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BABYLON 5

A CALL TO ARMS
The Techno-Mages
The Techno-mages
Techno-Mages Fleet List
The Order of the Techno Mages is a powerful, mysterious and
almost mythical entity and their personal spacecraft even more so. Black, Priority Level: Raid
sleek and seamless they soar through the stars with neither heed nor care Pinnace
of the world around them. It is said that they can appear as they wish,
creating images of comets and asteroids around themselves to cloak their Priority Level: Battle
presence. Alwyn’s Ship Baylock’s Ship
Elric’s Ship Galen’s Ship
Techno-Mages Initiative: +5
Genius Loci’s Ship
Techno-Mages Special Rules
Hyperspace Mastery: When exiting hyperspace Techno Mages do not place
a jump point on table and my fire and move normally, when entering
hyperspace place no jump point and just remove the ship.
The Tech: Techno Mage ships never take crew damage.
Dreamers and Shapers: As a Special Action a Techno Mage ship my do any
of the following.
 Regain 1D6 lost damage
 Instantly move 10” in any direction and face any heading. With a
Crew Quality check (target 10), may also create two ‘dummy’
Techno Mage ships. Player does not have to announce which is the
real ship. Each dummy ship will move and take damage as normal,
and will stay on the table until the Techno Mage performs another
special action or attacks, or it is destroyed. The dummy ships must
stay within 20” of the real ship, or be instantly removed. Dummy
ships may not attack or use Special Actions.
 Use the Shadow’s Jump Engine Disruptor special rule, to a range of
12”.
 Prepare to deflect incoming attacks. If attacked by a Beam weapon,
make a Crew Quality check (target 9). If successful, the Beam attack
is reflected back to the attacking ship, causing Damage as normal.
Every subsequent Beam weapon reflected will cause the target
number of the Crew Quality check to be raised by +1.
Some Unique ships may have some different powers.
Initiative: +5
Crew Quality 6
2160+
Race Special Rules
Energy Blast
Hyperspace Mastery: When exiting hyperspace (F)
Techno Mages do not place a jump point on table Range: 18 AD: 2 XP Dice____
and my fire and move normally, when entering Precise, Super AP, X3 Damage
hyperspace place no jump point and just remove
the ship.
Hull
Techno Mage

The Tech: Techno Mage ships never take crew


5
Pinnace

damage.
Dreamers and Shapers: As a Special Action a
Techno Mage ship my do any of the following. Stealth 6+
 Regain 1D6 lost damage
 Move 10” in any direction and facing.
Place 2 other dummy ships on table
within 20” of the real ship. Player does
not have to announce which is the real Scout
ship. Dummy ships will move and take
damage as normal, and will stay on table
until they take damage, move farther
than 20” from the real ship, or the real
ship takes a special action. Dummy ships
2D6 Random Trait
do not take special actions or attack. 2-4 Scout
(target 10) 5-7 Agile
 Use Shadow’s Jump Disruptor. 12” range 8-10 Stealth
11-12 Jump Engine
 Deflect incoming Beam attacks. If
successful the attack is reflected back at
the attacker. (target 9 +1 for each Speed: 10
subsequent Beam attack.)
Turns: 2/45o
Critical Hits
Redundancy
Name

_______________________
Agile _______________________
_______________________
_______________________
10 Damage
____________________
Advanced Jump Engine
Dummy 1
Raid

Dummy 2
Initiative: +5
Crew Quality 6
2160+
Race Special Rules
Energy Blast
Hyperspace Mastery: When exiting hyperspace (F)
Techno Mages do not place a jump point on table Range: 18 AD: 2 XP Dice____
and my fire and move normally, when entering Precise, Super AP, X3 Damage
hyperspace place no jump point and just remove
the ship.
Hull
Techno Mage

