TEXT: It follows than as certain as that night succeeds the 
  day, that without a decisive naval force we can do 
  nothing deﬁnitive, and with it, everything honorable 
  and glorious.
  George Washington
  
  Credits
  Author
  Matthew Sprange 
  Additional Text
  Bryan Steele 
  Editor
  Chris Allen 
   
  Special Effects
  Brandon Bray, David Briedis and Luciano M Trentadue, 
  David Charnow, Omar Chaudry, Kier Darby, Mark Kane, 
  Terry Hagerty, Ingo Haverich, John Quatch, Fabio Passaro, 
  Todd Pederzani, Chris Sapiano, Michael Stetson, 
  Danilo Moretti
  Producer
  Alexander Fennell
  Miniature Gaming Manager
  Ian Barstow
  Key Grips
  Ron Bedison, Sarah Quinnell
  Extras
  Jez Fairclough, Andrew Graham, Greg Smith, 
  Dustin T. Ballard, Paul Davies, Edward Miller, Joey Vargas, 
  Peter Perry, Wulf Corbett, Duncan Webster
  Special Thanks
  J. Michael Straczynski, Fiona Avery, Isabelle Richard,
  Skye Herzog
  Contents
  Introduction 
   
   
   
  4
  Rules & Updates  
   
  5
  Traits & Special Actions  
  8
  Advanced Auxiliary Craft 
  10
  Fortresses of Light 
   
  13
  Planetary Assaults   
  15
  Boarding Actions  
  20
  Skin Dancing 
   
  22
  Captain Sheridan  
  23
  War Leader G’Sten  
  25
  Using Fleet Lists  
  26
  Earth Alliance  
  27
  Minbari Federation  
  50
  Centauri Republic  
  63
  Narn Regime  
  79
  Interstellar Alliance  
  94
  Shadows  
  102
  Vorlons  
  108
  Abbai Matriarchy  
  114
  Brakiri Syndicracy  
  122
  Drazi Freehold  
  132
  Vree Conclomerate  
  141
  Raiders  
  150
  Civilian Shipping  
  157
  Scenarios  
  161
  Campaigns  
  186
  The Raiders Campaign  
  198
  Going Online 
   
   
  200
  Catalogue  
   
  201
  Sky Full of Stars
  Copyright © 2005 Warner Bros Entertainment 
  Inc. 
  BABYLON 5, characters, names and all related 
  indicia are trademarks of and © Warner Bros 
  Entertainment Inc.
  WB SHIELD: TM and © Warner Bros 
  Entertainment Inc.
  (s05)
  Printed in China
  Designation of Product Identity:  The following items are hereby 
  designated as Product Identity: Any and all Babylon 5 logos and 
  identifying marks and trade dress, including all Babylon 5 product 
  and product line names; any elements of the Babylon 5 setting 
  including but not limited to capitalised names, planet names, 
  alien species names, ship names, organisation names, characters, 
  equipment, setting and historic events, episode descriptions, any 
  and all stories, storylines, locations, plots, thematic elements, 
  documents within the Babylon 5 world, quotes from character or 
  episodes, all artwork, symbols, designs, depictions, illustrations, 
  maps and cartography, likenesses, poses, logos, symbols or 
  graphic designs; any other unspeciﬁ ed incarnations of Babylon 
  5 creative property, including elements either derived or inferred 
  from the Babylon 5 setting; and website support materials and 
  all future incarnations, online community donations and all free 
  game support items
  2
  Contents
  
  3
  Part I: Rules
  
  INTRODUCTION
  Since its release in the summer 
  of 2004, the basic box set of A Call 
  to Arms has grown, developed and 
  gained a large number of devoted 
  fans.  With the help of the online 
  community on the Mongoose web site 
  forums, we have introduced new ships, 
  rules and scenarios which were either 
  released for free download on our web 
  site or published in the three Rules 
  Supplements.  We have also ﬁ nally 
  released miniatures for all the ships 
  in the game, bringing an entirely new 
  dimension to the tabletop.
  Sky Full of Stars is the culmination 
  of all this work and has been heavily 
  inﬂ uenced by the fans of A Call to Arms.  
  All the rules tweaks and additions you 
  read here, all the revised ships in the 
  advanced ﬂ eet lists and all the scenarios 
  have been shaped by the comments 
  made by the online community, after 
  they  had the chance to playtest each 
  one, making A Call to Arms the most 
  extensively playtested game released by 
  Mongoose Publishing thus far.
  This book also sets the scene for future 
  developments of the game.  Future 
  supplements will bring new ﬂ eets into 
  the game (such as the Drakh and Dilgar, 
  both supported by new miniatures) 
  and add new scenarios for you to 
  practise your tactics, while others will 
  look at speciﬁ c conﬂ icts in the Babylon 
  5 universe, such as the Earth/Minbari 
  War.
  Part One of Sky Full of Stars covers 
  numerous rules tweaks and changes that 
  have been suggested by the fans of the 
  game.  This updates the ﬁ rst printing of 
  the basic box set and the changes here 
  have already been incorporated into the 
  second and subsequent printings of the 
  box.  You can identify which box set 
  you have immediately by looking on 
  the top near the bar code.  If there is a 
  label there stating which printing it is, 
  you have one of the updated box sets.  
  If you just see the price and bar code, 
  you have the ﬁ rst printing.  Worry not 
  though, as by using this book, you will 
  have access to the very latest version of 
  A Call to Arms.
  Part One of Sky Full of Stars also 
  introduces new advanced rules that will 
  expand your games in many different 
  directions.  While each adds a degree 
  of complexity to the game, none are 
  essential – that is, none are required 
  for every game you play.  Instead, you 
  will have the option of bringing these 
  rules into your games as and when they 
  are required.  For example, not every 
  game you play will feature a planetary 
  assault but the rules are there when 
  your Centauri need to give that Narn 
  world a good pounding.  At the same 
  time, not every game will feature ﬂ eet 
  carriers but the rules are there, ready 
  and waiting, whenever you make that 
  choice on your ﬂ eet list.  The aim of 
  these rules is to expand A Call to Arms 
  in new directions and make it a much 
  more comprehensive ﬂ eet battle game.
  Part Two takes the lion’s share of pages 
  in Sky Full of Stars, providing advanced 
  ﬂ eet lists for every race in the game.  You 
  will ﬁ nd new and revised ships as well 
  as all new ﬂ eet rules that will change 
  the way you play each race.  These ﬂ eet 
  lists completely replace those in Book 
  Two of the basic box set and should be 
  used from now on.
  Part Three provides you with a veritable 
  ﬂ eet’s worth of scenarios, both ‘general’ 
  and historical, based on actual events 
  in the Babylon 5 universe.  Though I 
  suspect that most players use campaigns 
  for extended sessions of A Call to Arms, 
  these scenarios will give you new things 
  to try out in your games and extend 
  your tactical capabilities.
  Additionally, Part Three introduces a 
  new set of advanced campaign rules 
  to your games.  Campaigns in A Call 
  to Arms have proven very popular and 
  seem to be the ‘default’ way of playing 
  in clubs and among friends.  These new 
  rules provide a great deal more depth 
  compared to those presented in Book 
  One of the basic box set but will not 
  take much longer to play through – as 
  always, simplicity is a hallmark of A 
  Call to Arms.
  Throughout Sky Full of Stars, we have 
  also included various bits and pieces 
  designed to enhance the way you play 
  the game and appreciate the setting 
  behind Babylon 5.  You will ﬁ nd 
  background pieces on various battles, 
  technologies and characters, as well as 
  painting guides and the odd tactical 
  hint.
  Sky Full of Stars takes your games of 
  A Call to Arms to the next level and 
  sets the scene for some truly awesome 
  conﬂ icts in the galaxy.
  4
  Introduction
  
  RULES & UPDATES
  The following rules are 
  changes and updates to the ﬁ rst printing 
  of A Call to Arms (see the Introduction 
  for details on identifying which printing 
  of the game you currently own).  All 
  subsequent printings of A Call to Arms 
  already have these changes integrated 
  into their rules sets.
  All changes here are to be considered 
  ‘ofﬁ cial’ and should be used in 
  preference to those presented in the 
  ﬁ rst printing of the game.
  Attack Phase
  The following changes are made to the 
  Attack Phase, detailed on pages 8–10 
  in Book One.
  Attack Dice
  For every successful hit on a target, roll 
  1d6 on the following table.
  1d6
  Effect
  1
  Bulkhead Hit: No damage.
  2–5
  Solid Hit: –1 Damage, –1 
  Crew to target ship
  6
  Critical Hit: As Solid Hit but 
  also roll on the Critical Hit 
  Location table.
  This replaces the 2d6 table for resolving 
  damage.
  Vital Systems Critical Hits
  Replace the table for resolving Critical Hits to Vital Systems with the one below.
  1d6 Area
  Damage
  Crew
  Effect
  1
  Bridge Hit
  +0
  +1
  No Special Actions permitted
  2
  Engineering
  +4
  +3
  Do Damage Control permitted
  3
  Weapons Control
  +4
  +4
  No ﬁ ring out of one random arc
  4
  Secondary Explosions
  +1d6
  +1d6
  —
  5
  Reactor Implosion
  +2d6
  +4d6
  —
  6
  Catastrophic Explosion
  +4d6
  +2d6
  —
  Resolving Random Fire Arcs
  Two Critical Hits (on the Weapons and Vital Systems tables) will stop a ship from 
  ﬁ ring out of one random arc.  Up to now, we have left this to players to resolve 
  from themselves but we have been using a system here in our ofﬁ ce campaigns that 
  is quick to use and can quickly end any disputes.
  When your ship suffers from one of these critical hits, simply consult your ship’s 
  entry in the ﬂ eet lists.  From the top of the weapon descriptions, count down all 
  the unique ﬁ re arcs (Turret and Boresight arcs count for this!).  The Earth Alliance 
  Olympus is a good example – reading from top to bottom it has Turret, Fore, Port 
  and Starboard arcs.  Roll one dice and count downwards for every unique arc.  For 
  example, in the case of the Olympus, a roll of 1 would result in the Turret arc being 
  knocked out, a 2 the Fore weapons, a 3 the Port weapons and a 4 the Starboard 
  weapons.  Rolls of 5 or 6 should be re-rolled.
  Ships such as the Hyperion are even easier to work out – if you look carefully, you 
  will see that it has six possible ﬁ re arcs, meaning that you will not have to roll dice 
  again if you roll too high.
  Note that some ships (notably those of the Drazi) have just one ﬁ re arc and so 
  will lose all weapons on these Critical Hits – this is an intentional and built in 
  weakness!
  5
  Rules & Upgrades
  
  Dogfights
  Auxiliary Craft now use the Advanced 
  Auxiliary Craft rules found on page 
  10.
  End Phase
  The following changes are made to 
  the End Phase, detailed on page 11 in 
  Book One.
  Damage Control
  Critical Hits are now repaired with 
  a Crew Quality check needing a 9 or 
  more.
  Special 
  Actions
  The following changes are made to 
  Special Actions, detailed on pages 12–
  14 in Book One.
  All Hands to Deck!
  The Crew Quality check for this Special 
  Action is now 9.
  All Stop!
  No turns may be made while performing 
  All Stop!
  Come About!
  The Crew Quality check for this Special 
  Action is now 9.
  Run Silent!
  The Crew Quality check for this Special 
  Action is now 10.
  Special Traits
  The following changes are made to 
  Special Traits, detailed on pages 15–16 
  in Book One.
  Adaptive Armour
  Adaptive Armour will now halve hits 
  on both Damage and Crew.  An attack 
  is deﬁ ned as the Attack Dice rolled by a 
  single weapons system (the Heavy Pulse 
  Cannon and Heavy Laser Cannon of an 
  Earth Alliance Omega would therefore 
  count as two separate attacks).
  6
  Rules & Upgrades
  
  Interceptors X
  Interceptors may not be used against 
  weapons with the Beam, Mini-Beam 
  or Energy Mine traits.  In addition, 
  they may not be used against exploding 
  ships or opening Jump Points.
  Self-Repairing X
  The ship will regain a number of 
  Damage Points equal to the score listed 
  after the Self-Repairing trait.
  Energy Mine
  Weapons with this trait will now ignore 
  Interceptors but suffer a –1 penalty 
  to all rolls made on the Attack Dice 
  table (meaning that they cannot inﬂ ict 
  critical hits).  As a clariﬁ cation, Energy 
  Mine weapons cannot split ﬁ re to create 
  multiple area effects.
  Precise
  Grants a +1 bonus to all rolls made on 
  the Attack Dice table.
  Advanced 
  Rules
  The following changes are made to 
  Advanced Rules, detailed on pages 17–
  21 in Book One.
  Auxiliary Craft
  These rules are now replaced by the 
  Advanced Auxiliary Craft rules found 
  on page 10.
  Squadrons
  You may choose to break a squadron 
  apart at any time by simply declaring 
  your intentions during the Movement 
  Phase and moving your ships so they 
  end up more than 6” apart.  You may 
  choose to break off just one ship in 
  this manner, leaving the rest of the 
  squadron intact.
  Victory Point Calculation
  The following method is now used for calculating Victory Points (VP).
  Destroying an enemy ship: Gain VP equal to the value detailed on the 
  table below.
  Difference in Priority Level of Ship and Scenario
  Victory Points
  Ship is same as Priority Level of scenario
  10
  Ship is one Priority Level higher than scenario
  20
  Ship is two Priority Levels higher than scenario
  30
  Ship is one Priority Level lower than scenario
  5
  Ship is two Priority Levels lower than scenario
  3
  Ship is three Priority Levels lower than scenario
  2
  Ship is four Priority Levels lower than scenario
  1
  Forcing an enemy ship to surrender: Gain VP equal to double the value 
  listed on the table above.  The ship must still be in a surrendered state at the 
  end of the battle for these points to be gained.
  For each enemy ship that executes a Tactical Withdrawal: Gain VP equal 
  to one-quarter of the ship’s value on the table above, rounding up.  You will 
  gain 1 VP for every four Auxiliary Craft (or part of) that make a Tactical 
  Withdrawal.
  For each ship that is Crippled or reduced to a Skeleton Crew: Gain VP 
  equal to one-quarter of the ship’s value on the table above, rounding up.
  For Holding Ground: If you have at least one ship or Auxiliary Craft on 
  the table but your opponent does not, gain 5 VP.  This does not apply in 
  Blockade, Convoy Duty and Flee to Jump Gate scenarios.
  Auxiliary Craft & VP’s: Auxiliary craft included in a game as the onboard 
  complement of ﬁ ghters for a capital ship do not give VP’s for being destroyed 
  – the VP’s awarded for the mothership factor in the ﬁ ghters already.  For 
  every wing or part thereof of auxliary craft destroyed that was bought for a 
  ﬂ eet seperately from any carrier, VP’s are awarded as for destroying a ship of 
  the same Priority Level as the auxiliary craft wing.  For example, if an Earth 
  Alliance player bought 18 Starfuries for his ﬂ eet as 6 Starfury wings and 
  during the game his opponent destroyed 11 of those, the opponent would 
  be awarded VP’s as if he had destroyed 4 Patrol-level ships.
  Stellar Debris
  Unless otherwise stated, you can a) 
  target a ship in the same Stellar Debris 
  you are in and b) not target a ship if 
  it cannot target you because of Stellar 
  Debris.
  Tactical 
  Withdrawals
  Once a ship leaves the battle by exiting 
  through a jump point or jumpgate, 
  it may not return and counts as 
  performing a tactical withdrawal.
  7
  Rules & Upgrades
  
  TRAITS & 
  SPECIAL ACTIONS
  The new fleet lists in this book 
  introduce a number of new traits for 
  both ships and weapons that are needed 
  to handle all the new and wonderful 
  technologies you can now use.  These 
  new traits are all listed here, though 
  some also involve more advanced rules 
  that are found further within this part 
  of the book.  
  Ship Traits
  The following new traits are used by 
  ships in A Call to Arms.
  Atmospheric: Though most auxiliary 
  craft are designed purely for combat 
  in space, a few are capable of entering 
  an atmosphere and making attacks on 
  ground targets.  See Planetary Assaults 
  on page 15 for more details.
  Breaching Pod: These are large 
  Auxiliary Craft designed to carry troops 
  to enemy ships and space stations and 
  force an entry straight through the 
  hull.  The Breaching Pod counts as if it 
  had the Fighter trait.  However, it will 
  automatically lose any Dogﬁ ght and 
  cannot be used in planetary assaults 
  (see page 15).  Each Breaching Pod 
  carries one Troop.  If the Breaching Pod 
  moves into base contact with a ship or 
  space station, the Troop it carries will 
  ﬁ ght ﬁ rst in the boarding action (see 
  page 20).
  Command +X: A ship with this 
  trait is equipped with advanced 
  communications systems and is usually 
  crewed by high-ranking ofﬁ cers who use 
  it as a ﬂ agship, dictating the actions of 
  an entire ﬂ eet.  So long as the ship is on 
  the table and not Crippled or reduced 
  to a Skeleton Crew, the owning player 
  gains an extra bonus to his Initiative 
  rolls equal to the Command score 
  in the ship’s description.  This is not 
  cumulative and may not be added to 
  the bonus granted by other ships with 
  the Command trait.
  Defence Network X: The Defence 
  Network score of a space station 
  represents the banks of close-range 
  antiﬁ ghter weaponry that it carries for 
  fending off ﬁ ghter waves.  The Defence 
  Network score represents a ‘pool’ of 
  dice that a player can assign for use 
  against auxiliary craft.  As well as ﬁ ring 
  normally using the Targets trait, the 
  space station can ﬁ re on auxiliary craft 
  using its Defence Network, effectively 
  a Turret-mounted weapon system with 
  a 4” range and the antiﬁ ghter trait.  It 
  can target a number of auxiliary craft up 
  to its Defence Network score, attacking 
  each with 1AD.
  Fleet Carrier: The ship is not a mere 
  carrier of auxiliary craft – it is the centre 
  of an entire ﬂ eet, providing support for 
  countless other ships. A ﬂ eet carrier 
  may always deploy two ﬂ ights before 
  the start of a battle.  
  In addition, so long as the ﬂ eet carrier 
  remains on the table, every auxiliary 
  craft ﬂ ight in the ﬂ eet is granted a +1 
  bonus to its Dogﬁ ght dice, giving them 
  a slight edge in combat, as ranks of 
  ﬁ ghter controllers on board give them 
  detailed and explicit instructions when 
  engaging the enemy.  
  Finally, whenever you remove an 
  auxiliary craft counter within 30” of your 
  ﬂ eet carrier, roll one dice.  On a 5 or 6, 
  the ﬂ ight was not completely destroyed 
  and managed to struggle back to the 
  ﬂ eet carrier.  It will be available next 
  turn for launch, completely revitalised 
  and ready for battle.  If an enemy ship 
  (not auxiliary craft counter) was within 
  4” of the counter when it was removed 
  or if it was removed during a dogﬁ ght, 
  apply a –1 penalty to this dice roll.  A 
  +1 bonus to the roll is granted if the 
  ﬂ ight was within 10” of the ﬂ eet carrier.  
  If you roll lower than this, the ﬂ ight is 
  completely destroyed or scattered and 
  will not reappear.
  A ﬂ eet carrier may only repair and 
  replenish craft that it could normally 
  carry, so it will be unable to use this 
  special ability on craft from allied 
  ﬂ eets.  
  The effects of this trait are lost once the 
  ﬂ eet carrier becomes Crippled or goes 
  down to a Skeleton Crew.
  Scout: This ship has been designed 
  speciﬁ cally for gathering intelligence 
  on enemy ﬂ eets and relaying it back 
  to friendly ships.  The presence of just 
  one scout ship can therefore make an 
  entire ﬂ eet ﬁ ght far more effectively.  A 
  ship with the Scout trait can perform a 
  number of duties during a battle.
  So long as you have more ships with 
  the Scout trait than the enemy ﬂ eet, 
  you may re-roll Initiative for both 
  setting up and the ﬁ rst turn, so long 
  as the scenario allows these rolls in the 
  ﬁ rst place.
  So long as it is within 24” of a ship with 
  the Stealth trait, it may make a Crew 
  Quality check at the start of the Attack 
  Phase.  If it rolls an 8 or more, the target 
  ship will have its Stealth score reduced 
  by one for the remainder of the turn.  
  This ability cannot affect a target more 
  than once in a turn, so the Stealth score 
  can only ever be reduced by one.
  8
  Traits & Actions
  
  Instead of reducing the target’s Stealth 
  score, the scout ship may try to redirect 
  attacks aimed against the enemy ship.  
  Make a Crew Quality check.  If the 
  result is 9 or more, you may choose 
  any one weapon system on any ship 
  attacking the enemy target.  You may 
  re-roll all Attack Dice for that weapon 
  system that fail to hit the target.
  Neither of the above abilities can be 
  used if the scout ship is using a Special 
  Action this turn.
  Shuttles X: Ships designed for planetary 
  assaults carry many shuttles or have 
  some other method of transporting 
  large numbers of troops quickly and 
  safely to the surface of a world.  The 
  Shuttles score of a ship shows how 
  many Troops it can land on a planet 
  in one turn.  See Planetary Assaults on 
  page 15 for more details.
  Space Station: These are huge structures, 
  outposts and military stations designed 
  to provide a permanent presence in 
  space for their builders.  The full rules 
  for Space Stations can be found on 
  page 13.
  Targets X: The Targets score of 
  a space station is the maximum 
  number of targets it can engage 
  with its weapons in each turn.  If 
  more than one target is in range, 
  then the space station may attack 
  each available target, up to its 
  Targets maximum, once with each 
  of its listed weapon systems.
  Special 
  Actions
  This supplement is designed to expand 
  your games of A Call to Arms and bring 
  new options to the tabletop.  The new 
  Special Actions presented here will add 
  a couple of new tactics to the arsenal of 
  your ﬂ eets should you be in a position 
  to use them effectively.
  The following new Special Actions may 
  be used by ships in A Call to Arms.
  All Stop & Pivot!
  Crew Quality Check: Automatic
  Effect: So long as the ship used the All 
  Stop! Special Action in its last turn, 
  you may use All Stop and Pivot! in 
  its current turn.  The ship may not be 
  moved any distance and it may not 
  attack any target.  You may turn the 
  ship any amount, in any direction.
  Launch Breaching 
  Pods & Shuttles!
  Crew Quality Check: Automatic
  Effect: Using this Special Action, you 
  may use any and all Troops on board 
  your ship to launch a boarding action 
  on a nearby enemy ship.  No one may 
  attack the ship you are targeting for the 
  boarding action in the following Attack 
  Phase and the ship must be within 4” 
  of your own.  In addition, the enemy 
  ship must be stationary, either through 
  damage suffered, inherent immobility 
  or the All Stop! and All Stop and Pivot! 
  Special Actions.  If all these conditions 
  are met, a boarding action may be 
  launched in the Attack Phase of this 
  turn.  See page 20 for the full rules on 
  conducting boarding actions.
  Scramble!  
  Scramble!
  Crew Quality Check: 7
  Effect: Using this Special Action, the 
  ship can launch two ﬂ ights of auxiliary 
  craft at the end of its movement.  If the 
  ship has the Carrier trait, it may launch 
  one more ﬂ ight than normal.  Note 
  that this is an exception to the normal 
  rule that a ship cannot launch auxiliary 
  craft if it uses a Special Action.
  9
  Traits & Actions
  
  ADVANCED 
  AUXILIARY CRAFT
  The fighters in Babylon 5, from the 
  lethal Nial to the solid Thunderbolt, 
  often played an intrinsic tactical part 
  in battles of the TV series, even within 
  huge ﬂ eet engagements.  The following 
  rules are designed to force more tactical 
  choices onto players who enjoy using 
  them in large numbers.
  Deployment
  A ship may only deploy one ﬂ ight 
  before the start of a battle.  This is 
  optional and represents a patrolling 
  ﬂ ight being used to safeguard the ship 
  while in hostile territory, a fairly normal 
  procedure.  The one exception to this 
  is during the Ambush scenario, where 
  the attacker is free to deploy all of his 
  ﬁ ghters before the start of the battle.
  When a ﬂ ight is launched from a ship, 
  it is now placed touching the counter 
  or base of the ship rather than within 
  3”.  Equally, for a ship to recover a 
  ﬂ ight of auxiliary craft, the ﬂ ight must 
  be touching its counter or base.
  Wings bought separately may be 
  deployed outside of ships as normal.
  Movement 
  Phase
  As stated in Book One of A Call to 
  Arms, all auxiliary craft are moved after 
  every ship on the table has been moved.  
  The player who won the Initiative in 
  the current turn chooses whether to 
  move all his auxiliary craft ﬁ rst or force 
  his opponent to do so.  Every auxiliary 
  craft in the ﬂ eet is moved at the same 
  time.  
  As you will soon see, the player who has 
  the Initiative must now choose between 
  seeing what his opponent’s intentions 
  are and being able to strike ﬁ rst without 
  getting caught up in a dogﬁ ght.
  Attack Phase
  Every auxiliary craft in your ﬂ eet will 
  attack at the same time, after every ship 
  on the table has had a chance to attack.  
  The player who won the Initiative will 
  attack with all of his auxiliary craft 
  ﬁ rst, followed by the player who lost 
  the Initiative.
  In this way, every auxiliary craft will 
  attack at the same time, no matter 
  where on the table they are.  Simply 
  nominate targets for each ﬂ ight of 
  auxiliary craft and then resolve their 
  attacks, as if you were nominating 
  targets for a ship’s weapon systems 
  against different targets.
  If you decide to attack an auxiliary craft 
  ﬂ ight or ship with your own ﬂ ight, 
  resolve the attack as described in Book 
  One.  You will make an ordinary attack 
  and targets will receive any Dodge 
  applicable.  However, if you are in base 
  contact with an enemy ﬂ ight, then 
  you are considered to be engaged in a 
  dogﬁ ght – see the rules below.
  Dogfighting
  When auxiliary craft launch their 
  normal attacks, they are considered 
  to be engaging at long ranges.  This 
  is why other auxiliary craft still retain 
  their Dodge trait against such attacks 
  – at these ranges, they are fairly easy to 
  avoid for a trained ﬁ ghter pilot.  If you 
  want to ensure the job is done right, you 
  must close range and start dogﬁ ghting!  
  These rules replace the Dogﬁ ghting 
  rules detailed on p9 of Book One.
  Moving into a 
  Dogfight
  Once you move a ﬂ ight into base 
  contact with an enemy ﬂ ight of 
  auxiliary craft, you are considered to 
  be dogﬁ ghting and will then follow 
  these rules.  Auxiliary craft may only 
  conduct dogﬁ ghts against other ﬂ ights, 
  not ships.
  A dogﬁ ght develops automatically by 
  one ﬂ ight moving into base contact 
  with another and neither may move 
  until the enemy has been destroyed – 
  this is why it can be very important to 
  retain the Initiative when moving your 
  ﬁ ghters.  
  Firing into 
  Dogfights
  Dogﬁ ghting ﬂ ights may not be ﬁ red 
  upon by either side for fear of hitting 
  their own ﬁ ghters.  However, in 
  multiplayer games, it is quite possible 
  that two or more sides will be engaged 
  in a dogﬁ ght and another force will 
  be quite ready to ﬁ re into the melee 
  if none of its own ﬁ ghters are present.  
  In this case, you must randomise each 
  Attack Dice used in an attack against 
  the dogﬁ ght.
  In practice, this can simply be done 
  by rolling the number of Attack Dice 
  you plan to use and then separating the 
  dice.  All dice that score 1-3 will be the 
  Attack Dice used against Fleet A, while 
  all those that score 4-6 are the Attack 
  Dice targeted at Fleet B.  Attacks are 
  10
  Auxiliary Craft
  
  then resolved normally against both 
  sides.  In the unlikely event that three 
  separate ﬂ eets are engaged in the 
  dogﬁ ght, the Attack Dice can be split 
  by rolling 1-2 for Fleet A, 3-4 for Fleet 
  B and 5-6 for Fleet C.
  Dogfight Score
  Every ﬂ ight of auxiliary craft in A Call 
  to Arms now has a new characteristic 
  – a Dogﬁ ght score.  This is a reﬂ ection 
  of the raw potential of a ﬁ ghter and 
  its potential to manoeuvre into an 
  advantageous position.  The Dogﬁ ght 
  scores of all auxiliary craft can be found 
  in the ﬂ eet lists in Part Three.
  Resolving a 
  Dogfight
  You resolve all dogﬁ ghts your ﬂ ights are 
  involved in when you nominate your 
  auxiliary craft to attack in the Attack 
  Phase.  
  When two opposing ﬂ ights engage in a 
  dogﬁ ght, both players roll one dice and 
  add the Dogﬁ ght score and the Crew 
  Quality of their ﬂ ight.  Note that the 
  Stealth trait never applies in dogﬁ ghts 
  – the combatants are far too close for 
  stealth systems to have any real effect.
  You may add +1 to your dice roll for 
  every extra ﬂ ight you have in base 
  contact with the enemy ﬂ ight you are 
  targeting.  Flights may support any 
  number of dogﬁ ghts in this manner 
  but they may never conduct a dogﬁ ght 
  against a ﬂ ight they have already helped 
  support against.  Other than this, it 
  is up to you how you arrange your 
  dogﬁ ghts for best advantage!
  The player who scores the highest 
  will win the dogﬁ ght and destroy the 
  enemy ﬂ ight automatically.  If the 
  scores are equal, then all ﬂ ights will 
  be locked together and may not move 
  until another dogﬁ ght has been fought 
  and won.  
  You may only destroy one enemy ﬂ ight 
  during each dogﬁ ght, no matter how 
  many are arrayed against you.
  In general, each ﬂ ight will only ﬁ ght 
  one dogﬁ ght in each turn.  However, it 
  is possible for a ﬂ ight to ﬁ ght twice.  For 
  example, two ﬂ ights may dogﬁ ght when 
  one player nominates his auxiliary craft 
  during the Attack Phase, reach a draw, 
  and therefore be locked in combat.  
  When the other player nominates his 
  auxiliary craft to attack, the two ﬂ ights 
  must dogﬁ ght once more.  By the same 
  token, if a ﬂ ight is attacked by multiple 
  enemies and wins, it will still have at 
  least one enemy ﬂ ight in base contact 
  when auxiliary craft are nominated 
  again in the turn.
  Supporting 
  Ships
  Up till now, you will have been using 
  your ﬁ ghters to conduct lightning raids 
  on enemy ships and screen enemy 
  ﬁ ghters at great distances from your 
  ﬂ eet.  However, ﬁ ghters are also adept 
  at providing close up support for larger 
  ships and in this duty, they can prove 
  invaluable.
  A ﬂ ight may be moved onto the base of 
  a friendly ship that is within range of 
  its movement at any time.  When this 
  happens, the ﬂ ight is considered to be 
  supporting the ship and will then be 
  automatically moved whenever the ship 
  moves.  Flights may also be placed on 
  the base of a ship to support it before 
  the start of the battle.  A maximum of 
  four ﬂ ights may support a ship in this 
  way, regardless of its actual size.  Note, 
  however, that if the ship moves further 
  in a turn than a ﬂ ight’s Speed, the ﬂ ight 
  will be left behind.
  Whenever an enemy ﬂ ight attacks 
  the ship, the supporting ﬂ ight is 
  immediately moved into base contact 
  with the enemy and a dogﬁ ght resolved 
  immediately.  A supporting ﬂ ight may 
  only do this once per turn but any 
  number of supporting ﬂ ights may be 
  used to engage an enemy ﬂ ight.
  Whatever the result, the enemy ﬂ ight 
  may not attack the original target ship 
  if it is intercepted in this way.  If the 
  defending ﬂ ights survive the dogﬁ ght, 
  they are returned to the base of the ship 
  they were protecting.
  Fighters can also be used to support 
  other auxiliary craft.  This works very 
  similarly to a ﬂ ight supporting a ship, 
  except that the maximum number 
  of ﬂ ights that can support a ﬂ ight 
  of auxiliary craft is one.  Whenever 
  an enemy ﬂ ight attacks or attempts 
  to dogﬁ ght the auxiliary craft, the 
  supporting ﬂ ight is immediately moved 
  into base contact with the enemy and 
  a dogﬁ ght resolved immediately.  A 
  supporting ﬂ ight may only do this once 
  per turn.  The supported ﬂ ight does not 
  engage in the dogﬁ ght.  
  This rule includes the case where a 
  supported ﬂ ight attacks a supported 
  target.  The two supporting ﬂ ights 
  dogﬁ ght while the supported ﬂ ight 
  attacks the target as normal.
  Fighter 
  Special 
  Actions
  The rules in Book One of A Call to 
  Arms state that auxiliary craft may not 
  perform any Special Actions.  This 
  is because the Special Actions listed 
  in Book One are designed for use 
  with ships that have huge crews and 
  awesome power systems.  Presented 
  here are three Special Actions ﬂ ights of 
  auxiliary craft may attempt when using 
  these Advanced rules.
  Activate Jump 
  Gate!
  A ﬂ ight may activate a jump gate in the 
  same way as a ship can.  However, it 
  cannot activate an enemy controlled 
  jump gate (those needing a Crew 
  Quality check to activate) as these small 
  craft lack the technical facilities to hack 
  into the complex computer systems 
  that control the jump gates.
  11
  Auxiliary Craft
  
  All Power to 
  Engines!
  A ﬁ ghter may only use All Power to 
  Engines! if it has the Afterburner trait.  
  It may only use its Afterburner once in 
  a battle and will only add +50% to its 
  Speed for the turn in which it is used.  
  However, it may make any amount of 
  turns while it uses the Afterburner.
  Scanners to Full!
  Auxiliary craft may be used to aid larger 
  vessels to gain a lock-on to Stealth 
  capable targets. While ﬁ ghters are 
  generally small and often ignored on 
  the battleﬁ eld, this is a very dangerous 
  role and only the bravest pilots generally 
  attempt it – they will likely be well 
  within the range of any anti-ﬁ ghter 
  weapons the target possesses.
  A ﬂ ight within 4” of an enemy ship 
  with the Stealth trait may attempt this 
  action.  Scanners to Full! is performed 
  at the end of the Movement Phase 
  before any attacks are nominated.   The 
  ﬂ ight may not attack in the same turn, 
  nor may it be in base contact with an 
  enemy ﬂ ight.  
  A Crew Quality check is made with a 
  target number of 9.  You may add a 
  +1 bonus to this roll for every other 
  friendly ﬂ ight within 6” of the target 
  that is also performing this action.  If 
  successful, the Stealth score of the 
  target is reduced by one for the rest of 
  the turn.
  Each ﬂ ight attempting this action may 
  either make the Crew Quality check 
  or add the bonus.  It may not attempt 
  both.
  Campaigns
  It may not be obvious, but replacement 
  ﬂ ights can be bought in a campaign 
  from the ﬂ eet list.  For example, if an 
  Earth Alliance ﬂ eet lost three Starfury 
  ﬂ ights in a recent battle, it could spend 
  5 RR points and purchase a complete 
  wing of three Starfuries (a normal 
  Patrol level choice).  These Starfuries 
  are then split between the ships that 
  suffered losses to their auxiliary craft.
  Any ‘spare’ ﬂ ights (there is one spare 
  ﬂ ight of Starfuries in the example 
  above) are noted on the ﬂ eet roster to 
  be used as replacements for ships or 
  wings that lose ﬂ ights in the future.
  Flights never gain experience and use 
  the same Crew Quality as their parent 
  ships or that generated for them when 
  ﬁ rst purchased.
  12
  Auxiliary Craft
  
  FORTRESSES 
  OF LIGHT
  1d6 Effect
  1
  Solid Hit: 1 point of Damage
  2
  Solid Hit: 2 points of Damage
  3
  Solid Hit: 3 points of Damage
  4
  Solid Hit: 4 points of Damage
  5
  Solid Hit: 5 points of Damage
  6
  Solid Hit: 6 points of Damage
  7
  Critical Hit: 1d6 + 6 points of 
  Damage
  Space 
  stations 
  are 
  huge 
  constructions that can take over a year to 
  build and potentially house thousands 
  of inhabitants when complete.  The 
  most famous of these is the Babylon 
  5 diplomatic station itself, a central 
  hub for dozens of races in the Epsilon 
  Eridani system.
  Book Two of A Call to Arms contains 
  two free-ﬂ oating installations, the 
  Orbital Defence Satellite and the 
  Spacedocks.  Using the Immobile trait, 
  such installations (and you can design 
  your own ones for special scenarios and 
  the like!) can be fairly represented in 
  the game as ships that simply do not 
  move.  These structures represent ship-
  sized objects, manned or automated, 
  that are at least comparable to the 
  larger warships of the game such as the 
  Octurion and Explorer.  
  Actual space stations, as deﬁ ned by these 
  rules are much, much larger, dwarﬁ ng 
  the greatest ships by at least an order of 
  magnitude and usually more.  Babylon 
  5, for example, massed a quarter of a 
  million tons and was nearly ﬁ ve miles 
  long, dwarﬁ ng all but the largest ships 
  of even the Ancients.  To use these great 
  stations in A Call to Arms, some special 
  rules are required.
  Fleet Lists & 
  Scenarios
  Space stations may be used in one of 
  two ways.  Either they will appear in 
  a scenario (such as Severed Dreams, 
  featured on page 179) where you will 
  be told how their deployment affects 
  each ﬂ eet, or you may include them 
  in a standard battle.  If you do the 
  latter, however, you may only ever 
  use one space station.  In addition, it 
  is considered good manners to inform 
  your opponent that you will be using a 
  space station, as it is very unlikely that 
  even the worst scout could possibly 
  hope to miss something that size!
  Space stations may be deployed 
  anywhere in a player’s deployment zone 
  at the start of a scenario.  It may never 
  be moved or turned once in place.
  Launching 
  Attacks
  Many space stations have an impressive 
  list of weaponry in their descriptions 
  but this covers a small fraction of the 
  total hardware mounted across their 
  hulls.  Instead, what is listed are the 
  weapons a space station can typically 
  direct against one speciﬁ c target.  Space 
  stations have a new trait, Targets, 
  detailed on p9.  
  All weapons on a space station are 
  considered to be Turret mounted and 
  thus there are no ‘blind spots’ from 
  which an enemy ship can approach.
  Defence Networks 
  & Auxiliary Craft
  Flights of auxiliary craft may not 
  be targeted by normal space station 
  weapons systems.  These primary 
  weapon systems are not calibrated to 
  attack fast-moving targets so close to 
  the station’s superstructure. Instead, 
  space stations rely on defence networks 
  of antiﬁ ghter systems to defend 
  themselves from auxiliary craft.  All 
  space stations have a new trait, Defence 
  Network, detailed on page 8.
  Attacking a Space 
  Station
  Because space stations are so large and 
  mass so many thousands of tons, they 
  cannot actually be destroyed during a 
  battle.  An entire ﬂ eet can try to pound 
  a space station to molten slag but 
  there will always be some part of the 
  superstructure that remains relatively 
  intact and functional, while deep 
  inside hundreds, perhaps thousands of 
  crew members may be safely ensconced 
  within armoured shelters.  It would 
  take a demolition crew several weeks, at 
  best, to completely dismantle a typical 
  space station.
  A space station can, however, be 
  rendered inoperable and this is really 
  the best an attacker can hope for when 
  launching an assault.  By pouring 
  continuous ﬁ re into a space station, the 
  attacker can slowly degrade its ability to 
  defend itself until it is all but defenceless 
  and a surrender can be forced.
  Space stations therefore follow these 
  special rules when attacked:
  H7Every successful attack on a space 
  station that beats its Hull score will 
  cause damage, without the need 
  to roll on the normal Attack Dice 
  table.  Instead, roll on the Space 
  Station Attack Dice table below.
  13
  Space Stations
  
  H7All Damage is multiplied by Double 
  and Triple Damage weapons as usual.  
  Note that Precise weapons still add 
  a bonus of +1 to rolls on this table 
  and thus they are the only weapons 
  that can score a critical hit.
  H7Space stations have no effective 
  Crew score, as they usually have 
  far more personnel on board than 
  warships who can readily cover one 
  another’s duties, from different parts 
  of the station, if necessary.
  H7A space station never performs 
  Damage Control.
  H7Constant attacks on a space station 
  will degrade its performance over 
  time.  Every space station has three 
  scores listed for Damage, effectively 
  giving it two thresholds instead of 
  the normal one for ships.  A ship 
  taken to its ﬁrst threshold is said to 
  be Heavily Damaged.  A ship taken 
  to its second damage threshold is 
  said to be Crippled.
  H7A space station that is reduced to 
  zero damage has been rendered 
  inoperable and may not take any 
  further action in the game.  The 
  counter is left in place, however, as 
  it hangs silently in space.
  H7Space stations are massive structures 
  and will block lines of sight between 
  enemy ships.  If any line of sight 
  between two ﬁghting ships passes 
  within 1” of the station’s centre 
  point, then the line of sight is 
  blocked and the ships may not 
  launch attacks on one another.
  Thresholds
  When a space station passes each damage 
  threshold, it becomes Heavily Damaged 
  and then Crippled.  Every time a space 
  station passes a threshold, roll one 
  dice for every Special Trait other than 
  Space Station, Immobile, Interceptors 
  and Defence Network.  On a four or 
  more, the trait is destroyed.  Every time 
  a station passes a damage threshold, the 
  number of available Interceptors and 
  Defence Networks is halved, rounding 
  down.  Additionally, every time a 
  station passes a damage threshold it has 
  its Targets number reduced by one, to a 
  minimum of zero.
  Interceptors
  When mounted on a space station, 
  Interceptors can be ﬁtted in huge 
  numbers that, on the face of it, can 
  make a space station seem almost 
  invulnerable.  However, it is still 
  possible to overwhelm them with a 
  dedicated series of attacks.
  The Interceptor score a space station 
  has represents a ‘pool’ of dice that 
  a player can use to defend against a 
  number of attacks.  When an attack is 
  announced by an enemy ship, the space 
  station’s player must nominate how 
  many Interceptor dice he is using to 
  defend against all the weapon systems 
  the ship will be employing.  These 
  are then rolled as normal, using the 
  Interceptor rules on p15 of Book One.  
  All Interceptor dice used against the 
  attacks of this enemy ship are discarded 
  until the beginning of next turn.  This 
  means a station’s player can moderate 
  the Interceptor dice he uses, pulling 
  them away from small ‘nuisance’ 
  attacks and concentrating them against 
  the weapons that will really hurt.
   
  A cautious station commander can 
  block multiple light attacks for a very 
  long time.  However, a determined 
  attacker with a heavily armed ship still 
  retains the ability to blast through a 
  station’s defences, leaving it wide open 
  to attack from other ships.
  Special Actions
  A space station never uses Special 
  Actions.  In effect, the Special Actions 
  are already built into the damage and 
  attack rules for space stations and 
  while you can be sure that the station 
  commander is indeed ordering the 
  concentration of ﬁrepower and for blast 
  doors to be closed - this has already 
  been taken into account in the way the 
  rules work for space stations.
  Crew Quality
  A space station’s crew is immense and, 
  no matter how good the command 
  crew, the law of averages will always 
  come into effect when dealing with 
  thousands of people.  Therefore, a 
  space station’s Crew Quality, if it is ever 
  needed, is always Military-Grade (4).
  Campaigns
  Players are also free to use space 
  stations in their campaigns but it is 
  recommended that they choose one 
  Strategic Target for their space station 
  and then have it effectively left there 
  as a home base for the duration of the 
  campaign.  If the target is subsequently 
  lost, then whoever takes over the target 
  also gains the space station – a drawback 
  to be sure but it will certainly motivate 
  players to launch a counterattack!
  Space stations can never earn experience 
  dice.  If a ﬂeet renders a space station 
  inoperable, the ship that reduced it 
  to zero damage gains experience dice 
  as normal for defeating a target of the 
  appropriate Priority Level.  However, 
  every other ship in the ﬂeet will also 
  gain a bonus of one experience die in 
  recognition of their heroic action.
  Space stations are repaired as normal 
  in campaign games but each RR point 
  expended to ﬁx a space station will 
  repair ten points of damage rather than 
  ﬁve.  Beware though, this still makes 
  space stations a very expensive luxury 
  to maintain!
  A space station may be purchased 
  during a campaign for twice the normal 
  number of RR points for a vessel of its 
  Priority Level, and is then placed at 
  one speciﬁc Strategic Target owned by 
  the player.  As stated above, once the 
  Strategic Target is lost, ownership of 
  the station is transferred to the other 
  player.
  14
  Space Stations
  
  PLANETARY 
  ASSAULTS
  Up to now, we have concentrated on 
  various aspects of space combat in A Call 
  to Arms.  However, it is only natural that 
  players will want to portray the kind of 
  action on their tabletops that saw the 
  Centauri pound the Narn homeworld 
  into ruin or the various League ﬂ eets 
  launch a devastating attack on Centauri 
  Prime itself.  Here we will show you 
  how to bring the weapons of your ﬂ eet 
  to bear on inhabited worlds…
  You can use the Planetary Assault 
  scenario to bring an enemy world to 
  heel or you may like to devise your own 
  scenarios – either way, the rules here are 
  used to launch your attack.
  Planetary 
  Defences
  The size and complexity of a planet’s 
  main defences will vary depending 
  on the Priority Level of the scenario.  
  A Patrol level game will represent an 
  attack on a small listening outpost on 
  a deserted world, whereas a War level 
  game might depict a full blown assault 
  on an enemy’s homeworld.
  Planetary targets have two characteristics 
  – Emplacements and Troops, and both 
  must be destroyed for the mission 
  to be considered a success.  The 
  Emplacement and Troops scores will 
  reﬂ ect the Priority Level of the scenario 
  as shown below.
  Priority 
  Level
  Emplacements
  Troops
  Patrol
  5
  4
  Skirmish
  10
  8
  Raid
  20
  16
  Battle
  40
  32
  War
  60
  48
  In addition to these strongpoints on the 
  planet’s surface, the defender will also 
  have a number of orbital defences that 
  start the game anywhere in the planet’s 
  gravity well.  In your own scenarios, you 
  are free to vary the number of defences 
  but the table below should be used as a 
  guide.  These defences are free and do 
  not take up any of the defender’s Fleet 
  Allocation Points.  Rules for orbital 
  defence satellites are given at the end 
  of this chapter.
  Priority 
  Level
  Patrol 
  Boats
  Orbital Defence 
  Satellites
  Patrol
  2
  —
  Skirmish
  3
  1
  Raid
  4
  2
  Battle
  6
  3
  War
  10
  5
  These, then, are what the defending 
  ﬂ eet will have to face an aggressor on its 
  way to pound them back into the Stone 
  Age.  Note that planetside defences 
  such as huge lasers and mighty missile 
  silos tend not to exist in Babylon 5 and 
  should only be used in special scenarios 
  reﬂ ecting some very unusual locations 
  (such as the Great Machine on Epsilon 
  Eridani).
  Attackers
  After the attacker breaks through the 
  orbital defences (which is done using 
  the normal rules for A Call to Arms), he 
  must then concentrate on the planet’s 
  own 
  Emplacements 
  and 
  Troops.  
  Emplacements can be bombarded 
  from orbit but Troops must be paciﬁ ed 
  either by atmospheric craft or, better 
  yet, landing forces of your own.
  Attacking 
  Emplacements
  In order to launch an attack on 
  Emplacements, a ship must be in Low 
  Orbit – that is, within half the distance 
  of the gravity well and either orbiting 
  or holding position (using the All 
  Stop! action).  Orbiting ships may use 
  all weapons in any one ﬁ re arc against 
  planetary targets while ships holding 
  position may only use the ﬁ re arc that is 
  facing towards the planet.  Either way, 
  they may choose to attack the planet 
  or space-based targets as normal.  They 
  may not do both in the same turn.  They 
  may also not perform the Concentrate 
  All Firepower! action while attacking 
  planetary targets.
  In addition, only certain weapons may 
  be used to attack planetary targets.  The 
  following weapons may not be used to 
  attack such targets.
  All Antimatter and Antiproton weapons 
  except Shredders and Torpedoes
  All Fusion weapons
  All Graviton and Gravitic weapons
  All Particle weapons except Cutters and 
  Cannon
  All Plasma weapons
  Burst Beams
  Discharge Guns
  Laser/Pulse Arrays
  Light and Medium Pulse Cannon
  Molecular Disruptors and Pulsars
  Phasing Pulse Cannon
  Auxiliary 
  craft 
  may 
  not 
  attack 
  Emplacements.  However, as you 
  will see, they have their uses against 
  Troops.
  15
  Planetary Assaults
  
  Once a ship has moved into position, it 
  may attack any and all Emplacements 
  on the planet.  Roll to attack as normal 
  – the Emplacements have a Hull score 
  of 6.  Each successful strike will destroy 
  one Emplacement, while Double and 
  Triple Damage weapons will destroy 2 
  and 3 Emplacements respectively.
  Whenever 
  an 
  Emplacement 
  is 
  destroyed, roll an extra dice.  On the 
  roll of a 6, one Troop on the planet’s 
  surface has been destroyed as well.
  Attacking Troops
  Actually 
  destroying 
  ground-based 
  troops from space is exceedingly difﬁ cult 
  and while sustained bombardment will 
  inevitably cause some casualties, sooner 
  or later the attacker is going to have 
  to deploy his own ground forces if he 
  wants to actually conquer the planet.
  All ships carry some form of ground 
  trooper or marine.  These are typically 
  used as security forces on board the ship, 
  to repel boarding actions and forming 
  away teams when missions require 
  planetside operations.  However, in war 
  they are sometimes used as frontline 
  ground assault forces.  All ships carry 
  a number of Troops, as shown in their 
  descriptions in Part Three.
  Troops may be deployed when a ship 
  is in Low Orbit, as if it were going to 
  attack Emplacements.  The ship may 
  not attack Emplacements and deploy 
  troops in the same turn.  It assumed 
  the ship will have enough shuttles to 
  deploy one Troop every turn, unless it 
  has the Shuttles trait (see page 9).
  In the End Phase of every turn, 
  attacking Troops that have landed on 
  the planet will ﬁ ght the defending 
  Troops already present.  The attacking 
  Troops go ﬁ rst, rolling one dice for 
  every Troop currently on the planet.  
  On the roll of a 5 or more, an enemy 
  Troop is destroyed.  After the attacking 
  Troops have made their assault, the 
  surviving defending Troops then attack 
  in the same manner.
  So long as there are more Emplacements 
  than defending Troops, the defenders 
  will gain a +1 bonus to this roll.
  Troop Carriers
  Some ships are specialised in both 
  carrying and delivering troops into the 
  heart of an assault.  The ﬂ eet lists shows 
  which ships these are, how many Troops 
  they carry and how many Shuttles they 
  can use to deploy them in each turn.
  Auxiliary Craft
  Fighters and other light craft capable 
  of atmospheric ﬂ ight are invaluable in 
  a planetary assault, as they can quickly 
  travel from point to point across the 
  planet, lending their ﬁ repower to where 
  their own troops need it most.
  Auxiliary craft with the Atmospheric 
  trait may be used to attack enemy 
  Troops on the planet.
  To engage targets planetside, the 
  auxiliary craft must be placed on the 
  planet itself.  When it is to be moved, 
  an auxiliary craft on the planet may 
  choose to either dogﬁ ght one enemy 
  ﬁ ghter also on the planet (and thus 
  stop it attacking friendly Troops) or 
  attack enemy Troops.  
  Dogﬁ ghts between auxiliary craft are 
  conducted normally.  To attack Troops, 
  the auxiliary craft simply makes its 
  attacks as normal.  Any attacks that 
  roll a 5 or more will destroy one enemy 
  Troop.  Special Traits for weapons are 
  not applied when attacking Troops.
  Thunderbolts
  The Earth Alliance Thunderbolt is an 
  exceptional ﬁ ghter that was developed 
  with ground assaults in mind.  It may 
  attack Troops with its gatling pulse 
  cannon as normal.  However, it may 
  instead use its missile rack to attack 
  Emplacements – roll for its attacks as 
  normal.
  Shadows & 
  Vorlons
  The Old Ones have no specialised 
  assault forces and, it can be argued, 
  Centauri Mass Drivers
  While mass drivers, huge weapons capable of hurling asteroids down onto cities 
  and military outposts, have been banned by treaty throughout the galaxy, it was 
  the Centauri who were willing to break the agreements ﬁ rst during their war 
  with the Narn.  Mass drivers have the following characteristics.
  Weapon
  Range
  Arc
  AD
  Special
  Mass Driver
  10
  F
  8
  AP, Slow-Loading, Triple Damage
  Any Primus can be freely given a single mass driver by losing 5 AD from its 
  forward facing twin particle array.  Any Octurion may be freely given two mass 
  drivers by losing 8 AD from its forward facing twin particle array.
  Mass drivers may only be used against planetary targets and ships that are 
  Immobile or have not moved during the turn in which the mass driver is used.
  16
  Planetary Assaults
  
  they have little need of them.  Shadow 
  ﬂeets use their Shadow Clouds to attack 
  enemy-held planets.  Vorlon ﬂeets will 
  never engage in a Planetary Assault 
  of this nature, as they have their own 
  methods of dealing with troublesome 
  worlds.
  Vorlon and Shadow held worlds may 
  never be attacked by using a planetary 
  Orbital Defence Satellites
  These are a variety of different orbital defence satellites employed by the various powers of the galaxy.
  Abbai Matriarchy 
   
   
  Alanti Defence Satellite  
  In Service: 2230+
  The Abbai favour unmanned orbital satellites such as the Alanti for the defence of their worlds and assets.  The combination of a 
  combat laser and quad particle arrays gives the Alanti an acceptable level of ﬁrepower for dealing with attacking craft, especially 
  when ﬁelded in large enough numbers.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 10/3
  Troops: –
  Special Rules: Immobile, Interceptors 4
  Weapon
  Range
  Arc
  AD
  Special
  Combat Laser
  12
  T
  2
  AP, Beam, Precise
  Quad Particle Array
  8
  T
  4
  Twin-Linked
  Brakiri Syndicracy
  Tokrana Orbital Satellite  
  In Service: 2250+
  The Tokrana is the only standard defence satellite used by the Brakiri as they prefer manned ships over automated platforms.  
  However, it is armed with an impressive array of gravitic weapons and is effective against both capital ships and ﬁghters.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 10/3
  Troops: –
  Special Rules: Immobile, Interceptors 2
  Weapon
  Range
  Arc
  AD
  Special
  Grav Cannon
  18
  T
  2
  Precise, Super AP
  Gravitic Bolts
  3
  T
  3
  Anti-Fighter, Weak
  Centauri Republic
  Centauri Defence Satellite  
  In Service: 2230+
  Centauri favour automated defence satellites over manned weapons platforms as no ofﬁcer would want to be assigned a station 
  onboard one of these orbital assets.  A defence satellite is heavily armed and well-protected but nonetheless remains a relatively 
  uncommon sight.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 12/3
  Troops: –
  Special Rules: Immobile, Interceptors 2
  Weapon
  Range
  Arc
  AD
  Special
  Matter Cannon
  15
  T
  4
  AP
  Twin Particle Array
  8
  T
  2
  Twin-Linked
  assault – the ancient defences these 
  races have makes the prospect of direct 
  invasion akin to suicide.
  Winning the 
  Planet
  Once the defender’s Troops have 
  been reduced to 0, the attacker has 
  conquered the planet and, likely, has 
  won the scenario.  Note that once all 
  Emplacements have been destroyed, 
  the attacker has to send Troops and 
  auxiliary craft down to the planet’s 
  surface in order to engage the enemy.  
  He cannot attack Troops directly from 
  orbit, as once their Emplacements have 
  been destroyed, the Troops will scatter 
  and effectively begin ﬁghting a guerrilla 
  war on their homeworld.
  17
  Planetary Assaults
  
  Drazi Freehold
  Shodrama Armed Satellite 
  In Service: 2230+
  The Drazi prefer manned vessels to automated orbital assets but in practical terms they realise the need for such weapons, hence 
  the Shodrama.  These heavily armed weapons platforms are based on a mixture of Abbai and Narn technology, and are capable 
  of laying down an intimidating amount of ﬁrepower when deployed in large numbers.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 10/3
  Troops: –
  Special Rules: Immobile, Interceptors 1
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Particle Cannon
  15
  T
  2
  Beam, Super AP
  Particle Beams 
  4
  T
  2
  Anti-Fighter, Weak
  Earth Alliance
  Belerophon Heavy Defence Satellite 
  In Service: 2252+
  The Belepheron heavy satellite was developed after the Earth/Minbari War, developed as an orbital platform capable of mounting 
  much heavier weapons than the standard defence satellites.  These unmanned satellites are remotely controlled from a nearby 
  starbase or ground installation.  
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 12/3
  Troops: –
  Special Rules: Immobile, Interceptors 2
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  12
  T
  1
  Beam, Double Damage, Super AP
  Missile Rack
  30
  T
  1
  Precise, Slow-Loading, Super AP
  Light Pulse Cannon
  8
  T
  2
  Minbari Federation
  Minbari Defence Satellite  
  In Service: 2240+
  Minbari defence satellites are fully automated orbital installations equipped with banks of fusion cannons that are fully capable 
  of shredding incoming attackers.  Their immobility is a signiﬁcant weakness but they can provide essential additional defences 
  during times of crisis.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 10/3
  Troops: –
  Special Rules: Immobile, Stealth 4+
  Weapon
  Range
  Arc
  AD
  Special
  Fusion Cannon
  12
  T
  4
  AP, Mini-Beam
  Narn Regime
  T’Gan Orbital Satellite 
  In Service: 2250+
  Although sometimes automated, the T’Gan orbital satellite is normally operated by a single soldier – considered the worst 
  assignment possible that any Narn can receive.  The T’Gan is heavily armed for a satellite and can engage and destroy enemy 
  vessels from a considerable distance.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 15/4
  Troops: –
  Special Rules: Immobile
  Weapon
  Range
  Arc
  AD
  Special
  Energy Mine
  30
  T
  1
  Energy Mine, Slow-Loading
  Ion Torpedo
  30
  T
  1
  Precise, Super AP
  Light Pulse Cannon
  8
  T
  2
  18
  Planetary Assaults
  
  Raiders
  Raider Defence Post 
  In Service: 2255+
  These very basic defence satellites are often actually manned by a small crew as many Raiders lack the resources for fully 
  automated orbital platforms. The cramped and unsafe conditions of defence posts, combined with their immobility, means that 
  Raiders only usually deploy these installations around the most important bases and outposts.
  Hull: 4
  Crew: 10/3
  Craft: None 
  Damage: 10/3
  Troops: 1
  Special Rules: Immobile, Interceptors 2
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  T
  6
  Shadows
  Shadow Orbital Satellite 
  In Service: Until 2261
  With the distinctive arachnid appearance of the larger Shadow vessels, these satellites are placed in the orbit of planets that the 
  Shadows wish to defend for whatever inscrutable reasons they may have.  Armed with the frightening power of a molecular slicer 
  beam, a Shadow orbital satellite can deal out a great amount of damage but is fragile and easily destroyed by enemy ﬁre.
  Hull: 5
  Crew: –
  Craft: None 
  Damage: 30
  Troops: –
  Special Rules: Immobile, Self-Repairing 1d6
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Slicer Beam
  12
  T
  1
  Beam, Precise, Super AP, Triple Damage
  Vorlons
  Vorlon Orbital Installation 
  In Service: Until 2261
  Rarely seen, Vorlon orbital installations are, like all of their vessels, built from extremely advanced biotechnology.  Armed with a 
  powerful discharge gun, a string of these satellites around a world can easily reduce any attacking ﬂeet to wreckage.
  Hull: 5
  Crew: –
  Craft: None 
  Damage: 25
  Troops: –
  Special Rules: Adaptive Armour, Immobile, Self-Repairing 1d6
  Weapon
  Range
  Arc
  AD
  Special
  Discharge Gun
  12
  T
  2
  AP, Beam, Double Damage, Precise
  Vree Conglomerate
  Xoti Satellite 
  In Service: 2250+
  The Vree generally consider automated orbital assets to be a waste of time and money but still possess a few defence satellites, 
  such as the Xoti.  Well-armed with antimatter and antiproton weaponry, this type of gun platform retains the distinctive saucer 
  shape of Vree vessels until it deploys for combat, unfolding like a metal ﬂower to reveal the rows of weapons.
  Hull: 4
  Crew: –
  Craft: None 
  Damage: 10/3
  Troops: –
  Special Rules: Immobile, Interceptors 1
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Cannon
  10
  T
  3
  Super AP
  Antiproton Guns
  5
  T
  4
  Anti-Fighter
  19
  Planetary Assaults
  
  BOARDING 
  ACTIONS
  Space combat in the universe of 
  Babylon 5 is normally resolved by 
  laser and pulse cannon, blasting an 
  enemy ship until it ﬂ ees, surrenders 
  or is destroyed.  However, sometimes 
  it is worth capturing an enemy ship 
  intact and a lack of security personnel 
  on some vessels is an in-built weakness 
  that some Captains are able to exploit.  
  Narn and Drazi ﬂ eets in particular are 
  often keen to employ boarding tactics 
  as their ﬂ eets surge forward into the 
  enemy.
  Initiating a 
  Boarding Action
  A Boarding Action can be started in 
  one of two ways – either the Launch 
  Breaching Pods and Shuttles! Special 
  Action or by moving one or more 
  Breaching Pods into contact with an 
  enemy ship or space station.  Note 
  When a ship reaches the Skeleton Crew 
  threshold, the number of Troops still 
  onboard is halved. 
  Conducting a 
  Boarding Action
  Once you have determined how many 
  Troops are being used to attack a ship 
  in a boarding action, you may resolve 
  the attack.  This is done in the End 
  Phase of the turn.  
  Gaining a foothold on an enemy ship 
  is usually a short and very violent affair.  
  Every Troop on the defending ship 
  rolls one dice.  On each roll of a ﬁ ve 
  or more, one of the attacking Troops 
  is destroyed.  Once this is done, all 
  surviving attacking Troops roll a dice 
  each.  On a ﬁ ve or more, one of the 
  defending Troops is destroyed.
  that the Special Action requires certain 
  requirements to be fulﬁ lled, as detailed 
  on page 9.
  Most ships carry some form of ground 
  trooper or marine.  These are typically 
  used as security forces on board the 
  ship and forming away teams when 
  missions require planetside operations. 
  All warships carry a number of Troops, 
  as shown in their descriptions in Part 
  Three.
  A ship using the Special Action to 
  initiate a boarding action may use 
  any number of Troops it is currently 
  carrying.  When Troops are used in 
  a boarding action, however, they are 
  deducted from the ship’s total – even 
  if they survive the boarding action, any 
  survivors will be required to keep the 
  enemy crew in order.  Breaching pods 
  carry one Troop each.
  20
  Boarding Actions
  
  Continue alternating attacks with 
  defenders and then attackers until 
  all Troops on one side or another 
  are destroyed.  All these attacks are 
  completed in the same End Phase until 
  one side is reduced to zero Troops.  If 
  the defender destroys all attacking 
  Troops, he has successfully defended 
  his ship.  If the attacker wins, he can 
  start causing real damage in subsequent 
  End Phases.
  While the use of breaching pods is 
  often risky (ﬂ ying in a clumsy shuttle 
  through a war zone is rarely healthy), it 
  does allow an attacker to select exactly 
  where on an enemy ship he will attack, 
  allowing him to keep the defenders 
  off guard.  Troops attacking from 
  breaching pods always attack before the 
  defending Troops.
  It is possible to launch a combined 
  attack using several ships and breaching 
  pods against one target.  In this case, 
  roll dice for the attacking Troops in 
  breaching pods, then the defending 
  Troops and ﬁ nally the attacking Troops 
  from ships.  Continue in this order 
  until all the Troops on one side are 
  destroyed.
  Sabotage & Capture
  Once the defending Troops have been 
  defeated, the ship becomes extremely 
  vulnerable to the enemy on board.  In 
  every subsequent End Phase where the 
  enemy is on board a ship and remains 
  unopposed, roll one dice per Troop and 
  consult the table below.
  1d6
  Effect
  1
  The Troop is killed by valiant 
  crew members
  2-5
  This many Crew are killed on 
  board the ship
  6
  The Troop deals one critical hit 
  on the ship
  If the Crew of the ship are completely 
  wiped out by the Troops on board, the 
  ship is considered to be captured.  You 
  will earn double the normal Victory 
  Points for it at the end of the battle, 
  as if it had surrendered.  Note that 
  the Troops cannot take over the ship 
  and start piloting it – it will take a 
  great deal of time to reconﬁ gure alien 
  control systems and Troops rarely have 
  personnel with them trained in warship 
  operations.
  Note that Troops on board a space 
  station cannot deal Crew damage, as 
  space stations do not have a Crew score. 
  Instead, on a result of two to ﬁ ve on the 
  table above, the number is the amount 
  of Damage inﬂ icted on the ship by the 
  rampaging soldiers.  On a result of a six, 
  choose any one Special Trait possessed 
  by the space station other than Space 
  Station or Immobile and roll 1d6.  On 
  a 4+ the trait is destroyed, or in the case 
  of the Carrier, Defence Network and 
  Interceptors traits their value is reduced 
  by one.
  Counterattack!
  If a major warship is being captured 
  by enemy Troops, it is entirely possible 
  that friendly ships may want to use their 
  own Troops to launch a counterattack 
  to win the contested vessel back.
  These counterattacks are conducted 
  in the same way as normal boarding 
  actions.  This time, the enemy will have 
  the advantage and will gain the beneﬁ t 
  of attacking any new boarding Troops 
  ﬁ rst unless breaching pods are being 
  used.
  21
  Boarding Actions
  
  SKIN DANCING
  Developed by some clans of 
  the Warrior caste, skin dancing is a 
  technique whereby a craft launches 
  a close in attack on an enemy 
  vessel, skimming as close to its hull 
  as possible to launch a devastating 
  attack.  This has the advantage of 
  providing an impossible target for 
  the target’s return ﬁ re and defence 
  mechanisms but is highly dangerous 
  and should only be attempted by 
  the most skilled of pilots.  One 
  slight misjudgement of the target’s 
  velocity or hull structure can easily 
  send the craft smashing into its 
  intended victim.
  Skin Dancing in 
  A Call to Arms
  Skin dancing may only be attempted 
  by White Stars, Nials and Minbari 
  Flyers.  Other craft either lack the 
  required agility or crew trained in 
  such extreme manoeuvres.
  The skin dancing ship or auxiliary 
  craft must move into contact 
  (either by base or counter) with 
  the intended target.  Auxiliary craft 
  in close escort with the target may 
  intercept attackers as normal and 
  thus block the skin dancing attempt 
  until they are destroyed.
  The attacker must then make an 
  immediate Crew Quality check with 
  a target number of 9.  If this is failed, 
  then the attacker is automatically 
  destroyed as it ploughs into the hull 
  of the target.  This may damage the 
  target, however.  Roll 1 AD with 
  Double Damage if the attacking 
  craft was a Flyer or Nial and 10 AD 
  with Double Damage if it was a 
  White Star.
  If the Crew Quality check is 
  successful, then the attacking craft 
  has managed to line up its attack 
  correctly for the skin dancing run.  
  For the rest of this turn, it may only 
  attack the target it is in contact 
  with, though it may use any and all 
  weapons it possesses, regardless of 
  where the target lies in its ﬁ re arcs.  
  In addition, it will also ignore any 
  Interceptors the target has.
  The target may not return ﬁ re 
  on the skin dancing craft as it is 
  simply too close for its weapon 
  systems to achieve a lock-on.  Other 
  enemy craft may only target the 
  skin dancing craft with weapons 
  that have the Precise trait – other 
  weapons are simply too inaccurate 
  and run the risk of damaging their 
  ally.
  22
  Skin Dancing
  
  CAPTAIN SHERIDAN
  The son of a diplomat, John Sheridan 
  was fated to change the course of the 
  entire galaxy.  Aided by his human/
  Minbari hybrid wife, Delenn, he went 
  from an EarthForce ofﬁ cer on the Moon-
  Mars run to Captain of the destroyer 
  Agamemnon, to military governor of 
  Babylon 5, to saviour of Earth, to 
  President of the Interstellar Alliance.  By 
  any measure, any one of these would be 
  an impressive resume for one lifetime 
  but Sheridan, through his own good 
  intentions, managed to become a true 
  hero to billions of life forms and his 
  legend would live on for millennia to 
  come.
  Sheridan in 
  Battle
  A ship with Sheridan as its Captain gains 
  the following beneﬁ ts in battle.
  Command: So long as Sheridan’s ship is 
  on the table and not Crippled or reduced 
  to a Skeleton Crew, the ﬂ eet gains an 
  extra +3 bonus to its Initiative rolls.  This 
  is not cumulative and may not be added 
  to the bonus granted by ships with the 
  Command trait.
  Inspirational Leader: Sheridan knows 
  how to get the very best out of any crew 
  and even poorly trained personnel can 
  excel under his leadership.  Sheridan’s 
  ship gains a +1 bonus to all Crew Quality 
  checks.
  Legendary Tactician: Having studied 
  space combat tactics during his entire 
  career, there is little that surprises 
  Sheridan and his control of his own vessel 
  is superb.  Sheridan’s ship may attempt 
  to take two Special Actions in the same 
  turn.  These may not be the same Special 
  Action and all effects of both Special 
  Actions apply.  Therefore, his ship cannot 
  combine Run Silent! (which requires 
  Captain Sheridan may be used with 
  an Earth Alliance ﬂ eet in any game 
  set before 2262.  In scenarios set 
  thereafter, he may only be used in an 
  ISA ﬂ eet.  He may, however, be used 
  in an ISA ﬂ eet in the years 2260-61 if 
  it does not include any Victory-class 
  destroyers, representing his use of the 
  White Star ﬂ eet against the Shadows, 
  Vorlons and President Clark.
  When placed in a ship, Captain 
  Sheridan raises its Priority Level by 
  one, so a Raid level ship will become 
  a Battle level ship, a Battle level ship 
  will become a War level ship, and so 
  on.  A War level ship will take both a 
  War level slot and a Raid level slot.
  Captain Sheridan may be placed in 
  one of the following ships.  Variants 
  may be used if you wish to include 
  them in your games.
  Earth Alliance
  Hyperion-class destroyer
  Omega-class destroyer
  Interstellar 
  Alliance
  Victory-class destroyer
  White Star
  White Star WSC-2
  Fleet Lists
  no turning) with Come About! (which 
  increases turning).  However, it could, 
  for example, combine Run Silent! and All 
  Power to Engines! as neither invalidates 
  the other and effectively would allow the 
  ship to Run Silent! at full speed.
  White Star Master: Sheridan knows 
  exactly how to get the best out of the 
  White Star.  He may re-roll all Dodges 
  made by his White Star or WSC-2 when 
  he commands one.
  23
  Captain Sheridan
  
  WAR LEADER G’STEN
  Uncle to the famous G’Kar, War 
  Leader G’Sten gained his title and began 
  his rise to prominence after leading 
  the assault on Ragesh 3.  Though the 
  action was a political failure, in military 
  terms it was almost ﬂ awless.  G’Sten 
  took a central role in the planning and 
  application of the War of Retribution 
  against the Centauri but, for all his 
  skill in battle, he was killed during the 
  doomed attack on the supply centre at 
  Gorash 7.
  G’Sten in 
  Battle
  A ship with War Leader G’Sten as its 
  Captain gains the following beneﬁ ts in 
  battle.
  Command: So long as G’Sten’s ship 
  is on the table and not Crippled or 
  reduced to a Skeleton Crew, the ﬂ eet 
  gains an extra +2 bonus to its Initiative 
  rolls.  This is not cumulative and may 
  not be added to the bonus granted by 
  ships with the Command trait.
  War Leader G’Sten may be used with a Narn ﬂ eet in any game set before 
  2260.
  When placed in a ship, War Leader G’Sten raises its Priority Level by one, so a 
  Raid level ship will become a Battle level ship, a Battle level ship will become a 
  War-level ship, and so on.  A War-level ship will take both a War-level slot and 
  a Raid-level slot.
  War Leader G’Sten may be placed in one of the following ships: Bin’Tak-class 
  dreadnought, G’Quan-class heavy cruiser, T’Loth-class assault cruiser.  Variants 
  may be used if you wish to include them in your games.
  Fleet Lists
  Revered Leader: G’Sten is greatly 
  admired throughout the Regime and 
  crew serving with him will redouble 
  their efforts to fulﬁ l his orders.  G’Sten’s 
  ship may re-roll any failed Crew Quality 
  checks it is called on to make.
  Lucky: It has often been said that 
  G’Sten’s luck is equal only to his 
  military genius.  He gains one re-roll in 
  Patrol level scenarios, two at Skirmish 
  level, three at Raid level, four at Battle 
  level and ﬁ ve re-rolls in War level 
  scenarios.  These may be used on any 
  one dice in the battle, even those of 
  the Narn’s opponent, from Initiative to 
  Attack Dice.
  Tactical Inspiration: War Leader 
  G’Sten always seems to know exactly 
  the right time to strike and how to 
  position his ships for best effect.  If 
  G’Sten’s ship starts on the table at 
  the beginning of a scenario, the Narn 
  player may move all of his ships up to 
  6” in any direction immediately after 
  deployment of both ﬂ eets.
  24
  War Leader G'Sten
  
  25
  Part II: Fleet Lists
  
  USING FLEET LISTS
  The fleets in this section represent 
  advanced and revised lists for every 
  playable race in the Babylon 5 universe 
  currently covered in A Call to Arms.  
  You will ﬁ nd many changes within 
  these lists compared to those in Book 
  Two, with most races having a variety 
  of advanced rules, new ships, variant 
  designs and a revision of existing 
  vessels.  These ﬂ eet lists are balanced 
  among each other and should be used 
  instead of those in Book Two.
  Each ﬂ eet list is divided into a number 
  of sections, starting with a look at the 
  background of the ﬂ eet and its place in 
  the Babylon 5 universe.  This is then 
  followed by the sections below.
  Advanced 
  Rules
  Some ﬂ eets have radically different 
  rules that serve to make them unique 
  in the galaxy.  The Drazi, for example, 
  are a very aggressive race while Shadow 
  and Vorlon ships have wildly different 
  ways of taking damage.  In each case, 
  the special rules for the ﬂ eets are given 
  here.
  Fleet Lists
  This is a short but comprehensive list 
  of every ship available to the ﬂ eet and 
  a guide to what Priority Level each 
  is.  This allows you to construct your 
  ﬂ eets by using a single page once you 
  have begun to learn the capabilities of 
  different ships.
  Ship 
  Descriptions
  Every ship in the ﬂ eet is detailed here, 
  including both its description and 
  characteristics.
  Advanced 
  Options
  Some ﬂ eets have the potential to 
  upgrade their ships or otherwise 
  inﬂ uence the course of battles by 
  taking a few advanced options.  These 
  are all described after the main ship 
  descriptions.
  Refits & 
  Other Duties
  If you are using the ﬂ eet list in an 
  ongoing campaign, you will be using 
  the Reﬁ ts and Other Duties tables 
  applicable to your speciﬁ c ﬂ eet instead 
  of those detailed in Book One.  These 
  are listed at the end of each of the 
  ﬂ eets.
  Ship Variants
  Throughout the ﬂ eet lists you will 
  come across many variants of standard 
  ship designs.  For example, the Earth 
  Alliance Omega destroyer also has 
  command destroyer and pulse destroyer 
  variants.  It is perfectly permissible to 
  use the standard Omega counter or 
  miniature for these variants so long as 
  your opponent knows exactly which 
  ship you are deploying.
  Other Unusual 
  Craft
  There are a small number of ships 
  and other craft (notably among the 
  space stations and civilian shipping) 
  that do not have counters in the basic 
  box set, nor have miniatures produced 
  by Mongoose Publishing at time of 
  writing.  We will be doing miniatures 
  for all of these ships soon but until then 
  you are welcome to download the Sky 
  Full of Stars counter sheets from the 
  Call to Arms section of the Mongoose 
  web site.  This will get you up and 
  ﬁ ghting in the least amount of time!
  Breaking Down Fleet Allocation Points
  At the higher Priority Levels, you may ﬁ nd that you want to spend a single 
  Fleet Allocation point on several ships of different Priority Levels rather than 
  all at the same Level.  For instance, rather than two Raid ships, your cunning 
  plan might call for spending that Fleet Allocation point on one Raid and two 
  Patrol ships.
  The list below presents several options for splitting down Fleet Allocation 
  points at War and Battle Priority.  These are quite speciﬁ c in order to retain 
  balance within the Fleet Allocation system.
  1 War Fleet Allocation Point
  1 Battle and 3 Patrol ships/wings
  1 Battle and 2 Skirmish ships/wings
  1 Battle, 1 Raid and 1 Patrol ships/
  wings
  2 Raid and 2 Patrol ships/wings
  1 Raid , 2 Skirmish and 1 Patrol 
  ships/wings
  1 Raid and 4 Patrol ships/wings
  2 Skirmish and 3 Patrol ships/wings
  1 Skirmish and 4 Patrol ships/wings
  1 Battle Fleet Allocation Point:
  1 Raid and 2 Skirmish ships/wings
  26
  Using Fleet Lists
  
  EARTH ALLIANCE
  Easily the most diverse spacefaring 
  race in the galaxy, humans are 
  culturally as different from each other 
  as they are from the multitude of other 
  species they have encountered in their 
  exploration of the stars.  Known as 
  the Earth Alliance, the humans have 
  grown considerably from their small 
  solar system, Sol, to become a major 
  player in the galactic power struggles.  
  Controlling some thirteen systems and 
  dozens of inhabited colonies within 
  them, the Earth Alliance overcame 
  many external and internal difﬁ culties 
  as they grew.   
  When the humans ﬁ rst reached out 
  into the stars as explorers they could 
  barely brush up against the edge 
  of their own home system.  It was 
  not until the mid 2150s, when the 
  Centauri discovered a collection of 
  human asteroid mining colonies, that 
  the Earth Alliance gained access to 
  interstellar travel.  Although there 
  was very little that the technologically 
  superior Centauri needed from the 
  Alliance, they managed to sign several 
  agreements and trade routes with other 
  races as well.  A jumpgate was built 
  in Earth Alliance space and relations 
  were at an all time high.  It was the 
  beginning of humankind’s ability 
  to involve themselves with a host of 
  galactic neighbours, and they gladly 
  did so.
  EarthGov – the ruling body over 
  the Alliance – is made up of a single 
  President and several senators from 
  around 
  Alliance-controlled 
  space.  
  There is a deﬁ nite feel of seniority 
  for those from Earth itself and some 
  colonies such as Mars have no direct 
  representative at all.  Depending on 
  who may be in the presidential ofﬁ ce at 
  any given time will alter the motions of 
  the Alliance, and every term sees new 
  advances and mistakes.  One thing stays 
  constant throughout the generations, 
  that EarthGov tries its best to climb 
  the technological and cultural galactic 
  ladder as quickly and as often as it can.
  Humans tend to be wary to a fault, and 
  with the introduction of new races and 
  the rumours of others they have yet 
  to meet, the Alliance focused on their 
  ability to protect their trading ﬂ eets 
  and any allies they make along the way.  
  Learning to alter their ground-based 
  mentalities for military engagements 
  (like saturation bombing and precision 
  ﬁ ghter strikes) became a large part of 
  their R&D teams’ projects.  In 2168 
  they created the Aries heavy starﬁ ghter, 
  routinely called the Starfury.  It was 
  their ﬁ rst success in a long line of space-
  combat creations that had a deﬁ nite 
  ‘Earth feel.’
  Like their water-based battleships, the 
  Earth Alliance ﬁ rst ships were bulky 
  and very difﬁ cult to manoeuvre.  Earth 
  Alliance captains and ﬂ eet commanders 
  would work out very detailed attack 
  routes that would bring enemies into 
  premium ﬁ ring areas—contrary to 
  the tactics of many of the other races.  
  Lumbering Tethys and Hermes class 
  vessels made up a great deal of the EA 
  navy.
  What human ships lacked in agility, 
  they made up for with ﬁ repower.  
  Comparatively 
  simpler 
  than 
  the 
  complex laser arrays and battle lasers of 
  their ally the Centauri, Earth Alliance 
  ships packed heavy, armour-punching 
  blast cannons, plasma cannons and 
  easily produced particle weapons.  
  Easy to aim, easy to load, easy to ﬁ re 
  and easy to repair, these main weapons 
  were a staple on most Earth ships, and 
  ﬁ elded in very high numbers.
  Learning greatly from a badly timed 
  defeat by the Koulani and a rousing 
  victory over the Ch’Lonas over a series 
  of territorial squabbles that turned 
  violent, the Earth Alliance focused on 
  their military ﬂ eets to create several 
  newer models that had bigger engines 
  and slightly better manoeuvrability.  
  Incorporating 
  another 
  human-
  favourite from their land-based warfare, 
  Earth Alliance warships began to carry 
  multitudes of missiles that could spin 
  and dance with the most agile of their 
  enemies, even though they themselves 
  cannot.  Moderately guided missiles 
  packing heavy explosives found targets 
  that the bulky cruisers would be hard-
  pressed to, and many other races felt 
  the effectiveness of them ﬁ rst hand.
  Designed around the efﬁ ciency of 
  the Earthforce missile systems, the 
  Sagittarius-class missile cruiser became 
  a mainstay in most engagement ﬂ eets.  
  It carried a diverse and deadly payload 
  of several hundred missiles, dozens of 
  which would streak out of it ceaselessly 
  until a target was eliminated.  With 
  so much of its cargo taken up by 
  ammunition and loading systems, it 
  had no room for decent ﬁ ghter support 
  and required escorts at all times 
  – something that Earth Alliance has 
  become extremely accustomed to after 
  dealing with the swarms of Raiders that 
  plague their space lanes.
  In fact, it was the constant hit-and-
  run tactics of raiding Delta-V ﬁ ghters 
  that spurred the creation of another 
  Earth Alliance staple technology – the 
  interceptor defence grid.  Using turreted 
  particle arrays linked to geometric 
  computer networks to knock incoming 
  projectiles out of the nearby vicinity 
  with criss-crossing particle streams, the 
  interceptor grid can halt a great deal of 
  damage.  Unless the attacker is using a 
  light-based weapon such as a laser, or 
  similar continuously ﬁ ring weapon, 
  Earth Alliance vessels that can support 
  interceptor grids seem almost shielded.  
  These turrets can be overwhelmed, and 
  most Earth captains learn early on the 
  limitations of their defence grids. 
  A slight victory over the Narns put the 
  Earth Alliance at the height of their 
  game and it showed when they boldly 
  27
  Earth Alliance
  
  came to the aid of their neighbours in 
  2232.  Sitting back and hearing reports 
  of the Dilgar raids on the League of 
  Non-Aligned Worlds, EarthGov kept 
  the area under heavy scrutiny.  Several 
  small explorer ships were lost and the 
  Alliance sent a warning to the Dilgar, 
  who explained that these were accidental 
  and unavoidable in their expansionist 
  war against the League.  When the 
  Dilgar made a heavy push against the 
  Markab—a very close bordering ally to 
  the Alliance—Earth took action.  They 
  mobilised the largest ﬂeet they had 
  attempted to date and met the Dilgar 
  in Markab space without so much as a 
  greeting before opening ﬁre.
  This blitzkrieg of warships caught the 
  victory-heady Dilgar off guard and 
  steamrolled through their lines like 
  wildﬁre.  They moved from captured 
  homeworld to captured homeworld, 
  freeing many of the League member 
  races as they went – not stopping to 
  accept praise or regrets.  This Earth 
  Alliance war ﬂeet pounded all the way 
  back to the Dilgar homeworld, Omelos, 
  where the aliens were crippled and left 
  to later be destroyed by their collapsing 
  star.  It was a huge victory in the books 
  for the Alliance and it led to much 
  advancement in ﬂeet technologies.
  They learned the efﬁciency of gauss 
  and matter weapons, and added them 
  to dozens of variant class starships in 
  their ﬂeets.  By reverse-engineering 
  Dilgar hulks and captured ﬁghters, 
  and taking advantage of newly signed 
  trade and research treaties with several 
  of the thankful League races, the 
  Earth Alliance found their war ﬂeets 
  growing in size and capability.  New, 
  advanced ﬁghters like the Nova and 
  Aurora Starfuries – the Aurora being 
  still commonly used today – replaced 
  the older versions.  Older chassis were 
  overhauled and retroﬁtted and a new 
  ﬂagship ﬂoated amongst them.
  The Nova dreadnought (named for 
  the numerous Nova-class ﬁghters it 
  could hold) was the ﬁrst battleship 
  of its size for the Alliance.  Learning 
  much on how to structurally create 
  such behemoths from the huge Dilgar 
  battlecruisers they salvaged throughout 
  the Dilgar War, the Nova dwarfed the 
  rest of its ﬂeetmates.  Enormous engines 
  and reactors were required to move and 
  power the rows upon rows of pulse 
  cannons, so many that few captains 
  would believe the thing could ﬁre them 
  at all without a major overload.  This 
  proved itself false and the Nova was the 
  ﬂagship of choice for a very long time.
  A skilled crew could bring a Nova as 
  a broadside to an enemy, erupting 
  in a volley of pulse cannon ﬁre that 
  could all but slag lesser ships in a few 
  heated seconds.  If it was not enough 
  to cripple an enemy, they could always 
  roll to bring the other side to bear in 
  symmetry of lasers and particle beams.  
  Enemies soon learned to keep Nova 
  dreadnoughts far away, and never 
  surround them unless a deathblow is 
  certain.  A common tactic learned from 
  naval warfare called ‘crossing the T’ 
  became a big favourite of Nova captains 
  wherein a Nova would speed toward 
  the enemy at best speed, slowing only 
  a moment before cutting to one side 
  or the other at a breakneck angle that 
  would almost certainly exhaust port 
  or starboard thrusters – to bring one 
  side to bear at the enemy.  After ﬁring, 
  the enemy ﬂeet would almost certainly 
  have to pass right by the now staggering 
  dreadnought, giving the opposite side’s 
  guns a clear view of the enemy’s aft 
  engines.  Fighter support would then 
  pick and choose the limping targets as 
  best they could while the Nova prepared 
  for its next volley.
  It was these advancements that put the 
  Alliance in the galactic spotlight, and 
  EarthGov felt invincible.  That feeling 
  nearly cost them the entirety of their 
  species.
  It was during exploration of the space 
  between the Earth Alliance and the 
  fabled Minbari Federation that the 
  EAS Prometheus, a Hyperion-class 
  cruiser, ran into a new and powerful 
  ship.  Through a series of cultural 
  blunders due to the lack of contact with 
  the Minbari before, the Prometheus 
  opened ﬁre without warning upon the 
  other ship—which happened to be the 
  ﬂagship for the Minbari’s governmental 
  council.  An important ofﬁcial was 
  killed and the Prometheus withdrew 
  unharmed.  The damage this one act 
  caused would bring the Alliance to its 
  knees.
  The Minbari were the ﬁrst truly superior 
  foe Earth had ever faced.  Almost 
  mirroring their own vengeful march 
  through Dilgar territories years earlier, 
  the Minbari carved a path through any 
  and all human colonies and outposts 
  without fail.  The Minbari did not just 
  have better weaponry.  They were faster, 
  more agile, better armoured, were 
  equipped with drastically better sensors 
  and electronic countermeasures and 
  were capable of entering and exiting 
  hyperspace rapidly.  It took trickery 
  and nuclear weapons to destroy a single 
  Minbari war cruiser, and the Alliance 
  knew the end was near.
  When the Minbari came charging into 
  the Sol system, the Earth Alliance was 
  prepared to make one last stand in 
  order to get as many people to safety 
  as possible.  Remembering what they 
  did to the Dilgar, they scrambled to 
  defend refugee ships and escaping 
  colony vessels at the ﬁnal engagement 
  of the Earth/Minbari War – the Battle 
  of the Line.  Hundreds of warships 
  fought in a battle that lit up Earth’s 
  skies, and even with the use of the 
  newly designed Omega destroyer, it 
  looked bleak.  EarthGov went so far as 
  to unconditionally surrender but the 
  alien forces would not listen.
  Then it happened.  The Minbari just 
  stopped ﬁring.  For no reason apparent 
  to the Earth Alliance, the Minbari 
  paused.  After this, the obviously 
  superior 
  forces 
  of 
  the 
  Minbari 
  surrendered to the crippled Earth ﬂeet.  
  Very few really know what happened 
  to bring such a turn of events, but 
  every human silently thanks that it 
  did.  The ‘victory’ was not trusted and 
  many could not believe this was even 
  possible.  Thought a Minbari trick or 
  ruse, the militaries focused on licking 
  28
  Earth Alliance
  
  their wounds and patching their holes 
  while EarthGov made new alliances 
  with the ‘defeated’ foe.
  Having seen the lacking of ships once 
  thought top-of-the-line, Earth Alliance 
  began to learn from some of their 
  mistakes and began creating more 
  diverse vessels.  The Omega destroyer, 
  which saw its debut toward the end of 
  the Earth/Minbari War, was the ﬁrst 
  EA vessel to try and simulate gravity 
  using a spinning central section that 
  also gave the ship a very distinct look.  
  The Omega has become the mainstay 
  of the Earth Alliance ﬂeets and packs a 
  variety of weapons and ﬁghter support.  
  While it can easily ﬁll the broadside 
  role of the Nova, it also makes for a 
  fantastic battle-carrier and long-range 
  combatant.
  Since the Earth/Minbari War there 
  have been countless upgrades and 
  alterations of the technologies in the 
  ﬂeet.  Trading with other races brought 
  laser weaponry early on, but heavy laser 
  cannons – once the calling card of the 
  Centauri or Narn – were ﬁtted to many 
  larger vessels.  Multitudes of alternate 
  missile warheads found their ways off 
  of the drawing boards into ﬁring racks.  
  Older matter cannons were replaced 
  with rail guns, which worked well with 
  the powerful gauss cannons.  Ships 
  devoted solely to an electronic war 
  against enemy sensors and jammers 
  sprang from shipyards.  Through their 
  general distrust of outsiders they made 
  leaps and bounds of improvements 
  upon their own technologies – and 
  bought, bargained or stole some 
  others.
  It was long after that any major 
  technical advances came to the Earth 
  Alliance.  After the unexpected death 
  of President Santiago, who understood 
  the beneﬁts of interstellar relations, 
  Earth Alliance fell into a very insular 
  period of technological growth.  Under 
  the secret projects of President Clark 
  during the rise and fall of the Shadow 
  War, leaps were made at the expense 
  of safety and morals.  Several new 
  prototypes were started and ﬁnished, 
  many of which were scrapped after 
  the President’s suicide in 2261.  Even 
  though a great deal of information 
  was lost when several key members 
  of Clark’s cabinet ﬂed or disappeared, 
  some major breakthroughs survived to 
  become polished new wonders.
  The most notable warship to spring 
  solely from the scientists at Earthdome 
  is the Warlock advanced cruiser.  
  Emerging from shipyards in the late 
  months of 2261, it is smaller than an 
  Omega destroyer or Nova dreadnought 
  but packs the most advanced sensors 
  Earth has access to and more ﬁrepower 
  than either of its larger cousins.  Armed 
  with massive heavy particle cannons 
  – the ones that Drazi have used on 
  orbital stations in the past – and an 
  array of smaller weaponry to clean up 
  the leftovers, not to mention the ability 
  to carry any of the ﬁghters in the 
  Alliance, each Warlock is a prized part 
  of any engagement force.
  Most notably the EAS Merlin, a Warlock 
  which stood deﬁantly in the path of 
  the deadly Drakh armada during their 
  attack on Earth in 2267, surviving the 
  engagement with a record eighteen 
  conﬁrmed kills – including one of the 
  plague-deploying motherships!  The 
  vessel’s captain, Harris Jacoby, was 
  promoted to ﬂeet admiral surrounding 
  the recently freed Mars colony and 
  received several of Earthforce’s highest 
  commendations.
  Even though the Earth Alliance has 
  fought against technologically superior 
  opponents most of its spacefaring 
  existence, it has learned to adapt and 
  overcome such adversaries through 
  superior ﬁrepower and conventionally 
  sound tactics that range as far back as 
  the ﬂeet movements of sea combat.  
  Powerful broadsides and layered attacks 
  intermingled with numerous and 
  capable ﬁghter support punches holes 
  in enemy ﬂeets, with a constant barrage 
  of hard-to-ignore missile batteries make 
  seemingly basic ships and technologies 
  lethally potent.  Flight groups of varied 
  vessels that pound targets with an 
  assortment of armaments cause the 
  tension of an enemy ﬂeet to crumble 
  and buckle, where powerful ﬂagships 
  such as the Omega or Warlock drive a 
  wedge in and shatter a battle line like 
  glass.
  Against alien forces or uprising 
  raiders, the Earth Alliance naval force 
  can strip the hull from a single target 
  rather quickly with well-timed and 
  coordinated attacks, something that 
  no amount of technology can give.  
  Experience counts for a great deal 
  behind an Earth Alliance control 
  console and good crews can make all 
  the difference.  Knowing when to cross 
  that ‘T’, or when to run headlong 
  through the enemy’s lines is all a matter 
  of how much a captain is willing to put 
  at risk.  EA vessels are built hardy and 
  tough for a reason, and good captains 
  know that.
  In an Earth Alliance ﬂeet, deciding how 
  far to go and how much to sacriﬁce 
  could be the very thing that wins the 
  day.  After all, there is not a deadlier 
  weapon or stronger defence than the 
  inability to crush the human spirit.  
  Not a one.
  29
  Earth Alliance
  
