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CONVERSION RULES

ARMOUR
Multiple Armour by .33 and round up.

Damage Threshold = 10% of armour

Fighters, DropShips Armour Conversion


0-14 0 495-524 17
15-44 1 525-554 18
45-74 2 555-584 19
75-104 3 585-614 20
105-134 4 615-644 21
135-164 5 645-674 22
165-194 6 675-704 23
195-224 7 705-734 24
225-254 8 735-764 25
255-284 9 765-794 26
285-314 10 795-824 27
315-344 11 825-854 28
345-374 12 855-884 29
375-404 13 885-914 30
405-434 14 915-944 31
435-464 15 945-974 32
465-494 16 975-1004 33

STRUCTURE
Stations, JumpShips SI of 1
DropShips, Fighters Multiple SI by .5 and round up
WarShips SI x .66 and round up

WEAPONS
Add up all weapons for each Arc, then divide by 10 and round up to determine damage
Sub-Capital Weapons = divide by 10 and round up
Missiles = set damage, ignore range bonus/penalties

COST
Battle Value / 100 rounded up
WEAPON
Heavy Naval Gauss 30 30 30 30
Gauss Rifle 3 (30) 3 (30) 3 (30)
Gauss Rifle 5 (45) 5 (45) 5 (45) Autocannon

Heavy NPPPC 15 15 15 15
Medium NPPPC 9 9 9 9
Light NPPC 7 7 7
ER PPC 3 (30) 3 (30) 3 (30)

NL45 9 9 9 9
Large Pulse Lasers 2 (18) 2 (18) Pulse Laser
ER Large Lasers 4 (40) 4 (40) 4 (40) 4 (40)
3 ER Medium Lasers
ER Small Lasers 2 (20)

NAC/40 40 40
NAC/35 35 35 - -
NAC/20 20 20 20 -
NAC/10 20 20 20
Ultra AC/10 1 1

Killer Whale 4 4 4 4
White Shark 3 3 3 3
Baracuda 2 2 2 2
Streak SRM 6 4 (36) 4 (36)
LRM 20+Artemis 3 (32) 3 (32) 3 (32)

Tethys - Medium Spacecraft


Armour 11 SI 12

Haven Patrol Boat - Medium Spacecraft


Armor 11 SI 14

Octurion Battleship
Armour 30 SI 100

Fusion Bomb
25/-/-/- immobile

MISSILES
Anti-Fighter */-/-/- -4 bonus kill fighters
Anti-Ship 4/4/4/-
Flash Missile 3/3/3/-
Heavy 6/6/-/-
Multi-Warhead 2/2/2/- ignores AMS
Ballistic Torpedo 4/4/4/-
Ion Torpedo 5/5/5/-

Energy Mine 2/2/2/2 AoE 4 MU, auto hit, kill fighters on 4+


Mag Gun 5/5/5/5

Antimatter Converter 1/-/-/-


Antimatter Cannon 2/2/-/-
Antimatter Shredder 2/2/2/- -4 to fighters

Railgun 3/3/3/-
Matter Cannon 3/3/3/-
Gauss Cannon 3/3/3/-
Heavy Naval Gauss 5/5/-/-
Mass Driver 40/40/40/-

Gravitic Pulsar 2/2/-/-


Gravitic Cannon 4/4/4/- (10+ critical)
Graviton Beam 3/3/3/3
Gravitic Lance3/3/3/3
Graviton Shifter */*/-/- changes a ship's facing
Graviton Mine3/3/3/3 AoE 6 MU

Laser Lance 5/5/5/- (10+ critical)


Heavy Lance 7/7/7/7 (9+ critical)
Battle Laser 6/6/6/6
Combat Laser 2/2/2/2 (10+ critical)
Tactical Laser 3/3/3/3
Light Laser 3/3/3/3
Medium Laser 4/4/4/4
Heavy Laser 6/6/6/6
Fusion Cannon 2/2/-/-
Neutron Laser 5/5/5/5
Improved Neutron 6/6/6/6
Solar Cannon 5/5/-/-

Pulse Cannon 1/1/-/-


Medium Pulse 1/1/1/-
Heavy Pulse Cannon 3/3/-/-

Guardian Array 3/-/-/- or AMS -3


Mk II Interceptor AF/PD
Particle Gun 1/-/-/-/-
Particle Beam 1/1/-/-
Particle Blaster 1/-/-/-
Particle Cannon 2/2/2/-
Heavy Particle Cannon 3/3/3/3
Plasma Cannon 1/1/-/-
Medium PC 2/2/2/-
Heavy PC 3/3/3/-
Plasma Accelerator 3/3/3/3
Plasma Stream2/2/2/2

ARMOR

SI = Structural Space / 2

THRUST =

Fighter
Armour = ?
Thrust = ?
BATTLETECH AEROSPACE ALPHA STRIKE RULES
Based off Alpha Strike / BattleForce Rules
All vessel stats and fluff are property FASA /FanPro/Catalyst Game Labs

From Terra, Humanity has colonized a vast region of space, much of which is known as the Inner
Sphere. The Sphere is composed of more than two thousand populated planets, spread across roughly
one thousand light-years of space. This area is further divided into geopolitical regions, where one
power or another holds sway. For most of the centuries since humankind took to the stars, the vast
majority of these worlds have belonged to one of the five Great Houses. Smaller powers have come and
gone over this same time period. Any world or geopolitical power outside the Inner Sphere is said to lie
in the Periphery, considered the frontier of the known universe. Greater and lesser Periphery nations
have been dominated by the Inner Sphere, subjected to devastating wars, and periods of abandonment.
Certain factions have returned from the depths of space to attempt to dominate the Sphere.

THE NAVAL FACTOR


Often overlooked today, despite their rising prominence in the strategic sense, are the aerospace and
space-naval forces of the Inner Sphere. Since the debut of the airplane in the twentieth century, air
powerand, eventually, space powerhave become an intrinsic and vital part of any military command.
The rise of the BattleMech, that wondrous engine of warfare, may have managed to capture
humankinds imagination with its power and anthropomorphic design, but even in the glory days of the
first Star League, no war could be won without the power of aerospace fighters, DropShips, JumpShips
and WarShips.
At the height of the original Star League, national aerospace forces operated on the scale of armies,
assigned not only as DropShip escorts and air-to-ground support for Mech forces, but also as the first
line of defense for the mighty WarShips. WarShips themselves were common, with each member state
claiming hundreds of these massive dreadnaughts that acted as combat vessels and a key element in
strategic supply chains. The fall of the Star League, Kerenskys Exodus, and the immediate aftermath
saw the rapid decline and eventual extinction of the WarShip in the Inner Sphere. BattleMech forces
took center stage once more, while DropShips and fighters found themselves stretched ever thinner to
cover the duties of transport, logistics, escort and close-air support. Only the recovery of technologies in
the last forty yearsand the imperative for new ships presented by the returning Clans fleetsmade the
birth of new WarShips possible.
Yet even nowmore than twenty years laterthe Inner Spheres fleets and aerospace arms remain
anemic, endangered. Prior to the Jihad, official numbers counted only ComStar and the Free Worlds
League among the Inner Sphere realms who could boast a true fleet of operational WarShips, while
the other Great Houses and the Word of Blake each possessed a few task forces at best. The FedCom
Civil War and the Jihad have put these great ships to the test, while driving home the value of the
aerospace fighter in an age where even a single pilot can deliver a tactical weapon capable of instantly
devastating a BattleMech force. Ironically enough, while the last few years have seen a peak in naval and
aerospace fighting unparalleled in recent history, there are signs that the end of the WarShip age may
again be upon us. As if in response to their return and their implied dominance of the space lanes,
shipyards across the Inner Sphere have once more become the focus of military assaults, while nuclear
attacks and massed fighter strikes are gradually whittling away at the ships themselves. The new Pocket
WarShipsDropShips designed to carry capital and sub-capital weaponshave become the
latest bane of modern WarShips.
What eventual form and place aerospace warfare may take in the future remains in flux, but one thing
remains certain: Only a fool can overlook the potential of naval power.
Logan DeMarco,
INN Military Industrial Analyst, Arc-Royal,
21 November 3075

MILITARY FORMATIONS

INNER SPHERE CLANS COMSTAR/WORD


Squad 7 infantry Point 5 Infantry
4 BA 5 BA

Platoon 3 Squads (3) Level 1 1 Mech


(28 troopers) 2 Fighters
28 infantry

Lance 4 Mechs/Vehicles Star 5 Mechs Level II 6 Level Is


2 Fighters 10 Vehicles/Fighters (168 troopers)
25 infantry
25 BA

Company 3 Lances (9) Binary 2 Stars Level III 6 Level IIs


3 Platoons Trinary3 Stars
(84 troopers)

Battalion 3 Companies (27) Cluster 3-5 Trinaries Level IV 6 Level IIIs


(252 troopers)

Regiment 3-5 Battalions (81) Galaxy 3-5 Clusters


(756 troopers)

NAVAL ORGANIZATION
Flight 2 Aerospace fighters Point 2 Fighters
Squadron 3 Flights (6 fighters) Star 10 Fighters
Group 3 Squadrons (18 fighters) Binary/Trinary 2-3 Stars
Wing 3 Groups (54 fighters) Cluster 3-5 Trinaries

Flotilla 2 Vessels Point 1 DropShip/WarShip


Division 3 Flotillas (6 Vessels) Star 5 Points
Squadron 3 Divisions (18 Vessels) Cluster 3-5 Stars

Class 0: Space Stations, not Vessels. JumpShips are included due to their lack of transit drives.

Class 1: The largest capital Vessels, these Dreadnoughts and Battleships carry the firepower to lay
waste to fleets or worlds. They mass between 1,000,000 to 2,500,000 tons.

Class 2: Cruisers of various class. They mass between 700,000 to 400,000 tons.

Class 3: Destroyers and Frigates. They mass between 250,000 and 750,000 tons.

Class 4: Raiders and Corvettes provide escort and patrol duties. They mass between 100,000 and to
250,000 tons. Pocket WarShips are lumped into this category.

Class 5: DropsShips and shuttles. These ships range from 20m - 100m in length.
DropShips must be assigned to a specific JumpShip or Warship in order to be transported between the
stars. When said JumpShip takes damage, roll 1D6 per attack; 1-2 means a docked DropShip (chosen
randomly) takes the damage and not the targeted JumpShip.
DropShips must detach from WarShips during manoeuvring, or both ships take 1D6 SI damage each
turn.

Class 6: AeroSpace Fighters. Usually one, though rarely two, person Vessels, these Vessels are highly
manoeuvrable. These Vessels vary from 20-100 tons. Fighters deploy in Squadrons
CLAN INNER SPHERE COMSTAR TAURANS
MARIANS WORD OF BLAKE
10 6 6 4

BUILDING A FLEET
Fleets may be selected by Point Cost or by Priority Level. PL ships include carried fighter squadrons as
part of their cost.
Certain scenarios may place restrictions on available ships according to Era.

INITIATIVE PHASES

Each round begins with the initiative phase. Each player makes an initiative check by rolling 1D6 plus
any applicable bonus. The result sets the play order for the remaining phases in the round. After all
phases are completed, you start a new round with a new initiative phase. The player with the lower
initiative goes first in the move phase, and the player with the higher initiative goes first in the attack
phase.

MOVE PHASE

Vessels move in order of Class (so faster ships can react to slower ships). The player that rolled the
lower initiative value moves Class 0 first, then the other player moves his Class 0 Vessels, then Player 1
moves Class1, etc.

Each unit capable of movement has two thrust values. Safe thrust is the number of Thrust Points a unit
can spend in a single turn without suffering adverse effects. Maximum thrust is the total number of
Thrust Points a unit can spend in one turn and is equal to 1.5 times the safe thrust value (round up).
Spending a number of Thrust Points greater than the safe thrust value degrades the units handling,
making it harder to control and increasing the difficulty of targeting enemy units

In space, each unit travels at a constant speed and heading unless thrust from the engines is used or the
unit is affected by the pull of a planets gravity. At the beginning or end of a units movement, it can
spend Thrust Points to change its velocity or facing.

Overthrusting allows for more speed/turns but with risk. On a 5+, a Vessels which overthrusted by X
takes X SI damage and has a +X penalty to target other Vessels.
Vessels can be stationary (0 Thrust) and deploy Jump Sails. Vessels cannot move with deployed sails; it
requires 2D20 turns to furl a JumpSail.

CHANGING VELOCITY
Each Thrust Point spent increases or decreases the units velocity by 1. Aerospace units have no
maximum velocity, though the size of the playing area creates practical limits. A units velocity cannot be
reduced below zero, because aerospace Vessels cannot move backward. Velocity changes made before
movement affect the current turns movement. Velocity changes made at the end of movement take
effect in the following turn. A unit that changes velocity at the end of one turn cannot change velocity
again at the start of the next turn.

FIGHTER A has a Safe Thrust of 5 and a Maximum Thrust of 8. It accelerates in the same direction for
the first two turns of the game, spending 5 Thrust Points in the first turn and 6 Thrust points in the
second; the unit ends the second turn with a Velocity of 11.
Turn 3, Fighter-A still has a Velocity of 11. If it chooses to slow its speed by 5 Thrust Points at the start
of the turn, Velocity is down to 6; Fighter-A moves 6 hexes.
If it spends 5 thrust at the end of the turn, it would move forward 11 hexes, and then start Turn 4 with a
velocity of 6.

ENGINE PLUME
If a smaller Vessel passes behind another Vessel at point blank range, it takes damage from the larger
Vessel's engine thrust.
(Passer Class +Thrusting Class) x 1D6

Facing and Turning: The direction a Vessels faces can make a difference to its defensive and offensive
capability.
Vessels must move 1 hex before turning 1 facing.
It requires 1 Thurst Point to roll the Vessels.
It requires thrust points to turn; those thrust points are not available for velocity changes.
VELOCITY THRUST REQUIRED
0-2 1
3-5 2
6-7 3
8-9 4
10 5
11 6
12+ +1 per point

Launch Fighters

During the move phase, after all ships in a fleet have moved, that fleets ships can launch aerospace
fighters and Class 5 ships. Place newly launched fighters on the gaming table adjacent to the launching
starship. They cannot move on the round they are launched and do not count as dog fighting with
adjacent enemy fighters, but they may fire at and be fired upon by adjacent fighters.

If a ship can launch aerospace fighters, its stat card has the special ability Fighter Launch, followed by
two numbers, one of which will be in parentheses. The first number is the total number of aerospace
flights that may be assigned to that particular ship. The second number, in parenthesis, is the number of
aerospace flights that may be launched by that particular ship per round.

Reserves

After launching fighters, players may attempt to call in reserve forces. The calling player announces
which fleet he is attempting to bring to the battle by identifying which stack of cards he will be rolling
for. The calling player rolls a 2d6 in an attempt to call in reinforcements, plus 1 for Vessel with Scout or
HPG. The other player also rolls 2d6 in an attempt to jam the transmission. If the difference is 4 or
more, the fleet arrives on the battlefield. A player may choose to not roll for a specific task force.

When any fleet arrives to the battle, it arrives according to the hyperspace re-entry rules.

ATTACK PHASE
The player with the higher initiative roll goes first in this phase. The first player attacks with all ships in
that fleet, then the second player. Players may attack with their Vessels in any order they choose, firing
every weapon system within Line of Sight of an eligible target each round.

Line of Sight: Class 0 5 ships can provide cover and block line of sight. If a ship of smaller class than
the attacker or the defender is in between the two vessels, then Line of sight is not blocked. Use the
bases of the ship to measure line of sight, not the models themselves. If the impeding ship is of equal or
larger class than either the attacker or defender, then line of sight is blocked and the attacker may not
attack its preferred target. Sometimes this will lead to gray areas. Generally, if more of the ship is
covered than not, it is not within line of sight. For any situations that cannot be agreed on, roll a d6. 1-
3 is one choice; 4-6 is the other.

Class 6 ships do not block line of sight in any way, though they may take cover behind larger vessels.

Choosing Target Arcs: It is up to the attacker to choose a target arc (Nose, Front Left/Right,
Broadside, Aft Left/Right, and Aft). Usually this will be obvious as only one arc on a target may be shot
at by an attacker. However, sometimes an attacking ship will be right on the line. It is then the
attackers choice as to which arc he/she targets.

Firing Weapons:
If your shot hits, it causes damage to armour first. Once the armour is gone, shots hit the Structural
Integrity; every SI hit requires a Critical Hit check. If there is no armour, then shots hit SI directly.

Each Vessels has a Threshold Rating (equal to 10% of armour); if a ship takes more damage in an attack
than the TR, then roll for critical effects.

A natural 12 is a CRITICAL HIT and scores damage x 2


A natural 2 is a CRITICAL MISS; the attacker may make no further attacks rolls for this turn and may
not fire any weaponry on the next turn.

Equal or exceed the To Hit number to score a hit


GUNNERY + RANGE +AF + Stealth + EVASIVE + SCREEN + AMS
RATING MODIFIER BONUS MANEUVERS LAUNCHER
Rating
Green 6 Short Range 0-6 0 X +1 Fighter +2 +2 X
Regular5 Medium Range 7-12 +1 X +2 DropShip +2 X
Vet 4 Long Range 13-18 +2 X +3 WarShip +1 X
Elite 3 Extreme Range 19-25 +4 X +4 X

WEAPONRY
Weapons are assigned a certain Arc; weapons with multiple arcs must select one specific Arc for that
turn. N = nose arc only while F/L = front or left arcs. N L/R means either front or Left arc. L/R
indicates 2 distinct Arcs.

Anti-Fighter: Larger Vessels have these short-range weapon systems to handle incoming aerospace
fighters (class 6 ships). This capacity is represented by a Anti-Fighter rating (abbreviated as AF). A
Vessel with an Anti-Fighter rating can make one attack against every enemy fighter within Short Range
during the attack phase. Anti-Fighter weapons cannot attack ships of any other class, with the exception
of Command Options.
Make all Anti-Fighter attacks first. Aerospace fighters which take enough damage to be destroyed are
immediately removed unless they pass a saving roll of 5+. If the fighter is saved, they are removed
during the damage phase and may still fire weapons.

AEROSPACE FIGHTER CLASSES

Fighters launch from capitol ships and must deploy to adjacent space.

DOGFIGHTING
Though most fleets rely heavily on Anti-Fighter weaponry for defence against hordes of fighters, the
best defence are friendly fighters.
Once Fighters move into contact, they are locked in a dogfight. This state lasts for the entire turn and
neither fighter squadron may attack other Fighters or Vessels.
Fighters may only dogfight against other Fighters.
No Fighters may break off or move until the enemy is destroyed.

2d6 + Skill + Trait (traits stack) and lowest roll is destroyed

A tie results in both Fighters being destroyed

aerospace fighters in Combat: Aerospace fighters may target any Vessel within the base range of their
weaponry, including other aerospace fighters. This range can never be more than two MU, unless
increased by abilities or Command Options. Only enemy aerospace fighters that are adjacent to one
another are considered in a dogfight. Aerospace fighters that are in a dogfight may not be targeted by
Class 1-4 ships.

Aerospace fighters that are adjacent to a capital ship and not in a dogfight may be targeted by standard
weaponry equipped by capital ships. Larger warships are capable of laying down a barrage of laser fire
so dense only the best fighter pilots (or the luckiest) can make it out alive, but the barrage requires every
available turret, leaving those weapons unavailable to target larger ships or additional aerospace fighters.
Class 6 aerospace fighters that are in a dogfight may not target adjacent Class 0-4 ships.

Assault- This ship is +1 Attack against fighters with a higher defense rating. It does not stop enemy
fighters and cannot force a dogfight.
Superiority - This ship is -1 Attack against fighters with a lower defense rating
Interceptor - This ship is -2 Attack against fighters with a lower defense rating, and is not stopped by
enemy fighters without the Interceptor or Elite abilities.
Elite - This ship is +2 Attack against all fighters without the Elite ability and stops all enemy
fighters without the Elite ability

DAMAGE PHASE

Although players attack with their ships in order, the damage is dealt simultaneously. After all ships have
moved and attacked, resolve the effects of damage during this phase.

Every Vessels has an Armour Rating, and then Structural Integrity rating.
Armour takes hits first, and then SI.
If Armour Threshold is penetrated, then roll for a potential critical hit.

CRITICAL HITS
2D6 Fighter DropShip JumpShip/WarShip
2 Weapon (lose 1Arc) Hanger (lose unlaunched fighters) Hanger (lose unlaunched fighters)
3 FCS (+2 to attack) Weapon (lose 1 Arc) FCS (+2 to attack)
4 Engine (TP -1/2) FCS (+2 to attack) Weapon (lose 1 Arc)
5 Weapon (lose 1 Arc) Hanger (lose unlaunched fighters) Docking Collar (lose 1 DropShip)
6 No Critical Weapon (lose 1 Arc) Weapon (lose 1 Arc)
7 No Critical Engine (TP - 1/2%) K-F Drive (lose 1 point integrity)
8 No Critical Weapon (lose 1 Arc) Engine (TP - 25%)
9 Weapon (lose 1 Arc) Hanger (lose unlaunched fighters) No Critical
10 Engine (TP -1/2) No Critical K-F Drive (lose 1 point integrity)
11 FCS (+2 to attack) Engine (TP - 1/2%) Engine (TP - 1/2%)
12 Disabled FCS (+2 to attack) Disabled

Special Abilities

Most special abilities or weapon special effects are automatic. They either always work, or they work
under certain conditions. For example, Vessels with Antifighter Targeting -3 always add their bonus
when attacking enemy fighters with regular weapon batteries.

Special Abilities do not stack unless otherwise stated. For Example, Having two Drone Control Vessels
in your fleet still only gives Drone Fighters a total of +1 attack. However, abilities that come from
different sources, but give the same bonus, can increase the attack further. IE Drone Control Vessel and
Percentor Martial Apollyon would give Drone Fighters +2 attack.
Targets of Special Abilities

When you choose an enemy as a target for a special ability, such as Long-Range Bombing, use the same
rules as for attacks.

Eligible Target: You can choose only a target of the type specified on the card or ability, if one exists.
For example, if a Class 6 fighter Vessels has the Long-Range Bombing ability with concussion missiles,
the fighter is allowed to use its missile weapon to attack a ship at twice the range given on the card.
However, class 6 Vessels may not be targeted beyond a range of 2, as stated in the rules. As such, an
enemy class 6 cannot be an eligible target for the Long-Range Bomber ability.

However, there are abilities that specifically state fighters may be targeted beyond a range of 2. While
using these abilities, Class 6 ships may be targeted beyond a range of 2 because the abilities specifically
state such.

Fleet Commander Options

Desperate Encounters includes Fleet Commander sheets. These sheets provide additional tactical
choices for your Vessels.

Certain ships, such as the Republic Cruiser, have a Command Counters. Each Command Counter has
single number or range of numbers noted on it. That number or range specifies what classes of ship it
can influence. It provides 1 Command counter for each Command entry on its stat card. Each round,
you can use Command Counters to choose Fleet Commander options from those listed on the sheet. Be
sure to leave unspent Command Counters on the ship that allows you to use them.

A Fleet Commander sheet has six areas, one for each class of starship. To choose a Fleet Commander
option, place a counter beside it in the desired option. An option generally affects all ships of the stated
class, unless it specifically states otherwise.

A Fleet Commander option remains in effect until the end of the round in which it is selected. Remove
all active Command counters at the end of the round. Command Counters may be used once and do not
regenerate. However, if both players agree, one Command Counter may be regenerated per round,
retrieving players choice.

Selecting Options: You can immediately spend a Command counter to use a Fleet Commander option
prior to the die roll of the action you wish to affect, whether you are the active player or not. For
example, you can select the Fly Casual option (cancel 1 attack on a Class 5 ship) as soon as one of your
ships is targeted in the attack phase, even though the other player is currently acting. You must use the
option before the results have been decided, meaning before your opponent rolls for the attack.

When Options Declared: You can select Fleet Commander options that grant bonuses to Attack,
Damage, or Defense immediately after an attack is declared, but you must do so before the attack roll is
made.

Multiple Options: You can choose several options for a round. These can be for ships of different
classes or all of the same class. However, you can choose a given option only once per round. In
general, the effects of different Fleet Commander options stack (are cumulative) with each other.
Limited Command Counters: Each Command counter provided by a ship can be used only once per
battle, unless both players agree to regenerate one Command Counter per round.

Admirals Admirals may be purchased with points to support your fleet. Assign the Admiral to one ship;
if that ship is destroyed, the Admiral is killed and all bonus abilities are lost.
Automatically raises each Initiative Roll by +2
May issue one Command Counter per round in addition to other command counters generated by
command ships.

Admiral Janos Grec SLDF 2750-2780


Coming out of retirement to aid Kerenskys campaign to retake the Hegemony, the Professor has
peerless insight into naval strategy and tactics, though his field command skills are somewhat rusty He
gains +3 to any Strategy Skill Checks involving naval combat, but only +1 for any Tactics or Initiative
rolls He also gains +1 modifier to all Administration Skill Checks
When in command, player may move all of his ships up to 6 in any direction immediately after
deployment of both fleets.

Hollyann Kardaan Clan Cloud Cobra 3050-3086


The youngest Clan warrior to ever command a WarShip and Clan Cloud Cobras youngest Star Admiral
in history, Hollyann Kardaans short stature belies her keen tactical mind. Her use of differing naval
strategies has led to an impressive string of naval victories and has earned her great respect among many
of the Clans warriors. Kardaan ascended to the senior khan position in 3074 after Din Steiners
disappearance in the Tanis system. Her political skill is equal to her naval abilities and she has
successfully plotted the Cobras course over the last twelve years. It was her quiet admonition of ilKhan
Brett Andrews actions in slaying Stanislov NButa that led to the Vipers Annihilation. A few short years
later, she again brought devastation to another Clan, the Goliath Scorpions, for their role in mixing
Spheroid genes with those of the Clan. Now in her forties, Kardaan spends less time on the bridge of her
flagship, the Cataclysm, than she would like. Her days are spent plotting the future course of the Cobras,
carefully shaping the Clans increasing power and looking to the day when they can fully When in
command, player may move all Vessels up to 6 in any direction immediately after the deployment of
both fleets.

Alain Beresick ComStar 3050-3075


Beresick trained relentlessly for years to master the art of black naval warfare; a vessel under Beresicks
direct command applies a 1 to-hit modifier. Additionally, any naval force under his overall command
may opt to move half its force after all enemy combatants have moved; this ability can only be used once
per scenario.

Kirc Cameron-Jones Prinicpality Of Regulas (Free Worlds League) 3070-3030


Intense hatred of the Word of Blake has led Prince Titus to invest heavily in nuclear warheads for his
fleet.
- May equip missiles on 1D6 ships with nuclear warheads for free

Percentor Martial Apollyon Word Of Blake 3050-3080


His command of the Dominus order is absolute and all Manei Domini will listen and obey him
unquestioningly. Whenever anyone searches for data on himregardless of where or howhe will
eventually find out and determine for himself if the interloper needs to be eliminated, ignored or simply
taught a lesson.
Drone Fighters gain +1 attack bonus
Manei Domini gain +2 to all Boarding Actions

Gregory Zwick Word Of Blake 3050-3075


Any naval force under Zwicks command may move all its fighters after all other unit movement is
completed; this may occur only once a scenario. In addition, Drones under his command are
automatically deployed at the beginning of the game with a starting velocity no less than 8.
FLEET COMMAND COUNTERS CLASS
Alpha Strike Double the damage output of 1 Weapon Arc; 0-5
no other arc can fire that turn

Ambush Allows a Vessel to be deployed in secret prior to the start 0-6


of the battle; vessel remains undetected until it powers up
to move or shoot
Vessels in Ambush are detected once a hostile comes within
6 MU in open space or 2MU if Ambush is adjacent to an
asteroid, moon, or other object

Attack Formation Gain -2 attack against enemy Fighters 6

Boarding Action Attempt to Dock with enemy ship and board 0-5

Called Shot Target 1 specific Weapon/Thruster Arc, 5+ to hit 6

Careful Aim Gain -1 Attack Bonus for one Arc if vessel does not turn 1-5

Damage Control Recover 1 Trait, roll 4+ 0-5

Dogfight Gain +2 when targeting enemy fighters 6

Evasive Manoeuvres Make 1 extra turn on a 3+, failure = no thrust next turn 1-5

Fall Back All Vessels gain +2 TP, but +6 to fire on enemy Craft; 1-6
Vessels may not move closer to enemy craft

Luck Of The Fox Admiral may reroll 1 Die (friendly or enemy) 1d6 times per scenario

Maximum Burn Double TP on 4+ 1-5


Failure = no thrust for 1D6 turns, 2D6 SI damage

Scramble Fighters Launch 1 extra squadron this turn 1-5

Shield The Flag All weapons fire strikes a friendly ship within 4 MU 3-5

Shoot Them Down Increase PD bonus +2 0-4

Skin Dancing Fighters to skim the hull of warships and avoid AF 6

Stand Down Order any Vessel with at least ? SI damage to surrender. You must have a Class
1-3 Vessel within 10 MU of said enemy
Both players roll Crew + 2d6 to determine outcome

TRAITS
AMS +X - Anti-Missile System may attempt to intercept incoming Missiles with X to-hit-bonus
SRM/LRM - automatic hit
Piranha - base 6
Alamo - base 5
Baracuda - base 4
White Shark - base 3
Killer Whale - base 3
If attacked by Missile Fighters, reduces damage by X Rating

ANTIFIGHTER TARGETING X - This ship is Attack +X when targeting Class 6 Vessels; on a


successful hit, AF batteries immediately destroy the targeted Fighter;

AERODYNE - DropShips may combine Front and L + R arcs against a single target in Nose Arc only

BOARDING X - Breaching pods and shuttles give a +X bonus to docking attempts and boarding
operations.

BOARDING ACTIONS: Boarding actions may be initiated by using the Command Option Boarding
Action, by any Vessels with a Troop Transport ability of 1 or more or Vessels with BOARDING Trait.
The Vessels taking part in the boarding action must be within three MU of one another and must either
have an ability that allows them to participate/initiate a boarding action or have the Troop Transport
ability.
Fighters cannot Board nor be boarded.

When conducting a boarding action, both players may choose to either roll either 1D6 per Troop
involved, or the number of d6 according to the chart below. Adjacent friendly ships with Troops add 1
to the total. The highest total wins.

DOCKING ATTEMPT (Base 4) Boarding Action Chart


ATTACKER TARGET Class 1 5d6
Class 0 +3 -4 Class 2 4d6
Class 1-4 +2 -3 Class 3 3d6
Class 5 +3 -2 Class 4 2d6
Derelict 0 -6 Class 5 1d6

If no Enemy Troops are present, Attacker automatically takes possession of the Vessel

If Attacker is successful, eliminate 1 Unit of enemy Troops and


-inflict 1D6 random Critical Hits
-automatically cause 1 targeted Critical Hit
-

If Defender Successful - eliminate 1 attacking Troop

A failed docking attempt has no effect unless it was a critical failure which causes 1D6 damage to both
vessels (appropriate facing)
Docked Ships may not fire on each other, but may fire on other enemy targets. Incoming fire has a 3+
chance of striking the intended target

CASPAR DRONE
Considered to have a gunnery skill of 4

Caspar Drone Command Tree


OMEGA
-if reduced to 25% of starting hull, vessel will KAMIKAZE the largest and closest target
-
LOCK TARGET
-Move towards closest enemy vessel in front Arc, then randomly towards Port/Starboard
-Move towards closest ally currently engaged in combat
-
ENGAGE TARGET
1 - engage the largest enemy vessel within the front arc
- must focus on any Targets engaged in previous round
2 - engage the closest available target
3 - engage targets in any other arc with remaining firepower

COLLISION ALERT
- alter course to avoid possible collision, continue to TARGET

BOARDING DANGER
- if enemy vessel is adjacent 1 attempt to move away
2 TARGET enemy with all weaponry

TARGET CRIPPLED
-if reduced Vessels is larger than Drone, Drone will attempt to ram
-if reduced Vessels is same Class or smaller, Drone will TARGET with all weapons
-Drone will TARGET a reduced ship over a full strength ship

COMBAT ARMOUR - When this ship is hit, roll a D20. On a result of 11+, the hit deals 1/2
Damage (Cannot fall below 1)

COMM JAMMING - Adjacent enemy ships cannot use, be the target of, or benefit from abilities which
affect enemy or allied ships, though they may be affected by their own abilities and abilities used by
enemy ships

COMMAND X - Allied ships within 12 MU gain +X Attack, may use Command Counters

DERELICT - Ship can no longer move or shoot. Defence ratings are reduced -3
DRONE - This ship is affected by all abilities which target 'Drone' ships

DRONE CONTROL X - Drone ships are attack +X

DROPSHIP - DropShips must be assigned to a specific JumpShip or Warship. When said JumpShip
takes damage, roll 1D6 per attack; 1-2 means a docked DropShip (chosen randomly) takes the damage
and not the targeted JumpShip.

ENHANCED MANOEUVERABILITY - This ship may turn up to 1 additional time each turn

ESCORT - This ship may be given weapon hits which targeted an allied adjacent ship. Damage
occurs in the damage phase

FIGHTER LAUNCH X (Y)- This ship may carry Y amount of fighters, and launch X amount of
fighters each turn

FLEET CARRIER - The ship is not a mere carrier of fighters it is the centre of an entire fleet,
providing support for countless other vessels. A fleet carrier may always deploy up to half of its flights
before the start of a battle.
In addition, so long as the fleet carrier remains on the table, every fighter flight in the fleet is granted a
-1 bonus to its Dogfight score, giving them a slight edge in combat.
If a Squadron is destroyed within 20 MU of a Fleet Carrier, 6+ means the fighters survived and are able
to struggle back to the fleet carrier; they are then available next turn for relaunch.

FRAGILE If a Caspar equipped with a Self-Destruct successfully rams another unit, the Self-
Destruct is triggered automatically and does damage to the rammed units Structural Integrity equal to
the Drone's safe thrust MP multiplied by its tonnage.
The SDS Self-Destruct can be accidentally detonated when the equipped ship is hit from the Aft. On any
critical hit to the Aft, in addition to the normal critical hit rolls, roll 2D6. On a result of 12+ the Self-
Destruct goes off, destroying the engine and applying the damage of the Self-Destruct directly to the
ships structural integrity.
An SDS drone will activate its self-destruct if any of the following triggers are reached: Engine critical,
75% of structural integrity (round up) is destroyed, it loses control in a boarding action, or it receives
a command from a friendly human operated ATAC system.

HPG - You may re-roll for initiative


Allied Reserve rolls add +1 to the result

KF Hyperdrive - Ship may jump to or from hyperspace. KF Drives may take points of damage.
To initiate a jump, a JumpShip must roll 1D6 and roll under the current KF rating (4 for undamaged
ships). If a KF Drive is reduced below 0, the Ship cannot jump.
No Ship can jump twice in a game unless it has a Lithium-Fusion Battery.

Ships may jump to hyperspace during a battle but cannot return until 1D6 turns have passed. If some
ships from one side have jumped to hyperpace and all friendly ships are destroyed, those ships may not
return to the battle.

INBOUND JUMPS
Entering the battle from hyperspace occurs in the following manner. Select an arrival location. For each
Ship in the arriving force, the owning player must roll 1D6 (scatter die) and 1 D20 (distance). The roll
of the scatter die represents which direction any movement will occur according to the d20 and the chart
below. One is always the front arc of the ships, and from there the numbers increase sequentially in a
clock-wise direction.

Re-Entry Collisions - If a Ship jumps into an occupied location,


If the Element is a JumpShip or Warship, both ships are destroyed. DropShips docked to either
Element escape destruction on a 1D6 roll of 6. All other transported Elements are destroyed.
If the Element is a DropShip, the DropShip is destroyed. The JumpShip/WarShip takes 20 points
of damage and 2 K-F Drive critical hits.
If the Element is a DropShip squadron, follow the effects for DropShips, except determine one
DropShip randomly.
If the Element is a Small Vessels, the Small Vessels is destroyed. The JumpShip/WarShip takes 5
points of damage.
If the Element is an aerospace squadron roll 1D6. On a 6, the squadron escapes, otherwise it is
destroyed and the JumpShip/WarShip takes 1 point of damage.

OUTBOUND JUMPS
A jump is declared at the start of the turn and the Ship jumps during the Movement Phase.
Damaged K-F Booms: If any transported Elements have damaged K-F booms, the JumpShip/WarShip
may not attempt a jump.

Effects on Nearby Units: If any Elements are in the hex when a JumpShip/WarShip executes an
outbound jump, roll 1D6 for each Element. On a result of 1, the Element takes 10 points of damage.
Disrupting a Jump: If another JumpShip/WarShip is present in the same hexand has a functional K-F
driveit will disrupt the jump attempt. Roll for a critical hit on both Elements.

IMMOBILE - Ship cannot move

JAMMER
PROTOYPE NIKE JAMMER - available 2775 COST: 10 points
The Space Defense System was the ultimate defensive weapon in the SLDFs arsenal prior to the Amaris
Coup. Star League strategists never dreamed that the system could be suborned from the inside, that it
could fall into the hands of someone who conquered the Star League from within and that the SLDF
would have to face down the very guns meant to safeguard their homeland from an invading enemy
fleet. The SLDFs first experiences in dealing with the system were proof of the very capabilities SDS
proponents had long toutedthat only overwhelming numbers could hope to defeat the system. Those
predictions came true, and cost the SLDF dozens of irreplaceable WarShips that were desperately
needed if Amaris was ever to be removed from power and the Hegemony released from his tyrannical
grasp.
The capture of Nirasaki and the discovery of technical data hidden by SDS designers led the SLDF to
develop a jammer that could theoretically disable the drone ships, or at least degrade their performance
The prototype jammers looked like nothing more than an engineers nightmare, and could fill a
WarShips cargo hold (while externally attached antenna arrays made the ships appear leprous). They
required tremendous amounts of electrical energy, often overtaxing the parent ships reactor, and
generated significant excess heat, both of which adversely affected internal systems. Moreover, the
wideband jamming signals (coupled with poor shielding and transmission line connections that could not
stand up to heavy action) interfered with communications and computer systems onboard the ship

PROTOTYPE SLDF SDS JAMMER


Any SDS drone unit within the jamming field will fire on the closest WarShip equipped with an active
SDS Jammer, with all possible weapons within range and arc, even if other valid targets are closer and
possess a lower TN; SDS drones must fire on the jammer-equipped ships as long as they have a chance
of hitting.
The Prototype SDS Jammer also adversely affects its parent WarShip. So long as the jammer is active,
all attacks are made at a +2 penalty to the target number. Every turn that the jammer is active, roll 1D6;
rolling 1 or 2 indicates that a power spike or continued interference damages a critical system.
Roll 1D6 to determine the system affected and apply the effects of that critical hit:
1 = CIC, 2 = Control, 3-4 = Engine, 5 = FCS, 6 = Sensors

SLDF JAMMER
-cancels Drone Control bonuses of all ships within 20 MU
-all vessels with Drone will consider consider Jammer Vessels to be priority Targets
-Vessels with Jammer gain -2 to all targeting bonuses,
-each turn, roll 1D6; 1 or 2 = critical overload
1 Lose DropShip/Fighter Launch
2 Thurst Points -1; turns reduced by half
3 Lose 1 weapon Arc
4 Lose one Trait
5 Lose Hyperdrive
6 Ship becomes Derelict

JUMP SAIL - Sails must be furled or detached before a Ship can jump or travel under thrust. Sails
can be targeted, but have +4 defence and only take 1 point of damage per successful attack.

KAMIKAZE / RAMMING - A tactic of last resort for the most desperate of captains (requires an 10+
to convince the crew to carry out the order). Also a final effort by most drones.
A Kamikaze must be capable of moving and may not fire any weaponry that turn.
TO HIT ATTACKER TARGET DAMAGE
6 Fighter -2 +4 6 Glancing Damage (? amount)
5 DropShip +2 -1 1-5 Full Damage (Attacker = Nose, Target = Arc)
2 JumpShip +6 -4 Each takes (Armour + SI / 10) * velocity damage
3 WarShip +1 +1 Apply critical hits
Station NA -6 If damage is double the armour, then Vessel is destroyed

LITHIUM-FUSION BATTERIES - may be used to execute a second hyperspace jump 2D6 turns
after a previous Jump
MANEI DOMINI - The truly elite cyborg supersoldiers fielded by the Word of Blake. Manei
Domini pilots ignore all penalties for overthrusting and are always considered Elite-level skill. Boarding
parties gain +2 bonus on all rolls in attack or defense. Manei Domini do not need to pass a morale roll
before attempting a kamikaze attack.

MISSILES
AR10 - may fire Baracuda, White Shark, Killer Whale missiles; state which type is being fired and if it is
carrying nuclear warheads before rolling Attack Dice
TYPE DAMAGE CRITICAL
Baracuda 2/2/2/2 11+
White Shark 3/3/3/3 9+
Killer Whale 4/4/4/4 8+
Kraken 4/4/4/4 7+

NUCLEAR WARHEADS
Nuclear warheads may be deployed, at an extra cost in points. Note, using nukes against planetary
targets violates the Ares Conventions.
Nukes which penetrate armour and cause Critical Hits cause 10xDamage to the SI
Critical hits cause Double Full Damage to the target
Fighters within AoE of a nuke explosion are considered Derelict (+5 save on 1D6)
The explosion causes an EMP pulse which gives the target and any ships in AoE a -2 targeting penalty
for the rest of the scenario. Plus a 1D6 Critical Hits
1 Lose all DropShip/Fighter Launch
2 Thrust by 1/2
3 Lose ability to fire any/all weapons in Arc facing the blast
4 Lose any Ability Trait on a 3+
5 Lose all armour in that Arc plus 2d6 SI
6 Ship becomes Derelict

TYPE YIELD DAMAGE AOE DELIVERY COST (+1Level)


Davy Crocket 1 kilotons 1 (11+) 1MU fighter +5 points per warhead
Alamo 5 kilotons 20 (10+) 2 MU Baracuda +10 points per warhead
Santa Ana 50 kilotons 50 (9+) 6 MU White Shark +20 points per warhead
Peacemaker 500 kilotons 100 (8+) 6 MU Killer Whale +20 points per warhead

REPAIR - Adjacent ships may attempt to repair one Critical Hit or restore 1 Armour point (4+)

SCOUT - This ship may start as a reserve. When this ship successfully arrives, it may deploy
anywhere on the game board, but otherwise follows all arrival rules. This ship may also add or subtract 1
from it's hyperspace re-entry result
Scouts grant a reroll for Initiative for the first 1D6 turns
4+ allows Scouts to ignore enemy Stealth for any Friendly Vessels within 20 MU of Scout and
Stealth ships
SPHEROID - DropShips may combine Nose and L + R arcs against a single target

STEALTH - WarShips/DropShips gain +2 defence in addition to all other range penalties when being
targeted at Medium, Long, and Extreme Range

TROOPS X - This ship adds +1 to boarding rolls per X if taking part in a Boarding Action

TUNNEL VISION - Once this ship has declared a target, it must continue to fire at that target until it is
destroyed, is no longer a legal target, or the controlling player rolls a natural 20 for initiative

UNIQUE - Only one of this ship may be used in your fleet


TERRAIN

Density Table Class 1 5 1d6 + Skill must be greater than Density Rating
D6 Density Rating Fighters 2d6 + Skill
1-2 6
3 7 Take Density Rating damage to appropriate facing
4 8
5 9
6 10

MINEFIELDS
Hidden mines may be deployed prior to start of play by the Scenario Defender.
Either side may deploy minefields in-game via Screen Launchers. Minefield density will equal the Screen
Launcher rating. SLs may combine to form large fields.
Density rating is a maximum of 5.

Any Vessel entering a mined hex suffers an attack on a 9+. Damage = Density X ? Vessel Class

Minefields are automatically detected by Elements with Scout, Probe traits.

DEBRIS & WRECKAGE

When any ship other than a fighter is destroyed, replace the unit counter with a Debris counter. The
debris has the same velocity and heading as the destroyed unit. Units whose line-of-sight for an attack
lies through a hex containing a Debris counter must add +1 to the to-hit number to make an attack that
will pass through that hex. This modifier is cumulative for each Debris counter that line-of-sight passes
through.

Vessels passing through a Debris Hex risk collision damage.

ASTEROID FIELDS

Many planetary systems have asteroid fields, the wreckage left from an age of planetary destruction
millennia ago. Some asteroid fields form vast rings around stars or planets while others gather in
localised gravitational clumps.
An asteroid field may be of any size.
Each asteroid field has a density rating, which measures how close the rocks are together and how
quickly they move relative to a passing ship
A Vessel may freely enter an asteroid field at any time but must pass a Pilot Skill roll to avoid taking
damage.

Ships that run into an asteroid field while Adrift will automatically suffer an attack.
If attacked while within an asteroid field, Vessels gain Stealth +2.

DUST CLOUDS

Some gas clouds are vast and these are the secret places where the stars themselves are born. Others are
far smaller and simply float between the stars, waiting to gather with other clouds and so begin the
process of stellar renewal.
By themselves, dust clouds are not something to be feared by ships crews and cause little damage other
than throwing sensor readings off the scale, disrupting delicate equipment and sometimes interfering
with internal or fleet communications.
Engineering crews are well-versed in the effects of dust clouds on their vessels and can quickly recover
from any of these adverse effects. However, dust clouds can be of interest to Captains for their tactical
usefulness.

A ship may move freely into a dust cloud at any time. While inside, it will temporarily suffer a 1 penalty
to its Crew Quality score as the efficiency of the ship is impacted by the random glitches common in a
dust cloud.
At the same time, it will gain the Stealth +2 as the dust cloud interferes with precise target locks.

PLANETS
Ships that are Running Adrift when they move onto a planet template are automatically destroyed
though other ships may fly over it without penalty.
A planet blocks line of sight to enemy ships, as with other stellar debris, unless the either ship is actually
on the planetary template, in which case line of sight will be clear to any ship within range.

D6 Planet Size Template Diameter Moons Gravity Well Slingshot


1-3 Lifeless Rock Up to 3 0 2 3
4-5 Earth-like World 4-9 1D6-4 6 5
6 Gas or Ice Giant 10 or more 1D6-3 12 8

All planets exhibit their influence on objects around them in the form of a gravity well, the area of space
extending away from the planets surface in which the effects of its gravity can still be felt. This is where
all orbiting satellites and bases will be found, and is where a canny ships Captain can gain a valuable
tactical advantage.
A gravity well extends from the edge of the planets template to a distance shown on the Planetary
Table, depending on the size of the world.
While in a gravity well, a Vessel is pulled 1 MU towards the planet each turn.

Vessels in low orbit of a planet may fire on the surface or be engaged by an SDS.

SPACE DEFENCE SYSTEM

GROUND BATTERY FORTRESS


CLASS COST IN SERVICE ALLEGIANCE
0/H 2650 Star League, Rim Worlds Republic, ComStar, Word of Blake
THRUST ARMOR WEAPONS TRAITS
0 AF -3 AMS +4
50 HEX 1 3 Baracuda 2/2/2/2 Immobile
OR HEX 3/3/3/-

RATTLER MOBILE FORTRESS


CLASS COST IN SERVICE ALLEGIANCE
0/H 1450 2695-3072 Star League, Rim Worlds Republic, Word of Blake
THRUST ARMOR WEAPONS TRAITS
0 AF -3 AMS +4
50 HEX 1 3 Baracuda 2/2/2/2
HEX 2 3/3/3/-

WYRM SUBMERSIBLE MOBILE FORTRESS


CLASS COST IN SERVICE ALLEGIANCE
0/H 1450 3072 Word of Blake
THRUST ARMOR WEAPONS TRAITS
0 AF -3 AMS +4
50 HEX 1 4 Baracuda 2/2/2/2
2 KW 3/3/3/3
HEX 2 4/4/4/-

ORBITAL BOMBARDMENT
A Class 1-5 WarShip may target a surface location for bombardment.
Target Number is 10 and missed shots will scatter.
HULL COLOUR SCHEMES

To: Major General Doc Trevena

Major General Trevena, while I understand the desire to issue your report in time for the next Star
League conference, it was disheartening that my teams WarShip report could not been included. I have
taken the liberty of attaching an extract from our work in the hope that it can be forwarded to League
member states.

Major Steven Partridge, Data Analysis Section, SLDF Intelligence Command.

THE INNER SPHERE

CAPELLAN CONFEDERATION
The House Liao symbol is displayed prominently on a hull of Capellan green. Raised superstructure and
equipment is light gray.

COMSTAR (WORD OF BLAKE)


Both ComStar and the Blakists employ a simple white color scheme. The Word of Blake sword on a
black field helps to differentiate between the two fleets. A ComStar squadron may once have given rise
to stories of the mysterious Vandenberg White Wings in the Periphery.

DRACONIS COMBINE
House Kuritas naval traditions descend from those of the twentieth centurys Imperial Japanese Navy.
Not surprisingly, the color scheme adopted (sometimes called the Yamato style) harkens back to those
surface vessels. The flanks and dorsal surfaces are solid slate gray, with the ventral surfaces a distinctive
red. The Kurita dragon is always displayed prominently.

FEDERATED SUNS / FEDERATED COMMONWEALTH


Initially a solid red paint scheme was employed on major structural members. Black stripes were later
added to commemorate the WarShip losses in the Reunification War. The Federated Commonwealth
adopted these colors with the reintroduction of WarShipsand the reestablished Federated Suns has
retained them.

FREE WORLDS LEAGUE


Bands of Marik purple encircle an otherwise unadorned hull. Across these are displayed the Marik eagle,
the ships name and hull number, and (in an addition made by Thomas Marik) a heraldic shield. Cruisers
sport lions, Carriers display a unicorn, gryphons appear on Destroyers and Frigates and Corvettes use an
eagle in their unique devices.

LYRAN ALLIANCE (LYRAN COMMONWEALTH)


The breakaway Lyran Alliance was quick to reject the tainted Davion color scheme. The traditional
Lyran Commonwealth Navy dark gray and Steiner blue scheme was quickly introduced.

STAR LEAGUE
Members of the SLDF wore a sash bearing a pattern denoting their homeworld with their dress uniform.
The practice was expanded to include the ships of the first Star League. Vessels received a hull pattern
(usually a combination of light and dark gray and one other color) unique to its world of construction. In
addition, a heraldic shield design unique to each ship was unveiled during the launch ceremony. Over
time this would be amended to commemorate acts of courage, honor and sacrifice. Long-serving ships
proudly carried beautiful and intricate shields, though few would earn the converted golden sunburst of
a Martial Olympiad winner.

The Kimagure and Texas-classes were both built at Krester Ship Construction's yards at Keid, so they
both use a light orange.

The Luxor and Essex-classes were both built at Graham IV, so those ships use light blue as their third
color.

Sadly, finding this shipyard info requires digging through a lot of sourcebooks (some of them very old),
and there's a lot of ships that simply have no shipyard data available. If you just can't find anything, feel
free to make something up. Some ships are easy, being built over worlds that exist in reality. While not
100% canon, I tend to pick a color similar to the overall color of that world. For example,

The McKennas and Sovetskii Soyuz were built over Mars and use a rusty red

The Titan Yards use a dusty tan.

Although ships provided by the member states of the reformed Star League display the Cameron Star,
they retain their original colour schemes.

PERIPHERY NATIONS

MAGISTRACY OF CANOPUS
The Magistracy Navy was hunted down and destroyed during the Reunification War. The fleet used a
turquoise and black scheme.

OUTWORLDS ALLIANCE
Possessing few WarShips, the Alliance never adopted a standard color scheme.

RIM WORLDS REPUBLIC


The Rim Worlds make use of a red and blue paint scheme on their WarShips, with white stripes on the
superstructure. A star spangled pattern was often added to the blue.
During the prelude to the Coup, the Rim Worlds Navy painted their ships to match the SLDF, with a
subtle Shark Emblem adorning their hull.
TAURIAN CONCORDAT
At the outset of the Reunification War the Taurian navy handed the Star League several defeats. Their
WarShips used a tan color.

THE CLANS
The Clans inherited many WarShips from the SLDF Exodus fleet. Like much of their Inner Sphere
heritage, the SLDF colours were cast aside by Nicholas Kerensky. One of the most striking differences
from Inner Sphere navies is the absence of hull numbers on Clan vessels.

BLOOD SPIRIT
With their ever-shrinking fleet and limited resources, the Spirits make do with bare hull metal.

CLOUD COBRA
The Cobras have retained the old Star League colours on their Exodus-era ships, but have replaced the
unique heraldic devices with their Clan emblem.

COYOTE
A base color of light blue with gray highlights is employed by the Coyote fleet.

DIAMOND SHARK / SEA FOX


Adopting the coloration of their totem, the Shark fleet uses a two-tone gray, with blue-gray on the
dorsal surface blending to light gray on the ventral surfaces.

FIRE MANDRILL
The Kindraa each use distinctive color schemes.
Payne-Beyl-Grant employs a dark green with black and orange
Faraday-Tanaga prefer a mid-green with red trim
Mick-Kreese-Kline have a striking yellow, green and black scheme.
Kindraa Matilla-Carrol use black and yellow accents over a brick red.

GHOST BEAR
Ever pragmatic, the Bears use a solid slate gray scheme with the Ghost Bear insignia displayed
prominently on the bows.

GOLIATH SCORPION
The Scorpions have gone to great pains to develop a disquieting organic dark green color scheme
reminiscing of the carapace of their totem. This is applied to major structural members, while the rest of
the hull uses the ubiquitous gray thermo-coat.
HELL'S HORSES
This Clan uses dark gray with highlights of red flames around thrusters and weapon ports.

ICE HELLION
The Hellions combine a light gray and white scheme with a narrow red stripe running long the flanks
from bow to stern.

JADE FALCON
A dark Falcon green base color is used, with lighter green and bronze highlights. The color is often used
in a stylized feather pattern around the bows.

NOVA CAT
The Cats use solid black on the hull, with a stream of blue stars along the flanksthinning out towards
the bow and stern.

SNOW RAVEN
A pure white color scheme dominates the Ravens large fleet. Vessels with Galaxy assignments display
that units insignia, while those of the Fleet Command Star show a Khans rank star.

STAR ADDER
Until the Absorption of Clan Burrock, the Adders used dark blue trim on black. Captured vessels retain
their original red-brown color however, possibly a gesture to reconcile Burrock Warriors to their new
status.

STEEL VIPER
The blue-green of the Vipers scales forms the basis of their WarShips color scheme. Darker green
scales are sometimes used on larger surfaces.

WOLF / WOLF (IN EXILE)


Mid-gray is used by both Wolf fleets.
BASE INITIATIVE
Clans +1 +2 if Attacker, +1 if Defender
Inner Sphere +2

Capellan Confederation +1 +2 if fighting Federated Suns, Federated Commonwealth


Clan Blood Spirit +1
Clan Burrock 0
Clan Cloud Cobra +1
Clan Coyote +1
Clan Diamond Shark +2
Clan Fire Mandrill 0
Clan Ghost Bear +1
Clan Goliath Scorpion +1
Clan Hells Horses +2
Clan Ice Hellion 0
Clan Jade Falcon +3
Clan Mongoose 0
Clan Nova Cat+2
Clan Snow Raven +2
Clan Smoke Jaguar +3
Clan Star Adder +2
Clan Steel Viper +2
Clan Stone Lion +1
Clan Widowmaker 0
Clan Wolf +3
Clan Wolf-In-Exile +3
ComStar +3
Draconis Combine +2 +2 if fighting Federated Suns, Federated Commonwealth
Federated Suns +3 +2 if Attack
Flitvelt Coalition 0
Free Rasalhague Republic 0
Free Worlds League +1 -1 if fighting ComStar, FWL, Word Of Blake
Fronc Reaches 0
Hanseatic League 0
Lyran Commonwealth+1
Magistracy Of Canopus +1, +2 if fighting Star League
Marian Hegemony 0
Nueva Castille 0
Outworlds Alliance -1
Republic Of The Sphere +3
Rim Worlds Republic +1 +2 if fighting the Star League
Star League +3
Tauran Concordat +1 +2 if fighting Federated Suns, Federated Commonwealth, Star League
Tauran Protectorate +2
Terran Hegemony 0
Word Of Blake +3
WORLDS CLAIMED
2400 2570 2766 2800 3830 3050 3067 3085 3145
Age Of Star Amaris First Second Clan Jihad Pax Dark Age
War League Coup Succ Succ Invasion Republic

Capellan Confederation 193 436 102 167 160


Circinius Federation NA NA NA 9 10 8 8
Clan Blood Spirit NA NA NA 6 NA NA
Clan Burrock NA NA 0 1 NA NA
Clan Cloud Cobra NA NA NA 6 16
Clan Coyote NA NA NA 6 8
Clan Diamond Shark NA NA NA 10 3 3 + 14
Clan Fire Mandrill NA NA NA 6 NA NA
Clan Ghost Bear NA NA NA 43 (42) 51 60
Clan Goliath Scorpion NA NA NA 5 10 9 9
Clan Hells Horses NA NA NA 11 (3) 45
Clan Ice Hellion NA NA NA 11 NA NA
Clan Jade Falcon NA NA NA 62 (53) 59 52
Clan Mongoose NA NA NA NA NA NA NA
Clan Nova Cat NA NA NA 14 13 NA
Clan Snow Raven NA NA NA 5 2 3
Clan Smoke Jaguar NA NA NA NA NA
Clan Star Adder NA NA NA 10 14
Clan Steel Viper NA NA NA 5 NA NA
Clan Stone Lion NA NA NA NA NA NA NA 10 10
Clan Widowmaker NA NA NA NA NA NA NA NA
Clan Wolf NA NA NA 93 (80) 49
Clan Wolf-In-Exile NA NA NA NA NA 1 1 1
ComStar NA NA NA 1 1 1 1 1 1
Draconis Combine 243 356 332 323 267
Federated Suns (2317) 20 312 531 515 432
Flitvelt Coalition NA NA NA NA NA NA 21 21
Free Rasalhague Republic NA NA NA NA NA 84 (7) 7 Ghost Bear- NA
Rasalhague Dominion
Free Worlds League 206 337 323 334 308
25 Andurian
31 Marik-Stewart
29 Oriente
27 Regulas
15 Rim Commonality
26 Tamarind
Fronc Reaches NA NA NA NA NA NA 8
Hanseatic League NA NA 24 24
Lyran Commonwealth 368 319
Magistracy Of Canopus NA 40 65 55 36 44 44
Marian Hegemony (2930) NA NA NA NA 9 19 26 26
Nueva Castille NA NA NA 9 9 9 9 Scorpion Empire
Outworlds Alliance NA 1 137 37 37 41 Raven Alliance
Republic Of The Sphere (3081) NA NA NA NA NA NA 250 23
Rim Collection (3046) NA NA NA NA NA 6 6 6
Rim Worlds Republic (2250) 25 NA NA NA NA NA
Star League NA NA NA NA NA
Tauran Concordat (2253) 10 53 75 47 57 22
Tauran Protectorate NA NA NA NA NA NA 6 6 13
Terran Hegemony 126 125 NA NA NA NA NA NA NA
Word Of Blake NA NA NA NA NA 4 (Official) 143 (Official) NA
5 Hidden 3 (Hidden)
MILITARY STRENGTH (Regiments)
2400 2570 2765 2800 3830 3050 3067 3085 3145
Age Of Star Amaris First Second Clan Jihad Pax Dark Age
War League Coup Succ Succ Invasion Republic

Capellan Confederation 61 92 42 29 51
Circinius Federation 7 (21) NA NA
Clan Blood Spirit NA NA NA 1 3 (10) NA NA
Clan Burrock NA NA NA 1 NA NA
Clan Cloud Cobra NA NA NA 1 6 (22)
Clan Coyote NA NA NA 1 8 (35) 2 (6)
Clan Diamond Shark NA NA NA 1 8 (33) 3 (25) 5 (30)
Clan Fire Mandrill NA NA NA 1
Clan Ghost Bear NA NA NA 1 13 (57) 9 (37) 12 (52)
Kungsarme 3 (11)
Clan Goliath Scorpion NA NA NA 1 8 (27) 6 (18)
Clan Hells Horses NA NA NA 1 9 (38) 8 (34) 9 (40)
Clan Ice Hellion NA NA NA 1 6 (21) NA
Clan Jade Falcon NA NA NA 1 11 (57) 7 (33) 11 (54)
Clan Mongoose NA NA NA 1 NA NA NA NA
Clan Nova Cat NA NA NA 1 7 (32) 3 (12) NA
Clan Smoke Jaguar NA NA NA 1 NA NA NA
Clan Snow Raven NA NA NA 1 7 (33) 4 (13) 4 (18)
Alliance Military Corps 20 11
Clan Star Adder NA NA NA 1 13 (61) 12 (43)
Clan Steel Viper NA NA NA 1 9 (40)
Clan Stone Lion NA NA NA NA NA NA NA 2 (7)
Clan Widowmaker NA NA NA 1 NA NA NA NA NA NA
Clan Wolf NA NA NA 1 9 (38) 5 (22) 14 (75)
Clan Wolf-In-Exile NA NA NA NA NA NA 3 (13) 3 (13) 3 (9)
ComStar NA NA NA 8 50
Draconis Combine 94 115 62 25 39
Federated Suns (2317) 88 110 66 32 31
Flitvelt Coalition NA NA NA NA NA NA 1 3
Free Rasalhague Republic NA NA NA NA NA 5 Ghost Bear- NA
Rasalhague Dominion
Free Worlds League 115 95 66 24
2 Andurian 8
7 Marik-Stewart NA
9 Oriente NA
3 Regulas 8
2 Rim Commonality
5 Tamarind
Fronc Reaches NA NA NA NA NA NA 1 3
Hanseatic League NA NA
Lyran Commonwealth 96 90 73 33 33
Magistracy Of Canopus (2531) 17 108 16 16 19
Marian Hegemony (2930) NA NA NA NA 8 8 5
Nueva Castille NA NA NA
Outworlds Alliance NA 100 11
Republic Of The Sphere (3081) NA NA NA NA NA NA 20 19
Republic Remnant (3135) 2
Rim Collection (3046) NA NA NA NA NA 1 1
Rim Worlds Republic (2250) 172 NA NA NA NA NA
197
Star League NA 270 125 40 NA NA NA 6 NA
325 95
Tauran Concordat (2253) 115 9 6 8
Tauran Protectorate NA NA NA NA NA NA 2 5 6
Terran Hegemony 126 125 NA NA NA NA NA NA NA
Word Of Blake NA NA NA NA NA 10 (+?)
WARSHIP FLEETS
2400 2570 2766 2800 2830 3050 3067 3085 3145
Age Of Star Amaris First Second Clan Jihad Pax Dark Age
War League Coup Succ Succ Invasion Republic

Capellan Confederation 45 37 157 12 0 8 3 2


Clan Blood Spirit NA NA NA 9 9 4 3 NA NA
Clan Burrock NA NA 7 NA NA
Clan Cloud Cobra NA NA NA 15 15 15 7
Clan Coyote NA NA NA 12 12 12 3
Clan Diamond Shark NA NA NA 18 18 18 11 30 (15 WarShips, 15 Arcs)
Clan Fire Mandrill NA NA NA 7 7 7 NA NA
Clan Ghost Bear NA NA NA 14 14 6 5 2
Clan Goliath Scorpion NA NA NA 17 17 17 3 3
Clan Hells Horses NA NA NA 10 10 10 5 3
Clan Ice Hellion NA NA NA 13 13 13 NA NA
Clan Jade Falcon NA NA NA 23 20 8 6
Clan Mongoose NA NA NA NA NA NA NA NA
Clan Nova Cat NA NA NA 40 19 19 3 NA
Clan Snow Raven NA NA NA 35 35 40 17 17
Clan Smoke Jaguar NA NA NA 10 10 1 (Dark)NA NA
Clan Star Adder NA NA NA 26 26 13 13
Clan Steel Viper NA NA NA 15 15 16 NA NA
Clan Stone Lion NA NA NA NA NA NA NA 3
Clan Widowmaker NA NA NA NA NA NA NA NA
Clan Wolf NA NA NA 20 20 13 5 5
Clan Wolf-In-Exile NA NA NA NA NA 6 8 1 1
ComStar NA NA NA 12 30 34 0 0 Claimed
Draconis Combine 4 9 199 16 0 1 4 2
Federated Suns 78 184 15 0 1 4 4 3 (1?)
Flitvelt Coalition NA NA NA NA NA NA 0 0 0
Free Rasalhague Republic NA NA NA NA NA 0 0 Ghost Bear- NA
Rasalhague Dominion
Free Worlds League 75 159 14 0 3 8 10 ? 3
3 (Regulas)
7 (Oriente)
Fronc Reaches NA NA NA NA NA NA 0 0 0 0
Hanseatic League NA NA
Lyran Commonwealth 67 217 18 0 8 4 1
Magistracy Of Canopus NA 11 0 0 0 0 0 0
Marian Hegemony NA NA NA 0 0 0 0 0
Mercenary Forces NA 5 Wolf Dragons 0 0
1 Blue Star 0
Nueva Castille NA NA NA NA 0 0 0 Scorpion Empire
Outworlds Alliance NA 0 15 0 0 0 0 Raven Alliance
Republic Of The Sphere NA NA NA NA NA NA NA 5 4
Rim Worlds Republic NA 17 300 NA NA NA NA NA NA
Star League NA 507 2243 414 NA NA NA NA NA
Tauran Concordat NA 12 70 0 0 0 1 0 0
Tauran Protectorate NA NA NA NA NA NA 0 1 1
Terran Hegemony 6 507 NA NA NA NA NA NA NA
Word Of Blake NA NA NA NA NA 0 6 Claimed 5 (vanished)
40 (actual)
24 hijacked

WARSHIP CLASS STRENGTH


2400 2570 2766 2800 3830 3050 3067 3085 3145
Age Of Star Amaris First Second Clan Jihad Pax Dark Age
War League Coup Succ Succ Invasion Republic

Gatekeeper Station (2500) NA NA IS IS IS IS IS IS IS


Pavise Station NA NA IS NA NA NA NA NA NA
Olympus Station (2663) NA NA IS IS IS IS IS IS IS
Ore Processing Plant (2435)NA NA IS IS IS IS IS IS IS

Acquila (2140) NA NA NA NA NA NA NA
Aegis (2372) 106 100 40 44 8
Agamemnon (3058) NA NA NA NA NA 4 4 2
Atreus (2552) 0 NA NA NA NA NA
Avatar/Liberator (2531) NA 6
Avalon (3061) NA NA NA NA NA 6 3 2
Avatar (2531) NA 8 6
Baron (2520) 4 3 0 0
Black Lion (2691) NA 62 12 10 12 2
Bonaventure (2317)
BugEye (2620) NA 170
Cameron (2688) NA 40 39 10 10 4
Carrack (2950) NA NA NA NA 20 32 5
Carson (2632) NA 400 0 12 2 0
Caspar (Lola III) (2710) NA NA 400+ 0 NA NA NA NA NA
Commitus (2955) NA NA NA NA
Concordat (2560) NA 60 5 0 NA NA NA NA NA
Congress (2542) NA 200 11 11 3
Conqeror (3052) NA NA NA NA NA 2 2 2 2
Dante (2941) NA NA NA NA 3 3 2 1 1
Dart (2305) NA 0 NA NA NA NA NA NA
Davion (2510) NA 3 (became WHIRLWIND) NA NA NA
Dreadnaught (2300) 6 3 1 NA NA NA NA NA NA
Du Shi Wang (2320) 2 12 1 1 1 1 NA
Eagle (3059) NA NA NA NA NA 9 10 2
Essex (2711) NA 300 30 12 16 2
Farragut(2448) 1 0
Faslane (2882) NA NA NA 6 6 6 6 3
Feng Huang (3058) NA NA NA NA NA 4 5 2
Fox (3057) NA NA NA NA NA 24 19 5 3
Fredasea (2962) NA NA NA NA 10 3
Hunter (2832) NA NA NA
Impavido (3058) NA NA NA NA NA 3 6 3
Inazuma (3058) NA NA NA NA NA 4 4 2
Kimagure (3582) NA NA 12 12 2 (became Conqueror)
Kirishima (3061) NA NA NA NA NA 3 0
Kyushu (3057) NA NA NA NA NA 5 5 1
Leviathan NA NA NA NA NA NA 4 2 2
Liberator (2525) 5 5 3
Lola (2345) NA NA NA NA NA NA
Lola II (2622) NA 4 NA NA NA NA NA NA
Lola III (2662) NA NA 470 37 38 10
Luxor (2727) MA NA 0 0 0 0 0 0
Mako (2692) NA 100 100 1 0 NA NA NA
McKenna (2652) NA NA 280 29 18 7 7 2
Mjolnir (3061) NA NA NA NA NA 2 2 2
Monsoon (2368) 0 0 0 0 0 0
Naga (2645) NA 3 3 3 0
Newgrange Yardship (2600) NA 200 45 3 2 2 1 (1?)
New Syrtis (2300) 2 5 1 1 NA NA NA NA
Nightlord (2932) 8 8 5
Nightwing (2447) 0 0 0 0 0 0
Pinto (2502) 4 0
Potemkin (2611) NA NA 106 30 26 26 26 13
Riga (2440) 400 2 0
Robinson (2560) NA 2 NA NA NA NA NA
Quixote (2350) NA 250 250 NA NA NA NA NA NA
Samarkand (2579) NA 5 1 1 1 1 1 1
Sylvester (2499) 4 4 0 0 0 0 0 0 0
Sovetskii Soyuz (2742) NA NA 400 40 11 13 6
Soyal (2750) NA 4
Stephen Amaris (2652) NA NA 6 0 NA NA NA NA NA
Tatsumake (3059) NA NA NA NA NA 2 4 1
Texas (2618) NA NA 52 7 5 5 5
Tharkad (2690) NA 5 20 1 1 MIA 1 1 1
Thera (3060) NA NA NA NA NA 6 6 3 2
Tracker (2407) 0 0 0 0 0 0 0
Vigilant (2320) 0 0 0 0 0 0
Vincent (2432) NA 530 27 19 4
Volga (2709) NA 230 24 24 11 3
Wagon Wheel (2570) NA 20 0 0
Whirlwind (2606) NA 22 19 7 7 2
Winchester (2364) NA 0 NA NA NA NA NA NA
York (2947) NA 60 60 26 13 13 7
Zechetinu (3057) NA NA NA NA NA 11 11 3
CONVERSION RULES

ARMOUR
Multiple Armour by .33 and round up.

Damage Threshold = 10% of armour

Fighters, DropShips Armour Conversion


0-14 0 495-524 17
15-44 1 525-554 18
45-74 2 555-584 19
75-104 3 585-614 20
105-134 4 615-644 21
135-164 5 645-674 22
165-194 6 675-704 23
195-224 7 705-734 24
225-254 8 735-764 25
255-284 9 765-794 26
285-314 10 795-824 27
315-344 11 825-854 28
345-374 12 855-884 29
375-404 13 885-914 30
405-434 14 915-944 31
435-464 15 945-974 32
465-494 16 975-1004 33

STRUCTURE
Stations, JumpShips SI of 1
DropShips, Fighters Multiple SI by .5 and round up
WarShips SI x .66 and round up

WEAPONS
Add up all weapons for each Arc, then divide by 10 and round up to determine damage
Sub-Capital Weapons = divide by 10 and round up
Missiles = set damage, ignore range bonus/penalties

COST
Battle Value / 100 rounded up
AGE OF WAR 2400 -2570

BT GATEKEEPER-CLASS TRAFFIC MONITORING STATION PATROL


Gatekeepers can be found around most of the industrialized worlds in the Inner Sphere. They are used
for orbital monitoring and traffic control.

CLASS COST IN SERVICE ALLEGIANCE


0/L 500 2500 Terran Hegemony, SLDF
THRUST ARMOR WEAPONS TRAITS
0 3/1 AF -2 Command 1, Immobile
N/L/R/A 2/2/-/- Troops 4 (2)

<><><><><><>

BT ORE PROCESSING FACTORY PATROL (10)

CLASS COST IN SERVICE ALLEGIANCE


0/L 250 2435 Any
THRUST ARMOR WEAPONS TRAITS
0 1/1 AF -1 immobile
N/L/RA 1/-/-/-

<><><><><><>

BT DREADNOUGHT-CLASS WARSHIP WAR


The TAS Dreadnought , launched in 2300, was the first true combat vessel, the first of a seven-ship
class. At first perceived as little more than James McKennas playthings, they quickly proved their worth
in the birthing of the Terran Hegemony. With the lead vessel TAS Dreadnought as his flagship, McKenna
staged several firepower demonstrations that convinced the fragmented Terran Alliance to accept his
leadership. Several of the Dreadnought-class were bloodied in the conflict though none were destroyed
and the most serious damage came from navigation accidents. Two vessels were lost during the Age of
War and another was scrapped after a series of engineering mishaps. Four ships remained with the
Hegemony Navy when the Star League was formed, albeit as reserve vessels (or in TAS Dreadnoughts
case, a floating exhibit at the Luna Air, Space and Stars Museum) having been superseded by the
Monsoon and Farragut classes. The venerable designnearing its third century of servicewas vastly
outclassed by newer designs fielded by the belligerents but as the Reunification War turned from a
nightmare into a reality, even these last three functional battlewagons were pressed into service.
Originally designed to operate independently, the huge vessels carried massive numbers of naval
autocannons, both naval- grade and fighter-scale. It was this last array of retrofitted weaponry that
attracted the SLDFs attention to the ancient behemoths; unlike the latest generations of vessels, many
of which abandoned anti-fighter weapons in favor of fighter screens and escort vessels, the Dreadnought
was quite capable of repulsing a fighter assault, a capability bolstered by its capability to carry up to two
dozen of its own fighters or other small Vessels. Even with over 100,000 tons of cargo capacity the
heavy-bore cannon of the warship ate through ammunition and required frequent re-supply. Though they
performed admirably in the campaign, the Reunification War was the last huzzah of the Dreadnought
class which was formally retired in 2602, the remaining vessels scrapped or gifted to Inner Sphere
museums. Only the SLS Dreadnought remained in operational condition, going out in a blaze of glory
during the Amaris Coup, escorting a flotilla of refugee vessels out of the occupied Hegemony before
being scuttled after taking catastrophic damage.

CLASS COST IN SERVICE ALLEGIANCE


2/H 1049 2300 - 2780 Terran Hegemony, SLDF
THRUST ARMOR WEAPONS TRAITS
3 /5 35 AF -3
30 SI 30 30 N 12/12/12/- Sail Integrity (4/3/2/1)
30 (3) 30 L/R 7/7/7/- KF Drive (4/3/2/1)
25 L/R BS 12/12/12/- Command +2
A L/R 7/7/7/- Troops 20 (6)
A 12/12/12/-

<><><><><><>

BT DU SHI BATTLESHIP BATTLE


The Duchy of Liao, knowing that warfare was bound to escalate, began work on a new battleship
around which to anchor their massive fleet. With the formation of the Capellan Confederation a few
years later, this ship was launched as the first Capellan battleship and named after the god of burning
suffocation. And burning suffocation is what the Du Shi Wangs enemies faced, delivered either by the
all-energy payload of the ship or the void of space victims were often flung into. Designed for long
patrols, the ship carried energy-based weaponry that removed the need for ammunition storage and
reloading systems, while a pair of grav decks helped keep the crew healthy. Despite the wealth of the
Duchy and the Confederation, those nations did not have the funds to outfit their craft with the massive
broadsides that other battleships possessed. Instead they designed a frontal attack craft, with four of the
massive new heavy naval PPCs (only recently copied from stolen Hegemony weapons) on the front
backed by more armor than had been seen on the nose of a warship. When the Du Shi Wang out-
maneuvered an opponent, few lasted long. However, the engines were merely capable of two-and-a-half
Gs of thrust, standard for many ships of similar size, leaving the true work of maneuvering to the
navigation crew.
The ship also suffered from a class-based Capellan military mentality. The majority of the crew lived
forward in the ship, while the senior officers, marines, and passengers shared a rear section, with
exclusive use of the smaller grav deck. Lifeboats and escape pods were a similar problem, with enough
for the rear quarters and bridge but insufficient for crew in other areas of the ship. The devastating
fighting of the Age of War confirmed this flaw many times.
The Du Shi Wang is notable for being involved in the opening engagements of the Age of War and for its
novel use of orbital bombardment at Novaya Zemlya in 2399. Less than a dozen of the class survived to
the First Succession War, and they were all gone by the end of the Second.

One captured Du Shi Wang, originally the Jasmine Liao and renamed the Quicksilver Mongoose,
survived the liberation of Terra and accompanied General Kerensky on his Exodus. Clan records show
that it served Clan Mongoose until its demise, being mothballed after its near destruction by the Smoke
Jaguars. It now resides in the Strana Mechty system.

CLASS COST IN SERVICE ALLEGIANCE


2/H 5706 2380 Capellean Confederation, Clan Mongoose
THRUST ARMOR WEAPONS TRAITS
3/5 79 AF -3 Sail Integrity (4/3/2/1)
49 SI 75 49 N 6/6/6/6 KF Drive (4/3/2/1)
49 (8) 49 L/R 2/2/2/2 Command +1
35 L/R BS 2/2/2/ FL 3 (3), DropShips 2
A L/R 2/2/2/2 Troops 2 (1)
A 2/2/2/-

<><><><><><>

BT AEGIS HEAVY CRUISER BATTLE


The Aegis-class WarShip was already an aging design when Ian Cameron and the other leaders of the
Great Houses signed the Star League Accords in 2571. First launched in 2372, the powerful Aegis was
one of the most sophisticated vessels at the time. These heavy cruisers boasted excellent firepower and
maneuverability, and benefited from a number of refits to maintain their effectiveness. In 2531, however,
the Hegemony Navy mothballed the aging vessels and replaced them with the Avatar-class heavy cruiser.
Later, the Reunification War that followed the founding of the Star League created a critical need for
WarShips, prompting First Lord Cameron to reactivate the Aegis in 2582. Member states of the Star
League received 30 of these vessels, and 70 were sent to Hegemony shipyards for refitting. The Aegiss
creator, Di Tron Heavy Industries, spent the next ten years refitting these vessels. Di Tron used the latest
technologies, such as lithium-fusion battery systems, to transform the aging WarShips into highly
effective fighting craft. The refitted Aegis mounted a formidable arsenal built around 18 turret-mounted
autocannons. A number of smaller cannons, naval lasers and missile systems supplemented these massive
weapons, making the Aegis a powerful anti-ship platform. It relied on a three-squadron fighter
complement for protection against enemy aerospace fighters and small craft. The refitted Aegis was only
lightly armored, but a surprising number survived the fall of the Star League and departed the Inner
Sphere during the Exodus. A number of these craft have been observed in Clan aerospace fleets. The
majority of these vessels apparently serve in the Jade Falcon Touman, where they perform escort and
transport duties.

CLASS COST IN SERVICE ALLEGIANCE


2/H 8452 2372 SLDF
THRUST ARMOR WEAPONS TRAITS
BLOCK I 2/3 30 AF -1
33 SI 50 33 3 F L/R, 1 L/R BS, 2 A L/R 3/3/3/3
33 (3) 33 N 4/4/4/- Sail Integrity (4/3/2/1)
30 F L/R 4/4/4/- KF Drive (4/3/2/1)
L/R BS 2/2/2/2 Command 1
A L/R 2/2/2/2 FL 3 (3), DropShips 4
A 2/2/2/2 Troops 20 (10)
CLASS COST IN SERVICE ALLEGIANCE
2/H 16 779 2582 SLDF
THRUST ARMOR WEAPONS TRAITS
BLOCK II 2/3 30 AF -2
33 SI 50 33 3 F L/R, 1 L/R BS, 2 A L/R 3/3/3/3
33 (3) 33 N 11/11/4/- Sail Integrity (4/3/2/1)
30 F L/R 11/11/4/- KF Drive (4/3/2/1)
L/R BS 12/12/2 Command 1 LF Battery
A L/R 8/8/8/2 FL 3 (3), DropShips 4
A 4/4/4/2 Troops 20 (10)

CLASS COST IN SERVICE ALLEGIANCE


2/H 16 779 2750 Clans
THRUST ARMOR WEAPONS TRAITS
BLOCK III 2/3 30 AF -2
33 SI 50 33 3 F L/R, 1 L/R BS, 2 A L/R 3/3/3/3
33 (3) 33 N 11/11/4/- Sail Integrity (4/3/2/1)
30 F L/R 11/11/4/- KF Drive (4/3/2/1)
L/R BS 26/26/12/- Command 1 LF Battery
A L/R 12/12/12/- FL 3 (3), DropShips 4
A 14/14/-/- Troops 20 (10)

<><><><><><>

BT LOLA-CLASS BATTLECRUISER I BATTLE


Rear Admiral Adelaide Lola, one of the first commanders of WarShip Sub-Command, was the
conscience of the Hegemony Navy with her unrelenting demands that her sailors meet standards of
moral and ethical excellence as well as military skill. She died in 2332; in 2345, the first ship to bear her
name launched. The Lola-class of destroyers were a direct answer to many of the issues the admiral
raised and served with distinction for centuries as an escort and picket ship. The most obvious feature of
the Lola-class is its impressive array of armaments and heavy armor. It mounts a variety of heavy naval
lasers as well as naval autocannons. In addition to heavy weapons, the Lola Block I also carried a
squadron of heavy fighters to enhance its escort and picket abilities. In an effort to make the Lola-class
durable, Boeing Interstellar maximized the use of armor for a ship of this design. However, the extra
armor protection drove the ships mass above its design weight. Moreover, this extra mass forced the
engineers to install the massive Rolls Le Fay drives; drives normally meant for a larger vessel.
Consequently, both Lola Block Is and IIs outweighed the Lola Block IIIs. Unfortunately, these drives
made space a premium, making living conditions tight for the crews earning them the nickname, sardine
cans. This problem would repeat itself with the Lola II and eventually the Lola III. In 2622, Blue Nose
Clippershipsunder license from Boeing Interstellarbegan designing a new destroyer class which
would replace the Lola Block I. The designers envisioned this new class as the perfect replacement for
the older models, with greater fuel capacity and enhanced performance. In the rush to bring the design
to production, however, they overlooked numerous aspects, as testing revealed critical faults in the new
fuel system design. Additional design flaws surfaced, and in 2660 the Star League Navy ordered the
remaining vessels decommissioned and subsequently scrapped. However, at least four Lola IIs surfaced
in the hands of the Taurian rebels during the Second Periphery Uprising, leaving some doubt as to the
actual disposition of these vessels.
The Lola-class WarShip is among the most heavily armed and armored destroyers. The Lola was
designed as an inexpensive vessel with enough firepower to perform escort duty in the Periphery and
dependable enough for picket duty in the Terran Hegemony. Named after Rear Admiral Adelaide Lola,
the first Lola III entered service with the Hegemony Navy in 2662. The Lola proved a reliable craft,
whose innovative design features enabled the ship to be produced inexpensively. The Lolas baffled-
deadspace system used a cushion layer within the ships armor to absorb the impact of weapon hits.
Although later replaced by more sophisticated armor compounds, this technique boosted the Lolas
armor protection at a relatively low cost, although the system did increase the vessel's weight
considerably. The Lolas designers were forced to use larger-than-normal engines to compensate for this,
resulting in cramped conditions aboard the vessel. The advanced computer of the Clan Lola mitigates
this problem somewhat by reducing the number of required crew from 254 to 220, although the Lolas
quarters are still noticeably cramped. The Lolas primary armament consists of several massive naval
lasers, which have tremendous range but cause little damage to other capital ships. A number of small-
caliber autocannons add considerable firepower, but can only engage targets in the Lolas broadside
arcs. The Lola also carries a number of missile systems such as the Barracuda and the powerful White
Shark. A squadron of heavy aerospace fighters completes the vessels armaments, although these fighters
usually do little more than protect the Lola against enemy fighters. A large number of Lolas survived the
campaign to liberate Terra. It comprised the second largest WarShip class in the Exodus fleet. Lola-class
destroyers have been observed in most Clan fleets, but are noticeably absent from Wolf Clan and Nova
Cat Clan fleets.

CLASS COST IN SERVICE ALLEGIANCE


3/H 5984 2345 Terran Hegemony
THRUST ARMOR WEAPONS TRAITS
BLOCK I 4/6 16 AF -3 Sail Integrity (4/3/2/1)
16 SI 33 16 N 4/4/4/2 KF Drive (4/3/2/1)
16 (2) 16 L/R 2/2/2/1
16 L/R BS 5/5/5/1 FL 1 (1), DropShips 0
A L/R 2/2/2/1 Troops 10 (2)
A 3/3/2/2

CLASS COST IN SERVICE ALLEGIANCE


3/H 5951 2622 SLDF
THRUST ARMOR WEAPONS TRAITS
BLOCK II 4/6 16 AF -3
16 SI 33 16 Barracuda N/A 2/2/2/2 LR BS (2) 2/2/2/2
16 (2) 16 N 4/4/4/2 Sail Integrity (4/3/2/1)
16 L/R 3/3/3/1 KF Drive (4/3/2/1)
L/R BS 9/9/9/1 FL 1 (1), DropShips 0
A L/R 3/3/3/1 Troops 10 (2)
A 3/3/2/2

CLASS COST IN SERVICE ALLEGIANCE


3/H 5950 2662 SLDF, Clans
THRUST ARMOR WEAPONS TRAITS
BLOCK III 4/6 16 AF -3
16 SI 33 16 Barracuda 2 L/R BS 2/2/2/2
16 (2) 16 WS N 3/3/3/3
16 N N 1/1/1/1 Sail Integrity (4/3/2/1)
F L/R 2/2/2/2 KF Drive (6/5/4/3/2/1)
L/R BS 5/5/5/1 DropShips 0 Troops 10 (2)
A L/R 5/5/5/1 FL 1 (1), FL 1 (2) Clan
A 2/2/2/2 LF Battery (Clans)

<><><><><><>

BT NEW SYRTIS-CLASS WARSHIP BATTLE


The New Syrtis-class carrier was born in the years immediately following the Davion Civil War, a war
that had left both the Federated Suns military as well as its national pride in shambles. Though
rebuilding his nations army was First Prince Alexander Davions priority, he also recognized that his
WarShip fleet was languishing behind those fielded by his enemies. He initiated a program in 2546 that
led to the development of the Block II Davion-class destroyer and the New Syrtis-class carrier (as well
as the Robinson-class transport). A WarShip dedicated to operating large aerospace fighter formations
was unheard of, despite the fact that naval battles fought during the Age of War had often been decided
based on which side possessed the superior fighter force. Likewise, the success or failure of an invasion
was just as often decided by aerospace superiority. Yet, with the typical capital ship carrying just two
squadrons of fighters for self-defense, fleets often relied upon a screen of DropShips converted to carry
fighters to provide the aerospace superiority necessary to carry a battle. The New Syrtis was clearly
designed to project House Davions power and immediately assume control of local space, be that a
jump point or a planets orbit. Six full wings of aerospace fighters120 total shipsas well as four
squadrons of small craft typically a mix of shuttles, marine assault Vessels and heavy escorts ensure
absolute domination of local space. Those fighters are meant to both defend their mother ship as well as
engage and destroy any enemy DropShips and WarShips encountered, but the New Syrtis also mounts
relatively powerful anti-ship and local defensive armaments. Its heavy weaponrya concession to the
fact that the New Syrtis would likely not be able to always remain out of the range of enemy fire
consists of a mix of naval lasers, PPCs, autocannons and missiles that can engage targets at the longest
of ranges. Close-in defensive turrets likewise combine a mix of missiles, lasers and machine guns to
provide a heavy layering of fire to shred inbound fighters and DropShips.
Despite hosting a crew in excess of two thousandalmost half of whom belong to the ships aerospace
groupaccommodations on the New Syrtis are relatively spacious. Enough berths are provided so that
two full crews are available for each fighter and small Vessels carried, as well as full technical crews,
ensuring that the New Syrtis can conduct 24-7 flight operations. Likewise, the ships bunkers carry
enough fuel for more than eight days of constant combat operations. A four-platoon marine company is
permanently assigned to the ship, while an additional battalion of marines, or engineers to construct
temporary airfields, can also be accommodated. The New Syrtis carriers entered service in the years just
before the formation of the Star League, and saw limited actionprimarily shows of forcebefore the
Reunification War. Their first true action came during Case AMBER; though one New Syrtis was
destroyed, another one scuttled and a third captured (of the five that saw combat), in general the carriers
acquitted themselves admirably (the FSS Chesterton, captured by Taurian forces at Panpour, was the
target of a surprise attack while its entire aerospace group, and much of its crew, was off-ship), but also
proved that the ship could long last against directed naval gunfire. New Syrtis carriers served the
Federated Suns navy throughout the Star League era; the final ship, the FSS Pleiades, was retired
during the Second Succession War, having literally broken its back after a return-home jump in to the
Novaya Zemlya system.

CLASS COST IN SERVICE ALLEGIANCE


2/H 8448 2300 - 2850 Federated Suns, Tauran Concordat
THRUST ARMOR WEAPONS TRAITS
4/6 40 AF -3 Sail Integrity (4/3/2/1)
40 SI 30 40 N 7/7/7/1 KF Drive (4/3/2/1)
40 (3) 40 L/R 7/7/7/- Command +1 Fleet Carrier
35 L/R BS 9/9/9/9 FL 8 (20), DropShips 2
A L/R 4/4/4/4 Troops 10 (4)
A 2/2/2/-
Missiles N/BS 4/4/4/4

<><><><><><>

BT SAMARKAND-CLASS CARRIER BATTLE


The brainchild of Hehiro Kurita, the Samarkand was fast-tracked into production as soon as the
Reunification War became inevitable. Knowing the tremendous boost a WarShip would bring to the
economy of several planets, Hehiro authorized the Samarkand carrier project, with the caveat that the
first of the ships had to be ready within two years. In June of 2581, the Samarkand and her sister ship,
the Benjamin, loaded their full fighter compliments and jumped into the fray against the Outworlds
Alliance. Two more of the Block I Samarkands, the Dieron and Alshain, left their slips in 2585; both
served the Dragon well through the end of the war. During the economic boom following the
Reunification War, the surviving three carriers were assigned to assist in the massive colonial expansion
of the Dragon. One of their first actions in this new role was escorting Lord Sanethia during her first
visit to Luthien, the Dragons newly declared capital. The three WarShips became icons of the Dragons
prosperity as they delivered needed supplies, equipment, and resources to the developing world. Urizen
II authorized construction of newer Block II versions in 2668 to take advantage of breakthroughs in
armor and weapons technologies. Multitudes of carriers had entered service before the end of the Star
League, with many serving as escorts in the Star League Defense Force. Most of them were destroyed
during the liberation of Terra; it is unknown if any made the Exodus with General Kerensky.
The few that remained in the Combine were posted along the Lyran and Suns borders, defending
recharge stations and important resource and factory worlds. Most were destroyed during the First and
Second Succession Wars; only one has survived to the present daythe Toguraand barely serves as a
museum piece orbiting New Samarkand. The Samarkand performed decently well as a carrier and escort
ship; designed more to utilize its massive fighter complement to rip apart enemy DropShips and
destroyers, it was not meant to be in the vanguard of an attack. Underarmored and outgunned, the
WarShip was known to be vulnerable near the large engine mounts in the lower rear of the limited aft
firing arcs. With spare parts and fighters soon in short supply, Samarkands were often used in a last-
ditch delaying tactic that bought time for ground defenders to prepare for an attacking force. Despite
their impressive anti-aerospace defenses, Samarkands were easily overcome when few or no escorts
were available.

CLASS COST IN SERVICE ALLEGIANCE


2/H 8448 2579 Draconis Combine, SLDF
THRUST ARMOR WEAPONS TRAITS
Block 1 4/6 15 AF -3 Sail Integrity (3/2/1)
13 SI 35 13 N 2/2/2/1 KF Drive (6/5/4/3/2/1)
13 (2) 13 L/R 2/2/2/- Command +1 Fleet Carrier
12 L/R BS 1/1/1/ FL 7 (12), DropShips 3
A L/R 2/2/2/- Troops 4 (4)
A 1/1/1/-

Block 2 4/6 29 AF -3 Sail Integrity (3/2/1)


20 SI 35 20 N 3/3/3/2 KF Drive (6/5/4/3/2/1)
20 (3) 20 L/R 2/2/2/- Command +1 Fleet Carrier
12 L/R BS 1/1/1/ FL 7 (12), DropShips 3
A L/R 2/2/2/- Troops 16 (12)
A 1/1/1/-

<><><><><><>

BT VINCENT-CLASS DESTROYER SKIRMISH


Like most other corvettes, the Vincent-class WarShip was designed as a patrol vessel and equipped to
outgun most pirate vessels. The Vincent was launched in 2432 and replaced several older Vessels, most
notably the Bonaventure and Vigilant. The Vincent remained in service with the SLDF until the Exodus.
Delhi Ships produced more than 500 of the Vincent-class vessels during the 300 years preceding the
Amaris Coup. The Vincents roomy design and smart modularity technology make the vessel
particularly easy to modify and upgrade, which has undoubtedly contributed to the Vincents longevity.
The Vincent boasts well-equipped crew quarters, an unusual feature for a patrol Vessels, as well as a
single 60-meter grav deck. The Vincent is not as well armed or armored as some of the newer corvette
designs, such as the Federated Commonwealths Fox, but its maneuverability remains superior
by any standard. The Vincents ability to maintain 2Gs of thrust for extended periods allows it to keep
up with most DropShips, and its 3G-burst capability enables the Vincent to outmaneuver all but the most
modern WarShips.
The Clan upgrade of the Vincent, designated the Mk 42, differs little from the Star League Mk 39. The
Mk 42 features a lithium-fusion battery system that enables the vessel to make two jumps in quick
succession, as well as Clan hull-sealing technology. The hull-sealing system allows the Vincent Mk 42
to operate even after sustaining considerable damage. This system has yet to be duplicated by the Inner
Sphere, although research into a comparable system is underway at the NAIS.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2042 2432 SLDF, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
MK 39 4/6 6 AF -2 Sail Integrity (4/3/2/1)
7 SI 26 7 N Missiles 8/8/8/8 KF Drive (6/5/4/3/2/1)
7 (1) 7 N 2/2/2/1 LF Battery
6 L/R 2/2/2/1 FL 1 (1), DropShips 0 Troops 10 (8)
CLASS COST IN SERVICE ALLEGIANCE
3/H 2127 2800+ Clans
THRUST ARMOR WEAPONS TRAITS
MK 42 4/6 6 AF -3 Sail Integrity (4/3/2/1)
7 SI 26 7 N Missiles 8/8/8/8 KF Drive (6/5/4/3/2/1)
7 (1) 7 N 2/2/2/1 LF Battery
6 L/R 2/2/2/1 FL 1 (2), DropShips 0 Troops 10 (8)

<><><><><><>

BT DAVION DESTROYER RAID


Once the backbone of the Federated Suns WarShip fleet, the Davion-class destroyer only achieved its
three-century service life following significant modifications. The first Davions went into service in the
early 26th century. Though a number were constructed, the ships of this Block I series saw limited use,
being assigned primarily to secondary duties such as convoy escort and Periphery patrol. The simple fact
was that the Block I ships were a product of a long series of bureaucratic kickbacks and administrative
snafus. The ship that resulted bore little resemblance to the ship that the AFFS Department of the Army
and the Navy requested. It was under-armored and underarmed for its intended mission, and a decade of
delays resulted in cost overruns that threatened to break the navys budget long before the first ship
would even see service. That first Davion did enter service in 2510, but did not become the pride of the
navy as First Prince Ellen Davion had first intended. Instead, it became the bastard child, though several
of the ships served with some distinction during the Davion Civil War. Plans to construct more were put
on hold after the death of Prince William Davion in 2512 and laid dormant until well after Prince
Alexanders rise to power. When Prince Alexander did finally come to power, he dismantled the corrupt
bureaucratic structures that had resulted in utter failures like the Block I Davion.
The Federated Suns navy still needed a heavy destroyer, a fact made ever so clear by the few naval
engagements fought during the Civil War. The new Prince authorized resumption of the Davion
program, though the resulting Block II ships bore little more than visual resemblance to the Block Is.
Massing 60,000 tons more, the Block IIs carry over twice the Block Is armor protection, significantly
more firepower, a full fighter wing and, perhaps most importantly, the ability to dock two DropShips
(often, a pair of assault DropShips, either Achilles-class or, later on, Vengeance-class were permanently
assigned to each Davion)a feature inexplicably missing in the original. Every Block II was destroyed
in the Succession Wars. Somewhat amazingly, several of the Block I ships do survive today, though
oddly enough in the service of the Clans. Prince Alexander leased all but three of the surviving Block I
Davions to the SLDF during the build-up to the Reunification War, most of which were later purchased
by the Star League and redesignated as Whirlwind-class after receiving weapon upgrades. Those
Whirlwind vessels were then upgraded by the Clans.

CLASS COST IN SERVICE ALLEGIANCE


3/H 8530 2510 Federated Suns
THRUST ARMOR WEAPONS TRAITS
BLOCK I 4/6 17 AF -3 Sail Integrity (4/3/2/1)
17 SI 36 17 N 14/14/14/2 KF Drive (6/5/4/3/2/1)
15 (2) 15 L/R 2/2/2/2
15 L/R BS 4/4/4/3 FL 1 (1), DropShips 0
A 10/10/2/- Troops 10 (8)

CLASS COST IN SERVICE ALLEGIANCE


3/H 7390 2552 Federated Suns, SLDF
THRUST ARMOR WEAPONS TRAITS
BLOCK II 4/6 35 AF -3 Sail Integrity (4/3/2/1)
30 SI 38 30 N 11/11/11/- KF Drive (6/5/4/3/2/1)
29 (3) 29 L/R 5/5/2/-
28 L/R BS 7/7/6/- FL 1 (3), DropShips 2
A L/R 3/3/3/- Troops 10 (8)
A 11/11/10/-

<><><><><><>

BT ROBINSON TRANSPORT RAID


While Alexander Davions reforms eliminated most forms of regional loyalties after the Davion Civil
War, he was also acutely aware of the need to reward those who supported him despite any reservations
they might have had. As a form of boosting the border systems morale and building a potent naval
force, a new WarShip, dubbed the Robinson, appeared in 2560.
The Robinson was intended to both transport troops between stars and support ground actions once
troops were on the ground, eliminating the need for additional naval vessels. The on-board shuttles were
large enough to transport a single BattleMech from the transports bay (which housed a total of thirty-
six Mechs), or the Mechs could be transferred to one of the four carried DropShips via the docking
collars. The Robinsons armament was mainly geared toward pinpoint orbital bombardment of military
targets and anti-assault DropShip duty (the only form of orbital attack allowed by the Ares
Conventions), but it mostly relied on its four squadrons of fighters for defenses against small targets.
The ability to combat-drop BattleMechs from low orbit onto the planetary surface using special cocoons
was also built into the ship. It was believed that the battalion of Mechs could insert themselves from
low orbit with cover provided by the Robinsons fighters and secure a landing zone for the rest of the
invasion force.
As newer technology filtered out of the Hegemony and into Federated Suns, the military decided to
upgrade the Robinson, much like it did with the once-maligned Davion destroyer. Unlike the destroyer,
which was completely transformed, the Robinson gained no extra mass but instead carried more anti-
fighter weaponry while doubling its armor protection, making it an impressive armored transport.
Unlike most other WarShips, which were assigned to floating naval taskforces, Robinsons were most
often attached to specific commands, namely the Ceti Hussars when the unit was assigned to the Kuritan
border. Other Robinsons could be found protecting the border near New Syrtis, similar to the way the
New Syrtis Fighter Cruisers patrolled the border with Kurita. Robinsons preformed admirably in
combat, though the Kuritan Navy discovered a fatal weakness that led to the capture of two of the
remaining Block Is during the Succession Wars. Centuries later, those captured ships became the
inspiration for the Kyushu Frigate.

