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EarthForce Intelligence

Report: K-2-HCV1-3
Class: Yi Sun-shin
Refit: No. 3
In-Service: 2187
- 2xMed Chemical Laser
- 4xStd Particle Beam
- 2xClass-SO Rack
Armor Rating: 3
Sensor Rating: 4
Threat Rating: Yellow

SMALL RACES 1
The Republic of Korea
“Don't try to cover the whole sky
with the palm of your hand.”
— Korean Proverb --
0 TABLE OF CONTENTS

1. Introduction 4. Ships and Fighters


38th Parallel ..................................................2 Military .......................................................18
Starships and Fighters ..................................18
Mines .........................................................22
2. Background
Comes the Alliance .........................................4
Foundation of a Navy ......................................4 5. Scenarios
Enter EarthForce ...........................................5 Raiders Along the Arc ...................................23
The Centauri .................................................5 In Rides the Cavalry ......................................23
Brush Wars ...................................................6 Io Nightmare ...............................................24
Interstellar ....................................................7 Clark’s Contempt .........................................25
The Dilgar .....................................................7 Republic Raiders ..........................................26
Aftermath .....................................................8
The Minbari ...................................................9 Afterword
Aftermath-Take 2 .........................................10 Afterword ...................................................27
Times o f Trouble .........................................10
Aftermath-Take 3 .........................................11
A New Age ..................................................11 Control Sheets
The Future ..................................................12 Kobukson Patrol Ship Mk-I .............................28
Yi Sun-shin Corvette Mk-I ..............................29
Beta-Series Space Fighters ............................30
3. Technology Yi Sun-shin Corvette Mk-II .............................31
Chemical Laser Weapons ..............................13 Kobukson Patrol Ship Mk-II ...........................32
Light Chemical Laser ................................13 Yi Song-gye Cruiser Mk-I ...............................33
Medium Chemical Laser ...........................13 Nopunde-A/B OSAT Mk-I ...............................34
Heavy Chemical Laser ..............................13 Yi Song-gye Cruiser Mk-II ..............................35
Laser Weapons ............................................14 Nopunde-A/B OSAT Mk-II .............................36
Medium Laser .........................................14 Yi Sun-shin Corvette Mk-III ...........................37
Heavy Laser ...........................................14 Kobukson Patrol Ship Mk-III ..........................38
Laser/Pulse Array ....................................14 Delta-V Light Fighters ...................................39
Heavy Laser/Pulse Array ..........................14 Gojoseon Station Mk-I ..................................40
Blast Cannon Weapons .................................14 Haemosu Jump Cruiser Mk-I ..........................41
Light Blast Cannon ..................................15 Yi Sun-shin Corvette Mk-IV ............................42
Medium Blast Cannon ..............................15 Jang Bogo Heavy Carrier Mk-I ........................43
Particle Weapons .........................................15 Valkyrie Medium Fighters ..............................44
Light Particle Beam ..................................15 Yi Sun-shin Corvette Mk-V .............................45
Standard Particle Beam ............................15 Yi Sun-shin-P Pulse Corvette Mk-I ..................46
Gatling Gun ............................................15 Yi Song-gye Cruiser Mk-III ............................47
Ultralight Particle Beam ............................15 Haemosu Jump Cruiser Mk-II ........................48
Pulse Weapons ............................................15 Kobukson Patrol Ship Mk-IV ...........................49
Light Pulse Cannon ..................................16 Nopunde-A/B OSAT Mk-III ............................50
Medium Pulse Cannon .............................16 Janggeom Patrol Cutter Mk-I .........................51
Uni-Pulse Cannon ....................................16 Goguryeo Armored Cruiser Mk-I .....................52
Ballistic Weapons - Missiles ...........................16 Gojoseon Station Mk-II .................................53
Class-GO Missile Rack ..............................16 Oryonggeo Heavy Cruiser Mk-I ......................54
Class-O Missile Rack ................................16 Yu Gwan-sun Tender Mk-I .............................55
Class-SO Missile Rack ..............................16 Dalnim Carrier Mk-I ......................................56
Class-S Missile Rack .................................16 Sabre Fighters .............................................57
Class-R Missile Rack ................................16 Yongwang Frigate Mk-I.................................58
Missiles..................................................17 Haenim ELINT Cruiser Mk-I ...........................59
Fighter Missiles........................................17 Chiha Yo Changgun Command Cruiser Mk-I .....60
Counter Sheet #1 ........................................61
Counter Sheet #2 ........................................62

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INTRODUCTION 1
and was still waiting for a response. Instead, the
Chapter 1: Omega was launching fighters, which included a full
squadron of the next generation of Starfury fighters,
38th Parallel the Thunderbolt.
Commodore Yong-Jo sat in his shock chair, Everything about the EarthForce squadron's
apparently without a care in the world. Of course he actions screamed aggression, but as yet the Alliance
was surrounded by his bridge crew at the moment ships had remained strangely quiet. Was a stand
and the first rule of command was to always appear down order coming? Would they simply open fire?
calm and in control. At the moment Yong-Jo was Commodore Yong-Jo found himself in a bit of a
finding it difficult to maintain his calm facade given quandary. Every moment that passed reduced the
the contents of the flash intelligence report he had range between the two squadrons, and reduced his
just received. The idea that the Earth Alliance would options should combat ensue. Yet every passing
finally act militarily against Korea and the other moment meant his jump engine was that much
independent nations of Earth was almost impossible closer to activating, rendering any potential
to believe. And yet the new Clark Administration had aggressions mute. In the background he could hear
been making sweeping changes within the command his gunners prioritizing targets, and his CAG
staff of EarthForce over the last several months and targeting the Thunderbolts and making the obvious
was continuing to press its Earth first policies. point that they should make every shot count.
If Korean Intelligence was on the mark, even On the tactical board, the Janggeom-class Patrol
now, there was an EarthForce strike group Cutters were launching their assault shuttles, with
shadowing his squadron, waiting for time to run out orders to engage the two Tethys. They were a good
on the ultimatum from the Earth Alliance for Korea to squadron and knew the drill, leaving Commodore
stand down its forces. Appended to the intelligence Yong-Jo to ponder some move that might somehow
report was a new set of orders, giving Yong-Jo the prevent this disaster. Talking was probably hopeless,
right to exercise independent command and, if but it might buy enough time to get the hell out of
necessary, the option to escape to neutral space. To there. “Open channels with that Omega. And don't
that end, he ordered the jump engine on his take no for an answer.” Lieutenant In-Tak hunched
Oryonggeo-class Heavy Cruiser, the KNS Daegu, to over his console and began the likely impossible task
be brought out of cold shutdown and spooled up. His of trying to get someone on the Omega to respond.
Commander Air Group (CAG) had ordered the Suddenly, Lieutenant Jung-Oh broke the standoff,
Daegu's squadron of Valkyrie fighters to be launched “Weapon Lock…Energy Spike…INCOMING FIRE!”
and the rest of the task force was arming weapons. The main screen polarized as the Omega opened fire.
All Yong-Jo needed was a little time and he and his Heavy lasers slashed out towards his ship, and the
command would be safely hidden in hyperspace to Daegu rocked with the impact of a least one hit. At
wait out the crisis whatever it was. Commodore the same time, heavy pulse cannon fire was sleeting
Yong-Jo hated waiting. over the KNS Taejon, one of his Goguryeo-class
An insistent chime ended the waiting moments Armored Cruisers. Commodore Yong-Jo realized that
later. Lieutenant Jung-Oh, at the sensor station, a lot of pulses were finding the mark and briefly
calmly reported “Jump point forming! Multiple wondered at the accuracy before realizing that the
contacts exiting at point 4 by 3 carom 8,” even as the Oracle Scout Cruiser was probably providing
tactical plot on the main view screen was updated. targeting aid. Jung-Oh barely had time to order his
Commodore Yong-Jo ordered the fleet to combat own squadron to return fire, when a medium laser
speed and began to reorient his squadron towards from the Oracle swept across the Daegu, rocking the
the jump point and the potential threat. The CAG also ship yet again and blowing out the main bridge view
wasted no time ordering his fighters to combat screen.
speed. Both he and Commodore Yong-Jo could Using his command chair view screen, Yong-Jo
apologize later if they were over-reacting. watched as his squadron opened fire. A barrage of
In the midst of the sudden flurry of activity on the medium lasers, punctuated by Daegu’s heavy laser,
bridge, Lieutenant Jung-Oh reported that the swept out from his fleet, targeting the leading Tethys
contacts were an EarthForce squadron consisting of Police Cutters, though the KNS Taejon responded
an Omega Destroyer, an Oracle Scout Cruiser and a with only one of its two. In an instant, one of the
pair of Tethys Police Cutters. Communications Officer Tethys was reduced to a crippled hulk while the
In-Tak had already transmitted a standard greeting second was only damaged. Assault shuttles from the

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Janggeom swarmed in hoping to take advantage of And though it proceeded to remove Daegu's
the damage. In the void between the two fleets his remaining forwards heavy weapons, the critical jump
dozen Valkyrie fighters slammed into the two dozen engine remained safe. But in that moment, the
approaching EarthForce fighters. A series of flashes Omega destroyer had managed to single handedly
spread through the ranked fighters, and when the knock out three ships. The trailing Oracle proceeded
explosions cleared, eight Thunderbolts and all of his to add insult to injury by pouring fire into the already
Valkyrie’s were simply gone. damaged KNS Jirisan.
The EarthForce fighters, undaunted by their Commodore Yong-Jo belatedly ordered his
losses, continued to close with the Korean fleet. squadron to concentrate all available fire on the
Missiles from the remaining Thunderbolts arrived Omega. But standard particle beams and medium
first, all directed at the Daegu. Many were pulse cannons, in the face of the Omega's bulk, its
intercepted by particle beam fire, but just as many interceptors and that damn energy web were just not
hit. Daegu’s heavy laser was lost in a simultaneous making a big enough impression fast enough. The
impact of two missiles, as was a laser/pulse array, squadron simply didn't have the fire power left to
previously damaged by laser fire from the Omega. A handle the Omega. It was time to go.
retro thrust was also a tattered wreck, but then the Unfortunately, the jump engine needed just a few
fleet was hardly going to slow down. more moments and Yong-Jo simply didn't have it.
Commodore Yong-Jo watched with calm The Omega was about to centerline the Daegu and
appreciation as the EarthForce fighter group charged hit her with massed particle beam fire and his cruiser
down the throat of his squadron, ignoring the other was simply too beat up for something critical not to
ships to reach his Daegu. Despite being chopped to be hit.
ribbons by the combined fire of particle beams and Suddenly, all three Janggeom cutters launched
pulse mode laser/pulse arrays, a flight of Starfury’s their breaching pods at the Omega. Thanks to the
still managed to win through and pile additional hurt Omega's charge the range was close and the
on his ship. Fortunately, the all important jump breaching pods would be there in an instant. The
engine remained undamaged, and the rear firing Omega’s captain now found himself in a bind. Fire at
laser/pulse arrays of the Daegu made them pay as the Daegu and MAYBE take out her jump engine, or
the swept past. fire on the approaching breaching pods, which were
Had this been a war game, Commodore Yong-Jo about to attach themselves to his ship. If all six
would have been smiling. His force had just taken out breaching pods attached, their combined marine
a large EarthForce fighter group, crippled a Tethys force MIGHT be able to take his ship.
and damaged a second at the cost of his fighter Particle beam fire from the Omega was redirected
squadron, a severely damaged Goguryeo and a at the breaching pods and four of the six were
heavily damaged Oryonggeo. Unfortunately, this was blasted out of existence. Yet as they died, the jump
all too real and real people were dying at the hands of engine on Daegu finally completed charging.
their own kind. Still, there remained a grim Commodore Yong-Jo ordered an immediate jump
satisfaction for a job well done. and Daegu along with only two other ships from his
And then KNS Taejon exploded. Yong-Jo squadron jumped away.
mentally cursed as he realized that he had lost his In the safety of hyperspace, Commodore Yong-Jo
battlefield awareness during the EarthForce fighter considered his options. None were particularly
strike. The Omega's captain, whoever he was, had appealing. His country was likely lost. Yong-Jo was
aggressively continued to charge his vessel at the pragmatic enough to recognize that Korea would not
Korean squadron, rightly assuming that the Korean be able to hold its own again the entirety of the Earth
force would become over concentrated on the Alliance. But the Daegu was not the only jump
attacking fighters. The Omega’s heavy pulse capable ship in the Korean Navy, so other elements of
cannons had just finished off the Taejon, even as the fleet may have escaped. But where to meet?
massed particle fire chewed up the Janggeom-class Where to regroup? Where could he get the help he
Patrol Cutter KNS Jirisan and its aft firing heavy laser needed to take back his home, his country? There
cannons savaged her sister, the KNS Odaesan. was really only one choice. “Navigator! Plot a course
Fortunately, Lieutenant Jung-Oh had not been for Babylon 5.”
caught as unaware and thanks to his efforts with the
Daegu's counter measures, only one of the Omega's
two forward heavy lasers hit, despite the short range.

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BACKGROUND 2
though no credible evidence was ever produced to
Chapter 2: allow for an official Earth Alliance response.
Comes the Alliance With only remote governmental authority in the
The formation of the Earth Alliance began in the region, a number of mining organizations were
late 2070’s and while many nations embraced the forced to combine into a protective union. This union,
formation of this organization, several questioned later known as the Belt Alliance, along with the larger
the potential for inequality in such an organization. mining groups and the various national interests
Over the next decade, most nations would choose to began to arm their ships, militarizing the asteroid
join, seeking economic aid for their depressed fields. Korea responded by forming its own space
economies. Despite persistent pressure from Alliance navy, whose publicly stated mission would be to
members, a few nations would still chose to go it control the aerospace over the peninsula and protect
alone and remain fully independent. Korea’s asteroid field interests.
One of these independent nations was the To that end, Korea began construction on two
Republic of Korea. At the time of the formation of the classes of hulls. The larger of the two was the
Earth Alliance, Korea was already an economic Yi Sun-shin class corvette, whose stated role would
powerhouse in the pan-asian region. More be to act as the main combat element of the fleet.
importantly, Korea’s economy had managed to avoid The Yi Sun-shin's stable mate was the Kobukson
the depression that had gripped most of the world. class patrol ship. This class was intended to be
Economic aid from the Earth Alliance was therefore Korea’s contribution to Quarantine Command, a joint
of little incentive, and Korea recognized that should operation by all Earth nations, in or out of the Earth
they become a member, they would likely be Alliance, to provide customs, search and rescue and
relegated to secondary position behind the larger anti-smuggling services for the entire planet.
more traditional powers. Better to remain Unsurprisingly, the primary mission zone for the
independent and in charge of their own destiny. Kobukson would be over Korean space. Both classes
entered service in Y2120.
Foundation of a Navy The simultaneous introduction of both classes
Even as the Earth Alliance was forming, the came as a great surprise to the leadership of the
people of Earth finally began to exploit the outer Earth Alliance. Earth Alliance Intelligence had been
asteroid fields of the solar system. This exploitation aware of ongoing design activities within the
was lead by a combination of corporations, countries, Republic, as well as heightened industrial activity, but
and even wealthy individuals. Korea was an early they failed to understand the scope of Korea's goals.
proponent for this push, but was initially hamstrung Observation of these ships in service convinced Earth
by a weak space program. Their attempts to team Alliance leadership that neither ship class was
with other nations proved fruitless due to Earth equipped with cutting edge technology, but their
Alliance directed embargoes. Korea was thus forced mere presence would become a continuing thorn in
to go it alone, and would have to develop its own the side of Earth Alliance for decades to come.
indigenous space program. They approached the Even as they deployed their new fleet, the
problem with the same energy they applied to all of Koreans watched with interest as the Belt Alliance
their endeavors and would quickly become an active deployed its Alpha-series fighter in Y2123. Despite
player in the asteroid fields. the Alpha’s innovative appeal, the Koreans weren’t
Unfortunately, like past gold rushes, the new prepared to take the fighter plunge, feeling that the
frontier that was the asteroid fields quickly became space only Alpha was too limited. The Koreans felt
home for a less savory element, namely pirates. A they needed an atmospheric capable fighter, which
number of the more aggressive pirate groups were could serve double duty within Korean airspace as
suspected of being backed by various independent well as outer space. Realizing that they lacked
Earth governments. The Republic of Korea was sufficient aerospace fighter development skills, the
usually at the forefront of these various pirate Koreans discretely offered funding aid to the Belt
allegations. The Koreans argued that they were as Alliance to support the development of its
heavily invested in the asteroid fields as anyone and atmospheric capable Beta-series fighter. Officially
had suffered their own share of pirate predation. released for sales in Y2126, the Korean navy was first
They countered with the argument that this was just in line, and purchased enough fighters to deploy
another form of pressure by the Earth Alliance. several squadrons.
Despite their protestations, the rumors persisted,

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2 BACKGROUND

Enter EarthForce and helped to settle Mars. Yet despite these


successes, the illusion of unity was just that. The
In order to counter the escalating piracy and
Earth Alliance was fracturing, with rising tensions
provide a means of combating independent national
between nations and factions seen as inevitably
forces, Earth Alliance formed EarthForce in Y2130.
leading to civil war. A military build-up by EarthForce
Initially, EarthForce was assembled from the
all but forced Korea to increase funding of its own
preexisting forces of the member nations of the Earth
military. Korean Intelligence once again began to
Alliance. This force was then supplemented with new
aggressively fund Raider activities to draw off
Earth Alliance funded equipment and ships.
EarthForce attention and forces, while punishing
After its creation, the Earth Alliance Senate
those nations perceived as a direct threat. The
wasted no time in sending EarthForce into the midst
Koreans, along with the world, were preparing for
of the asteroid fields with orders to establish law and
the next world war.
order. While there were some skirmishes between
Then, in Y2156, the Centauri Republic made First
EarthForce and the Belt Alliance, the Koreans
Contact. They were far more advanced, and
remained steadfastly uninvolved, though there
demonstrably more powerful, than the combined
remained the persistent rumor that the Republic was
forces of Earth. The war that was so close to erupting
continuing to support some of the larger pirating
was summarily forgotten and a new sense of global
consortiums. Once again, no proof was ever found to
unity was born. Despite the new reality of a universe
substantiate this rumor, because, simply put, none
filled with aggressive species, Korea would continue
existed. The Koreans had wisely decided not to
to resist the renewed invitations to join the Earth
support these large pirate organizations. Instead,
Alliance. They would continue to go their own way.
they supported a number of independent and
This was not to say that Korea wasn't willing to
entrepreneurial individuals through a series of false
continue working with the other organizations. When
fronts and cut outs.
the Earth Alliance founded the first extra-solar colony
The wisdom of their decision was proven by the
at Proxima III in Y2164, Korea was all too willing to
aggressive approach taken by the Earth Alliance in
help with the expenses by provided much needed
regards to Raiders and the other large space fairing
funding for colonization and industrialization of the
organizations, like the Belt Alliance. The organized
system. In fact, Proxima Centauri would turn out to
pirates were quickly broken, while the Belt Alliance
be rich in Quantium 40, vital in the construction of
found itself legally limited to small fighters, patrol
jump gates and engines, and Korea would reap a
craft and convoy escorts. By virtue of its discretion,
sizable profit for its efforts. Korea would also
Korea's navy remained largely unchecked.
continue to work with the Belt Alliance, aiding its
Politically handcuffed to small ships and fighters,
expansion into the new extra-solar colonies of the
the Belt Alliance intensified its efforts towards
Earth Alliance, and supporting its attempts to break
fielding its next generation fighter, the Gamma-
into alien markets.
series. Interestingly, the new fighter was deployed
Flush with its extra-solar profits, the Korean Navy
simultaneously with the Republic of China in Y2135.
began a fleet wide upgrade that updated both the
In response, the Korean navy once again lined up
Yi Sun-shin class (Y2164) and the Kobukson class
with the other organizations to order the new fighter
(Y2165) vessels, replacing their light blast cannons
only to be denied a sale. Unbeknownst to the
with the new light particle beams.
Koreans, the Republic of China had funded a
Unsurprisingly, the Koreans also investigated the
significant portion of the Gamma's development and
possibility of purchasing the new Delta-series fighter
procured the manufacturing rights as well. China
that was deployed in Y2158. However, like the
took advantage of the opportunity for a little regional
Gamma-series, the Delta-series was again the
posturing, and refused to allow the Belt Alliance to
product of a joint development, only this time
sell Gamma fighters to the Koreans. Interestingly,
between the Belt Alliance and the Earth Alliance. And
China itself would later sell the new fighter to the
while the answer was not a flat out no, the Earth
Republic of South Africa.
Alliance wanted to add a number of conditions to any
The Centauri sale. Conditions that Koreans felt they could not
During the 1930's and 40’s Korea, in a show of accept, forcing them to continue soldiering on with
global unity, supported a number of Earth Alliance their now dated Beta-series fighter force.
sponsored missions to nearby stars. Korean Still, it was surprising that the Koreans chose not
scientists and investors, teamed with other nations to push harder during the fighter negotiations. In

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BACKGROUND 2
addition, the Earth Alliance intelligence community named Aegis. It started with a redesign of the fleet to
noted that the pace of the Korean fleet update was use the new technology. It also introduced the Aries
much slower than was initially expected. Followup heavy fighter, developed solely by the Earth Alliance
covert investigations determined that money was under a program known as Star Fury. The large and
being channeled into a number of other Korean naval very capable Avenger-class heavy carrier was
projects, though the specifics of these projects introduced simultaneously, and would allow
remained unclear. EarthForce to conduct fighter operations far from
There were also indications of some sort of Earth Alliance territory.
dialogue ongoing between Korea and the Centauri The new technology and ships would finally take
Republic. This generated a great deal of concern EarthForce to the forefront of human space
within Earth Alliance Senate. However, they lacked technology, much to the appreciation of the Earth
the ability to do anything about it. One of the near Alliance Senate who chaffed at the strength of the
term results of these conversations was the delivery independent nations. The Earth Alliance also
of a number of Centauri Lakrit class assault shuttles, announced that it would finally provide a planetary
which were then deployed on the Kobukson class defense grid for the entirety of Earth with its own
patrol vessels. orbital satellites, two years after the installation of
Then in early Y2165 one of the Korean project Korea’s own local defense grid. A fact the Koreans
was revealed when a brand new Yi Sun-shin class took great pride in recognizing.
corvette was boosted into orbit. Surprisingly, upon The strengthening of EarthForce was well timed,
reaching orbit, Korean engineers proceeded to cut as these new and updated units would quickly see
the ship in half. Several months later, a new, never combat during the brief Koulani attack, the Ch'Lonas
before seen hull section was launched, and this new raids and in a series of skirmishes with the Centauri
section installed between the two halves of the Republic. While Korean forces were not involved in
Yi Sun-shin. Thanks to some architectural aid from any of these conflicts, their Admiralty and
the Centauri, Korea's first capital class vessel was Intelligence communities carefully analyzed the
placed into service in Y2166. The new cruiser was resulting combat data. They realized, much like
designated the Yi Song-gye class. EarthForce, that their technology remained inferior
A year later, yet another project was revealed with to many of the other races, though the gap had
the launch of entirely new platform. That platform narrowed considerably. In response, Korea instituted
was a missile armed defensive satellite designated another set of fleet-wide upgrades in 2180’s, which
the Nopunde-A (Y2167), which would provide introduced the Class-SO missile rack and the
planetary, or rather, peninsular defense. This standard particle beam.
trumped the deployment of the Earth Alliance In Y2192, a joint Earth Alliance/Belt Alliance
defense grid satellites by a full two years. The laser project successfully produced the Delta-V, a
armed Nopunde-B would appear the following year remarkably successful aerospace fighter.
giving Korea its own flexible, though localized, Unbeknownst to the Earth Alliance, a sizable
defense grid. investment of capital had been provided by the
These rapid additions to the Korean fleet were Koreans to the Belt Alliance in support if this project.
viewed with a certain amount of anxiety by the Earth For their investment, the Koreans received a
Alliance leadership. The significant technological and complete set of design plans for the Delta-V and
architectural leads once held by the Earth Alliance manufacturing rights. Unbeknownst to the Belt
member nations were obviously eroding away at an Alliance or anyone else for the matter, the Koreans
unsettling pace. The flexibility and drive displayed by had already established a number of sales for the
the Korean nation had was once again been under plans with other less reputable organizations, and in
appreciated and the Alliance needed to act. fairly short order had recovered their original
Brush Wars investment several times over.
The result of these sales meant that a number of
In Y2168, the Earth Alliance successfully tested a
the more capable Raider groups began operating
new technology dubbed the interceptor/eweb. This
brand new Delta-V’s of their own. The Belt Alliance
technology would not be shared with the Koreans nor
saw the writing on the wall and immediately
any other independent organization within the Earth
confronted the Koreans, who publicly claimed
Alliance sphere of influence. The new interceptor
innocence, but offered a private settlement for their
kicked off a large scale naval building program, code
“indiscretions.” While frustrated by the Korean’s lack

