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Page 1: Wars of the Centauri Republic - · PDF fileB5W Wars of the Centauri Republic Babylon 5, ... HISTORY OF THE WAR 1 4 B5W Wars of the Centauri Republic Babylon 5, ... Alaba Veil Otac

Wars of the

Centauri Republic

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3. The Orieni

Imperium

4. The Centauri

Republic

Afterword

Control Sheets

Counter Sheets

Introduction...........................................27Excerpt from “Warriors...”.......................27Order From Chaos..................................27Peace Through Strength.........................27Walking the Path....................................28Truth and Consequences........................28Shadows of War.....................................28

Orieni Armed Forces.................................29Bases and Defenses...............................29Fighters and Shuttles.............................29

Orieni Technology....................................32Other Weapons.......................................33Orieni Mines............................................34

Introduction...........................................35Excerpt from “Warriors...”.......................35

Centauri Fleets........................................36Bases and Defenses...............................40Fighters and Shuttles.............................41

Centauri Technology................................41Centauri Mines........................................42

Who We Are and Why We Did This..............43Product Credits........................................44

Orieni Ships........................................45-61Centauri Ships....................................62-88

Orieni Ships............................................89Centauri Ships.........................................90Fighters..................................................91

INTRODUCTION0

1Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Wars of the Centauri RepublicRev. 1

1. History of the

Orieni WarIntroduction.............................................2Conditions & Other Powers of this Age........2

Year 2001.................................................3Status of Raiders of the Era.......................3Map (Start of the War)...........................4-5

Year 2002.................................................9The Faithful Search/Seeker Combo............9

Year 2003...............................................10Map (2003)...........................................11Devastated Zones & Extinction................13

Year 2004...............................................13The Coup..............................................14

Year 2005...............................................15Centauri House Factions.........................15

Year 2006...............................................16Year 2007...............................................17The Magic Bug.......................................17The Drakh and House Torra.....................18The Drakh, Guardians of the Empire?.......18The Vision.............................................19

Year 2008...............................................19Year 2009...............................................20Map (End of the War).............................21

Year 2010...............................................22

Unprofessional Squadrons........................23Poor Crews.............................................24Refits.....................................................24Blank Armor Circles................................24Blank Sensor Rating...............................24Replacement Weapons...........................24

2. New Rules and

Systems

TABLE OF CONTENTS

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Chapter 1:

History of the

Orieni WarAfter the Earth year 1863, a major war between

the Orieni Empire and Centauri Republic wasinevitable. With the Minbari and the other olderraces decreasingly interested in outsideentanglements, and the Vorlons silent behind theirclosed borders, they were the only active majorpowers in the region. Squabbles over zones ofcontrol were made worse by their diametricallyopposed ways of life. The Centauri weredecentralized hedonists who ruled others becauseit was fun and profitable, while the Orieni were

HISTORY OF THE WAR 1

2

centralized puritans who ruled others out of a senseof duty. Both were experienced and capable ininterstellar warfare, both were extremely large andpotent states, both had powerful and skilled fleetsof warriors, and both felt victory would inevitablybe theirs.

The Centauri combined elements of an Empire,a Republic and an Oligarchy. Though theyconsidered themselves to be a republic, thefranchise was basically limited to the point that fewoutsiders would consider them as such. Power wasconcentrated in two positions. One was theCentaurum, the legislative body of the Republic,which was led by the great Houses, who used theirpower and wealth as they desired. The other was

and could delegate some of it to others, notablythe Emperor, who possessed mainly executive power

Babylon 5, Babylon 5 Wars TM & © Warner Bros.B5W Wars of the Centauri RepublicRev. 1

Conditions of the Other Powers ofThis Age

The galaxy surrounding the Centauri Republic inthe years leading up to the Orieni War was one of smallpowers and isolationist elder races. During this period,the Centauri referred to the races that would come toform the core of the modern League as the “FringeWorlds.” At this time, these powered ha no collectiveidentity, as the League would not be formed for morethan a century.

Conflict between the Fringe Worlds was notunknown, and the only unifying force, apart fromresistance of the Centauri, was the Vree, who maintainedtrade ties with almost every race on the Fringe. VreeGuild outposts, precursors to the modern Xeecra TradingPosts, could be found scattered from Torat to Zhabar.

Once strong powers, the Hyach and the Markabwere actually contracting during this era, abandoningtheir outer colonies and focusing their attention inward.The Minbari, while maintaining their holdings, had takenlittle interested in the affairs of “lessor races” for centuries,maintaining only limited trade ties with the Centaurithrough the Protectorate. the advanced but chauvinisticLumati refused to participate in interstellar affairs forphilosophical reasons.

The Vorlons remained silent behind their closedborders, with only unsubstantiated rumors tying themto the Orieni.

The Abbai actually enjoyed an era of relative peaceand prosperity, maintaining a strong defensive frontagainst the Centauri and Drazi but enjoying a strongeconomy and stable culture.

The Kor-Lyan kingdoms also enjoyed an era ofprosperity, actively expanding into space and enjoyingrapid technological development. They did suffer fromrepeated raids by the aggressive Torata, who were

relatively new to space, having only recently established anumber of colonies. However, the Torata were too few torepresent a series threat.

Some scholars believe that both races only escapedconquest by the Centauri because the ancient Yolu hadbeen drawn out of their centuries of isolation by the Vree.You had begun traveling with Vree traders, spreading thetraditionof theMutai among theFringeandCentauri borderworlds, the origin of that blood-sport’s popularity amongthe modern League races.

The militant Drazi were one of the few Fringe worldsthat the Centauri considered worthy of special attention.Theyhadactively expanded into theworldsabandonedbytheir long-time trade partners, the Hyach, and raids andborder disputes between the Centauri and the Drazi wereso frequent that the occasional short periods of peace wereoften consideredmore worthy of note.

On theSpinwardFringe, theMedushannandNashaniviewed their mighty neighbors with increasing alarm.Reluctantly they put aside their differences and enacted amutual defense pact. They felt compelled to allow bothOrieni and Centauri civilian shipping free passage throughtheir space. They also turned a blind eye to Orieni militaryadvisors transiting to Drazi space. In addition, they quietlydevoted considerable resources to expansion spinward andcoreward attempting to prepare themselves for theunthinkable.

Towards the rim, the Kilkameshi, contacted by the Orieniin 1987, fervently prayed for conflict between the Orieniand the Centauri. They rightly felt that barring such adistraction and with isolationist neighbors, they would soonbetargeted forassimilationbytheOrieniEmpire.

Caught between the two behemoths, the Rogolonsand Usuuth prayed for continued conflict short of outrightwar. Fatalism began to set in as both nations realized thattheirdestinywasno longerunder their controls

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the Hyach, the Markab and almost everyone else,so the Drazi conflicts never escalated and theHegemony was able to remain. The Drazi simplynever managed to cause enough pain or fear to beconsidered a serious threat, though not for lack oftrying.

In the 1930’s this began to change. The Orienimade contacts with Drazi factions, intending to usethem as a counter-weight, a distraction to keepCentauri forces far away from the Orieni Empire.The Drazi, the Orieni hoped, would become anally who would join in when the war finally tookplace, and then take their destined place asmembers of the Empire. The Drazi had a somewhatdifferent view, of course, but accepted the Orieniaid nevertheless. Neither bothered to ask theCentauri their desires.

HISTORY OF THE WAR1

chancellors and ministers. Judicial powers weredivided between the two. As a consequence, strongEmperors were often able to reign in the Houses,while weak Emperors were controlled by them.

During the last couple of decades of the 20thCentury, the Emperor used the Royal Navy tosuppress several Houses of greater or lesser importfor various activities declared treasonous. Navy/House relations were thus at a low point at the worstpossible time. Despite resolute action over theprevious decades, Emperor Rafani was in decline,and House influence and prestige was on the rise.

The Orieni Empire was also not quite what itappeared. There was an Imperial family, but itserved an almost entirely ceremonial role. Onehistorian of the period maintained that the mostimportant task assigned to them was christeningnew warships.

Actual power was in the hands of the Blessed,a telepathic caste of priests who functioned as atheocracy. The Council of Heirophants, the rulingbody of the Church and leadership of the Blessed,was the actual ruling body of the nation. It wascommon for this body to be dominated bycharismatic and talented leaders, and indeed asthe war approached was so led by Rrakra Hie, aspiritual and ruthless, yet not fanatical leader.

The rest of Orieni society was divided intofunctional castes, each with a dedicated place androle. Unlike the Centauri, who kept assimilatedpeoples as thralls, the Orieni felt it was importantto make their subjects part of society, and as muchas possible, they were integrated into the Empire,to the point of full equality in the regular militaryforces. The Orieni were comfortable with long-termviews, which made them concerned about thebalance of power between the two rival nations.

The simmering conflict between these twopowers came to a head in 2001, with a request byHouse Kasto for Royal Navy aid in dealing with apersistent raider problem on the Drazi border. Noone anticipated where this routine matter wouldlead.

From their first contact, skirmishes occurredbetween Drazi factions–-some directly, somethrough "raider" bands–-and the Centauri. TheCentauri were focused on internal matters anddisputes with the Orieni, the Minbari, the Abbai,

Year 2001

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Status of Raiders of the EraIt is worth noting that the era immediately prior

to the Orieni was saw a remarkable amount ofstability and peace within the heart of the CentauriRepublic and the Orieni Imperium. To the averagecitizen of either nation, the space lanes could nothave been considered safer. However, on thefringes of these great powers, raider activity wasrampant, and nowhere more so than along theCentauri-Drazi border.

Unlike their modern counterparts, theseraiders had a much closer, if still generallyunofficial, relationship with their societies.Centauri raiders were most often composed ofships and crews associated with one of the minorCentauri Houses, led by the minor sons of thatHouse. Denied social advancement throughmarriage alliances because of the low standing,these Centauri pirates sought (and often won)sufficient wealth and prestige to better theirposition. The Centauri government tacitlycondoned these activities.

Drazi raiders are more difficult to classify,since during the late 20th and early 21st centuries,the Drazi had no central military forces. Instead,each major Drazi faction maintained its own smallfleet of warships. Elements of these Faction fleetsare known to have engaged in regular raidingagainst the Centauri, or against rival Drazifactions. Such raids were done without officialsanction from the factions leaders but also withoutnotable opposition or punishment.

3

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HISTORY OF THE WAR 1

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Tachunq

Sorith

Ardun

Promith

Maroth

ABBA

Tithalis

Latig

KentilANDROMA

KANDAR

Revkos

Trembas

Selchat

GOLIA

Horuna

ANFRA

Anasi

ANTARES

Thenavi

Quadrant 12

Kokkar

VINZIN

Xochat

Anglos

Ildra

Polgrath

Gamma 4

JuxPrimeQuadrant

17

Mellitra

Leshkrev

GROMAHK

MELAT

T'llin

Orillan

Mokafa

DeskartalosHeptharg

Shambah

ZHABAR

Hilak

Fendamar

Quadrant 7Carridun

Zagros

Wahant

Ohran'khi

TAL-KONA'SHA

MAJOR SYSTEMS AND BOUNDARIES 2000

ABBAI

TORATA

MINBARI PROTECTORATE

MINBARI FEDERATION

VORLON

MARKAB

VREE

KOR-LYAN

YOLU

LUMATI

DRAZI

IPSH

A

HYA

CHRen-kal'ta

Innata

Rohric

Utriel

TirolusALACA

Tirrith

Yonog

SHRI-SHRABA

IvalaTrang

Shra-Bal

Comac

Elitria

Ekalta

BRAKOS

Gamma 7

IPSHA

Eklor

Vartas

Sorrin

TrotakaPA'RL

Kitab

Quadrant14

Beta 4

Quadrant 1

ImmolanCENTAURIPRIME

Alon

Tolonius

Rogoth

Alpha 2

ZwiestAlpha 1

Ventox

Alpha 3

Sh'Lekk'Tha

Drala Toth

Valusha

Trigati

Tr'Ess'Na

SoltaGan

Tala

MINBAR

RalafaThessin

Tro'Kact

DavalaThan

Sorpigal

Eshar

Tavalan

Pagati

Shengol

Etatta

Entat

Bentat

Cargan

Gorash

Coutor

Batain

Marigol

Quadrant08

Trusk

Tiree

Eugasht(Altair)

Belem-Suhm(Orion)

Yrtis(Sirius)

Beta 6 Beta 7

Beta 8

Gamma 1

Quadrant 11(Vega)

Troth

Beta 9

LotnaVREETAN

Vorzal

Coutan

Zacalth

Torlig

THRAKALLARiat

Toura

Quadrant 18

TOKATTRIVOR

Korel

DENOVA

Quartha

NORSA

Nochtal

EuduIKLATH

MOGA

TYCHOLA

Zendamor

Tir

KOR-LYANevia

OlengTrogoh

Etalc

JodanTORAT

Tulok

MARKAB

RIMWARD

COREWARD

ANTI

SPIN

WAR

D

SPIN

WAR

D

Beta 3

Binan

Beta 2

LUMAT

Alzeral

Nakaleen

Ettamm

Son'Goth

Roth

CENTAURI REPUBLIC

GIGMOS

Corillan

OMELOS

GARMAK

Nocalo

Quadrant 15

Quadrant 9

Quadrant 10

Quadrant 16

Gamma 6

Gamma 5

Beta 5

Quadrant 6

Gamma 2

Farras

Baruwon

Landakh

Camaguas

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HISTORY OF THE WAR1

5Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Wars of the Centauri RepublicRev. 1

MAJOR SYSTEMS AND BOUNDARIES 2000

Golia

Horuna Anfra

Antares

MINBARI PROTECTORATE

MINBARI FEDERATION

VORLONENCLAVE

Zwiest

Alpha 1

Ventox

Valusha

Trigati

Tala

RalafaThessin

Tro'Kact

DavalaThan

Sorpigal

Eshar

Tavalan

TYCHOLA

Zendamor

Tir

SPIN

WAR

D

ORIEN

ORIENI EMPIRE

USUUTHIR

ROGOLA

Quadrant 2

Quadrant 3

TISIPH

NASHAN

Quadrant 4

Quadrant 5

Beta 1

Quadrant 13

Beta 10

Beta 11

Gamma 3

Quadrant 12

Anasi

MEDUSHAANGYNOCRACY

Lodira

Inacha

Arasholan

Conoripax

Taltorum

Bundara

Correntz

Kazat

Lerrust

Lisuria

Ostova

Hallibock

Seliffe

TanjacDjost

Hownata

Kateneer

Mattren

Wereng

Stannart

Lecto

Garra

Drusa-Kavask

Shtost

Saleh

Darshtentta

Numarit

Usundikar

Jaalapent

Phanos

Ar-Choaka

Essekyre

Myttin

Gazemer

Addegau

Bin-Tor

Kannish

Feth

Namaros

Fetslak

ARNASSIA

Golthat

Exhur

Kroth

Alaba

Veil

Otac

Xothan

NASHANI

Ushtal

Voshtal

Peltan

Buvarn

Urzin

Varantor

Mermas

Cestus

Arkada

Andat

Bel-Nar

Tizino

Krindar

Dura

D'Grn

Lukantha

VentariNatharn

Mantukas

Kokkar

Idellem

Entat

Vultan

Thanur

Thoras

Plutak

Shinshasa

Leemeri

Aura

MingmerMorkantost

Sivorn

Evelin

Lokim

Tuvarn

Petranaam

Thormast

Prenill

Phalonak

Juvikos

Spiros

Dishar

Lishtonos

Rothir

Lillittu

Shina

Hulanok

Trosagal

Vagthusa

Vamani

KILKAMESH

Gritash

Thenavi

Bukaas

Bethen

Tagarhd

Dorak

Vinzin

Manipat

Zemnas

Thunat

Itino

Amat

Choranis

Olat

Tanprash

Lunnus

Nathshasa

Friddia

PleddisaKumenthar

Lebsos

Umur

Setteros

Thrizza

Nanabas

Fosh

Tashasha

Klanama

Salaki

Quilren

Tobuno

Accas

Dithis

Rentamn

KILKAMESHI

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HISTORY OF THE WAR 1

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Instead of seeking a knock-out blow, the Orieniwould seek an improvement in the balance ofpower. The Eastern half of the Republic would betaken or devastated, and the Orieni woulddismember the Republic economically. By destroyingthe Centauri economy, the Orieni would be able toalter the balance of power over a matter of years,so they would eventually grow strong enoughrelative to the Centauri for conquest. Breaking theconquest into phases over a matter of years wouldalso allowed the Orieni to incorporate the pieces ofthe Republic at a rate making the task possible, asopposed to the theoretical task of occupying theentire Republic before pacification programs tookhold. The resulting damage to Centauri moralewould also make occupation of subsequent sectionseasier. Perhaps even inspiring other Centaurineighbors to attack the rump of the Republic.

The Orieni kept major portions of the StrikeGroups and Elite concentrated at Ventari. This wasunderstood by the Centauri as a place to keep themhandy to the major battle sites, yet far enough awayto inhibit Centauri intelligence gathering and covertstrike operations. The Orieni fed the Centauri whatthey expected to see, while actually planning to goelsewhere. As the war began, both sides sent shortorders to the battle fleets to activate the plans.

The initial Centauri attack proceeded exactlyas the Orieni expected. The ready fleet was the 8thSuperb Fleet, which moved into a prepared kill zoneand died. In this battle, the Centauri learned thelesson learned by so many, that the characteristicsneeded to advance in rank in a peacetime forcearen't necessarily the characteristics needed for thatrank in war. Centauri organization at the squadronand fleet level was poor, while the Orieni were welldrilled and practiced. The fate of the Centauri fleetwas sealed by the failure of the screen commanderto properly interdict the waves of Orieni HKs (suicidefighters that attacked by ramming their targets).Major fleet elements began to blow up long beforethe fleets engaged. Key Centauri leaders failed toissue timely orders, or issued orders that failed tomatch the situation. Centauri captains began towork as individual ships, rather than as segmentsof a fleet.

While much of the fleet escaped, losses werehigh in command units, electronic warfare ships,carriers and other force multipliers. What returnedto Kazat was a mob, which would take time to whipinto a fleet again. The Orieni were at their best in a

The Centauri did notice the increasing pressureon that border. As 2001 began, House Kastorequested aid from the Royal Navy to create enoughof a demonstration to cow the Drazi and keep themon the correct side of the border for a while. Anenterprising and lucky Centauri RN Captain, ShaalJaddo, discovered the clue that led to the realizationthat the Orieni were instigating the trouble. Duringa routine anti-raider operation, the RN contingentof the force captured a Looter class Support Cruiserwith an Orieni technician aboard, busily installingstate of the art Orieni systems.

Until that point, the Orieni had been restrictingthemselves to subtle assistance, such as improvedcomputer modeling systems. Drazi arrogance andthe lack of Centauri response inevitably led toincreased demands for more overt Orieni aid, untila local Drazi leader forced an Orieni technician todo his bidding, ordering him to install undeniablyOrieni components into the ship, or die.

The Centauri were infuriated. The perfidiousOrieni had attempted to create one of the keyCentauri fears: An alliance of nations on theirborders to oppose them. The Centauri, House andRoyal, noble and citizen, core and marcher, allagreed that this could not be allowed to stand. TheRepublic mobilized for war. There would be nomercy.

Both sides had spent much time and effortplanning for the war they knew would comesome day. The Centauri intended a direct assaultfrom Kazat into Djost, to smash the Orieni defensesand move on Orien. They believed the large quantityof forces available and the fact that they expectedto set the time of the war would allow the thrust tosucceed.

The Orieni knew they were on the short end ofthe economic stick. It would take a higher degreeof risk to set the conditions to win. The Orieni planstarted, unlike the Centauri, with a realisticappreciation of the two sides. It was decided thatthere was no way to succeed in a direct assault.Instead, the neutral Usuuth Coalition would beviolated. The defenses opposite Usuuthir, inLukantha, were orders of magnitude weaker thanthose in Kazat, and the Republic would be far lessprepared to prevent an attack from that direction.

The Orieni felt they were still too weak for animmediate assault on Centauri Prime. Too muchforce would be left to defend the homeworld andit's approaches, so another angle was required.

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assistance, and though great bravery wasdemonstrated, they accomplished nothing morethan the delay of the Orieni spearhead for a fewdays.

The invasion progressed apace. The occupationof Zwiest was basically an administrative operation,with no noticeable Centauri hindrance. Alpha 1 sawa sharp battle as part of the homeworld defensenetwork, but once again the Centauri forceunder performed due to command and controlweaknesses which had not been overcome. TheRoyal Navy began unashamedly sacking anycommander who failed to make the grade, butHouse forces refused to make changes, as eachfelt they were better than those who had beenhumbled so far. At Alpha 1, the Strike Groups heldup and allowed the regular navy to pass through tomaintain the advance. The Strike Groups wereallowed to rest, against future need. Replacementswere allowed to advance, and were integrated intothe force, something not done before to avoid theprocess of learning the temperament of new officers.The regular navy continued the advance intoQuadrant 5 and Beta 1, with a powerful House forcepresent to defend Tagarhd.

The First Battle of Tagarhd was decisive out ofall proportion to its apparent importance. A Houseforce built around House Varia resolved to fight todefend Tagarhd, the most valuable system in theHouse Varia sphere of influence. The House forcespresent were totally outclassed by the Orieni forces,but on top of that, they managed to set a newstandard for inept performance. Debriefing of thesurvivors showed an almost total lack of control ofthe Centauri forces. They refused to accept theauthority of Admiral Eddo Varia, ignoring targetingpriorities, movement instructions and anything elsedesired, they refused to support each other, andeven had they perfectly obeyed the admiral, hisdecisions were poor in any event.

The Orieni hardly noticed the battle, but it shookthe Centauri. The Royal Navy had long called forincreased influence over the training andprocurement of House forces. This battle washumiliating enough that the Emperor was able toram a decree through the Centaurum requiringRoyal Navy liaison officers to approve and observeall House training programs, and to force Houseprocurement to go through a Royal Navy reviewboard. Though some Houses observed this morein the breach, most were chastened enough to give

HISTORY OF THE WAR1

7

battle with plenty of time for preparations and nosurprises, which is exactly what the Centauri gavethem.

The combat went much better for the Centaurion the Drazi border. The Drazi were divided amongthemselves to even a worse degree than theCentauri, and the Royal Navy had forged anunusually close relationship with House Kasto,despite the disdain of some of the older membersof the House. A professional series of strikes by thecombined force dismembered the pro-Orienifactions, who were decisively discredited. Thoughcombat was to continue on a low level until 2008,for all intents and purposes the war on this frontwas over. The Centauri even used it for shakedowncruises for new construction. A little combat wasuseful in preparing the ships for the real war. TheDrazi no longer had any chance of being a realfactor in the conflict.

Strike Admiral Ahrish Hakei commanded theStrike Groups. The cream of the Orieni nation, theStrike Groups and Elite were the arm of decision.They were intended to spearhead assaults, to breakenemy defenses, and then pull out to refit whileregular forces handled the less intense pursuit. Whilethere are certain weaknesses in this view, theopening phase of the war shows its strength. TheStrike Groups were used exactly as intended bydoctrine, for missions planned and rehearsed foryears, and everything went exactly as intended. Thisproved to be a good thing, as Admiral Hakeishowed a marked inability later in the war to dealwith the unexpected. Though able to carry out taskswith great efficiency, he proved unable to determinewhat tasks needed to be accomplished in a timelymanner. The Usuuth defenses reacted quickly, butwere unable to even slow the Orieni assault. By theend of the first day there were no Usuuth ships leftin operation. The day after, organized resistanceended on the ground and occupation units beganto land.

Admiral Hakei turned to the next objective:Lukantha. This was the first Centauri system hit, andthe defenses were at a criminally low level due toneglect, graft, corruption, incompetence, and lackof cooperation between the Royal Navy and theHouse forces. Nonetheless, the Centauri had arespectable force present, 23rd Standard Fleet.Unfortunately, the 23rd piecemealed into the Orieniand was destroyed one squadron at a time. Eachdetachment attacked without coordination or

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HISTORY OF THE WAR 1

8

and Orieni fleets met at Tagarhd, and the resultingbattle was deemed to have erased the stain onHouse honor. While not a resounding success––indeed it was a Pyrrhic victory––, it was notable inthat all of the House forces, with token RN personnelto do the staff work, did what they were told to do,when they were told to do it.

The Royal Navy had a different plan. The bestplace for a war to take place is on somebody else'sland. Royal Navy forces attacked in concert withthe House fleet towards Usundikar. Alpha 1 wastaken in a fierce battle, though the RN waschagrined to learn the Strike Groups had beenremoved into Orieni space. Seeking battle againstthe best the enemy had to offer, the RN led fleetpushed on.

Zwiest fell in a set piece battle, while Lukanthawas a battle of maneuver in which little actualcombat took place, as the Centauri neatly gainedsuperiority of position, forcing the Orieni to withdrawor be destroyed. Usuuthir was the site of the decisivebattle of the campaign season, with Orieni regularnavy forces and token Strike Group participation ina vicious struggle to keep the Centauri away fromOrieni space.

The Royal Navy emerged victorious, but sufferedhigh enough losses to make the attack on Usundikarimpossible. Instead of an attempt to take the system,it was raided by light RN forces, who were quicklychased out by the Strike Groups. Captain ShaalJaddo distinguished himself in this operation,showing that he was a rising star in the Royal Navy.Strike Captain Shrieka Rak also did well in thisoperation, though it is impossible to tell if theyactually faced each other in the raids on Usundikar.

The year ended with both sides reactivatingmothballed reserves and marshaling production towartime needs. Losses had been far higher thanproduction, so neither side was willing to riskeverything on an operation if no ships would be leftin case of disaster. The new construction and reserveforces activated were kept in safe areas and trained,to employ in mass.

The Centauri began hiring mercenary forces,in some cases Drazi who had fought against themearlier in the year. The Emperor also formally notifiedthe Houses that the Republic needed their aid, andhe received pledges enough to have ended the warin days. Some of the Houses actually seemed tomean to keep their promises, and certain Housesbegan to cooperate with the Royal Navy with a

the programs a chance. A shortage of qualified RNofficers meant that most assigned to what was calledHouse-sitting duty were those the fleet didn't want,but slowly, noticeable improvements in House forceswere observed.

Meanwhile, the Orieni continued the attack,bypassing Kazat, where the Centauri Admiral TilloGarlan decided that if he stayed on site, he'd becut off from the rest of the nation and starved out.Reasoning that Quadrant 5 was held too firmly totake, and knowing the poor showing of Centauriforces attacking the Orieni so far this war, hedecided to take his mobile units to Lerrust andattempt to hold that system. The fixed defenseswould be left alone, commanded by Vir Torr, butwere powerful enough that this gamble seemedworthwhile. Once again, the Centauri forces werecommitted into action in an overly hasty way, andthe resulting engagement, while of some concernto the Orieni, resulted in another Orieni victory. Itwas the most costly so far, but still short of the pricethey'd expected to pay by this point.

With the fall of Lerrust, the fate of Kazan wassealed. The Orieni forces attacked Quadrant 3 butwere noticeably slowing. While few ships had beenlost, and damaged ships were within expectations,the attrition to the HK supplies and the stress onkey leaders and staff officers was unexpectedlyhigh. The Orieni forces had begun to act sluggishly,and it was decided to go onto a hasty defense andallow the Centauri to demonstrate their inability toattack while the Orieni worked out procedures todeal with their weaknesses. The Orieni used thistime to take Urzin, and the Kazat defenses, underattack from multiple directions with no mobile forcesto maneuver, were destroyed by Orieni HKs andmass drivers.

The Centauri Houses were incensed with theoccupation of Centauri systems, systems, andassembled a mighty armada to retake them underLandis Syma. Uncharacteristically, they sat down andworked out the plan and organization, with a specialemphasis on chain of command, before going intobattle. The House fleets knew exactly what the Orieniwere doing, and resolved to unhinge the Orieni plan.Dual thrusts were planned, one from Quadrant 2directly into the Orieni bulge, the other fromQuadrant 13 into the Orieni spearhead.Surprisingly, both succeeded. Beta 1 was retakenin a fierce battle, whereupon Quadrant 3 fell asforces were pulled out to fight at Beta 1. The House

their

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deliberately severed. No beacons were severed inthis war, but plenty of new routes were found. TheOrieni Faithful Search/Seeker combination pavedthe way with the discovery of a link from Phalonakto Quadrant 13. While this route was later allowedto drop, it was integral to the next Orieni offensive.

The Offensive in question was a drive onTaltorum. A surprise Orieni attack throughQuadrant 13 cut off Mantukas, defended by the36th Quality Fleet, which fell to a two-pronged attackby Enlightenment Fleet and Missionary Fleet. Whilethe Strike Groups drove on Taltorum through Lodiraand Tuvarn, the Regular Navy held the flanks, tookLisuria and began to occupy the cut off regioncentered on Beta 10, under the leadership of NattusDannan.