CLASS COST IN SERVICE ALLEGIANCE


3/H 6342 2560 - 2900 Federated Suns
THRUST ARMOR WEAPONS TRAITS
BLOCK I 3/5 18 AF -3 Sail Integrity (4/3/2/1)
18 SI 30 18 N 7/7/7/2 KF Drive (4/3/2/1)
18 (2) 18 L/R 3/2/2/- Command +1
18 L/R BS 2/2/2/2 FL 4 (4), DropShips 4
A L/R 2/2/2/2 Troops 10 (8)
A 33/3/2
CLASS COST IN SERVICE ALLEGIANCE
3/H 7390 2560 - 2900 Federated Suns
THRUST ARMOR WEAPONS TRAITS
BLOCK II 3/5 34 AF -3 Sail Integrity (4/3/2/1)
30 SI 30 3018 N 8/8/7/2 KF Drive (4/3/2/1)
30 (3) 30 L/R 3/2/2/- Command +1
28 L/R BS 3/3/2/1 FL 4 (4), DropShips 4
A L/R 2/1/1/1 Troops 10 (8)
A 33/3/2

<><><><><><>

BT CONCORDAT FRIGATE RAID


The Taurian Concordat began work on the TCS Concordat in the early 26th century as both the
Capellan Confederation and the Federated Suns aggressively expanded their borders outward. Meant as
a bridge between corvette and destroyer, the Concordat frigate was designed both to patrol the
Periphery space lanes, where it would serve as Command 2 to a task force, as well as to directly engage
invading enemy WarShips. The Concordat relied upon a combination of heavy naval lasers, arrayed to
the fore to engage targets at maximum range while closing the distance, as well as medium-caliber naval
autocannons, capable of ravaging even Star League battleships, for primary anti-WarShip fire. Multiple
LRM and laser turrets, covering each quarter in overlapping arcs, defend the ship against fighters and
DropShips alike while four screen launchers give ship captains additional options in both offensive and
defensive operations. The Concordat was meant to anchor naval task forces comprised of WarShips as
well as assault and fighter-carrier DropShips alike, which is why its designers did not provide for a large
flight deck. Only a single squadron of fighters and/or small Vessels can operate from the Concordat,
though up to four DropShips, at least two of which would typically carry fighters, can dock with the
WarShip. Except in extraordinary circumstances, the Concordat would carry at least four shuttles or
other small Vessels capable of delivering its two platoons of marines to conduct routine inspections or
boarding actions.
The Concordat served its home nation, as well as the Magistracy of Canopus, well throughout the 26th
century, forming the back-bone of each nations WarShip fleet. The Taurian navy possessed the largest
WarShip fleet in the Periphery, operating more than four dozen of these frigates, but despite achieving
several incredible successes in naval action against Inner Sphere fleets during the Reunification War, the
Taurian navy could not hold out against the Star League. No more Concordats were built after wars
end, but the last few survived until the First Succession War.

CLASS COST IN SERVICE ALLEGIANCE


3/H 8448 2560 - 2850 Tauran Concordat Magistracy Of Canopus
THRUST ARMOR WEAPONS TRAITS
4/6 22 AF -3 Sail Integrity (4/3/2/1)
22 SI 30 22 N 5/5/5/- KF Drive (4/3/2/1)
22 (2) 22 F L/R 5/5/5/- Command +1
18 L/R BS 6/6/6/- FL 1 (1), DropShips 4
A L/R 2/2/2/- Troops 10 (8)
A 2/2/2/-

<><><><><><>

BT CONGRESS FRIGATE RAID


Built specifically as a convoy escort and reconnaissance craft to replace the ungainly Quixote, the first
Congress-class frigate launched from the Dekirk AeroSpace shipyards in mid 2542. This launch came
after a three-year legal battle between the Terran Hegemony, Dekirk AeroSpace, and Challenge Systems,
a shipyard based at the Federated Suns world of Galax. This legal wrangling revolved around
Challenges claim that Dekirk had stolen its design for the Congress. Although neither the Hegemony
nor Dekirk admitted liability, they eventually included Challenge Systems as a partner in the construction
of the vessel. The Congresss 1.5G acceleration made it one of the swiftest frigates constructed during
the 26th century, although the vessel was only slightly more maneuverable than the
transports it guarded. The Congress was also equipped with a sophisticated sensor suite and data-
processing system to perform its secondary mission as an information-gathering craft. Every cubic
centimeter of a Congress-class ship is used to maximum effect, yet the vessels remain surprisingly
comfortable and easy to maintain, a trademark of Dekirk AeroSpaces design work. The Congresss only
flaw is its lack of fighter support, which many vessels remedy by transporting DropShip fighter carriers.
Its main armament comprises a mix of naval autocannons that can cripple or destroy most targets. Killer
Whale and White Shark missile systems make up the vessels secondary armament, along with eight
conventional large lasers for aerospace defense. Congress-class vessels have also appeared in Clan fleets.
One vessel, the Fire Rose, has seen action against Inner Sphere forces. The Clan Congress seems to
differ little from the Star League version, save for the addition of a lithium-fusion battery system

CLASS COST IN SERVICE ALLEGIANCE


3/M 7846 2542 SLDF
THRUST ARMOR WEAPONS TRAITS
3/5 24 AF -2
23 SI 50 23 N Missile 4/4/4/4 F L/R Missile 3/3/3/3
23 (3) 23 F L/R 2/2/2/- Sail Integrity (4/3/2/1)
24 L/R BS 4/4/2/- KF Drive (6/5/4/3/2/1)
A L/R 7/7/5/- Scout
A 6/6/6/- DropShips 2, FL 1 (1), Troops 4 (4)

CLASS COST IN SERVICE ALLEGIANCE


3/M 7912 2750 Clans
THRUST ARMOR WEAPONS TRAITS
3/5 24 AF -2
23 SI 50 23 N Missile 4/4/4/4 F L/R Missile 3/3/3/3
23 (3) 23 F L/R 2/2/2/- Sail Integrity (4/3/2/1)
24 L/R BS 4/4/2/- KF Drive (6/5/4/3/2/1)
A L/R 7/7/7/2 Scout
A 6/6/6/- DropShips 2, FL 1 (2), Troops 4 (4)
<><><><><><>

BT DICTATOR-CLASS DROPSHIP RAID


The Reunification War outlined the shortcomings of SLDFs Mech transports. With few exceptions
(such as the Leopard), most were converted vehicle and infantry transports, or worse, modified cargo
hulls. Time and again the inability to deploy large Mech forces quickly hindered operations. The need
for an effective high capacity Mech Carrier prompted Di Tron Heavy Industries to embark on a
research and development project in 2582. The design they assayed, the Dictator, was capable of
carrying three full BattleMech companies, but it was dogged with bureaucratic and technical delays, and
the war ended by the time the design became operational in 2600.
The spheroid hull is built around three separate company-sized Mech bays stacked one atop the other.
Each bay is isolated from the other and has a dedicated drop mechanism, access ramp, and door. While
this arrangement helps protect individual companies should one bay receive damage, moving Mechs and
heavy equipment between bays is virtually impossible unless the ship is grounded. Envisaged as
operating as part of a taskforce, the DropShip has no provision for fighter bays. Independent actions
were to remain the domain of the smaller Leopard and Confederate. Two decades after its introduction,
a Command variant of the Dictator entered service. Used to carry a Regimental Command Company and
three Battalion Command Lances, this vessel replaced the third BattleMech bay with eighteen heavy
vehicle bays to transport the support vehicles of the Regimental Battlegroup. Theoretically one in four
Dictators was supposed to be a Command version, but in practice the ratio was closer to one in ten.
The Dictator proved itself reliable and effective, serving with distinction long after production ceased in
2725.
Operation Smother, the SLDF campaign to end hostilities between the Federated Suns and the Draconis
Combine in 2729, depended heavily on the design. The Amaris Civil War proved to be the Dictators last
campaign. As the primary Mech transport in the drive to liberate the Terran Hegemony, many Dictators
were destroyed by automated SDS Caspar drones. When the SLDF departed the Inner Sphere they
preferred the new Overlord design and abandoned the aging Dictators. Three Succession Wars took
their toll on the Dictator, and most of the survivors are in a very poor state of repair. A few exceptions
rest in the hands of the Magistracy of Canopus, which has deployed several flotillas of pristine-condition
Dictators over the course of the last five years. It remains uncertain whether these are home-built craft
or originate from another source.

CLASS COST IN SERVICE ALLEGIANCE


5/H 486 2600 Terran Hegemony, Star League, Magistracy of Canopus
THRUST ARMOR WEAPONS TRAITS
3/5 7/6/5-1 / 6 N 1/1/1 atmospheric, command 2, spheroid
L/R 1/1/1 Troops 1
A 1/1/1

<><><><><><>

BT ELEPHANT-CLASS DROPSHIP RAID


In addition to the Terran Hegemonys formidable WarShip fleet, the Star League Navy operated a large
number of auxiliary craft. But the campaigns in the Periphery stretched the new Star Leagues supply
and support apparatus to its limit. Post-war analysis showed that it was often the Leagues inability to
keep enough combat craft on the frontlines that robbed the SLDFs commanders of decisive victories,
thus prolonging the war far beyond initial estimates. Determined never to be placed in such a position
again, the SLDF Navy Department of Procurement began a program to upgrade and expand the naval
support auxiliary. As part of this, it issued a request for bids to design a new heavy tug DropShip that
could also operate as an assault DropShip to defend mobile repair yards and supply convoys. Only the
Nimakachi Fusion Products Ltd. Submission fulfilled the requirements, and over a hundred Model
96s were constructed. At the time, the Model 96 was the largest tug DropShip ever built. Constructed
around massive PlasmaStar Interplanetary Drives, the vessel can generate four Gs of thrust, enabling it
to move the SLDFs largest WarShips and space stations. As a tug, the ship is designed with a reinforced
bow and universal docking adaptors that allow it to mate with most spacecraft. From the front this
arrangement gives the vessel its characteristic elephants head appearance and earns the class its
nickname. Well armored and armed, the Model 96 also has transport capacity for a short combined-arms
battalion. First entering service in May 2600, the Elephant saw service throughout the Inner Sphere
attached to SLDF fleets and shipyards and was periodically upgraded over the years. During the Amaris
Coup the Model 96s stationed at the shipyards orbiting Titan, Mars, and Venus fought a valiant but
ultimately futile action against the Rim Worlds Republic and the compromised automated Space Defense
System. Two squadrons of the Twenty-Third Wing (Little Beavers) destroyed the Dart-class cruiser
RWRS Conquistador over Mars, but such successes were the exception. Between 2882 and 2994,
ComStar constructed a handful of Model 96s at the Titan Yards to support their Faslane-class YardShips
and the fleet bases at Luyten 68-28 and Ross 248. Several of these defected to the Word of Blake in
3052, and the Blakists have constructed more to service their own growing fleet. There have even been
scattered reports of Blakist-operated Model 96s operating in the vicinity of the Hanseatic League
operating under the call sign Erinyes.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1288 2600 Terran Hegemony, Star League, ComStar, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 12/11/7-2 / 12 AF -2 Spheroid
N 1/1/1 Grappling Arms, Repair
L/R 1/1/1 Troops 4
A 1/1/1

<><><><><><>

BT PENTAGON-CLASS DROPSHIP RAID


The Pentagon was the first DropShip designed specifically for deployment with the Congress-class
Frigate to provide additional anti-fighter defenses. The Pentagon generates an incredible 5.573 Gs of
thrust with the massive GM 5600 Sublite Maneuver Drives. With access to better acceleration than
many aerospace fighters, crews of this DropShip operate at the very limits of human endurance. The
armament is configured to place fire on enemy fighters at all ranges, and the weaponry was regularly
updated with the best the Hegemony had to offer. Initially consisting of large lasers and PPCs backed by
missile racks, later versions featured extended-range lasers and Gauss rifles. Armor protection is also
heavier than usually encountered on such a small vesselanother design feature for dealing with elusive
small craft.
In the years following the Reunification War, the SLDFs WarShips were rarely called into action against
other capital vessels. With growing demand for convoy escorts, the Congress-class (and attached
Pentagons) often saw more action than the SLDFs Battle Cruiser and Battleship squadrons combined.
During the Second Periphery uprising, the SLS Star Devil (a Congress-class Frigate) was participating
in a sweep of an uninhabited system where it stumbled into four aging Taurian Lola IIs. The destroyers
were screening a Taurian force en-route to assault the SLDF supply and command infrastructure on
Brisbane. Far from any support, the Star Devil launched both her Pentagons with orders to concentrate
on the Taurian troop transports. Fighting their way through the enemy fighter screen, the DropShips
inflicted crippling damage on four JumpShips before being destroyed. The Star Devil was also lost, but
not before taking three enemy destroyers with her.
The automated defenses protecting the Terran Hegemony were completely familiar with the capabilities
of the Pentagon-class DropShips. Thus it was no surprise that the Caspar defense drones treated
Pentagons as high priority targets, and consequently none are recorded as having surviving the campaign
to retake Terra from the Usurper.
The design was thought lost until 3068, when ComStar launched its Case White attack to recapture
Terra. During that abortive attack, the Com Guard fleet ran into heavy resistance from previously
unknown Blakist naval units, including several squadrons of Pentagons. The Word of Blake has
introduced a modified Pentagon that sacrifices its missile armament, marines, and much of its cargo
capacity to mount a single AR-10 launcher in the nose. Ammunition is limited to four Killer Whales, two
White Sharks, and four Barracudas.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1265 2540 Terran Hegemony, Star League, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
7 / 11 12/11/9-2 / 11 AF -3 atmospheric, command, spheroid
N 1/1/1 Comm Jamming
L/R 1/1/1 Troops 4
A 1/1/1
WoB only AR10 N */*/*/* Troops 0

<><><><><><>

BT AQUILLA-CLASS JUMPSHIP PATROL


The Kearny-Fuchida Drive opened the door to the universe for humanity and during the period known
as The Exodus thousands would flee the confines of Terra in search of freedom, adventure, or
opportunity. Born of the demand for interstellar transports, the Aquilla-class vessel came out of Boeing
Interstellars shipyards. At that time the technique of manipulating the KF-field was still in its infancy.
Later improvements in drive core construction and control of higher energy charge levels would
ultimately increase the size of the drive core and push jump ranges up to todays levels, but the Aquilla
and other contemporary designs were limited to a maximum of fifteen light-years per jump. Also, the
now-familiar DropShip/JumpShip combination had yet to be developed, requiring the vessel to mount
far more powerful drive systems than the simple stationkeeping systems used in modern JumpShips.
Finally, the introduction of the Jump Sail was still five decades in the future. As a result, the Aqulla was
dependent on its fusion reactor and internal fuel bunkers to charge its primitive drive core.
The Aquilla-class became one of the workhorses of mankinds colonization of the stars. Those operating
in the core systems around Terra hauled low bulk/high value cargo, but many others were refitted with
basic passenger accommodations and were used to carry a veritable tidal wave of humanity to the stars.
Samantha Calderon led a flotilla of converted Aquilla-class transports into uncharted space, penetrating
the Hades Cluster and ultimately founding the Taurian Concordat. On many occasions the Aquilla was
pressed into service as a naval auxiliary. During the Outer Reaches Rebellion the vessel was used to
mine the jump points in the Ryde system and destroy several Terran Alliance troop transports. The
Periphery states employed up-gunned versions of the Aquilla-class during the Reunification War.
Lacking the heavy shipbuilding industrial base required to build up a war fleet, the
Magistracy of Canopus depended heavily on such armed merchants in its struggle with the powerful Star
League navy. Ultimately, the improved performance and economics of the JumpShip/DropShip
combination killed off the aging Aquilla-class.
CLASS COST IN SERVICE ALLEGIANCE
4/M 957 2140 - 2750 Any
THRUST ARMOR WEAPONS TRAITS
1/2 4 AF -1
3 SI 5 3 N 1/-/-/- KF Drive (4/3/2/1)
2 (2) 2 L/R 1/1/-/-
3 L/R BS 1/-/-/-
A L/R 1/-/-/- Troops 2 (2)
A 1/-/-/-

<><><><><><>

BT BUGEYEJUMP SHIP PATROL


The Bug-Eye was the Terran Hegemonys premier spy ship, which it used to observe its five hostile
neighbors and the peripheral nations of its Star League empire. The HAF was willing to spare no
expense on its valuable spyships, and the Bug-Eye exemplified this. Almost ten percent of its mass was
given over to a large naval comm scanner suite, and supplementary ground observation systems
(lookdown radar and hyperspectral scanner) were fitted in the ships ventral sensor bays. The Bug-Eye
was unique in some of its structural features. It was about the size and shape of common aerodyne cargo
DropShips like the Buccaneer and Sylvester. With simple, modular fittings requiring only a few weeks in
a shipyard, it could be disguised (optically and thermally) as one of those DropShips. However, like all
KF drive vessels, the Bug-Eye was incapable of atmospheric entry or landing. Its disguises and cover
stories were usually those of passenger liners and other DropShips that did not need to land. Further, the
Bug-Eye often operated in conjunction with a standard JumpShip that provided the
appearance of having transported the Bug-Eye into the system. This either involved the Bug-Eye
arriving far earlier than the JumpShip on the fringes of the system and passing it at a standard jump
point, or making a risky, simultaneous jump with a minimal safe separation (about twenty-eight
kilometers) between the two. In case of trouble, the Bug-Eye had few options. Its defensive weapons
were minimal, enough to deter the lightest of fighter pursuit, and its armor hardly thicker than a medium
fighters. Its frame was relatively robust, and it did have very high acceleration for a WarShip. With its
fuel endurance and acceleration, it could often outrun pursuers. Crew fittings were sparse. While the
ship had plenty of crew space, amenities were Spartan, without even the smallest of grav decks. Crews
were thus often burdened with zero-G exercise routines and bone-preserving medical treatments, in
addition to their tense duties as spy ship crew.

CLASS COST IN SERVICE ALLEGIANCE


1/H 116 2620 Terran Hegemony, any
AESIR THRUST ARMOR WEAPONS TRAITS
5/8 2 Jump Sail (/3/2/1)
3 SI 20 3 N 1/1/- KF Drive (/3/2/1)
3 (1) 3 L/R BS 1/1/1/1
2 A 1/1/1/- DropShip 0

<><><><><><>

BT LIBERTY-CLASS JUMPSHIP PATROL


Interstellar transport during the early twenty-fifth century still relied entirely upon JumpShips with
massive bays that could carry anywhere from a few small to a dozen or more large DropShips internally.
The cost of building what amounted to a hollowed-out cylinder surrounding a jump core was
tremendous, though, as were the costs to maintain and repair these extremely fragile constructs. While
researchers had long theorized that a jump field could be extended well beyond the hull of a JumpShip,
allowing for the external carriage of cargo, their best efforts had only resulted in the development of
more compact jump cores with a greater range.
Working with a number of independent aerospace manufacturers and in conjunction with Mars
Universitys Department of Theoretical Physics, Blue Nose Interstellar Technologies of Mars finally
made the breakthrough necessary to marry an external DropShip with a JumpShip, in the process
significantly dropping the price of jump operations while also creating a much more resilient JumpShip
the needle-like thin ships we are all familiar with today. The first modern JumpShip, the BNS Olympus,
with its externally coupled DropShip, the DCS Nimbus III, made its historic jump across the Terran
system in 2458 with an approving Terran Hegemony admiralty observing. Eleven years later Blue Nose
debuted their first dozen Liberty-class JumpShips to the Terran Hegemony public. Within a month, the
company had sold out their next ten years of planned production, and had signed contracts to provide
the docking collars and K-F booms that seven other JumpShip and eleven DropShip manufacturers
would need to construct their own modern models. With the profits from their JumpShip and component
pre-orders, the company invested in expansion, constructing the largest Martian shipyard (the second
largest in the Terran system at the time) and merging with six of their partner companies to form Blue
Nose Clippershipsa conglomerate that became an exclusive supplier of JumpShips and WarShips to
the Hegemony Armed Forces in the early twenty-fifth century.
The Liberty itself, of course, became the template for all follow-on JumpShip designs for centuries to
come. Its single grav deck proved too small for its almost seventy crew and passengers, prompting a
redesign that also incorporated a small hydroponic garden and other such amenities now considered
standard. Likewise, increased automation and better technologies allowed a decrease in crew while also
expanding their cramped quarters to the standard. The last new Liberty was delivered on New Years
Eve 2550, having seen more than two dozen major design upgrades during its production history.

CLASS COST IN SERVICE ALLEGIANCE


0/M 957 2469-2750 Any
THRUST ARMOR WEAPONS TRAITS
0.2 2 Jump Sail (4/3/2/1)
2 SI 1 2 KF Drive (4/3/2/1)
2 (2) 2 DropShips 4
2

<><><><><><>

BT BLACK EAGLE-CLASS DROPSHIP PATROL


The employment of the BattleMech in combat during the first half of the twenty-fifth century forced the
Terran Hegemony to develop new battlefield tactics and new logistical methods to effectively employ
this new weapon. Of critical importance was a way to transport these behemoths to and from battlefields
on distant worlds. While a Mackie could walk under its own power onto the cargo deck of the largest of
spheroid DropShips and then be secured, the loading and unloading process was extremely time
consumingcertainly not conducive to surprise strikes. Worse still, while the Mech could be carried by
many of the numerous aerodyne cargo ships in existence, they could only be loaded while laying on their
backs (typically on a flatbed trailer), requiring even more precious time to offload and then right the
Mech for start-up.
Many different extant DropShip designs were considered for transformation into the first true
BattleMech carriers. The Manatee was the first ship so modified and employed a unique cubicle
structure that a Mech could easily enter and exit under its own power. These cubicles, which included
integral hardpoints that could keep a standing Mech secure under high-G maneuvers, could even be
used to repair and rearm the Mech. Unfortunately, the Manatee could only carry a single lance of
BattleMechs, far too few to support major combat operations.
The Black Eagle, on the other hand, represented a far more ideal carrier. Originally constructed as a
military transport, it featured a strengthened structure and heavy armor, along with a powerful self-
defense arsenal. The base design featured three cargo decks that could carry either a battalion of light
armor or more than a company of heavy armor, along with sufficient consumables to supply that armor
through the first stages of an invasion. While the Mackie could not stand upright on any one of those
decks, the Black Eagle could be constructed without the mid-deck, creating more than enough room for
twelve of the behemoths and their transit cubicles. Though the transport of entire BattleMech battalions
was still left to large bulk cargo ships, the HAF began to assign Black Eagles to its primary assault
companies, units that would quickly secure a spaceport or landing zone where the lengthy
disembarkation process could happen. Of course, the Black Eagle became the standard for BattleMech
assault carriers, ultimately spawning the Lion and later the Union. So successful was the Black Eagle
design that the HAF also reworked it into the slightly lighter but much faster and heavily armed
Pentagon assault ship in the mid-twenty-sixth century.

CLASS COST IN SERVICE ALLEGIANCE


5/L 2458 Terran Hegemony, Star League
THRUST ARMOR WEAPONS TRAITS
Basic 4/6 6/6/4-1 / 8 N 1/1/ atmospheric, command, spheroid
L/R 1/1/1 Troops 1
A 1/1/-

<><><><><><>

BT CZAR-CLASS DROPSHIP PATROL


In the early centuries of space travel, JumpShips carried cargo and passenger spacecraftclasses of
ships known as DropShuttles and DropShipsin internal cargo bays as they jumped from system to
system. There was almost no standardization of design in this early age of space travel, though most
DropShips tended to mass on the low end. There were, of course, exceptions to the rule, but the
majority of ships in use looked more like overgrown shuttles than mass cargo carriers. That trend began
to change in the twenty-fifth century as large DropShips designed specifically to move cargoes between
planets and system transfer stations began to enter service. Deimos Clipperships of Mars entered that
arena in 2422 with the debut of the Clippership IV. Though a small ship by todays standards, its four
thousand ton cargo capacity made it a very popular throughout the Terran Hegemony, and brought the
company into partnership with Blue Nose Interstellar Technologies, a fellow Martian company that
looked toward nothing more than revolutionizing interstellar transportation.
Deimos Clipperships built the DCS Nimbus III, a modified Clippership IV, which made the first
hyperspace jump by an externally mounted DropShip in 2458 on the BNS Olympus. Within a decade,
the company began producing the Clippership V, a model IV with the additional docking ring and K-F
boom necessary for hyperspace travel. In response to an HAF Request for Proposals, they also debuted
the Czar-class DropShip. Based on the proven Clippership IV hull, it included relatively heavy self-
defense armaments and further split the top cargo deck into three personnel decks that provided
berthing, recreation, and dining space for more than a thousand personnel. Up to four full standard
infantry battalions could be carried on this ship (as well as some 3,800 tons of cargo). Alternately, the
berthing space and cargo decks could be reconfigured to carry a far more comfortable battalion of armor
and mechanized infantry (the development of dedicated combat vehicle cubicles with crew berthing
space was still many decades away). The HAF began buying the Czar in 2468, and soon made it the
standard combat transport for its designated invasion regiments, mating it with three other Czars and a
Liberty Jumpship to transport an assault brigade. It served the HAF, and later the SLDF, for nearly three
centuriesincluding a number that were converted to carry four lances of BattleMechs and a company
of light armoruntil replaced in service by larger dedicated troop and cargo ships. Decommissioned
SLDF Czars nonetheless remained in civilian service for many years longer, with a handful of ancient
models reportedly still operating on deep space transport routes.

CLASS COST IN SERVICE ALLEGIANCE


5/M 2468 Terran Hegemony, Star League
THRUST ARMOR WEAPONS TRAITS
Basic 3/5 6/6/4-1 / 4 N 1/1/1 atmospheric, command, spheroid
L/R 1/1/1 Troops 36 (2)
A 1/1/-

<><><><><><>

BT MANATEE-CLASS DROPSHIP PATROL


With the invention of the BattleMech the face of warfare changed forever. As effective as this new
weapon system was, however, it was only good if it could be transported to the intended battlefield. The
limiting factor for the military planners of the time was not how many BattleMechs they could build, but
how to transport them from jump point to planetary surface. Early attempts to use existing military
vehicle or infantry transports demonstrated limited success at best. In a bid to solve its transport and
deployment problems, the Terran Hegemony Naval Department started experimenting with turning
merchant cargo hulls into military Mech haulers. The Manatee was considered the most promising of
several available designs. The ships cargo bays were all open and located on the same deck, forming a
large space that could be partitioned into compartments where the massive gantries that would hold the
BattleMechs in transit could be installed. These bays were then provided with individual bay doors to
facilitate rapid deployment of the Mechs once the DropShip was on the ground. [EDITORS NOTE:
The technique of dropping BattleMechs had not yet been developed, and the Manatee lacked the
additional gear needed to do so]. Finally, the ship was armed exclusively with energy-based weapons as
a way to save space for Mech spare parts and supplies. The Manatees first deployment was against
Davion forces on Kentares in 2449. Hegemony Mech forces faced the Fourth Avalon Hussars
contesting Hegemony ownership. Initially the battle went well against the Hussars, with the Mech
technology proving its worth. However, as the campaign continued the delivery vessels were found to
be too lightly armed and armored, and thus vulnerable to attack. The Hussars exploited this weakness,
and several DropShips (and their precious BattleMechs) were lost. The Hegemony Armed Forces soon
learned to deploy heavier fighter screens around these DropShips. Having proven the basic concept of a
Mech transporter, the Manatee was soon copied by the other Inner Sphere powers to transport their
new BattleMechs. Variants of the design later cropped up in the Periphery during the Reunification War
era. But eventually, more advanced BattleMech transports replaced the aging vessel. By the collapse of
the First Star League it was thought extinct, but in recent years greater contacts with Nueva Castile in
the Deep Periphery have shown that the Manatee is still in service. It remains unclear whether these are
home-built vessels or ancient survivors from before the Succession Wars.

CLASS COST IN SERVICE ALLEGIANCE


5/L 176 Terran Hegemony, Star League, any
THRUST ARMOR WEAPONS TRAITS
Basic 4/6 3/3/2-1 / 5 N 1/1/ atmospheric, command, spheroid
L/R 1/1/1 Troops 1
A 1/1/-

<><><><><><>

BT VULTURE-CLASS DROPSHIP PATROL


Developed by the Alliance of Galedon (before the advent of the Draconis Combine) to support Lord
Shiro Kuritas expansionist policies, the Vulture was considered invaluable by troops under Warlord
Urizen Kuritas command. The dedicated troop transport proved decisive in the early campaigns against
the Ozawa Mercantile Association, the Principality of Rasalhague, and numerous other independent
worlds. The lightning attacks helped advance the Warlords powerbase as the nascent Combine
continued to expand.
Originally meant to be carried internally by pre-docking collar JumpShips, the Vulture had little space
for anything more than the cramped quarters for six platoons of infantry and a company of light vehicles,
the Vulture decidedly lacks amenities. The four V450 engines, power plant, and spaceframe, however,
have proven their low maintenance requirements, reliability, and durability time and again. A prime
example of this can be seen in the Vulture found on Algedi in 2612 (the crew long since dead from a
local virus) that was easily restored to flying condition, even after sitting half-submerged in a swamp for
nearly 115 years. Over time, the Vulture fell into disfavor with the DCMS, which began to prefer higher-
capacity, more voluminous transports that were designed for the escalating conflicts of
the Age of War and to be carried externally on JumpShips.
Because of the limited space, Combine companies had to often be split between two ships; recombining
the split units proved difficult under fire. After several inglorious defeats where defending forces
encircled the Combine landing zones and destroyed infantry battalions piecemeal, DCMS commanders
began to only carry complete companies of four platoons aboard the Vultures when making combat
landings. Additionally, the Vulture is incapable of carrying the heavier combat vehicles now favored by
the House armies as conflict escalated. Despite these limitations, the Vulture design was copied
extensively, especially in the Capellan Confederation. The introduction of the more flexible Seeker,
however, led to the end of the Vultures House service. A large number of the decommissioned ships
were sold to mercenary and Periphery markets, and some venerable versions are still in use in the
modern era as converted commercial shipping vessels. Parts for these DropShips are rare so most
operable Vultures are repaired with close enough pieces. The most well known Vulture is the Samhain
in service with the Devils Brigade. This Vulture not only survived the Word of Blakes surprise attack
on Arcturus but managed to down a Blakist Union; the pilot was rewarded by Chandrasekhar Kurita for
his bravery.

CLASS COST IN SERVICE ALLEGIANCE


5/L 294 2312 Draconis Combine, Any
THRUST ARMOR WEAPONS TRAITS
Basic 4/6 5/4/3-1 / 5 N 1/1/1 atmospheric, command 1, spheroid
L/R 1/1/1 Troops 1
A 1/1/-

<><><><><><>
BT CENTURION FIGHTER PATROL (4)
Until the dawn of the twenty-fourth century, space combat was exclusively performed by armed
JumpShips and large, plodding shuttles armed with little more then pop guns. While adequate for orbital
combat, these precious shuttles were too valuable to risk any sort of ground support actions. A
defending system could be expected to have maneuverable, capable conventional fighters, which would
handily defeat ground forces and opposing shuttles alike, at least until the invaders could establish a
secure foothold and a useable airstrip, and then deploy their own conventional fighters. Often this forced
planners to deploy far more ground forces than they preferred, as ground forces took considerable
casualties until friendly fighters could be deployed.
Impressed with the progress made by the Terran Hegemony, the Federated Suns embarked on their own
crash aerospace fighter program to assist its transports and ground forces. Looking for something that
could outmaneuver anything it could not outgun (while understanding the hefty cost associated with
such a design), this new fighter would emphasize speed and survivability. In 2430, the Federated Suns
first domestically built aerospace fighter, the Centurion, debuted. Though primitive by modern
standards, this fighter was impressive not just for morale purposes, but also for its ability to fight equally
well both in space and in atmosphere, preventing the need for dangerous shuttle strafing runs or for
establishing a spacehead without aerospace superiority.
As an early design, the Centurion hewed to a simple design principle that is still followed by most of
todays aerospace forces. Three medium lasers located across the hull give the light fighter adequate
firepower and the ability to strafe ground forces, making the craft an ideal attachment to small raiding
units. What made the Centurion impressive was its heavy armor for the time. Despite massing only thirty
tons, the small fighter could take large amounts of damage and remain airworthy. This trait only
improved when engineers mounted BattleMech-grade armor onto the fighter, a feature that was added
decades after the crafts initial appearance. The advancement of technology also provided an increased
speed and operational range for the fighter. Deployment
The Centurion served as the Federated Suns premier light aerospace fighter until the nation acquired
various Sparrowhawk production lines toward the end of the First Star League. The Sparrowhawks
electronics suite and ability to fly while damaged far surpassed the abilities of the Centurion, and the
older fighter was quickly shunted to local militia forces. With permission of the Federated Suns
government, the design was traded with the Lockheed/CBM Corporation for another ancient design, the
Sabre, for testing, and Jalastar allowed production to continue until 3000, when they decided to
permanently shut the line down to construct other designs. At that time, Lockheed/ CBM replaced the
Centurions aging frame and communications systems with more up-to-date versions.
Due to the plethora of other light aerospace fighters, no significant variants of the Centurion were
developed. One prototype that received a limited production run was the 2D, which replaced armor and
fuel with an SRM-6 pack, allowing the craft to be used as a short-range interceptor.
Upgrades
In the scramble to raise the quality of all military equipment, the Centurions current manufacturer,
Lockheed/CBM, redesigned the light fighter into a dedicated ground-support fighter. Replacing the
medium laser with a nose-mounted TAG unit and employing a pair of wing-mounted extended-range
medium lasers, the new Centurion also gained increased speed and armor. Unfortunately only a few of
these 3S upgrades were produced before the plant fell into the hands of the Blakists, who distributed the
design to their Protectorate Militia. Production remained steady after the liberation of the Donegal
system, with shipments going to Lyrans and to Stones anti-Blakist coalition.

CLASS COST IN SERVICE ALLEGIANCE


6/L 70 2430 Federated Suns
THRUST ARMOR WEAPONS TRAITS
CNT-1D 10 / 15 2 2/-/-/- Atmospheric, Interceptor
<><><><><><>

BT VULCAN FIGHTER PATROL (4)


After reverse engineering the Terran Hegemonys massive class 10 autocannon, the Capellan
Confederation began a crash development project to design a state-of-the-art aerospace fighter to mount
the potent weapon, resulting in the LTN-G14 Lightning in 2465. However, the 26th century
technological renaissance in military technology made the Lightning a has-been by the early 26th
century. As the Lightning continued to be outperformed by newer designs and sales fell, Tengo
revitalized their line to keep up with the times and renew their contract with the Capellan Confederation.
The new Luxor autocannon, based on the Lyran Commonwealths new massive weapon, along with a
more efficient engine and armor revitalized the Lightning. After giving a dozen of the new G15s to the
CCAF in 2511 for combat testing, Tengo waited for a response. And waited. Finally, with a retooled line
sitting idle for two years, the CCAF ordered another three dozen of the design in 2513,
admiring the new designs firepower, speed, and armor. After more positive feedback, the Confederation
decided they needed a medium-weight fighter with a massive cannon, decent speed, and four medium
lasers. So they signed a long-term deal with Mujika for the Lightning knockoff, the Transit. With a new
frame and most of the same components, the Transit helped Mujika take over most of Tengos suppliers,
and they started mass-producing the craft while Tengo was forced to sell to mercenaries, militia forces,
and Periphery nations.
To stave off bankruptcy, Tengo illegally sold the blueprints to the Lyran Commonwealth and Federated
Suns, and the resulting royalties paid for Tengos rebuilt manufacturing line. The Confederation arrested
and executed Tengo executives for treason, but the damage had been done. New management, armed
with a supplemental contract, opened up a new plant on St. Ives while the original frame manufacturer,
HildCo, licensed the design for their Texlos plant.
With decent thrust and armor, the Lightning is somewhat under-gunned and short-ranged, with four
medium lasers for dueling and staffing. When the massive class 20 autocannon can be brought to bear,
the circumstances change dramatically. Equally dangerous to Mechs, fighters, and DropShips, the
Lightning can dominate a large swath of space by reputation and fear alone. Pilots praise the easy
handling, and technicians enjoy the easy maintenance access of the well-designed frame.

The Lightning is common in every military except the Free Worlds League. The Draconis Combine has a
large number of Lightnings purchased from the Outworlds Alliance and the Magistracy of Canopus,
where the fighters are built by both Tengo and HildCo. Other major powers manufacture the Lightning
themselves. Between the Fourth Succession War and Operation Guerrero, limited amounts of the
Lightning were sold to the constituent states of the Free Worlds League.

After becoming a commercial export fighter during the 26th century, the Lightning changed little
because it no longer had bountiful government funds to support development of variants. It was not
until after the Succession Wars and the relative shortage of aerospace fighters that owners revisited
second-line aerospace fighters like the Lightning.

Lately, the Lightning has been redesigned to take advantage of the new technology being fielded across
known space. All updates use ferro-aluminum armor and double heat sinks to increase the firepower of
the design. House Liaos LTN-16L uses ER lasers and an Ultra autocannon, while the Taurians LTN-
16T increased ammunition for the Luxor, added an imported targeting computer, and updated the lasers.
The Outworlds Alliances LTN-16O forgoes new armor but uses an LB-X autocannon and replaces each
set of wing lasers with a trio of extended-range small lasers.
The two biggest changes have come from the former Federated Commonwealth. The Federated Suns
LTNG16D upgraded the engine to an XL version and replaced the nose weapons with a pair of rotary
autocannons. The original wing lasers were upgraded to ER models, and a medium pulse laser was
added to each wing. The Lyran Alliances G16S used heavy ferro-aluminum to afford a massive heavy
gauss rifle in the nose and added a pair of ER small lasers to each wing. The Lyran Lightning also
used a light fusion engine and upgraded the rest of the lasers to ER versions

CLASS COST IN SERVICE ALLEGIANCE


6/M 105 2525 Any
THRUST ARMOR WEAPONS TRAITS
LGT-N15 6/9 6 4/-/-/- Atmospheric
LGT-16D 6/9 6 5/2-/-/- Atmospheric
LGT-16L 6/9 6 3/3/-/- Atmospheric
LGT-N16O 6/9 6 4/1/-/- Atmospheric
LGT-N16S 6/9 6 3/1/1/- Atmospheric

<><><><><><>

BT MOSQUITO FIGHTER PATROL (4)


The late twenty-third century was a golden age for military industries across the Inner Sphere. While the
five Great Houses slowly consolidated power to form their own interstellar nations, smaller powers
throughout the Inner Sphere battled each other for possession of single worlds, many important only
because a supposed enemy desired it. Of course, each of these powers needed a steady supply of military
hardware to equip their armies and few were particular on who supplied that hardware. AeroTech
Industries was just one of hundreds of mid-sized concerns across the stars that supplied conventional
military aircraft. Headquartered on beleaguered Andurien, the company had the dual benefits of
witnessing firsthand the capabilities of its designs as well as a built-in customer base of defenders that
desperately needed additional fighters. While the company built numerous different airframes, the
Mosquito light fighter was, without a doubt, its best-selling and most popular offering.
Designed primarily as an interceptor, the Mosquitos designers used simple, proven engineering
techniques that made the fighter inexpensive, easy to build and just as easy to maintain. The only
modern concession made was the inclusion of a fusion power plant, giving the fighter the ability to
carry more weapons and ordnance than other similar airframes. A single five-tube missile launcher and a
pair of miniguns comprised the Mosquitos main armament, making it just as capable of taking down
enemy fighters and bombers as providing close air support fire missions. A pair of hardpoints also gave
operators the option of carrying additional ordnance or fuel, dependent upon mission requirements.
AeroTech Industries sold tens of thousands of Mosquitos to armies and militias throughout what are
now the Capellan Confederation and Free Worlds League, additionally licensing it for production in
almost a dozen other minor powers of the time. While the Mosquito is almost unknown today, its
massive success led directly to the formation of one of the largest military suppliers in the Inner Sphere
by the end of the twenty-fourth century the company had merged with several other interstellar
corporations to form Andurien AeroTech in the years just before the formation of the Star League.

CLASS COST IN SERVICE ALLEGIANCE


6/L 106 2302-2510 Free Worlds League, Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
MOS-1A 6/9 1 1/1/1/- Atmospheric, Interceptor

<><><><><><>
BT SABRE FIGHTER PATROL (4)
The longest-serving fighter in the Combine navy, the Sabre series has its origins in the fledgling Alliance
of Galedon. A solid design, it received little attention due to its singular role as a garrison unit. What the
Sabre is now known for is one of the greatest corporate spy rings propagated on four nations for nearly
four hundred years. The Raimei facility on Galedon formed a close-knit relationship with the Kurita
family. Indeed, Shiro Kurita was a prominent shareholder of the company. The quiet partnership between
the family and Raimei helped set the stage for one of the Combines greatest intelligence projects.
During the rise of the Terran Hegemony, Raimei saw opportunities to increase their market share in
several areas of production. And the Kurita family saw opportunities to gain intelligence on their rivals.
By 2572, Raimei had built and opened up a Sabre production facility in every Great House and two
Periphery nations, running them all as semi-independent facilities. By 2676, each also had become a
clearinghouse for ISF spies; valuable intelligence was gathered, disseminated, and then transmitted from
each facility back to the Combine through clandestine channels. During the years of the Succession
Wars, however, this invaluable spy network began to fray.
Because the SB-26 only carried two tons of fuel, its operational range was limited and rarely used in
convoys or fighter screens. When compared to other fighters of the time, it was exceptionally fast and
maneuverable. As technology climbed, lighter fusion engine weights allowed Raimei to install an engine
that gave the SB-27 greater thrust capabilities and twice the fuel reserves. Breakthroughs in aerospace
armor also gave the fighter the same protection for less weight, which meant the original weapons
complement did not change. The SB-27 became the planetary defense fighter of choice for planetary
militias, freeing up other, better-armed fighters to handle attack and fleet duties. As technology broke
down during the Succession Wars, these newer fighters became increasingly important and Sabres were
used to fill gaps in planetary defenses. It was not uncommon to find a lone Samarkand carrier defending
a system loaded with nothing but Sabres, providing a sizeable obstacle for
attacking forces to sweep aside.
Because of Raimeis secret agreement with the ISF, SB-27 Sabres became common throughout the
Inner Sphere and were found in some numbers within most planetary garrisons. As the Succession Wars
ground down Raimeis facilities, only four remained to be bought out by local corporations such as
Lockheed/CBM, Jalastar Aerospace, Majesty Metals and Pinard Protectorates Limited.

The Sabre received an upgrade in the Terran Hegemony in 2753, when Raimei/Lockheed on Outreach
produced a limited-run SB-28. This variant mounted a newer extralight engine, freeing up space for an
extended-range laser in the nose and leaving the venerable medium laser in the wing ports. Ferro-
aluminum armor gave the fighter better protection, and several squadrons were produced for the
Hegemony Navy. Surprisingly, this variant was not shared among Raimeis other facilities, most likely
bowing to Hegemony political pressure at the time.
The Donegal facility recently acquired the schematics for this variant from the Kell Hounds (likely from
the Wolves-in-Exile) and has restarted their production lines to build them for the mercenaries.
Upgrades Wakazashi recently acquired new schematics to a prototype Sabre and celebrated its return to
the Combine in 3068 on Kervil. The SB-29 mounts a light PPC in the nose and a pair of extended-range
medium lasers in the wings. DCA pilots have become reacquainted to this fast, nimble fighter and it is
quickly supplanting older aerospace assets within the Admiralty.

CLASS COST IN SERVICE ALLEGIANCE


6/L 57 2571 Any
THRUST ARMOR WEAPONS TRAITS
SB-27 11 / 17 2 1/-/- Atmospheric, Interceptor
SB-28 11 / 17 3 1/1/- Terran Hegemony, Lyrans (3070)
SB-29 11 / 17 3 2/1/- Draconis Combine (3075)
<><><><><><>

BT VULCAN FIGHTER PATROL (4)


It is perhaps ironic that the House of Amaris, with its roots in the Terran Hegemony, came to view the
Hegemony and the rest of the Inner Sphere with such hatred and envy. The aid of Rim World Republic
operatives enabled Lyran Commonwealth commandos to steal BattleMech plans from the Hegemony
manufacturing plant on Hesperus II in 2455, but the Republic lacked the industrial base necessary to
fully make use of this new technology. Greater emphasis was therefore placed on building up the
Republics conventional armor and aerospace forces. One design to emerge as a result was the Vulcan.
Possessing superb handling qualities when operating in atmosphere, the Vulcan was also a foe to be
reckoned with in the vacuum of space. Few fighters of the era could withstand the punishment meted
out by the wing-mounted Republic Mk. VII autocannon, and the fighter itself was well armored even by
modern standards. The Vulcan proved to be a nasty surprise for the pilots of the newly formed Star
League Expeditionary Force when it landed on Republican worlds in 2681. Ironically, the troops had
been dispatched to support the rulers of House Amaris, who publicly professed their loyalty to the new
Star League and were now threatened by a popular uprising in the Republic in support of the other
Periphery States in their stand against the League. Expecting their more advanced Lucifers and
Chippewas to sweep their opponents from the skies of Black Earth, the first wave of Operation Mailed
Fist soon had their expectations adjusted by the graceful curved-wing fighters that began ripping
through their formations. Following the Reunification War that reunited humanity under one
government, Roe Weapon Systems continued to produce the fighter in secret and many were passed on
covertly to the other Periphery states. The leaders of House Amaris, unable to forget or forgive the fact
that they owed their position to the Star League, clearly felt that anything that caused trouble for the
Inner Sphere (and the Terran Hegemony in particular) could only be a good thing. Thus were the seeds
of the Star Leagues destruction sown.

CLASS COST IN SERVICE ALLEGIANCE


6/M 106 2525 Rim Worlds Republic
THRUST ARMOR WEAPONS TRAITS
VLC-3N 5/8 6 4/4/2/- Atmospheric, Interceptor

<><><><><><>
STAR LEAGUE ERA 2570 2766

BT OLYMPUS-CLASS RECHARGE STATION PATROL


Recharge stations can be found at the nadir and zenith jump points of many star systems. These stations
deploy massive solar sails similar to those carried by JumpShips. The stations then store the energy
collected with these sails in massive energy banks. The recharge stations use microwave transmission or
direct-feed lines to recharge JumpShips at the jump points. Most recharge stations perform secondary
roles as well, often acting as cargo way stations or refueling points. Some also act as early-warning
systems for the star system they inhabit, using sophisticated sensors to detect inbound hostile Vessels.
Despite this use, attacking forces usually do not target recharge stations, primarily because the attacker
can use them to recharge his own JumpShips as well. Consequently, most recharge stations survived the
Succession Wars. Many have been the target of a covert operation to neutralize their sensors or
communications equipment, however, negating their reconnaissance value. The Olympus-class recharge
station is the largest and most common station still in service. The Olympus weighs a little more than
one million tons and measures 1,500 meters in diameter. Each of the stations eight energy-collection
banks can quick charge a JumpShips Kearny-Fuchida hyperdrive. The Olympus can carry almost
145,000 tons of cargo in its twelve holds and has four docking hardpoints for DropShips. It also boasts
a three section repair facility. Two smaller bays within the dome-shaped facility can accommodate
DropShips of up to 50,000 tons, and a single large bay at the front of the station can accommodate
DropShips or JumpShips of up to 150,000 tons. These large bays are in constant demand, and must be
booked at least six months in advance. The Olympus massive grav deck is the largest ever constructed
in the Inner Sphere, measuring more than 1,200 meters in diameter. All of the stations crew and
passenger quarters are located on the massive deck.
CLASS COST IN SERVICE ALLEGIANCE
0/L 111 2663 Any
THRUST ARMOR WEAPONS TRAITS
.25 22-3/1 N 5/5/2/0 Command 2, Immobile
L 5/5/2/0
R 5/5/2/0 Fighters 1 (1), DropShips 4
A 5/5/2/0 Troops 30
Point Defence +4

<><><><><><>

BT MCKENNA-CLASS BATTLESHIP WAR


The McKenna-class battleship was the largest jump capable Vessels built during the Star League. It
remains perhaps the best known of all WarShip classes. Weighing a little under 2 million tons and
measuring 1.5 kilometers in length, the mere presence of a McKenna can make an opponent reconsider
military action. The McKennas fearsome reputation, however, was not built on its size alone.
An unprecedented number and variety of weapons give the design an arsenal that remains impressive
even by modern standards. Forty-eight Kreuss PPCs mounted in the vessels side and stern provide the
bulk of its firepower. Capable of engaging any targets larger than fighters within 400 kilometers, these
powerful weapons could cripple or destroy most WarShips of the time with a single volley. The
McKennas massive arsenal also generates an unprecedented amount of heat, however, necessitating a
multitude of coolant circuits. The McKennas distinctive ventral and dorsal fins form part of this system
and increase the area from which the vessel can radiate heat. The cooling circuit can be operated at a
reduced capacity when the vessel is not engaged in combat. This reduces the McKennas infrared
signature, and consequently the likelihood an enemy will detect it. A complement of eight aerospace
fighter squadrons and six DropShips round out the McKennas offensive capabilities. The McKenna
earned a reputation as an excellent combat vessel shortly after its introduction in 2652. Indeed, a tour of
duty on a McKenna came to be considered the high point of a naval career. The designs reputation,
however, also made McKennas prime targets during the war to liberate Terra. Although 280 McKennas
had been produced in the 130 years before the fall of the Star League, only 29 survived to see the
liberation. Eleven of those vessels were so badly damaged they had to be scuttled. The remaining vessels
left with the Exodus fleet, but only three have been seen in service with the Clans. Rumor has it that one
such vesselthe McKenna's Pride, flagship of Aleksandr and later Nicholas Kerenskymaintains a
geosynchronous orbit above Strana Mechty. Reportedly, technicians drawn from all the Clans maintain
the vessel in pristine condition. The vessel is rumored to form the centerpiece of the Clan Founding Day
celebrations, and the story holds that until one Clan captures Terra and assumes its place as ilClan, the
McKennas Pride will remain above Strana Mechty.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2144 2652 Terran Hegemony, SLDF, Clans, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 55 AF -3
60 SI 44 60 Missiles F L/R 2/2/2/2 Sail Integrity (4/3/2/1)
60 (5) 60 Missiles A 2/2/2/2 KF Drive (5/4/3/2/1)
50 N 9/9/1/1 Lithium Fusion Battery
F L/R 14/14/2/2 Combat Armour
L/R BS 18/18/18/18 FL 8 (20), DropShips 6
A L/R 18/18/18/18 Troops 20 (8)
A 16/16/-/-

<><><><><><>

BT STEPHEN AMARIS-CLASS BATTLECRUISER WAR


That President Stefan Amaris, leader of the Rim Worlds Republic, possessed such an ego that he
directed his nations very first battleship to be named after him surprised no one, and in fact drew little
overt or covert criticism It was his nations crowning achievement, centuries in the making The Rim
Worlds had been one of the first Periphery nation to develop a true capital WarShip, but in the wake of
the Reunification War was forced to give up on its efforts to build a modern WarShip fleet. Stefan
Amaris' ascension to the Presidency finally brought back the focus that his admirals had long yearned
for, and ultimately saw numerous Star League WarShip designs commissioned into the Rim Worlds
Navysome purchased from mothballs opened up to Amaris by Richard Cameron, others mere copies
of existing ships (almost all of which were notably less efficient and more problematic than their Star
League siblings)
Ever the visionary, Amaris did not allow his nation or his admirals to be satisfied with that status quo,
demanding that they build the Human Spheres premier battleship (a ship with which he could lead the
Rim Worlds Navy into victory over the Star League, as his diaries later revealed) Given the scale of the
project at hand, the Rim Worlds shipyards were unable to deliver the most massive WarShip ever built
(as he had hoped), but they did design an effective battlewagon that held the distinction of being the
longest WarShip ever built Massing just over half the Hegemonys McKenna, the Stefan Amaris was
better armored but otherwise paled in comparison to that king of all WarShips The Amaris was more
than capable of facing older battleships, however, as well as the many cruisers and destroyers that made
up the bulk of every Inner Sphere navy Amaris' greatest coupat least prior to his assassination of
Richard Cameronwas arranging for the young First Lord to sell him lithium-fusion battery systems for
his battleships The first three completed hulls had just finished those upgrades in Hegemony shipyards
and were on shakedown cruises when the Usurper murdered Cameron and named himself First Lord;
all three Amaris battleships played major roles in securing the Hegemony and eliminating the immediate
threat posed by the SLDF Navy Two more Amaris battleships were under construction within the Rim
Worlds at the time of the Coup; neither was finished before the SLDF conquered the nation, and they
subsequently fell into the SLDFs hands Kerensky ordered the two ships completed and made sure that
both played prominent roles in Operation CHIEFTAIN, leading the invasion forces on key worlds The
SLS Vengeance, nee RWRS Gregory Amaris, was destroyed in the assault on New Home, while the SLS
Chieftain, formerly the Terens Amaris, led Task Force Leonidaswhich cleared the approach to Terra
for the Operation LIBERATION invasion force. None of the Stefan Amaris-class battleships survived
the liberation of the Terran Hegemony

CLASS COST IN SERVICE ALLEGIANCE


1/H 1040 2652 Rim Worlds Republic, SLDF
THRUST ARMOR WEAPONS TRAITS
3/5 28 AF -1
26 SI 50 26 Missile F L/R 2 KW 4/4/4/4 Sail Integrity (4/3/2/1)
26 (5) 26 Missile A L/R 2 KW 4/4/4/4 KF Drive (5/4/3/2/1)
26 N 6/5/5/4 Lithium Fusion Battery
L/R 11/11/11/8 Combat Armour
L/R BS 15/15/15/4 FL 4 (6), DropShips 4
A L/R 11/11/11/8 Troops 20 (8)
A 6/6/2/1

<><><><><><>

BT THARKAD-CLASS BATTLECRUISER WAR


Designed in 2685 as the first of a new generation of WarShips for the LCAF navy, the first Tharkad-
class battlecruiser, the LCS Tharkad, slipped its moors at the Bolson-Tamar Shipyards in 2690. Seen by
many as the pride of Lyran military might, the massive vessel boasted incredible firepower, armor and
maneuverability for its day. More than twenty vessels of its class were built over the next century, before
a Kurita raiding force shattered the yards in the opening moves of the First Succession War. With the
exception of onethe LCS Invincibleall of these ships were lost in various engagements along the
Combine, Terran Hegemony and Free Worlds League borders. As Lyran WarShip power waned with the
ravages of the Succession Wars, qualified crews grew scarce in proportion, and the few remaining
capital ships soon found themselves anchored around key systems, with the Invincible herself (by this
time in fairly poor condition) moored above Tharkad by 2850. When the Draconis Combine laid siege to
Hesperus II, however, a desperate Commonwealth leadership called upon the aging ship and a
shorthanded crew of equally venerable naval officers to undertake one last battle for their nations
defense. The Invincibles timely arrival over Hesperus II in 2853 turned the tide of what to this day
remains the most epic chapter in Lyran military history, but the victorious battlecruiser was lost on her
return flight to Tharkad, presumably destroyed by a jump drive failure. In the centuries since, numerous
theories about the lost ship surfaced, with many romantics hopelessly convincedeven in the face of
ridicule by more realistic expertsthat the Invincible simply remained adrift in deep space, waiting to
be found. Only on the fateful morning of 5 December 3067 was the fate of the LCS Invincible revealed,
when the ship reappeared in the skies above Tharkad City. Refurbished and cloaked in the colors of the
newly defunct Second Star League, she came to unleash the rage of her new masters, the Word of
Blake.
The Tharkad was recaptured by the Lyrans in 3078.

CLASS COST IN SERVICE ALLEGIANCE


2/A 3386 2690 Lyran Commonwealth, Word of Blake
THRUST ARMOR WEAPONS TRAITS
3 (5) 47 AF -3 Jump Sail Integrity (4/3/2/1)
46 SI: 40 46 6 KW N 4/4/4/4 KF Hyperdrive (6/5/4/3/2/1/)
46 (5) 46 N 11/11/11/10 LF Battery (3067 - WoB)
45 F L/R 14/14/14/9
BS 21/21/13/13
A L/R 9/9/9/2 FL 6 (6), DropShips 6
A 9/9/9/5 Troops 20 (8)

<><><><><><>

BT BLACK LION-CLASS BATTLECRUISER BATTLE


The Black Lion battlecruiser entered service with the SLDF in 2691. Although it weighed slightly more
than 800,000 tons, the Black Lion could outmaneuver most transports and was capable of 2.5Gs of
acceleration. The size and complexity of the Black Lions drive system made it very difficult to maintain,
however, which reduced the vessels military value somewhat. Despite that shortcoming, the Black
Lions superior speed, armaments and armor made them a popular choice to head naval battle groups.
Although the Black Lions lack of energy weapons has often been cited as a weakness, the vessel proved
quite effective during the Reunification War and later during Kerenskys liberation of Terra. Still, the
Black Lion remained vulnerable to fighter attack like most WarShips; many were destroyed during the
long campaign. In fact, less than a dozen Black Lion-class WarShips survived to accompany the Exodus
fleet.
Several Black Lions have been observed in the Inner Sphere, operating as Galaxy flagships. These Clan
versions have been modified with hull-sealant units, lithium-fusion battery systems, and lamellor ferro-
carbide armor. Most Clan Lions replace the three-fighter squadrons carried by the Star League variant
with two Stars of OmniFighters.

CLASS COST IN SERVICE ALLEGIANCE


2/H 24759 2691 SLDF, Clans
THRUST ARMOR WEAPONS TRAITS
3/5 49
55 SI 50 55 Missiles 4 F L/R 4/4/4/4 Sail Integrity (4/3/2/1)
55 (5) 55 Missiles 2 F L/R, L/R BS 2/2/2/2
49 N 12/12/12/- KF Drive (6/5/4/3/2/1)
F L/R 12/12/12/- LF Battery (Clan Only)
L/R BS 16/16/16/-
A L/R 16/16/16/- Fighters 4 (4), DropShips 4
A 18/181/8/- Troops 20 (10)

<><><><><><>

BT LIBERATOR CRUISER BATTLE


In 2531, the SLDF began to phase out its Aegis-class frigates in favor of the larger Avatar. The 830,000-
ton Avatar outweighed its predecessor by some 80,000 tons, largely because of its heavier armor and
weaponry. Despite this weight increase, the Avatar also proved a faster vessel than the Aegis, able to
maintain 1.5Gs of acceleration for sustained periods and 2.5Gs for short periods.
In the early 28th century, the aging Avatar was itself replaced by the Luxor-class WarShip. Many Avatars
were placed in reserve fleets or reassigned as training vessels. When troops loyal to Stephan Amaris
seized Terra in December of 2766, they gained control of three Avatar-class vessels
undergoing refittings at the orbiting Ian Cameron yards. Six Avatars survived until the wars endfive in
service with the SLDF and one Rim Worlds vessel captured at Nusakan in 2773. Although the Avatars
were almost obsolete by the standards of the era, General Kerensky chose to take these vessels with the
Exodus fleet, where their superb cargo and DropShip capacities would be of considerable value.
The Avatars were mothballed when the fleet arrived at the Pentagon worlds. These vessels, among
others, remained in storage until the early 31st century, when the Clans began upgrading ships from their
cache fleets in preparation for their invasion of the Inner Sphere. Clan techs upgraded the Avatars
weapons and armor and made numerous minor changes to the design, which was renamed the Liberator.
The Liberators new ferro-carbide armor provided nearly 50 percent more protection than the Avatars
conventional armor without reducing the crafts massive cargo facility. The Liberator was fitted with
advanced Clan weaponry, with great emphasis placed on anti-fighter rather than anti-ship systemsa
stark contrast to the design philosophy of the Star League. Three Stars of OmniFighters complete the
new vessels armaments. The Liberator also contains quarters for two Stars of battle- armored
Elementals, who protect the vessel against boarding actions and execute boarding actions against enemy
craft. Additional cabins enable the Liberator to carry an additional Cluster of conventional troops as
well, but these are rarely used.

CLASS COST IN SERVICE ALLEGIANCE


2/H 7864 2525 Clans
THRUST ARMOR WEAPONS TRAITS
3/5 79 AF -4
36 SI 56 36 N 20/17/9/9 Sail Integrity (5/4/3/2/1)
36 (4) 36 F L/R 13/13/10/3 KF Drive (6/5/4//3/2/1)
75 L/R BS 18/15/15/11 Command 1, LF Battery
A L/R 8/8/7/5 FL 6 (6), DropShips 6
A 5/5/4/4/ Troops 10 (5)

<><><><><><>

BT SOVETSKI SOYUZ-CLASS HEAVY CRUISER BATTLE


Officially a heavy cruiser, the Sovetskii Soyuz mounts such devastating weaponry that many SLDF
officers considered the WarShip a battlecruiser. Built by Blue Nose Clipperships of Mars, the 800-meter
vessel was among the new vessels commissioned under General Rebecca Fredasas New Arms Order of
2735. That order came after Mother Jocasta Cameron assumed control of the Star League. Under her
predecessor, Lord Jonathan Cameron, the Star League Defense Force had fallen into neglect as massive
amounts of money were spent on the automated space-defense system that proved so ineffective during
the Amaris Coup. At the time of the order, the SLDF had been losing ground to the militaries of the
Leagues member states for several years. General Fredasas declaration called for a large-scale
upgrading of the SLDFs ships and weapons. The Sovetskii Soyuz was one of several designs to emerge.
Making use of the latest Star League technology, the Sovetskii Soyuz employed an unprecedented level
of computer control. Its most distinctive feature, however, remains its formidable arsenal. Naval
autocannons provide the Sovetskii Soyuzs main offensive power, while an impressive array of naval
lasers and particle cannons provide substantial long-range firepowerespecially valuable during
extended battles. To attain this level of firepower and still maintain adequate maneuverability, however,
the designers had to reduce the vessels armor to 743 tons. Many officers feared such light armor would
result in the swift destruction of the WarShips, but the Sovetskii Soyuzs excellent long-range firepower
proved sufficient to keep threats at a distance.
Many of the original 400 Sovetskii Soyuz-class vessels were destroyed during the long campaign to
liberate Terra, but about forty survived and left with the Exodus fleet. The majority of these eventually
became the core of the Clan fleet. One of these vessels, the SLS Kharkov, would later be renamed the
Dire Wolf and serve as the flagship of the Wolf Clan. The Clan version of the Sovetskii Soyuz has a fifth
docking hardpoint along the vessels spine and a lithium-fusion battery system. The Clan Soyuz also
carries two full Stars of OmniFighters. The armor has been improved to ferro-aluminum, which reduces
the tonnage of the armor.

CLASS COST IN SERVICE ALLEGIANCE


2/H 8029 2742 SLDF, Clan Wolf
THRUST ARMOR WEAPONS TRAITS
2/3 25
29 SI 52 29 Missiles 2N 4/4/4/4 Sail Integrity (4/3/2/1)
29 (3) 29 Missiles F L/R 2/2/2/2 KF Drive (6/5/4/3/2/1)
22 F L/R A L/R 4/4/4/3
L/R 2/2/2/2
L/R BS 8/8/8/8 Fighters 2 (3), DropShips 4
A L/R 8/8/8/8 Troops 20 (8)

THRUST ARMOR WEAPONS TRAITS


CLAN 2/3 25
29 SI 52 29 Missiles 2N 4/4/4/4 Sail Integrity (4/3/2/1)
29 (3) 29 Missiles F L/R 2/2/2/2 KF Drive (6/5/4/3/2/1)
22 F L/R A L/R 4/4/4/3 LF Battery
L/R 2/2/2/2
L/R BS 8/8/8/8 Fighters 2 (4), DropShips 5
A L/R 8/8/8/8 Troops 20 (8)

<><><><><><>

BT SOYAL HEAVY CRUISER BATTLE


In 2725, tenders went out for a replacement for the Hegemonys aging Avatar-class cruisers. For Delhi
WarShips, it was an opportunity to hit the big time with a revolutionary new type of combat vessel. Key
to their plans was the development of a secret weapon system that had just reached its maturity at the
time: the mass driver. Though relatively awkward for pitched battles, mass drivers offered the ability to
deliver massive opening volley damage, totally changing the dynamics of naval combat. The designers
proposal to employ such a revolutionary technology in a new ship class offered Delhi a chance to gain a
leg up on their competitors in the bidding for a new Star League vessel. In practice, Delphis access to
mass driver technology and research proved far more limited than they accounted for, and the company
specs heavily over-engineered the proposed cruiser to handle the anticipated stresses of firing such a
powerful weapon.
At over a million tons, the resulting cruiser design rivaled a Farragut battleship in sheer size, but the
mass driver demanded it. Secondary weapons were skimped on, but this was considered acceptable as
the ships bow-on combat profile would leave little need for broadside weapons. After combat
modeling, Delhi representatives felt confident that their ship, though expensive, was competitive and
entered their tender as the Soyal-class. When Mitchell Vehicles Luxor-class won the contract, few were
surprised. While scuttlebutt suggested the CEO of Blue Nose Clipperships had called in some favors for
his business allies at Mitchell Vehicles, few could deny the Soyal was oversized and excessively radical.
A review of the SLDFs internal records revealed more fundamental problems. The SLDF had already
ruled out mass drivers as incompatible with SLDF doctrine, especially since classified targeting
advancements had made traditional weapons far more accurate at longer ranges than mass drivers. Of
course, as this was classified information, unavailable to Delhi engineers and executives at the time, the
result was a great deal of energy spent on designing what was, fundamentally, an unsuitable ship. At
least, as far as the Star League Navy was concerned.
The Soyal would have gone no further were it not for the Capellan Confederation. Seeking to modernize
its own fleet, the Confederation saw in Delhis pitch a modern ship with many similarities to their
familiar Du Shi Wang-class. After some modifications (mostly to remove SLDF-proprietary technology
and add quarters for a Maskirovka detachment), the Capellans placed an order for four ships. Once the
first Soyals in Confederation colors launched, their unique design caused something of a stir, enough for
the neighboring Free Worlds League to place its own orders for the cruiser. Meanwhile the seemingly
successful deployment of a mass driver would create uninformed public demands for a SLDF equivalent
that ultimately led to the SLS Surprise trials in the 2750s. Ironically, the weapon that made the Soyal so
fearsome also proved it to be something of a white elephant in the end. Beyond some periodic test-
firings in the decades after its launch (with results the Confederation invariably classified), these unique
ships would not see true action until the Succession Wars. When finally sent into real combat, the all-or-
nothing nature of the mass drivers swiftly led to a few spectacular successes for the Capellansbut at
the cost of many even more embarrassing defeats. The mass drivers incredibly limited field of fire
quickly became the ships Achilles heel, and the Soyals would eventually all fall prey to faster, more
maneuverable vessels that could easily avoid its fire.

CLASS COST IN SERVICE ALLEGIANCE


2/H 13057 2731 Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
3/5 46 AF -1
46 SI 79 46 F/A L/R 4/4/4/4 Sail Integrity (6/5/4/3/2/1)
46 (4) 46 N 16/16/16/6 KF Drive (6/5/4//3/2/1)
44 F L/R 6/6/6/2
L/R BS 5/5/5/5 Command 1
A L/R 5/5/5/5 FL 2 (1), DropShips 3
A 7/7/7/7 Troops 4 (2)

<><><><><><>

BT CAMERON BATTLECRUISER RAID


When the SLDF admiralty commissioned the Cameron-class battlecruiser, they expected to receive a
craft to fill the gap between their cruisers and battleshipsa swift and powerful WarShip, capable of
outmaneuvering any vessel it could not defeat in a stand-up fight. The contract for the ship was awarded
to Daussault-Shimmon Enterprises of New Earth, and eleven years later, the SLDF received its first
Cameron. Unfortunately, the new WarShips performance fell far below the SLDFs specifications. The
new Cameron came in 50,000 tons over its design weight and proved unable to achieve even half of its
projected acceleration rate. Despite these and other less apparent shortcomings, the SLDF admiralty felt
compelled to order 40 of the vessels. The SLDF was operating under a budget freeze at the time, and
the admirals feared the public sentiment they might arouse by admitting their failure to adequately
oversee the Camerons development. Luckily, the WarShips weaponry and armor proved
excellent, heading off any immediate complaints. The Camerons arsenal features Series-25 autocannons
in the broadside bays, supplemented by a number of naval lasers. Naval PPCs dominate the ships fore
and aft bays, providing considerable long-range firepower. The Camerons anti-fighter
defense is provided by a number of Maelstrom AR-10 missile launchers, which can fire missiles of any
size. Six years after its launch, however, the weaknesses of the flawed design were illustrated
dramatically when the SLS Saint Joan, a Cameron performing escort duty, came under attack from
Periphery pirates in converted merchant vessels. The ramshackle vessels should not have posed a
problem to the massive cruiser, but as the Saint Joan maneuvered to engage the pirates, its primary
power system failed. When the Camerons captain switched to auxiliary power, he discovered that the
vessels batteries could not power the ships weapons and life-support systems simultaneously. The
pirates easily destroyed the Saint Joan. Several senior admirals resigned following the incident, and the
Star League appropriated Daussault-Shimmons shipyards. The existing Camerons were relegated to
transport duties. The Clans use a modified version of the Cameron. Although the vessel is still slow, it
has proved an excellent mobile command center. The Clans (and ComStar) have corrected the defects in
the Camerons original power distribution system and added a lithium-fusion battery system as well.
Ironically, even this improved version fails to meet the original performance specifications of the SLDF-
commissioned Cameron.
CLASS COST IN SERVICE ALLEGIANCE
2/H 13 420 2688 SLDF, ComStar, Clans
THRUST ARMOR WEAPONS TRAITS
3/5 40 AF -2
42 SI 52 42 Missiles 2 F L/R A L/R 4/4/4/4 Sail Integrity (4/3/2/1)
42 (4) 42 N 3/3/3/3 KF Drive (6/5/4/3/2/1)
39 F L/R 3/3/3/3 Command 2, LF Battery
L/R BS 12/12/12/2 Fighters 4 (4), DropShips 2
A L/R 14/14/14/4 Troops 20 (8)
A 3/3/3/3

<><><><><><>

BT ESSEX-CLASS DESTROYER RAID


The Star League Essex-class destroyer entered service in 2711 as a replacement for the unimpressive
Naga, Baron and Carson-class WarShips. The swift, reliable Essex saw extensive action, especially in the
Periphery, because its resilient design enabled it to take more punishment than other destroyers of the
era.
The vessels weaponry, although not as powerful as that of newer Inner Sphere or Clan vessels,
surpassed most destroyer arsenals of the time in firepower and reliability. The remaining Essex-class
vessels still rely on naval autocannons to provide their main offensive punch and are capable of crippling
most targets within a few minutes. Lasers and particle cannons enable the vessels to keep potential
threats from approaching too close and destroy most DropShips with one or two volleys. The design is
lightly armored, however, and most Essex captains avoid confronting a powerful enemy directly. The
Nirasaki Computer Collective supplied the standard computer for the Star League Essex vessels. Those
computers were not particularly powerful or versatile; most Clan vessels have been refitted with the
Athena-3, a computer superior to those available during the Star League. The Athena-3 system can
handle most shipboard functions, allowing the vessel to operate with a skeleton crew of only 25. Most
of the time, however, the system operates in a monitor mode, tracking shipboard functions without
taking control of the systems. Less than 30 Essex-class destroyers survived the
campaign to liberate Terra following the Amaris coup, and these few vessels departed with the Exodus
fleet in 2784. Essex-class vessels have been observed in the Steel Viper and Smoke Jaguar fleets.

CLASS COST IN SERVICE ALLEGIANCE


3/M 6235 2711 SLDF, Clans Smoke Jaguar, Steel Viper
THRUST ARMOR WEAPONS TRAITS
3/5 12
12 SI 40 12 Missiles F L/R, A 2/2/2/2 Sail Integrity (4/3/2/1)
12 (2) 12 N 4/4/4/- KF Drive (6/5/4/3/2/1)
11 F L/R 6/6/6/- DropShips 0, FL 1 (1)
L/R BS 3/3/3/2 Troops 3 (4)
A L/R 8/8/8/- LF Battery (Clans)

<><><><><><>

BT NAGA-CLASS DESTROYER RAID


The Naga-class light destroyer once formed the core of the Terran Hegemonys fleet, replacing the older
Essex-class in 2645 with its mix of heavy armor and firepower. Produced to deliver an efficient mix of
capital weaponry in a small, tough, cost-effective package, the Naga reigned as the premier destroyer of
the Hegemony navy for half a century before new technologies made faster and more powerful ships
possible. Though comparable contemporaries, such as the Carson- and Baron-classes, existed, the
Nagas death knell, ironically enough, was sounded when the upgraded Essex-class was commissioned
in 2707 and launched in 2711.
Intended for close-quarters combat against other large ships, the Naga featured a heavy concentration of
light naval autocannons and energy weapons in a simplified mixture to streamline its logistical needs to
only three ammunition types. A spacious cargo bay, often used to store additional ammo or supplies for
an extended mission, allowed the Naga to operate over long durations and resupply its needs through its
own stores. For anti-fighter defense, the Naga did not rely on its own firepower, but instead carried up
to two squadrons of aerospace Vessels and a pair of heavy combat shuttles. Unfortunately, this feature
did little to offset the Nagas few critical flaws: namely its lack of rearward firepower, slow acceleration
rate, and absence of light anti-fighter defenses..

CLASS COST IN SERVICE ALLEGIANCE


3/M 1991 2645-2711 Terran Hegemony, SLDF
THRUST ARMOR WEAPONS TRAITS
2/3 6
7 SI 34 7 N 3/3/3/- Sail Integrity (4/3/2/1)
7 (3) 7 L/R 2/2/2/- KF Drive (6/5/4/3/2/1)
6 L/R BS 4/4/4/-
A L/R 2/2/2/- DropShips 0, FL 2 (2)
Baracuda A 2/2/2/2 Troops 3 (2)
White Shark F L/R 3/3/3/3

<><><><><><>

BT NEWGRANGE-CLASS YARDSHIP RAID


In the days of the Star League, when military fleets were truly massive and naval industry booming, the
Newgrange-class represented the pinnacle of mobile repair and refit support vessels; monolithic, jump-
capable tenders known as YardShips.
Easily the largest vessel of its type in both weight and sheer size, the Newgrange featured a mammoth,
forward-mounted, unpressurized repair bay capable of housing and servicing WarShips up to 2.3 million
tons in size, giving the vessel an impressive length of over two-and-a-half kilometersnearly
double the length of a McKenna-class battleship. But while the Newgranges size and its two point three
million-ton mass made it quite an intimidating sight in Star League fleet formations, the YardShip itself
was only lightly armed and armored for battle and would have to rely on its escorts to survive a
dedicated attack. Equipped with enough cargo storage to house a dismantled destroyer and sufficient
on-board manufacturing and assembly facilities to fabricate small parts as needed, the typical
Newgrange-class YardShip was a self-sufficient factory in space, home to over seven thousand crewmen
and passengers (most of whom actually served as the workforce for the ships fabrication and repair
facilities). For this reason, the ship also boasted somewhat luxurious recreation and exercise facilities on
all four of its 500-meter grav decks, and maintained a fleet of small Vessels for transporting passengers
to and from local bases and planetside facilities. A battalions worth of WorkMechs were even featured,
specifically intended to support repair work, although in many cases, actual BattleMechs were housed in
these bays, either to augment the YardShips defense or to receive their own repairs.
Of the roughly 200 Newgrange-class YardShips constructed in the Star Leagues heyday, only about 45
remained after the war against Amaris and General Kerenskys Exodus from the Inner Sphere. With
shipyards and factories heavily targeted in the early Succession Wars, YardShips became easy prey,
especially as these vessels could not jump or maneuver while servicing another vessel, and none were
thought to have survived the Succession Wars until the Word of Blake deployed one at Coventry in a
vain effort to repair the Immortal Spirits crippled drive system. (The captured NewgrangeBlakes
Mercyis still being held at an undisclosed location maintained by coalition forces.)
ComStar reportedly based its much-smaller Faslane YardShips on the remains of two derelict
Newgrange-class vessels kept at hidden shipyards near Terra, but mounting intelligence suggests that
these hulls were both scrapped some time in the last century. The possibility persists that the Word of
Blake has at least one more Newgrange in its possession, but this vessel might have been heavily
modified some time prior to the Jihad for unknown reasons. Descriptions of a super-massive WarShip
lurking in the Deep Periphery seem to lend credence to these reports, but the whereabouts of this vessel
since its reported sighting in the late 3060s remain unknown.

CLASS COST IN SERVICE ALLEGIANCE


3/M 2392 2600 SLDF, ComStar, Word Of Blake, Republic Of The Sphere
THRUST ARMOR WEAPONS TRAITS
2/3 28 AF -2 AMS +2 Screen
27 SI 17 27 Baracuda N, LR, A 2/2/2/2 Sail Integrity (4/3/2/1)
27 (3) 27 N 3/3/3/- KF Drive (6/5/4/3/2/1)
25 L/R 11/11/11/9
L/R BS 25/25/25/22 HPG, Repair
A L/R 11/11/11/9 DropShips 4, Shuttles 6 (12)
A 3/3/3/- Troops 4 (2),

<><><><><><>

BT WHIRLWIND DESTROYER RAID


In 2575, with war against the Periphery states a very real possibility, the nascent SLDF found itself with
insufficient troops and ships to wage war effectively. To remedy this situation, First Lord Ian Cameron
issued Directive 22, which commanded each member state of the League to contribute forces to the Star
League Expeditionary Force. The Federated Suns Davion-class destroyer was one design widely
deployed as a result of that directive. The SLDF leased 22 of these vessels for the duration of the
Reunification War. Later, the SLDF purchased the remaining 19 and upgraded them with Hegemony
technology. These refitted vessels entered service in 2606 and were dubbed the Whirlwind-class, a
reference to their superior maneuverability. A number of subsequent refits extended the life of the
vessel to just under 180 years, and the surviving Whirlwinds departed with the Exodus fleet.
Two of these vessels have appeared in the fleet of the Steel Viper Clan. Observations by operatives in
the Clan occupation zone suggest that the Clans have made few modifications to the design, other than
adding a lithium-fusion battery. The Whirlwinds pre-Star League origins show clearly in the vessels
arsenal; the arsenal remains woefully inadequate against aerospace fighters. In fact, the fore and aft
quarters lack any anti-fighter systems, although they do fall within the area protected by the Whirlwinds
broadside arc. The vessel is well armored for its size. Ferro-carbide armor provides it with double the
protection of its original composite armor. The advanced armor is compact as well as resilient. A Star of
battle-armored marines completes the Whirlwinds combat assets. With the exception of main access
ways, however, the antique vessels narrow corridors prevent the Elementals from using their battle
armor within the ship.

CLASS COST IN SERVICE ALLEGIANCE


4/M 6215 2606 SLDF
THRUST ARMOR WEAPONS TRAITS
4/6 17 AF -2
12 SI 36 12 N 12/12/12/2 Sail Integrity (4/3/2/1)
10 (2) 10 L/R 2/2/2/2 KF Drive (6/5/4/3/2/1)
13 L/R BS 4/4/4/3 DropShips 4, Shuttles 6 (12)
A 11/11/3/- Troops 4

CLASS COST IN SERVICE ALLEGIANCE


4/M 6712 2606 Clan Steel Viper
THRUST ARMOR WEAPONS TRAITS
4/6 33 AF -2 AMS +2 Screen
24 SI 36 24 N 13/13/13/- Sail Integrity (4/3/2/1)
22 (3) 22 L/R 2/2/2/2 KF Drive (6/5/4/3/2/1)
27 L/R BS 5/5/5/3 HPG, LF Battery
A 11/11/3/- DropShips 4, Shuttles 6 (12)
Troops 5

<><><><><><>

BT LEE-CLASS DROPSHIP SKIRMISH


A consortium of three naval shipyards presented General Kerensky plans for the Lee in 2749; massing
almost as much as two Overlords, the Lee also carried almost twice the Overlords armor protection,
and more than twice the weapons, in a hull that could accelerate quicker and was more maneuverable
than the SLDFs standard battalion transport. Lees were produced in four different configurations for
the SLDF.
The Mech carrier, based on the standard developed by the Overlord, carried a reinforced BattleMech
battalion, supported by a single aerospace squadron and two additional small Vesselstypically assault
Vessels, though transports loaded with artillery or other support equipment were also commonplace
on four different decks.
A dedicated Lee aerospace carrier brought forty aerospace fighterstwo full wingsand an additional
squadron of assault Vessels into the battle (a configuration that clearly inspired the Vengeance, which
debuted just a few decades later)
The third major variant carried a full armored battalion, and had the additional room to carry a
mechanized infantry regiment (or a brigades support personnel, including its trucks and other light
vehicles) as well as eight small Vessels
A final variant, of which just three were produced, was a transport ship that could break through a
blockade to deliver more than eight thousand tons of cargo to the battlefield.

CLASS COST IN SERVICE ALLEGIANCE


5/L 2756 Star League
THRUST ARMOR WEAPONS TRAITS
Basic 5/8 14/14/8-2 / 13 N 2/2/2 atmospheric, command, spheroid
L/R 2/2/2 FL 1 (1), Troops 3
A 1/1/1

CLASS COST IN SERVICE ALLEGIANCE


5/L 2756 Star League
THRUST ARMOR WEAPONS TRAITS
Carrier 5/8 14/14/8-2 / 13 N 2/2/2 atmospheric, command, spheroid
L/R 2/2/2 FL 3 (6), Troops 3 (2)
A 1/1/1

<><><><><><>

BT PEUBLO-CLASS DROPSHIP SKIRMISH


Electronic intelligence gathering during the Star League era was a matter of balance. Massive WarShips
that could sit at the edge of an enemys star system for weeks at a time were initially dedicated to this
task, but during peacetime the First Lord could not place one of these ships in an allys home system
without sparking an interstellar incident On the other hand, the Camerons knew well the price of
interstellar peace was eternal vigilance The Star League was a political, economic and military union of
ten major interstellar powers, each of whom pursued their own agendas, and each of which were ready
to pounce on their supposed allies at any hint of weakness.
Early on, the SLDF modified civilian cargo ships to carry a myriad of sensors and a large intelligence
processing staff. These ships could easily hop from one system to another, or even linger for weeks,
without raising undue suspicion In times of crisis they were virtual sitting ducks, however, unable to
effectively defend themselves or even retreat The SLDF could deploy a Bug Eye, but even those ships
were undergunned and, given their enormous price tag and classified technologies, not always an option.
The Pueblo was built to be the better option. Every Pueblo-class surveillance DropShip shared the same
internal characteristics, but outwardly there were at least a dozen different profiles, each designed to
look like a common civilian aerodyne DropShip class Behind those exteriors lay a formidable and
capable ship While their pilots were trained to make it appear they were flying overloaded and
underpowered bricks, the Pueblo was in fact a powerful and nimble Vessels with better acceleration than
all but dedicated assault ships and aerospace interceptors It also possessed far better armor and carried
more firepower, hidden in recessed pods, than any opposing ships it might encounter, even the feared
Achilles A quartet of small Vesselsoften a pair of standard cargo shuttles and two assault Vessels
gave it additional flexibility to respond to external threats Of course, combat was the last option for
Pueblo crews Despite being purchased as a battlespace surveillance vessel, the majority of Pueblos
spent their time plying the interstellar trade lines, surveying Star League member states and other
domestic powers Crews almost never wore their SLDF uniforms, and in fact the vessels often worked as
tramp freighters, transporting civilian cargoes to better maintain their cover The Pueblos sophisticated
surveillance systems were built into its hull, while computer and control systems operated by the
eighteen-person intelligence staff were housed in what appeared to be standard cargo containers, so well
masked that they could pass even a standard customs search Pueblos carried a dedicated detachment of
six marines, though the entire crew was trained to make or defeat marine assaults The Pueblos all
carried a portable HPG, ensuring they were not beholden to a JumpShip to pass on critical intelligence
(though the use of the HPG required either hiding or exposing the ships true nature to any nearby
vessels)

CLASS COST IN SERVICE ALLEGIANCE


5/L 2673 Star League
THRUST ARMOR WEAPONS TRAITS
6/9 18/18/10-2 / 3 N 1/1/1 aerodyne, atmospheric, command, scout
L/R 1/1/1 Troops 1 (1)
A 1/1/1

<><><><><><>

BT VAMPIRE-CLASS DROPSHIP RAID


With the Vampires small size, fast speed, and quality armament, many inexperienced soldiers mistook
the craft for a heavy aerospace fighter. This was intentional, as Markesan Aeronautics developed the
small, shuttlel-ike DropShip to minimize jump infantrys exposure to aerospace interceptors by using
speed and a misleading appearance.
The Vampires armor profile and armament is surprisingly similar to the heaviest fighters put into
service. Its speed also caught observers off-guard, and often the troop ship would be spotted in the
midst of several squadrons of fighters, anchoring for the group and allowing it to move swiftly without
strain. When approaching a target, the Vampire would veer off in the final moments and make a low-
altitude, high-speed pass, allowing the three jump platoons to leap out of the specially designed
compartment doors and make a combat drop on enemy units and positions. This tactic was successfully
used many times, most notably over Redfield in 2762. The Avalon Hussars combat-dropped several elite
infantry companies while passing over fortified Capellan command posts, and the troopers were able to
break into the defending command structure and win the system for the Suns. Federated Suns Special
Forces were fond of the Vampire, since it gave them the advantage of surprise during many operations.
The Vampire, however, was never meant for long flights. Its fuel bunker was barely adequate to get it
from the jump point to the target planet and back, and then only for typical habitable star systems. Its
infantry compartments were so cramped that many platoons despised having to stay inside for any length
in time. Most often troops would transfer in from other transports once in system or, if they could
manage it, after the force had reached orbit. After a contested insertion, the Vampires hull often needed
extensive repairs to its light armor before performing the next operation.
The end of the Vampire would not come from combat directly, but rather from its high-performance
engines. The Donavan XVIII had a short lifespan and required maintenance far above that of
comparable DropShip engines. When Markesan Aeronautics was destroyed by DCMS troops during
their push towards New Avalon, the several dozen Vampire DropShips that survived combat eventually
had to be scrapped due to engine failure. However, Jalastar has begun testing a pair of reworked
prototypes to explore the possibility of reviving the design for AFFS special operations.

CLASS COST IN SERVICE ALLEGIANCE


3/M 1991 2715-2900 Federated Suns
THRUST ARMOR WEAPONS TRAITS
6/9 3/2/1 1 / 5 AF -1
N 1/-/- Aerodyne, Atmospheric
L/R 1/-/-
A L/R 1/-/- Troops 3 (2)

<><><><><><>

BT VOLGA TRANSPORT RAID


In 2703, the SLDF commissioned Eaton AeroSpace to produce an armored cargo transport vessel in an
effort to ensure a steady source of supplies to SLDF bases, particularly in the Periphery states. Using the
hull of a mothballed Quixote-class frigate, Eaton produced the Volga-class transport. The small drive of
the Quixote, which had proved a serious drawback for the frigate, enabled the new transport to carry an
unusually large amount of cargoalmost 25 percent of the vessels mass. The Volga was well armored
for a cargo transport as well; the design saw extensive action during the war to liberate Terra, and more
recently during the Clan invasion. About two dozen Volgas left the Inner Sphere with the Exodus fleet,
so it is not surprising that a number have appeared in the fleets of several Clans. Although not present in
the initial attack fleets, Volgas began to reappear in the Inner Sphere shortly after the Battle of Tukayyid.
These vessels have been used to transport materiel and personnel into the occupation zone and transport
large amounts of raw materials back to the Clan homeworlds.
The Clans have added a lithium-fusion battery system to the Volga, but apparently have made few other
changes to the vessels basic design. Clan techs have upgraded the Volgas computers and life-support
system, but such upgrades are considered part of the routine periodic maintenance performed on all
classes of naval designs. The Volgas weapons systems remain unchanged from their Star League
configuration. These systems provide superb protection against aerospace fighters, but are only
marginally effective against WarShips. This lack of firepower, along with a poorly designed coolant
system that allows only 45 percent of the systems to operate at any one time, resulted in the destruction
of more than 200 Volgas during the war against the Usurper.

CLASS COST IN SERVICE ALLEGIANCE


4/M 5394 2709 SLDF
THRUST ARMOR WEAPONS TRAITS
2/3 40 AF -6
34 SI 50 34 N 5/5/5/1 Sail Integrity (4/3/2/1)
34 (4) 34 F L/R 7/6/6/1 KF Drive (6/5/4/3/2/1)
30 L/R BS 4/4/4/3 DropShips 4, FL 2 (2)
A L/R 2/2/2/1 Troops 4 (2)
A 5/4/4/-

CLASS COST IN SERVICE ALLEGIANCE


4/M 5863 2750 Clans
THRUST ARMOR WEAPONS TRAITS
2/3 50 AF -6
43 SI 50 43 N 6/6/6/1 Sail Integrity (4/3/2/1)
43 (5) 43 F L/R 7/7/6/1 KF Drive (6/5/4/3/2/1)
48 L/R BS 4/4/4/3 LF Battery
A L/R 2/2/2/1 DropShips 4, FL 2 (2)
A 5/4/4/- Troops 4 (2)

<><><><><><>

BT YORK DESTROYER RAID


The York takes it basis from a Hegemony frigate design launched more than 300 years earlier. The
modern Riga was rushed into production after the death of First Lord Simon Cameron on the distant
world of Stars End. With Aleksandr Kerensky acting as regent for the 8-year-old Richard Cameron, a
war between the member states looked increasingly likely. Sixty of the vessels had deployed before the
dreadful events of Christmas 2766. Most of these Rigas were deployed in the Periphery, but a few
remained in the Hegemony. Two of these vessels became the first victims of Jonathan Camerons Reagan
Space Defense System, which hit them with ground-based lasers and particle cannons as they
maneuvered to support SLDF units fighting for survival in the Hegemony capital of Geneva.
An astounding 26 Riga-class vessels survived the ensuing war, a testament to the capabilities of the new
design. With the exception of four badly damaged Vessels, all of these left in the Exodus fleet. These
compact and sophisticated vessels formed the largest single contingent in the fleet and subsequently
became the primary patrol vessels of the Exodus fleet. The war that erupted between the remnants of the
SLDF in the early 29th century claimed many of these vessels, however; only six of the Rigas that had
accompanied Nicholas Kerensky to Strana Mechty survived. These surviving vessels served for more
than 100 years. When new, post-Exodus designs began to gain the upper hand, the Rigas underwent
extensive refits, in effect becoming a new class of WarShip. This new class, known as the York, began to
operate in 2947 and enabled Clan Star Adder to defeat Clan Nova Cat in a trial for the BattleMech
factory on Brim. The York retained the excellent armor and weapons of the Riga, but also mounted
more anti-fighter systems, such as Anti-Fighter lasers, that discouraged the fighter attacks to
which most WarShips are so vulnerable. The fighter capacity was expanded to include five complete
hangar decks, each of which can hold a full Star of OmniFighters

CLASS COST IN SERVICE ALLEGIANCE


3/M 6153 2947 SLDF, Clan Star Adder
THRUST ARMOR WEAPONS TRAITS
4/6 40 AF -4
33 SI 40 33 N 13/13/7/7 Sail Integrity (4/3/2/1)
33 (4) 33 L/R 2/2/2/1 KF Drive (6/5/4/3/2/1)
40 L/R BS 6/6/6/- HPG, LF Battery
A L/R 2/2/2/1 DropShips 2 Fleet Carrier
A 4/4/4/3 FL 5 (10) Troops 10 (5)

<><><><><><>

BT INVADER-CLASS JUMPSHIP PATROL


The Invader-class JumpShip is the most common JumpShip in both the Successor States and the Clan
occupation zone. First launched in 2631, the versatile vessel has met with surprising success. It is
popular with both military units and commercial users, though military users are purchasing almost
the entire current production of the Invader. The pair of large hydroponics domes mounted on booms
on either side of the Invaders command section is the most distinctive feature of the design. These
facilities produce both food and oxygen for the JumpShip crew and create enough surplus goods to
trade with transported DropShips. Hydroponics gardens are fully automated on most Invaders, but
system failures force the crews to maintain the domes manually on about 30 percent of active Invaders.
Many older Invaders suffer from a design flaw that causes the hydroponics booms to lock in the
extended position, which can prevent the vessel from entering hyperspace. Work carried out since the
Fourth Succession War has solved this problem on all new Vessels, and many older vessels have been
modified to eliminate the flaw. The Invader is one of the few old Inner Sphere designs whose original
meteor-defense system also provided an offensive capability. The original design featured a pair of
special-purpose long-range lasers, but maintenance problems led manufacturers to replace this system
with either large lasers or particle projection cannons. These replacement weapons provide little more
than psychological support for the crew, however, being incapable of inflicting sufficient damage to repel
any but the least determined opponents. The Invaders sophisticated communications system and
computers make it an ideal vessel for coordinating a task force. The vessel can maintain radio and laser-
link feeds to up to ten transmitting stations.

CLASS COST IN SERVICE ALLEGIANCE


0/L 76 2631 Any
THRUST ARMOR WEAPONS TRAITS
0.2 1 AF -1 Sail Integrity (4/3/2/1)
1 SI 1 1 N 1/1/-/- KF Drive (4/3/2/1)
1 (1) 1 HPG (Clans)
1 DropShips 3
<><><><><><>

BT MERCHANT-CLASS JUMPSHIP PATROL


The Merchant-class JumpShip is the mainstay of the Inner Sphere trading fleets and can be seen at most
jump points. Originally launched in 2503, the Merchant has proved a versatile design; many even serve
as military Vessels. The Merchant was originally designed for a crew of 40, but modifications over the
past 500 years have reduced the crew requirement of most Merchants to a mere 21 personnel. This
reduction makes the Merchant seem much roomier than similar Vessels such as the Magellan, although
most of the excess space created has been converted into cargo storage. The Merchants bridge
accommodates a captain, pilot and navigator. The captain sits in the center of the bridge on a raised
platform that provides a superb view of the various monitoring stations. The pilot and navigator each
have their own stations, which enable them to control the entire vessel.
Like most other Inner Sphere JumpShips, the Merchant is virtually unarmed. The design carries a few
anti-meteor weapons, but none of these are powerful enough to inflict damage on another vessel.
Similarly, the vessel is only lightly armored, possessing just enough armor protection to survive a
meteorite strike or a rough docking. The Merchant also carries a pair of small Vessels, a light fighter and
a shuttleVessels. Merchants have two docking hardpoints, located along a reinforced portion of the
cargo section. A pair of doors adjacent to these docking points provides access to the cargo sections
three holds. Each hold can accommodate over 250 tons of cargo. Some Merchants carry a module in the
forward bay that provides accommodations for an additional 15 passengers, but reduces the vessels
cargo capacity by 100 tons.
CLASS COST IN SERVICE ALLEGIANCE
0/L 49 2503 Any
THRUST ARMOR WEAPONS TRAITS
0.2 1 AF -1
1 SI 1 1 Sail Integrity (3/2/1)
1 (1) 1 KF Drive (3/2/1)
1 DropShips 2

<><><><><><>

BT SCOUT-CLASS JUMPSHIP PATROL


The 273-meter Scout is the smallest JumpShip in common use in the Inner Sphere. As its name suggests,
the Star League era Scout was designed as an independent reconnaissance and exploration vessel.
During the Succession Wars, though, many Scouts were pressed into military service. The vessels small
emergence signature made it especially well suited for covert operations, such as transporting small
surgical strike teams deep behind enemy lines.
The Scout has comfortable quarters and a large medical bay. The design lacks a grav deck, however, and
must use the acceleration method, or gravity maneuvering, to produce artificial gravity. This drastically
increases the Scouts fuel consumption. Scouts that carry out gravity maneuvering often carry extra fuel
in their cargo bays.
The Scouts bulbous nose houses most of the vessels crew quarters, as well as the spacious bridge,
jump-computer, life-support system, and a series of back-up generators. The back-up generators can
power the Scouts life-support system for up to three months, allowing the crew to survive in the event
the main fusion plant fails. The Scouts middle section contains the vessels sole docking collar. A 100-
ton capacity cargo bay and a small-Vessels bay are sandwiched between the fragile drive core and the
hull.
Generally, the cargo bay is used to store additional supplies for the JumpShip and its crew. The aft end
of the ship houses the Scouts power plant, fuel tanks and station-keeping drive. Four large pylons
ensure that the 890-meter sail does not come into contact with the vessel's hull.

CLASS COST IN SERVICE ALLEGIANCE


0/L 56 2712 Any
THRUST ARMOR WEAPONS TRAITS
0.2 1 AF -1
1 SI 1 1 Sail Integrity (3/2/1)
1 (1) 1 KF Drive (3/2/1)
1 LF Battery (after 3050)
DropShips 1 Scout

<><><><><><>

BT STAR LORD-CLASS JUMPSHIP PATROL


The crew quarters of the massive Star Lord-class JumpShip are among the most luxurious of any vessel.
The sheer expense of purchasing and maintaining a Star Lord, however, has kept all but a handful of
these Vessels in the service of the Successor States or the Clans.
The Star Lord has six docking collars evenly spaced along the half-kilometer length of its KF drive.
Each collar is located near one of the Star Lords six large cargo bays. Each bay can hold 100 tons of
cargo. The Star Lords docking collars are equipped with a series of grapples that guide approaching
vessels. These grapples can also reel in DropShips of up to 10,000 tons. This feature has proved
particularly useful in recovering damaged Vessels, and most of the Successor States maintain several
Star Lords solely for recovery operations. The Star Lords 30 crewmembers each have a single
occupancy
room; all the rooms are well furnished and have automated food-preparation systems as well as private
washrooms. An additional 50 staterooms are reserved for visitors, usually the crews of transported
DropShips. These quarters are not as comfortable as those reserved for the Star Lord crew but are more
spacious than most DropShip quarters. The Star Lords massive grav deck, 20 meters wide and 110
meters in diameter, contains a number of lounge and recreation facilities for both crew and passengers.
A small hangar bay in the Star Lords command section enables the vessel to transport four small
Vessels, used primarily for transferring personnel and cargo. These facilities are reasonably sophisticated
and allow two Vessels to be maintained or repaired simultaneously. Unusually, the Star Lord rarely
carries aerospace fighters, relying instead on transported DropShips for protection. The Star Lord
remains in service with most Clans, and the higher technology levels maintained by Kerenskys
descendants have allowed a larger proportion to remain in service. As a result, Star Lords are somewhat
more common in the Clan Occupation Zones than in the rest of the Inner Sphere.
CLASS COST IN SERVICE ALLEGIANCE
1/L 60 2754 Any
THRUST ARMOR WEAPONS TRAITS
0.2 2 Sail Integrity (4/3/2/1)
2 SI 1 2 KF Drive (5/4/3/2/1)
2 (1) 2 LF Battery (Clan)
3 DropShips 6, Troops 3 (2)

<><><><><><>
BT TRAMP-CLASS JUMPSHIP PATROL
First launched in 2754, the armed JumpShip found considerable success among traders dealing in the
wilder parts of the Periphery. The vessel continued to be produced sporadically throughout the
Succession Wars, although many states began purchasing the slightly larger Star Lord for its superior
transport capabilities. By the early 30th century, most yards that had produced the design had switched
to the more popular Star Lord. After the Free Worlds Leagues war against Andurien had been resolved
in 3040, SelaSys Inc., the producer of the Star Lord, began looking for a way to expand their market
share. Ironically, SelaSys chanced on the design specifications for the Tramp. Its similarity in size to the
Star Lord meant drastic savings in tooling-up costs for SelaSys; the companys first prototype Tramp
launched within six years. The first of the SelaSys Trampclass vessels made the jump from Loyalty to
Alter the following year and immediately entered full-scale production. Defects in the new Tramps drive
coils were discovered in August of 3052, and SelaSys immediately recalled the eleven
Vessels they had produced for minor modifications. The problem resulted from a faulty mesh spinner and
was quickly rectified, but servicing the existing Vessels took almost three years. Production did not
resume until June of 3055. Only three Vessels have been produced since then. The incident has increased
doubts about the Tramps abilities, making the Vessels relatively easy to acquire.
A combination of laser weapons and point defense systems dot the hull of the vessel and provide an
effective mix of offensive and defensive firepower. DropShips docked at the three hardpoints along the
Tramps length can supplement this arsenal as well. The Tramp carries little in the way of armor,
however, and lacks integral fighter support. The vessel does have two small-Vessels bays, but these have
proved unsuitable for the majority of fighter designs currently produced. Several Tramp-class JumpShips
have been observed in the fleet of Clan Nova Cat, although these are believed to be Star
League-era vessels. Unlike the version produced by SelaSys, the Clan Tramp makes use of the lithium-
fusion battery system.

