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VARIANTS 5
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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!
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
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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).
10
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.
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.
12
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
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
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
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)
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
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
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
HANGAR
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
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
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
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
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
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
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
10
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
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
SPECIAL NOTES
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
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
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)
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
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
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
1 3 6
6
6
10
2 3
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)
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
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
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
Flight #2
Flight #3
Flight #4
Flight #5
Flight #6
Flight #7
Flight #8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Version 3: 2E/V5
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
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
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
SIDE HITS
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)
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
ARMOR
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
Flight #1
Flight #2
Flight #3
Flight #4
Flight #5
Flight #6
Flight #7
Flight #8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Ipsha Surgesphere
1 2 2 2 3 3 3 4 4 4 6 6 5 7 7
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
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
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
HANGAR
6 Fighters
SIDE HITS
PRIMARY HITS
7 12
Damage: 4d10+10 Range Penalty: -1 per 3 hexes Fire Control: +4/+4/-2 Cooldown Period: 3 Turns
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)
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
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
7 7 7
12 12 12
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)
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
SPECIAL NOTES
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
7 3 3
12 4 4
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
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)
Ipsha Boltglobe
1 1 1 2 2 2 3 3 3 4 4 4
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
SPECIAL NOTES
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
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.
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
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
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
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
HANGAR
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
6
AFT HITS
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
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
4 4
4
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
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
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
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
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1 2
F
3 3
SIDE HITS
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
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
Reload Rack
F
5
D 2
Rack #11
2 13
Rack #12
Rack #13
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
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
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
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
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
SIDE HITS
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
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
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
BALLISTIC MINES
Rack #3
5
D 2
Class-F Missile Rack Class-D Missile Rack Std Particle Beam Particle Cannon
2 13
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Kingdom of Ketnor
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
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
HANGAR
D
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
AFT HITS
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
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
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
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
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
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
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
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)
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
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
7 7 5
12 12 8
HANGAR
SIDE HITS
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)
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
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
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
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)
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
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
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.
HANGAR
Lt Particle Beam
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)
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
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
Flight #2
Flight #3
Flight #4
Flight #5
Flight #6
Flight #7
Flight #8
TM & C WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
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
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
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
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)
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
SPECIAL NOTES
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
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
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
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)
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
SPECIAL NOTES
Haphazard Targeting Syst.
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
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
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
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)
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
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
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
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
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)
MANEUVERING
FORWARD HITS
1-4: 5-7: 8-9: 10-17: 18-20:
SPECIAL NOTES
Antiquated Sensors Unreliable Ship:
Fractured Lock-Ons
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
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
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
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)
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
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
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
HANGAR
SIDE HITS
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)
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
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
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)
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
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
7 7 7
12 12 12
HANGAR
AFT HITS
SENSOR DATA
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
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)
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
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
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)
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
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
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
Ipsha
Ipsha
Cascor
Cascor
Cascor
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
Gralac
Grome
Torata
Torata
Torata
Torata
Torata
Torata
Torata
Torata
Kor-Lyan
Kor-Lyan
Kor-Lyan
Kor-Lyan
Kor-Lyan
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.