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Page 1: Introductiontesarta.com/b5wars/reinforcements1.pdf · Introduction Welcome to Reinforcements-1, ... If the reaction to this supplement is ... Babylon 5 Wars, Babylon 5, characters,
Page 2: Introductiontesarta.com/b5wars/reinforcements1.pdf · Introduction Welcome to Reinforcements-1, ... If the reaction to this supplement is ... Babylon 5 Wars, Babylon 5, characters,
Page 3: Introductiontesarta.com/b5wars/reinforcements1.pdf · Introduction Welcome to Reinforcements-1, ... If the reaction to this supplement is ... Babylon 5 Wars, Babylon 5, characters,

B5Wars.net – Reinforcements 1 Page 1

Introduction Welcome to Reinforcements-1, the

first in a potential series of free, downloadable supplements to the defunct Babylon 5 Wars miniatures combat game.

Reinforcements-1 is a collection of variants I have designed over the last several years, as well as a couple that ended up getting included in our own local campaign, and a couple new units just for this supplement. The majority of units included in this first release are for the Earth Alliance and Minbari Federation, with a couple for the Centauri, Narn, and a couple League races as well.

If the reaction to this supplement is positive, I might consider doing one or two more. Enjoy!

Product Credits Editor .......................... Mike Jasperson

Layout ........................ Mike Jasperson

Cover Design ............. Mike Jasperson

Playtesters and Proofreaders Special thanks to my local group who

helped me make sure that the units included were not completely munchy!

Josh Garvais, Matthew Moses, Dirk Schot, Steven Skeie, Kyle Sykora.

Special Credit Notes A special thank you to all of the

people who made Babylon 5 Wars a reality at Agents of Gaming over the years, as well as to all the other player -contributors out there like myself, who continue to try and keep the game alive!

What is B5Wars.net? B5Wars.net, formerly known as

B5WARS.AGENTSOFGAMING.COM, used to be the “official” Internet Player Resource for the Babylon 5 Wars Universe! Of course, it’s hard to be “official” anymore!

B5Wars.net continues to serve the Babylon 5 Wars worldwide player community, offering online discussion forums, mini galleries, and a worldwide player registry. Reinforcements-1 is the first of what could become several fan-produced supplements available as well. Check it out at:

http://b5wars.net/

Copyright Information Babylon 5 Wars, Babylon 5,

characters, names, and all related indicia are trademarks of and copyright Warner Bros.

This document was produced and published free of charge, and should only be distributed in that manner. No profit should be made in the redistribution of this document, or in any works derived from it.

Art Credits The Earth Alliance Monsoon Gunboat

and Earth Alliance Tempest Advanced Patrol Cruiser artwork featured on the cover and control sheets in this supplement were created by Fabio Passaro, and used with permission. Check out more of Fabio’s work at:

http://www.meshweaver.com/

Document Version Version 1.1 (25-Feb-2007)

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Abbai Units Liratha Escort Cruiser Common Skiatha Variant

The Liratha is a companion design for the Skiatha Scout. The Abbai had a need for a escort cruiser servicing a squadron of fighters, yet capable of warding off small raider ships as well. Equipping all of these units with ELINT sensor suites was cost prohibitive, so the needs were combined into a single hull to reduce costs.

The Liratha carries a smaller, non-ELINT sensor array and has Combat Lasers in place of the Port and Starboard Quad Arrays. Too lightly armed for combat against warships, the Liratha is typically used as a convoy escort, where it excels at dealing with Raider fighters, and can use it's Combat Lasers to ward off any light warships it may face.

Brakiri Units Shakava Light Cruiser Standard Deployment (100%) Common Shakara Variant

Im-Resha determined that it would be very cost-effective to produce a light cruiser variant of the Shakara Scout Cruiser, to increase the volume of parts produced for this class of hull (thereby lowering production costs per unit), and provide Im-Resha with a high quality escort cruiser to escort convoys that they would prefer that the other Brakiri corporations not know about.

The Shakava has a smaller, non-ELINT sensor array, allowing enough power surplus to gain Graviton Beams in place of the scout cruiser’s Gravitic Shifters.

Tobrik Escort Carrier Uncommon Kabrik Variant

Ly-Nakir used Rakarta Patrol Frigates as escorts for their large carriers, but also wanted the ability to deploy a small group of fighters from a light carrier for anti-raider and police operations. Much like the Rakarta, Ly-Nakir licensed the rights to the Kabrik Police Ship, and set about modifying it to serve as a light escort carrier.

While the Tobrik is capable of servicing a flight of Pikitos heavy fighters, the hangar was never intended to handle craft of this size. Several reports of Pikitos launch and landing mishaps have limited most Tobriks to Falkosi compliments only.

(See the “Inadequate Hangar Facilities” rules on page 10 of Variants-5 if Pikitos fighters are used.)

Centauri Units Haven Patrol Leader Rare Haven Variant

The leader variant of the Haven was initially planned as a fleet-wide upgrade to the design. In an effort to provide the Haven with some additional punch against other light warships and raider units, the Centauri replaced the Matter Cannon in the nose of the ship with a Heavy Array.

While formidable for a ship of it's size, implementing the heavy weapon on the Haven proved to be far too expensive for the Centauri to afford. The design was converted to lead groups of standard Havens in picket fleets at colonies, with the addition of enhanced command and control functions (resulting in +1 initiative).

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B5Wars.net – Reinforcements 1 Page 3

Lutan Laser Gunship Uncommon Kutai Variant

The Kutai Gunship has served the Centauri military well since 2034. By the 2100s, however, it's Plasma Cannon armament was beginning to show it's age, as the Centauri's neighbors caught up technologically.

The Centauri looked at several weapon combinations to replace the Plasma Cannons, and narrowed it down to two finalists: Matter Cannons for their punch, and Assault Lasers for their range. Each design was run through several simulations, comparing combat effectiveness. In the end, the Matter Cannon armament was selected for the Kutai, but the Lutan variant was also commissioned in smaller numbers.

Drazi Units Firekestrel Corvette Rare Kestrel Variant

Following the successful installation of Solar Cannons on the Solarhawk, The Drazi began looking for other vessels that could benefit from this weapon.

The venerable Kestrel Corvette, with its dual wing-mounted hardpoints, was selected for the program. The Solar Cannons, with their lower power consumption, provided ample extra power for the Particle Repeater to be used effectively, helping to mitigate the effect of the reduced rate of fire.

While the design was superior to the original Kestrel, it did not provide a great enough advantage to justify the cost of a refit program, leaving the Firekestrel quite rare in the Drazi arsenal.

Warfalcon Strike Cruiser Uncommon Stormfalcon Variant

While the majority of the Drazi fleet is composed of maneuverable attack vessels, the Drazi realized the need to have larger capital ships on hand for slugginging matches with opposing battleships, if necessary. Essentially a "pocket battleship", the Warfalcon sacrifices hangar space and defensive weaponry for additional firepower.

While not a one-on-one match for a battleship from the major races, the Warfalcon is a potent adversary that cannot be overlooked.

Earth Units Artemis Bolt Frigate (Delta Model) Uncommon Artemis Variant

As EarthForce entered the Dilgar War, they acquired captured samples of Dilgar Bolter and Pulsar weapons. Pulsars were far in advance of Earth's current technology level, but Bolters were comparatively simple, and EarthForce began to reproduce them for weapons trials. Initial tests were promising, and the one-and-only Beta model of the Hecate Testbed Cruiser entered regular combat service in 2232.

After the conclusion of the Dilgar War, the Artemis Frigate was the first front-line combat unit to receive Medium Bolters. Artemis Frigates often bore the brunt of ammunition shortages, being entirely dependent on Railguns for offensive firepower.

The majority of Artemis Deltas were destroyed during the Minbari War. The few that survived were re-armed with Pulse Cannons and converted to Zeta-model Escort frigates after the war.

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Hecate Blast Cruiser (Gamma Model) Unique Hecate Variant

The Gamma model of the Hecate Testbed Cruiser was built to test Blast Laser technology, quietly scavenged from destroyed Hyach vessels during the Dilgar War.

The Blast Laser proved impossible for EarthForce to duplicate at the time, and extremely difficult to repair and integrate with existing systems, delaying testing until several years after the Minbari War. To begin field testing, a new Eta-class Hyperion Patrol Cruiser, the EAS Clarkstown, was pulled from the assembly line for conversion into the first (and only) Gamma-class Hecate.

The Clarkstown replaces the Heavy Lasers of the Eta-class Hyperion with Blast Lasers. Unfortunately, EarthForce's inability to duplicate Blast Laser technology on the same scale as the Hyach canceled plans to build additional Hecate Gammas, or any other Blast Laser-equipped Earth vessel.

