Babylon 5 Wars 2nd Edition - Showdowns 8 By AOG - Agents of Gaming...
SHOWDOWNS 8
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INTRODUCTION
TABLE OF CONTENTS That’s a Minesweeper?!...........................17 1. Introduction Better Lucky Than Good...........................18 Comes the Horsemen ................................2
2. New Ships and Rules The Orieni Imperium..................................3 The Centauri Republic................................3 The Drazi Freehold....................................4 The Raiders..............................................5 The Abbai Matriarchate..............................6
3. The Rogolon Dynasty Background..............................................7 Technology...............................................8 The Rogolon Fleet......................................8
4. The Usuuth Coalition Background............................................10 Technology.............................................11 The Usuuth Fleet.....................................12
5. Scenarios for the Orieni War Peace and Quiet......................................13 The Spark...............................................14 For Honor and Glory.................................14 Kill Zone.................................................15 The Invasion of Usuuthir...........................16 Desperation............................................17
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Feint and Strike.......................................19 Hunter-Killer...........................................19 Last Stand of the Procurator......................20 The Drazi Front........................................21 Pride of the Fleet......................................22 The Mermas Raid.....................................23 To Kill a Giant..........................................23 Ace vs. Deuce..........................................24 Swarm...................................................24 Luck Counts............................................25 Bad Luck.................................................25 One Jump Ahead.....................................26 Operation Dross......................................27 Force on Force.........................................27 Politics by Other Means.............................28 Not Petty Annoyance................................28 Pursuit...................................................29 Doom at Phalonak...................................29 The Real Enemy.......................................30 Light as a Feather.....................................30 Heavy As A Mountain................................31 Hold the Line...........................................31 Final Duty...............................................32 Testing the Wall.......................................32
Afterword Product Credits and Copyright Info............33
Control Sheets Abbai Ships.............................................34 Centauri Ships.........................................39 Drazi Ships..............................................42 Orieni Ships............................................49 Raider Ships............................................52 Rogolon Ships.........................................56 Usuuth Ships...........................................63
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INTRODUCTION
Chapter 1: Come the Horsemen Prime Senior Kovash was reaching for the errant water package that had escaped from his meal tray when an insistent beeping filled the command bridge of his Orthuus Class Battle Leader. The beeping originated from the sensor tech station, announcing the imminent activation of the Orieni jump gate. Distracted, Kovash swiped at the package and managed not only miss but knock it across the room. Admitting failure, he waved a nearby galley aide towards the errant package and glanced at his chronometer with a barely suppressed sigh. The chronometer confirmed what he already knew–– the Orieni were precisely on time...as always. For nearly 70 years now, at precisely the same time, every thirty orbits of their jump gate around the small moon circling the system's gas giant, a supply convoy would arrive through the gate. The convoy's mission of resupplying the small base located on the moon itself would last exactly 5 days at which point the convoy would depart back through the gate. The monotonous precision of these missions was an ongoing joke at the academy––a joke Kovash had happily shared in during his time there. But that had been nearly 12 years ago and the humor had long since become very stale. Examining the command screen, Kovash noted the charge building in the massive capacitors of the gate and the timer indicating gate activation was still several minutes away. Kovash smiled slightly. The Orieni may have been technologically superior and if what the Centauri said was true held a massive area of space, but they were not infallible. Five years ago, Usuuth technicians had cracked several Orieni signal protocols and much of the jump gate data he was reviewing was actually broadcast from the gate itself. Intercepted, decoded and waiting for his perusal. Kovash couldn't shut the gate down yet but he could listen in on its operations. In the remaining minutes, Kovash adjusted the position of his squadron in preparation for the intercept of the convoy. Standard operating procedure was to wait until all Orieni vessels were through the gate and then broadcast the standard greeting. The greeting would indicate that the Orieni vessels were now in Usuuth space, warn them against any deviations from their course towards their base and indicate that his squadron would provide escort. After which the Orieni would promptly ignore him and go about their business as if he and the ships under his command was so much solar wind. Kovash mentally shrugged. Welcome to another day of life with the Orieni. The Orieni were not interested in the Usuuth position on anything and never had been. Since the first appearance of one of their giant explorer ships, dialogue with the Orieni had been limited to one-sided pronouncements by Orieni leadership. The Centauri claimed that had their installations not been present when the Orieni had first arrived, the Usuuth people would have been brutally invaded by now. Only the might of the Centauri Republic had blunted the Orieni's aggressive tendencies. Of course the Centauri made all sorts of claims but in this case Kovash actually tended to agree. Not that he would ever admit it to a fan head, of course.
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A second warning chime brought Kovash back from his musings as the gate activated. Intercepted gate transmissions indicated a single large and 8 smaller attending vessels waiting in hyperspace. Kovash frowned slightly at the data. The large vessel was a bit of a surprise as was the number of smaller ships. It was possible, Kovash supposed, that the oversized convoy represented an Orieni plan to expand their lunar base. If true, the large vessel would be some form of construction unit while the other 8 smaller vessels would be Resolute-class freighters backed by a couple of Steadfast Corvettes as escort. Still it was a change from the norm and needed to be reported if for no other reason than to pass the word on to the Centauri. Kovash turned to the communications officer as the first hint of blue appeared in the midst of the gate. “Activate the command channel and hold for my message,” he ordered. Turning back to his command screen, Kovach watched the mass sensor spike as the first ship passed through the gate and into normal space. Sensors indicated a Steadfast Corvette as the mass sensor spiked again. Another Steadfast. Again the mass sensor rose as the large ship entered reality. But something was wrong. The mass trace was continuing to rise and rise, finally peaking at an impossibly high level. “So big!” wondered Kovash. What the heck was going on? And then it was there. The enormous vessel was almost too big to be believed. Rumors from the Centauri had claimed the Orieni possessed large vessels but this was unprecedented. The sensor tech jerked within the confines of his chair and shouted, “Active weapon signatures……I have multiple targeting sensors locking on!” Kovach blanched and shouted for counter-electronics and evasive action. On the screen several more Orieni ships were arriving from the vortex. More warships. Weapons fire sleeted over the Kovash's squadron, crippling one of the Serron Attack Ships and blotting out several of the Baroon Escort Cutters. The Usuuth fighter squadrons did what they could but were rapidly battered down by Orieni fighters and escort vessels. From the swirling confusion several larger Orieni fighters broke through and accelerated towards Kovash's ship. Kovash keyed the previously opened command channel and shouted, “Orieni invasion in process!” Outside, the crippled Serron exploded silently while another took heavy fire, “All escort forces are fully engaged––” he continued, and then the approaching fighters arrived. Defensive fire knocked down two of the strangely quiet fighters but the remaining four bored relentlessly in and actually impacted on the ship. The resulting explosions tore off the entire forward superstructure and burned the heart out of the Kovash's vessel. Half of the stations on the bridge exploded in fury to the mortal damage and half of the bridge simply disappeared in a massive structural collapse. The shattered hull floated away from the last flickering moments of the brief battle. Ignoring the myriad of shattered hulls and drifting escape pods, the silent Orieni force moved towards the Usuuth home world. In the last flickers of his failing command screen Kovash watched them leave. As he stared in horror, the errant water pack floated by undamaged and still out of reach. “Ashes…..its all ashes now.”
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NEW SHIPS & RULES
Chapter 2: New Ships & Rules The Orieni Imperium Faithful Search Explorer Base Hull (Limited Deployment 33%) During the war, these exploration vessels were put to work scouting out new jump routes into the Centauri Republic, and occasionally to gather intelligence on Centauri systems and ship movements. Although not designed for combat, the Faithful's weapons suite was adequate for selfdefense. In addition to a squadron of Templar Interceptors, each Faithful operated a pair of Seeker MCV, a specialized ELINT variant of the Steadfast. These ships were often deployed on very long missions far from home, and as a result, their upgrades came slowly. Starting in 2005 the Laser Lances were replaced with Heavy Laser Lances, and it wasn't until 2009 that they began to receive Rapid Gatling Railguns in place of their GRs. It was common for individual units to lag quite far behind these dates.
Resolute Military Freighter Base Hull (Unlimited Deployment) The standard Orieni military freighter. The cargo pods can be replaced with H-K conveyor pods, to support large fleet actions. In this role, the H-Ks are either launched on automatic, or used as a second wave, controlled from other ships. In 2007 the Gatling Railguns are replaced with Rapid Gatling Railguns.
Seeker Reconnaissance Corvette Steadfast Variant (Rare) Built as consorts for the Faithful, Seekers could datalink with their mothership to form a very long baseline sensor array - extremely effective both for Hyperspace exploration and long-range realspace observation. When exploring a new star system, the Faithful would remain at a distance, while the
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Seekers performed closer reconnaissance. If their mothership was threatened, it was also the task of the Seekers to hold off the attackers long enough for the Explorer to escape, sacrificing themselves if necessary. These ships were almost solely seen in the company of Faithful Explorers, although they were occasionally attached to Paragons or Prophets as light EW support. Starting in 2007, the Seeker's Gatling Railguns were replaced with Rapid Gatling Railguns.
The Centauri Republic Garut Class Survey Ship Base Hull (Restricted Deployment 10%) The survey ships used by the Centauri Republic were monstrous vessels, carrying a larger complement of fighters than most carriers of the time along with the necessary supplies and equipment to build six jump gates. They also carried sufficient armament to hold their own in most combat situations, allowing them to operate alone in remote stretches of space. During the Orieni War, the Garut class ships saw a surprising amount of activity, due to the combination of their ability to make strategic alterations to the "terrain" of the jump network along with their ELINT capabilities and fighter capacity.
Virlisi Class Logistics Ship Base Hull (Unlimited Deployment) The process of becoming a "Lion of the Galaxy" forced the Centauri to make some early realizations. One of these was that logistics, while unglamourous and boring, is an absolute necessity. The Virlisi Logistics ship is just that, unglamorous and boring in its un-Centauri like bulk but vitally necessary. At the start of the Orieni War, Virlisi units were scattered throughout the Republic and several years would pass before they could be concentrated. However, once massed for the push into Orieni space, fleet trains of Virlisi and other support vessels were one of the most impressive sights to behold.
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NEW SHIPS & RULES Armus Long Haul Freighter / Capit Priority Freighter Base Hull (Unlimited Deployment) By the early 1700's, the Centauri Empire had expanded to the point where existing freighters could no longer make the longest runs without incurring significant crew degradation due to exposure to long term zero-gee. The need for gravity positive environment became so acute on the fringes of the Republic that several houses in conjunction developed and then marketed the Armus Long Haul Freighter. The new Armus consists of a rotating nose section, followed by a series of cargo canisters that ends with the engineering and primary drive section. By the 1900's, the wildly successful Armus could be found throughout the Republic. Even short haul carriers made use of the Armus and its comfortable working environment. In 1970, the final component to this excellent freighter was added when a jump engine module was developed which could be easily added to existing Armus structures though at the cost of roughly ¼ of the total cargo capacity. Though never as numerous as the Armus, the new jump freighter, now called the Capit Priority Freighter proved to be highly successful.
The Drazi Freehold The Drazi Freehold forces of this era were even more disorganized and scattered than those of the 23rd Century. Like the Centauri, the Drazi have also been on a slow and bumpy road towards centralization, and during this era had no regular forces. Instead, the overwhelming majority of the population belonged to factions that maintained their own military and naval forces. Each had its own funding, recruiting and theories of organization and training, and many were known to indulge in piracy or privateering. The Orieni had made contact with some Drazi factions and were using technological bribery to turn the Drazi into a client state. The intent was to have another nation on the other side of the Republic to draw away Centauri forces from the Orieni boarder. The Drazi factions went every possible way. Some were enthusiastic. Others saw this as a great danger. Most wanted to wait and see. What happened was the quick defeat
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of the pro-Orieni factions, leading the Freehold proper to sit out the war and continue reform attempts.
Peregrine Jump Cruiser Base Hull (Limited Deployment 33%) The only Drazi warship of the era equipped with Jump Engines, Peregrines were vital to the fleet's strategic mobility. Although outfitted with a fairly powerful defensive weapons suite, they were too valuable to be committed casually to battle, and were always heavily escorted. The Peregrine also operated a squadron of fighters, as uncommon in the Drazi navy then as now.
Nightowl Hyperspace Probe Base Hull (Restricted Deployment 10%) The Nightowl was a recent addition to the Freehold fleet at the time of the Orieni War. Though quite effective in the performance of it's mission of exploration and beacon route development, it was clearly not meant for combat. Retreat has never been the Drazi way, but it's the best course when one of these valuable ships unexpectedly finds itself amongst enemies.
Shrike Heavy Destroyer Base Hull (Unlimited Deployment) At the turn of the 21st century, the Shrike was the standard Drazi combatant. This ship and its variants made up the vast majority of the fleet. A competent design, it was a dangerous opponent, if not quite the equal of it's Centauri counterparts.
Merlin Frigate Base Hull (Unlimited Deployment) One of the first agile ships operated by the Drazi, many captains and crews loved the aggressive, well-armed little Merlin for it's superior handling.
Dragon Light Fighter Base Hull (Unlimited Deployment) The Dragon was the standard Drazi fighter through the war. Although fragile, it was superior to the Centauri fighters of the time, and not much inferior to the superb Orieni Templar. Unfortunately, the Drazi operated few carriers, and Dragons were always in short supply. Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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NEW SHIPS & RULES
Dudroma Defense Satellite
Brigand Attack Cruiser
Base Hull (Unlimited Deployment) The standard Drazi orbital defense satellite of the time, the Drudroma were routinely installed around the more strategic military locations within the Freehold. However, its appearance around throughout the remainder of Drazi space tended to be somewhat erratic. Originally equipped with heavy plasma cannons, they were replaced in 1998 with particle cannons, though the plasma armed version would remain in service for some time.
Base Hull (Unlimited Deployment) On the Drazi-Centauri border, old Drazi warship hulls were the most common types operated by Raiders, although exceptions were far from unheard of. The Freehold regularly sold off obsolescent, mothballed ships to privateers for use as wartime auxiliaries, many of which later went missing. Wealthier Raider bands often operated ships like this, based on the hull of the old Osprey Destroyer. Although quite capable for a pirate ship, it wasn't really up to a toe-to-toe encounter with a warship.
Kromala Defense Base
Corsair
Base Hull (Unlimited Deployment) The standard Drazi starbase of the era, this powerful defensive installation was found above any planetary facility of significance. As a cornerstone of Freehold defense, the Kromala had priority for the refit to Particle Cannon.
Base Hull (Unlimited Deployment) Like the Attack Cruiser, this ship was based on an old Drazi hull - in this case, the Flycatcher Frigate. These ships were the type most commonly operated by Raiders during the Centauri-Orieni War period.
The Raiders Mankind, in all of its guises and forms, has always been plagued with piracy, banditry and raiders in one form or another. Those who disapprove of raiders publicly often support them privately. This was equally true in the Earth year 2000 as any other time. During this period, piracy was alive and well. Many races were noted in the ranks of pirate bands, but the stereotypical force would have been Drazi or Centauri. Ships used for piracy came from a variety of sources, but the same two were often the origin there as well. This is not to say that others didn't also allow or support piracy, and other races were normally represented in pirate bands even if they were dominated by a specific race. Pirates of this earlier period make somewhat less use of fighters, and are less likely to have access to jump drives. They are more likely to be privateers or naval units freelancing than in the later periods, as several nations had only partial control over their forces. One important constant of raiding and piracy is that conflict distracts the fleets that otherwise would control the spacelanes and protect those who transport wealth. Raider bands are normally small, as even Drazi factions feel the need to plausibly deny raider operations that go sour, so small forces with limited support are spun off where their loss will be survivable. As in later periods, notice by a real navy spells eventual doom for a raider band. Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Adder Light Fighter Base Hull (Unlimited Deployment) Originally obtained through the Drazi privateering program, this older Drazi fighter was eventually in small-scale production by several organizations. Along with the Usuuth Rowlon, this was one of the more common fighters in Raider hands. Incapable of standing up to more modern fighters, they were more than enough to subdue merchantmen.
Looter Support Cruiser Base Hull (Limited Deployment 33%) Freighters have always offered a cheap baseline unit for developing a raider vessel. It is therefore hardly surprising that the Centauri Armus/Capit series of freighters have seen their share of conversions. Though a large and somewhat complex freighter, the gravity positive section, the large cargo holds and most importantly, the jump engine model that was developed for the Armus/Capit have made this a particularly coveted conversion. In Raider hands, two-thirds of the Capit's remaining cargo is replaced by a long cylinder permanently welded to the habitation section. Into this volume was crammed a number of system upgrades, weapons and a significant fighter compliment. Though it remains a poor match to most navy cruisers, the Looter Support Cruiser offers true deep space penetration for its owners by virtue of it jump engine, gravity positive section and onboard fighter support. B5W Showdowns-8 Rev. 1
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The Abbai Matriarchate Kastona Cruiser Base Hull (Unlimited Deployment) The Kastona cruiser represents an evolutionary improvement in gravitic shield technology. To date, capital class vessels required no less than 6 shield units to achieve 100% coverage. The cost, in terms of space taken up by the shields and supporting shield generator, was prohibitive. As a result, the Kastona was designed in an attempt to reduce the number of shield projectors. The result was a slightly undersized cruiser that achieved 100% shield coverage with only 4 shield projectors. This allowed the mounting of a smaller shield generator while retaining the same level of active shield coverage. A pair of laser cutters were supplemented by a single medium laser to give larger rakes against larger units. In 2016, the Kastona upgraded to include a single new Assault Laser in place of the medium laser. The Assault Laser was the result of backwards engineered of the Centauri weapon. A second refit in 2040 further improved shield protection and firepower. The forward gravitic shield ratings were improved at the cost of smaller coverage zones while the aft shield coverage was expanded (though not improved). The laser cutters were replaced by additional assault lasers creating the most heavily armed Abbai vessel to date. Production of the Kastona was finally halted when it proved impossible to upgrade the old cruiser to include first the twin array and later the particle impeder. Initial replacement of the Kastona began 2182 with the appearance of the first generation of Lakara cruiser. The last Kastona would stand down from fleet service in 2205. Three of the Kastona hulls were ultimately saved from the breakers when they were sold to the young Alacan race. Stripped of their shield systems, jump drives and refitted to the original laser armament; these old cruisers would serve with distinction at the center of the Alacan navy in the form of the Atrimis Light Cruiser.
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Tetrav Heavy Frigate Base Hull (Unlimited Deployment) The stablemate of the Kastona, the Tetrav represents one of the few heavy combat vessel designs ever fielded by the Abbai. With construction costs similar to equivalent capital class vessels, the less robust HCV class vessels were viewed by Abbai Admiralty in a dim light. Nevertheless, the Tetrav represented a reasonable addition of fleet capability and was the also fielded enhanced coverage gravitic shields debuted in the Kastona. Though quick and agile for its size the Tetrav suffered in encounters with larger, heavily armored vessels where its Laser Cutters were of limited effectiveness. This problem was somewhat balanced by the replacement of the Laser Cutters in the 2019 Refit with Assault Lasers. Ultimately, the design was allowed to fall out of service with replacement returning to the larger and safer capital class vessel. The actual structural design plans where turned over the Alacans with the delivery of the first mothballed Kastona. Though the Alacan lacked the wherewithal to construct HCV class vessels, they were able to produce a scaled down design known as the Tacomi Patrol Cutter.
Selatra Shield Base Base Hull (Unlimited Deployment) One of the primary reasons the Centauri could never take advantage of the Abbai was the bases the Abbai constructed. Very large for their time, the well armed and even better defended Selatra Class Shield Bases would see service for nearly 350 years before finally being replaced by the Pirocia Starbase. By 1989 the offensive weapon mix included Laser Cutters and Medium Lasers. All lasers were later replaced in 2020 with the new Assault Laser which served to enhance the fearsome reputation of the base.
Bochi Defense Satellite Base Hull (Unlimited Deployment) The primary defense grid satellite for the Abbai, the Bochi was deployed in an even mix of Medium Laser equipped versions and Laser Cutter versions. The update in 2030 replaced both laser with the Assault Laser but more importantly improved the shield generator to the point where full 360 shield coverage could actively maintained.
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THE ROGOLON DYNASTY
Nota Deep Space Scout Base Hull (Restricted Deployment 10%) Originally designed as an exploration vessel, the Nota was re-equipped to act as a fleet ELINT asset due to the continuos pressure of the Centaui military arrayed on the Abbai border. Though somewhat lightly armed the Nota carries both the Sensor Spear and Comm Jammer in addition to its formidable sensor array. The Nota was due for replacement at the time of the Orieni Centauri war and never received the Assault Laser upgrade. The often delayed first generation Shyarie Jammer Frigate that finally replaced the Nota would not arrive until 2090 forcing the Nota to soldier on but the Shyarie would arrive with improved ELINT and the new Comm Disrupter which combined the effects of the Sensor Spear and Comm Jammer.
Sensor Spear Class: Electromagnetic Modes: Special One of two systems that would ultimately be replaced by the multi-function Comm Disrupter, the Sensor Spear degraded enemy sensors via a directed electromagnetic surge. Faster firing than the later Comm Disrupter the Sensor Spear was 50% less effective.
Comm Jammer Class: Electromagnetic Modes: Special The second system to be replaced by the Comm Disrupter, the Comm Jammer used electromagnetic interference to block the communications array of the targeted ship. Originally intended to target fleet command ships, the Comm Jammer was never deployed in large numbers and suffered from a shorter range than its next generation cousin, the Comm Disrupter.
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Chapter 3: The Rogolon Dynasty Warriors and Peasants The Rogolons built a feudal nation, divided by clan and caste. There were peasants of various social levels and warriors of various social levels. The highest status warriors became the nobility, also of various standings. Clans were based around the retainers of noble families, and were geographically centered for the most part. Though Rogolon society was quite old, a long period of stasis occurred due to the importance of custom and tradition, which stifled innovation. It is likely that this would have remained the same until discovery by the rest of the galaxy had not a remarkable Rogolon noble named Len Davi had a profound effect on their society. Over a lifetime of bloody war and feuding, he was able to place his clan firmly on top of Rogolon society, becoming their first imperial family. Over the next few centuries, a mix of traditional wars and new explorations gave the warriors a reason for existence, with some nasty civil wars to break the routine. The Davi Dynasty saw the Rogolons grow from a people dependent on muscle and wind power to the internal combustion engine and electricity. Change was slow and deliberate, and each new advance was carefully evaluated to ensure it did no permanent damage to the traditional way of doing things. Occasionally this failed, and for one reason or another the old ways died, but the whole of Rogolon society attempted to limit changes to what they thought were improvements. One of the main causes of new ways was the paradoxical warrior caste. They were the pillars of convention and reaction, but also their efforts to find the most efficient means to war upon each other, and the urge to explore, caused the most changes to their beloved ways.
