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Babylon 5 Wars 2nd Edition - Militaries of the League 2By Agents Of Gaming
101
MILITARIES OF THE LEAGUE 2
Transcript
Page 1: Babylon 5 Wars - Militaries of the League 2

MILITARIES OFTHE LEAGUE 2

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5. The Torata

Regency

6. The Grome

Autocracy

7. The Hurr

Republic

Afterword

Ship Control

Sheets

The Unwitting Mole..................................36Background............................................37Government...........................................37Technology.............................................38Military...................................................39Ships & Fighters......................................40

The Finest in the Fleet..............................41Background............................................41Government...........................................42Technology.............................................42Ships & Fighters......................................45

Race in the Dark......................................46Background............................................46Government...........................................47Technology.............................................47Ships & Fighters......................................48

Product Credits........................................44

Hyach Ships............................................51Cascor Ships...........................................58Ipsha Ships.............................................65Kor-Lyan Ships........................................71Torata Ships............................................78Grome Ships...........................................84Hurr Ships..............................................90

INTRODUCTION0

1Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Wars League-2Rev. 1

1. The Hyach

GerontacrayShot in the Dark.........................................2Background..............................................3Technology...............................................4Crew Specialties........................................7Military...................................................12Ships & Fighters......................................12

Baptism of Fire........................................14Background............................................15Technology.............................................16Military...................................................17Ships & Fighters......................................18

A Deed Unpunished.................................19Background............................................19Government...........................................20Technology.............................................21Military...................................................25Ships & Fighters......................................25

The Worm Turns......................................27Background............................................27Government...........................................28Technology.............................................28Military...................................................33Ships & Fighters......................................34

2. The Cascor

Commonwealth

3. The Ipsha

Baronies

4. The Kor-Lyan

Kingdoms

TABLE OF CONTENTS

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The Hyach

Gerontocracy

Shot in the Dark

The screen remained dark. Loran stared at it insilence, waiting.

"Elder, another report," said a voice behind him.Ignoring the stiff pain in his weakened spine, he

turned his head to the sound. "Speak," he commandedin a raspy voice that betrayed his age and weariness.

"Another tightbeam from the , Elder. Thedemons continue to probe the defenses. Two fleetsappear to be massing near Shri-shraba. It is unclearas yet if they will combine to punch through our wall,or attack in different locations to split our forces.”

Loran nodded. "Is there nothing further?”"No, Elder. We are to continue as ordered.”

a wave of his hand, Lorandismissed his underling, who clearly had no idea whatthat final statement meant. There would be no furthercommunication with the Defense Council, and in allprobability no further messages whatsoever. Most ofhis people would know nothing of what happened heretoday.

That was of no consequence, however. Themillions of lives he saved would more than justify hismission, were he successful. For all his many years,he had never felt his life had any real purpose. Perhapsnow he could give his existence meaning.

Loran sighed. He was tired, so very tired. It hadbeen many years since his last service aboard astealth cruiser, and he had almost forgotten how tenseand nerve-wracking it was. The , a sub ofthe Alichi Kav class, had been designed to penetrateenemy territory and avoid detection. With no jumpdrive on its stealthy frame, it was easy prey for anyfighter patrols that chanced upon it, and of coursethe closer it moved to its target, the more likelydiscovery became. Yet, if properly used, its weaponscould be deadly.

The ship's designers had not expected the stealthcruiser to be used directly from the homeworld. It wassupposed to be attached to a fleet, as a forwardscouting element for a squadron jumping into enemyspace. The Dilgar invasion had given it a new mission,h o w e v e r , a s a d e f e n s i v e u n i t .

Somewhere in the home system, the Hyach hadlearned, was a Dilgar "medical ship" bound for thehome planet of Shri-shraba. According to intelligence,this ship carried a plague so virulent the Dilgarthemselves feared it. This in itself was proof of the evilthe Dilgar represented, for only true demons wouldemploy such weapons. It was the mission,

Furor

Lightning

Lightning's

"Very well." With

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and that of every other sub the Hyach had available,to find and destroy the ship before it made its suiciderun on the homeworld.

As he had so often, Loran cursed the Dilgar fortheir cunning. The Hyach fleet could not afford to leavethe homeworld to hunt down this target, or there wouldbe nothing to stop the mass drivers. Even if the stealthships found the target, a strike group could not becalled in quickly enough to eliminate it. The subs werethe only chance Shri-shraba had.

"Elder, energy signatures at nine seventeen," ascantech called, interrupting his captain's thoughts.

Loran tensed. His aged muscles protested, but hestood, facing the bank of sensor displays that dominatedthe bridge. On the edge of one, a series of lightsglowed weakly. "Identify," he ordered evenly.

"Weapons fire," another tech answered, but histone betrayed his uncertainty. "Low power, multiplebursts. Fighters." A bright flare showed suddenly, thendisappeared. "A ship, destroyed."

A sub, caught in the open. Loran hoped to avoidsuch a fate. "Alter course to nine twelve," he said, hisscratchy voice commanding all the authority of hisadvanced age. "We are close. Their fighters screenthe target. Be wary."

No one responded, but the order was understood.Loran's tired body screamed for rest, but his mindwas clear. In his head, trajectories spun and danced.If they were moving towards Shri-shraba, and thepatrol was there, then they would be here, he thought.But then, the Dilgar were rarely predictable.

"Signaturesat extreme range."Ascantechpointedatthetopmostdisplay."Here,andhere."

Loran's wrinkled brow furrowed as he studied thenew track. Five dots, with a sixth trailing slightly behind.The last was obviously the target, its escorts keepingtheir distance from its dangerous cargo. According toIntelligence, the ship's crew had been killed by theplague the vessel now carried. It was on automatic,so maneuvering it would be difficult. It should be aneasy shot, if the Lightning could just get close enough."Alter course to ten fourteen, and slow to point two,"he ordered. Perhaps, if all went well, he could drop inbehind it as it passed.

His crew complied, and he watched with mountingnervousness as the six blips moved slowly off the longrange screen and into the proximity display. Theywould pass close by, he saw, but not closely enough.More specks of light had appeared, the marks offighters on patrol, and one was dangerously close. Hewould have to turn away, and try to catch the targetfrombehind.

"Alter course to-" he began, then stopped as anew flare appeared on the screen, nearly oppositehis own position. Another ship, probably a sub, hadfired from long range.

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"Definitely a spinal laser, probable miss," a techannounced. More flashes appeared. "Secondary laserfire. Heat flares on primary target, multiple weaponhits."

Loran frowned. The sub had taken its shot, butfailed to score a kill. Perhaps it would survive for asecond shot, he hoped, but quickly realized this wasfolly. The enemy fighters near his own ship veeredoff, heading to intercept the sub. The ships in the leadof the formation also slowed. The screen registeredmore weapons fire, this time from their location. Morefighter blips appeared, converging on the stealth ship'sposition.

It was amazing how fast they reacted, Loranthought grimly. The demons were nothing if not skillfulin dealing death. He wanted to look away, but couldnot. A ship full of Hyach died in a series of dull flasheson a screen. He did not know their names, or theidentity of the ship that had just perished. As thesignature light on the screen went dark, so too didtheir lives.

Their sacrifice would not be in vain, he swore tohimself. They had drawn off the fighters, and the wayto the target was clear. All he had to do was give theorder. A turn, a brief acceleration, and his ship wouldbe in range.

Yet the order caught in his throat. Somethingnagged at the edge of his brain, something not quiteright. "Replay last sequence!" he ordered suddenly.

The dots reset themselves and the brief battlewas displayed again. The sub fired, the fighters turned,the other ships slowed and attacked.

All but one.Loran pointed vigorously. "That one! Shift all

weapons towards that target and set an interceptcourse. Lock on and fire as target bears!"

The briefest hesitation overcame his crew, butthen they too saw what he had discovered. The craftyDilgar had set a decoy in the midst of their fleet. Thetrue target was one of the escorts-the only one thathad failed to react to the other sub's attack.

Loran uttered a silent prayer of thanks to the soulsof those who had given their lives to show him theway.

His sub turned and accelerated towards thetarget. Lights dimmed as power shunted to thrustersand heavy guns. Moments later, the weapons fired.Somewhere ahead, in the darkness of space, theplague ship exploded.

Even as he died, Loran knew his life had meaningat last.

Background

The Hyach are among the oldest of the Leagueraces, and have been in space longer than eventhe Abbai. Their civilization is over 7,000 years oldand is steeped in tradition and a rich history. Rituals,for example, cover almost every facet of Hyach life,and are carefully followed at all times. Their livesare guided by the Rules of Order, which number inthe thousands.

Hyach society is led by the Grand Council ofElders, a group of over a thousand representativesfrom towns, cities, and regions across Shri-shraba,the Hyach homeworld. The government is agerontocracy, where age is the primaryconsideration for leadership. Despite their inherentrespect for their elders, the Hyach are still known tohave occasional power struggles, though these areusually localized in small areas.

Despite the age and advancement of theircivilization, the Hyach are a race in decline. Formany years their birth rates have been slowly falling,so that now more of them die every year than areborn. The reason for this is a secret known only totheir Elders. Once there were two races on Shri-shraba, the other referred to as Hyach-doh in theancient texts. Over the centuries, these were slowlypurged by Hyach religious pogroms until no morewere left, and then all records of their existence wereerased. Unfortunately, what the Elders did not knowwas that part of their genetic structure dependedon occasional interbreeding with the Hyach-doh.Unless something is done to restore that missingelement, the Hyach will eventually die out.

The Hyach are not aggressive and have nointerest in conquest, but fight well if forced to doso. Their ships are surprisingly advanced amongLeague races, and were some of the best availableat the time of the Dilgar War. In addition to theirformidable ships and weapons, their tacticians arebrilliant, and Hyach military training is unequaledamong the League. As the Hyach are very advancedin the area of computers, robotics, andcommunications, their ships tend to reflect theseadvantages, with better fire controls, enhancedsensors, and efficient construction.

The Hyach have had interstellar flight capabilityfor centuries, but because of their falling birth rate,they are not interested in exploration or traveling.While they have no colonies as such, they operateoutposts on a few planets, mostly for research and

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mining. One of these, in the Yonog system, hadnearly reached colony status when it was attackedand destroyed by the Dilgar during the early yearsof the Invasion, and they quickly abandoned theirother outposts and retreated under theirhomeworld's defense grid. Though they wereoutnumbered, their technology was better thananything the Dilgar could put into the field, so theywere able to fight off Dilgar attacks thereafter. OnceShri-shraba was finally freed from its blockade,Hyach ships were a welcome addition to the growingLeague armada.

After the war, the Hyach joined the League ofNon-Aligned Worlds and remained members untilthe time of the Shadow War, when the Shadowsconvinced the Vree and Ipsha to attack them inseveral systems. Rather than fight offensively, theHyach instead withdrew and rode out the storm.Though they feel their trust was broken during thisperiod, they have joined the Interstellar Alliance inthe hopes that such a thing will never happen again.

Hyach technology is somewhat more advancedthat of other League races, and nowhere wasthis more apparent than during the Dilgar Invasion.Today, many of the races have caught up with themas far as most weapons are concerned, but lackthe advanced miniaturization techniques that maketheir ships so tough, as well as the computers thatmake their fire control systems so formidable.

Hyach ships are very well constructed, withmost systems miniaturized so they occupy less spaceon the ship. This is represented by larger structureblocks, as well as extra damage boxes on othersystems. This is indicative of the added bracingsand non-ablative armor available for use in resistingdamage.

The weapons on Hyach ships are tied into anadvanced central computer system that tracks enemyunits faster than any mind can. This produces one oremore everyturn. The Hyach player is free to distribute thesepoints as desired among the three fire controlcategories (capital ships/heavy combat vessels,medium ships, and fighters/shuttles) each turn, but

Technology

Construction

Computerized Fire Control

bonus fire control points (BFCPs)

no category can be more than two. For example, aship with three BFCPs could apply one point to eachcategory, or two to one and one to another.However, note that these bonuses are ship-wide,and cannot be set for individual weapons.

Any desired change to BFCP allocation shouldbe made during the EW Allocation Step of theSequence of Play (if not changed at this point, itremains as it was during the previous turn). Theallocation of BFCPs is secret, revealed only whenweapons fire is announced. For this reason it shouldbe covered or hidden on the control sheet, thenrevealed as weapons are fired, to avoid any illegallast-second changes.

BFCPs are not electronic warfare, but areconsidered part of each weapon’s inherent firecontrol system. They are not affected by anythingthat would diminish or eliminate EW, such asdisruptive ELINT functions, jammers, stealth,nebulas, and so on. Similarly, a BFCP point cannot be used for a lock-on, nor does it need to beapplied to a specific enemy unit.

Bonus fire control points are produced by theship’s computer (a new icon type on the controlsheet), and are lost if the system is destroyed. Thecomputer has no critical hits, but its BFCP productionis reduced proportionally to its damage. The boxesin any computer icon are arranged in groups, sothat when all the boxes of a given group are lost,one BFCP is lost. The player is required to mark allthe boxes in one group before beginning on thenext. Note that these are not critical hits and cannotbe restored by repairs that cancel the effect ofcriticals.

This rule is not used on Hyach fighters, but theyare noted to have higher offensive bonuses thanthose of other races.

Hyach ships have excellent sensor systems andare capable of producing large swings in EW. Inaddition, they operate a good number of ELINTvessels, which is rare among League races. Oneexample of Hyach advancement in sensortechnology is that of stealth ships, which are uniquewithin the League.

Hyach sensors are resistant to damage, andshrug off critical hits more easily. Instead of adding+1 to the critical sensor roll for every point ofdamage, they add +1 only for every two boxes ofdamage (drop fractions). This rule applies only tosensor arrays, not other systems on the ship.

Sensors

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Stealth ShipsThe Hyach operate a few stealth designs that

operate as the spacegoing equivalent of submarines(and are usually referred to as ). Such vessels,are expensive to build and maintain, requiring about25% more resources to construct and support thanother ships of their size. This should be reflected inthe rules for any campaign in which stealth shipsare used, applying a 25% economic penalty to theirbuild cost.

Subs are difficult to target due to built-in non-reflective hulls, as indicated by their relatively lowdefense ratings (in some cases approaching thoseof fighters). Some of this is also due to automateddefensive EW systems that are tied into the sensorsand computer. If either the sensor array or computersystem is destroyed, the defense ratings of stealthship are increased by 3 in all directions. Thishardwired defensive EW cannot be altered byplayers and is not affected by critical hits.

The main advantage of stealth ships, however,is their ability to move and strike unseen. This is nota “cloaking device,” as the unit does not actuallyvanish. Instead, it is simply impossible to detect atlong ranges, and is therefore invisible amongst thenormal background radiation of space. Whilemoving invisibly, the player is required to keep asecret written record of its location (or use theassistance of an impartial moderator), in much thesame way a Dark Knife is used by the Torvalus ofthe Ancients.

Stealth ships will be detected by any unit withactive sensors once it moves into that unit’s detectionrange as shown on the chart below.

Base 5xSensor RatingELINT Ship 3xSensor RatingOther Ship 2xSensor RatingFighter Offensive Bonus

These values are calculated using the detectingship’s base sensor rating as modified byenhancements, crew or officers, extra powerapplied, and so on. It does not matter what thesensor’s EW is actually used for on the turn.

An ELINT ship can also allocate EW to StealthDetection, which adds +2 to its detection rangefor each point so allocated, but those points will beunavailable for any other purposes on that turn. Notethat because of the huge sensor arrays available to

subs

Unit Type Detection Range

bases, it is almost impossible to sneak a sub withinfiring range of one with out some kind of assistancefrom terrain.

If, after the end of the Movement Step of theCombat Sequence, a stealth ship is withing thedetection range of any enemy unit that has line-of-sight, it becomes invisible on the map and its counteror miniature must be placed on the board. Once itis revealed, a stealth ship cannot become hiddenagain during a scenario so long as at least oneenemy unit has line-of-sight to it thereafter. Shouldthis condition no longer be met, it can disappearagain. A sub can also recover its hidden status if itdisengages and scenario rules allow to return toplay in some manner (e.g. following a friendly unitthrough a jump point and then re-emergingelsewhere on the map at a later time).

A stealth ship is also revealed if it fires anyweapon, locks onto any enemy unit, or uses anyELINT ability. Of course, its lock-on (and presence)will not be announced until after the enemy hasallocated his own EW, giving the sub a full turn tostrike with the element of surprise.

Even after they have been detected, subscannot be lock-onto due to their stealth capabilities,unless the enemy unit is 12 or fewer hexes away (4or fewer hexes in the case of fighters or shuttles, 24or fewer hexes for an enormous base). This usesthe same rules as jammers and the stealth onCentauri Rutarian strike fighters. (If an opposingship applied offensive EW to a sub and thenmanages to get within appropriate range aftermovement is completed, it would earn a lock-on atthat point.) This stealth ability is lost if the sub usesany ELINT functions, although it is permitted to useoffensive and defensive EW for the usual purposeswithout disrupting its stealth benefits.

Although subs sound impressive, in practicethey gain a single first strike after which they are easyprey to marauding enemy fighters. In practice, theyavoid combat except when absolutely necessary,or when they locate as easy target such as anunguarded convoy. They are best put to use as spies,where they can scout enemy movements from thedarkness of space. In fleet actions, they often hangback until the battle is joined, then provide a sneakattack against a vulnerable enemy. Oncediscovered, they should be protected by fighters, orconsider jumping out with the aid of a friendly ship.

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Their stealthy construction prohibits the use ofjump drives on any sub. The Hyach have tried avariety of miniaturization techniques in an attemptto create a jump-capable version, but so far anyattempt to place Quantium-40 on a sub renders itsstealth technology useless.

The gigantic laser cannon is so large, andrequires such an extensive coolant system, that onlythe Hyach (with their advanced miniaturizationtechnology) could ever hope to use it. Th EarthAlliance could produce one only be wrapping anentire ship around a single cannon, makingmaintenance and repairs so expensive as to beunaffordable. (The prototype ship on which they triedthis may appear in a future product.)

The spinal laser is very powerful, especially inthe hands of the Hyach, who rarely miss. Its mainproblems are a slow rate of fire and an extremelyfixed firing arc (there is simply no way to mount thisweapon on any sort of turret). Due to the immensecooling struts needed for the device, only oneappears on any ship, and then only on the largestHyach vessels (or those designed specifically aroundthe weapon, such as the heavy sub).

The Streib made several forays into knownspace (in the most recent, they were put down by acombined Earth/Minbari force). During one earliercase, they tried attacking the Hyach, but were drivenoff. Examining the records of this battle, the Hyachlater managed to reproduce one of the Streibweapons, the blast laser.

When a blast laser strikes its target, roll oncefor hit location, treating any Primary hit as a hit onthe facing structure (or primary structure in the caseof medium ships or ships with their side structuresblow off). Overkill is treated normally from thatpoint. Against fighters, there is no special damageallocation procedure.

Spinal Laser

Blast Laser

Class: Laser Mode: Raking

Class: Laser Mode: Standard

Maser

Light Blast Laser

Interdictor

Class: Laser Mode: Standard

Class: Laser Mode: Standard

Class: Particle Mode: Special

This is a microwave variant of the classic laser.It is a relatively weak weapon that delivers a burstof hard radiation instead of the usual cutting beam.The intent is to short out or disable systems withoutnecessarily destroying them. This would allow anattacker to realize his error in attacking the Hyachand retreat, before the Hyach were forced to killthem.

The maser does not penetrate armor well. Allarmor values are doubled against maser attacks.In addition, any overkill caused by a maser is lost,so it can affect no more than one system in anyvolley.

If a maser strikes an system, that system mustroll a critical hit at the end of the turn (even if ittakes no actual damage from the attack, due toarmor or a low damage roll). Any damage the maseractually scored counts double towards the bonusroll on the die. For example, if a maser hits a sensorarray and scores 3 points of damage to it (afterarmor), the critical roll would have a +6 bonus.This rule applies only to damage scored on thecurrent turn; if the same sensor were hit later in thescenario (even by the same maser), the doublingeffect would not be applied to any damage recordedon an earlier turn.

This is a fighter-sized laser weapon. Lasershave always proven difficult to mount on fighters dueto their size and cooling problems, none of which weredifficult issues for the Hyach to solve. It is stillsomewhat large for a fighter weapon, but its strengthmeans only on is really required. Its maindisadvantage against ships lies in the fact that its isa raking weapon, so much of its effect is oftenmitigated by armor. Against fighters, of course, thisis not a problem, making Hyach fighters excellentagainst enemy small craft.

This defensive device was created to provideHaych ships with at least some sort of interceptionability, which lasers notoriously lack. The interdictoris and excellent defensive weapon, though it lacksany sort of offensive firepower. It operates by firing

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a widely dispersed field of particles at an enemyshot. In coordination with Hyach computers, thedevice is highly effective in this role. However,interdictors do not have a cumulative effect (evenagainst ballistic weapons), so if more than one isused against a single incoming shot, only one willfunction.

Interdictors can also defend nearby friendlyships, in much the same way as the guardian arraydoes, but with fewer restrictions. In order to block ashot aimed at a different unit, the following mustbe true:

(1) The enemy ship and the target ship mustboth be in the interdictor’s firing arc.

(2) The target ship must be no farther than 5hexes away from the interdicting ship.

(3) No other interdictor may be used againstthat same incoming shot.

As long as these conditions are met, theinterdictor can attempt to knock aside the incomingweapon fire. Note that this is different from theguardian array, which must be between the firingship and the target.

Some Hyach crewman receive special trainingas . In addition to their usual functionsat their posts, they can provide their singularexpertise at key moments in battle. In nearly everycase, specialists are “plugged into” the ship’scomputer via special implants, allowing them to actswiftly and at the sped of thought. Thus, theirabilities cannot but duplicated by other races, nomatter how intense their training methods might be.

Most Hyach ships have at least one specialistassigned to them. The number of specialists appearson the control sheet in the Special Notes box. Withsome restrictions, the Hyach player is free to selectwhich specialists are assigned to any given ship.These restrictions are as follows:

(1) No two specialists on a given ship may bethe same.

(2) Some specialists count as two or more forpurposes of assignment, and cannot appear on aship that permits only one to be present. Forexample, a ship that can carry three specialists couldhave three one-slot specialists, one two-slot andone one-slot, or one three-slot.

Crew

Specialists

specialists

(3) There are three type of specialists available:Hardware, Software and Command. Hardwarespecialists deal strictly in physical objects, providingtheir abilities through hands-on work. Softwarespecialists operate entirely by interfacing with theship’s computerized systems. Finally, commandspecialists are tied into in the ship’s personnel throughthe C&C, operating directly in support of othercrewman. A ship must divide its specialists betweenthese three categories as best it can ib a slot byslot basis. For example, a ship with four specialistsavailable can have one hardware, one softwareand one command specialist, plus a fourth of anytype. If the hardware specialist uses two slots,however, the other two must consist of onecommand and one software, or a single two-slotspecialist of either type.

There are certain features common to allspecialists. Unless otherwise noted, a specialistprovides his bonus or ability just once per scenario.Any such benefit will last no longer than one turn,unless the description says otherwise. The intentionto use a specialist’s ability or abilities can be madeat the point in the Combat Sequence listed in thedescriptions, sometimes ignoring the normalsequence of events.

The abilities of specialists can be combined withthose of elite officers or crew, should those optionalrules be in use. Specialists operate only on ships,not fighters, unless otherwise noted.

Specialists are located in specific ship systemsas listed in their descriptions. They can be disabledor killed in the same manner as elite officers. Theycan transfer to other systems in the ship (or to theprimary structure) but provide their abilities only iflocated in their appropriate location. They cantransfer to another ship during a scenario, but unlikeelite officers will not provide any abilities to thatship during a scenario.

Players can feel free to experiment withspecialists of their own design, subject to local houserules. Keep in mind that their abilities should besimple and not overly powerful. Optionally, playersmay wish to experiment with specialists for racesother than the Hyach. In such cases, allow them asan optional ship improvement costing 5% of theship’s point cost per specialist slot. One can appearfor every 400 full Combat Points in ship base value,so a ship that cost less than 400 would have none,400-799 could have one, 800-1199 two, and soon.

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In a campaign, any Hyach ship built using thenormal rules will begin play with specialists of theowner’s choice. These cannot be changed later,but could be swapped around between shipsbetween scenarios so long as all other limits andrestrictions are obeyed. If a ship winds up with morespecialists than it can normally employ, however,any extras (presumably kept as “spares”) would notfunction during a scenario, even if a similar specialistwere lost in battle. Additional specialists can beacquired for 25 Combat Points per slot, to be heldin reserve, though the Hyach would rarely assignbackups to their ships due to their relative rarity.

This specialist can change a single normal (notarmed) shuttle into a makeshift breaching pod atno extra cost. This pod looks and operates like anyother normal shuttle (and cannot be identifiedotherwise until it makes and attack), except that itcan carry Marines and attach to enemy units like aregular breaching pod. The free pod counts againstthe ship’s normal limit of breaching pods. AnyMarines the pod uses must come from thosenormally assigned to the ship or purchased throughthe usual optional item rules.

If using the optional rule that permits thisspecialist to appear on a non-Hyach ship, thebreaching pod will be of that race’s standard low-end, unarmed type. For example, a Narn pod wouldbe the unarmed T’Rakh, not the armed model.

The specialist is assigned to a specific weaponon the ship. Once per scenario, he allows thatweapon to make a called shot with no penalty. Ifused on a spinal laser or other 5-turn armingweapon, he requires two slots.

Once per scenario, this specialist adds 1 pointto the ship’s bonus fire control points and allowsthese points to be reshuffled to any desired values.This ability is activated during the Fire DeterminationSegment and must be announced at the same time

Breaching Specialist

Called Shot Specialist

Computer Specialist

Type: Hardware Location: HangarSpecial: Requires Two Slots

Type: Software Location: WeaponSpecial: Requires 1-2 Slots

Type: Software Location: Computer

other weapons fire is announced. The usualrestrictions on the allocation of bonus fire controlpoints must be observed.

Once per scenario, this specialist increases theIntercept Rating of all weapons on the ship by 2,provided those weapons already had an interceptrating of 1 or more (e.g., a spinal laser would receiveno benefit, but an interdictor would be increasedto 6). This ability can be activated upon learningthat an opponent is firing at the ship, but will notaffect any attack rolls already made and recorded.For example, if a player chooses not to use thisability and several attacks thereafter are very nearhits (+1 and +0 above their required to-hit numbers),it is too late to activate this specialist.

Note: If using this ability on non-Hyach ships,only the Intercept Rating of a weapon will beincreased. For example, Earth ships will no improvetheir energy webs using such a specialist.

This specialist increases the effectiveness of ascout’s ELINT functions (he is of no use on a non-ELINT ship). Once during the scenario, this specialistcan use ONE of the following abilities:

(1) Offensive ELINT will be provided on a 3 for2 basis instead of 2 for 1, e.g., if 6 points of OEWare applied to a target, any friendly unit locked-onto will receive 4 points of OEW.

(2) Defensive ELINT will be provided on a 3 for2 basis as above.

(3) Disruption ELINT will be provided on a 2 for1 basis, e.g., if 8 points of disruption ELINT areapplied against a target, 4 of its OEW or CCEWwill be eliminated.

(4) Blanket Protection will be provided on a 3for 1 basis, e.g., if 9 points of blanket protectionare purchased, all friendly units are defended by 3points of DEW.

(5) Identification: The ship can positivelyidentify three enemy units with no roll necessary, upto 75 hexes distance.

(6) The range of all the ship’s ELINT functionscan be increased by 50%.

This ability must be announced during theElectronic Warfare Segment of the CombatSequence.

Defense Specialist

ELINT Specialist

Type: Software Location: C&C

Type: Software Location: Sensors

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Engine Specialist

Flight Specialist

Hangar Specialist

Intelligence Specialist

Type: Hardware Location: Engine

Type: Command Location: One Fighter

Type: Hardware Location: Hangar

Type: Command Location: C&C

Once during a scenario, this specialist providesa 25% increase in free thrust (round any fraction up).This extra thrust must be used all at once, i.e.,it cannot be divided among several turns. This abilitycan be activated at any time a maneuver (includingacceleration or deceleration) calls for more thrustthan a ship has available.

This specialist is assigned to a single flight offighters or shuttles, and must be designated as beingon a specific unit (though this can be kept secretfrom the opponent). His abilities are lost if the fighterdrops out or is destroyed, or if he is killed or disabledby a critical hit under the optional fighter criticalhits rule.

Once during the scenario, the flight can ignoreany drop-out rolls and pivot to any desired facing.This ability is activated during the Fire ResolutionStep after fighter-drop rolls are made. The playercan choose to use this ability even if no fighters areeligible for drop-out, presumably to arrange for ashot against a different target than the flight iscurrently facing.

This specialist can arm a standard shuttle witha single light blast laser identical to that found onthe Dartha. This effectively transforms the shuttleinto an armed variant at no cost. The gun can beadded only to a normal shuttle, not a fighter, assaultshuttle, or other variant.

If using the optional rule that permits thisexpert to appear on a non-Hyach ship, the armedshuttle will be of the that race’s standard type, and willinclude any missiles or other ordinance normallyfound on that shuttle at no additional cost.

This specialist can anticipate enemy intentions.Once per scenario, the ship can wait to determineits weapon fire allocation until after learning theintentions of all enemy units. To resolve this,everyone records firing intentions through the usual

rules. The player then announces the activation ofthis specialist. After learning the fire allocations ofall opponents, he may then determine his own ship’sweapon fire. Note that all other friendly ships inthe scenario are required to follow their plotted fireallocations––only the one with the specialist maymake changes.

This specialist allows the ship to make a singleturn of up to 120 degrees with no turn cost or delay,and no thrust or engine requirements. The turn ismade during the Movement Step of the CombatSequence; it cannot, for example, be made afterweapons fire determinations are made. A shipwhose engine has been destroyed or reduced tozero free thrust by criticals can still make a turn usingthis specialist, but only 60 degrees in either direction.

This specialist allows a weapon not normallycapable of firing in piercing mode to use that modeonce during a scenario. The specialist must be inthe weapon system to be used. Piercing modecannot be sued at the same time as any other specialfiring mode (such as sustained or flash) and willoverride any special abilities of such modes. APiercing Specialist cannot be used on ballisticweapons or any weapon with a rate of fire greaterthan one per four turns, such as a spinal laser.

Since the Hyach presently us no weapons withpiercing mode capabilities, this specialist providestherm with their only means to employ this specialfiring mode on an opponent. The Hyach almostalways employ these specialist on medium lasers.

This specialist can be used to gain one piece ofvital information during a scenario. The Psi Specialistreaches into the mind of the enemy fleet commanderand withdraws the required data. This allows theHyach player to ask one question of his opponent,which must be answered immediately and correctly.This can be done at any time during the scenario,even during game setup.

Navigation Specialist

Piercing Specialist

Psi Specialist

Type: Command Location: C&CSpecial: Requires Two Slots

Type: Software Location: Weapon

Type: Software Location: C&CSpecial: Requires Two Slots

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The question must be stated in a singlesentence, cannot ask for more than one piece ofinformation, and does not have to reveal anythingthat has not yet happened (e.g., future plans ororders not yet executed). The opponent must liveup to the spirit of the question (if there is any doubtas to what the player want to know, he should askfor clarification). There should be no need to agonizeover proper phrasing, or to hire the services of alawyer to determine the exact question to ask.

