Babylon 5 Wars - Showdowns 8

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SHOWDOWNS 8

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Babylon 5 Wars 2nd Edition - Showdowns 8By AOG - Agents of Gaming

Transcript of Babylon 5 Wars - Showdowns 8

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SHOWDOWNS 8

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That’s a Minesweeper?!...........................17Better Lucky Than Good...........................18Feint and Strike.......................................19Hunter-Killer...........................................19Last Stand of the ......................20

The Drazi Front........................................21Pride of the Fleet......................................22The Mermas Raid.....................................23To Kill a Giant..........................................23Ace vs. Deuce..........................................24Swarm...................................................24Luck Counts............................................25Bad Luck.................................................25One Jump Ahead.....................................26Operation Dross......................................27Force on Force.........................................27Politics by Other Means.............................28Not Petty Annoyance................................28Pursuit...................................................29Doom at Phalonak...................................29The Real Enemy.......................................30Light as a Feather.....................................30Heavy As A Mountain................................31Hold the Line...........................................31Final Duty...............................................32Testing the Wall.......................................32

Product Credits and Copyright Info............33

Abbai Ships.............................................34Centauri Ships.........................................39Drazi Ships..............................................42Orieni Ships............................................49Raider Ships............................................52Rogolon Ships.........................................56Usuuth Ships...........................................63

Procurator

Afterword

Control Sheets

INTRODUCTION1

1Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Showdowns-8Rev. 1

1. IntroductionComes the Horsemen ................................2

2. New Ships

and Rules

3. The Rogolon

Dynasty

4. The Usuuth

Coalition

5. Scenarios for

the Orieni War

The Orieni Imperium..................................3The Centauri Republic................................3The Drazi Freehold....................................4The Raiders..............................................5The Abbai Matriarchate..............................6

Background..............................................7Technology...............................................8The Rogolon Fleet......................................8

Background............................................10Technology.............................................11The Usuuth Fleet.....................................12

Peace and Quiet......................................13The Spark...............................................14For Honor and Glory.................................14Kill Zone.................................................15The Invasion of Usuuthir...........................16Desperation............................................17

TABLE OF CONTENTS

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Chapter 1:Come theHorsemen

Prime Senior Kovash was reaching for the errant waterpackage that had escaped from his meal tray when aninsistent beeping filled the command bridge of his OrthuusClass Battle Leader. The beeping originated from thesensor tech station, announcing the imminent activationof the Orieni jump gate. Distracted, Kovash swiped at thepackage and managed not only miss but knock it acrossthe room. Admitting failure, he waved a nearby galley aidetowards the errant package and glanced at his chronometerwith a barely suppressed sigh. The chronometer confirmedwhat he already knew–– the Orieni were precisely ontime...as always.

For nearly 70 years now, at precisely the same time,every thirty orbits of their jump gate around the small mooncircling the system's gas giant, a supply convoy wouldarrive through the gate. The convoy's mission ofresupplying the small base located on the moon itself wouldlast exactly 5 days at which point the convoy would departback through the gate. The monotonous precision of thesemissions was an ongoing joke at the academy––a jokeKovash had happily shared in during his time there. Butthat had been nearly 12 years ago and the humor hadlong since become very stale.

Examining the command screen, Kovash noted thecharge building in the massive capacitors of the gate andthe timer indicating gate activation was still several minutesaway. Kovash smiled slightly. The Orieni may have beentechnologically superior and if what the Centauri said wastrue held a massive area of space, but they were notinfallible. Five years ago, Usuuth technicians had crackedseveral Orieni signal protocols and much of the jump gatedata he was reviewing was actually broadcast from thegate itself. Intercepted, decoded and waiting for his perusal.Kovash couldn't shut the gate down yet but he could listenin on its operations.

In the remaining minutes, Kovash adjusted the positionof his squadron in preparation for the intercept of theconvoy. Standard operating procedure was to wait until allOrieni vessels were through the gate and then broadcastthe standard greeting. The greeting would indicate that theOrieni vessels were now in Usuuth space, warn themagainst any deviations from their course towards their baseand indicate that his squadron would provide escort. Afterwhich the Orieni would promptly ignore him and go abouttheir business as if he and the ships under his commandwas so much solar wind.

Kovash mentally shrugged. Welcome to another dayof life with the Orieni. The Orieni were not interested in theUsuuth position on anything and never had been. Sincethe first appearance of one of their giant explorer ships,dialogue with the Orieni had been limited to one-sidedpronouncements by Orieni leadership. The Centauriclaimed that had their installations not been present whenthe Orieni had first arrived, the Usuuth people would havebeen brutally invaded by now. Only the might of the CentauriRepublic had blunted the Orieni's aggressive tendencies.Of course the Centauri made all sorts of claims but in thiscase Kovash actually tended to agree. Not that he wouldever admit it to a fan head, of course.

INTRODUCTION 1

2

A second warning chime brought Kovash back fromhis musings as the gate activated. Intercepted gatetransmissions indicated a single large and 8 smallerattending vessels waiting in hyperspace. Kovash frownedslightly at the data. The large vessel was a bit of a surpriseas was the number of smaller ships. It was possible, Kovashsupposed, that the oversized convoy represented an Orieniplan to expand their lunar base. If true, the large vesselwould be some form of construction unit while the other 8smaller vessels would be Resolute-class freighters backedby a couple of Steadfast Corvettes as escort. Still it was achange from the norm and needed to be reported if for noother reason than to pass the word on to the Centauri.

Kovash turned to the communications officer as thefirst hint of blue appeared in the midst of the gate. “Activatethe command channel and hold for my message,” heordered. Turning back to his command screen, Kovachwatched the mass sensor spike as the first ship passedthrough the gate and into normal space. Sensors indicateda Steadfast Corvette as the mass sensor spiked again.Another Steadfast. Again the mass sensor rose as the largeship entered reality. But something was wrong. The masstrace was continuing to rise and rise, finally peaking at animpossibly high level. “So big!” wondered Kovash. Whatthe heck was going on?

And then it was there. The enormous vessel wasalmost too big to be believed. Rumors from the Centaurihad claimed the Orieni possessed large vessels but thiswas unprecedented. The sensor tech jerked within theconfines of his chair and shouted, “Active weaponsignatures……I have multiple targeting sensors locking on!”

Kovach blanched and shouted for counter-electronicsand evasive action. On the screen several more Orieniships were arriving from the vortex. More warships.

Weapons fire sleeted over the Kovash's squadron,crippling one of the Serron Attack Ships and blotting outseveral of the Baroon Escort Cutters. The Usuuth fightersquadrons did what they could but were rapidly battereddown by Orieni fighters and escort vessels. From theswirling confusion several larger Orieni fighters brokethrough and accelerated towards Kovash's ship. Kovashkeyed the previously opened command channel andshouted, “Orieni invasion in process!” Outside, the crippledSerron exploded silently while another took heavy fire, “Allescort forces are fully engaged––” he continued, and thenthe approaching fighters arrived.

Defensive fire knocked down two of the strangely quietfighters but the remaining four bored relentlessly in andactually impacted on the ship. The resulting explosionstore off the entire forward superstructure and burned theheart out of the Kovash's vessel. Half of the stations onthe bridge exploded in fury to the mortal damage and halfof the bridge simply disappeared in a massive structuralcollapse.

The shattered hull floated away from the last flickeringmoments of the brief battle. Ignoring the myriad of shatteredhulls and drifting escape pods, the silent Orieni force movedtowards the Usuuth home world. In the last flickers of hisfailing command screen Kovash watched them leave. Ashe stared in horror, the errant water pack floated byundamaged and still out of reach.

“Ashes…..its all ashes now.”

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Seekers performed closer reconnaissance. If theirmothership was threatened, it was also the task ofthe Seekers to hold off the attackers long enoughfor the Explorer to escape, sacrificing themselves ifnecessary. These ships were almost solely seen inthe company of Faithful Explorers, although theywere occasionally attached to Paragons or Prophetsas light EW support.

Starting in 2007, the Seeker's Gatling Railgunswere replaced with Rapid Gatling Railguns.

The survey ships used by the Centauri Republicwere monstrous vessels, carrying a largercomplement of fighters than most carriers of thetime along with the necessary supplies andequipment to build six jump gates. They also carriedsufficient armament to hold their own in mostcombat situations, allowing them to operate alonein remote stretches of space. During the Orieni War,the Garut class ships saw a surprising amount ofactivity, due to the combination of their ability tomake strategic alterations to the "terrain" of the jumpnetwork along with their ELINT capabilities andfighter capacity.

The process of becoming a "Lion of the Galaxy"forced the Centauri to make some early realizations.One of these was that logistics, while unglamourousand boring, is an absolute necessity. The VirlisiLogistics ship is just that, unglamorous and boringin its un-Centauri like bulk but vitally necessary. Atthe start of the Orieni War, Virlisi units were scatteredthroughout the Republic and several years wouldpass before they could be concentrated. However,once massed for the push into Orieni space, fleettrains of Virlisi and other support vessels were oneof the most impressive sights to behold.

The Centauri

Republic

Garut Class Survey Ship

Virlisi Class Logistics Ship

Base Hull (Restricted Deployment 10%)

Base Hull (Unlimited Deployment)

NEW SHIPS & RULES2

Chapter 2: New

Ships & Rules

The Orieni

Imperium

During the war, these exploration vessels wereput to work scouting out new jump routes into theCentauri Republic, and occasionally to gatherintelligence on Centauri systems and shipmovements. Although not designed for combat, theFaithful's weapons suite was adequate for self-defense. In addition to a squadron of TemplarInterceptors, each Faithful operated a pair of SeekerMCV, a specialized ELINT variant of the Steadfast.

These ships were often deployed on very longmissions far from home, and as a result, theirupgrades came slowly. Starting in 2005 the LaserLances were replaced with Heavy Laser Lances, andit wasn't until 2009 that they began to receive RapidGatling Railguns in place of their GRs. It wascommon for individual units to lag quite far behindthese dates.

The standard Orieni military freighter. The cargopods can be replaced with H-K conveyor pods, tosupport large fleet actions. In this role, the H-Ksare either launched on automatic, or used as asecond wave, controlled from other ships.

In 2007 the Gatling Railguns are replaced withRapid Gatling Railguns.

Built as consorts for the Faithful, Seekers coulddatalink with their mothership to form a very longbaseline sensor array - extremely effective both forHyperspace exploration and long-range realspaceobservation. When exploring a new star system, theFaithful would remain at a distance, while the

Faithful Search Explorer

Resolute Military Freighter

Seeker Reconnaissance Corvette

Base Hull (Limited Deployment 33%)

Base Hull (Unlimited Deployment)

Steadfast Variant (Rare)

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NEW SHIPS & RULES 2

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of the pro-Orieni factions, leading the Freeholdproper to sit out the war and continue reformattempts.

The only Drazi warship of the era equippedwith Jump Engines, Peregrines were vital to the fleet'sstrategic mobility. Although outfitted with a fairlypowerful defensive weapons suite, they were toovaluable to be committed casually to battle, andwere always heavily escorted. The Peregrine alsooperated a squadron of fighters, as uncommon inthe Drazi navy then as now.

The Nightowl was a recent addition to theFreehold fleet at the time of the Orieni War. Thoughquite effective in the performance of it's mission ofexploration and beacon route development, it wasclearly not meant for combat. Retreat has neverbeen the Drazi way, but it's the best course whenone of these valuable ships unexpectedly finds itselfamongst enemies.

At the turn of the 21st century, the Shrike wasthe standard Drazi combatant. This ship and itsvariants made up the vast majority of the fleet. Acompetent design, it was a dangerous opponent, ifnot quite the equal of it's Centauri counterparts.

One of the first agile ships operated by theDrazi, many captains and crews loved theaggressive, well-armed little Merlin for it's superiorhandling.

The Dragon was the standard Drazi fighterthrough the war. Although fragile, it was superiorto the Centauri fighters of the time, and not muchinferior to the superb Orieni Templar. Unfortunately,the Drazi operated few carriers, and Dragons werealways in short supply.

Peregrine Jump Cruiser

Nightowl Hyperspace Probe

Shrike Heavy Destroyer

Merlin Frigate

Dragon Light Fighter

Base Hull (Limited Deployment 33%)

Base Hull (Restricted Deployment 10%)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Armus Long Haul Freighter/ Capit Priority FreighterBase Hull (Unlimited Deployment)

By the early 1700's, the Centauri Empire hadexpanded to the point where existing freighters couldno longer make the longest runs without incurringsignificant crew degradation due to exposure to longterm zero-gee. The need for gravity positiveenvironment became so acute on the fringes of theRepublic that several houses in conjunctiondeveloped and then marketed the Armus Long HaulFreighter. The new Armus consists of a rotating nosesection, followed by a series of cargo canisters thatends with the engineering andprimary drive section.

By the 1900's, the wildly successful Armus couldbe found throughout the Republic. Even short haulcarriers made use of the Armus and its comfortableworking environment. In 1970, the final componentto this excellent freighter was added when a jumpengine module was developed which could be easilyadded to existing Armus structures though at thecost of roughly ¼ of the total cargo capacity.Though never as numerous as the Armus, the newjump freighter, now called the Capit PriorityFreighter proved to be highly successful.

The Drazi Freehold forces of this era were evenmore disorganized and scattered than those of the23rd Century. Like the Centauri, the Drazi have alsobeen on a slow and bumpy road towardscentralization, and during this era had no regularforces. Instead, the overwhelming majority of thepopulation belonged to factions that maintainedtheir own military and naval forces. Each had itsown funding, recruiting and theories of organizationand training, and many were known to indulge inpiracy or privateering. The Orieni had made contactwith some Drazi factions and were usingtechnological bribery to turn the Drazi into a clientstate.

The intent was to have another nation on theother side of the Republic to draw away Centauriforces from the Orieni boarder. The Drazi factionswent every possible way. Some were enthusiastic.Others saw this as a great danger. Most wanted towait and see. What happened was the quick defeat

The Drazi

Freehold

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NEW SHIPS & RULES2

5Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Showdowns-8Rev. 1

Brigand Attack Cruiser

Corsair

Adder Light Fighter

Looter Support Cruiser

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment 33%)

On the Drazi-Centauri border, old Drazi warshiphulls were the most common types operated byRaiders, although exceptions were far from unheardof. The Freehold regularly sold off obsolescent,mothballed ships to privateers for use as wartimeauxiliaries, many of which later went missing.Wealthier Raider bands often operated ships likethis, based on the hull of the old Osprey Destroyer.Although quite capable for a pirate ship, it wasn'treally up to a toe-to-toe encounter with a warship.

Like the Attack Cruiser, this ship was based onan old Drazi hull - in this case, the Flycatcher Frigate.These ships were the type most commonly operatedby Raiders during the Centauri-Orieni War period.

Originally obtained through the Drazi privateeringprogram, this older Drazi fighter was eventually insmall-scale production by several organizations.Along with the Usuuth Rowlon, this was one of themore common fighters in Raider hands. Incapable ofstanding up to more modern fighters, they were morethanenough to subdue merchantmen.

Freighters have always offered a cheap baselineunit for developing a raider vessel. It is thereforehardly surprising that the Centauri Armus/Capitseries of freighters have seen their share ofconversions. Though a large and somewhatcomplex freighter, the gravity positive section, thelarge cargo holds and most importantly, the jumpengine model that was developed for the Armus/Capithave made this a particularly coveted conversion.

In Raider hands, two-thirds of the Capit'sremaining cargo is replaced by a long cylinderpermanently welded to the habitation section. Intothis volume was crammed a number of systemupgrades, weapons and a significant fightercompliment. Though it remains a poor match tomost navy cruisers, the Looter Support Cruiser offerstrue deep space penetration for its owners by virtueof it jump engine, gravity positive section andonboard fighter support.

Dudroma Defense Satellite

Kromala Defense Base

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

The standard Drazi orbital defense satellite ofthe time, the Drudroma were routinely installedaround the more strategic military locations withinthe Freehold. However, its appearance aroundthroughout the remainder of Drazi space tended tobe somewhat erratic.

Originally equipped with heavy plasmacannons, they were replaced in 1998 with particlecannons, though the plasma armed version wouldremain in service for some time.

The standard Drazi starbase of the era, thispowerful defensive installation was found aboveany planetary facility of significance. As acornerstone of Freehold defense, the Kromala hadpriority for the refit to Particle Cannon.

Mankind, in all of its guises and forms, hasalways been plagued with piracy, banditry andraiders in one form or another. Those who disapproveof raiders publicly often support them privately.

This was equally true in the Earth year 2000 asany other time. During this period, piracy was aliveand well. Many races were noted in the ranks ofpirate bands, but the stereotypical force would havebeen Drazi or Centauri. Ships used for piracy camefrom a variety of sources, but the same two wereoften the origin there as well. This is not to say thatothers didn't also allow or support piracy, and otherraces were normally represented in pirate bandseven if they were dominated by a specific race.

Pirates of this earlier period make somewhat lessuseof fighters, andare less likely tohaveaccess to jumpdrives. They are more likely to be privateers or navalunits freelancing than in the later periods, as severalnationshadonlypartial controlover their forces.

One important constant of raiding and piracyis that conflict distracts the fleets that otherwise wouldcontrol the spacelanes and protect those whotransport wealth.

Raider bands are normally small, as even Drazifactions feel the need to plausibly deny raideroperations that go sour, so small forces with limitedsupport are spun off where their loss will besurvivable. As in later periods, notice by a real navyspells eventual doom for a raider band.

The Raiders

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NEW SHIPS & RULES 2

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Tetrav Heavy Frigate

Selatra Shield Base

Bochi Defense Satellite

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

The stablemate of the Kastona, the Tetravrepresents one of the few heavy combat vesseldesigns ever fielded by the Abbai. With constructioncosts similar to equivalent capital class vessels, theless robust HCV class vessels were viewed by AbbaiAdmiralty in a dim light. Nevertheless, the Tetravrepresented a reasonable addition of fleet capabilityand was the also fielded enhanced coverage graviticshields debuted in the Kastona.

Though quick and agile for its size the Tetravsuffered in encounters with larger, heavily armoredvessels where its Laser Cutters were of limitedeffectiveness. This problem was somewhat balancedby the replacement of the Laser Cutters in the 2019Refit with Assault Lasers.

Ultimately, the design was allowed to fall out ofservice with replacement returning to the larger andsafer capital class vessel. The actual structuraldesign plans where turned over the Alacans withthe delivery of the first mothballed Kastona. Thoughthe Alacan lacked the wherewithal to construct HCVclass vessels, they were able to produce a scaleddown design known as the Tacomi Patrol Cutter.

One of the primary reasons the Centauri couldnever take advantage of the Abbai was the basesthe Abbai constructed. Very large for their time, thewell armed and even better defended Selatra ClassShield Bases would see service for nearly 350 yearsbefore finally being replaced by the Pirocia Starbase.By 1989 the offensive weapon mix included LaserCutters and Medium Lasers. All lasers were laterreplaced in 2020 with the new Assault Laser whichserved to enhance the fearsome reputation of thebase.

The primary defense grid satellite for the Abbai,the Bochi was deployed in an even mix of MediumLaser equipped versions and Laser Cutter versions.The update in 2030 replaced both laser with theAssault Laser but more importantly improved theshield generator to the point where full 360 shieldcoverage could actively maintained.

The AbbaiMatriarchate

Kastona CruiserBase Hull (Unlimited Deployment)

The Kastona cruiser represents an evolutionaryimprovement in gravitic shield technology. To date,capital class vessels required no less than 6 shieldunits to achieve 100% coverage. The cost, in termsof space taken up by the shields and supportingshield generator, was prohibitive. As a result, theKastona was designed in an attempt to reduce thenumber of shield projectors. The result was a slightlyundersized cruiser that achieved 100% shieldcoverage with only 4 shield projectors. This allowedthe mounting of a smaller shield generator whileretaining the same level of active shield coverage.A pair of laser cutters were supplemented by asingle medium laser to give larger rakes against largerunits.

In 2016, the Kastona upgraded to include asingle new Assault Laser in place of the mediumlaser. The Assault Laser was the result of backwardsengineered of the Centauri weapon. A second refitin 2040 further improved shield protection andfirepower. The forward gravitic shield ratings wereimproved at the cost of smaller coverage zones whilethe aft shield coverage was expanded (though notimproved). The laser cutters were replaced byadditional assault lasers creating the most heavilyarmed Abbai vessel to date.

Production of the Kastona was finally haltedwhen it proved impossible to upgrade the old cruiserto include first the twin array and later the particleimpeder. Initial replacement of the Kastona began2182 with the appearance of the first generationof Lakara cruiser. The last Kastona would standdown from fleet service in 2205. Three of theKastona hulls were ultimately saved from thebreakers when they were sold to the young Alacanrace. Stripped of their shield systems, jump drivesand refitted to the original laser armament; theseold cruisers would serve with distinction at the centerof the Alacan navy in the form of the Atrimis LightCruiser.

