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Darkness Rising - Introduction


This is an unofficial modification to Babylon 5: A Call to Arms, in no way endorsed by Mongoose
Publishing or Warner Brothers. In all cases, you should assume that the second edition A Call to
Arms rules is used. This supplement is intended to be only for recreational purpose.
Babylon 5, its characters, names, and all related indicia are trademarks of the Time Warner
Entertainment Co. LP. Pictures from Babylon 5 are 1992-2008 Time Warner Entertainment Co.
LP. All rights reserved.
Darkness Rising is an alternative setting for the Babylon 5: A Call to Arms game where history first
diverged in a significant way a thousand years ago. The Shadows defeated the Minbari, razed
their home world and were only stopped from annihilating that race by direct intervention by the
Vorlons.
The Minbari recovered but became an insular, defensive race, full of anger at their humiliation and
awaiting a chance for revenge. A violent encounter with an overconfident Earth Alliance threw
them into a state of rage culminating in an assault on the human home world.
This time it was the Shadows that saved their chosen inheritors and in doing so set the stage for a
final galactic war between the two ancient powers and their philosophies. The Vorlons and
Shadows strengthened their chosen pawns ready for this conflict and now the galaxy burns with
their fury.

Acknowledgements:
Artwork: Several kind people for both allowing and creating the original artwork, in grateful
appreciation:
Alexander (alex0815) (*) (Warlock p7, p88 and Thunderbolt p8)
Philippe Bullot (Darthmagus): (*) (www.darthmagus.com)
"Centauri Primus Battlecruisers"(p53), "Enemy"(p35) and "Molten Core"(p2).
( Models by: Brendan Lambe: Celestia SF Addons)
Christoph Gerber (Gerberc) (*) (Covers), Pete Milligan (www.vfxdigital.com) Fury Charge (p17)
(*) For more of their fabulous work please see www.renderosity.com
The various screenshots are from all over the internet (all hail Google!) please let me know if a
credit is required or you would like the image removed.
Special Thanks: Greg Smith for introducing me to this game, for much help and support in the
creation of this project and in general
The main Story is by Ken Chambers was much appreciated and adapted from the chronicle of our
recent campaign. I enjoyed it immensely and hope you do too.
The Cool Ship Painting is by Derina Ramsey. (Exterminator, Delphi, Dominator, Dusk Hawk
Nova Superior Dreadnoughts, Shadow Stars, Shantavi, Total Victory)
The Valerius was designed, moulded, built and painted by Alex (Centauri) Urobach - Kudos
Ideas and input was received by a number of people thanks in particular to:
Raiders - Scavenged Ships by Triggy
Ship concepts and help by:
Heiko Wisper Tolwyn: Blackhawk, Ekalta, Lkorta, Preyhawk, Sparrowhawk. ToReth, TShon,
Fraser Machin Morgoth: DagTar, DTarn, ReshKasu, Tharnotak, TVoth,
Steve Hiffano: Dusk Hawk, Dusk Hawk Prototype - See also the excellent Juyaie pack at
http://homepage.ntlworld.com/hiffano/Juyaie.pdf - its cool and free!
All the Playtesters and Commentators: Extremely useful, very helpful and most valuable
contributions were made by Sean (Ripple) and his group and Tom (Inq101) and his group.
Interest and kind words were gratefully received by many others . Thank you all.
Thanks is due to Richard Bax, in conjunction with the Historical Repair Team for their superb and
continuing work on Babylon 5 Wars whose work has influenced me and many of my contributors.
Very Special Thanks to all at Mongoose Publishing,
J Michael Straczynski and Warner Brothers.
And LC for his fantastic and inspirational novel
3

Author:

Charles Lister (Da Boss)

Cover Image
Chloe Morden and her Friends
By Philippe Bullot aka Darthmagus:
Introduction
Rules
A Universe of Difference
Fleet Lists
Earth Alliance
Minbari
Shadows
Vorlons

2
5
8
12
22
33
41

PSI Corps / Rebels 44


AnlaShok
50

Other Races
Centauri
Narn
League
Raiders
Drakh
Scenarios
Timeline
Ship Conversions
Just Why?

56
63
67
81
83
86
91
101
102

Rules

The following are exceptions or amendments to the standard 2nd Edition ACTA Rules
Fleet allocation Points the following table should be used when choosing your forces:

1 Patrol Point buys


1 Patrol
1 Skirmish Point buys
2 Patrol
1 Skirmish
1Raid Point buys
1 Raid
2 Skirmish
1 Skirmish, 2 Patrol
3 Patrol
1 Battle Point buys
1 Battle
2 Raid
1 Raid, 2 Skirmish
1 Raid, 1 Skirmish, 2 Patrol
1 Raid, 3 Patrol
3 Skirmish
2 Skirmish, 2 Patrol
6 Patrol

1 War Point buys


1 War
2 Battle
1 Battle, 2 Raid
1 Battle, 1 Raid, 2 Skirmish
1 Battle, 1 Raid, 1 Skirmish, 2 Patrol
1 Battle, 1 Raid, 3 Patrol
1 Battle, 3 Skirmish
1 Battle, 2 Skirmish, 2 Patrol
1 Battle, 6 Patrol
3 Raid
2 Raid, 2 Skirmish
2 Raid, 1 Skirmish, 2 Patrol
2 Raid, 3 Patrol
6 Skirmish
5 Skirmish, 2 Patrol
12 Patrol

1 Armageddon Point buys


1 Armageddon
2 War
1 War, 2 Battle
1 War, 1 Battle, 2 Raid
1 War, 1 Battle, 1 Raid, 2 Skirmish
1 War, 1 Battle, 1 Raid, 1 Skirmish, 2 Patrol
1 War, 1 Battle, 1 Raid, 3 Patrol
1 War, 1 Battle, 3 Skirmish
1 War, 1 Battle, 2 Skirmish, 2 Patrol
1 War, 1 Battle, 6 Patrol
1 War, 3 Raid 1 War, 2 Raid, 2 Skirmish
1 War, 2 Raid, 1 Skirmish, 2 Patrol
1 War, 2 Raid, 3 Patrol
1 War, 6 Skirmish
1 War, 5 Skirmish, 2 Patrol

1 Armageddon Point buys


1 War, 12 Patrol
3 Battle
2 Battle, 2 Raid
2 Battle, 1 Raid, 2 Skirmish
2 Battle, 1 Raid, 1 Skirmish, 2 Patrol
2 Battle, 1 Raid, 3 Patrol
2 Battle, 3 Skirmish
2 Battle, 2 Skirmish, 2 Patrol
2 Battle, 6 Patrol
6 Raid
5 Raid, 2 Skirmish
5 Raid, 1 Skirmish, 2 Patrol
5 Raid, 3 Patrol
12 Skirmish
11 Skirmish, 2 Patrol
24 Patrol
5

Admirals:
Any fleet of at least 5 Fleet Allocation points in size may include a single Admiral to lead it. He is
placed on one ship and will raise its Priority Level by one, so a Raid level ship will become a Battle
level ship, a Battle level ship will become a War level ship, and so on. An Armageddon level ship will
take both an Armageddon level slot and a Battle level slot. An Admiral must be placed on a ship with
the Command trait or the highest Priority Level ship in the fleet (before the ships Priority Level is
increased by the presence of the Admiral).
Beams: When using a Beam, roll a D6 for each attack dice and consult the following table:
1-2
Miss,
3-5
1 hit
6
3 hits
Breaching pods: These are not available as separate flights or on ships, instead their use is covered
in the Launch Breaching Pods and Shuttles! Special Action. The only exception to this is the Gaim
who operate in exactly the same way as in Signs and Portents number 57.
New Traits: Elite Crew (X) This ship is crewed by some of the best the race can offer and hence has
CQ X in one off scenarios and campaigns as well as in general play. If this trait is lost during play the
CQ immediately becomes 4, modified by any other effect acting on the ship as usual.
Fleet Auxiliary: In a Campaign, a Fleet containing one or more ships with the Fleet
Auxiliary trait may ignore the 5 RR point premium required for repairing Crippled ships.
Ships: Darkness Rising contains new ships for many races, where new statistics are not given for an
existing ship it should be used exactly as it described in the ACTA 2nd Edition Fleet book.

Powers and Principalities

Following the publication of Powers and Principalities, the following additions and amendments from
this work should be used in games based on Darkness Rising. Unless otherwise mentioned in the
text, no other amendments or additions should be adopted.
Fleet Command
Abbai:
Drakh:
Minbari:
Narn:
Raiders:
Shadows:

Deploy Mines! Divert Auxiliary Power to Shields!


Amu Mothership, Critical Systems Defence.
Web of Death,
Close Blast Doors and Activate Defence Grid!
Strike Carrier
Anti-Fighter Defences, Merging,

New Rules:
Battles in Hyperspace ships with the Hyperspace Adept trait never loose their lock on.
Flights and Ships.
Flights and Victory Points
Ramming
Small Ships
Special Actions
The Gaim Intelligence
Space Stations
Admirals Admiral Fhtagn
7

A Universe of Difference
A thousand years had passed since the Shadows had shattered the Minbari war fleet and ruined their
home world, only stopping when the Vorlons intervened directly. On their new home world of Ralafa,
bitter and ashamed, the Warrior Caste took control of their people and vowed never again to suffer
such ignominy. They declared their borders inviolate and together with the Worker Caste began to
rebuild their war machine so that it would be the equal of any that they would face, even the
Shadows. The Religious Caste was relegated to a symbolic role and acted as a conduit to the
Vorlons, whose aid had saved them. Even emissaries from the Orieni, fellow devotees of the Vorlon
path were turned away, although these at least were allowed to depart unharmed.
When the EarthForce Explorer vessel entered their space, they were met with fire and death like so
many others before them. Yet the Earthers did not react as the Centauri and others had done, wisely
leaving them alone. A vengeful human battle fleet jumped into Minbari space and attacked a colony
in reprisal before quickly being slaughtered by the advanced defences and rapidly responding
warships. Outraged, the leaders of the Warrior Caste decided that it was time that the galaxy knew
what it meant to challenge the Minbairi.
A powerful fleet followed the primitive ships back to their base and enacted a terrible vengeance, but
this was only the beginning as they sought to make an example of the humans and destroy them
utterly. Colonies and Bases were systematically eradicated as they drove towards the human home
world and after nearly two years of destruction they stood on the brink of total victory.
In the intervening period, the Shadows had already awoken and were watching the conflict with
interest. The Earth Gov emissaries to the varied alien governments had gained nothing but sympathy
and expensive weapon systems unproven against the technological superiority of the Minbari. Scout
ships scoured unknown space for lost technology and desperately sought out previously unknown
races in search of some way to help halt the Minbari advance. On a seemingly dead planet near the
rim, they found what they had searched for and so much more.
One year later a multitude of jump points formed before the remnants of the Earth Alliance fleet which
stood ready to give their lives to allow the civilian transports to escape. Io was gone, like most of the
colony worlds, whilst Mars had been ignored as the Minbari cruised towards the stronghold of their
prey, wiping out the initial picket ships almost without noticing.
Then they came, darkness became manifest as the Ancient Enemy appeared amongst the shoal of
Minbari cruisers and struck. Iridescent beams sliced through battle cruisers and fighters alike,
devastating the fleet. The Minbari, a race ruled by the Warrior Caste reacted the only way they knew
how to they fought back and they fought back hard.
In the swirling melee, Shadow and Minbari ships alike perished under a hail of weapons fire that
made those carried by the watching Earth Force ships seem like toys. At first unsure of what to do,
the Earth fleet was quickly ordered to target the Minbari and assist the other vessels in any way they
could. Most human ships that moved into that hell storm of energy beams did not survive, perishing
in seconds. Yet as they died, so did the pride of the Minbari navy. None surrendered, they fought
until their ships were shattered hulks and then detonated their engines whenever possible to try and
enact vengeance. When it had ended, the space surrounded Earth was clogged with wreckage and
drifting corpses as the Shadows vanished, themselves substantially diminished in numbers.
Earth had survived and won again, first the Dilgar and now the Minbari had proved no match for the
power of its war machine or at least that was what Earth Gov told a stunned galaxy. Alien
8

governments took more notice of the upstart power and worried about its intentions yet it seemed
Earth was content to consolidate its borders and rebuild its fleet. Several incursions by opportunist
races, including the Narn, were stopped cold and retaliatory strikes made the point as well as any of
the Earth Gov diplomats.
Earth erupted from its seclusion by attacking one of the more powerful League races, the Vree were
destroyed in a short and brutal invasion that shocked the rest of the galaxy and sickened many in the
revived Earth Force although questioning orders soon proved dangerous. Vengeance on allies of
the Minbari and retribution for centuries of abduction and experimentation were some of the reasons
given to a stunned galaxy.The galaxy braced itself for humanitys next move, unable to stand as one
as the Centauri and Narn continued to bicker and the Minbari disdained to ask for assistance from the
lesser races. On Earth, the next phase of the regimes plan for a New Earth was to dissolve Psi Corps
and begin interning all telepaths. Despite the potential threat surprisingly few of the telepaths
resisted, obedience ingrained into them. Yet some did especially from the upper hierarchy of the
Corps. A vicious conflict began as the Corps revealed hidden resources and even warships and
enlisted allies within alien governments in particular the Narn, to whom they offered the potential for
the revival of their lost telepathic abilities.
A lone voice in the wilderness, a Narn named GKar stood against the threat of what he saw as a new
Lion of the Galaxy. He spoke passionately at home and abroad to all that would listen, both Narn
and alien; he even managed to gain an audience with the new Centauri Emperor who seemed
anxious to make amends for past transgressions against the Narn. Refugees from human space,
both telepath and non-telepath alike began to arrive, even a few warships unwilling to continue their
service to what they called a dictatorship. Captains such as Sheriden of the Cruiser Agamemnon
spoke of terrifying new ships being developed, fast and deadly with a beam weapon able to carve a
ship in two and capable of shifting in and out of hyperspace rather than using Jump Points Shadow
Stars.
The Vorlons communicated to the varied races through a human explorer lost in their space during
the searches for weapons to fight the Minbari. Catherine Saki pledged assistance from her masters,
but only to those who united against a common threat. Earth and their masters, the Shadows would
crush any that stood alone. Races and individuals began to choose sides, Darkness or Light, even
the mysterious ancients began to watch with interest to see which of the two would prevail.

The
Spartans do
not ask how
many the
enemy
number, but
where they
are.
-Agis of
Sparta

Fleet lists:
Darkness Rising contains full fleet lists for the following races,
the primary forces in the forthcoming war.

Earth Alliance, Minbari, Shadows, Vorlons


Army of Light, Army of Darkness.
When fielding forces other than the Vorlons or Shadows, and only if both players agree,
they may each select upto1 fleet allocation point of one of the two opposing First Ones
(This does not effect the Iniative score of the fleet being assisted)
These may be included in the battle with the following restrictions:
The Shadows will aid the Centauri, Drakh, Earth Alliance, Raiders and any single League Fleet but
not a combined League fleet,
The Vorlons will aid the Anlashok, Combined League, Minbari, Narn and Psi Corps fleets
(but not if they include Dusk Falcon, Dusk Hawk or Project X324 ships).

"In the absence of orders, go find something and kill it."


- Field Marshal Erwin Rommel
10

Initial Contact
Having despatched a small intercept force to protect the trade route the Minbari admiral
Tarken withdrew the majority of his fleet to the middle of the system. From here he would
be within easy jump range to any of the targets that his foes may attack, and could respond
accordingly. Unfortunately, the attack that he least suspected, a direct assault on the
defences at Londinium came with such speed and ferocity that it was all over before the
fleet could jump back!
The Leshath class scout The Blade in the Darkness was gliding along its patrol route, its powerful scanners ever
watchful for interlopers. The Teshlan class cruiser Lightbringer following a short distance behind.
As it was, even the advanced technologies of the Minbari could not detect the trio of Shadow vessels until they emerged
out of hyperspace just off The Blades starboard! Luck certainly smiled down on the Minbari scout, as only one of the
ancients ships could acquire a weapon lock! However, even one of the Shadows Phasing Pulse Cannons was enough to
seriously damage the lightly armoured ships engines and weapon systems, especially the array on the port side, which
was lost completely
Even though the attack was swift and sudden, the crew aboard the trailing Lightbringer was quick to react and
immediately manoeuvred to bring its weapons to bear. Also, they put out the call to the Litany of Fury the Tigara class
cruiser waiting in hyperspace which jumped in directly behind the Shadow scouts. In the blink of an eye, the ambushers
became the ambushed!
Though most normal ships would have been sent into disarray by a jump point opening so close by, the masters
of hyperspace remained unfazed and the swirling vortex of energies merely caused one of the ancients ships shields to
fail for a few moments.
Despite the lack of damage by the well placed jump point. The Litany of Fury bore down on another of the
Shadow vessels, and closed to optimum firing range for all its front facing weapons. The Leshaths scanners stripped The
Litanys target of its Stealth capabilities and the Shadow ship was left defenceless in the face of what would surely be its
imminent destruction
The space between the two ships was lit by a combination of Fusion Cannon, Molecular Disruptor and deadly
Antimatter Converter fire that blasted chunks from the bio-mechanical construct, and though the shadow vessel was
severely damaged, it continued to fly. Even after the Lightbringer had added its own Fusion Cannon and Neutron Laser
fire to the enfilade, the Scout remained intact!!! This would prove to have been the deciding moment of the battle, for, it
was most likely the case that, if the Shadow vessel had not survived, then the Minbaris advantage in numbers would have
eventually won out
As it was, the damaged Shadow scout adjusted its heading slightly then, faster than any ship of the younger races
could match, it sped away from the affray! The Minbari ships seized the initiative and, knowing that the ancient craft
needed only a short time before it repaired itself, manoeuvred to keep the fleeing ship within their respective weapon
ranges. Once more the combined fire from all three ships was insufficient to bring about its destruction and the Minbari
knew that this was not to be their day!
The two remaining Shadow vessels, both confident or uncaring of the fate of their fellow ship showed their
superior manoeuvrability and jinked sideways to bring both their cannons to bear on the lone Lightbringer. The Teshlans
hull was no match for the combined assault, and the ship was blasted apart!
The wounded scout continued to move with blistering speed, and headed into a nearby cluster of asteroids. The
Leshath and Tigara, both lacking the pace to keep up, attempted to gain some distance from the other two scouts, but with
the same incredible amount of acceleration, the two ancient vessels leapt to within weapons range of the almost crippled
Leshath. This time, the stealth of the Minbari scout could not thwart the two silent predators, and The Blade in the
Darkness followed the Lightbringer into the void
The lone Minbari warship, The Litany of Fury could only turn tail and hope that the Shadow vessels would no
longer consider it a threat But the remorseless ancients had no quarter to give. Unable to flee with sufficient speed, and
with its weapons seemingly no match for the Shadow vessels combination of shields and hull, the crew of The Litany
followed their prayers into the vacuum as the pulse cannons of the Shadow ships tore through the ship for the final time
The people of Londinium would now bend their knee to the Shadows!
11

Earth Alliance Fleet List


The Country must have a large and efficient army, one capable of meeting the enemy abroad, or
they must expect to meet him at home.
Sir Arthur Wellesley, Duke of Wellington
At the dawn of the Earth Alliance as a galactic power, humanity had a limited view on space travel and starship combat.
They built their ships along the same lines as their terrestrial navies, and packed them with the best weapons their
research scientists could manage. Particle weaponry, laser cannon, gauss-principle projectiles and the ever-popular
missile systems that had dominated their planetside battles for centuries these were the tools they had to work with.
Their ships were large, bulky and lacked many of the pleasantries that other races employed as a standard, but when their
call to duty came in the form of the rampaging Dilgar they acquitted themselves well. The flying bricks of EarthForce
heard the echoing calls for aid of the League of Non-Aligned Worlds and hammered the warships of the Dilgar with
ferocity that had not been seen in the galaxy for many generations. Their so-called low technology warships pushed the
Dilgar all the way back to Omelos, uniting the League in a great and powerful Liberation Navy. At the edge of the Galaxy
a great old power awoke to watch this new belligerent race.
The nature of victory as it is, the Earth Alliance saw a decade of golden advancement following their success. They
learned a great deal from the Dilgar ships they managed to salvage, and received many technologies and scientific
advancements from the grateful League members who were saved by the valiant Earthers. Their ships evolved where
they could, and many new projects could be found in the labs of research scientists all over the Earth Alliance.
Even so, it was humanitys ego and arrogance that would nearly be its ultimate undoing. At the dawn of 2245, the Earth
Alliance became tangled into a horrible web of destruction of their own making. Heady with pride concerning their victory
over the Dilgar, they ran headlong into the most advanced race of the galactic powers the Minbari.
Ignoring warnings from the Centauri and others, they entered Minbari space to try and make contact with this reclusive
race. The emissaries were wiped out, as all other intruders had been, but the Earth Alliance would not stand for such
treatment. Confident of their enhanced abilities launched a counter-strike on the Minabri colony that they had attempted to
contact. This resulted in nothing more than a comprehensive slaughter of the small battlefleet they had sent.
In turn the Earth Alliance was then assaulted by a genocidal offensive by the Minbari who had better technology, bettertrained crews and who seemed to be on a crusade to wipe out the humans. Only once gaining victory through the trickery
of Commander John Sheridan, the Earth Alliance had its back against the wall and was facing utter extinction. It seemed
the last moments of the Alliance would be played at their own home world, where the remnants of the once proud fleet
were making their last stand, intending to buy time for the evacuation of Earth.
Emissaries to the Centauri and Narn had been met with sympathy and empty words; even those Alien governments who
had survived the Dilgar invasion only thanks to Earths intervention were unable, or unwilling to assist. This lack of
response would be remembered in future yearsYet other powers were watching, powers that had existed for
millions of years, who had their own reasons to intervene.
As the war progressed, EarthForce and independent operators had been scouring unknown space for potential allies or
technology. They found a series of forgotten and dead worlds, seemingly deserted. A lone survey ship touched down on
such a world and made contact with its inhabitants although all those onboard that survived were changed by the
experience much as Catherine Saki was as she ventured into Vorlon space at the same time.
At their hour of greatest need the Shadows came to Earth and crushed those who would destroy the human race,
pledging their assistance in re building the shattered Alliance fleet and its worlds. The humans had won a war they could
not have possibly even survived, and it left them in a state of awe, wonder and realisation that their fleet was not the allpowerful war machine they once believed it to be. Technology centuries ahead of that previously dreamed of was now
gifted to them by their new patrons, especially through Morden Innovations Inc. They had much work to bring their
warships up to that of the other galactic governments, but with so much destroyed in the Earth/Minbari War, they had
room to grow and evolve. The new ships were designed to crush any enemy they might encounter using a mixture of tried
and tested weapon systems and those from the Shadows. Many creations were nothing like the solid workmanlike
vessels of old these were sleek, killing machines, fast and manoeuvrable. Some pre war designs never made it into
production; the vaunted Omega Destroyer was shelved, as its rotating gravity generation system was no longer needed.
However these designs would eventually surface on the other side of the galaxy
12

When a conspiracy to control Earth Gov orchestrated by Psi Corps using elements of the military and was discovered, an
immediate crackdown was ordered. Security reached almost paranoid levels and interment was ordered for all telepaths,
pending the end of the emergency. Links to several alien governments were discovered and immediate steps to increase
both the readiness and size of Earth Force was taken.
As the first of these races fell under the hammer of the new Alliance fleet, the other races reacted in either censure or
apathy; even the Minbari appeared silent behind their borders. Despite the interment of the majority of PSI Corps,
powerful elements with that organisation had survived and calling upon hidden resources fought back. Alliances had been
formed with a number of Alien races, in particular the Narn, who were promised assistance in recreating their lost
telepaths began to threaten to widen the conflict and set the galaxy afire.
Initiative Bonus +2,
Special Rules:
Hyperspace Adept - Ships with this trait use the following rules:
They may enter realspace from hyperspace at any point, without risk of deviation. They may do so without allied ships
being present on the table, and no damage will be caused to ships in the area, as can be the case with other jump points.
They can move, attack and otherwise act normally during the turn it leaves hyperspace. These vessels must use the
Initiate Jump Point! Special Action to enter hyperspace but no jump point counter is placed on the table. Instead, the ship
is simply removed into hyperspace at the beginning of its next turn.
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right. Some ships are noted as
carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time
before or during the battle and do not cost anything extra the cost of these flights is included in that of their parent ships.
Any ship carrying one or more Aurora Starfury flights may replace any number of them for Thunderbolts or vice versa. Any
ship carrying one or more Dark Fury flights may replace any number of them for Shadowbolts or vice versa.
Patrol

Aurora Starfury Fighter Wing (4 flights)


Hermes Class Transport
Shadowbolt Fighter Wing (3 flights)

Dark Fury Fighter Wing (3 flights)


Myrmidon Class Strike Ship
Thunderbolt Fighter Wing (4 flights)

Skirmish

Artemis Class Heavy Frigate


Fuji Class Fleet Tender

Artemis Class Escort Frigate


Hyperion Class Assault Cruiser

Raid

Delphi Class Pathfinder


Nova Class Dreadnought
Vengeance Class Battle Carrier

Explorer Survey Ship


Shadow Star

Battle

Apollo Missile Cruiser


Exterminator Class Assault Cruiser

Chloe Morden and the Daughter of Darkness


Nova Superior Dreadnought

War

Dominator Class Fleet Carrier


Warlock Class Battlecruiser

Nemesis Class Command Cruiser

Armageddon

Total Victory (Titan Class) EarthForce Flagship

13

Apollo Class Missile Cruiser

Battle

Named for the Greek god of archery, the first dedicated missile cruiser in the Earth fleet since the Sagittarius, the Apollo
was developed to provide a powerful first strike option for the Alliance. Its first action was less than illustrious however; as
teamed with a pair of Delphi scout, a battle squadron engaged a Minbari detachment. Although some initial damage was
caused, the Minbari quickly destroyed the scouts and then annihilated the remaining cruisers. The Apollo has since been
relegated to a support option.
o

Speed: 8
Turn: 1/45
Hull: 6
Damage: 38/8
Crew: 46/9
Troops: 2
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 4, Interceptors 3, Jump Engine
In Service: 2260+
Weapon
Thermonuclear Missile Battery
Thermonuclear Missile Battery
Heavy Pulse Cannon
Heavy Pulse Cannon
Light Phasing Pulse Cannon

Range
30
30
12
12
8

Arc
F
F
P
S
T

AD
4
4
14
14
6

Special
Precise, Slow Loading, Super AP, Triple Damage
Precise, Slow Loading, Super AP, Triple Damage
Twin-Linked
Twin-Linked
AP

Artemis Class Heavy Frigate


Artemis Class Escort Frigate

Skirmish
Skirmish

Aurora Starfury Fighter

Patrol (4 flights per Wing)

Dark Fury Fighter

Patrol (3 flights per Wing)

Although the new Dark Fury Class fighters appear wrapped in organic tech they remain at heart the same Space
Superiority fighters. Both veteran and new pilots are more than pleased with the resulting craft in combat as enhanced
with superior weaponry, they are considered a match for the deadly Minbari Nials but only time will tell if this is true.
Speed: 12
Crew:
Special Rules: Dodge 2+, Fighter
Weapon
Light Phasing Pulse Cannon

Range
2

Turn: SM
Troops: -

Hull: 5
Dogfight: +2
In Service: 2250+

Arc
T

AD
3

Damage:
Craft:

Special
Accurate, Twin linked,

Delphi Class Pathfinder

Raid

As stealthy as anything the Alliance has faced thus far, the Delphi is tasked with marking targets and where required,
leading strike squadrons into the heart of enemy territory. An unpopular posting with fighter pilots given the primary
responsibility of close escort and the cramped conditions on board. Initial problems have arisen with long term exposure
to the new technology and shielding has been increased around the sealed hyperspace navigation control room.
o

Speed: 10
Turn: 2/45
Hull: 5
Damage: 18/5
Crew: 22/6
Troops: 1
Craft: 1 Dark Fury flight
Special Rules: Anti-Fighter 2, Hyperspace Adept, Interceptors 2, Scout,
Stealth 5+
In Service: 2258+
Weapon
Phasing Pulse Cannon
Light Phasing Pulse Cannon

Range
10
8

Arc
F
T

AD
10
6

Special
AP, Double Damage
AP

14

Dominator Class Fleet Carrier (Shadow Star Evolution)

War

The latest and largest design from Morden Innovations Inc., the Dominator continues their trademark look, coupling speed
with superior manoeuvrability. The largest version of its kind, only three have yet been produced as resources were
switched to the production of the new EA flagship. A departure from standard EA strategy, the Dominator is designed to
be as effective in combat as its fighter compliment,
o

Speed: 12
Turn: 2/45
Hull: 6
Damage: 70/14
Crew: 80/15
Troops: 1
Craft: 10 Dark Fury Fighters
Special Rules: Anti-Fighter 4, Carrier 4, Fleet Carrier, Flight Computer,
Hyperspace Adept, Interceptors 4, Self-Repairing 1d6
In Service: 2259+
Weapon
Molecular Slicer Beam
Heavy Phasing Pulse Cannon

Range
18
16

Arc
F
F

AD
4
10

Special
Beam, Precise, Triple Damage
Double Damage, SAP

Explorer Survey Ship

Raid

The four rebuilt Explorer Survey Ships are presently expanding the range and density of the Earth Alliance. As tensions
increase in the galaxy, the armament has been upgraded due to concerns that the enemies of the Alliance would attempt
to intercept and destroy them. Now equipped with a sealed hyperspace navigation control centre, they are incapable of
becoming lost in hyperspace and can enter and leave at will. It is said,
however, that they never travel alone
o

Speed: 4
Turn: 1/45
Hull: 4
Damage: 130/38
Crew: 65/15
Troops: 8
Craft: 2 Dark Fury flights, 2 Shadowbolt fighters
Special Rules: Anti-Fighter 4, Hyperspace Adept, Interceptors 2,
Lumbering, Scout
In Service: 2258+
Weapon
Heavy Phasing Pulse Cannon
Light Phasing Pulse Cannon

Range
16
8

Arc
F
T

AD
10
6

Special
Double Damage, SAP
AP

Exterminator Class Cruiser (Shadow Star Evolution)

Battle

Following the success of the Shadow Star, production of the Exterminator was quickly approved. A larger vessel, it was
designed to be the last word in assault cruisers and quickly proved its worth against the Vree. Able to match their
manoeuvrability and with the weapons of the ancients, the Captains of those few ships in service are now looking for a
real challenge. As they hear reports of the new Minbari ships, it seems they will get their wish..
o
Speed: 12
Turn: 2/90
Hull: 5
Damage: 32/8
Crew: 40/10
Troops: 1
Craft: 2 Dark Fury Fighters
Special Rules: Agile, Anti-fighter 3, Dodge 4+, Flight Computer,
Hyperspace Adept, Self-Repairing 1D6
In Service: 2254+
Weapon
Molecular Slicer Beam
Phasing Pulse Cannon

Range
18
12

Arc
F
F

AD
4
6

Special
Beam, Precise, Triple Damage
AP, Double Damage,

15

Fuji Class Fleet Auxiliary

Skirmish

A derivative of the Olympus Class, the Fuji line of ships are considerably larger but fitted with less armour, as the ship is
packed full of repair facilities and trained technicians. A dedicated repair and re-supply ship, designed to provide vital
support to fleets operating away from their bases, it more than proved its worth in the Dilgar war. Lightly armed they
require a substantial fighter escort to ensure that they are able to carry out their duties without interference.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 30 / 10
Crew: 42 /12
Troops: 1
Craft: 3 Aurora Starfury Flights,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Interceptor 1, Lumbering
In Service: 2210+

.
Weapon
Plasma Cannon
Plasma Cannon
Plasma Cannon
Plasma Cannon

Range
8
8
8
8

Arc
F
P
S
A

AD
2
4
4
2

Special
AP
AP
AP
AP

Each Fuji that takes part in a battle and is still in play at the end of the battle generates 3RR, which can be used for repairs
only; any unspent RR following the repair phase is lost.