Vell and Bundara fell easily to ConsecratedFleet. Lokim and Gazemer were defended with skill

degree of enthusiasm, or at least, acceptance ofthe need.

The Centauri had identified their lack of acentral chain of command as their biggestweakness, edging out the uneven nature of Houseforces. This was being hammered out, with somesuccess. While there was still much to learn, theCentauri were on the way towards vastimprovements.

The Orieni realized their institutional weaknessin fast moving actions, and began a trainingprogram to correct this weakness. A series of newstaff schools were created to expose as many officersas possible to improved training programs andmake meeting engagements the center of thetraining. This forced the removal of many good andexperienced officers from the line to provide cadre,showing the weakness inherent in the excellent anduncompromising Orieni training program: The lowoutput of personnel, even if they were of an excellentstandard.

The Centauri found they had a great many tasksahead of them. Not only were new ships being builtand crewed, but reservists were called up to manreactivated, mothballed ships. These tasks had beenplanned before the war by the Royal Navy, and werealmost working in a rational and professionalmanner. The integration of mercenary forces was atried and true process which went very smoothly.

It was, of course, the House fleets which were themajor problem. Though they knew they neededRoyal Navy help, for the most part, they also believedthis was demeaning. Thus, outside aid was avoideduntil each House cleaned up its own fleet. All thatwould be needed was Royal Navy recognition thatno more assistance was needed, and each Housecould operate its fleet as required. The Herculeantask of cleaning the stables held up the processlong enough that the Orieni were able to assemblea fleet and launch an offensive first, while theCentauri were still wrestling with themselves.

Unfortunately, it was worse that a simple lossof initiative. The Orieni, like the Centauri,maintained a standing exploration fleet. Whileexploration was an important task for each, theprimary goals were naval. Each nation expected itsexplorers to find new routes into enemy territory, orrediscover old ones if beacon routes were

Year 2002

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The Faithful Search/SeekerCombination

Unlike the Benevolent Scout, the Faithfuland its Seeker consorts were not designedto provide electronic warfare support to fleetelements. Although reasonably well-armed,and able to provide support on the battlefield,they were much too valuable to be put to thisuse with any regularity, for their true missionwas vital to the racial mission of the Orieni–-bringing Order to the universe.

Built to explore Hyperspace, find andsurvey new star systems, and buildjumpgates in those systems found suitable,these ships excelled at their tasks. While thelimited ELINT abilities of the SeekerCorvettes seem, at first glance, to be ofdubious value, the small recon vesselsperformed two important tasks. First, theycould datalink their sensors with themothership, forming a long baseline arraywhich greatly increased the effectiveness bothof their sensors and the motherships' forhyperspacial and stellar survey. Secondly, ifa star system was deemed interesting, theSeekers could perform close exploration,while the Faithful remained safely on theoutskirts of the system. If the explorationteam encountered hostile forces, the Seekerswere also expected to aid in the defense ofthe Faithful, sacrificing themselves so thattheir mothership could escape, if need be.

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The Orieni attack was by no means a steadyadvance. The Centauri had begun to launchcounter-attacks whenever possible. Recognizing theweakness shown by the Orieni in quickly shiftingsituations, they attempted to keep the battle as fluidas possible. The Centauri recaptured and heldQuadrant 2, Beta 1, Tagarhd and Kisuria, andretook but did not hold Lodira. Aside from the initialassault, there was no period where one side wassolely on the attack or defense, and no period whereall attacks underway at once were by the same side.The Centauri did see benefits in keeping a fluidbattle, but not as many as they had expected, muchless hoped. The Orieni training program hadalready shown some results. Centauri planners sawthis as a dire omen for the future.

The war was still progressing in spurts and jerks.Periods of inactivity alternated with brief and furiousaction. Both sides were still losing forces faster thanthey could be produced once combat was joined.Neither retained any mothball reserves and warproduction was still rising to meet demand. Fewpre-war ships remained by the close of the yearexcept those on other borders. The RN forces alongthose borders had been stripped and the Centauriwere seeking House forces that were underused orwhich were kept out of the war to preserve a Housepower base.

Casualties among pre-war ships involved in thefighting were extremely high by the end of the year.Surviving pre-war cadre were carefully organizedto run training programs to keep a steady streamof replacements moving to the front. Even the RoyalNavy began to feel the pinch of a trained manpowershortage, while the Orieni elite forces were thelargest remaining concentration of fully trainedmanpower remaining to the warring sides. Tooprecious to waste, they were pulled out of the linewhenever possible.

When the layman considers the war, this phase,the definitive year of the war, is normally whatcomes to mind. The Orieni war effort peaked inthis year, with their fleets as strong as they everbecame. A major offensive was planned and carriedout in the center and right sectors. The left sector,which the Centauri thought of as the Usuuth front,was to remain an economy of force sector with justenough combat power to prevent a Centauri

Year 2003

and daring by Admiral Nattus, commanding 36thQuality Fleet, but Varantor was abandoned. Beta10 and 11 held out, but were cut off from all aid.This attack was designed to continue the economicdismemberment of the Centauri Republic. TheOrieni fully intended to keep the systems taken,pacify them, and add them to their economic andother strength. Yet of at least equal importance tothem was their removal from the underpinnings ofthe Republic. As each system was taken or cut off,the resources, taxes and personnel made availablefrom that system ceased to serve the Centauri warmachine. The Orieni saw themselves growingprogressively more powerful, and the Centaurigrowing weaker, as they incorporated ex-Centauriregions. Eventually, the raw power of the OrieniEmpire would surpass the Centauri Republic, andon that day, the Centauri would be steamrollered allalong the front.

In addition, a secondary offensive was pushedthrough what they called the Center Sector, underAdmiral Hrika Shria, commanding HarmoniousFleet, retaking Beta 1 and Tagarhd and takingQuadrant 2. A third offensive, Salvation Fleet, drovethrough Usuuthir, retaking Lukantha, Zweist andAlpha 1. These attacks were intended to tie upCentauri units, fixing them so they couldn't respondto the main effort. A secondary intent was tomaximize Centauri losses, on the theory that thedecadent Centauri would suffer enough to make itappear worthwhile to cut their losses and abandonthe war. The Orieni greatly underestimated theresolve and anger of the Centauri, as they wouldcontinue to do for much of the rest of the war.

Barely noticed by the rest of known space, thecut off Centauri systems of Dorak and Bin-Tor fell.With token defenses, the only reason they hadn'tfallen earlier was the inability of the Orieni to spareforces to occupy the systems earlier. While the StrikeGroups weren't as powerful as they were at the startof the war, and the Regular Navy still felt unequalto its requirements, the Garrison Fleet was takingvirtually no losses, so the small percentage ofproduction assigned to them was actual growth.The Orieni continued to attempt the incorporationof captured Centauri systems into the Empire, withthe theory that the permanent occupation andconversion of Centauri citizens and subjects intoloyal members of the Empire might as well startnow. It was, after all, inevitable.

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Situation prior to the attack of the 15th Noble Fleet 2003

Golia

Horuna Anfra

Antares

MINBARI PROTECTORATE

MINBARI FEDERATION

VORLONENCLAVE

Zwiest

Alpha 1

Ventox

Valusha

Trigati

Tala

RalafaThessin

Tro'Kact

DavalaThan

Sorpigal

Eshar

Tavalan

TYCHOLA

Zendamor

Tir

SPIN

WAR

D

ORIEN

ORIENI EMPIRE

USUUTHIR

ROGOLA

Quadrant 2

Quadrant 3

TISIPH

NASHAN

Quadrant 4

Quadrant 5

Beta 1

Quadrant 13

Beta 10

Beta 11

Gamma 3

Quadrant 12

Anasi

MEDUSHAANGYNOCRACY

Lodira

Inacha

Arasholan

Conoripax

Taltorum

Bundara

Correntz

Kazat

Lerrust

Lisuria

Ostova

Hallibock

Seliffe

TanjacDjost

Hownata

Kateneer

Mattren

Wereng

Stannart

Lecto

Garra

Drusa-Kavask

Shtost

Saleh

Darshtentta

Numarit

Usundikar

Jaalapent

Phanos

Ar-Choaka

Essekyre

Myttin

Gazemer

Addegau

Bin-Tor

Kannish

Feth

Namaros

Fetslak

ARNASSIA

Golthat

Exhur

Kroth

Alaba

Veil

Otac

Xothan

NASHANI

Ushtal

Voshtal

Peltan

Buvarn

Urzin

Varantor

Mermas

Cestus

Arkada

Andat

Bel-Nar

Tizino

Krindar

Dura

D'Grn

Lukantha

VentariNatharn

Mantukas

Kokkar

Idellem

Entat

Vultan

Thanur

Thoras

Plutak

Shinshasa

Leemeri

Aura

MingmerMorkantost

Sivorn

Evelin

Lokim

Tuvarn

Petranaam

Thormast

Prenill

Phalonak

Juvikos

Spiros

Dishar

Lishtonos

Rothir

Lillittu

Shina

Hulanok

Trosagal

Vagthusa

Vamani

KILKAMESH

Gritash

Thenavi

Bukaas

Bethen

Tagarhd

Dorak

Vinzin

Manipat

Zemnas

Thunat

Itino

Amat

Choranis

Olat

Tanprash

Lunnus

Nathshasa

Friddia

PleddisaKumenthar

Lebsos

Umur

Setteros

Thrizza

Nanabas

Fosh

Tashasha

Klanama

Salaki

Quilren

Tobuno

Accas

Dithis

Rentamn

KILKAMESHI

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Quadrant 2 to be sent to the front, and permittedthe Garrison Forces to take over the area. Thisrationalization of the Orieni zone was greeted bythe Orieni as an important step in the conquest,even though the objective results were slim. Theorderly Orieni were pleased to see the detailscleaned up in any event.

The Royal Navy was still intent on taking thewar into Orieni space. The Usuuth front was stillthe intended route. Once again, as battle ragedelsewhere and the tide of battle ebbed and flowed,the Centauri 15th Noble Fleet began to advancetowards Usuuth. Once again, Alpha 1, Zwiest,Lukantaha and Usuuthir fell to the Royal Navy andthe Houses that supported the Emperor. The RoyalNavy managed to take and hold Usundikar, butthe assault into Arkada failed to hold that system.

Like the main front, this region saw systemstaken and retaken, but unlike the main front, onthis one, the Centauri were able to take and holdsystems, moving steadily forward as the disputedzones between the secure areas moved towardsOrien. The Emperor ordered a national day ofcelebration as the word arrived that the Royal Navyhad successfully defeated a counter-attack intoUsundikar, and that after being ejected 4 times, theCentauri 15th, now Victorious Fleet had held ontoan Orieni system. The Orieni were incensed, butunderstood that the effort to knock out the Republicwas more important, and that would happen onthe approaches to Centauri Prime.

The year ended with the Orieni controlling mostof the Spinward half of the Republic, but the Centaurifinally on Orieni soil. Both sides intended to continuewhat they thought was already working. Losses toboth sides were high in military and naval forces,and the Centauri had suffered amazing losses tothe citizens and subjects in the battle zones. Severalraces, such as the Usuuth and Xothan were basicallyexterminated. The Centauri would remember thislater.

The Orieni proved able to go wherever theywanted but had trouble staying there once theyarrived. The Centauri were more and more able toretake Orieni gains and slow the rate of advance.They also establish a strong lead in electronicwarfare, able to ensure that the numbers of Kendaripresent were enough to outclass the Benevolentsopposing them.

breakthrough. The Centauri fleets, though not yetat the peak of capability, were growing in size andpower. Both sides threw themselves into attacks andcounter-attacks. Losses were ignored in the attemptsto seize and hold key systems.

Fighting was especially fierce for control of thevital Quadrant 4 system, where 23rd Valiant Fleetdueled with Anointed Fleet for dominance, but theOrieni still managed a slow and steady advance.The Orieni were able to take more systems thanthe Centauri could retake. As the year ended, theOrieni Harmonious Fleet under Admiral Hrika Shriahad managed to occupy Quadrant 2 and Ostova,with no Centauri holdouts behind those positions.The staggering Orieni losses, however, were enoughto give pause even with production at an all-timehigh. Further concern was raised because theirindustrial output had peaked and would inevitablybegin to slip from this point.

Realization that there was a limit on the growthof the fleet forced the Orieni to even more feveredefforts. At this point the Orieni intelligence servicesmade a key error. They misread the industrialsituation of the Centauri and overestimated thetroubles the Centauri continued to have with theHouse forces. The Orieni thought the Centauri werein slightly worse trouble than they were, and soattrition would work as an Orieni advantage.Constant combat, with the attendant losses, wouldwear down the Centauri faster than the Orieni. Inactual fact, the Centauri war production effort wouldnot peak until 2004. This error, due to acceptanceof doctored information sent through Housecommunication channels that was altered to fit whatthe leaders of the Houses wanted to hear as true,was a critical turning point in the war. The Orieniplayed into Centauri hands at the worst possibletime.

As the struggles to expand the Orieni-occupiedzone heated up, the Orieni were forced to therealization that efforts must be made to get the mostefficient use possible out of the forces at hand. Themassive amounts of new construction as the Orieniwar effort peaked provided a window of opportunityand had to be used to the fullest. Devoted Fleetwas assembled to take Beta 10 and 11. The cut-offCentauri forces, now organized into 65th FaithfulFleet to recall the holiday celebrating the defeat ofthe Xon, though tough and well led, could not standagainst the force assembled. The fall of thesesystems allowed the Orieni forces in Gazemer and

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couldn't afford to lose, a target that would requirethe Centauri fleets to come out and fight where theycould be killed. The Orieni would attack Quadrant12 and Polgrath.

Strike Admiral Hrakei intended a Verdun styleoffensive, one that would bleed the Centauri andwear down their forces. The high tempo ofoperations in the strike sector forced the other frontsto basically cease operations to supply forces forthe main effort. The losses were horrendous, andlike Verdun, those who started the attack failed. Thesmall size of the strike sector allowed the StrikeGroups to be concentrated there, to break theCentauri. Royal Navy and House forces were alsoconcentrated into the small battle zone.

The increasing production of the Centauri,which peaked in this year, and the growing

At this stage, the Orieni had developed mixedfeelings about the progress of the war. Large chunksof the Republic were in Orieni hands, severelyweakening the economic might of the Centauri. Theofficial read on the war was that the Centauri werehurt more than the Orieni themselves, but perverselythey were still showing no signs of collapse. Thefight was still too fierce to take Centauri Prime, withknown fixed defenses and expected fleet elements,so the Centauri must be further weakened.

As losses increased, it looked increasinglydangerous to continue broad, front wide offensives.Admiral Hrakei decided the solution was a smalloffensive. An offensive against a target the Centauri

Year 2004

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Devastated Zones and ExtinctionOne tragic and far-reaching consequence of this conflict was the annihilation of several species.

Initially, extinctions were due to high intensity battles fought repeatedly over the same world, buttowards the end of the war, these extinctions escalated when both sides employed orbital bombardmenton a massive scale with no real thought for long-term consequences.

An example of extinction because of intense conflict can be seen in the Usuuth. Repeatedplanetary invasions by both sides in the conflict caused massive infrastructure damage. By 2003,food and power production and distribution had to all intents and purposes collapsed. Hospitals andother medical facilities had ceased to function at levels above basic first aid. Deprived of thesefacilities, the population died in droves. Plague, disease and starvation were rampant. The socialorder broke down. Neither the Orieni nor Centauri were interested in or able to provide assistance;indeed, they worsened the situation by employing active measures to destroy selected Usuuthpopulations when patriots or resistance forces fought back. The population was reduced to a fractionof its pre-war size and those few survivors were reduced to squalor.

For an example of extinction duo to the deployment of holocaustic weaponry, we can look toPhalonak in 2207. To ease their conquest of th world and it considerable production and militaryinfrastructure, the Centauri employed saturation nuclear and mass driver bombardment. The resultswere stark.

At the end of the conflict, the following nations had basically been exterminated: the Usuuth,Xothani, Arkadans, Thormastor, Sivorni, Fetslaka, Phalonaki and Otaki. Many ethnic Centauri andOrieni shirt sleeve colonies suffered similar fates.

The effects can still be seen in the modern era. The prevalence of treaty clauses outlawing theuse of holocaustic weaponry such as mass drivers and saturation nuclear bombardment againstcivilian targets date from this time. The first such treaty stemmed directly from the war. The 2010.

stipulated that the Orieni were forbidden to field holocaustic weaponry while the

Centauri themselves merely pledged not to employ such weaponry against Orieni worlds with apopulation greater than one hundred million sentients. The slightly later saw the

Abbai and Centauri agreeing not to use holocaustic weaponry against each other. Later treatiesalso tended to address the issue of such weaponry with many nations including the Centauri andNarns agreeing to decommission all such weapons with the signing of the 2236 .

Another equally lasting legacy of the carnage is the presence of major devastated zones spinwardof the Centauri Republic replete with ruined homeworlds and former colony planets that are nowuninhabitable.

Treaty of Seliffe

Congress of Tirolus

Treaty of Abba

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professionalism and skill of the House forces, savedthe day. The fanatical Centauri sought vengeancefor hundreds of millions of their dead. They couldfinally afford higher losses than the Orieni, andwhatever the price to be paid, the Strike Groupswould be destroyed.

The Strike Groups, symbol of Orieni power,fought with the skill and daring expected of such aforce. Centauri ships and fleets were savaged, butonce again, losses were higher than the StrikeGroups could replace. Regular Navy and evenGarrison forces were sent in to take some of thepressure off of the Strike Groups. Finally, the Orienisuffered a major catastrophe when the flagship,Vorlon Fire, was destroyed, killing Strike AdmiralHrakei on his flag bridge. Within the day, the StrikeGroup was withdrawn so the remnants couldrecover from months of constant battle.

The Centauri themselves were not concernedwith seizing systems in this campaign. Terrain wassecondary. Both sides were force oriented, and thetarget both sides sought to destroy was the enemyfleet. When the dust cleared, the Centauri had held,and the Orieni fleet had suffered losses which couldnot be made good. As the Orieni were forced torealize the campaign was lost, saving the fleetbecame the dominant goal. Without the fleet, thenation would be at the mercy of the Centauri, andthe Centauri had no mercy. The Orieni were forcedto begin trading space for ships. The 3rd GloriousFleet held the system when the Orieni pulled out,and was officially cited as the victor by the Emperor.

HISTORY OF THE WAR 1

14

Sensing the Orieni were shaken, the Centauribegan to push hard, and the Orieni fell back. Now,it was the Centauri who began to hold systems thatthe Orieni could not retake. Centauri forces pushedto Gamma 3, Correntz and Beta 1. As the yearended, the Centauri House and RN forces on themain front were in full advance pushing the Orienitowards the pre-war national borders.

While this unfolded, the Orieni explorationprogram persevered. A new link from Manipat toZwiest was discovered. However, they lacked theability to capitalize on the discovery. The forces thatcould have done so were instead rushed to the mainfront to help salvage the situation there and preservethe force. Even at the cost of losing of more Orieniterritory, the fleet had to be saved from destruction.

Yet more territory was indeed lost. The Centauridiscovered the link to Manipat and launched a two-pronged attack, out of Usundikar and Zwiest. TheCentauri occupied Manipat, Krindar, Ventari andArkada. As a consequence, the link to Quadrant13 was the sole remaining path to support Orieniforces still in Centauri territory.

The Centauri found advancing in Orieni territorydifficult due to the Orieni mania for defenses.Garrison forces with bases, mines, defensivesatellites, fighters, HKs and ships were present inevery system of any noticeable importance. TheCentauri, foreseeing more such advances,accelerated several projects expected to help dealwith these challenges.

Hierophant Rrakra Hie, the leader of theCouncil of Hierophants, was not without rivals. His

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The CoupHorsh Shrakie is an unusual figure in galactic history. Some credit him with changing the course

of the Orieni war, though unfortunately in a direction other than the he had intended. Many havesought to understand what ambition Shrakie sought to fulfill. Certainly, after Hierophant Rrakra’sdeath and Hriha’s ascension, he became on of the most powerful individuals in Orieni government.

Remarkably, there is ample evidence to show that achieving such power was, at most, a secondaryconsideration for him. Sources reveal that Shrakie was totally loyal to Hierophant Hriha and zealouslysupported his superior. His entire career, from his first meeting Hriha to his untimely death, wasdirected towards the goal of elevating Hriha to a position of authority. Shrakie was purely content tolive his life in the shadow of a great individual. Shrakie appears to have performed a number of illegalactions to advance Hriha, with the assassination of Rrakra being the most spectacular, but activelyhid these actions from his superior. It is doubtful Hriha ever suspected the lengths Shrakie’s fanaticalloyalty took him top, until it was too late.

Many have insisted that the mysterious Kas’Vaka was actually behind Shrakie‘s actions. However,what scant evidence exists of Kas’Vaka activity support the notion that the Drakh emissary was notin contact with Shrakie until fully 2 standard years after the coup.

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If peace could be arranged, then the Orieni wouldhave managed to hurt the Centauri far more thanthey themselves had suffered and claim a technicalvictory. Even if all sides moved back to the pre-warborders, this would still be a net gain for the Orieni.If not, the Orieni could still use powerful defensivefortifications to bleed any Centauri attack until theycould no longer maintain the offensive. The Orienihad not only lost the initiative, but also nowcompounded matters by voluntarily not attemptingto regain it.

The Centauri viewed the new Orieni strategywith some confusion, but mainly relief. Though thelack of offensive action, coupled with the time toget even counter-attacks approved, meant it wasmuch harder to arrange the fluid battles so desiredby the Centauri, the ability to set the conditions of

Year 2005

chief opponent was Hierophant Aaka Hrhia. Thechief disagreement between the two was over thedegree of action needed or valuable in the waragainst the Centauri. Rrakra Hie felt it was necessaryto take the fight to the Centauri, while Aaka Hrhiaadvocated a more passive stance. Hrhia’s opinionwas that this would allow the Orieni to let theinevitable course of history progress, permitting theforces of order to win at the lowest possible cost.

While this is a vision that requires acceptanceof the Orieni worldview to take at face value, tofactions within the Empire, it was seductive. Onewho thought Aaka Hrhia was correct was MinisterHorsh Shrakie, who was the chief assistant andtroubleshooter for Aaka Hrhia. Acting on his own,Minister Shrakie arranged the assassination ofHierophant Rrakra Hie, allowing Aaka Hrhia tobecome the de facto leader of the Orieni Empire.He immediately implemented his policy of holdingwhat was in Orieni possession and disallowing anyfurther offensive moves while the issue was studied.

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Centauri House FactionsOne of the most bewildering aspects of Centauri society is the ever-shifting collection of formal

and informal alliances that characterize House interactions in the Centaurum. Groupings such asthe Golden Sun Compact might be formed and dissolved in a matter of weeks. Fortunately, whateverthe ostensive goals, these factions can be categorized by their general aims. It is important to realizethat these factions often overlapped and that individual houses could be members of more than onefaction at once.

Some of the major factions that are always present in the Centaurum are as follows:, as might be expected, generally suuports the Emperor and asserts his

primacy. Houses aligned with this faction often have close associations with the current Imperialhouse. In this period, notable houses included Molari, Refa, Jaddo and Kasto.

The Imperial Faction

The Centarum Faction

The War Faction

, on the other hand, asserts the independent rights of houses and sees

the Centaurum as the foremost political organization. As might be supposed, several houses withsupremacist leanings see ostensive support from the Centaurum as a route to power. Houses in thisgroup during the war included Syma, Corono, Bleda, Torra and Madrin.

is in favor of expanding the Republic by any means. In the Orieni war period it

saw vigorous prosecution of that war as essential to the Republic’s survival. It should be noted thatmembership of this faction was no guarantee as to the quality of a house’s armed forces. Notablemembers included Torr and Lotoru.

felt that expanding the Republic was ill advised and that current

effort should be directed to securing the Republic’s borders and infrastructure. During the Orieniwar, this faction was wholeheartedly behind prosecution of the was with all available resources.Members included Varia and Lorriea.

held that violent conquest was wasteful in these days of Centauri supremacy

and that the pre-eminient Centauri economy should be exploited to the full. The foremost such houseduring the war was house Kiro.

Finally, are those that seek to elevate one or more of its members to

supremacy in Centauri society with few other ideological imperatives. This emphasis on the pursuitof power over ideology is the key distinguishing feature. The primary such faction of the era was ofcourse house Syma.

The consolidationist faction

The trade faction

Supremacist factions

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attempt to limit their growth. Since it no longerappeared the war was threatening to destroy theRepublic, the Houses in question decided to seekadvancement. The new technology they'd receivedto allow their ships to fight the Orieni would workjust as well against someone else. That someoneelse was the Abbai Matriarchate. The House forcessecretly organized an assault on the Abbai,expecting that the Emperor and Royal Navy wouldbe busy long enough to allow conquest, and weakenough after the war to have only the option ofaccepting the new status quo.

The attack was fast and powerful, but while theAssault Laser proved brutally effective against theAbbai, the powerful Abbai defenses proved veryexpensive to break. Abbai reinforcements wereenough to hold the colony in Tirolus, but theCentauri occupied the rest of the system. Neitherside was able to profit from the divided system, asattempts to gather resources were easily disrupted.Indeed, both suffered ongoing losses attempting tohold what they had.

Many of the important decisions in the Houseattack were made in face to face meetings, for whichno records survive. There is some evidenceindicating the involvement of Kas'Vaka, a Drakhemissary, in convincing the Houses to attack theAbbai, but no concrete proof exists. As decisionswere made, they were distributed, but little is knownabout why those decisions were made as they were.

Despite this distraction, and the Emperor'sfurious condemnation of the diversion of ships awayfrom the war, the Centauri continued to push theOrieni back. Over the course of the year, theCentauri managed to regain control of every systemthe Orieni had taken from them over the course ofthe war. Fierce battles took place from Thormast toQuadrant 13. Admiral Hrika Shria was killed inaction during the defense of Thormast, and theindustrious native race of that system joined him inextinction as the battle progressed.

As the Centauri advanced, the Orieni werefinally forced to withdraw forces into Quadrant 13,and the battles to take that system were painfulenough to cause the Centauri to pause and recover.Forces were reorganized, many were moved toprepare for the next phase of offensives, and theopportunity was taken to shuffle the commandstructure to move promising officers such as ShaalJaddo higher up the chain of command.

battle––choosing time, place, tempo and scale––was deemed much more valuable. The Centaurithus switched from fluid battles which sought tomaximize confusion to methodical, centrallycontrolled and very large attacks with as muchsynchronization as could be achieved in practice.Centauri House forces were growing moreamenable to obeying orders, at least those whoactually showed up when called upon to do so bythe Emperor. Commanders with the abilities neededto fight properly in fluid battle situations, where therewasn't enough time to plan and coordinate properly,were rare and required extensive training time tocreate. A centrally controlled battle required muchlower levels of training, making it easier to use theHouse forces efficiently.

The Centauri wasted little time in beginning aseries of limited offensives, each targeted at a singlesystem. These limited goals allowed the mostcomplete examination possible, rather than pushingthe plan far enough to outrun the foreseeablecircumstances. The Centauri were nonetheless ableto run a great many of these attacks over the year.By the end of the year, the Centauri advanced toLodira, Lerrust, Tizino, Djost and D'Grn. Quadrant4 was recaptured by the Orieni under Admiral HrikaShria, but then retaken by the Centauri. In contrast,the Orieni regained and held D'Grn and Lodira.

The Orieni viewed the limited attacks by theCentauri as an excellent way to bleed the Centaurifor each system. Careful preparation andconstruction allowed each such system to be turnedinto a strongpoint before the next Centauri attack.Even with hindsight, it is unclear who was winningthis war of attrition, in terms of losses. However, thefact remained that the Centauri economy was stillmore robust than that of the Orieni, and thus moreforces could be kept in the field. The Orieni werestill operating with most of their old possessions,but if the Centauri could keep advancing, theoutcome was an inevitable Centauri victory. Theonly chances the Orieni had were a loss of will bythe Centauri or a new plan.

While the Centauri continued to push the Orieniback, not all of the House forces chose to obeycommands. The in the Abbai region, led by HouseTorra, saw the war of national survival as awonderful distraction for those forces that would

Year 2006

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main front before he was recalled home. Avorr Symawas Lord Syma's right hand man and chieftroubleshooter. These three, with Kas'Vaka, planneda revolt which would ostensibly place House Symain control of the Republic, making House Syma theImperial House of the nation, and Lord SymaEmperor Tormon III.

Before everything was in place to carry out thecoup, the Emperor, Rafani, died. The death wasunexpected, an actual flier accident with noindications of outside involvement. The advantagesof attacking a government in transition wereextensive enough that the coup was launched assoon as the report reached Lord Syma, with only adelay of a few hours before operations began toensure key leaders were awakened tohear the word.

