Babylon 5 A Call To Arms Ship Quick Lookup
Babylon 5 A Call To Arms Ship Quick Lookup
Babylon 5 A Call To Arms Ship Quick Lookup
Speed: 12 Crew 12/3 Troops: 1 Speed: 12 Crew - Troops: - Speed: 8 Crew 30/6 Troops: 3
Turns: 2/45 IS: 2168+ Turns: SM IS: 2244+ Turns: 2/45 IS: 2246+
Damage: 10/3 SR: Interceptors 1, Jump Point Damage: - SR: Afterburner, dodge 2+, dogfight +1, fighter Damage: 24/6 SR: Interceptors 2, Jump Point
Missile Rack 30 F 2 Precise, Slow Loading, Super AP Uni-Puls Can 2 T 2 Twin-Linked Railguns 12 F 4 Ap, Double Damage
Speed: 10 Crew 10/2 Troops: - Damage: - SR: Afterburner, Atmospheric, Dodge 2+,
Dogfight +0, Fighter Class - Hyperion MC Skirmish
Turns: 2/90 IS: 2246+
Weapon R A AD Special Speed: 8 Crew 30/6 Troops: 1
Hull: 4 Craft -
Missle Rack 4 T 2 AP Turns: 2/45 IS: 2217-2230
Damage: 8/2 SR: Interceptors 1
Gatling Pulse 2 T 2 Hull: 5 Craft Starfury Flight 1
Weapon R A AD Special
Damage: 24/6 SR: Interceptors 2, Jump Point
Med Pulse Can 10 F 6 Class—Artemis Skirmish Weapon R A AD Special
Light Pulse Can 8 F 2 Speed: 10 Crew 22/6 Troops: 2
Missile Rack 20 F 3 Precise, Slow-Loading, Sup AP
Light Pulse Can 8 P 2 Turns: 2/45 IS: 2190-2248
Med Puls Can 10 F 6
Light Pulse Can 8 S 2 Hull: 5 Craft -
Missile Rack 20 P 2 Precise, Slow-Loading, Sup AP
Damage: 18/5 SR: Interceptors 2
Class - Tethys Laser Boat Patrol Med Puls Can 10 P 6
Weapon R A AD Special
Speed: 8 Crew 10/2 Troops: - Missile Rack 20 S 2 Precise, Slow-Loading, Sup AP
RailGun 12 F 6 Ap, Double Damage
Turns: 2/90 IS: 2246+ Med Puls Can 10 S 6
Particle Beam 5 P 6 Anti-Fighter, Twin-Link, Weak
Hull: 4 Craft - Missile Rack 20 A 2 Precise, Slow-Loading, Sup AP
Particle Beam 5 S 6 Anti-Fighter, Twin-Link, Weak
Damage: 8/2 SR: Interceptors 1 Part Beams 5 T 2 Anti-Fighter, Weak
RailGun 12 A 4 Ap, Double Damage
Weapon R A AD Special
Class Belerophon HDS Skirmish
Med Pulse Can 15 B 2 Beam, DD, Slow, Sup AP Class - Artemis Escort Skirmish
Speed: - Crew - Troops: -
Light Pulse Can 8 F 2 Speed: 10 Crew 22/6 Troops: 2
Turns: - IS: 2252+
Light Pulse Can 8 P 2 Turns: 2/45 IS: 2242-2248
Hull: 4 Craft -
Light Pulse Can 8 S 2 Hull: 5 Craft -
Damage: 12/3 SR: Immobile, Interceptors 2
Damage: 18/5 SR: Interceptors 2
Class Tethys Missle Boat Patrol Weapon R A AD Special
Weapon R A AD Special
Speed: 8 Crew 10/2 Troops: - Missile Rack 30 T 1 Sup AP, Precise, Slow-loading
Med Puls Can 10 F 10
Turns: 2/90 IS: 2246+ Hvy Las Can 12 T 1 Beam, Double D, Super AP
Part Beam 5 P 6 Anti-Fighter, Twin-link, Weak
Hull: 4 Craft - Lht Puls Can 8 T 2
Part Beam 5 S 6 Anti-Fighter, Twin-link, Weak
Damage: 8/2 SR: Interceptors 1
Med Puls Can 10 A 4
Weapon R A AD Special
Turns: 2/45 IS: 2262+ Turns: 2/45 IS: 2230+ Turns: 2/45 IS: 2216+
Damage: 20/5 SR: Interceptors 3 Damage: 24/6 SR: Interceptors 2, Jump point, Shuttles 2 Damage: 16/5 SR: Interceptors 2, Jump P, Scout, Stealth 3+
Railgun 12 T 6 AP, Double Damage Med Puls Can 10 F 6 Med Las ann 15 B 2 Beam, Super AP
Hvy Puls Can 12 F 8 Twin-Linked Med Plas Can 8 F 6 AP, Twin-Linked Missile Rack 30 T 2 Precise, Slow Loading, Sup AP
Hvy Puls Can 12 P 6 Twin-Linked Med Puls Can 10 P 6 Particle Beam 5 F 4 Anti-Fighter, Weak
Particle Beam 5 P 4 Anti-Fighter, Weak Med Puls Can 10 S 6 Particle Beam 5 A 4 Anti-Fighter, Weak
Hvy Puls Can 12 S 6 Twin-Linked Med Puls Can 10 A 4 Particle Beam 5 P 4 Anti-Fighter, Weak
Particle Beam 5 S 4 Anti-Fighter, Weak Particle Beam 5 T 4 Anti-Fighter, Weak Particle Beam 5 S 4 Anti-Fighter, Weak
Speed: 12 Crew 37/8 Troops: - Turns: 2/45 IS: 2240+ Turns: 1/45 IS: 2230+
Turns: 2/45 IS: 2261+ Hull: 5 Craft 1 Starfury Flight Hull: 5 Craft -
Hull: 5 Craft - Damage: 24/6 SR: Interceptors 2, Jump Point Damage: 28/7 SR: Interceptors 2
Damage: 25/6 SR: Interceptors 2, Jump P, Scout, Stealth 5+ Weapon R A AD Special Weapon R A AD Special
Weapon R A AD Special Hvy Puls Can 12 F 8 Twin-Linked Missile Rack 30 F 6 Precise, Slow Loading, Sup AP
Med Puls Can 10 F 4 Med Puls Can 10 F 6 Missile Rack 30 A 2 Precise, Slow Loading, Sup AP
Med Puls Can 10 A 4 Med Plas Can 8 F 4 AP, Twin-Linked Missile Rack 30 P 2 Precise, Slow Loading, Sup AP
Particle Beam 5 P 6 Anti-Fighter, Weak Med Puls Can 10 P 6 Missile Rack 30 S 2 Precise, Slow Loading, Sup AP