  The Earth 
  Alliance Fleet 
  List
  The following forms the entire ﬂ eet list 
  for the Earth Alliance.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Hermes-class transport
  Starfury Wing (3 ﬂ ights)
  Tethys-class cutter
  Tethys-class laser boat
  Tethys-class missile boat
  Thunderbolt Wing (3 ﬂ ights)
  Priority Level: 
  Skirmish
  Artemis-class escort frigate
  Artemis-class heavy frigate
  Earthforce One
  Hyperion-class rail cruiser
  Hyperion-class missile cruiser
  Olympus-class corvette
  Priority Level: 
  Raid
  Chronos-class attack frigate
  Delphi-class advanced scout
  Explorer-class survey ship
  Hyperion-class assault cruiser
  Hyperion-class heavy cruiser
  Hyperion-class pulse cruiser
  Nova-class dreadnought
  Olympus-class gunship
  Oracle-class scout cruiser
  Sagittarius-class cruiser
  Priority Level: 
  Battle
  Apollo-class bombardment cruiser
  Avenger-class heavy carrier
  Hyperion-class command cruiser
  Omega-class destroyer
  Omega-class pulse destroyer
  Orestes-class system monitor
  Priority Level: 
  War
  Omega-class command destroyer
  Poseidon-class super carrier
  Warlock-class advanced destroyer
  Space Stations
  Babylon 5 (pre-2259) 
  Battle
  Babylon 5 (post 2259) 
  War
  Orion Starbase  
  Battle
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Starfury 
  ﬂ ights may replace any number of them 
  for Thunderbolts (so long as the scenario 
  is set in 2259 or later) or Breaching 
  Pods.  Breaching Pods swapped in this 
  way will carry a Troop from the ship 
  – they do not include Troops of their 
  own in the way Breaching Pod Wings 
  do.
  Earth Alliance Initiative: +1
  30
  Earth Alliance
  
  Apollo-class Bombardment Cruiser  
   
   
   
  Battle
  The Apollo is the intended replacement for the Sagittarius in the new wave of Earth Alliance ship designs, incorporating the 
  lessons of the past with advancements in technology.  With superior hull design and speed to the Sagittarius, the Apollo’s 
  main feature are the advanced missile racks which can load and launch projectiles with far greater efﬁ ciency than those of its 
  predecessor.  The addition of a jump drive leaves the craft far less reliant on ﬂ eet support and the sheer amount of ﬁ repower 
  that it can lay down makes it an excellent bombardment cruiser, though it can easily be overwhelmed if hostiles close to shorter 
  ranges with it.
  Speed: 7
  Damage: 38/8
  Craft: None
  Turn: 1/45o
  Crew: 46/9
  Special Rules: Interceptors 3, Jump Point
  Hull: 6
  Troops: 2
  In Service: 2262+
  Weapon
  Range
  Arc
  AD
  Special
  Advanced Missile Rack
  30
  F
  8
  Precise, Slow-Loading*, Super AP
  Advanced Missile Rack
  30
  A
  2
  Precise, Slow-Loading*, Super AP
  Particle Beams
  3
  T
  6
  Anti-Fighter, Weak
  *These weapons ignore the Slow-Loading trait unless the Apollo is Crippled.
  Avenger-class Heavy Carrier  
   
   
   
   
  Battle
  The rapid progression of the Starfury program meant 
  that EarthForce needed some way to deliver its new 
  ﬁ ghters into battle and to this end, the Avenger 
  class was developed.  Early Avengers were a simple 
  wedge-shaped craft with row after row of hangars, 
  each capable of deploying and recovering a ﬁ ghter 
  on its own.  However, while launching operations 
  were straightforward, recovery systems were not.  A 
  pilot had to match speeds and manoeuvre his craft 
  into a small capture arm that brought him aboard. 
  These early forerunners of Cobra Bays were not 
  pressurised, forcing the pilot to wait while his ﬁ ghter 
  passed through an airlock into the maintenance 
  section of the ship.  This kept ﬁ ghter operations 
  slow, and landing during combat was a dangerous 
  activity fraught with peril.  Later versions of the 
  Avenger corrected this problem by stretching the 
  hull and adding internal landing decks, complete 
  with built-in rails capable of sliding ﬁ ghters into 
  position without aim from maintenance crews.  Its typical strategy is to deploy ﬁ ghters and stay a good distance from the battle, 
  retreating into hyperspace if things go poorly.  Fighters are usually given an emergency rendezvous point where the ship reappears 
  later for recovery operations.  Usually this works well, but if the enemy pursues or is in the area when the Avenger emerges, the 
  results can be catastrophic.
  Speed: 7
  Damage: 40/10 Craft: 8 Starfury ﬂ ights
  Turn: 1/45o Crew: 50/12
  Special Rules: Carrier 4, Command +1, Fleet Carrier, Interceptors 2, Jump Point, Shuttles 2
  Hull: 5
  Troops: 6
  In Service: 2240–2261
  Weapon
  Range
  Arc
  AD
  Special
  Medium Plasma Cannon
  8
  F
  8
  AP
  Light Pulse Cannon
  8
  F
  6
  —
  Light Pulse Cannon
  8
  A
  6
  —
  Light Pulse Cannon
  8
  P
  4
  —
  Light Pulse Cannon
  8
  S
  4
  —
  31
  Earth Alliance
  
  Artemis-class Heavy Frigate  
   
   
   
  Skirmish
  The Artemis is an early frigate design produced 
  shortly after the arrival of the Centauri on Earth 
  in the mid-2100s.  At the time, it was one of the 
  most heavily armoured vessels in the inventory, 
  with an ability to stand up to incoming ﬁre as well 
  as any cruiser.  However, those who served on the 
  stubby little ‘cofﬁn with engines’ considered it one 
  of the worst ships in EarthForce, primarily because 
  it was uncomfortable internally, but also because 
  its original weapons were not terribly effective at 
  anything but close range.  The heavy armour the 
  Artemis possessed did little more than convince the 
  opponent to concentrate ﬁre on the little nuisance, 
  and once the armour was penetrated, the internal 
  shell came apart quickly.  Later versions attempted to 
  alleviate this problem by introducing new weapons 
  intended for longer ranges or greater ﬁrepower. 
  Perhaps the most successful of these additions was 
  the railgun and where the Olympus operates two 
  railguns in addition to its other armament, the Artemis takes the railgun concept to a whole new level.  Not content to simply 
  arm this heavy frigate with a just a couple of these powerful guns, the Alliance literally wrapped the ship around six of them.  The 
  resulting ship cost EarthForce almost as much to build as a Hyperion, but the Artemis was nearly as capable in battle, if limited 
  in serviceability.
  Speed: 10
  Damage: 18/5
  Craft: None
  Turn: 2/45o Crew: 22/6
  Special Rules: Interceptors 2
  Hull: 5
  Troops: 2
  In Service: 2190–2248
  Weapon
  Range
  Arc
  AD
  Special
  Railgun
  12
  F
  6
  AP, Double Damage
  Railgun
  12
  A
  4
  AP, Double Damage
  Particle Beam
  5
  P
  6
  Anti-Fighter, Twin-Linked, Weak
  Particle Beam
  5
  S
  6
  Anti-Fighter, Twin-Linked, Weak
  Artemis-class Escort Frigate (Variant)  
   
  Skirmish
  A relatively rare variant of the Artemis, its purpose was to demonstrate the viability of pulse weaponry on smaller vessels.  Though 
  it lacked a little of the range of the heavy frigate, the amount of ﬁrepower it could lay down in each salvo was impressive to say the 
  least.  As a light escort, it served well but as the size of Earth Alliance ships began to increase it began to be sidelined by Hyperions 
  in the escort role, a class of ship the Artemis had once escorted into battle as main warships.
  Speed: 10
  Damage: 18/5
  Craft: None
  Turn: 2/45o Crew: 22/6
  Special Rules: Interceptors 2
  Hull: 5
  Troops: 2
  In Service: 2242–2248
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  F
  10
  —
  Medium Pulse Cannon
  10
  A
  4
  —
  Particle Beam
  5
  P
  6
  Anti-Fighter, Twin-Linked, Weak
  Particle Beam
  5
  S
  6
  Anti-Fighter, Twin-Linked, Weak
  32
  Earth Alliance
  
  Babylon 5 Diplomatic Station (pre 2259) 
   
   
  Battle
  As a diplomatic station, the Earth Alliance never intended to arm Babylon 5 heavily and it was presumed that a light armament 
  combined with squadrons of Starfuries would be enough to deter opportunistic attackers while heavier reinforcements could 
  be mustered to face a determined assault.  Even a small ﬂeet of well-prepared ships would be likely to eventually overwhelm the 
  station but the defences are certainly a match for the occasional Raider attack or aggressive diplomacy from the League of Non-
  Aligned Worlds.
  Speed: —
  Damage: 800/400/200
  Craft: 12 Starfury ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 4, Command +1, Defence Network 6, Immobile, Interceptors 
  10, Space Station, Targets 3
  Hull: 4
  Troops: 25
  In Service: 2257–2259
  Weapon
  Range
  Arc
  AD
  Special
  Quad Particle Beam
  24
  —
  8
  Twin-Linked
  Particle Beam
  5
  —
  6
  —
  Babylon 5 Diplomatic Station (post 2259)  
   
  War
  When General Franklin used Babylon 5 as a staging post for his assault on Akdor in 2259, he brought with him an army of 
  technicians and engineers tasked with upgrading the station’s defensive network.  Additional particle beams were added along 
  with a tighter ﬁghter defence screen but the main addition were long ranged heavy pulse cannon which would enable Babylon 5 
  to engage enemy warships if needed.  Though ostensibly a diplomatic station still, there was a strong feeling in EarthForce that 
  Babylon 5 had to appear strong and stand ready to defend the Earth Alliance against alien incursion if it were ever so needed.
  Speed: —
  Damage: 800/400/200
  Craft: 12 Starfury ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 4, Command +2, Defence Network 10, Immobile, Interceptors 
  14, Space Station, Targets 5
  Hull: 4
  Troops: 40
  In Service: 2259–2281
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  28
  —
  10
  Quad Particle Beam
  24
  —
  8
  Twin-Linked
  Particle Beam
  18
  —
  8
  —
  Mine Launchers: Babylon 5 also has sophisticated mine launchers that can seed wide areas of space with intelligent explosive 
  devices.  After you have deployed your forces, you can nominate two 12” by 12” squares on the table – they may not overlap 
  each other.  An enemy ship will automatically suffer an AP attack of 4 AD during every End Phase in which it remains in these 
  areas.
  33
  Earth Alliance
  
  Breaching Pod 
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining 
  entry for the troops carried on board.
  Speed: 6
  Hull: 6
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2203+
  Chronos-class Attack Frigate  
   
   
   
   
  Raid
  The Chronos was designed to replace the aging Olympus and solve 
  some of the problems of that corvette.  The ship is designed to engage 
  hostiles at short range and overwhelm them with ﬁrepower, a task 
  that it performs admirably with its complement of railguns and 
  heavy pulse cannon.  The Chronos also suffers fewer logistics and 
  support problems than the Olympus and is a far more comfortable 
  ship to live onboard.
  Speed: 8
  Damage: 20/5
  Craft: None
  Turn: 2/45o
  Crew: 18/5
  Special Rules: Interceptors 3
  Hull: 6
  Troops: 4
  In Service: 2262+
  Weapon
  Range
  Arc
  AD
  Special
  Railgun
  12
  T
  6
  AP, Double Damage
  Heavy Pulse Cannon
  12
  F
  8
  Twin-Linked
  Heavy Pulse Cannon
  12
  P
  6
  Twin-Linked
  Heavy Pulse Cannon
  12
  S
  6
  Twin-Linked
  Heavy Pulse Cannon
  12
  A
  6
  Twin-Linked
  Particle Beam
  5
  P
  4
  Anti-Fighter, Weak
  Particle Beam
  5
  S
  4
  Anti-Fighter, Weak
  Delphi-class Advanced Scout  
   
   
   
   
  Raid
  With a need for a more dedicated and advanced scout for war situations than the Oracle, the Earth Alliance have developed the 
  Delphi.  This new craft is extremely lightly armed but its purpose is not to engage the foe with ﬁrepower or ﬁghters.  The Delphi 
  carries the most sophisticated sensory and scanning equipment developed by the Earth Alliance, using electronic warfare to keep 
  itself safe from hostile ﬁre and recon enemy targets.
  Speed: 12
  Damage: 25/6
  Craft: None
  Turn: 2/45o
  Crew: 37/8
  Special Rules: Interceptors 2, Jump Point, Scout*, Stealth 5+
  Hull: 5
  Troops: —
  In Service: 2261+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  F
  4
  —
  Medium Pulse Cannon
  10
  A
  4
  —
  Particle Beam
  5
  P
  6
  Anti-Fighter, Weak
  Particle Beam
  5
  S
  6
  Anti-Fighter, Weak
  *The Delphi has no range limit on the use of its Scout trait, instead of the usual 24” range.
  34
  Earth Alliance
  
  Explorer-class Survey Ship 
   
   
   
   
   
  Raid
  The largest vessels of the Earth Alliance, the Explorer 
  survey ships are designed to roam unexplored regions 
  of hyperspace, acting as vanguard to other craft as 
  the frontiers of known space are pushed further 
  outward.  It is the role of Explorers to plot positions 
  of new star systems and build jump gates that will 
  be used by surveyors later to fully catalogue worlds 
  for resources and exploitation.  Along its immense 
  superstructure, the command, control and personnel 
  quarters ﬁll the rotating centre section, while to the 
  fore are the zero-gravity construction and launch 
  facilities.  Only six Explorer ships are currently in 
  service but combined they map the Rim and have 
  uncovered a multitude of new scientiﬁc discoveries 
  that fuel research and development within the 
  Earth Alliance.  Because of their extremely extended 
  missions (up to ﬁve years in duration), it is extremely 
  rare for even high-ranking EarthForce ofﬁcials to see 
  one.  It remains the dream of many ship Captains to 
  one day gain command of an Explorer ship and begin searching the Rim, travelling to stars never before seen by human eyes.
  Speed: 4
  Damage: 140/40
  Craft: 6 Starfury ﬂights
  Turn: 1/45o
  Crew: 65/15
  Special Rules: Command +1, Interceptors 3, Jump Point
  Hull: 4
  Troops: 10
  In Service: 2225+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  12
  F
  6
  Double Damage, Twin-Linked
  Particle Beam
  5
  F
  6
  Anti-Fighter, Twin-Linked, Weak
  Particle Beam
  5
  A
  6
  Anti-Fighter, Twin-Linked, Weak
  Particle Beam
  5
  P
  6
  Anti-Fighter, Twin-Linked, Weak
  Particle Beam
  5
  S
  6
  Anti-Fighter, Twin-Linked, Weak
  Hermes-class Transport  
   
   
   
   
   
  Patrol
  Originally, the Hermes was a military vessel intended to bring critical war supplies and 
  personnel to the front lines in combat.  Armed with two double missile racks as well as 
  defensive particle beams, the Hermes is also capable of defending itself from Raider vessels 
  and enemy frigates that attempt to slip past the lines to attack this valuable logistical 
  element.  The ship not only carries a ﬂight of Starfuries for its own defence (or for delivery 
  to carriers in need of replacement ﬁghters) but is also capable of opening its own jump 
  point into hyperspace.  In fact, it is the smallest Earth Alliance vessel that can accomplish 
  this feat.  Unlike many Earth military vessels, the Hermes was constructed in civilian 
  shipyards, although its weapons were added at a ﬂeet spacedock.  Its huge success in the 
  military made it a natural choice for civilian activities as well, and hundreds of the hardy 
  vessels now ply the space lanes as independent freight haulers, and passenger liners.
  Speed: 12
  Damage: 10/3
  Craft: 1 Starfury ﬂights
  Turn: 2/45o
  Crew: 12/3
  Special Rules: Interceptors 1, Jump Point
  Hull: 4
  Troops: 1
  In Service: 2168+
  Weapon
  Range
  Arc
  AD
  Special
  Missile Rack
  30
  F
  2
  Precise, Slow-Loading, Super AP
  Particle Beam
  5
  F
  6
  Anti-Fighter, Weak
  Particle Beam
  5
  P
  4
  Anti-Fighter, Weak
  Particle Beam
  5
  S
  4
  Anti-Fighter, Weak
  35
  Earth Alliance
  
  Hyperion-class Cruiser 
   
   
   
   
   
   
  Raid
  For several decades, the Hyperion class formed a solid 
  core to the Earth Alliance ﬂeet and has been a part 
  of virtually every Alliance military engagement since 
  the turn of the century.  The ships are hardy and 
  well-armoured though sadly had little chance against 
  the Minbari, and were destroyed in huge numbers. 
  Most Hyperions operating today were built after 
  the conﬂict, where they were hastily constructed 
  to shore up Earth’s defences against opportunistic 
  neighbours.  Only within the last few years have the 
  more advanced Omega destroyers begun to supplant 
  them in the naval inventory, but there are no plans to 
  cancel the reliable, proven Hyperion design.  Instead, 
  they continue to operate both independently and 
  alongside the more expensive and powerful Omegas.
  Speed: 8
  Damage: 24/6
  Craft: 1 Starfury Flight
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Interceptors 2, Jump Point
  Hull: 5
  Troops: 3
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  18
  B
  4
  Beam, Double Damage, Super AP
  Heavy Laser Cannon
  18
  B(a)
  2
  Beam, Double Damage, Super AP
  Medium Pulse Cannon
  10
  F
  6
  —
  Medium Pulse Cannon
  10
  A
  6
  —
  Medium Pulse Cannon
  10
  P
  6
  —
  Medium Pulse Cannon
  10
  S
  6
  —
  Medium Plasma Cannon
  8
  F
  4
  AP, Twin-Linked
  Particle Beam
  5
  T
  4
  Anti-Fighter, Weak
  Hyperion-class Assault Cruiser (Variant) 
   
   
  Raid
  Despite production of the assault cruiser being formally ended in the early 2250’s, many examples of this variant are still in use 
  within EarthForce in the 2260’s.  Missing the heavy lasers of the current class, the assault cruiser was designed to break through 
  defensive formations and deliver ground troops to enemy-held worlds.  In space combat, it rarely acts as a ship of the line, 
  though its upgraded plasma cannon does give it the ability to overwhelm low-grade interceptors at short range without the need 
  for supporting vessels.  Few Captains are willing to give up the power of the heavy lasers present in later ships and so the assault 
  cruiser is often relegated to smaller actions or supporting larger and better equipped ships.
  Speed: 8
  Damage: 24/6
  Craft: None
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Interceptors 2, Jump Point, Shuttles 2
  Hull: 5
  Troops: 10
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  F
  6
  —
  Medium Pulse Cannon
  10
  A
  4
  —
  Medium Pulse Cannon
  10
  P
  6
  —
  Medium Pulse Cannon
  10
  S
  6
  —
  Medium Plasma Cannon
  8
  F
  6
  AP, Twin-Linked
  Particle Beam
  5
  T
  4
  Anti-Fighter, Weak
  36
  Earth Alliance
  
  Hyperion-class Command Cruiser (Variant)  
   
  Battle
  When ﬁrst launched, the command cruiser was the most advanced vessel in the EarthForce ﬂeet and the ﬁrst Hyperion to mount 
  heavy lasers as a standard ﬁtting.  With upgraded boresighted heavy pulse cannon and increased armour, this variant can provide 
  a strong punch for a vessel of its size though it can rarely go toe-to-toe with larger frontline ships.  Its main beneﬁt is the superior 
  sensor and communication network installed on the bridge, allowing it to monitor ﬂeet actions and provide a Commodore with 
  the ability to effectively command all allied ships.  In this role, it has steadily been replaced by the Omega command destroyer 
  but in small battles it is still a valued ship.
  Speed: 8
  Damage: 30/7
  Craft: 1 Starfury Flight
  Turn: 2/45o
  Crew: 32/6
  Special Rules: Command +1, Interceptors 2, Jump Point
  Hull: 6
  Troops: 4
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  18
  B
  4
  Beam, Double Damage, Super AP
  Heavy Laser Cannon
  18
  B(a)
  2
  Beam, Double Damage, Super AP
  Heavy Pulse Cannon
  12
  F
  6
  Twin-Linked
  Medium Pulse Cannon
  10
  F
  6
  —
  Medium Pulse Cannon
  10
  A
  6
  —
  Medium Pulse Cannon
  10
  P
  6
  —
  Medium Pulse Cannon
  10
  S
  6
  —
  Particle Beam
  5
  T
  4
  Anti-Fighter, Weak
  Hyperion-class Missile Cruiser (Variant) 
   
  Skirmish
  With the ﬁrst vessel launched near the end of the Dilgar War, the missile cruiser was destined to be quickly outmoded by the 
  Sagittarius which, as a long-ranged bombardment vessel, was superior in every respect.  The missile cruiser suffered from limited 
  space for missile racks and could only use smaller and lighter warheads without the need for massive and expensive reﬁtting, 
  which greatly limited the range of its attacks.  As enemies closed range, it was forced to rely on pulse cannon and even particle 
  beams, never the Hyperion’s strongest area of defence.  By the end of 2230, all remaining missile cruisers were either scrapped 
  or converted into more current variants.
  Speed: 8
  Damage: 24/6
  Craft: None
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Interceptors 2, Jump Point
  Hull: 5
  Troops: 1
  In Service: 2217 - 2230
  Weapon
  Range
  Arc
  AD
  Special
  Missile Rack
  20
  F
  3
  Precise, Slow-Loading, Super AP
  Missile Rack
  20
  A
  1
  Precise, Slow-Loading, Super AP
  Missile Rack
  20
  P
  2
  Precise, Slow-Loading, Super AP
  Missile Rack
  20
  S
  2
  Precise, Slow-Loading, Super AP
  Medium Pulse Cannon
  10
  F
  6
  —
  Medium Pulse Cannon
  10
  P
  4
  —
  Medium Pulse Cannon
  10
  S
  4
  —
  Particle Beam
  5
  T
  2
  Anti-Fighter, Weak
  Missile Variants: The Hyperion Missile Cruiser may not use the missile variants detailed on page 48.  The hull of the Hyperion 
  was never designed for such duties and its missile racks are simply not adaptable enough to use the same missiles as other ships 
  of the ﬂeet.  This is partly why the Missile Cruiser was eventually phased out from service.
  37
  Earth Alliance
  
  Hyperion-class Pulse Cruiser (Variant)  
   
   
  Raid
  Though never constructed in particularly high numbers and lacking the heavy punch of laser systems, the pulse cruiser is an 
  admirable variant of the Hyperion that has the potential to outshoot even an Omega destroyer with its forward facing pulse 
  weapons.  Utterly reliable and without extensive heavy lasers to maintain, the pulse cruiser can theoretically remain on duty for 
  many months at a time though its lack of artiﬁ cial gravity makes regular shore leave for the crew a necessity.  In battle, it is a 
  notably short-ranged attack cruiser though there are few ships in its class that can repel the ﬁ repower it delivers once in a position 
  of advantage.
  Speed: 8
  Damage: 24/6
  Craft: 1 Starfury Flight
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Interceptors 2, Jump Point
  Hull: 5
  Troops: 3
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  12
  F
  8
  Twin-Linked
  Heavy Pulse Cannon
  12
  A
  8
  Twin-Linked
  Medium Pulse Cannon
  10
  F
  6
  —
  Medium Pulse Cannon
  10
  A
  6
  —
  Medium Pulse Cannon
  10
  P
  6
  —
  Medium Pulse Cannon
  10
  S
  6
  —
  Medium Plasma Cannon
  8
  F
  4
  AP, Twin-Linked
  Particle Beam
  5
  T
  4
  Anti-Fighter, Weak
  Hyperion-class Rail Cruiser (Variant) 
   
   
  Skirmish
  No more than a few test hulls were ever built of this variant, designed to replace the Artemis.  In this, it was regarded as a failure, 
  as it provided few beneﬁ ts over the older ship but was vastly more expensive to produce.  Within combat, it was often expected 
  to perform as any other Hyperion but with an effective weapons downgrade, the rail cruiser could never keep pace with its peers.  
  It remains an interesting and even versatile design but one that few Captains relish taking command of.
  Speed: 8
  Damage: 24/6
  Craft: 1 Starfury Flight
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Interceptors 2, Jump Point
  Hull: 5
  Troops: 3
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Railgun
  12
  F
  4
  AP, Double Damage
  Railgun
  12
  A
  4
  AP, Double Damage
  Medium Pulse Cannon
  10
  P
  6
  —
  Medium Pulse Cannon
  10
  S
  6
  —
  Particle Beam
  5
  T
  4
  Anti-Fighter, Weak
  38
  Earth Alliance
  
  Nova-class Dreadnought  
   
   
   
   
   
  Raid
  When the ﬁ rst Nova prototypes appeared in 2219, few among 
  EarthForce’s ofﬁ cer corps believed the ships would actually work. 
  The massive array of guns simply seemed greater than any hull 
  or power plant could withstand.  At ﬁ rst, they seemed correct, as 
  initial tests showed a number of faults in the design.  However, 
  as time passed and reﬁ nements were made, the ship proved 
  not only functional, but quite deadly.  The long, rod-shaped 
  superstructure lent itself well to a cavernous internal ﬁ ghter bay 
  capable of supporting up a full squadron of Starfuries.  When 
  working pulse cannons appeared in 2240, EarthForce knew it 
  ﬁ nally had the weapon they wanted for the Nova and the hybrid 
  laser/pulse array was created.  While this resulted in a much more 
  powerful and ﬂ exible dreadnought, the guns remained extremely 
  high-maintenance items, leading many repair crew to curse their 
  jobs and wish the Alliance had simply picked one weapon over the 
  other.  In battle, the slow speed and poor manoeuvrability of the 
  Nova is offset by squadrons simply holding station as they present their fearsome broadsides to the enemy.
  Speed: 6
  Damage: 36/9
  Craft: 4 Starfury Flight
  Turn: 1/45o
  Crew: 45/12
  Special Rules: Interceptors 2, Jump Point
  Hull: 5
  Troops: 2
  In Service: 2220+
  Weapon
  Range
  Arc
  AD
  Special
  Laser/Pulse Array
  12
  F
  8
  Twin-Linked
  Laser/Pulse Array
  12
  A
  8
  Twin-Linked
  Laser/Pulse Array
  12
  P
  12
  Twin-Linked
  Laser/Pulse Array
  12
  S
  12
  Twin-Linked
  Laser/Pulse Arrays: These weapons may instead be ﬁ red with half the Attack Dice and at a maximum Range of 8.  They gain 
  the AP and Beam traits but lose Twin-Linked.
  Olympus-class Corvette 
   
   
   
   
   
  Skirmish
  The Olympus was ﬁ rst seen in 2200 as a replacement for the 
  smaller Laertes class.  It served well for several decades until 
  the Dilgar War, when logistical problems began to surface. 
  The Alliance required an immense supply train into League 
  territory, and keeping enough ammunition available for both 
  railguns and missiles became a difﬁ cult challenge.  Olympus 
  Corvettes are extremely uncomfortable vessels, not really 
  suitable for patrol or border defence missions.  In peacetime, 
  they are generally treated as small monitors and left to guard 
  bases or colonies.  In the aftermath of the Earth-Minbari War, 
  many among EarthForce believe the Olympus is obsolete and 
  needs to be replaced.
  Speed: 8
  Damage: 28/6
  Craft: None
  Turn: 2/45o
  Crew: 32/6
  Special Rules: Interceptors 1
  Hull: 4
  Troops: 3
  In Service: 2202+
  Weapon
  Range
  Arc
  AD
  Special
  Railgun
  12
  T
  4
  AP, Double Damage
  Medium Pulse Cannon
  10
  F
  6
  Twin-Linked
  Medium Pulse Cannon
  10
  P
  6
  Twin-Linked
  Medium Pulse Cannon
  10
  S
  6
  Twin-Linked
  Missile Rack
  30
  F
  2
  Precise, Slow-Loading, Super AP
  39
  Earth Alliance
  
  Olympus-class Gunship (Variant) 
   
   
   
  Raid
  Designed as a straightforward gunship with the maximum available ﬁrepower to the fore, this Olympus gained a lot of favour 
  among its Captains, particularly during the Dilgar War.  However, the main reactors had to be heavily modiﬁed in order to 
  support the laser cannon and this led to continual problems which led to the ship falling out of favour in EarthForce.  This was 
  compounded by attempts to use the ship in the corvette role where its lack of broadside weapons left it vulnerable when operating 
  away from a supporting ﬂeet.  By the end of the Earth-Minbari War, very few examples remained in service.
  Speed: 6
  Damage: 28/6
  Craft: None
  Turn: 2/45o
  Crew: 32/6
  Special Rules: Interceptors 1
  Hull: 4
  Troops: 2
  In Service: 2229+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Laser Cannon
  18
  B
  6
  Beam, Double Damage, Super AP
  Particle Beam
  5
  F
  4
  Anti-Fighter
  Particle Beam
  5
  P
  4
  Anti-Fighter
  Particle Beam
  5
  S
  4
  Anti-Fighter
  Omega-class Heavy Destroyer  
   
   
   
   
  Battle
  The Omega heavy destroyer is the premier warship of EarthForce, and a direct development of lessons learned during the Earth-
  Minbari War.  The conﬂict that nearly annihilated humanity brought home the need for an advanced warship capable of standing 
  against the best other races could throw against the Earth Alliance, and while the Omega is by no means yet the equal of the 
  Minbari Sharlin, it remains one of the most capable vessels in space today.  A much larger ship than the Hyperion, the Omega 
  carries two full squadrons of Starfuries, a heavier weapons load and a rotating command section that generates artiﬁcial gravity.  
  Though still cramped on board, it has a sizeable bridge and crews much prefer to serve on this class than a Hyperion, as its 
  artiﬁcial gravity makes long-ranged missions far more bearable, allowing the warship to stay out on patrol for months at a time if 
  needed.  In battle, squadrons of Omegas will often form impenetrable battle lines that can mass incredible ﬁrepower, though in 
  smaller conﬂicts, these ships are perfectly capable of operating as command centres as well as mobile orbital fortresses.
  Speed: 7
  Damage: 40/10
  Craft: 4 Starfury Flight
  Turn: 1/45o
  Crew: 60/14
  Special Rules: Interceptors 3, Jump Point
  Hull: 6
  Troops: 4
  In Service: 2250+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  30
  B
  4
  Beam, Double Damage, Super AP
  Heavy Laser Cannon
  30
  B(a)
  2
  Beam, Double Damage, Super AP
  Heavy Pulse Cannon
  12
  F
  10
  Twin-Linked
  Medium Pulse Cannon
  10
  A
  4
  Twin-Linked
  Medium Pulse Cannon
  10
  P
  4
  Twin-Linked
  Medium Pulse Cannon
  10
  S
  4
  Twin-Linked
  Particle Beam
  5
  P
  4
  Anti-Fighter
  Particle Beam
  5
  S
  4
  Anti-Fighter
  40
  Earth Alliance
  
  Omega-class Command Destroyer (Variant)  
   
  War
  Until the arrival of the Warlock, this was commonly viewed as the most effective warship in the EarthForce’s arsenal.  The 
  command destroyer has in fact been plagued by design and maintenance problems throughout its life, requiring constant reﬁts 
  and upgrades to keep it serviceable.  Battle-worthy examples are therefore rare but, when they make an appearance, they usually 
  leave a good impression.  The strength of the forward heavy lasers have been doubled over the standard destroyer, due to 
  reﬁnements in energy allocation and power delivery systems.  The heavy pulse cannon have also been upgraded, along with the 
  rear facing weaponry, making this a tough ship to engage for any prolonged period of time.
  Speed: 7
  Damage: 40/12
  Craft: 4 Starfury Flight
  Turn: 1/45o
  Crew: 60/16
  Special Rules: Command +2, Interceptors 4, Jump Point
  Hull: 6
  Troops: 6
  In Service: 2259+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  30
  B
  6
  Beam, Double Damage, Super AP
  Heavy Laser Cannon
  30
  B(a)
  4
  Beam, Double Damage, Super AP
  Heavy Pulse Cannon
  12
  F
  12
  Twin-Linked
  Heavy Pulse Cannon
  12
  A
  6
  Twin-Linked
  Medium Pulse Cannon
  10
  P
  6
  Twin-Linked
  Medium Pulse Cannon
  10
  S
  6
  Twin-Linked
  Particle Beam
  5
  P
  6
  Anti-Fighter
  Particle Beam
  5
  S
  6
  Anti-Fighter
  Omega-class Pulse Cruiser Destroyer (Variant)  
  Battle
  Though lacking the heavy lasers of the standard Omega, the pulse destroyer more than makes up for this deﬁciency with the 
  sheer weight of ﬁre it can kick out from its forward pulse batteries.  Though possessing a shorter attack range than its predecessor, 
  this vessel is incredibly versatile and able to engage almost any enemy with a fair chance of victory.  The lack of heavy lasers also 
  makes it easier to service and maintain, making the pulse destroyer the true successor to the design theory behind the equivalent 
  Hyperion variant.  
  Speed: 7
  Damage: 40/12
  Craft: 4 Starfury Flight
  Turn: 1/45o
  Crew: 64/16
  Special Rules: Interceptors 3, Jump Point
  Hull: 6
  Troops: 4
  In Service: 2255+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  12
  F
  16
  Twin-Linked
  Medium Pulse Cannon
  10
  A
  12
  Twin-Linked
  Medium Pulse Cannon
  10
  P
  8
  Twin-Linked
  Medium Pulse Cannon
  10
  S
  8
  Twin-Linked
  Particle Beam
  5
  P
  4
  Anti-Fighter
  Particle Beam
  5
  S
  4
  Anti-Fighter
  41
  Earth Alliance
  
  Oracle-class Scout Cruiser 
   
   
   
   
   
  Raid
  The Oracle was Earth’s original hyperspace exploration ship.  Developed after the 
  arrival of the Centauri on a new hull constructed speciﬁcally for the purpose of 
  interstellar travel, it was the most capable vessel of its day.  The ﬁrst Oracles were 
  the ones that braved hyperspace to locate nearby systems for colonisation and survey 
  missions that would reap huge dividends in the decades to come.  If there had been 
  no Oracles, there would be no Proxima, or Orion, or Deneb, or any of the other 
  extra-solar colonies.  Earth would have been little more than yet another member 
  of the League of Non-Aligned Worlds – if that.  Since the original Oracles sailed 
  the stars, great leaps have been made in EarthForce sensor technologies.  As soon 
  as these improvements began to appear, many Oracles were converted for use as 
  electronic support platforms in a ﬂeet environment.  Interestingly, the Oracle bears 
  more than a superﬁcial resemblance to the later Hyperion and many of the systems 
  employed on the scout were later used for the Hyperion.
  Speed: 12
  Damage: 16/5
  Craft: None
  Turn: 2/45o
  Crew: 22/6
  Special Rules: Interceptors 2, Jump Point, Scout, Stealth 3+
  Hull: 4
  Troops: —
  In Service: 2216+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Laser Cannon
  15
  B
  3
  Beam, Super AP
  Missile Rack
  30
  T
  1
  Precise, Slow Loading, Super AP
  Particle Beam
  5
  F
  4
  Anti-Fighter, Weak
  Particle Beam
  5
  A
  4
  Anti-Fighter, Weak
  Particle Beam
  5
  P
  4
  Anti-Fighter, Weak
  Particle Beam
  5
  S
  4
  Anti-Fighter, Weak
  Orestes-class System Monitor 
   
   
   
   
  Battle
  The Orestes class originally looked much different to its present conﬁguration.  Its 
  early role was to act as the core of a task force engaged in rooting out and destroying 
  Raider outposts.  The ﬁrst Orestes, therefore, was a heavily armoured battleship 
  capable of shrugging off serious amounts of ﬁrepower.  Unfortunately, it was also 
  extremely expensive to operate, and once pirates were driven out of the solar system, 
  most examples of the class were scrapped.  The Orestes received a new lease on 
  life after the Centauri were contacted in the mid-22nd Century.  At that time, the 
  Orestes was the largest ship in the Alliance inventory, as well as one of the best able 
  to stand up to enemy ﬁre.  Unfortunately, its engines and thrusters were completely 
  unsuited for use in hyperspace, and modiﬁcations failed to produce a vessel that 
  could travel any respectable distance at a reasonable speed.  Still, the Orestes did 
  pack a tremendous amount of weaponry, so it did prove useful as a mobile defence 
  craft. In this way, the Orestes changed from a Dreadnought-class vessel to a simple 
  system monitor, and Orestes vessels have been used as system defenders for decades.  
  Speed: 4
  Damage: 48/10
  Craft: 2 Starfury ﬂights
  Turn: 1/45o
  Crew: 55/12
  Special Rules: Interceptors 1
  Hull: 6
  Troops: 2
  In Service: 2249+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  25
  B
  3
  Beam, Double Damage, Super AP
  Medium Laser Cannon
  15
  B
  3
  Beam, Super AP
  Medium Laser Cannon
  15
  B(a)
  3
  Beam, Super AP
  Railgun
  12
  F
  4
  AP, Double Damage
  Medium Pulse Cannon
  10
  P
  10
  Twin-Linked
  Medium Pulse Cannon
  10
  S
  10
  Twin-Linked
  Particle Beam
  5
  T
  6
  Anti-Fighter, Weak
  42
  Earth Alliance
  
  Orion Starbase  
   
   
   
   
   
   
   
  Battle
  Rotating to provide gravity to the thousands of crewmen on board who keep the station’s systems running, the Orion is a 
  standard design of orbital installation found in many Earth Alliance territories.  Missile racks give the Orion a long-range punch 
  lacking on similar installations and the combination of railguns and heavy pulse cannon will deter all but the most determined 
  assault.  Many Orions in space today are relatively new constructions, taking advantage of more recent technology as most of the 
  original designs were destroyed in the ﬁrst attacks of the Earth-Minbari War.
  Speed: —
  Damage: 600/300/150
  Craft: 8 Starfury ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 2. Command +1, Defence Network 6, Immobile, Interceptors 
  8, Space Station, Targets 3
  Hull: 5
  Troops: 35
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  24
  —
  8
  Twin-Linked
  Railgun
  20
  —
  4
  AP, Double Damage
  Missile Rack
  40
  —
  2
  Precise, Slow Loading, Super AP
  Poseidon-class Super Carrier  
   
   
   
   
  War
  Considered to be the premier carrier in the entire 
  galaxy, the Poseidon has been given the best 
  defences and escorts available to the Earth Alliance. 
  In addition, its long, ﬂat array of inter-linked ﬁghter 
  bays is capable of not only launching its entire ﬂeet 
  of ﬁghters in a matter of minutes but of recovering 
  them quickly too.  The ﬁrst Poseidon was launched 
  in 2247 but was quickly destroyed in the Earth-
  Minbari War.  Construction is so time-consuming 
  that only few have been built since.  Recent designs 
  possess slightly expanded bays to permit the use 
  of the Thunderbolt but the ﬁrst model could only 
  employ Aurora Starfuries.  The Poseidon is not only 
  a heavy carrier but also a ﬂeet ﬂagship, absorbing 
  that role after the general decline of the Nova.  Large 
  EarthForce armadas are constructed around the 
  Poseidon.  Advanced communication and control 
  gear permits any force headed by a Poseidon to 
  beneﬁt from improved co-ordination during a large 
  battle.  Not surprisingly, Poseidons possess huge arrays of defensive guns and are surrounded by escorts at all times.
  Speed: 5
  Damage: 95/25
  Craft: 16 Starfury ﬂights
  Turn: 1/45o
  Crew: 120/30
  Special Rules: Carrier 4, Command +3, Fleet Carrier, Interceptors 6, Jump Point, Shuttles 2
  Hull: 4
  Troops: 10
  In Service: 2255+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  F
  6
  —
  Medium Pulse Cannon
  10
  A
  6
  —
  Medium Pulse Cannon
  10
  P
  6
  —
  Medium Pulse Cannon
  10
  S
  6
  —
  Particle Beam
  5
  T
  8
  Anti-Fighter, Weak
  43
  Earth Alliance
  
  Sagittarius-class Cruiser  
   
   
   
   
   
  Raid
  The Sagittarius hull was a specialised design ﬁrst seen in the early 23rd Century. 
  The original aim of the ship was to operate as a test ﬁring platform for newly 
  developed missiles.  As experimentation progressed, larger and more stable hulls 
  were produced, eventually mounting no less than eight missile racks on a lengthy 
  cruiser hull.  Shortly thereafter, EarthForce began to take interest in the hull as a 
  potential warship design, and the ﬁrst actual Sagittarius left the spacedocks in 2225. 
  The ship was not particularly popular, primarily because its complete dedication 
  to the missile bombardment role left it little room for ﬂexibility.  Because of its 
  specialised role, the Sagittarius was totally unsuitable for use in anything other than 
  a ﬂeet environment, so few other missions could be undertaken.  Worse still, the 
  Sagittarius had little in the way of defences, lacking even a jump drive to make its 
  escape should things go badly.  Most were mothballed, only to be hastily recalled and destroyed during the Earth-Minbari War.  
  The few survivors were rebuilt and are now being used to test new missile and missile rack technologies as part of Project Zeus.
  Speed: 6
  Damage: 28/7
  Craft: None
  Turn: 1/45o
  Crew: 26/6
  Special Rules: Interceptors 2
  Hull: 5
  Troops: 1
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Missile Rack
  30
  F
  6
  Precise, Slow Loading, Super AP
  Missile Rack
  30
  A
  2
  Precise, Slow Loading, Super AP
  Missile Rack
  30
  P
  2
  Precise, Slow Loading, Super AP
  Missile Rack
  30
  S
  2
  Precise, Slow Loading, Super AP
  Particle Beam
  5
  T
  6
  Anti-Fighter, Weak
  Shadow Omega-class Advanced Destroyer  
   
  War
  With highly secret development programmes 
  initiated by President Clark in the last days of his 
  reign, Earth began to gain access to advanced 
  Shadow technology.  Taking basic Omega hulls, 
  Shadow agents worked hard to convert the ships into 
  advanced destroyers in order to give President Clark 
  a weapon that would be immeasurably superior to 
  anything in the arsenal of Captain Sheridan and his 
  alien allies.  The result was the Shadow Omega, a 
  ship of awesome potential and yet one irrevocably 
  tainted by the treachery of President Clark.  The few 
  remaining examples that survived the liberation of 
  earth were quickly dismantled after the war.
  Speed: 8
  Damage: 65/12
  Craft: 4 Thunderbolt ﬂights
  Turn: 1/45o
  Crew: 70/14
  Special Rules: Advanced Jump Point, Flight Computer, Interceptors 4, Self-Repairing 1d6
  Hull: 6
  Troops: 3
  In Service: 2261 only
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Slicer Beam
  35
  B
  6
  Beam, Super AP, Triple Damage
  Heavy Phasing Pulse Cannon
  12
  F
  8
  AP, Double Damage
  Heavy Phasing Pulse Cannon
  12
  A
  4
  AP, Double Damage
  Light Multi-Phased Cutter
  8
  P
  8
  AP, Mini-Beam, Twin-Linked
  Light Multi-Phased Cutter
  8
  s
  8
  AP, Mini-Beam, Twin-Linked
  44
  Earth Alliance
  
  Using the Shadow Omega
  Clearly, the Shadow Omega is not intended as a standard Earth Alliance warship, no matter how much prospective Admirals 
  may hunger at the prospect!  As a fusion between human and Shadow technology, instigated at the directions of a mad and 
  treacherous President, and crewed by Shadow agents, any ﬂ eet using this ship can be safely considered to be evil.  
  As such, it is suggested that the Shadow Omega is used only in special scenarios or in campaigns where a player declares that 
  he is indeed ﬁ ghting for President Clark.  This can, of course, only happen if the campaign takes place in the year 2261.
  Starfury Flight 
   
   
   
   
   
   
  Patrol (Wing)
  Often regarded as the ﬁ rst line of defence for many Earth Alliance installations and outposts, the Starfury has undergone 
  many revisions and upgrades throughout its service history but remains a frontline non-atmospheric ﬁ ghter capable of retaining 
  space-superiority.  Its unique X-foil design, which mounts the pilot in an upright position to reduce the effects of high-gravity 
  manoeuvres, allows for superb agility in space combat but the Starfury is often found wanting in more specialised missions as it is 
  incapable of entering a planetary atmosphere.  However, with main armament comprising two forward ﬁ ring JC 266 20-megawatt 
  uni-pulse cannon controlled by a Duffy 1018 MJS smart targeting computer, it is a craft capable of successfully battling almost 
  any alien ﬁ ghter.  Two lighter raid-ﬁ ring pulse cannon are also mounted in the wing roots above the pilot’s position, though 
  restrictions in the Starfury’s fusion reactor output means both sets of weapons may not be ﬁ red simultaneously.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁ ght: +1
  Hull: 4
  Craft: —
  Damage: —
  Special Rules: Afterburner, Dodge 2+, Fighter
  Crew: —
  In Service: 2244+
  Weapon
  Range
  Arc
  AD
  Special
  Uni-Pulse Cannon
  2
  T
  2
  Twin-Linked
  Tethys-class Cutter  
  Patrol
  The Tethys can trace its origins back to the original 
  early anti-raider operations that took place during 
  the conquest of the solar system.  Originally intended 
  as a police vessel, it has since been employed for 
  virtually every mission EarthForce is capable of 
  assigning.  When employed for civilian or defence 
  purposes, it is referred to as a police cutter, but when 
  in ﬂ eet service it is used as a light frigate.  More 
  versions of the hardy Tethys have existed than any 
  other ship class in the Alliance inventory.  Because 
  it is so small and cheap to build, it is frequently 
  employed as a test bed for new technologies, where 
  its sturdy construction allows it to stand up to the 
  rigors of ﬁ eld testing.  As far as Earth ships go, it is 
  among the more manoeuvrable.
  Speed: 10
  Damage: 8/2
  Craft: None
  Turn: 2/90o
  Crew: 10/2
  Special Rules: Interceptors 1
  Hull: 4
  Troops: —
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  F
  6
  —
  Light Pulse Cannon
  8
  F
  2
  —
  Light Pulse Cannon
  8
  P
  2
  —
  Light Pulse Cannon
  8
  S
  2
  —
  45
  Earth Alliance
  
  Tethys-class Laser Boat (Variant)  
   
   
   
  Patrol
  Developed during the Dilgar War, the laser boat was an attempt to mount the most powerful weapons in the Earth Alliance 
  arsenal onto a simple and utilitarian hull.  The result was a mixed blessing as while the vessel could never generate enough power 
  to operate laser cannon continuously, it did represent a quantum leap in the ﬁrepower a small ship could carry into battle.
  Speed: 8
  Damage: 8/2
  Craft: None
  Turn: 2/90o
  Crew: 10/2
  Special Rules: Interceptors 1
  Hull: 4
  Troops: —
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Laser Cannon
  15
  B
  2
  Beam, Double Damage, Slow-Loading, Super AP
  Light Pulse Cannon
  8
  F
  2
  —
  Light Pulse Cannon
  8
  P
  2
  —
  Light Pulse Cannon
  8
  S
  2
  —
  Tethys-class Missile Boat (Variant) 
   
   
   
  Patrol
  Another simple variant of the Tethys, the missile boat was expected to support Sagittarius cruisers during long-ranged 
  bombardment missions.  It was met with limited success, as the tiny Tethys could not carry missiles with sufﬁciently long range 
  and had a complete inability to operate on its own.  However, it could provide an effective screen for the larger Sagittarius when 
  enemy squadrons made their inevitable attack runs.  With the cruiser as the main target, the tint Tethys was often ignored in 
  large battles.
  Speed: 8
  Damage: 8/2
  Craft: None
  Turn: 2/90o
  Crew: 10/2
  Special Rules: Interceptors 1
  Hull: 4
  Troops: —
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Missile Rack
  20
  F
  4
  AP, Precise, Slow-Loading
  Missile Variants: The Tethys Missile Boat may not use the missile variants detailed on page 48.  The hull of the Tethys was 
  never designed for such duties and its missile racks are simply not adaptable enough to use the same missiles as other ships of 
  the ﬂeet.
  Thunderbolt Flight 
   
   
   
   
   
  Patrol (Wing)
  The Thunderbolt is the next generation of advanced ﬁghters developed along the ongoing Starfury program.  As older types 
  are phased out, it is likely that the Thunderbolt, or T-bolt as it is frequently known, will take on the overall Starfury name.  
  However, this might take some time, as many existing carriers cannot easily operate the slightly larger, atmospheric-capable 
  T-bolt frame.  Thunderbolts possess several improvements over the basic Starfury.  In addition to obvious advances in thrust, 
  armour and staying power, the T-bolt also mounts a more compact gatling pulse cannon that occupies less space in the fuselage.  
  Thunderbolts also possess wing-based missile racks.
  Speed: 10
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 5
  Craft: —
  Damage: — Special Rules: Afterburner, Atmospheric, Dodge 2+, Fighter
  Crew: —
  In Service: 2259+
  Weapon
  Range
  Arc
  AD
  Special
  Gatling Pulse Cannon
  2
  T
  2
  —
  Missile Rack
  4
  T
  2
  AP
  46
  Earth Alliance
  
  Warlock-class Advanced Destroyer 
   
   
   
  War
  The Earth Alliance’s latest warship is a 
  by-product of the Earth Civil War.  It 
  had become clear that the Nova-class 
  dreadnought was not up to the task of 
  conducting major planetary assaults 
  and EarthForce thus decided it needed 
  a new breed of starship, one capable of 
  extended space conﬂicts and combating 
  even the might of Minbari warcruisers. 
  The Warlock is, without a doubt, the 
  most devastating war machine produced 
  in Earth history.  It was designed to have 
  an artiﬁcial gravity system (with no use 
  of rotating sections), extremely powerful 
  weaponry and the toughest armour 
  possible.  Technology was plundered 
  from many advanced races, but the 
  most prominent is the use of Shadow 
  bio-organic technology in design and 
  production.  The design was not ﬁnished 
  in time for the Earth Civil War, though 
  the Warlock did lend some of its advanced 
  technological design to the bastardised Omega-X class destroyer that was brieﬂy employed during this conﬂict.  Following the 
  conclusion of the Earth Civil War, the experimental new Warlock-class destroyers began their initial tests and shortly there after 
  went into active service. First among these new warships was the EAS Titans, under the command of Captain Susan Ivanova.  
  Titans was soon followed by the Sorcerer, Necromancer and Enchantress.  By 2268 there were some 50 Warlock-class vessels in 
  service, with more under construction.
  Speed: 8
  Damage: 70/18
  Craft: 4 Starfury ﬂights
  Turn: 1/45o
  Crew: 80/20
  Special Rules: Advanced Jump Point, Command +1, Interceptors 4
  Hull: 6
  Troops: 6
  In Service: 2261+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Particle Cannon
  25
  B
  4
  Beam, Super AP, Triple Damage
  Railgun
  20
  F
  4
  AP, Double Damage
  Railgun
  20
  A
  4
  AP, Double Damage
  Laser/Pulse Array
  15
  F
  10
  Twin-Linked
  Laser/Pulse Array
  15
  A
  6
  Twin-Linked
  Laser/Pulse Array
  15
  P
  6
  Twin-Linked
  Laser/Pulse Array
  15
  S
  6
  Twin-Linked
  Missile Rack
  30
  F
  6
  Precise, Slow Loading, Super AP
  Particle Beam
  5
  T
  6
  Anti-Fighter, Weak
  Laser/Pulse Arrays: These weapons may instead be ﬁred with half the Attack Dice and at a maximum Range of 12.  They gain 
  the AP and Beam traits but lose Twin-Linked.
  47
  Earth Alliance
  
  Missile Variants
  With the development of missile racks on many Earth Alliance hulls, experiments quickly began on missile design. The advantage 
  of standard ﬁtting missile racks soon became clear as ships were able to vastly increase their ﬂexibility in battle, simply by 
  swapping the missile loads they carried on board.
  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 may have a different 
  missile variant in each rack system.
  Thunderbolt ﬂights may not use these variant missiles as they carry far smaller warheads than those used by larger capital ships.
  When a missile variant is used, it will replace certain characteristics of the normal missile rack, as detailed below in its
  description, as well as possibly grant some special rules which are used when a ship is equipped with it. Each missile variant will 
  retain the ﬁre arc and Attack Dice of the original missile rack, as well as the Slow-Loading trait, if applicable.  In addition, each 
  missile variant has an In Service date listed, which is used if players are following the optional rules in Book Two for setting 
  speciﬁc years in each battle or campaign.
  Standard Anti-Ship Missile
  This is the standard warhead carried in missile racks on 
  most Earth Alliance vessels. With a long range and superior 
  guidance systems, it is a cheap but solid weapon, particularly 
  against targets lacking active defence systems.
  Range
  Special
  In Service
  30
  Precise, Super AP
  2165+
  Flash Missile
  A development from the standard explosive warhead of the 
  anti-shipping missile, the Flash uses a plasma-based warhead 
  for devastating effect. A well guided shot is capable of 
  damaging critical systems of the largest capital ship.
  Range
  Special
  In Service
  30
  AP, Double Damage, Precise
  2229+
  Heavy Missile
  Sacriﬁcing fuel load for a heavier warhead, Heavy Missiles are 
  typically used when ﬂeets close range. Their massive payloads 
  can deal incredible amounts of damage, without forgoing the 
  normal accuracy of missile systems.
  Range
  Special
  In Service
  12
  Precise, Triple Damage, Super AP
  2225+
  Anti-Fighter Missile
  Comprising a booster rocket powering multiple, independently 
  guided warheads, the Anti-Fighter missile gives a capital ship 
  the ability to knock out entire ﬂights before they can get 
  within range to make an attack run.
  Range
  Special
  In Service
  15
  Anti-Fighter, AP
  2231+
  Long-Range Missile
  The tactical counterpart to the Heavy Missile, this variant 
  has a relatively small warhead but mounts several long-ranged 
  boosters to its frame, greatly increasing its striking distance. 
  Often used for long-ranged bombardment, this missile is also 
  useful for whittling away an enemy’s strength at incredible 
  distances, long before the real battle begins.
  Range
  Special
  In Service
  40
  AP, Precise
  2225+
  Multi-Warhead Missile
  Though packing immense destructive power, missiles are 
  extremely vulnerable to active defence systems, particularly
  interceptors. The Multi-Warhead Missile is designed to defeat 
  these systems, by ﬂooding the missile’s position with several 
  warheads, as well as dozens of devices that create an identical 
  sensor signature, in order to confuse an active defence system. 
  A Multi-Warhead missile will ignore all Interceptors present 
  on a target ship. Do not roll for Interceptors against this 
  attack.
  Range
  Special
  In Service
  30
  AP, Precise
  2256+
  HARM Missile
  Intended for use against the Minbari but passing through the 
  development phase far too slowly to inﬂuence that war, the
  HARM missile speciﬁcally targets enemy sensor systems, 
  rendering them temporarily blind with a burst of 
  electromagnetic interference.
  If a HARM missile successfully hits a target, it will deal no 
  damage. Instead, it forces the enemy crew to make a Crew 
  Quality check. If they score 9 or less, they fail to overcome the 
  effect of the electromagnetic burst from the missile. This ship 
  will count every target it attacks as having Stealth 3+ until the 
  end of the next turn. The effects of multiple HARM attacks 
  on a single ship are not cumulative.
  Range
  Special
  In Service
  15
  Super AP
  2248+
  48
  Earth Alliance
  
  Campaigns: Refits and Other Duties
  Earth Alliance Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.  As always, if a certain 
  reﬁt or duty cannot be applied to a speciﬁc ship for any reason, re-roll the result.  Unless otherwise stated, multiple results of the 
  same type can be applied to the same ship.  So, for example, if a ship rolls Reinforced Hull twice, it will gain a +20% bonus to 
  its Damage score and a –2 penalty to its Speed.
  Earth Alliance Reﬁts
  2d6
  Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the ship already 
  possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice reduced by half 
  (rounding up) +1.
  4
  Quick Loading Missiles: If the ship has missile racks, it immediately loses the Slow-Loading trait on all such weapon systems.  However, 
  it will have its missile rack Attack Dice reduced by half, rounding up.
  5
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait.  This may only 
  be applied once.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this extra range, 
  halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 5 AD.  It gains an additional 2 AD.  This may only be applied 
  once per weapon system.
  8
  Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If Interceptors are 
  not present, the ship gains Interceptors 1.  This may only be applied once.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Supercharged Thrusters: The ship gains a +1 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂight of craft (or an extra ﬂight if it already possesses craft).
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Earth Alliance Duties
  2d6
  Other Duty
  2
  Contact Made: A diplomatic mission to the local Raiders has paid off well.  You may immediately add one Raiders ship (or wing) of 
  your choice of Skirmish or lower Priority level to your ﬂeet roster.
  3
  New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain.  Once per battle, the ship 
  may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all effects of both Special 
  Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come About! action 
  (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither invalidates the other, effectively allowing 
  the ship to run silent at full speed.
  4
  Now You See Me…: This ship has been conducting scouting exercises all over the system, forcing other ﬂeets to chase it as it gathers 
  crucial information.  You gain a +2 bonus to your Initiative for the next Campaign Turn.
  5
  Psi Corps: The crew’s dedication to duty has been rewarded (!) with a resident Psi Corps telepath being made at home on board. 
  Whenever the ship has to make an opposed Crew Quality check, it gains a +1 bonus as the telepath strains to fathom the intentions of 
  the enemy crew.
  6
  Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship.  Increase the Crew Quality of one on board Fighter 
  ﬂight to 6.
  7
  Time in Orbit: The crew ﬁnd time to give their ship a distinctive paint job, visible even across the gulf of space.  This grants a +1 bonus 
  to Crew Quality checks when the ship performs the Stand By and Prepare to be Boarded! action.  Yes, you should paint this on your 
  model if you are using miniatures!
  8
  Veteran Engineers: The elite engineering ofﬁcers of another ship have volunteered to serve aboard this vessel.  Add a +1 bonus to any 
  Crew Quality checks made during Damage Control. This may only be applied once.
  9
  Elite Psi Corps Operative: Your crew is joined by a Psi Corps telepath of P-Rating 10 and trained in ﬂeet combat.  He is able to bend 
  his mind to the intricacies of ﬂeet manoeuvres and guide Captains as to the best course of action.  Gain a +1 bonus to your Initiative 
  whenever this ship is present in a battle.  This may only be applied once.
  10
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from his main 
  force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points available.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately generate a 
  new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one ship 
  of your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Narn, Minbari, League, ISA or 
  Centauri ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in the campaign.
  49
  Earth Alliance
  
  Minbari Federation
  Of 
  the 
  so-called ‘younger’ 
  races calling this galaxy its home, the 
  Minbari is by far the eldest.  They have 
  thrived on their crystalline homeworld 
  of Minbar for tens of thousands of 
  years, and it shows in their mannerisms 
  and technologies.  Broken into a simple 
  caste system that divides each Minbari 
  by the ‘calling of their heart’, their stable 
  traditions and triadic government grew 
  from thousands of years of inﬁ ghting 
  and manipulation at the hands of the 
  powerful and enigmatic Vorlons. 
  The three castes – Worker, Warrior 
  and Religious – each ﬁ ll a role in their 
  society.  Unsurprisingly, the Worker 
  Caste designs and builds nearly 
  everything in the Minbari culture.  
  Architecture, spacecraft, cities and even 
  the weapons of their armies have been 
  under the playing touch of the Worker 
  Caste members.  The Warrior Caste 
  has a twofold purpose, to train and to 
  protect.  Either through the constant 
  defence of their colonies and their ﬂ eets 
  or by the seeking out of their enemies 
  to destroy them utterly, the Warriors 
  are the reason why so few races ever had 
  much contact with the Minbari before 
  the Babylon project.  The Religious 
  Caste serves as the glue that binds 
  this society together.  Using tenets 
  secretly programmed into them during 
  their earliest years by the Vorlons, the 
  Religious Caste teach their people 
  the power of their traditions and the 
  strength of unity they provide.
  The three castes come together for 
  speciﬁ c projects consistently, and 
  rarely is there conﬂ ict as to which 
  caste takes the credit for outstanding 
  achievements.  Where egos may rub, or 
  arguments arise, there is the word and 
  laws of the Grey Council.  Made up of 
  nine representatives, three from each 
  caste traditionally to keep balance, the 
  Grey Council is the primary governing 
  structure of the Minbari.  Watching 
  and adjudicating from their ancient 
  and powerful vessel, the Grey Sharlin, 
  the Council roams Minbari Federation 
  space in an effort to focus their efforts 
  on where the problems lie rather than 
  allowing problems to become mired 
  and get lost on the way to a central 
  base or governing body.  This fact, that 
  the Grey Sharlin is so mobile, is what 
  nearly caused the extinction of the 
  human race.
  With subtle ushering from their Vorlon 
  mentors, the Minbari spent thousands 
  of years perfecting their technologies 
  on and off their planets.  The Workers 
  had the best tools and materials to 
  build the crystal cities of Minbar, the 
  Religious had well-written and logged 
  historic records that dated back several 
  centuries, and the Warriors had some 
  of the ﬁ nest starships and weaponry 
  imaginable, many of which have not 
  had need to change at all in hundreds 
  of years.
  They expanded outward in search 
  of resources and allies, and found 
  many smaller systems happy to join 
  the growing Federation – until they 
  found the Klathu, a race of paranoid 
  warmongers in the Iklath system.  
  Having spent so much of their research 
  in weapons development, they had 
  yet to truly break the boundaries of 
  their system in favour of a relatively 
  powerful navy.  When a small group of 
  exploring Minbari ships jumped into 
  Iklath they were immediately attacked 
  and, in being so unprepared for a 
  hostile greeting, suffered heavy losses at 
  the hands of the awaiting armada.  One 
  vessel returned to the closest Minbari 
  colony, Zendamore, and told their 
  people there what had occurred.
  The Minbari are traditionally a 
  vengeful people when wronged and the 
  foolish acts of he Klathu earned their 
  ire fully.  The Warrior Caste returned 
  with a larger war ﬂ eet full of Sharlin 
  battlecruisers and the smaller Tigara 
  frigates, jumping into the Iklath system 
  without warning and surrounding 
  and obliterating the inferior vessels of 
  the Klathu.  When their armada was 
  ﬂ oating particles the Warrior Caste 
  turned their sights on the planets 
  themselves and, in one short campaign 
  of brutality, destroyed the Klathus’ will 
  to ﬁ ght.  Their surrender was given in 
  short order.  Iklath became a Federation 
  system, and the Klathu have bowed 
  their heads to the Minbari ever since.  
  It is just one example of the Minbari’s 
  ‘peace through superior weaponry’ 
  pattern of dealing with lesser races.  It 
  is no wonder why the Centauri referred 
  to them as ‘dragons’ for a very long 
  time after the two had met.
  These ﬂ eets of superior ships sailed 
  effortlessly out into the void in search 
  of possible threats to the Federation, 
  and allies for wars they were told to 
  prepare for.  The Vorlons whispered 
  in their ears for a thousand years or 
  more about an unknown darkness that 
  would need to be defeated and only 
  with the help of other races would that 
  be possible.  Roughly one thousand 
  years before the Babylon project began, 
  around the year 1255, the enemy reared 
  its head.  Even more powerful than the 
  Minbari, possibly even the Vorlons, 
  these ‘Shadows’ waged a massive war 
  that caught the galaxy in a ﬂ at spin.  
  Deadly black ships with weaponry that 
  made Minbari technology look like 
  children’s toys appeared in the outskirts 
  and tore ships to pieces.  These horrible 
  vessels were responsible for a great deal 
  of damage to many races – ripping the 
  telepaths from the Narn genetic pools 
  – and seemed completely unstoppable, 
  no matter what the Vorlons claimed.  
  It had seemed that the Shadows were 
  picking on Minbari targets in particular, 
  as if they had done something to them 
  in the past.  It was only through the 
  arrival of a mysterious space station 
  and the mythical ﬁ gure Valen that 
  the Shadows were defeated, and the 
  Vorlons stepped back into the role of 
  mentor once more.  Valen was alone 
  on the enigmatic station and is said to 
  50
  Minbari Federation
  
  have been a ‘Minbari borne of a human 
  soul.’
  Valen 
  brought 
  with 
  him 
  many 
  prophesies, the most important of 
  which was that of the Shadows’ return.  
  He claimed that the next thousand 
  years would serve as preparation for 
  the next battle between Light and 
  Darkness.  Instructing the Minbari 
  to ready themselves on every level, 
  Valen set plans in motion that would 
  eventually turn the galaxy upside 
  down – and re-write the standing of its 
  inhabitants forever.
  The next thousand years became a 
  golden era for the Minbari, setting 
  their collective peoples on the tasks 
  Valen gave them.  Ships grew in power 
  and size, with new breakthroughs in 
  laser and beam technology every few 
  decades.  Gravitic engines and fusion 
  reactors gave Minbari ships powerful 
  mobility and a seemingly endless 
  supply of energy for larger and larger 
  weapons.  Honing their sensors to be 
  ever wary of the unseen enemy and its 
  allies, the Minbari were keenly alert to 
  their surroundings.
  Then Valen explained the need for allies 
  outside the reach of the jumpgates.  
  He claimed the existence of hundreds 
  of lesser races ready to join the ﬁ ght 
  against the Shadows.  With a little help 
  from their Vorlon friends, the Minbari 
  soon had efﬁ cient (both in power 
  consumption and spatial size) jump 
  engines that gave their vessels unabated 
  access to hyperspace.  They soon began 
  not only to seek out friends amongst 
  the stars, but also mapped several 
  routes between them, creating some 
  of the earliest hyperspace beacons and 
  waypoint jumpgates in known space.
  They found many races far away from 
  Federation space.  Centauri, Narn, the 
  Streib, Drazi and many other smaller 
  cultures became aware of the shining 
  warships of the Minbari and their 
  technological superiority.  There were 
  many small squabbles, most notably 
  with the Drazi and the Narn who 
  wanted the powerful fusion cannons 
  and pulsing lasers for their own ﬂ eets, 
  but they were easily forgivable and 
  ultimately forgettable in the higher 
  purpose of preparing for the next 
  Shadow War.
  It was not until the thousand years 
  since the search for Shadow inﬂ uence 
  had begun was drawing to a close 
  that the Minbari almost sent what 
  would later be their closest allies into 
  extinction.  While patrolling the 
  borders of Federation space in search 
  of the evils of Z’ha’dum, the Grey 
  Council stumbled across a wandering 
  alien vessel and set course to hail them.  
  Much larger and more powerful than 
  the small Earth Alliance Prometheus, the 
  Grey Sharlin made no subtle gestures 
  or awkward navigations that might be 
  construed as warlike or ﬂ anking.  In 
  fact, as an added measure to show the 
  peaceful intentions and respect for the 
  new species the Minbari opened all 
  weapon ports – a show of great respect 
  amongst honourable Warrior Caste 
  Minbari – and approached directly 
  toward the Prometheus.  The humans 
  saw it as a hostile threat and, with 
  the highly powerful scanners of the 
  Minbari accidentally jamming those of 
  the inferior Hyperion, battle stations 
  were called and the Prometheus opened 
  ﬁ re.  Not expecting an attack, defensive 
  measures were not in place and the 
  Grey Sharlin took a massive amount 
  of damage.  Without bulkheads closed 
  or non-essential systems routing power 
  elsewhere, the attack tore through the 
  much larger Minbari vessel like an 
  avalanche of ﬁ re and destruction.
  Fearing retribution the Prometheus 
  escaped in great haste, but the damage 
  had been done.  The attack had not 
  only crippled the ﬂ agship of the entire 
  Minbari government but it had killed 
  their spiritual leader and speaker of the 
  Grey Council, Dukhat.  The Sharlin 
  was stunned as word leaked out that 
  Dukhat was dead, and messages were 
  sent out to all Minbari ships.  Soon 
  shock turned to sorrow, sorrow to anger 
  and anger to hatred—which lit the ﬁ res 
  of war in the hearts of their people.
  In a frenzy of revenge, the Minbari 
  lashed back at the humans with 
  nothing short of blood on their minds.  
  Setting every warship – including some 
  new models that were being saved for 
  Valen’s predicted war – on the hunt 
  for every human they could ﬁ nd, the 
  Minbari began the trip toward the 
  human homeworld of Earth.  It was 
  a display of superiority that shook the 
  galaxy.  Never in a thousand years had 
  the highly advanced Minbari taken on 
  the role of punisher, and many other 
  galactic governments recoiled in fear 
  that they would be next.
  The war raged on and eventually 
  came to the human homeworld itself, 
  where a strange turn of events would 
  force the Grey Council to submit an 
  unconditional surrender.  This pulled 
  tensions tightly between the Warrior 
  Caste, who were on the very edge of 
  victory and the Religious Caste who 
  discovered an important fact that 
  birthed the surrender.  The war was 
  over, but tensions were still very much 
  on the high, even between the Castes 
  themselves.
  After treaties were signed and the 
  Babylon project began to forge new 
  alliances with outside governments, 
  the Minbari remained a technological 
  leader.  While the Religious Caste made 
  arrangements to look for the allies Valen 
  had promised, the Warrior Caste set to 
  perfecting their vessels of war, if only 
  to eventually ﬁ nish the job they started 
  during the Earth/Minbari War.  The 
  Minbari did little technological trade 
  with others, as the others had nothing 
  to offer them that had not already 
  been shown to them centuries before 
  by the Vorlons.  Instead, they focused 
  on perfecting the weapons they had, 
  weapons they were told would make a 
  difference in the next Shadow War.
  The birth of newer neutron lasers and 
  more focused fusion cannons replaced 
  older models, as continuous ﬁ re attacks 
  were recorded as being far more effective 
  against the enemy’s vessels that burst 
  or pulsing ﬁ re.  Training exercises that 
  took great advantage of their jamming 
  51
  Minbari Federation
  
  abilities and focused ﬁ re became 
  standard for all pilots and the Nial 
  heavy ﬁ ghter took the place of nearly all 
  other models.  Warships bristling with 
  weapons rose in popularity, and the 
  Warrior Caste ordered the construction 
  of many vessels.
  Old favourites like the Neshatan 
  gunship ﬂ ew the skies once more, 
  their massive payloads ready to unleash 
  against any foolish enough to stand 
  against the Warrior Caste.  The Sharlin 
  remained the mainstay ﬂ agship, but 
  another, deadlier variety sprang from 
  a conjoined effort between the Warrior 
  and Worker Castes, who still felt the 
  surrender at the Battle of the Line 
  was an enormous waste of resources.  
  Turning the Sharlin battlecruiser into 
  a ﬂ oating fortress of crystalline energy 
  matrices and refraction-based hull 
  layers, the new Sharlin became the 
  Warrior Caste’s chosen implement of 
  destruction.  Designed to solely cut a 
  target from out of space like a surgeon 
  would a cancer, it would have been 
  unstoppable in the Earth/Minbari War 
  but never left the design phase until it 
  was over, a fact that brings a curse to 
  many Warrior’s lips.  With new time 
  and resources, however, it became a 
  reality over many Minbari colonies and 
  systems.
  All the while, an insular organisation 
  called the Anla’shok, the Rangers, 
  begun to come into their own power 
  under the noses of the revenge-minded 
  Warriors.  Controlled by prophesy and 
  old writings of Valen, the Anla’shok 
  was a network of Minbari, and now 
  humans, that existed only to learn and 
  ﬁ ght against the coming Shadows.  
  Working in secret with the Vorlons, 
  the Anla’shok and the Religious Caste 
  created a whole new type of fast ship 
  using Minbari technology built on 
  Vorlon principles – the White Star.  
  Piloted originally only by Rangers, the 
  Warrior Caste demanded the use of the 
  advanced ﬂ eet of vessels.
  Then the Shadows came back.  The 
  Interstellar Alliance was formed around 
  the White Star Fleet and the Minbari 
  joined quickly to ﬁ ght against the 
  foretold enemy.  Sharlins, Neshatans, 
  Tinashi and many more joined the 
  battle with their half-Vorlon White 
  Star brethren, and aided the Interstellar 
  Alliance in eventually routing the 
  Ancient enemy.  Relations with the 
  Vorlons became strained as well during 
  the Shadow War and both First Ones 
  were forced to leave the galaxy by the 
  end of the conﬂ ict.  It left the younger 
  races alone, and the Minbari were again 
  the technological giants.
  This 
  superiority 
  shows 
  in 
  their 
  common ﬂ eet tactics.  Nearly always 
  outnumbered 
  by 
  inferior 
  vessels, 
  Minbari ﬂ eet commanders, called Alyt, 
  realise early on their strengths versus 
  superior numbers.  By jamming enemy 
  ships’ sensors, Minbari ships can 
  effectively force the enemy to take wild 
  shots in hopes of striking them in the 
  comparatively enormous void between 
  vessels.  Even the darting ﬁ ghters 
  and ﬂ yers can scramble ship-based 
  tracking systems, forcing enemies to 
  engage them ﬁ ghter-to-ﬁ ghter, which 
  the heavy Nial can happily handle.  
  If a wing commander of ﬁ ghters feels 
  daunted by overwhelming numbers or 
  somehow outclassed by enemy pilots, 
  they often swing back toward a carrier 
  or escort frigate, whose fusion cannons 
  are more than capable to pick off the 
  harassers.
  Offensively, superior ranges on most 
  Minbari laser technology allows the ﬁ rst 
  strike to normally go to the Minbari.  
  A good initial strike from a long 
  distance, especially at the engagement’s 
  beginning moments, can do one of 
  two things.  First, if all captains focus 
  their ﬁ re on a single cruiser or frigate 
  they ought to destroy it utterly.  This 
  not only crushes enemy morale, but 
  also showers the area with debris that 
  could pulverise ships too close to the 
  carefully chosen target, especially those 
  caught just coming out of a jump point 
  or gate.  Second, if every ship targets 
  a different vessel along an enemy’s 
  battle line the chances are good that 
  a critical system might be damaged 
  in a handful of them.  This ruins the 
  enemy’s consolidated front, separates 
  ﬂ ight groups and might cripple attack 
  strategies long before they ever began.  
  The ﬁ rst volley can be what wins a 
  conﬂ ict for the Minbari, and many 
  battles end shortly thereafter.
  While this superiority makes all the 
  difference 
  against 
  younger 
  races, 
  the Minbari must never become 
  complacent.  When the allies of the 
  Shadows, the powerful Drakh, began 
  to ﬁ ght openly with the Interstellar 
  Alliance, the Minbari came to their aid 
  more than a few times.  Unfortunately, 
  as the Vorlons had aided the Minbari 
  technologically, so too had the Shadows 
  assisted the Drakh.  When ﬁ ghting 
  against these advanced races, or even 
  back when the Shadows themselves 
  were a threat, Minbari vessels had to 
  rely on sheer ﬁ repower focused on a 
  single enemy until it crumpled to get 
  by.  When dealing with the absorbing 
  hulls of the Shadows or the resistant 
  skins of the Drakh attack ﬂ eets, which 
  knit damage nearly as fast as it can 
  be caused, alyts cannot cease ﬁ ring 
  at a single target until it is nothing 
  but debris.  Otherwise, like the sad 
  story of the Morshin Hand of Fire, an 
  enemy will seemingly crawl out of their 
  proverbial grave to destroy them!
  Highly advanced, highly skilled and 
  dauntless sometimes to a fault, the 
  Minbari Federation is amongst the 
  most powerful governmental afﬁ liations 
  in the entire galaxy.  A mystery to most, 
  and a fearsome foe to others, they are 
  better left alone to their devices.  For 
  those who meddle in their affairs may 
  soon ﬁ nd their sky alight with jump 
  points – a sight seldom forgotten, 
  should they live through the ensuing 
  conﬂ ict at all.
  52
  Minbari Federation
  
  The Minbari 
  Federation 
  Fleet List
  The following forms the entire ﬂ eet list 
  for the Minbari Federation.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Flyer Wing (2 ﬂ ights) 
   
   
  Nial Wing (1 ﬂ ights) 
   
   
  Tishat Wing (1 ﬂ ights)
  Priority Level: 
  Skirmish
  Torotha-class assault frigate 
   
   
   
  Priority Level: 
  Raid
  Ashinta-class heavy escort
  Esharan-class anti-ﬁ ghter frigate
  Leshath-class heavy scout  
   
  Teshlan-class fast cruiser
  Tigara-class attack cruiser  
   
   
   
  Priority Level: 
  Battle
  Morshin-class carrier
  Shantavi-class heavy battle frigate  
  Tinashi-class warship 
   
   
  Troligan-class armoured cruiser 
   
  Veshatan-class fast gunship
  Priority Level: 
  War
  Neshatan-class gunship 
   
   
  Sharlin-class war cruiser  
   
  Sharoos-class heavy war cruiser
  Sharkaan-class advanced war cruiser
  Space Stations
  Norgath Starbase 
  War
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Nial 
  ﬂ ights may replace any number of them 
  for Tishats (so long as the scenario is 
  set in 2231 or later) or Breaching Pods.  
  Breaching Pods swapped in this way 
  will carry a Troop from the ship – they 
  do not include Troops of their own in 
  the way Breaching Pod Wings do.
  53
  Minbari Federation
  Minbari Federation Initiative: +4
  
  Breaching Pod 
   
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining 
  entry for the troops carried on board.
  Speed: 8
  Hull: 4
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+, Steealth 3+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2046+
  Flyer Flight  
   
   
   
   
   
   
  Patrol (Wing)
  Perhaps the most common Minbari spacecraft seen outside of heavily travelled space lanes, the ﬂyer is a small but extremely 
  potent vessel.  Armed with a single fusion cannon for defence, in the hands of a skilled pilot, the ﬂyer can be a match for many 
  of the front line ﬁghters used by other races.  It is designed primarily to ensure the safe passage of a single individual through 
  space and its highly intelligent computer system allows most functions to be performed automatically, to the extent where a 
  completely unskilled passenger can simply inform the Flyer of where he wants to go and all navigational, docking procedures and 
  even combat manoeuvres are performed without further intervention.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁght: +1
  Hull: 3
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 4+, Fighter, Stealth 5+
  Crew: —
  In Service: 2004+
  Weapon
  Range
  Arc
  AD
  Special
  Light Fusion Cannon
  2
  T
  3
  AP
  Leshath-class Heavy Scout 
   