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Chapter 3:

The Rogolon

Dynasty

Warriors and PeasantsThe Rogolons built a feudal nation, divided by

clan and caste. There were peasants of varioussocial levels and warriors of various social levels.The highest status warriors became the nobility, alsoof various standings. Clans were based around theretainers of noble families, and were geographicallycentered for the most part. Though Rogolon societywas quite old, a long period of stasis occurred dueto the importance of custom and tradition, whichstifled innovation.

It is likely that this would have remained thesame until discovery by the rest of the galaxy hadnot a remarkable Rogolon noble named Len Davihad a profound effect on their society. Over alifetime of bloody war and feuding, he was able toplace his clan firmly on top of Rogolon society,becoming their first imperial family. Over the nextfew centuries, a mix of traditional wars and newexplorations gave the warriors a reason forexistence, with some nasty civil wars to break theroutine. The Davi Dynasty saw the Rogolons growfrom a people dependent on muscle and windpower to the internal combustion engine andelectricity. Change was slow and deliberate, andeach new advance was carefully evaluated to ensureit did no permanent damage to the traditional wayof doing things. Occasionally this failed, and forone reason or another the old ways died, but thewhole of Rogolon society attempted to limit changesto what they thought were improvements. One ofthe main causes of new ways was the paradoxicalwarrior caste. They were the pillars of conventionand reaction, but also their efforts to find the mostefficient means to war upon each other, and theurge to explore, caused the most changes to theirbeloved ways.

THE ROGOLON DYNASTY3

7

Nota Deep Space Scout

Sensor Spear

Comm Jammer

Base Hull (Restricted Deployment 10%)

Class: Electromagnetic Modes: Special

Class: Electromagnetic Modes: Special

Originally designed as an exploration vessel,the Nota was re-equipped to act as a fleet ELINTasset due to the continuos pressure of the Centauimilitary arrayed on the Abbai border. Thoughsomewhat lightly armed the Nota carries both theSensor Spear and Comm Jammer in addition to itsformidable sensor array. The Nota was due forreplacement at the time of the Orieni Centauri warand never received the Assault Laser upgrade. Theoften delayed first generation Shyarie JammerFrigate that finally replaced the Nota would notarrive until 2090 forcing the Nota to soldier on butthe Shyarie would arrive with improved ELINT andthe new Comm Disrupter which combined theeffects of the Sensor Spear and Comm Jammer.

One of two systems that would ultimately bereplaced by the multi-function Comm Disrupter, theSensor Spear degraded enemy sensors via adirected electromagnetic surge. Faster firing thanthe later Comm Disrupter the Sensor Spear was50% less effective.

The second system to be replaced by the CommDisrupter, the Comm Jammer used electromagneticinterference to block the communications array ofthe targeted ship. Originally intended to target fleetcommand ships, the Comm Jammer was neverdeployed in large numbers and suffered from ashorter range than its next generation cousin, theComm Disrupter.

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THE ROGOLON DYNASTY 3

8

Rogolon

Technology

The Rogolon

Fleet

Plasma Weapons and Missiles

Missiles

Tovin Small Warship

Perhaps because of their highly stylized, almostritualistic, rules of combat the Rogolons did notinvest a lot of effort into the development of weaponstechnology. Tried and true plasma weapons andmissiles were relied upon to the exclusion of otherdevelopment and no active defense weapons orinterceptors of any kind were even seriouslyconsidered.

The Rogolon ships of the era only used Basicand Heavy missiles. No other special missile typesare available to the Rogolon fleet.

The Rogolon forces appear initially as a carboncopy of the Drazi though with less advancedtechnology and a more flawed doctrine. Thisbecome less obvious as closer inspection showsthe Rogolon clans to be loyal to the Royal familyand centrally controlled. The Rogolons had atraditional and rather stylized manner of fightingwhich rewarded personal honor and espoused lackof concern for active protection. Passive defenseswere acceptable, but active attempts to avoid injurywere cowardly. The Rogolons never had enoughexposure to the rest of the galaxy to overcome thisinitial start. Exposure to raiders was not dangerousenough to show the limits of Rogolon doctrine andthe existing attempts to build more capable shipsand fighters was seen as sufficient to correct anyweaknesses.

This vessel was the first Rogolon reaction to thediscovery of alien races. At this time, it quicklybecame obvious that existing Rogolon ships werenot powerful enough to compete with these newraces, yet despite this realization, the Rogolons still

Base Hull (Unlimited Deployment)

The Final Frontier

New Worlds

The day finally arrived in the Earth year 1863when Rogolon Warriors set foot on their closestworld, laying a ceremonial knot on the site to showpiety and their loyalty to the Dynasty and theirclanfathers. An observatory on this almost airlessworld spotted a small object in the farthest reachesof their system, which gave every appearance ofbeing artificial. They were not alone. The imperialfamily ceremonially renamed themselves after theirpeople, becoming the Rogolon Dynasty.

The warriors and their patrons made this thenew objective. Great ships were sent on farther andfarther trips into the beyond until the day came thatan expedition was able to set up a base on a nearbyasteroid and begin studies. The whole societyexpected any aliens to be roughly as themselves,so an effort was made to build a powerful fleet forthe expected traditional conflicts, on the new widerstage. The Rogolons prepared gleefully for their newplace in the universe.

By 1889 the first missions into the gate tookplace, and the terrible process of exploringhyperspace began. The Rogolons began to build asmall network of bases to allow deeper explorationas each new system was found, but there was nointerest in actually staying in these new systems. Onlyscholars and those tasked with supporting long termexploration stayed, the warriors came and went,always returning to the home system. In 1956exploration teams from the Dynasty met anexploration team from the Orieni Empire. TheRogolons quickly realized they were outmatched inevery way. The Orieni were large, wealthy andpowerful. Shortly afterwards, contact was made withthe Centauri Republic, but the only thing that savedthe Rogolon Dynasty was the inconvenience of theirlocation, close to the Orieni but away from thecurrent line of expansion, close to the Centauri, butfar enough away to be inefficient to conquer. Themajor powers found themselves too focused on eachother to pick the Rogolon Dynasty off.

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attacks by this time, and as soon as adjustmentswere made for the increased range, the fighters werelost. The fighters were certainly respectable, withsturdy armor, good structure and a powerfularmament, but the numbers were too low to makethe doctrine work against the Centauri.

A lackluster light fighter, this 1951 design wasintended for defense of the fleet against enemyfighters, a concept not appreciated by the fleet itself,no matter how vital it appeared at the commandlevel. The light fighter was reluctantly accepted asa way to engage in honorable duels with enemyfighter pilots, but the Rogolon fighter pilots alwaysremained touchy about their essentially defensiverole.

This class of base was an impressive sight,though they were never a popular posting withoffence-minded Rogolon warriors. It was a capabledesign within the limitations of Rogolon technologyand doctrine but, like the rest of their forces it wasno match for either of their neighbors.

These OSATs were an important part of Rogolondefenses, seeded within minefields and aroundbases. It was an adequate, if uninspired design.

Chelek Light Fighter

Shogalov PlanetaryDefense Base

Tasco Defense Satellites

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

failed to appreciate warfare as the rest of the galaxypracticed it. In response, the Rogolons developeda small ship which could be easily constructed andused the resulting Tovin to quickly bulk up their navy.Larger vessels would follow in years to come. Whilethe Tovin's size is comparable to conventionalfrigates or corvettes, it was not a screening vesselby design and is best thought of as a little cruiser.Packing a significant offensive firepower in its heavyplasma cannons and class-SO missile racks, theTovin shows the Rogolon's total disregard for activedefenses.

This ship was the second Rogolon warshipconstructed after contact with others. This ship wasa larger Tovin with light fighter capacity added. Theship was intended to be the standard warship ofthe fleet, but concern arose that it still wasn'tcompetitive with Centauri or Orieni ships. Thisreduced the Tolov to merely another stepping stonetowards the definitive warship, but it was stillconstructed in large numbers while the Rogon LargeWarship was under development. The ship wasdangerous at any range, provided it was not underfire from fighters with a ship-killing capability ormassed ballistics.

The Rogon was the final Rogolon ship of theera. It was a larger Tolov with improved fightercapacity and even more firepower. The vesselepitomized Rogolon warship theory and was apotent vessel by any standard, in the correctcircumstances. Unfortunately, it also appears to beoverly specialized for ritualistic Rogolon battles, notwarfare as it occurs in the rest of the galaxy.

This was a large and potent assault fighter witha missile heavy armament and an aft turret tosupplement the pair forward. The fighter enteredservice in 1974, intended to allow ship killing fighterstrikes in which small teams of warriors could provetheir mettle against the foe. The Centauri hadlearned from Orieni HKs how to deal with fighter

Tolov Warship

Rogon Large Warship

Vostor Super Heavy Fighter

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment - 33%)

Base Hull (Unlimited Deployment)

THE ROGOLON DYNASTY3

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shove. The growing technology base had led to theability to reliably reach the local moon, and forprotection, it was decided that no other faction couldbe allowed to dominate orbit.

Since it was now possible to use local space,but each faction agreed the others were toodangerous to possess such abilities, the onlysolutions were all, none, or a new group. The lastwas the choice made. The Coalition Fleet wascreated from members of every important faction.Each standing faction was charged with recruitinga percentage of the manpower required for the fleet,and the fleet was responsible for paying for itselfusing the aggressive exploitation of availableresources, after a period of endowment to start theoperation.

The fleet felt the need to prevent the others frompossessing or gaining control of space by force ifneeded, so from the very beginning large portionsof their ships were armed and designed as warships.That there was no opponent was beside the point,they were to keep an opponent from being createdat home. This process served them well for manyyears. Then the universe changed.

In the Earth year 1936, the Centauri Republicmade contact with the Usuuth Coalition. TheCentauri were perfectly willing to set up the neededsteps to allow for the conquest of this new discovery,and their incorporation as Centauri subjects. Butthen the unthinkable happened; The Orieni Empirealso discovered the Usuuth. Neither side botheredto speak to the Usuuth about the situation, butinstead sat down to discuss what to do with thisnew border zone as part of comprehensive talksheld several times over the period of Cold Warbetween the major powers. The Usuuth became abuffer state. The Centauri built and operated acommercial gate orbiting one of the moons of themajor gas giant, while the Orieni operated oneorbiting one of the moons of the more ornamentalgas giant. The Usuuth began a major armamentsprogram, lest they be dashed to pieces betweenthese rivals. Usuuth merchants began to operatethroughout known space followed by those criminalswho found reasons to belong to the existing raiderbands. The Coalition Fleet aggressively punishedraiders in their own system, earning the reluctant

The Coalition Fleet

Competition

Chapter 4:

The Usuuth

Coalition

Genesis

The Violent Years

The Usuuth were a relatively normal nation, ofrelatively normal beings. They neither excelled norotherwise deviated from the norm in appreciableways. This changed in the Earth Year 745, with therise of a new religion, created and led by acharismatic new leader who was soon known asThe Founder. He was able to rapidly turn largeportions of the planet into dedicated believers andcrusades swept the continents to unify the peoplein religion and politics. Great influence was placedon philosophy, learning and the search for greaterunderstanding of everything, to include the universe.This was the golden era of scholarship.

By the death of the Founder, only remote andtiny populations had not been unified into the neworder. These remote areas were graduallyincorporated and a period of wonder andmagnificence arrived. There was plenty for all, allwere agreed. Or so it seemed. The grandson ofthe Founder finally succeeded his father, and withina month was dead. With no siblings, schismsappeared. Some desired to follow the most directdescendant of the Founder. Others desired to followthe most direct male descendant, while othersfollowed the appointed religious leader in theFounder's home province. Within three years, theunified people spit into faction and group.

With the fall of the world-state, the remainingfactions scrambled for dominance or influence. After aperiod of chaos, surviving groups were able tocreate regions in which they were dominant, ordevise ways of remaining in existence despite lackof a state. Wars and struggles became the normalstate of life, and by the Earth year 1898, semi-permanent coalitions of factions were in place.There were two major religious groups defined bywho they believed was the successor to the Founder,and a competing secular coalition. None of thesewere absolute and all had splinters that more orless agreed, but were willing to split if push came to

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UsuuthTechnology

Particle Projector

Light Particle Projector

Heavy Particle Projector

Particle Hammer

Light Particle Gun

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Class: Particle Modes: Standard

Purchased by the Usuuth from Centauri traders,the Particle Projector was used as the baseline forall internal advanced particle weapon development.From this basic weapon, the Usuuth managed todevelop no less than 5 other weapons systems in asurprisingly short period of time. None of which,unfortunately, did any good when the Orieni arrivedin force.

The light particle projector is simply aminiaturized version of the Particle Projector, tradingdamage and range for a reduction in size andincreased fire rate. Some historians believe the lightparticle projector was subsequently copied andimproved by the Centauri who renamed it the LightParticle Beam. An equal number feel the Centauriachieved the LPB through parallel development.

Simply an enlarged version of the ParticleProjector, the Usuuth inserted additional capacitorsand enlarged the primary emitter to create a harderhitting and longer ranged weapon. The price forthese increases came in the form of a longer reloadtime and greater power demand.

The ultimate expression of the particle projectortechnology, the particle hammer was intended toland the heaviest blow possible in a single directedburst. While deadly to light vessels and many of themore fragile Centauri units, the incredible bulk ofthe Orieni's mother ships reduced the shock effectof this weapon to little more than an annoyance

The Light Particle Gun is simply a Light ParticleProjector mounted on a fighter. However, due tosize constraints and the limited power source on theUsuuth fighters a number of modifications werenecessary to mount a pair of the new weapons.The primary resultwas a slight reduction in damage.

approval of the Centauri and Orieni, who eachmaintained public support for raider suppression,and each saw use for raiders who covertly did asthey desired.

The Usuuth found themselves in a trap. Therewere two ways out of their home system, and bothwere occupied by powerful nations, beyond theCoalition Fleet's ability to handle. Hyperspacenavigation was difficult at best, but with virtually nosupplies of Quantium-40, there was basically noway to build a fleet of explorers to seek an Usuuthsolution. Talks were attempted with each majorpower seeking to buy or lease habitable worlds tosettle, but both major powers were greatly amusedat the thought the Usuuth might possess enoughtreasure to compensate for the loss of a habitableworld.

Unknown to the increasingly desperate Usuuth,the Orieni had long seen them as the key in thefuture final war between the Centauri and Orieni.The increasing fortification between the majorpowers made an offensive into that region virtuallysuicidal. The defenses on the Centauri side of theUsuuth Coalition were much less powerful. Whenthe war finally arrived in 2001, the Orieni committedthe Strike Group and Elite to quickly suppress theCoalition Fleet and position themselves tospearhead the breakthrough into the Republic. TheCoalition Fleet quickly realized the worst wasunderway when Orieni battle units began to arrive,and began a short but gallant defense. TheCoalition picket units at the Orieni gate weredestroyed with only enough time to raise the alarm.Usuuth pickets at the Centauri end warned theCentauri and requested aid, as part of the pre-arranged defense plan for the Coalition. But theRepublic wasn't ready, and no forces werecommitted. The Usuuth mobilized all forcesavailable for a defense of the homeworld. They werenot able to resist the overwhelming assault, and aforlorn hope was sent to destroy the Orieni flagship.In less than a week, all organized resistance wascrushed, occupation troops were landing to replacethe Elite, and the most destructive war since the13th Century was underway.

Dilemma

Destruction

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THE USUUTH COALITION 4

12

Rowlon Armored Fighter

Dovarum Micro-Sat

Usuuth Mines

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

A reasonably well-armored type for its time, thismedium fighter mounted two linked Light ParticleGuns. Designed to counter Centauri aggression,this fighter's primary use would instead be againstthe Orieni, where its heavy armor was useless andits low thrust its Achilles heal. Orieni Templarinterceptors would inflict catastrophic losses on theRowlons they encountered, which in turn openedthe way for successful H-K strikes.

With resources limited to a single system (andeven that somewhat contested by the Centauri andOrieni), the Usuuth were forced to establish a fleetcapable of dealing with a major strike from eitherof its neighbors. This left very little resources forstatic planetary defenses such as base stations anddefense satellites. With little recourse the Usuuthsettled on a massive easily produced minefield andthe odd little Dovarum Micro-Sat.

Essentially a super heavy fighter, the Usuuthengineers provided an engine and thrusters thatleft the unit only able to pivot. With extra spacemade available by the reduced engine and theremoval of the crew, the Usuuth were able to packa number of heavier weapon most fighters wouldhave never been able to carry or arm. Better thanmines, less than true defense satellites, shoals ofthese small satellites where inserted into orbit onlyto be blow away by the oncoming Usuuth hoard.

The Usuuth had enough time to beginexperimentation with mine warfare, but only a fewimportant locations were properly defended andall were weak by galactic standards.

Sootha Proximity Mine, Cost 8, Damage 14,Signature 2

Orthine Proximity Mine, Cost 6, Damage 12,Signature 3

Ruga Captor Mine, Cost 18, Range 4, accuracy+4, Signature 2

The Usuuth

Fleet

Orthuus Battle Leader

Serron Attack Ship

Sarlon Sniper

Baroon Escort Cutter

Base Hull (Limited Deployment - 33%)

Base Hull (Unlimited Deployment)

Serron Variant (Rare)

Base Hull (Unlimited Deployment)

The largest warship built by the Usuuth, it wasthe only class they ever constructed which possessesa jump drive. A well-balanced ship, the Orthuusmounts a diverse particle weapon load-out backedby a fighter group of no less than 2 full squadrons.Very few of these expensive vessels were completedbefore the Coalition fleet was wiped out by theOrieni invasion.

The primary warship of the Usuuth Coalition,the Serron Attack ships packs two heavy particleprojectors into a reasonably maneuverable hull. Itwas hoped that if enough Serron could beproduced it would make any assault on the Usuuthsystem to expensive to justify. The theory wasultimately proven wrong but the Serron acquittedthemselves before being wiped out.

In order to test the new Particle Hammer,scheduled for installation in the new Orthuus BattleLeader under design, the Usuuth modified twoSerron Attack ships as a weapon test beds. While thebugs were hammered out of the new weapon,Coalition Commanders rapidly came to appreciatethe longer range offered by the Particle Hammer.In theory, a mix of this new vessel with the Serronwould provide a nice solid mix of covering fire andclose assault. While most of the Particle Hammerconstruction would be dedicated to the newOrthuus, sufficient numbers were available to outfita few of the new Sarlon Snipers.

Serving as both an Escort for fleet units and alocal area police vessel, the Baroon could belaunched from the planets surface thereby easingmaintenance and deployment headaches. Lightlyarmed, the Baroon had excellent maneuverabilityand was valued for its anti-fighter abilities.

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Historical Outcome

Set Up

Special Rules

Victory Conditions

Historical Outcome

The Raiders defeated the Centauri escorts andcaptured one of the Logistics ships. The other shipescaped to a nearby Centauri outpost. This latestand most daring attack led the Centauri to beginto take the raiders more seriously, and a trap wasset.

(2000) The Centauri allowed information to beleaked about a shipment of valuable materials beingtransferred to the nearby outpost. The trap had beenbaited and set.

Terrain: Standard map, floatingCentauri: Balciron Destroyer (1985 refit), 2

Navask Escort Destroyers, 4 Tacit Police Cruisers, 3Virlisi Logistics Cruisers

Raiders: 2 Looter Support Cruisers, 2 BrigandAttack Cruisers, 4 Corsairs

Fighters: the Looters are fully loaded with Adderlight fighters. Also see Special Rules below.

One of the Virlisi, chosen by the Centauri player,has been modified to carry fighters. Each cargobay carries 12 Phalan-M missile fighters (armed with4 missiles each) and the fighters can be launchedat a rate of 6 per turn. The raiders cannot detectwhich Logistics ship has been modified until thefighters have been launched. (While a scan of theship would detect the modifications the Raiders donot suspect the trap and have no reason to performsuch a scan). Standard rules for a Jumpengagement and Jumping into Combat are in force.

The Centauri win if they disable or destroy all theRaider ships. The Raiders win a significant victoryif they can disable or destroy the Centauri ships.

The Centauri ambush managed to disable ordestroy most of the Raider ships. More importantly,they managed to capture the computer records ofone of the Looters virtually intact. Using itsnavigational data they backtracked the raiders totheir hidden base and prepared to launch anassault.

