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A Call to Arms

Babylon 5 Space Combat


Matthew Sprange
Book One – Rules
Contents Revised Edition Editor
Christopher Allen

Introduction 2 Editing & Line Development


Ian Belcher
The Turn 5 Graphic Design Consultant
Brandon Bray
Movement Phase 6 www.b5tech.com
www.wolfsshipyard.mystarship.com efni.org
Attack Phase 8 Internal Special Effects (2D)
David Briedis and Luciano M Trentadue
End Phase 12

Contents
Special Effects (3D)
Special Actions 13 David Charnow, Omar Chaudry, Kier Darby,
Mark Kane, Terry Hagerty, Ingo Haverich, John Quatch,
Special Traits 16 Fabio Passaro, Todd Pederzani, Chris Sapiano,
Michael Stetson
Advanced Rules 19
Producer
Scenarios 25 Alexander Fennell
Studio Manager
Campaigns 38 Ian Barstow
Designer’s Notes 48 Key Grips
Ted Chang, Sarah Quinnell, Ashley Tarmin
Additional Text
Bruce Graw, Ted Chang and August Hahn
Extras
Mark Billanie, Chris Czerniak, Simon Dethan, Jamie
Godfrey, Daniel Griffiths, Daniel Haslam, Mark Howe,
Alan Moore, Erik Nicely, Mark O’Bannon, Michael
Olsen, Daniel Scothorne, Mark Sizer, Glenn Wallbridge,
Duncan Webster, Nichola Wilkinson, Simon Yee,

1
Introduction
It was the dawn of the Third Age of Mankind, ten years after the Earth-Minbari War. The Babylon Project was a dream given
form. Its goal – to prevent another war by creating a place where humans and aliens could work out their differences peacefully.

It is a port of call, a home away from home for diplomats, hustlers, entrepreneurs and wanderers. Humans and aliens wrapped in
two million, five hundred thousand tons of spinning metal, all alone in the night. It can be a dangerous place but it is our last, best
hope for peace.

This is the story of the last of the Babylon stations. The year is 2258. The name of the place is Babylon 5.

A Call to Arms is the game of space combat in the universe of Babylon 5. Throughout the station’s turbulent history, armed
fleets have enacted the harsher policies of their governments. Now you can play out these confrontations on the tabletop with
entire fleets drawn from the Earth Alliance, Minbari Federation, Narn Regime, Centauri Republic or any one of the many
other races that dwell in the galaxy.

From skirmishes involving single cruisers hunting down Raiders to the clashing of allied fleets against the forces of ancient
beings aeons old, A Call to Arms is your ticket to exciting battles that take place in the depth of space.

A Call to Arms
This game is divided into several chapters which may seem to contain a lot of rules you need to remember but it is far easier
than it looks! The core rules of A Call to Arms are detailed in the following chapters.
Introduction

The Turn: A short description on how players take turns moving and attacking with their ships.

Movement Phase: Describes how ships move in space.

Attack Phase: Once your ships have moved into positions of advantage, you will want to know how to blast your enemies
into their component atoms!

Special Actions: Ships need not only manoeuvre and fire – there are a whole range of Special Actions that players can choose
from to enhance their games.

Special Traits: Many ships and weapon systems have special rules that make them different from the norm – these are all
described in this chapter.

These chapters contain all you need to know to begin playing A Call to Arms, though you need only consult the Special
Actions and Special Traits chapters as a reference, rather than trying to memorise them from the outset. Once you are familiar
with these, you can proceed to the Advanced Rules and beyond, to experience the full dynamics of space combat in the
Babylon 5 universe.

What You Will Need


As well as this box set, there are several other things you will require in order to play A Call to Arms properly. A minimum of
two players are required, each with their own fleet of ships (you can readily use the counters included in the box set, though
if you have miniatures, keep on reading). You will also need a flat playing surface – the kitchen table will do, though the
scenarios included in this book assume a playing surface of six foot by four foot in size.

In addition to this, you will also need pens, scrap paper to jot down notes and a measuring device marked in inches. With all
those collected together, you have everything you need to begin fighting in the galaxy of Babylon 5.

Scale
Though counters for most ships in the Babylon 5 universe have been provided within this box set, veteran players may still
possess entire fleets of miniatures produced for B5 Wars by Agents of Gaming. Regardless of the scale of your miniatures
(original or Fleet Action), they can be used freely in A Call to Arms.

2
All distances in A Call to Arms are measured from the stem of a ship’s base or the very centre of the counter. Some older
miniatures may have more than one base. In this case, pick one and measure only from that. All distances in A Call to Arms
are measured in inches.

Rolling Dice
A Call to Arms uses the ordinary six-sided dice – other, more exotic types of dice are not required. It will be beneficial to
players to have at least a dozen dice, as it greatly speeds up play during multiple dice rolls.

If you are told to roll a die (a single dice) in the rules, roll it as normal and read the number or pips on the top. However, you
will sometimes see strange references telling you to roll 4d6, 6d6 and so on. A number before a ‘d’ tells you how many dice
you need to roll; the following number merely notes that the die type is a six-sided die. For example, 4d6 means roll four dice
while 6d6 means roll six dice.

You may also be asked to add or subtract a fixed number to the total result rolled on a dice. For example, 2d6+4 means rolling
two dice, totalling their result and then adding 4 to the final total.

Re-Rolls
Some special situations may call for you re-rolling a dice. This simply means you ignore the first result that a dice rolled and
roll again. You must always accept the result of the second roll, even if it was worse than the first – re-rolls can be used to get
you out of a tricky situation but they are never guaranteed! Also, you may only ever re-roll a specific dice result once, even if
you have multiple opportunities to re-roll a dice result.

Introduction
Pre-Measuring
Unlike a lot of other miniatures games from Mongoose Publishing, you are allowed to pre-measure distances and ranges at
any time in A Call to Arms. Spacecraft have very advanced computer and sensor systems, allowing their Captains to precisely
judge how to manoeuvre and when to unleash a devastating salvo.

Movement & Firing


Though A Call to Arms is played on a flat surface and ‘altitude’ rules are not used, a
full three dimensional environment is assumed, so ships can pass over one another,
planets, space stations, etc. . .

Every ship in A Call to Arms has a number of firing arcs, all of which are marked out
on counters and bases (also see the diagram to the right of this text). These are the
areas that various weapons can fire into, as noted in their descriptions in Book Two.

Fore [F] 90 degrees forward


Aft [A] 90 degrees rearward
Port [P] 90 degrees left
Starboard [S] 90 degrees right
Boresight [B] Straight line ahead
Boresight Aft [B(a)] Straight line behind
Turret [T] 360 degrees all round

All counters have the picture of the relevant ship (shown top down), with two lines
bisecting the centre at 90 degrees, to demonstrate the main firing arcs. A single point
at the front of the counter marks the Boresight line – another will be at the rear of
the counter for the ship’s Boresight Aft weapon (if any). Where the two main lines
intersect at the centre, a single red dot is shown, marking the point of the ship where
all measurements are taken (just like the base stem on a miniature).

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Ships in A Call to Arms
No doubt you have already breathlessly flicked through Book Two of this box set and seen all the different ships available to
play in A Call to Arms. Every ship in the game is defined by its roster sheet, though you will also find plenty of information in
Book Two covering its general statistics, history and the tactics involved in its use. A ship’s roster looks like this – the example
given here is of a Hyperion cruiser, one of the stalwarts of the Earth Alliance.

Name: Damocles Class/PL Hyperion/Raid

Speed: 8 Crew: 25/6

Turns: 2/45o In Service: 2246+

Hull: 5 Craft: 1 Starfury flight

Damage: 20/6 Special Traits: Interceptors 2, Jump Point

Crew XP Dice: 0
4
Quality:
Weapon Range Arc AD Special
Heavy Laser Cannon 18 B 2 Beam, Double Damage, Super AP
Introduction

Heavy Laser Cannon 18 B (a) 2 Beam, Double Damage, Super AP


Medium Pulse Cannon 10 F 6
Medium Pulse Cannon 10 P 6
Medium Pulse Cannon 10 S 6
Medium Plasma Cannon 8 F 4 AP, Twin-Linked
Particle Beams 5 T 4 Anti-Fighter, Weak
Name: What a ship is called is up to you, but it has been noted in our playtesting that ships with names always seem to last
longer!
Class/Pl: This is the actual type of ship, as shown in Book Two, and its Priority Level.
Speed: This is the maximum distance in inches a ship can usually move in a single turn.
Crew: Much the same as Damage, this shows how many Crew are onboard the ship. The second figure shows how far the
Crew can be depleted before they become a Skeleton Crew. In the example above, once the Hyperion loses 19 Crew, reducing
it to 6 overall, it is crewed by a Skeleton Crew.
Turns: As described in the Movement Phase chapter, this reflects how quickly a ship can turn to come about on its enemies.
In Service: The Earth year in which the ship came into service and thus when it can be used.
Hull: The higher the value here, the better armoured a ship will be to withstand incoming fire.
Craft: A few ships carry flights of smaller craft onboard, normally fighters. Any carried as standard will be noted here.
Damage: The first figure shows how many points of damage a ship can withstand before being destroyed. The second marks
the point at which the ship becomes Crippled. In the example above, once the Hyperion takes 14 points of damage, reducing
it to 6 overall, it becomes Crippled.
Special Traits: Many ships have special rules that allow them to perform actions impossible by others. The Hyperion above,
for example, can create its own jump points and is protected by Interceptors. Ship Special Traits are detailed on page 16.
Crew Quality: The average figure here will be 4, which denotes a Military-Grade crew onboard. This can vary to reflect
especially green or elite crews. Until you start playing Campaign games (for which see p37), use a score of 4 by default for
Crew Quality.
XP Dice: Only of use in a Campaign game, this score represents the tactical experience the crew of this particular ship has
accrued through their space endeavours.
Weapons: Nearly every warship will have multiple weapon systems, all of which will be detailed here. Every weapon is
defined by its Range, which Fire Arc it can fire into and the number of Attack Dice it uses. Some weapons also have Special
Traits, as defined in on page 16, which further influence their effect in the game.

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The Turn
During each turn of A Call to Arms, players will make many tactical decisions, ships will move and then launch devastating
attacks upon one another. To make the process of space combat a lot easier, with the huge range of options and strategies
available, each turn is split into four distinct phases. Players will run through each phase together and, when each turn is
complete, every ship on each player’s side will have had a chance to act and affect the outcome of the battle.

The four phases are played in order – Initiative Phase, Movement Phase, Attack Phase and End Phase. When the End Phase
has been completed, the turn ends and the next one begins with the Initiative Phase.

Initiative Phase Initiative Modifiers


The Initiative Phase is used to resolve any actions that do not require players to Earth Alliance +1
make any choices (such as moving ships that are Running Adrift) and to decide who
Centauri Republic +3
will have the Initiative for the turn – in other words, who has gained a position of
Narn Regime +2
tactical advantage.
Minbari Federation +4
At the start of each turn, both players roll for Initiative using 2d6. To this result, League of Non-Aligned Worlds +0
each player will modify the total, depending on the race or fleet he is using. Every ISA +2
race or fleet has its own modifier, as described in Book Two, full list is also listed in Raiders +0
the Initiative Modifiers table. Any ties are re-rolled. Vorlon Empire +6
Shadows +6
Movement Phase

The Turn
The player who won the Initiative Phase by rolling higher than his opponent will now decide whether to move a ship first or
force his opponent to do so. Players then alternate the moving of their ships. First, a player nominates one of his ships and
moves it. It is also at this point that the player decides if the ship will perform any Special Actions, which may well affect the
ship’s movement for the turn. Then his opponent nominates one of his own ships, decides if it will perform a Special Action
and then moves it. This continues until all ships have been moved. Note that a particularly large fleet may still have ships
to move after its enemy has finished moving all of its own. In this case, the larger fleet will carry on moving ships until they
have all had a chance to move.

Attack Phase
Once ships have been moved into position, they are allowed to fire their weapons in an effort to destroy their enemies. Players
then alternate the firing of their ships. The player who won the Initiative Phase nominates one of his ships and then attacks
with it, resolving all damage dealt by that ship. His opponent then nominates one of his ships and attacks. This continues
until all ships have attacked, or had a chance to attack. Note that it is not compulsory for a ship to attack, even if it has a
viable target. The player may simply nominate it and choose not to fire. However, he may not select it again that turn and
choose to fire – he must make the decision to attack then and there; there is no holding back!

End Phase
The End Phase is used to ‘tidy up’ the battlefield and make sure all players know what is happening. This is the time Damage
Control and other book-keeping tasks are performed. Once complete, a new turn begins.

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Movement Phase
The ability to manoeuvre a ship into a position of advantage is vital. By outwitting your opponent, you will gain the chance
to keep your ships at optimum range for their weaponry while keeping out of your opponent’s most dangerous fire arcs.

Once it has been determined who has the Initiative for the current turn (see the previous chapter), players take turns to move
their ships. A ship may only be nominated to move once in every turn and every ship must be nominated. You are not
allowed to skip ships, even if it means you will move into a position of disadvantage if you do so!

Special Actions
Once a ship has been nominated, the player must decide if that ship is attempting any Special Actions with it that turn. This is
done before that ship moves, as the player’s choice may affect what movement the ship will make. Special Actions themselves
cover unique manouevres available to warships, from forcing an enemy ship to surrender, to redirecting power to the engines
in order to increase speed. A player does not have to attempt a Special Action, he may decide to simply move and attack
normally. Special Actions are detailed on pages 13–15.

Moving Ships
When nominated to move, every ship (except those with an SM Speed score) must be moved a distance in Available
inches between its Speed score and half this amount. All movement must be in a straight line forward. This Turns
means that no ship (except those with an SM Speed score) can simply turn on the spot – warships are extremely Scores
heavy and despite having very powerful engines, inertia will carry them forward before their immense bulk can
1/45o
be redirected.
1/90o
Movement

Now that you have your ship in motion, you will at some point want to change the direction of its movement. 2/45o
All ships have a Turns score, which rates how quickly they can turn, giving the number of turns they can make 2/90o
during one movement and the maximum angle each turn can be. SM

1/45o, for example, shows that a ship could make one turn every time it moves, to a maximum angle of 45o. These turns may
occur at any time after the ship has moved its mandatory half Speed movement. The pictures on the opposite page demostrate
an ISA White Star manouevring to attack a Centauri Primus (Fig. 1). The White Star has Speed: 15 and Turns: 2/90o and
must move forward at least 7 1/2” directly forward at the start if its movement (Fig. 2). The rest of its movement is up to its
Captain. In the example given, it turns 90o after its mandatory movement and moves 4” forwards (Fig. 3). The Captain then
decides to turn a second time, to bring the White Star’s weapons to bear on the Primus – the White Star turns a further 40o
and moves forward another 2” (Fig, 4). The White Star’s total movement is less than 15” (it’s Speed score) and its number of
turns (2) and their angles (90o and 40o) has not exceeded its Turns rating (2/90o). Note that a ship capable of 2 turns must
always move at least 2” between its 1st and 2nd turn.

The Turns rating of SM stands for Super Manoeuvrable. Such ships (usually extremely agile craft, such as fighters) do not
worry about turns or, indeed, facing. They are free to move in any direction the player chooses, making as many turns as he
wishes along the way.

Ships may never be stacked on top of one another. You may never end your movement ‘on top’ of another ship or auxiliary
craft.

Auxiliary Craft
Fleets with auxiliary craft (such as fighters) operate in a slightly different Initiative Order. All ships are moved in Initiative
Order as normal. Once the ships of all fleets involved in the battle have been moved, the player who won the Initiative must
then choose whether to move his auxiliary craft first or force his opponent to do so. Once this decision has been made, then
all the flights of auxiliary craft in a fleet are moved at the same time. Then the opposing fleet does the same with their auxiliary
craft. This is done to reflect the relative freedom of movement small craft have in battles involving huge warships and also
keeps things quick and easy in battles featuring many flights of auxiliary craft. Also, note that auxiliary craft can only attempt
certain Special Actions, as noted on page 13.

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Fig. 1 Fig. 2

Movement
Fig. 3 Fig. 4

7
Attack Phase
Now you have moved your ships, no doubt you will be wanting to unleash their raw firepower and reduce your opponent’s
ships into chunks of burning metal! From the particle beams of Raider craft to the immensely powerful neutron lasers found
onboard Minbari warcruisers, there are dozens of different ways in which you can destroy your enemy.

As described on page 5, players alternate the firing of their ships, calculating all damage and resolving its effects before moving
onto another attacking ship. This, of course, can make gaining the Initiative very important in some turns.

Once a ship has been nominated to fire, the player follows this process

1. Nominate targets for each weapon in each fire arc, checking each is within range.
2. Resolve firing and damage.

Eligible Targets
For a target to be attacked successfully, two conditions must be met. First, it must lie in the appropriate fire arc of the weapon
system that will be firing at it, as shown on your ship’s roster. Second, it must be within the range of the weapon, as also
shown on the ship’s roster. You must nominate a target for every weapon you intend firing from your ship at the same time,
before any attacks are made. You are allowed to pre-measure all targets before firing to check that they are within the correct
fire arc and in range!

If a target lies on the border between two fire arcs, then the attacking player may decide which of the two arcs the target will
be considered to be within. He must choose one fire arc in this way – he may not attack the target with weapons from both
Attacking

fire arcs.

Unless your ship has rules to the contrary, you may fire each weapon system once during every turn.

Note that ships do not block line of sight in A Call to Arms as it is assumed they are fighting in a full 3D environment. You
may fire ‘through’ any ship, be it friendly or enemy.

Firing
Each weapon listed on a ship’s roster has an Attack Dice (AD) score listed. This is the number of dice rolled every time the
weapon is fired.

When Attack Dice are rolled, the resulting number on each dice is compared to the target’s Hull score. For every Attack Die
that equals or beats the target’s Hull score, a hit has been scored. A roll of a 1 on an Attack Die is always a miss; a roll of a 6
is always a hit.

For every successful hit, roll 1d6;

1 Bulkhead Hit: No damage dealt


2-5 Solid Hit: –1 Damage, –1 Crew to target ship
6 Critical Hit: As Solid Hit but also roll on Systems Table

Splitting Fire
Weapons with multiple AD are allowed to split their dice between different targets. This is done when targets are being
nominated. The amount of AD allocated to each target in every fire arc must be declared before any firing takes place.

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Damage
When a ship’s Crew score is reduced to 0, it is considered to be Running Adrift. For the rest of the game, the ship is moved
at half speed in a straight line before Initiative is rolled for, until it moves off the table.

When a ship’s Damage score is reduced to 0, it is considered to be destroyed but the opposing player must roll 1d6 on the
chart below, adding +1 for every point below 0 the damaged ship has taken.

Damage Table
D6 Result
1–5 Running Adrift: As detailed above
6–9 Ship Destroyed: Burned out hulk, left stationary on table
10+ Ship Explodes: All targets within 4” are attacked by half the exploding ship’s starting Damage in AD (maximum
10 AD). The destroyed ship is removed from the table.

Thresholds
Both Damage and Crew scores have secondary figures, as noted on each ship’s roster. For example, a Hyperion has Damage
20/6. This means that it can take 20 points of Damage but when it has been reduced to 6 points, a threshold has been
reached.

If the Damage score is brought to this threshold level, the ship is considered to be Crippled. All turns will be reduced to
45o and it will make one less turn (to a minimum of one) during its movement. The ship’s Speed score will be permanently
reduced by half and only one weapon per fire arc may be used while attacking. Any Interceptors the ship may have are
destroyed. In addition, roll 1d6 for every Special Trait the ship possesses – on a 4+ that Special Trait is destroyed, as jump
engines go off line or carrier bays become cluttered with debris.

Attacking
If the Crew score is brought to this threshold level, the ship is considered to be running on a Skeleton Crew. No Special
Actions may be attempted and only one weapon system may be fired in each turn. In addition, it will suffer a –2 penalty to
all Damage Control checks.

Auxiliary Craft and Dogfights


After every ship on the table has had a chance to attack, both players then attack with their auxiliary craft. The player who
won the Initiative will attack with all of his auxiliary craft first, followed by the player who lost the Initiative. In this way,
every auxiliary craft will attack at the same time, no matter where on the table they are. Simply nominate targets for each
flight of auxiliary craft and then resolve their attacks, as if you were nominating targets for a ship’s weapon systems against
different targets.

If you decide to attack an auxiliary craft flight or ship with your own flight, resolve the attack as normal. You will make an
ordinary attack and targets will receive any Dodge applicable. However, if you are in base contact with an enemy flight, then
you are considered to be engaged in a dogfight.

When auxiliary craft launch their normal attacks, they are considered to be engaging at long ranges. This is why other
auxiliary craft still retain their Dodge trait against such attacks – at these ranges, they are fairly easy to avoid for a trained
fighter pilot. If you want to ensure the job is done right, you must close range and start dogfighting!

Once you move a flight into base contact with an enemy flight of auxiliary craft, you are considered to be dogfighting and
will then follow these rules. Auxiliary craft may only conduct dogfights against other flights, not ships. A dogfight develops
automatically by one flight moving into base contact with another and neither may move until the enemy has been destroyed
– this is why it can be very important to retain the Initiative when moving your fighters.

Every flight of auxiliary craft in A Call to Arms now has a Dogfight score. This is a reflection of the raw potential of a fighter
and its potential to manoeuvre into an advantageous position. The Dogfight scores of all auxiliary craft can be found in the
fleet lists in Book Two.

9
You resolve all dogfights your flights are involved in when you nominate your auxiliary craft to attack in the Attack Phase.
When two opposing flights engage in a dogfight, both players roll one dice and add the Dogfight score and the Crew Quality
of their flight. Note that the Stealth trait never applies in dogfights – the combatants are far too close for stealth systems to
have any real effect.

You may add +1 to your dice roll for every extra flight you have in base contact with the enemy flight you are targeting. Flights
may support any number of dogfights in this manner but they may never conduct a dogfight against a flight they have already
helped support against. Other than this, it is up to you how you arrange your dogfights for best advantage!

The player who scores the highest will win the dogfight and destroy the enemy flight automatically. If the scores are equal,
then all flights will be locked together and may not move until another dogfight has been fought and won. You may only
destroy one enemy flight during each dogfight, no matter how many are arrayed against you.

In general, each flight will only fight one dogfight in each turn. However, it is possible for a flight to fight twice. For example,
two flights may dogfight when one player nominates his auxiliary craft during the Attack Phase, reach a draw, and therefore be
locked in combat. When the other player nominates his auxiliary craft to attack, the two flights must dogfight once more. By
the same token, if a flight is attacked by multiple enemies and wins, it will still have at least one enemy flight in base contact
when auxiliary craft are nominated again in the turn.
Fig. 5 Fig. 6 Fig. 7
Attacking

Critical Hits
If a Critical Hit has been scored on the Damage Table, roll 1d6 on the Critical Hit Location table to determine exactly what
has been hit.

Once the location of a Critical Hit has been determined, roll on the appropriate Critical Critical Hit Location
Hit table. The special effects of Critical Hits are not cumulative and where several Critical D6 Location of Critical Hit
Hits effect the same ship in a similar way (such as loss of Speed on Engine hits), then only 1–2 Engines
the highest penalty is applied. However, you should note each Critical Hit scored, as each
must be repaired separately during Damage Control. 3 Reactor
4 Weapons
The additional Damage and Crew loss indicated is applied immediately, in addition to 5 Crew
the normal Damage and Crew loss the hit inflicted. This extra Damage and Crew loss
will be multiplied by Double Damage and Triple Damage weapons as normal. 6 Vital Systems

For example, an Omega destroyer suffers both Thrusters Damaged and Fuel Systems Ruptured Critical Hits during an attack
from a Sharlin warcruiser. The extra damage is applied for both but the ship only suffers a –4 penalty to Speed, for having the
Fuel Systems Ruptured. However, when the fuel systems are repaired, the Omega still suffers a –2 penalty to its Speed, as the
Thrusters Damaged Critical Hit is still in existence.

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Engine Critical Hit
D6 Area Damage Crew Effect
1–2 Power Relays Destroyed +0 +0 –1 Speed
3–4 Thrusters Damaged +1 +0 –2 Speed
5 Fuel Systems Ruptured +2 +1 –4 Speed
6 Engines Disabled +3 +1 Speed to 0, no Special Actions

Reactor Critical Hit


D6 Area Damage Crew Effect
1–3 Capacitors Damaged +0 +1 –2 Speed
4–5 Reactor Gas Leak +0 +3 No Special Actions
6 Reactor Explosion +3 +4 Speed to 0, no Special Actions

Weapons Critical Hit


D6 Area Damage Crew Effect
1–3 Targeting Systems Damaged +0 +1 All weapons lose 1 AD (to a minimum of 0)
4 Power Fluctuations +0 +0 Each weapon will only fire on a roll of 4+ on 1d6
5 Weapons Offline +2 +2 No firing out of one random arc
6 Catastrophic Ammunition Explosion +3 +4 No weapons can fire

Crew Critical Hit


D6 Area Damage Crew Effect
1–2 Fire +0 +2 —

Attacking
3–4 Multiple Fires +0 +3 —
5 Localised Decompression +1 +3 —
6 Hull Breach +2 +4 —

Vital Systems Critical Hit


D6 Area Damage Crew Effect
1 Bridge Hit +0 +1 No Special Actions
2 Engineering +4 +3 No Damage Control permitted
3 Weapons Control +4 +4 No firing out of one random arc
4 Secondary Explosions +1d6 +1d6 -
5 Reactor Implosion +2d6 +4d6 -
6 Catastrophic Explosion +4d6 +2d6 -
Note that Vital Systems cannot be repaired through Damage Control.

Two Critical Hits (on the Weapons and Vital Systems tables) will stop a ship from firing out of one random arc. When your
ship suffers from one of these critical hits, simply consult your ship’s entry in the fleet lists. From the top of the weapon
descriptions, count down all the unique fire arcs (Turret and Boresight arcs count for this). The Earth Alliance Olympus is a
good example – reading from top to bottom it has Turret, Fore, Port and Starboard arcs. Roll one dice and count downwards
for every unique arc. For example, in the case of the Olympus, a roll of 1 would result in the Turret arc being knocked out, a
2 the Fore weapons, a 3 the Port weapons and a 4 the Starboard weapons. Rolls of 5 or 6 should be re-rolled.

Ships such as the Hyperion are even easier to work out – if you look carefully, you will see that it has six possible fire arcs,
meaning that you will not have to roll dice again if you roll too high.

Note that some ships (notably those of the Drazi) have just one fire arc and so will lose all weapons on these Critical Hits – this
is an intentional and built in weakness!

11
End Phase
Once all players have moved and attacked with all their ships, the End Phase is played out to complete the turn. This is used
to complete any book-keeping needed for special rules, as well as a providing a vital chance for players to repair any damage
their ships have sustained from critical hits.

Damage Control
During the End Phase, players can repair their ships through Damage Control. The player who won the Initiative during the
turn does this first, for all of his ships that have been damaged.

Many Critical Hits have special effects that further debilitate a ship beyond the raw damage they cause. Weapons systems can
go offline, corridors can be flooded with reactor gas and flashbacks from ammunition stores can cause terrible harm. These
special effects are the only things Damage Control can repair – it cannot be used to restore Damage or Crew points. A player
may only attempt to repair one Critical Hit on each of his ships during every End Turn.

A ship may not attempt to repair a Critical Hit on the same turn it was suffered – it must wait at least one full turn before
attempting to fix a Critical Hit. To repair a Critical Hit by Damage Control, select one effect a ship is currently suffering from
and roll 1d6, adding the ship’s Crew Quality score. On an 9 or more, the effect has been repaired and the ship can continue
to operate normally. If you roll less than 9, the effect persists though you may try again in the End Phase of the next turn.

Critical Hits to Vital Systems may never be repaired.


End Phase

The Universe of Babylon 5


There are many alien races present throughout the galaxy, though many do not have vast, star-spanning
empires. Restricted to just their homeworld and lacking jump gate technology or space travel altogether,
they can only gaze in wonder as visitors from the stars land on their worlds to explore, trade and sometimes
exploit. A few become reliant on these visitors, bartering for passage onboard their spacecraft in order to
reach for the stars themselves.

Such races are rarely considered or taken seriously by those more advanced in technology and the galaxy is
dominated by what has become known as the major races and the League of Non-Aligned Worlds. These
are the most powerful governments with colonies spanning two or more worlds and trade treaties with other
races, growing ever richer and more technologically sophisticated even as the lesser races fall further behind.
The major races are generally considered to be the ever-feuding Narn Regime and Centauri Republic, the
enigmatic Minbari Federation, the ancient Vorlon Empire and the newly emerging Earth Alliance. All of
these governments have several star systems under their control and highly sophisticated militaries that
vigorously defend their borders and ensure their positions of power within the galaxy are maintained.
Though there still exist some small governments who cling fiercely to their independence, usually out
of mistrust, views of racial purity or both, most of the minor races have formed an alliance known as the
League of Non-Aligned Worlds, hoping to combine their collective needs and desires in order to compete
with the larger governments on a more equal level.

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Special Actions
Special Actions are a vital part of A Call to Arms, as they permit players and their ships to do some extraordinary things, much
like the crews of the Babylon 5 TV show. Whether it is bracing for impact against incoming attacks or forcing a damaged
enemy vessel to surrender, Special Actions greatly increase the tactical options available for all players.

Performing Special Actions


When a ship is nominated to move, a player can also choose to perform a Special Action. Some of these are automatic, while
some require a Crew Quality check for success. Each ship may only attempt one Special Action in every turn. A Special
Action must be chosen and attempted before the ship begins to move. Auxiliary craft can only use certain Special Actions,
denoted in the text.

Crew Quality Checks


A Crew Quality check is performed by rolling 1d6 and adding the ship’s Crew Quality score. If the total matches that listed
in the Special Action’s description, the action is successful and will be performed. A 6 on this kind of Crew Quality check is
always a success. If failed, the ship moves as normal.

Some Crew Quality checks are listed as being ‘Opposed’. This means both players involved roll 1d6 and add the Crew
Quality scores of their respective ships (as detailed in the Special Action’s description). If the player attempting the Special
Action exceeds his opponent’s total, then once again, the action is successful and will be performed in this turn. The roll must

Special Actions
be exceeded – a tie will result in the Special Action not working. A 6 rolled by either side in this check is not an automatic
success.

Auxiliary craft do not have individual Crew Quality scores. Their Crew Quality score is either equal to their mothership’s
Crew Quality score (in the case of flights that are launched from ships) or is determined by their Wing (i.e. all flights within
a Wing will have the same Crew Quality score).

The range of Special Actions that may be attempted are described below.

Activate Jump Gate!


Crew Quality Check: Automatic (or Opposed if the jump gate is controlled by opposition, see page 20 for details)
Effect: The vast network of jump gates present throughout the galaxy are what makes interstellar commerce and communication
truly possible. Any ship within 6” of a jump gate may activate it and prepare to enter hyperspace. While attempting this
Special Action, the ship may not fire any weapons and its Speed score is halved. A ship may not enter a jump gate on the
same turn that it is activated. An auxiliary flight may activate a jump gate in the same way as a ship can, however it cannot
activate an enemy controlled jump gate (those needing a Crew Quality check to activate) as such small craft lack the technical
facilities to hack into the complex computer systems that control the gates. See page 20 in the Advanced Rules chapter for
details of jump gates.

All Hands to Deck!


Crew Quality Check: 9
Effect: The Captain orders the entire engineering division to alert. If successful, the ship gains +1 modifier when attempting
Damage Control and can attempt to repair any number of Critical Hits in this End Phase.

All Power to Engines!


Crew Quality Check: Automatic
Effect: Diverting all power away from side and station-keeping thrusters, the Captain orders his crew to make best speed.
The ship adds +50% to its Speed score for this turn. No turns may be attempted. A fighter may only use All Power to
Engines! if it has the Afterburner trait. It may only use its Afterburner once in a battle and will only add +50% to its Speed
for the turn in which it is used. However, it may make any amount of turns while it uses the Afterburner.

13
All Stop!
Crew Quality Check: Automatic
Effect: Once a position of advantage has been gained, the Captain may be reluctant to relinquish it. The ship may move
between 0 and half of its Speed in this turn and may make no turns. If the ship is in a gravity well at the time (see page 23),
another Special Action may be attempted in the same turn.

Close Blast Doors and Activate Defence Grid!


Crew Quality Check: Automatic
Effect: Securing all bulkheads and bringing online short-range defensive systems, the crew prepares to withstand a brutal
attack. If successful, the ship has its number of turns reduced by one and can only fire one weapon system. However, for
each point of Damage taken this turn, roll one dice. On a 5 or more, the damage is ignored. This has no effect on Crew loss
but may be used to mitigate the effects of Critical Hits which inflict extra Damage, though the special effects of Critical Hits
will still take effect.

Come About!
Crew Quality Check: 9
Effect: Pushing the ship’s thrusters to dangerous levels, the Captain orders his ship to turn hard to gain a position of
advantage. The ship can either make one more turn than normal (following the usual rules for turning) or may increase one
normal turn by an extra 45o.

Concentrate All Firepower!


Special Actions

Crew Quality Check: Automatic


Effect: By ordering well practised firing solutions, the Captain concentrates his ship’s weapons onto a single target, with
devastating effect. Nominate one enemy target before you begin moving your ship. All AD used by the ship that miss this
target may be re-rolled. No turns may be attempted, nor may any other target be attacked.

Give Me Ramming Speed!


Crew Quality Check: 10
Effect: If a ship is Crippled, its Captain may decide to make the ultimate sacrifice and order a course that heads straight for
an enemy vessel. A Crew Quality check must be made – it takes tremendous strength of will to not only make the ultimate
sacrifice but to also convince your crew to do the same. The ship may add 50% to its Speed but can only turn once. If it
contacts an enemy ship, you may try to ram it. Only one enemy ship can be targeted in this way and auxiliary craft may not
be targeted.

Both players make opposed Crew Quality checks. Should you fail this check, your ship narrowly misses the enemy; no ram
is made. If you score higher, you have successfully rammed the enemy. Both ships suffer immediate Damage and Crew loss
equal to half the opponent’s starting Damage score. Note that this damage is automatic; no Attack Dice are rolled. Each ship
also suffers 1d6 Critical Hits.

Initiate Jump Point!


Crew Quality Check: Automatic
Effect: Only ships with the Jump Point or Advanced Jump Point trait may use this action. The Captain, deciding either
his objectives are complete or that it would far wiser to disengage from the battlefield, orders the ship into the safety of
hyperspace. A ship initiating a jump point has its Speed score is halved for this turn. In addition, it may not fire any weapons.
A ship may not enter a jump point on the same turn that it is created. See page 20 in the Advanced Rules chapter for details
of jump points.

