Rulebook Full Set
Rulebook Full Set
Rulebook Full Set
Agents of Gaming
Address: P.O.Box 31571 Dayton, Ohio 45437 (defunct address)
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E-mail: aog@agentsofgaming.com or agent1@agentsofgaming.com
Mongoose Publishing
Address: 52-54 Cricklade Road, Swindon, Wilts SN2 8AF UK
Website: www.mongoosepublishing.com E-mail: msprange@mongoosepublishing.com
Phone: +44 (0) 1793 434 488
Sierra Entertainment
Address: Bellevue, Washington
Website: www.sierra.com E-mail: contact@sierra.com
X3: Babylon 5
Website: http://b5.hc-gamer.de/ Facebook: https://www.facebook.com/X3Babylon5TC
i HOW TO USE THIS MANUAL
The book serves multiple purposes, from teaching new players how to use the pieces, as a reference book for experienced users, and as
a catalog of parts with more in-depth explanations of the different pieces and the rules of each piece.
Many rules will include a link to other sections of the manual. If you are a beginning player DO NOT FOLLOW THE LINK, ignore the
extra information. Follow the rules in stages to get yourself used to the basics of the game before adding in advanced rules.
ii BASIC GAME PREMISE
The point of the game is to select an Empire, build colonies and bases to generate Economy, build ships and bases, and conquer the
galaxy. Conquering can include a military victory (destroying all enemy ships, bases, etc), an economic victory (having at least twice as
much money as your opponents, and more. The game was designed so that it would have to be a blood-bath type of game. A player
could use guile and diplomacy to outwit the opponent as well.
iii CGS UNIQUENESS
The ‘component’ part of this game allows for multiple players to mix their sets to make a larger game than if they used their own sets
alone, and to create different games each time. The use of the hex-shaped map pieces allows for a variety of configurations so the players
do not know what awaits them (hazards, bonuses, empty space). The use of Cards adds a dimension of play that attempts to give a sense
of intrigue and surprise like the television series offered. The use of Votes allows the players to cancel/ override another player, to bribe
each other, and to ‘put a wrench’ on plans so that the game is continually evolving.
iv TOOLS
Each player will use:
An Empire Control Sheet, to keep track of their faction’s unique rules, Economy, and more.
A Fleet Sheet, to make a quick reference card of your tokens so you can review the wording without having to pick up each token to re-
read it.
Color coded dice, coded to keep track of which Empire they affect.
Map pieces, set up at the beginning of the game and explored throughout the play.
Tokens, built as the game goes along to represent bases, ships, crew, space hazards, and more.
Cards, collected and played at different times based on the instructions on the card.
v FIRST TIME
If a new player is in the game all players should chose one of the four major powers, use no advanced rules. Even if avanced players are
in the game, they should start off with a simple game until the new player grows accustomed to the basic rules first. Playing a simple
war, with a military victory as the goal, no cards or voting, is the simplest way to get used to using the hex pieces with their firing arcs,
docking and direction, crippled/ non-crippled sides, earning and using economy, and defending with Defense Grid dice.
The next step is to add the cards, former League worlds.
Rules in Section G and H are advanced rules, save them for players that have played a couple games and are comfortable with the rules.
As you play the simple version of the game, keep in mind that the other rules add dimension and variety, but also make the game more
like the series. When a player suddenly whips out a Mr. Morden card which shakes up the flow it is special in the same way the television
series was special.
A1 TYPES OF PRODUCTS
The Component Game System™ (abbreviated CGS™) is an expandable board game system consisting of multiple components. Players
can begin playing with as little as 2 Starter Kits, a Core Set, or a Full Set.
A1.1 Starter Kit
A Starter Kit is a box which contains all the parts needed for 1 player to play in a game of 2 or more players. Each person needs a Starter
Kit to play. Many expansion products come in Starter Kit format only. Kits available were:
2258 Centauri 2258 Earth 2258 Minbari 2258 Narn
2258 Vorlon 2258 League of Non-Aligned Worlds 2259 Psi Corps 2259 Shadows
A1.2 Core Set
A Core Set is a 4-empire boxed set allowing 2 to 4 players to play. Starter Kits can be added to allow more players (1 Starter Kit per
additional player). The 2258 and 2259 Board Games are Core Sets with extra space to include expansion packs within the same box.
Beginner’s note: The size of this rulebook might seem intimidating to a new player. Because of this, we designed the rulebook to help
the 'latent gamers' out there, by providing a multi-leveled play structure (you only need to learn a portion of the rules at a time). If you
are a latent gamer, please do not attempt to use the entire rulebook in your first game. Please, follow the steps prescribed in A4 Adding
Advanced Rules. Thank you and welcome to the Component Game System™.
A2 HELPFUL HINTS BEFORE YOU START
A2.1 Rule Organization
A2.11 Numbering
The rules are divided by section (letter) and topic (number). For example, A2 is the 2nd topic in the A section (Introduction). Rules
within a topic are then numbered after a decimal point. This way a specific rule can be referenced by its Section, Topic, Number and
sub-number (ST.Nn).
[Example: Bob is playing the CGS™. There are a number of examples through the rules that, if followed sequentially, may be mimicked,
using your pieces, to learn the game mechanics.]
V1.2 of this rulebook adds several new rules. These are found in yellow shaded text (like this rule) to help players familiar with V1.1
find the changes and additions. New players should disregard the shaded lines and focus on learning the basic rules (plain text formatting)
then advanced rules (gray, see A4 Adding Advanced Rules). Underlined text within a rule indicates a change in the text for clarity only
and not an actual change in the rule.
V2.0 of this rulebook adds several new rules as well. These are found in blue shaded text (like this rule) to help players familiar with
previous versions find the new rules. Like the previous rule, new players should again disregard the shaded lines and focus on learning
the basic rules (plain text formatting) then move on to advanced rules (A4 Adding Advanced Rules). The same premise exists to
underline text within a rule when changes were made to wording to
add clarity but not to change the function of a rule. This will be
especially important when viewing sample cards, map pieces, and
other game pieces that have brief text and benefit from further
explanation.
Each Empire gets its own box to store its items, and based on how many copies a player makes some Empires will benefit from multiple
boxes (Earth Alliance for example).
A generic box will be made to hold asteroids, jumpgates, comets, moons, planet (halves), map pieces, cards, tokens, and some generic
use dice.
A3 Segments of Play
A3.1 Game
A game consists of as many rounds as are required for a player to win.
[Beginner's Note: It is highly recommended that new players play one or more Basic Games before incorporating the advanced rules a
few at a time. The advanced rules are not used in a Basic Game. To add advanced rules, see A4 Adding Advanced Rules.]
A3.2 Round
A round is once around the table. i.e. one turn for each player. From a given player's point of view 1 round is from the beginning of their
turn to the beginning of their next turn.
A3.3 Tum
A turn consists of one player performing each of the 5 phases:
• Record Keeping,
• Vote,
• Allocate,
• Move and
• Fire.
A3.42 Campaign
A series of scenarios defined by campaign rules. These are found in some expansion products and in the Full Set.
A4 ADDING ADVANCED RULES
Many advanced rules have the note 'Modular' after their title. After learning the Basic Game (non-shaded rules), add these rules one or
more at a time.
Territorial & Political Victory D1.13 Territorial Victory, D1.14 Political Victory
Mines D3.244 Building a Token- Mine Token, D4.4 Mines, H5 Minesweeping Rolls
Squadrons D1.6 Recover Squadrons, D3.243 Building a Token - Squadron Tokens), F- Squadrons & H2.2
Defense Grid Die Rolls vs An Attacking Squadron
After learning the above rules add all the remaining rules (except empire specific rules for empires not being played (see A5 Adding
Empire Specific Rules below)) and the playing cards.
[Note: To add the cards, all the rules must be used (as cards interact with most of the advanced rules).] After you have learned how to
use the cards, you can begin experimenting with variant rules ('Variant" in ( ) after the rules title).
Soul Hunters G6
Techno-mages G7
Raiders & sub-factions G8
Belt Alliance
Dawnstar
Doogan Raiders
Thieves Guild
Thievery
Docker’s Guild
B · NOMENCLATURE
The nomenclature section of the rulebook defines in detail the various aspects of each game piece in the CGS™.
B1 Map Pieces
A map piece is a six-sided playing piece • approximately 4 inches from edge to edge used by players to form the board (or map). A map
piece has 7 hexes.
B1.1 Map Elements
Any feature of a map piece or token which causes a hex to have a rule is a map element. [Examples of Map Elements: Economy
Indicators (planets, etc.), Damage Indicators (asteroids, etc.), jumpgates, black holes, etc.]
B1.14 Minefields
Minefields are only found on map pieces. Minefields have a Damage
Indicator, but do not cause additional jump damage (see D4.66 Jump
Damage).
B1.22 Occupied
Any hex with a ship or base of any player in it is an occupied hex. Hexes with
your squadrons are considered occupied to you (but not to opponents) (see
F5 Forced Recovery). Map elements and opponent squadrons do not cause a
hex to be occupied, but do prevent a hex from being empty.
B1.23 Unoccupied
A hex which is not occupied by a ship or base of any player or by one of your
squadrons.
[Example: A hex with an opponent squadron, a mine token, an asteroid token,
etc. is unoccupied, (but is not empty).]
B2 Currency
Users can choose either kind or combination of currency markers to use in the game. The chits are used to keep track of values in the
Scoring Banks but not actually exchanged. The units are universal, so local currency is not necessarily used by any respective empire.
B2.1 Token Chit
The small diamond and triangular chits with denominations of 1, 5, and 10. Currency is used to
represent the amounts in each of the four Scoring Banks on your Empire Control Sheet.
Upkeep Cost
Build Cost
Carrying Capacity (#) (if any)
Special Rules (if any) Firing Arcs (if any)
Empire (Heavy, special, light)
Token Name
Weapons Rating (if any)
(Heavy, special, light)
B4.262 Empire
The empire to which the token belongs. (In same font style as other writing in the Full Set, but
previous versions places this in bold text. The Full Set also adds the Empire logo in front of the
government name.)
