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Babylon 5 Wars - Showdowns 8

Babylon 5 Wars - Showdowns 8

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Babylon 5 Wars 2nd Edition - Showdowns 8
By AOG - Agents of Gaming
Babylon 5 Wars 2nd Edition - Showdowns 8
By AOG - Agents of Gaming

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Published by: teabreak101 on Apr 28, 2013
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SHOWDOWNS 8

1

INTRODUCTION

TABLE OF CONTENTS That’s a Minesweeper?!...........................17 1. Introduction Better Lucky Than Good...........................18
Comes the Horsemen ................................2

2. New Ships and Rules
The Orieni Imperium..................................3 The Centauri Republic................................3 The Drazi Freehold....................................4 The Raiders..............................................5 The Abbai Matriarchate..............................6

3. The Rogolon Dynasty
Background..............................................7 Technology...............................................8 The Rogolon Fleet......................................8

4. The Usuuth Coalition
Background............................................10 Technology.............................................11 The Usuuth Fleet.....................................12

Feint and Strike.......................................19 Hunter-Killer...........................................19 Last Stand of the Procurator......................20 The Drazi Front........................................21 Pride of the Fleet......................................22 The Mermas Raid.....................................23 To Kill a Giant..........................................23 Ace vs. Deuce..........................................24 Swarm...................................................24 Luck Counts............................................25 Bad Luck.................................................25 One Jump Ahead.....................................26 Operation Dross......................................27 Force on Force.........................................27 Politics by Other Means.............................28 Not Petty Annoyance................................28 Pursuit...................................................29 Doom at Phalonak...................................29 The Real Enemy.......................................30 Light as a Feather.....................................30 Heavy As A Mountain................................31 Hold the Line...........................................31 Final Duty...............................................32 Testing the Wall.......................................32

Afterword
Product Credits and Copyright Info............33

5. Scenarios for the Orieni War
Peace and Quiet......................................13 The Spark...............................................14 For Honor and Glory.................................14 Kill Zone.................................................15 The Invasion of Usuuthir...........................16 Desperation............................................17

Control Sheets
Abbai Ships.............................................34 Centauri Ships.........................................39 Drazi Ships..............................................42 Orieni Ships............................................49 Raider Ships............................................52 Rogolon Ships.........................................56 Usuuth Ships...........................................63

Babylon 5, Babylon 5 Wars TM & © Warner Bros.

B5W Showdowns-8 Rev. 1

1

INTRODUCTION

1

Chapter 1: Come the Horsemen
Prime Senior Kovash was reaching for the errant water package that had escaped from his meal tray when an insistent beeping filled the command bridge of his Orthuus Class Battle Leader. The beeping originated from the sensor tech station, announcing the imminent activation of the Orieni jump gate. Distracted, Kovash swiped at the package and managed not only miss but knock it across the room. Admitting failure, he waved a nearby galley aide towards the errant package and glanced at his chronometer with a barely suppressed sigh. The chronometer confirmed what he already knew–– the Orieni were precisely on time...as always. For nearly 70 years now, at precisely the same time, every thirty orbits of their jump gate around the small moon circling the system's gas giant, a supply convoy would arrive through the gate. The convoy's mission of resupplying the small base located on the moon itself would last exactly 5 days at which point the convoy would depart back through the gate. The monotonous precision of these missions was an ongoing joke at the academy––a joke Kovash had happily shared in during his time there. But that had been nearly 12 years ago and the humor had long since become very stale. Examining the command screen, Kovash noted the charge building in the massive capacitors of the gate and the timer indicating gate activation was still several minutes away. Kovash smiled slightly. The Orieni may have been technologically superior and if what the Centauri said was true held a massive area of space, but they were not infallible. Five years ago, Usuuth technicians had cracked several Orieni signal protocols and much of the jump gate data he was reviewing was actually broadcast from the gate itself. Intercepted, decoded and waiting for his perusal. Kovash couldn't shut the gate down yet but he could listen in on its operations. In the remaining minutes, Kovash adjusted the position of his squadron in preparation for the intercept of the convoy. Standard operating procedure was to wait until all Orieni vessels were through the gate and then broadcast the standard greeting. The greeting would indicate that the Orieni vessels were now in Usuuth space, warn them against any deviations from their course towards their base and indicate that his squadron would provide escort. After which the Orieni would promptly ignore him and go about their business as if he and the ships under his command was so much solar wind. Kovash mentally shrugged. Welcome to another day of life with the Orieni. The Orieni were not interested in the Usuuth position on anything and never had been. Since the first appearance of one of their giant explorer ships, dialogue with the Orieni had been limited to one-sided pronouncements by Orieni leadership. The Centauri claimed that had their installations not been present when the Orieni had first arrived, the Usuuth people would have been brutally invaded by now. Only the might of the Centauri Republic had blunted the Orieni's aggressive tendencies. Of course the Centauri made all sorts of claims but in this case Kovash actually tended to agree. Not that he would ever admit it to a fan head, of course.

A second warning chime brought Kovash back from his musings as the gate activated. Intercepted gate transmissions indicated a single large and 8 smaller attending vessels waiting in hyperspace. Kovash frowned slightly at the data. The large vessel was a bit of a surprise as was the number of smaller ships. It was possible, Kovash supposed, that the oversized convoy represented an Orieni plan to expand their lunar base. If true, the large vessel would be some form of construction unit while the other 8 smaller vessels would be Resolute-class freighters backed by a couple of Steadfast Corvettes as escort. Still it was a change from the norm and needed to be reported if for no other reason than to pass the word on to the Centauri. Kovash turned to the communications officer as the first hint of blue appeared in the midst of the gate. “Activate the command channel and hold for my message,” he ordered. Turning back to his command screen, Kovach watched the mass sensor spike as the first ship passed through the gate and into normal space. Sensors indicated a Steadfast Corvette as the mass sensor spiked again. Another Steadfast. Again the mass sensor rose as the large ship entered reality. But something was wrong. The mass trace was continuing to rise and rise, finally peaking at an impossibly high level. “So big!” wondered Kovash. What the heck was going on? And then it was there. The enormous vessel was almost too big to be believed. Rumors from the Centauri had claimed the Orieni possessed large vessels but this was unprecedented. The sensor tech jerked within the confines of his chair and shouted, “Active weapon signatures……I have multiple targeting sensors locking on!” Kovach blanched and shouted for counter-electronics and evasive action. On the screen several more Orieni ships were arriving from the vortex. More warships. Weapons fire sleeted over the Kovash's squadron, crippling one of the Serron Attack Ships and blotting out several of the Baroon Escort Cutters. The Usuuth fighter squadrons did what they could but were rapidly battered down by Orieni fighters and escort vessels. From the swirling confusion several larger Orieni fighters broke through and accelerated towards Kovash's ship. Kovash keyed the previously opened command channel and shouted, “Orieni invasion in process!” Outside, the crippled Serron exploded silently while another took heavy fire, “All escort forces are fully engaged––” he continued, and then the approaching fighters arrived. Defensive fire knocked down two of the strangely quiet fighters but the remaining four bored relentlessly in and actually impacted on the ship. The resulting explosions tore off the entire forward superstructure and burned the heart out of the Kovash's vessel. Half of the stations on the bridge exploded in fury to the mortal damage and half of the bridge simply disappeared in a massive structural collapse. The shattered hull floated away from the last flickering moments of the brief battle. Ignoring the myriad of shattered hulls and drifting escape pods, the silent Orieni force moved towards the Usuuth home world. In the last flickers of his failing command screen Kovash watched them leave. As he stared in horror, the errant water pack floated by undamaged and still out of reach. “Ashes…..its all ashes now.”

2

B5W Showdowns-8 Rev. 1

Babylon 5, Babylon 5 Wars TM & © Warner Bros.

These ships were almost solely seen in the company of Faithful Explorers. the H-Ks are either launched on automatic. Although not designed for combat. When exploring a new star system. The Centauri Republic Garut Class Survey Ship Base Hull (Restricted Deployment 10%) The survey ships used by the Centauri Republic were monstrous vessels.2 NEW SHIPS & RULES Seekers performed closer reconnaissance. a specialized ELINT variant of the Steadfast. 1 3 . once massed for the push into Orieni space. At the start of the Orieni War. Starting in 2007. and it wasn't until 2009 that they began to receive Rapid Gatling Railguns in place of their GRs. while the Babylon 5. During the Orieni War. However. it was also the task of the Seekers to hold off the attackers long enough for the Explorer to escape. to support large fleet actions. Starting in 2005 the Laser Lances were replaced with Heavy Laser Lances. carrying a larger complement of fighters than most carriers of the time along with the necessary supplies and equipment to build six jump gates. They also carried sufficient armament to hold their own in most combat situations. Seekers could datalink with their mothership to form a very long baseline sensor array . sacrificing themselves if necessary. One of these was that logistics. The cargo pods can be replaced with H-K conveyor pods. These ships were often deployed on very long missions far from home. the Faithful would remain at a distance. although they were occasionally attached to Paragons or Prophets as light EW support. unglamorous and boring in its un-Centauri like bulk but vitally necessary. Chapter 2: New Ships & Rules The Orieni Imperium Faithful Search Explorer Base Hull (Limited Deployment 33%) During the war. If their mothership was threatened. or used as a second wave. the Seeker's Gatling Railguns were replaced with Rapid Gatling Railguns. The Virlisi Logistics ship is just that. these exploration vessels were put to work scouting out new jump routes into the Centauri Republic. while unglamourous and boring. It was common for individual units to lag quite far behind these dates. due to the combination of their ability to make strategic alterations to the "terrain" of the jump network along with their ELINT capabilities and fighter capacity. Resolute Military Freighter Base Hull (Unlimited Deployment) The standard Orieni military freighter. B5W Showdowns-8 Rev. fleet trains of Virlisi and other support vessels were one of the most impressive sights to behold. their upgrades came slowly. In this role. Virlisi Class Logistics Ship Base Hull (Unlimited Deployment) The process of becoming a "Lion of the Galaxy" forced the Centauri to make some early realizations.extremely effective both for Hyperspace exploration and long-range realspace observation. the Garut class ships saw a surprising amount of activity. Virlisi units were scattered throughout the Republic and several years would pass before they could be concentrated. In addition to a squadron of Templar Interceptors. and occasionally to gather intelligence on Centauri systems and ship movements. Seeker Reconnaissance Corvette Steadfast Variant (Rare) Built as consorts for the Faithful. Babylon 5 Wars TM & © Warner Bros. In 2007 the Gatling Railguns are replaced with Rapid Gatling Railguns. allowing them to operate alone in remote stretches of space. is an absolute necessity. each Faithful operated a pair of Seeker MCV. controlled from other ships. the Faithful's weapons suite was adequate for selfdefense. and as a result.

as uncommon in the Drazi navy then as now. the final component to this excellent freighter was added when a jump engine module was developed which could be easily added to existing Armus structures though at the cost of roughly ¼ of the total cargo capacity. Some were enthusiastic. Babylon 5. Dragon Light Fighter Base Hull (Unlimited Deployment) The Dragon was the standard Drazi fighter through the war. The need for gravity positive environment became so acute on the fringes of the Republic that several houses in conjunction developed and then marketed the Armus Long Haul Freighter. Peregrine Jump Cruiser Base Hull (Limited Deployment 33%) The only Drazi warship of the era equipped with Jump Engines. 1 . The Peregrine also operated a squadron of fighters. and not much inferior to the superb Orieni Templar. Though quite effective in the performance of it's mission of exploration and beacon route development. and were always heavily escorted. the Drazi have also been on a slow and bumpy road towards centralization. 2 of the pro-Orieni factions. What happened was the quick defeat Shrike Heavy Destroyer Base Hull (Unlimited Deployment) At the turn of the 21st century. and Dragons were always in short supply. Babylon 5 Wars TM & © Warner Bros. Although fragile. The intent was to have another nation on the other side of the Republic to draw away Centauri forces from the Orieni boarder. the new jump freighter. it was a dangerous opponent. many captains and crews loved the aggressive. Most wanted to wait and see. Even short haul carriers made use of the Armus and its comfortable working environment. Retreat has never been the Drazi way. the wildly successful Armus could be found throughout the Republic. the Drazi operated few carriers. now called the Capit Priority Freighter proved to be highly successful. Like the Centauri. but it's the best course when one of these valuable ships unexpectedly finds itself amongst enemies. The Drazi factions went every possible way. well-armed little Merlin for it's superior handling. Instead. and many were known to indulge in piracy or privateering. Unfortunately.NEW SHIPS & RULES Armus Long Haul Freighter / Capit Priority Freighter Base Hull (Unlimited Deployment) By the early 1700's. followed by a series of cargo canisters that ends with the engineering and primary drive section. Though never as numerous as the Armus. This ship and its variants made up the vast majority of the fleet. Nightowl Hyperspace Probe Base Hull (Restricted Deployment 10%) The Nightowl was a recent addition to the Freehold fleet at the time of the Orieni War. Although outfitted with a fairly powerful defensive weapons suite. recruiting and theories of organization and training. the Shrike was the standard Drazi combatant. it was clearly not meant for combat. A competent design. it was superior to the Centauri fighters of the time. leading the Freehold proper to sit out the war and continue reform attempts. The Drazi Freehold The Drazi Freehold forces of this era were even more disorganized and scattered than those of the 23rd Century. 4 B5W Showdowns-8 Rev. Peregrines were vital to the fleet's strategic mobility. Others saw this as a great danger. if not quite the equal of it's Centauri counterparts. they were too valuable to be committed casually to battle. The Orieni had made contact with some Drazi factions and were using technological bribery to turn the Drazi into a client state. By the 1900's. Merlin Frigate Base Hull (Unlimited Deployment) One of the first agile ships operated by the Drazi. and during this era had no regular forces. the overwhelming majority of the population belonged to factions that maintained their own military and naval forces. In 1970. The new Armus consists of a rotating nose section. Each had its own funding. the Centauri Empire had expanded to the point where existing freighters could no longer make the longest runs without incurring significant crew degradation due to exposure to long term zero-gee.

as several nations had only partial control over their forces. Although quite capable for a pirate ship. has always been plagued with piracy.2 NEW SHIPS & RULES Brigand Attack Cruiser Base Hull (Unlimited Deployment) On the Drazi-Centauri border. it wasn't really up to a toe-to-toe encounter with a warship. as even Drazi factions feel the need to plausibly deny raider operations that go sour. It is therefore hardly surprising that the Centauri Armus/Capit series of freighters have seen their share of conversions. As in later periods. the Flycatcher Frigate. Originally equipped with heavy plasma cannons. These ships were the type most commonly operated by Raiders during the Centauri-Orieni War period. mothballed ships to privateers for use as wartime auxiliaries. The Raiders Mankind. this older Drazi fighter was eventually in small-scale production by several organizations. weapons and a significant fighter compliment. Dudroma Defense Satellite Base Hull (Unlimited Deployment) The standard Drazi orbital defense satellite of the time. One important constant of raiding and piracy is that conflict distracts the fleets that otherwise would control the spacelanes and protect those who transport wealth. Along with the Usuuth Rowlon. many of which later went missing. Those who disapprove of raiders publicly often support them privately. 1 5 . the Kromala had priority for the refit to Particle Cannon. but the same two were often the origin there as well. this was one of the more common fighters in Raider hands. During this period. piracy was alive and well. they were more than enough to subdue merchantmen.in this case. Babylon 5 Wars TM & © Warner Bros. Looter Support Cruiser Base Hull (Limited Deployment 33%) Freighters have always offered a cheap baseline unit for developing a raider vessel. Pirates of this earlier period make somewhat less use of fighters. based on the hull of the old Osprey Destroyer. this powerful defensive installation was found above any planetary facility of significance. though the plasma armed version would remain in service for some time. but the stereotypical force would have been Drazi or Centauri. Corsair Base Hull (Unlimited Deployment) Like the Attack Cruiser. Raider bands are normally small. the gravity positive section. old Drazi warship hulls were the most common types operated by Raiders. in all of its guises and forms. In Raider hands. although exceptions were far from unheard of. the large cargo holds and most importantly. banditry and raiders in one form or another. notice by a real navy spells eventual doom for a raider band. The Freehold regularly sold off obsolescent. and other races were normally represented in pirate bands even if they were dominated by a specific race. This was equally true in the Earth year 2000 as any other time. so small forces with limited support are spun off where their loss will be survivable. Ships used for piracy came from a variety of sources. Kromala Defense Base Base Hull (Unlimited Deployment) The standard Drazi starbase of the era. This is not to say that others didn't also allow or support piracy. Incapable of standing up to more modern fighters. Many races were noted in the ranks of pirate bands. they were replaced in 1998 with particle cannons. the Drudroma were routinely installed around the more strategic military locations within the Freehold. gravity positive section and onboard fighter support. and are less likely to have access to jump drives. However. They are more likely to be privateers or naval units freelancing than in the later periods. the Looter Support Cruiser offers true deep space penetration for its owners by virtue of it jump engine. Adder Light Fighter Base Hull (Unlimited Deployment) Originally obtained through the Drazi privateering program. Babylon 5. its appearance around throughout the remainder of Drazi space tended to be somewhat erratic. two-thirds of the Capit's remaining cargo is replaced by a long cylinder permanently welded to the habitation section. Wealthier Raider bands often operated ships like this. Though a large and somewhat complex freighter. this ship was based on an old Drazi hull . Into this volume was crammed a number of system upgrades. As a cornerstone of Freehold defense. Though it remains a poor match to most navy cruisers. B5W Showdowns-8 Rev. the jump engine model that was developed for the Armus/Capit have made this a particularly coveted conversion.

Babylon 5 Wars TM & © Warner Bros. was prohibitive. Initial replacement of the Kastona began 2182 with the appearance of the first generation of Lakara cruiser. jump drives and refitted to the original laser armament.NEW SHIPS & RULES 2 The Abbai Matriarchate Kastona Cruiser Base Hull (Unlimited Deployment) The Kastona cruiser represents an evolutionary improvement in gravitic shield technology. the design was allowed to fall out of service with replacement returning to the larger and safer capital class vessel. The actual structural design plans where turned over the Alacans with the delivery of the first mothballed Kastona. Bochi Defense Satellite Base Hull (Unlimited Deployment) The primary defense grid satellite for the Abbai. To date. The result was a slightly undersized cruiser that achieved 100% shield coverage with only 4 shield projectors. Selatra Shield Base Base Hull (Unlimited Deployment) One of the primary reasons the Centauri could never take advantage of the Abbai was the bases the Abbai constructed. The laser cutters were replaced by additional assault lasers creating the most heavily armed Abbai vessel to date. The cost. All lasers were later replaced in 2020 with the new Assault Laser which served to enhance the fearsome reputation of the base. these old cruisers would serve with distinction at the center of the Alacan navy in the form of the Atrimis Light Cruiser. in terms of space taken up by the shields and supporting shield generator. The last Kastona would stand down from fleet service in 2205. the Bochi was deployed in an even mix of Medium Laser equipped versions and Laser Cutter versions. In 2016. By 1989 the offensive weapon mix included Laser Cutters and Medium Lasers. As a result. Tetrav Heavy Frigate Base Hull (Unlimited Deployment) The stablemate of the Kastona. The update in 2030 replaced both laser with the Assault Laser but more importantly improved the shield generator to the point where full 360 shield coverage could actively maintained. Though the Alacan lacked the wherewithal to construct HCV class vessels. A second refit in 2040 further improved shield protection and firepower. the Tetrav represented a reasonable addition of fleet capability and was the also fielded enhanced coverage gravitic shields debuted in the Kastona. With construction costs similar to equivalent capital class vessels. heavily armored vessels where its Laser Cutters were of limited effectiveness. Though quick and agile for its size the Tetrav suffered in encounters with larger. Nevertheless. the Kastona was designed in an attempt to reduce the number of shield projectors. The Assault Laser was the result of backwards engineered of the Centauri weapon. This allowed the mounting of a smaller shield generator while retaining the same level of active shield coverage. Stripped of their shield systems. they were able to produce a scaled down design known as the Tacomi Patrol Cutter. the Tetrav represents one of the few heavy combat vessel designs ever fielded by the Abbai. This problem was somewhat balanced by the replacement of the Laser Cutters in the 2019 Refit with Assault Lasers. The forward gravitic shield ratings were improved at the cost of smaller coverage zones while the aft shield coverage was expanded (though not improved). 6 B5W Showdowns-8 Rev. Three of the Kastona hulls were ultimately saved from the breakers when they were sold to the young Alacan race. A pair of laser cutters were supplemented by a single medium laser to give larger rakes against larger units. Very large for their time. Production of the Kastona was finally halted when it proved impossible to upgrade the old cruiser to include first the twin array and later the particle impeder. capital class vessels required no less than 6 shield units to achieve 100% coverage. the well armed and even better defended Selatra Class Shield Bases would see service for nearly 350 years before finally being replaced by the Pirocia Starbase. . the less robust HCV class vessels were viewed by Abbai Admiralty in a dim light. Ultimately. the Kastona upgraded to include a single new Assault Laser in place of the medium laser. 1 Babylon 5.