Manoeuvre to Shield Them!


Crew Quality Check: Opposed (see below)
Effect: With careful manoeuvring, the Captain orders his ship to physically shield another from attack. Nominate one
friendly target and one enemy target. Note that auxiliary craft such as Fighter flights may not be targeted with this Special

14
Action. Your ship must end up within 3” of the friendly target, directly between it and the enemy target. If your ship does
not manage this, the manoeuvre automatically fails. If the enemy target attempts to fire upon the friendly target this turn,
it must make an Opposed Crew Quality check with your ship. Should your ship’s result exceed the enemy target’s result, all
attacks that were to be fired at the friendly target are instead fired at your ship. These attacks are resolved normally.

Run Silent!
Crew Quality Check: 10
Effect: The ship powers down all systems in an effort to avoid detection by the enemy. If the Crew Quality check is passed,
the ship gains the Stealth 3+ trait for this turn only. During this time, it may not fire, its Speed score is halved and it may
not turn. If the Crew Quality check is failed, these restrictions still apply – the crew are still trying to run silent, they are just
not successful.

Scanners to Full!
Crew Quality Check: 9
Effect: Only an auxiliary flight within 4” of an enemy ship with the Stealth trait may attempt this action. Scanners to Full!
is performed at the end of the Movement Phase. The flight may not attack in the same turn, nor may it be in base contact
with an enemy flight. A Crew Quality check is made with a target number of 9. You may add a +1 bonus to this roll for every
other friendly flight within 6” of the target that is also performing this action. If successful, the Stealth score of the target is
reduced by one for the rest of the turn. Each flight attempting this action may either make the Crew Quality check or add
the bonus but may not attempt both.

Stand Down and Prepare to be Boarded!

Special Actions
Crew Quality Check: Opposed
Effect: One of the most breathtaking Special Actions available to a player, a Captain can order a battered enemy vessel to
stand down and surrender, forcing it out of the battle. If an enemy ship is either Crippled or on a Skeleton Crew, you may
try to force it to surrender. You must have ships within 10” of it whose total starting Damage points are greater than the
enemy ship’s starting Damage points. Ships involved in this Special Action (other than the enemy ship) may not make any
attacks. Both players make an opposed Crew Quality check. If you beat your opponent, his crew will surrender. Leave the
ship motionless on the table. So long as one of your ships stays within 10”, it will take no further part in the battle. If it is
attacked, control passes immediately to your opponent once more. If all your ships are more than 10” away in the Initiative
Phase of any turn, your opponent may make a Crew Quality check. If he scores 10 or more, control of the ship passes to him
once more. Auxiliary craft, such as Fighters, may not be affected by this Special Action.

Special Trait Example: Interceptors in Play


An EarthForce Warlock-class Advanced Destroyer is being attacked by a pair of Centauri Primus-class ships. The first
Centauri ship, a Primus, hits the Warlock 3 times with its Twin Particle Array. The Warlock has Interceptors 4 and
addresses each hit in turn. The Warlock’s player rolls 4 dice and scores 2, 3, 3 and 6. As at least one 2 was rolled, the
first hit scored by the Primus is completely negated. As all Interceptor dice rolled scored 2 or higher, they may all be
re-rolled to negate the second hit – this time the Warlock’s player rolls 2, 3, 5 and 5. The second hit is completely
negated as at least one die rolled a 3 but the Warlock’s player loses one Interceptor die (the one that rolled a 2). The
Warlock only rolls three Interceptor dice for the third hit and only gets 1, 1 and 3. Since none of these dice have rolled
the required 4, the third hit automatically pierces the Warlock’s defences and its damage is applied.

The second Primus first hits the Warlock with a hit from its Battle Lasers. As a Beam weapon, this automatically
pierces the Interceptors and its damage is applied. The Primus’ second hit is from its Twin Particle Array. Even
though the Warlock has technically lost all of its Interceptor dice (by failing to roll a single 4 during the last attack), the
Warlock’s player may still roll 1 Interceptor die. However, he needs to roll a 6 to resist the damage. For the remainder
of the turn, the Warlock is always allowed one Interceptor die and needs a 6 to succeed.

The following turn, all of the Warlock’s Interceptor dice are refreshed. Should the Primuses fire upon it once more, it
will get to roll 4 Interceptor dice to resist damage.

15
Special Traits
In A Call to Arms, Special Traits are applied to both ships and weapons. These are special abilities that in some way alter the
core rules of the game. For example, a ship protected by Interceptors has a chance of avoiding each hit it sustains in a game,
whereas a ship without them will suffer damage as normal. In the same way, there are weapons that are exceptionally powerful
compared to normal guns and others that are markedly less effective.

Special Ships
Ships with Special Traits can effect the game in all kinds of ways, including movement, firing and the ability to resist damage,
as well as wholly new effects that can take place outside of normal combat. Special Traits are one of the ways that vessels from
different fleets distance themselves in the ongoing technological race.
Adaptive Armour: The entire hull of the ship comprises of semi-living organic material which can readily adjust itself to repel
the worst of most attacks. Whenever the ship sustains damage from an attack froma weapons system, halve the Damage and
Crew points lost (to a minimum of 1 each).
Advanced Jump Point: The ship is equipped with the most technologically advanced jump engines in the galaxy and can
make jumps into realspace with high precision. The jump point of the ship entering realspace will not deviate and the ship
may act normally on the turn it arrives. In addition, a jump point created in realspace may be placed in any fire arc.
Afterburner: Using powerful secondary thrusters or even just dumping fuel into the combustion plant of the engines, this
ship can achieve a rapid increase in speed for a short time. When using the All Power to Engines! Special Action, the ship may
double its Speed for the turn. Afterburners may only be used once per game.
Carrier X: This ship has been designed as a fleet carrier and can deploy its flights of fighters extremely rapidly. While most
Special Traits

ships are limited to launching or recovering just one flight in a turn, this ship can launch or recover a number of flights equal
to its Carrier score. The number of launchings/reoverings cannot exceed the ship’s Carrier score.
Command +X: A ship with this trait is equipped with advanced communications systems and is usually crewed by high-
ranking officers who use it as a flagship, dictating the actions of an entire fleet. So long as the ship is on the table and not
Crippled or reduced to a Skeleton Crew, the owning player gains an extra bonus to his Initiative rolls equal to the Command
score in the ship’s description. This is not cumulative and may not be added to the bonus granted by other ships with the
Command trait.
Dodge X: Some ships (notably fighters or the legendary White Star) are exceptionally nimble and can make sudden, violent
movements to thwart attack. Whenever the ship suffers a hit, roll one die. If the die equals or exceeds the Dodge score listed
for the ship, all effects of the attack are ignored. The ship has literally dodged the attack.
Fighter: Though counted as ships for the purposes of most rules in the game, flights of Fighters do not have a Damage score.
They are destroyed by the first hit they suffer. Their Crew Quality score is either equal to their mothership’s Crew Quality
score (in the case of flights that are launched from ships) or is determined by their Wing (i.e. all flights within a Wing will
have the same Crew Quality score). Fighters may never take any Special Actions.
Fleet Carrier: The ship is not a mere carrier of auxiliary craft – it is the centre of an entire fleet, providing support for
countless other ships. A fleet carrier may always deploy two flights before the start of a battle. In addition, so long as the fleet
carrier remains on the table, every auxiliary craft flight in the fleet is granted a +1 bonus to its Dogfight dice, giving them a
slight edge in combat as ranks of fighter controllers on board give them detailed and explicit instructions when engaging the
enemy. Finally, whenever you remove an auxiliary craft counter within 30” of your fleet carrier, roll one dice. On a 5 or 6, the
flight was not completely destroyed and managed to struggle back to the fleet carrier. It will be available next turn for launch,
completely revitalised and ready for battle. If an enemy ship (not auxiliary craft counter) was within 4” of the counter when
it was removed or if it was removed during a dogfight, apply a –1 penalty to this dice roll. A +1 bonus to the roll is granted
if the flight was within 10” of the fleet carrier. If you roll lower than this, the flight is completely destroyed or scattered and
will not reappear. A fleet carrier may only repair and replenish craft that it could normally carry, so it will be unable to use
this special ability on craft from allied fleets. The effects of this trait are lost once the fleet carrier becomes Crippled or goes
down to a Skeleton Crew.
Flight Computer: Highly advanced ships may have incredibly sophisticated flight control systems, to the extent that the ship
can almost fly itself. A ship listed as having a Flight Computer can never have a Crew Quality score less than 4 (Military-

16
Grade). In addition, they ignore all penalties for being reduced to a Skeleton Crew, though being reduced to 0 Crew will still
leave a ship Running Adrift - the Flight Computer must have someone alive to instruct it in order to pilot the ship.
Interceptors X: Interceptors are highly effective short-ranged active defence systems that target and neutralise incoming
attacks. Though able to provide a useful shield, it is possible to overwhelm Interceptors through sheer weight of firepower, as
many an EarthForce Captain has found to his cost. When the ship first suffers a hit from an attack in a turn, roll a number
of dice equal to the Interceptor score. If any die results in a 2 or higher, the hit from that Attack Die is completely negated
and ignored. Dice that do not roll 2 or higher are removed. All dice that rolled 2 or more may be used against the next
attack that strikes the ship, but they must then roll 3 or more. So long as at least one die manages this, that hit too is ignored.
Dice that do not roll 3 or higher are removed. Any die that succeeded in rolling 3 or more may then be used against the
next incoming attack, though they will need to roll 4 or more, and so on. This continues until the ship has been protected
against all attacks or the Interceptors have been reduced to 1 Interceptor die. A roll of a 6 on this Interceptor die will always
negate an attack, no matter how many times the Interceptors have been used. Interceptors will cease to function when a ship
becomes Crippled. Note that Interceptor dice ‘refresh’ at the beginning of every turn, meaning that a ship’s Interceptors will
be at optimum capability (maximum number of dice, needing 2+ rolls) against the first attack of every turn. Certain weapons
ignore Interceptors, as do the Attack Dice from jump points and exploding ships.
Jump Point: The ship carries the large and powerful jump engines used to punch a hole from real space into hyperspace. The
full rules for creating and using jump points are detailed on page 20 of the Advanced Rules Chapter.

Scout: This ship has been designed specifically for gathering intelligence on enemy fleets and relaying it back to friendly
ships. The presence of just one scout ship can therefore make an entire fleet fight far more effectively. A ship with the Stealth
trait can perform a number of duties during a battle. So long as you have more ships with the Scout trait than the enemy fleet,
you may re-roll Initiative for both setting up and the first turn, so long as the scenario allows these rolls in the first place. So
long as it is within 24” of a ship with the Stealth trait, a scout may make a Crew Quality check at the start of the Attack Phase.

Special Traits
If it rolls an 8 or more, the target ship will have its Stealth score reduced by one for the remainder of the turn. This ability
cannot affect a target more than once in a turn, so the Stealth score can only ever be reduced by one. Instead of reducing the
target’s Stealth score, the scout ship may try to redirect attacks aimed against the enemy ship. Make a Crew Quality check. If
the result is 9 or more, you may choose any one weapon system on any ship attacking the enemy target. You may re-roll all
Attack Dice for that weapon system that fail to hit the target.
Self-Repairing X: Due to highly advanced bio- or nano-technology, this ship can actually repair itself, albeit slowly. The ship
grants its crew a +1 bonus to all Damage Control checks. In addition, the ship will regain a number of lost Damage points
in every end phase equal to the score listed after self-repairing.
Stealth X: Some ships, notably those of the Minbari Federation, have superior active stealth systems that can render their
ships all but invisible to their enemies. After an attack has been declared on this ship, a target lock-on must be achieved. Roll
a die and compare it to the target’s Stealth score. If the score is equalled or exceeded, the attack proceeds as normal. If not, all
attacks that had been nominated to hit the target are wasted, as the firepower is uselessly expended on empty space. Also, if a
ship with Stealth is more than 10” away from a ship trying to gain a lock-on upon it, its Stealth score is increased by 1.

Special Weapons
The Special Traits used for weapon systems typically revolve around the capabilities of the weapon itself and what it can do in
battle. Some weapons are made vastly superior by these traits, while others have their effectiveness reduced.

Accurate: These weapons do not roll their AD to hit as other weapons must do. The incredibly advanced targeting computers
onboard will automatically hit any ship that is attacked with this weapon system. As such, every Attack Die of the weapon is
rolled as a hit on the targeted ship. Accurate Beam weapons automatically hit once; subsequent rolls to hit only need a 3+ roll
of the AD to hit again. As long as these secondary hits roll 3+, they may be re-rolled to to inflict further hits on a 3+.
AP (Armour Piercing): These weapons are adept at slicing through the thick armoured hulls of warships to do great damage
to the decks below. Add +1 to the results of all Attack Dice rolled for this weapon.
Anti-Fighter: Designed to track and destroy fast-moving craft, these weapons ignore the Dodge score of any target.
Beam: Beam weapons have gained a legendary status in the galaxy and all races have tried to develop effective ones, though
not all succeed. If an Attack Die from this weapon successful strikes a target, immediately re-roll to attack again – the target
number this time, however, will be one higher than before. You may continue to re-roll every Attack Dice that continues to
hit the target, with a target number one higher than previously used, until you run out of Attack Dice. A roll of a 6 always

17
counts as a successful attack and may be re-rolled again. Beam weapons completely ignore Interceptors, rendering them
useless. However, they can only split fire if the targets are within 4” of each other.
Double Damage: Weapons of awesome destructive power, they will literally double all Damage and Crew loss dealt to a
target, including the bonus damage caused by Critical Hits. In addition, they will always cause at least one point of Damage
(but not Crew loss), even if the Damage Table lists the attack as a Bulkhead Hit.
Energy Mine: A weapon unique to the Narn, an Energy Mine is an extremely long-ranged fusion bomb hurled through
space. When fired, nominate a point in space that is within range and the appropriate fire arc. You do not have to target an
enemy ship – an empty patch of space is just fine! Every object within 3” of this point will automatically be attacked by the
Energy Mine. Energy Mine attacks ignore Dodge, Interceptor and Stealth traits on all ships within the 3” radius. Energy
Mines suffer a -1 penalty to all rolls made on the Damage Table (meaning they cannot score critical hits). Energy Mine
weapons cannot split Attack Dice to create multiple area effects.
Gravitic Shifter: Using advanced gravitic technologies, this weapon can affect the mass of an entire ship, forcing it to turn
against the will of its crew. This weapon has no Attack Dice. Instead, nominate a target in range and within the appropriate
fire arc. Make opposed Crew Quality checks. If you beat the targeted ship, you may immediately turn it up to 45o in any
direction.
Mini-Beam: Like their larger cousins, Mini-Beam weapons concentrate a huge amount of energy in each attack, allowing
them to cause devastating amounts of damage, though they can only fire for a split second. A Mini-Beam weapon ignores
Interceptors just like a Beam but does not gain the ability to score multiple hits with every Attack Dice. They are particularly
effective when used at short range against flights of Fighters. When targeting flights within 4”, Mini-Beam weapons may also
be counted as Anti-Fighter weapons.
Precise: Using either superior firepower or technologically advanced targeting systems, these weapons can consistently deal
Critical Hits to their targets. You may add +1 to all rolls on the Damage Table.
Slow-Loading: Some weapons take an inordinate amount of time to either reload or recharge. These weapons may only fire
Special Traits

every other turn.


Super AP: With massive power reserves and the technology to use them, these weapons can penetrate the armour of any ship
in space. Add +2 to the results of all Attack Dice rolled for this weapon.
Triple Damage: Extremely rare, these weapons have the ability to shred smaller ships in two. All Damage dealt to a target
will be tripled. In addition, they will always cause at least one point of Damage (but not Crew loss), even if the Damage Table
lists the attack as a Bulkhead Hit.
Twin-Linked: These weapons are mounted in pairs or even quads, concentrating the firepower available on each hardpoint
or turret system. The hail of fire these weapon systems can unleash is awesome to behold and very difficult to avoid. Any
Attack Dice for this weapon that do not successfully strike their target may be re-rolled.
Weak: Whether through a lack of technology or a declining military budget, some weapons are simply not as powerful as
their military-grade counterparts. Deduct 1 from the results of all Attack Dice rolled for this weapon.

18
Advanced Rules
Once you have got the rules in the previous chapters under your belt, it is time to expand your games to include the advanced
rules in this chapter. These rules will add a lot more depth to your games and allow you to simulate the full action of the
Babylon 5 TV series on your tabletop.

Auxiliary Craft
A few ships are able to carry a flight or two of much lighter craft, usually fighters. Some ships act as full-blown carriers and
may have many such flights onboard. Fighters act as point defence for larger vessels and are able to deliver precision attacks
that, while light, can still cause a large amount of damage to an enemy. A ship carrying auxiliary craft may only deploy one
flight before the start of a battle. This is optional and represents a patrolling flight being used to safeguard the ship while in
hostile territory, a fairly normal procedure. The one exception to this is during the Ambush scenario, where the attacker is
free to deploy all of his fighters before the start of the battle. Wings bought separately may be deployed outside of ships as
normal.

A ship not performing a Special Action may launch one flight of auxiliary craft. At the end of the ship’s movement, place the
flight anywhere within 3” of the ship. In the next turn, the flight is free to act and is treated as a separate ship itself, subject
to the Special Traits it has.

A ship may recover one flight of auxiliary craft a turn. The returning craft must be within 3” of the ship dufing the End Phase
for this to occur. A ship may recover any friendly flights, even those belonging to other ships. However, it may only do so

Advanced Rules
if it has less flights already onboard than are listed in its Craft score on its roster. A Hyperion cruiser, for example, could not
recover a wandering Starfury flight unless it had already launched its own flight.

Supporting Ships
Up until now, you will have been using your fighters to conduct lightning raids on enemy ships and screen enemy fighters
at great distances from your fleet. However, fighters are also adept at providing close up support for larger ships and in this
duty, they can prove invaluable.

A flight may be moved onto the base of a friendly ship that is within range of its movement at any time. When this happens,
the flight is considered to be supporting the ship and will then be automatically moved whenever the ship moves. Flights
may also be placed on the base of a ship to support it before the start of the battle. A maximum of four flights may support a
ship in this way, regardless of its actual size. Note, however, that if the ship moves further in a turn than a flight’s Speed, the
flight will be left behind.

Whenever an enemy flight attacks the ship, the supporting flight is immediately moved into base contact with the enemy and
a dogfight resolved immediately. A supporting flight may only do this once per turn but any number of supporting flights
may be used to engage an enemy flight. Whatever the result, the enemy flight may not attack the original target ship if it
is intercepted in this way. If the defending flights survive the dogfight, they are returned to the base of the ship they were
protecting.

Fighters can also be used to support other auxiliary craft. This works very similarly to a flight supporting a ship, except that
the maximum number of flights that can support a flight of auxiliary craft is one. Whenever an enemy flight attacks or
attempts to dogfight the auxiliary craft, the supporting flight is immediately moved into base contact with the enemy and a
dogfight resolved immediately. A supporting flight may only do this once per turn. The supported flight does not engage
in the dogfight. This rule includes the case where a supported flight attacks a supported target. The two supporting flights
dogfight while the supported flight attacks the target as normal.

19
Crew Quality Crew Quality Scores
By default, all ships are considered to have Military-Grade crew (Crew Quality 4) Crew Crew Quality Score
onboard. However, the fleet lists in Book Two allow you to have variable crews in Elite 6
your fleet in order to reflect a force of green recruits being thrown into the fire of Veteran 5
war, or a squadron of battle-hardened veterans able to take on several ships with Military-Grade 4
ease.
Green 3
Variant Crew Quality scores are used most often in Campaign games but are Civilian 2
summarised in the Crew Quality Scores table.

Multiplayer Games
When you begin creating your own scenarios, it may cross your mind to have more than one fleet present in the same battle.
Perhaps the Earth Alliance, Centauri and Narn are all fighting over the same mineral-rich moon. Maybe the Minbari decide
to aid the League against vicious Centauri oppression. Whatever the reason, you may find it exciting to try a game with three
or more players.

In order to introduce additional players, very few changes are required to the standard rules. During the Initiative Phase,
players roll for Initiative as normal, re-rolling any ties. Play can then begin in this order, with multiple players simply taking
their turn.

For example, suppose in an Initiative Phase the Earth Alliance player scored 7 for Initiative, the Narn player 6 and the Minbari
Advanced Rules

player 12. The Minbari player has the choice of whether to move first or wait his turn. If he declines, the Earth Alliance
player then makes the same choice. If he too declines, the Narn player will be forced to move first, followed by the Earth
Alliance and then finally the Minbari. Each moves one ship after the other, before it is the Narn player’s turn to nominate
another ship to move.

Play continues in this pattern. In the example above, the Minbari player would nominate a ship to attack first, then the Earth
Alliance player and then finally the Narn, before the Minbari player gets to choose a second ship to attack.

You will find it much easier to create multiplayer scenarios if you either have very strongly defined objectives for each fleet or
if fleets are allied into two separate forces, with the fleets on each side pursuing the same objective. In this way, you will avoid
the natural inclination in most players to instantly ‘gang up’ on a single fleet and thus remove it from the game quickly.

Jump Gates
Any ship within 6” of a jump gate may activate it and prepare to enter hyperspace, using the Activate Jump Gate! Special
Action. While attempting this Special Action, the ship may not fire any weapons and it must move between 0 and half its
Speed. If the jump gate is friendly or neutral, the attempt is automatically successful. If the jump gate belongs to an enemy
(possible in some advanced scenarios), its controls must be over-ridden. This is done by making an opposed Crew Quality
check, with the jump gate assumed to have a Crew Quality of 6. Once activated, the jump gate will remain open for three
turns, during which time any ships are free to use it. By simply moving onto the jump gate, a ship will be removed from the
battlefield as it makes the jump to hyperspace. A ship must enter through the jump gate’s forward arc.

Jump Points
A ship may only open a jump point if it has the Jump Point or Advanced Jump Point Special Traits and is using the Initiate
Jump Point! Special Action. A ship initiating a jump point may only be moved between 0 and half its Speed. In addition,
it may not fire any weapons. A jump point counter is placed anywhere in the front arc of the ship, within 6”, after the ship
has been moved. No ship can enter a jump point on the turn it is created. The jump point will stay open for up to three
turns so long as the ship continues to use the Initiate Jump Point! Action. During this time, any friendly ship moving into
the jump point’s forward arc (whether or not it has the Jump Point trait itself ) will be removed from the battlefield as it enters
hyperspace. As soon as the ship initiating the jump point moves onto the counter and enters hyperspace itself, or when three

20
turns are over, the counter is removed. Once a jump point counter has been removed, the ship that created it may not initiate
another one for at least three turns, as its jump engines have to recharge.

Some scenarios will allow for ships to be kept off the battlefield until they are needed, waiting in hyperspace for the order to
launch their attack. These ships are not deployed on the battlefield at the start of the game but are instead kept to one side.
So long as at least one friendly ship remains on the battlefield, any ships waiting in hyperspace may be brought into play – if
no friendly ships are on the battlefield, then ships waiting in hyperspace cannot be brought into the game. This is done by
one or more of them using the Initiate Jump Point! Action as part of the normal Movement Phase. The ship’s player simply
announces that his ship will take an action and then places a jump point counter anywhere on the battlefield. The counter
is then moved 2d6” in a random direction, as it is almost impossible to accurately predict the correlation between hyperspace
and realspace. Any ship in realspace which shares the space of the jump point (or is within 4” of its forward arc) as it is created
suffers a 6 AD attack with Triple Damage. This damage only occurs when the jump point is created – it does not inflict any
additional damage in later turns. As above, this jump point may be held open for up to three turns and it may be used by any
friendly ships that do not have the Jump Point trait who are also waiting in hyperspace. As soon as the ship creating the jump
point moves onto the battlefield, the counter is removed. All ships must leave the jump point from its forward arc. Moving
from hyperspace to realspace in this way demands a great deal of energy and so a ship entering the battlefield from a jump
point may not turn, fire any weapons, launch auxiliary craft or use any Special Actions in the same turn, unless they have the
Advanced Jump Point trait. In addition, it may not create a new jump point for at least three turns after it has arrived.

Yellow jump point counters represent an entry point from realspace into hyperspace, while blue counters show an entry from
hyperspace into realspace. A ship may not use a blue counter to enter hyperspace nor a yellow counter to enter realspace.
These are one-way passages between the dimensions.

Advanced Rules
Squadrons
In larger fleet engagements, Admirals will often place several ships together in the same squadron, in order to concentrate
firepower and allow tactical objectives to be decided with greater speed. Players may also find combining ships into squadrons
a good way of playing huge battles involving dozens of vessels on either side.

If you use squadrons, you must organise any ships into them before a scenario begins. Up to
three ships (or nine flights of auxiliary craft, though you cannot mix the two) may be placed in
Asteroid Density
a squadron, though they need not be all of the same type. However, as you will quickly find, D6 Density Rating
some ships complement each other better than others, so be prepared to experiment! 1–2 6
3 7
Once ships have been placed into a squadron, they must always remain within 6” of at least one 4 8
other ship in the squadron, unless they become Crippled or are destroyed. If either of these 5 9
events happen, the ship automatically drops out of the squadron and is treated as single ship
6 10
as normal.

While in the squadron, all ships are moved and fire at the same time. In effect, you nominate the entire squadron to move
or fire, instead of just one of its ships. You are under no restrictions to use the same Special Orders or target the same enemy
ships with the entire squadron – the only requirement is that you keep all the ships within 6” of each other at all times and
make every effort to maintain this formation if they are ever split up. By the same token, enemy ships will still choose one
ship as a target for their weapons, rather than selecting the squadron as a whole.

All ships use the highest Crew Quality score of all ships within the squadron for all purposes. It is assumed the highest ranking
commanding officer will be issuing all sorts of orders and ‘suggestions’ to his lesser Captains in an effort to make the squadron
operate as efficiently as possible.

You may choose to break a squadron apart at any time by simply declaring your intentions during the Movement Phase and
moving your ships so they end up more than 6” apart. You may choose to break off just one ship in this manner, leaving the
rest of the squadron intact.

21
Stellar Debris
Space is very large but that is not to say it is always empty. Battles in space may take place lightyears from the nearest dust
cloud or asteroid field but some may occur in the heart of an over-crowded system, with ships fighting to steer their way past
mountains of floating rocks as much as trying to avoid the enemy.

Stellar debris can take several forms and players can always agree to fight in empty space or scatter debris round the tabletop as
they see fit. Some of the scenarios in the Scenarios Chapter (pages 25–37) have some specific requirements for the placement
of stellar debris.

Unlike other models on the table, stellar debris will block line of sight between ships on opposite sides of it. Unless otherwise
stated, you can target a ship in the same Stellar Debris you are in and you cannot target a ship if it cannot target you because
of Stellar Debris.. The various types of stellar debris are detailed below.

Asteroid Fields
Many planetary systems have asteroid fields, the wreckage left from a long-gone age of planetary destruction millennia ago.
Some asteroid fields form vast rings around stars or planets while others gather in localised gravitational clumps.

An asteroid field may be of any size (indeed, you might like to try your skill at fighting a battle within an asteroid field that
covers the entire table!) but most will take up an area of six square inches. They can be represented on the tabletop by flipped
counters, a scattering of pebbles or you might like to make up your own asteroid miniatures using painted polystyrene or
stones mounted on bases.
Advanced Rules

Each asteroid field has a density rating, which measures how close the rocks are together and how quickly they move relative
to a passing ship. The density rating may be freely chosen or generated randomly on the Asteroid Density table.

A ship may freely enter an asteroid field at any time. However, it must roll 1d6 and add their Crew Quality score and gain a
total equal to or greater than the field’s Density Rating. Ships with the Fighter trait gain a +1 bonus to this roll. If the test is
passed, the ship moves through with no problem. If the test is failed, the ship suffers an attack using as many Attack Dice as
the distance the ship moved in inches in this turn. This attack is counted as having the Super AP and Triple Damage traits.
Ships with the Dodge trait may use it as normal.

Dust Clouds
Some gas clouds are vast and these are the secret places where the stars themselves are born. Others are far smaller and simply
float between the stars, waiting to gather with other clouds and so begin the process of stellar renewal. Still others may actually
be examples of a far rarer phenomenon, such as dark matter.

By themselves, dust clouds are not something to be feared by ship’s crews and cause little damage other than throwing
sensor readings off the scale, disrupting delicate equipment and sometimes interfering with internal or fleet communications.
Engineering crews are well-versed in the effects of dust clouds on their vessels and can quickly recover from any of these
adverse effects. However, dust clouds can be of interest to Captains for their tactical usefulness, as ships within a cloud do not
have their line of sight blocked – that is, ships within a dust cloud may target ships outside the cloud and vice versa. Dust
clouds still block line of sight if they are between two ships and neither ship is within the dust cloud.

A ship may move freely into a dust cloud at any time. While inside, it will temporarily suffer a –1 penalty to its Crew Quality
score as the efficiency of the ship is impacted by the random glitches common in a dust cloud. At the same time, it will
gain the Dodge 6+ trait against any weapon system it is attacked by, whether the weapon was fired from within the cloud or
outside, as the dust cloud interferes with precise target locks.

Finally, a ship attempting the Run Silent! action from within the cloud will gain a +2 bonus to its Crew Quality check in
order to do so.

22
Planets
The largest stellar bodies used in A Call to Arms, planets are immense and most star systems will have several, even if they are
lifeless rocks. Planets are best represented on the table by round templates of a size relating to the planet, as described on the
Planetary Table. Ships that are Running Adrift when they move onto the planet are automatically destroyed though other
ships may fly ‘over’ it without penalty. A planet blocks line of sight to enemy ships, as with other stellar debris, unless the other
ship is actually on the planetary template, in which case line of sight will be clear to any ship within range.

Planetary Table
D6 Planet Size Template Diameter Moons Gravity Well Speed Increase
1–3 Lifeless Rock Up to 3” 0 2” 3”
4–5 Earth-like World 4”–9” 1d6–4 6” 5”
6 Gas or Ice Giant 10” or more 1d6–3 12” 8”

Typically, you will only have one planet on the table at any one time – planets orbit at great distances from one another and
you would need a gaming table a mile or so in length to represent these distances!

All planets exhibit their influence on objects around them in the form of a gravity well, the area of space extending away from
the planet’s surface in which the effects of its gravity can still be felt. This is where all orbiting satellites and bases will be found
and is where a canny ship’s Captain can gain a valuable tactical advantage. In A Call to Arms, the gravity well extends from the
edge of the planet’s template to a distance shown on the Planetary Table, depending on the size of the world.

If a ship begins its movement within the gravity well and parallel to the planet’s surface (as shown in Fig. 8), it may take

Advanced Rules
advantage of its orbital position. So long as the ship stays at the same distance from the planet as it started, it may be moved
forward around the planet, with the distance moved equal to the arc travelled. However, for all purposes, it will count as

Fig. 8 Fig. 9

23
having just moved in a straight, forward direction. This manoeuvre is referred to as orbiting. This allows a clever player
to change direction very rapidly, while perhaps taking advantage of Special Actions that require him to move in a straight
direction (such as Concentrate All Firepower!).

There is another way to use a gravity well – to accelerate your vessel to incredible speeds. In order to do this, a ship must
move towards a planet (in other words, end up closer than when it started) and end its movement within the planet’s gravity
well (see Fig. 9). In addition, it must also keep the planet in its forward fire arc. If it accomplishes these conditions, then
the ship will automatically be moved an extra distance forward equal to that shown on the Planetary Table and may also
make an additional 45o turn (or less) at any time during this movement. This extra movement and turn occurs at the end of
the Movement Phase and can feasibly shoot a ship out of the gravity well. As above, the ship may take advantage of Special
Actions that require him to move in a straight direction when increasing speed in this manner, as long as it did not turn before
entering the gravity well.

Moons
Many planets have large bodies orbiting them and many of these will be large enough to be counted as moons. The number
of moons a planet has can be randomly generated using the Planetary Table. All moons are counted as Lifeless Rocks and orbit
at a distance of 4d6” from the edge of the planet’s template.

Planetary Rings
Quite often, gas or ice giants will have elaborate planetary rings surrounding them. To randomly determine whether such a
ring exists around a generated gas or ice giant, roll 1d6. On a 3 or more, a ring exists, at a distance of 1d6+6” away from the
edge of the planet’s template. The ring will typically be 3” wide and will be counted as either a dust cloud or asteroid field
Advanced Rules

(equal chance of either).

Generating Stellar Debris


When using scenarios, you may be asked to randomly generate stellar debris to scatter across the battlefield. In order to do so,
divide the battlefield up into 12” squares. For each square, roll one dice. On a 6, a random piece of stellar debris should be
placed anywhere within the square. The exact type of debris should be rolled for on the Random Stellar Debris table.

Random Stellar Debris


D6 Stellar Debris
1–3 Asteroid Field
4–5 Dust Cloud
6 Planet – only one planet is permitted on the battlefield. Re-roll this result if you have already rolled for a planet.

Tactical Withdrawals
Any ship may choose to retreat from the battleground, either by simply moving off a table edge or by exiting the battle via a
jump point. By doing so, the ship escapes safely but your opponent will receive one-quarter of its normal Victory Points at
the end of the game. Note that some scenarios may have restrictions on which table edges may be exited safely. If one of these
edges is not chosen, then the ship will count as if it has been destroyed and thus give up its full victory points.

Once a ship leaves the battle by exiting through a jump point or jumpgate, it may not return and counts as performing a
tactical withdrawal.

24
Scenarios
Rarely do two fleets happen to meet in the depths of space and then begin taking pot shots at one another. More likely, each
will have their own tactical or strategic objective to meet, handed down to them from their High Command. Fighting a battle
in A Call to Arms is about far more than simply annihilating the enemy. You have to be cunning, cautious and able to keep
your own objectives in mind even as the enemy strives to accomplish his.