The Clarkstown served in EarthForce, officially as a Hyperion, up until it's destruction in 2260. During the onset of the Earth Civil War, the Clarkstown was part of the battle group dispatched to hunt down and destroy the renegade Omega Destroyer EAS Alexander. During it's final battle it fought well, causing heavy damage to the Alexander before it was destroyed.

I was inspired to do this design after re-watching the episode "Severed Dreams". When it did fire it's Laser weapon at the Alexander, it appeared to do standard damage, instead of raking across the hull, as was seen in the battle against the Agrippa and Roanoke later in the episode.

Monsoon Advanced Gunboat (Alpha Model) Base Hull (Unlimited Deployment)

The EA Monsoon Advanced Gunboat was one of the first warship upgrade programs authorized by President Clark after the Shadows arranged the assassination of President Santiago at the end of 2258.

The Monsoon is the first agile warship in the Earth Alliance arsenal. It's thruster arrangement, inspired by the Starfury fighter, consists of large, powerful thrusters located on the corners of the vessel. EarthForce also included a first-generation artificial gravity system capable of generating 0.3G; enough to dampen the forces of agile maneuvers. Primary systems for the Alpha were taken directly from late-model Tethys Cutters to accelerate deployment.

The resulting gunboat represented a leap in medium warship development for Earth, producing a gunboat rivaling that of most other races in the Galaxy.

Initially, only a few Monsoon Alphas were to be built before the Beta model, upgraded with Shadow technology similar to the Omega Epsilon. Those plans were derailed in mid-2261, when the Shadows went beyond the Rim. While it is rumored that a couple Monsoon Betas were built, none were seen during the Earth Civil War.

The Monsoon Alpha served well for Clark's forces in the Earth Civil War. But, without the Shadow technology initially planned for, they were not a match for the White Star, as the Shadows had planned. They were a serious threat to the Earth vessels in Sheridan's fleet, however, and did manage to disable or destroy several in hit-and-run attacks during Sheridan's drive towards Earth.

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B5Wars.net – Reinforcements 1 Page 5

Nemesis Patrol/Training Boat (Lambda Model) Base Hull (Unlimited Deployment)

Designed as a training platform, the Nemesis P/T Boat is typically the first warship a young EarthForce military or police cadet will serve on, honing their skills before being assigned to a larger combat vessel for field training.

While inexpensive to operate, the non-atmospheric Nemesis cannot operate without an orbital facility to resupply them with consumables. A standard Nemesis can last about 96 hours before running out of oxygen.

Condor Assault Lander (Alpha Model) Base Hull (Unlimited Deployment)

Before 2200, EarthForce relied primarily on commercial liners and freighters for troop transport, often placing troops in unnecessary risk, if the transports encountered resistance en route to their targets. To address this issue, EarthForce prepared a multi-stage program to develop military grade troop transport capabilities.

As the best atmospheric-capable vessel available at the time, the Laertes was rushed into service as a stop-gap transport alternative in 2200. While the program met with success, troops were housed in cramped conditions, and had to travel separately from heavier equipment.

The clean-sheet Condor Assault Lander entered service in 2209, based on lessons learned from the Laertes Epsilon. The Condor is considerably larger than the Laertes, and is able to transport heavy ground elements in addition to troops. Though the quarters

are comparatively spacious, the lack of artificial gravity still limits the distance troops can travel, requiring nearby outposts be used as staging areas.

While the arrival of the Tantalus in 2239 relegated the Condor to a supporting role, it continues to see service transporting heavy ground units and performing large-scale resupply missions for major ground deployments.

Omega Battle Scout (Zeta Model) Restricted Deployment (10%) Rare Omega Variant

EarthForce's lopsided fleet doctrine after the Minbari War led to several modifications to the basic Omega hull design to fill gaps in the fleet structure until new ships could be commissioned.

The Omega Battle Scout attempts to fill two of those gaps. Both the Oracle and Sagittarius were nearly non-existent after the Battle of the Line. EarthForce needed an interim scout and an interim missile cruiser until the new Apollo and Delphi cruisers became available.

The Battle Scout features a slightly improved sensor array with ELINT capabilities, and trades it's standard forward armament for Class-L missile racks. The hangar bay is also reduced to make room for a Reload Rack, to allow for longer deployment missions.

Originally scheduled as the Epsilon model of the Omega, its designation was changed late in development, as Clark’s regime rushed Shadow-enhanced Omega Destroyers into service during the Earth Civil War.

The Omega Zeta serves a diminished role after the Delphi and Apollo enter service, but is still in use where a more combat-capable scout is needed.

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Tempest Advanced Patrol Cruiser (Alpha Model) Base Hull (Unlimited Deployment)

The Hyperion Heavy Cruiser has, at one time or another, filled almost every role in the fleet, from mainline cruiser to command ship, to testbed cruiser, to patrol and support missions.

While President Clark was in office, a program was initiated to design a new cruiser to replace the aging Hyperion. As costs of Clark's advanced warship programs continued to skyrocket, keeping the cruiser affordable enough to produce in large numbers was a primary concern. The Tempest Advanced Patrol Cruiser was the result.

One of the biggest changes from most modern Earth Alliance cruisers was the selection of Light Pulse Cannons as secondary armament instead of the usual array of Standard Particle Beams. The primary reason for this selection was to give the Tempest a more effective weapon against groups of fighters.

The Tempest's primary armament consists of two Heavy Pulse Cannons firing forward, and a group of four Laser/Pulse Arrays. The Tempest also has a larger, Hyperion-inspired hangar, capable of supporting a squadron of Thunderbolts, as well as two breaching pods for boarding actions.

Much like the Hyperion it replaces, several variants of this vessel are in various states of proposal, design, and even development. Most are unlikely to begin appearing until sufficient numbers of Tempests have been produced, and have proven that the cost-saving measures taken during development haven't resulted in an ineffective combatant.

Minbari Units Drala Fi (Black Star) Flagship Unique Shargoti Variant

The Drala Fi, or Black Star, is the name given to the Warrior Caste's command dreadnought. The Black Star replaces it's EP guns with the more-versatile Shock Cannon, and replaces the Gravity Nets with additional Neutron Lasers. It also has an improved sensor suite, and additional command-and-control features providing an initiative bonus above-and-beyond the Minbari's already superior control suites.

During the Earth-Minbari War, the Drala Fi was destroyed by the EAS Lexington, which was hiding in the Sol asteroid belt in an area it had mined with tactical nuclear warheads.

The Minbari did upgrade a new Shargoti to replace the Black Star, but not before the war concluded.

Blue Dwarf (Standard Model) Base Hull – Limited Deployment (33%) (except in Interstellar Alliance service)

Based on technology from the White Star, The Blue Dwarf is a light combat vessel operated by the Minbari and Interstellar Alliance, as a high-speed transport and runabout.

The most amazing feature of the Blue Dwarf is its small Jump Engine, a first for any non-Ancient race in an LCV. The energy requirements of a Jump Engine, even one this small, are more than the little reactor can handle for long periods of time. In order to be powered, the Blue Dwarf typically has to deactivate its weapons. (Co-Designer: Josh Garvais)

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B5Wars.net – Reinforcements 1 Page 7

Neshati System Defender Common Neshatan Variant

The Neshatan Gunship’s was often left out of Minbari battle fleets, as seen in their advance on Earth during the war. A lack of maneuverability slowed any battle group it was a part of, and its underpowered reactor dulled its fearsome armament. Neshatans were often left to defend systems, many of which already had OSATs and/or Starbases, where its Neutron Laser armament was almost superfluous.

The Worker Caste began work to refit some Neshatans with Molecular Pulsars to better fit a system defense role. This refit allowed the remaining Neutron Lasers to be upgraded to Improved models with enough power to charge them in sustained mode at all times.

Tishann Torpedo Fighter Rare Tishat Variant

The Tishann is a variant of the venerable Tishat medium fighter, and was designed for use by the Minbari Protectorate for defense against Raiders. While almost always seen in use by Protectorate forces, the Minbari navy has been known to use them rarely for special missions.

The Tishann sacrifices over 20% of the Tishat's engine power in exchange for the capability to carry four Light Molecular Torpedoes, mounted on pylons on the fighter's wings. Light Molecular Torpedoes have an extremely long range as fighter weapon, even longer than the cruiser-mounted missiles of some races. Their damage potential varies widely, however, limiting their effectiveness, and popularity in the Minbari regular navy.

Torotha Assault Frigate (Upgraded) Common Torotha Variant

The upgraded Torotha Assault Frigate was proposed by the Warrior Caste as part of a fleet upgrade program to replace the older Molecular Disruptor with Molecular Pulsar cannons.

