101

(102 replies, posted in The Admiralty Edition)

The Streib
The Streib are a mysterious and quite old race that have previously been encountered by the Minbari.  They are collectors who capture members of different races and carry out various test on them.  This resulted in the Minbari getting rather annoyed with them and destroying just about every Streib ship they could find.

The collector ship is designed to disable ships so captives can be recovered by breaching pod.  While quite large it is no match for a true warship.

Type: STREIB COLLECTOR SHIP (229)
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[V] 2:[W] 3:[X] 4:[X] 5:[Y] 6:[Z]
Battery V: Improved Blast Laser, 4/8/12, 1/4+/1/3, Starship Exclusive
[AB] [EF]

Battery W: Heavy Burst Beam, 4/8/12, 1/4+/1/1, No Hull Damage; Starship Exclusive
[AB]

Battery X: Medium Burst Beam, 3/6/9, 1/4+/1/1, No Hull Damage; Starship Exclusive
[ABC] [ABD] [CEF] [DEF]

Battery Y: Dual Burst Beam, 1/2/3, 2/4+/1/1, Area Effect; No Hull Damage
[ABCE] [ABDF]

Battery Z: Burst Pulse Cannon, 3/6/9, 1/4+/1/1, Anti-Fighter; Increased Hits; No Hull Damage
[AB]
Special: [TL0] Carrier (48); Countermeasures; Hyperdrive; Marines (20); Point Defense; Tractor Beam
Fighters: [TL0]
6xBreaching Pod, 1/9/4, (Boarding Pod/5+)

102

(102 replies, posted in The Admiralty Edition)

The Mitoc Democracy
The Mitoc are one of the younger races of the galaxy - they barely survived the Dilgar War

Ships
Jomic Frigate (In Service 2220)
The Jomic is not a bad attempt at “my first starship”.  It is quite agile and quite well armed for what is really a large police cutter.

Type: JOMIC-class MITOC FRIGATE (45)
Hull: 6 5 4 3 2 1
Engines: [TL0] 3 3 2 2 1 1                       
Shields: [TL0] 0 0 0 0 0 0                       

Weapons: [TL0] 1:[XZ] 2:[Z] 3:[Y] 4:[Y] 5:[Z] 6:[Z]
Battery X: Medium Plasma Cannon, 2/4/6, 1/5+/1/1, Range-Based DMG; Starship Exclusive
[AB] [AB]

Battery Y: Light Particle Cannon, 2/4/6, 1/5+/1/1, Extra Hull Damage
[AC] [BD]

Battery Z: Light Particle Beam, 1/2/3, 1/4+/1/1, Anti-Fighter
[ACE] [BDF] [JKL]

Special: [TL0] Marines (1); Overthrusters

103

(102 replies, posted in The Admiralty Edition)

I have gone with shield values of 0 for the majority of ships as I wanted to be able to differentiate between the ships with shields (Abbai, White Stars, Vorlons and a couple of others) and those that just relied on their basic hull plating.  I have therefore based the hull values on the general size of the ship, the armour value of the hull, and if the B5W ship has a more hull boxes compared to others (I think the Sharlin gets a couple, and maybe the Omega).

As certain weapons (mainly rail guns) ignore the armour value I have then given them the Extra Hull Damage trait to represent that they can ignore one of the elements I used to determine the Hull value.

I have also given a shield value to some very large star bases (those that would work out to more than 30 Hull) to represent their extreme toughness.

You will notice that most weapons only do one or two points of damage, and with the relatively low accuracy ratings (mainly 4+/5+ unlike the 2+/3+ I keep seeing on "home build" ships) it will still take quite a while to destroy your opponent's ships unless you have a dedicated "ship killer" such as the Artemis Heavy Frigate.

As with the majority of conversions between quite different rules systems there are multiple ways to represent different elements in the original system.  You could give most ships (maybe not the civilian ones or others with very minimal armour) a shield rating of 1 or 2, but then where do you go with ships with shields.  If most ships have Shields 2 then Shields 3 doesn't feel that special, but if everyone has Shields 0 other than a couple of ships then those feel like they have something special.

I was considering largely ignoring the hull armour and given a few heavily armoured ships Armour Plating but decided to save that for adaptive armour (again to make it fell like something special).

For all that B5W had a number of very large fleet engagement scenarios (and not many small battles) it does not handle them very well due to the detail on the ship damage.  Starmada, on the other hand, copes with large battles very well (look at how well the Federation Commander conversion has been received by old SFB players) but you have to lose a level of detail.

My concerns with my conversions are that I have made pulse cannons a bit weak and that fighters may be too powerful - as with many things only extensive play will show if I am right.  Also, I have yet to find a way to represent ELINT ships.  So far I am giving them Fire Control to represent the extra EW points they have to spend, but as many of them don't have that much weaponry it doesn't seem to really represent it.

I will probably be adding some more ships this evening (work just keeps getting in the way!) - maybe I will add a few Vorlon and Shadow ships so you can get a feel for how those have been converted.  I also intend to go back through at some point and add "Year In Service" dates to the ships so non-B5W players can get an idea of which ships would "historically" face off against each other but I need to get by books back out of storage to do that.

104

(102 replies, posted in The Admiralty Edition)

The Alacan Republic

The Alacan Republic is no more.  There were the first race to fall to the Dilgar Imperium with only a single cruiser escaping to find help.  That cruiser eventually made it all the way to the Earth Alliance and persuaded them to fight the Dilgar.  Unfortunately that help came too late for the Alacan.

Fighters
Rotia (In Service 2198) – a very poor fighter, but the best the Alacan could build with their limited technology.
(27) Rotia, 6/9/0, (Fighter/6+/Non-Piercing)


Ships

Azafac Armed Freighter (In Service 2208)
A futile attempt to get more weapons into battle against the Dilgar, these converted freighters were easily destroyed.

Type: AZAFAC-class ALACAN ARMED FREIGHTER (54)
Hull: 6 5 4 3 2 1
Engines: [TL-1] 2 2 2 1 1 1                       
Shields: [TL-1] 0 0 0 0 0 0                       

Weapons: [TL-1] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Class-SO Missile Rack, 3/6/9, 1/5+/1/1, Anti-Fighter; No Range Mods
[AB] [AB]

Battery Y: Laser Cutter, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AC] [BD] [CE] [DF]

Special: [TL-1] Cargo (168); Marines (3)


Tacomi Patrol Cutter (In Service 2208)
While large for a police cutter and quite fast, the Tacomi was no match for the Dilgar warships.

Type: TACOMI-class ALACAN PATROL CUTTER (55)
Hull: 7 6 5 4 3 2 1
Engines: [TL-1] 6 6 5 4 3 2 1                       
Shields: [TL-1] 0 0 0 0 0 0 0                       

Weapons: [TL-1] 1:[XY] 2:[Y] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Laser Cutter, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AB]

Battery Y: Light Particle Beam, 1/2/3, 1/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF] [CEF] [DEF]

Special: [TL-1] Marines (1)


Atrimis Light Cruiser (In Service 2215)
The only true warship the Alacan had, these cruisers could stand up to small Dilgar warships but were overwhelmed by the size of the attacking fleet.

Type: ATRIMIS-class ALACAN LIGHT CRUISER (190)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL-1] 2 2 2 2 2 1 1 1 1                     
Shields: [TL-1] 0 0 0 0 0 0 0 0 0                     

Weapons: [TL-1] 1:[WZ] 2:[XZ] 3:[XZ] 4:[Y] 5:[Y] 6:[Y]
Battery W: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB]

Battery X: Laser Cutter, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AC] [BD]

Battery Y: Class-SO Missile Rack, 3/6/9, 1/5+/1/1, Anti-Fighter; No Range Mods
[ABC] [ABD] [CEF] [DEF]

Battery Z: Light Particle Beam, 1/2/3, 1/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF]

Special: [TL-1] Carrier (108); Marines (5)
Fighters: [TL-1]
4xRotia, 6/9/0, (Fighter/6+/Non-Piercing)


Atica Command Cruiser (In Service 2228)
The Alacan has built a single command version of the Atrmis prior to te Dilgar Invasion.  It was used as the fleet flagship and was destroyed in combat with the Dilgar.