Particle Beam 5 S 6 Anti-Fighter, Weak Med Puls Can 10 S 6 Particle Beam 5 T 6 Anti-Fighter, Weak
Turns: 1/45 IS: 2262+ Turns: 2/45 IS: 2246+ Turns: 1/45 IS: 2249+
Hull: 6 Craft - Hull: 6 Craft 1 Starfury Flight Hull: 6 Craft 2 Star fury Flights
Damage: 38/8 SR: Interceptors 3, Jump Point Damage: 30/7 SR: Command 1, Interceptors 2, Jump Point Damage: 48/10 SR: Interceptors 1
Adv Missile 30 F 8 Precise, Slow-Load*, Super AP Hvy Las Can 18 B 4 Beam, Double D, Super AP Hvy Las Can 25 B 3 Beam, Double D, Super AP
Adv Missile 30 A 2 Precise, Slow-Load*, Super AP Hvy Puls Can 12 F 6 Twin-Linked Med Las Can 15 B 3 Beam. Super AP
Particle Beam 3 T 6 Anti-fighter, Weak Med Puls Can 10 F 6 Railgun 12 F 4 AP, Double Damage
Particle Beam 5 T 6
Class - Omega PD Battle
Speed: 7 Crew 60/16 Troops: 4
Weapon R A AD Special
Weapon R A AD Special
Earth Alliance 4/4 Priority Level: Battle
Med Puls Can 10 F 6
Priority Level: War Apollo-class Bombardment Cruiser
Med Puls Can 10 P 6
Avenger Class Heavy Carrier
Med Puls Can 10 S 6
Babylon 5 Diplomatic Station (pre 2259)
Med Puls Can 10 A 6
Flash Missile 30 AP, Double Damage, Precise 2229+ Priority Level: War
Heavy Missile 15 Precise, Triple Damage, Super AP 2225+ Babylon 5 Diplomatic Station Pre 2260
Anti-Fighter Missile 15 Anti-Fighter, AP 2231+ Omega-class Command Destroyer
Long-range Missile 40 AP, Precise 2225+ Poseidon Class Super Carrier
Multi-Warhead Missile 30 AP, Precise 2256+ Shadow Omega-class Adv Destroyer
HARM 15 Super AP 2248+ Warlock Class Advanced Destroyer
Any Earth Alliance ship equipped with missile racks can swap the standard missiles usually carried with one of the
variants below. Each missile rack on a ship may have just one missile type though a single ship with multiple missile racks
Flights: Any Ship Carrying one or more
may have a different missile variant in each rack system. Starfury Flights may replace any Num-
Thunderbolt flights may not use these variant missiles as they carry far smaller warheads than those used by larger capital ber of them for Thunderbolts, or Vice
ships.
When a missile variant is used, it will replace certain characteristics of the normal missile rack, as detailed below in its
Versa, as long as the scenario is set in
description, as well as possibly grant some special rules which are used when a ship is equipped with it. Each missile 2259 or Latter
variant will retain the fire arc and Attack Dice of the original missile rack, as well as the Slow-Loading trait, if applicable.
Earth Alliance Initiative: +1
Class - Breaching Pod Patrol 4 Flights Class - Defense Satellite Skirmish Class - Vorchan Skirmish
Speed: 6 Crew - Troops: 1 Speed: - Crew - Troops: - Speed: 14 Crew 20/6 Troops: 1
Turns: SM IS: 2157+ Turns: - IS: 2230+ Turns: 2/45 IS: 2160+
Damage: - SR: Breaching Pod, Dodge 5+ Damage: 12/3 SR: Immobile, Interceptors 2 Damage: 15/5 SR: Jump Point
Hull: 4 Craft 1 Sentri Flight Turns: 2/45 IS: 2249+ Turns: 2/45 IS: 2267+
Damage: 12/4 SR: Interceptors 1, Jump P, Scout, Stealth 4+ Hull: 4 Craft - Hull: 5 Craft -
Weapon R A AD Special Damage: 25/6 SR: Jump Point Damage: 15/5 SR: Jump Point, Scout, Stealth 4+
Twin Part Arr 8 P 4 Twin-Linked Battle Laser 20 F 2 Bean, Double D, Super AP Twin Part Arr 8 F 6 Twin-Linked
Class - Haven Patrol Speed: 12 Crew 30/6 Troops: 2 Turns: 2/45 IS: 2189+
Speed: 12 Crew 6/2 Troops: 1 Turns: 2/45 IS: 2249+ Hull: 5 Craft 1 Sentri Flight
Turns: 2/90 IS: 2150+ Hull: 4 Craft 2 Sentri Flight Damage: 15/5 SR: -
Damage: 8/3 SR: Dodge 5+ Weapon R A AD Special Battle Las 10 F 4 AP, Double Damage
Weapon R A AD Special Twin Part Arr 8 F 8 Twin-linked Twin Part Arr 8 F 6 Twin-Linked
Hull: 2 Craft -
Class - Maximus Skirmish
Damage: - SR: Atmospheric,Dodge2+,Dogfight+3,Fighter
Speed: 10 Crew 18/6 Troops: 1
Weapon R A AD Special
Turns: 2/45 IS: 2191+
Lht Part Gun 2 T 2 Weak
Hull: 6 Craft -
Twin Part Arr 8 S 4 Twin-linked Twin Part Arr 8 P 6 Twin-Linked Sentri Wing (5 Flights)
Matter Can 15 A 4 AP, Double Damage Twin Part Arr 8 S 6 Twin-Linked Priority Level: Skirmish
Twin Part Arr 8 A 6 Twin-Linked
Class - Dargan Raid Centauri Defence Satellite
Class - Elutarian Raid Speed: 10 Crew 30/7 Troops: 3 Darkner-class Attack Frigate
Speed: 8 Crew 38/7 Troops: 2 Turns: 2/45 IS: 2258+ Amar-class Fast Carrier
Turns: 1/45 IS: 2235+ Hull: 5 Craft 2 Sentri Flight
