Professional Documents
Culture Documents
ARMOUR
Multiple Armour by .33 and round up.
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)
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/-
Railgun 3/3/3/-
Matter Cannon 3/3/3/-
Gauss Cannon 3/3/3/-
Heavy Naval Gauss 5/5/-/-
Mass Driver 40/40/40/-
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.
MILITARY FORMATIONS
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
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.
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.
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.
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.
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.
Boarding Action Attempt to Dock with enemy ship and board 0-5
Careful Aim Gain -1 Attack Bonus for one Arc if vessel does not turn 1-5
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
Shield The Flag All weapons fire strikes a friendly ship within 4 MU 3-5
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
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.
If no Enemy Troops are present, Attacker automatically takes possession of the Vessel
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
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
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.
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.
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.
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
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
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
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
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.
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.
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.
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
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.
CAPELLAN CONFEDERATION
The House Liao symbol is displayed prominently on a hull of Capellan green. Raised superstructure and
equipment is light gray.
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.
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
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.
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.
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.
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
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.
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
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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.
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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.
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
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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.
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STAR LEAGUE ERA 2570 2766
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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.
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AMARIS COUP 2766 2800
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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
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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.
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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.
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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.
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SUCCESSION WARS 2800 - 3050
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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.
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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
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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.
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THE JIHAD 3067-3085
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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
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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.
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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.
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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.
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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.
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PAX REPUBLICA 3085 - 3130
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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
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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
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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.
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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
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
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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.
ABILITIES ABILITIES
Jump Engine
Troops 3 Troops 3
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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.
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B5 CENTAURI REPUBLIC KASTA-CLASS CARRIER (CELERIAN VARIANT) RAID
ABILITIES ABILITIES
FL 2 (2) FL 2 (2)
Jump Engine
Troops 3 Troops 3
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ABILITIES ABILITIES
Atmospheric Atmospheric
Troops 3 Troops 3
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ABILITIES ABILITIES
Anti-Fighter Targeting +4 Anti-Fighter Targeting +4
Jump Engine
Troops 2 Troops 2
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ABILITIES ABILITIES
Long Range Bombardment
Troops 2 Troops 2
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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.
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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.
ABILITIES ABILITIES
Anti-Fighter Targeting +3
Atmospheric Atmospheric
Jump Engine
Troops 3 Troops 3
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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.
ABILITIES ABILITIES
Anti-Fighter Targeting +3
Atmospheric Atmospheric
Command 1
Jump Engine
Troops 2 Troops 2
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This variant mounts an accurate ballistic torpedo, but a lack of additional firepower leaves the ship sadly
lacking as a front-line warship.
ABILITIES ABILITIES
Atmospheric Atmospheric
Jump Engine
Troops 2 Troops 2
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ABILITIES ABILITIES
FL 1 (2) FL 1 (2)
Jump Engine
Troops 2 Troops 2
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A swift escort and attack craft with speed and agility to accomplish quick strike against enemies
ABILITIES ABILITIES
Jump Engine
Troops 2 Troops 2
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A scout variant of the Vorchan, this ship was designed as a fast scout to accompany wolfpacks on their attack
runs.
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A variant of the Vorchan, this ship was designed to carry a flight of fighters into battle.
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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.
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The best-armed freighter used in the Republic, mostly in the trade fleets of House Callo.
ABILITIES ABILITIES
Atmospheric
Jump Engine
Troops 1 Troops 1
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ABILITIES ABILITIES
Assault
Troops 12 Troops 12
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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.
ABILITIES ABILITIES
Command 2
FL 2 (4) FL 1 (4)
Jump Engine
Troops 2 Troops 2
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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.
ABILITIES ABILITIES
Command 2
FL 2 (6) FL 1 (6)
Jump Engine
Troops 2 Troops 2
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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.
The upgrade in firepower was designed to provide more anti-ship firepower against the Orieni.
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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.