The upgrade eliminates the EP Gun and Molecular Disruptors in favor of less power-hungry Molecular Pulsars. This allowed for engine improvements, making for a more flexible combatant.

The upgrade also makes the Torotha considerably more potent against enemy fighters, making it useful as an auxiliary anti-fighter escort if needed.

White Star (Scout Model) Rare White Star Variant

The Scout model of the White Star appeared a few months after the standard model, to provide a fleet support vessel capable of keeping up with the White Star Fleet.

In order to upgrade the sensor with ELINT capabilities on a small ship with an already undersized reactor, the Minbari were forced to remove the forward Neutron Laser and Molecular Pulsars.

Scout model White Star's are extremely rare. Some Rangers say that the Scout's living Vorlon skin is a slightly different color and pattern than other White Stars. To most, they are visually indistinguishable.

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Narn Units Arcismax Auxiliary Carrier Rare Arcismus Variant

The Narn Regime have never had much interest in fielding a dedicated carrier in their fleet. However, they have had times in the past (such as after the Centauri decimated their fleet en route to the Narn Homeworld) where fighters were all they had available to them, and needed a way to get them through Hyperspace in large groups without a Jumpgate.

The Arcismax is a variant of the Arcismus Supply Ship, replacing the cargo bays with makeshift hangar bays for fighters. The armaments of the Arcismax are also converted over to medium and light pulse weapons (pulsars in the 2230s, pulse cannons after 2241), to give the lightly armored ship a change to defend itself against any enemy fighters that follow it's squadrons back to their mothership.

The rarity of the Arcismax varies through Narn history, depending on the availability of the Narn regular navy. At no time has it reached common status, and it's usually quite rare.

Bor'Gan Long Range Explorer Base Hull - Restricted Deployment (10%)

The Narn have had many brilliant successes during their expansion. They've also had several brilliant failures, many of which can be attributed to the speed in which their fleet grew and adapted to the missions it was presented with.

One area where this is illustrated is in the evolution of Narn exploration and jumpgate construction. When the Narn first began to expand in the 2210s,

several ships were required in order to move from system to system; T'Shon scouts to scan and catalog the system, Arcismur transports to deliver new jumpgates to sectors, and T'Narr assault ships to subjugate any natives that might not want them there.

In the 2220s, the Narn began a program of streamlining their exploration program. Continuing with their T'Narr-style modular construction pattern, A larger, three-hull segment vessel was constructed to replace both the T'Shon Early Explorer and Arcismur Transport. The Na'Ston Explorer did allow the Narn to accelerate their exploration programs, but was too massive for the engine and thruster systems at the Narn's disposal at the time. The result was a sluggish vessel that was barely able to defend itself, as was seen when the Descari captured one shortly after the failed Narn invasion of Bestine.

The Narn achieved many technological breakthroughs in the 2230s, developing new hulls, and obtaining more powerful weapons systems from their covert alliance with the Dilgar. The structure of the fleet changed quickly. Where modular hull construction had been prevalent in the Narn fleet, it quickly began to disappear, replaced with sleeker, single-body vessels.

In 2241, the Var'Nic Long Range destroyer entered service, and immediately drew the interest of the exploration directorate of the Narn military. An extended duration cruiser would be ideal for deep space exploration, allowing the Narn to stretch their exploration missions farther, outside of the desolate, strip-mined remains left behind by the Centauri.

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B5Wars.net – Reinforcements 1 Page 9

The Narn commissioned variant programs for the Var'Nic, resulting in the Var'Loth Assault Destroyer in 2243, and later the Va'Kar Long Range Scout in 2253. Each of these vessels replaced the earlier T'Narr-style hull used for the mission. Unfortunately, the Var'Nic hull was not large enough to allow any modification to transport jumpgates, or to combine any of these mission roles into a single vessel.

The solution to the problem came from an old source. A senior design engineer based at the Shipyards of Bor'Goth suggested returning to an old ship construction technique; using two Var'Nic hulls in the same catamaran fashion as the T'Rann. After years of construction, the first Bor'Gan left the shipyards in 2256.

The Var'Nic is much more massive than the side pod of a T'Narr, requiring the construction of a much larger center bracing section, housing the huge engine required for this vessel, in addition to an ELINT sensor array, command deck, and hangar for a squadron of heavy fighter

The various systems of the Var'Nic “pods” remained largely untouched. The Primary systems were completely gutted, and replaced with a cavernous

cargo bay in which to store Jumpgate construction materials for up to 4 gates. The hangars were outfitted identically to a Var'Loth Assault Destroyer, and equipped with Assault Shuttles.

The Bor'Gan is simply immense, and has a deployment endurance rivaling that of Earth Alliance Explorer vessels. Adequately armed, able to build jumpgates, scout sectors, and assault planets, Bor'Gans are among the most highly prized Narn commands.

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Pak’ma’ra Units Vlur'not'ak Flash Cruiser Rare Thar’not’ak Variant

During the Dilgar War, the Pak'ma'ra discovered that many of their potential adversaries possessed weapons with great enough range and accuracy to inflict significant damage before they could close to an effective range to counter. The Pak'ma'ra produced the Pla'sall'e Wave Cruiser in 2231, using Plasma Wave technology from the Markab, with limited success. The Pak'ma'ra decided to try an ambitious modification on the larger Thar'not'ak Cruiser for long-range fire support roles.

After almost five years of failed attempts, The Pak'ma'ra made a breakthrough that enabled them to install Ranged Fusers into the port and starboard Mega Plasma Cannon hardpoints of a Vlur'not'ak Cruiser. Plasma Waves were installed, replacing the shorter-ranged Heavy Plasma Cannons. Mag Guns were installed in the fore and aft hardpoints to provide devastating short-range punch as well.

The expense and complexity of these modifications make the Vlur'not'ak a very rare variant of the already rare Thar'not'ak cruiser. Anyone unlucky enough to encounter one may learn a painful lesson that usual tactics against the Pak'ma'ra will not apply.

Zhra’kas’u Tech Carrier Rare Resh’kas’u Variant

The Pak’ma’ra have developed a few of their own plasma weapon technologies, such as the fearsome Fuser. However, most of their fleet is armed with relatively low-technology Plasma Cannons. While these weapons have served them well, the Pak’ma’ra have learned, through their experience with the Dilgar, that continuing to advance their weapons technologies will help to deter any future aggressor from harassing them.

Through trade with the Corillani and Descari, the Pak’ma’ra acquired several new Plasma weapons. A handful of Resh’kas’u Light Carriers were refitted as testbeds to evaluate several of these weapon systems. A combination of Plasma Projectors and Plasma Bolters were selected, to allow several different technologies to be tested.

In combat, the Zhra’kas’u is slightly more effective than it’s standard counterpart, though not remarkably so. Zhra'kas'u are extremely rare, mainly because the Pak'ma'ra have been unable to reproduce these weapons, and must acquire them through trade.

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FORWARD HITS 1-2: Gravitic Shield 3-6: Retro Thrust 7-8: Quad Array9-17: Forward Struct18-20: PRIMARY Hit

SIDE HITS 1-2: Gravitic Shield 3-6: Port/Stb Thrust 7-8: Combat Laser9-10: Particle Impeder11-17: Port/Stb Struct18-20: PRIMARY Hit

AFT HITS 1-2: Gravitic Shield 3-7: Main Thrust 8-9: Quad Array10-11: Jump Drive11-16: Aft Struct17-20: PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-8: Shield Generator9-11: Sensors12-13: Engine14-16: Hangar17-18: Reactor19-20: C & C

5

5

5

5

510

10

56

53

53

4 5

Abbai Liratha Escort CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+2 ThrustRoll Cost: 2+1 Thrust

SPECSClass: Capital ShipIn Service: 2247Point Value: 600Ramming Factor: 220Jump Delay: 32 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

3

3

3 3

0

0

1

7

9

11 12

10

8

3

5 6

FORWARD

COMBAT STATSFwd/Aft Defense: 17 (14)Stb/Port Defense: 16 (13)Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +0

3

3

2

4

4

6

4

4

6

HANGAR12 Medium Fighters3 Shuttles: Thrust: 3Armor: 1 Defense: 9/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD

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

56

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

3

0 0

3 3

0

0

3

3 3

Skiatha Variant (Common)Version 1: B5Wars.net/R-1

2

3

2

3

2

3

2 3

2

3

2

5 4

3

4 3

0Gravitic ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

Quad ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 4 per turn

4

2Particle ImpederIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Not Available

7

Combat LaserClass: LaserMode: PiercingDamage: 3d10+20Range Penalty: -1 per 3 hexesFire Control: +3/+3/-2Intercept Rating: n/aRate of Fire: 1 per 3 turnsShots at fighters are resolved instandard (not piercing) mode

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Particle Impeder

Gravitic Shield

Quad Array

Combat Laser

ICON RECOGNITION

Shield Generator

B5Wars.net - Reinforcements-1 BASED ON CONTENT TM & © WARNER BROS.

PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

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FORWARD HITS 1-4: Retro Thrust 5: Gravitic Shield 6-7: Graviton Pulsar8-18 Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5: Gravitic Shield 6-7: Port/Stb Grav Beam8-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6: Gravitic Shield 7-8: Graviton Pulsar9-18: Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-8: Shield Generator9-10: Jump Drive11-13:Sensors14-16:Engine 17: Hangar18-19:Reactor 20: C & C

6

5

3 3

5

5

514

9

5 7

55

55

5 6

Brakiri Shakava Light CruiserMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2250Point Value: 650Ramming Factor: 200Jump Delay: 20 Turns

WEAPON DATA

5

FORWARD

COMBAT STATSFwd/Aft Defense: 14 (12)Stb/Port Defense: 15 (13)Engine Efficiency: 3/1Extra Power: +3Initiative Bonus: +2

5

5 6

5

56

43

HANGAR0 Fighters3 Shuttles: Thrust: 3Armor: 0 Defense: 8/8

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

ReactorHangar

Graviton Pulsar

Gravitic Shield

ICON RECOGNITION

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

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

35 3 6

SPECIAL NOTESGravitic Drive SystemStandard Deployment (100%)

Im-Rehsa Technologies Name: ______________ Counter: ____________

8

02 2

1002

9

0

0

7

2

GRAVITIC BOLTThis ship cannot use thegravitic bolt downgradeas it was never built withthat weapon installed.

3

1

3

2

5

7

5

7

5

4

Shield Generator

4

0Gravitic ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

2

Graviton PulsarClass: GraviticMode: PulseDamage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulsesMaximum Pulses: 3, 4, or 5Pulse Grouping: +1 per 4Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

Shakara Variant (Common)Version 1: B5Wars.net/R-1

8Graviton BeamClass: GraviticMode: RakingDamage: 5d10+12Range Penalty: -1 per 4 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

Graviton Beam

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FORWARD HITS 1-4: Retro Thrust 5-6: Medium Laser7-10: Graviton Pulsar11-16: Structure17-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Graviton Pulsar9-16: Structure17-20: PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust9-11: Sensors12-14: Engine 15: Hangar16-18: Reactor19-20: C & C

5

3

4

4

47

6

4 4

42

42

Brakiri Tobrik Escort CarrierMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 1 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2246Point Value: 390Ramming Factor: 50Jump Delay: N/A

Ly-Nakir Industries Name: ______________ Counter: ____________

Kabrik Variant (Uncommon)Version 1.1: B5Wars.net/R-1

WEAPON DATA

4

7

4

FORWARD

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

4

3

4

4

4

1

AFT

PRIMARY

PO

RT

STA

RBO

ARD

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

36

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

3

2

3

3

SPECIAL NOTESGravitic Drive SystemAgile ShipUnreliable Ship: Inadequate Hangar (for Heavy Fighters)

5

3

HANGAR6 Fighters1 Shuttle: Thrust: 3Armor: 0 Defense: 8/8

GRAVITIC BOLTIn scenarios set before2250, replace all gravitonpulsars with graviticbolts, reducing the costof the ship by 40 points.

2

Graviton PulsarClass: GraviticMode: PulseDamage: 10 1d2 Times 2 extra power: 1d3+1 pulses 4 extra power: 1d3+2 pulsesMaximum Pulses: 3, 4, or 5Pulse Grouping: +1 per 4Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

2

Gravitic BoltClass: GraviticMode: StandardDamage: 9 2 extra power: 12 damage 4 extra power: 15 damageRange Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

5

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

Thruster

C & C

Sensors

Engine

ReactorHangar

Medium Laser

Graviton Pulsae

ICON RECOGNITION

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FORWARD HITS 1-6: Retro Thrust 7-8: Heavy Array9-12: Twin Array13-17: Structure18-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust7-10: Twin Array11-17: Structure18-20: PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust9-11: Sensors12-15: Engine16-17: Hangar18-19: Reactor 20: C & C

4

3

4

4

41

10

22 2

Centauri Haven Patrol LeaderMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium ShipIn Service: 2243Point Value: 400Ramming Factor: 40Jump Delay: N/A

Name: ______________ Counter: ____________

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

2

5

2

5

2

1

4 5

3

FORWARD

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 12Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +15

2

4

2

4

AFT

PRIMARY

PORT STARBOARD

2

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Twin Array

Heavy Array

ICON RECOGNITION

2

3

2 2

2

WEAPON DATA

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

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 8/10

7

3

3

SPECIAL NOTESAgile Ship

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

Haven Variant (Rare)Version 1: B5Wars.net/R-1

Heavy ArrayClass: ParticleMode: StandardDamage: 2d10+6Range Penalty: -1 per hexFire Control: +4/+3/+2Intercept Rating: -2Rate of Fire: 2 per turn

4

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FORWARD HITS 1-4: Retro Thrust 5-9: Assault Laser10-11:Twin Array12-18: Forward Struct19-20:PRIMARY Hit

AFT HITS 1-4: Main Thrust 5-7: Assault Laser 8-9: Twin Array10-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct9-10: Port/Stb Thrust11-13:Sensors14-16:Engine 17: Hangar18-19:Reactor 20: C & C

6

5

6

6

68

8

65

43

43

Centauri Lutan Laser GunshipMANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2134Point Value: 550Ramming Factor: 160Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

5

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 14Engine Efficiency: 4/1Extra Power: 0Initiative Bonus: +6

4

4

4

4

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 8/10

AFT

PRIMARY

PORT STARBOARD

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

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

42

42

42

42

61

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Twin Array

ICON RECOGNITION

4

2

4

5

4

1

43

3

4

4

4

6

7

3 8

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

Kutai Variant (Uncommon)Version 1: B5Wars.net/R-1

4

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

Assault LaserB5Wars.net - Reinforcements-1

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4

4

4

47

6

4 4

3

3 3

3

Drazi Firekestrel CorvetteMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 1 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium ShipIn Service: 2258Point Value: 400Ramming Factor: 60Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

4

7

FORWARD

COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 11Engine Efficiency: 2/1Extra Power: +6Initiative Bonus: +14

3

3

3

3

HANGAR0 Fighters1 Shuttle: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PORT STARBOARD

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

31

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

1 2

SPECIAL NOTESAgile Ship

2

3

FORWARD HITS 1-5: Retro Thrust 6-8: Solar Cannon9-10: Particle Repeater11-17: Structure18-20:PRIMARY Hit

AFT HITS 1-9: Main Thrust10-17:Structure18-20:PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust9-11: Sensors12-14:Engine15-16:Hangar17-19:Reactor 20: C & C

4

Particle RepeaterClass: ParticleModes: StandardDamage: 2d10Range Penalty: -1 per hexFire Control: +2/+2/+4Intercept Rating: -1 per shotRate of Fire: 1or more per turn

Kestrel Variant (Rare)Version 1: B5Wars.net/R-1

3

Solar CannonClass: ParticleModes: StandardDamage: 1d5+12Range Penalty: -1 per 2 hexesFire Control: +5/+3/+0Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Damage scored isrepeated on the structure

Thruster

C & C

Sensors

Engine

ReactorHangar

Particle Repeater

ICON RECOGNITION

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FORWARD HITS 1-4: Retro Thrust 5-6: Particle Cutter 7-8: Solar Cannon 9: Particle Blaster10-18: Forward Structure19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-6: Particle Cannon 7-8: Particle Blaster 9: Twin Array10-18: Port/Stb Structure19-20: PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct 9: Jump Drive10-11: Main Thrust12-13: Sensors14-15: Engine16-17: Missile Rack 18: Hangar 19: Reactor 20: C & C

5

4

5

5

58

8

5 6

4

4

3 3

3 3

3 3

4

44

44

5 5

Drazi Warfalcon Strike CruiserMANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2238Point Value: 725Ramming Factor: 180Jump Delay: 36 Turns

Name: ______________ Counter: ____________

WEAPON DATA

5

8

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +2

4

4

5

4

4

5

2 3

HANGAR0 Fighters2 Shuttles: Thrust: 4Armor: 0 Defense: 8/9

AFT

PRIMARY

PO

RT

STA

RBO

ARD

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

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

1

4

8 10

12 13

11 9

5

SPECIAL NOTESSpecial Hull Arrangement(No Aft Hits or Structure)Limited Deployment (33%)