CLASS COST IN SERVICE ALLEGIANCE


1/L 165 2754 Any, Clan Nova Cat
THRUST ARMOR WEAPONS TRAITS
0.2 3 AF -2 Sail Integrity (4/3/2/1)
3 SI 1 3 N 1/1/1/1 KF Drive (5/4/3/2/1)
2 (1) 2 L/R 1/1/1/- LF Battery (Clan)
3 A 1/1/-/- DropShips 3
Troops 1

<><><><><><>
AMARIS COUP 2766 2800

BT PAVISE-CLASS SDS STATION ARMAGEDDON


The M-9 was the largest SDS drone ever built. The failure of the Texas-based M-6 showed significant
problems in integrating the engines to an SDS drones control systems, but did prove that a hull of its
size could otherwise be fitted with drone controls. Thus the Pavise battle station came into being. They
were intended to be the first and last line in system defense as well as the primary repair and rearm yard
for SDS drones.
The Pavise was virtually two stations in one. Above the paired 450 meter grav-decks was the human-
occupied section. This section operated much like existing traffic control and monitoring stations. Five
small Vessels hangers serviced this section, and a fifty-thousand ton cargo hold held supplies, spares and
served as an impound hold for stations serving in customs duties. The large hydroponics decks offered
fresh produce and relaxation areas for crew and visitors. In addition to the small crew, the station could
support three hundred visitors, be they passengers or additional staff. A single station and its small crew
were capable of monitoring up to three hundred SDS drones and an entire star system.
Below the grav-decks lay the most advanced space vessel ever constructed. The entire station was fully
automated, down to the life support controls that maintained the habitable upper sections. Automated
drones carried parts and ammunition from the automated cargo decks, and huge robot crane gantries
allowed ships and cargo to be plucked from space into the stations repair bays and flight decks.
The multi-level robotic flight deck could support 144 drone fighters, able to launch, recover and rearm
without the need for human intervention. The twelve DropShip collars typically supported at least a
squadron of M-3 drones and could support additional system traffic. The fighters and DropShips
provided much needed mobile firepower to the M-9s defense. The two massive repair bays took
automated systems to a new level. With one able to service ships up to 800,000 tons and the other up to
100,000 tons they could repair such complex components as the engines and sensor systems of the M-5
drone. The ATAC system, able to coordinate up to 300 SDS drones, was located in the lower portion of
the station, though the human crew was able to monitor and override the system if the need arose. While
the M-9 was essentially stationary, compared to other spacecraft, it possessed the firepower to stop any
ship that came within the range of its weapons and its deep AR-10 magazines allowed it to use bearings-
launched missiles to strike targets even farther out.
The Pavise was typically deployed near a systems jump points or in orbit around populated worlds. It
was a complete success in its role as a SDS command and repair yard, but it would fortunately fall short
of its job as the first and last line of defense for a system. Like all space stations, the virtual immobility
that granted the Pavise the tonnage to mount such blistering firepower also left it as an unwilling
observer in the maneuver warfare of space combat. In systems protected by the Pavise Kerenskys forces
would use high-speed attack runs or bearings-launched missiles to wear down the massive stations.
However, Terra, with no less than five stations at each jump point, would require more aggressive
tactics.

CLASS COST IN SERVICE ALLEGIANCE


0/A 2881 2720 SLDF, Rim Worlds Republic
THRUST ARMOR WEAPONS TRAITS
.25 72 Missiles N/BS 4/4/4/4 AF +5
72 1 72 N 49/49/35/35 Drone Command 3, Immobile
72 (8) 72 F L/R 49/49/35/35 Gunnery 3
72 L/R BS 49/49/35/35 Fighters 6 (24), DropShips 12
A L/R 49/49/35/35 Troops 50 (defense only)
A 49/49/35/35

<><><><><><>
BT CASPAR-CLASS M5 DRONE (LOLA-CLASS BATTLECRUISER) BATTLE
The pinnacle of the SDS network, the M-5 drones would so capture the imagination of the Inner Sphere
as to overshadow all other aspects of the SDS Network. The drones became known as Caspars, after an
ancient Terran commander, and were intended as a nod to the superior nature of the M-5 over all the
other drones in the network.
The Caspar was the primary capital-class SDS drone. The M-5 used an unequipped Lola block II hull as
a starting point for its design, heavily modifying the frame to achieve its final form. Not intended for
long deployments and meant to rely on outside support for major repairs, the M-5 could surrender most
of its cargo space for the advanced drone control systems. The remaining tonnage allowed the M-5 to
mount firepower nearly equal to the Texas, a ship that out-massed it by 500,000 tons, while maintaining
the thrust of a destroyer-class ship. The battery of naval lasers and paired heavy naval PPCs mounted in
the nose allowed Caspars to make slashing assaults that often struck from outside an opponents
effective attack range. Its large array of heat sinks allowed the drone to dive into enemy formations and
fire both of its autocannon broadsides without fear of overheating. Considered the perfect WarShip, its
only flaw lay in the self-destruct system, built into the engine
compartment. A lucky hit to the aft could trigger the system and destroy the WarShip drone. Even this
flaw was not enough of an edge for Kerenskys forces, who would have to resort to drastic measures to
finally defeat the waves of M-5s that guarded Terra.
Most worlds in the Hegemony possessed at least a handful of M-5 drones, while key worlds would field
multiple squadrons. Terra had at least two hundred and fifty and possibly more of the M-5 drones. Had
Kerenskys technicians not devised a jamming system to offset the drones coordination network, it is
possible the Inner Sphere today would still live under the shadow of an Amaris emperor.
CLASS COST IN SERVICE ALLEGIANCE
2/H 950 2710 SLDF, Rim Worlds Republic
MASS THRUST ARMOR WEAPONS TRAITS
193 4/6 28 AF -1
28 SI 25 28 Missiles N/BS 2/2/2/2 Sail Integrity (4/3/2/1)
28 (3) 28 Missiles A 2/2/2/2 Drone
28 N 6/6/6/6 KF Drive (5/4/3/2/1)
F L/R 7/7/7/1 Troops 20 (defensive only)
L/R BS 15/15/15/1 Fragile, Tunnel Vision
A L/R 7/77/1
A 2/2/2/2

<><><><><><>

BT CASPAR-CLASS M5-C DRONE (LOLA-CLASS BATTLECRUISER) BATTLE


Only one variant of the M-5 was deployed. The M-5C variant carried the Autonomous Tactical Analysis
Computer, the true secret to the SDS drone network. This advanced neural network could process
millions of simulations a second and then relay the results out to all the ships connected to it. It was the
ATAC that allowed the Caspar drones to coordinate their attacks with such brutal efficiency. Each M-5C
could direct up to fifty other SDS drones.
To fit the large computer array, the M-5C downgraded its own SDS Drone computer. While this affected
the command drones accuracy, it was able to rely on ships in its network for targeting assistance and the
two additional naval PPCs improved its bow armament considerably.

CLASS COST IN SERVICE ALLEGIANCE


2/H 1000 2710 SLDF, Rim Worlds Republic
MASS THRUST ARMOR WEAPONS TRAITS
193 4/6 28 AF -1
28 SI 25 28 Missiles N/BS 2/2/2/2 Sail Integrity (4/3/2/1)
28 (3) 28 Missiles A 1/1/1/1 Drone, Drone Control +2
28 N 6/6/6/6 KF Drive (5/4/3/2/1)
F L/R 7/7/7/1 Troops 20 (defensive only)
L/R BS 15/15/15/1 Fragile, Tunnel Vision
A L/R 7/77/1
A 2/2/2/2

<><><><><><>

BT HOWDAH SDS COMMAND DROPSHIP SKIRMISH


All too often the SDS network is characterized as a faceless computer network that operated with
emotionless and calculating precision. The reality is that as automated as the SDS network was, it could
not run completely without human intervention. This human intervention was as much for security as it
was to direct the overall network. From an SDS Control center, any drones in the system could be shut
down, activated and also directed much like a human-controlled ship, giving it operational orders and
providing networking between the various drones. Human-controlled ATAC systems were also able to
network in the less advanced drone fighters, giving them near the same intelligence as the full SDS
drones.
The first such control centers were built into DropShips. The Howdah was originally a simple refit of the
Model 96 Elephant to service and direct early M-2 drones. During testing the drones were deactivated
except while in their test zones and these early Model 96s towed the drones to and from their test sites,
as well as serving as a command center for monitoring the tests. The ability to not only monitor/control
the drones but also service and tow drones endeared the Model 96 to longer term use and a yard line
was started on New Earth to build the Howdah. The SDS Command 2 would see service through the
Liberation of Terra, with the last of them scuttled as part of Kerenskys methodical dismantling of the
SDS Network.

CLASS COST IN SERVICE ALLEGIANCE


5/M 4781 2695-2780 Star League, Rim Worlds Republic
THRUST ARMOR WEAPONS TRAITS
5/8 13/11/10 -2 /13 AF -1 AMS +1
N 1/1/1/- atmospheric, spheroid,
L/R 1/1/1/- drone command 2
A 1/1/1/- FL 1 (1), Troops 4 (3)

<><><><><><>

BT PENTAGON M-3 DRONE DROPSHIP SKIRMISH

Based on the 2650 model of the Pentagon assault DropShip, the M-3 was the first full production SDS
Drone to see widespread use. First deployed in 2698, they replaced the sullied M-2 as the primary drone
system of the early SDS network. The M-3 was also the first of the drones to be built new and not as
retrofits of existing, crewed ship hulls. Starting in 2704, the M-3 was produced at ONeil Shipyards and
would eventually be built at a half dozen locations across the Hegemony.
While overshadowed by their M-5 brethren, to the point it was often overlooked in fleet action reports,
the M-3 would prove to be a highly effective combat platform. With the same performance
characteristics as its parent design, its high thrust profile, combined with not needing to worry about the
frailty of human crew, allowed the M-3 to quickly engage threats. Its lack of crew and marines allowed
it to double its nose firepower compared to its Pentagon progenitor. This made it a credible threat to
corvette and destroyer-class WarShips and capable of destroying the most thickly armored DropShip in a
single salvo.
Easier to produce than the massive M-5, the majority of Hegemony systems were protected by these
diminutive assault ships. Again, in the shadow of their larger cousin, and so closely resembling the
human crewed Pentagon, they often were overlooked in the historical reports that focused on the
Caspar. While singly they could be ignored by most SLDF forces, en masse they proved a threat that
was difficult to discount. Even during the drop onto Terra, after Kerensky had already neutralized the
last of the M-5s, three squadrons of M-3s reminded the SLDF of their danger. Deploying from a hidden
hanger on Terras moon, the last drones of the SDS network accelerated towards Kerenskys battle fleet.
Working in ATAC coordinated concert, the eighteen drones overwhelmed the defenses of several assault
DropShips, blasted through two Vincent-class corvettes and descended upon the SLS Van Gogh, the last
of the Luxor-class WarShips. The Van Gogh managed to pick away at the oncoming swarm, but the
numbers it faced were too many and several of M-3s slammed into the heavy cruiser, ending the proud
Luxor-class.

CLASS COST IN SERVICE ALLEGIANCE


5/M 164 2698-2780 Star League, Rim Worlds Republic
THRUST ARMOR WEAPONS TRAITS
7 / 11 12/11/9 -2 /5 AF -1 AMS +1
N 3/3/2/- atmospheric, spheroid,
L/R 2/2/1/- drone, fragile
A 1/1/1/- Troops 14 (defensive only)

<><><><><><>

BT MONOLITH-CLASS JUMPSHIP PATROL


The Monolith is the largest non-combat JumpShip ever built. The 750-meter Vessels is also the most
expensive, and so is only operated by the militaries of the Successor States or Clans. Less than fifty
vessels remain in the armies of the Successor States, half of which serve with DCMS. Of the Clan
Monoliths, most were apparently constructed in the Pentagon or Kerensky Cluster, as only a dozen
Monoliths were produced before the departure of the SLDF. Despite these different origins, however,
few differences exist between the Clan and Inner Sphere Monoliths. The Monolith has a unique docking
system that consists of nine standard docking collars mounted on arms. These docking arms are
arranged in three groups, forming rings around the Monoliths cargo section. These arms enable the
Monolith to accommodate even the largest DropShips. The Monoliths extensive command center is
equipped with the latest communication, analysis and simulation equipment. As a result of this superb
facility, many Monoliths serve as flagships for invasion fleets, coordinating operations until command is
passed to a DropShip in orbit around the target world.

CLASS COST IN SERVICE ALLEGIANCE


0/L 104 2770 Any
THRUST ARMOR WEAPONS TRAITS
0.2 3 Sail Integrity (3/2/1)
3 SI 1 3 KF Drive (3/2/1)
3 (1) 3 HPG (Clans) Command 2
2 DropShips 9, Troops 4 (2)
<><><><><><>

BT DEATHSTALKER FIGHTER PATROL (4)


Unveiled in 2744 in response to a Free Worlds League Military request for a high-performance attack
craft, the F-77 Deathstalkerbased on a radical design first proposed during the Age of Warfeatured
the same sweptwing design that would later come to be synonymous with the F-90 Stingray interceptor.
Although the design met every specification during the design and testing phase, a series of unfortunate
events during the flight trials led to the design never seeing full-scale production.
The F-77 combined many of the best concepts in aerospace fighter theory when it was developed. The
forward swept wing design, while not a new concept, proved very stable during testing and
development, and the allowed for the placement of the Deathstalkers main weapons along the load-
bearing wings themselves. The main nose bay of the fighterin keeping with the tradition of attack
aircraft as far back as ancient Terracarries a massive Imperator X cannon.
Although the Deathstalkers acceleration turned out to be lower than the comparable SLDF fighters it
was intended to complement (or face, if need be), Andurien developers insisted it was more than a match
in raw firepower. Unfortunately, the SLDF buyers in charge of evaluation were proponents of the
lighter-armed but swifter fighters of the day. Despite the fact that the Deathstalker routinely managed to
defeat several of its attackers before being felled in simulations, the buyers pointed out that the
Deathstalker was often outmaneuvered and always brought down in the end. Although the Deathstalker
never made it into standard production, elements of its design and testing contributed to the design of
the Stingray fighter. A number of elements aside from the wings were taken, including the inclusion of a
powerful, nose-mounted main gunin the case of the Stingray, a powerful PPC.
Only twenty Deathstalkers were constructed in the initial prototype phase, and the design never entered
standard production. Andurien AeroTech, however, has recently begun building small numbers of new
Deathstalkers on Andurien. Whether the company quietly mothballed the molds and specifications or if
the data was always available is not known, but since 3073 perhaps a squadrons worth of F-77 fighters
have been operating from a bay beneath the ducal palace in Jojoken. Why the fighter has not seen more
use is a subject of great speculation by pundits on Andurien, but no other airframes have been sighted
outside of Andurien space.
Observational intelligence has confirmed that the new-production Deathstalkers flying from Andurien
differ from the original production models, and the degree of the variation makes it unlikely that the
Anduriens have simply found a cache of forgotten airframes and upgraded them. A new ultra-class
autocannon replaces the old Imperator, and it must be assumed that Andurien Aerotech also added more
ammunition capacity. An ER small laser has been added to the aft section, most likely to discourage the
pursuit that brought down so many F-77s during the old Star League trials. These upgrades, together
with the replacement of the old Hellion-b Iis with Diverse Optics ER medium lasers, suggest the
use of a light fusion engine.

CLASS COST IN SERVICE ALLEGIANCE


6/H 171 2744 Free Worlds League
THRUST ARMOR WEAPONS TRAITS
F-77 5/8 5 4/3/2 Atmospheric, Interceptor
F-78 5/8 5 4/3/2 Atmospheric, Interceptor

<><><><><><>
BT EAGLE FIGHTER PATROL (4)
The Eagle as it exists today is an extra-atmospheric interceptor and interdiction fighter introduced by
ImStar Aerospace of Atreus in 2601. Carrying a mixture of reliable laser weaponry, the Eagle was
intended for general and widespread use away from established lines of supply. ImStars marketing
during the first half of the 2600s was directed at the poorer worlds of the League, which explains the
Eagles egalitarian components and design. Although lacking the acceleration of the heavy aerospace
fighters of the Star League Defense Force, the Eagle compares favorably with many of the standard
heavy fighters of the Succession Wars, rivaling the middleweight Stingray for acceleration and even
outperforming such worthies as the Davion Stuka in sheer acceleration. Its fuel capacity is comparable
to other fighters without being outstanding. The Eagle carries a mix of Magna lasers, three large
lasers for primary ranged fire, and a bevy of smaller, medium- scale lasers for short-ranged combat. An
array of twenty-five heat sinks allows the fighter to fire most of these weapons in volley, and opponents
can seldom ignore the resulting salvos. The Eagle is generously armored for its size, allowing it to soak
up a respectable amount of weapons fire before being forced to retire.

During the Star League years the Eagle was the main fighter in use by Free Worlds League Militia and
provincial forces, but the destruction of ImStars production line during the First Succession War took
with it the Free Worlds ability to construct new Eagles. Since then the number of Eagles in Marik
service has steadily declined, while those in service to other nations have been maintained or even
increased. Davion spies stole the plans for the Eagle just before the ImStar plants destruction (leading
to a number of unsubstantiated rumors of sabotage) and put the Eagle into production during the
Second Succession War. The fighter has gained widespread acceptance in the March Militias. During the
horrific attrition of the Third War, Eagles even replaced damaged Stukas in frontline RCTs. Variants
Several variants of the Eagle exist, from earlier pre-Star League primitive variants to upgrades found
among the more prosperous worlds of the Inner Sphere. A number of low-tech versions exist, having
proliferated through the Succession Wars, and they continue to fly with planetary militias and mercenary
forces. The R4 Eagle, with five medium lasers, two large lasers, and industrial-grade armor, is a typical
example of a backwater Eagle.
One variant replaces the large lasers with two Hellstar PPCs and one more heat sink. The PPCs are
placed on the wings, and this variant, designated the R9, is primarily used in orbital facilities as a defense
against hostile DropShips. Another variant, the R10, is an attempt to create a ground attack Eagle and
removes the wing-mounted large lasers, replacing each with three additional medium lasers and two heat
sinks.

In 3071 a small mercenary fighter squadron appeared over the Lyran world Arcadia and faced down a
flight of pirate fighters. It deployed two modified Eagle fighters, both using upgraded technology
retrofitted onto vintage fighters. Apparently, ten heat sinks had been removed and the remainder
replaced with double-strength models. The fuel storage had been doubled, giving the Eagles incredible
range, and large pulse lasers replaced the wing-mounted large lasers. The aft medium laser had been
removed, and the nose large laser replaced with an ER PPC.

CLASS COST IN SERVICE ALLEGIANCE


6/H 146 2601 Free Worlds League
THRUST ARMOR WEAPONS TRAITS
EGL-6R 6/9 6 4/3/- Atmospheric, Interceptor
EGL-9R 6/9 6 5/3/- Atmospheric, Interceptor
EGL-10R 6/9 6 5/2/- Atmospheric, Interceptor

<><><><><><>
BT SEYDLITZ FIGHTER PATROL (4)
The SLDF commissioned the Seydlitz as a planetary defence fighter. Hosue Steiner took possession of the
factories following the start of the First Succession War.

CLASS COST IN SERVICE ALLEGIANCE


6/L 2750 SLDF, Lyran Commonwealth
THRUST ARMOR WEAPONS TRAITS
SYD-21 11 / 17 1 1/1/1/- Atmospheric, Interceptor

<><><><><><>

BT SHOLOGAR FIGHTER PATROL (3)


The Shologar is heavier than most light fighters, but heavily armed. House Kurita relies on the fighter to
protect its DropShips and engage enemies as they approach Combine worlds.

CLASS COST IN SERVICE ALLEGIANCE


6/L 2720 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
SL-21 10 / 15 2 1/-/-/- Atmospheric, Interceptor

<><><><><><>

BT SLAYER FIGHTER PATROL (4)


Often mistaken for a light fighter due to its delta-wing design, few pilots live to repeat that error. Armed with an
array of medium lasers, the Slayer lives up its name.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2770 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
SL-15 6/9 6 2/1/- Atmospheric

<><><><><><>

BT SPARROWHAWK FIGHTER PATROL (4)


House Davion seized control of the Sparrowhawk factory following the collapse of the Star League. They have
made extensive use of these swift fighters ever since.

CLASS COST IN SERVICE ALLEGIANCE


6/L 2520 Federated Suns
THRUST ARMOR WEAPONS TRAITS
SPR-H5 10 / 15 3 1/1/1/- Atmospheric, Interceptor

<><><><><><>

BT THRUSH FIGHTER PATROL (4)


The Thrust is one of the fastest fighters in the Inner Sphere. Deployed by House Liao, these fighters have
limited armour.
CLASS COST IN SERVICE ALLEGIANCE
6/M 2720 Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
THR-01 6 1/1/1/- Atmospheric, Interceptor

<><><><><><>

BT VOIDSEEKER CASPAR DRONE PATROL (4)


The zenith of Caspar fighters, the 004 was designed to close with targets and engage with its lasers while the
007 was equipped with missiles allowing it to engage heavy DropShips.

CLASS COST IN SERVICE ALLEGIANCE


6/M 142/184 2720-2850 SLDF, Rim Worlds Republic
THRUST ARMOR WEAPONS TRAITS
39-004 7 / 11 6 3/2/1/- Atmospheric, Drone, Interceptor
39-007 6/9 8 4/3/3/- Assault, Atmospheric, Drone

<><><><><><>
SUCCESSION WARS 2800 - 3050

BT DANTE-CLASS FRIGATE SKIRMISH


ComStar's three Dantes were built at the Titan Yards. Primus York hoped the largely automated frigates could be
used in place of crew-intensive Star League relics. The high cost of renovating the fleet and the difficulty in hiding
the navy crews led to the freezing of the naval expansion.

CLASS COST IN SERVICE ALLEGIANCE


3/H 2941 ComStar, Word of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 23 AF -4 AMS +2
22 SI 50 22 N 7/7/6/- Sail Integrity (4/3/2/1)
17 (2) 17 F L/R 8/7/7/- KF Drive (6/5/4/3/2/1)
21 L/R BS 15/14/7/- Command 1, HPG, LF Battery
A L/R 8/7/6/- Fighters 2 (2), DropShips 2
A 2/2/1/- Troops 4 (2)

<><><><><><>

BT COMITATUS-CLASS JUMPSHIP SKIRMISH


Comitatus-class JumpShip began its life as a simple transport. The original Comitatuses were equipped
with hardpoints for four DropShips. Over the past sixty years, however, Clan engineers reduced the
Comitatus DropShip capacity to one and increased its small-Vessels complement to 25. The result was
one of the most effective fighter carriers that exists. Ironically, it was a serious flaw in the original
Comitatuss hydraulics system prompted Clan engineers to remove the vessel's two aft hardpoints. The
space made available by this modification initially was used for cargo storage. Then in 3035, a young
Jade Falcon pilot named Vishnu Folkner suggested that fighter bays be installed in the already well-
armed Vessels to create a vessel ideal for defending jump points. Although many senior officers were
skeptical, Folkner's suggestion attracted support from Khan Elias Critchell.
The first modified Comitatus entered service with Clan Jade Falcon in early 3036. The vessel soon
proved its worth, most notably when a Star of OmniFighters from the modified Comitatus-class Bright
Katama intercepted and destroyed a Dark Caste Union at a pirate point near Tokasha in 3038. The
other Clans were quick to recognize the potential of a mobile fighter base as well, and within ten years,
the majority of Clan Comitatuses had been converted to this configuration, regardless of the state of
their hydraulics. Unfortunately, the modifications to the Comitatus have produced very cramped
conditions for the vessels crew and aerospace pilots. The Comitatus also lacks sufficient space for a full
complement of technical support personnel, and so fighters carried aboard a Comitatus are more likely
to be grounded by damage than those transported on other vessels. In addition to two Stars of
OmniFighters, the Comitatus also carries a full Star of battle armor-equipped Elementals and five assault
shuttles in a separate small-Vessels bay.
Ironically, Clan Jade Falcon possesses the smallest number of Comitatuses and deploys none in the Inner
Sphere. The Falcons bitter enemies, the Steel Vipers, have deployed a number in the Clan occupation
zone, however, and have used their aerospace forces to blunt several Federated Commonwealth raids.

CLASS COST IN SERVICE ALLEGIANCE


1/M 638 2995 Clans
THRUST ARMOR WEAPONS TRAITS
0.2 5 AF -3 AMS +2 Sail Integrity (4/3/2/1)
4 SI 1 4 N 2/2/2/1 KF Drive (5/4/3/2/1)
4 (1) 4 F L/R 1/1/1/1 Lithium-Fusion Battery
5 R L/R 1/1/1/1 DropShips 1, FL 2 (2)
A 1/1/-/- Troops 1

<><><><><><>

BT FREDASEA-CLASS CORVETTE SKIRMISH


The Fredasa is one of several small WarShip designs first built by the Clans in the mid 30th century.
Although the Clans classify the Fredasa as a corvette, many Inner Sphere naval officers call it a raider,
referring to the vessels perceived primary mission. The Fredasa weighs only 180,000 tons, making it
somewhat smaller than the Inner Spheres prototype Fox-class corvette, but the Fredasa is considerably
more agile than the Fox. The Fredasa also carries less armament and armor than the Inner Sphere
design. The Fredasa can attain 4Gs of acceleration in short bursts, which makes it one of the fastest
WarShips ever constructed. The vessel can outmaneuver any transport constructed to date and has a
small emergence signature as well. These qualities enable the Fredasa to pounce on a target before
escort Vessels can mount significant opposition, making the vessel an ideal raider. The Clans more often
deploy the Fredasa as a picket ship, however, another type of duty for which the design is well suited.
Numerous extended-range laser provide most of the Fredasas firepower. A pair of Gauss rifles mounted
in the vessels nose boost the firepower directed into the Fredasas forward arc, and a number of SRMs
and LRMs provide the Fredasa's main anti-fighter firepower in the broadside and aft-quarter. Despite its
substantial arsenal, the Fredasa is lightly armored by modern standards. Its Valiant Lamellor ferro-
carbide armor, however, provides protection superior to any Star League Vessels of similar size.
Only Clans Nova Cat and Ghost Bear appear to have deployed the vessel in the Inner Sphere, but
intelligence suggests that Clan Steel Viper possess Fredasa-class vessels as well.

CLASS COST IN SERVICE ALLEGIANCE


4/M 3970 2962 Clan Ghost Bear, Nova Cat, Steel Viper
THRUST ARMOR WEAPONS TRAITS
5/8 13 AF -3 Sail Integrity (3/2/1)
10 SI 1 10 N 6/5/2/2 KF Drive (5/4/3/2/1)
10 (1) 10 F L/R 3/3/3/1 Lithium-Fusion Battery
11 L/R BS 2/2/1/1
R L/R 1/1/1/- DropShips 1, FL 2 (3)
A 2/2/1/- Troops 4 (2)

<><><><><><>

BT DANTE FRIGATE RAID


Built to supplement the SLDF ships in its possession, ComStar relied on heavy automation to lessen the
crew requirements. Though massing less than some destroyers, the Dante's combination of speed,
firepower, and armour earned it the classification as a frigate.

CLASS COST IN SERVICE ALLEGIANCE


3/M 2941 ComStar, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 33 AF -4 AMS +3 Sail Integrity (4/3/2/1)
30 SI 33 30 N 7/7/6/- KF Drive (6/5/4/3/2/1)
26 (4) 26 F L/R 8/7/7/- Lithium-Fusion Battery
24 L/R BS 14/14/7
R L/R 8/7/7/- DropShips 2, FL 2 (2)
A 14/11/7-/- Troops 4

<><><><><><>

BT FASLANE-CLASS YARDSHIP RAID


The Faslane-class yardships are basically WarShips constructed around ship-repair yards. Though these
vessels weigh only 550,000 tons, they reach almost three times the length of a Clan Whirlwind destroyer.
Based on the Star League Newgrange class, six Faslanes were constructed by the Com Guards between
2882 and 2949. At least two of those vessels, the Rosslare and Glamorgan, were dispatched to the
Periphery to aid Explorer Corps operations. The remaining Faslanes were docked at the Luyten 68-28
and Ross 248 holding facilities. The Com Guards took great care to protect these ships from marauding
pirates and to conceal them from the Clans.
Though nominally non-combat vessels, Faslanes carry respectable arrays of weapons and defensive
systems. Every Faslane features anti-fighter lasers and LRM launchers, medium naval PPCs and
autocannons. Each Faslane also mounts 100 tons of ferro-aluminum armor, though this armor is
primarily designed to protect the ships against accidental collisions rather than weapons fire.
After operating in support of Explorer Corps in the search for the Clan homeworlds, most of ComStars
fleet of Faslanes were destroyed by the Word of Blake. The remaining three ships eventually merged into
the naval forces for the Republic of the Sphere, and are now stationed in the Terran system, where they
presently act as repair tenders in an effort to make up for the wartime damage done to the Titan
shipyards.

CLASS COST IN SERVICE ALLEGIANCE


3/M 2265 2882 ComStar, Word Of Blake, Republic Of The Sphere
THRUST ARMOR WEAPONS TRAITS
2/3 16 AF -2
12 SI 30 12 N 19/19/19/9 Sail Integrity (4/3/2/1)
19 (3) 19 F L/R 9/9/9/9 KF Drive (6/5/4/3/2/1)
8 L/R 11/11/11/9
L/R BS 29/29/29/9 HPG, Repair
A L/R 9/99/9 DropShips 2, Shuttles 2 (2)
A 19/19/19/9 Troops 4 (2)

<><><><><><>

BT CARRACK-CLASS TRANSPOR T PATROL


Based on the Star League Carrack, the modern Clan version carry cargo through disputed regions of space.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2950 Clan Diamond Shark, Nova Cat, Clan Ghost Bear, all
THRUST ARMOR WEAPONS TRAITS
3/5 4 AF -2 AMS +2
3 SI 10 3 N 4/3/3/2 Sail Integrity (4/3/2/1)
3 (1) 3 F L/R 3/3/3/2 KF Drive (6/5/4/3/2/1)
4 L/R BS 3/3/3/2
A L/R 3/3/3/2 Fighters 1 (1), DropShips 2
A 3/3/3/2 Troops 2 (2)
<><><><><><>

BT HUNTER-CLASS JUMPSHIP PATROL


The Hunter is a scout JumpShip, designed to seek out enemy fleets and explore new star systems.
Developed by Clan Ghost Bear shortly after the founding of the Clans, the small vessel has a weak jump
signature that makes it ideal for reconnaissance work. Hunters are often the first vessels to enter a
potentially hostile star system. The Hunters were originally constructed without lithium-fusion batteries,
which seriously impaired their usefulness. By the mid-30th century, however, most Hunters have been
fitted with the advanced system even though the modification reduces a Hunter's cargo capacity. A few
unmodified Hunters remain, apparently serving with freebirth units. Wolfs Dragoons aerospace fleet
contains several Hunters as well, but it is not known whether these vessels are equipped with lithium-
fusion systems.
Massing just under 100,000 tons, the Hunter is somewhat larger than the Scout-class JumpShip.
Although it lacks the Scouts acceleration capabilities, the Hunter has a distinctive edge in endurance.
Like ComStars Magellan, the Hunters fuel tanks are designed to supply the vessel for over a year,
making the Hunter seemingly ideal for extended operations: The cargo capacity of modified Hunters
rarely accommodates sufficient supplies for a year-long mission, however; most Hunters cannot spend
more than six months away from a base. The Hunter lacks a grav deck and must rely on the acceleration
method to provide the crew with artificial gravity. Without this gravity maneuvering, the health and
morale of the crew rapidly deteriorate. Most Hunter captains consider the fuel expended during the
procedure worth the benefits.
The Hunter is lightly armed compared to other Clan designed JumpShips. The ship mounts a handful of
pulse lasers and Streak SRM systems along with anti-missile systems, enabling the Hunter to engage and
destroy missiles. The system's placement in the Hunters nose, however, prohibits it from protecting the
engineering module and the Kearny-Fuchida drive from missile fire.

CLASS COST IN SERVICE ALLEGIANCE


1/L 191 2832 Clan Ghost Bear, Clan Wolf
THRUST ARMOR WEAPONS TRAITS
0.2 3 AF -2 AMS +1 Sail Integrity (3/2/1)
3 SI 1 3 N 1/1/1/1 KF Drive (3/2/1)
3 (3) 3 L/R 1/1/1/- Lithium-Fusion Battery
3 A 1/1/-/- DropShips 1
Troops 1
Scout, HPG

<><><><><><>

BT MAGELLAN-CLASS JUMPSHIP SKIRMISH


The Magellan-class JumpShip has been in service with ComStar since 2960. Commissioned by Primus
Adrienne Sims, the Magellan rapidly has become a mainstay of the ComStar fleet, largely because of its
impressive capacity for long-range missions. The Magellan is produced at the ONeil yards at Terra. The
Magellans massive fuel tanks allow it to operate for more than 600 days and travel an unprecedented
2,500 light years before refueling. The Magellans moderate cargo facility can hold just under 220 tons
of food and supplies for a crew and passengers. Although it was designed for long-range
missions, the Magellan lacks a grav deck and must use the acceleration method to generate artificial
gravity for its crew. This procedure consumes fuel, however, and so the captain of a Magellan must
strike a balance between the health of his crew and the need to conserve fuel. The Magellan is equipped
with a formidable array of weapons, including several lasers, a pair of LRM missile racks situated in the
nose and stern, and a series of anti-missile guns in each arc. The vessel is protected by almost 75 tons of
armor, making it one of the most well armored JumpShips in existence. The Magellans bulbous
command module houses 20 crewmembers in luxurious quarters. An additional 28 well-equipped
staterooms accommodate a marine platoon complement for defending the JumpShip and exploring
uncharted planets. The command section also houses an advanced medical facility, complete with
operating theater and isolation ward. The medical facility contains technology not seen outside of
ComStar since the fall of the Star League and has sufficient equipment to keep four critically injured
patients alive until the vessel can return to the Inner Sphere. Like most ComStar DropShips and
JumpShips, the Magellan carries a sophisticated hyperpulse generator (HPG), facilitating faster-than-
light communications with any other HPG within 50 light years. The security of these sophisticated
communications devices is the highest priority of any Magellan crew. Until the failure of Operation
Scorpion and the resulting dissemination of HPG technology to the Successor States, the First Circuit
considered the loss of a Magellan and its crew preferable to the Magellans HPG falling into non-
ComStar hands.

CLASS COST IN SERVICE ALLEGIANCE


1/L 281 2960 ComStar, Word Of Blake, Republic Of The Sphere
THRUST ARMOR WEAPONS TRAITS
0.2 8 AF -2 AMS +1 Sail Integrity (4/3/2/1)
7 SI 1 7 N 1/1/1/1 KF Drive (4/3/2/1)
7 (2) 7 L/R 1/1/1/- Lithium-Fusion Battery
7 A 1/1/-/- DropShips 1
Troops 1 (1)
Comm Jamming, Scout, HPG

<><><><><><>

BT ODYESSY-CLASS JUMPSHIP SKIRMISH


The large Odyssey-class JumpShip has been seen with several Clans, but is notably absent from the fleets
of the Wolf and Jade Falcon Clans. The Odyssey carries four DropShips and is equipped with a lithium-
fusion battery system. Unlike its closest relatives, the Monolith and Leviathan, the Odyssey is a
stocky design more reminiscent of the Scout-class JumpShip. A little under three-quarters of a kilometer
long, the Odyssey has an average width of 100 meters, rising to 110 at the base of its massive command
section, the location of the vessels two grav decks. Like most Clan-designed naval Vessels, the Odyssey
is moderately armed and armored. Energy weapons dominate its arsenal, primarily extended-range and
pulse lasers. Four antimissile guns line the vessels sides, providing significant defensive firepower. A
pair of nose-mounted Gauss rifles discourages attacks on the front of the Vessels, while the 1,200- meter
jump sail hampers attacks on the Odysseys stern. The Odysseys command section contains all of the
crews workstations and is the only permanently inhabited part of the vessel. A series of narrow access
ways run through the rest of the vessel, sealed at 20 meter intervals by reinforced bulkheads. These
facilitate maintenance on the Kearny-Fuchida drive and other vital systems in the Odyssey's engineering
module. This compartmentalization enables the vessel to operate normally in the event of a hull breach
and provides an excellent defense against boarding. The controls for each bulkhead are situated on the
vessels bridge, along with controls for the air-circulation system of each section of passageway. This
arrangement enables the bridge crew to seal any bulkhead and cut off air to any passageway section.
Two Points of Elementals serve as marines aboard the Odyssey. Only the decks in the Odysseys
command section are large enough to allow the use of battle armor, but these ten warriors have been
specially trained in zero-G operations and resent a formidable defense against boarding attempts. To
date, no Odyssey has been captured by hostile forces, although a number have been destroyed in
combat.

CLASS COST IN SERVICE ALLEGIANCE


1/M 439 2887 Clans
THRUST ARMOR WEAPONS TRAITS
0.2 4 AF -2 Sail Integrity (4/3/2/1)
4 SI 1 4 N 1/1/1/1 KF Drive (6/5/4/3/2/1)
4 (2) 4 L/R 1/1/1/- LF Battery, HPG
3 A 1/1/-/- DropShips 4
Troops 2 (1)

<><><><><><>

BT CHAERONEA-CLASS FIGHTER PATROL (4)


Clan Mongoose sought a light, fast fighter to match its own style of combat. The Striking Mongoose
Fighter was claimed as isorla by Clan Smoke Jaguar following their absorption of the Mongoose.
Renamed under the Uniform Designation Protocol, the Jaguars quickly produced the fighter for their
own use. Chaeronea is one of the quickest fighters in existence and armed with ppc.

CLASS COST IN SERVICE ALLEGIANCE


6/L 130 2800 Clan Mongoose, Smoke Jaguar, all
THRUST ARMOR WEAPONS TRAITS
CHAR 11 / 17 2 2/2/2 Atmospheric, Interceptor

<><><><><><>

BT HYDASPES-CLASS FIGHTER PATROL (4)


Following Operation Klondike, the Clans needed to rapidly bulk up their toumans. The fighter can
engage enemies normally outside of dogfighting range. Star Adder Hydaspes managed to cripple the
Blood Spirit WarShip Blood Fury.

CLASS COST IN SERVICE ALLEGIANCE


6/A 327 2840 Clan Cloud Cobra, all
THRUST ARMOR WEAPONS TRAITS
5/8 14 9/9/5/3 Atmospheric

<><><><><><>

BT ISSUS-CLASS FIGHTER PATROL (4)


The Issus entered service during the Golden Century and was built by Clan Snow Raven..

CLASS COST IN SERVICE ALLEGIANCE


6/L 130 2800 Clan Snow Raven, Cloud Cobra, Ghost Bear
THRUST ARMOR WEAPONS TRAITS
8 / 12 3 5/4/2/2 Atmospheric, Interceptor
<><><><><><>

BT SHILONE FIGHTER PATROL (4)


Deployed by House Kurita, the Shilone took the Federated Suns by surprise. Unusually large and heavily
armoured, the fighter carries equally devastating firepower.

CLASS COST IN SERVICE ALLEGIANCE


6/M 2790 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
SL-17 6/9 5 2/2/1 Atmospheric, Superiority

<><><><><><>

BT TYRE-CLASS FIGHTER PATROL (4)


The Steel Vipers built the Tyre to replace the Corsair fighter. Tyres were slow, but suited for escorting
DropShips.

CLASS COST IN SERVICE ALLEGIANCE


6/L 173 2907 Clan Steel Viper, all
THRUST ARMOR WEAPONS TRAITS
5/8 4 4/3/- Atmospheric

<><><><><><>
CLAN INVASION 3050 - 3067

BT LEVIATHAN-CLASS BATTLESHIP WAR


Clan Ghost Bear required Snow Raven assistance to create the largest WarShip ever constructed. First
converted into transports to ferry the Ghost Bears' civilian castes to the Inner Sphere, the two already
constructed hulls were converted back to their military configurations. Additional ships are planned to
further bolster the might of the Ghost Bear.
The Steel Vipers made use of a Leviathan during the Wars of Reaving, deploying it as a surprise to their
enemies in the Clan Homeworlds.

CLASS COST IN SERVICE ALLEGIANCE


1/H 12 434 3055 Clan Ghost Bear
THRUST ARMOR WEAPONS TRAITS
Transport 2/3 25 AF -5 ASM +3 Sail Integrity (4/3/2/1)
25 SI 55 25 Missile AR10 N/L/R/A KF Drive (6/5/4/3/2/1)
25 (5) 25 N 16/16/16/7 LF Battery
20 F L/R 8/7/7/1 HPG
L/R BS 15/15/15/4 Combat Amour, Command
A L/R 8/7/7/1 Fighters 5 (5), DropShips 8
A 6/6/6/3 Troops 45 (20)

CLASS COST IN SERVICE ALLEGIANCE


1/H 12 470 3061 Clan Ghost Bear
THRUST ARMOR WEAPONS TRAITS
Battlecruiser 2/3 25 AF -5 ASM +4 Sail Integrity (4/3/2/1)
25 SI 55 25 Missile AR10 N/L/R/A KF Drive (6/5/4/3/2/1)
25 (5) 25 N 16/16/16/7 LF Battery
20 F L/R 8/7/7/1 HPG
L/R BS 15/15/15/4 Combat Amour, Command
A L/R 8/7/7/1 Fighters 5 (5), DropShips 8
A 6/6/6/3 Troops 45 (20)

CLASS COST IN SERVICE ALLEGIANCE


1/H 12 500 3068 Clan Steel Viper
THRUST ARMOR WEAPONS TRAITS
Prime 2/3 25 AF -5 ASM +4 Sail Integrity (4/3/2/1)
25 SI 55 25 Missile AR10 N/L/R/A KF Drive (6/5/4/3/2/1)
25 (5) 25 N 16/16/16/7 LF Battery
20 F L/R 10/8/8/1 HPG
L/R BS 15/15/15/4 Combat Amour, Command
A L/R 10/8/8/1 Fighters 5 (5), DropShips 8
A 6/6/6/3 Troops 50 (20)

<><><><><><>

BT THERA-CLASS SUPERCARRIER WAR


Slow, but well armed and armoured, the Thera supercarrier is most powerful WarShip in the FWL fleet.. Each
Thera carries four aerospace regiments and eight small craft, plus 4 DropShips.

CLASS COST IN SERVICE ALLEGIANCE


2/H 3060 Free World League, Word of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 100 AF -6 AMS +4 Sail Integrity (4/3/2/1)
95 SI 60 95 Missiles 1 F L/R, 1 A L/R 2/2/2/2
80 (10) 80 N 10/9/8/1 KF Drive (6/5/4/3/2/1)
70 F L/R 9/9/8/1 Command 3, HPG, LF Battery
L/R BS 20/20/18/7 Fleet Carrier
A L/R 9/9/8/1 Fighters 12 (38), DropShips 4
A 15/15/14/1 Troops 25 (8)

<><><><><><>

BT MJOLNIR-CLASS CRUISER WAR


Originally meant to be a light cruiser, the Mjolnir was revised after the Lyran Succession to become a
credible opponent for the Federated Suns' Avalaon. The LAAF named the WarShip for Thor's hammer
in Norse mythology. It can accelerate at 3 Gs and carries batteries of the heaviest naval autocannons
and gauss cannons.

CLASS COST IN SERVICE ALLEGIANCE


2/H 3061 Lyran Commonwelath
THRUST ARMOR WEAPONS TRAITS
4/6 166 AF -4 AMS +3 Sail Integrity (4/3/2/1)
158 SI 95 158 AR10 2 N, 2 F L/R, 2 A L/R, 2 A */*/*/*
157 (17) 157 N 28/28/10/9 KF Drive (6/5/4/3/2/1)
157 F L/R 9/9/9/2 Command 2 LF Battery
L/R BS 22/22/3/32
A L/R 9/9/9/2 Fighters 3 (6), DropShips 4
A 16/16/10/9 Troops 10 (5)

<><><><><><>

BT AGAMEMNON-CLASS HEAVY CRUISER BATTLE


Lacking heavy armour, the Agamemnon relies on speed and maneuverability to avoid taking damage
from its enemies. Armed with a formidable array of anti-fighter weaponry and an integral fighter wing,
these Vessels are not easy prey for enemy fighters to engage.
CLASS COST IN SERVICE ALLEGIANCE
2/H 2012 3058 Free Worlds League, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
4/6 6 AF -5
5 SI 20 5 N 14/12/12/1 Sail Integrity (4/3/2/1)
5 (3) 5 F L/R 8/7/7/1 KF Drive (6/5/4/3/2/1)
5 L/R BS 15/15/15/4 LF Battery
A L/R 8/7/7/1 Fighters 3 (3), DropShips 4
A 11/11/11/1 Troops 10

<><><><><><>
BT AVALON-CLASS CRUISER BATTLE
Design on the Avalon began at the height of the Clan Invasion, but did not truly get underway until 3060. The
long wait while naval infrastructure was constructed allowed for several design modifications. The cruiser was
given heavy missile batteries and relies on escorting DropShips for anti-fighter defence. The FedCom Civil War
was devastating to the class with all but 3 destroyed.

CLASS COST IN SERVICE ALLEGIANCE


2/H 3061 Federated Suns, Lyran Commonwealth, Word of Blake
THRUST ARMOR WEAPONS TRAITS
4/6 113 AF -1 AMS +3 Screen
100 SI 80 100 AR10 2 N, 4 F L/R, */*/*/* Sail Integrity (4/3/2/1)
100 (10) 100 N 6/6/5/- KF Drive (6/5/4/3/2/1)
83 F L/R 8/8/4/3 Command 2, LF Battery
L/R BS 8/8/7/5
A L/R 5/5/4/3 Fighters 2 (2), DropShips 6
A 6/5/2/1 Troops 16 (4)

<><><><><><>

BT CONQUEROR-CLASS BATTLECRUISER BATTLE


Jointly developed with the Ghost Bears as an escort for the Leviathan WarShips, the Conqueror was
based on the Kimigure Pursuit Ship. The Snow Ravens only constructed two of these WarShips due to
the lack of Inner Sphere WarShips. The completed Conquerors rely on heavy autocannons for their
offensive punch and strong integrated fighter support.
CLASS COST IN SERVICE ALLEGIANCE
2/H 1536 3052 Clan Snow Raven
THRUST ARMOR WEAPONS TRAITS
3/5 21 AF -5
21 SI 46 21 Missiles N/BS 2/2/2/2 Sail Integrity (4/3/2/1)
15 (36) 15 N 13/13/13/0 KF Drive (6/5/4/3/2/1)
14 F L/R 14/14/14/14 LF Battery
L/R BS 14/14/14/7 Fleet Carrier
A L/R 4/14/14/14 Fighters 8 (10), DropShips 2
A 23/23/23/0 Troops 45

<><><><><><>

BT FENG HUANG-CLASS CRUISER BATTLE


In an effort to stay on par with the emerging fleets of the other Great Houses, the Capellan
Confederation had no choice but to join forces with the Free Worlds League and the Word of Blake in
order to develop a fleet of their own. Designed, in part, to counter the FWL Thera, the Feng Huang
was as heavily armoured as it could be.

CLASS COST IN SERVICE ALLEGIANCE


2/L 3058 Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
4/6 101 AF -1 Sail Integrity (4/3/2/1)
90 SI 66 90 N 2/2/2/- KF Drive (6/5/4/3/2/1)
85 (10) 85 F L/R 4/4/4/2 Command 2 LF Battery
80 L/R BS 8/8/8/5
A L/R 4/4/4/2 Fighters 3 (3), DropShips 6
A 2/2/2/- Troops 24 (6)

<><><><><><>

BT KIRISHIMA-CLASS CRUISER BATTLE


Although their Kyushu-class frigate has yet to start trials, the DCMS has already announced plans to
commence production of a cruiser class WarShip called the Kirishima. Like the Kyushu, the Kirishima
will be assembled at a specially built construction yard, this time at Togura, using parts from throughout
the Combine. Construction of the Kirishima assembly facility began in late 3053 and is expected to be
completed by the end of this year. Unlike the Dieron assembly facility, there are no plans to upgrade the
Togura yards to full production status, although some parts of the Chatham yards may be relocated to
the new facility once the Dieron yard enters full production.
The plans for the Kirishima indicate that it will be a little under 750 meters long and will weigh just less
than 800,000 tons, placing it in the heavy-cruiser category. The design compares favorably to its closest
rival, the Sovetskii Soyuz. The Kirishima will mount more weaponry and armor than the Clan vessel, but
will carry fewer small Vessels. The Kirishima will also be capable of sustaining 2Gs of
thrust for long periods, versus the Sovetskii Soyuzs 1.5Gs limit. The high maneuverability of the new
Kurita Vessels should make it an ideal escort vessel, although some analysts predict it will serve
primarily as a raider. This discussion remains largely academic, however, as construction of the
Kirishima prototype is not scheduled to begin before 3061.

CLASS COST IN SERVICE ALLEGIANCE


2/H 9237 3061 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
5/8 66 AF -4
52 SI 50 52 N 7/7/6/2 Sail Integrity (4/3/2/1)
44 (50) 44 F L/R 4/4/4/3 KF Drive (6/5/4/3/2/1)
51 L/R BS 6/6/5/5 LF Battery
A L/R 4/4/4/3 Fighters 2 (2), DropShips 3
A 6/6/5/2 Troops 10 (2)

<><><><><><>

BT EAGLE-CLASS FRIGATE RAID


Designed as an escort vessel for the Thera supercarrier, the Eagle features a balanced mixture of anti-ship and
anti-fighter weaponry. Capable of destroying a DropShip with one salvo, the Eagle has weaponry designed to
engage targets at all ranges.

CLASS COST IN SERVICE ALLEGIANCE


3/H 3059 Free Worlds League, Word of Blake
THRUST ARMOR WEAPONS TRAITS
4/6 12 AF -4 AMS +3
11 SI 50 11 N 9/8/8/4 Sail Integrity (4/3/2/1)
11 (2) 11 F L/R 4/4/3/1 KF Drive (6/5/4/3/2/1)
10 L/R BS 16/16/1/1 LF Battery
A L/R 4/4/3/- Fighters 1 (1), DropShips 4
A 5/5/4/- Troops 4 (2)
<><><><><><>

BT IMPAVIDO-CLASS DESTROYER RAID


The new Impavido-class destroyer is shrouded in secrecy.
Scientists from the Free Worlds League, Capellan Confederation and Word of Blake have all been
involved in the development of the WarShip prototype, which is being produced by Technicron
Manufacturing at Tamarind in the Free Worlds League. The origin of the Impavidos massive
maneuvering drive has particularly intrigued observers. ROM agents within the League first discovered
the planned use of the drive and have since confirmed its installation in the prototype. The system has
piqued interest because the FWL has been prohibited from purchasing drive units from the sole factory
on Terra, and no alternate source is known to ComStar or the Draconis Combine. Our analysts have
suggested three possibilities for the source of these drives and other sophisticated systems the Free
Worlds League was incapable of producing a short time ago.
The first possibility is a newly discovered Star League memory core or storehouse. The probability of
the Free Worlds League finding such a cache at precisely the same time it is designing combat
JumpShips is very small, though information provided by the Word of Blake may have aided such a
search. We have no knowledge of such a Star League cache, however, and it seems unlikely the
disorganized schismatics would have been able to help the Free Worlds League locate one. The second
possibility is that the relevant systems were salvaged from some derelict vessel, a number of which are
known to exist within the Marik and Liao realms. This explanation seems the most likely, although the
condition of such salvage would necessitate a large amount of reconditioning work. The third and most
disturbing possibility is that either House Marik or the Capellans have constructed a manufacturing
facility, presumably with the aid of the schismatics. If true, this would allow the new alliance to produce
WarShips unchecked, a particularly disturbing situation given the zealotry of the Word of Blake and
Sun-Tzu Liaos lust for power.
Our analysts believe the 450-meter Impavido will launch sometime during the first few months of 3058.
This projection is based on estimates of the speed of construction to date and the number of systems
awaiting installation; a launch before the end of the year is not inconceivable. We know very little about
the internal arrangement of the Impavido. The crewing level is 230, although facilities are
available for embarking up to two marine platoons, as well as pilots and technicians for the three fighter
squadrons.

CLASS COST IN SERVICE ALLEGIANCE


3/H 5217 3058 Capellan Confederation, Free Worlds League Word of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 17 AF -3 AMS +2 Sail Integrity (4/3/2/1)
16 SI 25 16 N 7/7/7/1 KF Drive (6/5/4/3/2/1)
16 (2) 16 F L/R 6/6/6/1 LF Battery
17 L/R BS 3/3/3/1
A L/R 6/6/6/1 Fighters 3 (3), DropShips 2
A 6/6/6/1 Troops 6 (2)

<><><><><><>

BT INAZUMA-CLASS CORVETTE RAID


The DCA developed the Inazuma to make stealth attacks, overwhelming opponents and then
withdrawing before reinforcements can arrive. The engines are capable of high-gees, and the firepower
is impressive. Hull armour is weak and anti-fighter defences are lacking.
CLASS COST IN SERVICE ALLEGIANCE
4/H 3058 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
5/8 10 AF -1 AMS +3 Sail Integrity (3/2/1)
10 SI 30 10 N 3/3/3/2 KF Drive (5/4/3/2/1)
10 (2) 10 F L/R 3/3/3/- LF Battery
9 L/R BS 4/4/3/1
A L/R 3/3/3/- Fighters 1 (1), DropShips 3
A 2/2/2/- Troops 2 (1)

<><><><><><>

BT KYUSHU-CLASS DESTROYER RAID


Assembly of the first Kyushu-class frigate began at the newly constructed Terada yard at Dieron in late
3053, using parts produced at a number of sites around the Combine. The DCMS hopes to launch the
WarShip prototype on December 14, 3057, but this timetable assumes no problems will occur during the
installation of the massive interplanetary drive. Like the Federated Commonwealths Fox-class WarShip,
the Kyushu mounts an arsenal primarily of conventional anti- fighter weaponry. Most of the Kyushus
lasers and missile systems can engage targets up to 360 kilometers away from the frigate. A second layer
of anti-missile cannons and small pulse lasers provides an 18-kilometer deep layer of defensive fire.
These weapons are capable of engaging incoming short-range, longrange and naval missiles. The
Kyushu also carries a formidable array of anti-ship weapons. Most of these are naval autocannons,
although the vessel also mounts some naval lasers and particle cannons. The particle cannons and some
of the autocannons are accurate to 450 kilometers, but their large size prevents them
from tracking and engaging fighters and other small Vessels.
The Kyushu contains spacious double-occupancy rooms for the crew. These quarters are divided
between six decks. Each deck has its own mess hall and recreation facility, and two grav decks are
provided for the crew decks and the passenger decks. The Kyushus 108 BattleMech cubicles are
perhaps its most unusual feature. These cubicles are located in the vessels large cargo section and can
accommodate a full regiment of war machines. The Kyushus design enables its Mech cargo to descend
to a planet's surface in one of three ways. The first and most common is via DropShips, which can dock
at one of the four hardpoints situated along the Kyushus spine. The second option is one of the
Kyushus twelve specially modified cargo shuttles. These craft are lightly armed and armored and can
transport two Mechs at a time. Finally, if the frigate is in low orbit, Mechs can be dropped directly
from the Kyushu's bay doors.

CLASS COST IN SERVICE ALLEGIANCE


3/H 6679 3057 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
3/5 46 AF -3 Sail Integrity (4/3/2/1)
30 SI 35 30 N 15/15/15/1 KF Drive (6/5/4/3/2/1)
25 (2) 25 F L/R 8/8/1/- LF Battery
31 L/R BS 4/4/4/1
A L/R 8/8/1/- Fighters 3 (3), DropShips 4
A 15/15/15/1 Troops 20 (12)

<><><><><><>
BT SUFFREN-CLASS DESTROYER RAID
One of the many projects initiated by Precentor Martial Anastasius Focht during the Reformation, the
Suffren-class destroyer is still in the design stage. The cost of maintaining naval vessels and the difficulty
of hiding their construction led ComStar to freeze its capital-ship construction in 2949. As the
result, the most modern ship in the fleet, the Dante-class Montpellier, is nearing 110 years old. The
Suffren is part of the effort to update the fleet. The Titan yards are being upgraded for WarShip
production and should be ready to commence production of the Suffren in early 3058.
At present, the Suffren exists only as a computer simulation. Virtual-reality technology similar to that
used to coordinate the battle of Tukayyid has facilitated a thorough testing of the design. This
simulation, often involving up to 200 people acting out their assigned duties on the simulated WarShip,
revealed a number of design flaws that have already been corrected. As a result of this computer
simulation, the designers can skip the expensive prototype stage usually associated with ship
construction.
The Suffren will weigh 540,000 tons and mount an arsenal composed mainly of conventional anti-
aerospace weapons. The Suffrens arsenal of capital-ship weaponry includes naval autocannons, naval
lasers and particle cannons. It is designed to carry eight small crafta mixture of shuttles and orbital
busesand a full marine battalion that should enable the Suffren to repel any boarding attempts and
seize control of any non-Clan vessel easily
CLASS COST IN SERVICE ALLEGIANCE
3/H 4515 3062 ComStar, Word of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 26 AF -3 AMS +2 Sail Integrity (4/3/2/1)
20 SI 30 20 N 13/13/5/4 KF Drive (6/5/4/3/2/1)
20 (2) 20 F L/R 2/2/2/1 LF Battery, HPG
22 L/R BS 5/5/5/1
A L/R 2/2/2/1 DropShips 4, Troops 36 (8)
A 9/9/-/- Comm Jamming

<><><><><><>

BT TATSUMAKI-CLASS DESTROYER RAID


The DCA named the 'tornado' as a warning about the firepower of this vessel. Plagued with technical
problems, only two of these destroyers were constructed. Designed as an escort for JumpShips, the
Tatsumaki is deadly at short ranges. It carries a full battalion of battle armoured marines for boarding
actions.

CLASS COST IN SERVICE ALLEGIANCE


3/H 3059 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
4/6 23 AF -1 AMS +3 Sail Integrity (4/3/2/1)
23 SI 33 23 N 8/7/7/3 KF Drive (5/4/3/2/1)
23 (2) 23 F L/R 5/5/5/2 LF Battery
21 L/R BS 5/5/4/2
A L/R 6/6/6/1 Fighters 3 (3), DropShips 2
A 4/4/4/3 Troops 27 (15)

<><><><><><>

BT FOX-CLASS CORVETTE SKIRMISH


The RX-78-class corvette was the first combat JumpShip built by the Federated Commonwealth. Design
work started in mid 3050; by late 3051, the WarShip design had reached its present form. After Prince
Hanse Davion approved the design, the Federated Commonwealth contracted Federated-Boeing
Interstellar to produce the vessel at its Port Simon yards at Galax. The death of Prince Davion in mid
3052 came a scant two months before the keel-laying ceremony for the first RX-78, the Invincible. In
honor of the late prince, the design was redesignated as the Fox-class corvette.
Construction of the prototype WarShip proceeded smoothly until mid 3055, when ComStar blocked the
export of vital engine parts to Federated-Boeing. After a 16-month delay, the dispute was finally
resolved and the parts were delivered. Federated-Boeing had hoped to begin trials with the prototype
before the end of the year, but the recent terrorist attack on the Galax yards has delayed work; the Fox
is not expected to be completed until early 3058.
When compared to the corvettes used by the SLDF, the Fox is well armed and armored, reflecting
changes in naval design philosophy. Although the Fox weighs only 240,000 tons, it outguns Star League
destroyers almost three times its size. This increased performance has a price, howevernamely the
comfort of the crew. Twenty-six four-man cabins house the Foxs crew and marine complement. Each
cabin contains little more than a bunk for each crew member and an equipment
locker. Recreation facilities are similarly limited, comprising a small lounge on the vessels grav deck and
two small mess halls. Although the Fox has yet to launch from its dock, potential crew members have
already registered their objections to these arrangements. As a result, later vessels may benefit from
redesigned crew facilities.

CLASS COST IN SERVICE ALLEGIANCE


4/H 3703 3057 Federated Suns, Lyran Commonwealth, Word of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 23 AF -3 AMS +2
22 SI 50 22 Missiles N/BS 2/2/2/2 Sail Integrity (4/3/2/1)
17 (2) 17 N 3/3/2/- KF Drive (6/5/4/3/2/1)
21 F L/R 2/2/1/- LF Battery
L/R BS 2/2/1/-
A L/R 2/2/1/- Fighters 2 (2), DropShips 5
A 3/2/2/- Troops 4 (2)

<><><><><><>

BT ZECHETINU-CLASS CORVETTE SKIRMISH


The Zechetinu is designed to operate as a raider, picket, or escort. Early production featured heavy
anti-WarShip weaponry; later variants replaced lasers with White Shark missile.

CLASS COST IN SERVICE ALLEGIANCE


4/H 3057 Free Worlds League Word of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 8 AF -3 Sail Integrity (4/3/2/1)
6 SI 10 6 N 4/4/3/- KF Drive (6/5/4/3/2/1)
6 (1) 6 F L/R 2/2/1/1 LF Battery
6 L/R BS 3/3/2/-
A L/R 1/1/1/1 Fighters 1 (1), DropShips 1
A 2/2/2/1 Troops 2 (1)

Zechetinu II 2 N/A 3/3/3/3 F 2 L/R 2/2/2/2


N 3/3/3/-
<><><><><><>

BT ARCADIA DROPSHIP SKIRMISH


The Blood Spirits embraced the development of Protomechs with a passion. They enlisted the aid of the Snow
Ravens to develop a DropShip to carry out Trials of Possession. Small and agile, the Arcadia carries a blistering
array of missiles and lasers.

CLASS COST IN SERVICE ALLEGIANCE


5/H 989 3064 Clan Blood Spirit
THRUST ARMOR WEAPONS TRAITS
6/9 12/7/9 -2 ATM 2 N, 2 L/R 4/4/-/-
SI 6 N 1/1/1/- Aerodyne, Atmospheric
L/R 2/2/1/-
A 1/1/-/- Troops 3 ProtoMechs

<><><><><><>

BT CONQUISTADOR DROPSHIP SKIRMISH


The Conquistador was built to carry an RCT group into battle. A battalion each of 'Mechs, vehicles, infantry, plus
a company of battle armour and an aerospace fighter wing. Cargo space was converted into a computer-filled
command centre from which a task force admiral could oversee a planetary asssault.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2204 3063 Federated Commonwealth, Federated Suns
THRUST ARMOR WEAPONS TRAITS
3/5 15/14/12 -2 AF -4 AMS +4
SI 15 N 3/3/2/1 Aerodyne, Atmospheric
F L/R 2/2/2/1 Command 2
L/R 6/4/4/- FL 2 (3)
A L/R 1/1/1/- Troops: 20 BA, 16 Reg
A 1/1/1/-

<><><><><><>

BT MERCER DROPSHIP SKIRMISH


Clan Steel Viper sought to build a DropShip capable of defeating their Snow Raven rivals, and thus defeating the
best of the 'naval' Clans. The Mercer assault transport came as a shock to the Ravens at Lum, punching through
their battle lines and landing troops.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1119 3065 Clan Steel Viper
THRUST ARMOR WEAPONS TRAITS
5/8 12/11/10 -2 AF -4
SI 15 N 3/3/3/1 Atmospheric, Spheroid
L/R 2/2/1/1
A 1/1/1/1 Troops 5

<><><><><><>
BT OUTPOST DROPSHIP SKIRMISH
Realizing that their naval forces were becoming outmoded, the Hells Horses developed a new DropShip capable of
carrying a Cluster. The 7000 ton vessel can outgun, out-maneuver, and outlast almost every other Clan-fielded
transport.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1283 3063 Clan Hells Horses
THRUST ARMOR WEAPONS TRAITS
5/8 12/12/12/ -2 AMS +4
SI 10 N 2/1/1/1 Atmospheric, Spheroid
L/R 2/2/1/-
A 1/1/-/- FL 1 (1) Troops 3

<><><><><><>

BT CHIMEISHO-CLASS JUMPSHIP PATROL


One benefit of the technological renaissance in the Inner Sphere was the reactivation of the Izumi
JumpShip yards at Altair. The yards were disabled during the first days of the Succession Wars and had
remained derelict for years, as the Draconis Combine concentrated its resources on its JumpShip yards
at Chatham and Schuyler. After the War of 3039, though, the Kurita Combine Munitions Corporation
made use of state sponsored grants to reconstruct the yard to produce the first Chimeishos.
The Chimeisho is more than half a kilometer long and follows the traditional needlelike shape of most
JumpShips. A spherical command section is located at one end, and a blocky station-keeping drive
occupies the other. The vessels twin docking collars are situated midway along the cylindrical body,
adjacent to the cavernous cargo bays.
Unlike most Inner Sphere JumpShips, the Chimeisho carries a sizable number of offensive weapons
systems, mostly extended-range and pulse lasers. These systems provide the vessel with enough
firepower to badly damage anyone who dares to attack the JumpShip. The Chimeisho is lightly armored
when compared to a DropShip, however, and can only take a few hits before sustaining serious damage.
The Chimeishos 30 crewmembers share a number of well-equipped but cramped dual-occupancy cabins
on the deck below the bridge. Each stateroom also contains a tiny washroom, although only the senior
officers cabins have their own shower and toilet facilities. A spacious recreation area equipped with the
latest entertainment systems compensates somewhat for the cramped cabins, but the initial response
from crew members has been less than favorable.
A spacious hangar deck on the lowest levels of the Chimeishos command section provides facilities for
up to four small Vesselsusually a pair of light aerospace fighters and a pair of ST-46 shuttles. The
technicians and pilots of these Vessels have their own staterooms on the deck directly above the hangar.
The same deck contains the vessels life-support system. Only two Chimeishos have been produced to
date. The DCMS purchased both and has also purchased all the Chimeishos scheduled to be produced
through 3062. However, KCMC is taking orders for the units scheduled to launch in 3063

CLASS COST IN SERVICE ALLEGIANCE


2/H 151 3056 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
.2 7 AF -2
5 SI 1 5 N 1/1/1/- Sail Integrity (4/3/2/1)
5 (1) 5 L/R 1/1/1/- KF Drive (5/4/3/2/1)
6 A 1/1/1/- LF Battery
DropShips 2, Troops 2 (2)

<><><><><><>

BT EXCALIBUR DROPSHIP (Upgrade) PATROL


Semier Data Tron of Tharkad has recently attempted to improve the firepower of their Excaliburs by
replacing the conventional weapons systems with high-tech equivalents. Several configurations have
been tried, all with mixed success. The most common configuration adds an Artemis IV fire-control
system to each of the five LRM systems, replaces the medium lasers with pulsed equivalents and
replaces the PPCs and large lasers with extended-range versions of these weapons. The net result of this
is a slight improvement in the Excaliburs fire.
CLASS COST IN SERVICE ALLEGIANCE
5/L 149 3056 Any
MASS THRUST ARMOR WEAPONS TRAITS
3/5 20/18/15-4 / 7 L 6/4/4 atmospheric, command, spheroid
R 6/4/4

<><><><><><>

BT NEKOHONO'O DROPSHIP PATROL


Fearing a full assault by the Ghost Bears, the Combine military ordered the construction of an assault-class
DropShip with which to counter the Clan WarShips. Based off the Rose DropShip, kraken missile launchers
added punch and 90 marines stand ready to commence boarding operations.

CLASS COST IN SERVICE ALLEGIANCE


5/L 276 3065 Clan Nova Cat, Draconis Combine
THRUST ARMOR WEAPONS TRAITS
5/8 31/23/17-3/8 Kraken Missiles N 4/4/4/4
L 6/4/4 atmospheric, spheroid
R 6/4/4 Fighters 1 (6) Troops: 27 (9 battle taxis)

<><><><><><>

BT ROSE DROPSHIP PATROL


The Bara no Ryu, or Rose as it is more commonly known, is one of the most interesting designs to
emerge in recent years. Officially a merchantman, the Rose is actually a sophisticated military Vessels
outfitted with advanced technology. All nine Roses are owned by the DCMS. The Roses harmless-
looking exterior conceals numerous pieces of cutting-edge military hardware, including highly
sophisticated sensors and an advanced array of weapons. The nine Roses primarily serve as supply ships
for the Explorer Corps, transporting equipment, people and supplies to our facilities in the Periphery.
The 16,000-ton vessel can transport nearly than 10,000 tons of cargo, usually foodstuffs and
construction materials. The Rose can also transport combat equipment, including vehicles and
BattleMechs, although the facilities for such cargo are minimal. The vessel can accommodate up to one
platoon in comfortable, if spartan, quarters. Much of this outbound cargo is first shipped to Wolcott by
conventional means and is easily hidden in the massive volume of logistics traffic for the operations of
the DCMS. Once on Wolcott, the equipment is moved to the new Anson facility and secretly loaded
onto Rose-class DropShips. Returning vessels carry out similar deceptions, unloading their military
equipment at the facility and collecting innocuous raw materials that can be sold on the open market as
the produce of new mining colonies. Despite its formidable array of weaponry, the Rose is lightly
armored, a result of the need to masquerade as a merchant. If faced with combat, a Roses captain will
most often use his vessels superior maneuverability to escape, saving its weapons for desperate
situations. One such situation occurred in May of last year, when a Clan Broadsword-class vessel
encountered a Rose and its JumpShip at LM-52 9366, an uninhabited system in the Draconis Drift. The
Rose was transporting a company of BattleMechs when the Clan vessel issued a batchall. The vessels
were unable to flee because the JumpShip required another six hours of charging before it could make a
jump. When the Clans discovered their target was a merchant vessel, however, they decided not to
attack, but announced their intention to send a boarding party to inspect the Roses cargo. The
unsuspecting Broadsword captain maneuvered his vessel to dock with the Rose. When it was less than
half a kilometer away, the Rose fired its formidable nose-bay weapons. The first volley destroyed the
Broadsword's Mech bay door. The atmosphere breach caused the Clan vessel to spin out of control, and
the Roses four aerospace fighters swiftly dispatched the crippled ship.

CLASS COST IN SERVICE ALLEGIANCE


5/L 285 3054 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
4/6 49-4/5 L 6/4/4 atmospheric, spheroid
R 6/4/4 Troops: 4 (4 battle taxis)

<><><><><><>

BT ARES ATTACK CRAFT PATROL (4 Wing)


The resurgence of WarShips and the increasing size of the Federated Suns Naval DropShip fleet once
more called for a close escort craft. The Ares attack craft is a radical departure from the landing craft
series. Heavily armored, one of the AACs most striking differences from the original landing craft
models is the dual engine nacelles that replace the landers single-nacelle design. The added engine gives
the AAC a maximum thrust nearly double that of the LRLC series. With only a marginal increase in
firepower, the AACs primary use is in electronic warfare defense, deployed to screen DropShips or
WarShips in deep space combat.
The updated AAC Mark IX takes advantage of recovered technologies to heavily upgrade the crafts
offensive firepower. The AAC Mark VII carried sixteen standard heat sinks to support three large lasers
and four medium lasers, all forward-facing. The Mark IX uses fifteen heat sinks, upgraded to freezer
models. It loses one large laser, but the remaining two are an extended-range and pulse model for long-
range sniping and accurate short-range fire. The four medium lasers are all upgraded to pulse models as
well. Finally, a Beagle active probe was added. This last modification allows the AAC Mark IX to
support aerospace fighters, using the probe to punch a hole through hostile ECM fields.
In the final battle for Terra, Federated Suns Arondights deployed Ares Mark IXs to devastating effect.
Using their ECCM and active probes, the Mark IXs cleared the path for Coalition ships to destroy one
of the Naga CASPAR II Drone control ships.
Federated Boeing has since licensed the Ares Mark IX to Lyran, Republic and Combine manufacturers
and is in talks with Andurien AeroTech.

CLASS COST IN SERVICE ALLEGIANCE


6/L 206 3066 Federated Suns, Any (3085)
THRUST ARMOR WEAPONS TRAITS
7 / 11 5/4/3-2/6 N 2/2/1 Aerodyne, Atmospheric, Stealth
L/R 1/1/- Troops 2

<><><><><><>

BT BATTLE TAXI PATROL (4 Wing)


The NL-42 troop transport is the military equivalent of the S-7A bus. Nicknamed the Battle Taxi, the
NL-42 is designed to deliver troops onto the hull of a target vessel, enabling them to board the target
vessel regardless of its status. The first vessels of this class saw extensive action during the Star League
era and the Succession Wars. Originally the transports carried standard troops, but recent models have
been designed to carry power-armored troops as well. The most notable of these new Vessels is the
Lupus series, created by Blackwell Industries for Wolfs Dragoons. The NL-42 is an export version of
the Lupus.
The NL-42 is equipped with a pair of electromagnetic grapples attached to 50-meter tow lines. These
allow the NL-42 to attach itself to any vessel, although the NL-42 must match the targets heading and
velocity first. Once the grapples have attached to the target, the transport reels in the towline, drawing
itself closer to its target. The power-armored troops can then jump onto the targets hull, using magnetic
boots to walk to the nearest hatch or cutting tools to create their own entry point. The NL-42 also
mounts laser and pulse weapons to supplement its unique offensive capabilities. The Vessels usually
operates with a two-man crew. One crew member pilots the NL- 42 while the second operates its
weapon and grappling systems. A single crew member can operate the Vessels if necessary, but this
greatly increases the difficulty of the docking procedure

CLASS COST IN SERVICE ALLEGIANCE


6/L 13 3053 Any
THRUST ARMOR WEAPONS TRAITS
6/9 5/4/3-2/4 L/R 4/4/2 atmospheric, spheroid, Troops: 2

<><><><><><>

BT CORSAIR FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


2/M 12 Any
THRUST ARMOR WEAPONS TRAITS
CSR-V12 6 7-1/3 3/3/- Atmospheric, Bomb

<><><><><><>

BT VISIGOTH OMNIFIGHTER PATROL (4)


The 60 ton omnifighter is the second most popular design among the Clans.

CLASS COST IN SERVICE ALLEGIANCE


6/M 16/20/17/17 2950 Clans
THRUST ARMOR WEAPONS TRAITS
PRIME 7 5 5/5/- Atmospheric, Omni, Superiority
A 7 5 7/7/6 Assault, Atmospheric, Omni
B 7 5 4/4/4 Atmospheric, Omni, Superiority
C 7 5 5/5/3 Atmospheric, Omni, Superiority

<><><><><><>
THE JIHAD 3067-3085

BT DRAKE-CLASS SDS STATION SKIRMISH


The Drake is a modified orbital monitoring and traffic control station similar to those seen above many
industrialized worlds of the Inner Sphere. Built on the Terran Hegemony Gatekeeper traffic control
stations, it is equipped with a Naval Comm-Scanner Suite that allows it to monitor, control, and direct
communication over several AU of space.
When Precentor Martial St. Jamais began his Maginot Line project, he immediately identified the need
to prevent hostile forces from ever landing on these worlds. Leveraging the proven Caspar II
technologies, St. Jamais created an orbital defense grid that would require minimal manpower while o-
ffering the ability to stop hostile landings on the Maginot worlds. The Monitor Platform was the final
solution for this defense grid, but required the use of control ships. The Word reopened the Titan yard
section that built Gatekeepers and modified them to manufacture the Drake SDS Station. Reinforced
with stronger armor and upgraded defensive weapons, including a sub-capital missile system, the Drake
was able to hold up to any casual attack directed at it while maneuvering its slaved Cockatrice Caspar II
drones to attack any hostile threat. The extensive communications system also allowed the Drake to
connect and even controlalbeit limitedlyswarms of drone fighters.

CLASS COST IN SERVICE ALLEGIANCE


0/L 353 3071-3085 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
0 5/1 AF -2, AMS +2 Command 1, Drone Command 2,
N 2/1/1/- Immobile
L/R/A 1/1/-/- Troops 2 (2)

<><><><><><>

BT DRAGON'S BREATH-CLASS SDS STATION SKIRMISH


Officially the Megiddo System Space Platform (SSP), Word technicians servicing these stations coined
the term Dragons Breath in an obvious nod to the Caspar II draconian naming scheme and their
devastating effect on a potential target. Like much of the Megiddo system, it was disguised within
seemingly innocuous civilian structures. In the Breaths case, the system took the Words Q-Ship
concept to the next level by outfitting small civilian grade space stations with Killer Whale missiles.
The Dragon's Breath was capable of launching ten Killer Whales in a single salvo. Four of the missiles
were outfitted with special ECM systems designed to fool a targets point defense system, resulting
in a waste of the targets anti-missile are on empty space. The remaining missiles launched in a ripple
pattern of two, three, and one. The first two waves were designed to blast away the armor of the target,
allowing the final missile to pass unimpeded into the heart of the vessel. In the case of the Ghost Bears
Leviathan-class Great Bear, this system worked flawlessly in the failed defense of the Titan Yards.
Believing they were being attacked by over thirty Peacemakers, the Bears point defenses were still ring
at ghost targets when the final missile exploded deep within its superstructure. Fortunately the system
was far from perfect; of the other ten Dragons Breath platforms in the Terran system, none managed to
do any significant damage to Coalition forces.
An early prototype of the system was present in the Towne system. Equipped with non-nuclear
warheads, it only activated when remote sensors detected the passage of the Federated Suns WarShip
Indefatigable. Launched on a ballistic trajectory, the missiles went active only as they closed on the
Indefatigables flight path. Severely damaging the WarShip, the attack proved the concept for the final
system activated at Terra. Fortunately for the Coalition, this early prototype was unusually successful
and not an indication of the Megiddos true capability.
CLASS COST IN SERVICE ALLEGIANCE
0/L 1250 3071-3085 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
0 1/1 AF -2 drone, immobile
N/L/RA 1/-/-/-
Dragon's Breath MissileN X/X/X/X
MISSILE WARHEADS ECM - distracts AMS on target ship
Peacemaker KW 100 (8+)

<><><><><><>

BT ERINYES (NEWGRANGE-CLASS) YARDSHIP RAID


During the Jihad, descriptions of a super-massive WarShip circulated the intelligence and spacefaring
communities. These sightings, combined with rumors the Word of Blake had modified one of their
Newgranges, created something of a Flying Dutchman bogeyman. Blamed for anything from the
destruction of Arkab to a bio-engineered drought on Wisconsin, this rumored ship remained an
unverifiable myth. That is, until 3079 when data decryption of Blakist archives found a reference to a
ship known only as Erinyes. It would be another six years before anything further was found on this
mystery ship, though in the meantime its legend continued to grow despite the best efforts of The
Republic and allied nations. After the destruction of Lopez in 3083, it was nearly impossible to squelch
the rumors completely.
Recently decrypted archives provide a glimpse into the modifications to the vessel and give credence to
several of the events attributed to the Words ghost Ship. The massive pressurized bay was
reconfigured, first with the mounting of a spinal-mounted heavy mass driver. The remaining space was
converted to hold large asteroids and enable them to be refitted with system drives. According to the
records recovered, the original concept was for a deep space mining vessel that could find and extract
rare ores or fit asteroids with drives to send them back to a central processor. During the Jihad, the
Word instead used the Ships mass driver and drive-equipped asteroids in at least two confirmed stealth
orbital bombardments.
The Erinyes is believed to still be operating, with an unknown complement of crew and equipment. Any
reports of ghost ships, sightings, or rumors of Word activity should be immediately forwarded to RAF
intelligence.

CLASS COST IN SERVICE ALLEGIANCE


3/M 2392 3065 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
2/3 28 AF -2 AMS +2 Screen
27 SI 17 27 Baracuda N, LR, A 6/2/2/2 Sail Integrity (4/3/2/1)
27 (3) 27 Mass Driver N 40/40/40/40 (only target Immobile, Planets)
25 N 3/3/3/- KF Drive (6/5/4/3/2/1)
L/R 11/11/11/9
L/R BS 25/25/25/22 HPG, Repair
A L/R 11/11/11/9 DropShips 4, Shuttles 6 (12)
A 3/3/3/- Troops 4 (2),

<><><><><><>
BT NAGA-CLASS DRONE (NAGA-CLASS DESTROYER) RAID
The Words Caspar II system was originally thought to be an exact duplicate of the Star League-era
Caspar system. Not until the final assault on Terra was it discovered that the Caspar IIs intelligence was
human and not artificial, as originally believed. While capable of conducting fairly elaborate independent
operations, the true strength of the Caspar II system was the ability for the drones to be directly
controlled by a control ship. In the Terran system, a good portion of the Caspar II drones were
controlled by three converted Naga-class WarShips, the Divine Command, Celestial Threads and
Enlightened Direction. All three vessels had non-functional KF drives and were not deemed worth fully
repairing. Instead, the ships were outfitted with the elaborate control systems required to be the last
Caspar II control ships. The Celestial Threads was the last control ship brought online and controlled
the Dragau-class Caspar IIs which defended Mars against the Dragoon assault. During Case WHITE,
ComStar unknowingly dealt a near deadly blow to the Terran Caspar II network, putting both the
Threads and the Enlightened out of action. However, by the time of the Coalitions assault on Terra, the
Threads had been repaired and additional smaller DropShips were converted to control smaller groups
of Caspar IIs. These control ships and their drones accounted for a significant portion of the damage
delivered to the Coalition forces during the final battles for Terra. After the heavy damage received
during Case WHITE, the two remaining Naga control ships were upgraded to improve their defenses.
First, armor plates were layered on to protect key components of the ancient destroyers. Originally
designed primarily for capital engagements, the Naga control ships lacked decent anti-fighter support. At
the battle of Terra, they were equipped with matching batteries of VSP lasers and MML launchers in all
arcs. Additional sub-capital weapons were added to improve anti-fighter and DropShip defense and an
array of AMS and screen launchers was installed. The Caspar II control system was able to operate
thirtysix Caspar II drones at the same time. Even after the Divine Command, the last operating control
ship in Terran orbit, was destroyed, the Caspar II drones continued to haunt the invasion as their
controlled drones shifted to their independent command trees and harried Coalition assets.
CLASS COST IN SERVICE ALLEGIANCE
3/M 3539 3065 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
2/3 9 AF -2 AMS +2 Screen
10 SI 34 10 N 4/4/3/- Sail Integrity (4/3/2/1)
10 (1) 10 L/R 4/4/3/- KF Drive (0)
9 L/R BS 6/6/5/- Drone Command +2, HPG
A L/R 4/4/3/- DropShips 0, FL 3 (6)
A 2/2/1/- Troops 3 (2), Manei Domini
White Shark F L/R 3/3/3/3
Baracuda A 2/2/2/2

<><><><><><>

BT AESIR/VANIR DROPSHIP (Pocket WarShip) RAID


Clan Nova Cats Trial of Retribution in 3067 left the Ghost Bear Dominion lacking the escort ships it
needed to properly screen its fleet and logistics network. Looking back to the successful Titan class for
inspiration, the Dominion sought to build a powerful DropShip to replace its lost destroyers. It took
most of a decade to develop the required technologies and establish production lines with the Jihad
straining the economy, but the time spent preparing proved worthwhile, with over five Stars of ships
built at Alshain and Rasalhague between 3077 and 3081.
Using the same hull and engine, the Bears were able to create two distinct ship classes from the same
production facilities. The Aesir class combines the aerospace fighters of the Titan with a powerful anti-
aerospace weapons array. During the designs development it was realized that the demand for
additional aerospace fighters would compromise the Leviathan program, so to reduce the impact a
derivative class was developed to complement the Aesirs offensive power. Named after the Vanir, this
secondary class replaced the Aesirs carrier bays with rows of sub-capital missiles, making it a
formidable defensive platform. Both classes were fitted as command ships with enhanced sensors,
control systems and liveability. Lacking aerospace fighters, Vanirs are noted for their endurance and
carry additional ammunition and supplies.
The Ghost Bear Dominion operates relatively few Aesirs, which serve as command ships in their own
naval Stars, often with a Vanir partner. These Stars generally spent the final months of the Jihad
protecting the Dominions trade lanes and the fleets logistical tail. The more-numerous Vanirs also serve
as command ships in escort Stars, but are more famous for acting as screens for the Dominions
battleships. This role thrust them into the thick of the action where their abilities were tested and losses
were high.
With the end of the Jihad, both classes have retained their escort duties. Production has continued, at a
reduced pace, as the Aesir and Vanir are seen as a cost effective way to protect the Dominions merchant
fleet. During the recent trouble with the Draconis Combine, the presence of these heavy escorts
prevented several attempts at convoy raiding by the Combine and secured the defenses of major
Dominion worlds. This freed the fleets capital units to penetrate the Combine undetected and provide
additional political pressure.
Examples of either variant are rare outside of the Ghost Bear Dominion, with Trials and diplomatic gifts
being the only way to gain one of these ships. The one exception is Clan Nova Cat. In the lead-up to the
Liberation of Terra, it was tasked with escorting the transport elements of the fleet but lacked the
screening DropShips required. Devlin Stone met with the Bears and the result of the closed door
meeting was the Dominion gifting Clan Nova Cat with a mixed binary of Vanirs and Aesirs. These
helped secure the fleet over Terra and most survived the battle. The battleship Great Bear gave up its
own heavy escorts to meet the needs of Clan Nova Cat and was lost as a result. This is a continuing sore
point for the Dominion.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2910 3077 Clan Chost Bear, Clan Nova Cat
AESIR THRUST ARMOR WEAPONS TRAITS
5/8 18/17/10 -2 AF -2 AMS +2 Screen
SI 12 Piranha F L/R AL/R 6/6/6/-
N 12/6/2/- Atmospheric, Command 1, Spheroid
F L/R 17/14/14/5
A L/R 13/8/8/5
A 16/11/11/2 FL 3 (5), Troops 4 (2)

CLASS COST IN SERVICE ALLEGIANCE


5/H 4319 3077 Clan Chost Bear, Clan Nova Cat
VANIR THRUST ARMOR WEAPONS TRAITS
5/8 18/17/10 -2 AF -2 AMS +2 Screen
SI 12 Piranha F L/R 9/9/9/- Piranha A L/R 6/6/6/6
N 11/11/2/- Atmospheric, Command 1, Spheroid
F L/R 17/14/14/5
A L/R 13/8/8/5
A 16/11/11/2 Troops 6 (3)

<><><><><><>

BT ARONDIGHT DROPSHIP (Pocket WarShip) RAID


The Federated Suns confidence in, and reliance on, capital missiles went through a trial by fire in the
early days of the Protectorate campaign. Arguably the backbone of their naval defense strategies, the
Suns had made heavy use of capital missiles technology both in their WarShips and their emerging
Pocket WarShip class of vessels. Even the cancelled Durandel-class destroyer project was said to be
focused on massed AR-10 batteries.
As early as 3069 FSN strategists knew the face of naval warfare was undergoing another fundamental
shift. The Word of Blakes heavy use of nuclear-tipped capital missiles had resulted in a slew of
emergency refits to both attack and transport DropShips to install heavy AMS batteries. They knew it
was only a matter of time before the Blakists began to do the same. But even after reverse engineering
the Word of Blakes capital cannon designs, the Federated Suns chose to build their newest Pocket
WarShip around capital and sub-capital missiles. Produced in even greater numbers than the Overlord
and Excalibur PWS, the Arondight would be a key part of the Federated Suns naval offense against the
Word of Blake Protectorate.
At the battle of Huan in May of 3077 the Arondights reliance on missiles would end in disaster. Still
damaged from the liberation of Towne, the FSS Indefatigable was totally destroyed by two Tiamat
Pocket WarShips. The six heavy sub-capital cannons massed in the nose of each Tiamat were able to
easily blast through the Fox corvettes light armor. The five Arondights supporting the Indefatigable
found their missile attacks all but useless against the Tiamats heavy anti-missile systems. While
ultimately victorious, the FedSuns vitory was more attributed to the arrival of the NCS Path of Honor
than to the prowess of the Suns own forces.
Showing a remarkable adaptability and willingness to change tactics on the fly the Davion High
Command ordered Federated-Boeing to set up an emergency refit yard over Tikonov and began a crash
refit program of all Arondights in service. Fed-Boeing engineers gutted the existing Kraken and AR-10
weapons bays. In the nose they fitted three heavy sub-capital cannons, providing the DropShip with its
primary capital fire. The AR-10 bays were replaced with four light sub-cap cannons, allowing the
DropShip to engage targets at ranges close to its old capital missile ranges. The changes greatly
increased the Arondights throw weight.
The first SCC refits saw action over Ingress in November 3077. The Protectorates naval defense
consisted primarily of Achilles assault DropShips upgraded with laser AMS and a single Interdictor
Pocket WarShip. Expecting their opponents to use capital missiles, the Word quickly closed the range.
The refitted Arondights quickly cut through the unprepared Word DropShips and earned the Coalition
an unmolested drop onto Ingress.
The redesign was not without some problems. Using the existing Kraken weapon bay required packing
the heavy sub-capital cannons tightly together. This led to ongoing fire control and ammo feed issues
and requires very high levels of maintenance. These issues were addressed in keel-up construction but
the Tikonov refits continue to have problems. After an Arondight SCC exploded during routine gunnery
practice in 3082, Federated-Boeing issued a recall for all SCC refits done over Tikonov. These refits had
two heavy SCCs removed and the original Kraken launcher put back in.
CLASS COST IN SERVICE ALLEGIANCE
5/H 2912 3069 Federated Suns
THRUST ARMOR WEAPONS TRAITS
5/8 12/11/10 -2 AF -2 AMS +2 Screen
SI 10 AR10 A/R AL/R */*/*/*
N 6/6/2/- Atmospheric, Command 1, Spheroid
F L/R 8/8/6/-
A L/R 6/6/2
A 4/4/2/- FL 1 (1), Troops 3 (2)

CLASS COST IN SERVICE ALLEGIANCE


5/H 2912 3077 Federated Suns
SSC REFIT THRUST ARMOR WEAPONS TRAITS
5/8 12/11/10 -2 AF -2 AMS +2 Screen
SI 10 Piranha F L/R 6/6/6/6 Piranha A L/R 6/6/6/6
N 11/11/2/- Atmospheric, Command 1, Spheroid
F L/R 13/13/8/-
A L/R 6/6/2
A 4/4/2/- FL 1 (1), Troops 3 (2)

<><><><><><>

BT EXCALIBUR DROPSHIP (Pocket WarShip) RAID


The unique genesis of the Excalibur Pocket WarShip is a testament to the trifecta power of nobility,
money and boardroom connections, combined with the apparent blindness of the largest military
bureaucracy since the first Star League. While details remain few and not wholly confirmed, this project
apparently originated with Interconnectedness Unlimited, an interstellar conglomerate currently
struggling to reclaim its interstellar recognition after years of steady downturns and the loss of an
ambitious Class Six Stadium on Solaris VII. Regardless of their diminished statureor the growing
firestorm of accusations of potential Blakist dealings surrounding their doomed Solaris VII endeavor
the company, and the Steffelbus family backing it, apparently garnered enough support to reach a deal
with Duke Aleksandr Philip McCorkendale of Federated-Boeing Interstellar to refit several upgraded
Excalibur-class DropShips on IUs D-bills. By law, such military upgrades fall under the auspices of the
AFFS Quartermaster Department, which means Field Marshal Melvin Israel Aleixandre likely signed off
on the project. As rumors still swirl about unauthorized depots built by the DotQ before and
during the FedCom Civil War, this is certainly possible. However, considering the revenue spent on the
AFFS WarShip fleet, combined with the Overlord-A3 and Conquistador assault DropShips already well
in the planning stages at the time (the Conquistador by none-other-than Federated-Boeing) the reasons
for the Excalibur refit remain unclear. Nevertheless, the ship is certainly a fully functioning test bed for
the potential of such Pocket WarShips.
In the refit, the Excaliburs five cavernous troop bays were virtually gutted, and the vesselnow
designated an assault DropShipbecame a flying magazine. A formidable array of eight versatile AR10s
and two heavy launchers capable of hurling the new Kraken ship-killers were fed from the all- out-
hollow core. Carrying more than six thousand tons of capital missiles, the Excalibur can briefly rival the
firepower of many light WarShips, while the technological upgrade of the ships existing weaponry, and
the added hangar space for a squadron of aerospace fighters beneath the primary magazines and the
main drive add to its menace. Equipped with a flag deck (normally found on cruisers or battleships), the
assault Excalibur appears intended to serve as a flagship for special assault squadrons. Such squadrons,
coincidentally enough, formed during the first ships debut in Operation
Bulldog, and it was in this role that the refits first served. Teething problems with the assault
Excaliburs fire control systems kept them from making any major contributions to the campaign, which
as much as Victors year-long disappearance from the Inner Sphere, small army and allkept the new
class out of the spotlight.
The designs greatest weaknesses, however, stemmed from the haste in which the refits were
undertaken. Retaining the original engine, structure and armor, the DropShip is far more fragile than the
Overlord-A3, Nekohonoo or Conquistador classes. In a bid to off set this disadvantage, engineers
mounted an array of antimissile systems and screen launchers to form an impressive point defense
system.
Only seven Exclaibur refits were produced before the project was cancelledthough whether this was
due to IUs financial troubles or other, deeper agendas is unclear. The Gorgon was lost during Operation
Bulldog, and the Bellerophon and Thunderchild were paid off , becoming the property of mercenary
crews who had served in special Star League-sponsored assault squadrons against the Smoke Jaguars.
The Guardian (erroneously depicted in recent holoflicks as carrying a naval PPC) was destroyed over
Kathil in the opening stages of the FedCom Civil War when it rammed the FCS Robert Davion. More recently, the
Stanley Castle was scrapped after suffering heavy damage during Operation Sovereign Justice. Only the
Tyrannosaurus Rex and March Harrier remain in service with the AFFS, both in the Draconis March. Faced with
a surprisingly powerful Word of Blake WarShip fleet, and the success of the dedicated assault DropShips such as
the Overlord-A3 and Conquistador, the AFFS reluctantly returned to the oddball pocket WarShip concept in
3068. The orbital yards over Galax were in the midst of hastily refitting ten more Excaliburs when they fell to
Word of Blake forces in 3069. It is believed that the Blakists captured at least six of these partially completed
vessels, and scattered reports suggest that they have since completed refitting the other four in the two years since.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2461 3059 Federated Suns, Word of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 7/6/5 - 1 / 7 AF -2 AMS +2 Screen
Kraken 2 N 4/4/4/4
AR10 A/R AL/R */*/*/*
N 2/2/1/- Atmospheric, Command 1, Spheroid
L/R 4/4/3/-
A 2/2/-/- FL 1 (1), Troops 4 (4)

<><><><><><>

BT INTERDICTOR DROPSHIP (Pocket WarShip) RAID


Following the naval defeats handed to them at Tharkad and Arc-Royal, the Word of Blake began taking
steps to replenish their diminishing naval forces. While much of this effort included the outfitting of new
Q-Ships such as the Union and the Mule, the Word also took advantage of newer technology just
entering production. Though research and development was swift, development of the Interdictor-class
Pocket WarShip was not finished until some time in 3073. In 3074, the first of these new ground-up
designs was spotted over Gallery, leading the Blakist forces there to swat aside the initial meeting force.
Based in part on the widely renowned Achilles design, the Words engineers took the concept of a fast
assault ship and expanded it, doubling the weight to hold a bevy of new equipment. Furthermore, as
with many of the Word of Blake designs emerging since the start of the Jihad, the Interdictor has a sleek
and fearsome appearance that is built to intimidate. Key to the Interdictors success is its high thrust
rate, combined with a pair of nose-mounted AR-10 capital missile tubes, backed by one of the Words
new light sub-capital cannons on each wing. With almost two dozen capital missiles in the ships
magazinesome of which are sure to be equipped with nuclear warheadsonly the most dedicated
combat DropShips can hope to evade or outgun an Interdictor. If caught alone, the only hope most
other Vessels will have is to surrender immediately to an Interdictor and allow themselves to be boarded
by the three dozen battle-armored troops intent on seizing or commandeering any contraband or spoils
on board.
Its standard weapons armament is a largely medium-ranged mixture made almost entirely of weapon
systems that debuted in the last ten years. Variable-speed pulse lasers, heavy particle projection cannons,
and multi-missile systems make up the bulk of this firepower. Even its armor is state-of-the-art heavy
ferro-aluminum and is thick enough to allow it to weather the kind of incoming fire typically reserved
for the most important Command ships. Reports of a second, sub-capital variant on the Interdictor
have also been confirmed. Though its hull, armor, engines, and heat sinks appear outwardly identical to
the original model, this variant emphasizes its capital-grade firepower and seems more intended to
destroy opponents rather than capture them. Central to this are the nose-mounted Killer Whale and
Piranha missile launchers, which are backed by a medium sub-capital cannon and twin sub-capital lasers
in each wing, in addition to an assortment of heavy PPCs, variable-speed pulse lasers, and
anti-missile defenses. The identical flight and armor profiles make it difficult to know which Interdictor a
vessel may encounter until the first volleys are fired.
Resistance cells attempting smuggling runs have found it exceedingly hard to avoid a confrontation with
an Interdictor when detected. In the Gibson system, where the first Interdictors debuted, unauthorized
trafficincluding resistance reconnaissancehas been sharply reduced by a pair of these
vessels. Only around thirty Interdictors have been spotted to date, mostly patrolling key systems still
held by the Blakists, or operating with Shadow Divisions on offensive missions. The Words brief
recapture of the Ruins of Gabriel in mid-3075 employed two Interdictors to brush aside the Lyran picket
ships. When the Ghost Bears later assaulted the site, the two vessels posed a significant challenge for the
enraged Bears, who managed to destroy only one of them before the otherheavily
damagedmanaged to flee the scene and deliver a passing nuclear attack against a portion of the
Gabriel facilities.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2461 3059 Federated Suns, Word of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 7/6/5 - 1 / 7 AF -2 AMS +2 Screen
Kraken N 4/4/4/4
AR10 A/R AL/R */*/*/*
N 1/1/1/- Atmospheric, Command 1, Spheroid
L/R 1/1/1/- Comm Jamming
A 1/1/-/- FL 1 (1), Troops 4 (4)

<><><><><><>

BT ISEGRIM DROPSHIP SKIRMISH


Deadly is how the Tharkad Naval Review described the Clan Wolf-in-Exiles new Isegrim-class assault
DropShip. Insubordinate was how the Commonwealth Navy Command described it. That may be the
case, but Clan Wolf-in-Exile has gained a powerful weapons platform and, unfortunately, so has Clan
Wolf.
It has been clear for some time that the sundered Wolf Clans have been talking to each other. Lacking
their own yards it became commonplace to see Wolf ships undergoing repair in the Arc-Royal yards and
it was inevitable warriors and technicians from both Clans would begin comparing notes. In the course
of the Jihad, both Clans had been attacked from space by the Word of Blake and needed a way of
preventing it happening again. At some time during the late 3070s, this close communication morphed
into clandestine plans to design a DropShip that could be produced by both Wolf Clans. The scientist
and technicians did not inform their respective Clans that this shared work had been done and both Clans
would begin production without knowledge of the other.
Using their own experiences with the formidable Blakist Interdictor for inspiration, Clan Wolf-in-Exile
proposed a high-thrust interceptor. Using the basic hull form of the Noruff, the Wolf technicians
increased its mass by a factor of five in order to carry a brace of the Exiles homegrown sub-capital
missiles. A mix of advanced tactical missiles, HAGs, pulse lasers and PPCs provides a whirlwind of fire
to exploit gaps opened by the sub-capital weapons. Encased in heavy armor and with more thrust than
the Interdictor, this new ship would be able to rapidly close on a target and destroy it. Naming it the
Isegrim, both groups of technicians went back to their respective Clans and set in motion plans to
construct the DropShip as soon as possible.
Lifting off from the WC Aerospace Annex on Arc-Royal in 3083, the Exile Isegrim caused a sensation in
Lyran circles, especially as Khan Kell was willing to sell it to the Lyran navy. But within a year, reports
from the Clan Wolf Occupation Zone revealed a flotilla of Isegrims in orbit at Tamar and a factory on
Dell. Under pressure from the Archon to explain this security leak, Khan Kell launched an investigation
to get to the bottom of the mystery. While the answer was found in days, the investigation continued for
a further six months in a display of thoroughness that included the execution of three Clan scientists.
Ultimately there was nothing that could be done. It had to be accepted that Clan Wolf was also building
the Isegrim.
After two years of production, useful numbers of Isegrims are spreading throughout the Lyran
Commonwealth, operating in assault squadrons. Clan Wolf-in-Exile has established two Stars over Arc-
Royal where they serve with Mercers. Clan Wolf has built even more and deploys them in packs, as well
as selling a few to Clan Diamond Shark in exchange for HarJel.