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2 BACKGROUND
of forthrightness, the Belt Alliance recognized the Alliance’s first indication that Korea was about to
potential revenue opportunities and made a number become an interstellar organization began when a
of discrete sales of their own. Soon after, Earth new Yi Sun-shin hull climbed into orbit,
Alliance officials were shocked to discover that alien rendezvoused with the Korean station, and was cut in
governments were obtaining the Delta-V as well. half. While hardly unusual, the hull plug that followed
The Korean navy reaped the rewards with the was not the typical Yi Song-gye class hull piece.
complete replacement of their existing, and now EarthForce Intelligence postulated a new variant of
aged, Beta fighter force with Delta-V fighters in the cruiser hull, but when a Centauri freighter
Y2195. The added funds also allowed the Koreans to appeared soon after, requesting a rendezvous with
buy the basic hull of an Orion-Beta Space Station. the Korean station, interests were peaked. A large
Completed with Korean technology in Y2199, the tail structure was removed from the freighter and
Gojoseon class station would facilitate a Korean attached to the new hull. The tail was easily identified
naval presence in Earth orbit for decades to come. by EarthForce as the typical housing for a Centauri
Interstellar jump engine. Completed in Y2218, the Haemosu
class Jump Cruiser gave Korea access to hyperspace
In Y2198, the Earth Alliance decided to shut down
on their own terms and gave EarthForce a brand new
the old Centauri built jump gate orbiting Earth and
headache.
replace it with a human built gate near the Io base at
The Haemosu class finally broke the back of even
Jupiter. The idea was to keep potential enemies, who
the most Earth Alliance-first member of the Senate.
would be using the gate beacon system to navigate,
Despite furious cries for sanctions and embargoes to
out of Earth orbit long enough to allow a reaction by
be levied against Korea, there simply wasn't anything
EarthForce. It had the added advantage of replacing
the Senate could do short of declaring war. Korea had
the Centauri toll for gate use with an Earth Alliance
the necessary infrastructure to support space
equivalent. Naturally, Earth Alliance favored nations
operations, and possessed interstellar friends in the
and organizations would receive priority and toll
form of the Belt Alliance and the Centauri Republic. It
discounts at the new gate. Less favored nations, like
simply was not possible to force Korea to join the
the Koreans, would….not.
Earth Alliance and Korea was going to retain its
This became painfully obvious when rising
interstellar membership despite the best efforts of
tensions with the Narn Regime finally flared into
the Senate and the Earth Alliance.
open combat in Y2219. In response to the Narn
The only remaining option was to finally lift all the
aggression, access to the Io gate by non-Earth
existing embargoes and take advantage of Korea's
Alliance members was limited in order to prioritize
credits. With the technology embargo removed, the
support for the growing conflict. When the Narn
Korean navy could now update the fleet to the latest
invaded Epsilon Indi V, access to the gate was all but
advances. To that end, Korean entered into a number
denied to any non-EarthForce units. Ultimately, the
of technology sharing contracts with various Earth
Narn forces were repelled with relative ease, but for
Alliance member nations. These contracts would
Korea, the reality that the Earth Alliance could
upgrade the Yi Sun-shin to cutting edge technology
effectively cut them off from the interstellar
in Y2223. A year later, in an audacious move, the
community was a painful and lasting message.
Korean's offered to buy an old Avenger-Beta Heavy
What was needed was a jump capable vessel,
Carrier hull that was designated for retirement from
specifically owned and operated by Korea.
EarthForce service. Amazingly, the Earth Alliance
Unfortunately, the Earth Alliance was unwilling to
Senate allowed the sale to go through amidst rumors
provide any assistance towards the development of a
of bribes and favors by the Koreans. Stripped of all
Korean built jump engine. Initial projections, based
proprietary technology and the jump engine, the hull
on Korean-only technical resources, determined that
was then towed to the Korean space station where it
a jump engine could be as far as a century away.
was outfitted with Korean technology and returned
Without some external aid, Korean access to
to service in Y2226 as the Jang Bogo heavy carrier.
hyperspace, and the universe at large, would remain
tied to the whims of the Earth Alliance. The Dilgar
Fortunately, the Centauri Republic, already willing With near global unity, the nations of Earth were
to sell the technology to the Earth Alliance, was content to carve out their own sphere of known
equally willing to work with their good and dear space without internal harassment and minimal
friends, the independent nation of Korea. The Earth intrigue. Unfortunately, this moment of peace would

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not last long. The Dilgar were on the move. into place. The free Balosian forces and the Republic
Korea and the Belt Alliance actually felt the impact of South Africa forces, both of which operated
first, when their trade races were attacked by the Centauri hulls, would be sent into Balosian space to
rampaging Dilgar. By the time the Earth Alliance show greater strength than the Dilgar believed the
chose to notice, the Dilgar were at war with several Balosian Free Navy could muster. When Dilgar forces
important League nations, such as the Abbai and were sent to crush this persistent annoyance, the
Drazi, and had conquered two others, the Alacan and rest of the fleet would spring an ambush and defeat
Balosian. them in detail. The combined Allied fleet would then
The Earth Alliance responded with increasingly quickly regroup and assault the weakened Dilgar
aggressive warnings, and a general mobilization of fleet at Balos directly.
EarthForce. The major non-Earth Alliance Terran The plan was overly complex, and unsurprisingly,
nations were asked to contribute forces to an failed in the face of the enemy. The Dilgar forces
expeditionary force in a personal request from the were present in larger numbers and greater strength
Earth Alliance president. Korea responded with a task than expected, and the operation to land forces on
force of eight ships, a sizable percentage of the total Balus was underway when the fleets engaged. The
active force, which included the one of kind Jang Balosian and South American forces were mauled in
Bogo heavy carrier and one of the two Haemosu the ensuing action. The remaining non-Earth Alliance
class Jump Cruisers. Terran forces were committed to the battle earlier
When the Dilgar invaded the bordering Markab than was planned. As a result, these forces took
Theocracy, the forces of Earth sprang into high gear. disproportionately heavier losses than EarthForce
Ships were ordered into motion, plans to intervene in forces, much of which had been held in reserve for
support of the Markab were issued and the Dilgar the strike on the main Dilgar fleet at Balus, causing
were warned once again that this was their last much acrimony amongst the surviving non-Earth
chance. Unfortunately, the Dilgar chose to treat the Alliance Terran forces.
warning as nothing more than an ongoing bluff and The Allied fleet was forced to withdraw by the
continued with their invasion. That was until Earth spirited Dilgar defense, leaving the assault echelons
Alliance ships, along with the expeditionary force, of the liberation forces on Balus. A hasty follow-up
showed up and opened fire. The Dilgar, taken by attack was made to take the system before the Dilgar
surprise, fled with relatively few losses. They realized could resume fortifications, but was repulsed.
that a fight this far from their own main supply Against the desires of virtually everyone involved,
facilities was a bad idea, and withdrew to their the Allied fleet decided it was imperative to retake
closest bases. the system at any cost, and the forces went in once
The Earth Expeditionary fleet followed, forced to more. The battle that followed broke the back of the
pursue when their Markab allies refused to stand Dilgar navy, and came close to doing the same to the
down and raced after the escaping Dilgar. The Allies. A new standard of ferocity was reached, with
somewhat out of control chase kept the Dilgar on Dilgar and Markab forces routinely ramming enemy
their collective heals, allowing for the relatively easy units when they could no longer effectively fight.
liberation of several League nations, which added The battle for Balus essentially forced Korea out
additional forces to the Allied fleet. However, the of the war. Of the eight ships committed, five were
pursuit also presented a number of logistical destroyed, including the priceless Haemosu Jump
problems, especially for the non-Earth Alliance Cruiser. The rest were damaged to one degree or
Terran nations. Korea, like the others, lacked even a another, with the Jang Bogo heavily so. Frustrated by
rudimentary supply force for their fleet. This forced the apparent use of their forces to buffer EarthForce
them to rely on EarthForce for resupply, which was forces, Korea withdrew for the remainder of the war,
already overtaxed by their own needs and that of the though they chose not to voice their grievances.
newly freed League units. Korean leadership rightly ascertained that by
But by keeping the pressure on the Dilgar, the keeping their mouths shut, Korea would be allowed
Allied forces prevented them from regaining their to reap the rewards of a victorious alliance.
balance. The Dilgar would not be brought to a Aftermath
decisive battle until the Balos system, which had
Their prudence would result in a windfall of
been heavily reinforced and fortified by the Dilgar.
technology. At the conclusion of the Dilgar War,
Rather than attempt to batter through the defense in
EarthForce was able to use Dilgar bolter and pulsar
an all out frontal assault, a complicated plan was put
technologies to develop true pulse weapon
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technology. This new series of weapons and much of to avoid any conflict with this new race. The word
the other captured Dilgar technology was shared was that the Earth Alliance had accidently started
amongst the Allies, including the Koreans. this particular war, so let them deal with it. Korea
Between Y2241 and Y2246, the Korean navy would simply stay out of the way and to that end
would conduct a massive fleet upgrade program, recalled her forces to Earth.
involving every fleet unit in service. Interestingly, Unfortunately, even as Korea’s forces returned to
very little of the fleet upgrade would include pulse Earth, the reality of just how powerful the Minbari
weapons, despite its overwhelming popularity across were was becoming apparent, as addition Earth
the galaxy. Only a variant of the Yi Sun-shin would Alliance systems fell. Alliance attempts to establish a
see a complete conversion to pulse technology. The dialogue, much less a peace offerings, were
remainder of the fleet would see refits dedicated to completely ignored. The Minbari just kept coming.
improved armor, sensors and the addition of the fast The League of Non-Aligned Worlds, along with
firing Class-R missile rack. the Centauri, offered sympathy, but would do
Despite the planned upgrades, Korean leaders nothing else, for fear of the Minbari. Surprisingly, it
recognized that the fleet was still a victim to low would fall to the Narn to sell weapons and technology
endurance and short range. To combat this in the to the beleaguered Earth Alliance. But it was tool
near term, several freighter hulls were purchased to little, too late.
serve as the nucleus of a fleet train, but the funds By now it was apparent that the Minbari would
were not available to allow specialized hulls to be not be differentiating between the Earth Alliance and
obtained for this purpose, yet. Korea. All humans would die. Now resigned to the
Part of the hold up was yet another wholesale war, Korea reach out to her more clandestine Raider
replacement of the fighter force. Following the war, friends. They provided some valuable intelligence as
EarthForce was forced to develop a new atmospheric to Minbari activities in and around Earth Alliance
capable fighter to replace the Delta-V's that had been space, but the total military aid they could provide
slaughtered by the Dilgar Thoruns. The result was was minimal.
the Valkyrie Medium Fighter. While not particularly As the war progressed, the Korean navy’s
popular within EarthForce, the Koreans saw the formerly slow moving refit program became a
Valkyrie as the perfect fit for their needs. Better still, maximum priority. However, there was only so much
the Earth Alliance was only to happy to sell the shipyard space, and a re-prioritization of the refit
Koreans as many as they wanted, even allowing program was thus required. By then its was painfully
them to begin licensed production. Overnight the obvious that the Minbari could not be stopped, so
entire Korean Delta-V force was replaced by the home defense was placed above all else. The
Valkyrie, though were the old Delta-V's ended up was peninsula defense grid was upgraded and vastly
never publicly stated. enhanced with the new Nopunde-A and B defense
The Minbari satellites, which introduced Korea's Laser/Pulse
Array technology. EarthForce was somewhat
Following the defeat of the Dilgar, the Earth
surprised at the appearance of this piece of advanced
Alliance enjoyed great influence with the League,
technology, but could hardly complain given the
and by virtue of its undamaged economy was well
circumstances. In fact, the situation was deemed so
positioned to help the galaxy rebuild. Korea
bad that EarthForce even allowed the fitting of the
benefitted from the economic boon and alien
new Heavy Laser Cannon to the Haemosu class Jump
goodwill as much as, if not more than, the Earth
Cruisers, in order to field as many of the new
Alliance. They parlayed their original alien contacts
weapons as quickly as possible.
and the general galaxy opinion that “Earth Alliance”
When the Minbari finally found the Sol system,
meant all humans to stay involved in the peaceful
they found the fleets of man massed to defend
expansion that followed. Korea, like all of Earth,
humanity's home. In a move of desperation, the
experienced a golden era of public contentment.
nations that were not part of the Earth Alliance were
Unfortunately, all good things must have an end.
convinced, for their own survival, to send large
Korea, along with most of the nations of Earth,
portions of their fleets to defend Io. EarthForce
discovered that they were at war when the Earth
Intelligence reasoned that Io would be an early
Alliance announced the loss of the Vega system to a
Minbari target due to the Jump Gate, and it was
relative unknown race called the Minbari.
hoped that the new ship classes would convince the
Korea’s response, beyond the moral outrage of
Minbari that humanity had new allies.
apparently being embroiled in yet another war, was

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Intelligence was correct in that Io was hit first, but Korean’s reached out to the Earth Alliance to solve a
they were sadly mistaken in their belief that the recurring problem. EarthForce assumed the Korean’s
Minbari might pause before opening fire. The Io would be looking to purchase another Avenger heavy
Defense Force was crushed, with only 2 Korean ships carrier hull to replace the one lost in the war. This
surviving the initial clash. The survivors were ignored request would be flatly denied, as EarthForce needed
by the Minbari fleet as it sped towards to Earth, and all the combat ships it could get. Instead, Korea
the Line. The Battle of the Line saw the bulk of the offered to buy a Cotten Long Range Tender hull.
remaining human combat forces massed to buy time Interestingly, EarthForce had just decided to write
for the final evacuation of a few more refugees. The one off rather than rebuild it. Suspicious as to the
Minbari were leisurely demolishing the last hope of timing, the Earth Alliance nevertheless agreed to sell
mankind, when suddenly and for no known reason, the hull, minus EarthForce hardware and the jump
they surrendered. The full story as to why has never engine. Korea took possession of the hull in Y2250
been released. and parked their new acquisition next to the
Aftermath-Take 2 Gojoseon station. But rather than begin the refit
process as expected, the Cotten deployed its dry
After the devastation of the Earth-Minbari War,
dock modules, and together with the station began
the Korean navy, like must of humanity’s navies, was
construction of a large, new capital-class hull.
forced to rebuild. The entire fleet, except for a couple
EarthForce Intelligence observed the subsequent
of ships, had been destroyed in the battles of Io and
construction carefully and quickly determined that
the Line. Fortunately, most of Korea’s industrial
the new hull would be a new class of warship.
capacity was Earth side or in near Earth orbit and was
It would take two years, but upon completion the
not destroyed when the Minbari flattened nearly
Oryonggeo class heavy cruiser would be the pride of
everything in system.
the new Korean fleet. More importantly, the new
Since the infrastructure was already in place, it
cruiser was equipped with the first Korean designed
was decided that a small core of replacements would
jump engine, a feat made possible by the relaxation
be built based on the existing designs. However, a
of trade barriers with the Earth Alliance following the
new series of designs were already in place to bring
Dilgar War.
the Korean navy up to current technology. Once the
With the completion of the first Oryonggeo, the
fleet was brought back to a minimum strength, work
Koreans would finally upgrade the Cotten for fleet
began on converting the infrastructure to the new
service, while the Gojoseon station began
design. Unfortunately, with a smaller economy and
construction of the next heavy cruiser. Also equipped
fewer resources, Korea would be forced to rebuild at
with a Korean jump engine, the rebuilt Cotten would
slower pace than the Earth Alliance. The loss of
be commissioned as the Yu Gwan-sun.
economic power relative to the Earth Alliance would
set back Korean influence, but there was little option. Time of Troubles
The new patrol ship was the first priority, and the Following the close call mankind had just
easiest of the new ships to build since it would suffered, the Earth Alliance began the Babylon
operate in the close proximity to Earth. The resulting Project. It was hoped that by building a station, the
Janggeom class cutter improved on the Kobukson Alliance would prevent or defuse problems and
class mission by offering a larger shuttle inventory, create new allies. Despite the best intentions, the
modern armor and a more flexible armament in the Babylon Station proved to be a difficult task and
form of a nose mounted laser/pulse array. ultimately required the aid of the Minbari, Centauri
A year later, the Goguryeo class armored cruiser and the League of Non-Aligned Worlds. In order to
would appear. Unsurprisingly, the Goguryeo class remain directly involved in interstellar activity,
would serve in the exact same role as the earlier Korean remained a steady, but small, contributor
Yi Sun-shin class. What was interesting, was the throughout the entirety of the project. Unfortunately,
basic design shape, which was very similar to the Korea would reap little benefit from the station for
Brakiri Ikorta class assault cruiser. While not exactly once Babylon 5 went online, the Earth Alliance
the same it was clear that Korea had benefitted from entered what became known as the Time of
a little foreign design aid. Like the Janggeom class, Troubles.
the new design benefitted from modern armor and This period included the Martian revolts, the
the flexibility of a pair of laser/pulse arrays. Shadow War and the Earth Alliance Civil War. Along
With its new fleet under construction, the with most of the colony worlds of the Earth Alliance,

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the Koreans stayed away from the Martian revolt and cash payments, as well as access to new technology
were almost completely unaware of the opening acts resulting from the backward engineering of
of the Shadow War. However, during the Earth Interstellar Alliance technology.
Alliance Civil War, the Koreans, along with the other With cash in hand, and the aid of the Interstellar
independent nations and the Belt Alliance, were Alliance, Korea set about rebuilding its Navy. Once
ordered by President Clark to stand down and again, initial production priority would be given to the
surrender to Loyalist Forces. light ships, most of which had been destroyed during
Unsurprisingly, all refused. Unfortunately, Clark the initial take over and subsequent action during the
already had forces positioned for this expected Civil War. Therefore, production of the Janggeom
response. Under presidential order, EarthForce class cutter and the Goguryeo class armored cruiser
launched a series of synchronized assaults on the was prioritized.
independent nations in an effort to seize their assets However, this time there would be a few changes.
and prevent their use against the Clark regime. Throughout its history, the Korean Space Navy had
The Korean forces were largely caught relied on a few classes of vessels to provide defense
unprepared for so bold an act and the surprised of the peninsula, and yet, time and time again, had
nation was badly mauled, with her ground forces found itself fighting in deep space, far from Earth.
overwhelmed in less than a month. Korean space Without the benefit of the specialty vessels routinely
forces, by virtue of having more room to run, faired a deployed by regular navies, the Korean fleets had
little better. Roughly half of Korea's ships escaped, by been forced to rely on allied vessels or fight at a
virtue of the jump capable Yu Gwan-sun Tender and significant disadvantage. Going forward, this
the Oryonggeo Heavy Cruisers. Those that could not disadvantage would no longer be accepted, and to
were either destroyed while resisting Clark’s initial address these issues a number of variants were
attack or were scrapped once anything of value had inserted into the construction program. These
been stripped from their hulls. The Osat defense grid variants included a small carrier (Dalnim class) and a
was completely destroyed and the Gojoseon station light ELINT ship (Haenim class) based on the
converted into a Nightwatch facility to literally Goguryeo class and a true combat frigate (Yongwang
oversee the Korean population. class) based on the Janggeom class.
The surviving Korean ships would join the rebel Finally, the entire surviving fighter force would
coalition, and see limited action during the Shadow once again be replaced in total with the replacement
War and during the closing acts of the Earth Alliance of the Valkyrie by the new Sabre export fighter. The
Civil War. The survivors were particularly active in the change over did not represent a particularly big
liberation of Earth. impact given the fact that most of the Korean
Aftermath-Take 3 Valkyrie’s had been lost or absorbed into the
EarthForce ranks during the Civil War.
Following the liberation of Earth, Korea once
again found itself having to rebuild its fleet. Roughly A New Age
two-thirds of its forces had been destroyed, and this Despite the presence of the Interstellar Alliance
time much of her military infrastructure had also and it Whitestar Fleet, peace remained as elusive as
been destroyed or dismantled during the Clark ever. The Interstellar Alliance-Centauri War was first,
Regime. and while the forces of Earth did nothing beyond
However, thanks to their contributions towards patrolling and guard duty, encounters in deep space
the liberation of Earth, Korea, along with the other did take place. Korean forces were involved in a few
independent nations of Earth, would be allowed to minor skirmish’s with Centauri forces when caught
join the Interstellar Alliance. Though not afforded the between borders.
complete benefits of an independent race, they were The Telepath War was yet another internal
considered participating members of the Earth conflict amongst humans. Korea’s more open
Alliance contingent. As such, they were granted the acceptance of telepaths and its resistance to Psi
same advantages as the Earth Alliance. Corps activities within its borders, made Korea a
In the short term, this amounted to economic aid haven for rogue telepaths. And while the Earth
towards rebuilding. In addition, Korea sued the Earth Alliance remained scrupulously clean when it came to
Alliance for damages inflicted by the Earth Alliance public interference with Korea’s telepath policy, the
during Clark’s rule. Despite some grumbling, the same could not be said for its clandestine operations
Earth Alliance agreed to a settlement that included on Korean soil.

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The Drakh War began with a devastating attack
on Earth. Korean forces once again operated in close
proximity with EarthForce vessels to stop the Drakh,
and their Shadow Planet Killer, from destroying the
Earth. Unfortunately, the combined forces of Earth
were unable to stop a secondary assault, which
released a nano-technology plague on the planet.
Despite the poisoning of Earth, the Earth Alliance,
in conjunction with Korea and the other independent
nations of Earth retained the strength to continue
harrying the Drakh forces until their ultimate defeat
at the hands of the Interstellar Alliance and Centauri.
During this time, Korean forces were largely tasked
with the planetary quarantine of Earth, off-loading
these duties from EarthForce, and freeing those
forces to continue pressing the Drakh.
Essentially in command of the orbital forces in
and around Earth, Korea found its command and
control resources taxed to new levels. Despite the aid
of their Gojoseon station, the Korean capacity for
command and control was overwhelmed, especially
for those forces on the far side of the planet, opposite
the station. Fortunately, an answer was already in
the works. With the help of the Earth Alliance,
scientists were finally able to backward engineer a
piece of Minbari technology provided under the
auspices of Interstellar Alliance membership. In
Y2268, a Oryonggeo class heavy cruiser was
equipped with a Minbari derived command and
control system. Renamed the Chiha Yo Changgun
class Command Cruiser, the new vessel went a long
way to resolving the command and control problem.
The Future
Since the Drakh incursion, Korea has continued to
grow in strength and influence, and there is no
current reason to expect this to stop anytime soon. A
new generation of Korean ships will undoubtably
take their place among the stars and if history
remains consistent, the Koreans will go about it just a
little bit differently then everyone else.