The intent was for a lightning strike of Symaforces to seize control of the aerospace overCentauri Prime to force the Centaurum to makeHouse Syma the Imperial House. It is unclear whyLord Syma thought the Royal Navy would stand byand ignore the succession problem, as it certainlywas of great importance to the war effort and anheir was available. If the Royal Navy had simply left

Nor was this the only success the Centaurienjoyed during 2006. A powerful Orieni attack onArkada by the Strike Groups, now a shadow of theirformer selves, was defeated by the Royal Navy.Damage to the Arkadan biosphere was severe, butthe Centauri thought of losses suffered by theircitizens and subjects, and hardened their hearts.

Buoyed by this victory, the next phase of theassault into Orieni space began. The Royal Navythrust was directed towards Plutak. Seliffe was toopowerfully defended to attack, while a wide sweepthrough Kateneer was deemed too long. An attackthrough Plutak would allow the RN to split the Orienidefensive force to face both Seliffe and Wereng,which would force a smaller Orieni force to watcheach Centauri attack. The growing Centaurisuperiority made this seem an appealing goal, andperhaps the Orieni defenses would be less potentdeeper into the Empire. As the year ended, D'Grnwas seized to provide some depth to the Centauriposition and provide a jumping off point for anyattack on Seliffe, encouraging the Orieni to keepdefenders there instead of repositioning to stop theassault towards Plutak.

Kas'Vaka, a Drakh emissary, was one of themost capable and resourceful of that breed. Hehad perhaps been important earlier in the actionsof the Abbai Faction of Centauri Houses, but hismajor goal was to arrange the rebellion of HouseSyma and convince the Orieni to respond to this asdesired. The technique was simple. Each faction,House or nation approached would be offered analliance on the grounds of mutual benefit. TheDrakh would announce that they saw greatness intheir prospective allies, and enlightened self interestmeant that they should work together to increasetheir power. House Syma, already a very powerfulHouse, was easy prey for this line.

Tormon Syma, head of House Syma, had oncebeen a vigorous and capable leader, but was nowpast his prime. A shadow of his former self, LordSyma had enough pent up grudges to provideKas'Vaka with fertile ground for his efforts. HouseSyma had taken only token efforts to support thewar. Just enough ships and other combat forceshad been sent to provide a cadre of veteran leaders.Landis Syma, the military leader of the House, haddistinguished himself leading operations on the

Year 2007

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The Magic BugIn the immediate aftermath of the Syma

Rebellion, allegations were made that HouseSyma had assassinated Emperor Rafani. Thesuggestion was that “the accident” was tooconvenient for Syma to be credible. Indeed, forseveral decades after the war, historians wouldseek evidence that Syma had been responsible.It became in its way the Centauri “GrassyKnoll.”

The Centaurum took these allegationsseriously and an investigation was launched. Inthe end, the Centauri government did not acceptthese paranoid theories. The investigation of2011 revealed that a potentially fatal but usuallyinconsequential software error was prevalent inall fliers of that type and production variant. Thefinal conclusion was that there had been no wayto foresee this and create or use this flaw at justthe right time and place to assassinate anEmperor.

More recently it had bee suggested thatthe investigators were not mindful of the factthat the galaxy contained older races that mightperhaps have the ability to produce just such asubtle manipulation. But that is a discussion foranother time...

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None of the House leaders were allowed tosurrender, with the odd result that while the Centauriknew of the Drakh involvement in the coup, nosurviving Centauri had ever seen a Drakh, or atleast would admit to having seen one.

With the distraction to the Centauri forces, theOrieni, promised Drakh aid, attacked. Kas'Vakaassured the Orieni that while Drakh forces wouldn'ttake part in the offensive, they would be madeavailable to assure the Orieni defenses were in nodanger. This would allow a much larger assault, asfewer forces would be required to stay in reserve orin quiet sectors. The Orieni intended to win the waron one throw of the dice. It failed.

The Drakh did show up, and did take theirplaces on the line. They saw no action, and whenthe Orieni assault was shown to be a failure, theDrakh left, abandoning the Orieni to their fate.

The Orieni attacked through Quadrant 13again, and made notable progress as the Centauriwere still struggling with House Syma, but thegrowing Centauri power proved able to slow theOrieni advance and still allow sufficient forces tocrush House Syma. As that struggle ended, and theforces were quickly sent into action against theOrieni, the slow advance was stopped, and aCentauri advance began. Admiral Reshka Ash waskilled in action attempting to keep the advancegoing, but it is not clear that his death had anyimpact on the campaign.

the Syma forces deal only with any House forcesthat were loyal to the existing crown, Lord Symawould have most likely won his bid for the throne.With the RN standing by the legitimate heir, thefuture Emperor Vitani, there was no chance.

The RN fought a skirmish with the startled HouseSyma forces, and pursued them back to Landakh.The Syma forces were again shocked to be treatedas outlaws, rather than simply defeated and left toact as any other House. Why they thought theyshould have the right to rebel against the lawfulgovernment without consequences is unclear. TheCentauri committed their strategic reserves, 1stImperial Fleet, to pursuing the Syma forces, thenbegan taking their systems. While House Syma wasa powerful House with skilled leaders, this did notmake them capable of fighting the entire Republic'sforces. The Royal Navy decided to make an exampleof House Syma, as it saw the war against the Orienias a crusade with national survival at stake. WhileHouse Syma was treating this as any other war,taking advantage of whatever came their way, theRN perceived this as a profoundly disloyal act, ablow not against the Royal House, but against theRepublic itself.

House Syma attempted to find a way to endthe conflict many times, but at no point was theRoyal Navy willing to deal. House Syma forces waspushed back and its bases destroyed. An attemptedstand at Quadrant 15 was defeated despite allLandis Syma could do, and after the fall of Landakh,the fleeing House leadership was caught overGarmak. Their ship destroyed with no survivors.

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The Drakh, Guardian of theEmpire?

Many have speculated as to whyHierophant Aaka Hriha trusted the defense ofOrieni space to the Drakh. Unfortunately, themajority of th records on the subject were lostin the final days of the war. Some havespeculated that Hriha sought to increase hispersonal power, though he already held asmuch as any individual traditionally could.Others believe that, as this point in the war, hewas willing to do anything to ensure victory.

What is known is that the Drakh emissaryKas’Vaka approached Hriha through MinisterShrakie and already had the support of severalof Hriha’s military advisors. Those same miliaryadvisors disappear from the records shortlyafter the Drakh fleets abandoned the Orieni,and at least two are known to have died undermysterious circumstances.

The Drakh and House TorraThe Drakh involvement in the uprising of

House Syma led to investigations of alienparticipation in the Abbai conflict. Research hasunearthed evidence of secret meetings heldbetween the leadership of House Torra andunidentified allies. Reports confirm the presenceof alien ships in Torra space during and afterthese meetings. The design of these shipsappears consistent with Drakh vessels. Onepartial document of questionable authenticitycontains an oblique reference to a mysterious“Casveka.” The phonetic similarity to the Drakhemissary “Kas’Vaka” cannot be overlooked.Unfortunately,noothersurvivingrecordsmentionthe details of Drakh participation in the fightingalong the Abbai border.

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Year 2008The Orieni believed that service to the Vorlons

would be rewarded. Perhaps they were correct. Earlyin 2008, the Drakh homeworld was found. TheOrieni paused only long enough to amass whatforces are available for a strike. A very un-Orieniscream and leap attack ensued, with only the mostrudimentary planning. Their forces fought with morefanaticism than usual, as they'd finally found theirhereditary enemies, and identified them as such.After all, the perfidious Drakh were in league withthe ancient enemy of the gods!

The Orieni attack was intended from thebeginning to be genocidal, with no thought foroccupation or landings. Bombardment began assoon as it was possible to obtain hits and continueduntil the Drakh forced the surviving Orieni towithdraw. Admiral Reshak Ash was one of the manyOrieni casualties, but the Drakh biosphere wasbroken beyond repair. Admiral Shrieka Rak assumedcommand of the scratch Crusader Fleet. The Orieniintended from that moment on to end the conflictwith the Centauri as soon as possible and return todeal with the Drakh in a final and complete manner.

When the Orieni, and later Centauri, expeditionstraveled to the Drakh Homeworld, it was foundabandoned. There were no remaining Drakh, mostof the surviving plant and animal life were dying asa result of damage caused by the Orieni attack,and the buildings were destroyed. The Drakhapparently destroyed those that survived the Orieniassault themselves during the evacuation.

Despite intensive searches, no record was everfound to suggest the location of the Drakh sanctuary.Sufficient proof was found to ensure that this wasindeed the Drakh homeworld, convincing the Orieniexpeditions, but the fanatical and methodicaldestruction ensured this was mainly due to forensicexamination of unrecovered Drakh corpses andcomparison with native animals. It was believed thissterilization of the Drakh infrastructure was toprevent the Orieni from determining the locationof the Drakh refuge for a new round of vengeance.Though more recent events have revealed thelocation of the Drakh sanctuary, in the period therewas a flurry of stories about the Drakh exodus andfictional heroes who find them again.

The Orieni, stunned by the alacrity and powerof the Centauri response, were shouldered asideby the vengeful Centauri forces. Phalonak wastaken, amid the now typical genocidalbombardment, followed by Prenil and Kroth. TheCentauri managed to take and hold Setteros,Kateneer and Ar-Choaka, linking the two enclavesin Orieni territory.

The Orieni has now lost the war. The Centaurihad a firm grip on the initiative and did notrelinquish it again. The Orieni blamed the Drakhfor their misfortune and transferred survey assets toseek the unknown Drakh homeworld. While therewas nothing to be done militarily except seek terms,for religious reasons the Orieni felt that service tothe Vorlons would be rewarded, and loyal servantsto the Gods can do no wrong.

Minister Horsh Shrakie, finding the true scopeof the Orieni woe too heavy a burden, ended hisown life. Given his complicity in creating thesituation, some might consider this a form of justice.

The Houses of the Abbai faction continued tokeep the status quo in Tirolus. The sought for quickvictory had turned into a tar baby. The tenaciousAbbai had proven able to defend what was theirs,denying their opponents the quick victory that wouldhave gained them support from other Houses. Theforces available to the initial conspirators provedinsufficient to achieve a solution. While attemptswere made to construct a new fleet and resume theattack, the Abbai were also building at war rates.The stalemate continued.

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The VisionThough a closely guarded secret at the

time, the revelation of the true nature of theDrakh became a part of Orieni religious lorethat only now, after the great Shadow War, isclear to outsiders

Several leading members of the Councilof Hierophants are said to have receivedvisions, showing the Drakh standing within thecircles of Fire and Darkness, the Orieni symbolsof Chaos. Rumors persist that these visionswere in fact received on a well guardedpilgrimage to Seliffe on the edge of Vorlonspace, but no record of this voyage exist.

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Year 2009During this year, the Centauri at last entered

the Orien system. Despite several sharp attacks,the homeworld was not suppressed. The Centauriwere able to inflict horrible damage to the world,but not enough to destroy the biosphere or breakthe defenses.

With the failure to destroy Orien itself, theCentauri attempted a new offensive towardsPhanos. The intent was to further dismember theEmpire and its economy. The Phanop were the firstalien race encountered by the Orieni, and had thuslong been fully integrated into the Empire. Thesystem was defended almost as heavily as Orien,and the Centauri were sharply rebuffed. Otheroffensives were more successful, and severalactions squandered the remaining Centaurireserves.

The Orieni fleet was staggered, but theremaining components were still stubbornly carryingout their instructions. One such force was theExploration Command. A new link was found,Hownata to Shtost, but the fleet was unable to exploitthe discovery. While the Orieni were attempting toarrange some sort of raid, the Centauri discoveredthe explorer and destroyed it, causing the link to belost as a gate had not been constructed andlinked to the new route.

The Abbai faction continued to hold most ofTirolus, but the Abbai fleet was gaining dominance.It was becoming clear that without new allies, theAbbai would chase the Centauri out of their spacesoon. The Abbai faction courted other Houses, butEmperor Vitani had not wasted his time. The nearbyHouses had been threatened, cajoled, courted,bribed and otherwise influenced to stay out of thematter. When needed, fleets of ships pulled out ofaction for repair and refit, as well as convenientnew construction, were diverted to that region beforegoing back to the war. A Centaurum class battleshipstill retained the power to overawe most Houses.

Then the Centauri attacked, while the Orienifleet was busy on the other side of the Empire. Itwas not coincidence, nor was it collusion with theDrakh -- the Centauri timing was simply due to thediscovery that the Orieni fleet was distracted bysomething and many known forces had beenwithdrawn from the warzone. The Centauriadvanced the timetables to take full advantage.

Rogala was violated, and the Rogolons, whohad stayed scrupulously neutral for the duration ofthe war, became the latest victims. Powerful andexperienced Centauri forces, spearheaded by 23rdValiant Fleet under Admiral Shaal Jaddo, pouredinto the system, quickly smashing the brave butoutclassed Rogolon fleet. The Centauri attackpoured into the poorly defended Orieni rear, anddozens of Orieni systems were occupied while theirfleet was out of position. The returning Orieni forceswere hurriedly sent into action, while the Centauristill faced attrition from Orieni fixed defenses andGarrison Commands. The new offensive stalled, butnot before tearing the heart out of the Empire. TheCentauri were able to fully link the bridgeheadstogether, allowing greater flexibility in respondingto future Orieni attacks.

The Centauri were rebuffed in attempts to takeWereng on the run, and Seliffe was fortified to aninhuman degree. With such defenses betweenthemselves and Orien, the Centauri decided todismantle the Orieni Empire, inadvertently mirroringthe initial Orieni plan. The weakening effect of lossof the Empire, it was hoped, would allow the maindefenses to be forced along the way.

The Abbai faction was still caught in the trapthey had constructed for themselves. Pulling outwould be an admission of defeat, while remainingwas an ongoing drain of treasure, blood and will.Not knowing a better solution, they continued tooccupy most of Tirolus while hoping for a newvariable to apply.

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Near the End of the War 2010

Golia

Horuna Anfra

Antares

MINBARI PROTECTORATE

MINBARI FEDERATION

VORLONENCLAVE

Zwiest

Alpha 1

Ventox

Valusha

Trigati

Tala

RalafaThessin

Tro'Kact

DavalaThan

Sorpigal

Eshar

Tavalan

TYCHOLA

Zendamor

Tir

SPIN

WAR

D

ORIEN

ORIENI EMPIRE

USUUTHIR

ROGOLA

Quadrant 2

Quadrant 3

TISIPH

NASHAN

Quadrant 4

Quadrant 5

Beta 1

Quadrant 13

Beta 10

Beta 11

Gamma 3

Quadrant 12

Anasi

MEDUSHAANGYNOCRACY

Lodira

Inacha

Arasholan

Conoripax

Taltorum

Bundara

Correntz

Kazat

Lerrust

Lisuria

Ostova

Hallibock

Seliffe

TanjacDjost

Hownata

Kateneer

Mattren

Wereng

Stannart

Lecto

Garra

Drusa-Kavask

Shtost

Saleh

Darshtentta

Numarit

Usundikar

Jaalapent

Phanos

Ar-Choaka

Essekyre

Myttin

Gazemer

Addegau

Bin-Tor

Kannish

Feth

Namaros

Fetslak

ARNASSIA

Golthat

Exhur

Kroth

Alaba

Veil

Otac

Xothan

NASHANI

Ushtal

Voshtal

Peltan

Buvarn

Urzin

Varantor

Mermas

Cestus

Arkada

Andat

Bel-Nar

Tizino

Krindar

Dura

D'Grn

Lukantha

VentariNatharn

Mantukas

Kokkar

Idellem

Entat

Vultan

Thanur

Thoras

Plutak

Shinshasa

Leemeri

Aura

MingmerMorkantost

Sivorn

Evelin

Lokim

Tuvarn

Petranaam

Thormast

Prenill

Phalonak

Juvikos

Spiros

Dishar

Lishtonos

Rothir

Lillittu

Shina

Hulanok

Trosagal

Vagthusa

Vamani

KILKAMESH

Gritash

Thenavi

Bukaas

Bethen

Tagarhd

Dorak

Vinzin

Manipat

Zemnas

Thunat

Itino

Amat

Choranis

Olat

Tanprash

Lunnus

Nathshasa

Friddia

PleddisaKumenthar

Lebsos

Umur

Setteros

Thrizza

Nanabas

Fosh

Tashasha

Klanama

Salaki

Quilren

Tobuno

Accas

Dithis

Rentamn

KILKAMESHI

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With the war now over, the Emperor began hislast campaign, the attempt to centralize authorityand break the power of the Houses. This moveseems inevitable, given the troubles caused byHouse independence during the war, but it alsomakes the later 2046 Civil War inevitable as well.These two conflicts are the climax of the CentauriRepublic, and effectively ended what historians callthe First Republic period. One was the penultimatefight against external enemies, the other againstinternal enemies.

It must be understood that phases are brokenup by year for the convenience of the audience, notas a perfectly correct matter of timing. There isoverlap and some phases are more problematicthan others in fitting to a period. Those with a deeperinterest in the course of the war are encouraged towait for the translations of the definitive histories ofthe war, from both the Centauri and Orieni pointsof view, which are expected to be complete withinthe decade. Preorder available from: HistoricalResearch & Translation Press Ltd, Birmingham, UK,Earth.

Year 2010The war was over now, for all intents and

purposes. The Orieni no longer retained forces toconduct major operations, and while the Centauricould still amass sufficient forces, the Republic nolonger possessed the will. Inter-House tensions wereincreasing and many Houses were becominglikely to obey Imperial commands. Houses werefactious and less likely to obey Imperial commands.Both nations were in the middle of economicmeltdowns, and the Centauri were growing tobelieve the Orieni had paid enough for satisfactionover the war provocations. The Orieni still retainedthe will to pay any price, but lacked the raw powerto hurt their enemy any longer.

With neither side able to amass enough forceto achieve any worthwhile goal, the value of endingthe struggle while it was still possible to recoverbecame obvious. Negotiation began, first by screenand later in face to face meetings. By the terms ofthe resulting , the Orieni were forcedto free their subject peoples, admit responsibilityfor the war, pay reparations and renounce any futureright to war with the Centauri. For their part, theCentauri pledged not to advance into the pre-warterritory of the Orieni Empire, and abandon thatcurrently occupied. The Centauri, it would appear,correctly realized the challenge of retaking theremaining now-free subject races and policing theold empire would prove more than the Orieni couldnow manage, further weakening them. Diariesindicate that at least some of the Centaurinegotiators fully expected to eventually violate theOrieni sphere, once sufficient time had passed anda complete recovery had occurred.

With the end of the war, Emperor Vitani wasable to send the newly freed forces of the RoyalNavy to the Abbai border. Battle was averted, butthe Abbai faction was forced to abandon Abbaiterritory, pay reparations from their own funds andmake amends to the Republic. A series ofresignations and deaths ensured that all who hadbeen responsible were out of power by the end of2011. Even this wasn't enough, for the Emperor'sgrudge was felt for the next 30 years, ending onlywith the purge of House Torra in 2040.

Treaty of Seliffe

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3

4

5

6

12

3

45

6

Note: All such fire is required regardless of theEW status, so a wise player will conduct his EWSegment accordingly.

1-2

WEAPON CHART

THRUST CHART

Chapter 2: NewRules andSystems

UnprofessionalSquadrons

Some nations have been known to fieldsquadrons with commanders selected by a criteriaother than professional competence. In somecircumstances, this can happen to several layers ofcommand, creating an effect far worse than thesum of the handicaps present. For scenarios (ratherthen ordinary pick-up games) representing theseextreme circumstances, the following rule ispresented:

All or part of a force can be selected as beingan unprofessional squadron. All ships so designatedhave a -2 initiative modifier in addition to any otherpenalty. All ships so designated must roll a D6between the Hangar Operations and Initiative Rollphases of the Initiative Segment, and on a 1, havecommitted a serious error of some type.

Squadrons with especially horrid commandersmay be required to roll 2 dice per ship, and if so,will keep both results. This double penalty is reservedfor the most heinous commanders, would representthe nadir of performance for the worst, and wouldnot be the normal state of any unit. In a campaign,it would remain a rare and temporary condition.Squadrons can, on the other hand, remain at theone roll level permanently if not corrected.

To determine which type of error has beencommitted, roll a D10 and consult theUnprofessional Failure Classification Chart. Thenroll a d6 on the table indicated.

1-2 EW CHART3-6 WEAPON CHART7-10 THRUST CHART

1 All EW must be defensive.2 All EW must be CCEW.

CLASSIFICATION CHART

EW CHART

NEW RULES & SYSTEMS2

23Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Wars of the Centauri RepublicRev. 1

At least half of all EW must be offensive onthe closest enemy capital ship, or the largestship if no capital ship is present.As many enemy units as possible must betargeted. If more EW points are availablethan enemy units, the player may allocateexcess as desired.At least half of all EW must be useddefensively, with the rest allocatedoffensively as the player desires. Ships withan odd number of EW points may use theodd point as desired. CCEW may not beused.All EW must be offensive, but may beallocated among targets as desired.

All weapons must hold fire this turn.All weapons that bear must fire on theclosest enemy unit.All weapons that bear must fire on theclosest enemy ship.Only defensive fire is allowed this turn.Each weapon possible must fire on adifferent enemy ship, to the largest numberof enemy ships that can be legally fired on.If the chance to hit is less than 1 on a D20,the fire can be held, but that weapon maynot fire this turn. Weapons in excess of thenumber of ships that may be targeted, orwhere the weapons outnumber the ships inarc, may combine on the target, providedall ships possible are fired upon.All weapons that bear must fire on thephasing players choice of targets, no othertargets may be fired upon. Weapons that donot bear on the target may fire defensively.

No thrust may be used this turn, for anyReason. If this results in a ship leaving theboard on a fixed map, it is treated as anyother ship that disengages in this manner.A ship that will otherwise ram an immobileobject, such as a planet, may still maneuverTo avoid collision.

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Specialized shuttles, to include armed shuttles,are not allowed unless they are normal to the classor nation, and then only the least capable alternativeis allowed.

The ship always suffers from a -2 penalty to powerproduced on top of any other such condition.

The fire control of all weapons is reduced byone for each category for all purposes.

All critical damage rolls treat damage as if itwere one point higher than the actual number,provided at least one point of damage exists or aweapon is used that forces an otherwise undamagedsystem to make a critical hit roll.

Jump delays are increased by 20% rounded tothe next higher whole number.

The ship is treated as having a point cost of75% of normal. An additional level of poor crewcan be purchased only if the scenario specificallyauthorizes or requires it. A ship with 2 levels of poorcrew would have a point cost of 60% of normal.

During the course of the Orieni war, both navieswent through a series of refits as they responded tothe conflict against a power nearly as great as theirown. Armor levels, sensor ratings and weaponloadouts were improved as lessons were learnedand new technology incorporated. To incorporatethese refits, the SCSs for ships of the Orieni erahave several additions to the standard SCS.

Several system icons on the SCS have a blankcircle next to them rather the usual armor value.Before play, check the table on the SCS labeledARMOR REFITS. Match the system to the time periodbeing played and write the appropriate armor valuein the blank armor circle. For example, the RetroThrusters on the Astur (shown in the example onthe next page) would have an armor rating of 4 ifplayed in year 1985 and beyond, otherwise it wouldbe a 3.

Be sure to use the cost given in the REFIT boxfor that year. If playing in a pick-up game or free-for-all battle, players can select any year they wish,but the year specified must apply to all units in useby any given player. If playing as part of a team,the team must use the same year for all its unitsand refits. If playing a pre-defined scenario, theyear will apply to all units on the game map.

Refits

Blank Armor Circles

3

4

5

6

Note: If a ship cannot conduct the requ0iredmove, such as one that has lost the appropriatelateral thruster, it may not use thrust for any purposethis turn as #1 above.

Poor Crews exist for many reasons. Some aresimply crews that lack the time required to properlyshake down on ships rushed into combat too early.Others have commanders with more politicalconnections than competence. This can ruin evengood crews if allowed by circumstances and higherauthorities. The following rule covers thesesituations.

Ships that have poor crews possess the followinglist of flaws:

Initiative has a -1 penalty on top of any othermodifiers.

The engine produces 1 less point of thrust thanits listed rating.

Each Thruster can safely channel one less pointof thrust than what it is rated for. (Not recommended,but included for completeness.)

Sensor rating is one point less than the classwould normally produce.

The Defense rating is increased by one for alldirections and purposes.

After the turn rate is calculated, one is addedto the result.

Launch, recovery and rearming of any fightersor armed small craft takes twice as long as normal.Essentially, this also means the hangar rating is cutin half. In the case of carriers, of the resulting valueis less than that required to launch a full flight, theship does not launch partial flights; instead, it mustwait an extra turn until all fighters are ready to go.

Poor Crews

NEW RULES & SYSTEMS 2

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The ship must conduct a port turn, of atleast 60 degrees.The ship must conduct a starboard turn, ofat least 60 degrees.The ship must accelerate by the highestpossible amount that does not requireoverthrusting, unless overthrust is requiredto accelerate by one, in which caseoverthrust must be used.The ship must decelerate by the highestpossible amount that does not requireoverthrusting, unless overthrust is requiredto decelerate by one, in which caseoverthrust must be used.

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Blank Sensor Rating

Replacement Weapons

Certain ships have a blank Sensor Rating in theirsensor icon. Before play, check the table on theSCS labeled SENSOR REFITS. Match the sensorrating to the time period being played and writethe appropriate sensor value in the blank sensorspace. For example, the Astur would have a sensorrating of 5 from year 1860 to 2004 and a 6 ratingfrom 2005 and beyond.

Be sure to use the cost given in the REFIT boxfor that year. The same time frame rules discussedin the previous section apply.

As ships were refitted, weapons were oftenreplaced with newer more advanced systems. TheAtur, for example, saw its early particle projectorsreplaced by the light particle beams over the courseof two separate refits, as shown in the sample chartsbelow.

The weapon replacements and the new pointvalue of the refitted ship are shown in large REFITTables. For example, the Astur’s 1985 refit replacestwo particle projector with four light particle beams,while the 2005 refit replaces the remainingprojectors with LPBs. Simply cross out the replacedweapons on the ship silhouette and use the systemsin the REFIT table.

In some cases, altered weapons includechanges in arc, icon, or armor value. In such cases,the replacement item always appear in the REFITbox. However, if no change is necessary, noreplacement is shown. Thus, on the Astur’s 1985refit, it’s clear that the firing arcs of the new LPBshave changed from those of the original particleprojectors, but in the 2005 refit, the new weaponsuse the same arcs as the old. Similarly, in both refitsshown, armor values remain the same regardlessof year.

Whenever an item is replaced on the ship, usethe hit location chart for the original item todetermine when the new weapons are struck byincoming fire. On the Astur, for example, a hit on aparticle projector would damage any LPB thatreplaced such a weapon, provided all otherconditions (direction of fire, etc.) were met.

Note that each weapon refit includes the armorincrease and sensor rating increase shown in theARMOR REFITS and SENSOR REFITS tables. Thepoint value shown in the REFIT table includes thearmor and sensor rating changes. There is NOpartial refit that would include just the armor or onlythe weapons or just a sensor rating increase.

In the case of multiple refits, the later refitsshould include the older refitted weapons, armorand sensor rating. Thus the Astur’s 2005 refitreplaces all of the particle projectors, not just thetwo listed in that chart. A reminder notice to thiseffect is included on the SCS.

NEW RULES & SYSTEMS2

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ARMOR REFITSystem

Retro ThrustPort/Stb ThrustAft StructureMain Thrust

1860

3333

1985

4433

2005

4444

SENSOR REFITSensor Rating 5 5 6

4

5 3

4 53 3

2005 Refit(includes 1985 Refit)

Point Value: 4551. Replace Particle Projectors 4 and

5 with Lt Particle Beams 4 and 56

8

7

9

3

3

3

3

1985 RefitPoint Value: 4401. Replace Particle Projector 6 with

Lt Particle Beams 6 and 72. Replace Particle Projector 7 with

Lt Particle Beams 8 and 9

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However, Rak observed, they were still heavierand less maneuverable than the ships of his StrikeGroup. Order taught him patience, and faith gave himthe conviction that the Centauri would falter. For along heartbeat, he watched the Centauri ships. Asthe Centauri ships moved behind his own. Rak sawhis opening.

“Sensor officer, confirm reading on EnemyEscort 2.”

“Checking.” Errant particle fire from the moredistant Centauri warships seared past withoutdisturbing the officier’s disciplined response.“Confirmed, the enemy’s maneuvering thrusters havebeen damaged. They will be out of formation whenthey complete their turn.

“Calculate their location and intercept.” As the Gforces of the hard turn pushed him back into hisacceleration couch, Rak felt a fierce glee. TheCentauri ships were too large and cumbersome. Theylacked his maneuverability and would not be able torespond in time. The escort would be destroyed andthe other ships would be vulnerable.