CLASS COST IN SERVICE ALLEGIANCE


5/M 3066 3083 Clan Wolf, Clan Wolf-In-Exile, Lyran Commonwealth,
Clan Sea Fox
THRUST ARMOR WEAPONS TRAITS
9 / 14 22/17/9 -3 AF -1 AMS +1
SI 11 Piranha Missiles N 9/9/9/9
Manta Ray Missiles N 15/-/-/-/
N 8/8/8/- Aerodyne, Atmospheric
F L/R 20/15/15/2 Troops 2
A 25/20/20/2

<><><><><><>

BT LEOPARD DROPSHIP (Pocket WarShip) RAID


During the Fifty-second Shadow Divisions raid on Caledonia in 3073, the newly unveiled Leopard
Pocket WarShip made a lasting impression, breaching the hulls of the defending Avengers in single
salvos. Though the model was originally thought to be a brand-new design, intelligence bulletins sent
out by Alys Rousset-Mariks resistance network conclusively proved that these were in fact a new
modification of the Leopard being manufactured on Clipperton by Irian Technologies. Word of Blake
forces have made no attempt to hide or disguise these vessels in any shape or form, preferring to use
intimidation tactics against civilian transports with these, keeping them in line while they are stormed by
marines. [EDITORS NOTE: Originally based on the Leopard CV, Leopard PWs are now most
frequently based on the standard Leopard, which is much more numerous than the valuable fighter
carrier.] Unlike most other pocket warships appearing within the Word of Blakes ranks, the Leopard is
noticeably different than its original configuration. Its stern engine exhaust ports are slightly larger, the
visible result of an enlarged drive, and an extra two dozen tons of ferro-aluminum armor have thickened
portions of the hull. The most noticeable difference is the large ventral bulge housing the tele-operated
Killer Whale missile launcher, which was simply attached to the belly of the DropShip. The associated
changes to the transit drives exhaust port arrangement to accommodate the launcher are also distinctive
to the trained eye. Due to the ships small size, removing all the Mech and fighter bays merely provides
an eleven-missile magazine and an elaborate rotary feed mechanism
When the Ghost Bears moved on Luthien and Pesht, it was a group of Leopards that gave the invasion
force the most trouble. The pocket warships would fire a missile way off course, only to have it turn and
strike the targeted craft in its weakest spot. After losing several ships to these attacks, the Ghost Bears
concentrated heavily on the otherwise unimportant-looking vessels, though the Leopards heavier armor
allowed several more volleys to be fired before the last one was destroyed.
Recently, Rousset-Mariks resistance movement won a stunning victory when they infiltrated the
Clipperton shipyards and hijacked nearly half a dozen of these pocket warships, which were getting
ready to be sent to Protectorate militia. Still painted in Word of Blake colors, these ships are being used
to harass Blakist-affiliated merchant convoys dealing with the supply and fortification of the
Protectorate defenses.

CLASS COST IN SERVICE ALLEGIANCE


5/M 660 3073 Word Of Blake, Free Worlds League
THRUST ARMOR WEAPONS TRAITS
5/8 11/8/6 - 2 / 6 AF -2
KW N 4/4/4/4
N 6/6/4/- aerodyne, atmospheric,
L/R 5/5/2/- comm jamming
A 1/1/-/- Troops 2 (2)

<><><><><><>

BT MULE DROPSHIP (Pocket WarShip) RAID (2)


Deception has always been a component of warfare. An ancient deception in naval warfare is to disguise
an armed vessel as a merchant ship or to arm a regular merchant vessel with concealed weaponry. Such
vessels are known as Q-Ships. The conventions of the Succession Wars ensured that only pirates would
make use of the tactic, but the Word has left few proven tactics unused in their Jihad. Blakist Q-ships
continue to be used to raid merchant shipping, but they are increasingly employed in escorting WarShips
and providing orbital bombardment. The Blakist Mules, based on an obscure Star League Mule Q-Ship,
are utilized the same way, although the frequency with which they attack merchant vessels appears to be
decreasing. When combined with the recent deployment of MuleQ-ships at Arc-Royal and Benjamin, this
may be an indication that the Blakist naval assets are stretched thin, or that Mule attrition exceeds their
production and conversion capabilities. The recent sighting of a Star League-era Mule, along with its
Barracuda and White Shark launchers, seems to support this theory. Its drive system and maneuvering
thrusters were in obvious disrepair, and the vessel performed poorly when challenged. The adjusted
deployment of the Mule Q-ships could also be a deliberate strategic choice, now that security measures
to severely inhibit sneak-attacks by Mules have become widespread. These measures continue to place
an Inner Sphere-wide strain on trade, and the reduced number of attacks is still sufficient to maintain the
asymmetrical effect. The vessels eight AR10 launchers are installed in the upper cargo bays, with each
cargo door hiding two. The lower cargo bay contains most of the missile magazines and also provides
berths and quarters for a squadron of fighters and support staff. The squadron uses one of the lower
cargo doors, properly modified for fighter launch and recovery, while the other door provides access to
the vessels remaining cargo hold. The vessels armor is more than doubled in mass, providing protection
on par with that of other combat DropShips. The increased armor is difficult to detect at range, and
when the vessels AR10 launchers are undeployed, the modified Mule is nearly indistinguishable from a
regular one. While the majority of converted Blakist Mules continue to lack the armor upgrade, nearly
all Mules on long-term deployment at a hostile planet or that escort WarShips are fully upgraded.

CLASS COST IN SERVICE ALLEGIANCE


5/M 660 3068 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 6/5/4 - 1 / 5 AF -2
4 AR10 L/R */*/*/*
N 1/1/-/- Atmospheric, Spheroid
L/R 1/-/-/-
A 1/1/-/- FL 1 (1), Troops 2 (2)
<><><><><><>

BT NEKOHONO'O DROPSHIP (Pocket WarShip) RAID (2)


Following the Combine/Ghost Bear War, the DCA began making plans to deal with a potential assault by
Clan WarShips. A lack of Combine WarShips led to the development of assault DropShips. 3 Kraken
launchers provide the main firepower. An entire battalion of battle armoured marines can make use of
nine battle taxis to board enemy WarShips.

CLASS COST IN SERVICE ALLEGIANCE


5/M 660 3068 Draconis Combine, Clan Nova Cat
THRUST ARMOR WEAPONS TRAITS
3/5 6/5/4 - 1 / 5 AF -4 Screen
N 3 Kraken 4/4/4/4
N 1/1/-/- Atmospheric, Spheroid
L/R 2/2/1/-
A 1/1/-/- FL 1 (1), Troops 27 (9)

<><><><><><>

BT OVERLORD-A3 DROPSHIP (Pocket WarShip) RAID (2)


The Overlord-A3 was developed as an escort craft for WarSbips. With a reinforced hull and armour,
A3s were capable of standing up to WarShip firepower. Capital missiles, fighters, and battle armoured
marines make these craft dangerous.

CLASS COST IN SERVICE ALLEGIANCE


5/M 2183 3068 Federated Commonwealth, Federeated Suns
THRUST ARMOR WEAPONS TRAITS
5/8 17/16/15 - 2 AF -4
SI 20 N Kraken 4/4/4/4 2 AR10 L/R */*/*/*
N 2/2/2/- Atmospheric, Spheroid
L/R 2/2/1/-
A 1/1/-/- FL 1 (1), Troops 3 (2)

<><><><><><>

BT TAIHOU DROPSHIP (Pocket WarShip) RAID


When the threat of Black Dragons and the Word receded in the late 3070s, the Draconis Combine
Admiralty looked at how to rebuild the navy. Funding and infrastructure for more WarShips was unlikely
so the Admiralty decided to base the new navy on DropShips utilizing the naval C3 system to overcome
their limited firepower.
BBP Industries, with its extensive array of modern DropShip designs, would get the majority of funds to
revamp its lines. But the damage to Luthien meant that it would take decades for all of BBPs lines to
receive upgrades. Instead Hinsdale Elec was selected to develop a new assault ship that would take into
account all of the lessons of the Jihad. Honored though they were, Hinsdale was not sophisticated
enough to complete the project on their own. Technicians from Midway Warship Yard were transferred
to assist with the capital weapons while Nirasaki Computer Collective was brought in to handle the
linkup with their naval C3 system. The prototype Taihou launched in 3077 and mass production started
in 3078.
Using a smaller, stronger hull than the Nekohonoo, the Taihou is covered in heavy ferro-aluminum
armor, making it a tough nut to crack. Its wings are lined with Lords Light Heavy PPCs and computer-
guided MRMs. The main firepower comes from a battery of Imperator sub-capital autocannons. These
hundred-ton weapons allow the Taihou to batter other DropShips into submission with a degree of
accuracy unavailable to most DropShips, but the real heart of the Taihou is the Nirasaki C3 system. This
allows the Taihou to use targeting data from other fleet units for even more accurate fire. As the system
is rolled out to the rest of the fleet its expected that BBPs Nekohonoo will be one of the first to
benefit and will serve as fire support for the Taihous. The Taihou is rounded out with a useful comple-
ment of battle armor and shuttles.
In typical DCA fashion the first production runs were disasters. Under political pressure to have a strike
force ready for the Liberation of Terra, the first Taihous had major faults in their advanced electronics
systems. This is known to have left one Taihou at Terra operating without weapons at all. When they
functioned correctly the Taihous proved devastating, able to smash well-armored ships like Interdictors
with ease. After Terras liberation Hinsdale was able to reinstate proper quality control with a
corresponding reduction in faults. Taihous are typically deployed with Nekohonoos, Achilles, and
Okinawas in naval support squadrons. The Taihous heavier armor means they end up as the point units
for the squadrons C3 system. So far, fully integrated squadrons are rare but the DCA hopes to have its
fleet assets refitted by the turn of the century.

CLASS COST IN SERVICE ALLEGIANCE


5/M 2541 3079 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
6/9 20/15/12 - 3 AF -2
SI 15 N 40/40/-/- Aerodyne, Atmospheric
L/R 12/12/-/-
A 12/12/-/- Troops 4 (4)

<><><><><><>

BT UNION DROPSHIP (Pocket WarShip) RAID


First spotted over Dante in 3071 using nuclear warheads to destroy a Snow Raven WarShip, the Union-
class Pocket WarShip has been added to the Word of Blakes expanding naval arsenal as another ship
profile to suspect of a possible clandestine attack, alongside the Mule. Shortly after the attack that
disrupted the mighty space navy Clans conclave, the ships, which are nearly four thousand tons each,
have been spotted in increasing numbers defending Protectorate jump points and space stations in
addition to the Word of Blakes more typical offensive operations.
Analysts reviewing testimonies and intercepted transmissions confirm the near gutting of the Unions
interior for a magazine of various capital missiles. These are primarily Barracuda missiles but also the
larger Killer Whale and White Shark classes. The magazine feeds a pair of bow AR10 launchers, one
mounted in each of the ships fore-arcs, for an impressive arc of coverage. Its medium lasers have also
been seen with better range, evident of the standard versions being swapped for extended-range models.
While the originals fighter contingent is retained, a pair of small craft was added along with four squads
of battle armor troopers. On several occasions a Union Pocket WarShip has fired a warning shot over a
merchant ships bow and stormed the ship with its marines to search and confiscate any smuggled
contraband. The bays themselves have been moved to where the BattleMech bay doors were originally
located, allowing the AR10 launchers to be concealed until it is time for them to fire. Like their Mule-Q
ship, the Union Pocket WarShip is indistinguishable from its other typical counterparts until the first
volleys of capital missiles are fired, despite the armor on the hull being more advanced ferro-aluminum
composites.
The Word of Blake has been using groups of these on offensive missions with frightening success.
Pretending to be typical troop carriers, the ships will be approached by intercepting assault DropShips,
only to let loose with their powerful capital missiles. These naval Thunder Runs have become common
as a prelude to the real attack, eliminating most if not all, of the space defenses that might threaten the
troop ships. Afterwards, the Unions will remain in orbit, using their remaining missiles (sometimes
equipped with nuclear-tipped warheads) to provide support to the ground force or interdicting retreating
defenders

CLASS COST IN SERVICE ALLEGIANCE


5/M 793 3071 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 6/6/4 - 1 / 6 AF -2
AR10 L/RN */*/*/*
N 5/5/4/- Atmospheric, Spheroid
L/R 8/8/7/-
A 4/4/-/- FL 1 (1), Troops 4 (2)

<><><><><><>

BT ARUROA DROPSHIP PATROL


First conceived of as an inexpensive civilian transport, the Aurora-class DropShip began as a joint
project between Dynamico, Ltd. of Delavan and Shipil Company of Skye in 3056. The secession of the
Lyran half of the Federated Commonwealth brought progress to an abrupt halt. However, after-action
reports from Operation Bulldog showed that the venerable Leopard lacked the flexibility needed in a
modern light military transport, prompting the LAAF and AFFC to call for new DropShip designs.
Dusting off the Auroras blueprints, Dynamico and Shipil modified the design into such a vessel. Initial
orders for evaluation prototypes were placed in 3061. Dynamico delivered the first vessels just before
the outbreak of the FedCom Civil Wara conflict in which the Aurora proved its worth during the
fighting on Kentares IV and New Avalon. The launch of Shipil Yards prototypes was delayed repeatedly
first by a host of minor technical problems, and then by the Civil Waruntil late 3067. Though the
craft is smaller than the Leopard, the Auroras larger cargo capacity allows it to operate longer
independently. The Auroras flexibility comes from a feature that is actually a holdover from the crafts
genesis as a civilian transport. Four modular bays are attached to the vessels spinetwo on each side.
Although the necessities of structural integrity do not allow these bays to be quickly attached or
released, an Aurora can be reconfigured for specific roles in a matter of days with only limited ground
support. Each module can mount up to one hundred and fifty tons of equipment. Standard modules for
transporting individual BattleMechs, aerospace fighters, three light vehicles, cargo, or fuel are available.
Additionally, custom modules can be produced on demand. The most common configuration is that of a
BattleMech lance transport, but light vehicle or combined arms company transports are also quite
common. Dedicated tankers, armored merchants, fighter carriers, and even heavily armed gunship
variants have been created. It has been this extraordinary flexibility that has made the Aurora a success,
even if critics have derided its boxy silhouette. In the Aurora, many small mercenary commands have
found the perfect transport. Production at major yards has been disrupted by
Blakist operations, but because of its humble origins, the Aurora can be produced by merchant yards and
upgraded repair facilities more easily than other military designs

CLASS COST IN SERVICE ALLEGIANCE


5/M 374 3069 Any
THRUST ARMOR WEAPONS TRAITS
4/6 6/5/4 - 1 / 4 AF -1 AMS +1
N 4/4/3/- aerodyne, atmospheric,
L/R 2/2/2/-
A 3/3/2/- Troops 2 (2)

<><><><><><>

BT COCKATRICE DRONE DROPSHIP PATROL


The Words early experiments in SDS satellites revealed why the Star League rarely used such
technology in their defense networks. Fragile, unable to maneuver on their own, and unable to mount
any appreciable armaments, the Star League relegated satellites to primarily surveillance roles.
Cameron St. Jamais knew he needed an unmanned solution to deploy across his Maginot Line. A
platform that could monitor, respond, and defeat a hostile attack force while still in orbit, the Cockatrice
Monitor Platform best fit the requirements needed. Using the K-1 DropShuttle as its design base, Word
engineers expanded the hull while leaving the original engine in place. At 800 tons, the new DropShip
was barely capable of a single gravity of thrust. The first in what the Word envisioned as a line of
Monitor-class defense stations, they were out-fitted with Caspar II drone systems and linked into
networks controlled by a Drake SDS Station. The Cockatrice is layered with nearly as much armor as
the hull can tolerate, allowing it to shrug off attacks. The main offensive armament is a Piranha sub-
capital missile launcher and is backed up by a large array of conventional weapons. Individually
unimpressive, when linked into network of a dozen or more and utilizing a central command and
control, the Cockatrice became a deadly threat.
The Cockatrice-class Monitor Platform, operating in the dozens and backed by their Drake control
stations, were responsible for the destruction of the Franco Martell over Halloran V. When the massive
WarShip dropped into low orbit in preparation for an orbital bombardment, the SDS system activated.
Surrounded on all sides by the tiny Vessels, the Martell was able to destroy a large number of the
Monitor ships, but the unending pin pricks of dozens of sub-capital missiles finally took a toll. By the
time ground-based platforms added heavier fire, the Martell was already critically wounded and quickly
broke apart

CLASS COST IN SERVICE ALLEGIANCE


5/L 442 3062-3085 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
1/2 8/8/7- 2 / 7 AF -1 AMS +1
L/R 1/1/1/- atmospheric, drone, spheroid
Missiles N 2/2/2

<><><><><><>

BT DRAGAU DRONE DROPSHIP PATROL


The Dragau was the test-bed platform for the Caspar II drone system. With no crew requirement to
constrain their performance, it made sense to build Caspar II drones that took every advantage of this.
Using a Gazelle hull for the prototype allowed the base Vessels to be quickly built. More than half the
hull is taken up by the massive engine system, which allows the Dragau to push an astonishing seven
gravities of thrust. Combined with the fighter-like appearance and the additional ECM interference
inherent in the Caspar II system, more than one ship commander mistook a Dragau for a heavy fighter.
The Dragaus massive engine severely limited the weapons it could carry, leaving it one of the few
modern Word designs to not carry capital grade weapons. While this greatly limited its firepower, its
speed allowed the Dragau to make high-speed attack runs that allowed it to bring its still-impressive
firepower to bear at close range. The six nose-mounted heavy PPCs and dual Heavy Gauss Rifles gave
the Dragau the power to easily wound any DropShip in a single pass. Mounting the thickest armor
feasible, these drone ships were able to conduct repeated attack runs without fear of critical damage. By
operating in coordinated packs, the Dragau was a significant threat to even the heaviest armored
WarShip.
The Dragaus chief notoriety, however, is the destruction of the Wolfs Dragoon Mars task force. In
their first mission, the Dragau proved not only their effectiveness but that of the Caspar II system as a
whole. Operators were able to safely control the attack vessels from Mars surface. Combined with the
first generation Hive-class fighters, the destruction of the Dragoon fleet was accomplished with almost
no Word of Blake pilots in active combat. Capable of destroying themselves to accomplish their mission,
the Dragau was a repeated threat throughout Operation SCOUR.

CLASS COST IN SERVICE ALLEGIANCE


5/M 1435 3065-3085 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
9 / 14 14/11/9 -3 / 7 AF -1 AMS +1
N 2/2/1/- aerodyne, atmospheric, drone,
L/R/A 1/1/1/-

<><><><><><>

BT MERLIN DROPSHIP RAID


The Merlin is another product of the FWL-WoB Alliance. Lacking great speed or firepower, the design
is average for a WarShip escort..

CLASS COST IN SERVICE ALLEGIANCE


5/M 534 3063 Word Of Blake, Free Worlds League
THRUST ARMOR WEAPONS TRAITS
6/9 8/7/7 - 1 / 10 AF -2
N 2/2/1/- Atmospheric, Spheroid
L/R 1/1/1/- comm jamming HPG
A 1/1/-/- Troops 2 (2)

<><><><><><>

BT TIAMAT DROPSHIP PATROL


The Tiamat is a testament to how much power the Master granted Apollyon and the Manei Domini.
Recognizing that even their extensive WarShip resources would be taxed by a war with the Clans,
Apollyon ordered the creation of the Tiamat in 3066. It was to be the ultimate command and control
vessel of the Manei Domini. Capable of destroying any three DropShips single handedly, its armor
would allow it to go head-to-head with many of the smaller Star League-era WarShips in the Clan fleets.
The dissolution of the Star League and complete shift in the Words plans from destroying the Clans to
punishing the Inner Sphere delayed development of the new vessel. The first crewed Tiamat would not
see use until 3075. True to their design, they were provided only to the Shadow Divisions, serving as
command vessels for the transport assets dedicated to each division.
The largest assault DropShip ever produced, the Tiamat was heavily armed and capable of destroying
enemy task forces on its own.

CLASS COST IN SERVICE ALLEGIANCE


5/M 4781 3075-3085 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 27/24/20 -3 / 10 AF -1 AMS +1
N 4/3/1/-/- aerodyne, atmospheric, Manei Domini
L/R 2/2/1/-/- FL 1 (1), Troops 4 (3)
A 1/1/-/- Comm Jamming
Missiles N 2/2/2/2

<><><><><><>

BT TIAMAT DRONE DROPSHIP PATROL


The first crewed Tiamat would not see use until 3075. True to their design, they were provided only to
the Shadow Divisions, serving as command vessels for the transport assets dedicated to each division.
Being produced in more numbers than the Shadow Divisions could crew, Cameron St. Jamais demanded
they be provided to his forces for use in defending the ever-increasingly imperiled Protectorate. Under
pressure from the Master to acquiesce, but unwilling the let the Tiamat be sullied by mere Frails,
Apollyon proposed converting the new ships into Caspar II Drones. Eager to add the firepower to his
forces by any means, St Jamais agreed and the Tiamat became the largest unmanned drone since the
original Star League M-5 Caspars.
The largest assault DropShip ever produced, redesigning it as a Caspar II made the ship even deadlier.
Increasing the base thrust by twenty-five percent, the ship only surrendered a minor amount of
firepower. Six nose-mounted class 3 Sub-Capital Lasers and three heavy class sub-cap cannons form its
primary armament. Six more fore-mounted sub-capital lasers allow it to bring significant firepower to
any foe before it. Optimized for the slashing attacks Caspar II drones are best at, the rear armament
is focused primarily on defending against aerospace fighter attacks. The six automated robotic transport
bays typically house six Aeshna heavy drone fighters. With armor twice that of WarShips four times its
size, the Tiamat represented a major threat throughout Operation SCOUR.

CLASS COST IN SERVICE ALLEGIANCE


5/M 4781 3079 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
5/8 27/24/20 -3 / 10 AF -1 AMS +1
N 4/3/1/-/- aerodyne, atmospheric, drone,
L/R 2/2/1/-/- FL 1 (1)
A 1/1/-/-
Missiles N 2/2/2

<><><><><><>

BT TRIUMP DROPSHIP PATROL


The Assault Triumph was built by the Word Of Blake to carry an entire Level III . With ferro-
aluminium armour and a variety of PPCs and missiles, captains can support the troops they carry into
battle.

CLASS COST IN SERVICE ALLEGIANCE


5/M 657 3062 Word of Blake
THRUST ARMOR WEAPONS TRAITS
3/5 9/7/5 - 1 / 6 AF -3
N 2/2/2/- Aerodyne, Atmospheric
L/R 4/4/3/-
A 2/2/2/- FL 1 (1) Troops 6 (2)

<><><><><><>

BT UNION-X DROPSHIP PATROL


The Union-X was produced by Skye as an escort. Carrying 5 squads of battle armour and 4 fighters,
the Union-X debuted after the Fed-Com Civil War.

CLASS COST IN SERVICE ALLEGIANCE


5/M 600 2062 Lyran Commonwealth
THRUST ARMOR WEAPONS TRAITS
3/5 6/6/6 - 2 / 6 AF -2
N 1/1/1/- Atmospheric, Spheroid
L/R 1/1/1/-
A 1/1/-/- FL 1 (1) Troops 5 (2)

<><><><><><>

BT AMMON-CLASS FIGHTER PATROL (4)


Clan Diamond Shark made use of the Ammon to savage the Ice Hellions and drive them from Barcella.
The main weapons are the nose-mounted large lasers.

CLASS COST IN SERVICE ALLEGIANCE


6/M 205 3064 Clan Diamond Shark, Ghost Bear, Coyote
THRUST ARMOR WEAPONS TRAITS
6/9 7 4/3/3 Atmospheric

<><><><><><>

BT CORAX-CLASS FIGHTER PATROL (4)


The Corax was the first OmniFighter deployed by the Outworlds Alliance and was a complete surprise
to its neighbours. Only after the later appearance of the Snow Ravens did the truth behind the fighter's
advanced technology become known.

CLASS COST IN SERVICE ALLEGIANCE


6/L 89 3067 Outworlds Alliance
THRUST ARMOR WEAPONS TRAITS
CRX-0 9 / 14 5 2/1/- Atmospheric, Omni, Interceptor
CRX-0A 9 / 14 5 2/-/- Atmospheric, Omni, Interceptor, Missile
CRX-0B 9 / 14 5 2/-/- Atmospheric, Omni, Interceptor
CRX-0C 9 / 14 5 2/2/- Atmospheric, Omni, Interceptor, Missile
<><><><><><>

BT DAGGER-CLASS FIGHTER PATROL (4)


The Dagger was produced to expand AFFC Aeroforces after the disasters of the Clan Invasion and
Operation Guerrio. The fighter served with distinction during the Fed-Com Civil War.

CLASS COST IN SERVICE ALLEGIANCE


6/L 155 3060 Federated Commonwealth/Federated Suns
THRUST ARMOR WEAPONS TRAITS
DARO-1 7 / 11 8 3/3/- Atmospheric, Omni
DARO-1A 7 / 11 8 2/2/- Atmospheric, Omni
DARO-1B 7 / 11 8 2/2/- Atmospheric, Omni

<><><><><><>

BT DEFIANCE-CLASS FIGHTER PATROL (4)


The Capellean Confederation has relied heavily on the Word of Blake to bolster and improve its
technology. The Defiaace was designed by the Word, but built by Capellan factories. It is based around
ground assault missions.

CLASS COST IN SERVICE ALLEGIANCE


6/M 155 3064 Capellan Confederation, Word Of Blake
THRUST ARMOR WEAPONS TRAITS
DFC-0 6/9 8 4/3/2 Atmospheric, Omni
DFC-0A 6/9 8 3/3/2 Atmospheric, Omni
DFC-0B 6/9 8 2/2/- Atmospheric, Omni
DFC-0C 6/9 8 3/2/- Atmospheric, Omni

<><><><><><>

BT EISENSTURM-CLASS FIGHTER PATROL (4)


Work on the Eisensturm began in 3060 to be a showcase Lyran Alliance fighter. Fast and agile, the
fighter is heavily armoured and carries devastating firepower.

CLASS COST IN SERVICE ALLEGIANCE


6/A 247 3062 Lyran Alliance
THRUST ARMOR WEAPONS TRAITS
EST-O 6/9 12 4/3/2 Assault, Atmospheric, Omni
EST-OA 6/9 12 4/4/4 Assault, Atmospheric, Omni
EST-OB 6/9 12 3/3/3 Assault, Atmospheric, Missile, Omni
EST-OC 6/9 12 5/3/3 Assault, Atmospheric, Missile, Omni

<><><><><><>

BT HIVE-CLASS DRONE FIGHTERS PATROL (4)


While much of the Star Leagues best technology was lost with Kerenskys Exodus and the subsequent
Succession Wars, ComStar managed to retain many of the Terran Hegemonys best technological
secrets. Smart Robotic Systems, like those used on the Star League-era BlackWasp and VoidSeeker, was
a technology never lost to the secretive order. These secrets allowed the Word of Blake to create a new
line of fighters optimized to be drone Vessels.
The Tabanid is a fast interceptor designed for slashing attacks using its extended-range large laser. As it
drives deep into enemy formations, its nose-mounted Beagle Active Probe pierces hostile ECM fields for
its fellow drones. Nine tons of ferro-fibrous armor provided the Tabanid with impressive protection.
The Scarab is the drone series multi-role fighter-bomber. Able to carry seven standard or light air-to-air
missiles, or two massive anti-ship-class missiles, the Scarab is a significant threat against space, air, and
ground targets. Pulse lasers offset the limitations of the drones battle computer, allowing it to engage e-
ffectively even with veteran pilots. The Guardian ECM system allows it to screen not only itself but
provide cover for the slower Aeshna and retreating Tabanids.
The Aeshna heavy drone fighter carries armor on par with the heaviest armored fighters in production.
The large VSP lasers give it accuracy in all engagements, while the ultra-class autocannons give a
squadron of these fighters the ability to tear through a DropShips armor in just a few salvos. The dual
extended-range lasers in the nose seem almost an afterthought. With a heavy airframe, it could easily
carry a heavy bomb load, but with an engine smaller than the Scarab, it typically only carries two
antiship missiles.

CLASS COST IN SERVICE ALLEGIANCE


6/L 95 3058 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
Tabanid10 / 15 6 1/1/1/- Atmospheric, Drone, Interceptor

CLASS COST IN SERVICE ALLEGIANCE


6/M 136 3058 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
Scarab 7 / 11 7 3/2/2/- Atmospheric, Drone
OR Missile 2/2/2/2

CLASS COST IN SERVICE ALLEGIANCE


6/H 203 3058 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
Aeshna 5/8 9 6/6/-/- Assault, Atmospheric, Drone
OR Missile 2/2/2/2

<><><><><><>

BT HUSCARL-CLASS FIGHTER PATROL (4)


Percentor Martial Anastasius Focht authorized the development of an omni-fighter for the ComGuards
prior to his retirement. The Huscarl was partially funded by Rasalhague after the FedCom Civil War
began. The Huscarl mounts omnipods and missiles, making it fly like a whale..

CLASS COST IN SERVICE ALLEGIANCE


6/H 157 3064 ComStar, Rasalhague
THRUST ARMOR WEAPONS TRAITS
HSCL-1-O 5/8 8 4/4/2 Assault, Atmospheric, Missile, Omni
HSCL-1-OA 5/8 8 5/3/3 Assault, Atmospheric, Missile, Omni
HSCL-1-OB 5/8 8 5/5/3 Assault, Atmospheric, Missile, Omni
HSCL-1-OC 5/8 8 3/3/3 Assault, Atmospheric, Omni
<><><><><><>

BT LANCER-CLASS FIGHTER PATROL (4)


The Free Worlds League has spent trillions during the naval technology renaissance.. The LX-1 was a
testbed for avionics and weaponry. Based on the Stinger airframe, the Lancer has a nose-mounted LRM
launcher and wing-mounted pulse lasers to engage enemy ships.

CLASS COST IN SERVICE ALLEGIANCE


6/M 96 3064 Free Worlds League, Word of Blake
THRUST ARMOR WEAPONS TRAITS
LX-2 7 / 11 5 3/3/1 Atmospheric, Missile

<><><><><><>

BT ONI-CLASS FIGHTER PATROL (4)


The Clan Invasion spurred the Draconis Combine into pushing their technology base further. The ONI
was based on the SAI fighter, the factories which were only recently recovered from the Smoke Jaguars.
The Oni is armed with MRM-30 and large lasers, with heavy armour.

CLASS COST IN SERVICE ALLEGIANCE


6/M 114 3065 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
ON-1 7 / 11 9 4/4/2 Atmospheric, Missile

<><><><><><>

BT OSTROGOTH FIGHTER PATROL (4)


By the mid 3070s, the Ghost Bear Dominion was looking to reorganize its medium OmniFighter forces.
In the past it had depended upon the Visigoth and more recently the Jagatai, but the upheavals of the
Jihad made it increasingly difficult to acquire both of these OmniFighters. To make matters worse,
combat against the Word of Blake was taking a heavy toll on those few OmniFighters that remained.
Production of the low-cost Ammon offered a stopgap but its performance was not up to frontline
requirements and increased pilot losses to an unacceptable level. Frustrated with the situation, the Ghost
Bears began to develop a medium Omnifighter manufactured in an Inner Sphere facility.
The Dominion was unwilling to give up any of their existing medium OmniFighters advantages so their
response was typical: they increased the overall mass. This allowed more protection to be worked into
the design while a larger engine allowed the fighter to keep the thrust profile the Dominion desired.
The result is an impressive weapons platform. Dubbed the Ostrogoth, the new fighter combines the
acceleration of a medium fighter with the protection of a heavy. Pod space is noticeably less than a
Jagatai but a number of doctrinal changes minimize the weakness. Fewer fixedheat sinks are installed,
while advanced electronics are used to make the most of the weapons carried.
In combat the Ostrogoth usually softens up an opponent with its long-range weapons before closing in
and unleashing a powerful array of missiles and lasers. Unlike most heavy OmniFighters, Ostrogoth
configurations excel in a dogfight and many pilots seek close combat. Additionally, the Ostrogoth is able
to carry a heavy bomb load without compromising its maneuverability, an ability opponents should be
wary of in any engagement.

Deployed in 3078, the rest of the Inner Sphere first got to see the Ostrogoth in the Protectorate
campaign. Nearly the same size as the Dominions Jengiz, the Ostrogoths electronics profile is also
nearly identical. This resulted in more than a few Blakist fighters attempting to get behind a slow Jengiz
only to find themselves being out-turned by an Ostrogoth. Limited numbers meant that most Ostrogoths
were deployed as shock units in medium Stars where they lived up to expectations and overwhelmed the
best the Inner Sphere had to offer.
With the end of the Jihad some external commentors have expressed concern for the future of this
OmniFighter, as its massive engine and great size make it far more expensive than other craft assigned to
its role. For now the Dominion is continuing production, citing the Ostrogoths proven war record and,
with militaries across the Sphere being reduced in size, a single highly-capable unit offers better
economies than several less effective units.

CLASS COST IN SERVICE ALLEGIANCE


6/M 245 3078 Ghost Bear Dominion
THRUST ARMOR WEAPONS TRAITS
Prime 7 / 11 8 5/5/4 Assault, Atmospheric, Omni, Missiles
A 5/5/2 Assault, Atmospheric, Omni, Missiles
B 5/5/2 Assault, Atmospheric, Omni, Missiles
C 5/5/4 Assault, Atmospheric, Omni, Missiles

<><><><><><>

BT SHIVA-CLASS FIGHTER PATROL (4)


The Word of Blake aided the Free Worlds League in developing the Shiva OmniFighter. Heavily armed,
the fighter carries 50 tons of pod space.

CLASS COST IN SERVICE ALLEGIANCE


6/H 147 3058 Free Worlds League, Word of Blake
THRUST ARMOR WEAPONS TRAITS
SHV-O 5/8 6 4/3/- Assault, Atmospheric, Missile, Omni
SHV-OA 5/8 6 5/5/5 Assault, Atmospheric, Missile, Omni
SHV-OB 5/8 6 3/3/3 Assault, Atmospheric, Missile, Omni
SHV-OC 5/8 6 5/5/4/2 Assault, Atmospheric, Missile, Omni

<><><><><><>

BT SPECTRAL-CLASS LAM FIGHTERS PATROL (4)


The Shade is the most recently deployed of the Word of Blakes Spectral-series OmniFighters, a group
of aerospace craft specially designed for the Manei Domini. Commissioned by Precentor Apollyon
himself and designed by Precentor Vapula (who developed the Celestial series of OmniMechs), the first
Spectrals rolled off the refurbished assembly lines at Masters Wings Aerospaceformerly known as the
Monarch DropShip line of Brigadier Corporations Portent factory on Gibsonin late 3071 with the
debut of the Striga heavy OmniFighter. The Shade, named for a ghostly apparition in keeping with the
Spectrals motif, flew roughly a year later.

The Shades overall design appears to represent the apex of Vapulas unique approach to high-powered
vector thrust design. Coupled with a unique collapsible wing, the Shade can fold its wings close to its
fuselage in space, drastically reducing its silhouette to the point where it resembles a small shuttle or
escape pod more than a proper fighter. Surprise, however, was not Vapulas apparent aim, as much as it
was a means to rapidly vector the crafts thrusters to provide greater maneuverability and tighter turns
than most other comparable fighters. While less noticeable in atmosphere (where the crafts wings must
be extended to provide lift), the Shades unique capabilities provide an edge that its Manei Domini pilots
seem ideally suited to exploit.
As the newest of the Spectral OmniFighters, the Shade has only been confirmed among the aerospace
assets of the Fifty-second and Forty-ninth Shadow Divisions so far. Uncorroborated reports from local
resistance groups, however, have placed a few of these fighters among the Forty-fourth and Fifty-first
Divisions as well, with the former evidently replacing combat losses on New Avalon, and the latter used
to bolster the Terran defense forces. As is the case with most of the Spectrals, none of these fighters to
date has turned up in the hands of the Words regular Militia or Protectorate planetary defense forces.

The second Spectral-series OmniFighter to enter service, the medium-weight Rusalka demonstrates the
rapid evolution of Precentor Vapulas efforts to empower the Manei Dominis aerospace arm. Featuring
the same highpowered multi-directional thrust vectoring engines, this craft also incorporates a
collapsible wing structure that reduces its profile in space combat, where wing structures can be more a
hindrance than a help. As with the Striga OmniFighter, this lends the Rusalka a distinctly alien
appearance, particularly in airless combat zones, and some pilots facing these fighters mistook them for
shuttles or landing craft.
The Rusalkanamed for vengeful spirits in ancient Slavic loreis a dedicated dogfighter with excellent
speed and armor for duelling other fighters. Capable of sustained bursts of up to five-and-a-half gees,
one of these fighters can be more than enough for an enemy to handle when flown by an elite Domini
pilot. As with the Striga, roughly half of the Rusalkas mass is devoted to firepower. Most identified
configurations focus on energy weapons for maximum combat endurance, enabling this agile fighter to
hang in the fight longer.
The Rusalka is fast becoming a common sight in the air-support formations of every Shadow Division,
though its fairly recent introduction and the constant movement of the Shadow Divisions has prevented
most of the Manei Domini forces from fielding much more than a squadron of these craft. Rather than
immediately replacing existing designs with the same mission role, the first Rusalkas went to those
Shadow Divisions that suffered heavy losses in combat. The Forty-fifth Division received the lions share
of the initial production run shortly after its retreat from Benjamin, while the majority of later runs have
gone to the two units stationed on Gibson, the Forty-ninth and Fifty-Second Divisions. The WoBS
Beneficence (formerly the FSS Melissa Davion) also received at least two Level IIs of this
OmniFighter, replacing most of that Avalon-class WarShips existing fighter complement.

The heaviest of the Blakists new Spectral series OmniFighters, the Striga represents Precentor Vapulas
first foray into aerospace fighter technology. Its engineering seemingly derives from that of the FWLMs
Shiva, but with its ultra-compact cockpit and multi-directional swingwing vectored thrust engine
systems, the Striga is clearly tailored exclusively to Manei Domini pilots. The Rusalka and
Shade fighters that followed this crafts late-3071 debut would further refine the unique silhouette-
changing features that have become the Spectrals hallmark, adding collapsible wing structures that can
almost halve the fighters profile in space combat.
Named for vampiric, transformed spirits of ancient lore, the Striga features multi-positional thrusters
that lend this heavy fighter a bizarre, almost alien look. Drawing power from a massive 340-XL fusion
plant, these thrusters can achieve almost five Gs in spacea rare feat for even Clan-made heavy fighters
but with unparalleled maneuverability only elite pilots can handle. Matching this performance is an
airframe that supports eighteen tons of ferro-aluminum armor, providing a near-record level of
protection while still leaving over half of the fighters weight to weapon pod space.
Unlike their Mech companions in the Celestial series, all Spectrals are virtually unseen beyond the ranks
of the Words hyper-elite Shadow Divisions. However, as the first Spectral to reach widespread
production, the Striga has appeared outside the normal Shadow Division usage, first while undergoing
field trials with the Opacus Venatori, and later in limited numbers among the Word of Blake Militia
forces operating on and near Terra. Precentor Apollyon himself has apparently refused several requests
for the fighter from Cameron St. Jamais, further fuelling speculations of a growing rift between the
Words highest ranking military leaders.

CLASS COST IN SERVICE ALLEGIANCE


6/L 127 3072-3080 Word Of Blake
S-HA-0 THRUST ARMOR WEAPONS TRAITS
Invictus 9 /14 4 2/2/1 Atmospheric, Manei Domini, Stealth, Missile
Dominus 2/2/2 Atmospheric, Manei Domini, Stealth, Missile
Infernus 2/1/1/1 Atmospheric, Manei Domini, Stealth
Comminus 2/2/2 Atmospheric, Manei Domini, Stealth, Missile
Luminos 1/-/- Atmospheric, Manei Domini, Stealth, Missile
Eminus 2/2/2/1 Atmospheric, Manei Domini, Stealth, Missile

CLASS COST IN SERVICE ALLEGIANCE


6/M 188 3072-3080 Word Of Blake
S-RSL-0 THRUST ARMOR WEAPONS TRAITS
Invictus 7 / 11 7 4/4/3/- Atmospheric, Manei Domini, Stealth
Dominus 3/3/2 Atmospheric, Manei Domini, Stealth, Missile
Infernus 2/2/1 Atmospheric, Manei Domini, Stealth
Comminus 4/4/- Atmospheric, Manei Domini, Stealth, Missile
Luminos 4/4/1 Atmospheric, Manei Domini, Stealth
Eminus 3/3/2 Atmospheric, Manei Domini, Stealth

CLASS COST IN SERVICE ALLEGIANCE


6/H 258 3071-3080 Word Of Blake
S-TR-0 THRUST ARMOR WEAPONS TRAITS
Invictus 6/9 11 5/5/2/- Assault, Atmospheric, Manei Domini, Stealth
Dominus 7/7/2 Atmospheric, Manei Domini, Stealth, Missile
Infernus 3/3/1 Assault, Atmospheric, Manei Domini, Stealth
Comminus 3/3/- Atmospheric, Manei Domini, Stealth, Missile
Luminos 4/4/3 Assault, Atmospheric, Manei Domini, Stealth
Eminus 2/2//1/1 Assault, Atmospheric, Manei Domini, Stealth

<><><><><><>

BT SPECTRAL-CLASS LAM FIGHTERS PATROL (4)


The Spectral Land-Air Mechs came as a complete surprise to Coalition and Regulan forces fighting the
Word of Blakes elite in the late 3070s. Prior to their appearance, LAMs had been broadly accepted as
an extinct area of BattleMech design, the last embers of their legacy lost during the 3050s both from
attrition and their inability to compete with Mechs or fighters of similar weight. As these three brand-
new convertible BattleMechs proved, the difficulties inherent in LAM design were such that even the
Word of Blakes vaunted engineers were hard-pressed to overcome, resulting in units thatlike their
forebearsstill failed to excel on the modern stage.
Like all LAMs, the Pwwka (named for shape-shifting spirits of ancient Welsh lore) is unable to use
lighter engines, structure, or armor, making it hard to compete with todays fast Mechs and fighters. It
also failed to make use of the modular technology seen in the dedicated Spectral aerospace fighters and
Celestial BattleMechslikely due to balance issues that would certainly endanger an LAMs
mechanically precise conversion process. The fact that none of the Spectral LAMs were Omnis would
seem to bear this theory out.
As a result, the best the Words designers could do to give the Pwwka any edge over its centuries-old
progenitors was to add double heat sinks and Clan-made medium lasers to the mix. Even the use of a
small cockpit (and, presumably, VDNI-equipped pilots) demonstrated the effort to squeeze every last
gram of performance enhancement possible from limited options. A single-ton bomb bay gave the
Pwwka the ability to add some ordnance to its mission, but in many cases, this storage was instead used
for additional fuel, as the LAM lacked flight endurance.
Pwwkas saw action in limited numbers against the aerospace and ground forces of the Principality of
Regulus and the Duchy of Oriente, where they always worked in the company of other Word of Blake
Manei Domini units. Very few (if any) saw action against other allied forces. Since the Gibson factories
that produced the Pwwka were completely destroyed, everything we now know about this particular
LAM comes exclusively through the study of wreckage salvaged by the Regulans and Oriente.

The Yurei is the middleweight member of the Word of Blakes Spectral LAM series, Named for shape-
shifting demonic spirits of Japanese folklore, this modelonly ten tons heavier and twenty-five percent
faster than the Pwwkawas nevertheless intended to be the workhorse of the series.
Once again, the Yureis most advanced technologies come in the form of double heat sinks and Clan-
made laser weapons, though the addition of CASE II protecting the internalized bomb bay makes it
possible for this LAM to survive the potential of a catastrophic internal hit. Still, as with its smaller
sibling, the Yurei is an unremarkable performer as a medium Mech or fighter, able to be outrun (and
certainly outgunned) by most units of comparable weight in todays market. This means that the selling
points for this machine lie in its shock factor as an LAM, the skills of the elite Manei Domini pilot for
whom it is designed, and the use of Clan tech to make the most of its limited payload tonnage.
The Yurei enjoyed almost a year as the Word of Blakes cutting edge in military technology before the
Waneta entered production at factories on both Gibson and Terra. Like the Pwwka, the Yurei only
appeared in numbers against Regulan and Oriente forces, and its design specs are known to us only
through the study of the few samples that survived being shot down in good enough shape for salvage.
Unless the Word of Blake has additional factories hidden elsewhere, it is doubtful that we will see any
more of these LAMsor the others in the Spectral seriesin the future.

The Waneta is the largest tri-modal LAM ever built, and ties the long-lost Shadow Hawk LAM as the
largest LAM ever designed. Its name is reportedly derived from ancient AmerIndian beliefs, and is
presumably a reference to shapeshifting spirits (as with the other two LAMs), but our own research
cannot prove that conclusively, and we think the Blakists may have taken some liberties with the name.
Of the three LAM types fielded by the Word, this one was the only model produced at both Gibson and
Terra, and thus the Waneta is the only new LAM type that allied forces can confirm fighting in direct
combat.
The Waneta boasted the most potential of all three Spectral LAMs, even though it suffered from the
same limitations in structure, engine, and armor options. Here, not only did the Blakists resort to Clan
weaponry, double-strength sinks, and the combined effectiveness of VDNI pilots with a small cockpit,
they also installed improved jump jets to enhance its mobility. With the extra thrust from these jets, the
Waneta gained a surprise boost in its hybrid- and fighter-mode performance, though it sacrificed tonnage
in the process that could have gone toward extended fuel reserves, more weapons, or even bomb bays.
The Wanetas debut quickly deposed the lighter Yurei as the dogfighter of the Spectral LAMs, thanks
to its boosted thrust and increased firepower. Yet even then, its limited endurancethanks to both a
light ammunition load for its LRMs and low fuel capacity made for a troubled reign. Like all LAMs,
the Waneta is merely a BattleMech that can play at being an aerospace fighter; in so doing it masters
neither the skies nor the ground particularly well. Like the other Spectral LAMs, the Waneta is already
an extinct design. Its factories were destroyed in the final days of the Jihad. On Gibson, the Regulan
bombardment annihilated all trace of their production; on Terra, fierce fighting around the Bannock-
Braigh Aerospace complex and suspected sabotage left nothing for the allies to salvage.

CLASS COST IN SERVICE ALLEGIANCE


6/L 163 3076-3080 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
S-PW-1LAM 6/9 3 2/2/- Atmospheric, LAM, Interceptor, Manei Domini

CLASS COST IN SERVICE ALLEGIANCE


6/M 136 3077-3080 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
S-YR-1LAM Yurie 5/8 4 3/2/2/- Atmospheric, LAM, Manei Domini

CLASS COST IN SERVICE ALLEGIANCE


6/H 271 3078-3080 Word Of Blake
THRUST ARMOR WEAPONS TRAITS
S-WN-1LAM Waneta 6 / 9 9 3/3/3/- Assault, Atmospheric, LAM, Manei Domini

<><><><><><>

BT TATSU-CLASS FIGHTER PATROL (4)


The Combine quickly recognized the utility of omni-technology. The Tatsu had an impressive 41 tons of
pod space allowing it to fulfil any mission assisgned.

CLASS COST IN SERVICE ALLEGIANCE


6/H 130 3062 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
MIK-0 5/8 9 6/5/- Atmospheric, Missile, Omni
MIK-0A 5/8 9 2/2/2 Atmospheric, Omni
MIK-0B 5/8 9 4/3/- Atmospheric, Missile, Omni
MIK-0C 5/8 9 6/5/- Atmospheric, Missile, Omni

<><><><><><>

BT TROIKA-CLASS FIGHTER PATROL (4)


A product of the Trinity Alliance, Capellans provided the designs for the fighter, the Magistracy
provided manpower, and the Taurans funded development and production. The Troika makes use of all
the latest innovations with an extra-light engine, ferro-aluminum armour, and ER PPCs and ER medium
lasers to support an LRM-20.
The 4U variant replaces the weapons with rocket launchers.

CLASS COST IN SERVICE ALLEGIANCE


6/M 166 3065 Capellan Confederation, Magistracy Of Canopus, Tauran Concordat
THRUST ARMOR WEAPONS TRAITS
CMT-3T 6/9 7 4/4/3 Atmospheric, Missile
CMT-4U 6/9 7 5/5/- Atmospheric, Missile

<><><><><><>

BT WUSAN FIGHTER PATROL (4)


Throughout the 3060s, United Outworlders Corporation maintained a long apprenticeship under the
technicians of Clan Snow Raven, producing first the Corax OmniFighter and then the advanced Hellcats
and Lightnings. By the mid-3070s UOC was ready to attempt manufacture of a fighter built from Clan
technology. In 3074, Camden Avellar laid a business plan before the Snow Raven Merchant Factor. The
extensive document cited the successful amalgamation of Clan merchants and private industry with Joint
Equipment Systems and Alshain Weapons. It pointed to the strong support for Clan Snow Raven
amongst the population of Ramora and it illustrated the efficiency gains of a surface-based factory over
the Ravens mobile factories. Allowing this degree of access to Clan technology was a step too far for
the Raven Council and no decision was made for a year.
That Avellar ultimately got his way was due primarily to economics. Clan Snow Raven needed to rebuild
its aerospace infrastructure and United Outworlders Corporation was willing to pay for it. Negotiations
were restarted and construction of the new Clantech line began in 3076. Designed around the lessons of
a decade of war, the new OmniFighter would be named the Wusuna clear statement that despite
Alliance cooperation, this would be a Snow Raven OmniFighter.
Behind its thick skin the Wusun combines a high thrust rating with powerful weapon arrays. Eschewing
long-range weapons in its standard configurations, the Wusun relies on acceleration to close the range
and enter a dogfight. At these ranges the Wusun can outturn heavier OmniFighters in the atmosphere
while outlasting smaller craft. Most variants combine a computer-assisted array of lasers with a missile
battery for an effective balance of heat and damage. Following Inner Sphere trends, its armor is
unusually heavy, which enables the Wusun to weather enemy fire during the closing phase of an
engagement.

In order to get access to Clan technology, United Outworlders Corporation has been forced to put its
new facility under severe restrictions. All staff have to undergo extensive background checks; Clan Snow
Raven is the only authorized buyer; and the Clan is the only supplier of key components. Playing a long
term game, UOC is willing to accept this with the knowledge that in the future it will be a player on the
Clan technology market and there will be inevitable trickle-down effects to its other factories and
markets.
For the Wusun this means that it is mainly seen in Clan Snow Raven hands with a small number being
passed to the most elite Outworld Alliance pilots. Frequently deployed with a pair of air-to-air Arrow
missiles under its wings, the Wusun is able to gain significant firepower without compromising
maneuverability. Simulations have shown this first-strike capability to be very useful against well-
armored opponents.
Though the Wusun only debuted earlier this year, it has already shown its teeth. In April, a C-variant
downed a pirate Leopard over Banori single-handedly. Interest is starting to be shown by the other
Clans, but so far no Trials have been declared.

CLASS COST IN SERVICE ALLEGIANCE


6/M 245 3085 Clan Snow Raven, Outworlds Alliance
THRUST ARMOR WEAPONS TRAITS
Prime 8 / 12 8 3/3/- Atmospheric, Interceptor. Omni, Missiles
A 3/3/3 Atmospheric, Interceptor. Omni, Missiles
B 3/3/2 Atmospheric, Interceptor. Omni, Missiles
C 3/1/1/1 Atmospheric, Interceptor. Omni, Missiles

<><><><><><>

BT XERXES-CLASS FIGHTER PATROL (4)


Hells Horses seized Kirin from the Smoke Jaguars after Huntress fell to the Star League. The most
valuable prize was the Xerxes factory. Capable of 3 Gs, the Xerxes can provide cippling ground support
firepower. AC-20s form the main armament, with 2 ER large lasers for back-up. A squadron can rip a
DropShip to pieces with repeated passes.

CLASS COST IN SERVICE ALLEGIANCE


6/A 178 3060 Clan Hells Horses, any Clan
THRUST ARMOR WEAPONS TRAITS
6/9 6 7/7/1/1 Assault, Atmospheric

<><><><><><>
PAX REPUBLICA 3085 - 3130

BT CAERLEON DROPSHIP PATROL


Named for a fortress associated with the legendary King Arthur, the Caerleon is regarded as just that by
the battlesuit platoon it transports. Since its 3093 introduction, the Caerleon spread throughout the
former Free Worlds League and into the mercenary market. Its been used for a variety of missions, but
two primary applications stand out as the most common: boarding operations and battlefield support.
The Caerleon has fared well in its many battles thanks to its heavy armor, often weathering punishing
fire to deliver its platoon of battlesuit troopers. Some critics in the mercenary market complain that the
Vessels needs a larger engine to improve its survivability, while others suggest that an assault Vessels
needs greater firepower. Nimakachi has ignored these, because the important analysisfrom the
troopershas been unfailingly positive. Only difficult atmospheric handling has truly plagued the
Caerleon, causing a number of combat losses.

CLASS COST IN SERVICE ALLEGIANCE


5/L 188 3093 Free Worlds League
THRUST ARMOR WEAPONS TRAITS
4/6 10/9/8-2 / SI 3 2/2/1/1 Atmospheric, Troops 2

<><><><><><>

BT DRAGAU II DROPSHIP PATROL


The conversion of the Dragau into a manned Pocket WarShip was more a matter of ready production
and an immediate need for a viable vessel. The Republic needed a reliable system patrol Vessels, and
with ONeil Yards unable to produce the Achilles for at least five more years, another solution was
sought. This answer came in the guise of New Earths Gazelle yards. By 3078 the yard had been mostly
converted to produce the Dragau Caspar II drones and had escaped with relatively light damage,
compared to ONeil. The Dragau II project was begun in 3079 with the first launch to be in 3085.
The delay in final launch is a result of the Dragaus ground-up design to be a drone DropShip. This
drone-first construction necessitated a nearly full redesign of the interior of the vessel to allow for a
manned crew. Even with the redesign, accommodations for the thirteen-man crew are incredibly
cramped. The limited interior space means that the ship is not well-suited to long deployments, but in its
intended system patrol role it should be sufficient. On the other hand, the upside of the cramped crew
spaces is zero loss of performance or payload. Its capacity for a body-stretching seven gravities of thrust
allows the ship to outmaneuver all but the lightest aerospace fighters and its weapon payload can make
quick work of anything short of a Pocket WarShip. The combination of limited crew space and high
combat thrust has narrowed the selection of potential crews. The ideal crewmen for this assignment will
be team-oriented fighter pilots, who are understandably rare.

CLASS COST IN SERVICE ALLEGIANCE


5/M 1435 3065 Republic Of The Sphere
THRUST ARMOR WEAPONS TRAITS
9 / 14 14/11/9 -3 / 7 AF -1 AMS +1
N 2/2/1/- aerodyne, atmospheric, Troops 1
L/R/A 1/1/1/-

<><><><><><>
BT GORGON-CLASS DROPSHIP SKIRMISH
Built as a modern incarnation of the SLDF Titan-class fighter carrier, the Gorgon fills a niche in the
force-projection market where assault DropShips and Pocket WarShips reign supreme. Instead of
augmenting these Vessels, the Gorgon is often deployed in place of them as an interdictor, a role it often
struggles at due to its acceleration profile. Although often thought of as a better than nothing solution,
the Gorgon has shown time and again to be effective when an experienced commanding officer is at the
conn.
Of all the Gorgons features, the most unique was entirely unintended. The Gorgons cargo bay runs
most of the length of the ship. There are a number of ventral personnel doors in the cargo bay, intended
to speed loading operations. These doors readily lend themselves to field modifications as internal bomb
bays, and the Gorgon is frequently employed in traditional ground-support bombing roles. On at least
two documented occasions (including the defense of Helm) Gorgons have been used as space-bombers.
In February 3138, a joint Lyran Commonwealth and Clan Wolf force jumped to the Helm system on
their way to oust Anson Marik at Stewart. Marik hoped to use Stewart to gather his forces, but he had
to hold onto the world long enough for it to be a rallying point. Helm was critical to this. Marik sent the
best forces he could spare to hold a battle line at Helm and stop the ravenous Wolf advance. Typical of
the invasion, the LCAF deployed in reserve, letting the Wolves form the vanguard of the assault force.
The Clan force included Sharp Paw, an Overlord C-class DropShip, and Bright Fang and Cold Hearth,
both Union C-class DropShips. The defending force consisted of elements of the Silver Hawk Irregulars,
including the FWS Wanda Marik, a Gorgon-class carrier. Wanda was lying in wait near the zenith jump
point and moved to engage the Wolf DropShips when they were still only a few hundred thousand
kilometers from their JumpShips. Using tactics developed during the Jihad, Wandas fighters made a
high-speed pass against the Wolf DropShips and deployed antiship missiles. A lucky shot severely
damaged Sharp Paws engines, effectively putting it out of the fight. The Wolves called on their Lyran
allies to provide fighter support, but the Lyrans refused, citing orders that required them to provide
aerospace support for the assault on Helm, not while in-transit from the jump point. Outgunned by
Wanda and her fighters, first Bright Fang, then Cold Hearth resorted to deploying Mechs for space
combat. After three hours of heavy fighting, Wanda and her fighter complement had destroyed a full
Trinary of Clan Wolf Mechs and significantly damaged Sharp Paw. With two of their three DropShips
battered, the Wolves began withdrawing to their transport JumpShips. Wanda, having accomplished her
objective, initiated a three-G burn for Helm. Although her actions delayed the Clan Wolf invasion for
several days, the Wolves ultimately conquered Helm and massacred a contingent of Silver Hawk
Irregulars when they were forced to surrender in late April.

FWS Wanda Marik: Wanda is named for the wife of Reginald Marik, younger brother of the Marion
Marik of Reunification War renown. Her crew served with distinction during the Marik resistance to
Operation Hammerfall and took place in several pivotal battles. She was stationed at Atreus when
Hammerfall brought Clan Wolf invaders, and was the first ship to scramble her fighters.

FWS Reginald Marik: Reginald is Wandas sister ship, though the two have never been deployed
together. Reginald was captured by the Capellan Confederation during the Victoria War and has
remained in the CCAF ever since. Until Anson Mariks death in 3138, he had offered a bounty for her
safe return to the Free Worlds League. Strangely, Nikol Marik reinstated and doubled the reward in
3138, leading to rumors that the ship must be important somehow. Numerous theories abound, with the
most populargiven the nature of Free Worlds politicsoften featuring clandestine secrets hidden
aboard the vessel. If the Capellan Confederation is aware of the bounty, they have not acknowledged it,
preferring instead to retain Reginaldrenamed the Franco Liaoas a spoil of war.
CLASS COST IN SERVICE ALLEGIANCE
5/H 613 3096 Free Worlds League, Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
4/6 23/20/18-2 / SI 6 1/1/1 Atmospheric, FL 3 (3), Troops 3
Bombs Fleet Carrier
Point Defence +3, AMS +3

<><><><><><>

BT NAGASAWA-CLASS DROPSHIP SKIRMISH


Defending Clan Sea Foxs ArcShips requires something more than aerospace fighters, and the Nagasawa
fills this role admirably. Nagasawas have become a common sight around the Sea Foxs aimags and, only
recently, have become far more insistent on keeping outsiders at a respectful distance from the traders
ships. Few dare to argue with such a capable DropShip.
The Sea Foxes have taken a Noruff and enlarged it by fifty percent. Fast and well armored, the
DropShips firepower is simple yet varied, lessening the effect of popular new armor types. Intended for
the Sea Foxes own use, the Nagasawa is a dream to maintain, with accessible components reducing
downtime. Like its progenitor, the Noruff, the Nagasawa cannot enter atmosphere.
The Nagasawa can be found in all Clans, either by purchase or Trial. Though both Clans Wolf build the
competing Isegrim, which suggests little need for the Nagasawa, and the Falcons have plenty of
WarShips, several have shown up in all three toumans. The other Clans have enthusiastically snapped up
Nagasawas as they come available, keen to have screening units for their heavy ships.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2264 3115 Clan Sea Fox, Clan Jade Falcon, Clans Wolf
THRUST ARMOR WEAPONS TRAITS
8 / 12 25/19/18-2 Point Defence +3, AMS +5
SI 10 N 18/18/18/- Atmospheric, Troops 3 (1)
L/R 9/9/9/4
A 6/6/6/3

<><><><><><>

BT SUZOMEBACHI DROPSHIP PATROL (2)


In the Combine the airborne insertion of battle armor is best achieved by its Oo-Suzumebachi small
Vessels, an advanced vehicle that more than earns its name: giant hornet. Purpose-built after the Second
Combine-Dominion War, the first prototype cleared trials at Dover in 3117, and production models
quickly became the preferred choice of small unit battlesuit commanders and their planners.
Unlike many modern vehicles, the Oo-Suzumebachioften shorted to the Oozedoesnt try to
distinguish itself with cutting edge technology. Instead, it earns respect with powerful brute-force
elements, such as heavy armor, thick anti-missile defenses and a powerful, landing-zone clearing main
weapon.

CLASS COST IN SERVICE ALLEGIANCE


5/L 175 2117 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
6/9 13/9/6-2 / SI 4 3/3/- Atmospheric, Stealth, Troops 3

<><><><><><>
BT TIAMAT III DROPSHIP PATROL
The ONeil Shipyards were devastatingly damaged during their liberation from the Word of Blake. In
particular, the manufacturing facilities for WarShip system drives was completely destroyed, with several
nearby supporting facilities also wiped out. This destruction put the possibility of new WarShip
production at least a decade out and that only at the expense of other rebuilding. In light of this
damage, and with a need to quickly establish a protective naval force for the new Republic, it was
decided to focus naval defense on DropShip-based platforms backed up by the few remaining WarShips
left over from the Coalition.
Initially black water naval forces were built around the hodgepodge of salvage and equipment brought
into the forming Republic by House units that chose to join the new state. This was supplemented with
select purchases from allied nations, particularly the Combines Nekohonoo and Federated Suns
Arondight and Excalibur PWS. Ultimately though, it was determined that the growing Republic navy
would need a stronger mainline vessel to carry the weight of defensive and eventual offensive
operations. While the stigma surrounding the Word of Blakes Tiamat-class Pocket WarShip had left an
indelible mark on Coalition survivors, no one could discount the sheer power the drone ships wielded in
the final battles for Terra. Based on that, efforts were begun to restore the damaged production lines and
revive the original manned version of the massive assault DropShip. While no Manei Domini Tiamats
survived the Jihad, the plans and tooling to build them still existed. It was a relatively simple matter to
repair the lines and restart production.
The manned version of the Tiamat carries a much smaller engine, capable of only three gravities of
maximum thrust, but is otherwise structurally identical to the Drone version. The tradeoff for the slower
thrust profile is an impressive increase in overall armament. Six heavy sub-capital cannons form the main
power of the Vessels. This direct firepower is backed up by fifteen large-class sub-capital lasers. The
four AR-10 launchers and a single tele-operated missile launcher

CLASS COST IN SERVICE ALLEGIANCE


5/M 4781 3079 Republic Of The Sphere
THRUST ARMOR WEAPONS TRAITS
3/5 27/24/20 -3 / 10 AF -1 AMS +1
N 4/3/1/-/- aerodyne, atmospheric
L/R 2/2/1/-/- FL 1 (1)
A 1/1/-/- Troops 4 (4)
Missiles N 2/2/2

<><><><><><>

BT ZEN NIAO DROPSHIP PATROL (2)


Built by House Liao, the 140 ton transport is loaded with electronics for scouting missions into enemy territory.

CLASS COST IN SERVICE ALLEGIANCE


5/L 114 3092 Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
5/8 9/7/5-2 / SI2 1/1/- Atmospheric, Scout, Stealth
Space Mine 1

<><><><><><>
BT WURGER DROPSHIP PATROL (2)
Built by House Steiner to help screen Pocket WarShips, the 160 ton Wurger has proved itself in battle. Wurgers
can act as battle taxis, heavy fighters, and interdiction ships.

CLASS COST IN SERVICE ALLEGIANCE


5/L 228 3099 Lyran Commonwealth
THRUST ARMOR WEAPONS TRAITS
6/9 4/4/3 / S6 AF -3 AMS -3 Atmospheric, Scout, Spheroid
F L/R 2/1/1/- Command 1
A 2/1/1/- Troops 4

<><><><><><>

BT ACQUILA FIGHTER PATROL (4)


The Aquila was rushed into service for the Victoria War, where the fighter exceeded expectations and
has proliferated for forty years without modification.
This joint venture of the Rim Commonality and Oriente Protectorate combines speed, agility, and
excellent long-range accuracy to great effect. A lack of rear-firing weaponry is a concern to some pilots,
but its a rare circumstance when the speedy Aquila cannot evade or outrun an enemy on its six. The
Aquila excels in both space and atmospheric operations, terrorizing ground units or slow moving
DropShips without fighter escorts. The Aquila is renowned as a sniper, using its speed and
maneuverability to get behind enemy fighters and take out their engines.

CLASS COST IN SERVICE ALLEGIANCE


6/M 148 3090 Free World's League (Oriente, Rim Commonality)
THRUST ARMOR WEAPONS TRAITS
AQA-1M-1A 7 / 11 7 2/2/1/1 Atmospheric, Superiority

<><><><><><>

BT KOROSHIYA FIGHTER PATROL (3)


The 95 ton fighter is known as the battering ram by its pilots.

CLASS COST IN SERVICE ALLEGIANCE


6/A 187 3090 Draconis Combine
THRUST ARMOR WEAPONS TRAITS
KOS-1A 8 / 12 10 3/3/-/- Assault, Atmospheric,

<><><><><><>

BT PICAROON FIGHTER PATROL (3)


The Regulan Fiefs first foray into fighter design, the Picaroon was seemingly developed specifically to
counter the growing use of Pocket WarShips. Fast, heavily armored and sporting a single massive
weapon, the Picaroon is reminiscent of other purpose-built ship-killing fighters like the legendary
Hammerhead.
Despite its lack of secondary weapons, the Picaroons nose-mounted heavy PPC is a very powerful
weapon with the ability to destroy most opponents with only a few blasts. When employed as a proper
pack hunter, there are few vessels that can withstand the barrage a group of Picaroons unleashes. As a
result, Picaroon pilots quickly become overconfident with the fighters apparent invulnerability and
rely too much on the fighters heavy armor to protect them. Smart opponents will lure individual
Picaroons out of formation so that multiple attackers can isolate and overwhelm them.

CLASS COST IN SERVICE ALLEGIANCE


6/L 129 3100 Free Worlds League (Regulas)
THRUST ARMOR WEAPONS TRAITS
CSR-F100 8 / 12 7 3/3/-/- Assault, Atmospheric,

<><><><><><>

BT SHRIKA FIGHTER PATROL (4)


Andurian AeroTech built the Shrika years while Westover was an unaffiliated world. They profited
greatly selling the fighter to all buyers, from the former League states to freebooting mercenaries. Since
Westover became part of the reformed League, availability on the open market has dropped off. The
factorys production is now funnelled directly to the FWLM as part of the rebuilding effort following the
Lyran and Wolf invasions.
For a heavy fighter, the Shikra has considerable acceleration. The thick slab of armor garnered it a
reputation as a flying brick early on, but engineering refinements improved the fighters handling in all
environments. Anemic rear weaponry goes far to motivate pilots not to allow enemies into their six. The
powerful fore-mounted ballistic weaponry is a threat to most fighters and a number of DropShips,
especially when Shikras are massed in formation. Only when its pilot loses awareness of his
surroundings does the Shikra suffer in combat. Many have been lost to careless pilots suffering target
fixation.

CLASS COST IN SERVICE ALLEGIANCE


6/H 264 3115 Free Worlds League
THRUST ARMOR WEAPONS TRAITS
SKR-4M 6/9 12 5/5/2/2 Assault, Atmospheric

<><><><><><>

BT YUN FIGHTER PATROL (4)


Built by House Liao, the 40 ton transport fighter is designed with stealth and speed to swoop on a target and
deploy its infantry.

CLASS COST IN SERVICE ALLEGIANCE


6/M 95 3085 Capellan Confederation
THRUST ARMOR WEAPONS TRAITS
Y-2 5/8 4 2/2/- Atmospheric, Superiority, Troops 1

<><><><><><>

DARK AGE 3131 - 3152

BT DUAT DROPSHIP PATROL (2)


Built by ComStar during their secret rearmament, the Duat exacted a heavy price from RAF units assigned to
destroy the rogue military. Following the destruction of the ComGuards, the Duat was used by the RAF to
conduct raids beyond the Fortressknowing that no other power would be able to identify the DropShop.
Duats are built around the Base-6 of the ComGuards and are capable of carrying six of the new superheavy
BattleMechs.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1742 3131 ComStar,. RAF
THRUST ARMOR WEAPONS TRAITS
4/6 17/17/17 / SI7 AF -4 AMS-2
N 2/2/1/- Atmospheric, Spheroid
L/R 2/2/1 Troops 6 (3)
A 1/1/-

<><><><><><>
B5 - THE CENTAURI REPUBLIC

FLEET LIST
VENTURING INTO THE STARS
Initiative Bonus: +3

PATROL
Armus Long Haul Freighter (HM/RN)
Balvarin Carrier (RN)
Bridalla-noma cargo shuttle
Capit Priority Freighter (HM/RN)
Glaive Flight (4 Flights) (HM/RN)
Jano-Pirori Luxury Shuttle
Lakrit Assault Shuttle
Leon-Kura Kazura
Phalan Assault Fighter Wing (2 Flights) (HM/RN)
Phalan-M Assault Fighter Wing (2 Flights) (HM/RN)
Falenna Garrison Ship (HM/RN)
Falassa Escort Carrier (HM/RN)
Garut Survey Ship (HM/RN)
Lakrit Assault Shuttle (HM/RN)
Tacit Police Ship (HM/RN)

SKIRMISH
Balcirax Destroyer (RN)
Balciron Destoyer (HM/RN)
Balsavor Destoyer (HM/RN)
Celerian Cruiser (HM/RN)
Kasta Carrier (Celerian Variant) (HM/RN)
Nalor Armored Cruiser (Celerian Variant) (HM/RN)
Orto Troop Transport (RN)
Strela Light Jump Ship (HM/RN)
Taldaria Explorer (HM)
Talvan Attack Cruiser (HM/RN)
Tavor Siege Ship (RN)
Virlisi-class Logistics Ship (HM/RN)

RAID
Astur-Assault Ship (HM/RN)
Garut Survey Ship (HM/RN)
Jenas Frigate (HM/RN)
Kendari Fleet Scout (RN)
Leevan Escort Cruiser (HM/RN)
Navask Escort Destroyer (HM/RN)
Tatros Escort Frigate (Jenas Variant) (HM/RN)

BATTLE
Centaurum-class Battleship (RN)
Optine Battlecruiser (HM/RN)
Sakar Carrier (RN)
Valtor Strike Cruiser (Optine Variant) (RN)
FLEET LIST
2250 2267 THE THIRD AGE
Initiative Bonus: +3

PATROL
Breaching Pod Wing (4 flights) (RN)
Callos Wartime Freighter
Haven-class System Patrol Boat (2 ships) (HM/RN)
Kutai-class Gunship (RN)
Razik Wing (4 flights) (HM/RN)
Sentri Wing (4 flights) (HM/RN)

SKIRMISH
Amar Fast Carrier (RN)
Corvan-class Scout (RN)
Darkner Attack Frigate (RN)
Kendari Scout (HM/RN)
Maximus-class Frigate (HM/RN)
Vorchan-class warship (RN)
Vorchar-class Warscout (RN)

RAID
Altarian-class Destroyer(HM/RN)
Altarian Magnus-class Destroyer (HM/RN)
Balvarian-class Carrier (HM/RN)
Balvarix Strike Carrier (RN)
Centurion-class Attack Cruiser (HM/RN)
Sulust-class Escort Destroyer (HM/RN)
Taldaria-class Explorer (HM/RN)
Virlisi-class Logistics Ship (HM/RN)

BATTLE
Dargan-class Attack Cruiser (RN)
Primus-class Battle Bruiser (HM/RN)
Secundus-class Assault Cruiser (RN)
Tertius-class Assault Cruiser (RN)

WAR
Octurion-class Battleship (RN)
Octurion Secundus-class Battleship (RN)

ARMAGEDDON

FLEET LIST
2267+ CRUSADE ERA
Initiative Bonus: +3

PATROL

SKIRMISH

RAID

BATTLE

WAR

ARMAGEDDON

Centauri Republic Fleet Special Rules

NOBLE HOUSES Many of the powerful noble Houses field their own militias. Militia Fleets have an
Initiative of -2 through +3 (Roll 1D6 to determine: 1 = -2 while 6 = +3.) Militia Units are usually in poorer
repair than the Royal Navy suffer the MIXED ERA default rules.

Guardian Array: - It can act as an anti-fighter battery but fire at any fighter attacking a ship within 5 MU of it,
OR it allows other anti-fighter batteries to operate like interceptors, intercepting all incoming fire except beams
from one MU direction target that ship or one with 5 MU.
B5 CENTAURI WORTHUS STARBASE WAR
Having a Worthus in orbit was considered to be the ultimate in prestige. They were considered to be
invulnerable, but the Orieni quickly shattered that illusion

CLASS COST IN SERVICE ALLEGIANCE


0/A 2000 2001 Royal Navy
THRUST ARMOR WEAPONS TRAITS
.25 75 AF -5
75 1 75 N 30/30/30/30 Command 3, Immobile
75 (8) 75 L/R 30/30/30/30 Combat Amour
75 A 30/30/30/30 Fighters 4 (4), Troops 25 (4)
T 36/36/36/36

<><><><><><>

B5 CENTAURI DAVEROUS CIVILIAN BASE BATTLE


Centres of commerce and trade, most worlds and colonies had a Daverous in orbit.

CLASS COST IN SERVICE ALLEGIANCE


0/A 2003 Civilian
THRUST ARMOR WEAPONS TRAITS
.25 53 AF -3
53 1 53 N 15/15/15/- Command 2, Immobile
53 (6) 53 L/R 15/15/15/-
53 A 15/15/15/- Fighters 1 (2), Troops 8 (4)

<><><><><><>

B5 CENTAURI MARCARIUS CIVILIAN BASE RAID


One of the earliest space stations built by the Republic. These were replaced by the Daverous class by the time
of the Orieni War.

CLASS COST IN SERVICE ALLEGIANCE


0/A 1950 Civilian
THRUST ARMOR WEAPONS TRAITS
.25 25 AF -3
25 1 25 N 7/7/7/- Command 2, Immobile
25 (3) 25 L/R 7/7/7/-
25 A 7/7/7/- Fighters 1 (2), Troops 4 (2)

<><><><><><>

B5 CENTAURI REPUBLIC LEGION ORBITAL SATELLITE

CLASS: 0 COST: 25 IN SERVICE: 1996


HULL: 15/5 DEFENCE: 15 HULL: 5 DEFENCE: 12
WEAPONS: PD+2 WEAPONS: PD 0
Tactical Laser (1-15 FS) +3A, 1D8
ABILITIES: ABILITIES:
Immobile Immobile
B5 CENTAURI REPUBLIC CENTAURUM-CLASS BATTLESHIP WAR
The largest and most powerful warship the Centauri fielded. It was built to showcase the might and majesty of
the Republic. The usual tactic was to treat the Centaurum as a mobile fortress and fly it into the midst of enemy
ships and open fire.

CLASS COST IN SERVICE ALLEGIANCE


2/H 750 1966 Royal Navy
THRUST ARMOR WEAPONS TRAITS
2/3 55 AF -4 AMS - 2
55 SI 70 55 N 12/12/12/6 Jump Engine (6/5/4/3/2/1)
55 (6) 55 F L/R 6/6/3/3 Combat Armour, Command 3
45 A L/R 3/3/3/3 FL 1 (2) Troops 12 (4)
A 6/6/6/6

<><><><><><>

B5 CENTAURI REPUBLIC CELERIAN-CLASS WARCRUISER BATTLE

The vast size of the Republic required a fleet of fast and powerful cruisers for patrol purposes. These were
some of the most commonly encountered ships.

CLASS: 3 COST: 45 IN SERVICE: 1850 ALLEGIANCE: Houses, Royal Navy


HULL: 30/8 DEFENCE: 16/13/9 HULL: 8 DEFENCE: 12/10/7
WEAPONS: PD+2 WEAPONS: PD +0
Tactical Laser (112 FS) +3A, 1D6+2
Tactical Laser (212) +3A, 1D6+2 Tactical Laser (212) +3A, 1D6+2
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4

ABILITIES ABILITIES
Jump Engine
Troops 3 Troops 3

<><><><><><>

B5 CENTAURI REPUBLIC GARUT SURVEY SHIP RAID

The Garut was used to explore hyperspace, expanding the worlds controlled by the Centauri. As it carried
three flights of fighters, it was often pressed into service as an impromptu carrier.

CLASS COST IN SERVICE ALLEGIANCE


2/H 1966 House Militia, Royal Navy
THRUST ARMOR WEAPONS TRAITS
4/6 35 AF -4 AMS -4
35 SI 80 35 N 5/5/3/3 Jump Engine (4/3/2/1)
35 (2) 35 F L/R 4/4/3/3 Scout
30 A 1/1/-/- FL 1 (3) Troops 8 (8)
T 3/3/3/3

<><><><><><>
B5 CENTAURI REPUBLIC KASTA-CLASS CARRIER (CELERIAN VARIANT) RAID

The Celerian was easily modified to carry fighters at a cost in firepower.

CLASS: 3 COST: 45 IN SERVICE: 1973 ALLEGIANCE: Houses, Royal Navy


HULL: 30/8 DEFENCE: 16/13/9 HULL: 8 DEFENCE: 12/10/7
WEAPONS: PD+2 WEAPONS: PD +0
Tactical Laser (212) +3A, 1D6+2 Tactical Laser (212) +3A, 1D6+2
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4

ABILITIES ABILITIES
FL 2 (2) FL 2 (2)
Jump Engine
Troops 3 Troops 3

<><><><><><>

B5 CENTAURI REPUBLIC NALOR-CLASS CRUISER (CELERIAN VARIANT) RAID


The Nalor was designed as a brawler, with heavy plasma cannon but without a jump engine.

CLASS: 3 COST: 50 IN SERVICE: 1857 ALLEGIANCE: Houses, Royal Navy


HULL: 30/8 DEFENCE: 16/13/9 HULL: 8 DEFENCE: 12/10/7
WEAPONS: PD+2 WEAPONS: PD +0
Heavy Plasma Cannon (210 FS) +2A, 1D6+2
Heavy Plasma Cannon (210) +2A, 1D6+2 Heavy Plasma Cannon (210) +2A, 1D6+2
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4

ABILITIES ABILITIES
Atmospheric Atmospheric
Troops 3 Troops 3

<><><><><><>

B5 CENTAURI REPUBLIC SOLADON-CLASS ESCORT (CELERIAN VARIANT) RAID


The effectiveness of the Orieni Hunter-Killers caused panic in the Royal Navy. The conversion of Celerians
into Soladons was meant to to deal with the threat. As the Orieni acknowledged and adapted to the success of
the anti-fighter firepower, Soladons became little more than large targets.

CLASS: 3 COST: 40 IN SERVICE: 2002 ALLEGIANCE: Royal Navy


HULL: 30/8 DEFENCE: 16/13/9 HULL: 8 DEFENCE: 12/10/7
WEAPONS: PD+4 WEAPONS: PD +1
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4

ABILITIES ABILITIES
Anti-Fighter Targeting +4 Anti-Fighter Targeting +4
Jump Engine
Troops 2 Troops 2
<><><><><><>

B5 CENTAURI REPUBLIC TAVOR SIEGE SHIP RAID


The Tavor mounted two mass drivers and was designed and used to devastate entire worlds. The Orieni lost a
number of colonies and worlds to this terrible weapon.

CLASS: 3 COST: 40 IN SERVICE: 2005 ALLEGIANCE: Royal Navy


HULL: 30/10 DEFENCE: 16/13/9 HULL: 10 DEFENCE: 12/10/7
WEAPONS: PD+2 WEAPONS: PD +0
Mass Drivers (2 6 FS) +3A, 4D10 (may only target planets or space stations)
Particle Projector (2-6 FS) +3A, 1D4
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4

ABILITIES ABILITIES
Long Range Bombardment
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI VIRLISI LOGISTICS SHIP PATROL

The process of becoming a "Lion of the Galaxy" forced the Centauri to make some early realisations - one of
these was that logistics, while unglamorous and boring, was an absolute necessity. The Virlisi Logistics ship is
just that, unglamorous and boring in its un-Centauri like bulk but vitally necessary to ensure the Republics war
machine remains effective.

CLASS COST IN SERVICE ALLEGIANCE


4/H 1969 Any
THRUST ARMOR WEAPONS TRAITS
2/3 10 AF -2
10 SI 40 10 N 2/2/-/-
10 (2) 10 F L/R 1/1/-/- 4 cargo pods
10 A L/R 1/1/-/- FL 2 (8 shuttles)

<><><><><><>
B5 CENTAURI REPUBLIC ALTARIAN-CLASS DESTROYER RAID

A deadly craft with a well earned reputation for lethality, the Altarian is an older design dedicated to the
matter cannons that grace its hull. While Centauri military sciences officially stopped working on matter-
related weaponry decades ago, the ones still in service on the Altarian and many other designs still function
quite efficiently. Based on fission induction principles, matter weapons are inefficient from an energy output
standpoint, but can have devastating effects in combat.

CLASS: 4 COST: 32 IN SERVICE: 2150 ALLEGIANCE: Houses, Royal Navy


HULL: 25/5 DEFENCE: 15/13/9 HULL: 5 DEFENCE: 12/10/7
WEAPONS: PD+1 WEAPONS: PD +0
Matter Cannon (210) +3A, 1D6+2 Matter Cannon (210) +3A, 1D6+2
Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Anti-Fighter Targeting +3
Atmospheric Atmospheric
Jump Engine
Troops 3 Troops 3

<><><><><><>

B5 Centauri Republic Altarian Magnus Destroyer Leader RAID

Designed by House Jaddo at the height of their power to demonstrate prestige within the Centarum, the revised
weapon layout allowed small changes to be made to engine efficiency. The effectiveness of the Magnus destroyer
over the original Altarian is a subject of much debate among Centauri nobles, especially those within House
Jaddo.

CLASS: 4 COST: 34 IN SERVICE: 2280 ALLEGIANCE: Houses, Royal Navy


HULL: 25/5 DEFENCE: 15/13/9 HULL: 5 DEFENCE: 12/10/7
WEAPONS: PD+1 WEAPONS: PD +0
Battle Laser (1-15 FS) +3A, 1D8
Matter Cannon (210) +3A, 1D6+2 Matter Cannon (210) +3A, 1D6+2
Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Anti-Fighter Targeting +3
Atmospheric Atmospheric
Command 1
Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI REPUBLIC ELUTARIAN BOMBARDMENT DESTROYER RAID

This variant mounts an accurate ballistic torpedo, but a lack of additional firepower leaves the ship sadly
lacking as a front-line warship.

CLASS: 4 COST: 32 IN SERVICE: 2235 ALLEGIANCE: Houses, Royal Navy


HULL: 25/5 DEFENCE: 15/13/9 HULL: 5 DEFENCE: 12/10/7
WEAPONS: PD+1 WEAPONS: PD +0
Ballistic Torpedo (1-18 FS) +4A, 2D6 (may not target fighters)
Twin Array (2-6) +3A, 1D4 Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Atmospheric Atmospheric
Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI REPUBLIC AMAR FAST CARRIER (DARKNER) SKIRMISH

The Amar gives up firepower for the ability to carry fighters.

CLASS: 4 COST: 30 IN SERVICE: 2249 ALLEGIANCE: Houses, Royal Navy


HULL: 30/7 DEFENCE: 15/13/9 HULL: 7 DEFENCE: 12/10/7
WEAPONS: PD+1 WEAPONS: PD +0
Battle Laser (1-15 FS) +3A, 1D8
Twin Array (2-6) +3A, 1D4 Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
FL 1 (2) FL 1 (2)
Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI REPUBLIC DARKNER FRIGATE SKIRMISH

A swift escort and attack craft with speed and agility to accomplish quick strike against enemies

CLASS: 4 COST: 25 IN SERVICE: 2249 ALLEGIANCE: Houses, Royal Navy


HULL: 30/7 DEFENCE: 15/13/9 HULL: 7 DEFENCE: 12/10/7
WEAPONS: PD+1 WEAPONS: PD +0
Twin Array (2-6) +3A, 1D4 Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI REPUBLIC VORCHAN SKIRMISH


Looking much like the Centauri bird of prey it was named after, with its beak-like forward cabin, the Vorchan
mounts a deadly plasma accelerator as its main gun and ion cannon batteries for stopping power and effective
short ranged attacks. In larger battles, Vorchans usually amass into large squadrons, utilising their speed and
incredible agility to flank enemy fleets and pound them into submission as the main Centauri fleet begins to
engage.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2160 Centauri Republic RN, HM
THRUST ARMOR WEAPONS TRAITS
4/6 14 AF -3 Jump Engine (6/5/4/3/2/1)
14 SI 21 14 N 5/5/5/5 Atmospheric
14 (2) 14
12 Troops 4 (2)

<><><><><><>

B5 CENTAURI REPUBLIC VORCHAR (VORCHAN VARIANT) SKIRMISH

A scout variant of the Vorchan, this ship was designed as a fast scout to accompany wolfpacks on their attack
runs.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2190 Centauri Republic RN, HM
THRUST ARMOR WEAPONS TRAITS
4/6 14 AF -3 Jump Engine (6/5/4/3/2/1)
14 SI 21 14 N 8/8/8/8 Atmospheric, Scout
14 (2) 14
12 Troops 4 (2)

<><><><><><>

B5 CENTAURI REPUBLIC VORCHAT CARRIER (VORCHAN VARIANT) SKIRMISH

A variant of the Vorchan, this ship was designed to carry a flight of fighters into battle.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2200 Centauri Republic RN, HM
THRUST ARMOR WEAPONS TRAITS
4/6 14 AF -3 Jump Engine (6/5/4/3/2/1)
14 SI 21 14 N 8/8/8/8 Atmospheric
14 (2) 14 L/R 6/6/6/6
12 FL 1 (1) Troops 4 (2)

<><><><><><>

B5 CENTAURI REPUBLIC DEMOS RAIDER (VORCHAN VARIANT) SKIRMISH

An update of the Vorchan, the Demos features a lighter, but more flexible, weapons fit. It is used primarily as a
commerce raider, though it is fully capable of facing larger warships when organised into squadrons. The
Demos is a favourite among young nobles looking for quick opportunities for glory, and is often used by
Centauri privateers.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2160 Centauri Republic RN, HM
THRUST ARMOR WEAPONS TRAITS
4/6 16 AF -3 Jump Engine (6/5/4/3/2/1)
16 SI 16 16 Ballistic Torpedoes 4/4/4/4
16 (2) 16 N 13/13/5/5 Atmospheric
12 Troops 4 (2)

<><><><><><>

B5 CENTAURI CALLOS WARTIME FREIGHTER (VORCHAN VARIANT) PATROL

The best-armed freighter used in the Republic, mostly in the trade fleets of House Callo.

CLASS: 4 COST: 20 IN SERVICE: 2240 ALLEGIANCE: House Militia


HULL: 20/6 DEFENCE: 15/13/9 HULL: 6 DEFENCE: 12/10/7
WEAPONS: WEAPONS:
Twin Array (2-6) +3A, 1D4 Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Atmospheric
Jump Engine
Troops 1 Troops 1

<><><><><><>

B5 CENTAURI REPUBLIC ASTUR ASSAULT SHIP RAID


An older design, but capable of carrying an invasion force. By the Orieni War, many of these ships had been
sold to the Noble Houses and converted into more combat-worthy variants.

CLASS: 3 COST: 30 IN SERVICE: 1860 ALLEGIANCE: Houses, Royal Navy


HULL: 30/15 DEFENCE: 15/13/9 HULL: 15 DEFENCE: 12/10/7
WEAPONS: PD+1 WEAPONS: PD +0
Heavy Plasma Cannon (210) +2A, 1D6+2 Heavy Plasma Cannon (210) +2A, 1D6+2
Plasma Cannon (1 6) +2A, 1D4
Particle Projector (2-6) +3A, 1D4 Particle Projector (2-6) +3A, 1D4

ABILITIES ABILITIES
Assault
Troops 12 Troops 12

<><><><><><>

B5 CENTAURI BALVARIN-CLASS CARRIER RAID

One of the largest ships in the Centauri Republic, a Balvarin carrier is an effective warship in its own right and
capable of commanding an entire battle from its sensor array and control deck. In fact, some Admirals of the
fleet prefer to take their command tours aboard a Balvarin instead of the Primus or Octurion most are
assigned. When a Balvarin opens its bay doors and releases its fighter compliment, the entire tide of a battle
can change in the Centauris favour.

CLASS: 3 COST: 75 IN SERVICE: 2197 ALLEGIANCE: Royal Navy


HULL: 60/12 DEFENCE: 15/13/9 HULL: 12 DEFENCE: 12/10/7
WEAPONS: PD +3 WEAPONS: PD 0
Matter Cannon (210) +3A, 1D6+2 Matter Cannon (210) +3A, 1D6+2
Twin Array (2-6) +3A, 1D4 Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Command 2
FL 2 (4) FL 1 (4)
Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI BALVARIX-CLASS STRIKE CARRIER RAID

Swapping engine efficiency for a larger hanger and slightly improved firepower, the Balvarix was an attempt at
making the standard carrier into a more capable battleship.

CLASS: 2 COST: 80 IN SERVICE: 2262 ALLEGIANCE: Royal Navy


HULL: 60/12 DEFENCE: 15/13/9 HULL: 12 DEFENCE: 12/10/7
WEAPONS: WEAPONS:
Matter Cannon (210) +3A, 1D6+2 Matter Cannon (210) +3A, 1D6+2
Twin Array (2-6) +3A, 1D4 Twin Array (2-6) +3A, 1D4

ABILITIES ABILITIES
Command 2
FL 2 (6) FL 1 (6)
Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 CENTAURI BALCIRON DESTROYER PATROL

A destroyer introduced at the Republic's height. It was a small, fast vessel which served equally well in police
actions, garrison duty, and pitched battles.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1850 House Militia, Royal Navy
THRUST ARMOR WEAPONS TRAITS
5/8 11 AF -2
11 SI 15 11 N 5/5/3/3 Atmospheric
11 (2) 11 F L/R 1/1/-/-
10 A 1/1/-/- Troops 2 (2)
<><><><><><>

B5 CENTAURI BALCIRAX DESTROYER SKIRMISH

The upgrade in firepower was designed to provide more anti-ship firepower against the Orieni.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1985 Royal Navy
THRUST ARMOR WEAPONS TRAITS
5/8 11 AF -2
11 SI 15 11 N 6/6/3/3 Atmospheric
11 (2) 11 F L/R 2/2/-/-
10 A 1/1/-/- Troops 2 (2)

<><><><><><>

B5 CENTAURI BALSORVOR GUNSHIP (BALCIRON VARIANT) SKIRMISH

The Balsavor mounts 4 tactical lasers, the most such a small hull could manage giving it superior anti-ship
capabilities,but with a total lack of anti-fighter defences.

CLASS COST IN SERVICE ALLEGIANCE


5/H 1985 Royal Navy
THRUST ARMOR WEAPONS TRAITS
5/8 11 AF -2
11 SI 15 11 N 6/6/6/6 Atmospheric
11 (2) 11 F L/R 6/6/6/6
10 A 1/1/-/- Troops 2 (2)

<><><><><><>

B5 CENTAURI REPUBLIC ARMUS LONG-HAUL FREIGHTER PATROL

The first civilian ship designed with a rotating crew section, the artificial gravity allowed Armus fleets to travel
across the vastness of the Republic.

CLASS COST IN SERVICE ALLEGIANCE


4/H 1730 Any
THRUST ARMOR WEAPONS TRAITS
2/3 10 AF -2
10 SI 15 10 N 1/1/-/-
10 (2) 10 F L/R 1/1/-/- 6 cargo pods
10 A 1/1/-/- FL 1 (1 shuttle)

<><><><><><>
B5 CENTAURI REPUBLIC CAPIT PRIORITY FREIGHTER (ARMUS VARIANT) PATROL

The upgrade traded cargo space fora jump-engine, allowing the Capit to operate independently of the jump-
gate network.

CLASS COST IN SERVICE ALLEGIANCE


4/H 1970 Any
THRUST ARMOR WEAPONS TRAITS
2/3 10 AF -2
10 SI 15 10 N 1/1/-/- Jump Engine (4/3/2/1)
10 (2) 10 F L/R 1/1/-/- 4 cargo pods
10 A 1/1/-/- FL 1 (1 shuttle)

<><><><><><>

B5 CENTAURI BRIDALLA-NOMA CARGO SHUTTLE PATROL


Slow and inelegant, Bridalla-Noma are capable of transporting large amounts of cargo.

CLASS: 5 COST: 10 IN SERVICE: 1990 HULL: 3/2 DEFENCE: 14

WEAPONS:
Plasma Cannon (1-1) +3A, 1D4

ABILITIES: Atmospheric

<><><><><><>

B5 CENTAURI JANO-PIRORI LUXURY SHUTTLE PATROL


No expense was spared to make these shuttles the ultimate expression of luxurious travel.

CLASS: 5 COST: 10 IN SERVICE: 1950 HULL: 2/2 DEFENCE: 14

WEAPONS:
Plasma Cannon (1-1) +3A, 1D4

ABILITIES: Atmospheric

<><><><><><>

B5 CENTAURI LEON-KURA SHUTTLE PATROL


No expense was spared to make these shuttles the ultimate expression of luxurious travel.

CLASS: 5 COST: 10 IN SERVICE: 2157 HULL: 2/2 DEFENCE: 14

WEAPONS:
Plasma Cannon (1-1) +3A, 1D4

ABILITIES: Atmospheric
<><><><><><>

B5 CENTAURI LAKRIT ASSAULT SHUTTLE PATROL


The basic troop transport, the Lakrit excelled at carrying troops from ships to invade space stations or disabled
ships.

CLASS: 5 COST: 15 IN SERVICE: 2157 HULL: 2/2 DEFENCE: 14

WEAPONS:
Plasma Cannon (2-6) +3A, 1D4

ABILITIES: Assault Atmospheric Troops 1

<><><><><><>

B5 CENTAURI SCION BREACHING POD PATROL


Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship,
breaching pods are dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to
keep an enemy on the back foot.

CLASS: 5 COST: 10 IN SERVICE: 2157 HULL: 2/1 DEFENCE: 15

WEAPONS:
Plasma Cannon (2-6) +3A, 2D4

ABILITIES: Assault Atmospheric Troops 1

<><><><><><>

B5 GLAIVE FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/L 1995 Centauri Republic Royal Navy, House Militia
THRUST ARMOR WEAPONS TRAITS
6/9 5 N 4/1/- Atmospheric, Superiority

<><><><><><>

B5 CENTUARI PHALAN FIGHTER PATROL (2)

CLASS COST IN SERVICE ALLEGIANCE


6/H 1870 Centauri Republic Royal Navy, House Militia
THRUST ARMOR WEAPONS TRAITS
6/9 7 N 4/1/- Assault, Atmospheric

<><><><><><>
B5 CENTUARI PHALAN-M FIGHTER PATROL (2)

CLASS COST IN SERVICE ALLEGIANCE


6/H 1882 Centauri Republic Royal Navy, House Militia
THRUST ARMOR WEAPONS TRAITS
6/9 7 N 4/1/- Assault, Atmospheric
Missiles N 2/2/-

<><><><><><>

B5 CENTAURI RAZIK LIGHT FLIGHT PATROL (4)


The forerunner of the Sentri, the Razik is rarely seen in front-line fleets though some Admirals still favour it. It
possesses a greater agility to the Sentri but is inferior in nearly every other way, making it unsuitable when
matched against most front-line fighters of other races. However, when crewed by veteran pilots the Razik can
mount a fearsome defence of Centauri warships

CLASS COST IN SERVICE ALLEGIANCE


6/H 2258 Centauri Republic Royal Navy, House Militia
THRUST ARMOR WEAPONS TRAITS
8 / 12 6 N 4/1/- Atmospheric

<><><><><><>

B5 CENTAURI RUTARIAN STRIKE FLIGHT PATROL (2)


One of the newest vessels to emerge from the Centauri Republic, the Rutarian is designed to be the last
word in fighter design. Sporting the stealth of the Nial and the longer ranged firepower of the
Thunderbolt while retaining the traditional Centauri love of dogfighting capabilities, it remains to be
seen whether the Rutarian is truly a revolutionary design or a mere jack-of-all-trades.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2259 Centauri Republic Royal Navy
THRUST ARMOR WEAPONS TRAITS
6/9 7 N 4/1/- Assault, Atmospheric, Stealth
Missiles N 2/2/-

<><><><><><>

B5 CENTAURI SENTRI STRIKE FLIGHT PATROL (4)


The mainstay of the Centauri fighter fleets, the Sentri sports the crescent wing the Republics craft are known
for, and carries a pair of rapid-firing particle guns. While they lack the raw firepower of Narn Frazi fighters,
they often get the better of combat engagements due to superior manoeuvrability, accuracy and speed.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2202 Centauri Republic Royal Navy, House Militia
THRUST ARMOR WEAPONS TRAITS
10 / 15 7 N 4/1/- Atmospheric, Interceptor
<><><><><><>

B5 Centauri Capit Priority Freighter (Armus Variant) PATROL

The upgrade traded cargo space fora jump-engine, allowing the Capit to operate independently of the jump-
gate network.

SPEED: 1 2 3 4
IN SERVICE: 1970

Hanger [] Shuttles [] [] [] HULL [] [] [] []


Fire Control [] [] [] [] [] []
Particle Projector-1 F/P/A [] []
Particle Projector-1 F/S/A [] []
Troop Barracks []
Cargo Bays [] [] []
Thruster (4) [] []
Jump Engine [] []
B5 Centauri Centurion Class Attack Cruiser Raid

A relatively small ship for its class, the Centurion has earned its reputation for swift, deadly strikes in hostile
territory. The Centurion is equipped with the venerable matter cannon that the Altarian, a similar vessel, also
carries. The Centurion masses more firepower than the Altarian, but it is not as long ranged and so has to settle
for brief skirmishes rather than lengthy campaigns.

SPEED: 1 2 3 4
IN SERVICE: 2202

Fire Control [] [] [] HULL [] [] [] [] [] []


Hanger [] [] [] Shuttle [] [] [] [] [] [] [] []
Rutarian [] [] Fighter [] [] [] [] [] [] [] [] [] [] [] []
Battle Laser F [] F/P [] F/S []
Beam Battery (6) []
Matter Cannon-2 F/P [] F/S []
Twin Array-1 T [] [] [] [] AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Gravitic Thruster (4) [] []
Jump Engine [] []
B5 Centauri Corvan-class Scout Skirmish

One of the smallest fully active capital ships in the Centauri Republic, the Covran is well armed and lightly
armoured with the ability to pour fire into an unwary enemy vessel. The Covran is the stealthiest ship the
Centauri have ever produced and while it is not quite as untraceable as a vessel the Minbari might field, it is
still very well hidden from most sensors.

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 2192

Fire Control [] [] [] HULL [] [] []


Sensor Suite [] [] [] []
Hanger [] Shuttle [] [] [] [] []
Twin Array-1 T [] [] [] [] AFB at 3MU, needs FC
Guardian Array F/P/A [] [] -Interceptor/AFB for this ship or others 5 MU away
Guardian Array F/S/A [] []
Troop Barracks [] []
Gravitic Thruster (6) [] []
Jump Engine [] []

SPECIAL
-May reroll Initiative for 1D6 ships
-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
-May attempt to jam the fire control of 1D6 ships within 20 MU
- Minus 3 from the scatter roll of an opening jump-point
Dargan Class Attack Cruiser BATTLE

The Dargan is designed with for swift assault -built on a classic Centauri hull, the Dargan is fast and carries
enough firepower to make its lighting attack runs matter. A heavily-armed cruiser, it is often in the first wave of
ships to penetrate enemy space acting as a commerce raider, usually in concert with Demos class raiders.