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needed was logistically untenable given their deep
Chapter 3: space operations. Only the Republic of Korea would
explore the full range of chemical lasers, as their fleet
Technology operations were largely restricted to Earth local
In the early years of their space program, the space.
Koreans were forced to essentially start from scratch Critical Hits: Use the normal hit chart. In
due to their unwillingness to join the Earth Alliance. addition, if the roll is greater than 18, subtract 18 and
In response to Korean independence, the Earth mark that many boxes of ammo (of the owning
Alliance Senate embargoed the transfer and sales of player's choice) destroyed. In addition, mark that
those technologies necessary for modern space many structure boxes to the section that laser is
operation. This included, compact, high performance attached as result of an unconstrained chemical
fusion reactors, the latest high energy weapons and explosion. For example, on a modified roll of 21,
large scale space architecture. three boxes of ammunition and three structure boxes
This forced the Koreans to play catch up in terms are lost.
of technology and restricted their initial designs to
smaller ships with weapon mixes that were both low
power and easily produced. It also emboldened the
Light Chemical Laser
Koreans to seek aid elsewhere, namely the Belt Class: Laser Mode: Rake (8)
Alliance, the Centauri and the Brakiri. The original chemical laser, the Light Chemical
However, when the embargoes were lifted, Korea Laser was used by the earliest Belt Alliance and
wasted little time in acquiring more advanced Raider ships at a time when space rated fusion power
technology and responded with improved ships systems were limited to the most affluent nations,
designs. By the time of Babylon 5, Korean technology and then only for military application. With
was equal to that of the Earth Alliance. performance roughly similar to the Light Laser, the
Light Chemical Laser uses one-third the power while
generating a beam of nearly equal intensity.
Chemical Laser Standard reactant load out allowed for twenty-four
Weapons shots before reloading was required.
A chemical laser is powered by an energetic
chemical reaction. This removes the necessity of Medium Chemical Laser
generating and storing the large amount of electrical Class: Laser Mode: Rake (8)
energy, which is used to power modern high-energy While other races abandoned the chemical laser
lasers. This makes the chemical laser system easy to series, the Koreans felt their advantages outweighed
power, but limits their use to the supply of chemical their disadvantages. Thus, their initial ships designs
reagents carried. In addition, the overall quality of left plenty of growth room for larger chemical laser
the lazing effect is less precise than that of high designs. The resulting Medium Chemical Laser was
energy laser, resulting in a slight reduction in beam therefore easily installed and would become the
density. primary weapon of the first generation Korean fleet.
In game terms, the Chemical Laser series of Standard reactant load out allowed for sixteen shots
weapons are treated as laser class weapons that before reloading was required.
operate in raking mode. The raking damage is limited
to 8 points rather than the more typical 10 points and
their resulting damage is more variable than their
Heavy Chemical Laser
standard laser cousins. Their primary advantage is a Class: Laser Mode: Rake (8)
very low power cost. Even the largest examples of The Heavy Chemical Laser was the final evolution
these weapons use very little power. The primary of the chemical laser series. Installed only on the
disadvantage is the finite supply of chemical reactant Haemosu class Jump Cruiser, this weapon utilized the
that generates the laser beam, resulting in a targeting system from the Belt Alliance Heavy Blast
“ammunition” limit. Cannon. This made the Heavy Chemical Laser one of
The Belt Alliance and the earliest Raiders used the the longest ranged weapons in the human arsenal.
basic Light Chemical Laser, and then only for a short Ultimately supplanted by the Heavy Laser Cannon,
period of time. They both realized that resupply and its reagent storage was sufficient for eight shots.
storage of the relatively rare and volatile chemicals

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TECHNOLOGY 3
allocations are determined (i.e., at the same time you
Laser Weapons are choosing targets for your guns). The mode in
Just prior to the Dilgar War, the Koreans finally which it was used during the previous shot doesn't
began to produce their own lightweight, high affect the current shot, so you could---for example---
capacity fusion reactors. The addition of these use it in pulse mode every time it fired during the
reactors made it possible to finally transition away scenario.
from the chemical laser series and move to the The medium laser and medium pulse cannon
standard laser equivalents. modes have different rates of fire (1 per 3 turns and
1 per 2 turns, respectively). The time requirement
Medium Laser before the next shot can be taken is based on the
Class: Laser Mode: Rake next mode used (it has no bearing on the previous
Given their late start, Korea skipped the Light type of shot). For example, if fired on turn 1 in either
mode, it could fire again on turn 3 in pulse mode, but
Laser Cannon completely and deployed the Medium
could not be used as a laser until turn 4.
Laser Cannon as the new primary heavy weapon just
prior to the Dilgar War. It replaced nearly every
Medium Chemical Laser and Medium Blast Cannon Heavy Laser/Pulse Array
on the first generation of Korean warships. The Class: Laser, Particle
Korean preference for the Medium Laser Cannon was Mode: Rake, Sustained, Pulse
almost pathological, and it remained a primary This is the obvious extension of Laser/Pulse Array
weapon in the second generation Korean fleet, technology, enlarged to the heaviest possible version
though as a part of the Laser/Pulse Array. of this versatile weapon class. It is very rare and
difficult to maintain, and currently only appears on
Heavy Laser the EarthForce Omega-Gamma class Command
Class: Laser Mode: Rake, Sustained Destroyer and the Korean Chiha Yo Changgun class
The Heavy Laser Cannon was added to the Command Cruiser.
Korean fleet at the same time as it was to the Earth Except for its basic statistics, it can be treated the
Alliance; during the Earth-Minbari War. In order to same as a normal Laser/Pulse Array for all rules
mount as many of the new weapons as quickly as (including critical hits).
possible, EarthForce agreed to equip the Haemosu If it fires in laser mode, it can use sustained fire.
class Jump Cruisers with the new weapon. The However, it must observe the usual cool down period
Heavy Laser Cannon would also be included in the associated with this mode, which will also delay its
new Oryonggeo class Heavy Cruiser. Interestingly, use as a pulse weapon until the cooling time has
the total service life of the Heavy Laser Cannon with expired.
the Korean Navy was only twenty years.
Blast Cannon
Laser/Pulse Array Weapons
Class: Laser, Particle Mode: Rake, Pulse These are one of the earliest known matter
The Laser/Pulse Array was developed by weapons and were originally developed for use
EarthForce to combine the capabilities of the laser against Raider ships and fighters, but today are
with the new pulse technology developed from the rarely used. The Koreans purchased the technology
Dilgar War into one weapon, thereby increasing the from the Belt Alliance, and used the Light Blast
flexibility of a ship accordingly. Introduced on the Cannon as its primary light weapon for its first
EarthForce Nova-Beta in Y2242, the new weapon generation fleet. They also used the Medium Blast
caught and held the attention of Korean Admiralty. Cannon on a number of its upgraded first generation
They wasted no time in developing their own version ships before abandoning the technology completely
of this new weapon and deploying it as the primary for more modern weapons. Unlike the Belt Alliance,
weapon for their post Earth-Minbari War, second the Korean Navy never deployed the Heavy Blast
generation fleet. Cannon.
The laser/pulse array can fire as either a medium The blast cannon series is much like a ship-
laser or a medium pulse cannon (but not both at the mounted shotgun, firing a cluster of "bullets"
same time). This decision is made when weapons fire towards a nearby target. The spread of the shot is

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not wide enough to strike multiple units, but scores Light Particle Beam
damage using the pulse rules. As with the pulse
cannon, the accuracy of the shot can provide a bonus Class: Particle Mode: Standard
to the volley count roll. However, blast cannons are This was the first ship based particle weapon
not as advanced as the pulse cannon, possessing a deployed by the Koreans, replacing the Light Blast
grouping range of + 1 per 5. Cannon. Never particularly popular, Korean captains
One of the primary disadvantages of these were convinced that the reduced range of the Light
weapons is that their ammunition must be Particle Beam, when compared to the Light Blast
specifically constructed for the launcher. Thus, an Cannon, was not sufficiently balanced by the newer
ammunition track is required (and if the gun is weapon’s improved anti-fighter and intercept
destroyed, so is its ammo). In most scenarios, abilities.
running out of ammo will not be a problem, although
it could be troublesome in a campaign. Some Standard Particle Beam
scenarios might specify that launchers on a given Class: Particle Mode: Standard
ship begin play partially empty. There is no cost for The much improved replacement for the Light
basic blast cannon ammunition. Particle Beam, the Korean’s wasted little time in
Critical Hits: Use the normal hit chart. In rolling out the new weapon to the entire fleet. First
addition, if the roll is greater than 18, subtract 18 and deployed in Y2185, the Standard Particle Beam
mark that many boxes of ammo (of the owning remains the Korean’s primary light weapon.
player's choice) destroyed. For example, on a
modified roll of 21, three boxes of ammunition are
lost. Gatling Gun
Class: Particle Mode: Standard
Light Blast Cannon Despite its projectile based nature, the Gatling
Gun is not a matter weapon. The shells fired lack the
Class: Matter Mode: Pulse
velocity of true matter weapon, thus relegating the
The Light Blast Cannon was the first weapon
Gatling Gun to the particle class. Short ranged,
developed in the blast cannon series and is
constrained by ammunition, the Gatling Gun would
essentially an anti-fighter weapon. However, thanks
be quickly replaced by the Ultralight Particle Beam.
to its armor piercing attribute, the Light Blast Cannon
remains somewhat useful against larger ships.
Ultralight Particle Beam
Medium Blast Cannon Class: Particle Mode: Standard
This weak fighter-mounted weapon is a low-tech
Class: Matter Mode: Pulse
device installed on the Korean’s Delta-V fighters. Its
The Medium Blast Cannon, or more simply Blast
primary advantages were its low cost and
Cannon, was a heavy gun for the first generation
maintainability. Among fighter weapons it is one of
Korean fleet. The Medium Blast Cannon is much like
the least powerful, however.
the light version, but is more powerful and has a
much higher damage yield. The ammunition it uses is
of a different size and composition, and cannot be Pulse Weapons
exchanged with the ammo used by other types of Pulse cannons are an advanced form of the more
cannons. basic Dilgar pulsar weapons and are currently used
by several races. A pulse weapon launches a series of
Particle Weapons six rapid bursts each time it fires. When it hits, a
number of these pulses impact the target, doing
These are one of the most basic and common
damage to several systems.
weapon types. The Koreans use particle weapons for
The introduction of these weapons by the various
their lighter, support weapons, for anti-fighter work
race’s to their post-Dilgar War fleets was prolific.
and for their fighter weapons.
Despite this, the Koreans did not embrace the new
In general, particle weapons have no special
weapon. Some upgrades were made, but the
damage procedures or abilities. However, they often
Medium Laser and Standard Particle Beam remained
cause damage in standard mode, meaning they can
the preferred weapon combination of the fleet. Even
cause significant damage to a single system on a hit.

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the post Earth-Minbari War generation of vessels The missile rack’s only redeeming quality was its
only used pulse weapons by virtue of their inclusion cheapness to construct and its low technology and
with the Laser/Pulse Array series of weapons. The maintenance needs.
exception being the Yongwang class Attack Frigate As there was no automated missile-reload
variant. system, any reload of the Class-GO required an EVA
by space-suited individuals. As such, the missile
Light Pulse Cannon usually loaded into the Class-GO was the Light
(Type-D) missile. While it was technically feasible to
Class: Particle Mode: Pulse equip the Class-GO with the heavier Basic (Type-B)
The Light Pulse Cannon is the weakest of the missile it was rarely done. Instead the move was
pulse weapons, used normally in an anti-fighter role. made to the larger and more capable missile racks.
Though its damage yield is very low, its ability to fire
rapidly makes it a capable defensive weapon. Only
the pulse variant of the Yi Sun-shin ever carried this Class-O Missile Rack
weapon in action. The origins of the modern missile rack began with
the introduction of the Class-O missile rack. Unlike
the earlier Class-GO, the Class-O was equipped with
Medium Pulse Cannon dedicated targeting electronics, improving the
Class: Particle Mode: Pulse accuracy of any missiles launched from the rack. In
The Medium Pulse Cannon, usually called simply addition, an enlarged ammunition bin, with an
the Pulse Cannon is a medium-strength version of automated reload system was also included. Despite
the typical pulse gun. The most widely deployed this, the Class-O had a launch rate that was no better
pulse cannon by the Koreans, its use was reduced to than the Class-GO it replaced.
a single variant class after the Earth-Minbari War,
replaced by the more flexible Laser/Pulse Array.
Class-SO Missile Rack
The Class-SO missile rack improved on the
Uni-Pulse Cannon primary weakness of the Class-O rack, namely firing
Class: Particle Mode: Standard rate. This significantly improved the performance of
The Uni-Pulse Cannon was the primary weapon of missile armed ships and counted the current
the second generation of Korean fighters, including generation of energy weapons.
the Valkyrie and Sabre fighters and the Hades
Assault Shuttle. Although it is a pulse weapon, it fires Class-S Missile Rack
only one shot. The Class-S missile rack was an evolutionary
improvement of the Class-SO rack. It offered a larger
Ballistic Weapons - ammunition magazine and a slightly improved
targeting system, but failed to introduce any other
Missiles significant improvements.
The Koreans deployed a number of missiles and
missiles racks during the development of their first Class-R Missile Rack
generation fleet. Despite this, the Koreans
This "rapid-fire" missile rack has two missile tubes
abandoned missile weapons for their second
instead of one, and can fire up to one missile per turn
generation of fleet vessels, even as the Earth Alliance
instead of Class-S rack’s one every other turn. Two
returned to their use.
missiles in a single turn is not possible due to the
alternating nature of the rack.
Class-GO Missile Rack The main disadvantage of the Class-R missile rack
One of the most basic and low cost missile is an increased vulnerability to magazine hits (due to
launching systems, the Class-GO Missile Rack the double connection to the magazine itself).
consisted of little more than a basic frame work Magazine criticals are scored against this rack on a
system, housing four missiles and the bare minimum natural “19” or “20.”
of electronics. The electronics provided no targeting
data and was only capable of cuing the missile’s own
guidance package towards the target before launch.

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Missiles Long-Range Missile (L): The opposite of a


heavy missile, these traded warhead strength for
Korea deployed several missile types before
increased propulsion. Coupled with a Class-L rack,
abandoning missile technology in their second
long-range missiles could be launched at targets at
generation fleet. They are described as follows:
ranges almost equaling those of the Ion Torpedo or
Basic Missile (B): This is the standard missile.
Energy Mine.
Unless otherwise specified, racks have only this type.
Chaff Missile (C): This missile does no damage,
but instead creates a thick cloud of metallic particles Fighter Missiles
in front of the target. Any non-ballistic weapons fire Korea deployed two fighters that were capable of
from that unit at any target on the same turn is using missiles, the Valkyrie and the Sabre. Given the
reduced by the chaff missile's intercept rating of -3. limited size of the Korean fleet and the desire to
After that turn is over, the chaff disperses and has no maximize firepower, Korean Admirals rarely deployed
further effect. Multiple chaff missiles from the same fighters without their missiles.
unit at the same target are not cumulative. Chaff Most fighter missiles, like their larger cousins,
missiles count as having a warhead strength of 0 also provide an additional +3 bonus to hit. Any
points for purposes of magazine criticals. variation due to different fighter missile types is
Light Missile (D): The light missile is similar to described below. Unless noted otherwise, fighter
the basic missile, but scores only twelve points of missiles cannot be loaded on ships, or vice versa.
standard mode damage on a hit, not twenty. While Basic Missiles (Class-FB): Fighters use a
this seems weak by today's standards, it could be standardized missile referred to as the basic fighter
effective against lightly armored ships, and costs missile. This has a launch range of 10 (distance range
only about a third as much to build as a basic missile 30) and scores 10 points of damage when it hits. The
(a fact which will have meaning only in a campaign). basic fighter missile costs 8 points per missile.
Flash Missile (F): This missile scores the same Dogfight Missiles (Class-FY): This small
damage as a normal missile, but does so in flash missile was designed for use in dogfights. Its damage
mode. Missiles of this type are excellent against yield is weak, but as its intended target is the light
flights of fighters, as the flash scores collateral fighters typically deployed by Raiders, this is not a
damage against all other fighters in the flight. significant drawback.
Heavy Missile (H): These missiles trade The Class-Y missile can be used on regular missile
propulsion for an enlarged warhead. They are so fighters such as the Thunderbolt and Badger, but
short-ranged as to be all but useless in battle, though using the lighter ordnance does not allow such
ships with Class-L racks find them quite powerful. If fighters to carry more of them. Class-Y missiles
used on a fighter-sized target (including super-heavy replace basic missiles only on a one-for-one basis. In
fighters), they suffer a -3 penalty to hit. addition, they have a lower launch range (8 hexes)
Jammer Missile (J): Another example of and score less damage (6 points) than the basic type.
superior ballistic technology, the Type-J missile was They are also cheaper, costing only 2 Combat Points.
designed to operate as an impromptu defensive Despite these disadvantages, the dogfight missile
ELINT unit. It is a proximity weapon, launched at a has one advantage over heavier missiles: it can be
hex instead of a ship or fighter. Use the proximity snap-fired. To use this option, the launching fighter
rules to handle launch of the jammer missile, except must be at range zero to an enemy target (either a
that it does not scatter. Upon arriving in the target fighter or ship). The missile simply fires directly
hex, it emits a burst of sensor static, which produces forward with no attempt to lock onto or seek its
the effect of 2 points of blanket ELINT protection for objective. It is not launched during the usual ballistic
all units (even enemy units) within 5 hexes in all fire step of the Combat Sequence, but instead is fired
directions. Note that this cannot be combined with like a non-ballistic weapon (in addition to any other
other blanket protection effects from nearby scouts weapons the fighter has). It rolls to-hit directly
or other jammer missiles! against the defense rating of the target with a bonus
The jammer missile is very expensive, and since it of +4 to hit. It is not affected by any sort of EW,
burns out at the end of the turn it is used, its utility is offensive bonus, range, jamming, or shields when
limited. However, a fleet without a scout may find launched in this way. It is, however, vulnerable to
these a cheap alternative to an expensive ELINT unit, jinking as well as defensive fire.
even if bought in quantity.

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etc., something the first generation Korean fleet
Chapter 4: never possessed.
Finally, all of Korea’s design efforts to date have
Military been in direct support of their military and patrol
The Korean navy’s mission statement has always missions. Support mission demands have been met
been to provide patrol and protection of Korean with vessels purchased from the Earth Alliance or
interests. Originally, this meant the space directly with the use of ad hoc civilian hulls.
over the Korean peninsula and Korean interests in
the asteroid fields. However, with the introduction of
hyperspace, this mission was expanded to include Kobukson Patrol Ship
extra-solar activities and trade protection. Base Hull (Unlimited Deployment)
Despite relatively modern technology and a full Deployed at the same time as the Yi Sun-shin
range of starship designs, the Korean navy has never Corvette, the Kobukson Patrol Ship was named for
been particularly large. Whether constrained by the the “turtle” ship, which was designed by Admiral
economic limits of their country or their limited Yi Sun-shin and was one of the first ironclad warships
mission needs, the Korean fleet has never totaled of ancient Earth. These ships played a significant part
more than a few dozen ships and as many fighter in the war against Japanese invaders during the late
squadrons. 1590's.
And yet, the Korean navy has participated in The Kobukson was intended to be the Korean’s
several skirmishes, three wars and a civil war. It has contribution to Quarantine Command and was
been rebuilt from scratch once and been severely essentially a smaller Yi Sun-shin with one major
weakened twice. Several Korean captains and exception, a large (for the day) shuttle bay. The
commanders are as battle tested as any of their shuttle bay would initially house a large shuttle
EarthForce brethren. contingent, but would later include old Centauri
assault shuttles, and later, Earth Alliance designed
assault shuttles and breaching pods.
Starships & The Kobukson would see three upgrades to its
weapons, armor and sensors during its lifetime. The
Fighters class would be essentially obliterated at the Battle of
The Korean navy has relied on two generations of the Line, with the exception of one lone survivor. A
vessels since its inception. The first generation few would be built following the war, but the class
carried the Koreans into space and by virtue of a was soon replaced by a more modern design.
series of regular upgrades, through the Earth-
Minbari War. Initially these ships were lightly Yi Sun-shin Corvette
armored, had poor sensors and were equipped with
Base Hull (Unlimited Deployment)
low technology, low power weapons. In order to keep
The Yi Sun-shin Corvette was named for a Korean
up with EarthForce and other organizations these
admiral of the late sixteenth century, considered by
ships would see multiple refits throughout their
many military historians to be one of the best military
lifetime. So while the basic design of these ships
leaders of his time. As suggested by the name, the
remained unchanged, their capabilities would
Yi Sun-shin class would be the main combat element
continue to improve throughout their lives. A sizable
of the Korean fleet.
percentage of the fleet would be destroyed during
Initially equipped with light, low-tech weapons,
the Dilgar War. The entirety of the fleet would be
the Yi Sun-shin would see no less than four upgrades
essentially destroyed at the Battle of the Line.
and the addition of one variant. These upgrades
Rather than rebuild around these first generation
would see to the continuous improvement of their
vessels, the Koreans chose to introduce a second
weapons, armor and sensors, keeping the
generation of vessels. These units would benefit Yi Sun-shin a viable combatant throughout its
from the latest in technology and can be considered operational lifetime.
equal to their modern contemporaries, though Every active member of the class was destroyed
probably a bit undersized. This second generation of at the Battle of the Line, the culmination of the Earth-
ships would also see the first real use of hull variants. Minbari War. Following the war, the Koreans chose to
Like most races, these variants tended involve the develop a new class of combat ship, relegating the
creation of specialized units like ELINT, small carriers, Yi Sun-shin to the history books.

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4 STARSHIPS and FIGHTERS

Yi Sun-shin-P Pulse Gojoseon Space Station


Corvette Unique Hull (Only 1 Exists)
Based on an Earth Alliance Orion-Beta Space
Uncommon Yi Sun-shin Variant
Station, the Gojoseon station was completed with all
A derivative of Yi Sun-shin, this variant class was
Korean technology. Named for the first Korean
converted to pulse technology in Y2241. It was an all
kingdom, the new space station would create a
or nothing update, which saw its entire energy
permanent Korean presence in Earth orbit and
weapon package replaced with a combination of
facilitate the construction of larger and more
medium and light pulse cannons. The pulse
advanced hulls. One of the few survivors of the
technology was a break from the laser first attitude of
Earth-Minbari War, the station has only been
the Korean navy, and the new corvette variant was
upgraded once to date.
never particularly popular. This, despite the
overwhelming popularity of pulse weapons
throughout the rest of the universe. Haemosu Jump Cruiser
Base Hull (Restricted Deployment-10%)
Yi Song-gye Cruiser The Haemosu Jump Cruiser was named for a
Korean sun deity who rode a chariot as he ascended
Base Hull (Limited Deployment - 33%)
and descended from the heavens each day. The
Named to honor the general who founded the
Haemosu possessed a jump engine purchased from
Yi dynasty, and who moved the national capital to
the Centauri, a squadron of fighters and, thanks to
Seoul, the Yi Song-gye Cruiser was Korea’s entry into
some help from the Belt Alliance, one of the longest
the field of capital class hull construction.
ranged weapons to date, the Heavy Chemical Laser.
Though undersized and somewhat clumsy, the
Only a very few ever existed, and they were
Yi Song-gye still possessed a powerful mix of
carefully hoarded by the Korean Admiralty. Updated
chemical lasers, blast cannons and missiles. These
only once before the Earth-Minbari War, one would
weapons would be improved during the service life of
survive the war by jumping out of battle when it
the cruiser by virtue of two major upgrades, both of
appeared that all hope was lost. Following the war,
which occurred before the Earth-Minbari War. Only a
she would spend her remaining days acting as
handful were built and none survived the war with
Korea’s jump gate, never leaving her orbit above
the Minbari, all being destroyed at the Battle of the
Earth. Instead of purchasing additional jump engines
Line. Following the war, Korean engineers chose to
from the Centauri, the Koreans came to an
place a new design into service, and no additional
agreement with the Earth Alliance for aid in the
Yi Song-gye Cruisers would be built.
development of their own jump engine, which would
be installed in a new cruiser design.
Nopunde Orbital
Satellite Jang Bogo Carrier
Base Hull (Unlimited Deployment) Unique Hull (Only 1 Exists)
The Nopunde series of orbital satellites was Prior to the Dilgar War, the Koreans purchased an
named for the mythical castle of Nopunde, whose Avenger heavy carrier hull from the Earth Alliance.
then awesome height made the castle seemingly Delivered without weapons or a jump engine, the
invulnerable. new carrier was equipped with all Korean systems.
The Nopunde orbital satellites come in two forms. The empty space formerly devoted to the jump
The “A” series, which is missile armed and a “B” engine was used to increase the primary hanger,
version, which is armed with a laser system. allowing for the additional of an assault shuttle force.
Compared to most races’ defense grid satellites, the The new carrier was named Jang Bogo after a
Nopunde series of orbital satellites are undersized, powerful maritime figure who, for several decades,
but easy to make, easy to update and, typically, easy effectively controlled the West Sea. Completed in
to support. Two upgrades have thus far been applied Y2226, the Jang Bogo would allow the Korean navy
to these satellites, resulting in a much more capable to finally mass fighters away from Earth orbit.
defense grid. Never updated beyond her initial condition, she
would be destroyed at the Battle of the Line, after her
fighter group was obliterated by the Minbari.