3

Solar CannonClass: ParticleModes: StandardDamage: 1d5+12Range Penalty: -1 per 2 hexesFire Control: +5/+3/+0Intercept Rating: n/aRate of Fire: 1 per 3 turnsSpecial: Damage scored isrepeated on the 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

5

Particle BlasterClass: ParticleModes: StandardDamage: 1d10+12Range Penalty: -1 per 2 hexesFire Control: +4/+4/+0Intercept Rating: n/aRate of Fire: 1 per 2 turns

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

3

Particle CutterClass: ParticleModes: SustainedDamage: 2d10+12Range Penalty: -1 per 2 hexesFire Control: +4/+3/+2Intercept Rating: n/aRate of Fire: 1 per 2 turnsShots at fighters are resolved instandard (not sustained) mode

33

4 4

0

Class-S Missile RackClass: BallisticMissiles: 20Range Penalty: NoneFire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

Thruster

C & C

Sensors

Engine

Jump Engine

ReactorHangar

Solar Cannon

Particle Cutter

Particle Blaster

Class-SMissile Rack

Particle Cannon

Twin Array

ICON RECOGNITION

6 7

MISSILESRack #5

Rack #6

Stormfalcon Variant (Uncommon)Version 1.1: B5Wars.net/R-1

42

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FORWARD HITS 1-3: Retro Thrust 4-6: Medium Bolter 7-8: Interceptor9-18: Forward Struct19-20: PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-8: Std Particle Beam9-10: Medium Bolter11-12: Interceptor13-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-7: Primary Struct 8-9: Medium Bolter10-11: Port/Stb Thrust12-13: Sensors14-15: Engine 16: Hangar17-19: Reactor 20: C & C

6

6

6

6

6

6

8

6 4

61

53

53

EA Artemis Bolt Frigate (Delta Model)MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2236Point Value: 630Ramming Factor: 140Jump Delay: N/A

Name: ______________ Counter: ____________

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

6

5

3

3

3

3

4

5

4

2

11

FORWARD

212

8

7

10

9

COMBAT STATSFwd/Aft Defense: 14 (11)Stb/Port Defense: 15 (12)Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +6

5

4

5

4

HANGAR0 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PORT STARBOARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Std Particle Beam

Interceptor

ICON RECOGNITION

5 1 52

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

5 5 56

5 3 54

Medium Bolter

WEAPON DATA

1

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

1Interceptor Mk-IIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+5Fire Control: --/--/+6Range Penalty: -2 per hex

4

Medium BolterClass: ParticleModes: StandardDamage: 18Range Penalty: -1 per 2 hexesFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

Artemis Variant (Uncommon)Version 1: B5Wars.net/R-1

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FORWARD HITS 1-4: Retro Thrust 5-8: Med Pulse Cannon9-12: Interceptor13-18: Forward Structure19-20:PRIMARY Hit

SIDE HITS 1-6: Port/Stb Thrust 7-8: Blast Laser9-10: Med Pulse Cannon11-18:Port/Stb Structure19-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-9: Jump Drive10-11:Med Pulse Cannon12-13: Interceptor14-18:Aft Structure19-20:PRIMARY Hit

PRIMARY HITS1-10: Primary Struct11-12:Std Particle Beam13-14:Sensors15-16:Engine17-18:Hangar 19: Reactor 20: C & C

5

5

3

5

5

67

6

5

3

33

3

33

3

4 3

EA Hecate Blast Cruiser (Gamma Model)MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2255Point Value: 740Ramming Factor: 290Jump Delay: 24 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

4 4 4

2 3 2

2 13

FORWARD

2

152

16

2

COMBAT STATSFwd/Aft Defense: 14 (11)Stb/Port Defense: 16 (13)Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

44

1

2 14

43

3

5

4 3

5

3

54

HANGAR6 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Med Pulse Cannon

Std Particle Beam

Blast Laser

Interceptor

ICON RECOGNITION

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

6

10 11 12

7

ALL P-BEAMS2

3

58

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

SPECIAL NOTESUnique Ship

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

1

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

1Interceptor Mk-IIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+5Fire Control: --/--/+6Range Penalty: -2 per hex

4

8

4

9

5

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

Hecate Variant (Unique)Version 1: B5Wars.net/R-1

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4

FORWARD HITS 1-3: Retro Thrust 4-5: Hvy Laser Cannon 6-8: Med Pulse Cannon 9-17: Structure18-20: PRIMARY Hit

AFT HITS 1-4: Main Thrust 5-7: Lt Pulse Cannon 8: Hangar 9-17: Structure18-20: PRIMARY Hit

PRIMARY HITS 1-7: Port/Stbd Thrust8-10: Port/Stbd Interceptor11-13: Sensors14-16: Engine17-19: Reactor 20: C & C

EA Monsoon Advanced Gunboat (Alpha Model)MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 1 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 2261Point Value: 500Ramming Factor: 45Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 13 (9)Stb/Port Defense: 13 (9)Engine Efficiency: 3/1Power Shortage: -3Initiative Bonus: +12

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

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

2Interceptor Mk-IIIntercept Rating: -4Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+8Fire Control: --/--/+8Range Penalty: -2 per hex

HANGAR0 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

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

SPECIAL NOTESAgile Ship

4

1

3

3

3

3

4

4

4

4

4 4

4 4

4

4 4 44

4

4

5

48

643

41

6

Heavy Laser CannonClass: LaserModes: R, SDamage: 4d10+20Range Penalty: -1 per 3 hexesFire Control: +3/+2/-4Intercept Rating: n/aRate of Fire: 1 per 4 turns

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

2 3

6 7

4 5

FORWARD

PRIMARYAFT

STBD

PO

RT

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Lt Pulse Cannon

Med Pulse Cannon

Interceptor

ICON RECOGNITION

Heavy Laser Cannon

Version 1: B5Wars.net/R-1

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HIT LOCATION1-10: Structure11-12: SPB #1 or #2 13: Interceptor14-15: SPB #3 or #416-17: Drive18-19: Reactor 20: Control

EA Nemesis Patrol / Training Boats (4) (Lambda Model)MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Lt Combat VslIn Service: 2233Point Value: 275 eachRamming Factor: 30Jump Delay: N/A

Name: ______________ Counter: ____________

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

COMBAT STATSFwd/Aft Defense: 11 (8)Stb/Port Defense: 11 (8)Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +14

WEAPON DATA

SPECIAL NOTESAgile ShipNon-Atmospheric

Control

Drive

Reactor

ICON RECOGNITION

Std Particle Beam

Interceptor

1

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

1Interceptor Mk-IIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+5Fire Control: --/--/+6Range Penalty: -2 per hex

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22

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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

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FORWARD HITS 1-4: Retro Thrust 5-6: Med Plasma Cannon 7-8: Interceptor 9-17: Structure18-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Std Particle Beam9-10: Interceptor11-17: Structure18-20: PRIMARY Hit

PRIMARY HITS 1-6: Primary Structure 7-8: Port/Stbd Thrust9-10: Quarters11-12: Cargo13-14: Sensors15-16: Engine 17: Hangar18-19: Reactor 20: C & C

EA Condor Assault Lander (Alpha Model)MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Hvy Combat VslIn Service: 2209Point Value: 400Ramming Factor: 125Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 14 (11)Stb/Port Defense: 14 (11)Engine Efficiency: 3/1Power Shortage: +0Initiative Bonus: +6

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

HANGAR0 Fighters6 Assault Shuttles2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

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

SPECIAL NOTESAtmospheric Capable

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312

4

2

5

2

6

2

7

33

33

3

4

3

4

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FORWARD

PRIMARY

AFT

4

4

1Interceptor Mk-IIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+5Fire Control: --/--/+6Range Penalty: -2 per hex

1

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

3Med. Plasma CannonClass: PlasmaModes: StandardDmg: 3d10+4 (-1 per 2 hexes)Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

Thruster

C & C

Sensors

Engine

ReactorHangar

Std Particle Beam

Medium PlasmaCannon

Interceptor

ICON RECOGNITION

Quarters

33

A

2

HADES-CLASSASSAULT SHUTTLECost: 30 Defense: 8/8Thrust: 6 Offense: +3Armor: 2 Initiative: +91Uni-Pulse CannonRate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+4Fighter Firing Arc:

Cargo

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FORWARD HITS 1-3: Retro Thrust 4-6: Heavy Laser Cannon 7-8: Heavy Pulse Cannon9-11: Interceptor12-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-9: Particle Beam10-12: Interceptor13-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Heavy Laser10-12: Interceptor13-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct9-10: Jump Engine11-14: Sensors15-16: Engine17-18: Hangar 19: Reactor 20: C & C