The Third Honorable Strike Group fell upon theirfoe. Explosive shells ripped through the Centauriwarship, crippling the larger vessel in a hail of fire.Only when explosions began to shudder throughoutthe did Rak realize that he had onceagain underestimated this Centauri. The change information had been subtle and skillfully masked bytheir turn, but it had been enough to bring

under the Centauri’s main guns.Even as damage reports flooded in, Rak ordered

his ship to disengage while remaining ships of theThird Honorable Strike Group covered their retreat. Itwas a testament to his crew and their devotion toOrder that, even as their ship burned around them,they continued at their stations with the same calmdiscipline they had shown throughout.

As his ships withdrew back to the shelter of theirCommand Ships, Rak considered the engagementand suddenly understood his error.

Order will rise out of Chaos. It was a fundamentalLaw of the Universe, commanding the behavior ofatoms and galaxies, individuals and nations. TheCentauri would come to understand this, whether theOrieni brought it to them or they learned it themselves.The Centauri commander proved it. He had notmerely used order, Rak realized. He had understoodOrder. It was, for Strike Commander Shrieka Rak, adisturbing epiphany.

In the end, Order would be victorious, even if theOrieni were not.

Steadfast Honor

SteadfastHonor

Chapter 3: TheOrieni Imperium

Order will rise out of Chaos. To Strike CaptainShrieka Rak, that belief was more than a religiousaxiom. It was a fundamental Law of the Universe,commanding the behavior of atoms and galaxies,individuals and nations. It did not, however, mean thatone could be complacent. Every being had to servetheir role, to thebest of their ability. Thatwas thenatureof Order. Too many officers took their inevitable victoryover the Centauri as a dictate of faith. They becamecomplacent and failed to serve their role to the bestof their ability. The expanding fireball off the port bowof marked, for a brief moment, thepassing of one such officer.

Some of the Centauri had learned to use Order,even if they did not understand it. That Order hadallowed them to defeat the Orieni at Usuuthir, andnow they had the audacity to strike into Orieni space.Usundikar had become a battlefield, torn by the Chaosof war. The Centauri could not hope to win here, andthey did not try. Their goal was simply Chaos. In thatChaos, ShriekaRakheld toOrder and servedhis role.

“The Third Noble Strike Wing has beendestroyed,” reported his sensor officer. “The Centauriwarships are breaking away.”

Wise, thought Rak. They avoid being drawn intothe range of our command ships. “Bring us into theTwenty-Third attack posture and have the SecondPious Strike Group cut across their path of retreat.” Asimple maneuver, he thought, but it would force theCentauri to choose between his weapons or thecommand ship’s.

They would choose his, he was certain.The Centauri ships did neither. Instead, they came

smoothly about, bringing their guns to bear on theSecond Pious Strike Group and mauling the lighterfrigates in a deadly hail of plasma. It was a clevermove and one that spoke of more discipline andcontrol than the Centauri had traditionally shown. Ittook Rak a moment to realize that Centauri were stillturning, towards his own group.

“Break off,” he ordered suddenly and was pleasedwhen his own Third Honorable Strike Groupdisengaged without hesitation. This Centauricommander was both clever and disciplined. He kepthis ships close together in an ordered formation, eachship protecting the others. They completed their turnand came back to their original course, obviouslyseeking to rejoin the main Centauri fleet.

Steadfast Honor

THE ORIENI IMPERIUM 3

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All of their rivals had been defeated, andincorporated into the Empire.

The Blessed commanded that the planetarysystem be fully explored and occupied, so a spaceprogram was created slightly sooner than wastechnically feasible, reaching their moon in 1403.

In 1415, a massive outpouring of radio wavesoccurred in the vicinity of the small icy world on theoutskirts of their system. The Blessed targeted thisnew mystery for immediate investigation by itsgrowing space force, now known as the Hand ofthe Blessed. The resulting exploration found amassive construct tucked away in the shadow ofthe distant planet. The object was quickly identifiedas a gate, buts its builders remained a mystery.

In 1497 the Hand of the Blessed began its firstmission into the Jump Gate. Quickly realizing thegate's enormous potential, the Orieni began settingup installations to service further exploration in theirregion. Unexpectedly, signs of potential intelligentlife were soon discovered. Forewarned is forearmed,and the Orieni responded by arming and enlargingthe Hand of the Blessed. Given a very small supplyof Quantium-40, it was reasoned that any shipequipped with a jump drive must be fully capableof self defense, and the first Mother Ship was born.

First Contact occurred to the Orieni in 1525.The discovered the Phanop. These people werestill conducting their first missions into space, andwere demonstrating the ability to conduct multipleorbits of their homeworld when the Orieni arrived.

The Phanop homeworld was heavily balkanized,with several important nations, all more or lesshostile to one another. Shifting alliances had thusfar prevented what was feared to be the final war,when fate dealt them a wild card.

The Orieni explorers found themselves lost asto what to do with this new race. They had becomeused to unity, and had to relearn several hardlessons their ancestors had known instinctively aboutsuch a chaotic political situation. Meanwhile, theBlessed discussed the matter. The holy books wereconsulted, seers sought inspiration and means notyet fully understood were used to seekenlightenment. Finally, the word came down fromon high. One of the local nations, whose nametranslated into “Union of Economic Committees,”was deemed to be orderly enough to be grantedaid.

Peace Through Strength

Order From ChaosThe Orieni evolved from neo-avian ancestors,

who traded the power of flight for sentience. Theyexpanded to all parts of their arid world, and beganbuilding a civilization. By the Earth year 4000 BC,they had achieved that goal, by any reasonablestandard. Their fortunes rose and fell, as is normalfor any people, but then things began to shift fromtheir old matrix.

Around the Earth year 1000 AD, a new caste ofOrieni appeared: The Blessed. They were giftedby the Gods with the power to see thoughts, movesmall objects, and peer into the souls of theirbelievers. A series of religious wars began, and by1200, the Orieni Empire was supreme and solitary.

THE ORIENI IMPERIUM3

27Babylon 5, Babylon 5 Wars TM & © Warner Bros. B5W Wars of the Centauri RepublicRev. 1

Excerpt fromby the Centauri historian

Rhanis Madrin:

“Warriors Amongst theStars”

Strike Captain Shrieka Rak was adistinguished leader in the Orieni Strike Groups.Starting the war commanding a Steadfast, the

, after the firstwithdrawal of the Strike Groups, he assumedcommand of a squadron of Steadfasts, whichmay have been involved in the action in whichShaal Jaddo’s Balciron was crippled, though thishas never been proved. As the Strike Groupswere reorganized for the attack on Quadrant 12,Shrieka Rak was removed from his belovedSteadfast, assuming command of a Paragon.By the end of that action, he was commandingnot only the Paragon, but its surviving escortgroup, serving as a Commodore due to thelosses taken by the Orieni command structure.

Shrieka Rak spent the next 4 years ascommander of a fire brigade, a small butpowerful force used to quickly reinforce areasthat needed help. The skill and fanaticismdisplayed by the very orthodox Shrieka Rakmade his squadron appear to be an excellentforce to rapidly move from crisis to crisis. Thegrowing reputation for excellence made hispresence inevitable in the attack on the Drakhhomeworld, where once again losses in thecommand structure required Shrieka Rak toassume a higher command, this time of hissurviving fleet. Shrieka Rak ended the war havingbeen made responsible for the fleet forcesdefending Seliffe, the Gateway to Heaven.

Blessed Are Amongst Us

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their evil twin. The Orieni valued order and structure.The Centauri lived in Machiavellian chaos, withshifting powers and hidden schemes making lifeworth living. The Orieni were contemplative, theCentauri decadent. Yet they had much in common.Both were Empires with subject peoples held inthrall, both were expansionist, and both hated theother almost on sight.

The growing cold war with the Centauri forceda new growth to occur, as both sides feared theother would find a new path to a vital system. By1900, the Orieni controlled almost 60 worlds andover a dozen sentient species were part of theEmpire. They possessed perhaps two-thirds the rawmilitary and financial power of their rival.

But the Blessed were nothing if not farsighted.Without the threat of the Republic hanging over theirheads the Orieni would have had a difficult timedeciding whether or not the newly encountered DraziFreehold was too powerful to conquer. Instead, theywere immediately seen as natural allies against theCentauri. The Orieni sought closer relations withthe Drazi, despite very disparate world views. Politicsmake strange bedfellows, and none stranger wasto be found in the eyes of the uneasy partners.

The Orieni supplied technology to the DraziFreehold in return for a blind eye towards Drazifactional raiders who preyed on Centauri shipping.The plan was to use the tension on that border todraw Centauri forces away, and fix them. Then,when the time was right, the Drazi and Orieni forceswould fall on the Centauri, wiping them fromexistence. As the Drazi would begin the operation,and were considerably less powerful than the Orieni,the Blessed knew who would survive the war.

But the best laid plans gang aft aglay. TheCentauri discovered the Orieni aid to the Drazi in2001, and a quick and decisive response by theRoyal Navy convinced the Drazi to remain on theirside of the border, though conflict occurred at asmall scale until 2012. Realizing the plan had beenblown, the Orieni decided to put the war plan intoaction and trust to fate.

Shadows of War

Orieni "help" eventually led to the other nationsdeciding the upstart, already a pariah for itseconomic policy, was too dangerous to be allowedto exist. Provocations led to skirmishes, which ledto proxy wars and then to open warfare. The Orienicommitted the Elite, their highest caliber groundforces, into the war. The Elite, Orieni technology,and a surprising resilience from their local alliesled to victory. The Union of Committees discovered,to their shock and dismay, it was the Orieni whowon. All of the planet was brought into the OrieniEmpire, regardless of their previous status.

The Orieni had found their niche in the galaxy.They appeared to be born for this role. They actedquickly and efficiently to bring newly encounteredraces into the growing Empire, and incorporatedthe best of the locals into their subject forces orbureaucracy. Order would be brought to theuniverse, as the gift of the Orieni.

The Orieni faced their first real challenge in1618. The Choaka proved to be interstellar and ofapproximately the same level of technology as theOrieni. Intelligence gleaned from the first skirmishesshowed the Orieni possessed a clear superiority innumbers, but not anoverwhelmingone.War began.

The Choaka used a conventional cruiser-basedfleet, with rather poor armor. The Orieni ended thewar with a full conquest of the Choaka and learnedthe lesson that their way was better than the galacticnorms. Motherships, medium sized consorts andhunter killers were all seen as success stories.

The Vorlons, identified as the builders of theancient gate, were encountered in 1767. The gatewas not the only truth discovered. The Blessed werethe result of Vorlon genetic tampering, to aid themin a war against their old enemies called Shadows.The Orieni were stunned to realize that the Vorlonswere, in fact, the Gods. Yet, inexplicably, their newlydiscovered deities rebuffed contact and made ispainfully clear that they were to be left alone.Acceding their god's wishes, the Orieni continuedas they were, secure in the knowledge that theirbenefactors would tell them if they were doingwrong.

Almost a century later, in 1863, the CentauriRepublic was encountered. hostilities began almostat once. The Orieni found the Centauri to be almost

Walking the Path

Truth and Consequences

THE ORIENI IMPERIUM 3

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Though probably the least glamorous, LogisticsCommand’s mission was the most important to thesuccess of a war. Without the constant resupply offighters, missiles, and Hunter-Killers, not to mentionparts and consumables, the navy would quicklybecome overextended and incapable of supportingthe offensive. The common ships in Logistics servicewere Resolute and Vigilant auxiliaries, along withescort vessels (mostly Steadfast and Obedient class),and a variety of modified civilian hulls.

The Orieni stood for order, organization, andregularization. They allowed other species to jointheir forces; indeed, they even encouraged it. Thesewere, in practice, not allowed into the highest priorityforces, but integrating those exceptional membersof lesser peoples into the correct structure was partof the process of life. A more cynical mind wouldnote the Orieni were very experienced in ensuringno member of the forces was required to suppresshis own species, and the presence of aliens not onlyfreed Orieni for other tasks, but placed the alienswhere they were most likely to be killed for thegreater good. As many of these aliens wereaggressive types who would cause trouble in thecolonies if they were to remain, the Orienibenefitted on many levels.

Orieni naval doctrine of the era didn't changemuch. They believed it wasn't flaws in doctrine somuch as lack of resources that were the root of theproblems they faced. A refusal to compromise inthe quality of future officers was laudable, butresulted in shortages of key leaders as the warcontinued. The Orieni felt the HKs were the properlong ranged weapon of the fleet and soconcentrated on increasing the damage caused bytheir weapons, especially the powerful Laser Lancesand Gauss Cannons, rather than the increases inrange contemporary analysts find appealing.

These fearsome warships were the backboneof Orieni naval might. Bigger than some CapitalBases, Prophets formed the core of every Navy taskforce not only in the role of combatants, butproviding Jump, logistic, and planetary assaultsupport. Each command ship could dock three MCVsimultaneously for resupply, minor repairs, andimproved medical and recreational facilities for thecrews. In addition to parts and supplies for MCVconsorts, the Prophet's capacious cargo bays

Prophet Command ShipBase Hull (Limited Deployment 33%)

Orieni ArmedForces

The Hand of the Blessed, known to other nationsas the Orieni Armed Forces, were considered theembodiment of the Nation. They were to epitomizethe best the nation had to offer. Like the Orienipeople, the Armed Forces were prioritized andorganized as if by caste. Both the ground and navalforces had priority forces for important tasks, theElite and Strike Force, with normal forces for ordinaryactivities. The fleet had defensive garrison forces inthe form of bases, fixed defenses and small shipsassigned to police matters, while the ground forcesalso had a large garrison force for such matters onland.

The naval forces are relatively homogeneous,relying more on personnel quality than differencesin ships for this distinction, but the Strike Forces didhave a more capable mothership than the standard,and the garrison forces have sole possession of fixeddefenses. The real difference is in the personnelquality and priority for supply, replacement orupgrades. Strike Forces have exceptional and eliteofficers and crews far more often than normalforces. Garrison Forces have them less. StrikeForces get the highest priority for ship upgrades tonew technology, they get first call on personnel,accepting only volunteers who pass rigorous tests,and first call for supplies, or only call if shortagesappear. The Strike Force is intended to maximizeshock action, breaking the enemy wherever it wasneeded. They sacrifice some endurance in theParagon class motherships for more combat power,so Regular forces are sent through for theexploitation while Garrison forces were then sentto secure the new conquest.

Operating in vital support roles for the combatforces were the Exploration and LogisticsCommands. The highly trained specialists of theexploration arm were changed and exploringhyperspace and new star systems, and the expansionand maintenance of the Orieni Jumpgate web.During wartime, in addition to their prosaic duties,they also sought out and developed new routes intoenemy territory. Exploration Command operated amixture of huge, specialized explorer ships, smallreconnaissance vessels, and a variety of cargo,maintenance and construction ships.

THE ORIENI IMPERIUM3

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to this flexibility, so there were never enough of themas was desired. As an auxiliary, it was a low priorityfor refit, and received both the Missile Rack andGatling Railgun replacements in 2008.

Planetary invasions are enormous undertakings,and few empires have ever been as experienced atthem as the Orieni and Centauri. Once thebeachheads were secured, and control of spaceestablished by the Prophets and Paragons, thesegargantuan assault ships moved in to land thenecessary follow-on troops. The only upgrade tothe Enlightenment is the replacement of its Gatlingswith Rapid Gatlings, in 2007.

This effective multi-role vessel was probably themost common Orieni ship of the war. Thousandswere built, thousands were destroyed, but theSteadfast usually gave at least as good as it got. Itwas operated by both the Strike Force and RegularNavy in support of motherships, as well asindependently by Garrison Command.

In 2004, the Steadfast's EW was improved to6, and in 2007 the Gatling Railguns were replacedwith Rapid models.

Designed as a missile attack ship, this variantwas intended to hammer Capital ships at closerange. To this purpose, it's ordnance loadout typicallyfavored Heavy missiles. Due to the added logisticload on any mothership a Storm Front was assignedto, it was unusual to see more than one of theseships accompanying any given Prophet or Paragon.

In 2007 the missile racks were upgraded to TypeS, and the Gatling Railguns to Rapid GatlingRailguns.

A dedicated ship-killer, the Vengeful FF was metwith mixed reviews in service. Any doubts were laidto rest however, after a 2003 redesign traded theLaser Lance and both Light Laser Cannon for a

Enlightenment Invader

Steadfast Escort Corvette

Storm Front Missile Corvette

Vengeful Laser Frigate

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Steadfast Variant (Uncommon)

Base Hull (Unlimited Deployment)

contained disassembled missiles, fighters, hunter-killers, and assault shuttles to replace combat losses.On extended deployments each command shipgenerally supported six MCV, whereas on shorterdeployments, or missions with less lengthy supplylines, as many as twelve MCV could be assigned.

In 2003, the Prophet's Laser Lances and GaussCannon were replaced by Heavy Laser Lances andHeavy Gauss Cannon, respectively. At this timethe Sensors were upgraded to 7 EW, as well. In2007 another upgrade takes place, replacing theGatling Railguns with Rapid Gatling Railguns, andthe SO-racks with S-racks.

The elite Strike Force used these modifiedcommand ships exclusively. Optimized for shockcombat, they brought overwhelming firepower tothe battlefield, at the cost of reduced endurance.As the regular naval forces were tasked withexploitation operations, the loss of range wasconsidered unimportant.

Paragons follow the same course of upgradesas the Prophets, and were always upgraded at theearliest opportunity.

Designed to provide combat EW support toOrieni formations, the Benevolent (like all OrieniJump ships) was well able to defend itself, and couldabsorb considerable punishment.

The only wartime upgrade to this hull was in2007, but it was comprehensive. Laser Lances arereplaced by Heavy Laser Lances, the missile rack isupgraded to Type S, the Gatling Railguns arereplaced with Rapid Gatling Railguns, and sensorstrength is increased to 9.

This extremely flexible auxiliary filled a widevariety of roles. Depending upon how it wasoutfitted, it was a Minesweeper, Military Freighter,H-K Conveyor, Assault Ship, or deployment vesselfor OSATs (these will be presented as variants in afuture product). The design was very popular due

Paragon class Strike ForceCommand Ship

Benevolent Heavy Scout

Vigilant Combat Support Ship

Prophet Variant ( Rare)

Base Hull (Limited Deployment 33%)

Base Hull (Restricted Deployment 10%)

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Bases &Defenses

Fighters &Shuttles

Penitent Station

Highguard OSAT

Skywatch Heavy OSAT

Templar Interceptor

Shining Light Hunter-Killer

Unlike many races, the Orieni only operatedone size of base, depending on OSATs andminefields to defend anything not deemed importantenough for a Penitent. Those planets defended byone were a very difficult target, as the Penitent wasa dangerous opponent, and was always supportedby mines, OSATs, and ground-based H-Ks.

These bases were always upgraded as soon asnew technology became available: (2003) LaserLances and Gauss Cannons to Hvy Laser Lances andHvy Gauss Cannons, (2007) Gatling Railgun & SO-Rack to Rapid Gatling & S-Rack and 8+8 EW.

This satellite came in two variants, one armedwith missiles, and one with Laser Lances. Bothversions are upgraded as technology becomesavailable, like the Penitent.

This huge manned satellite was basically a tinybase. In addition to a comprehensive weapons suite,it also operated a flight of H-Ks.

Upgrades follow the same course as the Penitentand Highguard.

This excellent interceptor served through theentire war, and the Centauri were unable to matchit. The Templar compares favorably even with somefighters of today.

The Standard Hunter-Killer of the early war.Although slated for replacement at the outbreak ofthe war, the hurried pace of the initial offensivefound many examples of this obsolescent weaponin the front lines. Indeed, the Orieni Empire had somany Shining Lights in inventory that they were seen

Heavy Laser Lance and an additional GatlingRailgun forward. In 2007, a further upgradereplaced the GRs with RGRs, and improved theSensors to 6EW.

The standard patrol and anti-piracy ship of theOrieni Empire, the Obedient was ubiquitousthroughout Orieni space. Though most commonin Garrison service, it wasn't at all unusual to seethem attached to Command Ships.

In 2003, a new Sensor array gave the Obedient5 EW, and in 2007 it received Rapid GatlingRailguns.

Early in the war, it was seen that the Obedientfared poorly in attacks on Centauri ships, and thatit's limited number of Gatlings still left it vulnerableto fighter strikes. As a result, a dedicated anti-fightervariant was commissioned, retaining only a singleLight Laser cannon for defense against ships. Inservice, the devout proved popular, often operatingclosely with fighter and H-K formations.

In 2003, it's sensor was increased to 5 EW,and in 2007 it received the GR upgrade.

This expensive and powerful Medium ship wasinspired by the success of mixed packs of MCV,fighters, and H-Ks in the early war. Along with itspowerful anti-ship weapons array (the largest onany Orieni MCV of the war), it also had an elaborateCommand & Control system, and was capable ofcontrolling a flight of H-Ks launched from anothership. their introduction caused great consternationamongst the Centauri, and they were priority targetsfor the remainder of the conflict.

In 2007, the Storm Front's effectiveness isenhanced by the Rapid Gatling railgun upgrade.

Obedient Patrol Frigate

Devout Escort Frigate

Commune Battle Leader

Base Hull (Unlimited Deployment)

Obedient Variant (Common)

Base Hull (Limited Deployment 33%)

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Heavy Gauss Cannon

Gatling Railgun

Rapid Gatling Railgun

Light Gatling Cannon

Missile Racks

Class: Matter Mode: Standard

Class: Matter Mode: Standard

Class: Matter Mode: Standard

Class: Matter Mode: Standard

Class: Ballistic Mode: Varies

The Heavy Gauss Cannon was already in theearly stages of development when the war brokeout. Research was accelerated on the project andfleet vessels were refit with it early in the war. TheHeavy Gauss Cannon was a significantimprovement in both damage and fire control overthe already formidable Gauss Cannon. However,as with the Heavy Laser Lance, the Orieni wereforced to sacrifice rate of fire for fire power.

A matter-based defensive weapon, this lightrailgun fires a blast of "pellets" into space at short-ranged targets. Its main advantage is its high rateof fire. The weapon can be used as an interceptor,but only against ballistic weapons.

The Rapid Gatling Railgun was developed laterin the war to reinforce the Orieni's alreadyimpressive anti-fighter defense. Unlike previousadvances the RGR focuses on speed rather thenstrength. Improvements in tracking, targetacquisition, allow the Rapid Gatling Railgun toengage two targets in the time its predecessor couldengage one. It has been speculated that thisweapon served as inspiration for the Centauri'seventual development of the Twin Array.

A smaller version of the Gatling Railgun, usedas the primary weapon by Orieni fighters. As amatter weapon the Light Gatling Cannon isremarkably effective against enemy ships. However,its limited ammunition track requires constantresupply.

In addition to the Laser Lance and the HunterKillers, the Orieni relied heavily in missiles for longrange firepower. During the course of the war theOrieni improved the missile technology, eventuallydeveloping a launch system equivalent to themodern S Missile Rack.

in defensive positions and low priority operationsuntil the closing days of the conflict.

Even as the War began, the Orieni were fieldingthe next generation of H-K. Although the vast supplyof the older Shining Light ensured their presenceon the battlefield, the Shining Star was preferredfor all purposes.

The Laser Lance, while relatively short rangedby modern standards, was the primary laser weaponfor the Orieni. A highly advanced weapon for itsday, the Laser Lance used the Orieni's earlyunderstanding of gravitic technology to create apowerfully focused laser capable penetratingcompletely through an enemy ship.

As the war progressed the Orieni workedrapidly to improve their direct offensive power. TheHeavy Laser Lance represented an improvement infirepower, able to significantly damage theCentauri's more numerous capital ships. A slowerrate of fire was seen as an acceptable compromisefor the weapons greater strength.

The precursor to almost every laser weaponknown today, this low-tech device was a commonweapon on Orieni warships. It scores more damagethan the gauss cannon, but does so in raking mode.

Orieni technology was focused on both laserand matter lines, and the Gauss Cannon was acommon example of the latter category. It is a largeand powerful weapon but suffers from poor firecontrol.

Shining Star Hunter-Killer

Laser Lance

Heavy Laser Lance

Light Laser Cannon

Gauss Cannon

OrieniTechnology

Class: Laser Modes: Raking, Piercing

Class: Laser Modes: Raking, Piercing

Class: Laser Modes: Raking

Class: Matter Mode: Standard

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following exceptions.1) H-K flights must begin all games in the

Hangar.2) Upon launch, a default target size (Enormous,

Capital, HCV, MCV, LCV, Fighter) and a defaultjinking level must be written down for each flight, incase control is lost. If an H-K flight is uncontrolled itmust move towards (and attempt to ram, if possible)the nearest enemy ship of it's default target size. Itmust jink at its default jinking level, suffers aninitiative penalty of -3 and may only use half of itsremaining thrust for acceleration or deceleration.Control of a flight of H-Ks may be lost throughdamage to, or destruction of H-K control or throughCommand-link Jamming by an enemy ELINT vessel.H-Ks may also be launched in autonomous mode.

3) Hunter-Killers only cause damage throughRamming, and obey all of the standard rammingrules. Each H-K in a flight resolves it's attemptseparately.

4) A range penalty of -1/3 (-1/2 if uncontrolled)is applied to the ramming roll. The range in thiscase is determined by the number of hexes the H-Kmoved that turn to bring it into the ramming hex.This penalty represents the decreased time availablefor the onboard computers to develop a firingsolution before committing to the attack run.

These extremely specialized sensor andcommunication systems allowed Orieni warships toremotely pilot flights of the dead Hunter-KillerRemote fighters. The number on the H-K Controlicon indicates the number of flights that can becontrolled. Control of a Hunter-killer flight does nothave to be by the launching unit, but can be by anyship with an operational H-K Control system.Control is transferred in the Adjust Systems (beforeCritical Hits) phase of the turn.

For critical hits on H-K Control System, usethe following:1-14 No critical15-16 Control loss - no flights may be controlled

by this ship next turn, but control can betransferred normally.

16-18 -2 initiative for controlled flights19-20 -1 control rating21+ both the 16-18 and the 19-20 results

Hunter Killer ControlSystem

Missiles

Kinetic (Type-KK) Missiles

Hunter-Killer RemoteFighters

In the years leading up to the war, the Orienifleet used Basic, Anti-Fighter, Heavy and Kineticmissiles. Long Range and Chaff missiles weredeveloped during the war, becoming widelyavailable by 2005.

The Kinetic, or Kinetic Kill (KK) missile was aunique development of the Orieni. Rather then usinga conventional explosive payload these missilesused advanced tracking and maneuvering systemsto literally ram their targets. The KK’s advancedguidance systems allows it to potentially engagetargets are greater ranges then the Basic Missile, butlimitations on fuel for maneuvering caused it tobecome less accurate, suffer a -1 per hex to hitpenalty beyond 15 hexes. While technically aballistic weapon, the KK Missile scores damage asif it were a Matter weapon in standard mode.

Class: KK, Cost: 8, Warhead: 18, Range: -1penalty per hex beyond 15, Available: 1976,Special: Does matter damage.

The Orieni used Hunter-Killer Remote Fightersas the most flexible long ranged weapons on theirships. They were treated, not as fighters, but ascontrollable missiles. The cost inherent wassomething the Orieni were willing to bear due tothe moral effect of the ramming attack and thepower of a successful strike.

The Orieni War ended up taking place as anewer generation of HKs was placed into service,and the Orieni placed great faith in massed strikesof HKs, something the Centauri had not faced inprevious skirmishing. Despite their early effectivenessof the HK, the Centauri did not pursue developmentof Hunter Killers of their own. The suicide fighterswere seen as far too expensive in terms ofdevelopment and maintenance. Instead theCentauri focused on developing highly effectiveanti-fighter defenses and agile interception fighters.

Special Rules: Hunter-Killer flights are operatedaccording to the normal rules for fighters, with the

Other Weapons

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These are treated as minesweeping shuttles witha dedicated 4 point detection ability but with therequirement that they be controlled by the sameprocedure as HKs, with control points allocated tothat purpose and counting against the HK controllimits. Minesweeper Drones are operated asindividual units, not flights. A single HK control pointcan control six independent shuttles. The sweepersneed to have a course and speed recorded, and ifcontrol is lost, they must follow this heading.Alternately, they can have a speed and locationrecorded, and must move to that location at thatspeed until it is reached and motion stops. Ifuncontrolled they will not report mine locationsdetected while following their instructions.

The Orieni believed in a complex, integrateddefensive system. Every force multiplier possible wasto be brought to bear to protect the Empire and itsregion of stability. Mines were seen as a neededcomponent in that integrated defense system. Theywere used to keep enemy forces away from costlybases where massed HK strikes could tear an enemyto ribbons. They were used to ensure that any enemyclosing on an Orieni base would be hit from alldirections by fire from as many sources as possible.They were used to ensure that in the unlikely eventan Orieni system was taken, the enemy would bedenied the safe use of the key locations.