B4.263 Hull Class or Token Type
Tokens are referenced by the hull class or token type. Tokens generally indicate their type (base,
squadron, mine, etc.). Ship tokens tell you the name of the ship class and hull type (freighter,
destroyer, etc.).
B6.253 Non-Unique
These cards should be common and many of them can enter into play
during a game. A single player may have more than one, or a combination
of players may be using the same card. This often applies to GEAR,
ABILITY, LOCATION, and SHIP cards but not always.
B6.26 Illustration
A pictorial reference from the show was selected for the card as desirable
artwork and does not necessary affect the use of the card.
6.311 Location
See J1 Crew Location for more input. The card is played in front of you showing that you control the card. Crew cards may be augmented
with their ability and gear by placing those accessory cards under the crew card, indicating that it is connected to that person. Tokens
may be available for crew so that they can be assigned to locations on the map, but the card itself remains in front of the player.
B6.312 Stats
Crew cards have stats on them defining the attributes of that crew (the
stat) and a raring for that stat (a number). Stats are used at various times
(see H3 Stats Rolls).
B6.33 Vote
Vote cards are only used in the Vote Phase (see D2 Vote Phase). The
current player may call one vote during their turn by playing a vote card.
B6.34 Gear
Gear cards represent an assortment of tools used by crew. A gear card is
played to one of your crew cards. If the crew is discarded, the gear card
is discarded as well.
B6.341 Use
Gear cards add functions to the crew card on which they are played. If
the crew cannot function, it cannot use its gear.
B6.342 Possession
Each of your gear cards in play may be relocated, once each round during
your Record Keeping Phase, moving it to one of your crew in play (even
a crew prevented from functioning). The periodic functions (if any) of
the gear card may be used by the crew (with the appropriate gear card
attached) in the gear card’s play phase.
B6.35 Ability
Ability cards represent a special ability or power gained by the crew. An
ability card is played to one of your crew cards. If the crew is discarded,
the ability card is discarded as well. Empire specific ability cards must
be played to a crew of that empire.
B6.351 Use
Ability cards add functions to the crew card on which they are played. If
the crew cannot function, it cannot use its abilities. The periodic
functions (if any) of the ability card may be used by the crew (with the
ability) in the ability card’s play phase.
B6.36 Mission
A mission card is used to send crew on missions. Future releases were
expected to contain mission cards.
C - Starting the Game
C1 Pre-Game Set-up
At the beginning of each game, players should choose 1 of the 4 set-up options described below and follow that section's rules.
[Beginner's Note: Set-ups C1.1 and C1.2 are specifically designed to get you playing with ease. Read 1 of these sections for now, then
after a few games, try C1.3 Standard Game Set-up (this requires that each player have sufficient parts to make a Play Set).]
C1.33 Tokens
C1.331 Empire
Each player may only use generic tokens and the tokens of their empire. However, the ability to use tokens of another empire may be
granted on the Empire Control Sheet, the use of factions (see C3 Factions), or certain cards.
C1.332 No Proxies
You must have a given token to build it (i.e. no proxies allowed). This does not restrict you to one product or set. This rule is believed
to be created solely to require players to buy sets instead of making their own and does not affect game play but rather the commercial
interests of the CGS Company. Since the company is out of business and not making game sets any longer it is unreasonable to hold to
this rule. The Full Set provides the resources for players to build their own sets and to include as many of each game piece that they
choose.
C1.34 Cards
Players should have a legal Player Deck (see C5.1 Player Decks). At this point, remove any empire cards belonging to empires being
represented by other players (except cards of your empire) and set them aside (they are not used).
[Note: Empire cards of other empires do not count for deck construction, so pulling them out should leave your deck legal.]
C1.53 Play
Begin by setting up your homeworld base(s), jumpgate, and load up your Banks. Roll to see who plays first then begin.
C1.6 Epic Play
The game uses a completely random playing field which makes the game more exciting, completely different each game, and simpler
to set up. The game does not require sorting of parts other than to find the homeworld map hexes that will be featured, the others can
remain in the deck. This pure randomness does make it possible for one empire to encounter more habitable worlds quicker than
others however, and can create a lopsided advantage for a random player.
C1.53 Play
Begin by setting up your homeworld base(s), jumpgate, and load up your Banks. Roll to see who plays first then begin.
C2 Map Creation
C2.1 Map Size
The diagrams on this page show the shape of the map to be used based on the number of players at the start of a game. Experienced
players may use any size map they wish and scenario rules may dictate other sizes.
If using Starter Kits only, you might not have the 'Babylon 5' map piece (found in the Earth
Alliance Starter Kit, Psi Corps Starter Kit, the Core Sets, and Full Set). In this event, Babylon
5 is presumed to be at a location that is not on the map. No player may use the 'Babylon 5' map
piece as 1 of their starting map pieces during the Basic or Standard game rules. Players
selecting the Interstellar Alliance may claim Babylon 5 as one of their homeworlds however.
C2.32 Homeworlds
The first player places their homeworld in position 1 (as shown on the map). The piece is placed
face up (exposed) in any position (rotation) the player desires. The second player then places
their homeworld in position 2 and so on.
C2.4 Place Starting Map Pieces
C2.41 Place Map Pieces
Starting with the player who will go last, then proceeding counter-clockwise (4th player. 3rd,
2nd, 1st), each player places 1 map piece adjacent to any map piece already on the map. Map
pieces are two sided and are placed face down (CGS™ logo up). Map pieces may not be placed
in an area outside the final map size (see diagrams). Any unplaced map pieces remaining after
the map has been completed are set aside unexposed. They are not currently used, but may be
used by means of certain cards. Only the owning player may view these pieces during the
remainder of the game.
[Hint: Place map pieces with large Economy Indicators near your homeworld and build bases
on them on your second turn.]
C2.43 View
Once placed, a map piece's unexposed side may not be looked at by any player until a unit has entered the map piece, causing it to be
exposed.
C3 Faction Tokens
C3.1 Faction Operations
C3.11 Faction
Any empire not being represented by a player may be used as a faction. The Docker Faction and Raider Faction are also used as factions.
Factions are only available for games that include a core set, full set, or multiple starter sets in excess of the number of players. The
option to use Factions may not be available in every game.
C3.12 Selection
To select a faction, a player chooses one or more tokens from one empire (not represented on another player’s control sheet) as their
faction.
C3.13 Announce
After all players have selected a faction each player announces their faction and shows the tokens selected.
C3.14 Auction
Starting with the first player hold an auction for each faction (bid clockwise from the player whose faction is up for bid until all players
have passed).The winner of each auction pays for the faction from their Reserve and is the player who may use the tokens of that faction.
These are the only tokens of that faction used in the game (except by means of a card).
For more information see D4.15 Moving Other Empire Ships.
C3.15 Duplicate Factions
If multiple players have selected the same faction, only bid once. The winner picks one of the configurations. The other duplicate factions
are not used by any player.
C4 Starting Forces
C4.1 Starting Hand
Each player secretly selects a number of empire cards from the Player
Deck, no duplicates (as indicated on the Empire Control Sheet), as their
starting hand. Shuffle the remainder of your deck and have it cut by the
player to the right. Secretly only means that no one knows what cards
you draw, not that the collection itself is done without anyone knowing
or that your count may be different than other players or that you peeked
before drawing your cards.
For more information see C5.1 Player Decks.
C5 Card Usage
C5.1 Player Decks
C5.11 Player Deck
Each player will have a Player Deck (or Starter Deck in a Basic Game)
and will only draw cards from their own deck. A Player Deck consists of
a Core Deck (see C5.12 Building a Core Deck below) plus possibly) a
selection of other empire cards (see C5.13 Other Empire Cards).
[Beginner’s Note: Players who each have an empire Starter Kit, may use
the cards found therein as a Starter Deck. Players with just the Core Set
should each take the empire cards of the empire they are playing and then
deal out the rest of the cards to create Starter Decks. When using Starter
Decks, skip C5.11 Player Decks. As you purchase additional expansions,
you can add more cards to your Starter Deck, converting it into a Player
Deck.]
C5.12 Building a Core Deck
A Core Deck is the main card selection of a Player Deck. It must contain at least 10 distinct cards (cards with different names). These
cards must be generic or of the empire the player represents in the game.
C5.121 Duplication
For every 10 distinct cards in a Core Deck, you are allowed 1 level of duplication. The level of duplication is the maximum number of
a distinct card that you may have in the deck.
[Example: In a Core Deck with 30 to 39 distinct cards, 3 levels of duplication are allowed. You can put no more than 3 Londo Mollari
cards in this deck even if they are of different years, say 2258, 2259 and 2261 or any other combination.]
Card Types: No more than half (50%) of the Core Deck (including duplicates) may be of the same card type (event; crew, etc.).
C5.13 Other Empires Cards
Cards of other empires do not count as part of the Core Deck. They are added after the Core Deck has been completed making the Player
Deck. In C2.2 Order of Play, cards of other empires represented by other players (on their Empire Control Sheets) must be removed
from each player's Player Deck.
[Note: This allows other empire cards to be easily added or removed upon learning the empires of the other players.]
C5.2 How Cards are Played
Cards are played during the phase indicated on the card. An action is the starting and completion of a step within the phase. Cards are
played at any point in the phase before or after other actions (except OP Phase and Any Phase cards). The playing of a card and its
resolution is an action.
C5.21 Record Keeping Phase
No cards are played in this phase.
C5.22 Vote Phase
A vote card may be played to call a vote (see D2.1 Council Vote). The playing of a vote card through to the completion of the vote is
one action.
C5.23 Allocate Phase
Each allocation is its own action.
C5.24 Move Phase
Each movement of a token and its resolution is an action.
C5.25 Fire Phase
The declaration through completion of a volley is an action.
C5.26 OP 'Phase'
These cards are played in response to another player's action taken on that player's tum. OP Phase cards are played during the opponent
phase indicated on the card. They must be used when played, and are resolved just before the action to which they are responding.