6

6

6

6

6

8

ALL P-BEAMS

9

6

7

6

34

34

6 3

EA Omega Battle Scout [Zeta Model]MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2260Point Value: 900Ramming Factor: 380Jump Delay: 20 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

4 4 4 4

2 2 2 2

217

FORWARD

2

21

2

22

5

6

7

8

9

10

COMBAT STATSFwd/Aft Defense: 16 (12)Stb/Port Defense: 18 (14)Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +0

2 18

4

2

2

3

5

4

3

5

11

12

13

14

15

16

19 20

HANGAR12 Fighters2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Std Particle Beam

Interceptor

ICON RECOGNITION

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

ALL P-BEAMS2

2

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

SPECIAL NOTESELINT ShipRestricted Deployment (10%)

1

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

2Interceptor Mk-IIIntercept Rating: -4Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+8Fire Control: --/--/+8Range Penalty: -2 per hex

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14

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4

4

4

3

5

12

Omega Variant (Rare)Version 1: B5Wars.net/R-1

Reload Rack

Class-LMissile Rack

0Class-L Missile RackClass: BallisticMissiles: 20Range Penalty: None (+10)Fire Control: +3/+3/+3Rate of Fire: 1 per 2 turns

MISSILESRack #1

Rack #2

Rack #3

Rack #4

Reload Rack

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FORWARD HITS 1-4: Retro Thrust 5-7: Hvy Pulse Cannon 8-9: Lt Pulse Cannon10-11: Interceptor12-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stbd Thrust 5-7: Laser/Pulse Array 8-9: Lt Pulse Cannon10-11: Interceptor12-18: Port/Stbd Struct19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-8: Lt Pulse Cannon9-10: Interceptor11-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-9: Primary Struct10-11: Jump Engine12-13: Sensors14-15: Engine16-17: Hangar18-19: Reactor 20: C & C

EA Tempest Advanced Patrol Cruiser (Alpha Model)MANEUVERINGTurn Cost: 4/3 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 2280Point Value: 800Ramming Factor: 290Jump Delay: 24 Turns

Name: ______________ Counter: ____________

WEAPON DATACOMBAT STATSFwd/Aft Defense: 14 (10)Stb/Port Defense: 16 (12)Engine Efficiency: 3/1Extra Power: 0Initiative Bonus: +0

1

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12SENSOR DATA

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

4

Heavy Pulse CannonClass: ParticleMode: PulseDamage: 15 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per 2 hexesFire Control: +4/+3/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

55

3

3

3

3

3

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44

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3

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4

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4

2

4

3

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3

3 3

FORWARD

PRIMARYAFT

STBD

PO

RT

7

5 4

512

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5

5

4

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7 8

9 11

10 12

13 14

15

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19 20

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

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

5

Laser/Pulse ArrayThis weapon can fire aseither a medium laser ormedium pulse cannon,determined at the time of firing.The ROF is based on theshot being taken.

2Interceptor Mk-IIIntercept Rating: -4Rate of Fire: 1 per turnOFFENSIVE MODE:Class: ParticleMode: StandardDamage: 1d10+8Fire Control: --/--/+8Range Penalty: -2 per hex

4

5

4

5

HANGAR12 Fighters (TBolt-capable)2 Breaching Pods2 Shuttles: Thrust: 3Armor: 1 Defense: 8/10

EA BREACHING PODCost: 40 Defense: 10/10Thrust: 6 Offense: 0Armor: 3 Initiative: +9No Weapons

16

Version 1: B5Wars.net/R-1

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Laser/Pulse Array

Interceptor

ICON RECOGNITION

Lt Pulse Cannon

Hvy Pulse Cannon

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FORWARD HITS 1-3: Retro Thrust 4-7: Neutron Laser8-11: Fusion Cannon12-13: EP Gun14-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS 1-3: Port/Stb Thrust 4-8: Fusion Cannon9-11: Neutron Laser 12: Gravity Net13-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-10: Fusion Cannon11-12: Neutron Laser13-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-8: Engine9-10: Jump Engine 11: Tractor Beam12-13: Jammer14-15: Sensors16-17: Hangar18-19: Reactor 20: C & C

7

6

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7

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616

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45 5

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Minbari Drala Fi (Black Star) FlagshipMANEUVERINGTurn Cost: 3/2 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 5+5 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2204Point Value: 2750Ramming Factor: 500Jump Delay: 10 Turns

Name: ______________ Counter: ____________

WEAPON DATA

6

4

16

FORWARD

121 2

13 14

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 20Engine Efficiency: 5/1Extra Power: 0Initiative Bonus: +2

3

4 7

4

7

HANGAR24 Fighters6 Flyers

AFT

PRIMARY

PORT

6STBD

11

3

18

3

3

17

3

16

2019

3

3

23

3

22

3

21

2524

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3

283

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15

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9

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10

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484 7

263

273

30

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29

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6

5?

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 5 6 8 9 11 12 14 15 17 18Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16

COMBAT FLYERSCost: 70 Defense: 9/7Thrust: 10 Offense: +4Armor: 1 Initiative: +10Two Light Fusion Cannons:Recharge Delay: NoneRange Penalty: -2 per hexDamage: 1d6+4 per gunFiring Arcs: #1 #2

SPECIAL NOTESUnique ShipGravitic Drive System+1 Initiative to all Minbari units in scenario

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

33

2

32

1

Fusion CannonClass: MolecularMode: StandardDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

6

Neutron LaserClass: LaserModes: R, P, SDamage: 4d10+15Range Penalty: -1 per 4 hexesFire Control: +4/+4/+1Intercept Rating: n/aRate of Fire: 1 per 3 turns

Shargoti Variant (Unique)Version 1: B5Wars.net/R-1

4

Shock CannonClass: ElectromagneticMode: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +3/+3/+3Intercept Rating: n/aRate of Fire: 1 per 2 turnsSpecial: Ignores armor. Dividestructure damage by 4, andapply as a negative powermodifier thereafter. Fightersautomatically drop out.

2

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Neutron Laser

Fusion Cannon

ICON RECOGNITION

Jammer

Tractor Beam

Shock Cannon

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HIT LOCATION 1-8: Structure 9-11: Fusion Cannon 12: EM Shield 13-14: Jump Engine 15: Jammer 16-17: Drive 18-19: Reactor 20: Control

Minbari Blue Dwarf (4) (Standard Model)MANEUVERINGTurn Cost: 1/4 SpeedTurn Delay: 1/4 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Lt Conbat VslIn Service: 2266Point Value: 350Ramming Factor: 40Jump Delay: 24 Turns

COMBAT STATSFwd/Aft Defense: 11 (9)Stb/Port Defense: 12 (10)Engine Efficiency: 1/1Power Shortage: -3Initiative Bonus: +15

Name: ______________ Counter: ____________

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

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

WEAPON DATA

SPECIAL NOTESAgile ShipGravitic Drive SystemAtmospheric CapableMay disable Jump Driveto power weapons in anyscenario.Limited Deployment (33%) (except in IA service)

0EM ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

4

4

4

4

3

3

1

2

2 3 33

49

4

4

4

8

4

44

4

4

4

3

3

1

2

2 3 33

49

4

4

4

8

4

4

4

4

4

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1

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2 3 33

49

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2 3 33

49

4

4

4

8

4

4

1

Fusion CannonClass: MolecularMode: StandardDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

Control

Drive

Jump Engine

Reactor

EM Shield

Jammer

ICON RECOGNITION

Fusion Cannon

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FORWARD HITS 1-4: Retro Thrust 5-9: Molecular Pulsar 10: Fusion Cannon11-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5-7: Impr. Neutron Laser 8: Fusion Cannon9-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-10: Molecular Pulsar11-12: Fusion Cannon13-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-7: Primary Struct 8-9: Engine10-12: Jump Engine13-14: Jammer15-16: Sensors 17: Hangar18-19: Reactor 20: C & C

6

5

6

6512

12

6 4

52

4

5

5

4

Minbari Neshati System DefenderMANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 5+5 ThrustRoll Cost: 5+5 Thrust

SPECSClass: Capital ShipIn Service: 2263Point Value: 2000Ramming Factor: 350Jump Delay: 10 Turns

Name: ______________ Counter: ____________

WEAPON DATA

4

4

12

FORWARD

4 5

COMBAT STATSFwd/Aft Defense: 16Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +14Initiative Bonus: +1

4 5 45

HANGAR0 Fighters2 Flyers

AFT

PRIMARY

PORT5

STARBOARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Fusion Cannon

ICON RECOGNITION

12

3

11

313

3

44

3

4

1

6

4

2

4

4

9

4

10

4

87

4

14

3

15

3

Jammer

4

5

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 3 4 6 7 8 10 11 12 14 15 16Turn Delay 2 3 4 6 7 8 10 11 12 14 15 16SPECIAL NOTES

