TEXT: ARGON IAN 5-1 
  INCLUDES - ALL THE RULES NEEDED FOR PLAY: 
  THE ARGONIANS: A NEW STAR FARING RACE 
  THE ENERGY FL.UX: A POWERFUL. HEAVY WEAPON 
  PLASMA PHASERS: A COV£TED ARGONIAN SECR£T 
  THE STROBE: A UNIQUE SHIP SYSTEM 
  HUL.L. ROTATION: A SP£CIAL. MOVEMENT ABIL.ITY 
  THE ARGON IAN NEBULA: A UNIQUE TERRAIN FEATURE 
  MEDICAL.L.Y INFECTIOUS ZONES: A BONUS TERRAIN RUL.E 
  HISTORICAL BACKGROUND FOR THE ARGONIANS: 
  ARGONIAN HISTORY 
  A TIMEL.INE 
  10 HISTORICAL. SCENARIOS 
  TECHNICAL INFORMATION INCLUDING: 
  A FL.E£T DATA TABL.E L.IS1"ING ALL. ARGONIAN SHIPS 
  SHIP DESCRIPTIONS FOR 30 ARGON IAN UNITS 
  ARGON IAN FIGHTER RULES & A CARRIER GROUP SSD 
  ALL NECESSARY ANNEXES 
  THE ARGONIAN TOURNAMENT CRUISER 
  ALSO INCLUDED: 25 COMPANION SSDS 
  The material contained in this product is expansion material for use with the game STAR FLEET BATILES 
  (the starship combat game created by Amarillo Design Bureau and published by Task Force Games). This 
  product is not sponsored by, or affiliated with Amarillo Design Bureau or Task Force Games. This is an 
  independent product created solely by Companion Games. You must have STAR FLEET BATTLES 
  Captain's Basic Set to use this product. 
  .. 
  
  ARGONIANS-1 
  INTRODUCTION 
  The expansion material you have just purchased is the 
  result of 8 years (since 1985) of creative energy, play testing, 
  designing and redesigning. I sincerely hope you find the Krebiz 
  playable, fair, and most of all, fun! SFB is a fantastic game 
  designed for having fun. If you are one of those people who 
  believe that only 'official' material should be used then throw 
  this book away NOW! It is 'unofficial' material. This product is 
  not sponsored by or affiliated with Amarillo Design Bureau or 
  Task Force Games. This is an independent product by 
  Companion Games. 
  The material enclosed is for fun and experimentation. 
  It is for people who are tired of the same old weapons, ships 
  and scenarios. It is for those who wish to encounter a new race 
  with no prior knowledge of the tactics needed. Most importantly 
  this expansion material is for anyone who ever created, 
  designed or modified any ship, rule or scenario. SFB players 
  thrive on new material. It can't come out fast enough, can it? 
  So stop waiting and playa new race's starships. 
  Note: If you do not have Captain's Basic Set and/or do 
  not know how to play STAR FLEET BATTLES then you will not 
  be able to use this material. 
  C. Henry Schulte 
  INTEGRATION 
  . 
  . Th.e material in this supplement is designed for easy 
  rntegratlon Into your existing SFB rule book. As with the other 
  SFB rulebooks, simply cut this booklet apart at the center, hole 
  punch it and insert it in your rulebook. The rules are numbered 
  in a unique manner so that new 'official' material, added at a 
  later date, will not contrast with the rules presented here, and 
  so that our product can be easily differentiated from that of 
  TFG. 
  Example: (DW-2) should be inserted behind (DW-1) 
  at the end of the E section (direct-fire weapons section) of your 
  rulebook. Alternatively, players could leave this book intact so 
  that all the Argonian material is readily accessible. 
  RULE ABBREVIATIONS 
  CR 
  ON 
  ER 
  FR 
  HC 
  HS 
  Combat Rule 
  MR 
  Direct-fire Weapon Rule 
  PR 
  Ship Equipment Rule 
  RH 
  Fighter Rule 
  SW 
  Historical Campaign 
  TR 
  Historical Scenario 
  XR 
  Movement Rule 
  Power Rule 
  Race History 
  Seeking Weapon 
  Terrain Rule 
  X-Ship Rule 
  ARGONIANS-2 & ARGONIANS-3 
  If a rule is sited somewhere in this text and you 
  cannot locate it, it might be in one of the two sequel products, 
  see the rules index on page two. 
  All of the ships described in the (RH-2) section of this 
  product do not have SSDs enclosed in this product. There are 
  only enough SSDs to give you a taste of the Argonian race. All 
  of the 'missing' SSDs are printed in the other Argonian books. 
  Each ship description tells you where the accompanying SSD 
  is printed. In this manner, those who do not wish to pay for all 
  the extra SSDs do not have to. 
  Copyright © 1993 C. Henry Schulte 
  INTRODUCTION 
  USAGE 
  The race presented in this supplement can be used If) 
  a number of ways. It is solely up to the players and GM (if a'ly) 
  how to use this product. Some possibilities are listed here 
  HISTORICAL RACE: Use the history presented herein. 
  SUBSTITUTE RACE: This race could be substituted In ar 
  ongoing campaign for one of the existing races. 
  COMPUTER SIMULATION: This race could be used as a 
  training simulator race by one of the existing races 
  RANDOM ENCOUNTER RACE: This race could be used In an 
  ongoing campaign where the GM integrates random 
  encounters. 
  FAR SIDE RACE: This race could be located on the far side of 
  the galaxy, presumably with other such races 
  EXTRA-GALACTIC: This race could be visiting this galaxy fro"-, 
  another, or a standard race could visit the galaxy of this race 
  SURPRISE ENCOUNTER: Spring it on another player who has 
  never read this book by using the Tactical Intelligence rules 
  (017). Players should use discretion when doing this. 
  Obviously the possibilities are endless. Enjoy 
  TABLE OF CONTENTS 
  INTRODUCTION 
  COMPANION GAMES 
  RULES INDEX 
  OTHER PRODUCTS 
  IN-COMING FIRE 
  DESIGN CREDITS 
  ARGON IAN HULL ROTATION 
  FREE IMPULSE MOVEMENT 
  ENERGY FLUX HEAVY WEAPON 
  PLASMA PHASES 
  STROBE SHIP SYSTEM 
  ARGON IAN NEBULA 
  MEDICALL Y INFECTIOUS ZONE 
  ARGON IAN HISTORY 
  ARGON IAN SHIPS 
  SCENARIOS 
  SHIP SSDs 
  ANNEXES 
  MASTER SHIP CHART 
  TOURNAMENT CRUISER 
  SSD INFORMATION 
  1 
  2 
  2 
  2 
  2 
  2 
  3 
  4 
  5 
  8 
  9 
  11 
  12 
  13 
  15 
  17 
  25 
  47 
  47 
  48 
  If you haven't already noticed, the SSDs in this book 
  are quite different from those you are used to. Essentially 
  everything you need is there, plus a few extra bonuses 
  Notes: 
  1. The actual HET cost is given on the Turn Mode Chart, as is 
  the breakdown rating. 
  2. The Power Curve box is a listing of the ship's total power 
  distribution. 
  3. All large groups of boxes have a number in the lowest right 
  hand box indicating quantity. 
  4. The Ship Data Table lists the movement cost and the 
  number of internals. The number of internals does not include 
  Sensor, Scanner, Dam. Con., Ex. Dam. or Shields ; it .does 
  include all possible refits. Ships with armor have two numbers; 
  the first without / the second with. 
  5. The last Ex. Dam. box contains the explosion strength. 
  Page 1 
  
  INFORMATION 
  COMPANION GAMES 
  Companion Games was created in 1993 as a vehicle 
  for publishing this material. Its president, C. Henry Schulte, is 
  the author of all the products listed at right. He first played SFB 
  back in 1984 with the designer's edition, and immediately began 
  expanding the game system for his own use. Our purpose is to 
  provide you with the best, most well-written gaming material 
  that we can. 
  Your comments and suggestions are always welcome. 
  We are not considering submitted material at this time (except 
  scenarios & fiction), but we may in the future. Anything already 
  submitted to ADB is off limits! NOTE: We would like to see 
  fiction, scenarios and tactics based on our material and unique 
  races right now. 
  Thank you for your interest. 
  RULES INDEX 
  RULE 
  MR-1 
  MR-2 
  DW-1 
  DW-2 
  DW-3 
  DESCRIPTION 
  Argonian Hull Rotation 
  Argonian Impulse Movement 
  Sabot Heavy Weapon 
  Energy Flux Heavy Weapon 
  Argonian Plasma Phasers 
  LOCATION 
  Argonians-1 
  Argonians-1 
  Krebiz-1 
  Argonians-1 
  Argonians-1 
  SW-1 
  Bi-Tritium Boomerang Torpedoes 
  Indirigans-1 
  SW-2 
  Fuser Mechanisms 
  Indirigans-1 
  SW-3 
  Fighter Boomerangs 
  Indirigans-2 
  SW-4 
  Boomerang Racks 
  Indirigans-2 
  SW-5 
  Advanced Technology Boomerangs Indirigans-2 
  ER-1 
  Krebiz Special Rules 
  Krebiz-1 
  ER-2 
  Strobe Defense System 
  Argonians-1 
  FR-1 
  Krebiz Fighter Rules 
  Krebiz-2 
  FR-2 
  Argonian Fighter Rules 
  Argonians-2 
  TR-1 
  Argonian Nebula 
  Argonians-1 
  TR-2 
  Medically Infectious Zone 
  Argonians-1 
  RH-1 
  Krebiz Ships 
  Krebiz-1,2,3 
  RH-2 
  Argonian Ships 
  Argonians-1,2,3 
  RH-3 
  Indirigan Ships 
  Indirigans-1,2 
  HC-1 
  Krebiz Campaign Notes 
  Krebiz-2 
  HC-2 
  Krebiz Campaign 
  Krebiz-2 
  XR-1 
  Krebiz X-1 Rules 
  Krebiz-3 
  XR-2 
  Argonian X-1 Rules 
  Argonians-3 
  XR-3 
  Indirigan X-1 Rules 
  Indirigans-2 
  PLEASE NOTE: There are too many scenarios in these 
  products to have listed them all here. There are some 
  additional expansion rules which already exist but are not 
  listed here to prevent confusion. They will appear with future 
  races that are not as yet defined. This index will be expanded 
  as products are added to our SFB support line. 
  PHOTOCOPIES 
  Players may make copies of the SSDs and play aids 
  in this book for their own personal use. Nothing in this product 
  may be reproduced for resale or distribution of any kind. 
  Page 2 
  ARGONIANS-1 
  OTHER PRODUCTS 
  COMPANION GAMES publishes several other fine 
  products for use with SFB: 
  Current products: 
  Pages 
  Price 
  Argonians-1 
  48 
  $8.50 
  Argonians-2* 
  48 
  $8.50 
  Argonians-3* 
  48 
  $8.50 
  Indirigans-1 * 
  48 
  $8.50 
  Indirigans-2* 
  48 
  $8.50 
  Krebiz-1 
  48 
  $8.50 
  Krebiz-2* 
  48 
  $8.50 
  Krebiz-3* 
  48 
  $8.50 
  In-Coming Fire (monthly newsletter) 
  8 
  $1.00 ea. 