C5.27 Any
C5.271 Your Turn
See above for the phase in question.
C5.272 Opponent Turn
When played during an opponent's phase, or in response to an opponent action on your tum, they must be used when played, and are
resolved just before the action to which they are responding.
C5.28 Unique Cards
Each player may play a maximum of 1 unique card each turn.
C5.29 Duration
Cards with a duration have the duration start when they are played. Some last a number of rounds, turns or phases, and are then discarded.
Cards which are discarded after 'Use' must be used when played and then discarded.
C5.3 Hand Size Limit
A player may not draw cards from his deck to cause their hand to exceed seven cards. In an instance where the hand would exceed seven
cards by drawing them, allow the hand to reach seven and then stop drawing cards. The balance of additional cards are not drawn. In an
instance where a rule would cause the hand to exceed seven cards by means other than drawing then the hand may exceed seven but
most cards specifically address this and either say that the hand may not exceed or the hand may exceed the limit.
D1.43 Cards
Some cards may generate penalties.
D1.44 Raiders
Raider penalties are paid (and added to the owner's Reserve) to the owner
of any raider token(s) docked to your bases.
D1.52 Count
Your cards in play which have duration count down.
[Example: A card played on your turn last round with a duration of three
rounds has two rounds left this turn. Place a counter die (or currency)
when the card is played with a 3 showing to indicate this. Change the
marker to 2 this turn, 1 the next turn, etc.]
[You know, let’s be real, this game isn’t popular enough to be hosting tournaments. Darn it!]
D2 Vote Phase
D2.1 Council Vote
You may call for a Council Vote by playing a vote card. Read the card aloud and designate the terms of the vote card (it any) should the
vote pass. If you do not wish to call a vote, proceed to D3 Allocate Phase.
D2.2 Negotiate
D2.21 Discussion
Players may freely discuss the vote with each other, making any agreements or bargains they wish. Economy may be exchanged for the
purchase of another player's vote(s). This process should not take longer than 2 minutes. Once all players are finished negotiating, take
the vote.
D2.22 Agreements:
Agreements made here are not binding and are upheld solely by player discretion, except that votes purchased from other players with
economy (‘bribes’) are immediately binding and economy immediately changes hands. This is the only time economy may be exchanged
between players during Basic or Standard Game play unless directed by a card or rule. Some rule variants allow for players to collect
tolls for use of a jumpgate and other game elements.
D2.3 Take the Vote
D2.31 Cast Votes in Play
Each vote is cast 'for', 'against' or 'abstain'. Each player casts their votes clockwise in the order of play with the 'vote caller' first.
• Cards able to cast votes do so.
• A crew must be on Babylon 5 to vote (or modify one). Each ship docked to Babylon 5 casts one vote.
D2.32 Modifier Votes
All players cast the following modifier votes in any order. Votes can be continually added in this step to sway the decision until all
players state they are done voting.
• Some card functions may modify cast votes.
• Vote cards may be discarded from the hand, allowing the discarding player to cast one vote per vote card discarded (this does not count
as playing a card and there is no cost to do this).
D2.33 No Changes
Once a vote has been cast by a player, it may not be changed by that player (except by means of a card).
D2.34 Result
If there are more votes 'for' than votes 'against', the vote card takes effect, otherwise it does not.
D2.4 Example of a Council Vote
• [Example: Bob plays 'Balance of Wealth' and reads the card aloud
"Take 1/3 (drop fractions) of one opponent's Economy Reserve and
distribute it to 1 or more players as you see fit. Announce how you
will distribute the economy prior to the vote."
• He then states that he will take nine of Jim's 29 economy and distribute six to himself and
three to Sally. He then casts his one vote in play ('G'Kar') for the Council Vote.
1 0
• Sally, (who is next in clockwise rotation) casts her one vote ('Delenn)for the vote since
• she will be getting three economy if it passes.
2 0
• Jim then casts his two votes in play ('Londo' and 'Sinclair'
against the vote. At this point the vote is tied and would fail if
no further votes are cast or modified.
2 2
• Next, Bob uses 'Morden' to change 'Londo's' vote to for, bringing the total to three
for and one against. 3 1
• Jim then offers Sally four economy as a bribe to discard a vote card against the vote. Sally accepts and discards a vote
card from her hand against bringing the total to three for and two against. Jim pays her four economy from 3 2
his Reserve.
• Jim then discards one vote card from his hand and casts the vote against bringing the total to three for and three
against. 3 3
• Bob then discards a vote card from his hand making the total four for and three against.
4 3
• At this point all players state they have no further votes and the vote passes.
• Bob adds six to his Reserve (raising it from 31 to 37), Sally adds three and Jim reduces his Reserve by nine (in addition to the four
he paid Sally earlier).]
D3 Allocate Phase
The Allocate Phase is when you make purchases.
D3.1 Allocations
The following allocations may be done in any order. Subtract economy from your Economy Reserve as it is spent.
D3.11 Build
You may build one or more of your tokens (see D3.2 Building Tokens)
[Example: Bob builds a Base-4 (build cost nine, Economy Indicator 4) lowering his Economy
Reserve by nine (from 37 to 28). This causes his Gross Economy to be increased by four (from 10
to 14) and his Net Economy to be increased by four (from five to nine). Bob builds an E.A.
Transport (build cost six, upkeep two), lowering his Reserve by six (from 28 to 22). The Transport
increases his Total Upkeep by two (from five to seven) and lowers his Net Economy by two (from
nine to seven).]
D3.12 Repair
Repairs may be conducted (see D3.3 Repair).
[Example: Bob repairs a crippled Earth Alliance Hyperion Cruiser (repair cost five) reducing his
Economy Reserve by five (from 22 to 17).]
D5.3 Range
D5.31 Heavy Weapons
Heavy weapons have a range of two hexes. They may be fired
at a target at a range of 1 or 2 hexes. See H1 Long Range
Support Die Rolls when firing at range 2 or greater.
D5.32 Light Weapons
Light Weapons have a range of one hex (they may only be
fired at a token in an adjacent hex).
D5.33 Special Weapons
These have special rules which will be spelled out on the
Empire Control Sheet. Torpedoes go furthest at three hexes.
D5.34 Diagram (In the illustration)
The single yellow area is at a range of one hex.
The triple red areas are at a range of two hexes.
The triple orange areas are at a range of three hexes.
The quintuple gray areas are four hexes away and out or range
of any weapons.
D5.4 Firing Arcs
D5.41 Restricted
Firing arcs are used to determine what
directions a token may fire its weapons.
Weapons are restricted to firing within
the firing arcs shown on the token. If a
target is not in arc (or in range) of some
or all of your weapons, those weapons do
not score damage when the token fires at
that target.
D5.42 60° Arcs
Each token has 6 sides. Each side faces a
different 60° arc. At right is an
illustration of a 60° arc.
[Note: Arcs go on forever, but most
weapons cannot fire further than 2 hexes
away.]
D5.43 Hex Spines
Hex spines (indicated by the blue lines in
the diagram on the right) are used to
determine arc. Any unit in a hex between
the two spine lines or intersected by a
spine line may be targeted.
[For example: The Warlock-class cruiser
can fire heavy weapons aft but not to port
or starboard; the rear weapons have three
hexes to target even though the two side
hexes are on the line with the other firing
arcs.
D5.44 Range Within Arc
The yellow hexes are at a range of one
hex. The red hexes are at a range of two
hexes. The orange hexes are at a range of
three hexes. The gray hexes are not in
range of standard weapons, but are still
in arc.
D5.45 Arc Indicators on Tokens
The firing arcs are indicated along the
token's edge by red, yellow, and orange
lines. If there is a line on that side of the
token, those weapons can fire in that 60°
arc.
Red Lines: Represent available arcs
for heavy weapons.
Yellow Lines: Represent available
arcs for light weapons.
Orange Lines: Represent available arcs for special weapons.
[Example: The Earth Alliance Warlock-class cruiser at right has four heavy weapon arcs of 60° each, (three arcs forward and one aft)
and five light weapon arcs of 60° each. It has no special weapon arcs even though the diagram shows the range of torpedo options
had it been so equipped.]
D5.5 Declaring a Volley
D5.51 Declaring Fire:
To fire a weapon volley you simply declare what tokens are firing weapons at what target (a token must have a defense rating to be
targeted). This is done one target at a time, in any order you choose.
[Example: 'I will fire at that ship with these two ships and this base for 12 damage'.]
D5.52 Firing Token
Once a token has fired at a target, it cannot fire again on the same turn. Any weapons not in range or arc are lost. A token may only fire
at one target per turn.
D5.53 Targeting Limit
Once a token has been targeted, it may not be targeted again on the same turn. You cannot add another token's fire later in the Fire Phase
or fire another volley at that target.
D5.6 Effect of a Volley
The effect of weapons fire is damage. The sum of the damage caused by all the tokens that fired in the volley is applied to the designated
target as damage (see E2 Applying Damage).
[Example: A ship with a heavy weapon output of 2 and a laser output of 3, plus a ship with a heavy weapon output of 1 and a laser
output of 4, both fire at a base one hex away. The damage applied in this case is 10.)
E – DAMAGE
E1 SOURCES OF DAMAGE
E1.1 Hexes
E1.11 Damage Indicators
When a unit enters a hex with a Damage Indicator (whether its on a token or built into the map piece), roll that many Babylon 5 dice
and apply the result as damage to the unit.
[Example: A ship enters a hex with a Damage Indicator of 3. Roll 3 Babylon 5 dice, totaling the result. This is how much damage is
applied to the ship.]
E1.12 Jump Damage
If a unit jumps into a hex with a Damage Indicator, double the result of the Babylon 5 Die Rolls. Exception: Mine and minefield hexes
do not cause double damage when jumping into their hex.
[Example: A ship jumps into a hex with a Damage Indicator of 3. Roll 3 Babylon 5 dice, totaling the result. Double this result and apply
it as damage it to the ship.]