Type: ATICA-class ALACAN COMMAND CRUISER (195)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL-1] 2 2 2 2 2 1 1 1 1                     
Shields: [TL-1] 0 0 0 0 0 0 0 0 0                     

Weapons: [TL-1] 1:[XZ] 2:[XZ] 3:[Y] 4:[Y] 5:[Y] 6:[Z]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB] [AC] [BD]

Battery Y: Class-S Missile Rack, 3/6/9, 1/4+/1/1, Anti-Fighter; No Range Mods
[ABC] [ABD] [CEF] [DEF]

Battery Z: Light Particle Beam, 1/2/3, 1/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF]

Special: [TL-1] Carrier (108); Marines (5)
Fighters: [TL-1]
4xRotia, 6/9/0, (Fighter/6+/Non-Piercing)


Installations (In Service 2208)
Not much to speak of in the way of system defences, just some (barely) armed satellites.

Type: CACARAS-A-class ALACAN DEFENSE SATELLITE (28)
Hull: 3 2 1
Engines: [TL0]                             
Shields: [TL0] 0 0 0                           

Weapons: [TL0] 1:[XY] 2:[XY] 3:[XY] 4:[XY] 5:[Y] 6:[Y]
Battery X: Class-SO Missile Rack, 3/6/9, 1/5+/1/1, Anti-Fighter; No Range Mods
[GHI] [GHI]

Battery Y: Light Particle Beam, 1/2/3, 1/4+/1/1, Anti-Fighter
[ABCDEF] [ACE] [BDF]

Type: CACARAS-B-class ALACAN DEFENSE SATELLITE (36)
Hull: 3 2 1
Engines: [TL0]                             
Shields: [TL0] 0 0 0                           

Weapons: [TL0] 1:[XY] 2:[XY] 3:[XY] 4:[XY] 5:[Y] 6:[Y]
Battery X: Laser Cutter, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[GHI] [GHI]

Battery Y: Light Particle Beam, 1/2/3, 1/4+/1/1, Anti-Fighter
[ABCDEF] [ACE] [BDF]

Note – I should probably have made the Defense Satellites TL -1 as well but is doesn't really matter.

105

(102 replies, posted in The Admiralty Edition)

The Belt Alliance
The Belt Alliance was formed to protect merchant vessels from raiders in areas that governments couldn't, or wouldn't, send warships to patrol.  It often operates in areas where there has recently been conflict as many warships will have been taken away from their normal patrol duties, or destroyed in combat.

Fighters
Delta-V – this is the same cheap fighter that raiders use.
(40) Delta-V, 6/10/0, (Fighter/5+/Non-Piercing)

Starfox – a modified version of the old Earth Alliance Fox Starfury, it has seen new life with the Belt Alliance.
(44) Starfox, 6/10/1, (Fighter/5+/Non-Piercing)


Ships
Designed to take on raiders, and with their weapons limited by governments, the Belt Alliance ships can't stand up to true warships.  They mainly use rail guns that fire clusters of small rounds.  These small rounds have problems penetrating ship hulls, but those rounds that do so can cause significant damage.  The cluster ammunition is also more useful against fighters than the large slugs used by normal rail guns.
They also carry an earlier version of the interceptors found on Earth Alliance ships.  These don't rally provide any defensive benefit and so are counted as anti-fighter batteries.

Light Gunboat (In Service 2192)
Smallest of the Belt Alliance ships, the light gunboats operate in packs to chase down raider vessels.

Type: BELT ALLIANCE LIGHT GUNBOAT (44)
Hull: 5 4 3 2 1
Engines: [TL0] 4 4 3 2 1                         
Shields: [TL0] 0 0 0 0 0                         

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Medium Blast Cannon, 3/6/9, 1/5+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -2
[GHI]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ABCE] [ABDF]

Special: [TL0] Anti-Fighter Batteries (1); Overthrusters


Medium Gunboat (In Service 2188)
Less structurally sound that the light gunboat, the medium gunboat carries extra close-range weaponry.

Type: BELT ALLIANCE MEDIUM GUNBOAT (46)
Hull: 4 3 2 1
Engines: [TL0] 3 3 2 1                         
Shields: [TL0] 0 0 0 0                         

Weapons: [TL0] 1:[XZ] 2:[XZ] 3:[Y] 4:[Y] 5:[Y] 6:[Z]
Battery X: Medium Blast Cannon, 3/6/9, 1/5+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -2
[GHI]

Battery Y: Light Blast Cannon, 2/4/6, 1/5+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -3
[ABC] [ABD]

Battery Z: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ABCE] [ABDF]

Special: [TL0] Anti-Fighter Batteries (1); Marines (1)


Heavy Gunboat (In Service 2213)
Still only equivalent to a corvette or frigate in most fleets, the heavy gunboat can still pack quite a punch at close range.

Type: BELT ALLIANCE HEAVY GUNBOAT (129)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1                       
Shields: [TL0] 0 0 0 0 0 0 0                       

Weapons: [TL0] 1:[WZ] 2:[XZ] 3:[Y] 4:[Y] 5:[Z] 6:[Z]
Battery W: Heavy Blast Cannon, 4/8/12, 1/4+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -1
[AB]

Battery X: Medium Blast Cannon, 3/6/9, 1/5+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -2
[GHI]

Battery Y: Light Blast Cannon, 2/4/6, 1/5+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -3
[ABC] [ABD]

Battery Z: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ABCE] [ABDF] [ACEF] [BDEF]

Special: [TL0] Anti-Fighter Batteries (1); Carrier (40); Marines (3)
Fighters: [TL0]
1xDelta-V, 6/10/0, (Fighter/5+/Non-Piercing)


Close Escort (In Service 2226)
A dedicated anti-fighter vessel, the close escort can also recover some cargo from stricken vessels.

Type: BELT ALLIANCE CLOSE ESCORT (42)
Hull: 4 3 2 1
Engines: [TL0] 4 3 2 1                         
Shields: [TL0] 0 0 0 0                         

Weapons: [TL0] 1:[2X] 2:[2X] 3:[X] 4:[X] 5:[X] 6:[X]
Battery X: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ABCD] [ABC] [ABD] [CEF] [DEF]

Special: [TL0] Anti-Fighter Batteries (1); Cargo (40); Marines (1); Overthrusters


Escort Carrier (In Service 2185)
The easiest way to deal with raider fighters is often with your own fighters.  The escort carrier can accompany merchant ships to provide their own fighter cover, as well as extra firepower.

Type: BELT ALLIANCE ESCORT CARRIER (237)
Hull: 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 1 1                       
Shields: [TL0] 0 0 0 0 0 0 0                       

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Medium Blast Cannon, 3/6/9, 1/5+/1/1, Extra Hull Damage; Increased Hits; Non-Piercing -2
[ABC] [ABD]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACEF] [BDEF]

Special: [TL0] Anti-Fighter Batteries (1); Carrier (168); Marines (3)
Fighters: [TL0]
2xDelta-V, 6/10/0, (Fighter/5+/Non-Piercing)
2xStarfox, 6/10/1, (Fighter/5+/Non-Piercing)

Edited to all In Service dates

106

(102 replies, posted in The Admiralty Edition)

The Dark Knife
This is one of the First Ones that came to assist the younger races against the Shadows and the Vorlons, and probably the scariest ship around.  With weapons that out-range most younger races, the Dark Knife can de-cloak at long range, gut a ship of its choice, and be out of range for most return fire due to its stealth capabilities.

Type: Dark Knife  (1971)
Hull: 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL5] 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1             
Shields: [TL5] 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1             

Weapons: [TL5] 1:[X] 2:[X] 3:[Y] 4:[] 5:[] 6:[]
Battery X: Power Laser, 5/10/15, 1/3+/2/3, Anti-Fighter; Double Damage; Extra Hull Damage
[GHI] [GHI] [GHI]

Battery Y: Volley Laser, 3/6/9, 1/4+/1/1, Anti-Fighter; Increased Hits
[ABCD]

Special: [TL5] Cloaking Device; Fire Control; Hyperdrive; Overthrusters; Regeneration; Stealth

107

(102 replies, posted in The Admiralty Edition)

Raiders
These are the pirates of the galaxy, attacking and looting merchant ships.  They attempt to get hold of shipping manifests and route plans so they can intercept the most valuable cargos.  They attempt to make freighter crews surrender with a show of force, but will fire if necessary.