Hermes Class Transport

Patrol

Myrmidon Class Strike Ship

Patrol

Like most of the new Earth Alliance ships, the Myrmidon is designed for fast brutal combat either in defence or preferably
when attacking. The size of previous police cutters, it is very different in appearance with layers of dense armour. New
technology has given it powerful short-range weapons and shoals of them can now be found at important stations or
orbital installations. The Alliance is presently considering constructing a battle carrier to act as a delivery system for the
Myrmidon but other commitments are likely to delay any such class of vessel.
Speed: 10
Turns: 2/45
Hull: 5
Damage: 8/2
Crew: 9/1
Troops: Craft: None
Special Rules: Anti-Fighter 2, Interceptors 1
Weapon
Phasing Pulse Cannon

Range
12

In Service: 2260+
Arc
F

AD
6

Special
AP, Double Damage,

Nemesis Class Command Cruiser

War

The expanding fleets of the new Earth Alliance required dedicated ships to command fleet battle groups and allow
Admirals in the field the ability to co-ordinate larger actions. Whilst the Nova Superior Dreadnought was able to fulfil this
role initially, several were destroyed or proved inadequate in combat. The Nemesis programme upgraded ten Warlock
Battlecruisers with new technology and a full command suite for use by Earths Admirals.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/15
Crew: 85/18
Troops: 6
Craft: 4 Dark Fury Flights
Special Rules: Anti-Fighter 6, Command +2, Flight Computer, Hyperspace Adept,
Interceptors 4, Self Repairing 1D6,
In Service: 2258+
Weapon
Range
Arc
AD
Special
Thermonuclear Missile Battery
30
B (f)
4
Precise, Slow Loading, Super AP, Triple Damage
Molecular Slicer Beam
18
F
4
Beam, Precise, Triple Damage
Phasing Pulse Cannon
12
F
4
AP, Double Damage,
Phasing Pulse Cannon
12
P
8
AP, Double Damage,
Phasing Pulse Cannon
12
S
8
AP, Double Damage,
Phasing Pulse Cannon
12
A
4
AP, Double Damage,
16

Nova Dreadnought

Raid

Nova Superior Dreadnought

Battle

A test bed for the new technology that is transforming the battle fleet of the Earth Alliance into one of the most powerful in
the galaxy. The new Nova boasts brutal weapon batteries that are derived from Shadow technology. Short ranged it may
be, but if it reaches any enemy battle line it will transform the enemy ships very quickly into shattered wreckage. With
shadow technology grown onto the ships, no two Novas appear the same but unlike many of the newer EA ships it still
uses conventional jump technology.
Speed: 6
o
Turn: 1/45
Hull: 6
Damage: 50/10
Crew: 60/15
Troops: 3
Craft: 2 Dark Fury flights
Special Rules: Anti-fighter 2, Command +1, Interceptors 2,
Jump Engine, Lumbering, Self-Repair 1
In Service: 2253+
Weapon
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery

Range
12
12
12
12

Arc
F
P
S
A

AD
10
14
14
8

Special
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked

Shadowbolt Fighter-Bomber

Patrol (3 flights per Wing)

With new technology grown to meet the requirements for a fighter able to engage Vorlon warships, the Shadowbolts are
proving popular with their pilots despite the reduction in manoeuvrability. When the inevitable clash comes with the Vorlon
and Minbari armadas, they are confident that their Dark Fury escorts will see them through to their targets.
Speed: 10
Turn: SM
Hull: 5
Damage:
Crew:
Craft:
Special Rules: Atmospheric, Dodge 3+, Fighter
In Service: 2252+
Weapon
Light Phasing Pulse Cannon
Polarity Cannon

Shadow Star

Range
2
4

Arc
T
T

AD
2
2

Troops: -

Dogfight: +1

Special
AP
AP, Double Damage

Raid

rd

A pack hunter for the 23 Century and a new vision of spacecraft design, those who have seen it claim it can only come
from the minds of the ancients. Its speed is now legendary and it bears a weapon able to vanquish any that seek to
challenge it. With the ability to appear and disappear at will, few are aware of how
many of these lethal craft yet exist.
o

Speed: 16
Turn: 2/90
Hull: 5
Damage: 16/4
Crew: 20/5
Troops: 0
Craft: 1 Dark Fury flight,
Special Rules: Agile, Anti-Fighter 2, Atmospheric, Dodge 4+,
Flight Computer, Hyperspace Adept, Self-Repairing 2
In Service: 2253+
Weapon
Molecular Slicer Beam

Range
18

Arc
F

AD
3

Special
Beam, Precise, Triple Damage

17

Total Victory, Titan Class, Flagship of the Earth Alliance,

Armageddon

The new flagship of the Earth Alliance is a showcase of the new technology and an outstanding weapons platform.
Designed to be able to engage any enemy at all ranges including targeting their home worlds, the elite crew
commanded by Susan Ivanova aim to live up to their ships name.
Speed: 6
o
Turn: 1/45
Hull: 6
Damage: 140/30
Crew: 160/45
Troops: 4
Craft: 4 Dark Fury flights, 2 Shadowbolt flights
Special Rules: Advanced Anti-Fighter 6, Carrier 2,
Command +3, Flight Computer, Elite Crew (6),
Hyperspace Adept, Interceptors 4, Self Repair 1D6, Unique
In Service: 2262+
Weapon
Thermonuclear Missile Battery
Molecular Slicer Beam
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery

Range
30
24
12
12
12
12

Arc
B (f)
F
F
P
S
A

AD
8
8
8
12
12
8

Special
Precise, Super AP, Triple Damage
Beam, Precise, Triple Damage
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked

Vengeance Class Battle Carrier (Avenger Variant)

Raid

With next generation fighters coming into service, the Avenger class Carrier was upgraded to bring them into battle. Not
as advanced as the newer ships that make up the growing Earth Alliance fleet, they are however proven workhorses and
are likely to remain in service for some time. The initial designs incorporated a experimental Fighter Dispersal Tube, but a
number of horrific accidents soon lead to its removal from both prototype
ships.
o
Speed: 6
Turn: 1/45
Hull: 5
Damage: 40/10
Crew: 50/12
Troops: 4
Craft: 8 Dark Fury flights
Special Rules: Anti-fighter 2, Carrier 4, Command +1,
Fleet Carrier, Interceptors 2, Jump Engine, Lumbering, Shuttles 2
In Service: 2250+
Weapon
Phasing Pulse Cannon
Light Phasing Pulse Cannon

Range
10
8

Arc
F
T

AD
4
4

Special
AP, Double Damage
AP

Warlock-class Battlecruiser

War

Now the signature for the capabilities of the reborn and revitalised EarthForce, the Warlock can be found in attack fleets
and in defence of Earth Alliance colonies all over the galaxy.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 75/15
Crew: 85/18
Troops: 4
Craft: 4 Dark Fury Flights
Special Rules: Anti-Fighter 6, Flight Computer, Interceptors 4, Jump Engine
In Service: 2250+
Weapon
Thermonuclear Missile Battery
Molecular Slicer Beam
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Phasing Pulse Cannon Battery
Railgun

Range
30
18
12
12
12
12
20

Arc
B (f)
F
F
P
S
A
T

AD
4
4
4
8
8
4
6

Special
SAP, Precise, Slow Loading, Triple Damage
Beam, Precise, Triple Damage
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage, Twin-Linked
AP, Double Damage
18

Susan Ivanova,
The renowned and fearsome commander of the Total Victory, Ivanova is a consummate
professional, a fiery warrior and an inspiration to all under command. Although usually she has
little time for a personal life, she has formed an unlikely friendship with Chloe Morden.
Susan Ivanova is available for Earth Alliance fleets from 2256 onwards and has the following
abilities:
Inspired Command, Inspirational Leader, Revered Leader, Top Guns, When placed in a ship,
Susan Ivanova raises its Priority level by one in exactly the same way as an Admiral and obeys all
other rules for Admirals. She also has the Unique Trait. She may be placed in any of the following
ships:
Hyperion, Nova, Exterminator, Nemesis, Total Victory, Warlock,

Chloe Morden, Beloved of the Shadows


Retrieved from hyperspace by the Shadows, Chloe is perhaps a vision of the fate of the human
race if they are fortunate. Her own abilities are formidable to match her intellect and beauty
whilst the Daughter of Darkness, her personal Shadow Star, responds to her soft commands
instantly and with delight. Chloe is available for Earth Alliance and Shadow fleets (*) from 2261
onwards and has the following abilities:
Beloved Mistress - the Daughter of Darkness is desperate to protect Chloe from harm and may
re-roll all failed dodges. Eyes of the Ancients Chloe gains a +1 bonus when attempting to
penetrate the stealth of an enemy, Master of Deception, Protected Chloe is accompanied by
Shadows and no one may enter her presence and live if they do not will it the Daughter of
Darkness may never be boarded. Chloe may only be placed in the Daughter of Darkness, her
Shadow Star and raises its Priority level to Battle in exactly the same way as an Admiral, she
obeys all other rules for Admirals and has the Unique Trait.
(*) If Chloe is chosen for a Shadow Fleet she must be placed on the Daughter of Darkness. This
is an exception to normal fleet selection rules and she does not have to be aboard the highest
priority ship in the fleet.

There is at least one thing worse than fighting with allies And that is to fight without
them"
- Sir Winston S. Churchill
19

Earth Alliance Space Stations


The following modules may be used by the space stations of the Earth Alliance.

Advanced Hangar Module

7 Hardpoints

A space station able to launch these state of the art fighters is safe against almost any enemy.
Each Advanced Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 6 trait, and six
flights of Dark Fury or Shadowbolt fighters.

Hangar Module

4 Hardpoints

Sometimes called Cobra Bays, these modules give a space station its own wing of fighters for defence and patrol.
Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 4 trait, and four flights of
fighters (Aurora or Thunderbolt Starfuries).

Heavy Laser Module

6 Hardpoints

Mounting one of the older model beam systems, a fortified space station can be a terrible enemy.
Each Heavy Laser Module will add the following weapon system.
Weapon
Heavy Laser Cannon

Range
45

AD
4

Special
Beam, Double Damage

Interceptor Module

2 Hardpoints

Masters of intercepting incoming enemy fire, Earth Alliance stations have some of the tightest defence grids in the galaxy.
An Interceptor Module will add the Interceptors 5 trait to the Core. Each additional interceptor module will increase the
Cores Interceptors trait by +5.

Launch Bay Module

2 Hardpoints

Launch bays give a space station access to a limited number of fighters.


Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will add two flights of fighters (Aurora or
Thunderbolt Starfuries).

Missile Rack Module

5 Hardpoints

Mounting rows of missile batteries, a fortified space station can dominate any enemies at long range.
Each Missile Rack Module will add the following weapon system.
Weapon
Missile Racks

Range
45

AD
5

Special
Precise, Slow-Loading, Super AP

Phasing Pulse Cannon Battery Module

3 Hardpoints

The latest shadow derived technology can give an Earth Alliance space station formidable firepower.
Each Phasing Pulse Cannon Module will add the following weapon system.
Weapon
Phasing Pulse Cannon Battery

Range
18

AD
6

Special
AP, Double Damage, Twin-Linked

Pulse Cannon Module

1 Hardpoint

Mounting rows of light weapon batteries, a space station can discourage any minor threat.
Each Pulse Cannon Module will add the following weapon system.
Weapon
Medium Pulse Cannon

Range
15

AD
5

Special
Twin-Linked

20

Campaigns: Refits and Other Duties


Earth Alliance Fleets use the following tables for Refits and Other Duties when playing campaign games. As always, if a
certain refit or duty cannot be applied to a specific ship for any reason, re-roll the result. Unless otherwise stated, multiple
results of the same type can be applied to the same ship.

Earth Alliance Refits


2d6 Refit
2 Jump Engines: The ship gains the Jump Engine trait if it did not have it before and has at least 20 Damage points. If the
ship already possesses the Jump Engine or the Advanced Jump Engine trait, it replaces it with the Hyperspace Adept
trait instead.
3 Shadow Technology: The ship gains the Self-Repairing 1 trait or Self-Repairing +1 if it already has that trait.
4 Missile Rack: The ship gains a single turret-mounted missile rack, Range 30, 2 AD, Precise, Slow-Loading, Super AP.
This may only be applied once.
5 Advanced Sensor Arrays: The ship gains +1 bonuses to any attempt it makes to target an enemy with the Stealth trait.
This may only be applied once.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However, when
using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 5 AD. It gains an additional 2 AD. This may
only be applied once per weapon system.
8 Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score. If
Interceptors are not present, the ship gains Interceptors 1. This may only be applied once.
9 Reinforced Hull: Add +10% to the ships Damage score but reduce Speed by 1.
10 Supercharged Thrusters: The ship gains a +1 bonus to its Speed score.
11 Extra Hanger: The ship gains a flight of Aurora Starfury fighters (or an extra flight of the ones carried if it already
possesses fighters).
12 Flight Computer: The ship gains the Flight Computer trait if it did not have it before.

Earth Alliance Other Duties


2d6 Other Duty
2 Contact Made: A diplomatic mission to the local Raiders has paid off well. You may immediately add one Raiders ship
(or wing) of your choice of Skirmish or lower Priority level to your fleet roster.
3 New Captain: A highly decorated, even legendary Captain takes command of the vessel . Once per battle, the ship
may attempt to take two Special Actions in the same turn. These may not be the same Special Action and all effects of
both Special Actions apply. Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the
Come About! Action (which increases turning). It could combine Run Silent! and All Power to Engines! as neither
invalidates the other, effectively allowing the ship to run silent at full speed.
4 Now You See Me: This ship has been conducting scouting exercises all over the system, forcing other fleets to chase
it as it gathers crucial information. You gain a +2 bonus to your Initiative for the next Campaign Turn.
5 Vital Mission: The ship receives very important orders, which must be followed to the letter. Double any Victory Points
earned by this ship (and this ship alone) for the rest of the campaign.
Veteran
Fighter Pilots: A squadron of top guns volunteers to serve on your ship. Up to two on board flights of fighters
6
may increase their Dogfight score by +1.
7 Seconded Troops: The ship gains an elite platoon of EarthForce special forces. Add +1 Troops.
8 Veteran Engineers: The elite engineering officers of another ship has volunteered to serve aboard this vessel. Add a +1
bonus to any Crew Quality checks made during Damage Control. This may only be applied once.
9 Whispers from the Shadows: The ship is engaged in diplomatic missions to several other fleets, purporting to find a
peaceful solution to the hostilities. Instead, it has sown fear and mistrust. Pick one enemy fleet. You may select one
Strategic Target in the next campaign turn that it must attack.
10 Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away
from his main force. Choose another players fleet. In its next battle, it will have one less Fleet Allocation Points
available.
11 Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.
Immediately generate a new Strategic Target on the campaign map and mark it down under your control.
12 The Enemy of my Enemy: A race feels that allying with the power of the Earth Alliance is a wise move and sends a
token element to prove their allegiance. You may immediately add any one ship of your choice of Skirmish or lower
Priority Level to your fleet roster. This ship may be chosen from any League fleet lists but it may not come from a fleet
that your are currently fighting against in the campaign.
21

The Minbari
Of the so-called younger races calling this galaxy its home, the Minbari
is by far the most advanced. They thrived on their crystalline homeworld
of Minbar for tens of thousands of years before war drove them from it.
Broken into a simple caste system that divides each Minbari by the
calling of their heart, their stable traditions and triadic government grew
from thousands of years of infighting and manipulation at the hands of the
powerful and enigmatic Vorlons.
The Minbari were ever the favoured of the Vorlons, and this status meant
they were amongst the foremost of the young races in technology.
Ironically it was this patronage that made them a target for the Shadows
not wishing to see their ancient enemies control the galaxys destiny by
proxy.
Without warning the Shadows struck against those races the Vorlons had nurtured, confident that their opposite number
would not intervene. For all their vaunted technology, the Minbari could not stand against the Shadows, despite fanatical
efforts of the warrior caste, who died in the thousands. At the climax of the war, the night sky above Minbar was lit up by
burning Minbari ships, the black ships tore through their final defensive line. As the Shadows turned upon the planet to
finish their work, an array of Jump Points opened and disgorged an armada of vessels the Vorlons had come to save
their children.
Horrified, the Shadows did nothing as the vast ships moved to intercept them. One younger Shadow vessel dared
challenge them and was quickly struck down by their energy discharges. Still stunned, the remaining shadow ships
retreated to hyperspace and left the shattered, flaming planet and its inhabitants to their fate.
The Planets burned on and few survived the holocaust, the Warrior caste had failed to defend their home and was
shamed and angered. Never again would they be constrained by the other castes they would protect them from
themselves and control the destiny of their people.
All contact with other races was suspended lest they learn too much about the Minbari technology. This was enforced by
the destruction of any and all vessels that breached the borders, without regard for the nature of their mission. The
Centauri and others quickly learnt the limits of expansion in the direction of the Minbari.
Then a thousand years later, a new power arose, confident from their defeat of the Dilgar; the Humans ignored the
warnings of the older races and sought to meet these mysterious Minbari. The Explorer class vessel Odysseus jumped
into a known Minbari system, broadcasting messages of friendship and greetings, its defences off line. Trailed by three
Hyperion cruisers, it awaited a response.
Several hours later a pair of Minbari cruisers jumped behind the EA cruisers and annihilated two of them in a fusillade of
Neutron Lasers before they could muster any real response. This was the first, but by no means the last time the EA
would meet a Sharlin in battle. As the Odysseus scrambled to try and open a jump point it was quickly bisected by the two
ships and the survivors left to the void. The last Hyperion, almost dead in space, its weapons shattered, was allowed to
escape to warn its people not to enter Minbari space.
In the past, such a display was more than enough to convince alien races not to bother the Minbari. The Humans,
however, were outraged and decided to strike bac. A sizeable task force jumped into the same system and engaged its
defence network, which quickly proved horrifying deadly. Despite the disparity in technology, the Earth Alliance cruisers
did manage to damage several Minbari ships and stations before they were dispatched with clinical precision. In turn the
Minbari were overwhelmed by vengeance, not for a thousand years had anyone dared to attack a Minbari world, horrible
memories of the destruction of their home world were awoken and they went to war.
The Humans stood no chance, all defences and ships proved ineffectual against the technological prowess and superior
skills of the Minbari. Colonies and stations were shattered and it seemed only a matter of time before the human race
would be nothing more than a footnote in the history of the galaxy. The war raged on and eventually came to the human
homeworld itself, where a fleet of Minbari ships prepared to deliver the hammer blow to end the war and begin the
genocide. Yet as the Vorlons had once appeared to save them, so the Ancient Enemy appeared for the humans. In less
than an hour the pride of the fleet was cut to pieces by the Shadows, despite their advances in technology. The Shadows
had arisen once more, and this time it seemed they had their own chosen successors.
22

Now the whole Galaxy appears to prepare for war, the Vorlons seem more active than ever before and have gifted the
Minbari with new knowledge to better prepare them for the battle to come. Seers predict a time is coming when the very
galaxy will burn and the Vorlons will fight alongside the Minbari

The Minbari Fleet List


The following forms the entire fleet list for the Minbari.
Priority Level: Patrol
Battle Flyer Wing (2 flights)
Tishat Interceptor Wing (2 flights)

Nial Heavy Fighter Wing (2 flights)


Tarath Class Attack Ship

Priority Level: Skirmish


Torotha Class Patrol Frigate
Priority Level: Raid
Ashinta Class Heavy Escort
Teshlan Class Fast Cruiser

Ishara Class Provider


Tigara Attack Cruiser

Priority Level: Battle


Shantavi Class Advanced Warship
Veshatan Class Advanced Gunship

Tarash Class Command Cruiser


Tinashi Class Warship

Priority Level: War


Neshatan Class Battlecruiser
Sukarin Class Assault Carrier

Leshath Battle Scout

Sharlin Class War Cruiser

Priority Level: Armageddon


Shakrlis Class Battlecruiser
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right. Some ships are noted as
carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time
before or during the battle and do not cost anything extra the cost of these flights is included in that of their parent ships.
A ship carrying one or more Nial flights may replace any number of them for an equal number of Tishats or Battle Flyers
Minbari Federation Fleet Special Rules
The following special rules apply to all Minbari Federation fleets.
Skin Dancing:
Skin Dancing is performed as detailed on page 49 of the Fleet Lists book, with the following amendments;
Skin Dancing may be only be attempted by Minbari fighters (including Shials)
A fighter attempting to Skin Dance ship cannot target a ship with the Fighter trait or a ship that has not yet moved or taken
a Special Action this turn. Immobile or Adrift ships may be targeted as normal.
A fighter may attempt to skin dance one enemy ship by moving its base into contact with the enemy ships base. You may
not skin dance against fighters. Each fighter on close escort will block one Skin Dancing attempt by a fighter (they enter a
dogfight). Each fighter attempting this should roll a D6, needing 5+ to be successful. This roll is modified as follows:
+2.
+1
1

The Target is a Space Station


If the target Ship has the Lumbering trait and/or is adrift / running adrift
If the target ship has Agile or Dodge trait or is SM (Ignore this modifier if the ship is adrift or running adrift)

If the roll is a 1, the Skin Dancing fighter rams the enemy ship instead!
If the Crew Quality check fails otherwise the fighter does not crash, it finishes its move where it came into contact with the
enemy ship and may not any attack this turn as the pilot attempts to regain control of their vessel.

Minbari Initiative: +4

23

Ashinta Heavy Escort

Raid

Battle Flyer Flight

Patrol (2 flights per Wing)

A warriors transport and perhaps the most common Minbari spacecraft now seen outside of heavily travelled space lanes,
the flyer is a small but extremely potent vessel. Armed with fusion cannons, in the hands of a skilled warrior, the flyer can
be more than a match for many of the front line fighters used by other races.
Speed: 12
Turn: SM
Hull: 4
Crew:
Troops: Dogfight: +1
Special Rules: Atmospheric, Dodge 3+, Fighter, Stealth 4+
Weapon
Light Fusion Cannon

Range
3

Arc
T

AD
3

Damage:
Craft:
In Service: 2004+
Special

Mini-Beam, Twin Linked

Ishara Class Provider

Raid

Minbari warships are triumphs of technology, their crystalline armoured hulls laced with fabulous devices that when
activated, render their ships almost impossible to target and allow their commanders to move with relative impunity
through the field of battle. Yet, through chance or when the elder races meet them in battle, they can suffer horrendous
damage, for they are not built for endurance or attrition. On those sad occasions, an Ishara is called upon and its crew of
worker caste begins the task of rebuilding the shattered beauty of their
creations.
Speed: 8
Turns: 1/45
Hull: 4
Damage: 32/ 11
Crew: 40/ 13
Troops: 4
Craft: none,
Special Rules: Advanced Anti-fighter 4, Advanced Jump Engine, Fleet
Auxiliary, Flight Computer, Stealth 4+,
In Service: 2008+
Weapon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
18
18
18
18

Arc
F
P
S
A

AD
4
4
4
4

Special
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam

If an Ishara takes part in a battle and is still in play at the end of the battle, it generates 6RR, which can be used for repairs
only; any unspent RR following the repair phase is lost.

Leshath Class Battle Scout

Raid

A warriors version of the most advanced scouting vessel of any younger race in the galaxy, the Leshath combines truly
serious firepower with almost total invisibility. It made a brief appearance in the Earth/Minbari War but was soon
withdrawn from the frontline when the Council of Warriors realised that humans had little chance of detecting even major
warships, let alone advanced scouts. This was unfortunate, as its tracking abilities would have been of great use against
the Shadows lesser vessels when they appeared at the Battle of the Line.
o

Speed: 10
Turn: 2/45
Hull: 4
Damage: 24/8
Crew: 28/9
Troops: 3
Craft: 1 Nial flight
Special Rules: Advanced Anti-Fighter 3, Advanced Jump Engine, Agile,
Flight Computer, Scout, Stealth 5+
In Service: 1995+
Weapon
Light Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
20
18
18
18

Arc
F
F
P
S

AD
2
4
3
3

Special
Beam, Precise
Mini-Beam
Mini-Beam
Mini-Beam

24

The Leshath has no range limit on the use of its Scout trait. In addition, when successfully using its Scout trait, a Leshath
will completely remove its targets Stealth trait for the remainder of the turn instead of just lowering it by one. This effect is
lost immediately if the Leshath scouting the target ship is destroyed and does not effect the Ancients.

Neshatan-class Battlecruiser

War

Nial Heavy Fighter Flight

Patrol (2 flights per Wing)

Shakrlis Class Battlecruiser (Sharlin Evolution)

Armageddon

A vision of the perfect blending of Minbari and Vorlon technology, a shimmering vessel of death that can match anything in
the known galaxy. Nothing can stand before it and live, only the Ancient Shadow Ships can hope to challenge it in the
conflicts to come.
Speed: 6
o
Turn: 1/45
Hull: 5
Damage: 60/20
Crew: 66/22
Troops: 6
Craft: 1 Battle Flyer flight, 8 Nial flights
Special Rules: Adaptive Armour, Advanced Anti-Fighter 6,
Advanced Jump Engine, Carrier 4, Command +2, Fleet Carrier,
Flight Computer, Lumbering, Self Repair 1d6, Stealth 5+
In Service: 2255+
Weapon
Lightning Cannon
Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
20
30
18
18
18
18

Arc
T
F
F
P
S
A

AD
6
8
12
12
12
12

Special
Beam, Precise, Slow Loading, Triple Damage,
Beam, Double Damage, Precise,
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked

Shantavi Advanced Warship (Tinashi Evolution)

Battle

A test-bed for the technologies released to them by the Vorlons, the Shantavi is a powerful refit of the ageing Tinashi.
Though the inclusion of the latest weaponry puts a strain on the vessels power systems, its glittering hull betrays the
biological defences that they now have at their disposal. The lessons learned with this and the Veshitan gave the Minbari
the required knowledge to create the technological marvel that is the Shakrlis.
o

Speed: 8
Turn: 1/45
Hull: 5
Damage: 38/12
Crew: 42/14
Troops: 2
Craft: None
Special Rules: Adaptive Armour, Advanced Anti-Fighter 2,
Advanced Jump Engine, Flight Computer, Stealth 4+
In Service: 2252+
Weapon
Improved Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range

Sharlin Class War Cruiser

25
18
18
18
18

Arc
F
F
P
S
A

AD
4
4
4
4
4

Special
Beam, Precise, Triple Damage,
Mini-Beam,
Mini-Beam,
Mini-Beam,
Mini-Beam,

War

25

Sukarin Class Assault Carrier (Sharlin variant)

War

Previous Minbari Carriers were slow and vulnerable which proved unsatisfactory for the Warrior caste. The latest version,
a variant of the venerable Sharlin, retains that ships speed and some of its firepower but adds swarms of deadly fighters
and the latest in attack ships the Tarath
o

Speed: 8
Turn: 1/45
Hull: 5
Damage: 50/16
Crew: 60/20
Troops: 3
Craft: 8 Nial flights, 2 Tarath Attack Ships,
Special Rules: Advanced Anti-Fighter 6, Advanced Jump Engine,
Carrier 4, Fleet Carrier, Flight Computer, Lumbering, Stealth 5+
In Service: 2200+
Weapon
Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
30
18
18
18
18

Arc
F
F
P
S
A

AD
2
6
4
4
4

Special
Beam, Double Damage, Precise
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam

Tarath Class Attack Ship

Patrol

Designed to act as either a hidden escort or in conjunction with fighters as a devastating swarm attack. This new class of
ship is intended to be carried aboard the Sukarin. Great things are expected of these weapon platforms, especially
against the new EA Shadow Stars.
Speed: 12
Turns: 2/90
Hull: 4
Damage: 6/1
Crew: 8/2
Troops: 0
Special Rules: Agile, Flight Computer, Stealth 4+,
Weapon
Range
Arc
Fusion Strike Cannon
12
F

Craft: None
In Service: 2260+
AD
4

Special
Mini-Beam, Twin Linked

Special Rules: Unless bought separately, Taraths are carried by the Sukarin Assault Carrier, no carried ships may start
deployed with the rest of the fleet but they may be subsequently launched instead of and as though they were fighters.

Tarash Class Command Cruiser (Tinashi Variant)

Battle

In the last Shadow war, the ability to co-ordinate and command the fleets against the unpredictable Shadows was
paramount. A number of Tinashi Cruisers were converted to command and control ships, their sensors augmented to
track the enemy ships whilst they vectored their own ships in. Augmented armour meant the removal of the main beam
system, but this proved extremely effective against the shadow scouts sent to hunt them down.
o

Speed: 10
Turn: 2/45
Hull: 6
Damage: 38/12
Crew: 42/14
Troops: 6
Craft: 1 Battle Flyer Flight,
Special Rules: Advanced Anti-Fighter 6, Advanced Jump Engine, Command +2, Flight Computer, Scout, Stealth 5+
In Service: 2040+
Weapon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
18
18
18
18

Arc
F
P
S
A

AD
8
6
6
6

Special
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked
Mini-Beam, Twin-Linked

Tigara Class Attack Cruiser

Raid

Teshlan Class Fast Cruiser (Tigara Variant)

Raid

Tinashi Class Warship

Battle
26

Tishat Interceptor Flight

Patrol (Wing)

Torotha Class Assault Frigate

Skirmish

Veshatan Class Advanced Gunship (Neshatan Evolution)

Battle

Built at the behest of the Warrior Caste who were keen to see the Neshatans capabilities grafted onto a faster, and
therefore more flexible ship. Superseded by more recent hulls, venerable ships were chosen to have the honour of being
the first Minbari cruisers to mount a weapon of Vorlon design. Despite the difficulty of screening the massive power
requirements of the Lightning Cannon, the Warrior Caste have, once again,
high hopes for the Veshatan.
o

Speed: 10
Turn: 1/45
Hull: 5
Damage: 56/14
Crew: 60/15
Troops: 2
Craft: None
Special Rules: Advanced Anti-Fighter 2, Advanced Jump Engine,
Flight Computer, Stealth 5+ (*)
In Service: 2254+
Weapon
Lightning Cannon (*)

Range
20

Arc
F

AD
8

Special
Beam, Triple Damage, Precise

(*)If the Lightning Cannon is fired the Veshatan instantly loses its Stealth trait for the rest of the turn it returns in the End
Phase, unless it is otherwise removed, by being crippled for instance.

27

Alyt Neroon,
Neroon was a member of the Warrior Caste from the Star Riders clan. During the
Earth-Minbari War, Neroon fought against the humans under the command of Shai
Alyt Bramner. As the war progressed, Neroon gained a distinct hatred and distrust
of both humans and the Religious caste. He missed the Battle of the Line but
proved a skilled combatant of the revitalised Earth Alliance until his death in battle
at Babylon 5.
Neroon is available for Minbari fleets (and only Minbari fleets) from 2240 2268
and has the following abilities:Hold or Die Neroon instructs his crews to resist
the assaults of their depraved and corrupted enemies at all cost. Any troop rolls to
defend against any boarding actions can be re-rolled once per turn. Inspired Command, Instil Fervour, Merciless Killer
Neroon considers that the human race is so heavily contaminated by the Ancient Enemy that the only remedy is their
complete extermination. Whenever his ship cripples an Earth Alliance ship, it may immediately fire one weapon system at
it again. When Placed in a ship, Alyt Neroon raises its Priority level by one in exactly the same way as an Admiral and
obeys all other rules for Admirals. He has the Unique Trait.

War Council Member Delenn


Delenn was an influential and respected member of the Warrior Caste who served as the
Minbari Ambassador to Babylon 5. Despite her initial disdain of the humans she found
Captain Sheridan a useful ally and together they proved a powerful obstacle to Earth and
the Shadows. Like so many others she perished in the final battle for Babylon 5.
Neroon is available for Minbari fleets from 2241 2268 and has the following abilities:
Inspirational Leader, Inspired Command So long as Delenns ships is on the table
and not crippled or reduced to a Skeleton Crew, the fleet gains an extra +3 bonus to its
Initiative rolls. This is cumulative and may be added to the bonus granted by ships with
the Command Trait if Delenn is placed on that ship. The Master Plan, When Placed in a
ship, Delenn raises its Priority level by one in exactly the same way as an Admiral and
obeys all other rules for Admirals. She has the Unique Trait and may be placed in the
following Ships: Leshath, Sharlin, Sukarin, Shakrlis, Tigara,

28

Minbari Space Stations


Advanced Neutron Laser Module

8 Hardpoints

Mounting a deadly beam weapon, a Minbari space station can be a terrible enemy.
Each Advanced Neutron Laser Module will increase the Cores Damage by +10/+5/+0. It will also add the following
weapon system.
Weapon
Advanced Neutron Laser

Range
52

AD
3

Special
Beam, Precise, Triple Damage

Advanced Point Defence Module

3 Hardpoints

A space station cannot always rely on a friendly fleet close by for protection, and a series of concentrated point defence
systems will ensure no enemies will consider an attack casually.
Each Advanced Point Defence Module will change the Cores Anti-Fighter trait to Advanced Anti-Fighter, and increase it
by +2. It will also increase the Damage scores of the Core by +10/+5/+0, but it will remove all Interceptors from the Core.

Fusion Cannon Module

4 Hardpoints

Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Fusion Cannon Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Fusion Cannon

Range
27

AD
5

Special
Mini-Beam

Hangar Module

3 Hardpoints

Complete with rapid deployment systems, hangars give a space station its own wing of fighters.
Each Hangar Module will increase the Cores Damage by +10/+5/+0. It will also add the Carrier 4 trait, and four flights of
fighters (Battle Flyers, Nials or Tishats).

Heavy Lightning Module

8 Hardpoints

Mounting a weapon of the Ancients, a Minbari station space station can be a deadly enemy.
Each Heavy Lightning Module will add the following weapon system.
Weapon
Super Lightning Cannon

Range
45

AD
2

Special
Beam, Precise, Quad Damage

Neutron Laser Module

6 Hardpoints

Mounting a powerful beam system, a Minbari space station can be a terrible enemy.
Each Neutron Laser Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Neutron Laser

Stealth Module

Range
36

AD
4

Special
Beam, Double Damage, Precise

4 Hardpoints

A masterpiece of Minbari engineering, the active systems in this module can make the entire space station disappear from
sensors.
Each Stealth Module will increase the Cores Damage by +10/+5/+0. It will also add the Stealth 4+ trait. A second Stealth
Module will increase this to Stealth 5+.

29

Campaigns: Refits and Other Duties


Minbari Fleets use the following tables for Refits and Other Duties when playing campaign games.

