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Police Full

The document describes police ships that can be included in Battlefleet Gothic fleets. Police ships do not count toward fleet points but take up fleet slots. They repair automatically between battles. Only one police ship of the defending fleet's races can be included. Several police ship options are provided from different factions like the Blue Star, Essusu, and more. Special rules for police ships like factory fresh and stun weapons are also outlined.

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Vladimir K
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0% found this document useful (0 votes)
270 views21 pages

Police Full

The document describes police ships that can be included in Battlefleet Gothic fleets. Police ships do not count toward fleet points but take up fleet slots. They repair automatically between battles. Only one police ship of the defending fleet's races can be included. Several police ship options are provided from different factions like the Blue Star, Essusu, and more. Special rules for police ships like factory fresh and stun weapons are also outlined.

Uploaded by

Vladimir K
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BABYLON 5

A CALL TO ARMS Police Ships


Stun Weapons: Any weapon that has the special trait of Stun will only do
Police Ships damage to crew. If a ship damaged by a Stun weapon and this ship survives
Ships in this book have a fleet rating, these ships do take up spots in the battle still in control by its owner all the crew lost with the Stun weapon
the fleet you are using for the battle but are not counted as being part of automatically recover and aren’t lost for campaign rules.
your main fleet. These ships do not join your fleet and you are not required
to repair them, they will repair themselves before the next battle they are Nasty Surprise: You may only take 1 Q-Ship per fleet. When you place your
use in. You do not need to keep track of their XP but you may if you want civilian ships on the table you may place this ship with them. Use a
for future battles. standard freighter counter as this ship and keep a note of witch ship is your
You may only include Police ships of your fleets race or races. You Q-Ship. This ship will move and act as a civilian Corporate Freighter until
may not include a Police ship that does not have any of its races ships on the you fire any of its port or starboard weapons or an enemy craft is within 8
table to start with. Examples are: League Combined fleet with no Drazi inches of this ship, at which time they find out that this ship is more armed
ships can’t have a Throkan, a Libration fleet with no Earth ships may not then a normal freighter. At any time when an enemy ship or fighter flight
have a Tethys, and a Army of Light with no I.S.A. ships cannot have a Blue ends its movement within range of this ships weapon you may interrupt
Star. your opponents move phase to fire any and all weapons at all enemy targets
You may include a Police Ship for any of the following battles where that are in range. When the Q-Ship becomes active add 3 to its anti-fighter
you are defending, Recon Run, Convoy Duty, and Blockade. You may have trait and add 2 to its base speed. If this ship fires during your opponents
one Police Ship for each fleet point over Raid. You can use Police ships in turn it cannot fire on your next turn but will now act as a normal ship in
any mission that your fleet is fighting Raiders, Drakh or Lort, and can be your fleet from that point on.
bought for your fleet list, but follow all rules of ships in your fleet.
Police Ships List
Some Police ships come with custom options, when buying these
ships you may pick any of the upgrades that the ship will allow, but if you
Priority Level: Patrol
want to play with that same Police ship in another game you may not pick
Blue Star (I.S.A.) Essusu (Balosian)
different upgrades. If you want to play with a different Police ship you can
Haven (Centauri) Kabrik (Brakiri)
pick different or the same upgrades but this new ship has no XP dice.
Lyata (Abbai) Maftora (Markab)
Nova Starfury Wing (5 flights) Porfatis Wing (3 fighters)
Police Ships Special Rules Shaveen (Minbari) Sho’Bog’Na (Pak’Ma’Ra)
Sho’Kos (Narn) Tethys (Earth)
Factory Fresh: This ship may forgo any upgrade options in order to get two
Throkan (Drazi) Xvell (Vree)
ships of the same type for the cost of one Patrol point. For the cost of two
XP dice you may pick up one upgrade available to this ship between battles. Priority Level: Skirmish
Pirate Hunter Q-Ship

Priority Level: Raid


Missal Barge (Earth)
Crew Quality____
2267+
Race Special Rules
Skin Dancing: Roll 1D6 5+ In base Molecular Pulsar XP Dice____
contact with enemy ship, may fire all (F)
weapons at target ignoring interceptors
and target cannot fire at you, any other Range: 8 AD: 4
ships with Accurate or Precise weapons Accurate, AP, X2 Damage
Blue Star

may attack you, Failed check destroys


2D6 Random Trait
the ship and deal, ram Damage to Hull 2-3 Adaptive Armor
target, Fighters my screen this action. 4-5 Computer
Hyperspace Jump: Blue stars may open 4 6
7
Dodge
Agile
2 jump points, enter one and exit the
I.S.A.