Kindling

Chapter 5:

Scenarios from

the Orieni War

Peace and Quiet(2000) Drazi raiders had begun attacking

shipping in a border sector with increasingfrequency. The Royal Navy responded by sendingadditional supplies to a key outpost, to better equipit to deal with the increased raider activity. No oneseriously believed that the raiders would dare attacka Centauri military convoy.

Terrain: StandardCentauri: Navask Escort Destroyer, 2 Virlisi

Logistics Ships, 2 Tacit Police Cruisers . All Centauriships are moving at speed 6 and must be set upwithin 2 hexes of another Centauri ship.

Raiders: Looter Support Cruiser, 3 Corsairs. TheRaiders enter through a jump point formed by theLooter, in a location and heading determined bythe Raider player (and the results of the Jumpinginto Combat roll). All Raider ships emerge from thejump point at speed 4.

Fighters: The Looter is fully loaded with Adderlighter fighters. These fighters start in their hanger.

This is a Jump Engagement using the Jumpinginto Combat rules. Using the setup restrictionsabove, the Centauri player secretly records his shipslocation near the center of the map. The Raiderplayer then determines which hex his jump pointwill form in on turn 1 using the Jumping into Combatrules. The scenario uses a floating map.

To make things more realistic, but harder onthe Centauri, have all Centauri ships at PatrolStations.

The Centauri win if they destroy all the raiderships and/or disengage the Virlisi Logistics Ships.The Raiders win if they destroy or drive off theCentauri warships and disable at least one Virlisi.

Set Up

Special Rules

Options

Victory Conditions

SCENARIOS5

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The Spark(2001) Having located the raider base of

operations, the Centauri launched an assault todestroy it. Unfortunately the local House insistedthat it had jurisdiction over this sector and that itsforces lead the assault. However, the Royal Navywas allowed to send vessels to act in support.

Terrain: Standard map. A moon, 3 hexes indiameter, is located in the upper right quadrant ofthe board, centered in hex 3509.

House Forces: Celerian Warcruiser, 2 FelennaGarrison Ships, 2 Tacit Police Cruisers

Royal Navy Forces: Balciron Destroyer, 2Navask Escort Destroyers

Raiders: Looter Support Cruiser, 3 BrigandAttack Cruisers, 4 Corsairs

Fighters: The Felennas carry full loads of Glaivelight fighters. The Felennas' assault shuttles are notprepped for combat and are thus unavailable. TheLooter is fully loaded with Adder light fighters.

There is a raider outpost on one hex (chosenby the Raider player) of the small moon. The outposthas 100 boxes of structure and 2 points of armor,but is unarmed. The House forces and Royal Navyforces support each other. The House forces arelead by a total incompetent and are subject to theUnprofessional Squadron rules. Furthermore, theymay only attack the raider base or a raider unit thatis either within 20 hexes of the base or that hasfired upon one of their ships. The Looter SupportCruiser has an Expert Technician. Standard rulesfor a Jump engagement and Jumping into Combatare in force. The Balciron destroyer has receivedall applicable refits.

The Centauri win if they destroy the Raider baseand disable or destroy all the Raider forces.

The Centauri win a major victory if they destroythe Raider base, disable the Looter Support Cruiserand disable or destroy all other Raider units.

If the Raiders successfully disengage the LooterSupport Cruiser, the Centauri lose.

If the Celerian is destroyed or all House forcesare disabled the Centauri lose.

The Raiders win if they cause a Centauri loss.

Set Up

Special Rules

Victory Conditions

SCENARIOS 5

14

The Raiders win a major victory if they destroyor disable all the Centauri ships, and also disengagethe Looter Support Cruiser.

Despite the House commander's best efforts tothe contrary, the Centauri managed to defeat theraiders with minimal losses. Aboard the capturedLooter Support Cruiser, the Centauri discovered anOrieni technical advisor, a finding that would havemomentous results.

(2001) The Centauri maintained a standingbattle force near the Orieni border, ready to attackat a moment's notice. Service on the ready fleetwas a highly prestigious position and manycommanders looked forward to taking prominentplaces within the Republic after their term of militaryservice ended. When word reached the ready fleetof the declaration of war against the Orieni, manyof these ambitious young commanders saw it as agolden opportunity to win honor and glory for theirHouses and the Republic (and to ensure their rankand privilege). Unfortunately for them it was thesedreams of glory, rather then sound tactical plans,that filled the minds of the commanders as theyjumped into Orieni space.

Note: This is a large battle that takes place in 3stages.

Terrain: standard mapCentauri Forward Attack Squadron: Talvan

Attack Cruiser, 6 Balciron Destroyers, 2 BalciraxStrike Destroyers, and 4 Navask Escort Destroyers.

Orieni Fleet: Prophet Command Ship, 4Steadfast Escort Corvettes, 2 Storm Front MissileCorvettes, and 3 Vengeful Laser Frigates enter viajump point on turn 1, speed 4.

Fighters and Missiles: The Prophet carries 2flights Templar Interceptors and 3 flights ShiningStar Improved H-Ks. The Storm Front MissileCorvettes each carry 12 Heavy Missiles.

Historical Outcome

Set Up

For Honor and Glory

Stage 1

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Fighters: The Kendari carries 1 flight of GlaiveLight Fighters. The Centaurum Battleship carries 2flights of Phalan M Missile Fighters armed with 4missiles each and equipped with navigators. TheProphet carries 2 flights of Templar Interceptors and3 flights Shining Star Improved H-Ks. An additional3 flights of Shining Star Improved H-Ks, launchedfrom the nearby Orieni base, are under the controlof the Commune Group Leaders.

All Centauri jump engines were recently usedand have only had 5 turns to recharge. Standardrules for a Jump engagement and Jumping intoCombat are in force.

Orieni Victory: The Orieni win if they destroythe Centaurum and the Kendari. Any other result isa Centauri victory.

The Centauri forces, in their eagerness toengage the enemy, deployed badly, with theircombat screens too far ahead of their main forceand carrier squadrons. The Orieni were able todefeat the fleet in detail, destroying the commandships, scouts and carriers. The Centauridisintegrated into a routed mob, and were allowedto retreat to Centauri space.

(2001) In the first days of the war, the Orienisuccessfully fed the Centauri the information theywanted them to see. Time and again, the Centauriresponded just as the Hand of the Blessed expectedthem to. Lulled into a false sense of security and afeeling of their own superiority, the 8th Superb Fleetmoved to attack an Orieni system where theybelieved they would have an easy victory. The Orienihad only to wait while the Centauri moved into theprepared kill zone, where they then mowed themdown.

Terrain: Use two maps arranged so that the fieldof play is 42x60 hexes. The lower edge of theresulting map is the atmosphere of an Orieni planet.

Special Rules

Victory Conditions

Historical Outcome

Set Up

Kill Zoneby: Bruce Graw

Special Rules

Victory Conditions

Set Up

Special Rules

Victory Conditions

Set Up

All Centauri jump engines were recently usedand have only had 5 turns to recharge. Standardrules for a Jump engagement and Jumping intoCombat are in force.

Each side can win if they disable or destroy moreof their opponent's ships then they lose themselves.

Terrain: standard mapCentauri Carrier Squadron: Sakar Carrier, 2

Kasta Support Carriers, 2 Navask Escort DestroyersOrieni Fleet: 2 Prophet Command Ships, 2

Steadfast Escort Corvettes enter by jump point onturn 1, speed 4.

Fighters: The Sakar carriers 4 flights of GlaiveLight Fighters and 4 Flights of Phalan AssaultFighters. Each Kasta Support Carrier carries 2 flightsof Phalan Assault Fighters. The Prophets each carry2 flights of Templar Interceptors and 3 flights ShiningStar Improved H-Ks.

All Centauri jump engines were recently usedand have only had 5 turns to recharge. Standardrules for a Jump engagement and Jumping intoCombat are in force.

Orieni Victory: The Orieni win if they destroyall the Centauri carriers.

Centauri Victory: The Centauri win if they canprevent the Orieni victory.

Terrain: standard mapCentauri Fleet Flagship Squadron: Centaurum

Battleship, 4 Talvan Attack Cruisers, Kendari FleetScout, 6 Balciron Destroyers, 2 Navask EscortDestroyers.

Orieni Fleet: Prophet Command Ship, 6Steadfast Escort Corvettes, 2 Storm Front MissileCruisers, 3 Commune Group Leaders, 3 VengefulLaser Frigates enter via jumppoint on turn 1, speed 6.

Stage 2

Stage 3

SCENARIOS5

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SCENARIOS 5

16

The Invasion of Usuuthir(2001) The Usuuth had long existed in a state

of fragile neutrality, trapped between two giantswhom they could neither avoid nor defeat. Whenword of open hostilities between the Centauri andOrieni reached the Coalition Fleet Command, theymobilized their best ships against the possibility ofinvasion. The hope was that the two great powerswould be unwilling to risk a direct assault againstthe homeworld defenses. Unfortunately, hope wasnot enough. The first Orieni units jumped into theUsuuthir system not far from the secondary jumpgate and fell on the Coalition picket forces withoutmercy.

Terrain: Standard mapOrieni Strike Force: Paragon Strike Force

Command Ship, 1 Benevolent Heavy Scout, 6Steadfast Escort Corvettes, 3 Vengeful Laser Frigates.Orieni units enter through a jump point on turn 1,speed 4.

Usuuth Coalition Fleet: Orthuus Battle Leader,2 Sarlon Snipers, 4 Serron Attack Ships, 12 BaroonEscort Cutters

Neutral: Jump gateFighters: The Paragon is fully loaded with

Templar Interceptors and Shining Star Hunter-Killers.The Assault shuttles are being held back for theground invasion of Usuuthir, and will not take partin this battle. The Benevolent is fully loaded withTemplar Interceptors. The Othuus Battle Leader isfully loaded with Rowlon Light Fighters.

The Benevolent Heavy Scout must expend 1 EWevery turn to jam Usuuth communications to preventthem from warning the main fleet of the Orieniarrival. This jamming has a range of 40 hexes. TheUsuuth must get at least one ship (not fighter) outsidethe range of this jammer to broadcast a warning totheir homeworld. All ships have the applicable refits.Standard rules for a Jump engagement andJumping into Combat are in force.

Usuuth victory: a warning is broadcast tohomeworld or the capital ship manages todisengage off the far map edge

Miraculous Usuuth Victory: All Orieni forcesdisabled or destroyed

Set Up

Special Rules

Victory Conditions

Centauri: 1 Centaurum battleship, 1 Nalorarmored cruiser, 1 Balciron, 1 Celerian, 1 Kendari,1 Leevan minesweeper, 2 Navask, set up within 5hexes of 2130, facing down, speed 10 or less.

Orieni: 1 Prophet, 1 Benevolent, , 3 Obedient,1 Commune, 3 Steadfast, 2 Storm Front, Vengeful,Vigilant are divided as desired by the Orieni playerinto two groups. One begins within 5 hexes of theleft map edge, the other within 5 hexes of the rightmap edge, facing center, speed 12 or less. Eachgroup must contain at least 2,000 points of shipsnot including fighters. There is also one Skywatchin 1055 and another in 3355, facing the Centauri.

Fighters: Both sides have appropriate fightersfor the year (2001). Players can choose whichfighters they wish to have except that all Orienihangar bays capable of carrying H-Ks are usingthem instead of other fighter types. This early in thewar, only every fourth H-K flight is made up ofShining Stars (the others are Shining Lights).Centauri fighters are all aboard their carriers, whileup to half of all Orieni fighters can begin playdeployed in the same hex as their carrier (havinglaunched on the previous turn).

The Centauri may not begin jumping out untilturn 10. The Centauri cannot leave the combinedmap. If they do, they are destroyed. Their onlymeans of disengaging is jumping out. All ships havereceived the applicable refits

Centauri Major Victory: Destroy both satellitesand at least three ships escape this trap.

Centauri Minor Victory: Destroy both satellitesand at least one ship escapes.

Draw: Destroy both satellites but no shipsescape.

Orieni Minor Victory: One satellite survives.Orieni Major Victory: Both satellites survive.

The Centauri rolled over one of the satellites,but could not destroy the other before their entirefleet was lost.

Special Rules

Victory Conditions

Historical Outcome

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Historical OutcomeThe Usuuth attacked courageously and

managed to seriously damage the Command Shipbefore the crippled Orthuus completed its mission,ramming and shattering the giant Prophet.Unfortunately, the Usuuth were mistaken about theidentity of the mother ship. It was not Strike AdmiralHakei's command ship, but rather one of severalProphets that had escorted the ground forces intothe system. While its loss was a blow to Orieni pride,it had no effect on the invasion. Usuuthir wasformally declared a protectorate of the OrieniEmpire roughly a day later.

(2001)When the Orieni forces arrived in theLukantha system, they found the large butuncoordinated Centauri 23rd Standard Fleet in astate of near hysteria. Without a strong centralcommand presence, the 23rd had deteriorated intoa collection of individually controlled task groups.Task group commanders responded to theimpending invasion with ill-considered and oftenconflicting orders. Some commanders opted toabandon Lukantha altogether, jumping out for theZwiest system. Most of those lacking jump capableships chose instead to hurl their forces at the well-coordinated ranks of the Orieni fleet, a brave butultimately futile gesture. A few slipped into hidingat the fringes of the system with, the hope of laterstriking a more telling blow.

One such force managed to intercept acommunication indicating the need for aminesweeper to take care of the dense mine fieldssurrounding the Lukantha colony. The Centauricommander on the spot reasoned that if he couldpick off the minesweeper, he could delay theinvasion, thus slowing down the Orieni advanceand giving the Republic time to organize. Thoughhe commanded only an undersized strike group,the commander reasoned that he'd only beengaging support elements, which would offer onlylight resistance. It would be a glorious victory.

Unfortunately, the Centauri commander failedto reckon with the Orieni predilection for large multi-mission vessels. The lightly armed minesweeperturned out to be a little bigger than he bargainedfor.

That's a Minesweeper?!by: Richard Bax

Orieni Victory: All Usuuth ships, but not fighters,disabled or destroyed

Total Orieni Victory: All Usuuth units disabled ordestroyed and no warning is sent to Usuuthir

One of the Serron Attack Ships managed toescape the Orieni jamming long enough tobroadcast a warning to Usuuthir before the entirepicket force was destroyed. The Coalition was thusas prepared as it could possibly be when the OrieniStrike Force arrived. It is doubtful that this madeany difference in the long run.

(2001) The Coalition fleet gathered to defendUsuuthir, only to be swept aside by the sheer powerof the Orieni Strike Force. Even as the first Orieniassault ships carrying their ground forces began tojump into the system, the scattered remnants of theUsuuth forces made a desperate attempt to at leastslow the invasion. They believed they had locatedStrike Admiral Hakei's command ship, directing theinvasion from a remote point beyond the main force.A handful of undamaged ships recalled from thepicket force near the Centauri jump gate wereordered to destroy Hakei's ship, whatever the cost.

Terrain: Standard MapOrieni Fleet: 1 Prophet Command Ship, 4

Steadfast Escort FrigatesUsuuth Coalition: Orthuus Battle Leader, 3

Baroon Escort CuttersFighters: The Prophet only has 6 Templar

Interceptors; all other fighters and H-Ks have beenlost, and its assault shuttles are already landingground troops outside the capitol on Usuuthir. TheOrthuss is fully loaded with Rowlon Light Fighters

The Usuuth fighters and LCVs may ram. TheOrthuus battle leader may ram if it has lost at least2 structure blocks.

Usuuth: destroy the Prophet Command ShipOrieni: prevent the destruction of the Prophet

Historical Outcome

Set Up

Special Rules

Victory Conditions

Desperation

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annihilated. However, there would be no secondpass, as heavy fire from the Vigilant backed by thereturning Steadfasts and Obedients erased theremains of the Centauri task force. The Vigilantwould limp into orbit and proceed to sweep theminefield away, though it would be some timebefore it would be fully repaired.

(2001) As the Orieni achieved success aftersuccess in their initial push into Centauri space, itappeared that their prewar objectives would all bemet regardless what happened between theCentauri and the Drazi. After Kazat was bypassedand Lerrust had fallen, the next target was Quadrant3. The arrival of replacement ground forces wascritical to this operation, and convoy ofEnlightenment assault ships and Resolute freighterswas duly assembled. Given the state of the Centaurimilitary and the defensive capabilities of theEnlightenments, it was decided not to spend thetime needed to gather an escort force. On thisoccasion, however, fortune deserted the Orieni.

Terrain: StandardCentauri: 1 Garut survey ship, 1 Celerian, 1

Nalor enter via jump point on turn 1, speed 4.Orieni: 2 Enlightenment invaders, 2 Resolute

freightersFighters: Both Enlightenments are carrying two

flights of Templars, which begin the scenario in thehangar. The Garut is carrying Glaive interceptors,which begin the scenario within two hexes of theirmother ship.

The Orieni ships are at Patrol Stations. Standardrules for a Jump engagement and Jumping intoCombat are in force. All ships have the applicablerefits.

The Centauri win a minor victory if they destroyboth of the Resolutes without loss. They win a majorvictory if both of the Enlightenments is destroyed,regardless of Centauri losses.

Better Lucky than GoodBy: Darryl Hushaw

Set Up

Special Rules

Victory Conditions

Set Up

Special Rules

Victory Conditions

Historical Outcome

Terrain: Use standard map layout with noterrain.

Centauri: Balciron, Falenna, 3 Tacit within 2hexes of hex 0303, facing direction C at Speed 9.

Orieni: Vigiliant, 2 Steadfast, 2 Obedient,4xResolute freighters within 3 hexes of hex 3924,facing direction F at Speed 6.

Fighters: The Orieni Vigilant has 6 Templars and6 Minesweeping Shuttles in its hangar at the startof the scenario. The Centauri Falenna has 6 Glaivesdeployed in the same hex as the Falenna, with 6Lakrit Assault Shuttles still in the hangar.

The Orieni force must exit the map on theopposite side with the Vigilant and as many ResoluteFreighters as possible (The freighters are carryingspare minesweeping shuttles and supplies for theassault fleet). Ships that exit the map on any otherside are assumed destroyed. Centauri units thatexit any side of the map are assumed disengagedand are lost for the remainder of the scenario. TheOrieni force jumped in system 10 turns ago usingthe Vigilant's jump engine and thus cannot jumpout for another 15 turns. Neither side's fighters mayram until their particular carrier is destroyed. TheCentauri ships have the applicable refits.

Centauri Major Victory: Vigilant and allfreighters destroyed

Centauri Minor Victory: Vigilant and 2 freightersdestroyed.

Draw: Vigilant destroyed.Orieni Minor Victory: Vigilant and 2 freighters

survive.Orieni Major Victory: Vigilant and all freighters

survive.

Despite their initial shock over the size of theOrieni minesweeper, the Centauri drove in towardsthe Orieni force. Met short of their main target byOrieni escorts and the Vigilant's fighters, theCentauri managed to fight their way through. Inthe resulting close range pass, the Vigilant washeavily damaged and two freighters were

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Fighters: The Kasta carries one flight each ofGlaive interceptors and Phalan assault fighters,each deployed within 2 hexes of the carrier, speed8, facing A. Both Paragons are carrying two flightsof Templars and 6 assault shuttles but no Hunter-Killers, which are still being saved for the attack onthe base. Their assault shuttles are not prepped forcombat. The fighters begin the scenario deployed.

Use a floating map and require Centauri unitsto disengage by either distance or acceleration; adda Celerian or remove the Communes from the battlegroups to adjust the scenario's balance.

Jump Engagement and Jumping into Combatrules are in force. All Centauri jump engines wererecently used and have had only 2 turns to recharge.Both Paragons have elite crews.

The objective of the Orieni ambush is toeliminate the Centauri squadron as an effectivefighting force. The Centauri commander, havingbeen drawn into a trap, must escape it with his forceas intact as possible. The Orieni win if they disableor destroy all the Centauri ships, while the Centauriwin if half of their force escapes off the bottom edgeof the map intact.

Although the commander of the Centauri taskforce was quick to realize his error, the use of twoveteran Strike Force battle groups to spring the trapmeant that only a single crippled Balciron returnedto its base with news of the disaster.

(2001) With the Centauri fleets removed, theOrieni advanced upon the outposts themselves.Using Hunter-Killers and long-range bombardmentthey crippled the Centauri defenses, and thenmoved in to mop up the rest.

Terrain: Standard.Terrain: Set up two maps next to each other so

that the field of play is 42 X 60 hexes.

Options

Special Rules

Victory Conditions

Historical Outcome

Set Up

Hunter-Killer

The Orieni win a minor victory if the Centauri aredriven off without losing more than one freighter. Avictory is achieved if the Garut is destroyed and atleast one Enlightenment survives. They win amajor victory if a Centauri warship is destroyed andthe Enlightenments both survive.