Impr. Neutron Lasers begin scenarios already charged in Sustained Mode.Limited Deployment (33%)Gravitic Drive System

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

55

COMBAT FLYERSCost: 70 Defense: 9/7Thrust: 10 Offense: +4Armor: 1 Initiative: +10Two Light Fusion Cannons:Recharge Delay: NoneRange Penalty: -2 per hexDamage: 1d6+4 per gunFiring Arcs: #1 #2

1

Fusion CannonClass: MolecularMode: StandardDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

7

Neutron Laser (Impr.)Class: LaserModes: R, P, S(3)Damage: 4d10+18Range Penalty: -1 per 4 hexesFire Control: +5/+4/+1Intercept Rating: n/aRate of Fire: 1 per 3 turns

2Molecular PulsarClass: MolecularMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 7Grouping Range: +1 per 3Range Penalty: -1 per hexFire Control: +4/+3/+2Intercept Rating: -2Rate of Fire: 1 per 2 turnsSpecial: Can fire every turndoing 1d3 pulses with novolley count bonus

Molecular Pulsar

Impr. Neutron Laser

Neshatan Variant (Common)Version 1: B5Wars.net/R-1

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Minbari Tishann Torpedo FightersMANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

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

Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

1

SPECSClass: Med. FightersIn Service: 2054Point Value: 94 eachRamming Factor: 21Jinking Limit: 8 Levels

COMBAT STATSFwd/Aft Defense: 6Stb/Port Defense: 7Free Thrust: 11Offensive Bonus: +6Initiative Bonus: +19

3

333

ARMOR

WEAPON DATALt Fusion CannonNumber of Guns: 2 (Linked)Damage: 1d6+4Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Light Molecular TorpedoClass: BallisticDamage: 3d6Range Penalty: NoneMax Range: 30 hexesFire Control: n/aRate of Fire: 1 per 2 turnsAmmunition: 4 per fighterCost: 12 points each

Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

2

SPECIAL NOTESJammerGravitic Drive

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

Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

3 Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

4

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

Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

5 Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

6

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

Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

7 Ftr #1

Dropped OutFtr Destroyed

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

Flig

ht #

8

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

Tishat Variant (Rare)Version 1: B5Wars.net/R-1

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FORWARD HITS 1-6: Retro Thrust 7-10: Molecular Pulsar11-12: Fusion Cannon13-17: Structure18-20: PRIMARY Hit

AFT HITS 1-7: Main Thrust8-10: Fusion Cannon11-17: Structure18-20: PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust9-10: Jammer11-13: Sensors14-16: Engine 17: Hangar18-19: Reactor 20: C & C

6

5

5

6

9

10

5 4

51

45

Minbari Torotha Assault Frigate (Upgraded)MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Medium ShipIn Service: 2261Point Value: 600Ramming Factor: 70Jump Delay: N/A

Name: ______________ Counter: ____________

WEAPON DATA

4

8

FORWARD

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 2/1Extra Power: 0Initiative Bonus: +13

4

4

4

4

HANGAR0 Fighters2 Flyers

AFT

PRIMARY

43

53

6

3

7

3

4

5

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

Gravitic Drive SystemAtmospheric Capable

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

Torotha Variant (Common)Version 1: B5Wars.net/R-1

1

Fusion CannonClass: MolecularMode: StandardDamage: 1d10+9Range Penalty: -1 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Fusion Cannon

Jammer

ICON RECOGNITION

3

1

3

3

3

2

2Molecular PulsarClass: MolecularMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 7Grouping Range: +1 per 3Range Penalty: -1 per hexFire Control: +4/+3/+2Intercept Rating: -2Rate of Fire: 1 per 2 turnsSpecial: Can fire every turndoing 1d3 pulses with novolley count bonus

Molecular Pulsar

ASSAULT FLYERSCost: 40 Defense: 9/7Thrust: 8 Offense: +3Armor: 1 Initiative: +10One Light Fusion Cannon:Recharge Delay: NoneRange Penalty: -2 per hexDamage: 1d6+4Firing Arc:

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FORWARD HITS 1-4: Retro Thrust 5-8: Molecular Pulsar9-10: EM Shield11-17: Structure18-20: PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Jump Drive10-11: EM Shield12-17: Structure18-20: PRIMARY Hit

PRIMARY HITS 1-8: Port/Stb Thrust9-10: Jammer11-12: Tractor Beam13-14: Sensors15-16: Engine 17: Hangar18-19: Reactor 20: C & C

5

5

4

5

5

2

5 5

4 7

4 ?

4

1

12

10

4

4

5

44

6 7

5 4

4

1

4

2

Minbari White Star (Scout Model)MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 1/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium ShipIn Service: 2260Point Value: 775Ramming Factor: 100Jump Delay: 24 Turns

COMBAT STATSFwd/Aft Defense: 13 (11)Stb/Port Defense: 14 (12)Engine Efficiency: 2/1Extra Power: +0Initiative Bonus: +13

Name: ______________ Counter: ____________

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

ADAPTIVE ARMOR: 3Weapon Type Available/Assigned

______________________________________________________Note: Max 1 point per weapon type

4

4 4

4

4

4

4

5

3 3

2

HANGAR0 Fighters2 Flyers

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

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

EM Shield

Jammer

Tractor

Molecular Pulsar

ICON RECOGNITION

WEAPON DATA

SPECIAL NOTESAgile ShipELINT ShipGravitic Drive SystemAtmospheric CapableRestricted Deployment (10%)

White Star Variant (Rare)Version 1.5: B5Wars.net/R-1

COMBAT FLYERSCost: 70 Defense: 9/7Thrust: 10 Offense: +4Armor: 1 Initiative: +10Two Light Fusion Cannons:Rate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+4 per gunFiring Arcs: #1 #2

FORWARD

AFTPRIMARY

PORT STARBOARD

0EM ShieldSubtract Shield Factor fromincoming chance to hit and anydamage scored through arc.Defense rating shown inparenthesis ( ) indicatesvalue with shield active.

2Molecular PulsarClass: MolecularMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 7Grouping Range: +1 per 3Range Penalty: -1 per hexFire Control: +4/+3/+2Intercept Rating: -2Rate of Fire: 1 per 2 turnsSpecial: Can fire every turndoing 1d3 pulses with novolley count bonus

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FORWARD HITS 1-8: Retro Thrust9-11: Med Pulse Cannon12-18: Forward Structure19-20:PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-8: Lt Pulse Cannon9-12: Port/Stbd Hangar13-18:Port/Stb Structure19-20:PRIMARY Hit

AFT HITS 1-6: Main Thrust 7-9: Lt Pulse Cannon10-11:Med Pulse Cannon12-18:Aft Structure19-20:PRIMARY Hit

PRIMARY HITS 1-6: Primary Struct 7-8: Cargo9-11: Jump Engine12-13:Sensors14-15:Engine16-17:Primary Hangar18-19:Reactor 20: C & C

5

4

4

4 455

6

10

4

3

4

6

43

43

Narn Arcismax Auxiliary CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 2232Point Value: 500Ramming Factor: 180Jump Delay: 32 Turns

Arcismus Variant (Rare)Version 1: B5Wars.net/R-1 Name: ______________ Counter: ____________

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

5

3

4

2

4

5

3

5

4

6 73

1 2

5FORWARD

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

4 3 43

PRIMARY HANGAR12 Heavy Fighters4 Shuttles:No Weapons Thrust: 4Armor: 1 Def: 10/12

SIDE HANGARS12 Medium Fighters Each0 Shuttles

AFT

PRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

ReactorHangar

ICON RECOGNITION

2

4 4

2

4

3

WEAPON DATA

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

Jump Engine

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

46

46

MediumPulse Cannon

LightPulse Cannon

3

Medium Pulse CannonClass: ParticleMode: PulseDamage: 10 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per hexFire Control: +4/+3/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

EARLY WEAPONSIn scenarios setbefore 2241, replaceall pulse cannons withcomparable pulsarsshown here. M

EDLT

3

Energy PulsarClass: ParticleModes: PulseDamage: 10 1d2 timesMaximum Pulses: 3Pulse Grouping: +1 per 5Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: -1Rate of Fire: 1 per 2 turns

2

Scatter-PulsarClass: ParticleModes: PulseDamage: 6 1d5 timesMaximum Pulses: 6Pulse Grouping: +1 per 5Range Penalty: -2 per hexFire Control: +1/+2/+3Intercept Rating: -2Rate of Fire: 1 per turn

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4 5

4 4

FORWARD HITS 1-3: Retro Thrust 4-5: Hvy Pulse Cannon 6-8: Twin Array9-18: Forward Struct19-20: PRIMARY Hit