Change was slow and deliberate. The Davi Dynasty saw the Rogolons grow from a people dependent on muscle and wind power to the internal combustion engine and electricity. Babylon 5. the Comm Jammer was never deployed in large numbers and suffered from a shorter range than its next generation cousin. the Nota was re-equipped to act as a fleet ELINT asset due to the continuos pressure of the Centaui military arrayed on the Abbai border. caused the most changes to their beloved ways. and were geographically centered for the most part. The often delayed first generation Shyarie Jammer Frigate that finally replaced the Nota would not arrive until 2090 forcing the Nota to soldier on but the Shyarie would arrive with improved ELINT and the new Comm Disrupter which combined the effects of the Sensor Spear and Comm Jammer. a long period of stasis occurred due to the importance of custom and tradition. he was able to place his clan firmly on top of Rogolon society. and each new advance was carefully evaluated to ensure it did no permanent damage to the traditional way of doing things. Chapter 3: The Rogolon Dynasty Warriors and Peasants The Rogolons built a feudal nation. and for one reason or another the old ways died. Occasionally this failed. Over the next few centuries. 1 7 . The Nota was due for replacement at the time of the Orieni Centauri war and never received the Assault Laser upgrade. also of various standings. which stifled innovation. the Comm Disrupter. They were the pillars of convention and reaction. the Comm Jammer used electromagnetic interference to block the communications array of the targeted ship. a mix of traditional wars and new explorations gave the warriors a reason for existence. and the urge to explore. but also their efforts to find the most efficient means to war upon each other. The highest status warriors became the nobility. Though somewhat lightly armed the Nota carries both the Sensor Spear and Comm Jammer in addition to its formidable sensor array. It is likely that this would have remained the same until discovery by the rest of the galaxy had not a remarkable Rogolon noble named Len Davi had a profound effect on their society. There were peasants of various social levels and warriors of various social levels. Comm Jammer Class: Electromagnetic Modes: Special The second system to be replaced by the Comm Disrupter. B5W Showdowns-8 Rev. Clans were based around the retainers of noble families. Though Rogolon society was quite old. One of the main causes of new ways was the paradoxical warrior caste. becoming their first imperial family. with some nasty civil wars to break the routine. divided by clan and caste. the Sensor Spear degraded enemy sensors via a directed electromagnetic surge.3 THE ROGOLON DYNASTY Nota Deep Space Scout Base Hull (Restricted Deployment 10%) Originally designed as an exploration vessel. Originally intended to target fleet command ships. Over a lifetime of bloody war and feuding. Babylon 5 Wars TM & © Warner Bros. Faster firing than the later Comm Disrupter the Sensor Spear was 50% less effective. but the whole of Rogolon society attempted to limit changes to what they thought were improvements. Sensor Spear Class: Electromagnetic Modes: Special One of two systems that would ultimately be replaced by the multi-function Comm Disrupter.

Passive defenses were acceptable. Shortly afterwards. so an effort was made to build a powerful fleet for the expected traditional conflicts. 1 Babylon 5. The Rogolons never had enough exposure to the rest of the galaxy to overcome this initial start. always returning to the home system. An observatory on this almost airless world spotted a small object in the farthest reaches of their system. the warriors came and went. The Rogolons prepared gleefully for their new place in the universe. it quickly became obvious that existing Rogolon ships were not powerful enough to compete with these new races. and the terrible process of exploring hyperspace began. yet despite this realization. The warriors and their patrons made this the new objective. becoming the Rogolon Dynasty. At this time. but there was no interest in actually staying in these new systems. almost ritualistic. Tovin Small Warship Base Hull (Unlimited Deployment) This vessel was the first Rogolon reaction to the discovery of alien races. close to the Centauri. but active attempts to avoid injury were cowardly. The Rogolons began to build a small network of bases to allow deeper exploration as each new system was found. laying a ceremonial knot on the site to show piety and their loyalty to the Dynasty and their clanfathers. on the new wider stage. The Rogolon Fleet The Rogolon forces appear initially as a carbon copy of the Drazi though with less advanced technology and a more flawed doctrine. contact was made with the Centauri Republic. 3 Rogolon Technology Plasma Weapons and Missiles Perhaps because of their highly stylized. but far enough away to be inefficient to conquer. the Rogolons still 8 B5W Showdowns-8 Rev. but the only thing that saved the Rogolon Dynasty was the inconvenience of their location. The Orieni were large. which gave every appearance of being artificial. Only scholars and those tasked with supporting long term exploration stayed. Babylon 5 Wars TM & © Warner Bros.THE ROGOLON DYNASTY The Final Frontier The day finally arrived in the Earth year 1863 when Rogolon Warriors set foot on their closest world. Missiles The Rogolon ships of the era only used Basic and Heavy missiles. The Rogolons quickly realized they were outmatched in every way. The major powers found themselves too focused on each other to pick the Rogolon Dynasty off. They were not alone. In 1956 exploration teams from the Dynasty met an exploration team from the Orieni Empire. The whole society expected any aliens to be roughly as themselves. The Rogolons had a traditional and rather stylized manner of fighting which rewarded personal honor and espoused lack of concern for active protection. wealthy and powerful. rules of combat the Rogolons did not invest a lot of effort into the development of weapons technology. New Worlds By 1889 the first missions into the gate took place. Great ships were sent on farther and farther trips into the beyond until the day came that an expedition was able to set up a base on a nearby asteroid and begin studies. Exposure to raiders was not dangerous enough to show the limits of Rogolon doctrine and the existing attempts to build more capable ships and fighters was seen as sufficient to correct any weaknesses. This become less obvious as closer inspection shows the Rogolon clans to be loyal to the Royal family and centrally controlled. The imperial family ceremonially renamed themselves after their people. . No other special missile types are available to the Rogolon fleet. close to the Orieni but away from the current line of expansion. Tried and true plasma weapons and missiles were relied upon to the exclusion of other development and no active defense weapons or interceptors of any kind were even seriously considered.

The ship was intended to be the standard warship of the fleet. Babylon 5 Wars TM & © Warner Bros. It was a capable design within the limitations of Rogolon technology and doctrine but. B5W Showdowns-8 Rev. The fighters were certainly respectable. though they were never a popular posting with offence-minded Rogolon warriors. like the rest of their forces it was no match for either of their neighbors. Tolov Warship Base Hull (Unlimited Deployment) This ship was the second Rogolon warship constructed after contact with others. this 1951 design was intended for defense of the fleet against enemy fighters. if uninspired design. Packing a significant offensive firepower in its heavy plasma cannons and class-SO missile racks. it was not a screening vessel by design and is best thought of as a little cruiser. It was an adequate. with sturdy armor. 1 9 . Shogalov Planetary Defense Base Base Hull (Unlimited Deployment) This class of base was an impressive sight. not warfare as it occurs in the rest of the galaxy. the fighters were lost. Chelek Light Fighter Base Hull (Unlimited Deployment) A lackluster light fighter. the Rogolons developed a small ship which could be easily constructed and used the resulting Tovin to quickly bulk up their navy. but concern arose that it still wasn't competitive with Centauri or Orieni ships. no matter how vital it appeared at the command level. The light fighter was reluctantly accepted as a way to engage in honorable duels with enemy fighter pilots. good structure and a powerful armament. In response. but the numbers were too low to make the doctrine work against the Centauri. seeded within minefields and around bases. a concept not appreciated by the fleet itself. This reduced the Tolov to merely another stepping stone towards the definitive warship. but it was still constructed in large numbers while the Rogon Large Warship was under development. The Centauri had learned from Orieni HKs how to deal with fighter Babylon 5. Larger vessels would follow in years to come. and as soon as adjustments were made for the increased range. the Tovin shows the Rogolon's total disregard for active defenses. intended to allow ship killing fighter strikes in which small teams of warriors could prove their mettle against the foe. It was a larger Tolov with improved fighter capacity and even more firepower.3 THE ROGOLON DYNASTY attacks by this time. The vessel epitomized Rogolon warship theory and was a potent vessel by any standard. failed to appreciate warfare as the rest of the galaxy practiced it. Vostor Super Heavy Fighter Base Hull (Unlimited Deployment) This was a large and potent assault fighter with a missile heavy armament and an aft turret to supplement the pair forward.33%) The Rogon was the final Rogolon ship of the era. This ship was a larger Tovin with light fighter capacity added. The fighter entered service in 1974. in the correct circumstances. Tasco Defense Satellites Base Hull (Unlimited Deployment) These OSATs were an important part of Rogolon defenses. The ship was dangerous at any range. provided it was not under fire from fighters with a ship-killing capability or massed ballistics. but the Rogolon fighter pilots always remained touchy about their essentially defensive role. it also appears to be overly specialized for ritualistic Rogolon battles. Unfortunately. Rogon Large Warship Base Hull (Limited Deployment . While the Tovin's size is comparable to conventional frigates or corvettes.

The growing technology base had led to the ability to reliably reach the local moon. and a competing secular coalition. Some desired to follow the most direct descendant of the Founder. Great influence was placed on philosophy. they were to keep an opponent from being created at home. This changed in the Earth Year 745. only remote and tiny populations had not been unified into the new order. Each standing faction was charged with recruiting a percentage of the manpower required for the fleet. That there was no opponent was beside the point. The grandson of the Founder finally succeeded his father. None of these were absolute and all had splinters that more or less agreed. shove. and by the Earth year 1898. With no siblings. of relatively normal beings. created and led by a charismatic new leader who was soon known as The Founder. none. The Coalition Fleet aggressively punished raiders in their own system. 1 . The last was the choice made.THE USUUTH COALITION 4 Chapter 4: The Usuuth Coalition Genesis The Usuuth were a relatively normal nation. This was the golden era of scholarship. the Centauri Republic made contact with the Usuuth Coalition. But then the unthinkable happened. The Usuuth became a buffer state. The Centauri built and operated a commercial gate orbiting one of the moons of the major gas giant. They neither excelled nor otherwise deviated from the norm in appreciable ways. after a period of endowment to start the operation. but each faction agreed the others were too dangerous to possess such abilities. and for protection. and their incorporation as Centauri subjects. These remote areas were gradually incorporated and a period of wonder and magnificence arrived. By the death of the Founder. He was able to rapidly turn large portions of the planet into dedicated believers and crusades swept the continents to unify the people in religion and politics. learning and the search for greater understanding of everything. The Usuuth began a major armaments program. Or so it seemed. lest they be dashed to pieces between these rivals. schisms appeared. with the rise of a new religion. Within three years. The Coalition Fleet Since it was now possible to use local space. all were agreed. so from the very beginning large portions of their ships were armed and designed as warships. Wars and struggles became the normal state of life. the unified people spit into faction and group. Babylon 5 Wars TM & © Warner Bros. while the Orieni operated one orbiting one of the moons of the more ornamental gas giant. and the fleet was responsible for paying for itself using the aggressive exploitation of available resources. but were willing to split if push came to 10 B5W Showdowns-8 Rev. There was plenty for all. surviving groups were able to create regions in which they were dominant. semipermanent coalitions of factions were in place. it was decided that no other faction could be allowed to dominate orbit. but instead sat down to discuss what to do with this new border zone as part of comprehensive talks held several times over the period of Cold War between the major powers. to include the universe. while others followed the appointed religious leader in the Founder's home province. The Centauri were perfectly willing to set up the needed steps to allow for the conquest of this new discovery. Others desired to follow the most direct male descendant. and within a month was dead. This process served them well for many years. Competition In the Earth year 1936. or a new group. The Coalition Fleet was created from members of every important faction. The Orieni Empire also discovered the Usuuth. The fleet felt the need to prevent the others from possessing or gaining control of space by force if needed. Then the universe changed. Neither side bothered to speak to the Usuuth about the situation. earning the reluctant Babylon 5. The Violent Years With the fall of the world-state. After a period of chaos. the remaining factions scrambled for dominance or influence. Usuuth merchants began to operate throughout known space followed by those criminals who found reasons to belong to the existing raider bands. or devise ways of remaining in existence despite lack of a state. the only solutions were all. There were two major religious groups defined by who they believed was the successor to the Founder.

Talks were attempted with each major power seeking to buy or lease habitable worlds to settle. but both major powers were greatly amused at the thought the Usuuth might possess enough treasure to compensate for the loss of a habitable world. and no forces were committed. and a forlorn hope was sent to destroy the Orieni flagship. trading damage and range for a reduction in size and increased fire rate. and began a short but gallant defense. the Usuuth managed to develop no less than 5 other weapons systems in a surprisingly short period of time. The defenses on the Centauri side of the Usuuth Coalition were much less powerful. did any good when the Orieni arrived in force. Babylon 5 Wars TM & © Warner Bros. the particle hammer was intended to land the heaviest blow possible in a single directed burst.4 THE USUUTH COALITION approval of the Centauri and Orieni. who each maintained public support for raider suppression. Heavy Particle Projector Class: Particle Modes: Standard Simply an enlarged version of the Particle Projector. They were not able to resist the overwhelming assault. The Usuuth mobilized all forces available for a defense of the homeworld. From this basic weapon. Usuuth pickets at the Centauri end warned the Centauri and requested aid. Usuuth Technology Particle Projector Class: Particle Modes: Standard Purchased by the Usuuth from Centauri traders. as part of the prearranged defense plan for the Coalition. the Particle Projector was used as the baseline for all internal advanced particle weapon development. the Usuuth inserted additional capacitors and enlarged the primary emitter to create a harder hitting and longer ranged weapon. all organized resistance was crushed. and each saw use for raiders who covertly did as they desired. None of which. Destruction Unknown to the increasingly desperate Usuuth. However. due to size constraints and the limited power source on the Usuuth fighters a number of modifications were necessary to mount a pair of the new weapons. the Orieni had long seen them as the key in the future final war between the Centauri and Orieni. An equal number feel the Centauri achieved the LPB through parallel development. 11 . Some historians believe the light particle projector was subsequently copied and improved by the Centauri who renamed it the Light Particle Beam. 1 Babylon 5. There were two ways out of their home system. The Coalition Fleet quickly realized the worst was underway when Orieni battle units began to arrive. The primary result was a slight reduction in damage. Dilemma The Usuuth found themselves in a trap. beyond the Coalition Fleet's ability to handle. Hyperspace navigation was difficult at best. In less than a week. the Orieni committed the Strike Group and Elite to quickly suppress the Coalition Fleet and position themselves to spearhead the breakthrough into the Republic. occupation troops were landing to replace the Elite. there was basically no way to build a fleet of explorers to seek an Usuuth solution. The price for these increases came in the form of a longer reload time and greater power demand. The Coalition picket units at the Orieni gate were destroyed with only enough time to raise the alarm. but with virtually no supplies of Quantium-40. When the war finally arrived in 2001. and both were occupied by powerful nations. The increasing fortification between the major powers made an offensive into that region virtually suicidal. unfortunately. While deadly to light vessels and many of the more fragile Centauri units. But the Republic wasn't ready. the incredible bulk of the Orieni's mother ships reduced the shock effect of this weapon to little more than an annoyance Light Particle Gun Class: Particle Modes: Standard The Light Particle Gun is simply a Light Particle Projector mounted on a fighter. Light Particle Projector Class: Particle Modes: Standard The light particle projector is simply a miniaturized version of the Particle Projector. and the most destructive war since the 13th Century was underway. B5W Showdowns-8 Rev. Particle Hammer Class: Particle Modes: Standard The ultimate expression of the particle projector technology.

Essentially a super heavy fighter. the Usuuth were able to pack a number of heavier weapon most fighters would have never been able to carry or arm. a mix of this new vessel with the Serron would provide a nice solid mix of covering fire and close assault. Very few of these expensive vessels were completed before the Coalition fleet was wiped out by the Orieni invasion. the Usuuth were forced to establish a fleet capable of dealing with a major strike from either of its neighbors. While most of the Particle Hammer construction would be dedicated to the new Orthuus. While the bugs were hammered out of the new weapon. Damage 12. A well-balanced ship. The theory was ultimately proven wrong but the Serron acquitted themselves before being wiped out. the Serron Attack ships packs two heavy particle projectors into a reasonably maneuverable hull. 1 Babylon 5. it was the only class they ever constructed which possesses a jump drive. Cost 8. Serron Attack Ship Base Hull (Unlimited Deployment) The primary warship of the Usuuth Coalition. Damage 14. It was hoped that if enough Serron could be produced it would make any assault on the Usuuth system to expensive to justify. Usuuth Mines The Usuuth had enough time to begin experimentation with mine warfare. Cost 18. this fighter's primary use would instead be against the Orieni. Coalition Commanders rapidly came to appreciate the longer range offered by the Particle Hammer. accuracy +4.33%) The largest warship built by the Usuuth. With extra space made available by the reduced engine and the removal of the crew. the Baroon could be launched from the planets surface thereby easing maintenance and deployment headaches. but only a few important locations were properly defended and all were weak by galactic standards. where its heavy armor was useless and its low thrust its Achilles heal. This left very little resources for static planetary defenses such as base stations and defense satellites. Signature 3 Ruga Captor Mine. Sarlon Sniper Serron Variant (Rare) In order to test the new Particle Hammer. In theory. . Dovarum Micro-Sat Base Hull (Unlimited Deployment) With resources limited to a single system (and even that somewhat contested by the Centauri and Orieni). Signature 2 Baroon Escort Cutter Base Hull (Unlimited Deployment) Serving as both an Escort for fleet units and a local area police vessel. Babylon 5 Wars TM & © Warner Bros. Better than mines. 12 B5W Showdowns-8 Rev. which in turn opened the way for successful H-K strikes. the Orthuus mounts a diverse particle weapon load-out backed by a fighter group of no less than 2 full squadrons. the Usuuth modified two Serron Attack ships as a weapon test beds. Rowlon Armored Fighter Base Hull (Unlimited Deployment) A reasonably well-armored type for its time. Designed to counter Centauri aggression. the Usuuth engineers provided an engine and thrusters that left the unit only able to pivot. Signature 2 Orthine Proximity Mine. Range 4. the Baroon had excellent maneuverability and was valued for its anti-fighter abilities. sufficient numbers were available to outfit a few of the new Sarlon Snipers. Orieni Templar interceptors would inflict catastrophic losses on the Rowlons they encountered. scheduled for installation in the new Orthuus Battle Leader under design. Lightly armed. Cost 6. With little recourse the Usuuth settled on a massive easily produced minefield and the odd little Dovarum Micro-Sat. shoals of these small satellites where inserted into orbit only to be blow away by the oncoming Usuuth hoard. this medium fighter mounted two linked Light Particle Guns.THE USUUTH COALITION 4 The Usuuth Fleet Orthuus Battle Leader Base Hull (Limited Deployment . less than true defense satellites. Sootha Proximity Mine.

This latest and most daring attack led the Centauri to begin to take the raiders more seriously.5 SCENARIOS Historical Outcome The Raiders defeated the Centauri escorts and captured one of the Logistics ships. chosen by the Centauri player. Babylon 5. 1 Victory Conditions The Centauri win if they destroy all the raider ships and/or disengage the Virlisi Logistics Ships. in a location and heading determined by the Raider player (and the results of the Jumping into Combat roll). The Raider player then determines which hex his jump point will form in on turn 1 using the Jumping into Combat rules. 4 Corsairs Fighters: the Looters are fully loaded with Adder light fighters. 2 Navask Escort Destroyers. Fighters: The Looter is fully loaded with Adder lighter fighters. The Raiders enter through a jump point formed by the Looter. 2 Virlisi Logistics Ships. and a trap was set. The Raiders win a significant victory if they can disable or destroy the Centauri ships. to better equip it to deal with the increased raider activity. The trap had been baited and set. Each cargo bay carries 12 Phalan-M missile fighters (armed with 4 missiles each) and the fighters can be launched at a rate of 6 per turn. Special Rules One of the Virlisi. All Centauri ships are moving at speed 6 and must be set up within 2 hexes of another Centauri ship. The Raiders win if they destroy or drive off the Centauri warships and disable at least one Virlisi. (While a scan of the ship would detect the modifications the Raiders do not suspect the trap and have no reason to perform such a scan). 3 Virlisi Logistics Cruisers Raiders: 2 Looter Support Cruisers. The Royal Navy responded by sending additional supplies to a key outpost. Standard rules for a Jump engagement and Jumping into Combat are in force. The raiders cannot detect which Logistics ship has been modified until the fighters have been launched. has been modified to carry fighters. 2 Brigand Attack Cruisers. the Centauri player secretly records his ships location near the center of the map. The other ship escaped to a nearby Centauri outpost. 4 Tacit Police Cruisers. The scenario uses a floating map. Using its navigational data they backtracked the raiders to their hidden base and prepared to launch an assault. floating Centauri: Balciron Destroyer (1985 refit). they managed to capture the computer records of one of the Looters virtually intact. Chapter 5: Scenarios from the Orieni War Peace and Quiet (2000) Drazi raiders had begun attacking shipping in a border sector with increasing frequency. Kindling (2000) The Centauri allowed information to be leaked about a shipment of valuable materials being transferred to the nearby outpost. 13 . Options To make things more realistic. 2 Tacit Police Cruisers . No one seriously believed that the raiders would dare attack a Centauri military convoy. Also see Special Rules below. Babylon 5 Wars TM & © Warner Bros. More importantly. Historical Outcome The Centauri ambush managed to disable or destroy most of the Raider ships. Set Up Terrain: Standard map. Special Rules This is a Jump Engagement using the Jumping into Combat rules. 3 Corsairs. have all Centauri ships at Patrol Stations. These fighters start in their hanger. but harder on the Centauri. Using the setup restrictions above. Set Up Terrain: Standard Centauri: Navask Escort Destroyer. B5W Showdowns-8 Rev. Raiders: Looter Support Cruiser. Victory Conditions The Centauri win if they disable or destroy all the Raider ships. All Raider ships emerge from the jump point at speed 4.