The Centauri ships, which had exitedhyperspace sure that intelligence reports of apossible troop convoy in the area would prove false,could not believe their good fortune at finding it bychance and in an unprepared state. After destroyinga Resolute in his first pass, the task groupcommander was unnerved by the fighters andmissiles that began launching from the assault ships.Steeling himself for a second attack, he pressed ithome, losing the Nalor, but destroying the secondfreighter and mortally wounding one of theEnlightenments. The loss of troops and supplies inthis engagement contributed significantly to theoverall poor performance of Orieni forces during thesiege of Quadrant 3.

(2001) Centauri outposts were well defended,not only with well-armed bases and minefields, butalso with defensive fleets. In order to overwhelmthe bases, these fleets had to be eliminated. TheOrieni began a series of raids, trying to draw theCentauri out, and away from the protection of theirfixed defenses. Unfortunately for the Republic, theysucceeded.

Terrain: Standard.Centauri: 1 Celerian war cruiser, 1 Kasta

support carrier, 1 Balcirax attack destroyer, 2Balciron, 1 Navask. All ships within three hexes of2221, facing A, speed 8.

Orieni: decoy group–1: Commune battleleader, 2 Steadfast, 1 Obedient within 2 hexes of2206, facing A, speed 6. Battle group–1: 1 Paragon,1 Commune, 2 Steadfast, 1 Vengeful, 1 Storm Front,1 Obedient. Battle group–2: 1 Paragon, 1Commune, 3 Steadfast, 2 Obedient, 1 Vengeful. Thebattle groups each enter through a jump point usingthe Jumping into Combat rules.

Historical Outcome

Set Up

Feint and Strike

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Glaives and Phalans to destroy the Vigilant. Whenthe Centauri warships made a subsequent attemptto break up the minesweeping operation, they weredriven off by one of the Strike Force battle groups.With the minefield breached, the mobile units drivenoff, and the nearest OSATs put out of action, theway was clear for a mass Hunter-Killer strike.Enough Shining Stars struck home to strip theweapons (and much of the structure) off one of thebase's sections and clear the way for a direct assaultby the Orieni warships. The base was eventuallydestroyed, and overall the battle typified combatduring the early phase of the war: the Orieniinvariably achieved their objectives, losing escortships and attrition units in the process, but keepingtheir command ships relatively intact.

(2001) During the initial Orieni advance intoCentauri space, the Centauri usually foundthemselves off balance and out of position. Scratchforces, often built around House squadrons, weresent to stop or delay the Hand of the Blessed. Oneof the most notable of these was Battle GroupProcurator, of House Syma. Along with token RNforces, the flagship of the House fleet and itssquadron were sent into action against therampaging Orieni. While House Syma forces werereadily available for this effort, this was due tofortuitous location, not competence. Since this thrustwas by regular Orieni forces, instead of thefearsome Strike Force, the Centauri hoped to holdtheir ground instead of simply slowing the Orienioffensive. Unfortunately, this did not consider theHouse leadership in question.

Terrain: StandardCentauri: Valtor strike cruiser , 1

Nalor armored cruiser, 1 Strela, 1 Balciron, 2Felanna, 1 Navask, 2 Tacit within 3 hexes of 4206,facing E (left), speed 8.

Orieni: 1 Prophet, 2 Vengeful, 3 Steadfast, 1Obedient within 2 hexes of 0322, facing B (right),speed 6.

Fighters: The Strela has a flight of Glaiveinterceptors, while the Felannas are carrying Phalanassault fighters. All fighters are deployed within 2hexes of their carrier (same facing and speed). TheProphet has two flights of Templar interceptors

Last stand of theProcurator

Set Up

Procurator

Centauri: Worthus star base in hex 2230, 4Legion-A OSATS in hexes 0729, 1531, 2831, and3629, 500 points worth of mines deployed within10 hexes of either the base or the defensive satellites.2 Balciron, 1 Felanna garrison ship, 4 Tacit within3 hexes of the base, facing D (down), speed 4.

Orieni: Battle group–1: 1 Paragon, 1Commune, 1 Vengeful, 1 Storm Front, 3 Steadfastwithin 2 hexes of 0760, facing A or B (up), speed8. Battle Group–2: 1 Paragon, 1 Commune, 1Storm Front, 4 Steadfast within 2 hexes of 3760,facing F or A (up), speed 8. Support Group–1Vigilant, 1 Benevolent, 2 Obedient in hex 2230,facing A (up), speed 6.

Fighters: The Worthus has four flights of Glaiveinterceptors, while the Felanna carries a flight ofPhalan assault fighters Their fighters are deployedwithin 2 hexes of their carriers, facing D (down),speed 6. Both Paragons have their full complementsof Templar interceptors and Shining Star Hunter-Killers. Their assault shuttles have been landed forthis mission and replaced by an additional flight ofShining Stars, giving them four flights of these H-Ksapiece. The Vigilant carries one flight of Templars,while the Benevolent has a flight each of Templarsand Shining Lights. All Templars are within 2 hexesof their mother ships, facing A (up), speed 8.

Assume that either the Centauri mobile unitsescaped the previous ambush attempt or thatreinforcements arrived, and add 2 Celerians, aBalcirax, and a Navask to their forces.

Both Paragons have elite crews, while theFelanna has a poor crew. The Storm Fronts arecarrying full load-outs of Kinetic Kill missiles.

The Orieni win if the starbase is destroyed.Otherwise, the Centauri win.

A sharp fight quickly developed around theminesweeper and its escorts, as the Centauri trieddesperately to prevent the Vigilant fromaccomplishing its mission. While it sustained heavydamage, the support ship survived, in large partdue to the efforts of its Templars and screeningObedients, which broke up repeated attempts by

Options

Special Rules

Victory Conditions

Historical Outcome

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aid, found it difficult to win support from moremoderate Drazi factions. While only a few wereopenly or secretly unwilling to fight the Centauri,most had as much, or more, distrust of the BlueDrazi as they did of the Centauri. After endlessnegotiations, Blue Drazi leaders managed toconvince the leaders of the Red and Gold factionsto meet them secretly and discuss the details of analliance against the Centauri. Unfortunately one ofthe Gold faction chiefs of staff was a long time spyfor House Kasto, and passed word of the meetingalong to the Centauri.

Terrain: Asteroid field. Scatter 20 asteroidsrandomly around the board.

Blue Drazi Fleet: 1 Peregrine Jump Cruiser, 2Shrike Destroyers, and 3 Merlin Frigates. The Drazifleet must be deployed within 3 hexes of each other.No more then 1 flight of fighters may be deployed atthe start of the scenario.

Centauri Fleet: Celerian Warcruiser, 2 FelennaGarrison Ships, Balciron Destroyer (1985 refit), 2Navask Escort Destroyers. The Centauri enterthrough a jump point using the Jumping intoCombat rules.

Fighters: The Peregrine is fully loaded withDragon light fighters. Both Felennas each carry 1flight of Glaive light fighters. The Felennas' assaultshuttles are not prepped for combat and are thusunavailable

Jump Engagement and Jumping into Combatrules are in force. The Peregrine's jump engineshave 20 turns left to recharge.

To be more realistic, have the Drazi ships be atPatrol stations. This gives the Centauri a notableadvantage.

Minor Drazi Victory: The Celerian Warship andBalciron Destroyer are destroyed.

Drazi Victory: The Peregrine Jump Cruiserescapes into hyperspace.

Total Drazi Victory: All Centauri ships aredestroyed or disabled and the Peregrine survives.

Centauri Victory: The Peregrine Jump Cruiser isdestroyed.

Set Up

Special Rules

Options

Victory Conditions

already launched and within 3 hexes of their mothership (same facing and speed), and three flights ofShining Light Hunter-Killers still in the hangar. Itsassault shuttles are not prepped for combat andare unavailable.

Add a Commune to the Orieni battle group ora Celerian to the Centauri forces.

The Centauri force is an unprofessionalsquadron. Also, the Balciron , the Nalor, the Strela,and 1 Felanna have poor crews. The hasnot received the 1966 refit (House Syma wasreluctant to take their flagship out of service for theupgrade).

If the is destroyed, the Orieni win,while the Centauri win if the Prophet is destroyed.

Torma Syma, brother of the commander of theHouse military forces, realized the futility ofattempting to win a battle of maneuver with hisinexperienced and poorly trained forces, andinstead charged straight at the Orieni commandship. While the Royal Navy Felanna and Tacitsscreened the , the other House Syma shipsscattered, spooked by hunter-killers or engaging induels with Orieni escort ships. While thewas able to deal punishing blows to its counterpart,those it received in turn were worse. Crippled anduncontrolled, it drew fire from every Orieni unitwithin range and was destroyed. The survivingCentauri ships fled, but not before recovering alifepod containing Torma Syma, who alone hadsurvived the destruction of C & C andmanaged to abandon ship. Although the RN unitsunder his command had supported him to the bestof their ability, Torma returned from the battleconvinced that his House had been set up to fail, aview already held by the rest of the Syma nobles.

(2001) As the war opened the Orieni met witha string of successes along the Centauri border,but their allies among the Drazi proved lesssuccessful. The leaders among the Drazi BlueFaction, who had long benefitted from covert Orieni

Options

Special Rules

Victory Conditions

Historical Outcome

Procurator

Procurator

Procurator

Procurator

Procurator’s

The Drazi Front

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Options

Special Rules

Victory Conditions

Historical Outcome

This scenario is best played by four players; oneOrieni, and three Centauri (one commanding eachof the House squadrons involved). While the Houseswill not fire upon each other, neither are theyinterested in cooperation––each desires the gloryof an unaided victory over the Orieni invaders.

The Jump Engagement and Jumping intoCombat rules are in force. Unprofessionalsquadron rules are in effect for all the Centauriforces. In addition, all ships belonging to the HouseLotori squadron have poor crews, while the MadrinBalciron and Tacits and the Bleda Strela do also.The three squadrons are separate entities andshould not coordinate their efforts in any way––forexample, any units with Sentinel Point Defensesystems will not screen ships of another House fromOrieni fire, no effort should be made to rescue ordefend crippled ships belonging to another House,etc. The Orieni Commune and one of the Steadfastshave elite crews. The Lotori Sakar has not receivedthe 1980 refit; all other Centauri vessels presenthave received the applicable upgrades.

The Orieni win if the Centauri forces aredestroyed or forced to disengage. Victory for theCentauri is determined not by an overall defeat ofthe Centauri, but by which of the three Housesquadrons does the most damage while sufferingthe fewest losses. The squadron that achieves thiswill be able to claim victory (the actual defeat ordestruction of the Orieni force being an important,but secondary, consideration), which will increaseits House's influence in the Centaurum.

While the Centauri forces outnumbered andoutgunned the Orieni battle group, incompetenceand a complete lack of interest in coordination onthe part of the commanders of the three Housesquadrons involved meant that not only did theCetnauri not achieve a clear victory over theiropponents, but also that their forces were morebadly mauled in the fighting than their Orienicounterparts. The results of this battle, along withsimilar setbacks at Tagarhd and elsewhere, led theRoyal Navy to demand and eventually receivegreater control over the training and deployment ofHouse forces.

Total Centauri Victory: All the Drazi ships aredisabled or destroyed and the Celerian and Balcironsurvive.

The Centauri jumped in on the surprised Draziforce and managed to quickly destroy the Peregrine(killing the Blue Drazi leaders) before disengagingand returning to Centauri space. The Blue Drazifaction was thrown into chaos as new leadersstruggled to seize control and the chance for analliance with Red and Gold factions was lost. Whilethe Blue Drazi continued to harass the Centaurithroughout the war, they alone did not present acredible threat and the Drazi front was consideredeffectively pacified.

(2002) Perhaps the greatest weakness faced bythe Centauri Republic early in the war was thedisunity of its forces. The bulk of Centauri militarymight was under the control of the many rivalHouses of the Republic, many of which could notsee past their own conflicts. In contrast, the Orienihad a central, well-organized command, which wasmore than willing to use the Centauri's pride againstthem. Time and again, this proved successful.

Terrain: StandardCentauri: House Madrin––1 Celerian, 1

Balciron, 1 Strela, 2 Tacit; House Lotori––1 Sakar,1 Balciron, 1 Navask, 2 Felanna; House Bleda––1Nalor, 1 Balcirax, 1 Strela, 1 Navask.

Orieni: 1 Paragon, 1 Commune, 1 Storm Front,4 Steadfast, 2 Obedient. Orieni units enter througha jump point.

Fighters: The Lotori Sakar carries one squadroneach of Glaive interceptors and Phalan assaultfighters. The Strelas have Glaives aboard, whilethe Felannas are carrying Phalans. The Sakar mayhave half its fighters deployed within 3 hexes of thecarrier (same facing and speed), while the CentauriHCVs all have their fighters within 2 hexes of theirships (same facing and speed). The Prophet hasthree flights of Templars deployed within 2 hexes ofthe carrier (its assault shuttles have been landed),with 3 flights of Shining Light Hunter-Killers in thehangar.

Historical Outcome

Set Up

Pride of the Fleet

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Historical Outcome

Set Up

Options

The Orieni ships were able to devastate theMermas system's commercial infrastructure anddefensive installations, losing the Obedient in theprocess. Although actions like this were seen asnecessary if the Imperium was to eliminate theCentauri's economic superiority, the raid also hadthe effect of pushing the Trade faction in theCentaurum into solidly backing active prosecutionof the war.

(2002) As the conflict between the Empire andRepublic widened, Orieni command ships provedthemselves a force to be feared. Even on occasionswhen the Orieni were defeated, the command shipsusually managed to withdraw. The need to simplyrepair rather then replace their mighty warships wasa considerable advantage for the Orieni, and facingthe same warships again and again was verydemoralizing for the Centauri. House forces cameto believe that Orieni command ships could not bekilled. Royal Navy commanders therefore decidedthat they must destroy at least one of these ships, toprove that it could be done.

Terrain: The scenario takes place within a dustcloud.

Centauri: 1 Optine battle cruiser, 2 Talvanattack cruisers, 1 Kasta, 2 Balcirax, 2 Navask.Centauri units enter the map through a jump point.

Orieni: 1 Prophet, 1 Vengeful, 2 Steadfast, 3Obedient.

Fighters: The Kasta has 2 flights of Glaivesdeployed within 2 hexes of the carrier (same facingand speed); the Prophet's 2 flights of Templars arewithin 3 hexes of their mother ship (same facing andspeed), with 3 flights of Shining Light H-Ks in thehangar.

Make the Orieni battle group a Strike Forceunit, changing the Prophet to a Paragon (with elitecrew), one of the Obedients to a Commune, and theShining Light H-Ks to Shining Stars.

To Kill a Giant

The Mermas RaidBy: Darryl Hushaw

(2002) After the Strike Groups took Lukantha,Alpha 1, and other Centauri systems during theinitial Orieni offensive, it was the turn of the regularnavy to step to the fore, and exploit these successes.The Mermas system, which belonged to House Kiro,was targeted for a reconnaissance in force. WhileMermas was somewhat out of the way, House Kirowas part of the trade faction in the Centaurum,which meant that there was a good chance Mermaswould be lightly defended and at the same timebustling with commerce. In the event, this turnedout to be exactly the case.

Terrain: StandardOrieni: 1 Prophet, 1 Commune, 1 Storm Front,

1 Vengeful, 3 Steadfast, and 1 Obedient. TheOrieni enter through a jump point using the Jumpinginto Combat rules.

Centauri: 1 Daverous civilian base in hex 1615,two Legion-A OSATS in hexes 1809 and 1823, and100 points of mines. 3 Tacit, 1 Virlisi, 2 Capit,and 3 Armus are also in system.

Fighters: The Prophet has 3 flights of Templars(the Uplift assault shuttles have been landed) and 3flights of Shining Light H-Ks. The Daverous hasGlaive interceptors. All fighters begin the scenariodeployed (H-Ks, of course, begin in the hangar).

Jump Engagement and Jumping into Combatrules are in force. All ships have received theapplicable refits.

The Orieni task force's mission is to cause asmuch damage to defensive installations andcommercial traffic in the Mermas system as quicklyas possible. The Orieni player scores a victory ifthis is accomplished without losing a single ship.

The Centauri score a victory if two Orieni escortships are destroyed. They score a major victory ifthe Prophet loses a side, and an astounding victoryif the Prophet is destroyed.

Set Up

Special Rules

Victory Conditions

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Special Rules

Victory Conditions

Historical Outcome

Set Up

The Prophet has one level of Elite Crew, whilethe Optine has a Poor Crew. All ships have theapplicable refits.

Whichever side holds the field of battle is thewinner.

The Orieni won, although the Prophet was badlydamaged and had to return for repairs. The captainreceived a medal for his spectacular victory, and anew ace squadron was assembled and sent out towreak more havoc.

(2004) The Orieni relied on Hunter-Killer dronesas their offensive long-range weapon of choice,while the Centauri used attack fighters only as partof their forces. Both used lighter fighters asinterceptors, the Orieni as a natural counter to theHunter-Killer, which they always expected othernations to adopt as soon as they realized theadvantages, and the Centauri as a defense againstthe H-K, which assumed even greater urgency oncethey began encountering them regularly and enmasse. The problem the Centauri faced waspossessing enough interceptor fighter strength toprotect against H-K swarms while maintainingenough fighter capacity to allow the deployment ofthe swarms of attack fighters needed to breakthrough Orieni defenses.

Terrain: StandardCentauri: 1 Sakar, 1 Balcirax, 1 Strela, 2

Navask, within 2 hexes of 4014, facing F or E (left),speed 6.

Orieni: 1 Prophet, 1 Commune, 2 Devout, 1Obedient within 3 hexes of 0417, facing B or C(right), speed 6.

Fighters: The Prophet carries a full load ofTemplars and Shining Light H-Ks, while the Sakarhas one squadron of Glaives and one flight eachof Phalan and Phalan-M assault fighters (withnavigators). The Strela carries a flight of Glaives.All fighters begin the scenario deployed within twohexes of their mother ship, with the same speedand facing as the carrier.

Swarm

Special Rules

Victory Conditions

Historical Outcome

Set Up

The Jump Engagement and Jumping intoCombat rules are in force. The Optine and Talvanshave elite crews, as this is a special Royal Navy taskforce assembled specifically for this mission.

The Centauri win if the Prophet is destroyed.

The Orieni battle group received a considerableshock when it was attacked within a dust cloud by aCentauri squadron that not only outnumbered it,but whose warships' crews were equal in trainingand skill to the best the Orieni had to offer. Evenso, the Prophet might have escaped the battle (albeitgrievously hurt) if the additional damage causedby the cloud hadn't proved more than the gravelyinjured ship could bear. Her destruction brought amuch-needed boost to Centauri morale, especiallyamong House forces, which had come to believethe results of battle against the Hand of the Blessedto be foreordained.

(2003)The Orieni had an "ace" Prophet calledthe Believer's Arm that operated on a variety offree-ranging seek and destroy mission throughoutcontested space. The ship showed an amazingtendency to pop up in one place when the Republic'sintelligence analysts thought it was somewhere elseentirely. As a result, its squadron racked up astaggering number of kills. Its captain grew so boldthat he ordered an attack even when faced withgreat odds, for he felt he was indestructible. Sincehe often faced the worst the Centauri had to offer,he was often proven correct.

Terrain: Empty space. Use a standard map.Orieni: Prophet, 2 Steadfast, Storm Front within

5 hexes of the left map edge, facing right, speed10 or less.

Centauri: 1 Optine, 1 Balcirax, 1 Sakar, 1Strela, 1 Tacit within 5 hexes of the right map edge,facing left, speed 10 or less.

Fighters: The Prophet carries 18 Shining Starsand 18 Templars (6 of them replacing the Upliftsnormally carried). The Sakar has 18 Phalan and 6Phalan-M with navigators, while the Strela has oneflight of Glaives. All begin play aboard their carriers.

Ace vs. Deuceby: Bruce Graw

SCENARIOS 5

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Options

Special Rules

Victory Conditions

Historical Outcome

Set Up

Options

Add a Balciron or a Commune to the respectivetask forces for balance; make all the Phalan assaultfighters the Phalan-M variant.

All ships have received the applicable refits.

The side that destroys the most opposing shipswins.

The Orieni killed more enemy ships, but lost alltheir fighters and were forced to await replacements.Strategically, the scenario was a draw.

(2005) The middle period of the war was adynamic struggle in which neither side was able tohold territory once it was taken. As this periodbegan, the first Centauri offensive into Orieni spaceoccurred. The Centauri knew the Orieni held manysubject people, and felt that they were at least ascapable in dealing with subject races as the Orieni.Therefore, Psychological Warfare teams and SOFwere to be inserted on Orieni worlds, and wereexpected to pave the way for later conquest. TheCentauri hoped that the task of subduing the revoltsthey expected to raise would require preciousground combat forces to be maintained there,instead of at more decisive points. To this end, itwas necessary to place the teams. In practice,however, this gambit rarely proved successful, andthe attempts were usually fraught with peril.

