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JANE’S FIGHTING STARSHIPSBabylon 5:Earth AllianceCredits and ThanksOriginal FULL THRUST designed and written by: Jon TuffleyCROSS DIMENSIONS developed by: Hugh FisherCONTINUUM: THE CROSS DIMENSIONS SUPPLEMENT by: Jim Klein and the E.C.S.W.THE GAME SPACE of Pensacola, Florida: without whose generous support and encouragement this work would not be possibleThanks to Star Ranger for creating the original SSDs, the Gang at Emerald Coast Skunk Works for their diligence inediting this, and everyone who contributed ideas or feedback, and to Jon Tuffley and GZG for permission to distribute thisbook and for his most gracious support. This version would not exist without the earlier inspiration and hard work of JonTuffley and all the previous contributors to FULL THRUST.This publication has been produced as a free, non-commercial project with the agreement of Ground ZeroGames. All original text and rules taken from GZG’s Full Thrust rules and supplements are copyright of Jon Tuffley andGZG, additional new material is by Emerald Coast Skunk Works.None of the original Full Thrust material used in this publication may be re-used or further modified in any formwithout the express permission of Jon Tuffley and GZG. Full Thrust is a trademark of Ground Zero Games, and is used herewith permission.Owners of this publication are hereby granted permission to print any required System Status Displays or recordsheets for personal use only.All artwork and images in this book were found on the internet and are assumed to be in the public domain however they are property of their creators and in no way is claimed by the com/All schematic images courtesy ofhttp://wolfsshipyard.com/

A Brief History on the Earth Alliance:The Earth Alliance was founded in 2085 by the countries of Australia, the United Kingdom, Canada, Ireland,the Netherlands, Japan, New Zealand, South Africa, and the United States in the aftermath of World War III to replace the ineffectual UnitedNations. The founding nations also made a strong attempt to explore space by setting up bases on the moon and a colony on Mars by 2090.After making first contact with the Centauri, the Earth Alliance saw massive growth. With technology purchased from the Centauri(chiefly with artistic and cultural items), the Alliance was able to technologically advance hundreds of years in just a few decades. Humans began establishing footholds in other star systems. After the expansion brought Earth into conflict with a number of alien races,a military organization called EarthForce was created by the Alliance to protect Earth and her colonies from alien attack. In 2231, in responseto pleas for help from the League of Non-Aligned Worlds, the Earth Alliance became a galactic superpower when it declared war onthe Dilgar.After the war with the Dilgar, the Earth Alliance continued to expand until 2245, when first contact was made with the Minbari, inwhich a cultural misunderstanding ended in disaster. Misinterpreting a sign of respect for a hostile act, an Earthforce ship opened fire on aMinbari cruiser, unleashing a war raged on for almost three years until mankind was beaten back to its home solar system. The last battle ofthe war was the Battle of the Line, where on the verge of total victory over the Earth Alliance, the Minbari abruptly surrendered under mysterious circumstances.In the years after the Earth-Minbari War, the Earth Alliance began a massive effort to rebuild its military strength. Great emphasiswas placed upon the development of new and improved weapons and warships. By 2257 a planetary defense grid protected the Earth; thedefense grid consisted of orbital platforms armed with anti-ship missiles, particle-beam cannons, and plasma energy cannons. Additionally,larger and more powerful warships, such as the new Omega-class Destroyers, were built, and a new class of fighter was developed that wasfaster and better-armed than the older versions, and which could fly into aplanetary atmosphere as well as space. The Earth Alliance also hoped toprevent another war by starting the Babylon Project.The first three Babylon stations were sabotaged or destroyed byanti-alien terrorists from Earth. The Babylon 4 station was successfullybuilt, but it mysteriously vanished just a few hours before coming online. Finally, the Babylon 5 station was built and opened in 2257 to interstellar commerce and diplomacy.Despite the attempts at reaching common ground with otherraces, an increasing number of xenophobic groups sprouted up all overthe Earth Alliance. Groups such as Homeguard began to attack aliens. Secretly aided by the Psi Corps and the Shadows, Vice President Morgan Clark devised a plan to assassinate President Luis Santiago. In 2258 Santiago was killed when Earthforce One exploded at thetransfer point by Io. Shortly after this, Clark assumed the office of the President of the Earth Alliance. With an increasing hand in policy,the Ministry of Peace and its enforcement arm, Nightwatch soon began to weed out people who were not completely loyal to Clark and hisadministration. The Earth Alliance continued to take a turn towards an Orwellian-esque government.In 2260 Commander Susan Ivanova, B5's executive officer, uncovered solid proof that Clark had planned and participated in President Santiago's death. When this evidence was presented to the Earth Senate, Clark suddenly declared martial law and suspended the EarthAlliance Constitution, using an attack on an EarthForce research facility as cause to enact such orders. Now a dictator in all but name, Clarkdisbanded the Earth Senate, placed military troops in charge of all the Earth's major cities, crushed any open opposition, and seized control ofthe news media, such as the Interstellar Network News. He used the news media to spread propaganda supporting his views and to broadcastthe lie that he declared martial law to prevent aliens from taking control of the Earth. Such traditional rights as freedom of speech, freedom ofthe press, and free elections were all abolished by Clark.General William Hague, the Chairman of the Earthforce Joint Chiefs of Staff, soonsuspected a conspiracy around Santiago's death. This group soon began to expand, as manywithin started to become skeptical of the events surrounding the death of the President. Evidence was presented to the Earth Senate and coupled with the alien sighting at Ganymede,Clark declared martial law throughout Earth Central, citing threats to Earth security. Shortlyafterwards he issued an executive order disbanding the Senate, then when the Senators refusedto cooperate, his elite guard opened fire on the Senate building. Meanwhile, Hague and a number of ships rebelled and went on the run, though Hague himself was later killed in action.On Mars, the provisional government refused to carry out the martial law order. Inresponse, Clark ordered the bombing of civilian targets on the Mars Colony, which in turnprompted the colonies at Proxima III and Orion VII to break away from the Alliance. In aneffort to prevent this from going public, the administration took control of the Interstellar Network News, though not before a brief stellar cast was made, telling people of the secessionsbefore they could pull the plug. At the same time, an Earthforce task force was diverted to Babylon 5 with orders to arrest the command staff