4 Steadfast Escort Corvettes. many of these ambitious young commanders saw it as a golden opportunity to win honor and glory for their Houses and the Republic (and to ensure their rank and privilege). centered in hex 3509. However. the Centauri launched an assault to destroy it. Furthermore. . and 3 Vengeful Laser Frigates enter via jump point on turn 1. the Royal Navy was allowed to send vessels to act in support. 6 Balciron Destroyers. 2 Navask Escort Destroyers Raiders: Looter Support Cruiser. but is unarmed. The Looter Support Cruiser has an Expert Technician. Note: This is a large battle that takes place in 3 stages. 2 Balcirax Strike Destroyers. Historical Outcome Despite the House commander's best efforts to the contrary. The Storm Front Missile Corvettes each carry 12 Heavy Missiles. Unfortunately for them it was these dreams of glory. The Felennas' assault shuttles are not prepped for combat and are thus unavailable. 2 Felenna Garrison Ships. Service on the ready fleet was a highly prestigious position and many commanders looked forward to taking prominent places within the Republic after their term of military service ended. The Raiders win if they cause a Centauri loss. If the Raiders successfully disengage the Looter Support Cruiser.SCENARIOS The Spark (2001) Having located the raider base of operations. 5 The Raiders win a major victory if they destroy or disable all the Centauri ships. 2 Tacit Police Cruisers Royal Navy Forces: Balciron Destroyer. The Looter is fully loaded with Adder light fighters. rather then sound tactical plans. the Centauri lose. they may only attack the raider base or a raider unit that is either within 20 hexes of the base or that has fired upon one of their ships. Stage 1 Set Up Terrain: standard map Centauri Forward Attack Squadron: Talvan Attack Cruiser. The Centauri win a major victory if they destroy the Raider base. Babylon 5 Wars TM & © Warner Bros. and also disengage the Looter Support Cruiser. A moon. Standard rules for a Jump engagement and Jumping into Combat are in force. When word reached the ready fleet of the declaration of war against the Orieni. 3 hexes in diameter. Unfortunately the local House insisted that it had jurisdiction over this sector and that its forces lead the assault. For Honor and Glory (2001) The Centauri maintained a standing battle force near the Orieni border. The Balciron destroyer has received all applicable refits. disable the Looter Support Cruiser and disable or destroy all other Raider units. and 4 Navask Escort Destroyers. Set Up Terrain: Standard map. 4 Corsairs Fighters: The Felennas carry full loads of Glaive light fighters. 14 B5W Showdowns-8 Rev. House Forces: Celerian Warcruiser. that filled the minds of the commanders as they jumped into Orieni space. Orieni Fleet: Prophet Command Ship. Fighters and Missiles: The Prophet carries 2 flights Templar Interceptors and 3 flights Shining Star Improved H-Ks. Special Rules There is a raider outpost on one hex (chosen by the Raider player) of the small moon. The House forces are lead by a total incompetent and are subject to the Unprofessional Squadron rules. speed 4. ready to attack at a moment's notice. The House forces and Royal Navy forces support each other. the Centauri managed to defeat the raiders with minimal losses. If the Celerian is destroyed or all House forces are disabled the Centauri lose. a finding that would have momentous results. the Centauri discovered an Orieni technical advisor. 3 Brigand Attack Cruisers. Aboard the captured Looter Support Cruiser. is located in the upper right quadrant of the board. 2 Storm Front Missile Corvettes. The outpost has 100 boxes of structure and 2 points of armor. 1 Babylon 5. Victory Conditions The Centauri win if they destroy the Raider base and disable or destroy all the Raider forces.

Standard rules for a Jump engagement and Jumping into Combat are in force. Historical Outcome The Centauri forces. The Prophets each carry 2 flights of Templar Interceptors and 3 flights Shining Star Improved H-Ks. Kendari Fleet Scout. The lower edge of the resulting map is the atmosphere of an Orieni planet. Victory Conditions Orieni Victory: The Orieni win if they destroy all the Centauri carriers. 3 Commune Group Leaders. are under the control of the Commune Group Leaders. Babylon 5. Kill Zone by: Bruce Graw (2001) In the first days of the war. 6 Balciron Destroyers. the 8th Superb Fleet moved to attack an Orieni system where they believed they would have an easy victory. with their combat screens too far ahead of their main force and carrier squadrons. launched from the nearby Orieni base. Orieni Fleet: Prophet Command Ship. Standard rules for a Jump engagement and Jumping into Combat are in force. Stage 3 Set Up Terrain: standard map Centauri Fleet Flagship Squadron: Centaurum Battleship. Special Rules All Centauri jump engines were recently used and have only had 5 turns to recharge. the Orieni successfully fed the Centauri the information they wanted them to see. The Centaurum Battleship carries 2 flights of Phalan M Missile Fighters armed with 4 missiles each and equipped with navigators. All Centauri jump engines were recently used and have only had 5 turns to recharge. Lulled into a false sense of security and a feeling of their own superiority. the Centauri responded just as the Hand of the Blessed expected them to. The Prophet carries 2 flights of Templar Interceptors and 3 flights Shining Star Improved H-Ks. Stage 2 Set Up Terrain: standard map Centauri Carrier Squadron: Sakar Carrier. Any other result is a Centauri victory. Babylon 5 Wars TM & © Warner Bros. and were allowed to retreat to Centauri space. deployed badly. 2 Steadfast Escort Corvettes enter by jump point on turn 1. Time and again. 2 Kasta Support Carriers. The Orieni were able to defeat the fleet in detail. An additional 3 flights of Shining Star Improved H-Ks.5 Special Rules SCENARIOS Fighters: The Kendari carries 1 flight of Glaive Light Fighters. 2 Navask Escort Destroyers. Fighters: The Sakar carriers 4 flights of Glaive Light Fighters and 4 Flights of Phalan Assault Fighters. Victory Conditions Orieni Victory: The Orieni win if they destroy the Centaurum and the Kendari. The Centauri disintegrated into a routed mob. B5W Showdowns-8 Rev. 6 Steadfast Escort Corvettes. Set Up Terrain: Use two maps arranged so that the field of play is 42x60 hexes. in their eagerness to engage the enemy. Special Rules All Centauri jump engines were recently used and have only had 5 turns to recharge. speed 4. where they then mowed them down. 1 15 . 2 Navask Escort Destroyers Orieni Fleet: 2 Prophet Command Ships. Victory Conditions Each side can win if they disable or destroy more of their opponent's ships then they lose themselves. 2 Storm Front Missile Cruisers. 3 Vengeful Laser Frigates enter via jump point on turn 1. scouts and carriers. Centauri Victory: The Centauri win if they can prevent the Orieni victory. Standard rules for a Jump engagement and Jumping into Combat are in force. 4 Talvan Attack Cruisers. Each Kasta Support Carrier carries 2 flights of Phalan Assault Fighters. destroying the command ships. speed 6. The Orieni had only to wait while the Centauri moved into the prepared kill zone.

. The Benevolent is fully loaded with Templar Interceptors. speed 10 or less. facing the Centauri. Orieni Minor Victory: One satellite survives. Set Up Terrain: Standard map Orieni Strike Force: Paragon Strike Force Command Ship. Usuuth Coalition Fleet: Orthuus Battle Leader. The hope was that the two great powers would be unwilling to risk a direct assault against the homeworld defenses. 1 Celerian. but could not destroy the other before their entire fleet was lost.SCENARIOS Centauri: 1 Centaurum battleship. Vigilant are divided as desired by the Orieni player into two groups. Draw: Destroy both satellites but no ships escape. The Assault shuttles are being held back for the ground invasion of Usuuthir. 16 B5W Showdowns-8 Rev. Special Rules The Benevolent Heavy Scout must expend 1 EW every turn to jam Usuuth communications to prevent them from warning the main fleet of the Orieni arrival. Special Rules The Centauri may not begin jumping out until turn 10. Babylon 5 Wars TM & © Warner Bros. facing center. All ships have received the applicable refits Victory Conditions Centauri Major Victory: Destroy both satellites and at least three ships escape this trap. they are destroyed. When word of open hostilities between the Centauri and Orieni reached the Coalition Fleet Command. Centauri fighters are all aboard their carriers. The Othuus Battle Leader is fully loaded with Rowlon Light Fighters. Their only means of disengaging is jumping out. 2 Navask. Victory Conditions Usuuth victory: a warning is broadcast to homeworld or the capital ship manages to disengage off the far map edge Miraculous Usuuth Victory: All Orieni forces disabled or destroyed Babylon 5. Centauri Minor Victory: Destroy both satellites and at least one ship escapes. Historical Outcome The Centauri rolled over one of the satellites. and will not take part in this battle. the other within 5 hexes of the right map edge. Each group must contain at least 2. 2 Storm Front. only every fourth H-K flight is made up of Shining Stars (the others are Shining Lights). 4 Serron Attack Ships. set up within 5 hexes of 2130. speed 12 or less. 6 Steadfast Escort Corvettes. The Usuuth must get at least one ship (not fighter) outside the range of this jammer to broadcast a warning to their homeworld. 1 Kendari. facing down. 3 Obedient. 1 . 1 Benevolent Heavy Scout. while up to half of all Orieni fighters can begin play deployed in the same hex as their carrier (having launched on the previous turn). 1 Balciron. The Centauri cannot leave the combined map.000 points of ships not including fighters. hope was not enough. 3 Steadfast. Orieni: 1 Prophet. trapped between two giants whom they could neither avoid nor defeat. 1 Commune. If they do. Players can choose which fighters they wish to have except that all Orieni hangar bays capable of carrying H-Ks are using them instead of other fighter types. The first Orieni units jumped into the Usuuthir system not far from the secondary jump gate and fell on the Coalition picket forces without mercy. 1 Nalor armored cruiser. This jamming has a range of 40 hexes. Vengeful. 1 Benevolent. 5 The Invasion of Usuuthir (2001) The Usuuth had long existed in a state of fragile neutrality. speed 4. Unfortunately. 1 Leevan minesweeper. There is also one Skywatch in 1055 and another in 3355. Orieni units enter through a jump point on turn 1. All ships have the applicable refits. Standard rules for a Jump engagement and Jumping into Combat are in force. One begins within 5 hexes of the left map edge. 2 Sarlon Snipers. Orieni Major Victory: Both satellites survive. This early in the war. 3 Vengeful Laser Frigates. Fighters: Both sides have appropriate fighters for the year (2001). they mobilized their best ships against the possibility of invasion. 12 Baroon Escort Cutters Neutral: Jump gate Fighters: The Paragon is fully loaded with Templar Interceptors and Shining Star Hunter-Killers.

5

SCENARIOS
Historical Outcome
The Usuuth attacked courageously and managed to seriously damage the Command Ship before the crippled Orthuus completed its mission, ramming and shattering the giant Prophet. Unfortunately, the Usuuth were mistaken about the identity of the mother ship. It was not Strike Admiral Hakei's command ship, but rather one of several Prophets that had escorted the ground forces into the system. While its loss was a blow to Orieni pride, it had no effect on the invasion. Usuuthir was formally declared a protectorate of the Orieni Empire roughly a day later.

Orieni Victory: All Usuuth ships, but not fighters, disabled or destroyed Total Orieni Victory: All Usuuth units disabled or destroyed and no warning is sent to Usuuthir

Historical Outcome
One of the Serron Attack Ships managed to escape the Orieni jamming long enough to broadcast a warning to Usuuthir before the entire picket force was destroyed. The Coalition was thus as prepared as it could possibly be when the Orieni Strike Force arrived. It is doubtful that this made any difference in the long run.

Desperation
(2001) The Coalition fleet gathered to defend Usuuthir, only to be swept aside by the sheer power of the Orieni Strike Force. Even as the first Orieni assault ships carrying their ground forces began to jump into the system, the scattered remnants of the Usuuth forces made a desperate attempt to at least slow the invasion. They believed they had located Strike Admiral Hakei's command ship, directing the invasion from a remote point beyond the main force. A handful of undamaged ships recalled from the picket force near the Centauri jump gate were ordered to destroy Hakei's ship, whatever the cost.

That's a Minesweeper?!
by: Richard Bax
(2001)When the Orieni forces arrived in the Lukantha system, they found the large but uncoordinated Centauri 23rd Standard Fleet in a state of near hysteria. Without a strong central command presence, the 23rd had deteriorated into a collection of individually controlled task groups. Task group commanders responded to the impending invasion with ill-considered and often conflicting orders. Some commanders opted to abandon Lukantha altogether, jumping out for the Zwiest system. Most of those lacking jump capable ships chose instead to hurl their forces at the wellcoordinated ranks of the Orieni fleet, a brave but ultimately futile gesture. A few slipped into hiding at the fringes of the system with, the hope of later striking a more telling blow. One such force managed to intercept a communication indicating the need for a minesweeper to take care of the dense mine fields surrounding the Lukantha colony. The Centauri commander on the spot reasoned that if he could pick off the minesweeper, he could delay the invasion, thus slowing down the Orieni advance and giving the Republic time to organize. Though he commanded only an undersized strike group, the commander reasoned that he'd only be engaging support elements, which would offer only light resistance. It would be a glorious victory. Unfortunately, the Centauri commander failed to reckon with the Orieni predilection for large multimission vessels. The lightly armed minesweeper turned out to be a little bigger than he bargained for.

Set Up
Terrain: Standard Map Orieni Fleet: 1 Prophet Command Ship, 4 Steadfast Escort Frigates Usuuth Coalition: Orthuus Battle Leader, 3 Baroon Escort Cutters Fighters: The Prophet only has 6 Templar Interceptors; all other fighters and H-Ks have been lost, and its assault shuttles are already landing ground troops outside the capitol on Usuuthir. The Orthuss is fully loaded with Rowlon Light Fighters

Special Rules
The Usuuth fighters and LCVs may ram. The Orthuus battle leader may ram if it has lost at least 2 structure blocks.

Victory Conditions
Usuuth: destroy the Prophet Command Ship Orieni: prevent the destruction of the Prophet

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SCENARIOS
Set Up
Terrain: Use standard map layout with no terrain. Centauri: Balciron, Falenna, 3 Tacit within 2 hexes of hex 0303, facing direction C at Speed 9. Orieni: Vigiliant, 2 Steadfast, 2 Obedient, 4xResolute freighters within 3 hexes of hex 3924, facing direction F at Speed 6. Fighters: The Orieni Vigilant has 6 Templars and 6 Minesweeping Shuttles in its hangar at the start of the scenario. The Centauri Falenna has 6 Glaives deployed in the same hex as the Falenna, with 6 Lakrit Assault Shuttles still in the hangar.

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annihilated. However, there would be no second pass, as heavy fire from the Vigilant backed by the returning Steadfasts and Obedients erased the remains of the Centauri task force. The Vigilant would limp into orbit and proceed to sweep the minefield away, though it would be some time before it would be fully repaired.

Better Lucky than Good
By: Darryl Hushaw
(2001) As the Orieni achieved success after success in their initial push into Centauri space, it appeared that their prewar objectives would all be met regardless what happened between the Centauri and the Drazi. After Kazat was bypassed and Lerrust had fallen, the next target was Quadrant 3. The arrival of replacement ground forces was critical to this operation, and convoy of Enlightenment assault ships and Resolute freighters was duly assembled. Given the state of the Centauri military and the defensive capabilities of the Enlightenments, it was decided not to spend the time needed to gather an escort force. On this occasion, however, fortune deserted the Orieni.

Special Rules
The Orieni force must exit the map on the opposite side with the Vigilant and as many Resolute Freighters as possible (The freighters are carrying spare minesweeping shuttles and supplies for the assault fleet). Ships that exit the map on any other side are assumed destroyed. Centauri units that exit any side of the map are assumed disengaged and are lost for the remainder of the scenario. The Orieni force jumped in system 10 turns ago using the Vigilant's jump engine and thus cannot jump out for another 15 turns. Neither side's fighters may ram until their particular carrier is destroyed. The Centauri ships have the applicable refits.

Set Up
Terrain: Standard Centauri: 1 Garut survey ship, 1 Celerian, 1 Nalor enter via jump point on turn 1, speed 4. Orieni: 2 Enlightenment invaders, 2 Resolute freighters Fighters: Both Enlightenments are carrying two flights of Templars, which begin the scenario in the hangar. The Garut is carrying Glaive interceptors, which begin the scenario within two hexes of their mother ship.

Victory Conditions
Centauri Major Victory: Vigilant and all freighters destroyed Centauri Minor Victory: Vigilant and 2 freighters destroyed. Draw: Vigilant destroyed. Orieni Minor Victory: Vigilant and 2 freighters survive. Orieni Major Victory: Vigilant and all freighters survive.

Special Rules
The Orieni ships are at Patrol Stations. Standard rules for a Jump engagement and Jumping into Combat are in force. All ships have the applicable refits.

Historical Outcome
Despite their initial shock over the size of the Orieni minesweeper, the Centauri drove in towards the Orieni force. Met short of their main target by Orieni escorts and the Vigilant's fighters, the Centauri managed to fight their way through. In the resulting close range pass, the Vigilant was heavily damaged and two freighters were

Victory Conditions
The Centauri win a minor victory if they destroy both of the Resolutes without loss. They win a major victory if both of the Enlightenments is destroyed, regardless of Centauri losses.

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SCENARIOS
Fighters: The Kasta carries one flight each of Glaive interceptors and Phalan assault fighters, each deployed within 2 hexes of the carrier, speed 8, facing A. Both Paragons are carrying two flights of Templars and 6 assault shuttles but no HunterKillers, which are still being saved for the attack on the base. Their assault shuttles are not prepped for combat. The fighters begin the scenario deployed.

The Orieni win a minor victory if the Centauri are driven off without losing more than one freighter. A victory is achieved if the Garut is destroyed and at least one Enlightenment survives. They win a major victory if a Centauri warship is destroyed and the Enlightenments both survive.

Historical Outcome
The Centauri ships, which had exited hyperspace sure that intelligence reports of a possible troop convoy in the area would prove false, could not believe their good fortune at finding it by chance and in an unprepared state. After destroying a Resolute in his first pass, the task group commander was unnerved by the fighters and missiles that began launching from the assault ships. Steeling himself for a second attack, he pressed it home, losing the Nalor, but destroying the second freighter and mortally wounding one of the Enlightenments. The loss of troops and supplies in this engagement contributed significantly to the overall poor performance of Orieni forces during the siege of Quadrant 3.

Options
Use a floating map and require Centauri units to disengage by either distance or acceleration; add a Celerian or remove the Communes from the battle groups to adjust the scenario's balance.

Special Rules
Jump Engagement and Jumping into Combat rules are in force. All Centauri jump engines were recently used and have had only 2 turns to recharge. Both Paragons have elite crews.

Victory Conditions
The objective of the Orieni ambush is to eliminate the Centauri squadron as an effective fighting force. The Centauri commander, having been drawn into a trap, must escape it with his force as intact as possible. The Orieni win if they disable or destroy all the Centauri ships, while the Centauri win if half of their force escapes off the bottom edge of the map intact.

Feint and Strike
(2001) Centauri outposts were well defended, not only with well-armed bases and minefields, but also with defensive fleets. In order to overwhelm the bases, these fleets had to be eliminated. The Orieni began a series of raids, trying to draw the Centauri out, and away from the protection of their fixed defenses. Unfortunately for the Republic, they succeeded.

Historical Outcome
Although the commander of the Centauri task force was quick to realize his error, the use of two veteran Strike Force battle groups to spring the trap meant that only a single crippled Balciron returned to its base with news of the disaster.

Set Up
Terrain: Standard. Centauri: 1 Celerian war cruiser, 1 Kasta support carrier, 1 Balcirax attack destroyer, 2 Balciron, 1 Navask. All ships within three hexes of 2221, facing A, speed 8. Orieni: decoy group–1: Commune battle leader, 2 Steadfast, 1 Obedient within 2 hexes of 2206, facing A, speed 6. Battle group–1: 1 Paragon, 1 Commune, 2 Steadfast, 1 Vengeful, 1 Storm Front, 1 Obedient. Battle group–2: 1 Paragon, 1 Commune, 3 Steadfast, 2 Obedient, 1 Vengeful. The battle groups each enter through a jump point using the Jumping into Combat rules.

Hunter-Killer
(2001) With the Centauri fleets removed, the Orieni advanced upon the outposts themselves. Using Hunter-Killers and long-range bombardment they crippled the Centauri defenses, and then moved in to mop up the rest.

Set Up
Terrain: Standard. Terrain: Set up two maps next to each other so that the field of play is 42 X 60 hexes.