Kutai Class Frigate
Hull: 6 Craft 1 Sentri Flight Damage: 28/7 SR: Jump Point
Maximus Class Frigate
Damage: 34/6 SR: Jump Point Weapon R A AD Special
Morgrath Class Frigate
Weapon R A AD Special Battle Las 25 F 2 Beam, Double D, Super AP
Ballistic Torp 30 F 5 DD, Precise, Slow-L, Sup AP Matter Can 12 F 6 AP, Double Damage Vorchan Class Warship
Twin Part Arr 8 F 6 Twin-Linked Twin Part Arr 8 F 8 Twin-Linked Vorchat-class War Raider
Twin Part Arr 8 P 4 Twin-Linked Twin Part Arr 8 P 8 Twin-Linked
Vorchar-class War Scout
Twin Part Arr 8 S 4 Twin-Linked Twin Part Arr 8 S 8 Twin-Linked
Priority Level: Raid
Twin Part Arr 8 A 4 Twin-Linked Twin Part Arr 8 A 8 Twin-Linked
Altarian-class Destroyer
Class - Magnus Raid Class - Demos Raid
Elutarian-Bombardment Class
Speed: 10 Crew 34/6 Troops: 2 Speed: 10 Crew 22/7 Troops: 1
Magnus-class Destroyer
Turns: 1/45 IS: 2208+ Turns: 2/45 IS: 2241+
Damage: 30/6 SR: Jump Point Damage: 18/7 SR: Jump Point Centurion-class Attack Cruiser
Weapon R A AD Special Weapon R A AD Special Prefect-class Armoured Cruiser
Battle Las 20 F 2 Beam, Double D, Super AP Ballistic Torp 15 F 2 Super AP, Triple Damage
Dargan-class Strike Cruiser
Matter Can 15 F 4 AP, Double Damage Plas Accel 12 F 4 AP, Double Damage
Demos-class Heavy Warship
Twin Part Arr 8 F 6 Twin-Linked Heavy Array 8 F 6 Double Damage
Sulust-class Escort Destroyer
Twin Part Arr 8 P 4 Twin-Linked
Class - Prefect Raid
Twin Part Arr 8 S 4 Twin-Linked Priority Level: Battle
Speed: 8 Crew 38/8 Troops: 2
Matter Can 15 A 2 AP, Double Damage Balvarix-class Strike Carrier
Turns: 1/45 IS: 2243+
Twin Part Arr 8 A 4 Twin-Linked
Hull: 6 Craft - Centauri Colony
Class - Balvarin Raid Damage: 35/8 SR: Jump Point Primus-class Battlecruiser
Speed: 6 Crew 60/15 Troops: 4 Weapon R A AD Special
Primus-class Bombardment
Turns: 1/45 IS: 2192+ Battle Las 25 F 3 Beam, Double D, Super AP
Secundus-class Battlecruiser
Hull: 5 Craft 6 Sentri Flights Matter Can 12 F 6 AP, Double Damage
Turns: 1/45 IS: 2262+ Turns: 1/45 IS: 2248+ Turns: 1/45 IS: 2202+
Twin Part Arr 8 A 6 Twin-Linked Class - Secundus MD Battle Matter Can 12 S 8 AP, Double Damage
Turns: SM IS: 2172+ Turns: 2/45 IS: 2260-2269 Turns: - IS: 2250+
Damage: - SR: Breaching Pod, Dodge 5+ Damage: 24/4 SR: Jump Point Damage: 15/4 SR: Immobile
Hvy Puls Can 12 F 6 Double Damage, Twin-Linked Ion Torpedo 30 T 1 Precise, Super AP
Class - Frazi Patrol 3 Flights
Med Puls Can 10 F 10 Energy Mine 30 T 1 Energy Mine, Slow-Loading
Speed: 10 Crew - Troops: -
Lht Puls Can 8 P 4 Lht Puls Can 8 T 2
Turns: SM IS: 2249+
Lht Puls Can 8 S 4
Hull: 4 Craft - Class - Thentus Skirmish
Lht Puls Can 8 A 8
Damage: - SR: Atmospheric,Dodge3+,Dogfight+0,Fighter Speed: 8 Crew 28/6 Troops: 4
Weapon R A AD Special
Class - Sho’Kar Skirmish
Ion Torpedo 20 F 1 Precise, Super AP
Speed: 10 Crew 25/5 Troops: 1
Lht Puls Can 40 T 4 Weak
Turns: 2/45 IS: 2240+
Speed: 8 Crew 28/5 Troops: 4 Damage: 18/4 SR: Jump Point, Scout, Stealth 3+
Turns: 1/45 IS: 2240+ Turns: 1/45 IS: 2247+ Turns: - IS: 2230+
Hull: 4 Craft - Hull: 5 Craft 4 Frazi Flight Hull: 5 Craft 6 Frazi Flights
Damage: 30/6 SR: - Damage: 60/12 SR: Jump Point Damage: 1000/ SR: Carrier 2, Command 1, Defense Network 6
500/ Immobile, Space Station, Targets 3
Weapon R A AD Special Weapon R A AD Special 250
Ion Torpedoe 30 F 2 Precise, Super AP Med Puls Can 12 F 6 Double Damage Weapon R A AD Special
Energy Mine 30 F 4 Energy Mine, Slow-Loading Lht Puls Can 8 F 10 Hvy Las Can 30 T 1 Beam, Double D, Super AP
Energy Mine 30 F 4 Energy Mine, Slow-Loading Lht Puls Can 8 P 10 Lht Puls Can 20 T 8
Speed: 6 Crew 50/10 Troops: 5 Speed: 6 Crew 70/19 Troops: 8 Hull: 6 Craft 1 Frazi Flight
Turns: 1/45 IS: 2241+ Turns: 1/45 IS: 2242+ Damage: 44/11 SR: Jump Point
Damage: 40/8 SR: - Damage: 55/13 SR: Jump Point Ion Torpedo 30 F 4 Super AP
Weapon R A AD Special Weapon R A AD Special Med Las Can 20 B 4 Beam, Double D, Super AP
Hvy Puls Can 12 F 12 Energy Mine 30 F 6 Energy Mine, Slow-Loading Hvy Puls Can 12 F 6
Twin Part Arr 8 F 8 Twin-Linked, Weak Energy Mine 30 F 6 Energy Mine, Slow-Loading Twin Part Arr 8 F 8 Twin-linked, Weak
Lht Puls Can 8 P 6 Hvy Las Can 30 B 3 Beam, Double D, Super AP Lht Puls Can 8 A 6
Speed: 8 Crew 90/21 Troops: 12 Mag Gun 18 F 2 Beam, Super AP, Triple D