If the question is illegal or cannot be answeredfor some reason, the enemy would reveal this (thePsi Specialist’s ability is not considered wasted unlessthe act of stating he cannot answer the questionyields information to the enemy).

Examples of questions and their responses:

The enemy would answer “yes” or “no” but wouldnot be required to reveal which weapons on whichships.

The opponent wouldchoose an energy mine and reveal its target hex. Ifthe Hyach player had asked about a specific mine,he would have to reveal its target hex. He does nothave to reveal any other mine targets.

The enemy would have to answerexactly, but does not have to reveal what types werebought, or where they are located.

Because the Psi Specialist must enter the mindof his enemy, the enemy must actually have a mind,and one that is not so far advanced as to beunreadable. Thus, he cannot use this ability againstconstructs (e.g., a robotic enemy) or Ancients. Atpresent, all races in Babylon 5 Wars are fair gameexcept the Ancients. The specialist will not enjoyprobing a truly alien mind, but will get the job done.

In a campaign, a Psi Specialist can be used tolearn only information related to the currentscenario. The Hyach player cannot use this specialistas a way to spy on his opponent’s empire.

Rarely, a scenario will include some secret pieceof information that, if known to the opponent, willtotally skew the game in his favor. For example, ifan individual had to be captured using breachingpods and was hidden on any of several ships,knowing which ship in advance would allow theHyach player a huge advantage. In such situations,the Psi Specialist cannot be used to gain suchinformation, purely for scenario balance purposes.

“Are you sustaining the fire of any weapons?”

“What is the target hex of one of those energy

mines you just launched?”

“How many Combat Points did you spend on

special missiles?”

Reactor Specialist

Repair Specialist

Type: Hardware Location: Reactor

Type: Hardware Location: Any System

This specialist provides extra power at one keypoint during the scenario. This can be used for anyONE of the following purpose:

(1) The specialist can begin arming a weaponor other device that was deactivated that turn forextra power (as though it had been armed normally).This counts as the weapon’s first turn of arming.This ability can activate a sensor array that wasdeactivated for extra power, but that array can beused only for defensive EW on that turn. This abilitymust be activated before the Movement Step is over.

(2) The specialist can acquire enough power topurchase 2 points of extra thrust. This ability mustbe activated during the Ship Power Segment.

(3) The specialist can generate enough powerto boost the ship’s sensors by 1. This ability must beactivated when the ship’s EW is being determined,no later in the turn, and cannot be used in concertwith any other EW being purchased with extra power.

(4) The specialist can ignore the first critical hitscored on the ship’s reactor. This can be used afterthe effect of the critical roll is made.

(5) The specialist can prevent the ship’s reactorfrom going critical and destroying the ship. If this isdone, he valiantly sacrifices his life to save his vessel.The critical is not erased, and critical detonationmust still be rolled for on future turns.

This specialist can fully repair any critical andeliminate its effects for the rest of the scenario, butmust be in the system being repaired. If not alreadyin that system, he must use the normal transfer rulesfor elite officers. (It is assumed that this specialist isin the C&C at the start of any scenario unlessotherwise specified.) This ability must be activatedduring the Adjust Ship Systems Segment of theCombat Sequence.

Alternately, if this specialist is in a Hangar, hecan fully repair any on fighter (except super-heavyfighters), including any critical hits if using thoseoptional rules. He cannot restore a disabled pilotto operational status, however.

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Sensor Specialist

Tactics Specialist

Targeting Specialist

Thruster Specialist

Type: Software Location: Sensors

Type: Command Location: C&C

Type: Command Location: ComputerSpecial: Requires Two Slots

Type: Hardware Location: Engine

This specialist provides 1 point of free electronicwarfare once per scenario. This can be assigned atany time during the turn prior to the Combat Step,i.e., until the conclusion of movement, and is oftenused to acquire a lock-on to an enemy unit thathas suddenly presented itself as an unexpectedtarget. The player must activate the EW beforeanyone is required to write down their fire decisions.

If using Secret EW, the player may forego theabove ability and instead require that his opponentreveal the EW allocation of all units under hiscontrol. This can be used at any time prior to theCombat Step, as above.

Provides +6 initiative, but does not help breakties with other units. This bonus is applied at anytime during the Initiative Segment, even after seeingthe results of enemy initiative rolls, but must be usedbefore any EW announcements are made.

If using Secret Initiative, the player may foregothe above ability and instead require that hisopponent reveal the initiative of all the units underhis control. This ability must be used before EWdeterminations are made.

Provides a bonus of +3 on any single weapons’sto-hit roll, or +6 on any roll made with a calledshot. The main advantage of this ability is that itcan be activated after the to-hit roll is made,changing a near miss into a hit. This is particularlydevastating when combined with a spinal laser, andcould change the course of a battle.

Allows the ship’s thrusters to operate for oneturn as if they had no thrust limits. Any critical willstill apply, but no new ones can be generated onthat turn, except those caused by incoming damage.On a sufficiently large ship, the Thruster Specialistcan be combined with the Engine Specialist for someseriously intense acceleration.

Weapon Specialist

Specialist Summary

Type: Software Location: WeaponSpecial: Requires 1-3 Slots

Name

This specialist must be assigned to a specificweapon on the ship. Once during the scenario, hecan perform ONE of the following abilities:

(1) He may cut the arming time of his weaponby 2 turns, possibly permitting it to fire immediately,but never more than its usual firing rate in any turn.For example, this specialist could enable a mediumlaser to fire two turns in a row, or a plasmaaccelerator at full strength two turns in a row.However, a Class-S missile rack would fire two turnsin a row with no “second shot” available, and one-turn weapons like a twin array or maser would notbe improved.

(2) He may extend the arc if fire of his weaponby 60 degrees in any one direction, so long as theweapon is not firing in sustained mode. Note thatthis can permit some very unusual wide-angle shots,especially by spinal lasers.

The specialist can require multiple slots. If usedon any one- or two-turn arming weapon, he countsas only a single slot. On three-turn or four-turnweapons, he counts as two slots. If employed on afive-turn or greater weapon, such as a spinal laser,he counts as three slots.

BreachingCalled ShotComputerDefenseELINTEngineFlightHangarIntelligenceNavigationPiercingPsiReactorRepairSensorTacticsTargetingThrusterWeapon

TypeHWSWSWSWSWHWCmdHWCmdCmdSWCmdHWHWSWCmdCmdHWSW

Loc.HangarWeapon

ComputerC&C

SensorsEngineFighterHangar

C&CC&C

WeaponC&C

ReactorAny

SensorC&C

ComputerEngineWeapon

Slots2

1-21111111212111121

1-3

AbilityBreaching Pod

No penalty+1 BFCP

+2 interceptVarious

+25% thrustIgnore dropoutArmed shuttleDelay fire alloc

Free turnPiercing modeAsk a questionExtra power

Repairs criticals+1 EW

+3 initiativeTo-hit bonus

No thrust limitsVarious

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Military

Starships &

Fighters

Although Hyach society is ruled by the eldest,this is not necessarily the case with their military. Inboth the naval and ground forces, experience andskill determine rank. Military service is voluntary,and can occur at any time in life and from all walksof society, so no other system would be feasible.

Upon arrival in either branch of service, the newrecruit is tested an rated for various skills, thenschooled for a year or more to develop his or her(there is no gender prejudice) inherent abilities. Asthe individual gains experience during active duty,these skills are constantly evaluated, tested andimproved. Among the League races, the Hyach areconsidered to have one of the best military trainingprograms, all the more so because it continues forthe lifetime of one’s career. As the Hyach allow noforeigners in their service, and have no cross-training programs with allied races, the true extentof their military education structure is something ofa mystery to others.

Nowhere is their inherent skill felt more than inthe Hyach navy, where only the best and brightestare allowed to serve on actual combat vessels(newer recruits and those of lessor ability are usedon defensive ships and installations). This is difficultto represent in game terms, though in a champaignthey should have a greater proportion of eliteofficers and crew, or if those are available throughresearch, the Hyach should begin with a significantamount of research already allocated towards thisend.

Hyach ships are powerful and not to beunderestimated. As previously mentioned, they aretough, heavily armed, and sport excellent sensorsand computer controls. They tend to be poorlymaneuverable, however, as the Hyach have notadvanced their engine and thruster technologiesbeyond the gravitic levels.

The Hyach use a dual naming convention fortheir ship classes (but not fighters). The first word inany ship name is the class, usually named after aparticularly influential Elder from Hyach history. The

second word identifies the ship’s abilities or mission.The following identifiers are known to be in use inthe Hyach military at present:

Kal – Command ShipKam – Basic combat shipKar – Strike/attack carrierKes – ScoutKon – CarrierKor – Scout carrierKat – Patrol shipKav – ClandestineKur – EscortTal – AssaultTek – Freighter or logistics shipTis – MinesweeperTor – Diplomatic shipTuv – Repair

These conventions are used for both base hullsand variants. A variant will no receive a new classname, but uses the mission identifier that bestdescribes its abilities. For example, and Irokai Konwould be a carrier variant of the Irokai Kambattlecruiser.

This ship is relatively slow, but is built to fightand stand up well to any punishment an opponentcan deliver. In battle, its typical role is to deliver acrushing blow from its spinal laser, then survive longenough to fire it again (using its smaller weaponsto keep enemy fighters at bay).

Irokai Kam BattlecruiserBase Hull (Unlimited Deployment)

Uratha Kal DreadnoughtBase Hull (Limited Deployment - 33%)

One of the few dreadnoughts operated by aLeague race, the Uratha Kal is one of several Hyachships that use the feared spinal laser weapon. Withthis, two flights of fighters, and a number of otheroffensive lasers at its command, it is a powerfulopponent. As might be expected, the Hyach do notoperate a tremendous number of these vessels, asthey are expensive to construct and maintain.

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Tachila Kor Scout Carrier

SenchlatKesCombatScout

Okath Kat Fast Frigate

Alichi Kav Stealth Cruiser

Base Hull (Limited Deployment - 33%)

Senchlat Kam Variant (Uncommon)

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment - 33%)

This ship serves a dual purpose, both as acarrier and an ELINT ship. Though it is lightly armed,its role in combat is not to fight, but to support itsfighters and other ships in the fleet, and it canperform both tasks equally well.

A strange ship, this heavy combat vessel wasdesigned to fly in pairs, each supporting the otherwith ELINT abilities. The intent was to produce twosmaller ships that could deliver a greater amountof firepower against an opponent than any singleship of of the same cost could provide. Whilesuccessful, the Senchlat Kes is still an expensivevessel and a prime target for enemy fire.

These vessels were originally built to fightRaiders. Armed primarily with short-rangedweapons, they would seize the initiative, dart in closeto the opponent, and deliver a deadly volley of laserfire. Even if the enemy can get off a good shot, theOkath Kat is a tougher than average medium shipwell suited to absorbing damage.

This sub was designed around the spinal laser.The ship’s purpose in combat is to lurk on the fringesof a battle, waiting for an opportune moment todart in and unleash a devastating volley of laserfire. As with most subs, it depends on its stealthsystems to avoid detection and escape reprisals. Ifdetected before it could deliver its shot, it is usuallyswarmed and destroyed by enemy fighters. Needlessto say, life as a sub crewman could be dangerous,stressful, and very short.

Like many subs, the unusual shape of the shiprestricted the placement of side thrusters to the afthull section. In this location, turning while in reversewas difficult, as reflected by an increase in turn delaytimes and higher turn costs while moving inretrograde.

Dartha Medium Fighter

Dovoch Interdictor Fighter

Base Hull (Unlimited Deployment)

Dartha Variant (Uncommon)

If the Hyach have one disadvantage in theirmilitary, it is in the strength of their fighter design.Though tough, the Dartha is armed with only asingle light blast laser, so when it fires, it is all ornothing. Though is has an excellent offensive bonus,the fighter is hampered by its poor maneuverability.

The Dovoch is a variant that usually replacesone of the fighters in a Dartha flight. It has nooffensive firepower, but instead uses a single lightinterdictor to defend its flight or any other nearbyfriendly unit. The light interdictor possesses the samearc as the blast laser on the Dartha, but has anintercept rating of -3 and a maximum range of 3hexes. As with other interdictors, it cannot combineits fire with any other interdictor.

The Dovoch’s interdictor can be used against asingle incoming shot from a ship (such as a particleweapon or missile), but its real use is against enemyfighter flights, as it affects all non-ballistic weaponsfired by a single flight during a turn! For example, ifa flight of Sentris attacks a flight of Darthas with aDovoch present (and the Dovoch is in arc to interdictthe Sentris), the Sentri flight suffers a -3 penalty onits roll to hit! This ability would also function if theSentris shot at a nearby ship or other target, so longas the normal interdiction conditions are met(remember that the light interdictor has a maximumrange of 3 hexes, however). Note that sinceinterdictors cannot combine their effects, the Hyachrarely assigns more than one Dovoch to a singleflight. (The occasional experiment with an entireflight of Dovochs, used to defend their carrier,usually met with disaster when an enemy flightswooped in on the unarmed Dovochs and blewthem out of space. Players are permitted to try thisfor themselves, keeping in mind that the Dovoch isan Uncommon variant on an individual, not flight,level.)

There is no control sheet provided for theDovoch fighter. Instead, simply remove the laserfrom a Dartha and replace it with a light interdictor.There is no change to the Combat Point cost.

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The Cascor

Commonwealth

Baptism of Fire

Taqora waited. She waited with the samebreathless anticipation as her first shuttle flight, herfirst live fire exercise, her first landing on a carrier'sdeck. Nervous, trembling, her hair standing on end,she waited for the jump point to open.

Combat, real combat! She'd endured all the drills,all the hasty training, all the prods and probes toensure medical competence. She was young, amongthe youngest to ever fly a Tiqincc starskater, butyounger still were in the training camps. The war withthe Dilgar was draining her people, draining their life,their spirit. It had to end.

Like many young Cascor, Taqora had volunteeredfor the war early on, but the Navy had only so manyships and fighters, and she had been turned awaybecause of her age. That was before the Zechar felland the bombings began. Things became desperate,and she volunteered again. This time, she was notrejected. Aptitude tests and qualifications led her tothe Tiqincc, a fighter she'd fallen in love with from themoment her hands touched the controls.

The Tiqincc starskater was designed forinterception and anti-fighter work. It was fast andmaneuverable, and its twin forward-mounted ionizerswere excellent weapons. Its best feature, though, wasthe tail gun, designed to discourage pursuit. Only asmall percentage of pilots had mastered the ability toemploy both weapons at the same time, and Taqora'sskills had earned her a Tiqincc despite her youth.

Now was the time to put those skills to the test.The warning signal came, and ahead, her squadron'scarrier opened the jump point. With no hesitation, sheangled her fighter into the vortex, and emerged intoHell.

He squadron was late, or the rest of the fleethad been early––the battle was already underway! Allaround, ships and fighters wove an intricate dance ofdeath. Above her, something exploded in a hugefireball, leaving white spots across her eyes. Taqoraexpected to be cut from space at any moment, butnone of the enemy blasts came near her fighter. Asher mind struggled to make some sense out of thechaos, she realized none of the Dilgar had noticedher yet.

A voice interruptedher thoughts. "All flights, breakand attack," came the order. It was from the Norsca

, her flagship, and the meaning was plain––goafter thenearestenemytarget.Intrepid

"Ice Group, target nearest ship, designation targetAlpha," came the Flight Prime's voice. Simultaneously,his fighter changed course, towards a small Dilgarship that was obviously burning. She angled towardsit, trailing the prime fighter, and locked her guns onthetarget.

They approached, and she waited for the Primeto fire, expecting anti-fighter guns to open up on herat any moment. But nothing happened. The frigate'sside had been torn open, its innards venting to space.It had nothing left to fire. Vainly, it tried to turn away asthey began their strike run, but it was far too late. Thelead fighter's guns blazed, and Taqora followed suit,along with the rest of her squadron. The frigateseemed to come apart until only tiny pieces remained.

"Target Alpha destroyed," Prime announced.Several cheers were audible in the com backgroundchatter. "Proceed to next target, designation Beta."

Taqora saw it, a much larger and less damagedship. First blood had been theirs, but that had beenan easy kill. This would be more difficult. Then, out ofthe corner of her eye, she saw something on thetailgun monitor––something close. "Enemy darters atflank ten!" she warned.

"Switch to aft targeting!"The Dilgar fighters opened fire. To her right and

below, a stream of energy bolts seared through space,uncomfortably close. "I'm hit!" someone yelled, buttheir voice was cut off. A bright flash flared across theport screen. The signal of a dropped escape podappeared momentarily on the sensors, then was lostto sight.

The opening salvo had done its damage, and thedogfight began. Taqora took a quick shot with hertailgun, then spun her fighter around, let loose with ablast of fire, and was rewarded with the sight of awing tearing off the nearest Thorun. A burst of pride––her first combat kill––and then there was no more timefor conscious thought. Instinct, training and reflexestook over. Dilgar fighters and her own allies swoopedpast, firing intermittently, and sometimes exploding.Taqora dropped in behind a dartfighter, fired, missed,fired again, and dodged the Thorun's fireball. Enemyshots creased her armor, and she spun away, slashedthrough another dogfight, and let loose with the tailgun. The enemy turned away and was lost in themelee.

Suddenly, a shape loomed close. A ship––one ofher own? No, it was a Dilgar cruiser, probably TargetBeta. Its weapons fired, and she watched mutely astwo more Tiqinccs exploded ahead. The battle wastoo intense for remorse--she could mourn later. Shefired at Beta, and was rewarded as her weapons foundtheir mark, blowing one of the ship's defensive turretsto pieces. A proximity alarm sounded, and she had topull away, screaming across the hull. More weaponsfire blazed through space, and her starskater shook

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from the near misses.She sped away from the enemy cruiser. For a

moment, nothing attacked her, and she had a chanceto look around. Her tacscreen showed no friendlies,and the homer for Prime was dark. Malfunction? Notelltales flashed. Her squadron was gone. She wasalone.

A deep, hollow feeling gripped her. Her instinctsscreamed at her to run, hide, escape! Frantically shelooked for a carrier, somewhere to land, but all shesaw were a trio of Dilgar fighters approaching fromflank two. They fired, she ducked below the plane ofattack, and blew past them, forgetting all about thetailgun in her rush to flee.

The Dilgar pursued.A voice, weak and static-filled, sounded over the

com. "All units, general retreat!" it commanded. In thedarkness, jump points began to form, but all of themtoo far for her to reach. Then, to port, she saw aCascor cruiser––the She angled its way,toggling the landing request signal, and narrowlymissed being blown out of space. The Thoruns wereon top of her!

Damn them! Taqora cursed under her breath.They were not going to stop her, with her carrier soclose! Rolling, she sought a target, firing the tail gunand forward cannons simultaneously. The rear ionizerfound its mark, but scored only a gash on the hull,enough only to make the enemy fighter break away.She turned to pursue, and another fighter crossedher path. She dropped in, locked, fired, and felt nojoy as it died.

The other two recovered from her surprise moveand formed up, firing and missing as she dodged andweaved. Her tail gun spoke, but they were wary and itscored no damage. She pulled up into a loop, butcouldn't shake them. Sooner or later, they would gether. She was dead.

Suddenly, a bright light flared, and flared again.The undamaged fighter took an ion bolt directly in theside, and broke apart into a thousand pieces.Surprised, its wingman dodged away, right into hertailgun's sights. She fired, and her bolts found theirmark. Mortally wounded, the fighter curved away,trailing debris.

Taqora let it go. The carrier loomed ahead, a jumppoint already formed ahead of it. She maxed thethrottle, angled towards the hangar bay, slipped insideand landed just as the made its escape.

So that was combat, she thought, and fainteddead away.

Intrepid!

Intrepid

Background

The Cascor are a race of fur-covered mammalswho move equally well on two legs as on all fours.Their dexterous fingers end in retractable claws,allowing them to work with small machine parts aseasily as they can climb trees or dig tunnels in bareearth.

Omnivorous, the Cascor are a curious people,causing Earth contact teams to refer to them as"raccoons in space." This is something of amisnomer physically, as they lack the well-knownmask, banded tail, and nocturnal nature of theterrestrial critter. However, their curiosity andnimbleness are certainly a good match. The Cascortook their inquisitive nature to the stars, and becameknown as explorers and surveyors. Often, uponarriving in a previously uncharted system, an Earthscout ship will discover evidence that Cascor surveyteams have preceded them by years or evendecades.

Cascor history is one of peaceful competitionand relatively little conflict. They have several sub-races, recognizable by the darkness of their fur,though it is unlikely any non-Cascor could readilytell the difference. These were originally at odds,exploring and expanding to the corners of theirhomeworld, Cascar, but over time interbreeding lefttheir sub-species lines so diluted that the oldprejudices died away. Instead, what few wars brokeout did so over living space, food sources, or otherresources. The development of population controlprograms and high-tech farming solved most ofthese problems, and when space travel finallybecame possible, they took to exploring the newfrontier with great vigor.

It is fortunate for many that the Cascor are nota belligerent or colony-building people, forotherwise they may well have expanded to the endsof the Galaxy by now. In fact, they seem to have nointerest whatsoever in conquest or massive growth,instead content to learn what they can and enjoylife. They have only a single colony, on Zechar, afertile world in a nearby system, and that one onlybecause population pressures forced theirexpansion.

The Cascor made every effort to defend theircolony as well as they had their homeworld, but inthe end it fell to the Dilgar, forcing their survivingships to retreat. Over a million Cascor lives werelost in the resulting holocaust on Zechar, and the

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world itself was devastated. After the war, the colonywas rebuilt slowly and deliberately, with defenses inplace well before any population was shipped totheir new home. This has made the Cascor veryunlikely to expand to other distant colonies in thefuture, though they have been attempting toterraform one of the inner planets in their homesystem for this purpose.

During the war, the Cascor were one of the racesthat suffered from the most horrible of Dilgaratrocities. In addition to losing millions on theircolony, which was of considerable size (most havepopulations numbering in the tens of thousands, atbest), they lost millions more to Dilgarbombardment. Since the Cascor depended almostsolely on fighters for defense, the Dilgar found theycould fly ships past the homeworld at high speeds,dropping one or two bombs as they passed. Fightersrising from the surface or launched from nearbycarriers could intercept, but the shots they took werenever able to disable the attacking vessel, whichalmost always escaped relatively unscathed. TheDilgar took great sport in this, dropping all mannerof nuclear and biological agents into Cascar'satmosphere and killing millions of civilians. Onlythe construction of huge numbers of ion satellitesputastoptoDilgar "buzzing" tactics.

The Cascor joined the League of Non-AlignedWorlds after the war, though they soon drifted awayfrom it and ceased attending meetings. They areconsideredan inactivemember race.

The Cascor originally operated various cheapparticle and plasma weapons, but were dissatisfiedwith their performance in their own combat trialsand during other wars they had observed. In 2209,they purchased several ion cannons and iontorpedoes from the Balosians and immediately tookthe technology down serval tangential paths.Within a decade, all Cascor ships had been outfittedwith variations on the ion weapon theme, ionengines had been developed and installed, and newfighter types had been developed to take advantageof this technology.

Technology

Ion Weapon Category

Ion Cannon, Ion Bolt and

Ion Torpedo

Dual Ion Bolter

Radiation Cannon

Ion weapons have no special rules as such––and in fact, many use the rules of other weaponclasses––but are differentiated when the weaponcategory must be known, as with adaptive armor.The typical advantage of ion weapons is their shortrecharge time.

Most other races did not like ion weapons,which produce a surprising amount of radiationdue to the elements involved. The Cascor are highlyresistant to radiation thanks to a quirk in their ownworld’s atmospheric structure, and don’t see ionradiation as the slightest bit troublesome.

These weapons are functionally the same asthose found on other race’s ships and fighters, sotheir rules will not be repeated here. It is worthpointing out that while the Cascor acquired the ioncannon and ion torpedo from outside sources, theydeveloped the ion bolt themselves for use as a lightdefensive weapon (and later as a fighter heavyweapon). The Centauri later put a copy of this deviceto work on their Rutarian strike fighter platform.

This is an ionic version of the Dilgar light boltermounted on a dual housing. It is not particularlypowerful, but can fire twice per turn, making iteffective in combat. When it fires, both shots mustbe at the same target (and if it hits a flight, both boltshit the same fighter), though each is a separatevolley and rolls to-hit and location separately.

Though the Cascor are not themselves affectedby high levels of radiation, they are well aware ofits effects on their enemies. The radiation cannon(usually just called the ) is a specializeddevice built to take advantage of this feature.Though it scores little physical damage, the radcannon can render portions of a ship unusable forthe remainder of a scenario. The weapon does noteffect Ancient ships.

Class: Ionic Mode: Standard

Class: Ionic Mode: Standard

rad cannon

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If the target ship is defended by a shield, markthe shield icon destroyed and do not roll for hitlocation. If this was a gravitic shield, reduce theshield generator’s capacity by 1 for the remainderof the scenario.

If the target is defended by an energy diffusertendril (e.g., the Shadow Omega, as this would notaffect an Ancient unit), mark as filled the tendrilwith the highest unused capacity. That tendril cannotdiffuse any further energy for the remainder of thescenario.

If the weapon hits structure, mark 10 boxesdestroyed, ignoring armor. Any overkill is lost.

If the rad cannon hits a weapon, thruster, orjump drive, mark that system entirely destroyed.

If a sensor array is hit, reduce the rating by 1point at the end of the turn, during the Critical Hitsstep of the Combat Sequence.

If an engine is hit, reduce the rating by 2 pointsat the end of the turn as above.

If the C&C is hit, score no damage but roll acritical hit at the end of the turn, with a +2 bonus inaddition to any other bonuses from previousdamage.

The rad cannon has no effect on any othersystem. Its effects do not cause critical hits except asnoted above.

Damage caused by the rad cannon is relativelyeasy to repair, as most of it is just requires a radiationcleanup. In a campaign or multi-part scenario, allrad cannon damage may be repaired for free afterthe scenario is over, unless the item in question wasattached to a structure block that was destroyed.

This device was a Cascor attempt to combinethe Assault laser with an ion cannon. The resultwas a powerful beam weapon which followed acarrier wave towards its target. The wave oscillatedon a resonance frequency, doubling what wouldotherwise be a relatively weak laser effect. The resultis a random quantity of damage which is determinedand then doubled, as shown on the ionic laser’sweapons chart.

Tactical Note: Since you can select the order inwhich your weapon fire is resolved, always us arad cannon first.

Ionic LaserClass: Ionic (Laser) Mode: Raking

This is an ion weapon that scores damage inraking mode. It is considered ionic for adaptivearmor purposes, but is treated as a laser weaponfor purposes of defensive fire (i.e., it cannot firedefensively, nor can it operate in that mode). Likeany laser, it cannot be intercepted.

This is a fighter-mounted version of the ioniclaser. It is capable of scoring a great deal of damageon a good hit, a fact the Cascor put to use on theirmany fighters.

The Cascor operate virtually no ground forces,but are very fond of their navy, which is strictlyvolunteer organization. Despite this fact, it is highlyorganized, as the Cascor put a high value on honor,tradition, and freedom (which their navy serves toprotect).

The Cascor use a traditional officer/enlistedsystem, with twenty ranks on each level and anintermediate “warrant” level with a single rank.Unlike many services, it is extremely easy forqualified members to shift from the enlisted to officercorps, using the warrant rank as a jumping point.However, other than new responsibilities, becomingan officer brings few additional benefits to thevolunteer.

Cascor are adventurous, and a great many ofthem choose to become fighter pilots, reveling inthe individually that this profession requires. Dueto the high demand for pilots, nearly every Cascorship was designed to carry fighters, and most ofthese carry two or three full sets of pilotreplacements. These complete regularly for statusand standing, as only the best of them participatein actual missions.

Unfortunately, the large number of fighters onCascor ships put a limit on their armament, andmost tend to have fewer weapons than vessels ofsimilar size operated by other races. The Cascordo not find this to be a disadvantage, however, asthey most often stand off at range firing their quick-arming weapons, letting their gung-ho fighter pilotsdo most of the work. Fighters are, after all, easierto replace, and there is no shortage of pilots willingand able to serve.

IonizerClass: Ionic Mode: Standard

Military

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Starships &

FightersCascor ships tend to be solidly built and highly

maneuverable, but their engines are not terriblyefficient. This is reflected by poor acceleration/deceleration ratings despite excellent turningcapabilities. The Norsca is a prime example of this,as it can turn as well as any battlecruiser, but has atough time bringing itself up to battle speed.

This class was designed to be the flagship ofany large Cascor fleet. While decently armed, itcould not hope to stand up to any other race’scruiser in a stand-up duel. Instead, it depends onits fighters to engage the enemy.

The hangar bay in the center of the ship isdesigned to hold heavy fighters, though it couldhold smaller ones if needed. The other two bayscarry only medium or smaller fighters. Typically, aNorsca will operate one squadron of Calaqs, a flightof Tiqinccs, and a squadron of Caccars. Otherarrangements are certainly possible, though it israre to see anything other than a Calaq in theprimary hangar.

This small capital ship is the closest thing to anactual attack vessel that the Cascor operate. Its baysnormally hold two squadrons of fighters, and itsarmament is comparable to that of other race’s lightcruisers.

The inner bay can carry only medium fightersor smaller, while the aft bay is specifically designedfor ultralight fighters only.

This was one of the earliest Cascor designs,and is operated in large numbers. It is a heavycombat vessel, but has two hangar bays capableof deploying 6 heavy and 6 ultralight fighters each.Naturally, it pays a premium for this ability, operatingvery few weapons save light ones for its own defense.

Norsca Battlecruiser

Qoricc Destroyer

Crocti Patrol Carrier

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Tacacci Strike Frigate

Calaq Assault Fighter

Tiqincc Medium Fighter

Caccar Ultralight Fighter

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

This small and agile vessel is swift andmaneuverable, capable of extreme twists and turnsat a moment’s notice. Despite the fact that it is amedium ship, it has a hangar capable of deployinga squadron of fighters (even if they are only of theultralight size). If it were better armed, it might be athreat in battle. Instead, its unusual tactic is to dartinto a combat zone, release its fighters, then zipback in again later to recover them.

This heavy attack craft was designed to avoidother fighters and concentrate on enemy vessels.To this end, it is armed with an ion bolt for heavyfirepower and a single ionizer for its own defense.Typically, this fighter was escorted by medium orlight fighters to protect it from attack by enemyinterceptors.

This impressive fighter, referred to as the“starskater” by its pilots, is designed to fight andwin dogfights. Its two forward ionizers are linked,and it also has a third one in the tail, to preventopponents from sneaking up on its rear. It can firethe tail gun independently of the other two if needed,but if it fires it in the same turn as the forward ones,its suffers a -2 penalty to hit.

This quick-moving fighter uses the same linkedpair of ionizers that the Tiqincc employed, but lacksthe tail gun. It is also a rather fragile fighter, and isoften destroyed in a single enemy salvo.

Note that this is an ultralight fighter, and usesthe special rules for that type of unit as described inthe Rules Compendium. Many Cascor fighters usehangars specifically designed for these small units,allowing the Caccar to be deployed in places nolarger fighter could fit.

Note: Any occurrence of the “cc” letter pair ispronounced “ch,” while a “q” sounds like a “k.”Therefore, the Caccar is pronounced “Cachar,” andthe Qoricc sounds like “Korich.”