Fighters
Delta-V – an early Earth fighter, the Delta-V is cheap and easy to manufacture, and is also able to enter a planetary atmosphere unlike most modern fighters.
(40) Delta-V, 6/10/0, (Fighter/5+/Non-Piercing)


Ships
Raider ships carry a mix of weaponry, but generally not the top end of military hardware.  These capital ships are expensive and difficult to get hold of, so they try not to risk them in combat if they don't have to.

Battlewagon
Based on a transport hull, the battlewagon is quite well armed but is still not up to taking on much more than a police cutter.

Type: RAIDER BATTLEWAGON (265)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0                   

Weapons: [TL0] 1:[WY] 2:[XY] 3:[XZ] 4:[YZ] 5:[Y] 6:[Y]
Battery W: Medium Laser Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AB]

Battery X: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AB] [AB]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[AC] [AC] [BD] [BD] [ACE] [ACE] [BDF] [BDF]

Battery Z: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[CEF] [DEF]

Special: [TL0] Cargo (18); Carrier (160); Hyperdrive; Marines (5)
Fighters: [TL0]
4xDelta-V, 6/10/0, (Fighter/5+/Non-Piercing)


Strike Carrier
Based on a heavily modifier luxury liner hull, the strike carrier carries its fighters on external racks allowing for a quick launch.

Type: RAIDER STRIKE CARRIER (268)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 6 6 5 5 4 4 3 3 2 2 1                   
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0                   

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[Y] 5:[Y] 6:[Y]
Battery X: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AB] [AB] [ACE] [BDF]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[AB] [ACE] [BDF] [EF]

Special: [TL0] Cargo (20); Carrier (160); Hyperdrive; Marines (5)
Fighters: [TL0]
4xDelta-V, 6/10/0, (Fighter/5+/Non-Piercing)

108

(102 replies, posted in The Admiralty Edition)

The Streib
The Streib are a mysterious race that have previously been encountered by the Minbari.  They are collectors who capture members of different races and carry out various test on them.  This resulted in the Minbari getting rather annoyed with them and destroying every Streib ship they could find.

The collector ship is designed to disable ships so captives can be recovered by breaching pod.  While quite large it is no match for a true warship.

Type: STREIB COLLECTOR SHIP (229)
Hull: 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[V] 2:[W] 3:[X] 4:[X] 5:[Y] 6:[Z]
Battery V: Improved Blast Laser, 4/8/12, 1/4+/1/3, Starship Exclusive
[AB] [EF]

Battery W: Heavy Burst Beam, 4/8/12, 1/4+/1/1, No Hull Damage; Starship Exclusive
[AB]

Battery X: Medium Burst Beam, 3/6/9, 1/4+/1/1, No Hull Damage; Starship Exclusive
[ABC] [ABD] [CEF] [DEF]

Battery Y: Dual Burst Beam, 1/2/3, 2/4+/1/1, Area Effect; No Hull Damage
[ABCE] [ABDF]

Battery Z: Burst Pulse Cannon, 3/6/9, 1/4+/1/1, Anti-Fighter; Increased Hits; No Hull Damage
[AB]
Special: [TL0] Carrier (48); Countermeasures; Hyperdrive; Marines (20); Point Defense; Tractor Beam
Fighters: [TL0]
6xBreaching Pod, 1/9/4, (Boarding Pod/5+)

109

(102 replies, posted in The Admiralty Edition)

The Abbai
One of the founding races of the League of Non-Aligned Worlds, the Abbai are a matriarchal society that largely believes in non-violence.  However, given that violence continues to happen to them they have some of the best protected, and maybe worst armed, ships in the galaxy.  Even the Dilgar Imperium was unable to breach their defences.


Fighters
Kotha – a fairly standard fighter, designed mainly for taking on other fighters.
(46) Kotha, 6/11/1, (Fighter/5+/Non-Piercing)

Kaltika – it may seem odd that the Abbai have a breaching pod design, but they occasionally board raider vessels to capture them rather than destroy them.
(5) Kaltika Breaching Pod, 1/8/2, (Boarding Pod/5+)


Ships
Abbai ships are focused on defence rather than attack.  They all have shields and most have Countermeasures and Point Defence.  Weaponry is rather weak with many ships just using the short-ranged quad array to discourage those who get too close.  Their true warships do have a decent laser cannon as well, based on Centauri technology, and a few also carry the comm disruptor to disable the enemy rather than destroy them.

Allanti Freighter (In Service 2235)
Rather better protected than other races transports, the Allanti is still only equipped to deal with lightly armed raiders.

Type: ALLANTI-class ABBAI FREIGHTER (88)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1                     
Shields: [TL0] 1 1 1 1 1 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[] 4:[] 5:[] 6:[]
Battery X: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [GHI]

Special: [TL0] Cargo (160); Countermeasures; Marines (2)


Lyata Police Corvette (In Service 2238)
Better protected than most police cutters, the Lyata is still not up to taking on major warships.

Type: LYATA-class ABBAI POLICE CORVETTE (58)
Hull: 5 4 3 2 1
Engines: [TL0] 4 4 3 2 1                         
Shields: [TL0] 1 1 1 1 1                         

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[] 6:[]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[GHI]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABCD]

Special: [TL0] Countermeasures; Marines (1); Overthrusters


Fetula Warrant Cutter (In Service 2228)
Essentially a large police/customs ship, the Fetula is designed to disable and board hostile ships.

Type: FETULA-class ABBAI WARRANT CUTTER (124)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                       
Shields: [TL0] 1 1 1 1 1 1                       

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Comm Disruptor, 3/6/9, 1/5+/1/1, No Hull Damage; Starship Exclusive
[ABC] [ABD]
Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[GHI] [ACE] [BDF]

Special: [TL0] Carrier (15); Countermeasures; Fire Control; Marines (4); Point Defense;
Fighters: [TL0]
3xKaltika Breaching Pod, 1/8/2, (Boarding Pod/5+)


Tulati Frigate (In Service 2180)
The Tulati is a design from before the Dilgar War and is less well armed than the Lyata.  Despite being considered a proper warship it has almost no offensive capability.

Type: TULATI-class ABBAI FRIGATE (60)
Hull: 5 4 3 2 1
Engines: [TL0] 3 3 2 2 1                         
Shields: [TL0] 1 1 1 1 1                         

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[] 5:[] 6:[]
Battery X: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABCE] [ABDF]

Special: [TL0] Countermeasures; Marines (1); Overthrusters


Tiraca Attack Frigate (In Service 2231)
The successor to the Tulati, the fast Tiraca is better armed and able to engage enemy warships.

Type: TIRACA-class ABBAI ATTACK FRIGATE (83)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                       
Shields: [TL0] 1 1 1 1 1 1                       

Weapons: [TL0] 1:[X] 2:[Y] 3:[Y] 4:[] 5:[] 6:[]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABCE] [ABDF]

Special: [TL0] Countermeasures; Marines (1); Overthrusters


Bisaria Escort Frigate (In Service 2235)
Based on the Tiraca hull, the Bisaria is better suited to close quarters fighting than a long-range engagement.

Type: BISARIA-class ABBAI ESCORT FRIGATE (88)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                       
Shields: [TL0] 1 1 1 1 1 1                       

Weapons: [TL0] 1:[X] 2:[Y] 3:[Y] 4:[Y] 5:[] 6:[]
Battery X: Comm Disruptor, 3/6/9, 1/5+/1/1, No Hull Damage; Starship Exclusive
[AB]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[AB] [ABCE] [ABDF]

Special: [TL0] Countermeasures; Marines (1); Overthrusters


Shyarie Jammer Frigate (In Service 2180)
A rather specialised ship, the Shyarie cannot actually destroy enemy vessels, just strip them of weapons.

Type: SHYARIE-class ABBAI JAMMER FRIGATE (45)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                       
Shields: [TL0] 1 1 1 1 1 1                       

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[X] 5:[X] 6:[]
Battery X: Comm Disruptor, 3/6/9, 1/5+/1/1, No Hull Damage; Starship Exclusive
[ABCD] [AC] [BD] [CE] [DF]

Special: [TL0] Countermeasures; Fire Control; Marines (1); Point Defense


Skiatha Escort Scout (In Service 2247)
The Skiatha is designed for independent long distance scouting operations.  However, while quite tough it doesn't have any real firepower.