  Shipping & Handling: $4.00 U.S., $5.90 U.S. 2-day, 20% 
  Canada, 40% foreign ground, 60% foreign air. 
  * These products are complete but have not gone to the printer 
  at this time (July 1993), they will be available soon. 
  To order any of these products, write to us at: 
  COMPANION GAMES 
  P.O. BOX 392 
  STAMFORD, NY 12167 
  Or call us at 1-800-49 GAMES (1-800-494-2637) to direct order. 
  Have your VISA or Mastercard ready. Orders only please. 
  Other inquiries please call 1-607-652-9038. 
  If you have a technical question, we will gladly answer it as long 
  as a self addressed stamped envelope accompanies your 
  question(s). Why type questions will be answered in In-Coming 
  Fire & no SASE is required. For a free sample copy of In-
  Coming Fire #1 and an order form I product update send us a 
  stamped self addressed envelope. 
  DESIGN CREDITS 
  The list below gives credit to those who originally 
  designed or conceived the following units, rules or concepts 
  and to those who gave input in some manner: 
  General Contributions: C. Henry Schulte, Mark A. Galasso, 
  Richard Rausch, John M. Hammer, John Rigley Sr., John E. 
  Kasper, Ed Slusarek, Shivaun N. Schulte, Taylor D. Schulte, 
  John Rigley Jr, and Ginger Lewis, Cheyne Gable, Douglas G. 
  Gable. 
  Non-Computer Art: Ryan C. Gable. 
  Plasma Phasers: Mark Galasso. 
  War Cruisers: Richard Rausch. 
  All ships, History, Energy Flux, Hull Rotations, Strobe, 
  Argonian Nebula, Medically Infectious Zone: C. Henry Schulte. 
  Chief Play testers and General Input on all Rules: John M. 
  Hammer, John (Jack) Rigley, Mark Galasso, Richard Rausch. 
  Playtesters, Editing and Other Input: John Rigley Jr., Joseph 
  Mannino, Albert A. Alecknavage II. 
  Proofing & Content Editing: John M. Hammer. 
  Computer Graphics, SSDs and Text: C. Henry Schulte. 
  And most of all, thanks to you, the players. 
  If I have missed anyone, please forgive me. 
  C. Henry Schulte 
  Copyright C 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (MR-1.0) ARGONIAN HULL 
  ROTATION 
  Argonian ships function essentially the same 
  as other ships with respect to movement, except for their 
  abil ity to perform hull rotations and their free impulse 
  movement. No other race has either of these abilities. A hull 
  rotation is simply turning the hull of the ship 60 degrees while 
  continuing to move in the same direction. The engines on most 
  Argonian ships are not fixed in position they can rotate about 
  the ship. This allows the ships hull to rotate while the engines 
  remain in position. 
  (MR-1.01) NOTE: An Argonian ship with a complete set of 
  warp engines (one box not destroyed on each specific engine) 
  is not effected by (P6.5), (TR-1 .15), (TR-1 .25), (TR-1 .35) or 
  (TR-1.45). 
  (MR-1.1) EARNING HULL ROTATIONS 
  (MR-1.11) An Argonian ship earns 4 hull rotations each turn, 
  one on impulse 2, 8, 16, 24. If it not used before the next one 
  is earned then it is lost. 
  (MR-1.12) Hull rotation does not effect turn mode nor is it 
  effected by it. It does not affect slip slides, nor is it effected 
  by them. 
  (MR-1.13) An Argonian player is not required to make hull 
  rotations. 
  (MR-1.14) Hull rotations cost no energy. 
  (MR-1.2) USING HULL ROTATIONS 
  (MR-1.21) DEFINITION: A hull rotation is basically 
  rotating the hull 60 degrees but not changing the direction of 
  movement. Example : An Argonian ship moving in direction A 
  rotates its hull facing 60 degrees to direction B. It would still 
  travel direction A but face direction B. The diagram below 
  illustrates this procedure. It is traveling "crooked" through 
  space. A ship firing from direction A would hit the number 6 
  shield not the number 1. 
  Copyright e 1993 C. Henry Schulte 
  ARGONIAN MOVEMENT RULES 
  (MR-1.22) TURNS: A ship traveling "crooked" that makes 
  a turn will continue to travel "crooked" in the direction turned. 
  This applies to HETs also. The ship cannot be straightened 
  until the next hull rotation is earned. Note: If a hull rotation has 
  been earned it could be used to straighten out the ship at the 
  same time as a turn is made. 
  (MR-1.23) WHEN: A hull rotation may be made either 
  clockwise or counter clockwise at any speed, except 0, as 
  long as one has been earned. This occurs when the ship 
  makes its move. An earned hull rotation can only be lost by 
  using it, stopping, declaring emergency deceleration or earning 
  a new one, i.e. you can only have one at a time. 
  (MR-1.231) An Argonian ship that has used its hull rotation 
  cannot perform another until the impulse on which the next hull 
  rotation is earned. 
  (MR-1.232) 
  If an Argonian ship declares emergency 
  deceleration it cannot perform a hull rotation in the 2 
  subsequent impulses between declaration of emergency 
  deceleration and when the ship actually comes to a stop, even 
  if it should move. 
  (MR-1.233) Hull rotations may be performed on any impulse 
  of the turn (except impulse 1) so long as one has been earned. 
  They may be performed on impulses when the ship is not 
  scheduled to move. This occurs after all slower ships have 
  moved but before all faster ships move, i.e. at the same time 
  the ship would normally move. 
  (MR-1.24) STOPPING If an Argonian ship stops for any 
  reason it must begin moving, either forward or backward, with 
  the same directional facing as when it stopped, even if that 
  were "crooked". It cannot perform a hull rotation until one is 
  earned. 
  (MR-1.25) COUNTER: A drone counter should be placed in 
  the alphabetical diagram at the top right corner of the map in 
  hex 4002. This counter should always point in the direction 
  that the Argonian ship is traveling, as the actual ship counter 
  may be facing a different direction from that being traveled . If 
  a ship were traveling direction A (figure A) and turned 60 
  degrees right to direction B (figure B) the counter should be 
  rotated as shown below. 
  Page 3 
  
  ARGON IAN MOVEMENT RULES 
  (MR-1.3) INTERNAL.. DAMAGE 
  There is no need to keep track of what position 
  the engines are in to determine internal damage. If the forward 
  center warp engine is currently in a position facing the #3 
  shield it will still take damage as 'center warp' because it is still 
  the forward center warp engine, it is just in a different position 
  temporarily. 
  (MR-1.4) ARGONIANS ONL..Y 
  This system is not used by any other ship but 
  Argonian ships. Argonian freighters. Q ships, and ships 
  captured by Argonians cannot perform hull rotations. Any 
  Argonian ship that is captured by another race can perform hull 
  rotations. Argonian tugs cannot perform hull rotations if 
  carrying 2 or more pods, or 1 double sized one. 
  (MR-1.5) FL..EET DIRECTIONAL.. CHARTS 
  The diagrams below should be used during fleet 
  actions to record the direction of movement for all Argonian 
  units capable of hull rotations. The ship counter will always 
  indicate facing, but not always direction of movement. This is 
  useful in fleet actions when many ships are being used. 
  Page 4 
  ARGONIANS-1 
  (MR-2.0) ARGONIAN FREE 
  IMPULSE MOVEMENT 
  (M R-2.31) REASON: Because of the unique layout of an 
  Argonian ship's warp engines it was discovered that the ship 
  could make impulse movement at no net energy cost. The 
  regular warp emissions were harnessed to accomplish this. 
  (MR-2.32) PROCEDURE: Argonian ships with a complete 
  set of warp engines (1 box not destroyed on each individual 
  engine) can accomplish impulse movement at no cost. Zero 
  energy is allocated for impulse movement. Thus the ship can 
  travel 11 hexes of movement for 10 points of energy. If one or 
  more engines are completely destroyed (all the boxes on any 
  one individual engine crossed off) then the Argonian ship may 
  not make any impulse movements. 
  (MR-2.32) CRITICAL HITS: If (D8.0) Critical Hits are 
  being used, this ability is lost if a critical hit to the warp engine 
  controls is taken. 
  (MR-2.33) IMPULSE TACS: Argonian ships which do not 
  have impulse engines can never perform impulse tactical 
  maneuvers. 
  Copyright e 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (DW-2.0) ENERGY FLUX 
  Energy flux weapons are carried by Argonian ships. 
  This heavy weapon requires 3 consecutive turns to arm. A 
  devastating weapon, as energy builds up around the target 
  ship over an 8 impulse period, and when released damages 
  from 3 to 6 of its shields. In a matter of impulses the Energy 
  Flux can rip down the shields leaving the target ship 
  unprotected. This powerful heavy weapon requires 3 turns to 
  arm and a total of 10 energy. There are 3 different ways of 
  firing the energy flux called modes. 
  (DW-2.1) DESIGNATION 
  Energy flux weapons are designated "EF" on the ship 
  system display (SSO) and labeled A, B, C etc. 
  (DW-2.2) ARMING PROCEDURE 
  (DW-2.21) POWER REQUIRED: Each energy flux 
  weapon requires 10 energy allocated over 3 turns. Energy may 
  be allocated in several ways as long as these arming 
  procedures are followed. There is no overload option for the 
  energy flux, however there are 3 modes of fire (OW-2.4). All 
  modes are armed using the exact same procedure. 
  (DW-2.22) ESCALATED ARMING PROCEDURE: 
  Each consecutive turn of arming must be equal to or greater 
  than the previous turn of arming. An arming cycle of 1-1-8 
  follows this and represents the smallest beginning allocation. 
  Thus 3-3-4 represents the smallest ending allocation. There 
  are other possible arming cycle combinations. 
  (DW-2.221) All possible arming cycle combinations of rule 
  (OW-2.22) are: 1-1-8,1-2-7,1-3-6,1-4-5,2-2-6,2-3-5,2-4-4, 
  3-3-4. These are the only possible energy allocations for the 
  energy flux. 
  (DW-2.23) WARP REQUIRED: Energy to fire the energy 
  flux must be warp energy. 
  (DW-2.24) OVERLOADS: Energy flux weapons may not 
  be overloaded, see (OW-2.4) Energy Flux Modes for an 
  explanation. Note: EFs may, however, be fast-loaded (OW-
  2.51). 
  (DW-2.25) HOLDING COST: The energy flux weapon may 
  be held at a holding cost of 2 pOints of energy per turn. This 
  energy may come from any source. 
  (DW-2.26) TURN OVERLAP: The energy flux weapon 
  may be rearmed before the damage it generates takes effect. 
