Name: ____________________ Mimbari War Cruiser (DN) ID: Level Two Technology Hull: Mass 90 ooooooooooo ooooooooooo ooooooooooo oooooooooooo Thrust: 4/2/0 FTL Engine (Jump Capable) Level-Two Armour Firecon: ooo A-Bat (F/P/S): oooo B-Bat(A/P/S): o Level-2 Screen: oo Wave Gun (F): o -> ADAF: o Current Charge of Wave Gun(Max 6): Fighters: Group One: OOOOOO (Fast,Heavy) Group Two: OOOOOO (Fast,Heavy) ----------------+----------------+----------------+----------------+ 1 |5 |9 |13 | ----------------+----------------+----------------+----------------+ 2 |6 |10 |14 | ----------------+----------------+----------------+----------------+ 3 |7 |11 |15 | ----------------+----------------+----------------+----------------+ 4 |8 |12 |16 | ----------------+----------------+----------------+----------------+ Rules Summary: A-Bat : 4d6, range 12", 3d6 range 24", 2d6 range 36" (II) B-Bat : 3d6, range 12", 2d6 range 24" (II) ADAF : Area Point Defence. Range 6", either group or ship being defended. Roll 2d6 (II) Wave Gun: (Modified from MT Rules) - Charge Capcitors; need 6 "stored" to fire In Area Mode, template is of the form: 2", 3", 4". In pinpoint mode, roll: >=4 in range band of 36-24, roll >=3 in range band of 12-24, roll >=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 add a plus one to hit in pinpoint mode. Damages in pinpoint mode: 4d6, 3d6, 2d6 total damage. Damages in area mode: 3d6, 2d6, 1d6 total damage. Roll for each ship hit. Protection: Treat as Level-3 for to-hit rolls until two levels of shielding/armour are destroyed through threshold checks. 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. Name: ____________________ Mimbari War Cruiser (DN) ID: Level Two Technology Hull: Mass 90 ooooooooooo ooooooooooo ooooooooooo oooooooooooo Thrust: 4/2/0 FTL Engine (Jump Capable) Level-Two Armour Firecon: ooo A-Bat (F/P/S): oooo B-Bat(A/P/S): o Level-2 Screen: oo Wave Gun (F): o -> ADAF: o Current Charge of Wave Gun(Max 6): Fighters: Group One: OOOOOO (Fast,Heavy) Group Two: OOOOOO (Fast,Heavy) ----------------+----------------+----------------+----------------+ 1 |5 |9 |13 | ----------------+----------------+----------------+----------------+ 2 |6 |10 |14 | ----------------+----------------+----------------+----------------+ 3 |7 |11 |15 | ----------------+----------------+----------------+----------------+ 4 |8 |12 |16 | ----------------+----------------+----------------+----------------+ Rules Summary: A-Bat : 4d6, range 12", 3d6 range 24", 2d6 range 36" (II) B-Bat : 3d6, range 12", 2d6 range 24" (II) ADAF : Area Point Defence. Range 6", either group or ship being defended. Roll 2d6 (II) Wave Gun: (Modified from MT Rules) - Charge Capcitors; need 6 "stored" to fire In Area Mode, template is of the form: 2", 3", 4". In pinpoint mode, roll: >=4 in range band of 36-24, roll >=3 in range band of 12-24, roll >=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 add a plus one to hit in pinpoint mode. Damages in pinpoint mode: 4d6, 3d6, 2d6 total damage. Damages in area mode: 3d6, 2d6, 1d6 total damage. Roll for each ship hit. Protection: Treat as Level-3 for to-hit rolls until two levels of shielding/armour are destroyed through threshold checks. 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.