Type: SKIATHA-class ABBAI ESCORT SCOUT (251)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 2 2 2 2 2 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[] 5:[] 6:[]
Battery X: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABCD] [ABCE] [ABDF] [CDEF]

Special: [TL0] Carrier (92); Countermeasures; Fire Control; Hyperdrive; Marines (5)
Fighters: [TL0]
2xKotha, 6/11/1, (Fighter/5+/Non-Piercing)


Bimith Defender (In Service 2246)
While it has no long-range firepower, the Bimith can sit between attacking raiders and their real target forcing them to deal with it first – a task that will take some time given its defences.

Type: BIMITH-class ABBAI DEFENDER (154)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1                     
Shields: [TL0] 2 2 2 2 2 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[X] 5:[] 6:[]
Battery X: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF] [EF] [EF]

Special: [TL0] Countermeasures; Marines (5); Point Defense


Aldrith Cruiser (In Service 2180)
The main Abbai cruiser of the Dilgar War, the Aldrith is rather under-protected for a large Abbai ship.
Prior to 2228 the Aldrith uses Twin Arrays (1/2/3, 2/4+/1/1, Anti-Fighter) in place of the Quad Arrays (CR 114)

Type: ALDRITH-class ABBAI CRUISER (138)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1                     
Shields: [TL0] 1 1 1 1 1 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[Y] 5:[Y] 6:[Y]
Battery X: Assault Laser, 4/8/12, 1/5+/1/1, Extra Hull Damage; Starship Exclusive
[AB] [AC] [BD] [EF]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [EF] [EF]

Special: [TL0] Countermeasures; Marines (5); Point Defense


Lakara Cruiser (In Service 2230)
This is the modern Abbai cruiser with improved weapons and defences compared to the earlier Aldrith.

Type: LAKARA-class ABBAI CRUISER (133)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 2 2 2 2 2 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB] [AB]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF]

Special: [TL0] Countermeasures; Hyperdrive; Marines (5)


Lokita Carrier (In Service 2243)
Based on the Lakara cruiser, the Lokita gives up some shield generators in order to carry 2 flights of fighters.

Type: LOKITA-class ABBAI CARRIER (213)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 1 1 1 1 1 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[] 6:[]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB] [AB]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [JKL]

Special: [TL0] Countermeasures; Hyperdrive; Marines (5); Carrier (92)
Fighters: [TL0]
2xKotha, 6/11/1, (Fighter/5+/Non-Piercing)


Miliani Carrier (In Service 2230)
A rather uninspiring carrier, the Miliani doesn't carry as many fighters as the dedicated carriers of other races and it is rather under-protected for a large Abbai ship.

Type: MILIANI-class ABBAI CARRIER (310)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1                     
Shields: [TL0] 1 1 1 1 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[Y] 3:[Y] 4:[Y] 5:[] 6:[]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF]

Special: [TL0] Carrier (184); Countermeasures; Marines (5); Point Defense
Fighters: [TL0]
4xKotha, 6/11/1, (Fighter/5+/Non-Piercing)


Marata Diplomatic Transport (In Service 2233)
Based on the Miliani hull, the Marata trades in weaponry and fighters for additional defences to ensure the diplomats remain unharmed.

Type: MARATA-class ABBAI DIPLOMATIC TRANSPORT (233)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1 1                     
Shields: [TL0] 2 2 2 2 2 1 1 1 1                     

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[] 5:[] 6:[]
Battery X: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABC] [ABD] [ACE] [BDF]

Special: [TL0] Carrier (92); Countermeasures; Marines (5); Point Defense; Transport (10)
Fighters: [TL0]
2xKotha, 6/11/1, (Fighter/5+/Non-Piercing)


Installations
Abbai defences are designed to protect a system no matter what comes at them.  In order to do that they have the heaviest shielding seen among the younger races.

Alanti Orbital Satellite. (In Service 2230)
A basic armed satellite capable of supporting a defending fleet and other fixed defences.

Type: ALANTI-class ABBAI ORBITAL SATELLITE (51)
Hull: 4 3 2 1
Engines: [TL0]                             
Shields: [TL0] 1 1 1 1                         

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[] 6:[]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[GHI]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[ABCDEF]

Special: [TL0] Countermeasures


Pirocia Starbase (In Service 2230)
This the almost impregnable starbase that cause the Dilgar to look elsewhere.  It is rather under-armed compared to some other races bases, but the Piroca can absorb much more damage and still fight.

Type: PIROCIA-class ABBAI STARBASE (1315)
Hull: 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0]                             
Shields: [TL0] 5 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1   

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[Y] 5:[Y] 6:[Y]
Battery X: Combat Laser, 4/8/12, 1/5+/1/2, Double Damage; Starship Exclusive
[AB] [AB] [AC] [AC] [BD] [BD] [CE] [CE] [DF] [DF] [EF] [EF]

Battery Y: Quad Array, 1/2/3, 4/4+/1/1, Anti-Fighter
[AB] [AB] [AC] [AC] [BD] [BD] [CE] [CE] [DF] [DF] [EF] [EF]

Special: [TL0] Cargo (150); Carrier (276); Countermeasures; Marines (7); Point Defense
Fighters: [TL0]
6xKotha, 6/11/1, (Fighter/5+/Non-Piercing)</r>

110

(102 replies, posted in The Admiralty Edition)

Thanks

BTW the result from your link is

Information
The requested topic does not exist.

111

(102 replies, posted in The Admiralty Edition)

The Interstellar Alliance
This is an outgrowth of the Army of Light that fought the Shadows and Vorlons and then liberated Earth.

It only has a single ship type, the White Star, which was created by the Minbari initially using Vorlon technology.  The result is a very tough and fast attack ship.

Type: EARLY WHITE STAR (315)
Hull: 6 5 4 3 2 1
Engines: [TL1] 6 5 4 3 2 1                       
Shields: [TL1] 1 1 1 1 1 1                       

Weapons: [TL1] 1:[X] 2:[Y] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Improved Neutron Laser, 5/10/15, 1/4+/3/1, Double Damage; Extra Hull Damage
[G]

Battery Y: Molecular Pulsar, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AB] [AB] [AB] [AB]

Special: [TL1] Armor Plating; Carrier (18); Hyperdrive; Marines (1); Overthrusters; Stealth; Tractor Beam; Regeneration
Fighters: [TL1]
2xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)


Type: LATER WHITE STAR (227)
Hull: 6 5 4 3 2 1
Engines: [TL1] 6 5 4 3 2 1                       
Shields: [TL1] 1 1 1 1 1 1                       

Weapons: [TL1] 1:[X] 2:[Y] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Improved Neutron Laser, 5/10/15, 1/4+/3/1, Double Damage; Extra Hull Damage
[G]
Battery Y: Molecular Pulsar, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AB] [AB] [AB] [AB]

Special: [TL1] Armor Plating; Carrier (18); Hyperdrive; Marines (1); Overthrusters; Stealth; Tractor Beam
Fighters: [TL1]
2xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)

More races and ships to come.

112

(102 replies, posted in The Admiralty Edition)

The Narn Regime

A war-like people, the Narn were once slaves of the Centauri and are often engaged in border skirmishes with them.  They like to play the role of protector of the weak, but they are often actually looking for new worlds and races to exploit.

Fighters
Tarza – a torpedo fighter.  Considered inferior to the Frazi and not normally carried.
(45) Tarza, 6/10/1, (Fighter/5+/Non-Piercing)(Striker/6+)

Frazi – the main fighter of the Narn, this is one of few standard fighters that are a threat to capital ships in small numbers due to the heavy guns it carries.
(55) Frazi, 6/10/1, (Fighter/5+)

T'Khar – a troop shuttle that can be used for boarding actions.
(11) T'Khar, 1/9/1, (Breacher/6+)

T'Rakh – the Narn breaching pod is better armoured than most.
(5) T'Rakh, 1/8/2, (Boarding Pod/5+)

Ships
Narn ships are generally rather large and slow.  The only piece of unique technology the Narn have is the energy mine which is designed to clear large areas of enemy fighters.

Bin'Tak Dreadnought
Biggest ship in the Narn fleet, the Bin'Tak is capable of inflicting damage on the enemy at very long range.