Terrain: StandardCentauri: 1 Astur assault ship hex 4215, facing

E (left), speed 4.Orieni: 1 Commune, 2 Steadfast in hex 1004,

facing B (right), speed 4.

Have the Orieni squadron begin the scenarioat Patrol Stations.

Luck Counts

Special Rules

Victory Conditions

Historical Outcome

This scenario lasts 6 turns. The Astur is carrying8 Lakrit assault shuttles. The Centauri must landthe shuttles on a planet represented by the hex rowon the right edge of the map. They may onlydisengage by forming and entering a jump point.Their jump engine will be recharged on turn 6; ifthere are any Centauri units on the board at theend of the turn, they are assumed destroyed. Onturn 5, an Orieni battle group consisting of aProphet (with 18 Templars and no assault shuttlesor H-Ks), 3 Steadfast, and 2 Obedients will jump in(within two hexes of hex 3923, facing F, speed 6).All ships have received the applicable refits.

Victory is measured by how many shuttles reachthe surface under their own control. If 5 or moreshuttles land, the insertion has succeeded. If 3-4land, the special ops team has an outside chanceof accomplishing its mission. Any fewer and theOrieni have prevented a successful insertion. If theyalso destroy the assault ship, they win a majorvictory.

This effort was never as successful as theCentauri had hoped it would prove. Though theywere able to land complete teams on targetedplanets several times, the Orieni proved adept atkeeping their subject peoples relatively pleased andin line. On the few occasions the Centauri wereable to raise a revolt, the Orieni ruthlesslybombarded the planet from space, seeing thepunishment of “traitors” as more important thanretaining the value of the planet. As these worldsseldom contributed a noticeable amount to theOrieni economy, this response had little effect onthe conduct and outcome of the war.

(2005) Both sides maintained explorationprograms seeking new routes into enemy territory.The fortuitous discovery of a jump point at a keytime would allow heavy enemy forces to be bypassedand vital planets to be damaged. Both sidesmanaged to find such links during the war, but onlytwice did this have significant results. Both timesoccurred during the middle period of the war, andthey only served to expand the area devastated bycombat. More vital sites were well enough protectedthatbeaconseither failed tosurvive,orwerenever laid.

Bad Luck

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Set Up

Special Rules

Victory Conditions

Terrain: A small moon occupies hex 0515 andthe six surrounding hexes (the listening post).

Centauri: 2 Balcirax, 2 Balciron, 1Celerian, 1Kasta ,1 Nalor, 1 Falenna, and 1 Strela will jumpinto combat using the special rules below.Remember not to use all of your Jump engines; you'llprobably need some to escape!

Orieni: 1 Skywatch each in hex 0512 & 0518. 1Highguard-B each in hexes 0314, 0316, 0714, &0716. 1 Prophet, 1 Vengeful, 2 Steadfast, 12Templar anywhere in the 01XX-10XX hex rows, anyspeed of six or less.

The Centauri player writes down jump pointlocations in any hex in the 38XX or higher hex rows.Use the Jumping into Combat rules. A modifier of-1 maybe applied to the die roll, due to the previousreconnaissance. Any starting speed desired maybe used. Remember not to use all of your JumpEngines; you'll probably need some to escape!

On turn six, if the Centauri forces are stillhanging around, the returning H-K strike andpursuing Centauri ships enter in the 42XX hex row,speed 12. Forces consist of 10 each Shining Light,Shining Star, Templar, 2 Obedient, 1 Steadfast, 1Jenas, 1 Tatros, and 20 Glaive. The Orieni andCentauri players should alternate placement, eachplacing one ship or flight at a time.

The listening post is considered to have adefense value of 10, is fired upon as if it were aCapital ship, and is destroyed after taking 100points of damage. It has a 'CPV' of 500. As allCentauri ships except the Kendari are House units,they have not received the most recent refits (2000and later) available. The Orieni ships have receivedall applicable refits.

On turn 15, an overwhelming Orieni force isconsidered to arrive.

Victory or defeat is determined by comparedCPV, with the following caveats: the Orieni can dono better than a draw if both the listening post andthe Prophet are destroyed. The Prophet may notjump out unless the listening post is destroyed.

The Centauri can jump out at any time, but canachieve no better than a draw if neither the Prophetnor the listening post are destroyed. Centaurimedium ships and fighters can disengage by leaving

Set Up

Options

Special Rules

Victory Conditions

Historical Outcome

Terrain: StandardCentauri: 1 Balciron.Orieni: 1 Faithful Search explorer, 2 Seeker

reconnaissance corvettes.Fighters: The Faithful Search is carrying 2 flights

of Templars, which begin the scenario deployed inthe same hex as the mother ship.

Assume the incident occurs in 2006, and adda Jenas attack frigate to the Centauri force. Havethe Balciron begin the scenario at Patrol Stations.

The Orieni force appears in a jump point onturn 0. Before the scenario starts, both playerssecretly record starting locations. All ships have theapplicable refits.

The Orieni must destroy the Balciron within 5turns, representing the ability of the Centauri shipto report its location to headquarters, so that morepowerful forces can respond.

In this particular instance, the Balciron was ableto survive until reinforcements appeared and droveoff the Orieni exploration force, causing its crew topledge eternal gratitude to their benefactors.

(2005) During the uncertain fighting during themiddle phase of the war, an enterprising youngHouse Admiral operated a raiding squadron out ofBukaas. His brief was to harass Orieni forces andfacilities in the less significant systems (those withlittle or no permanent population) in his patrolsector. On one such raid against a listening post ina system with several minor facilities he wassurprised to find a Prophet mother ship and itsconsorts supporting the normal garrison forces. Asthe Centauri squadron lurked at a distance,gathering intelligence, the Orieni forces launcheda full Hunter-Killer strike, supported by Templarsand several medium warships. When the H-K strikeapproached, the Centauri admiral decided to takea chance––instead of escaping into hyperspace heleft part of his force to harass the strike, and micro-jumped with the rest to attack the Orieni forces bythe listening post.

One Jump AheadBy: Klebert L. Hall

SCENARIOS 5

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engagement and Jumping into Combat are in force.Orieni units are permitted to ram.

Victory is based on the number of Mass Driversin operation on turn 12. Any Centauri mass driverson ships that withdraw are counted as an Orienipoint, any damaged but still operational are twoOrieni points, any destroyed or on a ship which islost, to include loss of a side, count as 4 Orienipoints. The Orieni must score 10 or more points.

Endless waves of Orieni hunter-killers eventuallyproved too much for the bombardment force, whichfled after losing two Tavors and having the survivorsheavily damaged. Unfortunately for the Orieni, theirforces were mauled also, to say nothing of thedamage inflicted on the planet's surface by Centaurimass drivers.

(2006) The Royal Navy continued to seize morecontrol over the Centauri forces as the warprogressed. Professionalism was increased and shiptypes were standardized. The Orieni, however,faced a growing loss of quality due to loss of keypersonnel and a replacement system that wastotally unwilling to compromise on individualquality, meaning many personnel simply were notreplaced when lost. This was easiest to see in theoccasional stand-up fight between battle squadronsof the best each fleet had to offer.

Terrain: StandardCentauri: 1 Optine, 1 Sakar, 2 Talvan, 2 Jenas

attack frigates, 2 Tatros escort frigates.Orieni: 1 Paragon, 1 Commune, 1 Vengeful,

4 Steadfast, 1 DevoutFighters: The Sakar has 2 flights of Glaives and

2 flights of Phalans. The Paragon is carrying 4flights of Templars (one replacing the assaultshuttles) and 3 flights of Shining Star H-Ks.

Give the Talvans and Commune elite crews.

Victory Conditions

Historical Outcome

Set Up

Options

Force on Force

the map, all other Centauri ships may onlydisengage by jump vortex.

The Centauri jumped into the system in goodorder, and were able to destroy the listening post,the Prophet, and one of the Skywatch OSATs whiledamaging many other forces, all at the cost of theNalor, 1 Balcirax, and assorted damage to the restof the force, giving them a tactical victory.

(2005) Since the Centauri were stung by theirearlier failures in attacks on Orieni controlledworlds, the plans for the new offensive throughRogolon territory envisioned employing groundforces only against worlds needed to support theattack. All others were to be sterilized. The Orienifought these operations with a desperate ferocity,but were only able to end them by inflicting lossesthat gradually made the offensive too difficult tosustain.

Terrain: StandardCentauri: 4 Tavor siege vessels, 2 Talvan, 2

Balciron, 1 Kasta, 1 Leevan, 2 Navask, 3 Tatrosenter the map by jump point anywhere along the4200 map row, speed 4.

Orieni: 1 Penitent in hex 1715, 1 Skywatchand 2 Highguard-B set up within four hexes of theleft edge of the map. 1 Commune, 1 Steadfast,and 2 Obedients form the mobile defense force.

Fighters: The Kasta has deployed both its flightsof Glaive interceptors. The Penitent and theSkywatch have Shining Star H-Ks, while those onthe planet are Shining Lights.

Add a Kendari to the Centauri force, or a StormFront to the Orieni side; have the Orieni mobileunits begin the scenario at Patrol Stations.

One side of the map represents the surface ofthe planet to be bombarded.

The Planet can launch 12 H-Ks per turn, usingstandard rules for any that exceed the availablecontrol capacity. The planet has enough H-Ks thatits supply may be treated as infinite. All units havethe applicable refits. Standard rules for a Jump

Historical Outcome

Set Up

Options

Special Rules

Operation Dross

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Special Rules

Victory Conditions

Historical Outcome

Set Up

At the beginning of each turn, the Syma playermay roll for the activation of a single neutral ship,succeeding on a roll of 1-3. Then the Imperialplayer selects a ship and rolls a D10 to activate aship, succeeding on a roll of 1-5. If either playerdisengages or has no more ships left, he is no longerallowed to roll for activation. Landis Syma is presenton the Optine, and is treated as a key leader, withthe effects of an Expert War Leader. No ships presenthave any of the post 2000 refits.

The side that holds the field wins the day.

Historically, the Syma forces won the fiercebattle, but the House nobles were disturbed thatmost of the uncommitted forces went over to theImperials, even in a losing fight. Although they wereunaware of it at the time, the period immediatelyafter this battle was probably the high point of HouseSyma's long history, one that would end quite soonthereafter.

(2007) Once the Syma coup attempted endedin failure, the Centauri Royal Navy turned itsattention to the House. Furious at the placing ofwhat it considered petty bickering before the wareffort against a dangerous and implacable foe, theNavy determined to punish House Syma severely,so that its fate would serve as a message to otherambitious nobles.

Terrain: StandardHouse Syma: 1 Valtor, 1 Kasta, 1 Strela, 1

Falenna, 1 Tatros and 2 Tacits within three hexes of0619, facing B, speed 4.

Royal Navy: 1 Centaurum, 1 Talvan, 1 Kendari,2 Balcirons and 1 Jenas within three hexes of 3712,facing E, speed 6.

Fighters: All fighters are Glaives, and beginthe scenario deployed within two hexes of theircarriers, same speed and facing.

Not Petty AnnoyancesBy: Mark Graves

Special Rules

Victory Conditions

Historical Outcome

Set Up

The two sides deploy their ships along the longedges of the map. The scenario uses a floatingmap. Both the Paragon and the Optine have elitecrews.

Arm yourselves and God Preserve the Righteous.Victory goes to the survivor.

While early in the war the Hand of the Blessedcame out well even when engaging Royal Navyunits, by the middle period of the conflict, its edgewas rapidly disappearing. Although the Centauriwere never able to gain an outright advantage overtheir opponents, the resulting struggle of attritionwas one that the Orieni could not win.

(2007) With the death of Emperor Rafani, HouseSyma felt the time was ripe to seize the throne. Whilethe emperor's surprising death had caught theHouse off guard, the advantages of attacking atransitional government seemed to outweigh thedisruption of carefully laid plans. Accordingly, theHouse fleet got under way for Centauri prime, onlyto be intercepted by ships belonging to Houses ofthe Imperial faction. Some of the forces presentfelt no strong loyalty to either side, a situation whichboth Syma and Imperial leaders tried to exploit.

Terrain: StandardHouse Syma: 1 Optine, 2 Celerians, 1 Kasta, 1

Nalor, 1 Strela, 2 Tacits and 1 Astur within threehexes of 3622, facing F, speed 4.

Imperial faction: 1 Talvan, 1 Celerian, 1 Kasta,1 Balciron, 1 Felenna, 1 Jenas and 1 Tacit withinthree hexes of 0710, facing C, speed 4.

Uncommitted ships: 1 Balcirax, 2 Celerians, 2Falennas, 3 Jenas, 1 Leevan, 1 Navask, 2 Strelas,and 1 Tacit within four hexes of 1424, facing A,speed 4.

Fighters: All fighters are Glaives, and beginthe scenario in their hangars.

Politics by Other MeansBy: Mark Graves

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Victory Conditions

Historical Outcome

Set Up

Special Rules

The Syma player has the option of selecting priorto the game victory conditions based on the survivalof the Kasta, carrying Lord Syma himself, or victorybased on destruction of RN ships, as a decoy force.If the former, the Syma player wins if he successfullydisengages the Kasta. Ramming is permitted byNavy ships that have lost structure blocks in thiscase. If the latter, the Syma player wins if he destroyseither the Talvan or both smaller ships. Rammingby the House ships is permitted in this case. Anyresult other than these is a Navy victory.

The RN force destroyed the Kasta, which isbelieved to have carried Lord Syma and hisimmediate family. Historians have speculated thatLord Syma thought he would be able to findsanctuary among the Houses of the Abbai faction,but in the event, he was unable to reach them.

(2007) After the Centauri defeated the Orieniat Phalonak in late 2007, they began the customaryplanetary bombardment. The Orieni ordered theirsurviving ships to retreat, but one squadron refusedto stand by and watch the world be devastated.They attempted a desperate counterstrike that was,sadly, doomed before it began.

Terrain: Use a standard map. The right edge isthe start of the planet's atmosphere.

Centauri: 2 Astur, Celerian, Centaurum,Falenna, Kendari, Kasta, 4 Tavor within 5 hexes ofthe right map edge, facing the planet, speed 0.

Orieni: Benevolent, Commune, 2 Devout,Paragon, Steadfast, Vigilant, 3 Vengeful enterthrough a jump point in 1021, facing right, speed 4.

Fighters: All ships are loaded with appropriatefighters of any desired type available in this year(2007). Missile fighters have missiles but nonavigators. All fighters begin play aboard their ships.

The Orieni may not disengage unless theydestroy all four Tavors. They are permitted to ram,but the Centauri may not. All ships have theapplicable refits.

Doom at PhalonakBy: Bruce Graw

Options

Special Rules

Victory Conditions

Historical Outcome

Set Up

Special Rules

Add an Optine to the House forces.

All Navy ships have all the applicable refits,while House ships do not have any of the post 2000upgrades. The Talvan has an elite crew.

The fleet that destroys the most enemy shipswins the battle.

The engagement was a decisive RN victory,though the game (if outgunned) Syma force wasable to put about half of the Navy squadron backin the shipyards for major repairs.

(2007) Once the Syma coup failed, the RoyalNavy was relentless in its pursuit of the disgracedHouse leadership. The single-minded intensity ofthe Navy's hunt was beyond the comprehension ofthe Syma nobles, who failed to see how thecircumstances of their attempt to seize powerdiffered from any other in the Republic's history.Finally, pushed to the limits of his endurance, LordSyma decided to turn and fight.

Terrain: StandardRoyal Navy: 1 Talvan, 1 Balciron and 1 Falenna

within two hexes of 3324, facing F, speed 6.House Syma: 1 Kasta, 1 Strela and 1 Tacit

within two hexes of 0806, facing C, Speed 6.Fighters: All fighters are Glaives, which begin

the scenario within two hexes of their carriers, samespeed and facing.

The House Strela has a poor crew.

PursuitBy: Mark Graves

SCENARIOS5

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Victory Conditions

Historical Outcome

Set Up

The Orieni win a minor victory if they can scanthe Drakh vessel (use the Ship Identification rules)and then escape into hyperspace.

The Orieni win a victory if they can force theDrakh vessel to withdraw into hyperspace.

The Orieni win a major victory if they can force theDrakh vessel to withdraw into hyperspace and thenenter hyperspace themselves, not more than 4 hexesfrom the Drakh's departure point,within 2 turns.

The Drakh win a victory if they can destroy theOrieni vessel.

Through fatally damaged, the Benevolentmanaged to force the Drakh vessel into hyperspaceand send a signal back to its fleet. This gave theOrieni survey fleets the clue they needed to narrowtheir search and eventually locate the Drakhhomeworld.

(2008) When the Orieni learned the true natureof the Drakh, their fury knew no bounds. The warwith the Centauri Republic was virtually abandonedwhen the location of the Drakh home world wasdiscovered and although they were unaware ofthe reason, this was not lost on the Centauri. Whilethe Rogolon Dynasty had managed to avoidinvolvement in the conflict up to this point, thatoption was removed when the Republic launched anew offensive against the Imperium throughRogolon territory. When the 23rd Valiant Fleetarrived in the Rogala system, the Rogolon picketforce stationed near the gate immediately detectedits presence. While the warriors aboard the smallwarships of the picket force wished to attack thetreacherous Centauri immediately, their mission wasto survive long enough to get word of an attack tothe homeworld. Though running from the Centauriwas sheer humiliation for the crews of the pickets,they consoled themselves by remembering theirtraditional adage that death is as light as a feather,while duty is as heavy as a mountain.

Terrain: StandardCentauri: 1 Talvan, 2 Balcirons, 1 Balcirax, 1

Kendari and 1 Nalor.Rogolon: 4 Tovin small warships, within two

hexes of 2521, facing B, speed 4.Neutral: Jump gate in hex 3605Fighters: The Kendari has a flight of Glaives,

which begin the scenario in the hangar.

Light as a FeatherBy: Mark Graves

Victory Conditions

Historical Outcome

Set Up

Special Rules

The Centauri score one point for every massdriver round fired into the planet's atmosphereduring the first 15 turns of the battle. The exact targetof these shots doesn't matter. The maximum possiblescore is 32 (4 ships, 2 mass drivers each, with 4potential firing opportunities). Score the game asfollows:

Centauri Major Victory: 28+ points (hint: if youwant to achieve this, better start those Tavors movingafter they take their first shot!)

Centauri Minor Victory: 24-27 pointsDraw: 20-23 pointsOrieni Minor Victory: 16-19 pointsOrieni Major Victory: 15 or fewer points (note:

the Centauri will score 8 points on the very first turn,so the only way to achieve a major victory is to takeout a siege launcher by the end of the fourth turn,and the rest of the ships by the end of the eighthturn...good luck!)

The Orieni flew in and fatally rammed two ofthe siege ships, but were themselves wiped outbefore they could get to the others. The Centauriscored moderate damage on the planet, so thebattle ended in basically a draw.

(2008) Following their betrayal by the Drakh(and the subsequent revelation of the Drakh's trueallegiance), the Orieni dedicated the majority oftheir survey fleets to finding the Drakh homeworld.

Terrain: Open space.Orieni Scout Fleet: 1 Benevolent Heavy Scout

(with 2007 refit)Drakh Long Range Patrol: 1 Shadow Patrol

CruiserFighters: The Benevolent carries 6 Shining Star

Improved Hunter Killers and 6 Templar InterceptorsBoth sides set up along the long map edges.

If the Drakh vessel takes more than 10 points ofStructure damage, it must immediately attemptto disengage by entering hyperspace.

The Real EnemyBy: Ned Farnsworth

SCENARIOS 5

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Hold the LineBy: Mark Graves

(2008) While the Hand of the Blessedsucceeded in wreaking havoc on the Drakhhomeworld, this achievement did not leave itunscathed, and the survivors of the strike returnedto find themselves confronting the advancingCentauri. Even against weakened Orieni defenses,however, the Centauri offensive began to slow, asseven years of all out war had taken their toll onthe Republic as well. In these circumstances,engagements between fleet elements began toresemble the late rounds of a boxing match orcompetition, with exhausted heavyweights circlingone another and hoping to seize victory beforesuccumbing to exhaustion.

Terrain: StandardOrieni: 1 Prophet, 1 Steadfast and 1 Vengeful,

within 1 hex of 0613, facing C, speed 4.Centauri: 1 Centaurum, 1 Talvan, 2 Balcirons,

1 Kendari and 3 Jenas within two hexes of 3427,facing F, speed 4.

Fighters: the Prophet in the first Orieni forcehas no H-Ks and only a single flight of fighters.The Centaurum and Kendari carry full complementsof Glaives, deployed within two hexes of their motherships, same speed and facing. The Paragon in theOrieni relief force carries two flights of Templarsand 3 flights of Shining Star H-Ks, with the fightersdeployed.