   
   
  Raid
  The most advanced scouting vessel of any race in 
  the galaxy, the Leshath combines truly serious 
  ﬁrepower with almost total invisibility.  It made a 
  brief appearance in the Earth/Minbari War but was 
  soon withdrawn when the Grey Council realised that 
  humans had little chance of detecting even major 
  warships, let alone advanced scouts.  Common 
  battleﬁeld philosophy dictates that one should ﬂood 
  an area with ﬁre in order to defeat a Lesthath.  Once 
  attacks start to break through the stealth shrouds, 
  the Leshath’s weak armour can often make it easy 
  prey.
  Speed: 10
  Damage: 24/5
  Craft: 1 Nial or Flyer ﬂight
  Turn: 2/45o
  Crew: 28/6
  Special Rules: Advanced Jump Point, Flight Computer, Scout, Stealth 5+
  Hull: 4
  Troops: 3
  In Service: 1995+
  Weapon
  Range
  Arc
  AD
  Special
  Fusion Cannon
  18
  F
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  6
  AP, Mini-Beam
  54
  Minbari Federation
  
  Morshin-class Carrier  
   
   
   
   
  Battle
  The primary carrier in the Minbari Federation, a Morshin carrier holds four dozen 
  ﬁghters and a pair of ﬂyers, a veritable ﬂeet of small craft that can easily turn the 
  tide of any battle they deploy into.  At the Battle of the Line at Earth, it was the 
  Nial heavy ﬁghters brought to the battle by Morshin carriers that did more damage 
  by far than any other kind of ship in the ﬂeet, including the many Sharlin cruisers 
  that were present.  Morshin carriers are not as heavily armed as many other Minbari 
  vessels but they possess enough ﬁrepower to deal with most vessels light enough to 
  evade their ﬁghter screens.
  Speed: 8
  Damage: 38/6
  Craft: 1 Flyer ﬂight, 8 Nial ﬂights
  Turn: 2/45o
  Crew: 36/7
  Special Rules: Advanced Jump Point, Carrier 4, 
  Command +1, Fleet Carrier, Flight Computer, 
  Stealth 5+
  Hull: 4
  Troops: 4
  In Service: 1995+
  Weapon
  Range
  Arc
  AD
  Special
  Fusion Cannon
  18
  F
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  2
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  2
  AP, Mini-Beam
  Nial Heavy Fighter Flight  
   
   
   
  Patrol (Wing)
  The main frontline ﬁghter of the Minbari Federation, the Nial is an utterly lethal craft.  Beneﬁting from the same stealth 
  technology common to all Minbari vessels, the Nial is exceptionally manoeuvrable and is armed with three light fusion cannon, 
  powerful enough to utterly destroy any craft of similar size and granting the ability to engage even capital ships.  Though 
  short-ranged, the Nial’s advanced ﬂight control system allows its pilot to complete many actions automatically, leaving him to 
  concentrate on the most important tasks, a vital advantage in combat.
  Speed: 15
  Troops: —
  Turn: SM
  Dogﬁght: +3
  Hull: 3
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 2+, Fighter, Stealth 4+
  Crew: —
  In Service: 2050+
  Weapon
  Range
  Arc
  AD
  Special
  Light Fusion Cannon
  2
  T
  3
  AP
  Norgath Starbase 
   
   
   
   
   
   
  War
  One of the oldest designs in the Federation, the Norgath is also one of the largest starbases built by the Minbari.  Early versions 
  existed before the last Shadow War and some of these still stand in space today, though heavily upgraded.  No Minbari starbase 
  has fallen to attack from any of the younger races and, given their defences, this is a record that is likely to stand.
  Speed: — Damage: 800/400/200 Craft: 2 Flyer ﬂight, 4 Nial ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 2, Command +1, Defence Network 12, Immobile, Interceptors 6, 
  Space Station, Stealth 3+, Targets 4
  Hull: 4
  Troops: 40
  In Service: 2082+
  Weapon
  Range
  Arc
  AD
  Special
  Nutron Laser
  30
  —
  2
  Mini-Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  —
  6
  AP, Mini-Beam
  55
  Minbari Federation
  
  Neshatan-class Gunship  
   
   
   
  War
  At ﬁrst glance, enemies of the Minbari are often 
  taken aback by the appearance of a Neshatan 
  gunship.  Bereft of the ﬁns that usually adorn 
  Minbari vessels, the Nestatan is one of the oldest 
  designs still in operation in their ﬂeet.  Similar 
  in size to a Sharlin and carrying a vast array of 
  weapons, the Neshatan is not necessarily superior 
  in combat to the new ﬂagship of the Minbari due 
  to its slow speed and manoeuvrability.  What it 
  does possess, and the reason it is still used by the 
  pragmatic race, is sheer endurance and the potential 
  for mass destruction.  It takes an incredible amount 
  of damage to destroy a Neshatan; usually, this is a 
  long process that costs the enemy far more than the 
  loss of a single gunship.
  Speed: 8
  Damage: 56/8
  Craft: None
  Turn: 1/45o
  Crew: 62/10
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 6
  Troops: 5
  In Service: 1977+
  Weapon
  Range
  Arc
  AD
  Special
  Neutron Laser
  30
  F
  6
  Beam, Double Damage, Precise, Super AP
  Neutron Laser
  30
  A
  4
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  6
  AP, Mini-Beam
  Veshatan-class Fast Gunship (Neshatan Variant) 
  Battle
  An oddity among the Minbari ﬂeet, the Veshatan was a vessel that stayed in service for barely two centuries.  Built at the behest 
  of the Warrior Caste who were keen to see the Neshatan’s capabilities grafted onto a more manoeuvrable, and therefore more 
  ﬂexible, ship, the resulting Veshatan was quickly outmoded by faster cruiser hulls.  All examples were quickly (and, it has to be 
  said, quietly) converted back into standard Neshatans, where most continue to serve with honour.  
  Speed: 12
  Damage: 56/8
  Craft: None
  Turn: 1/45o
  Crew: 62/10
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 5
  In Service: 1989-2207
  Weapon
  Range
  Arc
  AD
  Special
  Neutron Laser
  25
  F
  4
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  4
  AP, Mini-Beam
  56
  Minbari Federation
  
  Sharlin-class War Cruiser  
   
   
   
  War
  Often described as ugly by veterans 
  who had to face them in the Earth-
  Minbari War, the Sharlin war cruiser is 
  a breathtaking sight with a blue graceful 
  hull that radiates pure menace.  This is 
  the primary front line spacecraft of the 
  Minbari Federation and it is generally 
  agreed that they are the most powerful 
  vessels ever designed, with the possible 
  exception of Vorlon ships.  Carrying two 
  full ﬂights of Nial heavy ﬁghters and 
  possessing the incredible stealth systems, 
  a Sharlin is fully capable of defeating an 
  entire ﬂeet of ships from any other race 
  without taking appreciable damage. 
  Indeed, during the Earth-Minbari War, 
  many EarthForce ofﬁcers quickly found 
  that the only reasonable way to defeat a 
  Sharlin was to ram it, a move that usually 
  destroyed both spacecraft.
  Speed: 8
  Damage: 60/8
  Craft: 1 Flyer ﬂight, 4 Nial ﬂights
  Turn: 1/45o
  Crew: 66/9
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 5+
  Hull: 5
  Troops: 5
  In Service: 1958+
  Weapon
  Range
  Arc
  AD
  Special
  Neutron Laser
  30
  F
  6
  Beam, Double Damage, Precise, Super AP
  Neutron Laser
  30
  A
  4
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  8
  AP, Mini-Beam
  Sharkaan-class Advanced War Cruiser (Sharlin Variant)  War
  When the Minbari call something advanced, you can be sure the rest of the galaxy looks on with interest and trepidation in 
  equal amounts.  The Sharkaan is designed to update the venerable Sharlin hull with a design that can beat the capabilities of the 
  latest vessels to emerge from the other younger races, such as the famed Warlock-class of the Earth Alliance.  It is clear within 
  the Worker Caste (if not their Warrior cousins) that the Sharlin is a hull with limitations that are fast being approached and so it 
  cannot be long until the Minbari start work on a wholly new class of warship and thus elevate the technological baseline of the 
  entire galaxy.
  Speed: 8
  Damage: 60/8
  Craft: 2 Nial ﬂights
  Turn: 1/45o
  Crew: 66/9
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 5+
  Hull: 5
  Troops: 3
  In Service: 2261+
  Weapon
  Range
  Arc
  AD
  Special
  Improved Neutron Laser
  36
  F
  4
  Beam, Precise, Super AP, Triple Damage
  Neutron Laser
  30
  A
  4
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  4
  AP, Mini-Beam
  57
  Minbari Federation
  
  Sharoos-class Heavy War Cruiser (Sharlin Variant) 
  War
  An attempt to make the Sharlin even more deadly in the frontline of battle, the Sharoos was designed from the outset to be able 
  to engage several capital ships simultaneously and become triumphant over all.  The sideways facing neutron lasers can prove to 
  be a nasty shock to a Captain he feels he has safely out-manoeuvred a Minbari ﬂeet, though the reduced secondary armament 
  may prove to be this vessel’s undoing one day – to date, none have been lost in battle.
  Speed: 8
  Damage: 60/8
  Craft: 1 Flyer ﬂight
  Turn: 1/45o
  Crew: 66/9
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 5+
  Hull: 5
  Troops: 5
  In Service: 2008+
  Weapon
  Range
  Arc
  AD
  Special
  Neutron Laser
  30
  F
  4
  Beam, Double Damage, Precise, Super AP
  Neutron Laser
  30
  A
  2
  Beam, Double Damage, Precise, Super AP
  Neutron Laser
  30
  P
  2
  Beam, Double Damage, Precise, Super AP
  Neutron Laser
  30
  S
  2
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  4
  AP, Mini-Beam
  Tigara-class Attack Cruiser 
   
   
   
  Raid
  A variant of the Leshath, the Tigara is a more focused vessel intended to achieve space superiority in situations that either do not 
  require the presence of a ﬂagship or need only one as a co-ordination vessel.  Tigara cruisers are perfectly capable of maintaining 
  control over an area of space, even carrying its own screen of ﬁghters for defence against a wide variety of possible enemies.
  Speed: 12
  Damage: 24/5
  Craft: 1 Nial ﬂight
  Turn: 2/45o
  Crew: 36/6
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 3
  In Service: 1990+
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Disruptor
  8
  F
  6
  AP, Double Damage, Precise
  Molecular Disruptor
  8
  A
  4
  AP, Double Damage, Precise
  Molecular Disruptor
  8
  P
  4
  AP, Double Damage, Precise
  Molecular Disruptor
  8
  S
  4
  AP, Double Damage, Precise
  Antimatter Convertor
  4
  F
  6
  Double Damage, Super AP
  Fusion Cannon
  18
  F
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  4
  AP, Mini-Beam
  58
  Minbari Federation
  
  Teshlan-class Fast Cruiser (Tigara Variant)  
  Raid
  Though few races would seriously consider open warfare with the Minbari, the Federation covers a great deal of space and there 
  will always be individuals wanting to claim what the Minbari jealously guard as their own.  The Teshlan is often used as a long-
  ranged patrol vessel, where its combination of high speed and aggressive ﬁrepower proves a deterrent to any sane enemy.  With 
  more traditional armament that the standard Tigara, the Teshlan also proves popular with ﬂeet commanders who prefer a more 
  standardised appearance to their ships.
  Speed: 14
  Damage: 24/5
  Craft: 1 Nial ﬂight
  Turn: 2/45o
  Crew: 36/6
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 3
  In Service: 2177+
  Weapon
  Range
  Arc
  AD
  Special
  Neutron Laser
  20
  F
  2
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  6
  AP, Mini-Beam
  Tinashi-class Warship 
   
   
   
   
   
  Battle
  Once the Federation’s standard heavy warship, and the forerunner of the Sharlin, 
  the Tinashi is a powerful vessel with speed, armour, and striking power that makes 
  it the equal or superior to any other craft its size.  Even small ships belonging to the 
  Ancients are often only an equal match for the combination of grace and power 
  present in a Tinashi.  When constructing ﬂeets for tactically variable missions, the 
  Tinashi is a natural choice and many Alyts default to them when looking for a vessel 
  capable of accomplishing any mission objective.
  Speed: 10
  Damage: 38/6
  Craft: None
  Turn: 2/45o
  Crew: 42/7
  Special Rules: Advanced Jump Point, Flight 
  Computer, Stealth 4+
  Hull: 5
  Troops: 4
  In Service: 2020+
  Weapon
  Range Arc
  AD
  Special
  Neutron Laser
  25
  F
  4
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  8
  AP, Mini-Beam, Twin-Linked
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam, Twin-Linked
  Fusion Cannon
  18
  P
  6
  AP, Mini-Beam, Twin-Linked
  Fusion Cannon
  18
  S
  6
  AP, Mini-Beam, Twin-Linked
  Ashinta-class Heavy Escort (Tinashi Variant) 
   
  Raid
  Trading long-ranged ﬁrepower for close-in defence, the Ashinta is a superb escort vessel and can often be found in the most 
  sensitive areas of the Federation.  Usually based on an ancient reﬁtted Tinashi, it is often said that this variant is favoured by the 
  Religious Caste due to its more defensive nature but in actual usage this proves a falsehood.  The fearsome network of fusion 
  cannon it brims with proves lethal enough for most Warrior Caste Captains.
  Speed: 12
  Damage: 38/6
  Craft: None
  Turn: 2/45o
  Crew: 42/7
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 4
  In Service: 2236+
  Weapon
  Range
  Arc
  AD
  Special
  Fusion Cannon
  18
  F
  6
  AP, Mini-Beam, Twin-Linked
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam, Twin-Linked
  Fusion Cannon
  18
  P
  6
  AP, Mini-Beam, Twin-Linked
  Fusion Cannon
  18
  S
  6
  AP, Mini-Beam, Twin-Linked
  59
  Minbari Federation
  
  Esharan-class Anti-Fighter Frigate (Tinashi Variant) 
  Raid
  A controversial ship, many in the Religious Caste questioned the need for the Esharan, given that Minbari anti-ﬁghter technology 
  has never proved lacking and Nials still remain the foremost ﬁghter in the galaxy.  Over-ridden by a Warrior Caste eager for any 
  technological innovation, the Esharan is perhaps the biggest threat to any ﬁghter pilot of any ﬂeet though as a frontline warship, 
  it may be over specialised.
  Speed: 12
  Damage: 38/6
  Craft: None
  Turn: 2/45o
  Crew: 42/7
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 4
  In Service: 2066+
  Weapon
  Range
  Arc
  AD
  Special
  Fusion Cannon
  18
  F
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  4
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  4
  AP, Mini-Beam
  Shock Cannon
  5
  F
  4
  AP, Anti-Fighter
  Shock Cannon
  5
  A
  4
  AP, Anti-Fighter
  Shock Cannon
  5
  P
  4
  AP, Anti-Fighter
  Shock Cannon
  5
  S
  4
  AP, Anti-Fighter
  Shantavi-class Heavy Battle Frigate (Tinashi Variant) 
  Battle
  Thought to be a test-bed for the technologies ﬁnally used in the White Star, the Shantavi is a credible reﬁt of the ageing Tinashi.  
  Though the inclusion of the latest weaponry puts a strain on the vessel’s power systems to the extent that almost all the fusion 
  cannon batteries had to be removed, making the Shantavi defenceless to ﬂank attacks, it remains a powerful frontline warship.
  Speed: 8
  Damage: 38/6
  Craft: None
  Turn: 1/45o
  Crew: 42/7
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 3
  In Service: 2259+
  Weapon
  Range
  Arc
  AD
  Special
  Improved Neutron Laser
  25
  F
  4
  Beam, Precise, Super AP, Triple Damage
  Molecular Disruptor
  6
  F
  8
  AP, Double Damage, Precise
  Fusion Cannon
  18
  F
  4
  AP, Mini-Beam
  Tishat Medium Fighter Flight  
   
   
  Patrol (Wing)
  An attempt to better the Nial in dogﬁghting capabilities, the Tishat uses the same hull as a base but lacks the hard punch of its 
  peer’s triple Fusion Cannon, making it a less common choice for Minbari Admirals. However, it has gained favour among certain 
  clans of the Warrior Caste where its extreme agility is appreciated.  To date, no better dogﬁghting ﬁghter has been developed 
  though extreme specialisation has resulted in deﬁciencies elsewhere in the design.
  Speed: 15
  Troops: —
  Turn: SM
  Dogﬁght: +4
  Hull: 3
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 2+, Fighter, Stealth 4+
  Crew: —
  In Service: 2031+
  Weapon
  Range
  Arc
  AD
  Special
  Light Fusion Cannon
  2
  T
  1
  AP
  60
  Minbari Federation
  
  Torotha-class Assault Frigate  
   
   
  Skirmish
  One of the fastest capital ships in the Minbari ﬂeet, 
  a Torotha assault frigate is a rapid attack craft with 
  a lighter ﬁrepower than the ﬂeet’s other warships.  It 
  makes up for these lighter guns by moving quickly 
  enough to evade a great deal of enemy ﬁre while 
  directing its weapons against one target at a time 
  until it falls before the inexorable force of Minbari 
  fusion cannons and molecular disruptors.  The 
  armour of a Torotha assault frigate is much lighter 
  than other Minbari ships, a weakness that can be 
  very costly if opposing vessels can somehow pin this 
  ship down long enough for one retaliatory volley.
  Speed: 12
  Damage: 16/5
  Craft: None
  Turn: 2/45o
  Crew: 18/5
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 4
  Troops: 2
  In Service: 2006+
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Disruptor
  6
  F
  4
  AP, Double Damage, Precise
  Fusion Cannon
  12
  F
  4
  AP, Mini-Beam
  Fusion Cannon
  12
  A
  2
  AP, Mini-Beam
  Troligan-class Armoured Cruiser 
   
   
  Battle
  Extremely rare and possessing a relatively weak armament for a Minbari frontline warship, the Troligan can nevertheless 
  withstand a huge amount of punishment.  In theory, the cruiser was designed to close range with an enemy ﬂeet and, supported 
  by warcruisers and ﬁghters, wreak havoc and throw opponents into confusion as other Minbari ships break them apart.  With 
  limited stealth capabilities, Troligan Captains often have to rely more on their thick armour, something that goes against a lot of 
  Minbari philosophy except in certain circles of the Warrior Caste.
  Speed: 7
  Damage: 55/7
  Craft: 1 Flyer ﬂight
  Turn: 1/45o
  Crew: 64/7
  Special Rules: Advanced Jump Point, Flight Computer, Stealth 4+
  Hull: 5
  Troops: 4
  In Service: 2166+
  Weapon
  Range
  Arc
  AD
  Special
  Neutron Laser
  30
  F
  2
  Beam, Double Damage, Precise, Super AP
  Fusion Cannon
  18
  F
  8
  AP, Mini-Beam
  Fusion Cannon
  18
  A
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  P
  6
  AP, Mini-Beam
  Fusion Cannon
  18
  S
  6
  AP, Mini-Beam
  61
  Minbari Federation
  
  Campaigns: Refits and Other Duties
  Minbari Federation Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Minbari Federation Reﬁts
  2d6
  Reﬁt
  2
  Focussed Neutron Generators: One neutron laser weapon system on the ship replaces its Double Damage trait with Triple 
  Damage.
  3
  Powerful Sensor Arrays: The ship gains up-rated sensor arrays that are so powerful that they can almost blind enemy ships.  
  No enemy ship within 10” may opt to use a Special Action in its turn.
  4
  Point Defence: The ship gains a small weapon system designed to destroy close-in attackers.  This is a Light Fusion Cannon 
  with a Range of 8, a Turret ﬁre arc, 1 AD and the AP and Mini-Beam traits.
  5
  Silent and Stealthy: Once per battle, you may force an enemy to re-roll his Stealth roll in order to target this ship.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this 
  extra range, halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 5 AD.  It gains an additional 2 AD.  This may only 
  be applied once per weapon system.
  8
  Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! action.
  9
  Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits.  Reduce its Damage 
  threshold number (the point at which it becomes Crippled) by two points.
  10
  Advanced Gravitic Drive: The ship gains a +1 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂight of craft (or an extra ﬂight if it already possesses some).
  12
  Silent Runner: The ship is modiﬁed to be super stealthy but this comes at the expense of energy output.  Increase the ship’s 
  Stealth score by one but reduce its Speed by –2.
  Minbari Federation Duties
  2d6
  Other Duty
  2
  Minbari Protectorate Volunteers: You gain the assistance of a group from the Minbari Protectorate after having completed a 
  diplomatic mission in this war zone.  You may immediately add a wing of Nials or Flyers to your ﬂeet roster.
  3
  New Alyt: A new Alyt of the Warrior Caste takes command of the vessel – a highly decorated, even legendary Alyt.  Once per 
  battle, the ship may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all 
  effects of both Special Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) 
  with the Come About! action (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither 
  invalidates the other, effectively allowing the ship to run silent at full speed.
  4
  The Rangers: This ship has been used to transport a member of the Anla’shok to an abandoned world in the system.  He soon 
  gains valuable intelligence on the activities of the other ﬂeets, granting you a +2 bonus to your Initiative for the next Campaign 
  Turn.
  5
  Telepaths of the Religious Caste: A group of Religious Caste telepaths join your ship’s crew.  Stretching forward with their 
  minds, they strain to divine the intentions of the enemy.  Once per battle, you may automatically win the Initiative for the turn. 
  This may be declared after your have rolled dice for Initiative.
  6
  Skin Dancers: A squadron of highly trained Warrior Caste pilots volunteer to serve on your ship.  When Nials launched from 
  this ship attack another vessel, they may not be intercepted by escorting ﬁghters.
  7
  Dutiful Worker Caste: The ship ferries Minbari of the Worker Caste to the rest of the ﬂeet.  Immediately repair 3d6 points 
  of Damage on any ships in the ﬂeet.
  8
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from 
  his main force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points available.
  9
  Vorlon Directive: The ship encounters a servant of the Vorlons who relays speciﬁc instructions for the entire ﬂeet.  In the next 
  campaign turn, you will attack any Strategic Target of one randomly determined ﬂeet.  This will automatically be a Battle-level 
  mission using the Annihilation scenario and will be nominated before any Initiative is rolled for.  This battle will be your go for 
  the turn.  If you win the battle, any RR points gained in the next campaign turn will be doubled.
  10
  Elite Warrior Caste Training: A visiting dignitary of the Warrior Caste shakes your ship’s crew into line.  If you already have 
  Crew Quality 5, increase it immediately to 6.  If you have a different Crew Quality, roll again.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately 
  generate a new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Ambush: Using its superior Jump Engines, this ship launches a surprise attack on an enemy ship travelling through the war 
  zone.  Pick an enemy ﬂeet.  You will cause 1d6 critical hits at Triple Damage on one random enemy vessel.
  62
  Minbari Federation
  
  Centauri Republic
  Ever since their earliest days on 
  Centauri Prime, the Centauri have 
  had a strong instinct to conquer and 
  dominate 
  outward. 
   
  Completely 
  eliminating the only sentient race 
  to share their homeworld, the Xon, 
  well before they even could leave 
  their planet, the Centauri have honed 
  picking on lesser species to a razor’s 
  edge.  Once able to sail the stars on 
  reverse-engineered vessels that crashed 
  on their world, they roared out into the 
  galaxy with a purpose – to create the 
  most powerful empire imaginable.
  After the various royal houses fought 
  bloody battles to control the bits 
  and pieces of alien technology, the 
  victorious came together and built the 
  ﬁ rst Centauri starship.  A few test ﬂ ights 
  proved that colonists and research 
  teams from many houses could go to 
  new places in the stars and, with a little 
  terraforming here and there, could 
  live indeﬁ nitely.  The idea of houses 
  controlling entire planets or moons 
  gave them all a good reason to agree 
  on something, and all minds looked 
  up and outward.  Once equipped to do 
  so, the Centauri spread to the rest of 
  their system’s planets and moons like 
  bacteria.  In a few short years they were 
  present on every possible planetoid 
  in the system, including moon bases, 
  asteroid shipyards and so on.  The 
  High Houses soon began to argue once 
  more, as the solar system grew too small 
  for their growing hungers.
  The High Houses control all of what 
  goes in the Centauri Republic.  A 
  massive group of delegates from 
  several dozen houses large and small, 
  around 200 at last count, make up 
  the Centaurum.  The Centaurum is a 
  sort of senate that makes minor legal 
  decisions and ratiﬁ es anything the 
  current Emperor might say.  Once 
  a true republic, the Centaurum had 
  the power to make policy in contrary 
  to that of the Emperor but when 
  assassinations became commonplace 
  between 
  disagreeing 
  houses, 
  the 
  Emperor became infallible.  Many 
  houses work outside the laws of the 
  Republic and plot the ends of countless 
  other aristocrats.  This backstabbing 
  political engine is probably the only 
  reason why the Centauri have yet to 
  completely dominate the galaxy, even 
  though they came very close… twice.
  As soon as a scientiﬁ c leap of faith opened 
  the doors to hyperspace – an accidental 
  breakthrough by House Jaddo – the 
  High Houses became entwined in a 
  new web of power brokering.  Extra-
  system colonisation became the coin of 
  the realm but Imperial edict limited the 
  number of colonies the Centauri were 
  allowed to have.  It was a safety measure 
  to keep some form of defence force in 
  the Prime system, because one day 
  someone would notice the expanding 
  Centauri.
  As they hopped from system to system 
  they subjugated or eliminated dozens 
  of lesser races, adding the spoils of 
  their worlds to the rapidly swelling 
  Republic.  They had not come into 
  contact with any races even close to 
  their technological level, but had heard 
  of several that existed out in the void.  
  One such was the fabled Garmak 
  Empire, a race with a power hunger and 
  expansionist effort that mirrored their 
  own.  When the Centaurum heard of 
  these possible threats they forced the 
  Emperor’s hand and sanctioned the 
  creation of the Centauri Royal Navy, 
  the ﬁ rst of its like to ever appear since 
  the days of ocean armadas used to snuff 
  out the Xon.
  The Centauri are a people of excesses.  
  Wine, women, song and food were 
  guilty pleasures of the High Houses, 
  and their eyes would grow wide at the 
  sight of something bigger, better or 
  more appealing in an instant.  There 
  is no word in the Centauri tongue 
  for ‘enough’, but there are over a 
  hundred that are used for boasting.  It 
  is no wonder then that the Royal Navy 
  was massive, far larger than needed 
  considering they had not even come 
  across a threatening enemy in which to 
  utilise it.  From a rumour and whispers 
  the largest armada of star ships too 
  grace the galaxy was formed.
  Made up of extremely early versions of 
  the Vorchan and the Haven, the initial 
  navy was just a stepping-stone used 
  to leap into the weapon technologies 
  currently in use on their vessels.  Using 
  bits and pieces of scavenged or claimed 
  alien weaponry and assimilating it into 
  their own, the Centauri learned to 
  focus lasers and control plasma attacks 
  better with each successful campaign.  
  The battle lasers and plasma streams 
  ﬁ tted to some of their ships now are not 
  that different from the original models, 
  though having gone through hundreds 
  of revisions and reﬁ ts.
  They continued to conquer small 
  systems and races, hearing more and 
  more about these Garmak everywhere 
  they went.  Both infuriated at a race 
  they had never met and afraid their 
  ﬂ eets would not be enough against 
  them, they continued to pour research 
  into better weapons and more efﬁ cient 
  engines, ﬁ tting several smaller ships 
  with a motley assortment of reworked 
  systems.  The Centaurum was torn 
  – seek out the Garmak to catch them 
  by surprise, or shore up a massive 
  defence against their ‘inevitable attack’?  
  What made the deal was the thought 
  of what could be gained by defeating 
  these Garmak and what manner of 
  technologies they might give to the 
  Republic.  The decision was made and 
  a massive force of the Centauri Royal 
  Navy went out in search of the fabled 
  foe… but found much more.
  The Garmak were waiting for the 
  Centauri and an enormous battle was 
  63
  Centauri Republic
  
  predicted.  Just as hailing frequencies 
  were set, the starscape erupted in jump 
  points and what later turned out to the 
  Minbari sailed through and attacked 
  the Garmak, who were foolishly 
  encroaching on Federation systems.  
  Their weaponry was unreal, and the 
  Centauri captains who witnessed the 
  battle spoke of the Minbari as ‘dragons 
  that breathed ﬁre and consumed the 
  Garmak ships like the kethka monkey 
  does insects.’  The Centauri were 
  ignored and although the victory was 
  not exactly what they expected—they 
  were glad to pick up the pieces.
  The scavenging of the lifeless Garmak 
  Empire – casualties of the Minbari’s 
  vengeance – gave the Centauri a great 
  many scientiﬁc advancements.  Matter 
  cannons, twin arrays and a cleaner 
  fusion reactor made newer, larger 
  vessels a reality.  Battlecruisers like the 
  earliest Kutai and an infant Darkner 
  sprang from the Garmak ruins, and so 
  many advances with so little effort was 
  like throwing jet fuel on the ﬁres of the 
  Centauri’s power hunger.
  They pushed hard into outside 
  systems, growing by leaps and bounds 
  over many races.  Some smaller worlds 
  fought hard for their freedom, but 
  the ‘Lion of the Galaxy’ that the 
  Republic had become pounded them 
  into submission with blazing shows of 
  force.  Skirmishes were becoming more 
  frequent and the Centaurum began to 
  alter the organisation of the navy into 
  three sections, the division of which 
  is still used in current ﬂeet structures.  
  The Expeditionary Fleet and Battle 
  Fleet, whose only role was to ﬁght the 
  fronts to expand the Republic’s borders, 
  and the Garrison Fleet, who remained 
  in pickets and patrols around Centauri 
  Prime.
  As with any major empire, the 
  foundation 
  became 
  unstable 
  and 
  could not hold the weight of the 
  whole anymore.  The High Houses 
  squabbled over fund and resource use, 
  plotted against one another to gain 
  control of new and rich systems and 
  eventually even sabotaged their own 
  ﬂeets to ensure certain Houses’ failure 
  and disfavour.  Like a tower built on 
  too few pillars, the Centauri Republic 
  collapsed in upon itself.
  In an effort to regain their former power 
  after their ﬁrst major collapse, the 
  Republic began once again to expand – 
  except with a bit more direction rather 
  than chaotic, unchecked growth.  They 
  waged massive campaigns against both 
  the Drazi and the Orieni, eventually 
  claiming much of both governments’ 
  space at great loss to all sides.  In the 
  captured Orieni systems they found a 
  great many scientiﬁc projects and the 
  High Houses fought for their control 
  once again.  This chaos was the time 
  that the newly forged League of Non-
  Aligned Worlds chose to stand deﬁant 
  against the declining Centauri, and it 
  had seemed that the time for hostile 
  conquering was over.  Diplomatic 
  relations began and soon things became 
  much calmer in the Republic – at least 
  on the surface.
  After gifting the humans with jumpgate 
  technology and seeing the immediate 
  beneﬁts, the Centauri looked to 
  subjugate through a sweet smile instead 
  of a matter cannon.  A small resource-
  rich planet covered in primitive 
  populations called Narn became an 
  easy conquest for the honey-voiced 
  Centauri.  Landing with several ships 
  at once, they claimed the planet as a 
  windfall and the Narns themselves as 
  slaves.  For almost a hundred years the 
  Narn were enslaved under the Centauri, 
  when the constant guerrilla war against 
  their oppression ﬁnally earned them 
  a handful of rebellious planets and 
  – once understanding the left-behind 
  Centauri technologies – systems.  The 
  Narn inﬂicted a massive blow to the 
  Centauri Republic, using retroﬁtted 
  and salvaged ships and weaponry to 
  attack back in a major backlash later 
  named the War of Retribution.
  The Centauri became insular and 
  withdrawn after their retreat from 
  the Narn systems, and it shows in the 
  design alterations to their ships.  The 
  ships common to the Garrison Fleet – 
  Vorchan, Primus and even the massive 
  Balvarin – were far more focused on 
  protecting the home systems and 
  keeping outsiders away unless invited.  
  Battle Fleets contained more and more 
  fast-attack variants and scouts, rather 
  than the pounding behemoths that once 
  formed up its ranks.  The Centaurum 
  gladly traded away a number of their 
  advanced weapons and technologies in 
  exchange for elementary favours and 
  pipe-dream efforts to regain control over 
  other races.  Even though these years 
  saw the creation of artiﬁcial gravity and 
  automated weapons tracking systems, 
  it was a sad time for the Lion of the 
  Galaxy.
  For many years the Centauri remained 
  so, until a few well-timed attacks by 
  mysterious strangers – the Shadows – 
  began the aggressions once more in the 
  name of the Centauri.  The Narn were 
  hit hard and fast, and in turn began 
  a reprisal of the War of Retribution, 
  except with better weaponry and more 
  advanced ships at their disposal.  With 
  the unknown help of the Shadows, 
  and some political manoeuvring on 
  behalf of the powers behind them, the 
  Centauri ignored normal war protocols 
  and moved in straight for the kill – the 
  Narn Homeworld itself.
  Extremely illegal leftovers from the 
  Dilgar War, mass drivers, were attached 
  to the largest ships in the Battle Fleet, 
  the newly designed Secundus assault 
  cruiser.  Drawing the Narn war ﬂeets 
  away from their home to be destroyed 
  by awaiting Shadow vessels, the mass 
  driver equipped ships jumped out 
  into the space around Narn.  Plucking 
  asteroids out of orbit and hurling 
  them at the Homeworld, the Centauri 
  decimated the planet and tens of 
  millions of Narns.  The war was over 
  between the Narn and Centauri, and 
  the Narn found themselves as slaves 
  once again.
  Their act of forbidden savagery against 
  the Narn labelled the Centauri as a 
  major threat in the galaxy and the rest 
  of the galactic governments sided up 
  against them – and eventually against 
  64
  Centauri Republic
  
  their Shadow allies.  The Shadow War, 
  and the many anti-Centauri battles 
  that preceded it, hurt the Centauri a 
  great deal but overall their government 
  was pleased to have the dark reigns of 
  the Ancients removed for a time.  They 
  would later return to haunt them in 
  the form of the subtle and controlling 
  Drakh, but the Centauri were glad to at 
  least be at the mercy of their own evils 
  instead of those of others for a while.
  After the Shadow War, as a member of 
  the Interstellar Alliance, the Centauri 
  learned much of the lesser species they 
  had once sought solely to conquer.  
  Many minor technologies changed 
  hands, and old ship models saw some 
  shaping and sculpting into newer 
  frames.  Even old stand-bys received a 
  bit of spit and polish, like the addition 
  of powerful ballistic torpedoes on the 
  ceaselessly effective Demos variant of 
  the Vorchan.  Some alterations were at 
  the behest of the machinations of the 
  Drakh but most were purely Centauri 
  in origin.
  These newer ship types were put to 
  good use against all manners of targets, 
  being steered and manipulated by 
  the 
  Drakh-controlled 
  government 
  in an effort to bring about the fall of 
  Centauri Prime.  Their ploy eventually 
  succeeded, and a massive planetary 
  bombardment from old enemies – the 
  Drazi and the Narn – crushed the wills 
  of the remaining Centauri.  In turn, 
  they became bitter and hateful, perfect 
  for the plots brewing in the minds of 
  the Drakh.  Now every Centauri knows 
  his world is dying and his people have 
  nothing short of extinction to ﬁght for.  
  This makes them not only reliant on 
  their dark masters, but also violently 
  stubborn when set to a task.
  Even before the Drakh began to 
  manipulate them the Centauri were 
  terrifying opponents to combat against, 
  and their new ‘to the death’ mentality 
  only bolsters that fact.  Centauri are 
  trained to treat their ﬂight groups as 
  ‘hunting packs.’  Good ﬂight captains 
  group with similarly armed vessels and 
  swarm lesser targets like wolves, ﬁring 
  volley after volley of laser and matter 
  cannon ﬁre into a target until it is 
  incapacitated.  A crippled target is often 
  ignored, saving the hulk for salvage, 
  and bringing the pack back into the 
  ﬁght to focus on a different vessel.  The 
  Centauri have numerous middle-sized 
  attack craft for a reason, and they are 
  designed to work together very well.  
  Two Vorchans escorting a Demos can 
  give an enemy quite a surprise as they 
  draw closer to deal with the constant 
  ballistic torpedo salvoes, and very 
  few can deal with the concentrated 
  ﬁrepower of a group of Havens.
  Captains of larger ships such as the 
  Primus or even the gigantic Octurion 
  treat themselves as mobile fortresses.  
  With heavy weaponry on all sides, and 
  defensive turrets and ﬁghters ready, 
  these metal giants can sail carelessly 
  into the centre of an engagement to 
  draw a portion of ﬁre away from the 
  more fragile hunting ‘ﬂight packs’ 
  circling the outer edges of a conﬂict.  
  Their powerful weapons should be 
  used to ﬁnish off a limping enemy 
  left behind after one of the hunting 
  packs has injured and herded it into 
  the larger ship’s ﬁeld of ﬁre.  Centauri 
  battle plans are sometimes shaped like a 
  corkscrew, with hunting packs circling 
  slowly inward toward the awaiting 
  ﬂagship in the centre.  This has worked 
  for centuries and it seems consistent 
  today.
  Light ﬁghters, Sentri wings are rarely 
  used for ship targets due to their woeful 
  lack of punch.  Great dogﬁghters and 
  quite agile in the hands of the right 
  pilot, they are terribly fragile and 
  cannot 
  withstand 
  much 
  damage.  
  Against superior opponents, either in 
  size or skill, Sentri wings are little more 
  than annoyances that keep an enemy’s 
  sensors clogged with random blips of 
  information.  Clouds of Sentris can 
  theoretically hinder larger vessels, but 
  most captains know this to be rare and 
  would much rather save the pilots for a 
  better use later.
  The ﬁrst and most important lesson 
  a Centauri captain is taught is the 
  unforgiving nature of an exploding 
  ally.  So often are the Centauri grouped 
  closely in hunting packs that when one 
  is ﬁnished, on the verge of detonation, 
  the others should leave them for dead.  
  Every crewman that is saved on one of 
  those burning hulks has over a thousand 
  dead brothers who were not so lucky 
  when their ship ﬁnally exploded – 
  taking out any rescue attempts in the 
  process.  The Navy pays the House in 
  which you come from greatly upon 
  your death, so there is little harm in 
  leaving you behind if your ship is 
  crippled.  Heroes do not live long in 
  the Centauri Royal Navy; there is no 
  room for them.
  Cold and calculating with a taste for 
  the hunt, the Centauri have always 
  been the galaxy’s most proliﬁc predator.  
  It shows in their battles and it shows 
  in their dealings throughout the ages.  
  With the Drakh now pulling their 
  strings, it may only be a matter of time 
  before the Lion of the Galaxy roars 
  again – with a brand new voice.
  65
  Centauri Republic
  
  Centauri Republic Initiative: +3
  The Centauri 
  Republic Fleet 
  List
  The following forms the entire ﬂ eet list 
  for the Centauri Republic.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Corvan-class scout
  Haven-class patrol boat 
   
   
  Razik Wing (4 ﬂ ights)
  Rutarian Wing (2 ﬂ ights)
  Rutarian Replacement Wing *
  Sentri Wing (4 ﬂ ights) 
   
  * This option allows you to replace 
  up to 4 existing Sentri ﬂ ights (those 
  carried on board ships in the ﬂ eet) 
  with Rutarian ﬂ ights as a single Patrol 
  choice.
   
   
  Priority Level: 
  Skirmish
  Amar-class fast carrier
  Darkner-class fast attack frigate
  Kutai-class gunboat 
   
   
  Maximus-class frigate
  Morgrath-class frigate
  Vorchan-class warship
  Vorchar-class war scout
  Vorchat-class war raider
  Priority Level: 
  Raid
  Altarian-class destroyer
  Balvarin-class carrier
  Centurion-class attack cruiser
  Dargan-class strike cruiser
  Demos-class heavy warship
  Elutarian-class bombardment 
  destroyer
  Magnus-class destroyer
  Prefect-class armoured cruiser
  Sulust-class escort destroyer
  Priority Level: 
  Battle
  Balvarix-class strike carrier
  Primus-class battlecruiser
  Secundus-class battlecruiser
  Tertius-class battlecruiser
  Priority Level: 
  War
  Octurion-class battleship
  Space Stations
  Colony Station  
  Battle
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Sentri 
  ﬂ ights may replace any number of 
  them for Raziks or Breaching Pods.  
  Breaching Pods swapped in this way 
  will carry a Troop from the ship – they 
  do not include Troops of their own in 
  the way Breaching Pod Wings do.
  Centauri 
  Republic Fleet 
  Special Rules
  The following special rules apply to all 
  Centauri Republic ﬂ eets.
  Fighting Narn: Centauri vessels will 
  never surrender to the Narn and are 
  immune to any effects that would 
  require them to surrender to Narn 
  vessels, such as the Stand Down and 
  Prepare to be Boarded! Special Action.
  66
  Centauri Republic
  
  Altarian-class Destroyer  
   
   
   
   
   
  Raid
  A deadly craft with a well earned reputation for lethality, the Altarian 
  is an older design dedicated to the matter cannons that grace its 
  hull.  While Centauri military sciences ofﬁ cially stopped working on 
  matter-related weaponry decades ago, the ones still in service on the 
  Altarian and many other designs still function quite efﬁ ciently.  Based 
  on ﬁ ssion induction principles, matter weapons are inefﬁ cient from an 
  energy output standpoint, but can have devastating effects in combat. 
  The Altarian lacks any serious long-ranged weaponry but is more than 
  capable of holding its own once ranges between ﬂ eets shrink.
  Speed: 8
  Damage: 34/6
  Craft: 1 Sentri ﬂ ight
  Turn: 1/45o
  Crew: 38/7
  Special Rules: Jump Point
  Hull: 6
  Troops: 3
  In Service: 2150+
  Weapon
  Range
  Arc
  AD
  Special
  Matter Cannon
  15
  F
  6
  AP, Double Damage
  Matter Cannon
  15
  A
  4
  AP, Double Damage
  Twin Particle Array
  8
  F
  8
  Twin-Linked
  Twin Particle Array
  8
  A
  6
  Twin-Linked
  Twin Particle Array
  8
  P
  4
  Twin-Linked
  Twin Particle Array
  8
  S
  4
  Twin-Linked
  Elutarian-class Bombardment Destroyer (Altarian Variant) 
  Raid
  Intended to be a cutting edge reﬁ t of the Altarian, this variant mounts an incredibly accurate and powerful torpedo.  However, as 
  with many guided ballistic weapons, the ﬁ re rate is poor and once shot, leaves the Elutarian.  As a planetary bombardment vessel, 
  there are few ships this size in the Centauri ﬂ eet that serve so well but in frontline battles it is often relegated as a support ship.
  Speed: 8
  Damage: 34/6
  Craft: 1 Sentri ﬂ ight
  Turn: 1/45o
  Crew: 38/7
  Special Rules: Jump Point
  Hull: 6
  Troops: 2
  In Service: 2235+
  Weapon
  Range
  Arc
  AD
  Special
  Ballistic Torpedo
  30
  F
  5
  Double Damage, Precise, Slow-Loading, Super AP
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Twin Particle Array
  8
  A
  4
  Twin-Linked
  Twin Particle Array
  8
  P
  4
  Twin-Linked
  Twin Particle Array
  8
  S
  4
  Twin-Linked
  Magnus-class Destroyer (Altarian Variant)  
   
  Raid
  Designed by House Jaddo at the height of their power to demonstrate prestige within the Centarum, the revised weapon layout 
  allowed small changes to be made to engine efﬁ ciency.  The effectiveness of the Magnus destroyer over the original Altarian is a 
  subject of much debate among Centauri nobles, especially those within House Jaddo.
  Speed: 10
  Damage: 30/6
  Craft: 1 Sentri ﬂ ight
  Turn: 1/45o
  Crew: 34/6
  Special Rules: Jump Point
  Hull: 6
  Troops: 2
  In Service: 2208+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  20
  F
  2
  Beam, Double Damage, Super AP
  Matter Cannon
  15
  F
  4
  AP, Double Damage
  Matter Cannon
  15
  A
  2
  AP, Double Damage
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Twin Particle Array
  8
  A
  4
  Twin-Linked
  Twin Particle Array
  8
  P
  4
  Twin-Linked
  Twin Particle Array
  8
  S
  4
  Twin-Linked
  67
  Centauri Republic
  
  Balvarin-class Carrier 
   
   
   
   
   
   
  Raid
  One of the largest ships in the Centauri Republic, a Balvarin carrier 
  is an effective warship in its own right and capable of commanding 
  an entire battle from its sensor array and control deck.  In fact, 
  some Admirals of the ﬂeet prefer to take their command tours 
  aboard a Balvarin instead of the Primus or Octurion that most 
  are assigned.  When a Balvarin opens its bay doors and releases its 
  ﬁghter compliment, the entire tide of a battle can change in the 
  Centauri’s favour.
  Speed: 6
  Damage: 55/14
  Craft: 6 Sentri ﬂights
  Turn: 1/45o
  Crew: 60/15
  Special Rules: Carrier 2, 
  Command +1, Fleet Carrier, 
  Interceptors 2, Jump Point
  Hull: 5
  Troops: 4
  In Service: 2192+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Particle Array
  8
  F
  8
  Twin-Linked
  Twin Particle Array
  8
  A
  6
  Twin-Linked
  Twin Particle Array
  8
  P
  8
  Twin-Linked
  Twin Particle Array
  8
  S
  8
  Twin-Linked
  Balvarix-class Strike Carrier (Balvarin Variant)  
  Battle
  The Balvarix was used to bring the original Balvarin into the heart of battle.  With upgraded weaponry and command facilities, 
  this ship can form the core of a Centauri ﬂeet, controlling other ships and lending ﬁghter support where needed.  This is the latest 
  in a long line of variants that have attempted to turn the large Balvarin hull into a battleship.
  Speed: 5
  Damage: 55/14
  Craft: 8 Sentri ﬂights
  Turn: 1/45o
  Crew: 60/15
  Special Rules: Carrier 2, Command +2, Fleet Carrier, Interceptors 2, Jump Point
  Hull: 5
  Troops: 2
  In Service: 2262+
  Weapon
  Range
  Arc
  AD
  Special
  Matter Cannon
  15
  F
  8
  AP, Double Damage
  Matter Cannon
  15
  A
  8
  AP, Double Damage
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Twin Particle Array
  8
  A
  6
  Twin-Linked
  Twin Particle Array
  8
  P
  6
  Twin-Linked
  Twin Particle Array
  8
  S
  6
  Twin-Linked
  Breaching Pod 
   
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining 
  entry for the troops carried on board.
  Speed: 6
  Hull: 5
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2157+
  68
  Centauri Republic
  
  Colony Station 
   
   
   
   
   
   
   
   
  Battle
  As the Narn have their listening posts, so too do the Centauri use nominally civilian manufacturing and agricultural bases for 
  military endeavours whenever they border other governments or are built in contested areas – Ragesh 3 being a prime example 
  of this.  This station is typical of Centauri architecture, sporting both matter cannon and battle lasers for a heavy punch and 
  defended by swarms of Sentris.
  Speed: —
  Damage: 700/350/175
  Craft: 8 Sentri ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 4, Defence Network 4, Immobile, Space Station, Targets 3
  Hull: 4
  Troops: 20
  In Service: 2200+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  30
  —
  1
  Beam, Double Damage, Super AP
  Matter Cannon
  18
  —
  6
  AP, Double Damage
  Twin Particle Array
  15
  —
  8
  Twin-Linked
  Mine Network: The Centauri are well known for their extraordinary range of space-based mines.  Their space stations are 
  literally ringed with them, making for a very hazardous approach.  Any enemy ship approaching within 18” of a Centauri Colony 
  will automatically suffer an AP attack of 2 AD during every End Phase in which it remains in this area.
  Centurion-class Attack Cruiser 
   
   
   
   
  Raid
  A relatively small ship for its class, the Centurion has earned its reputation 
  for swift, deadly strikes in hostile territory in its more than three hundred 
  years as a design.  The latest Centurion is equipped with battle lasers 
  and the venerable matter cannon that the Altarian, a similar vessel, also 
  carries.  The Centurion masses more ﬁrepower than the Altarian, but it 
  is not as long ranged and so has to settle for brief skirmishes rather than 
  lengthy campaigns.
  Speed: 10
  Damage: 35/8
  Craft: None
  Turn: 2/45o
  Crew: 38/8
  Special Rules: Jump Point
  Hull: 5
  Troops: 4
  In Service: 2202+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  25
  F
  2
  Beam, Double Damage, Super AP
  Matter Cannon
  12
  F
  6
  AP, Double Damage
  Twin Particle Array
  8
  F
  10
  Twin-Linked
  Twin Particle Array
  8
  P
  6
  Twin-Linked
  Twin Particle Array
  8
  S
  6
  Twin-Linked
  Prefect-class Armoured Cruiser (Centurion Variant) 
  Raid
  Often accused of trying to punch above its weight, the Prefect is a reﬁtted Centurion with heavy armour and revised weapon 
  hardpoints that are all designed to allow it to engage much larger vessels with an expectation of success.  The result is somewhat 
  convincing, as the extra armour plating and increased power of the battle lasers removes two of the Centurion’s greatest weaknesses 
  – survivability and knock-out punch weapons.  The Prefect, however, retains its predecessor’s aftward vulnerability and several 
  have fallen to massed Narn Frazi squadrons.  The extra ﬁrepower and defences also force an inevitable toll on the engines and 
  lesser weapons systems.
  Speed: 8
  Damage: 35/8
  Craft: None
  Turn: 1/45o
  Crew: 38/8
  Special Rules: Jump Point
  Hull: 6
  Troops: 2
  In Service: 2243+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  25
  F
  3
  Beam, Double Damage, Super AP
  Matter Cannon
  12
  F
  6
  AP, Double Damage
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Twin Particle Array
  8
  P
  4
  Twin-Linked
  Twin Particle Array
  8
  S
  4
  Twin-Linked
  69
  Centauri Republic
  
  Corvan-class Scout 
   
   
   
   
   
   
   
  Patrol
  One of the smallest fully active capital ships in the Centauri Republic, 
  the Covran is a lightly armed, well defended vessel with a singular 
  purpose that it excels at – scouting.  The Covran is the stealthiest ship 
  the Centauri have ever produced and while it is not quite as untraceable 
  as a vessel the Minbari might ﬁ eld, it is still very well hidden from most 
  sensors. 
   
  Speed: 12
  Damage: 12/4
  Craft: 1 Sentri ﬂ ight
  Turn: 2/45o
  Crew: 12/4
  Special Rules: Interceptors 1, Jump Point, Scout, Stealth 4+
  Hull: 4
  Troops: 1
  In Service: 2191+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Particle Array
  8
  F
  4
  Twin-Linked
  Twin Particle Array
  8
  A
  4
  Twin-Linked
  Twin Particle Array
  8
  P
  4
  Twin-Linked
  Twin Particle Array
  8
  S
  4
  Twin-Linked
  Dargan-class Strike Cruiser 
   
   
   
   
   
  Raid
  The Dargan is an old design with an old purpose in 
  mind, that of swift assault.  Built on a classic Centauri 
  hull, the Dargan is agile and carries enough ﬁ repower 
  to make its lighting attack runs matter.  It is not 
  the most heavily armed cruiser in the ﬂ eet, but it is 
  certainly among the fastest.  Many garrison ﬂ eets put 
  the Dargan to good use as a relief and ﬁ rst strike vessel; 
  its unfailing ability to be where needed has saved more 
  than one world from the depredations of raiders.  Its 
  compliment of ﬁ ghters is also a valuable asset in any 
  kind of skirmish.
  Speed: 10
  Damage: 28/7
  Craft: 2 Sentri ﬂ ights
  Turn: 2/45o
  Crew: 30/7
  Special Rules: Jump Point
  Hull: 5
  Troops: 3
  In Service: 2258+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  25
  F
  2
  Beam, Double Damage, Super AP
  Matter Cannon
  12
  F
  6
  AP, Double Damage
  Twin Particle Array
  8
  F
  8
  Twin-Linked
  Twin Particle Array
  8
  A
  8
  Twin-Linked
  Twin Particle Array
  8
  P
  8
  Twin-Linked
  Twin Particle Array
  8
  S
  8
  Twin-Linked
  70
  Centauri Republic
  
  Darkner-class Fast Attack Frigate  
   
   
  Skirmish
  Larger than a Corvan, the Darkner serves as a swift escort and attack craft 
  with the speed and agility to accomplish a lot even in the thick of a full 
  scale interstellar combat.  The weapons of a Darkner are impressive but 
  not overwhelming and so they usually ﬁght in pairs to cover each other 
  and provide concentrated ﬁre against larger foes.  A squadron massing 
  many battle lasers is something to be feared, even by Primus or Omega 
  Captains.
  Speed: 12
  Damage: 25/6
  Craft: None
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Jump Point
  Hull: 4
  Troops: 2
  In Service: 2249+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  20
  F
  2
  Beam, Double Damage, Super AP
  Matter Cannon
  8
  F
  4
  AP, Double Damage
  Amar-class Fast Carrier (Darkner Variant)  
  Skirmish
  Often criticised for a lack of ﬁrepower, the Amar nevertheless remains the only vessel in the Centauri ﬂeet that is able to carry 
  ﬁghters into battle while matching the speed of lighter warships.  It is usually deployed as an escort for commerce raiders, with 
  its ﬁghters acting as a screen against reprisals from defending carriers.
  Speed: 12
  Damage: 25/6
  Craft: 2 Sentri ﬂights
  Turn: 2/45o
  Crew: 30/6
  Special Rules: Jump Point
  Hull: 4
  Troops: 2
  In Service: 2249+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Particle Array
  8
  F
  8
  Twin-Linked
  Demos-class Heavy Warship 
   
   
   
   
   
  Raid
  It is generally agreed that the Vorchan is a good ship.  The Demos was an attempt to make it even better and, to a large degree, 
  it succeeded.  Though based on the Vorchan’s hull, the Demos is effectively a whole new design that incorporates the best 
  technology the Centauri possess.  It is certainly a warship to be feared though critics point out that the loss of speed greatly 
  detracts from what the Vorchan was intended to be in the ﬁrst place – a lightning fast raider.
  Speed: 10
  Damage: 18/7
  Craft: None
  Turn: 2/45o
  Crew: 22/7
  Special Rules: Jump Point
  Hull: 5
  Troops: 1
  In Service: 2241+
  Weapon
  Range
  Arc
  AD
  Special
  Plasma Accelerator
  12
  F
  4
  AP, Double Damage
  Heavy Array
  8
  F
  6
  Double Damage
  Ballistic Torpedoes
  15
  F
  2
  Super AP, Triple Damage
  71
  Centauri Republic
  
  Haven-class Patrol Boat  
   
   
   
   
   
  Patrol
  A small ship charged with a huge responsibility, the Haven is a valuable ship to any 
  system and ﬂeets of them patrol the major worlds of the Republic on a constant 
  state of readiness.  Haven crews are a mixed group; many are wary and alert to any 
  danger than might enter their territory, while others have served their entire careers 
  and never engaged an enemy ship.  The Admiralty has recently begun rotating Haven 
  duty assignment to maintain better readiness from all their crews.
  Speed: 12
  Damage: 8/3
  Craft: None
  Turn: 2/90o
  Crew: 6/2
  Special Rules: Dodge 5+
  Hull: 4
  Troops: 1
  In Service: 2150+
  Weapon
  Range
  Arc
  AD
  Special
  Matter Cannon
  8
  F
  2
  AP, Double Damage
  Twin Particle Array
  4
  F
  3
  Twin-Linked
  Twin Particle Array
  4
  A
  3
  Twin-Linked
  Twin Particle Array
  4
  P
  2
  Twin-Linked
  Twin Particle Array
  4
  S
  2
  Twin-Linked
  Kutai-class Gunship  
   
   
   
   
   
  Skirmish
  The Kutai gunship is a design based on alien (probably League) technology that 
  retains its odd shape but has long since been completely rebuilt using Centauri 
  materials and equipment.  The Kutai is a deadly vessel with more than enough guns 
  to make a difference in an assault but tends to lend support to larger ships more 
  often than engage targets on its own.
  Speed: 10
  Damage: 10/3
  Craft: None
  Turn: 2/45o
  Crew: 12/4
  Special Rules: Dodge 5+
  Hull: 4
  Troops: 1
  In Service: 2134+
  Weapon
  Range
  Arc
  AD
  Special
  Matter Cannon
  12
  F
  6
  AP, Double Damage
  Twin Particle Array
  4
  F
  6
  Twin-Linked
  Maximus-class Frigate 
   
   
   
   
   
  Skirmish
  A one-ship system defence ﬂeet, no other design has been attributed with the 
  successful repulsion of attacking forces from Republic space more often than the 
  Maximus.  A well designed defensive vessel with just enough ﬁrepower to keep its 
  enemies at bay until help can arrive from the rest of the ﬂeet, this ship is built to take 
  a pounding and has proven its worth on hundreds of occasions.
  Speed: 10
  Damage: 16/5
  Craft: None
  Turn: 2/45o
  Crew: 18/6
  Special Rules: Interceptors 1
  Hull: 6
  Troops: 1
  In Service: 2191+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Particle Array
  8
  F
  10
  Twin-Linked
  Particle Gun
  4
  T
  4
  Anti-Fighter, Weak
  72
  Centauri Republic
  
  Morgrath-class Frigate 
   
   
   
   
   
  Skirmish
  Another ship based on League technology and design, the 
  Morgrath incorporates a weapon that the Centauri Republic 
  has been trying to replicate for the better part of a century. 
  Morgraths are rare and valuable ships because of their plasma 
  stream weapons and few are ever risked in heavy combat.  The 
  plasma stream remains a useful beam weapon, however, and 
  there are many Captains who are eager to prove the worth of 
  their vessels in battle.
  Speed: 8
  Damage: 16/5
  Craft: None
  Turn: 1/45o
  Crew: 18/7
  Special Rules: Interceptors 1
  Hull: 5
  Troops: 1
  In Service: 2145+
  Weapon
  Range
  Arc
  AD
  Special
  Plasma Stream
  10
  F
  2
  AP, Beam
  Matter Cannon
  12
  F
  2
  AP, Double Damage
  Twin Particle Array
  8
  T
  6
  Twin-Linked, Weak
  Octurion-class Battleship  
   
   
   
   
   
  War
  The Octurion is a massive vessel, the largest in the Centauri ﬂeet, and serves many roles.  It is a mobile ﬁre base, a planetary 
  bombardment ship, a command centre for an entire battle group, and anything else its ﬁrepower and auxiliary systems will 
  support.  An Octurion present in an area automatically makes it the ﬂeet’s command ship.  It is rare to see two Octurions in the 
  same sector of space, but when it occurs the highest ranking commanding ofﬁcer’s ship maintains seniority.
  Speed: 6
  Damage: 70/18
  Craft: 4 Sentri ﬂights
  Turn: 1/45o
  Crew: 85/24
  Special Rules: Command +2, Interceptors 2, Jump Point
  Hull: 6
  Troops: 8
  In Service: 2202+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  35
  F
  6
  Beam, Double Damage, Super AP
  Battle Laser
  35
  A
  2
  Beam, Double Damage, Super AP
  Matter Cannon
  12
  F
  10
  AP, Double Damage
  Matter Cannon
  12
  A
  6
  AP, Double Damage
  Matter Cannon
  12
  P
  8
  AP, Double Damage
  Matter Cannon
  12
  S
  8
  AP, Double Damage
  Twin Particle Array
  10
  F
  16
  Twin-Linked
  Twin Particle Array
  10
  A
  8
  Twin-Linked
  Twin Particle Array
  10
  P
  10
  Twin-Linked
  Twin Particle Array
  10
  S
  10
  Twin-Linked
  73
  Centauri Republic
  
  Primus-class Battlecruiser 
   
   
   
   
  Battle
  Second only to the Octurion-class battleship, the Primus is a testament to the might and power the Centauri once wielded in the 
  galaxy.  One of the strongest front line vessels found among the younger races, Primus battlecruisers mount a variety of weapons, 
  permitting them to engage almost any enemy with a good chance of victory.  The Primus was the hull of choice when it came 
  to construct the Emperor’s personal cruiser and it has since become one of the most common ships in the Republic’s ﬂeet with 
  several variants ensuring it will remain in service for decades more to come.  It is said to lack the powerful secondary armament 
  usually found in ships of this size, which often leads enemy Captains to close range when engaging but the powerful battle lasers 
  mounted on the Primus are more than capable of crippling an enemy as he manoeuvres to attack.
  Speed: 8
  Damage: 45/12
  Craft: 2 Sentri ﬂights
  Turn: 1/45o
  Crew: 60/15
  Special Rules: Interceptors 2, Jump Point
  Hull: 6
  Troops: 5
  In Service: 2195+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  25
  F
  6
  Beam, Double Damage, Super AP
  Twin Particle Array
  8
  F
  10
  Twin-Linked
  Twin Particle Array
  8
  A
  4
  Twin-Linked
  Twin Particle Array
  8
  P
  6
  Twin-Linked
  Twin Particle Array
  8
  S
  6
  Twin-Linked
  Secundus-class Battlecruiser (Primus Variant)  
  Battle
  A true assault cruiser, the Secundus is able to transport an entire legion of ground troops in relative safety through a war zone to 
  deploy them into the heart of any action.  Though lacking in the heavier ﬁrepower of the Primus and even its escorting Sentris, 
  the Secundus makes up for this with sheer weight of gun batteries.
  Speed: 8
  Damage: 45/12
  Craft: None
  Turn: 1/45o
  Crew: 65/19
  Special Rules: Interceptors 3, Jump Point
  Hull: 6
  Troops: 10
  In Service: 2248+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Array
  15
  F
  12
  Double Damage, Twin-Linked
  Twin Particle Array
  8
  F
  10
  Twin-Linked
  Twin Particle Array
  8
  A
  10
  Twin-Linked
  Twin Particle Array
  8
  P
  10
  Twin-Linked
  Twin Particle Array
  8
  S
  10
  Twin-Linked
  74
  Centauri Republic
  
  Tertius-class Battlecruiser (Primus Variant) 
   
  Battle
  With superb forward weapons giving range and a network of particle arrays providing defensive ﬁre, there are some nobles 
  who claim that the Primus lacks any real secondary weapons.  During the real decline of the Republic after the fall of Centauri 
  Prime, the advanced systems of the Primus became harder to source, due mainly to the isolation of the Centauri after their last 
  war with the galaxy.  The Tertius is an attempt to use weapons and other systems that are more readily available (indeed, the 
  plasma accelerators are removed from Vorchans that are no longer spaceworthy) while retaining the traditional heavy punch of 
  the ﬂeet.
  Speed: 8
  Damage: 45/12
  Craft: None
  Turn: 1/45o
  Crew: 75/20
  Special Rules: Interceptors 1, Jump Point
  Hull: 6
  Troops: 3
  In Service: 2263+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  25
  F
  6
  Beam, Double Damage, Super AP
  Plasma Accelerator
  10
  F
  8
  Double Damage, Super AP
  Plasma Accelerator
  10
  A
  4
  Double Damage, Super AP
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Twin Particle Array
  8
  A
  6
  Twin-Linked
  Twin Particle Array
  8
  P
  6
  Twin-Linked
  Twin Particle Array
  8
  S
  6
  Twin-Linked
  Razik Light Fighter Flight  
   
   
   
  Patrol (Wing)
  The forerunner of the Sentri, the Razik is rarely seen in frontline ﬂeets though some Admirals still favour it.  It possesses a greater 
  agility to the Sentri but is inferior in nearly every other way, making it unsuitable when matched against most frontline ﬁghters 
  of other races.  However, when crewed by veteran pilots the Razik can mount a fearsome defence of Centauri warships.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁght: +3
  Hull: 2
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 2+, Fighter
  Crew: —
  In Service: 2105+
  Weapon
  Range
  Arc
  AD
  Special
  Light Particle Gun
  2
  T
  2
  Weak
  Rutarian Strike Fighter 
   
   
   
   
  Patrol (Wing)
  One of the newest vessels to emerge from the Centauri Republic, the Rutarian is designed to be the last word in ﬁghter design.  
  Sporting the stealth of the Nial and the longer ranged ﬁrepower of the Thunderbolt while retaining the traditional Centauri 
  love of dogﬁghting capabilities, it remains to be seen whether the Rutarian is truly a revolutionary design or a mere jack-of-all-
  trades.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁght: +2
  Hull: 4
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 3+, Fighter, Stealth 3+
  Crew: —
  In Service: 2258+
  Weapon
  Range
  Arc
  AD
  Special
  Light Particle Gun
  2
  T
  2
  Weak
  Ion Bolt
  4
  T
  1
  Double Damage, Precise
  75
  Centauri Republic
  
  Sentri Medium Fighter Flight  
   
   
  Patrol (Wing)
  The mainstay of the Centauri ﬁ ghter ﬂ eets, the Sentri sports the recognisable crescent wing the Republic’s craft are well known 
  for and carries a pair of rapid-ﬁ ring particle guns.  While they lack some of the ﬁ repower of the Narn Regime’s Frazi ﬁ ghters, they 
  often get the better of combat engagements due to superior manoeuvrability, accuracy and speed.  They remain somewhat behind 
  the capabilities of other ﬁ ghter using races, however, especially Earth and the Minbari, preferring to rely on the crushing power 
  of their main warships.  As such, ofﬁ cer duty within ﬁ ghter wings has comparatively little prestige attached to it.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁ ght: +2
  Hull: 3
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 2+, Fighter
  Crew: —
  In Service: 2202+
  Weapon
  Range
  Arc
  AD
  Special
  Light Particle Gun
  2
  T
  3
  Weak
  Sulust-class Escort Destroyer  
   
   
   
   
  Raid
  In combat against the Centauri, a number of races have learned 
  to screen their more valuable command ships with smaller 
  escorts.  This shields the ﬂ eet vessels from the powerful matter 
  guns and battle lasers of the Republic ﬂ eet.  Rather than waste 
  time and energy ripping these smaller craft apart with battleship 
  and battlecruiser class weapons, escort destroyers are called in 
  to shatter these defensive lines and punch a hole through which 
  the Centauri’s bigger guns can deal with their priority targets. 
  The Sulust is the most successful design of escort destroyer in 
  use by the current ﬂ eet.
  Speed: 10
  Damage: 35/6
  Craft: None
  Turn: 1/45o
  Crew: 38/7
  Special Rules: Interceptors 2
  Hull: 5
  Troops: 3
  In Service: 2218+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  25
  F
  4
  Beam, Double Damage, Super AP
  Twin Particle Array
  8
  F
  8
  Twin-Linked
  Twin Particle Array
  8
  P
  4
  Twin-Linked
  Twin Particle Array
  8
  S
  4
  Twin-Linked
  76
  Centauri Republic
  
  Vorchan-class Warship 
   
   
   
   
   
  Skirmish
  A notable craft with a long service record and astounding 
  lethality for its size, the Vorchan is one of the more easily 
  recognised ships in the Centauri ﬂ eet because of its twin 
  perpendicular crescent wings.  Looking much like the 
  Centauri bird of prey it was named after, with its beak-
  like forward cabin, the Vorchan mounts a deadly plasma 
  accelerator as its main gun and several particle arrays 
  for stopping power and effective short ranged attacks. 
  When the Republic needs to hunt down a mobile enemy 
  or take out large numbers of smaller craft, it relies heavily 
  on the swift, efﬁ cient Vorchan armada.  In larger battles, 
  Vorchans usually amass into large squadrons, utilising 
  their speed and incredible agility to ﬂ ank enemy ﬂ eets 
  and pound them into submission as the main Centauri 
  ﬂ eet begins to engage.  Though beginning to show its 
  age, service aboard a Vorchan is still a prized position for 
  many young nobles, as its function in the ﬂ eet almost 
  guarantees action and corresponding reward.
  Speed: 14
  Damage: 15/5
  Craft: None
  Turn: 2/45o
  Crew: 20/6
  Special Rules: Jump Point
  Hull: 5
  Troops: 1
  In Service: 2160+
  Weapon
  Range
  Arc
  AD
  Special
  Plasma Accelerator
  12
  F
  4
  AP, Double Damage
  Twin Particle Array
  8
  F
  8
  Twin-Linked
  Vorchar-class War Scout (Vorchan Variant)  
  Skirmish
  Usually attached to Vorchan squadrons to provide a scouting capability, the Vorchar is a much loved vessel among Centauri 
  Captains, though the Republic has never produced them in large numbers.  With heavy weapons removed, the Vorchar has 
  reasonable stealth features built into its hull and the sheer speed of the platform allows it to evade any enemy it cannot hide 
  from.
  Speed: 14
  Damage: 15/5
  Craft: None
  Turn: 2/45o
  Crew: 20/6
  Special Rules: Jump Point, Scout, Stealth 4+
  Hull: 5
  Troops: 1
  In Service: 2267+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Vorchat-class War Raider (Vorchan Variant) 
  Skirmish
  An attempt to build a Vorchan variant that could feasibly operate alone, the Vorchat has met with mixed success, often dependant 
  on the daring and skill of their Captains.  While some maintain that ships as small as the Vorchan will never be efﬁ cient when 
  alone, others praise its ﬂ exibility and endurance on patrol.
  Speed: 12
  Damage: 15/5
  Craft: 1 Sentri ﬂ ight
  Turn: 2/45o
  Crew: 20/6
  Special Rules: Jump Point
  Hull: 5
  Troops: 2
  In Service: 2189+
  Weapon
  Range
  Arc
  AD
  Special
  Battle Laser
  10
  F
  4
  AP, Double Damage
  Twin Particle Array
  8
  F
  6
  Twin-Linked
  Twin Particle Array
  4
  A
  4
  Twin-Linked
  Twin Particle Array
  4
  P
  4
  Twin-Linked
  Twin Particle Array
  4
  S
  4
  Twin-Linked
  77
  Centauri Republic
  
  Campaigns: Refits and Other Duties
  Centauri Republic Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Centauri Republic Reﬁts
  2d6
  Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the ship 
  already possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Super Charged Lateral Thrusters: If the ship has a Dodge score, this increases by one.  If the ship has no Dodge score, it 
  gains Dodge 6+.  This trait may be gained multiple times, up to a maximum of Dodge 4+ but may only be applied to ships 
  with a Damage score of 20 or less.
  4
  Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If 
  Interceptors are not present, the ship gains Interceptors 1.
  5
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait. This 
  may only be applied once.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this 
  extra range, halve the number of AD used (rounding down).
  7
  Additional Arrays Fitted: Choose one Twin Particle Array weapon system.  It gains an additional 2 AD.  This may only be 
  applied once per weapon system.
  8
  Point Defence: The ship gains a small weapon system designed to destroy close in attackers.  This is a Light Particle Gun 
  with a Range of 4, a Turret ﬁre arc, 2 AD and the Anti-Fighter and Weak traits.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  High Quality Engines: The ship gains a +1 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂight of craft (or an extra ﬂight if it already possesses craft).
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Centauri Republic Duties
  2d6
  Other Duty
  2
  Assignment to the Royal Court: The ship is commandeered by a noble of one of the Great Houses to take him back to Centauri 
  Prime.  The ship may not be used in a battle for two campaign turns.  However, it will receive the very best of attention while it is 
  away.  Roll twice on the Reﬁts table and bring it back up to full Damage and Crew.
  3
  Techno-Mage: On a routine patrol, the ship is contacted by a wandering Techno-Mage craft.  The subsequent meeting between 
  the Techno-Mage and your Admiral is relayed to Centauri Prime and gains the interest of many of the great Houses wanting to ally 
  themselves with this new force.  Gain 3d6 RR points immediately as support comes ﬂooding into the ﬂeet.
  4
  Noble Telepath: One of the noble Houses temporarily makes available one of their trained telepaths to help protect an important 
  nephew serving on board this ship.  The ship immediately gains three re-rolls which may be used in subsequent battles.
  5
  Slavemaster: The ship picks up a new Slavemaster who has long agony whips and a particularly vicious streak.  After every battle, 
  the ship will now repair 1d6 Damage points for no cost.
  6
  Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship.  Increase the Crew Quality of one on board Fighter 
  ﬂight to 6.
  7
  Slave Convoy: The ship is used as a convoy escort to bring an inﬂux of slaves into the system.  You may immediately replace 4d6 
  points of lost Crew on any ships throughout your ﬂeet.
  8
  Haven Escort: The Captain of this ship is deemed valuable by his House and has been granted a permanent escort.  If the ship is of 
  Skirmish level or lower, it immediately gains one Haven patrol boat.  If it is of Raid level or higher, it gains 2.  These Havens always 
  accompany the ship as an escort and will form a squadron with it.  In addition, they may be ﬁelded for free whenever the ship is 
  selected for battle – they will not cost any Fleet Allocation Points.
  9
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from his 
  main force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points available.
  10
  Shadow Technology: A noble patron of the ship’s Captain makes available some strange pod-like devices his House has been 
  hiding.  Once ﬁtted, they allow the entire ship to be controlled without a crew.  The ship no longer has a Crew score but is assumed 
  to have a Crew Quality score of 5.  Furthermore, it now ignores all damage to Crew.  This result may only be applied in campaigns 
  that take place in the Earth Year 2260 or later.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately generate 
  a new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one ship 
  of your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Earth Alliance, Minbari or 
  League ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in the campaign.
  78
  Centauri Republic
  
  Narn Regime
  Becoming a major power in the 
  galactic struggles was never a plan for 
  the teeming agrarian inhabitants of 
  the lush world called Narn.  They were 
  happy to live their family-based villages 
  on their homeworld, tending their crops 
  and reciting the words of the prophets.  
  It was through the actions of unwanted 
  visitors that the Narn became aware of 
  other beings in the galaxy – both times 
  the Narn suffered greatly.
  A thousand years or more before the 
  current times, it was dark creatures 
  called Shadows that came and led 
  powerful forces against the simple Narn.  
  Threatened by the ‘mindwalkers’ (Narn 
  telepaths), the Shadows landed upon 
  Homeworld to eradicate the powerful 
  mentalists.  A long and terrible war was 
  fought between the stalwart Narn and 
  the advanced soldiers of the Shadows.  
  The Narn stood behind their spiritual 
  leaders and eventually overcame the 
  darkness, but paid a high price for their 
  ‘victory.’  Each and every Narn telepath 
  was wiped out, the mindwalkers’ genes 
  removed from the breeding gene pool 
  seemingly forever.  It was a bittersweet 
  success, and the Narn rejoiced.
  Centuries later, after the Narn had 
  written their quarrel with the Shadows 
  as 
  legendry 
  and 
  holy 
  scripture, 
  Homeworld was visited again from 
  the stars.  This time, several starships 
  hovering in orbit around the planet 
  dispatched thousands of honey-tongued 
  Centauri.  They came to the surface 
  with outstretched arms and welcoming 
  smiles— –  the while counting in their 
  heads the fortune they would make 
  there.  In a very few short weeks, with 
  the aid of the Centauri’s advanced war 
  and punitive technologies, the Narn 
  were enslaved.  It was a dire time for 
  the Narn.
  The Centauri were harsh and merciless 
  taskmasters and the Narn Homeworld 
  was ripped asunder from strip mining, 
  deforestation and polluting factories.  
  Narn were shipped off to other planets 
  and systems nearby to be used as labour 
  in new production colonies – they were 
  well suited for work and survival in 
  less-than-savoury conditions.  Soon 
  there were thousands of Narn across a 
  dozen systems or more.
  Seventeen years into the occupation, the 
  Narn had become difﬁ cult to pacify and 
  control – many ignoring the crack of a 
  pain whip or the execution of a loved 
  one in spite of their Centauri masters.  
  The Centauri Emperor ordered a 
  massive show of force to the Narn and 
  had a huge execution of 10,000 Narn 
  at Ka’dar Rift broadcast to millions of 
  Narn throughout the occupied territory.  
  It had a very different effect than what 
  the Centauri were hoping for.
  It was then that the current Narn 
  government was born.  Out of the 
  constant pain and suffering rose a 
  council of secret leaders called the 
  Kha’Ri.  These scattered leaders 
  whispered tenacity, faith and courage 
  to their brethren.  Asking them to 
  wait, to learn how to ﬁ ght against the 
  enemy, to use their own tools and skills 
  against them.  So many Narn worked 
  in weapons factories, shipyards and 
  reactor processing plants that it was 
  not too difﬁ cult to begin to learn how 
  their technologies worked and, more 
  importantly, how to create and use 
  them.
  The Kha’Ri led through example and 
  through a network of special Circles 
  that each takes responsibility for the 
  workings of the Narn people.  They are 
  revered by all Narn as holy leaders and 
  spiritual guides, as the Prophets of old 
  were once noted for.  Although they 
  do not presume the role of Prophet 
  themselves, many throughout the years 
  have become just as important in Narn 
  society, if not more so.  During the 
  Centauri occupation, they were leaders 
  of a secret war of preparation for revolt.  
  Using stolen communicators and 
  hidden notes and messages between 
  planets, they organised a species-wide 
  rebellion.
  Over decades the Narn began to steal and 
  convert weaponry from the Centauri, 
  breaking key components off of existing 
  machinery or systems to eventually 
  construct their own elsewhere.  They 
  worked under the lash, punished 
  severely for their frequent mistakes 
  – many died during the process.  It was 
  worth the effort however, as 82 years 
  after the Centauri landed the Kha’Ri 
  ordered the uprising.
  It was bloody and costly to the Centauri, 
  who were not prepared to ﬁ ght against 
  the hordes of thick-skinned ‘primitives’ 
  they brought to all their colonies and 
  essentially equipped with weapons of 
  war.  After months of bitter ﬁ ghting 
  and consistently lost reinforcement, 
  the Centauri chose to pull out of the 
  Narn systems – behind thousands of 
  factories, processors and even docked 
  spacecraft for the Narn to call spoils.  
  Once again, the Narn had removed a 
  star-borne threat from their planet and 
  their voices raised in rejoice.  It came 
  at a great cost once more, as the Narn 
  had freed dozens of broken and beaten 
  planets pockmarked by mining and 
  clouded by industrial pollution.  Their 
  beautiful Homeworld was an angry 
  place and the Narn themselves had 
  transformed from agrarian farmers to 
  bloodthirsty guerrillas – immediately 
  ready to go into the stars after the 
  Centauri.
  The Kha’Ri too wanted to be out into 
  space, now knowing that there was 
  other life in the stars.  They wanted to 
  ﬁ nd new homes and fertile planets to 
  help heal Homeworld.  They saw that 
  the arms and power that the Centauri 
  had left behind could turn them into 
  a real force to be reckoned with, and 
  79
  Narn Regime
  
  in one wholehearted decision to lead 
  the Narn into the void – they began to 
  repair and reﬁt the ships left behind.
  Ripping out the frills and aesthetics that 
  most Centauri vessels are woven with, 
  the Narn began removing secondary 
  power drains like sonic showers 
  and emptying cargo bays to create 
  barracks.  Smaller Centauri ships were 
  cannibalised to add their weaponry to 
  larger hulls, welding heavy bulkheads 
  along the wide hallways – Narn were 
  happy in small places and would rather 
  have more protection than room to 
  dance and frolic.  Ship reactors were 
  augmented and clocked over their 
  safety regulations, the excess radiation 
  a slight tingle to the resilient Narn.
  In less than a year the Narn were 
  beginning their ﬁrst trips to other freed 
  Narn planets, powerful ships made 
  from the Centauri husks bringing them 
  to space in large ﬂeets.  The Narn, 
  having learned the terms and means 
  of conquest from their former masters, 
  found and subjugated several small 
  worlds and systems around theirs with 
  their new warships – and the Kha’Ri 
  boasted of their victories.  Gifts from the 
  universe itself, the Narn believed their 
  ships to be superior and indomitable.  
  Beginning to explore a bit further into 
  the galaxy, the Narn learned otherwise 
  very quickly.
  Upon reaching controlled colonies of 
  the Gaim and Descari, the Narn went 
  about their normal ‘attack ﬁrst and ask 
  for surrender later’ methods but found 
  these races to be far more advanced 
  than the others.  The insectoid Gaim 
  systematically crippled two-thirds of 
  any ﬂeet encountered, allowing the 
  foolish Narn to retreat.  The Descari, far 
  less forgiving of trespassers, obliterated 
  every ship that ventured near their 
  space they could, and no vessel returned 
  from a Descari campaign unharmed.  It 
  was the waking slap to the Kha’Ri that 
  they were going about this the wrong 
  way and that perhaps negotiation and 
  avoidance might suit them better until 
  they were more skilled in space.
  The ﬂeets began to seek out uninhabited 
  systems or those with lesser beings 
  easily cowed, adding them to the slowly 
  swelling Narn Regime.  They took a 
  great interest in the abandoned worlds 
  that the Centauri had left behind after 
  their failed expansions decades earlier—
  which gave the Narn even more access 
  to arms, technology and resources.  It 
  also gave them the best bargaining 
  chip with their galactic neighbours.  
  Not knowing what exclusivity means 
  in the scientiﬁc race for superiority, 
  the Narn used old Centauri arms and 
  components to make very good and 
  very fast friends amongst the League of 
  Non-Aligned Worlds.
  This was the time of greatest growth 
  for the now powerful Narn Regime.  
  Arms dealing with nearly every race 
  in the galaxy – save for the Centauri 
  for obvious reasons, and the Minbari 
  for their utter lack of need – the Narn 
  became known for their mercenary 
  attitude towards trading.  Besides the 
  gains made during these negotiations, 
  the Narn also looked inward at their 
  ﬂeets’ abilities.  New technologies 
  evolved from their days of battle against 
  the Centauri, turning old terrorist 
  tactics and off-the-cuff decisions into 
  weapons that one day would make 
  powerful governments quake at their 
  use.
  During the rebellion the Narn often 
  would use ﬁghter reactor cores as 
  makeshift bombs that levelled buildings 
  or ﬁlled areas with deadly radioactive 
  debris.  Once in space they realised 
  the potential to do this in groups of 
  starships, and the ﬁrst energy mine 
  projectors were created.  Originally 
  using actual Centauri ﬁghter-cores but 
  later having a reactor-charge of their 
  own, the energy mine is a powerful 
  deterrent against massive ﬁghter use 
  against the Narn – something that 
  they have difﬁculties defending against 
  otherwise.  The energy mine has seen a 
  few alterations, like the high-radioactive 
  pulsar and armour-punching heavy 
  varieties, but several Narn hulls mount 
  a number of these weapons.  One 
  in particular, the Dag’Kar, is a small 
  frame built around an amazing six 
  launch tubes and an accompanying six 
  torpedo emitters!  A supporting vessel 
  of amazing potential, the Dag’Kar has 
  grown into a much-feared target by all 
  of the enemies of the Narn.  
  It was not until the Dilgar War that the 
  Narn found their next technological 
  windfall.  Making unofﬁcial agreements 
  and treaties with the much-hated 
  conquerors, the Narn ensured their 
  systems would not be targeted – and 
  even allowed small hidden ﬂeet bases 
  to be left on smaller colonies.  The 
  Kha’Ri felt it was a good preservation 
  tactic, and saw a growing power in the 
  Dilgar.  Receiving massive scrutiny 
  and resentment from the League of 
  Non-Aligned Worlds for their outward 
  apathy, the Narn lost much of their 
  clout with the other races.  This 
  continued until the Kha’Ri discovered 
  the Dilgar had been using their ‘secret’ 
  ﬂeet bases for biological testing and 
  weapons design, when they openly 
  fought the ﬂeets remaining in their 
  space in outrage.  By the time the 
  humans had crippled them, the only 
  Dilgar inﬂuence left in the Regime was 
  their technology.
  From the Dilgar the Narn learned 
  the nuances of gauss projectiles and 
  learned the beginnings of ion-magnetic 
  weaponry.  These potent anti-ship 
  technologies were soon polished and 
  honed into the computer-destroying 
  burst beam cannon and the hull-
  punching ion torpedo, tools that 
  spawned new hulls based around 
  them like the Dag’Kar, Sho’Kos and 
  the Thentus.  One weapon the Narn 
  found, the mass driver, was restructured 
  to hurl gigantic balls of superheated 
  fusion instead of asteroids and was the 
  basis of the infamous ‘mag gun.’  It 
  seems ﬁtting, that the most powerful 
  weapon in the Narn ﬂeet is based from 
  the very thing that would later be their 
  near ruin.
  These new weapons and the bulkhead 
  support structure of larger Dilgar 
  ships gave the Narn the ability to 
  build newer, larger hulls.  The Bin’Tak 
  80
  Narn Regime
  
  dreadnought was built around the mag 
  gun superstructure, and the distinctly 
  different T’Loth assault cruiser made 
  a new use of gauss tubes to hurl blasts 
  of plasma instead of ferric shot.  The 
  Narn were re-armed and prepared for 
  seemingly anything, their armada was 
  massive and powerful, and after the 
  Dilgar had passed, the Narn turned 
  their new weaponry back to their hated 
  foe – the Centauri.
  After a long period of growth and 
  preparation with the other galactic 
  governments, primarily through their 
  role on the Babylon 5 station, the Narn 
  attacked their longstanding enemy.  
  After a mysterious and unsolved attack 
  on the Narn outpost in Quadrant 37, 
  the powerful Narn war ﬂeets struck 
  out to wage a new war – a War of 
  Retribution – upon the Centauri.  
  Initially the war went very well, with 
  several small victories fuelling the 
  rest of the campaign.  Even so, the 
  momentum was soon diffused and the 
  Narn ﬂeets found themselves mired in 
  engagements with plentiful and well-
  trained forces.  It was a cunning ruse 
  at Gorash 7 that sealed the fate of the 
  Narn.  When the Centauri deliberately 
  left a path to the Gorash system open, 
  they set a tantalising trap that a massive 
  Narn ﬂeet would be foolish to miss.  
  Waiting for this armada was a handful 
  of allied Shadow vessels – the ancient 
  darkness from the Narns’ past had 
  returned to punish them.
  While the ﬂeet at Gorash 7 was being 
  torn apart by the Shadow vessels, a 
  spearheaded attack force of newly 
  reﬁtted 
  Secundus 
  cruisers 
  made 
  their way to the Narn Homeworld.  
  Unwilling to ﬁght another guerrilla 
  war against the Narn, they instead used 
  highly illegal mass drivers to pulverise 
  the planet from orbit.  In the ﬁrst few 
  hours the war was over, and for the rest 
  of the bombardment, the punishment 
  had begun.
  The next year was very hard on the 
  Narn, as the Centauri had learned 
  from many of their mistakes and set 
  precedents against the Kha’Ri uprising 
  once again.  Every Centauri killed by 
  a Narn terrorist would see 500 of his 
  family and friends executed in the 
  streets for such crimes, and few Narn 
  felt the cost was justiﬁed.
  It was not until the discovery and 
  vanquishing of the Shadows by 
  the fabled Army of Light that an 
  internal political matter – and a secret 
  assassination of the current Emperor 
  – was resolved and the Narn freed.  
  Undertaking the motion as part of their 
  help in overthrowing a madman, Prime 
  Minister Londo Mollari gave the Narn 
  back their systems, happily washing his 
  hands of the whole ordeal.
  Afterwards the Narn were eager to 
  become part of the newly rising 
  Interstellar Alliance, partly to take 
  shelter and lick their wounds after their 
  folly in the War of Retribution and 
  partly to thank the forces that helped 
  remove the yoke of darkness from their 
  people’s necks.  Now they are glad to 
  aid the Interstellar Alliance whenever 
  possible and their crimson-hulled ships 
  can be seen accompanying their ﬂeets 
  throughout the galaxy.
  When not backing up the ISA, Narn 
  war ﬂeets have to police their own 
  space against Raiders, uprising planets 
  from their former Regime and even 
  the occasional Centauri attack from 
  vengeful houses.  With their history 
  standing against the Shadows, the 
  Kha’Ri is also very aware of the Drakh 
  menace – and is preparing new tactics 
  and polishing old ones for use against 
  the powerful foe.
  Narn captains have but one rule 
  – never give, never bend and always 
  kill the alpha ﬁrst.  Using the often-
  massive weapon payloads of heavier 
  Narn vessels, ﬂeet admirals have no 
  problems overwhelming a target when 
  they converge upon it.  Maximise 
  damage control and have repair crews 
  standing by for the approach, when 
  all heavy cruisers ﬂy directly at a pre-
  designated ship or installation that has 
  been identiﬁed as the ‘alpha.’  Used to 
  ﬁghting against the pack tactics of the 
  Centauri, the alpha is almost always the 
  one ship that is varied from the rest or 
  drastically broader in armament.  All 
  ahead, using only torpedo tubes and e-
  mine barrages to soften up the enemy 
  while barrelling forward toward the 
  designated target, Narn heavy attack 
  vessels can devour most ships in a few 
  moments of concentrated ﬁre.  Not only 
  does this take out hopefully the most 
  advanced enemy ship, but historically 
  it also contained the highest amount of 
  nobility– a trophy-worthy boon to any 
  Narn captain!
  Narn ﬁghters are not built for 
  dogﬁghting but instead pack enough of 
  a punch to chase down ships that are 
  too agile or fast for the bulky weapon-
  laden attack ships to manoeuvre upon.  
  They are woefully susceptible to energy 
  mine splash, which are almost always 
  targeting enemy groups of ﬁghters 
  – which is why Frazi pilots rarely enter 
  ﬁghter-on-ﬁghter 
  engagements 
  for 
  long, leading them away from friendly 
  vessels, then leaving them for the 
  brilliant ﬂashes of plasma.
  Everything the Narn learned about 
  warfare, violence and cruelty they 
  learned from the Centauri, and they 
  know the strength of will their hatred 
  for them brings.  They are prepared 
  to withstand enemy ﬁre until they are 
  holding the ship together by hand, if 
  it means bringing that massive mag 
  gun to bear on the enemy.  Their 
  ships are generally built like their 
  resolve, thick and enduring, and can 
  withstand heavy attacks to escape and 
  ﬁght again elsewhere.  Good Narn ﬂeet 
  admirals know the valour of surviving 
  a battle, even if it means leaving the 
  engagement to return later and pick 
  up the pieces.  After all, they have been 
  picking up pieces all of their lives – 
  their technology, their world and their 
  freedom.
  81
  Narn Regime
  