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The first civilian ship designed with a rotating crew section, the artificial gravity allowed Armus fleets to travel
across the vastness of the Republic.
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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.
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WEAPONS:
Plasma Cannon (1-1) +3A, 1D4
ABILITIES: Atmospheric
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WEAPONS:
Plasma Cannon (1-1) +3A, 1D4
ABILITIES: Atmospheric
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WEAPONS:
Plasma Cannon (1-1) +3A, 1D4
ABILITIES: Atmospheric
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WEAPONS:
Plasma Cannon (2-6) +3A, 1D4
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WEAPONS:
Plasma Cannon (2-6) +3A, 2D4
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B5 CENTUARI PHALAN-M FIGHTER PATROL (2)
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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
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
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
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
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
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
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
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
SPECIAL
Atmospheric [] []
B5 Centauri Republic Kendari Scout SKIRMISH
SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 1966
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
SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1970
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
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
SPECIAL
Atmospheric [] []
B5 Centauri Republic Navask Escort Destroyer SKIRMISH
SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1966
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
SPECIAL
FLAGSHIP +1 to friendly Initiative rolls
FLEET CARRIER +1 to all dogfights
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
SPECIAL
FLAGSHIP +1 to friendly Initiative rolls
B5 Centauri Republic Optine-class Battlecruiser BATTLE
SPEED: 1 2 3 4 5 6
IN SERVICE: 1840
SPECIAL
FLAGSHIP +2 to initiative
B5 Centauri Republic Orto Troop Transport RAID
SPEED: 1 2 3 4 5 6
IN SERVICE: 1971
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.
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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 [] []
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 [] [] [] [] [] []
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
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
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
SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 1985
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
SPECIAL
FLAGSHIP +1 to friendly Initiative rolls
FLEET CARRIER +1 to all dogfights
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 [] [] [] [] [] []
SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 1860
SPEED: 1 2 3 4 5 6 7 8 9 10 11 12
IN SERVICE: 2002
SPEED: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
IN SERVICE: 2007
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 [] []
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
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
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)
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
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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.
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A development of the Mankhat designed to devastate enemy worlds, all to further horrify the enemies of the
Dilgar.
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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.
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This dreadnought variant was designed to carry huge numbers of Thoruns into battle at the cost of some
firepower.
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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.
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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.
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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.
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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.
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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.
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.
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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..
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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.
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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.
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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.
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.
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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
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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.
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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.
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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.
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WEAPONS:
Twin Bolt Cannon (1 - 1) +3A, 2D4+2
Kamikaze (1 0) +4, 1D6
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The Tikrit was a companion of the Mankaht, tailored to land troops and command invasions.
ABILITIES ABILITIES
FL 1 (2) FL 1 (2)
Long-Ranged Fire
Jump Engine Jump Engine
Troops 4 Troops 4
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ABILITIES ABILITIES
FL 3 (6) FL 3 (6)
Troops 6 Troops 6
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ABILITIES ABILITIES
Enhanced Manoeuvrability
FL 3 (6) FL 3 (6)
Troops 6 Troops 6
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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.
ABILITIES ABILITIES
FL 1 (1) FL 1 (1)
Troops 3 Troops 3
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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.
ABILITIES ABILITIES
FL 1 (2) FL 1 (2)
Troops 4 Troops 4
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ABILITIES ABILITIES
Atmospheric Atmospheric
Troops 6 Troops 6
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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
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)
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
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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.
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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.
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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.
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B5 EA ASIMOV-CLASS LINER
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B5 EA SKYLARK-CLASS FRIEGHTER
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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
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B5 EA ORE BARGE
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B5 EA TANKER
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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.
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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.
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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.
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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.
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Capable of transporting a platoon of assault troops from a ship to the surface of hostile worlds.
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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
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A two-seat variant designed for extended hyperspace travel and with a tail gunner for guiding missiles to their
targets.
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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.
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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.