Minbari Refits
2d6 Refit
2 Focussed Neutron Generators: One neutron laser weapon system on the ship replaces its Double Damage trait
with Triple Damage.
3 Powerful Sensor Arrays: The ship gains up-rated sensor arrays that are so powerful that they can almost blind
enemy ships. No enemy ship within 10 may opt to use a Special Action in its turn.
4 Point Defence: The ship gains a small weapon system designed to destroy close-in attackers. The ship gains
Advanced Anti-Fighter +1.
5 Silent and Stealthy: Once per battle, you may force an enemy to re-roll his Stealth roll in order to target this ship.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However, when
using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 5 AD. It gains an additional 2 AD. This
may only be applied once per weapon system.
8 Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! special action.
9 Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits. Reduce its
damage threshold number (the point at which it becomes Crippled) by two points.
10 Advanced Gravitic Drive: The ship gains a +1 bonus to its Speed score.
11 Extra Hanger: The ship gains a flight of Nials or Battle Flyers (or an extra flight if it already possesses some).
12 Silent Runner: The ship is modified to be super stealthy but this comes at the expense of energy output. Increase
the ships Stealth score by one (to a maximum of 6) but reduce its Speed by 2.

Minbari Other Duties


2d6 Other Duty
2 Minbari Protectorate Volunteers: You gain the assistance of a group from the Minbari Protectorate after having
completed a diplomatic mission in this war zone. You may immediately add a wing of Nials or Battle Flyers to your
fleet roster.
3 New Alyt: An highly decorated, even legendary Alyt of the Warrior Caste takes command of the vessel Once per
battle, the ship may attempt to take two Special Actions in the same turn. These may not be the same Special Action
and all effects of both Special Actions apply. Therefore, a ship cannot combine the Run Silent! action (which requires
no turning) with the Come About! action (which increases turning). It could combine Run Silent! and All Power to
Engines! as neither invalidates the other, effectively allowing the ship to run silent at full speed.
4 The Rangers: This ship has been used to transport a member of the Anlashok to an abandoned world in the system.
He soon gains valuable intelligence on the activities of the other fleets, granting you a +2 bonus to your Initiative for
the next Campaign Turn.
5 Telepaths of the Religious Caste: A group of Religious Caste telepaths join your ships crew. Stretching forward
with their minds, they strain to divine the intentions of the enemy. Once per battle, you may automatically win the
Initiative for the turn. This may be declared after your have rolled dice for Initiative.
6 Skin Dancers: A squadron of highly trained Warrior Caste pilots volunteer to serve on your ship. When Nials
launched from this ship attack another vessel, they may not be intercepted by escorting fighters.
7 Dutiful Worker Caste: The ship ferries Minbari of the Worker Caste to the rest of the fleet. Immediately repair 3d6
points of Damage on any ships in the fleet.
8 Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships
away from his main force. Choose another players fleet. In its next battle, it will have one less Fleet Allocation Points
available.
9 Vorlon Directive: The ship encounters a servant of the Vorlons who relays specific instructions for the entire fleet. In
the next campaign turn, you will attack any Strategic Target of one randomly determined fleet. This will automatically
be a Battle-level mission using the Annihilation scenario and will be nominated before any Initiative is rolled for. This
battle will be your go for the turn. If you win the battle, any RR points gained in the next campaign turn will be
doubled.
10 Elite Warrior Caste Training: A visiting dignitary of the Warrior Caste shakes your ships crew into line. If you
already have Crew Quality 5, increase it immediately to 6. If you have a different Crew Quality, roll again.
11 Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.
Immediately generate a new Strategic Target on the campaign map and mark it down as being under your control.
12 Ambush: Using its superior Jump Engines, this ship launches a surprise attack on an enemy ship travelling through
the war zone. Pick an enemy fleet, you cause 1d6 critical hits at Triple Damage on one random enemy vessel.
30

At what cost - Victory?


A number of reports from the AnlaShok Rangers reached the commander of the Minbari fleet Tarken. A large contingent
of Shadow ships had been seen around the busy trade route coming into the Persephone system. The Leshath heavy
scout The Veil of Tears that hed despatched to watch the Ancients movements, confirmed that the Shadows were
selecting, what seemed to be, random ships coming along the space lanes. These ships were being shepherded into a
nearby dust cloud by a number of Shadow Scout vessels, but were then left unmolested! Other ships, that the Shadows
apparently deemed unnecessary, were cut apart by the molecular slicer beams of larger vessels that jumped in and out of
hyperspace.
This continued for nearly two full days until the Shadows had
collected half a dozen freighters of various origin, and two large space liners
that also seemed to be unremarkable to the watching Minbari. In this short
space of time however, the resources coming into the system had all but
ceased as the Shadows had destroyed numerous other trade vessels. The
newly made convoy was then corralled into a tight formation by the highly
manoeuvrable scouts, and then they slowly got underway. The Leshaths
captain could easily read their heading; the convoy was bound for Londinium.
The Veil was just about to jump back to the fleet, when its powerful scanners
picked up a number of additional contacts
A stalker emerged alongside the scouts, and though its construction was virtually identical to its stealthier
brethren, its harder outer skin was far easier to detect. However, there was no similarity between the smaller vessels and
the ominous form of the craft that loomed out of the darkness just behind them, a Shadow War ship! The captain of the
Leshath knew that these vessels were not used lightly by the Ancients, and that the cargo that was being escorted must
be special indeed!!! This conclusion was doubly reinforced when, like a giant spider stalking from its web, a true Ancient
emerged, its terrifying form making even the fearsome Shadow warship seem
vulnerable in comparison! What could be of such importance among the captured
ships that the Shadows would send one of their most powerful craft to protect it!?! The
Minbari captain knew that he had to report to Tarken immediately!!!
Upon hearing this startling news, Tarkens initial reaction was that this was an
obvious trap! The Shadows were trying to goad him into expending a large amount of
ships to intercept this convoy, thereby leaving another, as yet undiscovered, objective
unguarded maybe, he surmised, the Water world that the Vorlons had mysteriously
chosen to protect!?! But, as he was reminded by his Religious Caste advisor
VeeKar the ways of the Ancients were beyond his own mortal reasoning, so, he
should concern himself with the task at hand
Mindful of a trap, Tarken did not wish to expend all of his resources in one all-out attack. So, he kept a reserve
force of two Tinashi, the fleets only carrier and his own Neshatan gunship Valens Wrath back at Bellerophon. The
remainder of the fleet, which included the Sharlin War Cruiser - The Sword of Tarken, which had been renamed for this
campaign in his honour, was sent to destroy the ships that the Shadows were guarding so vigorously. Tarken, though
desperate to lead the attack, was convinced by his war council that, if indeed, this was a ploy by the Ancients, then they
could not afford to lose him as well!
The Veil of Tears lurked behind a small asteroid field, its scanners seeking the approach of the Shadow armada.
The rest of the Minbari fleet waited in hyper-space; ready to pounce the moment The Veil gave the wordThe Shadows
entered the quadrant, the Leshaths sensors easily picking out the forms of the gliding leviathans and the herded civilian
vessels. Intermittent contacts on the edges of the fleet gave indication of between 4 and 6 Shadow scouts, but their stealth
technology made any solid reading almost impossible.
The word was passed to the waiting fleet and, with some satisfaction,
the captain of The Veil relayed co-ordinates for the optimum position to drop out
of hyperspace. The co-ordinates received, the Troligan Armoured Cruiser
Warriors Heart activated its jump enginesThe vortex of energies ripped
apart the veil between hyperspace and realspace directly to the stern of one of
the freighters. The Shadows had made their first mistake in herding the lightly
hulled civilian ships too close together, and two more freighters were caught on
the edge of the whirling tsunami! The awesome power unleashed tore the
closest ships apart, and the resulting explosions of the three freighters were
sufficient to damage the two liners which were also positioned too close by!
With no ships emerging from the Minbari jump point, the Shadow scouts surged out in a wide screen, attempting
to discover any more assailants. They were rewarded by the sight of a number of Minbari ships emerging at long range.
The Sword of Tarken led a single Teshlan The Blade of Eshar and two, fast moving Torotha class frigates the Dark
Arrow and the Dagger of Tala into the fray. Seeing the Sharlin before them, both the Shadow warships leapt forward to
31

destroy the upstart, the stalker also decided to head for, what the Shadows must have decreed as the only threat among
the Minbari fleet. Things did not bode well for the Sword..!
As the majority of the Shadows concentrating on the capital ships ahead of them, the remaining civilian ships
were left unprotected as wave after wave of Nial heavy fighters bore down upon them. The deadly swarm concentrated on
the nearest freighter and countless Fusion cannons rained fire at the ship. However, this concerted effort only managed to
lightly damage the thinly armoured vessel and to add insult to injury, several Nials were destroyed by the freighters almost
laughable point defence system!
The only capital ship to fire in this opening exchange was the Sharlin, which could easily target one of the scouts,
thanks to the Leshath illuminating the elusive craft with its sensors. The pulsating beam of energy from the Sharlins
Neutron Laser scored a solid hit on the smaller ship, but, as had been witnessed in the Shadows attack at Londinium, their
vessels did not easily die! The combination of shields and its own innate agility saw the scout emerge from the attack only
lightly damaged and, within moments, its shields were already beginning to reform
Faced with the two Shadow warships bearing down upon them, the commander aboard the lumbering Sharlin
gave orders to the Teshlan and Torothas to break off! The small frigates peeled away, but the captain aboard The Blade
of Eshar would not completely leave The Swords side and, after ordering his crew to close all the blast doors, he
prepared to weather the coming firestorm! Though many of the other young races have been thwarted by the Minbaris
almost magical ability to evade weapon locks, the Shadows, themselves masters of stealth, would not be denied their
prey. The combined force of the two Molecular Slicer Beams ripped through the Sharlins hull, killing dozens of the crew
and rendering the ship virtually unpilotable!
Seeing the stalker closing in to finish what the two warships had begun, the Sharlins remaining crew
concentrated all their efforts into what could be their one final shot. The stalker had better shields and a stronger hull than
its scout brethren, but the pulsating beam of the Sharlins Neutron Laser punched clean through its defences, ripping the
life from the sentient craft. Despite the awful amount of damage received, this Sword was still sharp! With the Sharlin still
holding the attention of the two deadly craft, the remaining forces of the Minbari emerged from the jump point in an
attempt to destroy the remaining civilian craft, and, hopefully bring the encounter to a swift conclusion
The Troligan Warriors Heart and the twin Tigaras Valens Hammer and the Thunderchild burst forth from
the jump point, right into the middle of the civilian fleet, but they also picked up faint readings from at least three Shadow
scouts! To their credit, the Tigaras kept to the plan and opened up on the surviving space liners and freighters,
destroying all but one freighter. Unfortunately, the captain of the Troligan was filled with a desire to avenge previous
Minbari losses and ordered his gunners to target the scouts that had appeared all around his ship this battle fervour
would prove to be costly indeed!!!
The gunners to the fore, port and aft found that, even though the scouts were within optimum range, weapon locks
were unachievable. The gunners on the starboard side, due to the position of the last freighter, could only bring their
longer range Fusion Cannons to bear, and only succeeded in crippling the vessel, rather than destroying it outright. With
one freighter remaining, the Minbari force, who would not withdraw without completing their mission, were forced to stay in
a fight that was swiftly turning against them!
The Tigaras harried one of the scouts protecting the civilian ship, forcing it to flee into a nearby dust cloud, into
which they doggedly pursued. The captain of the Troligan, regaining a measure of composure, bore down on the freighter,
eager to rectify his earlier error. But, as the Warriors Heart came into optimum weapons range a devastating beam tore
through the armoured cruiser, cutting it in twain with no more resistance than the cold vacuum all around! Unheeded by
the Minbari ships, the Ancient had left its younger version to finish the stricken Sharlin and come to the defence of the sole
surviving convoy ship!
The Tigaras in the nearby dust cloud were the only ships capable of reaching the freighter with their aft guns, and
so completed the task that the admiral Sharken had sent them to do. The
combined forward fire from both assault ships managed to send the
fleeing scout into the void after its stalker brother.
The Sword of Tarken had managed to score a solid hit on the
remaining warship, and for a brief second, it looked as if they had pinned
the mighty craft and could join the rest of the rapidly departing fleet. But,
with all focus on the imposing spider before them, they were unable to see
the dark form of a Shadow scout approach from the rear The small
assassins weapons ripped through the bridge of the Sharlin and the
handful of surviving crewmembers, including the brave weapons officer,
were blasted out into the waiting darkThe convoy destroyed, the Minbari
withdrew. Was the cost of victory too high? Only time would tell

32

The Shadows
All Warfare is based upon deception. So attack the enemy when he is unprepared. Let your plans
be dark and impenetrable as night, and when you move, fall as a thunderbolt.

Sun Tzu
Among the oldest races in the entire galaxy, the Shadows are amongst the beings collectively known as First Ones.
Having escaped into the stars long before even the Minbari had learned to make fire; the First Ones are from an era of
galaxy-shaping events. Playing and plotting chess-like manipulations of each others worlds and servant races, the First
Ones once used the entire galaxy like a game board and everything within were just game pieces. Lesser races were
exactly that lesser.
The Shadows have a longstanding philosophy of chaos breeds strength, and through conflict and battle the strongest will
crush the weak, creating a natural progression of worthiness to gauge success by. This philosophy has led countless
societies entire species to rise or fall under the fiery eyes of the Shadows. Constantly manipulating younger races to
war and cull one another, under promises of power and shows of unimaginable technologies, they have been the cause of
a thousand times a thousand wars and revolutions in the galaxy.
These manipulations are not very fast and sometimes take decades, even centuries, to manifest. With the chaos theory of
the Shadows, it might take a hundred years for one race to find and eliminate another to take its place. In order to
preserve strength and to be able to truly appreciate the changes they have caused, the Shadows would hibernate for
centuries at a time. Setting a dozen plans into motion, becoming dormant far away from the eyes of their pawns without
fear, as the Vorlons would not dare break the rules of the game the Shadows would later awaken to see the wonderful
things that had occurred while they were gone. This complacency was to prove ill founded as the Vorlons manipulated
the genetic heritage of younger races and created telepaths to better fight the Shadows. The constant interventions of the
Vorlons have made the Shadows choose their own primary pawns obviously Earth but the Centauri have also had
whispers from the darkness.
Shadow ships use molecular technology to quite literally rip the seams between a targets mass, burning a line of fusion
like a hot knife through spoo. Nothing can withstand these surgical slashes long, and the largest of younger races ships
are soon be floating components and bleeding atmosphere in seconds. Even the smaller Shadow vessels, are undaunted
by any amount of armour and can shred vessels two or three times their size with the efficiency of a swarm of locusts in a
wheat field. All Shadow vessels have the ability to create an energy field that shunts incoming attacks around their entire
structure, expending their energy uselessly
Each Shadow vessel requires a living mind to pilot it. Being made a part of the vessel itself; the modified being would
dodge and dart as a matter of instinct and survival. Being part of the machine gave the Shadow ships an unearthly agility
and mobility unlike any other ship of its size and power, with the ability to bring their weapons unmatched capabilities to
bear on a target much smaller quite easily. Essentially creating a cybernetic living ship had its drawbacks however. This
became especially evident when the younger races realised they could effectively jam the living pilot core of a Shadow
vessel with powerful telepathic feedback. It was for this reason, centuries before, the Shadows had eliminated the
telepaths from the Narn, and sought to stifle the growth of telepaths in any race they could.
The rise of the telepathic minions of the Vorlons meant that new adaptations must be made and evolutions such as the
Mindflayer were produced. Forging strong links with the Earth Alliance gave the Shadows an opportunity to control many
of the more powerful telepaths in the galaxy and use them to further the Shadows own aims.
Even against the Vorlons, the Shadow ships are a terror. Their energy absorbing hulls and hardwired living pilots are
capable of shrugging off anything but the most concentrated blasts of younger races weaponry, but are less effective
against the titanic beams of the Vorlon vessels. While against lesser foes, a direct confrontation could be won without so
much as a sweat, with the only tactic necessary being attack. Against an equal foe or overwhelming numbers, hit and run
sweeps are preferred. Shadow ships are tough as hull rivets but even they can get mired with constant fire. Leaving a
warship in hyperspace to appear later and clean up damaged targets is not below them, as the win is all that matters
how it is achieved is irrelevant.

33

The Shadows Fleet List


The following forms the entire fleet list for the Shadows.
Priority Level: Patrol
Shadow Spitfire Fighter Wing (2 flights)

Shadow Swiftfire Fighter (2 flights)

Priority Level: Skirmish


Shadow Infiltrator
Priority Level: Raid
Shadow Scout

Shadow Invader

Priority Level: Battle


Chloe Morden and the Daughter of Darkness
Shadow Mindflayer

Shadow Stalker

Priority Level: War


Shadow Ship (young)

Shadow Brood Ship

Priority Level: Armageddon


Shadow Ship (ancient)
Fighters
Any ship that has Fighter Dispersal Tubes automatically comes equipped with a full complement of Shadow Spitfire
Fighters for free. These fighters may be deployed with the rest of the Shadow fleet, regardless of normal scenario
restrictions.
Shadows Fleet Special Rules:
The following special rules apply to all Shadow fleets.
Crew: Shadow vessels cannot be boarded, nor can they initiate boarding actions. They are completely immune to the
Crew element of any critical hits, and have no Crew or Troops score.
Fighter Dispersal Tube: Holding a swarm of fighters deep within their organic hulls, Shadow Ships are capable of firing
them great distances, where they instantly deploy. This allows the Shadows to use their fighters to delay and distract their
enemies while their main ships close range. A Shadow Ship uses its Fighter Dispersal Tube in the firing phase but may
not use any other weapon in the same turn, before or after. During the Attack phase of your turn up to six Shadow Fighter
flights may be placed anywhere within 30 of the launching ship. They must be placed within 3 of one another and may
not take any action in the turn they were launched in this fashion.
Hyperspace Mastery: Shadow vessels may enter realspace from hyperspace at any point, without risk of deviation. They
may do so without allied ships being present on the table, and any number may be held in hyperspace, so long as the
scenario allows at least one to be placed in hyperspace. No damage will be caused to ships in the area, as can be the
case with other jump points. They can move, attack and otherwise act normally during the turn it leaves hyperspace.
Shadow vessels must use the Initiate Jump Point! Special Action to enter hyperspace but no jump point counter is placed
on the table. Instead, the Shadow vessel is simply removed into hyperspace at the beginning of its next turn. Shadow
Fighter flights may also enter and leave hyperspace by this method without having to take any Special Action. A Shadow
vessel that enters real space from hyperspace may re enter hyperspace after 3 complete turns but may not return to
realspace it has disengaged.
Jump Point Disruptor: A Shadow Ship may choose to use its Jump Point Disruptor in place of any other weapons during
its turn. This may target any jump point leading to hyperspace within 18. This attack will immediately shut down the jump
point. In addition, every ship that went through the jump point this turn or is within 4 of its forward arc must roll a die. On
a 1, it escapes destruction and sustains 3d6 points of damage. On a 23, it suffers d6 critical hits, multiplying all damage
by three as if a Triple Damage weapon had hit it. On a roll of 46, the ship is automatically destroyed. Auxiliary craft
flights will always be destroyed on a roll of 2 or more and survive undamaged on a 1.
Physical Disruption: Shadow vessels are living entities and a concentrated attack can leave them almost helpless for a
short time. If a Shadow vessel suffers at least 25% of its original Damage (listed in parentheses after the Damage score
of each Shadow vessel) in a single attack from a Beam weapon, it will be pinned. It may take no further action in this turn
or the next. The attacking player may continue to try pinning the Shadow vessel in subsequent turns. However, the
Shadow vessel will be immediately released and free to act if the attacking ship that caused this damage is destroyed.
34

Redundant Systems: With ships constructed using neither purely mechanical nor purely bio-mechanical technologies,
the Shadows use vessels of an almost otherworldly construction, possessing many strange abilities. They are extremely
hard to damage and can repair themselves very quickly. Shadow vessels take damage as normal but critical hits are
automatically repaired in the End Phase of the turn after which they are inflicted. Critical hits to Vital Systems are also
repaired at this time.
Reinforcements: The Shadows have extremely limited numbers of warships and rarely create new vessels, restricting the
number of ships they can bring to battle. They pay twice the normal cost of all Reinforcements in campaign games.
Shadow Soldier Pods: The Shadows do not use breaching pods in the same way as the younger races, their soldiers are
kept within the safety of the mother ship before being propelled into the target where they swiftly penetrate the hull of their
victim and wreak havoc. Shadow Soldier Pods may only be used against ships or stations with the Immobile trait or that
are Running Adrift, or have not moved during the turn in which the Shadow Soldier Pod is used. These weapons are
immune to Interceptors and will ignore Shields and Gravitic Energy Grids. Shadow Soldier Pods do not affect the
Daughter of Darkness, Shadows, Vorlons or the Ancients in any way. Any Shadow Ship may replace its entire fighter
complement and Fighter Dispersal tube with an Shadow Soldier pod with the following statistics:
Weapon
Range
Shadow Soldier Pod
12

Arc
F

AD
Special
Equal to fighters replaced Double Damage, Slow Loading, Super AP,

For each hit inflicted roll on the following table for the damage rather than the normal Attack Table
D6
1-2
3-4
5
6

Assault
Brutal Onslaught
Running Slaughter
Rampage
Bloody Massacre

Damage
-0
-0
-1
-1

Crew
-2
-3
-3
-4

Effect
-1 Troops,
-1 Troops,
-2 Troops, No Damage Control permitted this turn

.
.

Special Actions: Shadow vessels may only use the following Special Actions; Concentrate All Firepower! Give Me
Ramming Speed! Initiate Jump Point! Manoeuvre to Shield Them! and Run Silent!
Superior Technology: The technical advances of the younger races pose few problems for the Shadows. They gain a
+1 bonus to all rolls they make in order to circumvent an enemy ships Stealth.
Superb Manoeuvrability: Shadow vessels are supremely agile in space but it is still important to keep track of their
heading. All Shadow vessels except fighters may either use the normal Super-Manoeuvrability rules or may instead turn
o
up to 90 at the start of its movement and then move up to twice its Speed in a straight line.
Telepathic Disruption: The Shadows have long known of the ability of telepaths to disrupt the control systems of their
craft and have taken many steps to curb telepathic development within the younger races. Several races make reference
to gaining telepaths in campaign games, usually through their Other Duties tables. If a ship noted as carrying telepaths
moves within 12 of a Shadow vessel, it may attempt to telepathically jam the Shadow in the Attack Phase, as part of its
normal attacks. Both ships make a Crew Quality check. The Shadow player adds +2 if the vessel being jammed is a
Shadow Ship. If the attacking player rolls higher, he has successfully jammed the Shadow vessel. It may take no further
action in this turn or the next. The attacking player may continue to try jamming the Shadow vessel in subsequent turns.
However, the Shadow vessel will be immediately released and free to act if the attacking ship that is causing this effect is
destroyed or moves beyond 12. Shadow Fighters may not be jammed.

To improve is to change; to be perfect is to change often.


Winston Churchill
Shadows Initiative: +6

35

Shadow Infiltrator

Skirmish

True masters of deception and manipulation, only matched by their Vorlon rivals, the Shadows often find it necessary to
infiltrate or extract key operatives usually those who they have convinced should join them. This ship serves that
purpose well and has the ability to eliminate pursuit or witnesses if required.
Speed: 10
Turn: SM
Hull: 4
Damage: 10 (3)
Crew: Craft: none,
Special Rules: Atmospheric, Self-Repair 1, Shields 5/1, Stealth 5+
Weapon
Phasing Pulse Cannon

Range
8

Arc
F

AD
3

Special
Accurate, Double Damage, Super AP

Shadow Invader

Raid

A highly specialised ship designed to overwhelm the defenders of ships and stations in a
unstoppable flood of warriors of darkness, the invader is seldom seen and even fewer survive
to report meeting one. On occasion they will accompany groups of Shadow Scouts if a priority
target needs to be captured or examined.
Speed: 10
Turn: SM
Hull: 5
Damage: 32 (8)
Crew: Craft: none,
Special Rules: Atmospheric, Self-Repair 1, Shields 5/5, Stealth 5+
Weapon
Shadow Soldier Pod
Phasing Pulse Cannon

Range
12
8

Arc
F
F

AD
6
2

Special
Double Damage, Slow Loading, Super AP,
Accurate, Double Damage, Super AP

Shadow Mindflayer (Shadow Scout Evolution)

Battle

The rise of telepaths within the younger races at the instigation of the Vorlons was not stopped by the destruction of the
Narn mindspeakers or at the conclusion of the last Great War. As the Swiftfire was evolved to combat the swarms of
Minbari fighters so the Mindflayer was conceived to combat telepaths with
there own kind. The assistance of Earth has meant a steady flow of
dissidents for integration in these ships and Shadows now feel ready to
face the Minbari in open battle.
Speed: 8
Turn: SM
Hull: 6
Damage: 40 (10)
Craft: none
Special Rules: Atmospheric, Self-Repair 2D6, Shields 10/5
In Service: Weapon
Psychic Scream
Molecular Slicer Beam

Range
12
18

Arc
T
F

AD
6
2

Special
Super AP
Beam, Precise, Triple Damage

Special: This ship is immune to Telepathic Disruption


Psychic Scream: Upon a successful hit, the Psychic Scream will not cause any damage. Instead, it will inflict a 1
penalty per successful hit on all Crew Quality checks made by the target for the rest of the turn and all of the next. A
Psychic Scream has no effect on a ship with active Deflector Shields, GEG, Shields, Shadows, Vorlons or any of the
Ancients and cannot be intercepted.

36

Shadow Brood Ship (Shadow Ship variant)

War

The new Swiftfire fighter drones are more complicated and erratic than the Spitfires and require additional control for them
to successfully achieve their purpose. The Brood ship both spawns and nurtures them, forming a commanding presence
in battle and a haven for them to regenerate after they have defeated the enemy.
Speed: 8
Turn: SM
Hull: 6
Damage: 75 (19)
Craft: 10 Shadow Swiftfire Fighter flights
Special Rules: Atmospheric, Carrier, Fleet Carrier, Self-Repair 2D6, Shields 10/5
Weapon
Molecular Slicer Beam
Phasing Pulse Cannon
Fighter Dispersal Tube

Range
18
8
30

Arc
F
F
F

AD
2
6

Special
Beam, Precise, Triple Damage
Accurate, Double Damage, Super AP

Shadow Scout

Raid

Shadow Ship (Young)

War

Shadow Ship (Ancient)

Armageddon

Shadow Spitfire Fighter

Patrol (2 flights per Wing)

The polarity cannon mounted in the nose of this craft is incredibly powerful and its pulses can easily rip through the
armour of the largest capital ship. Other fighter craft engaging these ships are usually advised to rely on their own agility
to evade these devastating blasts and engage as quickly as possible. Like all Shadow vessels, these fighters have the
ability to phase in and out of hyperspace at will, effectively making them jump-capable, an enormous advantage for so
small a craft to possess.
Speed: 12
Dogfighting: +0
Weapon
Polarity Cannon

Turns: SM
Craft: Range
6

Hull: 5
Damage: Crew: Special Rules: Atmospheric, Dodge 4+, Fighter,
Arc
T

AD
3

Troops: -

Special
AP, Double Damage

Shadow Stalker (Shadow Scout Variant)

Battle

Speed: 10
Turn: SM
Hull: 6
Damage: 32 (8)
Special Rules: Atmospheric, Dodge 6+, Self-Repair 1D6, Shields 10/5
Weapon
Molecular Slicer Beam

Range
18

Arc
F

AD
4

Special
Beam, Precise, Triple Damage

Shadow Swiftfire Fighter

Patrol (2 flights per Wing)

A reaction to the devastating fighter wings of the Minbari, the Swiftfire was crash evolved to deal with these irritating
swarms and did so with frightening efficiency. Like all Shadow vessels, these fighters have the ability to phase in and out
of hyperspace at will, effectively making them jump-capable, an enormous advantage for so small a craft to possess.
Speed: 14
Turns: SM
Hull: 4
Crew: Troops: Dogfighting: +4
Special Rules: Atmospheric, Dodge 2+, Fighter,

Weapon
Light Polarity Cannon

Range
2

Arc
T

AD
1

Damage: Craft: -

Special
Accurate

37

Shadow Space Stations


The following Modules may be used by the space stations of the Shadows.
Shadow space stations are immune to Physical and Telepathic Disruption.

Bio-Tech Module

4 Hardpoints

Despite being able to act as normal space stations, Shadow bases are built using bio-technology, making them the most
advanced in the galaxy.
Each Bio-Tech Module will increase the Damage scores of the Core by +30/+15/+5, and gives it the Self-Repairing 2D6
trait. Every extra Bio-Tech Module increases the Self-Repairing trait by +1D6.

Hangar Module

3 Hardpoints

Complete with rapid deployment systems, hangars give a space station its own wing of fighters.
Each Hangar Module will increase the Cores Damage by +10/+5/+0. It will also add the Carrier 4 trait, and four flights of
Shadow fighters (either Spitfires or Swiftfires). These may be launched as if from a Fighter Dispersal Tube.
Slicer Module
8 Hardpoints
Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Slicer Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Moleculer Slicer Beam

Range
36

AD
3

Special
Beam, Precise, Triple Damage

Phasing Pulse Cannon Module

2 Hardpoints

Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Pulse Module will increase the Cores Damage by +10/+5/+0. It will also add the following weapon system.
Weapon
Phasing Pulse Cannon

Range
12

AD
6

Special
Accurate, Double Damage, Super AP

Telepathic Nexus (one per station)

2 Hardpoints

Recently the influx of human telepaths has meant that some newer or recently reactivated Shadow bases have central
processors both immune to telepathic disruption and able to shatter the minds of those that attack them
Weapon
Psychic Scream

Range
12

AD
6

Special
Super AP

Psychic Scream: Upon a successful hit, the Psychic Scream will not cause any damage. Instead, it will inflict a 1
penalty per successful hit on all Crew Quality checks made by the target for the rest of the turn and all of the next. A
Psychic Scream has no effect on a ship with active Deflector Shields, GEG, Shields, Shadows, Vorlons or any of the
Ancients and cannot be intercepted.

Shield Module

4 Hardpoints

Drawing upon vast reserves of power while maintained, this space station has tendrils able to absorb and dissipate any
bombardment, at least for a time.
Each Shield Module will increase the Cores Damage by +10/+5/+0. It will also add the Shields 30/2D6 trait. Each further
Shield Module will add +10/+1D6 to this trait.

38

Campaigns: Shadows Ship Personalities


Due to their unique control systems of their ships, Shadows do not use the normal Refits and Other Duties tables. Over
time, the personalities of the individual subjects that control their ships will begin to manifest themselves in the physiology
and behaviour of the vessel itself. The Shadows are also masters of deception, scheming and manipulation. A Shadow
vessel may roll once on either table below for the cost of 2 XP Dice.
1d6 Refit
1 Evasive: This Shadow vessel has mastered the art of moving away from incoming fire. It gains the Dodge 6+ trait,
or improves its Dodge trait by 1. This may only be applied once.
2 Urgent: This personality always believes it will be too late. The ship gains a +1 bonus to its Speed. Multiple
applications of this personality may not increase the ships Speed more than 150% of its original score.
3 Aggressive: Choose one weapon system on the ship. It gains another AD. This may only be applied to each
weapon system once.
4 Resilient: The personality of this ship will resist the worst of pain. The ship gains a +10% bonus to it Damage
points. Multiple applications of this personality may not increase the ships Damage more than 150% of its original
score.
5 Maternal: The ship gains one flight of fighters (can choose either Spitfire or Swiftfire fighters).
6 Determined: The personality of this ship will keep on going, no matter the cost. It gains a +1 bonus to all SelfRepair rolls. This may be applied a maximum of 5 times.
1d6 Schemes
1 What do you want?: This ship has been used to transport a minion who gathers valuable intelligence on the
activities of the other fleets, granting you a +2 bonus to your Initiative for the next Campaign Turn.
2 Mother knows best: Up to two on board flights of fighters may increase their Dogfight score by +1.
3 Master Manipulators: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw
ships away from his main force. Choose another players fleet. In its next battle, it will have one less Fleet
Allocation Point available.
4 Earth is our friend: The ship receives a modified telepathic pilot which enables it to better resist attacks by other
telepaths, add +1 against jamming effects. This may only be carried out once and is cumulative with the bonus
granted by being a Shadow Ship. Re-roll this result if the ship is a Mindflayer.
5 Minions: An inquisitive ship uncovers more than it bargained for and any crew that did survive now serve the
Shadows. You may immediately add any one ship of your choice of Skirmish or lower Priority Level to your fleet
roster. This ship may be chosen from Centauri, Raiders or League fleet lists and may come from a fleet that your
are currently fighting against in the campaign. Any refits or other duties rolls for this ship should be rolled on the
relevant EA tables.
6 Precise Strike: The Shadows appear at the heart of those they consider weak or need to be provoked and ensure
that they will be short of resources. Choose one enemy fleet. It immediately loses 2d6 RR points.

Because truly, how deep do the shadows run between the stars?

39

Awakening
In its joy to be awake and free, erupting from the deep desert, the dark ship screamed in satisfaction
and anticipation. The shimmering form spun and danced in the pale sky, testing long dormant
muscles and organs as it flipped end over end, before coming to a sudden halt low over the desolate
landscape.
Two metal ships were approaching, primitive and ungainly they may be but the ship considered that
they prove both a distraction and a test. The new mind that had recently joined it, awakening it from
the long slumber was equally eager to see what they could do The Ship allowed this, but soon it
would not be they but just one, joined in totality in mind as it had already become in body.
One ship broke away as it sighted the vast and deadly manifestation awaiting it but the other
continued to close, sensors attempting to probe the glistening hull. The Shadow remained still for a
second before leaping between them and playfully matching velocity with the retreating ship. A
desperate fusillade of fire splashed ineffectively against darkness as the terrified crew of the frigate
dived for the surface of the world. Without haste, an iridescent beam sliced the fleeing vessel in two
before the black ship spun to face the remaining metal ship, again awaiting its response.
Deciding if it should be destroyed or if its occupants warranted further investigation..