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 2228

Fire Control [] [] [] [] HULL [] [] [] [] [] [] [] []


Hanger [] Fighters [] [] Shuttle [] [] [] [] [] [] [] [] []
Battle Laser F [] [] [] [] [] [] [] [] [] []
Beam Battery (6) [] [] [] [] [] [] [] [] []
Matter Cannon-1 F [] [] []
Matter Cannon P [] [] S [] []
Twin Array-1 F/P/S [] [] [] AFB at 3MU, needs FC
AFB [] []

Troop Barracks [] [] []
Gravitic Thruster (6) [] [] []
Jump Engine [] []
B5 Centauri Falenna Garrison Ship PATROL

A heavily modified Balciron hull, giving up firepower for a hanger bay. This design was used for anti-piracy
patrols and garrison duty.

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1857

Fire Control [] [] HULL [] [] [] []


Hanger [] Shuttle [] [] Fighters [] Breaching Pod [] [] [] [] []
Plasma Cannon-2 F [] []
Particle Projector-1 F/P/A [] []
Particle Projector-1 F/S/A [] []
Troop Barracks [] [] []
Thruster (6) [] [] []
B5 Centauri Falessa escort Carrier PATROL

When the Orieni War began, admirals demanded the ability to bring extra fighters to the battlefield. Due to the
abundance of Falennas, that hull was converted.

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1857

Fire Control [] [] HULL [] [] [] []


Hanger [] Shuttle [] [] Fighters [] [] [] [] [] []
Tactical Laser F [] [] - 3 pts per projector
Beam Battery (6) []
Particle Projector-1 F/P/A []
Particle Projector-1 F/S/A []
Troop Barracks [] []
Thruster (6) [] [] []
B5 Centauri Haven Patrol Boat PATROL

A small ship charged with a huge responsibility, the Haven is a valuable ship to any system and fleets of them
patrol the major worlds of the Republic on a constant state of readiness. Haven crews are a mixed group; many
are wary and alert to any danger than might enter their territory, while others have served their entire careers
and never engaged an enemy ship.

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 2150

Fire Control [] HULL [] [] []


Hanger [] Shuttle [] [] [] []
Matter Cannon-1 F []
Twin Array-1 T [] [] AFB at 3MU, needs FC
Troop Barracks []
Gravitic Thruster (6) [] [] []
Jump Engine [] []

SPECIAL
Atmospheric [] []
B5 Centauri Republic Jenas Attack Frigate PATROL

A response to the swarms of light escorts the Orieni fielded. As the Centauri mastered tactics for wolfpack
attacks, naval doctrine changed.

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
IN SERVICE: 2006

Hanger [] Shuttle [] HULL [] [] []


Fire Control [] [] [] [] []
Plasma Cannon-2 F []

Tactical Laser F/P [] F/S [] - 3 pts per projector [] [] [] [] [] []


Beam Battery (6) []
Particle Projector-1 F/P/A [] F/S/A [] AFB at 3MU, needs FC
Particle Projector-1 T
Troop Barracks []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Centauri Republic Kendari Scout SKIRMISH

The Centauri scouts gave them an advantage in battles.

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 1966

Hanger [] Shuttle [] [] Fighters [] HULL [] [] [] []


Fire Control [] [] [] [] [] [] []
Sensor Suite [] [] [] [] []
Particle Projector-1 F/P [] F/S [] AFB at 3MU, needs FC
Particle Projector-1 F/P/A [] [] F/S/A [] [] AFB at 3MU, needs FC
Sentinel Point Defence T [] [] []
Troop Barracks [] [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
-May reroll Initiative for 1D6 ships
-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
-May attempt to jam the fire control of 1D6 ships within 20 MU
Minus 3 from the scatter roll of an opening jump-point
B5 Centauri Kutai Gunship PATROL

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

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 2134

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] []
Matter Cannon-1 F [] [] [] []
Twin Array-1 F [] [] AFB at 3MU, needs FC
Twin Array-1 A [] []
Troop Barracks []
Thruster (6) [] [] []
Jump Engine [] []
B5 Centauri Republic Leevan-class Minesweeper (Navask Variant) SKIRMISH

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1970

Hanger [] [] Shuttle [] [] [] [] HULL [] [] [] []


Fire Control [] [] [] [] [] []
Sensor Suite +1 to detect mines
Particle Projector-1 F/PS [] [] [] [] AFB at 3MU, needs FC
Particle Projector-1 F/P/A [] F/S/A []
Troop Barracks [] []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Centauri Maximus-class System Defender SKIRMISH

A one-ship system defence fleet, no other design has been attributed with the successful repulsion of attacking
forces from Republic space more often than the Maximus. A well designed defensive vessel with just enough
firepower to keep its enemies at bay until help can arrive from the rest of the fleet, this ship is built to take a
pounding and has proven its worth on hundreds of occasions

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 2150

Hanger [] Shuttle [] HULL [] [] []


Fire Control [] [] [] [] []
Matter Cannon-2 F [] [] [] [] [] [] []
Twin Array-1 T [] [] AFB at 3MU, needs FC
Troop Barracks []
Gravitic Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Centauri Maximus-class II System Defender SKIRMISH

The original version was a durable and well armed brawler, easily capable of engaging superior number of
raiders and which proved its worth across the expanse of the Republic and beyond. This later incarnation of the
Maximus is designed to act as a fleet defender, shielding the capital ships of the republic from enemy fire.

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 2191

Hanger [] Shuttle [] HULL [] [] []


Fire Control [] [] [] [] []
Matter Cannon-2 F [] [] [] [] [] []
Twin Array-1 T [] [] AFB at 3MU, needs FC
Guardian Array T [] [] -Interceptor/AFB for this ship or others 5 MU away
Troop Barracks []
Gravitic Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Centauri Republic Navask Escort Destroyer SKIRMISH

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1966

Hanger [] [] Shuttle [] [] [] [] HULL [] [] [] []


Fire Control [] [] [] [] [] []
Particle Projector-1 F/PS [] [] [] [] AFB at 3MU, needs FC
Particle Projector-1 F/P/A [] F/S/A []
Sentinel Point Defence F/P/S [] [] []
Troop Barracks [] []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Centauri Republic Octurion-class Battleship WAR

The Octurion is a massive vessel, the largest in the Centauri fleet, and serves many roles. It is a mobile fire
base, a planetary bombardment ship, a command centre for an entire battle group, and anything else its
firepower and auxiliary systems will support. An Octurion present in an area automatically makes it the fleets
Command 2. It is rare to see two Octurions in the same sector of space, but when it occurs the highest ranking
commanding officers ship maintains seniority. The latest version of the venerable battleship has new long
range torpedoes to engage enemy cruisers at range.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2202

Hanger [] [] Shuttle [] [] HULL [] [] [] [] [] [] [] [] [] []


Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] [] [] []
Beam Battery (6) [] []
Ion Torpedo F [] []
Twin Array-2 F [] [] AFB at 3MU, needs FC
Matter Cannon-2 F [] []
Twin Array-2 P [] []
Matter Cannon-2 F [] []
Twin Array-2 S [] []
Matter Cannon-2 F [] []
Twin Array-1 A [] []
Troop Barracks [] [] [] [] [] [] []
Gravitic Thruster (4) [] [] []
Jump Engine [] []

SPECIAL
FLAGSHIP +1 to friendly Initiative rolls
FLEET CARRIER +1 to all dogfights

ION TORPEDO Each hit does 2 damage


0-5 2+
5-10 3+
11-15 4+
16-20 5+
21-25 6+
B5 Centauri Republic Octurion Secundus--class Battleship WAR

This version of up the Octurion gives up some firepower for two mass drivers, a truly terror ship.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2259

Hanger [] [] Shuttle [] [] HULL [] [] [] [] [] [] [] [] [] []


Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] [] [] []
Beam Battery (6) [] []
Twin Array-1 F [] [] AFB at 3MU, needs FC
Mass Driver F [] [] - range 10, 3D6 damage, stationary targets only
Twin Array-1 P [] []
Matter Cannon-2 F [] []
Twin Array-1 S [] []
Matter Cannon-2 F [] []
Twin Array-1 A [] []
Troop Barracks [] [] [] [] [] [] []
Gravitic Thruster (4) [] [] []
Jump Engine [] []

SPECIAL
FLAGSHIP +1 to friendly Initiative rolls
B5 Centauri Republic Optine-class Battlecruiser BATTLE

SPEED: 1 2 3 4 5 6
IN SERVICE: 1840

Hanger [] Shuttle [] [] HULL [] [] [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Tactical Laser F [] [] - 3 pts per projector [] [] [] [] [] [] [] [] []
Tactical Laser F/P [] [] F/S [] [] - 3 pts per projector [] [] [] [] [] [] [] [] []
Beam Battery (6) [] [] []
Particle Projector-1 F/P/S []
Particle Projector-1 F/P [] F/S [] AFB at 3MU, needs FC
Particle Projector-1 A [] []
Tactical Laser A/P [] [] A/S [] [] - 3 pts per projector
Troop Barracks [] [] [] [] [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
FLAGSHIP +2 to initiative
B5 Centauri Republic Orto Troop Transport RAID

SPEED: 1 2 3 4 5 6
IN SERVICE: 1971

Hanger [] [] [] [] Shuttle [] [] [] [] [] [] [] [] [] [] [] [] [] HULL [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] []
Particle Projector-1 F/P/S [] [] [] [] [] [] [] []
Particle Projector-1 F/P [] F/S [] AFB at 3MU, needs FC
Particle Projector-1 A [] []
Troop Barracks [] [] [] [] [] [] [] []
Thruster (4) [] []
B5 Centauri Republic Primus-class Battlecruiser BATTLE

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

CLASS COST IN SERVICE ALLEGIANCE


1/H 2195 Centauri Republic RN, HM
THRUST ARMOR WEAPONS TRAITS
3/5 26 AF -4 Jump Engine (6/5/4/3/2/1)
26 SI 32 26 N 31/31/24/24 Command 2
26 (3) 26 L/R 11/11/6/6
22 A L/R 11/11/6/6 Troops 4 (2)
A 3/3/-/- FL 2 (4)

<><><><><><>
B5 Centauri Republic Secundus-class Battlecruiser (Primus Variant) BATTLE

A true assault cruiser, the Secundus is able to transport an entire legion of ground troops through a war-zone to
be deployed on the ground.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2248

Hanger [] [] HULL [] [] [] [] [] [] [] [] [] []
Fighter [] [] Shuttles [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] [] [] []
Beam Battery [6]
Twin Array-2 F [] [] AFB at 3MU, needs FC
Twin Array-2 P [] [] AFB at 3MU, needs FC
Twin Array-2 S [] [] AFB at 3MU, needs FC
Twin Array-1 A [] [] AFB at 3MU, needs FC
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] []
Gravitic Thruster (6) [] [] []
Jump Engine [] []

B5 Centauri Sentri Fighter Flight

SPEED: 1 2 3 4 5 6 7 8 9 atmospheric

Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []

B5 Centauri Rutarian Fighter Flight

SPEED: 1 2 3 4 5 6 7 8 atmospheric

Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6
Jamming System [] - enemies roll 4+ to achieve a lock

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
B5 Centauri Republic Sakar Carrier BATTLE

SPEED: 1 2 3 4 5 6
IN SERVICE: 1975

Hanger [] [] [] [] Shuttle [] [] Fighters [] [] [] [] [] [] [] [] HULL [] [] [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] [] [] [] []
Particle Projector-1 F/P/S [] [] AFB at 3MU, needs FC [] [] [] [] [] [] [] [] []
Particle Projector-1 F/P [] F/S [] [] [] [] [] [] [] [] [] []
Particle Projector-1 A/P/S [] []
Troop Barracks [] [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
FLAGSHIP +1 Initiative
FLEET CARRIER +1 to dogfights
B5 Centauri Republic Strela Light Jump Ship RAID

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 1970

Hanger [] Fighter [] Shuttle [] [] HULL [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] []
Tactical Laser F/P [] F/S [] - 3 pts per projector [] [] [] [] [] [] []
Beam Battery (6) [] [] [] [] [] [] [] [] [] []
Particle Projector-1 F/P/S [] []
Particle Projector-1 F/P [] F/S [] AFB at 3MU, needs FC
Tactical Laser A [] - 3 pts per projector
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Centauri Sulust Class Escort Destroyer SKIRMISH

In combat against the Centauri, a number of races have learned to screen their more valuable Command 2s
with smaller escorts. This shields the fleet vessels from the powerful matter guns and battle lasers of the
Republic fleet. Rather than waste time and energy ripping these smaller craft apart with battleship and
battlecruiser class weapons, escort destroyers are called in to shatter these defensive lines and punch a hole
through which the Centauris bigger guns can deal with their priority targets.

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 2218

Hanger [] Shuttle [] HULL [] [] [] [] []


Fire Control [] [] [] [] [] [] []
Battle Laser F [] [] [] [] [] []
Beam Battery (6) []
Matter Cannon-1 F [] []
Twin Array-1 T [] [] AFB at 3MU, needs FC
Gravitic Thruster (4) [] []
B5 Centauri Tacit Police Cruiser PATROL

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 1985

Hanger [] Shuttles [] [] HULL [] [] []


Fire Control [] [] [] [] []
Tactical Laser F - 3 pts per projector
Beam Battery (3) []
Particle Projector-1 T [] []
AFB [] []
Troop Barracks []
Thruster (6) [] [] []
B5 Centauri Taldaria Class Explorer (Balvarian forerunner) SKIRMISH

Taldaria ships are now very rare in the Republic, with little interest in expansion or exploration, the few
remaining ships are found almost exclusively in the fleets of House Hessius and interestingly House Kodiro. The
Royal Navy long ago converted its Taldarias into Balvarin class Carriers but the original design still persists
in a few House fleets. It retains a substantial fighter escort, but has numerous shuttles and advanced robotic
probes to allow exploration of unknown worlds.

SPEED: 1 2 3 4 5
IN SERVICE: 2195

Fire Control [] [] [] HULL [] [] [] [] [] []


Hanger [] [] Fighter [] [] [] [] Shuttle [] [] [] [] [] [] [] []
Sensor Suite [] [] [] [] [] [] []
Twin Array-1 T [] [] [] AFB at 3MU, needs FC
Guardian Array F/P/A [] [] -Interceptor/AFB for this ship or others 5 MU away
Guardian Array F/S/A [] []
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
FLAGSHIP +1 to friendly Initiative rolls
FLEET CARRIER +1 to all dogfights

B5 Centauri Razik Fighter Flight

SPEED: 1 2 3 4 5 6 7 8 9 10 atmospheric
IN SERVICE: 2258

Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6-2

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []

-May reroll Initiative for 1D6 ships


-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to jam the fire control of 1D6 ships within 20 MU
B5 Centauri Republic Talvan Attack Cruiser RAID

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 1860

Hanger [] Shuttle [] [] HULL [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] []
Tactical Laser F - 3 pts per projector [] [] [] [] [] [] []
Tactical Laser F/P [] F/S [] [] [] [] [] [] [] []
Beam Battery (6) [] []
Plasma Cannon-3 F [] []
Particle Projector-1 F/P/S [] [] [] [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Centauri Taras Strike Destroyer (Tacit Variant) PATROL

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 2002

Hanger [] Shuttles [] [] [] HULL [] [] []


Fire Control [] [] [] [] []
Plasma Cannon-2 F [] []
Particle Projector-1 T [] [] [] []
AFB [] []
Troop Barracks []
Thruster (6) [] [] []
B5 Centauri Republic Tatros Escort Frigate (Jenas Variant)PATROL

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
IN SERVICE: 2007

Hanger [] Shuttle [] HULL [] [] []


Fire Control [] [] [] [] []
Particle Projector-1 T[] [] [] AFB at 3MU, needs FC
Sentinel Point Defence T [] []
Troop Barracks []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Centauri Republic Tertius-class Battlecruiser (Primus Variant) BATTLE

This rare variant was equipped with deadly mass drivers and used against the Narn homeworld during the War
of Retribution.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2259

Hanger [] [] HULL [] [] [] [] [] [] [] [] [] []
Fighter [] [] Shuttles [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] [] [] []
Beam Battery [6]
Mass Driver F [] - range 10, 3D6 damage, stationary targets only
Twin Array-1 F [] [] AFB at 3MU, needs FC
Twin Array-1 P [] [] AFB at 3MU, needs FC
Twin Array-1 S [] [] AFB at 3MU, needs FC
Twin Array-1 A [] [] AFB at 3MU, needs FC
Troop Barracks [] [] [] [] [] []
Gravitic Thruster (6) [] [] []
Jump Engine [] []

B5 Centauri Sentri Fighter Flight

SPEED: 1 2 3 4 5 6 7 8 9 atmospheric
IN SERVICE: 2202

Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
B5 Centauri Republic Valtor Strike Cruiser (Optine Variant) BATTLE

SPEED: 1 2 3 4 5 6
IN SERVICE: 1970

Hanger [] Shuttle [] [] HULL [] [] [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Tactical Laser F/P [] [] F/S [] [] - 3 pts per projector [] [] [] [] [] [] [] [] []
Beam Battery (6) [] [] [] [] [] [] [] [] [] [] []
Plasma Cannon-3 F [] [] [] []
Particle Projector-1 F/P/S [] AFB at 3MU, needs FC
Particle Projector-1 F/P [] F/S []
Particle Projector-1 A [] []
Tactical Laser A/P [] [] A/S [] [] - 3 pts per projector
Troop Barracks [] [] [] []
Thruster (4) [] []
Jump Engine [] []
B5 Centauri Republic House Laucine Centaurum-class Battleship Unholy Harbinger WAR

After the Orieni War, House Laucine obtained a damaged Centaurum and have modified it extensively with gifts
from the Harbingers. The Patriarch ordered the removal of troop barracks to make room for a fighter
squadron. The ship's new primary weapon is a powerful Spear of the Godsthe same fearsome weapon found
on Harbinger Dreadnaughts.

SPEED: 1 2 3 4
IN SERVICE: 2040

Hanger [] Fighters [] [] Shuttle [] [] HULL [] [] [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Fang Of The Gods F [] - 2D6 damage per dice [] [] [] [] [] [] [] [] []
Fang Battery (4) [] - recharges 1 point per turn [] [] [] [] [] [] [] [] []
Tactical Laser F/P [] F/S [] - 3 pts per projector
Beam Battery (6) [] []
Plasma Cannon-3 F [] []
Particle Projector-1 F/P/S []
Plasma Cannon-3 P [] []S [] []
Particle Projector-1 F/P/A [] [] [] F/S/A [] [] [] AFB at 3MU, needs FC
Particle Projector-1 A/P/S []
Tactical Laser A/P [] [] A/S [] [] - 3 pts per projector

Troop Barracks [] [] [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
FLAGSHIP +2 to initiative
Unique
B5 - THE DILGAR IMPERIUM
A brutal, militaristic race for whom might is right and the victor is the righteous, the
Dilgar once ruled an Imperium built on the broken backs of their slain enemies, raised up
by slaves worked unto death. Its borders were marked by frightened and cowed peoples,
thankful only to have not yet drawn the Dilgars relentless aggression and ruthless
domination. The Dilgar were a race totally lacking in any of the common morality that
otherwise unites the myriad races of the galaxy. They were also a race hiding a terrible
secret
Omelos, the star at the centre of the Dilgars home system was close to the end of its
life-cycle and would soon enter a period of dangerous instability. The Dilgar homeworld
would be destroyed and left uninhabitable. The Dilgar possessed several colony worlds,
but most were in remote, barely habitable regions of space, while those more habitable
biospheres the Dilgar had seized from other races were already densely populated. For
the vast population of the Dilgar homeworld, and the systems other planets, to be
evacuated, the Imperium would have to grow considerably.
In early 2230, the Dilgar War began in earnest. The Dilgar made their first strikes at
targets to the galactic southwest of Omelos,moderately developed worlds which had
previously escaped destruction at the Dilgars hands. Many were just simple outposts or
colony planets held by League members but a handful were independent worlds, without
colonies or allies on which to call.
Meanwhile, the capture of vast numbers of survivors from the defeated colonies allowed
the Dilgar General SabaTur to begin his long dreamt of prisoner program. Dozens of
experimentation facilities and labour camps were created to make use of the captives.
SabaTurs work was at first considered eccentric by many Dilgar, though soon found
favour. The dedicated JhaDur was quick to pick up on the usefulness of such research
and in the next stage of attacks initiated the first of many Dilgar atrocities.
Now faced with the more organised, if not greatly powerful fleets of the League, the
Dilgar unveiled yet more dread new creations.
The Garasoch heavy carrier and a sleek new strike cruiser made their fi rst appearances
in a series of battles which took the Dilgar deep into League space, seemingly
unstoppable in their assault. It was during one of these encounters that the Dilgar
inadvertently destroyed the visiting EAS Persephone. The vessel was merely returning
from preliminary talks with a number of League races and,seeing little need to outrage
the humans unnecessarily, the Dilgar at once apologised, taking the opportunity to
placate human concerns about reports of brutality emerging from League worlds at the
same time.
The Earth Alliances rapid, and in many ways unexpected, emergence onto the galactic
stage caught many races unawares and so, as horrifi ed as they may have been by the
Dilgars genocide, many were equally unsure of these upstart humans. Uncertainty over
human ambitions particularly whether they were genuine liberators or rather intended
to keep their gains in League space for themselves meant many races only cautiously
welcomed their entering of the war and even evidence of the Dilgars systematic
enslavement and extermination of defeated populations could not convince some
governments to back the Earth Alliance wholeheartedly.
A few League worlds did take the moral high ground and assert that the Dilgars crimes
could not go unpunished. Others, who had been fortunate enough to escape the Dilgars
predations, viewed this as a war averted and did not wish to invite further hostilities by
attacking Omelos directly and so Earth Alliance was reluctantly forced to conclude that a
full-scale invasion of the Dilgar homeworld was beyond them. Earth Alliances
propaganda machine instantly spun into action. A great victory had been won, the Dilgar
had been driven out of League space entirely and, indeed, deprived of most of the
territory that had once formed their Imperium. They were confined now to their ancestral
homeworld. Even in defeat the Dilgar could not fi nd the humility to confess their peril,
and three years after the end of the war, Omelos was scorched clean by its sun, erasing
the Dilgar from history.

FLEET LIST
VENTURING INTO THE STARS
Initiative Bonus: +1

PATROL
Jashakar Frigate
Jashakar-Jie Frigate
Jashakar-Tae Frigate
Jashakar-Vi Scout Frigate
Rishekar Patrol Ship
Senschuka Patrol Ship
Jortavi Breaching Pod (4 Flights)
Stinger Light Fighter Wing (5 Flights)

SKIRMISH
Nitratha Scout Cruiser

RAID
Omelos-class Light Cruiser

THE INVASION
Initiative Bonus: +2

PATROL
Delegor Suicide Frigate
Jashakar Frigate
Jashakar-Jie Frigate
Jashakar-Tae Frigate
Jashakar-Vi Scout Frigate
Jortavi Breaching Pod (4 Flights)
Rishekar Patrol Ship
Senschuka Patrol Ship
Stinger Light Fighter Wing (5 Flights)
Thorun Dartfighters Wing (4 Flights)
Thorun Torpedo Fighter Wing (4 Flights)

SKIRMISH
Nitratha Scout Cruiser
Ochlavita Destroyer
Ochlavita-Es Escort Destroyer
Ochlavita-Ki Command Destroyer
Ochlavita-Tae Missile Destroyer
Rohric Assault Ship

RAID
Garasoch Heavy Carrier
Garasoch Dasa-class Command Carrier
Kahtrik-class Assault Ship
Kahtrik-So Assault Ship
Leskati-class Jump Cruiser
Omelos Light Cruiser
Oras-class Research Ship (Omelos Variant)
Targath Strike Cruiser
Targath-G Gunship Cruiser
Eskaret Medical Ship (Wahant Variant)

Wahant Assault Ship

BATTLE
Athraskala-class Heavy Assault Ship
Tikrit Heavy Cruiser

WAR
Mankhat Dreadnaught
Mankhat-Py Dreadnaught
Mishakur-class Dreadnaught
Deathwalker (Mishakur Class Dreadnought)
Mishakur-B Heavy Carrier Dreadnought
Sekhmet -class Battlecruiser

SPECIAL RULES

Fighter Support: Dilgar fighters also make use of the Penatcon formation. Any flight of fighters may support a
Dilgar-triggered dogfight within 2 MU of their position as if they part of it. These fighters may not attack
normally this turn.

Masters of Destruction: The Dilgar excel at displays of destructive firepower, tearing apart enemy vessels as
much for the gesture as for the victory.
All weapons cause double damage on a Critical Hit

Pentacon Formation: Dilgar can form squadrons of up to 5 ships. These Pentacons are formed before the battle
begins. Once formed, all ships must remain within 6MU of each other.
A player may select a Pentacon when it is his turn to move a ship, but instead of moving, he may elect to force an
enemy ship to move instead. Each Pentacon can only be skipped once per turn and must be moved by the end of
the Phase.
As long as the Command 2 is not reduced, all members of that Pentacon gain +1 attack bonus.

Vindicator Pentacan
This fleet structure is designed to give maximum short and medium ranged firepower. This particular
Pentacan was favoured by some Warleaders above and beyond any other for the pacification of enemy
fleets and starfighter wings.
Command unit: Leskrati Jump-Cruiser
Midline units: Ochlavita Destroyer x2
Point units: Jashakar Frigate x2
(Garosoch Heavy Carrier on standby)

Subjugation Pentacan
Designed around participating in the subjugation of an alien world, the Subjugation Pentacan favours
mass-drivers and bombing runs above and beyond anything else. Like the Vindicator Pentacan, it has a
single vessel with a jump-engine, although in this case that vessel is the mighty Mishakur Dreadnought,
complete with a mass driver suitable for planetary bombardments.
Command unit: Mishakur Dreadnought
Midline units: Tratharti Gunship x2
Point units: Athraskala Heavy Bombers x2

Superiority Pentacan
This formation, often considered as a light fleet, was able to bring in a significant number of fighters
and two frigates. Despite being regarded less well than other Pentacans, the selected vessels were a
good mix of abilities, and perfect for achieving space superiority over the inferior navies of the League
of Non-Aligned Worlds.
Command unit: Leskrati Jump-Cruiser
Midline units: Targath Strike Cruiser x2
Point units: Jashakar Frigate x2

Vigilance Pentacan
The main scouting formation, the Vigilance Pentacan patrolled systems under the control of the Dilgar
Imperium. Whilst having little in the way of offensive firepower (when compared to the other
Pentacans), the Vigilance was permitted to engage scouting vessels or picket-class ships. The Captains
of ships in a Vigilance Pentacan had standing orders to retreat, and call in a more offensive Pentacan,
such as the Vindicator Pentacan, if enemy cruisers or especially dreadnoughts were detected.
Command unit: Protra Scoutship
Midline units: Jashakar Frigate x2
Point units: Jashakar Frigate x2

Hierarch Pentacan
The format of choice for transporting most Warmasters and Warleaders into battle, the Hierarch
Pentacan represents the best that the Dilger Imperium can offer. It offers impressive firepower in the
form of the Mishakur and Ochlavita, fighter support from the Targath and to a lesser extent the
Mishakur, and a notable command presence. Hierarch Pentacans are often crewed by the most loyal
officers, often the best but not always the case.
Command unit: Mishakur Dreadnought (Command variant)
Midline units: Ochlavita Destroyer x2
Point units: Targath Strike Cruiser x2

Patrol Pentacan
This is the main formation for in-system operations. Several Pentacans such as this were left behind in
systems conquered by the Imperium, as the larger Pentacans moved onto larger and higher profile
targets. Although compared to other Dilgar capital ships, the number of Jashakars present in this
Pentacan could overwhelm an opponent who failed to recognize the threat they posed en masse.
Command unit: Targath Strike Cruiser (in early days, Jashakar Frigate with experienced crew)
Midline units: Jashakar Frigate x2
Point units: Jashakar Frigate x2
WarMaster Jha'Dur
Escape Artist If her flagship is destroyed, Jha'Dur may escape (5+) via shuttle to another ship

Master Tactician Jha'Dur can redeploy 1d6 ships after the opponent has deployed

Ruthless When a loyal ship cripples an enemy, the loyalist may fire a weapon system again against the cripple
DILGAR KORATYL-CLASS STARBASE
A standardised design deployed when the Dilgar wanted to make their presence felt. It was
bigger than an EarthForce Orion base and boasted full artificial gravity. Sharp segments, scorpion
like claws and mandibles, similar to those used in Dilgar warships, jutted from the Koratyls
central core, helping to create its horrific profile, designed to intimidate and impose command
upon subjugated worlds. Amongst all these thorns were heavy weapon batteries and self defence
guns, and whilst less well armed than their human equivalents and woefully inadequate
compared to the Abbai and Hyach orbital fortresses, they were still lethal to enemy ships

CLASS COST IN SERVICE ALLEGIANCE


0/A 2220-2232 Dilgar Impperium
THRUST ARMOR WEAPONS TRAITS
.25 100 Missiles N/BS 4/4/4/4 AF +5
100 1 100 N 27/27/19/9 Command 3, Immobile
100 (10) 100 F L/R 27/27/19/9 Gunnery 3
100 A L/R 27/27/19/9 Fighters 6 (6), Shuttles 12
A 27/27/19/9 Troops 50

<><><><><><>

DILGAR KILTHRA-CLASS STARBASE


This small starbase was actually a compromise born of mismatching Dilgar production schedules...it came into
being when the shipyard producing the Ochlavita engine section had a series of breakdowns and accidents,
which caused it to fall behind in production. That led to a surplus of Ochlavita fore sections which the Dilgar
command didn't want to waste... so their ship designers created the plans for a central section which together
with three such sections would form a small starbase, to be used as listening post or fixed defense installation
for places that didn't rate a Koratyl.
It could be quickly assembled in captured territories, since its component parts were small and easily towed by
capital ships, and fitted together with minimum effort. Usually the Dilgar SOP was to assemble a Kilthra in a
newly captured system, to establish some defense while building a Koratyl, and when that one became
operational they disassembled the Kilthra again and transported it to its next destination. During the League
Wars it became evident though that the Kilthra just didn't have what it takes to be effective against any real
military assault namely heavy weapons; almost every league race could engage the Kilthra from beyond its
own effective range. That was the main reason why no new ones were built.

CLASS COST IN SERVICE ALLEGIANCE


0/L 2226-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 24 AF -4
24 SI 1 24 Missiles F L/R 4/4/4/4 L/R 4/4/4/4
24 (3) 24 Missiles A L/R 4/4/4/4/
24 F L/R 10/10/10/- Command 1, Immobile
L/R 10/10/10/-
A L/R 10/10/10/- FL 1 (1), Troops 12 (4)

<><><><><><>

DILGAR ORGOLEST-CLASS WEAPON PLATFORM


It would be fair to argue that a Dilgar stationed on a weapons platform such as the Orgolest had both
the lowest career prospects and the lowest chance for survival out of any posting, save perhaps on
board a Delegor Suicide Frigate. All but entombed inside an orbiting metallic container, bristling with
weaponry, the Orgolest was the last line of defence above Omelos during the final assault on the
Dilgar Homeworld. The Orgolest carries a variety of laser and pulsar based weaponry, both with
automatic and manual controls for usage by the crew. The Orgolests are often deployed in groups, and
almost always around planetary bodies. Some Orgolests were deployed close to Koratyl Starbases, and
these crews were luckier than most as they could be rotated around on a more regular basis.

CLASS COST IN SERVICE ALLEGIANCE


0/A 2220-2232 Dilgar Impperium
THRUST ARMOR WEAPONS TRAITS
.25 20 AF +3
20 1 20 N 13/13/-- Immobile
20 (10) 20 F L/R 4/4/4/4
20 A L/R 27/27/19/9 Troops 1 Shuttles 2

<><><><><><>

DILGAR DEATHWALKER (MISHAKUR-CLASS DREADAUGHT) WAR

Jhadurs dreadnought was a unique design different from the other ships of the Mishakur class. Most
noticeable was its black and red colour scheme familiar galaxy wide but the ship had more to commend it that
just that. It had more weapons, better engines allowing it to turn like a cruiser, superior sensors, much heavier
armour and various internal additions such as labs and hermetically sealed storage rooms. Probably the most
obvious difference was the Mass Drivers. All Dreadnoughts carried one but in the case of the Dreadnought
Deathwalker it had a unique double barreled design which was essentially two drivers mounted side by side.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2230-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 84 AF -4
84 SI 70 84 Mass Driver N 80/80/80/80 (only target Immobile, planets)
84 (9) 84 Missiles F L/R 4/4/4/4 Jump Engine (5/4/3/2/1)
84 N 6/6/6/6 Command 3, Combat Armour
L/R 13/13/3/3 FL 2 (4), Troops 20 (8)
A L/R 18/18/18/18
A 16/16/-/- Unique

<><><><><><>

DILGAR MANKHAT-CLASS DREADAUGHT WAR


Assault ships had long formed a part of the Dilgar fleet but the Mankhat is a specialised design intended to
smash the defences of enemy ships at range before sweeping majestically forward to finish them off with heavy
bolters.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2224-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 75 AF -4
70 SI 70 70 Mass Driver N 40/40/40/40 (only target Immobile, planets)
70 (7) 70 Missiles F L/R 4/4/4/4 Jump Engine (5/4/3/2/1)
64 N 10/10/10/10 Command 2, Combat Armour
L/R 13/13/3/3 Troops 20 (8)
A L/R 12/12/12/12
A 6/6/-/-

<><><><><><>

DILGAR MANKHAT PY-CLASS DREADAUGHT WAR

A development of the Mankhat designed to devastate enemy worlds, all to further horrify the enemies of the
Dilgar.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2224-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 75 AF -4
70 SI 70 70 Mass Driver N 40/40/40/40 (only target Immobile, planets)
70 (7) 70 Missiles 2 F L/R 4/4/4/4 Jump Engine (5/4/3/2/1)
64 N 13/13/3/- Command 2, Combat Armour
L/R 13/13/3/- Troops 20 (8)
A L/R 12/12/-/-
A 6/6/-/-

<><><><><><>

DILGAR MISHAKUR-CLASS DREADAUGHT WAR

The Mishakur Dreadnought, above any others, is the one vessel that caused all opponents to pause in
their steps. The first one entered service in 2227. Betraying most of the core Dilgar fleet design
doctrines, the Mishakur contained elements of most of the other vessels in the Dilgar fleet. The
Mishakur Dreadnought is bristling with firepower, with everything from Heavy Bolters through to
missile racks and close-ranged pulse weapons. It is hardly the most manoeuvrable ship in the fleet,
indeed, the Mishakur is not particularly nimble when compared to other vessels of its type belonging to
other races, but given the offensive armament that this vessel carried, the Imperium was not overly
concerned.
Mishakurs often acted as command vessels, always occupying the command role within any Pentacan
that it was a member of. This meant that the Mishakur became a priority target by default in
engagements with EarthForce or League forces, as it was known that the vessel was a designated
control vessel in the Dilgar Navy. EarthForce dreadnoughts almost always sought out an opposing
Mishakur, and as a result there were few of them that survived until the latter days of the war.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2230-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 84 AF -4
84 SI 70 84 Mass Driver N 40/40/40/40 (only target Immobile, planets)
84 (9) 84 Missiles F L/R 4/4/4/4 Jump Engine (5/4/3/2/1)
84 N 6/6/6/6 Command 3, Combat Armour
L/R 13/13/3/3 FL 2 (4), Troops 20 (8)
A L/R 18/18/18/18
A 16/16/-/-

<><><><><><>

DILGAR MISHAKUR-B SUPERCARRIER-CLASS DREADAUGHT WAR

This dreadnought variant was designed to carry huge numbers of Thoruns into battle at the cost of some
firepower.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2230-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 84 AF -4
84 SI 70 84 Mass Driver N 40/40/40/40 (only target Immobile, planets)
84 (9) 84 Jump Engine (5/4/3/2/1)
84 N 6/6/6/6 Command 3, Combat Armour
L/R 13/13/3/3 Fleet Carrier
A L/R 10/10/10/10 FL 4 (8), Troops 20 (8)
A 12/12/-/-

<><><><><><>

DILGAR SEKHMET-CLASS BATTLECRUISER WAR

The Sekhmets were designed late during the Dilgar War with technology stolen from the League. The only two
ships constructed had sensors available taken from Abbai and Hyach vessels, early gravitic propulsion systems,
akin to those of the Centauri. It was equipped with Abbai gravitic shields for defensive purposes. The Dilgar
did not skimp on firepower, installing two advanced laser batteries taken straight from a Hyach Dreadnought,
backed up with a secondary armament of pulsar cannons.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2230-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 SR 10 84 AF -4
84 SI 70 84 Missiles F L/R 8/8/8/8
84 (9) 84 N 9/9/9/9 Jump Engine (5/4/3/2/1)
84 L/R 13/13/3/3 Command 3, Combat Armour
A L/R 10/10/10/10 Fleet Carrier
A 12/12/-/- FL 4 (8), Troops 20 (8)

<><><><><><>

DILGAR ATHRASKALA-CLASS HEAVY ASSAULT SHIP BATTLE

The naming of the Athraskala Heavy Bomber typifies an atmospheric vehicle, but this is clearly not the
case. Indeed, the naming of the Athraskala was done in respect for the original atmospheric vessel which
bore the same name, and carried nuclear weapons destined to obliterate their enemies.
This vessel fits perfectly into the standard Military doctrine of bombing a world from orbit before
depositing armed forces. With additional evidence, it could be argued that this class of bomber was the
cause of more destruction and death than any other ship in the Dilgar fleet. An ungainly looking vessel,
each Athraskala has an immense payload, and able to deliver it with a high level of accuracy to both
stellar and ground based targets. Development of new Athraskala bombers during the Dilgar war could
be accomplished with relative ease. The base hull design for the bomber is inherited from the same
template as several Dilgar support ships. It does have a significant weakness, as its hull strength is not in
line with the level of priority that an opponent will place on its destruction. This is especially true for the
Liberation Navy, whose very worlds were threatened by the payload of these vessels, whether they are
traditional, chemical, biological or nuclear.
It is rare for an Athraskala to be deployed in the first wave of an assault, often being brought into the
battle late in the day. Like most Dilgar vessels, the Athraskala does not possess a jump-engine by itself,
and so must be brought into play by either another vessel opening a jump-point, or by using a jump-gate.
It also has no fighter capacity, and just two shuttles for the transference of crew and cargo. Despite
these limitations, the Athraskala has the capability to carry a good mix of bombs and missiles to soften
up larger targets, particularly starbases and either slow moving or immobile vessels. The main weapon to
be utilised in planetary suppression is a single mass driver, located underneath the main fuselage. Due to
the manner of the mass driver delivery system, as with all Dilgar mass drivers, the vessel must be
travelling either dead slow or be at full stop to unleash the weapon correctly. Some Dilgar captains have
attempted to fire their mass drivers whilst moving, with often fatal consequences.

CLASS COST IN SERVICE ALLEGIANCE


3/H 2226-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 34 AF -2
34 SI 40 34 Mass Driver N 40/40/40/40 (only target Immobile, planets)
34 (4) 34 Missiles N / A 8/8/8/8
20 Bomb Racks N */*/-/- (10 damage or virus bombs)
L/R 3/3/3/3 Troops 2 (2)

<><><><><><>

DILGAR DELEGOR-CLASS SUICIDE FRIGATE BATTLE (PATROL)

Whilst most races had occasions when ships performed the ultimate sacrifice and rammed enemy vessels, these
were acts of desperation or defiance in the face of certain death. Only the Dilgar created vessels specifically
designed to ram. Well built for their role, they were fast, agile and hard to hit, and the thick armour often
shrugged off any impacts. Packed with nuclear weapons they proved horribly difficult to counter, especially as
at Balos when they jumped into the middle of the Liberation Navy. Jhadur considered them a great success -
she could lose ten thousand people attacking a Dreadnought conventionally, or just a hundred attacking like
this.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 30 AF - 2
25 SI 20 25 F L/R 3/3/-/- Combat Armor
25 (3) 25 Kamikaze Damage = (Armour + SI / 10) * velocity damage
20 + 50 (nuclear)
<><><><><><>

DILGAR GARASOCH-CLASS HEAVY CARRIER RAID


The Garasoch was, like the dreadnought classes and many of the Dilgars other latter day vessels, designed
specifically with their aim of conquest of a new homeworld in mind. The Garasoch offers everything that could
possibly be required for full scale planetary assault masses of dartfighters and many troops.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2230-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 56 AF -4
50 SI 70 50 N 8/8/-/- Jump Engine (5/4/3/2/1)
50 (6) 50 F L/R 3/3/-/-
46 F L/R 3/3/-/- Command 1 Fleet Carrier
A L/R 3/3/-/- FL 4 (8), Troops 12 (4)

<><><><><><>

DILGAR GARASOCH DA'SA-CLASS COMMAND CARRIER RAID


Late in the war, the Dilgar began to experience a distinct lack of Command ships for their pentacons. The allied
forces had learned to target the pentacon leader and destroy it whenever possible so as to deprive the Dilgar of
their primary battle advantage. To combat this, the Dilgar applied some of their research towards improving the
C&C of existing ships. On the Garasoch-D these advances reached their zenith in conjunction with the ship's
weaponry being improved as much as possible. The increased space of all this equipment was not without its
price, as the revised ship could only carry half as many fighters as before. The Dilgar did not mind this,
however, as they were having trouble fielding enough fighters to fill every Garasoch in any case.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2231-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 56 AF -4
50 SI 70 50 N 8/8/-/- Jump Engine (5/4/3/2/1)
50 (6) 50 F L/R 3/3/-/-
46 L/R 3/3/-/- Command 2 Fleet Carrier
A L/R 3/3/-/- FL 4 (4), Troops 12 (4)

<><><><><><>

DILGAR LESKATI-CLASS JUMP CRUISER RAID


It is safe to say that the Dilgar war effort would have been significantly impeded without the presence of
the Leskrati. The Leskrati replaced an earlier vessel, called the Nitratha, which had a long and valid
history in the Dilgars early struggles with the Drazi Freehold and the Narn Regime, not to mention their
ongoing struggle with the Raider community.
In the Dilgar War, these vessels both functioned as command ship and jump-point creators in the place
occupied by Mishakur Dreadnoughts in larger engagements. They lack the awesome arnament as carried
by the Mishakur class, not being designed for front-line participating. Instead, a Leskrati often functions
as the command vessel in Dilgar Pentacans, carrying enough short-range weaponry to discourage a
direct attack. Indeed, should a Leskrati come under direct fire, it is often viewed as a failure on the part
of a Leskrati captain to utilise the ships in his Pentacan to full effect. For military officers, a position on a
Leskrati was seen as a good career move. These vessels were almost always command vessels in their
Pentacans, and so ensured a healthy chance for promotion to a larger vessel.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2231-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 50 AF -4
50 SI 60 50 N 10/10/10/- Jump Engine (5/4/3/2/1)
50 (5) 50 F L/R 4/4/-/-
46 L/R 3/3/-/- Command 2
A L/R 4/4/-/- Troops 8 (2)
A 4/4/-/-

<><><><><><>

DILGAR OMELOS LIGHT CRUISER RAID

The Omelos was the original Dilgar cruiser. While the vessel was capable of great speeds, its relatively light
armament ran counter to Dilgar methodology of the time and its speed was normally restricted to that of the
slower assault ships which it commonly accompanied.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2222-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 30 AF -4
30 SI 60 30 Missiles N 8/8/8/8
30 (3) 30 N 12/12/12/-
26 L/R 3/3/-/- Troops 8 (2)
A 4/4/-/- FL 1 (1)

<><><><><><>

DILGAR ORAS (OMELOS RESEARCH CRUISER) SKIRMISH

As the Dilgar War machine advanced across the League, it was considered important to both keep the warships
in fighting condition and also provide a base for investigation into useful alien technologies. Oras Class ships
carried a substantial force of troops to subdue any survivors on board enemy ships and were trained to
recognise and capture useful personnel. A substantial swarm of fighters accompany it, although Dilgar pilots
usually consider this assignment a punishment.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2222-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 30 AF -4
30 SI 60 30 Missiles N 8/8/8/8
30 (3) 30 N 6/6/-/-
26 L/R 3/3/-/- Troops 8 (2)
A 4/4/-/- FL 1 (2)
<><><><><><>

DILGAR TARGATH-CLASS STRIKE CRUISER RAID

Replaced in the latter days by the Garosoch, the Targath was replaced not by any inadequacies in the
base design, but by the desire by the Dilgar Warmasters to have a ship which carried as many fighters as
the EarthForce Avenger. A well respected design, the first Targaths were produced in 2226, and
continued at a ferocious rate, from the start of the war proper until the deployment of the jump-engine
enabled Garosoch in 2231.
The Targath carries two squadrons of Dartfighters, as well as having two forward firing Heavy Bolters
to eliminate any sizable opposition. Aside from this, the Targath had a respectable, but not excessive,
array of pulsar weaponry to discourage attackers. Against smaller or less technically advanced
opponents, the Targath was able to defend itself quite adequately. Having an excellent reputation for
reliability, the Targath was a Dilgar crewmans dream vessel. Whilst almost every ship has technical
problems of some description, the Targath had no major outstanding problems. It simply worked. Much
of the success attributed to the Thorun Dartfighters, the scourge of the League, must also be attributed
to the Targath Strike Cruiser, and the fact that this unspectacular yet reliable vessel put those fighters
were they needed to be. Perhaps, at some point in the future, the Targath will be given credit for the role
it played, but this is unlikely, the Targath remaining the unsung hero of the Dilgar naval machine.

CLASS COST IN SERVICE ALLEGIANCE


3/H 2226-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 50 AF -4
45 SI 60 45 N 12/12/12/-
45 (5) 45 F L/R 6/6/-/-
40 A L/R 3/3/-/- FL 2 (4) Troops 4 (2)
A 4/4/-/-

<><><><><><>

DILGAR TARGATH TAE-CLASS STRIKE CRUISER RAID

This variant of the Targath was designed after EarthForce entered the war. The Dilgar sought to bolster their
firepower at a cost in fighter support. This ship can deliver massive firepower in a single salvo, but was quickly
replaced by the Tratharti Gunship..

CLASS COST IN SERVICE ALLEGIANCE


3/H 2230-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 50 AF -4
45 SI 60 45 N 12/12/12/-
45 (5) 45 F L/R 10/10/4-/-
40 A L/R 3/3/-/- FL 2 (2) Troops 4 (2)
A 4/4/-/-

<><><><><><>
DILGAR TRATHARI-CLASS GUNSHIP RAID

With the pincer-shaped nose section typical of many Dilgar capital ships, the Tratharti gunship seems to
large for its name, as military gunships tend to be fast moving vessels, on par with corvettes in a picket
or anti-fighter role. The Tratharti is a competent vessel, capable of taking on many aggressors. The
Tratharti carries no fighters, and only two shuttles. However, its true purpose is in defeating opponents
and taking their fight to their homeworlds. Bristling with weaponry, the Tratharti has a single mass
driver, similar to the Athraskala Heavy Bomber, but it was rare for the Tratharti to enter combat with
this weapon enabled. Instead, this primary weapon was only used once all other opposition had been
eliminated.
For offense, the Tratharti possesses an excellent array of forward-firing weaponry. Two medium laser
cannons and dual twin-linked Heavy Bolters proved powerful enough to sully the day of any EarthForce
or League Captain who was unlucky enough to find his ship in the sights of the Tratharti. Equally, for
any pursuing vessel, the Tratharti had two rearward-firing Heavy Bolters, to help cover the vessels
escape.
The Tratharti, for several reasons, was never the command vessel in Dilgar pentacans. As the Dilgar
liked their command ships to have jump-engines, the Tratharti was ill-suited in this regard. Also, the
firepower of the Tratharti was more useful up-front. The real heyday of the Tratharti was in the early
days of the campaign, before the recapture of Balos. The dual ability of the Tratharti, to remove
opposition above a world and then power up its mass driver in order to destroy ground targets, was
noted by military planners from the League and EarthForce alike. Thus, the destruction of these vessels
was often sought after, and very often League opponents would attempt to destroy these as quickly as
possible. These were amongst the most common of all Dilgar vessels seen in combat, ranking behind the
Jashakar Frigate and the Ochlavita Destroyer.

CLASS COST IN SERVICE ALLEGIANCE


3/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 65 AF -4
60 SI 60 60 Mass Driver N 40/40/40/40 (only target Immobile, planets)
60 (7) 60 N 22/22/12/-
50 F L/R 12/12/12-/-
A L/R 12/12/12/- FL 2 (2) Troops 4 (2)
A 12/12/12/-

<><><><><><>

DILGAR WAHANT-CLASS ASSAULT SHIP RAID

The Wahant was the largest of the dedicated assault ships. Big and slow, these ships seldom operated alone,
only appearing in orbit of a doomed world with numerous escorts.

CLASS COST IN SERVICE ALLEGIANCE


3/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 34 AF -2 Jump Engine (5/4/3/2/1)
34 SI 40 34 Missiles 2 N / A 4/4/4/4
34 (4) 34 Bomb Racks N */*/-/- (10 damage or virus bombs)
20 F L/R 3/3/-/- Troops 20 (10)
<><><><><><>

DILGAR ABRITHI ASSAULT CRUISER RAID


One of the few Dilgar capital ships with atmospheric capability, the Abrithi Assault Cruiser is the primary
means for armed forces to be deployment on a planets surface. Although officially a naval vessel, the
Abrithi has the closest relation to Dilgar ground forces. Capable of carrying two full divisions of Dilgar
soldiers at maximum capacity, the Abrithis default load-out was a standard division and a battalion of
heavy armour, typically Nishram Battle Tanks and Hikkan Armoured Personnel Carriers. Possessing light
and medium cannons, coupled with a short-ranged plasma torch, the Abrithi is not built for the height of
combat. Designed to be able to sweep minor opposition aside, the Abrithi is still able to enter the field of
battle when the result has been virtually decided, and put troops down onto a planets surface with an
excellent chance of survival. To enable these soldiers to be deployed exactly where they are needed, the
Abrithi carries 14 Olgata class assault shuttles.
The Abrithi participated in the subjugation of Alaca in the opening stages of the Dilgar War, and the
remnants of the Alacan navy was not strong enough to risk damaging this angular-looking vessel.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2226-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 25 AF-2
20 SI 30 20 N 10/10/10/- Jump Engine (5/4/3/2/1)
20 (3) 20 F L/R 4/4/4/- Atmospheric, Combat Armour
14 A L/R 8/8/8/- Troops 14 (14)

<><><><><><>

DILGAR NI'TRATHA-CLASS JUMPCRUISER SKIRMISH

Holding an important place in Dilgar military history, the Nitratha was the first Dilgar vessel capable of
opening its own jump-point. Many technical advances at the time were evident in this vessel, and to the
War Council it stamped their ability to place their military might at any point in known space they
deemed necessary. On a technical level, it demonstrated their ability to harvest, extract and manipulate
Quantium-40 on a level precise enough to make hyperspace travel possible without the reliance on
existing jump-gates. The halcyon days of the Nitratha were the Raider Wars, and the skirmishes with
the Drazi Freehold and the Narn Regime before the invasion of Alaca. A wide and ungainly craft, the
Nitratha did not possess the smooth lines and forward pincer-like arms common of Dilgar vessels which
came after it.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2214-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 46 AF -4
44 SI 50 44 N 12/10/8/- Jump Engine (5/4/3/2/1)
44 (5) 44 F L/R 3/3/-/-
40 L/R 8/8/-/- Command 1
A L/R 3/3/-/- Troops 6 (2)
<><><><><><>

DILGAR OCHLAVITA-CLASS DESTROYER SKIRMISH

Developed as a destroyer, the Ochlavita actually laid the groundwork for the Dilgars later strike cruisers and
heavy cruisers. Pulsars and the Dilgars trademark heavy bolters were incorporated, making the Ochlavita a
consummate all-rounder.
A powerful vessel, the Ochlavita was intended to be an agile gun platform, and in this regard it was a
great success. Indeed, the deftness of the Ochlavitas present at the assault on Alaca in 2228 was proof
that the ships was everything the designers intended. Indeed, so successful were many elements of the
hull design that they were replicated in the Tratharti, which was only just starting to enter full-scale
production. Despite this, the Ochlavita was a desperately unpleasant vessel for a Dilgar to serve on.
With little thought given to crew amenities, the vessel was often only poorly lit, with most of the space
given over to weapon arrays, charging banks, and other technical constraints. The power plant on the
Ochlavita was large, but the resulting power from this gave the vessel an excellent power-to-weight
ratio. As a result, there was little space for crew quarters, so much so that some of the crew slept at their
stations, or in crawl ways underneath power conduits. It is perhaps for this reason that the record for
number of incidents of crew misbehaviour was held by an Ochlavita Destroyer.

The Ochlavita was successful in other ways, as seen in several variants. P

CLASS COST IN SERVICE ALLEGIANCE


5/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 24 AF -4
20 SI 40 20 Missiles N 4/4/4/4
20 (3) 20 N 10/10/10/-
18 F L/R 11/11/4/-
L/R 5/5/-/-
A L/R 9/9/-/- Troops 6 (2)

<><><><><><>

DILGAR OCHLAVITA ES-CLASS ESCORT DESTROYER SKIRMISH


This Ochlavita variant was intended to be used as an anti-fighter platform. It was useful against fighters, but
an easy target for capital ships.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 24 AF -6
20 SI 40 24 Missiles N 4/4/4/4
20 (3) 20 N 10/10/10/- Anti-Fighter Targeting, Escort
18 F L/R 11/11/4/-
L/R 5/5/-/-
A L/R 9/9/-/- Troops 6 (2)

<><><><><><>
DILGAR OCHLAVITA KI-CLASS COMMAND DESTROYER SKIRMISH
During the Dilgar invasion, demand for Pentacon command ships exceeded cruiser production by far. To
address this shortcoming, a group of Ochlavitas were converted into destroyer leaders during the later years of
the war, with enhanced command and control functions allowing them to coordinate light Pentacons

CLASS COST IN SERVICE ALLEGIANCE


5/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 24 AF -6
20 SI 40 24 Missiles N 4/4/4/4
20 (3) 20 N 10/10/10/- Command 2
18 F L/R 14/14/7/-
L/R 5/5/-/-
A L/R 9/9/-/- Troops 6 (2)

<><><><><><>

DILGAR OCHLAVITA STI-CLASS CARRER DESTROYER SKIRMISH


The most notable variant was the carrier. Firepower was sacrificed to make way for a hangar bay capable of
carrying twelve Dartfighters. This variant was much more popular with the crew, as the removal of some of the
weapon banks had the knock-on effect of making a little more living space. However, many Dilgar military
planners disliked this, as it affected their tactical planning, and where this new variant should be placed in
Pentacans.
Ironically, this particular variant of the Ochlavita was respected more than any others by EarthForce, as it had
the firepower to get involved in heavy combat, the armour to stand up to enemy hits, the agility to put itself into
advantageous positions and also the ability launch fighters exactly where they would be required.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 24 AF -6
20 SI 40 24 N 10/10/10/- Anti-Fighter Targeting
20 (3) 20 F L/R 4/4/4/-
18 A L/R 4/4/-/- FL 2 (2), Troops 6 (2)

<><><><><><>

DILGAR OCHLAVITA TAE-CLASS MISSILE DESTROYER SKIRMISH


Knowing that missiles improve in effectiveness in volume, the Dilgar quickly began converting Ochlavitas into
fleet support ships at the cost of close-range firepower.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2228-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 24 AF -2
20 SI 40 24 Missiles N 4/4/4/4 F L/R 4/4/4/4
20 (3) 20 Missiles A L/R 4/4/4/4/
18 N 10/10/10/-
L/R 5/5/-/-
A L/R 4/4/-/- Troops 6 (2)
<><><><><><>

DILGAR ESKARET (WAHANT-CLASS MEDICAL SHIP) RAID

The main supply vessel for the Dilgar Imperiums war effort, the Eskrafat was the original source for the
successful Athraskala ship frame. Capable of carrying a sizable amount of cargo for its size, this should
not prove to be entirely surprising, as the Athraskala modifications are capable of carrying a multitude of
bombs, missiles and even a single mass-driver. The classification of the Eskrafat, as a refuelling barge, is
something of a misnomer as the vessel can carry any type of cargo. A standard Eskrafat does not have a
large crew, normally around twenty or so Dilgar. Many of the systems are automated, meaning that the
Eskrafat does not need a highly qualified crew to perform its task. This had the unfortunate offset of
meaning that the crew are often not highly trained or motivated, and generally respond poorly when the
convoy or flotilla that they are part of comes under League or EarthForce attack.
The Eskrafat is without a jump-engine of its own, forced to rely on jump-gates and jump-points created
by larger vessels to travel the distances between re-supply points and the needy target vessels. It also has
little in the way of weaponry, only two scatter-pulsar weapon stations, as any more is considered a
wasteful venture by the War Council.
Some Athraskala Heavy Bombers were stripped back down to the Eskravat shell and were put to other
purposes. In particular, some modified Eskravats functioned as so-called hospital and medical ships, but
there was nothing beneficial to sentient life with the true function of these vessels. Thousands of
sentients were tortured and died aboard these ships, the subject to experiments too twisted for a sane
mind to contemplate. These vessels sacrificed cargo space for disease incubation chambers, isolation
laboratories and surgical suites, along with hangar space to support six Olgata assault shuttles.

CLASS COST IN SERVICE ALLEGIANCE


3/H 2226-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 34 AF -2
34 SI 40 34 Missiles N / A 8/8/8/8
34 (4) 34 Bomb Racks N */*/-/- (10 damage or virus bombs)
20 F L/R 3/3/-/- Troops 2 (2)

<><><><><><>

DILGAR JASHAKAR-CLASS FRIGATE PATROL


Without a shadow of any doubt, the Jashakar Frigate was the most common space-going capital vessel
produced by the Dilgar Imperium. Carrying a variety of bolter and laser cannons, the Jashakar was easily
the match for smaller EarthForce vessels, and especially at close ranges, with a close ranged energy
weapon nicknamed the plasma torch that could inflict serious damage by itself. It could go toe-to-toe
with larger EarthForce vessels, such as the Artemis and Olympus class vessels; several Jashakar Frigates
were quite capable of taking a lone Hyperion down. Service on a Jashakar Frigate was unglamorous at
best; Dilgar officers saw the Jashakar as little more than a promotion opportunity. However, the ship had
a valid role to play in the Dilgar war effort, something that the Warmasters and
Warleaders were keen to insist upon Jashakar commanders that argued against being posted to one.
There were more variants produced of the Jashakar Frigate than any other vessel. Despite this, the
Jashakar was undemanding from a technical or resupply level, being something of a military workhorse.
It did its job, even if the crew often wanted to be assigned a more glorious command.
CLASS COST IN SERVICE ALLEGIANCE
4/H 2224-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 41 AF -4
40 SI 30 40 N 10/10/10/-
40 (4) 40 F L/R 8/8/-/-
34 L/R 3/3/-/-
A L/R 4/4/-/- Troops 2 (1)

<><><><><><>

DILGAR JASHAKAR VI-CLASS SCOUT FRIGATE PATROL


This variant was used as a scout vessel, ranging ahead of Dilgar fleets seeking out potential targets. Dilgar
ships are well-armed and carried a force of troops.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2226-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 41 AF -4
40 SI 30 40 N 5/5//- Scout
40 (4) 40 F L/R 8/8/-/-
34 L/R 3/3/-/-
A L/R 4/4/-/- Troops 2 (1)

<><><><><><>

DILGAR JASHAKAR JIE-CLASS MISSILE FRIGATE PATROL


A further development of the Jashakar, this vessels drops the massed bolters of the frigate vessel to mount a
more potent weapons fit. The main frontal bolters are retained but the main additions are missile tubes,
allowing the small ship to engage much larger targets at safe ranges

CLASS COST IN SERVICE ALLEGIANCE


4/H 2229-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
2/3 41 AF -4
40 SI 30 40 Missiles N 10/10/10/-10
40 (4) 40 F L/R 8/8/-/-
34 L/R 3/3/-/-
A L/R 4/4/-/- Troops 2 (1)

<><><><><><>

B5 DILGAR PROTRA-I SCOUT PATROL

Lightly armoured and possessing only two weapons systems, the Protra Scoutship is nevertheless a
crucial element of the Dilgar Imperiums naval line, and without it the efforts of the Imperium in waging
war would have been much, much harder.
Before the start of what became the Dilgar War, there was a requirement to study other races, those who
could either be trusted as an ally (in the short term anyway), or who would be ripe for conquest and
ultimately exploitation. The Protra was developed with this aim in mind. It was to spy on enemy races,
using the most advanced sensor equipment that the Dilgar could manufacture. Equally, the Protra had to
remain hidden from enemy sensors, so extensive efforts were placed in making sure this vessel did not
alert a foe whilst surveillance was undertaken. By focusing on baffling engine and sensor emissions
rather than weapons payload, the Dilgar technicians managed to produce a relatively stealthy craft with
powerful surveillance abilities. Of concern was that if the situation that a Protra was in became
compromised, then the Protra would need to retreat. One of the smallest vessels in the Dilgar fleet to be
fitted with a jump-engine, the Protra was able to do its job well, giving the Dilgar Imperium information
that they would not have had otherwise.
When the war started, the Protras received a modest upgrade to their weaponry, as some of the sensor
dampening equipment was removed or converted to provide electronic warfare support for the Dilgar
fleets.. At that point, stealth and subterfuge was considered less of a requirement.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2218-2032 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
3/5 15 AF -2
15 SI 30 15 N 6/6/6/6 Jump Engine (5/4/3/2/1)
15 (2) 15 A L/R 2/2/-/- Atmospheric, Scout, Stealth
15 Troops 1 (1)

<><><><><><>

DILGAR RISHEKAR PATROL SHIP PATROL


One of the first Dilgar designs, these craft were built on the surface of Omelos and first launched en masse to
secure the system against potential enemies. During the War, they were used as anti-pirate craft and light
scouts.
The first true Dilgar warship, the Rishekar Frigate was used extensively in the Raider Wars in the
2210s. The primary role of this vessel was to ensure the safety and integrity of the Omelos system, and
the neighbouring systems. As time passed, the Rishekar was effectively left behind, with larger and better
armed vessels performing the tasks that it once had. During the Raider Wars, one of these vessels was
captured by a group of Raiders, in a failed attempt at subterfuge.
The Rishekar was heavily armed with plasma cannons, which were the weapon of the day for the Dilgar
navy. A concentration of medium plasma cannons in the boresight of this vessel gave the Rishekar
powerful frontal profile, with light laser cannons covering the arcs that the medium plasma cannons
could not cover.
Lighter versions of the plasma cannon were mounted on the rear of the vessel, in an attempt to
discourage an attacker approaching the vessel from behind.
The largest surprise when examining the profile for the Rishekar is that it is capable of descending into a
planets atmosphere and landing. Taking off again requires an immense amount of power from the
vessel, unsurprising given the size of the Rishekar
CLASS COST IN SERVICE ALLEGIANCE
5/H 2210-2032 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
4/6 15 AF -2
15 SI 30 15 N 5/5/-/-
15 (2) 15 F L/R 4/4/-/- Atmospheric, Scout
15 A L/R 4/4-/- Troops 2 (1)

<><><><><><>

DILGAR SENSCHUKA PATROL SHIP PATROL


Notable for its role in Dilgar space-going history, the Senschuka was an early design whose heyday
passed long before the closing stages of the Dilgar War. For a period of time, most notably the early
days of the Raider Wars, the Senschuka held the title of being the most common vessel in the Dilgar
navy. These craft were built on the surface of Omelos and first launched en masse to secure the system
against potential enemies.
For such a simple design when compared to those that came after it, the Senschuka was not a bad
vessel. It was quite an agile vessel, which was all the more important given the appropriate level of
armour that was fitted to it. A later version of the Senschuka possessed bolter weaponry instead of
plasma based weaponry, but this was essentially an afterthought, to bring the Senschuka up to the same
level as the other, newer, ships of the line. During the Dilgar War, Senschuka class vessels were still
seen, but did little more than occupy the fringes of smaller Pentacans. It took up a largely picket role,
whereas in times gone by the Senschuka was classed as a warship.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2196-2032 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
3/5 10 AF -2
10 SI 20 10 N 5/5/-/- Atmospheric
10 (1) 10 F L/R 8/4/-/-
8 A L/R 8/4-/- Troops 2 (1)

<><><><><><>

DILGAR SHINKAR FREIGHTER PATROL


Rarely seen outside of Dilgar space proper, the Shinkar Mass Carrier is to the Eskrafat what the
Garosochfi ghter carrier is to the Targath. Capable of carrying the equivalent amount of cargo as a
dozen Eskrafats, only four of these gargantuan vessels were ever constructed. A full mile long, these
ships carried refined metals and alloys, huge canisters of chemicals and vats of propellant liquid from the
former home of the Alacans back into Dilgar space, and back again.
The most striking thing about these vessels was that they were unarmed. It was intended that, after the
claiming of their new homeworld these huge vessels would be utilised to carry Dilgar, rather than mere
cargo, to their new home. They sadly never were able to live up to their designated purpose, instead
remaining as little more than a footnote in the armed conflict, performing much of the transportation
for the components that would make up the Dilgar war machine.
No Shinkars were ever engaged in combat by EarthForce or the Liberation Navy it was presumed by
all parties that these vessels were melted down for scrap, to be used on other vessels.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2227-2231 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
1/2 56 AF -4
50 SI 100 50
50 (6) 50
46

<><><><><><>

DILGAR JORTAVA BREACHING POD PATROL


The Dilgars brutal approach to warfare makes them one of the most enthusiastic proponents of the breaching
pod. It is a common aim of Dilgar admirals to cripple enemy vessels and leave them immobile, where the
Dilgars deadly mass drivers can be brought to bear. Breaching pods provide a further option for dealing with
immobilised enemies boarding them and taking slaves.

CLASS COST IN SERVICE ALLEGIANCE


6/L 2215-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
6/9 6/6/2 N 2/2/- Assault, Boarding +2, Troops 1

<><><><><><>

DILGAR JASHKALA CREW SHUTTLE PATROL (4)

Whilst the Eskrafat Barge was able to transport supplies across much of the conquered League space, a
different vessel altogether was used to move crew around between vessels and assignments. This role
fell to the Jashkala, an uncompromising vessel that had perhaps the longest level of service of any ship in
the Dilgar fleet. The first Jashkala was produced in 2196, originally intended to handle orbital logistics
above Omelos. Whilst it fell down in a cargo capacity, the Jashkala was more than able to handle crew
reassignments. The Dilgar military mindset at the time was favouring vessels with specific purposes, and
this gave the Jashkala a new lease of life. All standard shuttles on Dilgar capital ships are Jashkala class
and are well respected by the engineers who work with them. The shuttles do their job well, not
complaining, not fussing, a true workhorse. They are able to carry twenty passengers in a moderate
amount of comfort, or thirty in an emergency.

CLASS COST IN SERVICE ALLEGIANCE


6/L 2196-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
6/9 6/6/2 N 1/-/- Assault, Troops 1

<><><><><><>

DILGAR STINGER-CLASS DART FIGHTER PATROL


The precursor to the dart fighter is a reasonable craft, easily able to hold its own against the majority of
League opponents, but hopelessly outclassed by the Starfury. Untrained pilots flew them in droves in the last
stand at Omelos, with predictable results.

CLASS COST IN SERVICE ALLEGIANCE


6/L 2215-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
6/9 3 N 2/2/- Atmospheric
<><><><><><>

DILGAR THORUN-CLASS DART FIGHTER PATROL


Combining the powerful support aspects of the Pentacon formation with the fighters inherent speed, Dilgar
pilots specialise in mobbing an enemy, striking out at enemy vessels and drawing them into a dogfight
whereupon the rest of the pilots in these highly-coordinated wings will instantly bring their weapons to bear as
well.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2220-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
6/9 9 N 4/4/- Atmospheric

<><><><><><>

DILGAR THORUN-CLASS DART FIGHTER MK-III PATROL


The Thorun Model III was a pure multirole fighter with a toughened airframe and new engines developed late in
the war to try and counter the Earth Starfurys, although few reached the front line before the end. They had
slightly less agility than the original Thorun, but even more speed, heavier guns and better armour. In the hands
of elite pilots such as Battle Commander Arishan, they were incredibly deadly but proved too demanding for
the average pilot.

CLASS: 6 COST: 6 IN SERVICE: 2220-2232 SHIELD: 0 HULL: 1 DEFENCE: 17

WEAPONS:
Twin Bolt Cannon (1 - 1) +3A, 2D4+2
Kamikaze (1 0) +4, 1D6

ABILITIES: Atmospheric Interceptor

<><><><><><>

DILGAR THORUN-CLASS TORPEDO FIGHTER PATROL


Downgrading the Thoruns bolt cannon but adding a centreline anti-shipping torpedo resulted in an effective
counter to the Leagues light cruisers and patrol ships. It was less effective when entering atmosphere but large
numbers were still capable of overwhelming enemy emplacements.
CLASS COST IN SERVICE ALLEGIANCE
6/H 2220-2232 Dilgar Imperium
THRUST ARMOR WEAPONS TRAITS
6/9 9 N 4/4/- N 6/6/6 Assault, Atmospheric
DILGAR TIKRIT-CLASS HEAVY CRUISER BATTLE

The Tikrit was a companion of the Mankaht, tailored to land troops and command invasions.

CLASS: 2 COST: 70 IN SERVICE: 2228


SHIELD: 2 HULL: 44/5 DEFENCE: 16/14/12 HULL: 5 DEFENCE: 13/11/9
WEAPONS: PD+4 WEAPONS: PD +0
Anti-Ship Missiles (215) +3A, 1D6+3 Anti-Ship Missiles (215) +3A, 1D6+3
Medium Bolters (2 10) +3A, 1D6+2 Medium Bolters (2 10) +3A, 1D6+2
Light Pulsars (2 10) +4A, 1D4+1

ABILITIES ABILITIES
FL 1 (2) FL 1 (2)
Long-Ranged Fire
Jump Engine Jump Engine
Troops 4 Troops 4

<><><><><><>

DILGAR KAHTRIK-CLASS ASSAULT SHIP RAID


Given the pressing need for ships to further the Invasion, the Dilgar designed the Kahtrik to be smaller and
faster than the Wahants.

CLASS: 4 COST: 35 IN SERVICE: 2226-2232


SHIELD: 0 HULL: 40/10 DEFENCE: 15/14/12 HULL: 10 DEFENCE: 12/10/9
WEAPONS: PD+3 WEAPONS: PD +0
Virus Bomb Racks (1 6 FS) +3A, 2D6 (against planets only)
Heavy Bolters (1 10 FS) +2A, 1D6+4 Heavy Bolters (1 10 FS) +2A, 1D6+4
Light Pulsars (2 10) +4A, 1D4+1

ABILITIES ABILITIES
FL 3 (6) FL 3 (6)
Troops 6 Troops 6

<><><><><><>

DILGAR KAHTRIK SO-CLASS ASSAULT SHIP RAID


With up-rated engines and a weapons array designed specifically counter enemy shipping, this variant is often
deployed alongside squadrons of other Kahtriks. Escorting the Kahtriks on their way to an enemy-held world,
this ship will roam ahead of the main formation, defeating enemy warships with powerful bombardments.

CLASS: 4 COST: 35 IN SERVICE: 2226-2232


SHIELD: 0 HULL: 40/10 DEFENCE: 15/14/12 HULL: 10 DEFENCE: 12/10/9
WEAPONS: PD+3 WEAPONS: PD +0
Anti-Ship Missiles (115) +3A, 1D6+3 Anti-Ship Missiles (115) +3A, 1D6+3
Heavy Bolters (1 10 FS) +2A, 1D6+4 Heavy Bolters (1 10 FS) +2A, 1D6+4
Light Pulsars (2 10) +4A, 1D4+1

ABILITIES ABILITIES
Enhanced Manoeuvrability
FL 3 (6) FL 3 (6)
Troops 6 Troops 6

<><><><><><>

DILGAR OMELOS LIGHT CRUISER RAID

The Omelos was the original Dilgar cruiser. While the vessel was capable of great speeds, its relatively light
armament ran counter to Dilgar methodology of the time and its speed was normally restricted to that of the
slower assault ships which it commonly accompanied.

CLASS: 3 COST: 35 IN SERVICE: 2222-2232


SHIELD: 0 HULL: 28/7 DEFENCE: 15/12/10 HULL: 7 DEFENCE: 12/10/8
WEAPONS: PD+3 WEAPONS: PD +0
Anti-Ship Missiles (115) +3A, 1D6+3 Anti-Ship Missiles (115) +3A, 1D6+3
Heavy Bolters (2 10) +2A, 1D6+4 Heavy Bolters (1 10) +2A, 1D6+4
Light Pulsars (2 10) +4A, 1D4+1

ABILITIES ABILITIES
FL 1 (1) FL 1 (1)
Troops 3 Troops 3

<><><><><><>

DILGAR ORAS (OMELOS RESEARCH CRUISER) SKIRMISH

As the Dilgar War machine advanced across the League, it was considered important to both keep the WAR
ships in fighting condition and also provide a base for investigation into useful alien technologies. Oras Class
ships carried a substantial force of troops to subdue any survivors on board enemy ships and were trained to
recognise and capture useful personnel. A substantial swarm of fighters accompany it, although Dilgar pilots
usually consider this assignment a punishment.

CLASS: 3 COST: 35 IN SERVICE: 2228-2232


SHIELD: 0 HULL: 28/7 DEFENCE: 15/12/10 HULL: 7 DEFENCE: 12/10/8
WEAPONS: PD+3 WEAPONS: PD +0
Medium Bolters (2 10) +2A, 1D6+2 Medium Bolters (2 10) +2A, 1D6+2
Light Pulsars (2 10) +4A, 1D4+1

ABILITIES ABILITIES
FL 1 (2) FL 1 (2)
Troops 4 Troops 4

<><><><><><>

DILGAR ROHRIC-CLASS ASSAULT SHIP SKIRMISH


Following on from the success of the Kahtrik, production of assault ships was stepped up considerably. The
discovery that, even when based on these smaller hulls, the assault ships basic weaponry proved effective was a
revelation, and the development of new classes was hastily undertaken. The result was the Rohric.

CLASS: 4 COST: 40 IN SERVICE: 2228-2232


SHIELD: 0 HULL: 28/7 DEFENCE: 15/14/12 HULL: 7 DEFENCE: 12/10/9
WEAPONS: PD+3 WEAPONS: PD +0
Anti-Ship Missiles (115) +3A, 1D6+3 Anti-Ship Missiles (115) +3A, 1D6+3
Light Pulsars (1 10 FS) +4A, 1D4+1
Light Pulsars (2 10) +4A, 1D4+1 Light Pulsars (2 10) +4A, 1D4+1

ABILITIES ABILITIES
Atmospheric Atmospheric
Troops 6 Troops 6

<><><><><><>
B5 - THE EARTH ALLIANCE

The Earth Alliance is defended by EarthForce. Established before first contact with the Centauri, EF expanded to
defend the colonies. Victorious in the Dilgar War, EF found itself over-matched in war with the Minbari. A
primary sponsor of the Babylon Stations, the Alliance found itself split into two camps during the Shadow War.
Earth suffered a civil war before joining the Interstellar Alliance.

FLEET LIST
2220 2249 VENTURING INTO THE STARS
Initiative Bonus: +0

PATROL
Belerophon-class Heavy Defence Satellite Vanguard-class Defence Flotilla
Breaching Pod Wing (4 flights) Condor Troop Transport
EarthForce One Hermes-class Transport
Kestral Shuttle Nova StarFury Wing (4 flights)
Tethys-class Cutter (2 ships) Tethys-class Laser Boat (2 ships)
Tethys-class Light Escort (2 ships) Tethys-class Missile Boat (2 ships)
Tiger StarFury Wing (6 flights)

SKIRMISH
Artemis-class Escort Frigate Artemis-class Heavy Frigate
Fuji-class Fleet Auxiliary Hyperion-class Assault Cruiser
Hyperion-class Missile Cruiser Hyperion-class Pulse Cruiser
Hyperion-class Rail Cruiser Olympus-class Corvette
Olympus-class Escort Olympus-class Gunship
Oracle-class Scout Cruiser Sagittarius-class Cruiser

RAID
Avenger Class Heavy Carrier Dionysus Class Medium Space Station
Explorer-class Survey Ship Hyperion-class Command Ship
Hyperion-class Heavy Cruiser Hyperion-class Missile Cruiser
Hyperion-class Pulse Cruiser Nova-class Dreadnaught
Nova-Class Bolter Prototype (Nova Variant)

BATTLE
Hecate-class Command Cruiser Orestes-class System Monitor
Nova-class Battle Dreadnought

FLEET LIST
2250 2267 THE THIRD AGE
Initiative Bonus: +1

PATROL
Belerophon-Class Heavy Defence Satellite Vanguard-class Defence Satellite
Breaching Pod Wing (4 flights) Aurora StarFury Wing (4 Flights)
Badger StarFury Wing (4 Flights) Thunderbolt Wing (4 Flights)
Condor Troop Transport EarthForce One
Hermes-class Transport Kestral Shuttle
Tethys-class Cutter (2 ships) Tethys-class Laser Boat (2 ships)
Tethys-class Light Escort (2 ships) Tethys-class Missile Boat (2 ships)

SKIRMISH
Artemis-class Escort Frigate Artemis-class Heavy Frigate
Fuji-class Fleet Auxiliary Hyperion-class Assault Cruiser
Hyperion-class Missile Cruiser Hyperion-class Pulse Cruiser
Hyperion-class Rail Cruiser Olympus-class Corvette
Olympus-class Escort Olympus-class Gunship
Oracle-class Scout Cruiser Sagittarius-class Cruiser

RAID
Avenger Class Heavy Carrier Dionysus Class Medium Space Station
Explorer-class Survey Ship Hyperion-class Command Ship
Hyperion-class Heavy Cruiser Hyperion-class Pulse Cruiser
Nova-class Dreadnaught Nova-Class Bolter Prototype (Nova Variant)
Tantalus-Class Assault Cruiser

BATTLE
Omega-Class Destroyer (Alpha) Omega-Class Destroyer (Beta)

WAR
Omega-Class Command Destroyer Omega-Class Shadow Destroyer
Poseidon-class Super Carrier Victory-class Destroyer
Warlock

ARMAGEDDON
Orion-class Space Station

FLEET LIST
2267+ CRUSADE ERA
Initiative Bonus: +2

PATROL
Belerophon-Class Heavy Defence Satellite Breaching Pod Wing (4 flights)
Aurora StarFury Wing (4 Flights) Badger StarFury Wing (4 Flights)
Firebolt StarFury Wing (2 Flights) Thunderbolt Wing (4 Flights)
Condor Troop Transport EarthForce One
Hermes-class Transport Kestral Shuttle
Myrmidon LCV (2 Ships)

SKIRMISH
Chronos-Class Attack Frigate Chronos-Class Escort Frigate
Chronos-Class Missile Frigate Hyperion Assault Cruiser
Tantalus-Class Assault Cruiser

RAID
Delphi-Class Scout Hyperion-class Command Ship
Hyperion-class Heavy Cruiser Explorer-class Survey Ship

BATTLE
Apollo-Class Bombardment Cruiser Apollo-Class Strike Cruiser
Marathon-class Advanced Cruiser Omega-class Destroyer

WAR
Omega-Class Command Destroyer Poseidon-class Super Carrier
Victory-Class Destroyer Warlock

ARMAGEDDON
Babylon 5 Starbase
Orion-class Space Station

FLEET LIST THE BELT ALLIANCE


Belt Alliance Initiative: 0

The Belt Alliance was a commercial organization which had a similar structure to a workers union but was run for
the profit of its members and to facilitate trade, shipping and mining across Earth space and more recently beyond
the borders. Created during the first years of mining in the early twenty second century to provide mutual
protection for miners against pirates in the time before Earth had a united space navy, the Belt Alliance had grown
under the charter of the Earth Alliance to be one of the most powerful organizations in human space.

PATROL
Delta V Zephyr Fighter Wing (8 flights) StarFox Fighter Wing (6 flights)
Asimov-class Space Liner Harrier Class Gunship
Skylark-class Light Freighter Heavy Freighter
Ore Barge Tanker

RAID
Mediator Carrier Vindicator

SKIRMISH
Mediator Carrier Vindicator

SPECIAL RULES

Civilians: Whilst they are quite dedicated and formidable in defence of their ships, cargo and passengers, Belt
Alliance crews are not trained military personal. Belt Alliance Ships start with a CQ of 3 (unless otherwise noted)
or have a 1 to randomly generated CQ in campaigns (to a minimum of 2)

FLEET LIST THE PSI-CORPS


Initiative: +3

Officially, the telepaths of Psi-Corps relies on standard commercial and military shipping; unofficially, they have
amassed vast sums of money and resources and developed their own fleet. The Psi-Corps was riddled with
corruption and smashed in the Telepath War, shortly after the rise of the ISA. Elements of the Psi-Corps remain in
hiding, working at hidden bases to unlock ShadowTech and other technologies to one day secure telepathic control
over the Earth Alliance and then the rest of the galaxy.

PATROL
Black Omega StarFury Wing (2 flights) Shadowcloak Escort
Shadowfury Wing (1 Flight)

SKIRMISH
Fighter Carrier

RAID
Mothership

BATTLE
Shadow Hunter

WAR
Shadow Omega-class Destroyers

AMRAGEDDON
Nemesis-class Destroyer

SPECIAL RULES

Psychic Crew: Each turn, 1D6 ships can win initiative and move last.
B5 EA BABYLON 5 STARBASE BATTLE

CLASS COST IN SERVICE ALLEGIANCE


0/L 2257-2270 EA
THRUST ARMOR WEAPONS TRAITS
.25 AF -4 AMS -4
2255-2259 70 N 9/3/0/0 Command 2, Immobile
70 1 70 L 9/3/0/0
70 (7) 70 R 9/3/0/0 Fighters 3 (6) Troops 25 (4)
70 A 9/3/0/0

CLASS COST IN SERVICE ALLEGIANCE WAR


0/L 2257-2270 EA
THRUST ARMOR WEAPONS TRAITS
.25 70 AF -6 AMS -6
2259-2281 70 1 70 N 12/6/3/3 Command 2, Immobile
70 (7) 70 L 12/6/3/3
70 R 12/6/3/3 Fighters 3 (8) Troops 40 (12)
A 12/6/3/3

<><><><><><>

B5 EA ORION-CLASS STARBASE WAR

The Orion was a thickly built and heavily armoured fortress with enough plasma cannons and nuclear missiles
to take on any ship that dared approach it in anger. Over the years, EarthForce upgraded its firepower to keep
up with advancing technology.

CLASS COST IN SERVICE ALLEGIANCE


0/L 2168- EA
THRUST ARMOR WEAPONS TRAITS
rotates 45 per turn AF -2 AMS -2
2168-2222 50 Missile T 4 2/2/2/-
50 1 50 N 4/4/0/0 Command 2, Immobile
50 (5) 50 L / R 4/4/0/0 Fighters 3 (6) Troops 44 (6)
50 A 4/4/0/0

THRUST ARMOR WEAPONS TRAITS


rotates 45 per turn AF -2 AMS -2
2190-2242 55 Missile T 4 2/2/2/-
55 1 55 N 6/6/6/0 Command 2, Immobile
55 (5) 55 L / R 6/6/6/0 Fighters 3 (6) Troops 44 (6)
55 A 6/6/6/0

THRUST ARMOR WEAPONS TRAITS


rotates 45 per turn AF -4 AMS -2
2220-2246 60 Missile T 4 3/3/3/3
60 1 60 N 6/6/6/0 Command 2, Immobile
60 (6) 60 F L/R 6/6/6/0 Fighters 3 (6) Troops 44 (6)
60 A L/R 6/6/6/0
A 6/6/6/0

THRUST ARMOR WEAPONS TRAITS


rotates 45 per turn AF -4 AMS -2
2246 60 Missile 2 F/L/R/A 4/4/4/4
60 1 60 N 6/6/6/6 Combat Amour, Command 2, Immobile
60 (6) 60 F L/R 6/6/6/6 Fighters 3 (6) Troops 44 (6)
60 A L/R 6/6/6/6
A 6/6/6/6

THRUST ARMOR WEAPONS TRAITS


rotates 45 per turn AF -4 AMS -4
2246-2270 60 Missile T 4 F/L/R/A 4/4/4/4
60 1 60 N 9/9/9/6 Combat Armour, Command 3, Immobile
60 (6) 60 F L/R 9/9/9/6 Fighters 3 (6) Troops 44 (6)
60 A L/R 9/9/9/6
A 9/9/9/6

THRUST ARMOR WEAPONS TRAITS


rotates 45 per turn AF -6 AMS -6
2254-2285 60 Missile T 16 4/4/4/4
60 1 60 N 9/9/9/6 Combat Armour, Command 3, Immobile
60 (6) 60 F L/R 9/9/9/6 Fighters 3 (6) Troops 44 (6)
60 A L/R 9/9/9/6
A 9/9/9/6

<><><><><><>

EA B5 DIONYSUS MID-RANGE MILITARY BASE RAID

The station was far from perfect, while its big brother the Orion was a thickly built and heavily armoured
fortress, the Dionysus was much weaker being built to civilian standards for speed and ease of construction and
armed with just point defence interceptors. It was also somewhat smaller and suffered from less internal space
meaning only the most vital cargo was stored inside. Less expensive or sensitive loads were simply kept in the
cargo pods the arrived in and were clumped together on a tether below the stations axis of rotation like a
thousand mile long chain.

CLASS COST IN SERVICE ALLEGIANCE


0/L 2228 EA
THRUST ARMOR WEAPONS TRAITS
rotates 45 per turn AF -2 AMS -2
2228-2270 40 N 5/5/5/4
40 1 40 L 5/5/5/4 Combat Armour, Command 1, Immobile
40 (4) 40 R 5/5/5/4 Fighters 4 (4) Troops 27 (4)
40 A 5/5/5/4

THRUST ARMOR WEAPONS TRAITS


rotates 45 per turn AF -6 AMS -4
2255- 40 N 2/2/2/-
40 1 40 L 2/2/2/- Combat Armour, Command 2, Immobile
40 (4) 40 R 2/2/2/- Fighters 4 (4) Troops 27 (4)
40 A 2/2/2/-

<><><><><><>

B5 EA BELLEROPHON HEAVY DEFENCE SATELLITE

CLASS COST IN SERVICE ALLEGIANCE


0/L 2252 EA
THRUST ARMOR WEAPONS TRAITS
0.25 AF -2 AMS -2
2252 20 Missiles N 2 4/4/4/4
20 1 20 F 12/12/12/12 Immobile
20 (2) 20 L / R 2/2/-/-
20

THRUST ARMOR WEAPONS TRAITS


0.25 AF -2 AMS -2
2252 20 Missiles N 2 4/4/4/4
20 1 20 F 6/6/6/6 Immobile
20 (4) 20 L / R 2/2/-/-
20

<><><><><><>

B5 EA PROMETHEUS DEFENCE SATELLITE

CLASS COST IN SERVICE ALLEGIANCE


0/L 2252 EA
THRUST ARMOR WEAPONS TRAITS
0.25 AF -1
2169-2212 15 Missiles N 2 2/2/2/2
15 1 15 F 2/2/-/- Immobile
15 (2) 15
15

THRUST ARMOR WEAPONS TRAITS


0.25 AF -2 AMS -2
2194-2247 15 Missiles N 2 3/3/3/3
15 1 15 F 2/2/-/- Immobile
15 (2) 15 L / R 1/1/-/-
15

THRUST ARMOR WEAPONS TRAITS


0.25 AF -4 AMS -2
2247 15 Missiles N 2 4/4/4/4
15 1 15 F 2/2/-/- Immobile
15 (2) 15 L / R 1/1/-/-
15

<><><><><><>

B5 EARTH ALLIANCE VANGUARD-CLASS DEFENCE SATELLITE

Controlled by remote from nearby installations or ground outposts, the Vanguard is a heavily armoured hull
wrapped around a power core. Inexpensive and simple to use, the Vanguard was later replaced by the heavier
Belerophon a more sophisticated version to be sure.

THRUST ARMOR WEAPONS TRAITS


0.25 AF -1
2212- 10 F 2/2/-/-
10 1 10 L/R 2/2/-/- Immobile
10 (1) 10
10

<><><><><><>

B5 EA ASIMOV-CLASS LINER

CLASS COST IN SERVICE ALLEGIANCE


4/H 2220 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
1/2 6 AF -2
6 SI 45 6 F 1/-/-/-
6 (1) 6 L / R 1/-/-/-
5 A 1/-/-/-

<><><><><><>

B5 EA SKYLARK-CLASS FRIEGHTER

CLASS COST IN SERVICE ALLEGIANCE


4/L 2200 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 15 AF -2
15 SI 50 15
15 (2) 15
12

<><><><><><>

B5 EA HEAVY FREIGHTER
CLASS COST IN SERVICE ALLEGIANCE
4/H 2220 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 8 AF -2
7 SI 20 T 1/-/-/-
7 (1) 7
5

<><><><><><>

B5 EA ORE BARGE

CLASS COST IN SERVICE ALLEGIANCE


4/H 2220 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
1/2 6 AF -2
6 SI 30 6 F 1/-/-/-
6 (1) 6 L / R 1/-/-/-
5 A 1/-/-/-

<><><><><><>

B5 EA TANKER

CLASS COST IN SERVICE ALLEGIANCE


4/H 2220 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
1/2 6 AF -2
6 SI 45 6 T 2/-/-/-
6 (1) 6
5

<><><><><><>

B5 EA EARTHFORCE ONE PATROL


The personal craft of the president of the Earth Alliance. The crew are always of elite quality. Converted from
a civilian liner, EarthForce One adds an interceptor array and the capacity to carry two fighter groups, but
does not have any offensive weapons.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2130 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2130-2169 2/3 7 AF -2
7 SI 20 7 Missiles F 2/2/2/- Command 2
7 (1) 7 F L/R 3/3/3/-
5 A 1/-/-/- Troops 3 (2)

THRUST ARMOR WEAPONS TRAITS


2168-2192 2/3 9 AF -2 AMS-1
9 SI 24 9 Missiles F 3/3/3/3 Command 2
9 (1) 9 F L/R 2/2/-/-
5 A 2/2/-/- Troops 3 (2)
THRUST ARMOR WEAPONS TRAITS
2190-2251 3/5 9 AF -2 AMS-2
9 SI 26 9 F 2/2/-/- Command 2
9 (1) 9 L / R 2/2/-/-
5 A 2/2/-/- FL 2 (2) Troops 3 (2)

THRUST ARMOR WEAPONS TRAITS


2250 4/6 9 AF -4 AMS-4
9 SI 26 9 Missiles F 3/3/3/3 Command 2
9 (1) 9 F L/R 2/2/-/-
5 A 2/2/-/- FL 2 (2) Troops 3 (2)
VENTURING INTO THE STARS

B5 EA PROTECTOR CARRIER RAID


Based on the need to improve the Mediator after seeing the effectiveness of Dilgar fighters during the Dilgar War.

CLASS COST IN SERVICE ALLEGIANCE


4/M 2229 Belt Alliance
THRUST ARMOR WEAPONS TRAITS
3/5 7 AF -4 AMS -2
7 45 7 N 6/6//-
7 (1) 7 L/R 2/2/-/- FL 3 (6) Troops 6 (2)
5 A 2/2/-/-

<><><><><><>

B5 EA MEDIATOR CARRIER SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/M 2222 Belt Alliance
THRUST ARMOR WEAPONS TRAITS
3/5 6 AF -3 AMS -2
4 44 4 N 11/5/5/-
4 (1) 4 L/R 6/6/-/- FL 2 (4) Troops 3 (2)
3 A 1/1/-/-

<><><><><><>

B5 EA VINDICATOR GUNSHIP SKIRMISH

The Vindicator class was roughly equal to a light cruiser in terms of firepower and protection, something which
the more reactionary Earth Alliance senators had suffered a small fit over. The Earth Force joint chiefs were
however less concerned, even the biggest Belt Alliance escorts were still no match for a dedicated naval ship
and they were happy to let the BA run its own escorts, it saved the military having to put its own ships on escort
duty.

CLASS COST IN SERVICE ALLEGIANCE


4/M 2222 Belt Alliance
THRUST ARMOR WEAPONS TRAITS
3/5 7 AF -2 AMS -2
7 31 7 N 18/13/13/-
7 (1) 7 L/R 6/6/-/- FL 1 (1) Troops 3 (2)
5 A 1/1/-/-

<><><><><><>

B5 EA HARRIER GUNSHIP PATROL

CLASS COST IN SERVICE ALLEGIANCE


4/M 2220 Belt Alliance
THRUST ARMOR WEAPONS TRAITS
4/6 6 AF -2 AMS -2
4 34 4 N 10/5/5/-
4 (1) 4 L/R 6/6/-/- Troops 2 (1)
3 A 1/1/-/-

<><><><><><>

B5 EA STARFOX FLIGHT PATROL (6 flights per wing)

CLASS COST IN SERVICE ALLEGIANCE


6/L 2222 Belt Alliance
THRUST ARMOR WEAPONS TRAITS
5/8 6 2/2/- 2/2/2/2 Missile

<><><><><><>

B5 EA ZEPHYR FLIGHT PATROL (8 flights per wing)

CLASS COST IN SERVICE ALLEGIANCE


6/L 2190 Belt Alliance, Civilians, Raiders
THRUST ARMOR WEAPONS TRAITS
Delta-V6 / 9 7 2/2/- Atmospheric
Delta-V2 6/9 10 2/2/- 2/2/2/2 Atmospheric, Missile

<><><><><><>
B5 EA NOVA-CLASS ALPHA DREADNAUGHT RAID
When the first Nova prototypes appeared in 2219, few among EarthForces officer corps believed the
ships would actually work. The massive array of guns simply seemed greater than any hull or power
plant could withstand. At first, they seemed correct, as initial tests showed a number of faults in the
design. However, as time passed and refinements were made, the ship proved not only functional, but
quite deadly. The long, rod-shaped superstructure lent itself well to a cavernous internal fighter bay
capable of supporting up a full squadron of StarFuries.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2219 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 54 AF -3 AMS -3 Jump Engine (5/4/3/2/1)
54 SI 76 54 N 4/4/-/- Combat Armour, Command 2
54 (6) 54 L/R BS 8/8/-/- FL 2 (4) Troops 4 (2)
54 A 4/4/-/-

<><><><><><>

B5 EA NOVA-CLASS BETA DREADNAUGHT BATTLE


When working pulse cannons appeared in 2240, EarthForce knew it finally had the weapon they wanted
for the Nova and the hybrid laser/pulse array was created. While this resulted in a much more powerful
and flexible dreadnought, the guns remained extremely high-maintenance items, leading many repair
techs to curse their jobs and wish the Alliance had simply picked one weapon over the other. In battle,
the slow speed and poor manoeuvrability of the Nova is offset by squadrons simply holding station as
they present their fearsome broadsides to the enemy.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2225 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 54 AF -4 AMS -3 Jump Engine (5/4/3/2/1)
54 SI 76 54 N 4/4/4/4 Combat Armour, Command 2
54 (6) 54 L/R BS 8/8/8/8 Troops 4 (2)
54 A 4/4/4/4 FL 2 (4)

<><><><><><>

B5 EA NOVA-CLASS GAMMA DREADNAUGHT RAID


The first major redesign of the Nova-class hull coincided with the reverse engineering of captured Dilgar
technology from the Dilgar War. Subsequently, one idea for the Novas revision was the use of particle bolter
designs common to many Dilgar ships. Not as efficient or internalised as laser or pulse arrays, bolter weapon
systems proved devastating at short ranges and were easily adapted to Earth Alliance power systems and
ammunition feeds. Using these systems on a strengthened Nova hull resulted in the Bolter Dreadnought, a
massive powerhouse that could even go head-to-head with some of the later EA vessels, such as its descendant,
the Omega Destroyer. It is a shame that not a single one survived the Earth-Minbari War, with the majority of
them falling at the Battle of the Line itself.
CLASS COST IN SERVICE ALLEGIANCE
1/H 2235-2247 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 54 AF -4 AMS -3 Jump Engine (5/4/3/2/1)
54 SI 76 54 N 6/6/-/- Combat Armour, Command 2
54 (6) 54 L/R BS 12/12/-/-
54 A 6/6/-/- FL 2 (4), Troops 4 (2)

<><><><><><>

B5 EA NOVA-CLASS DELTA DREADNAUGHT RAID


When working pulse cannons appeared in 2240, EarthForce knew it finally had the weapon they wanted
for the Nova and the hybrid laser/pulse array was created. While this resulted in a much more powerful
and flexible dreadnought, the guns remained extremely high-maintenance items, leading many repair
crew to curse their jobs and wish the Alliance had simply picked one weapon over the other. In battle,
the slow speed and poor manoeuvrability of the Nova is offset by squadrons simply holding station as
they present their fearsome broadsides to the enemy.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2240 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 54 AF -4 AMS -3 Jump Engine (5/4/3/2/1)
54 SI 76 54 N 6/6/6/6 Combat Armour, Command 3
54 (6) 54 L/R BS 12/12/12/12
54 A 6/6/6/6 FL 2 (4), Troops 4 (2)

<><><><><><>

B5 EA OLYMPUS-CLASS CORVETTE SKIRMISH

The Olympus had already served well for several decades before the Dilgar War, when the deep-striking attacks
of the Earth Alliance caused many logistical problems to surface. The war effort already required an immense
supply train to move constantly in and out of League territory, and the ammunition used for both railguns and
missile systems became a heavy toll on fleet tenders coming and going to upkeep Olympus-laden fleets.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2202 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
3/5 18 AF -2 AMS -1 Jump Engine (5/4/3/2/1)
18 SI 35 18 Missile N 3/3/3/3
18 (3) 18 N 3/3/3/-
18 L/R BS 3/3/3/- FL 2 (4), Troops 4 (2)

<><><><><><>

B5 EA OLYMPUS-CLASS CORVETTE SKIRMISH


One of the front-line combatants throughout the Dilgar War, this Olympus variant gained a lot of favour among
its crews,as its simplistic gunship design worked very well in the straight battles the Dilgar often engaged them
in.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2202 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
3/5 18 AF -2 AMS -1 Jump Engine (5/4/3/2/1)
18 SI 35 18 N 6/6/6/-
18 (3) 18 L/R BS 6/6/6/- FL 2 (4), Troops 4 (2)
18

<><><><><><>

B5 EA OMEGA-CLASS HEAVY DESTROYER BATTLE


The Omega heavy destroyer became the premier warship of EarthForce after the lessons learned during
the Earth-Minbari War. The conflict that nearly annihilated humanity as a whole brought home the need
for an advanced warship capable of standing against what the varied galactic races could throw against
the Earth Alliance, and while the Omega is by no means yet the equal of the Minbari Sharlin, it remains
one of the most capable vessels in space today.
The Omega was designed along very similar lines as the well-respected Nova, but with higher
technology in mind rather than sheer firepower. A much larger ship than the Hyperion, the Omega uses a
heavier weapons load and a rotating command section that generates artificial gravity for the crewed
areas of the vessel. Though still cramped on board, it has a sizeable bridge and crews much prefer to
serve on this class than a Hyperion, as its artificial gravity makes long-ranged missions far more
tolerable. Squadrons of Omegas will often form impenetrable battle lines that can mass incredible
firepower, though in smaller conflicts, these ships are perfectly capable of operating as mobile command
centres.
It was this usefulness and versatility that earned the Omega a number of revisions and new technologies.
While many were minor and swallowed by the overall abundance of the standard variety, there have been
a few that stand out as spectacular. Arming an Omega with powerful pulse cannon instead of the
sustained lasers can create a very satisfying field of fire to give the ships numerous fighters a chance to
advance on the enemy.
Using the Omegas artificial gravity and spacious bridge, entire fleet command assets can be supplanted
on the vessels, making them truly mobile command leaders that entire campaigns could be organised
from.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2250 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 49 AF -4 AMS -3 Jump Engine (5/4/3/2/1)
49 SI 65 49 N 12/12/9/9 Combat Armour
49 (4) 49 L/R 3/-/-/- Command 2
49 A L/R 3/-/-/- Troops 4 (2)
A 12/12/9/9 FL 2 (4)

<><><><><><>

B5 EA OMEGA-CLASS COMMAND DESTROYER WAR


Using the Omegas artificial gravity and spacious bridge, entire fleet command assets can be supplanted
on the vessels, making them truly mobile command leaders that entire campaigns could be organised
from.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2259 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 49 AF -4 AMS -3 Jump Engine (5/4/3/2/1)
49 SI 65 49 N 12/12/9/9 Combat Armour
49 (4) 49 L/R 3/-/-/- Command 3
49 A L/R 3/-/-/- Troops 4 (2)
A 12/12/9/9 FL 2 (4)

<><><><><><>

B5 EA OMEGA-CLASS ADVANCED DESTROYER WAR


The most infamous and secret Omega project, the Omega- X project of President Clarks reign, was the
combining of deadly Shadow technology and the powerful Omega hull. Organic armour and molecular
slicer technology proved to be a combination which was nearly too much for a great portion of the
White Star fleet in 2261, a battle that almost killed Commander Susan Ivanova.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2261 only Earth Alliance, Shadows
THRUST ARMOR WEAPONS TRAITS
4/6 53 AF -4 AMS -3 Jump Engine (5/4/3/2/1)
53 SI 65 53 N 40/40/40/40 Command 2
53 (4) 53 F L/R 4/4/4/-
53 L/R 16/16/16/16 FL 2 (4), Troops 3 (2)
A 4/4/4/- Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

B5 EA COTTON-CLASS TENDER PATROL

The Cotton was designed shortly after Earth gained hyperspace technology from the Centaur. With a fleet train
of tenders to provide supplies and help with repairs, EarthForce was capable of deploying its warships to great
effect during the Dilgar War.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2176 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2176-2247 3/5 15
15 SI 35 15 Missile N 2/2/2/- Jump Engine (5/4/3/2/1)
15 (2) 15 N 3/3/-/-
10 L/R BS 3/3/-/- FL 1 (2), Troops 3 (6)

THRUST ARMOR WEAPONS TRAITS


2230-2248 3/5 15 AF-1 Jump Engine (5/4/3/2/1)
15 SI 35 15
15 (2) 15 N 3/3/-/-
10 L/R BS 3/3/-/- FL 1 (2), Troops 3 (6)

THRUST ARMOR WEAPONS TRAITS


2246 3/5 17 AF -2 AMS -2 Jump Engine (5/4/3/2/1)
17 SI 35 17
17 (2) 17 N 4/4/-/-
12 L/R BS 4/4/-/- FL 1 (2), Troops 3 (6)

<><><><><><>

B5 EA PERSEUS-CLASS MINESWEEPER PATROL


Equipped with short-ranged firepower and advanced stealth, the Perseus was designed to clear away
minefields and allow warships to engage enemy installations and planets. These ships can also deploy
mines...leaving explosive surprises..