  If the weapon is fired on or after impulse 25 then this rule is in 
  effect. The energy flux will not detonate until the following turn, 
  but energy may be allocated for the first turn of rearming, 
  during energy allocation. 
  Example: The Argonian player announces firing of his 
  energy flux on impulse 30 of turn 3. He may begin to rearm the 
  energy flux in the energy allocation phase of turn 4 even 
  though the energy flux will not detonate until impulse 6 of that 
  turn. 
  Copyright @ 1993 C. Henry Schulte 
  ENERGY FLUX 
  (DW-2.3) FIRING PROCEDURE 
  There are 3 ways in which the energy flux may be 
  fired. These are called modes (OW-2.4). The arming cycle 
  (OW-2.2) is identical for all 3 modes. The EF is fired in one of 
  these modes, but the damage is not determined until 8 
  impulses later. The energy flux requires this 'firing period' to 
  generate power around the target ship; after it has elapsed all 
  power generated is discharged onto the target's shields. 
  (DW-2.31) DIRECT FIRE: Theenergyfluxisadirect-fire 
  weapon and as such is announced with all other direct-fire 
  weapons in the direct-fire weapons segment. At this time the 
  target ship and firing mode must be announced. A to-hit die roll 
  is then made. If the weapon hits, the shield facing must be 
  determined and recorded. 
  (DW-2.311) 
  Since the damage does not occur until 8 
  impulses later the shield faCing and current range should be 
  written down on the target ship SSO. This will help to keep 
  track of which shields will be h it when the damage die roll is 
  made. 
  (DW-2.312) 
  The chance of hitting the target is given for 
  each mode on the energy flux table (OW-2.34). The number of 
  shields affected and the amount of the effect are also given. 
  (DW-2.313) Electronic Warfare (06.3) effects the chance of 
  hitting by 1 for each EW shift. 
  (DW-2.32) DES TROYED TUBE: If the energy flux firing 
  tube is destroyed before its damage is generated, but after it 
  has been fired (assuming it had hit), then it will still hit and take 
  full effect, i.e. The charge building up around the target ship is 
  not lost if the EF tube is destroyed. 
  (DW-2.33) DAMAGE RESOLUTION: Eight impulses 
  after the EF was fired (assuming it hit), the damage die roll 
  must be made. This roll is never affected by electronic 
  warfare. Roll on the damage portion of the chart (top half) 
  using the range recorded eight impulses earlier (OW-2.311). 
  (DW-2.331) The number generated on the damage portion of 
  the chart is the amount of damage taken by each shield. DO 
  NOT divide this damage by the number of shields affected, 
  apply it directly to each shield. 
  (DW-2.34) ENERGY FLUX TABLE 
  DIE 
  RANGE 
  9- 12-
  ROLL 0 
  1 234 5 
  6 7 8 11 14 
  1 
  12 121211 10 9 B 7 
  6 
  5 
  4 
  2-5 12 1111 10 9 B 7 6 5 4 
  3 
  6 
  11 
  10 9 8 
  7 6 5 4 3 2 
  1 
  MODE 
  HIT 
  SHIELD DAMAGE 
  1 
  1-5 
  3 fULL 3 NONE 
  2 
  1-4 
  3 fULL 3 HALF 
  3 
  1-3 
  6 FULL 
  (DW-2.35) MAXIMUM RANGE: The maximum range for 
  the energy flux is 14 hexes. If the target leaves this range it 
  will still be effected by the EF, based on the range recorded in 
  (OW-2.311). The energy flux may not be fired until the target is 
  within 14 hexes. 
  Page 5 
  
  ENERGY FLUX 
  (DW-2.36) SHIELD REINFORCEMENT: General Shield 
  Reinforcement must be divided equally among all shields that 
  take damage from the energy flux. Extra points of general 
  reinforcement are divided at the owning players option. 
  Example: 8 points of general reinforcement would provide 1 
  point of protection to each of the six shields (assuming mode 
  3) and 1 point to any 2 shields chosen by the target player. 
  (DW-2.37) INTERNALS: When rolling internal hits treat 
  each shield facing as its own volley, but, combine it with all 
  other direct fire damage on that shield on that impulse. 
  (DW-2.38) FIRING ARCS: The target must be within the 
  firing arcs at the time direct fire occurs. If the target should 
  leave these arcs during the 8 impulse firing period the energy 
  flux will still strike its target normally. The firing arcs apply only 
  to announcement of fire, not detonation. 
  (DW-2.39) NON-STANDARD TARGETS: If the energy 
  flux is fired at a non-standard target all of its damage will take 
  effect. 
  Examples: A fighter is targeted with mode 1 and 8 points of 
  damage is to be taken by each of 3 shields, the fighter would 
  take 24 damage. If an Andromedan is hit with an energy flux 
  then apply damage that would be on shields 1, 2 and 6 to the 
  forward PAs, the rest to the rear PAs. Example: If mode 1 is 
  fired at a number 2 shield facing and does 8 damage to each 
  shield then 16 damage would be taken by the front PAs and 8 
  by the rear. 
  (DW-2.4) ENERGY FLUX MODES 
  There are 3 modes in which the energy flux may be 
  fired, numbered 1, 2, and 3. Mode 1 has the greatest chance 
  of hitting its target but causes the least damage. Mode 3 
  causes severe damage if it should hit. Mode 2 is a happy 
  medium with reasonable damage and chance of hitting. 
  (DW-2.41) MODE 1: Mode 1 has a 5 in 6 chance of striking 
  its target. If mode 1 hits the base damage rolled is applied to 3 
  shields. The 3 shields facing the firing ship at the time the 
  energy flux is fired receive this damage, regardless of the 
  target's facing 8 impulses later when the damage is actually 
  incurred. The other 3 shields receive no damage. 
  Example: On impulse 10 the Argonian player has 
  announced the target and mode 1. The range between the 2 
  ships is 3 hexes and the target's number 6 shield is facing the 
  Argonian ship. The Argonian player rolls a 2 and hits. Eight 
  impulses later on impulse 18 he rolls to determine damage 
  (based on the 3 range recorded). He rolls a 4 on the energy 
  flux table (OW-2.34) causing 10 points of damage to the 
  number 6 shield, 10 points to the number 1 shield and 10 points 
  to the number 5. Shields 2, 3, and 4 take no damage. 
  (DW-2.42) MODE 2: Mode 2 has a 4 in 6 chance of 
  successfully scoring a hit. The base damage is allocated to 
  the 3 nearest shields and one half of the base damage to the 3 
  far shields. Round fractions of. 5 up. In the above example 
  shields 2, 3, and 4 would take 5 points of damage each rather 
  than O. 
  Page 6 
  ARGONIANS-1 
  (DW-2.43) MODE 3: Mode 3 has a 3 in 6 chance of hitting. 
  It causes equal damage to all six shields. In the above 
  example each shield would take 10 points of damage. 
  (DW-2.5) FIRING OPTIONS 
  (DW-2.S1) FAST LOADS: 
  (DW-2.S11) ARMING: 
  (DW-2.S111) The energy flux may be armed in two tums by 
  allocating 6 total points of power over two consecutive turns. 
  (DW-2.S112) Reserve warp power could be used on the 
  second turn of arming to change from a standard load to a fast 
  load. Example: On the first turn of arming the Argonian player 
  allocates 2 points of energy to his energy flux, on the second 
  turn he allocates 3 points, at some point during the second tum 
  he could use 1 point of reserve warp to fast load the energy 
  flux, or he could wait until the third tum to arm it as a standard 
  load (with 5 points of power, 4 points if the battery power was 
  added on the previous turn). 
  (DW-2.S113) Special attention must be paid to (OW-2.21). 
  If the Argonian player only allocated 1 point of power to the EF 
  on turn 1, he could 110t use the fast-load option, because the 
  most energy he could allocate on turn two would be 4 points. 
  (DW-2.S114) The fast-load may not be held. It must be fired 
  on the second turn of arming, or be armed as a standard load (if 
  not fired) on the third turn. If energy is not applied on the third 
  turn then the fast-load energy is ejected into space 
  harmlessly, and the EF must be reloaded from scratch. 
  (DW-2.S12) 
  EFFECT: 
  This fast loaded energy flux will 
  function exactly the same as a standard energy flux, except 
  that it will score 1/2 the damage normally generated, dropping 
  any fractions. If the standard energy flux would have done 9 
  points of damage to each shield, the fast-load will do 4 points. 
  Copyright 0 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (DW-2.6) INTERACTION WITH OTHER 
  SYSTEMS 
  (OW-2.60) ESG: The energy flux does not interact with an 
  ESG field. It cannot damage the field and is not inhibited by it. 
  (OW-2.61) WEB: Webs have varying effects on the energy 
  flux depending on the conditions. 
  (OW-2.611) If a web hex comes between the firing and 
  target ships at any time during the 8 impulse firing period the 
  energy flux will still hit its target. This includes cast web which 
  has solidified. 
  (OW-2.612) An energy flux may be fired into but not through 
  a web hex. 
  (OW-2.613) A ship with an energy flux building up around it 
  that moves into a web hex, or beyond, will still be affected by 
  the energy flux. 
  (OW-2.62) STASIS: There are 2 situations which may 
  arise, either the firing ship or the target ship is in stasis. 
  (OW-2.621) If the target is put in stasis the energy flux will 
  remain and hit, but will do no damage. If the target is released 
  prior to energy flux detonation then the energy flux will hit 
  normally. 
  (OW-2.622) When the firing ship is put in stasis the energy 
  flux remains targeted and will strike normally. Those aboard 
  the firing ship will not see it hit, but it will. 
  (OW-2.63) OISPLACEMENT: If the target is displaced 
  the energy flux will be displaced with it. Displacement does not 
  void the energy flux. Note: Displacement could be used to 
  prevent the Argonian player from reaching an effective range 
  during the 8 impulse firing period. 
  (OW-2.64) CLOAKING OEVICE: An EF fired at a ship 
  which is cloaked suffers the same penalties as any other 
  weapon. However, a cloaking device activated after the firing 
  of an energy flux will not affect that energy flux (G13.633). 
  Chart (G13.344) will not affect the EF even if phase out is 
  completed so long as the energy flux was fired before the ship 
  started to cloak. The EF will hit normally even if the firing ship 
  loses lock-on during the eight impulse firing period. An EF fired 
  at a. ship during fade out (or in) will be affected normally by the 
  cloak. 
  (OW-2.65) OISENGAGEMENT: A ship with an energy 
  flux targeted on it cannot disengage by sub-light evasion. If 
  the target disengages by other means the energy flux is 
  voided. 
  (OW-2.66) ERRATIC MANEUVERS: The standard EW 
  shifts apply. 
  (OW-2.67) PLANETS: If the target passes behind a 
  planet, black hole, pulsar, star, small moon, etc. the energy 
  flux will still detonate normally as long as it was fired before the 
  planet blocked the line of fire. 