40

The Vorlon Empire


"It was supposed to be an equal balance between our side and the Vorlons, but the Vorlons
decided that their way was the right way. They enlisted the support of other worlds, like the
Minbari. They started interfering with the development of younger races, and they've even
interfered at a genetic level by taking humans and then adjusting them. Why do you think
certifiable telepaths came out of nowhere a hundred years ago?"
Dr Morden to President Clarke
From the earliest age of existence in the galaxy, the Vorlons have tried to maintain a certain order of things. One of the
First Ones, ancient beings that shaped the history and flow of life in the galaxy today, Vorlons were amongst the youngest
of their brethren having ascended to a higher form of existence for only a few millennia before the current races began
to evolve.
A Vorlon ship is actually grown as a living being around a semi-sentient core, which is responsible for the piloting,
navigation, systems and fire control. Based around a similar genetic structure as the telepath gene, the ships
communicate with each other and outside systems with electromagnetic burst transmissions that could as easily jam or
scramble a receiver as allow the message to be received. Using a form of telekinetic/gravitic thrust, Vorlon ships glide
effortlessly through the void without so much as a backwash or ionic signature. The ships hull or possibly skin is a
quickly regenerating living alloy that reflects or absorbs as much damage as it can, sloughing off dead cells as debris if
necessary, then healing those lost cells in a few short minutes. The active control the ship has over its hull allows for
subtle alterations such as colour, texture or more commonly the availability of doors or portals.
Like the Earth electric eel, every Vorlon ship generates massive amounts of bio-electromagnetic energy, which can be
focused into specially crafted directing nodes. Whether released as thin raking beams, scattered bursts or titanic shipcoring streams, the electromagnetic weaponry of the Vorlon warships strike harder and hotter than a hundred lightning
bolts, and are far more accurate and frequent. These weapons will turn a younger races ship into steam in seconds, and
will overwhelm the energy-absorbing hulls of Shadow vessels in a surprisingly short amount of time.
Fighting as a matter of instinct rather than tactics, Vorlon fleets are often hectic things to watch as they dart to and fro in
search of targets. They do not seem to cease until their prey is vapour and with the resilience and healing capabilities of
their ships, they can ignore most everything else until they are satisfied the job is done!
When these unbelievably terrible warships began to clash, this new Shadow War set a new precedent the First Ones
were fighting directly against one another. It was unheard of, and it brought the game to a dangerous level. The Vorlons
now gird the Minbari with technology and wisdom even as the Shadows cloak the humans in darkness and power.

The Vorlon Fleet List


The following forms the entire fleet list for the Vorlons.
Priority Level: Patrol
Vorlon Fighter Wing (3 flights)
Priority Level: Skirmish
Transport
Priority Level: Raid
Striker
Priority Level: Battle
Destroyer

Seeker

Priority Level: War


Carrier

Light Cruiser

Priority Level: Armageddon


Heavy Cruiser
Vorlon Fleet Special Rules

41

Special Actions: Vorlon ships may only use the following Special Actions; Activate Jump Gate!, All Stop!, All Stop and
Pivot!, Come About!, Give Me Ramming Speed! Initiate Jump Point!, Intensify Defensive Fire!, Manoeuvre to Shield
Thgem! Regenerate! Run Silent! and Scramble Scramble!
Regenerate! Crew Quality Check: 9
Effect: By internalising the electrical field generated by all Vorlon craft, the ship is able repair and grow vast amounts of
bio-matter in the space of just a few minutes. This is taxing to the organic systems of the ship, but can bring one back
from the brink of death. If the Crew Quality check is successful, this ship will double the damage repaired by its SelfRepair trait in the End Phase. However, while it regenerates, it cannot make any attacks, and runs adrift.
Vorlon Empire Initiative: +4

Vorlon Carrier (Light Cruiser Variant)

War

While the rest of the Vorlon fleet moves majestically into battle, the carrier, a more specialised version of the dangerous
light cruiser is seldom seen. These mother ships disgorge flights of the tenacious fighters to accompany their larger
brethren whilst themselves usually remaining safely in hyperspace. Although not intended to fight in the line of battle, they
are as lethal as any Vorlon ship and when roused to anger can slice the ships of younger races in twain.
o

Speed: 6
Turn: 2/45
Hull: 5
Damage: 50
Craft: 10 Vorlon Fighters
Special Rules: Adaptive Armour, Advanced Anti-Fighter 3,
Advanced Jump Engine, Carrier 2, Fleet Carrier,
Flight Computer, Self-Repairing 2D6
Weapon
Superior Discharge Gun

Range
24

Arc
F

AD
8

Special
Beam, Precise, Double Damage

Vorlon Destroyer

Battle

Vorlon Fighter Flight

Patrol (3 flights per Wing)

Vorlon Heavy Cruiser

Armageddon

Vorlon Light Cruiser

War

Vorlon Seeker (Vorlon Destroyer Variant)

Battle

Whilst other races rely on scouts that are hidden by stealth fields and advanced jamming technology, the Vorlon Seeker
shows its superior heritage in its disdain for hiding. Occasionally seen outside Vorlon space, it inspects and monitors the
growth of young races, especially those who they have chosen for future advancement
or are suspected of being corrupted by the ancient enemy. It retains the ability to
destroy any which challenge or follow it and none can hide from its vision.
o

Speed: 6
Turn: 2/45
Hull: 5
Damage: 30
Craft: None
Special Rules: Adaptive Armour, Advanced Anti-Fighter 4,
Advanced Jump Engine, Flight Computer, Scout, Self-Repairing 1D6
Weapon
Discharge Gun

Range
18

Arc
F

AD
4

Special
Beam, Double Damage, Precise

* The Seeker has no range limit on the use of its Scout trait, instead of the usual 36 range. In addition, when using its
Scout trait, a Seeker will reduce a targets Stealth trait to 1+, instead of just lowering it by one.

42

Vorlon Striker (Vorlon Transport Variant)

Raid

Seldom seen now, the Striker was the original incarnation of the present transport when the Vorlons actually needed
warships of this size. A few remain ready for action and occasionally feel the need to tread the dark places of the galaxy,
for if the need arises they will join with the rest of the fleet to destroy any who choose the wrong path of evolution.
o

Speed: 8
Turn: 1/90
Hull: 5
Damage: 24
Craft: None
Special Rules: Adaptive Armour, Advanced Anti-Fighter 2, Advanced Jump Engine, Flight Computer, Self-Repairing 2
Weapon
Discharge Gun

Range
18

Arc
F

Vorlon Transport

AD
4

Special
Beam, Double Damage, Precise

Skirmish

Campaigns: Vorlon Ship Personalities


Due to their unique control systems of their ships, Vorlons do not use the normal Refits Duties tables. Over time, the
personalities of the Vorlons that control their ships will begin to manifest themselves in the physiology and behaviour of
the vessel itself. The Vorlons are also masters of manipulation, scheming and deception and their ships may be involved
in these. A Vorlon vessel may roll once on one of these tables below for the cost of 2 XP Dice.
1d6 Refit
1 Evasive: A Vorlon ship gains an additional Turn (the same as it can already perform).
This may only be applied once.
2 Urgent: This personality always believes it will be too late. The ship gains a +1 bonus to its Speed. Multiple
applications of this personality may not increase the ships Speed more than 150% of its original score.
Aggressive:
Choose one weapon system on the ship. It gains another AD. This may only be applied to each
3
weapon system once.
4 Resilient: The personality of this ship will resist the worst of pain. The ship gains a +10% bonus to it Damage
points. Multiple applications of this personality may not increase the ships Damage more than 150% of its original
score.
5 Maternal: The ship gains one flight of Vorlon fighters. These are carried on board.
6 Determined: The personality of this ship will keep on going, no matter the cost. It gains a +1 bonus to all SelfRepair rolls. This may be applied a maximum of 5 times.
1d6 Manipulation
1 Cryptic Response; While arguing over the meaning of your diplomat's statements, an opponent's generals and
captains waste much of their time. Apply a -2 modifier to one opponent's initiative for the next turn.
2 Mother knows best: Up to two on board flights of fighters may increase their Dogfight score by +1.
3 Surprise Attack; When you finally move, move with conviction. During the next battle, this ship is placed last,
regardless of initiative, anywhere on the table, and gains one free attack phase before the first movement phase
selection. (May apply only once per campaign turn.)
4 Unforgiving; When thwarted the Vorlons do not forget and do not forgive. Name a player who has won a Scenario
against you this turn. In the next campaign turn you will attack one of his Strategic Targets. This will be a Battle level
Annihilation scenario. You will gain one extra Fleet Allocation point and earn double RR and XP for this scenario.
5 Assistance Rendered; Having aided the younger races, they have sent ships to be at your disposal. Immediately
gain a ship of Skirmish or lower priority from any League, Minbari, Narn or Psi Corps fleet list. Any refits or other
duties should be rolled on the appropriate Anlashok tables
6 Form Revealed; It was necessary to reveal your true form and those that observe saw what you wished. You gain
2d6 RR as the younger races flock to the site to pay homage.

Laws too gentle are seldom obeyed; too severe, seldom executed.
Benjamin Franklin

43

The Psi Corps / Human Rebels


"Only one in every thousand humans has telepathic abilities. Only one in every ten thousand
telepaths has telekinetic abilities. And half of them are clinically insane."
- Ironheart to Talia
The motto of the Psi Corps was and still remains in their defiant exile, 'Maternis, Paternis'- the Corps
is Mother, the Corps is Father. Telepaths live their whole lives within the Corps and the Corps takes
care of their every need, from education to housing to medical care to socialisation. Biologically,
telepaths have parents of course, but from an early age, the Corps sees to their well being with the
infinite devotion and care of a natural parent. No telepath need ever be alone.
The Psi Corps was smashed soon after the Shadows saved Earth at the Battle of Line, although many
high-ranking Psi Corps officials promptly disappeared. Alliances with human rebels and Alien governments such as the
Narn gave them the ability to survive. Now with elements of its fleet still remaining intact and hidden bases scattered
across known space, the remnants of what had once been Psi Corps has begun to gather its strength once more.

The Psi Corps Fleet List


The following forms the entire fleet list for the Psi Corps. (All Earth Force ships have Early Years EA stats)
Priority Level: Patrol
Aurora Starfury Wing (4 Flights)

Black Omega Starfury Wing (2 flights)

Damocles Class Patrol Boat

Priority Level: Skirmish


Fighter Carrier

Olympus Class Corvette

Olympus Class Gunship

Kilimanjaro Class Tender

Mothership

Priority Level: Raid


Hyperion Class Cruiser
Nova Class Dreadnought
Priority Level: Battle
Babylon 5 (2261 2267) (*)

Hecate Class Battlecruiser

Priority Level: War


Omega Class Advanced Destroyer
Priority Level: Armageddon
Babylon 5 (2268) (*)
(*) A fleet may only ever contain one Babylon 5 you may pay the difference in points to upgrade it in a campaign.
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right. Some ships are noted as
carrying one or more flights on board. These flights may be deployed at any time before or during the battle and do not
cost anything extra the cost of these flights is included in that of their parent ships.
Psi Corps Fleet Special Rules
The following special rules apply to all Psi Corps fleets.
Allies by Necessity: Psi Corps and the remaining human rebels have alliances of convenience with the Narn and Minbari
and have formed links with several shady groups to keep them supplied and to try to hit back against the Earth Alliance.
When using a Psi Corps fleet, you may spend up to 1 Fleet Allocation Points of your allowance on ships from one of the
following fleet lists: Narn Regime, Minbari or Raiders. In campaign games, the Psi Corps may have a maximum of 1 Fleet
Allocation Point at Battle level spent on allied ships at any one time.
Forged by War: The remaining Psi Corps and the rebel Earth Force crews are, through necessity, highly trained and
adaptable, having survived this long in a very hostile galaxy. All ships in a Psi Corps fleet (but not allied ships) gain a +1
bonus to their Crew Quality scores, to a maximum of 6.
Psychic Crew: Ships with Psychic Crew can use a new Special Action: Cause Confusion. Once per turn they may make
an opposed Crew Quality test against one enemy ship within 8, using their Psychic Crew score instead of their Crew
44

Quality. If successful, they may automatically force to relinquish any Special Action currently in effect. Fighters with
Psychic Crew cannot use this Special Action. Instead, their danger sense allows them retain a Dodge 4+ score against
Anti-Fighter weapons. In addition, if a flight with Psychic Crew is eliminated in a dogfight, roll one dice on a 4 or more,
they will not be destroyed. Simply leave the flight in place (making the dogfight a draw). Ships with Psychic Crew can
trigger the Shadows Telepathic Disruption special rule, using their Psychic Crew score (Fighters may not).
Psi Corps Initiative: +3

Aurora Starfury fighter

Patrol (4 Flights per Wing)

Black Omega Starfury fighter

Patrol (2 flights perWing)

Damocles Class Patrol Boat

Patrol

Spy ships of the highest calibre, the Damocles was an experimental vessel used by Psi Corps to telepathically eavesdrop
on other hyperspace traffic without being seen or noticed. It looks at first glance even electronically like a Tethys
police cutter, but packs a much different punch inside of it. Crewed wholly by telepaths trained in the ability to pick up on
ambient thought patterns floating through hyperspace, each Damocles is a mobile listening post. Few now remain, as
they have proved no match for the true masters of hyperspace, the Shadows.
o

Speed: 8
Turns: 2/90
Hull: 4
Damage: 8/2
Crew: 9/2
Troops: 1
Craft: None
Special Rules: Interceptors 1, Psychic Crew 4, Scout, Stealth 4+
In Service: 2256+
Weapon
Medium Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon

Range
10
8
8

Arc
F
P
S

AD
4
1
1

Special
Twin-Linked
Twin-Linked
Twin-Linked

Fighter Carrier

Skirmish

Hecate Class Battlecruiser (Hyperion variant)

Battle

The proud Hecate Battlecruisers, veterans of the Dilgar war, were but toys before the vengeful Minbari, thrown into
hopeless battles with no chance of survival. Only one came through the war, the Temeraire, battered and with more
corpses than crew aboard it served for years as a sector command cruiser. Its final captain chose to rebel against Earth
and it was one of the few survivors of the ill fated raid on Jerico. Several other rebel Hyperions were upgraded to match
its powers, if not its heritage, but none survived the final battle for Babylon 5.
o
Speed: 8
Turn: 1/45
Hull: 6
Damage: 45/8
Crew: 45/12
Troops: 4
Craft: 1 Aurora Starfury flight
Special Rules: Anti-Fighter 4, Command +1, Interceptors 3, Jump Engine,
In Service: 2226-2268
Weapon
Heavy Laser Cannon
Heavy Plasma Cannon
Heavy Plasma Cannon
Heavy Plasma Cannon
Heavy Plasma Cannon

Hyperion Class Cruiser

Range
18
12
12
12
12

Arc
B (f)
F
P
S
A

AD
6
6
10
10
4

Special
Beam, Double Damage
AP, Double Damage
AP, Double Damage
AP, Double Damage
AP, Double Damage

Raid

45

Kilimanjaro Class Tender

Raid

A adaptation of the venerable Fuji Class, the three Kilimanjaro were designed with one purpose in mind to service and
repair the Psi Corps fleet, crewed by dedicated and above all loyal technicians and scientists. Whilst they are not
designed to act as warships they were upgraded with various technology as the galaxy became ever more dangerous.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 30 / 10
Crew: 42 /12
Troops: 2
Craft: 2 Black Omega Starfury Flights,
Special Rules: Advanced Jump Engine, Anti-fighter 2, Fleet Auxiliary, Interceptors 2, Lumbering, Psychic Crew 4,
In Service: 2256+
Weapon
Range
Arc
AD
Special
Light Fusion Cannon
12
F
4
Mini-Beam
Medium Pulse Cannon
10
P
10
Twin-Linked
Medium Pulse Cannon
10
S
10
Twin-Linked
Medium Pulse Cannon
10
A
6
Twin-Linked

Mothership

Raid

Huge hybrids of the Skylark-class and Bradbury-lambda passenger liners converted to be hyperspace fortresses for
hundreds of Psi Corps telepaths, the Motherships are where the real power of the Corps lies. These ships were designed
to be mobile bases, only ever leaving hyperspace for supplies and the very occasional deployment mission. Rigged with
some of the most advanced telepath-enhancing technologies the Corps has managed to research, both of the remaining
Motherships are a base in and of themselves. Hyperspace is now no refuge for Psi-Corps and consequently one ship is
now safely hidden in Vorlon Space, whilst the other is deep in Brakiri territory, shielded by substantial bribes and mind
control.
o

Speed: 4
Turns: 1/45
Hull: 4
Damage: 38/6
Crew: 36/5
Troops: 4
Craft: 4 Black Omega Starfury flights
Special Rules: Advanced Jump Engine, Anti-Fighter 6, Interceptors 4,
Lumbering, Psychic Crew 5, Stealth 4+
In Service: 2250+
Weapon
Heavy Laser
Medium Pulse Cannon
Medium Pulse Cannon
Medium Pulse Cannon

Range
30
10
10
10

Olympus Class Corvette


Olympus Class Gunship

Arc
B (f)
F
P
S

AD
4
8
8
8

Special
Beam, Double Damage
Twin-Linked
Twin-Linked
Twin-Linked

Skirmish
Skirmish

46

Omega Class Advanced Destroyer

War

Constructed secretly by the Brakari, the Omega designs have cost the remnants of Psi Corps much in resources. With
the grudging co-operation of the Minbari, who have outfitted the few vessels thus far produced with limited advanced
technology, they are proving to be ships with potential. Its is a sign of the increasing influence of Psi Corps over the rebel
remnants that these ships are crewed by a large proportion of mundanes.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 65/10
Crew: 74/15
Troops: 3
Craft: 4 Black Omega Starfury Flights
Special Rules: Advanced Jump Engine, Anti-Fighter 4,
Flight Computer, Interceptors 6, Lumbering, Psychic Crew 4, Stealth 3+
In Service: 2263
Weapon
Neutron Laser
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Neutron Laser

Range
30
12
12
12
12
30

Arc
B (f)
F
P
S
A
B (a)

AD
6
12
20
20
8
4

Special
Beam, Double Damage, Precise
AP
AP
AP
AP
Beam, Double Damage, Precise

Alfred Bester,
A rising star in the corps before their dissolution in 2257, Alfred is a passionate man
dedicated to the protection of his people the telepaths. Proud and determined, he meets
his end at the final battle for Babylon 5. Alfred Bester is available for Psi Corps fleets from
2257- 2268 and has the following abilities:
Inspired Command, Powerful Telepath A ship commanded by Alfred Bester gains the
Psychic Crew 5 trait, which replaces any previous rating, The Master Plan, Top Gun.
When placed in a ship, Alfred Bester raises its Priority level by one in exactly the same
way as an Admiral and obeys all other rules for Admirals. He also has the Unique Trait.

Lyta Alexander, Touched by the Vorlons


Lyta is one of only two known humans to enter Vorlon space and return. Driven and
dangerous in her pursuit of her masters goals, she survives the end of Babylon 5 and seeks
vengeance on the destroyer of her Patron, the Vorlon Kosh.
Lyta Alexander is available for Psi Corps and Vorlon (*) fleets from 2257 onwards and has the
following abilities: Analytical Mastermind, Meticulous Planner, Powerful Telepath A ship
with Lyta Alexander on board gains the Psychic Crew 6 trait, which replaces any previous
rating, The Master Plan.
When placed in a ship, Lyta Alexander raises its Priority level by one in exactly the same way
as an Admiral and obeys all other rules for Admirals. She also has the Unique Trait.
(*) If Lyta is chosen for a Vorlon Fleet she must be placed on a Psi Corps ship chosen from
the list above. This is an exception to normal fleet selection rules and she does not have to
be aboard the highest priority ship in the fleet.

You can not harm me, you cant stop someone who has been touched by Vorlons
Lyta, Mars, 2263
Hello... what have you come as? Sad isn't it, what the desert can do to weak minds
Chloe in reply

47

Campaigns: Refits and Other Duties


Psi Corps Fleets use the following tables for Refits and Other Duties when playing campaign games. As always, if a
certain refit or duty cannot be applied to a specific ship for any reason, re-roll the result. Unless otherwise stated, multiple
results of the same type can be applied to the same ship. So, for example, if a ship rolls Reinforced Hull twice, it will gain
a +20% bonus to its Damage score and a 2 penalty to its Speed.
Psi Corps Refits
2d6 Refit
2 Silent and Stealthy: Once per battle, you may force an enemy to re-roll his Stealth roll in order to target this
ship. Re-roll this result if this ship does not possess the Stealth trait.
3 Turbo Weapons: Choose one weapon system. It immediately gains the Double Damage trait but has its Attack
Dice reduced by half (rounding up) +1.
4 Missile Rack: The ship gains a single turret-mounted missile rack, Range 30, 2 AD, Precise, Slow-Loading,
Super AP. This may only be applied once.
5 Advanced Sensor Arrays: The ship gains a +1 bonus to any attempts it makes to target an enemy with the
Stealth trait. This may only be applied once.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However,
when using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 5 AD. It gains an additional 2 AD.
This may only be applied once per weapon system.
8 Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor
score. If Interceptors are not present, the ship gains Interceptors 1. This may only be applied once.
9 Reinforced Hull: Add +10% to the ships Damage score but reduce Speed by 1.
10 Supercharged Thrusters: The ship gains a +1 bonus to its Speed score.
11 Advanced Focussing Lenses: Choose one Boresight(f) weapon system. It changes to a Forward firing arc
12 Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
Psi Corps Duties
2d6 Other Duty
2 Contact Made: A diplomatic mission to the local Raiders has paid off well. You may immediately add one
Raiders ship (or wing) of your choice of Skirmish or lower Priority level to your fleet roster.
3 New Captain: A new Captain takes command of the vessel . Once per battle, the ship may attempt to take two
Special Actions in the same turn. These may not be the same Special Action and all effects of both Special
Actions apply. Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the
Come About! action (which increases turning). It could combine Run Silent! and All Power to Engines! as neither
invalidates the other, effectively allowing the ship to run silent at full speed.
4 Now You See Me: This ship has been conducting scouting exercises all over the system, forcing other fleets
to chase it as it gathers crucial information. You gain a +2 bonus to your Initiative for the next Campaign Turn.
5 Psi Cop: The crews dedication to duty has been rewarded (!) with a Psi Cop being made at home on board, and
everyone on board suddenly finds renewed vigour in their duties. The ship may re-roll any Crew Quality check it
is called to make.
6 Veteran Fighter Pilots: A squadron of top guns volunteers to serve on your ship. Up to two on board flights of
fighters may increase their Dogfight score by +1.
7 Against the Tyranny of Earth: The ship gains a group of veteran soldiers. Add +1 Troops.
8 Veteran Engineers: The elite engineering officers of another ship has volunteered to serve aboard this vessel.
Add a +1 bonus to any Crew Quality checks made during Damage Control. This may only be applied once.
9 Psi Corps Fleet Operative: Your crew is joined by a Psi Corps telepath specially trained in fleet combat. He is
able to bend his mind to the intricacies of fleet manoeuvres and guide Captains as to the best course of action.
Gain a +1 bonus to your Initiative whenever this ship is present in a battle. This may only be applied once.
10 Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships
away from his main force. Choose another players fleet. In its next battle, it will have one less Fleet Allocation
Points available.
11 Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.
Immediately generate a new Strategic Target on the campaign map and mark it down as being under your
control.
12 Extra Telepaths: The ship gains a +1 bonus to its Psychic Crew score.

48

Babylon 5 Diplomatic Station

Battle

The first diplomatic station to survive the construction process without collapsing, exploding or being consuming in the
evolution of a new species. A shining beacon of hope, it is doomed to fail in a galaxy being overtaken by darkness. The
station has only basic defences as it was intended to be defended by the Great Machine and under the protection of the
Vorlons.
Hull: 4
Damage: 145/73/30
Troops: 30
Craft: 4 Aurora Starfury flights, 2 Frazi flights,
Special Rules: Anti-Fighter 6, Carrier 4, Command +1, Escort, Fleet Carrier, Immobile, Scout, Space Station, Unique,
In Service: 2261 2267
Weapon
Graviton Pulsar
Pulse Cannon

Range
18
15

AD
5
5

Special
AP
Twin- Linked

Babylon 5 Battle Station

Armageddon

By 2268, the Great Machine was shattered, the Vorlons were at war with their brethren the Ancient Enemy whilst the
Minbari were hard pressed by the Earth Alliance. A shining beacon of hope had become a flickering candle, armed with an
air of desperation as the combined fleets began to surround it in preparation for the final assault.
Hull: 4
Damage: 345/170/75
Troops: 30
Craft: 2 Aurora Starfury flights, 4 Nial flights, 2 Flyer Flights
Special Rules: Anti-Fighter 10, Carrier 4, Command +1, Escort, Fleet Carrier, Immobile, Scout, Space Station, Unique
In Service: 2268
Weapon
Advanced Neutron Laser
Advanced Neutron Laser
Fusion Cannon

Range
52
52
27

AD
3
3
8

Special
Beam, Precise, Triple Damage,
Beam, Precise, Triple Damage
Mini-Beam,

Both Versions of the Station include a Medbay Module and the Battle Station also has Space Dock and War Room
Modules.

49

The Anlashok
The Anlashok List
The following forms the entire fleet list for the Anlashok.
Priority Level: Patrol
Flyer Wing (4 flights)
Shial Wing (2 flights)

Nial Wing (2 flights)


Latara Class Fast Scout

Priority Level: Skirmish


NoloTar Class Frigate
Priority Level: Raid
Leshath Class Heavy Scout

Ishara Class Provider

Priority Level: Battle


Kishara Class Carrier
Priority Level: War
TaraLin, War Cruiser
Fighters
Flights of smaller craft may be purchased separately and used as units in their own right. Some ships are noted as
carrying one or more flights of fighters on board. One or more of these flights may be deployed as normal at any time
before or during the battle and do not cost anything extra the cost of these flights is included in that of their parent ships.
Anlashok Special Rules
The following special rules apply to all Anlashok fleets.
Allied Fleets: The Anlashok is often forced to use ships and crews from various worlds to supplement its own ships or
hide its involvement when engaged in operations. When using an Anlashok fleet, you may spend up to 2 Fleet Allocation
Points of your allowance on ships from one of the following fleet lists; Narn Regime, Minbari, Psi Corps / Human Rebels,
or any League fleet. In campaign games, the Anlashok may have a maximum of 2 Fleet Allocation Points at Battle level
spent on allied ships at any one time. They are not restricted in this way when choosing fleets for individual scenarios in
theory, the Anlashok could field ships bought from another fleet list with nothing from the Anlashok fleet if the scenario
was at Patrol level.
Rangers: The Anlashok is fortunate in that it has superbly trained and fanatical Rangers to crew its ships . All Anlashok
(but not Allied) ships gain a +1 bonus to their Crew Quality scores, to a maximum of 6.
Skin Dancing: Anlashok pilots may Skin Dance when piloting Nials, Flyers or Shials.
Anlashok Initiative: +4

Flyer Flight

Patrol (4 flights per Wing)

Used by the Religious caste, the flyer is a small but extremely potent vessel, although not to the same extent as the
Warrior Castes Battle Flyer. Armed with a single fusion cannon for defence, in the hands of a skilled pilot, the flyer can be
a match for many of the front line fighters used by other races.
Speed: 12
Turn: SM
Crew:
Troops: Special Rules: Atmospheric, Dodge 4+, Fighter, Stealth 5+
In Service: 2004+
Weapon
Range
Arc
AD
Light Fusion Cannon
2
T
2
Mini-Beam

Ishara Class Provider

Hull: 4
Dogfight: +1

Damage:
Craft:

Special

Raid

50

Kishara Class Carrier (Neshatan Variant)

Battle

Deemed obsolete by the Warrior Caste, the old carriers were relegated for use by the Religious Caste to transport pilgrims
into Vorlon space in safety, but several now serve the Anlashok. Durable and with their flyers mostly replaced by fighters,
the Kishra has proved a useful asset. It can prove a formidable sight with its
dorsal fin emerging from a dust cloud, surrounded by fighters, often catching
unwary ships off guard.
o

Speed: 10
Turn: 1/45
Hull: 5
Damage: 56/14
Crew: 62/15
Troops: 2
Craft: 1 Flyer flight, 6 Nial or Shial flights,
Special Rules: Advanced Anti-Fighter 4, Advanced Jump Engine,
Carrier 3, Command +1, Fleet Carrier, Flight Computer, Stealth 4+
In Service: 2010+
Weapon
Neutron Laser
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
24
18
18
18
18

Arc
F
F
P
S
A

AD
2
4
4
4
4

Special
Beam, Double Damage, Precise
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam

Latara Class Fast Scout (Torotha Variant)

Patrol

The Anlashok have managed to acquire a few of the fastest capital ships in the Minbari fleet and transformed them into
Scouts, able to locate and observe movements of the Ancient Enemy and its pawns. The Latara has much less firepower
than the original frigate but enhances its ability to move quickly enough to evade any enemy ships.
o

Speed: 14
Turn: 2/45
Hull: 4
Damage: 12/4
Crew: 14/5
Troops: 1
Craft: None
Special Rules: Advanced Jump Engine, Agile, Atmospheric, Flight Computer, Scout, Stealth 5+
In Service: 2056+
Weapon
Fusion Cannon

Range
12

Arc
T

AD
2

Special
Mini-Beam

Leshath Class Heavy Scout

Raid

The original version of most advanced scouting vessel of any younger race, the Leshath combines serious firepower with
almost total invisibility. A few of these remarkable vessels have been diverted by the Religious Caste to serve the
Anlashok.
o
Speed: 10
Turn: 2/45
Hull: 4
Damage: 24/8
Crew: 28/9
Troops: 3
Craft: 1 Nial or 1 Flyer flight
Special Rules: Advanced Anti-Fighter 4, Advanced Jump Engine, Agile, Flight Computer, Scout, Stealth 6+
In Service: 1995+
Weapon
Fusion Cannon
Fusion Cannon
Fusion Cannon
Fusion Cannon

Range
18
18
18
18

Arc
F
P
S
A

AD
6
4
4
4

Special
Mini-Beam
Mini-Beam
Mini-Beam
Mini-Beam

* The Lesthath has no range limit on the use of its Scout trait, instead of the usual 36 range. In addition, when using its
Scout trait, a Leshath will reduce a targets Stealth trait to 1+, instead of just lowering it by one. This effect is lost
immediately if the Lesthath scouting the target ship is destroyed and does not effect the Ancients.

Nial Heavy Fighter Flight

Patrol (2 flights per Wing)

51

NoloTar Class Frigate

Skirmish

Lightly armed, the NoloTar is a throwback to the last Great War against the Shadows. Especially useful in training
missions and evacuations, this transportation frigate was a common sight during that war, mostly being used to ferry
refugees from planet to planet when the war drew too near.
o
Speed: 8
Turns: 2/45
Hull: 5
Damage: 26/5
Crew: 22/4
Troops: 4
Craft: 1 Nial or 1 Flyer Flight
Special Rules: Anti-Fighter 2, Atmospheric, Flight Computer, Jump Engine, Stealth 3+
In Service: 1226+
Weapon
Fusion Cannon
Fusion Cannon

Range
12
12

Arc
F
T

AD
4
4

Special
Mini-Beam,
Mini-Beam, Twin-Linked

Shial Stealth Fighter Flight

Patrol (2 flights per Wing)

TaraLin, War Cruiser (Sharlin Variant)

War

The TaraLin is a fully operational training centre and asset stockpile with dozens of vehicles and supplies to deploy with
the hundreds of Rangers on board when necessary. Between its lethal weaponry and scores of well-trained warriors, the
TaraLin is a fleet unto itself but a resource far too rare and important to simply waste in common
engagements or equal battles.
Speed: 8
Turns: 1/45
Hull: 5
Damage: 60/20
Crew: 66/22
Troops: 4
Craft: 1 Flyer Flight, 4 Shial Flights
Special Rules: Advanced Anti-Fighter 6, Advanced Jump Engine,
Command +3, Flight Computer, Lumbering, Stealth 5+, Unique
In Service: 2230+
Weapon
Neutron Laser
Fusion Cannon
Neutron Laser
Fusion Cannon
Neutron Laser
Fusion Cannon
Neutron Laser
Fusion Cannon

Range
30
18
30
18
30
18
30
18

Arc
F
F
P
P
S
S
A
A

AD
4
6
2
4
2
4
2
6

Special
Beam, Double Damage, Precise
Mini-Beam
Beam, Double Damage, Precise
Mini-Beam
Beam, Double Damage, Precise
Mini-Beam
Beam, Double Damage, Precise
Mini-Beam

Marcus Cole, True Seeker


Marcus Cole is a searcher, he looks for justice and hope in a galaxy descending into fire and
darkness and at first the Anlashok provided the inspiration and ability to undertake the task he had
set himself. Yet as the chosen of the Shadows and the Vorlons respectively clashed over the
bodies of the fallen on Mars, Marcus sets out to look for a better path away from the manipulation
of the Ancients. Marcus Cole is available for Anlashok fleets from 2257 onwards and has the
following abilities:
Lucky, Pike Master Marcus trains all those under his direct command in the ancient martial art and all troops on board
Marcus Coles ship add +1 to rolls made against boarders, usually killing enemy troops on a 4+ roll. Survivor,
When placed in a ship, Marcus Cole raises its Priority level by one in exactly the same way as an Admiral and obeys all
other rules for Admirals. He has the Unique Trait.