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The Ipsha

Baronies

The Deed Unpunished

The jump vortex yawned open ahead, and in amoment the crimson blur of hyperspace was replacedwith the familiar field of normal stars. Gorshanstretched and flattened his body, happy to be back inreal space. He hated that alternate dimension, withits treacherous currents and whirlpools, and thetenuous lines of safety his ship was forced to follow.He preferred to use it as little as possible, staying oncomfortable patrols near the Ihsha Barony's homebase. Sometimes, though, a trip out of the systemwas unavoidable. Like now.

A vibration in one of the comwires interrupted histhoughts. One of his many arms grasped it tightly,receiving the message. The targets were ahead,moving towards their colony world exactly asexpected. Typical of the Llort, he thought. Once theyhad made their escape, they did not worry aboutpursuit. Why did they insist on such thievery? Theyhad to know what the result would be.

He did not bother to send a communication.Discussions with the Llort were pointless. They camewithout warning, took what they wanted, and left. Theonly negotiation they would understand was force.Grasping several other comwires, he transmittedorders to his crew, ordering the attack. Another seriesof vibrations, and the word passed to the other shipsin his command. The trio of tetraships spread out,forming a triangle ahead of his battleglobe.

A series of viewscreens activated, showingGorshan multiple scenes at once. As with any otherIpsha, he had little trouble interpreting the action fromeach angle simultaneously, using the ring of eyes thatsurrounded the central hub of his body. The bridgeon which he sat was really a single enclosed room,connected to the rest of the ship throughcommunications wires and narrow conduits. A Llort,or any other humanoid species, would have difficultymoving around in an Ipsha ship, much less operatingany of its controls.

The Llort ships ahead suddenly became awareof Gorshan's fleet, or at least that was the impressionthey gave as they abruptly changed course. A smallmoon lay to port, one of the satellites of their colonyworld, and they obviously meant to duck behind it. Ifthey meant to split his forces, they would fail, Gorshanthought, ordering the pursuit to continue around themoon.

A new message came through. The jump gate hadopenedbehindthem.Atrap?Gorshanswitchedonescreento focuson it.No trap, he thought, butpossibly somethingworse. It was a warsphere…and not from his Barony. DidtheywanttheLlort,orweretheyafterhim?

They made no attempt to communicate, and evenhad they done so, he would not have believed any storythey would have provided. Instead, they moved towardsthe moon, using the warsphere's huge mag-graviticreactor toshunt thesingularity's full power to theengines.Gorshan waited as they closed, ready to send the order tofocus his sensors on the sphere. He was close to the Llortnow, almost within firing range, but he refused to commithisweaponsuntilheknewthewarsphere'sintentions.

Then,withoutwarning, they turnedaway, headingaround the moon in the opposite direction, on a courseto intercept the Llort. Gorshan's breathing tubesconstricted in the Ipsha equivalent of a sigh of relief,and he ordered a full lock-on against the nearest Llortship. In response, the Llort released their capturedcargo pods, deactivated their weapons, and headedaway from the moon, all electronic warfare divertedtodefense.

At once a message buzzed through his externalcomwire. "We only want what is ours, inferior ones,"the warsphere captain said haughtily. He did not botherto identify himself, but his demeanor betrayed him asEssan.

"As do we," Gorshan replied firmly, striving toignore the insult. "Yours is the greater power, but oursare the numbers. Should we fight, the honorless oneswillpick thesurvivorsclean."

"Your words have wisdom…for a lower form. Myscans report our belongings are in the nearer pod.Therestareyours.Go inpeace…fornow."

Biting back a rude response, Gorshan signaledagreement and closed the connection. As he orderedthe docking to commence, he made a quick inquiryof his sensor crew. As expected, they had operatedwith their usual skill and subtlety. The warsphere wasalready identified, itsbaronyandcaptainknown.

For now, Gorshan's mission was of primeimportance, but there would come a day when thepompousEssanwouldregrethis insults.

Butnot today.

Background

The Ipsha are a unique species in many ways,the most obvious of which is physiological. Theanimal they most closely resemble is a starfish, witha number of thick tentacle-like arms extending outfrom a lumpy central hub. They are invertebratesand are radially symmetrical, not bilaterallysymmetrical like humans and other bipeds. There

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are several sub-species of Ipsha with differentnumbers of arms, so a given individual might haveanywhere from 5 to as many as 16 of them. Theyare asexual and reproduce by budding, formingnew individuals from the top of their hubs, a processwhich takes several months and leaves the Ipshaincapacitated until completed.

Ipsha history is one of long periods of peacepunctuated by terrible, globe-spanning wars whichfrequently devastated their civilization, regressingthem into new dark ages. Each time, populationpressures (Ipsha reproduce rapidly) eventuallyforced another conflict, and in each case newgovernments arose like phoenixes from the ashesof the old. These soon became known as "baronies"because each time a king attempted to unite themunder his rule, he faced bitter failure at the expenseof thousands (and later millions) of lives.

As technology advanced, the Ipsha becamemore adept at killing each other and conquering theirdefeated foes. In theend,only the five largestbaroniessurvived, and each became quite skilled atinfiltrating and stealing from the other. When theinevitable space racebegan, each succeeded almostsimultaneously, and wars in space followed. What isamazing is that the Ipsha managed to not only survivesuch wars, but prospered and grew as a people. Thefive baronies remained, never merging or unitingunder a single government. They have treaties witheach other when it serves their own purposes, but willnot hesitate to break them if the need arises. The onething that is constant between the baronies is thatneithercanever trust theother.

Interstellar relations are similarly difficult. Sincethe baronies seem so similar, many races fail torealize they are making treaties or agreements withroughly one-fifth of the Ipsha race. What's more, arace with a trade agreement might find itself underattack should they be seen as giving aid and comfortto an embattled barony during a civil war. For thisreason, few races risk signing permanentagreements with the Ipsha, instead preferring short-term deals or including termination clauses shouldawarerupt.

It was, in fact, one of the Ipsha baronies (notthe entire race) which joined the League of Non-Aligned Worlds. Almost immediately thereafter theDilgar Invasion began, yet the Ipsha failed torecognize the threat. Instead, they actually begananother civil war while the enemy was massing on

their borders! Even when the invaders began rollingback Ipsha ships towards the homeworld, thebaronies refused to operate joint forces, eachcounting on their own fleets to protect their ownholdings. Only the fact that their warriors werehardened from constant fighting, and the sheernumber of ships which retreated to defend thehomeworld, kept the Dilgar from crushing the Ipshaoutright. In the end the Dilgar bypassed their world,as they did with so many others, and it was laterliberated by a combined Earth-League fleet. It didnot take long for the Ipsha to return to fighting eachother, this time squabbling over what resources andcolonies were owned by whom.

Nonetheless, the various Ipsha groups weresmart enough to realize the value of the League inhelping block any future invasions, and all of themeventually signed treaties of membership in the late2230s. They almost never attend meetings, however,instead treating the League as a sort of buffer stateto keep the opposing baronies in check. Without it,the Ipsha may well have eventually involved theDrazi, Brakiri, Cascor, and other nearby nations intheir internal wars, perhaps leading to further chaosin the region.

Ipsha society is clearly feudalistic, butcompletely hereditary and based on sub-specieslines. Basically, the more arms an individual has, thegreater his power in the government and the higherhis rank in the military (or any other organization hejoins). As mentioned previously, sixteen-armed Ipshaexist as a sub-species, but are comparatively rare andreproduce less often than the lower classes.Occasional mutations have been known to possessmore arms than this, but these are sterile. Whenthey appear, they are treated with reverence andalmost always rise to leadership positions.

The various baronies each operate slightlydifferent government types, but are still feudal innature. Each baron is the ultimate leader, with anynumber of lords overseeing counties within hisdomain. Together, these can come together to forma Council of Lords when matters of great importfall upon the barony. In some cases the baron willdefer to the Council, but he always possessessupreme veto power. Of course, it is not wise toveto the Council too often, as they have been knownto rise up on occasion to "replace" a weak or foolish

Goverment

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leader.Each of the baronies has its own individual

traits. Although they share most of the sametechnologies and seem similar to outsiders, they havedifferences which make them unique.

The Essan are the most advanced of the Ipshabaronies, and take great pains to maintain theirtechnological edge. Their ships tend to have higherarmor values and better engines than those of otherbaronies, and though their power systems areequally advanced, they do not show it since theirships tend to be overgunned. They also are a bitmore single-minded, tending to develop shipsaround a single weapon type and using it exclusively.

The Oer tend towards efficiency, preferring toarm their ships with fewer weapons and better powerconduits to avoid the critical power shortages sofrequently seen on the ships of other baronies. Theyalso operate the most carriers among the Ipsha,primarily to act as support elements, as their ownships are often seen as short on firepower.

The Shann are construction experts, buildingships and defenses quickly using primarily modularcomponents. During wartime, enemies find Shannships relatively easy to destroy, but can beoverwhelmed by the sheer quantity of them. Theyare cheap to build, poorly armed, and generallydo not receive much respect. Shann defenses are,however, quite formidable, which is how they havesurvived so long.

The Eethan are perhaps the most belligerent ofthe baronies, and tend to fight first and ask questionslater. They arm all their ships, even freighters andother ships usually treated as non-combatants, asthey are at war more frequently and need the extrafirepower. Their ships are typically faster than otherIpsha, as they are masters of high-speedengagements.

The Ihsha are adventurous and have been themost adept at visiting other races and establishingdiplomatic relations with them. It is the Ihsha whoactually joined the League of Non-Aligned Worlds,doing so primarily to ensure none of the otherbaronies made agreements with other races first.Their ships are designed for long-range operations,and the Ihsha have established some of the mostremote colonies and outposts among the Ipsha.Because they are the barony that is most oftenencountered by other races, and because theirname sounds so much like "Ipsha" when spokenthrough a translation device, most people think of

the Ihsha barony and Ipsha race as one and thesame (an attitude that the other baronies do notappreciate).

I p s h a s c i e n c e s have f o c u s ed onelectromagnetic technologies, in part because theirworld is surrounded by intense EM fields which madespace travel difficult. The effort to overcome thisrequired understanding the phenomena, which inturn led to weapons utilizing its effects. Some of thesedevices are quite powerful, but usually require largeamounts of energy to operate.

The Ipsha star system is located in a region ofspace where black holes and similar phenomenaare relatively common. When the Ipsha began toexplore space (and before they discoveredhyperspace), they discovered these and set to worklearning how to harness their energy. In the processthey learned more about black holes than any otherrace save perhaps the Ancients. A majorbreakthrough a century ago enabled them toactually capture pinhead-sized black holes inelectromagnetic fields and put them to use in theirstarships, bases, and other facilities.

The black hole that drives an Ipsha vessel ismost commonly referred to as a . It isalmost microscopically small, yet produces enoughenergy to power an entire ship, though usually notall its weapons simultaneously. The singularity isrepresented on the ship with a standard engine icon.

The singularity produces all a ship's enginepower and thrust using the gravitic rules. In addition,the "thrusters" that focus these gravitational forcesare extremely efficient, and do not use or requirethrust ratings. Thrusters on Ipsha ships ignore alloutlet critical hits, though they are still subject toefficiency criticals under the usual rules.

Technology

Singularity Drive

singularity

The engine system completely encases thesingularity. If the engine is ever destroyed, the shipis also immediately destroyed. The implosion of thecontainment field destroys the black hole in theprocess––there is no danger that it will remainbehind as a menace to navigation.

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Mag-Gravitic ReactorTo harness the power of the singularity, Ipsha

ships are also equipped wi a special power systemreferred to as the , or MGR.This device manages and maintains the ship’senergy, transferring it to systems as needed andbleeding off any excess safely into the void of space.Because of the nature of Ipsha electromagneticweapons, they are not considered armed unless theydraw power from the supply made available by theMGR. Sensors and engine output require no specialattention, although both can be improved byapplying MGR power using standard rules. SinceIpsha thrusters have no upper limits, this canallow their ships to performd some tremendouslyintricate maneuvers (but, of course, every point youspend on thrust is one less you have for your ship’sguns).

The amount of power the MGR provided isshown as “Available Power” in the ship datacard,in the same place where power surpluses or deficitsare normally defined. If the MGR is destroyed, allof this power is lost, leaving the ship capable ofmaneuver but unable to use any power-requiringsystems at all (including sensors).

Note that the use of all power must bedetermined at the start of the turn, at the same timessystems are activated or deactivated for extra energy.This includes all special weapon arming modes andthe like. Any energy not allocated at this time islost.

Use the following chart. Allpower losses are cumulative with any earlier criticals,but available power can never be reduced below zero.

1-12: No effect.13-16: Minor field fluctuations. 10% of the

MRG’s energy is lost.13-16: Minor field fluctuations. 10% of the

MRG’s energy is lost.17-20: Moderate field fluctuations. 20% of

the MRG’s energy is lost.21-28: Severe field fluctuations. 30% of the

MRG’s energy is lost.29+: Catastrophic field fluctuations. Severe field

fluctuations cause the containment elements todestabilize. Lose 30% power, and the containmentfield is in danger of imminent collapse. The chanceof this happening is equal to the amount of damagethe MRG system has sustained (exactly like thechance of a jump gate’s collapse if it suffers

mag-gravitic reactor

Critical Hits:

damage), and is rolled at the start of each turn thesingularity drive remains in operation. Before theroll, the Ipsha player can voluntarily eject thesingularity, losing all thrust and power for theremainder of the scenario. If this is not done, andthe roll fails, the containment field collapses andthe ship implodes upon the singularity, destroyingthe ship.

All Ipsha weapons use cooling periods insteadof the usual arming levels. This is necessitated bythe nature of the mag-gravitic reactor system.Because of this, you need not worry about arminga weapon in advance, only on the turn you wish touse it. Of course, if it had a cooldown delay, youwill not be able to use it again (assuming it fires) forthe duration of the cooling-off period. If it does notfire, there is no delay, but the power you assignedto it on that turn is lost.

On a weapon’s datacard, the cooldown periodis listed instead of the usual rate of fire statistic. Thisrepresents the number of turns the weapon mustremain idle before it can fire again.

Many EM weapons cause penalties to a target'scritical hit or dropout rolls. Unless noted otherwise,these effects are all cumulative. For example, thelight surge blaster (a fighter-mounted weapon)causes a +1 shift on any critical hit roll. If a systemis hit by six of these (from three fighters) in the sameturn, there is a +6 penalty to the critical roll inaddition to any other adjustments.

The surge cannon draws power from the mag-gravitic reactor to produce an electrical discharge,which can then be directed at an enemy target. It isnot very powerful individually, but can be combinedwith other surge guns in the same arc for a greatereffect.

Two, three, four, or five surge cannons can becombined together to form a single blast. Theintercept rating of the combination does not changeover that of one cannon firing alone, but thedamage, range, and fire control against ships allimprove, while fire control against fighters

Cooldown Periods

Critical Hit/Dropout

Penalties

Surge CannonClass: Electromagnetic Mode: Raking

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decreases, and the cooldown period is increasedfor each weapon.

If a combination fires as one, all guns whichfired together must wait the full cooldown periodlisted on the weapon datacard. This allows the Ipshaship to cycle its weapons to maximize the use ofavailable power. For example, if an Ipsha ship firessurge cannons #1, #2, #3, #4, and #5 as a singleblast on turn 1, none of those cannons can fireagain until turn 6 (due to the 4 turns of requiredcooling, i.e., turns 2-5). However, because the ship’savailable power could not possibly arm all of itsweapons simultaneously, this is not as troublesome asit might appear. Note that as soon as the coolingperiod is over, the guns can be fired individually, oras a combination with other guns, so long as thoseguns are also eligible to shoot.

As an EM weapon, this device causes electricaldisturbances that increase the rate of critical hitsand fighter dropout. Add +1 to such rolls for eachgun involved in a combined blast. For example, ifthree surge cannons combine, there is a +3 penaltyon critical hits rolled by any system it damages, andfighters it strikes have a +3 penalty to their dropoutroll. If multiple, separate surge cannon blasts hitthe same system, they are not cumulative, but useonly the highest penalty.

This is an electromagnetic weapon whichscores damage in raking mode.

The surge blaster is similar to the surge cannon,but lacks the combination ability. It is a large weaponand rather power-hungry, but is preferred by somebaronies for the standard mode damage it causes.

Though the surge blaster does not score atremendous amount of damage, it is adept atcausing critical hits. Any system struck by such aweapon suffers a +4 shift on its critical hit roll onthat turn, and fighters suffer a similar +4 penalty totheir dropout rolls (assuming they survive).

Surge BlasterClass: Electromagnetic Mode: Standard

Light Surge BlasterClass: Electromagnetic Mode: Standard

Class: Electromagnetic Mode: Pulse

Class: Electromagnetic Mode: Standard

This is a fighter-sized version of the surgeblaster. It scores a fairly mediocre amount of damagefor a fighter, but gains a benefit of +1 on any criticals itcauses and forces a +1 penalty to an enemyfighter's dropout roll. It should be noted that, asdefined in the Starships & Fighters section (below),Ipsha units receive a –2 adjustment to any criticalsor dropout rolls, so this effect would be mitigatedin any civil war. The light surge blaster can, however,be quite effective against units employed by otherraces.

This device was developed during the DilgarWar after seeing Dilgar pulsars in action. It is acombination of electromagnetic and pulsetechnology. Because it divides its energy into somany smaller elements, it is not particularly goodat scoring damage, and only moderately effectivein causing criticals (any system hit by a pulse has a+1 shift to its critical roll on that turn). Its main useis against fighters, where it forces a +2 shift on anydropout roll, in addition to the damage it scores.Since it uses the pulse rules to select fighter targets,it can be quite effective at sweeping enemy fightersout of the sky.

Though the Ipsha have certainly had plenty ofopportunities to improve the now-obsolete pulsar-level fire control to pulse cannon levels, they havenot done so. It may well be that the electromagneticpulsar simply cannot be advanced further.

This weapon fires a charged packet of energytowards a target, the impact of which delivers afixed amount of damage and a significant EM effect.It is an unusually powerful weapon, but is so power-hungry it is seen only on the largest Ipsha ships.

The hit scored by the EM bolter not onlycauses the listed damage, but also sends a cascadeeffect across the entire ship. Any critical hit rolls onthat turn are at a +1 shift, in addition to any othermodifiers (this is cumulative with any other weapondamage or EM bolters fired on the same turn). This

Electromagnetic Pulsar

Electromagnetic Bolter

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does not force a critical on systems not hit thatturn, but only affects systems rolling under thenormal procedure. Obviously, this weapon is bestused in combination with attacks by other friendlyships or fighters, and is particularly deadly whenused with a resonance generator.

This unusual short-ranged device is employedstrictly against enemy ships, the larger the better. Itfires a fan-shaped, glowing beam across the target,using opposing EM fields to set up resonatingvibrations in the affected unit. Though these lastonly a short time, they can cause significantdamage, as the resulting shock waves reverberatethroughout the ship. Because they are internal innature, they ignore armor (except adaptive armorset to EM defense), but are affected by shields andother defenses normally. Advanced armor is countedat only half strength against the resonancegenerator.

To resolve the attack, roll one to-hit roll usingthe normal procedures. If the weapon hits, it scoresone volley of damage against each side of the vesseland a single roll on the Primary Hits chart. Roll eachdamage roll and hit location roll separately. If aroll on a side results in a hit to the primary section,roll again. Destroyed sides are not affected and donot generate a roll.

For example, a capital ship hit by a resonancegenerator would suffer five attacks, one on theforward, one aft, one starboard, one port, and oneprimary. If the forward structure is gone, do not rollon that chart at all. If a roll on the aft, starboard, orport charts results in a primary hit, simply re-rolluntil a non-primary result is achieved. (If none ispossible, perhaps because the side has beendestroyed on the current turn, then no roll shouldbe made. If only one possible system is available,don't bother rolling and simply apply damagedirectly to that system.)

Enormous units suffer attacks on each section,including the primary section. Heavy combat vesselsroll three attacks: one forward, one aft, and oneprimary. Medium ships suffer only two attacks: oneforward and one aft. Light combat vessels areattacked only once, on the primary hits chart.Fighters and smaller craft are not affected by theresonance generator.

Resonance GeneratorClass: Electromagnetic Mode: Standard

Spark FieldClass: Electromagnetic Mode: Standard

This defensive device is found in the primarysection of Ipsha vessels and produces an electricallycharged zone of energy around the ship. The widthof this zone and its effect on an enemy are whollydependent on the amount of power used by theweapon.

At the basic arming level (2 points of power),the spark field has a radius of 2 hexes around theIpsha vessel and scores the listed damage on anyunit which ends its movement within the field. Forevery 2 additional points of power, the radius isincreased by 2 hexes (to a maximum of 10 hexes)and the damage is reduced by 1 point (to amaximum of -4). It is possible for a field spreadover a wide area to score no damage on anopponent on a poor die roll. Note that if multiplefields overlap, their effects are not combined––useonly the most powerful field when calculatingdamage, and roll only once (i.e. do not roll oncefor each field and take the best result). If affecting aship, the damage is scored on the side facing theIpsha vessel.

Spark fields are activated and announcedduring the Ballistic Weapon Launch Step (beforemovement), but do not cause damage on units untilmovement is complete. Damage is scored at thesame time ballistic weapon impact is resolved. Allunits within the field at this point, including friendlyunits other than the ship generating the field, areaffected. The field drops as soon as the CombatStep is over, so it will not affect any units launchedfrom hangars at the end of that turn. The field doesnot affect ballistic weapons passing through it on theirway to a target.

Damage scored by spark fields does not harmstructure, but ignores all other armor, just as theburst beam does (some liken the weapon to a weak,zoned version of the burst beam). Armor on fightersis also ignored. There is no penalty to critical hit ordropout rolls due to the weak charge of the field.

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Military

Starships &

Fighters

The Ipsha do not have a traditional officer orenlisted system, but arrange ship crews solely bysocial standing. This means individuals with morearms are placed in positions of command, even ifnot particularly good at the job. A commander whoproves himself unskilled will eventually be relievedof duty and given a civilian position, though thiscan take time, and some manage to hide theirincompetence in various ways. During the DilgarWar and League Wars of the Shadow period, thisproblem surfaced time and time again as Ipshaships, despite their advanced technology, foundthemselves beaten by inferior enemy forces. Thishas changed in recent years through a more intensetraining program, but leadership of Ipsha vessels isstill limited only to members of the higher classes.

Not surprisingly, Ipsha ships are designed tobe radially symmetrical, and appear as a numberof spokes extending outward from a regularlyshaped central body. The larger the ship, the morespokes and the more weapons. While most vesselsare round, spherical, or ellipsoid, some use differentshapes depending on need. Carriers, for example,are square, as rounded interiors are not asconducive to hangar bay operations.

The ships in this product are operated by theIhsha barony, the most adventurous and far-rangingof the Ipsha and the ones most likely to beencountered by other races. Those using the Ipshain campaigns can safely focus on these ships, whichare fairly typical and considered "average." Shipsof other baronies will appear in future products.

The Ipsha have fought so many wars with eachother that they have hardened most of their unitsagainst EM weapons. As a result, Ipsha craft enjoythe following benefits:

Any electromagnetic weapon suffers a –2reduction to its critical hit roll against an affectedsystem. Similarly, any fighter hit by an EM weaponhas a -2 shift (bonus) to its dropout roll. These are

Benefits Against EM

Weapons

cumulative with all other bonuses or penaltiesincluding those caused by other weapons on thesame turn.

Any Ipsha fighter hit by an EM weapon whichautomatically forces dropout can roll a single d6. Ifthe roll is a 1 or 2, the fighter ignores the forceddropout effect. If the weapon also caused damage,the fighter will still take this damage, and as a resultmay need to make a normal dropout roll in theproper sequence.

An EM weapon which forces the deactivationof a system permits that system a roll on a singled6. If a 1 is rolled, the system is not deactivated,but resists the effect. If any damage was caused bythe attack, this is still suffered normally.

EM weapons which reduce power levels reducetheir effect by 1. For example, a shock cannon hittingan Ipsha ship and causing the loss of 2 points ofpower would instead only lower it by 1 point. If only1 point was to be lost, this is reduced to zero! It isfor this reason that power-reducing weapons neverbecame popular among the Ipsha (even thoughsuch technologies were certainly available to them)and are not in use today.

The archetypical Ipsha ship, this ten-prongedlight cruiser sports twenty surge cannons, facing tenforward and ten aft, all mounted on a single "ring."Typically it fires its forward weapons in heavy modeon the approach, turns away, and uses the aft gunsat medium and close ranges as it retreats. Thisprocess is repeated as often as necessary. The vesselis known for its ability to fire from extreme range,medium range, or short range equally well, andfighters attempting to chase it down find themselvesbeset by ten surge cannons firing individually to therear.

The main problem with the ship is its lack ofside-mounted weapons, although the spark fieldcertainly helps discourage enemies from getting tooclose. Like many Ipsha vessels, it accelerates anddecelerates well but lacks enough thrust to effectivelymaneuver. Its ring shape allows it to easily roll at nocost, a feature common to Ipsha ships. Battleglobecaptains are often required to use power for thrustinstead of weapons lest they be flanked by anopponent.

BattleglobeBase Hull (Unlimited Deployment)

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Warsphere

Carrier Cube

Battlehex

Base Hull (Limited Deployment - 33%)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

This heavy cruiser class ship is spherical, notdisc-shaped like the Battleglobe. Its weapons, ratherthan mounted on spines, jut out from the ball-likesurface in all directions. While this reduces firepowerin a single direction, it eliminates the side-facingblind spots that appear on the Battleglobe andsimilar vessels.

The Warsphere is larger than the Battleglobe,and includes enough internal space for a flight ofheavy fighters. It is fairly expensive to build andmaintain, a fact which limits their use to wartimeand forces them into mothballs during periods ofpeace.

This box-like ship is designed solely for thepurpose of carrying two full squadrons of Urchin-class heavy fighters. The hangars are mounted onthe sides, using the flat internal surfaces to supportits attack craft. Unfortunately, because the bays aresplit into two sections each, they can only launch orrecover half their fighters in the same turn.

The ship is fairly well armed for a carrier, and isblessed with extremely high levels of structure. Itsdefensive weapons make it almost immune to close-range attack, though the ship must be careful notto use its spark fields to the detriment of its ownfighters!

This relatively new light cruiser, as the nameimplies, is hexagon-shaped when viewed from thefront. It operates six surge cannons forward andaft, and a single resonance generator facingforward only. Though lighter than the more commonBattleglobe, it is appreciated for its close-rangefirepower. Lacking any significant short-rangedefenses, it is extremely vulnerable to fighters, butthere is simply no way to squeeze more weaponson this already overworked hull.

Tetraship

Urchin Heavy Fighter

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

This frigate is a pyramid-shaped craft,employing a single surge blaster at the apex (whichfaces forward as the ship moves). The four cornersat the base of the tetrahedron mount a singleelectromagnetic pulsar each, which would providea formidable fighter defense if the ship were not soseriously underpowered.

This is the largest fighter operated by theIpsha, and is designed to fit neatly into a carrier cubeor similarly shaped vessel. The fighter is so ubiquitousthat it, or almost identical variants, are employedby all the baronies. Employing two light surgeblasters, it can be formidable in battle with non-Ipsha, and particularly excels at forcing enemyfighters to drop out.

The Urchin is not immune to the effects offriendly spark fields, so the Ipsha generally do notuse their fighters near their own ships. An ExpertEvader can use his evasion ability to reduce sparkfield damage by 1 point on each fighter in his flight,and an Expert Pilot will also reduce damage by 1point if he foregoes all his other benefits for theentire turn. These benefits are cumulative, so, anelite flight (with four pilots and an evader) couldtheoretically earn a maximum of -5 on spark fielddamage, but this would be an extremely expensiveproposition!

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The Kor-Lyan

Kingdoms

The Worm Turns

Paying no attention to the smoke around him, LordKelnat focused on the display. The Yolu ships weremoving away, for now, and his own squadron was intatters. He sent the signal to regroup and ordered thefighters to land for reloading. He would wait to seewhat the Yolu would do during the lull.

As he relaxed ever so slightly, Kelnat noticed forthe first time the coughing of his Lyan host. Thesituation on the bridge was worse than he'd realized.With a thought, he ordered his host to summon arepair team, and had the Lyan order the rest of thebridge crew to don oxygen masks. At least the hullwasn't breached, he thought.

Lord Kelnat of the Rock commanded a Koskovabattlecruiser and its strike group in the service of hisking, Tyrgog, to whom he had sworn fealty as a youth.Six months ago, he had been on the front lines as hisships invaded the weak and decadent Yolu, thosecowards who had refused to aid the League of Non-Aligned Worlds during their hour of need. King Tyrgog,along with most of the rest of the Kor-Lyan rulers,had agreed that the Yolu's lack of honor left them withno claim to the territory they had lost during the DilgarInvasion. Kelnat had therefore been ordered to seizethe system of Trak-Latiyas, known as Beta 9 to therest of the galaxy. This he had done, and the systemhad been under Kor-Lyan dominion these pastmonths. Only now were the Yolu responding, andthough they fought tentatively, their ships wereimmensely powerful. Still, they had retreatedwhenever faced with determined opposition. They hadno stomach for a real fight.

He surveyed the damage reports. In addition to apower loss and two destroyed missile racks, the armoron much of his ship's hull had been stripped clean bythose bizarre molecular weapons. The rest of hissquadron had fared little better. None of his ships werelost, but most had suffered at least some damage,and one of the Solyrns was nearly crippled. Otherreadouts showed its missile racks were nearly empty,so he ordered it to retire. The rest of his fleet clusteredaround the squadron's Vaklar logistics frigate,restocking their ordnance as quickly as possible.

Abruptly, the Yolu ships swung around, headingback towards the planet Kelnat had sworn to defendwith his life. He would have liked a bit longer to reloadhis ships, but the Yolu were not giving him that time.He ordered the fleet to undock, then plot an interceptcourse. Swiftly, with a smoothness borne from years

of training, they swung into formation and acceleratedtowardstheenemy.

As soon as his fleet reached extreme range, theybegan salvoing their missiles. Very few got through;Yolu defensive gunners were proving to be quiteskillful––for a bunch of cowards. Kelnat sent a signal,and his Tuka fighter groups dove to the attack.Dogfights exploded in the space between the fleets.His ships ignored the enemy fighters, concentratingon the cruisers directly ahead. He had learned,through the course of this war, to present a boldchallenge.

They would turn away, he thought. They wouldback down. For all their advanced technology, theywere cowards, these Yolu. They would turn and run,as they always did. Vaklar was as sure of this as hewas certain of victory, of glory, and that after the warhe would sit at his King's right hand.

They turned towards him.At least he had the glory of dying in battle.

Background

The Kor-Lyans are actually two races insymbiosis. The Lyans (pronounced LEE-uns) are hugecreatures rather like an ape/bear cross, standingup when at rest and running on all fours. They areexcellent climbers and swimmers and possess greatstrength, this being their main defense againstpredators. They are plant-eaters and are relativelypeaceful, but are basically slow-witted and stupidcreatures.

The Kor, on the other hand, are amphibious,eel-like invertebrates. They move by undulating insnake-like fashion, and can reach great speeds inwater. They grow continuously throughout their lives,sometimes reaching lengths of 10 meters or longer.The have a spine-like organ which stretches thelengths of their bodies and doubles as brain tissue.As the Kor grows, this brain develops a surprising levelof intelligence, far out of proportion to its body.