SIDE HITS 1-4: Port/Stbd Thrust 5: Port/Stbd Hangar 6: Ion Torpedo 7-8: Medium Laser9-10: Cargo11-18: Port Struct19-20: PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-7: Lt Pulse Cannon8-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct9-11: Jump Engine12-13: Sensors14-15: Engine16-17: Primary Hangar18-19: Reactor 20: C & C

Version 1: B5Wars.net/R-1

Narn Bor'Gan Long Range ExplorerMANEUVERINGTurn Cost: 2 x SpeedTurn Delay: 2 x SpeedAccel/Decel Cost: 8 ThrustPivot Cost: N/ARoll Cost: 5+5 Thrust

SPECSClass: Enormous UnitIn Service: 2256Point Value: 1400Ramming Factor: 760Jump Delay: 20 Turns

Name: ______________ Counter: ____________

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 21Engine Efficiency: 6/1Extra Power: 0Initiative Bonus: -4

Speed 1 2 3 4 5 6 7 8 9 10 11 12Turn Cost 2 4 6 8 10 12 14 16 18 20 22 24Turn Delay 2 4 6 8 10 12 14 16 18 20 22 24SPECIAL NOTES

Restricted Deployment (10%)ELINT Ship

1

5

2

5

3 3

4

3 39 10 11 12

3

3

4

3

7

4

63

53

8

4

3

13

3

14

3

15

3

16

3 3

12 12

4

4

4

4 4

4

4

4

10 10 10

10 10 10

10 10 10

10 10 10

10 10 1010 10 10

10 10 10

10 10 10

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

56

56

4

5

4

4

6

6

4

4

5

A

2

5

B

2

6

6616

10

6 8

10 10 10

10 10 10

612

WEAPON DATA

5

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

2

Light Pulse CannonClass: ParticleMode: PulseDamage: 8 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -2 per hexFire Control: +3/+3/+4Intercept Rating: -2Rate of Fire: 1 per turn

4

Heavy Pulse CannonClass: ParticleMode: PulseDamage: 15 1d5 TimesMaximum Pulses: 6Grouping Range: +1 per 4Range Penalty: -1 per 2 hexesFire Control: +4/+3/-1Intercept Rating: -1Rate of Fire: 1 per 3 turns

4

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

Twin ArrayClass: ParticleMode: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +4/+5/+6Intercept Rating: -2Rate of Fire: 2 per turn

2

PRIMARY HANGAR12 Fighters2 Shuttles: Thrust: 4Armor: 1 Defense: 10/12

SIDE HANGARS6 Assault Shuttles (each)1 Shuttle (each): Thrust: 4Armor: 1 Defense: 10/12

T'KHAR ASSAULTSHUTTLESCost: 30 Defense: 9/9Thrust: 7 Offense: +2Armor: 2 Initiative: +91 Particle GunRate of Fire: 1 per turnRange Penalty: -2 per hexDamage: 1d6+5Firing Arc:

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Lt Pulse Cannon

Twin Array

Ion Torpedo

Hvy Pulse Cannon

Medium Laser

ICON RECOGNITION

Jump Engine

Cargo

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FORWARD HITS 1-4: Retro Thrust 5: Mag Gun 6-7: Plasma Wave 8-9: Plasma Web10-11: Plasma Battery12-18 Forward Struct19-20: PRIMARY Hit

SIDE HITS 1-5: Port/Stb Thrust 6-7: Ranged Fuser8-18: Port/Stb Struct19-20: PRIMARY Hit

AFT HITS 1-5: Main Thrust 6: Mag Gun 7-8: Plasma Web9-18: Aft Struct19-20: PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct9-10: Cargo11-12: Sensors13-15: Engine 16: Hangar17-19: Reactor 20: C & C

55

5

2 2

5

6

510

7

5

5

6

3

2

2 2

2

4

3

4

Pak'ma'ra Vlur'not'ak Flash CruiserMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+2 ThrustRoll Cost: 2+1 Thrust

SPECSClass: Capital ShipIn Service: 2253Point Value: 800Ramming Factor: 200Jump Delay: N/A

WEAPON DATA

3

3

5

3

54

FORWARD

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 16Engine Efficiency: 2/1Extra Power: 0Initiative Penalty: -1

4

4

3

5

4

4

3 3

5

2

109

HANGAR0 Fighters2 Shuttles: Thrust: 6Armor: 0 Defense: 9/9

AFTPRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Reactor

Hangar

Plasma Battery

Mag Gun

Ranged Fuser

Plasma Wave

Plasma Web

Cargo

ICON RECOGNITION

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

3

1

3

3 3

1

7 5 6 8

5

3

Name: ______________ Counter: ____________

2Plasma WebClass: PlasmaModes: StandardDmg: 1d6+2 (antifighter mode)Range Penalty: n/aFire Control: n/aIntercept Rating: -2Rate of Fire: 1 per turn

SPECIAL NOTESRestricted Deployment (10%)

12

Ranged FuserClass: PlasmaModes: FlashDmg: 6d10+12 (-1 per 4 hexes)Range Penalty: -1 per 4 hexesFire Control: +5/+3/--Intercept Rating: n/aRate of Fire: 1 per 5 turns

8Mag GunClass: PlasmaModes: FlashDamage: 8d10+10Range Penalty: -1 per hexFire Control: +6/+2/--Intercept Rating: n/aRate of Fire: 1 per 3 turns

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

4

Plasma WaveClass: Ballistic (Plasma)Modes: FlashDamage: 3d10Range Penalty: n/a (max 30)Fire Control: +2/+0/--Intercept Rating: n/aRate of Fire: 1 per 3 turns

Thar'not'ak Variant (Rare)Version 1: B5Wars.net/R-1

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FORWARD HITS 1-3: Retro Thrust 4: Plasma Battery 5-6: Plasma Projector 7-8: Plasma Web9-18 Forward Struct19-20:PRIMARY Hit

SIDE HITS 1-4: Port/Stb Thrust 5: Med Plasma Bolter 6: Light Plasma Bolter 7-8: Cargo9-18: Port/Stb Struct19-20:PRIMARY Hit

AFT HITS 1-5: Main Thrust 6-7: Plasma Projector 8-9: Plasma Web10-18:Aft Struct19-20:PRIMARY Hit

PRIMARY HITS 1-8: Primary Struct9-10: Jump Drive11-12:Sensors13-14:Engine15-16:Hangar17-19:Reactor 20: C & C

55

4

2

2 2

5

5

512

7

4

3

6

4

2

2 2

2

4

44

4 4

Pak'ma'ra Zhra'kas'u Tech CarrierMANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 4+2 ThrustRoll Cost: 2+1 Thrust

SPECSClass: Capital ShipIn Service: 2195Point Value: 590Ramming Factor: 200Jump Delay: 48 Turns

WEAPON DATA

3

3

6

3

6

4

FORWARD

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

4

4

3

5

4

4

2

5

25

109

HANGAR12 Medium Fighters3 Shuttles: Thrust: 6Armor: 0 Defense: 9/9

AFTPRIMARY

PO

RT

STA

RBO

ARD

Thruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hangar

Plasma Battery

Plasma Web

Cargo

ICON RECOGNITION

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

Defensive EWTarget #1Target #2Target #3Target #4Target #5Target #6

4

1

7 8

3

3

Name: ______________ Counter: ____________

2

2

6

A

1 1

B

2Plasma WebClass: PlasmaModes: StandardDmg: 1d6+2 (antifighter mode)Range Penalty: n/aFire Control: n/aIntercept Rating: -2Rate of Fire: 1 per turn

Resh'kas'u Variant (Rare)Version 1: B5Wars.net/R-1

5Plasma ProjectorClass: PlasmaModes: Raking (8)Dmg: 4d10+5 (-1 per 4 hexes)Range Penalty: -1 per 2 hexesFire Control: +3/+2/--Intercept Rating: n/aRate of Fire: 1 per 3 turns

5Medium Plasma BolterClass: PlasmaModes: StandardDmg: 14 -1 / 3 hexes after 10Range Penalty: -1 per 2 hexesFire Control: +3/+2/-2Interception Rating: n/aRate of Fire: 1 per 2 turns

2

Light Plasma BolterClass: PlasmaMode: StandardDmg: 10 -1 / 2 hexes after 5Range Penalty: -1 per hexFire Control: +3/+2/+1Intercept Rating: n/aRate of Fire: 1 per turn

Plasma Projector

Med Plasma Bolter

Lt Plasma Bolter

36

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B5Wars.net - Reinforcements-1BASED ON CONTENT TM & © WARNER BROS.PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

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