Scenarios
These objectives are represented in the game by playing scenarios. Each scenario detailed over the next few pages provides a
comprehensive list of objectives that each player must meet in order to claim victory. Whether it is an initial clash of patrols
at the start of a war or a desperate ambush, you will have to think carefully about which
Random Scenarios
ships you will use in your fleet and how you will manoeuvre them to gain victory.
2d6 Scenario
You may simply agree to play any selected scenario listed in this book with your opponent, 2 Assassination
or you may roll for one randomly on the Random Scenarios table. 3 Recon Run
4 Convoy Duty
Players generally have a number of Fleet Allocation Points with which to choose their 5 Ambush
forces as indicated in the text of the individual scenarios. Several scenarios use random 6 Space Superiority
Fleet Allocation points and, for these scenarios, both players roll 1d6 before the game and
7 Call to Arms
add the totals together before checking the chart below to see how many points they each
have. The use of Fleet Allocation Points is described in detail on page 2 of Book Two. 8 Annihilation
The Priority Level of a particular scenario is either determined randomly (see page 41) or 9 Blockade
can simply chosen and agreed upon by all players. 10 Carrier Clash

Scenarios
11 Flee to the Jump Gate!
Random FA Points Players may optionally decide to specify an Earth year 12 Supply Ships
2d6 FA Points for the scenario about to be played. The fleet lists in
2 3 Book Two have ships that feature ‘In Service’ dates. These are described more fully on page
3-4 4 2 of Book Two.
5-7 5
Each scenario has a number of entries that describe how players should approach each
8 6
scenario. These entries are covered below.
9 7
10 8 Fleets: Some scenarios may impose limitations on one or both fleets in the battle. For
11 9 example, one scenario may require fleets of a certain Fleet Allocation Points value, while
12 10 another may require a player to take certain types of ship.

Pre-Battle Preparation: This entry covers everything players need to do before play begins, including how to set up the
battlefield and where fleets should be deployed.

Scenario Rules: Some very special scenarios may have specific rules not covered elsewhere in these rules.

Game Length: While most games will continue until one side gains victory, some scenarios have strict time limits.

Victory and Defeat: A listing of the conditions required for players to win the scenario.

Victory Points
Many scenarios use Victory Points in order to determine who has won. Victory Points can be earned in many ways specific
to each scenario but, unless otherwise stated, they are always gained for damaging the opposing fleet. Specifically, Victory
Points (VP) are earned for the following.

Destroying an enemy ship: Gain VP equal to the value detailed on the Victory Point Calculation table.

25
The Battle of the Line
As the Minbari entered Earth’s solar system in 2248, the colony on Io fell within minutes and Mars itself
was bypassed as they prepared to strike at Earth itself. Mankind rallied itself for one last desperate fight,
a delaying action intended to hold the Minbari long enough for civilian transports to escape Earth and
carry a few humans to the safety of the stars. This was the infamous Battle of the Line, where over twenty
thousand men and women of EarthForce placed themselves in harm’s way in a fight to the bitter end.
Service during this battle was purely voluntary and all participants knew it was a suicide mission, for there
could be no hope of victory against the ships of the Minbari fleet. Sharlin warcruisers and Nial fighters
tore through the line blocking the way to Earth and the defending force was all but annihilated. Then, as
the twilight of the human race was about to descend, the Minbari ships inexplicably stopped firing and
signalled their surrender. Less than two hundred humans of the Line survived.

Victory Point Calculation


Difference in Priority Level of Ship and Scenario Victory Points
Ship is same Priority Level as scenario 10
Ship is one Priority Level higher than scenario 20
Ship is two Priority Levels higher than scenario 30
Ship is one Priority Level lower than scenario 5
Ship is two Priority Levels lower than scenario 3
Scenarios

Ship is three Priority Levels lower than scenario 2


Ship is four Priority Levels lower than scenario 1
Forcing an enemy ship to surrender: Gain VP equal to double the value listed on the Victory Point Calculation table – the
ship must still be in a surrendered state at the end of the battle for these points to be gained.

For each enemy ship that executes a Tactical Withdrawal: Gain VP equal to one-quarter of the ship’s value on the Victory
Point Calculation table, rounding up.

For each enemy ship that is Crippled or reduced to a Skeleton Crew: Gain VP equal to 20% of the ship’s value on the
table above, rounding up.

Note that you can only gain VP from each enemy ship once, though you always gain the highest possible VP. If, for example,
you reduce an enemy ship to a Skeleton Crew and then force it to surrender, you will gain double its value in VP, not double
its value, +20%.

For holding ground: If you have at least one ship on the table but your opponent does not, gain 5 VP. This does not apply
in a Blockade, Convoy Duty or Flee to the Jumpgate scenario.

Auxiliary Craft & VP’s: Auxiliary craft included in a game as the onboard complement of fighters for a capital ship do not
give VP’s for being destroyed – the VP’s awarded for the mothership factor in the fighters already. For every wing or part
thereof of auxliary craft destroyed that was bought for a fleet seperately from any carrier, VP’s are awarded as for destroying a
ship of the same Priority Level as the auxiliary craft wing. For example, if an Earth Alliance player bought 18 Starfuries for
his fleet as 6 Starfury wings and during the game his opponent destroyed 11 of those, the opponent would be awarded VP’s
as if he had destroyed 4 Patrol-level ships.

Attacking and Defending


Many scenarios require the players to decide who is the attacker and who is the defender. If you do not want to decide
between yourselves who takes which position, roll one die each and add your fleet’s Initiative score, re-rolling ties. The highest
scoring player will be the attacker.

26
Ambush
A small fleet has laid a trap for a much larger enemy. Using stealth, guile and surprise, it will launch a devastating attack and
then quickly withdraw, leaving the enemy scattered, confused and unable to respond. That is, at least in theory, the plan. In
reality, the ambushing fleet must use all its skill to avoid simply flying into the waiting guns of the enemy.

Fleets: The defender has 5 Fleet Allocation Points. The attacker has 3 Fleet Allocation Points.

Pre-Battle Preparation: The defending fleet is placed in the central deployment area marked on the map, with all ships
pointing towards one short table edge. The attacker picks one of the deployment areas that run alongside the long table edges.
He may place stellar debris how he wishes in this deployment area – all other stellar debris is generated randomly. He then
places his ships in this deployment area though he is permitted to keep all but one ship in hyperspace, so long as he has at least
one ship in hyperspace with the Jump Point or Advanced Jump Point trait.

Fig. 10

Scenarios
Scenario Rules: The attacker has one ‘free’ turn at the beginning of the battle. In effect, he may move and attack with his
ships normally but the defending fleet may do nothing – its ships may not move, fire, take Special Actions or perform Damage
Control. They must simply take the damage during this turn.

Game Length: Until the attacker has withdrawn or until has no ships on the table (Running Adrift, destroyed and surrendered
ships do not count as viable ships).

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the defending player does
not gain Victory Points for ships that tactically withdraw.

27
Annihilation
For those safe in the headquarters of High Command, wars in space are slow, studied affairs, a far cry from the terror and
unleashing of mighty energies that make a typical battle. There have been times in history, however, when the raw emotion
of the fight has worked its way up to the highest levels. During these times of total war, it is not enough that a strategically
important objective be taken. Nothing less than the total and utter destruction of the enemy will do, to wipe their fleets from
the map and boil their planets with weapons of mass destruction.

Fleets: Players have random Fleet Allocation Points and choose their fleets freely.

Pre-Battle Preparation: Roll for Initiative as normal – the losing fleet will be forced to set up first. The fleets are deployed
anywhere in their own deployment zones as shown on the scenario map. Stellar debris is generated randomly.

Fig. 11
Scenarios

Scenario Rules: None.

Game Length: Until the victory conditions have been met.

Victory and Defeat: For the fleets involved in this battle, damage sustained by their own ships is of little importance so long
as the enemy suffers more. This battle will continue until all the ships on one side have been destroyed. The winner is the
fleet with at least one ship remaining on the table.

28
Assassination
War can get personal very quickly and even the High Command may begin taking an interest in particular personalities on
the other side. Very often, in the midst of battle, fleets may be ordered to do everything they can to destroy a specific vessel.
This may be a ship thought to be carrying an important personage, perhaps a military genius, or it may be home to an ace crew
who have been dealing damage to the allied side out of all proportion to their normal tactical worth. Whatever the reason,
orders have been given that under no account can this ship be permitted to live.

Fleets: Players have random Fleet Allocation Points and choose their fleets freely.

Pre-Battle Preparation: The defender deploys his fleet first. The attacker must nominate one ship in the enemy fleet at the
highest priority level possible and secretly record its name on a scrap piece of paper. This ship is his target, the one marked
for assassination. The attacker may keep up to half of his fleet in hyperspace at the beginning of the game, so long as he has
at least one ship in hyperspace with the Jump Point or Advanced Jump Point trait. Stellar debris is generated randomly.

Fig. 12

Scenarios

Scenario Rules: None.

Game Length: 12 turns, or until one fleet withdraws or either side has no ships on the table (Running Adrift, destroyed and
surrendered ships do not count as viable ships).

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker will earn triple
the normal Victory Points for any damage done to his target ship.

29
Blockade
Rather than take the time and trouble to bring the enemy to battle, a large fleet will often simply blockade a system or other
strategically important target. Forcing the enemy to run through this blockade, the fleet will have the chance of destroying
its enemy piecemeal. For their part, the blockade runners have the chance of defeating the blockade and making their way
through without engaging the larger fleet in a full-scale battle.

Fleets: The attacker (the blockader) has 5 Fleet Allocation Points. The defender (the blockade-runner) has 2 Fleet Allocation
Points.

Pre-Battle Preparation: The blockading player deploys his fleet first. All ships must be pointing directly towards the
opposite long table edge. The blockade-runner will move all his ships on from anywhere along this opposite table edge in the
first turn. The blockade-runner may not use the Initiate Jump Point! Special Action as the blockader is successfully jamming
his jump engines.

Fig. 13
Scenarios

Scenario Rules: The blockade-runner has one ‘free’ turn at the beginning of the battle. In effect, he may move and attack
with his ships normally but the blockading fleet may do nothing – its ships may not move, fire, take Special Actions or
perform Damage Control. They must simply take any damage dealt during this turn. After this first turn, Initiative is rolled
normally.

Game Length: 12 turns, or until the victory conditions have been met.

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. The blockading player scores Victory
Points normally. The blockade-running player only scores Victory Points for moving ships off the blockader’s long table edge.
He gains the full VP value of every ship moved off the table in this way, regardless of its condition, as if it had been destroyed.
The blockader’s long table edge and the two short table edges are considered to belong to the blockader for the purposes of
tactical withdrawal. The opposite long table edge is considered to belong to the blockade-runner.

30
Call to Arms
Every war has its first shots fired. In space, this often happens when two fleets have been put on high alert and hostilities are
expected. Many patrols are sent out to gain intelligence on the enemy and when two opposing patrols meet, neither are likely
to ask questions. The war begins with the small clash of these patrolling ships.

Fleets: Players have have random Fleet Allocation Points and choose their fleets freely.

Pre-Battle Preparation: Roll for Initiative – the losing fleet will be forced to set up first. The fleets are deployed anywhere
in their own deployment zones as shown on the scenario map. This clash takes place in deep space and so no stellar debris or
planets are required unless both players agree to their use.

Fig. 14

Scenario Rules: None. Scenarios


Game Length: 10 turns, or until either side has no ships on the table (Running Adrift, destroyed and surrendered ships do
not count as viable ships).

Victory and Defeat: This scenario uses Victory Points in order to determine who wins.

31
Carrier Clash
Costing billions of credits, carrier ships are some of the most valued components in a fleet. Forming carrier groups with
several escorting vessels, their Captains are expected to be able to win entire battles by themselves. To become the Captain of
a carrier is to gain a position of immeasurable trust and responsibility and only the most tactically astute can ever hope to be
rewarded in this way. When two carrier groups meet in battle, observers will be treated to some of the most exciting action
possible in space combat.

Fleets: Players have random Fleet Allocation Points. Both fleets must have one ship with at least two flights of auxiliary craft.
All other ships in the fleet must be of an equal or lower Priority Level than the scenario.

Pre-Battle Preparation: Roll for Initiative as normal – the losing fleet will be forced to set up first. The fleets are deployed
anywhere in their own deployment zones as shown on the scenario map. Stellar debris is generated randomly.

Fig. 15
Scenarios

Scenario Rules: None.

Game Length: 10 turns, or until either side has no ships on the table (Running Adrift, destroyed and surrendered ships do
not count as viable ships).

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. The short table edges are considered
to belong to the player who has his deployment zone there for the purposes of tactical withdrawal. The long table edges are
considered to be neutral.

32
Convoy Duty
These two words can often fill a Captain with dread, for he is likely to look forward to nothing more than days of mind-numbing
boredom, shepherding a group of slow-moving transports across space. However, civilian ships are vital during war time, for they
are often used to carry supplies, weapons and even troops across the battle zone and their safe arrival may be imperative to High
Command.
Fleets: In a Priority Level: Patrol game, the defending player has 5 Fleet Allocation Points. The defending player also has two corporate
freighters. He may replace either corporate freighter with two civilian traders or both with a single space liner. These are the convoy
ships he must protect. For every increase in Priority Level, the number of corporate freighters increases by two. A Priority Level: War
game would therefore have ten corporate freighters. The defender may replace any or all of these with civilian traders or space liners as
listed above. The attacker has 3 Fleet Allocation Points, regardless of Priority Level.
Pre-Battle Preparation: The defending fleet is placed in the deployment area marked on the map. The attacker does not start on the
table. Instead, he will move his ships on from either long table edge during any turn he chooses. He is not required to move all his ships
on from the same table edge, nor is he required to move them all on in the same turn. The attacker may also keep up to half of his fleet
in hyperspace at the beginning of the game, so long as he has at least one ship in hyperspace with the Jump Point or Advanced Jump
Point trait. Stellar debris is generated randomly. The convoy ships are always moved first each turn, before all other ships controlled
by either player.

Fig. 16

Scenarios

Scenario Rules: None.

Game Length: Until the all convoy ships have either been destroyed or have left the table (Running Adrift, destroyed and surrendered
ships do not count as viable ships).

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker will gain 2 VPs for every
convoy ship he manages to completely destroy (but no other VPs are earned for destroying these ships). The defender gains 2 VPs for
every convoy ship he manages to exit from the exit edge marked on the map and earns the usual VPs for destroying attacking ships. For
the purposes of tactical withdrawal, the short edges are considered to belong to the defender while the long table edges belong to the
attacker.

33
Flee to the Jump Gate!
Sometimes a Captain has no choice but to flee. Whether carrying vital cargo, information that cannot fall into the hands of
the enemy or simply fleeing from a superior force, the only victory for the pursued can be escape.

Fleets: The attacking player has 5 Fleet Allocation Points and chooses his fleet freely. At least one of his ships must have the
Jump Point or Advanced Jump Point trait. The defending player has 3 Fleet Allocation Points.

Pre-Battle Preparation: A jump gate is placed on the table, as shown on the map. The defending fleet is deployed first, with
all ships pointing towards the jump gate. The attacker then chooses up to two ships to be placed in his deployment zones at
the far corners of the table behind the defending fleet. The rest of his fleet is kept in hyperspace; at least one of these ships
must have the Jump Point or Advanced Jump Point trait. The defending player may not use the Initiate Jump Point! Special
Action as the attacker is successfully jamming his jump engines. The jump gate is considered to belong to the attacker, as
defined in the Advanced Rules chapter.

Fig. 17
Scenarios

Scenario Rules: The attacker moves his main force onto the table from the Surprise Entry Point on Turn 2. He must have a
ship that is capable of opening this jump point in hyperspace.

Game Length: 10 turns, or until the victory conditions have been met.

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. The attacker gains Victory Points
as normal. The defending player gains the full VP value of every one of his ships that exit via the jump gate, regardless of its
condition, as if it had been destroyed. The defender also earns the usual VPs for destroying attacking ships.

34
Recon Run
Information is critical in war and a lack of it can get people killed quicker than a neutron laser. Small squadrons of ships will
often undertake breathtakingly dangerous missions just in order to gain a little knowledge of their enemy, making high speed
passes while scanners probe targets for the slightest hint as to their true capabilities. Few ships on recon runs may make it back
but if just one finds its way back to base, the information it carries may prove critical to the war effort.

Fleets: The defender has 5 Fleet Allocation Points and chooses his fleet freely. The attacker has 3 Fleet Allocation Points.

Pre-Battle Preparation: The defending fleet is placed in the deployment area marked on the map. The attacker will move
his ships on from any one table edge he chooses in the first turn of the game. The attacker may also keep up to half of his fleet
in hyperspace at the beginning of the game, so long as he has at least one ship in hyperspace with the Jump Point or Advanced
Jump Point trait. Stellar debris is generated randomly.

Fig. 18

Scenarios
Scenario Rules: The objective of this scenario is for the attacker to successfully scan as many enemy ships as possible. To do
this, he must move a ship within 12” of an enemy ship and then roll 1d6, adding his Crew Quality score. On a 7 or more,
he successfully scans the enemy. Each attacking ship can scan one defending ship per turn. However, they may not perform
any Special Actions while doing so.

Game Length: 10 turns, or until every defending ship has been scanned.

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker gains half of
an enemy ship’s destroyed VP value, rounding up, whenever he successfully scans it. Each enemy ship may only be scanned
once.

35
Space Superiority
Once open war has been declared, opposing fleets will begin fighting for strategically important areas of each star system. In
some cases, space itself may be possessed by a victorious fleet and this can be vital to the fleets of supply ships that will be
required to keep the warships operational. These battles of space superiority can be vicious and may in themselves ultimately
decide the winner of the war.

Fleets: Players have random Fleet Allocation Points and choose their fleets freely. Both players are permitted to keep up to
half their ships in hyperspace, so long as they have at least one ship in hyperspace with the Jump Point or Advanced Jump
Point trait.

Pre-Battle Preparation: Roll for Initiative as normal – the losing fleet will be forced to set up first. The fleets are deployed
anywhere in their own deployment zones as shown on the scenario map. Stellar debris is generated randomly.

Fig. 19
Scenarios

Scenario Rules: None.

Game Length: 10 turns.

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, divide the battlefield up
into a grid, where each grid square is 24” by 24”. If a player has at least one ship in a square and no enemy ships, then he gains
a bonus of 5 VPs. Crippled ships and those Running Adrift or on a Skeleton Crew may not claim a square in this manner.
For the purposes of tactical withdrawal, each short edge is considered to belong to the player who deployed along its length.
Long table edges are considered neutral.

36
Supply Ships
Supplies and logistics win wars more often than superior tactics and firepower, as anyone in High Command knows. The
protection of supply ships is therefore of the utmost importance in any war and the destruction of an entire supply fleet is
considered a great coup.

Fleets: Players have 5 Fleet Allocation Points and choose their fleets freely. The defending player also has two corporate
freighters. He may replace either corporate freighter with two civilian traders or both with a single space liner. These are the
supply ships he must protect. For every increase in Priority Level, the number of corporate freighters increases by two. A Priority
Level: War game would therefore have ten corporate freighters. The defender may replace any or all of these with civilian traders
or space liners as listed above. The attacker may keep up to half of his ships in hyperspace, so long as he has at least one ship
in hyperspace with the Jump Point or Advanced Jump Point trait.

Pre-Battle Preparation: The defending player deploys his entire fleet around the planet. The attacker then deploys his entire
fleet in the area surrounding the planet. The supply ships are always moved first each turn, before all other ships controlled by
either player.

Fig. 20

Scenarios
Scenario Rules: None.

Game Length: 10 turns, or until either side has withdrawn or has no ships on the table (Running Adrift, destroyed and
surrendered ships do not count as viable ships).

Victory and Defeat: This scenario uses Victory Points in order to determine who wins. The attacking player gains a 2 point
bonus for every supply ship he destroys (but no other VPs are earned for destroying these ships). The defending player gains a
2 point bonus for every supply ship that survives the battle. If the supply ships make a tactical withdrawal, they are considered
to be destroyed with regards to Victory Points – if the attacker manages to force the supply ships out of the system, he will
have done a great deal of damage to the defending player’s logistics in this region of space.

37
Campaigns
By now, you should be familiar with all the rules used in A Call to Arms and will have played through many of the scenarios
presented in this book. You will now be ready to embark on an entire Campaign, a set of scenarios that depict the entire war
for one star system, where every battle can have a profound effect upon the next and heroes can be created among your own
crews.

There is little more exciting in A Call to Arms than playing through an entire Campaign. You will find it far more engaging
than a single scenario as you will always be aware that a defeat in your current game could spell disaster down the road. In
addition, you will have a chance to watch your ships and crews grow with battle-hardened experience, yank desperate victories
out of the jaws of utter defeat and have the satisfaction of booting your enemy clean out of the system!

Beginning the Campaign


Before you begin a Campaign, you need to do several things. First off, you will need at least two players with complete fleets,
though the Campaign system here can support many more – you could get your entire club involved in a galaxy-sweeping
Campaign!

Every player should have at least 10 Fleet Allocation Points points worth of ships (whether you are using counters or miniatures)
chosen from the Battle Priority Level. Ideally, every fleet should be different, so you can represent Earth, Narn, Centauri
Prime and so forth, but it is okay to have the same type of fleet on differing sides, with one representing a rogue faction of
their government, perhaps.
Campaigns

You then need to create the Campaign diagram, which will show the star system all the
players are attempting to control. This comprises a number of Strategic Targets, all of
Number of Strategic Targets
which are considered important by the invading fleets. The number of Strategic Targets 2d6 No. of Strategic Targets
present in the system is random, rolled for on the Number of Strategic Targets table. 2–4 6
5–8 7
The Number of Strategic Targets table assumes that two players will be taking part in 9–12 8
the Campaign. For every additional player that is taking part, add one more Strategic
Target to the total.
Random Strategic Targets
Each Strategic Target must then be rolled for, using the Random Strategic Targets table, 2d6 Strategic Target
to define exactly what it is and why it is so important to the fleets. The first Strategic 2 Spacedocks
Target will always be a Settled World in every Campaign. 3 Inner System Comet
4 Settled World
Asteroid Belt: Usually the domain of miners and Raiders, asteroid belts can be a haven
5 Gas Giant
for skilful Captains, enabling them to hide their vessels for long periods of time while
vital repair work is carried out after battle. They also provide a natural navigation 6–8 Dead World
menace that can convince enemy ships to keep away from a region of space. 9 Jump Gate
10 Asteroid Belt
Dead World: Though of little long-term benefit to the victor of the Campaign, worlds 11 Mining Outpost
hostile to normal life nevertheless provide valuable gravity wells that enable fleets 12 Spacedocks
to gather safely while performing repairs or regrouping. They are also useful when
attempting to hide a gathering strike force, as many ships can simply hide behind the
planet’s shadow, concealed from the prying sensor sweeps of scouts.

Gas Giant: Common in many star systems, these planets are immense balls of gas or ice of incalculable mass. Providing all
the benefits of dead worlds, they can also provide valuable raw materials for the reactor systems of many fleets.

Inner System Comet: There are billions of comets within any solar system but it is a relatively rare occurrence for one to
be falling near its star when it comes to battle. The blazing comet, its tail growing for thousands of miles as it tears past the
sun, can provide a superior method of concealing jump-capable reinforcements without alerting the enemy to their growing
numbers.

38
Jump Gate: Not every system has a jump gate present, though such systems tend to be in far-flung regions of the galaxy and
have to rely on jump-capable ships to provide trade and supplies. However, possession of a jump gate means a fleet has the
ability to bring in reinforcements at will and therefore many hard fought battles will take place for ownership of jump gates.

Mining Outpost: Whether based on a small dead moon or a large orbiting asteroid, a mining outpost will have all the refining
facilities to remove its raw materials and process them into something the possessing fleet can readily use for its ships.

Settled World: Once the Campaign has been fought and won, this world is likely to be the most valued target. As the
battle rages, however, its millions of citizens may have little say as warships orbit their world, demanding a constant supply of
resources to keep them fighting. Roll one die. On a 1–3, this is an industrial world. On a 4–5 it is an agrarian world and on
a 6, it is a primitive (or low-tech) world.

Spacedock: A working spacedock, wrested from enemy hands, is a valuable prize for any enemy fleet commander. So long
as he maintains control of the docks, he will have easy access to repair facilities and refits that will keep his ships battle-ready
and in space.

Unlike other games, the Campaign system in A Call to Arms does not need a detailed map for its game play, with each Strategic
Target linked to one or more others. Fleets are highly manoeuvrable in Babylon 5 and, given time, have the ability to strike
almost anywhere within a star system. In theory, you could just list the available Strategic Targets in a system on a scrap piece
of paper, playing an entire Campaign using nothing more elaborate. However, players like to see what they are fighting for,
so a few minutes sketching out the star and relative positions of the Strategic Targets will be time worth spent. Players will
enjoy crossing off their enemy’s name from a target when they win a battle, replacing it with their own. They will also get the
feeling that they have accomplished something, taken some more ground, with each target they acquire in battle.

Campaigns
In the Campaign example (Fig. 21), the Narn are being battered back by the Earth Alliance out of the Kahuna system. While
much of the Kahuna system is relatively low on resources, it does contain a vital industrial Settled World. The Earth Alliance
currently holds Kahuna I, II and IV, while the Narn maintain a precarious toe-hold in the system on Kahuna V. Kahuna III,
a volatile Gas Giant, and Fuschi-Corkoran’s Comet are both uncontrolled at the moment, with neither side possessing these
Strategic Targets.

Fig. 21

Kahuna V, Dead World, Narn Regime


Kahuna III, Gas Giant, Uncontrolled
Kahuna IV, Dead World, Earth Alliance

Fuschi-Corkoran’s Comet, Inner System


Comet, Uncontrolled
Kahuna II, Settled World (Industrial),
Earth Alliance

Kahuna I, Gas Giant, Earth Alliance

39
Starting Fleets Random Crew Quality
Every player takes a fleet roster (found on the inside rear cover of this 2d6 Crew Crew Quality Score
booklet, permission is granted to photocopy for personal use only) and 2 Civilian 2
creates a fleet, using at least 10 Fleet Allocation Points points worth of 3–4 Green 3
ships chosen from the Battle Priority Level. If all players agree, ships 5–8 Military-Grade 4
from the Other Craft fleet list may be chosen in addition to their usual
9–10 Veteran 5
fleet list. In this case, any Spacedocks bought by a particular player
count as additonal Strategic Targets under his control. 11–12 Elite 6

However, a fleet commander can never be sure exactly what he is getting when he requisitions vessels from his high command
and the worth of many fleets is not in their ships but in their crew. To this end, players must randomly roll for the Crew
Quality of every ship in their fleet on the Random Crew Quality table.

Players are allowed to swap Crew Quality scores between two of their ships – this allows them to have a decent crew on
whatever they will regard as their flagship. Other than this, you will be stuck with the crew you roll for, though they will have
a chance to improve during the Campaign. All onboard flights have the same Crew Quality score as their parent ships.

Once the players are gathered, the fleets are ready and the Campaign map sketched out, it is time to start the Campaign.

The Campaign Turn


Just as with normal games in A Call to Arms, Campaigns have turns that are divided up into phases, each of which must be
played out before the next can begin. By the end of each Campaign turn, every player will have fought a battle (sometimes
more than one!) and several Strategic Targets are likely to have changed hands.
Campaigns

Each Campaign Turn consists of the following phases.

1. Initiative
2. Select Targets
3. Generate Scenario
4. Fight Battle
5. Ship Experience
6. Repairs and Reinforcements

Once every player has performed the Reinforcements phase, a new Campaign Turn begins, with players ready to fight a new
round of battles in an attempt to dominate the star system.

Initiative
As with the main game, Initiative is rolled for by using 2d6 and applying the player’s fleet modifier, as detailed in Book Two.
Re-roll all ties. However, a –1 penalty is applied to a player’s Initiative roll for every Strategic Target he currently holds.
Possessing a Strategic Target brings all sorts of benefits but also requires the fleet dedicates a certain portion of its resources
to maintaining patrols and security watches on the facilities, which in turn makes it less flexible in responding to the actions
of the enemy.

Select Targets
The player who won the Initiative Phase selects any one Strategic Target that he does not currently possess. If this target
belongs to another player, he will move to the next phase, fighting a battle with that player’s fleet.

If it is currently unoccupied, the next player in the Initiative Order may decide to also occupy it, in which case, they both
move to the next phase in order to fight a battle. If this player chooses not to, the choice falls to the next player in the Initiative
Order, and so on. If the attacking player is not challenged in this way, he gains the Strategic Target automatically, without a
fight!

40
Once it has been decided what the player who won the Initiative is doing, the next player in Initiative Order chooses a
Strategic Target and follows the same process. He may not choose a Strategic Target that has already been nominated by
previous player in this turn.

In this way, a Campaign Turn may be fairly light in combat if most players choose to occupy spare Strategic Targets and do
not challenge one another much. On the other hand, a player may find himself having to fight multiple battles in the same
turn if the other players all turn against him and launch attacks on several Strategic targets he possesses!

Before you start planning your star-spanning offensive, however, there is one golden rule to bear in mind. Every ship on your
fleet roster may only take part in one battle during every Campaign Turn. Once you have used it in one battle it may not be
used in another during this same turn. This means as the Campaign draws on and your casualties increase, you will have to
be very careful about who you fight and with what.

Generate Scenario Random Scenario Type


Once it has been determined that two players will fight, the player who nominated 2d6 Scenario
the Strategic Target to be fought over must roll on the Random Scenario Type table to 2 Assassination
determine which scenario will be played. During this scenario, he will be regarded as
3 Recon Run
the attacker.
4 Convoy Duty
The Priority Level of the scenario is also randomly decided, using the Random Priority 5 Ambush
Level table. However, both players may influence the result of this roll if they wish. 6 Space Superiority
Before rolling, each may secretly mark down a modifier from –3 to +3 on a scrap piece 7 Call to Arms
of paper. Once the dice are rolled, both players reveal their modifier and apply it to the 8 Annihilation

Campaigns
dice roll for a final result. 9 Blockade
10 Carrier Clash #
As usual, each player normally has 5 Fleet Allocation Points to spend, though the specific
11 Flee to the Jump Gate! *
scenario may have alternate point values. Players choose ships from their fleet roster
to use in the scenario but may not take a fleet that has a greater points value than 12 Supply Ships
specified. #
This scenario may only be used if both
fleets have ships capable of acting as carriers.
You should also be warned that if you are fighting multiple battles in a turn or have a Otherwise re-roll this result.
battered fleet after several losses, you may not be able to field a large enough force to * This scenario may only be used if the
use all your Fleet Allocation Points. In this case, you will be taking a smaller fleet to the Strategic Target being fought over is a Jump
Gate. Otherwise, re-roll this result.
battle and will have to fight that much harder! You are never required to field a fleet that
uses all your Fleet Allocation Points, even if your opponent does.
Random Priority Level
Fight Battle 2d6
5 or less
Priority Level
Patrol
Once it has been decided who is fighting who and which scenarios are being used, it
is time to hit the tabletop and begin playing A Call to Arms. If you find that you are 6–7 Skirmish
waiting for a battle because your opponent is currently fighting someone else, take the 8–9 Raid
opportunity for a break and a quick snack or, alternatively, start heckling him as he plays! 10–11 Battle
Your turn to fight will come soon enough. . . 12 or more War

The victor of the battle will either retain or gain the Strategic Target over which he and
his opponent were fighting. This is immediately added to his fleet roster and may be used in later phases of the same turn.
If a battle ends in a draw, the Strategic Target remains in the possession of the player who possessed it originally (or remains
unoccupied if no player had it on his fleet roster).

Any ships destroyed during the battle are crossed off the fleet roster. All existing damage (including effects of Critical Hits)
are also noted on the fleet roster. Ships that have surrendered to the enemy are also crossed off but the enemy does not mark
them down on his own – it is assumed that it takes far too long for the captured ship to be analysed and re-crewed before the
Campaign ends. Regard it as a trophy. . .

41
Players should collaborate to form a strong narrative for the Campaign – it is all very well rolling up scenarios and Strategic
Targets randomly but it is much more fun devising reasons why fleets are fighting at any one particular time. For example, a
Narn fleet may have decided to attack a Earth-held industrial world. Generating a scenario results in a Priority Level: Skirmish
Blockade. After a brief discussion, the two players may decide the Narn are attempting to stop all maintenance supplies to
the Earth fleet from this world and it is vital that several Earth warships, loaded with vital refitting equipment, break through
the blockade, so that the rest of the Earth fleet can maintain their ships. If they fail, the rest of the fleet will not be able to
properly repair their damaged ships and the industrial world will have to be relinquished to the Narn as an alternative supply
post must be found. Once you get into the swing of the Campaign, you will find it relatively easy to continually come up
with reasons for fleets to fight, no matter what scenarios are generated.

Once all battles have been fought and won, it is time for the victor to enjoy the spoils and for the loser to count the cost.

Ship Experience
Battle is a crucible through which crews learn or die and the greenest crew may become battle-hardened veterans before the
Campaign is through.

During every battle, ships will acquire Experience Point (XP) Dice for various actions they successfully perform. These actions
are summarised in the Ship Experience table.

Ship Experience
Action XP Dice Gained
Destroying enemy ship of lower Priority Level than your ship 1
Campaigns

Destroying enemy ship of same Priority Level as your ship 2


Destroying enemy ship of Priority Level one higher than your ship 3
Destroying enemy ship of Priority Level two higher than your ship 4
Destroying enemy ship of Priority Level three higher than your ship 5
Destroying enemy ship of Priority Level four higher than your ship 6
Forcing an enemy ship to surrender until end of game* Double XP Dice earned for destroying it
Crippling an enemy ship Half XP Dice for destroying it (round down)
Reducing an enemy ship to a Skeleton Crew Half XP Dice for destroying it (round down)
Being on the winning side in the battle 2
Being on the losing side in the battle 1
Being reduced to a Skeleton Crew –2 (and lose 1 point of Crew Quality)
* Only for the ship that enacted the Special Action that forced the enemy ship to surrender.

To count as destroying an enemy ship, your ship must deliver the killing blow – the attack that actually destroyed the enemy
vessel. By the same token, to gain XP Dice for crippling an enemy ship or reducing it to a Skeleton crew, your ship must have
delivered the attack that caused this to happen.

A ship may earn XP Dice for both Crippling an enemy ship and reducing it to a Skeleton Crew. It may not earn XP Dice
for both this and destroying the enemy ship. In this case, only the XP Dice for destroying the ship are gained. However, it is
perfectly possible for one ship to gain XP Dice for Crippling an enemy ship and another to gain the full XP Dice reward for
destroying it in a later attack. A ship may never be reduced to less than 0 XP Dice.

Auxiliary craft, such as fighter flights, do not earn XP Dice. Destroying auxiliary craft does not earn the destroying ship any
XP Dice.

XP Dice may be saved for future Campaign Turns or they may be spent immediately as shown below. A ship may only benefit
from its own XP Dice and the effects may never be applied to another ship.

42
Increase Crew Quality
You may spend 1 XP Die in an attempt to improve the Crew Quality of your ship. Roll the XP Die. If you score higher than
your current Crew Quality, it will be raised by one point. If you score equal or lower than your current Crew Quality, the XP
Die is wasted and the Crew Quality remains at its current level. You may only attempt this once every Campaign Turn for
each ship on your fleet roster.