and put the station under the control of Nightwatch. Babylon 5 joined with Orion VII and Proxima III and declared itself an independentstate. The EAS Churchill and EAS Alexander joined Babylon 5 in repelling the assault. The Churchill was destroyed during the engagementand the Loyalist forces were eventually only turned back by the appearance of three Minbari warcruisers, led by Delenn aboard the WhiteStar.Early in the following year, Clark ordered that Babylon 5 be added to the forbidden list for trade and travel, setting up a blockadeand embargo to isolate the station from the Earth Alliance. Warships loyal to Clark opened fire on civilians trying to escape, killing thousands. Sheridan took a fleet of White Stars to Proxima and liberated the colony. As the fleet advanced, more ships would defect to Sheridan'sside and join the fight against Clark.The fleet of defecting Earth Alliance ships traveled to Mars to fight an assembled Clark-loyal fleet commanded by General RobertLeftcourt. With the help of cybernetically modified telepaths, the Clark-loyal fleet of over 30 Omega class destroyers was disabled, thus allowing Sheridan to head straight for Earth without having to fight. After this, the fleet arrived at Earth and destroyed the weapons platformsthat Clark had turned towards Earth in an attempt to destroy the entire population.Although this was not without losses, as many ships where destroyed to the Earthplanet defense grid. Clark committed suicide and Susanna Luchenko ofthe Russian Consortium was named the new President of the Earth Alliance.Shortly after this, Mars was granted its independence.President Luchenko and the newly reformed democratic government ofthe Earth Alliance joined the Interstellar Alliance in 2262 not long after its initialformation by John Sheridan and Delenn. The deal was that Earth would join if sheallowed Mars' independence and withdrew all troops from the rebellious coloniesthat wished to remain independent after the civil war and Earth would receive artificial gravity technology from the Minbari upon entrance to the Alliance. By 2267Earth had gained enough access to advanced technology to take part in a joint research and development program with the Minbari for a large scale tactical warship. The results were the Warlock class destroyer and the Victory class destroyer.In that year the Drakh attacked Earth, but their attack failed and their forces destroyed. However the Drakh were successful in starting a serious plague that would kill all humans on Earth within 5 years if not stopped. The Alliance then loaned out the use of the survivingVictory class prototype the IAS Excalibur to the Earth Alliance to help find a cure to the plague.For “Fluff purposes”, you can separate your fleet based on the era of the Earth Alliance:—Early Years (2220-2249) covers the formation of Earth Force up to the end of the Earth-Minbari War.—Dawn of the Third Age (2250-2266) covers the recovery from the Earth-Minbari War, the building ofthe Babylon stations, the Babylon 5 series & movies up to.—Crusade Era (2267 ) is the era during the Crusade Series and beyond.Early Years (2220-2249):Artemis-class FrigateAvenger-class Heavy CarrierHermes-class TransportHyperion-class Cruiser (and variants)Nova-class DreadnaughtOlympus-class Corvette (and variants)Oracle-class Scout Cruiser (and variants)Orestes-class System MonitorSagittarius-class CruiserTethys-class CutterDawn of the Third Age (2250-2266):Artemis-class FrigateAvenger-class Heavy CarrierHermes-class TransportHyperion-class Cruiser (and variants)Nova-class DreadnaughtOlympus-class Corvette (and variants)Omega-class DestroyerOracle-class Scout Cruiser (and variants)Poseidon-class Super CarrierWarlock-class Advanced DestroyerCrusade Era (2267 ):Apollo-class Cruiser (and variants)Chronos-class Attack FrigateDelphi-class Advanced Scout (and variants)The Excalibur DestroyerHermes-class TransportHyperion-class Cruiser (and variants)Marathon-class Advanced CruiserOmega-class DestroyerPoseidon-class Super CarrierWarlock-class Advanced Destroyer