  (OW-2.6S) OOCKING: If the target docks inside a larger 
  unit, then that unit would become targeted. The energy flux in 
  effect is picked up by the larger unit. If the target docks to a 
  unit, not inside it, the energy flux will remain on the original 
  target. 
  Copyright @ 1993 C. Henry Schulte 
  ENERGY FLUX 
  (OW-2.69) ELECTRONIC WARFARE: The energy flux 
  is affected by electronic warfare. The chance to hit is 
  lessened by 1 for each EW shift. The damage die roll is not 
  effected. 
  (DW-2.7) COST OF REPAIR 
  On Annex #9 COST OF REPAIR CHART the energy 
  flux costs 12 continuous damage repair points to repair. It may 
  not be partially repaired. Emergency repairs are conducted 
  normally, as prescribed by those rules. 
  (DW-2.8) SPY COST 
  The BPV of one energy flux on ANNEX #6A SHIP 
  MODIFICATION CHART (Basic Equipment List) is 8 BPV for 
  180 degrees, and 10 BPV for 240 degrees. Energy flux 
  weapons are not available in any other firing arcs. It is 
  unknown at this time what Captain's Edition (S7.0) will be like, 
  but it is assumed that a basic equipment list will be printed. 
  To add an energy flux to a ship the above cost should 
  be added to the ships BPV. Note: All the restrictions in (S7.0) 
  must be followed. See also (S3.3). 
  (DW-2.9) OPTION MOUNTS 
  The pirates have managed to acquire copies of the 
  energy flux weapon system in a manner similar to which most 
  other systems have been obtained. On Annex #8B the energy 
  flux requires 2 adjacent option mounts but cost no BPV points. 
  The energy flux is available to pirates and WYN in Y160. 
  ARGONIAN TACTICAL CONCEPTS: 
  It should be fairly obvious that the Energy Flux can be 
  a difficult weapon to use. With three turn arming you only get 
  one chance to score big. Here are some notes to aid players in 
  the basic tactics of the weapon: 
  1. Argonian ships have one big advantage: The strobe. If you 
  can make an overrun under the effects of the strobe you 
  should do well. 
  2. Mode one is the safest mode due to the 1-5 hit probability. 
  Don't use any other mode unless you are already winning the 
  scenario or have a legendary weapons officer. 
  3. If, when you make your to-hit rolls, they miss you should 
  turn away immediately and try to rearm. If they hit go in for the 
  kill; you have 8 impulses to knock a shield down guaranteeing 
  EF internals. Obviously your target will try to prevent this. 
  4. Always arm 3-3 for the first two arming turns. That way you 
  can fast load for 1 point of reserve power on turn two if the 
  opportunity presents itself, and, if not, at least the third turn of 
  arming won't break you. 
  5. Firing at the end of a turn gets your Energy Fluxes back on 
  line faster. Example: If they were fired on impulse 32 of turn 1, 
  they will be ready again on impulse 1 of turn 4. 
  Page 7 
  
  PLASMA PHASERS 
  (DW-3.0) PLASMA PHASERS 
  The plasma phaser. as developed by Argonian 
  scientists. functions identically to a regular phaser except 
  when fired at a plasma torpedo. The phaser itself is identical. it 
  is no more powerful than a standard phaser. The tracking 
  system however. is extremely accurate when confronted with 
  the energy emissions given off by plasma torpedoes. This 
  extreme accuracy allows the phaser-P a greater damage 
  potential when fired at plasma torpedoes. Essentially. phaser-
  Ps are phaser-1 s with a special tracking system added. 
  (DW-3.1) TYPES OF PLASMA PHASERS 
  There are four types of plasma phasers. 
  (OW-3.11) TYPE P: The phaser-P causes the same 
  damage as a regular phaser-1. 
  (OW-3.12) TYPE P2: The phaser-P2 causes the same 
  damage as a regular phaser-2. It is used on some Argonian 
  shuttles and fighters. 
  (OW-3.13) TYPE P3: The phaser-P3 causes the same 
  damage as a regular phaser-3. 
  (OW-3.14) TYPE P4: The phaser-P4 causes the same 
  damage as a regular phaser-4. Some Argonian bases use 
  phaser-P4s. 
  (DW-3.2) FIRING PROCEDURE 
  Plasma phasers function identically to regular 
  phasers. of the same type. except when fired at a plasma 
  torpedo. The phaser-P will do full (rather than half) damage to 
  the plasma torpedo. 
  (OW-3.21) PHASER-P 
  (OW-3.211) A phaser-P may be fired as a phaser-1. phaser-
  P3 or phaser-3. Fired as a phaser-1 or phaser-3. the phaser-P 
  will only produce half damage to a plasma torpedo. 
  Note: The only purpose for this is a tactical one. 
  Allowing a plasma torpedo to hit the ship for 1 or 2 points of 
  damage will enable the ship to determine if it is a real plasma 
  torpedo and not a pseudo. 
  (OW-3.212) Phaser-Ps may only be fired once a turn. and 
  not within 1/4 of a turn (8 impulses) of its last firing. even if fired 
  as a PH-1. PH-P3 or PH-3. 
  (OW-3.22) PHASER-P2 
  (OW-3 .221) Phaser-P2s are used exclusively on Argonian 
  fighters and shuttles. They are not normally used on ships. but 
  a phaser-P could be hastily repaired as a phaser-P2. 
  (OW-3.222) Phaser-P2s may only be fired once a turn. and 
  not within 1/4 of a turn (8 impulses) of its last firing. even if fired 
  as a PH-2. PH-P3 or PH-3. 
  (OW-3.23) PHASER-P3 
  (OW-3.231) A phaser-P3 may be fired as a phaser-3. Fired 
  as a phaser-3. the phaser-P3 will only produce half damage to 
  a plasma torpedo. 
  (OW-3.232) Phaser-P3s may only be fired once a turn. and 
  not within 1/4 of a turn of its last firing. even if fired as a 
  phaser-3. 
  Page 8 
  ARGON IANS-1 
  (OW-3.24) PHASER-P4 
  (OW-3.241) Phaser-P4s are used exclusively on Argonian 
  bases. They could be hastily repaired as any lesser phaser. 
  (OW-3.242) Phaser-P4s may only be fired once a turn. and 
  not within 1/4 of a turn (8 impulses) of its last firing. even if fired 
  as a lesser phaser. 
  (OW-3.25) PHASER CAPACITORS: All plasma phasers 
  draw an amount of power from the capacitors that is identical to 
  the amount drawn by their standard counterparts. 
  (DW-3.3) COST OF REPAIR 
  Each plasma phaser costs 2 continuous damage 
  repair points more than its standard counterpart on Annex #9 
  COST OF REPAIR CHART. i.e. the tracking system costs the 
  extra 2 points. All plasma phasers may be partially repaired 
  (G17.5) as any lesser phaser. 
  (DW-3.4) OPTION MOUNTS 
  The pirates have not acquired this weapon. nor has 
  any other race. The Argonians are very protective of it. Stolen 
  phaser-Ps function as phaser-1s as the weapon tracking 
  system self-destructs when removed from its mount. This also 
  applies to stolen phaser-P3s. 
  If an Argonian ship is captured. the phaser-Ps will 
  work normally so long as they are not removed from the 
  Argonian ship. 
  (DW-3.5) Spy COST 
  The SPV cost on annex #6a for the plasma phasers is 
  the same as for a standard phaser plus 1 point for the tracking 
  system (regardless of firing arc size). 
  0: 
  0: 
  .. ~. 
  ~~. .."02 . 
  ~ 
  [ORONfl 
  Copyright © 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (ER-2.0) STROBE 
  This system was originally invented by the Argonians 
  as a scanning system in the Argonian Nebula (TR-1.0). It was 
  later discovered that the strobe could be used to inhibit the 
  scanning abiliti€s of other ships. Modifications were made to 
  make the strobe function exclusively in this manner. All ships 
  within range are affected, both friend and foe. The strobe has 
  a five turn arming cycle, three turns to arm and two turns to 
  cool down after firing. 
  (ER-2.1) DESIGNATION 
  Strobes are designated "STR" on the ship system 
  displays. The strobe strength is given in the ship data table for 
  each individual ship. Strobe boxes are destroyed by the 
  second drone hit scored on them. Ships with two or more 
  Strobes can score one hit on each strobe before having to 
  score a second hit on either strobe, destroying it. 
  (ER-2.2) ARMING PROCEDURE 
  The strobe requires three turns to arm. It can only be 
  armed after a two turn cool down period in which no energy is 
  applied. This is presumed to have passed before the start of 
  any scenario. Strobes may be overloaded on the third turn of 
  arming. 
  (ER-2.21) ARMING COST: The first two turns of arming 
  require 2 points of energy from any source. On the third turn of 
  arming, energy equal to the ships strobe strength must be 
  applied. The strobe is then ready to be fired. It may be held 
  indefinitely or fired. If fired it requires two turns of cool down 
  (no energy allocated to it). A typhoon heavy cruiser has a 
  strobe strength of 4 so its arming cycle would be 2-2-4. 
  (ER-2.22) HOLDING COST: The strobe may be held at a 
  cost of 2 energy from any source per turn held. It may be held 
  indefinitely, so long as the ship has sufficient power to do so. 
  (ER-2.23) COOL DOWN: After the strobe has been fired it 
  cannot be rearmed or have energy allocated to it for two turns. 
  This time is required for the strobe to cool down. Should 
  energy be allocated on either of the two turns immediately 
  following the turn of fire, the strobe will be destroyed. 
  (ER-2.24) DOWNLOADING: A strobe may be armed at a 
  lower strength by allocating less energy on the final turn of 
  arming. This energy should equal the desired strength of the 
  strobe. This downloaded strobe will function normally for that 
  (lower) strobe strength. 
  Copyright © 1993 C. Henry Schulte 
  STROBE SYSTEM 
  (ER-2.3) EFFECTS OF STROBE 
  The strobe reduces the abilities of other ships' 
  scanners. It also provides some ECCM to the Argonian ship 
  that is firing it. 
  (ER-2.31) SCANN ER: One scanner box is temporarily 
  crossed off (IE does not function) on all ships, within 20 hexes 
  range, for each point of strobe strength that the firing ship has. 
  Should the ship fire, the lowest unchecked scanner box is 
  added to the firing range (06.21). Example: A strobe strength 
  of 4 would lower a Federation heavy cruiser's scanner to a 5. 
  This scanner adjustment factor is added to the range if the 
  Federation cruiser should fire. 
  (ER-2.32) STRENGTH: When a strobe is activated it will 
  always cross out a number of scanner boxes equal to its 
  strobe strength. However, a scanner box of 9 may never be 
  crossed out. An overload gives an additional point of strobe 
  strength thus crossing out an additional scanner box. This 
  additional box may not be crossed out if its value is greater 
  then the Argonian ship's strobe strength. 