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THE ROGOLON DYNASTY The Final Frontier The day finally arrived in the Earth year 1863 when Rogolon Warriors set foot on their closest world, laying a ceremonial knot on the site to show piety and their loyalty to the Dynasty and their clanfathers. An observatory on this almost airless world spotted a small object in the farthest reaches of their system, which gave every appearance of being artificial. They were not alone. The imperial family ceremonially renamed themselves after their people, becoming the Rogolon Dynasty. The warriors and their patrons made this the new objective. Great ships were sent on farther and farther trips into the beyond until the day came that an expedition was able to set up a base on a nearby asteroid and begin studies. The whole society expected any aliens to be roughly as themselves, so an effort was made to build a powerful fleet for the expected traditional conflicts, on the new wider stage. The Rogolons prepared gleefully for their new place in the universe.
New Worlds By 1889 the first missions into the gate took place, and the terrible process of exploring hyperspace began. The Rogolons began to build a small network of bases to allow deeper exploration as each new system was found, but there was no interest in actually staying in these new systems. Only scholars and those tasked with supporting long term exploration stayed, the warriors came and went, always returning to the home system. In 1956 exploration teams from the Dynasty met an exploration team from the Orieni Empire. The Rogolons quickly realized they were outmatched in every way. The Orieni were large, wealthy and powerful. Shortly afterwards, contact was made with the Centauri Republic, but the only thing that saved the Rogolon Dynasty was the inconvenience of their location, close to the Orieni but away from the current line of expansion, close to the Centauri, but far enough away to be inefficient to conquer. The major powers found themselves too focused on each other to pick the Rogolon Dynasty off.
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Rogolon Technology Plasma Weapons and Missiles Perhaps because of their highly stylized, almost ritualistic, rules of combat the Rogolons did not invest a lot of effort into the development of weapons technology. Tried and true plasma weapons and missiles were relied upon to the exclusion of other development and no active defense weapons or interceptors of any kind were even seriously considered.
Missiles The Rogolon ships of the era only used Basic and Heavy missiles. No other special missile types are available to the Rogolon fleet.
The Rogolon Fleet The Rogolon forces appear initially as a carbon copy of the Drazi though with less advanced technology and a more flawed doctrine. This become less obvious as closer inspection shows the Rogolon clans to be loyal to the Royal family and centrally controlled. The Rogolons had a traditional and rather stylized manner of fighting which rewarded personal honor and espoused lack of concern for active protection. Passive defenses were acceptable, but active attempts to avoid injury were cowardly. The Rogolons never had enough exposure to the rest of the galaxy to overcome this initial start. Exposure to raiders was not dangerous enough to show the limits of Rogolon doctrine and the existing attempts to build more capable ships and fighters was seen as sufficient to correct any weaknesses.
Tovin Small Warship Base Hull (Unlimited Deployment) This vessel was the first Rogolon reaction to the discovery of alien races. At this time, it quickly became obvious that existing Rogolon ships were not powerful enough to compete with these new races, yet despite this realization, the Rogolons still
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failed to appreciate warfare as the rest of the galaxy practiced it. In response, the Rogolons developed a small ship which could be easily constructed and used the resulting Tovin to quickly bulk up their navy. Larger vessels would follow in years to come. While the Tovin's size is comparable to conventional frigates or corvettes, it was not a screening vessel by design and is best thought of as a little cruiser. Packing a significant offensive firepower in its heavy plasma cannons and class-SO missile racks, the Tovin shows the Rogolon's total disregard for active defenses.
Tolov Warship Base Hull (Unlimited Deployment) This ship was the second Rogolon warship constructed after contact with others. This ship was a larger Tovin with light fighter capacity added. The ship was intended to be the standard warship of the fleet, but concern arose that it still wasn't competitive with Centauri or Orieni ships. This reduced the Tolov to merely another stepping stone towards the definitive warship, but it was still constructed in large numbers while the Rogon Large Warship was under development. The ship was dangerous at any range, provided it was not under fire from fighters with a ship-killing capability or massed ballistics.
attacks by this time, and as soon as adjustments were made for the increased range, the fighters were lost. The fighters were certainly respectable, with sturdy armor, good structure and a powerful armament, but the numbers were too low to make the doctrine work against the Centauri.
Chelek Light Fighter Base Hull (Unlimited Deployment) A lackluster light fighter, this 1951 design was intended for defense of the fleet against enemy fighters, a concept not appreciated by the fleet itself, no matter how vital it appeared at the command level. The light fighter was reluctantly accepted as a way to engage in honorable duels with enemy fighter pilots, but the Rogolon fighter pilots always remained touchy about their essentially defensive role.
Shogalov Planetary Defense Base Base Hull (Unlimited Deployment) This class of base was an impressive sight, though they were never a popular posting with offence-minded Rogolon warriors. It was a capable design within the limitations of Rogolon technology and doctrine but, like the rest of their forces it was no match for either of their neighbors.
Rogon Large Warship Base Hull (Limited Deployment - 33%) The Rogon was the final Rogolon ship of the era. It was a larger Tolov with improved fighter capacity and even more firepower. The vessel epitomized Rogolon warship theory and was a potent vessel by any standard, in the correct circumstances. Unfortunately, it also appears to be overly specialized for ritualistic Rogolon battles, not warfare as it occurs in the rest of the galaxy.
Tasco Defense Satellites Base Hull (Unlimited Deployment) These OSATs were an important part of Rogolon defenses, seeded within minefields and around bases. It was an adequate, if uninspired design.
Vostor Super Heavy Fighter Base Hull (Unlimited Deployment) This was a large and potent assault fighter with a missile heavy armament and an aft turret to supplement the pair forward. The fighter entered service in 1974, intended to allow ship killing fighter strikes in which small teams of warriors could prove their mettle against the foe. The Centauri had learned from Orieni HKs how to deal with fighter
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THE USUUTH COALITION
Chapter 4: The Usuuth Coalition Genesis The Usuuth were a relatively normal nation, of relatively normal beings. They neither excelled nor otherwise deviated from the norm in appreciable ways. This changed in the Earth Year 745, with the rise of a new religion, created and led by a charismatic new leader who was soon known as The Founder. He was able to rapidly turn large portions of the planet into dedicated believers and crusades swept the continents to unify the people in religion and politics. Great influence was placed on philosophy, learning and the search for greater understanding of everything, to include the universe. This was the golden era of scholarship. By the death of the Founder, only remote and tiny populations had not been unified into the new order. These remote areas were gradually incorporated and a period of wonder and magnificence arrived. There was plenty for all, all were agreed. Or so it seemed. The grandson of the Founder finally succeeded his father, and within a month was dead. With no siblings, schisms appeared. Some desired to follow the most direct descendant of the Founder. Others desired to follow the most direct male descendant, while others followed the appointed religious leader in the Founder's home province. Within three years, the unified people spit into faction and group.
The Violent Years With the fall of the world-state, the remaining factions scrambled for dominance or influence. After a period of chaos, surviving groups were able to create regions in which they were dominant, or devise ways of remaining in existence despite lack of a state. Wars and struggles became the normal state of life, and by the Earth year 1898, semipermanent coalitions of factions were in place. There were two major religious groups defined by who they believed was the successor to the Founder, and a competing secular coalition. None of these were absolute and all had splinters that more or less agreed, but were willing to split if push came to
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shove. The growing technology base had led to the ability to reliably reach the local moon, and for protection, it was decided that no other faction could be allowed to dominate orbit.
The Coalition Fleet Since it was now possible to use local space, but each faction agreed the others were too dangerous to possess such abilities, the only solutions were all, none, or a new group. The last was the choice made. The Coalition Fleet was created from members of every important faction. Each standing faction was charged with recruiting a percentage of the manpower required for the fleet, and the fleet was responsible for paying for itself using the aggressive exploitation of available resources, after a period of endowment to start the operation. The fleet felt the need to prevent the others from possessing or gaining control of space by force if needed, so from the very beginning large portions of their ships were armed and designed as warships. That there was no opponent was beside the point, they were to keep an opponent from being created at home. This process served them well for many years. Then the universe changed.
Competition In the Earth year 1936, the Centauri Republic made contact with the Usuuth Coalition. The Centauri were perfectly willing to set up the needed steps to allow for the conquest of this new discovery, and their incorporation as Centauri subjects. But then the unthinkable happened; The Orieni Empire also discovered the Usuuth. Neither side bothered to speak to the Usuuth about the situation, but instead sat down to discuss what to do with this new border zone as part of comprehensive talks held several times over the period of Cold War between the major powers. The Usuuth became a buffer state. The Centauri built and operated a commercial gate orbiting one of the moons of the major gas giant, while the Orieni operated one orbiting one of the moons of the more ornamental gas giant. The Usuuth began a major armaments program, lest they be dashed to pieces between these rivals. Usuuth merchants began to operate throughout known space followed by those criminals who found reasons to belong to the existing raider bands. The Coalition Fleet aggressively punished raiders in their own system, earning the reluctant Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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THE USUUTH COALITION
approval of the Centauri and Orieni, who each maintained public support for raider suppression, and each saw use for raiders who covertly did as they desired.
Usuuth Technology
Dilemma
Particle Projector
The Usuuth found themselves in a trap. There were two ways out of their home system, and both were occupied by powerful nations, beyond the Coalition Fleet's ability to handle. Hyperspace navigation was difficult at best, but with virtually no supplies of Quantium-40, there was basically no way to build a fleet of explorers to seek an Usuuth solution. Talks were attempted with each major power seeking to buy or lease habitable worlds to settle, but both major powers were greatly amused at the thought the Usuuth might possess enough treasure to compensate for the loss of a habitable world.
Destruction Unknown to the increasingly desperate Usuuth, the Orieni had long seen them as the key in the future final war between the Centauri and Orieni. The increasing fortification between the major powers made an offensive into that region virtually suicidal. The defenses on the Centauri side of the Usuuth Coalition were much less powerful. When the war finally arrived in 2001, the Orieni committed the Strike Group and Elite to quickly suppress the Coalition Fleet and position themselves to spearhead the breakthrough into the Republic. The Coalition Fleet quickly realized the worst was underway when Orieni battle units began to arrive, and began a short but gallant defense. The Coalition picket units at the Orieni gate were destroyed with only enough time to raise the alarm. Usuuth pickets at the Centauri end warned the Centauri and requested aid, as part of the prearranged defense plan for the Coalition. But the Republic wasn't ready, and no forces were committed. The Usuuth mobilized all forces available for a defense of the homeworld. They were not able to resist the overwhelming assault, and a forlorn hope was sent to destroy the Orieni flagship. In less than a week, all organized resistance was crushed, occupation troops were landing to replace the Elite, and the most destructive war since the 13th Century was underway.
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Class: Particle Modes: Standard Purchased by the Usuuth from Centauri traders, the Particle Projector was used as the baseline for all internal advanced particle weapon development. From this basic weapon, the Usuuth managed to develop no less than 5 other weapons systems in a surprisingly short period of time. None of which, unfortunately, did any good when the Orieni arrived in force.
Light Particle Projector Class: Particle Modes: Standard The light particle projector is simply a miniaturized version of the Particle Projector, trading damage and range for a reduction in size and increased fire rate. Some historians believe the light particle projector was subsequently copied and improved by the Centauri who renamed it the Light Particle Beam. An equal number feel the Centauri achieved the LPB through parallel development.
Heavy Particle Projector Class: Particle Modes: Standard Simply an enlarged version of the Particle Projector, the Usuuth inserted additional capacitors and enlarged the primary emitter to create a harder hitting and longer ranged weapon. The price for these increases came in the form of a longer reload time and greater power demand.
Particle Hammer Class: Particle Modes: Standard The ultimate expression of the particle projector technology, the particle hammer was intended to land the heaviest blow possible in a single directed burst. While deadly to light vessels and many of the more fragile Centauri units, the incredible bulk of the Orieni's mother ships reduced the shock effect of this weapon to little more than an annoyance
Light Particle Gun Class: Particle Modes: Standard The Light Particle Gun is simply a Light Particle Projector mounted on a fighter. However, due to size constraints and the limited power source on the Usuuth fighters a number of modifications were necessary to mount a pair of the new weapons. The primary result was a slight reduction in damage. B5W Showdowns-8 Rev. 1
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The Usuuth Fleet Orthuus Battle Leader Base Hull (Limited Deployment - 33%) The largest warship built by the Usuuth, it was the only class they ever constructed which possesses a jump drive. A well-balanced ship, the Orthuus mounts a diverse particle weapon load-out backed by a fighter group of no less than 2 full squadrons. Very few of these expensive vessels were completed before the Coalition fleet was wiped out by the Orieni invasion.
Serron Attack Ship Base Hull (Unlimited Deployment) The primary warship of the Usuuth Coalition, the Serron Attack ships packs two heavy particle projectors into a reasonably maneuverable hull. It was hoped that if enough Serron could be produced it would make any assault on the Usuuth system to expensive to justify. The theory was ultimately proven wrong but the Serron acquitted themselves before being wiped out.
Sarlon Sniper Serron Variant (Rare) In order to test the new Particle Hammer, scheduled for installation in the new Orthuus Battle Leader under design, the Usuuth modified two Serron Attack ships as a weapon test beds. While the bugs were hammered out of the new weapon, Coalition Commanders rapidly came to appreciate the longer range offered by the Particle Hammer. In theory, a mix of this new vessel with the Serron would provide a nice solid mix of covering fire and close assault. While most of the Particle Hammer construction would be dedicated to the new Orthuus, sufficient numbers were available to outfit a few of the new Sarlon Snipers.
Baroon Escort Cutter Base Hull (Unlimited Deployment) Serving as both an Escort for fleet units and a local area police vessel, the Baroon could be launched from the planets surface thereby easing maintenance and deployment headaches. Lightly armed, the Baroon had excellent maneuverability and was valued for its anti-fighter abilities.
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Rowlon Armored Fighter Base Hull (Unlimited Deployment) A reasonably well-armored type for its time, this medium fighter mounted two linked Light Particle Guns. Designed to counter Centauri aggression, this fighter's primary use would instead be against the Orieni, where its heavy armor was useless and its low thrust its Achilles heal. Orieni Templar interceptors would inflict catastrophic losses on the Rowlons they encountered, which in turn opened the way for successful H-K strikes.
Dovarum Micro-Sat Base Hull (Unlimited Deployment) With resources limited to a single system (and even that somewhat contested by the Centauri and Orieni), the Usuuth were forced to establish a fleet capable of dealing with a major strike from either of its neighbors. This left very little resources for static planetary defenses such as base stations and defense satellites. With little recourse the Usuuth settled on a massive easily produced minefield and the odd little Dovarum Micro-Sat. Essentially a super heavy fighter, the Usuuth engineers provided an engine and thrusters that left the unit only able to pivot. With extra space made available by the reduced engine and the removal of the crew, the Usuuth were able to pack a number of heavier weapon most fighters would have never been able to carry or arm. Better than mines, less than true defense satellites, shoals of these small satellites where inserted into orbit only to be blow away by the oncoming Usuuth hoard.
Usuuth Mines The Usuuth had enough time to begin experimentation with mine warfare, but only a few important locations were properly defended and all were weak by galactic standards. Sootha Proximity Mine, Cost 8, Damage 14, Signature 2 Orthine Proximity Mine, Cost 6, Damage 12, Signature 3 Ruga Captor Mine, Cost 18, Range 4, accuracy +4, Signature 2
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SCENARIOS
Chapter 5: Scenarios from the Orieni War Peace and Quiet (2000) Drazi raiders had begun attacking shipping in a border sector with increasing frequency. The Royal Navy responded by sending additional supplies to a key outpost, to better equip it to deal with the increased raider activity. No one seriously believed that the raiders would dare attack a Centauri military convoy.
Set Up Terrain: Standard Centauri: Navask Escort Destroyer, 2 Virlisi Logistics Ships, 2 Tacit Police Cruisers . All Centauri ships are moving at speed 6 and must be set up within 2 hexes of another Centauri ship. Raiders: Looter Support Cruiser, 3 Corsairs. The Raiders enter through a jump point formed by the Looter, in a location and heading determined by the Raider player (and the results of the Jumping into Combat roll). All Raider ships emerge from the jump point at speed 4. Fighters: The Looter is fully loaded with Adder lighter fighters. These fighters start in their hanger.
Special Rules This is a Jump Engagement using the Jumping into Combat rules. Using the setup restrictions above, the Centauri player secretly records his ships location near the center of the map. The Raider player then determines which hex his jump point will form in on turn 1 using the Jumping into Combat rules. The scenario uses a floating map.
Options To make things more realistic, but harder on the Centauri, have all Centauri ships at Patrol Stations.
Victory Conditions The Centauri win if they destroy all the raider ships and/or disengage the Virlisi Logistics Ships. The Raiders win if they destroy or drive off the Centauri warships and disable at least one Virlisi. Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Historical Outcome The Raiders defeated the Centauri escorts and captured one of the Logistics ships. The other ship escaped to a nearby Centauri outpost. This latest and most daring attack led the Centauri to begin to take the raiders more seriously, and a trap was set.
Kindling (2000) The Centauri allowed information to be leaked about a shipment of valuable materials being transferred to the nearby outpost. The trap had been baited and set.
Set Up Terrain: Standard map, floating Centauri: Balciron Destroyer (1985 refit), 2 Navask Escort Destroyers, 4 Tacit Police Cruisers, 3 Virlisi Logistics Cruisers Raiders: 2 Looter Support Cruisers, 2 Brigand Attack Cruisers, 4 Corsairs Fighters: the Looters are fully loaded with Adder light fighters. Also see Special Rules below.
Special Rules One of the Virlisi, chosen by the Centauri player, has been modified to carry fighters. Each cargo bay carries 12 Phalan-M missile fighters (armed with 4 missiles each) and the fighters can be launched at a rate of 6 per turn. The raiders cannot detect which Logistics ship has been modified until the fighters have been launched. (While a scan of the ship would detect the modifications the Raiders do not suspect the trap and have no reason to perform such a scan). Standard rules for a Jump engagement and Jumping into Combat are in force.
Victory Conditions The Centauri win if they disable or destroy all the Raider ships. The Raiders win a significant victory if they can disable or destroy the Centauri ships.
Historical Outcome The Centauri ambush managed to disable or destroy most of the Raider ships. More importantly, they managed to capture the computer records of one of the Looters virtually intact. Using its navigational data they backtracked the raiders to their hidden base and prepared to launch an assault. B5W Showdowns-8 Rev. 1
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SCENARIOS The Spark (2001) Having located the raider base of operations, the Centauri launched an assault to destroy it. Unfortunately the local House insisted that it had jurisdiction over this sector and that its forces lead the assault. However, the Royal Navy was allowed to send vessels to act in support.
Set Up Terrain: Standard map. A moon, 3 hexes in diameter, is located in the upper right quadrant of the board, centered in hex 3509. House Forces: Celerian Warcruiser, 2 Felenna Garrison Ships, 2 Tacit Police Cruisers Royal Navy Forces: Balciron Destroyer, 2 Navask Escort Destroyers Raiders: Looter Support Cruiser, 3 Brigand Attack Cruisers, 4 Corsairs Fighters: The Felennas carry full loads of Glaive light fighters. The Felennas' assault shuttles are not prepped for combat and are thus unavailable. The Looter is fully loaded with Adder light fighters.
Special Rules There is a raider outpost on one hex (chosen by the Raider player) of the small moon. The outpost has 100 boxes of structure and 2 points of armor, but is unarmed. The House forces and Royal Navy forces support each other. The House forces are lead by a total incompetent and are subject to the Unprofessional Squadron rules. Furthermore, they may only attack the raider base or a raider unit that is either within 20 hexes of the base or that has fired upon one of their ships. The Looter Support Cruiser has an Expert Technician. Standard rules for a Jump engagement and Jumping into Combat are in force. The Balciron destroyer has received all applicable refits.
Victory Conditions The Centauri win if they destroy the Raider base and disable or destroy all the Raider forces. The Centauri win a major victory if they destroy the Raider base, disable the Looter Support Cruiser and disable or destroy all other Raider units. If the Raiders successfully disengage the Looter Support Cruiser, the Centauri lose. If the Celerian is destroyed or all House forces are disabled the Centauri lose. The Raiders win if they cause a Centauri loss.
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The Raiders win a major victory if they destroy or disable all the Centauri ships, and also disengage the Looter Support Cruiser.
Historical Outcome Despite the House commander's best efforts to the contrary, the Centauri managed to defeat the raiders with minimal losses. Aboard the captured Looter Support Cruiser, the Centauri discovered an Orieni technical advisor, a finding that would have momentous results.
For Honor and Glory (2001) The Centauri maintained a standing battle force near the Orieni border, ready to attack at a moment's notice. Service on the ready fleet was a highly prestigious position and many commanders looked forward to taking prominent places within the Republic after their term of military service ended. When word reached the ready fleet of the declaration of war against the Orieni, many of these ambitious young commanders saw it as a golden opportunity to win honor and glory for their Houses and the Republic (and to ensure their rank and privilege). Unfortunately for them it was these dreams of glory, rather then sound tactical plans, that filled the minds of the commanders as they jumped into Orieni space. Note: This is a large battle that takes place in 3 stages.
Stage 1 Set Up Terrain: standard map Centauri Forward Attack Squadron: Talvan Attack Cruiser, 6 Balciron Destroyers, 2 Balcirax Strike Destroyers, and 4 Navask Escort Destroyers. Orieni Fleet: Prophet Command Ship, 4 Steadfast Escort Corvettes, 2 Storm Front Missile Corvettes, and 3 Vengeful Laser Frigates enter via jump point on turn 1, speed 4. Fighters and Missiles: The Prophet carries 2 flights Templar Interceptors and 3 flights Shining Star Improved H-Ks. The Storm Front Missile Corvettes each carry 12 Heavy Missiles.
