Babylon 5 C-G-S Rulebook

Page 20

Fl Squadron Tokens - F5 Forced Recovery

Component Game System

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Rulebook V1.Z

F • FIGHTER SQUADRONS F1 SQUADROn TO.(EnS Fl.l 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).]

.Fl.2 Carrier Capacity

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).]

Carriers are tokens with the note 'Carrier (n)' on the token where 'n' equals the maximum number of squadron tokens the carrier can carry.

:fij-carrier-Darnage-------------------------------l

F2 SQUADROn MOVEMEnT

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F2.1 Movement

Each of your squadron tokens may move 1 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 squadrons 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).] i

F2.2 Carrier Operations

IMPORTANT - The following rules have been deleted: F2.21 Deployment: Squadrons deploy (as defined in F2.1) by normal movement or jump. There is no longer a deployment action. . F2.22 Recovery: Squadrons are now recovered during the Record 1 Keeping Phase (see 01.6 Recover Squadrons). Squadrons which are not recovered are crippled or destroyed.

;F23 Jumps

: If the carrier is crippled. the squadrons under it are not! :affected at all. If the carrier is destroyed, all squadrons under it are II

F4 REPAIRinG SQUADROns F4.1 Squadron Repair

To 'repair' a crippled squadron, the squadron token must be under 1 of your carriers which is a base or under 1 of your carriers which is a ship and is docked to one of your bases or docked to Babylon 5.

F4.2 Squadron Merger

A carrier can merge 2 identical crippled squadrons currently under the carrier into 1 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 A squadron with a jump engine or in a jumpgate hex may entering (see 04.31 Definition of 'Entering a Hex') the hex the jump in any direction (even if under a carrier). A squadron may jump squadron is in. The squadron owner must move the squadron under (as its movement for that turn) a maximum of 1 time on your turn. a carrier. This must be done with 1 movement of the squadron or The movement or jump of a carrier does not count as the movement the squadron is destroyed (removing it from the map). or jump of the squadrons under it. They are still eligible to move or [Example: A squadron is in a hex adjacent to a carrier base. An opponent moves a ship into the squadron's hex, causing the jump even though they traveled with the carrier. [Example: A squadron is under a carrier while the carrier jumps (the squadron owner to move the squadron under the base.] squadron travels with it). The squadron may then move or jump (if it [Example: A squadron, under a carrier adjacent to an opponent has a jump engine or in a jumpgate) if it has not already done so.] squadron, is moved into that squadron's hex forCing its owner to [Note: Ships may jump with a squadron (see 04.68 Fleet ~__ recover it. Note that you may not move 1 of your squadrons into Jumps).} a hex already containing 1 of your squadrons.]

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:F2.4 Empire Restrictions

: Squadrons may only be carried by a carrier of the :Lsame empire as the squadron. __________________________________________ _


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