E1.2 Weapon Volley
After the firing player has targeted a token determine the damage and apply it to the target (see D5.1 Volley Sequence).
E1.3 Cards
If a card causes damage to a token apply the damage when the card is resolved.
E2 APPLYING DAMAGE
E2.1 Defense Rating
All units have a defense rating (the number in the top left corner of the token, see B4.21 Defense Rating). Only tokens with a defense
rating may be damaged.
E2.2 Crippling an Undamaged Token
If an undamaged token takes damaged equal to or greater than its defense rating, it is crippled. Flip the token over to the crippled side
(except for E2.4 Destroying an Undamaged Unit).
[Example: A token with a defense rating of 4 requires at least 4 damage to cripple.]
E2.3 Destroying a Crippled Token
If a crippled token takes damaged equal to or greater than its defense rating it is destroyed. If a crippled token is destroyed, remove it
from the map. Tokens with upkeep are placed in the Scrap Yard when destroyed.
E2.4 Destroying an Undamaged Token
If applied damage is twice the defense rating of the token or more the token is destroyed and removed from the map. Tokens with upkeep
are placed in the Scrap Yard when destroyed; others return to the box for future play.
E2.5 Insufficient Damage
If the damage applied to a token is insufficient (even by one point) to cripple (or destroy) that token, then the damage causes no harm
to the token and is lost. The token remains in play in the condition it was in (undamaged or crippled) prior to the attack.
E3 TACTICAL ADVICE
Here are a few suggestions for tactics which some experienced players have adopted.
E3.1 Maintain a Positive Net
If your Net Economy drops to zero or less you usually can forget any chance of recovery. You should strive to keep your Net Economy
at about ½ your Gross Economy.
E3.2 Destroy Bases
Focus on destroying opponent bases when possible. This lowers their Gross Economy and Net Economy weakening them greatly. At
the same time prevent your bases from being destroyed.
E3.3 Play Set
When designing your Play Set work on a theme with an objective. If Political Victory is your goal, choose vote cards and voters. If
combat is your objective, choose offensive and defensive cards that modify weapons fire. If Territorial Victory is your goal choose
movement affecting cards and map pieces which other players might not wish to enter. If your goal is to maintain a large battle fleet
select cards which have lower play costs, but still suit your needs. These are many different themes and many will argue over the best
selection of cards to accomplish a given theme. Be sure to choose the cards that suit your theme and not just a hodge-podge selection.
E3.4 First Turn Savings Plan
You can choose a small or non-existent starting fleet. This saves you the upkeep on turn one. Then build your jump capable ships on
turn one. Just be sure you can move them to their proper places to build bases on turn two.
E3.5 Squadron Explorers
Squadrons are a great way to expose map pieces that you didn’t place. If they get destroyed they are cheaper to replace than a ship.
E3.6 Heavy Shadow Influence
Placing a dormant Shadow battlecruiser on an opponent’s homeworld is a good way to encourage them to accept your influence, since
you cannot target that player’s tokens (except the base with the Shadow Influence Token) when you wake up the dormant battlecruiser
if they are under your influence.
E3.4 PREVIEW
E3.41 Encounter Decks (Modular)
Future products expected to provide encounter and mission cards from which players draw. These cards would have defined various
benefits or detriments which would affect the current player. CGS lost its license before such decks could be released. The Full Set
includes some.
F – SQUADRONS
F1 SQUADRON TOKENS
F1.1 Tokens
F1.11 Units
Squadrons are units. Each squadron token represents a squadron of fighters. Some empires have several types.
F1.12 Carriers Required for Building
You may only build your squadron tokens under your docked carriers or your bases with carrier ability up to the capacity of the carrier.
F1.13 Separate Tokens
Squadrons are not considered as belonging to a specific carrier. When under a carrier, they are considered inside the carrier (not in the
carrier's hex) and cannot fire weapons or be targeted.
[Note: The squadron token(s) under a carrier do not add any benefit to the carrier token (i.e. they do not add defense, weapons, etc.). If
an opponent takes control of your carrier, he does not get control of the squadrons inside it (and they remain inside, trapped).]
F1.2 Carrier Capacity
Carriers are tokens with the note 'Carrier (n)' on the token where 'n' equals the maximum number of squadron tokens the carrier can
carry.
F2 SQUADRON MOVEMENT
F2.1 Movement
Each of your squadron tokens may move one hex in any direction (or jump if it has a jump engine or if it is in a jumpgate hex). Your
squadrons may move from the hex they are in (which may be under a carrier). Squadrons may move to an unoccupied hex or to a hex
with one of your carriers in it.
[Note: Only the squadron’s movement may cause it to move under a carrier or from under a carrier. Squadrons under a carrier which
moves remain under the carrier (travelling with it).]
F2.2 Carrier Operations
IMPORTANT - The following section contains rules that have been deleted or modified from the original rulebook
F2.21 Deployment
Squadrons deploy (as defined in F2.1 Movement) by normal movement or jump. There is no longer a deployment action.
F2.22 Recovery
Squadrons are now recovered during the Record Keeping Phase (see D1.6 Recover Squadrons). Squadrons which are not recovered may
be crippled or destroyed.
F2.3 Jumps
A squadron with a jump engine or in a jumpgate hex may jump in any direction (even under a carrier). A squadron may jump (as its
movement for that turn) a maximum of one time on your turn. The movement or jump of a carrier does not count as the movement or
jump of the squadrons under it. They are still eligible to move or jump even though they traveled with the carrier.
[Example: A squadron is under a carrier while the carrier jumps (the squadron travels with it). The squadron may then move or jump (if
it has a jump engine or in a jumpgate) it if has not already used its move opportunity that turn.]
[Example: a squadron may makes its move to be recalled by a carrier, then ride with the carrier through a jump, but would not be eligible
to re-deploy/ move as it already took its own move this turn (to join the carrier).]
[Note: Ships may jump with a squadron (see D4.68 Fleet Jumps).]
F3 DAMAGING SQUADRONS
Generally, squadrons are more maneuverable than ships. Therefore, when entering a hex with a hazard, it can be expected that some of
the fighters in the squadron navigate the hazard successfully. Additionally, squadrons are more difficult to target with weapons since
they actually represent multiple fighters.
F3.1 Applying Damage
No matter how much damage is applied to an undamaged squadron, it may only be crippled, not destroyed. Crippled squadrons may
then be destroyed by subsequent damage per the standard rules.
[Note: This means an undamaged squadron cannot be destroyed in a single weapons volley (even by scoring twice its defense rating).]
[Example: Bob has an undamaged squadron in play with a defense of 2. Sally fires 5 points from a nearby ship (or 5 damage is sustained
from a Damage Indicator). The squadron is crippled (not destroyed).]
F3.2 Carrier Damage
If the carrier is crippled the squadrons under it are not affected at all. It the carrier is destroyed all squadrons under it are also destroyed.
F4 REPAIRING SQUADRONS
F4.1 Squadron Repair
To 'repair' a crippled squadron, the squadron token must be under one of your carriers (base, or docked ship, or Babylon 5).
F4.2 Squadron Merger
A carrier can merge two identical crippled squadrons currently under the carrier into one undamaged squadron (removing one of the
tokens from the map) at no cost. This may be done at any time, even when in contested space or not docked to a base.
F5 Forced Recovery
A unit may force an opponent squadron to be recovered by entering (see D4.31 Definition of ‘Entering a Hex’) the hex the squadron is
in. The squadron owner must move the squadron under a carrier. This must be done with one movement of the squadron or the squadron
is destroyed (removing it from the map).
[Example: A squadron is in a hex adjacent to a carrier base. An opponent moves a ship into the squadron’s hex, causing the squadron
owner to move the squadron under the base.]
[Example: A squadron, under a carrier adjacent to an opponent squadron, is moved into that squadron’s hex forcing its owner to recover
it.
[Note that you may not move one of your squadrons into a hex already containing one of your squadrons.]
G · EMPIRE SPECIFIC RULES
Rules in this section cover empire specific abilities and liabilities which are only needed when playing (or playing against) the empire
covered in the given rule.
G1 SHADOW INFLUENCE
G1.1 Falling Under Shadow Influence
G1.11 Conditional
A Shadow player (not a player using Shadows as a faction), during their Allocate Phase, may
seek to influence another player by asking, "What do you want?" The other player may then
selects a target on the map. If the selected target is removed from the map (by any means)
before the Shadow player seeks to influence another player (by asking, "What do you want?"),
the Shadow player places a Shadow Influence Token under any base of the player he
successfully influenced (upon removal of the selected target).
[Hint: Place a piece of sticky note on the selected token to keep track.]
G1.12 Restrictions:
There are a couple restrictions that can prevent a player from falling under the influence of
the Shadows.
G1.121 First Ones (any ancient race)
A Shadow player may not form an alliance with a player currently allied with the Vorlons (see
G2 Vorlon Alliance), with a Vorlon player, with a Hand player, or with any of the other First
Ones (Walkers, Torvalus, Triad, Speakers, Xu’Ha, Ru’Ha-Rus, Mindriders, Kirishiac).
G1.122 Limit on Influence
A base may not have more than one Shadow Influence Token, even if there is more than one
Shadow player.
G1.13 Placement of Shadow Influence Token
The Shadow player chooses which base is influenced by placing a Shadow Influence Token
under a base of the player influenced. When a Shadow player places a Shadow Influence Token
under a base, if the Shadow player has a War Token from that player, the Shadow player must
return the War Token.
G1.2 Effects of Shadow Influence
G1.21 Shadow Influence
A player with one or more bases which have a Shadow Influence Token is considered to be
under the influence of the Shadow player (or players) who placed the token(s).
G1.22 Shadow Targeting Restrictions
A Shadow player may not fire at the tokens of a player under their influence except:
• The Shadow player may fire at any base which has one of their Shadow Influence
Tokens.
• The Shadow player may fire at any token adjacent to any of the Shadow player's bases.