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SCENARIOS
Each side can win if they disable or destroy more of their opponent's ships then they lose themselves.
Fighters: The Kendari carries 1 flight of Glaive Light Fighters. The Centaurum Battleship carries 2 flights of Phalan M Missile Fighters armed with 4 missiles each and equipped with navigators. The Prophet carries 2 flights of Templar Interceptors and 3 flights Shining Star Improved H-Ks. An additional 3 flights of Shining Star Improved H-Ks, launched from the nearby Orieni base, are under the control of the Commune Group Leaders.
Stage 2
Special Rules
Special Rules All Centauri jump engines were recently used and have only had 5 turns to recharge. Standard rules for a Jump engagement and Jumping into Combat are in force.
Victory Conditions
Set Up Terrain: standard map Centauri Carrier Squadron: Sakar Carrier, 2 Kasta Support Carriers, 2 Navask Escort Destroyers Orieni Fleet: 2 Prophet Command Ships, 2 Steadfast Escort Corvettes enter by jump point on turn 1, speed 4. Fighters: The Sakar carriers 4 flights of Glaive Light Fighters and 4 Flights of Phalan Assault Fighters. Each Kasta Support Carrier carries 2 flights of Phalan Assault Fighters. The Prophets each carry 2 flights of Templar Interceptors and 3 flights Shining Star Improved H-Ks.
Special Rules All Centauri jump engines were recently used and have only had 5 turns to recharge. Standard rules for a Jump engagement and Jumping into Combat are in force.
Victory Conditions Orieni Victory: The Orieni win if they destroy all the Centauri carriers. Centauri Victory: The Centauri win if they can prevent the Orieni victory.
Stage 3 Set Up Terrain: standard map Centauri Fleet Flagship Squadron: Centaurum Battleship, 4 Talvan Attack Cruisers, Kendari Fleet Scout, 6 Balciron Destroyers, 2 Navask Escort Destroyers. Orieni Fleet: Prophet Command Ship, 6 Steadfast Escort Corvettes, 2 Storm Front Missile Cruisers, 3 Commune Group Leaders, 3 Vengeful Laser Frigates enter via jump point on turn 1, speed 6. Babylon 5, Babylon 5 Wars TM & © Warner Bros.
All Centauri jump engines were recently used and have only had 5 turns to recharge. Standard rules for a Jump engagement and Jumping into Combat are in force.
Victory Conditions Orieni Victory: The Orieni win if they destroy the Centaurum and the Kendari. Any other result is a Centauri victory.
Historical Outcome The Centauri forces, in their eagerness to engage the enemy, deployed badly, with their combat screens too far ahead of their main force and carrier squadrons. The Orieni were able to defeat the fleet in detail, destroying the command ships, scouts and carriers. The Centauri disintegrated into a routed mob, and were allowed to retreat to Centauri space.
Kill Zone by: Bruce Graw (2001) In the first days of the war, the Orieni successfully fed the Centauri the information they wanted them to see. Time and again, the Centauri responded just as the Hand of the Blessed expected them to. Lulled into a false sense of security and a feeling of their own superiority, the 8th Superb Fleet moved to attack an Orieni system where they believed they would have an easy victory. The Orieni had only to wait while the Centauri moved into the prepared kill zone, where they then mowed them down.
Set Up Terrain: Use two maps arranged so that the field of play is 42x60 hexes. The lower edge of the resulting map is the atmosphere of an Orieni planet.
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SCENARIOS Centauri: 1 Centaurum battleship, 1 Nalor armored cruiser, 1 Balciron, 1 Celerian, 1 Kendari, 1 Leevan minesweeper, 2 Navask, set up within 5 hexes of 2130, facing down, speed 10 or less. Orieni: 1 Prophet, 1 Benevolent, , 3 Obedient, 1 Commune, 3 Steadfast, 2 Storm Front, Vengeful, Vigilant are divided as desired by the Orieni player into two groups. One begins within 5 hexes of the left map edge, the other within 5 hexes of the right map edge, facing center, speed 12 or less. Each group must contain at least 2,000 points of ships not including fighters. There is also one Skywatch in 1055 and another in 3355, facing the Centauri. Fighters: Both sides have appropriate fighters for the year (2001). Players can choose which fighters they wish to have except that all Orieni hangar bays capable of carrying H-Ks are using them instead of other fighter types. This early in the war, only every fourth H-K flight is made up of Shining Stars (the others are Shining Lights). Centauri fighters are all aboard their carriers, while up to half of all Orieni fighters can begin play deployed in the same hex as their carrier (having launched on the previous turn).
Special Rules The Centauri may not begin jumping out until turn 10. The Centauri cannot leave the combined map. If they do, they are destroyed. Their only means of disengaging is jumping out. All ships have received the applicable refits
Victory Conditions Centauri Major Victory: Destroy both satellites and at least three ships escape this trap. Centauri Minor Victory: Destroy both satellites and at least one ship escapes. Draw: Destroy both satellites but no ships escape. Orieni Minor Victory: One satellite survives. Orieni Major Victory: Both satellites survive.
Historical Outcome The Centauri rolled over one of the satellites, but could not destroy the other before their entire fleet was lost.
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The Invasion of Usuuthir (2001) The Usuuth had long existed in a state of fragile neutrality, trapped between two giants whom they could neither avoid nor defeat. When word of open hostilities between the Centauri and Orieni reached the Coalition Fleet Command, they mobilized their best ships against the possibility of invasion. The hope was that the two great powers would be unwilling to risk a direct assault against the homeworld defenses. Unfortunately, hope was not enough. The first Orieni units jumped into the Usuuthir system not far from the secondary jump gate and fell on the Coalition picket forces without mercy.
Set Up Terrain: Standard map Orieni Strike Force: Paragon Strike Force Command Ship, 1 Benevolent Heavy Scout, 6 Steadfast Escort Corvettes, 3 Vengeful Laser Frigates. Orieni units enter through a jump point on turn 1, speed 4. Usuuth Coalition Fleet: Orthuus Battle Leader, 2 Sarlon Snipers, 4 Serron Attack Ships, 12 Baroon Escort Cutters Neutral: Jump gate Fighters: The Paragon is fully loaded with Templar Interceptors and Shining Star Hunter-Killers. The Assault shuttles are being held back for the ground invasion of Usuuthir, and will not take part in this battle. The Benevolent is fully loaded with Templar Interceptors. The Othuus Battle Leader is fully loaded with Rowlon Light Fighters.
Special Rules The Benevolent Heavy Scout must expend 1 EW every turn to jam Usuuth communications to prevent them from warning the main fleet of the Orieni arrival. This jamming has a range of 40 hexes. The Usuuth must get at least one ship (not fighter) outside the range of this jammer to broadcast a warning to their homeworld. All ships have the applicable refits. Standard rules for a Jump engagement and Jumping into Combat are in force.
Victory Conditions Usuuth victory: a warning is broadcast to homeworld or the capital ship manages to disengage off the far map edge Miraculous Usuuth Victory: All Orieni forces disabled or destroyed Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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SCENARIOS
Orieni Victory: All Usuuth ships, but not fighters, disabled or destroyed Total Orieni Victory: All Usuuth units disabled or destroyed and no warning is sent to Usuuthir
Historical Outcome
One of the Serron Attack Ships managed to escape the Orieni jamming long enough to broadcast a warning to Usuuthir before the entire picket force was destroyed. The Coalition was thus as prepared as it could possibly be when the Orieni Strike Force arrived. It is doubtful that this made any difference in the long run.
The Usuuth attacked courageously and managed to seriously damage the Command Ship before the crippled Orthuus completed its mission, ramming and shattering the giant Prophet. Unfortunately, the Usuuth were mistaken about the identity of the mother ship. It was not Strike Admiral Hakei's command ship, but rather one of several Prophets that had escorted the ground forces into the system. While its loss was a blow to Orieni pride, it had no effect on the invasion. Usuuthir was formally declared a protectorate of the Orieni Empire roughly a day later.
Desperation
That's a Minesweeper?!
(2001) The Coalition fleet gathered to defend Usuuthir, only to be swept aside by the sheer power of the Orieni Strike Force. Even as the first Orieni assault ships carrying their ground forces began to jump into the system, the scattered remnants of the Usuuth forces made a desperate attempt to at least slow the invasion. They believed they had located Strike Admiral Hakei's command ship, directing the invasion from a remote point beyond the main force. A handful of undamaged ships recalled from the picket force near the Centauri jump gate were ordered to destroy Hakei's ship, whatever the cost.
by: Richard Bax
Historical Outcome
Set Up Terrain: Standard Map Orieni Fleet: 1 Prophet Command Ship, 4 Steadfast Escort Frigates Usuuth Coalition: Orthuus Battle Leader, 3 Baroon Escort Cutters Fighters: The Prophet only has 6 Templar Interceptors; all other fighters and H-Ks have been lost, and its assault shuttles are already landing ground troops outside the capitol on Usuuthir. The Orthuss is fully loaded with Rowlon Light Fighters
Special Rules The Usuuth fighters and LCVs may ram. The Orthuus battle leader may ram if it has lost at least 2 structure blocks.
Victory Conditions Usuuth: destroy the Prophet Command Ship Orieni: prevent the destruction of the Prophet
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(2001)When the Orieni forces arrived in the Lukantha system, they found the large but uncoordinated Centauri 23rd Standard Fleet in a state of near hysteria. Without a strong central command presence, the 23rd had deteriorated into a collection of individually controlled task groups. Task group commanders responded to the impending invasion with ill-considered and often conflicting orders. Some commanders opted to abandon Lukantha altogether, jumping out for the Zwiest system. Most of those lacking jump capable ships chose instead to hurl their forces at the wellcoordinated ranks of the Orieni fleet, a brave but ultimately futile gesture. A few slipped into hiding at the fringes of the system with, the hope of later striking a more telling blow. One such force managed to intercept a communication indicating the need for a minesweeper to take care of the dense mine fields surrounding the Lukantha colony. The Centauri commander on the spot reasoned that if he could pick off the minesweeper, he could delay the invasion, thus slowing down the Orieni advance and giving the Republic time to organize. Though he commanded only an undersized strike group, the commander reasoned that he'd only be engaging support elements, which would offer only light resistance. It would be a glorious victory. Unfortunately, the Centauri commander failed to reckon with the Orieni predilection for large multimission vessels. The lightly armed minesweeper turned out to be a little bigger than he bargained for.
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SCENARIOS Set Up Terrain: Use standard map layout with no terrain. Centauri: Balciron, Falenna, 3 Tacit within 2 hexes of hex 0303, facing direction C at Speed 9. Orieni: Vigiliant, 2 Steadfast, 2 Obedient, 4xResolute freighters within 3 hexes of hex 3924, facing direction F at Speed 6. Fighters: The Orieni Vigilant has 6 Templars and 6 Minesweeping Shuttles in its hangar at the start of the scenario. The Centauri Falenna has 6 Glaives deployed in the same hex as the Falenna, with 6 Lakrit Assault Shuttles still in the hangar.
Special Rules The Orieni force must exit the map on the opposite side with the Vigilant and as many Resolute Freighters as possible (The freighters are carrying spare minesweeping shuttles and supplies for the assault fleet). Ships that exit the map on any other side are assumed destroyed. Centauri units that exit any side of the map are assumed disengaged and are lost for the remainder of the scenario. The Orieni force jumped in system 10 turns ago using the Vigilant's jump engine and thus cannot jump out for another 15 turns. Neither side's fighters may ram until their particular carrier is destroyed. The Centauri ships have the applicable refits.
Victory Conditions Centauri Major Victory: Vigilant and all freighters destroyed Centauri Minor Victory: Vigilant and 2 freighters destroyed. Draw: Vigilant destroyed. Orieni Minor Victory: Vigilant and 2 freighters survive. Orieni Major Victory: Vigilant and all freighters survive.
Historical Outcome Despite their initial shock over the size of the Orieni minesweeper, the Centauri drove in towards the Orieni force. Met short of their main target by Orieni escorts and the Vigilant's fighters, the Centauri managed to fight their way through. In the resulting close range pass, the Vigilant was heavily damaged and two freighters were
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annihilated. However, there would be no second pass, as heavy fire from the Vigilant backed by the returning Steadfasts and Obedients erased the remains of the Centauri task force. The Vigilant would limp into orbit and proceed to sweep the minefield away, though it would be some time before it would be fully repaired.
Better Lucky than Good By: Darryl Hushaw (2001) As the Orieni achieved success after success in their initial push into Centauri space, it appeared that their prewar objectives would all be met regardless what happened between the Centauri and the Drazi. After Kazat was bypassed and Lerrust had fallen, the next target was Quadrant 3. The arrival of replacement ground forces was critical to this operation, and convoy of Enlightenment assault ships and Resolute freighters was duly assembled. Given the state of the Centauri military and the defensive capabilities of the Enlightenments, it was decided not to spend the time needed to gather an escort force. On this occasion, however, fortune deserted the Orieni.
Set Up Terrain: Standard Centauri: 1 Garut survey ship, 1 Celerian, 1 Nalor enter via jump point on turn 1, speed 4. Orieni: 2 Enlightenment invaders, 2 Resolute freighters Fighters: Both Enlightenments are carrying two flights of Templars, which begin the scenario in the hangar. The Garut is carrying Glaive interceptors, which begin the scenario within two hexes of their mother ship.
Special Rules The Orieni ships are at Patrol Stations. Standard rules for a Jump engagement and Jumping into Combat are in force. All ships have the applicable refits.
Victory Conditions The Centauri win a minor victory if they destroy both of the Resolutes without loss. They win a major victory if both of the Enlightenments is destroyed, regardless of Centauri losses.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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SCENARIOS
The Orieni win a minor victory if the Centauri are driven off without losing more than one freighter. A victory is achieved if the Garut is destroyed and at least one Enlightenment survives. They win a major victory if a Centauri warship is destroyed and the Enlightenments both survive.
Historical Outcome The Centauri ships, which had exited hyperspace sure that intelligence reports of a possible troop convoy in the area would prove false, could not believe their good fortune at finding it by chance and in an unprepared state. After destroying a Resolute in his first pass, the task group commander was unnerved by the fighters and missiles that began launching from the assault ships. Steeling himself for a second attack, he pressed it home, losing the Nalor, but destroying the second freighter and mortally wounding one of the Enlightenments. The loss of troops and supplies in this engagement contributed significantly to the overall poor performance of Orieni forces during the siege of Quadrant 3.
Feint and Strike (2001) Centauri outposts were well defended, not only with well-armed bases and minefields, but also with defensive fleets. In order to overwhelm the bases, these fleets had to be eliminated. The Orieni began a series of raids, trying to draw the Centauri out, and away from the protection of their fixed defenses. Unfortunately for the Republic, they succeeded.
Set Up Terrain: Standard. Centauri: 1 Celerian war cruiser, 1 Kasta support carrier, 1 Balcirax attack destroyer, 2 Balciron, 1 Navask. All ships within three hexes of 2221, facing A, speed 8. Orieni: decoy group–1: Commune battle leader, 2 Steadfast, 1 Obedient within 2 hexes of 2206, facing A, speed 6. Battle group–1: 1 Paragon, 1 Commune, 2 Steadfast, 1 Vengeful, 1 Storm Front, 1 Obedient. Battle group–2: 1 Paragon, 1 Commune, 3 Steadfast, 2 Obedient, 1 Vengeful. The battle groups each enter through a jump point using the Jumping into Combat rules.
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Fighters: The Kasta carries one flight each of Glaive interceptors and Phalan assault fighters, each deployed within 2 hexes of the carrier, speed 8, facing A. Both Paragons are carrying two flights of Templars and 6 assault shuttles but no HunterKillers, which are still being saved for the attack on the base. Their assault shuttles are not prepped for combat. The fighters begin the scenario deployed.
Options Use a floating map and require Centauri units to disengage by either distance or acceleration; add a Celerian or remove the Communes from the battle groups to adjust the scenario's balance.
Special Rules Jump Engagement and Jumping into Combat rules are in force. All Centauri jump engines were recently used and have had only 2 turns to recharge. Both Paragons have elite crews.
Victory Conditions The objective of the Orieni ambush is to eliminate the Centauri squadron as an effective fighting force. The Centauri commander, having been drawn into a trap, must escape it with his force as intact as possible. The Orieni win if they disable or destroy all the Centauri ships, while the Centauri win if half of their force escapes off the bottom edge of the map intact.
Historical Outcome Although the commander of the Centauri task force was quick to realize his error, the use of two veteran Strike Force battle groups to spring the trap meant that only a single crippled Balciron returned to its base with news of the disaster.
Hunter-Killer (2001) With the Centauri fleets removed, the Orieni advanced upon the outposts themselves. Using Hunter-Killers and long-range bombardment they crippled the Centauri defenses, and then moved in to mop up the rest.
Set Up Terrain: Standard. Terrain: Set up two maps next to each other so that the field of play is 42 X 60 hexes.
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SCENARIOS Centauri: Worthus star base in hex 2230, 4 Legion-A OSATS in hexes 0729, 1531, 2831, and 3629, 500 points worth of mines deployed within 10 hexes of either the base or the defensive satellites. 2 Balciron, 1 Felanna garrison ship, 4 Tacit within 3 hexes of the base, facing D (down), speed 4. Orieni: Battle group–1: 1 Paragon, 1 Commune, 1 Vengeful, 1 Storm Front, 3 Steadfast within 2 hexes of 0760, facing A or B (up), speed 8. Battle Group–2: 1 Paragon, 1 Commune, 1 Storm Front, 4 Steadfast within 2 hexes of 3760, facing F or A (up), speed 8. Support Group–1 Vigilant, 1 Benevolent, 2 Obedient in hex 2230, facing A (up), speed 6. Fighters: The Worthus has four flights of Glaive interceptors, while the Felanna carries a flight of Phalan assault fighters Their fighters are deployed within 2 hexes of their carriers, facing D (down), speed 6. Both Paragons have their full complements of Templar interceptors and Shining Star HunterKillers. Their assault shuttles have been landed for this mission and replaced by an additional flight of Shining Stars, giving them four flights of these H-Ks apiece. The Vigilant carries one flight of Templars, while the Benevolent has a flight each of Templars and Shining Lights. All Templars are within 2 hexes of their mother ships, facing A (up), speed 8.
Options Assume that either the Centauri mobile units escaped the previous ambush attempt or that reinforcements arrived, and add 2 Celerians, a Balcirax, and a Navask to their forces.
Special Rules Both Paragons have elite crews, while the Felanna has a poor crew. The Storm Fronts are carrying full load-outs of Kinetic Kill missiles.
Victory Conditions The Orieni win if the starbase is destroyed. Otherwise, the Centauri win.
Historical Outcome A sharp fight quickly developed around the minesweeper and its escorts, as the Centauri tried desperately to prevent the Vigilant from accomplishing its mission. While it sustained heavy damage, the support ship survived, in large part due to the efforts of its Templars and screening Obedients, which broke up repeated attempts by
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Glaives and Phalans to destroy the Vigilant. When the Centauri warships made a subsequent attempt to break up the minesweeping operation, they were driven off by one of the Strike Force battle groups. With the minefield breached, the mobile units driven off, and the nearest OSATs put out of action, the way was clear for a mass Hunter-Killer strike. Enough Shining Stars struck home to strip the weapons (and much of the structure) off one of the base's sections and clear the way for a direct assault by the Orieni warships. The base was eventually destroyed, and overall the battle typified combat during the early phase of the war: the Orieni invariably achieved their objectives, losing escort ships and attrition units in the process, but keeping their command ships relatively intact.
Last stand of the
Procurator (2001) During the initial Orieni advance into Centauri space, the Centauri usually found themselves off balance and out of position. Scratch forces, often built around House squadrons, were sent to stop or delay the Hand of the Blessed. One of the most notable of these was Battle Group Procurator, of House Syma. Along with token RN forces, the flagship of the House fleet and its squadron were sent into action against the rampaging Orieni. While House Syma forces were readily available for this effort, this was due to fortuitous location, not competence. Since this thrust was by regular Orieni forces, instead of the fearsome Strike Force, the Centauri hoped to hold their ground instead of simply slowing the Orieni offensive. Unfortunately, this did not consider the House leadership in question.
Set Up Terrain: Standard Centauri: Valtor strike cruiser Procurator, 1 Nalor armored cruiser, 1 Strela, 1 Balciron, 2 Felanna, 1 Navask, 2 Tacit within 3 hexes of 4206, facing E (left), speed 8. Orieni: 1 Prophet, 2 Vengeful, 3 Steadfast, 1 Obedient within 2 hexes of 0322, facing B (right), speed 6. Fighters: The Strela has a flight of Glaive interceptors, while the Felannas are carrying Phalan assault fighters. All fighters are deployed within 2 hexes of their carrier (same facing and speed). The Prophet has two flights of Templar interceptors Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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SCENARIOS
already launched and within 3 hexes of their mother ship (same facing and speed), and three flights of Shining Light Hunter-Killers still in the hangar. Its assault shuttles are not prepped for combat and are unavailable.
Options Add a Commune to the Orieni battle group or a Celerian to the Centauri forces.
Special Rules The Centauri force is an unprofessional squadron. Also, the Balciron , the Nalor, the Strela, and 1 Felanna have poor crews. The Procurator has not received the 1966 refit (House Syma was reluctant to take their flagship out of service for the upgrade).
Victory Conditions If the Procurator is destroyed, the Orieni win, while the Centauri win if the Prophet is destroyed.
Historical Outcome Torma Syma, brother of the commander of the House military forces, realized the futility of attempting to win a battle of maneuver with his inexperienced and poorly trained forces, and instead charged straight at the Orieni command ship. While the Royal Navy Felanna and Tacits screened the Procurator, the other House Syma ships scattered, spooked by hunter-killers or engaging in duels with Orieni escort ships. While the Procurator was able to deal punishing blows to its counterpart, those it received in turn were worse. Crippled and uncontrolled, it drew fire from every Orieni unit within range and was destroyed. The surviving Centauri ships fled, but not before recovering a lifepod containing Torma Syma, who alone had survived the destruction of Procurator’s C & C and managed to abandon ship. Although the RN units under his command had supported him to the best of their ability, Torma returned from the battle convinced that his House had been set up to fail, a view already held by the rest of the Syma nobles.