The Kor were originally parasites, attachingthemselves to the necks of other creatures and livingoff their fluids. As an individual Kor grew, however,it became more and more difficult to support itselffrom a single host. Thus, they adapted the ability toactually exert control over the creature, using theirsuperior intelligence to guide the host to greaterfood sources, thus ensuring their own survival. TheLyans proved the perfect host for this purpose. Large,strong, and stupid, they also possessed rudimentaryhands that enabled them to build and use tools.From this beginning the Kor-Lyans arose, building

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a civilization on their marshy, hot homeworld.Today, the Kor are so dependent on the Lyans

for support they can barely survive without them.They treat a host as they would a cherished pet, butupon the Lyan's death, they can transfer to anotherwith only a brief "breaking in" period. While it istheoretically possible for a Kor to attach itself toand take control of an intelligent being, and indeedthis may well have been tried, it is unknown whatthe results of such a union would be.

The Kor-Lyans are feudal, with over threehundred different kingdoms on their homeworldalone. Every piece of a king's available lands isparceled out to any of dozens of dukedoms, and fromthere to baronies (they use different words for these,of course, but the idea is the same). Alliancesbetween kings are just as common as the manywars that constantly embroil their people. Thesewars, however, seldom result in the deaths of Kor,but are fought between armies of Lyans (or otherbeasts), and generally result only in the transfer ofterritory. Because entire wars can break out overpoints of honor, the Kor-Lyans are seen by alienraces as extremely aggressive and dangerous, anddiplomatic relations with them are fraught withtension.

While is may seem incongruous, the differentkings almost always operate of one mind whendealing with aliens and outsiders. While perfectlywilling to fight each other over plots of land or localconcerns, when faced with an external challenge,they usually act as though they were a singlekingdom. In this way, they can be likened to anextended family who, while rivals within their ownelement, put the family’s good above their own ifnecessary.

The Kor-Lyan kings developed technology as away to achieve an advantage over their neighbors.Over the course of history, numerous kingdoms havebeen overwhelmed by new developments. Such anadvantage rarely lasts long, however, as spies arecommon and new technologies rapidly spreadacross Kor-Lyan society.

Goverment

Technology

Space travel was developed almostsimultaneously by several large alliances that formedduring the Industrial Age. From this an age ofcolonization occurred as dukes were sent out tocarry the influence of their king to new worlds (andlater to new star systems). As always, the pace ofdevelopment accelerated as new technologies weredeveloped.

Unfortunately, Kor-Lyan technology hadsurpassed their moral development, and in 2056one of the kingdoms used weapons of massdestruction on a rival (in their case a relatively cleanfusion bomb). This conflict quickly spread until theKor-Lyan homeworld had been devastated. In a rareshow of cooperation, the colonies sent help to thebeleaguered planet and managed to clean up mostof the destruction over the course of the ensuingcentury. Though many kingdoms still stockpile suchweapons, they all operate under a written pledgenot to use them in anger. Should any kingdom breakthis law, all others will unite to destroy the violator.This,and many other rules of conduct, were setforth in the Honor Pact of 2169, now consideredthe main source of Kor-Lyan law, and one whichbinds them in both internal and external matters.Though they can be dangerous to parley with, oncethey sign a deal, they are honor-bound to obey itsterms.

The Kor-Lyans are blessed with an extremelymineral-rich home system, and have never beenknown for their frugality, so it seems only naturalthat they have become specialists in missiles andother ballistic weapons. Most races turn from thesefor their wastefulness, and difficulties in supply, butthis is not at all troublesome to the Kor-Lyanmentality. In fact, operating from a distance andusing indirect fire is a doctrine well established intheir history.

The Kor-Lyans operate several weaponsdescribed as "proximity" types. Previously, the onlyproximity weapon in the game has been the energymine, and thus these weapons did not deserve theirown category. However, with the preponderance ofproximity devices in the Kor-Lyan inventory, generalrules need to be listed in one central location.

Proximity weapons fall under the "ballistic"category unless otherwise noted. However, they arenot launched at ships, but at a hex on the map.Unless noted in their descriptions, this hex is

Proximity Weapons

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recorded secretly, and announced only when theweapon arrives at its destination. The launching shiprequires line-of-sight to this hex, but requires nolock-on and generally does not need to roll to-hit(though some proximity weapons, like energy mines,might scatter or otherwise have a chance to miss).Proximity weapons cannot be intercepted by anyweapon not specifically noted as being able to affectthem. They can be safely fired into any sort of terrainor placed effect (e.g., anti-fighter plasma webs)unless noted in other rules, or unless it's painfullyobvious that the terrain would destroy any suchweapon (for example, a planet's surface, star, orblack hole).

Proximity weapons usually do not have rangepenalties, but will have a maximum range whichcannot be exceeded (unless a scatter effect pushesthem outside that range). This range, and otherbasic statistics, will be specified in their datacard.

The Kor-Lyans use several types of missile racksincluding the well-known Class-S, Class-L andClass-R racks. Another rack, of their own design, isreferred to as the Class-F because of its flexibility.This rack can fire in any of three modes: standard,rapid-fire, or long-range mode.

In standard mode, the Class-F rack fires aslisted on the control sheet, using the listed fire controland launching one missile every other turn. Unlessthe player states otherwise, this is the assumed firingmode of the rack.

Rapid-fire mode allows the rack to launch amissile every turn, if desired. If the rack launches amissile on a turn where it would normally be inactive,it is working in rapid-fire mode. Using this mode,however, reduces the ranges of all missiles by 5hexes and lowers the fire control by 2 against alltargets.

Finally, long-range mode adds 15 hexes to therange of any missile (so a basic missile could belaunched at a target up to 35 hexes away). Theplayer is assumed to be using this mode if his targetis beyond the missile's normal range. There is,however, a penalty of -2 on all fire control ratingsunder this mode, and the rack is not permitted tofire on the next turn (i.e., it cannot choose to userapid-fire mode the turn after using long-rangemode). It should also be noted that rapid-fire andlong-range mode cannot be combined, so if you

Class-F Missile RackClass: Ballistic Mode: Varies

used the rack on one turn (in any mode), you couldnot follow with long-range fire on the very next turn.

Note that the Class-F rack holds fewer missilesthan most other racks, sacrificing magazinecapability in the name of flexibility.

The Class-D rack is an example of highlyspecialized Kor-Lyan missile technology. Its purposeis solely to act in defense of the ship, and as such itcannot launch any of the larger types of missiles. Itis, however, capable of rapid-fire operations.

The Class-D rack can launch one missile perturn, but can only launch the following types:antifighter, antimine, antimissile, or chaff. Of these,antifighter and chaff missiles are well known. Theother two are expanded upon below.

This missile was designed specifically to homein on known or unknown enemy mines. The missilecan be targeted at either a mine or a hex thoughtto contain one. If targeted at a mine, it has a +3bonus (in addition to all other benefits) to score ahit. If targeted at a hex, it sends out a sensor pulseas it approaches that hex, and automatically targetsthe nearest mine that is no farther than 3 hexesaway from that point. The missile does not get the+3 bonus noted above, having expended thatbenefit in activating the sensor pulse. The mine-owning player is not required to reveal any minesother than the one actually targeted (if none ispresent, he must announce this fact, and the missileburns out harmlessly). If the missile misses theresulting target, only the fact that a mine is presentthere is known; no statistics on it are actually gained.

The Kor-Lyans found this missile quite helpfulagainst ballistic mines (during any of their manycivil wars), but it should be noted that it only functionsif such mines had already been deployed. On theturn the ballistic mine is launched, an antiminemissile will not be able to target it.

This missile (also referred to as the interceptormissile) is designed to defend a ship against anincoming missile or other ballistic weapon. It cannotbe used against proximity weapons, only ballistictypes. It cannot affect ballistic weapons targeted

Class-D Missile Rack

Type-Z Antimine Missile

Type-I Antimissile Missile

Class: Ballistic Mode: Varies

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on a unit other than itself.The moment a ballistic weapon is launched at

a ship, the owning player can elect to launch anantimissile missile at it (assuming his rack is eligibleto fire on that turn). He cannot make this decisionlater in the Combat Sequence, but must do soimmediately. If the rack has already launchedanother missile type, he cannot rescind this order,but must go with his original plan. Thus, whenantimissile missiles are present, players are requiredto write down their launch orders and reveal themsimultaneously.

If the incoming ballistic weapon is not requiredto announce its target (e.g., a packet torpedo orstealth missile), the interceptor missile can belaunched anyway. If the weapon then proves to betargeted on the defending ship, the antimissilemissile will be effective; otherwise, it will do nothing.Obviously, if there is only one possible or logicaltarget (such as a duel scenario), this is not as big agamble as it may appear.

Should the above conditions be met, theinterceptor missile is treated as a defensive weaponfiring with a -6 intercept rating. Several antimissilemissiles can be combined with no degradation, justas any other weapon might be, and in sufficientquantities they can make incoming ballistic attackscompletely useless. The Kor-Lyans found theseweapons invaluable in their own civil wars, and instopping other weapons such as ion torpedoes.

This specialized missile is an expensiveexample of Kor-Lyan mastery of missile technologies.It is a huge device, taking up two spaces in any missilerack and counting as 80 points of explosive forcefor magazine criticals.

The starburst missile is targeted on a singleopponent like any other missile, but just beforedetonation it breaks up into as many as sixsubmunitions, each of which then detonatesindividually. Sometimes not all of them explode atthe same moment, and as a result are destroyed orswept away in the explosive force of their neighbors.Thus, the owner should roll 1d3+3 to see how manysubmunitions actually detonate. Each one scoresthe listed damage against the facing side of thetarget unit, resolved as a separate standard modevolley.

Type-K Starburst Missile

The main disadvantage of this powerful missileis its vulnerability to defensive fire. It is treated asonly a single missile for purposes of rolling to hit.Thus, if it misses, all its submunitions also miss.Because of the burst effect, the opponent will alwaysknow if a missile that goes awry is actually of thestarburst variety.

A variant of the basic missile, this has many ofthe same statistics but has one special feature thatmakes it unique: the firing player does not have toannounce its target upon launch. The Kor-Lyansdeveloped this missile in response to the Type-Iantimissile missile, making that device difficult toemploy in fleet actions. Nonetheless, it is rare,perhaps due to the expense required in hiding itssensor output when deployed. A given rack maynot hold more than 2 type-S missiles at any time,and in a campaign, no more than 1/10th of allmissiles purchased may be of this variety.

Another example of superior Kor-Lyan ballistictechnology, the Type-J missile was designed tooperate as an impromptu defensive ELINT unit. It isa proximity weapon, launched at a hex instead of aship or fighter. Use the proximity rules to handlelaunch of the jammer missile, except that it doesnot scatter. Upon arriving in the target hex, it emitsa burst of sensor static which produces the effect of2 points of blanket ELINT protection for all units(even enemy units) within 5 hexes in all directions.Note that this cannot be combined with otherblanket protection effects from nearby scouts orother jammer missiles!

The jammer missile is very expensive, and sinceit burns out at the end of the turn it is used, its utilityis limited. However, a fleet without a scout mayfind these a cheap alternative to an expensive ELINTunit, even if bought in quantity.

This is a fighter-launcher missile specificallydesigned to encourage enemy fighters to drop out.While it scores less damage than the Type-FB basicfighter missile, it forces any fighter it hits to suffer a+6 penalty on its dropout roll at the end of thatturn (+3 for super-heavy fighters). The penalty doesnot remain more than a single turn, though it iscumulative with other dropout penalties.

Type-S Stealth Missile

Type-J Jammer Missile

Type-FD Dropout Missile

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This missile has a -2 penalty to hit anythingother than a fighter or shuttle. The dropout penaltyhas no effect on ships or units than fighters orshuttles.

This fighter-launched missile has an extendedrange, but scores slightly less damage. It is the fighterequivalent to the Type-L missile used by ships. Itsdamage yield is so low it is rarely used on enemyvessels, only fighters and the occasional OSAT.

This powerful missile has a limited range andsuffers a -2 penalty to hit any unit smaller than alight combat vessel. However, it can score significantdamage on such targets, and is a much greaterthreat than a basic fighter missile. No more thanone missile on any fighter (two on a super-heavyfighter) can be of this type.

This chart shows the vital statistics for each ofthe new missiles introduced in this product. The“Surcharge” column indicates the added cost forraces other than the Kor-Lyans (if N/Ai s listed here,only the Kor-Lyans can use that missile type). Theavailability year is split, showing first the year theKor-Lyans developed the technology, followed bythe year other races acquired it (if applicable).

Z 5 3 15 20 2248/2249I 0 2 N/A N/A 2250/2263K 20 10 10 15 2260/2264S 5 N/A 20 20 2252J 8 N/A 2 EW 15 2239FD 8 2 6 10 2221/2245FL 10 2 8 15 2226/2245FH 10 2 15 5 2226/2245

This launcher is used to deploy a special kindof mine referred to as a . It is aproximity weapon with the same probability ofscatter that energy mines possess. Its maximumrange is 30 hexes.

Type-FL Long Range

Fighter Missile

Type-FH Heavy Fighter

Missile

Kor-LyanMissileSummary

Ballistic Mine Launcher

Class Cost Surch Warhd Range Available

Class: Ballistic Mode: Special

ballistic mine

When the ballistic mine arrives in the targethex, it immediately activates and transforms itself intoa captor mine. If there is a legal target within itsdetection range, it attacks immediately (at theappropriate point in the Combat Sequence). If not,the mine remains in the hex for the remainder ofthe scenario until something activates it or the ownerturns it off using a secret command sequence. Hecan do so during the EW determination step of theCombat Sequence and announces this at the sametime he would announce his own EW level (even ifusing secret EW). Deactivation can only occurduring this step; it cannot be done later in the turn,such as during movement. Once deactivated, thecaptor mine cannot be reactivated during the samescenario.

The ballistic mine comes in three varieties,based on a modular frame. The basic mine hasAccuracy +8, Damage 1d10+16, and MaxDetection Range 3 hexes. The wide-range versionincreases the max range to 5, but lowers accuracyto +6 and damage to 1d10+12. The heavy modelincreases damage to 1d10+24, but reducesaccuracy to +5 and range to 2. The player selectswhich mine type is to be used at the time of launch,and records it secretly. The mine can then beidentified later by its actions or using the minedetection rules in the Rules Compendium.

Ballistic mines are not free, and must bepurchased individually. Fortunately, they cost only8 points each (for any of the above types). Theycan also be enhanced using any of theenhancement rules in th Rules Compendium. Notethat the Identify Friend or Foe (IFF) module isparticularly useful, especially when used in a large-fleet environment.

Ballistic mine launchers possess a maximumamount of ammunition they can use during ascenario. After the battle is over, any deployed minescan be deactivated and recovered (assuming theKor-Lyans hold the field) in order to restock thesesupplies. The Kor-Lyans also operate speciallogistical vessels designed specifically to restockthese launchers. The need to perform such resupplyoperations is troublesome, but is not seen as a greatproblem for the Kingdoms.

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Proximity Laser

Limpet-Bore Torpedo

Class: Ballistic Mode: Raking

Class: Ballistic Mode: Special

This specialized proximity weapon is animplosive device that focuses its very detonation intoa coherent beam. Though it uses the proximity rulesto reach its target, it does not scatter. In addition tosecretly recording the destination hex, the launchingplayer must also record a target for the weapon'slaser. This latter target must be a ship––it cannotfocus on smaller units such as fighters or shuttles.

Upon reaching the destination hex, the weaponimplodes, focusing the blast into a laser beam aimedat the target unit. The laser fires during the "ShipsFire at Ships" stage of the Combat Sequence andreceives a benefit of 3 points of offensive EW (themaximum allowed by the firing platform's limitedsensor suite). It cannot benefit from any EW providedby the launching ship or nearby friendly ELINTvessels, but is affected by defensive EW normally.Note that the laser cannot fire, and automaticallymisses, if it does not have line-of-sight at the timeof the weapon's detonation. Note also that theimplosion does not affect any nearby units, eventhose in the same hex.

Note that the weapon's datacard lists amaximum range. This applies to the travel distanceof the proximity warhead only. The laser producedby the implosion can exceed this limit, and in fact islimited only by its own inherent range penalty, whichis applied from the implosion hex (not the originallaunch hex).

This unique ballistic weapon is designed to huntdown and destroy specific systems on a target’s hull.The launching player secretly records an externalsystem as a “called shot.” This must be a specificsystem (if a weapon, use the weapon number as areference) and must be one that can be legallyattacked by a called shot under the normal rules.There is no called shot penalty , however. The targetsystem need not be attached to the side facing thefiring vessel.

If it hits, the torpedo attaches itself directly tothe facing structure using a magnetic grapplingsystem. It then "crawls" across the surface, searchingfor the specified system. When it finds its target, itbores its way inside and explodes, hopefully scoringenough damage to destroy the system outright.Though it is almost always successful (unless

somehow destroyed first), the limpet device can bemind-numbingly slow in performing its task.

On the turn the torpedo hits, write a note onthe side of the target ship that a limpet-borer isattached. The device can do nothing else on thatturn. However, at the end of the Weapons Fire Stepof the Combat Sequence of each turn that follows,the limpet-borer is active. If it is not attached to thestructure block that supports its target system, ittransfers to an adjacent structure block (it cannotmove to or through a destroyed block, however),trying to find the target system. It must move to theblock closest to the target if it can do so. Otherwise,it moves to the target as best it can. A limpet-borer can move only one block per turn, and cannotattack on a turn in which it moves.

Once it finds the proper structure block, thelimpet-borer attempts to drill its way inside the targetbeginning on the following turn. Roll 1d10 and addthe number of previous attempts it has made. If thedie roll is 7 or greater, it succeeds and explodeswithin the target system. Since it bores through armorbefore detonating, ignore all armor (except adaptivearmor set to ballistic defense). No overkill is scored,however, due to the shaped nature of the blast. Notethat the limper-borer’s explosion is usually largeenough to destroy just about any system it attacks.

Note, that the limper-borer cannot operate onor pass through a destroyed structure block. If it hitssuch a block when initially launched, it bounces off(treat this as a “miss”). If it is on a structure blockwhen that block is destroyed, it too is destroyed.

The limpet-borer device operates differentlydepending on what kind of ship or unit it is attachedto. The following special rules apply:

Theweapon attaches to one block, or section in thecase of bases. It can only move to an adjacent blockor section during a turn.

The borer attaches to eitherthe front or the back side (even though there is reallyonly one structure block). It is considered on thesame side as its target only if that target is listed onthe appropriate hit location chart. At most, thelimpet-borer would have to spend only a single turnmoving.

The device neednever move, as it is always considered to be on thesame structure block as its target system. This makesthe limpet-borer uncommonly effective againstLCVs.

Capital Ships/HCVs/Enormous Units:

Medium Ships:

Light Combat Vessels:

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Vree Saucers:

Organics and Ancients:

Fighters, Shuttles, OSATs, Mines, etc.:

The limpet-borer attaches toone of the structure blocks (target player's choice ofany that face the original launch hex, but not adestroyed block unless no other choices exists) andcan attack any system which shares any part of thatblock's arc. The borer is still considered destroyedif the block it is on is lost in combat.

Limpet-borerscannot attach to advanced armor or to non-metallicsurfaces such as organic hulls. Thus, they are of nouse against Shadows, Vorlons or anything else whichis fully organic (or otherwise non-metallic, e.g., aceramic or crystalline hull). They are permitted toattach to hybrid hulls such as the White Star orShadow Omega, however. At present there are nonon-Ancient examples of organic technology inBabylon 5 Wars, though the middle-born Tal-kona’sha will meet this criteria when published, asmight other future designs.

Limpet-borers cannot be used against such units oranything of a comparable size.

It is possible to destroy the limpet-borer byfiring at it using direct-fire weapons only (notballistics). It is small, however, and very difficult to hit.Treat it as having a defense rating of 4. It must belocked-onto separately and must be on the side facingthe firing unit. If it is attached to a ship defended by aspecial defensive system such as a jammer, shield,or energy web, it benefits from the same protectiondue to its small size. When calculating the chanceto-hit, determine the required roll for both the limpet-borer and the ship it is attached to. If the shot missesthe borer but is within the range needed to strikethe ship, it hits the ship instead and scores damagein the usual way. If it hits the borer, no damage isscored to the ship. The limpet device is destroyedby 6 points of damage and possesses no armor.

A limpet-borer may remain on a ship for 5 turnsbefore a ship’s defenders can disable it. If it fails todestroy a system by then, it is removed from play. Ifthe ship disengages with a borer attached, assumeit is disabled before it can affect it target, unlessthe scenario is part of a campaign or other multi-part event. In this case, make attack rolls until itsucceeds or the defenders disable it. Any damageit scores would carry over to the next scenario insequence or would have to be repaired with theusual campaign repair procedures.

Based on an original suggestion by AaronGaponoff.

MilitaryThe Kor-Lyans are military by nature, nearly

all of them being brought up in a society torn byconstant strife and civil war. However, only the lowestranks of Kor actually see direct ground combat.Instead, they command legions of Lyans and othercreatures during their many wars for territorial rights.Thus, true Kor-Lyans are almost all officers. Onlythe youngest and "greenest" Kor, exposed to theirfirst trials by combat, are without rank. Lyansthemselves have no ranks, as they are notconsidered intelligent enough to need them.

On starships, the brightest Lyans (which is tosay, those which can be most easily trained forsimple tasks) are used as crew. A supply of othersare kept as backups or replacements for combatlosses. Otherwise, most active crewmen are full Kor-Lyans. These occupy any of six ranks: Kota (initiate),Kial (lieutenant), Kyatn (captain), Katak (major),Tokadi (colonel), or Nikor (general). (The Kor-Lyansuse a more army-like military, hence their ranks arenot considered naval in nature.) A rank is alsoassigned to a training category, such as Weapons,Navigation, Engineering, and so on, so a crewmanmight be a (Lieutenant of Fighters) or

(Captain of Logistics). The(General of Command), almost always

referred to as simply "Nikor," is the ship's captain.The Kor-Lyans do not have "admirals," but

rather take orders directly from the King ( ,or General-above-all). In the event ships aregathered into a fleet, the general commanding thelargest ship (or other command vessel designatedby the King) is in charge. Thus, a player controllinga fleet of three or more Kor-Lyan ships on the sameside must designate a fleet flagship, which must beof the largest size category (in the obvious order:enormous, capital, heavy combat, medium, or lightcombat). In the event the flagship is destroyed (orits C&C is destroyed), and there are several otherships of the largest surviving class available to takecommand, the individual generals will take toarguing over who is truly in charge. For the duration ofthe next turn, all ships in the fleet (but not fightersor shuttles) will suffer a -4 initiative penalty whilethe line of succession is determined. The turn afterthat, a new leader will emerge, but all ships will beat a -2 penalty while the new commander takescharge. Thereafter, there is no further penalty, unless

Kial-vakash

Kvatn-skortaka Nikor-

tokat

Nikor-sovik

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the new command ship is destroyed or loses itsC&C, in which case the arguing begins once again.Note that in any of these cases, if the largestsurviving ship is alone in its size category, itautomatically assumes command and there are nopenalties whatsoever. (Smart fleet designers willoften build a force with exactly two capital ships, sothat if one is destroyed, the other will automaticallytake over. Of course, an enemy wise in the ways offighting the Kor-Lyans will attempt to destroy bothsuch ships simultaneously).

While theKor-Lyanshavehundredsof kingdomson their world, only a dozen or so (the number isconstantly in flux) actually operate starships, andthese are used only to protect their own interests offthe homeworld. The Honor Pact actually prohibitsthe Kingdoms from using starships in direct attackson other lands, as these are considered "weaponsof mass destruction." They are, however, permittedto destroy other types of property, including ships,fighters, bases, and the like, so long as a state ofwarexistsbetweenthetwokingdoms.

Since a ship may not fire onto planetarysurfaces for any reason, even in war, most of thekingdoms build their ships on land-based shipyardsand store them on ground-based landing pads. Forthis reason, most Kor-Lyan vessels are atmospheric-capable. Two of the largest kingdoms (on oppositesides of the homeworld) have built bases and orbitalsatellites, but most don't bother, as these are amongthe first things blown up during one of their inevitablewars.

Among the larger Kor-Lyan ships, this is one ofthe most respectable. It possesses one of the morebalanced armaments for its race, with several beamweapons in addition to a formidable suite of ballistictypes. This allows it a greater staying power,especially in protracted wars where missile racksand the like are often depleted. The single reloadrack is particularly useful in such cases.

Starships &

Fighters

Koskova BattlecruiserBase Hull (Unlimited Deployment)

Leklant Scout Cruiser

Cokra Blockade Runner

Solyrn Missile Destroyer

Base Hull (Limited Deployment - 33%)

Base Hull (Unlimited Deployment)

Base Hull (Restricted Deployment - 10%)

While most of the larger kingdoms prefer tospend their time holding what they already haveand occasionally fighting others for territory, thesmaller ones are always on the lookout for newpossibilities. To this end, many have built ships ofthe Leklant class, which are cruiser-sized explorationvessels with extended range capabilities. They arepassable as ELINT support ships, but are more likelyto be found scouring nearby star systems for newresources or colony sites. Occasionally they are alsoused as infiltration units, keeping tabs on nearbyenemies. If used by a large kingdom, this is theirmost likely mission.

When kingdoms are at war, they are often shorton resources. The ability to escape an orbitalblockade is key in such cases, as only a blockaderunner can bring in much-needed supplies to a war-torn kingdom. Entire wars have been won or loston the arrival-or lack thereof-of such a ship.

The Cokra class is one of the more successful"runner" ships, built for extremes of atmospherictravel, acceleration, and maneuverability. It is asmall hull, built for stealth, and what weapons ithas are designed specifically for defense. The Class-Dmissile racks are almost always loaded withintercept missiles, but occasionally use anti-minemissiles when mine warfare is suspected.Unfortunately, the lack of armor is a seriousproblem, so if the ship actually begins to takedamage, it is usually destroyed soon thereafter.

One of several missile ships operated by theKor-Lyans, this destroyer-sized vessel is known forits ability to fill the skies with ballistic weapons ofseveral types. Unfortunately, ships of this class areexpensive, and can cost a fortune to restock aftereven a short campaign. Because of this, they aregenerally used only by the largest and most powerfulkingdoms.

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Valkar Logistics Frigate

Axor Assault Frigate

Kalti Intercept Fighter

Ailyan Breaching Pod

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Any race which depends on ballistic weaponsas much as the Kor-Lyans must necessarily dependequally on logistics. The Kor-Lyans, by virtue of thisfact, have become masters of supply strategies,developing entire ship designs to fill this need. TheVaklar is one such vessel, built specifically to reloadmissile racks and similar devices with ordnance. Theship itself is lightly armed, as it is not intended fordirect combat, though it occasionally does see actionin the desperation of a losing war.

Small ships of this type are filled with battlefrenzied Lyan warriors trained for brutal hand-to-hand combat. The ship includes two grappling claws(use the rules for the Drazi Claweagle found in Shipsof the Fleet) as well as a number of breaching pods,all of which are piloted remotely. See rules forthe Ailyan Breaching Pod (below) for specialrestrictions on Kor-Lyan boarding action, which alsoapply to attacks made through the claws.

The Kor-Lyans operate several types offighters, the Kalti being by far the most common. Thismedium unit excels at its primary role, that ofintercepting enemy fighters and shuttles, but isoccasionally used for other missions. As with mostKor-Lyan units, it is capable of carrying missiles, inthis case as many as four. It may only launch oneper turn, however, and cannot use a navigator dueto its relatively small size.

These breaching pods are designed to carrytrained Lyan troops to a target, where they can puttheir great strength to use against the enemy. Onlythe fact that they lack the intelligence to formulateany kind of tactical plan prevents them from easilyoverwhelming any opponent. Occasionally a youngKor (attempting to gain firsthand battle experience)goes along on the mission, but only if capturing theship is the real objective.

If any Lyans reach their target unit, they canonly perform the Wreak Havoc mission (which theyare always allowed to perform, unless the scenariorules specifically prohibit it) or attempt to capturethe ship. In the former case, they receive the samecombat bonuses as Narn Marines. In the latter case,it is assumed that at least one Kor is present witheach contingent, but he will always be wellprotected. More than one or two Kor would neverrisk themselves in a mission of this sort, and so therewould never be enough control for a Rescue,Sabotage or Deactivation mission.

The Ailyan Breaching Pod is fairly well armored,but loses on point of thrust for every 5 points ofdamage sustained. Unlike most Kor-Lyan units, it isnot designed to carry missiles.

All shuttles operated by the Kor-Lyans possessat least two external hardpoints, which can onlyemploy basic fighter missiles. The launch rate is onemissile per turn unless otherwise noted in theshuttle's rules. Basic shuttles are included with thecost of any ship, so the only expense to the playerwill be the cost of the missiles themselves.

The standard Kor-Lyan armed shuttle is just likethe basic shuttle, but mounts a single gun exactlylike that found on their main fighter, the Kalti. Thenumber of hardpoints is not increased. The armedshuttle's Combat Point cost is 25 points.

The Kor-Lyan’s also operate a missile variant ofthe armed shuttle. Instead of a gun, it employsspecial racks on its missile hardpoints. These rackscan hold up to three basic fighter missiles each,but can launch only one per turn. This is consideredan uncommon variant and costs 30 Combat Points.

Kor-Lyan logistics vessels employ a specialcargo shuttle that can carry ammunition to friendlyunits during a scenario. These can load one ballisticmine or missile (drawn from storage or a reload rack)per turn or can start a scenario pre-loaded fromthese sources. The shuttle can then carry (but notlaunch or otherwise employ) one missile or mineper two structure boxes. The loss of two structuredestroys one piece of ammo, if present. Oncelanded, the shuttle can unload ammo into reloadrack or mine storage slot. While unloading into areload rack, that rack cannot be used for any otherpurpose that turn. Mines can only be unloaded intostorage, and could not be used during a scenario.

Shuttles

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THE TORATA

The Torata

Regency

The Unwitting Mole

"The Regent sends his greetings, AmbassadorTrudeau," Balsha said amiably. Remembering thathumans considered the showing of teeth to be a signof friendship, she bared hers in a weak imitation of asmile.

The human diplomat smiled back, his teeth flatlike hers, but the sharp incisors betrayed hiscarnivorous ancestry. Ah well, she thought, he washardly the ugliest or strangest alien she'd met onBabylon 5.

"Our President responds in kind, Ambassador."The man reached out his hand, another of thosepeculiar human gestures for which Balsha had beenbriefed. She took it, expecting a handshake, only tobe surprised when he drew her hand to his face andtouched it with his lips. She should have beendisgusted, but for some reason, it was oddlyfascinating. She smiled again, not so forcefully thistime, trying to mimic the easy, casual way he had aboutit.

"I appreciate your seeing me at this late hour, Mr.Trudeau," Balsha said as the door slid shut behindher. "Especially in your quarters. It is an unusualrequest, I know."

"Well, we are accustomed to such things in thisbusiness, my dear," he said. His voice had a strangesmoothness about it--inviting and soothing. She mustbe cautious. "Why, there was this one time, the Narnambassador intruded while I was asleep. I'm still tryingto--whatever are you doing?"

"Just being careful." While he spoke, she hadwithdrawn a small stick from her robe and was nowmeandering through the room, waving it about. Shedid this for several moments, ignoring his curiousstares. Finally satisfied, she put the wand away.

He laughed. "Miss Balsha, I assure you this roomis bug-free. I have teams sweeping it three times aday."