8 Self-Repairing
other. It may not open 2 entrances or 9-10 Atmospheric
11-12 Jump Engine
exits.
Allied Fleets

Adaptive Armor Dodge 3+

Flight Computer Atmospheric

Speed: 16
Advanced Jump Engine Self-Repairing 1
Name

Turns: 2/90o

Agile
Critical Hits
5 Damage _________________________
_________________________
Patrol

_________________________
_________________________
_________________________
_________________________
Essusu Patrol Boat
Police (Balosians) 2218+
Essusu Patrol Boat Crew Quality____ Crew Quality____

2218+
Fighters: If this ship is being
Upgrades: Pick any two different XP Dice____ used between the years of 2230 XP Dice____
upgrades. to 2240 they must use the
Interceptor Grid: Gain
Troops: O Troops: O
Delta-V fighters if they take the
Interceptors 1 Particle Beam Hanger Upgrade. After 2240 Particle Beam
Police (Balosians)

Heavy Armor: +1 Hull. (T) you may pick between using the (T)
Point Defense System: Gain Range: 4 AD: 6 Delta-V or Shasi fighters. Range: 4 AD: 6
Anti-Fighter 2
Long Range Targeting: one L. Ion Cannon L. Ion Cannon
weapon may fire with 50% (F) (F)
more range but at ½ AD. Range: 6 AD: 3 Range: 6 AD: 3
Additional Weapons Fitted: Twin-Linked Interceptor Grid: Twin-Linked
add 2 AD to one weapon. Heavy Armor:
Boarding Party: Gain +2 Hull Point Defense System:
Hull
Troops 4 Long Range Targeting: 4
Supercharged Thrusters: Additional Weapons:
add +2 to Speed Boarding Party:
Hanger: Gain a flight of Supercharged Thrusters:
fighters. Hanger:

Speed: 12 Speed: 12

Upgrade Delta-V Fighters


Upgrade Shasi Fighters

Particle Gun L. Particle Gun


Range: 2 AD: 1 Turns: 2/90o Range: 2 AD: 2 Turns: 2/90o
Weak
Hull Agile Agile
; 4 Hull

Name
; 3
Dodge 5+ Dodge 5+
Speed: 12
Name

Dogfight: +0 Speed: 8
Atmospheric Dogfight: +0
Atmospheric
Dodge: 3+
Atmospheric Dodge: 2+
D6 Random Trait Atmospheric D6 Random Trait
1-2 Dodge 1-2 Dodge
Patrol

3-4 Atmospheric 3-4 Atmospheric


8 Damage 5-6 Agile
8 Damage 5-6 Agile
Patrol

Race Special Rules


Gainful, if Violent, Employment: League of Non-Aligned Fleet: Give us the Weapons…..:
Veterans: +1 to all crew Quality scores up to 6
Police (Centauri) 2150+
Haven Patrol Boat
Haven Patrol Boat Crew Quality____ Crew Quality____

2150+
XP Dice____ Upgrades: Pick any two different XP Dice____
Upgrades: Pick any two different upgrades.
upgrades.
Troops: O Point Defense System:
Troops: O
Point Defense System: Gain L. Matter Cannon Long Range Targeting: L. Matter Cannon
Police (Centauri)

Anti-Fighter 2 (F) Guardian Array: (F)


Long Range Targeting: one Range: 8 AD: 2 Jump Engine Range: 8 AD: 2
weapon may fire with 50% AP, X2 Damage Super Thrusters: AP, X2 Damage
more range but at ½ AD. High Quality Engines:
Guardian Array: Gain Hanger:
Interceptors 1 and Escort L. Ion Cannon L. Ion Cannon
Jump Engine (F) (F)
Super Thrusters: Replace Range: 6 AD: 3 Range: 6 AD: 3
Dodge 5+ with Dodge 4+ Twin-Linked Twin-Linked
High Quality Engines: +1
Speed Hull Hull
Hanger: Gain a flight of 4 4
fighters.