The Drazi Front (2001) As the war opened the Orieni met with a string of successes along the Centauri border, but their allies among the Drazi proved less successful. The leaders among the Drazi Blue Faction, who had long benefitted from covert Orieni Babylon 5, Babylon 5 Wars TM & © Warner Bros.
aid, found it difficult to win support from more moderate Drazi factions. While only a few were openly or secretly unwilling to fight the Centauri, most had as much, or more, distrust of the Blue Drazi as they did of the Centauri. After endless negotiations, Blue Drazi leaders managed to convince the leaders of the Red and Gold factions to meet them secretly and discuss the details of an alliance against the Centauri. Unfortunately one of the Gold faction chiefs of staff was a long time spy for House Kasto, and passed word of the meeting along to the Centauri.
Set Up Terrain: Asteroid field. Scatter 20 asteroids randomly around the board. Blue Drazi Fleet: 1 Peregrine Jump Cruiser, 2 Shrike Destroyers, and 3 Merlin Frigates. The Drazi fleet must be deployed within 3 hexes of each other. No more then 1 flight of fighters may be deployed at the start of the scenario. Centauri Fleet: Celerian Warcruiser, 2 Felenna Garrison Ships, Balciron Destroyer (1985 refit), 2 Navask Escort Destroyers. The Centauri enter through a jump point using the Jumping into Combat rules. Fighters: The Peregrine is fully loaded with Dragon light fighters. Both Felennas each carry 1 flight of Glaive light fighters. The Felennas' assault shuttles are not prepped for combat and are thus unavailable
Special Rules Jump Engagement and Jumping into Combat rules are in force. The Peregrine's jump engines have 20 turns left to recharge.
Options To be more realistic, have the Drazi ships be at Patrol stations. This gives the Centauri a notable advantage.
Victory Conditions Minor Drazi Victory: The Celerian Warship and Balciron Destroyer are destroyed. Drazi Victory: The Peregrine Jump Cruiser escapes into hyperspace. Total Drazi Victory: All Centauri ships are destroyed or disabled and the Peregrine survives. Centauri Victory: The Peregrine Jump Cruiser is destroyed. B5W Showdowns-8 Rev. 1
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SCENARIOS Total Centauri Victory: All the Drazi ships are disabled or destroyed and the Celerian and Balciron survive.
Historical Outcome The Centauri jumped in on the surprised Drazi force and managed to quickly destroy the Peregrine (killing the Blue Drazi leaders) before disengaging and returning to Centauri space. The Blue Drazi faction was thrown into chaos as new leaders struggled to seize control and the chance for an alliance with Red and Gold factions was lost. While the Blue Drazi continued to harass the Centauri throughout the war, they alone did not present a credible threat and the Drazi front was considered effectively pacified.
Pride of the Fleet (2002) Perhaps the greatest weakness faced by the Centauri Republic early in the war was the disunity of its forces. The bulk of Centauri military might was under the control of the many rival Houses of the Republic, many of which could not see past their own conflicts. In contrast, the Orieni had a central, well-organized command, which was more than willing to use the Centauri's pride against them. Time and again, this proved successful.
Set Up Terrain: Standard Centauri: House Madrin––1 Celerian, 1 Balciron, 1 Strela, 2 Tacit; House Lotori––1 Sakar, 1 Balciron, 1 Navask, 2 Felanna; House Bleda––1 Nalor, 1 Balcirax, 1 Strela, 1 Navask. Orieni: 1 Paragon, 1 Commune, 1 Storm Front, 4 Steadfast, 2 Obedient. Orieni units enter through a jump point. Fighters: The Lotori Sakar carries one squadron each of Glaive interceptors and Phalan assault fighters. The Strelas have Glaives aboard, while the Felannas are carrying Phalans. The Sakar may have half its fighters deployed within 3 hexes of the carrier (same facing and speed), while the Centauri HCVs all have their fighters within 2 hexes of their ships (same facing and speed). The Prophet has three flights of Templars deployed within 2 hexes of the carrier (its assault shuttles have been landed), with 3 flights of Shining Light Hunter-Killers in the hangar.
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Options This scenario is best played by four players; one Orieni, and three Centauri (one commanding each of the House squadrons involved). While the Houses will not fire upon each other, neither are they interested in cooperation––each desires the glory of an unaided victory over the Orieni invaders.
Special Rules The Jump Engagement and Jumping into Combat rules are in force. Unprofessional squadron rules are in effect for all the Centauri forces. In addition, all ships belonging to the House Lotori squadron have poor crews, while the Madrin Balciron and Tacits and the Bleda Strela do also. The three squadrons are separate entities and should not coordinate their efforts in any way––for example, any units with Sentinel Point Defense systems will not screen ships of another House from Orieni fire, no effort should be made to rescue or defend crippled ships belonging to another House, etc. The Orieni Commune and one of the Steadfasts have elite crews. The Lotori Sakar has not received the 1980 refit; all other Centauri vessels present have received the applicable upgrades.
Victory Conditions The Orieni win if the Centauri forces are destroyed or forced to disengage. Victory for the Centauri is determined not by an overall defeat of the Centauri, but by which of the three House squadrons does the most damage while suffering the fewest losses. The squadron that achieves this will be able to claim victory (the actual defeat or destruction of the Orieni force being an important, but secondary, consideration), which will increase its House's influence in the Centaurum.
Historical Outcome While the Centauri forces outnumbered and outgunned the Orieni battle group, incompetence and a complete lack of interest in coordination on the part of the commanders of the three House squadrons involved meant that not only did the Cetnauri not achieve a clear victory over their opponents, but also that their forces were more badly mauled in the fighting than their Orieni counterparts. The results of this battle, along with similar setbacks at Tagarhd and elsewhere, led the Royal Navy to demand and eventually receive greater control over the training and deployment of House forces. Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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The Mermas Raid By: Darryl Hushaw (2002) After the Strike Groups took Lukantha, Alpha 1, and other Centauri systems during the initial Orieni offensive, it was the turn of the regular navy to step to the fore, and exploit these successes. The Mermas system, which belonged to House Kiro, was targeted for a reconnaissance in force. While Mermas was somewhat out of the way, House Kiro was part of the trade faction in the Centaurum, which meant that there was a good chance Mermas would be lightly defended and at the same time bustling with commerce. In the event, this turned out to be exactly the case.
Set Up Terrain: Standard Orieni: 1 Prophet, 1 Commune, 1 Storm Front, 1 Vengeful, 3 Steadfast, and 1 Obedient. The Orieni enter through a jump point using the Jumping into Combat rules. Centauri: 1 Daverous civilian base in hex 1615, two Legion-A OSATS in hexes 1809 and 1823, and 100 points of mines. 3 Tacit, 1 Virlisi, 2 Capit, and 3 Armus are also in system. Fighters: The Prophet has 3 flights of Templars (the Uplift assault shuttles have been landed) and 3 flights of Shining Light H-Ks. The Daverous has Glaive interceptors. All fighters begin the scenario deployed (H-Ks, of course, begin in the hangar).
Special Rules Jump Engagement and Jumping into Combat rules are in force. All ships have received the applicable refits.
Victory Conditions The Orieni task force's mission is to cause as much damage to defensive installations and commercial traffic in the Mermas system as quickly as possible. The Orieni player scores a victory if this is accomplished without losing a single ship. The Centauri score a victory if two Orieni escort ships are destroyed. They score a major victory if the Prophet loses a side, and an astounding victory if the Prophet is destroyed.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Historical Outcome The Orieni ships were able to devastate the Mermas system's commercial infrastructure and defensive installations, losing the Obedient in the process. Although actions like this were seen as necessary if the Imperium was to eliminate the Centauri's economic superiority, the raid also had the effect of pushing the Trade faction in the Centaurum into solidly backing active prosecution of the war.
To Kill a Giant (2002) As the conflict between the Empire and Republic widened, Orieni command ships proved themselves a force to be feared. Even on occasions when the Orieni were defeated, the command ships usually managed to withdraw. The need to simply repair rather then replace their mighty warships was a considerable advantage for the Orieni, and facing the same warships again and again was very demoralizing for the Centauri. House forces came to believe that Orieni command ships could not be killed. Royal Navy commanders therefore decided that they must destroy at least one of these ships, to prove that it could be done.
Set Up Terrain: The scenario takes place within a dust cloud. Centauri: 1 Optine battle cruiser, 2 Talvan attack cruisers, 1 Kasta, 2 Balcirax, 2 Navask. Centauri units enter the map through a jump point. Orieni: 1 Prophet, 1 Vengeful, 2 Steadfast, 3 Obedient. Fighters: The Kasta has 2 flights of Glaives deployed within 2 hexes of the carrier (same facing and speed); the Prophet's 2 flights of Templars are within 3 hexes of their mother ship (same facing and speed), with 3 flights of Shining Light H-Ks in the hangar.
Options Make the Orieni battle group a Strike Force unit, changing the Prophet to a Paragon (with elite crew), one of the Obedients to a Commune, and the Shining Light H-Ks to Shining Stars.
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SCENARIOS Special Rules
Special Rules
The Jump Engagement and Jumping into Combat rules are in force. The Optine and Talvans have elite crews, as this is a special Royal Navy task force assembled specifically for this mission.
The Prophet has one level of Elite Crew, while the Optine has a Poor Crew. All ships have the applicable refits.
Victory Conditions The Centauri win if the Prophet is destroyed.
Historical Outcome The Orieni battle group received a considerable shock when it was attacked within a dust cloud by a Centauri squadron that not only outnumbered it, but whose warships' crews were equal in training and skill to the best the Orieni had to offer. Even so, the Prophet might have escaped the battle (albeit grievously hurt) if the additional damage caused by the cloud hadn't proved more than the gravely injured ship could bear. Her destruction brought a much-needed boost to Centauri morale, especially among House forces, which had come to believe the results of battle against the Hand of the Blessed to be foreordained.
Ace vs. Deuce by: Bruce Graw (2003)The Orieni had an "ace" Prophet called the Believer's Arm that operated on a variety of free-ranging seek and destroy mission throughout contested space. The ship showed an amazing tendency to pop up in one place when the Republic's intelligence analysts thought it was somewhere else entirely. As a result, its squadron racked up a staggering number of kills. Its captain grew so bold that he ordered an attack even when faced with great odds, for he felt he was indestructible. Since he often faced the worst the Centauri had to offer, he was often proven correct.
Set Up Terrain: Empty space. Use a standard map. Orieni: Prophet, 2 Steadfast, Storm Front within 5 hexes of the left map edge, facing right, speed 10 or less. Centauri: 1 Optine, 1 Balcirax, 1 Sakar, 1 Strela, 1 Tacit within 5 hexes of the right map edge, facing left, speed 10 or less. Fighters: The Prophet carries 18 Shining Stars and 18 Templars (6 of them replacing the Uplifts normally carried). The Sakar has 18 Phalan and 6 Phalan-M with navigators, while the Strela has one flight of Glaives. All begin play aboard their carriers.
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Victory Conditions Whichever side holds the field of battle is the winner.
Historical Outcome The Orieni won, although the Prophet was badly damaged and had to return for repairs. The captain received a medal for his spectacular victory, and a new ace squadron was assembled and sent out to wreak more havoc.
Swarm (2004) The Orieni relied on Hunter-Killer drones as their offensive long-range weapon of choice, while the Centauri used attack fighters only as part of their forces. Both used lighter fighters as interceptors, the Orieni as a natural counter to the Hunter-Killer, which they always expected other nations to adopt as soon as they realized the advantages, and the Centauri as a defense against the H-K, which assumed even greater urgency once they began encountering them regularly and en masse. The problem the Centauri faced was possessing enough interceptor fighter strength to protect against H-K swarms while maintaining enough fighter capacity to allow the deployment of the swarms of attack fighters needed to break through Orieni defenses.
Set Up Terrain: Standard Centauri: 1 Sakar, 1 Balcirax, 1 Strela, 2 Navask, within 2 hexes of 4014, facing F or E (left), speed 6. Orieni: 1 Prophet, 1 Commune, 2 Devout, 1 Obedient within 3 hexes of 0417, facing B or C (right), speed 6. Fighters: The Prophet carries a full load of Templars and Shining Light H-Ks, while the Sakar has one squadron of Glaives and one flight each of Phalan and Phalan-M assault fighters (with navigators). The Strela carries a flight of Glaives. All fighters begin the scenario deployed within two hexes of their mother ship, with the same speed and facing as the carrier.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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Options
Special Rules
Add a Balciron or a Commune to the respective task forces for balance; make all the Phalan assault fighters the Phalan-M variant.
This scenario lasts 6 turns. The Astur is carrying 8 Lakrit assault shuttles. The Centauri must land the shuttles on a planet represented by the hex row on the right edge of the map. They may only disengage by forming and entering a jump point. Their jump engine will be recharged on turn 6; if there are any Centauri units on the board at the end of the turn, they are assumed destroyed. On turn 5, an Orieni battle group consisting of a Prophet (with 18 Templars and no assault shuttles or H-Ks), 3 Steadfast, and 2 Obedients will jump in (within two hexes of hex 3923, facing F, speed 6). All ships have received the applicable refits.
Special Rules All ships have received the applicable refits.
Victory Conditions The side that destroys the most opposing ships wins.
Historical Outcome The Orieni killed more enemy ships, but lost all their fighters and were forced to await replacements. Strategically, the scenario was a draw.
Luck Counts (2005) The middle period of the war was a dynamic struggle in which neither side was able to hold territory once it was taken. As this period began, the first Centauri offensive into Orieni space occurred. The Centauri knew the Orieni held many subject people, and felt that they were at least as capable in dealing with subject races as the Orieni. Therefore, Psychological Warfare teams and SOF were to be inserted on Orieni worlds, and were expected to pave the way for later conquest. The Centauri hoped that the task of subduing the revolts they expected to raise would require precious ground combat forces to be maintained there, instead of at more decisive points. To this end, it was necessary to place the teams. In practice, however, this gambit rarely proved successful, and the attempts were usually fraught with peril.
Set Up Terrain: Standard Centauri: 1 Astur assault ship hex 4215, facing E (left), speed 4. Orieni: 1 Commune, 2 Steadfast in hex 1004, facing B (right), speed 4.
Options Have the Orieni squadron begin the scenario at Patrol Stations.
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Victory Conditions Victory is measured by how many shuttles reach the surface under their own control. If 5 or more shuttles land, the insertion has succeeded. If 3-4 land, the special ops team has an outside chance of accomplishing its mission. Any fewer and the Orieni have prevented a successful insertion. If they also destroy the assault ship, they win a major victory.
Historical Outcome This effort was never as successful as the Centauri had hoped it would prove. Though they were able to land complete teams on targeted planets several times, the Orieni proved adept at keeping their subject peoples relatively pleased and in line. On the few occasions the Centauri were able to raise a revolt, the Orieni ruthlessly bombarded the planet from space, seeing the punishment of “traitors” as more important than retaining the value of the planet. As these worlds seldom contributed a noticeable amount to the Orieni economy, this response had little effect on the conduct and outcome of the war.
Bad Luck (2005) Both sides maintained exploration programs seeking new routes into enemy territory. The fortuitous discovery of a jump point at a key time would allow heavy enemy forces to be bypassed and vital planets to be damaged. Both sides managed to find such links during the war, but only twice did this have significant results. Both times occurred during the middle period of the war, and they only served to expand the area devastated by combat. More vital sites were well enough protected that beacons either failed to survive, or were never laid. B5W Showdowns-8 Rev. 1
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SCENARIOS Set Up
Set Up
Terrain: Standard Centauri: 1 Balciron. Orieni: 1 Faithful Search explorer, 2 Seeker reconnaissance corvettes. Fighters: The Faithful Search is carrying 2 flights of Templars, which begin the scenario deployed in the same hex as the mother ship.
Terrain: A small moon occupies hex 0515 and the six surrounding hexes (the listening post). Centauri: 2 Balcirax, 2 Balciron, 1Celerian, 1 Kasta ,1 Nalor, 1 Falenna, and 1 Strela will jump into combat using the special rules below. Remember not to use all of your Jump engines; you'll probably need some to escape! Orieni: 1 Skywatch each in hex 0512 & 0518. 1 Highguard-B each in hexes 0314, 0316, 0714, & 0716. 1 Prophet, 1 Vengeful, 2 Steadfast, 12 Templar anywhere in the 01XX-10XX hex rows, any speed of six or less.
Options Assume the incident occurs in 2006, and add a Jenas attack frigate to the Centauri force. Have the Balciron begin the scenario at Patrol Stations.
Special Rules The Orieni force appears in a jump point on turn 0. Before the scenario starts, both players secretly record starting locations. All ships have the applicable refits.
Victory Conditions The Orieni must destroy the Balciron within 5 turns, representing the ability of the Centauri ship to report its location to headquarters, so that more powerful forces can respond.
Historical Outcome In this particular instance, the Balciron was able to survive until reinforcements appeared and drove off the Orieni exploration force, causing its crew to pledge eternal gratitude to their benefactors.
One Jump Ahead By: Klebert L. Hall (2005) During the uncertain fighting during the middle phase of the war, an enterprising young House Admiral operated a raiding squadron out of Bukaas. His brief was to harass Orieni forces and facilities in the less significant systems (those with little or no permanent population) in his patrol sector. On one such raid against a listening post in a system with several minor facilities he was surprised to find a Prophet mother ship and its consorts supporting the normal garrison forces. As the Centauri squadron lurked at a distance, gathering intelligence, the Orieni forces launched a full Hunter-Killer strike, supported by Templars and several medium warships. When the H-K strike approached, the Centauri admiral decided to take a chance––instead of escaping into hyperspace he left part of his force to harass the strike, and microjumped with the rest to attack the Orieni forces by the listening post.
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Special Rules The Centauri player writes down jump point locations in any hex in the 38XX or higher hex rows. Use the Jumping into Combat rules. A modifier of -1 maybe applied to the die roll, due to the previous reconnaissance. Any starting speed desired may be used. Remember not to use all of your Jump Engines; you'll probably need some to escape! On turn six, if the Centauri forces are still hanging around, the returning H-K strike and pursuing Centauri ships enter in the 42XX hex row, speed 12. Forces consist of 10 each Shining Light, Shining Star, Templar, 2 Obedient, 1 Steadfast, 1 Jenas, 1 Tatros, and 20 Glaive. The Orieni and Centauri players should alternate placement, each placing one ship or flight at a time. The listening post is considered to have a defense value of 10, is fired upon as if it were a Capital ship, and is destroyed after taking 100 points of damage. It has a 'CPV' of 500. As all Centauri ships except the Kendari are House units, they have not received the most recent refits (2000 and later) available. The Orieni ships have received all applicable refits. On turn 15, an overwhelming Orieni force is considered to arrive.
Victory Conditions Victory or defeat is determined by compared CPV, with the following caveats: the Orieni can do no better than a draw if both the listening post and the Prophet are destroyed. The Prophet may not jump out unless the listening post is destroyed. The Centauri can jump out at any time, but can achieve no better than a draw if neither the Prophet nor the listening post are destroyed. Centauri medium ships and fighters can disengage by leaving
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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the map, all other Centauri ships may only disengage by jump vortex.
engagement and Jumping into Combat are in force. Orieni units are permitted to ram.
Historical Outcome
Victory Conditions
The Centauri jumped into the system in good order, and were able to destroy the listening post, the Prophet, and one of the Skywatch OSATs while damaging many other forces, all at the cost of the Nalor, 1 Balcirax, and assorted damage to the rest of the force, giving them a tactical victory.
Operation Dross (2005) Since the Centauri were stung by their earlier failures in attacks on Orieni controlled worlds, the plans for the new offensive through Rogolon territory envisioned employing ground forces only against worlds needed to support the attack. All others were to be sterilized. The Orieni fought these operations with a desperate ferocity, but were only able to end them by inflicting losses that gradually made the offensive too difficult to sustain.
Set Up Terrain: Standard Centauri: 4 Tavor siege vessels, 2 Talvan, 2 Balciron, 1 Kasta, 1 Leevan, 2 Navask, 3 Tatros enter the map by jump point anywhere along the 4200 map row, speed 4. Orieni: 1 Penitent in hex 1715, 1 Skywatch and 2 Highguard-B set up within four hexes of the left edge of the map. 1 Commune, 1 Steadfast, and 2 Obedients form the mobile defense force. Fighters: The Kasta has deployed both its flights of Glaive interceptors. The Penitent and the Skywatch have Shining Star H-Ks, while those on the planet are Shining Lights.
Options Add a Kendari to the Centauri force, or a Storm Front to the Orieni side; have the Orieni mobile units begin the scenario at Patrol Stations.
Special Rules One side of the map represents the surface of the planet to be bombarded. The Planet can launch 12 H-Ks per turn, using standard rules for any that exceed the available control capacity. The planet has enough H-Ks that its supply may be treated as infinite. All units have the applicable refits. Standard rules for a Jump
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Victory is based on the number of Mass Drivers in operation on turn 12. Any Centauri mass drivers on ships that withdraw are counted as an Orieni point, any damaged but still operational are two Orieni points, any destroyed or on a ship which is lost, to include loss of a side, count as 4 Orieni points. The Orieni must score 10 or more points.
Historical Outcome Endless waves of Orieni hunter-killers eventually proved too much for the bombardment force, which fled after losing two Tavors and having the survivors heavily damaged. Unfortunately for the Orieni, their forces were mauled also, to say nothing of the damage inflicted on the planet's surface by Centauri mass drivers.
Force on Force (2006) The Royal Navy continued to seize more control over the Centauri forces as the war progressed. Professionalism was increased and ship types were standardized. The Orieni, however, faced a growing loss of quality due to loss of key personnel and a replacement system that was totally unwilling to compromise on individual quality, meaning many personnel simply were not replaced when lost. This was easiest to see in the occasional stand-up fight between battle squadrons of the best each fleet had to offer.
Set Up Terrain: Standard Centauri: 1 Optine, 1 Sakar, 2 Talvan, 2 Jenas attack frigates, 2 Tatros escort frigates. Orieni: 1 Paragon, 1 Commune, 1 Vengeful, 4 Steadfast, 1 Devout Fighters: The Sakar has 2 flights of Glaives and 2 flights of Phalans. The Paragon is carrying 4 flights of Templars (one replacing the assault shuttles) and 3 flights of Shining Star H-Ks.
Options Give the Talvans and Commune elite crews.