Type: BIN'TAK-class NARN DREADNOUGHT (386)
Hull: 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1             
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0             

Weapons: [TL0] 1:[VZ] 2:[VZ] 3:[VZ] 4:[WZ] 5:[X] 6:[Y]
Battery V: Heavy Laser Cannon, 4/8/12, 1/5+/2/2, Extra Hull Damage; Starship Exclusive
[AB] [AB] [AC] [BD] [CE] [DF]

Battery W: Energy Mine, 5/10/15, 1/5+/1/2, Anti-Fighter; Area Effect; No Range Mods
[AB] [AB]

Battery X: Ion Torpedo, 8/16/24, 1/5+/1/1, No Range Mods; Starship Exclusive
[AC] [BD]

Battery Y: Mag Gun, 2/4/6, 1/4+/1/5, Starship Exclusive
[AB]

Battery Z: Light Pulse Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AB] [ABC] [ABD] [AC] [AC] [BD] [BD] [JKL] [JKL] [JKL]

Special: [TL0] Carrier (165); Hyperdrive; Marines (5)
Fighters: [TL0]
3xFrazi, 6/10/1, (Fighter/5+)


Dag'Kar Missile Figate
The small Dag'Kar carries a large amount of long-range weaponry.  Given the damage it can inflict at range it is often the first target for enemy ships.

Type: DAG'KAR-class NARN MISSILE FRIGATE (98)
Hull: 6 5 4 3 2 1
Engines: [TL0] 3 3 2 2 1 1                       
Shields: [TL0] 0 0 0 0 0 0                       

Weapons: [TL0] 1:[XY] 2:[XY] 3:[XY] 4:[XY] 5:[XY] 6:[XY]
Battery X: Energy Mine, 5/10/15, 1/5+/1/2, Anti-Fighter; Area Effect; No Range Mods
[AB] [AB] [AB] [AB] [AB] [AB]

Battery Y: Ion Torpedo, 8/16/24, 1/5+/1/1, No Range Mods; Starship Exclusive
[AB] [AB] [AB] [AB] [AB] [AB]

Special: [TL0] Marines (1)


G'Quan Heavy Cruiser
The main cruiser of the Narn fleet, the G'Quan is a good all round vessel with extensive close-range weaponry.

Type: G'QUAN-class NARN HEAVY CRUISER (280)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[W] 2:[X] 3:[Y] 4:[Y] 5:[Z] 6:[Z]
Battery W: Heavy Laser Cannon, 4/8/12, 1/5+/2/2, Extra Hull Damage; Starship Exclusive
[AB] [AB]

Battery X: Energy Mine, 5/10/15, 1/5+/1/2, Anti-Fighter; Area Effect; No Range Mods
[AB] [AB]

Battery Y: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[GHI] [GHI] [JKL] [JKL]

Battery Z: Light Pulse Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[GHI] [GHI] [JKL] [JKL]

Special: [TL0] Carrier (110); Hyperdrive; Marines (5)
Fighters: [TL0]
2xFrazi, 6/10/1, (Fighter/5+)


Sho'Kos Patrol Cutter
The Sho'Kos is fine against pirates, but suffers badly when used against true war ships.

Type: SHO'KOS-class NARN PATROL CUTTER (49)
Hull: 4 3 2 1
Engines: [TL0] 6 5 3 2                         
Shields: [TL0] 0 0 0 0                         

Weapons: [TL0] 1:[XZ] 2:[XZ] 3:[X] 4:[Y] 5:[Y] 6:[Z]
Battery X: Burst Beam, 1/2/3, 1/5+/1/1, Anti-Fighter; No Hull Damage
[ABC] [ABD]

Battery Y: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[ABCD]

Battery Z: Light Pulse Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[ABCE] [ABDF]

Special: [TL0] Marines (1); Overthrusters


Thentus Frigate
For a Narn ship, the Thentus is surprisingly fast and agile.

Type: THENTUS-class NARN FRIGATE (75)
Hull: 6 5 4 3 2 1
Engines: [TL0] 6 5 4 3 2 1                       
Shields: [TL0] 0 0 0 0 0 0                       

Weapons: [TL0] 1:[XZ] 2:[XZ] 3:[Y] 4:[Y] 5:[Z] 6:[Z]
Battery X: Burst Beam, 1/2/3, 1/5+/1/1, Anti-Fighter; No Hull Damage
[ACE] [BDF]

Battery Y: Medium Laser Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[GHI] [GHI]

Battery Z: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABC] [ABD] [CEF] [DEF]

Special: [TL0] Marines (1); Overthrusters


T'Loth Assault Cruiser
A massive ship that is part carrier, part troop ship, the T'Loth is often used as the flagship of a raiding force.

Type: T'LOTH-class NARN ASSAULT CRUISER (368)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1                   
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0                   

Weapons: [TL0] 1:[XY] 2:[X] 3:[X] 4:[Y] 5:[Y] 6:[Y]
Battery X: Heavy Plasma Cannon, 3/6/9, 1/5+/1/2, Range-Based DMG; Starship Exclusive
[A] [A] [B] [B]

Battery Y: Light Pulse Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[GHI] [GHI] [ACE] [BDF] [JKL] [JKL]

Special: [TL0] Carrier (242); Hyperdrive; Marines (17)
Fighters: [TL0]
2xFrazi, 6/10/1, (Fighter/5+)
12xT'Khar, 1/9/1, (Breacher/6+)

113

(102 replies, posted in The Admiralty Edition)

The Centauri Republic
Quite an old race, the Centauri often refer to themselves as “the lion of the galaxy”.  Unfortunately that lion has grown old and decadent, weakened by in-fighting between the noble houses.  They have fought wars with most of their neighbours but most often with the Narn.

Fighters
Razarik – a modification of the Razik, this fighter carries a small torpedo load for attacking ships but is slower.
(43) Razarik, 6/11/0, (Fighter/5+/Non-Piercing)(Striker/6+)

Razik – the standard light fighter of the Republic.  It is faster than the Sentri but more vulnerable.
(44) Razik, 6/12/0, (Fighter/5+/Non-Piercing)

Rutarian – a new fighter that has both anit-fighter and anti-ship capability.  Only a few new ship classes are designed to carry the Rutarian.
(55) Rutarian, 6/10/2, (Fighter/5+/Non-Piercing) (Fighter/6+/Bomber)

Sentri – the standard fighter of the Republic fleet.
(46) Sentri, 6/11/1, (Fighter/5+/Non-Piercing)

Sitari – a modification of the Sentri.  The anti-fighter weaponry has been removed and replaced with the main gun from the Rutarian.  It is considered something of a failure.
(31) Sitara, 6/10/1, (Fighter/6+/Bomber)

Scion – a standard breaching pod for delivering troops to enemy ships or space stations.
(5) Scion, 1/10/1, (Boarding Pod/5+)

Larisi – a troop shuttle.
(11) Larisi, 1/9/0, (Breacher/6+)


Ships
Centauri ships are either fast attack ships with heavy forward weaponry, like the Vorchan, or large battleships with long-ranged guns, such as the Primus.

Altarian Destroyer
A decent all-round war ship, the Altarian is capable of independent action but they are normally formed into squadrons.

Type: ALTARIAN-class CENTAURI DESTROYER (143)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0                   

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Matter Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AC] [BD] [EF]

Battery Y: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABCD] [ABCE] [ABDF] [ACEF] [BDEF]

Special: [TL0] Carrier (46); Hyperdrive; Marines (3)
Fighters: [TL0]
1xSentri, 6/11/1, (Fighter/5+/Non-Piercing)


Centurion Attack Cruiser
Better armoured than the Primus, the Centurion is designed with a head-on attack in mind.

Type: CENTURION-class CENTAURI ATTACK CRUISER (153)
Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 4 3 3 3 2 2 2 1 1 1                 
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0                 

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Z] 5:[Z] 6:[]
Battery X: Battle Laser, 5/10/15, 1/4+/1/1, Double Damage; Extra Hull Damage; Starship Exclusive
[AB] [AC] [BD]

Battery Y: Matter Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AC] [BD]

Battery Z: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABCE] [ABCE] [ABDF] [ABDF]

Special: [TL0] Hyperdrive; Marines (5)


Dargan Strike Cruiser
The only Centauri ship with a stealth system.  This system actually allows the Dargan to appear as a different ship types on sensors allowing it to disguise itself as a civilian freighter to slip past enemy border sensors.  In game terms it works like normal Stealth.