Factory Fresh: forgo upgrades to


get two ships of the same type for
the cost of one Patrol point.

Speed: 12 Speed: 12
Upgrade Sentri Fighters

Upgrade Sentri Fighters


L. Particle Gun L. Particle Gun
Range: 2 AD: 3 Turns: 2/90o Range: 2 AD: 3 Turns: 2/90o

Name
Hull Agile (1-2) Hull Agile (1-2)
; 4 ; 4
Dodge 5+ (3-4) Dodge 5+ (3-4)
Name

Speed: 12 Speed: 12
Dogfight: +2 Atmospheric (5-6) Dogfight: +2 Atmospheric (5-6)
Dodge: 2+ Dodge: 2+
Patrol

Atmospheric 8 Damage Atmospheric 8 Damage


Patrol

Race Special Rules


Hate Narn: Ignore Stand Down and Prepared to be Boarded Special order given by Narn ships. Hunting Packs: Up to 6 ships of Raid or lower
may pick one target and as long as one ship is in range all other members of the Hunting Pack may increase their weapon ranges up to 1.5.
2241+
Kabrik Police Ship
Crew Quality____ Crew Quality____

2241+
Kabrik Police Ship Interceptors 1
Upgrades: Pick any two different XP Dice____ Heavy Armor: XP Dice____
upgrades. Gravitic Torpedo:
Interceptors 1
Troops: OOO Troops: OOO
Long Range Targeting:
Heavy Armor: +1 Hull. Grav Cannon Additional Weapons: Grav Cannon
Gravitic Torpedo: Arc (F), (F) Jump Engine (F)

Police (Brakiri)
Police (Brakiri)

Range: 24, AD: 4, AP, Range: 18 AD: 2 Boarding Party: Range: 18 AD: 2
Precise, One-Shot. Super AP, Precise Supercharged Thrusters: Super AP, Precise
Long Range Targeting: one Hanger:
weapon may fire with 50%
Graviton Pulsar Graviton Pulsar
more range but at ½ AD.
(T) (T)
Additional Weapons Fitted:
Range: 12 AD: 4 Range: 12 AD: 4
add 2 AD to one weapon.
AP AP
Jump Engine
Boarding Party: Gain +2 Hull Hull
Troops
Supercharged Thrusters: 4 4
add +2 to Speed
Hanger: Gain a flight of
fighters.

Factory Fresh: forgo upgrades to


get two ships of the same type for
the cost of one Patrol point.
Upgrade Falkosi Fighters

Speed: 10 Speed: 10

Upgrade Falkosi Fighters


L. Gravitic Bolt L. Gravitic Bolt
Range: 2 AD: 1 Range: 2 AD: 1
AP Turns: 2/90o AP Turns: 2/90o
Hull Agile Hull Agile
Name
Name

; 3 ; 3
Hull Hull
Breaching Pods

Breaching Pods
6 6
Speed: 16 Speed: 16
Dogfight: +1 Dogfight: +1
Dodge: 2+ Speed: 6 Dodge: 2+ Speed: 6
Dodge: 5+ Dodge: 5+
Patrol
Patrol

8 Damage 8 Damage
Crew Quality____ Crew Quality____

2238+
Lyata Police Corvette Interceptors 1

Lyata Police Corvette


Police (Abbai) 2238+
Upgrades: Pick any two different XP Dice____ Heavy Armor: +1 Hull. XP Dice____
upgrades. Anti-Fighter 2
Interceptors 1
Troops: O Troops: O
Long Range Targeting:
Heavy Armor: +1 Hull. Combat Laser Enhanced Shields: Combat Laser
Anti-Fighter 2 (F) Flight Computer (F)
Long Range Targeting: one Range: 15 AD: 2 Supercharged Thrusters: Range: 15 AD: 2
Police (Abbai)

weapon may fire with 50% Beam, Precise Hanger: Beam, Precise
more range but at ½ AD.
Enhanced Shields: Add
Quad Array Quad Array
+5/+1 to shields
(T) (T)
Flight Computer
Range: 8 AD: 4 Range: 8 AD: 4
Supercharged Thrusters:
Twin-Linked Twin-Linked
add +2 to Speed
Hanger: Gain a flight of
fighters.
Hull Hull
4 4
Factory Fresh: forgo upgrades to
get two ships of the same type for
the cost of one Patrol point.

