5

12 8 8

Class: Proximity (Laser) 6 Modes: Raking Damage: 3d10+8 Maximum Range: 30 hexes Range Penalty: -1 per 2 hexes Fire Control: +0/+0/-Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Maser

HANGAR
1 3 2 9

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

AFT HITS

0 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 10/10

2 3

Class: Laser Modes: Standard 3 Damage: 2d10+2 Range Penalty: -1 per hex Fire Control: +3/+3/+2 Intercept Rating: n/a Rate of Fire: 1 per turn Special: Armor counts double, damage doubled for crits

Interdictor

PRIMARY HITS

3 BONUS FIRE CONTROL PTS.


Capital/HCVs Med. Ships Ftrs/Shuttles
3

Class: Particle Modes: Defensive only Damage: None Range Penalty: n/a Fire Control: n/a Intercept Rating: -4 Rate of Fire: 1per turn

3 3 FORWARD

4 3

PORT
5

4
10

STARBOARD 4
6
5

4 4
1

10

4 4 4

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Computer Interdictor Maser Proximity Laser

PRIMARY AFT 3 5 2
10

PROX LASERS
Weapon #1 Weapom #2

4 2

3 6

Weapon #3 Weapon #4 Weapon #5 Weapon #6

10
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Evirol Tek Variant (Common)


Version 3: 2E/V5

Hyach Evirol Kon Auxiliary Carrier


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2230 Point Value: 500 Ramming Factor: 230 Jump Delay: 20 Turns

FORWARD HITS

1-5: Retro Thrust 6-7: Medium Laser 8-9: Interdictor 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Maser 7-10: Port/Stb Hangar 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Interdictor 9-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Cargo 11-12: Jump Engine 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C

Gravitic Drive System Limited Deployment (33%) Crew Specialists: 0

SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 4+4 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 16 Engine Efficiency: 4/1 Extra Power: 0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA
Medium Laser Cannon
Class: Laser Mode: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

7 7 7

12 12 12

Maser

SIDE HITS

0 Fighters 4 Cargo Shuttles: Thrust: 4 No Weapons Armor: 0 Defense: 10/10

MAIN HANGAR

Class: Laser Modes: Standard 3 Damage: 2d10+2 Range Penalty: -1 per hex Fire Control: +3/+3/+2 Intercept Rating: n/a Rate of Fire: 1 per turn Special: Armor counts double, damage doubled for crits

Interdictor

AFT HITS

SIDE HANGARS
12 Fighters Each 0 Shuttles

Class: Particle Modes: Defensive only Damage: None Range Penalty: n/a Fire Control: n/a Intercept Rating: -4 Rate of Fire: 1per turn

PRIMARY HITS

4 5

FORWARD 2 2
4

4 4

STARBOARD

PORT

1 8

4 5 2 4
6

4 4
4 10

4 5 2

ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Cargo Interdictor Medium Laser Maser

5 5 PRIMARY AFT 4 2 7
6

5 4

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Alichi Kav Variant (Uncommon)


Version 3: 2E/V5

Hyach Alichi Tal Infiltrator


MANEUVERING
1 1 2 1 2 2 3 2

Name: ______________ Counter: ____________

SPECS

Class: Hvy Combat Vsl In Service: 2244 Point Value: 650 Ramming Factor: 170 Jump Delay: N/A

FORWARD HITS

1-4: Retro Thrust 5-6: Fwd Hangar 7-8: Maser 9-18: Forward Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-9: Port/Stb Thrust 10-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Medium Laser 11-12: Interdictor 13: Sensors 14: Computer 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C

SPECIAL NOTES

AFT HITS

Limited Deployment (33%) Gravitic Drive System Stealth Specialist Limited Stealth Abilities Turning in Reverse: add +1/3 to turn cost

Speed Turn Cost TC in Rev. Turn Delay

Turn Cost: 1 x Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 3 4 2 4 4 6 3 5 5 7 4 6 6 8 4

COMBAT STATS
Fwd/Aft Defense: 10 Stb/Port Defense: 12 Engine Efficiency: 2/1 Extra Power: 0 Initiative Bonus: +6
9 9 12 6 10 10 14 7 11 11 15 8

WEAPON DATA
Medium Laser Cannon
Class: Laser Mode: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

7 7 10 5

8 8 11 6

12 12 16 8

Maser

MAIN HANGAR
4
5

0 Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 10/10

Class: Laser Modes: Standard 3 Damage: 2d10+2 Range Penalty: -1 per hex Fire Control: +3/+3/+2 Intercept Rating: n/a Rate of Fire: 1 per turn Special: Armor counts double, damage doubled for crits

Interdictor

PRIMARY HITS

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

FWD HANGAR
12 Assault Shuttles 2 Breaching Pods

Class: Particle Modes: Defensive only Damage: None Range Penalty: n/a Fire Control: n/a Intercept Rating: -4 Rate of Fire: 1per turn

3 3
6

4 3 4 5 FORWARD
HYACH ACHILAT BREACHING POD

2 BONUS FIRE CONTROL PTS.


Capital/HCVs Med. Ships Ftrs/Shuttles

1 3 6
6

6
10

2 3

Cost: 40 Thrust: 7 Armor: 3

Defense: 8/9 Offense: 0 Initiative: +9

No Weapons Gravitic

6 6
2

2 6 PORT
5

2 6
5

6
HYACH LARICHA ASSAULT SHUTTLE
Cost: 40 Defense: 9/7 Thrust: 8 Offense: 0 Armor: 2 Initiative: +9 1 Light Blast Laser Rate of Fire: 1 per turn Range Penalty: -2 per hex Damage: 2d6+5 Fighter Firing Arc: Gravitic

PRIMARY AFT

STARBOARD
5

5
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Computer Interdictor Medium Laser Maser

4
10

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Hyach Doskva Stealth Fighters


SPECS
Class: Med. Fighters In Service: 2254 Point Value: 75 each Ramming Factor: 16 Jinking Limit: 8 Levels

Dartha Variant (Rare)

Version 2: 2E/V5

MANEUVERING

Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust

COMBAT STATS
Fwd/Aft Defense: 6 Stb/Port Defense: 6 Free Thrust: 9 Offensive Bonus: +6 Initiative Bonus: +18

WEAPON DATA

Light Blast Laser

Number of Guns: 1 Class: laser Damage: 2d6+5 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn Intercept Rating: n/a

ARMOR

Flight Level Combat

2 2

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

SPECIAL NOTES
Gravitic Drive Stealth Fighter

Flight #1

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #2

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #3

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #4

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #5

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #7

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #8

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Version 3: 2E/V5

Qoricc Variant (Uncommon)

Cascor Drocca Torpedo Destroyer


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2231 Point Value: 600 Ramming Factor: 190 Jump Delay: N/A

FORWARD HITS

1-7: Retro Thrust 8-10: Ion Torpedo 11: Dual Ion Bolter 12-18: Forward Struct 19-20: PRIMARY Hit

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 2/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 5 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust
3 2 1 4 3 2 5 4 2 6 4 2

COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 16 Engine Efficiency: 5/1 Extra Power: 0 Initiative Bonus: +0
8 6 3 9 6 3 10 7 4 11 8 4

WEAPON DATA Ion Torpedo

7 5 3

12 8 4

Class: Ballistic 4 Mode: Standard Damage: 15 Range Penalty: None Max Range: 50 hexes Fire Control: +3/+1/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

HANGAR
9
3

Dual Ion Bolter

SIDE HITS

12 Medium Fighters 2 Shuttles: Thrust: 6 Armor: 0 Defense: 9/10

1-4: Port/Stb Thrust 5-7: Ion Torpedo 8-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7: Main Thrust 8-10: Ion Torpedo 11: Dual Ion Bolter 12-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-10: Sensors 11-13: Engine 14-16: Hangar 17-19: Reactor 20: C & C

Class: Ion 4 Modes: Standard Damage: 8 Range Penalty: -1 per hex Fire Control: +2/+2/+2 Intercept Rating: -2 Rate of Fire: 2 per turn

AFT HITS

PRIMARY HITS

1 3

4 FORWARD 3

3 STARBOARD

5
9

PORT

4
6

4 4
4

4 4

4
6

4 6 3

4 PRIMARY

3 7
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Ion Torpedo Dual Ion Bolter
3

AFT 4 2 10
3

3 8

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Version 4: 2E/V5

Norsca Variant (Uncommon)

Cascor Nesacc Explorer


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2220 Point Value: 700 Ramming Factor: 240 Jump Delay: 24 Turns

FORWARD HITS

1-5: Retro Thrust 6-7: Ion Cannon 8-18: Forward Struct 19-20: PRIMARY Hit

SPECIAL NOTES
ELINT Ship

Speed Turn Cost Turn Delay

Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 6 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 2 2 4 3 2 5 4 3 6 4 3