Space Stations
The AnlaShok Fleet can use Minbari Modules but are limited to no better than Raid Level stations

Tell them that from this place we deliver notice to the Parliaments of conquerors that a line
has been drawn against the darkness, and we will hold the line no matter the cost
Captain John Sheridan
52

Campaigns: Refits and Other Duties


Anlashok Fleets use the following tables for Refits and Other Duties when playing campaign games.

Anlashok Refits
2d6 Refit
2 Focussed Neutron Generators: One neutron laser weapon system on the ship replaces its Double Damage trait
with Triple Damage.
3 Powerful Sensor Arrays: The ship gains up-rated sensor arrays that are so powerful that they can almost blind
enemy ships. No enemy ship within 10 may opt to use a Special Action in its turn.
4 Point Defence: The ship gains a small weapon system designed to destroy close-in attackers. The ship gains
Advanced Anti-Fighter +1.
5 Silent and Stealthy: Once per battle, you may force an enemy to re-roll his Stealth roll in order to target this ship.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However,
when using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 5 AD. It gains an additional 2 AD. This
may only be applied once per weapon system.
8 Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! action.
9 Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits. Reduce its
Damage threshold number (the point at which it becomes Crippled) by two points.
10 Advanced Gravitic Drive: The ship gains a +1 bonus to its Speed score.
11 Extra Hanger: The ship gains a flight of Shials (or an extra flight of the same type it already possesses).
12 Silent Runner: The ship is modified to be super stealthy but this comes at the expense of energy output. Increase
the ships Stealth score by one but reduce its Speed by 2.

Anlashok Duties
2d6 Other Duty
2 Contact Made: A diplomatic mission to the local Raiders has paid off well. You may immediately add one Raiders
ship (or wing) of your choice of Skirmish or lower Priority level to your fleet roster.
3 New Captain: A determined new Captain takes command of the vessel. Once per battle, the ship may attempt to
take two Special Actions in the same turn. These may not be the same Special Action and all effects of both Special
Actions apply. Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come
About! action (which increases turning). It could combine Run Silent! and All Power to Engines! as neither
invalidates the other, effectively allowing the ship to run silent at full speed.
4 Now You See Me: This ship has been conducting scouting exercises all over the system, forcing other fleets to
chase it as it gathers crucial information. You gain a +2 bonus to your Initiative for the next Campaign Turn.
5 Minbari Telepaths: A group of Minbari telepaths joins your ships crew. Stretching forward with their minds, they
strain to divine the intentions of the enemy. Once per battle, you may automatically win the Initiative for the turn.
This may be declared after your have rolled dice for Initiative.
6 Veteran Fighter Pilots: A squadron of top guns volunteers to serve on your ship. Up to two on board flights of
fighters may increase their Dogfight score by +1.
7 Vorlon Directive: The ship encounters a servant of the Vorlons who relays specific instructions for the entire fleet.
In the next campaign turn, you will attack any Strategic Target of one randomly determined fleet. This will be a
Battle-level Annihilation scenario and will be nominated before any Initiative is rolled for. This battle will be your go
for the turn. If you win the battle, any RR points gained in the next campaign turn will be doubled.
8 Veteran Engineers: The elite engineering officers of another ship has volunteered to serve aboard this vessel. Add
a +1 bonus to any Crew Quality checks made during Damage Control. This may only be applied once.
9 Intelligence: This ship has been used to gather valuable intelligence on the activities of the other fleets, granting
you a +2 bonus to your Initiative for the next Campaign Turn.
10 Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships
away from his main force. Choose another players fleet. In its next battle, it will have one less Fleet Allocation
Points available.
11 Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.
Immediately generate a new Strategic Target on the campaign map under your control.
12 Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded. You may immediately
add any one ship of your choice of Skirmish or lower Priority Level to your fleet roster. This ship may be chosen
from Narn or League fleet lists but it may not come from a fleet that you are currently fighting against in the
campaign.
53

The Shadows Close In


With recent losses still weighing heavily on his mind; Tarken was in no mood to hear the message that VeeKar his
Religious Caste advisor had brought before him. Once again, a Vorlon emissary had visited VeeKar aboard his ship
the carrier Stormbringer to bring instructions for the Minbari fleet. This time, the mysterious envoy had told VeeKar that
the Minbari would be required to strike against the ancient enemy directly!
Tarken was furious with the Religious leader; surely he could see that the Vorlons were sacrificing the Minbari in an attack
that was doomed to failure, all for the sake of distracting the Shadows from the Vorlons themselves! VeeKar would not
heed Tarkens words and insisted that they take
the fleet to the Shadow held toxic world on the far
edge of the Persephone system.
Despite VeeKars insistence, Tarken would not
leave Londinium completely unprotected and left
the defence in the hands of the veteran captain
Talar, whose Tigara class cruiser Valens
Hammer had seen the most experience in the
Persephone campaign so far. With the Tigara,
Tarken left the Leshath Obsidian Arrow and the
two newly arrived Torotha class frigates
Vengeance and Retribution which had been the
only reinforcements sent from the council after his
recent defeat. Tarken knew that he had fallen out
of favour, and only a victory would see an increase
in resources being allocated to him for the
remainder of the campaign.
As one, the handful of ships dropped out of hyperspace, within sight of their target; Tarkens own flagship Valens Wrath
in the lead. Behind that, the depleted carrier Stormbringer that would normally transport four entire attack wings of
Nial fighters, but now only one remained. Flying close formation with the Neshatan was the Tinashi class warship The
Pride of Thessin whose neutron laser, Tarken was hoping to add to his own ships increased firepower, in the hopes of
striking a devastating blow to the largest Shadow vessel encountered.
The Leshath scout Veil of Tears broke off from the main group and, as was the standard Minbari tactic, took up
position behind a nearby dust cloud. The rest of the Minbari ships moved cautiously forward, scanning for the Shadow
force
Though the Leshath relayed readings concerning up to four possible Shadow scout vessels, there was no mistaking the
trio of ships that sat ominously in the Minbaris flight path. Two stalkers sat, like a pair of trained hounds, either side of a
Shadow warship. The mighty ancient waited, like a giant insect caught in amber, seemingly lifeless. Tarken knew that,
within the space of a single heartbeat, the great ship could hurtle forward at alarming speed, but he was committed to the
attack and hoped to get his weapons to bear before the ancient craft could unleash its own, frightening, firepower.
Unfortunately, as the Minbari crept silently closer, the
Shadows suddenly sprang to life! The scanners confirmed
a number of contacts that indicated movement from the
stealthy scouts, that always accompanied any Shadow
fleet; but it was the three warships that concerned Tarken
the most. All three of the craft leapt toward the invaders
as if controlled by a single mind, which, Tarken surmised,
was likely the case, and they brought their weapons to
bear upon Valens Wrath. The trio of Molecular Slicer
Beams slammed into the Neshatan, paring away the
reinforced hull. Luckily, Tarken had ordered the
precaution of securing the blast doors and critical systems
aboard the ship, and so the normally lethal weaponry only
succeeded in lightly damaging the engines power relays.

54

With the three targets before them, the combined Neutron Lasers of the Neshatan and Tinashi focused on the nearest of
the stalker vessels; Tarken knew that the less
resilient battle craft would be more likely to
succumb to the barrage but, as the Minbari had
discovered to their cost many times in the past, the
Shadows do not easily give up any of their brood,
and the Stalker, though momentarily stunned by
the attack, still held to its spark of life. Even when
the Morshins own beam added its power to the
onslaught, the stalker lived on!!!
The Minbari, outnumbered and outmanoeuvred
could only watch as the Shadows moved
effortlessly into firing positions all around them. The
Leshath, which had move into the illusory
protection of the dust cloud, found itself face-toface with a Shadow scout vessel!
Again, the Shadow ships, whose weapons systems responded at a thought, fired before even the highly trained Minbari
weapons officers could complete their re-targeting. This time, the combined fire of the warship and stalker could not be
abated, and the proud Valens Wrath, along with its brave crew and loyal admiral were no more
The Minbari fleet was thrown into confusion by the loss of Tarken and their most powerful craft, the crew aboard the
Tinashi warship The Pride of Thessin were so distracted, that they only managed a glancing blow on the damaged
stalker, and only succeeded in reducing its powerful shields.
Left in disarray and confronted by such an implacable foe, the Minbari could only flee! However, the Shadows were in no
mood to allow their prey to escape and easily ran down the routed craft the Vorlons plans for the Minbari had only
succeeded in sealing their fate in the Persephone system!

55

The Centauri
The Centauri have bowed to the whims of other races for too long. Now we will show the galaxy our
true spirit, beginning with those those thrice-damned Narn.
Emperor Londo Mollari, 2263
Many thought the days of the lion of the galaxy were over, that no more would the great and powerful Centauri Republic
cast eyes upon the worlds of others. Its seeming submission to the growing power of the Narn Regime continued this
perception until 2262 when the dispute between the two powers suddenly flared into out right war. Under the revitalised
leadership of Emperor Londo Mollari, the Centauri have not only stemmed and beaten back the Narn and their sometime
allies the Drazi, but have gone onto the offensive driving the Narn back to their home world. The alliance with their
cousins of Earth serves both races very well at present each having powerful enemies to confront and confound. The
greatest symbol of the new power of the Centauri is the Valerius Class battleship, named for the son of the Centauri god
of shipbuilding, Urobach, even though the first ship, the Emperors flagship is itself named for his favourite concubine
Adira Tyree.
Notes: Demos has 7 AD Ion Cannon, The Secundus Class Battlecruiser carries 2 flights of Sentris instead of Breaching
Pods.
The Centauri Republic Fleet List
The following forms the entire fleet list for the Centauri Republic.
Priority Level: Patrol
Haven Class Patrol Boat (2 ships)
Rutarian Wing (2 flights)

Kutai Class Gunboat


Sentri Wing (4 flights)

Priority Level: Skirmish


Amar Class Fast Carrier
Darkner Class Frigate
Morgrath Class Frigate

Corvan Class Scout


Maximus Class Frigate
Vorchan Class Warship

Priority Level: Raid


Altarian Class Destroyer
Leonidas Class Strike Cruiser
Taldaria Class Explorer

Balvarin Class Carrier


Magnus Class Destroyer
Virlisi Class Logistics Ship

Elutarian Class Destroyer


Sulust Class Escort Destroyer

Priority Level: Battle


Dargan Class Strike Cruiser
Primus Class Battlecruiser

Liati Class Advanced Cruiser (ISD 2263+)


Secundus Class Battlecruiser

Lions Lair Royal Liner

Priority Level: War


Cari Class Advanced Battlecruiser

Balvarix Class Battle Carrier

Octurion Class Battleship

Razik Wing (4 flights)

Demos Class Warship (ISD 2220+)


Maximus Class System Defender

Priority Level: Armageddon


Adira, Valerius Class Royal Battleship (ISD 2265 and is Unique until 2267)
Admiral:

Lord Calax

56

Balvarix Class Battle Carrier

War

The transformation of the Royal Navy began with the Liati and the Adira but other ship classes were also infused with new
technology. The Balvarix was designed to provide a suitable platform for the sleek new Rutarian fighters that were
replacing the older Sentri and Razik flights, whilst remaining capable of inflicting punishment on an enemy. Its obvious
similarities to the new Valerius class Battleship included increased
defences and enhanced weapons which made the Balvarix a powerful
addition to the revitalised Centauri military.
o

Speed: 5
Turn: 1/45
Hull: 5
Damage: 68/13
Crew: 70/16
Troops: 4
Craft: 14 Rutarian flights
Special Rules: Anti-Fighter 2, Carrier 4, Command +2,
Fleet Carrier, Gravitic Energy Grid 2, Interceptors 2, Jump Engine,
Lumbering.
In Service: 2265+
Weapon
Matter Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon

Range
15
12
12
12
12

Arc
F
F
P
S
A

AD
8
14
8
8
6

Special
AP, Double Damage
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked

Okay, we made a mistake. I'm sorry. Here, open my wrist."


"Centauri don't have major arteries in their wrist."
"Of course we don't. What do you think, I'm stupid?"
-- Londo Mollari to an unnamed source, c.2243

57

Cari Class Advanced Battlecruiser (Primus Variant)

War

Whilst the mighty Octurion proved to be at the limits of its adaptability, the Primus proved a suitable test bed for the
advanced technology that would allow the Centauri to regain their place in the galaxy. The Great Houses of Hessius and
Durnado have combined to provide the best fighters, defences and beam system to provide a mighty new vessel for the
Lion of the Galaxy. It was designed to close rapidly with and destroy the enemies of the Republic, especially the Narn and
has proved itself against many Alien races.
o

Speed: 10
Turn: 2/45
Hull: 6
Damage: 52/12
Crew: 65/15
Troops: 6
Craft: 2 Rutarian flights
Special Rules: Anti-Fighter 2, Atmospheric, Gravitic Energy Grid 2, Jump Engine, Flight Computer, Interceptors 2,
In Service: 2260+
Weapon
Advanced Battle Laser
Heavy Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon

Range
18
15
12
12
12
12

Arc
F
F
F
P
S
A

AD
6
6
16
8
8
4

Special
Beam, Double Damage, Precise,
AP, Double Damage, Twin Linked,
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked

We will take them now, just like in the old days when my dear Republic moved in
and conquered the entire Beta System in nine days.
We came out of the sky, a veritable cloud of starships, then we fell upon them.
58

Leonidas Class Strike Cruiser (Vorchan Evolution)

Raid

A logical evolution of the Demos, as the latter was a development of the Vorchan, the new ship featured an experimental
defence system and staggeringly powerful weapons. As soon as they were ready, they were thrown into the fray and
whilst proving extremely effective, were usually destroyed in the process. There is however, no shortage of noblemen
desperate to command these deadly ships.
Speed: 12
o
Turn: 2/45
Hull: 5
Damage: 28/6
Crew: 32/7
Troops: 1
Craft: None
Special Rules: Agile, Atmospheric, Gravitic Energy Grid 2,
Jump Engine
In Service: 2266+
Weapon
Light Ballistic Torpedoes
Ion Cannon

Range
20
12

Arc
F
F

AD
Special
6 Precise, Slow-Loading, Super AP
14 Double Damage, Twin-Linked

Maximus System Defender

Skirmish

A one-ship system defence fleet, no other design has been attributed with the successful repulsion of attacking forces
from Republic space more often than the Maximus. This original version was a durable and well armed brawler, easily
capable of engaging superior number of raiders and which proved its worth across the expanse of the Republic and
beyond. The later incarnation of the Maximus is designed to act as a fleet defender, shielding the capital ships of the
republic from enemy fire.
Speed: 10
Turn: 2/45
Hull: 6
Troops: 1
Craft: none
Special Rules: Agile, Atmospheric, Interceptor 1,
Weapon
Ion Cannon
Twin Particle Array Turret

Range
12
6

Arc
F
T

Damage: 16/5

Crew: 18/6

In Service: 2150+
AD
8
4

Special
Double Damage, Twin Linked
Accurate, Weak

Lions Lair, Royal Liner, (Primus Variant)

Battle / Special (10 CFP)

A palpable symbol of the power and glory of the Centauri Republic, the Lions Lair is a transformed Primus Class
Battlecruiser. Adorned in gold and with staterooms replacing crew quarters, it is a palace in space with almost as many
servants as trained crew. However elite guardsmen patrol the
corridors, whilst the best the Royal Navy can offer guide the ship
through space. Defensive systems are prime, but the ship still retains
potent claws should the Emperor and his Court feel in the need of
entertainment. A squadron of Sentris are retained on board to provide
displays of the superiority of Centauri pilots and of course it never
travels alone. After its near destruction in 2263 the ship was
honourably retired to make way for the Adira, which in turn was the
forerunner for a whole new class of battleships.
o

Speed: 8
Turn: 1/45
Hull: 6
Damage: 40/12
Crew: 45/15
Troops: 3
Craft: 2 Sentri Flights
Special Rules: Anti-Fighter 6, Command +2, Elite Crew (5),
Interceptors 2, Jump Engine, Lumbering, Shuttles 2, Unique,
In Service: 2200 2263
Weapon
Battle Laser

Range
18

Arc
F

AD
6

Special
Beam, Precise

59

Octurion-class Battleship

War

The Octurion is a massive vessel, once the largest in the Centauri fleet, and serves many roles. It is a mobile fire base, a
planetary bombardment ship, a command centre for an entire battle group, and anything else its firepower and auxiliary
systems will support. An Octurion present in an area automatically makes it the fleets command ship. It is rare to see
two Octurions in the same sector of space, but when it occurs the highest ranking commanding officers ship maintains
seniority.
o

Speed: 6
Turn: 1/45
Hull: 6
Damage: 70/18
Troops: 8
Craft: 4 Sentri or Razik flights
Special Rules: Anti-Fighter 3, Command +2, Jump Engine, Interceptors 1, Lumbering
In Service: 2202+
Weapon
Heavy Battle Laser
Matter Cannon
Ion Cannon
Matter Cannon
Ion Cannon
Matter Cannon
Ion Cannon
Matter Cannon
Ion Cannon

Range
24
15
12
15
12
15
12
15
12

Arc
F
F
F
P
P
S
S
A
A

AD
6
12
12
8
10
8
10
4
4

Crew: 85/24

Special
Beam, Precise
AP, Double Damage
Double Damage, Twin-Linked
AP, Double Damage
Double Damage, Twin-Linked
AP, Double Damage
Double Damage, Twin-Linked
AP, Double Damage
Double Damage, Twin-Linked

Taldaria Class Explorer (Balvarian forerunner)

Raid

Taldaria Clas ships are now very rare in the Republic, with little interest in expansion or exploration, the few remaining
ships are found almost exclusively in the fleets of House Hessius and interestingly House Kodiro. The Royal Navy long
ago converted its Taldarias into Balvarin class Carriers. The original design still retains a substantial fighter escort, but
has numerous shuttles and advanced robotic probes to allow exploration of unknown worlds.
Speed: 4
Turns: 1/45
Hull: 5
Damage: 44 / 10
Crew: 55/12
Troops: 4
Craft: 4 Razik Flights,
Special Rules: Anti-fighter 2, Carrier 2, Interceptors 1, Jump Engine, Lumbering, Scout, Shuttles 2,
In Service: 2195+

.
Weapon
Ion Cannon
Ion Cannon
Ion Cannon
Ion Cannon

Range
12
12
12
12

Arc
F
P
S
A

AD
6
4
4
4

Special
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked

Virlisi Logistics Ship

Raid

The process of becoming a "Lion of the Galaxy" forced the Centauri to make some early realisations - one of these was
that logistics, while unglamorous and boring, was an absolute necessity. The Virlisi Logistics ship is just that, unglamorous
and boring in its un-Centauri like bulk but vitally necessary to ensure the Republics war machine remains effective.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 58 / 16
Crew: 62/18
Troops: 2
Craft: 1 Razik Flight,
Special Rules: Anti-fighter 2, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2, In Service: 2208
Weapon
Ion Cannon
Light Ion Cannon
Light Ion Cannon
Light Ion Cannon

Range
12
8
8
8

Arc
F
P
S
A

AD
6
6
6
6

Special
Double Damage, Twin Linked
Twin-Linked
Twin-Linked
Twin-Linked

If a Virlisi takes part in a battle and is still in play at the end of the battle it generates 6RR, which can be used for repairs
only; any unspent RR following the repair phase is lost.

60

Centauri Space Stations use the following Modules

Advanced Hangar Module

7 Hardpoints

Containing the advanced Rutarians, the presence of these space superiority fighters on a space station will ensure its
safety against almost any enemy.
Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 4 trait, and four flights of
Rutarians.

Ballistic Torpedo Module

4 Hardpoints

Mounting rows of Torpedo Tubes, a Centauri space station can dominate any enemies at range.
Each Ballistic Torpedo Module will add the following weapon system.
Weapon
Ballistic Torpedo Rack

Range
45

AD
3

Special
Double Damage, Precise, Slow-Loading, Super AP

Battle Laser Module

6 Hardpoints

Mounting the deadly battle laser, a fortified space station can be a terrible enemy.
Each Battle Laser Module will add the following weapon system.
Weapon
Battle Laser

Range
27

AD
6

Special
Beam, Precise

Guardian Array Module

3 Hardpoints

Centauri stations make use of their advanced interceptor technology to provide them with an interceptor grid.
A Guardian Array Module will add the Interceptors 5 and Escort traits to the Core. Each additional Guardian Array Module
will increase the Cores Interceptors trait by +5.

Hangar Module

4 Hardpoints

Complete with rapid deployment systems, hangars give a space station its own wing of fighters.
Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will also add the Carrier 4 trait, and four flights of
fighters (Raziks or Sentris).

Ion Cannon Module

1 Hardpoint

Batteries of light weapons mounted on a space station can deal with any minor threat and help discourage larger ones.
Each Ion Cannon Module will add the following weapon system.
Weapon
Ion Cannon

Range
18

AD
3

Special
Double Damage, Twin-Linked

Launch Bay Module

2 Hardpoints

Launch bays give a space station access to a limited number of fighters.


Each Hangar Module will increase the Cores Damage by +5/+2/+0. It will add two flights of fighters (Raziks or Sentris).

Matter Cannon Module

2 Hardpoints

Mounting rows of weapon batteries, a fortified space station can be a terrible enemy.
Each Matter Cannon Module will add the following weapon system.
Weapon
Matter Cannon

Range
21

AD
5

Special
AP, Double Damage

A House Hessius Space Station may also use the following Module

Gravitic Energy Grid Module

9 Hardpoints

Drawing energy from advanced power sources, this module projects a Gravitic energy grid across the entire station,
providing an effective defence.
Each Gravitic Energy Grid Module will increase the Cores Damage by +5/+2/+0. It will also add the Gravitic Energy Grid 1
trait. Each further Gravitic Energy Grid will add +1 to the Gravitic Energy Grid trait, but only a maximum of four such
modules may be attached to a single core.
61

Lord Calax, Rising Star


Setaena Hessius has high hopes for her young nephew, seeing in him a possible heir to her place
as Head of the increasingly powerful House. He is presently in charge of dealing with the useful
but dangerous Drakh a task at which he seems to excel despite his years, perhaps due to his
powerful telepathic abilities which match his powerful patron. Lord Calax is available for Centauri
fleets from 2260 onwards and has the following abilities:
Exploit the Alien A ship commanded by Lord Calax may roll on the following refit table instead
of the normal Centauri refit table to reflect the advances the House has gained from the Drakh.
Inspired Command, Powerful Telepath A ship commanded by Lord Calax gains the Psychic Crew 4 trait, which
replaces any previous rating. When placed in a ship, Lord Calax raises its Priority level by one in exactly the same way as
an Admiral and obeys all other rules for Admirals. He also has the Unique Trait. He can be placed in any of the following
ships: Balvarix, Cari, Dargan, Leonidas, Liati, Octurion,
House Hessius Refits
2d6 Refit
2 Gravitic Energy Grid: The ship gains Gravitic Energy Grid 1. This refit may only be received once and not if the
ship already has this trait.
3 Jump Engines: The ship gains the Jump Engine trait if it did not have it before and has at least 20 Damage
points. If the ship already possesses the Jump Engine trait, it gains the Advanced Jump Engine trait instead.
4 Flight Computer: The ship gains a Flight computer if it did not have one already.
5 Precision Targeting Array: Choose one weapon system on the ship. It gains the Precise trait.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However,
when using this extra range, halve the number of AD used (rounding down).
7 Additional Weapons Fitted: Choose one weapon system that has at least 6 AD. It gains an additional 2 AD.
This may only be applied once per weapon system.
8 Advanced Sensor Arrays: The ship gains a +1 bonus to any attempts it makes to target an enemy with the
Stealth trait. This may only be applied once.
9 Reinforced Hull: Add +10% to the ships Damage score but reduce Speed by 1.
10 Supercharged Thrusters: The ship gains a +2 bonus to its Speed score.
11 Hangar: The ship immediately gains a hangar and a flight of Rutarian fighters, regardless of whether it possesses
one already or not.
12 Huge Hangar: The ship gains a Huge Hangar (if the ship has at least 40 points of damage) and a free Drakh light
raider. It may only receive this refit once and the Raider may only be replaced if destroyed and at the cost of 12
RR points.
Centauri Republic other duties replace rolls of 3 on the other duties table with the following entry:
3 New Captain: A respected Noble takes command of the vessel. Once per battle, the ship may attempt to take two
Special Actions in the same turn. These may not be the same Special Action and all effects of both Special Actions
apply. Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come About!
action (which increases turning). It could combine Run Silent! and All Power to Engines! as neither invalidates the
other, effectively allowing the ship to run silent at full speed.

The Adira,
a Valerius Class Battleship,
The flagship of the Royal Navy and the most
powerful ship in the Centauri fleet.

62

The Narn
Roughly 150 of your years ago, the Centauri came to our world. Narn was a green and fertile place
then. We greeted them in peace and spent the next 100 years in chains, but we never gave up hope.
We formed a resistance, learned their secrets, turned their own machines against them, and finally
drove them from our world.
G'Kar
The Narn are at a crossroads, a mere handful of years ago they stood at the threshold of humbling their former
oppressors, the Centauri. Then it all slipped away, resurgent and rearmed the Lion of the Galaxy showed unexpected
resources of both determination and technology. The dubious alliance with the Drazi has proved less valuable than the
Centauris own with the humans of Earth. A potential gold mine of Ancient technology with the finding of an Ancient
Vorlon artefact only brought more death and destruction to the blood soaked Homeworld and the last chance of new
technology was crushed by the Masters of Order, the Vorlons. The Centauri are closing in once again and hope is a
fading thing the Narn leaders are now talking defiance and eventual revenge more than victory.
Notes: The GQuan (and variants) have 6AD Heavy Laser Cannon, War Leader GSten is available from 2250+
The GVrahn has no Command trait and a normal Jump Engine.
The Narn Regime Fleet List
The following forms the entire fleet list for the Narn Regime.
Priority Level: Patrol
DTarn Escort Gunboat
ShoKos Class Police Cutter (2 ships)
Priority Level: Skirmish
KaTan Class Escort Destroyer
Rothan Plasma Destroyer
Thentus Class frigate

Frazi Wing (5 flights)


Gorith Wing (5 flights)
ShoKov Class Torpedo Cutter (2 ships) ToReth Wing (3 flights)

KaToc Class Battle Destroyer


ShoKar Class Light Scout Cruiser

Rongoth Class Destroyer


TRakk Class Frigate

Priority Level: Raid


DagKar Class Missile Frigate
GSten Class War Cruiser
TShon Early Explorer

DagTar Class Heavy Frigate


TLoth Class Assault Cruiser
VarNic Class Long Range Destroyer

GKarith Class Patrol Cruiser


TRann Class Bulk Carrier

Priority Level: Battle


GLan Class Mag Cruiser
Project X324

GQuan class Heavy Cruiser


TVoth Class Command Cruiser

GTal class Command Cruiser

Priority Level: War


BinTak Class Dreadnought

GQuonth Class Attack Cruiser

GVrahn Class Fast Cruiser

Priority Level: Armageddon


KaBinTak Class super dreadnought

Admirals:

GSten, MTar,

63

DagTar Class Heavy Frigate (DagKar Variant)

Raid

The DagTar came into being due to the high attrition rate of the DagKar Missile Frigate as the war continued. . Extra
armour plating was fitted to give the vessel more survivability and durability. The bulky e-mine launchers were removed
freeing up a lot of space with in the spacious hull. New weapon systems were added including point defence systems to
deal with troublesome fighters due to the lack of its own protective fighter compliment. In fact the only weapon system
that remained was the ion torpedo. The new ship has proved to be somewhat of a success being cheaper and easier to
manufacturer in the continuing war.
o

Speed: 8
Turn: 1/45
Hull: 5
Damage: 30/6
Crew: 38/8
Troops: 5
Craft: none,
Special Rules: Anti-fighter 1, Jump Engine,
In Service: 2264+
Weapon
Ion Torpedo
Medium Pulse Cannon
Light Ion Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon

Range
30
10
8
8
8
8

Arc
F
F
F
P
S
A

AD
4 Precise, SAP
6
6 Twin-Linked
6
6
4

Special

D'Tarn Escort Gunboat

Patrol

The Narn Regime had often found that its shipping lanes were prone to attacks from Centauri privateers and mercenaries.
To combat this, the Narn Regime designed and built a ship, which was cheap to produce and maintain yet could hold its
own and defend the freighters it was assigned to protect. The result was the DTarn Escort Gunboat. The DTarn, like
most other Narn ships is structurally solid but is not well armed. Its weaponry consists of pulse cannons and particle guns
mounted on many hard points giving excellent all around firepower for defending freighters. The DTarn is also, on
occasion, brought into military campaigns, usually to defend larger capital ships from swarms of
enemy fighters.
Speed: 12
Turn: 2/45,
Damage: 16/4
Crew: 18/4
Troops: 1
Craft: none
Special Rules: Agile, Anti-fighter 2, Escort,
In Service: 2250+
Weapon
Light Pulse Cannon
Heavy Particle Gun Turret

Range
8
6

Hull: 4

Arc
F
T

AD
3
6

Special

You will know Pain


And you will know Fear
And then you will die

GKar to Londo
Message at the beginning of the
Narn - Centauri War in 2262

64

Project X324 (TLoth Corruption)

Battle

The devastating aftermath of the Thirdspace incident above Homeworld left many ancient vessels shattered and broken
above a burning planet. Whilst the Vorlons executed a remarkable clean up of the dead and dying ships, even their
renowned efficiency missed some pieces amongst the devastation. The X324 was a top-secret project to try to use the
ancient technologies in an effort to stem the tide of renewed Centauri aggression. Until Drakh refuges provided
assistance, the Narn scientists had made little progress with the devious Shadow technology and none with the defiant
Vorlon technology many having perished in the process. The Drakh helped forge the Shadow tech into a powerful
shield and transplanted the deadly accurate guns. The ships sheer durability coupled
with the new shield technology should have made it almost invincible until the
Vorlons arrived at the deserted moon and showed the true power that the ancients
command. All traces of the research, scientists and their work was eradicated.
Speed: 8
Turn: 1/45,
Hull: 5
Damage: 74/15
Crew: 90/21
Troops: 2
Craft: 2 ToReth flights
Special Rules: Lumbering, Shields 10/1, Unique,
In Service: 2267 only
Weapon
Energy Mine
Heavy Phasing Pulse Cannon
Phasing Pulse Cannon
Phasing Pulse Cannon
Phasing Pulse Cannon

Range
30
12
8
8
8

Arc
F
F
P
S
A

AD
4
6
8
8
8

Special
AP, Energy Mine, Slow-Loading, Triple Damage
Accurate, Double Damage, Super AP
Accurate, Double Damage, Super AP
Accurate, Double Damage, Super AP
Accurate, Double Damage, Super AP

ToReth Fighter Bomber Flight

Patrol (3 flights per Wing)

A wartime development, the ToReth is a leap forward in Narn fighter craft design, its engines having been tailored to
provide superior manoeuvrability and survivability in dogfights. The array of weapons include an under slung ion torpedo
mount which can prove a nasty shock to unwary Centauri and Drazi.
Speed: 10
Turn: SM
Hull: 5
Damage:
Troops: Dogfight: +2
Craft:
Special Rules: Atmospheric, Dodge 3+, Fighter In Service: 2260+
Weapon
Particle Gun
Light Ion Torpedo

Range
2
4

Arc
T
T

AD
4
1 AP, Precise

Crew:

Special

T'Shon Early Explorer (T'Loth Forerunner)

Raid

The aftermath of the liberation from the Centauri was a time of expansion and a desperate search for new resources,
ironically often at the expense of fellow sufferers of Centauri rule or primitives that resembled the Narn of old. The TShon
was a survey ship, a diplomatic envoy and where necessary, an assault ship.
o

Speed: 4
Turn: 1/45
Hull: 5
Damage: 65/12
Crew: 80/20
Troops: 12
Craft: 2 Gorith flights,
Special Rules: Command +1, Jump Engine, Lumbering, Scout, Shuttles 4
In Service: 2230+
Weapon
Energy Mine
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon

Range
20
8
8
8
8

Arc
F
F
P
S
A

AD
Special
2 AP, Double Damage, Energy Mine, Slow Loading,
10
10
10
10
65

TRann Class Bulk Carrier (T'Loth Variant)

Raid

The majority of the so called heavy carriers were recalled due to their dismal performance in battle and converted to more
useful ships helping to maintain the vital supply routes for the Narn war machine as well as providing vital food shipments
across the regime. The cavernous hanger bays were stripped out to provide huge cargo holds, but both fighters and
troops remained on board to enable them to resist any foolish raiders that may try to engage them.
o

Hull: 5
Speed: 6
Turn: 1/45
Damage: 65/12
Crew: 80/20
Troops: 6
Craft: 2 Gorith flights,
Special Rules: Jump Engine, Fleet Auxiliary, Lumbering, Shuttles 2
In Service: 2230+
Weapon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon

Range
8
8
8
8

Arc
F
P
S
A

AD
10
10
10
10

Special

T'Voth Class Command Cruiser (T'Loth Variant)

Battle

The TVoth is the original Narn Command Cruiser, used by many War Leaders in servitude to the Regime. The TVoth was
an advancement on the TLoth carrying upgraded weapon systems as well as a command bridge. It is capable of soaking
an incredible amount of damage and thus maintaining the safety of the command staff aboard. Although the GTal
supersedes it, it does fulfil a role within the regime and is still produced due to its sheer survivability.
Speed: 8
o
Turn: 1/45
Hull: 5
Damage: 85/17
Crew: 102/25
Troops: 5
Craft: 1 Frazi flight,
Special Rules: Anti-fighter 2, Command +1, Jump Engine, Lumbering,
In Service: 2230+

Weapon
Ion Torpodeos
Heavy Plasma Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon
Light Pulse Cannon

Range
30
20
8
8
8
8

Arc
F
F
F
P
S
A

AD
2 Precise, SAP
8 AP, Double Damage,
12
12
12
12

Special

MTar, Scourge of the Alien


MTar has seen the Regime increase in strength and power for most of his life with only dim
memories of the occupation. He is emotional and aggressive officer, eager to prove himself and
defeat the enemies of the Narn race and as a Member of the GaTo Jutan, that means any alien.
MTar is available for Narn fleets (and only Narn fleets) from 2256 onwards and has the following
abilities:
Inspired Command, Instil Fervour, Onwards to Victory A ship commanded by MTar may
remove any modifiers to speed inflicted by critical hits by taking an additional D6 points of damage
each time he does this. This damage is immediately applied and can not reduced by Close the Blast Doors. Top Gun,
When placed in a ship, MTar raises its Priority level by one in exactly the same way as an Admiral and obeys all other
rules for Admirals. He also has the Unique Trait. He can be placed in any of the following ships: BinTak, GKarith,
GQuan, GTal, VarNic.