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SCENARIOS Special Rules
Special Rules
The two sides deploy their ships along the long edges of the map. The scenario uses a floating map. Both the Paragon and the Optine have elite crews.
At the beginning of each turn, the Syma player may roll for the activation of a single neutral ship, succeeding on a roll of 1-3. Then the Imperial player selects a ship and rolls a D10 to activate a ship, succeeding on a roll of 1-5. If either player disengages or has no more ships left, he is no longer allowed to roll for activation. Landis Syma is present on the Optine, and is treated as a key leader, with the effects of an Expert War Leader. No ships present have any of the post 2000 refits.
Victory Conditions Arm yourselves and God Preserve the Righteous. Victory goes to the survivor.
Historical Outcome While early in the war the Hand of the Blessed came out well even when engaging Royal Navy units, by the middle period of the conflict, its edge was rapidly disappearing. Although the Centauri were never able to gain an outright advantage over their opponents, the resulting struggle of attrition was one that the Orieni could not win.
Politics by Other Means By: Mark Graves (2007) With the death of Emperor Rafani, House Syma felt the time was ripe to seize the throne. While the emperor's surprising death had caught the House off guard, the advantages of attacking a transitional government seemed to outweigh the disruption of carefully laid plans. Accordingly, the House fleet got under way for Centauri prime, only to be intercepted by ships belonging to Houses of the Imperial faction. Some of the forces present felt no strong loyalty to either side, a situation which both Syma and Imperial leaders tried to exploit.
Set Up Terrain: Standard House Syma: 1 Optine, 2 Celerians, 1 Kasta, 1 Nalor, 1 Strela, 2 Tacits and 1 Astur within three hexes of 3622, facing F, speed 4. Imperial faction: 1 Talvan, 1 Celerian, 1 Kasta, 1 Balciron, 1 Felenna, 1 Jenas and 1 Tacit within three hexes of 0710, facing C, speed 4. Uncommitted ships: 1 Balcirax, 2 Celerians, 2 Falennas, 3 Jenas, 1 Leevan, 1 Navask, 2 Strelas, and 1 Tacit within four hexes of 1424, facing A, speed 4. Fighters: All fighters are Glaives, and begin the scenario in their hangars.
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Victory Conditions The side that holds the field wins the day.
Historical Outcome Historically, the Syma forces won the fierce battle, but the House nobles were disturbed that most of the uncommitted forces went over to the Imperials, even in a losing fight. Although they were unaware of it at the time, the period immediately after this battle was probably the high point of House Syma's long history, one that would end quite soon thereafter.
Not Petty Annoyances By: Mark Graves (2007) Once the Syma coup attempted ended in failure, the Centauri Royal Navy turned its attention to the House. Furious at the placing of what it considered petty bickering before the war effort against a dangerous and implacable foe, the Navy determined to punish House Syma severely, so that its fate would serve as a message to other ambitious nobles.
Set Up Terrain: Standard House Syma: 1 Valtor, 1 Kasta, 1 Strela, 1 Falenna, 1 Tatros and 2 Tacits within three hexes of 0619, facing B, speed 4. Royal Navy: 1 Centaurum, 1 Talvan, 1 Kendari, 2 Balcirons and 1 Jenas within three hexes of 3712, facing E, speed 6. Fighters: All fighters are Glaives, and begin the scenario deployed within two hexes of their carriers, same speed and facing.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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SCENARIOS
Options Add an Optine to the House forces.
Special Rules All Navy ships have all the applicable refits, while House ships do not have any of the post 2000 upgrades. The Talvan has an elite crew.
Victory Conditions The fleet that destroys the most enemy ships wins the battle.
Historical Outcome The engagement was a decisive RN victory, though the game (if outgunned) Syma force was able to put about half of the Navy squadron back in the shipyards for major repairs.
Pursuit By: Mark Graves (2007) Once the Syma coup failed, the Royal Navy was relentless in its pursuit of the disgraced House leadership. The single-minded intensity of the Navy's hunt was beyond the comprehension of the Syma nobles, who failed to see how the circumstances of their attempt to seize power differed from any other in the Republic's history. Finally, pushed to the limits of his endurance, Lord Syma decided to turn and fight.
Set Up Terrain: Standard Royal Navy: 1 Talvan, 1 Balciron and 1 Falenna within two hexes of 3324, facing F, speed 6. House Syma: 1 Kasta, 1 Strela and 1 Tacit within two hexes of 0806, facing C, Speed 6. Fighters: All fighters are Glaives, which begin the scenario within two hexes of their carriers, same speed and facing.
Special Rules The House Strela has a poor crew.
Victory Conditions The Syma player has the option of selecting prior to the game victory conditions based on the survival of the Kasta, carrying Lord Syma himself, or victory based on destruction of RN ships, as a decoy force. If the former, the Syma player wins if he successfully disengages the Kasta. Ramming is permitted by Navy ships that have lost structure blocks in this case. If the latter, the Syma player wins if he destroys either the Talvan or both smaller ships. Ramming by the House ships is permitted in this case. Any result other than these is a Navy victory.
Historical Outcome The RN force destroyed the Kasta, which is believed to have carried Lord Syma and his immediate family. Historians have speculated that Lord Syma thought he would be able to find sanctuary among the Houses of the Abbai faction, but in the event, he was unable to reach them.
Doom at Phalonak By: Bruce Graw (2007) After the Centauri defeated the Orieni at Phalonak in late 2007, they began the customary planetary bombardment. The Orieni ordered their surviving ships to retreat, but one squadron refused to stand by and watch the world be devastated. They attempted a desperate counterstrike that was, sadly, doomed before it began.
Set Up Terrain: Use a standard map. The right edge is the start of the planet's atmosphere. Centauri: 2 Astur, Celerian, Centaurum, Falenna, Kendari, Kasta, 4 Tavor within 5 hexes of the right map edge, facing the planet, speed 0. Orieni: Benevolent, Commune, 2 Devout, Paragon, Steadfast, Vigilant, 3 Vengeful enter through a jump point in 1021, facing right, speed 4. Fighters: All ships are loaded with appropriate fighters of any desired type available in this year (2007). Missile fighters have missiles but no navigators. All fighters begin play aboard their ships.
Special Rules The Orieni may not disengage unless they destroy all four Tavors. They are permitted to ram, but the Centauri may not. All ships have the applicable refits.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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SCENARIOS Victory Conditions
Victory Conditions
The Centauri score one point for every mass driver round fired into the planet's atmosphere during the first 15 turns of the battle. The exact target of these shots doesn't matter. The maximum possible score is 32 (4 ships, 2 mass drivers each, with 4 potential firing opportunities). Score the game as follows: Centauri Major Victory: 28+ points (hint: if you want to achieve this, better start those Tavors moving after they take their first shot!) Centauri Minor Victory: 24-27 points Draw: 20-23 points Orieni Minor Victory: 16-19 points Orieni Major Victory: 15 or fewer points (note: the Centauri will score 8 points on the very first turn, so the only way to achieve a major victory is to take out a siege launcher by the end of the fourth turn, and the rest of the ships by the end of the eighth turn...good luck!)
The Orieni win a minor victory if they can scan the Drakh vessel (use the Ship Identification rules) and then escape into hyperspace. The Orieni win a victory if they can force the Drakh vessel to withdraw into hyperspace. The Orieni win a major victory if they can force the Drakh vessel to withdraw into hyperspace and then enter hyperspace themselves, not more than 4 hexes from the Drakh's departure point, within 2 turns. The Drakh win a victory if they can destroy the Orieni vessel.
Historical Outcome The Orieni flew in and fatally rammed two of the siege ships, but were themselves wiped out before they could get to the others. The Centauri scored moderate damage on the planet, so the battle ended in basically a draw.
The Real Enemy By: Ned Farnsworth (2008) Following their betrayal by the Drakh (and the subsequent revelation of the Drakh's true allegiance), the Orieni dedicated the majority of their survey fleets to finding the Drakh homeworld.
Set Up Terrain: Open space. Orieni Scout Fleet: 1 Benevolent Heavy Scout (with 2007 refit) Drakh Long Range Patrol: 1 Shadow Patrol Cruiser Fighters: The Benevolent carries 6 Shining Star Improved Hunter Killers and 6 Templar Interceptors Both sides set up along the long map edges.
Special Rules If the Drakh vessel takes more than 10 points of Structure damage, it must immediately attempt to disengage by entering hyperspace.
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Historical Outcome Through fatally damaged, the Benevolent managed to force the Drakh vessel into hyperspace and send a signal back to its fleet. This gave the Orieni survey fleets the clue they needed to narrow their search and eventually locate the Drakh homeworld.
Light as a Feather By: Mark Graves (2008) When the Orieni learned the true nature of the Drakh, their fury knew no bounds. The war with the Centauri Republic was virtually abandoned when the location of the Drakh home world was discovered and although they were unaware of the reason, this was not lost on the Centauri. While the Rogolon Dynasty had managed to avoid involvement in the conflict up to this point, that option was removed when the Republic launched a new offensive against the Imperium through Rogolon territory. When the 23rd Valiant Fleet arrived in the Rogala system, the Rogolon picket force stationed near the gate immediately detected its presence. While the warriors aboard the small warships of the picket force wished to attack the treacherous Centauri immediately, their mission was to survive long enough to get word of an attack to the homeworld. Though running from the Centauri was sheer humiliation for the crews of the pickets, they consoled themselves by remembering their traditional adage that death is as light as a feather, while duty is as heavy as a mountain.
Set Up Terrain: Standard Centauri: 1 Talvan, 2 Balcirons, 1 Balcirax, 1 Kendari and 1 Nalor. Rogolon: 4 Tovin small warships, within two hexes of 2521, facing B, speed 4. Neutral: Jump gate in hex 3605 Fighters: The Kendari has a flight of Glaives, which begin the scenario in the hangar. Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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SCENARIOS
Special Rules The Centauri ships enter the map via the jump gate on turn one, heading F, speed 6. All ships have the applicable refits.
Hold the Line By: Mark Graves
The Rogolon pickets failed to provide warning, but even so, the Rogolon fleet was still able to sortie before the Centauri arrived, when merchant traffic unexpectedly saw the Centauri fleet.
(2008) While the Hand of the Blessed succeeded in wreaking havoc on the Drakh homeworld, this achievement did not leave it unscathed, and the survivors of the strike returned to find themselves confronting the advancing Centauri. Even against weakened Orieni defenses, however, the Centauri offensive began to slow, as seven years of all out war had taken their toll on the Republic as well. In these circumstances, engagements between fleet elements began to resemble the late rounds of a boxing match or mutai competition, with exhausted heavyweights circling one another and hoping to seize victory before succumbing to exhaustion.
Heavy as a Mountain
Set Up
Victory Conditions The Centauri must destroy all Rogolon forces within two turns. The Rogolons simply attempt to survive to turn 3, and if any ship does so, they win.
Historical Outcome
By: Mark Graves (2008) With the picket force and the bulk of the Rogolon fleet eliminated in turn, the Centauri turned their attention to the fixed defenses guarding the Rogolon shipyards.
Set Up Terrain: Standard Centauri: 1 Celerian, 1 Balcirax, 1 Balciron, 1 Strela within 2 hexes of 4007, facing E, speed 6. Rogolon: 1 Shogalov planetary defense base in hex 1415, 2 Tasco defense satellites in hexes 1811 and 1819. 1 Tovin within four hexes of the base, facing A or B, speed 4. Fighters: all eligible units have the applicable fighters of the era.
Special Rules All ships have the applicable refits.
Victory Conditions As was often the case in this war, victory here is all or nothing. If the Centauri don't control the field at the end of the day, they lose the scenario.
Historical Outcome The Centauri seriously underestimated the force necessary to reduce the Rogolon defenses, and the force they sent suffered a sharp setback as a result. This merely delayed the inevitable, however, as the annoyed admiral commanding the 23rd Valiant Fleet, Shaal Jaddo, responded by sending a second force with more than enough strength to accomplish the task.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
Terrain: Standard Orieni: 1 Prophet, 1 Steadfast and 1 Vengeful, within 1 hex of 0613, facing C, speed 4. Centauri: 1 Centaurum, 1 Talvan, 2 Balcirons, 1 Kendari and 3 Jenas within two hexes of 3427, facing F, speed 4. Fighters: the Prophet in the first Orieni force has no H-Ks and only a single flight of fighters. The Centaurum and Kendari carry full complements of Glaives, deployed within two hexes of their mother ships, same speed and facing. The Paragon in the Orieni relief force carries two flights of Templars and 3 flights of Shining Star H-Ks, with the fighters deployed.
Special Rules Apply 50 points of raking damage to each side of the Prophet before play commences, using normal procedures. Orieni reinforcements comprising 1 Paragon, 2 Steadfasts, a Storm Front and a Devout arrive through a jump point (within three hexes of 0520, facing B, speed 6) on turn 3. All ships have the applicable refits.
Victory Conditions The side that destroys the most enemy ships wins.
Historical Outcome Both sides suffered significant damage, but the destruction of the Prophet allowed the Centauri to claim victory as both sides limped from the field.
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SCENARIOS Final Duty By: Mark Graves (2009) Typical of engagements during the final phase of the war, this battle saw the Centauri commit a fleet flagship to the thankless task of reducing Orieni planetary defenses.
Set Up Terrain: Standard Orieni: 1 Penitent in hex 1515, 2 Highguard-A OSATS in hexes 1810 and 1822, 2 Highguard-B OSATS in hexes 1906 and 1927, 2 Skywatch heavy OSATS in hexes 1311 and 1319, plus 500 points of mines. H-Ks are Shining Lights. 2 Obedients form the mobile defense force. Centauri: 1 Centaurum, 1 Tavor, 1 Valtor, 2 Talvans, 1 Navask, 1 Leevan, 1 Kendari and 2 Balcirons jump within three hexes of one another along the 4200 hex row, facing E or F, speed 6. Fighters: The Centauri ships are all carrying Glaives in their hangars. The Orieni defenses are equipped with Shining Lights.
Special Rules
5
Set Up Terrain: One long map edge represents the surface of one of the outer moons of Orien. Centauri Fleet: 1 Kendari Fleet Scout, 1 Navask Escort Destroyer, 4 Jenas Attack Frigates, 2 Tatros Escort Frigates. The Centauri fleet sets up within 3 hexes of the opposite map edge and each ship must be within at least 2 hexes of another Centauri ship. Orieni Defense Network: 1 Skywatch Heavy OSAT, 4 Highguard-A OSATs. The Orieni Defense Network is set up within 4 hexes of one of the long edges of the map. Orieni Defense Patrol: Commune Battle Leader, 2 Steadfast Escort Corvettes. The Orieni Defense Patrol enters the boards on between turns 4 and 6 (3+1d3) from one of the short map edges. The Orieni player must decide which map edge the Defense Patrol enters from and roll to determine when they arrive before the Centauri player sets up, but need not inform the Centauri player until they do. Fighters: The Kendari Fleet Scout carries 6 Glaive Light Fighters, which begin the game in the hanger. The Orieni Skywatch Heavy OSAT carries 6 Shining Star Improved Hunter-Killers.
All ships have the applicable refits.
Victory Conditions The Centauri must reduce the defense installations to win, while the Orieni must destroy the Tavor and drive off the other Centauri ships.
Historical Outcome Despite a gallant defense, the Centauri were able to destroy the forces defending Salaki, and bring in the planetary reduction forces.
Testing the Wall By: Ned Farnsworth (2009) Near the end of the war, the Centauri found themselves in a position to attack Orien directly. Certain that the Orieni would have formidable defenses erected around their home world, the Centauri began a series of reconnaissance raids into the Orien system, hoping to find a weak point in the Orieni defense network.
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Special Rules The Centauri have just jumped into the system and the Kendari has 18 turns of Jump Delay remaining. All ships have the applicable refits.
Victory Conditions The Centauri must close to within 10 hexes of each of the OSATs and perform a successful Ship Identification scan of each. They must then disengage with at least one ship, either by jumping out (a standard victory) or disengage by distance (a minor victory). The Orieni win a standard victory by preventing the Centauri from achieving their victory conditions.
Historical Outcome The Centauri launched several reconnaissance raids like this one, and, despite heavy casualties, managed to get a pretty clear idea of the Orieni defenses. Unfortunately this only confirmed their worst fears, and despite several sharp attacks they were unable to break them.
Babylon 5, Babylon 5 Wars TM & © Warner Bros.
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AFTERWORD
Afterword Product Credits Written By...............The Historical Repair Team Editing.......................Bruce Graw,Symon Cook Layout..........................................Bruce Graw Cover Design..............Leo Dunin and Rob Glass Fiction.........................................Richard Bax The HRT.........................Mark Graves, Leonard Farnsworth, Klebert Hall, Richard Bax, Symon Cook, John T. Coleman and Jamie Coleman
Playtesting Contributions Clash of the Sakatoonians: Paul Brown, Jason Stadnyk, Jessie Marud. Blackcounty Knights of Mercia: Kevin Broomhall, Andrew Siviter. Spelgillet Sweden: Rickard Ekholm, Tommy Ekkolm, Anders Holmstrom, Peter Nilsson, Christer Oberg, Niklas Pettersson. Mars Resistance: Jacob Jett & Vicki Jett. Dutch Deathwalkers: Bianca van Duyl and Jeroen Doumen. The Vorlon’s Back Playtest Group: Dave Pullen, Alex Hickman, Mark Whittle, Simon Bloomer, James Webster, James Morley. Others: David Hurd, Nathan Spencer, Andrew Shein.
with facts not presented here. This means it is possible that some suggestions will be rejected with little or no supporting evidence provided. This should not be taken as a personal rejection or attack. Additionally, the members of the HRT are all bound by non-disclosure agreements and some subjects simply cannot be discussed by the HRT, while some questions cannot be answered. To s u b s c r i b e , s e n d m a i l t o "
[email protected]" with the following command in the body of your email message: subscribe hrt-report [Your E-Mail address] If you'd like to submit anything to the group, mail it to :
[email protected]
Special Thanks Jacob and Vicki Jett for stagging huge point cost battles. Marc Remy, our most experienced Orieni commander. Renaud Gagne for his additional reading and testing. Roman A. Perner (aka "Shadowscout") who suggested the idea of a series of Particle Projector Weapons.
HRT Playtest Mailing List At our request Matthew Seidl has created a special mailing list for reports on this, and subsequent HRT created products. This list will allow reports and discussion to reach the HRT without overburdening AoG. It can also be used to present thoughts and opinions on the products or proposals to fix real or perceived problems. The HRT will be monitoring, but intends to lurk and allow the public the most possible range to discuss what needs coverage. It is possible that some solutions presented by the public will not work in conjunction Babylon 5, Babylon 5 Wars TM & © Warner Bros.
B5W Showdowns-8 Rev. 1
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Version 2: 2E/S8
Name:______________ Counter:____________
Abbai Bochi Defense Satellites (4)
PRIMARY HITS
1-9: Structure 10: Thruster 11-12: Laser 13: Lt Particle Beam 14-15: Gravitic Shield 16-17: Sensor 18-19: Reactor 20: Shield Generator
SPECS
MANEUVERING
COMBAT STATS
Class: OSAT In Service: 1825/1865 Point Value: 130 Each Ramming Value: 25 Jump Delay: N/A
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 8 (7) Stb/Port Defense: 8 (7) Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: +12 1825/1865 2030
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
SENSOR REFIT Sensor Rating
4
5
1
2
SHIELD REFIT Shield Generator Rating
WEAPON DATA
Laser Cutter
Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Medium Laser
Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Lt Particle Beam
1
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
1
3
Gravitic Shield
3
2
3 2
2
2 3
3 2
2
4
3 2
4
4
4 2
4 4
5
N/A
1
4
1
0
Assault Laser
Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
4
4 4
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active
1
0
4
5
N/A
1
0
0
4
Bochi-A
Bochi-A
1
1
3
3
2
3 2
2
2 3
3 2
2
4
3
4
ICON RECOGNITION Thruster
Reactor Shield Generator Med Laser Cannon
2
4
4
Sensors
4 4
2030 Refit
4 5
N/A
1
1
4
5
N/A
1
1
Laser Cutter Assault Laser Gravitic Shield Light Particle Beam
0
4
Bochi-B
2
4
4
0
0
0
4
Point Value: 155 1. Replace Medium Laser or Laser Cutter with Assault Laser.
1 3
Bochi-B TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Abbai Kastona Cruiser SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1950 Point Value: 450 Ramming Value: 180 Jump Delay: 32 Turns
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+2 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 16(15/14) Stb/Port Defense: 16 (15) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-4: Retro Thrust 5: Med/Assault Laser 6-7: Laser Cutter/Assault Laser 8-9: Lt Particle Beam 10-17: Forward Structure 18-20: PRIMARY Hit
SIDE HITS
1-4: Port/Stb Thrust 5-6: Gravitic Shield 7-17: Port/Stb Structure 18-20: PRIMARY Hit
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 2 2
3 2 2
4 3 3
5 4 4
6 4 4
7 5 5
8 6 6
9 6 6
HANGAR
ARMOR REFIT
0 Fighters 2 Shuttles Thrust: 3 Armor: 1 Defense: 9/9
System
10 7 7
11 8 8
12 8 8
1950
2016
2040
5 4
6 5
6 5
5
6
6
P/S Gravitic Shield Rating 1
1
2
Shield Generator Jump Engine
SENSOR REFIT Sensor Rating
SHIELD REFIT
AFT HITS
1-4: Main Thrust 5-6: Gravitic Shield 7-8: Lt Particle Beam 9-10: Jump Engine 11-17: Aft Structure 18-20: PRIMARY Hit
PRIMARY HITS
3
5
4
2
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
3 4
Lt Particle Beam
Assault Laser
3
3
2 3
Medium Laser
Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active
3
3
Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Gravitic Shield
1
1-9: Primary Structure 10-11: Sensors 12-13: Shield Generator 14: Hangar 15-16: Engine 17-18: Reactor 19-20: C & C
WEAPON DATA
Laser Cutter
3
2
FORWARD 2
2016 Refit Point Value: 470 1. Replace Medium Laser 1 with Assault Laser 1.
4 8
PORT
4
ICON RECOGNITION Thruster
4
5
5
5
4
Engine
2
4
1
1
10
11
4
4
Assault Laser
Light Particle Beam
(includes 2016 Refit)
3
4
0
Med Laser Cannon
Gravitic Shield
2040 Refit 4
3
4
Point Value: 530 1. Replace Laser Cutter 2 and 3 with Assault Lasers 2 and 3. 2. Modify Gravitic Shield Arc as follows.