• The Shadow player may fire at any player's tokens if they have that player's War Token.
G1.23 Penalty
A player under Shadow influence must pay a penalty of one economy for each of their bases with a Shadow Influence Token (see D1.4
Pay Penalties). This penalty is added to the Shadow player's Economy Reserve when paid.
G1.3 Removing Shadow Influence Tokens
A Shadow Influence Token may only be removed by the destruction of the base it is under.
G2 VORLON ALLIANCE
G2.1 Forming an Alliance
G2.11 Voluntary
During the Vorlon player's (not a player using Vorlons as a faction) Allocate Phase, the Vorlon
player may petition any opponent(s) to form an alliance. If both players agree to a base (owned
by the opponent), the Vorlon player places a Vorlon Alliance Token under the base. A
maximum of one Vorlon Alliance may be formed on each of the Vorlon player's turns.
G2.12 Restrictions Shadows
A Vorlon player may not form an alliance with a player currently influenced by a Shadow player (see G1 Shadow Influence) with a
Shadow player, or with a player working with the Hand, Thirdspace, or any of the First Ones.
G2.122 Limit on Vorlon Alliance
A base may not have more than 1 Vorlon Alliance Token, even if there is more than 1 Vorlon player.
G2.2 Effects of Vorlon Alliance
G2.21 Vorlon Alliance
A player with 1 or more bases which have a Vorlon Alliance Token is considered to be allied with the Vorlon player (or players) who
placed the token(s).
G2.22 Vorlon Technology
A base with a Vorlon Alliance Token may roll an additional Defense Grid Die Roll using a Vorlon Defense Grid Die
whenever it is the target of weapons fire.
[Note: The base gets its regular Defense Grid Die Roll in addition to the Vorlon Defense Grid Die Roll.]
G2.23 Restrictions on Targeting
A base With a Vorlon Alliance Token may not target tokens belonging to the Vorlon player.
C2.3 Removing a Vorlon Alliance Token
G2.31 Eligibility
During the Allocate Phase, a player involved in a Vorlon Alliance (the Vorlon player or the opponent) may make one attempt to remove
a Vorlon Alliance Token from each of the bases (involved in the alliance) within the following restrictions:
G2.311 Vorlon Player
The Vorlon player may attempt to remove any of their Vorlon Alliance Tokens if he has a
War Token from the allied player.
G2.32 Attempt
To attempt to remove a Vorlon Alliance Token, make a Stat vs. Stat Roll
(the base's Defense Rating vs. the Combat Stat of a Vorlon crew card)
belonging to the Vorlon player (selected by the Vorlon player). A single
Vorlon crew may only attempt to resist the removal of a Vorlon Alliance
Token once per tum. If the Vorlon player has no Vorlon crew, or he does
not wish to use one of their crew, they have a default stat of zero.
G2.33 Result of the Attempt
Success for the player making the attempt removes the Vorlon Alliance
Token. If the opponent succeeds by an amount equal or greater than the
Vorlon crew's Health Stat, the crew (if used) is discarded. If the Vorlon
player succeeds, apply the amount by which the Vorlon player succeeded
to the base as damage.
G2.33 Destruction
A Vorlon Alliance Token is removed if the base it is under is destroyed.
G3 DORMANT SHADOW VESSELS
The Shadows hid many of their vessels from the Armies of light a thousand years ago. These
dormant ships lay buried on hundreds of worlds and moons throughout the galaxy. Now the
Shadows are gathering their forces and recalling their ships.
G3.1 Pre Game Set-up
G3.11 Optional
The Shadow player (not a player using Shadows as a faction) may choose to place dormant
Shadow vessels as part of their starting fleet.
For more information see C4.3 Starting Fleet.
G3.12 Cost
Any Shadow ship token may be purchased as a dormant Shadow vessel at a cost of ½ the normal build cost of the Shadow ship.
G3.13 Placement
Once purchased a dormant Shadow vessel is placed on an opponent homeworld map piece
underneath an empire base placed there by that opponent. A Shadow player may place a
maximum of one dormant Shadow vessel on each opponent homeworld map piece.
G3.14 Restrictions
Dormant Shadow vessels may not be placed on the homeworld map piece of any ancient species
including, Beta Durani, Epsilon III, Flintone, Majensty, Rimble, Purges, Sigma 957, Triosh,
Triosh-a, Triosh-b, and Vorla.
2
G3.22 Discovery
Any player who has a dormant Shadow vessel on their homeworld map piece may roll one Babylon 5 Die (1B5) during the Record
Keeping Phase. If the result of this die roll is a 5, then that player has activated the dormant Shadow vessel. The Discovering player
places the ship in the nearest unoccupied hex of their choice, with a facing of their choice.
[Note: If there is more than one dormant Shadow vessel on the homeworld map piece a roll maybe made for each. (This can only in a
game where there are two or more Shadow players since each player can only have one per map piece.)]
For more information see D1.7 Discovery of Dormant Shadow Vessels.
G3.23 Destruction of the Base
If the base is destroyed prior to the activation of the dormant Shadow vessel, the dormant Shadow vessel is removed from the map (and
is not placed in the Shadow player's Scrap Yard).
G3.24 Upkeep
If a dormant Shadow vessel is activated, it is no longer dormant and the Shadow player is then required to pay upkeep on the Shadow
vessel and may use it normally. [The Shadow player should increase their Total Upkeep and reduce their Net Economy at this time.]
G4 TELEPATHS VS. SHADOW SHIPS
Telepaths had the ability to 'freeze' or 'stall' Shadow vessels for short periods of time.
G4.1 Definition of a Telepath
A telepath is a crew card with a Psi Stat. Although a crew without a stat
has a default of zero for that stat, a crew without a Psi Stat is not
considered a telepath and may not be used to affect Shadow ships.
G7 Techno-mages
Techno-mages are former servants of the Shadows, and as such are equipped with a lot of Shadow technology, even more so than the
Drakh and other significant minions. The original race, the Taramitude rebelled against the Shadows and several fled with the
technology. These few survivors taught what they knew about the Shadows and their technology to others, even of different races, and
thus the faction continues. While the Shadows were successful in wiping out all of the Taratimude as punishment for their treason, they
have not been able to identify and stop the vast diversity that makes up the current ranks of the Techno-mage Brotherhood.
G7.1 Crew
Each crew member has a base of power, a location from which they draw
their strength. If a Techno-mage moves from their base their power
diminishes by ½. Their base will be noted on their crew card and unless
otherwise specified is the starting point and assumed location of the crew
during the game.
G7.2 Ships
Techno-mages all use one type of ship, a vessel built thousands of years ago and handed down from one mage to another along with the
implanted control circuits. Ships are called into service with their respective crewmember. There is no purchase price for the vessel as
it accompanies its crew member. Each vessel is controlled and dedicated to a single member.
G7.21 Upkeep
Techno-mage vessels do not have upkeep on them.
G7.22 Repairs
Each vessel is constructed from Shadow skin and has regenerative properties. As such they
do not need to be repaired nor pay for repairs but the time taken to repair instead. A damaged
Techno-mage vessel will take 3 Rounds to repair itself; a counter will be needed to track this.
G7.23 Destruction
Once a Techno-mage ship is destroyed it does not come back, it does not go to the Scrap Yard.
G7.24 Special Weapons
All Techno-mage vessels are able to use high-tech scanners based on Shadow engineering
which gives them the comparable equivalent of EL-INT/ Electronic Intelligence as seen on
other vessels.
G7.3 Location
G7.31 Crew specific
Techno-mages can exist in any area in the playing field, and can establish
their base of power even on territory claimed by other Empires. The base of
power only applies to a single crew while that crew is in play.
H3 STAT ROLLS
H3.1 Stat Roll (Previously B6.6)
A Stat Roll is simply a requirement that you roll a crew's stat or less on a standard six-sided die (1D6). The card or rule calling for the
Stat Roll will specify the stat to be used and any modifier to be applied to the stat.
[Example: The card 'Shag Toth' reads "Select 1 opponent crew to make
a Health Roll at -2. If that crew fails, discard the craw and this card". The
player of 'Shag Toth' selects a crew card who must roll it's Health Stat -2
or less on 1D6. The defending player makes a single die roll. Lets assume
the defending crew had a Health of 5, and a 1 is rolled on the die. 1 is less
than or equal to three (a Health of five with a -2 modifier), so the crew
remains in play.]
H3.22 Order
The first stat listed is the stat the acting player uses. The second stat is the stat used by the other side.
[Example: The card 'Talia Winters' reads 'When an opponent crew
attempts to affect any of your crew, make a Psi vs. Health Roll against
the opponent crew. If successful prevents the crew's function." The acting
player initiates the roll and uses Talia's Psi Stat and the other player uses
his crew's Health Stat.]
H5 Minesweeping Rolls
Minesweeping is done by declaring that a ship is sweeping a mine directly in front of it, and rolling a Defense Grid Die (1DG). The
mine is detonated and the ship may take damage. Subtract the Defense Grid Die result from the mine’s Damage Indicator and toll that
many Babylon 5 dice as damage. Score the result as damage to the sweeping ship and remove the mine token.
[Example: Your ship is attempting to sweep a mine with a Damage Indicator of three. You roll
a one on the Defense Grid Die and then take the result of two Babylon 5 dice as damage to
your ship (instead of the three dice you would have taken if you moved into the mine hex.) You
take this damage even though you did not enter the mine hex.]
I Special Weapons
The third firing arc on a vessel denotes a weapon type dedicated to that specific class of ship and will be noted on the token.
I1 EL-INT/ Electronic Intelligence
This weapon adds function to command cruisers and scouts to alert the ship and its
accompanying fleet to cloaked and other undercover vessels in the vicinity. The weapon
indicator on the ship indicates how far of range (number of hexes away) the sensors are able
to scan.
I1.1 Raiders
These sneaky bastards attack trade vessels then steal the derelict ships for their own fleet.