66

The League of Non-Aligned Worlds


The Abbai Matriarchy
The Abbai have been concerned about the way the galaxy seems to be dissolving into chaos ever since the Earth
Minbari war and its shock conclusion. The Juyaca Dreadnought was launched as a direct response to the EA invasion of
the Vree and the name ship for its class proved its worth in 2264 at Babylon 5, helping to defend that station from the
Earth Alliance. As the Great Powers continued to gear up for the war, the Abbai quietly and carefully continued
preparations themselves working with several Brakiri corporations to provide both races with a defence against the
terrifying new ships being unveiled by Earth and the Minbari. The Brivoki is a triumph and the most powerful warship
available to any of the League It remains to be seen if it can stand against the forces that are preparing to tear the
galaxy apart.
The Abbai Matriarchy Fleet List (*)from the Juyaie! Source book Ship Stats reproduced here with permission.
The following forms the entire fleet list for the Abbai Matriarchy.
Priority Level: Patrol
Hasra Anti-fighter Drone Wing (6 flights)
Shyarie Class Jammer Frigate

Kotha Defence Drone Wing (6 flights)


Tiraca Class Attack Frigate

Priority Level: Skirmish


Biraca Class Fast Frigate (*) (ISD 2256)
Milani Class Carrier

Fetula Class Warrant Cutter


Shirasa Class Restorer

Priority Level: Raid


Bimith Class Defender (add one 45 turn and remove Lumbering)
Milaie Advanced Destroyer (*) (ISD 2262)

Bisaria Class Escort Frigate

Marata Class Diplomatic Transport


Thyarie Class Drone Command Ship
Masuma Class Command Ship
Sulith Class Medical Frigate

Priority Level: Battle


Lakara Class Cruiser (Combat Laser has 18 range)
Priority Level: War
Juyaca Class Dreadnought (ISD is 2256+)

Priority Level: Armageddon


Brivoki Class advanced warship

Admirals:

Shaath Turessa

Abbai only Trait: Drone Carrier As long as the Drone Carrier remains on the table and is not crippled or skeleton
crewed, all Drone flights within 12 are not destroyed when acting as interceptors if a 1 is rolled. Whenever a drone flight
is removed within 30 of a the Drone Carrier, roll one dice, on a 4, 5 or 6 the Drone flight was recovered and can be
repaired and re launched next turn. Add a +1 Bonus to the dice roll if the Drone flight was within 8 of the Drone Carrier
and a 2 Penalty if the flight was destroyed in a dogfight. If the roll is lower than this, it is completely destroyed and will
not reappear. A Drone Carrier may always deploy half of its flights before the start of any battle. A drone carrier may lend
its Anti-Fighter dice to Drone flights within 8 in exactly the same way as the Escort Trait.

Birarca Fast Frigate (Tirace Variant)

Skirmish

Taking the venerable Tiraca Hull, the Biraca was designed to escort the Juyaca into battle and offer covering fire. Whilst
the Juyaca concentrated on larger targets the Biraca would try to pick off the smaller ships. Packed with extra generators
to power the heavier shields, the Biraca could withstand significant punishment to fulfil its role.
Speed: 10
Troops: 1,
In Service: 2256+
Weapon
Combat Laser
Quad Bolters
Quad Bolters
Quad Bolters

Turns: 2/45,
Craft: None

Range
15
12
12
12

Hull: 5

Arc
F
F
P
S

Damage: 20/5
Special Rules: Shields 10/2,

AD
2
3
3
3

Crew: 16/4

Special
Beam, Precise
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked

67

Hasra Anti-Fighter Drone Flight

Patrol (6 flights per Wing)

The war against the Dilgar showed that Abbai ships could be vulnerable to massed fighter wings and consequently a
defence against them was required. Unwilling to risk lives in miniature coffins, the Hasra drone was designed to help deal
with enemy craft by flying close escort. It resembles a pyramid and is armed with a multitude of pulse guns, making it able
to shred its opponents, even if they are far too weak to effect a true starships hull.
Speed: 10
Craft:

Turn: SM
Hull: 4
Damage:
Crew:
Special Rules: Anti-fighter 1, Atmospheric, Dodge 2+, Fighter,

Troops: In Service: 2236+

Kotha Defence Drone Flight

Dogfight: 0

Patrol (6 flights per Wing)

Pilotless like the Hasra Medium Drone, which is used to tie up enemy fighter squadrons with sheer numbers, the Kotha is
designed to provide an additional active defence for Abbai ships. Armed with a single short ranged particle array, it is able
to intercept enemy fire and thus help preserve the lives of those on board the ships. It is, however such a highly
specialised craft, it is almost helpless against enemy fighters.
Speed: 10
Craft:

Turn: SM
Hull: 4
Damage:
Crew:
Special Rules: Atmospheric, Dodge 3+, Fighter,

Weapon
Particle Array

Range
2

Arc
T

AD
1

Troops: Dogfight: -1
In Service: 2240+
Special

Masuma Class Command Ship (Milani Variant)

Raid

Several Marata Class ships were quietly converted to provide rapid response craft for the Shaath.
Extremely well defended, they are relatively safe places for them to co-ordinate the fleets efforts.
o

Speed: 8
Turn: 1/45
Hull: 6
Damage: 25/8
Crew: 40/10
Troops: 1
Craft: 2 Kotha Drone Flights,
Special Rules: Anti-Fighter 4, Command +2, Interceptors 1, Shields 10/2
In Service: 2258+
Weapon
Combat Laser
Quad Particle Array
Quad Particle Array
Quad Particle Array

Range
15
8
8
8

Arc
F
F
P
S

AD
2
6
6
6

Special
Beam, Precise
Twin-Linked
Twin-Linked
Twin-Linked

Milaie Advanced Destroyer (Millani Variant)

Raid

Another retrofitted design, the Milaie was an upgrade of the Milani hull. Stripping out the Carrier bays, the Milaie had
vastly improved shields, more powerful engines, as well as the latest Quad Bolters and Gravitic mines purchased from the
Brakiri. Designed to disrupt enemy formations, these ships often returned to base with numerous hull breaches.
Speed: 10
Troops: 1,
In Service: 2262+
Weapon
Gravitic Mines
Combat Laser
Quad Bolters
Quad Bolters
Quad Bolters
Quad Bolters

Turns: 1/45,
Craft: None

Range
30
15
12
12
12
12

Hull: 5

Arc
F
F
F
P
S
A

Damage: 24/6
Crew: 35/7
Special Rules: Interceptors 1, Shields 15/3,

AD
4
2
4
6
6
4

Special
Double Damage, Energy Mine
Beam, Precise
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked
Double Damage, Twin-Linked

68

Shirasa Class Restorer (Shyarie Variant)

Skirmish

The Abbai create beautiful but practical ships and are devastated when their creations fall victim to enemy fire, rather than
see them abandoned and destroyed they created Shirasa class restorers. The most recent version has been equipped
with a Gravtion Shifter to assist in the manoeuvring of materials and also the damaged ships themselves.
Speed: 10
Turns: 1/45
Hull: 5
Crew: 18/6
Troops: 1
Craft: None,
Special Rules: Anti-fighter 2, Fleet Auxiliary, Interceptors 1, Shields 12/2,

Damage: 12 / 3
In Service: 2254+

Weapon
Range
Arc
AD
Special
Graviton Shifter
10
F
Gravitic Shifter
Quad Particle Array
8
F
6
Twin-linked
Quad Particle Array
8
P
6
Twin-linked
Quad Particle Array
8
S
6
Twin-linked
Quad Particle Array
8
A
6
Twin-linked
If an Shirasa takes part in a battle and is still in play at the end of the battle, it generates 3RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.

Sulith Class Medical Frigate (Bimith Variant)

Raid

The Sulith was designed to provide emergency medical response to ships in the field and give the ability to assist other
races should they be subject to plague or other disasters. It proved an important asset but also sadly a target for Dilgar
ship captains to attempt to capture, especially those serving under JhaDur. The difficulties of dealing with traumatised
patients and defending against boarders led to a substantial security force on board, usual alien mercenaries which often
led to other problems
Speed: 10
Turns: 1/45
Hull: 5
Damage: 30 / 6
Crew: 45/9
Troops: 3
Craft: 1 Kotha Drone Flight,
Special Rules: Anti-fighter 4, Interceptors 2, Jump Engine, Shields 16/2,
In Service: 2230+
Weapon
Range
Arc
AD
Special
Quad Particle Array
8
F
6
Twin Linked
Quad particle Array
8
P
8
Twin Linked
Quad Particle Array
8
S
8
Twin Linked
Quad particle Array
8
A
6
Twin Linked
If a Sulith takes part in a battle and is still in play at the end of the battle, may replace 16 lost Crew points for every RR
point spent on recruiting new crew for a ship.

Thyarie Class Drone Command Ship (Shyarie Variant)

Skirmish

The Thyarie is designed to allow full command and control over the varied drones that the Abbai use as fighters, for they
are loath to risk their lives in such fragile craft. The extensive on board repair facility means that the supply of drones can
almost seem inexhaustible.
o
Speed: 8
Turn: 1/45
Hull: 5
Damage: 12/3
Crew: 26/6
Troops: 1
Craft: 6 Hasra Drone flights,
Special Rules: Anti-Fighter 4, Carrier 2, Drone Carrier, Shields 12/4,
In Service: 2248+
Weapon
Quad Particle Array
Quad Particle Array
Quad Particle Array
Quad Particle Array

Range
8
8
8
8

Arc
F
P
S
A

AD
3
3
3
3

Special
Twin-Linked
Twin-Linked
Twin-Linked
Twin-Linked

Shaath Turessa, Defiant Ship-Mother,


The galaxy is falling into darkness, the armies of light and order flailing against the tide, yet they fight
on. Turessa is at the forefront o f this defiance ensuring her ships and crews are the best the
Matriarchy can field. Turessa is available for Abbai fleets from 2256 onwards and has the following
abilities: Inspired Command - So long as Turessas ship is on the table and not crippled or reduced
to a Skeleton Crew, the fleet gains an extra +3 bonus to its Initiative rolls. This bonus is cumulative
and may be added to the bonus granted by ships with the Command Trait if Turessa is placed on
that ship, Meticulous Planner, Operational Control,
When placed in a ship, Turessa raises its Priority level by one in exactly the same way as an Admiral and obey all other
rules for Admirals. She also has the Unique Trait.
69

Brakiri Syndicracy
The descent towards all out war has been good for the various companies of the Krona for they
have supplied weapons and other necessities to many and varied clients. The Drazi, Narn, Psi
Corps and others have all spent fortunes enriching the Brakiri. They have not neglected their
own weapons or warfare in these times, especially with rival corporations Executive Action
divisions being prepared to slit their competitors throats. The powerful Brivoki Class is the
flagship of several large corporate fleets and the Brakiri look forward to enriching themselves
more as the war continues Chaos is, it seems, good for business.

The Brakiri Syndicracy Fleet List


The following forms the entire fleet list for the Brakiri Syndicracy.
Priority Level: Patrol
Falkosi Wing (6 flights)

Pikatos Wing (5 flights)

Riva Wing (3 flights)

Priority Level: Skirmish


Brikorta Class Light Carrier

Ikorta Class Light Assault cruiser

Shakara Class Scout cruiser

Priority Level: Raid


Batrado Class Armed Transport
Haltona Class Frigate

Brokados Class Battle Carrier


Iltarin Electronic Warfare Ship

Halik Class Frigate

Priority Level: Battle


Avioki Class Heavy Cruiser
Kaliva Class Lance Cruiser

Ekalta Class Heavy Cruiser


Sukario Class Mining Ship

Kabrokta Class Assault Cruiser

Corumai Class Dreadnought

Takata Class Mine Cruiser

Priority Level: War


Cidikar Class Heavy Carrier
Tashkat Class Advanced Cruiser
Priority Level: Armageddon
Brivoki Class Advanced Warship
Admiral:

Kirix Lar Tuleth

Iltarin Electronic Warfare Ship (Halik Variant)

Raid

The Iltarin was built by the special projects division of the Im-Resha corporation to spy on their rivals and when required
disrupt their communications. The redoubtable Halik hull was fitted with the most advanced electronic suite that the
Brakiri had available, but this very sophistication makes it considerably more vulnerable. The Iltasin has been refitted with
powerful engines and thrusters and is manoeuvrable enough to fly right into an enemy fleet formation, disrupting it with its
arrays of Comms Disruptors and Gravitic Shifters.
o

Speed: 10
Turn: 2/45
Hull: 4
Crew: 28/8
Troops: 2
Craft: None
Special Rules: Agile, Anti-Fighter 2, Jump Engine, Scout, Stealth 4+,
In Service: 2262+
Weapon
Comms Disruptor
Graviton Pulsar
Graviton Shifter
Graviton Pulsar
Graviton Shifter
Graviton Pulsar
Graviton Shifter
Graviton Pulsar

Range
15
12
10
12
10
12
10
12

Arc
F
F
F
P
P
S
S
A

AD
2
4
4
4
4

Damage: 24/6

Special
Super AP
AP
Gravitic Shifter
AP
Gravitic Shifter
AP
Gravitic Shifter
AP

70

Ekalta class Heavy Cruiser (Avioki variant)

Battle

The Ekalta class Battlecruiser was designed as a replacement of the iconic Avioki design. Sporting advanced gravity
weapons the Ekalta is the first Brakiri ship to use Im-Resha designed shields, the latter inspired by Abbai technology.
However increased power demands of the new weapons and shields have meant little room to spare for other systems
and even an amount of armour has had to be removed to make room for power systems.
o

Speed: 6
Turn: 1/45
Crew: 50/8
Troops: 4
Special Rules: Jump Engine, Lumbering, Shields 8/2
Weapon
Advanced Graviton Beam
Heavy Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar

Range
18
16
12
12
12

Arc
F
F
P
S
A

Hull: 6

AD
4
6
8
8
8

Damage: 48/8
Craft: None
In Service: 2264+

Special
Beam, Slow-Loading, Triple damage
Super AP
AP
AP
AP

Sukario Class Mining Ship (Avioki Variant)

Battle

In times of peace, the Sukario is a formidable mining machine, specialising in exploiting asteroid fields with its ability to
shift and manoeuvre asteroids and slice them with is cutting beam. The owning corporations also use these huge ships
as repair and recovery vessels often utilising the minerals and metals they have recovered from their mining activities.
In times of war, they are often allocated as fleet support vessels and find themselves involved in battles, luckily they are
heavily built and frequently survive with little more than scars and minor damage.
Speed: 4
Turns: 1/45
Hull: 6
Crew: 68/10
Troops: 1
Craft: 1 Falkosi flight,
Special Rules: Fleet Auxiliary, Interceptors 1, Jump Engine, Lumbering,
Weapon
Laser Cannon
Heavy Graviton Shifter
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar
Graviton Pulsar

Range
20
12
12
12
12
12

Arc
B (f)
F
F
P
S
A

AD
2
6
6
6
6

Damage: 64 / 10
In Service: 2230+
Special

Beam,
Gravitic Shifter
AP
AP
AP
AP

If a Sukario takes part in a battle and is still in play at the end of the battle, the owning player gains 6 RR for each asteroid
field in play.

Kirix Lar Tuleth, Executive Oficer, Special Projects Division,


Kirix is descended from the some of the most successful, devious and unscrupulous Brakiri
merchants in their history. He is prepared to do whatever it takes to ensure he continues that
legacy, increase profits and retain his place in the corporation. Kirix is available for Brakiri
Syndicracy fleets from 2250 onwards and has the following abilities: Master of Deception,
Operational Control, War is my Business - Kirix uses his ship to conduct various deals with
shady characters, add a bonus 1d6 RR points every turn in a campaign. When placed in a ship,
Kirix raises its Priority level by one in exactly the same way as an Admiral and obey all other
rules for Admirals. He also has the Unique Trait.

Wealth is not only what we have, but what we are!

71

Drazi Freehold
It almost seems that the Shadows should have a soft spot for the Drazi for they embody much of their philosophy in life
conflict breeds strength the weak fall away to leave the strong and capable in power. The Shadows have not touched
them directly as yet or if they did it is so far back in their history as not to be remembered and why should they?
They seem to be serving their aims so well in the current period of strife fighting both the Centauri and Narn in great
sweeping battles that are tearing apart a good portion of the known galaxy and drawing other races into the maelstrom.
They may succeed or fail but they will fight all the way to the end.
Recent events have changed this, as Earth began its transformation through Shadow technology, the Drazi discovered
two badly damaged Shadow vessels in their own territory apparently dormant and unable to contact their own kind.
Concerned with the advances that others were making, the Drazi attempted to adapt the remnants to several of their ships
the result is the Dusk Hawk - a wondrous creation, but something that the Drazi have, at present, no way of replicating.
Note: The Sleekbird class Assault Cruiser carries a flight of Star Snake fighters instead of Breeching Pods.
Priority Level: Patrol
Claweagle Class Assault Frigate (2 ships)
Sky Serpent Wing (3 flights)
Sunhawk Battlecruiser

Eyehawk Class Scout Cruiser


Sleekbird Class Assault Cruiser

Preyhawk
Star Snake Wing (6 flights)

Priority Level: Skirmish


Darkhawk Missile Cruiser
Jumphawk Command Cruiser
Warbird Cruiser

Darkhawk Class Torpedo Cruiser


Solarhawk Battlecruiser

Guardhawk Battle Escort


Strikehawk Battle Carrier

Priority Level: Raid


Blackhawk Class Strike Cruiser

Dusk Hawk Prototype

Firehawk Advanced Cruiser

Priority Level: Battle


Nightfalcon Battle Carrier

Raptor Class Fleet Gatherer

Stormfalcon Heavy Cruiser

Priority Level: War


The Dusk Falcon

Blackhawk Class Strike Cruiser (Firehawk Variant)

Raid

Desperate times require desperate measures and the Blackhawk was one of them. The ship was designed to Jump into
an area, attack a priority target and overwhelm it with firepower before retreating. To this end the ship was designed with a
Jump Engine and relatively long-range weapons, including two Narn supplied Ion Torpedo Launchers and flights of Star
Snakes to act as close escorts. When the ranges close, a variety of Particle weapon arrays add to the firestorm, hopefully
knocking out the target. Ironically as the war went on the Narn would find this ship as often used against them as the
Centauri.
Speed: 12
Turns: 2/45
Hull: 5
Crew: 32/10
Troops: 1
Special Rules: Agile, Dodge 5+, Jump Engine,
In Service: 2264+
Weapon
Particle Cannon
Heavy Particle Repeater
Ion Torpedo
Particle Repeater

Range
15
12
20
12

Arc
B (f)
B (f)
F
F

AD
4
8
2
6

Damage: 28/8
Craft: 2 Star Snake flights,

Special
Beam
Double Damage, Twin Linked
Precise, Super AP
Twin-Linked

72

Darkhawk Class Torpedo Cruiser (Sunhawk Variant)

Skirmish

Prior to the start of the Narn-Centauri War, the Narn supplied Ion torpedo launchers to the Drazi as part of secret
agreements that would bring them into the war on the side of the Narn. The Drazi used them to upgrade some of their
Darkhawk Missile Cruiser, renaming them as Torpedo Cruisers. As the war descended into a three-way fight, the Narn
stopped shipping Ion Torpedos and the surviving cruisers were refitted to their original design.
o

Speed: 12
Turn: 2/45
Crew: 14/4
Troops: 3
Special Rules: Agile, Atmospheric, Dodge 5+
Weapon
Particle Cutter
Ion Torpedo

Range
12
20

Hull: 4
Damage: 12/3
Craft: None
In Service: 2250 - 2264

Arc
B (f)
F

AD
2
3

Special
Beam
Precise, Super AP

Dusk Hawk Prototype

Raid

In 2247 two shattered Shadow ships were discovered by a Drazi patrol on a rogue moon passing through their territory,
although their true significance and heritage was not revealed until years later.
Experiments and adaptations proved partially successful- even though much of the
ancient vessel was beyond either understanding or recovery - and the first prototype
was ready in time for the battle for Babylon 5 in 2264. Unfortunately, although it was
a powerful vessel, it fell to EA guns relatively quickly much to the disappointment of
the Freehold.
Speed: 12
Turns: 2/90
Hull: 5
Damage: 24 / 5
Crew: 30 /10
Troops: 1
Craft: none,
Special Rules: Agile, Dodge 4+, Jump Engine, Shields 3/1, Unique,
In Service: 2264 only
Weapon
Phasing Molecular Repeater Cannon

Range
12

Arc
F

AD
8

Special
Accurate, AP, Double Damage,

Whilst not skeleton crewed or otherwise prevented from attempting special orders, the Dusk Hawk prototype MUST be
given the All Power to Engines! OR attempt the Concentrate All Fire-power OR Initiate Jump Point Special Action each
turn and may not be given any other Special Actions.

73

The Dusk Falcon

War

Following the destruction of the first prototype at the battle for Babylon 5, Drazi
scientists immediately looked to improve upon the design. Evidence from the ships
data logger, recovered after the event, showed that the craft was "impulsive" and that
the shadow personality was overriding crew controls. Rather than see this as a
weakness, the design team allowed the new vessel more freedom and she has proved
a revelation in space trials thus far. This new ship was then sent out with the finest
crew that the Drazi could muster as they prepared to strike back at the Narn and the
Centauri.
Speed: 10
Turns: 2/90
Hull: 5
Damage: 48 / 8
Crew: 60 /16
Troops: 4
Craft: 2 Star Snake flights,
Special Rules: Agile, Dodge 6+, Elite Crew (6), Jump Engine, Shields 6/2,
Stealth 4+, Unique
In Service: 2266+
Weapon
Range
Molecular Particle Cannon
18
Phasing Molecular Repeater Cannon
12
Heavy Particle Blaster
8

Arc
B (f)
F
F

AD
4
12
8

Special
Beam, Triple Damage,
Accurate, AP, Double Damage,
Double Damage

Her crew guides the Dusk Falcon (no more than this), for she revels in speed and sheer firepower, delighting in the death
of those who oppose her. Each turn, if not skeleton crewed or otherwise prevented from attempting special orders, she is
automatically given the Concentrate All Firepower! special action (she automatically succeeds). A CQ test of 10 must be
made to give her a different Special Action instead.

Path of Destruction
Slow, so very weak and slow, how did they live like this? she pondered feeling the humanoids move
about her new body. Little reptile men, full of fire and anger that she could appreciate and absorb,
enjoying the palpable emanations of anger and aggression. The entire ship quivered slightly as she
savoured their emotions, causing fear and raised tension across the huge vessel much to her
amusement.
This new body was like its builders, crude and inflexible, but it would serve and was at least better
than the cold lonely exile of before. She did not like to think of that time, the aftermath of the
encounter with the bright destroyers, enemies of her creatorsthe pain and fear she felt as
she was forced to flee the battle and her dying brethren. She remembered the pursuit and then
turning at bay finding a previous victim crushed against the soothing cold of a planetoid. Hurt again,
her children killed, but she made them pay for it, slicing and cleaving their bright, bright ships, oh they
did pay. But then bleeding and broken, she could go no further and fell at last beside the old
body of a long lost brother, calling for help that would never come
She slept, seeking oblivion from the cutting pain of her shattered body, from the loss of the new one
who had joined her existenceits soft body decaying and fading even as hers
remainedsadness and loss filling her again.
Then the little reptile men had come, at first she had thought them to be the skulking Drakh and
sulked, refusing to accept their help and attempts at restoration where were her beloved
creatorsYet she came to understand the difference and that in their own, small brief way, these
humanoids were warriors and sought the same path of destruction. She choose to allow them to
meld her to their crude metal, seeking at least a echo of her previous strength.
And now she had to admit, she was enjoying herself as she slowly caressed the hull of her target with
her senses, her presence hidden from the prey. Unable to wait any longer, she screamed in
exultation as she launched herself at the large crescent shaped ship. Its purple and gold brightness
falling into shadow as she crossed in front of the system star and descended upon it, carving and
gouging with her talons and teeth of purple fire.
74

Preyhawk (Sunhawk Variant)

Patrol

Shortages on the front line often meant that when the Drazi captured or salvaged an enemy vessel, its weapons were
stripped to provide replacement weapons for damaged Sunhawks. This has led to the designation of the Preyhawk class
cruiser. These ships suffer from a unusually high attrition rate because of its special weapons layout, which often seem
to attract enemy ships and fighters like hornets, especially from the Centauri who regard it as a affront to have their own
weapons used against them.
The Preyhawk has a standard Sunhawk profile but replaces its weapons with one of the following choices:
Centauri Front ISD 2262+
Matter Cannon
Ion Cannon

15
6

B (f)
F

4
4

AP, Double Damage


Double Damage, Twin-Linked

EA Front ISD 2264+


Phasing Pulse Cannon

12

B (f)

AP, Double Damage,

Narn Front ISD 2264+


Light Pulse Cannon
Energy Mine

8
30

B (f)
F

6
2

Energy Mine, One-Shot, Triple Damage

Raptor Class Fleet Gatherer

Battle

Everyone recognises Drazi ships, sleek and deadly war machines with enough agility to
get the required weapons lock. However the Raptor is relatively slow, large, bulky and
seldom seen. Filled with necessary supplies, engineers and spare parts, the ability to
support a fleet in the field has earned it a vital place in the Drazi war machine.
Speed: 8
Turns: 1/45
Hull: 6
Damage: 52 / 12
Crew: 68/14
Troops: 6
Craft: 4 Star Snake flights,
Special Rules: Anti-fighter 2, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2,
In Service: 2220+
Weapon
Missile Rack
Superheavy Particle Blaster Battery
Particle Blaster
Particle Blaster
Particle Blaster

Range
30
16
8
8
8

Arc
F
F
F
P
S

AD
6
12
8
8
8

Special
Precise, Slow-loading, Super AP
Double Damage, Twin-Linked
Twin-Linked
Twin-Linked
Twin-Linked

Each Raptor that takes part in a battle and is still in play at the end of the battle generates 12RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.

75

Gaim Intelligence
In the years following the Earth Minbari war, The Gaim Intelligence was increasing active, as if
galvanised by the appearance of the Shadows. Several of the High Queens have taken the
unprecedented step of leaving the homeworld, their gigantic hive-ships soaring through hyperspace
towards unknown destinations beyond known space. Some claim that they have seen the death of
the remaining races and seek to escape its end. Others speculate that other Gaim worlds are out in
the darkness and the Queens exodus is part of a great galactic mating dance to ensure the diversity
of the species.
Murunka Repair Ship (Shrunnka Variant)

Raid

As the Gaim Intelligence stretches its mind towards the stars and the opportunities to enrich the Hive their powerful new
warships are maintained and serviced by Murunka repair ships full of dedicated workers. These ships have less
advanced technology than the front line warships and are bedecked in primitive plasma projectors to deal with any enemy
that attempts to interrupt their work.
Speed: 6
Turns: 1/45
Hull: 5
Damage: 38 / 7
Crew: 50/10
Troops: 6
Craft: 4 Klikkita Flights,
Special Rules: Anti-fighter 4, Carrier 2, Fleet Auxiliary, Interceptors 2, Jump Engine, Shuttles 2,
In Service: 2248+
Weapon
Gatling Laser
Photon Bomb
Plasma Projectors

Range
10
20
8

Arc
F
F
T

AD
4
2
8

Special
Beam,
AP, Energy Mine, Slow Loading,
AP

If an Muranka takes part in a battle and is still in play at the end of the battle, it generates 6RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.

Erratic Viduis, Ambasador Breed,


Viduis is an erratic, which means although his devotion to the Queen is unquestioned, he has
considerably more free will than most. He has travelled and mixed with many races, ingesting tactics and
methodology as he moved about the galaxy. Now he has returned to the Intelligence to use his
knowledge in battle as the High Queens prepare for their exodus none shall dare to obstruct them.
Viduis is available for Gaim Intelligence fleets from 2252 onwards and has the following abilities:
Analytical Mastermind, Command the Drones: Viduis may, for a short period of time, command the
obedience of the drones aboard his ship, even in the absence of a Queen. If the fleet loses all its
Queens, this ship will not have its Crew Quality reduced nor will the fleets Initiative be reduced. Protect the Queen Like
all Gaim, Viduis will have no hesitation in sacrificing himself for his Queen. If a Queen ship is attacked and his ship is
within 4 and within range of the enemy attacking, Viduis can force the enemy to attack his ship instead this is done
before any dice are rolled. When placed in a ship, Viduis raises its Priority level by one in exactly the same way as an
Admiral and obey all other rules for Admirals. He also has the Unique Trait and may be placed on the following ships:
Sataaka, Skunnka, Stuteeka. He ignores the normal requirement for placement on the highest Priority ship.

76

pakmara
Where the Brakiri have profited nicely from the strife in the galaxy, it has only meant more trouble for the pakmara as the
seemingly ever increasingly numbers of Raiders sought to steal the highly prized Quantium-40. One especially large and
ambitious group even attempted to assault Melat but was repulsed by the formidable system defences. The government
that supplied the raiders group with their ships and resources is likely to been less than impressed with the results..

Durshi Explorer (Avioki Variant)

Raid

The pakmara can be found across the galaxy and travel there in various ways, including their own unique equivalent of
the Earth Explorer vessels. Having purchased massive, and most importantly jump capable Batrado transports, they
transformed them in their own indomitable fashion and set off to discover the places that others would not bother to
investigate.
Speed: 4
Turns: 1/45
Hull: 5
Damage: 64 / 10
Crew: 68/10
Troops: 1
Craft: 1 Porfatis Flight,
Special Rules: Anti-fighter 2, Jump Engine, Lumbering, Scout, Shuttle 1,
In Service: 2240+

.
Weapon
Plasma Torpedo
Plasma Cannon
Plasma Cannon
Plasma Cannon

Range
25
10
10
10

Arc
F
F
P
S

AD
2
4
6
6

Special
AP, Slow-Loading, Triple Damage
AP
AP
AP

ReshKasu Carrier

Raid

The turmoil of the galaxy resulted in more and more raider groups, many seeing the pakmara as their natural prey.
Although the attack on Melat was repulsed, convoys were still the subjects of repeated attacks. The ReshKasU class
carrier was purposely designed and constructed by the pakmara to carry and tender the Porfatis whilst accompanying
convoys. Whilst the ReshKasU has an extensive defensive array which protects it from enemy fighters, its armament is
not the heaviest and it can be suffer badly from attacks by enemy capital ships. The
substantial compliment of the formidable Porfatis Defense Boats can swing the outcome of
a battle and have saved many lives.
o

Speed: 6
Turn: 1/45
Hull: 5
Damage: 35/5
Crew: 40/6
Troops: 1
Craft: 6 Porfatis Flights,
Special Rules: Anti-Fighter 5, Carrier 2, Fleet Carrier, Jump Engine, Lumbering.
In Service: 2256+
Weapon
Heavy Plasma Cannon
Plasma Cannon
Plasma Cannon

Range
15
10
10

Arc
F
P
S

AD
2 AP, Double Damage
6 AP
6 AP

Special

"In any contest between power and patience, bet on patience."


