Legendary Psychic: Can 'lock' onto one shadow vessel, doubling it's Movement Cost for the turn and disabling all of the vessel's shields and reducing armor effectiveness by 1/3rd!!! Weapons ------- AB: Antimatter Blaster Fires 4/turn, Cost .5/shot Range 0 1 2 3 4 5 6 7 8 9 Hit# 8 7 7 6 6 5 5 4 3 2 Damage 5 5 4 4 3 3 2 2 1 1 Repair 10; 1 space; hit on "Phaser". AGB: Antigraviton Beam Fires 1/turn, Cost: 3/shot Range 0-3 4-6 7-9 10 Damage 1d6*10 1d6*5 1d6*3 1d6 Repair 8; 2 Spaces; Hit on "Torp". AM: Anti-Fighter Missile Rack. Treat as DRN-B that fires 1/turn and only Antifighter missiles. Limit of 40 missiles. Mode Spaces HitPts Damage Notes Antifighter 1 3 2 - AMC: Anti-Matter Cannon Fires 1 every 2 turns, Cost 30/shot Range: 2 hexes. Damage: 20/shot (Planet Boxes) -Mainly used for planetary bombardment Note: May only target Size Class 0 or larger objects Repair 100; 8 Spaces; Hit on "Torp". AMG: Anti-Matter Gun Fires 1/turn, Cost 15/shot Range: 2 Hexes. Damage: 10/shot (Planet Boxes) Note: May only target Size Class 0 or larger objects -Mainly used for planetary bombardment Repair 50; 3 Spaces; Hit on "Torp". AMS: Anti-Matter Shredder Fires 3/turn; Cost .5/shot, Cannot be held. Range: Up to 4 hexes. Damage: 5+(5-Size Class) per shot. AMS ignores ALL modifiers to hit (bonus & hindrances) Repair 15, 1 Space, Hit on "Phaser". APD: Antiproton Defender Fires 2/turn, Cost .25/shot Can be used in one of two modes: Intercept: to hit incoming energy beams and missiles on 1-2 on a D6, reducing the damage by 6 or destroying missile weapons (or doing damage to drones) Offensive: to attack enemy fighters and other vessels Range 0 1 2 3 Hit # 7 6 5 2 Damage 5 4 3 2 Repair 4; 1 Space; Hit on "Phaser". BL: Battle Laser Fires 1 every 2 turns, Cost up to 10/shot. Range 0 1-4 5-8 9-12 13-15 16-17 Hit # 9 6 5 4 3 2 Damage N*3 N*4 N*3 N*2 N*1.5 N N=amount of power used per shot. Repair 30; 5 spaces; hit on "Phaser". DG: Discharge Gun Fires 4/turns, Costs 2/shot. Range 0 1-3 4-6 7-9 10-12 13-15 Hit # 9 6 5 4 3 2 Damage 12 10 8 6 4 2 Repair 15; 2 spaces; hit on "Phaser". EM: Energy Mine Fires 1 every 2 turns, Cost 8/shot Range 0 1 2 3 4 5 6 7 Hit # 4 7 6 5 4 3 2 1 The Energy Mine does 10 points of damage everything in a target hex and 5 points of damage to everything in each surrounding hex. If an energy mine misses, roll randomly to determine which hex it randomly hits around the target hex (roll 1d6 and assign numbers) when damaging fighters, it does only 1 point per fighter in target hex and no damage to fighters in surrounding hexes Repair 8; 2 spaces; Hit on "Torp". EMF: Electromagnetic Fusion Gun Fires 1/turn, Cost 1/shot Range 0 1 2 3 Hit# 7 6 4 2 Damage 8 8 8 8 Repair 6; 1 Space; Hit on "Phaser". EMN: Electromagnetic Neutron Gun Fires 1/turn, Cost 1/shot Range 0 1 2 3 4 5 6 Hit# 7 6 5 4 3 2 1 Damage 5 5 5 5 5 5 5 Repair 7; 1 Space; Hit on "Phaser". EPG: Electro-Pulse Gun Fires up to 20 times in a single turn every 2 turns, Cost .25/shot Range 0 1 2 Hit# 4 7 4 Damage 1 1 1 Repair 5; 2 Space; Hit on "Phaser". FB: Fusion Beam Fires 1/turn, Cost: 8/shot Range 0 1-2 3-4 5-6 7-9 10-14 15-20 Hit# 4 7 6 5 4 3 2 Damage 50 40 30 20 15 10 5 Repair 35; 4 Spaces; hit on "Phaser". FM: Fusion Missile Rack. Treat as DRN-B that fires 1/turn and only fusion missiles. Limit of 20 missiles. Mode Spaces HitPts Damage Notes Fusion 3 5 10 - HA: Heavy Array Fires 2/turn, Cost 2/shot, Hold Cost = 1 Can also be used to hit incoming energy beams and missiles on a 1 on a D6, reducing the