When they approach it is unknown if they are friendly or aggressive until they fire first. An
EL-INT ship in the area will be scanning the entire time and will detect the subterfuge when
the opponent vessel comes into range of the sensors. EL-INT scanners do work in all
directions, so each ship equipped with such will have a full 360 orange hex to denote that.
For more information see G8 Raiders
I1.2 First Strike
This feature allows a vessel to fire its light weapons during the opponent’s move phase. When an opponent ship comes within range
(likely to attack your vessel) you can fire first, even if they intended to fire during their next phase. Corvette sized ships are often
equipped with this technology and are especially effective against Squadrons.
I3 Mass Drivers
This technology was originated by the Orieni but the Centauri reverse-engineered it during the war between the two Empires. Ever
since it has been available on larger Centauri vessels despite being outlawed by treaty with every known race.
I3.1 Carrier
A ship equipped with Mass Drivers acts like a carrier as it needs to hold onto asteroids that it plucks from space, then it moves into
position to fire its weapon. The ship will have a Mass Driver (n) label on the token to denote how many asteroids it can carry at a time.
A D10 counter should probably be used, or asteroid tokens, to indicate how many rocks are aboard. As a carrier, if the ship is
destroyed, the cargo is also dumped.
I3.2 Turn
Mass Drivers are a First Strike weapon so the ship is able to fire the rock at a base or other non-moving target before they can return
fire. One asteroid can obliterate a base but are ineffective against ships or squadrons.
I3.3 Aim
Mass Drivers are directional weapons, they can only be fired directly forward.
I3.5 Collection
To gather some asteroids a ship equipped with Mass Drivers has to find an asteroid field (map hex occupied with some asteroids) and
enter that hex (taking damage for entering). The ship may pluck asteroids from that hex up to the size of the field indicated on the
damage indicator of the asteroid hex. If a ship enters an Asteroid-3 hex, it can collect up to 3 asteroids; if the ship enters an Asteroid-1
hex it may only collect 1 asteroid. The fields do not diminish when asteroids are collected and remain the same hazard strength. A ship
may leave and return to the area to collect more asteroids if it wishes.
• Torpedoes
• Missiles
• Rail Gun
• Pulse Generator
• Electro-Pulse Gun
• Burst Beam
• Rad Cannon
• Antimatter Shredder
While the names are different, the basic technology is similar enough that they operate the same way.
I5 Shielding
Several vessels in the Babylon 5 realm did have shields that others don’t.
These shields protect the vessel from gravity fields and tractor beams.
I6 Jamming
• Abbai Comm Disruptor
• Minbari Jammer
These jammers can interfere with the EL-INT function of opposing vessels and prevent them from doing extra harm.
I9 Vortex Disruptor
The Shadows have the ability to destabilize a jump point, even one within a jump gate fixture, and not only prevent an enemy from
escaping but collapse the gate energy onto the target vessel, destroying it.
I9.1 Limitations
The disruptor upsets commonly used jump technology but is ineffective against the different jump types used by any of the ancient
species; The Hand, Mindwalkers, Kirishiac, The Pact, Ru’Ha-Rus, Speakers, Torvalus, Walkers, Xu’Ha, and others.
J CREW LOCATIONS AND AWAY MISSIONS
This section describes how to track the locations of crew. It allows crew to leave Babylon 5 on starships and travel on the map to other
locations. This rule will be of little use until you have purchased the encounter deck products (expected to be released in February 1999
but never made it to market) or other products containing Mission and/or Encounter cards. It is presented here so that when you obtain
those products you will already have a functional knowledge of the rules needed to use those products.
J1 CREW LOCATION (Modular)
When a crew is played it must be assigned a location by the player playing the crew. If a location is not assigned it is assumed to be on
the Homeworld of the player that called the crew into action. A location is a ship, base, or squadron. When played the crew’s location
must be any unit which is owned by the player playing the crew. Links (triangular shaped currency with letters on them) are used to link
the crew card to its location on the map. Links are not required for crew played to Babylon 5 (until such time as the crew leaves Babylon
5. [Examples: A player plays a crew card. Selecting a pair of links (two A’s for example), the player places one link on the crew card
and one on one of the ships. The crew is now considered on that ship.]
J2 TRANSPORTATION (Modular)
All locations are considered to have transporters.
J2.1 Transportation
Transportation consists of life pods, shuttlecraft, etc. Transportation has a range of zero to one hex. To use transportation, simply declare
in the Allocate Phase that a crew is using transportation to move or perform an Away Mission.
J2.2 Changing Location
To change location, the new location must be in range of the transportation (zero or one hex) and must not be controlled by an opponent
(i.e. you cannot move a crew over to an opponent ship and leave it there). When a crew leaves a location for another simply move the
link to the new locations showing that the crew has changed location. Crew are assumed to be on Babylon 5 unless a link shows them
to be elsewhere. The link can be removed from any crew changing location to Babylon 5.
J2.3 Location Capacity
There are no limits to the number of crew at a location.
J2.4 Simultaneous Use
When transportation is used in the Allocate Phase it can be, but is not required to be, used by one or more crew simultaneously. You
can send three crew on three different Away Missions to different locations, or you could send all three crew on the same Away Mission
(or any combination thereof). Away Missions are performed one at a time and the crew going on the Away Mission are all declared
when the Away Mission is declared. Crew must be at the same location in order to go on the same Away Mission. [Example: A player
declared that two crew are going on one Away Mission to the same location.]
J2.5 Emergency Evacuation
When a location is destroyed, crew (and any abilities or gear) at that location may use transportation to evacuate the location ‘just’ prior
to its being destroyed. If there are no locations in range to change location to, then the crew are discarded and the location is removed
from play by the standard rules.
J3 Away Missions
J3.1 Procedure
An Away Mission consists of transportation to another location, the attempt at completing the action (mission card, crew function, etc.)
and transportation back to the previous location of the crew. [Example: A crew with ‘Pain Givers’ is currently on ship. The crew
transports to an adjacent opponent ship (Away Mission not change location) with an opponent crew on it. If the Combat vs Combat Roll
is successful (see ‘Pain Givers’ card) then the ‘Pain Givers’ card is placed on the opponent crew and that opponent crew is affected by
the ‘Pain Givers’ card. The crew on the Away Mission returns to its ship.] [Note: Links do not need to be moved to perform an Away
Mission since the crew will be returning to the original location after the action(s) has been resolved.]
J3.11 Crew Proximity
For a crew to affect another crew (with a crew function (including gear and ability cards) or via a mission card) both crew must be at
the same location. See B6.313 Crew: Cards Affecting a Crew.
J3.12 Changing location –or- Away Mission
Each of your crew may go on one Away Mission on your turn or may change location once on your turn (not both).
J3.13 Timing of Crew Functions and Mission Card Attempts
Each crew may perform its periodic (‘-‘) functions once on your turn and may attempt one mission card once on your turn during the
Allocate Phase. These may be done in any order desired (before, during, or after the use of transportation). These may also be performed
without transportation (if the crew is at the appropriate location or a specific location is not required). [Note: If a mission card were
played to the above crew before it transported, the crew could attempt the mission card on the opponent ship as well as using its gear
function.]
J3.2 Search for a Dormant Shadow Vessel
J3.3
J3.4
J3.5
J3.6
X - APPENDICES
X1 ERRATA
As with any published product there is a tendency for gremlins to sneak in and change things when you're not looking. What follows is
errata (corrections) to prior releases: V1.0, V1.1, and V1.2 Rulebooks. This rulebook (V2.0) is the errata to the previous rulebooks. It
supersedes any rules and errata previously published.
Cards:
President Luis Santiago: The reference to 'President Clarke' should be 'President Morgan Clark'.
Activate Defense Grid: The '-'should be treated as a'>'.
X2 SPECIAL TOKEN RULES
Some tokens have short special rules which are defined in further detail here:
Carrier
A token that is a carrier may carry squadrons up to its limit (found in ( ) after the word carrier (see F1.2 Carrier Capacity)).
Mines
A token with the rule 'mines' can build one mine each round on your turn (see D3.244 Building a Token - Mine Token).
+2 if docked to B5
This indicates that when the token is docked to Babylon 5, the controlling player gets a bonus of 2 economy (or +1, +3, etc.) during their
Record Keeping Phase (see D1.3 Collect Bonuses).
Can destroy 'planets'
Indicates a ship which can destroy Economy Indicator hexes (see G5 Decimating Planets).
Steal 1 when docked
This indicates that when the token is docked to an opponent base, the base controller pays a penalty of one economy (or -2 or -3, etc.)
during their Record Keeping Phase (see D1.4 Pay Penalties). The controller of the stealing token adds this economy to their Economy
Reserve when the penalty is paid.
X3 PRODUCT INFO
Watch for these exciting Component Game System™ products (in order of appearance):
Date Product # Description Suggested Retail
Oct. '97 CB5-101 2258 Core Set $29.95
Oct. '97 CB5-502 2259 Earth Alliance Starter Kit $12.95
Oct. '97 CB5-512 2259 Minbari Starter Kit $12.95
Oct. '97 CB5-522 2259 Centauri Starter Kit $12.95
Oct. '97 CB5-532 2259 Narn Regime Starter Kit $12.95
Apr. '98 CB5-542 2259 Shadow Starter Kit $12.95
Apr. '98 CB5-551 2258 Vorlon Starter Kit $12.95
Apr. '98 CB5-562 2259 Psi Corps Starter Kit $12.95
Apr. '98 CB5-571 2258 League Starter Kit $12.95
Apr. '98 CB5-121 2258 Reinforcements Pack #1 $19.95
Apr. '98 CB5-111 Babylon 5™ Dice (6 dice) $ 4.95
May '98 CB5-001 2258 Board Game (Core Set) $39.95
Jun. '98 CB5-102 2259 Board Game (Core Set) $39.95
Jun. '98 CB5-502 2259 Earth Alliance Starter Kit $12.95
Jun. '98 CB5-512 2259 Minbari Starter Kit $12.95
Jun. '98 CB5-522 2259 Centauri Starter Kit $12.95
Jun. '98 CB5-532 2259 Narn Regime Starter Kit $12.95
Aug. '98 CX1-001 Xena: Warrior Princess™ CGS $29.95
Aug. '98 CX1-111 Xena: Warrior Princess™ Dice $ 4.95
Aug. '98 CH2-001 Hercules: The Legendary Journeys™ CGS $29.95
Aug. '98 CH2-111 Hercules: The Legendary Journeys™ Dice $ 4.95
Nov. '98 CNG-001 Star Trek: The Next Generation Board Game $39.95
Nov. '98 CD9-001 Star Trek: The Next Generation Board Game $39.95
Jan. '98 CB5-131 Encounter Deck #1 $12.95
Jan. '98 CB5-132 Encounter Deck #2 $12.95
Jan. '98 CB3-001 Battlestar Galactica™ CGS $39.95
Jan. '98 CB3-111 Battlestar Galactica™ Dice $ 4.95
This schedule is subject to change, please call for availability.