Apply 50 points of raking damage to each sideof the Prophet before play commences, usingnormal procedures. Orieni reinforcementscomprising 1 Paragon, 2 Steadfasts, a Storm Frontand a Devout arrive through a jump point (withinthree hexes of 0520, facing B, speed 6) on turn 3.All ships have the applicable refits.

Theside thatdestroys themostenemyshipswins.

Both sides suffered significant damage, but thedestruction of the Prophet allowed the Centauri toclaim victory as both sides limped from the field.

mutai

Set Up

Special Rules

Victory Conditions

Historical Outcome

Special Rules

Victory Conditions

Historical Outcome

Set Up

Special Rules

Victory Conditions

Historical Outcome

The Centauri ships enter the map via the jumpgate on turn one, heading F, speed 6. All shipshave the applicable refits.

The Centauri must destroy all Rogolon forceswithin two turns.

The Rogolons simply attempt to survive to turn3, and if any ship does so, they win.

The Rogolon pickets failed to provide warning,but even so, the Rogolon fleet was still able to sortiebefore the Centauri arrived, when merchant trafficunexpectedly saw the Centauri fleet.

(2008) With the picket force and the bulk ofthe Rogolon fleet eliminated in turn, the Centauriturned their attention to the fixed defenses guardingthe Rogolon shipyards.

Terrain: StandardCentauri: 1 Celerian, 1 Balcirax, 1 Balciron, 1

Strela within 2 hexes of 4007, facing E, speed 6.Rogolon: 1 Shogalov planetary defense base

in hex 1415, 2 Tasco defense satellites in hexes1811 and 1819. 1 Tovin within four hexes of thebase, facing A or B, speed 4.

Fighters: all eligible units have the applicablefighters of the era.

All ships have the applicable refits.

As was often the case in this war, victory here isall or nothing. If the Centauri don't control thefield at the end of the day, they lose the scenario.

The Centauri seriously underestimated the forcenecessary to reduce the Rogolon defenses, and theforce they sent suffered a sharp setback as a result.This merely delayed the inevitable, however, as theannoyed admiral commanding the 23rd ValiantFleet, Shaal Jaddo, responded by sending a secondforce with more than enough strength to accomplishthe task.

Heavy as a MountainBy: Mark Graves

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Set Up

Special Rules

Victory Conditions

Historical Outcome

Terrain: One long map edge represents thesurface of one of the outer moons of Orien.

Centauri Fleet: 1 Kendari Fleet Scout, 1 NavaskEscort Destroyer, 4 Jenas Attack Frigates, 2 TatrosEscort Frigates. The Centauri fleet sets up within 3hexes of the opposite map edge and each ship mustbe within at least 2 hexes of another Centauri ship.

Orieni Defense Network: 1 Skywatch HeavyOSAT, 4 Highguard-A OSATs. The Orieni DefenseNetwork is set up within 4 hexes of one of the longedges of the map.

Orieni Defense Patrol: Commune Battle Leader,2 Steadfast Escort Corvettes. The Orieni DefensePatrol enters the boards on between turns 4 and 6(3+1d3) from one of the short map edges. TheOrieni player must decide which map edge theDefense Patrol enters from and roll to determinewhen they arrive before the Centauri player setsup, but need not inform the Centauri player untilthey do.

Fighters: The Kendari Fleet Scout carries 6Glaive Light Fighters, which begin the game in thehanger. The Orieni Skywatch Heavy OSAT carries6 Shining Star Improved Hunter-Killers.

The Centauri have just jumped into the systemand the Kendari has 18 turns of Jump Delayremaining. All ships have the applicable refits.

The Centauri must close to within 10 hexes ofeach of the OSATs and perform a successful ShipIdentification scan of each. They must thendisengage with at least one ship, either by jumpingout (a standard victory) or disengage by distance(a minor victory).

The Orieni win a standard victory by preventingthe Centauri from achieving their victory conditions.

The Centauri launched several reconnaissanceraids like this one, and, despite heavy casualties,managed to get a pretty clear idea of the Orienidefenses. Unfortunately this only confirmed theirworst fears, and despite several sharp attacks theywere unable to break them.

Final Duty

Testing the Wall

By: Mark Graves

By: Ned Farnsworth

(2009) Typical of engagements during the finalphase of the war, this battle saw the Centauri commita fleet flagship to the thankless task of reducingOrieni planetary defenses.

Terrain: StandardOrieni: 1 Penitent in hex 1515, 2 Highguard-A

OSATS in hexes 1810 and 1822, 2 Highguard-BOSATS in hexes 1906 and 1927, 2 Skywatch heavyOSATS in hexes 1311 and 1319, plus 500 points ofmines. H-Ks are Shining Lights. 2 Obedientsform the mobile defense force.

Centauri: 1 Centaurum, 1 Tavor, 1 Valtor, 2Talvans, 1 Navask, 1 Leevan, 1 Kendari and 2Balcirons jump within three hexes of one anotheralong the 4200 hex row, facing E or F, speed 6.

Fighters: The Centauri ships are all carryingGlaives in their hangars. The Orieni defenses areequipped with Shining Lights.

All ships have the applicable refits.

The Centauri must reduce the defenseinstallations to win, while the Orieni must destroythe Tavor and drive off the other Centauri ships.

Despite a gallant defense, the Centauri wereable to destroy the forces defending Salaki, andbring in the planetary reduction forces.

(2009) Near the end of the war, the Centaurifound themselves in a position to attack Oriendirectly. Certain that the Orieni would haveformidable defenses erected around their homeworld, the Centauri began a series ofreconnaissance raids into the Orien system, hopingto find a weak point in the Orieni defense network.

Set Up

Special Rules

Victory Conditions

Historical Outcome

SCENARIOS 5

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with facts not presented here. This means it ispossible that some suggestions will be rejected withlittle or no supporting evidence provided. Thisshould not be taken as a personal rejection orattack. Additionally, the members of the HRT areall bound by non-disclosure agreements and somesubjects simply cannot be discussed by the HRT,while some questions cannot be answered.

T o s u b s c r i b e , s e n d m a i l t o"[email protected]" with thefollowing command in the body of your emailmessage:

If you'd like to submit anything to the group,mail it to :

subscribe hrt-report [Your E-Mail address]

[email protected]

Afterword

Product CreditsWritten By...............The Historical Repair TeamEditing.......................Bruce Graw,Symon CookLayout..........................................Bruce GrawCover Design..............Leo Dunin and Rob GlassFiction.........................................Richard BaxThe HRT.........................Mark Graves, LeonardFarnsworth, Klebert Hall, Richard Bax, Symon

Cook, John T. Coleman and Jamie Coleman

Paul Brown,Jason Stadnyk, Jessie Marud.

KevinBroomhall, Andrew Siviter.

Rickard Ekholm, TommyEkkolm, Anders Holmstrom, Peter Nilsson, ChristerOberg, Niklas Pettersson.

Jacob Jett & Vicki Jett.Bianca van Duyl and

Jeroen Doumen.Dave

Pullen, Alex Hickman, Mark Whittle, Simon Bloomer,James Webster, James Morley.

David Hurd, Nathan Spencer, AndrewShein.

for stagging huge pointcost battles.

, our most experienced Orienicommander.

for his additional reading andtesting.

(aka "Shadowscout") whosuggested the idea of a series of Particle ProjectorWeapons.

At our request Matthew Seidl has created aspecial mailing list for reports on this, andsubsequent HRT created products. This list will allowreports and discussion to reach the HRT withoutoverburdening AoG. It can also be used to presentthoughts and opinions on the products or proposalsto fix real or perceived problems. The HRT will bemonitoring, but intends to lurk and allow the publicthe most possible range to discuss what needscoverage. It is possible that some solutionspresented by the public will not work in conjunction

Playtesting Contributions

Special Thanks

HRT Playtest Mailing List

Clash of the Sakatoonians:

Blackcounty Knights of Mercia:

Spelgillet Sweden:

Mars Resistance:Dutch Deathwalkers:

The Vorlon’s Back Playtest Group:

Others:

Jacob and Vicki Jett

Marc Remy

Renaud Gagne

Roman A. Perner

AFTERWORD6

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4 4 2

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2 2

4

COMBAT STATSFwd/Aft Defense: 8 (7)Stb/Port Defense: 8 (7)Engine Efficiency: N/AExtra Power: +0Initiative Bonus: +12

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 1825/1865Point Value: 130 EachRamming Value: 25Jump Delay: N/A

Name:______________ Counter:____________

Abbai Bochi Defense Satellites (4)

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

WEAPON DATA

PRIMARY HITSStructureThrusterLaserLt Particle BeamGravitic ShieldSensorReactorShield Generator

1-9:10:

11-12:13:

14-15:16-17:18-19:

20:

ICON RECOGNITIONThruster

Sensors

Reactor

Light Particle Beam

Shield Generator

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Assault LaserClass: LaserModes: RakingDamage: 3d10+4Range Penalty: -1 per 3 hexesFire Control: +3/+3/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Laser Cutter

Assault Laser

Gravitic Shield

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Med Laser Cannon

Gravitic ShieldSubtract Shield Factorfrom incoming chance to hitand any damage scoredthrough arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active

0

1 2

1825/1865 2030

SENSOR REFITSensor Rating

SHIELD REFITShield Generator Rating

4 5

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

5

Med Laser Cannon

Bochi-A

Bochi-B

Bochi-A

Bochi-B

1

2030 RefitPoint Value: 1551. Replace Medium Laser or Laser

Cutter with Assault Laser.

3

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

1 1 1 1

1 1 1 1

Page 36: Babylon 5 Wars - Showdowns 8

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

(15/14)

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 1950Point Value: 450Ramming Value: 180Jump Delay: 32 Turns

Name:______________ Counter:____________

Abbai Kastona Cruiser

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

WEAPON DATA

ARMOR REFITSystem

Shield GeneratorJump Engine

1950

54

1 1 2

2016

65

2040

65

SENSOR REFITSensor Rating

SHIELD REFITP/S Gravitic Shield Rating

5 6 6

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Assault LaserClass: LaserModes: RakingDamage: 3d10+4Range Penalty: -1 per 3 hexesFire Control: +3/+3/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

1

2 3

2016 Refit

2040 Refit(includes 2016 Refit)

Point Value: 4701. Replace Medium Laser 1 with

Assault Laser 1.

Point Value: 5301. Replace Laser Cutter 2 and 3

with Assault Lasers 2 and 3.2. Modify Gravitic Shield Arc as

follows.

3

3 3

FORWARD HITSRetro ThrustMed/Assault LaserLaser Cutter/Assault LaserLt Particle BeamForward StructurePRIMARY Hit

1-4:5:

6-7:8-9:

10-17:18-20:

AFT HITSMain ThrustGravitic ShieldLt Particle BeamJump EngineAft StructurePRIMARY Hit

1-4:5-6:7-8:

9-10:11-17:18-20:

SIDE HITSPort/Stb ThrustGravitic ShieldPort/Stb StructurePRIMARY Hit

1-4:5-6:7-17:

18-20:

PRIMARY HITSPrimary StructureSensorsShield GeneratorHangarEngineReactorC & C

1-9:10-11:12-13:

14:15-16:17-18:19-20:

HANGAR0 Fighters2 ShuttlesArmor: 1

Thrust: 3Defense: 9/9

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

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

5

1

2

4

8

10

6 7

11

9

5

3

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

5

3 3

5

8

5

5

1

4

5 4

FORWARD2

2 2

0

0 0

0

2

4

3

4

3

4 4

4

4

3

3 3

4

3

4

3

33

1 1

4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Light Particle Beam

Hangar

Shield Generator

Laser Cutter

Assault Laser

Gravitic Shield

Med Laser Cannon

Gravitic ShieldSubtract Shield Factorfrom incoming chance to hitand any damage scoredthrough arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active

0

2

8

10

9

11

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

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

Page 37: Babylon 5 Wars - Showdowns 8

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Light Particle Beam

Hangar

Shield Generator

COMBAT STATSFwd/Aft Defense: 16 (15)Stb/Port Defense: 17 (16)Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1856Point Value: 475Ramming Value: 200Jump Delay: 32 Turns

Name:______________ Counter:____________

Abbai Nota Deep Scout

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

WEAPON DATA

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Laser Cutter

Gravitic Shield

Sensor Spear

Comm Jammer

FORWARD HITSRetro ThrustGravitic ShieldsLaser CutterLt Particle BeamForward StructurePRIMARY Hit

1-4:5-6:7:

8-9:10-17:18-20:

AFT HITSMain ThrustGravitic ShieldLt Particle BeamAft StructurePRIMARY Hit

1-6:7-8:

9-10:11-17:18-20:

SIDE HITSPort/Stb ThrustGravitic ShieldLt Particle BeamSensor SpearPort/Stb StructurePRIMARY Hit

1-5:6-7:8-9:

10-11:12-17:18-20:

PRIMARY HITSPrimary Structure

SensorsEngineReactorC & C

Shield GeneratorComm JammerJump EngineHangar

1-7:8-9:10:11:12:

13-14:15-16:17-18:19-20:

HANGAR0 Fighters2 ShuttlesArmor: 1

Thrust: 3Defense: 9/9

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

5

5

5

8

5

5

1

5 6

5 4

Gravitic ShieldSubtract Shield Factorfrom incoming chance to hitand any damage scoredthrough arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active

0

1

2 3

4

PO

RT

STA

RBO

ARD

FORWARD

00

0 0

3 3

3

4

8

2

7

2

5 6

2 2

92 10 2

3

3 3

33

15

11

13 14

16

12

PRIMARYAFT

5 4

0 0

3

4

3

4

3

1 1

1

1 1

1

4

3

4

3

3 3

Sensor SpearClass: ElectromagneticModes: StandardDamage: 1d3 SensorRange Penalty: -1 per 2 hexesFire Control: +1/+1/-1Intercept Rating: n/aRate of Fire: 1 per 2 turnsSpecial: Subtracts 1d3 fromtargets sensors for next turn.

3

Com JammerClass: ElectromagneticModes: StandardDamage: 1d6 InitiativeRange Penalty: -1 per hexFire Control: +2/+2/+0Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Subtracts 1d6 fromtargets initiative for next turn.

3

1856

3 4

1972

SENSOR REFITSensor Rating

SHIELD REFITShield Generator Rating

8 9

SPECIAL NOTESRestricted Deployment (10%)ELINT Ship

1972 RefitPoint Value: 500

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 38: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 20 (18)Stb/Port Defense: 20 (18)Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 1989Point Value: 2750Ramming Value: 570Jump Delay: N/A

Name:______________ Counter:____________

Abbai Selatra Shield Base

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

WEAPON DATA

SECTION HITSMedium/Assault LaserLaser Cutter/Assault LaserLt Particle BeamSensor SpearGravitic ShieldCargoReactorSection StructurePRIMARY Hit

1:2:

3-4:5:6:

7-8:9-10:11-18:19-20:

PRIMARY HITSPrimary StructureShield GeneratorSensorsHangarPrimary ReactorC & C

1-9:10-12:13-15:

16:17-18:19-20:

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

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

5

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Gravitic ShieldSubtract Shield Factorfrom incoming chance to hitand any damage scoredthrough arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active

0

Sensor SpearClass: ElectromagneticModes: StandardDamage: 1d3 SensorRange Penalty: -1 per 2 hexesFire Control: +1/+1/-1Intercept Rating: n/aRate of Fire: 1 per 2 turnsSpecial: Subtracts 1d3 fromtargets sensors for next turn.

3

HANGAR0 Fighters6 ShuttlesArmor: 1

Thrust: 3Defense: 9/9

10 10 10 10

10 10 10 10 10 10 10 10

10 10 10 10

10 10 10 10

5

7

5

7

FORWARD

FORWARD PORT FORWARD STRB

AFT PORT AFT STRB

4

4 4

4 4

PRIMARYAFT 4

5

1

6

2

4

3

5

8

10

9

11

16

14

17

15

22

20

23

21

28

36

31

39

29

35

32

38

30

34

33

37

7

12

25

40

27

42

26

41

13

18

19

24

4

A

4

B

4

C

10 10 10 10

4

D

10 10 10 10

4

E

4

F

2

22

2

2

4

2

4

2

22

ICON RECOGNITION

C & C

Sensors

Reactor

Cargo

Hangar

Med Laser Cannon

Light Particle Beam

Shield Generator

Laser Cutter

Gravitic Shield

Sensor Spear

2020 RefitPoint Value: 30001. Replace all Medium

Laser and LaserCutters with AssaultLasers.

Assault LaserClass: LaserModes: RakingDamage: 3d10+4Range Penalty: -1 per 3 hexesFire Control: +3/+3/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Page 39: Babylon 5 Wars - Showdowns 8

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Light Particle Beam

Hangar

Shield Generator

COMBAT STATSFwd/Aft Defense: 14 (13)Stb/Port Defense: 14 (13)Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +6

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 1954Point Value: 375Ramming Value: 110Jump Delay: N/A

Name:______________ Counter:____________

Abbai Tetrav Heavy Frigate

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

WEAPON DATA

2 3

1954 2019

SENSOR REFITSensor Rating

SHIELD REFITShield Generator Rating

4 5

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Assault LaserClass: LaserModes: RakingDamage: 3d10+4Range Penalty: -1 per 3 hexesFire Control: +3/+3/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

1 2

2019 RefitPoint Value: 4001. Replace Laser Cutters 1 and 2 with

Assault Laser 1 and 2.