  (ER-2.33) DURATION: The effects of a strobe last for 32 
  impulses. The strobe may be fired at any time during the turn 
  After 32 impulses have passed, on the same impulse of the 
  following turn, the strobe will deactivate. The scanners of all 
  affected ships will then return to normal. Note: Any scanner 
  boxes crossed out due to actual damage will remain damaged. 
  (ER-2.34) UNAFFECTED UNITS: The ship activating the 
  strobe, and only that ship, is unaffected by the strobe. 
  Exception: See feedback (ER-2.39). A different Argonian ship 
  is fully affected by the firing ship's strobe. It would not receive 
  the free effect that the firing ship does. 
  (ER-2.35) STROBE INTERACTION: Two strobes fired in 
  the same area will not cause an increased effect. There will be 
  one singular effect, that of the stronger strobe strength. One 
  ship's active strobe will knock out the free effect of another 
  ship with an active strobe. The diagram below shows how two 
  overlapping strobes would interact. Ships in the area where 
  the strobes overlap would be effected by the 5 strobe strength. 
  if the two firing ships reached a range of 20 or less each would 
  be affected by the strobe of the other The ship with the 5 
  strobe strength would be effected by the 4 strength as it is not 
  affected by its own strobe. 
  [;] AR60NIAN SHIP WITH 5 STROBE STRENGTH 
  ~ 
  AR60NIAN SHIP WITH 4 STROBE STRENGTH 
  Page 9 
  
  STROBE SYSTEM 
  (ER-2.36) PERIPHERAL EFFECTS: Ships outside the 
  strobe area of effect fire normally, even on ships within the 
  area of effect. Ships within will be affected no matter where 
  their target is. 
  (ER-2.37) ECCM: The strobe provides 4 points of ECCM to 
  the ship that activates it, in addition to other EW. If electronic 
  warfare is not being used but play is occurring in the Argonian 
  Nebula allow this ECCM to lessen the ECM effect of the 
  Nebula. This counts as part of the received-from-Iending limit. 
  The Argonian ship must have active fire control to receive this 
  free ECCM. This is the original use of the strobe mentioned in 
  (RH-2.1A). 
  (ER-2.38) LOCK-ON: The strobe does not affect lock-on 
  or the chance of it. The strobe may be fired without lock-on 
  and/or without fire control scanners. All other weapons on 
  Argonian ships still need these systems. Aegis fire control 
  cannot be applied to the strobe. 
  (ER-2.39) FEEDBACK: The firing ship is affected by the 
  strobe when firing at close targets. The feedback effects are 
  as follows: 
  RANGE 
  o 
  1 
  2 or more 
  EFFECT 
  full strobe strength 
  1/2 strobe strength (round up) 
  no effect 
  The ship firing the strobe is affected by the feedback off of a 
  close target (range 0 or 1) when firing at that target only. 
  (ER-2.4) ACTIVATION PROCEDURE 
  Strobes may be activated in any impulse, but the 
  intention to activate one must be announced 4 impulses in 
  advance. Announcement, announcement cancellation, 
  activation and deactivation all occur in the Seeking Weapons 
  Stage (6B6) of the Impulse Activity Segment at the same time 
  as an ESG. The effects of the strobe are instantly on when 
  activated and instantly off when deactivated. 
  (ER-2.41) DECLARATION OF STRENGTH: The strobe 
  strength and overload status are not declared until actual 
  activation. 
  (ER-2.42) CANCELLATION: A player can cancel the 
  announced strobe before activation, but he would not be able 
  to make another announcement for S impulses after the 
  cancellation. Cancellation can occur on the impulse that the 
  strobe would have been activated, being announced just 
  before activation. 
  (ER-2.43) DURATION: The effects of a strobe last for 32 
  impulses but may be voluntarily dropped earlier; this happens 
  in the Seeking Weapons Stage (6B6) of the Impulse Activity 
  Segment at the same time as ESG activation. If the strobe is 
  destroyed its effects stop immediately during damage 
  allocation. Once the Strobe is dropped it cannot be 
  reactivated until rearmed 5 turns later, Le. you cannot turn it on 
  and off several times during the 32 impulse firing period. 
  Page 10 
  ARGONIANS-1 
  (ER-2.5) COST OF REPAIR 
  The strobe costs 4 continuous repair points to repair 
  by that means. 
  (ER-2.6) OVERLOAD 
  On the final turn of arming 2 points of additional 
  energy may be allocated to provide an additional point of 
  strobe strength. This point will knock out an additional scanner 
  box, if that box is not over the standard strobe strength of the 
  Ship. It costs 3 points to hold an overloaded strobe. This may 
  not be prepared prior to the start of a scenario, but energy may 
  be applied on any tum including turn 1. 
  (ER-2.7) INTERACTIONS WITH 
  OTHER SYSTEMS 
  Only the systems below interact with the strobe. 
  (ER-2. 71) WEB: The strobe does not function beyond web 
  hexes, it does however work within them. The web casts a 
  shadow which shields all ships behind it from the effects of the 
  strobe. 
  (ER-2.72) STASIS: A ship emitting a strobe put into stasis 
  will continue to do so when released. While it is in stasis there 
  will be no strobe effect. The strobes effect will be suspended 
  until the ship is released from stasis. The strobe will still last 
  for 32 impulses; the time spent in stasis does not count. 
  (ER-2.73) TERRAIN: The strobe is affected by planets, 
  black holes, pulsars, stars, and novae in the same manner as 
  by a web. If the planet is directly between the firing ship and a 
  target ship the target ship will not be affected by the strobe. 
  Note: If this ship gets to a point where it could fire on the ship 
  with the activated strobe it is again affected by the strobe. 
  (ER-2.74) ESG: An ESG is not affected by the strobe in 
  anyway. 
  (ER-2.75) MAULERS: Maulers are not affected by the 
  strobe. See (ES.223) & (ES.24). 
  (ER-2.8) OPTION MOUNTS: 
  The strobe requires one option mount on ships so 
  equipped. It costs 1.5 BPVs per point of strobe strength. The 
  maximum strength on non-Argon ian ships is 5. 
  (ER-2.9) BPV COST 
  The strobe costs S BPV points plus 1 BPV per point of 
  strobe strength on annex #6a SHIP MODIFICATION CHART. 
  This can only be used to strengthen an existing strobe. The 
  Argonian Star Fleet could not afford to place more than 1 
  strobe on a ship, except the largest ones, due to the extensive 
  cost of the strobe. To add a second strobe box 10 must be 
  added to the ship's BPV, in addition to the cost above. 
  Copyright e 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (TR-1.0) THE ARGONIAN 
  NEBULA 
  The Argonian Nebula is located where the Romulan, 
  Gorn and ISC borders intersect. This nebula is similar to other 
  nebulae until Y154 when it began to deteriorate. Over a period 
  of twenty years the Argonian Nebula slowly dissipated. It grew 
  weaker and weaker until, in Y175, it no longer existed. The 
  Argonian Nebula's effects were identical to that of other 
  nebulae except for the rules below. 
  (TR-1.01) NOTE: An Argonian ship with a complete set of 
  warp engines (one box not destroyed on each engine) is not 
  affected by (P6.5), (TR-1.15), (TR-1.25), (TR-1.35) or (TR-
  1.45). 
  f 8ALACTIC CEJITEII 
  60RN 
  lSI: 
  ROMULRN 
  __ 
  8ALAXYJ" 
  (TR-1.1) Y155: 
  (TR-1.11) The Argonian Nebula is still at full size. 
  (T R-1.12) The nebula provides only seven points of ECM not 
  nine points (P6.2). 
  (TR-1.13a) Shields function at minimum levels only, (P6.3). 
  (TR-1.13b) PA panels: (P6.31) remains the same. 
  (T R-1.14) There is a 1 in 6 chance for shuttles and fighters to 
  function normally. One roll is made at the start of the scenario, 
  which will apply to all units in the scenario and all units entering 
  it. 
  (TR-1.15) Random shifts of units (P6.5) occur on impulses 
  5,15 and 26. 
  (TR-1.16) There is a 1 in 6 chance for each of the systems 
  listed in (P6.6) to function normally; roll at the beginning of the 
  scenario. Roll one die for each system type. This roll applies 
  to all units in the scenario and all units entering it. Any 
  systems functioning will continue to do so throughout the 
  entire scenario. 
  (TR-1.17a) Three is still added to lab range (P6.71). 
  (TR-1.17b) Probes have a two hex range (P6.72). 
  (TR-1.17c) (P6.73) remains unchanged. 
  Copyright @ 1993 C. Henry Schulte 
  TERRAIN RULES 
  (TR-1.2) Y160: 
  (TR-1.21) The Argonian Nebula is still at full size. 
  (TR-1.22) The nebula provides only five points of ECM not 
  nine points (P6.2). 
  (TR-1.23a) Shields function at up to 1/4 of full strength. 
  (TR-1.23b) PA panels: (P6.31) remains the same. 
  (TR-1. 24) There is a 3 in 6 chance for shuttles and fighters to 
  function normally. One roll is made at the beginning of the 
  scenario, which will apply to all units in the sce.nario and all 
  units entering it. 
  (TR-1.25) Random shifts of units (P6.5) occur on impulses 5 
  and 26 only. 
  (TR-1.26) There is a 2 in 6 chance for each of the systems 
  listed in (P6.6) to function normally; roll at the beginning of the 
  scenario. Roll one die for each system type. This roll applies 
  to all units in the scenario and all units entering it. Any 
  systems functioning will continue to do so throughout the 
  entire scenario. 
  (TR-1.27a) Two is added to lab range (P6.71). 
  (TR-1.27b) Probes have a three hex range (P6.72). 
  (TR-1.27c) (P6.73) remains unchanged. 
  (TR-1.3) Y165: 
  (TR-1.31) The Argonian Nebula is still at full size. 
  (T R-1. 32) The nebula provides only three points of ECM not 
  nine points (P6.2). 
  (TR-1.33a) Shields function at up to 1/2 of full strength. 
  (TR-1.33b) PA panels receive 1 point of damage on the 16th 
  impulse only. 
  (TR-1. 34) Shuttles and fighters function normally. 
  (TR-1.35) Random shifts of units (P6.5) occur on impulses 5 
  and 26 only. 
  (TR-1.36) There is a 4 in 6 chance for each of the systems 
  listed in (P6.6) to function normally; roll at the beginning of the 
  scenario. Roll one die for each system type. This roll applies 
  to all units in the scenario and all units entering it. Any 
  systems functioning will continue to do so throughout the 
  entire scenario. 
  (TR-1.37a) One is added to lab range (P6.71). 
  (TR-1.37b) Probes have a four hex range (P6.72). 
  (TR-1.37c) Seeking weapons no longer sustain damage. 
  (TR-1.4) Y170: 
  (TR-1.41) The Argonian Nebula is at one half size. 
  (TR-1.42) The nebula provides no ECM (P6.2). 