2
0
6
Reactor Hangar
Laser Cutter
5
5
3
PRIMARY AFT
Sensors
Shield Generator
8
1
3
C&C
Jump Engine
5
1
0
9
STARBOARD
0
3
7 3
3
8
9
10
11
2
3 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Abbai Nota Deep Scout SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1856 Point Value: 475 Ramming Value: 200 Jump Delay: 32 Turns
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
Fwd/Aft Defense: 16 (15) Stb/Port Defense: 17 (16) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-4: Retro Thrust 5-6: Gravitic Shields 7: Laser Cutter 8-9: Lt Particle Beam 10-17: Forward Structure 18-20: PRIMARY Hit
SIDE HITS
1-5: Port/Stb Thrust 6-7: Gravitic Shield 8-9: Lt Particle Beam 10-11: Sensor Spear 12-17: Port/Stb Structure 18-20: PRIMARY Hit
AFT HITS
1-6: Main Thrust 7-8: Gravitic Shield 9-10: Lt Particle Beam 11-17: Aft Structure 18-20: PRIMARY Hit
2 2 2
3 3 3
4 4 4
SPECIAL NOTES
HANGAR
Restricted Deployment (10%) ELINT Ship
0 Fighters 2 Shuttles Thrust: 3 Armor: 1 Defense: 9/9
SENSOR DATA
5 5 5
6 6 6
7 7 7
11 0
10 10 10
11 11 11
Sensor Rating
1972
8
9
3
4
SHIELD REFIT
3
3
12 0
1
3
Com Jammer
Class: Electromagnetic Modes: Standard 3 Damage: 1d6 Initiative Range Penalty: -1 per hex Fire Control: +2/+2/+0 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Special: Subtracts 1d6 from targets initiative for next turn.
6
2
2
4 FORWARD
2
14
3
1
3 4
5
5
STARBOARD
4
PORT
3
5
3 2
5
C&C
0
Sensors Engine
3 PRIMARY AFT
3 8 2
5 0
4
15
4
3
4
1
Thruster
5
6
5
7
0
3
8
4
Shield Generator
Class: Electromagnetic Modes: Standard 3 Damage: 1d3 Sensor Range Penalty: -1 per 2 hexes Fire Control: +1/+1/-1 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Special: Subtracts 1d3 from targets sensors for next turn.
3
1
5
Reactor Hangar
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
Sensor Spear
1
0
Jump Engine
Lt Particle Beam
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active
1972 Refit
1
ICON RECOGNITION
Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Gravitic Shield
Point Value: 500
5
13
12 12 12
SENSOR REFIT Shield Generator Rating
3
1-7: Primary Structure 8-9: Shield Generator 10: Comm Jammer 11: Jump Engine 12: Hangar 13-14: Sensors 15-16: Engine 17-18: Reactor 19-20: C & C
9 9 9
1856
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
PRIMARY HITS
8 8 8
WEAPON DATA
Laser Cutter
4
1
1
3 3
16
3 2
9
10
2
Laser Cutter Sensor Spear Comm Jammer Gravitic Shield Light Particle Beam
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Name:______________ Counter:____________
Version 2: 2E/S8
Abbai Selatra Shield Base
SECTION HITS
1: Medium/Assault Laser 2: Laser Cutter/Assault Laser 3-4: Lt Particle Beam 5: Sensor Spear 6: Gravitic Shield 7-8: Cargo 9-10: Reactor 11-18: Section Structure 19-20: PRIMARY Hit
PRIMARY HITS
1-9: Primary Structure 10-12: Shield Generator 13-15: Sensors 16: Hangar 17-18: Primary Reactor 19-20: C & C
SPECS
MANEUVERING
COMBAT STATS
Class: Enormous Base In Service: 1989 Point Value: 2750 Ramming Value: 570 Jump Delay: N/A
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 20 (18) Stb/Port Defense: 20 (18) Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: N/A
WEAPON DATA
HANGAR
SENSOR DATA
0 Fighters 6 Shuttles Thrust: 3 Armor: 1 Defense: 9/9
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1
7
26
25
13
B
19
A
8
10
10
10
10
10
10
9
4 4
10
Medium Laser
Class: Laser Modes: Raking 5 Damage: 3d10+12 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-3 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
31
C
4
29 2
10
Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Lt Particle Beam
27 2
28
Laser Cutter
10
10
10
10
32
FORWARD 4 14
3
15
2
2
30
33 2
2
20 FORWARD PORT 4 AFT PORT 22
10
4 D
10
10
21 4 FORWARD STRB
10
4
4
7
7
4 E
AFT STRB 23
34
37 2
4
5
4
16
10
10
10
2
5
10
5
PRIMARY
F
10
10
10
10
4
AFT
35
2
4 10
10
10
38 10
10 ICON RECOGNITION
11
4
C&C Sensors Reactor Hangar Cargo Shield Generator
Sensor Spear
Gravitic Shield Light Particle Beam
2020 Refit Point Value: 3000 1. Replace all Medium Laser and Laser Cutters with Assault Lasers.
6
Sensor Spear
24
2
40
Laser Cutter
Med Laser Cannon
18
36
5
17
41
39
42 12
Assault Laser
Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
Class: Electromagnetic Modes: Standard 3 Damage: 1d3 Sensor Range Penalty: -1 per 2 hexes Fire Control: +1/+1/-1 Intercept Rating: n/a Rate of Fire: 1 per 2 turns Special: Subtracts 1d3 from targets sensors for next turn.
Gravitic Shield
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active
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Name:______________ Counter:____________
Version 2: 2E/S8
Abbai Tetrav Heavy Frigate SPECS
MANEUVERING
COMBAT STATS
Class: Hvy Combat Vsl In Service: 1954 Point Value: 375 Ramming Value: 110 Jump Delay: N/A
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 14 (13) Stb/Port Defense: 14 (13) Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +6
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-4: Retro Thrust 5-6: Laser Cutter/Assault Laser 7-8: Gravitic Shield 9-10: Lt Particle Beam 11-17: Forward Structure 18-20: PRIMARY Hit
AFT HITS
1-6: Main Thrust 7: Gravitic Shield 8-9: Lt Particle Beam 10-17: Aft Structure 18-20: PRIMARY Hit
SENSOR DATA
2 1 1
3 2 2
4 2 2
5 3 3
6 3 3
7 4 4
8 4 4
9 5 5
10 5 5
HANGAR
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
0 Fighters 1 Shuttles Thrust: 3 Armor: 1 Defense: 9/9
11 6 6
WEAPON DATA
12 6 6
1954
2019
4
5
2
3
SENSOR REFIT Sensor Rating
SHIELD REFIT
Laser Cutter
Class: Laser Modes: Raking (6) 4 Damage: 4d10+2 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Lt Particle Beam
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
Gravitic Shield
Shield Generator Rating
PRIMARY HITS
0 Subtract Shield Factor from incoming chance to hit and any damage scored through arc. Defense rating shown in parenthesis ( ) indicates value with shield active
Assault Laser
1-6: Primary Structure 7-9: Port/Strb Thrust 10-11: Sensors 12-13: Shield Generator 14: Hangar 15-16: Engine 17-18: Reactor 19-20: C & C
3
3
3
3 1
3 2
2
1
3
1
6
3
7
4 0
Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
0
FORWARD
PORT
STARBOARD 1
5
4
5
5
3
5
4
3
3 8
5
4
5 PRIMARY AFT
5
5
4 ICON RECOGNITION Thruster C&C
4 2
8
2
2019 Refit
Sensors
Point Value: 400 1. Replace Laser Cutters 1 and 2 with Assault Laser 1 and 2.
Engine Reactor Hangar
3
Shield Generator Laser Cutter
1
2
0 1
Assault Laser Gravitic Shield Light Particle Beam
8
3
3
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Name:______________ Counter:____________
Version 2: 2E/S8
Armus Long-Haul Freighter/Capit Priority Freighter SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1730/1970 Point Value: 175/210 Ramming Value: 170
Turn Cost: 1 x Speed Turn Delay: 3/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 5+5 Thrust Roll Cost: 1+1 Thrust
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: -1
Jump Delay: N/A or 40 Turns
1 Speed Turn Cost 1 Turn Delay 2
FORWARD HITS
SENSOR DATA
SIDE HITS
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-5: Retro Thrust 6-7: Particle Weapon 8-10: Cargo 11-18: Forward Structure 19-20: PRIMARY Hit
1-6: Port/Stb Thrust 7: Particle Weapon 8-9: Cargo 10-18: Port/Stb Structure 19-20: PRIMARY Hit
2 2 3
3 3 5
4 4 6
5 5 8
6 6 9
7 7 11
8 8 12
9 9 14
10 10 15
11 11 17
WEAPON DATA
Particle Projector
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
12 12 18
Lt Particle Beam
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
HANGAR 0 Fighters 3 Cargo Shuttles No Weapons Thrust: 4 Armor: 0 Defense: 13/13
1
AFT HITS
2
1-6: Main Thrust 7-8: Engine 9-10: Cargo 11-18: Aft Structure 19-20: PRIMARY Hit
PRIMARY HITS
1-10: Primary Structure 11-12: Sensor 13-14: Cargo/Jump Engine 15-16: Hangar 17-18: Reactor 19-20: C & C
1
2
1
3
3
3
3 2
1
C
1
A
2
1
B
2
2
FORWARD 3
1
STARBOARD
3 3
2
3
3
PORT
3
1
D
3
2 2
1
G
1
H
2
2
3
3
2 3 PRIMARY AFT
3
3
CAPIT PRIORITY FREIGHTER To convert from the Armus shown in the SCS to the Capit, replace the following systems. 1. Replace the Particle Projectors with Lt Particle Beams 2. Replace the Primary cargo bays (G/H) with a Jump Engine
3 1
3 ICON RECOGNITION
1
E
2
1
F
Thruster
2
C&C Sensors
2
2
3
Engine Jump Engine
6
2
2
2
3
3
3
2
2
3
Reactor Cargo Hangar Particle Projector Lt. Particle Beam
4 3 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Centauri Garut Survey Ship SPECS
MANEUVERING
COMBAT STATS
Class: Enormous Unit In Service: 1966 Point Value: 750 Ramming Value: 690 Jump Delay: 20 Turns
Turn Cost: 2 x Speed Turn Delay: 2 x Speed Accel/Decel Cost: 8 Thrust Pivot Cost: 6+6 Thrust Roll Cost: 6+6 Thrust
Fwd/Aft Defense: 19 Stb/Port Defense: 20 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
1 Speed Turn Cost 2 Turn Delay 2
FORWARD HITS
2 4 4
3 6 6
4 8 8
5 10 10
6 12 12
7 14 14
8 16 16
SPECIAL NOTES
1-5: Retro Thrust 6-7: Tactical/Assault Laser 8-9: Sentinel Point Defense 10-11: Forward Hangar 12-18: Forward Structure 19-20: PRIMARY Hit
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
AFT HITS
1-5: Main Thrust 6-8: Jump Engine 9: Sentinel Point Defense 10-18: Aft Structure 19-20: PRIMARY Hit
11 22 22
12 24 24
Tactical Laser
Class: Laser Modes: Raking 4 Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: +2/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
0 Fighters 8 Shuttles Thrust: 3 Armor: 0 Defense: 10/11
SENSOR DATA
1-5: Port/Stb Thrust 6-7: Lt Particle Beam 8-10: Cargo 11-18: Port/Stb Structure 19-20: PRIMARY Hit
10 20 20
Class: Laser Modes: Raking 5 Damage: 4d10+8 Range Penalty: -1 per 3 hexes Fire Control: +3/+2/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns
HANGAR
Restricted Deployment (10%) ELINT Vessel
SIDE HITS
9 18 18
WEAPON DATA
Imperial Laser
6
8
9
3
1
Assault Laser
Class: Laser Modes: Raking 4 Damage: 3d10+4 Range Penalty: -1 per 3 hexes Fire Control: +3/+3/-4 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
1
Lt Particle Beam
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
FORWARD HANGAR
PRIMARY HITS
1-8: Primary Structure 9: Structure/Lt Particle 10: Imperial/Assault Laser 11-13: Sensors 14-15: Engine 16-17: Primary Hangar 18-19: Reactor 20: C & C
3
5
5
3
3
4
2
18 Fighters
Sentinel Point Defense
3
3
FORWARD
Intercept Rating: -3 Rate of Fire: 1 per turn OFFENSIVE MODE: Not Available
1
10 8
4
PORT
4
2
6 1
2
5 5
6
5
6
STARBOARD
8
12
5
2
4
2
4
6
2 7
4
4 B
A
ICON RECOGNITION
2006 Refit
Thruster
5
C&C Sensors
2
Engine
3
PRIMARY AFT
2
3
Point Value: 800 1. Replace Imperial Lasers 1 with Assault Lasers 1 2. Replace Tactical Lasers 2 and 3 with Assault Lasers 2 and 3 3. Add Lt. Particle Beam 11 to Primary Structure
Jump Engine Reactor Hangar Cargo Imperial Laser
2
4 3
3
1
3
5
4
6
4
Tactical Laser 3
Assault Laser Light Particle Beam Sentinel Defense
4
3
1
10
4
11
3
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Name:______________ Counter:____________
Version 2: 2E/S8
Centauri Virlisi Logistics Ship SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1969 Point Value: 280 Ramming Value: 270 Jump Delay: N/A
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 5 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust
Fwd/Aft Defense: 16 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +0
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
SENSOR DATA
SIDE HITS
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-5: Retro Thrust 6-7: Lt Particle Beam 8-10: Forward Hangar 11-18: Forward Structure 19-20: PRIMARY Hit 1-4: Port/Stb Thrust 5: Lt Particle Beam 6-12: Cargo 13-18: Port/Stb Structure 19-20: PRIMARY Hit
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
10 10 10
11 11 11
WEAPON DATA
Lt Particle Beam
12 12 12
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
HANGAR 0 Fighters 3 Shuttles Thrust: 3 Armor: 0 Defense: 10/11
1
2
2
2
2
3
FORWARD HANGAR
AFT HITS
1-6: Main Thrust 7-9: Lt Particle Beam 10-18: Aft Structure 19-20: PRIMARY Hit
A
PRIMARY HITS
1-10: Primary Structure 11-12: Sensor 13-14: Engine 15-16: Primary Hangar 17-18: Reactor 19-20: C & C
4
4
3
3
8 Cargo Shuttles No Weapons Thrust: 4 Defense: 13/13 Armor: 0 C
4 5
FORWARD
2
5
3
2
STARBOARD
PORT
4
8
3
4
4
3
4
3
3 D
4
4
B
5
1
3 2
2
4 5
5
4 PRIMARY AFT
2
2
2 ICON RECOGNITION Thruster
4
2
5 4
4
6 4
C&C Sensors Engine Reactor Hangar
4
4
Cargo Light Particle Beam
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Version 2: 2E/S8
Drazi Dragon Light Fighter SPECS
MANEUVERING
COMBAT STATS
Class: Light Fighter In Service: 1905 Point Value: 35 each Ramming Value: 8 Jinking Limit: 10 Levels
Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
Fwd/Aft Defense: 6 Stb/Port Defense: 7 Free Thrust: 12 Offensive Bonus: +3 Initiative Bonus: +22
WEAPON DATA
Lt Particle Beam
Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+3 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn
Flight Level Combat 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit
ARMOR
0
Dropped Out Ftr Destroyed Thrust Used
Jinking
Speed
Thrust Used
Jinking
Notes
Flight #3 Flight #5 Dropped Out Ftr Destroyed
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7
Initative
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Initative
Flight #2
Notes
Flight #4
Speed
Dropped Out Ftr Destroyed
Initative
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
0
Flight #6
Initative
0
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
2
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Initative
Speed
Thrust Used
Jinking
Notes
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Drazi Dudroma Defense Satellites [4] SPECS
MANEUVERING COMBAT STATS
Class: OSAT In Service: 1938/1998 (A/B) Point Value: 165/175 (A/B) Ramming Value: 30 Jump Delay: N/A
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: +12
WEAPON DATA
Particle Cannon
Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
Heavy Plasma Cannon PRIMARY HITS
1-9: Primary Structure 10-11: Thruster 12-14: Hvy Plasma/Part Cannon 15-16: Std Particle Beam 17-18: Sensors 19-20: Reactor
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
5
5
3
4
4
3
3
4 2
1
2
3
3
3
4 3
2
4 2
N/A
4
3
2
3
3
DUDROMA-A
DUDROMA-A
3
4
4 2
3
3
N/A
3
4 2
1 3
4 2
4
5
1
3
2
N/A
5
4
4
1
3 4
2
4
3
2
N/A
2
4
ICON RECOGNITION Thruster Sensors
3
3
Reactor
DUDROMA-B
DUDROMA-B
Particle Cannon Hvy Plasma Cannon Std Particle Beam
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Drazi Kromala Defense Base
SECTION HITS
1-2: Hvy Plasma Cannon 3-5: Particle Cannon 6-7: Std Particle Beam 8-9: Cargo 10-11: Reactor 12-18: Section Structure 19-20: PRIMARY Hit
PRIMARY HITS
1-8: Primary Structure 9-10: Particle Cannon 11-12: Repeater Gun 13-14: Sensors 15-16: Hangar 17-18: Primary Reactor 19-20: C & C
SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Enormous Base In Service: 2000 Point Value: 1250 Ramming Value: 510 Jump Delay: N/A
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 20 Stb/Port Defense: 20 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: N/A
Heavy Plasma Cannon
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
PRIMARY HANGAR
SENSOR DATA
24 Fighters 4 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
5
6
1
Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
16 10
10
10
A
10
Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
Standard Particle Beam
15 10
Particle Cannon
Repeater Gun
4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn
4
FORWARD 4 7
5 17
13
19
14 10
10
10
10
10
10
7
9
10
10
10
10
10
10
PORT B
10
10
10
3
10
STRB
2
12
4
4 23
24
C
8
10 18
4
4
7
20
5 5
PRIMARY 4
AFT
ICON RECOGNITION C&C
10
10
10
10
10
D
Sensors Reactor Hangar Cargo Hvy Plasma Cannon
4
21
22
Particle Cannon Std Particle Beam Repeater Gun
11
4
12 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Drazi Merlin Frigate SPECS
MANEUVERING
COMBAT STATS
Class: Medium Ship In Service: 2000 Point Value: 315 Ramming Value: 40 Jump Delay: N/A
Turn Cost: 1/2 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 2 Thrust Roll Cost: 2 Thrust
Fwd/Aft Defense: 11 Stb/Port Defense: 11 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +14
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-5: Retro Thrust 6-7: Lt Part Cannon\Med Plasma 8-10: Std Particle Beam 11-17: Structure 18-20: PRIMARY Hit
AFT HITS
1-8: Main Thrust 9-17: Structure 18-20: PRIMARY Hit
PRIMARY HITS
1-8: Port/Strb Thrust 9-11: Sensors 12-14: Engine 15-16: Hangar 17-18: Reactor 19-20: C & C
2 1 1
3 2 1
4 2 2
5 3 2
6 3 2
7 4 3
8 4 3
9 5 3
10 5 4
11 6 4
WEAPON DATA
Lt. Particle Cannon
12 6 4
SPECIAL NOTES
HANGAR
Agile Ship
0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
Med. Plasma Cannon Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
4
3 3
4 1
2
2
2
3 3 FORWARD
PORT
STARBOARD
5 4
4
6
3
4
3
3
3
4
3
4 1
3 PRIMARY AFT 6
ICON RECOGNITION Thruster C&C
4
Early Merlin From 1938 - 1999, the Merlin was equipped with plasma based weapons rather than particle weapons as shown on the SCS. For scenarios played before 2000 make the following changes. Point Value: 300 1. Replace Lt. Particle Cannons 1 and 2 with Med Plasma Cannons 1 and 2. 2. Reduce the Sensor Rating from 5 to 4.
Sensors
1
Engine
2
Reactor Hangar Lt. Particle Cannon Std Particle Beam
3
3
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Drazi Nightowl Hyperspace Probe SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Capital Ship In Service: 1994 Point Value: 525 Ramming Value: 220 Jump Delay: 38 Turns
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 4+4 Thrust
Fwd/Aft Defense: 18 Stb/Port Defense: 18 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +0
Standard Particle Beam
1 Speed Turn Cost 1 Turn Delay 1
2 2 2
3 2 2
4 3 3
5 4 4
6 4 4
7 5 5
8 6 6
9 6 6
10 7 7
11 8 8
12 8 8
FORWARD HITS
SPECIAL NOTES
HANGAR
SIDE HITS
Restricted Deployment (10%) ELINT Ship Special Hull Arrangement (No Aft Hits or Structure)
6 Fighters 2 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
1-6: Retro Thrust 7-8: Std Particle Beam 9-18: Forward Structure 19-20: PRIMARY Hit 1-5: Port/Stb Thrust 6-7: Std Particle Beam 8: Repeater Gun 9-10: Cargo 11-18: Port/Stb Structure 19-20: PRIMARY Hit
Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
Repeater Gun
4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-8: Primary Structure 9-10: Main Thrust 11-12: Sensors 13: Jump Engine 14-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
1
2 2
3
2
5
4
4
3
3 4
FORWARD 8
PORT
2 4 A
5 3
4
4
5
5
3
5
4
4 ICON RECOGNITION
6
5
5
STARBOARD
PRIMARY HITS
2 4 B
8
4
5
3
3 6
4
PRIMARY AFT 4
4
4
4
4
Thruster C&C Sensors Engine Jump Engine Reactor Hangar
3 6
Std Particle Beam Repeater Gun
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Name:______________ Counter:____________
Version 2: 2E/S8
Drazi Peregrine Jump Ship SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1999 Point Value: 525 Ramming Value: 160 Jump Delay: 38 Turns
Turn Cost: 2/3 Speed Turn Delay: 2/3 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
Fwd/Aft Defense: 15 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +2 Initiative Bonus: +2
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-5: Retro Thrust 6-8: Part Cannon/Hvy Plasma 9: Std Particle Beam 10-18: Forward Structure 19-20: PRIMARY Hit
SIDE HITS
1-5: Port/Stb Thrust 6-7: Std Particle Beam 8-9: Repeater Gun/Hvy Plasma 10-18: Port/Stb Structure 19-20: PRIMARY Hit
PRIMARY HITS
1-8: Primary Structure 9-10: Main Thrust 11-12: Sensors 13-14: Jump Engine 15-16: Engine 17-18: Hangar 19: Reactor 20: C & C
2 2 2
3 2 2
4 3 3
5 4 4
6 4 4
7 5 5
8 6 6
9 6 6
10 7 7
Limited Deployment (33%) Special Hull Arrangement (No Aft Hits or Structure)
Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
Repeater Gun
4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2 2
3 3
Heavy Plasma Cannon
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
3 4 7
3
PORT
4
4 4
3
FORWARD
3 2
6
4
5
5
STARBOARD
3 2
3
7
3 4
4 4
8
4
4
5
C&C
12 8 8
12 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
1
4
Thruster
Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
HANGAR
SPECIAL NOTES
6
ICON RECOGNITION
11 8 8
WEAPON DATA
Particle Cannon
5 PRIMARY AFT 4
4
Early Peregrine From 1938 - 1998, the Peregrine was equipped with plasma based heavy weapons rather than particle weapons as shown on the SCS. For scenarios played before 1999 make the following changes. Point Value: 475 1. Replace Std Particle Beam 1 with a Hvy Plasma Cannon 1. 2. Replace Particle Cannons 2 and 3 with Std Particle Beams 2 and 3. 3. Replace Repeater Guns 4 and 5 with Hvy Plasma Cannons 4 and 5. 4. Reduce the Sensor Rating from 7 to 6.