3 3

Laser Cutter

Assault Laser

Gravitic Shield

FORWARD HITSRetro ThrustLaser Cutter/Assault LaserGravitic ShieldLt Particle BeamForward StructurePRIMARY Hit

1-4:5-6:7-8:

9-10:11-17:18-20:

AFT HITSMain ThrustGravitic ShieldLt Particle BeamAft StructurePRIMARY Hit

1-6:7:

8-9:10-17:18-20:

PRIMARY HITSPrimary StructurePort/Strb ThrustSensorsShield GeneratorHangarEngineReactorC & C

1-6:7-9:

10-11:12-13:

14:15-16:17-18:19-20:

HANGAR0 Fighters1 ShuttlesArmor: 1

Thrust: 3Defense: 9/9

Laser CutterClass: LaserModes: Raking (6)Damage: 4d10+2Range Penalty: -1 per 2 hexesFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

1 23

6 7

PORT STARBOARD

55

5

8

5

5

1

5 3

FORWARD

2

0 0

4

3

4

3

4

3 3

3

3

3

3

4 5

8

PRIMARYAFT

2 2

0

4

8

3

1

1 1

5 4

Gravitic ShieldSubtract Shield Factorfrom incoming chance to hitand any damage scoredthrough arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active

0

Version 2: 2E/S8

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SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

Page 40: Babylon 5 Wars - Showdowns 8

2

1C 1A 1B 1D

1G 1H

1F1E

2

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: -1

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 5+5 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Capital ShipIn Service:Point Value: 175/210Ramming Value: 170

1730/1970

Jump Delay: N/A or 40 Turns

Name:______________ Counter:____________

Armus Long-Haul Freighter/Capit Priority Freighter

FORWARD

PRIMARYAFT

STA

RBO

ARD

PO

RT

3

3

WEAPON DATA

3

6

31

1

2 3

2

3

2

3

2

3

1

3

1

3

2

3

3

3

3

3 3

3

3

3

3

FORWARD HITSRetro ThrustParticle WeaponCargoForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustEngineCargoAft StructurePRIMARY Hit

1-6:7-8:

9-10:11-18:19-20:

SIDE HITSPort/Stb ThrustParticle WeaponCargoPort/Stb StructurePRIMARY Hit

1-6:7:

8-9:10-18:19-20:

PRIMARY HITSPrimary StructureSensorCargo/Jump EngineHangarReactorC & C

1-10:11-12:13-14:15-16:17-18:19-20:

HANGAR0 Fighters3 Cargo ShuttlesNo WeaponsArmor: 0

Thrust: 4Defense: 13/13

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Hangar

3

2

3

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

Jump Engine

4 3

2 2

2

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Cargo

2

2 2

2 2

2

Particle Projector

Lt. Particle Beam

2

1

32 2

2

CAPIT PRIORITYFREIGHTER

To convert from the Armusshown in the SCS to the Capit,replace the following systems.1. Replace the Particle Projectors

with Lt Particle Beams2. Replace the Primary cargo

bays (G/H) with a Jump Engine

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

2 3 5 6 8 9 11 12 14 15 17 18

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 41: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 20Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 2 x SpeedTurn Delay: 2 x SpeedAccel/Decel Cost: 8 ThrustPivot Cost: 6+6 ThrustRoll Cost: 6+6 Thrust

SPECSClass: Enormous UnitIn Service: 1966Point Value: 750Ramming Value: 690Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Garut Survey Ship

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

66

4

4

4 4

WEAPON DATA

5

12

5

5

2

3

3 3

6

5 6

4 6

1

5 7

2 2

2 2

3 3

4 4

3 3

4 4

5

3

5

3

4

8

4

8

FORWARD HITSRetro ThrustTactical/Assault LaserSentinel Point DefenseForward HangarForward StructurePRIMARY Hit

1-5:6-7:8-9:

10-11:12-18:19-20:

AFT HITSMain ThrustJump EngineSentinel Point DefenseAft StructurePRIMARY Hit

1-5:6-8:9:

10-18:19-20:

SIDE HITSPort/Stb ThrustLt Particle BeamCargoPort/Stb StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

PRIMARY HITSPrimary StructureStructure/Lt ParticleImperial/Assault LaserSensorsEnginePrimary HangarReactorC & C

1-8:9:10:

11-13:14-15:16-17:18-19:

20:

HANGAR

FORWARD HANGAR

0 Fighters8 ShuttlesArmor: 0

18 Fighters

Thrust: 3Defense: 10/11

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Assault LaserClass: LaserModes: RakingDamage: 3d10+4Range Penalty: -1 per 3 hexesFire Control: +3/+3/-4Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Light Particle Beam

Hangar

Tactical Laser

Assault Laser

Imperial Laser

5 6

10

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

SPECIAL NOTESRestricted Deployment (10%)ELINT Vessel

Sentinel Defense

8

10

2 3

9

1

1

1

Sentinel Point DefenseIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Not Available

1

3

2

A

3

2

B

Cargo

4

2006 RefitPoint Value: 8001. Replace Imperial Lasers 1 with Assault

Lasers 12. Replace Tactical Lasers 2 and 3 with

Assault Lasers 2 and 33. Add Lt. Particle Beam 11 to Primary

Structure

11 3

321

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 122 4 6 8 10 12 14 16 18 20 22 242 4 6 8 10 12 14 16 18 20 22 24

Page 42: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 18Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1969Point Value: 280Ramming Value: 270Jump Delay: N/A

Name:______________ Counter:____________

Centauri Virlisi Logistics Ship

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

4 4

4

4

3 3

WEAPON DATA

4

8

4

4

1

3

21

5 6

2

43

2

2 2

2

22

4

4

4

4

4

3

4

3

3 3

4 4

FORWARD HITSRetro ThrustLt Particle BeamForward HangarForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustLt Particle BeamAft StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

SIDE HITSPort/Stb ThrustLt Particle BeamCargoPort/Stb StructurePRIMARY Hit

1-4:5:

6-12:13-18:19-20:

PRIMARY HITSPrimary StructureSensorEnginePrimary HangarReactorC & C

1-10:11-12:13-14:15-16:17-18:19-20:

HANGAR

FORWARD HANGAR

0 Fighters3 ShuttlesArmor: 0

8 Cargo ShuttlesNo WeaponsArmor: 0

Thrust: 3Defense: 10/11

Thrust: 4Defense: 13/13

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Light Particle Beam

Hangar

4 3

5

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

2

5

A

2

5

C

2

5

B

2

5

D

Cargo

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 43: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 6Stb/Port Defense: 7Free Thrust: 12Offensive Bonus: +3Initiative Bonus: +22

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Light FighterIn Service: 1905Point Value: 35 eachRamming Value: 8Jinking Limit: 10 Levels

Drazi Dragon Light FighterWEAPON DATA

Lt Particle BeamNumber of Guns: 2 (Linked)Class: ParticleDamage: 1d6+3Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

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

ARMOR

2

0

00

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

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COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 11Engine Efficiency: N/AExtra Power: +0Initiative Bonus: +12

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service:Point Value: 165/175 (A/B)Ramming Value: 30Jump Delay: N/A

1938/1998 (A/B)

Name:______________ Counter:____________

Drazi Dudroma Defense Satellites [4]

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

1

1

1

1

2

2

2

2

3

3

3

3

4

4

4

4

4

4

4

4

WEAPON DATA

ICON RECOGNITIONThruster

Sensors

Reactor

N/A

N/A

N/A

N/A

3

3

3

3

3

3

3

3

3

3

3

3

PRIMARY HITSPrimary StructureThrusterHvy Plasma/Part CannonStd Particle BeamSensorsReactor

1-9:10-11:12-14:15-16:17-18:19-20:

4

4

4

4

2

2

2

2

2

2

2

2

4

4

4

4

3

3

3

3

5

5

5

5

DUDROMA-A

DUDROMA-B

DUDROMA-A

DUDROMA-B

7

Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns

Std Particle Beam

Particle Cannon

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Hvy Plasma Cannon

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COMBAT STATSFwd/Aft Defense: 20Stb/Port Defense: 20Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 2000Point Value: 1250Ramming Value: 510Jump Delay: N/A

Name:______________ Counter:____________

Drazi Kromala Defense Base

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

PRIMARY

WEAPON DATA

12

4

A

4

B

4

C

4

D

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1

SECTION HITSHvy Plasma CannonParticle CannonStd Particle BeamCargoReactorSection StructurePRIMARY Hit

1-2:3-5:6-7:8-9:

10-11:12-18:19-20:

PRIMARY HITSPrimary StructureParticle CannonRepeater GunSensorsHangarPrimary ReactorC & C

1-8:9-10:11-12:13-14:15-16:17-18:19-20:

PRIMARY HANGAR24 Fighters4 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

10 10 10 10 10 10 10 10 10 10

10 10 10 10 10

10 10 10 10 10

10 10 10 10 10 10

FORWARD

AFT

4

4

PO

RT S

TRB

4 4

5

7

5

7

5

1

2 3

7

13

23

14

24

9

17 19

18 20

8 10

4

5

11

15

21

16

22

6

12

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

7

Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns

4Repeater GunClass: ParticleModes: StandardDamage: 1d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/+2Intercept Rating: -1 per shotRate of Fire: 1 or more per turn

ICON RECOGNITION

C & C

Sensors

Reactor

Cargo

Std Particle Beam

Repeater Gun

Hangar

Particle Cannon

Hvy Plasma Cannon

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Page 46: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 11Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +14

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2000Point Value: 315Ramming Value: 40Jump Delay: N/A

Name:______________ Counter:____________

Drazi Merlin Frigate

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

FORWARD

PRIMARYAFT

PORT STARBOARD

4 4

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

3

4

3

4

3

6

4

3

1

6

4

4

3

3 3

FORWARD HITSRetro ThrustLt Part Cannon\Med PlasmaStd Particle BeamStructurePRIMARY Hit

1-5:6-7:8-10:11-17:18-20:

AFT HITSMain ThrustStructurePRIMARY Hit

1-8:9-17:

18-20:

PRIMARY HITSPort/Strb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-14:15-16:17-18:19-20:

HANGAR0 Fighters1 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

Std Particle Beam

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1

2

3

2

41 2

3 3

5

Lt. Particle Cannon

Med. Plasma Cannon3

Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

5

Lt. Particle CannonClass: ParticleModes: RakingDamage: 2d10+8Range Penalty: -1 per hexFire Control: +4/+2/+0Intercept Rating: -2Rate of Fire: 1 per 2 turns

3 3

Early MerlinFrom 1938 - 1999, the Merlin wasequipped with plasma based weaponsrather than particle weapons as shown onthe SCS. For scenarios played before 2000make the following changes.Point Value: 3001. Replace Lt. Particle Cannons 1 and 2 with

Med Plasma Cannons 1 and 2.2. Reduce the Sensor Rating from 5 to 4.

1 2

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 1 2 2 2 3 3 3 4 4 4

SPECIAL NOTESAgile Ship

Page 47: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 18Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1994Point Value: 525Ramming Value: 220Jump Delay: 38 Turns

Name:______________ Counter:____________

Drazi Nightowl Hyperspace Probe

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

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

5

5

4 4

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

ReactorHangar

4 4

4 4

5

8

5

3

6

5 4

2 2

2 2

4

4

4

4

4

3

4

3

3 3

3 3

FORWARD HITSRetro ThrustStd Particle BeamForward StructurePRIMARY Hit

1-6:7-8:

9-18:19-20:

SIDE HITSPort/Stb ThrustStd Particle BeamRepeater GunCargoPort/Stb StructurePRIMARY Hit

1-5:6-7:8:

9-10:11-18:19-20:

PRIMARY HITSPrimary StructureMain ThrustSensorsJump EngineEngineHangarReactorC & C

1-8:9-10:11-12:

13:14-15:16-17:18-19:

20:

HANGAR6 Fighters2 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

SPECIAL NOTESRestricted Deployment (10%)ELINT ShipSpecial Hull Arrangement(No Aft Hits or Structure)

4Repeater GunClass: ParticleModes: StandardDamage: 1d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/+2Intercept Rating: -1 per shotRate of Fire: 1 or more per turn

Std Particle Beam

Repeater Gun

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1

1 2

3 4

5 6

5 6

8

4

A

4

B

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

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

Page 48: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +2Initiative Bonus: +2

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1999Point Value: 525Ramming Value: 160Jump Delay: 38 Turns

Name:______________ Counter:____________

Drazi Peregrine Jump Ship

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

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

5

4

4 4

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

ReactorHangar

4 4

4 4

4

8

5

4

6

4 3

2

22

2 2

4

4

4

4

3

3

3 3

3

3

3 3

3

3

3

FORWARD HITSRetro ThrustPart Cannon/Hvy PlasmaStd Particle BeamForward StructurePRIMARY Hit

1-5:6-8:9:

10-18:19-20:

SIDE HITSPort/Stb ThrustStd Particle BeamRepeater Gun/Hvy PlasmaPort/Stb StructurePRIMARY Hit

1-5:6-7:8-9:

10-18:19-20:

PRIMARY HITSPrimary StructureMain ThrustSensorsJump EngineEngineHangarReactorC & C

1-8:9-10:11-12:13-14:15-16:17-18:

19:20:

HANGAR12 Fighters1 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

SPECIAL NOTESLimited Deployment (33%)Special Hull Arrangement(No Aft Hits or Structure)

7

Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns

4Repeater GunClass: ParticleModes: StandardDamage: 1d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/+2Intercept Rating: -1 per shotRate of Fire: 1 or more per turn

Std Particle Beam

Repeater Gun

Particle Cannon

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1

1

4 56 7

2 3

4 4

7

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Early PeregrineFrom 1938 - 1998, the Peregrine wasequipped with plasma based heavy weaponsrather than particle weapons as shown onthe SCS. For scenarios played before 1999make the following changes.Point Value: 4751. Replace Std Particle Beam 1 with a Hvy

Plasma Cannon 1.2. Replace Particle Cannons 2 and 3 with

Std Particle Beams 2 and 3.3. Replace Repeater Guns 4 and 5 with Hvy

Plasma Cannons 4 and 5.4. Reduce the Sensor Rating from 7 to 6.

12

4

3

5

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

Page 49: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 12Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +8

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 1999Point Value: 425Ramming Value: 100Jump Delay: N/A

Name:______________ Counter:____________

Drazi Shrike Heavy Destroyer

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

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

5

4 4

3 3

3

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

4

3

4

3

4

7

4

2 2

2 2

7

4

4

3

SIDE HITSPort/Stb ThrustStd Particle BeamPart Cannon/Hvy PlasmaPort/Stb StructurePRIMARY Hit

1-5:6-8:9-10:11-18:19-20:

PRIMARY HITSPrimary StructureFwd/Aft ThrustRepeater GunSensorsEngineHangarReactorC & C

1-8:9-11:12:

13-14:15-16:

17:18-19:

20:

HANGAR0 Fighters1 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

SPECIAL NOTESSpecial Hull Arrangement(No Fwd/Aft Hits)

4Repeater GunClass: ParticleModes: StandardDamage: 1d10+3Range Penalty: -1 per 2 hexesFire Control: +2/+2/+2Intercept Rating: -1 per shotRate of Fire: 1 or more per turn

Std Particle Beam

Repeater Gun

Standard Particle BeamClass: ParticleModes: StandardDamage: 1d10+6Range Penalty: -1 per hexFire Control: +4/+4/+4Intercept Rating: -2Rate of Fire: 1 per turn

1

4 51

3

2

6 7

43

6

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

3

1

7

Particle CannonClass: ParticleModes: RakingDamage: 2d10+15Range Penalty: -1 per 2 hexesFire Control: +5/+4/+2Intercept Rating: -1Rate of Fire: 1 per 2 turns

Particle Cannon

3 3

Early ShrikeFrom 1984 - 1998, the Peregrine wasequipped with plasma based heavy weaponsrather than particle weapons as shown onthe SCS. For scenarios played before 1999make the following changes.Point Value: 4001. Replace Particle Cannons 1 and 2 with

Hvy Plasma Cannons 1 and 2.2. Reduce the Sensor Rating from 6 to 5.3. Extra Power: +4

4 5

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TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

Page 50: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 18Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1793Point Value: 575Ramming Value: 290Jump Delay: 25 Turns

Name:______________ Counter:____________

Orieni Faithful Search Explorer

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

5 6

WEAPON DATA

5

8

5

4

12

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

FORWARD HITSRetro ThrustLaser LanceGatling RailgunForward StructurePRIMARY Hit

1-5:7-8:

9-10:11-18:19-20:

AFT HITSMain ThrustGatling RailgunAft StructurePRIMARY Hit

1-8:9-10:11-18:19-20:

SIDE HITSPort/Stb ThrustLaser LanceGatling RailgunCargoPort/Stb StructurePRIMARY Hit

1-5:6-7:8-9:

10-12:13-18:19-20:

PRIMARY HITSPrimary StructureJump EngineSensorsEngineHangarCargoReactorC & C

1-8:9-10:11-12:13-14:15-16:17-18:

19:20:

PRIMARY HANGAR12 Light Fighters3 ShuttlesArmor: 0

Thrust: 3Defense: 11/11

SPECIAL NOTESRestricted Deployment (10%)ELINT Ship

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Hangar

Cargo

Gatling Railgun

Jump Engine

Laser Lance

Point Value: 630

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Point Value: 590

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

2009 Refit(Includes to 2005 Refit)

2005 Refit

ARMOR REFITSystem

Laser LancesFwd Gatling RailgunsPort/Stb Gatling RailgunsMain Thrust

1793

2112

2005

3113

2009

3223

PRIMARYAFT

4 4

4 4

6 6

4

FORWARD

2

2

2

2

2

2

4

10 111 1

2 2

2 2

6

1

4 5

8

7

2

9

3

All Gatling

Railguns

All Gatling

Railguns

3

A

2

3

B

2

3

C

4

PO

RT

STA

RBO

ARD

5 5

6

5 6

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1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 51: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 13Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: N/ARoll Cost: N/A

SPECSClass: Medium ShipIn Service: 1802Point Value: 175Ramming Value: 80Jump Delay: N/A

Name:______________ Counter:____________

Orieni Resolute Military Freighter

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

FORWARD

PRIMARYAFT

STARBOARD

1

1 1

2 1

44

WEAPON DATA

2 2 2 2

8

6

3

8

4

1

1

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Cargo

Gatling Railgun

FORWARD HITSRetro ThrustGatling RailgunCargoStructurePRIMARY Hit

1-5:6-7:8-10:11-17:18-20:

AFT HITSMain ThrustGatling RailgunCargoStructurePRIMARY Hit

1-5:6-7:8-10:11-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-9:10-12:13-15:16-17:18-19:

20:

HANGAR4 Cargo ShuttlesUnarmedArmor: 0

Thrust: 3Defense: 12/12

2007 RefitPoint Value: 200

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged

Rapid Gatling Railgun

.

3

1

4

2

PORT

2 2

4 4

3 2

4

4 4 4 4

A B C D

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1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

2

Page 52: Babylon 5 Wars - Showdowns 8

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 1793Point Value: 385Ramming Value: 50Jump Delay: N/A

Name:______________ Counter:____________

Orieni Seeker Reconnaissance Corvette

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

1 2

FORWARD

PRIMARYAFT

PORT STARBOARD1

11

1

44

WEAPON DATA

4 44

2

22

3

12

4

1

1

3 4

ARMOR REFITSystem

Gauss CannonsCenter Retro ThrustCenter Main ThrustGatling Railguns

1793

1111

2007

2222

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Gauss CannonClass: MatterModes: StandardDamage: 1d10+10Range Penalty: -1 per hexFire Control: +2/+1/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Gauss Cannon

Gatling Railgun

FORWARD HITSRetro ThrustGauss CannonStructurePRIMARY Hit

1-6:7-9:

10-17:18-20:

AFT HITSMain ThrustGatling RailgunStructurePRIMARY Hit

1-7:8-9:

10-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 11/11

2007 RefitPoint Value: 400

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged

Rapid Gatling Railgun

.

SPECIAL NOTESELINT VesselAgile ShipAtmospheric Capable

3 4

2 2

5 5

Steadfast Variant (Rare)

4

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

Page 53: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 8Free Thrust: 10Offensive Bonus: +2Initiative Bonus: +20

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Light FighterIn Service: 1730Point Value: 26 eachRamming Value: 8Jinking Limit: 10 Levels

Raider Adder Light FighterWEAPON DATA

Lt Particle GunsNumber of Guns: 2 (Linked)Class: ParticleDamage: 1d6+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

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

ARMOR

1

0

11

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Page 54: Babylon 5 Wars - Showdowns 8

1

A

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +6

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 1984Point Value: 375Ramming Value: 100Jump Delay: N/A

Name:______________ Counter:____________

Raider Brigand Attack Cruiser

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

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

5

3 3

3 3

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Hangar

4

3

4

3

4

8

4

2 2

2 2

8

3

6

3

SIDE HITSPort/Stb ThrustLt Particle BeamLt Particle CannonMed Plasma CannonPort/Stb StructurePRIMARY Hit

1-6:7:

8-9:10-11:12-18:19-20:

PRIMARY HITSPrimary StructureFwd/Aft ThrustSensorsEngineCargoHangarReactorC & C

1-8:9-11:12-13:14-15:

16:17:

18-19:20:

HANGAR0 Fighters1 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

SPECIAL NOTESSpecial Hull Arrangement(No Fwd/Aft Hits)

1 2

3 4

5 6

32

4

3

1

Lt Particle Cannon

Med Plasma Cannon

Light Particle Beam

Cargo

2

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATAMed Plasma Cannon

3Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

5

Lt Particle CannonClass: ParticleModes: RakingDamage: 2d10+8Range Penalty: -1 per hexFire Control: +4/+2/+0Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

Page 55: Babylon 5 Wars - Showdowns 8

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 1+1 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Medium ShipIn Service: 1900Point Value: 300Ramming Value: 40Jump Delay: N/A

Name:______________ Counter:____________

Raider Corsair

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

FORWARD

PRIMARYAFT

PORT STARBOARD

4 4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Hangar

Lt Particle Cannon

3

3

3

3

3

6

3

21

6

4

3

3

3

3

FORWARD HITSRetro ThrustLt Particle BeamLt Particle CannonMed Plasma CannonStructurePRIMARY Hit

1-5:6-7:8-9:10:

11-17:18-20:

AFT HITSMain ThrustCargoStructurePRIMARY Hit

1-8:9-10:11-17:18-20:

PRIMARY HITSPort/Strb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-14:15-16:17-18:19-20:

HANGAR0 Fighters1 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

SPECIAL NOTESAtmospheric Capable

2

3

2

4

1

2

3 2

4

Med Plasma Cannon

Light Particle Beam

Cargo

1

1

A

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATAMed Plasma Cannon

3Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

5

Lt Particle CannonClass: ParticleModes: RakingDamage: 2d10+8Range Penalty: -1 per hexFire Control: +4/+2/+0Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

Page 56: Babylon 5 Wars - Showdowns 8

1B1A

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: -1

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 3/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 5+5 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Capital ShipIn Service: 1972Point Value: 340Ramming Value: 170Jump Delay: 40 Turns

Name:______________ Counter:____________

Raider Looter Support Cruiser

FORWARD

PRIMARYAFT

STA

RBO

ARD

PO

RT

4

5

WEAPON DATA

4

9

3

6

1

2

6

7 8

4 5

3

3

3

3

3

3

3

2

3

2

3

2

3

3

4

3

3 3

3

4

3

4

FORWARD HITSRetro ThrustLt Particle CannonMed Plasma CannonForward StructurePRIMARY Hit

1-5:6-8:9-10:11-18:19-20:

AFT HITSMain ThrustLt Particle CannonEngineCargo A/BAft StructurePRIMARY Hit

1-6:7:

8-9:10-11:12-18:19-20:

SIDE HITSPort/Stb ThrustLt Particle BeamLt Particle CannonPort/Stb StructurePRIMARY Hit

1-6:7:

8-9:10-18:19-20:

PRIMARY HITSPrimary StructureSensorsJump EngineHangarReactorC & C

1-9:10-11:12-13:14-16:17-18:19-20:

HANGAR12 Fighters1 ShuttlesArmor: 0

Thrust: 4Defense: 9/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Hangar

4

3

4

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

Jump Engine

4 3

Lt Particle Cannon

Med Plasma Cannon

Med Plasma Cannon3

Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

2

2

2 2

2

2

5

Lt Particle CannonClass: ParticleModes: RakingDamage: 2d10+8Range Penalty: -1 per hexFire Control: +4/+2/+0Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Light Particle Beam

Cargo

2

2 2

2

SPECIAL NOTESLimited Deployment (33%)

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

2 3 5 6 8 9 11 12 14 15 17 18

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 57: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 5Stb/Port Defense: 7Free Thrust: 15Offensive Bonus: +4Initiative Bonus: +21

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Light FighterIn Service: 1951Point Value: 37 eachRamming Value: 10Jinking Limit: 10 Levels

Rogolon Chelek Strike FighterWEAPON DATA

Lt. Plasma GunNumber of Guns: 2 (Linked)Class: PlasmaDamage: 1d3+5 (-1/hex)Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

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

ARMOR

1

0

11

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Page 58: Babylon 5 Wars - Showdowns 8

STA

RBO

ARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 19Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: -1

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 1987Point Value: 675Ramming Value: 230Jump Delay: 24 Turns

Name:______________ Counter:____________

Rogolon Rogon Large Warship

FORWARD

PRIMARYAFT

PO

RT

4

44

12

4

4

14 4

6 6

1 2

3 4

5 8

6 9

7 10

2

4

2

4

2

4

2

4

2

4

2

4

4

4

4

4

4

4

4 4

4

4

4

4

FORWARD HITSRetro ThrustCatapultHvy Plasma CannonForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustJump EngineAft StructurePRIMARY Hit

1-8:9-10:11-18:19-20:

SIDE HITSPort/Stb ThrustPort/Strb HangarHvy Plasma CannonMissile RackPort/Stb StructurePRIMARY Hit

1-5:6-7:8-9:

10-12:13-18:19-20:

PRIMARY HITSPrimary StructurePrimarySensorsEngineReactorC & C

Hangar1-12:13:

14-15:16-17:18-19:

20:

HANGAR

OTHER HANGARS

0 Fighters2 Vostors (On Catapults)3 ShuttlesArmor: 0

12 Fighters0 Shuttles

Thrust: 3Defense: 8/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

4 4

6

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

3 3

All Missile

Racks

All Missile

Racks

Jump Engine

4 4

3

3 3

3 3

3

Catapult

Hvy Plasma Cannon

Class-SOMissile Rack

MISSILESRack #5

Rack #7

Rack #9

Rack #6

Rack #8

Rack #10

SPECIAL NOTESLimited Deployment (33%)

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATA

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

02 3 4 6 7 8 10 11 12 14 15 16

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 59: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 19Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Capital BaseIn Service: 1962Point Value: 700Ramming Value: 390Jump Delay: N/A

Name:______________ Counter:____________

Rogolon Shogalov Planetary Defense Base

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

PRIMARY

SECTION HITSHvy Plasma CannonMissile RackCatapultSection StructurePRIMARY Hit

1-2:3-5:6-7:8-18:19-20:

PRIMARY HITSPrimary StructureCatapultCargoSensorsHangarReactorC & C

1-10:11:

12-13:14-15:16-18:

19:20:

HANGARS18 Fighters Each6 Vostors2 Shuttles EachArmor: 0

(on Catapults)Thrust: 3Defense: 8/10

FORWARD

AFT

4

4

4

4

4 4

6

4

6

4

4

4

4

3

3

33

3

3

3 3 3 3 3

3

3

3

3 3

3

3

PO

RT

STA

RBO

ARD

5

7

1

2 3

7 9

8 10

4

5

11

6

12

ICON RECOGNITION

C & C

Sensors

Reactor

Cargo

Catapult

Hangar

Hvy Plasma Cannon

Class-SOMissile Rack

MISSILESRack #5

Rack #7

Rack #9

Rack #11

Rack #6

Rack #8

Rack #10

Rack #12

5

A

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATA

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

Page 60: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: +0Initiative Bonus: +12

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 1950Point Value: 125 EachRamming Value: 20Jump Delay: N/A

Name:______________ Counter:____________

Rogolon Tasco Defense Satellite

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

ICON RECOGNITIONThruster

Sensors

Reactor

Class-SOMissile Rack

PRIMARY HITSStructureThrusterHvy Plasma CannonMissile RackSensorsReactor

1-9:10-11:12-13:14-16:17-18:19-20:

12 3

4 4 2

3

3 3

4

4

N/A

12 3

4 4 2

3

3 3

4

4

N/A

12 3

4 4 2

3

3 3

4

4

N/A

12 3

4 4 2

3

3 3

4

4

N/A

Hvy Plasma Cannon

MISSILESRack #2

Rack #3

MISSILESRack #2

Rack #3

MISSILESRack #2

Rack #3

MISSILESRack #2

Rack #3

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATA

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

4

4

4

4

Page 61: Babylon 5 Wars - Showdowns 8

STA

RBO

ARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 1975Point Value: 575Ramming Value: 180Jump Delay: N/A

Name:______________ Counter:____________

Rogolon Tolov Warship

FORWARD

PRIMARYAFT

PO

RT

4

44

10

4

4

14 4

3 3

1 2

3 4

5 7

6 8

2

4

2

4

2

4

2

4

2

4

4

4

4

4

4

4

4 4

4

4

4

4

FORWARD HITSRetro ThrustCatapultHvy Plasma CannonForward StructurePRIMARY Hit

1-6:7:

8-10:11-18:19-20:

AFT HITSMain ThrustAft StructurePRIMARY Hit

1-9:10-18:19-20:

SIDE HITSPort/Stb ThrustPort/Strb HangarHvy Plasma CannonMissile RackPort/Stb StructurePRIMARY Hit

1-5:6-7:8-9:

10-11:12-18:19-20:

PRIMARY HITSPrimary StructurePrimarySensorsEngineReactorC & C

Hangar1-12:13:

14-15:16-17:18-19:

20:

HANGAR

OTHER HANGARS

0 Fighters1 Vostor (On Catapult)3 ShuttlesArmor: 0

6 Fighters0 Shuttles

Thrust: 3Defense: 8/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

4 4

6

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

3

All Missile

Racks

All Missile

Racks

3

3 3

3 3

3

Catapult

Hvy Plasma Cannon

Class-SOMissile Rack

MISSILESRack #5

Rack #7

Rack #6

Rack #8

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATA

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

01 2 2 3 4 4 5 6 6 7 8 8

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

Page 62: Babylon 5 Wars - Showdowns 8

STARBOARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +5

MANEUVERINGTurn Cost: 3/4 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+4 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 1966Point Value: 400Ramming Value: 110Jump Delay: N/A

Name:______________ Counter:____________

Rogolon Tovin Small Warship

FORWARD

PRIMARYAFT

PORT

4

4

WEAPON DATA

4

8

4

1

1

3

2

4 5

2

4

2

4

2

4

2

4

4

4

4

4

4

4

4

4

4

4

4

FORWARD HITSRetro ThrustHvy Plasma CannonMissile RackForward StructurePRIMARY Hit

1-6:7-8:

9-10:11-18:19-20:

AFT HITSMain ThrustMissile RackAft StructurePRIMARY Hit

1-7:8-9:

10-18:19-20:

PRIMARY HITSPrimary StructurePort/Strb Thrust

SensorsEngineReactorC & C

Hangar

1-9:10-12:

13:14-15:16-17:18-19:

20:

HANGAR0 Fighters3 ShuttlesArmor: 0

Thrust: 3Defense: 8/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

4 4

6

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

3

3

3

3

3

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Hvy Plasma Cannon

Class-SOMissile Rack

MISSILESRack #3

Rack #5

Rack #4

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 3 4 5 6 6 7 8 9 91 2 3 4 5 6 7 8 9 10 11 12

Page 63: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 10Free Thrust: 8Offensive Bonus: +6Initiative Bonus: +14

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/4 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Super-Heavy FtrsIn Service: 1959Point Value: 85 eachRamming Value: 38Jinking Limit: 4 Lvls

Rogolon Vostor Assault FighterWEAPON DATA

Lt Plasma GunNumber of Guns: 2 (Linked)

plus 1 tail gun (Unlinked)Class: PlasmaDamage: 1d3+5 (-1/hex)Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

ARMOR

4

4

33

Flight Level CombatDo not use flight levelcombat for this unit.

SPECIAL NOTESCan carry 8 missiles,and fire a maximum of 2missiles per turn at thesame target.Includes Navigator.Locked-onto asindividual units.Tail Gun Uses Reverse Arc

Speed

Jinking

Figh

ter

#1

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#2

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#3

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#4

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#5

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#6

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#7

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#8

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#9

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#10

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#11

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Speed

Jinking

Figh

ter

#12

Dropped OutSat Destroyed

Missiles

Initiative

Thrust Used

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Page 64: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 11Engine Efficiency: 1/1Extra Power: +0Initiative Bonus: +14

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Lt Combat VslIn Service: 1950Point Value: 190 eachRamming Value: 30Jump Delay: N/A

Name:______________ Counter:____________

Usuuth Baroon Escort Cutter

ICON RECOGNITIONControl

Drive

Reactor

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

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

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

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

4

4

6

3 4

2 2

5

4 2

3

4

4

6

3 4

2 2

5

4 2

3

4

4

6

3 4

2 2

5

4 2

3

4

4

6

3 4

2 2

5

4 2

3

Particle Projector

Lt Part Projector

HIT LOCATIONStructureLt

ReactorControl

Particle ProjectorParticle ProjectorDrive

1-11:12-13:14-16:17-18:

19:20:

SPECIAL NOTESAgile ShipAtmospheric Capable

1 12 2

2 2 2 2

1 12 2

2 2 2 2

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATAParticle Projector

1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle Projector1

Class: ParticleModes: StandardDamage: 1d6+4Range Penalty: -2 per hexFire Control: +2/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 12

1 1 1 2 2 2 3 3 3 4 4 41 1 1 2 2 2 3 3 3 4 4 4

Page 65: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 9Free Thrust: 4Offensive Bonus: +4Initiative Bonus: +15

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: 1 ThrustRoll Cost: N/A

SPECSClass: Super-Heavy FtrsIn Service: 1950Point Value: 100 eachRamming Value: 42Jinking Limit: 4 Levels

Usuuth Dovarum Micro Sat [12]-WEAPON DATA

Particle ProjectorNumber of Guns: 2 (Linked)Class: ParticleDamage: 1d10+4Range Penalty: -1 per hexFire Control: 0/0/-2Rate of Fire: Once per 2 turns

Hvy Particle ProjectorNumber of Guns: 2Class: ParticleDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: 0/0/-4Rate of Fire: Once per 3 turns

ARMOR

3

3

33

Mic

ro-S

at #

1M

icro

-Sat

#5

Mic

ro-S

at #

9

Mic

ro-S

at #

4M

icro

-Sat

#8

Mic

ro-S

at #

12

Mic

ro-S

at #

3M

icro

-Sat

#7

Mic

ro-S

at #

11

Mic

ro-S

at #

2M

icro

-Sat

#6

Mic

ro-S

at #

10

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Dropped OutSat Destroyed

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Initative

Thrust Used

Notes Notes Notes Notes

Notes Notes Notes Notes

Notes Notes Notes Notes

Initative

Thrust Used

Initative

Thrust Used

Flight Level CombatDo not use flight levelcombat for this unit.

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SPECIAL NOTESLocked-onto asindividual units.

Page 66: Babylon 5 Wars - Showdowns 8

STA

RBO

ARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 17Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +1

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 1970Point Value: 600Ramming Value: 150Jump Delay: 30 Turns

Name:______________ Counter:____________

Usuuth Orthuus Battle Leader

FORWARD

PRIMARYAFT

PO

RT

5

6

WEAPON DATA

5

126

7

6

6

7

1

3 4

59 10

11 14

12 15

13 16

2

82

2 2

2 2

2 2

3

4

3

4

3

4

3

4

3

4

3

44

4

4 4

4

4

4

4

FORWARD HITSRetro ThrustParticle Hammer

Forward StructurePRIMARY Hit

Particle Projector

1-4:5-7:8-9:

10-18:19-20:

AFT HITSMain ThrustParticle ProjectorHvy Particle ProjectorJump EngineAft StructurePRIMARY Hit

1-5:6-7:8-9:

10-11:12-18:19-20:

SIDE HITSPort/Stb ThrustHvy Particle ProjectorLt Particle ProjectorPort/Stb StructurePRIMARY Hit

1-5:6-7:8-9:

10-18:19-20:

PRIMARY HITSPrimary Structure

SensorEngineReactorC & C

Hangar1-9:

10-12:13-14:15-16:17-19:

20:

HANGAR24 Fighters4 ShuttlesArmor: 1

Thrust: 3Defense: 8/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

6 6

8

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

4 4

4 4

4

Particle Projector

Particle Hammer

Hvy Part Projector

Lt Part Projector

Hvy Particle Projector3

Class: ParticleModes: StandardDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +3/+2/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle Projector1

Class: ParticleModes: StandardDamage: 1d6+4Range Penalty: -2 per hexFire Control: +2/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

All Lt

Particle

Projectors

All Lt

Particle

Projectors

Jump Engine4 3

Particle Hammer5

Class: ParticleModes: StandardDamage: 2d10+15Range Penalty: -1 per 3 hexesFire Control: +3/+1/-2Intercept Rating: n/aRate of Fire: 1 per 4 turns

SPECIAL NOTESLimited Deployment (33%)

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

Page 67: Babylon 5 Wars - Showdowns 8

COMBAT STATSFwd/Aft Defense: 5Stb/Port Defense: 7Free Thrust: 8Offensive Bonus: +4Initiative Bonus: +20

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium FighterIn Service: 1942Point Value: 30 eachRamming Value: 15Jinking Limit: 8 Levels

Usuuth Rowlon Armored FighterWEAPON DATA

Lt Particle ProjectorNumber of Guns: 2 (Linked)Class: ParticleDamage: 1d6+2Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

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

ARMOR

2

1

22

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Page 68: Babylon 5 Wars - Showdowns 8

STARBOARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +7

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1.5+1.5 Thrust

SPECSClass: Hvy Combat VslIn Service: 1965Point Value: 380Ramming Value: 140Jump Delay: N/A

Name:______________ Counter:____________

Usuuth Sarlon Sniper

FORWARD

PRIMARYAFT

PORT

5

65

8

6

5

1

2

6

4 5

71

3

5

2 2

2 2

4

4

4

4

3

4

3

4

4

4

HANGAR0 Fighters1 ShuttlesArmor: 1

Thrust: 3Defense: 8/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

6 4

6

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

2 2

Particle Projector

Particle Hammer

Lt Part Projector

4 4

3 3

FORWARD HITSRetro ThrustParticle Hammer

Forward StructurePRIMARY Hit

Particle ProjectorLt Particle Projector

1-4:5:

6-7:8-9:

10-18:19-20:

AFT HITSMain ThrustParticle ProjectorAft StructurePRIMARY Hit

1-6:7-8:

9-18:19-20:

PRIMARY HITSPrimary StructurePort/Strb ThrustSensorsEngineHangarReactorC & C

1-9:10-11:12-13:14-15:

16:17-19:

20:

Serron Variant (Rare)Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATA

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle Projector1

Class: ParticleModes: StandardDamage: 1d6+4Range Penalty: -2 per hexFire Control: +2/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

Particle Hammer5

Class: ParticleModes: StandardDamage: 2d10+15Range Penalty: -1 per 3 hexesFire Control: +3/+1/-2Intercept Rating: n/aRate of Fire: 1 per 4 turns

1 1 2 2 3 3 4 4 5 5 6 6

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

Page 69: Babylon 5 Wars - Showdowns 8

STARBOARD

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +7

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1.5+1.5 Thrust

SPECSClass: Hvy Combat VslIn Service: 1952Point Value: 375Ramming Value: 140Jump Delay: N/A

Name:______________ Counter:____________

Usuuth Serron Attack Ship

FORWARD

PRIMARYAFT

PORT

5

65

8

6

5

1

1

6

4 5

73

2

2

2 2

4

4

4

4

3

4

3

4

4

4

FORWARD HITSRetro ThrustParticle ProjectorHvy

Forward StructurePRIMARY Hit

Particle ProjectorLt Particle Projector

1-4:5:

6-7:8-9:

10-18:19-20:

AFT HITSMain ThrustParticle ProjectorAft StructurePRIMARY Hit

1-6:7-8:

9-18:19-20:

PRIMARY HITSPrimary StructurePort/Strb ThrustSensorsEngineHangarReactorC & C

1-9:10-11:12-13:14-15:

16:17-19:

20:

HANGAR0 Fighters1 ShuttlesArmor: 1

Thrust: 3Defense: 8/10

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

6 4

6

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

2 2

3 3

Particle Projector

Hvy Part Projector

Lt Part Projector

4 4

3 3

Version 2: 2E/S8

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

WEAPON DATAHvy Particle Projector

3

Class: ParticleModes: StandardDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +3/+2/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle Projector1

Class: ParticleModes: StandardDamage: 1d6+4Range Penalty: -2 per hexFire Control: +2/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

1 1 2 2 3 3 4 4 5 5 6 6

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

Page 70: Babylon 5 Wars - Showdowns 8

PRIME SENSOR VOLUSA STARED FORLORNLY AT THE READOUTS. THINGSWERE NOT GOOD. THE ORIENI ARMADA WAS OVERWHELMING, AND HELPFROM THE CENTAURI HAD NOT BEEN FORTHCOMING. HIS FORCE WASALL THAT STOOD BETWEEN THE INVADERS AND THE USUUTH HOMEWORLD.

THE MONSTROUS MOTHERSHIP SEEMED TO HOVER ON THE DISTANCEAT THE EDGE OF HIS SCANS, AS IF TAUNTING HIM. ALL AROUND, SHIPSBURNED AS ORIENI SUICIDE FIGHTERS SLAMMED INTO THEM. ALLSEEMED HOPELESS. HE HAD TO BUY MORE TIME SOMEHOW...BUT HOW?

ON HIS READOUTS HE WATCHED THE ORIENI GROUP GRADUALLY CLOSEON HIS HOME PLANET. A SMALL GROUP OF UNDAMAGED SHIPS WAITEDTO FACE THEM. THEY WERE AS DOOMED AS HE WAS...UNLESS...

HE TOGGLED A SWITCH AND SELECTED THE ORTHUUS BATTLE LEADER’SCOMM CHANNEL. SPEAKING QUICKLY, HE GAVE THE LAST ORDER OF HISLIFE. “ALL SURVIVING ELEMENTS,’ HE HISSED AS EXPLOSIONS ROCKED HISVESSEL, “ENGAGE AND DESTROY THE ENEMY FLAGSHIP!”

THIS IS NOT A STAND ALONE PRODUCT AND REQUIRESBABYLON 5 WARS 2nd EDITION TO FULLY USE.

BW-117 ORIGINAL MSRP $16.95BABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros.(s02)

THIS BOOK IS AND IDEAL COMPANION TO THEWARS OF THE CENTAURI REPUBLIC SUPPLEMENT.IT INCLUDES NEW SHIPS, RULES, TECHNOLOGY,AND SCENARIOS FOR THE RACES IN THATPRODUCT, PLUS TWO NEW RACES NEVER BEFORESEEN: THE USUUTH AND ROGOLONS!

IN THIS BOOK YOU WILL FIND:

OVER 30 DIFFERENT ORIENI WAR SCENARIOS!Base assaults, convoy raids, ambushes,suicide runs, pursuit battles, and more!

NEW SHIPS FOR THE RACES OF THE ORIENI ERAThe Abbai Matriarchate (5 units)The Centauri Republic (3 units)The Drazi Freehold (7 units)The Orieni Imperium (3 units)The Raiders (4 units)The Rogolon Dynasty (7 units)The Usuuth Coalition (6 units)NEW SHIPS FOR THE RACES OF THE ORIENI ERAThe Abbai Matriarchate (5 units)

RULES AND BACKGROUNDS FOR TWO NEW RACESThe Rogolon DynastyThe Usuuth Coalition

...AND MUCH MORE!