damage by the amount below or destroying missile weapons (or doing damage to drones) Range 0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 Hit # 8 7 6 5 4 3 2 1 Damage 11 10 8 7 6 5 3 2 Repair 13; 2 Space; Hit on "Phaser". HINT: Heavy Interceptor Fires 2/turn, Cost 2/shot Can be used in one of 3 modes: Intercept: to hit incoming energy beams and missiles on 1-3 on a D6, reducing the damage by 24 or destroying missile weapons (or doing damage to drones) Offensive: to attack enemy fighters and other vessels Range 0 1 2 3 4 5 Hit # 8 7 6 4 2 1 Damage 15 12 9 7 4 2 Rapid Fire: Acts as standard interceptor that can fire 4/turn. Standard costs apply. Repair 18; 1 Space; Hit on "Phaser". HLC: Heavy Laser Cannon Fires 1 every 3 turns, Cost up to 12/shot. Range 0 1-3 4-6 7-9 10-12 13-15 Hit # 9 6 5 4 3 2 Damage N*3 N*4 N*3 N*2 N*1.5 N N=amount of power used per shot. Repair 30; 5 spaces; hit on "Phaser". HLPA: Heavy Laser/Pulse Array Combination Heavy Laser & Heavy Pulse Cannon. Can fire as one or the other. Weapon must recharge it's normal cycle before it can be fired/switched. Repair 50; 6 spaces; hit on "Phaser". HPC: Heavy Pulse Cannon Fires 1/impulse (max 6) at 1 every 2 turns, Cost 3/burst. Roll to hit for each pulse and add +1 bonus to the hit number for each pulse after the first. Range 0 1-2 3-4 5-6 7-8 9-10 11-12 Hit # 5 4 4 3 3 2 1 Damage 10 9 8 7 6 3 2 (example: An Omega Destroyer fires on an incoming shadow ship. It fires one of it's Heavy Pulse Cannons at range 8. Rolling for the pulse 1 (of 6) he gets a 5 and misses. He rolles for the second pulse (another 5) with the +1 bonus from the previous pulse and hits. The third pulse would get a +2 to bonus and so on.) Repair 25; 3 Spaces; hit on "Phaser". HPL: Heavy Plasma Cannon Fires 1 every 2 turns, Cost: 6; Hold Cost: 1 Range 0-1 2-3 4-5 6-7 8-10 11-12 Hit # 6 5 4 3 2 1 Damage 35 30 25 20 12 8 Repair 20; 2 Spaces; Hit on 'Torp'. HQB: Heavy Quantum Bolt Cannon Fires 2/turn, Cost 9/shot Range 0-2 3-5 7-10 11-15 16-20 Hit # 8 7 6 4 3 Damage 50 40 30 20 10 Repair 9; 2 Space; Hit on "Phaser". HYPGB: Hypergraviton Blaster Fires: 1/turn, Cost: N * # of boxes used. This weapon is unique to the Kirishiac Lordship. Any number of boxes may be used each turn, but only one target may be chosen per turn (see exception below) When firing, up to 10 power may be put into each box for to fire (N = power used). May target one ship per turn, but if the target is completely destroyed, the Lordship may select another target within one hex of the previous target, applying the remaining, unused damage to it. New targets may be selected as long as they are within one hex of the previous target and there is unapplied damage remaining. This may even move it out of the weapons normal firing arc as the ship rotates to manuever the beam. Ignore any change in range/damage modifiers. Range 0-10 11-15 16-20 21-30 31-50 51-100 Hit # 8 7 6 5 4 3 Damage N*5 N*4 N*3 N*2 N 1/2 N Repair 20/box; 4 Spaces; Hit on "Phaser". (Example: The Lordship deecides to teach an invading Earth Force Destroyer group a lesson. It fires all 150 of it's HYPGB at the first ship, applying 7 points per box [Total power used: 1050] at a range of 10. It's total damage is <1050 * 5> = 5250. 600 of it destroys the first omega (a rough estimate), leaving 4650 damage remaining. The second omega, one hex behind the first. The Lordship shift it's beam (same impulse) to Omega number 2. The range is 11, but the beginning damage is calculated from the first hit. The remaining 4650 slams into the Destroyer. 