COMBAT STATS
Fwd/Aft Defense: 17 Stb/Port Defense: 17 Engine Efficiency: 6/1 Extra Power: 0 Initiative Bonus: +0
8 6 4 9 6 5 10 7 5 11 8 6

WEAPON DATA Ion Cannon

7 5 4

12 8 6

Class: Ion 4 Modes: Raking Damage: 2d10+10 Range Penalty: -1 per 4 hexes Fire Control: +2/+2/+0 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Dual Ion Bolter

MAIN HANGAR
1 4

SIDE HITS

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

1-3: Port/Stb Thrust 4-5: Ion Cannon 6-9: Dual Ion Bolter 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Jump Drive 9-11: Aft Hangar 12-13: Dual Ion Bolter 14-18: Aft Struct 19-20: PRIMARY Hit 1-8: Primary Struct 9-11: Cargo 12-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

0 Fighters 8 Shuttles: Thrust: 6 Armor: 0 Defense: 9/10

Class: Ion 4 Modes: Standard Damage: 8 Range Penalty: -1 per hex Fire Control: +2/+2/+2 Intercept Rating: -2 Rate of Fire: 2 per turn

AFT HITS

PRIMARY HITS

4 4 FORWARD

AFT HANGARS

6 Medium Fighters Each 0 Shuttles

2 4 2 5
6

3 3
12

3 4 STARBOARD 4

4 PORT 4
9

6 2 7

4
4

3 4

3 4

4 PRIMARY AFT

ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Cargo Ion Cannon Dual Ion Bolter

4
3

4
3

4
3

4
3

4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Version 2: 2E/V5

Norsca Variant (Rare)

Cascor Norscator Gunship


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2231 Point Value: 825 Ramming Factor: 240 Jump Delay: 24 Turns

FORWARD HITS

1-5: Retro Thrust 6-7: Ionic Laser 8-18: Forward Struct 19-20: PRIMARY Hit

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 6 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 2 2 4 3 2 5 4 3 6 4 3

COMBAT STATS
Fwd/Aft Defense: 17 Stb/Port Defense: 17 Engine Efficiency: 6/1 Extra Power: 0 Initiative Bonus: +0
8 6 4 9 6 5 10 7 5 11 8 6

WEAPON DATA Ionic Laser

7 5 4

12 8 6

Class: Ion+Laser 4 Modes: Raking Damage: 3d10+8 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

Dual Ion Bolter

MAIN HANGAR
1 4 4 2

SIDE HITS

1-3: Port/Stb Thrust 4-7: Ionic Laser 8-9: Dual Ion Bolter 10-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Jump Drive 9-10: Ionic Laser 11-12: Dual Ion Bolter 13-18: Aft Struct 19-20: PRIMARY Hit

12 Heavy Fighters 2 Shuttles: Thrust: 6 Armor: 0 Defense: 9/10

Class: Ion 4 Modes: Standard Damage: 8 Range Penalty: -1 per hex Fire Control: +2/+2/+2 Intercept Rating: -2 Rate of Fire: 2 per turn

AFT HITS

PRIMARY HITS

1-8: Primary Struct 9-11: Ionic Laser 12-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

4 4 FORWARD

3 11 2 4 3

8 3 4 STARBOARD 4 4

5 12 2 6
6

PORT
12

4
6

4
7

3 4

3 4

PRIMARY AFT

ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Ionic Laser Dual Ion Bolter

13

2 4

2
3 3

14

3 9 4
3

3 4
4

4
3

10

4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Version 3: 2E/V5

Tacacci Variant (Uncommon)

Cascor Talacca Frigate Leader


MANEUVERING
1 1 1 2 1 1

Name: ______________ Counter: ____________

SPECS

Class: Medium Ship In Service: 2225 Point Value: 500 Ramming Factor: 60 Jump Delay: N/A

FORWARD HITS

1-5: Retro Thrust 6-7: Ion Cannon 8-9: Ion Torpedo 10-11: Dual Ion Bolter 12-17: Structure 18-20: PRIMARY Hit 1-6: Main Thrust 7-8: Dual Ion Bolter 9-17: Structure 18-20: PRIMARY Hit 1-11: Port/Stb Thrust 12-13: Sensors 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C

SPECIAL NOTES
Agile Ship

Speed Turn Cost Turn Delay

Turn Cost: 1/3 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 2 Thrust Roll Cost: 2 Thrust
3 1 1 4 2 1 5 2 2 6 2 2

COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency:4/1 Extra Power: 0 Initiative Bonus: +14
8 3 2 9 3 3 10 4 3 11 4 3

WEAPON DATA Ion Cannon

7 3 2

12 4 3

Class: Ion 4 Modes: Raking Damage: 2d10+10 Range Penalty: -1 per 4 hexes Fire Control: +2/+2/+0 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Ion Torpedo

HANGAR

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
4

AFT HITS

0 Fighters 1 Shuttle: Thrust: 6 Armor: 0 Defense: 9/10

Class: Ballistic 4 Mode: Standard Damage: 15 Range Penalty: None Max Range: 50 hexes Fire Control: +3/+1/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

Dual Ion Bolter

PRIMARY HITS

Class: Ion 4 Modes: Standard Damage: 8 Range Penalty: -1 per hex Fire Control: +2/+2/+2 Intercept Rating: -2 Rate of Fire: 2 per turn

3 2 5

3 2 6

FORWARD

PORT
6
4

STARBOARD
1

3
6

3 PRIMARY AFT

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Ion Cannon Ion Torpedo Dual Ion Bolter
3

3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Cascor Caltus Torpedo Fighters


SPECS
Class: Heavy Fighters In Service: 2259 Point Value: 65 each Ramming Factor: 18 Jinking Limit: 6 Levels

Calaq Variant (Rare to 2262, Uncommon thereafter)

Version 2: 2E/V5

MANEUVERING

Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 2 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust

COMBAT STATS
Fwd/Aft Defense: 10 Stb/Port Defense: 9 Free Thrust: 10 Offensive Bonus: +5 Initiative Bonus: +17

WEAPON DATA
Ionizer
Number of Guns: 1 Class: Ionic (laser) Damage: 2d3+2 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn

Light Ion Torpedo

ARMOR

Flight Level Combat

2 2

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

Class: Ballistic Damage: 10 Range Penalty: None Max Range: 20 hexes Fire Control: n/a Rate of Fire: 2 per turn Ammunition: 6 per fighter Cost: 8 points each

SPECIAL NOTES

Price and statistics includes navigator.

Flight #1

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #2

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #3

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #4

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #5

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #7

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #8

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Warsphere Variant (Uncommon)


Version 3: 2E/V5

Ipsha Surgesphere
1 2 2 2 3 3 3 4 4 4 6 6 5 7 7

Name: ______________ Counter: ____________

Essan Barony Only

SPECS

Class: Capital Ship In Service: 2230 Point Value: 1050 Ramming Factor: 330 Jump Delay: N/A

MANEUVERING

FWD/AFT HITS

1-4: Fwd/Aft Thrust 5-12: Surge Cannon 13-18: Fwd/Aft Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-12: Surge Cannon 13-18: Port/Stb Struct 19-20: PRIMARY Hit 1-7: Primary Struct 8-10: Spark Field 11-12: Hangar 13-14: Sensors 15-16: Engine 17-18: Mag-Gravitic Reactor 19-20: C & C

SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 0+0 Thrust Roll Cost: 0+0 Thrust
6 8 8

COMBAT STATS
Fwd/Aft Defense: 17 Stb/Port Defense: 17 Engine Efficiency: 6/1 Available Power: 60 Initiative Bonus: +0
8 11 11 9 12 12 10 14 14 11 15 15

WEAPON DATA Surge Cannon

7 10 10

12 16 16

Class: Electromagnetic Mode: Raking Damage: 1d10+1 Range Penalty: -2 per hex Fire Control: +2/+2/+2 3 Intercept Rating: -2 Cooldown Period: 0 Turns Damage: 2d10+3 Range Penalty: -1 per hex Fire Control: +3/+3/+1 Cooldown Period: 1 Turn

Two Surge Cannons

Limited Deployment (33%) Singularity Drive System

HANGAR
6 Fighters

Three Surge Cannons


Damage: 3d10+6 Range Penalty: -1 per 2 hexes Fire Control: +4/+4/+0 Cooldown Period: 2 Turns

SIDE HITS

PRIMARY HITS

Four Surge Cannons

7 12

Damage: 4d10+10 Range Penalty: -1 per 3 hexes Fire Control: +4/+4/-2 Cooldown Period: 3 Turns

Five Surge Cannons

11 10 3 9 8 3 3 3

3 5

Damage: 5d10+15 Range Penalty: -1 per 4 hexes Fire Control: +4/+4/-4 Cooldown Period: 4 Turns