Special Rules:Battle Riders:Most older Earth ships don’t come with Jump Engines(FTL). To compensate for this in the NPV calculation,the points cost of the FTL is added onto any ship without FTL. This is denoted by the ( X BR) on the NPVvalue.Fire Arcs:The design, construction, and physics of many weaponslimits their effective arcs. While some weapons can bemounted in such a way that they can fire in any directions, most are limited in their field of fire. There are six60-degree arcs around a ship. These are normally situated so that the front 60-degree arc faces directly forward,extending 30- degrees to either side of the centerline.This is known as the front arc. To left and right are theleft-forward and right- forward arcs. Behind them arethe left-rear and right-rear arcs. Directly behind the shipis the rear arc. This is called the Alpha orientation andis considered the ‘default’ for most ships.Fire arcs can be offset by 30 degrees. This is most oftendone in ships configured for broadside-combat, as opposed to front-assault combat. This is called the Betaorientation.*Note on the rules used: This fleet book was written withthe Full Thrust: Continuum rules in mind. The carriers allhave Launch Tubes/Flight Deck icons associated with thehangars. If your group does not use these then simply disregard them. Many SSDs also have a note about using ‘0’Mass ADFCs. Again if your group does not use this rulefeel free to disregard this upgrade.Earth Alliance Ships are not subject to the ‘Critical Hits onHangar Bays’ rule. Their carrier bays have more compartmentalization than most are willing to incorporate intotheir designs.Tips for printing these SSDs: These SSDs are formatted tofit on letter sized paper. Just print as “Portrait” orientation,and fold the paper in half and you are ready.

EA Apollo class Bombardment CruiserID:Turn 1 Spd Turn 2 Spd Turn 3 Spd Turn 4 Spd Turn 5 Spd Turn 6 Spd Turn 7 SpdEA Apollo class Bombardment CruiserIn Service: 2267 TMF: 120NPV: 448MISSILESRange 24 MUSalvo: D6 in salvo, D6 DP eachPDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damageTwin Particle Array2 Beam Dice out to 24 muMay be used as PDS limited to arcs ofturret

EA Apollo class Strike CruiserID:Turn 1 Spd Turn 2 Spd Turn 3 Spd Turn 4 Spd Turn 5 Spd Turn 6 Spd Turn 7 SpdEA Apollo class Strike CruiserIn Service: 2267 TMF: 120NPV: 475Standard Range K-Gun6 mu 12 mu 18 mu 24 mu 30 muHit2 3 4 5 6If hit scored, roll again; roll GREATERthan K-gun class DP equal toclass, roll LESS THAN OR EQUAL toclass DP equal to class x 2. Natural roll of 6 is always DP. First DPon armor, remainder penetrates.Twin Particle Array2 Beam Dice out to 24 muMay be used as PDS limited to arcs ofturretBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor,all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 3 Battery321PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damage

EA Artemis class Heavy FrigateID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Artemis Class Heavy FrigateIn Service: 2190 TMF: 70NPV: 268 14 BRStandard Range K-Gun6 mu 12 mu 18 mu 24 mu 30 muHit2 3 4 5 6If hit scored, roll again; roll GREATERthan K-gun class DP equal toclass, roll LESS THAN OR EQUAL toclass DP equal to class x 2. Natural roll of 6 is always DP. First DPon armor, remainder penetrates.Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor,all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12Class 1 Battery1PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damage

EA Avenger class Heavy CarrierID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Avenger class Heavy CarrierIn Service: 2240-2266TMF: 100NPV: 470PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damageBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 BatteryClass 2 Battery121