Repair Ship
Any number of XP Dice may be expended in trying to
makeshift repair a ship, making it battleworthy once
more. Roll any number of XP Dice and multiply
the result by three (or four if you control an asteroid
belt). This is how many Damage points you can
recover on the ship. Note that you cannot increase
your ship’s Damage points to above their original
number. Ships which have been Crippled may not
use XP Dice in this way and must await full-scale
repairs, as detailed in Repairs and Reinforcements.

Tactical Judgement
Any number of XP Dice may be kept aside, ready
for use in future battles. Each XP Dice spent allows
you to re-roll one die that directly affects that ship. This may be an Attack Die (either fired by or at the ship), a Damage roll,
a Crew Quality check – anything that may directly affect the ship expending the XP Die. The rules governing re-rolls may
be found on page 3.

Campaigns
Refitting
An experienced crew instinctively knows how to get the best performance out of their ship, how to requisition the best
materials and how to improve upon a basic design. For every 2 XP Dice you expend, you may roll once on the Refitting table
below. This may be done any number of times, so long as you have enough XP Dice. Effects are not cumulative within a
specific system (so, you cannot apply Additional Weapons Fitted to the same weapon system twice, though you can apply it
twice to two different weapon systems). If any results cannot be applied to your ship for any reason, re-roll them.

Refitting
2d6 Refit
2 Jump Point: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.
If the ship already possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
3 Turbo Weapons: Choose one weapon system. It immediately gains the Double Damage trait.
4 Improved Sensor Array: Add a +1 bonus to any attempt made to gain a target lock on an enemy ship with the
Stealth trait.
5 Improved Stealth System: The ship gains +1 bonus to its Stealth score (improving Stealth 3+ to Stealth 4+, for
instance) or gains the Stealth 2+ trait if it did not have it before. Stealth may not be increased to 6+.
6 Long Range Targeting Systems: Choose one weapon system. It has its range extended by 50%. However,
when using this extra range, halve the number of AD used (rounding down). If a ship is using this weapon at its
extended range, it may not split fire.
7 Additional Weapons Fitted: Choose one weapon system that has at least 4 AD. It gains an additional 2 AD.
8 Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! or
Manoeuvre to Shield Them! action.
9 Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by 1 point.
10 Superior Thrusters: The ship gains a +1 bonus to its Speed score.
11 Extra Hanger: The ship immediately gains a flight of Fighter craft (or an extra flight if it already possesses
auxiliary craft). This Fighter flight must be of a type present on your Fleet List.
12 Flight Computer: The ship gains the Flight Computer trait if it did not have it before.

43
Other Duties
An experienced crew can usually be assured of getting the best missions when not in battle – these are often referred to as
‘sweet’ or ‘plum’ assignments. For every 2 XP Dice you expend, you may roll once on the Other Duties table. This may be
done any number of times, so long as you have enough XP Dice. Effects are not cumulative (so you cannot gain Time in
Orbit twice to gain a +2 bonus when forcing enemy ships to surrender). If any results cannot be applied to your ship for any
reason, re-roll them.

Other Duties
2d6 Other Duty
2 Contact Made: A diplomatic mission to the local Raiders has paid off well. You may immediately add any
one Raider ship (or Wing) of your choice of Skirmish or lower Priority Level to your fleet roster.
3 New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain.
Once per battle, the ship may attempt to take two Special Actions in the same turn. These may not be the same
Special Action and all effects of both Special Actions apply. Therefore, a ship cannot combine the Run Silent!
Special Action (which requires no turning) with the Come About! Special Action (which increases turning). It
could combine the Run Silent! and All Power to Engines! Special Actions, as neither invalidate the other, which
would effetively allow the ship to Run Silent at full speed.
4 Now You See Me. . .: This ship has been conducting scouting exercises all over the system, forcing other fleets
to chase it as it gathers crucial information. You gain a +2 bonus to your Initiative for the next Campaign Turn.
5 Telepaths: The crew’s dedication to duty has been rewarded with resident telepaths being made at home
onboard. Whenever the ship has to make an Opposed Crew Quality check, it gains a +1 bonus as the telepaths
strain to fathom the intentions of the enemy crew. Narn fleets may never have telepaths onboard.
6 Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship. Choose one of your ship’s
Campaigns

Fighter flights. This flight gains a +1 bonus to all Crew Quality checks when dogfighting.
7 Time in Orbit: The crew find time to give their ship a distinctive paint job, visible even across the gulf of
space. This grants a +1 bonus to Crew Quality checks when the ship performs the Stand By and Prepare to be
Boarded! Special Action. Yes, you should paint this on your model if you are using miniatures!
8 Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw
ships away from his main force. Choose another player’s fleet. In its next battle, it will have one fewer Fleet
Allocation Point.
9 Elite Engineers: The elite engineering officers of another ship have volunteered to serve aboard this vessel.
Add a +1 bonus to any Crew Quality checks made during Damage Control.
10 We Are The Best!: The crew enjoy a short shore leave and spend much of it bragging how good they are in
battle, such is their confidence. Whenever this ship is forced to surrender, you may re-roll your Crew Quality
check. You must accept the result of this second check.
11 Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.
Immediately generate a new Strategic Target on the Campaign map and mark it down as being under your
control.
12 Assistance Rendered: A timely rescue mission to a League ship in distress is well rewarded. You may
immediately add any one League ship (or Wing) of your choice of Skirmish or lower Priority Level to your
fleet roster.

Repairs and Reinforcements


Even after just one battle, players are likely to have several badly damaged, maybe even crippled warships in their fleet. After
a few more Campaign turns, the fleet is going to begin looking more like a spaceship junkyard!

This, of course, will never do and players will be interested in keeping their ships as battle worthy as possible. They will also
look to reinforce their position in the Campaign by bringing in entirely new ships and, potentially, expanding their fleet
beyond its original size.

44
During this phase, every player will automatically receive 10 Repair and RR Points Modifiers
Reinforcement (RR) points, which will be used to repair damaged ships, replace Event RR Points
lost crew and call for reinforcements from High Command. The total number of
Player captured a new +10
RR points each player will receive is modified by the events listed in the RR Points
Strategic Target this turn
Modifiers table.
Player lost a –20
These RR may be spent in the following ways. It is not compulsory for you to Strategic Target this turn
spend all your RR points every turn and they may be saved for spending in future For every industrial world +6
turns. the player possesses
For every agrarian world +3
Repairs the player possesses
Each RR point may be expended to replace up to 5 lost Damage points from any For every primitive world +1
ship in the fleet. A ship that has been Crippled must have an additional 5 RR the player possesses
points spent on it before any repairing may be performed, unless you possess a For every gas giant the +1
Spacedock as one of your Strategic Targets, in which case this premium may be player possesses
ignored. For every mining outpost +5
the player possesses
2 RR points may be spent repairing a single Critical Hit to a ship’s Vital Systems. For every jump gate +3
Other Critical Hits will each cost 1 RR point to negate. the player possesses

In addition, you may voluntarily send a ship back to High Command for complete repairs, no matter what its condition. You
will not be able to use the ship for a full two Campaign Turns but after this period, it will be returned to your fleet roster at
the beginning of the third Campaign Turn as normal, fully repaired of any Damage or Crew loss (though if the ship had been
reduced to a Skeleton Crew it suffers a permanent one point loss to its Crew Quality).

Campaigns
Ships with the Self-Repairing trait will automatically recover all lost Damage points (though not Crew or critical hits) before
their next battle.

Recruiting
Each RR point may be expended to replace up to 8 lost Crew points from any ship in the fleet. If you possess a settled world
as a Strategic Target, each RR point will replace 10 lost Crew points.

If a ship has been reduced to a Skeleton Crew, you may recruit crew for it as normal but it will have its Crew Quality score
permanently reduced by one, as many experienced officers and ratings will have been lost. If a ship has been reduced to 0
Crew you may recover it at the end of the battle so long as the ship is on your fleet roster and you won the battle.

Reinforcements Reinforcements
You may purchase new ships for your fleet roster by spending an amount of RR points shown on Priority Level RR
the Reinforcements table. You may only purchase ships from the same fleet list that you originally of Ship/Wing Points
selected for your fleet. Patrol 5
Skirmish 10
If you have a jump gate as a strategic target, you may reduce the cost of all reinforcements by Raid 16
1 RR point. If you have an inner system comet as a strategic target, you may reduce the cost
Battle 23
of all reinforcements with the Jump Point or Advanced Jump Point trait by 1 RR point. These
reductions are not cumulative and you may only use one or the other for each new ship you War 30
purchase as a reinforcement.

Victory and Defeat


After many battles have been fought and won, it will be time for one fleet to claim victory over all others.

The winner of the Campaign is the player who can capture all available Strategic Targets first. He can lord it over his fellow
players and claim to do twice as well in the next Campaign. A player automatically loses the Campaign if every ship on his
fleet roster is destroyed. We suggest he just slinks away and hopes no-one notices him. . .

45
Sample Mega-Campaign
Mega-Campaigns Map and System
So, you have dominated an entire solar system and your enemies flee
before your mighty fleet whenever it arrives at a new target. Perhaps you Strategic Targets
will be looking for a new challenge – and what could be more challenging
than attempting to fight a Mega-Campaign, spread through several star Fig. 22
systems across the entire galaxy?

In order to fight a Mega-Campaign you will need large fleets and a lot of
time. While the regular Campaign described previously may be completed
in a couple of gaming club sessions, a Mega-Campaign can literally take
months to play through. However, when the Mega-Campaign is finally
complete, after perhaps hundreds of battles, you will have taken part in an
awesome gaming experience – a fight for the galaxy!

The Mega-Campaign uses a similar structure to that outlined before


but takes a great deal more book-keeping, something all players should
be willing to participate with. You might like to nominate one of the
players as Campaign Record Keeper, who will be responsible for keeping
all the relevant papers in one place, organising games between players and
perhaps putting together a regular Mega-Campaign journal that will tell
all players involved who has had the latest string of victories, which planets
have recently fallen and who is in dire trouble. Ardun
Strategic Targets Owner
The Mega-Campaign Map
Campaigns

Dead World Narn


The major difference between a Mega-Campaign and those you have Gas Giant Narn
played in the past is its sheer scope. Whereas before you were fighting for
Jump Gate Narn
a single star system, now you will be fighting for a dozen – or more.
Mining Outpost Narn
A Campaign map is a necessity for a Mega-Campaign. It should feature at Settled World (Agrarian) Narn
least ten star systems (plus one for every additional player beyond the first Settled World (Industrial) Narn
two), as shown in the example. However, if you have more players or wish Settled World (Primitive) Narn
to enjoy a very lengthy and involved Mega-Campaign, there is in theory Settled World (Primitive) Narn
no limit to the number of star systems you can include. Each star system
should be connected to one or more other star systems by jump routes, Epsilon Eridani
more or less randomly.
Strategic Targets Owner
Each star system should have Strategic Targets generated for it as normal, Asteroid Belt Narn
though do not increase the number of targets based on the number of Dead World Earth
players involved in the Mega-Campaign. Dead World Centauri
Gas Giant Centauri
Players all begin with 10 Fleet Allocation Points at Priority Level: War and Jump Gate Earth
select one star system from which to begin the Mega-Campaign. This Spacedock Earth
is their home base and it is assumed they possess every Strategic Target
within that system at the start of the Mega-Campaign. The player who Regula
drew the Mega-Campaign map should select his starting system after all
the other players have chosen theirs. Strategic Targets Owner
Asteroid Belt NONE
Initiative and Selecting Targets Dead World NONE
This is rolled for normally but all movement begins on the Mega-Campaign Dead World NONE
map. A player may advance towards any one star system that is directly Dead World NONE
connected to one he already possesses (i.e. a system where he controls all Dead World NONE
the Strategic Targets). If no other player is present in that star system, he Inner System Comet NONE
Settled World (Industrial) NONE

46
automatically claims it and every Strategic Target within. If he moves into a star system already occupied by another player,
he must select a Strategic Target to attack, as normal.

From here on, the generation of scenarios and other phases of the Mega-Campaign proceed normally. Any ships on a
character’s fleet roster may be used in any engagements he is involved in, but every ship may only battle once per Campaign
Turn.

However, a player may never advance into a new star system (whether it is occupied or not) while he is still fighting for one he
already shares with another player. Simply put, if you own one or more Strategic Targets in a star system where another player
also has one or more Strategic Targets, the target you select must be one of his Strategic Targets, not a target in another star
system. You may run into a situation where you have several star systems that are occupied by both yourself and other players.
In this case, you are free to select a target within any one of them but you may still not select a new star system to attack.

Repairs and Reinforcements


You will gain a bonus of 20 RR points at the end of every Campaign Turn in which you completely possess all the Strategic
Targets within a star system. You will receive this bonus for every star system you completely possess.

Victory and Defeat


To gain final victory, a player needs to own every star system on the Mega-Campaign map. However, you will find this can
take an incredibly long period of time and many, many battles. You may instead decide that the winner is the first to control
half the star systems, or perhaps the first to completely destroy two enemy fleets. You may even set a time period as a limit and
decide that the winner will be the player who controls the most star systems after three months of play. You can set your own
victory conditions for a Mega-Campaign but they should be agreed to and understood by all players involved in the games.

Campaigns
The Earth/Minbari War
In 2245, an EarthForce exploratory squadron led by the cruiser Prometheus entered Minbari space with
the intention of gaining intelligence on the military capabilities of this so far unknown race. It was by
accident that the human ships ran into a warcruiser (the Drala Fi) carrying the Minbari ruling body,
known as the Grey Council. Panicked by the encounter, Captain Jankowski of the Prometheus ordered
his ships to open fire on the Minbari. The leader of the Grey Council, Dukhat, was killed in the attack
and though the Prometheus and her sister ships managed to escape in the confusion, this single moment
of misunderstanding between two alien cultures was to precipitate a tragic war.

The Minbari went mad at the death of their revered leader and, as one, pledged to wipe humanity off the
galactic map. Gearing for war, they sent their fleets into Earth Alliance space and began destroying entire
colonies. It soon became clear that EarthForce ships were no match for the technologically advanced
Minbari vessels who carried weapons of incredible destructive power and were protected by a stealth
system that rendered Earth warships useless. World after world fell to the Minbari advance as they closed
with Earth itself and for more than two years, humanity fought a desperate but losing battle.

As the Minbari entered humanity’s home solar system, a few ragged ships attempted to hold a thin line
around Earth in an effort to permit at least a few civilians to escape. Ruthlessly smashed aside, these ships
were destroyed within minutes but then, as Earth lay helpless beneath the superior guns of the Minbari,
the aliens broadcast their surrender.

To this day, the reasons behind the Minbari’s inexplicable surrender during the Battle of the Line when
their ultimate victory was so close remains one of the greatest mysteries of the galaxy. For whatever reason,
humanity had been given a second chance.

47
Designer’s Notes
At last, a chance to get back into Babylon 5! To my regret, various other projects within Mongoose Publishing took me away
from the diplomatic station after writing the roleplaying game, though fans have been admirably supported by the good work
August Hahn, Bruce Graw and Shannon Kalvar have done on the supplements. With A Call to Arms, the first space combat
game and supplement for the Babylon 5 Roleplaying Game, I had another chance to mess around with Omegas, Sharlins and
the other ships made famous by the TV show.

I say first space combat game, as A Call to Arms went through a metamorphosis during its design and this all stemmed from
the roleplaying game itself. When the space combat rules were first designed for the roleplaying game, they were intended to
provide Games Masters with a framework on which to handle roleplaying encounters in space. In short, players would have
enough rules to occupy various positions on a ship and the Games Master would be able to run small scale engagements in
the depths of space. What I did not appreciate at the time (and with hindsight, it might have been obvious) is that players
and Games Masters alike immediately wanted to take those rules and create vast space battles involving cruisers, destroyers
and entire flights of fighters. It soon became clear that an ‘advanced’ set of space combat rules for Babylon 5 was needed to
handle scenarios of this type. . .

There are three potential scales to use in space combat – fleet, ship and fighter. A Call to Arms is a fleet game, allowing players
to use dozens of ships on each side with a set of rules that flow quickly and easily, yet retain the unique feel and atmosphere
that is Babylon 5. This will enable players to experience truly epic scenarios, whether as part of a roleplaying Campaign or a
stand alone space combat game. In the future, it is entirely possible that we will revisit some of the draft rules that were created
for A Call to Arms and produce a ship-scale game that will go into far more detail on individual ship systems and crewman
positions (possibly tying in with the EarthForce Campaign Book tentatively planned for release in 2005), and maybe a fighter-
Designer's Notes

scale game that will handle Starfuries, Delta-Vs and small traders, thus coming full circle to the demands of the roleplaying
game.

Once the scale of game had been decided for A Call to Arms, several things became clear about the rules and how we envisioned
the final product. If dozens of ships could be used on either side, the game had to have quick and simple rules at its core
(and the movement rules are perhaps the easiest and most succinct I have drawn up for any of our wargames). Complexity
could only be added through the use of additional and optional rules that revolved around different fleets, ships and weapons.
There was also another facet essential to the design of the game – it had to ‘feel’ like Babylon 5, not just another space combat
game but as soon as we began adding rules such as Jump Points and the Special Actions, the atmosphere of Babylon 5 began
to flood through in waves. A Call to Arms also had to satisfy the demands of roleplayers but also appeal as a stand alone game
in its own right. This was easier to tackle, as right from the very start there were three types of ‘playing pieces’ that could be
used on the tabletop – the counters provided in the game, the large scale miniatures that are due to follow the release of this
box set and the smaller ‘Fleet Action’ miniatures that we knew many players already possessed from the B5 Wars game. Lastly,
the game had to support not only multiple scenarios but an entire Campaign system right from the box. Space combat games
lend themselves to full-blown Campaigns particularly well and so it was a necessity that players be allowed to fight over entire
star systems without having to wait for a supplement.

In the final analysis, A Call to Arms has achieved perhaps 90% of what I intended it to when I began writing. Only 90% you
ask? A project this expansive is just too large to fit inside a single box set and there is still a great deal more we can explore
in the universe of Babylon 5. Our magazine, Signs & Portents, will help a great deal in covering new scenarios, variant ship
designs and new rules but there are larger areas we can touch upon too. The fleet list for the League of Non-Aligned Worlds,
for example, is crying out for more detailed rules to be written to handle the unique characteristics of each race, as well as
further expand their range of ships. Telepaths have, so far, only received the merest of mentions in the Campaign chapter.
There are the Ancients to cover, new designs of fighters, new tactics to explore and lots more.

Will any of this see the light of day? It is entirely possible. If you would like to see A Call to Arms grow and expand into
a strong support of the Babylon 5 universe, drop us a line and tell us what you would like to see. If you have your own
rules, scenarios and ships, by all means send them in – you may just find fame (if not fortune) by having your submissions
immortalised in the pages of Signs & Portents.

Most of all, however, have fun with the game. That is its sole purpose and if you find yourself becoming one of the greatest
fleet admirals of all time, so much the better.

Be seeing you,
Matthew Sprange
48
A Call to Arms
Babylon 5 Space Combat
Book Two – Fleet Lists
Priority Levels 1 Octurion-class Battleship 32 Falkosi Flight [Brakiri] 67
Crew Quality 2 Primus-class Battlecruiser 33 Ikorta-class Light Assault Cruiser [Brakiri] 68
Fleet Allocation Points 2 Sentri Medium Fighter Flight 34 Lakara-class Cruiser [Abbai] 69
Larger Battles 2 Sulust-class Escort Destroyer 35 Sunhawk-class Battlecruiser [Drazi] 70
In Service Dates 2 Vorchan-class Warship 36 Tashkat-class Advanced Cruiser [Brakiri] 71
Squadrons 2 Narn Regime 37 Tiraca-class Attack Frigate [Abbai] 72
Earth Alliance 3 Bin’Tak-class Dreadnought 38 Warbird-class Cruiser [Drazi] 73
Artemis-class Heavy Frigate 5 Dag’Kar-class Missile Frigate 39 Xill-class Battle Saucer [Vree] 74
Avenger-class Heavy Carrier 6 Frazi Flight 40 Xorr-class War Saucer [Vree] 75
Explorer-class Survey Ship 7 G’Karith-class Patrol Cruiser 41 Interstellar Alliance 76
Hermes-class Transport 8 G’Quan-class Heavy Cruiser 42 Victory-class Destroyer 77
Hyperion-class Cruiser 9 Ka’Toc-class Battle Destroyer 43 White Star 78
Nova-class Dreadnought 10 Rongoth-class Destroyer 44 Raiders 79
Olympus-class Corvette 11 Sho’Kar-class Light Scout Cruiser 45 Battlewagon 80
Omega-class Destroyer 12 Sho’Kos-class Patrol Cutter 46 Delta-V Flight 81
Oracle-class Scout Cruiser 13 Thentus-class Frigate 47 Strike Carrier 82
Orestes-class System Monitor 14 T’Loth-class Assault Cruiser 48 The Ancients 83

Contents
Poseidon-class Super Carrier 15 Var’Nic-class Long Range Destroyer 49 Vorlon Empire 84
Sagittarius-class Missile Cruiser 16 Minbari Federation 50 Destroyer 85
Starfury Flight 17 Flyer Flight 51 Heavy Cruiser 86
Tethys-class Cutter 18 Leshath-class Heavy Scout 52 Light Cruiser 87
Thunderbolt Flight 19 Morshin-class Carrier 53 Transport 88
Warlock-class Advanced Destroyer 20 Neshatan-class Gunship 54 The Shadows 89
Centauri Republic 21 Nial Flight 55 Shadow Fighter Flight 90
Altarian-class Destroyer 22 Sharlin-class Warcruiser 56 Shadow Scout 91
Balvarin-class Carrier 23 Tigara-class Attack Cruiser 57 Shadow Ship 92
Centurion-class Attack Cruiser 24 Tinashi-class War Frigate 58
Corvan-class Scout 25 Torotha-class Assault Frigate 59 Other Craft 93
Dargan-class Strike Cruiser 26 Troligan-class Armoured Cruiser 60 Civilian Trader 94
Darkner-class Fast Attack Frigate 27 Corporate Freighter 94
League of Non-Aligned Worlds 61 Orbital Defence Satellite 95
Haven-class Patrol Boat 28 Avioki-class Heavy Cruiser [Brakiri] 64
Kutai-class Gunship 29 Patrol Boat 95
Bimith-class Defender [Abbai] 65 Spacedocks 96
Maximus-class Frigate 30 Brokados-class Battle Carrier [Brakiri] 66
Morgrath-class Frigate 31 Space Liner 96

The Fleet Lists


This book details the ships available to the various races of have a correspondingly higher Priority Level. In the
the galaxy, as well as the fleet lists from which players can Earth Alliance fleet list, for example, you will find that
pick fair and balanced forces for the scenarios in Book One. a Hyperion-class cruiser is Priority Level: Raid while an
Though you are not restricted to using these fleet lists for Omega-class destroyer is Priority Level: Battle. This means
your own games (you may want to re-enact a battle from that, all else being equal, an Omega is twice as capable as a
the Babylon 5 TV show, for example), when using them single Hyperion.
you can be reasonably certain that every fleet in a game
should have a reasonable chance of defeating any other. When you begin playing a scenario, such as those detailed
in Book One, you will need to decide on a set number of
Priority Levels Fleet Allocation Points that every fleet involved is allowed
Every ship detailed in this book has a Priority Level, which to spend. Players may buy ships at their listed points cost
is derived from how powerful the ship is in game terms but their total may never exceed this fixed points value.
and in what conflicts the vessel is commonly used. Ships The default number of Fleet Allocation Points given in
with heavier armour, greater speed and more weapons Book One is 5. However, players are free to experiment
with different poitns values in their games.

1
In addition, the size of battle can have a profound effect on There is nothing worse than finding out that Minbari Flyer
the types of ships available. After all, no government will squadron you were about to attack is, in fact, supposed to
send a huge battleship on routine patrols around the solar be a Sharlin war cruiser. . .
system. Such vessels are expensive to construct and run,
and will never go to battle unless supported by an immense You should note that a few, very special fleets, do not have
fleet of escorts. The chance of losing such a mighty ship to choices at certain Priority Levels. This is either because
a freak accident or attack is just too great. some fleets (such as the League of Non-Aligned Worlds) do
not have very advanced vessels and so get their full choice
There are five Priority Levels in A Call to Arms as shown of ships at much lower levels, or are extremely powerful and
below in ascending order: should not be used at the very lowest Priority Levels.

1. Patrol Wings
2. Skirmish Fighter craft do not work quite like other fleet choices.
3. Raid While many Fighter flights are launched from motherships,
4. Battle they may also be bought in ‘Wings’ – a number of flights
5. War of that craft that are purchased as one fleet choice. All
Fighter craft therefore have [Wing] noted next to their
When you begin playing a scenario, such as those detailed Priority Level.
in Book One, you will need to set a Priority Level. Players
will have a number of Fleet Allocation points dependent on Crew Quality
the scenario with which to purchase ships for their fleet. The fleet lists included in this book assume that all ships
have a Military-Grade crew – that is, a Crew Quality score
Each Fleet Allocation Point will buy one ship of the same of 4. However, you might like to experiment with random
Priority Level as chosen for the scenario. However, you Crew Quality scores, as detailed in the Campaigns chapter
may also purchase ships of a higher Priority Level (though of Book One. This will lead to far more realistic battles and
have less of them in any given game) or ships of a lower should be the natural choice of all experienced players.
The Fleet Lists

Priority Level (and have correspondingly more ships in


your fleet) or any mix of the above. The Fleet Allocation Larger Battles
table demonstrates how many Fleet Allocation points can Using 5 Fleet Allocation points is the ‘default’ for A Call to
be spent on purchasing ships of different Priority Levels to Arms and will give you games that take one to two hours
the scenario being played. You can never purchase a ship to play, depending on the Priority Level you specify (higher
more than two Priority Levels higher than the scenario you Priority Levels will take longer to play as the ships involved
are playing. tend to be more complicated and can sustain more damage).
However, you are free to specify a different amount of Fleet
The Fleet Lists Allocation points for scenarios, so long as all players agree,
Once the Priority Level of the scenario has been decided, allowing you to play tiny or truly immense battles in space.
you can start choosing ships from the relevant sections of Experiment with the number of Fleet Allocation points
your fleet list. When choosing ships, you should make you make available to fleets until you find a level of game
sure that you can represent each one properly on the you are comfortable with.
tabletop, whether you are using counters or miniatures.
In Service Dates
Fleet Allocation Every ship within the fleet lists has an In Service date, a
range of Earth years in which the ship can be used. As
Difference in Priority Fleet Allocation Points an optional rule, players might like to decide on a specific
Level Cost year, scenario or campaign. Be warned that this may
Ship is same Priority Level 1 per ship/Wing severely restrict some fleets (or invalidate them altogether)
as scenario but it will make for more ‘realistic’ games. Note that the
In Service date refers to this particular model of the ship
Ship is one Priority Level 2 per ship/Wing – the Maiden Voyage entry will indicate when the original
higher than scenario version (rather than the current variant) was launched.
Ship is two Priority Levels 4 per ship/Wing
higher than scenario A small number of ships have ‘All’ listed as their In Service
Ship is one Priority Level 1 point buys 2 ships/Wings date. This means they can be used in all scenarios and
campaigns, no matter the era that has been determined.
lower than scenario
Ship is two Priority Levels 1 point buys 3 ships/Wings Squadrons
lower than scenario Once you have chosen your fleet for the upcoming
Ship is three Priority Levels 1 point buys 4 ships/Wings scenario, you are free to organise two or more of your
ships into squadrons. Using squadrons allows you to move
lower than scenario large numbers of ships quickly and it tends to concentrate
Ship is four Priority Levels 1 point buys 6 ships/Wings firepower in specific parts of the battlefield. The full rules
lower than scenario for using squadrons are covered in the Advanced Rules
chapter of Book One.

2
The Earth Alliance
Now spanning twenty-eight systems in a once insignificant aggressive expansion, invading the territories of many races
area of space, the Earth Alliance is the cradle of Mankind’s in the League of Non-Aligned Worlds. The Dilgar were
expansion into the galaxy and is already regarded as one of brutal and callous enemies, committing acts of horrific
the superpowers despite its relative youth. Though lacking atrocity until the Earth Alliance recognised their expansion
the technology of the Centauri and Minbari, as well as could one day target their own territory and so answered the
the raw energy of the expanding Narn Regime, the Earth pleas of the League Worlds. With newly designed warships
Alliance has already made its mark on the galactic map featuring the most advanced technology the Earth Alliance
and many neighbouring races are watching its continuing could fund, humanity entered the Dilgar War, allying itself
expansion cautiously. Though Mankind is not overtly with forces of the League. The Dilgar were duly driven
warlike, it has already engaged in conflicts across many back to their homeworld, where they were destroyed when
systems, with varying degrees of success. their sun went supernova.

In 2155, the speculations about intelligent alien life that Earth’s actions in the Dilgar War gained it a great deal of
had been common throughout humanity’s history were respect with many governments both in and out of the
finally answered when a small Centauri patrol arrived League, and this was quickly taken advantage of with the
in the Sol system and instigated contact with a view to acquisition of contested systems and prosperous trade
establishing trade links with their Republic. Up to this treaties that benefited the Earth Alliance as it quickly grew
point, there had been indications of other civilisations in in size and power. A new age of human ascendance seemed
the galaxy and several deep space reconnaissance ships had certain and many believed that the entire galaxy lay ripe
been launched to span the void of real space, but finally for conquest or exploitation. This arrogance was quickly

Earth Alliance
conclusive proof of alien life had been established. Though paid for when the Minbari were encountered for the first
the Earth Alliance itself had become the structure of time by an Earth exploratory division. A single mistake in
government in 2122, Mankind had never really dispensed misinterpreting the intentions of an unknown race resulted
with its fractious nature or propensity for sovereign states, in the death of the revered Minbari leader, Dukhat, and the
but a new optimism swept the globe with the confirmation start of a war that would almost annihilate humanity. For
of alien life and nations began to work together to harness nearly three years, Earth Alliance military forces met with
the opportunities the galaxy offered. In 2156, the Centauri constant defeat and entire colonies were lost as the Minbari
built the first jumpgate in Earth’s orbit, allowing human fleets swept through what had been human-controlled
ships to begin exploring and trading with every nearby space, destroying everything in their path. Not until
civilisation. Five years later, the Earth Alliance purchased the Battle of the Line around Earth itself was humanity
jumpgate technology from the shrinking Centauri Republic reprieved, when the approaching Minbari inexplicably
and was finally free to go where it wished among the stars, surrendered and withdrew back to their own Federation.
driven by an innate wish to push the boundaries of the The reasons for this surrender on the eve of victory have
unknown to become the fastest expanding empire in the become the subject of much discussion throughout the
galaxy. For reasons of planetary security, the jumpgate in galaxy, but the Minbari have offered no explanation.
Earth’s orbit was deactivated and a new one constructed
near Io, from where approaching ships could be easily Despite the incredible loss of life experienced during the
monitored, tracked and countered before they reached the Earth/Minbari War, it could be fairly said that the terrible
homeworld. tragedy was exactly what the Earth Alliance needed to
refocus itself. A new consciousness developed on Earth,
As the Earth Alliance grew and began contacting more alien as a realisation dawned that perhaps mankind could no
governments, so too did it become increasingly embroiled longer afford the mistakes of the past. The Babylon Project
in their politics, particularly within the League of Non- was initiated primarily as a measure to prevent war in the
Aligned Worlds, whose members the Earth Alliance most future, a meeting place where all races could work out their
closely matched in military strength. A few minor conflicts differences without resorting to fleets and guns. Dogged by
aside, humanity concentrated on building political relations controversy and many failures, it has finally culminated in
rather than making aggressive gestures. However, the use the Babylon 5 diplomatic station in orbit around Epsilon
of force became both politically expedient and necessary III in the Epsilon Eridani system.
for planetary security in 2230 when the Dilgar began their

3
EarthForce The Earth Alliance
The shining example of humanity’s reach for the stars,
EarthForce is the military arm of the Earth Alliance, Fleet List
and serves both in standing defence and peacekeeping The following forms the entire fleet list for the
operations. Headquartered in a complex known as Earth Earth Alliance.
Central, also based within EarthDome, EarthForce is
divided into two main service branches – Ground Forces Priority Level: Patrol
and the Fleet. Both of these are under the command of Hermes-class transport
the Joint Chiefs of Staff, advised by the Committee on
Planetary Security with the final authority of the president.
Starfury Wing (3 flights)
All outposts throughout the Earth Alliance, including Tethys-class cutter
Babylon 5, and many colonies fall under the jurisdiction Thunderbolt Wing (3 flights)
of EarthForce rather than the civilian government, a state
of affairs that has existed since the Earth/Minbari War and Priority Level: Skirmish
even humanity’s first expansion into space. Artemis-class heavy frigate
Despite the size of the Ground Forces, it is the Fleet that
Olympus-class corvette
swallows the lion’s portion of the annual budget allocated to
EarthForce, having access to the most potent technologies Priority Level: Raid
devised on Earth. The Earth/Minbari War had a profound Explorer-class survey ship
effect on humanity as a whole and the political arena was Hyperion-class heavy cruiser
easily led to invest billions of credits into reconstructing Nova-class dreadnought
Earth Alliance

and improving the military forces defending Earth and its


Oracle-class scout cruiser
colonies, especially its fleet. The highly capable Hyperion
and Nova-class warships of the past are beginning to give Sagittarius-class missile cruiser
way to the brand new Omega-class destroyers, much
larger vessels of considerable potency that are becoming Priority Level: Battle
the mainstay of the Fleet. There are many pundits within Avenger-class heavy carrier
Earth Central who believe that Earth now has the capability
Omega-class destroyer
to fight on equal terms with any race in the galaxy, though
those on the front lines are far more cautious, knowing that Orestes-class system monitor
Earth has a long way to go before it could even consider
open war with the Narn or Centauri, never mind the Priority Level: War
technologically superior Minbari or Vorlons. Poseidon-class super carrier
Warlock-class advanced destroyer

Flights
Some ships are noted as carrying one or more flights of
smaller craft onboard. These flights may be deployed
at any time before or during the battle and do not cost
extra points – the cost of these flights are included in
that of their parent ships.

Any ship carrying one or more Starfury flights may


replace any number of them for Thunderbolts, or vice
versa, as long as the scenario is set in 2259 or later.