3 3

13 14 15 3 3

FORWARD 31 4 4 32

4
7

PRIMARY

5 STBD 5 4

PORT

5 3 3 16 3 17 3
ICON RECOGNITION
C&C Sensors Engine Thruster M-G Reactor Hangar Surge Cannon Spark Field

10

4 3

3 23

3 18 19 24 4 3

5 AFT 3 3 2 3 3 30 29 3 3

3 21 20 4

22
Spark Field

25

26

27

28

Class: Electromagnetic Mode: Standard Damage: 1d6+1 Range Penalty: n/a (2 hexes) Fire Control: n/a 2 Intercept Rating: n/a Cooldown Period: 0 Turns Special: Ignores armor. +2 hexes and -1 dmg per 2 extra power applied (maximum 10 power)

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Oer Barony Base Hull


Version 3: 2E/V5

Ipsha Heavy Carrier Cube


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2230 Point Value: 800 Ramming Factor: 270 Jump Delay: N/A

FWD/AFT HITS

1-4: Fwd/Aft Thrust 5-8: Resonance Generator 9-12: EM Pulsar 13-18: Fwd/Aft Struct 19-20: PRIMARY Hit

SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 1+1 Thrust Roll Cost: 1+1 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 16 Engine Efficiency: 4/1 Available Power: 36 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Resonance Generator


Class: Electromagnetic Mode: Standard Damage: 1d10 Range Penalty: -1 per hex Fire Control: +2/+2/-6 Intercept Rating: n/a Cooldown Period: 2 Turns Special: Ignores armor. Scores damage against all sides of the target (Including primary).

7 7 7

12 12 12

Singularity Drive System

HANGARS
4

Spark Field

18 Fighters Each

SIDE HITS

1-4: Port/Stb Thrust 5-7: EM Pulsar 8-10: Hangar 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Spark Field 13-14: Sensors 15-16: Engine 17-18: Mag-Gravitic Reactor 19-20: C & C

PRIMARY HITS

Class: Electromagnetic Mode: Standard Damage: 1d6+1 Range Penalty: n/a (2 hexes) Fire Control: n/a 2 Intercept Rating: n/a Cooldown Period: 0 Turns Special: Ignores armor. +2 hexes and -1 dmg per 2 extra power applied (maximum 10 power)

EM Pulsar

5 FORWARD

Class: Electromagnetic 3 Mode: Pulse Damage: 9 1d5 times Maximum Pulses: 6 Pulse Grouping: +1 per 5 Range Penalty: -1 per hex Fire Control: +3/+2/+1 Intercept Rating: -2 Cooldown Period: 1 Turn Special: +1 to critical hits, +2 to dropout rolls

3 4
7 4

13 4 4 PRIMARY PORT

4 11
6

STBD

4
6

4 14 4 4

4 4 8
ICON RECOGNITION
C&C Sensors Engine Thruster M-G Reactor Hangar Resonance Generator EM Pulsar Spark Field

3 4 AFT 3 11 4 12 3

10

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Tetraship Variant (Uncommon)


Version 3: 2E/V5

Ipsha Tetra Escort


1 1 1 2 1 1 3 1 1 4 2 2 5 2 2

Name: ______________ Counter: ____________

Eethan Barony Only

SPECS

Class: Medium Ship In Service: 2235 Point Value: 400 Ramming Factor: 50 Jump Delay: N/A

MANEUVERING

SIDE HITS

1-4: Port/Stb Thrust 5-8: EM Pulsar 9-18: Structure 19-20: PRIMARY Hit 1-6: Fwd/Aft Thrust 7-9: Spark Field 10-12: Sensors 13-15: Engine 16-18: Mag-Gravitic Reactor 19-20: C & C

PRIMARY HITS

Singularity Drive System Special Hull Arrangement (No Fwd/Aft Hits)

SPECIAL NOTES

Speed Turn Cost Turn Delay

Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel: 1/2 Thrust Pivot Cost: 1+1 Thrust Roll Cost: 0+0 Thrust
6 2 2

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 12 Engine Efficiency: 2/1 Available Power: 13 Initiative Bonus: +12
8 3 3 9 3 3 10 4 4 11 4 4

WEAPON DATA EM Pulsar

7 3 3

12 4 4

Power Enhancement Pod (Optional)


+2 Free Thrust +3 Available Power +1 Turn Delay -1 Initiative +40 Combat Points

Class: Electromagnetic 3 Mode: Pulse Damage: 9 1d5 times Maximum Pulses: 6 Pulse Grouping: +1 per 5 Range Penalty: -1 per hex Fire Control: +3/+2/+1 Intercept Rating: -2 Cooldown Period: 1 Turn Special: +1 to critical hits, +2 to dropout rolls

Spark Field

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

4 7

If power enhancement pod is present, it is hit on a primary roll of 1-2 instead of the thrusters

Class: Electromagnetic Mode: Standard Damage: 1d6+1 Range Penalty: n/a (2 hexes) Fire Control: n/a 2 Intercept Rating: n/a Cooldown Period: 0 Turns Special: Ignores armor. +2 hexes and -1 dmg per 2 extra power applied (maximum 10 power)

FORWARD 3
5 4

3 PRIMARY STBD 3 4 3 3 AFT 3 6 3 5

PORT 3 1 3 2 3 3 3
4

ICON RECOGNITION
C&C Sensors Engine Thruster M-G Reactor Spark Field EM Pulsar
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Battleglobe Variant (Rare)


Version 3: 2E/V5

Ipsha Boltglobe
1 1 1 2 2 2 3 3 3 4 4 4

Name: ______________ Counter: ____________

Eethan Barony Only

SPECS

Class: Capital Ship In Service: 2252 Point Value: 750 Ramming Factor: 250 Jump Delay: N/A

MANEUVERING

SIDE HITS

1-4: Port/Stb Thrust 5-10: EM Bolter 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-8: Primary Structure 9-10: Fwd/Aft Thrust 11-12: Spark Field 13-14: Sensors 15-16: Engine 17-18: Mag-Gravitic Reactor 19-20: C & C

PRIMARY HITS

Singularity Drive System Special Hull Arrangement (No Fwd/Aft Hits)

SPECIAL NOTES

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 0+0 Thrust
5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 18 Stb/Port Defense: 14 Engine Efficiency: 4/1 Available Power: 45 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA EM Bolter

7 7 7

12 12 12

Class: Electromagnetic Mode: Standard Damage: 21 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/+0 9 Intercept Rating: n/a Cooldown Period: 2 Turns Special: +1 to all critical rolls made by target on that turn.

Power Enhancement Pod (Optional)


+2 Free Thrust +11 Available Power +1 Turn Delay -1 Initiative +75 Combat Points 4

Spark Field

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Class: Electromagnetic Mode: Standard Damage: 1d6+1 Range Penalty: n/a (2 hexes) Fire Control: n/a 2 Intercept Rating: n/a Cooldown Period: 0 Turns Special: Ignores armor. +2 hexes and -1 dmg per 2 extra power applied (maximum 10 power)

If power enhancement pod is present, it is hit on a primary roll of 1-2 instead of the thrusters

4
7

4 4

4 4

4 PORT

PRIMARY STBD

4 4

4 4

4 4 4 4 4 4 4

4 13

10

11

12

ICON RECOGNITION
C&C Sensors Engine Thruster M-G Reactor EM Bolter Spark Field
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

4 4 4

Solyrn Variant (Uncommon)


Version 2: 2E/V5

Name: ______________ Counter: ____________

Kor-Lyan Trylkan Ballistic Destroyer


MANEUVERING
1 1 1 2 2 2

SPECS

Class: Hvy Combat Vsl In Service: 2251 Point Value: 525 Ramming Factor: 150 Jump Delay: N/A

FORWARD HITS
1-4: 5-6: 7-8: 9-10: 11-18: 19-20: 1-6: 7-8: 9-10: 11-18: 19-20: 1-8: 9-11: 12-13: 14-15: 16-17: 18-19: 20: Retro Thrust Ballistic Mine Proximity Laser Class-D Rack Fwd. Structure PRIMARY Hit Main Thrust Ballistic Mine Class-D Rack Aft Structure PRIMARY Hit Primary Structure Port/Stb Thruster Sensors Engine Hangar Reactor C&C

SPECIAL NOTES
Atmospheric Capable

Speed Turn Cost Turn Delay

Turn Cost: 3/4 Speed Turn Delay: 3/4 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
3 3 3 4 3 3 5 4 4 6 5 5

COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +6
8 6 6 7 7 9 10 8 8 11 9 9

WEAPON DATA Proximity Laser

7 6 6

12 9 9

Class: Ballistic (Laser) Mode: Raking 6 Damage: 3d10+8 Maximum Range: 30 Range Penalty: -1 per 2 hexes Fire Control: +0/+0/Intercept Rating: N/A Rate of Fire: 1 per 3 turns

Ballistic Mine Launcher


Class: Ballistic Mode: Proximity 4 Damage: By mine type Maximum Range: 30 Range Penalty: None Fire Control: N/A Intercept Rating: N/A Rate of Fire: 1 per 2 turns