EA Chronos class Attack FrigateID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Chronos class Attack FrigateIn Service: 2268 TMF: 50NPV: 192GRASERS Semi Armor PiercingDice at range: 0-12 12-24 24-36Class 1 BatteryClass 2 Battery121Hit damageDamage is D3 per hit.PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damageBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor,all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 Battery1

EA Delphi class FrigateID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Delphi class FrigateIn Service: 2268 TMF: 80NPV: 306Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 3 Battery321PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollAnti-Ship Mode—Roll 6 1 point of damageTwin Particle Array2 Beam Dice out to 24 muMay be used as PDS limited to arcs ofturret

EA Delphi class Advanced ScoutID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Delphi class Advanced ScoutIn Service: 2268 TMF: 80NPV: 318ADS (Area Defense System)12MU range, fires twice at 6MU. Against Fighters or SMBs, roll 1 die per PDS: 1-3 no effect,4-5 kills ONE fighter or missile, 6 kills TWO andallows a reroll (reroll kills are same as for firstdie roll).ADFC (Area Defense Fire Control)Allows ship to share PDS/ADS withany friendly ship within 6muTwin Particle Array2 Beam Dice out to 24 muMay be used as PDS limited to arcs ofturret

EA Hermes class TransportID:Turn 1 Spd Turn 2 Spd Turn 3 Spd Turn 4 Spd Turn 5 Spd Turn 6 Spd Turn 7 SpdEA Hermes class TransportIn Service 2168 TMF: 50NPV: 189MISSILESRange 24 MUSalvo: D6 in salvo, D6 DP eachPDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damageBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12Class 1 Battery1

EA Hyperion class Assault CruiserID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Hyperion class Assault CruiserIn Service: 2230 TMF: 90NPV: 390PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missilesand rerollAnti-Ship Mode—Roll 6 1 point of damageADFC (Area Defense Fire Control)Allows ship to share PDS/ADS with anyfriendly ship within 6mu

EA Hyperion class Heavy CruiserID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Hyperion class Heavy CruiserIn Service: 2246 TMF: 90NPV: 321Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery123121PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollAnti-Ship Mode—Roll 6 1 point of damage

EA Marathon class Advanced CruiserID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Marathon class Advanced CruiserIn Service: 2266 TMF: 120NPV: 476GRASERS Semi Armor PiercingDice at range: 0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery123121Hit damageDamage is D3 per hit.PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damageBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor,all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24Class 1 Battery12

EA Nova class DreadnoughtID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Nova class DreadnoughtIn Service: 2241 TMF: 130NPV: 488Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24Class 2 Battery21PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollAnti-Ship Mode—Roll 6 1 point of damage

EA Olympus class CorvetteID:Turn 1 Spd Turn 2Spd Turn 3Spd Turn 4Spd Turn 5Spd Turn 6 Spd Turn 7Spd Turn 8SpdEA Olympus class CorvetteIn Service: 2202-2265TMF: 30NPV: 105 6 BRBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage andrerollPenetrating—All initial damage is on armor,all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill onefighter or missile (reroll on 6).Dice at range:0-12 12-24Class 1 Battery1Class 2 Battery21PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damage

EA Olympus class Escort CorvetteID:Turn 1 Spd Turn 2Spd Turn 3Spd Turn 4Spd Turn 5Spd Turn 6 Spd Turn 7Spd Turn 8SpdEA Olympus class Escort CorvetteIn Service: 2202-2265TMF: 30NPV: 121 6 BRBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12Class 1 Battery1PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damageADFC (Area Defense Fire Control)Allows ship to share PDS/ADS withany friendly ship within 6mu

EA Omega class DestroyerID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Omega class DestroyerIn Service: 2250 TMF: 140NPV: 519Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery123121PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missilesand rerollAnti-Ship Mode—Roll 6 1 point of damagePulse Torpedoes (Semi Armor Piercing)6 mu 12 mu 18 mu 24 mu 30 muHit2 3 4 5 6DP 1D6, ignores shields

EA Oracle class FrigateID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Oracle class FrigateIn Service: 2216 TMF: 70NPV: 243Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery123121PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollAnti-Ship Mode—Roll 6 1 point of damage

EA Oracle class Scout CruiserID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Oracle class Scout CruiserIn Service: 2216 TMF: 70NPV: 251Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery123121PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollAnti-Ship Mode—Roll 6 1 point of damageADFC (Area Defense Fire Control)Allows ship to share PDS/ADS with anyfriendly ship within 6mu