Turns: 1/45 IS: 2241+ Med Las Can 18 B 4 AP, Beam, Double D
Damage: 60/12 SR: Jump Point, Shuttles 3 Twin part Arr 8 F 10 Twin-Linked, Weak
Hvy Plas Can 18 B 6 AP, Double Damage Twin part Arr 8 P 10 Twin-Linked, Weak
Damage: 85/17 SR: Command 1, Jump Point, Shuttles 2 Damage: 60/14 SR: Command 2, Jump Point Frazi Wing (3 Flights)
Ion Torpedo 30 F 4 Precise, Super AP Energy Mine 30 F 8 Energy Mine Sho’Kos Class Cutter
Energy Mine 30 F 8 Energy Mine, Slow-Loading Energy Mine 30 F 8 Energy Mine
Sho'Kov-class Torpedo Cutter
Energy Mine 30 F 8 Energy Mine, Slow-Loading Hvy Las Can 30 B 4 Beam, Double D, Super AP
Priority Level: Skirmish
Hvy Las Can 25 B 6 Beam, Double D, Super AP Twin Part Arr 10 F 10 Twin-Linked
G’Karith Class Patrol Cruiser
Mag Gun 20 F 2 Beam, Super AP, Triple D Light Part arr 8 F 8
Lht Puls Can 8 F 8 Twin Part Arr 10 P 10 Twin-Linked G’Sten Class War Cruiser
Twin Part Arr 8 F 16 Twin-Linked, Weak Light Part arr 8 P 8 Ka'Toc-class Battle Destroyer
Lht Puls Can 8 P 6 Twin Part Arr 10 S 10 Twin-Linked Ka'Tan-class Escort Destroyer
Twin Part Arr 8 P 8 Twin-Linked, Weak Light Part arr 8 S 8 Sho’Kar Class Light Scout
Lht Puls Can 8 S 6 Twin Part Arr 10 A 6 Twin-Linked, Weak
T'Gan Orbital Satellite
Twin Part Arr 8 S 8 Twin-Linked, Weak Light Part arr 8 A 4
Thentus Class frigate
Hvy Las Can 25 Ba 4 Beam, Double D, Super AP
Narn Energy Mine Configurations
Priority Level: Raid
Lht Puls Can 8 A 4
Any Narn ship capable of firing energy mines may freely
Twin Part Arr 8 A 4 Twin-Linked, Weak
Dag’Kar Class Missile Frigate
select from the configurations listed below. Each energy
mine weapon system on a ship may only fire one type of Rongoth Class Destroyer
Class - G’Quonth War configuration and may only use that for the entire battle.
Different energy mine weapon systems on the same ship Rothan-class Plasma Destroyer
Speed: 5 Crew 70/19 Troops: 6
may choose different configurations and ships in a cam-
paign may freely change their configurations before the T’Loth Class Assult Cruiser
Turns: 1/45 IS: 2252+
start of each battle.
Hull: 6 Craft - T'Rann-class Heavy Carrier
The exception to this rule is the Short Charge configura-
Damage: 55/13 SR: Jump Point tion. Any energy mine equipped ship may use Short Priority Level: Battle
Charge at any time during a battle, regardless of what it is
Weapon R A AD Special
normally configured to fire. G’Quan Class Heavy Cruiser
Ion Torpedo 30 F 4 Precise, Super AP
Ionic Burst: The ionic burst gains the Weak trait but any G'Lan-class Mag Cruiser
Energy Mine 30 F 6 Energy Mine, Slow-loading enemy ship under its area while be unable to perform any
Special Actions in its next turn and have the effects of Narn Listening Post
Energy Mine 30 F 6 Energy Mine, Slow-loading
any existing Special Actions negated. Var’Nic Long Range Destroyer
Hvy Las Can 30 B 6 Beam, Double D, Super AP
Ship-Breaker: The energy mine’s Special Traits change Priority Level: War
Lht Puls Can 8 F 8
to Double Damage, Slow-Loading, Super AP (yes, it
Twin Part Arr 8 F 10 Twin-Linked, Weak loses Energy Mine!). Its range is also halved Bin’Tak Class Dreadnought
Lht Puls Can 8 P 8 Short Charge: The energy mine loses its Slow-Loading G'Tal-class Command Cruiser
Twin Part Arr 8 P 10 Twin-Linked, Weak trait. However, it will also lose Attack Dice. Halve the
G'Quonth-class Attack Cruiser
number of Attack Dice used, rounding down. Range will
Lht Puls Can 8 S 8 also be reduced to 20”. Flights: No Special
Twin Part Arr 8 S 10 Twin-Linked, Weak
Wide Burst: Wide bursts roll their Attack Dice against Narn and Centauri: Narn Vessels
Lht Puls Can 8 A 8 every object within 5” of the target point instead of the will never surrender to the Centauri
normal 3” but gain the Weak trait. and are immune to any effect that
Twin Part Arr 8 A 10 Twin-Linked, Weak would require them to surrender to
Centauri Vessels
Turns: SM IS: 2046+ Turns: 2/45 IS: 2236+ Turns: 2/45 IS: 1990+
Damage: - SR: Breaching Pod, Dodge 5+, Stealth 3+ Damage: 38/6 SR: Adv Jump Point, Flight Comp, Stealth 4+ Damage: 24/5 SR: Adv Jump Point, Flight Comp, Stealth 4+
Fusion Can 18 P 6 AP, Mini-Beam, Twin-linked Mole Disrup 8 F 6 AP, Double Damage, Precise
Class - Flyer Patrol 2 Flights
Fusion Can 18 S 6 AP, Mini-Beam, Twin-linked Antimat Can 4 F 6 Double Damage, Super AP