Claw Captor Mine: Cost 15, Range 5, Accuracy+4, Damage 20, Signature 4.

Talon Captor Mine: Cost 16, Range 12,Accuracy +3, Damage 14, Signature 4.

Archer Dew Mine: Cost 20, Range 6, Accuracy+4, Signature 2(1), Armor 2, Structure 4, Fires asa Gatling Railgun with 15 shots available.

Balista DEW Mine: Cost 40, Range 12,Accuracy +4, Signature 0(-3), Armor 4, Structure15, Fires as a Laser Lance.

Orieni Mines

HK Command Link Jamming

Minesweeping Shuttle

An ELINT ship may allocate EW points to H-Kflights in an attempt to jam their command-linkguidance from the H-K Control Unit. The target flightmust be within 30 hexes of the ELINT ship duringboth the EW phase and the critical hits phase of theturn. Each flight of H-K’s with at least one point ofJamming applied to it must roll on the followingtable, with a +1 modifier for each additional pointof EW applied to Jamming. The roll is made in theCritical hits phase.

1-14 No Effect15-16 -2 Initiative Next Turn17-18 -4 Initiative Next Turn19-20 Control Lost for 1 Turn (H-K’s Switch to

Automatic at -4 Initiative Penalty20-21 Control Lost for 1 Turn PLUS 1 H-K Drops

Out22+ Control Lost for 1 Turn PLUS 2 H-K’s Drops

Out

Jamming is affected in the same was as OEWby disrupting ELINT.

Note that if the targeted H-K flight impacts itstarget, no EW allocated against it on that turn willhave any effect. Thus, it is advisable to use thisdefense during the approach, limiting itseffectiveness somewhat.

The Orieni used remotely piloted shuttles todetect mines, a natural evolution of the controllertechnology developed for the HKs. It risked thesmallest possible force to the mines, allowing theactual minesweeping ships present to stand off andfire from a great enough range to be safe. Thesewere greatly appreciated by the Orieni forces.

Roll Effect

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“All weapons ready. The House forces arebringing their online now.”

Jaddo cringed again. The Idiot hadn’t even hadhis weapons online when he came out of hyperspace.He was once again glad the Drazi didn’t have theorganization to actually mount a serious invasion ofHouse Kasto.

“Sir,” Vantari added suddenly, “The corsairs areadvancing. Looter is launching fighters but it seemsto be turning away from us.”

“Move to ––” A communication fromcut him off.

“All ships target the base and destroy it. This scumwill break without it!” Ebar Kasto shouted.

“Sir?” Vantari inquired.“Order our escorts to protect . The

man may be an idiot but he is still a lord of theRepublic. Bring us into engagement range with thosecorsairs.

Jaddo turned his gaze to the tactical sensors whensomething caught his eye. The Looter was movingaway from the battle. Not surprising in itself. The basewas nothing but a support outpost, whatever Ebarthought. The leaders would be on the Looter andmaking a run for it in hopes of rebuilding their operationelsewhere. There was little Jaddo could do about it,however, if the Idiot was intent on destroying the base.Something was wrong though.

“Vantari. Show me the latest intelligence scansof Looter class support cruiser.”

Vantari looked shocked for a moment before histraining took over.”Yes, sir. Searching now. We’ll bein weapons range to the nearest raider ship in thirtyseconds, sir. House forces are launching fighters,”he addedas if to remind Jaddo that heywere in battle.

The intelligence reports appeared on Jaddo’smonitor. “The power curve is worng. Where have Iseen it before?”

“Sir?”“Break off and mover to engage the Looter.

Maximum acceleration. Order the gunners to disable,not destroy.”

“Yes sir.” In the time he had served as ShaalJaddo’s second, Colu Vantari had learned to trust hiscaptain’s instincts. There will be repercussions for this,Vantari thought as they broke formation.

Years later, as the galaxy burned, he wouldremember that moment and wonder at how propheticthat thought had proven...

Kestara’sGlory

Kestara

Chapter 4:The CentauriRepublic

Captain Shaal Jaddo of the Centauri Royal Navyissued a particularly virulent curse as the task forceemerged from the jump point. The raider outpost wasstill well outside of weapons range, and would be forlongenough toallow theenemyplenty of time topowerup their ships.

Colu Vantari, his XO, confirmed Jaddo’sassessment, adding, “The Idiot brought us out ofhyperspace too far from the target. Maybe he wouldrather we sent someone ahead to announce him?”

“Probably,” Jaddo smiled despite himself. Theidiot in question was Ebar Kasto, scion of House Kastoand nominal commander of this task force. In Jaddo’sassessment the man epitomized everything that waswrong with the House fleets. In his less charitablemoments, Jaddo was willing to blame Ebar Kasto andhis ilk for everything else that was wrong with theRepublic as well.

Ahead he could see the , theantiquated flagship of House Kasto’s fleet, surroundedby a haphazard deployment of smaller Kastowarships. Comparison to the ordered formations of hisown, smaller, force was not favorable. Between theirpoor informationandamplewarning theyhadgiven theraiders by jumping in so far from their base, Jaddosuddenly thought he understood why House Kastowas having so much trouble with these raiders.

With effort, Jaddo reminded himself that he wasnot in command here. It was not his place to orderthe ships into formation. They might be here at therequest of the elder Lord Kasto, but Ebar had madeit clear that he did not appreciate their presence.

Jaddo shook off his musings. “What do we have,Vantari?”

“I read eight ships as well as the base. Looks likea Looter, three attack ships and come corsairs. Allare powering up engines and weapons now. The baseitself appears to be a converted ore refinery. I’m notreading any weapons. Looks like Kasto’s intel mightactually have gotten this one right.

“Don’t count on it,” Jaddo muttered, “Weaponsstatus?”

Kestara’s Glory

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In theory, the House forces were supposed topicket and guard the national borders, garrison theirsystems and provide the defenses of the nation whileother Houses and the RN could be rallied to theafflicted site. The Royal Navy was to be organizedto lead counter-offensives and offensives into enemyterritory. In practice, the Houses built whatever forcesthey could afford while the RN reached theconclusion that if it wasn't under RN control, itcouldn't be counted on. The war led to the worstexcesses of House forces being regulated by theRN, who gained the ability to oversee and gradethe training of House units.

Centauri naval doctrine of the era was tendingaway from crunch power towards flexibility. Theinfluence of struggles with the Orieni was movingthe fleet away from assault fighters mounted ondedicated carriers towards interception fighters forprotection from HKs mounted on dispersed hulls,so each force would have such protection. Batteriesof Imperial and Tactical Lasers were replaced inthis period by Assault Lasers, which had the bestfeatures of both.

CentauriRepublic Fleets

The Orieni War was a critical point in thestruggle between the forces of the Centauri Republicand the forces of the Centauri Houses. TheRepublic's naval forces were the Royal Navy. Thisforce was intended to be loyal to the nation as awhole, and was supported by the strong economyof the entire Republic. They were deployed alongevery border and in every sector. The Royal Navywas to provide leadership, organization,professionalism, expeditions and discipline.

The House fleets, on the other hand, were togarrison their possessions, provide numbers andsupport the state when needed. From the creationof the Royal Navy to the contemporary era, thestruggle for dominance between these two forcesraged. At times one or the other was of greaterimportance, but the trend has been for greatercontrol by the Royal Navy and for a higherproportion of the total Centauri forces to be RoyalNavy. The Orieni War showed the dangers ofallowing Houses, typically more lax with readinessthan the RN, to provide such a high proportion ofthe forces of the nation.

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Excerpt from

by Centauri Historian RhanisMadrin:

“Warriors Amongst theStars”

Shaal Jaddo, officer in the Royal Navy, wasinvolved in the war from before it began. He wasthe quick-thinking officer who first discovered Orieniinvolvement with the Drazi, and his Balciron wasalways in the thick of the fighter while the RN andHouse Kasto convinced the Drazi to be quiet. Afterthe Orieni attacked, Shaal Jaddo and his ship, the

, were withdrawn to take part in theinitial RN counter-attack, now that his exploitsagainst the Drazi were reviewed. Again, during thedrive towards Usuuth and raids into Orieni space,CPT Jaddo continued to show himself as a brave,intelligent and energetic officer.

During the initial raids into Orieni space, his shipwas heavily damaged during an encounter with amore powerful than expected Orieni response. Theopportunity was taken to promote CPT Jaddo to alarger ship, the , a Talvan-classship which would ordinarily have gone to a more

Kutai of Glory

Splendor of Entat

senior captain. Jaddo became a captain by rank,as well as title.

By 2003, the found itselfpart of the 23rd Valiant Fleet, and once againShaal Jaddo’s name was on the public mind. Theyoung commander was elevated to control of asmall squadron which he lead with enough dashand elan to become the darling of the Centaurinews services. His fame was secured by thepresence of his squadron at the destruction ofthe . His growing force fought at theBattle of Arkada, and by 2008 he commandedthe entire 23rd Valiant Fleet. It was this fleet thatdestroyed the Rogolon defenses and drove yetanother spearhead into Orieni space.

While he didn’t take part in every majoroffensive or campaign of the war, Jaddomanaged to provide a fine example of Centaurileaders rising to the top through a combinationof luck and skill.

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duties assigned to the Balciron.

The vast volume of space covered by theRepublic made cruisers indispensable, with theirhard hitting power balanced with speed. TheCelerian was the backbone of the taskforces, whichresponded to regional situations requiring a rapiddeployment of significant firepower. They wereavailable in significant quantities within House forcesas well as the Royal Navy and proved to be apopular vessel.

By the later part of the war, Celerians had beenlargely supplanted in production by the newerTalvan. Some House shipyards continued buildingthem though, and this combined with the hugesupply of in service hulls, made the Celerian acommon sight well into the 21st century.The Celerians were subject to a refit in 1975 that

replaced some of the Particle Projectors with LightParticle Beams. Then again in 2007, the remainderof the Particle Projectors were swapped out, theImperial Lasers were replaced with Heavy PlasmaCannon, and the Tactical Lasers were swapped outfor Assault Lasers.

The Centaurum Battleship was designed with asingle goal in mind: to be the core of any battlefleet and be capable of going toe-to-toe with anyship fielded by the Republics enemies. This mobilefortress boasted heavy structure and excellent heavyweapon coverage in all directions, making it theideal ship for simply wading into massed fleetactions. Lacking any significant enemies after theRepublic peaked in the 1700s, the Centaurum wentnearly two centuries before finally receiving asignificant refit with the addition of heavy plasmabatteries and light particle beams in 1966. Duringthe interim, these monstrous ships had primarilybeen show pieces, making appearances solely forthe purpose of touting the Republic's greatness.

This ship was actually based on a heavilymodified Balciron Destroyer hull, sacrificing someof the speed and maneuverability for a significant

Celerian Class Warcruiser

Centaurum Class Battleship

Falenna Class Garrison Ship

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment 33%)

Base Hull (Unlimited Deployment)

Astur Class Assault Ship

Balciron Class Destroyer

Balcirax Class Strike Destroyer

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Balciron Variant (Uncommon)

The role of the Astur Assault Ship was simple:get into orbit over hostile worlds to deliver planetaryassault forces. It was a big, slow, ungainly ship thatwas never intended to be involved in the main battle,but rather to follow up and penetrate to the targetplanet of the assault. A significant amount ofstructure and a heavy forward punch with its plasmabatteries were its only saving graces if it was forcedinto a confrontation, and it was particularlyvulnerable to fighters.

Traditional Centauri strategy called for this shipto sit in hyperspace until a system was pacifiedsufficiently to permit safe passage to the targetworlds. For this reason, updating the weaponry ofthe Astur was given a low priority until 1985 whenthe escalating tensions with the Orieni made itapparent that the ship could very well be facingtougher situations than ever before.

This destroyer was introduced into service atthe peak of the Republic's glory. It was a small, fastvessel that fulfilled several roles in the fleet. Thearmament was designed to balance with the ship'snimbleness to make it useful operating as asupplement in police or garrison situations, anti-raider duty, and in large fleet actions. It saw a refitin 1985 to improve its anti-fighter armament withthe Light Particle Beams, and then again during theOrieni War with the last Particle Projectors beingdropped in favor of the Particle Beams to increaseits utility in defending against the Orieni Hunter-Killers.

The increasing tensions with the Orieni forceda number of subtle shifts in the doctrine of theCentauri forces. One such shift was to improve theanti-ship offensive punch on some of the smallervessels. The Balcirax variant was introduced, usinga heavier Plasma Cannon battery to provide slightlylonger range, better capability of dealing with moreheavily armored warships, and improved chancesof killing an Orieni MCV with a single volley. Thislimited the role of the Balcirax to operating withassault and battle fleets rather than the more general

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class was designed specifically to counter the Orienireliance on Hunter-Killers. The Imperial lasers weremaintained, giving it a significant long range kick,but the secondary armament consisted entirely oflight particle beams, and a compliment of GlaveLight Fighters rounded out its anti-Hunter-Killercapacity. The Jump Drive allowed the ship to providejump support for small task forces and added to itspopularity on hunting missions into Orieni territory.

The Kasta was refitted to the Mk-II version withAssault Lasers, an extra pair of Light Particle Beams,and a boost to its EW late in the war.

The Centauri scout ships were amongst the mostadvanced ELINT vessels of their time. The Kendariclass was first introduced in the mid-18th Century,and provided the Centauri fleets with a decidedadvantage over everyone they faced. Their lack ofboth offensive and defensive firepower, however,forced them to rely on their meager fightercomplement and escorting ships for defense.

In 1912, the Kendari Mark III began to makeuse of the new Sentinel Point Defense Suite, whichgreatly improved its utility as an escort in the rearechelons during fleet engagements. The Mark IVwas introduced in 1966 with improved EW sensorsand Light Particle Beams replacing the ParticleProjectors, providing a further boost in its rear linedefensive escort capabilities by improving to itsanti-fighter armaments.

The Leevan class Mine Sweeper was anadaptation of the Navask Escort Destroyer hull, withthe Sentinel Point Defense systems exchanged forParticle Projectors and the sensor arrays adaptedfor hunting mines. The hangar was expanded tohold an additional three minesweeping shuttles.

The Nalor was based on the popular Celerianhull, but it traded all long-ranged laser weaponryand the jump drive for significant quantities ofplasma weaponry. This ship was fully capable ofwreaking havoc on any warships it managed toclose with, but was haunted by the Centauri tradition

Kendari Class Fleet Scout

Leevan Class Minesweeper

Base Hull (Limited Deployment)

Navask Variant (Uncommon)

Nalor Class Armored CruiserCelerian Variant (Uncommon)

hangar capacity. The weapon load-out relied on acombination of particle and plasma weapons,resulting in a lack of long-ranged effectiveness yetstill providing a significant close ranged punch. TheHangers carried a split force of fighters and assaultshuttles, which saw extensive use putting downrevolts amongst troublesome slave worlds. Thisvessel was equally well suited for anti-raider activitiesin some of the fringe systems where a quickresponse and possibly assaults on minor bases wasrequired.

Because its role often involved anti-raideractivities and occasionally saw action againstenemy fighters in the more remote colony systems,the Falenna was given a higher priority for updatingits armament to incorporate the Light Particle Beams.than its destroyer class siblings. The Mark III Falennabegan making appearances with the updatedarmament in 1975.

The Jenas marked a break with past fleetdoctrine for the Centauri. Prior to their conflict withthe Orieni, the Centauri mentality had been gearedtowards bigger and grander ships to proudly displaytheir economic and military might. But after the earlyyears of the Orieni War proved the effectiveness ofwolfpacks of small warships, the Centauri began tointroduce some smaller vessels of their own.

The Jenas Attack Frigate was designed with anti-ship duty in mind, mounting a forward mediumplasma cannon as well as several light particlebeams. In group attacks, the agility, small size, andpunch of the plasma batteries made these veryeffective at dealing with enemy ships.

Early in the war, the Centauri commanders wereunaccustomed to the wolfpack tactics, and oftenmade poor use of their capabilities in poorlycoordinated attacks or had insufficient numbers ofthese vessels to make adequate use of them. By theend of the war, however, these ships had proventheir worth and the fleet doctrine of the Republicgrew to encompass the use of small ship wolfpacks.

Built upon the common Celerian Warcruiserhull, the Kasta traded some of the firepower for amoderate fighter capacity. Introduced in 1973, this

Jenas Class Attack Frigate

Kasta Class Support Carrier

Base Hull (Unlimited Deployment)

Celerian Variant (Mk-I Rare / Mk-IIUncommon)

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The 1973 refit to the Mk-III saw an improvementin sensor arrays and the replacement of severalParticle Projectors with Light Particle Beams.

Planetary invasion is a massive operationinvolving every element of the military. Yet, oncethe space battles are over, the orbital bombardmentscomplete and any key resistances crushed, the finalactual of invasion must fall to the lowly foot soldier.To control an entire planet, even a technologicallyinferior one, requires a massive troop deployment.The Orto troop transport was the default vesselthroughout the war. Lightly armed but equipped witha large gravity positive, rotating troop barracks, theOrto generally was held in reserve until spacesuperiority was achieved.

Slow, ponderous, poorly defended - the Sakarwas typical of fleet carriers of the time period. Itssole objective was to transport fighters to where theywere needed, and it relied heavily on escorts forprotection. What it lacked in mobility and defenses,however, it almost made up for with its massivecapacity for 48 fighters. These carriers were updatedlate in the sweeping refits prior to the Orieni War,with the Mk-III becoming available with all ParticleProjectors replaced with Light Particle Beams in1980.

The Strela was an intriguing design for theCentauri Navy. It was the smallest ship of its time tocarry a jump drive, and carried respectablearmament for its size along with six fighters or assaultshuttles. Part of an Admiralty plan to reduce thepower of House fleets, it was a less aggressivedesign than the Falenna that it was intended toreplace, but had greater strategic and tacticalflexibility. The ship was a cheap centerpiece for lighttaskforces of smaller, and more affordable, ships.The Houses were taken in, and prized it for its goodpoints, not realizing this was part of the intent.

Orto Class Troop Transport

Sakar Class Carrier

Strela Class Light Jump Ship

Base Hull (Unlimited Deployment)

Base Hull (Limited Deployment 33%)

Base Hull (Limited Deployment)

for cruisers being lightweights in the forwardstructure.

Prior to the sweeping refits during the period ofheightened tension with the Orieni, the lastsignificant refit took place in 1857. In 1975, theMk-III came into service with improved sensor arraysand several of the Particle Projectors being swappedout in favor of the Light Particle Beams. Even withthese improvements, however, the lack of fightersupport and anti-fighter weaponry combined withits short-range offensive power made the Nalor-class ships a popular target and frequent victim ofthe Orieni Hunter-Killers. Unfortunately, its silhouettewas easily recognizable as it lacked the distinctive"tail" housing the jump drive in its Celerian andKasta siblings.

The Navask Escort Destroyer introduced a newconcept in defense to the Centauri fleets. The PointDefense Suite allowed this ship to provideinterception coverage for other vessels, making itideal for escorting many of the larger, poorlydefended larger Centauri vessels. It was a quickship, making it quite capable of intervening onbehalf of the ships it was tasked with protecting.However, the Navask was lacking in offensivecapability and had weak anti-fighter weaponry. Thismade it a rather unpopular ship in the fleet fromthe crews' perspectives, as their job was primarilyoffensive with little opportunity to deal out damageto opponents.

Ships of the Navask class were typically foundescorting supply ships, transports, and carriers. Italso saw action in assault fleets as an escort to theAstur Assault ships and Orto Troop Transports, butrarely was found in the middle of major fleet battlesas its lack of offensive punch relegated it to stickingwith the carriers outside of the heat of battle.

Known as the spearhead of the Republic, theOptine balanced the hard hitting effectiveness ofthe Centaurum Battleship with the speed neededto be effective in assault fleets. It lacked the stayingpower of the Centaurum as well as the heavyrearward weaponry, but there was no doubt thatthis ship would form the core of any major assaultforce.

Navask Class Escort Destroyer

Optine Class Battlecruiser

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

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actions of both sides, were important factors in themassive destruction of the war and the decades torecover, for those able to recover. Other races weresimply destroyed during the war. When thishappened, Tavors were likely to have been involved.

The Valtor was the armored cruiser version ofthe Optine Battlecruiser, built in direct response ofthe Orieni Prophet Command Cruisers. The Valtorswaps out its long ranged Imperial Lasers for HeavyPlasma Cannon. Because of their likelihood to beinvolved in forays into Orieni territory should warerupt, these ships were given priority in being refitto use the Light Particle Beams in 1966. Thesepowerful ships were nonetheless often destroyed inaction due to the requirement to close with thepowerful Orieni forces. Service on these ships wasused to remove some unpopular officers and lessdesirable crewmen. The status of serving on such apowerful ship masked the likelihood of death.

The Daverous Civilian Base are foundthroughout the Centauri Empire acting as a centerof commerce for inner worlds or as a jumping offpoint for further expansion in the border worlds.Typical of most Centauri civilian base designs, theDaverous is significantly smaller than the itscontemporary military equivalent, the WorthusStarbase. However, with its tactical lasers andnumerous light particle beams, the Daverous wasquite capable of fending off the occasional raider.

The Legion series of orbital defense satellitesare a welcome addition to any planet or base.Mounting either the long range Imperial Laser or apair of fast firing Tactical Lasers, a line of LegionOsats are quite capable of standing off powerfulopponents for protracted periods of time. Orieniincursions early in the war resulted in a massive

Valtor Class Strike Cruiser

Daverous Civilian Base

Legion Class Orbital Satellite

Optine Variant (Rare)

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Bases &Defenses

Tacit Class Police Cruiser

Talvan Class Attack Cruiser

Tatros Class Escort Frigate

Tavor Class Siege Ship

Base Hull (Unlimited Deployment)

Base Hull (Unlimited Deployment)

Jenas Variant (Common)

Base Hull (Unlimited Deployment)

With the sheer size of the Republic, policing thespace-lanes was a full time job. The primarypatrolling of the inner systems, where raider activitywas light and smuggling was of a more significantconcern, fell to this craft. The speed of the Tacitwas its primary strength in responding toemergencies or chasing down smugglers. Itsarmament was light, but more than sufficient forthe task it generally faced. The Tacit occasionallysaw activity in anti-raider sweeps, relying on its speedto work as an outrider for the striking forces. Dueto its predominantly domestic tasking, this class hadvery low on the priority for refits to the Light ParticleBeams, and did not see those weapons mounted inplace of the Particle Projectors until 1990 on theMk-II revision.

Introduced in 1860 to provide a fast strikecruiser for the Centauri battle fleets, thus replacingthe Celerian, the Talvan quickly became thepreferred frontline cruiser of the Orieni War. Carefulobservers will note the Talvan's similarity to the laterCenturion Attack Cruiser. The Talvan's war record,coupled with its ease of refit resulted in theCenturion's design borrowing heavily from its basicdesign.

The Tatros Escort Frigate took the increasinglypopular Jenas Frigate and shifted the focus of theweaponry to a defensive role, dropping the PlasmaCannon and adding two Sentinel Point Defensesystems. This small ship relied on numbers andmanuver to provide a proper level of defense. TheShips must be used in groups or they can't provideenough protection to matter.

As the war mercilessly ground down bothEmpires involved, each began looking for meansto end the war quickly. The Tavor Siege Ship wascreated to aid in reducing planetary defenses andpopulation centers quickly and effectively, withouta high expense in ground forces. This ship, and the

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common in the combat zones as a consequence. Itwas still considered preferable to replace the limitedsupply of Phalans with Glaives by the late war.

The Imperial Laser served as the Republic'sprimary heavy weapon during the height of theRepublic. For it's era it was considered a powerful,long range weapon.

An intermediate range, quick firing weapon, itand the longer ranged Imperial Laser served forhundreds of years as a standard laser weapons ofthe Republic.

As the war progressed the Centauri usedcaptured samples of the Orieni Laser Lance todevelop their own advanced laser weapon, aprecursor to the modern Battle Laser. The AssaultLaser proved to be a powerful, flexible weaponcombining the best features of the Imperial andTactical Lasers. Centauri capital ships were quicklyrefit with this new weapon.

Conceived as a dual-purpose (anti-fighter &anti-ship) weapon, the Particle Projector was asignificant improvement on earlier Centaurisecondary weapons. It was a flexible, if largeweapon, trading rate of fire for range, firepower,and the first serious interception capability availableto the Centauri. It served well for more than acentury, until contact with the Orieni and theirsuperior fighter and anti-fighter technologiesshowed it's weaknesses. Ingrained doctrine dieshard however, and reduced numbers of ParticleProjectors soldiered on well into the Centauri-OrieniWar.

CentauriTechnology

Imperial Laser

Tactical Lance

Assault Lance

Particle Projector

Class: Laser Modes: Raking

Class: Laser Modes: Raking

Class: Laser Modes: Raking

Class: Particle Mode: Standard

call for Legion Osats by every planet that considereditself a potential Orieni target. As a result earlyLegion deployments by the Centauri were conductedin a haphazard and scattered manner in an attemptto satisfy all of the Houses.

For the status driven Centauri, the presence ofWorthus Starbase is the crowning jewel of system'sdevelopment. Huge, heavily armed and armored,the Worthus was the center of planetary defensefor any system deemed a strategic or vital asset.Touted as the penultimate defense by its designers,the Worthus is considered by many to be virtuallyindestructible. The Orieni, with their hulkingcommand ship-lead fleets would prove otherwise.

The Centauri Glaive Light fighter was introducedin 1995, second in a line of interceptors developedto counter the perceived threat of the Orieni Hunter-Killers. Nimble and speedy, these fighters were veryexceptional interceptors of the time, despite theirlack of endurance and firepower.

Centauri fighter doctrine had emphasized anti-shipping strikes and the Phalan was a primeexample of this. The Orieni superiority fighters weremore than Phalans could handle, however. Evenwhen the Phalans were able to survive the enemyfighters, they encountered withering fire from OrieniGatling Railguns. The Centauri gradually decidedto concentrate fighter capacity on Glaive classinterceptors and forego offensive fighter strikes.

Much like the plasma armed Phalan, the missilearmed version was intended to kill ships. It provedslightly more survivable than the plasma version dueto stand-off ranges, and became slightly more

Worthus Class Starbase

Glaive Light Fighter

Phalan Assault Fighter

Phalan-M Missile Fighter

Base Hull (Unlimited Deployment)

(Unlimited Deployment)

(Unlimited Deployment)

(Unlimited Deployment)

Fighters &Shuttles

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Light Particle Beam

Sentinel Point Defense

Mass Driver

Light Particle Beam

Class: Particle Modes: Standard

Class: Particle Modes: Defensive Only

Class: Plasma Modes: Standard

While considered a weak and primitive weapontoday, the Light Particle Beam was a majortechnological development for it's time. Comparedto the Particle Projector the Light Particle Beam’simproved fire control and higher rate of fire morethen compensated for it's shorter range when facedwith the deadly Orieni fighters and Hunter Killers.

The Sentinel Point Defense system is theprecursor to the modern Guardian Array. The systemwas originally developed based on observations ofthe Hyach Interdictors. The Sentinel is a purelydefensive system, lacking any offensive mode. LikeHyach Interdictors, Sentinels cannot combine theireffects, so if more then one are used against anincoming shot, only one is effective.

The Sentinel Point Defense can be used tointercept fire targeting nearby friendly ships. To doso the follow conditions must be met. First, thedefending ship must be between the firing vesseland its target. Second the Sentinel must be in arcand ready to fire.

To qualify as being between the firing vesseland its target the defending ship must be withinthe same arc as that being fired upon. Thedefending unit must also be closer to the firing shipthen the target. If the defender is in the same hex aseither the firing or targeted ship, use the same-hexpositioning rules to determine their relative position.

These fearful weapons of mass destruction sawwidespread use during the latter stages of the Orieniwar. In fact it was the massive destruction wroughtby these and other deadly weapons during this timethat led many of the major powers to later formtreaties outlawing their use. Many worlds in whatwas once Orieni space still, centuries later, stillstruggle to recover.

The plasma blaster is a short ranged, butrelatively powerful, light plasma weapon typicallyused by the early Centauri Republic on their fightersand armed shuttles. While an effective weapon, its

short effective range and poor fire control causedit to fall into disfavor following the Orieni war.

A more powerful version of the Plasma Blaster,used by Centauri assault fighters to against enemywarships. Like the Plasma Blaster this weapon’sshorter effective range and poor fire control,especially when faced with the deadly anti-fighterdefenses of Orieni capital ships, caused it to fallinto disfavor and eventually be removed fromservice.

The Phalan-M Missile Fighter was used in thisperiod as a fighter missile attack platform. Thesemissiles are statistically the same as standard fightermissiles.