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Janggeom Cutter Equipped with laser/pulse array’s, a single heavy
laser, a heavy standard particle beam battery and a
Base Hull (Unlimited Deployment) squadron of fighters, the Oryonggeo is a match for
Janggeom literally means "Admiral's Sword” and many other races’ primary cruisers. To achieve all of
while it does not literally represent the twin swords of this came at an enormous cost, limiting the number
Admiral Yi Sun-shin, the legacy of the next of heavy cruisers that could be constructed.
generation of the Korean Space Navy was clearly
maintained.
Introduced following the Earth-Minbari War, the Yu Gwan-sun Tender
Janggeom Cutter was, simply put, a better version of Unique Hull (Only 1 Exists)
the earlier Kobukson Patrol Ship. A larger shuttle bay In Y2250, the Korean Navy purchased an
gave the Janggeom more coverage, while the EarthForce Cotten Long Range Tender. Rebuilt with
weapon systems were made more flexible. Survival Korean systems and a Korean jump engine, the
factors like armor, sensors and sensor cross section Yu Gwan-sun Tender would finally provide the
were all improved, and the best features of the Korean Navy with a purpose built support unit for
earlier Kobukson retained. Korean Admiralty was prolonged, long range deployment.
very pleased with the result. Named for a student and organizer against the
Japanese colonial rule of Korea in the late 1920’s and
Goguryeo Armored considered by many as the Korean Joan of Arc, the
Yu Gwan-sun would successfully escape the initial
Cruiser assault by Clark’s forces and find its way to the rebel
Base Hull (Unlimited Deployment) coalition. There, her shipyard modules would prove
Named for a type of armor made of little steel invaluable supporting the various EarthForce ships
plates woven together to make a flexible shirt, that chose to side with Sheridan against the Clark
Korea’s new heavy combat ship shared a remarkable regime.
resemblance to the Brakiri Ikorta Assault Cruiser. Its
design may well have benefitted from Brakiri aid Dalnim Carrier
since the hull would see several variations, all of
Uncommon Goguryeo Variant
which the Ikorta had already seen. Despite the
The appearance of the Dalnim Carrier convinced
speculation, neither the Brakiri or the Koreans have
all interested parties that the Koreans had contacted
said anything.
the Brakiri and gained some valuable design
Armed with a pair of laser/pulse arrays and the
guidance. Named for the moon in Korean mythology,
usual standard particle beam fit, the Goguryeo is
and sister of the sun, Haenim, the new carrier was
quite well armored and reasonably maneuverable.
again, remarkably similar to the Brakiri carrier variant
Interestingly, the ship was designed to carry two
of the Ikorta.
breaching pods though they were rarely carried,
By downgrading the Goguryeo’s laser/pulse
usually replaced by two more standard shuttles.
arrays to Medium Pulse Cannons, dropping the
breaching pods and reducing the reactor size, the
Oryonggeo Heavy Korean engineers found enough space for a full
Cruiser squadron of fighters. The new carrier finally gave the
typical Korean deep space patrol a fighter presence
Base Hull (Restricted Deployment-10%) without relying on one of the rare heavy cruisers.
Undersized when compared with the Omega
Destroyer of the Earth Alliance, the Oryonggeo
Heavy Cruiser still represents the cutting edge of Haenim ELINT Cruiser
Korean technology, every bit as capable and Rare Goguryeo Variant
advanced as that of the Earth Alliance. Having seen the similarity between the original
The Oryonggeo was named for the "Five Dragon Goguryeo to the Brakiri Ikorta, followed by the
Chariot" which Haemosu rode when he descended to Dalnim as compared to the Brakiri Brikorta, it was
earth and ascended into heaven. It could transport only a matter of time before another Brakiri derived
the rider almost anywhere with the speed of the variant of the Goguryeo would appear.
wind. Given its Korean designed jump engine, the Named for the sun in Korean mythology, and
name is very appropriate. brother of the moon, Dalnim, the Haenim ELINT

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cruiser final gave the Koreans their own scouting and only Alpha-Series fighter equipped with an
combat ELINT capability. The sensor system is aerodynamic shell, the Beta-Series provided one
similar to the older EarthForce Oracle Scout’s primary additional, but vital improvement, at least to the
sensor array, which leaves the cruiser somewhat at a pilots, in the form of a pressurized cockpit. Deployed
disadvantage against more modern systems, but it in Y2126, the Beta would suffer from a number of
remains a balanced design. minor, but nerve wracking, problems with its aero-
shell during reentry maneuvers, but for the most
Yongwang Frigate part, proved as robust as its space-only Alpha-Series
brethren.
Uncommon Janggeom Variant
To date, all of the medium class ships designed by
the Koreans had been intended to provide planetary Lakrit Assault Shuttle
patrol and deal with the occasional raider. Thrust into Base Hull (Unlimited Deployment)
a number of fleet engagements, these vessels had The shuttles originally deployed aboard the
come off second best when set against light units Kobukson Patrol Ship made the boarding of pirate
specifically design for combat. and smuggling ships difficult. Following the arrival of
To that end, the Korean Admiralty placed a the Centauri, Korea made a number of discrete
request for a true medium combat vessel. Named the overtures to the Centauri, and purchased a more
Yongwang for the Korean dragon-god of the seas, suitable shuttle. Although the Centauri considered
the new frigate would be based on the Janggeom the Lakrit Assault Shuttle an out of date design, they
Cutter. By removing the hanger bay, it allowed for a were willing, and quite happy, to sell the Koreans as
significant increase in the number of weapons. many as they wanted.
However, it proved impossible to mount any more of Equipped with the same gatling gun as the Beta-
the large laser/pulse array’s. Therefore, it was Series fighter. Three of these “new” assault shuttles
decided to remove the existing laser/pulse array would be assigned to each Kobukson in Y2165.
weapon and go with a more tradition weapons suite.
Unfortunately, the vessel was no more Delta-V Fighter
maneuverable than its police cousin, and its
endurance went from bad to worse. Politically Base Hull (Unlimited Deployment)
unpopular, the Yongwang would not see regular Developed in a cooperative design venture
production. between the Earth Alliance and Belt Alliance, the
Delta-V fighter that resulted was a remarkably long
lived and robust design. The Koreans provided
Chiha Yo Changgun funding to the Belt Alliance side and received, in
Command Cruiser compensation, the basic design plans. Overnight the
Delta-V would become the baseline Korean fighter,
Rare Oryonggeo Variant
replacing the absolutely antiquated Beta-Series
Equipped with an advanced Minbari command
fighters.
and control system, the Chiha Yo Changgun
Command Cruiser is the flagship of the Korean fleet.
Named for a village guardian and a general of the Hades Assault Shuttles
underworld in Korean mythology, the new cruiser Base Hull (Unlimited Deployment)
was incredibly expensive to build and has proven to Taking advantage of the goodwill generated
be equally expensive to operate. Adding to the cost during the Dilgar War, the Koreans purchased a
was the decision by the Korean Admiralty to replace number of Hades Assault Shuttles from the Earth
the original Oryonggeo’s heavy laser cannon with the Alliance. The new shuttles were in far better
new heavy laser/pulse array, the first ever installed in condition than the old Centauri Lakrit Assault
a Korean vessel. Shuttles currently in use, and were far easier to
maintain with Earth-based technology. They were
Beta-Series Fighter immediately deployed on the Kobukson Patrol Ships.
Base Hull (Unlimited Deployment)
Developed by the Belt Alliance, the Beta-Series
fighter was capable of operating in both atmospheric
and space environments. Little more than a space

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Lamprey Breaching Pod cutting edge Gatling Pulse Cannon), supported by
the Valkyrie missile system. In terms of performance,
Base Hull (Unlimited Deployment) the Sabre is more of a scaled up Valkyrie than a
Following the Dilgar War, the Koreans were scaled down Thunderbolt. But the various Earth
allowed to purchase the new Earth Alliance Lamprey Alliance sanctioned arms dealers played up the new
Breaching Pod. The breaching pod solved the
fighter’s Thunderbolt like appearance with
ongoing problem of how to deal with ships whose
remarkable success, which included the Koreans.
crews continued to resist after their ship was
disabled. Crash landing assault shuttles was too
dangerous and the Lamprey was the perfect solution. Korean Mines
Routinely deployed on Kobukson Patrol Ships, the The Koreans have never built their own mines,
Lamprey, in conjunction with the new Hades Assault and have thus far purchased them from the Earth
Shuttles, made for a formidable police presence. Alliance and other races. It simply was not cost-
effective to construct assembly lines for what would
Valkyrie Medium Fighter be limited production runs.
Base Hull (Unlimited Deployment) The Koreans initially purchased their mines from
The Valkyrie is an atmospheric fighter developed the Centauri Republic. They included the Raji-16,
by the Earth Alliance as a replacement to the Delta-V. Corant-A, Corant-B (limited), and the Ekos-A
An unpopular design, EarthForce used its (restricted). The Centauri tended to overcharge for
development to create the technology needed to their mines, but the Koreans only needed enough to
carry the heavier basic fighter missile in place of the cover the space over the peninsula, which kept the
older Class-Y missile. price under control.
The Valkyrie entered service in Y2237 and, for all Following the Dilgar War, Korea decided to
of EarthForce’s complaints, proved to be an replace its Centauri mines with those from the Earth
impressive addition to the order of battle. Alliance. They purchased the following Earth Alliance
Atmospheric capable, the new Valkyrie was larger models: Class-P1, Class-P2 (limited), Class-C1,
than the older Delta-V, allowing it to carry two of the Class-C2 (limited), Class-D2. As with the Centauri,
more powerful uni-pulse cannons, as well as these mines are often bought at a significant
missiles. markup.
Procurement of the new fighter never reached Mines listed as "limited" are restricted to 33% of a
significant levels and only sufficient numbers were field's content, and "restricted" ones at most 10%.
acquired to equip the standing planetary assault Use the same rules as limited and restricted
groups. The rights to the fighter would be sold to the deployment for ship designs. Mines without any
Koreans who were very pleased with its capabilities. restriction can be acquired in effectively limitless
quantities.
Finally, the Koreans purchased all of their mines
Sabre Medium Fighter with the Command Controller option. Simply put,
Base Hull (Unlimited Deployment) Korea was uncomfortable with deploying mines in a
One of the outstanding successes during the local region of space where ships of the Earth
Shadow War and EA Civil War was the Thunderbolt Alliance might “accidently” blunder. It was simpler to
fighter. Numerous attempts to purchase the fighter pay extra to avoid an international incident.
by various races, independent nations and
organizations were largely rejected by the Earth
Alliance, especially during the President Clark lead
period. In the post Clark era, these offers were
reconsidered and only the vehement objection by
EarthForce Admiralty convinced the Senate to not
authorize sales. In a compromise, EarthForce agreed
to develop an export class hull based on a modified
Thunderbolt.
The Sabre fighter appears as a scaled down
Thunderbolt equipped with a pair of Uni-Pulse
cannons (EarthForce continues to hold back the

22 B5W SR-1 Babylon 5, Babylon 5 Wars TM & © Warner Bros.


Rev. 0 Small Races-1 Developed and Released by Richard Bax and HRT.
5 SCENARIOS
points to the Raiders for destroying the Yi Sun-shin
Chapter 5: and 1 additional victory point for each destroyed
Kobukson. Crippled ships count as half. Compare the
Scenarios total victory points with the following table to
This chapter provides a series of scenarios determine the level of victory.
representing the various conflicts that took place
throughout the history of the Korean Navy. These Victory
scenarios should give players the opportunity to use Points Results
the various Korean units, as well as give them a feel 0 The Raiders have suffered a crushing defeat
as to the changes that occurred in these vessel and “The Arc” will offer clear sailing for some
designs with the passage of time. time to come.
1 – 2 The Raiders have received a significant
Raiders Along the Arc defeat and will go out of their way to leave
One of the favorite routes out of the asteroid the Koreans alone for awhile and look for
fields was a sling shot maneuver around a particular greener pastures elsewhere.
set of large asteroids. The route was the called “The 3 – 5 Not exactly the message the Koreans were
Arc.” Obviously, the Raiders knew the route as well, hoping to send, but at least the Raiders have
especially the hiding places along the route. But the been put on notice.
Koreans had a major shipment organized and 6 – 7 The Koreans had hoped to send a message
decided to clear the road. They leaked a bogus to the Raiders. Unfortunately, they sent the
shipment date through their “connections” and when wrong one. The Raiders will be bolder than
the Raiders moved in towards their favorite hiding ever now.
spots along that route, they found the Korean Navy 8 The Koreans have suffered a stunning
waiting for them. defeat. The Raiders are now in complete
control of “The Arc” and Korea’s profits will
Set-Up suffer accordingly.
Terrain: Use Fixed Map. Place asteroids in the
following hexes; 0306, 0422, 0527, Historical Outcome
0602, 0612, 0817, 1106, 1124, 1310, The Koreans did not quite gain the complete
1520, 1613, 1708, 1728 surprise they were hoping for, but did manage to
Raiders: 4 Raider Corsairs in hexes 1917, 2015, destroy two of the four Corsairs. Unfortunately, the
2018, and 2117, facing left, speed 2. Raiders managed to destroy a Kobukson in the
Korean: 1 Yi Sun-shin Mk-I in hex 0719, process. Still the word was out that the Koreans
2 Kobukson Mk-I’s, one in hex 1413 and weren't going to be pushed around and were willing
hex 1521, facing right, speed 4. to come looking for the Raiders.
Fighters: There are no fighters in this scenario.
In Rides the Calvary
Special Rules The original Balos assault plan had the combined
The location is in a cul-de-sac with extremely forces of the Balosian and Republic of South America
dense, unpassable asteroids along the top, left and (RSA) drawing off a portion of the Dilgar Navy. This
bottom of the map. Units existing along these sides force would then be obliterated by the combined
are considered destroyed. might of the Allied fleet after which the Allies would
The Korean forces have just moved out from their turn on the remaining Dilgar forces and destroy
concealment and both sides are aware of each them. Unfortunately, the Balosian/RSA did their jobs
other’s locations. The Koreans have a +5 to initiative too well and the Dilgar countered with a force much
for the first two turns. bigger than expected, leaving the planet of Balos
exposed. EarthForce quickly altered their timetable
Victory Conditions and launched their assault on the planet of Balos
The Raiders are after cargo and are not looking early. They sent the Koreans to aid the Balosian/RSA
for a fight against military vessels. Award one victory forces by ordering them intercept a Dilgar task force.
point for each Raider Corsair that escapes off the
right side of the map. Award 2 additional victory

Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W SR-1 23


Small Races-1 Developed and Released by Richard Bax and HRT. Rev. 0
SCENARIOS 5
Set-Up Io Nightmare
Terrain: Empty Space. Use floating map. Korea managed to remain uninvolved throughout
Dilgar: 1 Leskrati, 1 Athraskala-C, 1 Abrithi-B, the majority of the Earth-Minbari War. But as
2 Ochlavita, 1 Ochalvita-B, 2 Jashakar EarthForce continued to lose ground, there came the
within 5 hexes of the left side of the realization that the Minbari were not going to
map, facing right, speed 8 or less. recognizing Korean humans versus Earth Alliance
Korean: 1 Jang Bogo Mk-I, 1 Haemosu Mk-I, humans and would kill both equally. When
1 Yi Song-gye Mk-II, 2 Yi Sun-shin
EarthForce was finally pushed back to Earth, the
Mk-IV, 2 Kobukson Mk-III within 5 hexes
Koreans were forced to join in the defense of Earth.
of the right side of the map, facing left,
Assigned to the Io jumpgate, the Korean force
speed 4.
was grouped with the other independent national
Fighters: The Korean ships are equipped with
forces in the hopes of sowing some confusion within
Delta-V Fighters and Lakrit Assault
the Minbari forces. The multi-national fleet was
Shuttles. The Dilgar are equipped with
assigned, by nation, to various sectors around the
Thorun MK-II Fighters.
moon. The plan was that when the Minbari arrived,
the closest fleet would conduct a holding action,
Special Rules while the remaining fleets rallied to reinforce. It was
The Dilgar jumped in 2 turns earlier, the Leskrati's a classic set piece military maneuver. It failed
jump engine will not be recharged until Turn 28. completely, when Minbari forces simultaneously
The Koreans just jumped in; the jump engine of jumped in on every fleet around Io. There would be
the Haemosu will not be recharged until Turn 20. no reinforcements; each nation would fight alone.
Each missile rack on the Athraskala-C is equipped
with 2 Flash missiles. The Ochalvita bomb racks are
Set-Up
equipped with Basic missiles and 1 Flash missile.
Terrain: Use standard map. The right edge of
The Leskrati, Athraskala, Abrithi-B and the two
the map represents the outer edge of
Jashakar have formed a Pentacan formation.
the atmosphere of Io.
The Ochlavita-B and Abrithi-B each have 1 flight
Minbari: 2 Sharlin, 4 Tinashi, 1 Esharan,
of fighters deployed. The Haemosu has 1 flight
1 Letann within 5 hexes of the left side
deployed, while the Jang Bogo has 2. Fighters are
of the map, facing right, speed 4. Form
deployed within 6 hexes of their parent ship.
two groups, each around a Sharlin, no
closer than 10 hexes.
Victory Conditions Korean: 1 Jan Bogo Mk-I, 1 Haemosu Mk-II,
Whichever side is left holding the field of battle is 2 Yi Song-gye Mk-III, 4 Yi Sun-shin
the winner. Mk-V, 2 Yi Sun-shin-P Mk-I, 6 Kobukson
Mk-III within 5 hexes of the right side of
Historical Outcome the map, facing left, speed 4.
The Dilgar task force was an hastily assembled, Fighters: The Koreans are equipped with Valkyrie
ad hoc group, to reinforce the original force sent to Fighters, Hades Assault Shuttles and
deal with the Balosian/RSA force. The Dilgar arrived Lamprey Breaching Pods. The Minbari
first, dropping out of hyperspace far enough from the are equipped with Nial Fighters and
battle to determine the situation. The Koreans Combat Flyers.
arrived a few minutes later. The Dilgar WarLeader
recognized the situation for what it was and decided Special Rules
that this was a good day to die. He sent his forces into The Minbari just jumped in, and both Sharlin
battle with orders to fight to the last. The Koreans jump engines will not be recharged until Turn 10.
went in with orders to conduct a holding action until The Yi Sun-shin’s have 20 points each for the
further reinforcements arrived….none did. When the purchase of specialty missiles. The Yi Song-gye's
battle was over, the entire Dilgar force was gone. The have 40 points each for missiles.
Koreans lost both Kobuksons, one of the two Yi Sun- The Valkyrie's from the Haemosu are loaded with
shins, essentially all their fighters, and the priceless 2 Basic fighter missiles each, while the Valkyrie's on
Haemosu Jump Cruiser. The Jang Bogo was badly the Jang Bogo are loaded with 1 Basic and 2 Class-Y
damaged, as was the other Yi Sun-shin. Only the fighter missiles each.
Yi Song-gye cruiser was left largely intact.

24 B5W SR-1 Babylon 5, Babylon 5 Wars TM & © Warner Bros.


Rev. 0 Small Races-1 Developed and Released by Richard Bax and HRT.
5 SCENARIOS
The Sharlin's each have 1 flight of fighters second Minbari frigate, forcing the two heavily
deployed. The Haemosu has 1 flight deployed, while damaged frigates to jump away. The Jang Bogo
the Jang Bogo has 2. Fighters are deployed within 6 fighter strike scored damage to the lead Sharlin but
hexes of their parent ship. was devastated by the Nials and the Esharan. Return
fire from the two Sharlins obliterated the two
Victory Conditions Yi Song-gye cruisers. By now the range had dropped
The Sharlin's, along with the Letann, are under to virtually zero. The Korean forces damaged the
orders to jump away when their jump engines remaining Tinashi, while the remaining Valkyrie's
recharge, in order to rejoin the primary assault on savaged the Esharan. In return the Minbari light
Earth. The remaining Tinashi may remain to continue forces crushed the remaining Korean light forces and
the battle if desired. the two Sharlin's obliterated the Jang Bogo in one
Score 0.5 victory points for each Kobukson combined salvo. The entire Minbari force proceeded
destroyed and a 1 victory point for the remaining to jump away, leaving only the Haemosu Jump
Korean ships. Subtract 3.5 victory points for each Cruiser and a lone Kobukson Patrol Ship.
Sharlin destroyed and 1.5 victory points for the
remaining Minbari ships. Crippled ships count as half. Clark’s Contempt
Minbari ships that jump away before Turn 10 are
When Clark began his takeover, he called for the
considered crippled. Compare the total victory points
stand down of all independent militaries operating
with the following table to determine the Minbari
within the Earth Alliance. Unsurprisingly, these
level of victory.
organizations universally declined the order.
Unfortunately, Clark was hardly a fool, and had
Victory
anticipated this likely outcome. He had wisely pre-
Points Results
positioned several pro-Clark task forces near
12+ Total Victory: The Koreans were obliterated
potential hot spots throughout the Earth Alliance.
and managed little in the way of resistance.
One such task force was waiting in hyperspace near a
7 to 11 Major Victory: Despite some damage, the
Korean task force. When Korea refused to stand
Minbari left a tattered remnant of the
down, this force was given the go order. The task
Korean force.
force immediately jumped in and opened fire.
2 to 6 Minor Victory: The Koreans provided a
spirited battle, but were ultimately beaten.
-3 to 1 Draw: The Koreans gave as good as they Set-Up
got. Terrain: Empty Space. Use floating map.
-8 to -4 Minor Loss: Thanks to a combination of bad EarthForce: 1 Omega-A, 1 Oracle-G, 2 Tethys-K's
luck and Korean perseverance, the Minbari within 5 hexes of the right side of the
took heavier losses than was expected. map, facing left, speed 4.
-13 to -9 Major Loss: Luck is fickle and the Minbari Korean: 1 Oryonggeo Mk-I, 2 Goguryeo
saw significant losses and failed to defeat Mk-I's, 3 Janggeom Mk-I's within
the Koreans. 5 hexes of the left side of the map,
-14 Total Loss: Lady luck is Korean. The Minbari facing right, speed 8.
were completely overwhelmed with Fighters: The Koreans are equipped Valkyrie
essentially no loss of Korean life. Fighters, Hades Assault Shuttles and
Lamprey Breaching Pods. The
EarthForce Omega-A has 12
Historical Outcome Thunderbolts and 12 Starfury's.
The Minbari jumped into medium range of the
Korean fleet and immediately opened fire,
Special Rules
apparently undeterred by the appearance of non-
EarthForce has just jumped in, the Omega-A's
EarthForce ships. Fortunately, the Jang Bogo was
jump engines will not be recharged until Turn 20.
furthest from the Minbari giving her time to launch
The Oryonggeo was notified several turns ago
her remaining fighters. The Korean's initially
that something was up and has begun to charge its
concentrated their fire on the lead Minbari Frigates,
jump engine (Korean forces tended to leave their
causing severe damage to one and minor damage to
jump engine idle while near Earth). Oryonggeo
a second. The return fire devastated the front rank of
cannot activate its jump engine until Turn 12.
the Korean fleet. Follow-up fire further damaged the

Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W SR-1 25


Small Races-1 Developed and Released by Richard Bax and HRT. Rev. 0
SCENARIOS 5
The Valkyrie's are loaded with 2 Class-Y and willing to attack apparently neutral forces if they
1 Basic fighter missiles each. The Thunderbolts have were in any way affiliated with the Interstellar
a complete load of 6 Basic fighter missiles and are Alliance. At one point, a Korean convoy was
also equipped with Navigators. discovered by a Centauri raiding group, while
The Omega-A has 2 flights of fighters deployed traveling between jump gates. The Centauri moved
(only 1 may be Thunderbolts). The Oryonggeo has in only to discover that one of the Goguryeo's was
both of its flights deployed. Fighters are deployed actually a Dalnim Carrier, at which point the raid got a
within 6 hexes of their parent ship. whole lot more difficult.