Restricted Deployment (10%)

HANGAR

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
6

AFT HITS

0 Fighters 2 Shuttles: Thrust: 5 Armor: 1 Defense: 9/9 2 Weapon Hardpoints

Class-D Missile Rack

PRIMARY HITS

4
D D

Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per turn Special: Fires only missiles of types A, C, I, or Z.
D

2 FORWARD
1

3
1

2 3

4
5 6
9

BALLISTIC MINES
Rack #1

3
FWD

3 4
6

PORT
4

4 4
5

STARBOARD
4

FWD

Rack #2 Rack #3 Rack #4 Mine Storage

4 4 3 4
4
AFT

4
AFT

3
3

PRIMARY

MISSILES
Rack #7 Rack #8

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar
3 3

3
9
D

4 AFT
3

3
D

Rack #9

10

Rack #10

PROX LASERS
Weapn #5 Weapon #6

Proximity Laser Ballistic Mine


D

4 4

4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Class-D Missile Rack

Koskova Variant (Uncommon)


Version 2: 2E/V5

Name: ______________ Counter: ____________

Kor-Lyan Kolosk Proximity Cruiser


MANEUVERING
1 1 1 2 2 2

SPECS

FORWARD HITS
1-4: 5-7: 8-10: 11-18: 19-20: 1-5: 6-7: 8-9: 10-11: 12-18: 19-20: 1-6: 7-9: 10-18: 19-20: 1-6: 7-8: 9-10: 11-12: 13-14: 15-16: 17: 18-19: 20: Retro Thrust Proximity Laser Class-F Rack Forward Struct PRIMARY Hit Port/Stb Thrust Class-F Rack Proximity Laser Class-D Rack Port/Stb Structure PRIMARY Hit Main Thrust Class-D Rack Aft Structure PRIMARY Hit Primary Struct Reload Rack Std Particle Beam Jump Drive Sensors Engine Hangar Reactor C&C

SPECIAL NOTES
Atmospheric Capable

Speed Turn Cost Turn Delay

Class: Capital Ship In Service: 2258 Point Value: 850 Ramming Factor: 270 Jump Delay: 30 Turns

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 5 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 1+1 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 17 Engine Efficiency: 4/1 Extra Power: +4 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Proximity Laser

7 7 7

12 12 12

Class: Ballistic (Laser) Mode: Raking 6 Damage: 3d10+8 Maximum Range: 30 Range Penalty: -1 per 2 hexes Fire Control: +0/+0/Intercept Rating: N/A Rate of Fire: 1 per 3 turns

Standard Particle Beam


Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

1 2
F

3 3

SIDE HITS

HANGAR 0 0 Fighters 2 Shuttles: Thrust: 5 Armor: 1 Defense: 9/9 2 Weapon Hardpoints


F

Class-D Missile Rack

AFT HITS

7 3 3
3

Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per turn Special: Fires only missiles of types A, C, I, or Z.
D

Class-F Missile Rack

PRIMARY HITS

5 FORWARD

Class: Ballistic 0 Missiles: 10 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: Varies Can fire as a class-S, class-L, or class-R rack.
F

10 4

4 4

10

6 6 STARBOARD

5 4

11 4

14 PORT
5

15 4

4 6
4 6

PROX LASERS
4 5
F Rack #1 Rack #2 Rack #3 Rack #4

4
F

8
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar

3
Reload Rack

Rack #5

MISSILES
Rack #6 Rack #7 Rack #8

PRIMARY AFT 2 12
D 2 6

Rack #9 Rack #10

Reload Rack
F

Class-F Missile Rack Class-D Missile Rack Proximity Laser


Std Particle Beam

5
D 2

Rack #11

2 13
Rack #12

Rack #13

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Koskova Variant (Rare)


Version 2: 2E/V5

Name: ______________ Counter: ____________

Kor-Lyan Verloka Mine Cruiser


MANEUVERING
1 1 1 2 2 2

SPECS

Class: Capital Ship In Service: 2256 Point Value: 675 Ramming Factor: 270 Jump Delay: 30 Turns

FORWARD HITS
1-4: 5-7: 8-10: 11-18: 19-20: 1-5: 6-7: 8-9: 10-11: 12-18: 19-20: 1-6: 7-9: 10-18: 19-20: 1-6: 7-8: 9-10: 11-12: 13-14: 15-16: 17: 18-19: 20: Retro Thrust Particle Cannon Ballistic Mine Forward Struct PRIMARY Hit Port/Stb Thrust Class-F Rack Ballistic Mine Class-D Rack Port/Stb Structure PRIMARY Hit Main Thrust Class-D Rack Aft Structure PRIMARY Hit Primary Struct Reload Rack Std Particle Beam Jump Drive Sensors Engine Hangar Reactor C&C

SPECIAL NOTES
Atmospheric Capable

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 5 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 1+1 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 17 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Particle Cannon

7 7 7

12 12 12

Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Standard Particle Beam


Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

SIDE HITS

0 HANGAR 0 Fighters 2 Shuttles: Thrust: 5 Armor: 1 Defense: 9/9 2 Weapon Hardpoints

Class-D Missile Rack

1 3 4 3
3

2 3
3

AFT HITS

5 3

Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per turn Special: Fires only missiles of types A, C, I, or Z.
D

Class-F Missile Rack

PRIMARY HITS

5 FORWARD

Class: Ballistic 0 Missiles: 10 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: Varies Can fire as a class-S, class-L, or class-R rack.
F

Ballistic Mine Launcher


Class: Ballistic Mode: Proximity 4 Damage: By mine type Maximum Range: 30 Range Penalty: None Fire Control: N/A Intercept Rating: N/A Rate of Fire: 1 per 2 turns

10 4

6 4

10

6 6 STARBOARD

7 4

11 4

14 PORT
5

15 4

4 6
4 6

4
F

4 5
F

MISSILES
Rack #8 Rack #9 Rack #8

ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar

3
Reload Rack

Rack #10

Rack #11

Rack #12

PRIMARY AFT 2 12
D 2 6

Rack #13

Reload Rack Ballistic Mine


F

BALLISTIC MINES
Rack #3

5
D 2

Class-F Missile Rack Class-D Missile Rack Std Particle Beam Particle Cannon

2 13

Rack #4 Rack #5 Rack #6 Rack #7

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Cokra Variant (Rare)


Version 2: 2E/V5

Name: ______________ Counter: ____________

Kingdom of Ketnor

Kor-Lyan Lekra Torpedo Frigate


MANEUVERING
1 1 1 2 1 1

SPECS

Class: Medium Ship In Service: 2245 Point Value: 400 Ramming Factor: 50 Jump Delay: N/A

FORWARD HITS
1-5: 6-7: 8: 9-11: 12-17: 18-20: 1-6: 7: 8-10: 11-17: 18-20: 1-7: 8-10: 11-13: 14-15: 16-18: 19-20: Retro Thrust Std Particle Beam Class-D Rack Limpet-Bore Structure PRIMARY Hit Main Thrust Class-D Rack Limpet-Bore Structure PRIMARY Hit Port/Stb Thruster Sensors Engine Hangar Reactor C&C

SPECIAL NOTES
Agile Ship Atmospheric Capable

Speed Turn Cost Turn Delay

Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 2 Thrust Roll Cost: 1 Thrust
3 1 1 4 2 2 5 2 2 6 2 2

COMBAT STATS
Fwd/Aft Defense: 10 Stb/Port Defense: 11 Engine Efficiency: 1/1 Extra Power: +0 Initiative Bonus: +13
8 3 3 9 3 3 10 4 4 11 4 4

WEAPON DATA
Standard Particle Beam
Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

7 3 3

12 4 4

Class-D Missile Rack

HANGAR
D

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

AFT HITS

0 Fighters 1 Shuttle: Thrust: 5 Armor: 1 Defense: 9/9 2 Weapon Hardpoints

Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per turn Special: Fires only missiles of types A, C, I, or Z.
D

Limpet-Bore Torpedo

PRIMARY HITS

3 FORWARD
1

Class: Ballistic Torpedoes: 5 3 Damage: 2d10+10 Maximum Range: 30 Range Penalty: None Fire Control: +4/+2/-Rate of Fire: 1 per 2 turns Special: Seeks target system. Ignores armor upon detonation. Scores no overkill. See rules.