2
3
1
4
Sensors
2
Engine Jump Engine Reactor Hangar
4
3
4
4
2 5
Particle Cannon
3 Std Particle Beam Repeater Gun
4
3
3 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Drazi Shrike Heavy Destroyer SPECS
MANEUVERING
COMBAT STATS
Class: Hvy Combat Vsl In Service: 1999 Point Value: 425 Ramming Value: 100 Jump Delay: N/A
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 12 Stb/Port Defense: 12 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +8
1 Speed Turn Cost 1 Turn Delay 1
SIDE HITS
1-5: Port/Stb Thrust 6-8: Std Particle Beam 9-10: Part Cannon/Hvy Plasma 11-18: Port/Stb Structure 19-20: PRIMARY Hit
PRIMARY HITS
1-8: Primary Structure 9-11: Fwd/Aft Thrust 12: Repeater Gun 13-14: Sensors 15-16: Engine 17: Hangar 18-19: Reactor 20: C & C
2 1 1
3 2 2
4 2 2
5 3 3
6 3 3
7 4 4
8 4 4
9 5 5
10 5 5
11 6 6
WEAPON DATA
Particle Cannon
12 6 6
SPECIAL NOTES
HANGAR
Special Hull Arrangement (No Fwd/Aft Hits)
0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
3
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Standard Particle Beam Class: Particle Modes: Standard 1 Damage: 1d10+6 Range Penalty: -1 per hex Fire Control: +4/+4/+4 Intercept Rating: -2 Rate of Fire: 1 per turn
Repeater Gun
4 Class: Particle Modes: Standard Damage: 1d10+3 Range Penalty: -1 per 2 hexes Fire Control: +2/+2/+2 Intercept Rating: -1 per shot Rate of Fire: 1 or more per turn
3
Heavy Plasma Cannon
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
4
3 FORWARD
1
4
2
5
6
3
3
3
PORT
6
5
4 2
3
4
STARBOARD
2
4
Class: Particle 7 Modes: Raking Damage: 2d10+15 Range Penalty: -1 per 2 hexes Fire Control: +5/+4/+2 Intercept Rating: -1 Rate of Fire: 1 per 2 turns
2 3
7
4
4 2
7
4
1
3
ICON RECOGNITION Thruster C&C
5
4 PRIMARY AFT 7
Sensors Engine Reactor Hangar
Early Shrike From 1984 - 1998, the Peregrine was equipped with plasma based heavy weapons rather than particle weapons as shown on the SCS. For scenarios played before 1999 make the following changes. Point Value: 400 1. Replace Particle Cannons 1 and 2 with Hvy Plasma Cannons 1 and 2. 2. Reduce the Sensor Rating from 6 to 5. 3. Extra Power: +4
4
4
5
Particle Cannon Std Particle Beam Repeater Gun
3
3
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Orieni Faithful Search Explorer SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1793 Point Value: 575 Ramming Value: 290 Jump Delay: 25 Turns
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 3+3 Thrust
Fwd/Aft Defense: 18 Stb/Port Defense: 18 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +0
1 Speed Turn Cost 1 Turn Delay 1 1-5: Retro Thrust 7-8: Laser Lance 9-10: Gatling Railgun 11-18: Forward Structure 19-20: PRIMARY Hit
SIDE HITS
1-5: Port/Stb Thrust 6-7: Laser Lance 8-9: Gatling Railgun 10-12: Cargo 13-18: Port/Stb Structure 19-20: PRIMARY Hit
AFT HITS
1-8: Main Thrust 9-10: Gatling Railgun 11-18: Aft Structure 19-20: PRIMARY Hit
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
10 10 10
11 11 11
Class: Laser Modes: R, P 4 Damage: 3d10+6 Range Penalty: -1 per 2 hexes Fire Control: +3/+3/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
12 12 12
Heavy Laser Lance
Class: Laser Modes: R, P 4 Damage: 4d10+10 Range Penalty: -1 per 2 hexes Fire Control: +3/+3/-5 Intercept Rating: n/a Rate of Fire: 1 per 4 turns
SPECIAL NOTES Restricted Deployment (10%) ELINT Ship
1
SENSOR DATA
Gatling Railgun
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
4
Class: Matter 1 Modes: Standard Damage: 2d6 Range Penalty: -2 per hex Fire Control: +0/+2/+4 Intercept Rating: -1 (Ballistic Only) Rate of Fire: 1 per turn RAPID GATLING RAILGUN Rate of Fire: 2 per turn
5
PRIMARY HITS
2
2
2
2
2
2
1-8: Primary Structure 9-10: Jump Engine 11-12: Sensors 13-14: Engine 15-16: Hangar 17-18: Cargo 19: Reactor 20: C & C
PRIMARY HANGAR 12 Light Fighters 3 Shuttles Thrust: 3 Armor: 0 Defense: 11/11
4 FORWARD 6 12
PORT
7 All Gatling Railguns
4
5
C
6
4
6
STARBOARD
FORWARD HITS
2 2 2
WEAPON DATA
Laser Lance
8 9 All Gatling Railguns
4
2
3 A
5
5 6
B
3
3
4 3
5
2
6
2
4
4
2005 Refit
8
5 ICON RECOGNITION
6 2
Point Value: 590
5 PRIMARY AFT
Heavy Laser Lance Replace all laser lances with heavy laser lances. Armor and firing arcs remain unchanged.
2
2009 Refit
Thruster C&C Sensors Engine
10
(Includes to 2005 Refit) Point Value: 630
11
1
Rapid Gatling Railgun
1
Replace all gatling railguns with rapid gatling railguns. Armor and firing arcs remain unchanged.
Jump Engine 2
2
Reactor Cargo Hangar Laser Lance Gatling Railgun
ARMOR REFIT System
4
Laser Lances Fwd Gatling Railguns Port/Stb Gatling Railguns Main Thrust
1793
2005
2009
2 1 1 2
3 1 1 3
3 2 2 3
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Name:______________ Counter:____________
Version 2: 2E/S8
Orieni Resolute Military Freighter SPECS
MANEUVERING
COMBAT STATS
Class: Medium Ship In Service: 1802 Point Value: 175 Ramming Value: 80 Jump Delay: N/A
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 15 Stb/Port Defense: 13 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
SENSOR DATA
AFT HITS
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-5: Retro Thrust 6-7: Gatling Railgun 8-10: Cargo 11-17: Structure 18-20: PRIMARY Hit 1-5: Main Thrust 6-7: Gatling Railgun 8-10: Cargo 11-17: Structure 18-20: PRIMARY Hit
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
8 8 8
9 9 9
10 10 10
11 11 11
WEAPON DATA
Gatling Railgun
Class: Matter 1 Modes: Standard Damage: 2d6 Range Penalty: -2 per hex Fire Control: +0/+2/+4 Intercept Rating: -1 (Ballistic Only) Rate of Fire: 1 per turn RAPID GATLING RAILGUN Rate of Fire: 2 per turn
12 12 12
HANGAR 4 Cargo Shuttles Unarmed Thrust: 3 Armor: 0 Defense: 12/12
PRIMARY HITS
1-9: Port/Stb Thrust 10-12: Sensors 13-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
6
1 1
2
2
1
FORWARD 4 A
B
4
2
2
D
4
4
2
2
2
3 4
C
8
3 STARBOARD
PORT 1
4
4
4
1
4
2
2 4 PRIMARY AFT 3
4
8
ICON RECOGNITION Thruster C&C Sensors Engine Reactor Hangar Cargo Gatling Railgun
1
2
1
2007 Refit Point Value: 200
Rapid Gatling Railgun Replace all gatling railguns with rapid gatling railguns. Armor .and firing arcs remain unchanged TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Steadfast Variant (Rare)
Name:______________ Counter:____________
Version 2: 2E/S8
Orieni Seeker Reconnaissance Corvette SPECS
MANEUVERING
COMBAT STATS
Class: Medium Ship In Service: 1793 Point Value: 385 Ramming Value: 50 Jump Delay: N/A
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 3 Thrust Roll Cost: 2 Thrust
Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +12
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
SPECIAL NOTES
1-6: Retro Thrust 7-9: Gauss Cannon 10-17: Structure 18-20: PRIMARY Hit
ELINT Vessel Agile Ship Atmospheric Capable
AFT HITS
1-7: Main Thrust 8-9: Gatling Railgun 10-17: Structure 18-20: PRIMARY Hit
2 1 1
3 2 2
4 2 2
5 3 3
6 3 3
7 4 4
8 4 4
9 5 5
10 5 5
HANGAR
ARMOR REFIT
0 Fighters 1 Shuttle Thrust: 3 Armor: 0 Defense: 11/11
System Gauss Cannons Center Retro Thrust Center Main Thrust Gatling Railguns
SENSOR DATA
11 6 6
WEAPON DATA
Gauss Cannon
Class: Matter Modes: Standard 4 Damage: 1d10+10 Range Penalty: -1 per hex Fire Control: +2/+1/-3 Intercept Rating: n/a Rate of Fire: 1 per 2 turns
12 6 6
1793
2007
1 1 1 1
2 2 2 2
Gatling Railgun
Class: Matter 1 Modes: Standard Damage: 2d6 Range Penalty: -2 per hex Fire Control: +0/+2/+4 Intercept Rating: -1 (Ballistic Only) Rate of Fire: 1 per turn RAPID GATLING RAILGUN Rate of Fire: 2 per turn
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
PRIMARY HITS
1-8: Port/Stb Thrust 9-11: Sensors 12-15: Engine 16-17: Hangar 18-19: Reactor 20: C & C
1
2
2
2
PORT
1
2
FORWARD
STARBOARD
1
5
5
1
2
2
1
4 12
3
3
4
4
4
4 PRIMARY AFT
ICON RECOGNITION
3
Thruster
4
C&C Sensors
4
4
4
Engine Reactor Hangar Gauss Cannon Gatling Railgun
2007 Refit Point Value: 400
1
1
Rapid Gatling Railgun Replace all gatling railguns with rapid gatling railguns. Armor .and firing arcs remain unchanged TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Version 2: 2E/S8
Raider Adder Light Fighter SPECS
MANEUVERING
COMBAT STATS
Class: Light Fighter In Service: 1730 Point Value: 26 each Ramming Value: 8 Jinking Limit: 10 Levels
Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
Fwd/Aft Defense: 8 Stb/Port Defense: 8 Free Thrust: 10 Offensive Bonus: +2 Initiative Bonus: +20
WEAPON DATA
Lt Particle Guns
Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+2 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn
Flight Level Combat 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit
ARMOR
1
Dropped Out Ftr Destroyed Thrust Used
Jinking
Speed
Thrust Used
Jinking
Notes
Flight #3 Flight #5 Dropped Out Ftr Destroyed
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7
Initative
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Initative
Flight #2
Notes
Flight #4
Speed
Dropped Out Ftr Destroyed
Initative
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
1
Flight #6
Initative
0
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
1
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Initative
Speed
Thrust Used
Jinking
Notes
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Raider Brigand Attack Cruiser SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Hvy Combat Vsl In Service: 1984 Point Value: 375 Ramming Value: 100 Jump Delay: N/A
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 2 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 13 Stb/Port Defense: 14 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +6
Med Plasma Cannon
1 Speed Turn Cost 1 Turn Delay 1
SIDE HITS
1-6: Port/Stb Thrust 7: Lt Particle Beam 8-9: Lt Particle Cannon 10-11: Med Plasma Cannon 12-18: Port/Stb Structure 19-20: PRIMARY Hit
PRIMARY HITS
1-8: Primary Structure 9-11: Fwd/Aft Thrust 12-13: Sensors 14-15: Engine 16: Cargo 17: Hangar 18-19: Reactor 20: C & C
2 1 1
3 2 2
4 2 2
5 3 3
6 3 3
7 4 4
8 4 4
9 5 5
10 5 5
11 6 6
12 6 6
SPECIAL NOTES
HANGAR
Special Hull Arrangement (No Fwd/Aft Hits)
0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
SENSOR DATA
Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Lt Particle Cannon
Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
Lt Particle Beam
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
6
3 FORWARD 4
1
2 2
3
5
8
PORT
3
4 1
2
3
3
5
3
3
STARBOARD
3
A
4
2 3
3
6
4
4 2
1
5
2
2
4
ICON RECOGNITION
PRIMARY AFT 8
Thruster C&C Sensors Engine
3
Reactor Cargo Hangar Lt Particle Cannon Med Plasma Cannon Light Particle Beam
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Raider Corsair SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Medium Ship In Service: 1900 Point Value: 300 Ramming Value: 40 Jump Delay: N/A
Turn Cost: 1/2 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 1+1 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 13 Stb/Port Defense: 13 Engine Efficiency: 2/1 Extra Power: +0 Initiative Bonus: +12
Med Plasma Cannon
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-5: Retro Thrust 6-7: Lt Particle Beam 8-9: Lt Particle Cannon 10: Med Plasma Cannon 11-17: Structure 18-20: PRIMARY Hit
AFT HITS
1-8: Main Thrust 9-10: Cargo 11-17: Structure 18-20: PRIMARY Hit
PRIMARY HITS
1-8: Port/Strb Thrust 9-11: Sensors 12-14: Engine 15-16: Hangar 17-18: Reactor 19-20: C & C
2 1 1
3 2 2
4 2 2
5 3 3
6 3 3
7 4 4
8 4 4
9 5 5
10 5 5
11 6 6
12 6 6
SPECIAL NOTES
HANGAR
Atmospheric Capable
0 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Lt Particle Cannon
Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
Lt Particle Beam
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
1 3
3
3
4
3 2 3
2
2
FORWARD
PORT
STARBOARD 4
3
3
6
3
4
2
3
3
3 1
3
4 2
PRIMARY AFT A
ICON RECOGNITION Thruster
1
C&C
1
Sensors
6
Engine Reactor Cargo Hangar
4
Lt Particle Cannon Med Plasma Cannon Light Particle Beam
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Version 2: 2E/S8
Raider Looter Support Cruiser SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Capital Ship In Service: 1972 Point Value: 340 Ramming Value: 170 Jump Delay: 40 Turns
Turn Cost: 1 x Speed Turn Delay: 3/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 5+5 Thrust Roll Cost: 1+1 Thrust
Fwd/Aft Defense: 14 Stb/Port Defense: 16 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: -1
Med Plasma Cannon
1 Speed Turn Cost 1 Turn Delay 2
FORWARD HITS
1-5: Retro Thrust 6-8: Lt Particle Cannon 9-10: Med Plasma Cannon 11-18: Forward Structure 19-20: PRIMARY Hit
SIDE HITS
1-6: Port/Stb Thrust 7: Lt Particle Beam 8-9: Lt Particle Cannon 10-18: Port/Stb Structure 19-20: PRIMARY Hit
AFT HITS
1-6: Main Thrust 7: Lt Particle Cannon 8-9: Engine 10-11: Cargo A/B 12-18: Aft Structure 19-20: PRIMARY Hit
2 2 3
3 3 5
4 4 6
5 5 8
6 6 9
7 7 11
8 8 12
SPECIAL NOTES
10 10 15
12 Fighters 1 Shuttles Thrust: 4 Armor: 0 Defense: 9/10
1
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Lt Particle Cannon
Class: Particle 5 Modes: Raking Damage: 2d10+8 Range Penalty: -1 per hex Fire Control: +4/+2/+0 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
Lt Particle Beam
3
2 2
2
3
2
2
3
3
PRIMARY HITS
7
8
3 FORWARD
2
2 3
4
STARBOARD
6 4
PORT
3
12 12 18
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -2 per hex Fire Control: +3/+3/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
2
2
4
11 11 17
HANGAR
Limited Deployment (33%)
1-9: Primary Structure 10-11: Sensors 12-13: Jump Engine 14-16: Hangar 17-18: Reactor 19-20: C & C
9 9 14
Class: Plasma 3 Modes: Standard Damage: 3d10+4 (-1 per 2 hexes) Range Penalty: -1 per hex Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
4
4
4 3
5
3 2
4
3
2
5
4 PRIMARY AFT 3
3 3
ICON RECOGNITION
1
A
1
B
Thruster
2
C&C
9
Sensors
4
Engine Jump Engine
2
3
3
3
3
3
3
Reactor Cargo Hangar Lt Particle Cannon Med Plasma Cannon Light Particle Beam
2 6
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Version 2: 2E/S8
Rogolon Chelek Strike Fighter SPECS
MANEUVERING
COMBAT STATS
Class: Light Fighter In Service: 1951 Point Value: 37 each Ramming Value: 10 Jinking Limit: 10 Levels
Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
Fwd/Aft Defense: 5 Stb/Port Defense: 7 Free Thrust: 15 Offensive Bonus: +4 Initiative Bonus: +21
WEAPON DATA
Lt. Plasma Gun
Number of Guns: 2 (Linked) Class: Plasma Damage: 1d3+5 (-1/hex) Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn
Flight Level Combat 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit
ARMOR
1
Dropped Out Ftr Destroyed Thrust Used
Jinking
Speed
Thrust Used
Jinking
Notes
Flight #3 Flight #5 Dropped Out Ftr Destroyed
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7
Initative
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Initative
Flight #2
Notes
Flight #4
Speed
Dropped Out Ftr Destroyed
Initative
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
1
Flight #6
Initative
0
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
1
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Initative
Speed
Thrust Used
Jinking
Notes
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Version 2: 2E/S8
Rogolon Rogon Large Warship SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Capital Ship In Service: 1987 Point Value: 675 Ramming Value: 230 Jump Delay: 24 Turns
Turn Cost: 1 x Speed Turn Delay: 4/3 Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 15 Stb/Port Defense: 19 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: -1
Heavy Plasma Cannon
1 Speed Turn Cost 1 Turn Delay 2
FORWARD HITS
1-5: Retro Thrust 6-7: Catapult 8-10: Hvy Plasma Cannon 11-18: Forward Structure 19-20: PRIMARY Hit
SIDE HITS
1-5: Port/Stb Thrust 6-7: Port/Strb Hangar 8-9: Hvy Plasma Cannon 10-12: Missile Rack 13-18: Port/Stb Structure 19-20: PRIMARY Hit
AFT HITS
1-8: Main Thrust 9-10: Jump Engine 11-18: Aft Structure 19-20: PRIMARY Hit
2 2 3
3 3 4
4 4 6
5 5 7
6 6 8
SPECIAL NOTES
7 7 10
8 8 11
9 9 12
10 10 14
11 11 15
12 12 16
HANGAR
Limited Deployment (33%)
0 Fighters 2 Vostors (On Catapults) 3 Shuttles Thrust: 3 Armor: 0 Defense: 8/10
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Class-SO Missile Rack
Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns
2
OTHER HANGARS 3
3
12 Fighters 0 Shuttles
PRIMARY HITS
1-12: Primary Structure 13: Primary Hangar 14-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C
3
3 4
4
4
4
FORWARD
4
3
4 6
3
6 6
4
1
4
3
4
5 4
4
4
8 4
4
6
9
3
PORT
All Missile Racks
4 12
4
4
4
ICON RECOGNITION Thruster C&C
4
Engine
2
2
All Missile Racks
MISSILES Rack #5 Rack #6 Rack #7
Jump Engine
4
Reactor Hangar
4
Catapult
2
4 2
2
2
Rack #8 Rack #9 Rack #10
Hvy Plasma Cannon Class-SO Missile Rack
10 3
4
PRIMARY AFT
Sensors
STARBOARD
4
7
4
4
4
4
4
4
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Version 2: 2E/S8
Rogolon Shogalov Planetary Defense Base
SECTION HITS
SENSOR DATA
PRIMARY HITS
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-2: Hvy Plasma Cannon 3-5: Missile Rack 6-7: Catapult 8-18: Section Structure 19-20: PRIMARY Hit 1-10: Primary Structure 11: Catapult 12-13: Cargo 14-15: Sensors 16-18: Hangar 19: Reactor 20: C & C
SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Capital Base In Service: 1962 Point Value: 700 Ramming Value: 390 Jump Delay: N/A
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 19 Stb/Port Defense: 19 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: N/A
Heavy Plasma Cannon
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
HANGARS
Class-SO Missile Rack
Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns
18 Fighters Each 6 Vostors (on Catapults) 2 Shuttles Each Thrust: 3 Armor: 0 Defense: 8/10
5
1
3
6
3
3 3
4 FORWARD 7
3
6
6
4
4
PORT
2
9
5
4
3
3
4
3
3
A
4 8
3
STARBOARD
7
3
3
3
4 5
3 4
3
4 PRIMARY
10
4
AFT
MISSILES Rack #5 Rack #6
4
ICON RECOGNITION C&C
Catapult Cargo Hvy Plasma Cannon Class-SO Missile Rack
Rack #8
3
Sensors Reactor Hangar
Rack #7
Rack #9
3 11
3 4
3
Rack #10 Rack #11
12
Rack #12
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Version 2: 2E/S8
Name:______________ Counter:____________
Rogolon Tasco Defense Satellite
PRIMARY HITS
1-9: Structure 10-11: Thruster 12-13: Hvy Plasma Cannon 14-16: Missile Rack 17-18: Sensors 19-20: Reactor
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: OSAT In Service: 1950 Point Value: 125 Each Ramming Value: 20 Jump Delay: N/A
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: N/A Roll Cost: N/A
Fwd/Aft Defense: 9 Stb/Port Defense: 10 Engine Efficiency: N/A Extra Power: +0 Initiative Bonus: +12
Heavy Plasma Cannon
SENSOR DATA
Class-SO Missile Rack
1
Rack #2
MISSILES
1
2
3
Rack #2
2
3
3 3
3
3
4
4
4 N/A
4 2
4
4
N/A
4
MISSILES Rack #3
MISSILES
1
2
3
Rack #2
2
3
3 3
3
3
4
4
4 N/A
4
Rack #3
3
3
4
2
4
4
1
Rack #2
Rack #3
3
3
4
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
MISSILES Rack #3
SPECS
4 4
2
4
N/A
4
2
4
ICON RECOGNITION Thruster Sensors Reactor Class-SO Missile Rack Hvy Plasma Cannon
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Name:______________ Counter:____________
Version 2: 2E/S8
Rogolon Tolov Warship SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Capital Ship In Service: 1975 Point Value: 575 Ramming Value: 180 Jump Delay: N/A
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 14 Stb/Port Defense: 17 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +0
Heavy Plasma Cannon
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
SENSOR DATA
SIDE HITS
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-6: Retro Thrust 7: Catapult 8-10: Hvy Plasma Cannon 11-18: Forward Structure 19-20: PRIMARY Hit
1-5: Port/Stb Thrust 6-7: Port/Strb Hangar 8-9: Hvy Plasma Cannon 10-11: Missile Rack 12-18: Port/Stb Structure 19-20: PRIMARY Hit
2 2 2
3 2 2
4 3 3
5 4 4
6 4 4
7 5 5
8 6 6
9 6 6
10 7 7
11 8 8
12 8 8
HANGAR 0 Fighters 1 Vostor (On Catapult) 3 Shuttles Thrust: 3 Armor: 0 Defense: 8/10
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Class-SO Missile Rack
Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns
OTHER HANGARS
AFT HITS
1-9: Main Thrust 10-18: Aft Structure 19-20: PRIMARY Hit
6 Fighters 0 Shuttles
3
1
PRIMARY HITS
1-12: Primary Structure 13: Primary Hangar 14-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C
3
3
4
4
4
3
2
FORWARD
4
4
3
3
4
4
6
1
4
3
4
4
4
3
4
4
4
7 4
PORT
6
All Missile Racks
3
10
4
4 4
STARBOARD
5
4
4
3
8
All Missile Racks
4 PRIMARY AFT
ICON RECOGNITION Thruster C&C Sensors
Reactor Hangar
MISSILES
4
Engine 2
2
2
Rack #5 2
2
Rack #7
Catapult Hvy Plasma Cannon Class-SO Missile Rack
Rack #6
4
4
4
4
4
Rack #8
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Version 2: 2E/S8
Rogolon Tovin Small Warship SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Hvy Combat Vsl In Service: 1966 Point Value: 400 Ramming Value: 110 Jump Delay: N/A
Turn Cost: 3/4 Speed Turn Delay: 1 x Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 4+4 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 13 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +5
Heavy Plasma Cannon
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
SENSOR DATA
AFT HITS
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
1-6: Retro Thrust 7-8: Hvy Plasma Cannon 9-10: Missile Rack 11-18: Forward Structure 19-20: PRIMARY Hit
1-7: Main Thrust 8-9: Missile Rack 10-18: Aft Structure 19-20: PRIMARY Hit
2 2 2
3 3 3
4 3 4
5 4 5
6 5 6
7 6 7
8 6 8
9 7 9
10 8 10
11 9 11
HANGAR 0 Fighters 3 Shuttles Thrust: 3 Armor: 0 Defense: 8/10
12 9 12
Class: Plasma 5 Modes: Standard Damage: 4d10+8 (-1 per 2 hexes) Range Penalty: -2 per 3 hexes Fire Control: +3/+1/-5 Intercept Rating: n/a Rate of Fire: 1 per 3 turns
Class-SO Missile Rack
Class: Ballistic 0 Missiles: 12 Range Penalty: None Fire Control: +2/+2/+2 Rate of Fire: 1 per 2 turns
3
PRIMARY HITS
1-9: Primary Structure 10-12: Port/Strb Thrust 13: Hangar 14-15: Sensors 16-17: Engine 18-19: Reactor 20: C & C
1
2
3 3
3
4
4
4
4
4
FORWARD
6
1
4
PORT
STARBOARD
4
4
4
4
4
4
4 8
4 4
4 PRIMARY AFT
4 ICON RECOGNITION
5
4
3
3
Thruster C&C
2
2
2
2
Sensors Engine Reactor Hangar Hvy Plasma Cannon Class-SO Missile Rack
MISSILES 4
4
4
4
Rack #3 Rack #4 Rack #5
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Version 2: 2E/S8
Rogolon Vostor Assault Fighter SPECS
MANEUVERING
COMBAT STATS
Class: Super-Heavy Ftrs In Service: 1959 Point Value: 85 each Ramming Value: 38 Jinking Limit: 4 Lvls
Turn Cost: 1/3 Speed Turn Delay: 1/4 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
Fwd/Aft Defense: 8 Stb/Port Defense: 10 Free Thrust: 8 Offensive Bonus: +6 Initiative Bonus: +14
Missiles
Fighter #2
Missiles Dropped Out Sat Destroyed
Missiles Dropped Out Sat Destroyed
Initiative
Speed
Initiative
Speed
Initiative
Speed
Thrust Used
Jinking
Thrust Used
Jinking
Thrust Used
Jinking
Thrust Used
Jinking
Missiles
Missiles Dropped Out Sat Destroyed
Missiles
Fighter #8
Speed
Fighter #7
Initiative
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Missiles Dropped Out Sat Destroyed
Speed
Initiative
Speed
Initiative
Speed
Initiative
Speed
Thrust Used
Jinking
Thrust Used
Jinking
Thrust Used
Jinking
Thrust Used
Jinking
Missiles Dropped Out Sat Destroyed
Missiles Dropped Out Sat Destroyed
Missiles Dropped Out Sat Destroyed
Fighter #12
Initiative
Fighter #10
Fighter #9
3
Dropped Out Sat Destroyed
Fighter #6
Fighter #5
Dropped Out Sat Destroyed
Missiles
4
Do not use flight level combat for this unit.