  The Narn 
  Regime Fleet 
  List
  The following forms the entire ﬂ eet list 
  for the Narn Regime.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Frazi Wing (3 ﬂ ights) 
   
   
  Gorith Wing (3 ﬂ ights)
  Sho’Kos-class police cutter 
  Sho’Kov-class torpedo cutter
  Priority Level: 
  Skirmish
  G’Karith-class patrol cruiser 
   
  G’Sten-class war cruiser
  Ka’Tan-class escort destroyer
  Ka’Toc-class battle destroyer 
   
  Sho’Kar-class light scout cruiser 
   
  Thentus-class frigate 
   
   
  Priority Level: 
  Raid
  Dag’Kar-class missile frigate 
   
  Rongoth-class destroyer 
   
   
  Rothan plasma destroyer
  T’Loth-class assault cruiser 
   
  T’Rann-class heavy carrier
  Priority Level: 
  Battle
  G’Lan-class mag cruiser
  G’Quan-class heavy cruiser 
   
  Var’Nic-class long range destroyer  
   
   
  Priority Level: 
  War
  Bin’Tak-class dreadnought  
   
  G’Quonth-class attack cruiser
  G’Tal-class command cruiser
  Space Stations
  Listening Post
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Frazi 
  ﬂ ights may replace any number of 
  them for Goriths or Breaching Pods. 
  Breaching Pods swapped in this way 
  will carry a Troop from the ship – they 
  do not include Troops of their own in 
  the way Breaching Pod Wings do.
  Narn Regime 
  Fleet Special 
  Rules
  The following special rules apply to all 
  Narn Regime ﬂ eets.
  Fighting Centauri: Narn vessels will 
  never surrender to the Centauri and 
  are immune to any effects that would 
  require them to surrender to Centauri 
  vessels, such as the Stand Down and 
  Prepare to be Boarded! special actions.
  Energy Mine Conﬁ gurations: Though 
  energy mines ﬁ re small charges that 
  hold a powerful plasma ball in check 
  with magnetic ﬁ elds until detonation, 
  inventive Narn scientists have always 
  experimented with different energy 
  conﬁ gurations in order to provide a 
  variety of effects.  Many of these remain 
  of questionable military use and are 
  dismissed by Captains as little more 
  than scientiﬁ c curiosities.  However, 
  others have found a strong following 
  among some Captains, particularly 
  those who command specialised ships 
  or who routinely engage in difﬁ cult 
  missions that require something beyond 
  conventional thought.
  Any Narn ship capable of ﬁ ring energy 
  mines may freely select from the 
  conﬁ gurations listed below.  Note that 
  the weapon system must be a speciﬁ c 
  Energy Mine – simply having the 
  Energy Mine trait itself is not enough!  
  Each Energy Mine weapon system 
  on a ship may only ﬁ re one type of 
  conﬁ guration and may only use that for 
  the entire battle.  Different energy mine 
  weapon systems on the same ship may 
  choose different conﬁ gurations and 
  ships in a campaign may freely change 
  their conﬁ gurations before the start of 
  each battle.  The altering of Energy 
  Mine conﬁ gurations is a relatively easy 
  process but it is fairly time consuming 
  and may not be attempted during 
  battle.  
  The exception to this rule is the Short 
  Charge conﬁ guration.  Any energy mine 
  equipped ship may use Short Charge at 
  any time during a battle, regardless of 
  what it is normally conﬁ gured to ﬁ re.
  Ionic Burst
  By agitating the plasma of an energy 
  mine while it charges, the explosion can 
  be devastating to an enemy’s command 
  and control systems, throwing bridge 
  crew and engineers into chaos for 
  crucial moments.  Some Narn Captains 
  have learnt to cleverly time these blasts 
  to gain a massive advantage on their 
  quarry, allowing them to swing their 
  ships round in a hard turn to bring 
  boresight weapons to bear or maintain 
  lock-ons to increase the effects of their 
  salvoes while the enemy is powerless to 
  resist.  The ionic burst gains the Weak 
  trait but any enemy ship under its area 
  while be unable to perform any special 
  actions in its next turn and have the 
  effects of any existing special actions 
  negated.
  Narn Regime Initiative: +2
  82
  Narn Regime
  
  Ship-Breaker
  Originally designed to smash through 
  the hull of the heavily armoured 
  Centauri Primus, the ship-breaker 
  over-charges the plasma of the Energy 
  Mine, releasing it only milliseconds 
  before impact.  This has the effect 
  of packing an incredible amount of 
  energy into a very tight space, making 
  a mockery of any armour.  The energy 
  mine’s Special Traits change to Double 
  Damage, Slow-Loading, Super AP (yes, 
  it loses Energy Mine!).  Its range is also 
  reduced to 10”, as this energy cannot 
  be kept in a stable condition for long.
  Short Charge
  While very powerful weapons that 
  can effect ships across a huge area of 
  space, Energy Mines have always been 
  plagued by long recycling rates that can 
  leave a ship vulnerable while ofﬂ ine.  In 
  desperate circumstances, Narn Captains 
  have been known to short charge their 
  Energy Mines, releasing the plasma 
  they contain before it has reached a 
  critical level.  The effects of the weapon 
  are very much reduced but they do 
  sometimes allow a Narn ship to act 
  where it would otherwise be forced to 
  remain silent.  The Energy Mine loses 
  its Slow-Loading trait, although this 
  does not allow the weapon system to 
  ﬁ re when it would normally be unable 
  to do so due to ﬁ ring another type of 
  e-mine in the previous turn.  However, 
  it will also lose Attack Dice.  Halve the 
  number of Attack Dice used, rounding 
  down.  Range will also be reduced to 
  20”. 
  Wide Burst
  In many ways the opposite of the ship-
  breaker, the wide burst also harnesses 
  great energies but instead uses them 
  to throw its reach across an immense 
  distance.  The sight of a wide burst 
  being deployed is spectacular to say the 
  least but dispersing energy across such 
  a wide area inevitably reduces its overall 
  effect.  Wide bursts roll their Attack 
  Dice against every object within 5” of 
  the target point instead of the normal 
  3” but gain the Weak trait.
  83
  Narn Regime
  
  Bin’Tak-class Dreadnought 
   
   
   
   
   
  War
  The pride of any Narn ﬂeet, a Bin’Tak is almost always 
  the ﬂagship of any attack group it accompanies. 
  Bin’Tak hulls are the largest in the Regime, 
  representing a huge expenditure in resources and 
  work hours and while its armament is formidable, 
  it is vulnerable to massed assault and will never be 
  deployed to a battle without an escort.  This should 
  not be mistaken for weakness, however, for the 
  Bin’Tak can single-handedly decimate a small ﬂeet 
  of lesser spacecraft and is arguably superior in many 
  ways to a Centauri Octurion battleship.  
  Speed: 5
  Damage: 85/17
  Craft: 3 Frazi ﬂights
  Turn: 1/45o
  Crew: 95/23
  Special Rules: Command +1, Jump Point, Shuttles 2
  Hull: 6
  Troops: 8
  In Service: 2245+
  Weapon
  Range
  Arc
  AD
  Special
  Mag Gun
  20
  F
  2
  Beam, Super AP, Triple Damage
  Heavy Laser Cannon
  25
  B
  6
  Beam, Double Damage, Super AP 
  Heavy Laser Cannon
  25
  B(a)
  4
  Beam, Double Damage, Super AP 
  Energy Mine 
  30
  F
  8
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  8
  Energy Mine, Slow Loading
  Ion Torpedeo
  30
  F
  4
  Precise, Super AP
  Twin Particle Array
  8
  F
  16
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  4
  Twin-Linked, Weak
  Twin Particle Array
  8
  P
  8
  Twin-Linked, Weak
  Twin Particle Array
  8
  S
  8
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  F
  8
  —
  Light Pulse Cannon
  8
  A
  4
  —
  Light Pulse Cannon
  8
  P
  6
  —
  Light Pulse Cannon
  8
  S
  6
  —
  Breaching Pod 
   
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining 
  entry for the troops carried on board.
  Speed: 6
  Hull: 6
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2172+
  84
  Narn Regime
  
  Dag’Kar-class Missile Frigate  
   
   
   
   
  Raid
  A vehicle with incredible destructive potential, the Dag’Kar rarely returns from large engagements and is considered the second 
  most expensive vehicle in the Narn Regime to ﬁeld because of its high attrition rate.  These missile frigates rarely return because 
  enemies often open ﬁre on it as soon as they come into range, even in preference over 
  closer or more valuable targets.  This is because the Dag’Kar, if given a chance to ﬁre, can 
  launch an incredible number of missiles and faster ﬁring ion torpedoes.  The power of a 
  Dag’Kar’s salvo is so great, no vessel in any younger race ﬂeet can ignore its ﬁrepower for 
  more than a few minutes.  Its lack of secondary weapons and fast loading Energy Mines, 
  however, have proved too often to be the Dag’Kar’s undoing, as it is quickly overwhelmed 
  by any ﬂeet that survives its initial salvoes.
  Speed: 5
  Damage: 30/6
  Craft: None
  Turn: 1/45o
  Crew: 38/8
  Special Rules: None
  Hull: 4
  Troops: 4
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Energy Mine 
  30
  F
  4
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  4
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  4
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  4
  Energy Mine, Slow Loading
  Ion Torpedeo
  30
  F
  2
  Precise, Super AP
  Frazi Flight  
   
   
   
   
   
   
  Patrol (Wing)
  The most common ﬁghter ﬁelded by the Narns, the Frazi is capable of withstanding an incredible amount of damage though 
  it lacks raw manoeuvrability.  While only armed with relatively primitive particle guns, Narn scientists have learned to greatly 
  increased their raw power, making them lethal weapons.
  Speed: 10
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 4
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 3+, Fighter
  Crew: —
  In Service: 2249+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Gun
  2
  T
  4
  —
  G’Karith-class Patrol Cruiser  
   
   
   
  Skirmish
  Considered the ‘pack hunters’ of Narn Regime warships, these light capital ships can be deadly when they are ﬁelded in squadrons.  
  With ﬁghter carrying capability and a decent compliment of weapons, the G’Karith handles 
  its role as a system patrol craft extremely well and supports larger ﬂeets admirably.  Most of 
  the outer worlds of the Narn regime have at least one G’Karith watching over them at all 
  times, even when their normal defence group has been cycled out or called away on other 
  duties.  A tactical cruiser by design, the G’Karith can hold its own against heavier ships but 
  cannot ﬁght outside its class for long.
  Speed: 8
  Damage: 24/4
  Craft: 1 Frazi ﬂight
  Turn: 2/45o
  Crew: 28/5
  Special Rules: Jump Point
  Hull: 4
  Troops: 4
  In Service: 2253+
  Weapon
  Range
  Arc
  AD
  Special
  Pulsar Mine 
  20
  F
  4
  Energy Mine
  Pulsar Mine 
  20
  A
  4
  Energy Mine
  Medium Pulse Cannon
  10
  F
  10
  —
  Light Pulse Cannon
  8
  A
  4
  —
  Light Pulse Cannon
  8
  P
  4
  —
  Light Pulse Cannon
  8
  S
  4
  —
  85
  Narn Regime
  
  G’Sten-class War Cruiser (G’Karith Variant)  
  Skirmish
  Several surviving G’Karith hulls were converted immediately after the War of Retribution in order to ﬁll an important gap in the Narn 
  ﬂeet, that of a smaller cruiser capable of going toe-to-toe with other frontline warships.  As more capable vessels were brought into 
  the ﬂeet, it gradually fell into disservice but it was well respected by the Captains who commanded it during the earliest days of the 
  Interstellar Alliance.
  Speed: 8
  Damage: 24/4
  Craft: 1 Frazi ﬂight
  Turn: 2/45o
  Crew: 28/5
  Special Rules: Jump Point
  Hull: 4
  Troops: 4
  In Service: 2260 - 2269
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  12
  F
  6
  Double Damage, Twin-Linked
  Medium Pulse Cannon
  10
  F
  10
  —
  Light Pulse Cannon
  8
  A
  8
  —
  Light Pulse Cannon
  8
  P
  4
  —
  Light Pulse Cannon
  8
  S
  4
  —
  Gorith Flight 
   
   
   
   
   
   
  Patrol (Wing)
  An excellent dogﬁghter, the Gorith predates the Frazi by some years and was originally designed as an interceptor for the ﬂeet.  Its 
  capabilities in this area are on par with its main foe, the Centauri Sentri, and the two are extremely well-matched, leading to some 
  spectacular dogﬁghts when the two old enemies engage.  The Gorith lacks the hard hitting power of the Frazi and so is of little concern 
  to capital ships.
  Speed: 10
  Troops: —
  Turn: SM
  Dogﬁght: +1
  Hull: 3
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 2+, Fighter
  Crew: —
  In Service: 2223+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Gun
  2
  T
  2
  —
  G’Quan-class Heavy Cruiser 
   
   
   
   
   
  Battle
  The G’Quan heavy cruiser is perhaps the best known of all Narn warships and examples can be seen throughout Regime space.  Though 
  in theory technologically behind races such as the Minbari and Centauri, the G’Quan possesses a brutal efﬁciency that allows it to 
  compete on an even level with its peers in the ﬂeets of other governments.  It boasts an impressive array of weapons, many based on 
  technology captured from the Centauri during their occupation of Narn, and its crewmen are usually very highly motivated.  Many 
  variants of the G’Quan have been constructed and vessels heavily damaged in battle are often reﬁtted into one of the new types while in 
  space dock, thus keeping the entire ﬂeet up to current speciﬁcations.  The heavy laser cannon of the G’Quan is its primary weapon and 
  is familiar to many other races.  However, the twin energy mines give squadrons of these cruisers a brutal long-ranged punch and there 
  are few ships of this size that carry so many secondary weapons, making them proportionally lethal in a close-ranged knife ﬁght.
  Speed: 6
  Damage: 55/13
  Craft: 2 Frazi ﬂights
  Turn: 1/45o
  Crew: 70/19
  Special Rules: Jump Point
  Hull: 6
  Troops: 8
  In Service: 2242+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  30
  B
  3
  Beam, Double Damage, Super AP 
  Energy Mine 
  30
  F
  6
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  6
  Energy Mine, Slow Loading
  Twin Particle Array
  8
  F
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  P
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  S
  10
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  F
  6
  —
  Light Pulse Cannon
  8
  A
  6
  —
  Light Pulse Cannon
  8
  P
  6
  —
  Light Pulse Cannon
  8
  S
  6
  —
  86
  Narn Regime
  
  G’Lan-class Mag Cruiser (G’Quan Variant) 
   
   
  Battle
  Originally designed to serve as a close support ship alongside the mainstay G’Quans of the ﬂeet, the G’Lan suffered from 
  many design problems – not least of which was that the power requirements of the mag guns demanded not only the expected 
  replacement of the energy mines but also a downgrading of the main lasers.  Though lacking long-ranged weaponry the close up 
  ﬁrepower of the G’Lan cannot be ignored for long.
  Speed: 6
  Damage: 55/13
  Craft: 2 Frazi ﬂights
  Turn: 1/45o
  Crew: 70/19
  Special Rules: Jump Point
  Hull: 6
  Troops: 6
  In Service: 2259+
  Weapon
  Range
  Arc
  AD
  Special
  Mag Gun
  18
  F
  2
  Beam, Super AP, Triple Damage 
  Medium Laser Cannon
  18
  B
  4
  AP, Beam, Double Damage
  Twin Particle Array
  8
  F
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  P
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  S
  10
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  F
  6
  —
  Light Pulse Cannon
  8
  A
  6
  —
  Light Pulse Cannon
  8
  P
  6
  —
  Light Pulse Cannon
  8
  S
  6
  —
  G’Quonth-class Attack Cruiser (G’Quan Variant)  
  War
  Sacriﬁcing ﬁghters for a no-compromise approach to raw 
  ﬁrepower, the G’Quonth attack cruiser demands respect 
  whenever it appears on the battleﬁeld.  With extra heavy 
  lasers and an ion torpedo launcher added to an already 
  formidable hull, there are few vessels that can go toe-to-
  toe with a G’Quonth for long, forcing enemies to use 
  their most powerful vessels to deal with what is little 
  more than an upgraded G’Quan.
  Speed: 5
  Damage: 55/13
  Craft: None
  Turn: 1/45o
  Crew: 70/19
  Special Rules: Jump Point
  Hull: 6
  Troops: 6
  In Service: 2252+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  30
  B
  6
  Beam, Double Damage, Super AP 
  Energy Mine 
  30
  F
  6
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  6
  Energy Mine, Slow Loading
  Ion Torpedo
  30
  F
  4
  Precise, Super AP
  Twin Particle Array
  8
  F
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  P
  10
  Twin-Linked, Weak
  Twin Particle Array
  8
  S
  10
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  F
  8
  —
  Light Pulse Cannon
  8
  A
  8
  —
  Light Pulse Cannon
  8
  P
  8
  —
  Light Pulse Cannon
  8
  S
  8
  —
  87
  Narn Regime
  
  G’Tal-class Command Cruiser (G’Quan Variant) 
   
  War
  A reasoned approach to upgrading the capabilities of the G’Quan hull, the G’Tal command cruiser manages to increase the 
  power of its heavy lasers, particle arrays, pulse cannon and energy mine loading facilities without putting an undue strain on the 
  ship’s reactor or engines.  Added to this its command capabilities, and the G’Tal is a vessel envied by many ﬂeets.
  Speed: 5
  Damage: 60/14
  Craft: 1 Frazi ﬂight
  Turn: 1/45o
  Crew: 75/20
  Special Rules: Command +2, Jump Point
  Hull: 6
  Troops: 7
  In Service: 2263+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  30
  B
  4
  Beam, Double Damage, Super AP 
  Energy Mine 
  30
  F
  8
  Energy Mine, Slow Loading
  Energy Mine 
  30
  F
  8
  Energy Mine, Slow Loading
  Twin Particle Array
  10
  F
  10
  Twin-Linked, Weak
  Twin Particle Array
  10
  A
  6
  Twin-Linked, Weak
  Twin Particle Array
  10
  P
  10
  Twin-Linked, Weak
  Twin Particle Array
  10
  S
  10
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  F
  8
  —
  Light Pulse Cannon
  8
  A
  4
  —
  Light Pulse Cannon
  8
  P
  8
  —
  Light Pulse Cannon
  8
  S
  8
  —
  Ka’Toc-class Battle Destroyer  
   
   
   
  Skirmish
  A deadly vessel the Narns built for one purpose – to hunt 
  down and destroy enemy warships.  It is not a carrier, it 
  is not an escort, and it is not a transport, though it can 
  serve in all of those capacities to some degree.  What it 
  does best is what it was built to do; the Kha’Ri know this 
  and deploy it in its chosen role as often as possible.  With 
  the ability to ﬁeld a ﬂight of ﬁghters when the need arises, 
  a Ka’Toc can remain in a battle for quite some time and 
  still expect to survive heavy combat.  Its lack of a jump 
  drive makes it dependent on other capital ships or jump 
  gates for true mobility, however.  It is often deployed in 
  the aftermath of a large battle, usually in the company of 
  Sho’Kar scouts.  Roaming the system, the squadron will 
  hunt down any enemy vessels that survived the battle, 
  destroying them as they make repairs.
  Speed: 10
  Damage: 20/5
  Craft: 1 Frazi ﬂight
  Turn: 1/45o
  Crew: 27/6
  Special Rules: None
  Hull: 5
  Troops: 2
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Mag Gun
  12
  F
  1
  Beam, Super AP, Triple Damage 
  Heavy Laser Cannon
  20
  B
  2
  Beam, Double Damage, Super AP 
  Light Pulse Cannon
  8
  F
  6
  —
  Light Pulse Cannon
  8
  A
  6
  —
  Light Pulse Cannon
  8
  P
  6
  —
  Light Pulse Cannon
  8
  S
  6
  —
  88
  Narn Regime
  
  Ka’Tan-class Escort Destroyer (Ka’Toc Variant) 
  Skirmish
  A reﬁtted Ka’Toc, this variant is designed to bring a little more ﬂexibility to the class.  The shattering mag gun is replaced 
  with another laser cannon, though of lower grade than the existing weapons, and the pulse cannon batteries are all ﬁtted with 
  additional hardpoints.  The result is a fast escort that can withstand a great degree of punishment in the frontline of battle.
  Speed: 10
  Damage: 20/5
  Craft: 1 Frazi ﬂight
  Turn: 1/45o
  Crew: 27/6
  Special Rules: None
  Hull: 5
  Troops: 1
  In Service: 2243+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  20
  B
  2
  Beam, Double Damage, Super AP 
  Medium Laser Cannon
  15
  B
  2
  Beam, Double Damage, Super AP 
  Light Pulse Cannon
  8
  F
  8
  —
  Light Pulse Cannon
  8
  A
  8
  —
  Light Pulse Cannon
  8
  P
  8
  —
  Light Pulse Cannon
  8
  S
  8
  —
  Listening Post 
   
   
   
   
   
   
   
   
  Battle
  There are dozens of Narn listening posts scattered across the borders of the Regime, with many placed in systems that, technically, 
  belong to other governments.  Though usually cited as being civilian-owned and maintained, the Narn Regime typically uses 
  such stations to monitor the communications and shipping of its neighbours, ever watchful for possible attack and, it has to be 
  said, opportunity.  Those on the borders of Centauri space before 2259 were the cause of long diplomatic disputes between the 
  two old enemies before eventually becoming the focus of war’s outbreak.
  Speed: —
  Damage: 1,000/500/250 Craft: 6 Frazi ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 2, Command +1, Defence Network 6, Immobile, Space 
  Station, Targets 3
  Hull: 5
  Troops: 40
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  30
  —
  1
  Beam, Double Damage, Super AP
  Light Pulse Cannon
  20
  —
  8
  Rongoth-class Destroyer  
   
   
   
   
   
  Raid
  A destroyer of some renown, the Rongoth is a valuable part of the Narn 
  Regime’s tactical ﬂeet because of its heavy ﬁrepower and the efﬁciency 
  with which it performs its primary task.  The Rongoth has a long history 
  of solid service and while the design is ageing, it is still far from outdated. 
  The Rongoth hull has been a test bed for many weapon systems since 
  the design’s ﬁrst maiden voyage, but its original layout has remained 
  unchanged.  The Kha’Ri do not tend to upset successful combinations 
  and the Rongoth has proven itself in hundreds of engagements.
  Speed: 6
  Damage: 40/8
  Craft: None
  Turn: 1/45o
  Crew: 50/10
  Special Rules: None
  Hull: 6
  Troops: 5
  In Service: 2241+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  12
  F
  12
  Twin Particle Array
  8
  F
  8
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  8
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  A
  6
  —
  Light Pulse Cannon
  8
  P
  6
  —
  Light Pulse Cannon
  8
  S
  6
  —
  89
  Narn Regime
  
  Rothan-class Plasma Destroyer (Rongoth Variant) 
  Raid
  In truth, the Rongoth is actually a variant of the Rothan, rather than the other way round.  The Rothan is a typical vessel that 
  Narns once relied upon when they concentrated on the use of plasma weaponry.  They have since come to rely on the more 
  ﬂexible pulse weapons of other races and most Rothans were reﬁtted accordingly.  However, a few ancient examples are still 
  present within the Narn ﬂeet.
  Speed: 6
  Damage: 37/8
  Craft: None
  Turn: 1/45o
  Crew: 48/10
  Special Rules: None
  Hull: 6
  Troops: 5
  In Service: 2211+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Plasma Cannon
  12
  F
  6
  AP, Double Damage
  Light Plasma Cannon
  8
  A
  6
  AP
  Twin Particle Array
  8
  F
  8
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  8
  Twin-Linked, Weak
  Sho’Kar-class Light Scout Cruiser  
   
   
  Skirmish
  An effective light scouting vessel, the Sho’Kar is equipped with a powerful 
  sensors package and is one of the best surveillance vessels in the Regime ﬂeet, 
  though it still lags behind similar vessels in other ﬂeets in a ﬁeld that is ultimately 
  driven by high technology. The light armour and ﬁrepower of the Sho’Kar also 
  makes it an easy target for enemy ships and they have to be heavily protected at 
  all times.  This makes it risky to ﬁeld alone, something of a drawback for any 
  vessel dedicated to scouting duties.
  Speed: 10
  Damage: 18/4
  Craft: 1 Frazi ﬂight
  Turn: 2/45o
  Crew: 25/5
  Special Rules: Jump Point, Scout, Stealth 3+
  Hull: 4
  Troops: 1
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Burst Beam
  12
  F
  3
  AP, Beam
  Twin Particle Array
  8
  F
  6
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  F
  4
  —
  Light Pulse Cannon
  8
  A
  4
  —
  Light Pulse Cannon
  8
  P
  2
  —
  Light Pulse Cannon
  8
  S
  2
  —
  Sho’Kos-class Patrol Cutter 
   
   
   
   
   
  Patrol
  The Sho’Kos is roughly the same size as the Sho’Kar but drops some of the power-
  hungry sensory gear for a better mix of short-ranged weapons and slightly faster 
  engines.  The result is a small, agile vessel capable of acting in both a cutter and 
  interceptor capacity.  The Sho’Kos is used heavily in trade areas where it enforces 
  Narn law against Raider activity and protects incoming and outgoing merchant 
  vessels.  It is rare to ﬁnd a Sho’Kos on extended patrol as the vessels are not 
  designed for long-term autonomous missions but they are sometimes pressed 
  into service within large battle ﬂeets when war comes to their patrol routes.
  Speed: 12
  Damage: 12/3
  Craft: None
  Turn: 2/45o
  Crew: 10/3
  Special Rules: Dodge 5+
  Hull: 4
  Troops: 1
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Burst Beam
  4
  F
  2
  Beam, Precise
  Medium Pulse Cannon
  6
  F
  2
  —
  Light Pulse Cannon
  4
  T
  4
  Weak
  90
  Narn Regime
  
  Sho’Kov-class Torpedo Cutter (Sho’Kos Variant)  
  Patrol
  A valiant attempt to give the Sho’Kos value to frontline forces, the Sho’Kov instead usually ﬁnds its way into patrol duties where 
  its exceptional ﬁrepower can give raiders a very nasty fright.  Replacing both burst beams and medium pulse cannon with a 
  medium-ranged ion torpedo launcher, the Sho’Kov can nevertheless cause capital ships some problems when used en masse.
  Speed: 12
  Damage: 12/3
  Craft: None
  Turn: 2/45o
  Crew: 10/2
  Special Rules: Dodge 5+
  Hull: 4
  Troops: 1
  In Service: 2243+
  Weapon
  Range
  Arc
  AD
  Special
  Ion Torpedo
  20
  F
  1
  Precise, Super AP
  Light Pulse Cannon
  4
  T
  4
  Weak
  Thentus-class Frigate 
   
   
   
   
   
  Skirmish
  The ever-reliable Thentus Frigate has been serving the Regime since the Narn took to space.  Built to replace the very ﬁrst 
  ships the Narn launched, this vessel was one of the ﬁrst designs to use components 
  of Centauri technology without placing them in a retooled Centauri hull.  A vast 
  improvement over the ships it replaced, the Thentus is beginning to show its age 
  and is rarely used for anything more serious than anti-ﬁghter support or light system 
  patrol duty.  The Thentus does have a role in heavy combat but only as ﬁre support 
  and screen clearance, though its burst beams have given more than one Captain of an 
  advanced warship a nasty surprise.
  Speed: 8
  Damage: 24/5
  Craft: None
  Turn: 2/45o
  Crew: 28/6
  Special Rules: None
  Hull: 5
  Troops: 4
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Burst Beam
  12
  F
  2
  AP, Beam
  Medium Laser Cannon
  15
  B
  2
  Beam, Double Damage, Super AP
  Twin Particle Array
  8
  F
  4
  Twin-Linked, Weak
  Twin Particle Array
  8
  A
  4
  Twin-Linked, Weak
  Twin Particle Array
  8
  P
  6
  Twin-Linked, Weak
  Twin Particle Array
  8
  S
  6
  Twin-Linked, Weak
  T’Loth-class Assault Cruiser  
   
   
   
   
  Raid
  The T’Loth is a deadly addition to any assault group because of the powerful weapons 
  and full assault company it brings with it into any fray.  Built to support or spearhead an 
  attack, depending on the needs of accompanying vessels, a T’Loth can even act as a low-
  capability command ship.  There are variants of the T’Loth that use it exclusively for 
  this purpose, but its ageing design and outdated technology compared to the G’Quan 
  keep it from being widely accepted by warleaders.  
  Speed: 8
  Damage: 60/12
  Craft: 1 Frazi ﬂight
  Turn: 1/45o
  Crew: 90/21
  Special Rules: Jump Point, Shuttles 3
  Hull: 5
  Troops: 12
  In Service: 2241+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Plasma Cannon
  18
  B
  6
  AP, Double Damage
  Light Pulse Cannon
  8
  F
  10
  —
  Light Pulse Cannon
  8
  A
  10
  —
  Light Pulse Cannon
  8
  P
  10
  —
  Light Pulse Cannon
  8
  S
  10
  —
  91
  Narn Regime
  
  T’Rann-class Heavy Carrier (T’Loth Variant)  
   
  Raid
  It is said that the Narn have no real carriers and, despite the T’Rann’s ofﬁcial designation, this may remain to be true.  Though 
  ageing T’Loth hulls are sometimes converted into ﬂoating hangers with uprated weaponry, they lack the quick launch and 
  recovery systems of dedicated carriers.  Even so, the presence of a T’Rann in a ﬂeet can give Narn ships some much needed ﬁghter 
  protection.
  Speed: 8
  Damage: 60/12
  Craft: 4 Frazi ﬂights
  Turn: 1/45o
  Crew: 90/21
  Special Rules: Jump Point
  Hull: 5
  Troops: None
  In Service: 2247+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  12
  F
  6
  Double Damage
  Light Pulse Cannon
  8
  F
  10
  —
  Light Pulse Cannon
  8
  A
  10
  —
  Light Pulse Cannon
  8
  P
  10
  —
  Light Pulse Cannon
  8
  S
  10
  —
  Var’Nic-class Long Range Destroyer 
   
   
   
  Battle
  The true hunter/killer ship of the Narn Regime, the Var’Nic long range destroyer is a deadly ship with the ability to jump into 
  a system, quickly locate a target, and assault it with overwhelming ﬁrepower at every tactical range.  In a single attack pass, a 
  Var’Nic can feasibly cripple a ship of its class or smaller and inﬂict enough damage to severely damage larger vessels.  Effective for 
  very little else, the Var’Nic operates as the scalpel of the Regime.
  Speed: 9
  Damage: 44/11
  Craft: 1 Frazi ﬂight
  Turn: 2/45o
  Crew: 58/14
  Special Rules: Jump Point
  Hull: 6
  Troops: 3
  In Service: 2241+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Laser Cannon
  20
  B
  4
  Beam, Double Damage, Super AP
  Ion Torpedo
  30
  F
  4
  Super AP
  Heavy Pulse Cannon
  12
  F
  6
  —
  Twin Particle Array
  8
  F
  8
  Twin-Linked, Weak
  Light Pulse Cannon
  8
  A
  6
  —
  92
  Narn Regime
  
  Campaigns: Refits and Other Duties
  Narn Regime Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Narn Regime Reﬁts
  2d6
  Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the ship 
  already possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Overcharged Ion Torpedoes: Choose one Ion Torpedo weapon system.  It immediately gains the Double Damage trait.
  4
  Hanger Conversion: The ship has extensive work on its hanger bays.  Remove all craft from the ship.  In their place, the ship 
  gains a Sho’Kos police cutter.  This may be launched during a battle in the same manner as auxiliary craft or it may be deployed 
  separately at the beginning of a battle.  The cutter never takes up any Fleet Allocation Points and is assumed to be paid for with 
  the cost of the parent ship.  This may only be applied to ships with a Damage score of at least 36.
  5
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait. This 
  may only be applied once.
  6
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  7
  Additional Arrays Fitted: Choose one Twin Particle Array weapon system.  It gains an additional 2 AD.  This may only be 
  applied once per weapon system.
  8
  Superior Helm Control: Add a +1 bonus to any Crew Quality checks made during a Come About! action.
  9
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this 
  extra range, halve the number of AD used (rounding down).
  10
  Supercharged Thrusters: The ship gains a +1 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂight of craft (or an extra ﬂight if it already possesses craft).
  12
  Complete Reﬁt: The ship is pulled back into a spacedocks and a complete reﬁt is performed on it to increase its effectiveness. 
  The ship will miss the next two campaign turns but when it returns it will now be a variant of the original hull design – it is 
  your choice as to which.  Any existing reﬁts will be removed during this complete reﬁt.
  Narn Regime Duties
  2d6
  Other Duty
  2
  Gun-Running: The ship is engaged in delivering weapons and supplies to Narn ground forces.  Gain 3d6 RR points immediately 
  as your forces beneﬁt from this group’s activities.
  3
  Orders From the Kha’Ri: The ship’s Captain receives highly classiﬁed orders from the Kha’Ri, which must be followed to 
  the letter for the good of all Narn.  Double any Victory Points earned by this ship (and this ship alone) for the rest of the 
  campaign.
  4
  New War Leader: The ship is used to escort a new War Leader who replaces the leadership of this campaign force - and he is 
  very accomplished.  You gain a permanent +1 bonus to your Initiative during campaign turns.
  5
  The Thenta Makur: The ship is used to transport an assassin of the Thenta Makur on a secret mission.  It is soon after revealed 
  that a high-ranking ofﬁcer in another ﬂeet has been assassinated causing confusion and delays in orders.  Pick an opposing ﬂeet. 
  It will suffer a –4 penalty to its Initiative in the next Campaign Turn.
  6
  Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship.  Increase the Crew Quality of one on board 
  Fighter ﬂight to 6.
  7
  Lightning Attack: With typical Narn aggressiveness, the ship launches a blinding assault on an enemy ﬂeet before quickly 
  withdrawing.  Choose one enemy ﬂeet – it immediately loses 2d6 RR points.  An enemy ﬂeet may only be targeted once per 
  campaign turn in this manner.
  8
  The Blessing of G’Quan: The crew of this ship believe themselves truly blessed by the religious leader of old.  Their ship gains 
  a new re-roll at the start of every battle for the duration of this campaign.
  9
  Ga’To Jutan Takeover: The ofﬁcers of this ship have been replaced by leaders in the Ga’To Jutan, the organisation dedicated 
  to the annihilation of aliens.  Though often shunned by the rest of the ﬂeet, there is no doubt they are ﬁne warriors.  Once 
  per battle, the ship can be assumed to be on Concentrate All Firepower! special orders after it has been moved.  This effectively 
  allows the ship to move normally and declare a target after it moves instead of before.
  10
  Diverting Raid: Launching a fast strike, the ship strikes at the heart of an enemy, causing him to draw ships away from his 
  main force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points available.
  11
  The Red Hunt: The ship’s Captain has found a highly regarded Centauri noble in the war zone.  You may launch an Assassination 
  mission against any Strategic Target held by a Centauri ﬂeet before Initiative is rolled for in the next campaign turn.  This will 
  be regarded as your go in the turn and this ship must be used in the ﬂeet that engages in the mission.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any 
  one ship of your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Earth Alliance, 
  Minbari, League, or ISA ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in the campaign.
  93
  Narn Regime
  
  Interstellar 
  Alliance
  Formed in the wake of the great 
  Shadow War, an alliance of races 
  spanning the galaxy larger even than 
  the League of Non-Aligned Worlds 
  calling itself the Interstellar Alliance 
  (also known as the ISA) has risen.  It 
  brings with it a message of peace to 
  those without, and a promise of war 
  to any who would threaten it.  Led by 
  President John Sheridan – the captain 
  of Babylon 5 during the four years prior 
  to the ISA’s founding in 2262 – and a 
  select cabinet of special individuals 
  spanning several governments, the 
  Interstellar Alliance is a powerful ally 
  to dozens of systems throughout the 
  galaxy.
  While the ISA was still brewing in the 
  minds of President-to-be Sheridan and 
  his wife Delenn of the Minbari, they 
  were dealing with galactic turmoil that 
  cost billions of lives.  As the enigmatic 
  and powerful Vorlons and Shadows 
  decimated entire planets to eliminate 
  each others’ inﬂ uence, the burgeoning 
  alliance, then called the Army of Light, 
  cemented their ties to each other and to 
  common goals they may have.
  At the head of this effort was the 
  surprisingly powerful White Star Fleet.  
  Highly advanced fast attack frigates 
  made of a combination of Vorlon and 
  Minbari technologies, each White Star 
  is a match for ships much larger than 
  themselves.  Between their self-knitting 
  hulls and ultra-powerful Minbari 
  neutron laser arrays, these ‘star angels’ 
  can ﬂ y circles around most vessels 
  of their class using powerful gravitic 
  engines and stabilisers.  Designed for hit 
  and run attacks, with each one capable 
  of entering and exiting hyperspace on 
  its own, the White Star was perfect for 
  its original purpose.
  Piloted solely by the Rangers, the 
  original White Star Fleet was primarily 
  used for reconnaissance and the quick 
  response to allied hailing.  A pair of 
  White Stars is more than enough 
  military might to make petty raiders 
  turn tail and run, and knowing that 
  more could be lurking just beyond a 
  jump point often gives the rest a pause.  
  This fear of lurking White Stars actually 
  gave birth to many sneaky Ranger tactics 
  to lend even more to the terror tactic.  
  Several engagements were seen as wave 
  after wave of White Star attacks, when 
  in actuality they were merely jumping 
  in and out of hyperspace – one opening 
  a point while the other’s jump engines 
  recharged and vice versa.
  The Rangers used the White Stars to 
  great effectiveness during the preludes 
  of the Shadow War and formed a full 
  third of the force standing to ﬁ ght 
  both the Shadows and the Vorlons 
  at Coriana VI.  Many of the original 
  ﬂ eet fell against the powerful weapons 
  of both sides but with the massive 
  reinforcements received from the 
  Narn and the League of Non-Aligned 
  Worlds, a great number of them were 
  spared.
  After the Shadow War had passed, the 
  ideals of the Interstellar Alliance began 
  to take shape around a new conﬂ ict 
  – the revolution against President 
  Clark’s tyranny.  Choosing to sit out 
  the actual conﬂ ict between the two 
  different factions of Earthers, the rest 
  of the galaxy began to prepare for the 
  new governmental body.  Even the 
  self-absorbed and often untrustworthy 
  Centauri signed on to be part of this 
  new alliance.  All it needed was a good 
  leader and a calm moment to take 
  form.
  When 
  Captain 
  Sheridan 
  ﬁ nally 
  overcame the odds and defeated the 
  treacherous Clark, not only by winning 
  the battle but also stopping his vengeful 
  act of turning Earth’s defence grid 
  upon itself, he was asked to resign from 
  his position in Earthforce.  Knowing 
  what was to come, he gladly accepted 
  for the small disclaimer—that no one 
  else would be persecuted for the coup.  
  Once signed and sealed, he stepped 
  down from his role as captain…and 
  accepted his new ofﬁ ce as president of 
  the newly formed Interstellar Alliance.
  As it turned out, this was just in time 
  for the next crisis to arise – the Drakh.  
  Allies of the Shadows that had sunk 
  their claws into younger races all over 
  the galaxy, these dark manipulators 
  used the smaller governments against 
  one another to sow the seeds of chaos 
  and distrust with random raider-esque 
  attacks undertaken by the Centauri.  
  Using ancient ill wills already brewed 
  in the Drazi and the Narn, the Drakh 
  orchestrated a massive attack on 
  Centauri Prime.  The ISA tried to 
  stem the tidal wave of revenge, but 
  were just too late – and witnessed the 
  orbital bombardment of the planet 
  by a massive ﬂ eet.  The result was 
  the withdrawal of the Centauri from 
  the Interstellar Alliance and a very 
  bitter people that would house and 
  unknowingly rebuild the forces of the 
  Drakh, if only to strike out in revenge 
  against the ISA for abandoning them in 
  their time of greatest need.
  For ﬁ ve years the Interstellar Alliance 
  saw its ﬁ nest period of growth.  
  While raiders were always a constant 
  annoyance here and there, and the 
  Drakh amassing a secret armada, they 
  found time to patch their wounds 
  94
  Interstellar Alliance
  
  and buff out rough spots in their own 
  forces.  Although having access to any 
  number of vessels from their member 
  governments when dealing in their areas 
  of space, or upon request elsewhere, ISA 
  military researchers felt it necessary to 
  ﬁll some of their own gaps with unique 
  vessels to their organisation.
  The ﬁrst step was to replace or repair 
  the numerous White Stars that met 
  their end during the Shadow War.  
  With so many in disrepair and a need 
  for improvement (at least in the minds 
  of never-satisﬁed research scientists), 
  new uses for the White Star technology 
  appeared.
  Varieties of the White Star’s hull 
  and technology appeared in ﬂeets, 
  some carrying new and experimental 
  armaments that even the Rangers could 
  not guess as to where they came from.  
  By 2266 there were a handful of minor 
  variants of the White Star, although 
  nearly seamlessly identical to the eye or 
  scanner – until laser-guided rail guns 
  and ballistic missile racks opened up 
  between the ‘dragon’s ﬁre’ of a neutron 
  laser!  The need for mid-sized ships 
  was more than sated, but President 
  Sheridan still wanted something more.  
  Something perfectly different.
  It was not until a conglomerate of Mars-
  based companies – headed by President 
  Sheridan’s 
  good 
  friend 
  Michael 
  Garibaldi’s industrial giant, Edgars 
  Industries came up with the idea of 
  creating another amalgamate ship like 
  the White Star.  Instead of using Vorlon 
  and Minbari technology, they would 
  create a massive destroyer using leftover 
  Vorlon and Earth Alliance technology.  
  What the White Star was to the mid-
  sized ship, these new battlecruisers 
  would be to capital vessels.
  In late 2267, just in time for the ﬁve-year 
  anniversary of the Interstellar Alliance’s 
  birth, two prototype destroyers, the 
  Excalibur and the Victory, pulled out 
  of spacedock.  These ships were huge 
  compared even to the long hulks of 
  the old Earth Alliance ﬂeets, but used 
  a combination of gravitic and thrust-
  based engines to have impressive 
  acceleration and control, if not perfect 
  manoeuvrability.  Using a touch of the 
  energy-diffusing skin-technology Earth 
  Alliance gained from their dealings 
  with the Shadows, these vessels are 
  remarkably resilient and difﬁcult to 
  strike with full efﬁciency.  Offensively, 
  they packed all of the ﬁnest White Star 
  weaponry and even mounted a specially 
  retroﬁtted version of the so-called 
  Vorlon ‘lightning cannon’ created from 
  ﬂight recorder footage of Coriana VI, 
  although using this weapon caused 
  serious power drain and nearly a minute 
  of recharge time before normal systems 
  could come online after ﬁring.  There 
  were still certain issues, but they were 
  space-worthy and just in time.
  The Drakh were ﬁnally ready to 
  attack.
  Using the same type of planet-killing 
  death cloud the Shadows once turned 
  on the galaxy – which was never truly 
  defeated, only avoided until it withdrew 
  – the Drakh headed directly towards 
  earth.  They stopped to test the weapon 
  a few times on random small planets, 
  but their target was certain.
  The Interstellar Alliance mounted 
  a massive defence force against the 
  incoming Drakh armada and the Earth 
  Alliance launched hundreds of ships to 
  aid them.  The battle was hard fought 
  on all sides, and it was only through 
  the sacriﬁce of the Victory that the 
  Excalibur, with President Sheridan 
  himself at the helm with an assorted 
  crew of unexpected allies, destroyed 
  a key component of the death cloud’s 
  infrastructure.  Its weapons detonated 
  early 
  and 
  haphazardly, 
  and 
  the 
  superweapon imploded in upon itself.
  It was this act of sacriﬁce that earned 
  the name of the new class of starship, 
  the Victory-class destroyer, for all of 
  the future models of the vessel.  In the 
  years to come the Victory-class would 
  become a rare instrument of war called 
  upon only in dire circumstances.  The 
  other prototype, the Excalibur, would 
  ﬁnd a much nobler role.
  Much of the Drakh ﬂeet was in retreat, 
  but they launched dozens of what 
  looked like assault craft into Earth’s 
  atmosphere, which unleashed a horrible 
  nanotech plague upon the human 
  homeworld.  It spelled out a ﬁve-year 
  possible onset time before all life on 
  Earth would be killed by the rapidly 
  mutating nano-virus.  It was thought 
  that if the Drakh learned or gained the 
  virus from the Shadows – which was 
  likely, as they showed with the death 
  cloud – that somewhere in the galaxy 
  there might be an ancient First Ones 
  ruin or forgotten place with a possible 
  cure.
  The Excalibur was chosen as the perfect 
  craft to venture out for such a cure.  
  Under a mixed crew consisting mostly 
  of Earthforce ofﬁcers and handpicked 
  civilian experts, it would explore the 
  unexplored for as long as it took to 
  ﬁnd something to help Earth.  With 
  aid from the Interstellar Alliance in the 
  form of the Ranger information chain, 
  a cure would eventually be found – or 
  Earth would die.
  While one of the prototypes to its 
  heaviest vessel may be out searching for 
  the galaxy’s Holy Grail, the Interstellar 
  Alliance ﬂeets still contended with all 
  sorts of unrest.  Word about Earth’s 
  fate spread quickly through the galactic 
  circles and many governments began 
  to think of the humans as already 
  dead.  Raider attacks increased, border 
  skirmishes 
  along 
  Earth 
  Alliance-
  controlled space became more frequent 
  and the consistently efﬁcient attacks 
  by the Drakh have brought many ISA 
  commanders into hostilities.
  Using the best tools of their member 
  races, mixed liberally with a heavy 
  amount of the White Stars, the 
  Interstellar Alliance can be as diverse 
  as they want to be in any engagement.  
  Some might ﬁll a foe’s line with energy 
  mines from Narn vessels before lashing 
  out with concentrated neutron laser 
  95
  Interstellar Alliance
  
  ﬁ re, while others will use the jamming 
  abilities of the Minbari to confuse 
  while White Star ﬂ ight squadrons get 
  into perfect positions for attack runs.  
  It is highly up to each commander, but 
  some tricks have held constant under 
  the ever-evolving tactical colleges of the 
  Anla’shok Rangers.
  White Stars should always be grouped 
  with one another or, in cases where the 
  Freehold demands it so, with a Drazi 
  Solarhawk or two.  They, or any other 
  agile vessel with a deadly fore armament, 
  work very well with the White Star 
  Fleet – as long as the Rangers inside 
  the White Stars remember to keep that 
  Drazi crew in line and on target!  They 
  have a tendency to focus their attention 
  too much, and get bogged down in 
  dealing with a previously damaged 
  target even if it puts they themselves 
  in danger.  Any good White Star 
  crewmember can tell you that speed and 
  target choice is the only thing that keeps 
  you out of an early grave.  Although 
  powerful offensively, the White Star is 
  not designed to withstand much direct 
  punishment, and Rangers wishing not 
  to exercise the ‘die for the One’ half 
  of their motto every engagement will 
  remember where the switch for the 
  jump engine is at all times.
  It is in fact better for a White Star ﬁ ring 
  group to instead pour a great deal of ﬁ re 
  into a target on a single pass, then ﬂ y 
  farther out in a wide arc to either draw 
  vessels away from the safety of their own 
  ﬂ eet or just to get a few minutes to route 
  power to the hull for the self-repairing 
  alloys to knit before returning.  When 
  working with multiple teams of White 
  Stars, one ﬂ ight should begin an attack 
  run just as the other is ending theirs.  It 
  will surely befuddle a common foe and 
  the ensuing confusion will hopefully 
  give both ﬂ ights time to recover and 
  re-arm for another pass.  They are 
  ﬁ nesse and grace given form, but as any 
  Centauri duellist who has tried to spar 
  with a Drazi axeman will attest, not 
  being where the blow is far better than 
  trying to parry it!
  Like mirror opposites, the Victory-class 
  is a bastion of survivability that can 
  carve a swathe in even the advanced 
  ship lines of the Drakh.  It is an unsubtle 
  combatant, 
  and 
  unloads 
  massive 
  arrays of laser and fusion ﬁ re into all 
  arcs around it, sailing forward into an 
  engagement fearless of most enemy 
  ﬁ re – which will in turn be caught by 
  advanced defence grid turrets or drawn 
  away quickly by the full wing of Starfury 
  heavy ﬁ ghters each Victory-class comes 
  with as standard.  Like a pillar of the 
  battle, every ISA commander that 
  has access to a Victory-class destroyer 
  should expect it to hold up its fair share 
  and then some.
  Although constantly ﬁ ghting larger 
  forces or more specialised alien vessels 
  from divergent governments, the 
  Interstellar Alliance has the greatest 
  weapon one could ever hope for in any 
  battle – variety.  Every treaty signed to 
  the ISA comes with it a defence clause 
  that insists the government’s willingness 
  to come to the aid of the Alliance 
  when called upon, deniable only in 
  times where sovereign rights would 
  be marred.  Even the Centauri, who 
  gave up their membership in 2262, left 
  hundreds of their vessels in the hands 
  of the ISA for their use… so no one 
  could blame them for not keeping up 
  their end of the treaty, even after the 
  near destruction of their homeworld.
  The Interstellar Alliance must realise 
  the position they have put themselves 
  in is not just a role of warden or 
  protector, but also of judge and jury, 
  over dozens of fractious and impetuous 
  alien governments – many of which 
  hate each other as much as they would 
  an outside attacking force!  It is a hard-
  fought battle for peace and many will 
  come and go in the passage of time.  
  Their ranks will grow and swell to 
  bursting, only to lose an entire section 
  of space to a civil war or revolution that 
  they have no say in.  It is hard to be an 
  unwanted parent to so many, especially 
  when they cannot punish them for half 
  of the things they do to each other.  
  Even so, they continue.  Well beyond 
  the impending war with the full might 
  of the Centauri-rebuilt Drakh, after the 
  foretold death of President Sheridan, 
  the disappearance of his wife Delenn… 
  the Interstellar Alliance and its Ranger 
  core will still exist.
  If only in their honour, and the honour 
  of those who came before them in the 
  name of the Light.
  96
  Interstellar Alliance
  
  Interstellar Alliance Initiative: +2
  The 
  Interstellar 
  Alliance Fleet 
  List
  The following forms the entire ﬂ eet list 
  for the Interstellar Alliance.
  Priority Level: 
  Patrol
  Nial Wing (1 ﬂ ight) 
   
  Starfury Wing (3 ﬂ ights)  
  Thunderbolt Wing (3 ﬂ ights) 
   
   
   
  Priority Level: 
  Raid
  White Star 
   
   
   
   
  Priority Level: 
  Battle
  WSC-2 White Star 
   
   
   
   
  Priority Level: 
  War
  Victory-class destroyer 
   
   
   
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Starfury 
  ﬂ ights may replace any number of them 
  for Thunderbolts.
  ISA Fleet 
  Special Rules
  The following special rules apply to all 
  ISA ﬂ eets.
  Allied Fleets: Though the ISA is 
  renowned for having the most advanced 
  ﬂ eet among the younger races, it has an 
  entire galaxy to monitor and often it 
  is forced to use ships and crews from 
  member worlds to supplement its own 
  ﬂ eets when engaged in operations.  
  When using an ISA ﬂ eet, you may 
  spend 1 Fleet Allocation Point of your 
  allowance on ships from one of the 
  following ﬂ eet lists;  Earth Alliance, 
  Narn Regime, Minbari Federation, 
  Abbai Matriarchy, Brakiri Syndicracy, 
  Drazi Freehold or Vree Conglomerate. 
  In campaign games, the ISA may have 
  a maximum of 1 Fleet Allocation Point 
  at Battle level spent on allied ships at 
  any one time.  They are not restricted 
  in this way when choosing ﬂ eets for 
  individual scenarios – in theory, the 
  ISA could ﬁ eld ships bought from 
  another ﬂ eet list with nothing from the 
  ISA ﬂ eet if the scenario was at Patrol 
  level.
  In Service Dates: Though some of the 
  ISA’s ships existed before its creation in 
  2262, this ﬂ eet list may not be used at 
  all in scenarios set before this date.
  Rangers: The ISA is fortunate in that 
  it has the cream of the crop when 
  selecting crews for its ships – superbly 
  well-trained EarthForce and Minbari 
  Federation crews, as well as the 
  legendary Rangers.  All ISA ships gain a 
  +1 bonus to their Crew Quality scores, 
  to a maximum of 6.
  97
  Interstellar Alliance
  
  Nial Heavy Fighter Flight  
   
   
   
  Patrol (Wing)
  The main frontline ﬁ ghter of the Minbari Federation, the Nial is an utterly lethal craft.  Beneﬁ ting from the same stealth 
  technology common to all Minbari vessels, the Nial is exceptionally manoeuvrable and is armed with three light fusion cannon, 
  powerful enough to utterly destroy any craft of similar size and granting the ability to engage even capital ships.  Though 
  short-ranged, the Nial’s advanced ﬂ ight control system allows its pilot to complete many actions automatically, leaving him to 
  concentrate on the most important tasks, a vital advantage in combat.
  Speed: 15
  Troops: —
  Turn: SM
  Dogﬁ ght: +3
  Hull: 3
  Craft: —
  Damage: — Special Rules: Atmospheric, Dodge 2+, Fighter, Stealth 4+
  Crew: —
  In Service: 2050+
  Weapon
  Range
  Arc
  AD
  Special
  Light Fusion Cannon
  2
  T
  3
  AP
  Starfury Flight 
   
   
   
   
   
   
  Patrol (Wing)
  Often regarded as the ﬁ rst line of defence for many Earth Alliance installations and outposts, the Starfury has undergone 
  many revisions and upgrades throughout its service history but remains a frontline non-atmospheric ﬁ ghter capable of retaining 
  space-superiority.  Its unique X-foil design, which mounts the pilot in an upright position to reduce the effects of high-gravity 
  manoeuvres, allows for superb agility in space combat but the Starfury is often found wanting in more specialised missions as it is 
  incapable of entering a planetary atmosphere.  However, with main armament comprising two forward ﬁ ring JC 266 20-megawatt 
  uni-pulse cannon controlled by a Duffy 1018 MJS smart targeting computer, it is a craft capable of successfully battling almost 
  any alien ﬁ ghter.  Two lighter raid-ﬁ ring pulse cannon are also mounted in the wing roots above the pilot’s position, though 
  restrictions in the Starfury’s fusion reactor output means both sets of weapons may not be ﬁ red simultaneously.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁ ght: +1
  Hull: 4
  Craft: —
  Damage: —
  Special Rules: Afterburner, Dodge 2+, Fighter
  Crew: —
  In Service: 2244+
  Weapon
  Range
  Arc
  AD
  Special
  Uni-Pulse Cannon
  2
  T
  2
  Twin-Linked
  98
  Interstellar Alliance
  
  Thunderbolt Flight 
   
   
   
   
   
  Patrol (Wing)
  The Thunderbolt is the next generation of advanced ﬁ ghters developed along the ongoing Starfury program.  As older types 
  are phased out, it is likely that the Thunderbolt, or T-bolt as it is frequently known, will take on the overall Starfury name.  
  However, this might take some time, as many existing carriers cannot easily operate the slightly larger, atmospheric-capable 
  T-bolt frame.  Thunderbolts possess several improvements over the basic Starfury.  In addition to obvious advances in thrust, 
  armour and staying power, the T-bolt also mounts a more compact gatling pulse cannon that occupies less space in the fuselage.  
  Thunderbolts also possess wing-based missile racks.
  Speed: 10
  Troops: —
  Turn: SM
  Dogﬁ ght: +0
  Hull: 5
  Craft: —
  Damage: — Special Rules: Afterburner, Atmospheric, Dodge 2+, Fighter
  Crew: —
  In Service: 2259+
  Weapon
  Range
  Arc
  AD
  Special
  Gatling Pulse Cannon
  2
  T
  2
  —
  Missile Rack
  4
  T
  2
  AP
  Victory-class Destroyer  
   
   
   
  War
  A project led by President John J. Sheridan, the Victory-Class destroyer was commissioned for the Interstellar Alliance in 
  recognition of the need for a heavy capital ship that could engage any threat too large for the White Star ﬂ eet.  Developed in co-
  operation with the Earth Alliance and Minbari Federation, the Victory has the ﬁ nest technological systems of both races, along 
  with additional advancements learned from the Shadows and Vorlons.  The Victory is most famous for its lightning cannon, said 
  to be the most powerful weapon in space, though it requires all available power on the ship, leaving the vessel vulnerable to attack 
  should anything survive this terriﬁ c blast of energy.
  Speed: 8
  Damage: 75/15
  Craft: 3 Starfury ﬂ ights, 3 Thunderbolt ﬂ ights
  Turn: 1/45o
  Crew: 90/20
  Special Rules: Advanced Jump Point, Afterburner, Carrier 2, Command +1, Flight Computer, 
  Interceptors 4
  Hull: 6
  Troops: 4
  In Service: 2266+
  Weapon
  Range
  Arc
  AD
  Special
  Lightning Cannon*
  30
  B
  8
  Beam, Precise, Super AP, Triple Damage
  Neutron Laser
  30
  F
  6
  Beam, Double Damage, Precise, Super AP 
  Neutron Laser
  30
  A
  2
  Beam, Double Damage, Precise, Super AP 
  Heavy Pulse Cannon
  12
  T
  12
  Twin-Linked
  Fusion Cannon
  18
  T
  6
  AP, Min-Beam
  * The Victory may take no Special Actions in the turn it ﬁ res the Lightning Cannon.  In the next turn, the Victory can make no 
  attacks, cannot use Interceptors and cannot perform any actions whatsoever other than be automatically moved 4” forward in a 
  straight line, though it can still launch auxiliary craft as normal.
  99
  Interstellar Alliance
  
  White Star  
   
   
   
   
   
   
  Raid
  The result of a technological gestalt between Minbari 
  and Vorlon science, the White Star is a powerful 
  vessel with ﬁ repower and endurance far beyond 
  what its small size would suggest.  Combining all of 
  the advantages of Minbari ship design with many of 
  the beneﬁ ts of Vorlon living materials, White Stars 
  are agile, resilient, and capable of handling almost 
  anything a hostile galaxy can throw at them.  With 
  enough speed to evade capital ships they cannot 
  engage directly, a White Star is usually crewed by 
  truly elite personnel, making them even more 
  effective.  
  Speed: 15
  Damage: 10/3
  Craft: 1 Nial ﬂ ight
  Turn: 2/90o
  Crew: 12/3
  Special Rules: Adaptive Armour, Advanced Jump Point, Dodge 3+, Flight Computer, Self-
  Repairing 1
  Hull: 5
  Troops: 1
  In Service: 2260+
  Weapon
  Range
  Arc
  AD
  Special
  Improved Neutron Laser
  18
  F
  1
  Beam, Precise, Super AP, Triple Damage
  Molecular Pulsar
  10
  F
  5
  Anti-Fighter, AP, Double Damage, Precise
  WSC-2 White Star 
   
   
   
   
   
  Battle
  Already impressive, the WSC-2 is an updated White Star bearing the latest technologies in an attempt to keep the hull current 
  with the developments and expansion of the Interstellar Alliance.  Adoption of the WSC-2 has been lagging as existing vessels 
  cannot be updated with the new technology and so the ﬂ eet grows slowly.  Criticised for trying to punch above its own weight, 
  the new White Star remains capable of tackling much larger vessels when commanded by an experienced Captain.
  Speed: 12
  Damage: 15/3
  Craft: 1 Nial ﬂ ight
  Turn: 2/90o
  Crew: 12/3
  Special Rules: Adaptive Armour, Advanced Jump Point, Dodge 3+, Flight Computer, Self-
  Repairing 2
  Hull: 5
  Troops: 1
  In Service: 2267+
  Weapon
  Range
  Arc
  AD
  Special
  Improved Neutron Laser
  18
  F
  2
  Beam, Precise, Super AP, Triple Damage
  Molecular Pulsar
  10
  F
  8
  Anti-Fighter, AP, Double Damage, Precise
  Missile Racks
  30
  F
  2
  Precise, Slow Loading, Super AP
  100
  Interstellar Alliance
  
  Campaigns: Refits and Other Duties
  Interstellar Alliance Fleets use the following tables for Reﬁ ts and Other Duties when playing campaign games.
  ISA Reﬁ ts
  2d6
  Reﬁ t
  2
  Focussed Neutron Generators: One neutron laser weapon system on the ship replaces its Double Damage trait with Triple 
  Damage.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice reduced 
  by half (rounding up) +1.
  4
  Point Defence: The ship gains a small weapon system designed to destroy close in attackers.  This is a Light Fusion Cannon 
  with a Range of 8, a Turret ﬁ re arc, 1 AD and the AP and Mini-Beam traits.
  5
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait.  This 
  may only be applied once.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this 
  extra range, halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 5 AD (or choose molecular pulsars if the ship is a 
  White Star).  It gains an additional 2 AD.  This may only be applied once per weapon system.
  8
  Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If Interceptors 
  are not present, the ship gains Interceptors 1.  This may only be applied once.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Advanced Gravitic Drive: The ship gains a +1 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂ ight of craft (or an extra ﬂ ight if it already possesses craft).
  12
  Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits.  Reduce its Damage 
  threshold number (the point at which it becomes Crippled) by two points.
  ISA Duties
  2d6
  Other Duty
  2
  Contact Made: A diplomatic mission to the local Raiders has paid off well.  You may immediately add one Raiders ship (or 
  wing) of your choice of Skirmish or lower Priority level to your ﬂ eet roster.
  3
  New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain.  Once per battle, 
  the ship may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all effects 
  of both Special Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the 
  Come About! action (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither invalidates 
  the other, effectively allowing the ship to run silent at full speed.
  4
  Now You See Me…: This ship has been conducting scouting exercises all over the system, forcing other ﬂ eets to chase it as it 
  gathers crucial information.  You gain a +2 bonus to your Initiative for the next Campaign Turn.
  5
  Minbari Telepaths: A group of Minbari telepaths join your ship’s crew.  Stretching forward with their minds, they strain to 
  divine the intentions of the enemy.  Once per battle, you may automatically win the Initiative for the turn.  This may be declared 
  after your have rolled dice for Initiative.
  6
  Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship.  Increase the Crew Quality of one on board 
  Fighter ﬂ ight to 6.
  7
  Time in Orbit: The crew ﬁ nd time to give their ship a distinctive paint job, visible even across the gulf of space.  This grants 
  a +1 bonus to Crew Quality checks when the ship performs the Stand By and Prepare to be Boarded! action.  Yes, you should 
  paint this on your model if you are using miniatures!
  8
  Veteran Engineers: The elite engineering ofﬁ cers of another ship have volunteered to serve aboard this vessel.  Add a +1 bonus 
  to any Crew Quality checks made during Damage Control. This may only be applied once.
  9
  The Rangers: This ship has been used to transport a member of the Anla’shok to an abandoned world in the system.  He soon 
  gains valuable intelligence on the activities of the other ﬂ eets, granting you a +2 bonus to your Initiative for the next Campaign 
  Turn.
  10
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from 
  his main force.  Choose another player’s ﬂ eet.  In its next battle, it will have one less Fleet Allocation Points available.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately 
  generate a new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one 
  ship of your choice of Skirmish or lower Priority Level to your ﬂ eet roster.  This ship may be chosen from Earth Alliance, Narn, 
  Minbari or League ﬂ eet lists but it may not come from a ﬂ eet that your are currently ﬁ ghting against in the campaign.
  101
  Interstellar Alliance
  
  Shadows
  Among the oldest races in the 
  entire galaxy, the Shadows are amongst 
  the beings collectively known as First 
  Ones.  Having escaped into the stars 
  long before even the Minbari had 
  learned to make ﬁ re; the First Ones 
  are from an era of galaxy-shaping 
  events.  Playing and plotting chess-like 
  manipulations of each others’ worlds 
  and servant races, the First Ones once 
  used the entire galaxy like a game board 
  – and everything within were just game 
  pieces.  Lesser races were exactly that 
  – lesser.
  In an age before history, when the First 
  Ones were numerous and plentiful, a 
  race of upstarts called the Kirishiac 
  Lords changed the rules to the game 
  by discovering hyperspace and higher 
  technologies without the aid of the 
  First Ones – something that had all 
  but been impossible before.  The Lords 
  began an actual war between the First 
  Ones and, for the ﬁ rst time in eons, 
  First Ones died.  Beings of energy, 
  thought and purpose, the First Ones 
  were shocked that this could occur.  
  After they summarily turned against 
  and defeated the Kirishiac Lords, the 
  vast majority of the First Ones departed 
  the galaxy in disgust for what was the 
  new precedent there.  The only ones 
  who remained were the diametrically 
  opposed Shadows and Vorlons, each of 
  whom refused to leave the galaxy solely 
  in the hands of the other.
  After the debacle of the Kirishiac War, 
  the Shadows and the Vorlons agreed 
  not to directly involve themselves in 
  the matters of the game, only emerging 
  every thousand years or so to set their 
  pieces against one another again to 
  see whose teachings and philosophies 
  were stronger.  A gentle nudge here, 
  a whispered idea there, but never the 
  whole story.
  The Shadows have a longstanding 
  philosophy of ‘chaos breeds strength’, 
  and through conﬂ ict and battle the 
  strongest will crush the weak, creating 
  a natural progression of worthiness to 
  gauge success by.  This philosophy has 
  led countless societies – entire species 
  – to rise or fall under the ﬁ ery eyes of 
  the Shadows.  Constantly manipulating 
  younger races to war and cull one 
  another, under promises of power and 
  shows of unimaginable technologies, 
  they have been the cause of a thousand 
  times a thousand wars and revolutions 
  in the galaxy.
  These manipulations are not very fast, 
  and sometimes take decades, even 
  centuries, to manifest.  With the chaos 
  theory of the Shadows, it might take a 
  hundred years for one race to ﬁ nd and 
  eliminate another to take its place.  In 
  order to preserve strength and to be able 
  to truly appreciate the changes they have 
  caused, the Shadows would hibernate 
  for centuries at a time.  Setting a dozen 
  plans into motion, becoming dormant 
  far away from the eyes of their pawns 
  – without fear, as the Vorlons would 
  not dare break the rules of the game – 
  the Shadows would later awaken to see 
  the wonderful things that had occurred 
  while they were ‘gone.’
  The First Ones could not attack one 
  another directly, but they could happily 
  set their minions against each other.  
  While the Shadows slept, the Vorlons 
  would prepare their vassals for their 
  return and, over a few thousand cycles 
  of this pattern, the cold war had gotten 
  downright nasty.
  The Vorlons were the ﬁ rst to bend the 
  rules.  By genetically and telepathically 
  seeding 
  a 
  godlike 
  reverence 
  for 
  themselves in the lesser races while the 
  Shadows slumbered, they predisposed 
  them against their manipulations.  
  Races like the Minbari and the Abbai 
  became undaunted by the promises 
  of the Shadows and so the Shadows 
  retaliated by giving more dominant-
  minded races like the Centauri and 
  the Drakh technologically superior 
  weapons and the targets to use them 
  upon.
  This continued until several lines were 
  drawn in the void, and conﬂ ict was 
  unavoidable.  The rules of the game 
  were altered enough to allow the First 
  Ones to battle openly – but not against 
  one another.  Picking instead on the 
  minions of the other, these galactic 
  gods began their every-thousand year 
  Shadow War.  Always a stalemate, both 
  sides considered themselves victorious 
  – the Shadows tearing the galaxy apart 
  in war to be rebuilt that much stronger, 
  and the Vorlons proud of the uniﬁ ed 
  order their races fought to preserve.  
  These wars took their toll on the lesser 
  races being used to ﬁ ght them.
  After realising the weapon that telepathy 
  was against them, the Shadows sought 
  out one of the Vorlons’ strongest 
  telepathic races.  Tribal Narn, who had 
  yet to even know anything existed off 
  of their planet, became a major target 
  of the Shadows’ wrath.  As a symbol to 
  the tampering Vorlons, the Shadows 
  wiped out the Vorlon-induced gene 
  that causes telepathy from the Narn 
  as a whole.  Unlike several of the other 
  Vorlon-friendly races that were given 
  telepaths, who had spread too far 
  and wide to be dealt with efﬁ ciently, 
  the Narn were still a primitive race 
  technologically – and were all in one 
  place.
  With help from their minions landed 
  on the surface and their deadly attack 
  cruisers in orbit, they herded all of 
  the Narn ‘mindwalkers’ into certain 
  areas to be summarily extinguished.  
  The Shadows manipulated the Narn 
  tribe-leaders into thinking they were 
  winning, but that their only true 
  weapons were these telepaths.  In the 
  ﬁ nal moments, when the Shadows were 
  certain their steering and retreating had 
  102
  Shadows
  
  brought all of them in one place – the 
  ﬁnal battle – they began to ﬁght back 
  stronger than ever before.  Fearing they 
  might lose, the Narn used weapons 
  they were unable to understand and 
  the resulting explosions wiped life off 
  of the entire battleﬁeld.  The massive 
  genocide against telepaths was woefully 
  successful, and there has not been a 
  single Narn telepath ever since that 
  fateful day.  Having done what they 
  planned, the Shadows immediately 
  withdrew from Narn.  The primitives 
  rejoiced in their apparent victory and 
  so did the Shadows.
  This gesture enraged the Vorlons, and 
  they sprang a trap for the Shadows.  
  Involving a time-travelling Babylon 
  4 station, the creation of Valen and 
  the gathering of an ‘Army of Light’, 
  the Shadows were beaten back to 
  their homeworld of Z’ha’dum.  It was 
  roughly around the year 1250 and it 
  was the ﬁrst recorded history of the 
  Shadows being beaten by the lesser 
  races – barely.  The next thousand years 
  would see a great deal of preparation on 
  behalf of the Minbari, who were told 
  to expect the Shadows again by their 
  enigmatic new leader, Valen.
  Then, awakened by a long-range 
  Earth Alliance explorer ship named 
  the Icarus, the Shadows gazed upon 
  a galaxy that had all but been turned 
  against them in their slumber.  The 
  Vorlons had cemented relations with 
  the advanced Minbari, rooting out 
  the few Shadow agents within them, 
  and through the Minbari they had 
  twisted several others.  Even those 
  damnable Narn had found a way into 
  the stars and now were intermingled 
  throughout the galaxy.  These humans 
  who awakened them were still young as 
  far as spacefaring races went, and with 
  a small hint as to what sort of power 
  could await them, the Shadows had a 
  new eye to the galaxy.
  Using the information gained from 
  the humans, they discovered Babylon 
  5.  Similar to the ‘randomly appearing’ 
  saviour of the last Shadow War, the 
  Shadows sent an emissary to the new 
  station—Mister Morden.  A charismatic 
  and unassuming human agent of the 
  Shadows, Morden went to Babylon 5 
  in order to ﬁnd the perfect pawn for his 
  masters.
  Asking the age-old question, ‘What 
  do you want?’ of all he encountered, 
  Morden eventually go the answer he was 
  looking for from Ambassador Londo 
  Mollari of the Centauri Republic.  The 
  Shadows had their (un)willing minions 
  – and the galaxy began to tremble with 
  the footstep of giants once more.
  Using the Centauri to start massive 
  wars while goading the various 
  members of the League of Non-Aligned 
  Worlds to ﬁght amongst themselves, 
  the Shadows shook the foundation of 
  many governments’ beliefs.  One such 
  government was the new EarthGov 
  cabinet under a paranoid and easily 
  misled President Clark.  Dissent and 
  chaos spawned from the chosen actions 
  of the galaxy, and soon the Shadows 
  were free to act.
  Using their innate abilities to fade in 
  and out of hyperspace at will, the ships 
  of the Shadows struck decisive and 
  overwhelming attacks at precise points.  
  Quadrant 37 was demolished in an 
  instant as the black warships phased in 
  and cut it to pieces with their peerlessly 
  powerful 
  molecular 
  slicer 
  beams, 
  killing thousands of innocent Narn 
  and sparking the War of Retribution.  
  The Narn suffered more losses when 
  investigating these sightings of a ‘dark, 
  ancient enemy’, and whispers began to 
  circulate about the godlike abilities of 
  the Shadows.  It was not until a brave 
  pilot named Keffer recorded the image 
  of a passing Shadow ship in hyperspace 
  that their nature became known, 
  spacing the information immediately 
  before the ship turned and vaporised 
  him.
  Once broadcast foolishly to the galaxy 
  on ISN, the Shadows needed to no 
  longer hide and began to openly attack, 
  seemingly at random along the borders 
  of Non-Aligned space.  No longer 
  holding back, the Shadows unleashed 
  devastating ﬂeets of war cruisers and 
  attack scouts armed with weaponry 
  unlike anything the lesser races had 
  ever encountered.  Every attack was a 
  massive loss and the lesser races began 
  to frantically look for aid, possibly 
  even allying the Shadows themselves if 
  it meant they would be safe.  Others, 
  like Clark, coveted the powerful 
  technologies and prepared treaties and 
  illegal dealings with them to obtain it.
  Shadow ships use molecular technology 
  to quite literally rip the seams between 
  a target’s mass, burning a line of 
  fusion like a hot knife through spoo.  
  Nothing can withstand these surgical 
  slashes long, and the largest of younger 
  races’ ships would soon be ﬂoating 
  components and bleeding atmosphere 
  in seconds.  Even the smaller Shadow 
  vessels, including their ﬁghters, are 
  undaunted by any amount of armour 
  and can shred vessels two or three times 
  their size with the efﬁciency of a swarm 
  of locusts in a wheat ﬁeld.
  Each Shadow vessel requires a living 
  mind to pilot it.  Being made a part 
  of the vessel itself, the modiﬁed being 
  would dodge and dart as a matter of 
  instinct and survival.  Being ‘part of 
  the machine’ gave the Shadow ships 
  an unearthly agility and mobility 
  unlike any other ship of its size and 
  power, with the ability to bring their 
  weapons’ unmatched capabilities to 
  bear on a target much smaller quite 
  easily.  Essentially creating a cybernetic 
  living ship had its drawbacks however.  
  This became especially evident when 
  the younger races realised they could 
  effectively ‘jam’ the living pilot core of a 
  Shadow vessel with powerful telepathic 
  feedback.  It was for this reason that 
  centuries before the Shadows had 
  eliminated the telepaths from the 
  Narn, and seek to stiﬂe the growth of 
  telepaths in any race they can.
  The galaxy was unready to battle the 
  Shadows so soon, as the Minbari’s 
  fabled ‘Army of Light’ had not been 
  formed – and they knew it.  John 
  Sheridan, one of the Vorlons’ leading 
  supporters, demanded that they do 
  103
  Shadows
  
  something.  The many races of the 
  galaxy were standing separate, waiting 
  for some kind of symbol that the war 
  was even worth ﬁghting.  The Army 
  of Light would not be formed if the 
  Shadows were not delivered at least a 
  single blow, to show that they could 
  win.  The idea that the Vorlons could 
  lose their ancient game was enough to 
  bring them ofﬁcially into the battle, 
  and the galaxy watched wide-eyed 
  as the First Ones battled against one 
  another for the ﬁrst time in eons.
  Even against the Vorlons, the Shadow 
  ships are a terror.  Their energy absorbing 
  hulls and hardwired living pilots are 
  capable of shrugging off anything 
  but the most concentrated blasts of 
  younger races’ weaponry, but are less 
  effective against the titanic beams of 
  the Vorlon vessels.  While against lesser 
  foes, a direct confrontation could be 
  won without so much as a sweat, with 
  the only tactic necessary being attack.  
  Against an equal foe or overwhelming 
  numbers, hit and run sweeps are 
  preferred.  Shadow ships are tough as 
  hull rivets but even they can get mired 
  with constant ﬁre.  Leaving a warship 
  in hyperspace to appear later and clean 
  up damaged targets is not below them, 
  as the win is all that matters – how it is 
  achieved is irrelevant.
  As with the Kirishiac War, the Shadows 
  were enraged at their losses.  In response 
  the Shadows instructed Mister Morden 
  to bring his half-phased Shadow 
  bodyguards with him to the source of 
  the Vorlons’ decision, killing the Vorlon 
  Ambassador Kosh Nanarek in his own 
  quarters on Babylon 5.  The spider-like 
  beings manifested and tore the Vorlon’s 
  encounter suit, and Kosh with it, to 
  pieces.  This was a blow to the forming 
  allies of Light but it did not shatter 
  them as the Shadows thought it would.  
  In fact, it bolstered the courage of one 
  man to ﬁght that much harder.  So they 
  needed a different weapon against him.  
  They chose a past love.
  Seeking John Sheridan through the 
  Shadow-altered body of his wife Anna, 
  thought dead from the disappearance 
  of the Icarus, the Shadows prepared to 
  deal a blow to the command structure 
  of the Vorlon allies.  Taking him back 
  to Z’ha’dum, the agents of the Shadows 
  gave Sheridan a choice to live and 
  serve or refuse and die with all of the 
  rest.  Sheridan chose instead to call 
  down a thermonuclear strike in the 
  form of a crashing White Star he had 
  programmed in orbit to dive into the 
  planet.  When it detonated, many 
  Shadows actually died in the blast, no 
  doubt taking Sheridan with it.
  This was the last straw – the rules 
  were no more and the game was 
  over.  The Shadows and the Vorlons 
  needed to reset the playing ﬁeld and 
  start over if they were ever going to 
  answer their eternal debate of chaos 
  versus order.  The Shadows unleashed 
  their most deadly weapon yet, an 
  unimaginably 
  large 
  superstructure 
  ﬁlled with thermonuclear missiles that 
  the younger races nicknamed ‘a death 
  cloud.’  This superweapon ﬂoated from 
  planet to planet that carried Vorlon 
  allies, enveloping and drilling countless 
  missiles into the planet below.  All life 
  would expire in the resulting chain 
  reactions, and the cloud would move 
  on to seek new targets.  Although by 
  a drastically different approach, the 
  Vorlons did the same.
  It was at Coriana VI, where the Shadow 
  and Vorlon ﬂeets ﬁnally clashed, that 
  the game would ﬁnally be played out.  
  After being subtly manipulated by 
  their pawns, the two gigantic planet-
  killing war ﬂeets engaged each other 
  en masse.  The battle was massive and 
  intense on all sides.  The last remaining 
  First Ones from the era of the Kirishiac 
  War came out of hiding to stop their 
  misguided brothers, or at least delay 
  them long enough for the solution to 
  present itself – which it did.  After a 
  mind-boggling debate bewteen Lorien 
  (who was old when the Shadows were 
  children), the Shadows, the Vorlons 
  and the two leaders of the Army of 
  Light, it was decided that the game was 
  over.  Not because either side won, or 
  because chaos was stronger than order, 
  or vice versa.  It was over because the 
  pieces refused to play anymore.  The 
  manipulators had no one to manipulate.  
  Like parents forcing a child to choose 
  one side or the other, the younger races 
  would rather lose them both than be 
  used to declare a winner.  As a result, 
  Lorien forgave his children for their 
  error and chose to guide them beyond 
  the Rim with the rest of their kind, 
  leaving the younger races to their own 
  devices once and for all.
  The Shadow War was over, and only 
  the echoes of their passing would 
  remain to haunt the galaxy.  In the form 
  of a Shadow-stained Earth Alliance, 
  the vengeful and bitter Drakh and a 
  hundred other plots that the Shadows 
  may have set in motion long before 
  this ﬁnal hibernation.  Who knows, 
  maybe they still have some inactive 
  ships elsewhere to be hardwired and 
  reactivated by the fools and dreamers of 
  the galaxy.  Because truly, how deep do 
  the shadows run between the stars?
  The Shadows 
  Fleet List
  The following forms the entire ﬂeet list 
  for the Shadows.
  Priority Level: 
  Patrol
  Shadow Fighter Wing (3 ﬂights)
  Priority Level: 
  Raid
  Shadow Scout
  Priority Level: 
  Battle
  Shadow Hunter
  Priority Level: 
  War
  Shadow Ship
  Stations
  Shadow Cloud
  104
  Shadows
  