"I am not sure what insects have to do with it, butI need to make sure we are not overheard. Not foryour sake or that of my government, but for mine."

"Whatever do you mean?" Trudeau askedcuriously.

"I––I apologize for my reluctance. You mustunderstand, I have spent my life hiding this. I––I amOrova.”

"Huh? I don't understand." Trudeau wrinkled hisforehead for a moment, then remembered. "Oh, yes,yourworkercaste?Why is that important?"

"Not a worker caste. Slaves. My people are slaves,forbiddeneventovisit theworldabovethesurface."

"Slaves? But aren't you Torata? You sure look likeone."

"My mother was Uala, my father her Orovaservant. I was born under the sea, but my mothersmuggled me to the surface while I was but ahatchling. Because I look Uala, I grew up among themwithout question. I know the lies they tell my people,and have spent my life trying to change things on myworld.Withnosuccess."

"Butwhytellmeall this?""Because, Ambassador, my people wish to open

diplomatic relations with the Earth Alliance. If yourecognize us, the Uala will have no choice but torespectour raceasequals, insteadofasslaves."

He considered that for a moment. "Well, I don'thave that power," he told her. "At least not yet. I'll haveto consult with my government. I'll send word for you––insecret,ofcourse."

She nodded. "Then I shall await yourgovernment's response in my quarters. Thank youfor your time, Ambassador." She gave a slight bow,and left.

As soon as the door was closed, Trudeau placeda call to the Torata embassy. "You were right," heexplained. "Someone did come to me, claiming to beanOrova. ItwasAmbassadorBalsha."

"Balsha? She was the terrorist spy?” The voiceon the other end of the line sounded surprised. “Iassume she told you the usual anti-governmentpropaganda about slavery. It hardly matters now. Youractions have saved many lives, and have proven yourgovernment's willingness to abide by our treaty. Welook forwardtoworkingwithyouagain in the future."

After he disconnected, Ambassador Trudeaupoured himself a drink and settled into his chair. He'ddone well today, he thought. The treaty was secure,and once the details were finalized he’d be able toreturn to Earth. Plus, the Torata government now owedhim a significant favor, and there was one less terroristthe station had to worry about. Besides, how couldthe Torata conceal an entire slave caste from the restof the galaxy? That story about slavery had to be justthat––astory.

Didn't it?

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Background

The Torata are an aquatic race from a worldthat at one time was completely covered by water.A collision with an asteroid several million yearsago devastated the planet, destroying most of theatmosphere and locking most of the water into polarice. Only the hardiest life forms survived, and thenonly those that could take advantage of the heatfrom undersea geothermal vents. The water wassimply too cold for all but the simplest life to endure,at least at first. Over the centuries the seas near theequator warmed, and primitive creatures began toappear on the islands that had formed during andafter the cataclysm.

One of the creatures that survived the asteroidcollision was the primitive Torata, a fishlike creaturewith manipulative fins used to collect its food. It wasone of the first to climb out of the ocean, and cameto dominate the surface primarily because therewere no predators around to challenge it. Ascivilizations developed, each island produced itsown nation, and these fought each other in constantwarfare over resources and living space. A nation'sbest way to deal with overpopulation was simply tosend an army off to war. Only the hereditary rulingclass (known as "regents") was free from therequirement to serve in the military.

Over time, as higher technologies weredeveloped, the Torata found ways to kill each othermore efficiently, and some of the nations began toactually win the wars they fought. Instead of throwingaway their people, they began to seize territory forexpansion purposes, conquering anyone else onthe defeated islands and putting to death anyonewho might challenge their rule. The most ruthlessof these nations, the Golthar, eventuallyoverwhelmed and defeated all opposition.

To support their population, the Golthar builthuge underwater cities whose sole purpose wasundersea farming. The Torata who lived there, madeup almost exclusively of conquered peoples knownas Orova, were relegated to the status of second-class citizens, and as their population grew, areligion grew alongside it. According to this newtheology, those who lived on the surface, the Uala,were blessed by the gods and meant to rule thesea-born. The unfiltered sun, seen from the surface,was a sight not meant for Orovan eyes, and thosewho tried to swim up for a glimpse of it wereexecuted as heretics.

This dual caste system has extended to thepresent day. The Uala, their population limited to afew hundred million by self-imposed birth controlsand available surface land, hold sway over severalbillion Orova. The sea-dwellers are little more thanslaves, toiling daily for their surface-born masters,and are never allowed to leave their cities underany circumstances. They are not, for example,permitted to serve on starships, which are the soledomain of the Uala. Though they are for all intentsand purposes slaves, they are not ill treated andare taught to believe their place in the universe isset by the gods, so the chances of an uprising areslim.

After the Torata discovered space travel, theyfounded several colonies in their own solar systemand eventually two in other systems. These are notyet self-sustaining, however, as they depend almostentirely on imported food from the homeworld. TheUala, after all, are not accustomed to farming,though they have of late began dabbling in foodsynthesization, and have occasionally been knownto make purchases from the Vree.

The Torata are aggressive and constantly seeknew territory to conquer, a tendency bred into themover the course of their island-hopping history.Though they are relatively new to space travel, theyhave already fought several wars with the nearbyKor-Lyans and Llort, and after the Dilgar War facedoff with several other powers, including the EarthAlliance. They are considered reckless anddangerous, and few races want anything to do withthem.

The Torata operate under a form of monarchyin which a single family holds power at any giventime. Supreme leadership falls under one individual(the "regent") at any given moment, but he or shetypically stays in that position only for a few yearsbefore turning it over to another family member ofhis or her choice. Age and gender have little to dowith this selection. Instead, when the time comesfor a change, those who believe themselves mostfit for the position present themselves to the regentalong with testimony of their own qualifications. Itis considered inappropriate to present similartestimony decrying the other applicants, but it isusually given anyway, often couched in one's owndescription of him- or herself. For example, rather

Goverment

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than say an opponent is hot-headed andtemperamental, one might instead explain that "Iam in control of my emotions, unlike this otherpretender."

Though the regent holds complete control overracial affairs, the government of any individualisland is under the sway of a local governor,appointed by the regent himself or a predecessor.This governor parcels out duties to the mayors ofvarious towns, who answer directly to him. In thisway, each island is basically its own state, able toset its own laws and procedures. Many islandsmaintain some elements of their original culture,back before the Golthar were in total control, oftena source of considerable local pride.

The Orova, for their part, are not permitted self-rule, but are directed by mayors who hold totalcontrol over their undersea cities. This is not so mucha case of a fear of uprising, but rather a well-taughtsense of inferiority imposed upon the Orova caste.Through their religion they believe the mayor (asignificant religious figure) was delivered to themby the gods in order to lead them through theirlives. Thus, a mayorial post is for life. Though theUala who accept such a job are bound to it, mostdo not mind, as their total power over their subjectsis such that they can get away with nearly anything––so long as the city meets its food production quotas,of course.

The Torata possess a surprisingly high level oftechnology for a race of their age. Much of whatthey do know was accumulated through trades withthe Centauri, Earth Alliance, and Vree, or developedby experimenting with what was acquired in thosetrades.

In the field of weaponry, the Torata appreciateflexibility. This stems from the fact that their ownmilitary is constantly short on personnel (the Ualarefuse to allow the Orova onto starships), and thusneed to be able to do as much as possible withwhat little they have. In general, they want weaponswith several firing modes or methods of use,allowing them to weigh their options and choosewhatever is appropriate. Thus, weapons which arefixed (either in arc, range, damage, or mode) areavoided, and devices with alternative uses are betterappreciated. This has led to the development ofseveral variants on the "accelerator" theme, as well

Technology

as top- and bottom-mounted weapon barrels whichafford unusually wide firing arcs. Though theirweapons do not score tremendous amounts ofdamage, they have a versatility not seen in mostarsenals

This unusual weapon was developed byapplying acceleration technology (reverse-engineered from plasma accelerators) into a laserhousing. The weapon has four chambers, each ofwhich are charged sequentially. This energy can bedischarged at any time during the arming process,once at least two chambers are filled, though faster itis fired, the less powerful the beam.

At its full strength (after four turns of arming),the laser accelerator is comparable to a heavy lasercannon, but is slightly weaker and cannot usesustained mode (a tradeoff for its flexibility). If armedin only three turns, it is similar to a medium lasercannon, and the two-turn version operates muchlike a light laser cannon. The rate of fire of once pertwo turns is the fastest this weapon may be used.

Another acceleration weapon, this variant ofthe particle cannon is capable of firing in eitherone-turn or two-turn modes. If fired more frequently,its damage is relatively weak, but the Torata oftentake a shorter firing opportunity if the chancepresents itself. Like the laser accelerator, this deviceis not capable of any sort of advanced firing mode,surrendering any chance of this in exchange forflexibility.

This fighter-mounted particle accelerator is oneof the most flexible guns operated by any fighteranywhere. It can fire in either one-turn mode (inwhich case it operates exactly as a light particlegun) or in two-turn mode. The latter is most effectiveagainst enemy ships, as its damage is scored instandard mode, and its lack of precision forces it tosuffer a penalty against fighters. Note that there isno requirement to fire it in this mode if it hasn'tfired in previous turns. However, firing it in a lessermode provides no other benefits.

.

Laser Accelerator

Particle Accelerator

Light Particle Accelerator

Class: Laser Mode: Raking

Class: Particle Mode: Raking

Class: Particle Mode: Standard

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Light Particle Beam

Pentagon Array

Class: Particle Mode: Standard

Class: Particle Mode: Standard

This ancient, low-tech weapon is avoided byalmost all modern races due to its poor combatabilities. Most instead prefer to spend valuable hulland reactor space on almost any other type of gunwhen they can. The Torata, on the other hand,appreciate the light particle beam for its smallsize, ease of maintenance, and versatility. Mainly,however, they like the fact that they can mount it onhighly mobile emplacements which afford extremelywide fields of fire. It is by far their most commondefensive weapon, often appearing in largenumbers.

This weapon is an extremely recentdevelopment, appearing during the League Warswhich cropped up in the early phases of the ShadowWar. The pentagon array (or "pentarray") is acluster of five particle beams in a single housing,all closely linked together so that they fire almost asone. Other than the obvious advantage in damagescored and high rate of fire, it is also longer rangedthan a light particle beam. It is also an exceptionaldefensive weapon, with an intercept rating all butunequalled. Unfortunately, it is expensive, costingmore to maintain than the defensive array of anentire cruiser.

If the weapon hits, it scores 5d10 damage inraking mode, but each 1d10 is rolled separately asa sub-volley. In other words, you roll for hit location5 times, then roll 1d10 for damage per hit. Againsta ship, this means that most of its damage will bemitigated by armor, unless by chance most of thesub-volleys hit the same system. Its real use is againstfighters, as each sub-volley can hit a separate targetin a flight, and thus just one pentarray cantheoretically knock several fighters out of action ina single turn.

MilitaryThe Torata permit only members of the Uala

caste into their military, which is almost entirelynaval. The ground troops they do operate aretreated as a subset of the navy, and are fairly welltrained, but not so much as one might expect froma race of warriors who enjoy seizing new territory.This stems from the fact that, while Torata history issteeped in conquest, that was ancient history. Oncethe Golthar conquered all the islands, the Torataentered an era of relative peace. Only recently havethey begun to expand into space, and the wars theyhave fought have been over the rights to certainstar systems, not to conquer them from others. Thus,Torata ground troops are sadly out of practice.

The Torata navy is broken into four segments:the Home Fleet, Border Fleet, Patrol Fleet, andReaction Fleet. The Home Fleet, actually the smallestof these forces, occupies the home systemexclusively, and is primarily defensive in nature,operating mostly escorts and monitors. The BorderFleet is charged with the duty of protecting thecolonies, and is relatively flexible, but also includesan element of logistics, as it may be called upon inan emergency to transport supplies or refugees toor from a colony world. The Patrol Fleet is notassigned to any specific location in Torata space,but instead is constantly on the move, guardingsmall outposts, jump gates, and the like from Raidersand other incursions; it is primarily made up of lightpolice-type ships. Finally, the Reaction Fleet isdesigned for speed, occupying the space near majorTorata bases and responding quickly toencroachment by enemies.

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Starships &

FightersAs one might expect, the Torata build their ships

for versatility, often using a single hull for multipleroles at once. Their flexible weaponry makes thismucheasiertoaccomplish.

The mainstay of the Torata Reaction Fleet, thisheavy cruiser is optimized for speed. It is relativelywell-armed, but is considered inferior to other heavycru i se rs , depend ing on i t s speed andmaneuverability to defeat an opponent.

One of many designs operated by the HomeFleet, this is also one of the more common. It is apurely defensive gun platform, intended to occupya position in orbit where it can pepper anapproaching enemy with long-range laser fire. Shipsof this class are often called upon to defend relativelylarge areas of a system, especially when Raidersare prevalent, so they are actually rather mobilefor a monitor.

An unusually well-armed ELINT ship, this vesselis employed by the Patrol Fleet as a mobile scoutelement, often escorted by several Atlac-classcorvettes. Its sensors are not particularly powerfulas ELINT vessels go, but in its role as a border patrolunit, it is acceptable. The squadron of fighters is anadded bonus, as these can be sent off to interceptRaiders or other units attempting to infiltrate Torataspace.

Golthar Fast Cruiser

Tolgat System Monitor

Clovant Medium Scout

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment - 33%)

Atlac Corvette

Heltaka Logistics Cruiser

Tuka Medium Fighter

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

The single most common Torata ship, thispolice vessel is seen throughout their space andsometimes beyond its borders. Most of these craft arein the service of the Patrol Fleet, where they guardagainst Raiders primarily by chasing freighters. A few,however, are used for spying purposes, infiltratingneighboring systems with the cover story of chasingafter Raiders or occasionally the Llort. While thissort of thing does happen occasionally, it happensfar too much where the Torata are concerned to besimple coincidence.

A member of the Border Fleet, this class isdesigned to both fight in combat and ship cargoduring peacetime. Though these ships areexpensive, they are highly prized, seeing as howthey are almost completely invulnerable to Raiders(if they cannot fight the Raider force, they simplyjump out of the combat zone). They are in dangeronly if surprised.

The logistics cruiser possesses two long cargopods slung underneath the hull. These pods hold atremendous amount of cargo, but are also extremelybulky. If they are present (even if empty), use theaccel/decel cost shown on the control sheet. If theyare dropped, however, this should be decreasedby 1 as shown in the "Special Notes" box. The costof the ship includes one set of these pods, whichcost 20 points each if purchased separately.

On the control sheet, the pods are representedas long cargo bays. If dropped, any “cargo” hitsare treated as “structure” hits. Use the rules foEjection of Cargo in the Rules Compendium to droppods, which cannot be recovered during a scenario.

This versatile fighter is designed for both anti-ship and anti-fighter work. As such, it is equippedwith two light particle accelerators, which are usedin one-turn mode against enemy fighters or in two-turn mode against ships. Though its armament isconsiderable, its other statistics are relatively weakin comparison to other races' medium fighters.

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The Grome

Autocracy

The Finest in the Fleet

The face of the Margus Trokan, supreme anddivine ruler of the Grome, dominated the vid-screen,and his voice boomed from speakers throughout theshuttle, as it no doubt did across the surface ofGromahk. “Today, we launch the finest ship in ourmighty fleet. A testament to the power and strength ofour race...”

“It is that,” though Captain Loram as the shuttledocked aboard his new command. The massiveflagship had earlier today been vaingloriouslychristened the . In the interest of politicsand the continuance of his commission, Loram waswilling to forgive the Margus his ego. As a long-suffering officer of the fleet, he understood better thanany how accurately his new ship represented thepower and strength of the Grome.

Loram admitted that the ship did look quiteimpressive. Massive habitat and engineeringmodules, strung together in a complex web of supportstruts and bristling with huge weapon emplacements.Unfortunately, he was too experienced to be fooledby appearances. He knew that the web of struts couldeasily collapse under enemy fire. He knew thetechnoloy contained within those weaponemplacements and engineering modules wascenturies out of date when compared even to thesystems the neighboring Hurr had purchased fromthe Narn, Humans, and League races. Trokan’s voicedroned on, extolling the virtues of his fleet’s mightyflagship and his pride at the hard work and skill of theGrome engineers who had designed and built it. Nota scrap of alien technology, no matter how valuable itwould have been, marred this pristine example ofracial pride, but Loram knew the price of that pride.

Since taking command weeks before today’slaunch, he had been faced with a litany of problems,minor malfunctions and at least one near disaster.He had become convinced that, should today’s launchprove successful, the gods would have truly smiledon him. Perhaps they thought it was funny.

Commander Prekan met him as he emerged fromthe shuttle bay, looking typically pleased with himself.

“I take it,” Loram offered, “that we are preparedto get under way as soon as our glorious Margus hasfinished his speech?”

“Yes sir. There are a few minor problems ofcourse.”

“The engines?”

Trokan’s Fury

“The secondary coolant system is running at 78%efficiency now.” Prekan did not add that the primarycoolant system remained offline after failing duringan earlier test of the engines. Both officersremembered the event well. Almost as well as theyremembered the destruction of the . A faultyvalve in the coolant system aboard that ship had ledto that disaster. Unfortunately, the governmentcontractor responsible had not only paid sufficientbribes to escape punishment but had also securedthe contract for the , as well as a seaton his Regional Committee. Vigorous tests of enginecoolant systems had become an unspoken procedurethroughout the fleet.

“Good. Any other problems?”“We still only have emergency lighting on the

lower decks. There appears to be a problem with thewiring. We have not yet secured floor plates for decks7 and 9, thought I have managed to discover that theirabsence accounts for th fact that we are launchingonly 40 solar days behind schedule instead of 60. Theonly other major problem is the ammunition loadingsystem in the main cannon.

Loram fought down a wave of frustration. “Andthat problem is?”

“The spare parts for the loading belt are for thewrong class of ammunition. An error in requisitions, Ibelieve. However, one of the gunner’s mates believeshe can convert several trays from the ship’scommissary until suitable parts can be ordered. “

“Mark a commendation on his file and send it onto me,” Loran sighed. Perhaps he could give thisingenious gunner’s mate a suitable reward, assumingthe man had the right government contacts. “Are thereany other problems?”

“None of consequence, sir. Also, we’ve solvedour refrigeration problem.”

“Dare I ask what you converted?”“Nothing. We simply moved the perishable

supplies to deck 7, section 19. The thermal units failedin that section. The temperature is ideal.”

“The finest ship in out mighty fleet,” Loramlaughed.

“A testament to the strength and power of ourrace,” Prekan nodded with a look of utmost sincerity.

Ertar’s Fire

Trokan’s Fury

Background

The Grome are a relatively weak race whoachieved interstellar space travel a few years afterthe Hurr. They occupy a small area of space betweenthe Drazi, Hurr, Pak'ma'ra, and Lumati. Althoughevidence exists to show the Lumati discovered themwell before they achieved space flight, the Gromemade no effort to absorb Lumati technology, and

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in fact went out of their way to avoid and reject it.This comes from the prideful nature of the Gromeas a race, for they refuse to purchase technologyfrom others, instead relying only on what theythemselves have been able to research.

This stubborn attitude no doubt stems from thevery origins of present-day Grome culture. The raceoriginally arose in a fertile valley on a relatively smallisland approximately the size of New Zealand.Through their skills as tool-makers, they eventuallydominated the land, but population pressures forcedtheir expansion to a nearby continent. This continentwas extremely harsh and was filled with deadlypredators, but the young Grome had little choicebut to colonize or die.

From this toehold, the Grome advanced quicklyand soon expanded to populate the world. Sincethey had roots in a single original tribe, to whomall could trace their lineage, there was never anydoubt over who would lead them. The resultingautocracy, ruled by a supreme leader known as theMargus, still resides on the original Grome island.The power of the Margus is absolute and lasts alifetime, with the title passing to the first-born heir(or other heir of the Margus's choice). Though titularclaims are infrequent, they have been known tooccur, but are almost always resolved peacefully.Militaristic war is infrequent and unpopular amongthe Grome, in part because the entire populationconsiders themselves part of a single extendedfamily.

This is not to say that conflicts are unknown,and in fact they are quite common. It is just thatthey rarely result in open warfare. Popular uprisingsare relatively frequent, for example, particularlywhen the general population sees a law or programas untoward or unjust. The usual response from theMargus is to crush such a reaction utterly, executingthe ringleaders as an example to others. (The Army,almost always loyal to the Margus, is unusuallyskilled at police actions and guerilla warfare.) Morethan anything, the Margus fears an open rebellionagainst his power, particularly now that so many ofhis people have been exposed to the freedomsavailable elsewhere in the Galaxy.

Goverment

Technology

The Margus, who wields supreme power, isusually male, though females have been known totake the reins of authority if sufficiently gifted.Currently, a male named Trokan has held theposition since before the Dilgar War, a conflict heand his people wisely avoided (except for the actionsof a few rogue ships).

The Margus delegates much of his authorityamong a series of bureaus that oversee the routineactivity on the homeworld of Gromahk. Thoughthese have the power to make and enforce laws,the word of the Margus always overrides theirresolutions. It is not uncommon for the Margus tostep in whenever he feels a bureau has crossed theline, particularly if they make any attempt to subverthis own authority. It is also a well-known fact thatmost of the bureaus are corrupt, with governmentemployees (who are always part of one bureau oranother) prospering through skillful use of theirpower. Those not in the government are usuallypoor, and there are taxes on nearly every facet ofGrome life.

The Grome are pantheistic, believing in a widevariety of gods. One popular religion, the MargaTain, considers the Margus a divine figure. Whilethe government officially tolerates all forms ofworship, they naturally support the Marga Tain (forobvious reasons), and there have been numerouspurges and inquisitions over the years. The Margusnever officially sanctions such acts, but it is certainhe uses these (or the threat thereof) as tools for hisown purposes.

Though the Margus will crush a rebellion beforeit can grow in strength, he also mollifies his peoplewith gifts (such as the temporary lowering of taxes)in order to prevent any further uprisings. Manybelieve the rule of the Margus is ultimately doomed,and that change will come soon––particularly nowthat the Grome are part of the Interstellar Alliance.

The Grome are a proud people, and despitethe fact that they have had plenty of opportunity topurchase foreign technology, they have not doneso. Instead, they are totally self-reliant, as they fearbecoming dependent upon any other race.Officially, their explanation is that potential enemiescould use the opportunity to sabotage the Grome

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through such technologies. It is not yet knownwhether they will accept the various gifts offeredthem by the Interstellar Alliance, though pressuresfrom the populace may force the Margus's hand.

The reliance on their own research &development efforts has kept the Grome fleetwoefully low-tech. In fact, it is a toss-up whetherthey or the Hurr are the weakest race of theInterstellar Alliance. They seem to prefer railgunsand other simple matter-based devices, not justbecause they are fairly simple to construct andoperate, but also because corrupt governmentofficials have given matter weapon providers all thejuiciest contracts.

The sensor arrays on Grome vessels areextremely weak, and are tied into a special targetingarray system (below) that limits their effectiveness.Though better sensors could be easily purchasedor otherwise acquired, the Grome have refused todo so, preferring their targeting arrays despite thefact that they are obviously a dead end technology.

The antiquated sensors on Grome shipsoperate exactly as normal sensors except they cannotbe increased above their base value through theuse of extra power or ship enhancements. An eliteofficer or crew benefit could still provide bonuspoints, but the sensors themselves can never beimproved.

Should the sensor suffer damage that reducesit below its normal maximum, extra power can returnit to the maximum level (using the standard rules),but never above it. For example, a ship with a sensorrating of 5 the lost a point of sensors to a criticalhit could apply 5 points of power to restore themaximum level.

Targeting arrays are low-end technologynormally seen only on young races making theirfirst foray into space. They operate in a mannersimilar to radar, firing a pulse of energy into spaceand measuring what bounces back to determineprecise target locations. While the Grome haveadvanced this technology tremendously, it is a deadend that they refuse to recognize as such. Theirscientists continue to labor on it, hoping for abreakthrough that will prove their case.

Most of the Grome technology listed hereafterwas designed by Ned Farnsworth.

Antiquated Sensors

Targeting Array

Each Grome ship has one or more targetingarrays, which usually appear in the primary sectionand possess a 360-degree arc. These arrays aretreated like weapons in many ways, in that they “fire”during the usual weapon fire step, and their targetsmust be recorded in secret. Because they fire atsuch a wide angle, they automatically hit, but scoreno damage. Instead, their effect is to add a firecontrol bonus (equal to the rating shown in theiricon) for any other weapons that fired at the targeton the same turn.

A targeting array requires line-of-sight, but nota lock-on, and does not in and of itself provide alock-on. Its maximum range is 15 hexes, and itcannot be used against fighters or any other unitsmaller than an OSAT. It is not affected by jammersor other stealth technology, such as Hyach subs orCentauri Rutarians.

Multiple targeting arrays from the same unitcan combine against a single enemy target, butdegrade just like defensive fire will. For example, ifthree arrays with ratings of “3” each are sued on asingle target, the first provides +3 to hit, the second+2, and the third +1, for a maximum of +6.

Targeting arrays cannot be increased ineffectiveness through the addition of extra power.They can be deactivated for power, a good optionif all opponents are expected yo be farther than 15hexes away.

Roll the usual d20. If a 16 orhigher is rolled, the array’s rating is reduced by 1.An array reduced to zero by multiple criticals isautomatically destroyed.

Standard targeting arrays cannot combine withthose of other ships, but those on escorts can doso. If a Grome ship is considered an escort, thisfact will be recorded in the “Special Notes” box onits control sheet.

The icon for an escort array appears the sameas a standard targeting array. The only differenceis that it can combine with any friendly ship within 5hexes. Naturally, both units must have thedesignated target in arc of their targeting arrays.All arrays suffer the usual degradation, but sincean escort array tends to be more powerful than astandard version, the escort can be quite effectivein a support role.

Critical Hits:

Escort Array

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No Grome escorts are provided in this product,but will appear in a future Showdowns book. Theconcept of th escort array is based on a suggestion byMatt Murphy.

The Grome use railguns as their primaryarmament. The basic railgun, which the Grome referto as a "medium" version, is functionally identicalto the standard railgun used by the Earth Alliance(and, in fact, the two weapons share an identicalicon). They did not purchase this technology fromthe EA, however, but developed it independently.The only significant difference between the twodevices is that Grome ships tend to carry moreammunition, though this is of little concern in mostscenarios.

This the largest rail-type weapon currentlyoperated by the Grome, though rumor has it theyare experimenting with a spinal mounted varietyfor use on a forthcoming dreadnought-class ship. Theheavy railgun scores more damage than anyknown matter weapon save the mass driver, but isslow to arm and has a poor fire control.

The light railgun is the original Grome weapon.Its primary use is against fighters or other units atextremely close range. Though it is not particularlypowerful, it has a decent fire control against fighters,and is one of the few weapons the Grome possesswith this feature.

This is effectively a fighter-mounted railgun. Itfires "slugs" made of castoff leavings from standardrailgun ammunition. Though it scores only a minimalamount of damage, its ability to ignore armor makesit somewhat dangerous. One advantage of Gromefighters is that they can engage nearly any targetwith at least a chance of scoring damage to them,even heavily armored units such as Centauri andVorlons.

Medium Railgun

Heavy Railgun

Light Railgun

Slug Cannon

Class: Matter Mode: Standard

Class: Matter Mode: Standard

Class: Matter Mode: Standard

Class: Matter Mode: Standard

Slug cannons require ammunition, the amountof which is shown on the fighter control sheet inspecial boxes for each fighter. The ship can rearmthese at a rate of 2 shots per turn the fighter isaboard. For practical purposes, there is effectivelyno limit to the amount of ammo the ship can supply,and replacement ammunition costs nothing (otherthan the time and trouble required to reload it).

The primary defensive weapon used by theGrome, this device fires an explosive shell that fillsan area of space with a cloud of metallic fragments,blocking incoming enemy fire. Unlike normalintercept weapons, a flak cannon can intercept allweapons fire coming from a single enemy unit orfighter flight (multiple cannons suffer the usualdegradation). In addition, the heavy particlespresent are somewhat effective in blocking laserfire, though the flak cannon's intercept ratingoperates only at half the listed levels for this purpose(round fractions down). For example, against lasersone flak cannon would provide a -1 rating (half theusual -3 rounded down), two would give a -2 (halfof -5), and three -3 (half of -6).

Under normal circumstances, the flak cannoncan only defend against shots aimed at the parentship. However, the device can also be used todefend nearby friendly units. To do so, the defendingunit must be within 5 hexes of the friendly ship beingprotected, and must select a specific enemy unit todefend against. The flak cannon must have both ofthese units in its firing arc, of course. If other flakcannons are also used against the same firing ship(and to protect the same target), they sufferdegradation in the usual fashion, regardless ofwhich unit actually uses them. Flack cannons maynot defend friendly units against attacks by laserclass weapons, which are simply too fast to betracked effectively in this manner.

Flak cannons can also be used offensivelyagainst fighters. Used in this mode, they areconsidered matter weapons and score damageusing the flash procedures (i.e., full damage againsta single target and 25% damage against all othertargets in the same hex, ignoring armor in all cases).A flak cannon can fire in either mode during a turn,but not both. The decision regarding which modeto use is made at the moment of firing. Note thatsince the Grome targeting array is of no use against

Flak CannonClass: Matter Mode: Flash

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fighters, this weapon is not as powerful as it mayappear.

Grome ships tend to be fairly large, a trait thatstems from the race's intense pride. Unfortunately,in order to make ships of such size, they mustconstruct their pieces in separate shipyards andassemble them in orbit. The resulting connectionsproduce vulnerabilities in the hull, similar to thosefoundintheEarthAllianceExplorer.

The hit location charts of most large Gromeships lists a "Connecting Strut" as a system thatcan be hit. These struts cannot be attacked by calledshots, and produce double damage to the facingstructure (after armor is subtracted). For example,if a Mogorta Warship takes 15 damage to theforward structure's connecting strut, you would firstsubtract the armor (4 points) and double theremaining 11, scoring 22 damage to the structure.Needless to say, this deficiency makes Grome shipssomewhat more fragile than they first appear.

One of the older vessels in Grome service, thisship is heavily armed and reasonably well defended.The forward-facing railguns are dangerous, but lackeffective firing arcs. Its main disadvantage lies in itslack of significant numbers of targeting lasers,making it virtually useless once these vital systemshave been destroyed.

One of the few Grome vessels to mount thehuge heavy railgun, this vessel is greatly feared forits ability to overwhelm an opponent with its sheerfirepower. Unfortunately, it lacks any significantdefenses of its own, forcing the Grome to escort itwith at least one Telgar-class vessel (let it becomeeasy meat for incoming fighters).

Starships &

Fighters

Connecting Struts

Morgata Warship

Groth Gunship

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment - 33%)

This ship is based on a design by NedFarnsworth.

Trokan Flagship

Telgar Defense Frigate

Morgat Heavy Frigate

Regla Light Fighter

Base Hull (Restricted Deployment - 10%)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Designed to command fleets, this class ofvessel is always named after the current Margus (andwould undergo a name change if that Margusshould perish or abdicate). With a variety ofarmament and defenses, plus a squadron of fightersfor intercept or strike duty, it is an excellent all-around vessel. Unfortunately, it is difficult to constructand is extremely rare, resulting in its restricteddeployment status.