Earth Alliance
Initiative: +1
4
Artemis-class Heavy Frigate Skirmish
Speed: 10 Crew: 22/6

Turns: 2/45o In Service: 2190 – 2248

Hull: 5 Craft: None

Damage: 18/5 Special Rules: Interceptors 2

Weapon Range Arc AD Special


Railguns 12 F 6 AP, Double Damage
Railguns 12 A 4 AP, Double Damage
Particle Beams 5 P 6 Anti-Fighter, Twin-Linked, Weak
Particle Beams 5 S 6 Anti-Fighter, Twin-Linked, Weak

The Artemis is an early frigate design produced shortly after the arrival of the Centauri on Earth in the mid-
2100s. At the time, it was one of the most heavily armoured vessels in their inventory, with an ability to stand
up to incoming fire as enduringly as any cruiser. However, those who served on a stubby little ‘coffin with

Earth Alliance
engines’ considered it one of the worst ships in EarthForce, primarily because it was uncomfortable internally but
also because its original weapons were not terribly effective at anything but close range. The heavy armour the
Artemis possesses did little more than convince opponents to concentrate fire on the little nuisance and once the
armour was penetrated, the internal shell came apart quickly. Later versions attempted to alleviate this problem
by introducing new weapons intended for longer ranges or greater firepower. Perhaps the most successful of
these additions was the railgun and where the Olympus operates two railguns in addition to its other armament,
the Artemis takes the railgun concept to a whole new level. Not content to simply arm this heavy frigate with a
just a couple of these powerful guns, the Alliance literally wrapped the ship with them. The resulting ship cost
EarthForce almost as much to build as a Hyperion but the result did extend the Artemis’ capability in battle,
though it remained limited in serviceability.

Length:

475.00 metres

Mass:

7.9E6 metric tons

Crew:

320

Gravity:

None

Maiden Voyage:

EAS Artemis, 2168

5
Avenger-class Heavy Carrier Battle
Speed: 7 Crew: 50/12

Turns: 1/45o In Service: 2240 – 2261

Hull: 5 Craft: 8 Starfury flights

Damage: 40/12 Special Rules: Carrier 4, Command +1, Fleet


Carrier, Interceptors 2, Jump Point

Weapon Range Arc AD Special


Medium Plasma Cannon 8 F 8 AP
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 A 6
Light Pulse Cannon 8 P 4
Light Pulse Cannon 8 S 4
The rapid progression of the Starfury program meant that EarthForce needed some way to deliver its new fighters
Earth Alliance

into battle and to this end the Avenger class was developed. Early Avengers were a simple wedge-shaped craft with
row after row of hangars, each capable of deploying and recovering a fighter on its own. However, while launching
operations were straightforward, recovery systems were not. A pilot had to match speeds and manoeuvre his craft
into a small capture arm that brought him aboard. These early forerunners of Cobra Bays were not pressurised,
forcing the pilot to wait while his fighter passed through an airlock into the maintenance section of the ship. This
kept fighter operations slow and landing during combat was a dangerous activity fraught with peril. Later versions
of the Avenger corrected this problem by stretching the hull and adding internal landing decks, complete with
built-in rails capable of sliding fighters into position without aid from maintenance crews. Its typical strategy is to
deploy fighters and stay a good distance from the battle, retreating into hyperspace if things go poorly. Fighters are
usually given an emergency rendezvous point where the ship reappears later for recovery operations. Usually this
works well but if the enemy pursues or is in the area when the Avenger emerges, the results can be catastrophic.

Length:

450 metres

Mass:

9.6E6 metric tons

Crew:

280

Gravity:

None

Maiden Voyage:

EAS Scylla, 2168

6
Explorer-class Survey Ship Raid
Speed: 4 Crew: 65/15

Turns: 1/45o In Service: 2225+

Hull: 4 Craft: 6 Starfury flights

Damage: 140/40 Special Rules: Command +1, Interceptors 3,


Jump Point
Weapon Range Arc AD Special
Heavy Pulse Cannon 12 F 6 Double Damage, Twin-Linked
Particle Beams 5 F 8 Anti-Fighter, Twin-Linked, Weak
Particle Beams 5 A 8 Anti-Fighter, Twin-Linked, Weak
Particle Beams 5 P 8 Anti-Fighter, Twin-Linked, Weak
Particle Beams 5 S 8 Anti-Fighter, Twin-Linked, Weak
The largest vessels of the Earth Alliance, the Explorer survey ships are designed to roam unexplored
regions of hyperspace, acting as vanguards to other craft as the frontiers of known space are pushed

Earth Alliance
further outward. It is the role of Explorers to plot positions of new star systems and build jump gates that
will be used by surveyors later to fully catalogue worlds for resources and exploitation. Along its immense
superstructure, the command, control and personnel quarters fill the rotating centre section, while to
the fore are the zero-gravity construction and launch facilities. Only six Explorer ships are currently in
service but their combined efforts at mapping the Rim have uncovered a multitude of new scientific
discoveries that fuel research and development within the Earth Alliance. Because of their extremely
extended missions (up to five years in duration), it is extremely rare for even high-ranking EarthForce
officials to see one. It remains the dream of many ship Captains to one day gain command of an Explorer
ship and begin searching the Rim, travelling to stars never before seen by human eyes.

Length:

6,103 metres

Mass:

37E6 metric tons

Crew:

350

Gravity:

Simulated

Maiden Voyage:

EAS Columbus, 12/4/2224

7
Hermes-class Transport Patrol
Speed: 12 Crew: 12/3

Turns: 2/45o In Service: 2168+

Hull: 4 Craft: 1 Starfury flight

Damage: 10/3 Special Rules: Interceptors 1, Jump Point

Weapon Range Arc AD Special


Missile Rack 30 F 2 Precise, Slow Loading, Super AP
Particle Beams 5 F 6 Anti-Fighter, Weak
Particle Beams 5 P 4 Anti-Fighter, Weak
Particle Beams 5 S 4 Anti-Fighter, Weak

Originally, the Hermes was a military vessel intended to bring critical war supplies and personnel to the
front lines in combat. Armed with two double missile racks, as well as defensive particle beams, the
Earth Alliance

Hermes is also capable of defending itself from Raider vessels and enemy frigates that attempt to slip past
the lines to attack this valuable logistical element. The ship not only carries a flight of Starfuries for its
own defence (or for delivery to carriers in need of replacement fighters) but is also capable of opening
its own jump point into hyperspace. In fact, it is the smallest Earth Alliance vessel that can accomplish
this feat. Unlike many Earth military vessels, the Hermes was constructed in civilian shipyards, although
its weapons were added at a fleet spacedock. Hundreds of these hardy vessels now ply the space lanes
as independent freight haulers and passenger liners, as its huge success in the military made it a natural
choice for civilian activities.

Length:

52 metres

Mass:

6.9E6 metric tons

Crew:

240

Gravity:

None

Maiden Voyage:

EAS Hermes, 2168

8
Hyperion-class Cruiser Raid
Speed: 8 Crew: 30/6

Turns: 2/45o In Service: 2246+

Hull: 5 Craft: 1 Starfury flight

Damage: 24/6 Special Rules: Interceptors 2, Jump Point

Weapon Range Arc AD Special


Heavy Laser Cannon 18 B 4 Beam, Double Damage, Super AP
Heavy Laser Cannon 18 B (a) 2 Beam, Double Damage, Super AP
Medium Pulse Cannon 10 F 6
Medium Pulse Cannon 10 A 6
Medium Pulse Cannon 10 P 6
Medium Pulse Cannon 10 S 6
Medium Plasma Cannon 8 F 4 AP, Twin-Linked
Particle Beams 5 T 4 Anti-Fighter, Weak

Earth Alliance
For several decades, the Hyperion class formed the solid core of the Earth Alliance fleet and has been
a part of virtually every Alliance military engagement since the turn of the century. Sadly, though the
Hyperion class was hardy and well-armoured, it had little chance against the Minbari assault and they
were destroyed in huge numbers. Most Hyperions operating today were built after the Earth/Minbari
conflict, when they were hastily constructed to shore up Earth’s defences against opportunistic neighbours.
Only within the last few years have the more advanced Omega destroyers begun to supplant them in
the naval inventory, but there are no plans to cancel the reliable, proven Hyperion design. Instead, they
continue to operate both independently and alongside the more expensive and powerful Omegas.

Length:

1,025.39 metres

Mass:

8.4E6 metric tons

Crew:

356

Gravity:

None

Maiden Voyage:

EAS Hyperion, 15/2/2208

9
Nova-class Dreadnought Raid
Speed: 6 Crew: 45/12

Turns: 1/45o In Service: 2220+

Hull: 5 Craft: 4 Starfury flights

Damage: 36/9 Special Rules: Interceptors 2, Jump Point

Weapon Range Arc AD Special


Laser/Pulse Arrays* 12 F 8 Twin-Linked
Laser/Pulse Arrays* 12 A 8 Twin-Linked
Laser/Pulse Arrays* 12 P 12 Twin-Linked
Laser/Pulse Arrays* 12 S 12 Twin-Linked
*These weapons may instead be fired with half the Attack Dice and at a maximum Range of 8. THey gain the AP and Beam
traits but lose Twin-Linked.

When the first Nova prototypes appeared in 2219, few among EarthForce’s officer corps believed the ships would
actually work. The massive array of guns simply seemed greater than any hull or power plant could withstand.
Earth Alliance

At first they seemed correct, as initial tests showed a number of faults in the design. However, as time passed and
refinements were made, the ship proved not only functional but quite deadly. The long, rod-shaped superstructure
lent itself well to a cavernous internal fighter bay capable of supporting multiple flights of Starfuries. When
working pulse cannons appeared in 2240, EarthForce knew it finally had the weapon it wanted for the Nova and
the hybrid laser/pulse array was created. While this resulted in a much more powerful and flexible dreadnought,
the guns remained extremely high-maintenance items, leading many repair crew to curse their jobs and wish the
Alliance had simply picked one weapon over the other. The slow speed and poor manoeuvrability of the Nova
is offset by the usual battle tactics of Nova commanders – organising themselves into squadrons that simply hold
position and present their fearsome broadsides to the enemy.

Length:

1,502.1 metres

Mass:

3.1E7 metric tons

Crew:

463

Gravity:

None

Maiden Voyage:

EAS Oliver Cromwell, 8/3/2219

10
Olympus-class Corvette Skirmish
Speed: 8 Crew: 24/6

Turns: 2/45o In Service: 2202+

Hull: 5 Craft: None

Damage: 22/6 Special Rules: Interceptors 1

Weapon Range Arc AD Special


Railguns 12 T 4 AP, Double Damage
Medium Pulse Cannon 10 F 6 Twin-Linked
Medium Pulse Cannon 10 P 6 Twin-Linked
Medium Pulse Cannon 10 S 6 Twin-Linked
Missile Rack 30 F 2 Precise, Slow Loading, Super AP

The Olympus was first seen in 2200 as a replacement for the smaller Laertes class. It served well for

Earth Alliance
several decades until the Dilgar War, when logistical problems began to surface. The Alliance required an
immense supply train into League territory and keeping enough ammunition available for both railguns
and missiles became a difficult challenge. Olympus Corvettes are extremely uncomfortable vessels, not
really suitable for patrol or border defence missions. In peacetime, they are generally treated as small
monitors and left to guard bases or colonies. In the aftermath of the Earth/Minbari War, many among
EarthForce believe the Olympus is obsolete and needs to be replaced. Rumours persist of a new design
intended for this purpose, code-named ‘Chronos’, but nothing is known of this black project at this
time.

Length:

444.25 metres

Mass:

4.6E6 metric tons

Crew:

87

Gravity:

None

Maiden Voyage:

EAS Athenian, 6/1/2200

11
Omega-class Destroyer Battle
Speed: 7 Crew: 60/16

Turns: 1/45o In Service: 2250+

Hull: 6 Craft: 4 Starfury flights

Damage: 40/12 Special Rules: Interceptors 3, Jump Point

Weapon Range Arc AD Special


Heavy Laser Cannon 30 B 4 Beam, Double Damage, Super AP
Heavy Laser Cannon 30 B (a) 2 Beam, Double Damage, Super AP
Heavy Pulse Cannon 12 F 10 Twin-Linked
Medium Pulse Cannon 10 A 4 Twin-Linked
Medium Pulse Cannon 10 P 4 Twin-Linked
Medium Pulse Cannon 10 S 4 Twin-Linked
Particle Beams 5 P 6 Anti-Fighter
Particle Beams 5 S 6 Anti-Fighter
Earth Alliance

The Omega heavy destroyer is the premier warship of EarthForce and a direct development of lessons learned
during the Earth/Minbari War. The conflict that nearly annihilated humanity brought home the need for an
advanced warship capable of standing against the best other races could throw against the Earth Alliance. While
the Omega is by no means the equal of the Minbari Sharlin, it remains one of the most capable vessels in space
today. A much larger ship than the Hyperion, the Omega carries more Starfuries, a heavier weapons load and a
rotating command section that generates artificial gravity. Though still cramped onboard, it has a sizeable bridge
and crews much prefer to serve on this class than a Hyperion, as its artificial gravity makes long-ranged missions
far more bearable, allowing the warship to stay out on patrol for months at a time if needed. In battle, squadrons
of Omegas will often form impenetrable battle lines that can mass ferocious firepower, though in smaller conflicts,
these ships are perfectly capable of operating as command centres as well as mobile orbital fortresses.
Length:

1,714.3 metres

Mass:

3.2E7 metric tons

Crew:

350

Gravity:

Simulated

Maiden Voyage:

EAS Achilles, 27/9/2248

12
Oracle-class Scout Cruiser Raid
Speed: 12 Crew: 22/6

Turns: 2/45o In Service: 2216+

Hull: 4 Craft: None

Damage: 16/5 Special Rules: Interceptors 2, Jump Point, Scout,


Stealth 3+

Weapon Range Arc AD Special


Medium Laser Cannon 15 B 3 Beam, Super AP
Missile Rack 30 T 2 Precise, Slow Loading, Super AP
Particle Beams 5 F 4 Anti-Fighter, Weak
Particle Beams 5 A 4 Anti-Fighter, Weak
Particle Beams 5 P 4 Anti-Fighter, Weak
Particle Beams 5 S 4 Anti-Fighter, Weak

Earth Alliance
The Oracle was Earth’s original hyperspace exploration ship. Developed after the arrival of the Centauri on a new
hull constructed specifically for the purpose of interstellar travel, it was the most capable vessel of its day. The first
Oracles were the ones that braved hyperspace to locate nearby systems for colonisation and survey missions that
would reap huge dividends in the decades to come. If there had been no Oracles, there would be no Proxima,
or Orion, or Deneb or any of the other extra-solar colonies. Earth would have been little more than yet another
member of the League of Non-Aligned Worlds – if that. Since the original Oracles sailed the stars, great leaps have
been made in EarthForce sensor technologies. As soon as these improvements began to appear, many Oracles were
converted for use as electronic support platforms in a fleet environment. Interestingly, the Oracle bears more than
a superficial resemblance to the later Hyperion and many of the systems employed on the scout were later used
for the Hyperion.

Length:

560 metres

Mass:

8.1E6 metric tons

Crew:

160

Gravity:

None

Maiden Voyage:

EAS Cassandra, 2163

13
Orestes-class System Monitor Battle
Speed: 4 Crew: 55/15

Turns: 1/45o In Service: 2249+

Hull: 6 Craft: 2 Starfury flights

Damage: 48/12 Special Rules: Interceptors 1

Weapon Range Arc AD Special


Heavy Laser Cannon 25 B 3 Beam, Double Damage, Super AP
Medium Laser Cannon 15 B 3 Beam, Super AP
Medium Laser Cannon 15 B (a) 3 Beam, Super AP
Railguns 12 F 4 AP, Double Damage
Medium Pulse Cannon 10 P 10 Twin-Linked
Medium Pulse Cannon 10 S 10 Twin-Linked
Particle Beams 5 T 6 Anti-Fighter, Weak
Earth Alliance

The Orestes class originally looked very different to its present configuration. Its early role was to act as the core of a task force
engaged in rooting out and destroying Raider outposts. The first Orestes, therefore, was a heavily armoured battleship capable
of shrugging off serious amounts of firepower. Unfortunately, it was also extremely expensive to operate and once pirates
were driven out of the Sol system, most examples of the class were scrapped. The Orestes received a new lease of life after the
Centauri were contacted in the mid-22nd Century. At that time, the Orestes was the largest ship in the Alliance inventory, as
well as one of the best able to stand up to enemy firepower. Unfortunately, its engines and thrusters were completely unsuited
for use in hyperspace and modifications failed to produce a vessel that could travel any respectable distance at a reasonable
speed. Still, the Orestes did pack a tremendous amount of weaponry, so it did prove useful as a mobile defence craft. In this
way, the Orestes changed from a dreadnought class vessel to a simple system monitor and Orestes vessels have been used as
system defenders for decades.

Length:

320 metres

Mass:

6.5E6 metric tons

Crew:

215

Gravity:

None

Maiden Voyage:

EAS Halloway, 2130

14
Poseidon-class Super Carrier War
Speed: 5 Crew: 120/30

Turns: 1/45o In Service: 2255+

Hull: 4 Craft: 16 Starfury flights

Damage: 95/25 Special Rules: Carrier 4, Command +3, Fleet


Carrier, Interceptors 6, Jump Point

Weapon Range Arc AD Special


Medium Pulse Cannon 10 F 6
Medium Pulse Cannon 10 A 6
Medium Pulse Cannon 10 P 6
Medium Pulse Cannon 10 S 6
Particle Beams 5 T 8 Anti-Fighter, Weak

Considered to be the premier carrier in the entire galaxy, the Poseidon has been given the best defences and

Earth Alliance
escorts available to the Earth Alliance. In addition, its long, flat array of interlinked fighter bays are capable
of not only launching its entire fleet of fighters in a matter of minutes but of recovering them quickly too.
The first Poseidon was launched in 2247 but was quickly destroyed in the Earth/Minbari War. Construction
is so time-consuming that only a few have been built since. Recent designs possess slightly expanded bays to
permit the use of the Thunderbolt but the first model could only employ Aurora Starfuries. The Poseidon
is not only a heavy carrier but also a fleet flagship, absorbing that role after the general decline of the Nova.
Large EarthForce armadas are constructed around the Poseidon. Advanced communication and control gear
permits any force headed by a Poseidon to benefit from improved co-ordination during a large battle. Not
surprisingly, Poseidons possess huge arrays of defensive guns and are surrounded by escorts at all times.

Length:

2,475 metres

Mass:

21.73E6 metric tons

Crew:

440

Gravity:

None

Maiden Voyage:

EAS Triton, 2247

15
Sagittarius-class Missile Cruiser Raid
Speed: 6 Crew: 26/6

Turns: 1/45o In Service: 2230+

Hull: 4 Craft: None

Damage: 25/6 Special Rules: Interceptors 2

Weapon Range Arc AD Special


Missile Rack 30 F 6 Precise, Slow Loading, Super AP
Missile Rack 30 A 2 Precise, Slow Loading, Super AP
Missile Rack 30 P 1 Precise, Slow Loading, Super AP
Missile Rack 30 S 1 Precise, Slow Loading, Super AP
Particle Beams 5 T 6 Anti-Fighter, Weak
The Sagittarius hull was a specialised design first seen in the early 23rd Century. The original aim of the ship was
to operate as a test firing platform for newly developed missiles. As experimentation progressed, larger and more
Earth Alliance

stable hulls were produced, eventually mounting no less than eight missile racks on a lengthy cruiser hull. Shortly
thereafter, EarthForce began to take interest in the hull as a potential warship design and the first actual Sagittarius
left the slipways in 2225. The ship’s complete dedication to a missile bombardment role left it little room for
flexibility, which made it less than popular as a command. Because of its specialised role, the Sagittarius was totally
unsuitable for use in anything other than a fleet environment, so no other missions could be undertaken. Worse
still, the Sagittarius had little in the way of defences, lacking even a jump drive to make its escape should things go
badly. Most were mothballed, only to be hastily recalled and destroyed during the Earth/Minbari War. The few
survivors were rebuilt and are now being used to test new missile and missile rack technologies as part of Project
Zeus.

Length:

560.89 metres

Mass:

7.9E6 metric tons

Crew:

130

Gravity:

None

Maiden Voyage:

EAS Sagittarius, 2225

16
Starfury Flight Patrol [Wing]
Speed: 12 Crew: —

Turns: SM In Service: 2244+

Hull: 4 Dogfight: +1

Damage: — Special Rules: Afterburner, Dodge 2+, Fighter

Weapon Range Arc AD Special


Uni-Pulse Cannon 2 T 2 Twin-Linked
Often regarded as the first line of defence for many Earth Alliance installations and outposts, the Starfury has
undergone many revisions and upgrades throughout its service history but remains a frontline non-atmospheric
fighter capable of retaining space superiority. Its unique X-foil design, which mounts the pilot in an upright
position to reduce the effects of high-gravity manoeuvres, allows for superb agility in space combat but the Starfury
is often found wanting in more specialised missions as it is incapable of entering a planetary atmosphere. However,
with main armament comprising two forward firing JC 266 20-megawatt uni-pulse cannon controlled by a Duffy

Earth Alliance
1018 MJS smart targeting computer, it is a craft capable of successfully battling almost any alien fighter. Two
lighter pulse cannon are also mounted in the wing roots above the pilot’s position, though restrictions in the
Starfury’s fusion reactor output means both sets of weapons may not be fired simultaneously.

Length: Crew: Maiden Voyage:


9.92 metres 1 23/7/2244
Mass: Gravity: Field Formation:
48 metric tons None 3 flights to a Wing

17
Tethys-class Cutter Patrol
Speed: 10 Crew: 10/2

Turns: 2/90o In Service: 2246+

Hull: 4 Craft: None

Damage: 8/2 Special Rules: Interceptors 1

Weapon Range Arc AD Special


Medium Pulse Cannon 10 F 6
Light Pulse Cannon 8 F 2
Light Pulse Cannon 8 P 2
Light Pulse Cannon 8 S 2

The Tethys can trace its origins back to the original early anti-Raider operations that took place during
Earth Alliance

the conquest of the solar system. Originally intended as a police vessel, it has since been employed
for virtually every mission EarthForce is capable of assigning. When employed for civilian or defence
purposes, it is referred to as a police cutter but when in fleet service it is used as a light frigate. More
versions of the hardy Tethys have existed than any other ship class in the Alliance inventory. Because it is
so small and cheap to build, it is frequently employed as a test bed for new technologies, where its sturdy
construction allows it to stand up to the rigors of field testing. As far as Earth ships go, it is among the
more manoeuvrable, which makes it a favourite vessel for young EarthForce Captains ordered to hunt
down Raiders or other highly mobile foes.

Length:

150 metres

Mass:

4.2E6 metric tons

Crew:

80

Gravity:

None

Maiden Voyage:

EAS Sentinel, 2130

18
Thunderbolt Flight Patrol [Wing]
Speed: 10 Crew: —

Turns: SM In Service: 2259+

Hull: 5 Dogfight: +0

Damage: — Special Rules: Afterburner, Dodge 3+, Fighter

Weapon Range Arc AD Special


Gatling Pulse Cannon 2 T 2
Missile Rack 4 T 2 AP

The Thunderbolt is the next generation of advanced fighters developed along the ongoing Starfury
program. As older types are phased out, it is likely that the Thunderbolt, or T-bolt as it is frequently
known, will take on the overall Starfury name. However, this might take some time, as many existing
carriers cannot easily operate the slightly larger, atmospheric-capable T-bolt frame. Thunderbolts possess
several improvements over the basic Starfury. In addition to obvious advances in armour and staying

Earth Alliance
power, the T-bolt also mounts a more compact gatling pulse cannon that occupies less space in the
fuselage. Thunderbolts also possess wing-based missile racks.

Length: Crew: Maiden Voyage:


16.24 metres 2 31/1/2259
Mass: Gravity: Field Formation:
52 metric tons None 3 flights to a Wing

19
Warlock-class Advanced Destroyer War
Speed: 8 Crew: 80/20

Turns: 1/45o In Service: 2261+

Hull: 6 Craft: 4 Starfury flights

Damage: 70/18 Special Rules: Advanced Jump Point, Command +1,


Interceptors 4
Weapon Range Arc AD Special
Heavy Particle Cannon 25 B 4 Beam, Super AP, Triple Damage
Railguns 20 F 4 AP, Double Damage
Railguns 20 A 4 AP, Double Damage
Laser/Pulse Arrays 15 F 10 Twin-Linked
Laser/Pulse Arrays 15 A 6 Twin-Linked
Laser/Pulse Arrays 15 P 6 Twin-Linked
Laser/Pulse Arrays 15 S 6 Twin-Linked
Missile Rack 30 F 6 Precise, Slow Loading, Super AP
Particle Beams 5 T 6 Anti-Fighter
Earth Alliance

*These weapons may instead be fired with half the Attack Dice and at a maximum Range of 8. THey gain the AP and Beam
traits but lose Twin-Linked.
The Earth Alliance’s latest warship is a byproduct of the Earth Civil War. It had become clear that the Nova-class dreadnought was not up
to the task of conducting major planetary assaults and EarthForce thus decided it needed a new breed of starship; one capable of extended
space conflicts and combating even the might of Minbari warcruisers. The Warlock is, without a doubt, the most devastating war machine
produced in Earth history. It was designed to have an artificial gravity system (with no use of rotating sections), extremely powerful
weaponry and the toughest armour possible. Technology was plundered from many advanced races, but the most prominent is the use
of Shadow bio-organic technology in design and production. The design was not finished in time for the Earth Civil War, though the
Warlock did lend some of its advanced technological design to the bastardised Omega-X class destroyer that was briefly employed during
this conflict. Following the conclusion of the Earth Civil War, the experimental new Warlock-class destroyers began their initial tests and
shortly thereafter went into active service. First among these new warships was the EAS Titans, under the command of Captain Susan
Ivanova. Titans was soon followed by the Sorcerer, Necromancer and Enchantress.

Length:

1,992.4 metres

Mass:

13.6E6 metric tons

Crew:

280

Gravity:

Artificial

Maiden Voyage:

EAS Titans, 2261

20
The Centauri Republic
Once known as the Lion of the Galaxy, the Centauri
Republic today is an empire in decline, with many of its
Centauri Republic
people still hankering after their golden age of power even as Fleet List
they continue to lose worlds and colonies. Despite constant The following forms the entire fleet list for the
pressure from the Narn Regime, the Centauri are still one of
the most technologically advanced races after the Minbari Centauri Republic.
and Vorlons, and are regarded as a major diplomatic power
– among the other governments, they probably still hold Priority Level: Patrol
more influence than the expanding Earth Alliance, despite Corvan-class scout
the old resentments many feel towards them.
Haven-class patrol boat
Over four hundred years ago, the Centauri Republic spread Sentri Wing (4 flights)
across the stars and its power was almost unmatched. The
Minbari and Vorlons preferred to keep out of the affairs of
other races, giving Centauri Prime free reign to dominate
Priority Level: Skirmish
wherever it wished. Though they never strayed far into the Darkner-class fast attack frigate
region now controlled by the Earth Alliance, the Centauri Kutai-class gunboat
did take over (some might say enslave) many of the systems Maximus-class frigate
now in the League of Non-Aligned Worlds. They truly
believed that they were civilising primitive cultures, Morgrath-class frigate
providing law, technology and a place in the stars in return Vorchan-class warship
for tribute and the exploitation of resources and this more
or less took place everywhere they explored. Many in the
League still view the Centauri with extreme distrust but the Priority Level: Raid

Centauri
presence of the Republic spurred many races to reach for Altarian-class destroyer
the stars, including humanity. Balvarin-class carrier
It was the Narn who finally managed to throw off the yoke Centurion-class attack cruiser
of enslavement and so began the shrinking of the Republic. Dargan-class strike cruiser
As the Narn revolt grew, the Centauri were increasingly Sulust-class escort destroyer
placed on the defensive and, one by one, worlds controlled
by them rebelled against their masters and gained freedom.
The Narn were to become terrible foes, for they had been Priority Level: Battle
treated worse than any other race in order to suppress Primus-class battlecruiser
their aggressive tendencies. Taking Centauri arms and
equipment, they fought back, first on Narn itself and
then throughout the stars. Centauri positions of power Priority Level: War
far from their homeworld became untenable to hold and Octurion-class battleship
the Centauri had no choice but to withdraw from many
worlds they previously dominated. The Republic shrank
to its current size, driven back in the main by Narn
Flights
Some ships are noted as carrying one or more flights of
forces. The Centauri are all too aware that the Narn are smaller craft onboard. These flights may be deployed at
primarily responsible for their fall in power and there exists any time before or during the battle and do not cost extra
a general hatred for the race throughout even the civilian points – the cost of these flights are included in that of their
population. To a Centauri, brutally punishing a Narn for parent ships.
any infraction is as natural as the sun rising at the start of
the day. Many truly believe the Narn are not fully sentient
or aware, justifying their cruel actions in the same way other Centauri and Narn
races treat animals. Knowing of the deep-rooted hostility Centauri vessels will never, ever surrender to the Narn
between Narn and Centauri, many in EarthGov believe it and are immune to any effects that would require them
is only a matter of time before threats and political intrigue to surrender to Narn vessels, such as the Stand Down and
in the Regime and Republic break out into full-scale war, Prepare to be Boarded! Special Action.
a prospect the Earth Alliance would not relish if forced to
choose sides.
Centauri Republic
Initiative: +3
21
Altarian-class Destroyer Raid
Speed: 8 Crew: 38/7

Turns: 1/45o In Service: 2150+

Hull: 6 Craft: 1 Sentri flight

Damage: 34/6 Special Rules: Jump Point

Weapon Range Arc AD Special


Matter Cannon 15 F 6 AP, Double Damage
Matter Cannon 15 A 4 AP, Double Damage
Twin Particle Array 8 F 8 Twin-Linked
Twin Particle Array 8 A 6 Twin-Linked
Twin Particle Array 8 P 4 Twin-Linked
Twin Particle Array 8 S 4 Twin-Linked

A deadly craft with a well earned reputation for lethality, the Altarian is an older design dedicated to the
Centauri

matter cannons that grace its hull. While Centauri military science divisons officially stopped working
on matter-related weaponry decades ago, the ones remaining in service on the Altarian and many
other designs still function quite efficiently. Based on fission induction principles, matter weapons are
inefficient from an energy output standpoint but can have devastating effects in combat. The Altarian
lacks any serious long-ranged weaponry but is more than capable of holding its own once ranges between
fleets shrink.

Length:

460 metres

Mass:

8.9E6 metric tons

Crew:

170

Gravity:

Artificial

Maiden Voyage:

Palo Rigato, 2140

22
Balvarin-class Carrier Raid
Speed: 6 Crew: 60/15

Turns: 1/45o In Service: 2192+

Hull: 5 Craft: 6 Sentri flights

Damage: 55/14 Special Rules: Carrier 2, Command +1, Fleet


Carrier, Interceptors 2, Jump Point

Weapon Range Arc AD Special


Twin Particle Array 8 F 8 Twin-Linked
Twin Particle Array 8 A 6 Twin-Linked
Twin Particle Array 8 P 8 Twin-Linked
Twin Particle Array 8 S 8 Twin-Linked

One of the largest ships in the Centauri Republic, a Balvarin carrier is an effective warship in its own right
and capable of commanding an entire battle due to its extensive sensor array and peerless control deck.

Centauri
In fact, some Admirals of the fleet prefer to take their command tours aboard a Balvarin instead of the
Primus or Octurion that most are assigned. When a Balvarin opens its bay doors and releases its fighter
complement, the entire tide of a battle can change in the Centauri’s favour. Though considered wanting
when compared to the highly effective carriers of the Earth Alliance and Minbari Federation, the Balvarin
is more than capable when engaging the Centauri’s traditional enemy, the Narn.

Length:

920 metres

Mass:

15.4E6 metric tons

Crew:

290

Gravity:

Artificial

Maiden Voyage:

Gornas, 2110

23
Centurion-class Attack Cruiser Raid
Speed: 10 Crew: 38/8

Turns: 2/45o In Service: 2202+

Hull: 5 Craft: None

Damage: 35/8 Special Rules: Jump Point

Weapon Range Arc AD Special


Matter Cannon 12 F 6 AP, Double Damage
Battle Lasers 25 F 2 Beam, Double Damage, Super AP
Twin Particle Array 8 F 10 Twin-Linked
Twin Particle Array 8 P 6 Twin-Linked
Twin Particle Array 8 S 6 Twin-Linked

A relatively small ship for its class, the Centurion has earned its reputation for swift, deadly strikes in
Centauri

hostile territory over the course of its three hundred year commission. The latest Centurion is equipped
with battle lasers and the venerable matter cannon that the Altarian, a similar vessel, also carries. The
Centurion masses more firepower than the Altarian but it is not as long ranged and so has to settle for
brief skirmishes rather than lengthy campaigns. Despite its age, the Centurion remains popular with
many Houses of the Republic and can prove quite lethal to larger vessels when operating in the typical
Centauri pack.

Length:

500 metres

Mass:

5.6E6 metric tons

Crew:

60

Gravity:

Artificial

Maiden Voyage:

Ressucati, 2159

24
Corvan-class Scout Patrol
Speed: 12 Crew: 12/4

Turns: 2/45o In Service: 2191+

Hull: 4 Craft: 1 Sentri flight

Damage: 12/4 Special Rules: Interceptors 1, Jump Point, Scout,


Stealth 3+

Weapon Range Arc AD Special


Twin Particle Array 8 F 4 Twin-Linked
Twin Particle Array 8 A 4 Twin-Linked
Twin Particle Array 8 P 4 Twin-Linked
Twin Particle Array 8 S 4 Twin-Linked

One of the smallest fully active capital ships in the Centauri Republic, the Corvan is a lightly armed,
well defended vessel with a singular purpose that it excels at – scouting. The Corvan is the stealthiest

Centauri
ship the Centauri have ever produced and while it is not quite as untraceable as the vessels the Minbari
might field, it is still very well hidden from most sensors. These abilities come at a cost of extremely
weak armament, meaning the scout can barely fend off anything stronger than a few attacking wings of
fighters.

Length:

450 metres

Mass:

3.8E5 metric tons

Crew:

34

Gravity:

None

Maiden Voyage:

Shinath, 2190

25
Dargan-class Strike Cruiser Raid
Speed: 9 Crew: 22/6

Turns: 1/45o In Service: 2258+

Hull: 4 Craft: 2 Sentri flights

Damage: 18/6 Special Rules: Jump Point

Weapon Range Arc AD Special


Battle Lasers 25 F 2 Beam, Double Damage, Super AP
Matter Cannon 12 F 6 AP, Double Damage
Twin Particle Array 8 F 8 Twin-Linked
Twin Particle Array 8 A 8 Twin-Linked
Twin Particle Array 8 P 8 Twin-Linked
Twin Particle Array 8 S 8 Twin-Linked
Built on a classic Centauri hull design, the Dargan is swift, agile and carries enough firepower to make its lightning
attack runs matter. It is not the heaviest armed cruiser in the fleet but it is certainly among the fastest. Many
garrison fleets put the Dargan to good use as a relief and first-strike vessel; its unfailing ability to appear where it
Centauri

is needed the most has saved more than one world from the depredations of Raiders. Its complement of Sentri
fighters is also a valuable asset in any kind of skirmish. Packed with the latest in Centauri technology, the Dargan
has yet to be deployed in large numbers and often operates in relatively small fleets. Though lacking in strong
secondary armament, the matter cannon and battle lasers are highly effective, enabling the vessel to take on larger
enemies with ease.