UL Particle Gun UL Particle Gun


Upgrade Kotha Fighters

Upgrade Kotha Fighters


Range: 2 AD: 2 Speed: 12 Range: 2 AD: 2 Speed: 12
Weak Weak
Turns: 2/90o Turns: 2/90o
Hull Hull
Agile Agile
Name
; 4 ; 4
Name

Speed: 8 Shields 4/1 Speed: 8 Shields 4/1


Dogfight: +0 OOOO Dogfight: +0 OOOO
Dodge: 3+ Dodge: 3+
Patrol

6 Damage 6 Damage
D6 Random Trait D6 Random Trait
1-3 Agile 1-3 Agile
4-6 Shields 4-6 Shields
Patrol

Race Special Rules


Divert Auxiliary Power to Shields! S.A. Auto, Restore ½ total shields. No Mines: This ship does not carry mines. Pacifists
Police (Markab) 2003-2259
Maftora Police Ship Crew Quality____
Race Special Rules: XP Dice____
Anger of the Righteous: When roused
to fury the Markab have no care for Stun Beam Troops O
their own survival – they gain +1 (F)
bonus to all Crew Quality checks Range: 20 AD: 4
made for Give Me Ramming Speed! Beam, Stun Critical Hits
Special Action if the Markab are the ______________________
attackers. ______________________
Stun: This weapon only damages crew Hull ______________________
4 ______________________
______________________
__
Scatter Gun Scatter Gun
(T) (T)
Range: 12 AD: 3 Range: 12 AD: 3
Accurate Accurate

Upgrades: Pick any one upgrade.


Torpedo Launcher: Range
15’ Arc Fore AD 1 Slow-
loading, AP, X2 Damage
Advanced Sensors: +1 to L. Scatter Gun
overcome Stealth. Range: 4 AD: 2
Extra Hanger: Gain a flight Accurate

Drofta Fighters
of fighters. Speed: 12 Hull
Turns: 2/45o ; 5
Name

Agile Speed: 13
Dogfight: +0
12 Damage Dodge: 4+
Atmospheric
Patrol
Patrol Name Nova Starfury Wing
(Wing of Five Flights) Police (Earth) 2229+

;
Hull: 4

Speed 10

Dodge 2+
Range: 2 AD: 2

Dogfight: +2
Mini-Pulse Cannon
Porfatis System Patrol Boat
Police (Pak’Ma’Ra) 2231+ Light Plasma Array Micro Plasma Torpedo
Range: 2 AD: 4 Range: 8 AD: 1
AP AP, Slow-Loading, X2 Damage

; ;
Dogfight: -1

Hull: 6
Name
(Wing of Three Flights)

Speed 8

Dodge 6+
Patrol

Atmospheric
Police (Minbari) 2254+
Upgrades: Pick any two different
Shaveen Patrol Cutter

Shaveen Patrol Cutter


Crew Quality____ Crew Quality____

2254+
upgrades.
Upgrades: Pick any two different XP Dice____ Improved Stealth: XP Dice____
upgrades. Troops O Long Range Targeting: Troops O
Improved Stealth: Change Additional Weapons Fitted:
Stealth 5+ to Stealth 6+ Jump Engine
Long Range Targeting: one Improved Gravitic Engines:
Police (Minbari)

Shock Cannon Hanger: Shock Cannon


weapon may fire with 50%
more range but at ½ AD. (F) (F)
Additional Weapons Fitted: Range: 6 AD: 4 Range: 6 AD: 4
add 2 AD to one weapon. Slow-Loading Factory Fresh: forgo upgrades to Slow-Loading
Jump Engine Shock Cannon get two ships of the same type for Shock Cannon
Improved Gravitic Engines: the cost of one Patrol point.
+1 Speed Hull
Hanger: Gain a flight of
Hull
fighters. 3 Fusion Cannon 3
(T)
Fusion Cannon Range: 8 AD: 4
(T) Mini-Beam
Range: 8 AD: 4
Mini-Beam L. Fusion
Cannon
L. Fusion
Speed: 15 Range: 2 AD: 3 Speed: 15
Turns: 2/90o Turns: 2/90o