Speed: 12 Crew - Troops: -
Fusion Can 18 A 6 AP, Mini-Beam, Twin-linked Fusion Can 18 P 4 AP, Mini-Beam
Turns: SM IS: 2004+
Mole Disrup 8 P 4 AP, Double Damage, Precise
Hull: 3 Craft - Class - Esharan Raid
Fusion Can 18 S 4 AP, Mini-Beam
Damage: - SR: Atmospheric, Dodge 4+, Dogfight +1, Speed: 12 Crew 42/7 Troops: 4
Fighter, Stealth 5+ Mole Disrup 8 S 4 AP, Double Damage, Precise
Turns: 2/45 IS: 2066+
Weapon R A AD Special Fusion Can 18 A 4 AP, Mini-Beam
Hull: 5 Craft -
Lht Fus Can 2 T 3 AP Mole Disrup 8 A 4 AP, Double Damage, Precise
Damage: 38/6 SR: Adv Jump Point, Flight Comp, Stealth 4+
Damage: - SR: Atmospheric, Dodge 2+, Dogfight +4, Turns: 2/45 IS: 1995+
Fighter, Stealth 4+
Hull: 4 Craft 1 Nial Flight
Weapon R A AD Special
Damage: 24/5 SR: Adv Jump P,Flight Comp, Scout Stealth 5+
Lht Fus Can 2 T 1 AP
Weapon R A AD Special
Weapon R A AD Special
Hull: 4 Craft -
Weapon R A AD Special
Turns: 2/45 IS: 1995+ Turns: 1/45 IS: 1977+ Turns: 1/45 IS: 2008+
Hull: 4 Craft 1 Flyer & 8 Nial Flights Hull: 6 Craft - Hull: 5 Craft 1 Flyer Flight
Damage: 38/6 SR: Adv Jump P, Carrier 4, Command 1, Fleet Damage: 56/8 SR: Adv Jump Point, Flight Comp, Stealth 4+ Damage: 60/8 SR: Adv Jump Point, Flight Comp, Stealth 5+
Carrier, Flight Computer, Stealth 5+
Weapon R A AD Special Weapon R A AD Special
Weapon R A AD Special
Neutron laser 30 F 6 Beam, DD, Precise, Super AP Neutron Las 30 F 4 Beam, DD, Precise, Super AP
Fusion Can 18 F 6 AP, Mini-Beam
Fusion Can 18 F 8 AP, Mini-Beam Fusion Can 18 F 6 AP, Mini-Beam
Fusion Can 18 P 2 AP, Mini-Beam
Fusion Can 18 P 6 AP, Mini-Beam Neutron Las 30 P 2 Beam, DD, Precise, Super AP
Fusion Can 18 S 2 AP, Mini-Beam
Fusion Can 18 S 6 AP, Mini-Beam Fusion Can 18 P 4 AP, Mini-Beam
Fusion Can 18 A 4 AP, Mini-Beam
Neutron laser 30 A 4 Beam, DD, Precise, Super AP Neutron Las 30 S 2 Beam, DD, Precise, Super AP
Class - Veshatan Battle Fusion Can 18 A 4 AP, Mini-Beam Fusion Can 18 S 4 AP, Mini-Beam
Speed: 12 Crew 62/10 Troops: 5 Neutron Las 30 A 2 Beam, DD, Precise, Super AP
Class Norgath Starbase War
Turns: 1/45 IS: 1989-2207 Fusion Can 18 A 6 AP, Mini-Beam
Speed: - Crew - Troops: 40
Hull: 5 Craft -
Turns: - IS: 2082+
Damage: 56/8 SR: Adv Jump Point, Flight Comp, Stealth 4+
Hull: 4 Craft 2 Flyer & 4 Nial Flights
Minbari Federation
Weapon R A AD Special
Damage: 800/ SR: Carrier 2, Command 1, Defense Network Priority Level: Patrol
Neutron laser 25 F 4 Beam, DD, Precise, Super AP 400/ 12, Immobile, Interceptors 6, Space
200 Station, Stealth 3+, Targets 4
Fusion Can 18 F 6 AP, Mini-Beam Breaching Pod
Weapon R A AD Special
Fusion Can 18 P 4 AP, Mini-Beam Flyer Wing (2 Flights)
Neutron Las 30 T 2 DD,MiniBeam,Precise,SupAP
Fusion Can 18 S 4 AP, Mini-Beam Nial Wing (1 Flights)
Fusion Can 18 T 6 AP, Mini-Beam
Fusion Can 18 A 4 AP, Mini-Beam
Tishat Wing (1 Flight)
Class - Sharlin War
Class - Thinashi Battle Priority Level: Skirmish
Speed: 8 Crew 66/9 Troops: 5
Speed: 10 Crew 42/7 Troops: 4
Turns: 1/45 IS: 1958+ Minbari Defence Satellite
Turns: 2/45 IS: 2020+
Hull: 5 Craft 1 Flyer & 4 Nial Flghts Torotha Class Assault Frigate
Hull: 5 Craft -
Damage: 60/8 SR: Adv Jump Point, Flight Comp, Stealth 5+
Damage: 38/6 SR: Adv Jump Point, Flight Comp, Stealth 4+ Priority Level: Raid
Weapon R A AD Special
Weapon R A AD Special
Neutron laser 30 F 6 Beam, DD, Precise, Super AP
Leshath Class Heavy Scout
Neutron laser 25 F 4 Beam, DD, Precise, Super AP
Fusion Can 18 F 8 AP, Mini-Beam Tigara Class Attack Cruiser
Fusion Can 18 F 8 AP, Mini-Beam, Twin-Linked
Fusion Can 18 P 8 AP, Mini-Beam Teshlan-class Fast Cruiser
Fusion Can 18 P 6 AP, Mini-Beam, Twin-Linked
Fusion Can 18 S 8 AP, Mini-Beam
Fusion Can 18 S 6 AP, Mini-Beam, Twin-Linked Ashinata-class Close Escort
Neutron laser 30 A 4 Beam, DD, Precise, Super AP
Fusion Can 18 A 6 AP, Mini-Beam, Twin-Linked Esharan-class Anti-Fighter Frigate
Fusion Can 18 A 8 AP, Mini-Beam
Weapon R A AD Special
Damage: 15/3 SR: Adp Armour, Adv Jump Point, Dodge 3+,
Flight Computer, Self-Repairing 2
Weapon R A AD Special
Interstellar Alliance
Priority Level: Patrol
Priority Level: Skirmish
Priority Level: Raid
Priority Level: Battle
Priority Level: War
Class - Breaching Pod Patrol 4 Flights Class - Strike Carrier Skirmish