CLASS COST IN SERVICE ALLEGIANCE


3/H 2196 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2196-2247 2/3 20 AF -2 AMS -1 +4 to detect mines
20 SI 15 20 N 2/2/-/- Combat Armour
20 (2) 20 L/R 1/1/-/- Stealth
15 A L/R 1/1/-/- FL 1 (1 shuttles) Troops 2 (2)
A 1/1/-/-

THRUST ARMOR WEAPONS TRAITS


2245 2/3 20 AF -2 AMS -4 +4 to detect mines
20 SI 15 20 N 4/4/4/- Combat Armour
20 (2) 20 L/R 2/2/2/- Stealth
15 A L/R 2/2/2/- FL 1 (1 shuttles) Troops 2 (2)
A 2/2/2/-

<><><><><><>

B5 EA CONDOR TROOP TRANSPORT PATROL

Capable of transporting a platoon of assault troops from a ship to the surface of hostile worlds.

CLASS COST IN SERVICE ALLEGIANCE


5/H 2203 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 14/12/8 5 Pulsar N 2/-/- Atmospheric Troops 3

<><><><><><>

B5 EA HADES ASSAULT SHUTTLE PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


5/H 2228 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
3/5 7/7/7 5 Pulsar N 2/-/- Atmospheric Troops 6

<><><><><><>
B5 EA LAMPREY BREECHING POD PATROL (Wing)

Capable of transporting a platoon of assault troops towards an enemy ship, breaching pods are dangerous
vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy off-guard

CLASS COST IN SERVICE ALLEGIANCE


5/H 2244 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 6/6/4 5 Pulsar N 2/-/- Atmospheric Troops 3

<><><><><><>

B5 EA KESTREL SHUTTLE PATROL

CLASS COST IN SERVICE ALLEGIANCE


5/H 2203 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
2/3 7/7/5 4 Pulsar N 1/-/- Atmospheric Troops 1

<><><><><><>

B5 EA AURORA STARFURY FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/H 2244 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
6/9 7 Pulsar N 2/-/- Superiority

<><><><><><>

B5 EA BADGER STARFURY FIGHTER PATROL (4)

A two-seat variant designed for extended hyperspace travel and with a tail gunner for guiding missiles to their
targets.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2255 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
5/8 7 Pulsar N / A 2/-/- Superiority
Missiles N 2 2/2/-/-

<><><><><><>

B5 EA THUNDERBOLT FIGHTER PATROL (3)

CLASS COST IN SERVICE ALLEGIANCE


6/H 2260 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
6/9 9 Gatling Pulse N 4/1/- Atmospheric, Superiority
Missiles N 2/2/-

<><><><><><>

B5 EA FIREBOLT STARFURY FLIGHT PATROL (2 Flights)

The fastest and most heavily armed of any Earth fighter.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2268 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
9 / 12 8 Gatling Pulse N 5/2/- Atmospheric, Superiority
Missiles N 3/3/-

<><><><><><>

B5 EA NOVA STARFURY PATROL (4 flights per Wing)

Arguably the most advanced fighter in production in the known galaxy during the Dilgar War, only matched in
sheer agility by the Razik, and certainly the match for anything the Dilgar could field, even the late war-era
Thorun III. When piloted by the highly trained and professional EarthForce pilots, little could stand against
them.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2229-2246 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
6/9 8 Pulsar N 2/-/- Superiority

<><><><><><>

B5 EA TIGER STARFURY FLIGHT PATROL (5 flights per wing)

The first of the true Starfuries, when it was first built the Tiger represented a significant shift in fighter design
philosophy for the Earth Alliance, incorporating features, such as the manoeuvre jets on an x-foil wing section,
that would remain common to Starfuries for many years into the future.

CLASS COST IN SERVICE ALLEGIANCE


6/H 2205-2239 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
5/8 8 Plasma N 1/-/- Superiority
Missiles 1/1/1/-

<><><><><><>
B5 Earth Alliance Apollo-class Bombardment Cruiser BATTLE

The Apollo mixes decades of trial-and-error missile technology with the best new hulls of EarthForce; the
cruiser is capable of hammering an enemy fleet with impunity.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2267

Fire Control [] [] [] HULL [] [] [] [] [] [] [] [] []


Hanger [] Shuttle [] [] [] [] [] [] [] [] [] [] []
Missile Rack F [] [] [] [] [] [] [] [] [] [] [] []
Missile Rack F/P [] [] [] [] [] [] [] [] [] [] [] [] []
Missile Rack F/S [] [] [] [] - range 25, missiles do 1D6 damage, may be intercepted like fighters
Missile Rack A [] []
Magazine [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Interceptor F [] [] P [] [] S [] [] A [] [] AFB at 3MU, needs FC
AFB [] [] [] []
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Apollo-class Strike Cruiser BATTLE

Refitted with more traditional weaponry, the strike cruiser variant is a good first-strike ship.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2268

Fire Control [] [] [] HULL [] [] [] [] [] [] [] [] []


Hanger [] Shuttle [] [] [] [] [] [] [] [] [] [] []
Missile Rack F [] [] - range 25, 1D6 damage [] [] [] [] [] [] [] [] []
Missile Rack A [] [] [] [] [] [] [] [] [] [] []
Magazine [] [] [] [] [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Pulse Battery-3 P []
Railgun-2 P [] []
Pulse Battery-3 S []
Railgun-2 S [] []
Interceptor F [] [] P [] [] S [] [] A [] [] AFB at 3MU, needs FC
AFB [] [] [] []
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Artemis-Class Heavy Frigate Skirmish

The Artemis is an early frigate design produced after the arrival of the Centauri on Earth. Having to deal
mostly with raiders and Belt Alliance miscreants, it was one of the heaviest armoured cruisers built in
EarthForce spacedocks and carried an impressive amount of weaponry for close in-fighting.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2190

Fire Control [] [] HULL [] [] [] []


Railgun Battery Class 2 F [] [] [] [] []
Railgun Battery Class 1 A [] [] [] [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Artemis-class Escort Frigate (Variant) Skirmish

A rarer variant of the Artemis, the Escort Frigate uses tried and tested plasma batteries. These weapons lacked
some of the range of the railgun-laden heavy frigate, but the firepower they were capable of in each salvo made
up for the few extra seconds it took them to get into range.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2119

Fire Control [] [] HULL [] [] [] []


Plasma Cannon-1 F [] [] [] [] [] [] []
Plasma Cannon-1 P [] [] [] []
Plasma Cannon-1 S [] []
Plasma Cannon-1 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Avenger Heavy Carrier Raid

After many designs were broached and summarily discarded, the Avenger class appeared. Avengers were wedge-
shaped craft designed like the hangar wings of Belt Alliance deployment cruisers, with rows of simple flip-door
hangars, each capable of deploying or recovering a single Starfury fighter.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2220

Hanger [] [] [] [] HULL [] [] [] [] []
Fighter [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] []
Plasma Cannon-1 F []
Plasma Cannon-1 P []
Plasma Cannon-1 S []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Thruster (4) [] []
Jump Engine [] []

SPECIAL

Fleet Carrier +1 to friendly fighters within 20MU during dogfights

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
5 [] [] [] [] [] [] 6 [] [] [] [] [] [] 7 [] [] [] [] [] [] 8 [] [] [] [] [] []
B5 Earth Alliance Chronos-Class Attack Frigate Skirmish

The replacement for the decommissioned Olympus frigate.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2268

Hanger [] Shuttle [] HULL [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] []
Railgun Battery-2 T [] [] [] [] [] [] [] []
Pulse Cannon-3 F []
Pulse Cannon-3 P [] [] Pulse Cannon-3 P [] []
Pulse Cannon-3 A []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
AFB [] []
ADAF [] [] []
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Chronos-Class Escort Frigate Skirmish

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2271

Hanger [] Shuttle [] HULL [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] []
Railgun Battery-2 T [] [] [] [] [] [] [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
AFB [] [] [] []
ADAF [] [] []
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Chronos-Class Missile Frigate Skirmish

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2302

Hanger [] Shuttle [] HULL [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] []
Pulse Cannon-2 F [] [] [] [] [] [] [] []
Pulse Cannon-1 A [] []
Missile Rack P [] [] - range 25, missiles do 1D6 damage, may be intercepted like fighters
Missile Rack S [] []
Magazine [] [] [] [] [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Delphi-Class Scout RAID

The requirements for a more advanced scout was all too obvious during the Minbari War and during the hunt
for the Drakh. The Delphi uses reverse-engineered Minbari technology to scan targets tens of thousands of
kilometres away.

SPEED: 1 2 3 4 5 6 7 8 9 10 11
IN SERVICE: 2268

Fire Control [] [] [] HULL [] [] [] [] []


Sensor Suite [] [] [] [] [] [] []
Hanger [] Fighters [] Shuttle [] [] [] [] [] [] []
Laser F [] [] [] [] [] []
Beam Battery (6) []
Pulse Cannon-2 P []
Pulse Cannon-2 S []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
-May reroll Initiative for 1D6 ships
-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
-May attempt to jam the fire control of 1D6 ships within 20 MU
- Minus 3 from the scatter roll of an opening jump-point
Explorer Class Survey Ship Raid

The Explorer survey ships were designed to roam unexplored regions of hyperspace, acting as the spearhead of
other colonizing craft as the boundaries of known space were pushed and stretched. Explorers plot positions of
new star systems and build preliminary jump gates used by following surveyors, scientists and colonists to
expand known space.

SPEED: 1 2 3 4
IN SERVICE: 2225

Fire Control [] [] [] [] HULL [] [] [] [] [] [] [] [] []


Hanger [] [] Fighter [] [] [] [] Shuttle [] [] [] [] [] [] [] [] [] [] [] []
Sensor Suite [] [] [] [] [] [] [] [] [] []
Pulse Cannon-2 F [] [] [] [] [] [] [] [] [] [] [] []
Pulse Cannon-2 P [] [] [] []
Pulse Cannon-2 S [] [] [] []
Pulse Cannon-2 A [] []
Interceptor F [] [] P [] [] S [] [] A [] [] AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Cargo Bays [] [] [] [] [] []
Thruster (2) [] [] AFB at 3MU, needs FC
Jump Engine [] [] AFB at 3MU, needs FC

SPECIAL
May reroll Initiative
Once per turn, any friendly ship can reroll 1 attack dice

Aurora StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7
IN SERVICE:

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
B5 Fuji-Class Fleet Auxiliary Skirmish

A derivative of the Olympus Class, the Fuji line of ships are considerably larger but fitted with less armour, as
the ship is packed full of repair facilities and trained technicians. A dedicated repair and re-supply ship,
designed to provide vital support to fleets operating away from their bases, it more than proved its worth in the
Dilgar War. Lightly armed they require a substantial fighter escort to ensure that they are able to carry out
their duties without interference.

SPEED: 1 2 3 4 5
IN SERVICE: 2210

Fire Control [] [] HULL [] [] [] [] [] []


Hanger [] [] Fighter [] [] [] [] [] [] [] [] []
Plasma Cannon-1 F [] [] [] [] [] [] []
Plasma Cannon-1 P [] []
Plasma Cannon-1 S [] []
Plasma Cannon-A []
Interceptor T [] [] AFB at 3MU, needs FC
Cargo Bays [] [] [] []
Thruster (2) [] []
B5 Earth Alliance Hermes-Class Transport PATROL

The Hermes was created as a fleet tender, a military vessel intended to bring critical supplies and fresh
personnel to the front lines of a combat. Armed with two missile racks, as well as several plasma cannon, the
Hermes can stand up against raiders and small piracy-driven vessels that often try to ambush it on the way to
the battles.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2168

Fire Control [] [] HULL [] [] []


Hanger [] Fighter [] [] [] []
Plasma Cannon-1 F [] [] [] []
Missile Rack F [] - range 20, missiles do 1D6 damage, may be intercepted like fighters
Magazine [] [] [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
IInterceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (4) [] []
Jump Engine [] []

Tiger Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] []
B5 Earth Alliance Hectate-Class Heavy Cruiser (Hyperion Variant) Battle

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2226

Fire Control [] [] HULL [] [] [] [] [] [] [] []


Hanger [] Shuttle [] [] Fighter [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] []
Beam Battery [4] [] [] [] [] [] [] [] []
Plasma Cannon-2 F []
Plasma Cannon-2 P []
Plasma Cannon-2 S []
Interceptor F [] P [] [] S [] [] A [] AFB at 3MU, needs FC
Thruster (4) [] []
Jump Engine [] []

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Hyperion-Class Heavy Cruiser Skirmish

The Hyperion cruiser, launched in many forms and variants across the years, made its debut during the Dilgar
War. It was among the first vessels to use laser technology, and saw many revisions as it progressed through the
years. It was the first real multi-role ship covering the roles of escort, front-line offensive, tactical platform
and even patrolling defender.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2246

Hanger [] Shuttle [] [] HULL [] [] [] [] [] [] [] []


Fighter [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] []
Beam Battery [4]
Pulse Cannon-2 T []
Pulse Cannon-2 F []
Pulse Cannon-2 F/S/P []
Pulse Cannon-2 S/P/A []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] []
Thruster (4) [] []
Jump Engine [] []

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Hyperion Assault Cruiser Skirmish

Knowing the strengths of the Dilgars Pentacon flight formations, the Hyperion assault cruiser was designed
to dive right through them. The assault cruiser used massive banks of plasma cannon to break through defensive
formations and deliver ground troops to enemy-held worlds.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2246

Hanger [] Shuttle [] [] HULL [] [] [] [] [] [] [] []


Fighter [] [] Troop Shuttle [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] []
Plasma Cannon-2 F [] [] [] [] [] [] [] [] [] [] []
Plasma Cannon-2 P [] []
Plasma Cannon-2 S [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] [] [] [] []
Thruster (4) [] []
Jump Engine [] []

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Hyperion-class Command Cruiser Prototype (Variant) Raid
One of the newest cruisers to the fleet at the beginning of the Earth-Minbari WAR, this vessel was to replace
bulky communications-heavy versions that once served the same role. Stripping down several of the less than
necessary elements and using some of the newest technologies sold to them by their Narn allies, the Hyperion
Command Cruiser became a welcome addition to the fleet.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2245

Hanger [] [] HULL [] [] [] [] [] [] [] []
Fighter [] [] Shuttle [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Laser Cannon F [] [] [] [] [] [] [] [] [] []
Beam Battery (6) []
Pulse Cannon-3 F [] []
Pulse Cannon-2 P [] [] []
Pulse Cannon-2 S [] [] []
Pulse Cannon-3 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
Flagship - friendly ships are +1 to initiative rolls

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Hyperion-class Heavy Cruiser Prototype (Variant) Skirmish
An attempt at making the old Hyperion Assault Cruiser with a heavier payload, including deployable tactical
nuclear devices for debris and minefield clearing missions, the Heavy Cruiser is a good PATROLling vessel that
saw a great deal of use toWARd the end of the Earth-Minbari WAR. Hundreds of these vessels were scuttled at
the Battle of the Line, but the design remained on engineers for decades to come.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2245

Hanger [] [] HULL [] [] [] [] [] [] [] []
Fighter [] Shuttle [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Nuclear Mine Launcher [] Special [] [] [] [] [] [] [] []
Mine Magazine [] [] [] [] - if damaged, does 1D6 per mine left
Pulse Cannon-3 F [] []
Pulse Cannon-2 P [] [] []
Pulse Cannon-2 S [] [] []
Pulse Cannon-3 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
Mines - may deploy 1 mine per round, up to 6 MU from ship
- detonates when an enemy ship comes with 6 MU or at your command
-All ships within 1 MU of detonation takes 3D6 damage. -1D6 for each MU further away

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] []
B5 Earth Alliance Hyperion-class Missile Cruiser (Variant) Skirmish
A testbed for missile technology, these cruisers were never as effective as a Saggitarius.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2217

Hanger [] [] Shuttle [] [] HULL [] [] [] [] [] [] [] []


Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Missile Rack F [] [] [] [] [] [] [] [] [] []
Missile Rack P [] [] [] [] [] [] [] [] [] []
Missile Rack S [] [] - range 20, missiles do 1D6 damage, may be intercepted like fighters
Magazine [] [] [] [] [] [] [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Pulse Cannon-1 T []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Hyperion-class Pulse Cruiser Prototype (Variant) Skirmish
The recovery of pulsar technology from the Dilgar let to the development of the pulse cannons. Earth was the
first world to field this new weaponry and the Hyperion was the perfect display model.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2240

Hanger [] HULL [] [] [] [] [] [] [] []
Fighter [] Shuttle [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Plasma Cannon-1 F [] [] [] [] [] [] [] [] [] []
Pulse Cannon-3 F [] []
Pulse Cannons-2 F/P [] []
Pulse Cannons-2 F/S [] []
Pulse Cannons-3 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] []
B5 Earth Alliance Hyperion-class Rail Cruiser Prototype (Variant) Skirmish
The recovery of pulsar technology from the Dilgar let to the development of the pulse cannons. Earth was the
first world to field this new weaponry and the Hyperion was the perfect display model.

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2240

Hanger [] HULL [] [] [] [] [] [] [] []
Fighter [] Shuttle [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] []
Laser Cannon F [] [] [] [] [] [] [] [] [] []
Beam Battery (6) []
Railgun-2 F [] []
Railgun-2 P [] [] [] []
Railgun-2 S [] [] [] []
Railgun-2 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
Jump Engine [] []

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Marathon-class Cruiser BATTLE

Marathons were built from the most advanced technologies Earth could muster, including ShadowTech left over
from the Shadow Omegas.

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 2266

Fire Control [] [] [] [] HULL [] [] [] [] [] [] [] [] []


Hanger [] Fighter [] [] Shuttle [] [] [] [] [] [] [] [] [] [] []
Neutron Laser F [] [] [] [] [] [] [] [] [] [] []
Neutron Laser A []
Beam Battery (12) [] -2D6 recharge rate
Missile Rack Turret [] - range 20, missiles do 1D6 damage, may be intercepted like fighters
Magazine [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Pulse Cannon-3 F [] [] []
Pulse Cannon-3 P [] [] [] []
Pulse Cannon-3 S [] [] [] []
Pulse Cannon-3 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Thruster (4) [] []
Jump Engine [] []
B5 Earth Alliance Myrmidon-class Light Combat Vessel PATROL

A cross between a patrol cutter and very large fighter, LCVs are well armed and capable of threatening larger
warships until reinforcements can arrive.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2216

Fire Control [] [] HULL [] [] [] [] []


Sensor Suite [] [] [] [] [] []
Hanger [] Shuttle [] [] [] [] [] [] []
Pulse Cannon-2 F [] []
Pulse Cannon-1 T []
Interceptor F/P [] F/S [] AFB at 3MU, needs FC
Interceptor A []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []
B5 Earth Alliance Oracle-Class Scout Skirmish

Oracles were the first ships that braved hyperspace, replacing the much larger and older cryogenic exploration
crafts that formed the Belt Alliance. Their mission was to locate systems for colonization and perform survey
missions that could open doors for the Earth Alliance to expand through. Used militarily as a sensor-laden
scout, the Oracle performed admirably.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2216

Fire Control [] [] HULL [] [] [] [] []


Sensor Suite [] [] [] [] [] []
Hanger [] Shuttle [] [] [] [] [] [] []
Laser F []
Beam Battery (6) []
Missile Rack Turret [] - range 20, missiles do 1D6 damage, may be intercepted like fighters
Magazine [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Pulse Cannon-1 F []
Pulse Cannon-1 S []
Pulse Cannon-1 P []
Pulse Cannon-1 A []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (4) [] []
Jump Engine [] []

SPECIAL
-May reroll Initiative for 1D6 ships
-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
-May attempt to jam the fire control of 1D6 ships within 20 MU
- Minus 3 from the scatter roll of an opening jump-point
B5 Earth Alliance Orestes Class Monitor Battle

Originally intended to be the heavy-hitting hammer of the EarthForces WAR on raiders, the Orestes early role
was to be the core of any Earth Alliance task force engaged in finding and destroying raider outposts. It was a
heavily armoured battleship capable of surviving serious amounts of firepower while unleashing some of the
heaviest weapons the Alliance had to offer. Its lack of jump capability restricted its use however and made it
unpopular with its crews, quickly relegating it to system defence duties.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2228

Hanger [] HULL [] [] [] [] [] [] [] [] [] [] [] []
Fighter [] [] Shuttle [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser Aft Arc [] []
Beam Battery [6]
Railgun Battery Class 2 F [] []
Plasma Cannon-2 P [] [] [] []
Plasma Cannon-2 S [] [] [] []
Plasma Cannon-1 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Thruster (2) [] []

Nova StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Poseidon-class Carrier WAR

The Poseidon is the premier fighter carrier of the Alliance, capable of ferrying 96 fighters into battle, as well
providing the command deck for an admiral to wage a WAR.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2255

Hanger [] [] [] [] [] [] [] [] Shuttle [] [] [] [] HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []


Fighter [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Pulse Cannon-2 F/P [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Pulse Cannon-2 F/S [] []
Pulse Cannon-2 A/P [] []
Pulse Cannon-2 A/S [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Thruster (4) [] []

SPECIAL
Flagship +3 to friendly Initiative
Fleet Carrier +2 to all friendly fighters within 30 MU during dogfights

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
B5 Earth Alliance Sagittarius-class Cruiser Skirmish

The Sagittarius was not an excellent ship, it was cramped and uncomfortable even by human standards. It was
slow, ugly, poorly armed and so specialised in its role it was useless in anything other than a full scale battle.
Unloved by its crews and held in contempt by the Senate the ship did not have a happy life. However it did have
one advantage, something which had made it vital in the early days of Earth Force. It was capable of deploying
a vast array of anti ship missiles and strategic weapons.

SPEED: 1 2 3 4 5 6
IN SERVICE: 2230

Fire Control [] [] [] HULL [] [] [] [] [] [] []


Hanger [] Shuttle [] [] [] [] [] [] [] []
Pulse Cannon-1 T [] [] [] [] [] [] [] []
Missile Rack F [] [] [] [] [] [] [] [] []
Missile Rack F/P [] [] []
Missile Rack F/S [] [] []- range 20, missiles do 1D6 damage, may be intercepted like fighters
Magazine [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] - if hit, unfired missiles explode doing 1D6 per missile
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] []
Thruster (4) [] []
B5 Earth Alliance Tantalus-Class Assault Cruiser Raid

SPEED: 1 2 3 4 5 6
IN SERVICE: 2248

Hanger [] [] Shuttle [] [] [] [] [] [] HULL [] [] [] [] [] [] [] [] [] [] [] []


Fighter [] [] Breaching Pods [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Pulse Battery-3 F [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Pulse Battery-2 P [] [] []
Pulse Battery-2 S [] [] []
Pulse Battery-2 A [] []
Interceptor F [] P [] S [] A [] AFB at 3MU, needs FC
Troop Barracks [] [] [] [] [] [] [] [] [] [] [] []
Thruster (4) [] []
Jump Engine [] []

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] []
B5 Earth Alliance Tethys-Class Cutter PATROL

Small by most warship standards, the Tethys was originally intended as a police vessel. It is small and cheap to
build, making the Tethys the base of dozens of variant vessels throughout its lifetime, and is frequently used as a
test hull for new or salvaged technologies, where its sturdy construction allows it to survive the rigors of field
testing and constant retrofitting.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2215

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] []
Plasma Cannon-1 F []
Pulse Cannon-1 T []
Interceptor T [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (6) [] [] []
B5 Earth Alliance Tethys-Class Cutter Bolter Variant PATROL

With only an initial run of a dozen of these vessels ever being produced before their production facilities on
Cyrus III were destroyed by the Minbari in 2246, the Tethys Bolter variant was possibly the best suited version
of the old standby. Through the ingenious methods of one Dr Rupert Malcolme on a small facility on Cyrus III,
EarthForce was able to adequately attach and power large Dilgar weapon systems on the fast and agile Tethys
hull. It made for a marvel of old and new sciences that baffled the minds of several of the test crews. When the
production facility, the designing doctor and all of the prototypes were destroyed it was a sad day for the Earth
Alliance as not even a single crystal worth of research made it off that planet before the Minbari levelled
every installation and base upon it. There were rumours later of trying to rebuild the old Bolter variants, but
with Dilgar relics being so rare in the 2250s and 60s, it was no wonder the old project never found new funding

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2239-2246

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] []
Bolter Class 2 F []
Bolter Class 1T []
Interceptor T [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (6) [] [] []
B5 Earth Alliance Tethys-Class Cutter Laser Boat Variant PATROL

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2219

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] []
Light Laser Beam F/P/S [] [] - only 1 pt of energy per projector
Medium Laser Beam F/P []
Medium Laser Beam F/S []
Light Laser beam P/A []S/A [] - only 1 pt of energy per projector
Beam Battery (6) [] - 1D6 recharge rate
Interceptor T [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (6) [] []

SPECIAL
Anti-Fighter Missiles are range 6, do 1D6-2 destroyed fighters
B5 Earth Alliance Tethys-Class Cutter Light Escort Variant PATROL

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2231

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] [] [] []
Pulse Cannon-1 F []
Missile Rack F/P [] F/S []
Anti-Fighter Missile Magazine [] [] [] [] [] [] [] [] [] - if damaged, remaining missiles do 1 pt per missile
Interceptor T [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (6) [] [] []

SPECIAL
Anti-Fighter Missiles are range 6, do 1D6-2 destroyed fighters
B5 Earth Alliance Tethys-Class Missile Boat Variant PATROL

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2212

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] [] [] []
Pulse Cannon-1 F []
Missile Rack F/P [] F/S [] - range of 10 MU
Magazine [] [] [] [] [] [] [] [] - if damaged, remaining missiles do 1D6 pt per missile
Interceptor T [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (6) [] []

SPECIAL
Anti-Fighter Missiles are range 6, do 1D6-2 destroyed fighters
B5 Earth Alliance Victory-Class Destroyer WAR

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2265

Hanger [] [] HULL [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fighter [] [] [] [] Shuttle [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Main Gun F [] [] [] - special rules [] [] [] [] [] [] [] [] [] [] [] [] [] []
Laser F [] [] [] []
Laser Aft Arc [] []
Beam Battery [12] - 2D6 recharge rate, unless main gun fires
Pulse Cannon-4 F]P]S [] []
AFB [] [] []
Troop Barracks [] [] [] [] [] []
Gravitic Thruster (6) [] [] []
Jump Engine [] []

SPECIAL
Organic Armour Level 1 [] - all weapons need a 5,6 to hit
Main Gun - all three projectors must be operational to fire; does 2D6 damage per energy point; on the
following turn, ship may take no actions, only drift. On next turn, Beam Battery begins recharge from 0

StarFury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2244

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
B5 EA WARLOCK-CLASS DESTROYER WAR
Based on the Omega-class spaceframe, the Warlock incorporated advanced technology, including
artificial gravity. Warlocks rapidly became fleet flagships and led squadrons of Omegas against Earth's
enemies.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2261 Earth Alliance
THRUST ARMOR WEAPONS TRAITS
4/6 55 AF -4 AMS -4 Jump Engine (6/5/4/3/2/1)
55 SI 82 55 Missiles N 4/4/4/4 Combat Armour, Command 3
55 (6) 55 Missiles F L/R 4/4/4/4
50 N 8/8/8/8
F L/R 3/-/-/-
A L/R 6/6/6/6 FL 2 (4) Troops 8 (4)
A 12/12/12/12
T 4/4/-/-

<><><><><><>
B5 Psi-Corps Black Omega Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 2248

Attack Range is 2
Attacking enemy fighters - Roll D6+1
Attacking ships Roll D6

B5 Psi-Corps Shadowfury Fighter Squadron

SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 2258

Attack Range is 2
Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6+1
Organic Armour Level 1 - weapons only hit on rolls of 5,6
B5 Psi-Corps Bradbury-class Mothership RAID

SPEED: 1 2 3 4 5
IN SERVICE: 2250

Fire Control [] [] HULL [] [] [] [] [] []


Laser F [] [] [] [] [] [] [] []
Beam Battery (6) [] [] [] [] [] [] []
Pulse Cannon-1 F [] [] P [] [] S [] []
AFB [] [] []
Hanger [] Shuttle [] [] Fighters [] [] [] []
Troop Barracks [] [] [] []
Thruster (4) [] []
Jump Engine [] []
B5 Psi-Corps Fighter Carrier SKIRMISH

A modified freighter used to ferry Psi-Corps fighters around. They are most commonly encountered ships in the
Psi-Corp fleet.

SPEED: 1 2 3 4 5
IN SERVICE: 2248

Fire Control [] HULL [] [] [] [] []


Pulse Cannon-1 T [] [] [] [] [] []
AFB T [] []
Hanger [] Shuttle [] Fighters [] []
Cargo Pods [] [] [] []
Troop Barracks []
Thruster (4) [] []
B5 Psi-Corps Nemesis ARMAGEDDON

The Psi-Corps designed this warship in secret, using ShadowTech to build the most advanced warship in the
galaxy.

SPEED: 1 2 3 4 5 6 7 8 9
IN SERVICE: 2268

Fire Control [] [] [] [] HULL [] [] [] [] [] [] [] [] [] [] []


Molecular Slicer [] [] [] [] [] [] [] [] [] [] [] [] [] []
Beam Battery (12) [] - 2D6 for recharge rate [] [] [] [] [] [] [] [] [] [] []
Phasing Pulse Cannon-2 F [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Missile Rack F [] [] - range 25, does 1D6 damage
Missile Magazine [] [] [] [] [] [] [] [] - if damaged, remaining missiles do 1D6 damage
Multi-phased Cutter P [] [] [] [] S [] [] [] []

Thrusters (4) [] []
Jump Engine [] []

SPECIAL
Organic Armour Level 2 - beams hit on 5, 6, all other weapons hit only on 6
Self-Repair - may attempt to reactivate 1 system per turn by rolling 5+
B5 Psi-Corps Shadowcloak-class Escort PATROL

Spyships used by Psi-Corps to eavesdrop on unsuspecting targets. These were based on the commonplace
Tethys cutters.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2261

Fire Control [] [] HULL [] [] []


Hanger [] Shuttle [] [] [] []
Pulse Cannon-2 F []
Pulse Cannon-1 P [] S []
Interceptor T [] AFB at 3MU, needs FC
Troop Barracks []
Thruster (6) [] [] []

SPECIAL
Stealth System [] - enemies require to roll 4+ before they can fire
THIRDSPACE: THE HARBINGERS

They are a hunger beyond imagination, a power that has destroyed entire universes. Once, the Vorlon opened a
gateway into Thirdspace and the galaxy burned. Only through a combined effort were the First Ones able to drive
back the invaders and close the gates. But the Harbingers are ever watchful as they lurk in their Dark City and
they whisper to those foolish enough to listen.

Fleet List
Initiative Bonus: +3

RAID
Cherubum-class Invasion Frigate

WAR
Nephilium-class Destroyer

ARMAGEDDON
Seraphim-class Dreadnaught
Throne-class Gateship

Ship Special Rules:

ENERGY SIPHON: A successful hit causes no damage, but Target Ship is considered Derelict for this round. It
may only drift along last course/speed.

THE EYES OF THE ONE: The weak technologies of the Younger Races are no match for the Ancients. The
Harbingers ignore all CLOAK/JAMMER/STEALTH.

THE HUNGER: The Harbringers make extensive use of automated vessels, but their Seraphim and Throneships
can be boarded, and may initiate Boarding Actions. During Boarding Actions, Harbringers may roll reroll up to 3
dice and select the best results.
Harbringers may initiate Boarding actions by moving into contact with enemy ships and rolling 3+; if successful,
the ships remain in contact until the Harbringers choose to release it.

MINDSLAVER: Thirdspace capital ships are crewed by the servants of the One, who are some of the most potent
and insidious telepaths of any species. Each turn they may attempt to attack the minds of the crew of one ship
within 10 MU. Make an opposed Crew Quality check - for each point the Thirdspace ship wins by, one Troop is
generated on the enemy vessel from mindslaved crew, or mental control of a living ship's systems; count these as a
normal Troops unit attacking from breaching pods. This attack may be used multiple times on one vessel. This
may be used even on enemy vessels with no crew value/those which cannot normally be boarded, such as Vorlon
ships or Ancients (in which case there are no enemy Troops to oppose them!). All other normal boarding action
rules are used.
B5 HARBINGER THRONE-CLASS THRONESHIP ARMAGEDDON
If the Harbingers have a command structure to their extinction fleet, the Thrones are the highest vessels
in their forces. Shaped like spikes or spears roughly three miles long, the Thrones slowly drift through
space.
Thrones are not just titanic warships, but are also the routing gates through which more Harbingers can
arrive. Armed and shielded like a space station, the flying spike of a Throne can cross through any
normal dimensional portal, but then it further opens said portal to allow the rest of the Extinction Fleet
through.

CLASS COST IN SERVICE ALLEGIANCE


1/H Primordial Harbingers of Thirdspace
THRUST ARMOR WEAPONS TRAITS
1 SR 40 40 N 20/20/20/20 Hyperdrive (6/5/4/3/2/1)
40 SI 250 40 F L/R 40/40/20/20 Atmospheric, Combat Armour,
40 (10) 40 L/R 40/40/20/20 Troops 40
40 L/R 40/40/20/20
Syphon T 6/4/3 (forces critical hit checks)
Syphon T 6/4/3 (forces critical hit checks)
Dimensional Gate allows other Harbingers to emerge

Mindslaver: both players roll 1D20 and if Harbringer rolls higher, takes possession of 1 Non-Droid Ship
on following turn; captured ship may take no action this turn

<><><><><><>

B5 HARBINGER SERAPHIM-CLASS DREADNAUGHT WAR


Huge and imposing vessels that are piloted by actual Harbingers, the Seraphim are the main
spearheads for the extinction armada. It is their role to make room for the Thrones to arrive and expand
the Harbingers' territory. Seraphim are slow and relentless, just like the expansion of the Harbingers.
Equipped with a higher-powered defence shield than those found on their automated drones, these
hulking warships form the heavy firepower of the Extinction Fleets.
Each Seraphim is a weapon-laden fortress, covered with hellfire lancets and energy syphons which can
decimate even fleets of the lesser races. The main weapon is called a lightbringer array and is capable of
slicing through a target in seconds.
Because the Seraphim are actually manned vessels that have dozens of Harbingers on board, they are
rarely used at the forefront of any assault, but once they join battle, there are few ships that can
withstand them.

CLASS COST IN SERVICE ALLEGIANCE


1/H Primordial Harbingers of Thirdspace
THRUST ARMOR WEAPONS TRAITS
6/9 SR 20 32 N 20/20/20/20 Hyperdrive (6/5/4/3/2/1)
32 SI 81 32 F L/R 40/40/-/- Atmospheric, Combat Armour,
32 (6) 32 L/R 40/40/-/- Troops 20
32 Syphon T 6/4/3 (forces critical hit checks)

Mindslaver: both players roll 2D6 and if Harbringer rolls higher, creates 1 Unit of Troops from that crew, and
attempts to seize possession of the Vessel; captured ship may take no action this turn. On future turns, that Vessel
will serve the Harbingers.
<><><><><><>

B5 HARBINGER NEPHILLUM-CLASS DESTROYER RAID


Slightly larger than the hordes of Cherubim, Nephilim are grown for the task of eliminating heavy
resistance. With thicker biological hulls and reinforced chitin plating, these destroyers are more
survivable and generate stronger shields to protect themselves. A Nephilim can take on several ships its
own size and emerge victorious, especially when supported by Cherubim.
Packing a pair o[ deadly lancets and a small version of the energy syphon found on the Thirdspace
Gates, Nephilim is programmed to incapacitate enemy ships for the Cherubim to swarm. Rarely ever
firing its lancets at separate targets, each destroyer generally crushes one opponent at a time.

CLASS COST IN SERVICE ALLEGIANCE


3/H Primordial Harbingers of Thirdspace
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 15 30 N 10/10/-/- Hyperdrive (6/5/4/3/2/1)
30 SI 24 30 Syphon T 3/2/1 (forces critical hit checks)
30 (6) 30 Combat Armour, Scout, Tunnel Vision
30 Troops 4 (defensive only)

<><><><><><>

B5 HARBINGER CHERUBIM-CLASS DESTROYER PATROL


The basic fleet vessels of the Harbinger extinction armadas, Cherubim are the first vessels to arrive in a
targeted area. Each Cherubim uses its massive lens-like eye to scant the general area for anything that
might stand in the way of other, larger ships. Depending on what they discover, the Cherubim
immediately go into 'attack mode,' paving the way for the Nephilim and Seraphim to arrive. The primary
weapon on the Cherubim is the 'hellfire lancet' named for the flaming projectile wreathed in
reddish light it emits. Both solid and gaseous (like a plasma weapon, but as powerful as a neutron laser)
the lancet has a staggering level of mass for its size. When one of the 'flaming' projectiles hits a target it
actually burns and impacts it, inflicting tremendous amounts of physical camage.

CLASS COST IN SERVICE ALLEGIANCE


4/H Primordial Harbingers of Thirdspace
THRUST ARMOR WEAPONS TRAITS
10 / 15 SR 10 24 N 5/5/-/- Hyperdrive (6/5/4/3/2/1)
24 SI 12 24 Combat Armour, Scout
24 (6) 24 Tunnel Vision
20 Troops 2 (defensive only)
B5 THE KIRISHIAC LORDS

FLEET LIST

PATROL
Warrior Projectiles (4 Flights)

BATTLE
Knightship Knight-Errant Ship

WAR
Lordship Mastership
Mistress Ship Overlord

ARMAGEDDON
Citadel Stellar Fortress Kingship

Initiative Bonus: +6

SPECIAL RULES

CREW: The Ancients cannot be boarded, nor can they initiate Boarding Actions.

GRAVITIC TORPEDO does 1D6+1 damage, ignores ORGANIC ARMOUR/SHIELDS

HYPERGRAVITON BEAM if the beam does not fire this turn, next turn it does twice the damage

THE EYES OF THE ANCIENTS: The weak technologies of the Younger Races are no match for
the Ancients. The Kirishiac ignore the Cloak/Holofield/Jammer of any target.
KIRISHIAC CITADEL STELLAR FORTRESS ARMAGEDDON

CLASS COST IN SERVICE ALLEGIANCE


0/H Primordial Kirishiac Lords
THRUST ARMOR WEAPONS TRAITS
.2 SR 60 70 AF -8 Immobile
70 SI 500 70 N 90/90/90/90 Command 3
70 (7) 70 F L/R 90/90/90/90 Combat Armour
70 A L/R 90/90/90/90 Troops 50(20)
A 90/90/90/90 Self Repair 2D6
GraviticTorps N/L/R/A 20/20/20/20

<><><><><><>

KIRISHIAC KINGSHIP DREADNAUGHT WAR

CLASS COST IN SERVICE ALLEGIANCE


1/H Primordial Kirishiac Lords
THRUST ARMOR WEAPONS TRAITS
5/8 SR 30 70 AF -4 Jump Engine (6/5/4/3/2/1)
70 SI 150 70 N 30/30/30/30 Atmospheric
70 (7) 70 L/R 30/30/30/30 Combat Armour
70 A 5/5/-/- Troops 10 Self Repair 1D6

<><><><><><>

KIRISHIAC LORDSHIP BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H Primordial Kirishiac Lords
THRUST ARMOR WEAPONS TRAITS
5/8 SR 30 70 AF -3 Jump Engine (6/5/4/3/2/1)
70 SI 100 70 N 30/30/30/30 Atmospheric
70 (7) 70 L/R 5/5/-/- Combat Armour
70 A 5/5/-/- Troops 2 Self Repair 1D6

<><><><><><>

KIRISHIAC MASTERSHIP CARRIER WAR


CLASS COST IN SERVICE ALLEGIANCE
2/H Primordial Kirishiac Lords
THRUST ARMOR WEAPONS TRAITS
5/8 SR 30 70 AF -4 Jump Engine (6/5/4/3/2/1)
70 SI 100 70 N 30/30/30/30 Atmospheric
70 (7) 70 L/R 5/5/-/- Combat Armour
70 A 5/5/-/- Troops 2 Self Repair 1D6
FL 3 (6)

<><><><><><>

KIRISHIAC MISTRESS SHIP BATTLE


CLASS: 2 COST: 60 IN SERVICE: Primordial
SHIELD: 6 HULL: 35/7 DEFENCE: 16/13/11 HULL: 7 DEFENCE:
13/10/8
WEAPONS: PD+4 WEAPONS: PD +1
Hypergraviton Beam (1 15 FS) +5A, 3D10
Hypergraviton Beam (2 15) +5A, 2D10 Hypergraviton Beam (2 15) +5A,
2D10
Gravitic Torpedoes (4 - 20) +3A, 1D6

ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
FL 3 (6) FL 3 (6)
Self Repair
Scout
Tractor Beam
Troops 3

<><><><><><>

KIRISHIAC CONQUEROR BATTLE

CLASS: 4 COST: 35 IN SERVICE: Primordial


SHIELD: 6 HULL: 30/10 DEFENCE: 15/13/11 HULL: 10 DEFENCE:
12/10/8
WEAPONS: PD+3 WEAPONS: PD +1
Hypergraviton Beam (1 15 FS) +5A, 3D10
Railgun (1 15 FS) +4A, 1D8
Railgun (2 - 15) +3A, 1D8 Railgun (2 - 15) +3A, 1D8

ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1

<><><><><><>

KIRISHIAC OVERLORD RAID


CLASS: 4 COST: 35 IN SERVICE: Primordial
SHIELD: 6 HULL: 30/10 DEFENCE: 15/13/11 HULL: 10 DEFENCE:
12/10/8
WEAPONS: PD+2 WEAPONS: PD +1
Hypergraviton Beam (1 15 FS) +5A, 3D10
Railgun (2 - 15) +3A, 1D8 Railgun (2 - 15) +3A, 1D8

ABILITIES: ABILITIES:
Atmospheric
Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1

<><><><><><>

KIRISHIAC KNIGHTSHIP BATTLE

CLASS: 5 COST: 30 IN SERVICE: Primordial


SHIELD: 4 HULL: 15/5 DEFENCE: 15/13/11 HULL: 5 DEFENCE:
12/10/8
WEAPONS: PD+3 WEAPONS: PD +1
Gravitic Torpedoes (2 - 20) +3A, 1D6 Gravitic Torpedoes (2 - 20)
+3A, 1D6

ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1

<><><><><><>

KIRISHIAC KNIGHT-ERRANT SHIP RAID

CLASS: 5 COST: 25 IN SERVICE: Primordial


SHIELD: 4 HULL: 15/5 DEFENCE: 15/13/11 HULL: 5 DEFENCE:
12/10/8
WEAPONS: PD+3 WEAPONS: PD +1
Hypergraviton Beam (1 15 FS) +5A, 2D10 Hypergraviton Beam (1 15 FS)
+5A, 2D10

ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1

<><><><><><>

KIRISHIAC WARRIOR PROJECTILES PATROL


CLASS: 6 COST: 10 IN SERVICE: Primordial HULL: 1 DEFENCE: 15
WEAPONS:
Glancing Ram (1 0) +3A, 1D4
Kamikaze (1 - 0) +4A, 1D8

ABILITIES: Atmospheric
MINBARI FEDERATION

Minbari Initiative: Unified +3


Minbari Initiative: Warrior +2
Minbari Initiative: Religious +1
Minbari Initiative: Worker -1

SPECIAL RULES

Web Of Death - if two or more Minbari warships are within 5MU, they gain ESCORT and may
provide PD fire for each other
B5 MINBARI FEDERATION NORGATH STARBASE

CLASS COST IN SERVICE ALLEGIANCE


0/A 2082 All
THRUST ARMOR WEAPONS TRAITS
.25 72 AF +5
72 1 72 N 14/14/8/8 Command 3, Immobile
72 (8) 72 F L/R 49/49/35/35 Stealth
72 L/R BS 14/14/8/8 Fighters 6 (24), DropShips 12
A L/R 49/49/35/35 Troops 100
A 14/14/8/8

<><><><><><>

B5 MINBARI FEDERATION SHEN TAN STARBASE

CLASS COST IN SERVICE ALLEGIANCE


0/A 2082 All
THRUST ARMOR WEAPONS TRAITS
.25 60 AF +4
60 1 60 N 6/6/-/- Command 3, Immobile
60 (6) 60 F L/R 26/26/20/20 Stealth
60 A L/R 26/26/20/20 Fighters 6 (24), DropShips 12
A 6/6/-/-/ Troops 25

<><><><><><>

B5 MINBARI FEDERATION NEROON WAR CRUISER ARMAGEDDON


A changing galaxy finally saw the Warrior Caste gaining an exclusive vessel, akin to the White Star used by the
Religious Caste. Named for a hero of the Minbari people, the Neroon was deployed to protect the Federation
from all enemies.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2271 Warrior Caste
THRUST ARMOR WEAPONS TRAITS
4/6 70 AF -4 Jump Engine (6/5/4/3/2/1)
65 SI 90 65 N 22/22/16/16 Combat Armour
65 (7) 65 L/R 12/12/8/8 Command 3, Stealth
60 A L/R 12/12/8/8
A 22/22/16/16 FL 4 (8) Troops 100 (10)

<><><><><><>

B5 MINBARI DRALA FI-CLASS WAR CRUISER (UNIQUE SHARLIN VARIANT) WAR


One of the most notorious vessels the warrior Caste ever used in the Earth-Minbari War, the Drala Fi or Black
Star was crewed by a mixture of zealous Wind Swords and lethally efficient Sun Dragons that made the ship
deadly, merciless and eager. The Black Star actually supports less weaponry than a standard Sharlin, relying
instead on its preternaturally skilled crew and focused Neutron Laser fire to cripple or destroy nearly any ship it
comes up against. Throughout the war it was a symbol of the warrior Castes determination to avenge Dukhats
death, striking deep into human territories, commonly with its fleetmate the Trigati. It was on one of these deep-
range missions that the Black Star met its fiery doom in a trap laid by a cunning human John Sheridan, or
Sheridan Starkiller as he was known afterwards.
CLASS COST IN SERVICE ALLEGIANCE
1/H 2219-2246 Warrior Caste
THRUST ARMOR WEAPONS TRAITS
3/5 50 AF -4 Jump Engine (6/5/4/3/2/1)
45 SI 85 45 N 14/14/8/8 Combat Armour Unique
45 (5) 45 L/R 6/6/-/- Command 2, Stealth
45 A L/R 6/6/-/-
A 14/14/8/8 FL 50 (4) Troops 27 (4)

<><><><><><>

B5 MINBARI VALEN'THA (UNIQUE SHARLIN VARIANT) WAR


The single most important vessel in the entire Minbari Federation, this highly advanced war cruiser houses the
Grey Council itself as it sails throughout Federation space. While its design is not quite the same as some of its
brethren it carries a handful of unique technologies the Council has yet to share with the fleet a protective
measure against a caste civil war which the Valentha might be called to pacify. Its only drawback and the fl aw
that was exploited by Captain Jankowski at the origin of the Earth-Minbari War is a slightly less effective
jamming array than a standard Sharlin War Cruiser. Once dedicated to the battles of the war, this vessel did just as
much damage to the Earth Alliance as any other common war cruiser and was a frightful sight to humans and a
morale-boosting banner for Minbari. After the war it resumed its wanderings around Minbari space, but some say
it could return to duty in any military conflict in which it would be needed.
CLASS COST IN SERVICE ALLEGIANCE
1/H 1969 Minbari Federation
THRUST ARMOR WEAPONS TRAITS
3/5 50 AF -4 Jump Engine (6/5/4/3/2/1)
45 SI 85 45 N 14/14/8/8 Combat Armour Unique
45 (5) 45 L/R 6/6/-/- Command 3, Stealth
45 A L/R 6/6/-/-
A 14/14/8/8 FL 50 (4) Troops 27 (4)

<><><><><><>

TRIGATI WIND SWORDS WAR CRUISER (UNIQUE SHARLIN VARIANT) WAR


Another terrifying member of the Minbari fleet determined to extinguish mankind, the Trigati was the companion
ship to the Drala Fi for many campaigns. The two powerful war cruisers sailed hyperspace, from where they
would take turns jumping into realspace to attack and obliterate whatever they find while the other stalked in
hyperspace in case an escape attempt was made.
When the surrender was sounded at the Battle of the Line the Trigati refused to surrender but also would not dare
break the cease fire, so they opened their own jump point and vanished. They were seen several times inside Earth
Alliance space in the decade to follow, until they appeared in 2259 at Babylon 5 to threaten Sheridan Starkiller
for destroying the Black Star over 12 years previously.
CLASS COST IN SERVICE ALLEGIANCE
1/H 1969--2259 Minbari Federation
THRUST ARMOR WEAPONS TRAITS
3/5 50 AF -4 Jump Engine (6/5/4/3/2/1)
45 SI 85 45 N 14/14/8/8 Combat Armour Unique
45 (5) 45 L/R 6/6/-/- Command 2, Stealth
45 A L/R 6/6/-/-
A 14/14/8/8 FL 50 (4) Troops 27 (4)

<><><><><><>

MINBARI FEDERATION SHARLIN WAR CRUISER WAR


The standard warship of the Minbari Federation, the Sharlin was considered to be the pinnacle of warship
construction.

CLASS COST IN SERVICE ALLEGIANCE


1/H 1958 Minbari Federation
THRUST ARMOR WEAPONS TRAITS
3/5 42 AF -4 Jump Engine (6/5/4/3/2/1)
42 SI 85 42 N 14/14/8/8 Combat Armour
42 (5) 42 L/R 6/6/-/- Command 2, Stealth
35 A L/R 6/6/-/-
A 14/14/8/8 FL 2 (4) Troops 4 (2)

<><><><><><>

B5 MINBARI FEDERATION SHAROOS WAR CRUISER WAR


An attempt to make the Sharlin even more deadly, this design saw the addition of neutron lasers on the flanks
a deadly surprise to enemy commanders..

CLASS: 2 COST: 75 IN SERVICE: 2008 ALLEGIANCE: Any


HULL: 60/20 DEFENCE: 17/14/10 HULL: 20 DEFENCE: 14/11/8
WEAPONS: PD+5 WEAPONS: PD +1
Neutron Laser (1-18 FS) +4A, 1D10 Neutron Laser (1-18 FS) +4A, 1D10
Neutron Laser (2-18) +4A, 1D10 Neutron Laser (2-18) +4A, 1D10
Neutron Laser (1-18 AS) +4A, 1D10
Fusion Cannon (2-15) +3A, 1D6+2 Fusion Cannon (2-15) +3A, 1D6+2

ABILITIES ABILITIES
Cloak Cloak
Combat Armor
Command 2 Command 2
Jump Engine Jump Engine
Long-Range Weaponry
Troops 5 Troops 5
<><><><><><>

B5 MINBARI FEDERATION SHARKAAN WAR CRUISER (SHARLIN VARIANT) WAR


The Sharkaan is an updated war cruiser, designed to ensure Minbari superiority over all other races.

CLASS: 2 COST: 80 IN SERVICE: 1961 ALLEGIANCE: Any


HULL: 60/20 DEFENCE: 17/14/10 HULL: 20 DEFENCE: 14/11/8
WEAPONS: PD+5 WEAPONS: PD +1
Neutron Laser (2-18 FS) +5A, 2D10+2 Neutron Laser (2-18 FS) +4A, 1D10
Neutron Laser (2-18 AS) +5A, 2D10
Fusion Cannon (2-12) +4A, 1D6+2 Fusion Cannon (2-12) +4A, 1D6+2

ABILITIES ABILITIES
Cloak Cloak
Combat Armor
Command 2 Command 2
FL 1 (2) FL 1 (2)
Jump Engine Jump Engine
Long-Range Weaponry
Troops 6 Troops 6

<><><><><><>

B5 MINBARI FEDERATION NESHATAN GUNSHIP WAR


Similar in size to a Sharlin, the Neshatan carries overwhelming firepower.

CLASS: 2 COST: 80 IN SERVICE: 1977 ALLEGIANCE: Warrior


HULL: 50/15 DEFENCE: 16/14/10 HULL: 15 DEFENCE: 14/11/8
WEAPONS: PD+3 WEAPONS: PD +1
Neutron Laser (2-18 FS) +4A, 2D10 Neutron Laser (2-18 FS) +4A, 2D10
Neutron Laser (2-18 AS) +5A, 2D10
Fusion Cannon (2-12) +4A, 1D6+2 Fusion Cannon (2-12) +4A, 1D6+2

ABILITIES ABILITIES
Cloak Cloak
Combat Armor
Jump Engine Jump Engine
Troops 4 Troops 4

<><><><><><>

B5 MINBARI FEDERATION MORSHIN-CLASS CARRIER BATTLE


The primary carrier of the Federation, the Morshin brings four full squadrons to the battlefield.

CLASS: 3 COST: 60 IN SERVICE: 1995 ALLEGIANCE: Any


HULL: 35/12 DEFENCE: 16/14/10 HULL: 12 DEFENCE: 13/11/8
WEAPONS: PD+4 WEAPONS: PD +1
Neutron Laser (1-18 FS) +4A, 1D10
Fusion Cannon (2-12) +4A, 1D6+2 Fusion Cannon (2-12) +4A, 1D6+2
ABILITIES ABILITIES
Cloak Cloak
FL 2 (4) FL 2 (4)
Jump Engine Jump Engine
Troops 3 Troops 3

<><><><><><>

B5 MINBARI FEDERATION TINASHI WARSHIP BATTLE


The forerunner to the Sharlin, the Tinashi was fast and well-armed and considered the most formidable warship of its era.

CLASS COST IN SERVICE ALLEGIANCE


3/H Minbari Federation
THRUST ARMOR WEAPONS TRAITS
6/9 20 AF -4 Jump Engine (6/5/4/3/2/1)
20 SI 37 20 N 28/28/20/20 Combat Armour
20 (2) 20 L/R 6/6/-/- Command 1, Stealth
15 A L/R 6/6/-/- Troops 3 (1)
A 6/6/-/-

<><><><><><>

B5 MINBARI FEDERATION SHANTAVI-CLASS BATTLE FRIGATE (TINASHI VARIANT)


BATTLE
Thought to be a test-bed for the technologies finally used in the White Star, the Shantavi is a credible refit of the ageing
Tinashi. Though the inclusion of the latest weaponry puts a strain on the vessels power systems to the extent that almost
all the fusion cannon batteries had to be removed, making the Shantavi defenceless to flank attacks, it remains a powerful
frontline warship.

CLASS COST IN SERVICE ALLEGIANCE


3/H Minbari Federation
THRUST ARMOR WEAPONS TRAITS
6/9 20 AF -4 Jump Engine (6/5/4/3/2/1)
20 SI 37 20 N 24/24/12/12 Combat Armour
20 (2) 20 L/R 2/2/-/- Command 1, Stealth
15 A L/R 2/6/-/- Troops 3 (1)
A -/-/-/-

<><><><><><>

B5 MINBARI FEDERATION ESHARAN (TINASHI VARIANT) RAID


Dreamed up by a warrior caste eager for any technological innovation, the Esharan is perhaps the
biggest threat to any fighter pilot of any fleet though as a frontline warship though its over-
specialisation can prove its downfall.

CLASS COST IN SERVICE ALLEGIANCE


3/H Minbari Federation
THRUST ARMOR WEAPONS TRAITS
6/9 20 AF -6 Jump Engine (6/5/4/3/2/1)
20 SI 37 20 N 6/6/-/- Combat Armour
20 (2) 20 L/R 4/4/-/- Command 1, Stealth
15 A L/R 4/4/-/- Troops 3 (2)
A 6/6/-/-

<><><><><><>

B5 MINBARI FEDERATION ASHINTA-CLASS ESCORT (TINASHI VARIANT) RAID


Trading long-ranged firepower for close-in defence, the Ashinta is a superb escort vessel and can often
be found in the most sensitive areas of the Federation. Usually based on an ancient refitted Tinashi, it is
often said that this variant is favoured by the Religious Caste due to its more defensive nature but in
actual usage this proves a falsehood. The fearsome network of fusion cannon it brims with proves lethal
enough for most Warrior Caste Captains.

CLASS COST IN SERVICE ALLEGIANCE


3/H Minbari Federation
THRUST ARMOR WEAPONS TRAITS
6/9 20 AF -2 Jump Engine (6/5/4/3/2/1)
20 SI 37 20 N 6/6/-/- Combat Armour
20 (2) 20 L/R 6/6/-/- Command 1, Stealth
15 A L/R 6/6/-/- Troops 2 (1)
A 6/6/-/-

<><><><><><>

B5 MINBARI FEDERATION LESHATH HEAVY SCOUT RAID


The most advanced scouting vessel of any race in the galaxy, the Leshath combines truly serious
firepower with almost total invisibility. It made a brief appearance in the Earth/Minbari War but was
soon withdrawn from the frontline when the Grey Council realised that humans had little chance of
detecting even major warships, let alone advanced scouts.

CLASS: 3 COST: 60 IN SERVICE: 1995 ALLEGIANCE: Any


HULL: 40/12 DEFENCE: 17/15/11 HULL: 12 DEFENCE: 14/12/9
WEAPONS: PD+4 WEAPONS: PD +1
Fusion Cannon (2-12 FS) +4A, 1D6+2 Fusion Cannon (2-12 FS) +2A, 1D6+2
Fusion Cannon (2-12 Barrage) +4A, 3D6+2 Fusion Cannon (2-12) +2A, 3D6+2

ABILITIES ABILITIES
Advanced Comm Array
Cloak Cloak
FL 1 (1) FL 1 (1)
Jump Engine Jump Engine
Troops 3 Troops 3

<><><><><><>

B5 MINBARI FEDERATION TIGARA ATTACK CRUISER RAID


The capable warship designed to achieve space superiority in the absence of a command ship.

CLASS: 3 COST: 25 IN SERVICE: 1990 ALLEGIANCE: Any


HULL: 24/4 DEFENCE: 16/14/11 HULL: 4 DEFENCE: 13/12/9
WEAPONS: WEAPONS:
Molecular Disruptor (2-12) +4A, 1D10
Molecular Pulsar (2-10) +4A, 1D6+2 Molecular Pulsar (2-10) +4A, 1D6+2
Fusion Cannon (2-12 Barrage) +4A, 3D6+2 Fusion Cannon (2-12) +2A, 3D6+2

ABILITIES ABILITIES
Cloak
FL 1 (1) FL 1 (1)
Jump Engine Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 MINBARI FEDERATION TESHLAN FAST ATTACK CRUISER (TIGARA) RAID


The variant is used as a long-range patrol ship.

CLASS: 3 COST: 25 IN SERVICE: 2177 ALLEGIANCE: Warrior Caste


HULL: 24/4 DEFENCE: 16/14/11 HULL: 4 DEFENCE: 14/12/9
WEAPONS: WEAPONS:
Neutron Laser (1-18 FS) +4A, 2D10
Fusion Cannon (2-12 Barrage) +4A, 3D6+2 Fusion Cannon (2-12) +2A, 3D6+2

ABILITIES ABILITIES
Cloak
FL 1 (1) FL 1 (1)
Jump Engine Jump Engine
Troops 2 Troops 2

<><><><><><>

B5 MINBARI FEDERATION WHITE STAR RAID


The result of a technological gestalt between Minbari and Vorlon science, the White Star is a powerful
vessel with firepower and endurance far beyond what its small size would suggest. Combining all of the
advantages of Minbari ship design with many of the benefits of Vorlon living materials, White Stars are
agile, resilient, and capable of handling almost anything a hostile galaxy can throw at them. With enough
speed to evade capital ships they cannot engage directly, a White Star is usually crewed by truly
elite personnel, making them even more effective.

CLASS COST IN SERVICE ALLEGIANCE


4/H 2260 Minbari Federation, ISA
THRUST ARMOR WEAPONS TRAITS
7 / 10 26 AF -4 Jump Engine (6/5/4/3/2/1)
26 SI 19 26 N 5/5/5/5 Combat Armour
26 (5) 26 L/R 8/8/-/- Command 1, Stealth
22 Troops 2 (2)

<><><><><><>
B5 MINBARI FEDERATION TOROTHA FRIGATE SKIRMISH
One of the fastest capital ships in the Minbari fleet, a Torotha assault frigate is a rapid attack craft with
lighter firepower than the fleets other warships. It makes up for these lighter guns by moving quickly
enough to evade a great deal of enemy fire while directing its weapons against one target at a time until
it falls before the inexorable force of Minbari fusion cannons and molecular disruptors.

CLASS: 4 COST: 40 IN SERVICE: 2006 ALLEGIANCE: Any


HULL: 18/7 DEFENCE: 16/13/11 HULL: 7 DEFENCE: 13/11/9
WEAPONS: PD+3 WEAPONS: PD +1
Fusion Cannon (1-12 FS) +4A, 1D6+2
Molecular Disruptor (2-12) +3A, 1D10
Fusion Cannon (2-12) +4A, 3D6+2 Fusion Cannon (2-12) +2A, 3D6+2

ABILITIES ABILITIES
Cloak
Jump Engine Jump Engine
Troops 3 Troops 3

<><><><><><>

B5 MINBARI FEDERATION NOLOSHAN TRADE FRIGATE PATROL


One of the most commonly encountered Minbari vessels. Although not heavily armed, the Noloshan is
still capable of defending itself from raiders.

CLASS: 4 COST: 30 IN SERVICE: 2030 ALLEGIANCE: Worker Caste


HULL: 40/12 DEFENCE: 17/15/11 HULL: 12 DEFENCE: 14/12/9
WEAPONS: PD+4 WEAPONS: PD +1
Fusion Cannon (1-12 FS) +4A, 1D6+2
Fusion Cannon (2-12) +4A, 3D6+2 Fusion Cannon (2-12) +2A, 3D6+2

ABILITIES ABILITIES
Atmospheric Atmospheric
Jump Engine

<><><><><><>
B5 Minbari Federation Troligan Armoured Cruiser Battle

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2166

Fire Control [] [] [] [] HULL [] [] [] [] [] [] []


Hanger [] Fighter [] Flyer [] [] [] [] [] [] [] []
Jamming System [] - enemies roll 4+ to achieve a lock [] [] [] [] []
Anti-matter Convertor Class-1 F [] [] - does 1D6-2 damage [] [] [] [] []
Molecular Disruptor Batteries Class-2 F [] [] []
Anti-matter Convertor Class-1 P [] [] - does 1D6-2 damage
Molecular Disruptor Batteries Class-2 P [] [] []
Anti-matter Convertor Class-1 S [] [] - does 1D6-2 damage
Molecular Disruptor Batteries Class-2 S [] [] []
Molecular Disruptor Batteries Class-2 A [] []
Fusion Cannon F/P [] [] 0-5 AFB at 3MU, needs FC
Fusion Cannon F/S [] [] 0-5 AFB at 3MU, needs FC
Fusion Cannon A [] [] 0-5 AFB at 3MU, needs FC
Troop Barracks [] [] [] []
Gravitic Thruster (6) [] [] [] - calculate accel/decel, move half distance, turn, move rest of distance
Jump Engine [] []
B5 Minbari Federation Veshatan Fast Gunship (Nashatan Variant) WAR

SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1989-2236

Hanger [] Flyers [] [] HULL [] [] [] [] [] [] [] [] [] [] [] []


Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fire Control [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Jamming System [] - enemies roll 4+ to achieve a lock [] [] [] [] [] [] [] [] [] [] [] []
Neutron Laser F [] [] []
Neutron Laser Aft Arc [] []
Beam Battery [12] - 1D6x2 for recharge rate
Fusion Cannon F/P [] [] 0-5 AFB at 3MU, needs FC
Fusion Cannon F/S [] [] 0-5 AFB at 3MU, needs FC
Fusion Cannon A [] [] 0-5 AFB at 3MU, needs FC
Troop Barracks [] [] []
Gravitic Thruster (8) [] [] [] [] - calculate accel/decel, move half distance, turn, move rest of distance
Jump Engine [] []
B5 Minbari Tishat Fighter Flight PATROL (4 Flights)
CLASS: 6 COST: 8 IN SERVICE: 2031 HULL: 1 DEFENCE: 16
WEAPONS:
Neutron Lasers (3 - 1) +3A, 1D4

ABILITIES: Atmospheric Cloak Superiority

<><><><><><>

B5 Minbari Flyer PATROL (4 flights per wing)


CLASS: 5 COST: 15 IN SERVICE: 2204
SHIELD: 0 HULL: 2/1 DEFENCE: 15/13/9 HULL: 1 DEFENCE: 13/10/7
WEAPONS: WEAPONS:
Fusion Cannon (1-10) +3A, 1D4+2

ABILITIES: ABILITIES:
Anti-Fighter Targeting +3
Atmospheric
Cloak
Troops 1 Troops 1

<><><><><><>

B5 MINBARI NIAL FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/H 2250 Minbari Federation
THRUST ARMOR WEAPONS TRAITS
10 / 15 7 Fusion Cannon N 6/3/- Atmospheric, Stealth
Superiority

<><><><><><>
B5 - THE NARN REGIME

The Narn were happy to live their family-based villages on their homeworld, tending their crops and reciting the
words of the prophets. It was through the actions of unwanted visitors that the Narn became aware of other
beings in the galaxy. The Centauri came to the Narn with outstretched arms and welcoming smiles all the while
counting in their heads the fortune they would make. In a very few short weeks, with the aid of the Centauris
advanced technologies, the Narn were enslaved. It was a dire time for the Narn for the Centauri were harsh and
merciless taskmasters and the Narn Homeworld was ripped asunder from strip mining, deforestation and polluting
factories. Narn were shipped off to other planets and systems nearby to be used as labour in new production
colonies they were well suited for work and survival in less-than-savoury conditions.
After 82 years, the KhaRi ordered the uprising. It was bloody and costly to the Centauri, who were not prepared
to fight against the hordes of thick-skinned primitives they brought to all their colonies and essentially equipped
with weapons of war.
After months of bitter fighting and consistently lost reinforcement, the Centauri chose to pull out of the Narn
systems behind thousands of factories, processors and even docked spacecraft for the Narn to call spoils.
The Narn quickly built up their own fleet and ventured into the stars, seizing worlds from the Centauri and
claiming them as protectorates.
Their overwhelming hated of the Centauri eventually sparked the War of Retribution, but the Centauri had
Shadow allies and the Regime was conquered.
The Narn were freed and fought in the Shadow War, acquiring advanced technology from the ISA, the Narns
rebuilt and are once again a major power.

FLEET LIST
VENTURING INTO THE STARS
Initiative Bonus: +2

PATROL
Breaching Pod Wing (4 Flights)
Gorith Wing (5 Flights)
ShoKos-class Police Cutter (2 ships)
VorKar-class Strike Ship

SKIRMISH
Rothan Plasma Destroyer
TRakk-class frigate
Thentus-class Frigate

RAID
TLoth-class Assault Cruiser
TRann-class Bulk Carrier
T'Shon Early Explorer
TSorn-class Reclamation Ship

BATTLE
GQuan-class Dreadnought
T'Voth-class Command Cruiser

WAR

FLEET LIST
2250 2267 THE THIRD AGE
Narn Regime Initiative: +2

PATROL

RAID

SKIRMISH

BATTLE

WAR

ARMAGEDDON

FLEET LIST
2267+ CRUSADE ERA
Initiative Bonus: -2

PATROL

RAID

SKIRMISH

BATTLE

WAR

ARMAGEDDON
B5 Narn Gorith Flight PATROL (4 flights per Wing)

A reasonable dogfighter, the Gorith was originally designed as an interceptor for the fleet. Its capabilities in
this area are not on par with its main foe, the Centauri Sentri, but the ferocity of Narn pilots lead to some
spectacular dogfights when the two old enemies engage.

CLASS COST IN SERVICE ALLEGIANCE


6/M 2223 Narn Regime
THRUST ARMOR WEAPONS TRAITS
7 / 10 6 N 1/1/- Atmospheric

<><><><><><>

B5 NARN FRAZI FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/H 2249 Narn Regime
THRUST ARMOR WEAPONS TRAITS
6/9 9 N 2/2/- Assault, Atmospheric

<><><><><><>

B5 Narn T'Khar Assault Shuttle PATROL (Wing)

SPEED: 1 2 3 4 5 6 HULL [] [] atmospheric [] []


IN SERVICE: 2172
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage

B5 Narn T'Rahk Breaching Pod PATROL (Wing)

SPEED: 1 2 3 4 5 6 HULL [] []
IN SERVICE: 2172
Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Rothan Class Plasma Destroyer (Rongoth Variant) Skirmish
The Rothan destroyer class is relied on by the Narns to PATROL their borders and is usually the first ship to
engage any
enemies.
Speed: 8 Turn: 1/45o Hull: 5 Damage: 24/6
Crew: 32/8 Troops: 5 Craft: None
Special Rules: Anti-Fighter 2
In Service: 2211+
Weapon Range Arc AD Special
Heavy Plasma Cannon 12 F 6 AP, Double Damage
Light Ion Cannon 8 F 4 Twin-Linked
Light Plasma Cannon 8 A 6 AP
ShoKos Class Police Cutter PATROL (2 ships)
The ShoKos is a small, agile vessel capable of acting in both a cutter and interceptor capacity. The ShoKos is
used
heavily in trade areas where it enforces Narn law against Raider activity and protects incoming and outgoing
merchant
vessels. It is rare to find a ShoKos on extended PATROL as the vessels are not designed for long-term
autonomous
missions but they are sometimes pressed into service within large battle fleets when WAR comes to their
PATROL routes.
Speed: 12 Turn: 2/45o Hull: 4 Damage: 12/3
Crew: 10/3 Troops: 1 Craft: None
Special Rules: Agile, Anti-Fighter 1, Dodge 5+
In Service: 2221+
Weapon Range Arc AD Special
Burst Beam 8 B (f) 1 Beam
Medium Pulse Cannon 6 F 2
Light Pulse Cannon 4 T 4 Weak
You may purchase two ShoKos Police cutters for one PATROL slot.

TRakk Class Frigate Skirmish


Narn mass production being what it is, the wings of the TLoth assault cruiser were produced in great numbers,
often
completely outstripping the amount of cruiser hulls being constructed. Many were therefore refitted as ships in
their own
right, a process made easier by many of the engine and weapon systems being located within the wings of the
TLoth
anyway. An over-sized reactor and additional control systems were added, making the ship fit to fly. Though
possessing
short-ranged weaponry only, the TRakk nonetheless packs a heavy punch for a small ship.
Speed: 10 Turn: 2/45o Hull: 5 Damage: 37/7
Crew: 45/10 Troops: 3 Craft: 1 Gorith flight
Special Rules: None
In Service: 2213+
Weapon Range Arc AD Special
Heavy Plasma Cannon 15 F 3 AP, Double Damage
Light Plasma Cannon 8 F 6 AP
Light Plasma Cannon 8 A 6 AP
Light Plasma Cannon 8 P 6 AP
Light Plasma Cannon 8 S 6 AP
T'Shon Early Explorer (T'Loth Forerunner) Raid
The aftermath of the liberation from the Centauri was a time of expansion and a desperate search for new
resources,
ironically often at the expense of fellow sufferers of Centauri rule or primitives that resembled the Narn of old.
The TShon
was a survey ship, a diplomatic envoy and where necessary, an assault ship.
Speed: 4 Turn: 1/45o Hull: 5
Damage: 65/12 Crew: 80/20 Troops: 12
Craft: 2 Gorith flights,
Special Rules: Command +1, Jump Engine, Lumbering, Scout, Shuttles 4
In Service: 2212+
Weapon Range Arc AD Special
Energy Mine 20 F 2 AP, Double Damage, Energy Mine, Slow Loading,
Light Plasma Cannon 8 F 8 AP
Light Plasma Cannon 8 A 8 AP
Light Plasma Cannon 8 P 8 AP
Light Plasma Cannon 8 S 8 AP

-May reroll Initiative for 1D6 ships


-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
-May attempt to jam the fire control of 1D6 ships within 20 MU
- Minus 3 from the scatter roll of an opening jump-point

TSorn Class Reclamation Ship (TLoth Variant) Raid


Following the expulsion of the Centauri, the Narn proved themselves adept at recovering and repairing
damaged or
destroyed ships and either putting them back into service or cannibalising them for other ships. The TSorn was
a
conversion of the redoubtable TShon Explorer which carried engineers and reclamation equipment to enable it
to recover
ships whether they be damaged Narn ships or more often, those of the enemy.
Speed: 6 Turns: 1/45 Hull: 5 Damage: 74 / 15
Crew: 90/21 Troops: 6 Craft: 1 Gorith Flight,
Special Rules: Anti-fighter 1, Fleet Auxiliary, Jump Engine, Lumbering, Shuttles 2,
In Service: 2225 +
Weapon Range Arc AD Special
Plasma Cannon 12 F 4 AP
Light Plasma Cannon 8 F 8 AP
Light Plasma Cannon 8 A 8 AP
Light Plasma Cannon 8 P 8 AP
Light Plasma Cannon 8 S 8 AP
If a TSorn takes part in a battle and is still in play at the end of the battle you may choose one destroyed enemy
ship of
that did not explode and generate 6RR from reclaiming its technology.
T'Voth Class Command Cruiser (T'Loth Variant) Battle
The TVoth is the primary Narn Command Cruiser, used by many WAR Leaders in servitude to the Regime. A
logical
advancement on the TLoth carrying upgraded weapon systems as well as a
command bridge. It is capable of soaking an incredible amount of damage and thus
maintaining the safety of the command staff aboard.
Speed: 8 Turn: 1/45o
Hull: 5 Damage: 85/17
Crew: 102/25 Troops: 5
Craft: 1 Gorith flight,
Special Rules: Anti-fighter 2, Command +1, Jump Engine, Lumbering,
In Service: 2230+
Weapon Range Arc AD Special
Ion Torpedo 30 F 2 Precise, SAP
Heavy Plasma Cannon 20 F 8 AP, Double Damage,
Light Plasma Cannon 8 F 10 AP
Light Plasma Cannon 8 A 10 AP
Light Plasma Cannon 8 P 10 AP
Light Plasma Cannon 8 S 10 AP
VorKar Class Strike Ship PATROL
When the Narn drove the Centauri from their world they were able to capture a considerable number of
warships, in
varied states of construction and repair. Refitted with weapon systems within the capability of the Narn defence
industries
to maintain and supply, the VorKar (falcon) was one of the first ships to be fielded against their former
oppressors. More
were lost in accidents than combat but a few battered survivors can still be found in rear echelon units.
Speed: 12 Turn: 2/45o Hull: 4 Damage: 16/4
Crew: 20/5 Troops: 2 Craft: none,
Special Rules: Agile, Atmospheric [] [],
In Service: 2212+
Weapon Range Arc AD Special
Plasma Cannon 12 F 4 AP
Light Ion Cannon 8 F 12 Twin-Linked
B5 Narn Regime Dagkar Frigate

SPEED: 1 2 3 4 5 6
IN SERVICE: 2240

Fire Control [] [] HULL [] [] [] [] []


Energy Mine Launcher F [] [] [] [] [] [] [] [] [] [] []
Ion Torpedo Launcher F [] [] [] [] [] [] - 1D6/2 damage [] [] [] [] []
Twin Array-1 T [] AFB at 3MU, needs FC
Thruster (4) [] []

Energy Mine Supply [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []


B5 NARN G'QUAN HEAVY CRUISER BATTLE

The GQuan Dreadnought project is the most ambitious ship yet created by the Regime as they prepare for the
inevitable conflict with the Centauri. Though in theory technologically behind races such as the Minbari and
Centauri, the GQuan possesses a brutal efficiency that allows it to compete on an even level with its peers in
the fleets of other governments. It boasts an impressive array of weapons, some based on technology captured
from the Centauri during their occupation of Narn, and its crewmen are usually very highly motivated.

CLASS COST IN SERVICE ALLEGIANCE


2/H 2242 Narn Regime
THRUST ARMOR WEAPONS TRAITS
2/3 36 AF -3 Jump Engine (6/5/4/3/2/1)
36 SI 32 36 Energy Mine N 10/10/10/10
36 (4) 36 F L/R 8/8/5/5 Command 2
30 A L/R 2/2/-/- FL 1 (1) Troops 4 (2)

<><><><><><>

B5 NARN G'LAN MAG CRUISER BATTLE

Though lacking long-ranged weaponry the close up firepower of the GLan cannot be ignored for long,
as it is based around the deadly mag gun.

CLASS COST IN SERVICE ALLEGIANCE


2/H 2242 Narn Regime
THRUST ARMOR WEAPONS TRAITS
2/3 36 AF -3 Jump Engine (6/5/4/3/2/1)
36 SI 32 36 N 10/10/5/5
36 (4) 36 F L/R 4/4/-/- Command 1
30 A L/R 2/2/-/- FL 1 (1) Troops 4 (2)

<><><><><><>

B5 NARN G'QUONTH CRUISER BATTLE

The GQuonth attack cruiser demands respect whenever it appears on the battlefield with its heavy
lasers and ion torpedo launchers, forcing enemies to send their most powerful vessels to deal with
it.
CLASS COST IN SERVICE ALLEGIANCE
2/H 2242 Narn Regime
THRUST ARMOR WEAPONS TRAITS
2/3 36 AF -3 Jump Engine (6/5/4/3/2/1)
36 SI 32 36 Energy Mine N 20/20/20/20
36 (4) 36 Ion Torpedoes N 8/8/8/8
30 F L/R 4/4/3/3 Command 1
A L/R 2/2/-/- FL 1 (1) Troops 4 (2)

<><><><><><>
B5 NARN G'TAL CRUISER WAR

The GTal command cruiser increases the power of its heavy lasers, particle arrays, pulse cannon and
energy mine launchers without putting an undue strain on the ships enhanced reactor and secondary
engine outputs.
CLASS COST IN SERVICE ALLEGIANCE
2/H 2242 Narn Regime
THRUST ARMOR WEAPONS TRAITS
2/3 36 AF -3 Jump Engine (6/5/4/3/2/1)
36 SI 32 36 Energy Mine N 20/20/20/20
36 (4) 36 N 3/3/3/3 Command 3
30 F L/R 5/5/3/3
A L/R 4/4/-/- FL 1 (1) Troops 4 (2)

<><><><><><>
B5 NARN T'LOTH ASSAULT CRUISER
The TLoth is an assault group all by itself. Designed to bring a host of powerful weapons and a full
assault company into the fray, it fulfils the Narns wish for a front-line assaulter. Built to both support
and spearhead an attack, depending on the needs of its accompanying vessels, a TLoth can perform
nearly as well as any vessel in the Regime navy.

CLASS COST IN SERVICE ALLEGIANCE


2/H 2241 Narn Regime
THRUST ARMOR WEAPONS TRAITS
2/3 34 AF -2 Jump Engine (6/5/4/3/2/1)
34 SI 78 34 N 7/7/6/6 Command 2
34 (4) 34 F L/R 1/1/-/-
30 A L/R 1/1/-/- FL 1 (2) Troops 8 (8)

<><><><><><>

B5 NARN T'TRANN HEAVY CARRIER (T'LOTH VARIANT)

A desperate effort to patch a hole in Narn vessel listings, it is said that the Narn have no real carriers
and, even after the design of specialised TRann, this may remain true. Ageing TLoth hulls are
frequently converted into little more than floating hangars with upgraded weaponry, but they lack the
quick launch and recovery system components that any dedicated carrier must contain. Even taking
this into consideration, the presence of a single TRann in an assault fleet can offer the other Narn
ships in the fleet some much needed and requested fighter protection.

CLASS COST IN SERVICE ALLEGIANCE


2/H 2247 Narn Regime
THRUST ARMOR WEAPONS TRAITS
2/3 34 AF -2 Jump Engine (6/5/4/3/2/1)
34 SI 78 34 N 4/4/-/- Command 1
34 (4) 34 F L/R 1/1/-/-
30 A L/R 1/1/-/- FL 2 (4) Troops 4 (2)
B5 Narn Regime Thentus Frigate Skirmish

The ever-reliable Thentus Frigate has been serving the Regime since the Narn took to space. Built to replace the
very first ships the Narn launched, this vessel was one of the first designs to use components of Centauri
technology without placing them in a retooled Centauri hull. A vast improvement over the ships it replaced, the
Thentus is beginning to show its age and is rarely used for anything more serious than anti-fighter support or
light system patrol duty.

SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2240

Fire Control [] [] HULL [] [] [] [] []


Laser F [] [] - only 2 pts per projector [] [] [] [] []
Beam Battery (4) [] [] [] [] [] []
Twin Array-1 F [] [] AFB at 3MU, needs FC
Twin Array-1 P [] [] AFB at 3MU, needs FC
Twin Array-1 S [] [] AFB at 3MU, needs FC
Twin Array-1 A [] AFB at 3MU, needs FC
Thruster (4) [] []
B5 THE ORIENI EMPIRE
The Orieni were an avian-based race who learned to value order under the guidance of the telepathic Blessed.
They worshipped the Living Gods (the Vorlons) and sought to bring all other races onto the path of order and
obedience. They built a vast empire and became embroiled in a cold war with the Centauri Republic. War began
in 2000 and after ten years, both empires were exhausted and crumbling.
The Orieni retreated behind their borders to rebuild, one day planning to destroy the chaotic Centauri and restore
order under the benevolent guidance of the Living Gods.

FLEET LIST
VENTURING INTO THE STARS
The Elite Initiative Bonus: +2
The Line Forces and Garrison Command Initiative Bonus: +1

PATROL

Defender-class Corvette
Provider-class Freighter
Glory-class Hunter-Killers (4 flights) Novice-class Fighters (4 Flights)

SKIRMISH
Purifier-class Frigate Vision-class Scout

RAID
Sacrificial Offering-class Carrier

BATTLE
Cleric-Class Command 2

FLEET LIST
AGE OF GLORY
The Elite Initiative Bonus: +3
The Line Forces and Garrison Command Initiative Bonus: +2

PATROL
Devout-Class Escort Frigate (Obedient Variant) Lakrit Assault Shuttle
Obedient-Class Frigate Shining Light Hunter-Killer Wing (2 Flights)
Shining Star Hunter-Killer Wing (2 Flights) Templar Fighter Wing (2 Flights)
Tithe-class Freighter Vengeful-class Laser Frigate

SKIRMISH
Communion-class Battle Leader Crusader Heavy Frigate (Communion Variant)
Resolute Freighter

RAID
Benevolent-class Scout Enlightenment Invader
Pariah Command Ship (Enlightenment Variant) Staunch Strike Frigate (Steadfast Variant)
Steadfast-Class Corvette Storm Front-Class Missile Corvette

BATTLE
Prophet Vigilant Combat Support Ship

WAR
Paragon Penitent Starbase

Orieni Fleet Special Rules

Hunter-Killer: HKs can be swapped for regular fighters


A fighter with the hunter-killer trait cannot remove enemy fighters by dogfighting.
HKs do not carry weaponry but attack by ramming their targets

H-K Controller: Hunter-killers beginning their move within 10 MU gain +1 speed and may add 2 to their
ramming attack rolls.
May be jammed by Scouts within 10 MU on a roll of 5 or 6

Missiles
Kinetic Kill missiles are designed to penetrate hull armor and cause ramming, not explosive, damage. KK missiles
inflict critical hits on a 8+.
Nuclear Warheads explode as per normal rules

Nukes which penetrate armour and cause Critical Hits cause 10xDamage to the SI
Critical hits cause Double Full Damage to the target
Fighters within AoE of a nuke explosion are considered Derelict (+5 save on 1D6)
The explosion causes an EMP pulse which gives the target and any ships in AoE a -2 targeting penalty
for the rest of the scenario. Plus a 1D6 Critical Hits
1 Lose all DropShip/Fighter Launch
2 Thrust by 1/2
3 Lose ability to fire any/all weapons in Arc facing the blast
4 Lose any Ability Trait on a 3+
5 Lose all armour in that Arc plus 2d6 SI
6 Ship becomes Derelict
ORIENI PENITENT STARBASE WAR
Unlike many races, the Orieni only operated one size of base, depending on OSATs and minefields to defend
anything not deemed important enough for a Penitent. Those planets defended by one were a very difficult
target, as the Penitent was a dangerous opponent, and was always supported by mines, OSATs, and ground-
based H-Ks.

CLASS COST IN SERVICE ALLEGIANCE


0/A 1782 Garrison Command
THRUST ARMOR WEAPONS TRAITS
.25 80 Missiles 2 N/L/R/A 4/4/4/4 AF +5
80 1 80 N 30/30/30/30 Command 3, Immobile
80 (8) 80 L/R 30/30/30/30 HK Command 3
80 A 30/30/30/30 Fighters 6 (24, 24 HK)
T 36/36/36/36 Troops 10 (4)

<><><><><><>

ORIENI HIGHGUARD-A ORBITAL PLATFORM


CLASS COST IN SERVICE ALLEGIANCE
0/A 165 1780 Garrison Command
THRUST ARMOR WEAPONS TRAITS
.25 20 Missiles 2 N/L/R/A 4/4/4/4 AF +4
20 1 (2) 20 Immobile
20

<><><><><><>

ORIENI HIGHGUARD-B ORBITAL PLATFORM


CLASS COST IN SERVICE ALLEGIANCE
0/A 140 1800 Garrison Command
THRUST ARMOR WEAPONS TRAITS
.25 20 F L/R 15/15/15/15 AF +4
20 1 (2) 20 Immobile
20

<><><><><><>

ORIENI SKYWATCH PLATFORM


CLASS COST IN SERVICE ALLEGIANCE
0/A 540 1810 Garrison Command
THRUST ARMOR WEAPONS TRAITS
.25 30 F L/R 4/4/4/4 AF +4
30 1 (3) 30 F L/R 15/15/15/15 HK Control 1, Immobile
30 FL 1 (HK) Troops 2 (2)

<><><><><><>
ORIENI CLERIC-CLASS COMMAND SHIP BATTLE

These immense ships were the first motherships to be constructed, carrying Orieni Shepherds to dozens of new
worlds inhabited by new beings waiting to be brought to the path of Order.

CLASS COST IN SERVICE ALLEGIANCE


2/M 500 1505 Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
2/3 35 AF -2 AMS -2 Jump Engine (5/4/3/2/1)
30 SI 40 30 Missiles 2 F /L/R 2/2/2/2 Command 1, HK Control 1
30 (4) 30 Missiles 2 A L/R 2/2/2/2 FL 1 (2)
25 N 6/6/6/- Troops 40 (10)

THRUST ARMOR WEAPONS TRAITS


ELITE 2/3 38 AF -2 AMS -2 Jump Engine (5/4/3/2/1)
30 SI 40 30 Missiles 2 F /L/R 2/2/2/2 Command 1, HK Control 1
30 (4) 30 Missiles 2 A L/R 2/2/2/2 FL 1 (2)
25 N 6/6/6/- Troops 40 (10)
L/R 6/6/6/-

<><><><><><>

ORIENI SACRIFICIAL OFFERING-CLASS CARRIER RAID


The development of the Hunter-Killer required a carrier and this was the best the Orieni could field. It carried
its HKs on external racks.

CLASS COST IN SERVICE ALLEGIANCE


3/M 400 1490 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
2/3 35 AF -2 AMS -2
30 SI 40 30 Missiles F L/R 2/2/2/2 HK Command 1
30 (4) 30 F L/R 4/4/4/- Fleet Carrier
25 L/R 3/3/3/- FL 2 (4 HK) Troops 10 (4)

<><><><><><>

ORIENI VISION-CLASS SCOUT SKIRMISH


Designed to scout newly discovered worlds and determine their worthiness for inclusion within the imperium,
the Visions were also armed sufficiently to defend themselves.

CLASS COST IN SERVICE ALLEGIANCE


3/M 500 1480 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
2/3 35 AF -2 AMS -2 Jump Engine (5/4/3/2/1)
30 SI 30 30 Missiles 2 F /L/R 2/2/2/2 Command 1, HK Control 1
30 (4) 30 N 4/4/4/- Scout Stealth
25 L/R 4/4/4/- FL 1 (1) Troops 10 (4)

<><><><><><>
ORIENI PURIFIER-CLASS FRIGATE SKIRMISH
The basic escort craft of the time, hundreds of these frigates were built and deployed throughout the growing
empire.

CLASS COST IN SERVICE ALLEGIANCE


5/M 295 1440 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
4/6 12 AF -1 AMS -1
10 SI 18 10 N 4/4/4/- Atmospheric
10 (1) 10 F L/R 3/3/3/-
6 Troops 4 (2)

<><><><><><>

ORIENI DEFENDER-CLASS CORVETTE PATROL


A light hull designed for cheapness and ease of construction. They served as patrol craft, light escorts, and
security vessels.

CLASS COST IN SERVICE ALLEGIANCE


5/M 295 1450 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
4/6 12 AF -1 AMS -1
10 SI 18 10 F L/R 3/3/3/- Atmospheric
10 (1) 10
6 Troops 4 (2)

<><><><><><>

ORIENI PROVIDER-CLASS FREIGHTER PATROL


The basic model freighter, designed to move cargo pods between planets.

CLASS COST IN SERVICE ALLEGIANCE


5/M 130 1450 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 8 AF -1 AMS -1
7 SI 10 7
7 (1) 7
6 Troops 1 (1)

<><><><><><>

B5 ORIENI MATYR HUNTER-KILLER FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/H 40 1500 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
7 / 10 5 -/-/- Atmospheric, Drone,
Kamikaze 4

<><><><><><>

B5 ORIENI NOVICE FIGHTER PATROL (6)

CLASS COST IN SERVICE ALLEGIANCE


6/M 20 1500 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
5/9 4 1/1/-/- Atmospheric, Superiority

<><><><><><>

THE AGE OF GLORY


INITIATIVE +3

ORIENI PARAGON-CLASS COMAND SHIP WAR


The elite Strike Force used these modified Command ships exclusively. Optimized for shock combat, they
brought overwhelming firepower to the battlefield, at the cost of reduced endurance. As the regular naval forces
were tasked with exploitation operations,forces were tasked with exploitation operations, the loss of range was
considered unimportant.

CLASS COST IN SERVICE ALLEGIANCE


2/M 950 1782 Elite
THRUST ARMOR WEAPONS TRAITS
2/3 55 AF -6 AMS -4
60 SI 44 60 Missiles 2 F 4/4/4/4 Missiles 2 F L/R 4/4/4/4
60 (5) 60 Missiles A 4/4/4/4 Missiles T 4/4/4/4
50 N 6/6/6/6 Jump Engine (6/5/4/3/2/1)
F L/R 6/6/6/6 Command 3 HK Control 2
L/R BS 10/10/10/10 Combat Armour Fleet Carrier
A L/R 6/6/6/6 FL 2 (1, 3 HK) Troops 20 (6)
T 10/10/10/10

<><><><><><>

ORIENI PARAGON-CLASS COMMAND SHIP REFIT WAR


The elite Strike Force eagerly adapted their command ships with the latest in firepower, adding heavy laser
lances and rapid gatling railguns.
CLASS COST IN SERVICE ALLEGIANCE
2/M 1050 2003 Elite
THRUST ARMOR WEAPONS TRAITS
2/3 60 AF -6 AMS -4
60 SI 70 60 Missiles 2 F 4/4/4/4 Missiles 2 F L/R 4/4/4/4
60 (6) 60 Missiles A 4/4/4/4 Missiles T 4/4/4/4
50 N 8/8/8/8 Jump Engine (6/5/4/3/2/1)
F L/R 8/8/8/8 Command 3 HK Control 2
L/R BS 14/14/14/14 Combat Armour, Fleet Carrier
A L/R 8/8/8/8 FL 2 (1, 3 HK) Troops 20 (6)
T 14/14/14/14

<><><><><><>

ORIENI BENEVOLENT-CLASS SCOUT BATTLE


Designed to provide combat EW support to Orieni formations, the Benevolent (like all Orieni Jump
ships) was well able to defend itself, and could absorb considerable punishment.
CLASS COST IN SERVICE ALLEGIANCE
2/M 600 1791 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 65 AF -4 AMS -2 Jump Engine (6/5/4/3/2/1)
60 SI 50 60 Missiles T 4/4/4/4 Command 1 Scout
60 (5) 60 N FL/R 5/5/5/- Stealth
50 FL 2 (2) Troops 4 (2)

<><><><><><>

ORIENI PARIAH COMMAND SHIP (Enlightenment Variant) Battle


As the war turned against the Orieni, they converted the Invaders into more battle-worthy flagships. These
lightly armed vessels lacked jump engines.
CLASS COST IN SERVICE ALLEGIANCE
2/M 290 2008 Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 50 AF -4 AMS -4
45 SI 44 45 Missiles F L/R 4/4/4/4 Command 2, HK Command 2
45 (5) 45 Missiles A L/R 4/4/4/4
40 F L/R 12/12/12/7 FL 4 (2, 4 HK) Troops 40 (3)

<><><><><><>

ORIENI PROPHET-CLASS COMAMND SHIP BATTLE


These fearsome warships were the backbone of Orieni naval might. Bigger than some Capital Bases, Prophets
formed the core of every Navy task force not only in the role of combatants, but providing Jump, logistic, and
planetary assault support. Each Command 2 could dock three MCV simultaneously for resupply, minor repairs,
and improved medical and recreational facilities for the crews. In addition to parts and supplies for MCV
consorts, the Prophet's capacious cargo bays contained disassembled missiles, fighters, Hunter-Killers, and
assault shuttles to replace combat losses. On extended deployments each Command 2 generally supported six
MCV, whereas on shorter deployments, or missions with less lengthy supply lines, as many as twelve MCV could
be assigned.

CLASS COST IN SERVICE ALLEGIANCE


2/M 725 1780 Elite, Line, Garrison Commands
THRUST ARMOR WEAPONS TRAITS
2/3 55 AF -6 AMS -4
55 SI 64 55 Missiles 2 F 4/4/4/4 Missiles 2 F L/R 4/4/4/4
55 (6) 55 Missiles A 4/4/4/4
50 N 3/3/3/3 Jump Engine (6/5/4/3/2/1)
F L/R 3/3/3/3 Command 2 HK Control 3
L/R BS 10/10/10/10 Combat Armour Fleet Carrier
A L/R 3/3/3/3 FL 2 (2, 3 HK) Troops 20 (6)

<><><><><><>

ORIENI PROPHET-CLASS COMMAND SHIP REFIT BATTLE


The 2003 refit of these ships made them more fearsome in battle, with heavy laser lances and heavy gauss
cannons to batter enemy ships into wreckage. The ability to supply MCVs was not effected.

CLASS COST IN SERVICE ALLEGIANCE


2/M 880 2003 Elite, Line, Garrison Commands
THRUST ARMOR WEAPONS TRAITS
2/3 55 AF -6 AMS -4
55 SI 64 55 Missiles 2 F 4/4/4/4 Missiles 2 F L/R 4/4/4/4
55 (6) 55 Missiles A 4/4/4/4
50 N 5/5/5/5 Jump Engine (6/5/4/3/2/1)
F L/R 5/5/5/5 Command 2 HK Control 3
L/R BS 14/14/14/14 Combat Armour Fleet Carrier
A L/R 5/5/5/5 FL 2 (2, 3 HK) Troops 20 (6)

<><><><><><>

ORIENI RIGHTEOUS MISSILE SUPPORT SHIP (VIGILANT) BATTLE


This extremely flexible auxiliary variant is an extremely flexible fleet support ship. It was also used for
planetary bombardment.
CLASS COST IN SERVICE ALLEGIANCE
2/M 725 1984 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 45 AF -4 AMS -4
40 SI 40 40 Missiles 3 F L/R 4/4/4/4 Jump Engine (6/5/4/3/2/1)
40 (4) 40 Missiles 3 F/A L/R 4/4/4/4
34 Missiles T 4/4/4/4 FL 1 (2) Troops 20 (2)

<><><><><><>

ORIENI ENLIGHTENMENT-CLASS INVADER RAID


Planetary invasions are enormous undertakings, and few empires have ever been as experienced at them as the
Orieni and Centauri. Once the beachheads were secured, and control of space established by the Prophets and
Paragons, these gargantuan assault ships moved in to land the necessary follow-on troops.

CLASS COST IN SERVICE ALLEGIANCE


2/M 600 1712 Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 50 AF -4 AMS -4
40 SI 44 40 Missiles 2 F /L/R 4/4/4/4 Command 1
40 (5) 40 Missiles 2 A L/R 4/4/4/4 FL 1 (2)
40 N 10/10/10/- Troops 100 (24)

<><><><><><>

ORIENI FAIFTHFUL-CLASS EXPLORER RAID


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 self-defense. 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.

CLASS COST IN SERVICE ALLEGIANCE


2/M 575 1793 Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
2/3 50 AF -2 AMS -2 Jump Engine (6/5/4/3/2/1)
40 SI 50 40 AF -6N 5/5/5/- Command 1, Scout Stealth
40 (5) 40 F L/R 5/5/5/- FL 2 (2) Troops 12 (3)
35

<><><><><><>

ORIENI VIGILANT COMBAT SUPPORT SHIP RAID


This extremely flexible auxiliary filled a wide variety of roles. Depending upon how it was outfitted, it was a
Minesweeper, Military Freighter, H-K Conveyor, Assault Ship, or deployment vessel for OSATs. The design was
very popular due to this flexibility, so there were never enough of them as was desired.
CLASS COST IN SERVICE ALLEGIANCE
2/M 575 1704 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 45 AF -4 AMS -4
40 SI 40 40 Missiles 2 F L/R 4/4/4/4 Jump Engine (6/5/4/3/2/1)
40 (4) 40 Missiles T 4/4/4/4 Drone Control 1
34 FL 1 (1) Troops 4 (2)

<><><><><><>

ORIENI COMMUNION-CLASS BATTLE LEADER SKIRMISH


This expensive and powerful medium ship was inspired by the success of mixed packs of MCV, fighters, and H-
Ks in the early war. Along with its powerful anti-ship weapons array (the largest on any Orieni MCV of the
war), it also had an elaborate Command & Control system, and was capable of controlling a flight of H-Ks
launched from another ship. their introduction caused great consternation amongst the Centauri, and they were
priority targets for the remainder of the conflict.