Fighter #11
Fighter #1
Tail Gun Uses Reverse Arc
4
Flight Level Combat
Can carry 8 missiles, and fire a maximum of 2 missiles per turn at the same target. Includes Navigator. Locked-onto as individual units.
Fighter #4
3
Number of Guns: 2 (Linked) plus 1 tail gun (Unlinked) Class: Plasma Damage: 1d3+5 (-1/hex) Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn
SPECIAL NOTES
Fighter #3
ARMOR
WEAPON DATA
Lt Plasma Gun
Missiles Dropped Out Sat Destroyed
Initiative
Speed
Initiative
Speed
Initiative
Speed
Initiative
Speed
Thrust Used
Jinking
Thrust Used
Jinking
Thrust Used
Jinking
Thrust Used
Jinking
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Version 2: 2E/S8
Usuuth Baroon Escort Cutter SPECS
MANEUVERING
COMBAT STATS
Class: Lt Combat Vsl In Service: 1950 Point Value: 190 each Ramming Value: 30 Jump Delay: N/A
Turn Cost: 1/3 Speed Turn Delay: 1/3 Speed Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
Fwd/Aft Defense: 10 Stb/Port Defense: 11 Engine Efficiency: 1/1 Extra Power: +0 Initiative Bonus: +14
1 Speed Turn Cost 1 Turn Delay 1
HIT LOCATION
1-11: Structure 12-13: Lt Particle Projector 14-16: Particle Projector 17-18: Drive 19: Reactor 20: Control
2 1 1
3 1 1
4 2 2
5 2 2
6 2 2
7 3 3
8 3 3
11 4 4
12 4 4
Agile Ship Atmospheric Capable
1
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2
2
1
2
2
2
2
2
4
4 4
1
4
2
2
2
1
2
2
2
SENSOR DATA Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
2
5
3
3
2
4
4
3
4
4
2
4
3
4
6
2
2
4
5
ICON RECOGNITION
4
6
2
4
4
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
3
6
2
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
3
3
SENSOR DATA
Lt Particle Projector
5
3
4
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
SENSOR DATA
2
5
Drive
10 4 4
SPECIAL NOTES
SENSOR DATA
Control
9 3 3
WEAPON DATA
Particle Projector
6
2
2
4
2
Reactor Particle Projector Lt Part Projector
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Version 2: 2E/S8
Usuuth Dovarum Micro-Sat [12] SPECS
MANEUVERING
COMBAT STATS
Class: Super-Heavy Ftrs In Service: 1950 Point Value: 100 each Ramming Value: 42 Jinking Limit: 4 Levels
Turn Cost: N/A Turn Delay: N/A Accel/Decel Cost: N/A Pivot Cost: 1 Thrust Roll Cost: N/A
Fwd/Aft Defense: 9 Stb/Port Defense: 9 Free Thrust: 4 Offensive Bonus: +4 Initiative Bonus: +15
ARMOR
3 3
Flight Level Combat
Locked-onto as individual units.
Do not use flight level combat for this unit.
3
Number of Guns: 2 (Linked) Class: Particle Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: 0/0/-2 Rate of Fire: Once per 2 turns
Hvy Particle Projector
Number of Guns: 2 Class: Particle Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: 0/0/-4 Rate of Fire: Once per 3 turns
Micro-Sat #4
Micro-Sat #3
Micro-Sat #2
Micro-Sat #1
3
SPECIAL NOTES
WEAPON DATA
Particle Projector
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Initative
Initative
Initative
Initative
Thrust Used
Notes
Thrust Used
Notes
Thrust Used
Micro-Sat #7
Micro-Sat #6
Micro-Sat #5
Thrust Used
Notes
Micro-Sat #8
Notes
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Initative
Initative
Initative
Initative
Thrust Used
Notes
Thrust Used
Micro-Sat #11
Micro-Sat #9
Notes
Thrust Used
Micro-Sat #10
Thrust Used
Notes
Micro-Sat #12
Notes
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Dropped Out Sat Destroyed
Initative
Initative
Initative
Initative
Thrust Used
Notes
Thrust Used
Notes
Thrust Used
Notes
Notes
Thrust Used
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Version 2: 2E/S8
Usuuth Orthuus Battle Leader SPECS
MANEUVERING
COMBAT STATS
Class: Capital Ship In Service: 1970 Point Value: 600 Ramming Value: 150 Jump Delay: 30 Turns
Turn Cost: 1 x Speed Turn Delay: 1 x Speed Accel/Decel Cost: 4 Thrust Pivot Cost: 3+3 Thrust Roll Cost: 2+2 Thrust
Fwd/Aft Defense: 15 Stb/Port Defense: 17 Engine Efficiency: 4/1 Extra Power: +0 Initiative Bonus: +1
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
2 2 2
3 3 3
4 4 4
5 5 5
6 6 6
7 7 7
SPECIAL NOTES
1-4: Retro Thrust 5-7: Particle Hammer 8-9: Particle Projector 10-18: Forward Structure 19-20: PRIMARY Hit
AFT HITS
1-5: Main Thrust 6-7: Particle Projector 8-9: Hvy Particle Projector 10-11: Jump Engine 12-18: Aft Structure 19-20: PRIMARY Hit
10 10 10
11 11 11
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
7
Particle Projector
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
2
1 4
2 4
3
3
4
4
Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
4
FORWARD
3
4
4
4
11
PORT
4
STARBOARD
8
6
6
6
6
7
12
All Lt Particle Projectors
Class: Particle Modes: Standard 3 Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns
Lt Particle Projector
1-9: Primary Structure 10-12: Hangar 13-14: Sensor 15-16: Engine 17-19: Reactor 20: C & C
13
Hvy Particle Projector
8
2
2
PRIMARY HITS
4
12 12 12
24 Fighters 4 Shuttles Thrust: 3 Armor: 1 Defense: 8/10
6
SENSOR DATA
1-5: Port/Stb Thrust 6-7: Hvy Particle Projector 8-9: Lt Particle Projector 10-18: Port/Stb Structure 19-20: PRIMARY Hit
9 9 9
Class: Particle Modes: Standard 5 Damage: 2d10+15 Range Penalty: -1 per 3 hexes Fire Control: +3/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 4 turns
HANGAR
Limited Deployment (33%)
SIDE HITS
8 8 8
WEAPON DATA
Particle Hammer
4
4
4 14 15 16
4 12
6 2
5
PRIMARY AFT
ICON RECOGNITION
2
5
All Lt Particle Projectors
Thruster
4
C&C Sensors Engine
3
4
Jump Engine Reactor Hangar
2
3
4
3
3
2
3
Particle Hammer Hvy Part Projector Particle Projector Lt Part Projector
4
9
4
5
4
10
4 TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Version 2: 2E/S8
Usuuth Rowlon Armored Fighter SPECS
MANEUVERING
COMBAT STATS
Class: Medium Fighter In Service: 1942 Point Value: 30 each Ramming Value: 15 Jinking Limit: 8 Levels
Turn Cost: 1/3 Speed Turn Delay: 0 Accel/Decel Cost: 1 Thrust Pivot Cost: 1 Thrust Roll Cost: 1 Thrust
Fwd/Aft Defense: 5 Stb/Port Defense: 7 Free Thrust: 8 Offensive Bonus: +4 Initiative Bonus: +20
WEAPON DATA
Lt Particle Projector Number of Guns: 2 (Linked) Class: Particle Damage: 1d6+2 Range Penalty: -2 per hex Fire Control: n/a Rate of Fire: Once per turn
Flight Level Combat 5 or more above = 0 Hit 3-4 above = 1/6 Hit 1-2 above = 1/3 Hit 0-2 below = 1/2 Hit 3-4 below = 2/3 Hit 5-6 below = 5/6 Hit 7 or more below = All Hit
ARMOR
2
Dropped Out Ftr Destroyed Thrust Used
Jinking
Speed
Thrust Used
Jinking
Notes
Flight #3 Flight #5 Dropped Out Ftr Destroyed
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #7
Initative
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed Initative
Flight #2
Notes
Flight #4
Speed
Dropped Out Ftr Destroyed
Initative
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Dropped Out Ftr Destroyed
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Initative
2
Flight #6
Initative
1
Initative
Speed
Thrust Used
Jinking
Notes
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
Flight #8
Flight #1
Ftr #1 Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6
2
Dropped Out Ftr Destroyed Speed
Thrust Used
Jinking
Notes
Initative
Speed
Thrust Used
Jinking
Notes
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Serron Variant (Rare)
Name:______________ Counter:____________
Version 2: 2E/S8
Usuuth Sarlon Sniper SPECS
MANEUVERING
COMBAT STATS
Class: Hvy Combat Vsl In Service: 1965 Point Value: 380 Ramming Value: 140 Jump Delay: N/A
Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 1.5+1.5 Thrust
Fwd/Aft Defense: 13 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +4 Initiative Bonus: +7
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-4: Retro Thrust 5: Particle Hammer 6-7: Particle Projector 8-9: Lt Particle Projector 10-18: Forward Structure 19-20: PRIMARY Hit
AFT HITS
1-6: Main Thrust 7-8: Particle Projector 9-18: Aft Structure 19-20: PRIMARY Hit
2 2 1
3 2 2
4 3 2
5 4 3
6 4 3
7 5 4
SENSOR DATA
8 6 4
9 6 5
10 7 5
11 8 6
HANGAR
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
0 Fighters 1 Shuttles Thrust: 3 Armor: 1 Defense: 8/10
1
6
1-9: Primary Structure 10-11: Port/Strb Thrust 12-13: Sensors 14-15: Engine 16: Hangar 17-19: Reactor 20: C & C
12 8 6
Class: Particle Modes: Standard 5 Damage: 2d10+15 Range Penalty: -1 per 3 hexes Fire Control: +3/+1/-2 Intercept Rating: n/a Rate of Fire: 1 per 4 turns
Particle Projector
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
Lt Particle Projector Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
7
PRIMARY HITS
WEAPON DATA
Particle Hammer
2
2 5 2
3 3
3
4
4
2
2 4 FORWARD 1
PORT
8
3
5
STARBOARD
5 6
3
4
4 6
6 6
5
4
PRIMARY AFT 4
5 4
ICON RECOGNITION Thruster C&C
2
4
4
4
4
2
Sensors Engine Reactor Hangar Particle Hammer Particle Projector Lt Part Projector
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
Name:______________ Counter:____________
Version 2: 2E/S8
Usuuth Serron Attack Ship SPECS
MANEUVERING
COMBAT STATS
WEAPON DATA
Class: Hvy Combat Vsl In Service: 1952 Point Value: 375 Ramming Value: 140 Jump Delay: N/A
Turn Cost: 2/3 Speed Turn Delay: 1/2 Speed Accel/Decel Cost: 3 Thrust Pivot Cost: 2+2 Thrust Roll Cost: 1.5+1.5 Thrust
Fwd/Aft Defense: 13 Stb/Port Defense: 15 Engine Efficiency: 3/1 Extra Power: +0 Initiative Bonus: +7
Hvy Particle Projector
1 Speed Turn Cost 1 Turn Delay 1
FORWARD HITS
1-4: Retro Thrust 5: Particle Projector 6-7: Hvy Particle Projector 8-9: Lt Particle Projector 10-18: Forward Structure 19-20: PRIMARY Hit
AFT HITS
1-6: Main Thrust 7-8: Particle Projector 9-18: Aft Structure 19-20: PRIMARY Hit
2 2 1
3 2 2
4 3 2
5 4 3
6 4 3
7 5 4
SENSOR DATA
8 6 4
9 6 5
10 7 5
11 8 6
HANGAR
Defensive EW Target #1 Target #2 Target #3 Target #4 Target #5 Target #6
0 Fighters 1 Shuttles Thrust: 3 Armor: 1 Defense: 8/10
6
3
1-9: Primary Structure 10-11: Port/Strb Thrust 12-13: Sensors 14-15: Engine 16: Hangar 17-19: Reactor 20: C & C
Particle Projector
Class: Particle Modes: Standard 1 Damage: 1d10+4 Range Penalty: -1 per hex Fire Control: +2/+2/+1 Intercept Rating: -2 Rate of Fire: 1 per 2 turns
Lt Particle Projector Class: Particle Modes: Standard 1 Damage: 1d6+4 Range Penalty: -2 per hex Fire Control: +2/+2/+3 Intercept Rating: -2 Rate of Fire: 1 per turn
7
PRIMARY HITS
12 8 6
Class: Particle Modes: Standard 3 Damage: 2d10+8 Range Penalty: -1 per 2 hexes Fire Control: +3/+2/-1 Intercept Rating: -1 Rate of Fire: 1 per 3 turns
2
2 2 1
2 3
3
4
4
3
3 4 FORWARD 1
PORT
8
3
5
STARBOARD
5 6
3
4
4 6
6 6
5
4
PRIMARY AFT 4
5 4
ICON RECOGNITION Thruster C&C
2
4
4
4
4
2
Sensors Engine Reactor Hangar Hvy Part Projector Particle Projector Lt Part Projector
TM & © WARNER BROS. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)
PRIME SENSOR VOLUSA STARED FORLORNLY AT THE READOUTS. THINGS WERE NOT GOOD. THE ORIENI ARMADA WAS OVERWHELMING, AND HELP FROM THE CENTAURI HAD NOT BEEN FORTHCOMING. HIS FORCE WAS ALL THAT STOOD BETWEEN THE INVADERS AND THE USUUTH HOMEWORLD. THE MONSTROUS MOTHERSHIP SEEMED TO HOVER ON THE DISTANCE AT THE EDGE OF HIS SCANS, AS IF TAUNTING HIM. ALL AROUND, SHIPS BURNED AS ORIENI SUICIDE FIGHTERS SLAMMED INTO THEM. ALL SEEMED HOPELESS. HE HAD TO BUY MORE TIME SOMEHOW...BUT HOW? ON HIS READOUTS HE WATCHED THE ORIENI GROUP GRADUALLY CLOSE ON HIS HOME PLANET. A SMALL GROUP OF UNDAMAGED SHIPS WAITED TO FACE THEM. THEY WERE AS DOOMED AS HE WAS...UNLESS... HE TOGGLED A SWITCH AND SELECTED THE ORTHUUS BATTLE LEADER’S COMM CHANNEL. SPEAKING QUICKLY, HE GAVE THE LAST ORDER OF HIS LIFE. “ALL SURVIVING ELEMENTS,’ HE HISSED AS EXPLOSIONS ROCKED HIS VESSEL, “ENGAGE AND DESTROY THE ENEMY FLAGSHIP!” THIS BOOK IS AND IDEAL COMPANION TO THE WARS OF THE CENTAURI REPUBLIC SUPPLEMENT. IT INCLUDES NEW SHIPS, RULES, TECHNOLOGY, AND SCENARIOS FOR THE RACES IN THAT PRODUCT, PLUS TWO NEW RACES NEVER BEFORE SEEN: THE USUUTH AND ROGOLONS! IN THIS BOOK YOU WILL FIND: OVER 30 DIFFERENT ORIENI WAR SCENARIOS! Base assaults, convoy raids, ambushes, suicide runs, pursuit battles, and more! NEW SHIPS FOR THE RACES OF THE ORIENI ERA The Abbai Matriarchate (5 units) The Centauri Republic (3 units) The Drazi Freehold (7 units) The Orieni Imperium (3 units) The Raiders (4 units) The Rogolon Dynasty (7 units) The Usuuth Coalition (6 units) NEW SHIPS FOR THE RACES OF THE ORIENI ERA The Abbai Matriarchate (5 units) RULES AND BACKGROUNDS FOR TWO NEW RACES The Rogolon Dynasty The Usuuth Coalition ...AND MUCH MORE! THIS IS NOT A STAND ALONE PRODUCT AND REQUIRES BABYLON 5 WARS 2nd EDITION TO FULLY USE.
BW-117 ORIGINAL MSRP $16.95 BABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros. (s02)