Length:

720 metres

Mass:

7.1E6 metric tons

Crew:

98

Gravity:

Artificial

Maiden Voyage:

Darganus, 2097

26
Darkner-class Fast Attack Frigate Skirmish
Speed: 12 Crew: 30/6

Turns: 2/45o In Service: 2249+

Hull: 4 Craft: None

Damage: 25/6 Special Rules: Jump Point

Weapon Range Arc AD Special


Battle Lasers 20 F 2 Beam, Double Damage, Super AP
Matter Cannon 8 F 4 AP, Double Damage

Larger than a Corvan, the Darkner serves as a swift escort and attack craft with the speed and agility
to accomplish a lot even in the thick of a full scale interstellar combat. The weapons of a Darkner are

Centauri
impressive but not overwhelming and so they usually fight in pairs to cover each other and provide
concentrated fire against larger foes. A squadron massing many battle lasers is something to be feared,
even by Primus or Omega Captains. However, a complete lack of secondary weapons means that it is
relatively easy to out-manoeuvre the Darkner in large engagements and it is quickly overwhelmed by
scores of fighters.

Length:

150 metres

Mass:

3.85E5 metric tons

Crew:

38

Gravity:

None

Maiden Voyage:

Darkieri, 2200

27
Haven-class Patrol Boat Patrol
Speed: 12 Crew: 6/2

Turns: 2/90o In Service: 2150+

Hull: 4 Craft: None

Damage: 8/3 Special Rules: Dodge 5+

Weapon Range Arc AD Special


Matter Cannon 8 F 2 AP, Double Damage
Twin Particle Array 4 F 3 Twin-Linked, Weak
Twin Particle Array 4 A 3 Twin-Linked, Weak
Twin Particle Array 4 P 2 Twin-Linked, Weak
Twin Particle Array 4 S 2 Twin-Linked, Weak

A small vessel charged with a huge responsibility, the Haven is a valuable ship to any system and fleets of
them patrol the major worlds of the Republic on a constant state of readiness. Haven crews are a mixed
group; many are wary and alert to any danger than might threaten their territory, while others have
Centauri

served their entire careers and never engaged an enemy ship. The Admiralty has recently begun rotating
Haven duty assignment to maintain better readiness from all their crews. In larger battles, the Haven
tends to be quickly out-classed and so, when reinforcements arrive, these patrol boats often retreat.

Length:

42 metres

Mass:

2.6E6 metric tons

Crew:

25

Gravity:

None

Maiden Voyage:

Sancti, 2116

28
Kutai-class Gunship Skirmish
Speed: 10 Crew: 12/4

Turns: 2/45o In Service: 2134+

Hull: 4 Craft: None

Damage: 10/3 Special Rules: Dodge 5+

Weapon Range Arc AD Special


Matter Cannon 12 F 6 AP, Double Damage
Twin Particle Array 4 F 6 Twin-Linked

Centauri
The Kutai gunship is a design based on alien (probably League) technology that retains its odd shape but
has long since been completely rebuilt using Centauri materials and equipment. The Kutai is a deadly
vessel with more than enough guns to make a difference in an assault but tends to lend support to larger
ships more often than engage targets on its own.

Length:

135 metres

Mass:

2.9E6 metric tons

Crew:

49

Gravity:

Artificial

Maiden Voyage:

Coutari Primo, 2130

29
Maximus-class Frigate Skirmish
Speed: 10 Crew: 18/6

Turns: 2/45o In Service: 2191+

Hull: 6 Craft: None

Damage: 16/5 Special Rules: Interceptors 1

Weapon Range Arc AD Special


Twin Particle Array 8 F 10 Twin-Linked
Particle Guns 4 T 4 Anti-Fighter

A one-ship system defence fleet, no other design


has been credited with the successful repulsion
of attacking forces from Republic space more
Centauri

often than the Maximus frigate. A pragmatically


designed defensive vessel with just enough
firepower to keep its enemies at bay until help
can arrive from the rest of the fleet, this ship is
built to take a pounding and has proven its worth
on hundreds of occasions. Lacking jump engines,
the Maximus relies on the rest of the fleet for long-
ranged missions though as an escort, it excels.

Length: Gravity:

65 metres None

Mass: Maiden Voyage:

3.7E6 metric tons Hunali Kora, 2140

Crew:

60

30
Morgrath-class Frigate Skirmish
Speed: 8 Crew: 18/7

Turns: 1/45o In Service: 2195+

Hull: 5 Craft: None

Damage: 16/5 Special Rules: Interceptors 1

Weapon Range Arc AD Special


Plasma Stream 10 F 2 AP, Beam
Matter Cannon 12 F 2 AP, Double Damage
Twin Particle Array 8 T 6 Twin-Linked, Weak

Another ship based on League technology and


design, the Morgrath incorporates a weapon
that the Centauri Republic has been trying

Centauri
to replicate for the better part of a century.
Morgraths are rare and valuable ships because
of their plasma stream weapons and few are ever
risked in heavy combat. The plasma stream
remains a useful beam weapon, however, and
there are many Captains who are eager to prove
the worth of their vessels in battle. Whereas
the newer Maximus was designed purely as an
escort, the Morgrath retains a limited ability to
engage warships on a more even footing, though
without support it can be quickly repelled.

Length: Gravity:

52 metres Artificial

Mass: Maiden Voyage:

6.75E6 metric tons Morgatha, 2190

Crew:

120

31
Octurion-class Battleship War
Speed: 6 Crew: 85/24

Turns: 1/45o In Service: 2202+

Hull: 6 Craft: 4 Sentri flights

Damage: 70/18 Special Rules: Command +2, Interceptors 2,


Jump Point

Weapon Range Arc AD Special


Battle Lasers 35 F 6 Beam, Double Damage, Super AP
Battle Lasers 35 A 2 Beam, Double Damage, Super AP
Matter Cannon 12 F 10 AP, Double Damage
Matter Cannon 12 A 6 AP, Double Damage
Matter Cannon 12 P 8 AP, Double Damage
Matter Cannon 12 S 8 AP, Double Damage
Twin Particle Array 10 F 16 Twin-Linked
Twin Particle Array 10 A 8 Twin-Linked
Centauri

Twin Particle Array 10 P 10 Twin-Linked


Twin Particle Array 10 S 10 Twin-Linked
The Octurion is a massive vessel, the largest in the Centauri fleet and it serves many roles. It is a mobile
fire base, a planetary bombardment ship, a command centre for an entire battle group and anything else
its firepower and auxiliary systems will support. An Octurion present in an area automatically makes it
the fleet’s command ship. It is rare to see two Octurions in the same sector of space, but when it occurs
the highest ranking commanding officer’s ship maintains seniority.

Length:

1,010 metres

Mass:

16.5E6 metric tons

Crew:

290

Gravity:

Artificial

Maiden Voyage:

Turhanis, 2201

32
Primus-class Battlecruiser Battle
Speed: 8 Crew: 60/18

Turns: 1/45o In Service: 2195+

Hull: 6 Craft: 2 Sentri flights

Damage: 45/14 Special Rules: Interceptors 2, Jump Point

Weapon Range Arc AD Special


Battle Lasers 25 F 6 Beam, Double Damage, Super AP
Twin Particle Array 8 F 10 Twin-Linked
Twin Particle Array 8 A 4 Twin-Linked
Twin Particle Array 8 P 6 Twin-Linked
Twin Particle Array 8 S 6 Twin-Linked

Second only to the Octurion-class battleship, the Primus is a testament to the might and power the
Centauri once wielded in the galaxy. One of the strongest front line vessels found among the younger
races, Primus battlecruisers mount a variety of weapons, permitting them to engage almost any enemy

Centauri
with a good chance of victory. The Primus was the hull of choice when it came to construct the Emperor’s
personal cruiser and it has since become one of the most common ships in the Republic’s fleet with
several variants ensuring it will remain in service for decades more to come. It is said to lack the powerful
secondary armament usually found in ships of this size which often leads enemy Captains to close range
when engaging but the four powerful battle lasers mounted on the Primus are more than capable of
crippling an enemy as he manoeuvres to attack.

Length:

735 metres

Mass:

1.2E6 metric tons

Crew:

212

Gravity:

Artificial

Maiden Voyage:

2100s

33
Sentri Medium Fighter Flight Patrol [Wing]
Speed: 12 Crew: —

Turns: SM In Service: 2202+

Hull: 3 Dogfight: +2

Damage: — Special Rules: Dodge 2+, Fighter

Weapon Range Arc AD Special


Light Particle Guns 2 T 3 Weak
The mainstay of the Centauri fighter Wings, the Sentri sports the recognisable crescent wing the
Republic’s craft are well known for and carries a pair of rapid-firing particle guns. While they lack some
of the firepower of the Narn Regime’s Frazi fighters, they often get the better of combat engagements
due to superior manoeuvrability, accuracy and speed. They remain somewhat behind the capabilities of
other fighter-using races, however, especially Earth Starfuries and the Minbari Nial fighters, and as such
the Centauri prefer to rely on the crushing power of their main warships. As such, officer duty within
fighter wings has comparatively little prestige attached to it.
Centauri

Length: Crew: Maiden Voyage:


22.25 metres 1 2198
Mass: Gravity: Field Formation:
32.1 metric tons None 4 flights to a Wing

34
Sulust-class Escort Destroyer Patrol
Speed: 10 Crew: 38/7

Turns: 2/45o In Service: 2218+

Hull: 5 Craft: None

Damage: 35/6 Special Rules: Interceptors 2

Weapon Range Arc AD Special


Battle Laser 25 F 4 Beam, Double Damage, Super AP
Twin Particle Array 8 F 8 Twin-Linked
Twin Particle Array 8 P 4 Twin-Linked
Twin Particle Array 8 S 4 Twin-Linked

In combat against the Centauri, a number of


races have learned to screen their more valuable
command ships with smaller escorts. This
shields the fleet vessels from the powerful matter

Centauri
guns and battle lasers of the Republic fleet.
Rather than waste time and energy ripping
these smaller craft apart with battleship and
battlecruiser class weapons, escort destroyers
are called in to shatter these defensive lines and
punch a hole through which the Centauri’s
bigger guns can engage their priority targets.
The Sulust is the most successful design of
escort destroyer in use by the current fleet.

Length: Gravity:

90 metres None

Mass: Maiden Voyage:

5.2E6 metric tons Gaulian, 2203

Crew:

40

35
Vorchan-class Warship Skirmish
Speed: 14 Crew: 20/6

Turns: 2/45o In Service: 2160+

Hull: 5 Craft: None

Damage: 15/5 Special Rules: Jump Point

Weapon Range Arc AD Special


Plasma Accelerator 12 F 4 AP, Double Damage
Twin Particle Array 8 F 8 Twin-Linked

A notable craft with a long service record and astounding lethality for its size, the Vorchan is one of
the more easily recognised ships in the Centauri fleet because of its twin perpendicular crescent wings.
Looking much like the Centauri bird of prey it was named after, with its beak-like forward cabin, the
Vorchan mounts a deadly plasma accelerator as its main gun and several particle arrays for stopping
power and effective short ranged attacks. When the Republic needs to hunt down a mobile enemy or
Centauri

take out large numbers of smaller craft, it relies heavily on the swift, efficient Vorchan armada. In larger
battles, Vorchans usually amass into large squadrons, utilising their speed and incredible agility to flank
enemy fleets and pound them into submission as the main Centauri fleet begins to engage. Though
beginning to show its age, service aboard a Vorchan is still a prized position for many young nobles, as its
function in the fleet almost guarantees action and corresponding reward.

Length:

180 metres

Mass:

9.4E4 metric tons

Crew:

80

Gravity:

Artificial

Maiden Voyage:

2240s

36
The Narn Regime
Once a peaceful and agrarian race with a tradition of Narn Regime Fleet
personal honour, the Centauri occupation of their
homeworld changed the Narn forever. Coming List
to Narn over a hundred years ago, the Centauri The following forms the entire fleet list for the
promised the primitive natives technology, law and Narn Regime.
a route to the stars. Instead, they delivered only
pain, injustice and enslavement, strip-mining Narn’s Priority Level: Patrol
natural resources to support the expansion of their Frazi Wing (3 flights)
Republic. During the occupation, the Narn learned Sho’Kos-class police cutter
first how to survive, then how to resist, and finally
how to fight in outright revolt, evntually forcing Priority Level: Skirmish
the Centauri off their homeworld. Capturing G’Karith-class patrol cruiser
abandoned Centauri technology, the Narn quickly
built their own weapons and ships, finding a new
Ka’Toc-class battle destroyer
strength of purpose as they drove the Centauri out Sho’Kar-class light scout cruiser
of many nearby systems to form their own great Thentus-class frigate
Regime.
Priority Level: Raid
Today, the Narn are a people on the rise, for as the Dag’Kar-class missile frigate
Centauri fail, they grow and expand yet further. A Rongoth-class destroyer
few forests have been replanted on their homeworld, T’Loth-class assault cruiser

Narn
but its resources still continue to be exploited at
a punishing rate, this time to fuel the expanding Priority Level: Battle
Narn Regime. Spanning seventeen major systems, G’Quan-class heavy cruiser
the Regime is now one of the major powers in the Var’Nic-class long range destroyer
galaxy and shows no sign of slowing down, though
colonies tend to be military outposts rather than Priority Level: War
civilian settlements. Its people remain aggressive Bin’Tak-class dreadnought
and there still exists a bond between all Narn who
have been forced to sacrifice greatly in the past
to gain their liberty – most Narn will do almost Flights
anything for one another. They covet any new Some ships are noted as carrying one or more
technology or other advantage that can grant them flights of smaller craft onboard. These flights may
a position of power over any other government. be deployed at any time before or during the battle
The initial expansion of the Narn Regime has and do not cost extra points – the cost of these
slowed in recent years, as they have been forced to flights are included in that of their parent ships.
engage in diplomacy and trade rather than outright
conquest but few are foolish enough to completely Narn and Centauri
trust any Narn. Though lacking the more advanced Narn vessels will never, ever surrender to the
technologies of the Minbari and Centauri, the Centauri and are immune to any effects that would
Narn managed to steal much from their former require them to surrender to Centauri vessels, such
masters. What makes Narn fleets truly dangerous as the Stand Down and Prepare to be Boarded!
is their thirst for vengeance, backed up by almost Special Action.
limitless manpower and the organised direction of
the Kha’Rhi, the Narn ruling governmental body.
Narn Regime
Initiative: +2
37
Bin’Tak-class Dreadnought War
Speed: 5 Crew: 95/23

Turns: 1/45o In Service: 2245+

Hull: 6 Craft: 3 Frazi flights

Damage: 85/17 Special Rules: Command +1, Jump Point

Weapon Range Arc AD Special


Mag Guns 20 F 2 Beam, Super AP, Triple Damage
Heavy Laser Cannon 25 B 6 Beam, Double Damage, Super AP
Heavy Laser Cannon 25 B (a) 4 Beam, Double Damage, Super AP
Energy Mines 30 F 8 Energy Mine, Slow-Loading
Energy Mines 30 F 8 Energy Mine, Slow-Loading
Ion Torpedoes 30 F 4 Precise, Super AP
Twin Particle Array 8 F 16 Twin-Linked, Weak
Twin Particle Array 8 A 4 Twin-Linked, Weak
Twin Particle Array 8 P 8 Twin-Linked, Weak
Twin Particle Array 8 S 8 Twin-Linked, Weak
Narn

Light Pulse Cannon 8 F 8


Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6
The pride of any Narn fleet, a Bin’Tak is almost always the flagship of any attack group it accompanies. Bin’Tak
hulls are the largest in the Regime, representing a huge expenditure in resources and work hours and while its
armament is formidable, it is vulnerable to massed assault and will never be deployed in battle without an escort.
This should not be mistaken for weakness, however, as the Bin’Tak can single-handedly decimate a small fleet of
lesser spacecraft and is arguably superior in many ways to a Centauri Octurion battleship.

Length:
3,238.2 metres
Mass:
13.9E6 metric tons
Crew:
275
Gravity:
None
Maiden Voyage:
Tu’Nak, 2245

38
Dag’Kar-class Missile Frigate Raid
Speed: 5 Crew: 38/8

Turns: 1/45o In Service: 2240+

Hull: 4 Craft: None

Damage: 30/6 Special Rules: None

Weapon Range Arc AD Special


Energy Mines 30 F 4 Energy Mine, Slow-Loading
Energy Mines 30 F 4 Energy Mine, Slow-Loading
Energy Mines 30 F 4 Energy Mine, Slow-Loading
Energy Mines 30 F 4 Energy Mine, Slow-Loading
Ion Torpedoes 30 F 2 Precise, Super AP

A vessel with enormous destructive potential, the Dag’Kar rarely returns from large engagements and is
considered the second most expensive vehicle in the Narn Regime to field because of its high attrition rate.

Narn
These missile firgates rarely return because enemies often open fire on them as soon as they come into range,
even in preference to closer or more valuable targets. This is because the Dag’Kar, if given a chance to fire,
can launch a devastating number of missiles and volleys of the faster-firing ion torpedoes. The strength of a
Dag’Kar’s salvo is so great that no vessel in any younger race fleet can ignore its firepower for more than a few
minutes. Its lack of secondary weapons and fits slow-loading energy mines, however, have proved too often
to be the Dag’Kar’s undoing, as it is quickly overwhelmed by any fleet that survives its initial salvoes.

Length:

500 metres

Mass:

7.3E6 metric tons

Crew:

70

Gravity:

None

Maiden Voyage:

Gorvan, 2240

39
Frazi Flight Patrol [Wing]
Speed: 10 Crew: —

Turns: SM In Service: 2249+

Hull: 4 Dogfight: +0

Damage: — Special Rules: Dodge 3+, Fighter

Weapon Range Arc AD Special


Particle Guns 2 T 4

The most common fighter fielded by the Narns, the Frazi is capable of withstanding a considerable
amount of damage though it lacks raw manoeuvrability. While only armed with relatively primitive
particle guns, Narn scientists have learned to greatly increase their raw power, making them lethal
weapons. It gives away something in speed and manoeuvrability to the smaller Centauri Sentri fighter,
but the heavier armament and armour of the Frazi often means that the two are well-matched in a
dogfight. With both races seeing the rise of many aces in their fighter squadrons, battles between the
two fighters can be intense.
Narn

Length: Crew: Maiden Voyage:


17.53 metres 1 2247
Mass: Gravity: Field Formation:
27 metric tons None 3 flights to a Wing

40
G’Karith-class Patrol Cruiser Skirmish
Speed: 8 Crew: 28/5

Turns: 2/45o In Service: 2253+

Hull: 4 Craft: 1 Frazi flight

Damage: 24/4 Special Rules: Jump Point

Weapon Range Arc AD Special


Pulsar Mines 20 F 4 Energy Mine
Pulsar Mines 20 A 4 Energy Mine
Medium Pulse Cannon 10 F 10
Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 4
Light Pulse Cannon 8 S 4

Considered the ‘pack hunters’ of Narn Regime fleets, these light capital ships can be deadly when fielded
in squadrons. With the capability to launch its own fighters and a decent complement of weapons, the

Narn
G’Karith handles its role as a system patrol craft extremely well and supports larger fleets admirably.
Most of the outer worlds of the Narn regime have at least one G’Karith watching over them at all times,
even when their normal defence group has been cycled out or called away on other duties. A tactical
cruiser by design, the G’Karith can hold its own against heavier ships but cannot fight outside its class
for long.

Length:

920 metres

Mass:

8.4E6 metric tons

Crew:

96

Gravity:

None

Maiden Voyage:

Kelpa, 2253

41
G’Quan-class Heavy Cruiser Battle
Speed: 6 Crew: 70/19

Turns: 1/45o In Service: 2242+

Hull: 6 Craft: 2 Frazi flights

Damage: 55/13 Special Rules: Jump Point

Weapon Range Arc AD Special


Heavy Laser Cannon 30 B 3 Beam, Double Damage, Super AP
Energy Mine 30 F 6 Energy Mine, Slow-Loading
Energy Mine 30 F 6 Energy Mine, Slow-Loading
Twin Particle Array 8 F 10 Twin-Linked, Weak
Twin Particle Array 8 A 10 Twin-Linked, Weak
Twin Particle Array 8 P 10 Twin-Linked, Weak
Twin Particle Array 8 S 10 Twin-Linked, Weak
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 A 6
Light Pulse Cannon 8 P 6
Narn

Light Pulse Cannon 8 S 6


The G’Quan heavy cruiser is perhaps the best known of all Narn warships and examples can be seen throughout Regime
space. Though in theory technologically behind races such as the Minbari and Centauri, the G’Quan possesses a brutal
efficiency that allows it to compete on an even level with its peers in the fleets of other governments. It boasts an impressive
array of weapons, many based on technology captured from the Centauri during their occupation of Narn and its crewmen
are usually very highly motivated. Many variants of the G’Quan have been constructed and vessels heavily damaged in battle
are often refitted into one of the new types while in space dock, thus keeping the entire fleet up to current specifications.
The heavy laser cannon of the G’Quan is its primary weapon system and is familiar to many other races. However, the twin
energy mines give squadrons of these cruisers a brutal long-ranged punch and there are few ships of this size that carry so many
secondary weapons, making them proportionally lethal in a close-ranged fight.

Length:

1,260 metres

Mass:

9.4E6 metric tons

Crew:

200

Gravity:

None

Maiden Voyage:

2241

42
Ka’Toc-class Battle Destroyer Skirmish
Speed: 10 Crew: 27/6

Turns: 1/45o In Service: 2240+

Hull: 5 Craft: 1 Frazi flight

Damage: 20/5 Special Rules: None

Weapon Range Arc AD Special


Mag Gun 12 F 1 Beam, Super AP, Triple Damage
Heavy Laser Cannon 20 B 2 Beam, Double Damage, Super AP
Light Pulse Cannon 8 F 6
Light Pulse Cannon 8 A 6
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6

The Ka’Toc is a deadly vessel the Narn built for one purpose – to hunt down and destroy enemy warships.
It is not a carrier, it is not an escort and it is not a transport, though it can serve in all of those capacities to
some degree. What it does best is what it was built to do; the Kha’Ri know this and deploy it in its chosen

Narn
role as often as possible. With the ability to field a flight of fighters when the need arises, a Ka’Toc can
remain in a battle for quite some time and still expect to survive heavy combat. Its lack of a jump drive
makes it dependent on other capital ships or jump gates for true mobility, however. It is often deployed
in the aftermath of a large battle, usually in the company of Sho’Kar scouts. Roaming the system, this
combined squadron will hunt down any enemy vessels that survive a battle, normally destroying them
as they attempt to make repairs.

Length:

500 metres

Mass:

8.1E6 metric tons

Crew:

160

Gravity:

None

Maiden Voyage:

Torvast, 2240

43
Rongoth-class Destroyer Raid
Speed: 6 Crew: 50/10

Turns: 1/45o In Service: 2241+

Hull: 6 Craft: None

Damage: 40/8 Special Rules: None

Weapon Range Arc AD Special


Heavy Pulse Cannon 12 F 12
Twin Particle Array 8 F 8 Twin-Linked, Weak
Twin Particle Array 8 A 8 Twin-Linked, Weak
Light Pulse Cannon 8 A 6
Light Pulse Cannon 8 P 6
Light Pulse Cannon 8 S 6

A destroyer of some renown, the Rongoth is a valuable part of the Narn Regime’s tactical fleet because of
Narn

its heavy firepower and the efficiency with which it performs its primary task. The Rongoth has a long
history of solid service and while the design is ageing, it is still far from outdated. The Rongoth hull has
been a test bed for many weapon systems since the design’s first maiden voyage but its original layout has
remained unchanged. The Kha’Ri do not tend to upset successful combinations and the Rongoth has
proven itself in hundreds of engagements.

Length:

420 metres

Mass:

5.6E6 metric tons

Crew:

90

Gravity:

None

Maiden Voyage:

Shen’Quan, 2241

44
Sho’Kar-class Light Scout Cruiser Skirmish
Speed: 10 Crew: 25/5

Turns: 2/45o In Service: 2240+

Hull: 4 Craft: 1 Frazi flight

Damage: 18/4 Special Rules: Jump Point, Scout, Stealth 3+

Weapon Range Arc AD Special


Burst Beams 12 F 3 AP, Beam
Twin Particle Array 8 F 6 Twin-Linked, Weak
Light Pulse Cannon 8 F 4
Light Pulse Cannon 8 A 4
Light Pulse Cannon 8 P 2
Light Pulse Cannon 8 S 2

A light scouting vessel, the Sho’Kar is equipped with a powerful sensors package and is one of the best

Narn
surveillance ships in the Regime fleet, though it still lags behind similar vessels of other fleets in a field
that is ultimately driven by high technology. The light armour and firepower of the Sho’Kar also makes
it an easy target for enemy ships and as such has to be heavily protected at all times. This makes it risky
to field alone, something of a drawback for any vessel dedicated to scouting duties.

Length:

240 metres

Mass:

1.8E6 metric tons

Crew:

15

Gravity:

None

Maiden Voyage:

G’Veth, 2240

45
Sho’Kos-class Patrol Cutter Patrol
Speed: 12 Crew: 10/2

Turns: 2/45o In Service: 2240+

Hull: 4 Craft: None

Damage: 12/3 Special Rules: Dodge 5+

Weapon Range Arc AD Special


Burst Beams 4 F 2 Beam, Precise
Medium Pulse Cannon 6 F 2
Light Pulse Cannon 4 T 4 Weak

The Sho’Kos is smaller than the Sho’Kar but drops some of the power-hungry sensory gear for a better
mix of short-ranged weapons and slightly faster engines. The result is a small, agile vessel capable of acting
in both a cutter and interceptor capacity. The Sho’Kos is used heavily in trade areas where it enforces
Narn

Narn law against Raider activity and protects incoming and outgoing merchant vessels. It is rare to find
a Sho’Kos on extended patrol as the vessels are not designed for long-term autonomous missions but they
are sometimes pressed into service within large battle fleets when war comes to their patrol routes.

Length:

50 metres

Mass:

1.3E6 metric tons

Crew:

12

Gravity:

None

Maiden Voyage:

Roshten, 2240

46
Thentus-class Frigate Skirmish
Speed: 8 Crew: 28/6

Turns: 2/45o In Service: 2240+

Hull: 5 Craft: None

Damage: 24/5 Special Rules: None

Weapon Range Arc AD Special


Burst Beams 12 F 2 AP, Beam
Medium Laser Cannon 15 B 2 Beam, Double Damage, Super AP
Twin Particle Array 8 F 4 Twin-Linked, Weak
Twin Particle Array 8 A 4 Twin-Linked, Weak
Twin Particle Array 8 P 6 Twin-Linked, Weak
Twin Particle Array 8 S 6 Twin-Linked, Weak

The ever-reliable Thentus Frigate has been serving the Regime since the Narn took to space. Built to
replace the very first ships the Narn launched, this vessel was one of the first designs to use components

Narn
of Centauri technology without placing them in a retooled Centauri hull. A vast improvement over the
ships it replaced, the Thentus is beginning to show its age and is rarely used for anything more serious
than anti-fighter support or light system patrol duty. The Thentus does have a role in heavy combat but
only as fire support and screen clearance, though its burst beams have given more than one Captain of
an advanced warship a nasty surprise.

Length:

580 metres

Mass:

6.8E6 metric tons

Crew:

110

Gravity:

None

Maiden Voyage:

Orsh’Ta, 2240

47
T’Loth-class Assault Cruiser Raid
Speed: 8 Crew: 90/21

Turns: 1/45o In Service: 2241+

Hull: 5 Craft: 1 Frazi flight

Damage: 60/12 Special Rules: Jump Point

Weapon Range Arc AD Special


Heavy Plasma Cannon 18 B 6 AP, Double Damage
Light Pulse Cannon 8 F 10 Twin-Linked
Light Pulse Cannon 8 A 10 Twin-Linked
Light Pulse Cannon 8 P 10 Twin-Linked
Light Pulse Cannon 8 S 10 Twin-Linked

The T’Loth is a deadly addition to any assault group because of the powerful weapons and full assault
company it brings with it into any fray. Built to support or spearhead an attack, depending on the needs
Narn

of accompanying vessels, a T’Loth can even act as a low-capability command ship. There are variants of
the T’Loth that developed it exclusively for this purpose but its ageing design and outdated technology
compared to the G’Quan keep it from being widely accepted by warleaders. In general, the T’Loth is
better served by providing fleet support and using its onboard troops during planetary invasions.

Length:

945 metres

Mass:

11.9E6 metric tons

Crew:

185

Gravity:

None

Maiden Voyage:

Fraz’Neth, 2147

48
Var’Nic-class Long Range Destroyer Battle
Speed: 9 Crew: 58/14

Turns: 2/45o In Service: 2241+

Hull: 6 Craft: 1 Frazi flight

Damage: 44/11 Special Rules: Jump Point

Weapon Range Arc AD Special


Medium Laser Cannon 20 B 4 Beam, Double Damage, Super AP
Ion Torpedo 30 F 4 Super AP
Heavy Pulse Cannon 12 F 6
Twin Particle Array 8 F 8 Twin-Linked, Weak
Light Pulse Cannon 8 A 6

The true hunter/killer ship of the Narn Regime, the Var’Nic long range destroyer is a deadly ship with the
ability to jump into a system, quickly locate a target and assault it with overwhelming firepower at every
tactical range. In a single attack pass, a Var’Nic can feasibly cripple a ship of its own class or smaller and

Narn
inflict enough damage to severely distress larger vessels. Effective for very little else, the Var’Nic operates
as the scalpel of the Regime. The typical operational procedure of the Var’Nic is to be deployed with a
Sho’Kar after a battle has been concluded. Together, they will roam a system, searching for any enemy
ships that fled from the fight, relentlessly hunting them down. This doctrine serves the Narn well during
their constant conflicts with the Centauri as both races seek to completely annihiliate each other.

Length:

460 metres

Mass:

7.8E6 metric tons

Crew:

70

Gravity:

None

Maiden Voyage:

Golon’Va, 2241

49
The Minbari Federation
Next to the Vorlons, the Minbari are generally accepted to by other races as the full weight of the Federation’s military
be the oldest race in the galaxy, possessing technologies and strength became apparent. Smashing through every Earth
insights far exceeding that of any other world. A deeply Alliance fleet and colony with ease until they reached
spiritual people, the Minbari have a reputation for keeping Earth itself, no race was willing to intervene in the fate
to themselves, avoiding interaction with the younger races of humanity, wanting to avoid the power of the Minbari
while keeping to the tenets laid down by one of their being turned against their own ships and worlds. Though
greatest leaders, Valen, over a thousand years ago. It is said the Minbari surrender at the Battle of the Line mystified
that no Minbari has killed another for a millennium. everyone, with hindsight perhaps it was not so surprising,
for the Minbari have an entrenched reputation for being
Spread across eighteen systems, the Federation is a major if unfathomable and never tell anyone the whole truth.
secretive power within the galaxy and other governments
have learnt to listen when Minbari speak. The homeworld,
Minbar, is said to be one of the true wonders of the galaxy,
Minbari Federation
with heavy crystalline deposits that cause the planet to Fleet List
glisten and shimmer when viewed from space. The cities of The following forms the entire fleet list for the Minbari
Minbar are carved directly out of crystal, carefully sculpted Federation.
to catch the light of the sun, breaking it down into myriad
colours. Minbari cities are ancient and unchanging; many Priority Level: Patrol
structures are centuries old and some predate the time of Flyer Wing (2 flights)
Valen. Nial Wing (1 flight)

Minbari society is divided into three distinct castes, Priority Level: Skirmish
Minbari

worker, warrior and religious, and every individual will Torotha-class assault frigate
owe fealty to one of these. The worker caste is responsible
for all construction in Minbari society, from the greatest Priority Level: Raid
crystal buildings and massive warships to the smallest of Leshath-class heavy scout
ornamentations. Despite the vital role they play for all Tigara-class attack cruiser
Minbari, those in the worker caste are often dismissed or
ignored altogether by the other two castes, merely expected
to fulfil their duties without question or hesitation. The
Priority Level: Battle
Morshin-class carrier
warrior caste is responsible for the defence and protection
Tinashi-class war frigate
of the entire Minbari Federation, while the religious caste
safeguards the spiritual welfare and intellectual progression Troligan-class armoured cruiser
of the people, a vital role in this society.
Priority Level: War
Each caste is further divided into clans which comprise Neshatan-class gunship
many different families. Minbari society is built upon Sharlin-class war cruiser
these foundations, with individuals owing allegiance to
their family, clan and caste, all in service of their people Flights
beneath the ruling body of the Grey Council. The rules and Some ships are noted as carrying one or more flights of
traditions of Minbari are based heavily on the teachings and smaller craft onboard. These flights may be deployed at
wisdom of Valen, and have been passed down, unchanged, any time before or during the battle and do not cost extra
for a thousand years. points – the cost of these flights are included in that of their
parent ships.
Though the Minbari Federation takes little interest in the
affairs of other races, seeking to neither interfere nor expand Any ship carrying one or more Flyer flights may replace
their empire, every other race affords them a great deal of any number of them for Nial fighter flights, or vice versa,
respect. The Minbari are by no means a people in decline as long as the scenario is set in 2250 or later.
like the Centauri and, outside of the Vorlons, they possess
the highest level of technology in the galaxy. The Earth/
Minbari War that began in 2245 with the death of the
Minbari Federation
revered leader Dukhat, was watched with dread fascination Initiative: +4
50
Flyer Flight Patrol [Wing]
Speed: 12 Crew: —

Turns: SM In Service: 2004+

Hull: 3 Dogfight: +1

Damage: — Special Rules: Dodge 4+, Fighter, Stealth 5+

Weapon Range Arc AD Special


Light Fusion Cannon 2 T 3 AP
Perhaps the most common Minbari spacecraft seen outside of heavily travelled space lanes, the flyer is
a small but extremely potent vessel. In the hands of a skilled pilot, the flyer can be a match for many
of the front line fighters used by other races. It is designed primarily to ensure the safe passage of a
single individual through space and its highly intelligent computer system allows most functions to be
performed automatically, to the extent where a completely unskilled passenger can simply inform the
flyer of where he wants to go and all navigational, docking procedures and even combat manoeuvres are
performed without further intervention.