Victory Conditions Set-Up


The Oryonggeo Heavy Cruiser is the primary Terrain: Empty Space. Use a floating map.
target. Without that ship, the rest of the Korean force Centauri: 1 Demos in hex 3404 and hex 3606, 1
is lost, unable to escape any follow up attacks. Darmoti in hex 3406, and 1 Vorchar in
If the Oryonggeo is destroyed EarthForce wins. hex 3604. All ships are facing right,
The level of victory is defined by the EarthForce speed 10.
losses. Loose the Omega and the victory is Minor. Korean: 1 Goguryeo Mk-I in hex 1805, 1 Dalnim
Loose the Oracle and the victory is Major and if only Mk-I in hex 1025, and 1 Janggeom Mk-I
the Tethys are lost the victory is Total. in hex 1422 and hex 1428. All ships are
If the Oryonggeo escapes EarthForce has lost. facing right, speed 4.
The degree of loss is defined by number of additional Civilian: 4 Commercial Freighters. One each in
Korean ships that also escaped. One and the loss is hexes 1225, 1424, 1426 and 1625.
Minor, two to three and the loss is Major. If four or Facing right, speed 4.
more escape the loss is Total. Fighters: The Koreans are equipped with Sabre
Fighters, Hades Assault Shuttles. Only
Historical Outcome the Janggeom’s are equipped with
EarthForce jumped in expecting to catch the Lamprey Breaching Pods. The Centauri
Korean's flat footed. Unfortunately, permission for are equipped with Sentri Fighters.
the mission arrived late and the Koreans had already
been tipped off. Instead of a surprised enemy, the Special Rules
EarthForce task force found the Koreans with The Centauri just jumped in, and the Darmoti’s
weapons armed, fighters launching and a jump jump engine will not recharge until Turn 16.
engine building to charge. The Oryonggeo Heavy The Sabers' on the Dalnim are loaded with 1 Basic
Cruiser was the obvious target. Take out that ship and 2 Class-Y fighter missiles each.
and the rest would never escape. This fact was not The Dalnim has 1 flight of fighters deployed. The
lost on the Koreans who oriented their light ships Darmoti has 1 flight deployed. Fighters are deployed
between the Oryonggeo and the EarthForce ships. within 6 hexes of their parent ship.
The Korean fighters went in with orders to stop the
Thunderbolts at all cost. They succeeded in taking Victory Conditions
out several but were completely wiped out in the The Centauri are out to destroyer the civilian
process. EarthForce Starfury's and the remaining ships and are not interested in fighting warships.
Thunderbolts were forced to run the gauntlet of Victory is defined by the number of freighters
Goguryeo's and Janggeom's while Korean assault destroyed. Zero and the Koreans have won. One and
shuttles and breaching pods ran interference. In the the battle is a draw, two and the Centauri have a
end the Oryonggeo managed to jump out with one minor victory. Three and the Centauri have a major
Goguryeo and one Janggeom. The EarthForce victory. Destroying all four results in a Total victory.
commander was sacked for incompetence.
Historical Outcome
Republic Raiders The Centauri forces attempted to bull rush into
The war between the Interstellar Alliance and the the midst of the convoy and were heavily mauled,
Centauri Republic was short lived and never officially though none of their vessels were destroyed. They
involved the Koreans or most of the other races. The managed to destroy one freighter and decided
issue was the fact that Centauri forces seemed quite discretion was the better part of valor and jumped
away.

26 B5W SR-1 Babylon 5, Babylon 5 Wars TM & © Warner Bros.


Rev. 0 Small Races-1 Developed and Released by Richard Bax and HRT.
6 AFTERWORD

Afterword Product Credits


During its existence, Agents of Gaming (AoG) Editor........................................... Richard Bax
created a number of races and implied or breifly Layout.......................................... Richard Bax
mention the presence of many more. Many of the The Historical Repair Team..........Mark Graves,
races that were created received only a minimal Klebert Hall, Richard Bax, Symon Cook, John T.
description of their background and included only a Coleman, Jamie Coleman, Ned Farnsworth.
few ships. In addition, those ships that were provided Cover Design................................Richard Bax
were typically confined to a specific time period or
historical event (i.e. the Dilgar War). Special Credit Notes
This has left a number of holes in the defined
Most of the Korean time line for this product was
races and little, if any, definition for other races.
originally developed by Mark Graves when he
Obviously, AoG planned to fill in the holes through a
generated the Earth Alliance time line for the Rules
series of products. It is equally obvious that AoG
Compendium. The historical text in the Compendium
never intended to define every race and fill every
is a shadow of the total effort Mark put in. His works
hole. Despite their good intentions, AoG’s plans were
included ship, fighter, and technology time lines for
made mute with the loss of the Babylon 5 license and
the Earth Alliance, as well as all other human
the subsequent closure of AoG.
organizations. One of these organizations was the
To that end, I have decided to generate a new
independent Republic of Korea.
product line know as Small Races (SR). Each Small
I have taken the opportunity to expand on his
Races Supplement is intended to define a single
efforts and move them to the next level. This includes
race’s history, its historical forces and technology and
generating Babylon 5 Wars units and providing
provide a number of scenarios by which players can
additional historical context. This product would not
try out these new additions to the Babylon 5 Wars.
exist without his efforts.
Obviously larger races, which could possess
hundreds of ship designs, stretching over centuries
of existence, would be all but impossible to capture in B5Wars Lives Online
a single supplement, nor do I intended to try. There B5Wars.net is THE Player Resource for the
will be no Centauri size races and no significant Babylon 5 Wars Universe! From a worldwide player
additions to the League of Non-Aligned Worlds. registry, to online discussion forums and chat rooms,
There will be no world beaters, no new to a gallery of painted miniatures, this is your one-
overwhelming technologies, and the races that will stop shop for information about any of the game
be developed will not be destined to launch a systems in the Babylon 5 Wars Universe. Check it all
universe spanning war of domination. That being out at http://b5wars.net/.
said, the ships and technology that will be provided
will have a chance to fight and win against other
racial opponents. After all, who is interested in a race Copyright
that has no hope, will be stomped mercilessly into
the ground, and plays the role of the clay pigeon.
Based on these ground rules, I have produced
Information
Babylon 5 Wars, the B5W CORE RULES, are
and now offer the first Small Races Supplement. It
copyright © 2002 by Warner Bros. All rights are
focuses on the Republic of Korean Space Navy. The
reserved under the Pan-American, Berne, and
Republic of Korea (ROK) never joined the Earth
International Copyright Conventions.
Alliance, choosing instead to go its own way and
BABYLON 5 is TM and © 2005 by Warner Bros.
develop its own naval forces. Never particularly
BABYLON 5 WARS was produced under License with
large, the ROK-Navy was established to provide local
Warner Bros.
defense above the Korean peninsula and later to
Small Races-1 is produced by Richard Bax,
protect Korean assets outside the orbit of Earth, both
utilizing the creative efforts of the Historical Repair
in system and out. This is the story of the first Small
Team. Copying and reproduction of any and all
Race. Enjoy.
material within this product is acceptable and
encouraged, though credit to all said material is
---- Richard Bax
retained by Richard Bax and HRT.

Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W SR-1 27


Small Races-1 Developed and Released by Richard Bax and HRT. Rev. 0
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Kobukson Patrol Ship (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 12 Light Chemical Laser
In Service: 2120 Turn Delay: 1/2 x Speed Stb/Port Defense: 13 Class: Laser 1
Point Value: 250 Accel/Decel Cost: 2 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 2d10+2
Ramming Value: 40 Pivot Cost: 1+1 Thrust Extra Power: +0 Range Penalty: -1 per hex
Jump Delay: N/A Roll Cost: 1+1 Thrust Initiative Bonus: +12 Fire Control: +1/+1/-1
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 2 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Light Blast Cannon
Class: Matter 1
FORWARD HITS SPECIAL NOTES Mode: Pulse
1-6: Retro Thrust HANGAR Damage: 3 1d3 times
7-8: Lt Chem Laser Atmospheric Capable 0 Fighters Maximum Pulses: 4
9-11: Lt Blast Cannon Grouping Range: +1 per 5
12-17: Structure 4 Shuttles Thrust: 3 Range Penalty: -1 per hex
18-20: PRIMARY Hit SENSOR DATA Armor: 1 Defense: 8/10 Fire Control: +2/+1/+0
Intercept Rating: -1
AFT HITS Defensive EW Rate of Fire: 1 per turn
1-8: Main Thrust
9-11: Lt Blast Cannon Target #1
12-17: Structure Target #2 Chemical Laser
18-20: PRIMARY Hit Target #3
PRIMARY HITS Target #4 Ammunition
1-8: Port/Strb Thrust Target #5 Lt Chemical Laser #1
9-11: Sensors
12-14: Engine Target #6
15-16: Hangar
17-19: Reactor
20: C & C
1
Blast Cannon
Ammunition
Lt Blast Cannon #2

2
2
3 2
3
2 2
Lt Blast Cannon #3
2 2
FORWARD
Lt Blast Cannon #4

6
PORT STARBOARD
3 3 Lt Blast Cannon #5
3
2 2

2
2 2
3 3 2 3
2 2

2 3 2
PRIMARY
AFT
2 2 2 2 2
4 5
ICON RECOGNITION 2 2 2
Thruster
C&C
Sensors
Engine

Reactor
Hangar

Lt Chemical Laser

Lt Blast Cannon DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Sun-shin Corvette (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Light Chemical Laser
In Service: 2120 Turn Delay: 2/3 x Speed Stb/Port Defense: 15 Class: Laser 1
Point Value: 375 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 2d10+2
Ramming Value: 110 Pivot Cost: 2+2 Thrust Extra Power: +0 Range Penalty: -1 per hex
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Fire Control: +1/+1/-1
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 2 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Light Blast Cannon
Class: Matter 1
SIDE HITS SPECIAL NOTES Mode: Pulse
1-5: Port/Strb Thrust HANGAR Damage: 3 1d3 times
6: Lt Chemical Laser Special Hull Arrangement 0 Fighters Maximum Pulses: 4
7-8: Missile Rack (No Fwd/Aft Hits) Grouping Range: +1 per 5
9-10: Lt Blast Cannon 2 Shuttle Thrust: 3 Range Penalty: -1 per hex
11-18: Port/Strb Structure Atmospheric Capable Armor: 1 Defense: 8/10 Fire Control: +2/+1/+0
19-20: PRIMARY Hit Intercept Rating: -1
Rate of Fire: 1 per turn
PRIMARY HITS SENSOR DATA
1-6: Primary Structure
7-8: Lt Chemical Laser Defensive EW Class-GO Missile Rack
Class: Ballistic 0
9-10: Fwd/Aft Thrust Target #1 Missiles: 4
11-12: Sensors
13-14: Engine #1 Target #2 1 2 Range Penalty: None
Fire Control: n/a (Missile OEW)
15-16: Engine #2 Target #3 Rate of Fire: 1 per 3 turns
17-18: Hangar Target #4 Special: Light Missiles Only
19: Reactor
20: C & C Target #5 Light (Type-D) Missile
Target #6 Mode: Standard
Damage: 12
3 3 Launch Range: 15 hexes
Maximum Range: 45 hexes
Fire Control: +3/+3/+3
2 2 2

2 2 2
FORWARD
5 6 Chemical Laser
Ammunition
Lt Chemical Laser #1
2 2
2

3 3 3 4 Lt Chemical Laser #2
3
3 3
STARBOARD

2 3 2 3 2
MISSILES
PORT

Rack #3
Engine #1 Engine #2
2 2 Rack #4

4 4
2 3 2

3 3 3 3 Blast Cannon
2 PRIMARY 2 Ammunition
2 AFT 2 Lt Blast Cannon #5

7 2 2 2 2 8
Lt Blast Cannon #6
ICON RECOGNITION
Thruster 2 2 2 2
C&C
Lt Blast Cannon #7
Sensors
Engine

Reactor Lt Blast Cannon #8


Hangar

Lt Chemical Laser

Missile Rack

Lt Blast Cannon DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: HRT/SR1

Korean Beta Series Space Fighter


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Light Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 6 Gatling Cannon
In Service: 2126 Turn Delay: 0 Stb/Port Defense: 6 Number of Guns: 1
Class: Particle
Point Value: 7 each Accel/Decel Cost: 1 Thrust Free Thrust: 6 Damage: 1d6
Ramming Value: 10 Pivot Cost: 1 Thrust Offensive Bonus: +2 Range Penalty: -3 per hex
Jinking Limit: 10 Levels Roll Cost: 1 Thrust Initiative Bonus: +17 Fire Control: n/a
Rate of Fire: Once per turn

Flight Level Combat SPECIAL NOTES


5 or more above = 0 Hit 6 ammunition for gun
ARMOR (shown in Notes)
3-4 above = 1/6 Hit
1 1-2 above = 1/3 Hit
1 1 0-2 below = 1/2 Hit
1 3-4 below = 2/3 Hit
5-6 below = 5/6 Hit
7 or more below = All Hit

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

Dropped Out Flight #2


Dropped Out
Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #4

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7

Flight #8

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

DESIGN and SCS by History Repair Team (HRT), 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Sun-shin Corvette (Mk-1I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Med Chemical Laser
In Service: 2164 Turn Delay: 2/3 x Speed Stb/Port Defense: 15 Class: Laser 2
Point Value: 425 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 3d10+3
Ramming Value: 110 Pivot Cost: 2+2 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Fire Control: +2/+1/+0
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Lt Particle Beam
Class: Particle
SIDE HITS SPECIAL NOTES Modes: Standard 1
1-5: Port/Strb Thrust HANGAR Damage: 1d10+4
6: Med Chemical Laser Special Hull Arrangement 0 Fighters Range Penalty: -2 per hex
7-8: Missile Rack (No Fwd/Aft Hits) Fire Control: +3/+3/+3
9-10: Lt Particle Beam 2 Shuttle Thrust: 3 Intercept Rating: -2
11-18: Port/Strb Structure Atmospheric Capable Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
19-20: PRIMARY Hit
Class-O Missile Rack
PRIMARY HITS
1-6: Primary Structure
SENSOR DATA Class: Ballistic
Missiles: 12
0
7-8: Med Chemical Laser Defensive EW Range Penalty: None
9-10: Fwd/Aft Thrust Target #1 Fire Control: +2/+2/+2
11-12: Sensors Rate of Fire: 1 per 3 turns
13-14: Engine #1 Target #2 1
15-16: Engine #2 Target #3 2
17-18: Hangar
19: Reactor
Target #4 Chemical Laser
20: C & C Target #5
Target #6 Ammunition
Med Chemical Laser #1

3 3
2 2 2
Med Chemical Laser #2

2 2 2
FORWARD
5 6 MISSILES
Rack #3

2 2 Rack #4
2
3 3
3 3
4
3 3
STARBOARD

2 3 2 3 2
PORT

Engine #1 Engine #2
2 2

4 4
2 3 2

3 3 3 3
2 PRIMARY 2
2 AFT 2
7 2 2 2 2 8

ICON RECOGNITION
Thruster 2 2 2 2
C&C
Sensors
Engine

Reactor
Hangar

Med Chemical Laser

Missile Rack

Lt Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Kobukson Patrol Ship (Mk-1I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 12 Medium Blast Cannon
In Service: 2165 Turn Delay: 1/2 x Speed Stb/Port Defense: 13 Class: Matter
Point Value: 275 Accel/Decel Cost: 2 Thrust Engine Efficiency: 3/1 Modes: Pulse 2
Damage: 5 1d5 times
Ramming Value: 40 Pivot Cost: 1+1 Thrust Extra Power: +0 Maximum Pulse: 5
Grouping Range: +1 per 5
Jump Delay: N/A Roll Cost: 1+1 Thrust Initiative Bonus: +12 Range Penalty: -1 per 2 hexes
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +3/+2/+0
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Intercept Rating: -1
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Rate of Fire: 1 per 2 turns
FORWARD HITS Lt Particle Beam
1-6: Retro Thrust SPECIAL NOTES HANGAR Class: Particle
7-8: Med Blast Cannon Atmospheric Capable Modes: Standard 1
9-11: Lt Particle Beam 0 Fighters Damage: 1d10+4
12-17: Structure 3 Assault Shuttles Range Penalty: -2 per hex
Fire Control: +3/+3/+3
18-20: PRIMARY Hit SENSOR DATA 1 Shuttle Thrust: 3 Intercept Rating: -2
AFT HITS Defensive EW Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
1-8: Main Thrust
9-11: Lt Particle Beam Target #1
12-17: Structure Target #2 Blast Cannon
18-20: PRIMARY Hit Target #3
PRIMARY HITS Target #4
Ammunition
1-8: Port/Strb Thrust Med Blast Cannon #1
9-11: Sensors
Target #5
12-14: Engine Target #6
15-16: Hangar
17-19: Reactor
20: C & C
1

2 3 2
2 3
2 2

2 2
FORWARD

6
PORT STARBOARD
3 3
3
2 2

2
2 2
3 3 2 3
2 2

2 3 2
PRIMARY
AFT
2 2 2 2 2 LAKRIT ASSAULT
SHUTTLES
4 5 Cost: 20 Defense: 9/9
Thrust: 6 Offense: +1
ICON RECOGNITION 2 2 2 Armor: 1 Initiative: +9
1 Gatling Cannon
Thruster Rate of Fire: 1 per turn
C&C Range Penalty: -3 per hex
Damage 1d6
Sensors Firing Arc:
Engine

Reactor
Hangar

Med Blast Cannon

Lt Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Song-gye Cruiser (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 15 Med Chemical Laser
In Service: 2166 Turn Delay: 1 x Speed Stb/Port Defense: 17 Class: Laser 2
Point Value: 550 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 3d10+3
Ramming Value: 180 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +2/+1/+0
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Medium Blast Cannon
Class: Matter
FORWARD HITS SPECIAL NOTES Modes: Pulse 2
1-7: Retro Thrust HANGAR Damage: 5 1d5 times
8-10: Med Chemical Laser Limited Deployment (33%) 0 Fighters Maximum Pulse: 5
11-12: Lt Particle Beam Grouping Range: +1 per 5
13-18: Forward Structure 2 Shuttle Thrust: 3 Range Penalty: -1 per 2 hexes
19-20: PRIMARY Hit SENSOR DATA Armor: 1 Defense: 8/10 Fire Control: +3/+2/+0
Intercept Rating: -1
SIDE HITS Defensive EW Rate of Fire: 1 per 2 turns
1-6: Port/Stb Thrust
7-8: Med Blast Cannon Target #1 Lt Particle Beam
9-10: Missile Rack Target #2 Class: Particle
11-18: Port/Stb Structure Modes: Standard 1
19-20: PRIMARY Hit Target #3 Damage: 1d10+4
Target #4 1 2 Range Penalty: -2 per hex
AFT HITS Target #5 Fire Control: +3/+3/+3
1-6: Main Thrust Intercept Rating: -2
7-8: Engine #1 Target #6 Rate of Fire: 1 per turn
9-10: Engine #2
11-12: Lt Particle Beam Class-O Missile Rack
13-18: Aft Structure Class: Ballistic 0
19-20: PRIMARY Hit Missiles: 12
PRIMARY HITS 3 3 Range Penalty: None
Fire Control: +2/+2/+2
1-10: Primary Structure Rate of Fire: 1 per 3 turns
11-12: Lt Particle Beam 2 2 2
13-14: Sensors
15-16: Hangar
17-18: Reactor 2 2 2 Chemical Laser
19-20: C & C
7 8 Ammunition
Med Chemical Laser #1

2 3 2
Med Chemical Laser #2

FORWARD
3 4
Blast Cannon
2 Ammunition
Med Blast Cannon #3

3 3 3 3
4
Med Blast Cannon #4
5 6
3 3
STARBOARD

3 3 3
MISSILES
PORT

2 2 Rack #5

11 12
2 2 Rack #6
3
3 2 2 3
ICON RECOGNITION 2 PRIMARY 2
Thruster
Engine #1 AFT Engine #2
C&C
2 2
Sensors
Engine 4 4
Reactor
2 3 3 2
Hangar 3
2 2 2 2
Med Chemical Laser
9 10
Missile Rack

Med Blast Cannon 2 2 2 2


Lt Particle Beam DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Nopunde-A/B OSAT (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: OSAT Turn Cost: N/A Fwd/Aft Defense: 10 Lt Particle Beam
In Service: 2167/2168 Turn Delay: N/A Stb/Port Defense: 10 Class: Particle
Point Value: 150 Accel/Decel Cost: N/A Engine Efficiency: N/A Modes: Standard 1
Damage: 1d10+4
Ramming Value: 14 Pivot Cost: N/A Extra Power: +0 Range Penalty: -2 per hex
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: +12 Fire Control: +3/+3/+3
Intercept Rating: -2
Rate of Fire: 1 per turn
Med Chemical Laser
Class: Laser 2
PRIMARY HITS Modes: R (8)
1-10: Primary Structure
SENSOR DATA Damage: 3d10+3
11-12: Thruster Defensive EW Range Penalty: -1 per 2 hexes
13-14: Missile Rack/Laser Fire Control: +2/+1/+0
15-16: Lt Particle Beam
Target #1 Intercept Rating: n/a
17-18: Sensors Target #2 Rate of Fire: 1 per 3 turns
19-20: Reactor Target #3 Class-O Missile Rack
Target #4 Class: Ballistic 0
Target #5 Missiles: 12
Range Penalty: None
Target #6 Fire Control: +2/+2/+2
Rate of Fire: 1 per 3 turns