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facing A (up). speed 6. as the Centauri tried desperately to prevent the Vigilant from accomplishing its mission. 4 Tacit within 3 hexes of the base. speed 8. 1 Commune. Their assault shuttles have been landed for this mission and replaced by an additional flight of Shining Stars. 1 Balciron. With the minefield breached. facing E (left). Fighters: The Worthus has four flights of Glaive interceptors. 2 Felanna. Otherwise. of House Syma. 500 points worth of mines deployed within 10 hexes of either the base or the defensive satellites. and 3629. speed 6. this did not consider the House leadership in question. a Balcirax. Scratch forces. and add 2 Celerians. All fighters are deployed within 2 hexes of their carrier (same facing and speed). 1 Navask. 2 Obedient in hex 2230. 2 Balciron. One of the most notable of these was Battle Group Procurator. The Storm Fronts are carrying full load-outs of Kinetic Kill missiles. not competence. Historical Outcome A sharp fight quickly developed around the minesweeper and its escorts. the Centauri hoped to hold their ground instead of simply slowing the Orieni offensive. and a Navask to their forces. often built around House squadrons. 2 Tacit within 3 hexes of 4206. while the Felanna has a poor crew. When the Centauri warships made a subsequent attempt to break up the minesweeping operation. The Prophet has two flights of Templar interceptors Babylon 5. 1 Strela. Special Rules Both Paragons have elite crews. the Centauri usually found themselves off balance and out of position. the mobile units driven off. while the Benevolent has a flight each of Templars and Shining Lights. speed 8. instead of the fearsome Strike Force. The Vigilant carries one flight of Templars. facing A or B (up). 2 Vengeful.SCENARIOS Centauri: Worthus star base in hex 2230. While it sustained heavy damage. 1 Obedient within 2 hexes of 0322. 4 Steadfast within 2 hexes of 3760. 2831. the way was clear for a mass Hunter-Killer strike. in large part due to the efforts of its Templars and screening Obedients. they were driven off by one of the Strike Force battle groups. Since this thrust was by regular Orieni forces. 3 Steadfast. 1 Storm Front. Set Up Terrain: Standard Centauri: Valtor strike cruiser Procurator. Along with token RN forces. All Templars are within 2 hexes of their mother ships. but keeping their command ships relatively intact. giving them four flights of these H-Ks apiece. 1 Storm Front. speed 6. Last stand of the Procurator (2001) During the initial Orieni advance into Centauri space. which broke up repeated attempts by 20 B5W Showdowns-8 Rev. Options Assume that either the Centauri mobile units escaped the previous ambush attempt or that reinforcements arrived. 4 Legion-A OSATS in hexes 0729. losing escort ships and attrition units in the process. 1531. facing D (down). 1 Nalor armored cruiser. 1 Benevolent. Unfortunately. Both Paragons have their full complements of Templar interceptors and Shining Star HunterKillers. Orieni: 1 Prophet. 1 Felanna garrison ship. 3 Steadfast within 2 hexes of 0760. the support ship survived. speed 8. Support Group–1 Vigilant. Battle Group–2: 1 Paragon. Babylon 5 Wars TM & © Warner Bros. 1 . 1 Commune. and the nearest OSATs put out of action. facing F or A (up). and overall the battle typified combat during the early phase of the war: the Orieni invariably achieved their objectives. While House Syma forces were readily available for this effort. speed 4. facing A (up). were sent to stop or delay the Hand of the Blessed. while the Felannas are carrying Phalan assault fighters. 5 Glaives and Phalans to destroy the Vigilant. Enough Shining Stars struck home to strip the weapons (and much of the structure) off one of the base's sections and clear the way for a direct assault by the Orieni warships. facing D (down). the Centauri win. facing B (right). The base was eventually destroyed. Orieni: Battle group–1: 1 Paragon. speed 8. while the Felanna carries a flight of Phalan assault fighters Their fighters are deployed within 2 hexes of their carriers. the flagship of the House fleet and its squadron were sent into action against the rampaging Orieni. Fighters: The Strela has a flight of Glaive interceptors. Victory Conditions The Orieni win if the starbase is destroyed. 1 Vengeful. this was due to fortuitous location.

the Balciron .5 SCENARIOS aid. and instead charged straight at the Orieni command ship. Blue Drazi leaders managed to convince the leaders of the Red and Gold factions to meet them secretly and discuss the details of an alliance against the Centauri. While the Royal Navy Felanna and Tacits screened the Procurator. Centauri Fleet: Celerian Warcruiser. Options Add a Commune to the Orieni battle group or a Celerian to the Centauri forces. 2 Shrike Destroyers. Also. realized the futility of attempting to win a battle of maneuver with his inexperienced and poorly trained forces. the other House Syma ships scattered. 2 Felenna Garrison Ships. After endless negotiations. The Peregrine's jump engines have 20 turns left to recharge. The Felennas' assault shuttles are not prepped for combat and are thus unavailable Victory Conditions If the Procurator is destroyed. This gives the Centauri a notable advantage. Set Up Terrain: Asteroid field. Unfortunately one of the Gold faction chiefs of staff was a long time spy for House Kasto. the Strela. distrust of the Blue Drazi as they did of the Centauri. who alone had survived the destruction of Procurator’s C & C and managed to abandon ship. The Procurator has not received the 1966 refit (House Syma was reluctant to take their flagship out of service for the upgrade). while the Centauri win if the Prophet is destroyed. 1 The Drazi Front (2001) As the war opened the Orieni met with a string of successes along the Centauri border. Fighters: The Peregrine is fully loaded with Dragon light fighters. Torma returned from the battle convinced that his House had been set up to fail. No more then 1 flight of fighters may be deployed at the start of the scenario. and passed word of the meeting along to the Centauri. Special Rules The Centauri force is an unprofessional squadron. or more. Blue Drazi Fleet: 1 Peregrine Jump Cruiser. The Drazi fleet must be deployed within 3 hexes of each other. have the Drazi ships be at Patrol stations. The leaders among the Drazi Blue Faction. and three flights of Shining Light Hunter-Killers still in the hangar. a view already held by the rest of the Syma nobles. Victory Conditions Minor Drazi Victory: The Celerian Warship and Balciron Destroyer are destroyed. While only a few were openly or secretly unwilling to fight the Centauri. brother of the commander of the House military forces. The Centauri enter through a jump point using the Jumping into Combat rules. already launched and within 3 hexes of their mother ship (same facing and speed). but not before recovering a lifepod containing Torma Syma. and 3 Merlin Frigates. Balciron Destroyer (1985 refit). but their allies among the Drazi proved less successful. found it difficult to win support from more moderate Drazi factions. Options To be more realistic. the Orieni win. it drew fire from every Orieni unit within range and was destroyed. The surviving Centauri ships fled. Crippled and uncontrolled. B5W Showdowns-8 Rev. While the Procurator was able to deal punishing blows to its counterpart. Babylon 5 Wars TM & © Warner Bros. spooked by hunter-killers or engaging in duels with Orieni escort ships. those it received in turn were worse. the Nalor. Drazi Victory: The Peregrine Jump Cruiser escapes into hyperspace. Centauri Victory: The Peregrine Jump Cruiser is destroyed. 21 . and 1 Felanna have poor crews. Its assault shuttles are not prepped for combat and are unavailable. Total Drazi Victory: All Centauri ships are destroyed or disabled and the Peregrine survives. most had as much. Special Rules Jump Engagement and Jumping into Combat rules are in force. Historical Outcome Torma Syma. Scatter 20 asteroids randomly around the board. 2 Navask Escort Destroyers. Both Felennas each carry 1 flight of Glaive light fighters. Although the RN units under his command had supported him to the best of their ability. who had long benefitted from covert Orieni Babylon 5.

While the Blue Drazi continued to harass the Centauri throughout the war. Victory Conditions The Orieni win if the Centauri forces are destroyed or forced to disengage. one Orieni. 1 Navask. In contrast. Pride of the Fleet (2002) Perhaps the greatest weakness faced by the Centauri Republic early in the war was the disunity of its forces. but secondary. led the Royal Navy to demand and eventually receive greater control over the training and deployment of House forces. The Prophet has three flights of Templars deployed within 2 hexes of the carrier (its assault shuttles have been landed). Set Up Terrain: Standard Centauri: House Madrin––1 Celerian. all ships belonging to the House Lotori squadron have poor crews. 4 Steadfast. well-organized command. many of which could not see past their own conflicts. the Orieni had a central. The results of this battle. any units with Sentinel Point Defense systems will not screen ships of another House from Orieni fire. which will increase its House's influence in the Centaurum. Orieni: 1 Paragon. Babylon 5. along with similar setbacks at Tagarhd and elsewhere. The squadron that achieves this will be able to claim victory (the actual defeat or destruction of the Orieni force being an important. Victory for the Centauri is determined not by an overall defeat of the Centauri. but also that their forces were more badly mauled in the fighting than their Orieni counterparts. Historical Outcome While the Centauri forces outnumbered and outgunned the Orieni battle group. which was more than willing to use the Centauri's pride against them. Unprofessional squadron rules are in effect for all the Centauri forces. 5 Options This scenario is best played by four players. 1 Balcirax. while the Centauri HCVs all have their fighters within 2 hexes of their ships (same facing and speed). Babylon 5 Wars TM & © Warner Bros. consideration). with 3 flights of Shining Light Hunter-Killers in the hangar. While the Houses will not fire upon each other. they alone did not present a credible threat and the Drazi front was considered effectively pacified. Time and again. no effort should be made to rescue or defend crippled ships belonging to another House. and three Centauri (one commanding each of the House squadrons involved). but by which of the three House squadrons does the most damage while suffering the fewest losses. 1 Balciron. while the Felannas are carrying Phalans. In addition. this proved successful. 1 Commune. The three squadrons are separate entities and should not coordinate their efforts in any way––for example.SCENARIOS Total Centauri Victory: All the Drazi ships are disabled or destroyed and the Celerian and Balciron survive. 1 . The Blue Drazi faction was thrown into chaos as new leaders struggled to seize control and the chance for an alliance with Red and Gold factions was lost. Orieni units enter through a jump point. 2 Obedient. all other Centauri vessels present have received the applicable upgrades. The Lotori Sakar has not received the 1980 refit. etc. 1 Storm Front. Fighters: The Lotori Sakar carries one squadron each of Glaive interceptors and Phalan assault fighters. neither are they interested in cooperation––each desires the glory of an unaided victory over the Orieni invaders. 20 B5W Showdowns-8 Rev. 2 Felanna. 1 Strela. House Bleda––1 Nalor. while the Madrin Balciron and Tacits and the Bleda Strela do also. 1 Strela. incompetence and a complete lack of interest in coordination on the part of the commanders of the three House squadrons involved meant that not only did the Cetnauri not achieve a clear victory over their opponents. 2 Tacit. The bulk of Centauri military might was under the control of the many rival Houses of the Republic. The Orieni Commune and one of the Steadfasts have elite crews. Special Rules The Jump Engagement and Jumping into Combat rules are in force. 1 Navask. House Lotori––1 Sakar. The Sakar may have half its fighters deployed within 3 hexes of the carrier (same facing and speed). Historical Outcome The Centauri jumped in on the surprised Drazi force and managed to quickly destroy the Peregrine (killing the Blue Drazi leaders) before disengaging and returning to Centauri space. The Strelas have Glaives aboard. 1 Balciron.

which belonged to House Kiro. Alpha 1. In the event.5 SCENARIOS Historical Outcome The Orieni ships were able to devastate the Mermas system's commercial infrastructure and defensive installations. begin in the hangar). the Prophet's 2 flights of Templars are within 3 hexes of their mother ship (same facing and speed). 1 Vengeful. was targeted for a reconnaissance in force. House Kiro was part of the trade faction in the Centaurum. changing the Prophet to a Paragon (with elite crew). one of the Obedients to a Commune. and exploit these successes. The Orieni enter through a jump point using the Jumping into Combat rules. The Centauri score a victory if two Orieni escort ships are destroyed. losing the Obedient in the process. 3 Tacit. The Daverous has Glaive interceptors. 1 Commune. the raid also had the effect of pushing the Trade faction in the Centaurum into solidly backing active prosecution of the war. Orieni command ships proved themselves a force to be feared. 1 Vengeful. While Mermas was somewhat out of the way. Centauri: 1 Daverous civilian base in hex 1615. Centauri units enter the map through a jump point. Centauri: 1 Optine battle cruiser. Fighters: The Kasta has 2 flights of Glaives deployed within 2 hexes of the carrier (same facing and speed). Babylon 5 Wars TM & © Warner Bros. The need to simply repair rather then replace their mighty warships was a considerable advantage for the Orieni. Set Up Terrain: The scenario takes place within a dust cloud. and other Centauri systems during the initial Orieni offensive. Babylon 5. and 1 Obedient. Although actions like this were seen as necessary if the Imperium was to eliminate the Centauri's economic superiority. it was the turn of the regular navy to step to the fore. House forces came to believe that Orieni command ships could not be killed. 2 Steadfast. Fighters: The Prophet has 3 flights of Templars (the Uplift assault shuttles have been landed) and 3 flights of Shining Light H-Ks. two Legion-A OSATS in hexes 1809 and 1823. The Mermas Raid By: Darryl Hushaw (2002) After the Strike Groups took Lukantha. and 3 Armus are also in system. The Orieni player scores a victory if this is accomplished without losing a single ship. with 3 flights of Shining Light H-Ks in the hangar. 3 Steadfast. Orieni: 1 Prophet. 1 Kasta. All fighters begin the scenario deployed (H-Ks. 2 Talvan attack cruisers. They score a major victory if the Prophet loses a side. 1 Virlisi. The Mermas system. Royal Navy commanders therefore decided that they must destroy at least one of these ships. and facing the same warships again and again was very demoralizing for the Centauri. the command ships usually managed to withdraw. To Kill a Giant (2002) As the conflict between the Empire and Republic widened. which meant that there was a good chance Mermas would be lightly defended and at the same time bustling with commerce. and an astounding victory if the Prophet is destroyed. 2 Navask. this turned out to be exactly the case. Even on occasions when the Orieni were defeated. Victory Conditions The Orieni task force's mission is to cause as much damage to defensive installations and commercial traffic in the Mermas system as quickly as possible. 1 23 . 2 Capit. Options Make the Orieni battle group a Strike Force unit. of course. 3 Obedient. and the Shining Light H-Ks to Shining Stars. Set Up Terrain: Standard Orieni: 1 Prophet. 2 Balcirax. 1 Storm Front. to prove that it could be done. Special Rules Jump Engagement and Jumping into Combat rules are in force. B5W Showdowns-8 Rev. All ships have received the applicable refits. and 100 points of mines.

Fighters: The Prophet carries a full load of Templars and Shining Light H-Ks. . 24 B5W Showdowns-8 Rev. as this is a special Royal Navy task force assembled specifically for this mission. which assumed even greater urgency once they began encountering them regularly and en masse. its squadron racked up a staggering number of kills. 2 Steadfast. Set Up Terrain: Standard Centauri: 1 Sakar. Both used lighter fighters as interceptors. the Prophet might have escaped the battle (albeit grievously hurt) if the additional damage caused by the cloud hadn't proved more than the gravely injured ship could bear. The Strela carries a flight of Glaives. Since he often faced the worst the Centauri had to offer. 1 Strela. The Optine and Talvans have elite crews. 1 Tacit within 5 hexes of the right map edge. Swarm (2004) The Orieni relied on Hunter-Killer drones as their offensive long-range weapon of choice. All begin play aboard their carriers. Use a standard map. All ships have the applicable refits. Orieni: Prophet. All fighters begin the scenario deployed within two hexes of their mother ship. although the Prophet was badly damaged and had to return for repairs. Centauri: 1 Optine. 1 Commune. The ship showed an amazing tendency to pop up in one place when the Republic's intelligence analysts thought it was somewhere else entirely. Fighters: The Prophet carries 18 Shining Stars and 18 Templars (6 of them replacing the Uplifts normally carried). Even so. the Orieni as a natural counter to the Hunter-Killer. Her destruction brought a much-needed boost to Centauri morale. speed 10 or less. which had come to believe the results of battle against the Hand of the Blessed to be foreordained. facing right. speed 6. Victory Conditions The Centauri win if the Prophet is destroyed. he was often proven correct. Its captain grew so bold that he ordered an attack even when faced with great odds. which they always expected other nations to adopt as soon as they realized the advantages. facing left. 1 Sakar. 5 Special Rules The Prophet has one level of Elite Crew. Victory Conditions Whichever side holds the field of battle is the winner. while the Optine has a Poor Crew. 1 Strela. 1 Babylon 5. speed 10 or less. while the Centauri used attack fighters only as part of their forces. The captain received a medal for his spectacular victory. but whose warships' crews were equal in training and skill to the best the Orieni had to offer. and a new ace squadron was assembled and sent out to wreak more havoc. Babylon 5 Wars TM & © Warner Bros. while the Strela has one flight of Glaives. Deuce by: Bruce Graw (2003)The Orieni had an "ace" Prophet called the Believer's Arm that operated on a variety of free-ranging seek and destroy mission throughout contested space. 1 Obedient within 3 hexes of 0417. 2 Navask. Set Up Terrain: Empty space. facing B or C (right). especially among House forces. with the same speed and facing as the carrier. Historical Outcome The Orieni won. The Sakar has 18 Phalan and 6 Phalan-M with navigators. Ace vs. while the Sakar has one squadron of Glaives and one flight each of Phalan and Phalan-M assault fighters (with navigators). and the Centauri as a defense against the H-K. Storm Front within 5 hexes of the left map edge. The problem the Centauri faced was possessing enough interceptor fighter strength to protect against H-K swarms while maintaining enough fighter capacity to allow the deployment of the swarms of attack fighters needed to break through Orieni defenses.SCENARIOS Special Rules The Jump Engagement and Jumping into Combat rules are in force. speed 6. within 2 hexes of 4014. Orieni: 1 Prophet. 1 Balcirax. 1 Balcirax. 2 Devout. facing F or E (left). As a result. for he felt he was indestructible. Historical Outcome The Orieni battle group received a considerable shock when it was attacked within a dust cloud by a Centauri squadron that not only outnumbered it.

More vital sites were well enough protected that beacons either failed to survive. but lost all their fighters and were forced to await replacements. Special Rules All ships have received the applicable refits. this gambit rarely proved successful. If 3-4 land. If they also destroy the assault ship. As these worlds seldom contributed a noticeable amount to the Orieni economy. 1 Options Have the Orieni squadron begin the scenario at Patrol Stations. they are assumed destroyed. facing F. Strategically. and felt that they were at least as capable in dealing with subject races as the Orieni. Any fewer and the Orieni have prevented a successful insertion. Babylon 5 Wars TM & © Warner Bros. make all the Phalan assault fighters the Phalan-M variant. Both sides managed to find such links during the war. Psychological Warfare teams and SOF were to be inserted on Orieni worlds. the scenario was a draw. but only twice did this have significant results. Therefore. They may only disengage by forming and entering a jump point. Set Up Terrain: Standard Centauri: 1 Astur assault ship hex 4215. 25 . Add a Balciron or a Commune to the respective task forces for balance. it was necessary to place the teams. The Centauri knew the Orieni held many subject people. Bad Luck (2005) Both sides maintained exploration programs seeking new routes into enemy territory. Historical Outcome The Orieni killed more enemy ships. speed 6). the Orieni proved adept at keeping their subject peoples relatively pleased and in line. and they only served to expand the area devastated by combat. In practice. On the few occasions the Centauri were able to raise a revolt. seeing the punishment of “traitors” as more important than retaining the value of the planet. Though they were able to land complete teams on targeted planets several times. facing E (left). Luck Counts (2005) The middle period of the war was a dynamic struggle in which neither side was able to hold territory once it was taken. If 5 or more shuttles land. the special ops team has an outside chance of accomplishing its mission. As this period began. if there are any Centauri units on the board at the end of the turn. Both times occurred during the middle period of the war. Orieni: 1 Commune. The Centauri must land the shuttles on a planet represented by the hex row on the right edge of the map. Babylon 5. B5W Showdowns-8 Rev. the first Centauri offensive into Orieni space occurred. 3 Steadfast. facing B (right). The fortuitous discovery of a jump point at a key time would allow heavy enemy forces to be bypassed and vital planets to be damaged. this response had little effect on the conduct and outcome of the war. The Centauri hoped that the task of subduing the revolts they expected to raise would require precious ground combat forces to be maintained there. and 2 Obedients will jump in (within two hexes of hex 3923. To this end. the insertion has succeeded. On turn 5. the Orieni ruthlessly bombarded the planet from space. Victory Conditions The side that destroys the most opposing ships wins.5 Options SCENARIOS Special Rules This scenario lasts 6 turns. Their jump engine will be recharged on turn 6. Historical Outcome This effort was never as successful as the Centauri had hoped it would prove. however. Victory Conditions Victory is measured by how many shuttles reach the surface under their own control. All ships have received the applicable refits. and were expected to pave the way for later conquest. instead of at more decisive points. or were never laid. speed 4. 2 Steadfast in hex 1004. The Astur is carrying 8 Lakrit assault shuttles. and the attempts were usually fraught with peril. an Orieni battle group consisting of a Prophet (with 18 Templars and no assault shuttles or H-Ks). speed 4. they win a major victory.