  Shadows Initiative: +6
  Auxiliary 
  Craft
  Some ships are noted as being capable 
  of carrying one or more ﬂights of 
  smaller auxiliary craft onboard.  These 
  ﬂights may be deployed at any time 
  before or during the battle.  However, 
  unlike other ﬂeets, they must be paid 
  for separately and are not included in 
  the ship’s Priority Level.
  Shadows 
  Fleet Special 
  Rules
  The following special rules apply to all 
  Shadow ﬂeets.
  Hyperspace Mastery: Shadow Scouts, 
  Shadow Hunters and Shadow Ships 
  may enter realspace from hyperspace 
  at any point, without risk of deviation.  
  They can move, attack and otherwise 
  act normally during the turn it leaves 
  hyperspace.  Shadow vessels must use 
  the Initiate Jump Point! Special Action 
  to enter hyperspace but no jump point 
  counter is placed on the table.  Instead, 
  the Shadow vessel is simply removed 
  into hyperspace at the beginning of its 
  next turn.  Shadow Fighter ﬂights may 
  also enter and leave hyperspace by this 
  method without having to take any 
  Special Action.
  Damage Resistance: Based on highly 
  advanced bio-technology, Shadow vessels 
  are organic creations and so do not 
  have the same structure as other ships.  
  Because of this, they take damage in a 
  very different manner.
  Every successful attack on a Shadow 
  vessel that beats its Hull score will cause 
  damage, without the need to roll on the 
  normal Damage table.  Instead, roll on 
  the Shadow Damage table.
  All Damage is multiplied by Double and 
  Triple Damage weapons as usual.  Note 
  that Precise weapons still add a bonus of 
  +1 to rolls on this table and thus they are 
  the only weapons that can score a critical 
  hit.
  Shadow vessels have no effective Crew 
  score, as the whole ship is a single, living 
  entity.  In addition, they never perform 
  Damage Control and can never be 
  Crippled or reduced to a Skeleton Crew.  
  A Shadow vessel that has been reduced 
  to 0 Damage has been destroyed and is 
  simply removed from the table.
  Special Actions: Shadow vessels may 
  only use the Initiate Jump Point Special 
  Action. 
  Superior Technology: The technical 
  advances of the younger races pose few 
  problems for the Shadows.  They gain a 
  +1 bonus to all rolls they make in order to 
  circumvent an enemy ship’s Stealth.
  Superb 
  Manoeuvrability: 
  Shadow 
  vessels are supremely agile in space but 
  it is still important to keep track of their 
  heading.  Shadow Ships, Shadow Hunters 
  and Shadow Scouts may either use the 
  normal Super-Manoeuvrability rules or 
  may instead turn up to 90o at the start of 
  its movement and then move up to twice 
  its Speed in a straight line.
  Jump Point Disruptor: A Shadow 
  Ship may choose to use its Jump Point 
  Disruptor in place of any other weapons 
  during its turn.  This may target any 
  jump point leading to hyperspace within 
  18”.  This attack will immediately shut 
  down the jump point.  In addition, every 
  ship that went through the jump point 
  this turn or is within 4” of its forward 
  arc must roll a die.  On a 1, it escapes 
  destruction and sustains 3d6 points of 
  damage.  On a 2–3, it suffers d6 critical 
  hits, multiplying all damage by three as 
  if it had been hit by a Triple Damage 
  weapon.  On a roll of 4–6, the ship is 
  automatically destroyed.  Auxiliary craft 
  ﬂights will always be destroyed on a roll 
  of 2 or more.
  Fighter Dispersal Tube: Holding a 
  swarm of ﬁghters deep within their 
  organic hulls, Shadow Ships and Hunters 
  are capable of ‘ﬁring’ them great distances, 
  where they instantly deploy.  This allows 
  the Shadows to use their ﬁghters to delay 
  and distract their enemies while their 
  main ships close range.  A Shadow Ship 
  or Hunter that uses its Fighter Dispersal 
  Tube may not use any other weapon in 
  the same turn.  Up to six Shadow Fighter 
  ﬂights may be placed anywhere within 
  30” of the launching ship.  They must be 
  placed within 3” of one another and may 
  not take any action in the turn they were 
  launched in this fashion.
  Telepathic Disruption: The Shadows 
  have long known of the vulnerabilities 
  within the control systems of their craft 
  by telepaths and have taken many steps 
  to curb telepathic development within 
  the younger races.  Several races make 
  reference to gaining telepaths in campaign 
  games, usually through their Other 
  Duties tables.  If a ship noted as carrying 
  telepaths moves within 12” of a Shadow 
  vessel, it may attempt to telepathically jam 
  the Shadow in the Attack Phase, as part 
  of its normal attacks.  Both ships make a 
  Crew Quality check.  The Shadow player 
  adds +1 if the vessel being jammed is a 
  Shadow Ship.
  If the attacking player rolls higher, he has 
  successfully jammed the Shadow vessel.  
  It may take no further action in this turn 
  or the next.  The attacking player may 
  continue to try jamming the Shadow 
  vessel in subsequent turns.
  Reinforcements: The Shadows have 
  extremely limited numbers of warships 
  and rarely create new vessels, restricting 
  the number of ships they can bring to 
  battle.  They pay twice the normal cost of 
  all Reinforcements in campaign games.
  Shadow Damage Table
  D6 Effect
  1
  Solid Hit: 1 point of Damage
  2
  Solid Hit: 2 points of Damage
  3
  Solid Hit: 3 points of Damage
  4
  Solid Hit: 4 points of Damage
  5
  Solid Hit: 5 points of Damage
  6
  Solid Hit: 6 points of Damage
  7
  Critical Hit: D6 + 6 points of 
  Damage
  105
  Shadows
  
  Shadow Cloud 
   
   
   
   
   
  War
  Seen during the last days of the Shadow War and again during the Drakh attack on Earth, the cloud is an immense structure constructed 
  by the Shadows to bring about the death of entire worlds.  Capable of enveloping a planet, the Shadow Cloud is constructed from a 
  lattice of materials that have resisted any sensor arrays and a dark vapour that gives the structure its name.  Thousands of thermonuclear 
  based missiles are hidden within this mass, which are capable of penetrating the surface of a planet to explode at its core.  The effect of 
  this is to destabilise the surface of the world, destroying all structures and life in the process.  In space, the missiles make for devastating 
  anti-ship weapons, supported by the molecular slice beams common to all large Shadow vessels.
  Speed: —
  Damage: 800/400/200
  Craft: 16 Shadow Fighter ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 4, Defence Network 6, Immobile*, Interceptors 14, Space 
  Station, Targets 3
  Hull: 5
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Slicer Beam
  24
  —
  2
  Beam, Precise, Super AP, Triple Damage
  Thermonuclear Missiles
  30
  —
  2
  Precise, Super AP, Triple Damage
  * In most scenarios, the Shadow Cloud will be at rest, immovable as the work of the Shadows nears completion.  When attacking in 
  Planetary Assault scenarios, the Shadow Cloud will automatically move 4” towards the target planet in every End Phase.  Once it has 
  been in contact with the planet for three consecutive turns, its missiles will have disrupted the planet’s core enough for all life to have 
  been wiped out on its surface.  The scenario will be a victory for the Shadows.
  Shadow Fighter Flight 
   
   
   
  Patrol (Wing)
  As deadly on a ﬁghter scale as Shadow cruisers are to capital ships, Shadow ﬁghters are small, cone-shaped vessels that almost appear 
  to be more like creatures than inert ships.  As relentless as the larger ships, Shadow ﬁghters are the nightmare of any pilot among the 
  younger races. Fast and agile, hordes of these ﬁghters can easily overwhelm capital ships.  Shadow ﬁghters are usually encountered in 
  large battles when unleashed by the larger ships though occasionally they are used as scouts and patrol craft, guarding systems from 
  prying eyes while their masters prepare their plans of chaos.  The polarity cannon mounted in the nose of this craft is incredibly 
  powerful and its pulses can easily rip through the armour of the largest capital ship.  Other ﬁghter craft engaging these ships are usually 
  advised to rely on their own agility to evade these devastating blasts and disengage as quickly as possible, leaving the destruction of 
  Shadow ﬁghters to the anti-ﬁghter screens of capital ships.  Like all Shadow vessels, these ﬁghters have the ability to phase in and out of 
  hyperspace at will, effectively making them jump-capable, an enormous advantage for so small a craft to possess.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 4
  Craft: —
  Damage: — Special Rules: Advanced Jump Point, Atmospheric, Dodge 
  3+, Fighter
  Crew: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Polarity Cannon
  2
  T
  2
  AP, Double Damage
  Shadow Hunter  
   
   
   
  Battle
  The only conﬁrmed sightings of this class of sleek, deadly Shadow vessel actually came after the Shadows had been driven from the 
  galaxy but this does not preclude its existence beforehand.  The experiences of Captain Matthew Gideon of the Victory-Class Excalibur 
  indicated that the Shadow hunter was a new type of test vessel that melded human and Shadow technology but it is just as likely that 
  the Earthforce agents involved in the secret project were reactivating existing Shadow craft that they had recovered.  Constructed from 
  the same biotechnology as other Shadow craft, a Shadow hunter cuts through space with considerable speed and possesses ferocious, if 
  short-ranged, attack capabilities.  Hunters seem to actually take pleasure from a chase and will pursue lone spacecraft half way across 
  the galaxy just for the joy of the kill.
  Speed: 7
  Damage: 100
  Craft: 3 Shadow Fighter ﬂights
  Turn: SM
  Crew: —
  Special Rules: Advanced Jump Point, Flight Computer, Self-Repairing 1d6
  Hull: 5
  Troops: —
  In Service: Unknown
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Slicer Beam
  12
  F
  4
  Beam, Super AP, Triple Damage
  Fighter Dispersal Tube
  30
  T
  —
  —
  106
  Shadows
  
  Shadow Scout 
   
   
   
   
  Raid
  Frighteningly swift and likely the deadliest ship of its size in the galaxy, Shadow scouts are usually 
  the ﬁrst wave of reconnaissance for the dark armada.  These ships can use their sensors across 
  the confusing and disruptive energy ﬁelds of hyperspace without any degradation of effect and 
  it is suspected they also possess specially designed capabilities for scouting into normal space 
  without having to leave the safety of hyperspace.  Shadow scouts do not often engage in combat 
  – while they are fully capable of defeating many enemies, their ability to reconnoitre an area and 
  communicate their ﬁndings to larger, combat-dedicated Shadow vessels makes them too valuable 
  to commit to any serious battle.
  Speed: 9
  Damage: 58
  Craft: None
  Turn: SM
  Crew: —
  Special Rules: Advanced Jump Point, Flight Computer, Scout, Self-Repairing 1d6, Stealth 
  4+
  Hull: 5
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Phasing Pulse Cannon
  8
  F
  6
  Anti-Fighter, Double Damage, Super AP
  Shadow Ship 
   
   
   
   
   
  War
  Fearless and unstoppable, there is no ship among the younger races that can stand against 
  a Shadow vessel in open combat. Fast, agile and possessing weapons of inordinately 
  destructive power, a Shadow ship is capable of literally slicing an enemy apart. The 
  construction and operation of these ships remains a mystery though speculation remains 
  that they are based on a similar biotechnology to Vorlon craft.  Appearing as dark centre 
  with forward-sweeping black limbs sprouting from its hull, Shadow ships resemble nothing 
  so much as alien spiders in design and action.  Preferring to strike from concealment, 
  Shadow ships can simply appear from hyperspace, attack swiftly and efﬁciently, then re-
  enter hyperspace at will.  This makes them very difﬁcult to combat and even deadlier than 
  their other considerable advantages would suggest.  Before the Shadow War it was generally 
  accepted that the only reasonable course to take when encountering these vessels was to 
  disengage as quickly as possible.  Until superior numbers could be brought to bear under 
  Captain Sheridan’s makeshift alliance, there was no vessel in the galaxy that could withstand the awesome assault of the Shadows.
  Speed: 6
  Damage: 150
  Craft: 6 Shadow Fighter ﬂights
  Turn: SM
  Crew: —
  Special Rules: Advanced Jump Point, Flight Computer, Self-Repairing 2d6
  Hull: 6
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Molecular Slicer Beam
  18
  T
  5
  Beam, Precise, Super AP, Triple Damage
  Jump Point Disruptor
  18
  T
  —
  —
  Fighter Dispersal Tube
  30
  T
  —
  —
  Campaigns: Shadows Ship Personalities
  Due to their unique control systems of their ships, Shadows do not use the normal Reﬁts and Other Duties tables.  Over time, the 
  personalities of the individual subjects that control their ships will begin to manifest themselves in the physiology and behaviour of the 
  vessel itself.  A Shadow vessel may roll on the table below for the cost of 2 XP Dice.
  1d6
  Reﬁt
  1
  Evasive: A Shadow vessel may move as if it had the Super Manoeuvrable trait at up to 150% of its Speed in a turn.  This may 
  only be applied once.
  2
  Urgent: This personality always believes it will be too late.  The ship gains a +1 bonus to its Speed.  Multiple applications of this 
  personality may not increase the ship’s Speed more than 150% of its original score.
  3
  Aggressive: Choose one weapon system on the ship.  It gains another AD.  This may only be applied to each weapon system 
  once.
  4
  Resilient: The personality of this ship will resist the worst of pain.  The ship gains a +10% bonus to it Damage points. Multiple 
  applications of this personality may not increase the ship’s Damage more than 150% of its original score.
  5
  Maternal: The ship gains one ﬂight of auxiliary craft (ﬁghters from the appropriate ﬂeet list).
  6
  Determined: The personality of this ship will keep on going, no matter the cost.  It gains a +1 bonus to all Self-Repair rolls.  This 
  may be applied a maximum of 5 times.
  107
  Shadows
  
  Vorlons
  From the earliest age of existence 
  in the galaxy, the Vorlons have tried to 
  maintain a certain order of things.  One 
  of the First Ones, ancient beings that 
  shaped the history and ﬂ ow of life in 
  the galaxy today, Vorlons were amongst 
  the youngest of their brethren – having 
  ascended to a higher form of existence 
  for only a few millennia before the 
  current races began to evolve.
  Each Vorlon is a piece of a very well 
  planned equation of circumstances 
  collectively called the Vorlon Empire.  
  Needless of a true government or 
  ruling class, the Vorlons exist as forces 
  of order and structure.  Each Vorlon 
  is just as important as any other and 
  they all know the common goals of 
  the species.  When the Kirishiac Lords 
  – Ancients even younger than the 
  Vorlons that never transcended ﬂ esh 
  – began to attack the First Ones, it was 
  the Vorlons who ﬁ rst told the others 
  that such a travesty had to be stopped.  
  Their juxtaposed rivals, the Shadows, 
  claimed that maybe the Lords deserved 
  a chance at greatness, but were overruled 
  when the Vorlons fought back against a 
  Kirishiac incursion into their territory.
  The others agreed with the charismatic 
  Vorlons and in no time the Kirishiac 
  Lords had been made an example 
  of.  The battles were hard fought 
  and several First Ones from all sides 
  were lost.  It made the others believe 
  this galaxy had lived out its purpose 
  and that it was time for a new one 
  to call home, and they left for places 
  unknown.  Unwilling to give up on the 
  planned course of action, the Vorlons 
  remained.  War is a major facet of the 
  Shadows’ evolutionary philosophy, so 
  they waited to see the ramiﬁ cations of 
  it all.
  Now the only First Ones in the galaxy, 
  the Vorlons and the Shadows were at 
  direct odds with how to make sure 
  another Kirishiac War did not occur 
  without their notice – or rather, 
  their say so.  The Vorlons believed by 
  limiting growth outside of a set order of 
  things the lesser races could be steered 
  to their higher state.  The Shadows 
  believed that only by setting the lesser 
  against one another would the worthy 
  ones rise and the unworthy be crushed.  
  This argument led to the game, where 
  the Vorlons and the Shadows would set 
  cogs and plots in motion hundreds of 
  years in advance, to test each others’ 
  theories and prove their own.
  In the beginning of the game the 
  Vorlons were content on policing the 
  activities of their minions, steering 
  them through gestures and actions 
  like gods.  Only appearing to the 
  primitive races when direct contact was 
  dramatically important and normally at 
  a time of some great ‘miracle’ or similar 
  experience, the glowing insubstantial 
  form of a Vorlon became synonymous 
  with the gods of several races’ legends.
  Beings of energy rather than ﬂ esh, 
  Vorlons are ageless and essentially 
  sexless.  They explore the galaxy beyond 
  the limits of their Empire in complex 
  and impervious encounter suits in 
  order to separate their holy image with 
  that of their more common existence.  
  While there is a deﬁ nite advantage to 
  being revered as a god everywhere you 
  go, they know that it would cause the 
  rare moments of exposure to lose its 
  impact over time.  It is better to be 
  unknown and have the ability to appear 
  as an angel, than to be worshipped and 
  lose that edge.
  Through these holy appearances, 
  the Vorlons had been able to mould 
  many of the lesser races to instinctively 
  revere them in their exposed form 
  and therefore gained a great deal of 
  leverage over the dark manipulators of 
  the Shadows.  The Shadows responded 
  by allowing lesser races to ask them 
  for technology and favours, pitting 
  primitive races against one another 
  with the aid of First One weaponry or 
  equipment.  The Vorlons saw an unfair 
  advantage in the Shadows’ gifts and 
  devised a way to equal the game board 
  again.
  By subtly altering the genetic code of 
  several races friendly to the Vorlons, 
  and even some that were less receptive, 
  they added a powerful weapon and 
  tool into the mix – telepathic ability.  
  Vorlons were inherently telepathic, far 
  stronger than any lesser race could hope 
  to be and by giving such ability to their 
  minions they could send dreams and 
  visions to them whenever necessary.  
  Telepathy is also a major tool against the 
  Shadows and their allies.  The Shadows 
  are creatures that live half in hyperspace 
  and half in realspace at any given 
  time, and are extremely susceptible to 
  the echoes of the mind when pushed 
  upon them – the feedback it causes is 
  incapacitating to them.  The Vorlons 
  knew this and passed that knowledge 
  on to their pawns.
  When the Shadows discovered this, 
  they were enraged.  Too many of the 
  Vorlons’ allies had spread far and wide 
  in the galaxy, but one remained grouped 
  together and weak.  The poor primitive 
  Narn, who were very well receiving of 
  the telepathic gene, had yet to discover 
  space travel.  They were bound to their 
  homeworld and the Shadows used 
  this to carve the telepathic gene from 
  their species forever.  Now watched for 
  further manipulations of the like, the 
  Vorlons could no longer alter races in 
  such a way.
  Instead they had to use their natural 
  enigmatic 
  charisma 
  and 
  divine 
  motivations to move their pawns and 
  play the game.  This cold war would 
  rise and fall with the hibernations of the 
  Shadows, between which the Vorlons 
  would try and prepare their minions 
  for the approaching chaos.  While their 
  methods were slower and more gradual 
  than the war and rewards the Shadows 
  108
  Vorlons
  
  offer, the Vorlons had much more time 
  to enact them between these regular 
  bouts.
  In approximately 1255 AD, the 
  Shadows awoke and began their 
  attacks with their telepath genocide on 
  Narn.  The Vorlons were so angered 
  by the Shadows’ direct and expedient 
  undoing of hundreds of year’s worth of 
  manipulation that they sent dreams and 
  prophecies to their pawns to gather an 
  Army of Light to battle the Shadows and 
  their allies directly.  Fighting the First 
  Ones is suicide for lesser races, unless 
  they have overwhelming numbers or an 
  edge – which the Vorlons provided.
  By ripping Babylon 4 through time to 
  the culminating battle of that Shadow 
  War, the Army of Light surprised the 
  Shadows and knocked them off kilter.  
  By the time they recovered, the battle 
  was more or less over, and they had lost.  
  The Vorlon allied forces – consisting of 
  the Babylon 4 station and a number of 
  early Minbari warships – pushed the 
  Shadows back to their homeworld of 
  Z’ha’dum, where they retreated into 
  hibernation again.  The Vorlons had 
  won their side of the argument that 
  day, but knew things would only be 
  worse when they awoke again.
  The next thousand years were key for the 
  Vorlons.  Using their prodigy race, the 
  Minbari, they tried to gather another, 
  stronger, Army of Light.  This proved to 
  be a lot harder than expected, between 
  the Centauri’s expansionist instincts 
  (possibly programmed by the Shadows, 
  but not proven) and the Dilgar War, 
  then the near horrifying debacle of the 
  Earth/Minbari War.  Time was running 
  fast and when the Babylon 4 station 
  disappeared ‘mysteriously’ the Vorlons 
  knew it was time to act.
  With the creation of the new Babylon 
  5 station, the Vorlon Empire chose to 
  send an ambassador – Kosh Nanarek.  
  It was a risk always when a Vorlon goes 
  amongst the lesser races and when an 
  assassin tried to poison the newly arrived 
  ambassador and frame the Babylon 
  5 captain for it the Vorlons nearly 
  decimated the station completely.  A few 
  Vorlon vessels pack more than enough 
  ﬁrepower to slag the station, and they 
  sent a large battlegroup just to be sure.  
  The situation was quickly amended and 
  things went back to relative normality 
  after 
  an 
  unauthorised 
  telepathic 
  scanning of Kosh by a low-powered 
  telepath named Lyta Alexander.  After 
  the situation passed, Lyta Alexander 
  became obsessed with Kosh and the 
  Vorlons and foolishly travelled into 
  their space to be with them, later being 
  altered to be a powerful telepathic 
  weapon.
  It was not until years later, in 2258, that 
  the appearance of a surviving Dilgar 
  war criminal spurred the Vorlons into 
  action once again.  Claiming she had 
  created a process granting immortality 
  – which seemed probable by her still 
  being alive after her race went extinct 
  decades earlier – the Dilgar named 
  Jha’Dur planned to sell the process to 
  the highest bidder.  Several ships from 
  many governments appeared to begin 
  the debate over her and her special 
  process.  Knowing that the lesser 
  races would misuse such power and 
  fearing a re-enactment of the Kirishiac 
  War, Kosh sent word to the Empire.  
  Waiting in hyperspace until Jha’Dur 
  would be escorted off of Babylon 5, 
  a Vorlon war cruiser intercepted her 
  vessel and obliterated the ship, her and 
  her process with it.  Above galactic law, 
  Kosh merely explained himself with a 
  simple phrase, ‘you are not ready for 
  immortality.’
  Shortly thereafter, the appearance of 
  a Mister Morden and his ever-present 
  Shadow bodyguards made Kosh more 
  than aware of how little time they 
  had left.  Things were speeding up 
  considerably and, as the galaxy began 
  to spin out of control with the subtle 
  nudges from the Shadows, the Army 
  of Light was being planned.  Using 
  the powerful presence of the Minbari 
  Ambassador Delenn and the human 
  war-hero Captain John Sheridan, 
  Kosh created a conspiracy against the 
  darkness.  At one point Sheridan even 
  had Kosh use his advanced Vorlon 
  transport to hide a hunted ally from 
  the authorities in order to gain access 
  to the very important information he 
  was carrying.  The growing allied force 
  knew about the coming darkness and 
  tried to gather enough allies to ﬁght it.
  A major help was the Anla’shok – the 
  Rangers.  Scouts and warriors created on 
  Minbar by Valen, the Human/Minbari 
  half-breed found aboard Babylon 4 
  in the last Shadow War, the Rangers 
  had advanced ships and technology 
  and a strong code of order designed 
  to prepare for this dark time.  Things 
  were going as planned, until a foolish 
  human pilot caught a Shadow ship on 
  a ﬂight recorder and the information 
  fell into the hands of the media.  When 
  the footage was released to the public, 
  the Vorlons were fearful that the Army 
  of Light would not be ready in time to 
  stop them.  After the blow they had 
  dealt them in the last Shadow War, 
  the repercussions could be severe.  
  Events were already in motion, and the 
  Shadows began to attack mercilessly in 
  response.
  With the stubborn prodding of Captain 
  Sheridan, who wanted the Vorlons to 
  act, unaware of what it truly meant 
  to ask First Ones to ﬁght one another 
  directly, Kosh ordered his Empire to 
  forego the rules of the game and strike 
  back.  In a ﬂash of light and jump 
  points, a Shadow attack watched by 
  millions was thwarted by a small ﬂeet 
  of dazzling Vorlon warships.  While 
  Shadow ships are lethally efﬁcient 
  and nigh impossible to destroy with 
  conventional weaponry, the Vorlons 
  have technology superior to anything 
  else known by the galaxy.
  Each ship is actually grown as a living 
  being around a semi-sentient core, 
  which is responsible for the piloting, 
  navigation, systems and ﬁre control.  
  Based 
  around 
  a 
  similar 
  genetic 
  structure as the telepath gene, the ships 
  communicate with each other and 
  outside systems with electromagnetic 
  burst transmissions that could as easily 
  jam or scramble a receiver as allow the 
  message to be received.  Using a form 
  109
  Vorlons
  
  of telekinetic/gravitic thrust, Vorlon 
  ships glide effortlessly through the void 
  without so much as a backwash or ionic 
  signature.
  The ships’ hull – or possibly skin – is 
  a quickly regenerating living alloy that 
  reﬂ ects or absorbs as much damage 
  as it can, sloughing off dead cells as 
  debris if necessary, then healing those 
  lost cells in a few short minutes.  The 
  active control the ship has over its hull 
  allows for subtle alterations such as 
  colour, texture or more commonly the 
  availability of doors or portals.
  Like the Earth electric eel, every Vorlon 
  ship generates massive amounts of bio-
  electromagnetic energy which can be 
  focused into specially crafted directing 
  nodes.  Whether released as thin raking 
  beams, scattered bursts or titanic ship-
  coring streams, the electromagnetic 
  weaponry of the Vorlon warships strike 
  harder and hotter than a hundred 
  lightning bolts, and are far more 
  accurate and frequent.  These weapons 
  will turn a younger race’s ship into 
  steam in seconds, and will overwhelm 
  the energy-absorbing hulls of Shadow 
  vessels in a surprisingly short amount 
  of time.
  Fighting as a matter of instinct rather 
  than tactics, Vorlon ﬂ eets are often 
  hectic things to watch as they dart 
  to and fro in search of targets.  They 
  do not seem to cease until their prey 
  is vapour and with the resilience and 
  healing capabilities of their ships, they 
  can ignore most everything else until 
  they are satisﬁ ed the job is done!
  When these unbelievably terrible 
  warships began to clash, this new 
  Shadow War had set a new precedent 
  – the First Ones were ﬁ ghting directly 
  against one another.  It was unheard 
  of, and it brought the game to a 
  dangerous level.  In response for the 
  direct intervention, the Shadows fully 
  stepped over the line and assassinated 
  Ambassador Kosh.  Whilst it shook the 
  younger races, this act did not shatter 
  them.  In fact, it made them want to 
  defeat the Shadows even more.
  After a sacriﬁ cial strike by Sheridan 
  delivered a major blow to the Shadow 
  homeworld, killing many Shadows – at 
  the hands of a mortal – the Shadows 
  went for the endgame and unleashed 
  a planet-razing superweapon.  Having 
  thought the same thing centuries ago, 
  and planning for such an event, the 
  Vorlons had made their own planet-
  killer.  This ship, essentially the size of 
  several small moons, was the core of 
  the largest Vorlon war ﬂ eet since the 
  Kirishiac War.  Using what could only 
  be called a ‘planet cracker’ beam, this 
  titanic ship could focus enough energy 
  into a planet to completely eradicate it.  
  All life, in seconds, would be so much 
  dust.
  Both sides sought out all the allied 
  forces of the other and erased them 
  from existence.  Essentially resetting 
  the pieces on their chessboard, the 
  Vorlons had taken on a new image in 
  the minds of their former allies – that 
  of a vengeful god gone mad.
  Having taught their allies about plots 
  and schemes far better than they ever 
  would have expected, the Army of 
  Light manipulated both sides of the 
  galaxy-scouring war to Coriana VI 
  where they had some surprises waiting 
  for them both – each other.  The 
  two planet-killing war ﬂ eets clashed 
  against the largest combined ﬂ eet of 
  the younger races in the largest battle 
  most of the galaxy had ever seen, 
  with the remaining First Ones who 
  stayed behind after the Kirishiac War 
  as watchmen.  It would have been a 
  tragic scene of devastation to be sure, 
  if it were not for the interjection of the 
  oldest of the First Ones – Lorien.
  Setting up some sort of telepathic 
  debate between the Vorlons, Shadows 
  and the younger races, Lorien opened 
  the table for negotiations.  Both sides 
  wanted the lesser to pick theirs as the 
  right way to do things and were willing 
  to kill the other to prove it.  It proved 
  only to be a stalemate, as their minions 
  and pawns told them passionately that 
  they were no longer needed, or wanted, 
  here anymore.  Seeing ﬁ nally that the 
  question of chaos versus order was lost 
  in the game long ago, the Vorlons and 
  the Shadows both agreed to go and join 
  their older brethren beyond the Rim.  
  Lorien went along with them, ofﬁ cially 
  taking the last of the First Ones to 
  another place and leaving this galaxy in 
  the hands of mortals.  It was the end of 
  an era, and the end of the game.
  What followed was the aftermath of 
  their plots and schemes, a galaxy eager 
  to take the place of the Vorlons as the 
  most powerful beings.  Like galactic 
  grave robbers several attempts were 
  made to enter and loot the Vorlon 
  Empire.  Like the curse of the Egyptian 
  tombs the Vorlons left behind powerful 
  and dauntless defence mechanisms 
  to keep the younger races out – until 
  they would be ready.  In addition to the 
  traps and defences in the Empire, the 
  Vorlons left behind many half-ﬁ nished 
  schemes and manipulations, like the 
  doomsday telepath Lyta, scattered 
  throughout the galaxy.
  It is only a matter of time before some 
  of those timers ﬁ nd the zero mark, and 
  the Vorlons’ unfathomable equations 
  come to pass.
  110
  Vorlons
  
  Vorlon Initiative: +4
  The Vorlon 
  Fleet List
  The following forms the entire ﬂ eet list 
  for the Vorlons.
  Priority Level: 
  Patrol
  Vorlon Fighter Wing (3 ﬂ ights)
  Priority Level: 
  Skirmish
  Transport
  Priority Level: 
  Raid
  Destroyer
  Priority Level: 
  Battle
  Light Cruiser
  Priority Level: 
  War
  Heavy Cruiser
  Space Stations
  Observation Post 
  Auxiliary 
  Craft
  Some ships are noted as carrying one 
  or more ﬂ ights of smaller auxiliary 
  craft onboard.  These ﬂ ights may be 
  deployed at any time before or during 
  the battle.  They have no extra cost as 
  they are automatically included as part 
  of their parent ship.
  Vorlon Fleet 
  Special Rules
  The following special rules apply to all 
  Vorlon ﬂ eets.
  Damage Resistance: Based on highly 
  advanced bio-technology, Vorlon ships 
  are organic creations and so do not 
  have the same structure as other ships.  
  Because of this, they take damage in a 
  very different manner.
  Every successful attack on a Vorlon 
  vessel that beats its Hull score will cause 
  damage, without the need to roll on the 
  normal Damage table.  Instead, roll on 
  the Vorlon Damage table.
  All Damage is multiplied by Double 
  and Triple Damage weapons as usual.  
  Note that Precise weapons still add a 
  bonus of +1 to rolls on this table and 
  thus they are the only weapons that can 
  score a critical hit.
  Vorlon ships have no effective Crew 
  score, as the whole vessel is a single, 
  living entity.  In addition, they never 
  perform Damage Control and can 
  never be Crippled or reduced to a 
  Skeleton Crew.  A Vorlon ship that has 
  been reduced to 0 Damage has been 
  destroyed and is simply removed from 
  the table.
  Special Actions: Vorlon ships may 
  only use the following Special Actions; 
  Activate Jump Gate!, All Power to 
  Engines!, All Stop!, Come About! and 
  Initiate Jump Point!
  Superior Technology: The technical 
  advances of the younger races pose few 
  problems for the Vorlons.  They gain a 
  +1 bonus to all rolls they make in order 
  to circumvent an enemy ship’s Stealth.
  Reinforcements: 
  Vorlons 
  have 
  extremely limited numbers of warships 
  and rarely create new vessels, restricting 
  the number of ships they can bring 
  to battle.  They pay twice the normal 
  cost of all Reinforcements in campaign 
  games.
  Vorlon Damage Table
  D6 Effect
  1
  Solid Hit: 1 point of Damage
  2
  Solid Hit: 2 points of Damage
  3
  Solid Hit: 3 points of Damage
  4
  Solid Hit: 4 points of Damage
  5
  Solid Hit: 5 points of Damage
  6
  Solid Hit: 6 points of Damage
  7
  Critical Hit: D6 + 6 points of 
  Damage
  111
  Vorlons
  
  Vorlon Destroyer 
   
   
   
   
  Raid
  All Vorlon ships can be considered rare but any 
  intruder into the Empire’s space is most likely to 
  encounter one of these vessels.  Slim and fast, the 
  destroyer is geared for close range work, relying on 
  its adaptive armour and self-repairing hull to keep 
  it safe from the worst the younger races can deal. 
  Once among an enemy ﬂeet, it will use its superior 
  turning capabilities and endurance as it blasts 
  opponents apart with its powerful discharge gun. 
  Often confused at ﬁrst sight for a Vorlon Transport, 
  few Captains make the same mistake twice - should 
  they survive.
  Speed: 7
  Damage: 50 Craft: None
  Turn: 1/90o
  Crew: —
  Special Rules: Adaptive Armour, Advanced Jump Point, Flight Computer, Self-Repairing 2
  Hull: 5
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Discharge Gun
  18
  F
  4
  AP, Beam, Double Damage, Precise
  Vorlon Fighter Flight  
   
   
  Patrol (Wing)
  Vorlon ﬁghters can be a nightmare for the pilots of other races to face though in protracted campaigns, if there are enough 
  survivors, it is possible to begin learning how to defeat them.  The discharge guns of the Vorlons can literally sweep through 
  enemy ﬁghter formations and they are powerful enough to cause serious damage to capital ships.  However, for all the capabilities 
  of the Vorlons, their ﬁghters are a little slow and can be easily out-maneouvred - if you can avoid their discharge guns.
  Speed: 9
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 4
  Craft: —
  Damage: — Special Rules: Dodge 3+, Fighter
  Crew: —
  In Service: Until 2261
  Weapon
  Range Arc
  AD
  Special
  Discharge Gun
  3
  T
  1
  Anti-Fighter, AP, Beam, Precise
  Vorlon Heavy Cruiser  
   
   
  War
  Reckoned to be one of the largest Vorlon ships in the Empire (though 
  rumours of a Dreadnought and even a Planet Killer persist), even this 
  ship is thought to be crewed by a single pilot.  With both lightning 
  cannon and discharge guns, the heavy cruiser is utterly lethal and is at 
  least the equal of any artiﬁcial craft in known space.
  Speed: 5
  Damage: 100 Craft: None
  Turn: 1/45o
  Crew: —
  Special Rules: Adaptive Armour, Advanced Jump Point, Flight Computer, Self-Repairing 2d6
  Hull: 5
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Lightning Cannon
  24
  F
  4
  Beam, Precise, Super AP, Triple Damage
  Discharge Gun
  18
  F
  6
  AP, Beam, Double Damage, Precise
  112
  Vorlons
  
  Vorlon Light Cruiser  
   
   
  Battle
  Not seen as often as the destroyer or transport, the light cruiser lacks the discharge gun of many Vorlon craft, replacing it with 
  highly efﬁcient lightning cannon that are capable of cutting an enemy in half on a solid hit.  Typically used as a gunship, it 
  complements the heavy cruiser extremely well and a pair will often escort each of the larger ships in any major engagement.
  Speed: 6
  Damage: 70 Craft: None
  Turn: 1/45o
  Crew: —
  Special Rules: Adaptive Armour, Advanced Jump Point, Flight Computer, Self-Repairing 1d6
  Hull: 5
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Lightning Cannon
  15
  F
  4
  Beam, Precise, Super AP, Triple Damage
  Vorlon Observation Post  
   
   
  War
  Typically built on large asteroids, Vorlon Observation Posts can sometimes be found at the very edge of inhabited systems, 
  watching a younger race for signs of Shadow inﬂuence.  They are more like small cities built into the surface of the asteroid than 
  complete space stations and, as such, can often be missed by the casual patrol.  However, any ship taking too close an interest in 
  an Observation Post’s activities will not survive its weaponry long enough to announce the presence of the Vorlons.
  Speed: —
  Damage: 600/300/150
  Craft: 6 Vorlon Fighter ﬂights
  Turn: —
  Crew: —
  Special Rules: Adaptive Armour, Carrier 2, Defence Network 6, Immobile, Self-
  Repairing 2d6, Targets 4
  Hull: 5
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Lightning Cannon
  24
  —
  1
  Beam, Precise, Super AP, Triple Damage
  Discharge Gun
  15
  —
  4
  AP, Beam, Double Damage, Precise
  Vorlon Transport  
   
   
   
  Skirmish
  The Vorlons are the most technologically advanced race yet encountered in the galaxy and even their transports, while rarely 
  seen, are wonders to behold.  Like all Vorlon vessels, the transport is a product of extremely advanced bio-technology – in a 
  strange way, it is alive and sentient and they seem capable of ﬂying themselves without direction from the Vorlon normally 
  carried.  Despite being classiﬁed as a transport, this spacecraft is fully capable of defending itself against almost any attack, with 
  its superior durability and weapon systems keeping it safe from harm.
  Speed: 8
  Damage: 35 Craft: None
  Turn: 1/90o
  Crew: —
  Special Rules: Adaptive Armour, Advanced Jump Point, Flight Computer, Self-Repairing 2
  Hull: 4
  Troops: —
  In Service: Until 2261
  Weapon
  Range
  Arc
  AD
  Special
  Discharge Gun
  12
  F
  3
  AP, Beam, Double Damage, Precise
  Campaigns: Vorlon Ship Personalities
  Due to their unique control systems of their ships, Vorlons do not use the normal Reﬁts and Other Duties tables.  Over time, the 
  personalities of the Vorlons that control their ships will begin to manifest themselves in the physiology and behaviour of the vessel itself.  
  A Vorlon vessel may roll on the table below for the cost of 2 XP Dice.
  1d6
  Reﬁt
  1
  Evasive: A Vorlon ship gains an additional Turn.  This may only be applied once.
  2
  Urgent: This personality always believes it will be too late.  The ship gains a +1 bonus to its Speed.  Multiple applications of this 
  personality may not increase the ship’s Speed more than 150% of its original score.
  3
  Aggressive: Choose one weapon system on the ship.  It gains another AD.  This may only be applied to each weapon system 
  once.
  4
  Resilient: The personality of this ship will resist the worst of pain.  The ship gains a +10% bonus to it Damage points. Multiple 
  applications of this personality may not increase the ship’s Damage more than 150% of its original score.
  5
  Maternal: The ship gains one ﬂight of auxiliary craft (ﬁghters from the appropriate ﬂeet list).  These are carried on board.
  6
  Determined: The personality of this ship will keep on going, no matter the cost.  It gains a +1 bonus to all Self-Repair rolls. 
  This may be applied a maximum of 5 times.
  113
  Vorlons
  
  Abbai 
  Matriarchy
  Fleets of the Non-
  Aligned Worlds
  The League of Non-Aligned Worlds 
  has now been split up, with each race 
  being recognised as its own sovereign 
  power in these new ﬂ eet lists.  With 
  this empowerment, each ﬂ eet has 
  gained new ships, new technologies 
  and new rules to reﬂ ect how they 
  ﬁ ght in space.  However, some players 
  may miss the combined League ﬂ eets 
  and it is true that the races of the 
  League do ally among themselves 
  more than most, due to their less than 
  high standing in the galaxy.  Even 
  Raiders are sometimes used, as paid 
  mercenaries by the League at times.
  You may choose to play an Allied 
  League of Non-Aligned Worlds ﬂ eet 
  by following the rules below.
  H You may select ships from any and 
  all of the following ﬂ eet lists: Abbai 
  Matriarchy, Brakiri Syndicracy, 
  Drazi Freehold, Raiders and the 
  Vree Conglomerate.
  H The overall Initiative of the ﬂ eet 
  will be +0 unless any of the ﬂ eets 
  used have a lower Initiative.  If 
  this is the case, use the lower 
  Initiative.
  H Only the following ﬂ eet special 
  rules are used and then only if at 
  least one ship from the relevant 
  ﬂ eet list is included in the 
  Allied ﬂ eet: Comms Disruptors, 
  Aggression (Drazi ships only), 
  Sky Hook Catapult, Telepathy 
  (Vree 
  ships 
  only), 
  Super 
  Manoeuvrability 
  (Vree 
  ships 
  only).
  H You may not place Auxiliary 
  Craft from one ﬂ eet list into the 
  hangers of a ship from a different 
  ﬂ eet list.  The Brakiri Brokados, 
  for example, cannot carry Drazi 
  Sky Serpent ﬁ ghters.
  H You may not purchase Auxiliary 
  Craft from a ﬂ eet list unless you 
  have already chosen a ship from 
  the same ﬂ eet list.
  H In campaign games, ships use the 
  Reﬁ ts and Other Duties tables 
  from their own ﬂ eet lists.
  The co-founders of the League 
  of Non-Aligned Worlds, the Abbai are 
  quite possibly the most stable culture 
  in the galaxy amongst the spacefaring 
  races – even the Minbari.  Aquatic 
  and technologically advanced, the 
  Abbai serve as the cement between the 
  constantly shifting cornerstones of the 
  League.  Without their constant efforts 
  in the meeting halls and on the jump 
  routes the League may have fallen apart 
  decades ago.
  From their water-based world of Abba 
  the Matriarchate has protected their 
  way of life for over a thousand years 
  – longer than even the Grey Council 
  of the Minbari has existed – more or 
  less unchanged.  A government of 200 
  representative elects make up the Marti, 
  which ratiﬁ es all laws and policies that 
  are put forth by a singular empowered 
  voice called the Natar.  Through this 
  structured and trusted organisation the 
  Abbai keep the three main laws of their 
  society: do not kill unless to preserve 
  life, respect life enough to defend it and 
  defend the community, no matter how 
  large or small.
  The Abbai believe that the universe 
  itself is the one great Mother and that 
  it is their responsibility to protect her 
  children as best they can.  Although 
  more than capable technologically, 
  they do not seek conquest or control, 
  only to ensure that their ways are not 
  overwhelmed by the general chaos and 
  disarray the universe often pits them 
  against.
  In the early days of the Abbai’s scientiﬁ c 
  growth they broke away from their own 
  planet and found a mysterious ring, 
  a jumpgate, near their homeworld.  
  Knowing then that they were not alone, 
  they began to set defences around 
  the gate and their planet against the 
  possibility of ‘sharks amongst the stars.’  
  When satisﬁ ed with their spaceborn 
  defence capabilities, both on their 
  ships and their planetary grids, they 
  sought out other races.  They ﬁ gured 
  that extending a friendly hand would 
  be better than waiting for theirs.
  Finding hostility with the Drazi that 
  ended in a grudging peace treaty with 
  as little blood shed as possible on 
  both sides, and an encouraging ally in 
  the Hyach – who also gave the Abbai 
  early laser technology that surpassed 
  their own – the Abbai believed that 
  space would be a proving ground for 
  the tenets of their society.  Until they 
  came upon the Centauri – or rather 
  the Centauri fell upon one of their 
  colonies, when they decided there was 
  indeed evil lurking behind some stars.
  The Centauri attacked the Abbai colony 
  of Tirolus with a meagre expansion 
  ﬂ eet that was turned away with great 
  casualties, never expecting the strength 
  of the Abbai’s defences.  The Centauri 
  returned soon after to try to overcome 
  these obstacles to their Republic’s 
  growth, only to ﬁ nd an awaiting Abbai 
  blockade ﬂ eet – which boiled over in 
  hostilities once more.  After a short 
  and brutal series of conﬂ ict, the Abbai 
  forced a non-aggression pact with the 
  Centauri.  Such a bold and brazen leap 
  of politicking earned the Abbai a voice 
  in galactic matters and put them on the 
  map as a major spacefaring race.
  Using leftover Centauri hulks and 
  captured vessels, the Abbai added a 
  number of offensive advancements to 
  their own technological tree and set 
  about rebuilding and rearming their 
  war-weary ﬂ eets.  Finding that peace 
  with the Centauri is often just as 
  battle-strewn as war with them, only 
  less directed, the Abbai shored up their 
  114
  Abbai Matriarchy
  
  defences once again and began to look 
  for allies.
  The Brakiri were glad to ﬁ nd another 
  power to stave off the Centauri 
  attacks into their space, but the 
  Abbai disapproved of their greed and 
  counterproductive inﬁ ghting.  Like 
  so many other minor races that the 
  Abbai signed to their growing League 
  of Worlds – later re-named the 
  League of Non-Aligned Worlds for 
  the sovereignty of some of its member 
  races’ egos – they were only interested 
  in keeping up the defendable ideals of 
  the Abbai within their borders.  Once 
  outside their space, they seemed to care 
  less and less with each meeting hall 
  argument or border dispute.
  Until the coming of the Dilgar.  The 
  coming of the rapacious invaders 
  brought a unity to the League never 
  before seen.  Member races ravaged by the 
  Dilgar would look upon the untouched 
  and heartily defended systems of the 
  Abbai and gladly subscribe to their 
  ideals, sharing technologies and racial 
  secrets in exchange for their protection.  
  Some races, like the Drazi and Brakiri, 
  suffered greatly during the Dilgar War 
  due to their inability to stay defensive 
  – were too busy rushing out to attack 
  when they should be protective of their 
  minor victories.  The newly forged 
  League was already faltering.
  When the Earth Alliance came to the 
  League’s rescue by smashing the Dilgar 
  all the way back to Omelos, saving the 
  Markab in the process, they cemented 
  their role as allies of the League.  
  Heeding the ushering of the thankful 
  Markab, the Abbai opened relations 
  between the Earth Alliance and the 
  League of Non-Aligned Worlds.  This 
  relationship has been tenuous at times 
  but beneﬁ cial overall.
  The Abbai have served as the border 
  wardens for much of the League for 
  decades and the technologies in their 
  ships are a proven science because of 
  it.  They have focused on defensive 
  measures and weaponry for so long 
  some might say that they are incapable 
  of an offensive strike without their 
  League allies – this is as far from true as 
  black is from white.
  The weaponry of the Abbai is stylised 
  and focused upon the ‘combat laser 
  cannon.’  Modiﬁ ed from Centauri 
  battle lasers taken from their fallen 
  ships and focused through a series of 
  conical crystals adapted from Hyach 
  technology, they are powerful long-
  ranged beams of intense heat.  Although 
  capable of doing considerable damage 
  to any target, the Abbai would much 
  rather use the drilling beam to burrow 
  into a ship and disable core systems 
  – engines, artiﬁ cial gravity and life-
  support – in order to force a surrender.  
  The range of the weapons allow an 
  Abbai ship to ﬁ re at incoming vessels 
  from behind a defensive perimeter of 
  satellites or allied ships, giving a large 
  berth to a critically damaged ship in case 
  a primary system or reactor is struck by 
  the powerful beams.  Surrender seems 
  like a wise choice when drifting limply 
  toward automated defences after a well-
  aimed combat laser strike.
  While not intentionally offensive, the 
  Abbai have perfected the powerful 
  particle array turrets used by many 
  other races.  Designed to put out an 
  oppressive rate of ﬁ re, the Abbai ‘quad 
  array’ ﬁ lls the space around most Abbai 
  vessels with a cloud of deadly charged 
  particle bursts.  If forced to turn these 
  weapons against ﬁ ghters or small ships 
  there is little hope for them, which is 
  why most Abbai ﬂ eet shaath (their 
  admiral-level military ofﬁ cers) will 
  broadcast well in advance that a quad 
  array armed vessel is about to ﬁ re upon 
  a given target.  Should the attackers 
  continue, it is at their own risk.  Larger 
  targets should not consider themselves 
  immune, as there are tales of a single 
  Bimith Defender, a warship with a 
  staggering number of quad arrays at its 
  disposal, dismantling a Dilgar ﬂ agship 
  into component parts with a single 
  concentrated volley!
  Other major advancements the Abbai 
  have added to their ﬂ eets are primarily 
  defensive.  Rapid-ﬁ ring interception 
  ﬂ ak cannons ﬁ lled with chaff rounds – 
  shells ﬁ lled with scrap fragments meant 
  to trigger premature ballistic impacts 
  or alter particle blast routes – are 
  considered basic ideas to the research 
  scientists of the Abbai.  Augmenting 
  many of their larger ships, the only ones 
  that can provide enough power to use 
  them, are situational gravitic shields.  
  Like a defence turret that throws up a 
  gravitic anomaly to stop incoming ﬁ re, 
  the shield generators are very complex 
  and extremely sensitive to abuse.  A 
  single misaligned crystal matrix could 
  cause the anomaly to speed up instead 
  of slow down incoming attacks, or 
  even the collapse of the generator in a 
  spectacular and expensive implosion.
  All of these tools were put to the test in 
  the rigors that were the precursor to the 
  Shadow War.  As the dark manipulators 
  started border skirmishes by preying 
  on territorial fears and the like of the 
  Drazi, Brakiri and Gaim, the Abbai 
  sent out many picket ﬂ eets to stem the 
  damage between League races.  It was 
  a hard fought uphill battle and many 
  Abbai ships were overwhelmed in the 
  ensuing conﬂ icts.  One ﬂ eet, sent to 
  the edge of Vree space to investigate 
  mysterious sightings, never returned 
  from hyperspace – an entire ﬂ eet off 
  the beacon and lost forever.  Once the 
  Shadows revealed themselves it became 
  evident that the dark ships must have 
  destroyed them, but no proof or 
  evidence can be found to know for 
  sure.
  The Shadow War became a reality 
  for most races when John Sheridan 
  returned from the infamous Z’ha’dum 
  – a place from which there was 
  supposed to be no return.  The Abbai 
  took this miraculous event as a sign 
  from the Great Mother Universe 
  herself and gladly backed any play 
  Sheridan and the Army of Light had 
  in store for them.  Just as their police 
  force will use violence to stop a larger 
  loss of life, the collective shaath would 
  go on the offensive without question or 
  a single refusal.  It was thought that the 
  greater good of stopping the wanton 
  destruction the Shadows were causing 
  was more than just for any loss of life 
  – either by losing or taking.
  115
  Abbai Matriarchy
  
  At the greatest space battle in the history 
  of the major spacefaring races, Coriana 
  VI, the Abbai brought roughly one half 
  their combat ready ﬂ eet for Sheridan’s 
  use, even when told that it may be a 
  suicidal attempt at buying time for 
  greater forces to come together and 
  stop the planet-destroying Ancients.  
  Many ships were lost that day and it 
  was a great blow to the economy of the 
  Abbai as a whole.  When the First One 
  Lorien telepathically showed all of the 
  onlookers at Coriana VI the ﬁ nal debate 
  that ultimately saved the galaxy from 
  certain destruction, the Abbai wrote off 
  all losses as providence.  It was worth 
  any cost paid – how could anyone put a 
  price on the Great Mother’s will?
  The Shadows and Vorlons gone, the 
  League had a common enemy no 
  longer and went back to their old ways.  
  The member races began to bicker and 
  skirmish once again over this and that, 
  and the ﬁ nancially handicapped Abbai 
  were helpless to watch as their brethren 
  became embroiled again in the chaos 
  they had all just gathered brieﬂ y and 
  beautifully to battle against.  It did not 
  come out until a long while later, after 
  the Drazi and Narn nearly obliterated 
  Centauri Prime, that these attacks were 
  merely echoes of the Shadows’ presence.  
  Once aware, the Abbai began the search 
  for this new evil, these Drakh.
  The next few years were mostly used to 
  rebuild their ﬂ eet, gladly accepting aid 
  from the Interstellar Alliance once it 
  was formed.  It was the Abbai who were 
  the most vocal to join the ISA, seeing 
  it as the greater strength they have 
  been seeking ever since the beginning 
  of their spacefaring ability.  Although 
  they would have never said so out loud, 
  the Abbai were quite jealous at the 
  success of the Interstellar Alliance in 
  comparison to their League.  Even the 
  fact that the semi-holy ﬁ gure Sheridan 
  was president of this organisation did 
  little to gloss over the fact that the 
  humans and the Minbari – two races 
  once bent on killing each other – did 
  what they were unable to do.
  With 
  some 
  time 
  to 
  research, 
  the Abbai discovered many new 
  communications-based 
  technologies 
  that led to a happenstance discovery 
  of the new enemy.  While testing a 
  completely new breed of hyperspace-
  based communications signal, three 
  advanced Lakara cruisers escorting an 
  experimental Shyarie comms frigate 
  discovered a pocket in hyperspace.  
  Unlike the many normal tides and 
  swirls of hyperspace, which were 
  common, this was an anomaly that 
  was throwing off all the equipment 
  tests.  Upon closer inspection the 
  Abbai were shocked to ﬁ nd a small 
  war ﬂ eet of Drakh battleships and 
  attack frigates hiding within this 
  pocket, who immediately attacked 
  without a single hail or warning shot.  
  The cruisers were destroyed almost 
  instantly in a hail of microwave-based 
  Drakh laser ﬁ re, and the prototype 
  frigate had only enough time to 
  send a powerful burst transmission 
  back to Abba with their coordinates 
  and the nature of their alarm.  The 
  hyperspace-communications 
  devices 
  worked perfectly, but were summarily 
  destroyed by the overwhelming Drakh 
  forces.  By the time the Abbai response 
  ﬂ eet had arrived, their comrades were 
  atoms and the pocket was empty—the 
  Drakh had moved on without a trace.  
  It was considered a complete loss for the 
  Abbai, who lost not only the enemy but 
  also all of the prototype transmission 
  equipment.
  Months later when the Drakh openly 
  attacked Earth with their leftover 
  planet-killing death cloud, the Abbai 
  came as fast as they could to aid their 
  allies once informed.  It turned out to 
  be too late, arriving only in time to see 
  the selﬂ ess actions of the Victory and to 
  look on in horror as the Drakh virus-
  bombed Earth.  Remembering a similar 
  plague – the Draffa plague that struck 
  down their close allies the Markab 
  – the Abbai immediately offered any 
  amount of their own medical and 
  research resources to ﬁ ght the horrible 
  virus.  After all, they had already been 
  forced to watch the Markab wither and 
  vanish at the hands of a bio-engineered 
  virus (which the Abbai ﬁ rmly believe 
  came from the Dilgar) and they would 
  be damned if they had to sit back and 
  see another.  They had extensive ﬁ les 
  on the nature of Draffa, and although 
  much of that information had already 
  been transferred long ago to the ISA, 
  they had several breakthroughs since 
  then.
  Knowing now that the Drakh had so 
  little care for innocent life – or life at all 
  – the Natar put forth a juyaie, or holy 
  purge, of their kind wherever found.  
  In 
  an 
  unprecedented 
  unanimous 
  ratiﬁ cation by the Marti, the juyaie 
  was passed.  To better defend all life 
  within the arms of the Great Mother, 
  the Abbai were willing to cut a cancer 
  from off of her.
  During 
  this 
  anti-Drakh 
  crusade, 
  the Abbai unveiled their ﬁ rst vessel 
  based solely on obliterating an enemy 
  forthright.  The Juyaca dreadnought 
  was the largest and rarest of the grav-
  shielded Abbai vessels to appear after 
  2269 and could bring two powerful 
  combat lasers to bear on any opponent 
  at any given time, but also carried a 
  staggering number of ‘bolter array’ 
  turrets – a quad array built on locked-
  away Dilgar technology principles 
  to create nothing short of a stream 
  of armour piercing matter ﬂ echettes.  
  Only a handful was ever made, but 
  they wandered Alliance space in search 
  of the enemy at all times, receiving 
  regular re-supply craft and fresh crew 
  monthly.
  Those who look upon the Abbai as a 
  weak race of peaceniks and complete 
  paciﬁ sts have never been on the 
  receiving end of an Abbai blockade 
  ﬂ eet, or tried to argue with them over 
  the defence of an installation.  No one 
  protects better that the Abbai, even if 
  it means actively seeking out the threat 
  and ending it well before it gets the 
  chance to take even one more life than 
  it already has.  Some might make the 
  mistake of underestimating their ﬂ eets’ 
  ability, but never more than once.  
  Never.
  116
  Abbai Matriarchy
  
  Abbai Initiative: –2
  The Abbai 
  Matriarchy 
  Fleet List
  The following forms the entire ﬂ eet list 
  for the Abbai Matriarchy.
  Priority Level: 
  Patrol
  Kotha Wing (6 ﬂ ights)
  Bisaria-class escort frigate
  Shyarie-class jammer frigate
  Tiraca-class attack frigate
  Priority Level: 
  Skirmish
  Marata-class diplomatic transport
  Milani-class carrier
  Priority Level: 
  Raid
  Bimith-class Defender
  Priority Level: 
  Battle
  Lakara-class cruiser
  Space Stations
  Pirocia Starbase
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Abbai 
  Matriarchy 
  Fleet Special 
  Rules
  The following special rules apply to all 
  Abbai Matriarchy ﬂ eets.
  Comms Disruptors: Upon a successful 
  hit, the comms disruptors used by some 
  Abbai ships will not cause any damage.  
  Instead, it will inﬂ ict a –2 penalty on 
  all Crew Quality checks made by the 
  target for the rest of the turn and all of 
  the next.  Additionally, it forces a ship 
  to make a Crew Quality check against 
  a difﬁ culty of 6 to attempt any Special 
  Action that the target makes while 
  affected.
  Paciﬁ sts: The Abbai, as a whole, are 
  paciﬁ stic in nature and do not enjoy 
  ﬁ ghting.  In a campaign game, the 
  Abbai ﬂ eet is never required to attack 
  another player – they can opt not to 
  stake a claim to any Strategic Targets.  
  In addition, whenever they are able 
  to play through an entire campaign 
  turn without playing any scenarios, 
  they gain a bonus of 15 RR points.  In 
  addition, they may pick one ship in 
  their ﬂ eet to receive a free roll on the 
  Abbai Matriarchy Other Duties table 
  on page 121.
  117
  Abbai Matriarchy
  
  Bimith-class Defender 
   
   
   
   
    
  Raid
  The massed batteries of quad particle arrays mounted on the Bimith 
  protect it from attack in any quarter and allow it to stand in the frontline 
  against other warships.  Built from a defensive mentality, the Bimith 
  is exceptionally well protected though this comes at the cost of heavy 
  ﬁrepower.  Featuring advanced shield technology, the Abbai have built 
  a ship that can take a huge amount of punishment which often gives its 
  lighter weapons a chance to hammer away at an enemy.
  Speed: 8
  Damage: 40/8
  Craft: None
  Turn: 2/45o
  Crew: 52/9
  Special Rules: Interceptors 3
  Hull: 5
  Troops: 2
  In Service: 2246+
  Weapon
  Range
  Arc
  AD
  Special
  Quad Particle Array
  8
  F
  12
  Twin-Linked
  Quad Particle Array
  8
  A
  12
  Twin-Linked
  Quad Particle Array
  8
  P
  16
  Twin-Linked
  Quad Particle Array
  8
  S
  16
  Twin-Linked
  Kotha Medium Fighter 
   
   
   
   
  Patrol (Wing)
  It took Dilgar ﬂeets invading entire systems to convince the Abbai that ﬁghters were a worthwhile use of resources – up to that 
  point, they simply had not considered them useful in ﬂeet actions.  The Kotha is a second-rate ﬁghter by the standards of any 
  other race but it does fulﬁl a need within Abbai ﬂeets.
  Speed: 8
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 3
  Craft: —
  Damage: — Special Rules: Dodge 3+, Fighter
  Crew: —
  In Service: 2230
  Weapon
  Range Arc
  AD
  Special
  Ultra-Light Particle Gun
  2
  T
  1
  Weak
  Lakara-class Cruiser  
   
   
   
    
  Battle
  With the reputation of being the most well-defended ship in the galaxy, the Lakara carries on the Abbai tradition of warfare 
  through defence.  The shields on the Lakara are the strongest in the Abbai ﬂeet and Ship-Mothers soon learn to trust to the 
  advanced defences of their ships, giving them time to either retreat or destroy an enemy.
  Speed: 6
  Damage: 54/12
  Craft: None
  Turn: 1/45o
  Crew: 66/14
  Special Rules: Interceptors 8, Jump Point
  Hull: 6
  Troops: 2
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Combat Laser
  15
  F
  6
  AP, Beam, Precise
  Quad Particle Array
  8
  F
  14
  Twin-Linked
  Quad Particle Array
  8
  A
  14
  Twin-Linked
  Quad Particle Array
  8
  P
  14
  Twin-Linked
  Quad Particle Array
  8
  S
  14
  Twin-Linked
  118
  Abbai Matriarchy
  
  Milani-class Carrier 
   
   
   
   
   
    
  Skirmish
  Built around the Kotha ﬁghter, the Milani remains the only method the Abbai 
  possess for transporting large numbers of ﬁghters to a warzone.  In battle, it is 
  competent but the Milani’s small size often leaves it at a disadvantage in the 
  frontline.
  Speed: 7
  Damage: 26/6
  Craft: 4 Kotha ﬂights
  Turn: 1/45o
  Crew: 29/7
  Special Rules: Interceptors 3
  Hull: 5
  Troops: 1
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Combat Laser
  12
  F
  3
  AP, Beam, Precise
  Quad Particle Array
  8
  F
  6
  Twin-Linked
  Quad Particle Array
  8
  P
  8
  Twin-Linked
  Quad Particle Array
  8
  S
  8
  Twin-Linked
  Marata-class Diplomatic Transport (Milani Variant) Skirmish
  The spacious hangers of the Milani made the hull the perfect bed for conversion into a luxurious diplomatic transport.  With 
  increased armour and defences, the Marata is possibly the most well-protected vessel in its class though it does give up a fair 
  degree of ﬁrepower for this privilege and so relies on escorts in hostile territory.
  Speed: 9
  Damage: 26/6
  Craft: 2 Kotha ﬂights
  Turn: 1/45o
  Crew: 29/7
  Special Rules: Interceptors 5
  Hull: 6
  Troops: 1
  In Service: 2233+
  Weapon
  Range
  Arc
  AD
  Special
  Quad Particle Array
  8
  F
  4
  Twin-Linked
  Quad Particle Array
  8
  P
  6
  Twin-Linked
  Quad Particle Array
  8
  S
  6
  Twin-Linked
  Pirocia Starbase  
   
   
   
   
   
  Battle
  The Abbai have a huge advantage through their advanced shield technology and this is very apparent in their starbases, which 
  are exceptionally well protected.  Though the starbase often has to rely on guard vessels to actually repel attackers, it is more than 
  capable of weathering heavy bombardment long enough for reinforcements to be brought into the system.
  Speed: —
  Damage: 700/350/175
  Craft: 6 Kotha ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 2, Command +1, Defence Network 8, Immobile, Interceptors 
  25, Space Station, Targets 3
  Hull: 5
  Troops: 20
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Combat Laser
  24
  —
  2
  AP, Beam, Precise
  Quad Particle Array
  15
  —
  8
  Twin-Linked
  119
  Abbai Matriarchy
  
  Shyarie-class Jammer Frigate  
   
   
    
  Patrol
  Lacking any offensive weaponry at all, the Shyarie is a ﬂeet support vessel with some amazing capabilities.  Sometimes used as a 
  scout, its main role is to ﬂy into enemy formations and completely disrupt their manoeuvres, throwing entire ﬂeets into disarray 
  at times.  
  Speed: 10
  Damage: 15/4
  Craft: None
  Turn: 2/45o
  Crew: 18/5
  Special Rules: Interceptors 3, Scout
  Hull: 5
  Troops: 1
  In Service: 2180+
  Weapon
  Range
  Arc
  AD
  Special
  Comms Disruptor
  15
  F
  5
  Super AP
  Comms Disruptor
  15
  A
  3
  Super AP
  Comms Disruptor
  15
  P
  4
  Super AP
  Comms Disruptor
  15
  S
  4
  Super AP
  Tiraca-class Attack Frigate 
   
   
   
   
    
  Patrol
  Hailing back to the days of the Dilgar War, the Tiraca combines a combat 
  laser with quad particle arrays to provide a broad range of armament capable 
  of defeating many enemies.  Still in production among the shipyards of Abba, 
  many older examples can be found in the ﬂeets of lesser League worlds and 
  Raider groups.
  Speed: 9
  Damage: 19/4
  Craft: None
  Turn: 2/45o
  Crew: 25/5
  Special Rules: Interceptors 2
  Hull: 4
  Troops: 1
  In Service: 2231+
  Weapon
  Range
  Arc
  AD
  Special
  Combat Laser
  12
  F
  1
  AP, Beam, Precise
  Quad Particle Array
  8
  F
  5
  Twin-Linked
  Quad Particle Array
  8
  P
  4
  Twin-Linked
  Quad Particle Array
  8
  S
  4
  Twin-Linked
  Bisaria-class Escort Frigate (Tiraca Variant) 
    
  Patrol
  Though common in Abbai ﬂeets, their Ship-Mothers have never been fond of the warlike nature of the Tiraca and so variants 
  such as the Bisaria have begun to ﬁnd favour.  Replacing the crude combat laser with an advanced comms disruptor, canny Abbai 
  Ship-Mothers can often confuse an enemy long enough to make a quick withdrawal and avoid battle altogether.
  Speed: 9
  Damage: 19/4
  Craft: None
  Turn: 2/45o
  Crew: 25/5
  Special Rules: Interceptors 2
  Hull: 4
  Troops: 1
  In Service: 2235+
  Weapon
  Range
  Arc
  AD
  Special
  Comms Disruptor
  15
  F
  4
  Super AP
  Quad Particle Array
  8
  F
  5
  Twin-Linked
  Quad Particle Array
  8
  P
  4
  Twin-Linked
  Quad Particle Array
  8
  S
  4
  Twin-Linked
  120
  Abbai Matriarchy
  
  Campaigns: Refits and Other Duties
  Abbai Matriarchy Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Abbai Matriarchy Reﬁts
  2d6
  Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the ship already 
  possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice reduced by half 
  (rounding up) +1.
  4
  Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If Interceptors are 
  not present, the ship gains Interceptors 1.  This may only be applied once.
  5
  Enhanced Gravitic Shields: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If Interceptors are not 
  present, the ship gains Interceptors 1.  This may only be applied once.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this extra 
  range, halve the number of AD used (rounding down).
  7
  Comms Disrupter: The ship gains a single Comms Disruptor in the Fore arc with a Range of 15, 1 AD and the Super AP trait. See 
  the Bisaria for details on how the comms disruptor works.
  8
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait.  This may 
  only be applied once.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Supercharged Thrusters: The ship gains a +2 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a hanger and a Kotha ﬂight, regardless of whether it possesses one already or not.
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Abbai Matriarchy Duties
  2d6
  Other Duty
  2
  Peace Summit: In a ground-breaking diplomatic mission, the diplomats on board this ship are able to temporarily halt all hostilities 
  in this war.  During the next campaign turn, no ﬂeet may attack another, though they may claim any Strategic Targets that have not 
  yet been taken.
  3
  New Ship-Mother: A new Ship-Mother takes command of the vessel – a highly decorated, even legendary Ship-Mother.  Once per 
  battle, the ship may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all effects 
  of both Special Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come 
  About! action (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither invalidates the other, 
  effectively allowing the ship to run silent at full speed.
  4
  Diplomatic Mission: Abbai diplomats on board this ship have convinced a neutral government to help them in the current conﬂict. 
  The Abbai ﬂeet will now receive a bonus 1d6 RR points every turn as they take secret funds from their new allies.
  5
  Matriarch: A well-respected Matriarch arrives on this ship to oversee operations.  Dedicated to their leader, the crew will never 
  surrender their vessel in battle.
  6
  Veteran Defence Technicians: A group of well-trained and experienced defence technicians are transferred to this ship.  You may re-
  roll any failed Interceptor rolls this ship uses in battle.
  7
  Peace Treaty: The ship is instrumental in ferrying a diplomat to a representative of one of the governments you are currently ﬁghting 
  and a brief truce is arranged.  Pick one enemy ﬂeet.  In the next campaign turn, they may not attack you, nor may you attack them.
  8
  Veteran Engineers: The elite engineering crew of another ship have volunteered to serve aboard this vessel.  Add a +1 bonus to any 
  Crew Quality checks made during Damage Control. This may only be applied once.
  9
  Graceful Withdrawal: If you have not lost a Strategic Target this turn, roll again.  This ship is sent to the scene of disaster, where 
  your ﬂeet has been forced out of a Strategic Target.  After intense negotiations, you convince your enemy to allow your civilians and 
  warships to leave the area peacefully.  You lose the Strategic Target as normal but will not suffer any penalty of RR points from the 
  loss.
  10
  Diplomatic Bargaining: Taking a team of diplomats into enemy territory, they make a strong argument for an enemy relinquishing 
  territory in the name of peace and harmony.  Pick an enemy ﬂeet.  Both players make a roll for Initiative, subtracting the number of 
  Strategic Targets they already hold.  If you win, the other player must give you one Strategic Target of his choice that he possesses, as 
  his ﬂeet succumbs to the diplomatic arguments you make.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately generate 
  a new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one 
  ship of your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Earth Alliance, Narn, 
  Minbari, Brakiri, Drazi, Vree, ISA or Centauri ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in 
  the campaign.
  121
  Abbai Matriarchy
  
  Brakiri 
  Syndicracy
  One of the founding fathers – 
  unintentionally – of the League of Non-
  Aligned Worlds, the Brakiri became one 
  of the most powerful and ﬁ nancially 
  inﬂ uential spacefaring governments in 
  the entire galaxy.  Through a series of 
  culturally signiﬁ cant incidents, they 
  went from primitive water clans in the 
  caverns of their desert homeworld of 
  Brakos to interstellar power brokers 
  capable of literally buying or selling 
  entire planets.
  Growing up in tribal-esque clans and 
  families to survive, the Brakiri were 
  consolidated under a strict code of 
  laws formed by a ‘radical thinker’ 
  named Brakir.  It was his Mandate that 
  outlined the creation and ruling of the 
  Syndicracy (which is why his name 
  posthumously became the derivative 
  of the nomenclature for the entire 
  species) and the basis of every dealing 
  the Brakiri have undertaken since.
  With laws and traditions based around 
  the gathering and application of power 
  over the weak, the Syndicracy forged a 
  society around the ideals that everyone 
  has a part to do – even if your part is 
  to serve in salt mine facilities and get 
  pushed around.  Strangely, with the 
  semi-communistic and pseudo-religious 
  views over Brakir’s Mandate the system 
  works for the Brakiri.  Even through a 
  dozen revolutions and ten times that 
  number in corporate takeovers, the 
  Syndicracy thrives.
  The Brakiri found the stars, like so 
  many, through the leftover Centauri 
  technologies scavenged from their 
  abandoned ﬂ eet remnants.  Leaving 
  behind dozens of ships after the Royal 
  Navy sounded the recall due to the 
  high cost of colonising a harsh desert 
  society, the Brakiri’s most powerful 
  water clans swooped in and quickly 
  became the conglomerate social core.  
  After the Mandate became a reality 
  the corporate powers – namely the Ak-
  Habil, Ly-Nakir, Pri-Wakat and the 
  Im-Rehsa – became the ever-evolving 
  council of power brokering controllers 
  called the Krona.
  The Krona immediately set their eyes 
  on the many other planets and moons 
  throughout their system, seeing the 
  opportunity to grow quickly into a 
  power to rival that of their former 
  conquerors.  The Brakiri shot out like 
  comets into their system, creating a 
  powerful network of resource colonies 
  and a relatively powerful expansion 
  ﬂ eet.  They found the Centauri’s 
  deactivated jumpgate and tested and 
  re-tested various disastrous theories on 
  how to use the strange device.  Then 
  one day, it opened – and the Abbai 
  came and discovered the Brakiri.
  Initially the two races had a great deal 
  in common to talk about – being 
  formerly threatened or controlled by 
  the Centauri, newly discovering races 
  other than their own and looking for 
  something better to solidify their role 
  as a galactic power.  The only problem 
  became extremely evident rapidly as 
  the two races discussed where to go 
  next.  The Abbai were looking for 
  growth through unity and protection 
  against others like the Centauri who 
  might lurk between the stars, while the 
  Brakiri learned a different lesson from 
  their former masters.  They learned 
  to look out for all that truly mattered 
  – themselves.
  They turned inward with the aid they 
  were begrudgingly given by the Abbai 
  and the growing collection of member 
  races in their ‘League of Worlds.’  Their 
  ﬂ eet grew in size and power, speciﬁ cally 
  based around the massive number of 
  simple gravitic generators salvaged from 
  their Centauri leftovers, which they 
  quickly turned into powerful weapons 
  and tools for their ﬂ eets’ use.
  During this time period of growth 
  and expansion, even amidst countless 
  boardroom civil wars and corporate 
  hostilities, the Brakiri ﬂ eet technologies 
  swelled into a considerable weapon.  
  Between their ability to come out on 
  top in any legal or ﬁ nancial arrangement 
  and their nearly instinctual knack at 
  proﬁ tability, they had amassed quite an 
  interstellar fortune of trade, arms and 
  power by the time the Dilgar made their 
  choice to strike into League space.
  After the Dilgar made their stagnating 
  push into Abbai space, the Brakiri 
  chose to exercise their new ships 
  and ‘end the conﬂ ict quickly.’  Their 
  powerful capital ships and gravitic 
  weaponry tore apart a small Dilgar ﬂ eet 
  on the boundaries of the Matriarchate 
  and the Brakiri had thought they had 
  struck a blow against the savage foe.  
  In fact, all they did was invite them 
  back to the Syndicracy to assault their 
  colonies and their worlds.  When the 
  Dilgar survivors returned to the main 
  ﬂ eet, they were sent a massive returning 
  assault ﬂ eet to make the Brakiri pay 
  for their meddling.  The Dilgar had 
  much more powerful weapons to their 
  advantage and smashed through the 
  meagre resistance forces they found.  
  Several colonies fell on their path 
  to Brakos – but not the homeworld 
  itself.  By the time the Earth Alliance 
  began to push the Dilgar back to their 
  failing homeworld, the Syndicracy had 
  122
  Brakiri Syndicracy
  
  suffered greatly from multiple viral 
  bombings and mass driver assaults 
  on many colonies.  The Dilgar were 
  defeated, but at a great cost.
  The Brakiri were once again back to 
  resetting shipyards for the crafting 
  of replacement vessels and new 
  technologies reverse-engineered from 
  Dilgar leftovers.  Learning a great deal 
  from their League brethren, they dove 
  inward again to repair losses and make 
  advancements for themselves.  When 
  the Earth Alliance got caught up into 
  their war with the Minbari, the Brakiri 
  used the chaos of the war to grab up 
  whatever pieces they could in the 
  wake.  Im-Rehsa salvage crews followed 
  behind major battles and picked up 
  several pieces here and there—some 
  of which lead to the most advanced 
  weaponry in the Brakiri arsenal.
  Older Brakiri military vessels used 
  Dilgar pulsar technology mixed liberally 
  with Centauri gravitic generators to 
  power most of their weapons.  Early 
  ships carried dozens of silicon-lenses 
  to focus gravitic bursts called graviton 
  pulsars, which used miniscule torrents 
  of ultra-high gravity to crush the hulls 
  of targets.  Although powerful, they 
  were always terribly short-ranged and 
  truly only efﬁcient against ﬁghters and 
  assault craft.  Using the same technology 
  as laser weapons which focus light at 
  great distances, the Brakiri created 
  the graviton beam.  Fitted to many 
  of their larger vessels (as the weapons 
  have a massive power draw) the beam is 
  capable of crushing hull armour for an 
  extended period of time, quite literally 
  drilling deeper into a target.
  It was the creation of the graviton beam 
  that forged the most recognisable hull 
  in the Brakiri ﬂeet.  The Avioki cruiser, 
  built separately and commonly by all 
  of the major companies in the Krona, 
  is the cornerstone of every ﬂeet that 
  leaves a Syndicracy starbase.  While 
  oddly shaped and expensive to create, 
  the Avioki is built for extremely long-
  ranged trips or hastily planned combat 
  jumps.  Each one is ﬁtted with jump 
  engines and alternate weapon-routed 
  power supplies to show up to any 
  situation equally ready to either run 
  from or battle whatever it might ﬁnd 
  there.  There are several variants of 
  the hull, each mainly employed by 
  whatever Krona company constructed 
  it, but the most common version brings 
  a deadly quartet of graviton beams to 
  its engagements.
  The Avioki and its brethren in the 
  Brakiri ﬂeet did well in the many 
  Raider and border engagements at the 
  precursor of the Shadow War, but when 
  the Shadows themselves began to lash 
  out in response to footage of their ships 
  on ISN, the Brakiri suffered.  Entire 
  ﬂeets fell to the might of the Ancient 
  vessels, cut apart in seconds by their 
  ultra-powerful weapons.
  It was the Brakiri who actually 
  witnessed the ﬁrst attacking Vorlon 
  ﬂeet in centuries when they were 
  called in to act on their behalf, saving 
  thousands of Brakiri crew in just 
  the few moments it took to thwart a 
  Shadow attack in progress.  They were 
  able to see ﬁrst hand and the survivors 
  came back to Brakos with dozens of 
  ﬂight recorders worth of information 
  on the Ancients’ electro-magnetic 
  and molecular weapons in action.  
  Sandwiched between tales of angelic 
  saviours and nightmare ships were real 
  facts on technology far beyond their 
  own.
  During the many other Shadow 
  attacks on allied ﬂeets, most of which 
  were drastic losses, the Brakiri began 
  a large and complex collection of 
  recordings of their engagements.  This 
  cost some conglomerates a great deal, 
  paying small fortunes for data crystals 
  containing seconds of Shadow footage.  
  This library of information showed 
  one major advantage beyond the 
  obvious arms difference – mobility.  
  Shadow ships were able to make even 
  the most agile Drazi ship look like a 
  box freighter with one dead engine.  
  In typical Brakiri fashion, they used 
  this information not to augment their 
  own engines’ capabilities, but instead 
  to create weapons against others’.  The 
  sum of their scheming was a direct-ﬁre 
  weapon called the grav-shifter, which 
  used waves of ﬂuctuating gravity to 
  buffet targeted vessels, altering their 
  course drastically and bringing the kind 
  of chaos the Shadows had sewn with 
  their ships with the push of a weapon 
  console button.
  Using 
  recordings 
  and 
  ﬁrst-hand 
  experiments, many of which were 
  disastrous but worthwhile, the Brakiri 
  technological 
  industries 
  discovered 
  a breakthrough.  Led mainly by the 
  underhanded scientists in the Pri-
  Wakat, the already impressive graviton 
  beam cannon was modiﬁed with as 
  much information on Shadow and 
  Vorlon weaponry they had researched.  
  The result was the awesome graviton 
  lance, a weapon with all the capabilities 
  of two graviton beams but better range 
  and a far greater energy output.  There 
  were many rumours that the lance had 
  its creation rooted with agents of the 
  Shadows in the Im-Rehsa Technologies 
  conglomerate, but no proof was ever 
  found before the Shadow War came 
  to a close and the true villains left the 
  galaxy forever.
  When the mysterious raids began along 
  League borders, the Brakiri fought hard 
  against their allies.  It seemed to them 
  like just another hostile takeover to 
  them and they would not hold back 
  against their own, let alone against 
  others.  It was bloody and expensive for 
  much of the League, especially with the 
  advances that set them above many of 
  their neighbours.  They fought ﬁercely 
  and tactically aggressive even though 
  many syndicrats on the Krona believed 
  the battles were somehow wrong but 
  could not cease the attacks as it might 
  be seen as exploitable weakness by 
  the rest of the League.  When it was 
  discovered who was the real source of 
  the attacks, the Brakiri were some of 
  the ﬁrst to point an accusatory ﬁnger at 
  the Centauri, if only to take the blame 
  for the fervour of their ‘defence’ of their 
  borders.  Staying out from under any 
  sort of negative press over the whole 
  ordeal, they openly passed on the Drazi 
  attack on Centauri Prime although 
  123
  Brakiri Syndicracy
  
  they secretly funded the re-armament 
  afterwards.
  Once Sheridan’s revolution against 
  President Clark had ended and the 
  League of Non-Aligned Worlds joined 
  the Interstellar Alliance, the Brakiri 
  went back to their own ways.  Using 
  their newly enhanced and powerful ﬂ eet 
  and the successes with reﬁ ning new ship 
  types like the Tashkat or the Corumai 
  dreadnought, the Brakiri became a 
  major power once more.  Policing their 
  own jump routes primarily, but lending 
  support when convenient elsewhere 
  to the rest of the Alliance, the Brakiri 
  ﬂ eets have become a common sight 
  throughout League space.  Several 
  smaller governments like the Cascor 
  or the Llort have found the deals and 
  arrangements set up by the Brakiri to 
  be helpful and proﬁ table, but also ﬁ nd 
  themselves getting swept into ﬁ nancial 
  and political machinations they never 
  intended – but have no rights to say so 
  after the fact.  The Brakiri are efﬁ cient 
  at covering their own investments and 
  often only lose them to other Brakiri or 
  outside mismanagement.  What cannot 
  be solved with a signature may need to 
  be enforced with one of their many 
  ‘asset detainment ﬂ eets.’
  Executive Fleet Generals have certain 
  protocols when involved in any combat 
  engagement, military or corporate.  
  These protocols are actually set by 
  ‘boardroom admirals’ who have rarely 
  ever seen a single conﬂ ict themselves 
  but have enough clout with the Krona 
  conglomerates to become ﬂ eet-level 
  decision making ofﬁ cials.  Some 
  protocols are direct contradictions 
  of others previously set but ofﬁ cially 
  amended or overturned by newer 
  versions.  One defence protocol might 
  call for ‘liberal use of an executive 
  general’s ﬂ agship to bring enemies 
  into range of planetary defences’ 
  while another could state ‘long-ranged 
  support is paramount to keep enemy 
  craft as far away from expensive defence 
  grid orbitals’, obviously causing some 
  great confusion should both attempted 
  to be applied by the same ﬂ eet.  Most 
  hardened veterans in the Brakiri ﬂ eet 
  laugh off some of the most inane of 
  these protocols in order to effectively 
  combat their enemies, only paying lip 
  service to them whilst under corporate 
  reviews.  A handful of Avioki cruisers 
  staggered around a single Tashkat can 
  decimate a single target every few 
  seconds if organised enough to do so, 
  which is why ﬂ eets backed by a single 
  company sponsor are far more battle-
  effective than merger ﬂ eets.  It is always 
  a worry for one captain to determine 
  if letting a competitor’s vessel get 
  destroyed is worth the risk it means to 
  his own.
  A typical combat engagement (barring 
  ridiculous ﬂ eet-level protocols) will 
  vary depending on the ﬂ eet’s makeup, 
  but some constants remain true from 
  one executive general to the next.  The 
  Brakiri unlocked a great potential in 
  their longer ranged graviton beams 
  and lances, and a combined effort 
  of a few larger warships can tear an 
  opponent apart long before they ever 
  close to other weapons’ ranges.  This 
  tactic is similar to what the Brakiri saw 
  the Minbari were capable of during 
  the Earth/Minbari War, but without 
  jammers or the higher technologies 
  of the older race the Brakiri are less 
  efﬁ cient at it, requiring twice as many 
  warships to do the same amount of 
  damage in as little time.
  Always looking to minimise losses, 
  Brakiri ﬂ eets work very well with 
  support craft requested from other 
  League allies.  It is very common for a 
  high-end governmental business deal 
  to include clauses and de facto catches 
  that require business partners to join in 
  picket ﬂ eets and conﬂ ict engagements, 
  sometimes at a great cost to the agreeing 
  government.  Particularly fond of Drazi 
  tactics, which often include rushing 
  straight at an enemy with guns blazing, 
  Brakiri executive generals gladly play 
  rear support, giving them ample time to 
  retreat should the battle go sour.  This 
  might leave their allies behind, but it 
  saves millions of credits in starship 
  parts and repairs.
  The most underestimated weapon in 
  the Brakiri arsenal is the grav-shifter.  
  Brakiri vessels are not known for 
  their agility or speed and the majority 
  of their losses come not from being 
  outgunned, but outmanoeuvred.  The 
  shifter allows the Brakiri ﬂ eet to disrupt 
  enemy tactics and cause massive vessels 
  that are difﬁ cult to set into position to 
  go off course, or worse, collide with 
  other ships or debris.  Crafty generals 
  will try to target a ship’s steering 
  thrusters or main power engines before 
  attacking with a grav-shifter, sending 
  the damaged ships careening away 
  while they struggle to regain control 
  over their unwilling retreating vessel.
  Although the Brakiri are not crack pilots 
  and battle each other as often as they do 
  an outside danger, they are a powerful 
  governmental force in the League and 
  the Interstellar Alliance.  It is rumoured 
  they were powerful enough at one time 
  to actually purchase a large portion of 
  Babylon 5 for one of their holy days, 
  which is a feat ﬁ nancially unknown 
  in the galaxy before or since.  They go 
  where they need to, they buy what they 
  have to and they ﬁ ght when they feel 
  they can come out on top.  They would 
  rather ﬁ ght an enemy with memos, 
  credits and blame but are just as happy 
  using gravitons, cannons and ﬂ ame!
  124
  Brakiri Syndicracy
  
  Brakiri Initiative: +0
  The Brakiri 
  Syndicracy 
  Fleet List
  The following forms the entire ﬂ eet list 
  for the Brakiri Syndicracy.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Falkosi Wing (4 ﬂ ights)
  Priority Level: 
  Skirmish
  Brikorta-class light carrier
  Ikorta-class light assault cruiser
  Priority Level: 
  Raid
  Batrado-class armed transport
  Halik-class frigate
  Haltona-class frigate
  Priority Level: 
  Battle
  Avioki-class heavy cruiser
  Brokados-class battle carrier
  Kaliva-class lance cruiser
  Priority Level: 
  War
  Takata-class mine cruiser
  Tashkat-class advanced cruiser
  Space Stations
  Alykent Guardpost
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Falkosi 
  ﬂ ights may replace any number of 
  them for Breaching Pods.  Breaching 
  Pods swapped in this way will carry 
  a Troop from the ship – they do not 
  include Troops of their own in the way 
  Breaching Pod Wings do.
  Brakiri 
  Syndicracy 
  Fleet Special 
  Rules
  The following special rules apply to all 
  Brakiri Syndicracy ﬂ eets.
  Pack Rats: Wherever there is a deal to 
  be made, you can be sure that a Brakiri 
  entrepreneur has already got there ﬁ rst.  
  In campaign games, whenever a ship 
  from any other ﬂ eet makes a roll on 
  their Reﬁ ts table, the Brakiri ﬂ eet gains 
  1 RR point.  Somewhere down the 
  line, a Brakiri corporation is making 
  money from the war, no matter who is 
  winning.
  125
  Brakiri Syndicracy
  