Limpet-Bore Torpedoes
Launcher #1 Launcher #3 Launcher #3 Launcher #4

2
5

2 3 3
5 6

3 3

PORT
3

3 PRIMARY

STARBOARD
3

3
3
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar

AFT
5

3
4

2 3 2
D

MISSILES
Rack #5 Rack #6

Limpet-Bore Torpedo
D

Class-D Missile Rack


Std Particle Beam
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Axor Variant (Uncommon)


Version 2: 2E/V5

Name: ______________ Counter: ____________

Kor-Lyan Fenja Assault Leader


MANEUVERING
1 1 1 2 1 1

SPECS

Class: Medium Ship In Service: 2243 Point Value: 300 Ramming Factor: 100 Jump Delay: N/A

FORWARD HITS
1-5: 6-7: 8-9: 10-11: 12-17: 18-20: 1-6: 7-8: 9-17: 19-20: 1-8: 9-11: 12-14: 15: 16-18: 19-20: Retro Thrust Std Particle Beam Limpet-Bore Torp Grappling Claw Structure PRIMARY Hit Main Thrust Limpet-Bore Torp Structure PRIMARY Hit Port/Stb Thruster Sensors Engine Hangar Reactor C&C

SPECIAL NOTES
8 Marine Contingents Atmospheric Capable Agile Ship

Speed Turn Cost Turn Delay

Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
3 1 1 4 2 2 5 2 2 6 2 2

COMBAT STATS
Fwd/Aft Defense: 10 Stb/Port Defense: 12 Engine Efficiency: 1/1 Extra Power: +0 Initiative Bonus: +13
8 3 3 9 3 3 10 4 4 11 4 4

WEAPON DATA
Standard Particle Beam
Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

7 3 3

12 4 4

Grappling Claw

0 ANGAR H 4 Breaching Pods

Attaches the Fenja to the target vessel so boarding parties can be deposited.

Limpet-Bore Torpedo

AFT HITS

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

PRIMARY HITS

Class: Ballistic Torpedoes: 5 3 Damage: 2d10+10 Maximum Range: 30 Range Penalty: None Fire Control: +4/+2/-Rate of Fire: 1 per 2 turns Special: Seeks target system. Ignores armor upon detonation. Scores no overkill. See rules.

Limpet-Bore Torpedoes
4

3 FORWARD
3 4

Launcher #1 Launcher #2

3 PORT
3

3
2

3 STARBOARD

3
3

3 3 PRIMARY 3
3

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar

AFT 3 2
2

KOR-LYAN AILYAN BREACHING POD


Cost: 40 Defense: 10/10 Thrust: 7 Offense: 0 Armor: 4 Initiative: +8 No Weapons

Grappling Claw Limpet-Bore Torpedo


Std Particle Beam
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Golthar Variant (Rare)


Version 3: 2E/V5

Torata Dartoc Strike Cruiser


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2260 Point Value: 650 Ramming Factor: 250 Jump Delay: 27 Turns

FORWARD HITS

1-6: Retro Thrust 7-8: Laser Accelerator 9-10: Pentagon Array 11-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Laser Accelerator 7-8: Port/Stb Hangar 9-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Pentagon Array 9-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-12: Jump Drive 13-14: Sensors 15-16: Engine 17: Main Hangar 18-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 3 2 4 4 3 5 5 4 6 6 4

COMBAT STATS
Fwd/Aft Defense: 17 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
8 8 6 9 9 6 10 10 7 11 11 8

WEAPON DATA Laser Accelerator

7 7 5

12 12 8

HANGAR

Class: Laser Mode: Raking 6 Damage: 4d10+16 Range Penalty: -1 per 3 hexes Fire Control: +2/+2/+0 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Special: Can fire at an accelerated ROF for less damage, as shown below: 1 per 2 turns: 2d10+6 1 per 3 turns: 3d10+10

SIDE HITS

0 Fighters 2 Shuttles: Thrust: 5 Armor: 0 Defense: 9/10

Pentagon Array

AFT HITS

SIDE HANGARS
6 Fighters Each 0 Shuttles

5 Class: Particle Mode: Raking (Special) Damage: 5 sub-volleys of 1d10 Range Penalty: -1 per hex Fire Control: +3/+3/+3 Intercept Rating: -5 Rate of Fire: 1 per turn Special: Scores each 1d10 as a separate sub-volley.

PRIMARY HITS

1 4

4 3

4
3

4 2 4
6

FORWARD

4 3
6

4
12

4 STARBOARD

5
1

PORT

3 5

3 5

5 4
3

PRIMARY AFT
3 3

ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Laser Accelerator Pentagon Array

3 4 4 5 4 4

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Golthar Variant (Uncommon)


Version 4: 2E/V5

Torata Latrac Defender


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2261 Point Value: 700 Ramming Factor: 250 Jump Delay: 27 Turns

FORWARD HITS

1-6: Retro Thrust 7-9: Pulse Accelerator 10-18: Forward Struct 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Pulse Accelerator 7-8: Pentagon Array 9-18: Port/Stb Struct 19-20: PRIMARY Hit

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 3 2 4 4 3 5 5 4 6 6 4

COMBAT STATS
Fwd/Aft Defense: 17 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
8 8 6 9 9 6 10 10 7 11 11 8

WEAPON DATA Pulse Accelerator

7 7 5

12 12 8

HANGAR

SIDE HITS

0 Fighters 2 Shuttles: Thrust: 5 Armor: 0 Defense: 9/10

Class: Particle Mode: Pulse Damage: 12 1d3 times Maximum Pulses: 4 Pulse Grouping: +1 per 5 Range Penalty: -1 per 3 hexes Fire Control: +4/+3/+1 Intercept Rating: n/a 4 Rate of Fire: 1 per 3 turns Special: Can fire at an accelerated ROF for less pulses, as shown below: 1 per 2 turns: 3 pulses, 1d2 hit 1 per turn: 2 pulses, 1 hit

Pentagon Array

AFT HITS

1-6: Main Thrust 7-8: Pentagon Array 9-10: Pulse Accelerator 11-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-12: Jump Drive 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C

5 Class: Particle Mode: Raking (Special) Damage: 5 sub-volleys of 1d10 Range Penalty: -1 per hex Fire Control: +3/+3/+3 Intercept Rating: -5 Rate of Fire: 1 per turn Special: Scores each 1d10 as a separate sub-volley.

PRIMARY HITS

1 4 4

4 7 3 4 3 3 4
3

FORWARD

8 4

9
5

5
1

STARBOARD

PORT

3 5 4
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Pulse Accelerator Pentagon Array

3 5 4

5 4
3

PRIMARY AFT
3

9
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Atlac Variant (Uncommon)


Version 3: 2E/V5

Torata Taclon Escort Corvette


MANEUVERING
1 1 1 2 2 1

Name: ______________ Counter: ____________

SPECS

Class: Medium Ship In Service: 2257 Point Value: 400 Ramming Factor: 50 Jump Delay: N/A

FORWARD HITS

1-4: Retro Thrust 5-6: Pentagon Array 7-10: Lt Particle Beam 11-16: Structure 17-20: PRIMARY Hit 1-6: Main Thrust 7-8: Lt Particle Beam 9-16: Structure 17-20: PRIMARY Hit 1-8: Port/Stb Thrust 9-11: Sensors 12-14: Engine 15-16: Hangar 17-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 2/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust
3 2 1 4 3 2 5 4 2 6 4 2

COMBAT STATS
Fwd/Aft Defense: 13 Stb/Port Defense: 12 Engine Efficiency: 2/1 Extra Power: +6 Initiative Bonus: +12
8 6 3 9 6 3 10 7 4 11 8 4

WEAPON DATA Pentagon Array

7 5 3

12 8 4

5 Class: Particle Mode: Raking (Special) Damage: 5 sub-volleys of 1d10 Range Penalty: -1 per hex Fire Control: +3/+3/+3 Intercept Rating: -5 Rate of Fire: 1 per turn Special: Scores each 1d10 as a separate sub-volley.

HANGAR

Lt Particle Beam

AFT HITS

0 Fighters 1 Shuttle: Thrust: 5 Armor: 0 Defense: 9/10

Class: Particle 1 Modes: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn

PRIMARY HITS

3 FORWARD 3
4

PORT
5

3 2

4 2

5 2

6 2 4

STARBOARD
5

3
6

PRIMARY 4
4

3
8

4 AFT
8

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Pentagon Array Light Particle Beam

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Clovant Variant (Common)


Version 2: 2E/V5

Torata Alovar Scout Carrier


MANEUVERING
1 1 1 2 2 2

Name: ______________ Counter: ____________

SPECS

Class: Capital Ship In Service: 2255 Point Value: 675 Ramming Factor: 230 Jump Delay: 27 Turns

FORWARD HITS

1-5: Retro Thrust 6-7: Pentagon Array 8-12: Lt Particle Beam 13-18: Forward Struct 19-20: PRIMARY Hit 1-6: Port/Stb Thrust 7-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Pentagon Array 9-18: Aft Struct 19-20: PRIMARY Hit 1-10: Primary Struct 11-12: Jump Drive 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C

SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 15 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Pentagon Array

7 7 7

12 12 12

5 Class: Particle Mode: Raking (Special) Damage: 5 sub-volleys of 1d10 Range Penalty: -1 per hex Fire Control: +3/+3/+3 Intercept Rating: -5 Rate of Fire: 1 per turn Special: Scores each 1d10 as a separate sub-volley.