The Centauri Republic was well aware it had agreat deal of territory to protect. Mines were seenas a way to cheaply supplement meager defensiveforces to allow relatively small forces to protect thismyriad of installations. Using small forces allowedHouses to guard some of their own installationswithout using precious RN units, and allowed theRN to use the smallest possible forces in fixedgarrisons. To this end, the Centauri operated a smallbut versatile selection of mines with Proximity, Captorand DEW mines represented. The Acar-B DEW Minegradually replaced the earlier Acar-A DEW Mineover the course of the Orieni War, though they couldstill be found in remote parts of the Republic formany years afterwards, not replaced until theyneeded servicing.

Rakir Proximity Mine, Cost 10, Damage 16,Signature 4

Karan Captor Mine, Cost 14, Range 6,Accuracy +4, Damage 16, Signature 4.

Kota Captor Mine, Cost 18, Range 10,Accuracy +4, Damage 12, Signature 4.

Acar-A DEW Mine, Cost 15, Range 5, Accuracy+3, Signature 2(1), Armor 2, Structure 4, Fires asa Particle Projector.

Acar-B DEW Mine, Cost 20, Range 6, Accuracy+4, Signature 3(1), Armor 2, Structure 4, Fires asa Light Particle Beam

Plasma Gun

Fighter Missiles

Class: Plasma Modes: Standard

Centauri Mines

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others. They have little visible reason to do thingsin such odd ways, unlike the other nations in the1st Edition. The subsequent releases of the War ofRetribution Update Pack, Variant-1 and Showdowns-1 tended to cloud the water even more leading tomore detailed discussions. The result was a detailedhistory of the Centauri republic, which includedevents, technology and military units. The OrieniWar became the centerpiece of that discussion andquickly unfolded into the first product the HRT wouldrelease.

A second reason is that there is a school ofthought in gaming that believes that only things thattake place in the future with ever-newer weaponsand ever-bigger ships can seize the imagination ofthe public. We are hoping to prove that this is notthe case––that quality and interesting products canbe set even before the show, to fill in blanks that thecasual viewer might not even suspect were present.We have faith that we will succeed.

Much more actually exists than fits in the Warsof the Centauri Republic, so hopefully we caneventually get the rest published. Additionalproducts may include a supplement showing theinitial expansion of the Republic and its initial coldwar with the Garmak, and a supplement showingthe climactic 2046 Civil War and its aftermath. Evenshorn of the beginning and ending of the heydayof the Republic, the Orieni War didn't all fit, so we'realready attempting to get a supplement to fill in thethings we designed and weren't able to shoehornin, such as the ships of the minor powers in theconflict and Raiders of the era. Other racial historicalproducts, such as the Minbari and the rise of theEarth Alliance, are being explored as well as currenttopics. The key to further historical products will bein the success, or failure of the Wars of the CentauriRepublic.

The exigencies of real life forced somespecialization, and most of the playtests conductedbefore the official playtest pack was produced wereconducted by one of our members and his regulargroup. Another of our members, who conducted aseries of different playtests aimed at determining

What’s Next?

The Effects of Real Lifeand A Few Words from theHRT

Afterword

Who Are We and Why DidWe Do This?

Why Wars of the CentauriRepublic?

The "History Group" or more accurately, the"Historical Repair Team (HRT)," was begun in thewinter of 1998. A couple of the future members ofthe team met on the B5Wars mailing list and begana series of off-list discussions on many things. Oneof the major discussions was on the historical anddoctrinal underpinning of the fleets of the four majornations in the first edition rules. One of the peoplein these discussions suggested that whenconclusions were finally reached, we should sendthem off to Agents of Gaming. When we did, AoGprofessed interest in our work, and the prospects offuture results.

Buoyed by the positive feedback, additionalmembers were recruited and we became a regularorganization, complete with an internal mailing listand archived and sorted data to manipulate. Agentsof Gaming became an active member of thediscussions and brought us in on a number ofprojects. In return they requested that the size ofthe team be fixed, and that certain additionalconstraints be applied.

While many subjects have been discussed andsome of the results published, the cornerstone wasalways the attempt to work out the history of thevarious fleets and why they appeared as they do inB5Wars. To date, the greatest impact made by theHistorical Repair Team was in the RulesCompendium (where we wrote all of the racialhistories), the Ships of the Fleet (where we redid anumber of In-Service Dates and Ship Descriptions)and Dilgar Wars (where we created the maps andmade a number of significant changes to the courseand history of the war itself). The development ofracial histories unfolded into a number of workingideas. When our work became detailed enough, itwas suggested that we submit them for publicationin our own products. The first product has finallybeen revealed as the Wars of the Centauri Republic.

From the outset of our discussions, the Centauriquickly became the stickiest race to define, for inmany ways they are the most different from the

AFTERWORD5

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CPVs by fighting selected ships from the show eraexpressed relief that the Orieni motherships couldindeed be killed. They are fearsome beasties. Onecreated graphic SCSs, others designed and debatedweapons, history, known facts that had bearing. Andof course everyone critiqued everyone else's works/opinions spawning debates, which covered anamazing amount of territory. It was fun. We hopeyou will enjoy it as much as we enjoyed creating it,though that will take some doing.

While doing this product we faced computerhardware and software failures, opposition from onhigh and even a marriage. The support of theB5Wars mailing list, which received advanced noticeof some of our products and intentions, has been abig help in making this product possible. For thosewho desire it, there is still a vast amount of roomleft to explore and fill in the blanks in the Babylon 5universe; we've barely begun to scratch the surface.If the sales allow, we'll explore some of thesetogether.

Written By........................................ The HRTEditing...................................... Symon Cook,

Bruce Graw, Matt MurrayLayout......................................... Bruce GrawCover Design.................................. Leo DuninFiction............................. Leonard FarnsworthThe HRT..................................... Mark Graves,

Leonard Farnsworth, Klebert Hall,Richard Bax, Symon Cook,

John T. Coleman and Jamie Coleman

Paul Brown,Jason Stadnyk, Jessie Marud.

KevinBroomhall, Andrew Siviter.

Rickard Ekholm, TommyEkkolm, Anders Holmstrom, Peter Nilsson, ChristerOberg, Niklas Pettersson.

Jacob Jett & Vicki Jett.Bianca van Duyl and

Jeroen Doumen.

Product Credits

Playtesting ContributionsClash of the Sakatoonians:

Blackcounty Knights of Mercia:

Spelgillet Sweden:

Mars Resistance:Dutch Deathwalkers:

The Vorlon’s Back Playtest Group:

Others:

Jacob and Vicki Jett

Renaud Gagne

Marc Remy

DavePullen, Alex Hickman, Mark Whittle, Simon Bloomer,James Webster, James Morley.

David Hurd, Nathan Spencer, AndrewShein.

for stagging huge pointcost battles.

for his additional reading andtesting.

, our most experienced Orienicommander.

At our request Matthew Seidl has created aspecial mailing list for playtest reports on this, andsubsequent HRT created products. This list will allowreports and discussion to reach the HRT withoutoverburdening AoG. It can also be used to presentthoughts and opinions on the products or proposalsto fix real or perceived problems. The HRT will bemonitoring, but intends to lurk and allow the publicthe most possible range to discuss what needscoverage. It is possible that some solutionspresented by the public will not work in conjunctionwith facts not presented in the playtest pack. Thismeans it is possible that some suggestions will berejected with little or no supporting evidenceprovided. This should not be taken as a personalrejection or attack. Additionally, the members ofthe HRT are all bound by non-disclosure agreementsand some subjects simply cannot be discussed bythe HRT, while some questions cannot be answered.

T o s u b s c r i b e , s e n d m a i l t o"[email protected]" with thefollowing command in the body of your emailmessage:

If you'd like to submit anything to the group,mail it to :

Special Thanks

HRT Playtesting Mailing List

subscribe hrt-report [Your E-Mail address]

[email protected]

AFTERWORD 5

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Gatling Railgun

Class-SO/SMissile Rack

Jump Engine

Laser Lance

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

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 1791Point Value: 600Ramming Value: 260Jump Delay: 25 Turns

Version 2: 2E/WCR Name:______________ Counter:____________

Orieni Benevolent Heavy Scout

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

4 5 6

7

8

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

6

4 4

WEAPON DATA

4

6

4

6

5

9

5

4

12

4

5 8

ARMOR REFITSystem

Laser LancesFwd Gatling RailgunsPort/Stb Gatling RailgunsMain Thrust

1791

2112

2007

3223

FORWARD

3 3

3 34

11 121 1

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

FORWARD HITSRetro ThrustLaser LanceGatling RailgunForward StructurePRIMARY Hit

1-4:5-8:9-12:13-18:19-20:

AFT HITSMain ThrustGatling RailgunAft StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

SIDE HITSPort/Stb ThrustGatling RailgunPort/Stb StructurePRIMARY Hit

1-5:6-9:

10-18:19-20:

PRIMARY HITSPrimary StructureJump EngineSensorsEngineHangar

ReactorC & C

Missile Rack

1-7:8-9:

10-12:13-14:15-16:

17:18-19:

20:

PRIMARY HANGAR6 Light Fighters6 Medium Fighters3 ShuttlesArmor: 0

Thrust: 3Defense: 11/11

1 2Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

3 33

All Gatling

Railguns

9

10All Gatling

Railguns

MISSILESRack #1

SPECIAL NOTESLimited Deployment (33%)ELINT Ship

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

0

5 6

5

3

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

Point Value: 660

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile Rack

Heavy Laser Lance

Replace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

2007 Refit

SENSOR REFITSensor Rating 8 9

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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3

3

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 14Engine Efficiency: 3/1Extra Power: +3Initiative Bonus: +13

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 2+2 ThrustRoll Cost: 1+1 Thrust

SPECSClass: Medium ShipIn Service: 1983Point Value: 400Ramming Value: 55Jump Delay: N/A

Name:______________ Counter:____________

Orieni Commune Battle Leader

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

1

3 4

2

FORWARD

PRIMARYAFT

PORT STARBOARD

55

WEAPON DATA

4

3

3

12

5

4

1

4 3

ARMOR REFITSystem

Laser LanceGatling Railguns

1983

21

2007

32

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Gatling Railgun

FORWARD HITSRetro ThrustLaser LanceGatling RailgunHK Control SystemStructurePRIMARY Hit

1-5:6-8:9-10:11-12:13-17:18-20:

AFT HITSMain ThrustGatling RailgunStructurePRIMARY Hit

1-7:8-9:

10-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters2 ShuttleArmor: 0

Thrust: 3Defense: 11/11

2007 RefitPoint Value: 440

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

SPECIAL NOTESAtmospheric Capable

5 6

3

3

2

3

23

2

3

2

3

5 5

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

HK Control System

Laser Lance

5 1

1

6

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

1 1 2 2 3 3 4 4 5 5 6 6

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium ShipIn Service: 2002Point Value: 260Ramming Value: 40Jump Delay: N/A

Name:______________ Counter:____________

Orieni Devout Escort Frigate

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

1

4

2 3

FORWARD

PRIMARYAFT

PORT STARBOARD

1 1

1

44

WEAPON DATA

4 4

4

3 3

3

124

1

1

3 2

ARMOR REFITSystem

Fwd Gatling RailgunRetro ThrustCenter Main ThrustLt/Rt Main Thrust

2002

1111

2003

1221

2007

2222

SENSOR REFITSensor Rating 4 5 5

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Lt Laser Cannon

Gatling Railgun

FORWARD HITSRetro ThrustLt Laser CannonGatling RailgunStructurePRIMARY Hit

1-5:6:

7-9:10-17:18-20:

AFT HITSMain ThrustGatling RailgunStructurePRIMARY Hit

1-7:8-9:

10-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 11/11

Light Laser CannonClass: LaserModes: RakingDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

3

SPECIAL NOTESAgile ShipAtmospheric Capable

5 6

2 2

6 6

2003 RefitPoint Value: 270

Point Value: 310

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

2007 Refit(includes 2003 Refit)

Obedient Variant (Common)Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

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COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 18Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1712Point Value: 600Ramming Value: 290Jump Delay: N/A

Name:______________ Counter:____________

Orieni Enlightenment Invader

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

8

9

7

3

5

10 12

11 13

4

6

1 2

PRIMARYAFT

PO

RT

STA

RBO

ARD

4 4

4 4

5

5

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Cargo

Reload Rack

Hangar

6 6

5

8

5

3

6

3

6

4

6

4

4

3

C

5

6

4

ARMOR REFITSystem

Fwd Gatling RailgunsPort/Stb Gatling RailgunsMain Thrust

1712

112

2007

223

FORWARD

2

2

2

2

3 3

33

4

14 151 1

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

2

2

Laser Lance

Gatling Railgun

Class-SOMissile Rack

AFT HITS

FORWARD HITSRetro ThrustLaser LanceGatling RailgunForward StructurePRIMARY Hit

1-6:7-8:

9-11:12-18:19-20:

Main ThrustGatling RailgunAft StructurePRIMARY Hit

1-8:9-10:11-18:19-20:

SIDE HITSPort/Stb ThrustClass-SO Missile RackGatling RailgunPort/Stb HangarPort/Stb CargoPort/Stb StructurePRIMARY Hit

1-4:5-6:7-8:

9-10:11-12:13-18:19-20:

PRIMARY HITSPrimary StructureSensorsEnginePrimary HangarCargoReload RackReactorC & C

1-9:10-11:12-13:14-15:16-17:

18:19:20:

SIDE HANGARS12 Assault Shuttles Each2 Cargo Shuttles EachNo WeaponsArmor: 0

PRIMARY HANGAR12 Light Fighters3 ShuttlesArmor: 0

Thrust: 3Defense: 11/11

Thrust: 3Defense: 12/13

2 2

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

6

2 2

2 2

All Gatling

Railguns

All Gatling

Railguns

3

A

2

3

B

2

UPLIFT ASSAULTSHUTTLESCost: 20Thrust: 6Armor: 11 Lt. Gattling GunRate of Fire: 1 per turnRange Penalty: -2 per hexDamage 1d6Firing Arc:

Defense: 9/10Offense: +2Initiative: +9

MISSILESRack #3

Rack #4

Rack #5

Rack #6

Reload Rack

2007 RefitPoint Value: 650

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

SPECIAL NOTESMay not substitute H-K'sfor Assault Shuttles

Version 2: 2E/WCR

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 122 3 4 6 7 8 10 11 12 14 15 16

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 9Engine Efficiency: N/AExtra Power: +0Initiative Bonus: +12

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service:Point Value:Ramming Value: 20Jump Delay: N/A

1780/1803 (A/B)165/140 (A/B)

Name:______________ Counter:____________

Orieni Highguard Orbital Satellites [4]

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

WEAPON DATA

ICON RECOGNITIONThruster

Sensors

Reactor

ARMOR REFITSystem

Laser LanceMissile RackGatling Railguns

1780/1803

331

2003

441

2007

552

SENSOR REFITSensor Rating 4 4 5

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Laser Lance

Gatling Railgun

Class-SO/SMissile Rack

PRIMARY HITSStructureThrusterMissile Rack/Laser LanceGatling RailgunSensorsReactor

1-9:10-11:12-14:15-16:17-18:19-20:

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

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

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

2003 RefitPoint Value: 167/150 (Type A/B)

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

Point Value: 195/180 (A/B)

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit(includes 2003 Refit)

1 2

3 44 4 2

4

4

N/A

1 2

3 44 4 2

4

4

N/A

1 2

3 44 4 2

4

4

N/A

1 2

3 44 4 2

4

4

N/A

MISSILESRack #1

Rack #2

MISSILESRack #1

Rack #2

HighGuard-A

HighGuard-B

HighGuard-A

HighGuard-B

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium ShipIn Service: 1780Point Value: 270Ramming Value: 40Jump Delay: N/A

Name:______________ Counter:____________

Orieni Obedient Patrol Frigate

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

1

2

3

FORWARD

PRIMARYAFT

PORT STARBOARD

1 1

1

44

WEAPON DATA

4 4

4

3 3

3

124

1

1

3 2

ARMOR REFITSystem

Fwd Gatling RailgunGauss CannonRetro ThrustCenter Main ThrustLt/Rt Main Thrust

1780

11111

2003

12221

2007

23222

SENSOR REFITSensor Rating 4 5 5

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Lt Laser Cannon

Gatling Railgun

FORWARD HITSRetro ThrustGauss CannonLt Laser CannonGatling RailgunStructurePRIMARY Hit

1-5:6-7:8:9:

10-17:18-20:

AFT HITSMain ThrustGatling RailgunStructurePRIMARY Hit

1-7:8-9:

10-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 11/11

Light Laser CannonClass: LaserModes: RakingDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

3SPECIAL NOTESAgile ShipAtmospheric Capable

4 5

2 2

6 6

2003 RefitPoint Value: 280

Point Value: 310

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

2007 Refit(includes 2003 Refit)

Gauss CannonClass: MatterModes: StandardDamage: 1d10+10Range Penalty: -1 per hexFire Control: +2/+1/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Gauss Cannon

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

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ICON RECOGNITIONThruster

C & C

Sensors

Engine Jump Engine

Reactor

Hangar

HK Control System

Laser Lance

Gatling Railgun

Gauss Cannon

Class-SO/SMissile Rack

COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1782Point Value: 950Ramming Value: 470Jump Delay: 25 Turns

Name:______________ Counter:____________

Orieni Paragon Strike Force Command Ship

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

4 4

5

56

WEAPON DATA

2 2

2 2

2 2

2

5

8

5

12

5 5

5 6

22 23

31

19

1 2

53 64

7 8

16

21

10 12

13 14209 11

25 28

26 29

27 30

2 21 1

1

4

6 6

4 4

4

5

55

32 33

24

34

17 18

5 5

5

All Laser

Lances

All Laser

Lances

All Gatling

Railguns

All Gatling

Railguns

5 3

3

15

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Gauss CannonClass: MatterModes: StandardDamage: 1d10+10Range Penalty: -1 per hexFire Control: +2/+1/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

Heavy Gauss CannonClass: MatterModes: StandardDamage: 3d10+10Range Penalty: -2 per 3 hexesFire Control: +3/+2/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

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

0

ARMOR REFITSystem

F/P/S Gatling RailgunsFwd Gauss CannonPort/Stb Gauss CannonsPrimary Laser LancesLaser LancesCenter Retro ThrustLeft/Rt Retro ThrustMain Thrust

1782

12232222

2003

13343323

2007

24353333

SENSOR REFITSensor Rating 7 8 8

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

FORWARD HITSRetro ThrustMissile RackGauss CannonGatling RailgunForward StructurePRIMARY Hit

1-4:5-6:7-9:

10-11:12-18:19-20:

AFT HITSMain ThrustMissile RackGauss CannonGatling RailgunAft StructurePRIMARY Hit

1-5:6:

7-9:10-11:12-18:19-20:

SIDE HITSPort/Stb ThrustLaser LanceGauss CannonMissile RackGatling RailgunPort/Stb StructurePRIMARY Hit

1-3:4-5:6-8:9:

10-11:12-18:19-20:

PRIMARY HITSPrimary StructureLaser LanceMissile RackJump EngineSensorsEngineHangarHK Control SystemReactorC & C

1-6:7:8:

9-10:11-12:13-14:15-16:17-18:

19:20:

HANGAR12 Light Fighters18 Medium Fighters6 Assault Shuttles1 ShuttleArmor: 0

Thrust: 3Defense: 10/11

2003 RefitPoint Value: 1050

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

Heavy Gauss CannonReplace all gauss cannons withheavy gauss cannons. Armor andfiring arcs remain unchanged.

Point Value: 1160

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit(includes 2003 Refit)

UPLIFT ASSAULTSHUTTLESCost: 20Thrust: 6Armor: 11 Lt. Gattling GunRate of Fire: 1 per turnRange Penalty: -2 per hexDamage 1d6Firing Arc:

Defense: 9/10Offense: +2Initiative: +9

MISSILESRack #15

Rack #16

Rack #17

Rack #18

Rack #19

Rack #20

Version 2: 2E/WCR

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 122 3 4 6 7 8 10 11 12 14 15 16

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

2 3 4 6 7 8 10 11 12 14 15 16

Prophet Variant (Rare)

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SECTION HITS

PRIMARY HITS

Missile RackGauss CannonGatling RailgunCargoReactorHangarSection StructurePRIMARY Hit

1-2:3-4:5-7:8-9:10:11:

12-18:19-20:

Primary StructureLaser LanceHK Control SystemSensorsPrimary HangarPrimary ReactorC & C

1-9:10-11:12-13:14-16:

17:18:

19-20:

10

10

10

10

10

10

COMBAT STATSFwd/Aft Defense: 22Stb/Port Defense: 22Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 1782Point Value: 2000Ramming Value: 710Jump Delay: N/A

Name:______________ Counter:____________

Orieni Penitent StationWEAPON DATA

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Gauss CannonClass: MatterModes: StandardDamage: 1d10+10Range Penalty: -1 per hexFire Control: +2/+1/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

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

SECTION HANGARS0 Fighters6 Hunter-Killers Each

PRIMARY HANGARS12 Lt. Fighters Each2 Shuttles EachArmor: 0

Thrust: 3Defense: 11/11

Heavy Gauss CannonClass: MatterModes: StandardDamage: 3d10+10Range Penalty: -2 per 3 hexesFire Control: +3/+2/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

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

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

ICON RECOGNITIONC & C

Sensors

Reactor

Cargo

Hangar

Laser Lance

Gatling Railgun

Gauss Cannon

Class-SO/SMissile Rack

HK Control System

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

PRIMARY

AFT

6 6

4 4

6

6

6 6

3

A

3

B

3

C

3

D

10 10 10 10 10 10

10 10 10 10 10 10 10

10

10

10

10

10

10

10 10 10 10 10 10

FORWARD

5

55

5

5

PO

RT S

TRB

4

4

2003 RefitPoint Value: 2060

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

Heavy Gauss CannonReplace all gauss cannons withheavy gauss cannons. Armor andfiring arcs remain unchanged.

Point Value: 2270

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit(includes 2003 Refit)

MISSILESBefore 2007, each Class-SORack holds 12 missiles. From2007 and beyond the Class-SRack Holds 20. There 8 suchracks, so space precludes theusual tracking check-offboxes. Use any handy sheet ofpaper instead.

SENSOR REFITSystem

Sensor Rating

1782

7

2003

7

2007

8

3

15

1

13

5 927 33

3036

28 34

3137

29 35

32 38

6 10

7 11

8 12

21

39

24

42

19

17

20

18

22

40

25

43

23

41

26

44

2

14

4

16

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Cargo

Hangar

HK Control System

Laser Lance

Gatling Railgun

Gauss Cannon

Class-SO/SMissile Rack

COMBAT STATSFwd/Aft Defense: 19Stb/Port Defense: 19Engine Efficiency: 4/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 6 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1780Point Value: 725Ramming Value: 440Jump Delay: 25 Turns

Name:______________ Counter:____________

Orieni Prophet Command Ship

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

4 45

5 6

WEAPON DATA

2 2

2 2

2 2

2

5

8

5

12

5 4

5 6

16

25

23

13

1

2 3

4

10

14

6 8

5 7

17 20

18 21

19 22

3

A

2

3

D

2

3

B

2

3

C

2

2 1 1

1

4

6 6

4 4

4

5

55

15

24

11 12

5 5

All Laser

Lances

All Laser

Lances

All Gatling

Railguns

All Gatling

Railguns

5 3

3

9

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Gauss CannonClass: MatterModes: StandardDamage: 1d10+10Range Penalty: -1 per hexFire Control: +2/+1/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

Heavy Gauss CannonClass: MatterModes: StandardDamage: 3d10+10Range Penalty: -2 per 3 hexesFire Control: +3/+2/-2Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

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

0

ARMOR REFITSystem

F/P/S Gatling RailgunsFwd Gauss CannonPort/Stb Gauss CannonsLaser LancesCenter Retro ThrustLeft/Rt Retro ThrustMain Thrust

1780

1222222

2003

1333323

2007

2433333

SENSOR REFITSensor Rating 6 7 7

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

FORWARD HITS

AFT HITS

Retro ThrustMissile RackGauss CannonGatling RailgunForward CargoForward StructurePRIMARY Hit

1-3:4-5:6-7:8-9:

10-12:13-18:19-20:

Main ThrustMissile RackGauss CannonGatling RailgunAft CargoAft StructurePRIMARY Hit

1-5:6:

7-8:9-10:11-12:13-18:19-20:

SIDE HITSPort/Stb ThrustLaser LanceGauss CannonMissile RackGatling RailgunPort/Stb CargoPort/Stb StructurePRIMARY Hit

1-3:4-5:6-7:8:

9-10:11-12:13-18:19-20:

PRIMARY HITSPrimary StructureJump EngineSensorsEngineHangarHK Control SystemReactorC & C

1-7:8-9:

10-11:12-13:14-16:17-18:

19:20:

HANGAR12 Light Fighters18 Medium Fighters6 Assault Shuttles1 ShuttleArmor: 0

Thrust: 3Defense: 10/11

2003 RefitPoint Value: 790

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

Heavy Gauss CannonReplace all gauss cannons withheavy gauss cannons. Armor andfiring arcs remain unchanged.

Point Value: 880

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit(includes 2003 Refit)

UPLIFT ASSAULTSHUTTLESCost: 20Thrust: 6Armor: 11 Lt. Gattling GunRate of Fire: 1 per turnRange Penalty: -2 per hexDamage 1d6Firing Arc:

Defense: 9/10Offense: +2Initiative: +9

SPECIAL NOTESLimited Deployment (33%)

MISSILESRack #9

Rack #10

Rack #11

Rack #12

Rack #13

Version 2: 2E/WCR

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 122 3 4 6 7 8 10 11 12 14 15 16

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

2 3 4 6 7 8 10 11 12 14 15 16

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Version 2: 2E/WCR

COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 8Free Thrust: 9Offensive Bonus: n/aInitiative Bonus: +6

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium FighterIn Service: 1778Point Value: 32 eachRamming Value: 60Jinking Limit: 4 Levels

Orieni Shining Light Hunter Killer Fighter-Ramming Attempt Modifiers

Ramming Results

ARMOR

0

000

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

UNCONTOLLED PENALTIES-3 to Initiative BonusMay only use half of free thust foracceleration or deceleration

+4 if target is ship+6 if target is of enormous size+1 if target is moving speed 4 or 5+2 if target is moving speed 2 or 3+3 if target is moving speed 1+5 if target is not moving-1 for each 5 points of speed the

target is moving in excess of 5-1 per level of jinking by the target

or the ramming unit.

1-6: 25% of Ramming Value7-12: 50% of Ramming Value13-16: 75% of Ramming Value17+: 100% of Ramming Value

SPECIAL NOTESNo weaponsMay not use Ramming Prow enhancementRam Attempt Penalty of -1 per 2 hexes

traveled during ram attempt+1 Ramming Bonus to Ram Attempt

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 8Stb/Port Defense: 7Free Thrust: 10Offensive Bonus: n/aInitiative Bonus: +6

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Medium FighterIn Service: 1998Point Value: 45 eachRamming Value: 80Jinking Limit: 4 Levels

Orieni Shining Star Improoved Hunter Killer Fighter-Ramming Attempt Modifiers

Ramming Results

ARMOR

2

222

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

+4 if target is ship+6 if target is of enormous size+1 if target is moving speed 4 or 5+2 if target is moving speed 2 or 3+3 if target is moving speed 1+5 if target is not moving-1 for each 5 points of speed the

target is moving in excess of 5-1 per level of jinking by the target

or the ramming unit.