Options Assume the incident occurs in 2006. Fighters: The Faithful Search is carrying 2 flights of Templars. 12 Templar anywhere in the 01XX-10XX hex rows. Babylon 5 Wars TM & © Warner Bros. an overwhelming Orieni force is considered to arrive. Templar. A modifier of -1 maybe applied to the die roll. Victory Conditions Victory or defeat is determined by compared CPV. The listening post is considered to have a defense value of 10. but can achieve no better than a draw if neither the Prophet nor the listening post are destroyed. both players secretly record starting locations. 1 Steadfast. 1 Prophet. When the H-K strike approached. 2 Balciron. 2 Obedient. 1 Highguard-B each in hexes 0314. the Orieni forces launched a full Hunter-Killer strike. 1 Kasta . the returning H-K strike and pursuing Centauri ships enter in the 42XX hex row. 1 Jenas. Special Rules The Centauri player writes down jump point locations in any hex in the 38XX or higher hex rows. Remember not to use all of your Jump Engines. 1Celerian. representing the ability of the Centauri ship to report its location to headquarters. As all Centauri ships except the Kendari are House units. 2 Seeker reconnaissance corvettes. the Balciron was able to survive until reinforcements appeared and drove off the Orieni exploration force. supported by Templars and several medium warships. His brief was to harass Orieni forces and facilities in the less significant systems (those with little or no permanent population) in his patrol sector. 0316. so that more powerful forces can respond. Orieni: 1 Faithful Search explorer. which begin the scenario deployed in the same hex as the mother ship. The Prophet may not jump out unless the listening post is destroyed. The Centauri can jump out at any time. 1 Tatros. each placing one ship or flight at a time. One Jump Ahead By: Klebert L. gathering intelligence. & 0716.1 Nalor. 1 Vengeful. On turn 15. The Orieni and Centauri players should alternate placement. Centauri: 2 Balcirax. Any starting speed desired may be used. It has a 'CPV' of 500. Remember not to use all of your Jump engines. . any speed of six or less. with the following caveats: the Orieni can do no better than a draw if both the listening post and the Prophet are destroyed. and is destroyed after taking 100 points of damage.SCENARIOS Set Up Terrain: Standard Centauri: 1 Balciron. you'll probably need some to escape! On turn six. Special Rules The Orieni force appears in a jump point on turn 0. Victory Conditions The Orieni must destroy the Balciron within 5 turns. an enterprising young House Admiral operated a raiding squadron out of Bukaas. On one such raid against a listening post in a system with several minor facilities he was surprised to find a Prophet mother ship and its consorts supporting the normal garrison forces. 2 Steadfast. All ships have the applicable refits. As the Centauri squadron lurked at a distance. Use the Jumping into Combat rules. Historical Outcome In this particular instance. speed 12. is fired upon as if it were a Capital ship. Forces consist of 10 each Shining Light. if the Centauri forces are still hanging around. due to the previous reconnaissance. Hall (2005) During the uncertain fighting during the middle phase of the war. they have not received the most recent refits (2000 and later) available. and microjumped with the rest to attack the Orieni forces by the listening post. the Centauri admiral decided to take a chance––instead of escaping into hyperspace he left part of his force to harass the strike. 1 Falenna. 0714. The Orieni ships have received all applicable refits. Shining Star. Before the scenario starts. and 1 Strela will jump into combat using the special rules below. Have the Balciron begin the scenario at Patrol Stations. 5 Set Up Terrain: A small moon occupies hex 0515 and the six surrounding hexes (the listening post). causing its crew to pledge eternal gratitude to their benefactors. and add a Jenas attack frigate to the Centauri force. 1 Babylon 5. you'll probably need some to escape! Orieni: 1 Skywatch each in hex 0512 & 0518. Centauri medium ships and fighters can disengage by leaving 26 B5W Showdowns-8 Rev. and 20 Glaive.

2 Talvan. Set Up Terrain: Standard Centauri: 1 Optine. all at the cost of the Nalor. B5W Showdowns-8 Rev. and assorted damage to the rest of the force. All others were to be sterilized. to include loss of a side. The Orieni fought these operations with a desperate ferocity. The Orieni must score 10 or more points. faced a growing loss of quality due to loss of key personnel and a replacement system that was totally unwilling to compromise on individual quality. Set Up Terrain: Standard Centauri: 4 Tavor siege vessels. 3 Tatros enter the map by jump point anywhere along the 4200 map row. Orieni: 1 Paragon. Fighters: The Kasta has deployed both its flights of Glaive interceptors. which fled after losing two Tavors and having the survivors heavily damaged. All units have the applicable refits. their forces were mauled also. The Planet can launch 12 H-Ks per turn. 1 Balcirax. while those on the planet are Shining Lights. The Orieni. and one of the Skywatch OSATs while damaging many other forces. Babylon 5 Wars TM & © Warner Bros. Historical Outcome Endless waves of Orieni hunter-killers eventually proved too much for the bombardment force. the Prophet. Historical Outcome The Centauri jumped into the system in good order. 1 Devout Fighters: The Sakar has 2 flights of Glaives and 2 flights of Phalans. count as 4 Orieni points. The Penitent and the Skywatch have Shining Star H-Ks. however. to say nothing of the damage inflicted on the planet's surface by Centauri mass drivers. using standard rules for any that exceed the available control capacity. 2 Talvan. 1 27 . all other Centauri ships may only disengage by jump vortex. Operation Dross (2005) Since the Centauri were stung by their earlier failures in attacks on Orieni controlled worlds. speed 4. The planet has enough H-Ks that its supply may be treated as infinite. 1 Sakar. or a Storm Front to the Orieni side. 2 Navask. any destroyed or on a ship which is lost. any damaged but still operational are two Orieni points. Babylon 5. Special Rules One side of the map represents the surface of the planet to be bombarded. 1 Commune. Force on Force (2006) The Royal Navy continued to seize more control over the Centauri forces as the war progressed. 1 Steadfast. The Paragon is carrying 4 flights of Templars (one replacing the assault shuttles) and 3 flights of Shining Star H-Ks. Professionalism was increased and ship types were standardized. 4 Steadfast. Unfortunately for the Orieni. giving them a tactical victory.5 SCENARIOS engagement and Jumping into Combat are in force. meaning many personnel simply were not replaced when lost. and 2 Obedients form the mobile defense force. 1 Commune. 2 Jenas attack frigates. 1 Leevan. Options Add a Kendari to the Centauri force. the plans for the new offensive through Rogolon territory envisioned employing ground forces only against worlds needed to support the attack. and were able to destroy the listening post. Standard rules for a Jump Options Give the Talvans and Commune elite crews. have the Orieni mobile units begin the scenario at Patrol Stations. 1 Kasta. Victory Conditions Victory is based on the number of Mass Drivers in operation on turn 12. Orieni: 1 Penitent in hex 1715. Any Centauri mass drivers on ships that withdraw are counted as an Orieni point. 2 Balciron. 1 Vengeful. 1 Skywatch and 2 Highguard-B set up within four hexes of the left edge of the map. the map. This was easiest to see in the occasional stand-up fight between battle squadrons of the best each fleet had to offer. but were only able to end them by inflicting losses that gradually made the offensive too difficult to sustain. Orieni units are permitted to ram. 2 Tatros escort frigates.

Not Petty Annoyances By: Mark Graves (2007) Once the Syma coup attempted ended in failure. the Centauri Royal Navy turned its attention to the House. Set Up Terrain: Standard House Syma: 1 Valtor. No ships present have any of the post 2000 refits. 1 Leevan. 1 Celerian. 1 Kasta. Fighters: All fighters are Glaives. the Syma forces won the fierce battle. . 3 Jenas. same speed and facing. the advantages of attacking a transitional government seemed to outweigh the disruption of carefully laid plans.SCENARIOS Special Rules The two sides deploy their ships along the long edges of the map. facing A. a situation which both Syma and Imperial leaders tried to exploit. 1 Felenna. While the emperor's surprising death had caught the House off guard. 1 Jenas and 1 Tacit within three hexes of 0710. 2 Celerians. Historical Outcome While early in the war the Hand of the Blessed came out well even when engaging Royal Navy units. with the effects of an Expert War Leader. Although the Centauri were never able to gain an outright advantage over their opponents. the House fleet got under way for Centauri prime. 1 Balciron. facing E. 1 Falenna. so that its fate would serve as a message to other ambitious nobles. 1 Kasta. Politics by Other Means By: Mark Graves (2007) With the death of Emperor Rafani. 1 Kendari. succeeding on a roll of 1-5. Historical Outcome Historically. but the House nobles were disturbed that most of the uncommitted forces went over to the Imperials. 2 Strelas. one that would end quite soon thereafter. speed 4. Imperial faction: 1 Talvan. 1 Nalor. the resulting struggle of attrition was one that the Orieni could not win. 1 Strela. facing B. The scenario uses a floating map. facing F. and begin the scenario in their hangars. 1 Navask. Furious at the placing of what it considered petty bickering before the war effort against a dangerous and implacable foe. by the middle period of the conflict. 28 B5W Showdowns-8 Rev. he is no longer allowed to roll for activation. Fighters: All fighters are Glaives. Accordingly. speed 4. succeeding on a roll of 1-3. Uncommitted ships: 1 Balcirax. 1 Babylon 5. 2 Falennas. Then the Imperial player selects a ship and rolls a D10 to activate a ship. the period immediately after this battle was probably the high point of House Syma's long history. the Syma player may roll for the activation of a single neutral ship. Victory goes to the survivor. the Navy determined to punish House Syma severely. speed 6. and is treated as a key leader. 2 Celerians. 2 Tacits and 1 Astur within three hexes of 3622. and begin the scenario deployed within two hexes of their carriers. Babylon 5 Wars TM & © Warner Bros. speed 4. Royal Navy: 1 Centaurum. Victory Conditions The side that holds the field wins the day. speed 4. 1 Strela. If either player disengages or has no more ships left. Both the Paragon and the Optine have elite crews. 1 Kasta. Victory Conditions Arm yourselves and God Preserve the Righteous. only to be intercepted by ships belonging to Houses of the Imperial faction. 2 Balcirons and 1 Jenas within three hexes of 3712. its edge was rapidly disappearing. and 1 Tacit within four hexes of 1424. 1 Talvan. Although they were unaware of it at the time. House Syma felt the time was ripe to seize the throne. Landis Syma is present on the Optine. 5 Special Rules At the beginning of each turn. 1 Tatros and 2 Tacits within three hexes of 0619. Some of the forces present felt no strong loyalty to either side. Set Up Terrain: Standard House Syma: 1 Optine. even in a losing fight. facing C.

Fighters: All ships are loaded with appropriate fighters of any desired type available in this year (2007). Historical Outcome The engagement was a decisive RN victory. but the Centauri may not. Vigilant. All ships have the applicable refits. Any result other than these is a Navy victory. The Orieni ordered their surviving ships to retreat. facing C. The right edge is the start of the planet's atmosphere. but one squadron refused to stand by and watch the world be devastated. Celerian. 4 Tavor within 5 hexes of the right map edge. Finally. the Royal Navy was relentless in its pursuit of the disgraced House leadership. but in the event. 1 Strela and 1 Tacit within two hexes of 0806. They attempted a desperate counterstrike that was. Babylon 5 Wars TM & © Warner Bros. Kendari. Commune. he was unable to reach them. though the game (if outgunned) Syma force was able to put about half of the Navy squadron back in the shipyards for major repairs. facing right. same speed and facing. which begin the scenario within two hexes of their carriers. All Navy ships have all the applicable refits. The Talvan has an elite crew. as a decoy force. Add an Optine to the House forces. The single-minded intensity of the Navy's hunt was beyond the comprehension of the Syma nobles. or victory based on destruction of RN ships. carrying Lord Syma himself. Falenna. Babylon 5. Kasta. speed 6. Missile fighters have missiles but no navigators. Historical Outcome The RN force destroyed the Kasta. who failed to see how the circumstances of their attempt to seize power differed from any other in the Republic's history. 3 Vengeful enter through a jump point in 1021. Ramming by the House ships is permitted in this case. 1 Balciron and 1 Falenna within two hexes of 3324. speed 4. Historians have speculated that Lord Syma thought he would be able to find sanctuary among the Houses of the Abbai faction. while House ships do not have any of the post 2000 upgrades. All fighters begin play aboard their ships. They are permitted to ram. Special Rules The Orieni may not disengage unless they destroy all four Tavors. Orieni: Benevolent. Steadfast. facing the planet. 2 Devout. Set Up Terrain: Use a standard map.5 Options Special Rules SCENARIOS Victory Conditions The Syma player has the option of selecting prior to the game victory conditions based on the survival of the Kasta. Paragon. If the former. Pursuit By: Mark Graves (2007) Once the Syma coup failed. which is believed to have carried Lord Syma and his immediate family. Special Rules The House Strela has a poor crew. sadly. Speed 6. Victory Conditions The fleet that destroys the most enemy ships wins the battle. If the latter. House Syma: 1 Kasta. B5W Showdowns-8 Rev. Lord Syma decided to turn and fight. Fighters: All fighters are Glaives. Centauri: 2 Astur. facing F. Centaurum. 1 29 . the Syma player wins if he destroys either the Talvan or both smaller ships. Set Up Terrain: Standard Royal Navy: 1 Talvan. Ramming is permitted by Navy ships that have lost structure blocks in this case. speed 0. Doom at Phalonak By: Bruce Graw (2007) After the Centauri defeated the Orieni at Phalonak in late 2007. the Syma player wins if he successfully disengages the Kasta. pushed to the limits of his endurance. they began the customary planetary bombardment. doomed before it began.

SCENARIOS Victory Conditions The Centauri score one point for every mass driver round fired into the planet's atmosphere during the first 15 turns of the battle. While the Rogolon Dynasty had managed to avoid involvement in the conflict up to this point. 30 B5W Showdowns-8 Rev.. facing B. Historical Outcome The Orieni flew in and fatally rammed two of the siege ships. this was not lost on the Centauri. which begin the scenario in the hangar. better start those Tavors moving after they take their first shot!) Centauri Minor Victory: 24-27 points Draw: 20-23 points Orieni Minor Victory: 16-19 points Orieni Major Victory: 15 or fewer points (note: the Centauri will score 8 points on the very first turn. This gave the Orieni survey fleets the clue they needed to narrow their search and eventually locate the Drakh homeworld. within two hexes of 2521. 1 . The maximum possible score is 32 (4 ships. that option was removed when the Republic launched a new offensive against the Imperium through Rogolon territory. The exact target of these shots doesn't matter. their mission was to survive long enough to get word of an attack to the homeworld. 1 Kendari and 1 Nalor. 2 mass drivers each. The Drakh win a victory if they can destroy the Orieni vessel. Score the game as follows: Centauri Major Victory: 28+ points (hint: if you want to achieve this. and the rest of the ships by the end of the eighth turn. the Orieni dedicated the majority of their survey fleets to finding the Drakh homeworld. Orieni Scout Fleet: 1 Benevolent Heavy Scout (with 2007 refit) Drakh Long Range Patrol: 1 Shadow Patrol Cruiser Fighters: The Benevolent carries 6 Shining Star Improved Hunter Killers and 6 Templar Interceptors Both sides set up along the long map edges. speed 4. Historical Outcome Through fatally damaged. Babylon 5. Babylon 5 Wars TM & © Warner Bros. Neutral: Jump gate in hex 3605 Fighters: The Kendari has a flight of Glaives. The war with the Centauri Republic was virtually abandoned when the location of the Drakh home world was discovered and although they were unaware of the reason. The Orieni win a major victory if they can force the Drakh vessel to withdraw into hyperspace and then enter hyperspace themselves. Set Up Terrain: Standard Centauri: 1 Talvan. the Benevolent managed to force the Drakh vessel into hyperspace and send a signal back to its fleet. The Real Enemy By: Ned Farnsworth (2008) Following their betrayal by the Drakh (and the subsequent revelation of the Drakh's true allegiance). within 2 turns. When the 23rd Valiant Fleet arrived in the Rogala system. Though running from the Centauri was sheer humiliation for the crews of the pickets. not more than 4 hexes from the Drakh's departure point. Light as a Feather By: Mark Graves (2008) When the Orieni learned the true nature of the Drakh. with 4 potential firing opportunities). Set Up Terrain: Open space. While the warriors aboard the small warships of the picket force wished to attack the treacherous Centauri immediately. 1 Balcirax. their fury knew no bounds. Special Rules If the Drakh vessel takes more than 10 points of Structure damage. but were themselves wiped out before they could get to the others. The Orieni win a victory if they can force the Drakh vessel to withdraw into hyperspace. while duty is as heavy as a mountain. they consoled themselves by remembering their traditional adage that death is as light as a feather. Rogolon: 4 Tovin small warships.. 2 Balcirons. so the battle ended in basically a draw. it must immediately attempt to disengage by entering hyperspace. The Centauri scored moderate damage on the planet.good luck!) 5 Victory Conditions The Orieni win a minor victory if they can scan the Drakh vessel (use the Ship Identification rules) and then escape into hyperspace. the Rogolon picket force stationed near the gate immediately detected its presence. so the only way to achieve a major victory is to take out a siege launcher by the end of the fourth turn.

with exhausted heavyweights circling one another and hoping to seize victory before succumbing to exhaustion. victory here is all or nothing. The Paragon in the Orieni relief force carries two flights of Templars and 3 flights of Shining Star H-Ks. the Centauri turned their attention to the fixed defenses guarding the Rogolon shipyards. 1 Tovin within four hexes of the base. 1 Balciron. as seven years of all out war had taken their toll on the Republic as well. deployed within two hexes of their mother ships. Historical Outcome The Centauri seriously underestimated the force necessary to reduce the Rogolon defenses. Centauri: 1 Centaurum. within 1 hex of 0613. facing A or B. All ships have the applicable refits. this achievement did not leave it unscathed. as the annoyed admiral commanding the 23rd Valiant Fleet. and the force they sent suffered a sharp setback as a result. and if any ship does so. 2 Steadfasts. speed 6) on turn 3. The Rogolons simply attempt to survive to turn 3. however. engagements between fleet elements began to resemble the late rounds of a boxing match or mutai competition. 1 Strela within 2 hexes of 4007. 1 31 . but the destruction of the Prophet allowed the Centauri to claim victory as both sides limped from the field. Victory Conditions The side that destroys the most enemy ships wins. same speed and facing. Historical Outcome Both sides suffered significant damage. Victory Conditions As was often the case in this war. 1 Steadfast and 1 Vengeful. speed 6. they lose the scenario. This merely delayed the inevitable. facing B. 2 Balcirons. Historical Outcome The Rogolon pickets failed to provide warning. Set Up Terrain: Standard Centauri: 1 Celerian. Fighters: all eligible units have the applicable fighters of the era. the Centauri offensive began to slow. Orieni reinforcements comprising 1 Paragon. Babylon 5 Wars TM & © Warner Bros. the Rogolon fleet was still able to sortie before the Centauri arrived. 1 Kendari and 3 Jenas within two hexes of 3427. facing F. when merchant traffic unexpectedly saw the Centauri fleet. 2 Tasco defense satellites in hexes 1811 and 1819. responded by sending a second force with more than enough strength to accomplish the task.5 Special Rules SCENARIOS Hold the Line By: Mark Graves (2008) While the Hand of the Blessed succeeded in wreaking havoc on the Drakh homeworld. Shaal Jaddo. a Storm Front and a Devout arrive through a jump point (within three hexes of 0520. B5W Showdowns-8 Rev. Victory Conditions The Centauri must destroy all Rogolon forces within two turns. All ships have the applicable refits. speed 4. Fighters: the Prophet in the first Orieni force has no H-Ks and only a single flight of fighters. speed 6. speed 4. The Centauri ships enter the map via the jump gate on turn one. If the Centauri don't control the field at the end of the day. Special Rules Apply 50 points of raking damage to each side of the Prophet before play commences. Even against weakened Orieni defenses. Babylon 5. heading F. The Centaurum and Kendari carry full complements of Glaives. speed 4. facing C. they win. but even so. In these circumstances. and the survivors of the strike returned to find themselves confronting the advancing Centauri. with the fighters deployed. Set Up Terrain: Standard Orieni: 1 Prophet. Heavy as a Mountain By: Mark Graves (2008) With the picket force and the bulk of the Rogolon fleet eliminated in turn. however. Special Rules All ships have the applicable refits. Rogolon: 1 Shogalov planetary defense base in hex 1415. facing E. 1 Talvan. using normal procedures. 1 Balcirax.

H-Ks are Shining Lights. but need not inform the Centauri player until they do. The Centauri fleet sets up within 3 hexes of the opposite map edge and each ship must be within at least 2 hexes of another Centauri ship. Historical Outcome Despite a gallant defense. the Centauri began a series of reconnaissance raids into the Orien system. despite heavy casualties. Orieni Defense Patrol: Commune Battle Leader. Testing the Wall By: Ned Farnsworth (2009) Near the end of the war. 5 Set Up Terrain: One long map edge represents the surface of one of the outer moons of Orien. which begin the game in the hanger. facing E or F. and bring in the planetary reduction forces. Centauri: 1 Centaurum. Victory Conditions The Centauri must close to within 10 hexes of each of the OSATs and perform a successful Ship Identification scan of each. 2 Tatros Escort Frigates. the Centauri found themselves in a position to attack Orien directly. plus 500 points of mines. Historical Outcome The Centauri launched several reconnaissance raids like this one. Fighters: The Centauri ships are all carrying Glaives in their hangars. 1 Babylon 5. 2 Highguard-B OSATS in hexes 1906 and 1927. Unfortunately this only confirmed their worst fears. 1 Tavor. speed 6. 2 Obedients form the mobile defense force. 1 Leevan. 1 Kendari and 2 Balcirons jump within three hexes of one another along the 4200 hex row. 32 B5W Showdowns-8 Rev. 2 Skywatch heavy OSATS in hexes 1311 and 1319. The Orieni defenses are equipped with Shining Lights. Set Up Terrain: Standard Orieni: 1 Penitent in hex 1515. 4 Highguard-A OSATs. Babylon 5 Wars TM & © Warner Bros. Certain that the Orieni would have formidable defenses erected around their home world. Centauri Fleet: 1 Kendari Fleet Scout. 1 Navask. hoping to find a weak point in the Orieni defense network. Fighters: The Kendari Fleet Scout carries 6 Glaive Light Fighters. Special Rules All ships have the applicable refits. managed to get a pretty clear idea of the Orieni defenses. Orieni Defense Network: 1 Skywatch Heavy OSAT. The Orieni win a standard victory by preventing the Centauri from achieving their victory conditions. 1 Navask Escort Destroyer. and. 2 Steadfast Escort Corvettes. this battle saw the Centauri commit a fleet flagship to the thankless task of reducing Orieni planetary defenses. the Centauri were able to destroy the forces defending Salaki. All ships have the applicable refits. Special Rules The Centauri have just jumped into the system and the Kendari has 18 turns of Jump Delay remaining. and despite several sharp attacks they were unable to break them. either by jumping out (a standard victory) or disengage by distance (a minor victory). . The Orieni Defense Network is set up within 4 hexes of one of the long edges of the map. 1 Valtor. Victory Conditions The Centauri must reduce the defense installations to win. The Orieni Skywatch Heavy OSAT carries 6 Shining Star Improved Hunter-Killers. The Orieni player must decide which map edge the Defense Patrol enters from and roll to determine when they arrive before the Centauri player sets up. while the Orieni must destroy the Tavor and drive off the other Centauri ships.SCENARIOS Final Duty By: Mark Graves (2009) Typical of engagements during the final phase of the war. 4 Jenas Attack Frigates. 2 Highguard-A OSATS in hexes 1810 and 1822. The Orieni Defense Patrol enters the boards on between turns 4 and 6 (3+1d3) from one of the short map edges. 2 Talvans. They must then disengage with at least one ship.