Frigates of this type operate few offensiveguns, but are designed to support and defend friendlyunits using their vast array of flak cannons (the soletargeting laser seems to have been added only asan afterthought). Enemy fighters quickly learn tokeep away from ships of this type lest they be blownfrom the sky with offensive mode cannon fire.

This small ship is rather heavily armed for itssize. Its suite of railguns allows it to operate eitheras a close-in attack ship or an effective anti-fighterunit. Unfortunately, its abilities drop off significantlywith range.

One of the few fighter types operated by theGrome, this is designed solely as a fast interceptplatform. It is armed with two slug cannons, withwhich it can engage nearly any target. If the fighterhad a greater fire control rating and was more solidlyconstructed, it might actually be considereddangerous.

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THE HURR

The Hurr

Republic

Race the Darkness

The glow of hyperspace seemed to stain the fleetred. Admiral Gormad Tak did not think of himself asan imaginative man, but it seemed that his damagedfleet was soaked in blood.

Latig had been their great opportunity. For yearsthe Hurr government had contested control of thesystem with the Drazi Freehold. Indeed, Tak himselfhad earned his first command while fighting the Drazifor the territorial rights to the system; therefore, theirony of fighting side by side with the Drazi for Latigwas not lost on him.

The alliance was one of convenience only, andboth sides had known it. The Dilgar had proventhemselves a threat to the entire League. It was onlya matter of time before they turned from the Draziand invaded Androma. Together, the Hurr and theDrazi had driven them from Latig. They had defeatedthe Dilgar and protected the Hurr. With the Drazicommitted to attacking the enemy, the Hurr woulddefend Latig from invaders. Tak’s orders had not beenexplicit, but the implications had been clear: occupyLatig and hold it. It would have been the first step forthe expansion of the Hurr Republic. It would have beena glorious victory.

Now, Tak watched the tattered remnant of hisfleet fleeing through hyperspace. The Dilgarcounterattack had been devastating. They had sweptaway the combined Hurr and Drazi fleets by sheerweight of numbers. Now those numbers weresomewhere behind him, racing through hyperspaceon the heels of the Hurr’s hope for glory.

“Admiral,” Captain Rokona interrupted histhoughts, “two more ships have suffered enginefailure. They are reducing speed and moving off tothe edge of the beacon.”

Tak shook his head. To stay ahead of the Dilgarfleet demanded greater speeds than his damagedfleet could safely muster. Already several ships hadbroken off from the main fleet. He hoped that the Dilgarwould ignore those damaged vessels. It wasdangerous to engage an enemy in hyperspace, doublyso on the fringe of a beacon’s signal where a suddenshift in the gravity incline could pull a ship into thatfeatureless void, lost forever. He hoped the Dilgarwere not so savage as to risk death to kill thewounded. He hoped, but he did not believe.

“Which ships?” was all he said.“The carriers and .”Tarokoth Amorkat

“Order them to launch their fighters and havethem proceed with the main fleet.”

“Sir?”“We will need those fighters against the Dilgar,

captain.”“Yes, sir.”“We will need every ship that can fly and fight.

Have you managed to open a clear communicationchannel to Homeworld yet?”

“No sir, the Dilgar continue to jam all channels.We can’t get far enough ahead of them.”

“No, we can’t.”“Navigation assures me that we will reach

Homeworld ahead of the Dilgar, sir.”“I know, captain. Carry on.” Tak turned his gaze

back to the viewport, back to his bleeding fleet. He hadseen the damage done to Latig by the Dilgar. He hadheard the stories of what they did elsewhere, and heknew what would come if he lost. He knew that theDilgar fleet behind him carried mass drivers and otherweapons of mas destruction.

Admiral Gormad Tak had never thought of himselfas an imaginative man. He struggled to rememberthe beautiful mountains of his homeworld, but all hecould see was the red of hyperspce, staining his fleetwith blood.

BackgroundThe Hurr hail from Androma, a planet on the

border of Drazi, Grome, and Tal'kona-sha space.They are a humanoid people with many similaritiesto Homo sapiens, including an aggressive andexpansionistic nature. Unfortunately, theirbelligerence is not backed up by any significantamount of military force. The only reasons the Drazihave not crushed them utterly is that the Freeholdmust constantly commit most of its resources to thedefense of their colonies near Narn and Centaurispace (plus the usual Drazi internal conflicts).

The Hurr homeworld consists of a single hugelandmass occupying 65% of the surface of theplanet (the remainder being water or icecaps). Muchof the land is made up of inhospitable mountainsdesert plateaus, and jagged cliffs, a fact that causeda number of separate civilizations to form and growin the few fertile areas of the world. As resourceswere scarce, wars between these nations becamecommon, eventually turning the various factions intohuge, walled city-states. Each was an independentbastion unto itself, though alliances and wars werefrequent, the latter complicated by the incredibledifficulties in supplying armies across vast distancesand through difficult terrain.

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The development of air power changedAndroma rapidly. For the first time, a nation couldattack another without any fear of reprisal (unlessthe defender also had aircraft), and could performheretofore undreamed-of feats of reconnaissance.Air forces could attack an unprepared city-statealmost at will, and wars that might previously havebeen lost for lack of support new succeeded withthe help of early aircraft. Many cities that hadremained independent for centuries fell to invadingforces that possessed this new technology.

The application of air power allowed anunprecedented rate of conquest, and soon the entireworld was controlled by just two nations, eachholding approximately an equal amount of territory.These persisted in a state of constant warfare fordecades until one faction, the Republicans,developed jet power. With faster and more agileplanes, plus the later developments of missiles andpowered bombs, this nation conquered the otherin the space of half a decade.

The Republicans had opposed the Monarchistson a number of levels, the primary one being afundamental disagreement with a hereditary rightto rule. The Republican ideal was a governmentled by publicly elected representatives from eachof the different city-states. Considering that in theMonarchy, the average citizen had no powerwhatsoever to affect the government, the Republicwas far more popular to the average Hurr than thealternative. It was in part the Republican citizen'shigher morale and motivation that led to thedevelopment of jet technology and the defeat ofthe Monarchy.

Today, most Hurr are fairly content with their lotin life. Their ultimate aim is to accumulate as muchwealth as possible, for this buys them power andcomfort within their society. A sufficiently talentedand skilled Hurr can rise to power regardless of hisstatus at birth, an advantage not shared by manyother races in the Galaxy.

The Hurr Republic (often referred to as theAndroma Republic) is a benevolent group of electedrepresentatives from the 35 city-states that makeup 98% of the population on Androma. (Most Hurrlive in the cities, as a rural existence is difficult anddangerous, even with recent technologicaladvancements.) While the original concept of the

Goverment

Republic was an excellent one, it unfortunately didnot include enough checks and balances in thesystem, allowing corruption to take hold during thewar with the Monarchists. By the time that war wasover, most of those in power were corrupt in someway, and were often controlled by the many criminalorganizations that had sprung up during the fighting.Even today, most of the crime lords in the city-stateswork directly with the government instead of inconflict with it. Naturally, this is kept secret from thegeneral populace. Many Hurr who attempt tobecome honest politicians find that there is simplyno way to advance without either extreme wealthor criminal connections, and the former is far harderto come by.

Hurr civilization consists of a large lower class,small middle class, and extremely small upper classmade up primarily of wealthy criminals. Even withina city-state, there is a tremendous amount offactionalism that creates an amazingly inefficientbureaucracy. Male Hurr are completely dominant,with females relegated to servant status and lackingeven the right to vote. Though there is a smallmovement in progress to change some of theseproblems, it is a slow process that is not seeing muchsuccess. Not realizing the level of corruption in theirgovernment, most Hurr see little reason to alter whatto them is a basically free and happy society.

The Hurr have not had interstellar space flightfor long--less than a century, in fact. During theirfirst tentative explorations of hyperspace, theyblundered into nearby Tal'kona-sha space. Thistaught them the valuable lesson that other raceswere out there, and not only were they notnecessarily friendly, they had bigger ships and betterguns! This set the Hurr to constructing a brand-newspace navy, but one based on an extremely lowlevel of technology.

Fortunately for them, the next race toencounter them was far less advanced than themiddle-born Tal'kona-sha. The Drazi of the early2200s were expanding into nearby space and fell tofighting the Hurr almost from their first encounter.After Narn (and later Dilgar) aggression against theDrazi forced an end to that war, the Hurr continued toadvance their research, purchasing a number ofsystems and technology from the Centauri, EarthAlliance and Brakiri. Generally, their ships use

Technology

Page 49: Babylon 5 Wars - Militaries of the League 2

THE CENTAURI REPUBLIC 7

48 Babylon 5, Babylon 5 Wars TM & © Warner Bros.B5W League-2Rev. 1

THE HURR

simple particle, plasma and missile weapons,primarily because the Hurr have found these systemsto be not only affordable but simple to maintain. Ahandful of their ships (not included in this product)mount more advanced systems, but the cost toconstruct and operate these vessels makes themvery rare. Ships of this type will be seen in a futureVariants book.

Many Hurr ships use class-S missile racks (theyhave yet to acquire more advanced racktechnology). These were developed in 2240, andexisting ships were quickly refitted to the newstandard. Prior to 2240, all class-S racks on Hurrships should be replaced with class-SO as shownon the control sheet. Note that the ship’s price isreduced as a result of this change.

The Hurr used purely basic missiles until 2232,when experiments with captured Dilgar techprovided the materials for anti-fighter, long-range,heavy, and flash warheads. Piercing missiles wereacquired in 2255, but are extremely rare; no shipmay have more than one of them unless it is a missilevariant, in which case it could have two. The Hurruse no other types of missiles.

All Hurr quartermasters are experts inobtaining hard to find spares and other items for theirships. However, the best have an almost magicalability to lay their hands on anything anybody mightever need, be it a spare shuttle, a dozen long-rangemissiles, or secret stashes of Gaim narcotics.

ONE of the following ship enhancements(player’s choice) will be present on his ship at noextra cost: Gunsight (any two weapons), AdvancedDefensive Targeting (any two weapons), ImprovedReactor (but if the reactor is in danger of exploding,triple its chance), Improved Thrust Rating (any twothrusters), Hardened Armor (on any two non-structure and non-primary systems on the same shipside), or Jump Accelerator.

Each of the ship’s class-S or better missile rackscomes with two special missiles of any type normallyavailable to the Hurr, at no extra cost. If the racksare of the class-SO or an older class, they receive onlyone free special missile.

Missile Racks & Missile

Technology

Expert Quartermaster

Due to the availability of repair parts andsystem patches, the ship may ignore one critical hit itreceives during a scenario. The player must makethe choice immediately after the critical is rolled. Ifhe chooses not to use the patch right away, thecritical cannot be repaired later.

Unfortunately, the Quartermaster is sometimestoo good. His ability to acquire intoxicatingsubstances and similar items of low repute resultsin a vicious cycle of inebriation and hangoversamong the crew. As a result, any vessel with anExpert Quartermaster will suffer a permanent -6 toits initiative roll. In addition, the navigation crew’sresponse times are slowed, resulting in a +10%penalty (round fractions up) to its Turn Delay. Finally,because of the difficulty in transferringcommunications, there is a +2 penalty on all criticalhits against the C&C.

C&C.10% of the ship’s base value.

Double the cost on non-Hurrships.

One problem the Hurr face is a basic lack ofshipyards. This deficiency has forced them toconcentrate on only a few different basic hull typesfor efficiency. To meet all the required missions, theyoperate a large number of distinct variants of theseships (some of which bear only a passingresemblance to the original). This product providesonly two basic hulls (the Boroca cruiser and Orakfrigate),plusseveralknownvariants.

The principal capital ship of the RepublicanFleet, the Boroca is slow and only moderately armedas compared to the warships of other races. TheBoroca is hampered not only by its poormaneuverability and firepower, but also by theinclusion of a jump engine, overtasking the ship'salready weak power systems. Overall, the Borocais not considered a significant threat by most races.It is, however, extremely easy to build and modify,

Location:Cost:Availability:

Based on a proposal by Juan-Maneul Vidal.

Allof theships in thisproductweredesignedbyNedFarnsworth.

Starships &

Fighters

Boroca GunshipBase Hull (Unlimited Deployment)

Page 50: Babylon 5 Wars - Militaries of the League 2

THE HURR7

49Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Wars League-2Rev. 1

and the Hurr operate it (or its variants) in relativelylarge numbers.

A uncommon variant of the Boroca Gunship,the Brokoth sacrifices firepower for the ability to carry4 flights of Koeth light fighters. Due to their relativescarcity, Brokoth Carriers usually only appear aspart of large task-forces, escorted by frigates andgunships.

One of the rarest ships in the Republican Fleet,the Tonak is built on a modified Boroca hull. Twoadditional small sensor arrays were added in aneffort to make the Tonak a more effective scout ship.These two additional arrays are fairly weak andfragile, and can be targeted by called shots againstthe appropriate side. They cannot be modified byship enhancements, nor can their output beincreased by extra power. However, all three of thesensor arrays can be used in combination, asdescribed in the Core Rules.

The Orak Frigate forms the bulk of theRepublican Fleet. Because the Hurr do not ownmany shipyards, the ones they do have are forcedto build standardized hulls and modify them to fitwhatever task is needed. Thus, the Oraks are forcedto fill multiple roles, including fleet escort and patrolship. To aid in these missions, the Orak carries aflight of Koeth light fighters. Some Orak Frigatesare believed to operate as raiders (possibly underthe command of various criminal factions), attackingcivilian transports near Hurr space. Naturally, theHurr government denies such reports.

A specialized variant of the Orak Frigate, theNorek was originally designed to attack enemybases and ground installations with missiles. Whenit became obvious, even to the Hurr government,that the Republican Fleet did not have the strengthto invade other races, the Norek was relegated toa fleet support role. Because of the additional space

Brokoth Carrier

Tonak Battle Scout

Orak Frigate

Norek Missile Frigate

Boroca Variant (Uncommon)

Boroca Variant (Rare)

Base Hull (Unlimited Deployment)

Orak Variant (Uncommon)

needed for the missile racks and their ammunition,the Norek is a very cramped and uncomfortableship to serve on. As a result, a posting on one ofthese ships is considered a punishment among theRepublican Navy, and Norek crews have universallylow morale.

Another specialized variant of the OrakFrigates, the Anoro was designed at the same time asthe Norek with the belief that the Hurr could expandand conquer other systems. When this provedimpossible, even against the equally weak Grome,the bulk of the Anoros were mothballed. The fewships that remain active are used chiefly to transporttroops between military outposts in the Hurr homesystem. These ships saw some action during theDilgar War during the brief alliance between theHurr and the Drazi Freehold, but the vast majoritywere destroyed during that conflict and have notbeen rebuilt. They are considered a rare variant.

The Koeth is the main fighter used by theRepublican Fleet, and is essentially a modified Delta-V. The Hurr originally purchased these fighters fromthe Belt Alliance. After modifying the design to suittheir needs, Hurr factories began to duplicate thedesign. The Hurr build more Koeth light fightersthen they use on their carriers, basing many on theirhomeworld and on outposts in their home systemand nearby systems. Ultimately, some of these fellinto the hands of the Raiders, who have been knownto use them in place of the standard Delta-V.

Carried by the Anoro and other Hurr troopships, this weak assault craft is considered one ofthe weakest assault shuttles in known space. TheHurr use it chiefly to transport troops into friendlyterritory, rarely risking it in a combat situation.

Anoro Assault Ship

Koeth Light Fighter

Anroeth Assault Shuttles

Orak Variant (Common)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Page 51: Babylon 5 Wars - Militaries of the League 2

Product CreditsWritten By..................................Bruce GrawEditorLayoutAdditional Editing

The Historical Repair Team

Cover ArtFiction

Fiction

............................................Bruce Graw...........................................Bruce Graw

.....................Dan O’Conner,Matt Murray

....................MarkGraves, Klebert Hall, Richard Bax, Symon Cook,

John T. Coleman, Jamie Coleman, Ned Farnsworth.........................................Leo Dunin

.....................................Bruce Graw

......................................Ned Farnsworth

(Shot in the Dark, Baptism Fire, ADeed Unpunished, The Worm Turns, TheUnwitting Mole)

(The Finest in the Fleet, Race theDarkness)

Playtesting ContributionsBattlefleet Victory:

Battle Croup Newark:

Battlegroup Ravencrest (Frankfort, KY):

Cartagia’s Crazies:Clash of the Sakatoonians (Saskatoon, SK):

Dutch Deathwalkers:

EAS Saskatoon:

Fifth Column:

Greyson Clan:

League of Non-Aligned Gamers (Vancouver, WA):

Mars Resistance:MP Rangers:

NRS K’Bec:

Playtesting Horde:

Shadow Bloodmoon Group:

Shadowscout Group (Vienna, Austria):

Upper Canada Battle Group (Beeton, ON):

Others:

Sean “El Bandit” Martinez, Martin“Spank” Dessart, Robert “Nuke-Em” Nagasaki.

Andrew Lint, Randy Charles,Gene Clodselter, Kurt Kopp.

RobertMania Jr, Alan Mania.

John Dukta, Don Shaffer.Paul

Brown, Jason Stadnyk, Jessie Marud.Bianca van Duyl, Guido van den

Heuvel, Jeroen Doumen.Eris “Neuromancer” Loken, Gerry

“Kosh” Klassen, Shawn Quick (by Email)Morgan Stinson, Geoffrey Long, Phillip

Spiess, Aaron Gaponoff, Sam Lamb, Matthew Gratt.Ned “Greywolf” Farnsworth, Juno

“Ravensong” Farnsworth, Sean Justice.

Scott Rose, Eric Barden, William A Lane, Roy Starkweather,Garth Hood, Josh Maloney, Garon Osbourne, ChristiCarpenter-Rose.

Jacob & Vicki Jett.Lysander Lysandrou, Mike King, Rich

Christian, Brian Wright, Mile Selk, Andrew Yeun, Petar Zivovic,Paul Pundy.

Nicolas Auclair-Tremblay, PierreBourbonnais, Simon Cantin, Sebastien “Shadu” Cote, FredericFillion, Michel Grandmont, Laurent Leclerc, Benoit Tessier.

Dan “Rogue” O’Connor, Phil“Spectre” Lacefield jr., Jeff “Rude Dawg” Smith, Pete “Ninja”Reese, Tom Miller, Stephen Turner, Dave McFarland, Dan Ryan,Bob Mitchell.

Shawn Quick, StephenLackey, Brad Yale, Eric Loken (by Email).

Roman A.Perner, Christian Cerny.

AlexKettle, Paulo Nave, Joshua Goldberg.

Kris Pugh, Tony O’Boyle, Mike Jasperson, JoshGarvais, Richard Bax.

Special Credit Notes

SCS Credit Notes

From The Web Edition Creator

The publishers would like to thank thoseparticipating in the Babylon 5 Wars O-Line MailingList for their enthusiasm and suggestions that led tothe design of this product.

The group provided by far the bestplaytest report for this supplement. While we didnot adopt all their suggestions, they wereinstrumental in encouraging us to make significantchanges to the Grome and Ipsha.

Thanks also to Ned Farnsworth and the rest ofthe HRT for their help with the racial backgrounds.

All of the SCS’s include in the product areessentially the work of one man. John Hamill, betterknown as “Mr Punch.” He has made a concertedeffort to create the SCS’s for late generationproducts and has incorporate all of the correctionsthat have been found to date. You owe him yourthanks for making this product possible.

Also a special thanks to Eric Coon who did theKor-Lyan SCS.

NRS K’Bec

Well, its January of 2007, a little over 5 years sincethe closure of Agents of Gaming, ending any furtherofficial Babylon 5 Wars releases. As a member of the HRT(the Historical Repair Team to some, the evil illuminate toothers) I was lucky enough to see the behind the sceneseffort and genuine passion put forth by both Bruce Grawand Robert Glass.

As a result, I was one of the more vocal opponents toseeing “official” Agents of Gaming material released forfree distribution on the web. I wanted Agents of Gamingand the local game stores to benefit from the actual salesof these products and not be short changed.

Obviously, Agents of Gaming is long gone, and thesedays, so are the available copies of most of the officialrelease products, especially the material releasedtowards the end of Agents of Gaming. As most of youknow (especially since you downloaded this off my site) Ihave now changed my tune. The days of short changingstores and Agents of Gaming are over. Now the only onesbeing short-changed are the players, especially thenewest. Their only mistake was being introduced to thegame to late, or being unable to pay the exorbitantamounts being shelled out in E-bay auctions.

This strikes me as unacceptable. Fortunately,because of my days with the HRT, I have the means torectify this situation. And thus, you now have in yourhands, Agents of Gaming’s - Militaries of the League 2. Ihope you enjoy it.

----- Richard L. Bax Jr.

AFTERWORD 8

50 Babylon 5, Babylon 5 Wars TM & © Warner Bros.B5W League-2Rev. 1

Page 52: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust 5-6: Spinal Laser 7-8: Blast Laser

11-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-7: Maser 8-9: Medium Laser 10: Interdictor11-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Maser 9-10: Medium Laser11-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-11:Jump Engine12-13:Sensors 14: Computer15-16:Engine 17: Hangar18-19:Reactor 20: C & C

65

6

6

3 3

5

5

513

12

5 6

5

5

5

5

5 4

Hyach Urutha Kal DreadnoughtMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2207Point Value: 1300Ramming Factor: 370Jump Delay: 20 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

1

4 6

5

11

16

10

7

12

FORWARD

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

5 5

3

3

4

6

4

6

HANGAR12 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 5 6 8 9 11 12 14 15 17 18

4

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Maser

Medium Laser

Spinal Laser

Computer

Interdictor

ICON RECOGNITION

3

3

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles

4

13

SPECIAL NOTESLimited Deployment (33%)

14 15

2 2

13

17

22

2 2

8

3

12

Spinal LaserClass: LaserModes: R, SDamage: 6d10+40Range Penalty: -1 per 5 hexesFire Control: +4/+2/--Intercept Rating: n/aRate of Fire: 1 per 5 turns

3

MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits

1

InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Gravitic Drive System

Version 2: 2E/L2

18 2 192

Crew Specialists: 3

6

3

2

3

3

5

Blast LaserClass: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/+0Intercept Rating: n/aRate of Fire: 1 per 3 turns

Blast Laser

9-10: Interdictor

93

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 53: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust 6-7: Spinal Laser 8-9: Medium Laser10-11:Maser12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Maser 7-9: Medium Laser 10: Interdictor11-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Maser 9-10: Interdictor11-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-11:Jump Engine12-13:Sensors 14: Computer15-16:Engine 17: Hangar18-19:Reactor 20: C & C

55

5

5

5 5

5

5

512

11

5 6

4

3

4

3

5 4

Hyach Irokai Kam BattlecruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2023Point Value: 1025Ramming Factor: 290Jump Delay: 20 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

1

2 3

4

8

14

10 5 11

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

5 5

2 3

4

6

4

6

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

41

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Maser

Medium Laser

Spinal Laser

Computer

Interdictor

ICON RECOGNITION

3 2

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles

4

12

SPECIAL NOTESGravitic Drive System

12

16 17

13

2

2 2

2

9

15

22

2 2

6

3

7

3

12

Spinal LaserClass: LaserModes: R, SDamage: 6d10+40Range Penalty: -1 per 5 hexesFire Control: +4/+2/--Intercept Rating: n/aRate of Fire: 1 per 5 turns

3

MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits

1

InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

3

Crew Specialists: 2

Version 2: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 54: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust 6: Blast Laser

7-8: Maser

12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-7: Maser 8-9: Interdictor 10-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Maser 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-11:Jump Engine 12-14:Sensors 15: Computer 16-17:Engine18-19:Reactor 20: C & C

5

5

4

5

59

5 7

4

3

4

3

5 4

Hyach Tachila Kor Scout CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2215Point Value: 750Ramming Factor: 270Jump Delay: 20 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

4

8

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

4 4

4

4

4

4

HANGAR24 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Maser

Computer

Interdictor

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles

4

9

SPECIAL NOTESLimited Deployment (33%)

6

7

2 2

522

2

3

MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits

1

InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn

2

Crew Specialists: 2

Version 4: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

5

Blast LaserClass: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/0Intercept Rating: n/aRate of Fire: 1 per 3 turns

2 2 32

13

4

12

5

ELINT ShipGravitic Drive System

9

2

10

2

Blast Laser

13

9-10: Hangar 11: Interdictor

Page 55: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust

8: Maser9: Interdictor

10-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Maser

10-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Port/Stb Thrust

11-13:Sensors 14: Hangar

16-17:Engine18-19:Reactor 20: C & C

4

4

4

4

410

12

4 7

4

3

4

3

Hyach Senchlat Kes Combat ScoutMANEUVERINGTurn Cost: 2/3 x SpeedTurn Delay: 2/3 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2219Point Value: 775Ramming Factor: 180Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

4

8

5

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +6

2

4

5

4

5

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 10/10

AFT

PRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 7 8Turn Delay 1 2 2 3 4 4 5 6 6 7 7 8

41

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Maser

Computer

Interdictor

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles

4

10

SPECIAL NOTES

Crew Specialists: 2

9

6

22

2

3

MaserClass: LaserModes: StandardDamage: 2d10+2Range Penalty: -1 per hexFire Control: +3/+3/+2Intercept Rating: n/aRate of Fire: 1 per turnSpecial: Armor counts double, damage doubled for crits

1

InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn

2

Version 5: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

PORT STARBOARD

9: Interdictor

15: Computer

Blast Laser

33 3 4

3 3

21

5

Class: LaserMode: StandardDamage: 2d10+14Range Penalty: -1 per 3 hexesFire Control: +4/+2/+0Intercept Rating: n/aRate of Fire: 1 per 3 turns

Blast Laser

4

Limited Deployment (33%)

7

2

4

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

ELINT ShipGravitic Drive System

Medium Laser

Senchlat Kam Variant (Uncommon)

7: Medium Laser 6: Blast Laser

Page 56: Babylon 5 Wars - Militaries of the League 2

TM & C

FORWARD HITS 1-5: Retro Thrust 6-8: Medium Laser

9-10: Interdictor11-17: Structure 18-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Medium Laser9-17: Structure 18-20:PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust 9-11: Sensors

13-14:Computer 12: Hangar

15-17:Engine18-19:Reactor 20: C & C

4

4

4

410

4 5

Hyach Okath Kat Fast FrigateMANEUVERINGTurn Cost: 1/2 x SpeedTurn Delay: 1/2 x SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2215Point Value: 600Ramming Factor: 80Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

4

5

4

5

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 10/10

AFT

PRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Computer

Interdictor

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles

4

SPECIAL NOTES 1

InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn

2

Version 3: 2E/L2

WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

PORT STARBOARD

4

Crew Specialists: 1Gravitic Drive System

Agile Ship

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

236

3 3

1

4

3 1

4

6

2

7

2

4

2

5

210

9

Medium Laser

Page 57: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust 5-6: Spinal Laser 7-8: Medium Laser

19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Port/Stb Thrust10-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Medium Laser 11-12:Interdictor 13: Sensors

15-16:Engine 17: Hangar18-19:Reactor 20: C & C

5

5

6

6

10

6 5

Hyach Alichi Kav Stealth CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 2210Point Value: 700Ramming Factor: 170Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

5

1

4 5

FORWARD

COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +6

3

4

6

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 10/10

AFT

PRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12TC in Rev. 2 3 4 6 7 8 10 11 12 14 15 16

31

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Medium Laser

Spinal Laser

Computer

Interdictor

ICON RECOGNITION

3

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2 BONUS FIRECONTROL PTS.Capital/HCVsMed. ShipsFtrs/Shuttles

4

10

SPECIAL NOTESLimited Deployment (33%)

12

Spinal LaserClass: LaserModes: R, SDamage: 6d10+40Range Penalty: -1 per 5 hexesFire Control: +4/+2/--Intercept Rating: n/aRate of Fire: 1 per 5 turns

1

InterdictorClass: ParticleModes: Defensive onlyDamage: NoneRange Penalty: n/aFire Control: n/aIntercept Rating: -4Rate of Fire: 1per turn

5

Medium Laser CannonClass: LaserMode: RakingDamage: 3d10+12Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

Gravitic Drive System

Version 3: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

6

5

4

5

45

6

2

3

3

3

Crew Specialists: 1Limited Stealth AbilitiesTurning in Reverse: add +1/3 to turn cost

6 2 72

9-18: Forward Struct

14: Computer

Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

2

6

PORT STARBOARD

Page 58: Babylon 5 Wars - Militaries of the League 2

Hyach Dartha Medium FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Med. FightersIn Service: 2222Point Value: 70 eachRamming Factor: 16Jinking Limit: 8 Levels

COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 7Free Thrust: 10Offensive Bonus: +7Initiative Bonus: +18

2

211

ARMOR

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/L2

WEAPON DATALight Blast LaserNumber of Guns: 1Class: laserDamage: 2d6+5Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turnIntercept Rating: n/a

SPECIAL NOTESGravitic Drive

DOVOCH INTERDICTORFIGHTER (Uncommon Variant)Replaces light blast laserwith one light interdictor(intercept rating -3, maxrange 3 hexes, affects allnon-ballistic weapons fire froma single enemy flight).

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 59: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust 6-7: Rad Cannon 8-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4-5: Ion Cannon 6-7: Ionic Laser 8-9: Dual Ion Bolter10-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Jump Drive 9-11: Aft Hangar12-13:Dual Ion Bolter14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-11: Ion Torpedo12-13:Sensors14-15:Engine16-17:Hangar18-19:Reactor 20: C & C

4

4

4

4

4

412

7

4 4

4 4

Cascor Norsca BattlecruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2220Point Value: 700Ramming Factor: 240Jump Delay: 24 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

4

3

4

3

4

3

4

3

FORWARD

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 6/1Extra Power: 0Initiative Bonus: +0

4

3

3

3

3

22

2 2

4

6 4

4

6

MAIN HANGAR12 Heavy Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/10

AFT HANGARS6 Medium Fighters Each0 Shuttles

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Ionic Laser

Ion Torpedo

Ion Cannon

Dual Ion Bolter

Rad Cannon

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

46

4 4

4

3

4

3

6

1

74

8

2

9

3

1110

5

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/L2

4

Ionic LaserClass: Ion+LaserModes: RakingDamage: 3d10+8Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Ion CannonClass: IonModes: RakingDamage: 2d10+10Range Penalty: -1 per 4 hexesFire Control: +2/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

4

Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn

6

Rad CannonClass: IonModes: SpecialDmg vs Structure: 10Dmg vs Wpn/Thruster: 100%Dmg vs Other: See rulesRange Penalty: -1 per 2 hexesFire Control: +3/+2/--Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

44

6 6

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 60: Babylon 5 Wars - Militaries of the League 2

FORWARD

STA

RBO

ARD

PO

RT

AFT

PRIMARY

4

44

4

3

4

4

44

4

4

3

4

3

43

4

4

444

Cascor Qoricc DestroyerMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2220Point Value: 500Ramming Factor: 190Jump Delay: N/A

Name: ______________ Counter: ____________

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +0

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

Version 3: 2E/L2

MAIN HANGAR12 Medium Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/10

FORWARD HITS 1-7: Retro Thrust

19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-7: Ionic Laser

19-20:PRIMARY Hit

AFT HITS 1-7: Main Thrust

12-18:Aft Struct 19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-10: Sensors 11-13:Engine 14-16:Hangar 17-19:Reactor 20: C & C

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn

WEAPON DATA

3

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Dual Ion Bolter

ICON RECOGNITION

5 5

3 3

3

3 3

9

6

6

4

2

1

4

53

8-18: Port/Stb Struct

12-18:Forward Struct

2

8

2

9

2

6

2

7

Ionic Laser

4

Ionic LaserClass: Ion+LaserModes: RakingDamage: 3d10+8Range Penalty: -1 per 2 hexesFire Control: +3/+2/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

AFT HANGAR12 Ultralight Fighters0 Shuttles

8-9: Ionic Laser 10-11:Dual Ion Bolter

8-9: Aft Hangar 10-11:Dual Ion Bolter

4

6

Page 61: Babylon 5 Wars - Militaries of the League 2

FORWARD

AFT

PRIMARY

4

44

4

4

44

4

4

4

4

Cascor Crocti Patrol CarrierMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2210Point Value: 420Ramming Factor: 130Jump Delay: N/A

Name: ______________ Counter: ____________

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 6/1Extra Power: 0Initiative Bonus: +6

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

Version 3: 2E/L2

HANGARS6 Heavy and 6 Ultralight

1 Shuttle Each: Thrust: 6Armor: 0 Defense: 9/10

FORWARD HITS 1-6: Retro Thrust

19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust

13-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9-11: Port/Stb Thrust 12-13:Sensors 14-16:Engine 17-19:Reactor 20: C & C

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn

WEAPON DATA

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

8

5

3

11-18:Forward Struct

2

5

2

6

2

3

2

4

7-8: Ion Cannon

11-12:Dual Ion Bolter

4

6

Fighters Each.