Minbari

Length: Crew: Maiden Voyage:


22.84 metres 1 2003
Mass: Gravity: Field Formation:
78 metric tons None 2 flights to a Wing

51
Leshath-class Heavy Scout Raid
Speed: 10 Crew: 28/6

Turns: 2/45o In Service: 1995+

Hull: 4 Craft: None


Advanced Jump Point,
Damage: 24/5 Special Rules: Flight Computer, SCout, Stealth 5+

Weapon Range Arc AD Special


Fusion Cannon 12 F 8 AP, Mini-Beam
Fusion Cannon 12 A 6 AP, Mini-Beam
Fusion Cannon 12 P 6 AP, Mini-Beam
Fusion Cannon 12 S 6 AP, Mini-Beam

The most advanced scouting vessel of any race in


the galaxy, the Leshath combines a truly serious
weight of firepower with almost total invisibility.
This class made a brief appearance in the Earth/
Minbari

Minbari War but was later withdrawn when it


was realised that the Alliance had little chance of
detecting even major warships, let alone advanced
scouts. Common philosophy dictates that one
should flood an area of space with firepower to
defeat a Leshath, overcoming its stealth with
multiple attacks. Once an attack breaks through
the Lesthath’s weak armour makes it easy prey and
a crippled vessel will often lose its stealth abilities.
At this point, the rest of the fleet can engage it
at will, though most Lesthath Captains are wise
enough to withdraw long before this happens.

Length: Gravity:

1055 metres Artificial

Mass: Maiden Voyage:

5.5E6 metric tons Durgan, 1995

Crew:

75

52
Morshin-class Carrier Battle
Speed: 8 Crew: 36/7

Turns: 2/45o In Service: 1995+

Hull: 4 Craft: 1 Flyer flight, 8 Nial flights


Advanced Jump Point, Carrier 4
Damage: 38/6 Special Rules: Command +1, Fleet Carrier, Flight
Computer, Stealth 5+

Weapon Range Arc AD Special


Fusion Cannon 18 F 6 AP, Mini-Beam
Fusion Cannon 18 A 4 AP, Mini-Beam
Fusion Cannon 18 P 2 AP, Mini-Beam
Fusion Cannon 18 S 2 AP, Mini-Beam

The primary carrier of the Minbari Federation, a Morshin carrier holds dozens of Nial fighters and a
flight of Flyers, a veritable fleet of small craft that can easily turn the tide of any battle they deploy into.

Minbari
At the Battle of the Line, it was the Nial heavy fighters brought to the battle by Morshin carriers that
did more damage by far than any other kind of ship in the fleet, including the many Sharlin cruisers that
were present. Morshin carriers are not as heavily armed as many other Minbari vessels but they possess
enough firepower to deal with most vessels light enough to evade their fighter screens.

Length:

1,112 metres

Mass:

12.4E6 metric tons

Crew:

240

Gravity:

Artificial

Maiden Voyage:

Mordentara, 1997

53
Neshatan-class Gunship War
Speed: 8 Crew: 62/10

Turns: 1/45o In Service: 1977+

Hull: 6 Craft: None


Advanced Jump Point,
Damage: 56/8 Special Rules: Flight Computer, Stealth 4+

Weapon Range Arc AD Special


Neutron Lasers 30 F 6 Beam, Double Damage, Precise, Super AP
Neutron Lasers 30 A 4 Beam, Double Damage, Precise, Super AP
Fusion Cannon 18 F 8 AP, Mini-Beam
Fusion Cannon 18 A 4 AP, Mini-Beam
Fusion Cannon 18 P 6 AP, Mini-Beam
Fusion Cannon 18 S 6 AP, Mini-Beam

At first glance, enemies of the Minbari are often taken aback by the appearance of a Neshatan gunship.
Minbari

Bereft of the fins that usually adorn Minbari vessels, the Neshatan is one of the oldest designs still in
operation in their fleet. Similar in size to a Sharlin and carrying a vast array of weapons, the Neshatan
is not necessarily superior in combat to the new flagship of the Minbari due to its slow speed and
manoeuvrability. What it does possess, and the reason it is still used by the pragmatic race, is sheer
endurance and the potential for mass destruction. It takes an incredible amount of damage to destroy a
Neshatan; usually, this is a long process that costs the enemy far more than the loss of a single gunship.

Length:

1180 metres

Mass:

8.8E6 metric tons

Crew:

160

Gravity:

Artificial

Maiden Voyage:

Haolo’fi, 1977

54
Nial Flight Patrol [Wing]
Speed: 15 Crew: —

Turns: SM In Service: 2050+

Hull: 3 Dogfight: +3

Damage: — Special Rules: Dodge 2+, Fighter, Stealth 4+

Weapon Range Arc AD Special


Light Fusion Cannon 2 T 3 AP

The main front line fighter of the Minbari Federation, the Nial is an utterly lethal craft. Benefiting
from the same stealth technology common to all Minbari vessels, the Nial is exceptionally manoeuvrable
and is armed with three light fusion cannon, powerful enough to destroy any craft of similar size and
granting the ability to engage even capital ships. Though short-ranged, the Nial’s advanced flight control
system allows its pilot to complete many actions automatically, leaving him to concentrate on the most
important tasks, a vital advantage in combat.

Minbari

Length: Crew: Maiden Voyage:


22 metres 1 2049
Mass: Gravity: Field Formation:
63 metric tons None 1 flight to a Wing

55
Sharlin-class Warcruiser War
Speed: 8 Crew: 66/9

Turns: 2/45o In Service: 1958+

Hull: 5 Craft: 1 Flyer flight, 4 Nial flights


Advanced Jump Point,
Damage: 60/8 Special Rules: Flight Computer, Stealth 5+

Weapon Range Arc AD Special


Neutron Lasers 30 F 6 Beam, Double Damage, Precise, Super AP
Neutron Lasers 30 A 4 Beam, Double Damage, Precise, Super AP
Fusion Cannon 18 F 8 AP, Mini-Beam
Fusion Cannon 18 A 8 AP, Mini-Beam
Fusion Cannon 18 P 8 AP, Mini-Beam
Fusion Cannon 18 S 8 AP, Mini-Beam

Often described as ugly by EarthForce veterans


who faced them in the Earth/Minbari War, the
Sharlin warcruiser is a breathtaking sight with
Minbari

a graceful blue hull that radiates pure menace.


This is the primary front line spacecraft of the
Minbari Federation and it is generally agreed to
be the most powerful vessel ever designed, with
the possible exception of Vorlon ships. Carrying
four full flights of Nial heavy fighters and
possessing incredible stealth systems, a Sharlin is
fully capable of defeating an entire fleet of ships
from any other race without taking appreciable
damage. Indeed, during the Earth/Minbari War,
many EarthForce officers quickly found that the
only reasonable way to defeat a Sharlin was to ram
it, a move that usually destroyed both spacecraft.

Length: Gravity:

1,614 metres Artificial

Mass: Maiden Voyage:

4.4E7 metric tons 1950s

Crew:

190

56
Tigara-class Attack Cruiser Raid
Speed: 12 Crew: 36/6

Turns: 2/45o In Service: 1990+

Hull: 5 Craft: 1 Nial flight


Advanced Jump Point,
Damage: 24/5 Special Rules: Flight Computer, Stealth 4+

Weapon Range Arc AD Special


Molecular Disruptors 8 F 6 AP, Double Damage, Precise
Molecular Disruptors 8 A 4 AP, Double Damage, Precise
Molecular Disruptors 8 P 4 AP, Double Damage, Precise
Molecular Disruptors 8 S 4 AP, Double Damage, Precise
Antimatter Converter 4 F 6 Super AP, Double Damage
Fusion Cannon 18 F 4 AP, Mini-Beam
Fusion Cannon 18 A 4 AP, Mini-Beam
Fusion Cannon 18 P 4 AP, Mini-Beam
Fusion Cannon 18 S 4 AP, Mini-Beam

Minbari
A variant of the Tinashi frigate built on a longer,
narrower hull, the Tigara is a more focused vessel
intended to achieve space superiority in situations
that either do not require the presence of a flagship
or need only one as a co-ordination vessel. Tigara
vessels are perfectly capable of maintaining
control over an area of space, even carrying its
own screen of fighters for defence against a wide
variety of possible enemies. Tigara cruisers are
effective at planetary bombardment as well, with
the sensor acuity necessary to pinpoint ground
targets and direct molecular beams against them.

Length: Gravity:

1055 metres Artificial

Mass: Maiden Voyage:

6.2E6 metric tons Tiniri, 1990

Crew:

135

57
Tinashi-class War Frigate Battle
Speed: 10 Crew: 42/7

Turns: 2/45o In Service: 2220+

Hull: 5 Craft: None


Advanced Jump Point,
Damage: 38/6 Special Rules: Flight Computer, Stealth 4+

Weapon Range Arc AD Special


Neutron Lasers 25 F 4 Beam, Double Damage, Precise, Super AP
Fusion Cannon 18 F 8 AP, Mini-Beam
Fusion Cannon 18 A 6 AP, Mini-Beam
Fusion Cannon 18 P 6 AP, Mini-Beam
Fusion Cannon 18 S 6 AP, Mini-Beam

The Federation’s standard attack craft, a Tinashi frigate is a powerful vessel with speed, armour and
Minbari

striking power that makes it equal or superior to any other craft its size. Even small ships belonging to
the Ancients are often only an even match for the combination of grace and power present in a Tinashi.
When constructing fleets for tactically variable missions, Tinashi frigates are a natural choice and many
Alyts default to them when looking for a vessel capable of accomplishing any mission objective.

Length:

869 metres

Mass:

8.1E6 metric tons

Crew:

180

Gravity:

Artificial

Maiden Voyage:

Lennara, 2130

58
Torotha-class Assault Frigate Skirmish
Speed: 12 Crew: 18/5

Turns: 2/45o In Service: 2006+

Hull: 4 Craft: None


Advanced Jump Point,
Damage: 16/5 Special Rules: Flight Computer, Stealth 4+

Weapon Range Arc AD Special


Molecular Disruptors 6 F 4 AP, Double Damage, Precise
Fusion Cannon 12 F 4 AP, Mini-Beam
Fusion Cannon 12 A 2 AP, Mini-Beam

One of the fastest capital ships in the Minbari fleet, a Torotha assault frigate is a rapid attack craft with
significantly lighter firepower than the fleet’s other warships. It makes up for these lighter guns by

Minbari
moving quickly enough to evade a great deal of enemy fire while directing its weapons against one target
at a time until it falls before the inexorable force of Minbari fusion cannon and molecular disruptors.
The armour of a Torotha assault frigate is much lighter than other Minbari ships, a weakness that can be
very costly if opposing vessels can somehow pin this ship down long enough for one retaliatory volley.

Length:

460 metres

Mass:

8.6E6 metric tons

Crew:

150

Gravity:

Artificial

Maiden Voyage:

Shalyt’oa, 2006

59
Troligan-class Armoured Cruiser Battle
Speed: 8 Crew: 64/7

Turns: 1/45o In Service: 2166+

Hull: 5 Craft: 1 Flyer flight


Advanced Jump Point,
Damage: 55/7 Special Rules: Flight Computer, Stealth 4+

Weapon Range Arc AD Special


Neutron Lasers 30 F 2 Beam, Double Damage, Precise, Super AP
Fusion Cannon 18 F 8 AP, Mini-Beam
Fusion Cannon 18 A 6 AP, Mini-Beam
Fusion Cannon 18 P 6 AP, Mini-Beam
Fusion Cannon 18 S 6 AP, Mini-Beam

Extremely rare and possessing a relatively weak armament for a Minbari front line warship, the Troligan
can nevertheless withstand a huge amount of punishment. In theory, the cruiser was designed to close
range with an enemy fleet and, supported by warcruisers and fighters, wreak havoc and throw opponents
Minbari

into confusion as other Minbari vessels break them apart. With more limited stealth capabilities than
the Sharlin, the Troligan often has to rely on its thick armour, a tactic Minbari Captains rarely find
acceptable. Its weaker armament forces the Troligan to operate in concert with other warships which has
caused it to fall into disfavour among the more spirited members of the Warrior Caste.

Length:

500 metres

Mass:

9.92E6 metric tons

Crew:

165

Gravity:

Artificial

Maiden Voyage:

Devaan, 2166

60
The League of Non-Aligned
Worlds
Created in 2215 soon after the Centauri left Narn and
pulled back their occupation of many other worlds,
The Abbai Matriarchy
Once in a position of great authority within the League,
the League of Non-Aligned Worlds was an attempt the Abbai have lost a lot of political ground to expanding
to give the minor races a greater voice in galactic races such as the Drazi and Brakiri. However, they are
affairs. Instigated mainly by the Abbai, the League was still accorded respect and often act as the spokesperson
designed to offer mutual military protection, primarily for the entire League when negotiating with the major
as a means to restrict the activities of Raiders who had powers. The Abbai government is based around a
become prevalent in many systems. In 2258, the League matriarchal system, with educated females assuming roles
comprises of nearly thirty different governments of of leadership in all levels of society. As a race, they are
varying sizes and power, with more joining every few pacifistic by nature and tend to concentrate on defence
months as new races are discovered and brought into and economical expansion, which has sometimes forced
galactic politics. them to give way to pressure from more dominating
and aggressive governments. It is extremely rare to see
The League is often seen as a conglomeration of Abbai fighting among themselves and they do not have
bickering and disparate interests with no fixed direction the same history of internal strife common to other
but, in truth, it has greatly bolstered trade for member races, possibly because over 90% of their homeworld,
governments, cut down Raider activity drastically by Ssumssha (located in the Abba system), is covered by
giving them nowhere to hide and grants a voice in water, thus relieving pressures of over-population and
the Babylon 5 Advisory Council where more galaxy- competition over natural resources.

League
changing decisions are gradually being made. Many
within the League also remember the horrors of both The Abbai are amphibious aliens, equally at home on
Centauri occupation and Dilgar invasion and so despite the land or in the water and their cities are often built on
the constant arguments and petty disputes, the League coastlines, extending down from the surface and under
looks set to hold together in one form or another for the waves. They prefer moist environments but are not
many years to come. unduly affected by adverse climates unless faced with
extreme dryness or heat.
Playing the League
Comprising of many disparate powers, the races of the
League are often forced to ally among themselves in order
The Brakiri
to compete with the sheer military strengths of the major Syndicracy
races. This fleet list assumes that just such a force has One of the rising governments among the League of
been put into action, perhaps against an aggressor power Non-Aligned Worlds, the Brakiri are ruled by profit-
attempting to dominate League worlds through military driven corporations formed from the original water
means. clans who competed over precious resources long ago
in their homeworld’s past. Brakir is a dry world blasted
Players may prefer to experiment with single-race League by the direct rays of its sun, with cities built around the
fleets though they will quickly find themselves out- few natural sources of water, though with the advent of
gunned and lacking in many specialist technologies. We space travel and mining of other planets in the system,
will return to the League and fully flesh out the various the pressures of life on this world have eased. Even so,
races, with their own special fleet construction rules, in a the Brakiri are still a nocturnal race, learning to work
later supplement but for now, any player wishing to use
during the darkness to avoid the blinding glare and
just a single race from the League in his fleet may enjoy
withering heat of the sun.
a +1 bonus to his Fleet Allocation points for every full
5 Fleet Allocation points he normally has. The specific
Humanoid in appearance, the Brakiri have evolved
race that constructs a vessel types noted in square brackets
superior night vision and tough leathery skin, allowing
next to the ship’s class name; i.e. Bimith-class Defender
[Abbai].
them to survive and prosper in the rigours of their

61
homeworld. However, they have demonstrated a social innovation among the Drazi and they are as much
remarkable ability to adapt to other environments, prisoners of their history and traditions as any other race
permitting them to colonise other worlds and interact in the galaxy. This can even be seen in the designs of
with other races easily. Brakiri are superb traders and their cities, which are still built with extremely narrow
despite their relatively small foothold of systems within and winding streets, an effort in the past to hinder
the League, they have gained a great measure of political attackers and invaders. Today, it merely hinders travel
influence through mercantile treaties with many and commerce but still the design persists with little
other races. A side effect of this is that technological effort to change the traditions that have existed for
development among the Brakiri has been stymied and generations.
very few scientists are to be found in their population,
for they have found it easier to trade and barter new
developments rather than spend many years investing in The Vree Trading
their own research. This has gained the Brakiri a poor
reputation among some other races in the League who
Guilds
Much like the Brakiri, with whom they are bitter rivals,
view them as parasites living off the efforts of others,
the Vree have founded the expansion of their galactic
even though their strong trade links with other worlds
influence through trade and are one of the oldest starfaring
made them invaluable in helping to bind the League
races within the League of Non-Aligned Worlds. With a
together in the first place.
solar system blessed with natural resources, as well as an
abandoned jumpgate located in its furthest reaches, the
The Drazi Freehold Vree were exploring other worlds while other races were
Spanning a dozen systems, the Drazi Freehold is, by far, just getting to grips with their own technological paths.
the largest empire within the League of Non-Aligned They are generally accredited as being the first race to
Worlds. Drazi society is based on the concept of conflict, visit Earth in the mid-20th Century, though they swiftly
League

with a tradition of belief that those who are physically pulled back from what they discovered – a violent,
stronger must also be wiser or at least possessed of greater warmongering race that seemed destined to destroy their
cunning. Disputes of any sort are typically resolved planet in their internecine battles.
with non-lethal brawling which in itself is the subject of
much enjoyment to the Drazi. This culminates in the
battles for leadership of the entire Freehold, with Drazi
randomly dividing themselves into two sides who then
fight for dominance over a period of nearly four years
– the side who achieves the most victories throughout
the Freehold and other Drazi communities beyond will
become the new leaders until the process is repeated
some eight years later. These principles have led many
from the major races to disregard the capabilities of
the Drazi, viewing them as simple and unenlightened.
However, this quite ignores the fact that the Drazi form
the largest and most powerful government in the League
by far and that it may only be through virtue of their
weak political structure that they do not rival the Narn
Regime and Earth Alliance, taking their place as one of
the major races of the galaxy.

Drazi are a short, reptilian-like people and are extremely


strong for their size. They are built for brawling and
rarely enjoy anything as much, even if they are on the
losing side. Their thick, scaled skins protect them from
the worst that can be taken from fist and foot, so serious
injuries from brawls are extremely rare. There is little

62
The Vree are a very distinctive race with grey skins, noted as carrying one or more flights onboard.
thin and lithe bodies, almost featureless faces and large, These flights may be deployed at any time before
black, compound eyes. Possessing no vocal chords, Vree or during the battle and do not cost extra points
communicate with each other through a limited form of
– the cost of these flights is included in that of
telepathy but must resort to highly advanced translators
when meeting other races. It is almost impossible to their parent ships.
distinguish individuals, a fact some Vree have used
to their advantage in negotiations, causing some to
nickname them ‘Greys’. Their ships too all look very
League of Non-
similar whatever their function, taking the forms of Aligned Worlds
‘saucers’ that tend to differ only in size and capabilities.
Initiative: +0
League of Non-
Aligned Worlds Fleet
List
The following forms the entire fleet list for the
League of Non-Aligned Worlds.

Priority Level: Patrol


Falkosi Wing (4 flights)
Sunhawk-class battlecruiser

League
Tiraca-class attack frigate

Priority Level: Skirmish


Ikorta-class light assault cruiser
Warbird-class cruiser
Xorr-class war saucer

Priority Level: Raid


Bimith-class defender
Xill-class battle saucer

Priority Level: Battle


Avioki-class heavy cruiser
Brokados-class battle carrier
Lakara-class cruiser

Priority Level: War


Tashkat-class advanced cruiser

Flights
Flights of smaller craft may be purchased separately
and used units in their own right. Some ships are

63
Avioki-class Heavy Cruiser [Brakiri] Battle
Speed: 6 Crew: 68/10

Turns: 1/45o In Service: 2204+

Hull: 6 Craft: None

Damage: 64/10 Special Rules: Jump Point

Weapon Range Arc AD Special


Graviton Beam 18 F 8 Beam, Double Damage, Slow-Loading
Graviton Pulsar 12 F 10 AP
Graviton Pulsar 12 A 4 AP
Graviton Pulsar 12 P 8 AP
Graviton Pulsar 12 S 8 AP
Gravitic Bolts 3 T 4 Anti-Fighter, Weak
League

The most commonly encountered Brakiri warship beyond League boundaries, the Avioki features slow-
operating graviton beams as its primary armament. Previous variants of this vessel were found to quickly
fall prey to massed fighter attack but a refitting of the entire Brakiri fleet with graviton pulsars can now
give any ambitious group of Raiders a very nasty surprise. Jump capable, the Avioki is supremely well
armoured, though it lacks a lot of the heavy hitting firepower found in ships of similar size.

Length:

1,000 metres

Mass:

9.2E6 metric tons

Crew:

182

Gravity:

Artificial

Maiden Voyage:

2152

64
Bimith-class Defender [Abbai] Raid
Speed: 8 Crew: 52/9

Turns: 1/45o In Service: 2246+

Hull: 5 Craft: None

Damage: 40/8 Special Rules: Interceptors 4

Weapon Range Arc AD Special


Quad Particle Array 8 F 12 Twin-Linked
Quad Particle Array 8 A 12 Twin-Linked
Quad Particle Array 8 P 16 Twin-Linked
Quad Particle Array 8 S 16 Twin-Linked

Designed with lessons learned during the Dilgar War, the Bimith is an attempt by the Abbai to produce
a warship capable of going toe-to-toe with capital ships and yet provide an effective anti-fighter screen.
The quad particle arrays are fearsome batteries that can defend the Bimith from all quarters and though

League
it lacks the sophisticated targeting systems required to track fast-moving small craft, the sheer weight of
firepower it can unleash is daunting for any pilot. The lack of heavier weapons can put the Bimith at
a disadvantage against other warships but, again, the raw firepower of the particle arrays are capable of
causing significant damage and can easily overwhelm interceptors, making this vessel a valued supporting
ship. For its own part, the Bimith features advanced shield technology as a defensive mechanism though
this generally proves no more effective than high-powered interceptors.

Length:

1,600 metres

Mass:

8.2E6 metric tons

Crew:

90

Gravity:

Artificial

Maiden Voyage:

Buura, 2246

65
Brokados-class Battle Carrier [Brakiri] Battle
Speed: 6 Crew: 75/12

Turns: 1/45o In Service: 2254+

Hull: 5 Craft: 4 Falkosi flights

Damage: 72/12 Special Rules: Carrier 2, Command +1, Fleet


Carrier, Interceptors 1, Jump Point

Weapon Range Arc AD Special


Heavy Laser Cannon 20 B 2 AP, Beam, Double Damage
Graviton Pulsar 8 F 6 AP
Graviton Pulsar 8 A 2 AP
Graviton Pulsar 8 P 6 AP
Graviton Pulsar 8 S 6 AP
Gravitic Bolts 3 T 4 Anti-Fighter, Weak
Developed in response to the Earth Alliance’s
Omega destroyer, the Brakiri ship ended up
as a strange blend of technologies that have
League

caused many EarthForce officers to regard it as


an inferior vessel. There are, however, many
Brakiri Captains eager to disprove this. Carrying
a slightly heavier laser cannon load to the front,
though with less-refined focussing crystals, the
Brokados can sustain a comparable amount of
damage to the Omega and has a far more well-
rounded secondary weapon and anti-fighter
screen. Its rear-facing weaponry, however, is
lamentable and it lacks the thick armour of the
Earth Alliance’s ship.

Length: Gravity:

1,400 metres None

Mass: Maiden Voyage:

10.2E6 metric tons Brenar-ashat, 2254

Crew:

230

66
Falkosi Flight [Brakiri] Patrol [Wing]
Speed: 16 Crew: —

Turns: SM In Service: 2228+

Hull: 5 Dogfight: +0

Damage: — Special Rules: Dodge 2+, Fighter

Weapon Range Arc AD Special


Light Gravitic Bolt 2 T 1 AP

Nicknamed the Flamer, the Falkosi light interceptor mounts double the weaponry of its predecessor (the
Folshot) and retains a high degree of mobility. It compares well with the fighters of the major races and
is often found to be a little faster. Carried into battle aboard the Brokados, it is not unusual to see Wings
of Falkosi operating on their own in Brakiri space.

League

Length: Crew: Maiden Voyage:


16.03 metres 1 2228
Mass: Gravity: Field Formation:
62 metric tons None 4 flights to a Wing

67
Ikorta-class Light Assault Cruiser [Brakiri] Skirmish
Speed: 8 Crew: 24/7

Turns: 1/45o In Service: 2198+

Hull: 5 Craft: None

Damage: 22/6 Special Rules: Interceptors 2

Weapon Range Arc AD Special


Grav Cannon 18 F 2 Precise, Super AP
Graviton Pulsar 12 F 6 AP
Graviton Pulsar 12 A 2 AP
Graviton Pulsar 12 P 4 AP
Graviton Pulsar 12 S 4 AP
Gravitic Bolts 3 T 2 Anti-Fighter, Weak
One of the largest ships in the galaxy capable of
making an atmospheric landing on a planet, the
Ikorta’s main role is ground assault. However,
its armour and armament, unusually strong
League

for a troop carrier, often means it is part of an


Admiral’s main plans in space battles. The grav
cannon, while lacking strong energy reserves, is
capable of slicing through almost any armour,
while its pulsars provide an anti-fighter screen
that stretches a considerable distance away from
the ship.
Length:

328 metres (725.6 metre wingspan)

Mass:

5.8E6 metric tons

Crew:

145

Gravity:

None

Maiden Voyage:

Shall-iki, 2198

68
Lakara-class Cruiser [Abbai] Battle
Speed: 6 Crew: 66/14

Turns: 1/45o In Service: 2230+

Hull: 6 Craft: None

Damage: 54/12 Special Rules: Interceptors 8, Jump Point

Weapon Range Arc AD Special


Combat Lasers 15 F 6 AP, Beam, Precise
Quad Particle Array 8 F 15 Twin-Linked
Quad Particle Array 8 A 15 Twin-Linked
Quad Particle Array 8 P 18 Twin-Linked
Quad Particle Array 8 S 18 Twin-Linked

The Lakara has the reputation of being the most well-defended warship in the galaxy, though Captains
of the Earth Alliance Poseidon have been known to raise objections. Nevertheless, the combination

League
of the Lakara’s strong armour, redundant systems and experimental shield technology make it a very
difficult nut to crack. This advance in technology does not, unfortunately, extend to the weapon systems
which, as a combination of combat lasers and particle arrays, are flashy but somewhat less than potent.
The Captain of a Lakara soon learns to trust his ship’s defences, allowing them to give him time to score
lasting damage.

Length:

1,500 metres

Mass:

8.5E6 metric tons

Crew:

110

Gravity:

None

Maiden Voyage:

A’lakara, 2230

69
Sunhawk-class Battlecruiser [Drazi] Patrol
Speed: 12 Crew: 16/5

Turns: 2/45o In Service: 2198+

Hull: 4 Craft: None

Damage: 14/4 Special Rules: None

Weapon Range Arc AD Special


Particle Cutter 12 B 2 AP, Beam
Particle Blasters 8 B 4 Twin-Linked
Particle Beams 4 F 2 Anti-Fighter, Weak

The most common military ship of the Drazi Freehold, the Sunhawk is sleek, agile and capable of
League

engaging the capital ships of most other races when deployed in squadrons. The Sunhawk is most often
encountered on patrol around Drazi colonies or escorting important convoys, duties this vessel excels
at. Its combination of speed and firepower also make it suitable for preliminary strikes against hostile
powers, despite its relatively small size.

Length:

350 metres

Mass:

6.9E6 metric tons

Crew:

126

Gravity:

None

Maiden Voyage:

Dresht Shul, 2198

70
Tashkat-class Advanced Cruiser [Brakiri] War
Speed: 8 Crew: 80/12

Turns: 2/45o In Service: 2252+

Hull: 6 Craft: None

Damage: 78/12 Special Rules: Interceptors 5, Jump Point

Weapon Range Arc AD Special


Gravitic Shifter 6 F — Gravitic Shifter
Gravitic Shifter 6 F — Gravitic Shifter
Graviton Beam 24 F 8 AP, Beam, Double Damage, Slow-Loading
Graviton Pulsar 12 F 10 AP
Graviton Pulsar 12 A 6 AP
Graviton Pulsar 12 P 10 AP
Graviton Pulsar 12 S 10 AP
Gravitic Bolts 3 T 6 Anti-Fighter, Weak

Likely the most advanced, and probably the most expensive, vessel in League space, the Tashkat draws

League
together the sum total of Brakiri experience in warship architecture. The high cost of this ship means
few are currently in service though this will likely change as time moves on. The revolutionary gravitic
shifters are capable of actually disrupting enemy fleet deployment, while the graviton beam is capable of
matching even heavy lasers in penetrating ability, though it takes noticeably longer to recharge. Combined
with a powerful interception system modelled on those of the Earth Alliance, the Tashkat is a respectable
warship that serves to put aside much derision about League technology.

Length:

718 metres

Mass:

9.4E6 metric tons

Crew:

260

Gravity:

Artificial

Maiden Voyage:

Tashkari, 2252

71
Tiraca-class Attack Frigate [Abbai] Patrol
Speed: 9 Crew: 22/5

Turns: 2/45o In Service: 2231+

Hull: 4 Craft: None

Damage: 19/4 Special Rules: Interceptors 2

Weapon Range Arc AD Special


Combat Laser 12 F 1 AP, Beam, Precise
Quad Particle Array 8 F 5 Twin-Linked
Quad Particle Array 8 P 4 Twin-Linked
Quad Particle Array 8 S 4 Twin-Linked

Another Abbai design hailing back to the days of the Dilgar War, the Tiraca sports a heavy weapons load
League

of quad particle arrays and a combat laser which allows it to take on any similar-sized ship of the major
races. After the Dilgar War, many Tiracas were sold to other League worlds (and some Raider groups, it
is said) but they were once again put back into production during the Shadow War.

Length:

875.6 metres

Mass:

7.8E6 metric tons

Crew:

82

Gravity:

None

Maiden Voyage:

2231

72
Warbird-class Cruiser [Drazi] Skirmish
Speed: 12 Crew: 20/5

Turns: 2/45o In Service: 2234+

Hull: 6 Craft: None

Damage: 18/4 Special Rules: None

Weapon Range Arc AD Special


Particle Cannon 15 B 3 Beam, Super AP
Particle Repeater 10 B 8 Twin-Linked
Particle Beams 4 F 4 Anti-Fighter, Weak

One of the most versatile of all Drazi vessels, the Warbird is a favourite among their Admirals. Though
individually weaker in all respects to the front line ships of Earth, Narn and Centauri Prime, when used
in squadrons, the Warbird can pack a devastating punch and it has the speed to close range quickly in
order to bring its particle cannon into play. The purely boresight weaponry reflects Drazi thinking in
space combat and, far from being a deficiency, encourages Captains to concentrate their fire upon single
League

League
targets, destroying them quickly before moving onto the next. There may be EarthForce officers who
dismiss the Drazi Freehold as a serious military threat but engagements with them usually result in the
loss of at least one ship.

Length:

120 metres

Mass:

8.1E6 metric tons

Crew:

98

Gravity:

None

Maiden Voyage:

Vakt Morata, 2234

73
Xill-class Battle Saucer [Vree] Raid
Speed: 8 Crew: 35/8

Turns: 1/90o In Service: 2250+

Hull: 5 Craft: None

Damage: 30/7 Special Rules: Jump Point

Weapon Range Arc AD Special


Antimatter Cannon 10 T 6 Super AP
Antimatter Shredders 20 T 4 Double Damage, Super AP
Antiproton Guns 5 F 3 Anti-Fighter, Twin-Linked
Antiproton Guns 5 A 3 Anti-Fighter, Twin-Linked
Antiproton Guns 5 P 3 Anti-Fighter, Twin-Linked
Antiproton Guns 5 S 3 Anti-Fighter, Twin-Linked
League

With the hull of a cruiser, the Xill battle saucer is a strange ship to conventional space navy eyes, as it
also possesses strong all-round firepower and exceptional manoeuvrability. Though the design originally
dates back to the Dilgar War, it has been constantly upgraded to compete with the best the rest of the
League can produce. The current antimatter and antiproton weaponry are unique to the Vree and can
unleash a degree of firepower that can cause serious problems even for the major races.

Length:

500 metres

Mass:

1.3E6 metric tons

Crew:

320

Gravity:

Artificial

Maiden Voyage:

2247

74
Xorr-class War Saucer [Vree] Skirmish
Speed: 10 Crew: 20/6

Turns: 2/90o In Service: 2210+

Hull: 4 Craft: None

Damage: 18/6 Special Rules: None

Weapon Range Arc AD Special


Twin Antimatter Cannons 10 T 6 Super AP, Twin-Linked
Antimatter Cannon 10 T 4 Super AP
Antiproton Guns 5 F 2 Anti-Fighter
Antiproton Guns 5 A 2 Anti-Fighter
Antiproton Guns 5 P 2 Anti-Fighter
Antiproton Guns 5 S 2 Anti-Fighter

One of the oldest ships in the Vree Conglomerate military, the war saucer is outclassed by most modern
League
League

League
capital ships but still retains a great degree of agility that keeps it in service. The flat saucer shape often
confuses enemies in battle and, like many Vree spacecraft, the Xorr can quickly change direction to face
new threats with ease. This, combined with main weaponry mounted on two turrets, can make even
Captains of far larger vessels think twice.