X4 SPARE PARTS
Component Game Systems, Inc. has a selection of spare parts available for CGSTM products. Call us at (607) 652-2378 for availability
and pricing.
X5 TACTICAL RETREAT VI & VII
Tactical Retreat VI (CGS’s biannual Open House, costs $75 rooms, $30 entry) has been scheduled for October 23rd-25th, 1998. Tactical
Retreat VII has been scheduled for April 23rd-25th 1999. A National Championship for the Babylon 5TM and Fantasy Component Game
SystemTM will be held as well as Championship Tournaments for all available CGSTM products and some other products of galactic
proportions. For pre-registration and reservations call Component Game Systems, Inc. at (607) 652-2378.
Obviously all of the tournament information is long since over. It was left in the book to prevent upsetting the original indexing.
X6 INDEX
Abbreviations X7 Damage Indicators B1.12, E1.11
Ability Cards B6.35 Declaration of War B4.51, D5.1
Action C5.2 Defense Grid Die (1 DG) B5.2, H2
Activation of Hexes D4.3 • Long Range Support (3+) H1.1
Advanced Rules, Adding A4 Defense Grid Die Rolls D5.1, H1 .2
Additional Movement D4.5 • Vorlon Technology Roll G2.22
Allocate Phase D3 Defense Rating B4.21, E2.1
Asteroid Token B4.41 Docked B4.33
Away Mission J3 • Babylon 5 D1.31, D2.31, D3.32
'Affecting a crew' B6.31 Docked Position B4.34
Babylon 5 Die (1B5) B5.1 Docker Faction C3
• Docking Bonus D1.31 Dormant Shadow Vessels D1.7, G3
• Map Piece B1.16, C2.31, C2.42 Economic Victory D1.11
• Occupies Hex B1.16 Economy B3.1, D1.9
• Repairing at D3.32 • Generate D1.2
• Voting (ships docked) D2.31 Economy Indicator B1.11, B4.23
Base Token B4.1 Economy, players exchanging D2.22
• Building D3.24 Economy Reserve B3.14, C4.2, D1.2, D1.9,
• Economy Output B4.23 D3.1
• No Stacking B4.35 Emergency Evacuation (crew) J2.5
• Repair D3.3 Empire Color B5.23
Basic Game A3.11 Empire Control Sheet B3
Bonuses D1.3 Empire Discount C4.3, D3.22
Bribes D2.22 Empire Rules, Adding A5
Campaign A3.42 Empty Hex B1.21
Cards B6 Errata X1
• 'Affecting a crew' B6.31 Event Card B6.32
Facing B4.32, D4.12
• Duration B6.24, C5.29, D1.5
Factions C3
• Empire B6.2c, C1.34, C5.13
Fire Phase C5.25, DS
• Features, Definitions B6.2
Firing Arcs B4.25, D5.4
• Features, Location B6.1 Fleet Jumps D4.68
• Functions(-,=,>) B6.28, B6.34, B6.35 Forced Recovery (squadrons) F5
• Name B6.21 Free Space D3.41
• Negating Functions of C5.4 Gear Cards B6.34, D1.8
• Play Cost B6.22 Gross Economy B3.11
• Play Phase B6.23, C5.2 Hand Size Limit CS.3
• Type B6.3 Heavy Weapons DS.2, D5.31, D5.45
• Unique B6.25, C5.28 Hex Activation D4.3
• Year B6.25 Homeworld Map Piece B3.2, C1.22, C1.32, C1.42,
Carrier F1.12, F1.2, F3.2, X2 C2.31, C4.3
Carrier Capacity F1.2 Homeworld Territory (Master's) C6.13
Carrier Damage F3.2 Hyperspace Jumps D4.6
Chaotic Map (variant) C6.2 • Fleet Jumps D4.68
Circle of Death (variant) C6.5 • Squadrons F2.3
Comet Tokens B4.45 Insufficient Damage E2.5
Conditional Functions (>) B6.28 Jump Damage D4.66
Contested Hexes D3.42 Jump Engine D4.62
• Build D3.25 Jump Engine Indicator B4.22
• Repair D3.33 Jumpgate D4.61
Contested Space D3.4 • Building D3.23
Core Set A1.2 • Map Element B1.13
Core Set Set-up C1 .2 • Token B4.42
Council Vote D1.14, D2.1 Larger Maps (variant) C6.1
Crew Card B6.31 Light Weapons B4.25, D5.2, D5.32, D5.45
Crew Location J1 Limitations, Control Sheet B3.4
Crew Proximity J3.11 Location, Crew B6.31
Crippled B4.12, D3.31, E2.2, E2.3 Long Range Support Rolls H1
Currency B2, B3.1, C4.2, D1.9 Mandatory Functions (=) B6.28, C5.41
Damage, Applying F3.2, E2 Map Creation C2
Map Creation, (Master's) C6.12 Sideslip D4.11
Map Elements B1.1, D4.32 Spare Parts X4
Map Element Tokens B4.4 Special Token Rules X2
Map Pieces B1, C2.4 Squadrons F
• Exposing D4.2 • Building D3.24
• Year C1.32 • Defense Grid Die Roll vs H2.2
Master's Level (Master's) C6.1 • Damaging F3
Minefields B1.14 • Deployment F2.21
Mines D4.4, X2 • Empire Restrictions F2.4
• Building (Laying) D3.24 • Forced Recovery F5
• Detonation D4.42 • Jumps F2.3
• Jumping Into D4.44 • Merging F4.2
Minesweeping Rolls H5 • Movement F2
• Tokens B4.43 • Recovery D1.6
Mine Warfare (variant) C6.3 • Repairing F4
Mission Cards B6.36 Stacking Limit B4.35, D4.14
Modifier Votes D2.32 Standard Die (1D6) B5.3, H3, H4
Moon Tokens B4.44 Standard Game A3.12
Moon Token Gambit (variant) C6.4 Set-up C1.3
Move Phase D4 Starter Deck C5.11
Movement D4.1 Starter Kit A1.1
Movement, Additional D4.5 Starter Kit Set-up C1.1
Moving Other Empire Ships D4.15 Starting Forces C4
Negating Card Functions C5.4 Starting Forces, (Master's) C6.14
Net Economy B3.13, D1.12, D1.2 Starting Fleet C4.3
Occupied Hex B1.22 Starting Economy B3.14, C4.2
OP Phase Cards C5.26 Starting Hand C4.1
Optional Allocations D3.1 Stat B6.1, B6.31, H3
Order of Play C2.2 Stat Roll H3.1
Penalties D1.4 Stat vs. Stat Roll H3.2
Periodic Functions (-) B6.28 • No Stat Shown H3.3
Play Aids A2.13, X9 Status Tokens B4.5
Play Set C1.3, C5.1 Surrender D1.12
Play Set, (Master's) C6.11 Tactical Retreat (convention) X5
Player Deck C5.1 Target D5.1, D5.51
Political Victory D1.14 Targeting Limit D5.53
Pregame Set-up Chart X8 Telepaths vs. Shadow Ships G4
Product Info X3 Territorial Victory D1.13
Proxy. map elements - required B4.46 Token Features B4.1, B4.2
Proxy. units - not allowed C1.33 Total Upkeep B3.12
Proxy. war tokens – required B4.51 Transportation, crew J2
Raider Faction C3 Turn A3.3
Random Direction Rolls H4 Turn Sequence D
Random Game Set-up C1.4 Turn Sequence Chart X10
Range D5.3, D5.44 Unoccupied Hex B1.23
Record Keeping Phase D1 Unplaced Map Pieces C2.41
Reinforcements Pack #1 A1.3, X3 Upkeep Cost B4.24
Round A3.2 Victory Check D1.1
Scenario A3.41 Volley, Declaring a D5.5
Scoring Banks B3.1, D1.9 Volley Sequence D5.1
Scrap Yard B3.7, E2.3, E2.4 Vorlon Alliance G2
Set-up C1 Vorlon Alliance Token B4.53, G2
Shadow Influence Token B4.S2, G1 Vorlon Planet Decimation G5
Ship Token B4.1 Vote Card B6.33, C5.22, D2
• Building D3.24 Vote Phase D2
• Jumping D4.6 War Tokens B4.51, D5.1, X7
• Movement D4.1
X7 ABBREVIATIONS
1B5 1 Babylon 5 Die Net Net Economy
1DG 1 Defense Grid Die Omega D Omega Destroyer
1D6 1 Six-Sided Die OP Alloc Opponent Allocate Phase
Assault Cr Assault Cruiser OP Fire Opponent Fire Phase
B5 Babylon 5 OP Move Opponent Move Phase
CGS™ Component Game System™ OP Vote Opponent Vote Phase
Gross Gross Economy Reserve Economy Reserve
Hyperion Cr Hyperion Cruiser Rnds Rounds
Nova Dreadn Nova Dreadnought
X8 PREGAME SET-UP CHART
Pre-Game Set-up (select one)
Basic Game Set-up, Starter Kits C1.1
Basic Game Set-up, Core Set C1.2
Standard Game Set-up C1.3
Random Game Set-up C1.4
Create Map (in order, once) C2
Announce Empires and Determine Order of Play C2.2
Players remove cards of other empires represented by other players from their decks C2.2
Place Babylon 5 (C2.31)
Place Homeworlds (C2.32)
Place map pieces (C2.41)
Flip Babylon 5 (C2.42)
Factions (in order, once) (C3)
Show selected factions (C3.13)
Bid on factions in the Order of Play (C3.14)
Homeworld Territory (Master's level only) (C6.13)
Starting Forces (in order once) (C4)
Select starting hand C4.1
Place currency to represent Starting Gross and Starting Economy Reserve C4.2
Place Starting Fleets in Order of Play C4.3 & C6.14
Adjust Scoring Banks base on these builds D3.23
Begin Play (Starting with the first player) Current player follows the Turn Sequence (see X10 Turn Sequence Chart) and then play
passes clockwise.