CLASS COST IN SERVICE ALLEGIANCE


5/H 400 1983 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
5/8 17 AF -3 AMS -2 Atmospheric
15 SI 28 15 F L/R 5/5/5/- Command 1 HK Command 2
15 (2) 15 L/R 2/2/-/-
12 Troops 4 (2)

<><><><><><>

ORIENI CRUSADER-CLASS HEAVY FRIGATE (COMMUNION VARIANT) SKIRMISH


Originally introduced in Y2003, the Crusader was an attempt to convert the Commune Battle Leader
from a small task force Command ship to a dedicated combat unit. To that end, the new Heavy Gauss
Cannons replaced the original Laser Lances while the H-K control system was dropped in favor of a
missile rack. Initially, the rate of conversion was very low, however, the heavy capital ship losses at the
hands of the Centauri and Drakh in Y2007 and Y2008 would see the numbers of Crusaders grow
rapidly. In combat, the new Heavy Gauss Cannons provided a potentially deadly punch; however, the
loss of combat range when compared to the original laser lances did prove detrimental at times.

CLASS COST IN SERVICE ALLEGIANCE


5/H 450 2003 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
5/8 17 AF -3 AMS -2 Atmospheric
15 SI 28 15 Missile T 3/3/3/3 Command 1
15 (2) 15 F L/R 5/5/-/-
12 L/R 2/2/-/- Troops 4 (2)

<><><><><><>

ORIENI SEEKER-CLASS CORVETTE (STEADFAST-CLASS) RAID


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
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.

CLASS COST IN SERVICE ALLEGIANCE


5/H 385 1791 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
3/6 15 AF -3 AMS -2 Atmospheric
14 SI 20 14 N 6/6/6/- Scout Stealth
14 (2) 14 T 2/2/-/-
10 Troops 4 (1)

<><><><><><>

ORIENI STEADFAST-CLASS CORVETTE RAID


This effective multi-role vessel was probably the most common Orieni ship of the war. Thousands were built,
thousands were destroyed, but the Steadfast usually gave at least as good as it got. It was operated by both the
Strike Force and Regular Navy in support of motherships, as well as independently by Garrison Command.

CLASS COST IN SERVICE ALLEGIANCE


5/H 395 1791 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
3/6 15 AF -3 AMS -2 Atmospheric
14 SI 20 14 N 6/6/6/-
14 (2) 14 F L/R 3/3/-/-
10 Troops 4 (1)

<><><><><><>

ORIENI STAUNCH STRIKE (STEADFAST-CLASS CORVETTE) RAID


Originally introduced in Y2003, the Crusader was an attempt to convert the Commune Battle Leader
from a small task force command ship into a dedicated combat unit. To that end, the new Heavy Gauss
Cannons replaced the original Laser Lances while the H-K control system was dropped in favor of a
missile rack. Initially, the rate of conversion was very low, however, the heavy capital ship losses at the
hands of the Centauri and Drakh in Y2007 and Y2008 would see the numbers of Crusaders grow
rapidly. In combat, the new Heavy Gauss Cannons provided a potentially deadly punch; however, the
loss of combat range when compared to the original Laser Lances did prove detrimental at times.
CLASS COST IN SERVICE ALLEGIANCE
5/H 2003 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
3/6 15 AF -4 AMS -2 Atmospheric
14 SI 20 14 N 9/9/9/-
14 (2) 14 F L/R 2/2/-/-
10 Troops 4 (1)

<><><><><><>

ORIENI STORM FRONT-CLASS MISSILE CORVETTE SKIRMISH


Designed as a missile attack ship, this variant was intended to hammer capital ships at close range. To this
purpose, it's ordnance load-out typically favoured heavy missiles. Due to the added logistic load on any
mothership a Storm Front was assigned to, it was unusual to see more than one of these ships accompanying
any given Prophet or Paragon.
CLASS COST IN SERVICE ALLEGIANCE
5/H 360 1874 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
3/6 15 AF -3 AMS -2 Atmospheric
14 SI 20 14 N 8/8/8/8
14 (2) 14 F L/R 4/4/4/4
10 Troops 2 (1)

<><><><><><>

ORIENI VIRTUE-CLASS (STEADFAST-CLASS CORVETTE) SKIRMISH


The medium class stable mate to the Strike Forces Paragon Command 2, the Virtue was intended to fill
out the standard Strike Force task group. Intended to be the fast striking arm of the fleet and to act in
direct conjunction with the Hunter-Killers and Templar fighters, the basic Steadfast was stripped of its
aft Light Lasers and the reactor systems needed to support them. Into the freed space went a second
engine and new, high capacity thruster suite. The resulting increase in thrust made the new Virtue
one of the most agile vessels of its time and its ability to charge in behind the fighters would raise
havoc amongst the Centauri fleets.
CLASS COST IN SERVICE ALLEGIANCE
5/H 395 1783 Elite
THRUST ARMOR WEAPONS TRAITS
7 / 10 15 AF -3 AMS -2 Atmospheric
14 SI 20 14 N 6/6/6/-
14 (2) 14
10 Troops 4 (1)

<><><><><><>

ORIENI VENGEFUL LASER CORVETTE RAID


A dedicated ship-killer, the Vengeful FF was met with mixed reviews in service. Any doubts were laid
to rest however, after a 2003 redesign traded the Laser Lance and both Light Laser Cannon for a
Heavy Laser Lance and an additional Gatling Railgun forward.
CLASS COST IN SERVICE ALLEGIANCE
5/H 365 1780 Elite, Regular
THRUST ARMOR WEAPONS TRAITS
3/6 14 AF -3 AMS -2 Atmospheric
14 SI 15 14 N 5/5/5/-
14 (2) 14 F L/R 4/4/4/4
10 Troops 2 (2)

CLASS COST IN SERVICE ALLEGIANCE


5/H 365 2003 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
REFIT 3/6 12 AF -3 Atmospheric
11 SI 12 11 N 9/9/7/-
11 (2) 11 L/R 4/4/4/4
10 Troops 2 (2)

<><><><><><>

ORIENI DEVOUT-CLASS ESCORT FRIGATE (OBEDIENT VARIANT) PATROL


Early in the war, it was seen that the Obedient fared poorly in attacks on Centauri ships, and that it's limited
number of Gatlings still left it vulnerable to fighter strikes. As a result, a dedicated anti-fighter variant was
commissioned, retaining only a single Light Laser cannon for defense against ships. In service, the devout
proved popular, often operating closely with fighter and H-K formations.
CLASS COST IN SERVICE ALLEGIANCE
5/H 260 1780 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
5/8 12 AF -6 Atmospheric
11 SI 12 11 N 4/4/2/-
11 (2) 11 F L/R 3/3/-/-
10 Troops 2 (2)

<><><><><><>

ORIENI OBEDIENT-CLASS FRIGATE PATROL


The standard patrol and anti-piracy ship of the Orieni Empire, the Obedient was ubiquitous throughout Orieni
space. Though most common in Garrison service, it wasn't at all unusual to see them attached to command
ships.
CLASS COST IN SERVICE ALLEGIANCE
5/H 365 1780 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
3/6 12 AF -3 AMS -2 Atmospheric
11 SI 12 11 N 5/5/5/-
11 (2) 11 L/R 4/4/4/4
10 Troops 2 (2)

<><><><><><>

ORIENI RESOLUTE-CLASS FREIGHTER PATROL


A large freighter designed for long-range hauling of interchangeable cargo pods..
CLASS COST IN SERVICE ALLEGIANCE
4/A 175 1750 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 12 N 6/6/-
12 SI 6 12 T 6/6/- Troops 2
10
Fighter Carrier FL 4 (4)
Troop Transport Troops 10 (2)

<><><><><><>

ORIENI TITHE-CLASS FREIGHTER PATROL (4 ships)


A smaller freighter designed for short-range hauling, mostly by civilians.
CLASS COST IN SERVICE ALLEGIANCE
4/A 1874 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
3/5 12 N 6/6/- Atmospheric
12 SI 6 12 T 6/6/- Troops 2
10

<><><><><><>

ORIENI LAKRIT ASSAULT SHUTTLE PATROL


CLASS COST IN SERVICE ALLEGIANCE
5/A 2000 Elite, Line, Garrison Command
THRUST ARMOR WEAPONS TRAITS
4/6 SR 4 N 5/5/- atmospheric, Hyperdrive (/4/3/2/1)
12/12/12- 2 /19 T 2/2/- Troops: 4

<><><><><><>

B5 ORIENI SHINING LIGHT HUNTER-KILLER FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M 40 1998 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
6 / 10 6 -/-/- Atmospheric, Drone,
Kamikaze 8

<><><><><><>

B5 ORIENI SHINING STAR HUNTER-KILLER FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/H 45 1778 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
5/9 5 -/-/- Atmospheric, Drone,
Kamikaze 6

<><><><><><>

B5 ORIENI TEMPLAR FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M 30 1827 Elite, Regular, Garrison
THRUST ARMOR WEAPONS TRAITS
7 / 11 7 1/1/1/- Atmospheric, Superiority

<><><><><><>

B5 ORIENI HIGH TEMPLAR FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M 40 2008 Elite, Regular
THRUST ARMOR WEAPONS TRAITS
8 / 12 8 2/2/2/- Missile 2/2/2/2 Atmospheric, Superiority

<><><><><><>
B5 THE SHADOWS

Among the oldest races in the entire galaxy, the Shadows are amongst the beings collectively known as First Ones.
Playing and plotting chess-like manipulations of each others worlds and servant races, the First Ones once used
the entire galaxy like a game board and everything within were just game pieces. Lesser races were exactly that
lesser.
The Shadows have a longstanding philosophy of chaos breeds strength, and through conflict and battle the
strongest will crush the weak, creating a natural progression of worthiness to gauge success by. This philosophy
has led countless societies entire species to rise or fall under the fiery eyes of the Shadows. Constantly
manipulating younger races to war and cull one another, under promises of power and shows of unimaginable
technologies, they have been the cause of a thousand times a thousand wars and revolutions in the galaxy.
These manipulations are not very fast and sometimes take decades, even centuries, to manifest. With the chaos
theory of the Shadows, it might take a hundred years for one race to find and eliminate another to take its place. In
order to preserve strength and to be able to truly appreciate the changes they have caused, the Shadows would
hibernate for centuries at a time. Setting a dozen plans into motion, becoming dormant far away from the eyes of
their pawns without fear, as the Vorlons would not dare break the rules of the game the Shadows would later
awaken to see the wonderful things that had occurred while they were gone. This complacency was to prove ill
founded as the Vorlons manipulated the genetic heritage of younger races and created telepaths to better fight the
Shadows. The constant interventions of the Vorlons have made the Shadows choose their own primary pawns
obviously Earth but the Centauri have also had whispers from the darkness.
Shadow ships use molecular technology to quite literally rip the seams between a targets mass, burning a line of
fusion like a hot knife through spoo. Nothing can withstand these surgical slashes long, and the largest of younger
races ships are soon be floating components and bleeding atmosphere in seconds. Even the smaller Shadow
vessels, are undaunted by any amount of armour and can shred vessels two or three times their size with the
efficiency of a swarm of locusts in a wheat field. All Shadow vessels have the ability to create an energy field that
shunts incoming attacks around their entire structure, expending their energy uselessly
Each Shadow vessel requires a living mind to pilot it. Being made a part of the vessel itself; the modified being
would dodge and dart as a matter of instinct and survival. Being part of the machine gave the Shadow ships an
unearthly agility and mobility unlike any other ship of its size and power, with the ability to bring their weapons
unmatched capabilities to bear on a target much smaller quite easily. Essentially creating a cybernetic living ship
had its drawbacks however. This became especially evident when the younger races realized they could effectively
jam the living pilot core of a Shadow vessel with powerful telepathic feedback. It was for this reason, centuries
before, the Shadows had eliminated the telepaths from the Narn, and sought to stifle the growth of telepaths in any
race they could.
Even against the Vorlons, the Shadow ships are a terror. Their energy absorbing hulls and hardwired living pilots
are capable of shrugging off anything but the most concentrated blasts of younger races weaponry, but are less
effective against the titanic beams of the Vorlon vessels. While against lesser foes, a direct confrontation could be
won without so much as a sweat, with the only tactic necessary being attack. Against an equal foe or
overwhelming numbers, hit and run sweeps are preferred. Shadow ships are tough as hull rivets but even they can
get mired with constant fire. Leaving a warship in hyperspace to appear later and clean up damaged targets is not
below them, as the win is all that matters how it is achieved is irrelevant.

FLEET LIST
VENTURING INTO THE STARS
Initiative Bonus: +3

PATROL
Spitfire Fighter Wing (2 flights) Shadow Soldier Pod

SKIRMISH
Infiltrator

RAID
Invader Scout

BATTLE
Mindflayer Carrier
Stalker

WAR
Shadow Cruiser (young)

ARMAGEDDON
Death Cloud Shadow Dreadnaught (ancient)

Shadows Fleet Special Rules

Crew: Shadow vessels cannot be boarded, nor can they initiate boarding actions. They are completely immune to
the Crew element of any critical hits, and have no Crew or Troops score.
Fighter Dispersal Tube: Holding a swarm of fighters deep within their organic hulls, Shadow Ships are capable
of firing them great distances, where they instantly deploy. This allows the Shadows to use their fighters to delay
and distract their enemies while their main ships close range. A Shadow Ship uses its Fighter Dispersal Tube in the
ATTACK PHASE but may not use any other weapon in the same turn. Shadow Fighterss may be placed
anywhere within 20 MU of the launching ship. They must be placed within 3 of one another and may not take
any action in the turn they were launched in this fashion.

Hyperspace Mastery: Shadow vessels may enter realspace from hyperspace at any point, without risk of
deviation. They may do so without allied ships being present on the table, and any number may be held in
hyperspace, so long as the scenario allows at least one to be placed in hyperspace. No damage will be caused to
ships in the area, as can be the case with other jump points. They can move, attack and otherwise act normally
during the turn it leaves hyperspace.
Shadow vessels entering hyperspace simply phase out when desired.
A Shadow vessel that enters real space from hyperspace may re enter hyperspace after 3 complete turns but may
not return to realspace it has disengaged.

Jump Point Disruptor: A Shadow Ship may choose to use its Jump Point Disruptor in place of any other
weapons during its turn. If successful, the jump point collapses immediately.
For any ship using a collapsed jump point, roll a die. On a 1-2, it escapes destruction and sustains 1d6 points of
damage. On a 3-6 the ship is destroyed. Auxiliary craft flights will always be destroyed on a roll of 2 or more and
survive undamaged on a 1.

Molecular Slicer Beams: The slicer may be fired at multiple targets. Divide 1 die per target against ships in the
arc.

Physical Disruption: Shadow vessels are living entities and a concentrated attack can leave them almost helpless
for a short time. If a Shadow vessel suffers at least 25% of its original Damage in a single attack from a Beam
weapon, it will be pinned. It may take no further action in this turn or the next. The attacking player may continue
to try pinning the Shadow vessel in subsequent turns. However, the Shadow vessel will be immediately released
and free to act if the attacking ship that caused this damage is destroyed.
SHADOW DREADNAUGHT ARMAGEDDON
CLASS COST IN SERVICE ALLEGIANCE
1/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
9 / 12 Tendrils 40 / Diffuses 20 Jump Engine (6/5/4/3/2/1)
30 AF -4 Organic Armour (1/2 damage, 2xNuke)
30 SI 60 30 Molecular Slicer N 80/80/80/80 Atmospheric, Command 2
30 (3) 30 Vortex Disruptor N */*/*/- Enhanced Manoeuvrability
30 FL 2 (2) Self Repair 2D6

<><><><><><>

B5 SHADOW CRUSIER WAR

CLASS COST IN SERVICE ALLEGIANCE


2/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
9 / 12 Tendrils 20 / Diffuses 10 Jump Engine (6/5/4/3/2/1)
30 AF -4 Organic Armour (1/2 damage, 2xNuke)
30 SI 30 30 Molecular Slicer N 80/80/80/80 Atmospheric, Command 2
30 (3) 30 Vortex Disruptor N */*/*/- Enhanced Manoeuvrability
30 Self Repair 1D6

<><><><><><>

SHADOW CARRIER WAR


CLASS COST IN SERVICE ALLEGIANCE
1/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
9 / 12 Tendrils 20 / Diffuses 20 Jump Engine (6/5/4/3/2/1)
30 AF -4 Organic Armour (1/2 damage, 2xNuke)
30 SI 60 30 Molecular Slicer N 80/80/80/80 Atmospheric, Command 2
30 (3) 30 Vortex Disruptor N */*/*/- Enhanced Manoeuvrability
30 Fleet Carrier
FL 4 (4) Self Repair 1D6

<><><><><><>

SHADOW INFILTRATOR SKIRMISH


True masters of deception and manipulation, only matched by their Vorlon rivals, the Shadows often find it
necessary to infiltrate or extract key operatives usually those who they have convinced should join them. This
ship serves that purpose well and has the ability to eliminate pursuit or witnesses if required.
CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
Tendrils 10 / Diffuses 10 Jump Engine (6/5/4/3/2/1)
15 AF -4 Organic Armour (1/2 damage, 2xNuke)
15 SI 30 15 Molecular Slicer N 50/50/50/- Atmospheric Stealth
15 (2) 15 Enhanced Manoeuvrability Scout
15 Self Repair 1D6

<><><><><><>

SHADOW INVADER RAID


A highly specialised ship designed to overwhelm the defenders of ships and stations in a unstoppable flood of
warriors of darkness, the invader is seldom seen and even fewer survive to report meeting one. On occasion
they will accompany groups of Shadow Scouts if a priority target needs to be captured or examined.
CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
Tendrils 10 / Diffuses 10 Jump Engine (6/5/4/3/2/1)
15 AF -4 Organic Armour (1/2 damage, 2xNuke)
15 SI 30 15 Molecular Slicer N 50/50/50/- Atmospheric Stealth
15 (2) 15 Enhanced Manoeuvrability
15 Troops 4 (4) Self Repair 1D6

<><><><><><>

SHADOW SCOUT RAID


CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
Tendrils 10 / Diffuses 5 Jump Engine (6/5/4/3/2/1)
10 AF -4 Organic Armour (1/2 damage, 2xNuke)
10 SI 20 10 Molecular Slicer N 40/40/40/- Atmospheric Stealth
10 (2) 10 Enhanced Manoeuvrability Scout
10 Self Repair 1D6

<><><><><><>

SHADOW MINDFLAYER (SCOUT EVOLUTION) BATTLE


The rise of telepaths within the younger races at the instigation of the Vorlons was not stopped by the deaths of
the Narn mindwalkers, so the Mindflayer was conceived to combat telepaths with their own kind.
CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
Tendrils 10 / Diffuses 5 Jump Engine (6/5/4/3/2/1)
10 AF -4 Organic Armour (1/2 damage, 2xNuke)
10 SI 20 10 Molecular Slicer N 40/40/40/- Atmospheric Stealth
10 (2) 10 Enhanced Manoeuvrability Scout
10 Self Repair 1D6

<><><><><><>

SHADOW SOLDIER POD PATROL


The Shadows do not use breaching pods in the same way as the younger races, their soldiers are kept within the
safety of the mother ship before being propelled into the target where they swiftly penetrate the hull of their
victim and wreak havoc. Shadow Soldier Pods may only be used against ships or stations with the Immobile
trait or that are Running Adrift, or have not moved during the turn in which the Shadow Soldier Pod is used.
These weapons are immune to Interceptors and will ignore Shields and Gravitic Energy Grids. Shadow Soldier
Pods do not affect the Shadows, Vorlons, or the Ancients in any way. Any Shadow Ship may replace its entire
fighter complement and Fighter Dispersal tube with an Shadow Soldier pod with the following statistics
CLASS COST IN SERVICE ALLEGIANCE
5/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
Tendrils 5 / Diffuses 5
5 Organic Armour (1/2 damage, 2xNuke)
5 SI 10 5 N 10/10/-/- Atmospheric Enhanced Manoeuvrability
5 (1) 5 Scout Stealth
5

<><><><><><>

B5 SHADOW SPITFIRE FIGHTER PATROL (2)

CLASS COST IN SERVICE ALLEGIANCE


6/H Primordial Shadows
THRUST ARMOR WEAPONS TRAITS
10 / 15 8 Pulsar N 7/7/- Atmospheric
Organic Armour (1/2 damage, 2xNuke)
B5 THE VORLONS

From the earliest age of existence in the galaxy, the Vorlons have tried to maintain a certain order of things. One of
the First Ones, the Vorlons were amongst the youngest of their brethren having ascended to a higher form of
existence for only a few millennia before the current races began to evolve.
A Vorlon ship is actually grown as a living being around a semi-sentient core, which is responsible for the piloting,
navigation, systems and fire control. Based around a similar genetic structure as the telepath gene, the ships
communicate with each other and outside systems with electromagnetic burst transmissions that could as easily
jam or scramble a receiver as allow the message to be received. Using a form of telekinetic/gravitic thrust, Vorlon
ships glide effortlessly through the void without so much as a backwash or ionic signature. The ships hull or
possibly skin is a quickly regenerating living alloy that reflects or absorbs as much damage as it can, sloughing
off dead cells as debris if necessary, then healing those lost cells in a few short minutes. The active control the ship
has over its hull allows for subtle alterations such as colour, texture or more commonly the availability of doors or
portals.
Like the Earth electric eel, every Vorlon ship generates massive amounts of bio-electromagnetic energy, which can
be focused into specially crafted directing nodes. Whether released as thin raking beams, scattered bursts or titanic
ship-coring streams, the electromagnetic weaponry of the Vorlon warships strike harder and hotter than a hundred
lightning bolts, and are far more accurate and frequent. These weapons will turn a younger races ship into steam
in seconds, and will overwhelm the energy-absorbing hulls of Shadow vessels in a surprisingly short amount of
time.
Fighting as a matter of instinct rather than tactics, Vorlon fleets are often hectic things to watch as they dart to and
fro in search of targets. They do not seem to cease until their prey is vapour and with the resilience and healing
capabilities of their ships, they can ignore most everything else until they are satisfied the job is done!
When these unbelievably terrible warships began to clash, this new Shadow War set a new precedent the First
Ones were fighting directly against one another. It was unheard of, and it brought the game to a dangerous level.

FLEET LIST
VENTURING INTO THE STARS
Initiative Bonus: +4

PATROL
Vorlon Fighter Wing (2 flights)

SKIRMISH
Transport

BATTLE
Cruiser Destroyer
Seeker

WAR
Carrier Heavy Destroyer

ARMAGEDDON
Dreadnaught Planet Killer

Vorlon Fleet Special Rules

Lightning Cannons: each die of damage may be combined into a single shot against one target or split between
multiple ships. The bolts may be fired at fighters. The Cannons may be used against ships and fighters in the
same turn.

Self Repair - may attempt to reactivate 1 system per turn by rolling 5+


VORLON PLANET KILLER ARMAGEDDON
CLASS COST IN SERVICE ALLEGIANCE
1/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
2/3 SR 50 60 AF -4 Jump Engine (6/5/4/3/2/1)
60 SI 100 60 Planet Cracker Cannon N 500/500/500/- Self Repair 2D6
60 (6) 60
50 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

VORLON DREADNAUGHT ARMAGEDDON


CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 50 50 AF -4 Jump Engine (6/5/4/3/2/1)
50 SI 70 50 Bio-Electric Cannon N 80/80/80/80 Self Repair 2D6
50 (5) 50 Atmospheric Command 4
50 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

VORLON CARRIER WAR


CLASS COST IN SERVICE ALLEGIANCE
2/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 30 30 AF -4 Jump Engine (6/5/4/3/2/1)
30 SI 30 30 Bio-Electric Cannon N 40/40/40/40 Self Repair 1D6
30 (3) 30 Atmospheric Fleet Carrier
30 Organic Armour (1/2 damage, 2xNuke)
FL 4 (8)

<><><><><><>

B5 VORLON HEAVY CRUISER WAR

CLASS COST IN SERVICE ALLEGIANCE


2/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 20 30 AF -4 Jump Engine (6/5/4/3/2/1)
30 SI 60 30 Bio-Electric Cannon N 30/30/30/30 Self Repair 1D6
30 (2) 30 Atmospheric, Command 2
30 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

VORLON DESTROYER BATTLE


CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 20 26 AF -4 Jump Engine (6/5/4/3/2/1)
26 SI 25 26 Bio-Electric Cannon N 30/30/30/30 Self Repair 1D6
26 (3) 26 Atmospheric, Command 2
26 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

VORLON HEAVY DESTROYER BATTLE

CLASS COST IN SERVICE ALLEGIANCE


4/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 30 30 AF -4 Jump Engine (6/5/4/3/2/1)
30 SI 30 30 Bio-Electric Cannon N 40/40/40/40 Self Repair 1D6
30 (2) 30 Atmospheric
30 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

VORLON SEEKER (DESTROYER EVOLUTION) BATTLE


Whilst other races rely on scouts that are hidden by stealth fields and advanced jamming technology, the Vorlon
Seeker shows its superior heritage in its disdain for hiding. Occasionally seen outside Vorlon space, it inspects
and monitors the growth of young races, especially those who they have chosen for future advancement or are
suspected of being corrupted by the ancient enemy. It retains the ability to destroy any which challenge or
follow it and none can hide from its vision.
CLASS COST IN SERVICE ALLEGIANCE
4/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
9 / 12 SR 30 30 AF -4 Jump Engine (6/5/4/3/2/1)
30 SI 30 30 Bio-Electric Cannon N 40/40/40/40 Self Repair 1D6
30 (2) 30 Atmospheric Scout
30 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

VORLON TRANSPORT SKIRMISH


Vorlon transports are the type of Vorlon ship most commonly encountered by the lesser races; while
motherships and star dreadnoughts are things of mythology. These are personal transports, bonded to a
specific Vorlon emissary or agent. The ship is attuned to its masters soul pattern and responds only to
him. Despite its essentially peaceful purpose as transport and courier, the transport is armed with a
potent discharge cannon capable of taking out a Shadow cruiser with a single burst.

CLASS COST IN SERVICE ALLEGIANCE


1/H Primordial Vorlon
THRUST ARMOR WEAPONS TRAITS
6/9 22 AF -4 Jump Engine (5/4/3/2/1)
22 SI 20 22 Bio-Electric Canonn N 12/12/-/- Self Repair 1D6
2 (2) 22 Atmospheric
20 Organic Armour (1/2 damage, 2xNuke)

<><><><><><>

B5 VORLON FIGHTER PATROL (2)

CLASS COST IN SERVICE ALLEGIANCE


6/H Primordial Vorlons
THRUST ARMOR WEAPONS TRAITS
10 / 15 SR 1 8 Bio-Electric Cannon 8/8/-
Atmospheric, Organic Armour (1/2 damage, 2xNuke)
BATTLEFLEET GOTHIC - THE ELDAR WAR HOST

The Eldar are an ancient race and their ships are among the most sophisticated of the Middle-Born Races. Their
solar sails capture stellar energy and use it to achieve exceptionally skilful manoeuvring abilities. Their ships are
graceful, and place a strong reliance on darting in amongst their enemies to launch an attack before darting away.
Eldar ships rely on their holofields for protection against enemy targeting systemsbut their fragile wraithbone
hulls are weak and any hits tend to cause considerable damage.

FLEET LIST
Initiative Bonus: +2

PATROL
Darkstar (4 Flights) Eagle Bombers (4 Flights)
Phoenix Torpedo Bombers (3 Flights) Hemlock-class Destroyer
Nightshade-class Destroyer

SKIRMISH
Aconite-class Frigate Hellebore-class Frigate

RAID
Aurora-class Light Cruiser Solaris-class Light Cruiser

BATTLE
Eclipse-class Cruiser Shadow-class Cruiser

WAR
Haven-class Spire

ARMAGEDDON
Craft World Void Stalker

SPECIAL RULES

Standard Deployment
1 Craftworld
1 Void Stalker per 6 cruisers
0-12 Cruisers
Unlimited Escorts

HOLOFIELDS
The Eldar rely on their holofields for protection, similar to a cloak. The holofield serves to mask and suppress all
electromagnetic radiation from the ship, releasing minute bits in an effort to blend the signature into the
background. When a targeted ship is hit, roll 1d20; on a roll of 11+ the ship takes no damage

SOLAR SAILS
The Eldar sails collect stellar energy to be used for thrust.
At the start of the scenario, establish which direction is sunward.
If the sun is in the ships front arc, the ship moves normal thrust
If the sun is in the rear arc, the ship may move at double thrust
If the sun is to port or starboard, then the ship may move at triple thrust

WRAITHBONE SUPERSTRUCTURE
Due to the fragile nature of wraithbone, when a ship is reduced, a roll of 11+ results in an extra point of damage

ELDAR WEAPONS RANGE TO-HIT

Scaler Cannon 0-40 auto - rips open a 2 MU wide tear into warp space
-all ships in its path take (1D6-1 for every 6 MU away) hits, suffering 1D6 damage per hit
-roll 1D6 for each ship affected, ship is pulled into the warp on a 6
- can only fire 1 per 3 turns

Torpedoes 0-2 3-6 - STANDARD warheads does 1D6 damage


3-5 6-10 - QUANTUM warheads do 2D6 damage
6-8 5-6 - VORTEX warheads do 3D6 damage
9 6
BFG ELDAR HAVEN-CLASS SPIRE WAR

Although most Eldar live upon their vast floating Craftworlds, those that have followed the path of the Outcast
are scattered to the far extremes of the galaxy. Many of these outcasts become Eldar corsairs, joining the Pirate
Princes of the Corsair fleets.
These raiding fleets operate from many secret bases, of which the Haven class Spire is just one identified type.
With tall slender towers and graceful sails to capture solar energy, the Spire is a distinctive space station. They
are usually well hidden away, deep in asteroid fields or nebula, and as well as their own formidable weaponry
they have the protection of their Corsair fleet. Should the Spires location be discovered, then the Imperiums
fleet will invariably attack to destroy the threat.
RE
CLASS: 0 COST: 100 IN SERVICE:
SHIELD: HULL: 70/20 DEFENCE: 16 HULL: 20 DEFENCE: 14
WEAPONS: PD+3 WEAPONS: PD 0
Pulsar Lance (4-18) +5A, 2D10 Pulsar Lance (4-18) +5A, 2D10

ABILITIES: ABILITIES:
Command 2
FL 2(6) FL 2(6)
Holofield Holofield
Immobile Immobile
Troops 6 Troops 6

<><><><><><>

ELDAR CRAFTWORLD ARMAGGEDDON


CLASS: 1 COST: 300 IN SERVICE:
SHIELD: HULL: 20/20 DEFENCE: 18/16/14 HULL: 20 DEFENCE: 14/12/10
WEAPONS: PD +4 WEAPONS: PD 0
Pulsar Lance (118 FS) +6A, 2D10
Pulser Lance (2-18) +4A, 2D8 Pulsar Lance (2-18) +4A, 2D8
Barrage (2 15) +6A, 10D

ABILITIES: ABILITIES:
Command 2 Command 2
FL 4 (12) FL 4 (12)
Holofield Holofield
Long-Range Bombardment
Troops 8 Troops 8
Warp Drive Warp Drive

<><><><><><>

ELDAR VOID STALKER-CLASS BATTLESHIP WAR


CLASS: 3 COST: 100 IN SERVICE:
SHIELD: HULL: 7/4 DEFENCE: 17/14/12 HULL: 4 DEFENCE: 14/12/10
WEAPONS: PD +3 WEAPONS: PD 0
Pulsar Lance (118 FS) +4A, 2D8
Pulser Lance (2-18) +4A, 2D8 Pulsar Lance (2-18) +4A, 2D8
Barrage (2 15) +6A, 10D
ABILITIES: ABILITIES:
Command 2 Command 2
FL 2 (4) FL 2 (4)
Holofield Holofield
Troops 4 Troops 4
Warp Drive Warp Drive

<><><><><><>

ELDAR SHADOW-CLASS CRUISER BATTLE


CLASS: 3 COST: 60 IN SERVICE:
SHIELD: HULL: 6/4 DEFENCE: 15/12/9 HULL: 4 DEFENCE: 12/10/7
WEAPONS: PD +3 WEAPONS: PD 0
Keel Weapons Battery (1 15 FS) +3A, 3D
Pulser Lance (2-18) +4A, 2D8 Pulsar Lance (2-18) +4A, 2D8

ABILITIES: ABILITIES:
Command 2 Command 2
Holofield Holofield
Troops 4 Troops 4
Warp Drive Warp Drive

<><><><><><>

ELDAR ECLIPSE-CLASS CRUISER BATTLE


CLASS: 3 COST: 50 IN SERVICE:
SHIELD: HULL: 6/4 DEFENCE: 15/12/9 HULL: 4 DEFENCE: 12/10/7
WEAPONS: PD +3 WEAPONS: PD 0
Keel Weapons Battery (1 15 FS) +3A, 3D
Pulser Lance (2-15) +4A, 2D8 Pulsar Lance (2-15) +4A, 2D8

ABILITIES: ABILITIES:
Command 2 Command 2
FL 2 (4) FL 2 (4)
Holofield Holofield
Troops 4 Troops 4
Warp Drive Warp Drive

<><><><><><>

ELDAR HELLEBORE-CLASS FRIGATE SKIRMISH


CLASS: 4 COST: 30 IN SERVICE:
SHIELD: HULL: 7/5 DEFENCE: 12/11/9 HULL: 4 DEFENCE: 10/9/7
WEAPONS: PD +1 WEAPONS: PD 0
Keel Torpedo Battery (1 18 FS) +3A, 3D
Pulsar Lance (115 FS) +3A, 1D8 Pulsar Lance (115 FS) +3A, 1D8

ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive

<><><><><><>

ELDAR ACONITE-CLASS FRIGATE SKIRMISH


CLASS: 4 COST: 20 IN SERVICE:
SHIELD: HULL: 4/3 DEFENCE: 12/11/9 HULL: 3 DEFENCE: 10/9/7
WEAPONS: PD +1 WEAPONS: PD 0
Pulsar Lance (110 FS) +3A, 1D8 Pulsar Lance (110 FS) +3A, 1D8

ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive

<><><><><><>

ELDAR NIGHTSHADE-CLASS DESTROYER PATROL


CLASS: 4 COST: 15 IN SERVICE:
SHIELD: HULL: 6/4 DEFENCE: 13/11/9 HULL: 2 DEFENCE: 10/8/6
WEAPONS: WEAPONS: PD 0
Keel Torpedo Battery (1 15 FS) +3A, 3D
Pulsar Lance (110) +3A, 1D8 Pulsar Lance (115) +3A, 1D8

ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive

<><><><><><>

ELDAR HEMLOCK-CLASS DESTROYER PATROL


CLASS: 5 COST: 15 IN SERVICE:
SHIELD: HULL: 3/1 DEFENCE: 14/11/9 HULL: 1 DEFENCE: 11/50/20
WEAPONS: WEAPONS:
Pulsar Lance (115 FS) +3A, 1D8 Pulsar Lance (115 FS) +3A, 1D8

ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive

<><><><><><>

ELDAR DARKSTAR-CLASS FIGHTER PATROL

CLASS: 6 COST: 5 IN SERVICE: SHIELD: HULL: 1 DEFENCE: 16


WEAPONS:
Las Cannon (1 - 2) +4 A, 1 D

ABILITIES: Atmospheric EvasionInterceptor

<><><><><><>

ELDAR EAGLE-CLASS FIGHTER PATROL

CLASS: 6 COST: 7 IN SERVICE: SHIELD: HULL: 1 DEFENCE: 15


WEAPONS:
Las Cannon (1 - 2) +2 A, 1 D
Sonic Charges (1 2) +4A, 3D

ABILITIES: Atmospheric Evasion

<><><><><><>

ELDAR PHOENIX-CLASS BOMBER FIGHTER PATROL


Torpedo bombers are ordinary bombers reconfigured to carry a payload of anti-ship torpedoes. This gives them
the ability to stand off from their target at greater range and launch an attack; it also makes it possible for
attack craft to deploy massed torpedoes to break up an enemy formation.

CLASS: 6 COST: 8 IN SERVICE: SHIELD: HULL: 1 DEFENCE: 15


WEAPONS:
Las Cannon (1 - 2) +2 A, 1 D
Anti-Ship Torpedoes (1 4) +4A, 4D

ABILITIES: Atmospheric Evasion

<><><><><><>

ELDAR BOARDING TORPEDO PATROL


CLASS: 6 COST: 5 IN SERVICE: SHIELD: HULL: 1 DEFENCE: 14
WEAPONS:
Las Cannon (1 - 2) +2 A, 1 D

ABILITIES: Atmospheric EvasionTrooBATTLEFLEET GOTHIC - THE RENEGADES OF CHAOS

FLEET LIST
Initiative Bonus: +1

PATROL
Boarding Torpedo Doomfire-class Bomber Wing (4 Flights)
Swiftdeath-class Interceptor (4 Flights)
Iconoclast-class Destroyer
Troop Transport

SKIRMISH
Idolator Raider
Infidel Raider

RAID

Slaughter-class Cruiser

BATTLE
Carnage-class Cruiser
Murder-class Cruiser

WAR

ARMAGEDDON
Blackstone Fortress
Planet Killer

Standard Deployment
1 Planet Killer only
1 Battleship or Grand Cruiser for every 3 Cruisers and/or Heavy Cruisers
1 Heavy Cruiser for every 2 Cruisers
0-12 Cruisers
Unlimited Escorts
BFG Chaos Swiftdeath-class Interceptor PATROL (4 Flights)

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

Attack Range is 2 atmospheric


Attacking enemy fighters - Roll D6+2
Attacking ships Roll D6

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []

BFG Chaos Doomfire Bomber Flight PATROL (4 Flights)

SPEED: 1 2 3 4 5 6 7 8

Attack Range is 2 atmospheric


Attacking enemy fighters - Roll D6
Attacking ships Roll D6+2

1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] []

BFG Chaos Boarding Torpedo PATROL (4 Flights)

SPEED: 1 2 3 4 5 6 7 8 HULL [] []

Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
BFG Chaos Blackstone Fortress ARMAGEDDON

SPEED: 1 2 3 4

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] [] []
Hanger [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] []
Warp Cannons T [] [] [] [] [] [] [] [] - beam weapon
Beam Battery (24) [] - 2D6 recharge rate
AFB [] [] [] [] [] [] [] []
Warp Drive []
Thruster (2) [] []
BFG Chaos Troop Transport

SPEED: 1 2 3 4 5 6

Fire Control [] HULL [] [] [] [] []


Weapon Battery 1 T [] [] [] [] [] [] []
AFB [] [] [] [] [] [] []
Hanger [] Shuttle [] []
Thruster (4) [] []
Warp Drive
Troop Barracks [] [] [] [] [] []
BFG Chaos Carnage-class Cruiser BATTLE

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] []
Weapons Battery-2 F [] []
Pulsar Lance P [] []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 P [] []
Pulsar Lance S [] []
Weapons Battery-2 S [] []
Lance Battery (6) [] 1D6 recharge

AFB [] [] [] []
Warp Drive []
Thruster (4) [] []

SPECIAL

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Chaos Iconoclast-class Destroyer PATROL

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

Shield [] Shields Hit Damage HULL [] [] []


1 5 1 [] [] []
6 2
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttle []
Troop Barracks [] []
Weapons Battery-2 F []
Weapons Battery-1 P []
Weapons Battery-1 S []

AFB []
Warp Drive []
Thruster (6) [] [] []
BFG Chaos Idolator Raider SKIRMISH

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

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles []
Troop Barracks [] []
Pulsar Lance F/P/S []
Pulsar Battery (6) []
Weapons Battery-2 F/P [] []
Weapons Battery-2 F/S [] []
AFB [] [] []
Warp Drive []
Thruster (6) [] [] []
BFG Chaos Infidel Raider SKIRMISH

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

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles []
Troop Barracks [] []
Torpedoes F [] [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Weapons Battery-2 F/P [] []
Weapons Battery-2 F/S [] []
AFB [] [] []
Warp Drive []
Thruster (6) [] [] []

SPECIAL
Torpedoes 0-2 3-6
3-5 6-10
6-8 5-6
9 6
BFG Chaos Murder-class Cruiser BATTLE

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] []
Pulsar Lance F []
Lance Battery (6) [] 1D6 recharge
Weapons Battery-2 P [] [] [] []
Weapons Battery-2 S [] [] [] []

AFB [] [] [] []
Warp Drive []
Thruster (4) [] []
BFG Chaos Planet Killer ARMAGEDDON

SPEED: 1 2 3 4

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] [] []
Hanger [] [] [] [] Fighters [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] []
Main Cannon F [] - Beam Battery (36) [] - 1D6 recharge rate
Torpedo Rack F [] []
Magazine [] [] [] [] [] [] [] [] [] [] [] []
Pulsar Lance F/P/S [] []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] [] [] [] [] []
Warp Drive []
Thruster (2) [] []

SPECIAL

Flagship +2 Initiative Bonus to all Chaos Forces

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Chaos Slaughter-class Cruiser RAID

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] [] []


1 5 1 [] [] [] [] [] []
6 2 [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] []
Weapons Battery-2 F [] []
Pulsar Lance P []
Weapons Battery-2 P [] []
Pulsar Lance S []
Weapons Battery-2 S [] []
Lance Battery (6) [] 1D6 recharge
AFB [] [] [] []
Warp Drive []
Thruster (4) [] []
ps 1
BATTLEFLEET GOTHIC - THE IMPERIUM OF MAN

The Imperial Navy is one of the armed forces of the Imperium of Man. While the Imperial Guard
represents the Imperium's ground forces, the Imperial Navy is responsible for the fleets of starships that
maintain order between the stars and planets in the Imperium, for all space and air support provided to
the infantry of the Imperial Guard, and for transporting those Guardsmen across the galaxy to the
Imperium's myriad warzones. The battlefleets of the Imperial Navy are constantly engaging threats both
inside and outside the Imperium's borders.

The origins of the Imperial Navy lay in the campaigns of the Great Crusade that began in ca. 800.M30.
The Great Crusade was the largest and most ambitious military endeavour ever undertaken by Mankind.
As mighty and valiant as the hosts of the Emperor were, this epic undertaking would have been entirely
impossible without the countless thousands of Warp-capable vessels that transported hundreds of
thousands of the superhuman warriors of the Space Marine Legions and many millions of Imperial
Army soldiers from one star's light to the next. The Great Crusade saw a staggering array of vessels
constructed, reclaimed or pressed into service. Some were used for a matter of months before being
declared obsolete or wearing out and degrading to destruction, quite apart from losses incurred in battle,
while others gained a permanent place in the canon of war, with successful designs endlessly copied and
modified as the decades progressed. The first vessels to enter the service of the Imperium were
constructed in the orbital foundries of Terra, and later Mars' Ring of Iron and the orbital shipyards of
Saturn, under the scrutiny of the Emperor and the Forge-wrights of the Mechanicum, and indeed it was
only that in alliance with Mars that the trans-solar expansion was possible in any meaningful way. This
was further aided when at last the Saturnyne Dominion, with its accomplished ship-masters, joined the
Imperium after their alien overlords were overthrown, and as the Imperium expanded, many more great
shipyards were added: Voss, Grulgarod, Lorin and Cypra Mundi, all grew to near rival Mars itself in
voidship production.
Driven by the will of the Emperor, the first Expeditionary Fleets pushed outwards into the galaxy.
Preceding each great Expeditionary Fleet of hundreds, sometimes thousands, of vessels often ranged
smaller contingents of independent flotillas led by a class of martial leader that would become known as
the Rogue Traders Militant. Many of these individuals were former rulers of the numerous realms the
Emperor had cast down first during the Unification Wars and later as the Great Crusade spread, formerly
independent human worlds. They were offered a stark choice--bend their knee before the Emperor and
swear service to the Great Crusade, or die by His hand. Though many set pride before what they
regarded as slavery, others chose service and took up the Emperor's Warrant of Trade. There was a
price, however. The Rogue Traders Militant were expected to scout ahead of the leading edge of the
Great Crusade, accompanied by their own armies as well as whatever assets had been ceded them by the
Emperor. Operating so far ahead of the Emperor's crusading armies, the Rogue Traders Militant could
expect little or no aid should they encounter foes too powerful for them to overcome. After several
Terran decades penetrating the inky black of the void, Rogue Trader Militant fleets often appeared as
ramshackle vagabonds, many of their starships taken from defeated enemies, sometimes
including xenos vessels of entirely novel or esoteric form. They were forbidden to return to Terra, for in
His wisdom the Emperor sought not to just rid Himself of powerful rivals, but to ensure that even in
their deaths they might serve Mankind. Many vanished alone and unheralded; slain, consumed or
enslaved by nameless xenos abominations far form the light of Terra.
As the Imperium expanded, so too did its fleets. Countless long-lost wonders of technology were
recovered, some wrested from the dead hands of unwilling custodians, and others surrendered willingly
as fitting tribute to the Master of Mankind. Some vessels were unique, constructed by methods even the
most accomplished Adepts of Mars could not hope to replicate: the Terminus Est, the Nicor,
the Mirabilis and the Phalanx foremost among them. Other patterns and classes proved possible to
reproduce and replicate, and before long the various arms of the Imperium's military acquired their own
distinctive panoply of warships. Those of the Legiones Astartes were often blunt of prow and slab-
armoured, built to endure the withering storm of fire that accompanies a planetary invasion, their plasma
furnace-hearts powering some of the most destructive weapons known to Mankind. But beyond these
practical needs, each fleet favoured the nature of its Legion, from the sable black marauders of
the Raven Guard to the baroque crimson and gold battlecruisers of the Blood Angels to the brute
functionality and unadorned steel of the Iron Warriors' siege-barques. The ships of the Emperor's wider
naval armadas were more diverse affairs, built for void supremacy. They ranged from stately battleships,
multi-kilometre long engines of doom, their armour concentrated to the fore and their flanks repleted
with rank upon rank of broadside batteries, to lithe and deadly destroyers and stripped-bare Warp
Runners, to watchful piquet frigates and lumbering star-fortresses. Beyond these were innumerable
classes of transports, arks, conveyers and supply ships, the forge vessels of the Mechanicum and their
own strange space-going engines of war.

On many Imperial planets, the Imperial Navy is often referred to as the "Holy Fleet."
The Ecclesiarchypreaches that the Fleet is an extension of the God-Emperor's divine will and is therefore
itself a sacred institution. This is due to the intimate relationship between the Navigators who are able to
guide the fleet though the Warp using the psychic beacon emanating from the Golden Throne and
the Astronomican. Whether or not the title applies to all starfaring vessels in the Imperium that make use
of Navigators is unclear, though this is unlikely. The Adeptus Mechanicus would also no doubt consider
the vessels themselves holy. However, this is due to their own techno-theological beliefs concerning the
divinity of all machines.
Imperial Navy Organisation

THE ADEPTUS ASTARTES


When Gulliman set about the long and arduous task of preparing Codex Astartes, the role of space
vessels amongst the Adeptus Astartes proved a particular sticking. For an Imperium still reeling from
internecine Heresy that almost tore it apart, the division of power was a vitally important consideration.
Of the most extreme options on offer, it was ventured by some that the Space Marines should be denied
any vessels at all, barring intra-system transports for movement between homeworlds and attendant
moons. Corax, amongst others, protested strongly that in fact had the Space Marines been better
equipped with fleets of their own his own Legion might not have been so horrendously decimated when
trapped on Istvaan V by Horus and the newly revealed traitors. Instead, a compromise was reached
which limited the Space Marines to vessels whose primary role was that of transport, delivery and
suppression designed to facilitate planetary assault. Only the smallest of vessels would be permitted to
act exclusively as gunships, with the larger battlebarges and strike cruisers remaining predominantly as
aids to invasion, ensuring the Space Marines would never present a threat to the Imperial Navy proper.
Inevitably, the wrangling over interpretation of a ships primary role leads to some chapters possessing
rather more versatile fleets than the Imperial Navy is entirely comfortable with. Unlike the vessels of the
Imperial Navy, a Space Marine ship has a relatively small crew. A Space Marine is far too valuable to
waste in manning a gun or watching a surveyor screen, and so only the officers aboard a vessel are likely
to be Space Marines, as well as the few Techmarines who oversee the engines and perform other
mechanical duties. Almost all the ships systems are run and monitored by servitors; half-human cyborgs
who are wired into the vessels weapons, engines and communications apparatus. There are also a few
hundred Chapter serfs to attend to other duties, such as routine cleaning and maintenance, serving the
Space Marines during meal times and other such honoured tasks. These serfs come from the
Chapters home planet or the enclave they protect, many of them Novitiates or applicants who have
failed some part of the recruiting or training process. These serfs are fanatically loyal to their
superhuman masters, and indoctrinated into many of the lesser orders of the Chapters Cult. Although
human, they still benefit from remarkable training and access to superior weaponry than is usually found
on a naval vessel, making them a fearsome prospect in a boarding action even without the support of
their genetically modified lords.

FLEET LIST THE NAVY


Initiative Bonus: +1

PATROL
Boarding Torpedo Fury-class Interceptor Wing (4 Flights)
Starhawk-class Bomber (4 Flights) Cobra-class Destroyer
Troop Transport

SKIRMISH
Firestorm-class Frigate Sword-class Frigate

RAID
Dauntless-class Light Cruiser Lunar-class Cruiser

BATTLE
Dictator-class Cruiser Dominator-class Cruiser
Gothic-class Cruiser Tyrant-class Cruiser

WAR
Mars -class Battlecruiser Overlord-class Battlecruiser

ARMAGEDDON
Emperor-class Battleship Retribution-class Battleship

FLEET LIST - THE ADEPTUS ASTARTES


Initiative Bonus: +2

PATROL
Boarding Torpedo Thunderhawk Wing (4 Flights)
Cobra-class Destroyer Gladius Frigate

SKIRMISH
Firestorm-class Frigate Nova Frigate
Sword-class Frigate

RAID
Dauntless-class Light Cruiser Lunar-class Cruiser
Hunter Destroyer

BATTLE
Strike Cruiser

WAR
Battle Barge
SPECIAL RULES

Standard Deployment Imperial Navy


1 Battleship for every 3 Cruisers and/or Battle Cruisers
1 Battle Cruiser for every 2 Cruisers
0-12 Cruisers
Unlimited Escorts

Standard Deployment Adeptus Astartes


May add +2 to all Boarding action rolls
0-3 Battlebarges
0-10 Strike Cruisers
Unlimited Escorts
BFG RAMILIES-CLASS STAR FORTRESS ARMAGEDDON

The Ramilies class star fort has formed a vital lynch pin in Imperial strategy since the earliest days of the
Great Crusade. It was designed, according to Mechanicus legends, by the hitherto unknown Artisan
Magos Lian Ramilies from STC materials captured in the purgation of the Stone World, Ulthanx. The
Hyper-plasmatic energy conduction system used by the Ramilies is barely understood by the Techpriests
in current times, but thanks to the STC system it is still reproducible and has guaranteed endurance of
over 3,000 years. The greatest advantage of the Ramilies by far is that its powerful generators can erect
a warp-bubble over the entire structure enabling it, with the aid of seventeen navigators and an attendant
fleet of tugs, supply ships, warships and system craft, to enter the Warp and be towed to different star
systems This operation, always perilous, has resulted in the loss of over twelve hundred Ramilies stars
forts in their ten millennia of service to the Emperor. However each journey has shortened Imperial
campaigns by years at a time by allowing the Imperial fleet to move repair, command and resupply
facilities right up to the front line, saving its ships lengthy return trips to temporary supply bases or full
repair dock facilities far behind the warzone.
The Ramilies itself is heavily armed as befits its role and fully capable of fighting off a fleet of attackers
if need be. On occasion they are commandeered to be placed as permanent orbital bombardment
emplacements over embattled worlds, or act as part of the defences of a vital system. At any one time
Cypra Mundi will include between six and eight of these gigantic fortresses as part of its orbital ring.
Some are used as Adeptus Mechanicus deep space research facilities for projects too secret to be placed
near any inhabited world. Others have gone to the Inquisition to be used as hidden fortresses for that
clandestine and all-powerful organisation.

CLASS COST IN SERVICE ALLEGIANCE


0/A Imperium of Man, Adeptus Astartes, Adeptus Mechanicus
THRUST ARMOR WEAPONS TRAITS
.25 72 Void Shields 4+ AF +5
72 1 72 6 Torpedoes per arc 10/10/10/10 Immobile
72 (8) 72 N 60/60/45/45 Command 3, Combat Armor
72 F L/R 60/60/45/45 Fighters 4 (8)
A L/R 60/60/45/45 Troops 200
A 60/60/45/45

<><><><><><>

BFG IMPERIUM ADEPTUS ASTARTES BATTLE BARGE ARMAGEDDON

The Battle Barge is the largest Space Marine warship and is configured for close support of planetary
landings, carrying numerous bombardment turrets, lances, and torpedo tubes. Most chapters control two
or three Battle Barges designed to deploy a fighting force to planets in a rapid fashion. Large amounts
of space are designed to hold launch bays for inter-system craft and drop pods allowing up to three
companies to deploy simultaneously. The vessel is extremely heavily armored and well-shielded for
breaching planetary defenses while also protecting its cargo. It is also a dangerous enemy, especially
with boarding actions but also contains enough firepower to destroy all but the most powerful of
warships. Battle Barges are some of the most powerful ships the Imperium has at its disposal, due to
both the power of the ships and their contents.

CLASS COST IN SERVICE ALLEGIANCE


1/H 425 Adeptus Astartes
THRUST ARMOR WEAPONS TRAITS
3/5 Void Shield 4+ AF -4
105 N 6 Torpedoes 10/10/10/10
70 SI 70 70 N 28/28/28/- Warp Drive (6/5/4/3/2/1)
70 (7) 70 F L/R 15/15/15/- Combat Armor, Command 3
60 L/R BS 15/15/15/- FL 3 (6) Troops 100 (50)

<><><><><><>

BFG IMPERIUM ADEPTUS ASTARTES STRIKE CRUISER WAR


While a Space Marine Chapter only rarely employs the might of its battle barges, Adeptus Astartes strike
cruisers are a more common, although still rare, sight. Often the arrival of a Space Marine strike cruiser
is enough to quell a rebellious system. The Space Marines are quick to act if their enemies surrender is
not immediately forthcoming. Strike Cruisers are fast, lightly-armed vessels which mass slightly less than
the Imperial Navys Dauntless class light cruisers. Their primary function seems to be that of rapid
response, reports indicating that they are invariably the first craft to arrive at a threatened planet. Strike
cruisers appear to carry approximately one full company of Space Marines (including support vehicles)
and have been observed to deploy them within twenty minutes of arrival in orbit.

CLASS COST IN SERVICE ALLEGIANCE


2/H 145 Adeptus Astartes
THRUST ARMOR WEAPONS TRAITS
4/6 Void Shield 5+ AF -3
55 N 20/20/20/20 Warp Drive (6/5/4/3/2/1)
45 SI 40 45 F L/R 12/12/12/- Combat Armor, Command 1
45 (5) 45 L/R BS 12/12/12/-
40 FL 2 (4) Troops 9 (9)

<><><><><><>

BFG IMPERIUM ADEPTUS ASTARTES HUNTER DESTROYER SKIRMISH


The Hunter class destroyer, although based on a design long available to almost all Space Marine
chapters, was pioneered primarily by the Dark Angels, whose deep distrust of other factions within the
Imperial hierarchy made acquisition of vessels from shipyards and forgeworlds far more problematic
than for most other chapters. As such, the Dark Angels chose the Hunter class destroyer as the most
viable counterpart to the Imperial Navys cobra and maintain large flotillas of the vessel in all their
battlefleets

CLASS COST IN SERVICE ALLEGIANCE


4/H 40 Adeptus Astartes
THRUST ARMOR WEAPONS TRAITS
5/7 Void Shield 5+ AF -2
25 Torpedoes 2 N 10/10/10/10 Warp Drive (6/5/4/3/2/1)
22 SI 40 22 F L/R 6/6/6/6 Combat Armor, Command 1
22 (3) 22 L/R BS 6/6/6/-
20 FL 2 (4) Troops 9 (9)

<><><><><><>
BFG IMPERIUM ADEPTUS ASTARTES GLADIUS FRIGATE PATROL
Invariably the Gladius is the most numerous escort within a chapter-fleet, being one of the few escorts in
relatively uniform usage across the chapters. The vessel, although larger than any genuine gunboats
likely to be in use, is relatively small by Space Marine standards, seldom carrying much more than a
single squad of Space Marines who are invariably spread across its decks and control centres supervising
the much more numerous chapter serfs upon whom the chapter relies for actual operation of its vessels.
As such, the Gladius lacks the genuine punch of other Space Marine vessels, and is of little use in their
favoured planetary assaults, but instead earns itself an admirable place as the foremost ship of the line
when it comes to more mundane border patrols and deep space blockades.

CLASS COST IN SERVICE ALLEGIANCE


4/H 45 Adeptus Astartes
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -1
23 Warp Drive (6/5/4/3/2/1)
20 SI 30 20 F L/R 6/6/6/6 Combat Armor
20 (3) 20
15 Troops 1 (1)

<><><><><><>

BFG IMPERIUM ADEPTUS ASTARTES NOVA FRIGATE PATROL


Of all the vessels in the service of the Adeptus Astartes, the Nova class frigate is commonly the single
class to which the Imperial Navy take the most exception. It lacks sufficient size to really fulfil the
deployment and assault roles for which Space Marine ships are primarily intended and its lance
armament and speed make it a menacing gunboat in its own right. As such, the Nova remains rare in
most Space Marine fleets, a trend the Imperial Navy, the Inquisition and other institutions perpetually
concerned by the balance of power would dearly love to see continue.

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Adeptus Astartes
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -1
23 Warp Drive (6/5/4/3/2/1)
20 SI 30 20 F L/R 8/8/8/8 Combat Armor
20 (3) 20 L/R 6/6/6/-
15 Troops 1 (1)

<><><><><><>
BFG CONQUEST STAR GALLEON PATROL
Conquest-class Star Galleons are rare, tremendously powerful armed freighters that are rarely seen in
the late 41st Millennium. It is believed that these type of vessels were first commissioned by the
Emperor Himself at the dawn of theImperium of Man for the very first Rogue Traders granted their
Warrants of Trade by the Emperor's hand.

Star Galleons are thought to be treasure ships from the very dawn of the Imperium, commissioned for
the very first Rogue Traders on the orders of the Emperor Himself. Whether this is true is completely
unprovable, but those Star Galleons found in the Koronus Expanse are usually ancient vessels bearing
design elements lost to modern shipwrights. Specialist long-range exploration vessels, capable of
voyaging for years at a time, they were conceived as heavily armed hybrids of Cruiser and transport,
with enough Lance firepower to defend themselves and carve apart Renegade star empires, yet also
capable of safely transporting back the spoils of war by the megatonnne.
Few of these ships now exist in the Koronus Expanse in the late 41st Millennium. They are precious
relics, priceless treasures from the legendary founding time of the Imperium. Only the most ancient and
powerful dynasties retain such heirlooms, and they guard them jealously. Generally regarded as fragile
and undergunned for their size by modern naval officers, such an appraisal misses the obvious fact that
these are not warships; rather, they are tremendously powerful armed freighters.
The Conquest-class is the archetypal Star Galleon, though ten thousand standard years of variation
amongst the limited number of ships still active renders the concepts of a "class" somewhat moot. Every
Conquest is a uniquely glamorous and beautiful vessel, a glittering city in the stars, laden with treasures
from forbidden realms and lost empires. Physically as large as most Imperial Cruisers, though not as
well-armed or armoured, they are nevertheless a match for most threats that can be found in the
Koronus Expanse.

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Anu
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -1
23 Warp Drive (6/5/4/3/2/1)
20 SI 30 20 F L/R 8/8/8/8
20 (3) 20 L/R 6/6/6/-
15 Troops 1 (1)

<><><><><><>

BFG IMPERIUM LIGHT FREIGHTER PATROL

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Any
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -1
15 Warp Drive (6/5/4/3/2/1)
10 SI 10 10 F L/R 2/2/2/-
10 (1) 10 L/R 4/4/4/-
6

<><><><><><>
BFG IMPERIUM HEAVY FREIGHTER PATROL

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Any
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -1
15 Warp Drive (6/5/4/3/2/1)
10 SI 30 10 F L/R 2/2/2/-
10 (1) 10 L/R 4/4/4/-
6

<><><><><><>

BFG IMPERIUM TANKER PATROL

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Any
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -1
15 Warp Drive (6/5/4/3/2/1)
10 SI 20 10 F L/R 2/2/2/-
10 (1) 10 L/R 4/4/4/-
6

<><><><><><>

BFG IMPERIUM TROOP TRANSPORT PATROL

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Any
THRUST ARMOR WEAPONS TRAITS
5/8 Void Shield 6+ AF -2
25 Warp Drive (6/5/4/3/2/1)
15 SI 20 15 F L/R 2/2/2/-
15 (1) 15 L/R 4/4/4/- Troops 100 (25)
20

<><><><><><>

BFG IMPERIUM BOARDING TORPEDO PATROL


More manned spacecraft than torpedo, these torpedoes fulfill a comparable role to that of assault boats.
However, boarding torpedoes are less manoeuvrable and less armoured than assault boats. To offset
these flaws, they are also much smaller targets. The crews of a boarding torpedo are able to make minor
adjustments to the torpedo's flight path.

CLASS COST IN SERVICE ALLEGIANCE


6/L Any
THRUST ARMOR WEAPONS TRAITS
6/9 6/4/2 N 2/2/- Assault, Boarding +2, Troops 1
<><><><><><>

BFG IMPERIUM FURY-CLASS INTERCEPTOR PATROL (4)

The Fury Interceptor is the most common starfighter used by the Imperial Navy for space combat. With
some variants reaching 60 to 70 metres in length, the more common patterns of the Fury are
significantly larger than most fighters designed for atmospheric operations, and it carries a three-man
crew, including a pilot, navigator and gunner. On occasion, an Astropath psyker will also be aboard, to
provide greater communications capability. The Fury's reinforced hull contains an extensive network of
circuitry and life-support systems, and even has a small chemical toilet and sleeping compartment for the
crew. Furies are normally equipped with multiple forward-firing banks of Lascannons and anti-starfighter
missiles. An average Attack Craft carrier can carry upwards of 1,000-2,000 Furies (although most will
carry less as to increase their capacity to carry more Starhawks and atmospheric craft), split into fighter
wings comprised of roughly 15 interceptors each.

CLASS COST IN SERVICE ALLEGIANCE


6/L Any
THRUST ARMOR WEAPONS TRAITS
9 / 12 6/5/3 4/3/- Atmospheric Interceptor

<><><><><><>

BFG IMPERIUM STARHAWK-CLASS BOMBER FLIGHT PATROL (4)


Starhawk bombers are larger, slower spacecraft, designed to carry a heavy payload of Plasma Bombs
and armour piercing missiles for use against enemy capital ships in the void. Crewed by a pilot, co-
pilot, Tech-priest (plus Acolytes), various turret gunners and a logistics officer, a standard Starhawk
features limited sleeping quarters, chemical toilets and even an automated medical unit inside its hull.
Armed with a multitude of short-range turret-mounted defence weapons used to fend off enemy
starfighters, a lone Starhawk can wreak havoc among enemy fighter squadrons before swooping in to
deliver a crippling missile strike on an enemy capital ship. On rare occasions, Starhawks can be modified
to carry and launch a very small number of anti-starship torpedoes. A standard carrier warship can carry
between 1,000-2,000 Starhawks.

CLASS COST IN SERVICE ALLEGIANCE


6/L Any
THRUST ARMOR WEAPONS TRAITS
6/9 9/7/5 5/5/- Assault, Atmospheric

<><><><><><>

BFG IMPERIUM THUNDERHAWK-CLASS FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/L Adeptus Astartes
THRUST ARMOR WEAPONS TRAITS
9 / 12 6/5/3 5/4/- Atmospheric

<><><><><><>
BFG Imperium Cobra-class Destroyer PATROL

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

Shield [] Shields Hit Damage HULL [] [] []


1 5 1 [] [] []
6 2
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttle []
Troop Barracks [] []
Torpedoes F [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Weapons Battery-1 F []
Weapons Battery-1 P []
Weapons Battery-1 S []

AFB []
Warp Drive []
Thruster (6) [] [] []

SPECIAL

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Imperium Dauntless-class Light Cruiser RAID

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] []


1 5 1 [] [] [] [] []
6 2 [] [] [] [] []
0 4,5 1 [] [] [] [] []
6 2

Fire Control [] [] []
Hanger [] [] Shuttles [] []
Troop Barracks [] [] []
Pulse Lance F []
Pulsar Battery (6) [] - 1D6 recharge
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] []
Warp Drive []
Thruster (4) [] []
BFG Imperium Dictator-class Cruiser BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] [] Fighters [] [] [] [] [] [] Bombers [] [] [] [] [] [] Shuttles [] []
Troop Barracks [] [] [] [] []
Torpedoes F [] [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] [] []
Warp Drive []
Thruster (4) [] []

SPECIAL

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
Imperium Dominator-class Cruiser BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] [] Fighters [] [] [] [] [] [] Bombers [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] []
Nova Cannon []- range 25, damage as per ENERGY MINE
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] [] []
Warp Drive []
Thruster (2) [] []

SPECIAL

Nova Cannon - targeted at a hex/location


-Target within 1 MU of detonation takes 6D6 damage. -1D6 for each further MU away. e.g. at 3 MU from
detonation take 3D6 damage.
-Max fire range is 20 MU.
-After firing, requires 1D6 turns to reload
BFG Imperium Emperor-class Battleship ARMAGEDDON

SPEED: 1 2 3 4 5

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] [] []
Hanger [] [] [] [] Fighters [] [] [] [] [] [] [] [] Bombers [] [] [] [] [] [] [] []
Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] []
Weapons Battery-2 F [] [] [] []
Pulsar Lance F/P/S [] []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] [] [] [] [] []
Warp Drive []
Thruster (2) [] []

SPECIAL

Flagship +1 Initiative Bonus to all Imperium Forces


BFG Imperium Firestorm-class Frigate SKIRMISH

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

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles []
Troop Barracks [] []
Pulsar Lance F []
Beam battery (4) [] - 1D6 recharge
Weapons Battery-2 F/P [] []
Weapons Battery-2 F/S [] []
AFB [] [] []
Warp Drive []
Thruster (6) [] [] []
BFG Imperium Adeptus Astartes Gladius Frigate PATROL

SPEED: 1 2 3 4 5 7 8 9 10 11 12

Shield [] Shields Hit Damage HULL [] [] []


1 5 1 [] [] []
6 2
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles []
Troop Barracks [] []
Weapons Battery-2 F/P/S []
AFB [] []
Warp Drive []
Thruster (6) [] [] []
BFG Imperium Gothic-class Cruiser BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] Shuttles [] []
Troop Barracks [] [] [] []
Torpedoes F [] [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Pulsar Lance P []
Weapons Battery-2 P [] []
Pulsar Lance S []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 S [] []
AFB [] [] [] [] []
Warp Drive []
Thruster (2) [] []

SPECIAL

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Imperium Adeptus Astartes Hunter Destroyer RAID

SPEED: 1 2 3 4 5 7 8 9 10

Shield [] Shields Hit Damage HULL [] [] [] [] [] []


1 5 1 [] [] [] [] [] []
6 2 [] [] [] [] [] []
0 4,5 1
6 2

Fire Control [] [] [] []
Hanger [] [] Fighters [] [] [] [] [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] []
Torpedoes F [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Weapons Battery-2 F/P []
Weapons Battery-2 F/S []
AFB [] [] []
Warp Drive []
Thruster (6) [] [] []

SPECIAL

Flagship +1 Initiative Bonus to all Imperium Forces

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Imperium Lunar-class Cruiser RAID

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] []


1 5 1 [] [] [] [] [] []
6 2 [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] []
6 2

Fire Control [] [] []
Hanger [] Shuttles [] []
Troop Barracks [] [] []
Torpedoes F [] [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Pulsar Lance P []
Weapons Battery-2 P [] []
Pulsar Lance S []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 S [] []

AFB [] [] []
Warp Drive []
Thruster (4) [] []

SPECIAL

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Imperium Mars-class Battlecruiser WAR

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] [] Fighters [] [] [] [] [] [] Bombers [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] []
Nova Cannon - range 25, damage as per ENERGY MINE
Pulsar Lance F/P/S [] []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] [] []
Warp Drive []
Thruster (2) [] []

SPECIAL

Nova Cannon - targeted at a hex/location


-Target within 1 MU of detonation takes 6D6 damage. -1D6 for each further MU away. e.g. at 3 MU from
detonation take 3D6 damage.
-Max fire range is 20 MU.
-After firing, requires 1D6 turns to reload
BFG Imperium Adeptus Astartes Nova Frigate PATROL

SPEED: 1 2 3 4 5 7 8 9 10 11 12

Shield [] Shields Hit Damage HULL [] [] []


1 5 1 [] [] []
6 2
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles []
Troop Barracks [] []
Pulsar Lance F/P/S []
Lance Battery (4) [] 1D6 recharge
Weapons Battery-2 F/P []
Weapons Battery-2 F/S []
AFB [] []
Warp Drive []
Thruster (6) [] [] []
BFG Imperium Overlord-class Battlecruiser WAR

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] [] Fighters [] [] [] [] [] [] Bombers [] [] [] [] [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] []
Pulsar Lance F/P/S [] []
Beam Battery (6) [] - 1D6 for recharge rate
Torpedoes F [] [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Weapons Battery-2 F [] []
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []

AFB [] [] [] []
Warp Drive []
Thruster (4) [] []

SPECIAL

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Imperium Retribution-class Battleship ARMAGEDDON

SPEED: 1 2 3 4 5

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] [] []
Hanger [] [] Shuttles [] [] [] []
Troop Barracks [] [] [] [] [] [] [] [] [] []
Torpedo Rack F [] [] []
Magazine [] [] [] [] [] [] [] [] [] [] [] []
Pulsar Lance F/P/S [] []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 P [] []
Weapons Battery-2 S [] []
AFB [] [] [] [] [] [] [] []
Warp Drive []
Thruster (2) [] []

SPECIAL

Flagship +1 Initiative Bonus to all Imperium Forces

Torpedoes 0-2 3-6


3-5 6-10
6-8 5-6
9 6
BFG Imperium Sword-class Frigate SKIRMISH

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

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles []
Troop Barracks [] []
Weapons Battery-2 F/P [] []
Weapons Battery-2 F/S [] []
AFB [] [] []
Warp Drive []
Thruster (6) [] [] []
BFG Imperium Tyrant-class Cruiser BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Hanger [] Shuttles [] []
Troop Barracks [] [] [] []
Torpedoes F [] [] - does 1D6 damage per hit
Magazine [] [] [] [] [] [] - if damaged, each missiles does 1D6 damage
Pulsar Lance P [] []
Weapons Battery-2 P [] []
Pulsar Lance S [] []
Beam Battery (6) [] - 1D6 for recharge rate
Weapons Battery-2 S [] []

AFB []
Warp Drive []
Thruster (4) [] []
NECRON STANDARD DEPLOYMENT
1 Tombship for every Scythe
Up to 6 Scythes and up to 3 Shrouds
Unlimited Escorts

FLEET LIST
Initiative Bonus: +3

PATROL
Dirge-class Raider

SKIRMISH
Jackal-class Raider

RAID
Shroud-class Scout

BATTLE
Scythe-class Harvest Ship

WAR
Cairn-class Tombship

ARMAGEDDON
Cairn-class Tombship with Sepulchre

Sepulchre Target 1 Enemy Ship during Initiative Phase, roll 6+ on 2D6 and Target may not Move/Shoot/Use
Abilities for this turn as the crew succumbs to visions of horror and waves of fear

Lightning Arc These powerful emitters project intense blasts of eldritch lightning. The crackling bolts of stored
solar energy are somehow attracted to solid objects, which means they are unaffected by Stealth, Screen, Eldar
holofields, defensive countermeasures, or any other components that penalise the to-hit roll. The total damage
may be split between multiple targets, allocating damage before rolling atttack dice.

Star Pulse Generator Treat as Anti-Fighter: creates a pulse of energy which destroys enemy fighters and inflicts
1D6 points of Damage to enemy Ships within 10 MU and forces a critical hit

Gauss Particle Whip These weapons accelerate bolts of contra-terrene matter to nearly the speed of light via
magnetic beams. When contra-terrene matter strikes normal matter, the two annihilate each other in a catastrophic
explosion. These focused blasts are so powerful that a direct hit can cause point failures in void shields. Particle
weapons are lances, and any hit that rolls a 9 or 10 on the damage die bypasses the targets void shields in addition
to its normal effects.

Portal - May attempt boarding attacks against any ships within 5 MU on a 3+


Necron Starships - Essential Components

Reactive Hull
The hulls of Necron ships are made from strange, reactive metal armour that seems almost alive. It can
adapt to changing conditions, shrug off enemy fire, and even repair itself. This is the reason for Necron
ships extraordinary armour values, and it has the following effects as well: Necron ships receive a +20
bonus to all piloting tests made to navigate natural celestial phenomena (nebulae, dust clouds, ice rings,
asteroids, and the like). Living metal hulls can withstand gravity wells or atmospheric entry without
harm, and even the largest Necron ship can easily land on a planet.
However, the reactive hull receives no bonus against any phenomena caused by the warp. So, for
example, it will not help the manoeuvre roll needed to avoid getting sucked into a warp rift following a
ships warp core explosion.
The self-repair abilities of living metal mean it takes the minimum amount of time to fix any damaged
systems, and all fires are automatically extinguished after one round. Furthermore, the hull can self-
repair, regaining hull points each strategic turn provided a ship has enough raw materials on board. A
raider or frigate regenerates 1 hull integrity per turn, while capital ships regenerate 1d5 hull integrity per
turn. (This, obviously, cannot bring the hull integrity above its normal maximum.) The amount of raw
materials aboard is at the GMs discretion; by default, assume that a ship can regenerate as many points
of damage as its maximum hull integrity before running out of raw materials.
All benefits of a reactive hull are lost once the Necron ship becomes crippled, as the hull is spending all
its efforts just keeping the ship together!
Badly damaged vessels either need to return to a Tomb World for repair, or need to use their
reconstruction scarabs to render a rich source of metal (such as an exceptionally rich asteroid field, or a
hulked ship) into the necessary raw materials.

Interphased Drive
This unnatural xenotech device provides power and propulsion. It follows all the rules for a plasma drive
(though with better statistics), and allows a ship to phase out. A ship with a functioning interphased
drive will never disengage, but will phase out instead.
Phasing out: The drive creates a hyperspatial pocket and shifts the ship into it, rendering the vessel
invisible and intangible. To phase out requires a hard (-20) Tech-Use test by the controlling entity. A ship
may not fire weapons, use a portal or otherwise conduct a hit and run, launch ordnance, or perform any
maneuver with a difficulty harder than challenging (+0) on the turn it phases out. If successful, the
phasing out ship is removed from the map at the beginning of its next turn and may not return. A
crippled ship may not phase out. Necron ships evidently retain the ability to move while phased, as
waiting for a phased-out ship to return has always proven fruitless. Necrons have never been observed
using the ability to phase in as an ambush; perhaps phasing in has stricter technical limitations, or
perhaps the xenos simply consider ambushes dishonourable. [Archivists note: execute scribe for heresy.
Implying xenos can have a sense of honour is clearly xenophilous heresy.]

Inertialess Drive
This arcane device provides faster than light travel to the Necron ships. Aside from the fact that it does
not use the warp, its functioning is a complete mystery to the Cult Mechanicus. Note that since the FTL
drive does not make use of the warp, Necron ships do not have any component equivalent to a Gellar
field.

Quantum Shielding
Necrons do not possess void shields, perhaps because void shields are warp-based technology. Instead,
Necrons use quantum shielding. These strange shields exist only at the moment they deflect a shot.
Quantum shields have a number indicating the shield strength. For example: Quantum shields (3) If a
hits die roll for damage is less than or equal to the quantum shield strength, then that hit is deflected
harmlessly. Quantum shields work against all types of weapons and never overload; no matter how many
hits a ship takes in a single turn, they have the chance to deflect every one. For weapons which have
multiple damage dice, the quantum shields only deflect a shot if all dice rolled are equal to or below the
shield strength.

Necron Critical Hits


When Necron ships die, they go out with a bang due to their tremendously powerful drives and the large
quantity of contra-terrene matter stored aboard. Any plasma drive explosion deals double normal
damage for a destroyer or frigate, and triple normal damage for a capital ship. Since Necron ships do not
have a warp drive, treat any warp drive explosion as a plasma drive explosion.

Ship regenerates 1 Hull Integrity per turn if damaged.


NECRON CAIRN-CLASS TOMBSHIP WAR
Tombships are the largest Necron ships yet encountered by the Imperium. Tombships are large and
terrifyingly well armed craft, perfectly capable of defeating any Imperial battleship currently in
service. Fortunately for the Necrons enemies, Tombships are by no means always present in a Necron
raiding fleet, and so far have only been met on seven occasions. In each case the tombship was part of
a large force, and so far no Tombship has been met that was not escorted by at least three of the
Scythe-class harvest ships described later. All of the Tombships so far encountered have been of the
same general pattern, at least as far as can be ascertained from the reports of the engaging Imperial
ships. Whether there are different or larger classes of Tombship so far remains a mystery, though one
account of an engagement between an Ork fleet and the Necrons mentions a ship so big that it dwarfed
an Ork space hulk. Whether this is true or simply typical Orkish exaggeration remains to be seen.
Mercifully rare, the Cairn class is the size of an Imperial battleship and is quite capable of destroying
any Imperial ship foolish enough to challenge it one on one. Even Space Marine Battle-barges have
fallen to these xenos horrors on the few occasions the Imperium has encountered this class. The coffin-
shaped and pyramid studded hull mounts dorsal particle whips, and the flaring, crescent shaped wing
at the prow bristles with bank upon bank of lightning arc emitters. While deadly on its own, the Cairn
has extended command and control systems and is normally used as a fleet flagship.

CLASS COST IN SERVICE ALLEGIANCE


1/H 500 Primordial Necron
THRUST ARMOR WEAPONS TRAITS
4/6 Quantum Shield 3+ Sepulchre
125 Starpulse Generator AF-6 (fighters and ships at short range)
90 SI 90 90 Lightning Arc T 20/20/-/-
90 (9) 90 Particle Whip F 18/18/18/18 Inertialess Drive (6/5/4/3/2/1)
70 Particle Whip L/R 18/18/18/18 Atmospheric, Combat Armor
Command 3, Stealth, Portal 3 Troops, 100

<><><><><><>

NECRON SCYTHE-CLASS HARVEST SHIP BATTLE


Harvest ships appear far more common than the tombships, and have been part of every Necron fleet
so far encountered. The Scythe is the backbone of the Necron fleet, and is the most commonly-
encountered Necron cruiser So far all of the Harvest ships encountered appear to belong to the same
class, the only difference being the inclusion of a sepulchre-like chamber on some of the ships (though
this does not change their outward appearance, nor does it appear to function in the same manner as
those observed on Tombships). Whether this is universally true is unknown, though it may well be the
case considering the uniform appearance and design of the Necron warriors that have been
encountered so far. The Scythe class looks almost delicate, with a trio of graceful crescent shaped
wings curving away from a slender hull, but looks are highly deceiving. Although the harvest ships
appear lightly built compared to the solid designs used by the Imperium, they have proved to be
incredibly resilient and difficult to destroy. So far there are only three cases of Imperial ships being
able to disable a Harvest ship, and in all three cases it required the firepower of several capital ships
to achieve the feat. The harvest ships resilient design combined with the sophisticated and
devastatingly effective Necron weaponry they use makes them a match for all but the largest Imperial
fleet.

CLASS COST IN SERVICE ALLEGIANCE


2/H 275 Primordial Necron
THRUST ARMOR WEAPONS TRAITS
5/8 Quantum Shield 3+ Sepulchre
65 Starpulse Generator AF-6 (fighters and ships at short range)
60 SI 50 60 Lightning Arc L / R 10/10/-/-
60 (6) 60 Particle Whip F 16/16/16/16 Inertialess Drive (6/5/4/3/2/1)
50 Particle Whip L/R 16/16/16/16 Atmospheric, Combat Armor
Command 1, Stealth, Portal 2 Troops 50

NECRON REAPER (HARVEST VARIANT)


The rarely encountered Reaper is often mistaken for the common Scythe class. The Reaper is a carrier
vessel, the only one known to exist in the Necron fleet. It replaces the Scythes star pulse generator with
launch bays capable of spitting swarms of night scythe and doom scythe fighters, and carries an
extended complement of Monoliths, teleportation beams, and Necron warriors. Reapers are suspected
in the complete disappearance of no less than 3 Imperial colonies.

CLASS COST IN SERVICE ALLEGIANCE


2/H Primordial Necron
THRUST ARMOR WEAPONS TRAITS
5/8 Quantum Shield 3+
65 AF-6 (fighters and ships at short range)
60 SI 60 60 Lightning Arc L / R 10/10/-/-
60 (6) 60 Particle Whip F 15/15/15/15 Inertialess Drive (6/5/4/3/2/1)
50 Particle Whip L/R 15/15/15/15 Atmospheric, Combat Armor
Command 1, FL 2 (4), Stealth, Portal 2 Troops 50

<><><><><><>

NECRON KHOPESH-CLASS LIGHT CRUISER BATTLE

With the arrival of Abbadon's 13th Black Crusade, the news of the Blackstones' return sent shockwaves
of fear and panic across the galaxy. No one escaped word of their arrival including the remaining Necron
sleepers. Surface and void assets began awakening in an exponentially quickening pace, with ancient
monolithic structures rising from the sterile earth of previously dead worlds and new stars sliding across
the black sea's endless depths, bursting forth from the shadowed canyons of asteroid belts and kelp
patches of gas clouds. Four weeks into the campaign, mixed reports of Necron naval strikes were
reported, of which one caught the eye of Inquisitor Castitas Opinari of the Ordos Xenos. It was a
debriefing statement made by Al-Ra'nath, a basilisk loader of the Tallern 82nd Division who was in
transit at the time to Malin Prime in the Agrippina Sector, aboard the Dictator Angeles:

It bridges the gap between the Shroud and the Scythe while not filling in any particular fleet gaps except
for the lone lack of a true "hunter" Necron light cruiser,or rather, a Light Cruiser designed for the front
lines, independent of support vessels that would otherwise baby-sit it.
The Khopesh also allows Necron fleets to engage in cruiser clash scenarios as well as to be a little more
'raideresque' in lower point games, where the typical Scythe is replaced with the cheaper Khopesh.
Also,because of its obvious weapon similarities to a Scythe, it can be attached to a Scythe squadron to
give decent complimentary firepower. It really fits into its own, however,as an escort vessel to a Shroud,
where it can run interference for the lighter cruiser, both absorbing and returning fires lightly more
effectively then what the Shroud could do on its own

CLASS COST IN SERVICE ALLEGIANCE


3/H Primordial Necron
THRUST ARMOR WEAPONS TRAITS
5/8 Quantum Shield 4+
55 Lightning Arc L / R 10/10/-/-
40 SI 40 40 Particle Whip F 12/12/12/12 Inertialess Drive (6/5/4/3/2/1)
40 (4) 40 Particle Whip L/R 12/12/12/12 Atmospheric, Combat Armor
35 Stealth, Portal 1, Troops 50

<><><><><><>

NECRON SHROUD-CLASS CRUISER RAID


The Shroud is unusual even by Necron standards. It has multiple crescent shaped fins angling away
from a faceted hull, and is extraordinarily hard to detect even by Necron standards. The Shroud has
occasionally been encountered alone. Other times, it has been seen shadowing a Necron fleet, though
always from the edges. The type is believed to be a scout vessel rather than a straight warship.
Encounters with this type are quite rare; much to the Lord-Admirals dismay, the Imperium has
discovered that any ship capable of catching a Shroud is incapable of defeating it.
The Shroud class was first recorded in 992.M41 during an engagement with Battlefleet Pacificus. In
the six years immediately after, vessels of this configuration were observed on three occasions and each
time disengaged before Imperial vessels could bring them under fire. It was believed that either the
class or the crew was being tested in some way. Any preparation ended in 998.M41 when five Shrouds
launched a suicidal assault on the Adeptus Mechanicus Mars installation. Since the Mars gambit,
Shrouds have been identified on six occasions acting as the long-range eyes and ears of the Necron
fleet. They pose a grave threat to Imperial Navy installations. If they can penetrate the defences of
Mars with such ease then there is no base which can be considered safe.

CLASS COST IN SERVICE ALLEGIANCE


3/H 155 Primordial Necron
THRUST ARMOR WEAPONS TRAITS
5/8 Quantum Shield 5+
45 Lightning Arc L / R 10/10/-/- Inertialess Drive (6/5/4/3/2/1)
35 SI 30 35 Atmospheric, Combat Armor
35 (4) 35 Stealth x2, Portal 1, Troops 5
30

<><><><><><>

NECRON JACKAL-CLASS RAIDER SKIRMISH


Necron fleets have so far always included numbers of smaller ships roughly equivalent to Imperial
escort vessels. Although there have been two instances of such craft operating on their own, this seems
to be the exception rather than the rule, and it appears that they are usually very closely controlled by
the Tombships or Harvest Ships in the fleet. The Jackal is the slightly larger of the two types of escort
so far encountered, and has been present in every Necron fleet so far engaged by Imperial forces.
The crescent shaped Jackal is the single most common ship in the Necron fleet. It is a general purpose
Necron frigate, whose modest size belies its incredible speed and firepower. As the Necrons awaken, the
Jackal is at the forefront of the clashes with the Imperial navy, and ships of the type are already taking
a grim toll from humanitys defenders

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Primordial Necron
THRUST ARMOR WEAPONS TRAITS
7 / 11 Quantum Shield 5+
25 Lightning Arc L / R 8/8/-/- Inertialess Drive (6/5/4/3/2/1)
20 SI 20 20 Atmospheric, Combat Armor
20 (2) 20 Stealth, Portal 1, Troops 5
15

<><><><><><>

NECRON DIRGE-CLASS RAIDER PATROL


The Dirge class raider is the smaller of the two escort sized Necron ships, and appears to be somewhat
rarer. Whether this is universally the case or simply a matter of chance is unknown. Dirge-class
raiders, although never formally identified at the time, are now believed to account for many of the
vessels occasionally sighted by Imperial Explorators even before the Yuctan incident and the first
known Necron harvest. In 692.M41 an impenetrable layer of unidentified metal was found several
hundred metres beneath the surface of Angelis, later to be revealed as some form of alien spacecraft
when the vessel rose entirely out of the sand and departed without trace. In the light of later events, it
would seem probable that the Angelis Boat was in fact a Dirge class raider.

CLASS COST IN SERVICE ALLEGIANCE


5/H 40 Primordial Necron
THRUST ARMOR WEAPONS TRAITS
9 / 12 Quantum Shield 6+
20 Lightning Arc L / R 5/5/-/- Inertialess Drive (6/5/4/3/2/1)
15 SI 15 15 Atmospheric, Combat Armor
15 (2) 15 Stealth, Portal 1, Troops 5
10

<><><><><><>

BFG NECRON DOOMSCTHE FIGHTER PATROL (2)


The Doom scythe is a fighter, but it mounts a death ray of such appalling power that it is a threat to even capital
ships.

CLASS COST IN SERVICE ALLEGIANCE


6/H Primordial Necron
THRUST ARMOR WEAPONS TRAITS
12 / 17 8 Tesla Destructor N 7/7/- Atmospheric Stealth
Armour (1/2 damage)

<><><><><><>

BFG NECRON NIGHTSCYTHE FIGHTER PATROL (2)


The Night scythe mounts a captive wormhole allowing it to deploy troops. In other words, it is designed as an
assault boat, although its exceptionally small size (the troops are not actually carried aboard) means it can
function as a fighter as well. When used as a fighter, its rating drops to 6.
CLASS COST IN SERVICE ALLEGIANCE
6/M Primordial Necron
THRUST ARMOR WEAPONS TRAITS
12 / 17 8 Tesla Destructor N 5/5/- Atmospheric Stealth
Armour (1/2 damage) Troops 1
BATTLEFLEET GOTHIC - THE ORKS

FLEET LIST
Initiative Bonus: -1

PATROL
Butcha Breaching Pod
Fighta-Bombas Wing (4 Flights)
Brute Ramship
Onslaught Attack Ship
Savage Gunship

SKIRMISH
Ravager

RAID
Kill Krooza
Terror Krooza

BATTLE
Dethdeala
Slamblasta

ARMAGEDDON
Hulk

SPECIAL RULES

Standard Deployment
1 Space Hulk
0-6 Kroozers
Unlimited Escorts and Roks
BFG ORK BUTCHA BREACHING POD PATROL

CLASS COST IN SERVICE ALLEGIANCE


6/L Ork Warbands
THRUST ARMOR WEAPONS TRAITS
6/9 6/6/2 N 2/2/- Assault, Boarding +2, Troops 1

<><><><><><>

BFG Ork Fighta-Bombas Flight PATROL (4 Flights)

SPEED: 1 2 3 4 5 6 7 8 9 10 atmospheric

Attack Range is 2
Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1
BFG Ork Brute Ramship PATROL

SPEED: 1 2 3 4 5 6 7 8

Fire Control [] [] HULL [] [] [] []


Troop Barracks [] [] [] [] [] [] [] []
Hanger Bay [] Shuttles [] [] [] []
Gunz-3 F/P/S []
AFB [] []
Thruster (6) [] [] []

SPECIAL

To ram a capital ship, each player rolls 1D6 plus their current Drive Rating. If the Rammer has a higher score,
the ships collide; if the target scores higher, it avoids the attempt.
The Ramship causes 1D6 damage for each hull point remaining and suffers 1D6 damage in the ram (due to the
reinforced prow section).
Troops may conduct boarding actions if the target is still intact
BFG Ork Dethdeala Battleship WAR

SPEED: 1 2 3 4 5 6 7

Fire Control [] [] [] [] HULL [] [] [] [] [] [] [] [] []


Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hanger Bay [] [] [] [] Shuttles [] [] [] [] [] [] [] [] [] [] [] [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Gunz Class 2 F [] [] []
Bombardment Cannon-4 F []
Gunz-2 P [] []
Gunz-1 P [] []
Gunz-2 S [] []
Gunz-1 S [] []
AFB [] [] []
Thruster (4) [] []
BFG Ork Hulk ARMAGEDDON

SPEED: 1 2 3 4

Fire Control [] [] [] [] [] [] HULL [] [] [] [] [] [] [] [] [] [] [] []


Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hanger Bay [] [] [] [] [] [] Shuttles [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Gunz Class 2 F [] [] [] []
Torpeodes F [] - must roll 4+ before firing
Mazagine [] [] [] [] [] [] [] [] [] - if damaged, 1D6 damage per torpedo
Gunz Class 2 P [] [] [] []
Torpeodes P [] - must roll 4+ before firing
Mazagine [] [] [] [] [] [] [] [] [] - if damaged, 1D6 damage per torpedo
Gunz Class 2 S [] [] [] []
Torpeodes S [] - must roll 4+ before firing
Mazagine [] [] [] [] [] [] [] [] [] - if damaged, 1D6 damage per torpedo
AFB [] [] []
Thruster (2) [] []

SPECIAL

Torpedoez
0-5 3-6 - roll D6 and 4+ scores 1D6 damage
5-10 6-10
11-15 5-6
16-20 6
BFG Ork Kill Krooza RAID

SPEED: 1 2 3 4 5 6 7 8

Fire Control [] [] [] HULL [] [] [] []


Troop Barracks [] [] [] [] [] []
Hanger Bay [] [] Shuttles [] [] [] [] [] []
Gunz-2 F [] []
Gunz-2 P []
Gunz-1 P [] []
Gunz-2 S []
Gunz-1 S [] []
AFB [] [] []
Thruster (4) [] []
BFG Ork Onslaught Attack Ship PATROL

SPEED: 1 2 3 4 5 6 7 8 9

Fire Control [] [] HULL [] [] []


Troop Barracks [] [] [] [] []
Hanger Bay [] Shuttles [] [] [] []
Gunz-2 F/P/S [] []
AFB [] []
Thruster (6) [] [] []
BFG Ork Ravager Attack Ship SKIRMISH

SPEED: 1 2 3 4 5 6 7 8 9

Fire Control [] [] HULL [] [] []


Troop Barracks [] [] [] [] []
Hanger Bay [] Shuttles [] [] [] []
Gunz-2 F/P/S [] []
AFB [] []
Thruster (6) [] [] []
BFG Ork Savage Gunship PATROL

SPEED: 1 2 3 4 5 6 7 8

Fire Control [] [] HULL [] [] []


Troop Barracks [] [] [] [] []
Hanger Bay [] Shuttles [] [] [] []
Gunz-3 F/P/S []
Torpedoez T [] - must roll 4+ before firing
Mazagine [] [] [] [] - if damaged, 1D6 damage per torpedo
AFB [] []
Thruster (6) [] [] []

SPECIAL

Torpedoez
0-5 3-6 - roll D6 and 4+ scores 1D6 damage
5-10 6-10
11-15 5-6
16-20 6
BFG Ork Slamblasta Battleship WAR

SPEED: 1 2 3 4 5 6 7

Fire Control [] [] [] [] HULL [] [] [] [] [] [] [] [] []


Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hanger Bay [] [] [] [] Shuttles [] [] [] [] [] [] [] [] [] [] [] [] []
Fighters [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Lance Battery F []
Lance Beam (4) []
Gunz Class 2 F [] [] []
Gunz-2 P [] []
Gunz-1 P [] []
Gunz-2 S [] []
Gunz-1 S [] []
AFB [] [] []
Thruster (4) [] []
BFG Ork Terror Krooza RAID

SPEED: 1 2 3 4 5 6 7 8

Fire Control [] [] [] HULL [] [] [] []


Troop Barracks [] [] [] [] [] []
Hanger Bay [] [] Fighters [] [] [] [] [] [] [] [] Shuttles [] [] [] [] [] []
Gunz-2 F []
Gunz-2 P []
Gunz-2 S []
AFB [] [] []
Thruster (4) [] []
BFG Ork Rok PATROL

SPEED: 1 2 3 4 5 6

Fire Control [] [] [] HULL [] [] [] []


Troop Barracks [] [] [] [] [] [] [] [] [] []
Hanger Bay [] [] Fighters [] [] [] [] Shuttles [] [] [] []
Gunz Class 2 T [] []
Torpeodes T [] - must roll 4+ before firing
Mazagine [] [] [] [] [] [] [] [] [] - if damaged, 1D6 damage per torpedo
AFB [] [] []
Thruster [] [] []- roll each turn for 1D6 thrust

SPECIAL
Natural Armour - weapons require 5+ to hit

Torpedoez
0-5 3-6 - roll D6 and 4+ scores 1D6 damage
5-10 6-10
11-15 5-6
16-20 6
BATTLEFLEET GOTHIC - THE TAU

Inception
The origins of the Commerce Protection Fleet ( or Qathfannor to the Tau ) date back to the early 42nd
millennium, by which time the Emissary class had entered into widespread use across an emergent Tau
Empire. The Emissary itself utilised a unique hull design, better conforming to the wing shape created by
the Gravitic Drive. This had the effect of increasing the duration of warp-dive that the Emissary was able
to sustain, an attribute which was to be of great use in the Emissarys primary role as a diplomatic
vessel, forming trade relations and alliances with those species inhabiting systems neighbouring Tau
space.
An end to the Emissarys primarily passive role was to come when a vital medical supply convoy on its
way to a viral outbreak on Tolku was attacked by Ork raiders. Despite the particularly heavy escort
assigned to it, the convoy commander realised that it was only a matter of time before the Orks gathered
in enough strength to overwhelm the convoy entirely, and dispatched his Messenger to the nearby Sept
world of Ndras for aid.
Arriving in-system, the Messenger immediately relayed news of the impending disaster to the Korvattra
in orbit around Ndras. Amongst them was Korel Nemsha and her command of four Emissaries.
Realising that the Emissaries were the only vessels capable of reaching the beleaguered convoy in time,
the young Korel immediately volunteered to defend it until the KorO commanding the Ndras fleet
could reinforce her with his more heavily armed Merchants and Explorers.
Nemshas Emissaries proved to be the salvation of the convoy, their arrival heralded by an immediate
salvo of missiles crippling the Ork Kroozer leading the raid. Through the intense fighting that followed,
the Emissaries were able to link with the remnants of the convoys escort and hold off the still-
determined Orks until the rest of the Ndras fleet appeared to scatter the raiders before them.
The Tau did not achieve such a victory without cost however. In addition to most of the convoys escort
being destroyed, one of the Emissaries was also left a twisted wreck, with a second so badly damaged
that it had to be abandoned and scuttled. Most importantly, a convoy vessel had been boarded, with
Korel Nemsha forced to order it destroyed rather than let it fall into the hands of the Orks. Still,
enough inoculations reached Tolku to halt the progress of the virus, saving many thousands of Tau lives
in the process.
The swift intervention of the Emissaries was widely acknowledged as the single greatest factor
contributing to this success, and so the Commerce Protection Force was created with the newly
promoted KorO Nemsha commanding it. Consisting as it did of Emissary crews always chosen for
their ability to improvise when their far-flung missions left them isolated from any form of support, the
fledgling Qathfannor soon came to be regarded as one of the most forward thinking elements of the
entire Korvattra.
KorO Nemsha actively encouraged such radical thinking amongst her officers, leading by example in
assigning Fire Warrior Strike Teams to every Emissary under her command. Still distraught over her part
in the destruction of the Tolku convoy vessel, Nemsha placed the requirement of having the strike
teams be able to retake captured convoy vessels. Responding to this, her liaison in the Fire caste
implemented a new training regimen amongst the Qathfannor Fire Warriors, which when combined with
specialist boarding pods developed by the Earth caste, enabled them to successfully undertake boarding
operations.
Such co-operation between the Castes has characterised the development of the Qathfannor under the
leadership of KorO Nemsha and that of her successors. Inspired by the example set by KorO
Khasatah, the Fire caste was fully integrated into the command structure of the fleet,
with hunter cadres permanently attached to specific vessels. Such measures, when combined with
improvements to the Emissary itself such as the addition of grav-hooks to tow Orca gunships, enabled
the Commerce Protection Force to dramatically decrease the amount of shipping lost to raiders.
Even in this formative state, the Qathfannor was not entirely restricted to anti-piracy operations. When
the need presented itself, the Emissaries of the Commerce Protection Fleet also participated in full fleet
engagements, such as its part in the Damocles Gulf Crusade of 742.M41. With an Imperial fleet
discovered penetrating into Tau space, all available Emissaries within range were formed up and tasked
with fighting a delaying action in order for the Tau fleet to gather in sufficient numbers to prevent the
intruders from reaching the major Sept world of Dalyth.
It was in the Hydass system that the Emissary fleet first clashed with the ships at the spearhead of the
Imperial crusade. However, it soon became apparent that the light cruisers were no match for their
Imperial opponents, as the Tau were forced to withdraw with the loss of an Emissary and several Orcas,
with much of the rest of the fleet suffering damage. Swift to adapt, the Emissaries still in a condition to
fight adopted the hit-and-fade tactics commonly employed against them in the past by commerce raiders,
striking at the vulnerable crusade transports and slowing the advance of the Imperial fleet.
Not to be deterred from its objective, the Crusade soon arrived in the Tau held Sylkell system. Here
rather than needlessly engaging the superior Imperial forces, the remaining Emissaries had instead
successfully evacuated as many Tau personnel as possible in the knowledge of the ambush awaiting their
enemy in the Prayen system. Thanks to the actions of the Emissary fleet, there the Tau had been able to
gather their heavier ships and install new weapons systems on the orbital station that would prove to be
a formidable obstacle to the invaders.