Speed: 6 Crew - Troops: 1 Speed: 6 Crew 54/12 Troops: 3
Damage: - SR: Breaching Pod, Dodge 5+ Damage: 32/7 SR: Carrier 4, Jump Point
Hull: 4 Craft -
Weapon R A AD Special
The Raiders
Priority Level: Patrol
Priority Level: Skirmish
Priority Level: Raid
Priority Level: Battle
Priority Level: War
Class - Fighter Patrol 3 Flights Class - Heavy Cruiser War
Speed: 9 Crew - Troops: - Speed: 5 Crew - Troops: -
Vorlon Empire
Turns: SM IS: Until 2261 Turns: 1/45 IS: Until 2261 Priority Level: Patrol
Hull: 4 Craft - Hull: 5 Craft -
Vorlon Fighter (3 Flights)
Damage: - SR: Dodge 3+, Dogfight +0, fighter Damage: 100/0 SR: Adaptive Amour, Advance Jump Point,
Flight Computer, Self-Repairing 2D6 Priority Level: Skirmish
Weapon R A AD Special
Weapon R A AD Special Orbital Installation
discharge gun 3 T 1 anti-fighter, AP, Beam, Precise
Lighting Can 24 F 4 Beam, Precise, Super AP, TD
Transport
Class Orbital Installation Skirmish discharge gun 18 F 6 AP, Beam, Double D, Precise
Priority Level: Raid
Speed: - Crew - Troops: -
Class - Observation Post War
Turns: - IS: Until 2261 Destroyer
Speed: - Crew - Troops: -
Hull: 5 Craft - Priority Level: Battle
Turns: - IS: Until 2261
Damage: 25/0 SR: adap amour, Immobile, Self-Repairing 1d6
Hull: 5 Craft 6 Vorlon Fighter Flights Light Cruiser
Weapon R A AD Special
Damage: 600/ SR: Adaptive Amour, Carrier 2, Defense Priority Level: War
discharge gun 12 T 2 AP, Beam Double D, Precise 300/ Network 6, Immobile, Self-Repairing 2d6,
150 Targets 4
Heavy Cruiser
Class - Transport Skirmish Weapon R A AD Special
Observation Post
Speed: 8 Crew - Troops: - Lighting Can 24 T 1 Beam, Precise, Super AP, TD
Vorlon Empire
Turns: 1/90 IS: Until 2261 discharge gun 15 T 4 AP, Beam, Double D, Precise
Initiative: +6
Hull: 4 Craft -
Weapon R A AD Special
Class - Destroyer Raid Damage Resistance: Based on highly advanced bio-technology, Vorlon
ships are organic creations and so do not have the same structure as other
Speed: 7 Crew - Troops: -
ships. Because of this, they take damage in a very different manner. Every
Turns: 1/90 IS: Until 2261 successful attack on a Vorlon ship that beats its Hull score will cause dam-
Hull: 5 Craft - age, without the need to roll for bulkhead and critical hits. Vorlon ships
Damage: 50/0 SR: Adaptive Amour, Advance Jump Point, are immune to critical hits, as no specific vital systems. For every hit a
Flight Computer, Self-Repairing 2 Vorlon ship suffers, roll one dice. This is how much damage it actually
Weapon R A AD Special suffers from the hit and is double or trebled as normal for weapons that
discharge gun 18 F 4 AP, Beam, Double D, Precise possess the appropriate traits. Precise weapons have no additional effect
but Adaptive Amour halves all incoming damage as normal. Vorlon ships
Class - Light Cruiser Battle have no effective Crew score, as the whole vessel is a single, living entity.
Speed: 6 Crew - Troops: -
In addition, they never perform Damage Control and can never be Crip-
pled or reduced to a Skeleton Crew. A Vorlon ship that has been reduced
Turns: 1/45 IS: Until 2261
to 0 Damage has been destroyed and is simply removed form the table.
Hull: 5 Craft -
Vorlon Empire
Priority Level: Patrol
Priority Level: Skirmish
Priority Level: Raid
Priority Level: Battle
Priority Level: War
Class - Shadow Fighter Patrol 3 Fights The Shadows The Shadow Fleet Rules
Speed: 12 Crew - Troops: -
Priority Level: Patrol Hyperspace Mastery: Shadow Scouts and Shadow Ships may enter
Turns: SM IS: Until 2261
realspace from hyperspace at any point, without risk of deviation.
Hull: 4 Craft - Shadow Fighter (3 Flights) They can move, attack and otherwise act normally during the turn it
Damage: - SR: Adv Jump Point, Atmospheric, Dodge 3+, leaves hyperspace. Shadow vessels must use the Initiate Jump Point!
Dogfight +0, Fighter Priority Level: Skirmish Special Action to enter hyperspace but no jump point counter is
Weapon R A AD Special placed on the table, thus no damage is caused. Instead, the Shadow
Shadow Orbital Satellite vessel is simply removed into hyperspace at the beginning of its next
Polarity Can 2 T 2 AP, Double Damage
turn. Shadow Fighter flights may also enter and leave hyperspace by
Priority Level: Raid
this method without having to take any Special Action.