  Alykent Guardpost 
   
   
   
   
   
   
  Battle
  Though a larger station is planned by the Syndicracy, the Alykent remains the standard for Brakiri orbital construction.  Each 
  guardpost is capable of protecting an entire world and is used to keep troops and equipment at combat-readiness, as well as 
  reﬁtting and resupplying warships.  Though it has relatively weak armament, the Alykent has formidable defences and can 
  withstand a great deal of punishment before being destroyed.
  Speed: —
  Damage: 600/300/150
  Craft: 10 Falkosi ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 4, Command +1, Defence Network 8, Immobile, Interceptors 
  12, Space Station, Targets 3
  Hull: 5
  Troops: 30
  In Service: 2198+
  Weapon
  Range
  Arc
  AD
  Special
  Grav Cannon
  24
  —
  4
  Precise, Super AP
  Graviton Pulsar
  18
  —
  6
  AP
  Avioki-class Heavy Cruiser 
   
   
   
   
   
   Battle
  Beyond the boundaries of League space, it is the Avioki that will be 
  the most commonly encountered Brakiri warship.  Featuring slow-
  ﬁring graviton beams as its primary armament, previous variants of 
  this hull were found to quickly fall prey to massed Raider attacks. 
  The addition of multiple arrays of graviton pulsars soon gave any 
  ambitious group of Raiders a very nasty surprise.  Jump capable, the 
  Avioki is extremely well-armoured but it lacks the heavy knock-out 
  punch of similar ships in this class.
  Speed: 6
  Damage: 64/10
  Craft: None
  Turn: 1/45o
  Crew: 68/10
  Special Rules: Jump Point
  Hull: 6
  Troops: 4
  In Service: 2250+
  Weapon
  Range
  Arc
  AD
  Special
  Graviton Beam
  18
  F
  8
  Beam, Double Damage, Slow-Loading
  Graviton Pulsar
  12
  F
  10
  AP
  Graviton Pulsar
  12
  P
  4
  AP
  Graviton Pulsar
  12
  S
  4
  AP
  Gravitic Bolt
  3
  T
  4
  Anti-Fighter, Weak
  Batrado-class Armed Transport (Avioki Variant)  
   Raid
  It is not unusual for badly damaged Brakiri warships to be bought form the military by large corporations with an eye for a 
  good bargain and the ability to keep their long-ranged shipping safe.  The Batrado, based on an Avioki hull, is typical of these 
  conversions.  The damaged armour is patched, disabled weaponry removed and large cargo holds created in their place.  The 
  resulting ship is an exceptionally well-defended transport though corporations are often concerned when they are requisitioned 
  back into the military during times of war.
  Speed: 6
  Damage: 64/10
  Craft: None
  Turn: 1/45o
  Crew: 68/10
  Special Rules: Jump Point
  Hull: 5
  Troops: 1
  In Service: 2238+
  Weapon
  Range
  Arc
  AD
  Special
  Graviton Pulsar
  12
  F
  6
  AP
  Graviton Pulsar
  12
  A
  2
  AP
  Graviton Pulsar
  12
  P
  4
  AP
  Graviton Pulsar
  12
  S
  4
  AP
  Gravitic Bolt
  3
  T
  4
  Anti-Fighter, Weak
  126
  Brakiri Syndicracy
  
  Kaliva-class Lance Cruiser (Avioki Variant)  
   
   Battle
  Built to carry the newly developed gravitic lances into battle, there are many ﬂeet commanders anxious to see how the Kaliva 
  performs.  The new lances are designed to focus Brakiri gravitic technology across incredible distances.  The focussed nature of 
  these weapons allows them to blast through multiple layers of armour to cause tremendous damage.  It is not unknown for a ship 
  to be completely penetrated, from port to starboard, by a lance shot.
  Speed: 6
  Damage: 64/10
  Craft: None
  Turn: 1/45o
  Crew: 68/10
  Special Rules: Jump Point
  Hull: 6
  Troops: 4
  In Service: 2260+
  Weapon
  Range
  Arc
  AD
  Special
  Gravitic Lance
  35
  F
  4
  Super AP, Triple Damage
  Graviton Beam
  18
  F
  4
  Beam, Double-Damage, Slow-Loading
  Graviton Pulsar
  12
  F
  6
  AP
  Graviton Pulsar
  12
  A
  2
  AP
  Graviton Pulsar
  12
  P
  6
  AP
  Graviton Pulsar
  12
  S
  6
  AP
  Gravitic Bolt
  3
  T
  4
  Anti-Fighter, Weak
  Breaching Pod 
   
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma Cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, 
  gaining entry for the troops carried on board.
  Speed: 6
  Hull: 6
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2211+
  Brokados-class Battle Carrier  
   
   
   
   Battle
  A strange blend of technologies that often causes EarthForce 
  Captains to dismiss it as a threat, the Brokados was actually 
  modelled on the capabilities of the Omega heavy destroyer. 
  In practice, it operates quite differently, as the Brakiri mindset 
  demonstrably perceives things differently from humans.  In 
  general, the Brokados has good all round weaponry, though its 
  rear-racing ﬁrepower is lamentable and its armour is not as thick 
  as the Earth ship.
  Speed: 6
  Damage: 72/12
  Craft: 4 Falkosi ﬂights
  Turn: 1/45o
  Crew: 75/12
  Special Rules: Carrier 2, Command +1, Fleet Carrier, Interceptors 1, Jump Point
  Hull: 5
  Troops: 4
  In Service: 2254+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Laser Cannon
  20
  B
  2
  AP, Beam, Double Damage
  Graviton Pulsar
  12
  F
  6
  AP
  Graviton Pulsar
  12
  A
  2
  AP
  Graviton Pulsar
  12
  P
  6
  AP
  Graviton Pulsar
  12
  S
  6
  AP
  Gravitic Bolt
  3
  T
  4
  Anti-Fighter, Weak
  127
  Brakiri Syndicracy
  
  Falkosi Light Interceptor  
   
   
   
  Patrol (Wing)
  Nicknamed the ‘ﬂ amer’ by EarthForce ﬁ ghter pilots, the Falkosi retains a good degree of mobility by was designed primarily as 
  a ﬂ eet interceptor.  Using its great speed, it can rapidly close with any enemy, massing with other ﬂ ights to ward off any attacks 
  on capital ships.  Though carried on board the Brokados, it is not unusual to see ﬂ ights of Falkosi operating on their own within 
  Brakiri space.
  Speed: 16
  Troops: —
  Turn: SM
  Dogﬁ ght: +0
  Hull: 3
  Craft: —
  Damage: —
  Special Rules: Dodge 2+, Fighter
  Crew: —
  In Service: 2228+
  Weapon
  Range
  Arc
  AD
  Special
  Light Gravitic Bolt
  2
  T
  1
  AP
  Halik-class Frigate 
   
   
   
   
   
   
   Raid
  Designed purely as an escort for both military and 
  merchant shipping, the Halik is a formidable mobile 
  space-borne fortress.  Able to tackle ﬁ ghters and other 
  escorts with ease, Captains will leave larger craft to the 
  military vessels they escort knowing they cannot afford 
  to go toe-to-toe with frontline warships.
  Speed: 8
  Damage: 36/8
  Craft: None
  Turn: 2/45o
  Crew: 42/8
  Special Rules: None
  Hull: 5
  Troops: 3
  In Service: 2250+
  Weapon
  Range
  Arc
  AD
  Special
  Graviton Pulsar
  12
  F
  10
  AP
  Graviton Pulsar
  12
  A
  10
  AP
  Graviton Pulsar
  12
  P
  8
  AP
  Graviton Pulsar
  12
  S
  8
  AP
  Gravitic Bolt
  3
  T
  6
  Anti-Fighter, Weak
  Haltona-class Frigate (Halik Variant) 
   
   
   
   Raid
  The Haltona was an attempt to give the Halik some long-ranged ﬁ repower, allowing it to engage enemy ﬂ eets alongside vessels 
  such as the Avioki – this allowed them to continue covering the rest of the ﬂ eet from ﬁ ghter attack while adding to the weight of 
  ﬁ re against the enemy.  While it is successful in this, there are some who point out that it no longer completely fulﬁ ls the task for 
  which the hull was ﬁ rst designed.  In practice, this comes down to a choice of ﬁ ghting style in the Admiral.
  Speed: 8
  Damage: 36/8
  Craft: None
  Turn: 2/45o
  Crew: 42/8
  Special Rules: None
  Hull: 5
  Troops: 3
  In Service: 2257+
  Weapon
  Range
  Arc
  AD
  Special
  Graviton Beam
  18
  F
  6
  Beam, Double-Damage, Slow-Loading
  Graviton Pulsar
  12
  F
  4
  AP
  Graviton Pulsar
  12
  A
  2
  AP
  Graviton Pulsar
  12
  P
  4
  AP
  Graviton Pulsar
  12
  S
  4
  AP
  Gravitic Bolt
  3
  T
  2
  Anti-Fighter, Weak
  128
  Brakiri Syndicracy
  
  Ikorta-class Light Assault Cruiser   
   
   
  Skirmish
  One of the largest ships in the galaxy capable of making an atmospheric 
  landing on a planet, the Ikorta is dedicated to making ground assaults.  As 
  well as a veritable legion of troops on board, the Ikorta also carries enough 
  weaponry to ensure it can travel safely through most defensive lines.
  Speed: 8
  Damage: 22/6
  Craft: None
  Turn: 1/45o
  Crew: 24/7
  Special Rules: Interceptors 2, Shuttles 3
  Hull: 5
  Troops: 10
  In Service: 2198+
  Weapon
  Range
  Arc
  AD
  Special
  Grav Cannon
  18
  F
  2
  Precise, Super AP
  Graviton Pulsar
  12
  F
  6
  AP
  Graviton Pulsar
  12
  A
  2
  AP
  Graviton Pulsar
  12
  P
  4
  AP
  Graviton Pulsar
  12
  S
  4
  AP
  Gravitic Bolt
  3
  T
  2
  Anti-Fighter, Weak
  Brikorta-class Light Carrier (Ikorta Variant) 
  Skirmish
  Less common than the Ikorta, as it is often superseded by the Brokados, this variant still holds some value in transporting ﬂ ights 
  to a war zone.  While it is no longer required to breach planetary defences, the role of a ﬂ eet carrier often requires it to stand 
  against light warships on an equal footing.  To this extent, the grav cannon are replaced with more versatile laser cannon.
  Speed: 8
  Damage: 22/6
  Craft: 2 Falkosi ﬂ ights
  Turn: 1/45o
  Crew: 24/7
  Special Rules: Carrier 2, Interceptors 2
  Hull: 5
  Troops: 2
  In Service: 2232+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Laser Cannon
  20
  F
  2
  Precise, Super AP
  Graviton Pulsar
  12
  F
  4
  AP
  Graviton Pulsar
  12
  A
  2
  AP
  Graviton Pulsar
  12
  P
  3
  AP
  Graviton Pulsar
  12
  S
  3
  AP
  Gravitic Bolt
  3
  T
  2
  Anti-Fighter, Weak
  129
  Brakiri Syndicracy
  
  Tashkat-class Advanced Cruiser 
   
   
   
   
  War
  The most advanced (and likely the most expensive) 
  ship in League space, the Tashkat draws together 
  the sum total of Brakiri experience in warship 
  architecture.  There are relatively few in service, due 
  mostly to their sheer expense, but the deployment 
  of the Tashkat has gained the attention of the major 
  races.  The graviton beam can match the heavy lasers 
  of Earth in raw hitting power, though they are slower 
  to recharge, while the amazing gravitic shifters can 
  actually disrupt an enemy ﬂeet, breaking it apart 
  before it can launch a concerted attack.
  Speed: 8
  Damage: 78/12
  Craft: None
  Turn: 2/45o
  Crew: 80/12
  Special Rules: Interceptors 5, Jump point
  Hull: 6
  Troops: 5
  In Service: 2252+
  Weapon
  Range
  Arc
  AD
  Special
  Graviton Shifter
  6
  F
  —
  Gravitic Shifter
  Graviton Shifter
  6
  F
  —
  Gravitic Shifter
  Graviton Beam
  24
  F
  8
  AP, Beam, Double-Damage, Slow-Loading
  Graviton Pulsar
  12
  F
  10
  AP
  Graviton Pulsar
  12
  A
  6
  AP
  Graviton Pulsar
  12
  P
  10
  AP
  Graviton Pulsar
  12
  S
  10
  AP
  Gravitic Bolt
  3
  T
  6
  Anti-Fighter, Weak
  Takata-class Mine Cruiser (Tashkat Variant) 
   
  War
  Still ofﬁcially classed as an experimental vessel, the Takata has been designed to carry the new gravitic mines into battle.  Based, 
  in concept at least, on the Narn energy mine, they are less powerful but quicker to recycle making them more versatile in war.  
  Other than this, the Takata retains the formidable ﬁrepower of the Tashkat on which it was based, making it a formidable warship 
  to face.
  Speed: 10
  Damage: 78/12
  Craft: None
  Turn: 2/45o
  Crew: 80/12
  Special Rules: Interceptors 5, Jump point
  Hull: 6
  Troops: 5
  In Service: 2264+
  Weapon
  Range
  Arc
  AD
  Special
  Gravitic Mine
  30
  F
  4
  Energy Mine
  Gravitic Mine
  30
  F
  4
  Energy Mine
  Gravitic Mine
  30
  F
  4
  Energy Mine
  Gravitic Mine
  30
  F
  4
  Energy Mine
  Graviton Pulsar
  12
  F
  10
  AP
  Graviton Pulsar
  12
  A
  6
  AP
  Graviton Pulsar
  12
  P
  10
  AP
  Graviton Pulsar
  12
  S
  10
  AP
  Gravitic Bolt
  3
  T
  6
  Anti-Fighter, Weak
  130
  Brakiri Syndicracy
  
  Campaigns: Refits and Other Duties
  Brakiri Syndicracy Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Brakiri Syndicracy Reﬁts
  2d6
  Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the ship already 
  possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice reduced by half 
  (rounding up) +1.
  4
  Miniature Gravitic Mine: The Syndicracy has worked hard to miniaturise the revolutionary gravitic mine and is now ready to start 
  ﬁtting experimental units to certain vessels.  The ship gains a new Miniature Gravitic Mine with a Range of 20, Fore arc, 4 AD, and 
  the Energy Mine traits.  This may only be applied once to one ship in the entire ﬂeet.
  5
  Enhanced Gravitic Shields: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If Interceptors are not 
  present, the ship gains Interceptors 1.  This may only be applied once.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this extra 
  range, halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 6 AD.  It gains an additional 2 AD.  This may only be applied 
  once per weapon system.
  8
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait.  This may only 
  be applied once.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Supercharged Thrusters: The ship gains a +2 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a hanger and a Falkosi ﬂight, regardless of whether it possesses one already or not.
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Brakiri Syndicracy Duties
  2d6
  Other Duty
  2
  Contact Made: A diplomatic mission to the local Raiders has paid off well.  You may immediately add one Raider ship (or wing) of 
  your choice of Skirmish or lower Priority level to your ﬂeet roster.
  3
  New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain.  Once per battle, the ship 
  may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all effects of both Special 
  Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come About! action 
  (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither invalidates the other, effectively allowing 
  the ship to run silent at full speed.
  4
  Withdrawal of Funding: The ship’s Captain uses his inﬂuence with various Brakiri Corporations to target the home forces of an 
  enemy ﬂeet.  By manipulating the target’s home money markets and investments, the ﬂeet in this system ﬁnds itself suddenly short of 
  resources.  Choose one enemy ﬂeet.  It immediately loses 2d6 RR points.
  5
  Orders From the Corporation: The ship’s Captain receives highly classiﬁed orders from his corporation, which must be followed 
  to the letter for the highest possible proﬁt.  Double any Victory Points earned by this ship (and this ship alone) for the rest of the 
  campaign.
  6
  Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship.  Increase the Crew Quality of one on board Fighter 
  ﬂight to 6.
  7
  More Funding: The ship’s exploits have become well known throughout the Syndicracy, attracting investment and funding.  The 
  entire ﬂeet immediately gains 2d6 RR points.
  8
  Veteran Engineers: The elite engineering crew of another ship have volunteered to serve aboard this vessel.  Add a +1 bonus to any 
  Crew Quality checks made during Damage Control. This may only be applied once.
  9
  Day of the Dead: A major religious festival has arrived and your entire ﬂeet is in worship.  You may not attack any Strategic Targets 
  in your next campaign turn.  However, if any other ﬂeet dares to interrupt your people’s devout activities, then a Holy War will be 
  declared against them.  If you are attacked during this turn, you will be able to use an extra Fleet Allocation Point in every scenario you 
  ﬁght against the attacking ﬂeet for the rest of the campaign.  The Day of the Dead may only happen once in a campaign – roll again 
  if you have already had this happen.
  10
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from his main 
  force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points available.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately generate a 
  new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one ship of 
  your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Earth Alliance, Narn, Minbari, Abbai, 
  Drazi, Vree, ISA or Centauri ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in the campaign.
  131
  Brakiri Syndicracy
  
  Drazi Freehold
  Possibly the most controversial 
  species in the League of Non-Aligned 
  Worlds, the Drazi are single-handedly 
  responsible for well over a hundred 
  border conﬂ icts, political wars and 
  acts of otherwise aggression since their 
  admittance to the organisation.  They 
  can be relied on to always jump to the 
  short conclusion, be the ﬁ rst to swing 
  punches and to bring warships to bear 
  on what would be an otherwise peaceful 
  moment.  There is no such thing as a 
  peaceful Drazi, unless you count the 
  dead!
  Drazi as a race are driven instinctually to 
  be aggressive hunters, ready to pounce 
  on any scrap of prey that can be found 
  on their harsh homeworld of Zhabar.  
  Evolving as they did, it was the only 
  way to ensure survival when so many 
  of your peers wanted to crowd you out 
  of the gene pool.  They are thick-scaled 
  warriors with stout frames and strong 
  muscles.  Growing up in Drazi society 
  there is only one skill that will deﬁ ne all 
  others – the ability to ﬁ ght.
  The core of their society is truly based 
  on martially defeating those around you.  
  As a child it earns respect and better 
  schooling (which is odd, considering 
  a Drazi could battle his way to better 
  grades should he choose to).  As an 
  adolescent it gains him a role in society.  
  As an adult it wins him a mate, and the 
  rights to breed over others in the same 
  area.  Overall, nothing is unattainable 
  for the Drazi with the hardest punches 
  and the strongest jaw.  Just as the Brakiri 
  have money and the Abbai have voting, 
  the Drazi have combat.
  The Freehold itself was based around 
  this idea and Drazi colonies and 
  outposts are in a constant shift of 
  political control and martial law, 
  something that is very common in Drazi 
  communities.  These everyday battles 
  in Freehold space are rarely deadly, 
  and rarely even paid much attention 
  to.  Only extremely important duels or 
  challenges might be scrutinised, even 
  going as far as televising the details.  
  This almost always fuels riots in the 
  streets as one side’s supporters begin 
  to mix with the other.  Inherently pack 
  creatures, they battle like this to ﬁ ll the 
  void that civilisation opened in their 
  instincts.  When the dust clears and the 
  few inﬁ rm or inept combatants have 
  been removed, the society is stronger 
  and tighter knit than before.  The weak 
  fall away to leave the strong and capable 
  in power.
  The Drazi have a strictly deﬁ ned yet 
  loosely enforced government called 
  the Shadak.  With literally thousands 
  of gorsha (governors) speaking for 
  the dozens of inhabitable worlds in 
  the Freehold, very little is decided 
  with debate or conversation.  Even 
  political matters are often decided 
  with one politician standing over the 
  unconscious body of the other.  This 
  chaos is why many of the gorsha do 
  what they want when they want to, 
  only defending their actions if caught 
  in the act.  After all, if they were able to 
  get away with it, the other gorsha were 
  not doing as good a job as they were.  If 
  the rest of the Shadak chooses to, they 
  could punish the offending gorsha, but 
  rarely do.  Strength of cunning can 
  almost be just as important as strength 
  of arms – almost.
  From its earliest times the Drazi 
  society based itself on packs attacking 
  other packs for food, shelter and the 
  afﬁ rmation of ones’ beliefs.  One of 
  its oldest and most revered traditions, 
  the Dro’hannan, came from the ﬁ rst 
  species wide battle ever waged by the 
  budding Drazi race.  Green-scaled 
  Drazi evolved from the more temperate 
  portions of Zhabar.  Purple-scaled 
  Drazi hailed from higher-radiation 
  levelled equatorial gene pools.  When 
  originally one met the other, they 
  instinctively sought to claim the other’s 
  pack.  The result was a world literally 
  divided into two camps, the Green and 
  the Purple.  The Green was victorious, 
  and the Purple was scoured from 
  Zhabar forever.  It was a great shame 
  for the victorious Drazi, who killed 
  half their race over an argument of the 
  least of reasons.  From that point on, 
  to remember the errors they made, the 
  Drazi would split their packs into two 
  sides, the Green and the Purple.
  This constant dichotomy and conﬂ ict 
  amongst their own kind forced a 
  strange competitive force between 
  Drazi packs, which evolved into a 
  strong will to grow faster than their 
  peers.  Technology became a tool of 
  debate, and whatever side took the 
  next leap became more inﬂ uential than 
  the others until something would come 
  by and leave them behind.  Calling this 
  period of rapid and ceaseless growth 
  the Tempering Era, the Drazi created 
  new sciences and put each one to the 
  test.  Everything they created began 
  as a weapon and then slowly fell into 
  other non-martial roles.  Even with the 
  creation of deadly weapons, the Drazi 
  remembered the folly of the Green and 
  the Purple and decision-making battles 
  were nearly always pugilistic rather 
  than lethal in nature.
  Then they invented space travel.  
  The light from the sun and stars 
  was a very large part of most Drazi 
  religious beliefs, hence why someone 
  sees brilliant lights when struck in the 
  head is the basis of an entire monastic 
  order, so the exploration of where they 
  reside was paramount.  Within thirty 
  years the Drazi had walked upon other 
  planets and launched a number of 
  longer-ranged explorer ships into the 
  void to ﬁ nd more.  Space was good to 
  the Drazi, and they never turned away 
  from it.
  It did bring a completely new style 
  of warfare with it, as ﬁ stﬁ ghts and 
  132
  Drazi Freehold
  
  proper challenges were impossible 
  in the vacuum of space.  Debates 
  and arguments quickly went to the 
  weapons consoles, and thousands of 
  Drazi would die in an instant.  If it was 
  one thing Drazi were good at, it was 
  weapon design and use, which is still 
  seen in their craft today.
  Discovering particle acceleration as a 
  weapon far before ﬁguring that it could 
  be used in any other ﬁeld, Drazi arms 
  generally are based around the simple-
  yet-effective particle gun.  Small, easy 
  to operate and efﬁcient for the amount 
  of power they use, particle guns and 
  cannons make up a great deal of the 
  Drazi ﬂeet armament.  They have 
  found several ways to modify, augment 
  or enhance its effects a dozen times 
  over.  From particle streaming repeaters 
  to high-impact heavy cannon beams, 
  Drazi vessels prefer particle technology 
  to even the highly efﬁcient laser.  Other 
  forms of attack use too much energy, 
  drawing away necessary thrust from 
  engines – which is the second basis of 
  any Drazi vessel!
  Good and powerful engines are 
  a necessity in any Drazi warship 
  (which includes half of their ‘civilian’ 
  transportation as well) as it is Drazi 
  tradition to run headlong at an enemy 
  in order to best it.  While not the 
  soundest of space combat practices, 
  Drazi ships are fast and agile as a result.  
  They can rush into an engagement 
  with weapon systems hot, drawing very 
  little energy from their superheated 
  plasma core engines.  With an external 
  solar gathering surface and enough 
  heat sinks and exhaust ports to vent off 
  excess radiation (not that many Drazi 
  mind a little now and again, it reminds 
  them of home), the superstructure of 
  most Drazi ships suffer slightly to make 
  room for weapons and their necessary 
  energy supplies.  Any Drazi war captain 
  will tell you, ‘it is better to have an extra 
  cannon or three to kill an opponent 
  with than even a dozen bulkheads to 
  shelter you from his attack.  A dead 
  enemy cannot strike you.’
  When the Drazi eventually located and 
  activated their local jumpgate, they 
  were astounded to ﬁnd that they were 
  not alone in the universe, as so many 
  of their old religions had said.  Upon 
  ﬁnding others, the Drazi were shocked 
  to see how far behind in technology 
  they truly were in comparison.  With 
  races like the Hyach and the Abbai ﬁrst 
  greeting them with open arms, both of 
  which the Drazi fought against initially 
  until an armistice could be reached, the 
  Drazi hungered for advancement.  For 
  two hundred years the Drazi found and 
  fought against dozens of young races.  
  Like it is in their own societies, after 
  a ﬁght in which two sides are bitter 
  enemies is done the two can become 
  allies and work together until the next 
  time and so the Drazi made few friends 
  but several partners.  After swooping 
  in and cleaning up the spoils of the 
  Centauri/Orieni conﬂict, the Drazi felt 
  satisﬁed as an armada to shake hands on 
  a galactic scale and joined the Abbai’s 
  strange new League of Worlds – only 
  after demanding the name be changed 
  to show their sovereignty of course.
  By the time the Dilgar came to the 
  League with war on their minds, the 
  Drazi had made a name for themselves 
  as the leading military might of the 
  League of Non-Aligned Worlds.  This 
  is why they suffered the initial and 
  most devastating attacks by the whole 
  of the Dilgar ﬂeet when the war began.  
  For a withering four years the Freehold 
  lost ground against the more advanced 
  Dilgar.  It had gotten bad enough by 
  the end of the war that the Shadak 
  was actually in discussion over joining 
  forces with the Dilgar to stave off their 
  attacks when the Earth Alliance joined 
  the fray and essentially won the war.
  Gladly accepting help from their 
  League neighbours and using a great 
  deal of what the Dilgar had left behind, 
  the Drazi rebuilt.  It was a time to 
  regenerate losses, and watch their 
  borders for anyone else sweeping in 
  to take advantage of their weakened 
  state – which is exactly what they 
  would have done if it were not for 
  their limping military at that point.  
  Advances came in the form of jump-
  capable ships and larger framed war 
  cruisers like the Stormfalcon, and the 
  invention of the savagely powerful 
  solar cannon.  Disliked for its slow 
  recharge time and large size, the solar 
  cannon is a plasma/beam weapon 
  capable of actually hurling a radiation-
  based particle stream in the form of a 
  superheated laser-esque beam.  While 
  ﬁtted to many stationary orbitals and 
  capital vessels, the Drazi military prefer 
  the rapid-ﬁring particle guns to the 
  titanic blasts of the solar cannon.
  When the Earth Alliance called out 
  for aid against the Minbari from their 
  many ‘allies’, it was strangely enough 
  the Drazi who answered.  Having never 
  gone up against the Minbari, and eager 
  to test their might, the Drazi sent a few 
  dozen ships to aid the Sol system but 
  none ever made it through the series of 
  jumps it takes to get there.  When these 
  losses were discovered, the Shadak 
  regretfully declined their original 
  offer to help and withdrew their aid 
  immediately.
  Later, after being used by the Shadows 
  rather easily to dependably attack their 
  neighbours with the slightest nudge, 
  the Drazi were responsible for dozens 
  of skirmishes leading up to the Shadow 
  War itself.  Once they learned of their 
  being used in such a way, they gladly 
  turned their sights against the dark 
  enemy, even if it seemed futile to try.  
  They dedicated over eighty percent of 
  their armada to the Shadow War, even 
  losing one of their most renowned 
  Warhawk-class vessels, the Sunﬁst, 
  to one of the Shadows’ death-cloud 
  missiles at Coriana VI.  That ship’s 
  sister vessel, the Flareraven, was the ﬁrst 
  Drazi vessel ever to deliver the killing 
  blow to an Ancient ship moments 
  later in the same engagement.  After 
  the embarrassing events that led up to 
  that point, they were glad to give all 
  they could to repay their allies in the 
  budding Interstellar Alliance.
  They did make a slight error in 
  judgement later, when seemingly 
  Raider-related attacks on their jump 
  133
  Drazi Freehold
  
  routes and trading lanes became evident 
  as to who was responsible.  Hiding the 
  truth that Centauri vessels were using 
  enhanced and previously unknown 
  Artiﬁ cial Intelligences leftover from the 
  Shadows to pilot warships, the Drazi 
  came under a great deal of scrutiny 
  by their peers in the ISA.  By the end, 
  fuelled by the goading of several anti-
  Centauri movements and secretly 
  funded by dozens of governments, 
  the Drazi partnered with the Narn 
  on a massive assault directly on the 
  Centauri Prime homeworld.  After 
  their ‘sovereign right’ to wage war 
  upon them had passed, the Interstellar 
  Alliance was out one major government 
  with the Centauri’s resignation – and 
  had two to watch very closely.  The 
  Drazi did not claim the attack to be 
  in error, and although the hierarchy 
  of the ISA were displeased with them, 
  they received far more accolades for it 
  in the following months by dozens of 
  smaller governments who suffered at 
  the Centauri’s gloved hands throughout 
  the centuries.  In that case, asking 
  permission from the Alliance would 
  have been foolish, seeking instead for 
  applause afterwards.
  War captains of Drazi ﬂ eets have used 
  their many battles to inspire their crews 
  to similar great deeds.  Drazi captains 
  look to make names for themselves and 
  their men, sometimes at the price of a 
  carefully laid plan.  They are warriors 
  born, and they are very good at what 
  they do.
  The Drazi mentality of meeting any 
  enemy head on is shown in the design 
  layouts of their vessels.  All Drazi 
  spacecraft, including civilian freighters 
  and transports, are armed better than 
  their equivalences in other governments.  
  Very few Drazi ships have any rear-ﬁ ring 
  weaponry, as it would be a wasted gun 
  port and power relay to have anything 
  ﬁ ring backwards.  All main weaponry is 
  faced forward, toward the enemy, with 
  the occasional secondary system facing 
  to one side or the other.  If an enemy 
  is behind a vessel, than it either missed 
  the shots on approach or was lured into 
  an ambush – both of which are foolish 
  enough to warrant due punishment 
  – and the captain or crew had better be 
  good at the helm to get turned around 
  and ﬁ ghting again.
  Drazi ships are fast and offensive, 
  pouring a great deal of ﬁ re into a target 
  as they barrel toward them, enjoying 
  any chance to rocket through the 
  ﬂ aming debris of a destroyed enemy.  
  The rush of combat is dulled slightly 
  for the warriors at a weapons console, 
  so many volunteer for ﬁ ghter pilot 
  duties as soon as they are able.  Drazi 
  ﬁ ghters are similar in design to their 
  larger vessels, lightly armoured with a 
  hefty power draw for weapons, with 
  some 
  eliminating 
  life-support 
  all 
  together to add missile targeting and 
  lock-acquiring 
  computers 
  instead.  
  Drazi ﬁ ghter pilots’ only true weakness 
  is their over-zealousness to get into 
  the fray, sometimes leaving behind 
  important support escorts and getting 
  themselves killed before the executive 
  general can issue tactical orders to 
  them at all.  This is why every Star 
  Snake pilot is armed with a single anti-
  armour shaped detonator.  In the event 
  of an ejection on the way into battle, 
  a pilot is expected to pitch himself 
  forward toward the enemy and hurl 
  their detonator at the enemy if they 
  have to – no Drazi should be without 
  a weapon!
  Pack hunters and bullies in combat, 
  Drazi ships are named after birds of 
  prey for a reason.  They swoop in ﬂ ocks 
  of three or more upon smaller targets, 
  disabling them for salvage or later 
  destruction, while singularly powerful 
  capital ships – either their own or allied 
  vessels of the League – duke it out with 
  larger foes.  When an enemy ﬂ agship 
  and wing mate are alone against a 
  circling ﬂ eet of bloodthirsty Drazi, 
  surrender is often a good option – 
  should the aggressive reptiles accept it!
  From their earliest days against one 
  another, to the decimation of Centauri 
  Prime, the Drazi live by the code of 
  a warrior.  They ﬁ ght for what they 
  believe in and no race in the galaxy is 
  so dedicated to the advancement of 
  warfare than they.  The Drazi Freehold 
  might be a loose cannon and the cause 
  of strife to more than a few of its allies 
  and galactic neighbours, but the Drazi 
  can be depended upon to do one thing: 
  battle any enemy until one of them 
  must admit defeat.  It is their way and 
  it is up to everyone else to stay out of 
  it.
  134
  Drazi Freehold
  
  The Drazi 
  Freehold Fleet 
  List
  The following forms the entire ﬂ eet list 
  for the Drazi Freehold.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Guardhawk battle escort 
  Sky Serpent heavy assault ﬁ ghter (2 
  ﬂ ights)
  Star Snake light attack ﬁ ghter (4 
  ﬂ ights)
  Sunhawk battlecruiser
  Priority Level: 
  Skirmish
  Darkhawk missile cruiser 
  Jumphawk command cruiser
  Strikehawk battle carrier 
  Warbird cruiser
  Priority Level: 
  Raid
  Solarhawk battlecruiser
  Priority Level: 
  Battle
  Nightfalcon battle carrier
  Stormfalcon heavy cruiser
  Space Stations
  Brostilli Warbase 
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Star 
  Snake ﬂ ights may replace any number 
  of them for Breaching Pods.  Breaching 
  Pods swapped in this way will carry 
  a Troop from the ship – they do not 
  include Troops of their own in the way 
  Breaching Pod Wings do.
  Drazi 
  Freehold Fleet 
  Special Rules
  The following special rules apply to all 
  Drazi Freehold ﬂ eets.
  Aggression: Drazi are an aggressive and 
  belligerent race with a love of brawling 
  and violence.  More than any other race, 
  they actively enjoy combat for combat’s 
  sake and are slow to surrender or ﬂ ee 
  even when a battle goes against them.  
  The Drazi thus gain a +1 bonus to all 
  Crew Quality checks made for Give Me 
  Ramming Speed! or Stand Down And 
  Prepare To Be Boarded! Special Orders, 
  whether the Drazi are the instigators or 
  subjects of such an order.
  Sky Hook Catapult: The Drazi make 
  use of a catapult system to launch their 
  Sky Serpent ﬁ ghters from carriers, 
  literally hurling the craft into space 
  at high velocity. When deploying Sky 
  Serpents, a ship will place them up to 
  8” away in its front arc, rather than 
  within 3” in any direction.  Star Snakes 
  are deployed normally.
  Tactics – Quick & Decisive: The 
  Drazi mindset, tactics and ships all 
  favour quick, decisive strikes, hitting 
  ﬁ rst and hitting hard.  In any scenario 
  where the Drazi are designated as the 
  attacker, their Initiative bonus increases 
  to +2.  However, in any scenario where 
  the Drazi are designated as the defender 
  (or where this is not speciﬁ ed), their 
  Initiative bonus decreases to +1.
  Drazi Initiative: +1/+2
  135
  Drazi Freehold
  
  Breaching Pod 
   
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining 
  entry for the troops carried on board.
  Speed: 6
  Hull: 6
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2211+
  Brostilli Warbase 
   
   
   
   
   
   
  Battle
  Heavily defended, the warbase is responsible for the security of Drazi worlds throughout the Freehold.  While it lacks the heavy 
  armour and offensive weaponry of the stations of some of the major races, it is still resilient to all but the most determined of 
  assaults.  
  Speed: —
  Damage: 700/350/175
  Craft: 12 Star Snake ﬂights, 6 Sky Serpent ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 6, Defence Network 6, Immobile, Interceptors 6, Space 
  Station, Targets 3
  Hull: 5
  Troops: 50
  In Service: 2234+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Particle Cannon
  24
  —
  2
  Beam, Double Damage, Super AP
  Particle Cannon
  20
  —
  4
  Beam, Super AP
  Particle Blaster
  15
  —
  6
  Twin-Linked
  Sky Serpent Heavy Assault Fighter Flight 
  Patrol (Wing)
  Currently the heaviest ﬁghter in the galaxy, this vessel only qualiﬁes as a ﬁghter by the barest of margins. A triumph of automated 
  systems and military science, the Sky Serpent is a massive dogﬁghter with enough ﬁrepower to damage capital ships if it survives 
  long enough to reach them.
  Speed: 8
  Troops: —
  Turn: SM
  Dogﬁght: –1
  Hull: 5
  Craft: —
  Damage: —
  Special Rules: Dodge 4+, Fighter
  Crew: —
  In Service: 2220+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Particle Array
  2
  T
  4
  Twin-Linked
  Missile Rack
  4
  T
  4
  AP
  Star Snake Light Attack Fighter Flight  
  Patrol (Wing)
  A fast ﬁghter with a ﬁne balance of capabilities, the Star Snake is a ubiquitous sight in the Drazi ﬂeet. Produced each year by the 
  hundreds, Star Snakes are ﬁelded in large numbers when the Drazi go into combat, their pilots acting with both reckless abandon 
  and deadly precision.
  Speed: 14
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 4
  Craft: —
  Damage: —
  Special Rules: Dodge 2+, Fighter
  Crew: —
  In Service: 2210+
  Weapon
  Range
  Arc
  AD
  Special
  Light Particle Gun
  2
  T
  2
  Weak
  136
  Drazi Freehold
  
  Stormfalcon Heavy Cruiser  
   
   
   
   
  Battle
  A ship that has undergone an impressive number of reﬁts considering how new 
  the design is, the Stormfalcon is the heaviest ship in the Drazi ﬂeet and the most 
  powerful assault vessel they possess. Capable of ripping apart any vessel its size or 
  smaller, it has the multiple advantages of dense armour, powerful guns and a ﬁghter 
  compliment to augment its capabilities.
  Speed: 10
  Damage: 48/12
  Craft: 1 Sky Serpent ﬂight, 2 Star Snake ﬂights
  Turn: 2/45o
  Crew: 60/18
  Special Rules: Jump point
  Hull: 6
  Troops: 5
  In Service: 2238+
  Weapon
  Range
  Arc
  AD
  Special
  Solar Cannon
  18
  B
  4
  Beam, Triple Damage, Slow-Loading, Super AP
  Particle Cannon
  15
  B
  4
  Beam, Super AP
  Heavy Particle Blaster
  8
  F
  4
  Double Damage
  Particle Repeater
  12
  F
  8
  Twin-Linked
  Nightfalcon Heavy Carrier (Stormfalcon Variant) 
  Battle
  The Nightfalcon is a deadly example of evolving technology in the Drazi military. This vessel, based on the new Stormfalcon 
  hull, carries 12 Star Snakes and three massive Sky Serpent assault ﬁghters on launch catapults on its outer hull. Also outﬁtted 
  with considerable ﬁrepower and a reinforced structure, the Nightfalcon is a lethal craft by itself and a force to be reckoned with 
  when its ﬁghters are launched.
  Speed: 8
  Damage: 54/12
  Craft: 3 Sky Serpent ﬂights, 3 Star Snake ﬂights
  Turn: 2/45o
  Crew: 64/18
  Special Rules: Carrier 3, Command +1, Jump Point
  Hull: 6
  Troops: 4
  In Service: 2258+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Cannon
  15
  B
  6
  Beam, Super AP
  Heavy Particle Blaster
  8
  F
  4
  Double Damage
  Twin Particle Array
  8
  F
  10
  Twin-Linked
  Sunhawk Battlecruiser  
   
   
   
   
   
   
  Patrol
  Possibly the most common military ship of the Drazi 
  Freehold, the Sunhawk is sleek, agile and capable of 
  battling toe-to-toe with the capital ships of most other 
  races when deployed in squadrons.  The Sunhawk 
  is most often encountered on patrol around Drazi 
  colonies or escorting important convoys, duties this 
  vessel excels at.  Its combination of speed and ﬁrepower 
  also make it suitable for preliminary strikes against 
  hostile powers, despite its relatively small size.
  Speed: 12
  Damage: 14/4
  Craft: None
  Turn: 2/45o
  Crew: 16/5
  Special Rules: None
  Hull: 4
  Troops: 2
  In Service: 2198+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Cutter
  12
  B
  2
  AP, Beam
  Particle Blaster
  8
  B
  4
  Twin-Linked
  Particle Beam
  4
  F
  2
  Anti-Fighter, Weak
  137
  Drazi Freehold
  
  Darkhawk Missile Cruiser (Sunhawk Variant) 
  Skirmish
  A deadly ship based on the extremely common and effective Sunhawk, the Darkhawk is a missile carrier with the ability to put 
  a remarkable number of projectiles into space and guide them with some of the most sophisticated computer systems the Drazi 
  have at their command.  When a Darkhawk manages to get a target lock on an enemy vessel, it is practically assured a kill if its 
  missiles survive long enough to reach their doomed target.
  Speed: 12
  Damage: 14/4
  Craft: None
  Turn: 2/45o
  Crew: 16/5
  Special Rules: None
  Hull: 4
  Troops: 3
  In Service: 2214+
  Weapon
  Range
  Arc
  AD
  Special
  Missile Rack
  30
  F
  4
  Precise, Slow-Loading, Super AP
  Particle Cutter
  12
  B
  2
  AP, Beam
  Particle Beam
  4
  F
  4
  Anti-Fighter, Weak
  Guardhawk Battle Escort (Sunhawk Variant) 
   
   Patrol
  The deadliest anti-ﬁghter vessel in the Drazi ﬂeet, the Guardhawk is designed for use against Raiders and does an excellent job 
  in this role.  In fact, its success rate is often the nail in a Guardhawk’s cofﬁn as Raiders will go out of their way to bring down a 
  Guardhawk before they do anything else. Even if a convoy escapes while the Raiders are doing so, the expense of replacing a lost 
  Guardhawk sometimes ensures that merchant routes are less well protected for a while. This makes the inevitable loss of Raider 
  ﬁghters and frigates to a dying Guardhawk’s weapons well worth the investment.
  Speed: 12
  Damage: 14/4
  Craft: None
  Turn: 2/45o
  Crew: 16/5
  Special Rules: None
  Hull: 4
  Troops: 2
  In Service: 2234+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Repeater
  12
  F
  2
  Twin-Linked
  Particle Beam
  4
  T
  6
  Anti-Fighter, Weak
  Jumphawk Command Cruiser (Sunhawk Variant) 
  Skirmish
  A command variant of the Sunhawk with the important addition of a jump engine and stronger hull plating to keep its leadership assets 
  safe, the Jumphawk was the single most important vessel in the Drazi ﬂeet until the advent of the Stormfalcon. Still a very capable ship 
  and possessing considerably superior armaments to the Sunhawk on which it is based, many Drazi (especially older captains with a long 
  history of service in battle) prefer the Jumphawk and cherish their assignments in this venerable class of warship.
  Speed: 12
  Damage: 14/4
  Craft: None
  Turn: 2/45o
  Crew: 18/5
  Special Rules: Command +1, Jump Point
  Hull: 5
  Troops: 3
  In Service: 2206+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Cannon
  15
  B
  4
  Beam, Super AP
  Particle Blaster
  8
  B
  6
  Twin-Linked
  Particle Beam
  4
  F
  4
  Anti-Fighter, Weak
  138
  Drazi Freehold
  
  Solarhawk Battlecruiser (Sunhawk Variant) 
   
   Raid
  A Sunhawk variant that exists only as a mobile platform for the deadly but slow-ﬁring solar cannon, the Solarhawk is not very common 
  in the Drazi armada. Only ten Solarhawks still exist and the line has been discontinued until the solar cannon can be developed into 
  a more practical weapon. Until then, the ships remain in service and appear as often as the Green Fleet can ﬁnd crews willing to man 
  them.
  Speed: 12
  Damage: 18/5
  Craft: None
  Turn: 2/45o
  Crew: 20/6
  Special Rules: Jump Point
  Hull: 5
  Troops: 2
  In Service: 2258+
  Weapon
  Range
  Arc
  AD
  Special
  Solar Cannon
  18
  B
  6
  Beam, Triple Damage, Slow-Loading, Super AP
  Particle Beam
  4
  F
  4
  Anti-Fighter, Weak
  Warbird Cruiser   
   
   
   
   
   
  Skirmish
  One of the most versatile of all Drazi vessels, the 
  Warbird is a favourite among their Admirals.  Though 
  individually weaker than comparable ships among the 
  ﬂeets of the major races, the Warbird is lethal when 
  ﬁelded in squadrons.  Combining a devastating punch 
  with the speed and agility to bring its particle cannon 
  into play, the Warbird is a superb strike vessel.  The 
  purely boresighted weaponry reﬂects Drazi thinking in 
  space combat and encourages Captains to concentrate 
  ﬁrepower on single targets, destroying them quickly 
  before moving onto the next.
  Speed: 12
  Damage: 18/4
  Craft: None
  Turn: 2/45o
  Crew: 20/5
  Special Rules: None
  Hull: 6
  Troops: 3
  In Service: 2234+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Cannon
  15
  B
  3
  Beam, Super AP
  Particle Repeater
  10
  B
  8
  Twin-Linked
  Particle Beam
  4
  F
  4
  Anti-Fighter, Weak
  Strikehawk Battle Carrier (Warbird Variant) 
  Skirmish
  Despite the name, the Strikehawk is actually a Warbird variant with reinforced armour and an external catapult mounted to launch a 
  single Sky Serpent heavy ﬁghter. The Strikehawk is a common ship and the Drazi has reﬁned the technique of retroﬁtting the Sky Hook 
  catapult system to the point where any Warbird can be converted into Strikehawk conﬁguration or back again within two days.
  Speed: 12
  Damage: 20/5
  Craft: 1 Sky Serpent ﬂight
  Turn: 2/45o
  Crew: 24/6
  Special Rules: None
  Hull: 6
  Troops: 3
  In Service: 2220+
  Weapon
  Range
  Arc
  AD
  Special
  Particle Cannon
  15
  B
  3
  Beam, Super AP
  Particle Repeater
  10
  B
  6
  Twin-Linked
  139
  Drazi Freehold
  
  Campaigns: Refits and Other Duties
  Drazi Freehold Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Drazi Freehold Reﬁts
  2d6
  Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the ship already 
  possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice reduced by half 
  (rounding up) +1.
  4
  Miniature Solar Cannon: The Freehold has worked hard to miniaturise the devastating solar cannon and is now ready to start ﬁtting 
  experimental units to certain vessels.  The ship gains a new Miniature Solar Cannon with a Range of 12, Boresight arc, 1 AD, and the 
  Beam, Slow-Loading, Super AP and Triple Damage traits.  This may only be applied once to one ship in the entire ﬂeet.
  5
  Point Defence: Bought from the Centauri, the ship gains a small weapon system designed to destroy close in attackers.  This is a Light 
  Particle Gun with a Range of 4, a Turret ﬁre arc, 2 AD and the Anti-Fighter and Weak traits.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this extra 
  range, halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 4 AD.  It gains an additional 2 AD.  This may only be applied 
  once per weapon system and a solar cannon may not be selected.
  8
  Reﬁned Targeting Systems: Choose one weapon system with a Boresight arc.  Extended targeting systems and advanced weapon 
  mounts now change this weapon to have a Fore arc.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Supercharged Thrusters: The ship gains a +2 bonus to its Speed score.
  11
  Extra Sky Hook: The ship immediately gains a sky hook launching system and a Sky Serpent ﬂight, regardless of whether it possesses 
  one already or not.
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Drazi Freehold Duties
  2d6
  Other Duty
  2
  Contact Made: A diplomatic mission to the local Raiders has paid off well.  You may immediately add one Raiders ship (or wing) of 
  your choice of Skirmish or lower Priority level to your ﬂeet roster.
  3
  New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain.  Once per battle, the ship 
  may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all effects of both Special 
  Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come About! action 
  (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither invalidates the other, effectively allowing 
  the ship to run silent at full speed.
  4
  Raiding Force: This ship carries a raiding force against an enemy ﬂeet of your choosing.  Deduct 2d6 RR points from the enemy ﬂeet 
  and add them to your total as you pillage and wreck his supply lines.
  5
  Green and Purple: The crew of this ship spark a challenge for the leadership of the entire ﬂeet cripples nearly every vessel.  You will 
  now suffer a –4 penalty to Initiative both during the campaign turn and within each battle.  However, once one side has achieved 
  dominance, the strongest and smartest Drazi will be in charge.  Roll one dice at the end of every campaign turn, adding +1 if you won 
  more battles than you lost during that turn and deducting –1 if you lose more battles than you won.  On the score of a 5 or more, the 
  leadership challenge is concluded.  From now on, the original Initiative penalty is ignored and you instead gain a +2 Initiative bonus 
  to both campaign turns and individual battles.  This may only happen once per campaign.  If this has already happened to another 
  ship in your ﬂeet, roll again.
  6
  Veteran Fighter Pilots: A squadron of top guns volunteer to serve on your ship.  Increase the Crew Quality of one on board Fighter 
  ﬂight to 6.
  7
  Time in Orbit: The crew ﬁnd time to give their ship a distinctive paint job, visible even across the gulf of space.  This grants a +1 bonus 
  to Crew Quality checks when the ship performs the Stand By and Prepare to be Boarded! Action.  Yes, you should paint this on your 
  model if you are using miniatures!
  8
  Veteran Engineers: The elite engineering crew of another ship have volunteered to serve aboard this vessel.  Add a +1 bonus to any 
  Crew Quality checks made during Damage Control. This may only be applied once.
  9
  Lightning Attack: With typical Drazi aggressiveness, the ship launches a blinding assault on an enemy ﬂeet before quickly withdrawing. 
  Choose one enemy ﬂeet – it immediately loses 2d6 RR points.  An enemy ﬂeet may only be targeted once per campaign turn in this 
  manner.
  10
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships away from his main 
  force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points available.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately generate a 
  new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one ship of 
  your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Earth Alliance, Narn, Minbari, Abbai, 
  Brakiri, Vree, ISA or Centauri ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in the campaign.
  140
  Drazi Freehold
  
  Vree 
  Conglomerate
  Withdrawn and mysterious, the 
  Vree have been amongst the stars long 
  before most of the other spacefaring 
  races, save maybe only the Minbari.  
  They are generally an enigma, using 
  technologies that bafﬂ e the other League 
  races to ends that seem unbelievable to 
  onlookers.  Although they are secretive 
  and purposefully vague on all matters, 
  the Vree have been involved in nearly 
  every major war or conﬂ ict this galaxy 
  has seen in over a thousand years.
  The Vree are short, grey-skinned 
  humanoids with natural telepathic 
  abilities 
  that 
  allow 
  them 
  to 
  communicate well with the many 
  species they have investigated over the 
  centuries.  Their brightly lit saucers 
  have landed on a thousand different 
  planets for a hundred different reasons, 
  if only to try and map out the galaxy.  
  They are secretive, but have no issue 
  meeting new species on their own 
  terms.  Vree are creatures of plan and 
  logic, and once an equation has been 
  laid to work it will only be deviated 
  from in cases of prior engagements or 
  true emergencies.
  This ability to structure and conﬁ rm 
  the cause and effect of anything a Vree 
  plans to do has made them seem cold 
  and mathematical to many other races, 
  who see this lack of emotional steerage 
  as a lack of moral conviction.  This 
  could not be more wrong.  They have 
  a collective view upon their society and 
  its dealings almost as total as the hive 
  mind of the Gaim.  Linked by their 
  innate telepathic abilities, the Vree are 
  aware what is best for their Guild as a 
  whole and do not need to seek to ask 
  whys or why nots.  The resulting society 
  is a staggered number of large Guilds 
  that work more or less in harmony and 
  unison for the common goals of the 
  Conglomerate.
  Their tightly knit natures make for 
  a stable government based upon the 
  business dealings of the varied Guilds.  
  Similar to the Syndicracy of the Brakiri, 
  based not on power but on results and 
  intimations, the Vree Conglomerate 
  does what is right for their race as 
  a whole rather than any single Vree 
  in particular.  This is mainly due to 
  their constant telepathic link with one 
  another, making lies and misdirection 
  impossible in everyday society.  As 
  a race ruled by logic, unfettered by 
  emotions, the Vree have few crimes 
  or laws to truly be broken.  They have 
  merely adopted a set code of accepted 
  etiquette and a complex equation that 
  every Vree ﬁ ts into in some way.  Rather 
  than having books worth of laws that 
  may never need enforcing, the Vree deal 
  with any sort of breach of the etiquette 
  in a ﬁ tting way at the time.  Logically, 
  it is what works for them.
  It seems odd that the Vree would 
  have ever ventured out from their 
  homeworld of Vreetan at all, with the 
  chaos and general anarchy of the galaxy 
  as a whole.  Oddly enough, it was 
  their inability to deﬁ ne any particular 
  reasoning for the choices of others that 
  made them so interested – to better 
  write the equations of logic, one must 
  know all the variables.
  It was the early Vree need to overcome 
  the many terrible predators of their 
  homeworld that led to their thick sense 
  of community and more than a fair 
  share of their ﬁ rst technological leaps.  
  They conquered the threat of predation 
  and began to build villages.  Villages 
  transformed into cities, and cities 
  eventually grew large enough to nearly 
  overlap.  This brought a quandary to 
  their well-laid plans and a new idea 
  – territory.  City elders tried to arrange 
  a way to adapt both cities, but younger 
  Vree were confused by this new chaotic 
  world and gave in to their lesser selves.  
  Vree fought Vree for the ﬁ rst and 
  thankfully last time in history.
  The madness and indeﬁ nable feelings 
  that rushed from one Vree to the next 
  via their telepathic links sent the society 
  into a downward spiral.  Every Vree 
  that killed another sent shockwaves of 
  bloodlust into neighbours and friends 
  until it seemed endless.  Eventually a 
  few stronger minds blocked out the 
  violent thoughts, and vowed to inform 
  others as to what had happened.  The 
  survivors spread the word and the 
  Vree learned the risk of not knowing a 
  situation’s plan before undertaking its 
  course.
  The city-states of the Vree became the 
  Conglomerate Guilds, and one of the 
  largest and most powerful—the Spacer’s 
  Guild—was formed from several smaller 
  Guilds when space travel became a 
  reality.  Having spread over every inch 
  of Vreetan, it was the logical choice to 
  step into the stars if the Vree were to 
  grow in any way.  Upon discovering 
  their ﬁ rst jumpgate, the Vree stood 
  slack-jawed as a species.  It had never 
  occurred to them that others might 
  exist elsewhere and that they may have 
  started earlier on the never-ending path 
  of time they all marched along upon.  It 
  became the new frontier, and they were 
  driven to unlock the ‘mysterious ring’ 
  and all of its secrets.
  Upon reaching hyperspace, the Vree were 
  discovered by the Hyach and the Abbai 
  in their search for interstellar allies.  It 
  seemed logical to the Guilds that siding 
  141
  Vree Conglomerate
  
  with these peaceful and technologically 
  superior beings would be in the best 
  interest of the Conglomerate.  The next 
  few years were extremely beneﬁcial to 
  the Spacer’s Guild.  They abandoned 
  early rocket-styled starships for their 
  currently used and easily recognisable 
  saucer hulls, which make sense to the 
  sterile minds of the ﬂeet Ti’Val, or 
  admirals.  They brought these new ships 
  to dozens of other worlds in search of 
  new and useful resources.  When they 
  reached what must have been the site of 
  a terrible battle years earlier, they found 
  exactly what they were looking for.
  Finding a dead and abandoned world 
  now called Z’ha’dum orbited by dozens 
  of destroyed Minbari ships, leftovers 
  from the ﬁrst Shadow War, the Vree 
  claimed the wreckage for the Spacer’s 
  Guild and, while unserviceable, the 
  research of their neatly sliced-apart 
  ships hurled the Vree centuries ahead 
  in technology for their own rapidly 
  growing ﬂeet.  Having seen the conﬂicts 
  that their allies had gotten into with 
  various galactic races, the Vree’s only 
  choice was to become a superior force.
  Using the materials and systems they 
  found, they added artiﬁcial gravity 
  generators on all their ships and 
  eventually removed ionic or fusion-
  based thrust at all.  Completely driven 
  and powered by gravitic drives, and 
  with advanced sensor arrays similar to 
  those of the early Minbari, the Vree had 
  only one route left to attain mastery 
  over—weapons systems.  Lasers were 
  too simple and were nowhere near 
  as cost efﬁcient as particle weapons.  
  Particle weaponry was far too erratic to 
  be used properly on a gravitic-driven 
  vessel.  Unlike many other races that 
  adapted others’ technologies to suit 
  their own needs, the Vree made their 
  own.
  Creating weapons that literally break 
  down the atomic structures of a target, 
  essentially and effectively ‘antimatter’, 
  the initial weapons were actually called 
  antiproton guns but were the basis of 
  a dozen other antimatter applications 
  later.  The resulting impact on a target’s 
  hull is basically tiny atomic reactions 
  that blast apart whatever material 
  they strike.  Almost a thousand years 
  old, the antiproton gun is still used on 
  nearly every hull in the Vree ﬂeet today.  
  It worked at one time, and unless 
  something happens otherwise, the Vree 
  never change what is not broken.
  The advent of antimatter in military 
  vessels gave the Spacer’s Guild an edge 
  over the other League vessels and made 
  examples of any foolish Raider force 
  they came across.  They knew they 
  were untouchable, in both technology 
  and the arms race.
  They were wrong on both counts.  The 
  Dilgar proved that.
  The Vree suffered several losses at the 
  hands of the Dilgar, winning very few 
  engagements if any, and only surviving 
  the war intact by the graces of the Earth 
  Alliance.  The Vree stayed in debt to the 
  EA for a very long time, literally adding 
  up the cost of vessels and colonies their 
  actions saved and keeping a running 
  total.  If it were not for their injured and 
  rebuilding ﬂeet, they would have come 
  to their aid during the Earth/Minbari 
  War to repay the debts, but could 
  not do so feasibly without hobbling 
  the Conglomerate.  The Vree were 
  especially shocked to see that the ships 
  the Minbari used were the very same 
  that the Vree claimed centuries before 
  – they could only imagine what the 
  Minbari were capable of now, knowing 
  what they had been then!
  They did not leave the Dilgar War 
  empty handed, and their rebuilt ﬂeet 
  shows for it.  Using the same railgun/
  matter accelerator designs used in the 
  Dilgar ‘bolters’, the Vree learned how 
  to hurl massive antimatter payloads 
  at longer ranges to devastating effect.  
  These antimatter ‘torpedoes’ can turn 
  the target they strike into atomic 
  detonations at impressive engagement 
  ranges.  When paired with newer, 
  heavier antimatter cannons that tear 
  hulls apart without mercy, war saucers 
  like the Xixx and Xorr are a match for 
  much larger vessels.
  A second leap of arms for the Vree 
  came from the Dilgar War as well, 
  turning pulsar arrays into antimatter 
  ‘shredders’ that can barrage a target 
  with dozens of small versions of the 
  already successful antimatter torpedo.  
  Showers of antimatter projectiles stay 
  clustered together for much longer 
  ranges, and then separate in clouds of 
  deadly particles that eradicate enemies.
  When the Shadow War unveiled itself, 
  the Vree found a threefold reason 
  to come to the aid of their allies in 
  the Earth Alliance, symbolised by 
  Babylon 5’s role within it.  First and 
  foremost, the Vree abhor chaos and the 
  Shadows embodied that to the point 
  of personiﬁcation.  If only to bring a 
  logical order to things the Vree were 
  willing to leap into battle against them.  
  Secondly, the Vree needed a good 
  test of their new weapon capabilities.  
  Raiders and lesser targets would have 
  been laid waste, whereas the Shadow 
  vessels would make an exceptional ﬁeld 
  experiment.
  The third reason was a surprise to 
  anyone privy to it.  The Vree kept a 
  very accurate measure of all vessels they 
  ‘saved’ while acting as a relief allied 
  force during the Shadow War, even 
  going as far as adding the calculated 
  cost of Babylon 5 as well!  This total 
  was deducted from the debts accrued 
  in service by the Vree when the Earth 
  Alliance lost so many of their own 
  ﬁghting the Dilgar in Conglomerate 
  space.  After the Shadow War, when 
  the math was all said and done, the 
  Earth Alliance was paid a sum of the 
  excess – around three and a half million 
  credits for services rendered.  Although 
  Sheridan and the Interstellar Alliance 
  deserved some of that money, the Vree 
  did not see it that way.
  With all debts paid, the Vree went 
  back to their old ways of ‘testing the 
  galactic plan’ and researched a dozen 
  new worlds and the peoples they 
  142
  Vree Conglomerate
  
  found there.  By the time the Drakh 
  surfaced – and attacked Earth in their 
  spectacular display of leftover Shadow 
  technologies – the Vree had amassed 
  quite an armada.  The war saucers 
  were dispatched as soon as long-ranged 
  scouts reported the problem, not to 
  truly save the humans out of some 
  moral or ﬁnancial obligation…but to 
  preserve an investment over a century 
  in the making.
  In the Solar 1940s the Vree had sent 
  an advanced scout deep into Centauri-
  controlled space that crashed on 
  Earth – effectively becoming the 
  ﬁrst interstellar contact the humans 
  ever had.  Not wanting to anger the 
  Centauri (although they had never so 
  much as looked at Earth ofﬁcially), the 
  Vree came in secret to Earth to deal 
  with the ‘primitive’ humans.  Giving 
  a few technological secrets in exchange 
  for their secrecy – only handing over 
  minor things that would not set off any 
  alarms or advance warnings – the Vree 
  recaptured the parts of their crashed 
  ship that would ever lead back to them.  
  It was a well-guarded secret that went 
  to many EarthGov ofﬁcials’ graves with 
  them long after the Vree had left for 
  their own endeavours.
  When the Drakh openly attacked 
  Earth, the Vree took the gesture as 
  almost an affront to the race they 
  inadvertently aided into space.  Unlike 
  Sheridan’s civil war, which the Vree 
  viewed as an internal matter between 
  humans, the Drakh were endangering 
  a planet that they had by all rights 
  discovered centuries earlier.  The Vree 
  always watch over their investments, 
  even those who do not remember 
  why or when the original agreement 
  had ever been made.  Once the death-
  cloud was defeated by the Interstellar 
  Alliance, the Vree recalled their forces.  
  The virus bombing of Earth did not 
  endanger the planet’s resources, merely 
  the life upon it, which was not nearly 
  as important in consideration to the 
  Vree’s original agreement.  They would 
  gladly give their ﬂeets’ aid in ﬁnding 
  a cure, for a price, but not until the 
  collateral – Earth’s resources – were safe 
  and sound.
  Although the Spacer’s Guild is a 
  fractious and elaborate assembly of 
  ﬂeet types, ofﬁcers and outposts, 
  it functions as ﬂuidly as the entire 
  Conglomerate tends to.  Ti’Nu captains 
  communicate with each other not 
  only with sensor arrays but also with 
  telepathic enhancing nodes scattered 
  throughout a ﬂeet’s vessels.  This gives 
  the Vree ﬂeets a sort of seamless tactical 
  advantage that is only found elsewhere 
  in extremely diligent military cultures 
  that school their captains into ﬁghting 
  machines.  Fleet-level manoeuvres are 
  seamless and effortless in execution, 
  and are amazing to watch as the saucers 
  skim and dance around the stars.  Only 
  through the coordination of a hundred 
  linked Vree minds are these complex 
  actions even possible.
  Vree war saucers are capable of ﬁring 
  their weapons in all directions at the 
  same time they can manoeuvre in all 
  three axis without fail.  With little 
  to no margin of error, the Vree can 
  bring any number of their weapon 
  arrays to target multiple enemy ships 
  at once.  Vree ships are best served in 
  the centre of an engagement where 
  they can unleash their antimatter shots 
  upon several targets, relying on their 
  partners and allies to make up for their 
  own wartime misgivings.  They have 
  good ﬁghters with extremely good 
  coordination between the telepathic 
  pilots, 
  but 
  extremely 
  inefﬁcient 
  carriers.  This means very few Vree 
  engagements support ﬁghters, as they 
  would much rather not risk their own 
  kind when they can pay to bring other 
  governments’ carriers to their battles, 
  saving their own ﬁghters for outpost 
  and station defences where they are 
  better served.
  The Vree have more dealings, more 
  old contracts and agreements in place 
  within the League than possibly even 
  the Brakiri do, and are far more quiet 
  about who they do and do not owe.  
  Leverage is just another card to be 
  played when the time is right.  They are 
  silent and powerful, and do not answer 
  to anyone – not even the League at 
  times it seems.  Ever present in matters 
  of trade and commerce, policing the 
  mapped routes and the void between 
  the spaces, their distinct saucer ships 
  can be seen all over the galaxy.  No one 
  knows when the Vree might be sent to 
  parlay, scout or attack.
  No one ever knows what the Vree are 
  going to do.  They prefer it that way.
  143
  Vree Conglomerate
  
  The Vree 
  Conglomerate 
  Fleet List
  The following forms the entire ﬂ eet list 
  for the Vree Conglomerate.
  Priority Level: 
  Patrol
  Tzymm Heavy Fighter Wing (3 
  ﬂ ights)
  Vaarl-class Scout Saucer
  Xaar-class patrol boat
  Ximm-class Close Escort 
  Priority Level: 
  Skirmish
  Vaarka-class Escort Scout 
  Xixx-class Torpedo Saucer 
  Xorr-class War Saucer
  Priority Level: 
  Raid
  Xill-class Battle Saucer
  Priority Level: 
  Battle
  Xaak Command Saucer 
  Space Stations
  Xeecra Trading Post
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Vree 
  Conglomerate 
  Fleet Special 
  Rules
  The following special rules apply to all 
  Vree Conglomerate ﬂ eets.
  Telepathy: Due to their intra-species 
  mental communications, all Vree gain 
  a +1 bonus on all Crew Quality and 
  Damage Control checks.
  Super Manoeuvrability: Vree ships 
  are incredibly agile.  All Vree ships 
  may move as if they had the Super 
  Manoeuvrable trait so long as they 
  move no more than half their Speed in 
  a turn.
  Conglomerate Backing: When the 
  Vree undertake a major military action, 
  they do so with the support of their 
  entire race and all their resources.  The 
  Vree player has 10 bonus RR points 
  each campaign turn, but these bonus 
  points can only be used to repair and 
  re-crew damaged ships.  Any bonus 
  points the Vree player does not use 
  during the Repair and Reinforcements 
  step are lost at the end of the current 
  campaign turn.
  Vree Conglomerate Initiative: +0
  144
  Vree Conglomerate
  
  Tzymm Heavy Fighter  
   
   
   
   
  Patrol (Wing)
  An extremely deadly heavy ﬁ ghter, the Tzymm is a match for any ﬁ ghter of its class except possibly the EarthForce Thunderbolt.  
  Agile to a degree that few craft can hope to achieve, the Tzymm carries enough ﬁ repower to be a major nuisance to frigates and 
  capitol ships.
  Speed: 12
  Troops: —
  Turn: SM
  Dogﬁ ght: +1
  Hull: 4
  Craft: —
  Damage: —
  Special Rules: Atmospheric, Dodge 3+, Fighter
  Crew: —
  In Service: 2200+
  Weapon
  Range Arc
  AD
  Special
  Light Antimatter Cannon
  4
  T
  2
  AP
  Twin Light Antiproton Gun
  2
  T
  3
  Twin-Linked, Weak
  Vaarl-class Scout Saucer   
   
   
   
   
  Patrol
  A very effective sensor-carrying ship, this design has proliferated into nearly every ﬂ eet in the Conglomerate because of its 
  efﬁ ciency and advanced capabilities.  The Vaarl is an expensive vessel, making it difﬁ cult to ﬁ eld in large quantities.  Only the 
  most important missions would ever warrant more than one and to date the Vree have not assigned more than two to the same 
  battle group.
  Speed: 10
  Damage: 10/3
  Craft: None
  Turn: 2/90o
  Crew: 12/4
  Special Rules: Jump Point, Scout, Stealth 5+
  Hull: 3
  Troops: 1
  In Service: 2200+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Cannon
  10
  T
  2
  Super AP
  Antiproton Gun
  5
  T
  4
  Anti-Fighter
  Vaarka-class Escort Scout (Vaarl Variant)  
  Skirmish
  An upgrade to the Vaarl saucer, this ship has an improved main weapon and is still in the testing stages so far as mass deployment 
  is concerned.  The Vaarka is currently considered an escort on light scouting missions where its incredible sensor array, a design 
  based on Minbari enhanced sensors, can alert it of any impending danger and approaching ships.
  Speed: 10
  Damage: 10/3
  Craft: None
  Turn: 2/90o
  Crew: 12/4
  Special Rules: Jump Point, Scout, Stealth 5+
  Hull: 4
  Troops: 1
  In Service: 2230+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Shredder
  12
  T
  2
  Double Damage, Super AP
  Antiproton Gun
  5
  T
  6
  Anti-Fighter
  145
  Vree Conglomerate
  
  Xaar-class Patrol Boat  
   
   
   
   
   
  Patrol
  The smallest capital ship in the Vree ﬂeet, the Xaar exempliﬁes the philosophy of 
  super-manoeuvrability and all-round ﬁrepower.  The Xaar is used to patrol lightly 
  defended systems and protect convoys against the ever present threat of Raiders, as 
  well as escort mid-ranged ships into battle.
  Speed: 12
  Damage: 8/3
  Craft: None
  Turn: 2/90o
  Crew: 10/4
  Special Rules: Dodge 5+
  Hull: 4
  Troops: 1
  In Service: 2225+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Cannon
  10
  T
  4
  Super AP
  Antiproton Gun
  5
  T
  4
  Anti-Fighter
  Xeecra Trading Post  
   
   
   
   
  Battle
  A relatively small space station, the Xeecra is found not just in Vree space but anywhere in the League where their trading routes 
  run and governments give them permission to build.  Unusually, the Xeecra is actually semi-mobile, though this would never 
  be risked in combat and can take a great deal of time.  The purpose of these stations is to create a network that allows the Vree 
  trading guilds to conduct business all over League space and, sometimes, beyond.  However, they are also well defended and can 
  act as orbital fortresses if necessary.
  Speed: —
  Damage: 700/350/175
  Craft: 12 Tzymm ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 4, Command +1, Defence Network 10, Immobile, 
  Interceptors 8, Space Station, Targets 3
  Hull: 4
  Troops: 25
  In Service: 2162+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Torpedo
  30
  —
  2
  Double Damage, Precise, Slow-Loading, Super AP
  Antimatter Shredder
  12
  —
  2
  Double Damage, Super AP
  Xill-class Battle Saucer   
   
   
   
   
  Raid
  With the hull of a cruiser, the Xill battle saucer is a strange 
  ship to conventional space navy eyes, and it possesses both 
  strong all-round ﬁrepower and exceptional manoeuvrability. 
  Though the design originally dates back to the Dilgar 
  Invasion, it has been constantly upgraded to compete with 
  the best the rest of the League can produce.  The current 
  antimatter and antiproton weaponry are unique to the Vree 
  and can unleash a degree of ﬁrepower that can cause serious 
  problems even for the major races.
  Speed: 8
  Damage: 30/7
  Craft: None
  Turn: 1/90o
  Crew: 35/8
  Special Rules: Jump Point
  Hull: 5
  Troops: 1
  In Service: 2250+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Cannon
  10
  T
  6
  Super AP
  Antimatter Shredder
  20
  T
  4
  Double Damage, Super AP
  Antiproton Gun
  5
  F
  3
  Anti-Fighter, Twin-Linked
  Antiproton Gun
  5
  A
  3
  Anti-Fighter, Twin-Linked
  Antiproton Gun
  5
  P
  3
  Anti-Fighter, Twin-Linked
  Antiproton Gun
  5
  S
  3
  Anti-Fighter, Twin-Linked
  146
  Vree Conglomerate
  
  Xaak-class Command Saucer (Xill Variant)  
   
  Battle
  Retaining the exceptional manoeuvrability of the Xill hull on which it is based, the Xaak is one of the most powerful vessels to 
  be found in the Vree ﬂeets.  The original design was ﬁrst constructed just after the Dilgar Invasion but it has been subsequently 
  updated and modiﬁed throughout the years to keep pace with technological developments.  This has kept the Xaak at the 
  forefront of Vree naval design.  It is, however, a far more expensive ship to ﬁeld than other Vree hulls and so tends only to be used 
  in the most important missions.
  Speed: 8
  Damage: 38/7
  Craft: None
  Turn: 1/90o
  Crew: 40/8
  Special Rules: Command +1, Jump Point
  Hull: 6
  Troops: 2
  In Service: 2256+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Torpedo
  30
  T
  6
  Double Damage, Precise, Slow-Loading, Super AP
  Antimatter Cannon
  10
  T
  8
  Super AP
  Antimatter Shredder
  20
  T
  6
  Double Damage, Super AP
  Antiproton Gun
  6
  F
  4
  Anti-Fighter, Twin-Linked
  Antiproton Gun
  6
  A
  4
  Anti-Fighter, Twin-Linked
  Antiproton Gun
  6
  P
  4
  Anti-Fighter, Twin-Linked
  Antiproton Gun
  6
  S
  4
  Anti-Fighter, Twin-Linked
  Xorr-class War Saucer  
   
   
   
   
   
  Skirmish
  One of the oldest ships in the Vree Conglomerate 
  military, the war saucer is outclassed by most modern 
  capital ships but still retains a great degree of agility that 
  keeps it in service.  The ﬂat saucer shape often confuses 
  enemies in battle and, like most Vree spacecraft, the Xorr 
  can quickly change direction to face new threats with 
  ease.  This, combined with main weaponry mounted on 
  two turrets, can make even Captains of far larger vessels 
  think twice.
  Speed: 10
  Damage: 18/6
  Craft: None
  Turn: 2/90o
  Crew: 20/6
  Special Rules: None
  Hull: 4
  Troops: 1
  In Service: 2195+
  Weapon
  Range
  Arc
  AD
  Special
  Twin Antimatter Cannon
  10
  T
  6
  Super AP, Twin-Linked
  Antimatter Cannon
  10
  T
  4
  Super AP
  Antiproton Gun
  5
  F
  2
  Anti-Fighter
  Antiproton Gun
  5
  A
  2
  Anti-Fighter
  Antiproton Gun
  5
  P
  2
  Anti-Fighter
  Antiproton Gun
  5
  S
  2
  Anti-Fighter
  147
  Vree Conglomerate
  
  Ximm-class Close Escort (Xorr variant)  
   
   
  Patrol
  A defensive variant of the common and aging Xorr, this ship was designed in direct response to the growing problem of Raiders 
  along the Conglomerate’s most important trade borders.  These pirates had proven too tenacious to stave off with normal 
  warships and the Vree’s heavy ﬁ ghters were too expensive to use in battles against them.  Fitted with a number of effective anti-
  ﬁ ghter weapons, the Ximm fulﬁ ls its role well by remaining alongside trade convoys and obliterating any light vessel foolish 
  enough to try and attack its charges.
  Speed: 10
  Damage: 18/6
  Craft: None
  Turn: 2/90o
  Crew: 20/6
  Special Rules: None
  Hull: 4
  Troops: 1
  In Service: 2255+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Cannon
  10
  T
  2
  Super AP
  Twin-Linked Antiproton Gun
  5
  T
  2
  Anti-Fighter, Twin-Linked
  Xixx-class Torpedo Saucer (Xorr Variant) 
   
  Skirmish
  An unusual ship for the Vree, as they usually despise projectiles as wasteful of resources, the Xixx was constructed as a response 
  to similar vessels in the navies of other League worlds.  Not wishing to have a class of vessel underrepresented by their ﬂ eet, the 
  Vree created this design from the hull of the aging Xorr.
  Speed: 8
  Damage: 18/6
  Craft: None
  Turn: 2/90o
  Crew: 20/6
  Special Rules: None
  Hull: 4
  Troops: 1
  In Service: 2150+
  Weapon
  Range
  Arc
  AD
  Special
  Antimatter Torpedo
  30
  T
  2
  Double Damage, Precise, Slow-Loading, Super AP
  Antimatter Torpedo
  30
  T
  2
  Double Damage, Precise, Slow-Loading, Super AP
  Antiproton Gun
  5
  F
  2
  Anti-Fighter,
  Antiproton Gun
  5
  A
  2
  Anti-Fighter
  Antiproton Gun
  5
  P
  2
  Anti-Fighter
  Antiproton Gun
  5
  S
  2
  Anti-Fighter
  148
  Vree Conglomerate
  
  Campaigns: Refits and Other Duties
  Vree Conglomerate Fleets use the following tables for Reﬁ ts and Other Duties when playing campaign games.
  Vree Conglomerate Reﬁ ts
  2d6
  Reﬁ t
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 15 Damage points.  If the ship already 
  possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice reduced by half 
  (rounding up) +1.
  4
  Extreme Manoeuvrability: This ship has upgraded lateral thrusters, making it even more agile then other Vree ships.  The ship may 
  move as if it had the Super Manoeuvrable trait so long as it moves no more than three quarters its Speed (rounding down) in a turn.
  5
  Advanced Sensor Arrays: The ship gains a +1 bonus to any attempt it makes to target an enemy with the Stealth trait. This may only 
  be applied once.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using this extra 
  range, halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 4 AD.  It gains an additional 2 AD.  This may only be 
  applied once per weapon system.
  8
  Superior Antiproton Guns: Increased spending in the ship’s budget has allowed the purchase of superior antiproton guns.  Add the 
  AP trait to all of the ship’s antiproton guns.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Supercharged Thrusters: The ship gains a +2 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂ ight of craft (or an extra ﬂ ight if it already possesses some).
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Vree Conglomerate Duties
  2d6
  Other Duty
  2
  Contact Made: A diplomatic mission to the local Raiders has paid off well (or, rather, Conglomerate funds have paid the Raiders off 
  well).  You may immediately add one Raiders ship (or wing) of your choice of Skirmish or lower Priority level to your ﬂ eet roster.
  3
  New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain.  Once per battle, the ship 
  may attempt to take two Special Actions in the same turn.  These may not be the same Special Action and all effects of both Special 
  Actions apply.  Therefore, a ship cannot combine the Run Silent! action (which requires no turning) with the Come About! action 
  (which increases turning).  It could combine Run Silent! and All Power to Engines! as neither invalidates the other, effectively allowing 
  the ship to run silent at full speed.  A ship may only gain a New Captain once!
  4
  Investment Pay Off: The crew of this ship have invested their shares in this system wisely and have gained a massive payout for the 
  entire ﬂ eet.  Double all RR points gained this turn.
  5
  More Funding: The ship’s exploits have become well known throughout the Conglomerate, attracting investment and funding.  The 
  entire ﬂ eet immediately gains 2d6 RR points.
  6
  Abduction: The ship successfully accomplishes an abduction mission, spiriting away key personnel from another ﬂ eet in order to learn 
  what they know.  Choose on enemy ﬂ eet.  In the next campaign turn, if they choose to attack you, you can turn the tables on them 
  and launch a counterattack before they are ready to strike.  Immediately choose one of their Strategic Targets and roll for a scenario 
  and Priority Level as if you were the attacker.  If they do not possess a Strategic Target, you can lead them in a merry chase through 
  empty space – they will simply fail to attack you in this turn.
  7
  Bounty: The ship brings news from the Conglomerate of a new bounty set up by several companies on Vreetan.  During the battles of 
  the next campaign turn, the ﬂ eet will gain a bonus of 1d6 RR points for every enemy ship the ﬂ eet destroys and 2d6 for every enemy 
  ship that surrenders to the Vree.
  8
  Veteran Engineers: The elite engineering ofﬁ cers of another ship have volunteered to serve aboard this vessel.  Add a +1 bonus to any 
  Crew Quality checks made during Damage Control. This may only be applied once.
  9
  Adept Telepaths: The crew of this ship is joined by some of the strongest telepaths in the Conglomerate.  Together, they are able to 
  broadcast and receive messages between every Captain in the ﬂ eet.  Gain a +1 bonus to your Initiative whenever this ship is present 
  in a battle.  This may only be applied once.
  10
  Withdrawal of Funding: The ship’s Captain uses his inﬂ uence with various Vree companies to target the home forces of an enemy 
  ﬂ eet.  By manipulating the target’s home money markets and investments, the ﬂ eet in this system ﬁ nds itself suddenly short of 
  resources.  Choose one enemy ﬂ eet.  It immediately loses 2d6 RR points.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately generate 
  a new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add any one ship 
  of your choice of Skirmish or lower Priority Level to your ﬂ eet roster.  This ship may be chosen from Earth Alliance, Narn, Minbari, 
  Abbai, Brakiri, Drazi, ISA or Centauri ﬂ eet lists but it may not come from a ﬂ eet that your are currently ﬁ ghting against in the 
  campaign.
  149
  Vree Conglomerate
  