The Tech: Techno Mage ships never take crew


Stealth 6+
Pinnace

damage. 5
Dreamers and Shapers: As a Special Action a
Techno Mage ship my do any of the following.
 Regain 1D6 lost damage Scout
 Move 10” in any direction and facing. Alwyn Special Rules
Place 2 other dummy ships on table Master of Deception: Once
within 20” of the real ship. Player does per game when this ship is
not have to announce which is the real hit you may redirect that hit
ship. Dummy ships will move and take on any other ship within 4”
damage as normal, and will stay on table Defensive Skill: This Ship
until they take damage, move farther gains Anti-Fighter 1
Name: Alwyn’s Ship

than 20” from the real ship, or the real Holo-Dragon: Once per
ship takes a special action. Dummy ships game this ship makes one
do not take special actions or attack. ship (friend or enemy) take
(target 10) no actions for a turn and
 Deal 10 AD, Mini-Beam damage to all will move as if adrift.
enemy ships within 20” and this ship takes
9 damage.
2D6 Random Trait
 Deflect incoming Beam attacks. If Speed: 10 2-4 Scout
successful the attack is reflected back at
the attacker. (target 9 +1 for each
Turns: 2/45o Unique
5-7
8-10
Agile
Stealth
11-12 Jump Engine
subsequent Beam attack.)
Agile
Redundancy Critical Hits
10 Damage _______________________
_______________________
_______________________
Dummy 1 _______________________
Advanced Jump Engine Dummy 2 ____________________
Battle

“Just as the Shadow War was gearing up, they decided it would be a jolly good idea that we all left and went somewhere else, rode out the war in
some safe place where we couldn’t be found. Rank cowardice, if you ask me… which they didn’t.”
Initiative: +5
Crew Quality 6
2160+
Race Special Rules
Energy Blast
Hyperspace Mastery: When exiting hyperspace (F)
Techno Mages do not place a jump point on table Range: 18 AD: 2 XP Dice____
and my fire and move normally, when entering Precise, Super AP, X3 Damage
hyperspace place no jump point and just remove
the ship.
Hull
Techno Mage

The Tech: Techno Mage ships never take crew


5 Stealth 6+
Pinnace

damage.
Dreamers and Shapers: As a Special Action a
Techno Mage ship my do any of the following.
 Regain 1D6 lost damage
 Move 10” in any direction and facing. Baylock Special Rules
Place 2 other dummy ships on table Inspired Command: Extra
within 20” of the real ship. Player does +2 Initiative rolls wile this
not have to announce which is the real ship is not crippled or
ship. Dummy ships will move and take skeleton crewed.
damage as normal, and will stay on table Instill Fervor: No ship in
Name: Baylock’s Ship

until they take damage, move farther this fleet will ever
than 20” from the real ship, or the real surrender.
ship takes a special action. Dummy ships Meticulous Planner:
do not take special actions or attack. Double all modifiers for
(target 10) setup and Initiative for the
 This ship may forgo an action, move or first turn.
attack to allow another ship to take that
forgone action.
2D6 Random Trait
 Deflect incoming Beam attacks. If Speed: 10 2-4 Scout
successful the attack is reflected back at
the attacker. (target 9 +1 for each
Turns: 2/45o 5-7
8-10
Agile
Stealth

subsequent Beam attack.) Unique 11-12 Jump Engine

Scout Agile
Redundancy Critical Hits
10 Damage _______________________
_______________________
_______________________
Advanced Jump Engine Dummy 1
_______________________
____________________
Dummy 2
Battle

“Galen. Galen! The Circle requires your presence… They know of your activates.”
Initiative: +5
Crew Quality 6
2160+
Race Special Rules
Energy Blast
Hyperspace Mastery: When exiting hyperspace (F)
Techno Mages do not place a jump point on table Range: 18 AD: 2 XP Dice____
and my fire and move normally, when entering Precise, Super AP, X3 Damage
hyperspace place no jump point and just remove
the ship.
Hull
Techno Mage

The Tech: Techno Mage ships never take crew


damage. 5 Stealth 6+
Dreamers and Shapers: As a Special Action a
Techno Mage ship my do any of the following.
Pinnace

 Regain 1D6 lost damage


 Move 10” in any direction and facing. Elric Special Rules
Place 2 other dummy ships on table Revered Leader: All ships in
within 20” of the real ship. Player does this fleet may reroll one
not have to announce which is the real failed crew quality check.
ship. Dummy ships will move and take The Master Plan: Double all
damage as normal, and will stay on table VP that this ship gains.
until they take damage, move farther Legendary Tactician: This
than 20” from the real ship, or the real ship may take two special
ship takes a special action. Dummy ships actions in a turn that do not
Name: Elric’s Ship

do not take special actions or attack. conflict with one another.