Type: DARGAN-class CENTAURI STRIKE CRUISER (365)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                 
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0                 

Weapons: [TL0] 1:[X] 2:[Y] 3:[Y] 4:[Z] 5:[Z] 6:[Z]
Battery X: Battle Laser, 5/10/15, 1/4+/1/1, Double Damage; Extra Hull Damage; Starship Exclusive
[AC] [BD]

Battery Y: Matter Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AB] [AC] [BD]

Battery Z: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABCE] [ABCE] [ABDF] [ABDF] [JKL]

Special: [TL0] Carrier (110); Fire Control; Hyperdrive; Marines (5); Stealth
Fighters: [TL0]
2xRutarian, 6/10/2, (Fighter/5+/Non-Piercing)(Fighter/6+/Bomber)


Haven Patrol Boat
A small agile ship used for local system defence.  The twin arrays provide fire against raiding fighters while the matter cannon rips apart their carrier.

Type: HAVEN-class CENTAURI PATROL BOAT (59)
Hull: 5 4 3 2 1
Engines: [TL0] 5 4 3 2 1                         
Shields: [TL0] 0 0 0 0 0                         

Weapons: [TL0] 1:[XY] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Matter Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AB]

Battery Y: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABCE] [ABDF] [ACEF] [BDEF]

Special: [TL0] Marines (1); Overthrusters


Primus Battlecruiser
The main cruiser of the Centauri fleet, the Primus is a general purpose vessel designed to hang back and engage at range while the fast attack ships close on the enemy.

Type: PRIMUS-class CENTAURI BATTLECRUISER (254)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1                 
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0                 

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Battle Laser, 5/10/15, 1/4+/1/1, Double Damage; Extra Hull Damage; Starship Exclusive
[AC] [AC] [BD] [BD]

Battery Y: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABCD] [ABCD] [ABCD] [ABCD] [ABCE] [ABCE] [ABDF] [ABDF]

Special: [TL0] Carrier (92); Hyperdrive; Marines (5)
Fighters: [TL0]
2xSentri, 6/11/1, (Fighter/5+/Non-Piercing)


Vorchan Warship
Designed to operate in packs, the Vorchan is devastating at close range.

Type: VORCHAN-class CENTAURI WARSHIP (55)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 4 3 2 2 1                     
Shields: [TL0] 0 0 0 0 0 0 0 0                     

Weapons: [TL0] 1:[X] 2:[Y] 3:[Y] 4:[] 5:[] 6:[]
Battery X: Plasma Accelerator, 2/4/6, 1/5+/1/2, Range-Based DMG; Starship Exclusive
[AB]

Battery Y: Twin Array, 1/2/3, 2/4+/1/1, Anti-Fighter
[ABCD] [ABCD]

Special: [TL0] Hyperdrive; Marines (3)

114

(102 replies, posted in The Admiralty Edition)

The Minbari Federation
One of the oldest races in the galaxy, they reached their peak some time ago and have stagnated somewhat.  They have just started updating some of their ships using a mix of human and Vorlon technology.

Fighters
Tishat – a slightly older fighter now used mainly for training and local defence, it is still better than the main fighters of most other races.
(54) Tishat, 6/12/2, (Fighter/5+/Non-Piercing)

Nial – the current fighter of the Minbari is well armed and armoured, as well as being faster than most other fighters.
(76) Nial, 6/12/3, (Fighter/4+/Non-Piercing)

Combat Flyer – essentially an armed personal shuttle.  It is carried by almost all Minbari ships and can function as a fighter in a pinch.
(9) Combat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)

Transport Flyer – an armed cargo shuttle.  Again it can be used as a fighter but it is not recommended.
(8) Transport Flyer, 1/9/0, (Fighter/6+/Non-Piercing)

Ronati Breaching Pod – on occasion the Minbari decide they want to capture a ship rather than destroy it.  Once the target is disabled the Ronati is used to deliver troops to clear it of all resistance.
(6) Ronati, 1/9/3, (Boarding Pod/5+)

Ships
The current Minbari fleet uses stealth technology to allow them to stand off from an enemy fleet and engage it at the long range allowed by their superior weaponry.  Earlier ships used a short ranged mixture of antimatter and molecular weaponry and their stealth allowed them to close to combat ranges without damage.  The stealth technology was such an advantage in the Earth-Minbari War that the only ships that suffered serious damage had either been rammed or mined.  All Minbari vessels have artificial gravity.

Morshin Carrier
While the Sharlin carriers more fighters than some races dedicated carriers, occasionally the Minbari need to bring even more fighters to the battle.  Once it has launched its fighters the Morshin is basically a big target and so needs to be kept out of range.

Type: MORSHIN-class MINBARI CARRIER (743)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 2 2 2 1 1                     
Shields: [TL0] 0 0 0 0 0 0 0 0                     

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[X] 5:[X] 6:[]
Battery X: Fusion Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter
[AC] [AC] [BD] [BD] [EF] [EF]

Special: [TL0] Anti-Fighter Batteries (2); Carrier (626); Marines (3); Stealth
Fighters: [TL0]
8xNial, 6/12/3, (Fighter/4+/Non-Piercing)
2xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)


Neshatan Gunship
A pure warship with no space for anything else.

Type: NESHATAN-class MINBARI GUNSHIP (537)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[X] 5:[Y] 6:[Y]
Battery X: Neutron Laser, 5/10/15, 1/4+/2/1, Double Damage; Extra Hull Damage
[AB] [AB] [AB] [AB] [AC] [BD] [CE] [CE] [DF] [DF]

Battery Y: Fusion Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter
[AB] [AC] [BD] [CE] [DF]

Special: [TL0] Carrier (18); Hyperdrive; Marines (5); Stealth
Fighters: [TL0]
2xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)


Sharlin War Cruiser
The main cruiser of the Minbari fleet, the Sharlin can stay at long ranges and tear enemy ships apart with its long-ranged neutron lasers.  If the enemy close then it has a formidable array of fusion cannons for defence.

Type: SHARLIN-class MINBARI WAR CRUISER (774)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[XY] 2:[XY] 3:[XY] 4:[2Y] 5:[2Y] 6:[Y]
Battery X: Neutron Laser, 5/10/15, 1/4+/2/1, Double Damage; Extra Hull Damage
[AB] [AB] [AB] [AB] [EF] [EF]

Battery Y: Fusion Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter
[AB] [AB] [AB] [AB] [AC] [AC] [AC] [BD] [BD] [BD] [CE] [CE] [DF] [DF] [EF] [EF] [EF] [EF]

Special: [TL0] Anti-Fighter Batteries (1); Carrier (340); Hyperdrive; Marines (5); Stealth; Tractor Beam
Fighters: [TL0]
4xNial, 6/12/3, (Fighter/4+/Non-Piercing)
4xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)


Tinashi War Frigate
A smaller version of the Sharlin.  It is capable of acting independently or as an escort for the cruisers.

Type: TINASHI-class MINBARI WAR FRIGATE (282)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1                   
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0                   

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Neutron Laser, 5/10/15, 1/4+/2/1, Double Damage; Extra Hull Damage
[AB] [AC] [BD]

Battery Y: Fusion Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter
[AC] [AC] [BD] [BD] [EF] [EF]

Special: [TL0] Anti-Fighter Batteries (1); Carrier (18); Hyperdrive; Marines (3); Stealth
Fighters: [TL0]
2xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)


Troligan Armoued Cruiser
A rather odd Minbari vessel in the modern fleet, the Troligan is designed to get up close to the enemy.  It is rather under-gunned for its size.

Type: TROLIGAN-class MINBARI ARMOURED CRUISER (146)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[X] 2:[X] 3:[X] 4:[X] 5:[] 6:[]
Battery X: Fusion Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter
[AB] [AB] [AC] [BD] [CE] [DF] [EF] [EF]

Special: [TL0] Carrier (18); Marines (5); Stealth; Tractor Beam (2)
Fighters: [TL0]
2xCombat Flyer, 1/10/0, (Fighter/6+/Non-Piercing)

115

(102 replies, posted in The Admiralty Edition)

Since the previous Babylon 5 Wars conversions don't seem to be available on the forums any more I thought I would share mine.

While B5W had very detailed ships this was also its downfall (I don't want to be keeping track of how many damage points each of my laser cannons has left and what different critical hits they have taken), and the subsequent Fleet Action rules didn't really grab my interest.

Ships with the Hyperdrive trait are capable of opening their own jump point to enter hyperspace.  Smaller ships don't normally have this capability and either have to rely on fixed jump gates or use the jump point created by a larger ship.  I haven't really come up with any particular rules for this but I would suggest that if they can end their turn in the same hex, and facing in the same direction, as the ship that is using the Hyperdrive then they can also enter Hyperspace.