Upgrade Nial Fighters


Cannon Mini-Beam
Range: 2 AD: 3
Agile Stealth 5+ Agile
Upgrade Nial Fighters

Stealth 5+

Name
Mini-Beam Hull
;
Atmospheric 4 Atmospheric
;
Hull
4 Dodge 4+ Dodge 4+
Name

Speed: 15
Dogfight: +3
Flight Computer Flight Computer
Patrol

Speed: 15 Dodge: 2+
Dogfight: +3 4 Damage Atmospheric 4 Damage
Dodge: 2+ Stealth 5+
Atmospheric
Stealth 5+ Race Special Rules
Patrol

Web of Death: When 2 or more Ships are within 4” they all gain Escort.
Energy Mines: When hit by Energy Mines all following shots at this Minbari ship get +1 to overcome its stealth.
Shock Cannon: Every hit with a shock cannon deals no damage but caused a critical hit on the engines. This weapon has no effect on ships with
redundancy.
Police (Pak’Ma’Ra) 2188+
Sho’Bog’Na Patroller
Police (Pak’Ma’Ra) 2188+
Turbo Weapon:
Upgrades: Pick any two different Crew Quality____ Mini Plasma Torpedo: Crew Quality____

Sho’Bog’Na Patroller
upgrades. Interceptors 1
Turbo Weapon: Plasma XP Dice____ Additional Weapons: XP Dice____
Cannon gains X2 Damage Advanced Sensors:
Mini Plasma Torpedo: Troops: O Improved Thrusters:
Troops: O
Range 15, Arc (F) AD: 1, AP,
Slow-Loading, X2 Damage
Interceptors 1 Plasma Cannon Plasma Cannon
Additional Weapons: Gain 2 (T) (T)
AD to Plasma Cannon Range: 10 AD: 8 Range: 10 AD: 8
Advanced Sensors: Gain +1 AP AP
to overcome Stealth
Improved Thrusters: Gain Hull Hull
+1 to Speed
4 4
Factory Fresh: forgo upgrades to
get two ships of the same type for
the cost of one Patrol point.

Name
Dodge 6+ Speed: 10 Dodge 6+ Speed: 10
Turns: 2/45o Turns: 2/45o
Name

10 Damage 10 Damage
Patrol

Race Special Rules


Patrol

Redundant Systems: Ignore each lost point of crew and damage on a 6.


Plasma Web: Squadron of Pak’Ma’Ra ships may focus their plasma weapons in to one attack of ½ total AD but gain Energy Mine and Heavy Plasma
Cannons only retain X2 Damage if no Plasma Cannons fire too.
Gentle Beings: -1 to all Crew Quality scores. Scavengers
2240+
Crew Quality____ XP Dice____ Troops: O

Sho’Kos Patrol Cutter


Sho’Kos Patrol Cutter Crew Quality____ XP Dice____ Troops: O

2240+

2240+
Burst Beam Burst Beam
Upgrades: Pick any two different Upgrades: Pick any two different (B)
Sho’Kos Patrol upgrades.
Advanced Sensors: +1 to
(B)
Range: 8 AD: 1
Beam
upgrades.
Advanced Sensors:
Range: 8 AD: 1
Beam
Reinforced Hull: Additional

Police (Narn)
overcome Stealth
Reinforced Hull: Add 2 Arrays:
M. Pulse Cannon M. Pulse Cannon
Police (Narn)

damage Superior Helm: (F)


(F) Long Range Targeting:
Additional Arrays: +2 AD to Range: 6 AD: 2 Range: 6 AD: 2
L. Pulse Cannon Advanced Lenses:
Superior Helm: +1 to Crew Hanger:
L. Pulse Cannon
Narn

Quality to Come about. L. Pulse Cannon


Long Range Targeting: One (T) (T)
Weapon of your choice can Range: 8 AD: 2 Range: 8 AD: 2
Weak Weak
fire at 50% more range but
at ½ AD. Hull
Advanced Lenses: Change Hull
the Burst Beam to (F) arc. 4 4
Hanger: Gain a flight of
Frazi fighters.