EA Orestes class System MonitorID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Orestes class System MonitorIn Service: 2228 TMF: 110NPV: 417 22 BRBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery123121Standard Range K-Gun6 mu 12 mu 18 mu 24 mu 30 muHit2 3 4 5 6If hit scored, roll again; roll GREATERthan K-gun class DP equal to class, rollLESS THAN OR EQUAL to class DP equalto class x 2. Natural roll of 6 is alwaysPDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andreroll

EA Poseidon class Super CarrierID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Poseidon class Super CarrierIn Service: 2255 TMF: 200NPV: 946Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.Dice at range:0-12 12-24Class 2 Battery21PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollShort Range Pulse Torpedoes (SemiArmor Piercing)4 mu 8 mu 12 mu 16 mu 20 muHit2 3 4 5 6DP 1D6, ignores shields

EA Sagittarius class Missile CruiserID:Turn 1 SpdTurn 2 SpdTurn 3 SpdTurn 4 SpdTurn 5 SpdTurn 6 SpdTurn 7 SpdEA Sagittarius class Missile CruiserIn Service: 2230 TMF: 110NPV: 380 22 BRBeam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, all reroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24Class 1 BatteryClass 1 Battery121MISSILESRange 24 MUSalvo: D6 in salvo, D6 DP eachPDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles andrerollAnti-Ship Mode—Roll 6 1 point of damage

EA Tethys class Police CutterID:Turn 1 Spd Turn 2Spd Turn 3Spd Turn 4Spd Turn 5Spd Turn 6 Spd Turn 7Spd Turn 8SpdEA Tethys class Police CutterIn Service: 2230 TMF: 10 eaNPV: 36 ea 1 ea BR111 per standSUBMUNITION PACKDice at range:0-6 6-12 12-18One Shot321PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damage

EA Warlock class Advanced DestroyerID:Turn 1 Spd Turn 2Spd Turn 3Spd Turn 4Spd Turn 5Spd Turn 6 Spd Turn 7SpdEA Warlock class Advanced DestroyerIn Service: 2261 TMF: 170NPV: 718Beam BatteriesRoll 4 or 5 1 point of damageRoll 6 2 points of damage and rerollPenetrating—All initial damage is on armor, allreroll damage is on hull.PDS mode (Class 1) - Roll 5 or 6 kill one fighteror missile (reroll on 6).Dice at range:0-12 12-24 24-36STANDARD RANGE K-GUNClass 1 BatteryClass 2 BatteryGRASERS Semi Armor PiercingDice at range: 0-12 12-24 24-36121PDS (Point Defense System)Roll 4 or 5 Kill one fighter or missileRoll 6 Kill two fighters or missiles and rerollAnti-Ship Mode—Roll 6 1 point of damage6 mu 12 mu 18 mu 24 mu 30 muHit2 3 4 5 6If hit scored, roll again; roll GREATER thanK-gun class DP equal to class, roll LESSTHAN OR EQUAL to class DP equal to classx 2. Natural roll of 6 is always DP. First DPClassClassClassClass1 Battery2 Battery3 Battery4 Battery1234Hit damageDamage is D3 per hit.1231236-481

EA Victory class DestroyerID:Turn 1 Spd Turn 2Spd Turn 3Spd Turn 4Spd Turn 5Spd Turn 6 Spd Turn 7SpdEA Victory class DestroyerIn Service: 2266 TMF: 275NPV: 1236GRASERS Semi Armor PiercingDice at range: 0-12 12-24 24-36Class 1 BatteryClass 2 BatteryClass 3 Battery12312Twin Particle Array2 Beam Dice out to 24 muMay be used as PDS limited to arcs ofturret1Hit damageDamage is D3 per hit.ADS (Area Defense System)12MU range, fires twice at 6MU. Against Fighters orSMBs, roll 1 die per PDS: 1-3 no effect, 4-5 kills ONEfighter or missile, 6 kills TWO and allows a reroll(reroll kills are same as for first die roll).Medium Beam Spinal Mount36mu Range, 1.5 mu WidthDP 12 BD for each weapon.May only fire every other turn, ship maynot maneuver the turn after firing. Allmust fire at the same time.

Hermes-class Transport Hyperion-class Cruiser (and variants) Nova-class Dreadnaught Olympus-class Corvette (and variants) Oracle-class Scout Cruiser (and variants) Orestes-class System Monitor Sagittarius-class Cruiser Tethys-class Cutter Dawn of the Third Age (2250-2266): Artemis-class Frigate Avenger-cl