MISSILES MISSILES
Rack #1 Nopunde-A Nopunde-A Rack #1

1 3 1 3
2 3 2 3
2 2 2 2

3 3
N/A N/A
3 3

3 2 3 2 3 2 3 2

Chemical Laser Nopunde-B Nopunde-B Chemical Laser


Ammunition Ammunition
Med Chemical Laser #1 Med Chemical Laser #1

1 3 1 3
2 3 2 3
2 2 2 2

3 3
N/A N/A
3 3

3 2 3 2 3 2 3 2
ICON RECOGNITION
Thruster
Sensors
Reactor
Missile Rack

Med Chemical Laser

Lt Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Song-gye Cruiser (Mk-1I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 15 Med Chemical Laser
In Service: 2185 Turn Delay: 1 x Speed Stb/Port Defense: 17 Class: Laser 2
Point Value: 575 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 3d10+3
Ramming Value: 180 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +2/+1/+0
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Medium Blast Cannon
Class: Matter
FORWARD HITS SPECIAL NOTES Modes: Pulse 2
1-7: Retro Thrust HANGAR Damage: 5 1d5 times
8-10: Med Chemical Laser Limited Deployment (33%) 0 Fighters Maximum Pulse: 5
11-12: Std Particle Beam Grouping Range: +1 per 5
13-18: Forward Structure 2 Shuttle Thrust: 3 Range Penalty: -1 per 2 hexes
19-20: PRIMARY Hit SENSOR DATA Armor: 1 Defense: 8/10 Fire Control: +3/+2/+0
Intercept Rating: -1
SIDE HITS Defensive EW Rate of Fire: 1 per 2 turns
1-6: Port/Stb Thrust
7-8: Med Blast Cannon Target #1 Standard Particle Beam
9-10: Missile Rack Target #2 Class: Particle
1
11-18: Port/Stb Structure
19-20: PRIMARY Hit Target #3 Modes: Standard
Damage: 1d10+6
AFT HITS
Target #4 1 2 Range Penalty: -1 per hex
1-6: Main Thrust Target #5 Fire Control: +4/+4/+4
Intercept Rating: -2
7-8: Engine #1 Target #6 Rate of Fire: 1 per turn
9-10: Engine #2
11-12: Std Particle Beam Class-SO Missile Rack
13-18: Aft Structure Class: Ballistic
19-20: PRIMARY Hit Missiles: 12 0
PRIMARY HITS 3 3 Range Penalty: None
1-10: Primary Structure Fire Control: +2/+2/+2
11-12: Std Particle Beam 2 2 2 Rate of Fire: 1 per 2 turns
13-14: Sensors
15-16: Hangar
17-18: Reactor 2 2 2 Chemical Laser
19-20: C & C
7 8 Ammunition
Med Chemical Laser #1

2 3 2
Med Chemical Laser #2

FORWARD
3 4
Blast Cannon
2 Ammunition
Med Blast Cannon #3

3 3 3 3
4
Med Blast Cannon #4
5 6
3 3
STARBOARD

3 3 3
MISSILES
PORT

2 2 Rack #5

11 12
2 2 Rack #6
3
ICON RECOGNITION 3 2 2 3
2 PRIMARY 2
Thruster
Engine #1 AFT Engine #2
C&C
Sensors
2 2
Engine
4 4
Reactor
2 3 3 2
Hangar
3
Med Chemical Laser 2 2 2 2

Missile Rack 9 10
Med Blast Cannon 2 2 2 2
Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Nopunde-A/B OSAT (Mk-1I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: OSAT Turn Cost: N/A Fwd/Aft Defense: 10 Standard Particle Beam
In Service: 2186/2186 Turn Delay: N/A Stb/Port Defense: 10 Class: Particle
1
Point Value: 160 Accel/Decel Cost: N/A Engine Efficiency: N/A Modes: Standard
Damage: 1d10+6
Ramming Value: 14 Pivot Cost: N/A Extra Power: +0 Range Penalty: -1 per hex
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: +12 Fire Control: +4/+4/+4
Intercept Rating: -2
Rate of Fire: 1 per turn
Med Chemical Laser
Class: Laser 2
PRIMARY HITS SENSOR DATA Modes: R (8)
1-10: Primary Structure Damage: 3d10+3
11-12: Thruster Defensive EW Range Penalty: -1 per 2 hexes
13-14: Missile Rack/Laser Target #1 Fire Control: +2/+1/+0
15-16: Std Particle Beam Intercept Rating: n/a
17-18: Sensors Target #2 Rate of Fire: 1 per 3 turns
19-20: Reactor Target #3
Target #4 Class-SO Missile Rack
Class: Ballistic 0
Target #5 Missiles: 12
Range Penalty: None
Target #6 Fire Control: +2/+2/+2
Rate of Fire: 1 per 2 turns

MISSILES MISSILES
Rack #1 Nopunde-A Nopunde-A Rack #1

1 3 1 3
2 3 2 3
2 2 2 2

3 3
N/A N/A
3 3

3 2 3 2 3 2 3 2

Chemical Laser Chemical Laser


Nopunde-B Nopunde-B
Ammunition Ammunition
Med Chemical Laser #1 Med Chemical Laser #1

1 3 1 3
2 3 2 3
2 2 2 2

3 3
N/A N/A
3 3

3 2 3 2 3 2 3 2
ICON RECOGNITION
Thruster
Sensors
Reactor
Missile Rack

Med Chemical Laser

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Sun-shin Corvette (Mk-1II)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Med Chemical Laser
In Service: 2187 Turn Delay: 2/3 x Speed Stb/Port Defense: 15 Class: Laser 2
Point Value: 450 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 3d10+3
Ramming Value: 110 Pivot Cost: 2+2 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Fire Control: +2/+1/+0
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Standard Particle Beam
Class: Particle
SIDE HITS 1
1-5: Port/Strb Thrust SPECIAL NOTES HANGAR Modes: Standard
Damage: 1d10+6
6: Med Chemical Laser Special Hull Arrangement 0 Fighters Range Penalty: -1 per hex
7-8: Missile Rack (No Fwd/Aft Hits) Fire Control: +4/+4/+4
9-10: Std Particle Beam 2 Shuttle Thrust: 3 Intercept Rating: -2
11-18: Port/Strb Structure Atmospheric Capable Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
19-20: PRIMARY Hit
Class-SO Missile Rack
PRIMARY HITS
1-6: Primary Structure
SENSOR DATA Class: Ballistic 0
Defensive EW Missiles: 12
7-8: Med Chemical Laser Range Penalty: None
9-10: Fwd/Aft Thrust Target #1 Fire Control: +2/+2/+2
11-12: Sensors Rate of Fire: 1 per 2 turns
13-14: Engine #1 Target #2
15-16: Engine #2 Target #3 1 2
17-18: Hangar
19: Reactor
Target #4 Chemical Laser
20: C & C Target #5
Target #6 Ammunition
Med Chemical Laser #1

3 3
2 2 2
Med Chemical Laser #2

2 2 2
FORWARD
5 6 MISSILES
Rack #3

2 2 Rack #4
2
3 3
3 4
4
3 3
STARBOARD

2 4 3 3 2
PORT

Engine #1 Engine #2
2 2

4 4
2 3 2

3 3 3 3
2 PRIMARY 2
2 AFT 2
7 2 2 2 2 8

ICON RECOGNITION
Thruster 2 2 2 2
C&C
Sensors
Engine

Reactor
Hangar

Med Chemical Laser

Missile Rack

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Kobukson Patrol Ship (Mk-1II)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 12 Medium Blast Cannon
In Service: 2188 Turn Delay: 1/2 x Speed Stb/Port Defense: 13 Class: Matter
Point Value: 300 Accel/Decel Cost: 2 Thrust Engine Efficiency: 3/1 Modes: Pulse 2
Damage: 5 1d5 times
Ramming Value: 40 Pivot Cost: 1+1 Thrust Extra Power: +0 Maximum Pulse: 5
Grouping Range: +1 per 5
Jump Delay: N/A Roll Cost: 1+1 Thrust Initiative Bonus: +12 Range Penalty: -1 per 2 hexes
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +3/+2/+0
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Intercept Rating: -1
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Rate of Fire: 1 per 2 turns
FORWARD HITS SPECIAL NOTES Standard Particle Beam
1-6: Retro Thrust HANGAR Class: Particle
1
7-8: Med Blast Cannon Atmospheric Capable 0 Fighters
Modes: Standard
9-11: Std Particle Beam Damage: 1d10+6
12-17: Structure 3 Assault Shuttles Range Penalty: -1 per hex
18-20: PRIMARY Hit SENSOR DATA 1 Shuttle Thrust: 3 Fire Control: +4/+4/+4
Intercept Rating: -2
AFT HITS Defensive EW Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
1-8: Main Thrust
9-11: Std Particle Beam Target #1
12-17: Structure Target #2
18-20: PRIMARY Hit Target #3 Blast Cannon
PRIMARY HITS
1-8: Port/Strb Thrust
Target #4 Ammunition
9-11: Sensors
Target #5 Med Blast Cannon #1
12-14: Engine Target #6
15-16: Hangar
17-19: Reactor
20: C & C
1

2 2 3 2 3
2 2

2 2
FORWARD

6
PORT STARBOARD
3 3
4
2 2

2
2 2
3 3 3 3
2 2

2 3 2
PRIMARY
AFT
2 2 2 2 2 LAKRIT ASSAULT
SHUTTLES
4 5 Cost: 20 Defense: 9/9
Thrust: 6 Offense: +1
ICON RECOGNITION 2 2 2 Armor: 1 Initiative: +9
1 Gatling Cannon
Thruster Rate of Fire: 1 per turn
C&C Range Penalty: -3 per hex
Damage 1d6
Sensors Firing Arc:
Engine

Reactor
Hangar

Med Blast Cannon

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1

Korean Delta-V Light Fighter


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Light Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 5 Ultralight Particle Beam
In Service: 2195 Turn Delay: 0 Stb/Port Defense: 5 Number of Guns: 2 (Linked)
Class: Particle
Point Value: 28 each Accel/Decel Cost: 1 Thrust Free Thrust: 9 Damage: 1d6+1
Ramming Value: 11 Pivot Cost: 1 Thrust Offensive Bonus: +3 Range Penalty: -2 per hex
Jinking Limit: 10 Levels Roll Cost: 1 Thrust Initiative Bonus: +20 Fire Control: n/a
Rate of Fire: Once per turn

Flight Level Combat


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

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

Dropped Out Flight #2


Dropped Out
Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #4

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7

Flight #8

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

DESIGN and SCS by Agents of Gaming (AoG)


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Gojoseon Station (Mk-I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Enormous Base Turn Cost: N/A Fwd/Aft Defense: 20 Med Chemical Laser
In Service: 2190 Turn Delay: N/A Stb/Port Defense: 20 Class: Laser 2
Point Value: 1700 Accel/Decel Cost: N/A Engine Efficiency: N/A Modes: R (8)
Damage: 3d10+3
Ramming Value: 750 Pivot Cost: N/A Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: N/A Fire Control: +2/+1/+0
Intercept Rating: n/a
Rate of Fire: 1 per 3 turns
Class-SO Missile Rack Medium Blast Cannon
Class: Ballistic 0 Class: Matter
Missiles: 12 Modes: Pulse 2
SECTION HITS SENSOR DATA Range Penalty: None Damage: 5 1d5 times
1: Missile Rack Fire Control: +2/+2/+2 Maximum Pulse: 5
2: Med Chemical Laser Defensive EW 3 Rate of Fire: 1 per 2 turns Grouping Range: +1 per 5
3-4: Std Particle Beam Range Penalty: -1 per 2 hexes
5: Section Hangar
Target #1 A Fire Control: +3/+2/+0
6: Section Cargo Target #2 16 15 Intercept Rating: -1
Rate of Fire: 1 per 2 turns
7: Section Reactor Target #3
8-18: Section Structure
19-20: PRIMARY Hit Target #4 2 Standard Particle Beam
Target #5 Class: Particle
1
PRIMARY HITS Modes: Standard
1-10: Primary Structure Target #6 10 10 10 Damage: 1d10+6
11-12: Primary Cargo Range Penalty: -1 per hex
13-14: Sensors Fire Control: +4/+4/+4
15-16: Med Blast Cannon Intercept Rating: -2
10 10 10 Rate of Fire: 1 per turn
17: Primary Hangar
18: Primary Reactor
19-20: C & C
17 19
6 9 6

10 6 11
FORWARD 3

4 B 6 6 C 5
18 4 4 20
2 2
10 10 10 g 10 10 10

1 2
10 10 10 10 10 10

FORWARD PORT 3 3 FORWARD STRB


3
AFT PORT 3 3 AFT STRB
10 10 10 10 10 10
2

10 10 10 10 10 10
10 10 10 10 10

D E
10 10 10 10 10

21 23
2 2
6 PRIMARY 5 7
AFT 3
12 13
6 14
ICON RECOGNITION
C&C 22 6 10 10 10 6 24 OUTER HANGARS
6 Fighters
Sensors 0 Shuttles
Reactor Blast Cannon 10 10 10
HANGAR
Hangar Each Med Blast Cannon holds 20
shots. There are 2 such cannons, 0 Fighters
Cargo so space precludes the usual F 6 Shuttles Thrust: 3
tracking check-off boxes. Use any Armor: 1 Defense: 8/10
Med Chemical Laser handy sheet of paper instead. MISSILES
25 2 26 Each Class-SO Rack holds 12
missiles. There are 6 such
Missile Rack Chemical Laser 8 racks, so space precludes the
Each Med Chemical Laser holds usual tracking check-off
Med Blast Cannon 16 shots. There are 6 such lasers, boxes. Use any handy sheet of
so space precludes the usual paper instead.
Std Particle Beam tracking check-off boxes. Use any
handy sheet of paper instead. DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Haemosu Jump Cruiser (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 15 Hvy Chemical Laser
In Service: 2218 Turn Delay: 4/3 x Speed Stb/Port Defense: 17 Class: Laser 3
Point Value: 525 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 4d10+4
Ramming Value: 180 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 3 hexes
Jump Delay: 20 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+1/-4
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16 Med Chemical Laser
Class: Laser 2
FORWARD HITS SPECIAL NOTES Modes: R (8)
1-6: Retro Thrust HANGAR Damage: 3d10+3
7-9: Med Chemical Laser Restricted Deployment (10%) 0 Fighters Range Penalty: -1 per 2 hexes
10: Hvy Chemical Laser Fire Control: +2/+1/+0
11-12: Std Particle Beam 2 Shuttle Thrust: 3 Intercept Rating: n/a
13-18: Forward Structure
19-20: PRIMARY Hit
SENSOR DATA 2 3 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
Defensive EW Standard Particle Beam
SIDE HITS Target #1 Class: Particle
1-6: Port/Stb Thrust Modes: Standard 1
7-8: Hvy Chemical Laser Target #2 Damage: 1d10+6
9-10: Port/Stb Hangar
11-18: Port/Stb Structure
Target #3 PORT/STRB HANGAR Range Penalty: -1 per hex
Fire Control: +4/+4/+4
Target #4 6 Medium Fighters
19-20: PRIMARY Hit
Target #5 3 3 0 Shuttle
Intercept Rating: -2
Rate of Fire: 1 per turn
AFT HITS
1-5: Main Thrust Target #6 2 2 2
6-7: Engine #1
8-9: Engine #2 Chemical Laser
10-11: Jump Engine 3 3 3
12: Std Particle Beam
13-18: Aft Structure
Ammunition
19-20: PRIMARY Hit 4 5 Hvy Chemical Laser #1
PRIMARY HITS
1-9: Primary Structure Med Chemical Laser #2
10: Hvy Chemical Laser
11-12: Std Particle Beam
13-14: Sensors
2 3 2
15-16: Hangar
Med Chemical Laser #3
17-18: Reactor
19-20: C & C
FORWARD
1

2
4
6 4 4 6
3 5
3
STARBOARD

4
4 3
PORT

2 2

8 9
3 3
4
3 2 2 3
2 PRIMARY 2

Engine #1 AFT Engine #2


3 3
ICON RECOGNITION
Thruster 4 4
C&C
2 4 4 2
Sensors 3
Engine 2 2 2 2

Reactor 6 7
Hangar

Jump Engine 3 3 3 3
Hvy Chemical Laser

Med Chemical Laser

Std Particle Beam


4 3 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Sun-shin Corvette (Mk-1V)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Med Laser Cannon
In Service: 2223 Turn Delay: 2/3 x Speed Stb/Port Defense: 15 Class: Laser
5
Point Value: 475 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 110 Pivot Cost: 2+2 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Standard Particle Beam
Class: Particle
SIDE HITS Modes: Standard 1
1-5: Port/Strb Thrust SPECIAL NOTES HANGAR Damage: 1d10+6
6: Med Laser Cannon Special Hull Arrangement 0 Fighters Range Penalty: -1 per hex
7-8: Missile Rack (No Fwd/Aft Hits) Fire Control: +4/+4/+4
9-10: Std Particle Beam 2 Shuttle Thrust: 3 Intercept Rating: -2
11-18: Port/Strb Structure Atmospheric Capable Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
19-20: PRIMARY Hit
Class-S Missile Rack
PRIMARY HITS
1-6: Primary Structure
SENSOR DATA Class: Ballistic 0
Defensive EW Missiles: 20
7-8: Med Laser Cannon Range Penalty: None
9-10: Fwd/Aft Thrust Target #1 Fire Control: +3/+3/+3
11-12: Sensors
13-14: Engine #1 Target #2 1 2 Rate of Fire: 1 per 2 turns
15-16: Engine #2 Target #3
17-18: Hangar Target #4
19: Reactor
20: C & C Target #5 MISSILES
Target #6 Rack #3

3 3
2 2 2 Rack #4

3 3 3
FORWARD
5 6

2 2
2
4 4
3 4
4
3 3
STARBOARD

2 4 3 4 2
PORT

Engine #1 Engine #2
3 3

4 4
2 4 2

3 4 4 3
3 PRIMARY 3
2 AFT 2
7 2 2 2 2 8

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

Reactor
Hangar
Med Laser Cannon

Missile Rack

Std Particle Beam


DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Jang Bogo Heavy Carrier (Mk-I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 5/4 Speed Fwd/Aft Defense: 14 Med Laser Cannon
In Service: 2226 Turn Delay: 1 x Speed Stb/Port Defense: 17 Class: Laser
5
Point Value: 500 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 260 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 2 3 4 5 7 8 9 10 12 13 14 15
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Standard Particle Beam
Class: Particle
Modes: Standard 1
FORWARD HITS SENSOR DATA SPECIAL NOTES Damage: 1d10+6
1-4: Retro Thrust Range Penalty: -1 per hex
5-8: Std Particle Beam Defensive EW Unique Ship (Only 1 exists)
9-10: Med Laser Cannon
Target #1 1 Fire Control: +4/+4/+4
Intercept Rating: -2
11-18: Forward Structure Rate of Fire: 1 per turn
19-20: PRIMARY Hit Target #2
SIDE HITS Target #3 3 3
1-4: Port/Stb Thrust
5-6: Med Laser Cannon
Target #4 HANGAR
7: Std Particle Beam Target #5 3 3 3 0 Fighters
8-11: Port/Stb Hangar Target #6 6 Assault Shuttles
12-18: Port/Stb Structure
19-20: PRIMARY Hit 4 Shuttles Thrust: 3
Armor: 1 Defense: 8/10
AFT HITS
1-6: Main Thrust
7-10: Std Particle Beam 7 8
11-18: Aft Structure
19-20: PRIMARY Hit 6 2 3 2 9
PRIMARY HITS
1-11: Primary Structure 2 FORWARD 2
12-13: Sensors
14-15: Engine 2 3 OTHER HANGARS
16-17: Primary Hangar 6 Fighters
18-19: Reactor
20: C & C 0 Shuttles
4
3 3 LAKRIT ASSAULT
6
SHUTTLES
Cost: 20 Defense: 9/9
Thrust: 6 Offense: +1
Armor: 1 Initiative: +9
6 6 5 6 6 1 Gatling Cannon
Rate of Fire: 1 per turn
3 3 3 3 3 Range Penalty: -3 per hex
Damage 1d6
Firing Arc:

4
STARBOARD

4 4
PORT

5
3 3
4 3
3 3

3 3 3 3
6 6 4 6 6

10 11
2 2

ICON RECOGNITION 3 2 3
Thruster
4
C&C PRIMARY
4 5
Sensors AFT
Engine
Reactor 3 3

Hangar
12 13
Med Laser Cannon
3

3 3
Std Particle Beam
2 2 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1

Korean Valkyrie Medium Fighter


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 7 Uni-Pulse Cannon
In Service: 2238 Turn Delay: 0 Stb/Port Defense: 7 Number of Guns: 2 (Linked)
Class: Particle
Point Value: 50 each Accel/Decel Cost: 1 Thrust Free Thrust: 9 Damage: 1d6+4
Ramming Value: 14 Pivot Cost: 1 Thrust Offensive Bonus: +4 Range Penalty: -2 per hex
Jinking Limit: 8 Levels Roll Cost: 1 Thrust Initiative Bonus: +18 Fire Control: n/a
Rate of Fire: Once per turn
Basic Fighter Missile
SPECIAL NOTES Cost: 8
Flight Level Combat Class: Ballistic
5 or more above = 0 Hit Can carry 4 Y-missiles Damage: 10
ARMOR May replace Y-missiles Max Range: 10 hexes
3-4 above = 1/6 Hit Fire Control: n/a
2 1-2 above = 1/3 Hit with Basic missile at
Class-Y Fighter Missile
1 1 0-2 below = 1/2 Hit 1 Basic per 2 Y-missiles Cost: 2
1 3-4 below = 2/3 Hit Launch rate 2 Y-missiles
or 1 Basic per turn
Class: Ballistic
Damage: 6
5-6 below = 5/6 Hit Max Range: 8 hexes
7 or more below = All Hit Fire Control: n/a
Special: Snap Fire (see rules)

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

Dropped Out Flight #2


Dropped Out
Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #4

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7

Flight #8

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

DESIGN and SCS by History Repair Team (HRT), 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Sun-shin Corvette (Mk-V)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Med Laser Cannon
In Service: 2241 Turn Delay: 2/3 x Speed Stb/Port Defense: 15 Class: Laser
5
Point Value: 500 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 110 Pivot Cost: 2+2 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Standard Particle Beam
Class: Particle
SIDE HITS Modes: Standard 1
1-5: Port/Strb Thrust SPECIAL NOTES HANGAR Damage: 1d10+6
6: Med Laser Cannon Special Hull Arrangement 0 Fighters Range Penalty: -1 per hex
7-8: Missile Rack (No Fwd/Aft Hits) Fire Control: +4/+4/+4
9-10: Std Particle Beam 2 Shuttle Thrust: 3 Intercept Rating: -2
11-18: Port/Strb Structure Atmospheric Capable Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
19-20: PRIMARY Hit
Class-R Missile Rack
PRIMARY HITS
1-6: Primary Structure
SENSOR DATA Class: Ballistic 0
Defensive EW Missiles: 20
7-8: Med Laser Cannon Range Penalty: None
9-10: Fwd/Aft Thrust Target #1 Fire Control: +3/+3/+3
11-12: Sensors
13-14: Engine #1 Target #2 1 2 Rate of Fire: 1 per turn
15-16: Engine #2 Target #3
17-18: Hangar
19: Reactor
Target #4 MISSILES
20: C & C Target #5 Rack #3
Target #6
3 3
Rack #4
2 2 2