Factory Fresh: forgo upgrades to


get two ships of the same type for
the cost of one Patrol point.

Speed: 12 Particle Gun Speed: 12

Name
Particle Gun
Turns: 2/45o Range: 2 AD: 4 Turns: 2/45o

Upgrade Frazi Fighters


Range: 2 AD: 4
Upgrade Frazi Fighters

Hull Agile (1-2) Dodge 5+ (3-4) Hull Agile (1-2) Dodge 5+ (3-4)
Name

Name

; 5 ; 5
Anti-Fighter 1 (5-6) Anti-Fighter 1 (5-6)
Patrol

Speed: 10 Speed: 10
(Two Ships)

Dogfight: +0 Dogfight: +0
Cutter

Dodge: 3+ Dodge: 3+
Patrol

Patrol

Atmospheric Atmospheric
12 Damage 12 Damage
Race Special Rules
Hate Centauri: Ignore Stand Down and Prepared to be Boarded Special order given by Centauri ships.
2230+
Crew Quality____ Crew Quality____

2230+
Upgrades: Pick any two different XP Dice____ Upgrades: Pick any two different XP Dice____

Tethys Cutter
upgrades. upgrades.
Interceptor Grid: add +2 to Plasma Cannon Interceptor Grid: Plasma Cannon
Tethys Cutter

Interceptors (F) Heavy Armor: (F)


Heavy Armor: +1 Hull. Range: 8 AD: 4 Point Defense System: Range: 8 AD: 4

Police (Earth)
Point Defense System: Gain AP Long Range Targeting: AP
Police (Earth)

Anti-Fighter 2 Additional Weapons Fitted:


Long Range Targeting: one L. Plasma Cannon Supercharged Thrusters: L. Plasma Cannon
weapon may fire with 50% (F) Hanger: (F)
more range but at ½ AD. Range: 6 AD: 2 Range: 6 AD: 2
Additional Weapons Fitted: AP Factory Fresh: forgo upgrades to AP
add 2 AD to one weapon. get two ships of the same type for
Supercharged Thrusters: Hull the cost of one Patrol point. You Hull
add +2 to Speed cannot get these ships from the
Hanger: Gain a flight of
4 factory after 2264 when their
4
fighters. production run ended and it was
replaced with the Myrmidon.

L. Plasma Cannon L. Plasma Cannon


(T) (T)
Range: 6 AD: 2 Range: 6 AD: 2
AP AP

Speed: 10 Speed: 10
Mini-Pulse Cannon Turns: 2/45o Mini-Pulse Cannon Turns: 2/45o
Upgrade Starfury

Upgrade Starfury
Range: 2 AD: 2 Range: 2 AD: 2

Hull Name Hull


; 4 ; 4
Name

6 Damage 6 Damage
Speed: 10 Speed: 10
Dogfight: +1 Dogfight: +1
Patrol

Dodge: 2+ Interceptors 1 Dodge: 2+ Interceptors 1


Patrol

Race Special Rules


Set Interceptors to Offensive Mode! Crew Quality check: Automatic. This ship no longer benefits form its own Interceptors but has the following
stats. Range:4, AD: 2X Interceptors Rating, Twin-Linked
2144+
Throkan Corvette
2144+
Throkan Corvette Upgrades: Pick any two different Crew Quality____ Upgrades: Pick any two different Crew Quality____
upgrades. XP Dice____ upgrades. XP Dice____
Turbo Weapon: One Turbo Weapon: One
weapon gains X2 Damage Troops: O weapon gains X2 Damage Troops: O
but loses ½ AD +1 but loses ½ AD +1

Police (Drazi)
Miniature Solar Cannon: Particle Cannon Miniature Solar Cannon: Particle Cannon
Police (Drazi)

Arc (B), Range:12, AD:1, (B) Arc (B), Range:12, AD:1, (B)
Beam, Slow-Loading, X3 Range: 15 AD: 4 Beam, Slow-Loading, X3 Range: 15 AD: 4
Damage Beam Damage Beam
Anti-Fighter 1 Anti-Fighter 1
Additional Weapons: +2 AD Particle Beam Additional Weapons: +2 AD Particle Beam
to one weapon. (B) to one weapon. (B)
Refined Targeting: Change Range: 4 AD: 4 Refined Targeting: Change Range: 4 AD: 4
one weapon Arc to (F). Weak one weapon Arc to (F). Weak
Supercharged Thrusters: +2 Supercharged Thrusters: +2
Speed Hull Speed Hull
Factory Fresh: forgo upgrades to 3 3
get two ships of the same type for
the cost of one Patrol point.