Limited Deployment (33%) ELINT Ship

HANGAR

Lt Particle Beam

SIDE HITS AFT HITS

12 Fighters 2 Shuttles: Thrust: 5 Armor: 0 Defense: 9/10

Class: Particle 1 Modes: Standard Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn

PRIMARY HITS

1
3

4
3

3 2 2

4 4 FORWARD

5 2 2

STARBOARD

5 PORT

5
10

4 5
6

4 5

5
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Pentagon Array Light Particle Beam
3

5 4

PRIMARY AFT
3

4
3

4 2 4

4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Torata Tralka Medium Fighters


SPECS
Class: Med. Fighters In Service: 2245 Point Value: 55 each Ramming Factor: 17 Jinking Limit: 8 Levels

Tuka Variant (Rare)

Version 2: 2E/V5

MANEUVERING

Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust

COMBAT STATS
Fwd/Aft Defense: 7 Stb/Port Defense: 7 Free Thrust: 11 Offensive Bonus: +6 Initiative Bonus: +18

WEAPON DATA

Lt Plasma Accelerator
Number of Guns: 2 (Linked) Damage: 1d6+3 -1 per hex Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn Special: If not fired on one turn, can fire on the next for 2d6+6 damage -1 per hex Cannot be used against fighters in this mode.

ARMOR

Flight Level Combat

2 2

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

Flight #1

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #2

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #3

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #4

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #5

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #7

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

Flight #8

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Dropped Out Ftr Destroyed


Initiative Speed Thrust Used Jinking Notes

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Trokan Variant (Unique)


Version 3: 2E/V5

Name: ______________ Counter: ____________

Grome Trokan Margus Command Flagship


SPECS
Class: Capital Ship In Service: 2260 Point Value: 1200 Ramming Factor: 510 Jump Delay: 36 Turns

MANEUVERING

FORWARD HITS
1-5: 6-7: 8-12: 13-15: 16-18: 19-20:

Retro Thrust Heavy Railgun Flak Cannon Forward Struct Connecting Strut PRIMARY Hit

SPECIAL NOTES
Antiquated Sensors Unreliable Ship
Restricted Deployment (10%) Communications Problems Power Fluctuations Sensor Fluctuations Engine Fluctuations Poor Defensive Targeting Sluggish

Speed Turn Cost Turn Delay

1 2 2

2 3 3

Turn Cost: 4/3 Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: N/A
3 4 4 4 5 5 5 6 6 6 7 7

COMBAT STATS
Fwd/Aft Defense: 18 Stb/Port Defense: 19 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +2
8 11 11 9 12 12 10 14 14 11 15 15

WEAPON DATA Heavy Railgun

7 10 10

12 16 16

Class: Matter Modes: Standard Damage: 5d10+7 Range Penalty: -1 per 3 hexes Fire Control: +2/+2/-3 9 Intercept Rating: n/a Rate of Fire: 1 per 4 turns

Medium Railgun

HANGAR
3

SIDE HITS

12 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

Class: Matter Modes: Standard Damage: 3d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/-3 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Matter Mode: Flash 2 Damage: 1d10+2 Range Penalty: -2 per hex Fire Control: --/--/+4

1-7: Port/Stb Thrust 8: Medium Railgun 9-10: Heavy Railgun 11-12: Flak Cannon 13-15: Port/Stb Struct 16-18: Connecting Strut 19-20: PRIMARY Hit

Flak Cannon

AFT HITS

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

1-6: Main Thrust 7-10: Flak Cannon 11-15: Aft Struct 16-18: Connecting Strut 19-20: PRIMARY Hit

10

11

12

13

Targeting Array

PRIMARY HITS

1-6: Primary Struct 7-9: Targeting Array 10-11: Jump Drive 12-13: Engine 14-15: Sensors 16-17: Hangar 18-19: Reactor 20: C & C

4 FORWARD

2 3 7

Maximum Range: 15 Adds fire control to all weapons against specified target. Degredation occurs if multiple targeting arrays are used on same target. 2 Cannot be used on fighters or smaller units.

3 3

3 6
3

26 2

Note: "Connecting Strut" hits score double damage to the facing structure (after armor).

5
6

3 2 14 15 16 17 3
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Targeting Array Heavy Railgun Medium Railgun Flak Cannon

3 STARBOARD 2 2 2 2 PORT 4
3

3 4
7 12

5 2 2 2 2 3 18 19 20 21

4 5
6 4

4
2 2

4 3

8 3

27 2

5 PRIMARY AFT

2 28

9 3

5 3

2 22 23

2
3 6 3

2 24

2 25

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

Groth Variant (Rare)


Version 4: 2E/V5

Grome Gralac Heavy Carrier


SPECS
Class: Capital Ship In Service: 2260 Point Value: 900 Ramming Factor: 490 Jump Delay: 36 Turns

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS
1-5: 6-8: 9-11: 12-15: 16-18: 19-20:

Retro Thrust Medium Railgun Flak Cannon Forward Struct Connecting Strut PRIMARY Hit

Antiquated Sensors Limited Deployment (33%) Unreliable Ship:


Inadequate Hangars (Side)

SPECIAL NOTES

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: N/A
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 18 Stb/Port Defense: 19 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +0
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Medium Railgun

7 7 7

12 12 12

Class: Matter Modes: Standard Damage: 3d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/-3 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Flak Cannon

MAIN HANGAR
5 5 5 6

SIDE HITS

1-4: Port/Stb Thrust 5-7: Port/Stb Hangar 8-10: Flak Cannon 11-15: Port/Stb Struct 16-18: Connecting Strut 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Medium Railgun 9-15: Aft Struct 16-18: Connecting Strut 19-20: PRIMARY Hit 1-6: Primary Struct 7-8: Targeting Array 9-10: Jump Drive 11-13: Engine 14-16: Sensors 17: Hangar 18-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

6 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Matter Mode: Flash 2 Damage: 1d10+2 Range Penalty: -2 per hex Fire Control: --/--/+4

Targeting Array

AFT HITS

3 4 FORWARD

Maximum Range: 15 Adds fire control to all weapons against specified target. Degredation occurs if multiple targeting arrays are used on same target. 2 Cannot be used on fighters or smaller units.

SIDE HANGARS
1
3 3

PRIMARY HITS

12 Fighters Each 0 Shuttles

Note: "Connecting Strut" hits score double damage to the facing structure (after armor).

3
6

2 4
6 8

3
6

2 7 2 8 PORT 3
4

2 4 STARBOARD 11 2 12
4

2 9 2 10
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Targeting Array Medium Railgun Flak Cannon

2 13 2

15 2 4 PRIMARY AFT 3
4 4

16 2

14

3
6 6

3 3 3

4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

Mogorta Variant (Rare)


Version 3: 2E/V5

Grome Adrina War Escort


SPECS
Class: Capital Ship In Service: 2253 Point Value: 700 Ramming Factor: 440 Jump Delay: 36 Turns

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS
1-4: 5-6: 7-8: 9-15: 16-18: 19-20:

Retro Thrust Targeting Array Medium Railgun Forward Struct Connecting Strut PRIMARY Hit

Antiquated Sensors Escort Arrays Unreliable Ship:

SPECIAL NOTES
Haphazard Targeting Syst.

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: N/A
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 17 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +4
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Medium Railgun

7 7 7

12 12 12

Class: Matter Modes: Standard Damage: 3d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/-3 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Flak Cannon

9 2
3 3

10 2

HANGAR

SIDE HITS

1-6: Port/Stb Thrust 7-10: Flak Cannon 11-15: Port/Stb Struct 16-18: Connecting Strut 19-20: PRIMARY Hit 1-6: Main Thrust 7-10: Targeting Array 11-15: Aft Struct 16-18: Connecting Strut 19-20: PRIMARY Hit

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

0 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Matter Mode: Flash 2 Damage: 1d10+2 Range Penalty: -2 per hex Fire Control: --/--/+4

Targeting Array (Escort)


Maximum Range: 15 Adds fire control to all weapons against specified target. Degredation occurs if multiple targeting arraus are used on same target. 2 Cannot be used on fighters or smaller units. Can combine with other ships (escort role)

AFT HITS

1 3
2

2 3 4 FORWARD
2
2

PRIMARY HITS

1-7: Primary Struct 8-9: Targeting Array 10-11: Jump Drive 12-13: Engine 14-16: Sensors 17: Hangar 18-19: Reactor 20: C & C Note: "Connecting Strut" hits score double damage to the facing structure (after armor).

