Type Body Wings Tail Claws Eyes Head Heart Speed BPV Total Int White 100 50 50 80 2 10 5 Wing/3 150 297 Black 150 100 60 100 4 20 10 Wing/4 250 444 Green 200 150 70 120 6 30 15 Wing/5 350 591 Blue 250 200 80 140 8 40 20 Wing/6 450 738 Red 300 250 90 160 10 50 25 Wing/7 550 885 Shadow 100 200 50 100 10 50 10 Wing/5 500 520 All dragons are size class 2. Can breathe 1/turn. All units in breath take damage. "H" below is "Head". Body divisor for damage Type Shape of Breath 0 1 2 3 4 5 6 7 8 9 10 White Cone FA, range H/2 hexes 1 2 3 4 5 6 - - - - - Black Sphere radius H/10 center up to H/2 hexes in FA 1 2 3 - - - - - - - - Green Cone FX, range H/5 hexes 2 3 4 5 6 7 8 - - - - Blue Line DF with at most H/10 sideslips, range H/4 1/2 1 2 3 4 5 6 7 8 9 10 Red Cone FA, range H/5 hexes 2 3 4 5 6 7 8 9 10 11 12 Shadow Sphere radius H/10 centered on dragon 1/2 1 2 - - - - - - - - Type Special effects of breath White Target loses Damage/10 power on next energy allocation Black Costs double the normal repair costs to fix boxes destroyed by this breath Green 25% of the damage automatically does internals (even if striking PAs/Shields) Blue Damage/10 of target's batteries recharge to full; Shoot at target is +Damage/20 TH bonus Red Target takes double damage from all sources for 1t Shadow Internals roll 1d20 on DAC, results of 13-20 are as if you rolled a "1" (Crew). Eye Beams fire 1/turn. Each shot is a Ph-1. Two shots may be combined for a Ph-4. Claws attack 1/impulse (assuming 32 impulse). Damage equal to Claw rating (range 0 only). Tail may be used up to (Tail rating)/10 times per impulse, round up. Die Roll 1 2 3 4 5 6 Damage, Range 0 0 3 7 10 10 10 Damage, Range 1 RH 0 2 4 6 8 10 Heart acts as both DamCon and ExcDam, cost of repair of "systems": Body = 2, Wings = 3, Tail = 2, Claws = 3, Eyes = 5, Head = 4, (Systems are in groupings of 10 except for eyes, split in two) DAC Roll A B C D 1 _Eye_ Head Body _Heart_ 2 Wing Claw Body _Heart_ 3 Wing Body Head _Heart_ 4 Claw Body Head _Heart_ 5 Tail Body Claw _Heart_ 6 Tail Wing Body _Heart_ Apply -1 on roll (minimum 1) if firing on Dragon's #1 Shield facing. Apply +1 on roll (maximum 6) if firing on Dragon's #4 Shield facing. Type Special abilities of dragons by color White Subtract energy cost of weapon from its damage when hitting White Dragon Black Immune to Disruptors/Black Holes Can generate a temporary (1 turn) Black Hole by sitting in a hex for 1 turn Green Immune to Webs/Other Terrain (incl. Natural terrain) not incl. Black Holes Takes only half damage from other monsters Repairs all systems on itself as if Repair cost was only 1 Blue Immune to Maulers Immune to ESGs Can act as a Wild SWAC once per turn Can generate a Static Torpedo (?) Red Immune to Plasma Torpedoes Immune to PPDs Can generate a Solar Flare (?) Can claw at Range 1 in FH arc but damage is halved Can generate a Fireball (range Head/2, damage Head, radius 1) once per turn Shadow Cloaking Device (move at half speed) Phasing Device (move at speed 1) Immune to SFGs Immune to Tractor Beams/TS Immune to Seeking Weapons (cannot be targetted by them, Bolted Plasmas still damage) Can Displace itself as per Andromedan once per turn