X9 PLAY AIDS
X9.1 Dice As Markers
While the currency found in the CGS™ is useful, we recommend picking up a dice brick (if you don't already have dice) with 36 six-
sided dice in three or four colors. Dice are the easiest way to track the first three Scoring Banks (see B3.1 Scoring Banks), using currency
only for your Economy Reserve. This ensures that scores are kept accurately and that currency does not inadvertently slip from one
bank to another. [NOTE: This system is required in tournaments.]
X9.2 Currency As Markers
Currency may be used as markers in several ways.
X9.3 Duration
Use currency to indicate how many rounds a card has left before its duration is up. The currency should always show how many rounds
currently remain before the card is discarded.
X9.4 Play Set
Players may wish to build a Play Set (a player defined selection of parts, see C1.3 Standard Game Set-up and C5.1 Player Decks). This
allows players to begin play with less set-up time. These are usually empire specific (i.e. designed with 1 empire in mind). Starter Kit
boxes and the enclosed plastic tray are ideal for storing a Play Set for the empire of the box.
X9.5 Static Stickers
Players may wish to purchase some static stickers or sticky notes to stick to the face side of their map pieces. This will prevent the map
pieces of different players from becoming mixed up. Move the sticky to the back side when exposing the map piece to keep it out of
view.
X10 TURN SEQUENCE CHART
Record Keeping Phase (in order, once)
Victory Check (if appropriate) (D1 .1)
Economic Victory (2x other Gross Economies) (D1 .11)
Surrender (if negative Net Economy) (D1 .12)
Territorial Victory (6 map pieces) (D1 .13)
Political Victory (by Council Vote) (D1 .14)
Generate economy (D1 .2)
Collect bonuses (D1 .3)
Pay penalties (D1 .4)
Cards with durations (of rounds) count down (D1 .5)
Recover squadrons (D1 .6)
Attempt to discover a dormant Shadow vessel (D1 .7)
Move gear (D1 .8)
Vote Phase (in order, once)
Play Vote Phase cards (other than vote cards) (C5.22)
Call for Council Vote (D2.1)
Play a vote card & read it aloud (D2.1)
Negotiate (D2.2)
Take the Vote (D2.3)
Apply effects if vote passes (D2.34)
Play Vote Phase cards (other than vote cards) (C5.22)
Allocate Phase (in any order, repeating until done)
Buy cards (1 time only) (D3.14)
Build tokens (from your scrap yard or out of play) (D3.2)
Repair your crippled tokens (D3.3)
Play Allocate Phase cards (C5.23)
Shadow players may attempt to influence (D3.15)
Vorlon players may attempt to form alliances (D3.16)
Crew may change location / perform Away Missions (J2.2, J3)
Move Phase (in any order, repeating until done)
Each ship and squadron may move or jump once
Movement (D4.1)
Hyperspace jumps (D4.6)
Resolve movement (for each unit after it moves)
Exploring map pieces (D4.21)
Hex activation (D4.3)
Play Move Phase cards (before or after any movement or card play) (C5.24)
Minesweeping attempts may be made (H5)
Fire Phase (in order, once per target, repeat for each target)
Play Fire Phase cards (C4.25)
Declare Fire: (D5.51)
Declare a target (a token in range with a defense rating)
Declare firing token(s)
Give War Token: If target player does not have yours (B4.51)
Roll Long Range Support Die: (range 2+ weapons) (H1)
Determine damage from each token
Determine total damage (sum token's fire)
Play OP Fire or Any Phase cards: (C5.2)
All cards must be played prior to the DG roll.
Opponent rolls Defense Grid Die Roll: (H2)
Reduce damage or attack squadron
Adjust damage total (if applicable)
Apply Damage to Target: (E2)
If crippled, flip to crippled side
If destroyed, remove from the map
Tokens with upkeep are placed in the Scrap Yard
Tokens without upkeep are set aside
X11 ICON LEGEND
Abbai Matriarche (League world) House Milifa
Alacan Republica House Miro
Antarean House Mollari
Aravaln Protectorate House Refa
Arcadian
House Orange
Army of Light
Arnassian (League world) House Tavari
Attarn Union House Turhan
House Xarmov
Babylon 1 (level 1 Earth base)
Ch’Lonas Hives
Babylon 2 (level 2 Earth base) Chouka Delegates
Babylon 3 (level 3 Earth base) Corillani Theocracy
Babylon 4 (level 4 Earth base) Descari Committees
Babylon 5 Dilgar Entire
Alpha Squadron Drakh Hordes (Shadow agent)
Delta Squadron Drazi Freehold (League world)
Hells Angels Squadron Dregg
Sigma Squadron Earth Alliance
EA Health Organization
Zeta Squadron
Earth Forces Off-World
Zocalo Bazaar Earthforce Academy
Babylon 6 (level 6 Earth base) Earthforce Command
Babylon 7 (level 7 Earth base) Earthforce Medical Corps
Balosian Underdwellers (League world) Earthforce Quartermaster
Barada Earthforce Postal Service
BKN Earthforce Science Team
Brakiri Syndicracy (League world)
Earthforce Security
Cascor Commonwealth (League world)
GROPOS (Groundpounders- Earth Infantry)
Centauri Republic
Interplanetary Expeditions
House Cotto Nightwatch (Earth organization)
House Davo
House Dei EAS Cerebus
House Drusella EAS Charon
House Jaddo EAS Cortez
House Kiro
EAS Explorer LWO
Markab Confederacy (League world)
EAS Lexington
Mars Force (Earth protectorate)
EAS Medusa Mars Guard (Earth protectorate)
EAS Vesta MarsPol (Police)
Ekarid MCC
Free Human Union (Earth protectorate) Medushaan
Free World Confederation Mentaban
Gaim Intelligence (League world) Minbari Federation
Ge’ka’dian Growers Eighth Fane of Tredomo
Golian Representation (Centauri protectorate) Fire Wings
Grome Magna Chalna (League world) Grey Council
Hand Agreement Moon Shields
Tzillari Conclave (Kafta’s species) Night Walkers
Servitors Star Riders
Tenth Fane of Elleya
Hurr Androma Republic (League world)
Hyach Gerontocracy (League world) Third Fane of Chudomo
Hyperion Union Wind Swords
I-Ixian Mindriders Order (First Ones)
Iel Mitoc Entire
Il-Wah Modrani
Inhaut Instrumentality Moradi Empire
Interstellar Alliance Narn Regime
Excalibur Nashani
Rangers
Iksha Baronies (League world) Onteen Flock (League world)
Ja’Ka Bar Orieni Imperium
Jovian Colonies (Earth protectorate) The Pact (First Ones)
Kahdarin Republico pak’ma’ra packs (League world)
Ki’Dan Realm Psi Corps
Kishiriac Lords (First Ones) Ω Black Omega Squadron
Kor-Lyan Kingdoms Raiders
Koulani Directorate Belt Alliance
Dawnstar
League of Non-Aligned Worlds
Doogan Raiders
Llort Mi-Ma-Ti (League world)
Thieves Guild
Lumati Dominion
Thievery Thirdspace Invaders (First Ones)
Ralgan Domide Thrakallan Legislature
Regulators Tikar Union
Riar (League world) Tirrith Free State
Rogolon Dynasty Torvalus Speculators (First Ones)
Ru-Ha’rus Caretakers (Vorlon agents) Torata Regency
Sable Tol’Rawn
Sanchin Torata Regency
Satyra Triad League (First Ones)
Sh’Lassan Triumvirate (Earth protectorate) Triplanetary League
Shadow Anarchy (First Ones) Umarek
Sorithian Usuuth
Vinzini Librarians
Soul Hunter/ Shok Toh (First Ones)
Vorlon Empire (First Ones)
Speakers (First Ones)
Streib Collectors Vree Ventucki Conglomerate (League world
Stria Walkers of Sigma 957 (First Ones)
Tac’cha Wurt
Taritamude (original Techno-mages) Wychad
Tal’kona-sha Virtuality Xu-Ha Architects (First Ones)
Tapla Yolu Ingyo (League world)
Techno-mage Brotherhood (Shadow defectors) Zathkir
Telnaca Zener Technicians (Shadow minions)
Terran Concordat
B4.3 Positioning Tokens on the Map............................. 21
A6 Table of Contents
A · INTRODUCTION ............................................................. 3 B4.4 Map Element Tokens ............................................ 21
A2 HELPFUL HINTS BEFORE YOU START .................. 7 B5.1 Babylon 5 Die (B5) ............................................... 24
A2.1 Rule Organization ................................................... 7 B5.2 Defense Grid Dice (DG) ....................................... 24
A2.3 Printing Parts ........................................................... 7 B5.4 Dice As Markers (formerly written as X9.1) ........ 29
A3.1 Game ....................................................................... 9 C1.1 Basic Game Set-up - Starter Kits .......................... 37
A3.2 Round ...................................................................... 9 C1.2 Basic Game Set-up - Core Set ............................... 37
A3.4 Scenarios & Campaigns (Variants) ......................... 9 C1.4 Random Game Set-up (Variant)............................ 38