2 3
3 3

4 2 3 2 4 2 5 12 3 2
ICON RECOGNITION
Thruster C&C Sensors Engine Jump Engine Reactor Hangar Targeting Array Medium Railgun Flak Cannon

4 STARBOARD
6

4 3 11
3

2 6 2 7 2 8

PORT 2 14
3

13 3

2 4 PRIMARY AFT 3 2 15 3 3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

Morgat Variant (Uncommon)


Version 3: 2E/V5

Grome Morstag Escort Frigate


SPECS
Class: Medium Ship In Service: 2237 Point Value: 400 Ramming Factor: 100 Jump Delay: N/A

Name: ____________ Counter: ____________

MANEUVERING

FORWARD HITS
1-4: 5: 6-7: 8-9: 10-17: 18-20:

Retro Thrust Targeting Array #7 Light Railgun Flak Cannon Structure PRIMARY Hit

SPECIAL NOTES
Antiquated Sensors Escort Arrays

Speed Turn Cost Turn Delay

1 1 1

2 1 1

Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 3+3 Thrust
3 2 2 4 2 2 5 3 3 6 3 3

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +12
8 4 4 9 5 5 10 5 5 11 6 6

WEAPON DATA Light Railgun

7 4 4

12 6 6

Class: Matter Mode: Standard Damage: 1d10+5 Range Penalty: -1 per hex Fire Control: +0/+2/+3 3 Intercept Rating: n/a Rate of Fire: 1 per 2 turns

Flak Cannon

HANGAR

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
3

AFT HITS

0 Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 9/10

Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Matter Mode: Flash 2 Damage: 1d10+2 Range Penalty: -2 per hex Fire Control: --/--/+4

1-6: Main Thrust 7-9: Light Railgun 10-17: Structure 18-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Connecting Strut 7-9: Targeting Array #8-9 10-12: Engine 13-15: Sensors 16-17: Hangar 18-19: Reactor 20: C & C

Targeting Array (Escort)

PRIMARY HITS

1 2 2

2 2

Maximum Range: 15 Adds fire control to all weapons against specified target. Degredation occurs if multiple targeting arrays are used on same target. 2 Cannot be used on fighters or smaller units. Can combine with other ships (escort role)

Note: "Connecting Strut" hits score double damage to the facing structure (after armor).

5 2

2 FORWARD
1

6 2

2 2
3

2
3

PORT
5

STARBOARD

3
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Targeting Array Light Railgun Flak Cannon

3 PRIMARY

3 2 AFT
3

4 AFT
3

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

Morgat Variant (Uncommon)


Version 5: 2E/V5

Grome Melagar Frigate Leader


SPECS
Class: Medium Ship In Service: 2221 Point Value: 500 Ramming Factor: 100 Jump Delay: N/A

Name: ____________ Counter: ____________

MANEUVERING

FORWARD HITS
1-4: 5-7: 8-9: 10-17: 18-20:

Retro Thrust Medium Railgun Flak Cannon Structure PRIMARY Hit

SPECIAL NOTES
Antiquated Sensors Unreliable Ship:
Fractured Lock-Ons

Speed Turn Cost Turn Delay

1 1 1

2 1 1

Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 3+3 Thrust
3 2 2 4 2 2 5 3 3 6 3 3

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: 0 Initiative Bonus: +13
8 4 4 9 5 5 10 5 5 11 6 6

WEAPON DATA Medium Railgun

7 4 4

12 6 6

Class: Matter Modes: Standard Damage: 3d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/-3 6 Intercept Rating: n/a Rate of Fire: 1 per 3 turns

Flak Cannon

HANGAR

AFT HITS

1-6: Main Thrust 7-9: Medium Railgun 10-17: Structure 18-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Connecting Strut 7-8: Targeting Array 9-11: Engine 12-14: Sensors 15-16: Hangar 17-18: Reactor 19-20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3

0 Fighters 1 Shuttle: Thrust: 4 Armor: 0 Defense: 9/10

Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Class: Matter Mode: Flash 2 Damage: 1d10+2 Range Penalty: -2 per hex Fire Control: --/--/+4

Targeting Array

PRIMARY HITS

2 2 2
2

No further targets possible

3 2

Maximum Range: 15 Adds fire control to all weapons against specified target. Degredation occurs if multiple targeting arrays are used on same target. 2 Cannot be used on fighters or smaller units.

Note: "Connecting Strut" hits score double damage to the facing structure (after armor).

6 2

2 FORWARD
1

7 2

3 2

3 2
3 3

PORT
5

STARBOARD

3
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Targeting Array Medium Railgun Flak Cannon

3 PRIMARY

4 2

AFT
3

AFT
3

5 2

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

Boroca Variant (Rare)


Version 4: 2E/V5

Hurr Borocada Particle Gunship


SPECS
Class: Capital Ship In Service: 2242 Point Value: 525 Ramming Factor: 260 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-8: Particle Cannon 9-11: Missile Rack 12-18: Forward Struct 19-20: PRIMARY Hit 1-6: Port/Stb Thrust 7-10: Std Particle Beam 11-18: Port/Stb Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Missile Rack 9-13: Engine 14-18: Aft Struct 19-20: PRIMARY Hit 1-12: Primary Struct 13-15: Sensors 16: Hangar 17-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

Speed Turn Cost Turn Delay

1 2 2

2 3 3

Turn Cost: 3/2 Speed Turn Delay: 3/2 Speed Accel/Decel Cost: 6 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust
3 5 5 4 6 6 5 8 8 6 9 9

COMBAT STATS
Fwd/Aft Defense: 16 Stb/Port Defense: 17 Engine Efficiency: 5/1 Extra Power: 0 Initiative Bonus: +0
8 12 12 9 14 14 10 15 15 11 17 17

WEAPON DATA Particle Cannon

7 11 11

12 18 18

Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Standard Particle Beam


Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

HANGAR

SIDE HITS

0 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

Class-S Missile Rack


Class: Ballistic 0 Missiles: 20 Range Penalty: None Fire Control: +3/+3/+3 Rate of Fire: 1 per 2 turns

1 4 3 3
3

2 4 4 5 FORWARD
3

AFT HITS

PRIMARY HITS

3 8 9

2 4
4

5 1

2 2 STARBOARD

PORT

4 10 2 11 2 5 5 4 PRIMARY AFT 5 12 2

4 13 2

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Particle Cannon Class-S Missile Rack Std Particle Beam

4
4

4 5
4

MISSILES
Rack #3 Rack #4

Rack #5

3
ALWAYS HAD CLASS-S MISSILE RACKS
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Orak Variant (Rare)


Version 4: 2E/V5

Hurr Martus Tech Frigate


SPECS
Class: Hvy Combat Vsl In Service: 2240 Point Value: 375 Ramming Factor: 130 Jump Delay: N/A
Speed Turn Cost Turn Delay 1 1 1

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-8: Particle Cannon 9-11: Lt Particle Cannon 12-18: Forward Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Lt Particle Cannon 9-13: Engine 14-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Port/Stb Thrust 13-15: Sensors 16: Hangar 17-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

2 2 2

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 5/1 Extra Power: 0 Initiative Bonus: +6
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Particle Cannon

7 7 7

12 12 12

Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns

Lt Particle Cannon

HANGAR

AFT HITS

0 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns

1 2 4 3

PRIMARY HITS

3 5
3

3
5

FORWARD

PORT 3
3

4
4 2

STARBOARD
3

5 PRIMARY AFT 5

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Particle Cannon Lt Particle Cannon

4 3
6

5 3 4
6

3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Orak Variant (Uncommon)


Version 4: 2E/V5

Hurr Torkoth Fast Frigate


SPECS
Class: Hvy Combat Vsl In Service: 2235 Point Value: 375 Ramming Factor: 130 Jump Delay: N/A

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-8: Med Plasma Cannon 9-11: Std Particle Beam 12-18: Forward Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Std Particle Beam 9-14: Engine 15-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Port/Stb Thrust 13-15: Sensors 16: Hangar 17-19: Reactor 20: C & C

Unreliable Ship:

SPECIAL NOTES
Vulnerable to Criticals

Speed Turn Cost Turn Delay

1 1 1

2 2 2

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 5/1 Extra Power: 0 Initiative Bonus: +6
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Med. Plasma Cannon


Class: Plasma 3 Modes: Standard Dmg: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

7 7 7

12 12 12

Standard Particle Beam

HANGAR

AFT HITS

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

6 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

1 2 4 3

PRIMARY HITS

2 5
3

3
5

FORWARD

PORT 3
4

4
4 6

STARBOARD 2
4

5 PRIMARY AFT 5

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Med Plasma Cannon Std Particle Beam

4 2

5 2

TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Orak Variant (Uncommon)


Version 4: 2E/V5

Hurr Orano Escort Frigate


SPECS
Class: Hvy Combat Vsl In Service: 2243 Point Value: 350 Ramming Factor: 130 Jump Delay: N/A
Speed Turn Cost Turn Delay 1 1 1

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-5: Retro Thrust 6-8: Light Bolter 9-18: Forward Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Light Bolter 9-13: Engine 14-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Port/Stb Thrust 13-15: Sensors 16: Hangar 17-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