Length:

325 metres

Mass:

3.0E5 metric tons

Crew:

200

Gravity:

Artificial

Maiden Voyage:

2215

75
The Interstellar Alliance
Formed in 2262 after the fall of President Clark’s Interstellar Alliance
regime on Earth, the Interstellar Alliance bound all the
major races of the galaxy into an idealised and more Fleet List
or less united whole. After the rigours of the Shadow The following forms the entire fleet list for the
War and war against Earth, President Sheridan and Interstellar Alliance.
Delenn were able to convince whole governments
that working together was preferable to constantly
Priority Level: Patrol
fighting.
Nial Wing (1 flight – see page 55)
The ISA had a troubled beginning and throughout Starfury Wing (3 flights – see page 17)
the years of its existence, would continue to face many Thunderbolt Wing (3 flights – see page 19)
trials. At times, force had to be used to either protect
Alliance members or enforce blockades against rogue Priority Level: Raid
members who had broken their treaties. The White White Star
Star fleet, initially formed to fight in the Shadow
War, proved invaluable to the ISA in this regard and
for many years was still considered to be the most
Priority Level: War
advanced fleet in existence. However, a larger warship Victory-class destroyer
was always a requirement, despite the considerable
capabilities of a typical White Star squadron and
in 2267, the first two Victory-class destroyers were
Flights
Some ships are noted as carrying one or more flights of
ISA

launched, just in time to aid Earth against a Drakh


smaller craft onboard. These flights may be deployed
attack and the subsequent plague.
at any time before or during the battle and do not cost
In Service Note: Though some of the ISA’s ships extra points – the cost of these flights are included in
existed before its creation in 2262, this fleet list may that of their parent ships.
not be used at all in scenarios set before this date.
Any ship carrying one or more Starfury flights may
replace any number of them for Thunderbolts.
Using Other Fleets
Though the ISA is renowned for having the most
advanced fleet among the younger races, it has an Rangers
entire galaxy to monitor and often it is forced to use The ISA is fortunate in that it has the cream of the
ships and crews from member worlds to supplement crop when selecting crews for its ships – superbly
its own fleets when engaged in operations. well-trained EarthForce and Minbari Federation
crews, as well as the legendary Rangers. All ISA
When using an ISA fleet, you may spend 1 Fleet ships gain a +1 bonus to their Crew Quality scores,
Allocation point of your allowance on ships from to a maximum of 6.
one of the following fleet lists; Earth Alliance, Narn
Regime, Minbari Federation or League of Non-
Aligned Worlds.
Interstellar Alliance
Initiative: +2
In campaign games, the ISA may have a maximum of
1 Fleet Allocation Point at Battle level spent on allied
ships at any one time.

76
Victory-class Destroyer War
Speed: 8 Crew: 90/20

Turns: 1/45o In Service: 2262+

Hull: 6 Craft: 3 Starfury flights, 3 Thunderbolt flights

Advanced Jump Point, Command


Damage: 75/15 Special Rules: +1, Flight Computer, Interceptors 4

Weapon Range Arc AD Special


Lightning Cannon* 30 B 8 Beam, Precise, Super AP, Triple Damage
Neutron Lasers 30 F 6 Beam, Double Damage, Precise, Super AP
Neutron Lasers 30 A 2 Beam, Double Damage, Precise, Super AP
Heavy Pulse Cannon 12 T 12
Fusion Cannon 18 T 6 AP, Mini-Beam
* The Victory may take no Special Actions in the turn it fires the Lightning Cannon, nor may it fire any other weapons. In
the next turn, the Victory can make no attacks and cannot perform any actions whatsoever other than be automatically moved
4” forward in a straight line, although it can still launch auxiliary craft as normal.

A project led by President John J. Sheridan, the Victory-class destroyer was commissioned for the Interstellar

ISA
Alliance in recognition of the need for a heavy capital ship that could engage any threat too large for the
White Star fleet. Developed in co-operation with the Earth Alliance and the Minbari Federation, the
Victory has the finest technological systems of both races, along with additional advancements learned
from the Shadows and Vorlons. The Victory is most famous for its lightning cannon, said to be the most
powerful weapon in space, though it requires all available power on the ship, leaving the vessel vulnerable
to attack should anything survive this terrific blast of energy.

Length:

2,990.31 metres

Mass:

31E7 metric tons

Crew:

592

Gravity:

Artificial

Maiden Voyage:

ISA Victory, 11/10/2262

77
White Star Raid
Speed: 15 Crew: 12/3

Turns: 2/90o In Service: 2259+

Hull: 5 Craft: 1 Nial flight


Adaptive Armour, Advanced Jump
Damage: 12/3 Special Rules: Point, Dodge 3+, Flight Computer,
Self-Repairing 1

Weapon Range Arc AD Special


Neutron Laser 18 F 1 Beam, Precise, Super AP, Triple Damage
Molecular Pulsars 10 F 6 Anti-Fighter, AP, Double Damage, Precise

The result of a technological gestalt between Minbari and Vorlon science, the White Star is a powerful
vessel with considerable firepower and endurance far beyond what its small size would suggest. Combining
all of the advantages of Minbari ship design with many of the benefits of Vorlon living materials, White
ISA

Stars are agile, resilient and capable of handling almost anything a hostile galaxy can throw at them.
With enough speed to evade capital ships they cannot engage directly, a White Star is usually crewed by
elite personnel, making them even more effective.

Length:

268 metres

Mass:

1.4E5 metric tons

Crew:

38

Gravity:

Artificial

Maiden Voyage:

White Star, 25/12/2259

78
The Raiders
Every major government in the galaxy has In campaign games, Raiders may have a maximum
outlawed the process of raiding but, while many of 1 Fleet Allocation Point at Battle level spent on
in the League of Non-Aligned Worlds openly allied ships at any one time.
condemn the practice, it has not been unknown
for certain races to secretly sponsor raiding Raiders Fleet List
groups to target their enemies and rivals. Still The following forms the entire fleet list for the
more Raiders join independent enterprises that Raiders.
prey upon the innocent for their own monetary
gain. Raiders are the pirates of the space lanes,
Priority Level: Patrol
operating cheap but highly effective craft that lay
Delta-V Wing (6 flights)
in wait near out-of-the-way jump gates and transit
points. Upon sighting an unescorted transport
or freighter, groups of Raiders will swoop in, Priority Level: Skirmish
destroying their target’s engines, killing the crew Strike Carrier
and stealing any valuable cargo. Many Raiders
are far more sophisticated than the governments Priority Level: Raid
whose territory they operate in will admit, gaining Battlewagon
contacts and stealing information that allows
Raiders

Raiders
them to target the easiest and wealthiest targets. Flights
The Earth Alliance has led the way in shutting
ISA

Some ships are noted as carrying one or more flights of


down Raider operations and uses its considerable smaller craft onboard. These flights may be deployed
military resources to ruthlessly wipe them out. at any time before or during the battle and do not cost
Babylon 5, as a central hub for trade among alien extra points – the cost of these flights are included in
races, is often a target for Raider activity and its that of their parent ships.
fighter flights are very experienced in engaging
and destroying them.
Raiders Initiative: +0
Using Other Fleets
Raiders operate throughout the Known Galaxy
and have shadowy contacts and resources on
many worlds. The sheer variety of ships available
to a Raider fleet means it is not entirely restricted
to the fleet list given here. As such a Raider fleet
may well find itself using ships from a number of
the smaller, less severely regualted races.

When using a Raider fleet, you may spend 1 Fleet


Allocation point of your allowance on ships from
the League of Non-Aligned Worlds fleet list,
though they may only be ships of Priority Level:
Raid or lower.

79
Battlewagon Raid
Speed: 6 Crew: 40/10

Turns: 1/45o In Service: 2242+

Hull: 6 Craft: 4 Delta-V flights

Damage: 35/8 Special Rules: Interceptors 2, Jump Point

Weapon Range Arc AD Special


Medium Laser Cannon 20 B 3 Beam, Double Damage, Super AP
Medium Pulse Cannon 10 F 10
Twin Particle Array 8 A 4 Twin-Linked, Weak
Particle Beams 4 F 4 Anti-Fighter, Weak
Particle Beams 4 A 4 Anti-Fighter, Weak
Particle Beams 4 P 4 Anti-Fighter, Weak
Particle Beams 4 S 4 Anti-Fighter, Weak
Raiders

Not actually a single class of ship, Battlewagons are actually civilian ships (usually bulk transports or ore
freighters) bought or stolen by Raiders, and then upgraded with heavy armour, pulse weaponry and laser
cannon. It is used primarily as a central base of operations for pirating fleets but can also act as a front
line warship should the Raiders ever be confronted by military cruisers. Though slow, the Battlewagon is
very well armoured and has enough weaponry to defend itself and any allies before jumping to hyperspace
to escape destruction.

Length:

500 metres

Mass:

6.1E6 metric tons

Crew:

42

Gravity:

None

Maiden Voyage:
Red Shark, 2242 (First
documented Battlewagon
destroyed by the EA)

80
Delta-V Flight Patrol [Wing]
Speed: 8 Crew: —

Turns: SM In Service: 2190+

Hull: 3 Dogfight: +0

Damage: — Special Rules: Dodge 2+, Fighter

Weapon Range Arc AD Special


Light Particle Guns 2 T 2 Weak

Favoured by Raiders and smaller military forces, the Delta-V (also called the Zephyr) can be found
throughout the galaxy. Though lacking the strengths of heavy fighters from the main races, the Delta-
V is capable of atmospheric flight, thus greatly increasing its utility for minor military powers. When
matched against military-grade fighters and pilots, the Delta-V has only its manoeuvrability to keep it
alive.
Raiders
Raiders

Raiders

Length: Crew: Maiden Voyage:


16 metres 1 2189
Mass: Gravity: Field Formation:
32 metric tons None 6 flights to a Wing

81
Strike Carrier Skirmish
Speed: 6 Crew: 54/12

Turns: 1/45o In Service: 2247+

Hull: 4 Craft: 4 Delta-V flights

Damage: 32/7 Special Rules: Carrier 4, Jump Point

Weapon Range Arc AD Special


Medium Pulse Cannon 10 F 8
Medium Pulse Cannon 10 P 4
Medium Pulse Cannon 10 S 4
Particle Beams 4 F 4 Anti-Fighter, Weak
Particle Beams 4 A 6 Anti-Fighter, Weak
Particle Beams 4 P 6 Anti-Fighter, Weak
Particle Beams 4 S 6 Anti-Fighter, Weak

Much like the Battlewagon, the Strike Carrier is not a


Raiders

specific class but one created by Raiders to serve their own


needs. Typically built upon the hull of large space liners, it
has extensive weapon upgrades and rails designed to hold
Delta-V fighters on the exterior of its hull. This allows the
four flights of fighters commonly carried to be launched
and recovered in extremely short order, something of vital
importance to raiding activities. Though the space liner
hull grants many benefits to Raiders, not least relatively
luxurious quarters and artificial gravity for prolonged
operations, it is by no means capable of defeating a warship
without support.

Length: Gravity:

293.2 metres Simulated

Mass: Maiden Voyage:

2.2E6 metric tons 2247

Crew:

42

82
The Ancients
The Shadows and the Vorlons make up the two most powerful forces beginning of its next turn. Shadow Fighter flights may also enter and
in the galaxy, the players in an ancient contest to determine whether leave hyperspace by this method without having to take any Special
order or chaos is triumphant. These mighty beings are gifted with Action.
extraordinary abilities and powers that mystify the younger races.
The Shadow and Vorlon fleets have the following special ruless Jump Point Disruptor
applied to them. A Shadow Ship may choose to use its Jump Point Disruptor in place
of any other weapons during its turn. This may target any jump point
leading to hyperspace within 18”. This attack will immediately shut
Damage Resistance down the jump point. In addition, every ship that went through the
Based on highly advanced bio-technology, Shadow and Vorlon vessels jump point this turn or is within 4” of its forward arc must roll a die.
are organic creations and so do not have the same structure as other On a 1, it escapes destruction and sustains 3d6 points of damage.
ships. Because of this, they take damage in a very different manner. On a 2–3, it suffers d6 critical hits, multiplying all damage by three
as if it had been hit by a Triple Damage weapon. On a roll of 4–6,
Every successful attack on a Shadow or Vorlon vessel that beats its the ship is automatically destroyed. Auxiliary craft flights will always
Hull score will cause damage, without the need to roll on the normal be destroyed on a roll of 2 or more.
Attack Dice table. Instead, roll on the Attack Dice table below.

Reinforcements
D6 Effect Vorlons and Shadows have extremely limited numbers of warships
1 Solid Hit: 1 point of Damage and rarely create new vessels, restricting the number of ships they can
2 Solid Hit: 2 points of Damage bring to battle. They pay twice the normal cost of all Reinforcements
in campaign games.
3 Solid Hit: 3 points of Damage

The Ancients
4 Solid Hit: 4 points of Damage
Special Actions
5 Solid Hit: 5 points of Damage Vorlon ships may only use the following Special Actions; Activate
Raiders

6 Solid Hit: 6 points of Damage Jump Gate!, All Power to Engines!, All Stop!, Come About! and
7 Critical Hit: D6+6 points of Damage Initiate Jump Point! Shadow vessels may only use the Initiate Jump
Point! Special Action.
All Damage is multiplied by Double and Triple Damage weapons as
usual. Note that Precise weapons still add a bonus of +1 to rolls on
this table and thus they are the only weapons that can score a critical Superb Manoeuverability
hit. Shadow vessels are supremely agile in space but it is still important to
keep track of their heading. Shadow Ships and Shadow Scouts may
Shadow and Vorlon vessels have no effective Crew score, as the whole either use the normal Super-Manoeuvrability rules or may instead
ship is a single, living entity. In addition, they never perform Damage turn up to 90o at the start of its movement and then move up to
Control and can never be Crippled or reduced to a Skeleton Crew. A twice its Speed in a straight line.
Shadow or Vorlon vessel that has been reduced to 0 Damage has been
destroyed and is simply removed from the table. Superior Technology
The technical advances of the younger races pose few problems for
Fighter Dispersal Tube the Shadows and Vorlons. They gain a +1 bonus to all rolls they
Holding a swarm of fighters deep within their organic hulls, Shadow make in order to circumvent an enemy ship’s Stealth.
Ships are capable of ‘firing’ them great distances, where they instantly
deploy. This allows the Shadows to use their fighters to delay and Telepathic Disruption
distract their enemies while their main ships close range. A Shadow The Shadows have long known of the vulnerabilities within the
Ship that uses its Fighter Dispersal Tube may not use any other control systems of their craft by telepaths and have taken many steps
weapon in the same turn. Up to four Shadow Fighter flights may to curb telepathic development within the younger races. Several
be placed anywhere within 30” of the launching ship. They must be racescan gain telepaths in campaign games through the Other Duties
placed within 3” of one another and may not take any action in the table. If a ship noted as carrying telepaths moves within 12” of a
turn they were launched in this fashion. Shadow vessel, it may attempt to telepathically jam the Shadow in
the Attack Phase, as part of its normal attacks. Both ships make a
Hyperspace Mastery Crew Quality check. The Shadow player adds +1 if the vessel being
Shadow Scouts and Shadow Ships may enter realspace from jammed is a Shadow Ship.
hyperspace at any point, without risk of deviation. They can move,
attack and otherwise act normally during the turn it leaves hyperspace. If the attacking player rolls higher, he has successfully jammed the
Shadow vessels must use the Initiate Jump Point! Special Action to Shadow vessel. It may take no further action in this turn or the next.
enter hyperspace but no jump point counter is placed on the table. The attacking player may continue to try jamming the Shadow vessel
Instead, the Shadow vessel is simply removed into hyperspace at the in subsequent turns.

83
The Vorlon Empire
Every government in the galaxy both fears and respects Vorlon Empire Fleet
the Vorlons and keeps extensive files monitoring their
activities – however, very little is actually within those List
files. What is clear is that they are a very ancient race, The following forms the entire fleet list for the
secretive in their motives and ambitions and possessing Vorlon Empire.
technologies far in excess of anyone else in the galaxy.
They are not merely centuries ahead of other races,
Priority Level: Skirmish
but millennia. Before Ambassador Kosh arrived on
Transport
Babylon 5 in 2257, no race had any contact with the
Vorlon Empire though it is rumoured that they have
had ties with the Minbari far in the past. Priority Level: Raid
Destroyer
Many expeditions have been sent into the Vorlon
Empire to learn more about this enigmatic race but Priority Level: Battle
none have ever returned. On the few occasions the
Light Cruiser
Vorlons have acknowledged the existence of these
ships, they have merely stated that the expeditions met
with an unfortunate accident and suggested that no Priority Level: War
Vorlon Empire
Vorlon Empire

others are sent. Some have theorised that the Vorlon Heavy Cruiser
Empire is surrounded by dangerous hyperspace
currents and other navigational hazards that only the
Vorlons themselves are able to navigate, though others Vorlon Empire
are certain more sinister events have taken place in Initiative: +6
order to preserve the secrecy of these worlds.

The Vorlons have thus become more myth than


reality in the eyes of most younger races and many
wild stories are told about them. There are tales of
fantastic cities of unbelievable technology on their
worlds and living ships that stretch for miles across.
It is even said that anyone seeing a Vorlon will be
instantly turned to stone.

The only Vorlon seen by the other races, Ambassador


Kosh, does much to maintain these underlying fears.
Rarely leaving his quarters, even to attend meetings
of the Babylon 5 Advisory Council, he consents to
see very few petitioners wishing an audience and
travels everywhere in an encounter suit, ostensibly
to protect him from the atmosphere of the station.
It is presumed Vorlons are methane-breathers but
some are beginning to wonder just how necessary the
encounter suit is to survival and how much it is just
to cloak his true appearance.

84
Destroyer Raid
Speed: 7 Crew: —

Turns: 1/90o In Service: All

Hull: 5 Craft: None


Adaptive Armour, Advanced Jump
Damage: 50 Special Rules: Point, Flight Computer,
Self-Repairing 1d6

Weapon Range Arc AD Special


Discharge Guns 18 F 4 AP, Beam, Double Damage, Precise

All Vorlon ships can be considered rare but any intruder into the Empire’s space is most likely to encounter
one of these vessels. Slim and fast, the destroyer is geared for close range work, relying on its adaptive
armour and self-repairing hull to keep it safe from the worst the younger races can deal. Once among an
enemy fleet, it will use its superior turning capabilities and endurance as it blasts opponents apart with
its powerful discharge gun. Often confused at first sight for a Vorlon Transport, few Captains make the
same mistake twice - should they survive.

Length:

100 metres

Mass:

Unknown

Crew:

Unknown

Gravity:

Artificial

Maiden Voyage:

Unknown

85
Heavy Cruiser War
Speed: 5 Crew: —

Turns: 1/45o In Service: All

Hull: 5 Craft: None


Adaptive Armour, Advanced Jump
Damage: 100 Special Rules: Point, Flight Computer,
Self-Repairing 3d6

Weapon Range Arc AD Special


Lightning Cannon 24 F 4 Beam, Precise, Super AP, Triple Damage
Discharge Guns 18 F 6 AP, Beam, Double Damage, Precise
Vorlon Empire

Reckoned to be one of the largest Vorlon ships in the Empire (though rumours of a Dreadnought and
even a Planet Killer persist), even this ship is thought to be crewed by a single pilot. With both lightning
cannon and discharge guns, the heavy cruiser is utterly lethal and is at least the equal of any artificial craft
in known space.

Length:

1330 metres

Mass:

Unknown

Crew:

Unknown

Gravity:

Artificial

Maiden Voyage:

Unknown

86
Light Cruiser Battle
Speed: 6 Crew: —

Turns: 1/45o In Service: All

Hull: 5 Craft: None


Adaptive Armour, Advanced Jump
Damage: 70 Special Rules: Point, Flight Computer,
Self-Repairing 2d6

Weapon Range Arc AD Special


Lightning Cannon 15 F 4 Beam, Precise, Super AP, Triple Damage

Not seen as often as the destroyer or transport, the light cruiser lacks the discharge gun of many Vorlon
craft, replacing it with highly efficient lightning cannon that are capable of cutting an enemy in half on
a solid hit. Typically used as a gunship, it complements the heavy cruiser extremely well and a pair will
often escort each of the larger ships in any major engagement.

Length:

131 metres

Mass:

Unknown

Crew:

Unknown

Gravity:

Artificial

Maiden Voyage:

Unknown

87
Transport Skirmish
Speed: 8 Crew: —

Turns: 1/90o In Service: All

Hull: 4 Craft: None


Adaptive Armour, Advanced Jump
Damage: 35 Special Rules: Point, Flight Computer,
Self-Repairing 2

Weapon Range Arc AD Special


Discharge Guns 12 F 3 AP, Beam, Double Damage, Precise
Vorlon Empire

The Vorlons are the most technologically advanced race yet encountered in the galaxy and even their
transports, while rarely seen, are wonders to behold. Like all Vorlon vessels, the transport is a product
of extremely advanced bio-technology – in a strange way, it is alive and sentient and they seem capable
of flying themselves without direction from the Vorlon normally carried. Despite being classified as a
transport, this spacecraft is fully capable of defending itself against almost any attack, with its superior
durability and weapon systems keeping it safe from harm.

Length:

100 metres

Mass:

Unknown

Crew:

Unknown

Gravity:

Artificial

Maiden Voyage:

Unknown

88
The Shadows
A thousand years ago, the Shadows began a conquest Equipped with an energy beam capable of slicing
of the galaxy. Their plan was thwarted through the through the hull of any known spaceship and nearly
co-operative efforts of an alliance of species, including impossible to outrun, calling them ‘big as death’ is as
the Minbari and Vorlons. Defeated, the Shadows accurate as any other description could be.
retreated to their homeworld of Z’ha’dum until
they were awakened in 2257 by the Interplanetary
Expedition vessel, the Icarus. Biding their time and
The Shadows Fleet
working through agents, they began to re-emerge as a
threat to the galaxy.
List
The following forms the entire fleet list for the
‘The forces of darkness do not move openly. They work Shadows.
through others. Use others. When the darkness was
defeated long ago, they scattered, hid themselves away in Priority Level: Patrol
secret places, and waited. Now, the dark hand is reaching
Shadow Fighter Wing (3 flights)
out and recalling them from their sleep.’

Other races had knowledge of the Shadows, though Priority Level: Skirmish
some did not know what they knew. According to Narn Shadow Scout
Ambassador G’Kar; ‘G’Quan spoke of a great war long
ago against an enemy so terrible, it nearly overwhelmed
the stars themselves. G’Quan said that before that enemy Priority Level: War
was thrown down, it dwelled in a system at the rim of Shadow Ship
known space. I searched for days, going from one system
to another. There, on dark deserted worlds, where there
should be no life, where no living thing has walked in Flights
over a thousand years, something is moving, gathering Some ships are noted as carrying one or more flights of
its forces, quietly hoping to go unnoticed. We must warn smaller craft onboard. These flights may be deployed
the others. After a thousand years, the darkness has come at any time before or during the battle. However,
again.’
unlike other fleets, they must be paid for separately
The Shadows are masters of hyperspace, able to and are not included in the ship’s Priority Level.
empower their ships to move in and out of that other
realm seemingly at will. The Shadows themselves also
have the ability to become invisible and quite possibly
The Shadows
incorporeal and it is suspected that this ability might Initiative: +6
be a form of physically entering hyperspace. They
communicate in a high-frequency sonic wavelength,
which sounds to those who hear it as an almost
metallic trilling. They have the reputation for being
immensely powerful physically and are treated by
those races with knowledge of them as being the
deadliest threat to ever face the galaxy.

Of Shadow vessels, little more can be said than the


words of Lt. Warren Keffer of EarthForce: ‘It was jet
black, a shade of black so deep your eyes just kind of slide
off it. It shimmered when you looked at it. A spider, big
as death and twice as ugly. And when it flies past, it’s like
you hear a scream in your mind.’

89
Shadow Fighter Flight Patrol [Wing]
Speed: 12 Crew: —

Turns: SM In Service: All

Hull: 4 Dogfight: +1
Advanced Jump Point, Dodge 2+,
Damage: — Special Rules: Fighter

Weapon Range Arc AD Special


Polarity Cannon 2 T 2 AP, Double Damage
As deadly on a fighter scale as Shadow cruisers are to capital ships, Shadow fighters are small, cone-shaped vessels that almost
appear to be more like creatures than inert ships. As relentless as the larger ships, Shadow fighters are the nightmare of any
pilot among the younger races. Fast and agile, hordes of these fighters can easily overwhelm capital ships. Shadow fighters are
usually encountered in large battles when unleashed by the larger ships though occasionally they are used as scouts and patrol
craft, guarding systems from prying eyes while their masters prepare their plans of chaos. The polarity cannon mounted in
the nose of this craft is incredibly powerful and its pulses can easily rip through the armour of the largest capital ship. Other
fighter craft engaging these ships are usually advised to rely on their own agility to evade these devastating blasts and disengage
as quickly as possible, leaving the destruction of Shadow fighters to the anti-fighter screens of capital ships. Like all Shadow
The Shadows

vessels, these fighters have the ability to phase in and out of hyperspace at will, effectively making them jump-capable, an
enormous advantage for so small a craft to possess.

Length: Crew: Maiden Voyage:


32 metres Unknown Unknown
Mass: Gravity: Field Formation:
Unknown Artificial 3 flights to a Wing

90
Shadow Scout Skirmish
Speed: 9 Crew: —

Turns: SM In Service: All

Hull: 5 Craft: None


Advanced Jump Point, Flight
Damage: 58 Special Rules: Computer, Scout, Self-Repairing 1d6,
Stealth 4+

Weapon Range Arc AD Special


Phasing Pulse Cannon 8 F 6 Anti-Fighter, Double Damage, Super AP

Frighteningly swift and likely the deadliest ship


of its size in the galaxy, Shadow scouts are usually
the first wave of reconnaissance for the dark
armada. These ships can use their sensors across
the confusing and disruptive energy fields of
hyperspace without any degradation of effect and
it is suspected they also possess specially designed
capabilities for scouting into normal space
without having to leave the safety of hyperspace.
Shadow scouts do not often engage in combat
– while they are fully capable of defeating many
enemies, their ability to reconnoitre an area and
communicate their findings to larger, combat-
dedicated Shadow vessels makes them too
valuable to commit to any serious battle.

Length: Gravity:

180 metres Artificial

Mass: Maiden Voyage:

Unknown Unknown

Crew:

Unknown

91
Shadow Ship War
Speed: 6 Crew: —

Turns: SM In Service: All

Hull: 6 Craft: 6 Shadow fighter flights (not included)

Advanced Jump Point, Flight


Damage: 150 Special Rules: Computer, Self-Repairing 3d6

Weapon Range Arc AD Special


Molecular Slicer Beam 18 T 5 Beam, Precise, Super AP, Triple Damage
Jump Point Disruptor 18 T —
Fighter Dispersal Tube 30 T —
Fearless and unstoppable, there is no ship among the younger races that can stand against a Shadow vessel
in open combat. Fast, agile and possessing weapons of inordinately destructive power, a Shadow ship is
capable of literally slicing an enemy apart. The construction and operation of these ships remains a mystery
though speculation remains that they are based on a similar biotechnology to Vorlon craft. Appearing as
The Shadows

dark centre with forward-sweeping black limbs sprouting from its hull, Shadow ships resemble nothing
so much as alien spiders in design and action. Preferring to strike from concealment, Shadow ships can
simply appear from hyperspace, attack swiftly and efficiently, then re-enter hyperspace at will. This
makes them very difficult to combat and even deadlier than their other considerable advantages would
suggest. Before the Shadow War it was generally accepted that the only reasonable course to take when
encountering these vessels was to disengage as quickly as possible. Until superior numbers could be
brought to bear under Captain Sheridan’s makeshift alliance, there was no vessel in the galaxy that could
withstand the awesome assault of the Shadows.

Length:

1,000 metres

Mass:

Unknown

Crew:

Unknown

Gravity:

Artificial

Maiden Voyage:

Unknown

92
Other Craft
There are a wide variety of spacecraft and artificial Other Craft Fleet List
satellites beyond the range of warships this book
has already studied. From small tramp traders Priority Level: Patrol
to immense spacedocks, most races employ these Civilian Trader (x4)
items to safeguard their worlds, ensure continued Corporate Freighter (x2)
trade and support their military fleets. Patrol Boat (x2)
Space Liner
Some scenarios, such as Convoy Duty, specify
when and how to use some of these craft. The
others are provided here to give you a start in
Priority Level: Skirmish
Orbital Space Satellite
creating your own scenarios. Perhaps you want
to play out a vicious planetary assault, blasting
through the picket lines and rows of orbital Priority Level: Raid
defence satellites in order to dominate a world or Spacedock
maybe the defence of a vital set of spacedocks will
be the objective. The Priority Levels listed here Civilian Initiative: –4*
are those suggested for direct one-on-one battles * Only used in special scenarios created by players where
and can be paid from the usual Fleet Allocation civilians might conceivably have their own fleet.
points allowance. However, some
scenarios may have victory conditions
that depend on these other craft, in
which case they may be awarded to
one fleet for free, as we have done in
the Convoy Duty scenario.

Special Notes
The craft noted in this fleet list are
notably different from many other
craft. Some have the special ship
trait ‘Immobile’ – which, predictably,
means they have no Speed score and
may not move or turn in any way
once placed on the board. Corporate
Freighters and Patrol Boats have [x2]
listed next to their Priority Level of
Patrol. This means that a single Patrol
fleet choice will gain a player two of
these ships rather than one. Similarly,
a single Patrol fleet choice of Civilian
Trader would produce four of these
vessels.

93
Civilian Trader Patrol [x4]
Speed: 7 Crew: 10/4

Turns: 2/45o In Service: All

Hull: 4 Craft: None

Damage: 8/3 Special Rules: None

Weapon Range Arc AD Special


Light Particle Guns 4 T 2 Weak

There are dozens of different classes of ship used by private individuals to provide relatively cheap cargo
carrying services but most are similar in capability. Their small size allows for low running costs and also
the ability to dock directly with most space stations, allowing for cheap cargo transfers that do not require
extensive work within space. Still, most private traders live a hand-to-mouth existence and one poorly
Other Craft

chosen job can often spell financial disaster.

Corporate Freighter Patrol [x2]


Speed: 4 Crew: 12/3

Turns: 1/45o In Service: All

Hull: 4 Craft: None

Damage: 12/3 Special Rules: None

Weapon Range Arc AD Special


Particle Beams 8 T 4 Weak

Operating at vastly inflated profits compared to those of the small-time mercantile companies, corporations
are capable of sending extremely large freighters into space, maximising the value of the cargoes they
carry between different worlds. This freighter is typical of many similar designs, being little more than
a crew compartment and engines built around a framework that allows the carrying of eight universal
cargo pods. Rather than experiencing lengthy delays at any port of call while cargo is unloaded, the
freighter can simply detach its cargo pods and pick up the next consignment within a few hours. Some
freighter Captains have been known to drop their cargo pods while being pursued by Raiders in an effort
to increase speed though this is never encouraged by their employers.

94
Orbital Defence Satellite Skirmish
Speed: — Crew: —

Turns: — In Service: All

Hull: 4 Craft: None

Damage: 60/10 Special Rules: Immobile, Interceptors 2

Weapon Range Arc AD Special


Missile Rack 18 T 4 Precise, Slow-Loading, Super AP
Ion Cannon 15 T 1 Beam, Double Damage, Precise, Super AP

Every civilised world with any degree of technology will soon find its skies filled with artificial satellites,
providing a host of communication and surveillance roles. Those societies who have made contact with
other races beyond their own solar system quickly surround themselves with defence satellites, unmanned
craft in geostationary orbits that mount the best weapons that can be manufactured planetside. While
specific weapon configurations may vary, this defence satellite is typical of those used around all settled
worlds, from the lowest of the League races to the Minbari Federation.

Patrol Boat Patrol [x2]


Speed: 8 Crew: 9/2

Turns: 2/45o In Service: All

Hull: 5 Craft: None

Damage: 8/2 Special Rules: None

Weapon Range Arc AD Special


Particle Guns 6 T 4 Weak
Particle Beams 2 T 1 Anti-Fighter, Weak

While every military in the galaxy does its best to maintain an adequate fleet for defensive purposes, few
can afford to keep every planet their government controls safely guarded by front line warships. In many
systems, even those at the heart of an empire, small and cheap patrol boats are used to keep Raiders at
bay and maintain watch for covert enemies. Though these craft have little chance against a main warship,
even when deployed en masse, they are suitable for defending against Raiders and fighters, allowing larger
craft to be safely kept near spacedocks or engaged in more important duties.

95
Spacedocks Raid
Speed: — Crew: 200/50

Turns: — In Service: All

Hull: 4 Craft: None

Damage: 150/40 Special Rules: Immobile, Interceptors 8

Weapon Range Arc AD Special


Missile Rack 30 T 1 Precise, Slow-Loading, Super AP
Medium Pulse Cannon 15 T 6
Particle Beams 8 T 3 Anti-Fighter, Weak

A common feature in orbit around every industrialised world and fleet outpost, spacedocks provide sufficient
facilities for even the largest warships to be completely stripped down, maintained and refitted as needed.
Effectively a combination between a space station and a maintenance/rearmament facility, spacedocks are vital
to the support of any fleet and provide vital logistic chains to forward areas of battle. With a spacedock a mere
Other Craft

jump away, a Captain knows he is never far from replacement crew, ammunition, repairs and a decent drink in
the officers’ mess.

Space Liner Patrol


Speed: 3 Crew: 32/12

Turns: 1/45o In Service: All

Hull: 3 Craft: None

Damage: 30/12 Special Rules: None

Weapon Range Arc AD Special


Particle Beams 6 F 4 Weak
Particle Beams 6 A 4 Weak
Particle Beams 6 P 4 Weak
Particle Beams 6 S 4 Weak

An extremely large vessel, the liners used by corporations are extraordinarily expensive to run but are capable of
carrying enough passengers and cargo between the stars that most civilians can afford to make the occasional
trip for business or leisure. As a marked difference between the need for comfort and the utilitarian approach of
military ship designers, these liners were the first production Earth Alliance ship to have artificial gravity, generated
by a rotating hull section. Before this time, artificial gravity had only been attempted on immobile space stations.
Liners are manufactured to be fairly luxurious, though their running costs ensure that this level of quality and
comfort is rarely maintained for long and so many become pure workhorses, travelling between different worlds
and generating profits for their owners.

96
1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5
1 2 3 4 5

6 1 2 3 4

5 6 7 8 9

1 2 3 4 5

1 2 1
1 2

3 4 2

5 3 4
1 2 3 4 5

6 7 8 9 10

11 12 1 2 3

1 2 1 2

3 4 3 4

5 6 5 6

7 8 7 8
1 2 3 4 5

6 1 2 3 4

5 6 1 2 3

4 5 6 1 2

3 4 5 6 1

2 3 4 5 6

21 22 23 24 25 26 27 28 29 30
1 2 3 4 5

6 1 2 3 4

5 6 1 2 3

4 5 6 1 2

3 4 5 6 1

2 3

1 2

4 5
1 2 3 4 5 6 7 8 9 10

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21 22 23 24 25 26 27 28 29 30

1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

21 22 23 24 25 26 27 28 29 30

31 32 33 34 35 36 37 38 39 40
1 2 5 6 7 4

3 4

1 2 3

1 2

3 1

2 3

1 2 3

4 5 7

6 7
1 2 3 4 5

6 7 1 2 3

4 5 6 7 1

2 3 4 5 6

7 1 2 3 4

5 6 7 1 2

3 4 5 6 7
1 2 3 4 5

1 2 3 4 5

6 7 8 9 10

1 2 3 4 1 2

1 2 5 1

3 4

3 4 5 2
1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

6 7 8 9 10

1 2 3 4 5
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

21 22 23 24 25 26 27 28 29 30
1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 1 2
1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5
1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3
1 2

4 5 1

2 3 4
1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5

1 2 3 4 5
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

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