The Earth Alliance
The EA ships are rather blocky, slow, and low-tech (but not enough to warrant a tech level penalty) using a mix of plasma cannons, particle beams, laser cannons, and pulse cannons, plus a few railguns and missile launchers.
Their claim to fame, as it were, is the interceptor array that can shoot down incoming fire or target fighters.  I have represented this as Anti-Fighter Batteries, Countermeasures, and Point Defense.
The ships below are the basic ships from the era of the TV show.  Up to this point the EA has fought two major wars.  In the Dilgar War they came off the bench late on to become the saviours of the League of Non-Aligned Worlds who were being massacred by the genocidal Dilgar.  Shortly after that war first contact with the Minbari went very badly wrong (“we handled the Dilgar, we can handle a few stray ships”) resulting in the EA being almost totally destroyed and the Minbari only stopping once in Earth orbit.

Fighters
Tiger – an older fighter that was still in use at the start of the Dilgar War but had mainly been replaced by the Nova.
(38) Tiger Starfury, 6/9/0, (Fighter/5+/Non-Piercing)

Nova – the main fighter during the Dilgar War.
(44) Nova Starfury, 6/10/1, (Fighter/5+/Non-Piercing)

Aurora – introduced during the Dilgar War this became the main service fighter of the EA.
(46) Aurora Starfury, 6/11/1, (Fighter/5+/Non-Piercing)

Badger – a two-man “bomber” version of the Aurora, this has a rear-facing gunner and carries a small missile load.
(56) Badger Starfury, 6/10/1, (Fighter/4+/Non-Piercing) (Striker/5+)

Thunderbolt – the latest fighter and the first for a while to be able to enter a planetary atmosphere.  Due to the differences in shape most older ships can't carry the Thunderbolt.
(60) Thunderbolt Starfury, 6/12/1, (Fighter/5+)

Lamprey Breaching Pod – not normally carried, these are specialist small craft that can attach themselves the hull of a ship or space station, burn their way through the hull and release their cargo of marines inside.
(5) Lamprey, 1/8/1, (Boarding Pod/5+)

Hades Shuttle – designed for planetary assaults, this shuttle could land in enemy shuttle bays if needed.
(11) Hades, 1/8/1, (Breacher/6+)


Ships
The EA has a number of basic hulls that they have then modified or converted over the years as different weapons have become available and different needs have cropped up.  Therefore each ship has a hull type and a Greek letter designation to ship which version of that hull it is.

Artemis Beta Heavy Frigate
A tough small ship armed with railguns.  It is designed to close with enemy capital ships and pound them into scrap, while relying on its tough hull to protect it.  While it could be used as a general patrol ship, it would need regular resupply.

Type: ARTEMIS-class EARTH ALLIANCE HEAVY FRIGATE (126)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1                     
Shields: [TL0] 0 0 0 0 0 0 0 0 0                     

Weapons: [TL0] 1:[XY] 2:[X] 3:[X] 4:[X] 5:[Y] 6:[Y]
Battery X: Railgun, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[AC] [AC] [BD] [BD] [CE] [DF]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ACE] [ACE] [BDF] [BDF]

Special: [TL0] Anti-Fighter Batteries (1); Countermeasures; Marines (3); Point Defense


Avenger Gamma Heavy Carrier
Designed with multiple small hangers this ship can quickly get its fighters into action, this ship has minimal weaponry.

Type: AVENGER-class EARTH ALLIANCE HEAVY CARRIER (567)
Hull: 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1                   
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0                   

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Y]
Battery X: Medium Plasma Cannon, 2/4/6, 1/5+/1/1, Range-Based DMG; Starship Exclusive
[AB] [AC] [BD]
Battery Y: Light Pulse Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AC] [BD] [ACE] [BDF] [CE] [DF]

Special: [TL0] Anti-Fighter Batteries (3); Carrier (368); Countermeasures; Hyperdrive; Launch Tubes; Marines (5); Point Defense
Fighters: [TL0]
8xAurora Starfury, 6/11/1, (Fighter/5+/Non-Piercing)


Explorer Alpha Survey Ship
A massive ship which is designed to undertake long duration exploration missions and repair and build jumpgates.

Type: EXPLORER-class EARTH ALLIANCE SURVEY SHIP (422)
Hull: 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1         
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0         

Weapons: [TL0] 1:[X] 2:[Y] 3:[Y] 4:[Y] 5:[] 6:[]
Battery X: Heavy Pulse Cannon, 3/6/9, 1/4+/1/1, Increased Hits; Starship Exclusive
[A] [B]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ACE] [ACE] [ACE] [ACE] [BDF] [BDF] [BDF] [BDF]

Special: [TL0] Anti-Fighter Batteries (4); Cargo (100); Carrier (184); Countermeasures; Fire Control; Hyperdrive; Marines (7); Point Defense
Fighters: [TL0]
4xAurora Starfury, 6/11/1, (Fighter/5+/Non-Piercing)


Hermes Beta Transport
A small priority transport and one of the smallest EA ships to carry its own jump drive.

Type: HERMES-class EARTH ALLIANCE PRIORITY TRANSPORT (163)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 5 5 4 4 3 2 2 1                     
Shields: [TL0] 0 0 0 0 0 0 0 0                     

Weapons: [TL0] 1:[X] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[]
Battery X: Class-S Missile Rack, 3/6/9, 1/4+/1/1, Anti-Fighter; No Range Mods
[ABCDEF] [ABCDEF]

Battery Y: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[AC] [BD] [ACE] [BDF]

Special: [TL0] Anti-Fighter Batteries (1); Cargo (30); Carrier (46); Countermeasures; Hyperdrive; Marines (3); Point Defense
Fighters: [TL0]
1xAurora Starfury, 6/11/1, (Fighter/5+/Non-Piercing)


Hyperion Theta Heavy Cruiser
The main “ship of the line” in both wars it has undergone a number of upgrades to get to this version.

Type: HYPERION-class EARTH ALLIANCE HEAVY CRUISER (243)
Hull: 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 2 2 2 2 2 2 2 1 1 1 1 1 1                 
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0                 

Weapons: [TL0] 1:[WZ] 2:[W] 3:[X] 4:[X] 5:[Y] 6:[Z]
Battery W: Heavy Laser Cannon, 4/8/12, 1/5+/2/2, Extra Hull Damage; Starship Exclusive
[A] [B] [E] [F]
Battery X: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[ABCD] [ACE] [BDF]
Battery Y: Medium Plasma Cannon, 2/4/6, 1/5+/1/1, Range-Based DMG; Starship Exclusive
[ABCD] [ABCD]
Battery Z: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ABCDEF] [ABCDEF] [ABCDEF]

Special: [TL0] Anti-Fighter Batteries (2); Carrier (46); Countermeasures; Hyperdrive; Marines (5); Point Defense
Fighters: [TL0]
1xAurora Starfury, 6/11/1, (Fighter/5+/Non-Piercing)


Nova Beta Dreadnought
A massively over-gunned ship with a large central hanger bay.  Armed entirely with the laser-pulse array which combines both a medium laser cannon and a medium pulse cannon into a single mount, it is rather cramped and prone to mechanical failures.  I am aware that dual mode weapons should have the same range, but this is actually two different weapons in the same mount – although only one can be fired at a time due to the single power supply.

Type: NOVA-class EARTH ALLIANCE DREADNOUGHT (460)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[2X] 2:[2X] 3:[X] 4:[X] 5:[X] 6:[X]
Battery X: Mode1: Medium Laser Cannon, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
Mode2: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[A] [A] [B] [B] [AC] [AC] [AC] [AC] [AC] [BD] [BD] [BD] [BD] [BD] [CE] [CE] [DF] [DF]

Special: [TL0] Anti-Fighter Batteries (2); Carrier (184); Countermeasures; Hyperdrive; Marines (5); Point Defense
Fighters: [TL0]
4xAurora Starfury, 6/11/1, (Fighter/5+/Non-Piercing)


Olympus Delta Corvette
A general purpose small warship with a mix of weaponry.  Unlike most ships, the bridge is not protected within the centre of the ship – instead it is on a pole sticking out the side of the ship.