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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
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
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
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
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
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
SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2268
SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2271
SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2302
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
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
SPECIAL
May reroll Initiative
Once per turn, any friendly ship can reroll 1 attack dice
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
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
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
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
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
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
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
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
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
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 [] []
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 [] []
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
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
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
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) [] []
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
SPECIAL
Flagship +3 to friendly Initiative
Fleet Carrier +2 to all friendly fighters within 30 MU during dogfights
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
SPEED: 1 2 3 4 5 6
IN SERVICE: 2248
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
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
SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2219
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
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
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
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.
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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
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
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
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
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
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
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.
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
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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.
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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.
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
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ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
FL 3 (6) FL 3 (6)
Self Repair
Scout
Tractor Beam
Troops 3
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ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1
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Combat Armor
Self Repair
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Troops 1 Troops 1
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Atmospheric Atmospheric
Combat Armor Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1
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ABILITIES: ABILITIES:
Atmospheric Atmospheric
Combat Armor Combat Armor
Self Repair
Tractor Beam
Troops 1 Troops 1
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ABILITIES: Atmospheric
MINBARI FEDERATION
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
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Cloak Cloak
Combat Armor
Command 2 Command 2
Jump Engine Jump Engine
Long-Range Weaponry
Troops 5 Troops 5
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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
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Cloak Cloak
Combat Armor
Jump Engine Jump Engine
Troops 4 Troops 4
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Advanced Comm Array
Cloak Cloak
FL 1 (1) FL 1 (1)
Jump Engine Jump Engine
Troops 3 Troops 3
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ABILITIES ABILITIES
Cloak
FL 1 (1) FL 1 (1)
Jump Engine Jump Engine
Troops 2 Troops 2
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Cloak
FL 1 (1) FL 1 (1)
Jump Engine Jump Engine
Troops 2 Troops 2
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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.
ABILITIES ABILITIES
Cloak
Jump Engine Jump Engine
Troops 3 Troops 3
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ABILITIES ABILITIES
Atmospheric Atmospheric
Jump Engine
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B5 Minbari Federation Troligan Armoured Cruiser Battle
SPEED: 1 2 3 4 5 6 7 8
IN SERVICE: 2166
SPEED: 1 2 3 4 5 6 7 8 9 10
IN SERVICE: 1989-2236
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ABILITIES: ABILITIES:
Anti-Fighter Targeting +3
Atmospheric
Cloak
Troops 1 Troops 1
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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.
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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.
SPEED: 1 2 3 4 5 6
IN SERVICE: 2240
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.
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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.
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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)
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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)
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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.
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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.
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
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
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.
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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.
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ORIENI PURIFIER-CLASS FRIGATE SKIRMISH
The basic escort craft of the time, hundreds of these frigates were built and deployed throughout the growing
empire.
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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)
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
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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
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.
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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
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
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
<><><><><><>
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
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<><><><><><>
ABILITIES: ABILITIES:
Command 2 Command 2
Holofield Holofield
Troops 4 Troops 4
Warp Drive Warp Drive
<><><><><><>
ABILITIES: ABILITIES:
Command 2 Command 2
FL 2 (4) FL 2 (4)
Holofield Holofield
Troops 4 Troops 4
Warp Drive Warp Drive
<><><><><><>
ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive
<><><><><><>
ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive
<><><><><><>
ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive
<><><><><><>
ABILITIES: ABILITIES:
Holofield Holofield
Troops 1 Troops 1
Warp Drive Warp Drive
<><><><><><>
<><><><><><>
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<><><><><><>
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
1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] [] []
SPEED: 1 2 3 4 5 6 7 8
1 [] [] [] [] [] [] 2 [] [] [] [] [] [] 3 [] [] [] [] [] [] 4 [] [] [] [] []
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
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
SPEED: 1 2 3 4 5 6 7 8
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
SPEED: 1 2 3 4 5 6 7 8 9 10
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
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
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
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
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
SPEED: 1 2 3 4 5 6 7 8
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
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
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
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.