(target 10)
 This ship ignores one attack this turn. 2D6 Random Trait
 Deflect incoming Beam attacks. If 2-4 Scout
5-7 Agile
successful the attack is reflected back at 8-10 Stealth
the attacker. (target 9 +1 for each Speed: 10 11-12 Jump Engine
subsequent Beam attack.)
Turns: 2/45o
Critical Hits
Redundancy Unique _______________________
Scout Agile _______________________
10 Damage _______________________
_______________________
____________________
Advanced Jump Engine
Dummy 1
Dummy 2
Battle

“Do not meddle in the affairs of wizards, for they are subtle and quick to anger.”
Initiative: +5
Crew Quality 6
2160+
Race Special Rules
Energy Blast
Hyperspace Mastery: When exiting hyperspace (F)
Techno Mages do not place a jump point on table Range: 18 AD: 2 XP Dice____
and my fire and move normally, when entering Precise, Super AP, X3 Damage
hyperspace place no jump point and just remove
the ship.
Hull
Techno Mage

The Tech: Techno Mage ships never take crew


5 Stealth 6+
Pinnace

damage.
Dreamers and Shapers: As a Special Action a
Techno Mage ship my do any of the following.
 Regain 1D6 lost damage
 Move 10” in any direction and facing. Galen Special Rules
Place 2 other dummy ships on table Lucky: This ship has 2
within 20” of the real ship. Player does rerolls
not have to announce which is the real Analytical Mastermind:
ship. Dummy ships will move and take This ship gains +1 to
damage as normal, and will stay on table overcome Stealth.
until they take damage, move farther Shaping the Way: In the
than 20” from the real ship, or the real
Name: Galen’s Ship

end step of each turn this


ship takes a special action. Dummy ships ship gains 2 Fate Counters.
do not take special actions or attack. At any time you may spend
(target 10) a Fate Counter to discard or
 Add a Fate Counter add a die to any roll made
 Deflect incoming Beam attacks. If by any one.
successful the attack is reflected back at
the attacker. (target 9 +1 for each Speed: 10 2D6
2-4
Random Trait
Scout
subsequent Beam attack.)
Turns: 2/45o 5-7 Agile
Unique 8-10
11-12
Stealth
Jump Engine
Redundancy Scout Agile Critical Hits
10 Damage _______________________
_______________________
_______________________
Advanced Jump Engine _______________________
Dummy 1 ____________________
Dummy 2
Battle

“I’ve been penalized before for helping other people. I’ve been trying to decide whether or not I should risk it again.”
Initiative: +5
Crew Quality 6
2160+
Race Special Rules
Energy Blast
Hyperspace Mastery: When exiting hyperspace (F)
Techno Mages do not place a jump point on table Range: 18 AD: 2 XP Dice____
and my fire and move normally, when entering Precise, Super AP, X3 Damage
hyperspace place no jump point and just remove
the ship.
Hull
Techno Mage

The Tech: Techno Mage ships never take crew


5 Stealth 6+
Pinnace

damage.
Dreamers and Shapers: As a Special Action a
Techno Mage ship my do any of the following.
 Regain 1D6 lost damage
 Move 10” in any direction and facing. Genius Loci Special Rules
Place 2 other dummy ships on table Engineering Genius: This
within 20” of the real ship. Player does ships speed may never be
not have to announce which is the real reduced by anything.
ship. Dummy ships will move and take
Name: Genius Loci’s Ship

Master of Deception: Once


damage as normal, and will stay on table per game when this ship is
until they take damage, move farther hit you may redirect that hit
than 20” from the real ship, or the real on any other ship within 4”
ship takes a special action. Dummy ships Automated: This ship
do not take special actions or attack. ignores all life based
(target 10) effects.
 Use Shadow’s Jump Disruptor. 12” range Vengeful: Any ship
 Deflect incoming Beam attacks. If attempting to attack this
successful the attack is reflected back at ship takes 1 damage and 1
2D6 Random Trait
the attacker. (target 9 +1 for each Speed: 10 2-4 Scout crew loss.
subsequent Beam attack.)
Turns: 2/45o 5-7
8-10
Agile
Stealth
11-12 Jump Engine

Redundancy Scout Agile Critical Hits

10 Damage
Unique _______________________
_______________________
_______________________
Advanced Jump Engine Dummy 1 _______________________
____________________
Dummy 2
Battle

“Our order says many things. Does a few of them. Believes in fewer still. The other side in this war offered me money, power, authority.
We all have a price.”

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