  Raiders
  Not truly a faction in the purest 
  sense, the Raiders of the galaxy are 
  a motley crew of thieves, assassins, 
  smugglers and outlaws that gather 
  in small cells and communities with 
  other likeminded individuals.  Preying 
  on smaller, weaker systems or jump 
  routes and shipping lanes unable to 
  protect themselves, Raiders carve their 
  livelihoods directly from the gains 
  of others.  Some are little more than 
  pirates, while others are part of huge 
  organisations with starbase headquarters 
  and control ﬂ eets of vessels.
  Generally each Raider cell is a few 
  dozen pilots and a handful of halfway 
  skilled crew to man larger vessels, with 
  the most notorious or powerful raider 
  having access to better ships that have 
  been looted or salvaged from the cell’s 
  activities.  Most cells are held together 
  only by the number of credits ﬂ owing 
  to the members and a raider is always 
  only one bad raid away from retirement.  
  Due to the nature of the job, and the 
  inherent danger in attacking other 
  vessels, there is a very high turnover 
  rate in Raider cells – and a seemingly 
  endless supply of new recruits.
  Beginning or impoverished cells will 
  have a ﬂ agship carrier or two in which 
  all missions are based from, which will 
  serve as the mobile headquarters and 
  staging area for dozens of cheap Delta-
  V ﬁ ghters.  Nicknamed ‘chip ﬁ ghters’ 
  for their wedge-shape and fragile hulls, 
  the Delta-V is an old decommissioned 
  Belt Alliance craft that now is produced 
  by a hundred different companies using 
  a hundred different methods to save 
  money on the light ﬁ ghter.  As many 
  private security forces also use the 
  Delta-V, these companies cover their 
  sometimes-immoral support of Raider 
  cells with mass discounts for sales that 
  only ‘legitimate buyers’ could possibly 
  afford.
  There are some more powerful Raider 
  cells throughout the galaxy that acquire 
  many larger vessels from various 
  League governments or civilian escort 
  cruisers, turning a few scattered ﬁ ghter-
  laden carriers into a capable ﬂ eet.  
  These Raider ﬂ eets will eventually 
  need to come into a starbase to dock 
  for refuelling, repairs or unloading 
  – which is why many outdated explorer 
  outposts are claimed as soon as one 
  presents itself.  Left vacant by the 
  exploring governments or corporations 
  that ﬁ rst traversed various areas, these 
  outposts are perfect.  Large cargo and 
  supply bays, enough shuttle bay access 
  to store a hundred ﬁ ghters or more and 
  often elaborate maps and diagrams of 
  the area’s jump gates and routes.
  With better facilities, Raiders can equip 
  and upkeep larger warships designed 
  (mostly from scavenged and salvaged 
  parts) for attack runs on larger convoys 
  that might have actual military support.  
  Routinely called ‘battlewagons’, these 
  ships are cheap and easy to maintain, 
  and pack far more ﬁ repower than 
  the ships that collectively made up 
  its parts.  These battlewagons are the 
  primary escort to carriers, even though 
  both can vomit clouds of Delta-Vs.  
  Without knowing which ships may or 
  may not come back from any particular 
  raid, every attack will require multiple 
  working jump engines on multiple 
  vessels.  A quick escape is preferable to 
  a ﬁ ery destruction or any number of 
  punishments called for by the various 
  galactic governments.  Raiding is a 
  difﬁ cult and hazardous life, but it is 
  one of the oldest professions to be 
  found between the stars.  When the 
  ﬁ rst races began to make a proﬁ t from 
  trade between planets, the ﬁ rst Raiders 
  soon crept out of the void to skim off 
  of it.
  While not necessarily true exactly, it is 
  well-known that the jigsaw-like borders 
  between the various League of Non-
  Aligned Worlds member governments 
  has been plagued with Raider cells for 
  as long as many of them can remember.  
  Most governments take offence at other 
  races’ Raiders attacking them, but little 
  can be done in the Machiavellian power 
  struggles of the League.
  For example, a powerful cell of Drazi 
  Raiders called the Choshaka – meaning 
  prey stalker in the Drazi tongue – have 
  stymied Brakiri shipments for decades 
  and have several pirate outposts lurking 
  near commercial jump gates between 
  the two governments.  Although the 
  Drazi Freehold does not claim any 
  knowledge of them, the Choshaka have 
  seemingly endless access to fast attack 
  military vessels.  Once indoctrinated 
  into the Interstellar Alliance in 2262, 
  the Choshaka lost a number of their 
  bases to the patrolling White Star ﬂ eet 
  but still remain as a thorn in the side 
  of non-Alliance shipments (or any 
  too small to warrant a White Star’s 
  protection).
  Some Raiders are actually hired by 
  governments and other power brokering 
  ﬁ rms to attack or otherwise harass 
  opposing groups.  Making money on 
  the side and being allowed to keep 
  whatever spoils of the raid they can, 
  Raider cells that sign on to jobs such as 
  these can expect a hard time.  Normally, 
  if a competitor is threatening enough to 
  require calling in Raiders to complicate 
  matters, they would no doubt be well-
  connected and protected.
  In fact, one of the ﬁ rst Raider 
  complications that took place around 
  the newly business-ready Babylon 5 
  diplomatic station was at the behest 
  of the Centauri Republic.  Using a 
  cell of Raiders to attack nearby lanes 
  haphazardly and retreat before being 
  caught, they succeeded drawing away 
  patrolling Starfury ﬂ ights so a smuggling 
  craft could bring aboard expensive and 
  highly sought after artefacts.  This way 
  150
  Raiders
  
  the Republic could bring such an item 
  onto the station without registering it 
  through customs or risking its capture 
  by enemy forces.  This plot was 
  discovered, but not before the plan was 
  already nearly complete.  The Raiders 
  were paid very well in Centauri ducats 
  and even those that were caught lived 
  handsomely on their share of the fees.
  It is a well-known fact that dozens of 
  Raider cells came to the ‘aid’ of the Narn 
  Regime in its preparation for the War 
  of Retribution against the Centauri, 
  providing intelligence and hard-to-get 
  cargo through Republic space and into 
  Narn hands.  Many cells played for 
  both sides, running missions for one 
  while gathering important information 
  on ﬂeet positions and composition to 
  sell to the other.  It was a dangerous 
  game to play, and more than a few 
  cells disappeared ‘mysteriously’ before 
  the war was over.  Many others saw 
  where things were headed before the 
  end of the conﬂicts and called it quits 
  long before the destruction of the Narn 
  Homeworld, counting their gains 
  as good enough before they earned 
  the wrath of the power-maddened 
  Centauri.
  After the war, however, the Raiders 
  took on a new role.  Being used by the 
  Narn Resistance to courier refugees and 
  weapons to and from the resistance, for 
  an exorbitant fee of course, several cells 
  found themselves selling the very same 
  arms they bought from them back to 
  the Narn for a hefty proﬁt.  Some found 
  a better market in retrieving lost or 
  running Narn, delivering them quickly 
  back into the hands of the Centauri 
  for a sizeable ﬁnder’s fee.  This was, of 
  course, if the captured Narn could not 
  pay more to be forgotten.  It was not long 
  after the ﬁrst sightings of the Shadows 
  that most Raider cells took a step back 
  from the major players, hoping to seem 
  far too small to be noticed by the new 
  galactic enemy.
  Raiders have played courier and 
  smuggler for as long as they have cargo 
  space to spare.  Seen often as ‘low risk’ 
  jobs that have little direct threat involved 
  – unless working for a particularly nasty 
  or vindictive criminal organisation or 
  boss – these are nicknamed ‘white runs’ 
  for the level of personal risk required.  
  If things get too thick or dangerous 
  a retreat and retry can be attempted 
  later, where a violent convoy raid will 
  be a missed opportunity if the original 
  window closes.  Delivering illegal items 
  such as slaves and Dust to inhabited 
  docks and stations has its share of 
  security entanglements but an arrest 
  or two rarely cripples a cell if a white 
  job goes awry.  Most likely, their arrest 
  will open a clear window for a second 
  related job, and no money will be lost.
  Not all Raider cells are actually ‘raiders’ 
  in the common sense of the term.  Some 
  are merely low-technology attack ﬂeets 
  formed for reasons completely unrelated 
  to proﬁt in any way.  Mostly consisting 
  of political or religious groups, or the 
  rare personal vendetta, these cells are 
  often unofﬁcially funded by their 
  parent organisations or supporters, or 
  even fuelled by the damage they inﬂict 
  and the spoils of their enemies.
  One of these groups is a splinter cell 
  of the Sh’lassan Empire, very dark-
  skinned humans that colonised a high-
  radiation system early in the days of 
  the Belt Alliance.  Although human 
  by all regards, many of the Sh’lassens 
  do not feel they are truly a part of 
  the Earth Alliance at all.  Unlike the 
  Mars Resistance, who merely want to 
  be considered a sovereign state, the 
  Sh’lassan Empire wants to be recognised 
  as its own government with no ties to 
  EarthGov at all.  They have gathered 
  a rather large armada of Raider-style 
  vessels and ‘acquired’ Gaim, Vree and 
  Markab warships, and have more or 
  less successfully blockaded several of 
  their planets.  This includes what they 
  consider their Imperial Homeworld 
  and rumour has it that they are nearly 
  complete in constructing a planetary 
  defence grid to bolster their enforced 
  independence.  The Earth Alliance has 
  far closer issues with colonies such as 
  Mars and Proxima III to worry about 
  than to try and send anything but 
  negotiators to the Sh’lassens.
  More recently, after the fall of President 
  Clark’s paranoid ‘Earth ﬁrst’ campaigns, 
  his secret police force – the Nightwatch 
  – were publicly disbanded and ordered 
  to cease their anti-alien propaganda 
  war.  This did not stop a vast number of 
  their more powerful agents, and from 
  2262 on there have been sightings of 
  small Raider ﬂeets bearing the same 
  insignias as the Nightwatch once wore.  
  These attacks have been unsurprisingly 
  targeting lesser alien convoys and 
  typically have been only successful 
  against much smaller numbers.  Even 
  with their assessment as a low priority 
  enemy, Nightwatch may still have some 
  powerful friends in dark places.
  Humans are not alone in their not-for-
  proﬁt Raider cells, with one of the largest 
  belonging to the reclusive and peaceful 
  Abbai.  Normally focused solely on the 
  defence of their own people, and now 
  the people of the Interstellar Alliance, 
  the Abbai are rarely questioned in 
  matters of protection or non-lethal 
  dealings.  It is absurd to think that the 
  Abbai would foster a cell of Raiders at 
  all – but they have and do.  Ever since 
  the beginning of the League of Non-
  Aligned Worlds the Abbai have tried to 
  keep peace amongst the other member 
  races, but always to no avail outside of 
  their Matriarchate.  A revolutionary 
  and covert ﬂeet of decommissioned 
  Abbai ships and cobbled Raider-styled 
  battlewagons, the Buiyovli (translated 
  roughly to controlled ﬂow in Abbath) 
  is a frighteningly offensive force used 
  by the Abbai to intercede on behalf of 
  smaller League systems during member 
  conﬂicts.  Rather than risking expensive 
  new vessels by taking a stand, they 
  expend cheap and replaceable ‘scrap 
  ﬂeets’ to wear away at the offender 
  until they eventually feel it too costly 
  to continue their folly!  These ‘Raiders’ 
  do not destroy opposing ships often, 
  preferring to take prisoners for the 
  Matriarchate to bring before a League 
  panel for judgement.
  151
  Raiders
  
  It is not common for a Raider cell to 
  have anything other than his next big 
  score in his sights, but those who plan 
  on making a living at it should truly 
  realise what sort of life they will no 
  doubt lead.  Running from one legal 
  force to the next, trying to avoid getting 
  caught long enough to join up with 
  another cell.  Some will be forced to 
  drop tens of thousands of credits worth 
  of cargo to get by; others might have to 
  abandon entire ships at port if they are 
  not willing to suffer the ramiﬁ cations 
  of their deeds.  It is a stressful and 
  hectic life ﬁ lled with dead-end deals 
  and hard to manage situations, but it 
  is an adventure that could set someone 
  up for a very long time if it works out.
  When 
  undertaking 
  any 
  sort 
  of 
  engagement, a Raider ﬂ eet leader 
  should never let better technology or 
  faster ships get him down – nothing 
  stings more to a career military ofﬁ cer 
  like being duped by ‘lowly Raiders.’  
  It does mean that every shot has to 
  count and that any situation could call 
  for a full retreat, possibly even leaving 
  behind your friends and cellmates just 
  to slow down the authorities.
  When engaged in a ﬂ eet battle with 
  something other than civilian tankers 
  and police cutters, Raider forces must 
  hit hard to cripple as early as their 
  second-rate weaponry will allow.  Each 
  ship damaged in any way is a small 
  victory towards the greater one, because 
  a crippled vessel not only cannot harm 
  you but they may also be claimed for 
  salvage after a battle is won.  This is the 
  main purpose for the swarms of Delta-
  Vs every Raider ship packs full of.
  Small and difﬁ cult to hit, the Delta-
  Vs’ sole role in the ﬂ eet is to dogﬁ ght 
  against other ﬁ ghters, keeping them 
  away from the sometimes-cumbersome 
  battlewagons.  They can be used in a 
  pinch as ‘system snipers’ against space 
  stations or larger capital ships, but most 
  vessels that large carry adequate anti-
  ﬁ ghter defences.  Raider commanders 
  that order suicide runs against Earth 
  Alliance capital ships or Abbai defence 
  frigates will soon ﬁ nd themselves staring 
  at empty ﬁ ghter bays and the bodies of 
  an equal amount of dead pilots.
  Battlewagons of any variety pack 
  a pretty decent punch for being 
  patchwork capital ships, and they work 
  well in pairs.  One ‘wagon pours on 
  the direct ﬁ re into a target while one 
  releases ﬁ ghters, then the other does 
  the same to cover both his ﬁ ghters and 
  the other ship playing carrier.  When 
  all ﬁ ghters are away, all offensive ﬁ re 
  should be aimed at the greatest threat 
  to the ﬁ ghter wings – unless of course 
  the battlewagon feels more endangered.  
  After all the Delta-Vs carry less than an 
  hour of life-support and would be dead 
  anyway if their carrier is destroyed!
  Each Raider cell commander has his 
  own style of attack, and many evolve 
  around the types of vessels that they 
  routinely gain access to.  For instance, a 
  Raider ﬂ eet that commonly steals Brakiri 
  warships will use longer range weaponry 
  to soften a target before sending in the 
  waves of short-ranged Delta-Vs and 
  battlewagons.  Contrarily, a force allied 
  with the Drazi – perhaps even the 
  Choshaka itself – will steamroll into a 
  battle with engines blazing, hoping to 
  burrow deeply into the enemy before 
  releasing a cloud of particle and pulse 
  cannon ﬁ re in all directions.  A lot 
  depends on the willingness for loss the 
  commander has and how little he cares 
  for the lives of his cellmates.
  There are dozens upon dozens of 
  Raider cells in existence throughout 
  the galaxy, even during the height 
  of the Interstellar Alliance and their 
  constant meddling patrols.  When 
  one cell is destroyed or routed, two 
  others pop up elsewhere to distract 
  the authorities – then another creeps 
  into the original cell’s place!  Greed is 
  universal, and too many societies make 
  it too easy to assemble sizeable Raider 
  ﬂ eets in a surprisingly short amount of 
  time.  Rare to see in a military battle, 
  the Raider forces scattered along the 
  jump routes and travelled places are a 
  constant.  It will be a great day when 
  all places are free of them, but it is a 
  day long off.
  152
  Raiders
  
  Raiders Initiative: +0
  The Raiders 
  Fleet List
  The following forms the entire ﬂ eet list 
  for the Raiders.
  Priority Level: 
  Patrol
  Breaching Pod Wing (4 ﬂ ights)
  Delta-V Wing (6 ﬂ ights)  
  Double-V Wing (4 ﬂ ights)
  Raiders Modiﬁ ed Freighter
  Priority Level: 
  Skirmish
  Strike Carrier 
   
   
   
   
   
   
  Priority Level: 
  Raid
  Battlewagon 
  Space Stations
  Raiders Base
  Auxiliary 
  Craft
  Flights of smaller craft may be purchased 
  separately and used as units in their 
  own right.  Some ships are noted as 
  carrying one or more ﬂ ights on board.  
  These ﬂ ights may be deployed at any 
  time before or during the battle and do 
  not cost anything extra – the cost of 
  these ﬂ ights is included in that of their 
  parent ships.
  Any ship carrying one or more Delta-
  V ﬂ ights may replace any number of 
  them for Breaching Pods.  Breaching 
  Pods swapped in this way will carry 
  a Troop from the ship – they do not 
  include Troops of their own in the way 
  Breaching Pod Wings do.
  Raiders Fleet 
  Special Rules
  The following special rules apply to all 
  Raiders ﬂ eets.
  Allied Fleets: Raiders are renowned 
  for using any ship they can steal or 
  buy to supplement their own jury-
  rigged Delta-Vs, Strike Carriers and 
  Battlewagons.  A Raider ﬂ eet will 
  nearly always have a few League ships 
  that it has managed to commandeer 
  through any number of dubious or 
  illegal means.  
  When using a Raiders ﬂ eet, you may 
  spend 1 Fleet Allocation Point of your 
  allowance on ships from one of the 
  following ﬂ eet lists; Abbai Matriarchy, 
  Brakiri Syndicracy, Drazi Freehold or 
  Vree Conglomerate. 
  In campaign games, the Raiders may 
  have a maximum of 1 Fleet Allocation 
  Point at Battle level spent on allied ships 
  at any one time.  They are not restricted 
  in this way when choosing ﬂ eets for 
  individual scenarios – in theory, the 
  Raiders could ﬁ eld ships bought from 
  another ﬂ eet list with nothing from 
  the Raiders ﬂ eet if the scenario was at 
  Patrol level.
  Scavengers: While Raiders generally 
  possess no great technological expertise, 
  they are masters of ﬁ nding buyers for 
  rare and expensive items.  Looting 
  derelict ships is a common pastime 
  for any force of Raiders, and is usually 
  a lot easier than forcing live prey to 
  surrender.
  In campaign games, if a Raider ﬂ eet 
  wins a scenario and has at least one ship 
  on the table at the end of the game, he 
  may opt to scavenge any enemy ships 
  that are running adrift or left as burned 
  out hulks (results 1–9 on the Damage 
  table on page 9 of Book One) and are 
  still on the table.  While the advanced 
  parts scavenged will likely be of no use 
  to the Raiders themselves, they will 
  easily be able to sell them on to the 
  highest bidder.  The Raiders ﬂ eet will 
  immediately receive a number of RR 
  points for each running adrift enemy 
  ship left on the table, according to their 
  Priority Level, as shown on the table 
  below.
  Ship’s Priority 
  Level
  RR Points 
  Gained
  Patrol
  2
  Skirmish
  4
  Raid
  8
  Battle
  15
  War
  25
  Destroyed enemy ships (not those 
  that have exploded) will yield half the 
  number of RR points listed on the 
  table above, rounding down.
  153
  Raiders
  
  Breaching Pod 
   
   
   
   
   
   
  Patrol (Wing)
  Capable of transporting a platoon of assault troops across the war zone and on towards an enemy ship, breaching pods are 
  dangerous vehicles to deploy but a clever Admiral will balance the risk with the potential to keep an enemy on the back foot.  
  Plasma cutters allow the breaching pod to cut through metres thick armour plating once latched onto the hull of a target, gaining 
  entry for the troops carried on board.
  Speed: 6
  Hull: 6
  Crew: —
  Dogﬁght: —
  Special Rules: Breaching Pod, Dodge 5+
  Turn: SM
  Damage: —
  Troops: 1
  Craft: —
  In Service: 2203+
  Delta-V Flight 
   
   
   
   
   
   
  Patrol (Wing)
  Favoured by raiders and smaller military forces, the Delta-V (also called the Zephyr) can be found throughout the galaxy.  
  Though lacking the strengths of heavy ﬁghters from the main races, the Delta-V is capable of atmospheric ﬂight, thus greatly 
  increasing its utility for minor military powers.
  Speed: 8
  Troops: —
  Turn: SM
  Dogﬁght: +0
  Hull: 3
  Craft: —
  Damage: —
  Special Rules: Atmospheric, Dodge 2+, Fighter
  Crew: —
  In Service: 2190+
  Weapon
  Range
  Arc
  AD
  Special
  Light Particle Gun
  2
  T
  2
  Weak
  Double-V Flight  
   
   
   
   
   
  Patrol (Wing)
  Developed by raiders as a means of increasing their ﬁrepower, the Double-V is effectively two Delta-V’s welded together, one 
  atop the other, and modiﬁed into a single craft.  The result is a craft with better armour and capable of carrying missile racks and 
  heavier guns, though this comes at the cost of its manoeuvrability.
  Speed: 8
  Troops: —
  Turn: SM
  Dogﬁght: -1
  Hull: 4
  Craft: —
  Damage: —
  Special Rules: Dodge 3+, Fighter
  Crew: —
  In Service: 2190+
  Weapon
  Range
  Arc
  AD
  Special
  Twin-Linked Light  Particle Gun 2
  T
  4
  Twin-Linked, Weak
  Missile Rack
  4
  T
  2
  AP
  Raiders Base 
   
   
   
   
   
   
   
  Battle
  Like much of Raider technology, this base is a design stolen from others and then reﬁtted to provide a centre of operations.  From 
  here, thousands of Raiders may sally out to prey on commercial shipping until they are inevitably located and attacked.  Because 
  of this, many Raider groups refuse to own such a large and tempting target that pins them down to a single system.  In truth, 
  many Raider bases are simply extensions of their leader’s ego.  
  Speed: —
  Damage: 800/400/200
  Craft: 16 Delta-V ﬂights
  Turn: —
  Crew: —
  Special Rules: Carrier 6, Defence Network 8, Immobile, Interceptors 10, Space 
  Station, Targets 3
  Hull: 5
  Troops: 25
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  24
  —
  6
  Twin-Linked
  Railgun
  20
  —
  4
  AP, Double Damage
  Particle Blaster
  15
  —
  6
  Twin-Linked
  154
  Raiders
  
  Battlewagon 
   
   
   
   
   
   
   
  Raid
  Battlewagons are actually civilian ships (usually bulk transports or ore freighters) 
  bought or stolen by Raiders and then upgraded with heavy armour, pulse weaponry 
  and laser cannon.  It is used primarily as a base of operations for pirating ﬂeets but 
  can also act as a frontline warship should the Raiders ever be confronted by military 
  cruisers.  Though slow, the Battlewagon is very well armoured and has enough 
  weaponry to defend itself and any allies before jumping to hyperspace to destruction.
  Speed: 6
  Damage: 35/8
  Craft: 4 Delta-V ﬂights
  Turn: 1/45o
  Crew: 40/10
  Special Rules: Interceptors 2, Jump Point
  Hull: 6
  Troops: 4
  In Service: 2242+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Laser Cannon
  20
  B
  3
  Beam, Double Damage, Super AP
  Medium Pulse Cannon
  10
  F
  10
  —
  TwinParticle Array
  8
  A
  6
  Twin-Linked, Weak
  Particle Beam
  4
  F
  4
  Anti-Fighter, Weak
  Particle Beam
  4
  A
  4
  Anti-Fighter, Weak
  Particle Beam
  4
  P
  4
  Anti-Fighter, Weak
  Particle Beam
  4
  S
  4
  Anti-Fighter, Weak
  Raiders Modified Freighter 
   
   
   
   
   
  Patrol
  Enterprising Raider groups will sometimes capture the vessels they prey upon, rather than simply loot their cargo.  Reﬁtting them with 
  armour and upgraded weaponry, they are then added to the growing Raiders ﬂeet in order to attack the next victim.  Some Raiders ﬁnd 
  this a very proﬁtable exercise, though others believe it to be more trouble than it is worth.
  Speed: 4
  Damage: 12/3
  Craft: None
  Turn: 1/45o
  Crew: 12/3
  Special Rules: None
  Hull: 5
  Troops: 1
  In Service: 2190+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  8
  F
  3
  —
  Medium Pulse Cannon
  8
  A
  3
  —
  Medium Pulse Cannon
  8
  P
  3
  —
  Medium Pulse Cannon
  8
  S
  3
  —
  Particle Beam
  4
  T
  2
  Anti-Fighter, Weak
  Strike Carrier 
   
   
   
   
   
   
   
  Skirmish
  Much like the Battlewagon, the Strike Carrier is a converted ship used by the Raiders to fulﬁl a speciﬁc 
  function.  Typically built upon the hull of space liners, the Strike Carrier has extensive weapon upgrades 
  and is ringed by a set of rails designed to hold Delta-V ﬁghters.  This allows the four ﬂights commonly 
  carried to be launched and recovered very quickly, vital when commerce raiding.  The liner hull also 
  grants other beneﬁts to the Raiders, such as relatively luxurious quarters and artiﬁcial gravity for 
  prolonged operations.  However, as a frontline warship, the Strike Carrier is usually found wanting.
  Speed: 6
  Damage: 32/7
  Craft: 4 Delta-V ﬂights
  Turn: 1/45o
  Crew: 54/12
  Special Rules: Carrier 4, Jump Point
  Hull: 4
  Troops: 3
  In Service: 2247+
  Weapon
  Range
  Arc
  AD
  Special
  Medium Pulse Cannon
  10
  F
  8
  —
  Medium Pulse Cannon
  10
  P
  4
  —
  Medium Pulse Cannon
  10
  S
  4
  —
  Particle Beam
  4
  F
  6
  Anti-Fighter, Weak
  Particle Beam
  4
  A
  6
  Anti-Fighter, Weak
  Particle Beam
  4
  P
  6
  Anti-Fighter, Weak
  Particle Beam
  4
  S
  6
  Anti-Fighter, Weak
  155
  Raiders
  
  Campaigns: Refits and Other Duties
  Raiders Fleets use the following tables for Reﬁts and Other Duties when playing campaign games.
  Raiders Reﬁts
  2d6 Reﬁt
  2
  Jump Engines: The ship gains the Jump Point trait if it did not have it before and has at least 20 Damage points.  If the 
  ship already possesses the Jump Point trait, it gains the Advanced Jump Point trait instead.
  3
  Turbo Weapons: Choose one weapon system.  It immediately gains the Double Damage trait but has its Attack Dice 
  reduced by half (rounding up) +1.
  4
  Point Defence: The ship gains a small weapon system designed to destroy close in attackers.  This is a Light Particle Gun 
  with a Range of 4, a Turret ﬁre arc, 2 AD and the Anti-Fighter and Weak traits.
  5
  Hardened Structure: The ship is specially braced to ward off the effects of the most devastating hits.  Reduce its Damage 
  threshold number (the point at which it becomes Crippled) by two points.
  6
  Long Range Targeting Systems: Choose one weapon system.  It has its range extended by 50%.  However, when using 
  this extra range, halve the number of AD used (rounding down).
  7
  Additional Weapons Fitted: Choose one weapon system that has at least 4 AD.  It gains an additional 2 AD.  This may 
  only be applied once per weapon system.
  8
  Enhanced Interceptor Network: If the ship has Interceptors as a trait, it gains a +1 bonus to its Interceptor score.  If 
  Interceptors are not present, the ship gains Interceptors 1.  This may only be applied once.
  9
  Reinforced Hull: Add +10% to the ship’s Damage score but reduce Speed by –1.
  10
  Supercharged Thrusters: The ship gains a +1 bonus to its Speed score.
  11
  Extra Hanger: The ship immediately gains a ﬂight of craft (or an extra ﬂight if it already possesses craft).
  12
  Flight Computer: The ship gains the Flight Computer trait if it did not have it before.
  Raiders Duties
  2d6 Other Duty
  2
  Contact Made: A diplomatic mission to another Raiders group has paid off well.  You may immediately add one Raider 
  ship (or wing) of your choice of Skirmish or lower Priority level to your ﬂeet roster.
  3
  Lightning Attack: With typical Raider aggressiveness, the ship launches a blinding assault on an enemy ﬂeet before 
  quickly withdrawing.  Choose one enemy ﬂeet – it immediately loses 2d6 RR points.  An enemy ﬂeet may only be 
  targeted once per campaign turn in this manner.
  4
  Now You See Me…: This ship has been conducting scouting exercises all over the system, forcing other ﬂeets to chase it 
  as it gathers crucial information.  You gain a +2 bonus to your Initiative for the next Campaign Turn.
  5
  Raiding Force: This ship carries a raiding force against an enemy ﬂeet of your choosing.  Deduct 2d6 RR points from 
  the enemy ﬂeet and add them to your total as you pillage and wreck his supply lines.
  6
  Veteran Fighter Pilots: A squadron of mercenary pilots volunteer to serve on your ship.  Increase the Crew Quality of 
  one on board Fighter ﬂight to 6.
  7
  Time in Orbit: The crew ﬁnd time to give their ship a distinctive paint job, visible even across the gulf of space.  This 
  grants a +1 bonus to Crew Quality checks when the ship performs the Stand By and Prepare to be Boarded! action.  Yes, 
  you should paint this on your model if you are using miniatures!
  8
  Veteran Engineers: Mercenary engineering crew have joined this vessel.  Add a +1 bonus to any Crew Quality checks 
  made during Damage Control. This may only be applied once.
  9
  Raiding Force: This ship carries a raiding force against an enemy ﬂeet of your choosing.  Deduct 2d6 RR points from 
  the enemy ﬂeet and add them to your total as you pillage and wreck his supply lines.
  10
  Diverting Raid: Launching a lightning strike, the ship strikes at the heart of an enemy, causing him to draw ships 
  away from his main force.  Choose another player’s ﬂeet.  In its next battle, it will have one less Fleet Allocation Points 
  available.
  11
  Superior Strategic Position: A routine patrol uncovers a Strategic Target previously thought to be worthless.  Immediately 
  generate a new Strategic Target on the campaign map and mark it down as being under your control.
  12
  Assistance Rendered: A timely rescue mission to an allied ship in distress is well rewarded.  You may immediately add 
  any one ship of your choice of Skirmish or lower Priority Level to your ﬂeet roster.  This ship may be chosen from Narn 
  or League ﬂeet lists but it may not come from a ﬂeet that your are currently ﬁghting against in the campaign.
  156
  Raiders
  
  Civilian Shipping
  There are a wide variety of spacecraft and artiﬁ cial satellites beyond the range of warships this book has already studied.  From 
  small tramp traders to immense spacedocks, most races employ these to safeguard their worlds, ensure continued trade and 
  support their military ﬂ eets.
  Some scenarios, such as Convoy Duty, specify when and how to use some of these craft.  The others are provided here to give you 
  a start in creating your own scenarios.  Perhaps you want to play out a vicious planetary assault, blasting through the picket lines 
  and rows of orbital defence satellites in order to dominate a world, or maybe the defence of a vital set of spacedocks will be the 
  objective.  Mongoose Publishing provides miniatures for a lot of these craft and more are on the way!  However, the ships here 
  also give you an opportunity to use models from other manufacturers, combining them with your Babylon 5 ﬂ eets in order to 
  create a truly diverse universe with races making a wide variety of different vessels for specialised tasks.
  Civilian Trader 
   
   
   
  There are dozens of different classes of ship used by private individuals 
  to provide relatively cheap cargo carrying services, but most are similar 
  in capability.  Their small size allows for low running costs and also the 
  ability to dock directly with most space stations, allowing for cheap 
  cargo transfers that do not require extensive work within space.  Still, 
  most private traders live a hand-to-mouth existence and one poorly 
  chosen job can often spell ﬁ nancial disaster.
  Speed: 7
  Damage: 8/3
  Craft: None
  Turn: 2/45o
  Crew: 10/4
  Special Rules: None
  Hull: 4
  Troops: 1
  In Service: —
  Weapon
  Range
  Arc
  AD
  Special
  Light Particle Beam
  4
  T
  2
  Weak
  Corporate Freighter  
   
   
   
   
   
   
  Operating at vastly inﬂ ated proﬁ ts compared to those of the 
  small-time mercantile companies, corporations are capable of 
  sending extremely large freighters into space, maximising on the 
  value of the cargoes they carry between different worlds.  This 
  freighter is typical of many similar designs, being little more 
  than a crew compartment and engines built around a framework 
  that allows the carrying of eight universal cargo pods.  Rather 
  than experiencing lengthy delays at any port of call while cargo 
  is unloaded, the freighter can simply detach its cargo pods and 
  pick up the next consignment within a few hours.  Some freighter 
  captains have been known to drop their cargo pods while being 
  pursued by raiders in an effort to increase speed though this is 
  never encouraged by their employers.
  Speed: 4
  Damage: 12/3
  Craft: None
  Turn: 1/45o
  Crew: 12/3
  Special Rules: None
  Hull: 4
  Troops: 1
  In Service: —
  Weapon
  Range
  Arc
  AD
  Special
  Particle Beam
  8
  T
  4
  Weak
  157
  Civilian Shipping
  
  Corporate Tanker 
   
   
   
   
   
   
   
  Similar in construction to the freighter, the tanker replaces cargo pod hangers with vast tanks capable of carrying a variety of different 
  gases or liquids.  Such vessels are the lifeline to many desolate worlds with few resources of their own.  Attackers wishing to pirate a 
  tanker are cautioned to take care, lest an over zealous shot penetrate a tank and destroy the entire vessel.
  Speed: 4
  Damage: 12/3
  Craft: None
  Turn: 1/45o
  Crew: 12/3
  Special Rules: None
  Hull: 4
  Troops: 1
  In Service: —
  Weapon
  Range
  Arc
  AD
  Special
  Particle Beam
  8
  T
  4
  Weak
  Note: If a tanker is destroyed, it will automatically explode, as detailed on p9 of Book One.  Tankers that are merely running adrift after 
  being reduced to zero Damage will not explode in this fashion. 
  Patrol Boat  
   
   
   
   
  Not every government can afford to keep frontline military vessels in every system under its control without stretching its military to 
  breaking point.  Even in the heart of great empires, it is quite common to see small patrol boats, small and cheap armed vessels designed 
  to keep light raiding activity and criminals under control, as well as stall larger invasions.  These craft have no chance against a main 
  warship but their presence stretches the capabilities of their ﬂ eets for little extra cost.
  Speed: 8
  Damage: 8/2
  Craft: None
  Turn: 2/45o
  Crew: 9/2
  Special Rules: None
  Hull: 5
  Troops: 1
  In Service: —
  Weapon
  Range
  Arc
  AD
  Special
  Particle Gun
  6
  T
  4
  Weak
  Particle Beam
  2
  T
  1
  Anti-Fighter, Weak
  Spacedocks  
   
   
   
   
   
   
  A common sight in orbit of a hundred worlds, spacedocks provide facilities for even the largest vessels to be stripped down, maintained 
  and reﬁ tted as required.  A combination between a space station and a repair/rearmament facility, spacedocks are vital to the support of 
  any ﬂ eet and provide logistical chains to the frontline of battle.
  Speed: —
  Damage: 300/150/75
  Craft: None
  Turn: —
  Crew: —
  Special Rules: Immobile, Interceptors 8, Space Station, Targets 3
  Hull: 4
  Troops: 10
  In Service: —
  Weapon
  Range
  Arc
  AD
  Special
  Missile Rack
  30
  —
  1
  Precise, Slow-Loading, Super AP
  Medium Pulse Cannon
  15
  —
  6
  —
  Particle Beam
  8
  —
  3
  Anti-Fighter, Weak
  Space Liner
  An extremely large vessel, the liners used by corporations are incredibly expensive to run but are capable of carrying enough passengers 
  and cargo between the stars that most civilians can afford to make the occasional trip for business or leisure.  Liners are manufactured 
  to be fairly luxurious, though their running costs ensure that this level of quality and comfort is rarely maintained for long and so many 
  become pure workhorses, travelling between different worlds and generating proﬁ ts for their owners.
  Speed: 4
  Damage: 30/12
  Craft: None
  Turn: 1/45o
  Crew: 32/12
  Special Rules: None
  Hull: 3
  Troops: 1
  In Service: —
  Weapon
  Range
  Arc
  AD
  Special
  Particle Beam
  6
  F
  4
  Weak
  Particle Beam
  6
  A
  4
  Weak
  Particle Beam
  6
  P
  4
  Weak
  Particle Beam
  6
  S
  4
  Weak
  158
  Civilian Shipping
  
  159
  Part III: Scenarios
  
  Random Fleet 
  Allocation 
  Points
  Several scenarios now use random 
  Fleet Allocation Points, as noted 
  in their individual entries.  For 
  such scenarios, both players roll 
  1d6, adding the totals together to 
  see the result on the table below.  
  This determines how many Fleet 
  Allocation Points each player has 
  with which to assemble their ﬂ eet.
  2d6
  Fleet Allocation Points
  2
  3
  3-4
  4
  5-7
  5
  8
  6
  9
  7
  10
  8
  11
  9
  12
  10
  Note that many scenarios still 
  utilise ﬁ xed Fleet Allocation Point 
  numbers.
  Battles in Hyperspace
  Fighting a battle in hyperspace is always a mark of desperation for both sides in 
  war.  The discharge of high energies common in battle never bode well for vessels 
  trying to navigate through this strange realm and the slightest hit or over-ambitious 
  manoeuvre can cause a ship to lose its lock-on to its hyperspace beacons and send it 
  wildly off course, left to roam forever in the netherworld.
  Initiating a ﬁ ght in hyperspace is never part of a well conceived plan and is often 
  done in great haste.  This alone makes an already dangerous situation perilous for 
  the ships involved.  There is no training and no experience that can prime a Captain 
  for the trials he will face if his superiors throw caution to the wind and order him 
  into battle.
  Historical Note:  There has never been a battle in hyperspace that did not end in 
  disaster for both sides.
  Scenario:  Almost any existing scenario may be played with these rules, making 
  things a lot more demanding for the players.  However, given the complexities of 
  ﬁ ghting in hyperspace, it can be presumed that players will already have a lot on their 
  minds.  It is therefore recommended that simpler scenarios are used in conjunction 
  with these rules, such as Call to Arms or Space Superiority.
  Pre-Battle Preparation:  No stellar debris is ever used in scenarios using the 
  hyperspace rules.
  Scenario Rules:  The following rules are used when ﬁ ghting battles in hyperspace.
  H7The pulsing energy waves prevalent throughout hyperspace create havoc with 
  sensors and other active systems.  Regardless of whether ships have the Stealth 
  trait or not, all ships in hyperspace battles have Stealth 4+.  Ships with no or 
  low stealth will be shielded by hyperspace shockwaves, which also disrupt those 
  ships who use active means to gain stealth.
  H7It is vital for ships to maintain their lock-on to their navigational beacons in 
  hyperspace if they are to have any hope of ﬁ nding their way back to realspace.  
  In the End Phase of every turn, every ship must make a Crew Quality check.  If 
  a ship rolls less than a total of 6, it has lost its lock on its beacon.  A –1 penalty 
  is incurred if the ship ﬁ red any weapons in this turn.  It also suffers a –1 penalty 
  if it took any Special Actions and a –2 penalty if it is crippled.  A ship that has 
  lost its lock-on may continue to ﬁ ght in the battle but will count as destroyed 
  for victory conditions (the crew will spend the rest of their lives wandering 
  hyperspace, hopelessly looking for a route back to realspace).
  H7If a ship loses its lock-on to the beacon, it may re-roll the Crew Quality check so 
  long as it is within 10” of a at least one friendly ship that is still locked on.
  H7Missiles lose their Super AP trait.  If you are using rules for variant missile types, 
  missiles will also lose the AP trait if they possess it.
  H7Players may not keep ships in reserve in realspace, to be brought into hyperspace.  
  It is impossible to open a point in hyperspace with any real degree of accuracy 
  and even ships with Advanced Jump Points are unlikely to appear anywhere 
  near the battleﬁ eld.  All ships present in the ﬂ eet must be deployed at the start 
  of the ﬁ ght.
  Victory and Defeat:  As scenario being played.  However, if you are playing a 
  campaign game, every surviving ship should be awarded an extra Experience Dice, 
  regardless of whether it was on the winning or losing side in the battle.
  160
  Part III: Scenarios
  
  Ambush
  A small ﬂ eet has laid a trap for a much larger enemy.  Using stealth, guile and surprise, it will launch a devastating attack and then 
  quickly withdraw, leaving the enemy scattered, confused and unable to respond.  That is, at least in theory, the plan.  In reality, 
  the ambushing ﬂ eet must use all its skill to avoid simply ﬂ ying into the waiting guns of the enemy.
  Fleets:  The defender has 5 Fleet Allocation Points.  The attacker has 3 Fleet Allocation Points.
  Pre-Battle Preparation: The defending ﬂ eet is placed in the central deployment area marked on the map, with all ships pointing 
  towards one short table edge.  The attacker picks one of the deployment areas that run alongside the long table edges.  He may 
  place stellar debris how he wishes in this deployment area – all other stellar debris is generated randomly.  He then places his 
  ships in this deployment area though he is permitted to keep all but one ship in hyperspace, so long as he has at least one ship in 
  hyperspace with the Jump Point or Advanced Jump Point trait.
  Scenario Rules:  The attacker has one ‘free’ turn at the beginning of the battle.  In effect, he may move and attack with his 
  ships normally but the defending ﬂ eet may do nothing – its ships may not move, ﬁ re, take Special Actions or perform Damage 
  Control.  They must simply take the damage during this turn. 
  Game Length: Until the attacker has withdrawn or until one side has no ships on the table (Running Adrift, destroyed and 
  surrendered ships do not count as viable ships).
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  However, the defending player does not 
  gain Victory Points for ships that tactically withdraw.
  161
  Scenarios
  
  Annihilation
  For those safe in the headquarters of High Command, wars in space are slow, studied affairs, a far cry from the terror and 
  unleashing of mighty energies that make a typical battle.  There have been times in history, however, when the raw emotion of the 
  ﬁ ght has worked its way up to the highest levels.  During these times of total war, it is not enough that a strategically important 
  objective be taken.  Nothing less than the total and utter destruction of the enemy will do, to wipe their ﬂ eets from the map and 
  boil their planets with weapons of mass destruction.
  Fleets:  Players have random Fleet Allocation Points and choose their ﬂ eets freely.
  Pre-Battle Preparation:  Roll for Initiative as normal – the losing ﬂ eet will be forced to set up ﬁ rst.  The ﬂ eets are deployed 
  anywhere in their own deployment zones as shown on the scenario map.  Stellar debris is generated randomly.
  Scenario Rules:  None.
  Game Length:  Until the victory conditions have been met.
  Victory and Defeat:  For the ﬂ eets involved in this battle, damage sustained by their own ships is of little importance so long 
  as the enemy suffers more.  This battle will continue until all the ships on one side have been destroyed.  The winner is the ﬂ eet 
  with at least one ship remaining on the table.
  162
  Scenarios
  
  Assassination
  War can get personal very quickly and even the High Command may begin taking an interest in particular personalities on the 
  other side.  Very often, in the midst of battle, ﬂ eets may be ordered to do everything they can to destroy a speciﬁ c vessel.  This 
  may be a ship thought to be carrying an important personage, perhaps a military genius, or it may be home to an ace crew who 
  have been dealing damage to the allied side out of all proportion to their normal tactical worth.  Whatever the reason, orders have 
  been given that under no account can this ship be permitted to live.
  Fleets:  Players have random Fleet Allocation Points and choose their ﬂ eets freely.
  Pre-Battle Preparation:  The defender deploys his ﬂ eet ﬁ rst.  The attacker must nominate one ship in the enemy ﬂ eet at the 
  highest priority level possible and secretly record its name on a scrap piece of paper.  This ship is his target, the one marked for 
  assassination.  The attacker may keep up to half of his ﬂ eet in hyperspace at the beginning of the game, so long as he has at least 
  one ship in hyperspace with the Jump Point or Advanced Jump Point trait.  Stellar debris is generated randomly.
  Scenario Rules:  None.
  Game Length:  12 turns, or until one ﬂ eet withdraws or either side has no ships on the table (Running Adrift, destroyed and 
  surrendered ships do not count as viable ships).
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  However, the attacker will earn double 
  the normal Victory Points for any damage done to his target ship.
  163
  Scenarios
  
  Blockade
  Rather than take the time and trouble to bring the enemy to battle, a large ﬂ eet will often simply blockade a system or other 
  strategically important target.  Forcing the enemy to run through this blockade, the ﬂ eet will have the chance of destroying its 
  enemy piecemeal.  For their part, the blockade runners have the chance of defeating the blockade and making their way through 
  without engaging the larger ﬂ eet in a full-scale battle.
  Fleets:  The attacker (the blockader) has 5 Fleet Allocation Points.  The defender (the blockade-runner) has 2 Fleet Allocation 
  Points.
  Pre-Battle Preparation:  The blockading player deploys his ﬂ eet ﬁ rst.  All ships must be pointing directly towards the opposite 
  long table edge.  The blockade-runner will move all his ships on from anywhere along this opposite table edge in the ﬁ rst turn.  
  The blockade-runner may not use the Initiate Jump Point! Special Action as the blockader is successfully jamming his jump 
  engines.
  Scenario Rules:  The blockade-runner has one ‘free’ turn at the beginning of the battle.  In effect, he may move and attack 
  with his ships normally but the blockading ﬂ eet may do nothing – its ships may not move, ﬁ re, take Special Actions or perform 
  Damage Control.  They must simply take any damage dealt during this turn.  After this ﬁ rst turn, Initiative is rolled normally.
  Game Length:  12 turns, or until the victory conditions have been met.
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  The blockading player scores Victory 
  Points normally.  The blockade-running player only scores Victory Points for moving ships off the blockader’s long table edge.  
  He gains the full VP value of every ship moved off the table in this way, regardless of its condition, as if it had been destroyed.  
  The blockader’s long table edge and the two short table edges are considered to belong to the blockader for the purposes of 
  tactical withdrawal.  The opposite long table edge is considered to belong to the blockade-runner.
  164
  Scenarios
  
  Call to Arms
  Every war has its ﬁ rst shots ﬁ red.  In space, this often happens when two ﬂ eets have been put on high alert and hostilities are 
  expected.  Many patrols are sent out to gain intelligence on the enemy and when two opposing patrols meet, neither are likely to 
  ask questions.  The war begins with the small clash of these patrolling ships.
  Fleets:  Players have random Fleet Allocation Points and choose their ﬂ eets freely.
  Pre-Battle Preparation:  Roll for Initiative – the losing ﬂ eet will be forced to set up ﬁ rst.  The ﬂ eets are deployed anywhere in 
  their own deployment zones as shown on the scenario map.  This clash takes place in deep space and so no stellar debris or planets 
  are required unless both players agree to their use.
  Scenario Rules:  None.
  Game Length:  10 turns, or until either side has no ships on the table (Running Adrift, destroyed and surrendered ships do not 
  count as viable ships).
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.unner.
  165
  Scenarios
  
  Carrier Clash
  Costing billions of credits, carrier ships are some of the most valued components in a ﬂ eet.  Forming carrier groups with several 
  escorting vessels, their Captains are expected to be able to win entire battles by themselves.  To become the Captain of a carrier 
  is to gain a position of immeasurable trust and responsibility and only the most tactically astute can ever hope to be rewarded in 
  this way.  When two carrier groups meet in battle, observers will be treated to some of the most exciting action possible in space 
  combat.
  Fleets:  Players have random Fleet Allocation Points.  Both ﬂ eets must have one ship with at least two ﬂ ights of auxiliary craft.  
  All other ships in the ﬂ eet must be of an equal or lower Priority Level than the scenario.
  Pre-Battle Preparation:  Roll for Initiative as normal – the losing ﬂ eet will be forced to set up ﬁ rst.  The ﬂ eets are deployed 
  anywhere in their own deployment zones as shown on the scenario map.  Stellar debris is generated randomly.
  Scenario Rules:  None.
  Game Length:  10 turns, or until either side has no ships on the table (Running Adrift, destroyed and surrendered ships do not 
  count as viable ships).
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  The short table edges are considered 
  to belong to the player who has his deployment zone there for the purposes of tactical withdrawal.  The long table edges are 
  considered to be neutral.wins.unner.
  166
  Scenarios
  
  Convoy Duty
  These two words can often ﬁ ll a Captain with dread, for he is likely to look forward to nothing more than days of mind-numbing 
  boredom, shepherding a group of slow-moving transports across space.  However, civilian ships are vital during wartime, for they 
  are often used to carry supplies, weapons and even troops across the battle zone and their safe arrival may be imperative to High 
  Command.
  Fleets:   The defending player has 5 Fleet Allocation Points.  The defending player also has two corporate freighters.  He may 
  replace either corporate freighter with two civilian traders or both with a single space liner.  These are the convoy ships he must 
  protect.  For every increase in Priority Level, the number of corporate freighters increases by two.  A Priority Level: War game 
  would therefore have ten corporate freighters.  The defender may replace any or all of these with civilian traders or space liners 
  as listed above.  The attacker has 3 Fleet Allocation Points.
  Pre-Battle Preparation: The defending ﬂ eet is placed in the deployment area marked on the map.  The attacker does not start 
  on the table.  Instead, he will move his ships on from either long table edge during any turn he chooses.  He is not required to 
  move all his ships on from the same table edge, nor is he required to move them all on in the same turn. The attacker may also 
  keep up to half of his ﬂ eet in hyperspace at the beginning of the game, so long as he has at least one ship in hyperspace with the 
  Jump Point or Advanced Jump Point trait.  Stellar debris is generated randomly.
  Scenario Rules:  The convoy ships are always moved ﬁ rst each turn, before all other ships controlled by either player.
  Game Length:  Until the all convoy ships have either been destroyed or have left the table (Running Adrift, destroyed and 
  surrendered ships do not count as viable ships).
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  However, the attacker will gain 2 
  VPs for every convoy ship he manages to completely destroy (but no other VPs are earned for destroying these ships).  The 
  defender gains 2 VPs for every convoy ship he manages to exit from the exit edge marked on the map and earns the usual VPs 
  for destroying attacking ships.  For the purposes of tactical withdrawal, the short edges are considered to belong to the defender 
  while the long table edges belong to the attacker.
  167
  Scenarios
  
  Flee to the 
  Jump Gate
  Sometimes a Captain has no choice but to ﬂ ee.  Whether carrying vital cargo, information that cannot fall into the hands of the 
  enemy or simply ﬂ eeing from a superior force, the only victory for the pursued can be escape.
  Fleets:  The attacking player has 5 Fleet Allocation Points and chooses his ﬂ eet freely.  At least one of his ships must have the 
  Jump Point or Advanced Jump Point trait.  The defending player has 3 Fleet Allocation Points.
   
  Pre-Battle Preparation:  A jump gate is placed on the table, as shown on the map.  The defending ﬂ eet is deployed ﬁ rst, with 
  all ships pointing towards the jump gate.  The attacker then chooses up to two ships to be placed in his deployment zones at the 
  far corners of the table behind the defending ﬂ eet.  The rest of his ﬂ eet is kept in hyperspace; at least one of these ships must 
  have the Jump Point or Advanced Jump Point trait.  The defending player may not use the Initiate Jump Point! Special Action 
  as the attacker is successfully jamming his jump engines.  The jump gate is considered to belong to the attacker, as deﬁ ned in the 
  Advanced Rules chapter.
  Scenario Rules:  The attacker moves his main force onto the table from the Surprise Entry Point on Turn 2.  He must have a 
  ship that is capable of opening this jump point in hyperspace.
  Game Length:  10 turns, or until the victory conditions have been met.
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  The attacker gains Victory Points 
  as normal.  The defending player gains the full VP value of every one of his ships that exit via the jump gate, regardless of its 
  condition, as if it had been destroyed.  The defender also earns the usual VPs for destroying attacking ships.
  168
  Scenarios
  
  Recon Run
  Information is critical in war and a lack of it can get people killed quicker than a neutron laser.  Small squadrons of ships will 
  often undertake breathtakingly dangerous missions just in order to gain a little knowledge of their enemy, making high speed 
  passes while scanners probe targets for the slightest hint as to their true capabilities.  Few ships on recon runs may make it back 
  but if just one ﬁ nds its way back to base, the information it carries may prove critical to the war effort.
  Fleets:  The defender has 5 Fleet Allocation Points and chooses his ﬂ eet freely. The attacker has 3 Fleet Allocation Points.
  Pre-Battle Preparation:  The defending ﬂ eet is placed in the deployment area marked on the map.  The attacker will move his 
  ships on from any one table edge he chooses in the ﬁ rst turn of the game. The attacker may also keep up to half of his ﬂ eet in 
  hyperspace at the beginning of the game, so long as he has at least one ship in hyperspace with the Jump Point or Advanced Jump 
  Point trait.  Stellar debris is generated randomly.
  Scenario Rules:  The objective of this scenario is for the attacker to successfully scan as many enemy ships as possible.  To do 
  this, he must move a ship within 12” of an enemy ship and then roll 1d6, adding his Crew Quality score.  On a 7 or more, he 
  successfully scans the enemy.  Each attacking ship can scan one defending ship per turn.  However, they may not perform any 
  Special Actions while doing so.
  Game Length:  10 turns, or until every defending ship has been scanned.
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  However, the attacker gains half of an 
  enemy ship’s destroyed VP value, rounding up, whenever he successfully scans it.  Each enemy ship may only be scanned once.  
  169
  Scenarios
  
  Space Superiority
  Once open war has been declared, opposing ﬂ eets will begin ﬁ ghting for strategically important areas of each star system.  In 
  some cases, space itself may be possessed by a victorious ﬂ eet and this can be vital to the ﬂ eets of supply ships that will be required 
  to keep the warships operational.  These battles of space superiority can be vicious and may in themselves ultimately decide the 
  winner of the war.
  Fleets:   Players have random Fleet Allocation Points and choose their ﬂ eets freely.  Both players are permitted to keep up to 
  half their ships in hyperspace, so long as they have at least one ship in hyperspace with the Jump Point or Advanced Jump Point 
  trait.
  Pre-Battle Preparation:  Roll for Initiative as normal – the losing ﬂ eet will be forced to set up ﬁ rst.  The ﬂ eets are deployed 
  anywhere in their own deployment zones as shown on the scenario map.  Stellar debris is generated randomly.
  Scenario Rules:  None.
  Game Length:  10 turns.
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  However, divide the battleﬁ eld up into 
  a grid, where each grid square is 24” by 24”.  If a player has at least one ship in a square and no enemy ships, then he gains a 
  bonus of 5 VPs.  Crippled ships and those Running Adrift or on a Skeleton Crew may not claim a square in this manner.  For 
  the purposes of tactical withdrawal, each short edge is considered to belong to the player who deployed along its length.  Long 
  table edges are considered neutral.
  170
  Scenarios
  
  Supply Ships
  Supplies and logistics win wars more often than superior tactics and ﬁ repower, as anyone in High Command knows.  The 
  protection of supply ships is therefore of the utmost importance in any war and the destruction of an entire supply ﬂ eet is 
  considered a great coup.
  Fleets:  Players have random Fleet Allocation Points and choose their ﬂ eets freely.  The defending player also has two corporate 
  freighters.  He may replace either corporate freighter with two civilian traders or both with a single space liner.  These are the 
  supply ships he must protect.  For every increase in Priority Level, the number of corporate freighters increases by two.  A Priority 
  Level: War game would therefore have ten corporate freighters.  The defender may replace any or all of these with civilian traders 
  or space liners as listed above.  The attacker may keep up to half of his ships in hyperspace, so long as he has at least one ship in 
  hyperspace with the Jump Point or Advanced Jump Point trait.
  Pre-Battle Preparation:  The defending player deploys his entire ﬂ eet around the planet.  The attacker then deploys his entire 
  ﬂ eet in the area surrounding the planet.
  Scenario Rules:   The supply ships are always moved ﬁ rst each turn, before all other ships controlled by either player.
  Game Length:  10 turns, or until either side has withdrawn or has no ships on the table (Running Adrift, destroyed and 
  surrendered ships do not count as viable ships).
  Victory and Defeat:  This scenario uses Victory Points in order to determine who wins.  The attacking player gains a 2 point 
  bonus for every supply ship he destroys (but no other VPs are earned for destroying these ships).  The defending player gains a 
  2 point bonus for every supply ship that survives the battle.  If the supply ships make a tactical withdrawal, they are considered 
  to be destroyed with regards to Victory Points – if the attacker manages to force the supply ships out of the system, he will have 
  done a great deal of damage to the defending player’s logistics in this region of space.
  171
  Scenarios
  
  Planetary 
  Assault
  This scenario depicts a showdown between two ﬂ eets.  The defender has been hammered in past battles and been forced to retreat 
  to a strategic strongpoint.  The planet it is defending can be considered either a mere staging outpost or its very homeworld, 
  depending on the Priority Level of the battle.  The attacker has a tough ﬁ ght ahead as planets are typically well defended but the 
  ultimate prize of real territory lies ahead….
  Fleets:  The attacking player has 7 Fleet Allocation points to choose a ﬂ eet with.  The defending player has 5 Fleet Allocation 
  points and also gains extra defences, as described in the Planetary Assault rules.
  Pre-Battle Preparation:  The defender sets up in his deployment zone ﬁ rst.  The attacker moves on from his short table edge 
  in the ﬁ rst turn.  The attacker is permitted to keep all but one of his ships in hyperspace, so long as he has at least one ship in 
  hyperspace with the Jump Point or Advanced Jump Point trait.
  Scenario Rules:  All the Planetary Assault rules are used in this scenario.
  Game Length:  10 turns.
  Victory and Defeat:  This scenario focuses on the planet rather than the ﬂ eets themselves.  Planets are exceptionally important 
  strategic targets and it would be worth the death of an entire ﬂ eet in order to capture or retain hold of one.  The game continues 
  until the end of the 10th turn or until either the defender has no Troops left on the planet or the attacker has no Troops left to 
  deploy.  If, at this point, the defender still holds the planet with Troops, he has won (but may be in for a long blockade if his ﬂ eet 
  has been wiped out).  If the attacker has Troops on the planet but the defender does not, he gains victory.  If the defender has 
  Troops on the planet but no Emplacements, the ﬁ ght is a draw.
  If a Shadow Cloud is being used by the attacking force, it merely needs to move onto the planet for a full three turns in order to 
  claim victory.  By the end of this time, there will be no life left on the planet’s surface.
  172
  Scenarios
  
  Battle of the Line
  The ﬁ nal act of the Earth/Minbari War was a scene of great tragedy for Mankind.  Having no appreciable victories throughout 
  the years of the war, the Earth Alliance had been pushed back to its home solar system.  Bypassing the colonies on Io and Mars, 
  the Minbari launched an assault on Earth itself, preparing to wipe humanity from the face of the galactic map.  The remaining 
  warships of Earth formed a ragged line around their homeworld, knowing that to offer battle was suicide.  However they also 
  knew that every moment they held the line, another few civilian transports might escape from the planet, allowing humanity to 
  continue, somewhere, in the vast reaches of the universe.  
  This battle features just a small portion of the line around Earth and similar scenes were played out throughout nearby space.
  Historical Note:  Over 20,000 humans took part in the Battle of the Line but less than 200 survived the confrontation.  
  The Minbari slaughtered the Earth Alliance ships that stood in their way before, inexplicably, surrendering their forces and 
  withdrawing.
  Earth Alliance Fleet:  Very few experienced crews are left in the Earth Alliance.  The ﬂ eet contains six Hyperions, eight Novas, 
  four Olympus’ and 15 Starfury ﬂ ights.  All ships and ﬂ ights have a Crew Quality of three.
  Minbari Fleet:  The Minbari ﬂ eet is battle-hardened and well experienced in killing humans.  The ﬂ eet contains seven Sharlin 
  warcruisers and 12 Nial ﬁ ghter ﬂ ights.  All ships and ﬂ ights have a Crew Quality of ﬁ ve.
  Pre-Battle Preparation:  This battle takes place in Earth space so no stellar debris is used.  The Earth Alliance is deployed ﬁ rst 
  in its deployment zone.  The Minbari player moves one Sharlin through each jump point during the ﬁ rst turn.  Nials may follow 
  any and all Sharlins through the jump points and ships may not be kept in reserve in hyperspace.
   
  Scenario Rules:  No special rules.
  Game Length:  Six turns.
  Victory and Defeat:  If at least one Earth Alliance ship (not ﬂ ight) remains on the table after the 6th turn, then the Earth player 
  gains victory – though he is probably still doomed, he has delayed the Minbari long enough for a few more civilian ships to 
  escape.  If all the Earth ships have been destroyed, then the Minbari claim victory.
  173
  Scenarios
  
  Assault on 
  Ragesh 3
  2258 was the start of Narn aggression against their former masters, the Centauri.  For nearly a century, the Narn armed forces 
  had been growing while the Centauri themselves were undergoing something of a decline as their empire shrunk.  There ﬁ nally 
  came a time when the Narn saw opportunity to not only reclaim some of their former territory but embarrass the Centauri into 
  not responding, further weakening their position in the galaxy.  The scene of the ﬁ rst strike into Narn territory was to be a small 
  agricultural colony known as Ragesh 3.
  Historical Note:  The Narn succeeded in overcoming the agricultural colony with no signiﬁ cant losses, taking all surviving 
  Centaur hostage, including the nephew of Babylon 5’s ambassador, Londo Mollari.  However, political manoeuvres on the 
  diplomatic station soon forced the Narn to withdraw peacefully, effectively putting their plans for invasion of Centauri space on 
  indeﬁ nite hold.
  Narn Fleet:  While the Narn ﬂ eet has grown exponentially, the Kha’Ri was reluctant to ﬁ eld frontline vessels in this ﬁ rst endeavour.  
  The Narn ﬂ eet begins the game with two T’Loth assault cruisers (both Crew Quality 4) and six ﬂ ights of Frazi ﬁ ghters.
  Centauri Fleet:  The colony of Ragesh 3 has never been well-funded and assignment here is considered to be little more than a 
  joke.  The Centauri ﬂ eet starts with a Colony Station but no Sentri ﬁ ghters are carried on board.
  Pre-Battle Preparation:  This battle takes place in Ragesh 3 space so no stellar debris is used with the exception of the planet, as 
  noted on the map.  The Colony Station is deployed ﬁ rst, also as shown on the map.  The Narn player moves through the jump 
  point during the ﬁ rst turn.  Ships may not be kept in reserve in hyperspace.
   
  Scenario Rules:  The mines of the Colony Station become active on the second turn of the battle.  Thereafter, the Centauri 
  player must make a Crew Quality check at the start of each turn.  He may not take any actions at all until he rolls a nine or more 
  for this check – the personnel on the station are stunned by the sudden Narn attack and need time to get their station battle 
  ready.
  Game Length:  Until victory conditions 
  are met.
  Victory and Defeat:  If the Narn ﬂ eet 
  is completely destroyed, the Centauri 
  gain total victory.  Once the Narn 
  reduce the Colony Station by two 
  damage thresholds, it will automatically 
  surrender, giving victory to the attacking 
  ﬂ eet.
  174
  Scenarios
  
  Quadrant 37
  At the end of 2258, the Centauri were ﬁ nding themselves humiliated by the Narn time and again in a string of diplomatic 
  incidents.  With the Narn military on the rise, there were few within the Republic eager for a direct confrontation.  This left an 
  opportunity for Londo Mollari to enlist the help of a Mr Morden who represented very powerful forces.  With Morden’s allies 
  engaged in the destruction of the Narn Colony in Quadrant 37, the Centauri were able to claim a victory without revealing their 
  intentions to the galaxy at large.  It was this act that propelled Ambassador Mollari into the limelight of the Royal Court on 
  Centauri Prime, something that was to change the face of the entire galaxy.
  Historical Note:  The Narn forces were annihilated within minutes due to the lightning strike conducted by Mr Morden’s 
  allies, the Shadows.  They quickly retreated after the battle, leaving the Narn shell-shocked and confused as to what could have 
  happened to their listening post.
  Narn Fleet:  A single Listening Post, 2 T’Loth assault cruisers and 12 Frazi ﬂ ights.  All have Crew Quality 4.
  Shadow Fleet:  2 Shadow Ships, both with Crew Quality 5.
  Pre-Battle Preparation:  Aside from the planet on the map, no Stellar Debris is used.  The Narn ﬂ eet is deployed ﬁ rst in its 
  deployment zone.  The Shadow player enters the table at any point from hyperspace in the ﬁ rst turn.
   
  Scenario Rules:  The Shadow player gains the Initiative in the ﬁ rst two turns automatically.  In the ﬁ rst turn, the Narn ﬂ eet may 
  only move – it may not attack or take any Special Actions.
  Game Length:  12 turns, or until the victory conditions have been met.
  Victory and Defeat:  This is a simple ﬁ ght to the death.  If one ﬂ eet destroys its enemy completely or forces it to withdraw, it 
  can claim victory.  Additionally, if the space station has not been reduced to 0 Damage by the end of turn 12 then the Narn ﬂ eet 
  wins.
  175
  Scenarios
  
  The Second Battle 
  for Quadrant 14
  In the last days of the War of Retribution, the ships of the Centauri Republic had pushed deep into Narn space, inﬂ icting devastating 
  losses as they forged ahead.  Realising that their position in Maroth and Quadrant 24 was untenable, the Narn military scuttled their 
  bases and infrastructures in these systems and withdrew to Quadrant 14 in an effort to consolidate enough forces that would be able 
  to face the oncoming Centauri.  The attack came on November 19th, in the Earth Year 2259.
  Jumping into the system, the Centauri’s 15th Victorious Fleet, a force so far undefeated in the war, engaged the Narn’s Silver Fleet in 
  a bloody and brutal confrontation.  With their backs to the wall, the Narn forces fought courageously and inﬂ icted terrible losses on 
  the Centauri, forcing them to retreat from the system.  Bolstered by this victory, much of the Narn ﬂ eet jumped to Quadrant 24 , 
  hoping to take their revenge on a battered 15th Victorious Fleet wanting nothing more than to lick its wounds.  Unfortunately, they 
  encountered a much larger and more capable ﬂ eet from Quadrant 37 and though they defeated the outermost patrol vessels of the 
  Centauri, they lost yet more ships in the process before being forced back to Quadrant 14 to await the inevitable response of their 
  enemies.
  Sensing victory was in his grasp, Centauri Admiral Dromo gathered his forces for a massive assault on Quadrant 14 that would sweep 
  away one of the last bastions of Narn resistance.  Drawing together the remaining ships from the 15th Victorious Fleet along with the 
  2nd Triumphant Fleet, fresh from securing Quadrant 27, Dromo launched an attack designed to overwhelm the Narn defence.
  Historical Note:  The combined ﬂ eets of the Centauri proved too much for the Narn defenders, forcing them to fallback to 
  Homeworld.  This moved forced them to abandon all Narn civilians in Quadrant 14, who were to suffer terribly under Centauri 
  rule.
  Priority Level:  War
  Fleets:  The Centauri player has ﬁ ve Fleet Allocation Points.  The Narn player has three.
  Pre-Battle Preparation:  Stellar debris is generated randomly though the only planet on the table is the one shown on the map.  
  Re-roll any results that indicate another planet or moon is present.  The Narn ﬂ eet is placed in its deployment zone, surrounding the 
  planet.  The Centauri player moves his 
  ﬂ eet onto the table in his ﬁ rst turn from 
  his deployment edge.  Neither player 
  is allowed to keep ships in reserve in 
  hyperspace – this is as ﬁ ght to the death 
  and captains on both sides are eager to 
  play their past in history
  Scenario Rules:  None
  Game Length:  10 turns.
  Victory and Defeat:  The game continues 
  for 10 turns.  If by this time any Narn 
  ships survive, the Narn player is awarded 
  the victory – he has bought enough time 
  for at least a few civilians to be evacuated. 
  If the Narn ﬂ eet is completely wiped out, 
  victory is awarded to the Centauri.
  176
  Scenarios
  
  The Long 
  Twilight Struggle
  The War of Retribution between the Narn and Centauri in the Earth Year 2259 began to swing in favour of the Centauri after 
  the ﬁ rst few engagements.  Slowly, the Centauri reversed their fortunes and began their devastating thrust into Narn territory.  
  Desperate to at least stall this advance, War Leader G’Sten devised a daring plan to strike at the Centauri main supply centre at 
  Gorash 7.  It was his hope that this would cause the Centauri to believe the Narn were far stronger than they truly were, forcing 
  them to withdraw and reconsider their options.  This would give the Narn time to regroup and mount a credible defence of 
  the rest of their territory.  The risk was great though – if this attack failed and the Narn ﬂ eet destroyed, it would leave their 
  homeworld completely open to attack.
  Historical Note:  Expecting little resistance, the Narn ﬂ eet ﬂ ew straight into an ambush of Shadow Ships which completely 
  annihilated the attackers, at the behest of Ambassador Mollari.  This left the main Centauri ﬂ eet free to directly attack the Narn’s 
  homeworld, smashing its cities into ruin and forcing the surrender of all Narn.
  Narn Fleet:  7 Q’Quan heavy cruisers.  War Leader G’Sten is present on one of the G’Quans.  All Frazi ﬁ ghters in the ﬂ eet may 
  start the scenario deployed.  Three Q’Quans have Crew Quality 5 (including G’Sten’s) while the others have Crew Quality 4.
  Shadow Fleet:  5 Shadow Ships, all ships with Crew Quality 6.  One of the Shadow Ships carries 4 Shadow Fighter ﬂ ights, which 
  may not be deployed before the start of the battle.  There is also a Centauri Colony Station in orbit around the planet.
  Pre-Battle Preparation: No stellar debris is used, other than the planet shown on the map.  The Narn ﬂ eet is deployed ﬁ rst in its 
  deployment zone, having just jumped from hyperspace.  The Shadow player moves his entire ﬂ eet onto the table from his edge 
  in the ﬁ rst turn.  Neither player is allowed to keep ships in reserve in hyperspace. 
  Scenario Rules:  The Narn player is attempting a desperate gamble in this scenario.  As such, he may not make any Tactical 
  Withdrawals until he has had at least 5 ships destroyed.
  Game Length:  Until victory 
  conditions are met.
  Victory and Defeat:  The 
  Shadow 
  player 
  wins 
  by 
  destroying every Narn ship. 
  The Narn player wins by either 
  destroying all the Shadow 
  Ships, or the Centauri Colony 
  Station, or by successfully 
  making a Tactical Withdrawal 
  via a jump point with two ships. 
  Anything else is a draw.
  177
  Scenarios
  
  The Fall of Night
  With the War of Retribution lost, the Narn were desperate – none more so than those few ships that had escaped the destruction 
  of their ﬂ eet.  The G’Toc was such a vessel, having been on deep patrol when the Narn homeworld was attacked.  Returning to 
  ﬁ nd the war lost, its Captain, War Leader Na’Kal, chose to ﬂ ee to Babylon 5 in the hopes of gaining sanctuary or at least making 
  some much needed repairs before continuing a guerrilla war among the stars.  Though granted respite by Captain Sheridan, the 
  Centauri quickly found out about the G’Toc’s presence and sent a battlecruiser to intercept it.
  Historical Note:  The Centauri challenged the authority of Babylon 5 and attacked both the station and the Narn ship.  The 
  G’Toc ﬂ ed through the jump gate with little extra damage, escorted by Babylon 5’s ﬁ ghters, though the Centauri ship was 
  destroyed shortly after.
  Narn Fleet:  1 G’Quan (the G’Toc) heavy cruiser.  Though the G’Toc has a Crew Quality of 5, it is badly damaged.  It does not 
  have the Jump Point trait, nor any Frazi ﬁ ghters.  In addition, it may not use its Heavy Laser Cannon or Energy Mines, has a 
  Speed of 4 and may not use the All Power to Engines! Special Action.  The Narn also have the use of Babylon 5 (post 2259) and 
  two ﬂ ights of Starfuries with Crew Quality 4 (Zeta Squadron).
  Centauri Fleet:  1 Secundus battlecruiser, with Crew Quality 4.
  Pre-Battle Preparation: No stellar debris is used, other than the planet shown on the map.  All ships are placed as shown on the 
  map, facing any direction their player’s choose. 
  Scenario Rules:  The Narn player may not open ﬁ re with any ships or Auxiliary Craft until one turn after the Centauri have ﬁ rst 
  attacked.  Until the Centauri attack, they are assumed to automatically win the Initiative every turn.  Once shots are ﬁ red, roll 
  for Initiative normally.
  Game Length:  Until victory conditions are met.
  Victory and Defeat:  The Centauri player wins by destroying the Narn ship.  He gains a major victory and crowing rights if he 
  destroys the Narn ship and reduces Babylon 5 by one or more damage thresholds.  The Narn player wins if he can exit the G’Toc 
  through the jump gate.
  178
  Scenarios
  
  Severed Dreams
  2260 was a tumultuous year for the Earth Alliance.  President Clark began consolidating his power base and, after declaring 
  martial law on Earth, severely restricted the activities on all Earth colonies.  Not everyone in EarthForce were willing to stand 
  by as the veil of tyranny spread across space and humanity headed towards a new dark age.  General Hague was the ﬁ rst to 
  rebel against the unconstitutional actions of EarthGov and he led several destroyers in revolt.  In a series of engagements, these 
  ships were destroyed and General Hague himself was killed.  The Earth destroyer Alexander, pursued by the Clarkstown, ﬂ ed to 
  Babylon 5, the last bastion of freedom in the Earth Alliance.  The Alexander was soon joined by the Churchill and it was here their 
  Captains planned a stand against Clark’s forces who they knew would try to shut Babylon 5 down.
  When the provisional Mars government refused to accept Clark’s order of martial law on their world, the President responded by 
  ordering the bombing of civilian targets until they surrendered.  This cold-blooded murder was the catalyst that ﬁ nally convinced 
  Captain Sheridan that he had no choice but to secede from the Earth Alliance and declare Babylon 5 an independent state until 
  President Clark stepped down.
  Clark’s response was swift.  Sending a heavy assault force to Epsilon Eridani, he demanded the surrender of the station and the 
  renegade ships in its space, and for all command level personnel to be detained.  This was to be the ﬁ rst time that President Clark’s 
  irresistible march to power was challenged and the fate of all Mankind hung in the balance.
  Historical Note:  The crippled Churchill was destroyed as it heroically rammed the Roanoke and both the Alexander and Babylon 
  5 itself were heavily damaged.  However, the EarthForce assault ﬂ eet was annihilated.  A reserve ﬂ eet arrived soon after to demand 
  the surrender of Babylon 5 but was forced to withdraw when a Minbari ﬂ eet, led by Delenn, entered the system and declared 
  the station to be under their protection.
  Babylon 5 Fleet:  The Babylon 5 player has two Omega destroyers (the Alexander and the Churchill) and Babylon 5 itself, using 
  the rules presented in Rules Supplement I.  Babylon 5 uses its post-2259 weapons ﬁ t and has its full complement of Starfuries.  
  The Churchill has two ﬂ ights of Thunderbolts as part of its normal complement.  The Churchill has a Crew Quality score of 5, 
  while the Alexander has a Crew Quality score of 6.  Due to damage already suffered, both the Alexander and the Churchill begin 
  with only 35 Damage and 45 Crew remaining.
  Earth Alliance Fleet:  The Earth Alliance player has two Omega destroyers (the Agrippa and the Roanoke), two Hyperion cruisers 
  (the Cronus and Deimos) and two wings of Breaching Pods.  Both the Agrippa and the Roanoke have two ﬂ ights of Thunderbolts 
  as part of their normal complements.  All ships have a Crew Quality score of 4.
  Pre-Battle Preparation:  This battle takes place in Babylon 5 space so no stellar debris is used.  The Babylon 5 ﬂ eet is deployed 
  ﬁ rst in its deployment zone, as shown on the map.  The Earth Alliance player moves through the Jump Gate during the ﬁ rst turn.  
  Neither player is allowed to keep ships in reserve in hyperspace – all cards are on the table in this ﬁ ght of ideologies.  However, 
  both ﬂ eets may deploy all their ﬁ ghters before the start of the battle.  The Earth Alliance player automatically has the initiative 
  in the ﬁ rst turn. 
  Scenario Rules:  The Babylon 5 player has a +1 Initiative bonus, as he is technically an Earth Alliance ﬂ eet, bringing his total 
  Initiative bonus to +3 including the aid that Babylon 5 itself gives.  Note that while Sheridan is present, the rules for using 
  Captain Sheridan onboard a ship are not – they reﬂ ect his abilities as a warship ofﬁ cer, not the military governor of a small city 
  in space.
  Game Length:  Until victory conditions are met.
  Victory and Defeat:  This scenario is a straight ﬁ ght to the death.  The Babylon 5 player wins if he can destroy the Earth Alliance 
  ﬂ eet or force them to withdraw.  The Earth Alliance ﬂ eet wins if it can destroy the two opposing Omegas, all of Babylon 5’s 
  ﬁ ghter ﬂ ights that are launched and reduce Babylon 5 to at least its ﬁ rst damage threshold.
  179
  Scenarios
  
  180
  Scenarios
  
  Interludes and 
  Examinations
  With the Shadow War in full swing towards the end of the Earth Year 2260, Captain Sheridan of Babylon 5 began to ﬁ nd it 
  difﬁ cult to unite the races of the galaxy into one cohesive force.  Though much of the Minbari and elements of the Narn were 
  with him, as well as the newly commissioned ﬂ eet of White Stars, the governments of the League were sceptical about even the 
  possibility of defeating the Shadows.  What was needed was a victory to bring them into the ﬁ ght, convincing them that defeat 
  was not inevitable.  It was the Vorlons that responded to this demand as the Shadows started to break through into Brakiri 
  space.
  Historical Note:  The Vorlons ambushed the Shadow ﬂ eet and swiftly defeated them.  This brought the League into the war as 
  a more or less united front but was to have fatal repercussions for Ambassador Kosh.
  Priority Level:  War.
  Vorlon Fleet:  1 Vorlon Heavy Cruiser, 8 Vorlon Destroyers and 8 Vorlon Fighter ﬂ ights.  Roll for random Crew Quality for 
  each.
  Shadow Fleet:  4 Shadow Ships and 4 Shadow Fighter ﬂ ights.  Roll for random Crew Quality for each.
  Pre-Battle Preparation: Stellar debris can be randomly generated if both players wish but no planets should be used.  The 
  Shadow ﬂ eet is deployed ﬁ rst in its deployment zone.  The Vorlon player moves his entire ﬂ eet onto the table from a single jump 
  point placed anywhere he desires outside of the Shadows’ deployment zone in the ﬁ rst turn.  Neither player is allowed to keep 
  ships in reserve in hyperspace. 
  Scenario Rules:  Only the Vorlons may attack in the ﬁ rst turn.  The Shadows may move but cannot do anything else unless Vorlon 
  Fighters contact Shadow 
  Fighters, in which case 
  the dogﬁ ght is resolved 
  as normal.  The Vorlons 
  automatically win the 
  Initiative in the ﬁ rst 
  turn.
  Game Length:  Until 
  one ﬂ eet is destroyed or 
  withdraws.
  Victory and Defeat: 
  Victory Points are used 
  as normal to gauge who 
  wins this scenario.
  181
  Scenarios
  
  Shadow Dancing
  Having brought the League and other races together into his Army of Light, all Captain Sheridan needed was a chance to take 
  the ﬁ ght to the Shadows.  He was soon to get this chance after a successful scouting mission by Commander Ivanova.  While 
  this would not win the Shadow War outright, it would demonstrate the resolve of the Younger Races and build morale, vital for 
  the dark days ahead.
  Historical Note:  The Army of Light succeeded in destroying much of the Shadow ﬂ eet and forcing the rest to withdraw.  
  However, many ships of the ﬂ eet were destroyed in the process, with heavy casualties throughout.
  Priority Level:  War.
  Army of Light Fleet:  4 Minbari Sharlins, 6 Minbari Nial ﬂ ights, 4 Brakiri Avioki, 8 White Stars, 4 Drazi Warbirds, 2 Drazi 
  Sunhawks, 2 Vree Xills, and 1 Narn G’Quan.  Roll for random Crew Quality for each.  Each Sharlin carries Telepaths and is 
  able to attempt to jam up to 3 Shadow vessels each turn.  In addition, Commander Ivanova is present in a White Star, currently 
  awaiting repairs after a confrontation with a Shadow Scout.  Her White Star has a Crew Quality of 6.
  Shadow Fleet:  10 Shadow Ships, 4 Shadow Scouts and 20 Shadow Fighter ﬂ ights.  Roll for random Crew Quality for each.
  Pre-Battle Preparation: Stellar debris can be randomly generated if both players wish but no planets should be used.  The 
  Shadow ﬂ eet is deployed ﬁ rst in its deployment zone, then Commander Ivanova’s White Star is placed as shown on the map.  
  The Army of Light player moves his entire ﬂ eet onto the table from a single Jump Point placed anywhere in his deployment zone 
  during the ﬁ rst turn.  Neither player is allowed to keep ships in reserve in hyperspace. 
  Scenario Rules:  Commander Ivanova’s White Star is currently undergoing repairs and cannot take any actions – it will remain 
  immobile and unable to attack (or Dodge!).  Make a Crew Quality check in every End Phase.  When a 10 or more is scored, the 
  White Star becomes active and may move and attack as normal.  Until this happens, it is assumed to be Running Silent and so 
  has a Stealth score of 3+.
  Game Length: Until 
  one ﬂ eet is destroyed or 
  withdraws.
  Victory 
  and 
  Defeat: 
  Victory Points are used 
  as normal to gauge who 
  wins this scenario.
  182
  Scenarios
  
  Into the Fire
  Set in the Earth Year 2261, this scenario features the forces of Captain Sheridan and his Army of Light in their struggle to free 
  the galaxy from the inﬂ uence of the Old Ones.  By this time, Sheridan had visited Zha’ha’dum and had famously returned from 
  the dead to lead all free peoples, no matter what their race, to freedom and prosperity.  First, however, they had to deal with the 
  massively powerful Shadows and Vorlons, a feat previously thought impossible.
  This scenario shows the actions of the White Star ﬂ eet in preparation for the massive confrontation around Coriana VI a week 
  later.  In an effort to harry the Vorlon forces and keep them off balance, Sheridan ordered the destruction of several deep space 
  Observation Posts.  This required the use of the most advanced ships Sheridan had at his disposal, as the normal League ﬂ eets 
  would have been annihilated as soon as they jumped within range of the Vorlon’s weaponry.
  Historical Note:  Though several White Stars had been destroyed, the Army of Light was successful in destroying the Vorlon 
  Observation Post.
  Priority Level:  War.
  Army of Light Fleet:  The Army of Light player has 20 White Stars, all with Crew Quality 5.  In addition, one of these White 
  Stars will be carrying Captain Sheridan himself, as detailed in Rules Supplement II.  None of these White Stars carry Nial 
  ﬁ ghters.
  Vorlon Fleet:  The Vorlon ﬂ eet has just the Observation Post detailed on the next page.  Because of the way space stations 
  operate, it is presumed that this scenario will be played as a solo match, with the Army of Light player matching his skills against 
  potent Vorlon technology.
  Pre-Battle Preparation:  This battle takes place in deep space so stellar debris is generated normally.  The Vorlon Observation 
  Post is placed ﬁ rst, as shown on the map.  The Army of Light ﬂ eet is then placed in the deployment zone.  Ships may not be kept 
  in reserve in hyperspace – it is assumed that Sheridan’s forces have just exited hyperspace and are now committed to the attack.
  Scenario Rules:  If this scenario is played as a solo game, the Vorlon Observation Post will automatically target each White Star 
  within range every turn, up 
  to its Targets score.
  Game Length:  Until victory 
  conditions are met.
  Victory and Defeat:  This 
  scenario is a straight ﬁ ght to 
  the death.  The Army of Light 
  player wins if he can reduce 
  the 
  Vorlon 
  Observation 
  Post to 0 Damage.  He will 
  gain a draw if he reduces 
  the Observation Post to 
  its last damage threshold. 
  Anything else is a victory for 
  the Vorlons.
  183
  Scenarios
  
  Between the Darkness 
  and the Light
  As the war against President Clark’s forces approached its end phase, Commander Ivanova was placed in charge of the White Star 
  ﬂ eet during Sheridan’s capture and interrogation on Mars.  Intelligence had been received that Clark was planning an ambush 
  against the Army of Light ﬂ eet in Sector 300, using never-before-seen advanced model destroyers.  Knowing that the White Stars 
  were faster and more capable of the rest of the ﬂ eet, Ivanova made the decision to move ahead of the rest of the ﬂ eet and engage 
  this new threat before it threatened the entire outcome of the war.
  Historical Note:  Commander Ivanova managed to destroy Clark’s advanced destroyers but several White Stars, including 
  her own, were destroyed in the engagement.  The battle, however, opened the way for the Army of Light to quickly launch an 
  offensive against Mars and Earth.
  Priority Level:  War.
  Army of Light Fleet:  20 White Stars. Roll for random Crew Quality for each.  Commander Ivanova’s White Star automatically 
  has a Crew Quality of six. The White Stars do not have their Nial ﬂ ights.
  Earth Alliance Fleet:  Eight Shadow Omegas.  Each has a Crew Quality of ﬁ ve.
  Pre-Battle Preparation: Stellar debris can be randomly generated if both players wish but no planets should be used.  The Army 
  of Light ﬂ eet is deployed ﬁ rst in its deployment zone.  The Earth Alliance player moves his entire ﬂ eet onto the table, using one 
  jump point for each ship, placed anywhere in his deployment zone during the ﬁ rst turn.  Each jump, point has to be within 6” 
  of another.  Neither player is allowed to keep ships in reserve in hyperspace.  The Earth Alliance player may not begin the game 
  with his Thunderbolts deployed but may launch them later on.
  Scenario Rules:  None – this is a straight up ﬁ ght between two large ﬂ eets!
  Game 
  Length: 
  Until 
  one ﬂ eet is destroyed or 
  withdraws.
  Victory 
  and 
  Defeat: 
  Victory Points are used 
  as normal to gauge who 
  wins this scenario.
  184
  Scenarios
  
  Silent Run 
  Through Nefua
  Throughout much of the Earth Year 2262, the high command of the ﬂ edgling Interstellar Alliance suspected the Centauri 
  Republic was in some way responsible for a series of atrocities enacted upon the shipping of other governments, particularly those 
  of the League races.  Ambassador Mollari onboard Babylon 5 was under investigation and the White Star ﬂ eet was stretched to 
  its limit in an attempt to gain valuable evidence that could be brought to the heads of government within the Alliance before a 
  real shooting war started.  
  President Sheridan, through his network of Rangers, learned that a Centauri ﬂ eet was massing around the Nefua system, using 
  the world as a staging post before leapfrogging into League space.  Desperate to learn anything about the true intentions of the 
  Centauri, he dispatched a force of White Stars to inﬁ ltrate the system and return with valuable intelligence.  
  Historical Note:  The White Stars successfully penetrated the Nefua system and gathered intelligence on the warships massing 
  there without being detected.  Unfortunately, while the information they returned allowed the ISA to later track the movements 
  of individual Centauri warships, no solid evidence of the Centauri’s involvement in the raiding of shipping lanes was gathered.  
  Scenario Date:  2262.  
  Priority Level:  Battle. 
  Fleets:  The ISA player has 7 White Stars.  Only the very best crews have been selected for this highly classiﬁ ed mission and 
  so each White Star has an Elite crew (Crew Quality 6).  The Centauri player has 3 squadrons, each containing 2 Vorchan-class 
  warships.  In addition to this, he also has 4 Fleet Allocation Points to spend on other vessels.
  Pre-Battle Preparation:  The Centauri player places an Earth-sized planet anywhere in his deployment zone.  Other stellar debris 
  is generated randomly though the only planet on the table is the one in the Centauri’s deployment zone.  Re-roll any results that 
  indicate another planet or moon is present.  The Centauri ﬂ eet is placed anywhere in its deployment zone, though the three squadrons 
  of Vorchans are kept off the table for now.  The ISA player moves his ﬂ eet onto the table in his ﬁ rst turn from his deployment edge.  
  Neither player is allowed to keep ships in reserve in hyperspace – the ISA are trying to slip through Centauri lines in realspace 
  in order to gather information and, 
  for now, the Centauri are completely 
  unaware of the inﬁ ltrators.  
  Scenario Rules:  The White Stars have 
  been partially powered down and some 
  work has been performed to further 
  lower their active signatures prior to this 
  scenario beginning.  Every White Star 
  must perform the Run Silent! special 
  action every turn until one of them 
  has been detected.  However, because 
  of the modiﬁ cations made to these 
  White Stars, they are permitted to make 
  one 45o turn during their movement 
  (effectively having Turns: 1/45o while 
  using the Run Silent! special action).
  185
  Scenarios
  
  Campaigns
  Many players have enjoyed the 
  campaign system for A Call to Arms 
  detailed in Book One.  All over the 
  world, players have charted the rise and 
  fall of empires, of governments in decline 
  and races in ascendance, ready to claim 
  their place among the stars.  A campaign 
  allows you to really get to know a ﬂ eet.  
  You will see ships and their crews rise 
  in experience and ability, ﬁ ght for a star 
  system and engage in grudge battles 
  against old enemies.
  Playing in a campaign is the pinnacle of 
  enjoyment in A Call to Arms and if you 
  have not already tried it, we recommend 
  you gather some friends who are also 
  playing this game and start one of your 
  own!
  The following rules are very similar to 
  those presented in Book One.  However, 
  they are slightly more detailed and provide 
  a few more options for players.  They also 
  link together various rules found in this 
  book and link them into the campaign.
  Beginning the 
  Campaign
  Before you begin a campaign, you need 
  to do several things.  First off, you will 
  need at least two players with complete 
  ﬂ eets, though the campaign system here 
  can support many more – you could get 
  your entire club involved in a galaxy-
  sweeping campaign!
  Every player should have at last ten Fleet 
  Allocation Points worth of ships (whether 
  you are using counters or miniatures).  
  Ideally, every ﬂ eet should be different, so 
  you can represent Earth, Narn, Centauri 
  Prime, and so on, but it is okay to have 
  the same type of ﬂ eet on differing sides, 
  with one representing a rogue faction of 
  their government, perhaps.
  You then need to create the campaign 
  map, which will show the star system 
  all the players are attempting to control.  
  This comprises a number of Strategic 
  Targets, all of which are considered 
  important by the invading ﬂ eets.  The 
  number of Strategic Targets present in 
  the system is random and rolled for on 
  the table below.
  2d6
  No. of Strategic Targets
  2-4
  6
  5-8
  7
  9-12
  8
  This table assumes that two players will 
  be taking part in the campaign.  For every 
  additional player that is taking part, add 
  one more Strategic Target to the total.  
  In addition to the number of Strategic 
  Targets generated, there will always be 
  one additional Strategic Target in every 
  system, the Trade Route.
  Each Strategic Target must then be 
  generated using the table below.  Rolling 
  on this table deﬁ nes what category the 
  Strategic Target falls under, after which 
  you need to refer to the category table to 
  see precisely what is present in the system.  
  The ﬁ rst Strategic Target will always be a 
  Settled World in every campaign.
  2d6
  Strategic Target Category
  2-3
  Space Installation
  4
  Space Debris
  5
  Gas Giant
  6
  Settled World
  7
  Dead World
  8
  Uninhabited World
  9
  Jump Gate
  10
  Outpost
  11-12
  Inner System Comet
  As well as the wide variety of different 
  Strategic Targets that may be available 
  in a campaign, a particular system may 
  also have a number of Unusual Features.  
  These can vary from unusually high 
  densities of space debris around some 
  strategic targets to the leftovers of past 
  wars still littering the void. Occasionally 
  even more bizarre phenomena have been 
  recorded, resulting from unusual solar 
  activity or simply without any obvious 
  explanation.
  Roll on the table below to see how many 
  Unusual Features are present when a 
  system is generated.  Roll on the Unusual 
  Features category table for each one to see 
  precisely what anomalies and phenomena 
  are present.  Each Unusual Feature is 
  randomly assigned to a Strategic Target, 
  and it affects only that Strategic Target.
  1d6
  Number of Unusual Features
  1-3
  0
  4-5
  1
  6
  2
  The categories and effects of each Strategic 
  Target and Unusual Feature are covered 
  in detail at the end of this chapter.
  Unlike other games, the campaign system 
  in A Call to Arms does not use a map for 
  its game play, with each Strategic Target 
  linked to one or more others.  Fleets are 
  highly manoeuvrable in Babylon 5 and, 
  given time, have the ability to strike 
  almost anywhere within a star system.  In 
  theory, you could just list the available 
  Strategic Targets in a system on a scrap 
  piece of paper, playing an entire campaign 
  using nothing more elaborate.  However, 
  players like to see what they are ﬁ ghting 
  for, so a few minutes sketching out the 
  star and relative positions of the Strategic 
  Targets will be time worth spent.  Players 
  will enjoy crossing off their enemy’s 
  name from a target when they win a 
  battle, replacing it with their own.   They 
  will also get the feeling that they have 
  accomplished something, taken some 
  ground, with each target they acquire in 
  battle. 
   