Special Thanks Jacob and Vicki Jett for stagging huge point cost battles. The HRT will be monitoring. Mark Whittle....... Babylon 5 Wars TM & © Warner Bros. our most experienced Orieni commander.. James Webster....... To s u b s c r i b e ..... and subsequent HRT created products.edu Afterword Product Credits Written By.. Andrew Shein. Anders Holmstrom.. Dutch Deathwalkers: Bianca van Duyl and Jeroen Doumen.... Peter Nilsson.....6 AFTERWORD with facts not presented here... Additionally........ Nathan Spencer.. Leonard Farnsworth.Mark Graves...... Symon Cook..Bruce Graw Cover Design....... Andrew Siviter.... Jessie Marud....... Mars Resistance: Jacob Jett & Vicki Jett. Others: David Hurd.. This list will allow reports and discussion to reach the HRT without overburdening AoG.berkeley... Coleman and Jamie Coleman Playtesting Contributions Clash of the Sakatoonians: Paul Brown.Berkeley...EDU" with the following command in the body of your email message: subscribe hrt-report [Your E-Mail address] If you'd like to submit anything to the group.. HRT Playtest Mailing List At our request Matthew Seidl has created a special mailing list for reports on this......... It can also be used to present thoughts and opinions on the products or proposals to fix real or perceived problems. s e n d m a i l t o "majordomo@CSUA........ Simon Bloomer........ Klebert Hall. Jason Stadnyk........... James Morley. 1 33 .. B5W Showdowns-8 Rev..Leo Dunin and Rob Glass Fiction.. Marc Remy.The Historical Repair Team Editing.... The Vorlon’s Back Playtest Group: Dave Pullen. Niklas Pettersson............ John T..... the members of the HRT are all bound by non-disclosure agreements and some subjects simply cannot be discussed by the HRT....Richard Bax The HRT.... Tommy Ekkolm. Blackcounty Knights of Mercia: Kevin Broomhall. Alex Hickman.. This should not be taken as a personal rejection or attack... It is possible that some solutions presented by the public will not work in conjunction Babylon 5.. This means it is possible that some suggestions will be rejected with little or no supporting evidence provided. mail it to : hrt-report@csua....Bruce Graw.. but intends to lurk and allow the public the most possible range to discuss what needs coverage. Christer Oberg.Symon Cook Layout. Renaud Gagne for his additional reading and testing. Roman A.............. Richard Bax..... Perner (aka "Shadowscout") who suggested the idea of a series of Particle Projector Weapons. Spelgillet Sweden: Rickard Ekholm...... while some questions cannot be answered...

Version 2: 2E/S8 Name:______________ Counter:____________ Abbai Bochi Defense Satellites (4) SPECS Class: OSAT In Service: 1825/1865 Point Value: 130 Each Ramming Value: 25 Jump Delay: N/A MANEUVERING Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A COMBAT STATS Fwd/Aft Defense: 8 (7) Stb/Port Defense: 8 (7) Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: +12 1825/1865 2030 WEAPON DATA Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Laser Cutter PRIMARY HITS 1-9: Structure 10: Thruster 11-12: Laser 13: Lt Particle Beam 14-15: Gravitic Shield 16-17: Sensor 18-19: Reactor 20: Shield Generator SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Sensor Rating Medium Laser SENSOR REFIT 4 1 5 2 SHIELD REFIT Shield Generator Rating Lt Particle Beam 1 3 2 2 3 4 4 4 1 N/A 1 3 3 2 4 4 2 5 1 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn Gravitic Shield 2 2 3 4 4 4 1 N/A 3 2 4 4 2 5 1 0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Assault Laser 0 4 0 0 4 0 Bochi-A 1 3 2 2 3 ICON RECOGNITION Thruster Sensors Reactor Shield Generator Med Laser Cannon Laser Cutter Assault Laser Gravitic Shield Light Particle Beam Bochi-A 1 3 3 2 2 2 3 4 2 5 1 3 2 4 4 4 2 4 4 4 1 4 4 4 1 N/A 2030 Refit 5 1 Point Value: 155 1. Replace Medium Laser or Laser Cutter with Assault Laser. N/A 1 3 0 4 0 0 4 0 Bochi-B Bochi-B TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) . Replace Medium Laser 1 with Assault Laser 1. Replace Laser Cutter 2 and 3 with Assault Lasers 2 and 3. 1 3 STARBOARD 5 4 5 1 5 2040 Refit 4 (includes 2016 Refit) Point Value: 530 1. Modify Gravitic Shield Arc as follows.Version 2: 2E/S8 Name:______________ Counter:____________ Abbai Kastona Cruiser SPECS Class: Capital Ship In Service: 1950 Point Value: 450 Ramming Value: 180 Jump Delay: 32 Turns 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 2 2 MANEUVERING Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+2 Thrust Roll Cost: 2+2 Thrust 4 3 3 5 4 4 6 4 4 System Shield Generator Jump Engine Sensor Rating COMBAT STATS Fwd/Aft Defense: 16(15/14) Stb/Port Defense: 16 (15) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0 8 6 6 9 6 6 1950 5 4 5 WEAPON DATA Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Laser Cutter 7 5 5 10 7 7 2016 6 5 6 1 11 8 8 12 8 8 2040 6 5 6 2 Medium Laser FORWARD HITS 1-4: Retro Thrust 5: Med/Assault Laser 6-7: Laser Cutter/Assault Laser 8-9: Lt Particle Beam 10-17: Forward Structure 18-20: PRIMARY Hit 1-4: Port/Stb Thrust 5-6: Gravitic Shield 7-17: Port/Stb Structure 18-20: PRIMARY Hit 1-4: Main Thrust 5-6: Gravitic Shield 7-8: Lt Particle Beam 9-10: Jump Engine 11-17: Aft Structure 18-20: PRIMARY Hit SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 2 Shuttles Thrust: 3 Armor: 1 Defense: 9/9 ARMOR REFIT SIDE HITS SENSOR REFIT SHIELD REFIT P/S Gravitic Shield Rating 1 Lt Particle Beam AFT HITS Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn 1 Gravitic Shield PRIMARY HITS 3 3 1-9: Primary Structure 10-11: Sensors 12-13: Shield Generator 14: Hangar 15-16: Engine 17-18: Reactor 19-20: C & C 0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. 2. PORT 4 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Shield Generator Med Laser Cannon Laser Cutter Assault Laser Gravitic Shield Light Particle Beam 8 3 4 5 5 PRIMARY AFT 5 4 3 2 0 7 3 2 8 10 9 11 3 3 6 2 0 1 4 10 4 1 11 4 3 4 3 TM & © WARNER BROS. Defense rating shown in parenthesis ( ) indicates value with shield active Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns 3 2 3 4 2 3 3 3 Assault Laser 4 FORWARD 2 5 2 3 2016 Refit 4 0 8 9 0 Point Value: 470 1.

Defense rating shown in parenthesis ( ) indicates value with shield active AFT HITS Sensor Spear 3 PRIMARY HITS 11 0 1 3 1 3 3 3 1 12 0 Class: Electromagnetic Modes: Standard 3 Damage: 1d3 Sensor Range Penalty: -1 per 2 hexes Fire Control: +1/+1/-1 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Special: Subtracts 1d3 from targets sensors for next turn. 2 0 3 5 4 8 3 0 STARBOARD 4 5 4 5 4 PORT 3 7 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Shield Generator Laser Cutter Sensor Spear Comm Jammer Gravitic Shield Light Particle Beam 5 5 6 1 5 4 3 3 8 2 0 3 2 0 4 5 3 PRIMARY AFT 5 4 15 1 3 3 2 9 10 2 3 1 16 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Abbai Nota Deep Scout SPECS Class: Capital Ship In Service: 1856 Point Value: 475 Ramming Value: 200 Jump Delay: 32 Turns 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 3 3 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust 4 4 4 5 5 5 6 6 6 7 7 7 COMBAT STATS Fwd/Aft Defense: 16 (15) Stb/Port Defense: 17 (16) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0 8 8 8 9 9 9 10 10 10 1856 WEAPON DATA Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Laser Cutter 11 11 11 12 12 12 1972 Lt Particle Beam FORWARD HITS 1-4: Retro Thrust 5-6: Gravitic Shields 7: Laser Cutter 8-9: Lt Particle Beam 10-17: Forward Structure 18-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Gravitic Shield 8-9: Lt Particle Beam 10-11: Sensor Spear 12-17: Port/Stb Structure 18-20: PRIMARY Hit 1-6: Main Thrust 7-8: Gravitic Shield 9-10: Lt Particle Beam 11-17: Aft Structure 18-20: PRIMARY Hit 1-7: Primary Structure 8-9: Shield Generator 10: Comm Jammer 11: Jump Engine 12: Hangar 13-14: Sensors 15-16: Engine 17-18: Reactor 19-20: C & C SPECIAL NOTES Restricted Deployment (10%) ELINT Ship HANGAR 0 Fighters 2 Shuttles Thrust: 3 Armor: 1 Defense: 9/9 Sensor Rating SENSOR REFIT 8 3 9 4 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn SIDE HITS SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 SHIELD REFIT Shield Generator Rating Gravitic Shield 1972 Refit Point Value: 500 0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Com Jammer 5 2 13 1 6 4 FORWARD 2 3 14 1 Class: Electromagnetic Modes: Standard 3 Damage: 1d6 Initiative Range Penalty: -1 per hex Fire Control: +2/+2/+0 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Subtracts 1d6 from targets initiative for next turn.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) . Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Assault Laser Gravitic Shield 0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active TM & © WARNER BROS. 6 41 42 12 Class: Electromagnetic Modes: Standard 3 Damage: 1d3 Sensor Range Penalty: -1 per 2 hexes Fire Control: +1/+1/-1 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Special: Subtracts 1d3 from targets sensors for next turn. Replace all Medium Laser and Laser Cutters with Assault Lasers.Version 2: 2E/S8 Name:______________ Counter:____________ Abbai Selatra Shield Base SPECS Class: Enormous Base In Service: 1989 Point Value: 2750 Ramming Value: 570 Jump Delay: N/A MANEUVERING Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A COMBAT STATS Fwd/Aft Defense: 20 (18) Stb/Port Defense: 20 (18) Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: N/A WEAPON DATA Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Laser Cutter SECTION HITS 1: Medium/Assault Laser 2: Laser Cutter/Assault Laser 3-4: Lt Particle Beam 5: Sensor Spear 6: Gravitic Shield 7-8: Cargo 9-10: Reactor 11-18: Section Structure 19-20: PRIMARY Hit 1-9: Primary Structure 10-12: Shield Generator 13-15: Sensors 16: Hangar 17-18: Primary Reactor 19-20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 6 Shuttles Thrust: 3 Armor: 1 Defense: 9/9 Medium Laser 1 25 2 26 7 27 Lt Particle Beam PRIMARY HITS 28 B 13 A 10 10 10 10 19 C 31 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn 8 29 2 14 2 10 10 4 10 10 4 4 10 10 10 10 9 32 15 2 FORWARD 4 3 30 2 2 10 10 10 10 33 20 FORWARD PORT 4 AFT PORT 22 4 D 21 4 FORWARD STRB 4 7 4 7 4 E AFT STRB 23 37 34 2 4 10 10 10 10 5 2 4 35 10 ICON RECOGNITION C&C Sensors Reactor Hangar Cargo Shield Generator Laser Cutter Sensor Spear Med Laser Cannon Gravitic Shield Light Particle Beam 5 5 10 10 4 10 10 2 16 PRIMARY AFT 4 10 10 10 10 17 38 11 5 F 4 36 18 2 24 Sensor Spear 39 40 2020 Refit Point Value: 3000 1.

Replace Laser Cutters 1 and 2 with Assault Laser 1 and 2.Version 2: 2E/S8 Name:______________ Counter:____________ Abbai Tetrav Heavy Frigate SPECS Class: Hvy Combat Vsl In Service: 1954 Point Value: 375 Ramming Value: 110 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 2 2 MANEUVERING Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust 4 2 2 5 3 3 6 3 3 7 4 4 COMBAT STATS Fwd/Aft Defense: 14 (13) Stb/Port Defense: 14 (13) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +6 8 4 4 9 5 5 10 5 5 1954 WEAPON DATA Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Laser Cutter 11 6 6 12 6 6 2019 Lt Particle Beam FORWARD HITS 1-4: Retro Thrust 5-6: Laser Cutter/Assault Laser 7-8: Gravitic Shield 9-10: Lt Particle Beam 11-17: Forward Structure 18-20: PRIMARY Hit 1-6: Main Thrust 7: Gravitic Shield 8-9: Lt Particle Beam 10-17: Aft Structure 18-20: PRIMARY Hit 1-6: Primary Structure 7-9: Port/Strb Thrust 10-11: Sensors 12-13: Shield Generator 14: Hangar 15-16: Engine 17-18: Reactor 19-20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 1 Shuttles Thrust: 3 Armor: 1 Defense: 9/9 SENSOR REFIT Sensor Rating 4 2 5 3 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn SHIELD REFIT Shield Generator Rating Gravitic Shield AFT HITS 0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) . 3 0 1 1 2 8 3 3 TM & © WARNER BROS. Defense rating shown in parenthesis ( ) indicates value with shield active Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns PRIMARY HITS Assault Laser 3 3 3 1 3 2 3 2 1 1 3 6 0 4 FORWARD 0 7 3 PORT 1 4 STARBOARD 5 5 5 3 5 4 3 8 3 5 4 5 PRIMARY AFT 5 4 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Shield Generator Laser Cutter Assault Laser Gravitic Shield Light Particle Beam 5 4 2 8 2 2019 Refit Point Value: 400 1.

Replace the Primary cargo bays (G/H) with a Jump Engine 3 1 F 6 1 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Cargo Hangar Particle Projector Lt. replace the following systems. Replace the Particle Projectors with Lt Particle Beams 2. Particle Beam E 1 2 2 3 2 2 3 2 2 2 2 2 3 3 3 4 3 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Armus Long-Haul Freighter/Capit Priority Freighter SPECS Class: Capital Ship In Service: 1730/1970 Point Value: 175/210 Ramming Value: 170 Jump Delay: N/A or 40 Turns MANEUVERING Turn Cost: 1 x Speed Turn Delay: 3/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 5+5 Thrust Roll Cost: 1+1 Thrust 3 3 5 4 4 6 5 5 8 6 6 9 7 7 11 COMBAT STATS Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: -1 8 8 12 9 9 14 10 10 15 11 11 17 12 12 18 WEAPON DATA Particle Projector 1 Speed Turn Cost 1 Turn Delay 2 2 2 3 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Beam FORWARD HITS 1-5: Retro Thrust 6-7: Particle Weapon 8-10: Cargo 11-18: Forward Structure 19-20: PRIMARY Hit SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 3 Cargo Shuttles No Weapons Thrust: 4 Armor: 0 Defense: 13/13 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn SIDE HITS 1-6: Port/Stb Thrust 7: Particle Weapon 8-9: Cargo 10-18: Port/Stb Structure 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Engine 9-10: Cargo 11-18: Aft Structure 19-20: PRIMARY Hit 1 AFT HITS 2 PRIMARY HITS 1 1-10: Primary Structure 11-12: Sensor 13-14: Cargo/Jump Engine 15-16: Hangar 17-18: Reactor 19-20: C & C 2 1 3 3 3 3 C 1 2 A 1 B 1 2 D 1 2 3 3 FORWARD 2 3 STARBOARD 1 3 3 3 2 2 G PORT 3 3 2 3 2 1 H 1 2 3 PRIMARY AFT 3 3 2 3 CAPIT PRIORITY FREIGHTER To convert from the Armus shown in the SCS to the Capit. 1.

Particle Beam 11 to Primary Structure 2 1 3 4 5 6 4 4 1 10 4 11 3 TM & © WARNER BROS.Version 2: 2E/S8 Name:______________ Counter:____________ Centauri Garut Survey Ship SPECS Class: Enormous Unit In Service: 1966 Point Value: 750 Ramming Value: 690 Jump Delay: 20 Turns 1 Speed Turn Cost 2 Turn Delay 2 2 4 4 3 6 6 MANEUVERING Turn Cost: 2 x Speed Turn Delay: 2 x Speed Accel/Decel Cost: 8 Thrust Pivot Cost: 6+6 Thrust Roll Cost: 6+6 Thrust 4 8 8 5 10 10 6 12 12 7 14 14 COMBAT STATS Fwd/Aft Defense: 19 Stb/Port Defense: 20 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0 8 16 16 9 18 18 10 20 20 11 22 22 12 24 24 WEAPON DATA Class: Laser Modes: Raking 5 Damage: 4d10+8 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Class: Laser Modes: Raking 4 Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Imperial Laser Tactical Laser FORWARD HITS 1-5: Retro Thrust 6-7: Tactical/Assault Laser 8-9: Sentinel Point Defense 10-11: Forward Hangar 12-18: Forward Structure 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Lt Particle Beam 8-10: Cargo 11-18: Port/Stb Structure 19-20: PRIMARY Hit 1-5: Main Thrust 6-8: Jump Engine 9: Sentinel Point Defense 10-18: Aft Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9: Structure/Lt Particle 10: Imperial/Assault Laser 11-13: Sensors 14-15: Engine 16-17: Primary Hangar 18-19: Reactor 20: C & C SPECIAL NOTES Restricted Deployment (10%) ELINT Vessel HANGAR 0 Fighters 8 Shuttles Thrust: 3 Armor: 0 Defense: 10/11 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Assault Laser SIDE HITS 8 1 6 3 9 1 AFT HITS Lt Particle Beam PRIMARY HITS FORWARD HANGAR 5 5 18 Fighters Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn Sentinel Point Defense 3 3 2 4 FORWARD 10 3 3 3 Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Not Available 1 8 8 4 STARBOARD 6 5 6 6 1 4 PORT 4 5 2 2 4 A 2 2 6 5 12 5 4 4 B 2 7 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Cargo Imperial Laser Tactical Laser Assault Laser Light Particle Beam Sentinel Defense 3 3 3 2006 Refit 5 2 3 PRIMARY AFT 4 3 2 3 Point Value: 800 1. Replace Imperial Lasers 1 with Assault Lasers 1 2. Add Lt. Replace Tactical Lasers 2 and 3 with Assault Lasers 2 and 3 3. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

Version 2: 2E/S8 Name:______________ Counter:____________ Centauri Virlisi Logistics Ship SPECS Class: Capital Ship In Service: 1969 Point Value: 280 Ramming Value: 270 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 3 3 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 5 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust 4 4 4 5 5 5 6 6 6 7 7 7 COMBAT STATS Fwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +0 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 WEAPON DATA Lt Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn FORWARD HITS 1-5: Retro Thrust 6-7: Lt Particle Beam 8-10: Forward Hangar 11-18: Forward Structure 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5: Lt Particle Beam 6-12: Cargo 13-18: Port/Stb Structure 19-20: PRIMARY Hit 1-6: Main Thrust 7-9: Lt Particle Beam 10-18: Aft Structure 19-20: PRIMARY Hit 1-10: Primary Structure 11-12: Sensor 13-14: Engine 15-16: Primary Hangar 17-18: Reactor 19-20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 3 Shuttles Thrust: 3 Armor: 0 Defense: 10/11 SIDE HITS 1 2 2 2 2 3 AFT HITS FORWARD HANGAR 4 PRIMARY HITS A 4 8 Cargo Shuttles No Weapons Thrust: 4 Defense: 13/13 Armor: 0 C 3 3 4 5 FORWARD 5 5 2 2 8 4 4 3 4 STARBOARD PORT 4 3 3 B 3 D 3 4 1 4 3 2 4 5 2 4 5 2 2 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Cargo Light Particle Beam 4 PRIMARY AFT 4 2 2 6 4 4 5 4 4 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

Version 2: 2E/S8 Drazi Dragon Light Fighter SPECS Class: Light Fighter In Service: 1905 Point Value: 35 each Ramming Value: 8 Jinking Limit: 10 Levels MANEUVERING Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust COMBAT STATS Fwd/Aft Defense: 6 Stb/Port Defense: 7 Free Thrust: 12 Offensive Bonus: +3 Initiative Bonus: +22 WEAPON DATA Lt Particle Beam Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+3 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn Flight Level Combat ARMOR 0 2 0 0 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit Flight #1 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #2 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #3 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #4 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #5 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #7 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #8 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

Version 2: 2E/S8 Name:______________ Counter:____________ Drazi Dudroma Defense Satellites [4] SPECS Class: OSAT In Service: 1938/1998 (A/B) Point Value: 165/175 (A/B) Ramming Value: 30 Jump Delay: N/A MANEUVERING COMBAT STATS Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A Fwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: +12 WEAPON DATA Particle Cannon Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns Heavy Plasma Cannon PRIMARY HITS 1-9: Primary Structure 10-11: Thruster 12-14: Hvy Plasma/Part Cannon 15-16: Std Particle Beam 17-18: Sensors 19-20: Reactor SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn 5 5 4 1 3 3 4 2 3 4 4 1 3 4 3 4 2 3 4 4 3 2 N/A 2 3 2 N/A 2 3 3 DUDROMA-A DUDROMA-A 5 5 4 1 3 3 4 2 3 4 4 1 3 4 3 4 2 3 4 4 3 ICON RECOGNITION Thruster Sensors Reactor Particle Cannon Hvy Plasma Cannon Std Particle Beam 2 N/A 2 3 2 N/A 2 3 3 DUDROMA-B DUDROMA-B TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Drazi Kromala Defense Base SPECS Class: Enormous Base In Service: 2000 Point Value: 1250 Ramming Value: 510 Jump Delay: N/A MANEUVERING Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A COMBAT STATS Fwd/Aft Defense: 20 Stb/Port Defense: 20 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: N/A WEAPON DATA Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns SECTION HITS 1-2: Hvy Plasma Cannon 3-5: Particle Cannon 6-7: Std Particle Beam 8-9: Cargo 10-11: Reactor 12-18: Section Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9-10: Particle Cannon 11-12: Repeater Gun 13-14: Sensors 15-16: Hangar 17-18: Primary Reactor 19-20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 PRIMARY HANGAR 24 Fighters 4 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 Particle Cannon PRIMARY HITS 5 1 6 Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn 15 10 10 10 10 10 16 A Repeater Gun 4 4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn FORWARD 4 7 5 17 7 13 10 10 10 10 10 10 14 19 9 12 B 4 23 24 STRB 2 10 10 10 10 10 10 10 10 10 10 3 PORT 4 C 8 18 4 7 4 10 20 5 5 PRIMARY AFT 10 10 10 10 10 ICON RECOGNITION C&C Sensors Reactor Hangar Cargo Hvy Plasma Cannon Particle Cannon Std Particle Beam Repeater Gun 4 D 4 21 22 11 4 12 TM & © WARNER BROS.