600 points destroys it, leaving 4050. Fortunately, the other destroyers were more than 1 hex away from the second ship, so the remaining damage is wasted, giving the destroyers a turn to try to get away before it fires again.:) ) INT: Interceptor Fires 1/turn, Cost 1/shot Can be used in one of two modes: Intercept: to hit incoming energy beams and missiles on 1-2 on a D6, reducing the damage by 12 or destroying missile weapons (or doing damage to drones) Offensive: to attack enemy fighters and other vessels Range 0 1 2 3 4 Hit # 8 7 6 3 1 Damage 9 7 5 3 1 Repair 9; 1 Space; Hit on "Phaser". ION: Ion Torpedo Fires 4/turn, Costs 1/2 per shot. Ammo Limit= 120 Range 0 1-3 4-6 7-9 10 Hit # 6 5 4 2 1 Damage: 4 per torpedo Repair 5; 2 spaces; hit on "Torp". LFB: Light Fusion Beam Fires 2/turn, Cost 3/shot Range 0 1 2 3 4 5 6 7 8 9 10 Hit# 8 7 7 6 6 5 5 4 3 2 1 Damage 20 18 16 14 12 10 8 6 4 2 1 Repair 10; 1 space; hit on "Phaser". LPA: Laser/Pulse Array Combination Medium Laser & Medium Pulse Cannon. Can fire as one or the other. Weapon must recharge it's normal cycle before it can be fired/switched. Repair 35; 4 spaces; hit on "Phaser". LPC: Light Pulse Cannon Fires 1/impulse (max 2), Cost 1/burst. Roll to hit for each pulse and add +1 bonus to the hit numbers for each pulse after the first. Range 0 1-2 3-4 5-6 7-8 9-10 Hit # 6 5 4 3 2 1 Damage 6 5 4 3 2 1 Repair 15; 1 space, hit on "Phaser". MAG: Mag Gun Fires 1 every 3 turns, Cost 15/shot Range 0 1 2 3 4 5 6 Hit # N/A 6 5 4 3 2 1 The Mag Gun does 30 points of damage everything in a target hex. If a Mage Gun misses, roll randomly to determine which hex it randomly hits around the target hex (roll 1d6 and assign numbers) When damaging fighters, it does 2 points per fighter in target hex. Repair 15; 3 spaces; Hit on "Torp". MDR: Medium Shadow Death Ray Fires 1/turn, Cost 7. The Shadow Ray fires over a period of 4 impulses, increasing the chances to hit as the beam tracks the target. Range does not effect the to hit number, but does effect damage. The SDR has a 1-3 chance (roll 1-3 on a d6) of hitting on each of the 4 impulses. If the weapon hits during an impulse, the weapon 'locks on' and adds +1 to hit each impulse afterward. If at any time the target moves outside the firing arc of the weapon, or the hit roll misses during the 'lock on' (remember, it must roll to hit every impulse) the weapon immediately misses, and continues to miss for the remainder of the turn. After firing, the weapon may not fire again for 1 impulse. Impulse 1 2 3 4 Hit # 1-3 1-3 1-3 1-3 Range 0-1 2-5 6-10 11-16 Damage 75 60 50 35 Repair 10; 2 Spaces; Hit on "Torp". Focused Damage System This system is used for representing the highly focused nature of the MDR in that it strikes a very small area on the target ship rather than 'blanketing' the ship with damage like a large explosion weapon (photon) or an enveloping weapon (Plasma). The player rolls for every 15 points of damage,and applies all ten points to the Damage Allocation Chart in the one area. MLC: Medium Laser Cannon Fires 1 every 2 turns, Cost up to 6/shot. Range 0 1-3 4-6 7-9 10-12 13-15 Hit # 9 6 5 4 3 2 Damage N*3 N*4 N*3 N*2 N*1.5 N N=amount of power used per shot. Repair 20; 3 spaces; hit on "Phaser". MPC: Medium Pulse Cannon Fires 1/impulse (max 3) at 1 every 2 turns, Cost 2/burst. Roll to hit for each pulse and add +1 bonus to the hit numbers for each pulse after the first. Range 0 1-2 3-4 5-6 7-8 9-10 Hit # 5 5 4 3 2 1 