  (TR-1.43a) Shields function at up to 3/4 of full strength. 
  (TR-1.43b) PA panels receive no damage. 
  (TR-1.44) Shuttles and fighters function normally. 
  (TR-1.45) Random shifts of units (P6.5) occur on impulses 
  15 only. 
  (TR-1.46) The systems listed in (P6.6) function normally. 
  (TR-1.47a) Labs function normally (P6.71). 
  (TR-1.47b) Probes function normally (P6.72). 
  (TR-1.47c) Seeking weapons function normally. 
  (TR-1.5) Y175: 
  The nebula no longer exists. There are no remaining 
  effects. 
  Page 11 
  
  (TR-2.0) MEDICALLY 
  INFECTIOUS ZONE 
  There are areas in space, on planets, etc. which can 
  be harmful to the health of starship crews. These areas will 
  deteriorate the crews abilities and may even cause death. 
  Medically Infectious lones are abbreviated Mil, and Medical 
  Infections are abbreviated MI. 
  (TR-2.1) STRENGTH OF INFECTION 
  Before turn one of any battle where a Mil is in effect 
  roll one die and consult the chart below. This is the strength of 
  the Mil for the entire scenario. 
  DIE ROLL 
  1-2 
  STRENGTH 
  1 
  3-4 
  2 
  5 
  3 
  6 
  4 
  (T R-2 .11) The strength may be different for each race at 
  player option or by scenario rules. In these cases roll a die for 
  each race to determine the strength verses that race. 
  (TR-2.12) After energy allocation is completed on every turn 
  a die roll must be made for all crew not currently infected with 
  the medical infection. The effects of (TR-2.2) take effect 
  immediately and remain in effect until the end of the turn when 
  that person or crew unit can be replaced. 
  (TR-2.13) Roll one die for each crew unit listed in (TR-2.2). 
  If the Mil strength (TR-2.1) or less is rolled then that crew unit 
  becomes infected with the medical infection. Consult the chart 
  in (TR-2.2) for the immediate effects. 
  (TR-2.2) EFFECTS OF INFECTION: 
  CREW 
  EFFECT 
  Captain 
  Weapons Unit 
  Engineering Unit 
  Science Unit 
  Medical Unit 
  Navigation Unit 
  Transporter Unit 
  Shuttle Crew 
  Announce specific fire one impulse before 
  firing, turn mode +2, all fire must occur on 
  one impulse only (except for fire versus 
  seeking weapons targeted on that ship). 
  Same effect as disrupted fire control. 
  deallocate 112 of power, damage repair is 
  halved. 
  cannot use labs to 1.0. seeking weapons, 
  lab functions are halved, damage repair is 
  halved. 
  lab functions are halved. 
  no turns, no non-plotted speed changes. 
  no transporter activity. 
  no shuttles launched, manned shuttles on 
  the map stop. 
  (TR-2.21) Each of the above could be replaced by one 
  uninfected unit at the end of the turn (see (TR-2.4». 
  (TR-2.22) Any function that is halved may only be halved 
  once. Half of the end result is taken. Examples: Labs 
  conducting research would generate twelve pOints rather then 
  twenty four. twelve energy is put into emergency damage 
  repair to repair four boxes however only two could be repaired. 
  (TR-2.23) For the purposes of this rule, the crew is 
  incapacitated. They still function, but within the restrictions of 
  (TR-2.2). 
  Page 12 
  ARGONIANS-1 
  (TR-2.3) TRANSMITTING THE MI 
  Consult the chart below to determine how the infection 
  spreads. 
  DIE ROLL 
  SPREADS BY 
  1 
  2 
  3 
  4 
  5 
  6 
  MI is in space, all units immediately affected. 
  MI is in space, however a shield must be down 
  for it to enter a ship, shuttles are affected. 
  actual infected person must be beamed aboard 
  a ship to infect that ship. 
  any ship coming within five hexes of an 
  infected unit becomes infected. 
  any ship with a down shield coming within five 
  hexes of an infected unit becomes infected. 
  any ship coming within eight hexes of an 
  infected unit becomes infected. 
  Players may establish their own rules for transmitting the MI 
  before the scenario begins. 
  (TR-2.4) REPLACEMENT CREWS 
  To find the number of replacement crews for those 
  listed in (TR-2.2) take the (crew units - (boarding parties + deck 
  crews) divided by 2). This number is the number of crew that 
  are capable of performing the duties of those crew listed in (TR-
  2.2). At the end of any turn that a crew person is infected one 
  of these crew can replace the infected crew person/unit. On 
  the next turn that unit could also become infected by (TR-
  2.12). When all the replacement crew units have been used 
  the effects from (TR-2.2) remain in effect. 
  (TR-2.5) CONDUCTING RESEARCH 
  (TR-2.51) If the MI is on the ship then labs work at range O. 
  If the MI is in space then the labs work at range 1. Otherwise 
  use the range of the nearest infected unit. 
  (TR-2.52) A cure can be found after an amount equal to the 
  ship's BPV in information points has been collected. After 
  collecting these pOints consult the chart below. 
  1-4 
  cure is found, takes 1-6 turns to produce. 
  5 
  collect 25 points more and roll again. 
  6 
  collect 50 points more and roll again, add 1 to 
  number of turns to produce a cure. 
  (TR-2.6) INCOMPLETE ENGAGEMENT 
  Ifthe same identical Mil is encountered again then 50 
  points of information is required to determine that the Mil is 
  identical. After this, the original points accumulated previously 
  are restored. If less then 50 previous points were earned then 
  these are lost and the 50 to re-identify are not required. If this 
  is a different Mil then all previous points are lost. 
  (TR-2.7) LEGENDARY OFFICERS 
  All legendary officers get a +1 modifier on the die roll 
  versus being infected. A legendary doctor may temporarily 
  cure one crew person/unit (this occurs immediately after the 
  die rolls for infection are made) per turn or double the output of 
  the labs for information purposes. Such a cured person may 
  be reinfected; this is just a temporary aid, not a true cure. 
  Copyright e 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (RH-2.0) THE ARGONIANS 
  Insert behind (RH-1) in the Races section of your rulebook. 
  (RH-2.1A) BACKGROUND 
  The Argonian Republic consists of one sentient 
  race of beings. The government is run by elected officials, but 
  the existing monarchy runs the Argonian Star Fleet. The two 
  factions work well together as the monarchy side enforces the 
  laws that the republic side makes. 
  The Argonians are located in a large, 1500 parsec, 
  nebula with many scattered asteroid fields. These conditions 
  enabled the Argonians to remain hidden from their neighbors. 
  The nebula (TR-1.0) located on the borders of the Romulan, 
  Gorn and ISC territories, was always avoided as it made travel 
  dangerous. The nebula, now called the Argonian Nebula, is 
  the reason that Argonian ships are so different from those of 
  other races. Ships needed to be very versatile and have 
  specialized equipment. The republic consists of fourteen 
  planets and eleven moons orbiting the star Argon at the center 
  of the nebula. 
  The Argonians developed an advanced movement 
  system allowing successful navigation in the nebula, 
  neutralizing its effects. Any Argonian ship with a complete set 
  of warp engines (one box not destroyed on each engine) is 
  unaffected by (P6.5). Argonian ships move by pulsing the 
  engines in certain combinations with each other allowing the 
  ship to move in any direction regardless of which direction the 
  hull faces(MR-1.0). The ship can also make sublight 
  movement at no net energy cost. The one point required for 
  impulse movement is free (MR-2.0). 
  In Y134 Argonian scientists made a horrifying 
  discovery: The nebula, their hidden home, would start 
  deteriorating within twenty years and would be completely gone 
  after forty years. They were defenseless, they had no 
  warships, no protection. The Argonians acted fast and 
  approved construction of a major fleet. In Y155 the first CA 
  was cruising through the nebula just as the nebula started to 
  deteriorate. All three neighbors were probing deeper and 
  deeper, also realizing that it was deteriorating. They all wanted 
  the territory, and hoped to prevent their neighbors from getting 
  it. The Gorns were the first to encounter the Argonians in 
  Y156, and after an initial encounter the two races found mutual 
  respect for one another. The Gorns withdrew at this point. The 
  ISC stayed back with distrust and maintained their unknown 
  status. The Romulans probed deeper. 
  The Argonians developed a scanning system, the 
  strobe, for use in the nebula. They discovered later that the 
  strobe could be used as a defensive weapon against other 
  ships. The strobe deteriorates the scanning abilities of other 
  units. It affects direct fire weapons and can seriously limit a 
  ship's firing ability. Seeking weapons, however, like plasma 
  torpedoes and drones are not heavily affected by the strobe. 
  This was nearly the downfall of the republic in Y162 
  when the Romulans began a full scale invasion. In Y164 the 
  Argonians were about to surrender when their scientists 
  developed a tracking system which could track plasma 
  torpedoes more accurately. The phaser-P or plasma phaser 
  does full, rather than half, damage to plasma torpedoes. This 
  discovery turned the invasion back and in Y165 the Romulans 
  called off the attack. The Argonians covet this weapon and 
  have thus far prevented any other race from obtaining it. 
  Copyright @ 1993 C. Henry Schulte 
  HISTORY 
  In Y187 the Argonian Royal Star Fleet, now lead by 
  Royal Fleet Master Kyle 'Kick'n' Wind, conquered a large 
  amount of territory from the ISC. This acquisition nearly 
  doubled their size. The ISC had made several unsuccessful 
  attempts to regain this territory but they were spread out to far 
  and involved in their own conquest. ISC ships still roamed this 
  area during their conquest but never controlled it. 
  The 
  Argonian Star Fleet received great praise from their people and 
  as a result there were increases in the military budget. This 
  lead to more ships and some refits. 
  Argonians are a race of gaseous beings with limited 
  molecular control. They can assume solid form for several 
  hours at a time. It is believed that the race was always 
  gaseous but years of exposure to the nebula's effects allowed 
  them molecular control. 
  Each individual seems to always 
  assume the same solid form. The form is generally humanoid in 
  shape, with hazy features, large eyes and no (or little) hair. 
  Argonians believe very strongly in the defense and 
  preservation of the republic. 
  Most of the officers, and all of those of flag rank, 
  consist of members of the royal family. Highly detailed records 
  are kept, so that all those available members of the royal family 
  are given a rank, based most often on the distance of the 
  relation. Kyle 'Kick'n' Wind was an excellent leader and when 
  he assumed the highest rank of Fleet Master, he sought to 
  assign officers more on their skills and less on their position. 
  The size of the royal family is immense, as many hold positions 
  in private industry or terrestrial occupations. 
  (RH-2.1B) 
  IMPULSE ENGINES ON 
  ARGON IAN SHIPS 
  No Argonian ships have impulse engines. Prior to 
  Y158 Argonian heavy and command cruisers had impulse 
  engines, however in Y159 a particularly clever captain by the 
  name of 'Kick'n' Wind discovered that the normal engine 
  pulsing would allow the ship sub-light movement at no energy 
  cost. The impulse engines were then replaced with warp 
  engines. Players wishing to experiment with this should 
  change one warp engine box on each engine to impulse and 
  change the phaser-Ps to phaser-1s. 