- W.B. Prescott

77

Tharnotak Plasma Cruiser

Battle

As more and more of the League concentrated on building up their own fleets, the pakmara saw the need to be able to
build their own heavy warships should they not be able to purchase them. Hence to fill the roll of the Gunship, the
Tharnotak was developed. It has a solid hull and is well armoured with enough solid plasma weapons to repulse intruders
into pakmara space. The plasma torpedo is an extremely potent weapon and blasts
from it can literally destroy smaller ships with one shot, it is also extremely good at
crippling large capital ships.
Speed: 6
o
Turn: 1/45
Hull: 6
Damage: 46/6
Crew: 54/8
Troops: 2
Craft: none,
Special Rules: Anti-Fighter 4, Jump Engine, Lumbering.
In Service: 2259+
Weapon
Plasma Torpedoes
Heavy Plasma Cannon
Plasma Cannon
Plasma Cannon
Plasma Cannon
Heavy Plasma Cannon
Plasma Cannon

Range
25
15
10
10
10
15
10

Arc
F
F
F
P
S
A
A

AD
8
8
10
8
8
4
4

Special
AP, Slow Loading, Triple Damage
AP, Double Damage
AP
AP
AP
AP, Double Damage
AP

78

The Vree Conglomerate


In June of 2254, the Earth Alliance surprised the galaxy again when they invaded Vree space, the resolute resistance that
the enigmatic Vree put up was quickly swept aside by a new generation of warships and their determined captains. The
majority of the powerful Guilds were crushed with only a lucky few with a substantial presence outside their home space
surviving.
Note: All Vree fleets may not be used after 2254, but can still form part of League fleets or act as Allies to other fleets after
this date as normal, representing surviving Guilds. The Xaak and Ximm have an ISD of 2250, the ZTakk was never
developed.
Extraction Beams
The Vree are able to abduct individuals or even small groups by using extraction beams these are not designed for use
in combat but on occasion they have been used in battle and have proved suprisingly effective. Extraction Beams may
only be used against ships or stations with the Immobile trait, that are Running Adrift or have not moved during the turn in
which the Extraction Beam is used. These weapons do not inflict damage or critical hits, but cause crew loss as normal.
Extraction Beams do not affect the Shadows, Vorlons or the Ancients in any way and do not affect ships with operating
Shields or GEGs. Any Vree ship may exchange its Antimatter Cannon for Extraction Beams (these can also be reverted
back to Antimatter Cannons in Campaigns for free in the Repairs and Reinforcements phase of the campaign turn).
Weapon
Extraction Beam

Range Arc
12
T

AD
Special
Equal to the AD of the Antimatter Cannons removed Mini-Beam, Precise

The Vree Conglomerate Fleet List


The following forms the entire fleet list for the Vree Conglomerate.
Priority Level: Patrol
Tzymm Wing (3 flights)
Zorth Wing (3 flights)

Xaar Class Patrol Boat Ximm Class Close Escort (ISD 2250+)

Priority Level: Skirmish


Vaarka Class Escort Scout
Xirr Class Bombardment Saucer

Vaarl Class Scout Saucer


Xixx Class Torpedo Saucer

Priority Level: Raid


Xaal class Support and Examination Ship

Xill Class Battle Saucer

Priority Level: Battle


Xaak Command Saucer (ISD 2250+)

Xonn Class Dreadnought

Xeel Class War Carrier


Xorr Class War Saucer

"Dancing is silent poetry."


- Simonides (556-468bc)

79

Xaal Class Support and Examination Ship (Xill Variant)

Raid

The Vree are old and powerful, and have many methods of expanding and retaining their knowledge. The Xaal was
unknown to the other races before the Dilgar war and necessity brought them to the front line to help ensure the Vree
ships were able to continue the fight. A mixture of research vessel and engineering ship, the Xaal is able to use the
impressive technology at the disposal of the Vree to repair and rebuild their fleet in times of war. In times of peace it is
seldom seen as it conducts research on worlds far from the prying eyes of the galactic powers.
Speed: 6
Turns: 1/90
Hull: 5
Crew: 40/10
Troops: 2
Craft: none,
Special Rules: Anti-fighter 8, Fleet Auxiliary, Jump Engine,
Weapon
Light Antimatter Torpedo
Antimatter Cannon
Extraction Beam

Range
15
15
12

Arc
T
T
T

AD
6
4
4

Damage: 34 / 9
In Service: 2220+
Special
AP, Double Damage, Precise,
Double Damage, SAP,
Mini-Beam, Precise

Xon,
A surviving member of the Explorers and Adventurers Guild, Xon is a clever and resourceful ships
captain, although he was previously more interested in gaining interesting and amusing samples of
primitive races. Xon is available for Vree fleets from 2250 onwards and has the following abilities:
Analytical Mastermind, Legendary Tactician, Powerful Telepath A ship commanded by Xon gains
the Psychic Crew 4 trait, which replaces any previous rating. Skilled Abductor Xon is adept at
stealthily spiriting away key personnel or agents of his opponents. You gain +2 bonus to your initiative
in campaign turns. When placed in a ship, Xon raises its Priority level by one in exactly the same way
as an Admiral and obey all other rules for Admirals. He also has the Unique Trait. He may be placed in
the following ships: Vaarl, Vaarka, Xaak, Xaal

80

Raiders
It is a time of increasing opportunity for the growing bands of raiders whilst some are little more than vicious pirates
others are part of vast criminal organisations and some are privateers or renegades acting on behalf of various
governments such as the Centauri, Narn and Earth.

Blockade Runner

Raid

There are many reasons for ships to take the risk of running blockades ranging from drug smuggling, slave trading
through to humanitarian efforts and inserting spies. The ships that undertake this dangerous work range vastly in
appearance but are almost always built for speed and agility. Most carry substantial point defences and reinforced hull and
armour
Speed: 10
Turn: 2 / 45
Hull: 5
Damage: 28/6
Crew: 32/8
Troops: 1
Craft: none
Special Rules: Afterburner, Agile, Anti-fighter 2, Atmospheric, Dodge 5+, Interceptors 1, Jump Engine,
In Service: 2190+
Weapon
Light Matter Cannon
Twin Particle Array Turret

Range
8
8

Arc
F
T

AD
4
6

Special
AP, Double Damage
Twin Linked, Weak

Omega Destroyer

Battle

The Omega heavy destroyer was to be the premier warship of EarthForce, its design created as the Earth/Minbari war
raged on. The Psi Corps obtained the plans when the design was cancelled in favour of the Warlock and paid the Brakiri
to build it to their specifications. Whilst intended only for the rebel fleet, several cheaper versions have subsequently
been sold by creative Brakiri executives. The Omega has a heavy weapons load and a rotating ship segment that
generates artificial gravity and it serves perfectly as a command ship for the
government sponsored but deniable raiders operating on behalf of the Narn, Centauri
and others.
o

Speed: 5
Turn: 1/45
Hull: 6
Damage: 48/10
Crew: 62/14
Troops: 6
Craft: 2 Delta-V flights,
Special Rules: Anti-Fighter 6, Command +1, Interceptors 2, Jump Engine, Lumbering,
In Service: 2264+
Weapon
Range
Arc
AD
Special
Medium Laser Cannon
20
B (f)
6
Beam, Double Damage
Heavy Plasma Cannon
12
F
6
AP, Double Damage
Graviton Pulsar
12
F
6
AP
Graviton Pulsar
12
P
14
AP
Graviton Pulsar
12
S
14
AP
Graviton Pulsar
12
A
6
AP

81

Scavenged Ship

Skirmish

The raiders are often forced to cannibalise and jury rig various salvaged vessels to make one working ship able to
traverse space, hit the target and return home. These ships often contain parts from various races including Centauri,
Narn, EA and Drazi all of whom have left hundreds of shattered vessels across the galaxy. Their appearance can
confuse defending warships long enough to slip past to their true target in the midst of a swirling melee.
Speed: 5
Troops: 1
In Service: 2190+
Weapon
Light Pulsar
Light Pulsar
Light Pulsar

Turn: 1/45
Craft: none

Range
8
8
8

Hull: 4
Special Rules: none,

Arc
F
P
S

AD
8
6
6

Damage: 20/5

Crew: 22/6

Special

You may choose any three of the following (but you may only select each choice once) customisations to represent the
work of the salvage crews.

Customisation

Benefit

Reinforced bulkheads and additional crew quarters


+8/0 Damage, +8/0 Crew.
Heavy armour plating
+1 Hull.
Powerful manoeuvring thrusters (*)
Agile, Dodge 5+
Interceptor Network
Interceptors 2.
Point Defence System
Anti-Fighter 2, Escort.
Weapons upgrade and enhanced targeting
Light Pulsars gain Twin-Linked.
Missile battery
Missile Racks 20" 3AD Front, Super AP, Precise, Slow-Loading.
Combat Laser mount
Laser Cannon 18" 1AD Boresight, Beam, Double Damage.
Salvaged railgun battery
Railgun 12" 2AD Front/Aft, AP, Double Damage.
Refurbished Plasma weapons
Plasma Cannon 8" 3AD Front, 2AD Port/Starboard, AP.
Hanger Bay
Auxiliary Craft: 2 Delta-V Fighters.
Enhanced Bridge and Communication system
Command +1.
Engine refit (*)
Speed 9, Turns 2/45, Dodge 6+.
Assault ship
Atmospheric, Troops 4, Shuttles 2
(*) If both Engine refit and Powerful manoeuvring thrusters are chosen, the ships dodge remains at 5+.

Lady Aria, Avenging Angel


As the war between the Narn and the Centauri rages on, a seemingly almost eternal struggle, many
have lost friends, family and their homes. Lady Aria has lost all these and more when the Narn
struck at the valuable resources of her home world of Beta 3. She was celebrating her birthday
aboard her fathers warship when the first salvo of energy mines struck the ship. The battle was
short and brutal, both in space and when the Narn boarded the Primus itself. Guests, bodyguards
and her family died around her, yet she survived and more, outrage and anger overcame her fear
and she picked up a gun and killed the Narn boarders with it. She has never put it down again and
still seeks vengeance on the Narn for her loss. Accompanied by several retainers, she has used the
remnants of her families fortune to build a small fleet of ships, most crewed by non-Centauri who do
not resent a woman being in command.
Lady Aria is available for Raider fleets from 2263 onwards and has the following abilities:
Inspirational Leader, Lucky, Resources As the surviving member of her House, Lady Aria had access to massive
resources, although these have been substantially reduced as the House now has a male guardian in her absence. When
selecting a fleet, you may also select the following Centauri ships: Corvan, Haven, Kutai, Maximus System Defender,
Razik Wing, Vorchan.
When placed in a ship, Lady Aria raises its Priority level by one in exactly the same way as an Admiral and has the Unique
Trait. She must be placed in one of the following Centauri ships - Corvan, Maximus System Defender, Vorchan and is an
exception to the rule that an Admiral must be placed in the highest priority ship or one with the Command trait. She may
not be moved to a non-Centauri ship.

82

The Drakh
The Drakh are a shattered race, their Unity is gone slashed and burned at the
hands of their ancient enemy the Vorlons. The remnants of their race have fled
into the darkness, forced to hide with inferior races and renegades as they attempt
to survive. Some amongst them are bitter that the humans seem to have taken their
place as favoured of the Shadows, whilst others continue to try and serve their
ancient masters as best they can. House Hessius of the Centauri has given many
sanctuary but is unaware of their true heritage or the threat that their presence
may bring upon them from the Vorlons. Others found refuge with the Narn before
their work was erased along with their existence.
Notes: ISD, the Drakh are thousands of years old and dont have an ISD, with the exceptions noted below. The Amu
Mothership and Macu Carrier are modified as follows: remove all the Breaching Pods from both and 12 Troops from the
Amu and replace them with the following Shadowtech weapons:
Shadow Soldier Projectiles: The Drakh have access to wondrous technologies from their ancient patrons the
Shadows. In this case dark soldiers are kept within pods, partly to protect the Drakh themselves and fired into enemy
ships to wreak havoc. Shadow Soldier Projectiles may only be used against ships or stations with the Immobile trait or that
are Running Adrift, or have not moved during the turn in which the Shadow Soldier Projectile is used. These weapons are
immune to Interceptors and will ignore Shields and Gravitic Energy Grids. Shadow Soldier Projectiles do not affect the
Daughter of Darkness, Shadows, Vorlons or the Ancients in any way. For each hit inflicted roll on the following table for
the damage rather than the normal Attack Table
D6
1-2
3-4
5
6

Assault
Brutal Onslaught
Running Slaughter
Rampage
Bloody Massacre

Damage
-0
-0
-1
-1

Weapon
Amu Mothership - Shadow Soldier Projectiles
Macu Carrier - Shadow Soldier Projectiles

Crew
-2
-3
-3
-4

Effect
-1 Troops,
-1 Troops,
-2 Troops, No Damage Control permitted this turn

..

.
.

Range Arc AD
Special
12
F
4 Double Damage, Slow Loading, Super AP,
12
F
3 Double Damage, One Shot, Super AP

The Vorlons and Minbari shattered the Drakh Unity in 2265, after this date they may no longer field the Amu Mothership or
the Temple ship.
The Drakh Fleet List
The following forms the entire fleet list for the Drakh.
Priority Level: Patrol
Kamare Scout
Priority Level: Skirmish
Atasdara Stealth Shuttle
Sariastor Light Raider

Kamare Sas Patrol Cruiser


Shalda Shield Ship (*)

Riastor Heavy Raider

Priority Level: Raid


Riastor Gris Fast Destroyer

Sadravash Light Cruiser

Tusda Heavy Scout (*)

Macu Carrier

Riavash Strike Cruiser

Priority Level: Battle


Lacu Production Ship
Temple Ship (until 2265) (*)
Priority Level: War
Dravash Cruiser
Priority Level: Armageddon
Amu Mothership (until 2265)

(*) Taken from the Juyaie! Source book Ship Stats reproduced here with permission.
83

Atasdara Stealth Shuttle

Skirmish

The Atasdara is a triumph of Drakh engineering, able to insert either an emissary of darkness into the ranks of their
enemies or deposit a dangerous and powerful horde of shock troopers onto an unsuspecting planet. Its technology
enables it to pass unseen, matching that of their Minbari rivals, and it later proved vital in the terrible months following the
shattering of the Unity, allowing many Drakh refuges to make their way to safety.
o

Hull: 5
Damage: 20/5
Crew: 22/6
Speed: 10
Turns: 1/45
Troops: 4
Craft: None
Special Rules: Advanced Jump Engine, Atmospheric, Flight Computer, Gravitic Energy Grid 1, Stealth 5+,
Weapon
Pulse Cannon Battery
Pulse Cannon
Pulse Cannon

Range
10
10
10

Arc
F
P
S

AD
4
2
2

Special
AP, Twin-Linked
AP,
AP,

Lacu Production Ship (Carrier Variant)

Battle

The great fleets of the Drakh are produced and maintained beyond the reach of the younger races, safe in the depths of
space and moving from location to location with the rest of the Unity. The Lacu ships are able to form and adapt the ships
of the Drakh fleet, as well as repairing the glistening hulls and increasing the regenerative process through its many banks
of bio-reactors.
Speed: 4
Turns: 1/45
Hull: 4
Damage: 48 / 9
Crew: 48/8
Troops: 4
Craft: none,
Special Rules: Advanced Jump Engine, Fleet Auxiliary, Flight Computer, Gravitic Energy Grid 4, Huge Hangers 2,
Lumbering, Shuttles 2,
Weapon
Pulse Cannon Battery
Pulse Cannon Battery
Pulse Cannon Battery
Pulse Cannon Battery

Range
10
10
10
10

Arc
F
P
S
A

AD
10
8
8
6

Special
AP, Twin-Linked
AP, Twin-Linked
AP, Twin-Linked
AP, Twin-Linked

If an Lacu takes part in a battle and is still in play at the end of the battle, it generates 12RR, which can be used for
repairs only; any unspent RR following the repair phase is lost.

Shalda Shield Ship (Light Raider Variant)

Skirmish

The role of the shield ship is to protect the larger ships of the fleet from incoming fire. The crew of these ships are
specially chosen as they must be willing to die for the Unity. The shield ship itself is a stripped down light raider, fitted with
a heavier Gravitic energy grid than would usually be found on such ships. Carrying no weapons, the shield ship may carry
out the special order listed below.
Speed: 14
Turns: 2/90
Hull: 4
Crew: 17/3
Troops: 0,
Craft: None
Special Rules: Agile, Dodge 4+, Flight Computer, GEG 3

Damage:: 17/4

Special Action. Manoeuvre to shield: A Drakh shield ship may attempt to put itself in the way of incoming fire directed at
another vessel from one nominated ship. The shield ship must manoeuvre into the firing line, and make a CQ check of 9
to be positioned correctly. The Shield ship may not dodge the incoming fire, and takes all fire from the nominated vessel.
A shield ship may not dodge at all when performing this special action, but if not shielding may dodge as normal.

84

Temple Ship

Battle

A rare and very important ship in the Drakh fleet. The temple ship is one of the only Drakh ships to show any direct
connection with the Shadows. A hybrid between a Light Cruiser and a Shadow Ship, the Temple ships are the spiritual
homes of the Drakh. As well as transporting scriptures, they
also house Drakh cloning Technology. A Temple ship is not a
warship in the true sense but they are extremely tough, and are
never seen without a heavy escort
Speed: 8
Turns: 2/45
Hull: 5
Damage: 35/7
Crew: 60/10
Troops: 12
Craft: None
Special Rules: Advanced Jump Engine, Command +2,
Flight Computer, GEG 4, Self-Repair 1D6,
In Service: until 2265
Weapon
Molecular Slicer
Pulse Cannon
Pulse Cannon
Pulse Cannon
Pulse Cannon

Range
18
10
10
10
10

Arc
F
F
P
S
A

AD
3
6
6
6
6

Special
Beam, Precise, Triple Damage
AP,
AP,
AP,
AP,

Special: The troops and crew onboard a Drakh Temple ship are fanatical warriors whose sole duty is to protect the
scriptures and cloning tanks. As such, this vessel can never be subjected to the stand down and prepare to be boarded
special action.

Tusda Heavy Scout (Heavy Raider Variant)

Raid

A jump capable scout was one thing the Drakh needed, but seeing the capabilities of their enemy, it soon became
apparent that they needed to match the abilities of the Leshath. The obvious choice for this was to take the existing Heavy
Raider and fit it with the requisite systems. The result is a fragile, but very potent scouting vessel.
Speed: 10
Turns: 2/45
Hull: 4
Damage: 18/4 Craft: None
Crew: 18/3
Troops: 1
Special Rules: Advanced Jump engine, Agile, Dodge 5+, Flight Computer, GEG 1, Scout, Stealth 5+
Weapon
Heavy Pulse Cannon Battery

Range
15

Arc
F

AD
8

Special
AP, Twin-Linked

Special: the Heavy Scout gains +1 on its rolls versus stealth due to advanced Drakh / Shadow technology

Even sharks need parasites


Ian Pattison

85

Scenarios
Death from the Darkness
Throughout 2259 the Minbari and Earth engaged in a series of testing skirmishes, each seeking to ascertain the strengths
and weaknesses of the other. Whilst these encounters never escalated in to total war the battles were real enough for
those fighting them.This scenario recreates one of these short brutal fights with a pair of Delphi Scouts the EAS
Cossack and the EAS Caprice probing the borders of Minbari space. A reinforced Minbari patrol engages them and drew
in the scouts escorts from hyperspace.
Historical Note: The two Delphi Scouts lured the Minbari into a trap but the Cossack paid for its success, quickly being
destroyed by the largest Minbari ship, its renowned new stealth system no match for the Leshaths scouting ability.
However in return the Shantavi quickly fell prey to the Exterminator and its accompanying Shadow Star wing. The two
Teshlanss heavily damaged the Leningrad and although it survived, its regenerative abilities were overloaded and its
weapons shattered, even as the Destiny and Eclipse carved the flanking Tigara into pieces. The battle became
increasingly desperate, wreckage and bodies drifting in the void. As the conflict concluded the shattered Caprice and the
badly wounded and adrift Destiny were unable to pursue the Vigilance as it slipped away, seemingly held together by
nothing more than the Captains will.
Earth Alliance
2 Delphi Pathfinders (EAS Cossack and EAS Caprice), CQ 4
1 Exterminator (EAS Leningrad), CQ5
3 Shadow Stars (EAS Destiny, Eclipse, Spectre) all CQ 4

The Minbari
1 Shantavi, (Enduring Light), CQ 5
2 Teshlan Cruisers, (Hearts Desire, Duty) CQ 4
2 Tigaras, (Concord, Harmony), CQ 4
1 Leshath, (Vigilance), CQ4,

Pre-Battle Preparation: The EAS Cossack and EAS Caprice are placed anywhere in their Deployment Zone and the
Concord, Harmony and Vigilance are then placed within 6 of each other and within 24 of at least one of the two EA
Scouts. Roll for Initiative as normal, with the losing fleet setting up the rest of their ships first if they are not in hyperspace.
Generate stellar debris randomly. Both sides are permitted to keep any or all of their remaining vessels in hyperspace.
Game Length: 12 Turns, or until either side has no ships (excluding fighters) on the table (Stricken, Destroyed and
Surrendered ships do not count as viable ships).
Victory and Defeat: This Scenario uses Victory points in order to determine who wins (treat as a Raid level Scenario)

86

Into the Lions Den


In 2263 the Narn and Drazi struck at the embodiment of the Centauri will and power, their new Emperor Londo Mollari as
he arrived in the Quadrant 17 system. As the battle was joined it became obvious that the intent of the Narn and Drazi
was not merely to slay the leader of their enemy but to capture him!
Unless otherwise noted all Ships have Crew Quality 4
The Narn
BinTak Dreadnought, CQ 5
GQuon Cruiser,
2 KaToc Destroyers,
2 TLoth Assault Cruisers
VarNic Long Range Destroyer

The Drazi
Firehawk, CQ 6
2 Darkhawks
2 Claweagles
Guardhawk
2 Jump Hawks

The Centauri
The Lions Lair (counts as Battle PL)
2 Liati, both have CQ 5,
6 Vorchan,
2 Maximus,
Balvarin Carrier (Sentri fighters),
Space Station (Sentri fighters)

Pre-Battle Preparation: The Lions Lair and Quadrant 17 Space Station are placed as shown below with the 6 Vorchan
escorts then placed anywhere within 12 of the Lions Lair. The Narn and Drazi combined fleet is deployed in its
deployment zone. Roll for Initiative as normal, the remaining Centauri vessels enter from their table edge on Turn 1.
Game Length: 12 Turns or until the Lions Lair is captured in which case the game ends Immediately. No ship may
disengage.
Victory and Defeat: This Scenario uses Victory points in order to determine who wins (treat as a Battle level Scenario)
but if the Narn & Drazi Combined fleets capture the Lions Lair they gain Total Victory regardless of any other factors.

87

Eradicate the corruption


The Narn were hard pressed by late 2267, hammered by both the Centauri and the Drazi, whilst foolish orders from above
had recently aggravated the Earth Alliance. The Drazi had been battered out of the war for now but it was only a matter of
time before they hit back hard. The near apocalyptic events at homeworld had yielded remnants and traces of ancient
technology that had been spirited away to a secret research facility near Quadrant 24, Zudac. The Vorlon technology had
proven both dangerous and defiant, whilst the Shadow technology had proved equally dangerous and totally
unpredictable. It was only when a cadre of aliens called the Drakh arrived to assist the science team that any real
progress was made. However even as Lyta Alexander helped the Narn recreate their telepaths she discovered the secret
projects existence and shortly after a Vorlon fleet arrived to eradicate the corruption to prevent the Narn following the
humans in to Darkness.
All ships have Crew Quality 4 unless otherwise noted.
The Narn

The Vorlons

Project X324,
GLan Class Mag Cruiser, CQ 6
2 GKarith Class Patrol Cruisers, both CQ 5
1 ShoKar Light Scout Cruiser
4 SkoKos Patrol Cutters

Light Cruiser, CQ 5
Seeker
2 Destroyers
2 Strikers
4 flights of Fighters

Pre-Battle Preparation: Place a Jump Gate as shown, the Narn fleet is deployed first with all ships facing the Jump Gate.
The Vorlons choose one ship (not fighters) to be placed in each deployment zone as marked on the map. The rest of the
Vorlon fleet remains in hyperspace and enters from the Surprise entry point on turn 2. The Narn player may not use their
jump engines and must attempt to escape via the Jump Gate, this is considered to belong to the Vorlons as they are over
riding its controls. Roll for Initiative as normal. Stellar debris is generated normally. The Narn may not escape via any
table edge and are considered destroyed if they do so.
Game Length: 12 Turns or until all the Narn ships and fighters have either left the table or been destroyed.
Victory and Defeat: This Scenario uses Victory points in order to determine who wins (treat as a Battle level Scenario)
with the Attacker gaining Victory points as normal. The defending player earns the usual points for destroying enemy ships
and in addition gains the full Victory Points of every ship that exits via the Jump gate.

88

rd

Sacrifices must be made in order to gain Victory


.it is better that they be made by others
Alyt Caran, Undying Flame

June 3 2270,
The Minbari realm was besieged by Earth, the Minbari became increasingly desperate, trying to find ways to engage the
elusive Earth strike fleets. The new leader of the Warrior Caste decided to sacrifice some of the surviving human rebels
that had fled to Minbari space following the loss of Babylon 5. Co-ordinates of the "parasites" were leaked to EarthForce
rd
intelligence. As the 3 Strike Fleet began its attack run on the rebels, the Undying Flame prepared to enact vengeance
on the humans. Shortly before the strike fleet had arrived, the remaining Psi Corps mother ship, Isis and her two escorts
had arrived to help retrieve key personnel presently aboard the Succour. The treachery of the Minbari would mean it
would have to fight to survive..

Psi Corps (Defender)

rd

Earth Alliance (Attacker)

Deployed within 6 of the former Minbari facility

3 Strike Fleet commanded by Captain Elizabeth Lochley,

Isis, Mothership, CQ 5,
Succour, Kilimanjaro Fleet Tender, CQ 4,
Exeter, Olympus Corvette, CQ 6,
Scimitar, Damocles, CQ 5,
Sabre, Damocles, CQ 5,
Former Earth Alliance fighter pilots,
- 3 flights of Aurora Starfuries

EAS Cassandra, Delphi Class Pathfinder, CQ 5,


EAS Eliminator, Exterminator, CQ 5,
EAS Destiny, Shadow Star, CQ 6,
EAS Nights Razor, Shadow Star, CQ 5,
Gold Wing, Dark Fury Wing 3 Dark Fury flights
Silver Wing, Dark Fury Wing 3 Dark Fury flights
Black Wing, Dark Fury Wing 3 Shadowbolt flights

Minbari
Undying Flame, Veshitan, CQ 5,
Begins in hyperspace and may enter at the start of any turn via jump point as normal but may not jump point bomb.
The Initiative score of the Psi Corps is used, rather than the Minbari one.
Victory Points: (treat as a Raid level scenario), additional Victory Points are earned and lost as follows: Each and every
fighter kill gains the opponent 1VP. If the Mothership survives, add +10 VP to the Psi Corps score, add +10 to the Earth
score if it is destroyed.
Historical Outcome: The Earth Alliance ships attacked swiftly, but the Eliminator was quickly destroyed as the Undying
Flame emerged from hyperspace. Destiny destroyed the Mothership but shortly afterwards found itself alone as its sister
ship fell victim to the deadly lightning cannon of the Veshitan. The Cassandra managed to hurt the glittering vessel but fell
victim to the hard fighting Sabre its guns having already sent the Nights Razor helplessly adrift before the targeting
arrays of the Minbari cruiser. Only the Destiny managed to escape.
The Rebel player deploys 3
dust clouds in or at least
partially within their
deployment zone.
The Earth Alliance player
may deploy up to 3 asteroid
fields anywhere outside the
Rebel deployment zone, but
they may not be within 6 of
each other.
Only the Minbari player may
use hyperspace in this
scenario. Only Earth and
Minbari ships may
disengage. The Earth entry
edge is considered to belong
to the attacker.

Stars in the
Night
89

So many stars, so bright and yet so fleeting for, as she watched, they began to fade and
disappear.
Something was wrong.
Wait, not stars ships, large and small, exploding in the cold depths of space, they were ships, she
now realised.
Chloe groaned and sat up, coughing and then spitting blood. Her ship lurched again as it flung itself
out of the way of a beam of green energy wide enough to envelop and vaporise the frantically twisting
Shadowstar. A pair of fighters flashed past the ship, caught in a moment of mutual destruction on the
viewing wall, neither the human or Minbari pilot managing to eject in time.
Looking down she discovered her left arm was encased in the shimmering darkness of the command
deck, enwrapped in tendrils of biotechnology, repairing her shattered bones and restoring torn skin.
Carefully she detached her nearly renewed limb from the healing embrace, feeling the concern and
worry of the Daughter of Darkness. Equally carefully, she touched her aching head, feeling the
clotted blood in the normally fine black strands of her hair.
A vast Sharlin cruiser appeared in front of the Shadowstar, drifting and burning as a fusillade of
energy bolts hammered into it from the massive turrets of a Nova Superior cruising alongside the
dying warship. It continued to loom as Chloe crawled towards the central command chair from which
she had been flung when the Jujaca had finally managed to hit the ship that had previously sliced
huge sections from its hull.
Her escort wing had quickly finished the Abbai flagship in a series of devastating precise strikes,
covering the wounded ship with their own hulls as they did so. Two still remained, attempting to
safeguard her ship as it spiralled and evaded though the maelstrom of the battle at Epsilon Eridani.
One of them, the Destiny, absorbed a barrage of shots from a squadron of Nial fighters, interposing
itself between them and the Daughter of Darkness. Point defence systems lashed out from both
escorts, claiming several craft before the remaining Nials were swept away by a cloud of Swiftfire
drones. Darker than the void itself, their guiding mothership glided past, screaming in exhalation of
the joy of the swirling melee.
Heaving herself into the chair, Chloe gasped in pain, several wounds reopening, blood seeping onto
and into the glittering blackness of the floor. She melded her mind fully with her ship, feeling its
wounds and pain, meshing them with her own as she took control.
Pleasure flooded through her as the ship embraced her mental commands and dived beneath the
Minbari cruiser, riding the blast wave as its reactors went critical. Ahead a Vorlon cruiser cored a
Warlock with its deadly beam, slicing the vast ship neatly in two, spilling debris and people into the
void. In revenge, leading the Destiny and Evolution, the Chloe Morden/Daughter of Darkness entity
screamed in a mixture of anger and pleasure as they made their attack run on the now doomed
Vorlon vessel.