  Starting 
  Fleets
  Every player takes a ﬂ eet roster  and creates 
  a ﬂ eet using ten Fleet Allocation Points 
  at Battle Priority Level.  However, a ﬂ eet 
  commander can never be sure exactly 
  what he is getting when he requisitions 
  vessels from his high command and the 
  worth of many ﬂ eets is not in their ships 
  but in their crew.
  186
  Campaigns
  
  To this end, players must randomly roll 
  for the Crew Quality of every ship in 
  their ﬂeet on the table below.
  2d6
  Crew
  Crew Quality 
  Score
  2
  Civilian
  2
  3-4
  Green
  3
  5-8
  Military-Grade 4
  9-10
  Veteran
  5
  11-12 Elite
  6
  Players are allowed to swap Crew Quality 
  scores between two of their ships – this 
  allows them to have a decent crew 
  on whatever they will regard as their 
  ﬂagship.  Other than this, you will be 
  stuck with the crew you roll for, though 
  they will have a chance to improve during 
  the campaign.  All on board squadrons 
  have the same Crew Quality score as their 
  parent ships.
  Once the players are gathered, the ﬂeets 
  ready and the campaign map sketched 
  out, it is time to start the campaign.
  The Campaign 
  Turn
  Just as with normal games in A Call to 
  Arms, campaigns have turns that are 
  divided up into phases, each of which 
  must be played out before the next can 
  begin.  By the end of each campaign 
  turn, every player would have fought a 
  battle (sometimes more than one!) and 
  several Strategic Targets are likely to have 
  changed hands.
  Each Campaign Turn consists of the 
  following phases.
  1. 
  Initiative
  2. 
  Select Targets
  3. 
  Generate Scenario
  4. 
  Fight Battle
  5. 
  Ship Experience
  6. 
  Repairs and Reinforcements
  Once every player has performed the 
  Reinforcements phase, a new Campaign 
  Turn begins, with players ready to ﬁght 
  a new round of battles in an attempt to 
  dominate the star system.
  Initiative
  As with the main game, initiative is rolled 
  for by using 2d6 and applying the player’s 
  ﬂeet modiﬁer, as detailed in Part Three.  
  Re-roll all ties.  However, a –1 penalty 
  is applied to a player’s initiative roll for 
  every Strategic Target he currently holds.  
  Possessing a Strategic Target brings all 
  sorts of beneﬁts but also requires the ﬂeet 
  dedicates a certain portion of its resources 
  to maintaining patrols and security 
  watches on the facilities, which in turn 
  makes it less ﬂexible in responding to the 
  actions of the enemy.
  Select 
  Targets
  The player who won the Initiative phase 
  selects any one Strategic Target that he 
  does not currently possess.  If this target 
  belongs to another player, he will move to 
  the next phase, ﬁghting a battle with that 
  player’s ﬂeet.  
  If it is currently unoccupied, the next 
  player in the initiative order may decide 
  to also occupy it, in which case, they both 
  move to the next phase in order to ﬁght 
  a battle.  If this player chooses not to, 
  the choice falls to the next player in the 
  initiative order, and so on.  If the attacking 
  player is not challenged in this way, he 
  gains the Strategic Target automatically 
  without a ﬁght!
  Once it has been decided what the player 
  who won the initiative is doing, the 
  next player in initiative order chooses a 
  Strategic Target and follows the same 
  process.  He may not choose a Strategic 
  Target that has already been nominated 
  by previous player in this turn.
  In this way, a Campaign Turn may be 
  fairly light in combat if most players 
  choose to occupy spare Strategic Targets 
  and do not challenge one another much.  
  On the other hand, a player may ﬁnd 
  himself having to ﬁght multiple battles in 
  the same turn if the other players all turn 
  against him and launch attacks on several 
  Strategic targets he possesses!
  Before you start planning your star-
  spanning offensive, however, there is one 
  golden rule to bear in mind.  Every ship 
  on your ﬂeet roster may only take part in 
  one battle during every Campaign Turn.  
  Once you have used it in one battle it 
  may not be used in another during this 
  same turn.  This means as the campaign 
  draws on and your casualties increase, 
  you will have to be very careful about 
  who you ﬁght and with what.
  Generate 
  Scenario
  Once it has been determined that 
  two players will ﬁght, the player who 
  nominated the Strategic Target to be 
  fought over must roll on the table below 
  to determine which scenario will be 
  played.  During this scenario, he will be 
  regarded as the attacker.
  2d6
  Scenario
  2
  Assassination
  3
  Recon Run
  4
  Convoy Duty
  5
  Ambush
  6
  Space Superiority
  7
  Call to Arms
  8
  Annihilation
  9
  Blockade
  10
  Carrier Clash *
  11
  Flee to the Jump Gate! **
  12
  Supply Ships/Planetary Assault ***
  * This scenario may only be used if both 
  ﬂeets have ships capable of acting as 
  carriers.  Otherwise, re-roll this result.
  ** This scenario may only be used if the 
  Strategic Target being fought over is a 
  Jump Gate.  Otherwise, re-roll this result.
  *** If the attacker rolls for a Supply Ships 
  mission during a campaign while targeting 
  a Mining Outpost, Dead World or Settled 
  World, he may instead choose Planetary 
  Assault.
  The Priority Level of the scenario is also 
  randomly decided, using the table below.  
  However, both players may inﬂuence the 
  result of this roll if they wish.  Before 
  rolling, each may secretly mark down a 
  modiﬁer from –3 to +3 on a scrap piece 
  of paper.  Once the dice is rolled, both 
  players reveal their modiﬁer and apply it 
  to the dice roll for a ﬁnal result.
  187
  Campaigns
  
  Action
  XP Dice Gained
  Destroys enemy ship of lower Priority Level than your ship
  1
  Destroys enemy ship of the same Priority Level of your ship
  2
  Destroys enemy ship of a Priority Level one higher than your ship
  3
  Destroys enemy ship of a Priority Level two higher than your ship
  4
  Destroys enemy ship of a Priority Level three higher than your ship 5
  Destroys enemy ship of a Priority Level four higher than your ship
  6
  Forcing an enemy ship to surrender until end of game*
  Double XP Dice earned for destroying it
  Crippling an enemy ship
  Half XP Dice for destroying it (round down)
  Reducing an enemy ship to a Skeleton Crew
  Half XP Dice for destroying it (round down)
  Being on the winning side in the battle
  2
  Being on the losing or drawing side in the battle
  1
  Being reduced to a Skeleton Crew
  -2 (and lose 1 point of Crew Quality)
  * Only earned by the ship that enacted the Special Action that forced the ship to surrender.
  2d6
  Points Value
  4 or less
  Patrol
  5-6
  Skirmish
  7-8
  Raid
  9-10
  Battle
  11 or more
  War
  This is the base points value of the ﬂeets 
  being used in the scenario generated.  
  Players choose ships from their ﬂeet 
  roster to use in the scenario but may not 
  take a ﬂeet that has a greater value than 
  the total rolled for.  
  You should also be warned that if you are 
  ﬁghting multiple battles in a turn or have 
  a battered ﬂeet after several losses, you 
  may not be able to ﬁeld a large enough 
  force to use all your Fleet Allocation 
  Points.  In this case, you will be taking 
  a smaller ﬂeet to the battle and will have 
  to ﬁght that much harder!  You are never 
  required to ﬁeld a ﬂeet that uses all of 
  your Fleet Allocation Points, even if your 
  opponent does.
  Fight Battle
  Once it has been decided who is ﬁghting 
  who and which scenarios are being used, 
  it is time to hit the tabletop and begin 
  playing A Call to Arms.  If you ﬁnd that 
  you are waiting for a battle because your 
  opponent is currently ﬁghting someone 
  else, take the opportunity for a break 
  and a quick snack or, alternatively, start 
  heckling him as he plays!  Your turn to 
  ﬁght will come soon enough. . .
  The victor of the battle will either retain 
  or gain the Strategic Target over which 
  he 
  and 
  his 
  opponent were 
  ﬁghting.  This 
  is immediately 
  added to his 
  ﬂeet roster and 
  may be used in 
  later phases of 
  the same turn. 
  If a battle ends 
  in a draw, the 
  Strategic Target 
  remains in the 
  possession 
  of 
  the player who 
  possessed 
  it 
  originally (or remains unoccupied if no 
  player had it on his ﬂeet roster).
  Any ships destroyed during the battle are 
  crossed off the ﬂeet roster.  All existing 
  damage (including effects of critical hits) 
  are also noted on the ﬂeet roster.  Ships 
  that have surrendered to the enemy 
  are also crossed off but the enemy does 
  not mark them down on his own – it 
  is assumed that it takes far too long for 
  the captured ship to be analysed and re-
  crewed before the campaign ends.  Regard 
  it as a trophy. . .
  Players should collaborate to form a 
  strong narrative for the campaign – it 
  is all very well rolling up scenarios and 
  Strategic Targets randomly but it is much 
  more fun devising reasons why ﬂeets are 
  ﬁghting at any one particular time.  For 
  example, a Narn ﬂeet may have decided 
  to attack a Centauri held agrarian world.  
  Generating a scenario results in a Skirmish 
  level Blockade.  After a brief discussion, 
  the two players may decide the Narn are 
  attempting to stop all food supplies to the 
  ﬂeet from this world and it is vital that 
  several Centauri warships, loaded with 
  food stuffs, break through the blockade 
  and to enable the rest of the ﬂeet to 
  continue eating well.  If they fail, the rest 
  of the ﬂeet will go onto standard rations 
  and the agrarian world will have to be 
  relinquished to the Narn as an alternative 
  supply post must be found.  Once you 
  get into the swing of the campaign, you 
  will ﬁnd it relatively easy to continually 
  come up with reasons for ﬂeets to ﬁght, 
  no matter what scenarios are generated.
  Once all battles have been fought and 
  won, it is time for the victor to enjoy the 
  spoils and for the loser to count the cost.
  Ship 
  Experience
  Battle is a crucible through which crews 
  learn or die and the greenest crew may 
  become battle-hardened veterans before 
  the campaign is through.
  During every battle, ships will acquire 
  Experience Point (XP) Dice for various 
  actions they successfully perform.  These 
  actions are summarised in the table 
  below.
  To count as destroying an enemy ship, 
  your ship must deliver the killing blow 
  – the attack that actually destroyed the 
  enemy vessel.  By the same token, to gain 
  XP Dice for crippling an enemy ship or 
  reducing it to a Skeleton crew, your ship 
  must have delivered the attack that caused 
  this to happen.
  A ship may earn XP Dice for both 
  crippling an enemy ship and reducing 
  it to a Skeleton Crew.  It may not earn 
  XP Dice for both this and destroying the 
  enemy ship.  In this case, only the XP 
  Dice for destroying the ship are gained.  
  However, it is perfectly possible for one 
  ship to gain XP Dice for crippling an 
  enemy ship, and another gain the full XP 
  Dice reward for destroying it in a later 
  attack.
  No XP Dice are earned for destroying 
  Civilian ships.
  188
  Campaigns
  
  A ship may never be reduced to less than 
  zero XP Dice.  Auxiliary Craft may never 
  earn XP Dice, nor is their destruction 
  worth XP Dice.
  XP Dice may be saved for future 
  Campaign Turns or they may be spent 
  immediately as shown below.  A ship 
  may only beneﬁt from its own XP Dice 
  and the effects may never be applied to 
  another ship.
  Increase Crew 
  Quality
  You may spend one XP Die in an attempt 
  to improve the Crew Quality of your ship.  
  Roll the XP Dice.  If you score higher 
  than your current Crew Quality score, it 
  will be raised by one point.  You may only 
  attempt this once every Campaign Turn 
  for each ship on your ﬂeet roster.
  Repair Ship
  Any number of XP Dice may be 
  expended in trying to makeshift repair 
  a ship, making it battle worthy once 
  more.  Roll any number of XP Dice and 
  multiply the result by three.  This is how 
  many Damage points you can recover on 
  the ship.  Note that you cannot increase 
  your ship’s Damage points to above their 
  original number.  Ships which have been 
  Crippled may not use XP Dice in this 
  way and must await full-scale repairs, as 
  detailed below.
  Tactical Judgement
  Any number of XP Dice may be kept 
  aside, ready for use in future battles.  Each 
  XP Die spent allows you to re-roll one die 
  that directly affects the ship.  This may 
  be an Attack Dice (either ﬁred by or at 
  the ship), a Damage roll, a Crew Quality 
  check – anything that may directly affect 
  the ship expending the XP Dice.  The 
  rules governing re-rolls may be found in 
  Book One.
  Refitting
  An experienced crew instinctively knows 
  how to get the best performance out of 
  their ship, how to requisition the best 
  materials and how to improve upon 
  a basic design.  For every two XP Dice 
  you expend, you may roll once on the 
  Reﬁt table in your ﬂeet list.  This may 
  be done any number of times, so long 
  as you have enough XP Dice. Effects are 
  not cumulative (so, you cannot apply 
  Additional Weapons Fitted to the same 
  weapon system twice, though you can 
  apply it twice to two different weapon 
  systems).  If any results cannot be applied 
  to your ship for any reason, re-roll them.
  Other Duties
  An experienced crew can usually be 
  assured of getting the best missions 
  when not in battle – ‘sweet’ or ‘plum’ 
  assignments, they are called.  For every 
  two XP Dice you expend, you may roll 
  once on the Other Duties table in your 
  ﬂeet list.  This may be done any number 
  of times, so long as you have enough XP 
  Dice. Effects are not cumulative (so you 
  cannot gain Time in Orbit twice to gain 
  a +2 bonus when forcing enemy ships 
  to surrender).  If any results cannot be 
  applied to your ship for any reason, re-
  roll them.
  Repairs and 
  Reinforcements
  Even after just one battle, players are 
  likely to have several badly damaged, 
  maybe even crippled warships in their 
  ﬂeet.  After a few more campaign turns, 
  the ﬂeet is going to begin looking more 
  like a spaceship junkyard!
  This, of course, will never do and players 
  will be interested in keeping their ships 
  as battle worthy as possible.  They will 
  also look to reinforce their position in 
  the campaign by bringing in entirely new 
  ships and, potentially, expanding their 
  ﬂeet beyond its original size.
  During this phase, every player will 
  automatically receive ten Repair and 
  Reinforcement (RR) points, which will 
  be used to repair damaged ships, replace 
  lost crew and call for reinforcements from 
  high command.  The total number of RR 
  points each player will receive is modiﬁed 
  by the events listed below.
  Event
  RR Points
  Player captured a new 
  Strategic Target this turn
  +10
  Player lost a Strategic 
  Target this turn
  -15
  For every battle won this 
  turn
  +5
  For every space station the 
  player possesses
  -5
  Additionally, every player receives RR 
  points equal to the RR score of each 
  Strategic Target that they now hold.  
  For example, a player with an Industrial 
  World (10 RR) and a Construction Yard 
  (3 RR) would gain an additional 13 RR 
  points.  Each Strategic Target type has its 
  RR score listed in its entry below.
  These RR may be spent in the following 
  ways.  It is not compulsory for you to 
  spend all your RR points every turn, and 
  they may be saved for spending in future 
  turns.
  Repairs
  Each RR point may be expended to 
  replace ﬁve lost Damage points from any 
  ship in the ﬂeet.  A ship that has been 
  Crippled must have an additional ﬁve RR 
  points spent on it before any repairing 
  may be performed.
  Two RR points may be spent repairing 
  a single Critical Hits to a ship’s Vital 
  Systems.  Other Critical Hits will cost 
  one RR point each to negate.
  In addition, you may voluntarily send a 
  ship back to high command for complete 
  repairs, no matter what its condition.  
  You will not be able to use the ship for 
  a full two Campaign Turns but after this 
  period, it will be returned to your ﬂeet 
  roster as normal, fully repaired of any 
  damage.
  Ships with the Self-Repairing trait will 
  automatically recover all lost Damage 
  points (though not Crew or Critical Hits) 
  before their next battle.
  Recruiting
  Each RR point may be expended to 
  replace up to eight lost Crew points from 
  any ship in the ﬂeet. 
  189
  Campaigns
  
  If a ship has been reduced to a Skeleton 
  Crew, you may recruit crew for it as 
  normal but it will have its Crew Quality 
  score permanently reduced by one, as 
  many experienced ofﬁcers and ratings 
  will have been lost.
  If a ship has been reduced to zero Crew, 
  you may recover it at the end of the battle, 
  so long as the ship is on your ﬂeet roster 
  and you won the battle.  You will need to 
  buy a whole new crew for it – roll a new 
  Crew Quality score for them.
   
  Reinforcements
  You may purchase new ships for your 
  ﬂeet roster by spending an amount of 
  RR points shown on the Reinforcements 
  table.  You may only purchase ships from 
  the same ﬂeet list that you originally 
  selected for your ﬂeet.
  Auxiliary craft wings may also be 
  purchased as reinforcements, either as 
  independent wings or as replacements 
  for carriers which have suffered losses 
  amongst their ﬁghter craft. In this case, 
  the carrier must be capable of carrying 
  the ﬁghter craft in question.
  In a campaign, you may also transfer 
  auxiliary craft between carriers. Do this 
  during the repairs and reinforcements 
  phase by noting down the reduced number 
  of  craft on one carrier and adding them 
  to your chosen recipient. A ship recieving 
  ﬁghters must be capable of carrying them 
  in the normal manner and you must not 
  exceed the carrier capacity for any craft in 
  transferring ﬁghters. Other than this, you 
  are free to transfer ﬁghters as you wish, 
  even leaving a ship completely without 
  ﬁghters in order to re-stock a preferred 
  vessel in the ﬂeet.
  Priority Level of Ship/
  Wing
  RR Points
  Patrol
  5
  Skirmish
  10
  Raid
  15
  Battle
  20
  War
  25
  Space Station
  x2
  Victory and 
  Defeat
  After many battles have been fought and 
  won, it will be time for one ﬂeet to claim 
  victory over all others.
  The winner of the campaign is the player 
  who can capture all available Strategic 
  Targets ﬁrst.  He can lord it over his 
  fellow players and claim to do twice as 
  well in the next campaign.  A player 
  automatically loses the campaign if every 
  ship on his ﬂeet roster is destroyed.  We 
  suggest he just slinks away and hopes no 
  one notices him. . .
  Strategic 
  Targets and 
  Unusual 
  Features 
  Each Strategic Target in a campaign has 
  its own effect on the ﬂeet that manages to 
  successfully capture it.  Listed below are 
  the different Strategic Target categories 
  and their special rules, as well as the rules 
  for Unusual Features.
  Unexplored 
  Worlds: 
  Some 
  types 
  of Strategic Target are designated as 
  unexplored.  The ﬁrst time that an 
  unexplored Strategic Target is captured, 
  the capturing player may roll once on the 
  following table:
  2d6
  Exploration
  2
  Ancient Ruins
  3
  Crashed Spacecraft
  4-5
  Resource Cache
  6-8
  Nothing
  9-10
  Hidden Resources
  11
  Raiders
  12
  Lost Outpost
  As soon as an unexplored target has been 
  captured it is explored.  No more rolls 
  for exploration are made if other players 
  capture it in the future.
  Ancient Ruins: Discovering the ruins of an 
  ancient civilisation that once existed here, 
  the explorers unearth a cache of advanced 
  technology.  The discovering player may 
  make a free reﬁt roll for a single ship in 
  their ﬂeet.
  Crashed Spacecraft: A crashed spacecraft 
  and its grateful crew are discovered and 
  rescued.  The discovering player may add 
  a single League ship of Skirmish or Patrol 
  level to their ﬂeet for no cost.
  Hidden Resources: Whether a hidden 
  ecosystem or a hitherto-undiscovered 
  abundance of mineral deposits, it turns 
  out that this planet is of far more value 
  than previously thought.  The Strategic 
  Target 
  permanently 
  produces 
  one 
  additional RR per turn.
  Lost Outpost: It turns out that there is an 
  isolated outpost here that has remained 
  out of contact with the rest of the galaxy 
  for years or even decades.  Replace this 
  Strategic Target with a random outpost.
  Nothing: The Strategic Target is exactly as 
  it appears to be.
  Raiders:  The discovering player stirs up a 
  hornet’s nest as it turns out that raiders are 
  using this Strategic Target as a hidden base 
  of operations!  This results in temporarily 
  increased piracy for one turn before they 
  are driven off, reducing the RR income of 
  all players by –1d6.  Raiders ﬂeets do not 
  suffer this RR penalty and indeed gain a 
  single Raider ship of Skirmish or Patrol 
  level for free. 
  Resource Cache:  The planet turns out 
  to house a one-off cache of resources, 
  whether a hidden military stockpile or a 
  lone deposit of valuable minerals.  It can 
  be quickly exploited for a one-off bonus 
  of +1d6 RR for the discovering player.
  Space Installation
  This category covers fully operational 
  space installations.  Space installations are 
  rarely completely autonomous, usually 
  placed in orbit of or close proximity to 
  a planet or other Strategic Target.  They 
  can cover a wide variety of roles, from 
  serving as a nexus of trade and diplomacy 
  for a region, to providing shipyards for 
  the repair and maintenance of a ﬂeet.
  190
  Campaigns
  
  1d6
  Space Installation
  1
  Construction Yard
  2
  Diplomatic Station
  3
  Military Installation
  4
  Scrap Yard
  5
  Space Docks
  6
  Trade Station
  Spacedocks (1 RR)
  Spacedocks 
  are 
  space 
  installations 
  designed to berth capital ships for the 
  purposes of maintenance and resupply. 
  They provide only a minimum of income 
  for the controlling power but they also 
  serve as extremely useful facilities for 
  repairing damaged warships.
  A player who controls a spacedocks 
  ignores the 5 RR point premium required 
  for repairing Crippled ships.
  Trade Station (3 RR)
  A trade station is a gathering point for 
  merchants and traders across the system.  
  Usually, this kind of space installation has 
  extensive docking facilities for freighters 
  and cargo ships, as well as providing 
  accomodation and entertainment for 
  the dealers and corporate emissaries 
  that constantly pass through the station 
  to hammer out commerce and trade 
  arrangements.  Those in control of such 
  a station are able to tap into the wealth 
  ﬂowing through their property, through 
  taxes or favourable deals.
  A player who controls a trade station 
  increases the income they gain from the 
  trade route strategic target by three RR.
  Diplomatic Station (1 RR)
  Much like a trade station, a diplomatic 
  station usually boasts extensive facilities 
  for the accomodation and entertainment 
  of its visitors.  The main difference is that 
  those travelling to a space installation of 
  this kind are doing so because it is a hub 
  of diplomacy and political interaction.  
  Here, deals are brokered not for the 
  exchange of goods and merchandise but 
  for the writing of peace treaties and the 
  sealing of alliances.
  During the Initiative phase of the 
  campaign turn, after initiative has been 
  rolled, a player who controls a diplomatic 
  station may pay three RR to target any 
  player lower in the initiative order than 
  themselves for a ceaseﬁre.  By designating 
  a single strategic target in the system, the 
  chosen player may not attack that target 
  this turn.
  Military Training Installation 
  (1 RR)
  Military training installations are created 
  to give cadets a taste of life in space and 
  zero-g conditions to prepare them for 
  service onboard capital ships.  Such an 
  installation can provide a steady ﬂow of 
  well-trained crew for a ﬂeet.
  A player who controls a military training 
  installation may reroll one XP die being 
  used to try and increase the Crew Quality 
  of a ship, once per campaign turn.
  Construction Yard (3 RR)
  Construction 
  yards 
  are 
  substantial 
  space installations created for the 
  purpose of assembling new spacecraft.  
  A construction yard is usually in close 
  proximity to a planet or mining outpost 
  from which raw materials can be shipped 
  over to it and processed into spacecraft 
  parts.  A construction yard on the scale 
  of one of these strategic targets is a great 
  prize indeed; instead of having to bring 
  in reinforcements from other systems, 
  the owner can churn a steady ﬂow of new 
  craft out of the installation and straight 
  into the thick of battle.
  A player who controls a construction yard 
  gains an additional ﬁve RR on top of the 
  normal three RR that this strategic target 
  produces.  The bonus ﬁve RR can only be 
  spent on the purchase of new ships and 
  is lost at the end of the turn if it has not 
  been used.
  Scrap Yard (1 RR)
  A ‘scrap yard’ is an industrial space 
  installation that processes raw materials 
  and recycles the debris and free-ﬂoating 
  scrap that tends to be left in the aftermath 
  of battles between spacecraft.  Armour 
  plating and damaged components are 
  rendered down and manufactured into 
  entirely new parts while salvageable 
  components are repaired and reused in 
  the construction of more ships.
  A player who controls a scrap yard gains 
  an additional one RR point for every ship 
  that they control which is destroyed in a 
  game which they win.  If a ship is reduced 
  to zero crew but not destroyed then the 
  ship can be salvaged and scrapped for two 
  RR.  RR points are not gained for enemy 
  ships destroyed or reduced to zero crew.
  Space Debris
  This category covers various kinds of free-
  ﬂoating debris and detritus formations, 
  both natural and artiﬁcial.  Most 
  formations of space debris are remnants 
  from the formation of the system’s star 
  and planets but some may have more 
  recent origins.
  1d6
  Space Debris
  1-3
  Asteroid Belt
  4
  Planetary Ring
  5
  Rich Dustcloud
  6
  Ship Graveyard
  Asteroid Belt (0 RR)
  An asteroid belt consists of an orbiting 
  band of rock, ice and minerals.  This 
  form of stellar debris may be composed 
  of asteroids of mere inches across to vast 
  mountains with a span measured in miles.  
  Though dangerous to try and navigate 
  through for an inexperienced captain, the 
  mineral deposits often draw small groups 
  of miners willing to take the risks, and the 
  natural hazards are sometimes exploited 
  by raiders and military organisations 
  to provide a hiding place for damaged 
  vessels.  Most would-be pursuers are wary 
  of entering an asteroid belt, let alone 
  actually capable of tracking down their 
  prey in the shifting maze of rock and ice.
  A player who controls an asteroid belt 
  may multiply the dice rolled by ﬁve 
  instead of three when spending XP Dice 
  to make repairs.
  Any battle that takes place for the 
  possession of an asteroid belt has an 
  additional d3 asteroid ﬁelds generated 
  on the battleﬁeld in addition to normal 
  stellar debris.  These asteroid ﬁelds are 
  generated even if the scenario does not 
  normally permit stellar debris.
  Rich Dust Cloud (3 RR)
  Great clouds of dust particles and tiny 
  fragments are left in the wake of a star 
  system’s birth.  Some of these dust clouds 
  191
  Campaigns
  
  are particularly rich in minerals and 
  elements that are deemed valuable by 
  the sentient races of the galaxy, attracting 
  cloud miners to harvest this abundance 
  of resources.  Factory-ships trawl the 
  dust, sifting out the particles they want 
  and processing the raw materials for 
  later transport to industrial facilities and 
  planets.
  Any battle that takes place for the 
  possession of a rich dust cloud has an 
  additional d3 dust clouds generated on 
  the battleﬁeld in addition to normal 
  stellar debris.  These dust clouds are 
  generated even if the scenario does not 
  normally permit stellar debris.
  Ship Graveyard (d6 RR)
  A ‘ship graveyard’ is made up of shattered 
  hulks, twisted pieces of scrap metal and 
  mangled infrastructures ﬂoating in close 
  proximity or sometimes clumped together 
  in great conglomerations of debris.  A 
  graveyard may be the marker of some 
  ancient space war from times now long 
  past, or it may be the accumulated debris 
  of more recent battles and conﬂicts; either 
  way, it is a treasure trove for those willing 
  to risk its dangers.
  A ship graveyard does not generate a ﬁxed 
  RR total in the normal manner, instead 
  generating 1d6 RR each turn for the 
  controlling player.
  Any battle that takes place for the 
  possession of a ship graveyard has an 
  additional d3 asteroid ﬁelds generated 
  on the battleﬁeld in addition to normal 
  stellar debris.  Unlike normal asteroids, 
  these are not shards of rock or ice but the 
  twisted, mangled remnants of destroyed 
  spaceships.  This is a perfect opportunity 
  for exercising modelling skills and 
  creating some more unusual pieces of 
  stellar debris!
  Planetary Ring (0 RR)
  A planetary ring is similar in nature to a 
  normal asteroid belt except that it orbits 
  a planet or moon instead of the system’s 
  star. This can make it a particularly 
  advantageous location from which to 
  defend the planet in question, as the 
  power in control of this strategic location 
  can launch surprise assaults with ease and 
  quickly retreat back to the safety of the 
  ring.  This also makes it a ﬁne staging 
  point for an invader from which to attack 
  the planet.
  A planetary ring is assigned to a speciﬁc 
  planet in the system when it is created.
  A player who controls both the planetary 
  ring and its planet gains a +1 Initiative 
  bonus in any battles fought defending the 
  planet.
  A player who controls the planetary ring 
  gains a +1 Initiative bonus in any battles 
  fought attacking the planet, which 
  increases to a +2 bonus in a Planetary 
  Assault scenario.
  Any battle that takes place for the 
  possession of a planetary ring has an 
  additional d3 asteroid ﬁelds generated 
  on the battleﬁeld in addition to normal 
  stellar debris.  These asteroid ﬁelds are 
  generated even if the scenario does not 
  normally permit stellar debris.
  Inner System 
  Comet
  This category covers comets, stellar bodies 
  that move through a system on elongated 
  orbits around the star.  Distinctive for 
  the ‘tail’ of dust and gas that they seem 
  to shed behind them as they move, most 
  comets in a system are not in a position 
  of strategic importance but a rare few can 
  prove of use to battling opponents.
  1d6
  Inner System Comet
  1-4
  Ice-Rock Composite Comet
  5-6
  Mineral-Rich Comet
  Ice-Rock Composite Comet (0 
  RR)
  This is a normal inner system comet, 
  composed of the usual mixture of debris 
  and frozen gases.  Its primary strategic use 
  is to shield the arrival of jump-capable 
  reinforcements from the eyes of the 
  enemy.
  A player who controls an ice-rock 
  composite comet may reduce the cost of 
  all reinforcements with the Jump Point 
  or Advanced Jump Point traits by 10%, 
  rounding up.  This reduction may be not 
  combined with that given for a Jump 
  Gate or another Inner System Comet.
  Mineral-Rich Comet (1 RR)
  A rare form of comet, this strategic 
  target contains an unusually high level of 
  valuable minerals which can be extracted 
  and processed.  Much like a normal inner 
  system comet, it also helps conceal jump-
  capable reinforcements as they arrive in 
  the system.
  A player who controls a mineral-
  rich comet may reduce the cost of all 
  reinforcements with the Jump Point or 
  Advanced Jump Point traits by 10%, 
  rounding up.  This reduction may be 
  not combined with that given for a Jump 
  Gate or another Inner System Comet.
  Settled World
  This category covers all manner of worlds 
  that have been colonised by sentient races.  
  Most systems will contain a number of 
  planetary bodies and while only a very 
  few of these will be particularly hospitable 
  to life, the lure of rich resource deposits 
  can result in the settlement of even the 
  harshest planets. 
  2d6
  Settled World
  2-3
  Leisure World
  4-5
  Primitive World
  6-8
  Industrial World
  9-10
  Agrarian World
  11-12
  Commerce World
  Industrial World (10 RR)
  Varying from heavily-populated worlds 
  where the inhabitants continually labour 
  to manufacture goods and products 
  to almost entirely automated factory 
  complexes with a skeleton shift of 
  overseers, an industrial world is a great 
  prize indeed.  Any power that can turn 
  the planet’s extensive resources to serve its 
  war effort will beneﬁt from a signiﬁcant 
  enhancement to its capability to maintain 
  armed forces.
  A player who controls an industrial world 
  may replace ten lost Crew points for 
  every RR spent on recruiting new Crew 
  for a ship.
  Agrarian World (5 RR)
  This type of strategic target is a planet 
  whose primary function is as a producer 
  of natural resources, usually in the form 
  of crops and food.  Running the gamut 
  192
  Campaigns
  
  from worlds covered by endless ﬁelds 
  to subterranean settlements farming 
  hydroponic gardens and nutrient vats, 
  agrarian worlds are valuable both for 
  providing supplies to military forces and 
  as recruiting grounds to draw fresh troops 
  from.
  A player who controls an agrarian world 
  may replace ten lost Crew points for 
  every RR spent on recruiting new Crew 
  for a ship.
  Primitive/ Low-Tech World (2 
  RR)
  Primitive and low-tech worlds are 
  often inhabited by cultures that have 
  simply not advanced past early stages of 
  civilisation yet, let alone acquiring the 
  capacity for space travel.  As ‘primitive’ 
  is a relative term, this does not necessarily 
  mean that they are axe-wielding savages 
  but their capacity to process raw 
  materials and manufacture goods will 
  fall far below those of more developed 
  agrarian and industrial worlds.  Some 
  low-tech worlds exist not as a result of a 
  primitive society but of a desire on the 
  part of the inhabitants to live simple lives 
  close to nature, rejecting the rigours of 
  industrialisation and expansion.
  A player who controls a primitive or low-
  tech world may replace ten lost Crew 
  points for every RR spent on recruiting 
  new Crew for a ship.
  Commerce World (6 RR)
  The primary function of a commerce 
  or trade world is not the production 
  of materials or goods but rather their 
  distribution 
  and 
  administration.  
  Often highly developed and with a 
  good standard of living, a commerce 
  world may well be the central hub or 
  homeworld of an empire or alliance, the 
  heart of an infrastructure that can rely on 
  its colonies to provide all the resources 
  that it needs.  Some commerce worlds 
  gain their status simply by being in the 
  right part of space, in particular where 
  the borders of several territories meet 
  and representatives of many races come 
  together to barter.  Control of a settled 
  world of this type grants some powerful 
  advantages to the possessor, primarily 
  due to the considerable revenue that it 
  will generate.
  A player who controls a commerce world 
  may replace ten lost Crew points for 
  every RR spent on recruiting new Crew 
  for a ship.
  For every other settled world that 
  the controlling player possesses, the 
  commerce world generates an additional 
  two RR every turn.
  Leisure World (3 RR)
  Leisure or ‘resort’ worlds are extremely 
  rare but, while highly valued by most 
  governments, 
  are 
  often 
  overlooked 
  by military commanders who fail to 
  see them as of any particular strategic 
  importance.  A leisure world is a planet 
  with particularly popular features for 
  one or more races, whether it be a balmy 
  climate, beautiful beaches or excellent 
  leisure facilities, so that as a result the 
  planet’s primary income is from tourism 
  and the entertainment industry.  While it 
  produces few resources of use to a military 
  campaign, possession of such a world can 
  be a great boon to the morale of ship 
  crews during their periods of R&R.
  A player who controls a leisure world may 
  replace ten lost Crew points for every RR 
  spent on recruiting new Crew for a ship.
  A player who controls a leisure world may 
  reroll both dice of a single Other Duties 
  roll once per campaign turn.  If this 
  option is chosen, the player must accept 
  the second roll and may not chose to use 
  the results of the ﬁrst roll instead.
  Uninhabited World
  This category covers habitable worlds 
  that have not yet been colonised.  Such 
  worlds are not innately hostile to life, and 
  indeed often ﬂourish with indigenous 
  ﬂora and fauna.  Some worlds of this kind 
  are speciﬁcally set aside and protected 
  from settlement, sometimes due to 
  outstanding natural beauty, a delicate 
  ecosystem or native and sentient races 
  in the very earliest stages of civilisation 
  that would not likely survive the culture 
  shock of meeting spacefaring societies.  
  Others have only just been discovered, or 
  the resources to colonise them have not 
  yet become available.
  All uninhabited worlds are considered 
  as unexplored at the beginning of the 
  campaign.
  1d6
  Uninhabited World
  1-2
  Temperate Planet
  3-4
  Verdant Planet
  5-6
  Water World
  Water World (1 RR)
  Some planets have their surfaces mostly 
  or entirely covered by water. Generally, 
  planets with less than 10% of their surface 
  area as land will fall into this category.  
  The vast oceans of such a world can teem 
  with life and a wealth of resources but 
  they can be hard to begin colonisation of, 
  as there may be little or no solid land on 
  which to build initial outposts.
  Temperate Planet (1 RR)
  Planets of this type are usually very 
  similar to earth in terms of climate and 
  geography.  Some basic assets can be 
  acquired from such a planet but until 
  full-scale colonisation occurs, the wealth 
  of resources that a temperate world holds 
  cannot be tapped into efﬁciently.
  Verdant Planet (2 RR)
  Some uninhabited planets are possessed 
  of an incredible natural fertility and an 
  abundance of life.  In some cases an entire 
  planet can be swathed in thick vegetation.  
  The natural resources of such a planet 
  are so easily available that they can be 
  harvested even without the development 
  of a proper colonial infrastructure. 
  Dead World
  This category covers worlds that have 
  been designated as either uninhabitable 
  or lacking any sort of assets to make their 
  colonisation worthwhile.  Some have such 
  inhospitable environments that to try 
  and inhabit them is unthinkable, while 
  others are bereft of natural resources.  
  Nonetheless, even barren dustballs can 
  prove of strategic use for the movement 
  and regrouping of spacefaring ﬂeets.
  All dead worlds are considered as 
  unexplored at the beginning of the 
  campaign.
  193
  Campaigns
  
  1d6
  Dead World
  1-2
  Barren World
  3-4
  Ice World
  5
  Molten World
  6
  Toxic World
  Barren World (0 RR)
  Many dead worlds are literally just 
  barren and sterile.  They lack the basic 
  requirements for life, sometimes entirely 
  bereft of an atmosphere or without a 
  drop of water anywhere on their surface.  
  The scars of ancient wars and civilisations 
  can be seen on some barren worlds but 
  others have never been visited by any 
  form of sentient life, as there is nothing 
  noteworthy to attract any attention to 
  them.
  Ice World (0 RR)
  Ice worlds usually exist on the outer 
  fringes of a system, water worlds so far 
  from the warmth and light of a star that 
  they have simply frozen over.  Their 
  ice-covered surface is usually marred by 
  cracks and crevasses and if they have an 
  atmosphere it will be bitterly cold, making 
  for a decidedly inhospitable environment.  
  Nonetheless, some ice worlds have oceans 
  and warm vents deep below the frozen 
  crust, and potentially even ecosystems.  
  Reaching such resources is a process 
  rarely worth the effort.
  Molten World (1 RR)
  The opposite of ice worlds, any water 
  on the surface of a molten or volcanic 
  world will have long since boiled away 
  into space.  Usually notable for extremely 
  close proximity to a star, a molten world’s 
  surface is lethally hot and riven with 
  extreme volcanic activity.  The crust of 
  such a planet is generally very unstable, 
  with earthquakes and fresh eruptions 
  as regular events.  Despite the very 
  hostile environment, molten worlds 
  can sometimes be of worth to would-be 
  conquerors of a system, as the minerals 
  and metals vomited forth onto the surface 
  on a daily basis can be harvested and 
  often contain deposits of extremely rare 
  elements and compounds.  Acquiring 
  them is, of course, extremely dangerous 
  and unpredictable and molten worlds 
  rarely acquire more than very small 
  mining operations attached to them.
  Toxic World (0 RR)
  Toxic worlds may sometimes appear 
  from a distance as quite hospitable or 
  even welcoming locations.  They usually 
  sport an atmosphere, seas and even life.  
  All this masks the truth that they are 
  uninhabitable for almost any known 
  sentient species in the galaxy.  The 
  weather drives acidic rain and clouds of 
  choking gases across the surface, lakes 
  and oceans boil with noxious chemicals 
  and any creature that has survived and 
  ﬂourished on a planet like this is unlikely 
  to see visitors as anything other than 
  prey.
  Jump Gate
  This category covers various forms of 
  jump gate, the structures used to grant 
  access to a system for spacecraft that 
  are not jump-capable.  Most inhabited 
  systems will have access to a jump gate 
  of some sort, though a system that has 
  yet to be fully explored or only has a very 
  small population may lack one of these 
  features.  Control of a jump gate is often 
  considered as a priority objective for 
  military forces engaged in conﬂict over 
  possession of a system.
  1d6
  Jump Gate
  1-4
  Jump Gate
  5
  Ancient Jump Gate
  6
  Faulty Jump Gate
  Jump Gate (5 RR)
  Most normal jump gates are relatively 
  reliable and allow whoever controls them 
  to bring through reinforcements and 
  equipment from other systems with ease, 
  not needing to rely on jump-capable craft 
  to keep their supply lines steady.
  A player who controls a jump gate may 
  reduce the cost of all reinforcements by 
  10%, rounding up. This reduction may 
  be not combined with that given for an 
  Inner System Comet or another Jump 
  Gate.
  Ancient Jump Gate (5 RR)
  Truly ancient jump gates can be found in 
  a rare few systems.  Of unknown origin 
  and crafted with unfamiliar technologies, 
  such jump gates have a tendency to be 
  placed in odd and inexplicable locations 
  – on the farthest fringes of a system, 
  or in close proximity to a lifeless and 
  dead world.  While just as useful as a 
  normal jump gate to those ﬁghting for 
  dominance in a system, these ancient 
  structures are often accompanied by 
  unusual or downright bizarre phenomena 
  or formations of stellar debris and can 
  attract superstitious beliefs due to their 
  weird nature.
  A player who controls an ancient jump gate 
  may reduce the cost of all reinforcements 
  by 10%, rounding up. This reduction 
  may be not combined with that given for 
  an Inner System Comet or another Jump 
  Gate.
  When the system is created, an ancient 
  jump gate must always have an unusual 
  feature generated for it, in addition to 
  any others in the system.
  Faulty Jump Gate (2 RR)
  In times of war, jump gates can suffer 
  damage or go without repairs as attention 
  and resources are diverted to ﬁghting 
  battles instead.  As a result, some gates 
  end up developing faults and problems 
  that hamper their efﬁciency; these issues 
  will only be repaired once the current 
  conﬂict is over and once time and money 
  can be assigned to deal with them.
  A player who controls a faulty jump gate 
  may reduce the cost of all reinforcements 
  by 10%, rounding up. This reduction 
  may be not combined with that given for 
  an Inner System Comet or another Jump 
  Gate.
  Outpost
  This category of strategic target covers 
  minor facilities that are usually located on 
  moons or large asteroids.  The population 
  of an outpost is generally very small, or 
  even the minimum for the continued 
  operation of the facility.  Nonetheless, 
  they are often of strategic importance due 
  to either their position or the resources 
  that they have access to. 
  1d6
  Outpost
  1-3
  Mining Outpost
  4
  Observation Outpost
  5
  Religious Outpost
  6
  Scientiﬁc Outpost
  194
  Campaigns
  
  Mining Outpost (10 RR)
  An outpost of this kind is a facility set 
  up to mine raw materials from a moon 
  or asteroid where there is no justiﬁcation 
  for any larger-scale settlement to occur.  
  Large sections of the outpost are likely 
  to be automated.  Mining outposts are 
  valuable to any warring faction for the 
  sheer amount of resources that they can 
  provide and does not even require the 
  large garrison that can be needed to keep 
  a planetary population in line.
  Scientiﬁc Outpost (3 RR)
  Scientiﬁc outposts tend to be located in 
  odd positions around a system, to suit 
  the speciﬁc requirements of the research 
  conducted there.  In some cases it is 
  just to ensure that if things go horribly 
  wrong, the facility is well away from 
  any populated areas, while in others 
  the outpost is ideally placed to study 
  an unusual phenomenon or to conduct 
  experiments 
  in 
  zero-g 
  conditions.  
  Control of a scientiﬁc outpost can give 
  access to the beneﬁts of the research 
  carried out there, and even the occasional 
  ground-breaking discovery to give a ﬂeet 
  an extra edge over their opponents.
  A player who controls a scientiﬁc outpost 
  may reroll both dice of a single Reﬁts roll 
  once per campaign turn.  If this option is 
  chosen, the player must accept the second 
  roll and may not chose to use the results 
  of the ﬁrst roll instead.
  Observation Outpost (1 RR)
  Usually military in nature, observation 
  outposts provide detailed coverage of 
  much of the system with some of the 
  most sophisticated scanning technology 
  available.  Control of one of these facilities 
  grants a faction much greater information 
  on the ﬂeet movements and activities of 
  any opponents, allowing them to better 
  plan their own actions.
  A player who controls a scientiﬁc outpost 
  may increase or decrease the number they 
  rolled for campaign turn Initiative by up 
  to two, after all players have rolled their 
  Initiative.  Alternatively, the controlling 
  player may pay ﬁve RR to swap Initiative 
  results with one other player.
  Religious Community (1 RR)
  Religious communities are sometimes 
  to be found inhabiting small outposts, 
  often on the fringes of a system or near 
  a location of religious signiﬁcance.  Such 
  communities often choose to live in an 
  outpost in order to be isolated from 
  the world and to have peace, quiet and 
  solitude.  Others have beliefs that are 
  incompatible with the rest of their people 
  and so use such outposts as sanctuaries 
  and hiding places.  A community of 
  this kind is rarely of much direct use 
  to a military commander due to small 
  populations and low levels of material 
  and goods production.
  Gas Giant
  This category covers gas giants, the huge 
  spheres of gas that are common to most 
  systems.  Although a gas giant cannot 
  be colonised and inhabited in the same 
  way as other planets, they are nonetheless 
  often valuable sources of many gases 
  and elements that can be sifted from 
  their upper layers and processed for use 
  elsewhere.  Space installations are often 
  located in orbit around a gas giant, as the 
  installation can be easily supplied with 
  fuel and materials harvested from the gas 
  giant.
  1d6
  Gas Giant
  1-3
  Medium-Yield Gas Giant
  4
  Low-Yield Gas Giant
  5
  High-Yield Gas Giant
  6
  Hidden Outpost
  Low-Yield Gas Giant (1 RR)
  A gas giant of this kind has virtually 
  no constituent gases or elements of any 
  use, or any such substances are only to 
  be found so deep within the giant as 
  to be unreachable for the purposes of 
  harvesting signiﬁcant amounts.  A few 
  small harvesting facilities will be able 
  to provide some resources but there is 
  little point in developing any holdings 
  further.
  Medium-Yield Gas Giant (3 
  RR)
  Most gas giants are considered medium-
  yield, as useful levels of raw material can 
  be harvested from their atmospheres.  
  Many end up with dozens or hundreds 
  of orbiting facilities in their upper 
  atmosphere, sifting out the desired 
  elements.
  High-Yield Gas Giant (5 RR)
  Some gas giants have an abundance of 
  valuable gases that are easily accessible 
  for harvesting facilities.  Some of these 
  planets even end up with extensive 
  colonisation in the form of orbiting space 
  stations and habitats, all supported by the 
  produce of the gaseous world below.
  Hidden Outpost (1 RR)
  A gas giant can provide an excellent 
  hiding place for a hidden outpost to be 
  located, with the swirling clouds of the 
  upper atmosphere and the vast surface 
  area of such a planet.  A gas giant with 
  few useful elements to be harvested is 
  unlikely to draw much attention to itself, 
  so a small facility in its orbit is likely to go 
  unnoticed by most cursory surveys and 
  even from more determined searches by 
  military spacecraft.
  Whenever a hidden outpost would be 
  captured, the victorious player must pay 
  ﬁve RR or the strategic target remains 
  with its current owner (or without an 
  owner if as yet unclaimed).
  Trade Route
  This category of Strategic Target has 
  unique qualities.  Trade routes are not 
  randomly generated like other types of 
  strategic target; instead, every system 
  always has one trade route.
  Additionally, a trade route is not held 
  from turn to turn by a controlling player, 
  nor does it represent a physical location.  
  Instead, the trade route represents the 
  network of commerce and wealth ﬂowing 
  through the system, which contributes 
  to the resource income of all factions 
  involved in the struggle.
  By choosing the trade route as a target 
  during the campaign turn, a player is 
  effectively attempting to exert control 
  over the commerce, merchants and 
  shipping routes of the system.  A player 
  targeting a trade route can be intercepted 
  just as with any other Strategic Target.
  Should a player who chose the trade route 
  successfully win control of it, it grants 
  an income of ﬁve RR points in addition 
  195
  Campaigns
  
  to the usual beneﬁ ts for acquiring a 
  new Strategic Target.  Furthermore, the 
  income of all other players for that turn is 
  reduced by two RR.
  Should a player successfully intercept an 
  attempt to take control of the trade route, 
  they do not gain control of it.  Instead, 
  they gain a ﬂ at bonus of ten RR.
  If a Raiders ﬂ eet acquires control of 
  the trade route, the income of all other 
  players for that turn is reduced by 1d6 
  RR. If Raiders successfully intercept an 
  attempt to take control of the trade route 
  then they gain a ﬂ at bonus of 15 RR.
  At the end of the turn, the trade route 
  returns to neutral status, uncontrolled by 
  any player.  Keeping control of the trade 
  routes of the system requires a great deal 
  of effort and allocation of forces on a 
  continual basis.
  Unusual Features
  1d6
  Unusual Feature
  2
  Space-Time Anomaly
  3-5
  Heavy Dust Clouds
  6-7
  Electromagnetic Distortion
  8-9
  Mineﬁ eld
  10-11
  Heavy Asteroid Density
  12
  Power Drain
  Heavy Asteroid Density
  An unusually heavy density of asteroids 
  and other sizeable pieces of space debris 
  litter the vicinity of this strategic target.  
  These might be the evidence of the 
  destructive forces of nature at work, or 
  perhaps are the debris left over from past 
  conﬂ ict – the torn and unsalvageable hulls 
  of alien ships or the shattered remnants of 
  a moon outpost.
  Any battle fought for control of the 
  Strategic Target has an additional d3 
  asteroid ﬁ elds generated on the battleﬁ eld 
  in addition to normal stellar debris.  
  These asteroid ﬁ elds are generated even 
  if the scenario does not normally permit 
  stellar debris (yes, this does mean that a 
  battle fought for control of an asteroid 
  belt with an unusually heavy asteroid 
  density could end up with a table near-
  full of asteroid ﬁ elds!).
  Heavy Dust Clouds
  The area around this Strategic Target is 
  thick with dust and minor space debris, 
  literally cloying the entire region with 
  heavy clouds.  This may be a result of 
  unusual solar activity resulting in the 
  ejection of vast amounts of gas and 
  matter into the region, perhaps forming 
  a planetary nebula or simply blanketing 
  an area of space.
  Any battle fought for control of the 
  Strategic Target count as having the entire 
  battleﬁ eld as a dust cloud, even if the 
  scenario does not normally permit stellar 
  debris.  The area covered by these dust 
  clouds can be vast, extending far beyond 
  the boundaries of the strategic target.
  Mineﬁ eld
  Relics from a past conﬂ ict, mineﬁ elds can 
  still be in place long after the war that 
  prompted their deployment has ended.  
  Sometimes they are simply forgotten, 
  other times there is no-one left to 
  deactivate them or the region is no longer 
  deemed strategically signiﬁ cant.  They 
  can present a serious hazard for anyone 
  attempting to assert control over a 
  strategic target in their vicinity, attacking 
  any interlopers regardless of afﬁ liation or 
  intent.
  Any battle fought for control of the 
  Strategic Target must take the mines 
  littered around into account.  Ships 
  moving under half their current speed 
  are able to scan the local area for any 
  dormant mines and avoid or destroy 
  them.  Whenever a ship moves over half 
  its current speed, it triggers a mine on a 
  1d6 roll of a six.  This is resolved as an AP 
  attack of two AD on the ship.
  Electromagnetic Distortion
  This Strategic Target is situated in an area 
  of space affected by heavy electromagnetic 
  distortion and interference.  Ship systems 
  and sensors work unreliably and it is 
  easy for ships to slip past undetected.  
  Perhaps the result of unusual solar 
  activity, planetary core anomalies or just 
  an inexplicable oddity, phenomena such 
  as this can give rise to superstitions and 
  fears as ships drop off sensors and then 
  never emerge from the region, though 
  this often has far more to do with the 
  bands of raiders and smugglers making 
  such areas their base of operations.
  Any battle fought for control of the 
  strategic target will be affected by this 
  electromagnetic distortion.  All ships gain 
  +1 to their Stealth score (to a maximum 
  of 5+) or the Stealth 2+ trait if they did 
  not have it before.  This is only for the 
  duration of the battle; they do not keep 
  the trait afterwards, as it is a result of the 
  local environment.
  Space-Time Anomaly
  One of the most disturbing phenomena 
  to be encountered is that of a location 
  where the very fabric of space and time 
  has been damaged.  Few would claim to 
  have even a vague understanding of what 
  causes such anomalies but they generally 
  seem to be linked to examples of truly 
  ancient technologies or cataclysms.  Such 
  regions are generally considered extremely 
  dangerous and normally no-one would 
  dare trespass on such warped space but in 
  times of war people make desperate acts 
  and a space-time anomaly may hide vital 
  strategic resources.  Battles in a space-
  time anomaly are unpredictable and 
  chaotic affairs.
  Any battle fought for control of the 
  Strategic Target will have a number of 
  special rules applied during the game.  
  During the Initiative phase, both players 
  roll 4d6, not 2d6.  Note that race and 
  ﬂ eet modiﬁ ers are only applied to this roll 
  once, as per normal.  Whenever a capital 
  ship is nominated to move, roll a d6.  On 
  a one, it has its Speed halved this turn.  
  On a two to ﬁ ve, it moves as normal.  
  On a six, it has its Speed doubled this 
  turn.  Finally, whenever a capital ship 
  attempts to open a jump point into or 
  out of hyperspace, roll a d6.  On a four or 
  higher the attempt is successful, but on a 
  one to three it fails due to the space-time 
  anomaly.  
  Power Drain
  A mysterious power drain afﬂ icts space in 
  the region of this Strategic Target.  The 
  source might be ancient alien technology, 
  an aura generated by strange crystal 
  growths or simply inexplicable nature 
  itself.  Any power sources brought into 
  such areas are sapped and suppressed, 
  meaning that ship weapons and engines 
  196
  Campaigns
  
  in particular can suffer.  Battles fought 
  under the inﬂ uence of a power drain 
  need to be concluded quickly so that the 
  victors can themselves escape.
  Any battle fought for control of the 
  Strategic Target will have a number of 
  special rules applied during the game.  
  During the ﬁ rst ﬁ ve turns of the game, 
  all ships will suffer a penalty of –1 AD 
  to all weapons systems and a –2 Speed 
  penalty.  On turn ﬁ ve and every ﬁ ve 
  turns thereafter, this penalty increases 
  by an additional –1 AD and –2 Speed.  
  These penalties cannot reduce the AD of 
  a weapons system below one and cannot 
  reduce a ship’s speed below two.
  Space 
  Stations
  Players may like to bring space stations 
  into their ﬂ eets, to act as a centre of 
  operations around speciﬁ c Strategic 
  Targets.  This has the beneﬁ t of securing 
  a Strategic Target against all but the most 
  determined of attacks but space stations 
  are, by deﬁ nition immovable and have a 
  tendency to drain resources from the rest 
  of the ﬂ eet.
  Space stations may be bought as 
  Reinforcements as normal but you will 
  pay triple the normal cost in RR points.  
  In addition, you must pick one Strategic 
  Target you currently hold.  The space 
  station will be placed here and may not be 
  moved for the duration of the campaign.
  Each space station you have in your 
  possession will reduce the number of RR 
  points you gain in each campaign turn by 
  –5.
  In return, it is difﬁ cult to force a ﬂ eet out 
  of a Strategic Target if a space station is 
  present.  The presence of a space station 
  has the following effects when an attack 
  is made on the Strategic Target;
  H7The random Priority Level of 
  scenarios in this Strategic Target may 
  never be modiﬁ ed by either player.
  H7The Strategic Target will only be 
  lost if the attacking player wins in 
  a scenario that involved the space 
  station.
  H7Space stations must be used in the 
  scenario if it is of Battle or War Priority 
  Level and the Space Superiority, Call 
  to Arms or Annihilation scenarios are 
  rolled for.  In all other scenarios and 
  Priority Levels, it is the defending 
  player’s choice whether to use his 
  space station or not.
  Shadow Clouds
  The vast clouds used by the Shadows in 
  times of war may be used as an ordinary 
  space station as detailed above.  However, 
  the Shadow player also has the option 
  to keep the Shadow Cloud with the rest 
  of his ﬂ eet.  In this case, it may never be 
  used to protect a Strategic Target and 
  may only be used in Planetary Assault 
  scenarios where the Shadow player is the 
  attacker.
  197
  Campaigns
  
  The Raiders Campaign
  A Variant Campaign for two Players
  The Raiders fleet list is an attractive 
  one to many players.  The ﬂ eet has a 
  surprising variety of vessels (given the 
  ﬂ eet’s capability of using ships from 
  the League of Non-Aligned Worlds) 
  and many enjoy the ‘underdog’ status 
  the Raiders have among the major 
  governments of the galaxy.  However, 
  while the Raiders ﬂ eet list is admirable 
  in small battles, it tends to lose legs at 
  higher levels of play as they lack any 
  hard-hitting warships – which is as it 
  should be.  This is especially notable in 
  a full-blown campaign.
  This variation of the campaign rules 
  is for two players.  One will play as 
  the Raiders while the other may use 
  any other ﬂ eet list in the game.  It is 
  recommended that you avoid using 
  Shadows or Vorlons, however, as even 
  Raiders are not desperate enough to 
  engage in pirating in those systems!
  The goal of the Raiders is to simply 
  amass as much wealth as possible before 
  being forced out of the system.  His 
  opponent will be trying to eradicate 
  all pirate activity from the system 
  before too much damage is done to 
  his shipping and trade.  In order to do 
  this, he will have to locate the pirate’s 
  hidden base and destroy it.
  The Raiders Campaign follows all the 
  normal rules for campaigns as detailed 
  in Book One of A Call to Arms.  Where 
  changes are necessary, they are listed 
  below.
  Beginning the 
  Campaign
  There will be ten Strategic Targets in 
  the system.  One will automatically 
  be a Settled World, as normal but this 
  will be the only Settled World in the 
  system.  Any others that are randomly 
  generated must be re-rolled.  Once 
  the system has been generated, the 
  Raiders player secretly notes down one 
  Strategic Target where his hidden base 
  will be located.  This may not be on the 
  Settled World.
  Starting 
  Fleets
  The player opposing the Raiders has a 
  ﬂ eet bought with 10 Fleet Allocation 
  Points at a Battle Priority Level, as 
  normal.  The Raiders have no luxury 
  of such a vast ﬂ eet and instead have 10 
  Fleet Allocation Points bought at a Raid 
  Priority Level.  Even this represents an 
  extremely well-equipped and organised 
  Raiders group that has clearly enjoyed 
  many successes in the past.
  Fighting the 
  Raiders
  The Raiders’ opponent enjoys certain 
  advantages in this campaign, beyond 
  having a vastly superior ﬂ eet.  This 
  is, after all, his own system that he is 
  ﬁ ghting in and he can count on the 
  help and support of its inhabitants 
  who are suffering under from constant 
  Raider activity.
  He begins the game automatically 
  controlling the Settled World as a 
  Strategic Target.  At the end of every 
  campaign turn, he will automatically 
  claim ownership of one more Strategic 
  Target.  This represents his ﬂ eet’s 
  forward forces spreading throughout 
  the system, seeking for any trace of 
  Raider activity and securing valuable 
  strategic objectives.  The Raiders 
  are powerless to stop this and their 
  opponent’s domination of the entire 
  system is inevitable, given time.
  The Campaign 
  Turn
  During the Raiders Campaign, the 
  campaign turn proceeds as normal, 
  except for the following changes.
  Initiative
  So long as his secret base remains 
  hidden, the Raiders ﬂ eet gains a +1 
  bonus to Initiative.  Once discovered, 
  he loses this bonus.
  Select Targets
  If the Raiders player wins the initiative, 
  he may select any Strategic Target he 
  wishes.  This will be the main target 
  for his pirating in this turn.  If his 
  opponent wins the initiative, he selects 
  one Strategic Target in order to locate 
  the hidden Raiders base.  
  If he does not own this target, he will 
  discover the Raider’s base (if, indeed, it 
  is actually there!) by rolling one die and 
  scoring 5 or 6.  If he does own the target, 
  he need only roll a 4 or more.  He may 
  increase his chances of discovering the 
  base by using one less Fleet Allocation 
  Point in the next scenario as he diverts 
  more forces for the search.  This will 
  grant him a +1 bonus to the die roll.  
  If he is successful in his search, consult 
  the Raiders Base section below.
  Generate 
  Scenario
  If the Raiders base has not been 
  discovered, a scenario is generated as 
  normal.  However, a new Random 
  Priority Level table is used as the 
  Raiders are adept at avoiding large scale 
  confrontation with enemy warships.  A 
  Raider captain who insists on constantly 
  taking on the military will have a very 
  short career.
  198
  Campaigns
  
  Raiders Base 
   
   
   
  Battle
  Speed: — Damage: 800/400/200 Craft: 16 Delta-V ﬂ ights
  Turn: —
  Crew: —
  Special Rules: Carrier 6, Defence Network 
  8, Immobile, Interceptors 10, Space Station, 
  Targets 3
  Hull: 5
  Troops: 25
  In Service: 2240+
  Weapon
  Range
  Arc
  AD
  Special
  Heavy Pulse Cannon
  24
  —
  6
  Twin-Linked
  Railgun
  20
  —
  4
  AP, Double Damage
  Particle Blaster
  15
  —
  6
  Twin-Linked
  2d6
  Priority Level
  6 or less
  Patrol
  7–10
  Skirmish
  11–12
  Raid
  13 or more
  Battle
  The Raiders player may never alter 
  this dice roll, as it is assumed he will 
  always be trying to avoid a head-on 
  confrontation.  The opposing player 
  may only alter this dice roll once he has 
  a certain number of Strategic Targets 
  and thus a secure hold of the system.  
  After he has captured 3 Strategic 
  Targets, he may add a +1 bonus to this 
  dice roll, if he so wishes.  Six targets will 
  allow him to add +2 and nine targets 
  will allow him to add +3.
  Fight Battle
  Once the scenario has been generated, 
  the battle will be fought as normal. 
  However, neither side will capture the 
  Strategic Target when the battle is over. 
  The Raiders player can never own any 
  Strategic Targets and the only way 
  his opponent can capture them is by 
  automatically taking one at the end of 
  every turn.
  Ship Experience
  Experience is handled as normal in a 
  Raiders Campaign.
  Repairs and 
  Reinforcements
  The player opposing the Raiders does 
  not receive the +10 RR bonus for 
  capturing a new Strategic Target every 
  turn.  He does, however, get the bonus 
  for owning Strategic Targets as normal.
  If the Raiders player won his battle, he 
  gains twice the RR points the Strategic 
  Target normally grants – he has driven 
  the opposing ﬂ eet out of the area, at 
  least temporarily, and is now plundering 
  it.  If the Strategic Target normally 
  belongs to the opposing player, he will 
  not get any RR points for it in this 
  turn, though it will be returned to him 
  straight after.
  In addition to this, the Raiders player receives 2d6 RR points every turn.  The rest 
  of his forces are scattered throughout the system and these points represent the 
  plunder and loot he has managed to acquire from hitting merchant ships and weakly 
  defended depots.
  The Raiders Base
  Once the Raiders base has been located, the opposing player may decide to attack 
  it at any time he gains the initiative at the start of a campaign turn.  This will 
  automatically be a Priority Level Battle engagement, with each side using 5 Fleet 
  Allocation Points.  The mission will be Assassination, with the Raiders as defenders 
  and the base as the assassination target.
  The Raiders player will place a planet in his deployment zone if the Strategic Target 
  in which the base is located is a Dead World, or a moon if it is not.  His base will 
  be in its gravity well, accompanied by two Orbital Defence Satellites.  Both the 
  satellites and the base are considered to be free and do not have to be paid for out 
  of Fleet Allocation Points, either for the entire Raiders ﬂ eet or this scenario.  The 
  Raiders base has the following characteristics.
  Victory and Defeat
  Sooner or later, the player hunting for the Raiders will ﬁ nd their base and destroy 
  it.  At this point, the campaign ends, as the Raiders leave the system to pursue riches 
  elsewhere.
  If the Raiders player managed to win at least ten ﬁ ghts during the course of the 
  campaign, he will have achieved victory.  Though forced out of the system, he will 
  have acquired enough loot to have made his time worthwhile and he would have 
  shaken the morale of the people in the system who will no longer have conﬁ dence in 
  their own security forces.  If he is forced out of the system having won less than ten 
  ﬁ ghts, the opposing player can claim victory instead.
  Variations
  The Raiders Campaign can be used with ﬂ eets other than Raiders, if you like to 
  experiment.  It is certainly feasible to have a small Narn ﬂ eet invading Centauri 
  territory with a series of hit and run attacks, operating in much the same way as 
  Raiders do.  The same could be true for any of the League worlds and even, with a 
  push of the imagination, an Earth Alliance ﬂ eet (under Sheridan’s command) deep 
  in the Rim against the Shadows.  This campaign can be used as a vehicle to tell yet 
  more stories of events that occurred around and because of Babylon 5.
  199
  Campaigns
  
  GOING ONLINE
  It is a strange thing but gamers 
  seem to like talking about their 
  games as much as they like actually 
  playing them!  So, what do you do 
  when a planned game falls through 
  due to ‘Real Life’ and you are still 
  ﬁ red up with the idea of a Minbari 
  scouting force blasting apart a Narn 
  listening post?  Why, jump online 
  and join the community of A Call to 
  Arms players who are all as fanatical 
  as you about their game!
  By taking a trip to our web site, 
  www.mongoosepublishing.
  com and following the links to 
  Miniatures Games and A Call to 
  Arms, you will ﬁ nd a veritable 
  treasure trove of goodies awaiting 
  you.  Whether you are looking for 
  new ships to complete your latest 
  ﬂ eet, downloads to ﬂ esh out your 
  game and update your rulebook 
  or even just want to gaze at pretty 
  pictures of painted ﬂ eets, this is the 
  place for you.
  At the time of writing, this web site 
  is the only place you can get hold 
  of individual ships for A Call to 
  Arms as only the big ﬂ eet boxes can 
  be found in your local retail store.  
  The ﬂ eet box sets are good value of 
  course, as you effectively get a huge 
  discount on the number of ships 
  you are buying.  However, if you are 
  after just one White Star or some 
  more rare ships of the ﬂ eet, mail 
  order via the web site is the place 
  to go.
  These pages are also where we post 
  many new downloads for A Call to 
  Arms.  They are all free and range 
  from previews and scenarios to 
  rules updates and brand new rules 
  for you to try out.  For example, 
  right now there are replacement 
  pages for your rulebook, allowing 
  you to make sure you are playing 
  the very latest version of A Call to 
  Arms, as well as smaller articles such 
  as variant missile types for Earth 
  Alliance ﬂ eets.
  This is just one part of what awaits 
  you online.  To join the community 
  proper, however, you can either click 
  on the Forums link of the web site 
  or go to www.mongoosepublishing.
  com/forum.php
  This is where the real action takes 
  place and is the front line for all 
  true fans of A Call to Arms (or any 
  Mongoose game, for that matter).  
  These are free to use forums, so 
  register a screen name and see what 
  people are currently chatting about.  
  Recently, we have had debates on 
  the relative worth of several ships 
  (which led directly to the White 
  Star and Maximus articles you see 
  in this Rules Supplement), the 
  meaning of several rules and their 
  implications on the rest of the game, 
  a petition for us putting nine White 
  Stars in the ISA box set rather than 
  eight (we did it!) and many, many 
  discussions on various tactics to use 
  with speciﬁ c ﬂ eets.
  The forums are a very friendly 
  place where fans of A Call to Arms 
  can sit down and discuss anything 
  related to their games.  If you have 
  a question about a certain rule 
  or want to know how to paint a 
  certain model, simply type out a 
  post and hit Submit – within hours 
  (sometimes minutes!) you will have 
  a reply or two and within a couple 
  of days a complete discussion 
  might have erupted around your 
  seemingly innocent question.  As 
  we mentioned at the start of this 
  article, A Call to Arms gamers love to 
  chat about A Call to Arms and most 
  are willing to help out someone 
  new to the game.  If you feel you 
  are a bit more ‘advanced’ as a player, 
  then the forums still have plenty to 
  offer you.  Players regularly post 
  variant ships of their own design 
  and discuss in-depth tactics.  Others 
  will post the latest round of their 
  ongoing campaigns (something we 
  have done for the ofﬁ ce campaign 
  from time to time).
  Last but by no means least, the 
  designers and developers from 
  Mongoose Publishing often visit the 
  forums.  As well as dropping hints 
  and tips about future releases for A 
  Call to Arms and asking the forum 
  community to playtest the latest 
  rule to ﬂ y from our desks, you also 
  have a chance to ask us questions 
  or sound us out with ideas for your 
  own games.  Like you, we love to 
  chat about A Call to Arms too! 
  So, next time you are online, swing 
  by and say hello!  You never know 
  what you may ﬁ nd….
  200
  Going Online
  
  CATALOGUE
  A Call to Arms is the game of space combat in the universe of Babylon 5. Throughout the station’s turbulent history, armed 
  ﬂ eets have enacted the harsher policies of their governments. Now you can play out these confrontations on the tabletop with 
  entire ﬂ eets drawn from the Earth Alliance, Minbari Federation, Narn Regime, Centauri Republic or any one of the many other 
  races that dwell in the galaxy.
  From skirmishes involving single cruisers hunting down raiders to the clashing of allied ﬂ eets against the forces of ancient beings 
  aeons old, A Call to Arms is your ticket to exciting battles that take place in the depths of space. From tiny forces of raiders to 
  the massed battle of Corianna VI, involving the League of Non-Aligned Worlds, Minbari, Vorlons and Shadows, anything is 
  possible!
  Earth Alliance
  Now spanning twenty-eight systems in a once insigniﬁ cant area of space, the Earth Alliance is the cradle of Mankind’s expansion 
  into the galaxy and is already regarded as one of the superpowers despite its relative youth. Though lacking the technology of the 
  Centauri and Minbari, as well as the raw energy of the expanding Narn Regime, the Earth Alliance has already made its mark on 
  the galactic map and many neighbouring races are watching its continuing expansion cautiously. Though Mankind is not overtly 
  warlike, it has already engaged in conﬂ icts across many systems, with varying degrees of success.
  MGP 336001 Hyperion Heavy Cruiser £5.00/$8.95
  MGP 336002 Omega Destroyer £7.50/$12.95
  MGP 336003 Starfury Fighters £1.50/$2.95
  MGP 336004 Thunderbolt Fighter Wing £1.50/$2.95
  MGP 336005 Nova Dreadnought £7.50/$12.95
  MGP 336006 Avenger Heavy Carrier £6.00/$9.95
  MGP 336007 Artemis Heavy Frigate £4.50/$7.95
  MGP 336008 Oracle Scout Cruiser £4.50/$7.95
  MGP 336009 Orestes System Monitor £6.00/$9.95
  201
  Catalogue
  
  MGP 336010 Poseidon Super Carrier £15.00/$24.95
  MGP 336011 Tethys Cutter (x2) £3.50/$5.95
  MGP 336012 Warlock Advanced Cruiser £8.50/$14.95
  MGP 336013 Olympus Corvette £7.50/$12.95
  MGP 336014 Babylon 5 Space Station £12.00/$19.95
  MGP 336015 Hermes Transport £5.00/$8.95
  MGP 336016 Explorer Survey Ship £7.50/$12.95
  MGP 336017 Sagittarius Missile Cruiser £5.00/$8.95
  MGP 336018 Shadow Omega £8.50/$14.95
  Earth Alliance Fleet 
  Box
  MGP 3360      
  £55.00/$99.95
  A complete Earth Alliance 
  ﬂeet for all sizes of battles, 
  ready to ﬁght in A Call to 
  Arms. 
  Contains: 
  2 Omega destroyers
  1 Nova dreadnought
  4 Hyperion heavy cruisers
  2 Artemis heavy frigates 
  2 Tethys cutters
  48 Starfury ﬁghters
  202
  Catalogue
  
  Minbari Federation
  Next to the Vorlons, the Minbari are generally accepted to be the oldest race in the galaxy, possessing technologies and insights far 
  exceeding that of any other world. A deeply spiritual people, the Minbari have a reputation for keeping to themselves, avoiding 
  interaction with the younger races while keeping to the tenants laid down by one of their greatest leaders, Valen, over a thousand 
  years before. It is said that no Minbari has killed another for a millennium.
  MGP 336101 Sharlin Warcruiser £7.50/$12.95
  MGP 336102 Nial Fighter Flight £1.50/$2.95
  MGP 336103 Minbari Flyers £1.50/$2.95
  MGP 336104 Neshetan Gunship £7.50/$12.95
  MGP 336105 Tigara Attack Cruiser £5.00/$8.95
  MGP 336106 Leshath Heavy Scout £5.00/$8.95
  MGP 336107 Morshin Carrier £4.50/$7.95
  MGP 336108 Tinashi War Frigate £5.00/$8.95
  MGP 336109 Troligan £7.50/$12.95
  MGP 336110 Torotha Assault Frigate £5.00/$8.95
  MGP 336111 Tishat Light Fighter £1.50/$2.95
  MGP 3361 Minbari Fleet Box £55.00/99.95
  203
  Catalogue
  
  Centauri Republic
  Once known as the Lion of the Galaxy, the Centauri Republic today is an empire in decline, with many of its people still 
  hankering after their golden age of power even as they continue to lose worlds and colonies. Despite constant pressure from 
  the Narn Regime, however, the Centauri are still one of the most technologically advanced races after the Minbari and Vorlons, 
  and are regarded as a major diplomatic power – among the other governments, they probably still hold more inﬂ uence than the 
  expanding Earth Alliance, despite the old resentments many feel towards them.
  MGP 336201 Centurion £7.50/$12.95
  MGP 336202 Vorchan £5.00/$8.95
  MGP 336203 Sentri Fighter Flight £1.50/$2.95
  MGP 336204 Primus Battlecruiser £7.50/$12.95
  MGP 336205 Altarian Destroyer £5.00/$8.95
  MGP 336206 Maximus Frigate £3.50/$5.95
  MGP 336207 Haven Patrol Boat (x2) £4.00/$6.95
  MGP 336207 Balvarin Carrier £7.50/$12.95
  MGP 336208 Corvan Scout £4.50/$7.95
  MGP 336209 Dargan Strike Cruiser £5.00/$8.95
  MGP 336210 Darkner Fast Attack Frigate £4.50/$7.95
  MGP 336212 Kutai Gunship £3.50/$5.95
  204
  Catalogue
  
  Narn Regime
  Once a peaceful and agrarian race with a tradition of personal honour, the Centauri occupation of their homeworld changed the 
  Narn forever. Coming to Narn over a hundred years ago, the Centauri promised the primitive natives technology, law and a route 
  to the stars. Instead, they delivered only pain, injustice and enslavement, strip-mining Narn’s natural resources to support the 
  expansion of their Republic. During the occupation, the Narn learned to ﬁ rst resist, then ﬁ ght in outright revolt that forced the 
  Centauri off their homeworld. Capturing abandoned Centauri technology, the Narn quickly built their own weapons and ships, 
  ﬁ nding a new strength of purpose as they drove the Centauri out of many nearby systems to form their own great Regime.
  MGP 336213 Mograth Frigate £4.50/$7.95
  MGP 336214 Octurion Battleship £12.00/$19.95
  MGP 336215 Razik Light Fighter £1.50/$2.95
  MGP 336216 Rutarian Heavy Fighter £1.50/$2.95
  MGP 336217 Sulust Escort Destroyer £4.50/$7.95
  MGP 3362 Centauri Fleet Box £55.00/$99.95
  MGP 336301 G’Quan £7.50/$12.95
  MGP 336302 Sho’Kos (x2) £5.00/$8.95
  MGP 336303 Ka’Toc £4.00/$6.95
  MGP 336304 Frazi Fighter Flight £1.50/$2.95
  MGP 336305 T’ Loth Narn Ship £7.50/$12.95
  MGP 336306 Bin ‘Tak Dreadnought £12.00/$19.95
  205
  Catalogue
  
  MGP 336307 Gorith Fighters £1.50/$2.95
  MGP 336308 G’Karith Patrol Cruiser £5.00/$8.95
  MGP 336309 Rongoth Destroyer £5.00/$8.95
  MGP 336310 Sho’Kar Light Scout Cruiser £4.50/$7.95
  MGP 336311 Thentus Frigate £4.50/$7.95
  MGP 336312 Var’Nic Destroyer £5.00/$8.95
  Vorlons
  Every government in the galaxy both fears and respects 
  the Vorlons and keeps extensive ﬁ les monitoring their 
  activities – however, very little is actually within those 
  ﬁ les. What is clear is that they are a very ancient race, 
  secretive in their motives and ambitions, and possessing 
  technologies far in excess of anyone else in the galaxy. 
  They are not merely centuries ahead of other races, but 
  millennia.
  Vorlon Miniatures 
   
  MGP 3366 Vorlon Fleet Boxed Set £55.00/$99.95
  MGP 336601 Vorlon Destroyer £5.00/$8.95
  MGP 336602 Vorlon Heavy Cruiser £8.50/$14.95
  MGP 336603 Vorlon Light Cruiser £7.50/$12.95
  MGP 336604 Vorlon Transport £5.00/$8.95
  MGP 336605 Vorlon Fighters £1.50/$2.95
  MGP 3363 Narn Fleet Box £55.00/$99.95
  MGP 336313 Dag’Kar Missile Frigate £4.50/$7.95
  MGP 336602 Vorlon Heavy Cruiser £8.50/$14.95
  206
  Catalogue
  
  Shadows
  After having hidden for a thousand years after the last Great War, the 
  Shadows are back, aliens so ancient they predate the evolution of Man 
  and every other major race in the galaxy. The Shadows possess a level 
  of technology that far outstrips that of the young races. Their deadly 
  ships can fade in and out of hyperspace at will while their high energy 
  weapons can literally slice an enemy ship in half. It takes a great deal 
  of bravery and ﬁ repower to take on a Shadow ﬂ eet with any hope of 
  victory.
  Shadow Miniatures 
   
  MGP 3367 Shadow Fleet Boxed Set £55.00/$99.95
  MGP 336701 Shadow Ship £7.50/$12.95
  MGP 336702 Shadow Fighters £1.50/$2.95
  MGP 336703 Shadow Scout £3.50/$5.95
  Interstellar Alliance
  Formed in 2262 after the fall of President Clark’s regime on Earth, the 
  Interstellar Alliance bound all the major races of the galaxy into an 
  idealised and more or less united whole. The White Star ﬂ eet, initially 
  formed to ﬁ ght in the Shadow War, proved invaluable to the ISA and 
  for many years was still considered to be the most advanced ﬂ eet in 
  existence. However, a larger warship was always a requirement, despite 
  the incredible capabilities of a typical White Star squadron and in 2267, 
  the ﬁ rst two Victory-class destroyers were launched, just in time to aid 
  Earth against a Drakh attack and the subsequent plague.
  ISA Miniatures  
  MGP 3364 ISA Fleet Box Set £55.00/$99.95
  MGP 336401 Victory Class Destroyer £15.00/$24.95
  MGP 336402 White Star £4.50/$7.95
  MGP 336701 Shadow Ship £7.50/$12.95
  MGP 336402 White Star £4.50/$7.95
  MGP 336901 Battlewagon £5.00/$8.95
  MGP 336902 Strike Carrier  £4.50/$7.95
  MGP336903 Delta-V Fighter £1.50/$2.95
  Raiders
  Space is vast and even the strongest government cannot control all its trade lanes. Raiders thrive in the recesses of the galaxy, 
  preying on weak merchant ﬂ eets while avoiding military engagements at all costs. Though limited on a technological level, the 
  ships of the Raiders have a certain rough efﬁ ciency that can surprise military Commanders on patrol.
  207
  Catalogue
  
  Upcoming Releases
  League of Non-Aligned Worlds
  Formed from a union of much smaller governments, the League of Non-Aligned Worlds gives the less advanced races of the 
  galaxy a fair and even voice in diplomatic affairs alongside the major races. Though often seen as inferior militarily by the major 
  races, the League has access to some very unusual technologies and while they can rarely match the likes of the Victory and 
  Bin’Tak in sheer size and scope, League ships are often very powerful for their small size and have upset more than one Captain 
  in the past with their unique capabilities.
  League of Non-aligned Worlds Miniatures 
   
  MGP 336501 Vree Fighters £1.50/$2.95
  MGP 336502 Vaarl Scout Saucer (Vree) £4.50/$7.95
  MGP 336503 Xill Battle Saucer (Vree) £6.00/$9.95
  MGP 336504 Xorr War Saucer (Vree) £4.50/$7.95
  MGP 336505 Stormfalcon (Drazi) £7.50/$12.95
  MGP 336505 Xarr Patrol Boat (Vree) £3.50/$5.95
  MGP 336506 Sunhawk (Drazi) £5.00/$8.95
  MGP 336508 Star Snake Fighter (Drazi) £1.50/$2.95
  MGP 336509 Strikehawk (Drazi) £5.00/$8.95
  MGP 336510 Warbird Cruiser (Drazi) £5.00/$8.95
  MGP 3372 Brakiri Syndicacy Fleet Boxed Set £55.00/$99.95
  MGP 336515 Avioki Heavy Cruiser (Brakiri) £7.50/$12.95
  MGP 336516 Brokados Battle Cruiser (Brakiri) £7.50/$12.95
  MGP 336517 Halik ﬁ ghter Killer (Brakiri) £4.50/$7.95
  MGP 336518 Ikorta Assault Cruiser (Brakiri) £4.50/$7.95
  MGP 336519 Tashkat Cruiser (Brakiri) £7.50/$12.95
  MGP 336520 Falkosi Interceptor (Brakiri) £7.50/$12.95
  MGP 336525 Bimith Defender (Abbai) £7.50/$12.95
  MGP 336526 Miliani Carrier (Abbai) £4.50/$7.95
  MGP 336527 Tiraca Frigate (Abbai) £5.00/$8.95
  Aug 2005
  Abbai Kotha Fighter
  Drazi Freehold Fleet Box Set
  Earth Alliance Orion Starbase
  Vree Conglomerate Fleet Box Set
  Sep 2005
  Babylon 5 A Call To Arms [Revised 
  Edition]
  Abbai Matriarchy Fleet Box Set
  Earth Alliance Chronos Frigate box set
  Raiders Double-V Fighters
  Sky Full of Stars – Advanced Rules 
  Supplement
  Sky Full of Stars Counter Sheets
  The Earth/Minbari War Campaign 
  Supplement
  Oct 2005
  B5: A Call To Arms – Starter Edition & 
  Dilgar War Campaign
  Earth Alliance Reinforcements Box Set
  Shadow Hunter
  MGP 336801 Civilian Freighter £3.50/$5.95
  MGP 336802 Civilian Tanker £3.50/$5.95
  MGP 336803 Civilian Liner £8.50/$14.95
  Civilians
  Coming 
  Soon
  208
  Catalogue
  MGP 336525 Bimith Defender £7.50/$12.95
  MGP 336515 Avioki Heavy Cruiser £7.50/$12.95
  
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SOURCE: textdata/thevault/Babylon 5/Babylon 5 - A Call to Arms - Sky Full of Stars.pdf