Evolution
With the experience gained during the Damocles Gulf Crusade, the Qathfannor developed the hit and
run manoeuvres they had deployed there, and turned them against Imperial convoys operating on the
borders of Tau space. This proved to be of limited success, both due to the Qathfannors ongoing
commitments to protecting the Tau shipping lanes, and the limitations of the Emissary as a combat
vessel.
With the settlement and subsequent defence of new worlds prioritised by the Tau, few resources could
be spared from expanding the bulk of the Korvattra, with all but a few facilities being given over to the
production of the Hero class or refitting the older Merchants and Explorers already in service. Hence it
was only with the waning years of the 42nd millennium that the Qathfannor received a new vessel in the
form of the Protector.
The Protector was designed to replace the Emissary in the role of commerce raider, where the intense
firepower it was able to bring to bear would enable it to inflict heavy damage on convoys before
reinforcements could be mustered to come to their aid. Larger than the Emissary, the Protector had
stores and munitions enough for long patrols, infiltrating deep into Imperial space whilst preying on
mercantile shipping. Crucially, the Protectors hull was designed around similar principles to that of the
Emissary, which whilst compromising its durability, also gave it the superior warp-dive capabilities
integral to the success of its role.
As production of the Protectors continued, the Qathfannor was able to assign increasingly large groups
of ships to more important and heavily defended targets. As the intensity of these engagements grew, so
too did the need for heavier ships to take the brunt of the fighting. The Hero class was found to be ideal
in this role, and it became common practice for Qathfannor battle groups to be accompanied by these
vessels, though they limited the effective warp-dive range of the fleet. Eventually the Qathfannor was
permanently equipped with Heroes,
either newly built and crewed with Qathfannor personnel, or assigned from their previous commands
and their crews retrained in Qathfannor combat doctrine.
With this genesis of the Qathfannor as a fully fledged fleet in its own right, design of the Custodian
class began, envisaged to co-ordinate the various components of a Qathfannor battle-group and allow it
to outmanoeuvre its opponents. Massing almost as much as the Explorer, and yet able to match the
warp-dive speed of the Emissary and Protector, the Custodian suffered from a lengthy development
period, the first example of the class eventually only launching following technical aid from the Demiurg.
With the Custodian project team still struggling with the intricacies of its design, other teams were
tasked with creating a pair of escorts to complement the cruisers already in service with the Qathfannor.
The first of these was the Castellan class, intended to provide close escort for the larger vessels and
accompany the Protector in its
raiding operations. The second was the Warden, an uncompromisingly aggressive gunship well suited to
the broader purpose of the newly re-organised Qathfannor : undertaking any operations that would
damage the enemies of the Tau to an extent disproportionate with the size of force used by the
Qathfannor in engaging them.Whilst necessity often requires the intervention of Qathfannor battle-
groups in defending Tau held planets, they are rarely used in such a static role permanently. Instead, each
battle-group ( consisting of a Custodian and various capital ships with attendant escorts and support
vessels ) is stationed over a Sept world where it is deployed in its entirety or in smaller task-forces as the
situation dictates, commonly returning once it has achieved its objective, ready to be redeployed. In
particularly vital missions, the Tau are known to utilise two or more Qathfannor battle-groups to
achieve their objectives, although where such large forces are required, it is more likely that a single
battle-group will provide the spear-head element for the bulk of the Tau fleet.

TAU WEAPONRY AND SYSTEMS


Ion Cannons and Railgun Batteries
Ion Cannons function as lances in all respects. Railguns function as standard weapons batteries in all
respects.

Gravitic Hooks
Gravitic hooks create a gravitic sheath in which a small vessel can be transported by a larger one.
However, Gravitic Hooks have no effect in game terms - ships do not start a game attached to their
parent ship, and can never be docked during a game.

Gravitic Launcher
Gravitic Launchers are massive Railguns which fire drone-controlled missiles. See the Tau Ordinance
section for further details.

Tracking systems
The Tau have developed highly sophisticated data storage and processing facilities which when linked to
ship sensors aid in the targetting of enemy vessels. Whilst the Protector has these tracking systems fitted,
it does not have the facilities to collate and transmit this data to other vessels, unlike the Custodian and
Messenger classes.

Deflector
The deflector turns the gravitic sheath around Tau vessels into a dense wedge, which is far more
effective against incoming fire. The shape of the Qathfannor type hull enables Deflectors to operate in a
more efficient manner, making it possible for all combat vessels of this design to mount a Deflector, with
the exception of the Warden which does not have the Gravitic Drive necessary to form a gravitic sheath.

FLEET LIST
Initiative Bonus: +2

PATROL
Tau Barracuda Fighter Flight (4 Flights) Manta Assault Fighter Flight (2 Flights)
Orca Gunship
SKIRMISH
Skether'Qan Messenger Nicassar Drow

RAID
Kir'Qath Defender Kroot WarSphere

BATTLE
Bor'Kan Explorer Gal'leath Explorer
Il'Fannor Merchant

WAR
Lar'Shi Hero ar'Shi Hero Vashi

TAU FLEET DEPLOYMENT


Unlimited Battleships, Cruisers, Defenders
Only 1 Messenger
1 to 2 Warspheres
1 Demiurge for every 3 capital ships
BFG TAU Kidou'taki Orbital City

As their name suggests, Orbital Cities are used by the Tau to provide all of the capabilities of a planet-
side population centre. Primarily used as accomodation for the Air caste, orbital cities also contain
extensive research, manufacturing and hydroponics facilities, and are virtually self-sufficient.
Given how dependant the Air Caste are on Orbital Cities, all sept worlds have at least one of the various
classes in orbit. Indeed, Orbital Cities are often one of the first major construction projects undertaken
by the Tau on newly colonised worlds, being used as a base of operations for subsequent development.
Whilst well shielded and armed, Orbital Cities were not originally intended to be used as system
defences, given the danger that this would represent to the civilian population onboard. However, there
have been several notable incidents where Orbital Cities proved essential to win a battle.

CLASS COST IN SERVICE ALLEGIANCE


0/A Tau
THRUST ARMOR WEAPONS TRAITS
.25 72 SR 4+ Missiles N/BS/A 2/2/2/2 AF +5
72 1 72 N 16/16/16/16 Command 3, Immobile
72 (8) 72 L/R 16/16/16/16 Fighters 4 (4), Gravitic Hook 3
72 A 16/16/16/16 Troops 50 (defense only)

<><><><><><>

An'zen'dan Security Orbital


Security Orbitals were designed with the sole purpose of defending Tau space from aggressors. As such
they are exceptionally well shielded and extensively armed for their size. They are also highly automated,
even by the standards of the Tau, with only a small crew required to supervise the drones which maintain
the Orbitals systems and operate its weaponry.
Security Orbitals are commonly deployed in defensive perimeters around assets such as Orbital Cities
and space-docks, although they lack the communications arrays and storage facilities necessary to act as
deep-space waystations.

CLASS COST IN SERVICE ALLEGIANCE


0/A Tau
THRUST ARMOR WEAPONS TRAITS
.25 25 SR 4+ Missiles N/BS/A 2/2/2/2 AF +3
25 1 25 N 10/10/10/10 Command 1, Immobile
25 (2) 25 L/R 10/10/10/10
20 A 10/10/10/10 Troops 5 (defense only)

<><><><><><>

TAU Ores Elleath Custodian Battleship WAR


The Custodian was designed to form the core of each QathFannor battle group, being able to gather
intelligence from the ships under its command and co-ordinate tactical manoeuvres using its extensive
command and control facilities. Complementing this role are the Barracuda and Manta squadrons based
aboard each Custodian, making the vessels integral to all but the smallest QathFannor fleet formation.
Extensively armed and heavily shielded, the Custodian is also a potent combat vessel in its own right,
although Tau commanders are often reluctant in using it to engage the enemy too closely given its
importance in leading the battle group.
Alongside its attack craft squadrons, each Custodian also carries a significant number of Mantas
configured as super heavy dropships, each able to land an entire Firewarrior Hunter Cadre from orbit
and provide close support to ground forces once planetfall has been achieved. The Custodian typically
carries a complement of eight such cadres, although there is sufficient capacity aboard for twice that
number to be embarked.
Given the expenditure of resources that they represent, Custodian battle groups are currently only
deployed in those roles considered most vital to the continued survival and expansion of the Tau Empire.
Stationed at strategically important points across the Empire, the battle groups make use of their
superior warp-dive capabilities to execute specific objectives before regrouping at their staging point
ready to strike again. In this way the battlegroup can affect vast swathes of space, not with its presence,
but rather with the threat of its presence.

CLASS COST IN SERVICE ALLEGIANCE


1/H 2144 Commerce Protection Fleet
THRUST ARMOR WEAPONS TRAITS
3/5 65 Shields 10 AF -3
55 SI 44 55 Missiles F 4/4/4/4 Warp Drive (6/5/4/3/2/1)
55 (6) 55 N 18/18/18/18
50 F L/R 14/14/13/- Command 3 Combat Armour
A L/R 14/14/13/- FL 6 (6), Gravity Hook 6
A 13/13/13/- Troops 40 (20)

<><><><><><>

Larshivre class Protector Battlecruiser


The Protector forms the main combat strength of the
QathFannor. Although it is significantly smaller than
the Hero, refinements in Tau technology have enabled
the Protector to remain just as effective in combat,
although some of the Heros versatility has been lost
due to the necessary reduction in bulky launch bays and
missile storage silos.
With the superior warp-dive capabilities inherent to the
QathFannor hull design, the Hero has proven to
be most effective in commerce raids along the borders of
Tau space. Indeed, the Imperium has been forced to
reallocate several cruiser squadrons in an attempt to stem
the growing threat to their shipping.

Cruiser 6 speed 20 sheild 2


Prow launcher 4/4/4/4
P 2/2/2/-
F P/S 4/4/3/-
FL 1/1

Ilporrui Emissary Light Cruiser


Commissioned many Taucyr before the formation of the Qathfannor, the Ilporrui is a common sight
throughout the Tau Empire and beyond, using its superior warp-dive capabilities to perform a wide-
range of duties, notably conducting trade negotiations with those systems bordering Tau space.
When engaging the enemy, the Ilporrui supports the Qathfannor by making use of its maneuvering
advantage in covering the blind spots left by the heavier ships of the fleet. Although not primarily a
combat vessel, the Ilporrui is nonetheless the equal to Imperial ships of a similar displacement, since it
is often isolated from support in the missions which it undertakes.
Cruiserspeed 20 Sheils 2
Prow launcher 3/3/3/3
F P/S 4/4/3/-
FL 1/1
Gravityic Hook 2

Kirshashvre Casetellan Escort


Early tactical simulations involving the proposed designs for Qathfannor vessels revealed a dangerous
weakness once the enemy had closed the distance with the fleet. The Castellan was developed to
alleviate this concern by providing the Tau with the advantage in such short-ranged fire-fights.
Harnessing an extensive array of Railguns, Castellan squadrons are typically deployed amongst the
capital ships of a QathFannor battle group, acting as close escorts to guard the exposed flanks of the
fleet formation whilst utilising their Gravitic Launchers against more distant targets.
The Castellans Gravitic Drive and capacitors take up much of its hull, giving it sufficient warp-dive
capabilities to perform various duties outside of fleet engagements such as reconnaissance and raiding
missions, often as part of a strike-force led by a Protector class cruiser.
Escort 1 speed 20 Sheils 1
Prow launcher 1/1/1/1
F 4/4/4/-

Kir'la Warden Gunship


As with the Orca class gunship, the Warden is dependant on larger ships to carry it during interstellar
travel. Here the space and power ordinarily used by a gravitic drive have been utilised in fitting a
powerful array of Ion Cannon, although because of the Wardens small size, these are limited in only
being able to fire a few volleys of shots before having to recharge.
With these Ion Cannon on mountings fixed forward, Warden squadrons employ unusually aggressive
tactics when engaging the enemy, making daring attack runs against opposing capital ships where their
devastating firepower can be used to greatest effect. This is actively encouraged by many fleet
commanders who often promote the most impulsive young deck officers to captain a Warden.
As a dedicated gunship, the Warden is often involved in the most intense fighting, making its crews some
of the most combat hardened in the QathFannor, with a notable number bearing Montyr as part of their
name . Despite the risks involved, placements amongst the Warden squadrons are highly sought after.
Escort 1 speed 25 Sheils 1
F 2/2/2/-

Ilemaar Courier Transport


With the formation of the Qathfannor, the Courier resulted from the requirments for a faster and more
versatile design of transport than the Merchants available at the time. Whilst not able to match the
capacity of a Merchant, the Courier facilitates faster resupply of Qathfannor battlegroups, and does not
present such a vulnerable concentrated target during enemy raids.
The Courier is also able to land directly onto the surface of a planet with far greater ease than the
Merchant, bypassing the need to unload from orbit when the situation necessitates swifter action,
notably in support of ground based warfare or when bringing aid to the area of a natural disaster. This
utility has ensured that the Courier has become a common sight throughout the Empire.
Cruiser speed 20 shield 1
F P/S 1/1/1/-

Ileathfannor Merchant heavy Transport,


With a steadily increasing number of Qathfannor battlegroups bolstering the Tau fleet, the Korartol
( the Tau fleet high command ) were able to approve a program to retro-fit significant numbers of
Merchants to better fulfill the transport role which they were originally designed for.
By replacing weapons systems and related systems with storage compartments, an additional 50%
transport capacity was achieved - vital to supporting the continued growth of the Tau Empire. Whilst
this left the Merchant transports poorly armed in comparison to those still serving in the they did retain
the ability to carry their own escorts in the form of Orca gunships, freeing several battlegroups from
convoy defence duties to be redeployed elsewhere.
Cruiser speed 15 shield 1
F P/S 4/4/3/-
Gravityic Hook 2
BFG TAU BARRACUDA FIGHTER FLIGHT PATROL (4 Flights)

CLASS COST IN SERVICE ALLEGIANCE


6/M Hunter Cadres, Commerce Protection Fleet
THRUST ARMOR WEAPONS TRAITS
7 / 11 7 2/2/2/- Atmospheric, Superiority

<><><><><><>

TAU MANTA FIGHTER FLIGHT PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M Hunter Cadres, Commerce Protection Fleet
THRUST ARMOR WEAPONS TRAITS
Assault 6/9 8 2/1/1/- Assault, Troops 1
THRUST ARMOR WEAPONS TRAITS
Missile 6/9 8 3/3/3/- Assault, Missile

<><><><><><>
BFG Tau Bor'Kan Explorer BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] []
6 2

Fire Control [] []
Hanger [] [] [] [] Shuttles [] [] [] []
Barracudas [] [] [] [] [] [] [] [] [] [] [] [] Mantas [] [] [] [] [] [] [] []
Gravitic Hook [] [] []
Railgun Battery-3 F/P/S [] [] []
Missile Rack F [] - up to 30 MU range - does 1D6 damage
Magazine [] [] [] [] [] [] [] [] [] [] - when damaged, each missile does 1D6 damage
AFB [] [] [] [] []

Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
BFG Tau Gal'leath Explorer BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] []
6 2

Fire Control [] []
Hanger [] [] Barracudas [] [] [] [] [] [] [] [] [] [] [] [] Mantas [] [] [] [] [] Shuttles [] [] [] []
Gravitic Hook [] [] []
Railgun Battery-3 F/P/S [] [] []
AFB [] [] [] [] []

Troop Barracks [] [] [] [] [] []
Hyperdrive []
Thruster (4) [] []
BFG Tau Il'Fannor Merchant BATTLE

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] []
6 2

Fire Control [] []
Sensor Suite []
Hanger [] Shuttles [] [] [] []
Gravitic Hook [] [] []
Railgun Battery-3 F/P/S [] []
Railgun Battery-3 P [] []
Railgun Battery-3 S [] []
AFB [] [] [] [] [] []

Troop Barracks [] [] [] []
Hyperdrive []
Thruster (4) [] []
BFG Kir'Qath Defender RAID

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Sensor Suite []
Hanger [] Shuttles [] []
Railgun Battery-3 F/P/S [] []
Missile Rack F [] - up to 30 MU range - does 1D6 damage
Magazine [] [] [] [] [] [] [] [] [] [] - when damaged, each missile does 1D6 damage
AFB [] []

Troop Barracks [] []
Hyperdrive []
Thruster (6) [] []

SPECIAL
Atmospheric [] []
BFG Tau Lar'Shi Hero WAR

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] []
Sensor Suite []
Hanger [] [] Barracudas [] [] [] [] [] [] Mantas [] [] [] [] Shuttles [] [] [] []
Railgun Battery-3 F/P/S [] []
Railgun Battery-3 P [] []
Railgun Battery-3 S [] []
Missile Rack F [] - up to 30 MU range - does 1D6 damage
Magazine [] [] [] [] [] [] [] [] [] [] - when damaged, each missile does 1D6 damage
AFB [] [] [] [] [] []

Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
BFG Tau Lar'Shi Hero Vashi WAR

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] []
Sensor Suite []
Hanger [] [] Barracudas [] [] [] [] [] [] Mantas [] [] [] [] Shuttles [] [] [] []
Railgun Battery-3 F/P/S [] []
Ion Cannon-1 P [] [] []
Railgun Battery-3 P []
Ion Cannon-1 S [] [] []
Railgun Battery-3 S []
Missile Rack F [] - up to 30 MU range - does 1D6 damage
Magazine [] [] [] [] [] [] [] [] [] [] - when damaged, each missile does 1D6 damage
AFB [] [] [] [] [] []

Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
BFG Tau Orca PATROL

SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] []


1 5 1 [] [] []
6 2
0 4,5 1
6 2

Fire Control [] []
Hanger [] [] Shuttle []
Railgun Battery-2 F []
Ion Cannon-1 F []
AFB []

Troop Barracks []
Hyperdrive []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []

Must be carried through warp space on gravitic hooks


BFG Tau Skether'Qan Messenger SKIRMISH

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Sensor Suite []
Hanger [] Shuttles [] []
Railgun Battery-3 F/P/S [] []
AFB [] []

Troop Barracks [] []
Hyperdrive []
Thruster (6) [] [] []

SPECIAL
Atmospheric [] []

-May reroll Initiative for 1D6 ships


-Once per turn, any friendly ship with 20 MU can reroll 1 attack dice
-May attempt to the cancel the CLOAK/STEALTH of 1 ship with 20 MU
-May attempt to jam the fire control of 1D6 ships within 20 MU
BFG Tau Orbitals
Each module costs 1 priority point

CORE MODULE

Shield [] Shields Hit Damage HULL [] [] [] [] []


1 5 1 [] [] [] [] []
6 2 [] [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttle []
AFB []
Troop Barracks [] []

HABITAT MODULE
Shield [] Shields Hit Damage HULL [] [] [] [] []
1 5 1 [] [] [] [] []
6 2 [] [] [] [] []
0 4,5 1
6 2

Fire Control []
Hanger [] Shuttle [] []
AFB [] []
Troop Barracks [] [] [] []

MANUFACTURING MODULE
Shield [] Shields Hit Damage HULL [] [] [] [] [] []
1 5 1 [] [] [] [] [] []
6 2 [] [] [] [] [] []
0 4,5 1
6 2

Hanger [] Shuttle [] [] []
Cargo Bay [] [] [] []
AFB [] []

SECURITY MODULE
Shield [] Shields Hit Damage HULL [] [] [] [] []
1 5 1 [] [] [] [] []
6 2 [] [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Railgun Battery-2 F [] []
Ion Cannon-1 F []
AFB [] []
Troop Barracks [] [] []
BFG Tau Nicassar Drow SKIRMISH

SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Hanger [] Shuttles [] []
Railgun Battery-3 F/P/S [] []
AFB [] []

Troop Barracks [] []
Hyperdrive []
Thruster (6) [] [] []
BFG TAU KROOT WARSPHERE RAID
Unlike the Tau, the Kroot are capable of true warp travel but the exact method has been kept secret
from their employers. To the Kroot warp travel is almost migratory and they seem incapable of
navigating anywhere other than systems with habitable worlds. It would appear they are drawn to
functioning eco-systems.
The famous Kroot Warspheres are self-contained towns wherein is kept the retained knowledge of
Kroot technology and the choicest items they have received as payment for their services. As such they
do not risk them in battle willingly and try to avoid direct action against warships unless the need is
great or they are being exceptionally well rewarded.
Warspheres have a single drive running through their core from north to south pole and manoeuvring
thrusters along their equator. These engines are reliable but very basic making Warspheres very slow.
They are powerful enough to allow the Warsphere to land and take-off from a planet although the
process is not elegant. When dirtside the manoeuvring thrusters will normally be used to bury the
Warsphere.

CLASS COST IN SERVICE ALLEGIANCE


2/H 145 Kroot, Tau, Mercenary
THRUST ARMOR WEAPONS TRAITS
4/6 55 Shields 5+ AF -3 Warp Drive (6/5/4/3/2/1)
55 SI 40 55 N 10/10/-/- Atmospheric, Combat Armour
55 (5) 55 F L/R 10/10/-/-
55 A L/R 10/10/-/- FL 4 (4), Troops 40 (20)
A 10/10/-/-

<><><><><><>

BFG TAU KROOT TRACKER SCOUT PATROL


The Tracker is the standard scout ship of the Kroot and looks at first like a miniaturised Warsphere.
First contact is usually made by shapers commanding a Tracker. Once a mercenary deal is brokered
then the Warsphere will be brought into the system. Recently Imperium vessels have suffered unexpected
raids, deployed by Knarlock boarding craft which can only have been deployed from Tracker
Scoutship variants. These ships are not seen amongst the Tau as they are considered too light and
technically primitive to act as true Tau escorts.

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Kroot, Tau, Mercenary
THRUST ARMOR WEAPONS TRAITS
4/6 20 Shields 6+ AF -3 Warp Drive (6/5/4/3/2/1)
20 SI 20 20 N 5/5/-/- Atmospheric
20 (2) 20 F L/R 5/5/-/- Scout
20 A L/R 5/5/-/- FL 2 (2), Troops 10 (5)
A 5/5/-/-

<><><><><><>

BFG TAU KROOT GREAT KNARLOCK TROOPSHIP PATROL


The Great Knarlock could be said at first glance to be a variation of the Tracker Scoutship, however
on closer inspection is comparatively quite advanced. The Great Knarlock Troopship seems to be a
recent innovation amongst Kroot Mercenary tactics leading many to believe some greater technological
force is behind their production and supply. The Great Knarlocks primary use is to transfer mercenary
troops to smaller theatres of operation.

CLASS COST IN SERVICE ALLEGIANCE


4/H 50 Kroot, Tau, Mercenary
THRUST ARMOR WEAPONS TRAITS
4/6 20 Shields 6+ AF -3 Warp Drive (6/5/4/3/2/1)
20 SI 20 20 N 5/5/-/- Atmospheric
20 (2) 20 F L/R 5/5/-/-
20 A L/R 5/5/-/- FL 2 (2), Troops 20 (10)
A 5/5/-/-

<><><><><><>

BFG KROOT WARSCREAM ASSAULT PINNANCE PATROL (2 Flights)


The Warscream Assault Pinnace is a specialised form of prow mounted attack craft, a little like an
assault boat, but large enough to carry enough Kroot to potentially overwhelm an entire ship. A
Warscream Assault Pinnace is launched like an assault boat, and moves in the same way during the
ordnance phase. They are well defended, as well as expertly piloted, and if intercepted by enemy fighters
the Warscream it is not automatically removed from play, but must roll a dice. On a score of a 4 or more
the Warscream is removed.
When the Warscream successfully moves into contact with an enemy ship, it makes a Hit & Run attack.
Roll a D6 as normal. On a score of a 1 the Kroot boarders are defeated and the module may not be used
for the remainder of the game. On a 2-6 the Warscream causes a critical hit. However, unlike assault
boats, roll 2D6 and look up the score on the critical hits table (as opposed to just looking up the score
of the Hit & Run attack).
If the Warscream is removed (either by turrets, enemy ordnance, attack craft, etc), the Kroot vessel must
reload ordnance as normal before being able to fire it again (it is assumed that a damaged Pinnace limps
back to the warsphere and undergoes hurried repairs. A Warscream can only be completely destroyed by
a failed Hit & Run attack, which leaves it useless by the loss of crew.

CLASS COST IN SERVICE ALLEGIANCE


6/M Kroot
THRUST ARMOR WEAPONS TRAITS
5/8 8/7/5 4/4/-/- Assault, Atmospheric, Troops 4

<><><><><><>

BFG KROOT KNARLOCK FLIGHT PATROL (4 Flights)


Knarlocks are launch boats designed to carry Kroot into boarding actions. They are well defended, as
well as expertly piloted. Due to ferocity of the Kindreds aboard, Knarlocks add +1 when they make a hit
and run attack.

CLASS COST IN SERVICE ALLEGIANCE


6/M Kroot
THRUST ARMOR WEAPONS TRAITS
7 / 11 8/7/5 4/4/-/- Assault, Atmospheric
<><><><><><>

BFG KROOT HOUND FIGHTER FLIGHT PATROL (4 Flights)


Their chief purpose is to defend the Warspheres or protect Knarlock boarding Craft as they approach
their targets.

CLASS COST IN SERVICE ALLEGIANCE


6/M Kroot
THRUST ARMOR WEAPONS TRAITS
7 / 11 7 2/2/2/- Atmospheric, Superiority
BATTLEFLEET GOTHIC - THE TYRANID HIVE FLEETS

FLEET LIST
Initiative Bonus: +0

PATROL
Brood Torpedoes (4 Flights) Limpet Worms (3 Flights)
Prowler Escort Drone Vanguard Scout

SKIRMISH
Kraken

BATTLE
Razorfiend Cruiser

WAR
Hive Ship Hive Ship Void Kraken

SPECIAL RULES
TYRANID DEPLOYMENT

Auxiliary Craft: Tyranid Bio-ships are living factories and constantly spawn new broods. A bio-ship has no
restrictions on the amount of fighters or breaching pods that it carries. When crippled, however, a bio-ship may
no longer produce new auxiliary craft, as if now devotes itself towards self-preservation.

Feeder Tentacles: 1D6 per attack; 1-3 delivers X Troops 4-6 deals X damage and 1critical check

Massive Claws: 2 attacks per turn; hits on 4+. 2 hits in same round mean target is grappled; next turn target
suffers 3 attacks.

Spores act as both Anti-Fighter Weapons and Shields

Tyranids may not use jump-gates.

Tyranid Instinctive Orders


For each Tyranid, roll 1D6, adding +1 bonus for each friendly Hive Ship
5+ Tyranid obeys the orders of the Hive Mind
1-4 Tyranid follows instinctive orders

MOVEMENT PHASE

Dangerous Terrain Ahead Turn away

Nearest Enemy ship in Front Arc Beyond movement range Move forwards at full speed

Within movement range Move forward full speed, attempt


Physical Attack

Nearest Enemy ship in Side Arc Beyond movement range Turn and move towards Target Ship

Within movement range Turn and move forward full speed and
attempt Physical Attack

Nearest Enemy ship in Rear Arc Beyond movement range Turn and move towards Target if
possible at full speed

Within movement range Turn and move toward Target at full


speed and attempt Physical Attack

No above conditions apply Move towards nearest Planet/Station

WEAPONS TURN Nearest Enemy ship in Firing Arc Fire all batteries, concentrate on Front

DEATH BLOW

When a Tyranid Non-Fighter dies, roll 1d6


3 or less Drifting Carcass Tyranid moves forward at half speed, may not attack or change course
4 to 5 Biological Eruption Tyranid shell cracks and viral acids splash any ship within 4 MU,
causing 1D6 damage
6 Bio-plasma Detonation Tyranid explodes and viral acids splash any ship within 4 MU
causing 3D6 damage
TYRANID HIVE SHIP WAR
Tyranid hive ships are monstrous, void swimming leviathans that are found at the very heart of the hive
fleets. Tremendous physical variety has been observed in these behemoths, although thick, stone-like
armour plates and dense clusters of weapon growths are common features. Despite their seemingly
impossible size, hive ships are living creatures incorporating millions of bioengineered organisms. Each
is a biological factory capable of creating millions of Tyranid organisms, of replicating genomes and
splicing together new creatures perfectly adapted for each new world encountered. Tens of thousands of
Tyranid warriors are carried aboard hive ships, the cocooned officers of nightmare hordes yet to be born.

CLASS COST IN SERVICE ALLEGIANCE


1/H 300 Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
3/5 Spores -4
HiveShip 110 Feeder Tentacles Organic Armour (1/2 damage, 2xNuke)
120 SI 80 120 F L/R 28/28/28/28 Atmospheric, Hive Mind 3
120 (12) 120 L/R 15/15/15/-
100 FL 4 (X) Troops 100 (10)

THRUST ARMOR WEAPONS TRAITS


3/5 Spores -4
BroodShip 110 Feeder Tentacles Organic Armour (1/2 damage, 2xNuke)
120 SI 80 120 F L/R 20/20/20/20 Atmospheric, Hive Mind 3
120 (12) 120 L/R 12/12/12/-
100 FL 8 (X) Troops 75 (10)

<><><><><><>

TYRANID VOID KRAKEN BATTLE


Gigantic organisms perfectly adapted to become predators of the void, Kraken represent a serious threat
to shipping as they range around far from the hive fleet seeking prey. Kraken manifest all manner of
bizarre and deadly bio-weaponry from the beaked prow of the so-called Ramsmiter Kraken to the huge
acidic projectile launcher of the Deathburner. Although they represent no direct threat to planets, being
entirely space borne, the Kraken have been known to render entire systems indefensible due to their
voracious appetite for transports, space stations, sealed environments and other outposts.

CLASS COST IN SERVICE ALLEGIANCE


2/H Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
Ramsmitter 3/5 Spores -2
90 Massive Claws Organic Armour (1/2 damage, 2xNuke)
85 SI 50 85 F L/R 15/15/15/- Hive Mind 2
85 (9) 85 L/R 16/12/12/-
50 Kamikaze Troops 50 (10)

THRUST ARMOR WEAPONS TRAITS


Deathburner 3/5 Spores -2
90 Massive Claws Organic Armour (1/2 damage, 2xNuke)
85 SI 50 85 F L/R 16/16/16/- Hive Mind 2
85 (9) 85 L/R 16/12/12
50 Kamikaze Troops 50 (10)
<><><><><><>

BFG TYRANID RAZORFIEND CRUISER BATTLE


Tyranid cruiser class vessels represent a mixture of immature hive ships and overgrown escort drones.
They are aggressive in their attacks, storming out from the hive fleet in response to any threat to the
massive hive ships, often using claws and tentacles to make direct attacks on ships in an effort to
physically smash them to pieces. Cruiser sized Tyranid bioships are seldom found far from the hive ship,
however, and it has been theorised that they receive their nourishment from them in some manner.
Tyranid cruisers are arguably the greatest threat within the Tyranid fleet, since they are themselves
massive and well-armed, whilst not being relied upon as a synapse creature. This allows cruisers to
attack far more aggressively than hive-ships, since their loss will not greatly endanger associated
elements of the fleet. As with most Tyranid vessels, however, their threat is only really effective at close
range.
CLASS COST IN SERVICE ALLEGIANCE
3/H Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
4/6 Spores -4
45 Massive Claws Organic Armour (1/2 damage, 2xNuke)
45 SI 35 45 Feeder Tentacles Hive Mind 1
45 (5) 45 F L/R 18/18/18/-
40 L/R 16/12/12 Troops 50

<><><><><><>

BFG TYRANID VANGUARD SCOUT SHIP PATROL


Vanguard drone ships range far ahead of the main fleets at times, seeking suitable worlds for the hive
ships to feast upon. They carry specific Tyranid infiltration organisms, such as Genestealers, Lictors,
Hormagaunts and Leapers which they seed onto likely worlds with spores from low orbit. Vanguard
drone ships in close proximity to the hive fleets are those which have either recently returned with such
scouting information, or are about to depart with their cargo of woe for more worlds. The threat posed
by these organisms to countless planets is such that they are often priority targets in raids against the
hive fleets.

CLASS COST IN SERVICE ALLEGIANCE


5/H 25 Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
6/9 Spores -2
25 Feeder Tentacles Organic Armour (1/2 damage, 2xNuke)
18 SI 20 18 F L/R 10/10/-/- Atmospheric, Scout
18 (2) 18
15 Troops 6

<><><><><><>

BFG TYRANID PROWLER ESCORT DROVE PATROL


Slow and heavy in comparison to the other Tyranid escort class vessels, escort drones are heavily armed
for their size and usually come mobhanded. They are often the hive ships last line of defence and cluster
in dense shoals about the behemoths flanks.

CLASS COST IN SERVICE ALLEGIANCE


5/H 25 Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
4/6 Spores -2
15 Massive Claws Organic Armour (1/2 damage, 2xNuke)
12 SI 20 12 F L/R 5/5/5/- Atmospheric, Hive Mind 3
12 (2) 12
10 Troops 12

<><><><><><>

BFG TYRANID BROOD TORPEDO PATROL (4 flights per Wing)

Capable of transporting a platoon of genetically breed assault beasts across the war zone and on towards an
enemy ship, breaching pods are dangerous vehicles to deploy but the Hive Mind knows how easily a ship can be
neutralized once the horde is unleashed.
CLASS COST IN SERVICE ALLEGIANCE
6/L 12 Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
6/9 3 N 2/2/- Atmospheric Troops 3

<><><><><><>

BFG TYRANID LIMPET WORM FLIGHT PATROL (3 flights per wing)

Short-range flyers bred to engage enemy fighters and shuttles and keep them occupied.

CLASS COST IN SERVICE ALLEGIANCE


6/L 8 Primordial Tyranid
THRUST ARMOR WEAPONS TRAITS
6/9 4 N 4/4/- Atmospheric Interceptor
STAR WARS TO BATTLEFORCE CONVERSION RULES

FIGHTERS hull points / 10, then by ?

CAPITAL SHIPS

Armor = hull points / 10, then / 6

SI = Threshold / 4

Shield = SR / 6

THRUST
Lambda 4 8-21
Corvette 1-5 30-65
Nebulon 1-3 1000
MC80 1-3 300-2000

WEAPON BATTERIES
Add up all weapons for each Arc, then divide by 10 and round up to determine damage
Sub-Capital Weapons = divide by 10 and round up
Missiles = set damage, ignore range bonus/penalties

Concussion Missiles 14/-/-/-

Proton Torpedoes 9/9/-/-

Ion Cannon 1/-/-/- roll X critical hits


2/1/-/-
3/2/1/-

Laser Cannon 4/4/4

Turbolasers 7/7/7/-
Heavy Turbolasers 4/4/4/-

COST
Battle Value / 100 rounded up
FAMOUS ADMIRALS

ADMIRAL TRENCH
Allegiance: Confederacy Of Independent Systems
Master Tactician -
Scan For Magnetic Resonance Trench ignores a target's Cloak

GENERAL GREVIOUS
Allegiance: Confederacy Of Independent Systems
Ruthless When a loyal ship cripples an enemy, the loyalist may fire a weapon system again against the cripple

<><><><><><>

ADMIRAL ACKBAR
Allegiance: Rebel Alliance, New Republic
ACKBAR SLASH - May deploy A-Wings and B-wings for half-cost.
IT'S A TRAP May redeploy 1d6 ships after opponent's fleet is deployed.

GENERAL HAN SOLO


Allegiance: Rebel Alliance, New Republic
Never Tell Me The Odds Any ship may reroll 1 die per turn

GENERAL OBI-WAN KENOBI


Allegiance: Jedi Council, Old Republic
The Negotiator When an enemy ship is crippled, Obi-Wan may attempt (8+ on 1d6) to force a surrender; if
accepted, the surrendered ship is considered Derelict for remainder of battle.

<><><><><><>

ADMIRAL ZSINJ
Allegiance: Galactic Empire
Escape Artist If his flagship is destroyed, Zsinj may escape (11+ on a 1d20) via shuttle to another ship
Short-Term Proposition may add 1d6 x 25 points worth of pirates/smugglers to his fleet

GRAND ADMIRAL THRAWN


Allegiance: Chiss Ascendency, Galactic Empire
Automatically wins initiative for the first round.
When You Understand A Species' Art - May move 1d6 ships after opponent is deployed

LORD DARTH VADER


Allegiance: Galactic Empire
New Ways To Motivate Them All ships gain +2 attack bonus
I'm On The Leader - While piloting a fighter gains +2 speed, can dodge enemy fire on 4+
I Have You Now - may reroll all attack dice
EMPEROR PALPATINE
As I Have Foreseen - may reroll any Initiative
BattleMind - allows 1D6 ships to reroll all of their attack dice for that turn
Emperor's Will - immediately transfer all damage to 1 adjacent fighter

<><><><><><>

WARMASTER NAS CHOKA


Allegiance: Yuuzahn Vong
Mislead The Infidels May redeploy 1d6 ships after opponent has deployed

WARMASTER TSAVONG LAH


Allegiance: Yuuzahn Vong
Do-ro'ik Vong Pratte All ships gain +1 attack bonus
Eia Dag Lightsabers Ships gain +1 when attacking Jedi
THE CHISS ASCENDENCY

The Chiss are governed by a collection of ruling families. Security for the Ascendency
was provided by the Chiss Expansionary Defence Fleet and the Colonial Phalanxes. The
Ascendency maintains a strict policy of not striking first at potential enemies, but once
their borders have been violated, the Chiss are relentless.

GCW
INITIATIVE BONUS: -2 when the battle begins, +2 after 3 turns have passed

PATROL
Assault Shuttle Nssis Clawcraft Squadron (4 Flights)
Nssit Fangcraft Bomber Squadron (4 Flights)

SKIRMISH
Springhawk Destroyer

RAID
Strategist-class Heavy Cruiser Tactician-class Heavy Cruiser

BATTLE
Triumph-class Star Destroyers
SW CHISS TRIUMPH-CLASS STAR DESTROYER BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Chiss
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 24 AF -4
35 Ion Cannon N/L/R 3/2/1/- Hyperdrive (6/5/4/3/2/1)
35 SI 70 35 N 24/24/24/8 Combat Armour
35 (4) 35 F L/R 21/21/21/7
35 A L/R 21/21/21/7 Troops 20 (8)
A 7/7/7/ FL 4 (16)

<><><><><><>

STAR WARS STRATEGIST (DREADNAUGHT HEAVY CRUISER) RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H GCW NJO Chiss
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 15 AF -2
40 Ion Cannon N/L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
40 SI 80 40 N 8/8/8/-
40 (2) 40 F L/R 14/14/14/- Tractor Beam
35 A L/R 14/14/14/- FL 1 (2) Troops 12 (6)

<><><><><><>

STAR WARS TACTICIAN (DREADNAUGHT HEAVY CRUISER) RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H GCW NJO Chiss
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 15 AF -2
40 Ion Cannon N/L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
40 SI 80 40 Gravity Well Projectors (prevents hyperdrives from working)
40 (2) 40 N 8/8/8/-
35 F L/R 10/10/10/- Tractor Beam
A L/R 10/10/10/- Troops 16 (8)
A 4/4/4/- FL 1 (2)

<><><><><><>

SW SPRINGHAWK COMBAT DESTROYER SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/H GCW-Legacy Chiss
THRUST ARMOR WEAPONS TRAITS
6/9 Shield: 20 AF -4
21 Hyperdrive (6/5/4/3/2/1)
21 SI 62 21 N 10/10/10/10 Atmospheric, Scout
21 (2) 21 F L/R 7/7/7/- Tractor Beam
18 A L/R 7/7/7/- Troops 6 (2)

<><><><><><>

SW CHISS NSSIS-CLASS CLAWCRAFT FIGHTER PATROL (4)


Blending the best features of a TIE fighter along with Chiss technology, Clawcraft are impressive
fighters.

CLASS COST IN SERVICE ALLEGIANCE


6/M GCW Chiss Ascendency, Galactic Empire
THRUST ARMOR WEAPONS TRAITS
Nssis 5/8 SR (3) 9 N 6/6/- Atmospheric, Hyperdrive, Superiority
Fangcraft 5/8 SR (3) 9 N 6/6/- 9/9/- Assault, Atmospheric, Hyperdrive
THE CONFEDERACY OF INDEPENDENT SYSTEMS

The CIS was formed by systems weary of Republic corruption. Manipulated by a Sith
Lord, tens of thousands of worlds declared their independence, backing their declaration
with armies of battle droids and mighty warfleets The Clone Wars raged for years,
leaving a battered galaxy.

THE CLONE WARS


INITIATIVE BONUS: +1

PATROL
Asajj Ventress Fanblade
Count Dooku's Solar Sloop
General Grevious Belbullab-22 Starfighter
Droid Tri-Fighter (2 Flights)
Geonosian Starfighters (6 Flights)
Scarab Droid Starfighters (2 Flights)
Techno Union Starfighter Flight (6 Flights)
Vulture Droids (2 Flights)

SKIRMISH
Jango Fett Slave One

RAID
Banking Clan Frigate
Commerce Guild Destroyer
Diamond-class Cruiser
Hardcell-class Transport
Trade Federation Lucrehulk Freighter

BATTLE
Trade Federation Battleship
Trade Federation Droid Control Ship
Trade Federation Cruiser
STAR WARS TRADE FEDERATION BATTLESHIP BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H CW Confederacy of Independent Systems
THRUST ARMOR WEAPONS TRAITS
2/3 Shield: 25 AF -5
30 N 13/13/13/8 Hyperdrive (6/5/4/3/2/1)
30 SI 62 30 F L/R 13/13/13/8 Fleet Carrier
30 (3) 30 A L/R 13/13/13/8 Command 1,Tractor Beam
30 FL 6 (36) Troops 24 (12)

<><><><><><>

STAR WARS TRADE FEDERATION DROID CONTROL SHIP BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H CW Confederacy of Independent Systems
THRUST ARMOR WEAPONS TRAITS
2/3 Shield: 25 AF -5
30 N 7/7/7/- Hyperdrive (6/5/4/3/2/1)
30 SI 62 30 F L/R 7/7/7/- Fleet Carrier
30 (3) 30 A L/R 7/7/7/- Command 2, Droid +3, Tractor Beam
30 FL 6 (36) Troops 24 (12)

<><><><><><>

STAR WARS MUNIFICENT-CLASS FRIGATE RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H CW Confederacy of Independent Systems
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 27 AF -4
18 Ion Cannon N/L/R 3/2/1/- Hyperdrive (6/5/4/3/2/1)
18 SI 62 18 N 11/11/11/11 Comm Jammer
18 (2) 18 F L/R 7/7/7/- Command 2 Tractor Beam
16 A L/R 7/7/7/- Troops 24 (12)
A 4/4/4/-

<><><><><><>

STAR WARS RECUSANT-CLASS DESTROYER RAID

CLASS COST IN SERVICE ALLEGIANCE


4/H CW Confederacy of Independent Systems
THRUST ARMOR WEAPONS TRAITS
4/6 Shield: 25 AF -4
21 N 10/10/10/10 Hyperdrive (6/5/4/3/2/1)
21 SI 62 21 F L/R 7/7/7/- Atmospheric, Droid
21 (2) 21 A L/R 7/7/7/- Tunnel Vision Tractor Beam
18 Troops 6 (2)

<><><><><><>

SW ASAJJ VENTRESS GINIVEX FIGHTER PATROL


CLASS COST IN SERVICE ALLEGIANCE
6/L CW Confederacy of Independent Systems
THRUST ARMOR WEAPONS TRAITS
Fanblade 9 / 12 SR 3 8 6/6/- Atmospheric, Command 2, Hyperdrive, Sith

SW CIS STARFIGHTERS PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M CW Confederacy of Independent Systems
THRUST ARMOR WEAPONS TRAITS
Mankvim-814 9 / 12 SR2 5 2/2/- Atmospheric, Interceptor
Nantex Fighter 6/9 10 3/3/- Atmospheric
Scarab Droid 6/8 8 5/5/- Atmospheric, Droid
TRI-Droid 8 / 12 10 7/4/- 8/8/- Atmospheric, Droid
Vulture Droid 10 / 15 6 4/4/- 8/8/- Atmospheric, Droid

<><><><><><>
GALACTIC EMPIRE
The Empire arose from the ashes of the Clone Wars. The Emperor restored order by
maintaining the largest military force the galaxy had known.
Eventually toppled by the Rebel Alliance, the Imperial Remnant continued to exist though
forced into ever-shrinking territory with every campaign. Warlords fought amongst
themselves as much as they fought the Republic. Even the Emperor's clone failed to
regain total domination.
The Empire endured for a century, eventually rising to once again dominate the galaxy.

STAR WARS ECLIPSE SUPER-CLASS STAR DESTROYER ARMEGEDDON

CLASS COST IN SERVICE ALLEGIANCE


1/H GCW Galactic Empire
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 83 AF -8
100 Superlaser N 80/80/80/- Hyperdrive (6/5/4/3/2/1)
100 SI 170 100 Ion Cannon N/L/R 6/4/2/-
100 (10) 100 N 75/75/75/75 Combat Armour, Tractor Beam
90 F L/R 28/28/28/- Command 3
L/R BS 70/70/70/70
A L/R 28/28/28/-
A 28/28/28/- FL 10 (60) Troops 200 (50)

<><><><><><>

STAR WARS EXECUTOR SUPER-CLASS STAR DESTROYER ARMEGEDDON

CLASS COST IN SERVICE ALLEGIANCE


1/H GCW Legacy Galactic Empire, New Republic, Chiss
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 66 AF -8
50 Concussion Missiles N/L/R 30/-/-/-
50 SI 287 50 Ion Cannon N/L/R 6/4/2/- Hyperdrive (6/5/4/3/2/1)
50 (5) 50 N 50/50/50/50 Combat Armour, Tractor Beam
45 F L/R 28/28/28/- Command 3 Fleet Carrier
L/R BS 70/70/70/70
A L/R 28/28/28/-
A 28/28/28/- FL 8 (24) Troops 45 (158)

<><><><><><>

STAR WARS IMPERATOR-CLASS STAR DESTROYER BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Galactic Empire, New Republic, Chiss, Hapes
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 20 AF -4
35 Ion Cannon N/L/R 3/2/1/- Hyperdrive (6/5/4/3/2/1)
35 SI 64 35 N 28/28/28/- Combat Armour
35 (4) 35 F L/R 21/21/21/- Fleet Carrier
35 A L/R 21/21/21/- Troops 20 (8)
A 7/7/7/ FL 4 (8 TIE Fighters, 4
Interceptors, 4 TIE Bombers)

UNIT NAME TP: SZ: MV: SKILL:


MODEL
ARMOR DAMAGE
STRUCTURE DAMAGE
DAMAGE THRESHOLD
+2 To-Hit EachFIRE CONTROL
{+2 Weapon To-Hit Each +2 Control Roll EachCRE W -25%/-50%/-100% MvENGIN E
-1 ThrustTHRUSTE R See BackWEAP ONS
CRITICAL HITS
704
30
2,817
14WS
CRW311, SPC, No-KF AT80D1, CK36D1, DT10D1, MT60D2, ST80D1, VTH30D1
Type:IMPERIAL STAR DESTROYER
DropShip Capacity:
Thrust: Tech Base: Name: Tonnage: 2,240,000
Fighters/Small Craft: / Launch Rate:
Safe Thrust: Maximum Thrust:
Heat Sinks: Heat Generation Per Arc
/
Turn # Thrust Velocity Effective Velocity
1 2 3 4 5 6 7 8 9 10
Turn # Thrust Velocity Effective Velocity
11 12 13 14 15 16 17 18 19 20
Weapons & Equipment Inventory
Avionics +1 +2 +5
Right +1 +2 +3 D
Left +1 +2 +3 D
Engine 1 2 3 4 5 D
Thrusters
CIC +2 +4 D
Life Support +2
Sensors +1 +2 +5
Aft Damage Threshold (Total Armor) 8 (86)
Nose Damage Threshold (Total Armor) 9 (91)
Aft-Right Damage Threshold (Total Armor) 8 (89)
Aft-Left Damage Threshold (Total Armor) 8 (89)
Fore-Right Damage Threshold (Total Armor) 9 (91)
Fore-Left Damage Threshold (Total Armor) 9 (91)
30
N/A
43
0

/ 2/2 80 80
021
Star Empire (Experimental)
0 0 0 830 0 XX 37,360 9700
11,840 (23,680)
/ / / 80 80 6480 80 3280 80 6480 3280
Capital Scale (1-12) (13-24) (25-40) (41-50) Bay Loc Ht SRV MRV LRV ERV Heavy Turbo Laser FR/FL
800 55 Heavy Turbo Laser FR/FL 800 55 Heavy Turbo Laser FR/FL 800 55
Heavy Turbo Laser FR/FL 800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo
Laser RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo Laser
RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS
800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS 800 55

Standard Scale (1-12) (13-24) (25-40) (41-50) Bay Loc Ht SRV MRV LRV ERV 10 Laser Cannons N 80
8(80) 8(80) 10 Laser Cannons FR/FL 80 8(80) 8(80) 10 Laser Cannons RBS/LBS 80 8(80) 8(80)
10 Laser Cannons AR/AL 80 8(80) 8(80) 10 Laser Cannons A 80 8(80) 8(80) Notes:
Equipped with 1,344 tons of standard armor and a pre-fabricated garrison base that masses just as much as
a K-F Drive.Type:
DropShip Capacity:
Thrust: Tech Base: Name: Tonnage:
Fighters/Small Craft: / Launch Rate:
Safe Thrust: Maximum Thrust:
Type:IMPERIAL STAR DESTROYER
DropShip Capacity:
Thrust: Tech Base: Name: Tonnage: 2,240,000
Fighters/Small Craft: / Launch Rate:
Safe Thrust: Maximum Thrust:
Heat Sinks: Heat Generation Per Arc
/
Turn # Thrust Velocity Effective Velocity
1 2 3 4 5 6 7 8 9 10
Turn # Thrust Velocity Effective Velocity
11 12 13 14 15 16 17 18 19 20
Weapons & Equipment Inventory
Avionics +1 +2 +5
Right +1 +2 +3 D
Left +1 +2 +3 D
Engine 1 2 3 4 5 D
Thrusters
CIC +2 +4 D
Life Support +2
Sensors +1 +2 +5
Aft Damage Threshold (Total Armor) 8 (86)
Nose Damage Threshold (Total Armor) 9 (91)
Aft-Right Damage Threshold (Total Armor) 8 (89)
Aft-Left Damage Threshold (Total Armor) 8 (89)
Fore-Right Damage Threshold (Total Armor) 9 (91)
Fore-Left Damage Threshold (Total Armor) 9 (91)
30
N/A
43
0

/ 2/2 80 80
021
Star Empire (Experimental

Heat Sinks: Heat Generation Per Arc


/
Turn # Thrust Velocity Effective Velocity
1 2 3 4 5 6 7 8 9 10
Turn # Thrust Velocity Effective Velocity
11 12 13 14 15 16 17 18 19 20
Weapons & Equipment Inventory
Avionics +1 +2 +5
Right +1 +2 +3 D
Left +1 +2 +3 D
Engine 1 2 3 4 5 D
Thrusters
CIC +2 +4 D
Life Support +2
Sensors +1 +2 +5
Aft Damage Threshold (Total Armor) 8 (86)
Nose Damage Threshold (Total Armor) 9 (91)
Aft-Right Damage Threshold (Total Armor) 8 (89)
Aft-Left Damage Threshold (Total Armor) 8 (89)
Fore-Right Damage Threshold (Total Armor) 9 (91)
Fore-Left Damage Threshold (Total Armor) 9 (91)
30
N/A
43
0
IMPERIAL STAR DESTROYER 2,240,000
/ 2/2 80 80
021
Star Empire (Experimental)
0 0 0 830 0 XX 37,360 9700
11,840 (23,680)
/ / / 80 80 6480 80 3280 80 6480 3280
Capital Scale (1-12) (13-24) (25-40) (41-50) Bay Loc Ht SRV MRV LRV ERV Heavy Turbo Laser
FR/FL 800 55 Heavy Turbo Laser FR/FL 800 55 Heavy Turbo Laser FR/FL 800 55
Heavy Turbo Laser FR/FL 800 55 Heavy Turbo Laser RBS/LBS 800 55
Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy
Turbo Laser RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo
Laser RBS/LBS 800 55 Heavy Turbo Laser RBS/LBS 800 55 Heavy Turbo Laser
RBS/LBS 800 55
Standard Scale (1-12) (13-24) (25-40) (41-50) Bay Loc Ht SRV MRV LRV ERV 10 Laser Cannons N
80 8(80) 8(80) 10 Laser Cannons FR/FL 80 8(80) 8(80) 10 Laser Cannons RBS/LBS 80
8(80) 8(80) 10 Laser Cannons AR/AL 80 8(80) 8(80) 10 Laser Cannons A 80 8(80) 8(80)
Notes: Equipped with 1,344 tons of standard armor and a pre-fabricated garrison base that masses
just as much as a K-F Drive.
<><><><><><>

STAR WARS INTERDICTOR-CLASS STAR DESTROYER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H GCW Legacy Galactic Empire, any
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 15 AF -2
25 Gravity Well Projectors (prevents hyperdrives from working)
25 SI 63 25 Ion Cannon N/L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
25 (2) 25 N 8/8/8/-
25 L/R 4/4/4/-
A L/R 4/4/4/- Troops 6 (8)
A 2/2/2/- FL 2 (4 TIE Fighters)

<><><><><><>

STAR WARS DREADNAUGHT HEAVY CRUISER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H CW NJO Old Republic, Galactic Empire, Rebellion, any
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 12 AF -2
40 Ion Cannon N/L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
40 SI 80 40 N 8/8/8/-
40 (2) 40 F L/R 14/14/14/-
35 A L/R 14/14/14/- Troops 16 (8)
A 4/4/4/- FL 1 (2 TIE Fighters)

<><><><><><>

STAR WARS ESCORT CARRIER RAID


The need for a TIE carrier quickly became apparent after several Imperial defeats due to a lack of starfighter
support. Each box-like carrier is a massive hanger capable of ferrying an entire TIE wing into battle, before
attempting to avoid the hostilities.

CLASS COST IN SERVICE ALLEGIANCE


3/H GCW Legacy Galactic Empire, any
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 15 AF -2 Hyperdrive (5/4/3/2/1)
20 N 6/6/6/- Fleet Carrier
20 SI 40 20 F L/R 9/9/9/-
20 (2) 20 A L/R 9/9/9/- Troops 6 (8)
18 A 6/6/6/- FL 6 (6 TIE Fighters)

<><><><><><>

STAR WARS STRIKE CRUISER RAID


CLASS COST IN SERVICE ALLEGIANCE
4/H GCW Legacy Galactic Empire
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 20 AF -3
BASE 12 Ion Cannon F L/R 3/2/1 Hyperdrive (5/4/3/2/1)
12 SI 38 12 F 2/2/2/- Tractor Beam
12 (2) 12 F L/R 9/9/9/7
10 A 2/2/2/- FL 3 (3) Troops 10 (5)
CARRIER FL 3 (6) Troops 5 (5)
TROOP TRANSPORT FL 1 (1) Troops 20 (10)

<><><><><><>

STAR WARS VICTORY-CLASS STAR DESTROYER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H GCW Legacy Galactic Empire, any
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 15 AF -3
20 Concussion Missiles N/L/R 14/-/-/-
20 SI 61 20 Ion Cannon N/L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
20 (2) 20 N 16/16/16/- Atmospheric
20 F L/R 8/8/8/- Tractor Beam
A L/R 8/8/8/- Troops 60 (8)
A 4/4/4/- FL 4 (8 TIE Fighters)

<><><><><><>

STAR WARS LANCER-CLASS FRIGATE SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/H GCW Legacy Galactic Empire, any
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 12 AF -8
13
13 SI 35 13 Hyperdrive (5/4/3/2/1)
13 (2) 13 Tractor Beam
10 Troops 6 (2)

<><><><><><>

STAR WARS ASSAULT-CLASS SHUTTLE PATROL

CLASS COST IN SERVICE ALLEGIANCE


5/L GCW-Legacy Galactic Empire
THRUST ARMOR WEAPONS TRAITS
4/6 SR 30 Concussion N 8/8/- atmospheric, Hyperdrive (/4/3/2/1)
6/6/5- 2 /15 N 2/2/- Troops 4 (+2 to Boarding Ops)

<><><><><><>

STAR WARS LAMBDA-CLASS SHUTTLE PATROL

CLASS COST IN SERVICE ALLEGIANCE


5/L GCW-Legacy any
THRUST ARMOR WEAPONS TRAITS
4/6 SR 4 N 5/5/- Atmospheric, Hyperdrive (/4/3/2/1)
12/12/12- 2 /19 T 2/2/- Troops: 4

<><><><><><>

STAR WARS THETA-CLASS SHUTTLE PATROL

CLASS COST IN SERVICE ALLEGIANCE


5/L CW-Legacy any
THRUST ARMOR WEAPONS TRAITS
4/6 SR 4 N 6/6/- atmospheric, Hyperdrive (/4/3/2/1)
12/12/12- 2 /19 T 2/2/- Troops: 4

<><><><><><>

SW TIE FIGHTER PATROL (4)


A cheap, mass production fighter deployed by the Empire. There were a number of variants released.

CLASS COST IN SERVICE ALLEGIANCE


6/M GCW Galactic Empire, Rebel Alliance, Chiss
THRUST ARMOR WEAPONS TRAITS
TIE-In 6/9 3 4/4/- Atmospheric
TIE-Bomber 4 / 6 7 3/3-/- 9/9/- Assault, Atmospheric
TIE-Interceptor 10 / 15 5 6/6/- Atmospheric, Interceptor
TIE-Scout 6/8 6 4/4/- Atmospheric, Hyperdrive, Scout
TIE-Scimitar 6 / 10 SR 3 15 4/4-/- 9/9/- Assault, Atmospheric, Hyperdrive

<><><><><><>

LEGACY ERA

STAR WARS PELLAEON-CLASS STAR DESTROYER BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H Legacy Galactic Empire
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 14 AF -4
39 Proton Torps N 10/10/- L/R BS 20/20/-
39 SI 64 39 Ion Cannon N/L/R 6/3/2/- Hyperdrive (6/5/4/3/2/1)
39 (4) 39 N 20/20/20/12 Combat Armour Tractor Beam
34 F L/R 20/20/20/12 Command 3
A L/R 20/20/20/12 FL 4 (8) Troops 80 (10)

<><><><><><>

SW FIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M Legacy Galactic Empire
THRUST ARMOR WEAPONS TRAITS
Predator 9 / 12 SR 2 10 5/5/- Atmospheric, Hyperdrive
HAPES CONSORTIUM

The Hapes Consortium is a collection of 63 worlds, shielded by the transitory mists


nebula. Its worlds were renowned for their wealth and the beauty of their inhabitants.
Though isolationist for millennia, Hapes became embroiled in the Yuuzhan Vong war and
the crisises to follow.

THE GALACTICA CIVIL WAR ERA


Initiative Bonus +1

PATROL
Assault Shuttle Miy'Til Fighter Squadron
Miy'Til Bomber Squadron X-Wing Fighter Squadron (4 Flights)

SKIRMISH
Nova Cruiser

RAID
Battle Dragon

WAR
Star Home
SW STAR HOME MOBILE PALACE BATTLE
CLASS COST IN SERVICE ALLEGIANCE
2/H GCW Legacy Hapes Consortium
THRUST ARMOR WEAPONS TRAITS
2/4 Shield: 25 AF -6
38 Proton Torps L/R 9/9/- Hyperdrive (5/4/3/2/1)
38 SI 65 38 Ion Cannon F L/R 3/2/1/- Command 3
38 (4) 38 F L/R 7/7/7/- (may only fire 1 per 2 turns until NJO Era)
30 FL 4 (8) Troops 30 (10)

<><><><><><>

SW BATTLE DRAGON RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H GCW Legacy Hapes Consortium
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 25 AF -4
38 Proton Torps L/R 9/9/- Hyperdrive (5/4/3/2/1)
38 SI 65 38 Ion Cannon F L/R 3/2/1/- Command 1 Fleet Carrier
38 (4) 38 F L/R 7/7/7/- (may only fire 1 per 2 turns until NJO Era)
30 Pulse Mines (Interdictor effect for 2D6 turns)
FL 2 (6) Troops 20 (10)

<><><><><><>

SW NOVA CRUISER
CLASS COST IN SERVICE ALLEGIANCE
4/H GCW Legacy Hapes Consortium
THRUST ARMOR WEAPONS TRAITS
5/8 Shield: 10 AF -4
16 Ion Cannon F L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
16 SI 38 16 F L/R 7/7/7/- (may only fire 1 per 2 turns until NJO Era)
16 (2) 16 Atmospheric,
12 FL 2 (4) Troops 10 (5)

<><><><><><>

SW HAPEN FIGHTERS

CLASS COST IN SERVICE ALLEGIANCE


6/M GCW-NJO Hapen Consortium
THRUST ARMOR WEAPONS TRAITS
Miy'Til Fighter 6 / 8 SR 2 9 5/5/- 8/8/- Atmospheric, Hyperdrive, Interceptor
Miy'Til Bomber 5/ 8 SR 3 12 5/5/- 8/8/- Assault, Atmospheric, Hyperdrive
T-65 X-Wing 6/9 SR 2 6 6/6/- 9/9/- Atmospheric, Hyperdrive, Superiority
STAR WARS - THE KILLIK HIVES

The Killiks incorporated other beings into their collective hive minds. Three of the Joiners were Force-users--a
Jedi and two Dark Jedi fleeing from the Yuuzahn Vong. The Jedi became the Joiner-King and introduced
compassion and new forms of inter-Hive cooperation, bringing about a population explosion. The Sith created the
Goroth Hive, and the Hidden Queen led the other Hives into war against the Galactic Alliance and the Chiss.

FLEET LIST THE SWARM WAR


Initiative Bonus: +1

PATROL
Dartship Light Fighter (6 Flights)

WAR
Nestship

SPECIAL RULES
The Killks may also field ships from any other faction; these craft are either purchased or stolen.
STAR WARS KILLIK NEST SHIP WAR

A massive vessel carrying an entire Killik Nest through the galaxy.

CLASS COST IN SERVICE ALLEGIANCE


2/H Legacy-SW Killik Hives
THRUST ARMOR WEAPONS TRAITS
3/5 AF -6
65 N 21/21/21/- Hyperdrive (6/5/4/3/2/1)
65 SI 50 65 F L/R 21/21/21/- Command 2, Combat Armour
65 (4) 65 L/R BS 21/21/12/ Fleet Carrier
65 A L/R 21/21/21/- Troops 80 (20)
A 7/7/7/ FL 8 (32)

<><><><><><>

SW KILLIK DART LIGHT FIGHTER PATROL (4)


Small and built with a powerful reactor, these fighters are agile and fast and utterly expendable.

CLASS COST IN SERVICE ALLEGIANCE


6/L Legacy-SW Killik Hives
THRUST ARMOR WEAPONS TRAITS
Dart Fighter 10 / 15 3 3/3/- Atmospheric, Kamakaze
STAR WARS - THE MANDALORIAN WARRIOR CLANS

Hailing from Mandalore, the Mandalorians declare numerous crusades and wage numerous wars against the rest
of the galaxy.

Initiative Bonus: +1

FLEET LIST
THE MANDALORIAN WARS

PATROL

SKIRMISH

RAID
BATTLE
WAR
ARMAGEDDON

FLEET LIST
THE SITH WARS

PATROL

SKIRMISH
RAID
BATTLE
WAR
ARMAGEDDON

FLEET LIST
THE CLONE WARS
Initiative Bonus: +1

PATROL

SKIRMISH
Pursuer-class Enforcement Ship

RAID

BATTLE

WAR

ARMAGEDDON
Mandalorian Davaab-Type Starfighter (4 Flights) Mandalorian Wars

SPEED: 1 2 3 4 5 6 7 8

Attack Range is 2 atmospheric


Attacking enemy fighters - Roll D6
Attacking ships Roll D6+1

Mandalorian Shuttle Mandalorian Wars

SPEED: 1 2 3 4 5 atmospheric, Hyperdrive

Fire Control [] HULL [] []


Laser Cannon T [] [] Range 5
Shielded - level 1 Shields when being attacked damage rolls of 4 miss

Lands 1 Troop onto a ship. Each turn roll 1D6 until Troop is eliminated, -1 to roll if target contains loyal
Troops.
1-3 Boarding Troop is eliminated
4-5 Boarding Troop causes 1 point of damage, 1 enemy Troop is eliminated
6 Troop causes 2 points of damage
Mandalorian Jehavey'ir Assault Ship RAID

IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] [] [] []


1 5 1 [] [] [] [] [] []
6 2 [] [] [] [] [] []
0 4,5 1
6 2

Fire Control [] [] []
Turbolasers F [] []
Ion Cannon F/P [] F/S []
Concussion Missiles F/P [] F/S []
Magazine [] [] [] [] [] []

Troop Barracks [] [] [] []
Hyperdrive []
Thruster (3) [] []

SPECIAL

Atmospheric [] []

Weapons Range Roll


Turbolasers 0-5 3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5 2D6 *Hits are rolled against ship systems
6-10 1D6
Concussion Missiles 10 2D6 damage
Mandalorian Kandosii-type Dreadnaught WAR

IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] [] []
Concussion Missiles F [] [] []
Turbolasers F [] []
Trbolaser F/P [] [] [] F/S [] [] []
Ion Cannon F/P [] F/S []
Blasters F/S [] [] F/P [] []
Concussion Missiles P [] [] [] S [] [] []
Magazine [] [] [] [] [] [] [] [] [] [] [] [] [] [] []
Blasters A []

Hanger bay [] []Shaadlar [] [] [] [] [] [] [] [] Davaab [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] []


Troop Barracks [] [] [] [] [] [] [] [] [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []

SPECIAL

Atmospheric [] []

Weapons Range Roll


Turbolasers 0-5 3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5 2D6 *Hits are rolled against ship systems
6-10 1D6
Concussion Missiles 10 2D6 damage
Blasters 0-5 2D6 AFB at 3MU, needs FC
Mandalorian Kyramud-type Battleship BATTLE

IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7

Shield [] Shields Hit Damage HULL [] [] [] [] [] [] [] []


1 5 1 [] [] [] [] [] [] [] []
6 2 [] [] [] [] [] [] [] []
0 4,5 1 [] [] [] [] [] [] [] []
6 2

Fire Control [] [] [] []
Turbolasers F [] []
Ion Cannon F/P [] F/S []
Concussion Missiles F/P [] F/S []
Turbolasers P [] [] [] S [] [] []
Blasters T [] [] []
Magazine [] [] [] [] [] []
Tractor Beam T [] [] []

Troop Barracks [] [] [] [] [] []
Hanger Bay [] [] Shaadlar [] [] [] Davaabs [] [] [] [] [] []
Hyperdrive []
Thruster (3) [] []

SPECIAL

Weapons Range Roll


Turbolasers 0-5 3D6
6-10 2D6
11-15 1D6
Ion Cannons* 0-5 2D6 *Hits are rolled against ship systems
6-10 1D6
Concussion Missiles 10 2D6 damage
Blasters 0-5 2D6 AFB at 3MU, needs FC
Mandalorian Pursuer-class Enforcement Ship SKIRMISH

IN SERVICE: CW Era
SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] [] []
6 2 [] [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Ion Cannon P/F/S [] []
Blasters F/P [] F/S []
Tractor Beam T []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []

SPECIAL

Atmospheric [] []

Weapons Range Roll


Ion Cannons* 0-5 2D6 *Hits are rolled against ship systems
6-10 1D6
Blasters0-5 2D6 AFB at 3MU, needs FC
Mandalorian Shaadlar-class Troopship SKIRMISH

IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7 8

Shield [] Shields Hit Damage HULL [] [] [] []


1 5 1 [] [] [] []
6 2 [] [] [] []
0 4,5 1
6 2

Fire Control [] []
Ion Cannon F [] []
Ion Cannon P [] S []
Blasters F/P [] F/S []
Concussion Missiles F/P [] F/S []
Magazine [] [] [] [] [] []

Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []

SPECIAL

Atmospheric [] []

Weapons Range Roll


Concussion Missiles 10 2D6 damage
Ion Cannons* 0-5 2D6 *Hits are rolled against ship systems
6-10 1D6
Blasters 0-5 2D6 AFB at 3MU, needs FC
Mandalorian Teroch-type Gunship PATROL

IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7 8 9

Shield [] Shields Hit Damage HULL [] [] []


1 5 1 [] [] []
6 2
0 4,5 1
6 2

Fire Control []
Laser Cannon F [] []

Troop Barracks []
Hyperdrive []
Thruster (4) [] []

SPECIAL

Atmospheric [] []

Weapons Range Roll


Laser 0-5 2D6
6-10 1D6
OLD REPUBLIC
For millennia, the democratic Republic endured through wars, invasions, rebellions, and periods of renaissance.
Guarded by the Jedi Order, the Republic knew long periods of peace. The government grew every more corrupt
until the separatist crisis and the Clone Wars resulted in the rise of the Empire.

Initiative Bonus: 0

FLEET LIST
THE MANDALORIAN WARS

PATROL
Aurek Strikfighter (4 Wings)
Chela Starfighter (4 Flights)
Conductor-class Shuttle
Ministry Orbital Shuttle

SKIRMISH
Foray-class Blockade Runner

RAID
Hammerhead Cruiser

BATTLE
Inexpugnable-class Tactical Cruiser

WAR
ARMAGEDDON

FLEET LIST
THE NEW SITH WARS

PATROL

SKIRMISH
RAID
BATTLE
WAR
ARMAGEDDON

FLEET LIST
THE CLONE WARS
Initiative Bonus: +1

PATROL
Aethersprite Jedi Interceptor Wing (2 Flights)
ARC-17 Wing (4 Flights)
Consular-class Cruiser
Corellian Gunship
ETA-2 Actis Interceptor Squadron (2 Flights)
LAAT-i Landing Craft
V-19 Torrent Wing (4 Flights)
V-Wing Squadron (4 Flights)
Y-Wing Squadron (4 Flights)

SKIRMISH
Medstar-class Frigate
Pelta-class Medical Frigate
Victory-class Star Destroyer

RAID
Acclamator
Acclamator II Light Carrier
Dreadnaught Heavy Cruiser

BATTLE

WAR
Venator Star Destroyer
Venator-II Star Destroyer

ARMAGEDDON
SITH WARS ERA

STAR WARS EBON HAWK (DYNAMIC FREIGHTER) SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/H SW Old Republic
THRUST ARMOR WEAPONS TRAITS
5/8 Shield: 6 AF -2
20 Hyperdrive (5/4/3/2/1)
20 SI 32 20 F L/R 4/4/4/-
20 (2) 20 Atmospheric
14 Troops 1

<><><><><><>
CLONE WARS ERA

STAR WARS VENATOR-CLASS STAR DESTROYER WAR

CLASS COST IN SERVICE ALLEGIANCE


2/H CW GCW Old Republic, Galactic Empire, New Republic
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 20 AF -4
35 Torpedoes N/L/R 9/9/-/- Hyperdrive (6/5/4/3/2/1)
35 SI 64 35 N 6/6/6/- Atmospheric, Command 3
35 (4) 35 F L/R 14/14/14/- Fleet Carrier Tractor Beam
35 A L/R 14/14/14/- Troops 20 (8)
A 8/8/8/- FL 20 (32 V-Wings, 32 Eta, 6 ARC)

<><><><><><>

STAR WARS ACCLAMATOR-CLASS DESTROYER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H CW GCW Old Republic, Galactic Empire
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 20 AF -4
16 Torpedoes N/ 9/9/-/- Hyperdrive (6/5/4/3/2/1)
16 SI 62 16 F L/R 6/6/6/- Atmospheric, Command 2
16 (4) 15 Tractor Beam
14 Troops 40 (20)

<><><><><><>

STAR WARS ACCLAMATOR II-CLASS DESTROYER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H CW GCW Old Republic, Galactic Empire
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 20 AF -4
16 Torpedoes F L/R/ 9/9/-/- Hyperdrive (6/5/4/3/2/1)
16 SI 62 16 F L/R 6/6/6/- Atmospheric, Command 2
16 (4) 15 A L/R 6/6/6/- Tractor Beam
14 FL 1 (2) Troops 10 (10)

<><><><><><>

STAR WARS CARRACK-CLASS FRIGATE RAID


Designed in the waning years of the Old Republic, Carracks saw extensive usage during the Clone Wars.
During the rise of the empire, Carracks became personal transports and scouts.

CLASS COST IN SERVICE ALLEGIANCE


3/H CW Legacy Old Republic, Galactic Empire, any
THRUST ARMOR WEAPONS TRAITS
4/6 Shield: 21 AF -4
16
16 SI 35 16 F L/R 7/7/7/- Hyperdrive (5/4/3/2/1)
16 (2) 16 A 2/2/2- Atmospheric Teractor Beam
14 FL 1 (1) Troops 6 (2)

<><><><><><>

STAR WARS DREADNAUGHT HEAVY CRUISER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H CW NJO Old Republic, Galactic Empire, Rebellion, any
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 12 AF -2
40 Ion Cannon N/L/R 3/2/1/- Hyperdrive (5/4/3/2/1)
40 SI 80 40 N 8/8/8/-
40 (2) 40 F L/R 14/14/14/-
35 A L/R 14/14/14/- Troops 16 (8)
A 4/4/4/- FL 1 (2)

<><><><><><>

STAR WARS CONSULAR CRUISER SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/H CW-NJO Old Republic, Galactic Empire, Rebellion, any
THRUST ARMOR WEAPONS TRAITS
4/6 Shield: 10
16 Hyperdrive (5/4/3/2/1)
16 SI 23 16 F L/R 5/5/5/- Atmospheric
16 (2) 16 OR N Concussion 8/8/-
10 FL 1 (2) OR Troops 4

<><><><><><>

SW REPUBLIC STARFIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M CW-GCW Old Republic, Galactic Empire, Rebel Alliance
THRUST ARMOR WEAPONS TRAITS
Aethersprite 10 / 15 SR 2 6 6/6/- Atmospheric, Hyperdrive, Jedi
ARC-170 6/9 SR 3 15 11/5/- 9/9/- Atmospheric, Hyperdrive
ETA-02 10 / 15 SR 2 7 4/4/- Ion 1/1/- Atmospheric, Hyperdrive, Interceptor
V-19 Torrent 6/9 10 5/5/- 8/8/- Atmospheric, Hyperdrive
V-Wing 6/9 SR 2 8 3/3/- Atmospheric, Hyperdrive, Interceptor
<><><><><><>
STAR WARS VISCOUNT STAR DEFENDER ARMEGEDDON

CLASS COST IN SERVICE ALLEGIANCE


1/H GCW Legacy New Republic
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 60 AF -8 Mon Cal Shields = 2D6 recharge
50 Concussion Missiles N/L/R 30/-/-/-
50 SI 287 50 Ion Cannon N/L/R 6/4/2/- Hyperdrive (6/5/4/3/2/1)
50 (5) 50 N 50/50/50/50 Combat Armour, Tractor Beam
45 F L/R 28/28/28/- Command 3 Fleet Carrier
L/R BS 70/70/70/70
A L/R 28/28/28/-
A 28/28/28/- FL 8 (36) Troops 45 (158)

<><><><><><>

STAR WARS HOME ONE STAR CRUISER WAR

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Rebellion/ New Republic
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 25 AF -4 Mon Cal Shields = 1D6 recharge
32 Ion Cannon N/L/R 6/4/2/- Hyperdrive (6/5/4/3/2/1)
32 SI 70 32 F L/R 20/20/20/- Command 3, Combat Armour
32 (4) 32 A L/R 20/20/20/- Fleet Carrier Tractor Beam
30 A 20/20/20/- FL 6 (20), Troops 20 (8)

<><><><><><>

STAR WARS ENDURANCE-CLASS STAR DESTROYER WAR

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Rebellion/ New Republic
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 25 AF -6 Mon Cal Shields = 1D6 recharge
35 Concussion F /L/R 9/9/- Hyperdrive (6/5/4/3/2/1)
35 SI 64 35 L/R 8/8/8/- Command 2, Combat Armour
35 (4) 35 Fleet Carrier Tractor Beam
30 FL 8 (22), Troops 20 (8)

<><><><><><>

STAR WARS NEBULA-CLASS STAR DESTROYER WAR

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Rebellion/ New Republic
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 25 AF -4 Mon Cal Shields = 1D6 recharge
35 Ion Cannon F L/R L/R 6/4/2/- Hyperdrive (6/5/4/3/2/1)
35 SI 64 35 Concussion F /L/R 9/9/- Command 3, Combat Armour
35 (4) 35 F L/R 20/20/20/11 Tractor Beam
30 A L/R 20/20/20/11
A 20/20/20/- FL 4 (10), Troops 20 (8)

<><><><><><>

STAR WARS MC-80 STAR CRUISER BATTLE

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Rebellion/ New Republic
THRUST ARMOR WEAPONS TRAITS
3/5 Shield: 25 AF -4 Mon Cal Shields = 1D6 recharge
30 Ion Cannon N/L/R 6/4/2/- Hyperdrive (6/5/4/3/2/1)
30 SI 63 30 F L/R 10/10/10/- Combat Armour
30 (4) 30 A L/R 10/10/10/- Fleet Carrier Tractor Beam
30 A 10/10/10/- FL 4 (6), Troops 20 (8)

<><><><><><>

STAR WARS ASSAULT FRIGATE BATTLE


Based on acquired Dreadnaughts, the Assault Frigates were heavily modified to increase efficiency and combat
ability.

CLASS COST IN SERVICE ALLEGIANCE


2/H GCW Legacy Rebellion/ New Republic
THRUST ARMOR WEAPONS TRAITS
MK I 2/3 Shield: 16 AF -4
25 N 9/7/7/- Hyperdrive (5/4/3/2/1)
25 SI 63 25 F L/R 13/11/11/-
25 (4) 25 A L/R 4/4/4/-
20 FL 2 (2) Troops 4 (1)

THRUST ARMOR WEAPONS TRAITS


MK II 2 / 3 Shield: 15 AF -4 Mon Cal Shields = 1D6 recharge
25 N 9/7/7/- Hyperdrive (5/4/3/2/1)
25 SI 63 25 F L/R 13/11/11/-
25 (4) 25 A L/R 4/4/4/-
20 FL 2 (2) Troops 4 (1)

<><><><><><>

STAR WARS BOTHAN ASSAULT CRUISER RAID

CLASS COST IN SERVICE ALLEGIANCE


3/H NJO New Republic
THRUST ARMOR WEAPONS TRAITS
1/2 Shield: 25 AF -4
11 Proton Torpedoes N 18/18/-/- /L/R 9/9/-/-
11 SI 66 11 Ion Cannon N/L/R 3/2/1/- Hyperdrive (6/5/4/3/2/1)
11 (2) 11 N 18/18/18/-
20 F L/R 15/15/15/- Tractor Beam
A L/R 15/15/15/- Troops 8 (4)
A 15/15/15/- FL 4 (8)

<><><><><><>

STAR WARS TANTIVE IV (CORELLIAN CORVETTE) RAID

CLASS COST IN SERVICE ALLEGIANCE


4/H CW Legacy Old Republic, New Republic, any
THRUST ARMOR WEAPONS TRAITS
CR-90 5/9 Shield: 10 AF -4
13 Hyperdrive (5/4/3/2/1)
13 SI 35 13 F L/R 5/5/5/- Atmospheric Command 2
13 (2) 13 A L/R 5/5/5- Tractor Beam
12 Troops 6 (2)

<><><><><><>

STAR WARS CORELLIAN CORVETTE SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/H CW Legacy Old Republic, New Republic, any
THRUST ARMOR WEAPONS TRAITS
CR-90 5/8 Shield: 10 AF -4
13
13 SI 35 13 F L/R 5/5/5/- Hyperdrive (5/4/3/2/1)
13 (2) 13 A L/R 5/5/5- Atmospheric Tractor Beam
12 Troops 6 (2)

<><><><><><>

SW A-WING FIGHTER PATROL (4)


The fastest fighter ever built, the A-Wing was fragile. Relying on a jammer for defense during hit-and-
hype attack runs, A-Wings proved to be deadly in comat.

CLASS COST IN SERVICE ALLEGIANCE


6/L GCW Rebel Alliance, New Republic
THRUST ARMOR WEAPONS TRAITS
A-Wing 12 / 16 SR (2) 8 N 5/5/- N Torpedoes 7/7/- Atmospheric, Hyperdrive
Interceptor, Stealth

<><><><><><>
SW B-WING FIGHTER PATROL (4)
A mobile weapons platform capable of delivering punishing blows to enemy warships. They are slow
and sluggish, making them useless in dogfights but against capital ships they are deadly.

CLASS COST IN SERVICE ALLEGIANCE


6/H GCW Rebel Alliance, New Republic
THRUST ARMOR WEAPONS TRAITS
4/6 SR (5) 15 N 8/8/- N Torpedoes 9/9/- Assault, tmospheric, Hyperdrive
Ion Cannon N 1/1/-

<><><><><><>

SW X-WING FIGHTER PATROL (4)


The quintessential craft of the Rebel Alliance, the X-Wing blends a mixture of firepower, durability and
agility into one awesome package. Armed with heavy blaster cannon, proton torpedoes and equipped
with a hyperspace engine, it is the perfect first strike fighter. Considered to be the pinnacle of starfighter
technology, the X-Wing became a symbol of the Rebellion and later the New Republic.

CLASS COST IN SERVICE ALLEGIANCE


6/M GCW Rebel Alliance, New Republic
THRUST ARMOR WEAPONS TRAITS
T-65 6/9 SR (2) 6 N 6/6/- N Torpedoes 9/9/- Atmospheric, Hyperdrive
Superiority

CLASS COST IN SERVICE ALLEGIANCE


6/M NJO New Republic
THRUST ARMOR WEAPONS TRAITS
T-65XJ 6/9 SR (5) 6 N 7/7/- N Torpedoes 9/9/- Atmospheric, Hyperdrive
Superiority

<><><><><><>

SW Y-WING FIGHTER PATROL (4)


An older fighter introduced during the Clone Wars, Y-Wings were a sturdy craft used extensively by the
Rebellion.

CLASS COST IN SERVICE ALLEGIANCE


6/M CW-NJO Rebel Alliance, New Republic, any
THRUST ARMOR WEAPONS TRAITS
BTL-SR3 5/8 SR (2) 6 N 4/4/- N Torpedoes 9/9/- Assault, Atmospheric
Ion Cannon N 1/1/- Hyperdrive

<><><><><><>

LEGACY ERA

SW TWINTAIL FIGHTER PATROL (4)


The successor to the X-Wing has powerful laser cannon and shielding.

CLASS COST IN SERVICE ALLEGIANCE


6/M GCW Rebel Alliance, New Republic
THRUST ARMOR WEAPONS TRAITS
X-83 6/9 SR (3) 17 N 8/8/- N Torpedoes 10/10/- Atmospheric, Hyperdrive
Superiority
THE SITH EMPIRE

SITH WARS ERA

SW SITH INTERCEPTOR PATROL (6)


Weak and fragile, but produced and deployed in vast swarms to compensate.

CLASS COST IN SERVICE ALLEGIANCE


6/L SW Sith Empire
THRUST ARMOR WEAPONS TRAITS
9 / 12 5 N 3/3/- Atmospheric

<><><><><><>

CLONE WARS ERA

STAR WARS INFILTRATOR PATROL

CLASS COST IN SERVICE ALLEGIANCE


5/L CW Sith
THRUST ARMOR WEAPONS TRAITS
5/8 SR 10 N 6/6/- Hyperdrive (/4/3/2/1)
12/12/12- 2 /19 Atmospheric, Stealth x2, Troops
2

<><><><><><>
STAR WARS YUUZAHN VONG

The Yuuzahn Vong were a race who operate organic technology, and have a religious-inspired hatred of droids and
machines. Scouts entered the galaxy before the Clone Wars, skirmishing with the Chiss and others before
withdrawing. They believed the galaxy was theirs as a gift by their Gods and following the end of the Galactic
Civil War, they invaded bringing destruction to hundreds of worlds. The Yuuzahn Vong War was the most
destructive in history.

FLEET LIST
Initiative Bonus: +4 with a Yammosk, -2 without

PATROL
Coralskipper Wing (6 Flights) Slayer Ship Bomber Wing (1 Flight)
Yorik-Trema Landing Craft Yorik-Vec Gunboat

SKIRMISH
I'Frill Ma-Nat Corvette Yorik-stronha Spy Ship

RAID
Matalok Warship Ro'ik Chuun M'arh Frigate
Sh'rip Sh'a War Freighter Suuv Ban D'Krid Heavy Gunship
Uumufalh Gunship Yammosk Cluster Ship

BATTLE
A'Vec Illuunu Carrier Miid Ro'ik Battleship
Uro-ik V'alh Battleship Vua'spar Interdictor

WAR
Sunulok Heavy Interdictor Cruiser

ARMAGEDDON
Kor Chokk Grand Cruiser Koros-Stronha
Legacy of Torment Grand Cruiser

SPECIAL RULES

BIO-TECHNOLOGY
Due to the biological nature of Yuuzahn Vong technology, their ships are immune to effects of ion cannons.

DOVIN BASALS Living creatures which harness gravity and create gravitational shields. Dovin Basals
generate their full Rating each turn; these points are used to buy thrust or shielding. DB Points must be allocated
at the start of the turn.
SHEILD 1 DB Point ie SR 10 requires 10 points of Dovin Basal energy
THRUST 5 points of DB per 1 Thrust Point
INTERDICTION FIELD = 100 DB points per Range bracket; fields affect 1 Arc
TRACTOR BEAM = Tractor Class - Tractored Class * 10
STRIP SHEILDS = 1 DB point per SR to be stripped

YAMMOSK WAR CORRIDINATOR - can be killed during threshold checks


+4 to all Vong initiative rolls
+2 to all dogfighting rolls within 20 MU
each turn, 1D6 ships can reroll 1 attack dice
1 Yammosk at RAID, 2 at BATTLE and WAR, 3 at ARMAGEDDON levels, bonuses from Yammosks do
not stack
Yammosk effects are cancelled out by interference from Gravity Well Generators within 20 MU
SW KOROS STOHNA WORLDSHIP ARMAGEDDON
Lightly armed for their size, these immense craft carry continent-sized populations through space. They are not
meant to be used as warships and in battle, seek to flee rather than fight.

CLASS COST IN SERVICE ALLEGIANCE


1/A NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 600 Speed 1 = TP/200
70 AF -8 Interdiction Tractor Beam
70 SI 300 70 N 56/56/56/- Hyperdrive (6/5/4/3/2/1)
70 (7) 70 F L/R 356/56/56/- Combat Armour
60 A L/R 56/56/56/- Command 3 Yammosk
A 56/56/56/- FL 12 (36) Troops 100 (50)

<><><><><><>

SW LEGACY OF TORMENT (KOR CHOKK GRAND CRUISER) ARMAGEDDON


The flagship of Shedao Shai was an example of an exceptionally old and powerful cruiser.

CLASS COST IN SERVICE ALLEGIANCE


1/A NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 650 Speed 1 = TP/100
40 AF -8 Interdiction Tractor Beam
40 SI 120 40 N 56/56/56/- Hyperdrive (6/5/4/3/2/1)
40 (2) 40 F L/R 35/35/35/- Combat Armour
30 A L/R 35/35/35/- Command 3 Yammosk
A 14/14/14/- FL 12 (36) Troops 60 (30)

<><><><><><>

SW KOR CHOKK GRAND CRUISER ARMAGEDDON


The grand cruiser is the equal to a Super Star Destroyer. Damaged cruisers are grafted together following battles
and eventually grow into a devastating warship. In combat, these ships prefer to let their victims come to them,
sending out waves of coralskippers to harass their prey.

CLASS COST IN SERVICE ALLEGIANCE


1/A NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 600 Speed 1 = TP/100
40 AF -8 Interdiction Tractor Beam
40 SI 120 40 N 56/56/56/- Hyperdrive (6/5/4/3/2/1)
40 (2) 40 F L/R 35/35/35/- Combat Armour Fleet Carrier
30 A L/R 35/35/35/- Command 3 Yammosk
A 14/14/14/- FL 12 (36) Troops 60 (30)

<><><><><><>
SW SUNULOK (VUA'SPAR INTERDICTOR) WAR
A more powerful version of the common interdictor, the Sunulok was commanded by Warmaster
Tsavong Lah.
Equipped with specially bred dovin basals, the Vua'spar class could create a gravity well capable of
preventing any enemies from escaping into hyperspace. Well-armed and carrying a wing of
coralskippers, few ships survive the trap.

CLASS COST IN SERVICE ALLEGIANCE


2/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 200 Speed 1 = TP/50 Tractor Beam
15 AF -4 Interdiction (0-40 MU)
15 SI 72 15 N 24/24/24/- Hyperdrive (6/5/4/3/2/1)
15 (2) 15 F L/R 7/7/7/- Combat Armour
12 A L/R 7/7/7/-
A 7/7/7/- FL 3 (6) Troops 24 (12)

<><><><><><>

SW A'VEC LILUUNU CARRIER BATTLE


The A'vec Liluunu carrier transports vast numbers of fighters into battle and then withdraws to await the
battle's end so it can recover its brood and any orphans.

CLASS COST IN SERVICE ALLEGIANCE


2/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 200 Speed 1 = TP/50
12 AF -4 Interdiction Tractor Beam
12 SI 50 12 N 14/14/14/- Hyperdrive (6/5/4/3/2/1)
12 (2) 12 F L/R 7/7/7/- Combat Armour Fleet Carrier
10 A L/R 7/7/7-
A 7/7/7/- FL 6 (24) Troops 12 (6)

<><><><><><>

SW MIID RO'IK WARSHIP BATTLE


The standard warship of the Yuuzhan Vong resembles an ovid of grey-stripped coral, adorned with arms
of red and blue coral which act as docking stations for 2 wings of Coralskippers.

CLASS COST IN SERVICE ALLEGIANCE


3/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 150 Speed 1 = TP/5
12 AF -4 Interdiction Tractor Beam
12 SI 77 12 N 28/28/28/- Hyperdrive (6/5/4/3/2/1)
12 (2) 12 F L/R 21/21/21/- Combat Armour
10 A L/R 21/21/21-
A 7/7/7/- FL 4 (6) Troops 20 (8)
<><><><><><>

SW URO-IK V'ALH BATTLESHIP BATTLE


A massive slab of yorik coral dotted with the glowing furnaces of volcano canons. The battleship is
larger than a Star Destroyer and has more mass. Each battleship is equipped with weapon pits, dovin
basals, and a wing of coralskippers.

CLASS COST IN SERVICE ALLEGIANCE


2/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 350 Speed 1 = TP/5
30 AF -4 Interdiction Tractor Beam
30 SI 50 30 N 28/28/28/- Hyperdrive (6/5/4/3/2/1)
30 (2) 30 F L/R 28/28/28/- Combat Armour Fleet Carrier
30 A L/R 28/28/28/-
A 28/28/28/- FL 6 (6) Troops 24 (12)

<><><><><><>

SW VUA'SPAR INTERDICTOR BATTLE


Equipped with specially bred dovin basals, the Vua'spar class could create a gravity well capable of
preventing any enemies from escaping into hyperspace. Well-armed and carrying a wing of
coralskippers, few ships survive the trap.

CLASS COST IN SERVICE ALLEGIANCE


2/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 160 Speed 1 = TP/5 Tractor Beam
12 AF -4 Interdiction (0-30 MU)
12 SI 42 12 N 14/14/14/- Hyperdrive (6/5/4/3/2/1)
12 (2) 12 F L/R 7/7/7/- Combat Armour
10 A L/R 7/7/7/-
A 7/7/7/- FL 3 (6) Troops 24 (12)

<><><><><><>

SW BAN D'KRID CRUISER RAID


Cruisers carry heavy firepower and a wing of coralskippers, though they lack sufficient dovin basals to
generate interdiction fields.

CLASS COST IN SERVICE ALLEGIANCE


4/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 200 Speed 1 = TP/50
12 AF -4 Tractor Beam
12 SI 42 12 N 21/21/21/- Hyperdrive (6/5/4/3/2/1)
12 (2) 12 F L/R 14/14/14/- Combat Armour
8 A L/R 14/14/14/-
A 14/14/14/- Troops 12 (6)

<><><><><><>

SW UUMUFALH GUNSHIP RAID


Gunships carry nearly the same firepower as a cruiser on their small hulls. They fight in packs, volleying
their weaponry to wear down targets. They carry no coralskippers and cannot generate interdiction
fields.

CLASS COST IN SERVICE ALLEGIANCE


4/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 150 Speed 1 = TP/5
9 AF -4 Tractor Beam
9 SI 30 9 N 21/21/21/- Hyperdrive (6/5/4/3/2/1)
9 (1) 9 F L/R 14/14/14/- Combat Armour
8 A L/R 14/14/14/-
A 14/14/14/- Troops 4 (4)

<><><><><><>

SW CHUUN M'ARH FRIGATE SKIRMISH


Frigates fill a variety of roles, from battle support to long-range reconnaissance. They cannot produce
interdiction fields.

CLASS COST IN SERVICE ALLEGIANCE


4/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 120 Speed 1 = TP/5
7 AF -4 Tractor Beam
7 SI 42 7 N 21/21/21/- Hyperdrive (6/5/4/3/2/1)
7 (1) 7 F L/R 7/7/7/- Combat Armour
5 A L/R 7/7/7/-
A 7/7/7/- Troops 8 (4)

<><><><><><>

SW I'FRILL MA-NAT CORVETTE SKIRMISH


Multi-side pyramids of black yorik coral, these craft are used for strike-and-fade attacks. They have
light firepower and are most effective as escorts for other warships. It carries no coralskippers and it
cannot generate interdiction fields.

CLASS COST IN SERVICE ALLEGIANCE


5/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 80 Speed 1 = TP/5
5 AF -4 Interdiction Tractor Beam
5 SI 30 5 N 14/14/14/- Hyperdrive (6/5/4/3/2/1)
5 (1) 5 L/R 14/14/14/- Atmospheric, Combat Armour
5 A 14/14/14/- Troops 8 (4)

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SW I'FRILL YORIK-STRONHA SPY SHIP SKIRMISH


Grown from yorki coral to resemble a harmless asteroid, these spy ships drift through star systems
scouting out potential targets for the later invasion. They are also used to deploy infiltration teams to
lay the groundwork for the attack to come.

CLASS COST IN SERVICE ALLEGIANCE


5/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 60 Speed 1 = TP/5 Tractor Beam
6 AF -2
6 SI 30 6 N 14/14/14/- Hyperdrive (6/5/4/3/2/1)
6 (1) 6 L/R 14/14/14/- Atmospheric, Combat Armour, Scout
5 A 14/14/14/- Troops 1 (1)

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SW SH'RIP SH'PA SPAWN SHIP PATROL


Constructed like enormous gemstones, spawn ships are war freighters carrying the supplies for Vong
warriors and Shapers to reshape worlds. They carry no coralskippers and cannot generate interdiction
fields.

CLASS COST IN SERVICE ALLEGIANCE


4/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 250 Speed 1 = TP/50
10 AF -4 Tractor Beam
10 SI 68 10 N 14/14/14/- Hyperdrive (6/5/4/3/2/1)
10 (1) 10 L/R 14/14/14/- Atmospheric, Combat Armour
5 A 14/14/14/- Troops 2 (2)

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SW YAMMOSK CLUSTER SHIP PATROL


Constructed like enormous gemstones, cluster ships are designed to transport Yammosks and World Brains
along with slaves so that new skills can be trained/learned. They carry no coralskippers and cannot generate
interdiction fields.

CLASS COST IN SERVICE ALLEGIANCE


4/H NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 250 Speed 1 = TP/50
10 AF -4 Tractor Beam
10 SI 68 10 N 14/14/14/- Hyperdrive (6/5/4/3/2/1)
10 (1) 10 L/R 14/14/14/- Atmospheric, Combat Armour
5 A 14/14/14/- Troops 2 (2)

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SW YORIK-TREMA LANDING CRAFT PATROL (2)


Yorik-trema transports are dropships designed to bring troops from orbit to a battlefieldeither on a
planet or by biting through the hull of ships or stations.

CLASS COST IN SERVICE ALLEGIANCE


5/M NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 60 SR Speed 1 TP/5
6/6/4 N 12/12/- Assault, Atmospheric, Troops 4

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SW YORIK-VEC GUNBOAT PATROL (2)


Light escorts slightly heavier than fighters but capable of longer patrols.

CLASS COST IN SERVICE ALLEGIANCE


5/M NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) Dovin Basal 30 SR Speed 1 TP/5
6/6/4 N 7/7/- Assault, Atmospheric, Troops 2

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SW SLAYER SHIP HEAVY BOMBER SQUADRON PATROL (2)

CLASS COST IN SERVICE ALLEGIANCE


6/M NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) 10 Dovin Basal 50 SR Speed 1 TP/5
N 10/10/- Assault, Atmospheric, Hyperdrive

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SW YORIK-ET CORALSKIPPER FIGHTER PATROL (4)


The asteroid-like fighters of the Vong were a deadly surprise to their opponents. Grown from yorik
coral and equipped with plasma cannons, they are a durable and deadly fighter. The dovin basal
provides propulsion and shielding.

CLASS COST IN SERVICE ALLEGIANCE


6/M NJO Yuuzhan Vong
THRUST ARMOR WEAPONS TRAITS
DB / * SR (*) 10 Dovin Basal 50 SR Speed 1 TP/5
N 6/6/- Assault, Atmospheric
STAR WARS MILLENNIUM FALCON SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


5/H CW-NJIO Any
THRUST ARMOR WEAPONS TRAITS
9 / 12 Shield: 8 AF -6
7 Concussion 9/9/-/- Hyperdrive (5/4/3/2/1)
6 SI 19 6 T 6/6/6/- Atmospheric
6 (1) 6 T 6/6/6/-
5 Troops 1

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STAR WARS WILD KAARDE (ACTION IV FREIGHTER) SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


4/H CW GCW any
THRUST ARMOR WEAPONS TRAITS
2/3 Shield 10 AF -4
6 Hyperdrive (5/4/3/2/1)
6 SI 34 6 F L/R 6/6/6/- Atmospheric
6 (1) 6 A L/R 6/6/6/- Tractor Beam
4

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STAR WARS SLAVE 1(FIRESPRAY) SKIRMISH

CLASS COST IN SERVICE ALLEGIANCE


5/H CW-NJIO Any
THRUST ARMOR WEAPONS TRAITS
Jango Fett 5/8 Shield: 4 AF -6
25 Concussion 8/8/-/- Hyperdrive (5/4/3/2/1)
25 SI 34 25 N 5/5/5/- Atmospheric Tractor Beam
25 (3) 25 F L/R 4/4/4/-
25 Troops 1

THRUST ARMOR WEAPONS TRAITS


Boba Fett 5/8 Shield: 5 AF -4
25 Proton Torps 9/9/-/- Hyperdrive (5/4/3/2/1)
25 SI 34 25 N 6/6/6/- Atmospheric Tractor Beam
25 (3) 25 F L/R 4/4/4/-
25 Troops 1

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STAR WARS ACTION IV FREIGHTER PATROL

CLASS COST IN SERVICE ALLEGIANCE


4/H CW GCW any
THRUST ARMOR WEAPONS TRAITS
1/2 Shield 5
6 Hyperdrive (5/4/3/2/1)
6 SI 34 6 Atmospheric
6 (1) 6 Tractor Beam
4

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SW GALLOFREE TRANSPORT PATROL


CLASS COST IN SERVICE ALLEGIANCE
4/H CW GCW any
THRUST ARMOR WEAPONS TRAITS
GR-70 3/5 Shield: 5 AF -4
6 Hyperdrive (5/4/3/2/1)
6 SI 34 6 T 4/4/-/- Atmospheric Tractor Beam
6 (1) 6
5 Troops 1

THRUST ARMOR WEAPONS TRAITS


GR-75 4/6 Shield: 10 AF -4
6 Hyperdrive (5/4/3/2/1)
6 SI 34 6 F L/R 5/5/5/- Atmospheric Tractor Beam
6 (1) 6
5 Troops 4

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SW STARFIGHTER PATROL (4)

CLASS COST IN SERVICE ALLEGIANCE


6/M CW-GCW Old Republic, Galactic Empire, Rebel Alliance
THRUST ARMOR WEAPONS TRAITS
Cloakshape 6/9 14 4/4/- Concussion 7/7/- Atmospheric, Hyperdrive,
Cutlass-9 5/8 SR 1 8 4/4/- Concussion 8/8/- Atmospheric, Hyperdrive,
Naboo N-1 5/8 SR 2 6 5/5/- Proton Torp 10/10/- Atmospheric, Hyperdrive
P-38 5/8 SR 3 9 5/5/- Atmospheric, Hyperdrive, Jammer
Starviper 6/9 SR 4 14 7/7/- Proton Torps 9/9/- Atmospheric, Hyperdrive,

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