Speed: 16 Name Dodge 4+ (4-6) Speed: 16


Dodge 4+ (4-6) Turns: 2/90o Turns: 2/90o
Name

Agile (1-3) Agile (1-3)


Patrol

5 Damage 5 Damage

Race Special Rules


Patrol

Start Attack Run! S.A. 8 in the Movement Phase the ship may attack any ship it moves over or through using all its Fore and Bore weapons rerolling
all hits except twin-linked weapons. After the attack roll 1D6 and on a 6 you ram the target otherwise finish your move and no attacking during the
Attack Phase. Aggression: +1 to all Give me Ramming Speed!, and Stand Down and Prepare to be Boarded! S.A.
Xvell Escort Saucer

2215+
2215+

Xvell Escort Saucer


Upgrades: Pick any two different Crew Quality____ Upgrades: Pick any two different Crew Quality____
upgrades. upgrades.
Interceptor Grid: Gain XP Dice____ Interceptor Grid: XP Dice____
Interceptors 1 O Extreme Maneuverability:
Extreme Maneuverability:
Troops: Troops: O
Turbo Weapons:

Police (Vree)
This ship does not lose its Long Range Targeting:
Police (Vree)

SM turning regardless how Antiproton Gun Additional Weapons Fitted: Antiproton Gun
far it moves. (T) Flight Computer (T)
Turbo Weapons: Antiproton Range: 4 AD: 8 Supercharged Thrusters: Range: 4 AD: 8
Gun gains X3 damage but Super AP Hanger: Super AP
AD goes down to 5.
Long Range Targeting: one Hull Hull
weapon may fire with 50%
more range but at ½ AD.
4 4
Additional Weapons Fitted:
add 2 AD to Antiproton Factory Fresh: forgo upgrades to
Gun. get two ships of the same type for
Flight Computer the cost of one Patrol point.
Supercharged Thrusters:
add +2 to Speed
Hanger: Gain a flight of
fighters.
Speed: 14 Speed: 14
Turns: 2/90o Turns: 2/90o

Name
L. Antiproton Gun L. Antiproton Gun
Range: 2 AD: 3 Agile 1-3 Range: 2 AD: 3 Agile 1-3
Upgrade Zorth

Upgrade Zorth
Hull Hull
Name

; ;
3 Dodge 5+ 4-5 3 Dodge 5+ 4-5

Speed: 16 5 Damage Speed: 16 5 Damage


Patrol

Dogfight: +3 Dogfight: +3
Dodge: 2+ Dodge: 2+
Atmospheric Atmospheric

Race Special Rules:


Patrol

Telepathy: +1 to Crew Quality checks, unable to disrupt shadows. Super Maneuverability: Move only ½ speed and the ship has Turn SM.
Initiate Extraction! S.A. Auto in the end phase may take 1 Crew from any ship within 2”, every 10 crew adds 1 Victory Point.
Conglomerate Backing
Initiative: +0

2241+
Pirate Hunter
Race Special Rules M. Pulse Cannon Laser Cannon Crew Quality____
Raider Hunter: This ship may be added to any fleet (F) (B) XP Dice____
that is fighting raiders. This ship may not join any Range: 10 AD: 4 Range: 12 AD: 4
Ancient, Shadow, Vorlon, Drakh, or Raider Fleets. Twin-Linked
Troops
Beam
While this ship is in your fleet you can take a second
attempt to find the Raider base but roll a d6 and on
OO
a 1 the Raider player my put up a fleet to attack this Hull
Civilian