<><><><><><>
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.
<><><><><><>
<><><><><><>
<><><><><><>
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.
<><><><><><>
<><><><><><>
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.
<><><><><><>
<><><><><><>
BFG IMPERIUM HEAVY FREIGHTER PATROL
<><><><><><>
<><><><><><>
<><><><><><>
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.
<><><><><><>
<><><><><><>
<><><><><><>
BFG Imperium Cobra-class Destroyer PATROL
SPEED: 1 2 3 4 5 6 7 8 9 10
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
SPEED: 1 2 3 4 5 6 7 8
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
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
SPEED: 1 2 3 4 5 6
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
SPEED: 1 2 3 4 5
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
SPEED: 1 2 3 4 5 6 7 8 9 10
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
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
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
SPEED: 1 2 3 4 5 7 8 9 10
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
SPEED: 1 2 3 4 5 6
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
SPEED: 1 2 3 4 5 6
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
SPEED: 1 2 3 4 5 7 8 9 10 11 12
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
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
SPEED: 1 2 3 4 5
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
SPEED: 1 2 3 4 5 6 7 8 9 10
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
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.
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.
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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
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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
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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
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
SPEED: 1 2 3 4
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
SPEED: 1 2 3 4 5 6 7 8 9
SPEED: 1 2 3 4 5 6 7 8 9
SPEED: 1 2 3 4 5 6 7 8
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
SPEED: 1 2 3 4 5 6 7 8
SPEED: 1 2 3 4 5 6
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.
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
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.
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BFG Tau Bor'Kan Explorer BATTLE
SPEED: 1 2 3 4 5 6
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
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
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
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
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
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
Fire Control [] []
Hanger [] [] Shuttle []
Railgun Battery-2 F []
Ion Cannon-1 F []
AFB []
Troop Barracks []
Hyperdrive []
Thruster (6) [] [] []
SPECIAL
Atmospheric [] []
SPEED: 1 2 3 4 5 6 7 8
Fire Control [] []
Sensor Suite []
Hanger [] Shuttles [] []
Railgun Battery-3 F/P/S [] []
AFB [] []
Troop Barracks [] []
Hyperdrive []
Thruster (6) [] [] []
SPECIAL
Atmospheric [] []
CORE MODULE
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
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.
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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.
MOVEMENT PHASE
Nearest Enemy ship in Front Arc Beyond movement range Move forwards at full speed
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
WEAPONS TURN Nearest Enemy ship in Firing Arc Fire all batteries, concentrate on Front
DEATH BLOW
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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
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Short-range flyers bred to engage enemy fighters and shuttles and keep them occupied.
CAPITAL SHIPS
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
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
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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.
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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
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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
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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.
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
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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.
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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
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021
Star Empire (Experimental
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LEGACY ERA
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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)
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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)
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SW HAPEN FIGHTERS
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.
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
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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
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
Fire Control [] [] []
Turbolasers F [] []
Ion Cannon F/P [] F/S []
Concussion Missiles F/P [] F/S []
Magazine [] [] [] [] [] []
Troop Barracks [] [] [] []
Hyperdrive []
Thruster (3) [] []
SPECIAL
Atmospheric [] []
IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6
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 []
SPECIAL
Atmospheric [] []
IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7
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
IN SERVICE: CW Era
SPEED: 1 2 3 4 5 6 7 8
Fire Control [] []
Ion Cannon P/F/S [] []
Blasters F/P [] F/S []
Tractor Beam T []
Troop Barracks [] []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7 8
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 [] []
IN SERVICE: MW Era
SPEED: 1 2 3 4 5 6 7 8 9
Fire Control []
Laser Cannon F [] []
Troop Barracks []
Hyperdrive []
Thruster (4) [] []
SPECIAL
Atmospheric [] []
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
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CLONE WARS ERA
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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.
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LEGACY ERA
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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
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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.
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