Damage 8 7 6 4 3 2 Repair 20; 2 space, hit on "Phaser". MPL: Medium Plasma Cannon Fires 1 every 2 turns, Cost: 3; Hold Cost: 1/2 Range 0 1-2 3 4 5 Hit # 6 5 4 3 2 Damage 20 15 12 10 8 Repair 12; 2 Spaces; Hit on 'Torp'. NL: Nuetron Laser Fires 1/turn, Cost 15 The Neutron cannon fires over a period of 3 impulses, increasing the chances to hit as the beam tracks the target. Range does not effect the to hit number, but does effect damage (see below) One the first impulse of firing, the NL has a 2 in 6 chance (roll 1-2 on a d6) of hitting. The next impulse, the chance to hit increases to 1-4 on a d6, and the third impulse decreases it to 1-3 on a d6. If the weapon hits during the first two impulses, the weapon 'locks on' and does damage until the chance to hit begins to fall again, at which time the player begins rolling again to determine how long the weapon can track the target. As soon as the weapon has missed once in this period, the weapon cannot strike the target again, nor any other target, but continues to fire off its remaining charge into space. If at any time the target moves outside the firing arc of the weapon, the weapon immediately misses, and continues to miss, even if the ship turns to bring the target back in arc while the chance to hit is still rising. After firing, the weapon may not fire again for 1 impulse. Impulse 1 2 3 Hit # 1-2 1-4 1-3 Range 0-2 3-4 5-6 7-8 9-10 11-12 13-15 16-18 Damage 65 60 55 50 40 30 20 10 Repair 20; 3 Spaces; Hit on "Torp". Focused Damage System This system is used for representing the highly focused nature of the GNC in that it strikes a very small area on the target ship rather than 'blanketing' the ship with damage like a large explosion weapon (photon) or an enveloping weapon (Plasma). The player rolls for every 10 points of damage,and applies all ten points to the Damage Allocation Chart in the one area. PC: Particle Cannon Fires 1/turn, Cost 2/shot, Hold Cost = 1 Range 0 1-2 3-4 5-6 7 8 9 10 Hit # 7 7 6 5 4 3 2 1 Damage 10 9 8 7 6 4 3 1 Repair 12; 1 Space; Hit on "Phaser". PF: Pulse Fusion Gun Fires 3/turn, Cost 1/shot Range: up to 3 Hexes. Damage: 8/shot Repair 6; 1 Space; Hit on "Phaser". PN: Pulse Neutron Gun Fires 3/turn, Cost 1/shot Range: up to 6 hexes. Damage: 5/shot Repair 7; 1 Space; Hit on "Phaser". PR: Particle Repeater Fires 4/turn, Cost .25/shot. Can also be used to hit incoming energy beams and missiles on a 1 on a D6, reducing the damage by the amount below or destroying missile weapons (or doing damage to drones) Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 Damage 3 2 2 2 1 1 1 1 Repair 8; 1 Space; Hit on "Phaser". QB: Quantum Bolt Cannon Fires 2/turn, Cost 3/shot Range 0 1 2 3 4 5 6 7 8 9 10 Hit # 9 8 8 7 7 6 5 4 3 2 1 Damage 15 14 12 11 10 9 8 7 6 5 3 Repair 6; 1 Space; Hit on "Phaser". QDC: Quantum-Gravitic Discharge Cannon Fires 1/turn, Cost 15 The Quantum cannon fires over a period of 3 impulses, increasing the chances to hit as the beam tracks the target. Range does not effect the to hit number, but does effect damage (see below) One the first impulse of firing, the QDC has a 1-2 in 6 chance (1-2 on D6) of hitting. The next impulse, the chance to hit increases to 1-4 on a d6, and the third impulse decreases it to 1-3 on a d6. If the weapon hits during the first two impulses, the weapon 'locks on' and does damage until the chance to hit begins to fall again, at which time the player begins rolling again to determine how long the weapon can track the target. As soon as the