90

Timeline
c-8000. A war against the Shadows ends and they return to slumber. The Vorlons visit many species,
implanting them
with the idea of worshipping glowing angelic beings of light, a technical breach of the rules of
engagement.
1101. The Minbari first begin to travel space and discover the ancient network of Vorlon jump gates.
Decades of bitter struggle for dominance of the planet Durana leads to the extermination of the one
sentient race, the Xon and the beginnings of the Centauri rise to power.
A highly advanced space-faring society flourishes on Ikara 7 but after being invaded repeatedly they
build 12 organic technology warriors to protect them but are ironically destroyed by them in their
attempts to keep the population pure.
The Markab and several other species are tested by the Shadows and their Soldier's of Darkness
whilst the Minbari and other races Chosen by the Vorlons are attacked by the Shadows in what will
later be remembered as a Great War.
1251. Several damaged Shadow ships hide in the Earth Solar System (at Mars and Ganymede) to
sleep and regenerate.
1252. The Shadows occupy a continent on Narn's Southern Hemisphere as a base of operations and
are observed there by G'Quon. He writes in his Sacred Book of this "Ancient Race" and their Great
War. The book includes pictures of Shadow Warriors and Shadow vessels.
1253. The Narns start attacking the Shadow base on their world who strike back by killing off all the
Narn "mindwalkers" (telepaths).
1254. The Great War goes badly for the Minbari as their allies are crushed one by one. Their
command base is destroyed by the Shadows who proceed to lay siege to Minbar and despite the
Warrior Castes best efforts the planet is devastated. The Vorlons step in to save their last chosen
children and the Shadows back off from a final confrontation.
1260. The Warrior Caste, despite their failure, grow more powerful and establish a ruling Council,
they formalise the Anla'Shok ("Rangers") to fight the Shadows. The Vorlons form a new alliance of
races against the Shadows and over several years drive the Shadows forces from the majority of the
inhabited galaxy, but this is at a heavy cost as many races are lost or self destruct soon after. Over
the centuries the Anla'Shok become an army of spies and watchers, recruiting from various races to
keep an eye out for the return of the Shadows. This debasement of their task means they become
priars to the Minbari Warrior Caste and are forced to forge links with the fragmented Religious Caste
whose prophecies had failed to come to pass.
1750. A ancient species dies out, first building the Great Machine of Epsilon 3, then leaving Varn as
Guardian against their enemies, the Shadows.
2018. The first Lunar colony is established at Mare Tranquilitis.
2057. 4 July Ares 3 lands on Mars with a multinational crew of 4.
2059-2062. The Vorlons secretly achieve success in altering humans to create telepaths.
2061 The Lunar Colony is established in the Sea of Tranquillity.
2080-2084. The Indonesian Consortium, trying to annex several Pacific Rim nations, allies with
Pakistan and the UIN (United Islamic Nations). Trouble begins between Pakistan and India, leading to
global warfare and eventually World War III.
2085. The Earth Alliance is established after the ravages of WWIII.
2101. Humans return to Mars, setting up small scientific exploration and military bases.
2113. The Centauri conquer the Narn.
2115. The New England Journal of Medicine, suggests the proof of telepathy.
The EA government establishes a Committee on Metasensory Regulation, headed by Senator Lee
Crawford, to oversee the Telepath situation.
Research by Johns Hopkins verifies the existence of Telepaths, beginning a major panic, and global
slaughter of suspected telepaths.
91

2116. Pope Pious XV embraces the Telepaths as blessed by God.


2117. The EA establishes the Metasensory Regulation Authority to monitor and regulate Telepaths.
2148. Interplanetary Expeditions (IPX) establishes their eighth experimental station near Syria
Planum and discovers remnants of a advanced civilisation. A number of unknown artefacts are
removed to the IPX labs in San Diego.
2150. The Centauri begin their long decline from power.
San Diego is destroyed by nuclear terrorists acting on divine instructions.
2152. A telepath in Earth Force Security stops 3 terrorist plots during his career including saving the
life of EA President Elizabeth Robinson who subsequently passes equal opportunity laws. As one of
the last acts of her presidency she establishes Psi Corps to both protect and regulate their rights.
2155. Solis Planum is designated the site for Mars One, the first Martian colony
2156. The Centauri contact Earth, claiming that Earth is a lost Centauri Colony. They lease the
humans time on their jump gates although eventually humanity is able to build jump gates of their
own.
2157. At the Battle of Nu'Skok, the Centauri lose "the Eye".
Earthdome is built in Geneva.
2173. The Psi Corps build a secret research facility in Syria Planum to study the alien technology
previously found there and to search for more.
2177. The Mars Colony main dome is destroyed in a sneak attack by Earth Isolationist terrorists
killing 487 people.
Regula 4 is settled by low-tech separatists.
2198. The Centauri sell humanity technology to terraform Mars, melting the Southern Ice Cap.
2001. The Orieni-Centauri war begins with an Orieni invasion of the Usuuth Coalition
Disorganised Centauri Counter strikes into Orieni space are shattered with ease
A number of Centauri systems to spinward of Homeworld are quickly captured before the disastrous
battle for Tagarhd exposes the complete lack of House-Navy co-operation
2002 Throughout the year, more and more Centauri ships and even whole fleets are destroyed by the
Orieni. Yet, resistance builds and the Orieni advance is halted towards the end of the year.
2003 The Orieni reach the height of their advance, reaching as far as Quadrant 12, Tagarhd and
Mantukas. Despite loosing the majority of the spinward half of the Republic, the Centauri make
incursions into Orieni space, taking Usundikar and threatening Arkada.
2004 The war begins enters a phase of brutal and escalating attrition with hundreds of ships being
lost over the coming months and over extending the Orieni capacity to replace losses.
Following the death of the Orieni Admiral Hreki, the Centauri press onwards into Orieni space.
2005-8 the increasingly organised Centuari fleet begins to grind down the Orieni defences, shattering
systems and fleets.
2009 Centauri warships enter and bombard the Orien system.
2010. The war ends with Centauri victory and the Treaty of Seliffe,
2011. The Orieni Empire collapses
The Narn win their independence from the Centauri after a long war of attrition. They gain
access to Centauri technology that was left behind and begin to sell weapons to various races to help
finance their rebuilding efforts.
2212. The Narn began to expand outwards and conquer several races, but are driven off by both the
Balosians and the Gaim. Both races soon establish themselves as redoubtable Mercenaries and to
stop further incursions purchase old war ships from the Centauri and other League races.
2225. Several divisions of Balosian soldiers begin service on Centauri colony worlds in exchange for
more old warships including several Balvarian class Carriers.
2230. Turhan becomes the Centauri Emperor.
The Dilgar invade the League of non-aligned sectors, beginning with the Alacans and Balosians
whose militaries are quickly shattered. Numerous League worlds are devastated by the invasion
including several Abbai colonies and the Brakir homeworld.
92

Warmaster Jha'dur is one of the leaders of the invasion and overseers the increasing brutal conquest
of several worlds .She wipes out the population of Latig 4 by infecting them with Stafford's Plague.
Simultaneously, the Drazi Freehold is invaded but proves too formidable to defeat and the two races
continue to battle hard for the whole of the war, trading worlds back and forth across
the border.
The Narn continue to expand and the Centauri to decline, neither race help the
League. The Dilgar engineer a short conflict at Gorash to continue their distraction
Earth Alliance remains initially non-committed, but after several incidents and a pledge to aid the
Markab should they be attacked they are drawn into the shooting war.
2231. Jha'dur destroys the planets Tirolus, Comac 4 and Malax.
Following two defeats in open battle by the Alliance she sacrifices the newly
transplanted Dilgar population and world of Mitoc the proposed new Dilgar
homeworld.
She returns to the Dilgar homeworld and brutally takes control of the Imperium.
The Dilgar, lead by Jhadur meet the Earth Alliance in three huge battles above Balos, defeating
them twice but finally succumbing to Admiral Hamatos fleet.
In the confused aftermath of the massive battle, Jha'dur is secretly captured by the Minbari.
2232. Earth Alliance finally frees Balos and the remaining besieged League worlds who join to
assault Omelos. The Dilgar military are annihilated and the remaining civilians imprisoned in their own
home system. As the final battle rages, a small fleet of Dilgar sleeper vessels escapes and leaves
known space.
2235. Earth begins to expand across the galaxy whilst the Centauri and Narn continue to skirmish.
Earth Alliance undertakes a number of Cyber experiments (using captured Dilgar technology) that
eventually lead to Project Lazarus and cyber-enhanced troops. Mind-wipes become effective enough
for use on criminals.
The Centauri successfully carry out a Raid on Kotac under command of a young Noble, Londo
Mollari, who had previously proved himself at Gorash.
A supernova wipes out the remaining Dilgar, few mourn their passing.
2240. The Narn and the Centauri begin to dispute ownership of Ragesh 3.
Londo Mollari represents Centauri interests on Earth, GKar represents Narn.
2241. Dr Morden marries Cassandra Tyson, a fellow xeno-archaeologist.
An IPX team uncovers a Shadow ship buried under the sands of Syria Planum, a
worker touches the ship with his bare hand and dies. A telepath named McDwyer
touches the ship and goes insane. A Shadow ship arrives, digs the other ship out,
and both leave making no attempt to contact the humans at this time, the ships are
tracked by IPX to "Alpha Omega 3.
2245. Despite warnings from both the Centauri and the Narn, the Earth Alliance sends a first contact
mission to the Minbari,
EAS Prometheus, EAS Hyperion, EAS Resolute escorting the DSEV Odysseus (an EA Explorer
Class vessel). The Minbari wipe out the emissaries and the Earth Alliance counter strike meets with
fire and death, merely serving to further provoke the elder race. The Minbari begin to systematically
wipe out humanity starting with outlying bases and colonies including Nochtal, Regula and Jerico.
2246. Planetary Draft begins. During the increasing one sided war, an
engagement takes place between the Drala Fi ("Black Star") a Minbari War
Cruiser, and six Earth Force vessels, including the EAS Lexington under Capt.
Roger Sterns. The Lexington is badly damaged, and Sterns is killed. John
Sheridan, first officer on the Lexington, destroys the Black Star by mining an
asteroid field and then transmitting a distress signal.
Dr Mordens pregnant wife is lost in hyperspace during a Minbari attack on the Jericho 3 Colony
when the ship she is travelling on attempts to escape.
93

The League and Centauri decline to aid Earth against the Minbari, the Narn offer
weapons at exorbitant prices,
Exploratory Ships are sent out into the galaxy to try to find new allies or new
technologies to help Earth against the Minbari. An IPX probe discovers alien ruins
on Alpha Omega 3.
Catherine Saki and Lyta Alexander enter Vorlon Space in the Skydancer to try and convince them
to intercede in the war.
2247. The Icarus departs for the Rim, dropped off in real space by the Explorer vessel DeSoto, it
begins to interact with the IPX probe from a distance. The team wake the Shadows, some of the
survivors choose to serve including Dr Morden when the Shadows return his wife - his daughter,
Chloe, is born shortly afterward.
Contact is made between Earth and the Shadows.
On a former Earth colony world now being used by the Minbari as a Command and Control post an
EA listening post is set up in the ruins of an ancient city. 46 of the 47 soldiers are killed by a awoken
Shadow Warrior as they try to flee in their ship. The Warrior then hitches a ride on the Copernicus as
it investigates the derelict.
2248. The Mars government declares neutrality in the Earth-Minbari Wars as the conflict begins to
come to its climax, The EA Senate votes to suspend food shipments to Mars in retaliation for Martian
neutrality in the war. Beginning of the Free Mars Movement.
The Battle of the Line marks the end of the 1st Earth/Minbari War as the
Shadows appear and devastate the Minbari fleet and Earth Alliance claim victory
to a shocked galaxy.
Two months later A Narn probe in force at the edge of Earth Alliance space is
brutally repulsed, following this the Earth Alliance negotiates non-aggression
pacts with both the Centauri and the Narn. IPIX helps found Morden Industries
as a way of exploiting the gifts of the Shadows.
The rogue moon Fraxius passes through Drazi space and two shattered and lost Shadow ships are
found by the Freehold.
2248 Throughout January-April there are food riots on Mars, Earth Force brutally suppresses the
riots, and impose a provisional government directly accountable to EarthDome.
2249. The Warlock begins construction as the Omega Destroyer program is cancelled.
First Shadowtech enhanced Vessels begin trials.
Problems with the new Fighter Dispersal system cause the death of 8 pilots and the system is
deactivated and removed from the two new Vengeance Class carriers.
2250. G'Kar begins to serve on the Kha'Ri, the Narn Ruling Council. The first Shadow Star class ship
is laid down, first Warlock class Battlecruiser begins space trials, the Omega destroyer program is
cancelled.
2252. The Drazi begin secretly supporting the Raiders who are attacking smaller races at the edges
of Drazi space and begin work on the Dusk Hawk project. The first two Shadow Stars, Shadow Star
and Destiny begin space trails.
2253 The first Exterminator class ships are launched.
The AnlaShok, whilst investigating the Shadow influence over Earth stumble across a different
secret, a tiny Dilgar colony deep in Earth space.
2254 The Earth Alliance invades Vree space in retaliation for their aid to the Minbari during the
war and with reference to previous historical abductions of humans. The war lasts barely six months
and showcases the new Alliance warships and their sheer power. Many League governments react
with condemnation and begin increasing spending on armaments.
The Explorer class vessel Cortez leaves for the Rim
2255 The plans for the Omega Destroyer program are stolen.
2256 Assassination of the Psi Corps Director Johnson on Ganymede. Rumours of attempted coup
by Psi Corps circulated. A senate investigation into undue influence by Psi Corps begins.
94

Anna and John Sheridan marry at Station Prime above the Centauri homeworld.
Jason Ironheart begins a secret project for the Psi Corps.
2257 Captain Sheridan takes the Warlock class battlecruiser Agamemnon out "onto the Rim"
The Vorlon Empire sends an ambassador, Kosh Naranek, to meet with Earth Diplomats in neutral
space, the meeting is arranged through Psi Corps.
December 21st the Earth Alliance military goes to its highest state of readiness as the Psi Corps
attempt to subvert the Shadow influenced Earth Gov. Several days and nights of bloodshed result in
Psi Corps being dissolved and an interment order being issued for all telepaths. Earth Alliance
declares its border temporarily closed as it deals with insurrection and terrorism on Earth, Other
governments are warned of dire consequences should they interfere with internal Earth politics.
2258 First case of the New Drafa Plague discovered on Markab home world.
The Narn Regime invades Ragesh 3, allegedly because the Centauri inhabitants
asked them to. Unrest begins on Centauri Prime due to the perceived weakness of
their leadership.
Senator Clark is elected President of Earth.
Londo Mollari is seduced by the slave Adira Tyree, in order to obtain "the Purple
Files" from him.
The Centauri agree to negotiation on the Euphrates Treaty between Narn and Centauri with various
concessions granted by the Republic to the Regime. As part of the treaty, the
Emperor announces the creation of a neutral diplomatic station to help solve
disputes between races and invites all others to participate. Members of the
League agree to be a part of the new station and surprisingly the Earth Alliance
also agrees to participate. It is rumoured the Emperor will use the creation of the
new station ot make an formal apology to the Narn Regime, much to the horror of
many Noble Houses.
2259. The first 2 diplomatic stations reconditioned Centauri space stations on the Narn /
Centauri border - are blown up by unknown terrorist forces. The third station is contracted to a Brakiri
corporation, but cost cutting results in it collapsing before it can be opened.
House Hessius of the Centauri are contacted by a previously unknown and advanced alien race the
Drakh.
The first Dominator Class Battle Carrier is launched.
GKar begins to speak openly against the rise of the new Lion of the Galaxy.
A series of minor skirmishes take place between Earth and Minbari warships along their border but
neither government declare outright war.
2260 A hidden war begins as elements of Psi Corps fight back against repression of the human
telepaths by EarthGov. They receive arms and aid from the Narn and others (including the
Anla'Shok).
The Earth Alliance withdraws from the agreement to build and maintain the new diplomatic station.
Refuges from the EA space, including some disgruntled warships and their crews begin to arrive in
League, Narn and Centauri space, a few unlucky shiploads seek sanctuary in Minbari or Vorlon space
and are destroyed or lost in hyperspace respectively.
Jason Ironheart visits the new station demanding sanctuary for telepaths,
however the 4th station is destroyed with considerable loss of life as he
transforms into a more evolved entity.
Warmaster Jha'Dur is found to be still alive. She offers an
immortality serum to the galaxy, but is killed by the Shadows
before she can reveal it.
The Centauri "Eye" is recovered and given to House Hessius by the Drakh.
The Vorlons declare that they will protect the new station they name the site where
it will be constructed Epsilon 3 and that it will be haven for all telepaths.
Catherine Sakai returns to known space, accompanied by the telepath Lyta Alexander.
95

Raiders begin to prey on those ships leaving Earth space.


2261. The new station begins construction at the designated site, the Minbari
(some say coerced by the Vorlons) pledge their support for the new station it
gains the unofficial name Babylon from the refuges that flock to it. Despite
efforts to officially name it there is no consensus from the varied races and the
unofficial name is adopted but the number 5 added to recognise the previous
sacrifices on the other stations
The first Shakrlis class Battlecruiser appears, bringing Council Member Delenn to Epsilon 3.
Initial ambassadors are Kosh Naranek (Vorlons), Delenn (Minbari Warrior caste representative),
GKar (Narn Regime), Vir Cotto (Centauri Republic), Alfred Bester (representing telepaths), John
Sheridan (humans), Michael Garibaldi becomes Head of Security for the station. The League forms
a massively complicated method of electing their ambassadorial representative who changes every
month.
A chosen Minbari (of the Religious caste), Draal, becomes the Guardian of Epsilon 3, to the chagrin
of the Warrior caste and Delenn.
Londo meets with Lord Refa and other nobles to determine the course of the Centauri destiny
On the Mars Colony Earth use military forces puts down revolt.
Experiments begin on the Narn homeworld to try to recreate Narn telepaths with the help of the Psi
Corps. A Narn transport, the Khatkhata is intercepted by EA warships carrying human telepaths in
sleeper units into Narn space, diplomatic relations between the Alliance and Narn are broken off.
The Narn Base in Quadrant 37 is obliterated by the Drakh as an favour to House Hessius who with
other elements of the Centauri nobility are becoming increasingly dissatisfied with the weakness of
the Emperor.
President Clark and the crew of Earth Force One are killed in a suicide attack by telepaths piloting a
stolen Minbari flyer. Susanna Luchenka becomes President.
Total Victory the new Earth Alliance flagship nears completion, its commander is assigned Captain
Susan Ivanova.
A salvage crew encounters the Copernicus and suffers the consequences, The Daughter of Darkness
arrives with Chloe Morden on board to reclaim the warrior, and several crew die before she brings it
under her control.
2262. The Narn Regime demand reparations from the Centauri for the destruction of their base in
Quadrant 37, the Centauri Emperor, under pressure at home declines to comment publicly.
Meanwhile on Earth, Londo Mollari continues to establish good relations with EarthGov.
Vir Cotto attempts to defuse the situation with the assistance of GKar and
manages to arrange a secret meeting between the Emperor and representatives
of the Kha'Ri. Unbeknown to Vir, his efforts are compromised and a cabal of
Centauri nobles strike on Centauri Prime, the Emperors nephew is killed in an
explosion which will later be blamed on Narn terrorists,
who are killed shortly after. The Emperor, travelling
secretly on a Vorchan is ambushed and killed, whilst the Narn emissaries are
attacked by a Centauri strike force. They summon their own hidden
reinforcements to enable them to fight free of the trap.
On their return the Narn Regime declares war on the Centauri Republic.
The Cortez arrives at B5 after spending 2 years "on the Rim", having been recalled to Earth for a refit.
It refuses to return home, although some crew take ship back home aboard a freighter. Three weeks
later the Cortez departs with a number of refugee vessels to escape the coming war, Catherine Saki
in her Skydancer accompanies them.
Londo is recalled to Centauri Prime for "consultation on the war effort, he visits his former aide, Vir
on B5 and tries to convince him to distance himself from the rebel humans and the Minbari, Vir
refuses.
A Virulent plague wipes out the Markab as they begin to mobilise their forces for the war.
96

The station is visited by a News team owned by an Brakari corporation.


Lyta Alexander arrives with a warning that one of Babylon 5's officers is an operative for Earth. After
Lyta probes most of the Command staff, Talia Winters, aide and lover to Bester is revealed as a spy
and Lyta and Bester rewrite her.
The Narn-Centauri war continues as the Darzi join the war on the side of the Narn and attack several
targets in Centauri space. When the Narn attack Gorash 7, a huge brutal melee ensues before the
Centauri drive the Narn fleet from the system with both fleets suffering heavy loses.
The Earth Alliance begins manoeuvres along their border with the Narn and increasingly fragmented
Shlassan Empire, the Narn move elements of their fleet to match these movements, reducing the
pressure on the Centauri who strike back at the Drazi.
The Babylon 5 Treaty, for the mutual defence of the diplomatic station is signed by a number of
members of the League of Non-Aligned Worlds and the Minbari.
2263 Various alien missionaries arrive at the station before a series of terrorist attacks rock the
station. A visiting member of the Religious caste, Lennier is nearly killed by a bomb when he saves
Vir and Delenns life.
In the depths of the Galaxy, a Vorlon Fleet appears before a collection of Drakh Motherships, they
deliver a warning for the Drakh to stay away from the young races of the Galaxy or face the
consequences, all but one Mothership is then quickly annihilated as a lesson.
Whilst assisting the Free Mars movement, Marcus Cole, a human member of the
Anla'Shok is confronted by Chloe Morden and her protectors. The Free Mars
movement is shattered and Marcus only survives due to Lyta Alexanders
intercession. Shocked by the brutality of the conflict between Chloe and her
Shadows and Lyta and her telepathic guardians, Marcus Cole leaves the
Rangers to find himself. Delenn meets with the Minbari War Council to suggest a
more proactive response to the increasing Shadow influence over Earth after
Kosh refuses to stage a combined Minbari / Vorlon assault.
The Earth Vice President visits Centauri Prime aboard the Total Victory accompanied by her
attendant escorts, for a goodwill visit.
The new Centauri Emperor, Londo Mollari makes arrangements following the
meeting for a reciprocal visit, after his tour of the Republic. A combined Narn and
Drazi Strike force attack The Lions Lair at Quadrant 1 a truly epic conflict unfolds
as the escalating battle draws in additional ships from both sides. After two weeks
fighting the Narn and Drazi are defeated and this battle marks the debut of a new
and secret design of ship, a result of a collaboration between House Hessius and
Durnado. The Liati Class Advanced Cruiser is proved a success. After a short
pause, the Centauri fleet pursue the Narn and shatter their outer defences, but are unable to finish the
war due to continued attacks by the Drazi. Londo orders a new Imperial Flagship to be constructed,
which will form the basis of the Valerius Class battleship.
The Brakari begin building Omega Destroyers for Psi Corps.
2264. Marcus Cole decides to try and contact the First Ones as G'Kar starts prying into Ranger
activities.
Angered by the lack of action against the Earth Alliance, a small fleet of former EA warships and Psi
Corps vessels, some of the latter augmented by Minabri tech, begin raiding the Alliance.
Marcus meets the "Walkers of Sigma 957.
A large Earth Force battle group stationed at Jerico engages the renegade ships and
drives them off, they attempt to retreat to Arisa and find a fleet commanded by
Ivanova aboard the Total Victory waiting for them - those that refuse to surrender or
flee are annihilated. Delenn aboard a Leshath observes the conflict. The Earth
Alliance demand reparations from the Minbari for their aid to the Terrorists, the
Minbari do not bother to reply. The Alexander arrives at B5 carrying former General
Hague's body, the leader of the vanquished fleet.
97

Omega Destroyers begin finding their way into government sponsored raider groups.
A large Earth Alliance fleet arrives at Babylon 5 and demands that all-former EarthForce and Psi
Corps personal are handed over. Delenn and Sheridan unite against the Earth fleet and with the
assistance of Minabri and League ships plus the ancient weapons at Draals command defeat them.
The battle sees various new ships used in battle for the first time including the Juyaca and the
prototype Dusk Hawk although a Nova Dreadnought destroys that ship. Neither the Shadows nor
Vorlons take part in the battle, to the surprise of both sides.
Marcus speaks to senior members of the religious caste on the Minbari homeworld.
Vir returns to Centauri Prime from B5 and finds that he is unexpectedly engaged to be married to
Senna, daughter of Lord Refa. Lord Refa is assassinated and the couple flee to Babylon 5.
Following a brutal civil war, the newly formed government of the Shlassan Empire is crushed by Earth
in a week.
2265 A Narn warship, the GTok, finds a huge alien artefact in hyperspace and brings it to
Homeworld, the Narn begin to investigate it but suffer increasing problems with the mental stability of
their Science team. A Vorlon fleet on its way to destroy the artefact is ambushed in hyperspace by a
mixed fleet of Third Space dominated Vorlons and Shadow ships, who then head for the Narn
homeworld. The mixed fleet arrives in orbit and begins to blast their way to the
artefact, as they do so a larger fleet of Vorlon warships
appears and engages the others in a massive battle above
Homeworld. The artefact is activated by a mind controlled
Vorlon and begins to open a portal to Third Space before the
Vorlon fleet manages to destroy it at significant cost. The rampaging Vorlon and Shadow warships
destroy a large portion of the Narn home fleet in the raging battle. Above Homeworld, GKar watches
his planet burn once again as he drifts helplessly in a lifepod.
The Adira is launched at Centauri Prime, some Centauri consider it bad taste to name the flagship
after a concubine.
House Hessius continue their rise to power after unveiling new advanced defence technology.
Shadows appear within the Great Machine and slaughter Draal, following which it is destroyed in a
huge explosion, nearly shattering the planet. Both the Centauri and Drazi take advantage of the
weakened Narn military to take several planets but also clash in other star systems generating three
way battles.
Delenn is recalled to Minbari space and investigates a series of attacks on Minbari allies. She
discovers the Drakh are behind them and informs Kosh. A combined Vorlon and Minbari fleet
confronts the Drakh Unity in Deep Space. The Drakh, confident their Shadow Masters will protect
them attack the Minbari Flagship, killing many of the Council. Delenn gives the order
to Kill them All. Aboard a Minbari Cruiser, Marcus watches the slaughter, as does
Chloe Morden and her father on a nearby hidden Shadow Scout ship.
Lady Mariel, former wife of Emperor Mollari, begins spying for the Centauri Office of
Development and seduces Vir.
2266. Londo and his chief advisors visit Earth aboard the Adira and discuss areas
of mutual interest.
Senna and Vir have their first child, Lasaa, a daughter.
First Narn telepaths are created, half of them go insane and cause havoc, Lyta visits Narn to train
the others.
The remnants of the Drakh, their Unity shattered, attempt to find hiding places some flee to House
Hessius and find their status little better than slaves others to the Narn Homeworld. Those on the
Narn homeworld assist in a secret programme using recovered Vorlon and Shadow tech from the
great battle above Homeworld.

98

A combined EA Shadows strike on a Psi Corps facility near the Nocalo system is foiled when a
Shakrils Battlecruiser arrives and shows its power. A previously unknown Shadow vessel,
subsequently codenamed Mindflayer by Psi Corps proves that not all of their ships are vulnerable to
telepaths.
A hammerblow is struck against the Drazi military by a large battlegroup of Narn ships mainly new
GVrahn and KaBinTak class vessels. With that threat neutralised the Narn prepare to strike at their
real enemies, the Centauri. Following the news, Londo suffers a serious heart attack and nearly
dies, Durla, the head of Centauri Intelligence, attempts to seize power but is assassinated by his
mistress Mariel, partly due to his previous abuse of her.
Ta'Lon is named as G'Kar's successor as Ambassador to Babylon 5 when GKar is recalled to Narn.
2267. The Earth Alliance skirmishes with the Minbari at Nochtal and Norsa and achieves victories but
is defeated at Nocalao.
Lyta and her telepaths attempt to influence the Narn military to take back the worlds of the ShLassan
Empire. Several skirmishes take place between EA and Narn warships.
Partly due to the increasing build up on the border with the Earth Alliance, the first true Centauri
offensive of the war begins.
2268. A large Vorlon fleet arrives at ZhaDum seemingly to confront the
Shadows and their plans. They find the planet deserted and nothing challenges
them, even when they unleash the might of their planet killer to reduce the planet
to shattered asteroids. However in doing so they destroy the last of the First
Ones Lorien and earn the enmity of the remaining other Ancients who ensure
that the Vorlon fleet does not return home.
Babylon Five becomes a increasingly dangerous place as old rivalries and arguments resurface
between many races.
Dr Morden secretly visits the Drazi homeworld, expressing his admiration for the new Dusk Hawk.
A fleet commanded by Ivanova on the Total Victory annihilates a large Minbari strike force at
Proxima. The survivors retreat past Vega and inflict damage on the colony before regrouping at
Babylon Five.
Recording of Drakh ships, coupled with findings by a Dr Franklin point to them being responsible for
the death of the Makrab race.
As wars across the galaxy begin to escalate, most races put their fleets on a war footing and prepare
for the worst.
Dr Morden arrives on board Babylon Five as an envoy from Earth after meeting various
Ambassadors individually and speaking to the Council he is confronted by Kosh. The Vorlon reveals
his true form, destroys Mordens Demon guardians and then kills Morden as an example to those
who would follow the Shadows teachings. Light-years away on the Total Victory, Chloe is conferring
with Ivanova when she feels her fathers death she vows vengeance.
The first Narn ship with Shadow technology nears completion, the experiments with Vorlon
technology having failed. Lyta informs the Vorlons of the experiments resulting in a small Vorlon fleet
crushing the secret outpost and its defending ships to try to stop further Shadow contamination of the
younger races. The Narn withdraw from the pact to protect Babylon Five.
The Drazi and Centauri sign a mutual destruction pact regarding the Narn.
2269. The Centauri take and hold Quadrant 14 and the Earth Alliance claims Regula and Quadrant
15, stationing powerful fleets at both. The Minbari strike at Regula but after a brutal battle they are
repulsed.
An EA strike force illegally enters Brakiri Space and destroys one of the two remaining Psi Cops
Motherships. The Brakiri protest but do not react militarily.
A second Vorlon Planet Killer is destroyed on its way to Earth by the First Ones, this time the Lordship
is destroyed in retaliation by the incredulous Vorlons. The First Ones enter Vorlon Space en mass
and engage the Vorlon fleet.
Babylon Five is blockaded by the Earth Alliance, although vessels are allowed to leave.
99

The Narn and Centauri meet in battle at Dross, both claim victory and although the Centauri are
repulsed, the Narn loose most of their new ships.
A small Minbari fleet breaks through to Babylon 5 with Vorlon assistance but is unable to hold the
breach as the Shadows arrive to match their rivals in battle.
The combined Earth and Shadow battle fleet assaults Babylon Five, Kosh is
destroyed by Chloe and soon after much of the surviving population perish
when Garabaldi and Bester detonate the reactors.
Whilst the Alliance fleet is damaged in the explosion, they and the Shadows
annihilate the last Minbari and Vorlons remaining at Epsilon Eridani.
Chloe and Ivanova meet to plan their next move aboard the damaged but still
battleworthy Total Victory.
2270. All sides pause to regroup and repair their battered fleets, rest their tired warriors and attempt
to preserve old alliances whilst forging new ones. Skirmishes continue on empire borders but no
major conflicts break out through the year.
The AnlaShok loose contact with a team investigating sightings of unknown vessels in the deserted
Omelos system.
As the year draws to a close, the new leader of the Minbari Warrior caste announces to a stunned
galaxy the presence of a Dilgar colony in Earth space. Despite the shock and outrage by the League,
Earth Gov refuses to confirm or deny the accusation. They state that the Alliance borders remain
inviolate and coldly remind the League representatives of Earths sacrifices in the Dilgar war and the
lack of same in the war against the Minbari.
Several Shadow ships attempt to enter Vorlon space to see what has become of
their rivals. Those that do so are destroyed or driven off by automated defences
designed for the purpose but they encounter no Vorlons.
Londo Mollari has a son by Lady Adira, he names him Dius.
2271. A new year brings a flurry of brutal actions as the Great Powers renew the
war in earnest the Drazi and Centauri racing to beat the other in finally
smashing the Narn war machine and taking their homeworld. The Earth Alliance fends off attempted
incursions by a number of League races and threatens retaliation if this continues. The Abbai and
Brakiri demand more information on the alleged presence of Dilgar in Alliance space, which is met by
silence from the Alliance. The Minbari attempt to take advantage of the tension and launch several
large raids but are beaten back with heavy loses. Earth goes on the offensive and launches attacks
on Minbari support industries, their comparative mastery of hyperspace making a coherent defence
almost impossible. As the Earth Alliance slowly slash apart and dissect the Minbari realm, the
Shadows become less and less active in the battles. The Warrior Caste and elements of the Religious
Caste find their position increasingly untenable and launch a doomed attack on Earth. Much of the
fleet is destroyed in hyperspace before it can even reach the Sol system, the remainder by the
planetary defence grid and the home guard fleet.
The Minbari race fractures and splits with the Worker Caste offering surrender, the remaining
Religious Caste fleeing to Vorlon and Orieni space. The Centauri and Drazi meet above the
battered Narn homeworld, itself veiled in shattered ships, pause for a moment and then launch
themselves at each other.

100

A new dawn
Captain Tennant watched silently as his bridge crew performed their duties with speed and efficiency,
his insides tight with emotion as his ship began to break orbit. A vast ship full of power and promise,
but with such an impressive heritage to match. Few ships in Earth Force had performed the deeds
that her namesake had done - many would be watching to see what she and her captain could do.
He tried to imagine what his father had felt when he had commanded his ship in the Dilgar war, he
had spoken much about the battles, his crew and above all his beloved ship. He had showed him his
equally famous grass skirt had even offered it to his son it but Alexander knew he had not, as yet,
earned it. Yet he had never really explained what it had felt like, the emotions that now coursed
through the young commander, perhaps he knew he could not.
To his sorrow, his father was gone, never to discuss over a quiet beer these experiences they had
now shared. He had been lost with his legendary ship, like so many others in the horror that had been
the Minbari war. Destroyed by an enemy that refused to even let them see them. Even the Shamans
magic had not saved him on that cold dark day..
Now, his son would take up to the mantle and strike down those who would threaten Earth, bring fire
and destruction upon the Minbari. Like the Dilgar before them, the aliens would know what it was to
go to war with this world.
On his orders the EAS Nemesis opened a jump point and set a course for fire and destruction.

101

Ship Conversions:
I started this project with a conversion turning a White Star into a Shadowtech version. All of my conversions are
remarkably easy, as I am no model maker. The Shadow Star is created by simply gluing 2 long Scout tendrils on the top
and bottom of the ship and getting Derina to paint them see easy . I dont like the bridges on any of the White Star
class and I later found uses for them as part of the Minbari Tarth.

The Exterminator is just as simple - a few tendrils added to it,

The Dominator started life as a White Star Carrier before I reversed the top halfs orientation to give it a more menacing
spiky look. Add a few Scout tendrils at the Front and its more shadowy (even if Derina thinks it is actually ant like!)
The Victory is, you guessed it, simply more tendrils and a few
Nova turrets although I also straightened the wings more than
normal which people seem to like (it was an accident). The
Delphi is the same I started by putting on one tendril at the
front but I kind of like Derinas version more now! My version
below:

Moving on to the Minbari (similar just Vorlon bits added to


Minbari ships see no challenge really!) The Veshitan has the
front of a Destroyer added to the either prong. The Shakrlis is
a Sharlin with a number of Games Worksop Plastic Dryad pieces (the bit that goes on their back) standing in for tentacles.
The Vorlon Scout is the remnant of the destroyer with a bridge bit from the carrier (I think) forming the front and another
Dryad back to give the front tentacles. Below Earth Alliance Fleets led by the Total Victory.

102

The Project Just why!


To be honest it all began when the possibility of a Shadow Star was being discussed on the Mongoose forum. I
was intrigued and found the whole idea of this very cool, so much so I decided to make some several posts on
the boards gained a surprisingly positive response and an obsession was born.
I have always loved both the Shadows and Star Treks Mirror Universe and the two seemed a fun mix, then I
discovered the artwork now on the cover and below and all became clearI was going to write a whole
alternative universe! So Ladies and Gentlemen, you are reading the product of my fevered imagination and the
result of much immersion into the excellent A Call to Arms game.
I really hope you enjoy it, I have enjoyed writing it and thats the only real reason it exists For fun!
Charles Lister

Youre better off with a Maximus!

103