Name: _____________________ Mimbari/Vorlon Heavy Cruiser ID: Level Two Technology Hull: Mass 36 oooooo oooooo oooooo Thrust: 12/6/0 FTL Engine (Jump Capable) Level-Two Armour Firecon: oo B-Bat (F/P): o Wave Gun (F): o Level-1 Screen: o B-Bat (F/S): o Current Charge of Gun (Max 6): C-Bat (4-arc): o ----------------+----------------+----------------+ 1 |6 |11 | ----------------+----------------+----------------+ 2 |7 |12 | ----------------+----------------+----------------+ 3 |8 |13 | ----------------+----------------+----------------+ 4 |9 |14 | ----------------+----------------+----------------+ 5 |10 |15 | ----------------+----------------+----------------+ Rules Summary: B : 3d6, range 12", 2d6 range 24" (II) C : 2d6, range 12", uses firecon in anti-fighter/anti-missile mode In defence mode, requires 4,5,6 to hit fighter, 5,6 to hit missile Wave Gun: (Modified from MT rules) - Charge Capacitors; need 6 "stored" to fire In area mode, template is of form 2", 3", 4". In pinpoint mode, roll: >=4 in range band of 36-24, >=3 in range band of 12-24, >=2 in range band of 0-12. Screens reduce damage, at six points per level. Armour reduces damage at two points per level. Screens also create a penalty of plus one to hit in pinpoint mode. Damages in pinpoint mode: 4d6, 3d6, 2d6 total damage (short to long) Damages in area mode: 3d6, 2d6, 1d6. Roll for each ship hit. Screens: In addition to their usual role, screens reduce by their level damage from HBWs, and reduce by their level times six damage from the Mimbari Wave Gun. Dodge Roll (Special): Chance to evade an attack, need undamaged engines. If weapons fired, cannot evade. Short Range: 6, Med Range: 5, Long Range: 4 Name: _____________________ Mimbari/Vorlon Heavy Cruiser ID: Level Two Technology Hull: Mass 36 oooooo oooooo oooooo Thrust: 12/6/0 FTL Engine (Jump Capable) Level-Two Armour Firecon: oo B-Bat (F/P): o Wave Gun (F): o Level-1 Screen: o B-Bat (F/S): o Current Charge of Gun (Max 6): C-Bat (4-arc): o ----------------+----------------+----------------+ 1 |6 |11 | ----------------+----------------+----------------+ 2 |7 |12 | ----------------+----------------+----------------+ 3 |8 |13 | ----------------+----------------+----------------+ 4 |9 |14 | ----------------+----------------+----------------+ 5 |10 |15 | ----------------+----------------+----------------+ Rules Summary: B : 3d6, range 12", 2d6 range 24" (II) C : 2d6, range 12", uses firecon in anti-fighter/anti-missile mode In defence mode, requires 4,5,6 to hit fighter, 5,6 to hit missile Wave Gun: (Modified from MT rules) - Charge Capacitors; need 6 "stored" to fire In area mode, template is of form 2", 3", 4". In pinpoint mode, roll: >=4 in range band of 36-24, >=3 in range band of 12-24, >=2 in range band of 0-12. Screens reduce damage, at six points per level. Armour reduces damage at two points per level. Screens also create a penalty of plus one to hit in pinpoint mode. Damages in pinpoint mode: 4d6, 3d6, 2d6 total damage (short to long) Damages in area mode: 3d6, 2d6, 1d6. Roll for each ship hit. Screens: In addition to their usual role, screens reduce by their level damage from HBWs, and reduce by their level times six damage from the Mimbari Wave Gun. Dodge Roll (Special): Chance to evade an attack, need undamaged engines. If weapons fired, cannot evade. Short Range: 6, Med Range: 5, Long Range: 4