1-6: 25% of Ramming Value7-12: 50% of Ramming Value13-16: 75% of Ramming Value17+: 100% of Ramming Value

UNCONTOLLED PENALTIES-3 to Initiative BonusMay only use half of free thust foracceleration or deceleration

SPECIAL NOTESNo weaponsMay not use Ramming Prow enhancementRam Attempt Penalty of -1 per 3 hexes

traveled during ram attempt+2 Ramming Bonus to Ram Attempt

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 12Stb/Port Defense: 12Engine Efficiency: N/AExtra Power: +0Initiative Bonus: +12

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 1810Point Value: 540Ramming Value: 80Jump Delay: N/A

Name:______________ Counter:____________

Orieni Skywatch Heavy Orbital Satellite [2]

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

WEAPON DATA

ICON RECOGNITIONThruster

Sensors

Reactor

ARMOR REFITSystem

Laser LanceGatling Railguns

1810

31

2003

41

2007

42

SENSOR REFITSensor Rating 5 5 6

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Laser Lance

Gatling Railgun

Class-SO/SMissile Rack

PRIMARY HITSStructureThrusterMissile RackLaser LanceGatling RailgunSensorsReactorHK Control System

1-8:9-10:11-13:14-15:16-17:

18:19:20:

FIGHTER RAILS6 H-K Fighters Per Osat

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

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

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

HK Control System

2003 RefitPoint Value: 550

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

Point Value: 600

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit(includes 2003 Refit)

5

2 41

7 8 9 10

3

6

4 4 3

4

4

5 55 5

N/A

4 1

1

10 10 10 10

5

2 41

7 8 9 10

3

6

4 4 3

4

4

5 55 5

N/A

4 1

1

10 10 10 10

MISSILESRack #1

Rack #2

Rack #3

Rack #4

MISSILESRack #1

Rack #2

Rack #3

Rack #4

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 1780Point Value: 395Ramming Value: 50Jump Delay: N/A

Name:______________ Counter:____________

Orieni Steadfast Escort Corvette

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

1

5 6

2

FORWARD

PRIMARYAFT

PORT STARBOARD1 1

44

WEAPON DATA

4

2

3 3

22

3

10

4

1

1

3 3

ARMOR REFITSystem

Fwd Gatling RailgunsGauss CannonsCenter Retro ThrustLight LaserCenter Main ThrustLt/Rt Main Thrust

1780

111011

2004

122121

2007

232122

SENSOR REFITSensor Rating 5 6 6

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

Gauss CannonClass: MatterModes: StandardDamage: 1d10+10Range Penalty: -1 per hexFire Control: +2/+1/-3Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Gauss Cannon

Lt Laser Cannon

Gatling Railgun

FORWARD HITSRetro ThrustGauss CannonGatling RailgunStructurePRIMARY Hit

1-5:6-8:9-11:12-17:18-20:

AFT HITSMain ThrustLt Laser CannonGatling RailgunStructurePRIMARY Hit

1-6:7-8:

9-10:11-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 11/11

Light Laser CannonClass: LaserModes: RakingDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

3

2004 RefitPoint Value: 420

Point Value: 445

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

2007 Refit(includes 2004 Refit)

SPECIAL NOTESAgile ShipAtmospheric Capable

73 8 4

1 1

2 2

5 5

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 1874Point Value: 360Ramming Value: 50Jump Delay: N/A

Name:______________ Counter:____________

Orieni Storm Front Missile Corvette

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

1

2 3

FORWARD

PRIMARYAFT

PORT STARBOARD1

1 1

3 3

3

1

44

WEAPON DATA

4

2

3 3

22

3

10

4

1

1

3 3

ARMOR REFITSystem

Center Retro ThrustCenter Main ThrustGatling Railguns

1874

111

2007

222

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Gatling Railgun

FORWARD HITSRetro ThrustMissile RackStructurePRIMARY Hit

1-6:7-11:12-17:18-20:

AFT HITSMain ThrustGatling RailgunStructurePRIMARY Hit

1-7:8-9:

10-17:18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 11/11

SPECIAL NOTESAgile ShipAtmospheric Capable

4 5

2 2

5 5

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

0

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

Class-SO/SMissile Rack

Point Value: 390

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit

5

Steadfast Variant (Uncommon)

MISSILESRack #1

Rack #2

Rack #3

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

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COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 6Free Thrust: 12Offensive Bonus: +4Initiative Bonus: +20

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Light FighterIn Service: 1827Point Value: 30 eachRamming Value: 13Jinking Limit: 10 Levels

Orieni Templar InterceptorWEAPON DATA

Lt. Gatling GunNumber of Guns: 2 (Linked)Class: MatterDamage: 1d6Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

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

ARMOR

1

111

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust

SPECSClass: Medium ShipIn Service: 1780Point Value: 365Ramming Value: 45Jump Delay: N/A

Name:______________ Counter:____________

Orieni Vengeful Laser Frigate

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

1

2 3

FORWARD

PRIMARYAFT

PORT STARBOARD

1

0 0

1

44

WEAPON DATA

4

2

3 3

22

3

10

4

1

1

3 3

ARMOR REFITSystem

Gatling RailgunsLaser LanceCenter Retro ThrustCenter Main ThrustLt/Rt Main Thrust

1780

13111

2003

15221

2007

25222

SENSOR REFITSensor Rating 5 6 6

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

ICON RECOGNITIONThruster

C & C

Sensors

Engine

ReactorHangar

Lt Laser Cannon

Gatling Railgun

FORWARD HITSRetro ThrustLaser LanceLt Laser/Gatling RailgunStructurePRIMARY Hit

1-6:7-8:

9-10:11-17:18-20:

AFT HITSMain ThrustGatling RailgunStructurePRIMARY Hit

1-6:7-8:9-17:

18-20:

PRIMARY HITSPort/Stb ThrustSensorsEngineHangarReactorC & C

1-8:9-11:12-15:16-17:18-19:

20:

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 11/11

Light Laser CannonClass: LaserModes: RakingDamage: 2d10+7Range Penalty: -1 per hexFire Control: +2/+1/-2Intercept Rating: n/aRate of Fire: 1 per 2 turns

3SPECIAL NOTESAgile ShipAtmospheric Capable

4 5

2 2

5 5

Laser Lance

Laser LanceClass: LaserModes: R, PDamage: 3d10+6Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4

32

2 2

2003 RefitPoint Value: 3951. Replace Lt Laser Cannons 2 and 3

with Gatling Raiguns 2 and 3.

Replace all laser lances withheavy laser lances. Armor andfiring arcs remain unchanged.

Heavy Laser Lance

Point Value: 415

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

2007 Refit(includes 2003 Refit)

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

Heavy Laser LanceClass: LaserModes: R, PDamage: 4d10+10Range Penalty: -1 per 2 hexesFire Control: +3/+3/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

4

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COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 16Engine Efficiency: 4/1Extra Power: +4Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1704Point Value: 575Ramming Value: 260Jump Delay: 25 Turns

Name:______________ Counter:____________

Orieni Vigilant Combat Support Ship

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

4 5 6

7 9

8 10

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

64 4

WEAPON DATA

4

6

4

6

5

9

55

4

6

4

5

6

5

ARMOR REFITSystem

Fwd Gatling RailgunsPort/Stb Gatling RailgunsMain Thrust

1704

112

2007

223

FORWARD

3 3

3 34

11 121 1

1

Gatling RailgunClass: MatterModes: StandardDamage: 2d6Range Penalty: -2 per hexFire Control: +0/+2/+4Intercept Rating: -1Rate of Fire: 1 per turn

(Ballistic Only)

RAPID GATLING RAILGUNRate of Fire: 2 per turn

FORWARD HITSRetro ThrustMissile RackGatling RailgunForward StructurePRIMARY Hit

1-4:5-8:9-11:12-18:19-20:

AFT HITSMain ThrustGatling RailgunAft StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

SIDE HITSPort/Stb ThrustGatling RailgunCargoPort/Stb StructurePRIMARY Hit

1-4:5-6:7-11:

12-18:19-20:

PRIMARY HITSPrimary StructureMissile RackJump EngineSensorsEngineReload RackHangarHK Control SystemReactorC & C

1-7:8:

9-10:11-12:13-14:

15:16-17:

18:19:20:

6 Minesweeping ShuttlesOffense: +4Armor: 1

PRIMARY HANGAR6 Light Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 11/11

Thrust: 3Defense: 9/9

5 5

1 2

3

Class-SO Missile RackClass: BallisticMissiles: 12Range Penalty: NoneFire Control: +2/+2/+2Rate of Fire: 1 per 2 turns

0

6

3 33

All Gatling

Railguns

All Gatling

Railguns

3 3

3 3

B D

A C

2 2

2 2

MISSILESRack #1

Rack #2

Rack #3

Reload Rack

SPECIAL NOTESRestricted Deployment (10%)Minesweeping Bonus: +4May replace minesweeping shuttleswith a flight of H-K's for 30Combat Points (plus cost of HK's)

Carries 4 cargo pods (2 per side)

5 1

1

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

0

5 6ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Cargo

Reload Rack

Hangar

Gatling Railgun

Class-SO/SMissile Rack

HK Control System

Jump Engine

Point Value: 640

Replace all gatling railguns withrapid gatling railguns. Armorand firing arcs remain unchanged.

Rapid Gatling Railgun

Class-S Missile RackReplace all class-so racks withclass-s missile racks. Armor andfiring arcs remain unchanged.

2007 Refit

Version 2: 2E/WCR

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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2 3 4 6 7 8 10 11 12 14 15 16

COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1860Point Value: 430Ramming Value: 230Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Astur Assault Ship

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

2

4 5

6

7

3

1

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

2 2

2

2

3 3

3

4

4

4

5

5

5

5

5 5

5

5

5

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Cargo

Hvy Plasma Cannon

Particle Projector

Light Particle Beam

Hangar

4 4

4

4 4

4

48

2

6 6

2

3

3

ARMOR REFITSystem

Retro ThrustPort/Stb ThrustAft StructureMain Thrust

1860

3333

1985

4433

2005

4444

SENSOR REFITSensor Rating 5 5 6

6

8

7

9

3

3

3

3

1985 RefitPoint Value: 4401. Replace Particle Projector 6 with

Lt Particle Beams 6 and 72. Replace Particle Projector 7 with

Lt Particle Beams 8 and 9

4 53 3

2005 Refit(includes 1985 Refit)

Point Value: 4551. Replace Particle Projectors 4 and

5 with Lt Particle Beams 4 and 5

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD HITSRetro ThrustParticle WeaponHvy Plasma CannonForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustParticle WeaponAft StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

SIDE HITSPort/Stb ThrustParticle WeaponHvy Plasma CannonPort/Stb HangarPort/Stb StructurePRIMARY Hit

1-4:5-6:7-8:

9-12:13-18:19-20:

PRIMARY HITSPrimary StructureCargoSensorsEngineJump EnginePrimary HangarReactorC & C

1-6:7-8:

9-10:11-13:14-15:16-17:18-19:

20:

SIDE HANGARS

HANGAR0 Fighters5 ShuttlesArmor: 0

0 Fighters12 Assault Shuttles

Thrust: 3Defense: 10/11

LAKRIT ASSAULTSHUTTLESCost: 20Thrust: 6Armor: 11 Plasma BlasterRate of Fire: 1 per turnRange Penalty: -2 per hexDamage 1d3+2 (-1 per hex)Firing Arc:

Defense: 9/9Offense: +1Initiative: +9

Version 2: 2E/WCR

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 122 3 4 6 7 8 10 11 12 14 15 16

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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SPECSClass: Hvy Combat VslIn Service: 1985Point Value: 430Ramming Value: 165Jump Delay: N/A

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +1Initiative Bonus: +7

Name:______________ Counter:____________

Centauri Balcirax Attack Destroyer

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

7

5 6

8

FORWARD

PRIMARYAFT

PORT STARBOARD

2 2

455

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

3 34

3 3

5

10

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

44 4

4

4

1

5 3

2 2

4

2

1 3

3

3 3

33

5 5

Tactical Laser

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

FORWARD HITSRetro ThrustHvy Plasma CannonTactical LaserLt Particle BeamForward StructurePRIMARY Hit

1-6:7-8:9:10:

11-18:19-20:

AFT HITSMain ThrustParticle ProjectorLt Particle BeamAft StructurePRIMARY Hit

1-6:7-8:

9-10:11-18:19-20:

PRIMARY HITSPrimary StructurePort/Stb ThrustSensorsEngineHangarReactorC & C

1-9:10-12:13-14:15-16:

17:18-19:

20:

Balciron Variant (Uncommon)

Hvy Plasma Cannon

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

3 4

2 2

7

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

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1 2 2 3 4 4 5 6 6 7 8 8

SPECSClass: Hvy Combat VslIn Service: 1850Point Value: 400Ramming Value: 165Jump Delay: N/A

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +7

Name:______________ Counter:____________

Centauri Balciron Destroyer

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

2

6

4 5

7

3

FORWARD

PRIMARYAFT

PORT STARBOARD

2 2

455

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

3 34

3 3

5

10

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

4

1

5 3

ARMOR REFITSystem

Retro ThrustPort/Stb ThrustAft StructureCenter Main ThrustLt/Rt Main Thrust

1850

33332

1985

34433

2005

44443

SENSOR REFITSensor Rating 6 7 7

6

2 2

2005 Refit(includes 1985 Refit)

Point Value: 4501. Replace Particle Projectors 6 and

7 with Lt Particle Beams 6 and 7

8

4

9

5

2

2

2

2

1985 RefitPoint Value: 4251. Replace Particle Projector 8 with

Lt Particle Beams 8 and 92. Replace Lt Plasma Cannons 4 and

5 with Lt Particle Beams 4 and 5

2 2

3 34

8

1

2

3

5 5

Med Plasma Cannon

Lt Plasma Cannon

Tactical Laser

7

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Med. Plasma Cannon3

Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

2

Light Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

2d10+2 (-1 per 2 hexes)

FORWARD HITSRetro ThrustMed Plasma CannonTactical LaserParticle WeaponForward StructurePRIMARY Hit

1-6:7-8:9:10:

11-18:19-20:

AFT HITSMain ThrustParticle WeaponLt Plasma\Lt ParticleAft StructurePRIMARY Hit

1-6:7-8:

9-10:11-18:19-20:

PRIMARY HITSPrimary StructurePort/Stb ThrustSensorsEngineHangarReactorC & C

1-9:10-12:13-14:15-16:

17:18-19:

20:

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hvy Plasma Cannon

Particle Projector

Light Particle Beam

Hangar

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

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1850Point Value: 580Ramming Value: 220Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Celerian Warcruiser

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

1

3

4

8 9

5

2

PRIMARYAFT

PO

RT

STA

RBO

ARD

56 6

WEAPON DATA

3 33

4 4

5

9 4

2

3

5 4

ARMOR REFITSystem

Forward StructureRetro ThrustCenter Main ThrustPort/Strb Main ThrustJump Engine

1850

43224

1975

53324

2007

54335

SENSOR REFITSensor Rating 7 8 8

9 112 2

8 10

2 2

1975 RefitPoint Value: 6151. Replace Particle Projector 8 with

Lt Particle Beams 8 and 92. Replace Particle Projector 9 with

Lt Particle Beams 10 and 11

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD

2 2

2 2

3 3

5

4

4 4

4

5

4

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

4

6

1

4 5

3

2

7

2 2

2007 Refit(includes 1975 Refit)

Point Value: 6501. Replace Particle Projectors 6 and

7 with Lt Particle Beams 6 and 72. Replace Imperial Lasers 1 and 2

with Hvy Plasma Cannons 1 and 23. Replace Tactical Lasers 3, 4 and 5

with Assault Lasers 3, 4 and 5.

3

3

3

3

3

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Imperial Laser

Tactical Laser

Assault Laser

FORWARD HITSRetro ThrustTactical/Assault LaserImp. Laser/Hvy PlasmaForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustJump EngineAft StructurePRIMARY Hit

1-7:8-12:13-18:19-20:

SIDE HITSPort/Stb ThrustTactical/Assault LaserParticle WeaponPort/Stb StructurePRIMARY Hit

1-4:5-6:7-10:

11-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-13:14-16:

17:18-19:

20:

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

3

3 3

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

6 7

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COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 19Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 5 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1966Point Value: 750Ramming Value: 300Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Centaurum Battleship

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

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

6

6

6

5

5 5

WEAPON DATA

2 2

4 4

3 3

6

10

5

6

6 4

4

ARMOR REFITSystem

Aft StructurePort/Stb Main ThrustJump Engine

1966

435

2005

546

2005 RefitPoint Value: 8501. Replace Imperial Lasers 1, 2, 3, 4, 5 and

6 with Assault Lasers 1, 2 3, 4, 5 and 62. Replace Tactical Lasers 9 and 10 with

Assault Lasers 9 and 103. Replace Particle Projectors 11, 12, 13

and 14 with with Lt Particle Beams 11,12, 13 and 14

11

12 13

14

3 3

3

3

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

1

1

5

2

6

3

9

4

10

7 8

3

15 18

16 19

17

12

20

13

9

5

14

10

6

4

211

3 3

3 3

3

3 3

3

3

3

3 3

3

3

3

3

4

4

4

44

4

6

4

6

FORWARD HITSRetro ThrustImperial/Assault LaserParticle WeaponHvy Plasma CannonForward StructurePRIMARY Hit

1-5:6-8:9:

10-11:12-18:19-20:

AFT HITSMain ThrustJump EngineImperial/Assault LaserTactical/Assault LaserParticle WeaponAft StructurePRIMARY Hit

1-5:6-8:9-11:12-13:

14:15-18:19-20:

SIDE HITSPort/Stb ThrustImperial/Assault LaserParticle WeaponPort/Stb StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-9:10-12:13-15:16-17:18-19:

20:

HANGAR12 Fighters4 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

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

4

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hvy Plasma Cannon

Particle Projector

Light Particle Beam

Hangar

Tactical Laser

Assault Laser

Imperial Laser

All LPB'S All LPB'S

All Assault Lasers

8

SPECIAL NOTESLimited Deployment (33%)

Version 2: 2E/WCR

2 3 4 6 7 8 10 11 12 14 15 16Turn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 12

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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

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COMBAT STATSFwd/Aft Defense: 20Stb/Port Defense: 20Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 2003Point Value: 850Ramming Value: 440Jump Delay: N/A

Name:______________ Counter:____________

Centauri Daverous Civilian Base

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

1

4

2 2

7 9

8 10

13 14

5

11

6

12

FORWARD

AFT

PRIMARY

PORT STBD

4

4 4

4

4

WEAPON DATA

ICON RECOGNITION

C & C

Sensors

Reactor

Cargo

Light Particle Beam

Hangar

6

3

A

3 3

B C

3

D

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Tactical Laser

SECTION HITSLt Particle BeamTactical LaserCargoReactorSection StructurePRIMARY Hit

1-3:4-5:6-9:10:

11-18:19-20:

PRIMARY HITSPrimary StructureLt Particle BeamSensorsHangarReactorC & C

1-11:12:

13-14:15-16:17-18:19-20:

HANGAR12 Fighters4 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

10 10 10 10 10

10 10 10 10 10

10 10 10

10 10

10 10 10

10 10

10 10 10 10 10

3

6

3

6

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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SPECSClass: Hvy Combat VslIn Service: 1857Point Value: 410Ramming Value: 160Jump Delay: N/A

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +6

Name:______________ Counter:____________

Centauri Falenna Garrison Ship

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

6 7

1

4 5

FORWARD

PRIMARYAFT

PORT STARBOARD

2 2

455

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

3 34

3 3

5

10

HANGAR6 Fighters6 Assault Shuttles2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

4

6

5 3

ARMOR REFITSystem

Port/Stb ThrustAft StructureLt/Rt Main Thrust

1857

332

1975

443

86 97

2 2 2 2

1975 RefitPoint Value: 4251. Replace Particle Projector 6 with

Lt Particle Beams 6 and 72. Replace Particle Projector 7 with

Lt Particle Beams 8 and 9

3

3

3

3

4

3

2

2 2

2

3

4 4

Med Plasma Cannon

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Med. Plasma Cannon3

Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD HITSRetro ThrustMed Plasma CannonForward HangarParticle WeaponForward StructurePRIMARY Hit

1-5:6-7:8-9:

10-12:13-18:19-20:

AFT HITSMain ThrustParticle ProjectorAft StructurePRIMARY Hit

1-6:7-10:

11-18:19-20:

PRIMARY HITSPrimary StructurePort/Stb ThrustSensorsEngineReactorC & C

1-11:12-13:14-15:16-17:18-19:

20:

6

LAKRIT ASSAULTSHUTTLESCost: 20Thrust: 6Armor: 11 Plasma BlasterRate of Fire: 1 per turnRange Penalty: -2 per hexDamage 1d3+2 (-1 per hex)Firing Arc:

Defense: 9/9Offense: +1Initiative: +9

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

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COMBAT STATSFwd/Aft Defense: 7Stb/Port Defense: 7Free Thrust: 12Offensive Bonus: +4Initiative Bonus: +20

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Light FighterIn Service: 1995Point Value: 28 eachRamming Value: 11Jinking Limit: 10 Levels

Centauri Glaive Light FighterWEAPON DATA

Plasma BlasterNumber of Guns: 2 (Linked)Class: PlasmaDamage: 1d3+2 (-1 per hex)Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

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

ARMOR

1

111

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/WCR

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SPECSClass: Medium ShipIn Service: 2006Point Value: 275Ramming Value: 40Jump Delay: N/A

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2 ThrustRoll Cost: 2 Thrust

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

Name:______________ Counter:____________

Centauri Jenas Attack Frigate

2

4

3

1

FORWARD

PRIMARYAFT

PORT STARBOARD

4 44

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Light Particle Beam

Hangar

3

8

HANGAR0 Fighters1 ShuttleArmor: 0

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

SPECIAL NOTESAgile ShipAtmospheric Capable Thrust: 3

Defense: 10/11

1

3

4

2

4

1

4

1

2

2 3

2

114 4

Med Plasma Cannon

Med. Plasma Cannon3

Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1FORWARD HITSRetro ThrustMed Plasma CannonLt Particle BeamStructurePRIMARY Hit

1-6:7-8:

9-10:11-17:18-20:

AFT HITSMain ThrustStructurePRIMARY Hit

1-7:8-17:

18-20:

PRIMARY HITSPort/Stb ThrustLt Particle BeamSensorsEngineHangarReactorC & C

1-8:9:

10-12:13-15:16-17:18-19:

20:

4 2

5

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Lt Particle Beam

Hangar

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +4Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1973Point Value: 575Ramming Value: 220Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Kasta Support Carrier

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

3

1

5 7

6 8

2

4

PRIMARYAFT

PO

RT

STA

RBO

ARD

56 6

WEAPON DATA

3 33

4 4

5

9 4

2

3

5 4

ARMOR REFITSystem

Forward StructureCenter Main Thrust

1973

42

2007

53

SENSOR REFITSensor Rating 7 8

9 10

2 2

2007 RefitPoint Value: 600Variant: Uncommon1. Replace Imperial Lasers 1 and 2

With Assault Lasers 1 and 22. Add Lt Particle Beam 9 to Port3. Add Lt Particle Beam 10 to Stb.

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD

2 2

2

2 2

2

2 2

5

4

4 4

4

5

4

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

4

1 2

3 3

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Imperial Laser

Assault Laser

FORWARD HITSRetro ThrustLt Particle BeamForward HangarForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustJump EngineAft StructurePRIMARY Hit

1-7:8-12:13-18:19-20:

SIDE HITSPort/Stb ThrustImperial/Assault LaserLt Particle BeamPort/Stb StructurePRIMARY Hit

1-5:6-8:9-10:11-18:19-20:

PRIMARY HITSPrimary StructureSensorsEnginePrimary HangarReactorC & C

1-10:11-13:14-16:

17:18-19:

20:

PRIMARY HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

FORWARD HANGAR12 Fighters0 Shuttles

3

3 3

3

4

6

Celerian Variant (Rare/Uncommon)

4

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

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SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

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COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 16Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Capital ShipIn Service: 1912Point Value: 500Ramming Value: 240Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Kendari Fleet Scout

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

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

4

6

64 4

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Light Particle Beam

Hangar

5 5

3 3

5

85

4

6

3

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

4

6

1

3

2

5

7

2

1

1

1

2

2 2

4

3

4

3

Sentinel Point Defense

FORWARD HITSRetro ThrustSentinel Point DefenseParticle WeaponForward StructurePRIMARY Hit

1-6:7-8:

9-10:11-18:19-20:

AFT HITSMain ThrustSentinel Point DefenseJump EngineAft StructurePRIMARY Hit

1-6:7:

8-12:13-18:19-20:

SIDE HITSPort/Stb ThrustParticle WeaponPort/Stb StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-13:14-15:16-17:18-19:

20:

HANGAR6 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

Sentinel Point DefenseIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Not Available

1

5 7

SPECIAL NOTESLimited Deployment (33%)ELINT Ship

Particle Projector

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

1966 RefitPoint Value: 5401. Replace Particle Projectors 4 and 5 with

Lt Particle Beams 4 and 52. Replace Particle Projectors 6 with

Lt Particle Beams 6 and 73. Replace Particle Projectors 7 with

Lt Particle Beams 8 and 9

6 8

5

7

4

9

2 2

2

2

2

2

ARMOR REFITSystem

Retro ThrustPort/Stb ThrustAft StructureJump Engine

1912

3334

1966

4445

SENSOR REFITSensor Rating 9 10

Version 2: 2E/WCR

1 2 3 4 5 6 7 8 9 10 11 12

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 13Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +6

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 1970Point Value: 340Ramming Value: 160Jump Delay: N/A

Name:______________ Counter:____________

Centauri Leevan Mine Sweeper

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

3

4

5

FORWARD

PRIMARYAFT

PORT STARBOARD

2 22

2 2

56

5

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Particle Projector

Light Particle Beam

Hangar2

3

2

3

2

3

4

4

5 5

4 4

4

3 3

5

9

5

4

2

5 4

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1FORWARD HITS

PRIMARY HITS

AFT HITS

Retro ThrustParticle ProjectorLt Particle BeamForward StructurePRIMARY Hit

1-5:6-8:9-10:11-18:19-20:

Main ThrustLt Particle BeamAft StructurePRIMARY Hit

1-7:8-9:

10-18:19-20:

Primary StructurePort/Stb ThrustSensorsEngineHangarReactorC & C

1-9:10-12:13-14:15-16:

17:18-19:

20:

Navask Variant (Uncommon)

1

2

6

2

7

2

HANGAR0 Fighters2 ShuttlesArmor: 0

3 Minesweeping ShuttlesOffense: +4Armor: 2

Thrust: 3Defense: 10/11

Thrust: 3Defense: 10/11

SPECIAL NOTESMinesweeper Bonus: +3

6

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

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COMBAT STATSFwd/Aft Defense: 10Stb/Port Defense: 10Engine Efficiency: N/AExtra Power: +0Initiative Bonus: +12

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: OSATIn Service: 1966Point Value: 175/125 (A/B)Ramming Value: 30Jump Delay: N/A

Name:______________ Counter:____________

Centauri Legion Orbital Satellites [4]

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

1 1

3

2

3

2

4

3

4

3

2 2

1 1

4

4

4

4

WEAPON DATA

ICON RECOGNITIONThruster

Sensors

Reactor

Light Particle Beam

N/A

N/A

N/A

N/A

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

3

3

3 3

3

3

3

3

PRIMARY HITSPrimary StructureThrusterImperial/Tactical LaserLt Particle BeamSensorsReactor

1-9:10-11:12-14:15-16:17-18:19-20:

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

3 3

4

2 2

2 2

2 2

2 2

4

4

4

4

3

6

4 3

6

4 3

6

4 3

6

LEGION-A

LEGION-B

LEGION-A

LEGION-B

Tactical Laser

Imperial Laser

Version 2: 2E/WCR

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Hvy Plasma Cannon

Particle Projector

Light Particle Beam

Hangar

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

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1857Point Value: 580Ramming Value: 220Jump Delay: N/A

Name:______________ Counter:____________

Centauri Nalor Armored Cruiser

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

1

3

4

6 7

8 9

5

2

PRIMARYAFT

PO

RT

STA

RBO

ARD

56 6

WEAPON DATA

3 33

4 4

5

5

9 4

4 4

2

5 4

ARMOR REFITSystem

Retro ThrustMain Thrust

1857

43

1975

54

SENSOR REFITSensor Rating 7 8

9 112 2

8 10

2 2

1975 RefitPoint Value: 6001. Replace Particle Projector 8 with

Lt Particle Beams 8 and 92. Replace Particle Projector 9 with

Lt Particle Beams 10 and 11

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD

2 2

2 2

5

4

5 5

5

5

4

FORWARD HITSRetro ThrustMed Plasma CannonHvy Plasma CannonForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustAft StructurePRIMARY Hit

1-7:8-18:19-20:

SIDE HITSPort/Stb ThrustMed Plasma CannonParticle WeaponPort/Stb StructurePRIMARY Hit

1-4:5-6:7-10:

11-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-13:14-16:

17:18-19:

20:

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

3

3 3

Celerian Variant (Uncommon)

Med. Plasma Cannon3

Class: PlasmaModes: StandardDamage:Range Penalty: -1 per hexFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

3d10+4 (-1 per 2 hexes)

Med Plasma Cannon

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

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COMBAT STATSFwd/Aft Defense: 13Stb/Port Defense: 13Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +6

MANEUVERINGTurn Cost: 2/3 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

SPECSClass: Hvy Combat VslIn Service: 1966Point Value: 380Ramming Value: 160Jump Delay: N/A

Name:______________ Counter:____________

Centauri Navask Escort Destroyer

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

4

5

6

FORWARD

PRIMARYAFT

PORT STARBOARD

1 11

2

2 2

56

4

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

33 3

4

5 5

4 4

3 3

5

9

5

4

2

5 3

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1FORWARD HITSRetro ThrustSentinel Point DefenseLt Particle BeamParticle WeaponForward StructurePRIMARY Hit

1-4:5-7:8:

9-12:13-18:19-20:

AFT HITSMain ThrustLt Particle BeamAft StructurePRIMARY Hit

1-7:8-9:

10-18:19-20:

PRIMARY HITSPrimary StructurePort/Stb ThrustSensorsEngineHangarReactorC & C

1-9:10-12:13-14:15-16:

17:18-19:

20:

1

7 8

2

2

2

3

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

Sentinel Point Defense

Sentinel Point DefenseIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Not Available

1

97 108

2 2 2 2

2002 RefitPoint Value: 4001. Replace Particle Projector 7 with

Lt Particle Beams 7 and 82. Replace Particle Projector 8 with

Lt Particle Beams 9 and 10

ARMOR REFITSystem

Retro ThrustMain Thrust

1966

32

2002

43

SENSOR REFITSensor Rating 6 7

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 2 3 4 4 5 6 6 7 8 8

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

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1840Point Value: 665Ramming Value: 220Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Optine Battlecruiser

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

WEAPON DATA

ARMOR REFITSystem

Retro ThrustCenter Main ThrustPort/Stb Main ThrustJump Engine

1840

3324

1966

4434

2005

4445

SENSOR REFITSensor Rating 7 8 8

12 15

13 16

14 17

3 3

1966 RefitPoint Value: 7001. Replace Particle Projectors 12 and 13

with Lt Particle Beams 12, 13 and 142. Replace Particle Projectors 14 and 15

with Lt Particle Beams 15, 16 and 17

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD HITSRetro ThrustImperial/Assault LaserParticle WeaponTactical/Assault LaserForward StructurePRIMARY Hit

1-5:6-8:9:

10-11:12-18:19-20:

AFT HITSMain ThrustJump EngineTactical/Assault LaserParticle WeaponAft StructurePRIMARY Hit

1-5:6-8:9-10:11-12:13-18:19-20:

SIDE HITSPort/Stb ThrustImperial/Assault LaserParticle WeaponPort/Stb StructurePRIMARY Hit

1-4:5-6:7-9:

10-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-13:14-16:

17:18-19:

20:

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

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

4

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

6

4 4

3 3

5

10

6

4

2

6 4

3

9

12 14

13 15

10 11

3

3 3

3 3

3 3

5

4

5

4

5

4

4 4

1

3 4

5

7 8

6

23

3 3

3

3 3

3

3

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

Tactical Laser

Assault Laser

Imperial Laser

2005 Refit(includes 1966 Refit)

10

9

11

3 3

3

Point Value: 7501. Replace Imperial Lasers 1, 2, 3 and 4

with Assault Lasers 1, 2, 3, and 42. Replace Tactical Lasers 5, 6, 7 and 8

with Assault Lasers 5, 6, 7 and 83. Replace Particle Projectors 9, 10 and 11

with Lt Particle Beams 9, 10 and 11

1

5

2

6

3

7

4

8

3

All AssaultLasers

6

4

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

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

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1971Point Value: 315Ramming Value: 250Jump Delay: N/A

Name:______________ Counter:____________

Centauri Orto Troop Transport

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

1

3 4

5

2

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

2

2 2

2

3

3

3 3

3 3

3

4

4

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Cargo

Particle Projector

Light Particle Beam

Hangar

4

4 4

2

2

2

2

2

2

2

2

2

3

2

3

2 2

2 2

2 2

4

8

4

4

6

2 2

2 2

A C

B D

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1FORWARD HITSRetro ThrustLt Particle BeamForward HangarForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustLt Particle BeamAft StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

SIDE HITSPort/Stb ThrustParticle ProjectorCargoPort/Stb StructurePRIMARY Hit

1-4:5-6:7-12:

13-18:19-20:

PRIMARY HITSPrimary StructureSensorsEnginePrimary HangarReactorC & C

1-10:11-12:13-14:15-16:17-18:19-20:

FORWARD HANGAR0 Fighters18 Cargo ShuttlesNo WeaponsArmor: 0

PRIMARY HANGAR0 Fighters12 Assault Shuttles

Thrust: 4Defense: 13/13

6

4 3

5

LAKRIT ASSAULTSHUTTLESCost: 20Thrust: 6Armor: 11 Plasma BlasterRate of Fire: 1 per turnRange Penalty: -2 per hexDamage 1d3+2 (-1 per hex)Firing Arc:

Defense: 9/9Offense: +1Initiative: +9

Version 2: 2E/WCR

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 8Free Thrust: 9Offensive Bonus: +3Initiative Bonus: +16

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Heavy FighterIn Service: 1882Point Value: 22 eachRamming Value: 15Jinking Limit: 6 Levels

Centauri Phalan Assault FighterWEAPON DATA

Plasma BlasterNumber of Guns: 2 (Linked)Class: PlasmaDamage: 1d3+2 (-1 per hex)Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Plasma GunNumber of Guns: 1Class: PlasmaDamage: 1d3+6 (-1 per hex)Range Penalty: -3 per 2 hexesFire Control: +4/+4/-6Rate of Fire: Once per 2 turns

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

SPECIAL NOTESCannot fire the plasmagun in the same turnas the plasma blasters.

ARMOR

2

111

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 9Stb/Port Defense: 8Free Thrust: 9Offensive Bonus: +3Initiative Bonus: +16

MANEUVERINGTurn Cost: 1/3 SpeedTurn Delay: 0Accel/Decel Cost: 1 ThrustPivot Cost: 1 ThrustRoll Cost: 1 Thrust

SPECSClass: Heavy FighterIn Service: 1870Point Value: 25 eachRamming Value: 15Jinking Limit: 6 Levels

Centauri Phalan M Missile Fighter-WEAPON DATA

Plasma BlasterNumber of Guns: 2 (Linked)Class: PlasmaDamage: 1d3+2 (-1 per hex)Range Penalty: -2 per hexFire Control: n/aRate of Fire: Once per turn

Basic Fighter MissileCost: 8 Combat PointsClass: BallisticDamage: 10Max Range: 10 hexesFire Control: n/aIntercept Rating: n/a

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

ARMOR

2

Flig

ht #

1

Flig

ht #

2

Flig

ht #

3

Flig

ht #

4

Flig

ht #

5

Flig

ht #

6

Flig

ht #

7

Flig

ht #

8

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #1 Ftr #1

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #2 Ftr #2

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #4 Ftr #4

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #3 Ftr #3

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #5 Ftr #5

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Ftr #6 Ftr #6

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Dropped OutFtr Destroyed

Initative Initative

Initative Initative

Initative Initative

Initative Initative

Speed Speed

Speed Speed

Speed Speed

Speed Speed

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Thrust Used Thrust Used

Jinking Jinking

Jinking Jinking

Jinking Jinking

Jinking Jinking

Notes Notes

Notes Notes

Notes Notes

Notes Notes

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SPECIAL NOTESCan carry 4 missilesLaunch Rate 1 per turnNavigator available

111

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COMBAT STATSFwd/Aft Defense: 17Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +0

MANEUVERINGTurn Cost: 4/3 SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 3+3 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 1875Point Value: 485Ramming Value: 290Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Sakar Carrier

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

WEAPON DATA

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1FORWARD HITSRetro ThrustParticle WeaponForward HangarForward StructurePRIMARY Hit

1-5:6-8:9-12:13-18:19-20:

AFT HITSMain ThrustJump EngineParticle WeaponAft StructurePRIMARY Hit

1-6:7-9:

10-11:12-18:19-20:

SIDE HITSPort/Stb ThrustParticle WeaponPort/Stb HangarPort/Stb StructurePRIMARY Hit

1-6:7-8:

9-12:13-18:19-20:

PRIMARY HITSPrimary StructureSensorsEnginePrimary HangarReactorC & C

1-11:12-14:15-16:

17:18-19:

20:

OTHER HANGARS

HANGAR0 Fighters4 ShuttlesArmor: 0

12 Fighters0 Shuttles

Thrust: 3Defense: 10/11

1

5

3

2

6

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

5

5

5

4

4

4

4

4

4

5

4

4

4

4

5

10

5

2

32

2 2

2

2

2

2

2

2

2 2

2

4

4

4

4

5

2

5 4

SPECIAL NOTESLimited Deployment (33%)

6

6 6

6

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Light Particle Beam

Hangar

Particle Projector

ARMOR REFITSystem

Aft StructureMain ThrustJump Engine

1875

324

1980

435

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

9 8

1980 RefitPoint Value: 5001. Replace Particle Projectors 1 and 2 with

Lt Particle Beams 1, 2, 3 and 42. Replace Particle Projectors 3 and 4 with

Lt Particle Beams 5 and 63. Replace Particle Projectors 5 and 6 with

Lt Particle Beams 7, 8 and 9

1

5 6

32 4

7

2

2

2 2 2

2

2 2 2

7

Version 2: 2E/WCR

2 3 4 6 7 8 10 11 12 14 15 16Turn CostTurn Delay

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

Speed 1 2 3 4 5 6 7 8 9 10 11 122 3 4 6 7 8 10 11 12 14 15 16

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SPECSClass: Hvy Combat VslIn Service: 1970Point Value: 425Ramming Value: 150Jump Delay: 25 Turns

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 2+2 Thrust

COMBAT STATSFwd/Aft Defense: 14Stb/Port Defense: 15Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +6

Name:______________ Counter:____________

Centauri Strela Light Jump Ship

4 5

FORWARD

PRIMARYAFT

PORT STARBOARD

2 2

6

WEAPON DATA

3 3

55

8

HANGAR6 Fighters1 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

4

5

6

5 3

ARMOR REFITSystem

Retro ThrustMain ThrustReactor

1970

335

2003

345

2008

446

SENSOR REFITSensor Rating 6 6 7

4

1

3

2

3

3 3

3

3

6

2

7

2

4 4

4 4

6

8

2

2

2

2

Point Value: 4401. Replace Particle Projectors 6 with

Lt Particle Beams 6 and 72. Replace Particle Projectors 7 with

Lt Particle Beams 8 and 9

2003 Refit

7

9

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

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

FORWARD HITSRetro ThrustTactical/Assault LaserParticle WeaponForward StructurePRIMARY Hit

1-4:5-7:8-9:

10-18:19-20:

AFT HITSMain ThrustTactical/Assault LaserParticle WeaponJump EngineAft StructurePRIMARY Hit

1-4:5-6:7-8:9:

10-18:19-20:

PRIMARY HITSPrimary StructurePort/Stb ThrustSensorsEngineHangarReactorC & C

1-6:7-9:

10-12:13-15:16-17:18-19:

20:

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

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

4

2008 Refit(includes 2003 Refit)

Point Value: 4701. Replace Tactical Lasers 1, 2, and 3

with Assault Lasers 1, 2 and 32. Replace Particle Projectors 4 and 5

with Lt Particle Beams 4 and 5

4 53 3

1 2

34 4

3

33

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

Tactical Laser

Assault Laser

Jump Engine

SPECIAL NOTESLimited Deployment (33%)

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

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SPECSClass: Hvy Combat VslIn Service: 1820Point Value: 300Ramming Value: 130Jump Delay: N/A

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 2+2 ThrustRoll Cost: 2+2 Thrust

COMBAT STATSFwd/Aft Defense: 11Stb/Port Defense: 13Engine Efficiency: 3/1Extra Deficit: -2Initiative Bonus: +6

Name:______________ Counter:____________

Centauri Tacit Police Cruiser

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

4 5

FORWARD

PRIMARYAFT

PORT STARBOARD

2 2

555

WEAPON DATA

4 4 4

2 2

4

12

HANGAR0 Fighters3 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

4

3

4 3

4

1

2 3

2 2

3 3

4 4

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

FORWARD HITSRetro ThrustTactical LaserParticle WeaponForward StructurePRIMARY Hit

1-5:6-7:8-10:11-18:19-20:

AFT HITSMain ThrustParticle WeaponAft StructurePRIMARY Hit

1-6:7-9:

10-18:19-20:

PRIMARY HITSPrimary StructurePort/Stb ThrustSensorsEngineHangarReactorC & C

1-10:11-12:13-14:15-16:

17:18-19:

20:

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Light Particle Beam

Hangar

Tactical Laser

6

Particle Projector

ARMOR REFITSystem

Tactical LaserPort/Stb ThrustAft StructureMain Thrust

1820

2232

1990

3343

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

2

5

4

7

1990 RefitPoint Value: 3251. Replace Particle Projectors 2 and 3

with Lt Particle Beams 2, 3 and 42. Replace Particle Projectors 4 and 5

with Lt Particle Beams 5, 6 and 7

3

6

2All LPB's

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 6

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Hvy Plasma Cannon

Light Particle Beam

Hangar

COMBAT STATSFwd/Aft Defense: 15Stb/Port Defense: 17Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: +1

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 2/3 SpeedAccel/Decel Cost: 3 ThrustPivot Cost: 3+3 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1860Point Value: 600Ramming Value: 250Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Talvan Attack Cruiser

SENSOR DATADefensive EWTarget #1Target #2Target #3Target #4Target #5Target #6 16

8 9

7

4 5

2 3

PRIMARYAFT

PO

RT

STA

RBO

ARD

66 6

WEAPON DATA

5 5

5

10 5

1

3

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD

3

3

3 3

3

5

4

5

4

4 4

4

3

4

3

4

4

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

4

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Imperial Laser

Tactical Laser

Assault Laser

FORWARD HITSRetro ThrustImperial/Assault LaserParticle WeaponForward StructurePRIMARY Hit

1-3:4-5:6-9:

10-18:19-20:

AFT HITSMain ThrustJump EngineAft StructurePRIMARY Hit

1-7:8-12:13-18:19-20:

SIDE HITSPort/Stb ThrustHvy Plasma CannonTactical/Assault LaserPort/Stb StructurePRIMARY Hit

1-3:4-6:7-9:

10-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-12:13-15:16-17:18-19:

20:

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

3 3

3 3

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

6 4

Particle Projector

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

4 4

ARMOR REFITSystem

Foward Structure

1860

4

1990

5

2006

5

SENSOR REFITSensor Rating 7 8 8

Point Value: 6751. Replace Imperial Laser 1 with

Assault Laser 12. Replace Tactical Lasers 4 and 5

with Assault Lasers 4 and 5

4 5

1

3

4

3

2006 Refit(includes 1990 Refit)

8 10 119

3 33 3

6 73 3

1990 RefitPoint Value: 6251. Replace Particle Projectors 6 and 7

with Lt Particle Beams 6 and 72. Replace Particle Projector 8 with

Lt Particle Beams 8 and 93. Replace Particle Projector 9 with

Lt Particle Beams 10 and 11

1 2 2 3 4 4 5 6 6 7 8 8

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

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SPECSClass: Medium ShipIn Service: 2007Point Value: 225Ramming Value: 40Jump Delay: N/A

MANEUVERINGTurn Cost: 1/2 SpeedTurn Delay: 1/2 SpeedAccel/Decel Cost: 2 ThrustPivot Cost: 1+1 ThrustRoll Cost: 1+1 Thrust

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

Name:______________ Counter:____________

Centauri Tatros Escort Frigate

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

4

3

5

1 2

FORWARD

PRIMARYAFT

PORT STARBOARD

4 44

WEAPON DATA

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Light Particle Beam

Hangar

3

8

SPECIAL NOTESAtmospheric Capable

HANGAR0 Fighters1 ShuttleArmor: 0

Thrust: 3Defense: 10/11

1

1 1

4

2

4

1

4

1

2

2 3

2

114 4

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD HITSRetro ThrustLt Particle BeamSentinel Point DefenseStructurePRIMARY Hit

1-6:7-8:

9-10:11-17:18-20:

AFT HITSMain ThrustStructurePRIMARY Hit

1-7:8-17:

18-20:

PRIMARY HITSPort/Stb ThrustLt Particle BeamSensorsEngineHangarReactorC & C

1-8:9:

10-12:13-15:16-17:18-19:

20:

4 2

5

Jenas Variant (Common)

Sentinel Point Defense

Sentinel Point DefenseIntercept Rating: -3Rate of Fire: 1 per turnOFFENSIVE MODE:Not Available

1

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 1 2 2 3 3 4 4 5 5 6 61 1 2 2 3 3 4 4 5 5 6 6

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ICON RECOGNITIONThruster

C & C

Sensors

Engine

Reactor

Light Particle Beam

Mass Driver

Hangar

COMBAT STATSFwd/Aft Defense: 18Stb/Port Defense: 18Engine Efficiency: 3/1Extra Power: +0Initiative Bonus: -4

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 4/3 SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 4+4 Thrust

SPECSClass: Capital ShipIn Service: 2005Point Value: 700Ramming Value: 250Jump Delay: N/A

Name:______________ Counter:____________

Centauri Tavor Siege Vessel

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

3

5 6

7

4

1 2

PRIMARYAFT

PO

RT

STA

RBO

ARD

5 5

4

WEAPON DATA

5

8

5

4

1

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD

2

2

2

4 4

4 4

4 4

3

3

3

3

42

3

2

3

2

3

2

3

FORWARD HITSRetro ThrustMass DriverLt Particle BeamForward StructurePRIMARY Hit

1-5:6-9:

10-11:12-18:19-20:

AFT HITSMain ThrustLt Particle BeamAft StructurePRIMARY Hit

1-10:11:

12-18:19-20:

SIDE HITSPort/Stb ThrustMass DriverLt Particle BeamPort/Stb StructurePRIMARY Hit

1-4:5-8:9:

10-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-13:14-16:

17:18-19:

20:

HANGAR0 Fighters1 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

2 25 3

6

Mass DriverClass: MatterModes: StandardDamage: 8d10+60Range Penalty: -1 per 6 hexesFire Control: +2/--/--Intercept Rating: n/aRate of Fire: 1 per 4 turnsSpecial: Targets immobile,

enormous units, bases, orplanets only; launching shipmust be speed zero

9

2 2

Version 2: 2E/WCR

1 2 3 4 5 6 7 8 9 10 11 12SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 12

2 3 4 6 7 8 10 11 12 14 15 16

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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

MANEUVERINGTurn Cost: 1 x SpeedTurn Delay: 1 x SpeedAccel/Decel Cost: 4 ThrustPivot Cost: 4+4 ThrustRoll Cost: 3+3 Thrust

SPECSClass: Capital ShipIn Service: 1870Point Value: 675Ramming Value: 220Jump Delay: 20 Turns

Name:______________ Counter:____________

Centauri Valtor Strike Cruiser

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

WEAPON DATA

ARMOR REFITSystem

Retro ThrustCenter Main ThrustPort/Stb Main Thrust

1870

332

1966

443

SENSOR REFITSensor Rating 7 8

12 15

13 16

14 17

3 3

1966 RefitPoint Value: 7101. Replace Particle Projectors 12 and 13

with Lt Particle Beams 12, 13 and 142. Replace Particle Projectors 14 and 15

with Lt Particle Beams 15, 16 and 17

Particle Projector1

Class: ParticleModes: StandardDamage: 1d10+4Range Penalty: -1 per hexFire Control: +2/+2/+1Intercept Rating: -2Rate of Fire: 1 per 2 turns

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

FORWARD HITSRetro ThrustHvy Plasma CannonParticle ProjectorTactical LaserForward StructurePRIMARY Hit

1-5:6-8:9:

10-11:12-18:19-20:

AFT HITSMain ThrustJump EngineTactical LaserParticle ProjectorAft StructurePRIMARY Hit

1-5:6-8:9-10:11-12:13-18:19-20:

SIDE HITSPort/Stb ThrustHvy Plasma CannonParticle WeaponPort/Stb StructurePRIMARY Hit

1-4:5-6:7-9:

10-18:19-20:

PRIMARY HITSPrimary StructureSensorsEngineHangarReactorC & C

1-10:11-13:14-16:

17:18-19:

20:

HANGAR0 Fighters2 ShuttlesArmor: 0

Thrust: 3Defense: 10/11

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

FORWARD

PRIMARYAFT

PO

RT

STA

RBO

ARD

6

6

4 4

3 3

4

5

10

6

4

2

6 4

4 3

9

12 14

13 15

10 11

3

3 3

3 3

3 3

5

4

5

4

5

4

4 4

1

3 4

5

7 8

6

2

3

3 3

3

3 3

3

3

ICON RECOGNITIONThruster

C & C

Sensors

Engine

Jump Engine

Reactor

Particle Projector

Light Particle Beam

Hangar

Tactical Laser

Hvy Plasma Cannon

5

Heavy Plasma CannonClass: PlasmaModes: StandardDamage:Range Penalty: -2 per 3 hexesFire Control: +3/+1/-5Intercept Rating: n/aRate of Fire: 1 per 3 turns

4d10+8 (-1 per 2 hexes)

Optine Variant (Rare)Version 2: 2E/WCR

SpeedTurn CostTurn Delay

1 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 121 2 3 4 5 6 7 8 9 10 11 12

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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COMBAT STATSFwd/Aft Defense: 21Stb/Port Defense: 21Engine Efficiency: N/AExtra Power: +0Initiative Bonus: N/A

MANEUVERINGTurn Cost: N/ATurn Delay: N/AAccel/Decel Cost: N/APivot Cost: N/ARoll Cost: N/A

SPECSClass: Enormous BaseIn Service: 2001Point Value: 2000Ramming Value: 600Jump Delay: N/A

Name:______________ Counter:____________

Centauri Worthus Starbase

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

PRIMARY

PO

RT S

TRB

WEAPON DATA

ICON RECOGNITION

C & C

Sensors

Reactor

Cargo

Light Particle Beam

Hangar

1

6

6

6

6

3

3

A

D

3 3

B C

Lt Particle BeamClass: ParticleModes: StandardDamage: 1d10+4Range Penalty: -2 per hexFire Control: +3/+3/+3Intercept Rating: -2Rate of Fire: 1 per turn

1

Tactical Laser

SECTION HITSImperial LaserLt Particle BeamTactical LaserCargoReactorSection HangarSection StructurePRIMARY Hit

1-2:3-5:6-7:8-9:10:11:

12-18:19-20:

Note: This unit has only fourmain sections: Forward,Port, Starboard, and Aft.Angled systems are hits oneither adjacent section hitand fall off only if bothadjacent sections are lost.

PRIMARY HITSPrimary StructureImperial LaserTactical LaserSensorsPrimary HangarPrimary ReactorC & C

1-9:10-11:12-13:14-16:

17:18:

19-20:

SECTION HANGARS

PRIMARY HANGAR0 Fighters4 ShuttlesArmor: 0

6 Fighters0 Shuttles

Thrust: 3Defense: 10/11

Imperial LaserClass: LaserModes: RakingDamage: 4d10+8Range Penalty: -1 per 3 hexesFire Control: +3/+2/-5Intercept Rating: n/aRate of Fire: 1 per 4 turns

5

Tactical LaserClass: LaserModes: RakingDamage: 2d10+8Range Penalty: -1 per 2 hexesFire Control: +2/+1/-5Intercept Rating: n/aRate of Fire: 1 per 2 turns

4

Imperial Laser

10 10 10 10 10 10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10

10 10 10 10 10 10

FORWARD

FWD

PORT

AFTPORT

FWDSTRB

AFT

STRB

AFT

5

5

6

5

5

5

5

5 5

4

8

4

8

7

1

3

2

4

8 9

5 611 12

15 17

16 18

10

13

21

26

23

28

22

25

24

27

19

14

20

Version 2: 2E/WCR

TM & WARNER BROS.©PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE (S02)

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Astur

Celerian

Falenna

Kasta

Nalor

Optine

Strela

Talvan

Tavor

Legion-A

Astur

Celerian

Falenna

Kasta

Nalor

Optine

Strela

Talvan

Tavor

Legion-A

Astur

CelerianBalcirax Balcirax

Falenna

Kendari

Navask

Orto

Strela

Talvan

Tavor

Legion-A

Astur

Celerian

Falenna

Kendari

Navask

Orto

Strela

Talvan

Valtor

Legion-A

Balciron

Centaurum

Jenas

Kendari

Navask

Orto

Tacit

Tatros

Valtor

Legion-B

Balciron

Centaurum

Jenas

Leevan

Navask

Orto

Tacit

Tatros

Valtor

Legion-B

Balcirax

Jenas

Leevan

Optine

Sakar

Tacit

Tatros

Daverous

Legion-B

Balcirax

Jenas

Nalor

Optine

Sakar

Tacit

Tatros

Worthus

Legion-B

Cent

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4

Wars of the Centauri Republic Countersheet #1Permission Granted to photocopy for personal use only

TM & Warner Bros.C

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Prophet

Vigilant

Vigilant

Steadfast

Storm Front

Vengeful

Obedient

Commune

Penitent

Highguard-B

Prophet

Vigilant

Enlightenment

Steadfast

Storm Front

Vengeful

Obedient

Commune

Highguard-A

Highguard-B

Prophet

BenevolentBenevolent Benevolent

Enlightenment

Steadfast

Vengeful

Obedient

Devout

Commune

Highguard-A

Highguard-B

Prophet

Benevolent

Enlightenment

Steadfast

Vengeful

Obedient

Devout

Commune

Highguard-A

Highguard-B

Prophet

Vigilant

Enlightenment

Steadfast

Vengeful

Obedient

Devout

Commune

Highguard-A

Highguard-B

Paragon

Vigilant

Enlightenment

Steadfast

Vengeful

Obedient

Devout

Commune

Highguard-A

Skywatch

Paragon

Steadfast

Storm Front

Vengeful

Obedient

Devout

Commune

Highguard-A

Skywatch

Benevolent

Steadfast

Storm Front

Vengeful

Obedient

Devout

Commune

Highguard-B

Skywatch

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3

Wars of the Centauri Republic Countersheet #2Permission Granted to photocopy for personal use only

TM & Warner Bros.C

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Glaive

Phalan

Phalan

Phalan-M

Lakrit

Templar

Templar

Shining Light

Shining Star

Uplift

Glaive

Phalan

Phalan

Phalan-M

Lakrit

Templar

Templar

Shining Light

Shining Star

Uplift

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PhalanGlaive Glaive

Phalan

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Shining Light

Shining Light

Shining Star

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Shining Light

Shining Light

Shining Star

Uplift

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Lakrit

Templar

Shining Light

Shining Star

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Uplift

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Lakrit

Templar

Shining Light

Shining Star

Uplift

Uplift

Glaive

Phalan-M

Lakrit

Lakrit

Templar

Shining Light

Shining Star

Uplift

Uplift

Glaive

Phalan-M

Lakrit

Lakrit

Templar

Shining Light

Shining Star

Uplift

Uplift

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6

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8

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4

4

12

Wars of the Centauri Republic Countersheet #3Permission Granted to photocopy for personal use only

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THE MASSED FLEETS WAITED IN REGIMENTED FORMATIONS, WEAPONSHOT, FIGHTERS PREPARED GOT LAUNCH. BOTH SIDES WERE PREPAREDTO STRIKE AT A MOMENT’S NOTICE, AND BOTH KNEW TH WAR WOULDSTART MOMENTARILY.

THE CENTAURI FORCES PREPARED TO FIGHTER THEIR MOST POWERFUL FOE,GAINING REVENGE FOR ORIENI PROVOCATIONS.

THE ORIENI PLANNED TO DUEL THE EPITOME OF ALL THEY OPPOSED,SUBSTITUTING PLANNING AND VIOLENCE AGAINST SUPERIORCENTAURI SIZE.

WARS OF THE CENTAURI REPUBLIC COVERS THE CLIMACTIC CAMPAIGNAGAINST THE GREATEST EXTERNAL THREAT THE LION OF THE GALAXY EVERYFACED: THE IMPLACABLE ORIENI EMPIRE, WITH ITS POWERFUL MOTHERSHIPSAND SPEEDY CONSORTS.

THIS BOOK FOCUSES ON THE CORE OF THE ORIENIWAR. IT DETAILS THE MAIN CAMPAIGNS THE TWONATIONS FOUGHT DURING THE PERIOD 2001-2010WHILE PROVIDING HISTORICAL INFORMATIONABOUT THE ANCILLARY THEATERS.

THE PROGRESSION OF THE WAR IS SHOWN, A NEWMAP OF KNOWN SPACE IN 2000 IS PROVIDED, ANDRULES ARE INCLUDED TO REPRESENT THESITUATIONS PRESENTED. THESE INCLUDE RULESFOR THE ORENI HUNTER-KILLER RAMMINGFIGHTERS, AN UNPROFESSIONAL SQUADRONS TOREPRESENT THE EARY CENTUARI HOUSE FORCES.

44 SHIPS, FIGHTERS AND BASES ARE IN THISPRODUCT, MOST USING A NEW UPGRADE SYSTEMTO BE REPRESENTED ON THE SAME CONTROL SHEET.

THIS IS NOT A STAND ALONE PRODUCT AND REQUIRESBABYLON 5 WARS 2nd EDITION TO FULLY USE.

BW-172 ORIGINAL MSRP $19.95BABYLON 5, characters, names and all related indicia are trademarks of and © Warner Bros.(s02)