weapon has missed once in this period, the weapon cannot strike the target again, nor any other target, but continues to fire off its remaining charge into space. If at any time the target moves outside the firing arc of the weapon, the weapon immediately misses, and continues to miss, even if the ship turns to bring the target back in arc while the chance to hit is still rising. After firing, the weapon may not fire again for 1 impulse. Impulse 1 2 3 Hit # 1-2 1-4 1-3 Range 0-1 2-3 4-7 8-11 12-15 Damage 100 75 50 30 15 Repair 30; 3 Spaces; Hit on "Torp". Focused Damage System This system is used for representing the highly focused nature of the QDC in that it strikes a very small area on the target ship rather than 'blanketing' the ship with damage like a large explosion weapon (photon) or an enveloping weapon (Plasma). The player rolls for every 10 points of damage,and applies all ten points to the Damage Allocation Chart in the one area. RG: Railgun. Fires 1 per 2 turns, Energy Cost = 3, Hold Cost = 1. 1/2 of the damage done by this weapon (round down) is automatic internals; i.e. Shields, PA, and REF do not block the damage. Standard Mode: Fires 1 large shot as follows: Range 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Hit # 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1 Damage 25 23 21 19 17 15 14 12 12 10 8 8 6 4 4 2 Repair 15; 5 Spaces; hit on "Torp". SDR: Shadow Death Ray Fires 1/turn, Cost 15. The Shadow Ray fires over a period of 4 impulses, increasing the chances to hit as the beam tracks the target. Range does not effect the to hit number, but does effect damage. The SDR has a 1-3 chance (roll 1-3 on a d6) of hitting on each of the 4 impulses. If the weapon hits during an impulse, the weapon 'locks on' and adds +1 to hit each impulse afterward. If at any time the target moves outside the firing arc of the weapon, or the hit roll misses during the 'lock on' (remember, it must roll to hit every impulse) the weapon immediately misses, and continues to miss for the remainder of the turn. After firing, the weapon may not fire again for 1 impulse. Impulse 1 2 3 4 Hit # 1-3 1-3 1-3 1-3 Range 0-1 2-5 6-10 11-16 Damage 150 125 100 75 Repair 15; 3 Spaces; Hit on "Torp". Focused Damage System This system is used for representing the highly focused nature of the SDR in that it strikes a very small area on the target ship rather than 'blanketing' the ship with damage like a large explosion weapon (photon) or an enveloping weapon (Plasma). The player rolls for every 15 points of damage,and applies all ten points to the Damage Allocation Chart in the one area. SPB: Standard Particle Beam Fires 1/turn, Cost 1/shot, Hold Cost = 1/2 Can also be used to hit incoming energy beams and missiles on a 1 on a D6, reducing the damage by the amount below or destroying missile weapons (or doing damage to drones) Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 Damage 5 5 4 4 3 2 2 1 Repair 8; 1 Space; Hit on "Phaser". TW: Twin Array Fires 2/turn, Cost 1/shot, Hold Cost = 1/2 Can also be used to hit incoming energy beams and missiles on a 1 on a D6, reducing the damage by the amount below or destroying missile weapons (or doing damage to drones) Range 0 1 2 3 4 5 6 7 Hit # 8 7 6 5 4 3 2 1 Damage 5 5 4 4 3 2 2 1 Repair 13; 2 Space; Hit on "Phaser". VLG: Vorlon Lightning Gun Fires 1/turn for 3 impulses. Power costs includes all three impulses, but Damage noted is for each impulse. If the VLG misses, it may retarget the next turn or add +1 to hit