  (RH-2.1C) CARGO ON 
  ARGONIAN SHIPS 
  Before the nebula had deteriorated freighters would 
  not travel there. Many Argonian ships were equipped with one 
  or two small cargo bays. These were never removed but later 
  designs did not have them. 
  (RH-2.1D) ARGONIAN REFITS 
  The Argonians had several refits applied to some of 
  their ships. There were various reasons for these refits. 
  REFIT 
  YR 
  STROBE 
  164 
  AEGIS 
  177 
  MECH LINKS 178 
  AWR 
  188 
  SHIELD 
  182 
  EXPLANATION 
  GIVE THE SHIP ABILITY TO CANCEL 5 
  BOXES ON SCANNER TRACK 
  GIVE ESCORT SHIPS AEGIS 
  OPTION TO CARRY SHUTILES OR PFs 
  INCREASE THE POWER 
  THEY NEED IT 
  Page 13 
  
  HISTORY 
  (RH-2.1E) LOCATION OF THE 
  ARGONIAN REPUBLIC 
  The nebula is in hexes 5009, 5109, and 5110 on the 
  F&E map. The territory taken from the ISC is in hexes 5208 
  and 5209. 
  (RH-2.1F) TIMELINE OF ARGON IAN 
  HISTORY 
  Y134 Argonian scientists discover that the nebula will soon 
  deteriorate. The Argonian government approves 
  construction of a major fleet. 
  Y154 The Argonian Nebula begins deteriorating. 
  Y155 First Typhoon CA is completed. 
  Y156 Gorns discover the Argonians in A Distinct Advantage 
  (HS-4). 
  Y159 Impulse engines removed from Argonian ships. 
  Y160 Romulans discover Argonians in A Distinct Advantage 
  (HS-4). 
  Y162 Romulans begin full scale invasion of the nebula. 
  Invasion of a Battle Station (HS-15). 
  Y164 Phaser-P is developed and saves Argonians just in the 
  nick of time. 
  Y165 Romulan invasion turned back. 
  Y166 Romulans try for revenge with Klingon aid in III 
  Deception (HS-13). 
  Y167 Cutbacks in production produce the Monsoon. 
  Y 17 0 All CAs and CCs have received the strobe refit. 
  Y171 ARS "Fulminator" built. 
  Y174 Argonians declare complete neutrality during the 
  General War, however many Argonian captains disobey 
  orders and assist Gorn ships in need. 
  Y175 Nebula deterioration complete. Fighters built but only 
  carried on tugs. A Monsoon for no Season (HS-10). 
  Y177 First Argonian GSC built discovers derelicts and battles 
  the Ship Collector (HS-9). 
  Y178 The ARS "Fulminator" is surprised in the Surprise 
  Inversed (HS-7). Fighter carriers completed. 
  Y179 All Monsoons are upgraded to CA or CC designs. ARS 
  "Motivation" captures plasma torpedo equipment in 
  Plasma to Starboard (HS-14). 
  Y180 Pirate Jurisdiction (HS-8) battle occurs. Whirlwinds 
  replace Monsoons. 
  Y181 Freight for All (HS-5) happens on Romulan-Gorn border. 
  The Destruction of Argon VIII (HS-16) and destruction 
  of the ARS"Overcast" combined with rumors of a 
  Romulan vessel in the area at that time, stir emotions. 
  This was never proven. 
  Y182 'Kick'n' Wind becomes legendary. 
  Y184 The CVA "Argon" had given its crew Shore Leave (HS-
  12) when attacked by a Romulan-Klingon contingent. 
  Y185 Argonians start invasion of ISC territory. (HS-6) Hand 
  Over That Planet. 'Kick'n' Wind receives promotion to 
  Fleet Master. 
  Y 18 7 ISC territory conquered. A Convoy (HS-11) of Argonian 
  ships is intercepted by an ISC echelon. 
  Y188 Argonian build-up of fleet. 
  Y190 First encounter between Argonian and Andromedan 
  forces. Little is known at this time about the 
  circumstances of the encounter or the results. 
  Page 14 
  ARGONIANS-1 
  (RH-2.F1) GUST FIGHTER 
  After the Argonian Nebula deteriorated in Y175 the 
  Argonians needed fighters. The Gust was the first built in 
  Y175. These fighters were not placed on carriers until Y178 
  when the first light carrier was completed. They were, 
  however, carried on tugs awaiting the completion of the 
  carriers. The Gust fighter was armed with one phaser-P2 and 
  one phaser-P3. 
  (RH-2.F2) WIND FIGHTER 
  Named after 'Kick'n' Wind, these fighters were an 
  improvement to the Gust fighter. The Gust was an inexpensive 
  quick fighter, however the Wind fighter was a high-tech 
  dogfighter. The first Argonian fighter to carry a fighter energy 
  flux charge, it also has two phaser-P3s. The Wind fighter 
  boxes on carriers can arm and hold one fighter energy flux 
  weapon at a time. See (RH-2.F3) for a synopsis on arming this 
  weapon, and see (FR-2) in Argonians-2 for complete details. 
  (RH-2.F3) GALE HEAVY FIGHTER 
  The Gale is the most powerful and most expensive 
  of the Argonian fighters. It has two fighter energy flux 
  weapons. The energy flux carried by the Gale is a weaker 
  version than those carried by ships. Six is added to the range 
  when firing the Gale's energy flux weapons, consult the CVAs 
  energy flux chart for clarification. There are six Gales on the 
  CVA. To rearm the Gale fighters the energy flux weapons must 
  be recharged in special arming tubes in the fighter bays. Each 
  Gale fighter box has one such tube. Each Gale fighter takes 
  two boxes on the SSD. 
  Arming a fighter energy flux costs 1-1-2 energy 
  over three turns. The fighters need not be in the bay while this 
  occurs. This energy must be paid for each fighter energy flux 
  to be rearmed. Once the freazers are armed the charge may 
  be held for zero energy. It takes one deck crew action to load 
  the energy flux from the freezer to the fighter. See (FR-2) in 
  Argonians-2 for details. 
  (RH-2.F4) MULTI-ROLE SHUTTLE (MRS) 
  This shuttle functions like all other MRS shuttles 
  do. The Argonian version carries a phaser-P2 in addition to two 
  phaser-P3s. 
  (RH-2.F5) ADMINISTRATIVE SHUTTLES 
  These shuttles are identical to those of other races. 
  (RH-2.F6) MINE SWEEPING SHUTTLES 
  These shuttles are identical to those of other races. 
  (RH-2.F7) HTS SHUTTLE 
  These shuttles are identical to those of other races. 
  (RH-2.F8) GAS SHUTTLE 
  These shuttles are identical to those of other races. 
  (RH-2.PF1) THUNDERCLAP FAST 
  PATROL SHIP(PF) 
  The Thunderclap conforms to all the rules of PFs in 
  (K.O). Argonian PFs do not carry strobes except for the 
  science variant. They may land on Planets. SSDs are 
  provided for the PFs. Variants are described in Argonians-2. 
  Copyright © 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (RH-2.1S) ARGONIAN SHIPS: 
  ARGONIAN SUPERNOVA 
  DREADNOUGHT 
  (RH-2.2) SUPERNOVA DREADNOUGHT (DN+) 
  The Supernova is the most powerful ship the 
  Argonians built, excepting X-ships. Built in Y179 the 7 strobe 
  strength will bring any scanner to its knees. The Supernova is 
  a slightly more powerful version of the Nova dreadnought. 
  These were usually kept at a starbase until needed to invade 
  the ISC, however on rare occasion they did patrol the Argonian 
  Nebula during peace time. 
  (RH-2.3) NOVA DREADNOUGHT (ON) 
  The Nova class dreadnought with two strobes 
  makes for a fairly powerful opponent. It is smaller than most 
  dreadnoughts in the game but carries quite a punch. The hulls 
  are scored on both forward and aft hits (center hull). The refit 
  to this ship is titled the Supernova, which is a slightly more 
  powerful unit. 
  (RH-2.4) SUNBURST SPACE CONTROL SHIP (SCS) 
  The Argonians wanted an SCS to patrol the newly 
  conquered ISC area. The ARS "Solar pride" was completed in 
  Y182. Her sister ship the ARS "Lunar Pride" was completed 
  four years later in Y186. Built at the same time as the CVAs, 
  the SCSs were outfitted with PFs rather then the Gale heavy 
  fighter. The SCSs carry one Gust squadron and one Wind 
  squadron. 
  Note that this ship is movement cost 1, in 
  Argonians-3 there is a movement cost 1+1/2 ON-based SCS for 
  those who prefer a larger SCS. Historically this ship (RH-2.4) is 
  the unit that was built by the Argonians. For campaign 
  purposes only one class of SCS could be built. 
  Copyright © 1993 C. Henry Schulte 
  HISTORY 
  (RH-2.5) IONBURST HEAVY CARRIER (CVA) 
  The CVA has one Gust squadron, one Wind 
  squadron and 6 Gale heavy fighters. The design the SCS was 
  based on, it can launch one fighter per launch tube on every 
  other impulse. Two were built in Y181 and one more in Y184. 
  See Argonians-3 for the ON based CVA. Like the 
  SCSs, only one class of CVA could be built ina campaign 
  game, either this ship or the one described in (RH-2.80). 
  (RH-2.6) HURRICANE BATTLECRUISER (BC) 
  The Hurricane was built with the intent to optimize 
  combat. This was accomplished by adding two energy fluxes 
  to a modified heavy cruiser hull to create the prototype for this 
  unit. Once tested, these ships were built as new construction 
  only. This ship is a bit lacking in power for four EFs, but it fared 
  well in WS-3 situations. 
  (RH-2.7) TORNADO COMMAND CRUISER (CC) 
  These cruisers were usually uncompleted CAs that 
  received plan changes during construction when the Argonians 
  approved the construction of a major fleet in Y155. 
  (RH-2.7a) TORNADO COMMAND CRUISER 
  (Modified) (CC-M) 
  One of these ships, the ARS "Fulminator" under 
  command of captain 'Kick'n' Wind, was specially modified. 
  This ship became the prototype for the war cruiser design. 
  When Wind is on board the BPV is increased by 40 as he is a 
  legendary captain. 
  (RH-2.8) TYPHOON HEAVY CRUISER (CA) 
  The Argonians completed seven CAs in one year, 
  Y156. This unit was the backbone of the Argonian Fleet for 
  nearly thirty years, until heavier units started to become more 
  prevalent. The strobe strength of this ship, a 4, was found to 
  be insufficient. This was corrected with a refit available in 
  Y164. 
  All Typhoons were refitted by Y170. The CCs also 
  received this refit. 