Replace Lt. the Merlin was equipped with plasma based weapons rather than particle weapons as shown on the SCS. ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Lt. Particle Cannon Std Particle Beam 4 1 2 3 3 TM & © WARNER BROS. Plasma Cannon Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns PRIMARY HITS 4 3 3 2 PORT 4 4 1 3 3 FORWARD 5 4 2 2 STARBOARD 6 3 4 3 3 3 4 3 4 1 3 PRIMARY AFT 6 Early Merlin From 1938 . Point Value: 300 1. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .1999. Reduce the Sensor Rating from 5 to 4. Particle Cannons 1 and 2 with Med Plasma Cannons 1 and 2. Particle Cannon Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn FORWARD HITS 1-5: Retro Thrust 6-7: Lt Part Cannon\Med Plasma 8-10: Std Particle Beam 11-17: Structure 18-20: PRIMARY Hit 1-8: Main Thrust 9-17: Structure 18-20: PRIMARY Hit 1-8: Port/Strb Thrust 9-11: Sensors 12-14: Engine 15-16: Hangar 17-18: Reactor 19-20: C & C SPECIAL NOTES Agile Ship HANGAR 0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 AFT HITS SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Med.Version 2: 2E/S8 Name:______________ Counter:____________ Drazi Merlin Frigate SPECS Class: Medium Ship In Service: 2000 Point Value: 315 Ramming Value: 40 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 2 1 MANEUVERING Turn Cost: 1/2 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2 Thrust Roll Cost: 2 Thrust 4 2 2 5 3 2 6 3 2 7 4 3 COMBAT STATS Fwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +14 8 4 3 9 5 3 10 5 4 11 6 4 12 6 4 WEAPON DATA Lt. 2. For scenarios played before 2000 make the following changes.

Version 2: 2E/S8 Name:______________ Counter:____________ Drazi Nightowl Hyperspace Probe SPECS Class: Capital Ship In Service: 1994 Point Value: 525 Ramming Value: 220 Jump Delay: 38 Turns 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 2 2 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust 4 3 3 5 4 4 6 4 4 7 5 5 COMBAT STATS Fwd/Aft Defense: 18 Stb/Port Defense: 18 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +0 8 6 6 9 6 6 10 7 7 11 8 8 12 8 8 WEAPON DATA Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn Repeater Gun FORWARD HITS 1-6: Retro Thrust 7-8: Std Particle Beam 9-18: Forward Structure 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Std Particle Beam 8: Repeater Gun 9-10: Cargo 11-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9-10: Main Thrust 11-12: Sensors 13: Jump Engine 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C SPECIAL NOTES Restricted Deployment (10%) ELINT Ship Special Hull Arrangement (No Aft Hits or Structure) HANGAR 6 Fighters 2 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn SIDE HITS SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 PRIMARY HITS 1 2 5 2 2 4 4 3 3 3 4 FORWARD 2 4 A STARBOARD 8 2 4 B PORT 5 4 5 5 6 5 3 4 3 4 5 8 4 3 6 5 5 PRIMARY AFT 4 4 3 4 4 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Std Particle Beam Repeater Gun 4 4 3 6 4 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) . 4.Version 2: 2E/S8 Name:______________ Counter:____________ Drazi Peregrine Jump Ship SPECS Class: Capital Ship In Service: 1999 Point Value: 525 Ramming Value: 160 Jump Delay: 38 Turns 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 2 2 MANEUVERING Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust 4 3 3 5 4 4 6 4 4 7 5 5 COMBAT STATS Fwd/Aft Defense: 15 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +2 Initiative Bonus: +2 8 6 6 9 6 6 10 7 7 11 8 8 12 8 8 WEAPON DATA Particle Cannon Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn FORWARD HITS 1-5: Retro Thrust 6-8: Part Cannon/Hvy Plasma 9: Std Particle Beam 10-18: Forward Structure 19-20: PRIMARY Hit SPECIAL NOTES Limited Deployment (33%) Special Hull Arrangement (No Aft Hits or Structure) HANGAR 1 2 2 3 4 3 7 3 12 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 SIDE HITS 1-5: Port/Stb Thrust 6-7: Std Particle Beam 8-9: Repeater Gun/Hvy Plasma 10-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9-10: Main Thrust 11-12: Sensors 13-14: Jump Engine 15-16: Engine 17-18: Hangar 19: Reactor 20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Repeater Gun PRIMARY HITS 4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns 6 4 3 4 3 3 3 2 FORWARD 3 2 5 3 4 6 5 4 7 4 4 STARBOARD PORT 4 4 8 4 4 4 Early Peregrine From 1938 . Replace Particle Cannons 2 and 3 with Std Particle Beams 2 and 3. the Peregrine was equipped with plasma based heavy weapons rather than particle weapons as shown on the SCS. Reduce the Sensor Rating from 7 to 6. 2. Point Value: 475 1. 3. Replace Repeater Guns 4 and 5 with Hvy Plasma Cannons 4 and 5. For scenarios played before 1999 make the following changes. Replace Std Particle Beam 1 with a Hvy Plasma Cannon 1.1998. 5 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Particle Cannon 5 PRIMARY AFT 4 4 2 1 3 2 4 4 4 3 5 2 3 Std Particle Beam Repeater Gun 3 4 3 TM & © WARNER BROS.

the Peregrine was equipped with plasma based heavy weapons rather than particle weapons as shown on the SCS. Extra Power: +4 4 4 5 3 3 TM & © WARNER BROS. For scenarios played before 1999 make the following changes. 2. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) . Point Value: 400 1. Replace Particle Cannons 1 and 2 with Hvy Plasma Cannons 1 and 2. 3. Reduce the Sensor Rating from 6 to 5.Version 2: 2E/S8 Name:______________ Counter:____________ Drazi Shrike Heavy Destroyer SPECS Class: Hvy Combat Vsl In Service: 1999 Point Value: 425 Ramming Value: 100 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 2 2 MANEUVERING Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust 4 2 2 5 3 3 6 3 3 7 4 4 COMBAT STATS Fwd/Aft Defense: 12 Stb/Port Defense: 12 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +8 8 4 4 9 5 5 10 5 5 11 6 6 12 6 6 WEAPON DATA Particle Cannon Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn SIDE HITS 1-5: Port/Stb Thrust 6-8: Std Particle Beam 9-10: Part Cannon/Hvy Plasma 11-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9-11: Fwd/Aft Thrust 12: Repeater Gun 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C SPECIAL NOTES Special Hull Arrangement (No Fwd/Aft Hits) HANGAR 3 3 0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 PRIMARY HITS SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Repeater Gun 4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn Heavy Plasma Cannon 4 3 4 1 FORWARD 6 Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns 2 5 3 STARBOARD 2 3 3 4 3 2 3 PORT 4 6 4 2 7 4 2 5 4 7 4 1 3 5 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Particle Cannon Std Particle Beam Repeater Gun 4 PRIMARY AFT 7 Early Shrike From 1984 .1998.

Reactor Cargo Hangar Laser Lance Gatling Railgun ARMOR REFIT System 1793 2 1 1 2 2005 3 1 1 3 2009 3 2 2 3 Laser Lances Fwd Gatling Railguns Port/Stb Gatling Railguns Main Thrust 4 TM & © WARNER BROS.Version 2: 2E/S8 Name:______________ Counter:____________ Orieni Faithful Search Explorer SPECS Class: Capital Ship In Service: 1793 Point Value: 575 Ramming Value: 290 Jump Delay: 25 Turns 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 3 3 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust 4 4 4 5 5 5 6 6 6 7 7 7 COMBAT STATS Fwd/Aft Defense: 18 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +0 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 WEAPON DATA Class: Laser Modes: R. 2009 Refit 11 1 (Includes to 2005 Refit) Point Value: 630 10 1 2 Rapid Gatling Railgun Replace all gatling railguns with rapid gatling railguns. P 4 Damage: 4d10+10 Range Penalty: -1 per 2 hexes Fire Control: +3/+3/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Laser Lance Heavy Laser Lance FORWARD HITS 1-5: Retro Thrust 7-8: Laser Lance 9-10: Gatling Railgun 11-18: Forward Structure 19-20: PRIMARY Hit SPECIAL NOTES Restricted Deployment (10%) ELINT Ship 1 4 5 SIDE HITS SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Gatling Railgun 1-5: Port/Stb Thrust 6-7: Laser Lance 8-9: Gatling Railgun 10-12: Cargo 13-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Main Thrust 9-10: Gatling Railgun 11-18: Aft Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9-10: Jump Engine 11-12: Sensors 13-14: Engine 15-16: Hangar 17-18: Cargo 19: Reactor 20: C & C AFT HITS Class: Matter 1 Modes: Standard Damage: 2d6 Range Penalty: -2 per hex Fire Control: +0/+2/+4 Intercept Rating: -1 (Ballistic Only) Rate of Fire: 1 per turn RAPID GATLING RAILGUN Rate of Fire: 2 per turn 2 2 2 PRIMARY HITS 2 2 2 PRIMARY HANGAR 12 Light Fighters 3 Shuttles Thrust: 3 Armor: 0 Defense: 11/11 4 FORWARD 7 All Gatling Railguns 12 STARBOARD 6 8 9 All Gatling Railguns PORT 4 5 6 4 6 C 4 3 B 2 A 3 5 6 5 5 4 3 6 3 2 4 2 4 8 2005 Refit Point Value: 590 5 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine 2 2 6 PRIMARY AFT 5 2 Heavy Laser Lance Replace all laser lances with heavy laser lances. P 4 Damage: 3d10+6 Range Penalty: -1 per 2 hexes Fire Control: +3/+3/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Laser Modes: R. Armor and firing arcs remain unchanged. Armor and firing arcs remain unchanged. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

and firing arcs remain unchanged TM & © WARNER BROS.Version 2: 2E/S8 Name:______________ Counter:____________ Orieni Resolute Military Freighter SPECS Class: Medium Ship In Service: 1802 Point Value: 175 Ramming Value: 80 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 3 3 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: N/A Roll Cost: N/A 4 4 4 5 5 5 6 6 6 7 7 7 COMBAT STATS Fwd/Aft Defense: 15 Stb/Port Defense: 13 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 WEAPON DATA Gatling Railgun Class: Matter 1 Modes: Standard Damage: 2d6 Range Penalty: -2 per hex Fire Control: +0/+2/+4 Intercept Rating: -1 (Ballistic Only) Rate of Fire: 1 per turn RAPID GATLING RAILGUN Rate of Fire: 2 per turn FORWARD HITS 1-5: Retro Thrust 6-7: Gatling Railgun 8-10: Cargo 11-17: Structure 18-20: PRIMARY Hit 1-5: Main Thrust 6-7: Gatling Railgun 8-10: Cargo 11-17: Structure 18-20: PRIMARY Hit 1-9: Port/Stb Thrust 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 4 Cargo Shuttles Unarmed Thrust: 3 Armor: 0 Defense: 12/12 AFT HITS PRIMARY HITS 1 1 6 2 1 2 FORWARD 4 A B C D 3 4 4 2 4 4 2 2 8 2 3 2 PORT 1 4 STARBOARD 4 4 1 4 2 4 PRIMARY AFT 3 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Cargo Gatling Railgun 8 2 4 1 2 1 2007 Refit Point Value: 200 Rapid Gatling Railgun Replace all gatling railguns with rapid gatling railguns. Armor . PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .and firing arcs remain unchanged TM & © WARNER BROS. Armor .Steadfast Variant (Rare) Version 2: 2E/S8 Name:______________ Counter:____________ Orieni Seeker Reconnaissance Corvette SPECS Class: Medium Ship In Service: 1793 Point Value: 385 Ramming Value: 50 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 2 2 MANEUVERING Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3 Thrust Roll Cost: 2 Thrust 4 2 2 5 3 3 6 3 3 7 4 4 System COMBAT STATS Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +12 8 4 4 9 5 5 10 5 5 11 6 6 1793 1 1 1 1 WEAPON DATA Gauss Cannon 12 6 6 2007 2 2 2 2 Class: Matter Modes: Standard 4 Damage: 1d10+10 Range Penalty: -1 per hex Fire Control: +2/+1/-3 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Gatling Railgun FORWARD HITS 1-6: Retro Thrust 7-9: Gauss Cannon 10-17: Structure 18-20: PRIMARY Hit SPECIAL NOTES ELINT Vessel Agile Ship Atmospheric Capable HANGAR 0 Fighters 1 Shuttle Thrust: 3 Armor: 0 Defense: 11/11 ARMOR REFIT Gauss Cannons Center Retro Thrust Center Main Thrust Gatling Railguns AFT HITS 1-7: Main Thrust 8-9: Gatling Railgun 10-17: Structure 18-20: PRIMARY Hit 1-8: Port/Stb Thrust 9-11: Sensors 12-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Class: Matter 1 Modes: Standard Damage: 2d6 Range Penalty: -2 per hex Fire Control: +0/+2/+4 Intercept Rating: -1 (Ballistic Only) Rate of Fire: 1 per turn RAPID GATLING RAILGUN Rate of Fire: 2 per turn PRIMARY HITS 1 2 2 PORT 5 2 2 1 FORWARD 1 1 STARBOARD 5 2 12 4 1 2 3 3 4 4 PRIMARY AFT 4 4 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Gauss Cannon Gatling Railgun 4 3 4 4 4 2007 Refit Point Value: 400 1 1 Rapid Gatling Railgun Replace all gatling railguns with rapid gatling railguns.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Raider Adder Light Fighter SPECS Class: Light Fighter In Service: 1730 Point Value: 26 each Ramming Value: 8 Jinking Limit: 10 Levels MANEUVERING Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust COMBAT STATS Fwd/Aft Defense: 8 Stb/Port Defense: 8 Free Thrust: 10 Offensive Bonus: +2 Initiative Bonus: +20 WEAPON DATA Lt Particle Guns Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+2 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn Flight Level Combat ARMOR 1 1 0 1 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit Flight #1 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #2 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #3 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #4 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #5 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #7 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #8 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes TM & © WARNER BROS.

Version 2: 2E/S8 Name:______________ Counter:____________ Raider Brigand Attack Cruiser SPECS Class: Hvy Combat Vsl In Service: 1984 Point Value: 375 Ramming Value: 100 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 2 2 MANEUVERING Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust 4 2 2 5 3 3 6 3 3 7 4 4 COMBAT STATS Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +6 8 4 4 9 5 5 10 5 5 11 6 6 12 6 6 WEAPON DATA Med Plasma Cannon Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Lt Particle Cannon SIDE HITS 1-6: Port/Stb Thrust 7: Lt Particle Beam 8-9: Lt Particle Cannon 10-11: Med Plasma Cannon 12-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Primary Structure 9-11: Fwd/Aft Thrust 12-13: Sensors 14-15: Engine 16: Cargo 17: Hangar 18-19: Reactor 20: C & C SPECIAL NOTES Special Hull Arrangement (No Fwd/Aft Hits) HANGAR 0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Lt Particle Beam PRIMARY HITS Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn 6 3 FORWARD 4 1 2 3 3 8 2 3 5 STARBOARD 3 4 PORT 4 1 2 3 2 3 5 4 2 3 3 5 A 1 3 6 4 2 2 4 PRIMARY AFT 8 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Cargo Hangar Lt Particle Cannon Med Plasma Cannon Light Particle Beam 3 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

Version 2: 2E/S8 Name:______________ Counter:____________ Raider Corsair SPECS Class: Medium Ship In Service: 1900 Point Value: 300 Ramming Value: 40 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 2 2 MANEUVERING Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 1+1 Thrust Roll Cost: 2+2 Thrust 4 2 2 5 3 3 6 3 3 7 4 4 COMBAT STATS Fwd/Aft Defense: 13 Stb/Port Defense: 13 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +12 8 4 4 9 5 5 10 5 5 11 6 6 12 6 6 WEAPON DATA Med Plasma Cannon Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Lt Particle Cannon FORWARD HITS 1-5: Retro Thrust 6-7: Lt Particle Beam 8-9: Lt Particle Cannon 10: Med Plasma Cannon 11-17: Structure 18-20: PRIMARY Hit 1-8: Main Thrust 9-10: Cargo 11-17: Structure 18-20: PRIMARY Hit 1-8: Port/Strb Thrust 9-11: Sensors 12-14: Engine 15-16: Hangar 17-18: Reactor 19-20: C & C SPECIAL NOTES Atmospheric Capable HANGAR 0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Beam AFT HITS PRIMARY HITS 1 3 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn 3 3 2 2 PORT 3 3 4 3 FORWARD 4 2 STARBOARD 3 6 3 3 3 2 3 4 3 1 4 2 PRIMARY AFT A ICON RECOGNITION Thruster C&C Sensors Engine Reactor Cargo Hangar Lt Particle Cannon Med Plasma Cannon Light Particle Beam 1 1 6 4 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