2 2 2

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 5/1 Extra Power: 0 Initiative Bonus: +6
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Light Bolter

7 7 7

12 12 12

Class: Particle Modes: Standard Damage: 12 Range Penalty: -1 per hex Fire Control: +2/+2/+3 2 Intercept Rating: -1 Rate of Fire: 1 per turn

HANGAR
2 1

AFT HITS

6 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

PRIMARY HITS

2 5
3

3
5

FORWARD

PORT 3
3

4
4 6

STARBOARD 2
3

5 PRIMARY AFT 5

4 2
ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Light Bolter

5 2
6

4
6

3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Orak Variant (Rare)


Version 4: 2E/V5

Hurr Dorono Support Frigate


SPECS
Class: Hvy Combat Vsl In Service: 2248 Point Value: 375 Ramming Factor: 130 Jump Delay: N/A
Speed Turn Cost Turn Delay 1 1 1

Name: ______________ Counter: ____________

MANEUVERING

FORWARD HITS

1-4: Retro Thrust 5-8: Plasma Stream 9-11: Std Particle Beam 12-18: Forward Struct 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Std Particle Beam 9-13: Engine 14-18: Aft Struct 19-20: PRIMARY Hit 1-9: Primary Struct 10-12: Port/Stb Thrust 13-15: Sensors 16: Hangar 17-19: Reactor 20: C & C

SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6

2 2 2

Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 3+3 Thrust
3 3 3 4 4 4 5 5 5 6 6 6

COMBAT STATS
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 5/1 Extra Power: 0 Initiative Bonus: +6
8 8 8 9 9 9 10 10 10 11 11 11

WEAPON DATA Plasma Stream

7 7 7

12 12 12

HANGAR

Class: Plasma 7 Modes: Raking (5) Damage: 3d10+4 (-1 per hex) Range Penalty: -1 per hex Fire Control: +2/+2/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Special: Each sub-volley is mitigated by armor, and each full sub-volley which strikes a system degrades armor there by 1 point permanently.

AFT HITS

6 Fighters 2 Shuttles: Thrust: 4 Armor: 0 Defense: 9/10

Standard Particle Beam


Class: Particle 1 Modes: Standard Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn

1 2 4 3

PRIMARY HITS

2 5
3

3
5

FORWARD

PORT 3
3

4
4 6

STARBOARD 2
3

5 PRIMARY AFT 5

ICON RECOGNITION
Thruster C&C Sensors Engine Reactor Hangar Plasma Stream Std Particle Beam

4 2
6

5 2 4
6

3
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Okath Kur

Okath Kur

Okath Kur

Okath Kur

Irokai Kal

Irokai Kal

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Evirol Kon

Evirol Kon

Evirol Kon

Evirol Kon

Evirol Kon

Evirol Kon

Alichi Tal

Alichi Tal

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Alichi Tal

Alichi Tal

Achilat

Achilat

Achilat

Achilat

Achilat

Achilat

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Laricha

Laricha

Laricha

Laricha

Laricha

Laricha

Laricha

Laricha

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

10

11

12

Laricha

Laricha

Laricha

Laricha 1

Doskva

Doskva

Doskva

Doskva

Cascor

Cascor

Cascor

Takalti Kam

Cascor

Cascor

Cascor

Cascor

Cascor

Cascor

Nesacc

Nesacc

Nesacc

Norscator

Norscator

Talacca

Talacca

Talacca

Cascor

Cascor

Cascor

Cascor

Cascor

Cascor

Cascor

Talacca

Caltus

Caltus

Caltus

Caltus

Caltus

Caltus

Ruqacc

Cascor

Ipsha

Ipsha

Ipsha

Ipsha

Ruqacc

Resohex

Resohex

Resohex

Ipsha

Resohex

Ipsha

Ipsha

Surgesphere

Hvy CV Cube

Hvy CV Cube

Hvy CV Cube

Ipsha

Hvy CV Cube

Hvy CV Cube

Hvy CV Cube

Ipsha

Tetra Escort

TM &

Warner Bros.

Variants 5 Countersheet #1
Permission Granted to photocopy for personal use only

Ipsha

Ipsha

Ipsha

Ipsha

Surgesphere Surgesphere Surgesphere 5 6 1

Ipsha

Ipsha

Cascor

Cascor

Cascor

Takalti Kam Takalti Kal 3 4

Drocca

Drocca

Drocca

Drocca

Nesacc

Cascor

Cascor

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Hyach

Senchlat Kir 1

Senchlat Kir 2

Hyach

Ipsha

Ipsha

Ipsha

Ipsha

Ipsha

Ipsha

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Trylkan

Trylkan

Trylkan

Kolosk

Kolosk

Kolosk

Kolosk

Verloka

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Verloka

Lekra

Lekra

Fenja

Fenja

Fenja

Fenja

Ailyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Ailyan

Ailyan

Ailyan

Ailyan

Ailyan

Kalavar

Kalavar

Dartoc

Torata

Torata

Torata

Torata

Torata

Torata

Torata

Dartoc

Latrac

Latrac

Latrac

Latrac

Taclon

Taclon

Taclon

Torata

Torata

Torata

Torata

Torata

Torata

Torata

Taclon

Alovar

Alovar

Alovar

Alovar

Alovar

Alovar

Tralka

Grome

Grome

Tralka

Tralka

Tralka

Tumal

Tumal

Grome

Grome

Grome

Grome

Grome

Grome

Grome

Adrina

Adrina

Morstag

Morstag

Morstag

Morstag

Melagar

Melagar

Hurr

Hurr

Hurr

Hurr

Hurr

Hurr

Grome

Gormok

Borocada

Borocada

Martus

Martus

Torkoth

Torkoth

Torkoth

Hurr

Hurr

Hurr

Hurr

Hurr

Hurr

Hurr

Torkoth

Orano

Orano

Orano

Orano

Dorono

Dorono

Missile Sat

TM &

Warner Bros.

Variants 5 Countersheet #2
Permission Granted to photocopy for personal use only

Hurr

Hurr

Grome

Trokan Margus Gralac 4 1

Gralac

Grome

Torata

Torata

Torata

Torata

Torata

Torata

Torata

Torata

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Kor-Lyan

Tetra Escort Tetra Escort 2 3

Boltglobe Tetra Escort 4 1

Boltglobe

Starsphere 3

Starsphere 4

Trylkan

Kor-Lyan

Ipsha

VARIANTS-5 COMPLETES THE LEAGUE-2 PROJECT WITH AT LEAST FIVE NEW SHIPS FOR EACH OF THE SEVEN RACES FROM BW-107 (LEAGUE OF NON-ALIGNED WORLDS, PART 2): THE HYACH GERONTOCRACY - INCLUDES SPECIAL STEALTH UNITS, SUCH AS ASSAULT INFILTRATORS AND STEALTH FIGHTERS THE CASCOR COMMONWEALTH - EXPLORERS, GUNSHIPS AND FIGHTERS ARE ADDED TO THEIR CARRIER-HEAVY FLEET THE IPSHA BARONIES - VARIANTS ARE PROVIDED FOR SEVERAL BARONIES, INCLUDING THE ESSAN, OER AND EETHAN THE KOR-LYAN KINGDOMS - NEW BALLISTIC UNITS INCLUDE A PROXIMITY CRUISER AND TORPEDO FRIGATES THE TORATA REGENCY - STRIKE CRUISERS, ESCORTS AND AN IMPROVED SCOUT ROUND OUT THIS FLEXIBLE FLEET THE GROME AUTOCRACY - THEY OPERATE SEVERAL POWERFUL, BUT UNRELIABLE, VARIANTS SUCH AS THEIR HUGE COMMAND FLAGSHIP THE HURR REPUBLIC - SEVERAL VARIANTS INCLUDE THEIR FIRST FORAYS INTO FOREIGN TECHNOLOGY
THIS BOOK INCLUDES A VARIETY OF DIFFERENT TYPES OF UNITS, INCLUDING COMMAND SHIPS, SCOUTS, ESCORTS, AUXILIARIES, INFILTRATORS, EXPLORERS, LEADERS, DEFENDERS, STRIKE SHIPS, FIGHTERS, AND MORE! SOME EXAMPLES: Hyach Irokai Kal Command Gunship Cascor Talacca Frigate Leader Ipsha Surgesphere Kor-Lyan Trylkan Ballistic Destroyers Torata Dartoc Strike Cruiser Grome Trokan Margus Command Flagship Hurr Martus Tech Frigate 36 NEW SHIPS IN ALL!
THIS IS NOT A STAND ALONE PRODUCT AND REQUIRES BABYLON 5 WARS 2nd EDITION TO FULLY USE.

BW-161 ORIGINAL MSRP $14.95 US


BABYLON 5, characters, names and all related indicia are trademarks of and Warner Bros. (s02)

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