4

Ion CannonClass: IonModes: RakingDamage: 2d10+10Range Penalty: -1 per 4 hexesFire Control: +2/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

3

1

3

2

4 4

Ion Cannon

Dual Ion Bolter

4

4

4 4

4

6

9-10: Dual Ion Bolter

7-10: Hangar

PORT STARBOARD

Page 62: Babylon 5 Wars - Militaries of the League 2

FORWARD

AFT

PRIMARY

33

3

33

3

3

3

3

3

43

Cascor Tacacci Strike FrigateMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/4 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2218Point Value: 440Ramming Factor: 60Jump Delay: N/A

Name: ______________ Counter: ____________

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency:4/1Extra Power: 0Initiative Bonus: +13

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 1 2 2 2 2 3 3 3 3

Version 2: 2E/L2

HANGAR12 Ultralight Fighters1 Shuttle: Thrust: 6Armor: 0 Defense: 9/10

FORWARD HITS 1-6: Retro Thrust

18-20:PRIMARY Hit

WEAPON DATA

3

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

33

4

6

6

6

3

2

1

3

11-17:Structure

25

2 4

8-9: Ion Torpedo

44

4

Ion CannonClass: IonModes: RakingDamage: 2d10+10Range Penalty: -1 per 4 hexesFire Control: +2/+2/+0Intercept Rating: -1Rate of Fire: 1 per 2 turns

4

Dual Ion BolterClass: IonModes: StandardDamage: 8Range Penalty: -1 per hexFire Control: +2/+2/+2Intercept Rating: -2Rate of Fire: 2 per turn

4

Ion TorpedoClass: BallisticMode: StandardDamage: 15Range Penalty: NoneMax Range: 50 hexesFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

Ion Cannon

Dual Ion Bolter

Ion Torpedo

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESAgile Ship

4

AFT HITS 1-6: Main Thrust

18-20:PRIMARY Hit

PRIMARY HITS 1-11: Port/Stb Thrust

14-15:Engine 16-17:Hangar 18-19:Reactor 20: C & C

7-8: Dual Ion Bolter

7: Ion Cannon

10: Dual Ion Bolter

9-17: Structure

12-13:Sensors

PORT STARBOARD

Page 63: Babylon 5 Wars - Militaries of the League 2

Cascor Calaq Assault FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Heavy FightersIn Service: 2224Point Value: 60 eachRamming Factor: 18Jinking Limit: 6 Levels

COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 8Free Thrust: 10Offensive Bonus: +5Initiative Bonus: +16

2

222

ARMOR

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 3: 2E/L2

WEAPON DATAIonizerNumber of Guns: 1Class: Ionic (laser)Damage: 2d3+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ion BoltNumber of Guns: 1Class: IonicDamage: 3d6Range Penalty: -1 per hexFire Control: 0/0/-4Rate of Fire: 1 per 2 turns

SPECIAL NOTESCannot fire the ionizerbeam in the same turnas the ion bolt

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 64: Babylon 5 Wars - Militaries of the League 2

Cascor Tiqincc Medium FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Med. FightersIn Service: 2210Point Value: 45 eachRamming Factor: 13Jinking Limit: 8 Levels

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 7Free Thrust: 14Offensive Bonus: +5Initiative Bonus: +18

2

111

ARMOR

WEAPON DATAIonizerNumber of Guns: 2 (Linked)Class: Ionic (laser)Damage: 2d3+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 3: 2E/L2

TAIL GUNAlso has one ionizer tail gun,using the above stats. Unlinked.Uses the reverse weapon arc.Can fire on the same turn asforward ionizers at a -2 penalty.

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 65: Babylon 5 Wars - Militaries of the League 2

Cascor Caccar Ultralight FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Light FightersIn Service: 2209Point Value: 33 eachRamming Factor: 6Jinking Limit: None

COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 5Free Thrust: 18Offensive Bonus: +6Initiative Bonus: +20

1

000

ARMOR

WEAPON DATAIonizerNumber of Guns: 2 (Linked)Class: Ionic (laser)Damage: 2d3+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 66: Babylon 5 Wars - Militaries of the League 2

4

4

4

44

7

4 5

Ipsha BattleglobeMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 2+2 ThrustRoll Cost: 0+0 Thrust

SPECSClass: Capital ShipIn Service: 2202Point Value: 700Ramming Factor: 250Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 14Engine Efficiency: 4/1Available Power: 42Initiative Bonus: +0

PRIMARY

PO

RT S

TBD

4

C & C

Sensors

Engine

Thruster

Surge Cannon

Spark Field

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

3

5

Surge CannonClass: ElectromagneticMode: RakingDamage: 1d10+1Range Penalty: -2 per hexFire Control: +2/+2/+2Intercept Rating: -2Cooldown Period: 0 Turns

Two Surge CannonsDamage: 2d10+3Range Penalty: -1 per hexFire Control: +3/+3/+1Cooldown Period: 1 Turn

Three Surge CannonsDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Cooldown Period: 2 Turns

Four Surge CannonsDamage: 4d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/-2Cooldown Period: 3 Turns

Five Surge CannonsDamage: 5d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/-4Cooldown Period: 4 Turns

3

Version 3: 2E/L2

4 4

4 4

4Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)

2

SPECIAL NOTES

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Singularity Drive System

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

4

21

4

3

4

3

3

3

2

3

1

3

8

3

7

3

6

3 3

9 10

4

141312 1615

3333 3333 33

18 19 2011 17

Special Hull Arrangement(No Fwd/Aft Hits)

SIDE HITS 1-4: Port/Stb Thrust

19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Structure 9-10: Fwd/Aft Thrust

13-14:Sensors15-16:Engine

19-20:C & C

5-11: Surge Cannon 12-18:Port/Stb Struct

11-12:Spark Field

17-18:Mag-Gravitic Reactor

M-G Reactor

Page 67: Babylon 5 Wars - Militaries of the League 2

FWD/AFT HITS 1-4: Fwd/Aft Thrust 5: EM Bolter 6-12: Surge Cannon13-18:Fwd/Aft Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-11: Surge Cannon12-18:Port/Stb Struct19-20:PRIMARY Hit

PRIMARY HITS 1-7: Primary Struct 8-10: Spark Field11-12:Hangar13-14:Sensors15-16:Engine 17-18:Mag-Gravitic Reactor19-20:C & C

5

4

4

5

48

8

4 6

Ipsha WarsphereMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 0+0 ThrustRoll Cost: 0+0 Thrust

SPECSClass: Capital ShipIn Service: 2230Point Value: 1000Ramming Factor: 330Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 6/1Available Power: 60Initiative Bonus: +0

4 4

4

4

PRIMARY

FORWARD

PO

RT S

TBD

4

AFT

C & C

Sensors

Engine

Thruster

Hangar

Surge Cannon

EM Bolter

Spark Field

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

3

9 3

103

11 3

3

1

3

4

27

15

16

17

21

22 23

3

5

3

3

3

3

3

24 25

26

18

19

20

3

3

3

3

3

3

3

Surge CannonClass: ElectromagneticMode: RakingDamage: 1d10+1Range Penalty: -2 per hexFire Control: +2/+2/+2Intercept Rating: -2Cooldown Period: 0 Turns

Two Surge CannonsDamage: 2d10+3Range Penalty: -1 per hexFire Control: +3/+3/+1Cooldown Period: 1 Turn

Three Surge CannonsDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Cooldown Period: 2 Turns

Four Surge CannonsDamage: 4d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/-2Cooldown Period: 3 Turns

Five Surge CannonsDamage: 5d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/-4Cooldown Period: 4 Turns

3

4

28

Version 3: 2E/L2

4 4

4 4

4

4

3

143

133

12

3

8

3

7

4

2

3

6

HANGAR6 Fighters

4

6

Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)

2

EM BolterClass: ElectromagneticMode: StandardDamage: 21Range Penalty: -1 per 3 hexesFire Control: +3/+3/+0Intercept Rating: n/aCooldown Period: 2 TurnsSpecial: +1 to all critical rollsmade by target on that turn.

9

SPECIAL NOTESLimited Deployment (33%)

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Singularity Drive System

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

M-G Reactor

Page 68: Babylon 5 Wars - Militaries of the League 2

FWD/AFT HITS 1-4: Fwd/Aft Thrust

9-12: EM Pulsar13-18:Fwd/Aft Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust

9-10: Hangar 11-18:Port/Stb Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct 10-12:Spark Field13-14:Sensors15-16:Engine 17-18:Mag-Gravitic Reactor19-20:C & C

4

4

4

4

46

6

4 4

Ipsha Carrier CubeMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Capital ShipIn Service: 2230Point Value: 800Ramming Factor: 270Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 16Engine Efficiency: 4/1Available Power: 30Initiative Bonus: +0

4 4

4

PRIMARY

FORWARD

PO

RT S

TBD

4

AFTC & C

Sensors

Engine

Thruster

Hangar

Spark Field

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

17

Version 4: 2E/L2

4 4

4

4

HANGARS12 Fighters Each

Spark FieldClass: ElectromagneticMode: StandardDamage: 1d6+1Range Penalty: n/a (2 hexes)Fire Control: n/aIntercept Rating: n/aCooldown Period: 0 TurnsSpecial: Ignores armor.+2 hexes and -1 dmgper 2 extra power applied(maximum 10 power)

2

SPECIAL NOTES

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Singularity Drive System

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

M-G Reactor

4

18

4

4

Resonance GeneratorClass: ElectromagneticMode: StandardDamage: 1d10Range Penalty: -1 per hexFire Control: +2/+2/--Intercept Rating: n/aCooldown Period: 2 TurnsSpecial: Ignores armor. Scoresdamage against all sides of

6

the target (Including primary).

EM PulsarClass: ElectromagneticMode: PulseDamage: 9 1d5 times

Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -2Cooldown Period: 1 TurnSpecial: +1 to critical hits,.+2 to dropout rolls

3

Maximum Pulses: 6Pulse Grouping: +1 per 5

ResonanceGenerator

EM Pulsar

4 1 42

33 5 6

3 7 3

3 3

4 3 44

9

6 6

5-8: Resonance Generator

5-8: Surge Cannon

Surge CannonClass: ElectromagneticMode: RakingDamage: 1d10+1Range Penalty: -2 per hexFire Control: +2/+2/+2Intercept Rating: -2Cooldown Period: 0 Turns

Two Surge CannonsDamage: 2d10+3Range Penalty: -1 per hexFire Control: +3/+3/+1Cooldown Period: 1 Turn

Three Surge CannonsDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Cooldown Period: 2 Turns

Four Surge CannonsDamage: 4d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/-2Cooldown Period: 3 Turns

Five Surge CannonsDamage: 5d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/-4Cooldown Period: 4 Turns

3

Surge Cannon

4 4

3 310

3 311

3 312

8

13

14

15

16

Page 69: Babylon 5 Wars - Militaries of the League 2

Surge CannonClass: ElectromagneticMode: RakingDamage: 1d10+1Range Penalty: -2 per hexFire Control: +2/+2/+2Intercept Rating: -2Cooldown Period: 0 Turns

Two Surge CannonsDamage: 2d10+3Range Penalty: -1 per hexFire Control: +3/+3/+1Cooldown Period: 1 Turn

Three Surge CannonsDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Cooldown Period: 2 Turns

Four Surge CannonsDamage: 4d10+10Range Penalty: -1 per 3 hexesFire Control: +4/+4/-2Cooldown Period: 3 Turns

Five Surge CannonsDamage: 5d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/-4Cooldown Period: 4 Turns

3

4

4

44

6

4 4

Ipsha BattlehexMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 1+1 ThrustRoll Cost: 0+0 Thrust

SPECSClass: Hvy Combat VslIn Service: 2200Point Value: 500Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 13Engine Efficiency: 3/1Available Power: 30Initiative Bonus: +6

PRIMARY

PO

RT S

TBD

3

C & C

Sensors

Engine

Thruster

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

Version 3: 2E/L2

3 3

4

SPECIAL NOTES

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Singularity Drive System

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

3

Special Hull Arrangement(No Fwd/Aft Hits)

SIDE HITS 1-4: Port/Stb Thrust

19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Structure 9-10: Resonance Generator

13-14:Sensors15-16:Engine

19-20:C & C

5-11: Surge Cannon 12-18:Port/Stb Struct

11-12:Fwd/Aft Thrust

17-18:Mag-Gravitic Reactor

M-G Reactor

4

3

4

3

3

3

2 3

5

3

3

6

7

109

11

123

3

3

33

3

8

4

4

13

Surge Cannon

3 1

ResonanceGenerator

Resonance GeneratorClass: ElectromagneticMode: StandardDamage: 1d10Range Penalty: -1 per hexFire Control: +2/+2/--Intercept Rating: n/aCooldown Period: 2 TurnsSpecial: Ignores armor. Scoresdamage against all sides of

6

the target (Including primary).

Page 70: Babylon 5 Wars - Militaries of the League 2

3

3

3

33

5

3 4

Ipsha TetrashipMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel: 1/2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 0+0 Thrust

SPECSClass: Medium ShipIn Service: 2230Point Value: 350Ramming Factor: 50Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 12Engine Efficiency: 2/1Available Power: 12Initiative Bonus: +12

PRIMARY

C & C

Sensors

Engine

Thruster

Surge Blaster

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

Version 3: 2E/L2

3 3

SPECIAL NOTES

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Singularity Drive System

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

1

Special Hull Arrangement(No Fwd/Aft Hits)

SIDE HITS 1-4: Port/Stb Thrust

19-20:PRIMARY Hit

PRIMARY HITS 1-6: Fwd/Aft Thrust

10-12:Sensors 13-15:Engine

19-20:C & C

8-18: Structure

16-18:Mag-Gravitic Reactor

M-G Reactor

5-7: EM Pulsar

7-9: Surge Blaster

4

3 3

3

PORT STBD

FORWARD

AFT

EM PulsarClass: ElectromagneticMode: PulseDamage: 9 1d5 times

Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -2Cooldown Period: 1 TurnSpecial: +1 to critical hits,+2 to dropout rolls

3

Maximum Pulses: 6Pulse Grouping: +1 per 5

3 3

2 4

3 3

3 5

Surge BlasterClass: ElectromagneticMode: StandardDamage: 4d10Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Cooldown Period: 1 TurnSpecial: +4 to crits & dropout

6

EM Pulsar

Page 71: Babylon 5 Wars - Militaries of the League 2

Ipsha Urchin Heavy FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Heavy FightersIn Service: 2215Point Value: 65 eachRamming Factor: 21Jinking Limit: 6 Levels

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 8Free Thrust: 10Offensive Bonus: +5Initiative Bonus: +16

2

222

ARMOR

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

SPECIAL NOTES-2 dropout bonus

WEAPON DATALight Surge BlasterNumber of Guns: 2 (Linked)Class: ElectromagneticDamage: 2d6-1Range Penalty: -2 per hexFire Control: n/aCooldown Period: 0 Turns

Version 4: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

-2 critical bonus

Special: +1 to crit/dropout rolls

Page 72: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS1-4: Retro Thrust5-7: Particle Cannon8-10: Class-F Rack11-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS1-5: Port/Stb Thrust6-7: Class-F Rack8-9: Proximity Laser

10-11: Class-D Rack12-18: Port/Stb Structure19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-9: Class-D Rack

10-18: Aft Structure19-20: PRIMARY Hit

PRIMARY HITS1-6: Primary Struct7-8: Reload Rack9-10: Particle Beam11-12: Jump Drive13-14: Sensors15-16: Engine

17: Hangar18-19: Reactor

20: C & C

Kor-Lyan Koskova BattlecruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 3+3 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Capital ShipIn Service: 2255Point Value: 800Ramming Factor: 270Jump Delay: 30 Turns

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +1Initiative Bonus: +0

0

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Std Particle Beam

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/L2

SPECIAL NOTESAtmospheric Capable

Particle Cannon

7

Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns

F

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

D

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

D

0

Class-F Missile RackClass: BallisticMissiles: 10Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: VariesCan fire as a class-S, class-L,or class-R rack.

F

6

Proximity LaserClass: Ballistic (Laser)Mode: RakingDamage: 3d10+8Maximum Range: 30Range Penalty: -1 per 2 hexesFire Control: +0/+0/-Intercept Rating: N/ARate of Fire: 1 per 3 turns

F

D

3 3

4

3 3

45

3

3 3

FORWARD

2

4

6

10

66

644

44

44

66

Reload Rack

4

6

4 4

AFT

PRIMARY

PO

RT

STA

RBO

ARD

5 5

F F

DD

52 2

3 3

4

5

4

5

4

6

3

2

3

2

MISSILESRack #6

Rack #7

Rack #9

Rack #10

Rack #11

Rack #12

Rack #13

Rack #5

Reload Rack

Proximity LasersRack #4

Rack #8

6

2

1

3

7

14 15

410

8 9

5

11

12 13

HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Class-DMissile Rack

D

F Class-FMissile Rack

Proximity Laser

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 73: Babylon 5 Wars - Militaries of the League 2

1-5: Retro ThrustHITS

6: Limpet-Bore7-9: Class-D Rack

10-18: Forward Struct19-20: PRIMARY Hit

1-5: Port/Stb Thrust6-7: Class-F Rack8-9: Class-D Rack

10-11: Std. Particle Beam12-18: Port/Stb Structure19-20: PRIMARY Hit

1-6: Main Thrust7-9: Class-D Rack

10-18: Aft Structure19-20: PRIMARY Hit

1-10: Primary Struct11-12: Jump Drive13-14: Sensors15-16: Engine

17: Hangar18-19: Reactor

20: C & C

FORWARD

SIDE HITS

AFT HITS

PRIMARY HITS

Kor-Lyan Leklant Scout CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2243Point Value: 700Ramming Factor: 220Jump Delay: 30 Turns

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

0

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Std Particle Beam

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/L2

SPECIAL NOTESLimited Deployment (33%)Atmospheric CapableELINT Ship

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

0

Class-F Missile RackClass: BallisticMissiles: 10Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: VariesCan fire as a class-S, class-L,or class-R rack.

3

Limpet-Bore TorpedoClass: BallisticTorpedoes: 5Damage: 2d10+10Maximum Range: 30Range Penalty: NoneFire Control: +4/+2/--Rate of Fire: 1 per 2 turnsSpecial: Seeks target system.Ignores armor upon detonation.Scores no overkill. See rules.

F

D

8

4 4

5

4

4

7

FORWARD

AFT

PRIMARY

PO

RT

STA

RBO

ARD

D

DD

F

D D

2

7

9

5

5 5

5

5

4

5

3

22

1

6

9

4

5

13

3

3

312

3

2

82

3

3

3

2

3 3

10 11

5

3

2

3

2

4

55

4

4

3

4

3

MISSILESRack #6

Rack #12

Rack #13

Rack #11

Rack #10

Rack #9

Rack #8

Rack #7

HANGAR0 Fighters4 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints

Limpet-BoreTorpedoesLauncher #1

5

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Class-DD

Missile Rack

F Class-FMissile Rack

D

F

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Limpet-BoreTorpedo

Page 74: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS1-5: Retro Thrust6-7: Std Particle Beam8-9: Class-D Rack

10-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7: Class-D Rack

8-10: Cargo11-17: Structure18-20: PRIMARY Hit

PRIMARY HITS1-7: Port/Stb Thruster8-10: Sensors11-13: Engine14-15: Hangar16-18: Reactor19-20: C & C

Kor-Lyan Cokra Blockade RunnerSPECSClass: Medium ShipIn Service: 2214Point Value: 280Ramming Factor: 50Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 11Engine Efficiency: 1/1Extra Power: +0Initiative Bonus: +13

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Std Particle Beam

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/L2

SPECIAL NOTESAgile ShipAtmospheric Capable

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

Class-DMissile Rack

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

MISSILESRack #3

Rack #4

HANGAR0 Fighters1 Shuttle: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints

Rack #5

Cargo

A

3

1

5

6

5

3

3

5

2

2

B

3

2

3

33

33

FORWARD

AFT

PRIMARY

PORT STARBOARD3

33

3 DD

D

2

22

11

1

3 4

5

3

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust

4

D

D

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

Page 75: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS1-4: Retro Thrust5-6: Class-L Rack7-8: Class-R Rack9-10: Class-D Rack11-18: Fwd. Structure19-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Class-L Rack9-10: Class-D Rack11-18: Aft Structure19-20: PRIMARY Hit

PRIMARY HITS1-7: Primary Structure8-9: Port/Stb Thruster

10-11: Reload Rack12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor

20: C & C

Kor-Lyan Solyrn Missile DestroyerSPECSClass: Hvy Combat VslIn Service: 2237Point Value: 650Ramming Factor: 150Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +6

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/L2

SPECIAL NOTESRestricted Deployment (10%)Atmospheric Capable

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

MISSILESRack #1 (L)

Rack #2 (L)

HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 1 Defense: 9/92 Weapon Hardpoints

Rack #10 (D)

MANEUVERINGTurn Cost: 3/4 SpeedTurn Delay: 3/4 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

Reload Rack

Class-RMissile Rack

0

Class-R Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turn

Class-LMissile Rack

0

Class-L Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Reload Rack

Rack #9 (D)

Rack #8 (D)

Rack #7 (D)

Rack #6 (R)

Rack #5 (R)

Rack #4 (L)

Rack #3 (L)

DD

DD

1

5

6

9

2

4

3

8

FORWARD

AFT

PRIMARY

PORT STARBOARD

3

3FWD

AFT

FWD

AFT3

3

3

2

7

21

5 6

4

109

3

3

3

34

4

4

4

4 4

44

4

4

3

4

3

4

4 4

4

4

6

D

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Class-DD

Missile Rack

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 3 4 5 6 6 7 8 9 9Turn Delay 1 2 3 3 4 5 6 6 7 8 9 9

Page 76: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS1-5: Retro Thrust6-7: Std. Particle Beam8-9: Class-D Rack10: Ballistic Mine

11-18: Fwd Structure19-20: PRIMARY Hit

AFT HITS1-8: Main Thrust9-10: Std. Particle Beam

13-18: Aft Structure19-20: PRIMARY Hit

PRIMARY HITS1-5: Primary Structure6-7: Port/Stb Thruster

8-10: Cargo11-12: Reload Rack13-14: Sensors15-16: Engine

17: Hangar18-19: Reactor

20: C & C

Kor-Lyan Vaklar Logistics FrigateSPECSClass: Hvy Combat VslIn Service: 2208Point Value: 450Ramming Factor: 120Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +4

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 3: 2E/L2

SPECIAL NOTESAtmospheric Capable HANGAR

0 Fighters2 Cargo ShuttlesNo Weapons Thrust: 4Armor: 1 Defense: 10/10Cannot launch missilesCan carry ammuntion to friendly ships

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

MISSILESRack #1 (S)

Rack #4 (D)

Rack #3 (D)

Rack #2 (S)BALLISTICMINESRack #5

Mine Storage

Std Particle Beam

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

Class-SMissile Rack

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

D D

Reload Rack

1

5

6

8

3

4

4

6

FORWARD

AFT

PRIMARY

PORT STARBOARD

A

34

4

4

4

3 3

22

44

3

3

22

22

3

3

Reload RacksReload Rack #10

Reload Rack #11

7

5

43

2

1

10 11

8 9

4

4

2

4

2

4

4

4

4

3

4

3

4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

D

0

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

4

Ballistic Mine LauncherClass: BallisticMode: ProximityDamage: By mine typeMaximum Range: 30Range Penalty: NoneFire Control: N/AIntercept Rating: N/ARate of Fire: 1 per 2 turns

Class-DD

Missile Rack

Ballistic Mine

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

11-12: Class-S Rack

Page 77: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS1-5: Retro Thrust6-7: Std Particle Beam8-9: Class-D Rack

10-11: Grappling Claw12-17: Structure18-20: PRIMARY Hit

AFT HITS1-6: Main Thrust7-8: Class-D Rack9-17: Structure19-20: PRIMARY Hit

PRIMARY HITS1-8: Port/Stb Thrust9-11: Sensors12-14: Engine

15: Hangar16-18: Reactor19-20: C & C

Kor­Lyan Axor Assault FrigateMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium ShipIn Service: 2223Point Value: 250Ramming Factor: 100Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 12Engine Efficiency: 1/1Extra Power: +0Initiative Bonus: +12

0

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Std Particle Beam

ICON RECOGNITION

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

Version 2: 2E/L2

SPECIAL NOTES12 Marine ContingentsAtmospheric Capable

Grappling Claw

Grappling ClawAttaches the Axorto the target vesselso boarding parties canbe deposited.

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

Class-DMissile Rack

D

Class-D Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per turnSpecial: Fires only missiles oftypes A, C, I, or Z.

0

1

0

D

D

2

3

3

4

4

22

33

4

FORWARD

AFT

PRIMARY

PORT STARBOARD

MISSILESRack #3

Rack #4

KOR-LYAN AILYANBREACHING PODCost: 40 Defense: 10/10Thrust: 7 Offense: 0Armor: 4 Initiative: +8No Weapons

1 2

3

4

3

33

3

3

33 3

21 1

33

3

3

2

HANGAR4 Breaching Pods

D

Agile Ship

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 1 2 2 2 3 3 3 4 4 4Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 78: Babylon 5 Wars - Militaries of the League 2

Kor-Lyan Kalti Intercept FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Med FightersIn Service: 2218Point Value: 46 eachRamming Factor: 16Jinking Limit: 8 Levels

COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 8Free Thrust: 12Offensive Bonus: +6Initiative Bonus: +18

3

111

ARMOR

WEAPON DATALight Particle BeamNumber of Guns: 2 (Linked)Damage: 1d6+3Range Penalty: -2 per hexFire Control: n/aRate of Fire: 1 per turn

Basic Fighter MissileCost: 8 Combat PointsClass: BallisticDamage: 10Max Range: 10 hexesFire Control: n/aIntercept Rating: n/a

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Version 3: 2E/L2

SPECIAL NOTESCan carry 4 missilesLaunch rate 1 per turn

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 79: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-6: Retro Thrust 7-8: Plasma Accelerator 9-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Laser Accelerator 7-8: Pentagon Array 9-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Pentagon Array 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-12:Jump Drive13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C

5

4

4

5 5 512

8

56

4

4

3

4

3

4

3

5 4

Torata Golthar Fast CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2257Point Value: 600Ramming Factor: 250Jump Delay: 27 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

3

4

3

FORWARD

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

5

3

6

5

3

6

1

HANGAR0 Fighters2 Shuttles: Thrust: 5Armor: 0 Defense: 9/10

PRIMARY

AFT

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Pentagon Array

Plasma Accelerator

Laser Accelerator

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 2 3 4 4 5 6 6 7 8 8

51

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

3

6

3

5

Version 3: 2E/L2

4

3

4

3

4

3

4

3

4

2

5Plasma AcceleratorClass: PlasmaMode: StandardDamage: 4d10+12 (-1 per hex)Range Penalty: -1 per hexFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+4 -1/hex1 per 2 turns: 2d10+8 -1/hex

Pentagon ArrayClass: ParticleMode: Raking (Special)Damage: 5 sub-volleys of 1d10Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: -5Rate of Fire: 1 per turnSpecial: Scores each 1d10 asa separate sub-volley.

5

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Class: LaserMode: RakingDamage: 4d10+16Range Penalty: -1 per 3 hexesFire Control: +2/+2/+0Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per 2 turns: 2d10+61 per 3 turns: 3d10+10

6

Laser Accelerator

Page 80: Babylon 5 Wars - Militaries of the League 2

Class: LaserMode: RakingDamage: 4d10+16Range Penalty: -1 per 3 hexesFire Control: +2/+2/+0Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per 2 turns: 2d10+61 per 3 turns: 3d10+10

6

Laser Accelerator

FORWARD HITS 1-5: Retro Thrust 6-9: Laser Accelerator

19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust

19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Laser Accelerator 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-12: Primary Struct 13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C

5

5

4

5

58

4 4

Torata Toglat System MonitorMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2242Point Value: 800Ramming Factor: 290Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

5

FORWARD

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: +0Initiative Penalty: -2

5

4

6

5

4

6

4

HANGAR0 Fighters4 Shuttles: Thrust: 5Armor: 0 Defense: 9/10

PRIMARY

AFT

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Laser Accelerator

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 5 6 8 9 11 12 14 15 17 18SENSOR DATA

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

46

Version 4: 2E/L2

4

5

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

51

4

4

4

4

56

8

5

41

4342

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

Light Particle Beam

ALL LPBs

2

ALL LPBs

2

15

16

17

18

19

20

21

22

7

8

9

10

11

12

13

14

3 3

10-18:Forward Struct

5: Laser Accelerator 6-13: Light Particle Beam 14-18:Port/Stb Struct

Page 81: Babylon 5 Wars - Militaries of the League 2

5

4

5

5

5

9

56

4

3

4

3

5 4

Torata Clovant Medium ScoutMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2224Point Value: 650Ramming Factor: 230Jump Delay: 27 Turns

Name: ______________ Counter: ____________

4

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

5

4

5

5

4

5

HANGAR6 Fighters2 Shuttles: Thrust: 5Armor: 0 Defense: 9/10

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 4: 2E/L2

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Particle Accelerator

Light Particle Beam

22 2 2

SPECIAL NOTES

ELINT ShipLimited Deployment (33%)

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

10

2 3 4 5

5

6

6 72 2

AFT

4

3

4

3

4

3

1 4

FORWARD HITS 1-5: Retro Thrust 6-7: Particle Accelerator 8-12: Lt Particle Beam

19-20:PRIMARY Hit

SIDE HITS 1-6: Port/Stb Thrust 7-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Lt Particle Beam 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-12:Jump Drive13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C

13-18:Forward Struct

8Particle AcceleratorClass: ParticleMode: RakingDamage: 2d10+14Range Penalty: -1 per 2 hexesFire Control: +4/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+6 / Int -2

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

WEAPON DATA

Page 82: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust 5-6: Particle Accelerator 7-10: Lt Particle Beam 11-16:Structure 17-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Lt Particle Beam

17-20:PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust

12-14:Engine

17-19:Reactor 20: C & C

4

4

Torata Atlac CorvetteMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Medium ShipIn Service: 2243Point Value: 400Ramming Factor: 50Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

3

8

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +12

1

3

5

3

5

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 2 3 4 4 5 6 6 7 8 8Turn Delay 1 1 1 2 2 2 3 3 3 4 4 4

41

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

3

3

4

FORWARD

AFT

PRIMARY

PORT

STARBOARD

3

Version 3: 2E/L2

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

HANGAR0 Fighters1 Shuttle: Thrust: 5Armor: 0 Defense: 9/10

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

6

44

44

8

8Particle AcceleratorClass: ParticleMode: RakingDamage: 2d10+14Range Penalty: -1 per 2 hexesFire Control: +4/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+6 / Int -2

Particle Accelerator

2

Light Particle Beam

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn 9-16: Structure

9-11: Sensors

15-16:Hangar

2 222

63 4 5

Page 83: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-6: Retro Thrust 7-8: Plasma Accelerator 9-11: Pentagon Array

19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust

19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Pentagon Array 9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-10: Primary Struct11-12:Jump Drive13-14:Sensors15-16:Engine 17: Hangar18-19:Reactor 20: C & C

4

4

4

4

4

12

4

3

4

3

4 4

Torata Heltaka Logistics CruiserMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2256Point Value: 600Ramming Factor: 240Jump Delay: 27 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

FORWARD

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 18Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

4

4

6

4

4

6

HANGAR0 Fighters4 Cargo Shuttles

Def: 10/10 No Weapons

AFT

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 4: 2E/L2

4 4

6

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

SPECIAL NOTESAccel Cost 3 without pods

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

12-18:Forward Struct

4

4

2

1

PRIMARY

7

45

41

6

3 2 33

3 3

4 5

Pentagon Array

Plasma Accelerator

Thrust: 4 Armor: 0

5Plasma AcceleratorClass: PlasmaMode: StandardDamage: 4d10+12 (-1 per hex)Range Penalty: -1 per hexFire Control: +3/+1/-4Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Can fire at anaccelerated ROF for lessdamage, as shown below:1 per turn: 1d10+4 -1/hex1 per 2 turns: 2d10+8 -1/hex

Pentagon ArrayClass: ParticleMode: Raking (Special)Damage: 5 sub-volleys of 1d10Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: -5Rate of Fire: 1 per turnSpecial: Scores each 1d10 asa separate sub-volley.