Type: OLYPMUS-class EARTH ALLIANCE CORVETTE (135)
Hull: 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 1 1                     
Shields: [TL0] 0 0 0 0 0 0 0 0 0                     

Weapons: [TL0] 1:[XZ] 2:[X] 3:[Y] 4:[Y] 5:[Y] 6:[Z]
Battery X: Railgun, 3/6/9, 1/5+/1/2, Extra Hull Damage; Starship Exclusive
[ABCDEF] [ABCDEF]

Battery Y: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AC] [AC] [BD] [BD]

Battery Z: Class-S Missile Rack, 3/6/9, 1/4+/1/1, Anti-Fighter; No Range Mods
[AC] [BD]

Special: [TL0] Anti-Fighter Batteries (1); Countermeasures; Marines (3); Point Defense


Omega Alpha Destroyer
A new design developed after the Minbari War and the first Earth ship to have artificial gravity by way of a central spun section.  It is also the first to carry the Thunderbolt fighter.  As this ship is bigger than the Nova it would appear that the EA uses “destroyer” to mean “star destroyer”.

Type: OMEGA-class EARTH ALLIANCE DESTROYER (476)
Hull: 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 3 2 2 2 2 2 1 1 1 1 1               
Shields: [TL0] 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0               

Weapons: [TL0] 1:[XZ] 2:[XZ] 3:[Y] 4:[Z] 5:[Z] 6:[Z]
Battery X: Heavy Laser Cannon, 4/8/12, 1/5+/2/2, Extra Hull Damage; Starship Exclusive
[A] [B] [E] [F]

Battery Y: Heavy Pulse Cannon, 3/6/9, 1/4+/1/1, Increased Hits; Starship Exclusive
[A] [B]

Battery Z: Standard Particle Beam, 2/4/6, 1/4+/1/1, Anti-Fighter
[ACE] [ACE] [ACE] [ACE] [ACE] [ACE] [BDF] [BDF] [BDF] [BDF] [BDF] [BDF]

Special: [TL0] Anti-Fighter Batteries (3); Carrier (240); Countermeasures; Hyperdrive; Marines (5); Point Defense
Fighters: [TL0]
4xThunderbolt Starfury, 6/12/1, (Fighter/5+)


Tethys Kappa Police Cutter
A general purpose patrol and security ship.

Type: TETHYS-class EARTH ALLIANCE POLICE CUTTER (72)
Hull: 5 4 3 2 1
Engines: [TL0] 4 4 3 2 1                         
Shields: [TL0] 0 0 0 0 0                         

Weapons: [TL0] 1:[XY] 2:[XY] 3:[X] 4:[Y] 5:[Y] 6:[Y]
Battery X: Medium Pulse Cannon, 2/4/6, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[AC] [BD]

Battery Y: Light Pulse Cannon, 1/2/3, 1/4+/1/1, Anti-Fighter; Increased Hits; Non-Piercing -1
[GHI] [GHI] [ACE] [BDF]

Special: [TL0] Anti-Fighter Batteries (1); Countermeasures; Marines (1); Point Defense


Edited to add version designations</r>

116

(13 replies, posted in Starmada)

That is excellent news.  I don't have any ship models but I will try it out using the Iron Stars fold-ups as they have a central aiming point marked on them.

Have you tried ships with cloaking devices yet?  I was wondering about having dummy ships - when a ship cloaks it creates a number of dummy ships each of which gets it's own movement orders but only one if the real ship.  None of them can be fired on.  It avoids the hassle of removing the ship from the table and then trying to back-track movement when it decloaks, and stops the other side from following a cloaked ship around waiting to pounce when it decloaks.  However, it does mean more ships on the table.

I seem to remember that you could get clear plastic Star Fleet ships which would have been good for cloaked ships, but I don't know if they still do them.

117

(26 replies, posted in Starmada)

As usual I will wait for it to appear in my FLGS in a few weeks.

118

(13 replies, posted in Starmada)

I know exactly what you mean.

I find it odd that my gaming group is happy to use hexes for sci-fi games but would never consider it for historical games as it is "too confining".

119

(1 replies, posted in Starmada)

I keep coming across the same issue when converting ships from other systems or settings into Starmada, and that is of ships that can carry a given number of fighters but those can be of different types.

For example, you could have a setting with multi-role fighter X (50 capacity), scout fighter Y (45), strike fighter Z (55).  A ship could carry, say, any 3 flights so I would design it with Carrier (165) but that would then encourage the use of nothing but the strike fighter otherwise you are wasting Carrier space you have paid for in both space and CR.

It gets worse if you have a bigger carrier - one that could carry 10 flights would need Carrier (550) but that would allow it to carry 11 flights of fighter X which it can't do "historically".

Any suggestions?

120

(13 replies, posted in Starmada)

Are you planning on using miniatures for your hexless games or counters of some sort?

121

(13 replies, posted in Starmada)

When we do non-hex naval wargames we use pre-plotted movement, so we write orders for all ships then move everything simultaneously.

I agree that you should be able to turn up to 60 degrees for each P or S you have put in your movement orders, but the thrust requirement for turns should be based on the number of turns you make not how far you turn (so two turns to port would have the same thrust requirement if they were two turns of 10 degrees each or two turns of 60 degrees each).  If you try to do it any other way I can see people claiming that they have only turned X degrees over the course of the turn and therefore only need Y thrust to do it.

122

(13 replies, posted in Starmada)

It should be fairly easy.  Use inches rather than hexes and make yourself some turn gauges and fire arc templates and you should be there.

123

(2 replies, posted in Starmada)

Thanks

124

(2 replies, posted in Starmada)

Do all weapon mounts in battery with the fire-linked trait have to fire at the same target or is it just that all mounts fired at any given target use the same die roll?

Thanks

125

(10 replies, posted in Starmada)

If you are going to restrict the ships to the same weapons irrespective of their sizes then I agree that larger ships are generally better since they can carry more weapons.

However, if the different ships carry different weapons and are designed to different requirements, then the outcome can be very different.

I acknowledge in advance that these designs are at the extremes of what you can do with the system

Ship One - "The Death Star" (2055)               
Hull: 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1               
Engines: [TL0] 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1               
Shields: [TL0] 5 5 5 5 5 5 4 4 4 4 4 4 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1               
               
Weapons: [TL0] 1:[V] 2:[] 3:[] 4:[] 5:[] 6:[]               
Battery V: Ship Killer, 10/20/30, 1/2+/6/6, Extra Hull Damage; Ignores Shields; Starship Exclusive
[G]                

Special: [TL0] Overthrusters; Carrier (150)               
Fighters: [TL0]               
3xFighter, 6/10/0, (Fighter/5+)               


Ship Two - "The Stinger" (42)               
Hull: 1               
Engines: [TL0] 6                                            
Shields: [TL0] 0                                            
               
Weapons: [TL0] 1:[4V] 2:[4V] 3:[4V] 4:[4V] 5:[4V] 6:[4V]               
Battery V: Sting, 1/2/-, 1/2+/1/1, Carronade; Ignores Shields
[AB] [AB] [AB] [AB]                
               
Special: [TL0] Stealth; Carrier (12)               
Fighters: [TL0]               
1xDart, 6/6/0, (Seeker/5+)               


Ship One will destroy any ship it hits but it only has one weapon so it can only destroy one ship per turn.  I have given it Overthrusters to compensate for the low engine rating and limited weapon arc, but you could change this for Armour Plating, Fire Control or Countermeasures.  It has a few fighters as it had a bit of space left after putting in the super-gun - they at least give you a bit more flexibility.

Ship Two makes use of knowing what Ship One can do in order to design a countermeasure to it.  Ship One ignores shields, so don't bother with them.  Ship One has a very long range weapon, so use stealth to reduce the effectiveness of that.  Ship One has a high shield rating, so select a weapon that ignores that.  The seekers are almost an afterthought but may be useful against the fighters, or you could take countermeasures or point defense instead.

You can get almost 49 Ship Two's for the cost of a single Ship One, more if you tweak the options a bit.  As Ship One can only take out a single target each turn quite a few Ship Two's will survive to range 1 where they will gradually nibble away at the "supership".  In fact I suspect that the real issue for Ship One is not taking Hull hits but taking that one weapon hit that will leave it as nothing more than a giant target (18 successful hits should do that I beleve which with four shots per attacker won't take long to do).

I know that these are rather extreme and purpose designed ships (although I have seen similar suggested as serious vessels in the past) but it shows what you can do within the rules to bring down those giant ships.