Class - Orbital Satellite Skirmish
Shadow Scout Damage Resistance: Based on highly advanced bio-technology,
Speed: - Crew - Troops: -
Shadow vessels are organic creations and so do not have the same
Turns: - IS: Until 2261 Priority Level: Battle structure as other ships. Because of this, they take damage in a very
Hull: 5 Craft -
Shadow Hunter different manner.
Damage: 30/0 SR: Immobile, Self Repairing 1D6 Every successful attack on a Shadow vessel that beats its Hull score
Priority Level: War will cause damage, without the need to roll for bulkhead and critical
Weapon R A AD Special
hits. Shadow vessels are immune to critical hits, as they have no spe-
Mole Slicer B 12 T 1 Beam, Precise, Super AP, TD Shadow Cloud cific vital systems. For every hit a Shadow vessel suffers, roll one
dice. This is how much damage it actually suffers from the hit and is
Class - Shadow Scout Raid Shadow Ship double or trebled as normal for weapons that possess the appropriate
Speed: 9 Crew - Troops: - traits. Precise weapons have no additional effect but Adaptive Amour
Flights: May initiate halves all incoming damage as normal.
Turns: SM IS: Until 2261
Jump Point Shadow vessels have no effective Crew score, as the whole ship is a
Hull: 5 Craft - single, living entity. In addition, they never perform Damage Control
Shadows and Hyper- and can never be Crippled or reduced to a Skeleton Crew. A Shadow
Damage: 58/0 SR: Adv Jump P, Flight Computer, Scout, Self-
Repairing 1d6, Stealth 4+ space: A Shadow vessel vessel that has been reduced to 0 Damage has been destroyed and is
Weapon R A AD Special
may enter realspace from simply removed form the table.
hyperspace at any point
phas puls can 8 F 6 anti-fighter, Double D, Sup AP Special Actions: Shadow vessels may only use the Initiate Jump
with no deviation. It will
Point Special Action.
Class - Shadow Hunter Battle also be able to move, attack
and act normally during the Superior Technology: The technical advances of the younger races
Speed: 7 Crew - Troops: -
turn it leaves Hyperspace. pose few problems for the Shadows. They gain a +1 bonus to all rolls
Turns: SM IS: Unknow they make in order to circumvent an enemy ships Stealth
Shadow vessels must user
Hull: 5 Craft 3 Shadow Fighter Flights the Initiate Jump Point SA Superb Maneuverability: Shadow vessels are supremely agile at
Damage: 100/0 SR: Adv Jump Point, Flight Computer, to enter hyperspace but no slow speeds but it is still important to keep track of their heading.
Self-Repairing 1D6
jump point counter is Instead of using the normal SM rules, a Shadow vessel may instead
Weapon R A AD Special placed on the board. turn up to 90o at the start of its movement and then move twice its
Fht disp tube 30 T Fighter Dispersal Tube Speed in a straight line.
The Shadows Initiative:
Mole Slicer B 12 F 4 Beam, Super AP, Triple D
+6 Jump Point Disruptor: A Shadow Ship may choose to use its Jump
Point Disruptor in place of any other weapons during its turn. This
Class - Shadow Cloud War may target any jump point leading to hyperspace within 18ö. This
Speed: - Crew - Troops: - attack will immediately shut down the jump point. In addition, every
Turns: - IS: Until 2261
ship that went through the jump point this turn or is within 4ö of its
forward arc must roll a dice. On a 1, it escapes destruction and sus-
Hull: 5 Craft 16 Shadow Fighter Flight tains 3d6 points of damage. On a 2-3, it suffers d6 critical hits, multi-
Damage: 800/ SR: Carrier 4, Defense Network 6, Immobile, plying all damage by three as if it had been hit by a Triple Damage
400/ Interceptors 14, Space Station, Targets 3
200
weapon. On a roll of 4-6, the ship is automatically destroyed. Auxil-
iary craft flights will always be destroyed on a roll of 2 or more.
Weapon R A AD Special
Weapon R A AD Special
The Shadows
Fht Disper 30 T Fighter Dispersal Tube
Weapon R A AD Special
Turns: SM IS: 2200+ Turns: 2/90 IS: 2150+ Turns: - IS: 2162+
Damage: - SR: Atmospheric,Dodge3+,Dogfight+1,Fighter Damage: 18/6 SR: - Damage: 700/ SR: Carrier 4, Command 1,
350/ Defense Network 10, Immobile, Intercep-
Weapon R A AD Special Weapon R A AD Special 175 tors 8, Space Station, Targets 3
Twin Antipro 2 T 3 Twin-Linked, Weak Antipro Gun 5 P 2 Anti-Fighter Antimat Torp 30 T 2 DD, Precise, Slow-L, Super AP
Weapon R A AD Special
Hull: 4 Craft -
Weapon R A AD Special
Weapon R A AD Special
Weapon R A AD Special
Damage: - SR: Dodge 2+, Dogfight +0, Fighter Class - Halik Raid Priority Level: Raid
Weapon R A AD Special Speed: 8 Crew 42/8 Troops: 3 Batrado-Armed Transport