Version 2: 2E/S8 Name:______________ Counter:____________ Raider Looter Support Cruiser SPECS Class: Capital Ship In Service: 1972 Point Value: 340 Ramming Value: 170 Jump Delay: 40 Turns 1 Speed Turn Cost 1 Turn Delay 2 2 2 3 3 3 5 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 3/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 5+5 Thrust Roll Cost: 1+1 Thrust 4 4 6 5 5 8 6 6 9 7 7 11 COMBAT STATS Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: -1 8 8 12 9 9 14 10 10 15 11 11 17 12 12 18 WEAPON DATA Med Plasma Cannon Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Lt Particle Cannon FORWARD HITS 1-5: Retro Thrust 6-8: Lt Particle Cannon 9-10: Med Plasma Cannon 11-18: Forward Structure 19-20: PRIMARY Hit SPECIAL NOTES Limited Deployment (33%) HANGAR 1 12 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10 SIDE HITS SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 2 Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Beam 1-6: Port/Stb Thrust 7: Lt Particle Beam 8-9: Lt Particle Cannon 10-18: Port/Stb Structure 19-20: PRIMARY Hit 1-6: Main Thrust 7: Lt Particle Cannon 8-9: Engine 10-11: Cargo A/B 12-18: Aft Structure 19-20: PRIMARY Hit 1-9: Primary Structure 10-11: Sensors 12-13: Jump Engine 14-16: Hangar 17-18: Reactor 19-20: C & C 2 2 2 2 AFT HITS Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn 3 2 2 3 PRIMARY HITS 3 3 7 2 4 3 FORWARD 3 8 2 4 STARBOARD 6 4 PORT 3 3 4 3 4 4 3 5 4 2 4 PRIMARY AFT 3 3 2 5 3 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Cargo Hangar Lt Particle Cannon Med Plasma Cannon Light Particle Beam A 1 B 9 1 2 2 4 3 3 3 3 2 6 3 3 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Rogolon Chelek Strike Fighter SPECS Class: Light Fighter In Service: 1951 Point Value: 37 each Ramming Value: 10 Jinking Limit: 10 Levels MANEUVERING Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust COMBAT STATS Fwd/Aft Defense: 5 Stb/Port Defense: 7 Free Thrust: 15 Offensive Bonus: +4 Initiative Bonus: +21 WEAPON DATA Lt. Plasma Gun Number of Guns: 2 (Linked) Class: Plasma Damage: 1d3+5 (-1/hex) Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn Flight Level Combat ARMOR 1 1 0 1 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit Flight #1 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #2 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #3 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #4 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #5 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #7 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #8 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes TM & © WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Rogolon Rogon Large Warship SPECS Class: Capital Ship In Service: 1987 Point Value: 675 Ramming Value: 230 Jump Delay: 24 Turns 1 Speed Turn Cost 1 Turn Delay 2 2 2 3 3 3 4 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust 4 4 6 5 5 7 6 6 8 7 7 10 COMBAT STATS Fwd/Aft Defense: 15 Stb/Port Defense: 19 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: -1 8 8 11 9 9 12 10 10 14 11 11 15 12 12 16 WEAPON DATA Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns Class-SO Missile Rack FORWARD HITS 1-5: Retro Thrust 6-7: Catapult 8-10: Hvy Plasma Cannon 11-18: Forward Structure 19-20: PRIMARY Hit SPECIAL NOTES Limited Deployment (33%) HANGAR 0 Fighters 2 Vostors (On Catapults) 3 Shuttles Thrust: 3 Armor: 0 Defense: 8/10 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 SIDE HITS 1-5: Port/Stb Thrust 6-7: Port/Strb Hangar 8-9: Hvy Plasma Cannon 10-12: Missile Rack 13-18: Port/Stb Structure 19-20: PRIMARY Hit 1-8: Main Thrust 9-10: Jump Engine 11-18: Aft Structure 19-20: PRIMARY Hit 1-12: Primary Structure 13: Primary Hangar 14-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C 1 3 3 2 AFT HITS OTHER HANGARS 12 Fighters 0 Shuttles PRIMARY HITS 3 4 4 3 4 4 3 6 FORWARD 4 4 6 3 5 4 4 6 1 4 4 3 8 4 4 4 4 6 9 4 4 All Missile Racks STARBOARD 7 3 10 3 All Missile Racks PORT 12 4 4 4 ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Catapult Hvy Plasma Cannon Class-SO Missile Rack 2 4 PRIMARY AFT 4 4 2 MISSILES Rack #5 Rack #6 Rack #7 4 2 2 2 4 2 Rack #8 Rack #9 Rack #10 4 4 4 4 4 4 TM & © WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Rogolon Shogalov Planetary Defense Base SPECS Class: Capital Base In Service: 1962 Point Value: 700 Ramming Value: 390 Jump Delay: N/A MANEUVERING Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A COMBAT STATS Fwd/Aft Defense: 19 Stb/Port Defense: 19 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: N/A WEAPON DATA Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns SECTION HITS 1-2: Hvy Plasma Cannon 3-5: Missile Rack 6-7: Catapult 8-18: Section Structure 19-20: PRIMARY Hit 1-10: Primary Structure 11: Catapult 12-13: Cargo 14-15: Sensors 16-18: Hangar 19: Reactor 20: C & C SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGARS 18 Fighters Each 6 Vostors (on Catapults) 2 Shuttles Each Thrust: 3 Armor: 0 Defense: 8/10 Class-SO Missile Rack PRIMARY HITS 5 1 6 3 3 3 3 4 FORWARD 7 7 6 4 3 4 5 6 9 2 STARBOARD 4 3 3 PORT 4 A 3 3 4 3 3 3 4 3 8 3 4 5 3 4 10 4 PRIMARY AFT MISSILES Rack #5 Rack #6 ICON RECOGNITION C&C Sensors Reactor Hangar Catapult Cargo Hvy Plasma Cannon Class-SO Missile Rack 4 3 3 11 4 3 3 12 Rack #7 Rack #8 Rack #9 Rack #10 Rack #11 Rack #12 TM & © WARNER BROS.

Version 2: 2E/S8 Name:______________ Counter:____________ Rogolon Tasco Defense Satellite SPECS Class: OSAT In Service: 1950 Point Value: 125 Each Ramming Value: 20 Jump Delay: N/A MANEUVERING Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A COMBAT STATS Fwd/Aft Defense: 9 Stb/Port Defense: 10 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: +12 WEAPON DATA Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns PRIMARY HITS 1-9: Structure 10-11: Thruster 12-13: Hvy Plasma Cannon 14-16: Missile Rack 17-18: Sensors 19-20: Reactor SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 Class-SO Missile Rack MISSILES Rack #2 Rack #3 1 2 3 3 3 4 1 3 2 3 3 3 4 MISSILES Rack #2 3 Rack #3 4 4 N/A 4 4 2 4 N/A 4 2 4 4 MISSILES Rack #2 Rack #3 1 2 3 3 3 4 1 3 2 3 3 3 4 MISSILES Rack #2 3 Rack #3 4 4 N/A 4 4 2 4 N/A 4 2 4 ICON RECOGNITION Thruster Sensors Reactor Class-SO Missile Rack Hvy Plasma Cannon 4 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

Version 2: 2E/S8 Name:______________ Counter:____________ Rogolon Tolov Warship SPECS Class: Capital Ship In Service: 1975 Point Value: 575 Ramming Value: 180 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 2 2 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust 4 3 3 5 4 4 6 4 4 7 5 5 COMBAT STATS Fwd/Aft Defense: 14 Stb/Port Defense: 17 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0 8 6 6 9 6 6 10 7 7 11 8 8 12 8 8 WEAPON DATA Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns Class-SO Missile Rack FORWARD HITS 1-6: Retro Thrust 7: Catapult 8-10: Hvy Plasma Cannon 11-18: Forward Structure 19-20: PRIMARY Hit SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 1 Vostor (On Catapult) 3 Shuttles Thrust: 3 Armor: 0 Defense: 8/10 SIDE HITS 1-5: Port/Stb Thrust 6-7: Port/Strb Hangar 8-9: Hvy Plasma Cannon 10-11: Missile Rack 12-18: Port/Stb Structure 19-20: PRIMARY Hit 1-9: Main Thrust 10-18: Aft Structure 19-20: PRIMARY Hit 1-12: Primary Structure 13: Primary Hangar 14-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C AFT HITS OTHER HANGARS 6 Fighters 0 Shuttles PRIMARY HITS 1 3 3 2 3 4 4 FORWARD 4 4 4 3 3 5 3 3 6 1 4 4 3 4 4 4 4 4 4 4 7 All Missile Racks 6 STARBOARD 4 4 8 PORT 3 10 3 4 4 4 PRIMARY AFT 4 All Missile Racks 4 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Catapult Hvy Plasma Cannon Class-SO Missile Rack 2 2 4 MISSILES Rack #5 2 2 2 Rack #6 Rack #7 4 4 4 4 4 Rack #8 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Rogolon Tovin Small Warship SPECS Class: Hvy Combat Vsl In Service: 1966 Point Value: 400 Ramming Value: 110 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 3 3 MANEUVERING Turn Cost: 3/4 Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust 4 3 4 5 4 5 6 5 6 7 6 7 COMBAT STATS Fwd/Aft Defense: 13 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +5 8 6 8 9 7 9 10 8 10 11 9 11 12 9 12 WEAPON DATA Heavy Plasma Cannon Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns Class-SO Missile Rack FORWARD HITS 1-6: Retro Thrust 7-8: Hvy Plasma Cannon 9-10: Missile Rack 11-18: Forward Structure 19-20: PRIMARY Hit SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 3 Shuttles Thrust: 3 Armor: 0 Defense: 8/10 AFT HITS 1-7: Main Thrust 8-9: Missile Rack 10-18: Aft Structure 19-20: PRIMARY Hit 1-9: Primary Structure 10-12: Port/Strb Thrust 13: Hangar 14-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C 3 PRIMARY HITS 1 3 3 3 2 4 4 4 FORWARD 4 4 6 1 PORT 4 4 4 4 4 STARBOARD 4 4 8 4 4 4 PRIMARY AFT 3 2 2 4 4 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Hvy Plasma Cannon Class-SO Missile Rack 5 3 4 2 2 MISSILES 4 4 4 4 Rack #3 Rack #4 Rack #5 TM & © WARNER BROS.

Includes Navigator. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) . and fire a maximum of 2 missiles per turn at the same target.Version 2: 2E/S8 Rogolon Vostor Assault Fighter SPECS Class: Super-Heavy Ftrs In Service: 1959 Point Value: 85 each Ramming Value: 38 Jinking Limit: 4 Lvls MANEUVERING Turn Cost: 1/3 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust COMBAT STATS Fwd/Aft Defense: 8 Stb/Port Defense: 10 Free Thrust: 8 Offensive Bonus: +6 Initiative Bonus: +14 WEAPON DATA Lt Plasma Gun Number of Guns: 2 (Linked) plus 1 tail gun (Unlinked) Class: Plasma Damage: 1d3+5 (-1/hex) Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn ARMOR SPECIAL NOTES Can carry 8 missiles. Locked-onto as individual units. 3 Tail Gun Uses Reverse Arc 4 4 3 Fighter #1 Fighter #2 Fighter #3 Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Fighter #4 Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Fighter #5 Fighter #6 Fighter #7 Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Fighter #8 Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Fighter #10 Fighter #11 Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking Fighter #12 Fighter #9 Missiles Dropped Out Sat Destroyed Initiative Thrust Used Speed Jinking TM & © WARNER BROS. Flight Level Combat Do not use flight level combat for this unit.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Usuuth Baroon Escort Cutter SPECS Class: Lt Combat Vsl In Service: 1950 Point Value: 190 each Ramming Value: 30 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 1 1 3 1 1 MANEUVERING Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust 4 2 2 5 2 2 6 2 2 7 3 3 COMBAT STATS Fwd/Aft Defense: 10 Stb/Port Defense: 11 Engine Efficiency: 1/1 Extra Power: +0 Initiative Bonus: +14 8 3 3 9 3 3 10 4 4 11 4 4 12 4 4 WEAPON DATA Particle Projector Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Projector Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn HIT LOCATION 1-11: Structure 12-13: Lt Particle Projector 14-16: Particle Projector 17-18: Drive 19: Reactor 20: Control SPECIAL NOTES Agile Ship Atmospheric Capable SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 1 2 1 2 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 2 2 2 2 5 3 3 5 4 3 2 4 4 6 4 3 2 4 4 6 2 4 2 2 4 2 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 1 2 1 2 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 2 2 2 2 5 3 3 5 4 3 ICON RECOGNITION Control Drive Reactor Particle Projector Lt Part Projector 2 4 4 6 4 3 2 4 4 6 2 4 2 2 4 2 TM & © WARNER BROS.

Version 2: 2E/S8 Usuuth Dovarum Micro-Sat [12] SPECS Class: Super-Heavy Ftrs In Service: 1950 Point Value: 100 each Ramming Value: 42 Jinking Limit: 4 Levels MANEUVERING Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: 1 Thrust Roll Cost: N/A COMBAT STATS Fwd/Aft Defense: 9 Stb/Port Defense: 9 Free Thrust: 4 Offensive Bonus: +4 Initiative Bonus: +15 WEAPON DATA Particle Projector Number of Guns: 2 (Linked) Class: Particle Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: 0/0/-2 Rate of Fire: Once per 2 turns SPECIAL NOTES ARMOR Flight Level Combat Do not use flight level combat for this unit. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) Micro-Sat #9 . Hvy Particle Projector 3 3 3 Locked-onto as individual units. 3 Number of Guns: 2 Class: Particle Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: 0/0/-4 Rate of Fire: Once per 3 turns Micro-Sat #1 Micro-Sat #2 Micro-Sat #3 Dropped Out Sat Destroyed Initative Thrust Used Notes Dropped Out Sat Destroyed Initative Thrust Used Notes Dropped Out Sat Destroyed Initative Thrust Used Notes Micro-Sat #4 Dropped Out Sat Destroyed Initative Thrust Used Notes Micro-Sat #5 Micro-Sat #6 Micro-Sat #7 Dropped Out Sat Destroyed Initative Thrust Used Notes Dropped Out Sat Destroyed Initative Thrust Used Notes Dropped Out Sat Destroyed Initative Thrust Used Notes Micro-Sat #8 Dropped Out Sat Destroyed Initative Thrust Used Notes Micro-Sat #10 Micro-Sat #11 Dropped Out Sat Destroyed Initative Thrust Used Notes Dropped Out Sat Destroyed Initative Thrust Used Notes Dropped Out Sat Destroyed Initative Thrust Used Notes Micro-Sat #12 Dropped Out Sat Destroyed Initative Thrust Used Notes TM & © WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Name:______________ Counter:____________ Usuuth Orthuus Battle Leader SPECS Class: Capital Ship In Service: 1970 Point Value: 600 Ramming Value: 150 Jump Delay: 30 Turns 1 Speed Turn Cost 1 Turn Delay 1 2 2 2 3 3 3 MANEUVERING Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust 4 4 4 5 5 5 6 6 6 7 7 7 COMBAT STATS Fwd/Aft Defense: 15 Stb/Port Defense: 17 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +1 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 WEAPON DATA Particle Hammer Class: Particle Modes: Standard 5 Damage: 2d10+15 Range Penalty: -1 per 3 hexes Fire Control: +3/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Hvy Particle Projector Class: Particle Modes: Standard 3 Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns FORWARD HITS 1-4: Retro Thrust 5-7: Particle Hammer 8-9: Particle Projector 10-18: Forward Structure 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Hvy Particle Projector 8-9: Lt Particle Projector 10-18: Port/Stb Structure 19-20: PRIMARY Hit 1-5: Main Thrust 6-7: Particle Projector 8-9: Hvy Particle Projector 10-11: Jump Engine 12-18: Aft Structure 19-20: PRIMARY Hit 1-9: Primary Structure 10-12: Hangar 13-14: Sensor 15-16: Engine 17-19: Reactor 20: C & C SPECIAL NOTES Limited Deployment (33%) HANGAR 6 7 2 8 2 24 Fighters 4 Shuttles Thrust: 3 Armor: 1 Defense: 8/10 SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 SIDE HITS Particle Projector 2 AFT HITS Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Projector PRIMARY HITS 1 4 2 4 Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn 3 3 4 3 4 4 FORWARD 4 4 4 4 11 12 13 All Lt Particle Projectors STARBOARD 8 4 6 4 4 14 15 PORT 6 6 7 6 4 6 2 5 PRIMARY AFT 4 4 2 4 3 2 12 4 5 2 16 All Lt Particle Projectors ICON RECOGNITION Thruster C&C Sensors Engine Jump Engine Reactor Hangar Particle Hammer Hvy Part Projector Particle Projector Lt Part Projector 3 3 3 3 4 9 4 5 4 10 4 TM & © WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) .Version 2: 2E/S8 Usuuth Rowlon Armored Fighter SPECS Class: Medium Fighter In Service: 1942 Point Value: 30 each Ramming Value: 15 Jinking Limit: 8 Levels MANEUVERING Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust COMBAT STATS Fwd/Aft Defense: 5 Stb/Port Defense: 7 Free Thrust: 8 Offensive Bonus: +4 Initiative Bonus: +20 WEAPON DATA Lt Particle Projector Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+2 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn Flight Level Combat ARMOR 2 2 1 2 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit Flight #1 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #2 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #3 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #4 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #5 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #7 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes Flight #8 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Dropped Out Ftr Destroyed Initative Speed Thrust Used Jinking Notes TM & © WARNER BROS.

Serron Variant (Rare) Version 2: 2E/S8 Name:______________ Counter:____________ Usuuth Sarlon Sniper SPECS Class: Hvy Combat Vsl In Service: 1965 Point Value: 380 Ramming Value: 140 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 2 1 3 2 2 MANEUVERING Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 1. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) 6 4 5 4 2 4 4 2 4 4 .5 Thrust 4 3 2 5 4 3 6 4 3 7 5 4 COMBAT STATS Fwd/Aft Defense: 13 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +7 8 6 4 9 6 5 10 7 5 11 8 6 12 8 6 WEAPON DATA Particle Hammer Class: Particle Modes: Standard 5 Damage: 2d10+15 Range Penalty: -1 per 3 hexes Fire Control: +3/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 4 turns Particle Projector FORWARD HITS 1-4: Retro Thrust 5: Particle Hammer 6-7: Particle Projector 8-9: Lt Particle Projector 10-18: Forward Structure 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Particle Projector 9-18: Aft Structure 19-20: PRIMARY Hit SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 1 Shuttles Thrust: 3 Armor: 1 Defense: 8/10 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Projector Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn AFT HITS 6 2 1 2 5 7 PRIMARY HITS 1-9: Primary Structure 10-11: Port/Strb Thrust 12-13: Sensors 14-15: Engine 16: Hangar 17-19: Reactor 20: C & C 2 3 3 3 4 2 4 FORWARD 1 4 2 PORT 3 8 5 6 STARBOARD 3 5 4 6 4 6 5 PRIMARY AFT 4 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Particle Hammer Particle Projector Lt Part Projector TM & © WARNER BROS.5+1.

Version 2: 2E/S8 Name:______________ Counter:____________ Usuuth Serron Attack Ship SPECS Class: Hvy Combat Vsl In Service: 1952 Point Value: 375 Ramming Value: 140 Jump Delay: N/A 1 Speed Turn Cost 1 Turn Delay 1 2 2 1 3 2 2 MANEUVERING Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 1.5+1.5 Thrust 4 3 2 5 4 3 6 4 3 7 5 4 COMBAT STATS Fwd/Aft Defense: 13 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +7 8 6 4 9 6 5 10 7 5 11 8 6 12 8 6 WEAPON DATA Hvy Particle Projector Class: Particle Modes: Standard 3 Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns Particle Projector FORWARD HITS 1-4: Retro Thrust 5: Particle Projector 6-7: Hvy Particle Projector 8-9: Lt Particle Projector 10-18: Forward Structure 19-20: PRIMARY Hit 1-6: Main Thrust 7-8: Particle Projector 9-18: Aft Structure 19-20: PRIMARY Hit SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6 HANGAR 0 Fighters 1 Shuttles Thrust: 3 Armor: 1 Defense: 8/10 Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns Lt Particle Projector Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn AFT HITS 6 2 3 2 2 7 PRIMARY HITS 1-9: Primary Structure 10-11: Port/Strb Thrust 12-13: Sensors 14-15: Engine 16: Hangar 17-19: Reactor 20: C & C 1 3 3 2 4 3 4 FORWARD 1 4 3 PORT 3 8 5 6 STARBOARD 3 5 4 6 4 6 5 PRIMARY AFT 4 ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Hvy Part Projector Particle Projector Lt Part Projector TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02) 6 4 5 4 2 4 4 2 4 4 .

names and all related indicia are trademarks of and © Warner Bros. characters. AND HELP FROM THE CENTAURI HAD NOT BEEN FORTHCOMING. HIS FORCE WAS ALL THAT STOOD BETWEEN THE INVADERS AND THE USUUTH HOMEWORLD. “ENGAGE AND DESTROY THE ENEMY FLAGSHIP!” THIS BOOK IS AND IDEAL COMPANION TO THE WARS OF THE CENTAURI REPUBLIC SUPPLEMENT.BUT HOW? ON HIS READOUTS HE WATCHED THE ORIENI GROUP GRADUALLY CLOSE ON HIS HOME PLANET.. THEY WERE AS DOOMED AS HE WAS. HE GAVE THE LAST ORDER OF HIS LIFE. THE MONSTROUS MOTHERSHIP SEEMED TO HOVER ON THE DISTANCE AT THE EDGE OF HIS SCANS. suicide runs. SHIPS BURNED AS ORIENI SUICIDE FIGHTERS SLAMMED INTO THEM.PRIME SENSOR VOLUSA STARED FORLORNLY AT THE READOUTS. HE HAD TO BUY MORE TIME SOMEHOW. SPEAKING QUICKLY. RULES. ALL SEEMED HOPELESS. HE TOGGLED A SWITCH AND SELECTED THE ORTHUUS BATTLE LEADER’S COMM CHANNEL. (s02) .95 BABYLON 5. PLUS TWO NEW RACES NEVER BEFORE SEEN: THE USUUTH AND ROGOLONS! IN THIS BOOK YOU WILL FIND: OVER 30 DIFFERENT ORIENI WAR SCENARIOS! Base assaults. ALL AROUND.. TECHNOLOGY. AND SCENARIOS FOR THE RACES IN THAT PRODUCT. and more! NEW SHIPS FOR THE RACES OF THE ORIENI ERA The Abbai Matriarchate (5 units) The Centauri Republic (3 units) The Drazi Freehold (7 units) The Orieni Imperium (3 units) The Raiders (4 units) The Rogolon Dynasty (7 units) The Usuuth Coalition (6 units) NEW SHIPS FOR THE RACES OF THE ORIENI ERA The Abbai Matriarchate (5 units) RULES AND BACKGROUNDS FOR TWO NEW RACES The Rogolon Dynasty The Usuuth Coalition .UNLESS. AS IF TAUNTING HIM.. convoy raids.. THE ORIENI ARMADA WAS OVERWHELMING. pursuit battles.. BW-117 ORIGINAL MSRP $16. IT INCLUDES NEW SHIPS. A SMALL GROUP OF UNDAMAGED SHIPS WAITED TO FACE THEM..AND MUCH MORE! THIS IS NOT A STAND ALONE PRODUCT AND REQUIRES BABYLON 5 WARS 2nd EDITION TO FULLY USE..’ HE HISSED AS EXPLOSIONS ROCKED HIS VESSEL. “ALL SURVIVING ELEMENTS. THINGS WERE NOT GOOD. ambushes..

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