3 3 3
FORWARD
5 6

2 2
2
4 4
3 4
4
3 3
STARBOARD

2 4 3 4 2
PORT

Engine #1 Engine #2
3 3

4 4
2 4 2

3 4 4 3
3 PRIMARY 3
2 AFT 2
7 2 2 2 2 8

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

Reactor
Hangar
Med Laser Cannon

Missile Rack

Std Particle Beam


DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Yi Sun-Shin Variant (Common)
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Sun-shin Pulse Corvette (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Med Pulse Cannon
In Service: 2241 Turn Delay: 2/3 x Speed Stb/Port Defense: 15 Class: Particle 3
Point Value: 475 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Mode: Pulse
Damage: 10 1d5 times
Ramming Value: 110 Pivot Cost: 2+2 Thrust Extra Power: +0 Maximum Pulses: 6
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Grouping Range: +1 per 4
Range Penalty: -1 per hex
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +4/+3/+1
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Intercept Rating: -2
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Rate of Fire: 1 per 2 turns
SIDE HITS SPECIAL NOTES Lt Pulse Cannon
1-5: Port/Strb Thrust HANGAR Class: Particle 2
6: Med Pulse Cannon Special Hull Arrangement 0 Fighters Modes: Standard
7-8: Missile Rack (No Fwd/Aft Hits) Damage: 8 1d5 times
9-10: Lt Pulse Cannon 2 Shuttle Thrust: 3 Maximum Pulses: 6
11-18: Port/Strb Structure Atmospheric Capable Armor: 1 Defense: 8/10 Grouping Range: +1 per 4
19-20: PRIMARY Hit Range Penalty: -2 per hex
Fire Control: +3/+3/+4
PRIMARY HITS
1-6: Primary Structure
SENSOR DATA Intercept Rating: -2
Defensive EW Rate of Fire: 1 per turn
7-8: Med Pulse Cannon
9-10: Fwd/Aft Thrust Target #1 Class-R Missile Rack
11-12: Sensors
13-14: Engine #1 Target #2 1 2 Class: Ballistic
Missiles: 20
0
15-16: Engine #2 Target #3 Range Penalty: None
17-18: Hangar Target #4 Fire Control: +3/+3/+3
19: Reactor Rate of Fire: 1 per turn
20: C & C Target #5
Target #6
3 3 MISSILES
Rack #3
2 2 2

3 3 3 Rack #4

FORWARD
5 6

2 2
2
4 4
3 4
4
3 3
STARBOARD

2 4 3 4 2
PORT

Engine #1 Engine #2
3 3

4 4
2 4 2

3 4 4 3
3 PRIMARY 3
2 AFT 2
2 2 2 2

ICON RECOGNITION 7 8
Thruster 3 3 3 3
C&C
Sensors
Engine

Reactor
Hangar
Med Pulse Cannon

Missile Rack

Lt Pulse Cannon
DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yi Song-gye Cruiser (Mk-1II)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 15 Med Laser Cannon
In Service: 2241 Turn Delay: 1 x Speed Stb/Port Defense: 17 Class: Laser
5
Point Value: 600 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 180 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Pulse Cannon
Class: Particle 3
FORWARD HITS SPECIAL NOTES Mode: Pulse
1-7: Retro Thrust HANGAR Damage: 10 1d5 times
8-10: Med Laser Cannon Limited Deployment (33%) 0 Fighters Maximum Pulses: 6
11-12: Std Particle Beam Grouping Range: +1 per 4
13-18: Forward Structure 2 Shuttle Thrust: 3 Range Penalty: -1 per hex
19-20: PRIMARY Hit SENSOR DATA Armor: 1 Defense: 8/10 Fire Control: +4/+3/+1
Intercept Rating: -2
SIDE HITS Defensive EW Rate of Fire: 1 per 2 turns
1-6: Port/Stb Thrust
7-8: Med Pulse Cannon Target #1 Standard Particle Beam
9-10: Missile Rack Target #2 Class: Particle
1
11-18: Port/Stb Structure
19-20: PRIMARY Hit Target #3 1 2 Modes: Standard
Damage: 1d10+6
Target #4 Range Penalty: -1 per hex
AFT HITS Target #5 Fire Control: +4/+4/+4
1-6: Main Thrust Intercept Rating: -2
7-8: Engine #1 Target #6 Rate of Fire: 1 per turn
9-10: Engine #2
11-12: Std Particle Beam
13-18: Aft Structure Class-R Missile Rack
19-20: PRIMARY Hit 3 3 Class: Ballistic
Missiles: 20
0
PRIMARY HITS Range Penalty: None
1-10: Primary Structure Fire Control: +3/+3/+3
11-12: Std Particle Beam 2 2 2 Rate of Fire: 1 per turn
13-14: Sensors
15-16: Hangar
17-18: Reactor 3 3 3 MISSILES
19-20: C & C Rack #5
7 8

Rack #6
2 3 2
FORWARD
3 4

3 4 4 3
5
5 6
3 3
STARBOARD

4 3 4
PORT

2 2

11 12
3 3
4
ICON RECOGNITION 3 2 2 3
2 PRIMARY 2
Thruster
Engine #1 AFT Engine #2
C&C
Sensors
3 3
Engine
4 4
Reactor
2 4 4 2
Hangar
3
Med Laser Cannon 2 2 2 2

Med Pulse Cannon 9 10


Missile Rack 3 3 3 3
Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Haemosu Jump Cruiser (Mk-1I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 15 Hvy Chemical Laser
In Service: 2241 Turn Delay: 4/3 x Speed Stb/Port Defense: 17 Class: Laser 3
Point Value: 550 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Modes: R (8)
Damage: 4d10+4
Ramming Value: 180 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 3 hexes
Jump Delay: 20 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+1/-4
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16 Med Laser Cannon
Class: Laser
FORWARD HITS 5
1-6: Retro Thrust SPECIAL NOTES HANGAR
Modes: Raking
Damage: 3d10+12
7-9: Med Laser Cannon Restricted Deployment (10%) 0 Fighters Range Penalty: -1 per 2 hexes
10: Hvy Laser Fire Control: +3/+2/-3
11-12: Std Particle Beam 2 Shuttle Thrust: 3 Intercept Rating: n/a
13-18: Forward Structure
19-20: PRIMARY Hit
SENSOR DATA 2 3 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
Defensive EW Standard Particle Beam
SIDE HITS Target #1 Class: Particle
1
1-6: Port/Stb Thrust Modes: Standard
7-8: Hvy Laser Target #2 Damage: 1d10+6
9-10: Port/Stb Hangar
11-18: Port/Stb Structure
Target #3
3 3 PORT/STRB HANGAR Range Penalty: -1 per hex
Fire Control: +4/+4/+4
19-20: PRIMARY Hit Target #4 6 Medium Fighters Intercept Rating: -2
AFT HITS Target #5 0 Shuttle Rate of Fire: 1 per turn
1-5: Main Thrust Target #6 2 2 2
6-7: Engine #1
8-9: Engine #2 Chemical Laser
10-11: Jump Engine 3 3 3
12: Std Particle Beam
13-18: Aft Structure
Ammunition
19-20: PRIMARY Hit 4 5 Hvy Chemical Laser #1
PRIMARY HITS
1-9: Primary Structure
10: Hvy Laser
11-12: Std Particle Beam
13-14: Sensors
2 3 2
15-16: Hangar
17-18: Reactor
19-20: C & C
FORWARD
1

2
4
6 4 4 6
3 5
3
STARBOARD

4
4 3
PORT

2 2

8 9
3 3
4
3 2 2 3
2 PRIMARY 2

Engine #1 AFT Engine #2 Hvy Laser Cannon


3 3 In scenarios set after 2244,
replace hvy chemical laser
ICON RECOGNITION with hvy laser cannon,
increasing the cost of
Thruster 4 4 the ship by 20 points.

C&C Hvy Laser Cannon


2 4 4 2 Class: Laser
Sensors 3 Modes: R, S 6
Damage: 4d10+20
Engine 2 2 2 2 Range Penalty: -1 per 3 hexes
Fire Control: +3/+2/-4
Reactor Intercept Rating: n/a
6 7 Rate of Fire: 1 per 4 turns
Hangar

Jump Engine 3 3 3 3

Hvy Chemical Laser

Med Laser Cannon 1


Std Particle Beam
4 3 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Kobukson Patrol Ship (Mk-1V)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 12 Med Laser Cannon
In Service: 2244 Turn Delay: 1/2 x Speed Stb/Port Defense: 13 Class: Laser
5
Point Value: 325 Accel/Decel Cost: 2 Thrust Engine Efficiency: 3/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 40 Pivot Cost: 1+1 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 1+1 Thrust Initiative Bonus: +12 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Standard Particle Beam
Class: Particle
FORWARD HITS Modes: Standard 1
1-6: Retro Thrust SPECIAL NOTES HANGAR Damage: 1d10+6
7-8: Med Laser Cannon Atmospheric Capable 0 Fighters Range Penalty: -1 per hex
9-11: Std Particle Beam Fire Control: +4/+4/+4
12-17: Structure 2 Assault Shuttles Intercept Rating: -2
18-20: PRIMARY Hit SENSOR DATA 1 Breaching Pods Rate of Fire: 1 per turn
AFT HITS Defensive EW 1 Shuttle Thrust: 3
1-8: Main Thrust
9-11: Std Particle Beam Target #1 Armor: 1 Defense: 8/10
12-17: Structure Target #2
18-20: PRIMARY Hit Target #3
PRIMARY HITS Target #4
1-8: Port/Strb Thrust Target #5
9-11: Sensors
12-14: Engine Target #6
15-16: Hangar
17-19: Reactor
20: C & C
1

2 2
3 2 3
3 3

2 2
FORWARD

6
PORT STARBOARD
4 4
4
2 2

2
3 3
4 4 3 4
HADES-CLASS
2 2 ASSAULT SHUTTLE
Cost: 30 Defense: 8/8
Thrust: 6 Offense: +3
3 4 3 Armor: 2 Initiative: +9
1 Uni-Pulse Cannon
PRIMARY Rate of Fire: 1 per turn
AFT Range Penalty: -2 per hex
Damage: 1d6+4
2 2 2 2 2 Firing Arc:
4 5
ICON RECOGNITION 3 3 3
Thruster
EA BREACHING POD
C&C Cost: 40 Defense: 10/10
Sensors Thrust: 6 Offense: +0
Engine
Armor: 3 Initiative: +9
No Weapons
Reactor
Hangar

Med Laser Cannon

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Janggeom Cutter (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/3 x Speed Fwd/Aft Defense: 11 Laser/Pulse Array
In Service: 2248 Turn Delay: 1/2 x Speed Stb/Port Defense: 12 This weapon can fire as
either a medium laser or
Point Value: 350 Accel/Decel Cost: 2 Thrust Engine Efficiency: 3/1 medium pulse cannon,
Ramming Value: 40 Pivot Cost: 1+1 Thrust Extra Power: +0 determined at the time of firing.
Jump Delay: N/A Roll Cost: 1+1 Thrust Initiative Bonus: +12 The ROF is based on the 5
shot being taken.
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Med Laser Cannon
Class: Laser
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Modes: R
FORWARD HITS SPECIAL NOTES Damage: 3d10+12
1-6: Retro Thrust HANGAR Range Penalty: -1 per 2 hexes
Fire Control: +3/+2/-3
7-8: Laser/Pulse Array Atmospheric Capable 0 Fighters
9-11: Std Particle Beam Intercept Rating: n/a
12-17: Structure 4 Assault Shuttles Rate of Fire: 1 per 3 turns
18-20: PRIMARY Hit SENSOR DATA 2 Breaching Pods Med Pulse Cannon
AFT HITS Defensive EW Class: Particle
1 Shuttle Thrust: 3 Modes: Pulse
1-8: Main Thrust
9-11: Std Particle Beam Target #1 Armor: 1 Defense: 8/10 Damage: 10 1d5 Times
12-17: Structure Target #2 Maximum Pulse: 6
18-20: PRIMARY Hit Grouping Range: +1 per 4
Target #3 Range Penalty: -1 per hex
PRIMARY HITS Target #4 Fire Control: +4/+3/+1
1-8: Port/Strb Thrust Intercept Rating: -2
Target #5 Rate of Fire: 1 per 2 turns
9-11: Sensors
12-14: Engine Target #6 1
15-16: Hangar Standard Particle Beam
17-19: Reactor Class: Particle
Modes: Standard 1
20: C & C
Damage: 1d10+6
Range Penalty: -1 per hex
Fire Control: +4/+4/+4
4 Intercept Rating: -2
Rate of Fire: 1 per turn

2 2 2 3
3 3
2 FORWARD 2

4 4
PORT 6 STARBOARD

4 8 4
HADES-CLASS
4 4 3
ASSAULT SHUTTLE
Cost: 30 Defense: 8/8
3 3 Thrust: 6 Offense: +3
5 Armor: 2 Initiative: +9
1 Uni-Pulse Cannon
PRIMARY Rate of Fire: 1 per turn
4 AFT 5 Range Penalty: -2 per hex
Damage: 1d6+4
Firing Arc:
4 4
2 2

2
ICON RECOGNITION 4 4
Thruster EA BREACHING POD
C&C 4 Cost: 40 Defense: 10/10
Thrust: 6 Offense: +0
Sensors
Armor: 3 Initiative: +9
Engine No Weapons
Reactor
Hangar
Laser/Pulse Array

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Nopunde OSat-A/B (Mk-1II)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: OSAT Turn Cost: N/A Fwd/Aft Defense: 10 Standard Particle Beam
In Service: 2247/2247 Turn Delay: N/A Stb/Port Defense: 10 Class: Particle
1
Point Value: 190 Accel/Decel Cost: N/A Engine Efficiency: N/A Modes: Standard
Damage: 1d10+6
Ramming Value: 14 Pivot Cost: N/A Extra Power: +0 Range Penalty: -1 per hex
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: +12 Fire Control: +4/+4/+4
Intercept Rating: -2
Rate of Fire: 1 per turn
Laser/Pulse Array
This weapon can fire as
PRIMARY HITS SENSOR DATA either a medium laser or
1-10: Primary Structure medium pulse cannon,
11-12: Thruster Defensive EW determined at the time of firing.
13-14: Missile Rack/Laser Target #1 The ROF is based on the 5
15-16: Std Particle Beam shot being taken.
17-18: Sensors Target #2
19-20: Reactor Target #3 Class-R Missile Rack
Class: Ballistic 0
Target #4 Missiles: 20
Target #5 Range Penalty: None
Fire Control: +3/+3/+3
Target #6 Rate of Fire: 1 per turn

MISSILES MISSILES
Rack #1 Nopunde-A Rack #1 Nopunde-A

1 3 1 3
2 3 2 3
2 2 2 2

4 4
N/A 4 N/A 4

4 3 4 3 4 3 4 3

Nopunde-B Nopunde-B

1 3 1 3
2 3 2 3
2 2 2 2

3 4
N/A 4 N/A 4

4 3 4 3 4 3 4 3
ICON RECOGNITION
Thruster
Med Laser Cannon Med Pulse Cannon
Sensors Class: Laser Class: Particle
Modes: R Modes: Pulse
Reactor Damage: 3d10+12 Damage: 10 1d5 Times
Range Penalty: -1 per 2 hexes Maximum Pulse: 6
Missile Rack Fire Control: +3/+2/-3 Grouping Range: +1 per 4
Intercept Rating: n/a Range Penalty: -1 per hex
Rate of Fire: 1 per 3 turns Fire Control: +4/+3/+1
Laser/Pulse Array Intercept Rating: -2
Rate of Fire: 1 per 2 turns

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Goguryeo Armored Cruiser (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Laser/Pulse Array
In Service: 2249 Turn Delay: 1/2 x Speed Stb/Port Defense: 15 This weapon can fire as
either a medium laser or
Point Value: 450 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 medium pulse cannon,
Ramming Value: 120 Pivot Cost: 2+2 Thrust Extra Power: +0 determined at the time of firing.
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 The ROF is based on the 5
shot being taken.
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Med Laser Cannon
Class: Laser
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Modes: R
SIDE HITS SPECIAL NOTES Damage: 3d10+12
1-6: Port/Strb Thrust HANGAR Range Penalty: -1 per 2 hexes
Fire Control: +3/+2/-3
7-8: Laser/Pulse Array Special Hull Arrangement 2 Breaching Pods
9-10: Std Particle Beam Intercept Rating: n/a
11-18: Port/Strb Structure
(No Fwd/Aft Hits) 2 Shuttle Thrust: 3 Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit Atmospheric Capable Armor: 1 Defense: 8/10 Med Pulse Cannon
Class: Particle
PRIMARY HITS Modes: Pulse
1-8: Primary Structure
9-10: Std Particle Beam
SENSOR DATA Damage: 10 1d5 Times
Defensive EW Maximum Pulse: 6
11-12: Fwd/Aft Thrust Grouping Range: +1 per 4
13-14: Sensors Target #1 Range Penalty: -1 per hex
15-16: Engine
17: Hangar Target #2 Fire Control: +4/+3/+1
Intercept Rating: -2
18-19: Reactor Target #3 Rate of Fire: 1 per 2 turns
20: C & C Target #4
Target #5 Standard Particle Beam
Target #6 3 4 Class: Particle
Modes: Standard 1
Damage: 1d10+6
Range Penalty: -1 per hex
Fire Control: +4/+4/+4
2 2 Intercept Rating: -2
Rate of Fire: 1 per turn

4 3 3 4
FORWARD
1 2

2
6
4 5 4

5 4 5
STARBOARD

5 7
PORT

4 4
8 5
5 5
3 4
3 5 PRIMARY 5 4
3 3
AFT
2 2

4 4
3 6 8 3
2 2

4 4

ICON RECOGNITION
Thruster
EA BREACHING POD
C&C Cost: 40 Defense: 10/10
Sensors Thrust: 6 Offense: +0
Armor: 3 Initiative: +9
Engine No Weapons
Reactor
Hangar

Laser/Pulse Array

Std Particle Beam


DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Gojoseon Station (Mk-II)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Enormous Base Turn Cost: N/A Fwd/Aft Defense: 20 Hvy Laser Cannon
In Service: 2249 Turn Delay: N/A Stb/Port Defense: 20 Class: Laser
6
Modes: R, S
Point Value: 1900 Accel/Decel Cost: N/A Engine Efficiency: N/A Damage: 4d10+20
Ramming Value: 750 Pivot Cost: N/A Extra Power: +0 Range Penalty: -1 per 3 hexes
Jump Delay: N/A Roll Cost: N/A Initiative Bonus: N/A Fire Control: +3/+2/-4
Intercept Rating: n/a
Rate of Fire: 1 per 4 turns

Class-R Missile Rack Med Pulse Cannon Laser/Pulse Array


Class: Ballistic Class: Particle This weapon can fire as
0 Modes: Pulse either a medium laser or
Missiles: 20
Damage: 10 1d5 Times medium pulse cannon,
SECTION HITS SENSOR DATA Range Penalty: None
Maximum Pulse: 6 determined at the time of firing.
1: Missile Rack Fire Control: +3/+3/+3
Grouping Range: +1 per 4 The ROF is based on the 5
2: Laser/Pulse Array Defensive EW Rate of Fire: 1 per turn
Range Penalty: -1 per hex shot being taken.
3-4: Std Particle Beam Target #1
5: Section Hangar 3 Fire Control: +4/+3/+1
Intercept Rating: -2 Med Laser Cannon
6: Section Cargo Target #2 A Rate of Fire: 1 per 2 turns Class: Laser
7: Section Reactor
8-18: Section Structure
Target #3 16 15 Modes: R
Damage: 3d10+12
19-20: PRIMARY Hit Target #4 Range Penalty: -1 per 2 hexes
PRIMARY HITS Target #5 2 Fire Control: +3/+2/-3
Intercept Rating: n/a
1-10: Primary Structure Target #6 Rate of Fire: 1 per 3 turns
11-12: Primary Cargo 10 10 10
13-14: Sensors Standard Particle Beam
15-16: Hvy Laser Cannon Class: Particle
Modes: Standard 1
17: Primary Hangar 10 10 10
18: Primary Reactor
19-20: C & C
17 19 Damage: 1d10+6
Range Penalty: -1 per hex
Fire Control: +4/+4/+4
6 9 6 Intercept Rating: -2
Rate of Fire: 1 per turn
10
6
FORWARD 4 11

4 B 6 6 C 5
18 4 4 20
2 2
10 10 10 g 10 10 10

1 2
10 10 10 10 10 10

FORWARD PORT 4 4 FORWARD STRB


3
AFT PORT 4 4 AFT STRB
10 10 10 10 10 10
2

10 10 10 10 10 10
10 10 10 10 10

D E
10 10 10 10 10

21 23
2 2
6 PRIMARY 5 7
AFT 4

12 13
6 14
ICON RECOGNITION 22 6 10 10 10 6 24 OUTER HANGARS
C&C 6 Fighters
0 Shuttles
Sensors
Reactor
10 10 10
HANGAR
Hangar 0 Fighters
F 6 Shuttles Thrust: 3
Hvy Laser Cannon Armor: 1 Defense: 8/10
MISSILES
Laser/Pulse Array
25 2 26 Each Class-R Rack holds 20
missiles. There are 6 such
8 racks, so space precludes the
usual tracking check-off
Missile Rack
boxes. Use any handy sheet of
paper instead.
Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Oryonggeo Heavy Cruiser (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 2/3 x Speed Fwd/Aft Defense: 14 Hvy Laser Cannon
In Service: 2252 Turn Delay: 2/3 x Speed Stb/Port Defense: 16 Class: Laser
6
Modes: R, S
Point Value: 650 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 Damage: 4d10+20
Ramming Value: 230 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 3 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+2/-4
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8
Laser/Pulse Array
This weapon can fire as
FORWARD HITS either a medium laser or
1-7: Retro Thrust SPECIAL NOTES HANGAR medium pulse cannon,
8-10: Laser/Pulse Array Restricted Deployment (10%) determined at the time of firing.
12 Fighters The ROF is based on the 5
11-12: Hvy Laser
13-18: Forward Structure 1 2 Shuttle Thrust: 3 shot being taken.
19-20: PRIMARY Hit SENSOR DATA Armor: 1 Defense: 8/10 Med Laser Cannon
Class: Laser
SIDE HITS Defensive EW Modes: R
1-7: Port/Stb Thrust 2 2
8-10: Std Particle Beam Target #1 Damage: 3d10+12
Range Penalty: -1 per 2 hexes
11-18: Port/Stb Structure Target #2
19-20: PRIMARY Hit
Target #3 4 4 Fire Control: +3/+2/-3
Intercept Rating: n/a
AFT HITS Rate of Fire: 1 per 3 turns
1-8: Main Thrust
Target #4 4 Med Pulse Cannon
9-11: Laser/Pulse Array Target #5
Class: Particle
12-18: Aft Structure Target #6 Modes: Pulse
19-20: PRIMARY Hit Damage: 10 1d5 Times
PRIMARY HITS
2 4 3 Maximum Pulse: 6
Grouping Range: +1 per 4
1-8: Primary Structure Range Penalty: -1 per hex
9-10: Jump Engine 2 Fire Control: +4/+3/+1
11-12: Sensors
13-14: Engine 4 4 Intercept Rating: -2
Rate of Fire: 1 per 2 turns
15-16: Hangar
17-18: Reactor
19-20: C & C 5 Standard Particle Beam
Class: Particle
Modes: Standard 1
Damage: 1d10+6
FORWARD Range Penalty: -1 per hex
Fire Control: +4/+4/+4
Intercept Rating: -2
6 10 Rate of Fire: 1 per turn
2 STARBOARD 2
7 11
2 8 2
PORT