ship. Play a running fight with this ship being the


only defender.
5 Dodge 5+
Limited Deployment: Only one Pirate Hunter may
be added to any fleet. In campaigns if you lose the
Pirate Hunter you may buy a new one at double
cost. If fighting only against Raiders you may buy up
to 3 Pirate Hunters.
M. Pulse Cannon M. Pulse Cannon
Custom Ship: Pick any three different upgrades.
(P) (S)
Interceptors 2
Range: 10 AD: 4 Range: 10 AD: 4
Stealth 4+
Boarding Party: Gain +2 Troops and
Breaching Pods 2, lose one trait.
Hanger: Add a flight of Delta-V2 or a race Anti-Fighter 4
light or medium fighter flight.
Afterburners
Narn Upgrade: add and gain 2
troops.
Centauri Upgrade: replace Laser Cannon Atmospheric
with Battle Laser (F) range: 14, AD: 4, Beam, Speed: 12
Name

Precise.
Brakiri Upgrade: replace Laser Cannon with Turns: 2/45o Critical Hits
Gravition Beam (F) range: 18, AD: 4, Beam, 2D6 Random Trait
Slow-Loading, X2 Damage.
2-4
5-7
Dodge
Anti-Fighter
Agile _______________________
_______________________
Drazi Upgrade: replace Laser Cannon with H. 8-10 Atmospheric
Particle Cannon (B) range: 15, AD: 2, Beam, 11-12 Agile _______________________
X2 Damage and gain 2 troops. _______________________
Human Upgrade: replace Laser Cannon with ____________________
Skirmish

H. Laser Cannon (B) range: 18, AD 2, Beam, 24 Damage


X2 Damage.
Particle Beam Missile Rack
2196+
(T) (F) Crew Quality____
Anti-Fighter 1 or 4
Range: 8 AD: 4 Range: 24 AD: 6
Super AP, X2 Damage, Slow-Loading
Troops
O
Hull
H. Plasma Cannon 4 H. Plasma Cannon
Q-Ship

(P) (S)
Police

Range: 10 AD: 6 Range: 10 AD: 6


AP, X2 Damage AP, X2 Damage

Missile Rack Missile Rack


(P) (S)
Range: 20 AD: 4 Range: 20 AD: 4
Precise, Super AP Slow-Loading Precise, Super AP Slow-Loading

Speed: 4 - 6
Turns: 1/45o
Lumbering
Critical Hits
12 Damage ___________________
Name

___________________
___________________
___________________
Nasty Surprise: You may only take 1 Q-Ship per fleet. When you place your civilian ships on the table you may place this ship with them. Use a
___________________
standard freighter counter as this ship and keep a note of witch ship is your Q-Ship. This ship will move and act as a_________________
civilian Corporate Freighter
until you fire any of its Missile Racks or Heavy Plasma Cannons or an enemy craft is within 8 inches of this ship, at which time they find out that
Skirmish

this ship is more armed then a normal freighter. At any time when an enemy ship or fighter flight ends its movement within range of this ships
weapon you may interrupt your opponents move phase to fire any and all weapons at all enemy targets that are in range. When the Q-Ship
becomes active add 3 to its anti-fighter trait and add 2 to its base speed. If this ship fires during your opponents turn it cannot fire on your next
turn but will now act as a normal ship in your fleet from that point on.
Crew Quality____
2191+
Missile Racks
(F) XP Dice____
Range: ___ AD: 4
Troops
Missile Barge

Slow Loading
_______________ OO
Civilian (Earth)

Anti-Fighter 2 Hull Particle Beam Particle Beam


(T) (T)
4 Range: 6 AD: 4 Range: 6 AD: 4
Weak Weak

Missile Racks Missile Racks


(P) (S)
Range: ___ AD: 4 Range: ___ AD: 4
Slow Loading Slow Loading
_______________ _______________

Missile Types
Anti-Ship Missile 2165+
Range: 30 Precise, Super AP
Flash Missile 2229+
Range: 20 AP, X2 Damage, Precise
Heavy Missile 2225+
Range: 12 X3 Damage, Super AP
Long-Range Missile 2225+ Critical Hits
Range: 40 AP, Precise
___________________
Name

Anti-Fighter Missile 2237+


Range: 15 No Dodge rolls Speed: 3 ___________________
___________________
HARM Missile
Range: 15 Super AP
2248+
Turns: 1/45o ___________________
No damage, target 10+crew check, all stealth 3+
Lumbering ___________________
54 Damage _________________
Raid

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