the original target. The Vorlon Lightning gun has 4 modes; Light, Medium, Heavy, and Mega. Each mode requires a certain number of CONNECTED boxes to fire. A ship with multiple connected boxes can fire multiple types of beams if desired. All shots may be combined into one hard hit. (Example: a Vorlon HC with 4 groups of 6 boxes each can fire 4 Mega Blasts, which can be combined into one hit. A Vorlon Dreadnought with 6 groups of 12 boxes each could fire up to 12 Mega Blasts. VLGs can fire in multiple modes as well. A HC could fire 4 mega blasts, 24 Light Blasts, 4 Heavy and 4 medium blasts, or any combination in between) Light Mode: Cost: 3/box, requires 1 box. Range 0-1 2-3 4-5 6-8 9-10 11-12 Hit # 7 6 5 4 3 2 Damage 10 8 6 4 3 2 Medium Mode: 6/box, requires 2 connected boxes. Range 0-1 2-3 4-5 6-8 9-10 11-12 13-14 15-16 Hit # 7 7 6 6 5 4 3 2 Damage 23 20 18 15 13 10 7 5 Heavy Mode: 12/box, requires 4 connected boxes. Range 0-2 3-5 6-8 9-11 12-14 15-17 18-20 Hit # 7 7 6 5 4 3 2 Damage 55 48 40 32 26 18 10 Mega Mode: 18/box, requires 6 connected boxes Range 0-2 3-5 6-8 9-11 12-14 15-17 18-20 21-25 Hit # 7 7 6 6 5 4 3 2 Damage 75 65 55 45 35 25 15 10 Repair 20; 3 Spaces; Hit on "Phaser". Shadow Bio-Armor: Acts as standard armor except it takes only half damage from energy weapons and 75% damage from other weapons. It also repairs at a rate of 3 boxes per impulse. (Energy weapons are any weapons hit on "Phaser") Vorlon Bio-Armor: Acts as standard armor except it ignores the first point of damage from each hit. It also repairs at a rate of 2 boxes per impulse. Vorlon Shields: Acts as standard shields except they reduce damage from energy weapons by 25%. They may be reinforced as normal. Shadow Shields: Acts as standard shields except they reduce damage from energy weapons by 50%. They may be reinforced as normal. Minbari Stealth Device: Doubles the effective range for all weapons targeting the vessel with the device. Damage for those weapons are calculated based on actual range. Only affects 4X or lower technology. Cannot be hit in combat. Vree Teleporter: When activated, the Vree Saucer can instantly teleport up to 10 hexes away, facing any direction. This is done during the movement phase of the turn, before the weapons phase. JPD: Jump Point Disruptor This is a field generator capable of 'returning to normal' any artificial modifications currently being applied to the space-time continuum, including all forms of warp and FTL travel, Hyperspace travel, and jump gates. Operates as a Borg Drain-M, but with a range of 30 and area effect of 3 hexes in all directions from target hex. Shadow vessels are immune to this effect. Repair 12; 1 Space; Hit on "Torp". VC: Vorlon Capacitors Main power system used to power Vorlon Systems. Acts as combination battery/ reactor. Generates 20 points of power per turn which may be used for any purpose except for movement. Repair 30; 1 Space; Hit on "APR". VS: Vorlon Systems. Similar to the Backup system, This system hints at the true power of the Vorlons. During each impulse activity, a VS may switch to any other non-weapon box on the ship and duplicate it (including fully charged batteries and capacitors!) The technology behind this system is very complex and only understood by the Vorlons. VS can still only be "used" once per turn, so if it was a Lab on impulse 1 and was used, it can switch but cannot use any other boxes' function. (This is similar to "being tapped" in MtG). (7X System) Repair 50; 2 Spaces; hit on "BRDG".