5 3 5

6
3
4 5 3
4
4
5 4

8 5 5 12
2 12 2
4 4
9 13
2 5 2
PRIMARY
ICON RECOGNITION 2 AFT 2

Thruster
C&C
Sensors
Engine
4 4
Reactor 4 4
Hangar
4 5
Jump Engine
2
4 2

Hvy Laser Cannon

Laser/Pulse Array
4 4
Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yu Gwan-sun Tender (Mk-I)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 16 Med Pulse Cannon
In Service: 2253 Turn Delay: 1 x Speed Stb/Port Defense: 16 Class: Particle 3
Point Value: 525 Accel/Decel Cost: 4 Thrust Engine Efficiency: 3/1 Modes: Standard
Damage: 10 1d5 times
Ramming Value: 320 Pivot Cost: 3+3 Thrust Extra Power: +0 Maximum Pulses: 6
Jump Delay: 24 Turns Roll Cost: 3+3 Thrust Initiative Bonus: +0 Grouping Range: +1 per 4
Range Penalty: -1 per hex
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +4/+3/+1
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Intercept Rating: -2
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 2 turns
FORWARD HITS Standard Particle Beam
1-5: Retro Thrust SPECIAL NOTES Class: Particle
1
6-7: Med Pulse Cannon Unique Ship (Only 1 exists) Modes: Standard
8: Std Particle Beam Damage: 1d10+6
9-12: Cargo A or B Range Penalty: -1 per hex
13-18: Forward Structure Fire Control: +4/+4/+4
19-20: PRIMARY Hit SENSOR DATA Intercept Rating: -2
Rate of Fire: 1 per turn
SIDE HITS Defensive EW 2
1-4: Port/Stb Thrust
Target #1
4
5-6: Med Pulse Cannon
7-8: Cargo A or B Target #2
9-10: Cargo C or D Target #3
11: Cargo E or F
12-13: Dry Dock Module Target #4
14-18: Port/Stb Structure Target #5 1
19-20: PRIMARY Hit
Target #6
AFT HITS 3 3
1-6: Main Thrust
7: Std Particle Beam
8-9: Jump Engine 3 4 3
10-12: Cargo E or F
13-18: Aft Structure
19-20: PRIMARY Hit A B
PRIMARY HITS 2 3
1-11: Primary Structure
12-13: Sensors
14-15: Engine
16-17: Hangar 3 3
18-19: Reactor 4 4 4
20: C & C
3 3
C D
FORWARD
4 4

3 3
STARBOARD
3 3 8 12 3 3
PORT

5 5 5
6

20 5 3 5 5 20
PRIMARY
4 4 4 4
AFT

5 4
ICON RECOGNITION
Thruster
HANGAR
2 2
12 Cargo Shuttles Thrust: 3
C&C E F Armor: 0 Defense: 12/12
Sensors
4 4
Jump Engine 3 3
2 2
Engine 3 3
Reactor
4 4
Hangar
4
Cargo

Dry Dock Module


5 2
Med Pulse Cannon

Std Particle Beam


DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Goguryeo Variant (Uncommon)
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Dalnim Carrier (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Med Pulse Cannon
In Service: 2262 Turn Delay: 1/2 x Speed Stb/Port Defense: 15 Class: Particle 3
Point Value: 475 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 Mode: Pulse
Damage: 10 1d5 times
Ramming Value: 120 Pivot Cost: 2+2 Thrust Extra Power: +0 Maximum Pulses: 6
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Grouping Range: +1 per 4
Range Penalty: -1 per hex
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +4/+3/+1
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6 Intercept Rating: -2
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Rate of Fire: 1 per 2 turns
SIDE HITS SPECIAL NOTES Standard Particle Beam
1-6: Port/Strb Thrust HANGAR Class: Particle
1
7-8: Med Pulse Cannon Special Hull Arrangement 12 Medium Fighters Modes: Standard
9-10: Std Particle Beam (No Fwd/Aft Hits) Damage: 1d10+6
11-18: Port/Strb Structure 1 Shuttle Thrust: 3 Range Penalty: -1 per hex
19-20: PRIMARY Hit Atmospheric Capable Armor: 1 Defense: 8/10 Fire Control: +4/+4/+4
Intercept Rating: -2
PRIMARY HITS Rate of Fire: 1 per turn
1-7: Primary Structure
8-9: Std Particle Beam
SENSOR DATA
10-11: Fwd/Aft Thrust Defensive EW
12-13: Sensors Target #1
14-15: Engine
16-17: Hangar Target #2
18-19: Reactor Target #3
20: C & C Target #4
Target #5
Target #6 3 4

2 2

4 3 3 4
FORWARD
1 2

6
6
4 5 4

5 4 5
STARBOARD

5 7
PORT

4 4
8 5
5 5
3 4
3 5 PRIMARY 5 4
3 3
AFT
2 2

4 4
3 6 8 3
2 2

4 4

ICON RECOGNITION
Thruster
C&C
Sensors
Engine

Reactor
Hangar

Med Pulse Cannon

Std Particle Beam


DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 0: RLB/SR-1

Korean Sabre Fighter


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Fighter Turn Cost: 1/3 Speed Fwd/Aft Defense: 7 Uni-Pulse Cannon
In Service: 2264 Turn Delay: 0 Stb/Port Defense: 7 Number of Guns: 2 (Linked)
Class: Particle
Point Value: 58 each Accel/Decel Cost: 1 Thrust Free Thrust: 12 Damage: 1d6+4
Ramming Value: 19 Pivot Cost: 1 Thrust Offensive Bonus: +5 Range Penalty: -2 per hex
Jinking Limit: 8 Levels Roll Cost: 1 Thrust Initiative Bonus: +18 Fire Control: n/a
Rate of Fire: Once per turn
Basic Fighter Missile
SPECIAL NOTES Cost: 8
Flight Level Combat Class: Ballistic
5 or more above = 0 Hit Can carry 4 Y-missiles Damage: 10
ARMOR May replace Y-missiles Max Range: 10 hexes
3-4 above = 1/6 Hit Fire Control: n/a
2 1-2 above = 1/3 Hit with Basic missile at
Class-Y Fighter Missile
2 2 0-2 below = 1/2 Hit 1 Basic per 2 Y-missiles Cost: 2
2 3-4 below = 2/3 Hit Launch rate 2 Y-missiles
or 1 Basic per turn
Class: Ballistic
Damage: 6
5-6 below = 5/6 Hit Max Range: 8 hexes
7 or more below = All Hit Fire Control: n/a
Special: Snap Fire (see rules)

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

Dropped Out Flight #2


Dropped Out
Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #4

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

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

Flight #6

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6 Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7

Flight #8

Dropped Out Dropped Out


Ftr Destroyed Ftr Destroyed
Initative Speed Thrust Used Jinking Notes Initative Speed Thrust Used Jinking Notes

DESIGN and SCS by History Repair Team (HRT), 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Janggeom Variant (Uncommon)
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Yongwang Frigate (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Medium Ship Turn Cost: 1/3 x Speed Fwd/Aft Defense: 11 Medium Laser
In Service: 2265 Turn Delay: 1/2 x Speed Stb/Port Defense: 12 Class: Laser
5
Point Value: 375 Accel/Decel Cost: 2 Thrust Engine Efficiency: 3/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 40 Pivot Cost: 1+1 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 1+1 Thrust Initiative Bonus: +12 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Med Pulse Cannon
Class: Particle 3
FORWARD HITS SPECIAL NOTES Mode: Pulse
1-6: Retro Thrust HANGAR Damage: 10 1d5 times
7-8: Med Laser Cannon Atmospheric Capable 1 Shuttle Thrust: 3 Maximum Pulses: 6
9-11: Med Pulse Cannon Grouping Range: +1 per 4
12-17: Structure Armor: 1 Defense: 8/10 Range Penalty: -1 per hex
18-20: PRIMARY Hit SENSOR DATA Fire Control: +4/+3/+1
Intercept Rating: -2
AFT HITS Defensive EW Rate of Fire: 1 per 2 turns
1-8: Main Thrust
Target #1
9-11: Std Particle Beam
12-17: Structure Target #2
Standard Particle Beam
Class: Particle
18-20: PRIMARY Hit 1
Target #3 Modes: Standard
Damage: 1d10+6
PRIMARY HITS Target #4 Range Penalty: -1 per hex
1-8: Port/Strb Thrust Target #5 Fire Control: +4/+4/+4
9-11: Sensors
12-14: Engine Target #6 1 Intercept Rating: -2
Rate of Fire: 1 per turn
15: Hangar
16-18: Reactor
19-20: C & C

2 2 2 3
3 3
3 FORWARD 3

4 4
PORT 6 STARBOARD

4 8 4

4 4 3

3 3
5
4 PRIMARY 6
AFT
2 2

2 4 4
2
2
ICON RECOGNITION 5 7
Thruster
C&C
4 4 4
Sensors
Engine

Reactor
Hangar

Med Laser Cannon

Med Pulse Cannon

Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Goguryeo Variant (Rare)
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Haenim ELINT Cruiser (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Hvy Cmbt Ship Turn Cost: 1/2 x Speed Fwd/Aft Defense: 14 Medium Laser
In Service: 2267 Turn Delay: 1/2 x Speed Stb/Port Defense: 15 Class: Laser
5
Point Value: 500 Accel/Decel Cost: 2 Thrust Engine Efficiency: 2/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 120 Pivot Cost: 2+2 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +6 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6
Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6 Standard Particle Beam
Class: Particle
SIDE HITS Modes: Standard 1
1-6: Port/Strb Thrust SPECIAL NOTES HANGAR Damage: 1d10+6
7-8: Med Laser Cannon Special Hull Arrangement 6 Medium Fighters Range Penalty: -1 per hex
9-10: Std Particle Beam (No Fwd/Aft Hits) Fire Control: +4/+4/+4
11-18: Port/Strb Structure 1 Shuttle Thrust: 3 Intercept Rating: -2
19-20: PRIMARY Hit Atmospheric Capable Armor: 1 Defense: 8/10 Rate of Fire: 1 per turn
PRIMARY HITS ELINT Ship
1-7: Primary Structure
8-9: Std Particle Beam
10-11: Fwd/Aft Thrust
SENSOR DATA
12-13: Sensors Defensive EW
14-15: Engine Target #1
16-17: Hangar
18-19: Reactor Target #2
20: C & C Target #3
Target #4
Target #5 3 4
Target #6

2 2

4 3 3 4
FORWARD
1 2

6 6
4 5 4

5 3 5
STARBOARD

5 7
PORT

4 4
8 5
5 5
3 4
3 5 PRIMARY 5 4
3 3
AFT
2 2

4 4
3 6 8 3
2 2

4 4

ICON RECOGNITION
Thruster
C&C
Sensors
Engine

Reactor
Hangar

Med Laser Cannon

Std Particle Beam


DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Oryonggeo Variant (Rare)
Version 0: RLB/SR-1 Name:______________ Counter:____________

Korean Chiha Yo Changgun Command Cruiser (Mk-1)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 2/3 x Speed Fwd/Aft Defense: 14 Hvy Laser/Pulse Array
In Service: 2268 Turn Delay: 2/3 x Speed Stb/Port Defense: 16 This weapon can fire as 6
Point Value: 700 Accel/Decel Cost: 3 Thrust Engine Efficiency: 3/1 either a heavy laser or
heavy pulse cannon,
Ramming Value: 230 Pivot Cost: 3+3 Thrust Extra Power: +0 determined at the time of
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +1 firing. The ROF is based
on the shot being taken.
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8 Hvy Laser Cannon
Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8 Class: Laser
Modes: R, S
FORWARD HITS SPECIAL NOTES Damage: 4d10+20
1-7: Retro Thrust HANGAR Range Penalty: -1 per 3 hexes
8-10: Laser/Pulse Array Restricted Deployment (10%) 12 Fighters Fire Control: +3/+2/-4
11-12: Hvy L/P Array
13-18: Forward Structure
Adds +1 initiative bonus 1 2 Shuttle Thrust: 3
Intercept Rating: n/a
Rate of Fire: 1 per 4 turns
19-20: PRIMARY Hit to all Korean ships in the Armor: 1 Defense: 8/10
SIDE HITS scenario (including itself) Hvy Pulse Cannon
Class: Particle
1-7: Port/Stb Thrust 2 2 Modes: Standard
8-10: Std Particle Beam
11-18: Port/Stb Structure SENSOR DATA Damage: 15 1d5 times
4 4
Maximum Pulses: 6
19-20: PRIMARY Hit Defensive EW Grouping Range: +1 per 4
Target #1 Range Penalty: -1 per 2 hexes
AFT HITS
1-8: Main Thrust Target #2 4 Fire Control: +4/+3/-1
Intercept Rating: -1
9-11: Laser/Pulse Array Rate of Fire: 1 per 3 turns
12-18: Aft Structure Target #3
19-20: PRIMARY Hit Target #4 Laser/Pulse Array
PRIMARY HITS Target #5 2 4 3 This weapon can fire as
either a medium laser or
1-8: Primary Structure Target #6 medium pulse cannon,
9-10: Jump Engine 2 determined at the time of firing.
11-12: Sensors
13-14: Engine 4 4 The ROF is based on the 5
shot being taken.
15-16: Hangar
17-18: Reactor
5 Med Laser Cannon
19-20: C & C Class: Laser
Modes: R
Damage: 3d10+12
FORWARD Range Penalty: -1 per 2 hexes
Fire Control: +3/+2/-3
Intercept Rating: n/a
6 10 Rate of Fire: 1 per 3 turns

2 2 Med Pulse Cannon


Class: Particle
Modes: Pulse
STARBOARD

7 11 Damage: 10 1d5 Times


Maximum Pulse: 6
2 8 2 Grouping Range: +1 per 4
PORT

Range Penalty: -1 per hex


5 3 5 Fire Control: +4/+3/+1
Intercept Rating: -2
Rate of Fire: 1 per 2 turns
7 Standard Particle Beam
3
4 5 3
4 Class: Particle
4
5 4
Modes: Standard
Damage: 1d10+6
1

4 Range Penalty: -1 per hex


Fire Control: +4/+4/+4
Intercept Rating: -2
Rate of Fire: 1 per turn

8 5 5 12
2 12 2
4 4
9 13
2 5 2
PRIMARY
ICON RECOGNITION 2 AFT 2

Thruster
C&C
Sensors
Engine
4 4
Reactor 4 4
Hangar
4 5
Jump Engine
2
4 2

Hvy Laser/Pulse Array

Laser/Pulse Array
4 4
Std Particle Beam DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Korea

Korea

Korea

Korea

Korea
Korea

Korea

Korea
1 2 3 4 5 6 1 2

Kobukson Korea Kobukson Kobukson Kobukson Kobukson Kobukson Yu Sun-shin Yu Sun-shin

Korea

Korea

Korea

Korea

Korea

Korea

Korea
3 4 5 6 1 2 3 4

Yu Sun-shin Yu Sun-shin Yu Sun-shin Yu Sun-shin Yu Sun-shin-P Yu Sun-shin-P Yu Sun-shin-P Yu Sun-shin-P


Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
1 2 3 4 1 2 3 4

Yi Song-gye Yi Song-gye Yi Song-gye Yi Song-gye Nopunde-A Nopunde-A Nopunde-A Nopunde-A


Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
5 6 1 2 3 4 5 6

Nopunde-A Nopunde-A Nopunde-B Nopunde-B Nopunde-B Nopunde-B Nopunde-B Nopunde-B


Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
1 1 2 1 1 2 3 4

Gojoseon Haemosu Haemosu Jang Bogo Janggeom Janggeom Janggeom Janggeom


Korea

Korea

Korea

Korea

Korea

Korea
Korea

Korea

5 6 1 2 3 4 5 6

Janggeom Janggeom Goguryeo Goguryeo Goguryeo Goguryeo Goguryeo Goguryeo


Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
1 1 2 3 1 2 3 4

Yu Gwan-sun Oryonggeo Oryonggeo Oryonggeo Dalnim Dalnim Dalnim Dalnim


Korea

Korea

1 2
Korea

Korea

Korea

Korea

Korea

Korea
1 2 3 4 1 2

Haenim Haenim Yongwang Yongwang Yongwang Yongwang Chiha Yo Changgun Chiha Yo Changgun
2 3 4 6 7 8
Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
1 5

Beta Beta Beta Beta Beta Beta Beta Beta


Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea

1 2 3 4 5 6 7 8

Delta-V Delta-V Delta-V Delta-V Delta-V Delta-V Delta-V Delta-V


Small Races-1 Countersheet #1
Revision 0 Permission Granted to photocopy for personal use only
Korea

Korea

Korea

Korea
9 10 11 12 2 3 4

Korea

Korea

Korea

Korea
1

Delta-V Delta-V Delta-V Delta-V Valkyrie Valkyrie Valkyrie Valkyrie


6 7 8 10 11 12
Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
5 9

Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie


Korea

Korea

Korea

Korea

Korea

Korea

Korea

Korea
1 2 3 4 5 6 7 8

Sabre Sabre Sabre Sabre Sabre Sabre Sabre Sabre


Korea

Korea

Korea

Korea

Korea

Korea

Korea
1 2 3 1 2

Korea
4 5 6

Lakrit Lakrit Lakrit Lakrit Lakrit Lakrit Hades Hades


Korea

Korea

Korea

Korea

Korea

Korea

Korea
3 1 2 3
Korea
4 5 6 4

Hades Hades Hades Hades Lamprey Lamprey Lamprey Lamprey

PC 1 PC 2 PC 3 PC 4 PC 5 PC 6 Cov 1 Cov 2 Cov 3 Cov 4 Cov 5 Cov 6 Cov 1 Cov 2 Cov 3 Cov 4

Kobukson Kobukson Kobukson Kobukson Kobukson Kobukson Yi Sun-shin Yi Sun-shin Yi Sun-shin Yi Sun-shin Yi Sun-shin Yi Sun-shin Yi Sun-shin-P Yi Sun-shin-P Yi Sun-shin-P Yi Sun-shin-P
C 1 C 2 C 3 C 4 Osat 1 Osat 2 Osat 3 Osat 4 Osat 5 Osat 6 Osat 1 Osat 2 Osat 3 Osat 4 Osat 5 Osat 6

Yi Song-gye Yi Song-gye Yi Song-gye Yi Song-gye Nopunde-A Nopunde-A Nopunde-A Nopunde-A Nopunde-A Nopunde-A Nopunde-B Nopunde-B Nopunde-B Nopunde-B Nopunde-B Nopunde-B
SB 1 JC 1 JC 2 CVA 1 PC 1 PC 2 PC 3 PC 4 PC 5 PC 6 AC 1 AC 2 AC 3 AC 4 AC 5 AC 6

Gojoseon Haemosu Haemosu Jang Bogo Janggeom Janggeom Janggeom Janggeom Janggeom Janggeom Goguryeo Goguryeo Goguryeo Goguryeo Goguryeo Goguryeo
T 1 CA 1 CA 2 CA 3 CV 1 CV 2 CV 3 CV 4 CE 1 CE 2 FF 1 FF 2 FF 3 FF 4 CC 1 CC 2

Yu Gwan-sun Oryonggeo Oryonggeo Oryonggeo Dalnim Dalnim Dalnim Dalnim Haenim Haenim Yongwang Yongwang Yongwang Yongwang Chiha Yo Changgun Chiha Yo Changgun
AS 1 AS 2 AS 3 AS 4 AS 5 AS 6 AS 7 AS 8 AS 1 AS 2 AS 3 AS 4 AS 5 AS 6 AS 7 AS 8

Lakrit Lakrit Lakrit Lakrit Lakrit Lakrit Lakrit Lakrit Hades Hades Hades Hades Hades Hades Hades Hades
BP 1 BP 2 BP 3 BP 4 BP 5 BP 6 BP 7 BP 8 S 1 S 2 S 3 S 4 S 5 S 6 S 7 S 8

Lamprey Lamprey Lamprey Lamprey Lamprey Lamprey Lamprey Lamprey Shuttle Shuttle Shuttle Shuttle Shuttle Shuttle Shuttle Shuttle
ROK 1 ROK 2 ROK 3 ROK 4 ROK 5 ROK 6 ROK 7 ROK 8 ROK 9 ROK 10 ROK 11 ROK 12 ROK 1 ROK 2 ROK 3 ROK 4

Beta Beta Beta Beta Beta Beta Beta Beta Beta Beta Beta Beta Delta-V Delta-V Delta-V Delta-V
ROK 5 ROK 6 ROK 7 ROK 8 ROK 9 ROK 10 ROK 11 ROK 12 ROK 1 ROK 2 ROK 3 ROK 4 ROK 5 ROK 6 ROK 7 ROK 8

Delta-V Delta-V Delta-V Delta-V Delta-V Delta-V Delta-V Delta-V Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie Valkyrie
ROK 9 ROK 10 ROK 11 ROK 12 ROK 1 ROK 2 ROK 3 ROK 4 ROK 5 ROK 6 ROK 7 ROK 8 ROK 9 ROK 10 ROK 11 ROK 12

Valkyrie Valkyrie Valkyrie Valkyrie Sabre Sabre Sabre Sabre Sabre Sabre Sabre Sabre Sabre Sabre Sabre Sabre

Small Races-1 Countersheet #2


Revision 0 Permission Granted to photocopy for personal use only
7 REVISION LOG

Revision 0 (08-03-2011)
Initial Issue.

Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W SR-1 N/A


Small Races-1 Developed and Released by Richard Bax and HRT. Rev. 0
ADMIRAL HAE-SUP SAT IN THE SHAMBLED REMAINS OF HIS HAEMOSU CLASS
JUMP CRUISER. OVER THE CRACKLE OF RUINED CONSOLES HE COULD STILL
HEAR FRAGMENTS OF THE ONGOING BATTLE THOUGH HIS COMMAND CHAIR.
IT SOUNDED LIKE HIS FORCE WAS WINNING, THOUGH NOT BY MUCH.

COMMODORE KINKAID, ADJUTANT TO ADMIRAL HAMATO HAD SAID THAT THIS


WOULD BE A SIMPLE HOLDING ACTION. HE SAID THAT REINFORCEMENTS
WOULD FOLLOW ALMOST IMMEDIATELY. BUT THERE HAD BEEN NO
REINFORCEMENTS. AND THE DILGAR? THEY ACTED AS IF THIS WERE SOME
PENULTIMATE BATTLE, AND NOT SOME MINOR SIDE ACTION TO THE MAIN
INVASION OF BALOS.

THE DILGAR HAD TARGETED HIS JUMP CRUISER FROM THE BEGINNING,
APPARENTLY DRAWN TO ITS JUMP ENGINE SIGNATURE. IGNORING
EVERYTHING ELSE, THEY HAD DRIVEN THROUGH THE HEART OF HIS
SQUADRON TO GET HIM. AND THEY HAD PAID A HEAVY PRICE. HAE-SUP IDLY
NOTED THE STATUS OF HIS CRUISER’S CRIPPLED REACTOR. IN 30 MORE
SECONDS THEY WOULD SUCCEED.

THIS BOOK IS THE FIRST IN A SERIES OF SMALL


RACE PRODUCTS. IT INCLUDES BACKGROUND, NEW
SHIPS, RULES, TECHNOLOGY, AND SCENARIOS FOR
THE REPUBLIC OF KOREA!

IN THIS BOOK YOU WILL FIND:

RULES AND BACKGROUNDS FOR THE KOREAN RACE


Chemical Laser
Class-GO Missile Rack
SCENARIOS ACROSS THE HISTORY OF KOREA!
Raiders Along the Arc, In Rides the Cavalry, Io
Nightmare, Clark’s Contempt, Republic Raiders
NEW SHIPS THROUGHOUT THE HISTORY OF KOREA
Kobukson Patrol Ship
Yi Sun-shin Corvette
Yi Song-gye Cruiser
Nopunde Orbital Satellite
Haemosu Jump Cruiser
Jang Bogo Heavy Carrier
Janggeom Patrol Cutter
Goguryeo Armored Cruiser
Oryonggeo Heavy Cruiser
Chiha Yo Changgun Command Cruiser

...AND MUCH MORE!

THIS IS NOT A STAND ALONE PRODUCT AND REQUIRES


BABYLON 5 WARS 2nd EDITION TO FULLY USE.

BW-201 MSRP FREE TO EVERYONE


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

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