Lht Grav Bolt 2 T 1 AP Turns: 2/45 IS: 2250+
Halik-class Frigate
Hull: 5 Craft -
Class - Ikorta Skirmish
Speed: 8 Crew 24/7 Troops: 10
Damage: 36/8 SR: - Haltona-class Frigate
Weapon R A AD Special
Turns: 1/45 IS: 2198+ Priority Level: Battle
Graviton Puls 12 F 10 AP
Hull: 5 Craft -
Graviton Puls 12 P 8 AP Alykent Guardpost
Damage: 22/6 SR: Interceptors 2, Shuttles 3
Graviton Puls 12 S 8 AP
Weapon R A AD Special Avioki- Heavy Cruiser
Graviton Puls 12 A 10 AP
Grav Cannon 18 F 2 Precise, Super AP
Gravitic Bolt 3 T 6 Anti-Fighter, Weak
Kaliva- Lance Cruiser
Graviton Puls 12 F 6 AP
Graviton Puls 12 P 4 AP
Brokados- Battle Carrier
Class - Haltona Raid
Graviton Puls 12 S 4 AP
Speed: 8 Crew 42/8 Troops: 3 Priority Level: War
Graviton Puls 12 A 2 AP
Turns: 2/45 IS: 2257+
Tashkat Advanced Cruiser
Gravitic Bolt 3 T 2 Anti-Fighter, Weak
Hull: 5 Craft -
Takata-class Mine Cruiser
Class - Brikorta Skirmish Damage: 36/8 SR: -
Graviton Puls 12 P 3 AP
Graviton Puls 12 S 3 AP
Graviton Puls 12 A 2 AP
Hull: 4 Craft -
Weapon R A AD Special
Damage: 600/ SR: Carrier 4, Command 1, Defence Network 8 Damage: 78/12 SR: Interceptors 5, Jump Point
300/ Immobile, Interceptors 12, Space Station,
150 Targets 3 Weapon R A AD Special
Weapon R A AD Special
Class - Takata War
Graviton Bea 18 F 8 Beam, Double D, Slow-Load
Speed: 10 Crew 80/12 Troops: 5
Graviton Puls 12 F 10 AP
Turns: 2/45 IS: 2264+
Graviton Puls 12 P 4 AP
Hull: 6 Craft -
Graviton Puls 12 S 4 AP
Damage: 78/12 SR: Interceptors 5, Jump Point
Gravitic Bolt 3 T 4 Anti-Fighter, Weak
Weapon R A AD Special
Graviton Puls 12 S 6 AP
Graviton Puls 12 A 2 AP
Hull: 6 Craft -
Weapon R A AD Special
Graviton Puls 12 F 6 AP
Turns: 2/45 IS: 2260+ Pulse Cannon 10 S 4 AP, Twin-Linked Light Raider
Hull: 4 Craft - Pulse Cannon 10 A 4 AP, Twin-Linked
Weapon R A AD Special
Class - Fast Destroyer Raid
Med Neut Cann 20 F 2 Beam,Double D,Precise,SuperAP
Speed: 12 Crew 24/4 Troops: 2
Pulse Cannon 10 F 8 AP, Twin-Linked
Turns: 2/45 IS: 2260+
Pulse Cannon 10 P 8 AP, Twin-Linked
Hull: 4 Craft -
Pulse Cannon 10 S 8 AP, Twin-Linked
Damage: 24/5 SR: Advance Jump Point, Flight Computer,
Gravitic Energy Grid 3 Pulse Cannon 10 A 8 AP, Twin-Linked
Weapon R A AD Special
Pulse Cann 10 F 8 AP
Hull: 5 Craft -
Pulse Cannon 10 P 6 AP
Priority Level: Skirmish
Pulse Cannon 10 S 6 AP
Priority Level: Raid
Pulse Cannon 10 A 6 AP
Priority Level: Battle
Priority Level: War
Class - Breaching Pod Patrol 4 Flights Class - Rohric Raid
Speed: 6 Crew - Troops: 1 Speed: 5 Crew 32/6 Troops: 6
Hull: 5 Craft -
Weapon R A AD Special
Class - Skirmish
Speed: 12 Crew 22/5 Troops: 3
Hull: 5 Craft -
Weapon R A AD Special
Pulsars 10 F 8
Light Pulsars 8 F 6
Light Pulsars 8 P 6
Light Pulsars 8 S 6
Light Pulsars 8 A 6
Turns: 1/45 IS: 2230-2232 Turns: 1/45 IS: 2224-2232 Dilgar Imperium
Hull: 5 Craft 10 Thorun Flight Hull: 6 Craft -
Priority Level: Patrol
Damage: 54/8 SR: Carrier 2, Jump Point Damage: 54/6 SR: Jump Point, Shuttles 2
Light Pulsars 8 T 4
Weapon R A AD Special
Light Pulsars 8 F 10
Dilgar Imperium 2/2
Light Pulsars 8 P 10
Light Pulsars 8 S 10
Priority Level: Battle
Disruptor Torps 20 A 8 AP, Double Damage, Slow-Load Priority Level: War
Light Pulsars 8 A 10
Turns: SM IS: 2203+ Turns: 1/45 IS: 2247+ Turns: 1/45 IS: 2249+
Hull: 6 Craft - Hull: 4 Craft 4 Delta-V Flights Hull: 6 Craft 4 Delta-V Flights, 4 Double-V Flights
Damage: - SR: Breaching Pod, Dodge 5+ Damage: 32/7 SR: Carrier 4, Jump Point Damage: 48/14 SR: Carrier 4, Fleet Carrier, Interceptors 2, Jump
Point
Weapon R A AD Special Weapon R A AD Special
Weapon R A AD Special
- Med puls Can 10 F 8
Med Laser Can 20 B 6 Beam, Double D, Super AP
Particle Beam 4 F 6 Anti-Fighter, Weak
Class - Delta-V Patrol 6 Flights Hvy Pulse Cann 12 B 8 Twin-Linked
Med puls Can 10 P 4
Speed: 8 Crew - Troops: - Med Pulse Can 10 F 10
Particle Beam 4 P 6 Anti-Fighter, Weak
Turns: SM IS: 2190+ Missile Racks 30 P 4 Precise, Slow-Load, Super AP
Med puls Can 10 S 4
Hull: 3 Craft - Particle Beams 5 P 8 Anti-Fighter, Twin-Linked, Weak
Particle Beam 4 S 6 Anti-Fighter, Weak
Damage: - SR: Atmospheric,Dodge2+,Dogfight+0,fighter Lht Plasma Can 6 P 4 AP
Particle Beam 4 A 6 Anti-Fighter, Weak
Weapon R A AD Special Missile Racks 30 S 4 Precise, Slow-Load, Super AP
Lht Part Gun 2 T 2 Weak Class Assault Freighter Raid Particle Beams 5 S 8 Anti-Fighter, Twin-Linked, Weak
Weapon R A AD Special
Med Pulse Can 10 T 4
Raiders - Argent's Crusaders
Lht Part Gun 2 T 2 Weak Class - Battle Wagon Raid Priority Level: Patrol
Ultra-Lht Puls 2 T 2 Twin-Linked, Weak Speed: 6 Crew 40/10 Troops: 4
Hull: 4 Craft -