5

Cargo

6-10: Cargo 11-18:Port/Stb Struct

2

4

A

2

4

B

Page 84: Babylon 5 Wars - Militaries of the League 2

Torata Tuka Medium FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Med. FightersIn Service: 2216Point Value: 50 eachRamming Factor: 17Jinking Limit: 8 Levels

COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 7Free Thrust: 11Offensive Bonus: +6Initiative Bonus: +18

2

222

ARMOR

WEAPON DATALt Particle AcceleratorNumber of Guns: 2 (Linked)Damage: 1d6+2Range Penalty: -2 per hexFire Control: n/a

Special: If not fired on one

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/L2

turn, can fire on the next for2d6+4 damage, with firecontrol +2/+0/-4

Rate of Fire: Once per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Page 85: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust

16-18: Connecting Strut

AFT HITS 1-6: Main Thrust

16-18:Connecting Strut 19-20:PRIMARY Hit

PRIMARY HITS 1-7: Primary Struct

14-16:Sensors

18-19:Reactor 20: C & CNote: "Connecting Strut" hitsscore double damage to the facing structure (after armor).

4

Grome Mogorta WarshipMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: N/A

SPECSClass: Capital ShipIn Service: 2214Point Value: 650Ramming Factor: 440Jump Delay: 36 Turns

Name: ______________ Counter: ____________

FORWARD

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Medium Railgun

ICON RECOGNITION

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 3: 2E/L2

6

Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

3

2

12-13:Engine

2 14

2

3

3

2

Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4

2

Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.

3

5

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESAntiquated Sensors

Targeting Array

Flak Cannon

4

6

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

19-20: PRIMARY Hit

3

2

213

2

41

33

6

4

4 4

3

3 33

3

6

3

3

3

3

3

22

129

4

4

6PO

RT

STA

RBO

ARD

5-8: Medium Railgun 9-15: Forward Struct

SIDE HITS 1-6: Port/Stb Thrust

16-18:Connecting Strut 19-20:PRIMARY Hit

11-15:Port/Stb Struct

8-9: Targeting Array

17: Hangar

Jump Engine

3

3

2

11

2

102

8

2

7

7-10: Flak Cannon

7-10: Medium Railgun 11-15:Aft Struct

10-11:Jump Drive

3

2

2

3 5

Page 86: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust

16-18: Connecting Strut

AFT HITS 1-6: Main Thrust 7-8: Medium Railgun

16-18:Connecting Strut 19-20:PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct

14-16:Sensors

18-19:Reactor 20: C & C

Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).

4

Grome Groth GunshipMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: N/A

SPECSClass: Capital ShipIn Service: 2249Point Value: 1000Ramming Factor: 490Jump Delay: 36 Turns

Name: ______________ Counter: ____________

FORWARD

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Medium Railgun

ICON RECOGNITION

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 4: 2E/L2

6

Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

3

3

11-13:Engine

2

16

2

33

2

Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4

2

Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.

3

9

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESAntiquated Sensors

Targeting Array

Flak Cannon

48

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

19-20: PRIMARY Hit

3

3

9

Class: MatterModes: StandardDamage: 5d10+7Range Penalty: -1 per 3 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 4 turns

Heavy Railgun

Limited Deployment (33%)

2

15

2

65

44

5511 12

6

4

4 4

3

4 34

3

10

4

3

4

3

4

3

1

3

2

2

3

2

3

1413

7

4

3

3

3

4

4

26

PO

RT

STA

RBO

ARD

6-8: Medium Railgun

12-15: Forward Struct 9-11: Flak Cannon

SIDE HITS 1-4: Port/Stb Thrust

8-9: Medium Railgun

16-18:Connecting Strut 19-20:PRIMARY Hit

5-7: Heavy Railgun

12-15:Port/Stb Struct 10-11:Flak Cannon

9-15: Aft Struct

7-8: Targeting Array 9-10: Jump Drive

17: Hangar

Heavy Railgun

Jump Engine

3 6

8

Page 87: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust

16-18: Connecting Strut

AFT HITS 1-6: Main Thrust

16-18:Connecting Strut 19-20:PRIMARY Hit

PRIMARY HITS 1-7: Primary Struct

14-15:Sensors

18-19:Reactor 20: C & C

Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).

4

Grome Trokan FlagshipMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: N/A

SPECSClass: Capital ShipIn Service: 2238Point Value: 900Ramming Factor: 500Jump Delay: 36 Turns

Name: ______________ Counter: ____________

FORWARD

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

HANGAR12 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFT

PRIMARY

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Medium Railgun

ICON RECOGNITION

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 5 6 7 10 11 12 14 15 16Turn Delay 2 3 4 5 6 7 10 11 12 14 15 16

Version 4: 2E/L2

6

Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

3

3

12-13:Engine

2

212

33

2

Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4

2

Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.

3

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESAntiquated Sensors

Targeting Array

Flak Cannon

4

10

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

19-20: PRIMARY Hit

3

3

9

Class: MatterModes: StandardDamage: 5d10+7Range Penalty: -1 per 3 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 4 turns

Heavy Railgun

Restricted Deployment (10%)

2

20 2

43

44

6

4

4 4

3

9

4

4

4

41

4

4

36

PO

RT

STA

RBO

ARD

6-7: Heavy Railgun

12-15: Forward Struct 8-11: Flak Cannon

SIDE HITS 1-6: Port/Stb Thrust 7-9: Medium Railgun

16-18:Connecting Strut 19-20:PRIMARY Hit

13-15:Port/Stb Struct 10-12:Flak Cannon

8-9: Targeting Array

Heavy Railgun

Jump Engine

4 6

2 2

10 11

214

213

212

2 17

2 16

2 15

3

3

3

3

3

3

3

3

3

2

3

5

3

3

3

3

2

18

2

19

7-10: Flak Cannon 11-15:Aft Struct

10-11:Jump Drvie

16-17:Hangar

3

7

3

8

Page 88: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust

11-17: Structure

AFT HITS 1-6: Main Thrust

11-17:Structure 18-20:PRIMARY Hit

PRIMARY HITS 1-4: Port/Stb Thrust

13-15:Sensors 16-17:Hangar 18-19:Reactor 20: C & CNote: "Connecting Strut" hitsscore double damage to the facing structure (after armor).

3

3

3

1

1

Grome Telgar Defense FrigateMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Medium ShipIn Service: 2218Point Value: 400Ramming Factor: 90Jump Delay: N/A

Name: ______________ Counter: ____________

FORWARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +12

2 3

23

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 9/10

PRIMARY

PORT

STARBOARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

Version 4: 2E/L2

2

2

4

3

2

3

2

3

8-9: Targeting Array 10-12:Engine

2

11 5

2

2

2

1

3

Class: MatterMode: StandardDamage: 1d10+5Range Penalty: -1 per hexFire Control: +0/+2/+3Intercept Rating: n/aRate of Fire: 1 per 2 turns

2

Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4

Light Railgun

2

Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.

AFT

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESAntiquated Sensors

Targeting Array

Light Railgun

Flak Cannon

36

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

18-20: PRIMARY Hit

27

28

23

24

2 9

2 10

2 5

2 6

5-6: Light Railgun 7-10: Flak Cannon

7-10: Flak Cannon

5-7: Connecting Strut

4

Page 89: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust

6-9: Light Railgun10-17: Structure

AFT HITS 1-6: Main Thrust 7-9: Light Railgun 10-17:Structure 18-20:PRIMARY Hit

PRIMARY HITS 1-4: Port/Stb Thrust

13-15:Sensors 16-17:Hangar 18-19:Reactor 20: C & C

Note: "Connecting Strut" hitsscore double damage to the facing structure (after armor).

3

33

2

1

Grome Morgat Heavy FrigateMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Medium ShipIn Service: 2218Point Value: 450Ramming Factor: 100Jump Delay: N/A

Name: ______________ Counter: ____________

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +12

2 3 23

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 9/10

AFT

PRIMARYThruster

C & C

Sensors

Engine

Reactor

Hangar

Medium Railgun

ICON RECOGNITION

2

1

WEAPON DATA

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 1 2 2 3 3 4 4 5 5 6 6Turn Delay 1 1 2 2 3 3 4 4 5 5 6 6

Version 4: 2E/L2

6

Medium RailgunClass: MatterModes: StandardDamage: 3d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/-3Intercept Rating: n/aRate of Fire: 1 per 3 turns

2

2

4

2

3

2

3

5: Medium Railgun

7: Targeting Array 8-9: Flak Cannon 10-12:Engine

29

2

2

4

2

2

2

5

2

3

3

Class: MatterMode: StandardDamage: 1d10+5Range Penalty: -1 per hexFire Control: +0/+2/+3Intercept Rating: n/aRate of Fire: 1 per 2 turns

2

Flak CannonIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: MatterMode: FlashDamage: 1d10+2Range Penalty: -2 per hexFire Control: --/--/+4

Light Railgun

2

Targeting ArrayMaximum Range: 15Adds fire control to allweapons against specifiedtarget. Degredation occurs ifmultiple targeting arrays areused on same target.Cannot be used on fightersor smaller units.

8

2

AFT2

7

2

6

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESAntiquated Sensors

Targeting Array

Light Railgun

Flak Cannon TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

18-20: PRIMARY Hit

5-6: Connecting Strut

3

PORT STARBOARD

36

5

Page 90: Babylon 5 Wars - Militaries of the League 2

Grome Regla Light FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Light FightersIn Service: 2235Point Value: 32 eachRamming Factor: 11Jinking Limit: 10 Lvls

COMBAT STATSFwd/Aft Defense: 6Stb/Port Defense: 8Free Thrust: 11Offensive Bonus: +4Initiative Bonus: +20

2

111

ARMOR

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3 Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5 Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7 Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/L2

WEAPON DATASlug CannonNumber of Guns: 2 (Linked)Class: MatterDamage: 3Range Penalty: -2 per hexFire Control: n/aRate of Fire: 1 per turn

SPECIAL NOTES6 ammunition per gun (shown in Notes)

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S04)

Flig

ht #

6

Page 91: Babylon 5 Wars - Militaries of the League 2

5

4

5

5

4

3

3

3

3

Hurr Boroca GunshipMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2225Point Value: 500Ramming Factor: 260Jump Delay: 36 Turns

Name: ______________ Counter: ____________

5

4

1

FORWARD

2

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +0

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 5 6 8 9 11 12 14 15 17 18

Version 4: 2E/L2

2 2

2

1211

3

4

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

Hvy Plasma Cannon 3

4

2

1092

22

5 6 7 8

4

2

4

4

2

1

3

3

3

4

Rack #4

BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE SHIP COST BY 6COMBAT POINTS IF USING THIS VERSION.

MISSILESRack #3

3 4 34

44

4 4

4

5

4

4

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

PO

RT

STA

RBO

ARD

FORWARD HITS 1-4: Retro Thrust 5-8: Heavy Plasma Cannon 9-11: Missile Rack12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-6: Port/Stb Thrust

11-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Jump Drive

14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-12: Primary Struct 13-15:Sensors

17-19:Reactor 16: Hangar

20: C & C

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

7-10: Std Particle Beam

9-13: Engine

Std Particle Beam

Class-S or Class-SOMissile Rack

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

ICON RECOGNITION

Page 92: Babylon 5 Wars - Militaries of the League 2

5

4

5

5

4

3

3

3

3

Hurr Brokoth Medium CarrierMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2228Point Value: 450Ramming Factor: 260Jump Delay: 36 Turns

Name: ______________ Counter: ____________

5

4

1

FORWARD

2

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +0

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 5 6 8 9 11 12 14 15 17 18

Version 5: 2E/L2

2 2

2

1211

3

4

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

3

4

2

1092

22

5 6 7 8

4

2

4

4

2

1

3 4 34

44

4 4

4

5

4

4PO

RT

STA

RBO

ARD

FORWARD HITS 1-4: Retro Thrust 5-8: Med Plasma Cannon 9-11: Std Particle Beam12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-6: Port/Stb Thrust

13-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Jump Drive

14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-12: Primary Struct 13-15:Sensors

17-19:Reactor 16: Hangar

20: C & C

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

7-10: Std Particle Beam

9-13: Engine

Std Particle Beam

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

ICON RECOGNITION

Boroca Variant (Uncommon)

3

3

3

4

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

6

3

6

3

SIDE HANGARS12 Light Fighters Each0 Shuttles

Med Plasma Cannon

11-12:Port/Stb Hangar

Page 93: Babylon 5 Wars - Militaries of the League 2

5

4

5

5

4

3

3

3

3

Hurr Tonak Battle ScoutMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2229Point Value: 550Ramming Factor: 260Jump Delay: 36 Turns

Name: ______________ Counter: ____________

5

FORWARD

2

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 17Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +0

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 5 6 8 9 11 12 14 15 17 18

Version 5: 2E/L2

2 2

2

109

3

4

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

3

4

2

872

22

3 4 5 6

4

4

2

1

3 4 34

44

4 4

4

5

4

4PO

RT

STA

RBO

ARD

FORWARD HITS 1-6: Retro Thrust 7-11: Std Particle Beam12-18: Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-6: Port/Stb Thrust

13-18:Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Jump Drive

14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-12: Primary Struct 13-15:Primary Sensors

17-19:Reactor 16: Hangar

20: C & C

7-10: Std Particle Beam

9-13: Engine

Std Particle Beam

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

ICON RECOGNITION

Boroca Variant (Rare)

11-12:Port/Stb Sensors

23

2

23

2

3 3

21

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

SPECIAL NOTESELINT Ship

Page 94: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust 5-8: Heavy Plasma Cannon

12-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam 9-13: Engine 14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct

13-15:Sensors 16: Hangar17-19:Reactor 20: C & C

5

4

5

45

5

6

4

4

2

6

3

3

3

3

Hurr Orak FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2230Point Value: 375Ramming Factor: 130Jump Delay: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

5

4

1

FORWARD

2

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6

3 3 33

HANGAR6 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

PORT STARBOARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 3: 2E/L2

2 2

2

54

3

6

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

5Heavy Plasma CannonClass: PlasmaModes: StandardDmg: 4d10+8 (-1 per 2 hexes)Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

9-11: Std Particle Beam

10-12:Port/Stb Thrust2 3

Hvy Plasma Cannon

Std Particle Beam

Page 95: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-4: Retro Thrust 5-8: Missile Rack

12-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam 9-13: Engine 14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct

13-15:Sensors 16: Hangar17-19:Reactor 20: C & C

5

4

5

45

4

6

4

4

3

3

3

3

Hurr Norek Missile FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2230Point Value: 400Ramming Factor: 130Jump Delay: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

5

3

1

FORWARD

2

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6

3 3 33

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

PORT STARBOARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 4: 2E/L2

2 2

2

76

3

6

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

9-11: Std Particle Beam

10-12:Port/Stb Thrust4 5

Std Particle Beam

2

1

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

Class-S or Class-SOMissile Rack

3

2

3

3

MISSILESRack #1

Rack #2

Rack #3

BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE SHIP COST BY 9COMABT POINTS IF USING THIS VERSION.

Orak Variant (Uncommon)

Page 96: Babylon 5 Wars - Militaries of the League 2

FORWARD HITS 1-5: Retro Thrust 6-7: Missile Rack

11-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam 9-13: Engine 14-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct

13-15:Sensors 16: Hangar17-19:Reactor 20: C & C

5

4

5

45

4

6

4

4

3

3

3

3

Hurr Anoro Assault FrigateMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2230Point Value: 350Ramming Factor: 130Jump Delay: N/A

Name: ______________ Counter: ____________

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

5

3

1

FORWARD

2

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +6

3 3 33

HANGAR0 Fighters

2 Shuttles: Thrust: 4Armor: 0 Defense: 9/10

AFTPRIMARY

PORT STARBOARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

ICON RECOGNITION

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12

Version 5: 2E/L2

2 2

2

54

3

6

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S01)

8-10: Std Particle Beam

10-12:Port/Stb Thrust2 3

Std Particle Beam

WEAPON DATA

1

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

Class-S or Class-SOMissile Rack

MISSILESRack #1

BEFORE 2240, THIS SHIP WASARMED WITH CLASS-SOMISSILE RACKS INSTEAD OFCLASS-S. SO-RACKS HAVEONLY 12 MISSILES INSTEADOF THE 20 SHOWN ABOVE.REDUCE SHIP COST BY 3COMBAT POINTS IF USING THIS VERSION.

Orak Variant (Common)

2

2

6 Assault Shuttles

ANROETH ASSAULT

Cost: 26 Defense: 9/10Thrust: 4 Offense: +3Armor: 1 Initiative: +91Ultralight Particle BeamRate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+1Firing Arc:

SHUTTLES

Page 97: Babylon 5 Wars - Militaries of the League 2

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

Flight Level Combat5 or more above = 0 Hit3-4 above = 1/6 Hit1-2 above = 1/3 Hit0-2 below = 1/2 Hit3-4 below = 2/3 Hit5-6 below = 5/6 Hit7 or more below = All Hit

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

1

SPECSClass: Light FightersIn Service: 2230Point Value: 30 eachRamming Factor: 11Jinking Limit: 10 Lvls

COMBAT STATSFwd/Aft Defense: 5Stb/Port Defense: 5Free Thrust: 9Offensive Bonus: +3Initiative Bonus: +20

2

011

ARMOR

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

2Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

3

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

4

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

5

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

6

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

7

Ftr #1

Dropped OutFtr Destroyed

Ftr #2 Ftr #3 Ftr #4 Ftr #5 Ftr #6

Flig

ht #

8

Initiative Speed Thrust Used Jinking Notes Initiative Speed Thrust Used Jinking Notes

Version 2: 2E/L2

WEAPON DATAUltralight Particle BeamNumber of Guns: 2 (Linked)Class: ParticleDamage: 1d6+1Range Penalty: -2 per hexFire Control: n/aRate of Fire: 1 per turn

TM & C WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Hurr Koeth Light Fighters

SPECIAL NOTESCan carry 2 missilesLaunch rate 1 per turn

Basic Fighter MissileCost: 8 Combat PointsClass: BallisticDamage: 10Max Range: 10 hexesFire Control: n/aIntercept Rating: n/a

Page 98: Babylon 5 Wars - Militaries of the League 2

Calaq

Casc

or3

Calaq

4

Casc

or

Calaq

1

Casc

or

Calaq

2

Casc

or

Tacacci Tacacci

1 2

Casc

or

Casc

or

1

Hyach

Hyach

Hyach32

Urutha Kal Urutha Kal Urutha Kal

League 2 Countersheet #1Permission Granted to photocopy for personal use only

TM & Warner Bros.C

1

Hyach

Hyach2

Okath Kat Okath Kat

Hyach1

Senchlat Kes

Hyach2

Senchlat Kes

Hyach

Hyach21

Irokai KamIrokai Kam

Hyach3

Irokai Kam

Hyach4

Irokai Kam

5

Hyach

Irokai KamH

yach1

Tachila KorH

yach2

Hyach3

Tachila Kor Tachila Kor

Hyach1

Alichi Kav

Hyach2

Alichi Kav

3

Hyach

Alichi Kav

Hyach3

Senchlat Kes

Hyach3

Okath Kat

Hyach4

Okath Kat

5

Hyach

Okath Kat

Hyach

Hyach21

DarthaDartha

Hyach3

Dartha

Hyach4

Dartha

Norsca

Casc

or5

Hyach

Hyach65

DarthaDartha

Hyach7

Dartha

Hyach8

Dartha Norsca

1

Casc

or

Norsca

2

Casc

or

Norsca

3

Casc

or

Norsca

4

Casc

or

Qoricc

Casc

or1

Qoricc Qoricc Qoricc

32 4

Casc

or

Casc

or

Casc

or

Qoricc

Casc

or5

Crocti

Casc

or3

Crocti Crocti

54

Casc

or

Casc

or

Crocti

Casc

or1

Crocti

2

Casc

or

Tacacci

3

Casc

or

Tacacci

4

Casc

or

Tacacci

5

Casc

or

Calaq

5

Casc

or

Calaq

6

Casc

or

Tiqincc

5

Casc

or

Tiqincc

6

Casc

or

Calaq

Casc

or7

Calaq

8

Casc

or

Tiqincc

Casc

or3

Tiqincc

4

Casc

or

Tiqincc

1

Casc

or

Tiqincc

2

Casc

or

Tiqincc

Casc

or7

Tiqincc

8

Casc

or

Caccar

Casc

or3

Caccar

4

Casc

or

Caccar

1

Casc

or

Caccar

2

Casc

or

Caccar

5

Casc

or

Caccar

6

Casc

or

Caccar

Casc

or7

Caccar

8

Casc

or 2

Battleglobe

1

Battleglobe

Ipsh

a

Ipsh

a

Battleglobe

3

Ipsh

a 4

Battleglobe

Ipsh

a 5

Battleglobe

Ipsh

a 1

Warsphere

Ipsh

a

Page 99: Babylon 5 Wars - Militaries of the League 2

Tetraship

2

Ipsh

a

Tetraship

1

Ipsh

a

League 2 Countersheet #2Permission Granted to photocopy for personal use only

TM & Warner Bros.C

Battlehex

1

Ipsh

aBattlehex

2

Ipsh

a5

Carrier Cube

Ipsh

aCarrier Cube

1

Ipsh

a 4

Carrier Cube

3

Carrier Cube

Ipsh

a

Ipsh

a

Carrier Cube

2

Ipsh

a

Warsphere

2

Ipsh

aWarsphere

3

Ipsh

a

Warsphere

54

Warsphere

Ipsh

a

Ipsh

a

Battlehex

3

Ipsh

a

Battlehex

5

Ipsh

a

Battlehex

4

Ipsh

a

Tetraship

3

Ipsh

a

Tetraship

4

Ipsh

a

Tetraship

5

Ipsh

aUrchin

2

Ipsh

a

Urchin

1

Ipsh

a

Urchin

3

Ipsh

a

Urchin

4

Ipsh

a

Cokra

2

Kor-

Lyan

Cokra

1

Kor-

Lyan

Urchin

8

Ipsh

a

Urchin

7

Ipsh

a6

Urchin

Ipsh

a

Koskova Koskova KoskovaKoskova

1 32

Kor-

Lyan

Kor-

Lyan

Kor-

Lyan 4

Kor-

Lyan

Koskova

5

Kor-

Lyan

Leklant

3

Kor-

Lyan

Leklant

1

Kor-

Lyan

Leklant

2

Kor-

Lyan

Cokra

4

Kor-

Lyan

Cokra

3

Kor-

Lyan

Cokra

5

Kor-

Lyan

Solyrn

1

Kor-

Lyan

Solyrn

2

Kor-

Lyan

Vaklar

2

Kor-

Lyan

Vaklar

1

Kor-

Lyan

Axor

1

Kor-

Lyan

Axor Axor Axor

32

Kor-

Lyan

Kor-

Lyan 4

Kor-

Lyan

Vaklar

4

Kor-

Lyan

Vaklar

3

Kor-

Lyan

Vaklar

5

Kor-

Lyan

Axor

5

Kor-

Lyan

KaltiKalti

3 4

Kor-

Lyan

Kor-

Lyan

Kalti

2

Kor-

Lyan

Kalti

1

Kor-

Lyan

Urchin

5

Ipsh

aKaltiKalti

7 8

Kor-

Lyan

Kor-

Lyan

Kalti

6

Kor-

Lyan

Kalti

5

Kor-

Lyan

Golthar

4

Tora

taGolthar

3

Tora

ta

Golthar

2

Tora

ta

Golthar

1

Tora

ta

Toglat Toglat

54

Tora

ta

Tora

ta

Toglat Toglat

32

Tora

ta

Tora

ta

Clovant

2

Tora

ta

Clovant

1

Tora

ta

Atlac

3

Tora

ta

Atlac Atlac

1

Tora

ta 2

Tora

ta

Atlac Atlac

4

Tora

ta 5

Tora

ta

Heltaka

1

Tora

ta

Toglat

1

Tora

ta

Clovant

4

Tora

ta

Clovant

3

Tora

ta

Golthar

5

Tora

ta

Page 100: Babylon 5 Wars - Militaries of the League 2

OrakH

urr5

Hurr

Hurr43

OrakOrak

Hurr2

Orak

Hurr1

Orak

League 2 Countersheet #3Permission Granted to photocopy for personal use only

TM & Warner Bros.C

Heltaka Heltaka

54

Tora

ta

Tora

ta

Tuka

2

Tora

ta

Tuka

1

Tora

ta

Tuka

4

Tora

ta

Tuka

3

Tora

ta

Tora

ta

Heltaka Heltaka

32

Tora

ta

Tora

taTuka

5

Tora

ta

Tuka

6

Gro

me1

Mogorta

Gro

me2

MogortaTuka

8

Tora

ta

Tuka

7

Tora

ta

Gro

me3

Mogorta

Gro

me4

Mogorta

Gro

me2

Groth

Gro

me3

Groth

Gro

me5

Mogorta

Gro

me1

Groth

Gro

me7

ReglaGro

me5

Regla

Gro

me6

Regla

Gro

me3

Regla

Gro

me4

Regla

Hurr4

Boroca

Hurr2

Boroca

Hurr3

Boroca

Hurr5

Boroca

Hurr2

BrokothH

urr1

Brokoth

Gro

me1

Trokan

Gro

me3

Morgat

Gro

me4

Morgat

Gro

me2

Trokan

Gro

me1

Telgar

Hurr1

Boroca

Gro

me3

Telgar

Gro

me8

Regla

Hurr3

Brokoth

Gro

me5

Morgat

Gro

me2

Telgar

Gro

me1

Regla

Gro

me2

Regla

Gro

me5

Telgar

Gro

me4

Telgar

Gro

me2

MorgatGro

me1

Morgat

Hurr1

Tonak

Hurr2

Tonak Norek

Hurr1

Hurr1

Anoro

Hurr3

NorekNorek

Hurr2

Hurr

Hurr54

AnoroAnoro

Hurr3

Anoro

Hurr2

Anoro AnroethH

urr1

Hurr4

Anroeth

Hurr3

AnroethAnroeth

Hurr2

Hurr

Hurr87

AnroethAnroeth

Hurr6

Anroeth

Hurr5

Anroeth Anroeth

Hurr9

Hurr3

Koeth

Hurr2

KoethKoeth

Hurr1

Hurr

Hurr76

KoethKoeth

Hurr5

Koeth

Hurr4

Koeth Koeth

Hurr8

Page 101: Babylon 5 Wars - Militaries of the League 2

THE HYACH CRUISER SEEMED BATHED IN FIRE. DILGAR FIGHTERSSWOOPED PAST IT. BLASTING CHUNKS OUT OF IT SURFACE WITHTHEIR GUNS. ELDER TORAN GRIMACED AS IT BEGAN TO BREAKAPART, ESCAPE PODS AND SHUTTLES FLEEING ITS DOOMED BULK.HOW HAD A RACE AS YOUNG AS THE DILGAR BECOME SO POWERFUL?OR HAD THE HYACH JUST GROWN WEAK? WOULD THIS DAMNABLEWAR EVER END? WITH A SIGH, HE PREPARED TO RETREAT.

TO HIS SURPRISE, A JUMP GATE OPENED TO HIS DREADNOUGHT’SPORT SIDE. FROM IT, A SINGLE CRUISER EMERGED, FIGHTERSPOURING FROM ITS LAUNCH BAYS. SOMEONE HAD ANSWERED HISSQUADRON’S CALL, BUT IT WAS NO HYACH VESSEL. IT WAS ACASCOR SHIP, AND THOUGH THE FIGHTERS IT LAUNCHER WERESMALL, THERE WERE A LOT OF THEM.

PERHAPS THE WAR WOULD END SOONER THAN HE HAD IMAGINED...

THIS IS NOT A STAND ALONE PRODUCT AND REQUIRESBABYLON 5 WARS 2nd EDITION TO FULLY USE.

BW-107 ORIGINAL MSRP $19.95 USBABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros.(s02)

THE LEAGUE OF NON-ALIGNED WORLDS CONTAINSMANY STRANGE AND UNIQUE RACES, SEVEN OFWHICH ARE PRESENTED IN THIS BOOK.

THE HYACH: ELDERS OF THE LEAGUE, THEY OPERATEPOWERFUL COMPUTERS AND LASER WEAPONS.

THE CASCOR: THIS ADVENTUROUS RACE EMPLOYSNUMEROUS FIGHTERS AND CARRIER DESIGNS.

THE IPSHA: EXTREMELY ALIEN, THEIR SHIPS USESINGULARITIES FOR POWER

THE KOR-LYANS: A PAIR OF RACES IN SYMBIOSIS,THEY SPECIALIZE IN BALLISTIC WEAPONS.

THE TORATA: THEIR ACCELERATOR WEAPONS AREAMONG THE MOST FLEXIBLE IN KNOWN SPACE.

THE GROME: MATTER WEAPON SPECIALISTS, THEIRSHIPS ARE HUGE, BUT POORLY CONSTRUCTED.

THE HURR: A WEAK RACE, THEY SURVIVE ONLY BYUSING MANY SHIP VARIANTS.

INCLUDES OVER 45 NEW SHIPS!


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