  (RH-2.8a) TOURNAMENT SHIP (TCA) 
  This ship is balanced for play in the standard 
  tournament. Consult a judge to confirm if the Argonians are 
  allowed in the tournament in which you will be playing. Since 
  the Argonians are an 'unofficial' race they probably won't be 
  allowed in most tournaments. See the SSO for additional 
  restrictions. 
  (RH-2.9) CLOUDBURST LIGHT CARRIER (CVL) 
  The Cloudburst is very similar to the Thunderburst 
  CVSL (RH-2.44) except the Cloudburst carries Gust fighters 
  while the Thunderburst has Wind fighters. While called a light 
  carrier because it was built on a light cruiser hull, the ship 
  carried a full squadron of twelve fighters. 
  (RH-2.10) MONSOON LIGHT CRUISER (CL-M) 
  The Monsoon is not a true light cruiser. In Y167 the 
  Argonians ran into many financial problems leading to cut-
  backs in production. All the CAs began in Y167 had large 
  portions of the original design eliminated. The Argonians 
  wanted a large fleet, or at least the appearance of one. 
  Whenever possible these pseudo heavy cruisers were seen 
  but not involved in battle. 
  In Y179 the last Monsoon was 
  upgraded to a Tornado. There are no Monsoons in the game 
  after Y179. About half of these CLs became CAs, the other 
  halfCCs. 
  Page 15 
  
  HISTORY 
  (RH-2.11) WHIRLWIND LIGHT CRUISER (CL-W) 
  One of the first larger ships the Argonians built with 
  the controversial three engine design; three engines rotating 
  about the ship, rather than six. At some point near Y180 these 
  ships replaced the Monsoon CLs. Whirlwinds performed 
  better. This design proved very successful, and the large 
  number of variants available would support this claim. 
  RRGONIAN BLIZZARD DESTROVER 
  (RH-2.12) BLIZZARD DESTROYER (DO) 
  A ship with cruiser class weaponry and only half the 
  power to use it. Designed to be less expensive yet perform the 
  same duties as cruisers the Blizzard fell way short. The DDE 
  and DDL were more successful variants of this limited ship. 
  Hull boxes are hit on either forward or aft hits. 
  (RH-2.13) SUNSPOT FRIGATE (FF) 
  The frigate was designed for a number of escort and 
  patrol duties. The Sunspot and its variants are small but 
  potent in the hands of a fine frigate captain. The only flaw of 
  this design was that it lacked a strobe. 
  (RH-2.14) SUNBLAST WAR FRIGATE (FFW) 
  The Sunblast was the final optimization of the 
  frigate hull (except for the X-1 frigate). It added eight extra 
  power, three extra phaser-Ps, a strength 4 strobe and several 
  other improvements. Argonian engineers designed the ship 
  right up to the 1/3 movement cost cut off, not wanting a 
  movement cost 1/2 frigate. 
  (RH-2.15) SUNSTORM BATTLE FRIGATE (BF) 
  The Sunstorm battle frigate is a more powerful 
  version of the sunspot. It carries a strength 3 strobe. It 
  received a shield refit in Y182. The low strobe strength was a 
  deficiency against all ships, except perhaps other frigates. 
  (RH-2.16) TWISTER TUG (TT) 
  Argonian tugs must detach the number 4 engine 
  (centerline engine at the rear of the ship) to insert any pod 
  desired. The pod slips directly into the hull and the engine is 
  re-attached. This allows the tug-pod combination to function 
  normally for hull rotations (MR-1). Tugs with a double pod or 
  two standard sized pods are not capable of performing hull 
  rotations as the engines are fixed in position because of the 
  protruding pod(s). The Twister was not equipped with shuttles, 
  however this soon proved fatal when the ARS "Windy" was 
  destroyed in Y180 by the Romulans. After Y180 two cargo 
  boxes were given up to allow one ready to launch shuttle in the 
  cargo bay. All pods were equipped with shuttlecraft after this 
  unfortunate incident. 
  Page 16 
  ARGONIANS-1 
  If the Argonian player wishes to drop a pod the 
  outer most pod goes first and the number 4 engine goes with it. 
  The pod will still function and can use the engine for power, but 
  not for movement, except for one tactical maneuver per turn 
  (zero energy turn). The tug can not perform hull rotations if a 
  pod and engine are separated. 
  When a pod is attached any hull boxes it has are aft 
  hull while those on the ship are forward. This applies to all 
  combinations. If the pod has no hull then the hull boxes on the 
  tug are both forward and aft hull (center hull). 
  (RH-2.17) CYCLONE BATTLE TUG (BT) 
  The Cyclone is simply the twister tug with a battle 
  pod. This unit was devastating at WS-3, but lacked power in 
  most other situations. One strategy was to not arm one of the 
  EFs after the first firing exchange, but often one EF was 
  destroyed in that exchange anyway. The battle pod is double 
  the size of a normal pod. The Cyclone may not perform hull 
  rotations. Its movement cost is 1 1/2. 
  (RH-2.18) METEOR SHOWER GALACTIC 
  SURVEY CRUISER (GSC) 
  A very powerful survey cruiser, the Meteor Shower 
  has very long range capabilities. Used for survey missions in 
  unexplored space, usually reached by traveling through the 
  Gom-ISC neutral zone. These ships were also used during the 
  Andromedan invasion. Meteor Showers started receiving both 
  the shield refit and AWR refit in Y188. Some received both 
  while some received only one refit. 
  (RH-2.19) TEMPEST STRIKE CARRIER (CVS) 
  A squadron of Wind fighters usually leads the 
  Tempest into battle. Tempests are usually deployed in the 
  conquered ISC territory. However, after the Argonian Nebula 
  had completely diSSipated they were used more often in the 
  home territory. 
  (RH-2.20) SQUALL DESTROYER ESCORT (DOE) 
  The Squall was designed for general escort duties: 
  carriers, freighter convoys or priority transports through 
  dangerous areas. It is equipped with one 4 strength strobe. 
  The fighter bay is used to service either Gust or 
  Wind fighters from the carrier. It has facilities to charge one 
  fighter energy flux. This design was quickly replaced in 
  construction by the CVE (RH-2.75), a unit dedicated to carrier 
  escort duties. 
  NOTE: The ship descriptions for the remaining Argonian units 
  are in Argonians-2 & Argonians-3. These products provide 
  over 60 more units and SSDs. 
  Copyright C 1993 C. Henry Schulte 
  
  ARGON IANS-1 
  HISTORICAL SCENARIOS 
  Insert these pages in the scenario section of your rulebook 
  after (HS-3). 
  (HS-4.0) A DISTINCT ADVANTAGE 
  (y156) 
  Several times, before the discovery of the Argonians, a 
  cruiser entered the Argonian Nebula to conduct scientific 
  research and was surprised by an Argonian ship with a distinct 
  advantage. One such time, a Gorn command cruiser was 
  conducting routine scientific research when the ARS "Binder" 
  approached. 
  Note: A similar event happened in Y160 with a Romulan 
  KR. 
  (HS-4.1) NUMBER OF PLAYERS: 2; The Argonian and 
  the Gorn. 
  (HS-4.2) INITIAL SET UP 
  The entire map functions as the Argonian Nebula (TR-
  1.0), at Y156 strength (Y155 - (TR-1.1)). 
  Argonian Player: One command cruiser in hex 0117, 
  speed 16, facing B, WS-3. The ship has impul se and lacks 
  phaser-Ps (RH-2.1 D). 
  Gorn Player: One command cruiser without refits in 
  hex 4217, speed 4, facing A, WS-1. 
  (HS-4.3) LENGTH OF SCENARIO: The scenario 
  continues until all units belonging to one player have been 
  destroyed or have disengaged. 
  (HS-4.4) SPECIAL RULES: 
  (HS-4.41) The map is fixed. The Gorn player must 
  disengage from a hex numbered 42XX. The Argonian may not 
  disengage from this hex row. 
  (HS-4.42) No Shuttles have warp booster packs. 
  (HS-4.43) No drones are used. 
  (H S-4.44) The Argonian Nebula (TR-1.0) is at Y156 strength 
  for the Gorns and Y160 strength for the Romulans. 
  (HS-4.5) VICTORY CONDITIONS: 
  (H S-4. 51) The Argonian player wins if he destroys the Gorn 
  ship or forces him to disengage before accumulating 150 
  points of information or forces him further into the nebula where 
  there are more Argonian ships waiting. 
  (HS-4.52) The Gorn player wins if he accumulates 150 
  points of information on the Argonian ship and then disengages 
  from the 42XX hex row. 
  (HS-4.53) Alternatively, standard victory conditions may be 
  used but give the Gorn player a 20 point bonus. 
  (HS-4.6) VARIATIONS: A stronger opposing ship may 
  be desired to help balance the scenario. Perhaps players 
  could bid BPVs for the Gorn ship, lowest bidder taking the ship 
  he bid. Another possibility is bidding information points 
  required, highest bidder playing Gorn. 
  (HS-4.7) BALANCE: This scenario is not meant to be fair. 
  It is a good one for learning Argonian Tactics. Players that 
  have mastered Argonian ships should allow the Gorn Player 
  150 BPVs of ship, the CC+ for example. 
  Copyright © 1993 C. Henry Schulte 
  SCENARIOS 
  (HS-5.0) FREIGHT FOR ALL (y181) 
  In Y181 a Gorn large exploration freighter was 
  inv<estigating a regular-variable pulsar emitting gravity waves, 
  on ttitle Gorn-Romulan border. It was surpTiised by three ships 
  who all wanted the same thing: the freighter .. An Argonian CA, 
  allli!!la Romulan K7R both wanted the possession of the 
  freighter and the information it carried in its memory banks. A 
  feaiieration CC is trying to unofficially assist the Gorn ship. 
  hmever it too is interested in the scientific :imormation. 
  ('115-5.1) NUMBER OF PLAYERS: 3 or 4; The 
  Argonian, Romulan, Federation and possibly Gorn. 
  (HS-5.2) INITIAL SET UP: 
  There is a variable pulsar in hex 2208 
  A Gorn large exploration freighter in hex 2210, facing 
  A,WS-O. 
  Argonian Player: The CA ARS "Muckraker" with refit is 
  in !:lex 4206, facing E, WS-3. 
  Romulan Player: A K7R without refit is in hex 2230. 
  facing A, WS-3. 
  Federation Player: A CC with the plus refit is in hex 
  0206, facing C, WS-3. 
  (HS-5.3) LENGTH OF SCENARIO: The scenario 
  continues until all three cruisers are destroyed or one of them 
  has disengaged, by separation, with the freighter. No 
  disengagement may occur on the pulsar map. Use at least one 
  map beyond it in all directions. 
  (HS-5.4) SPECIAL RULES: 
  (HS-5.41) Use a floating map. Ships may disengage in any 
  dection. 
  (HS-5.42) Shuttles have warp booster packs. 
  (HS-5.43) All drones are type-1M or type-IVM. 
  ("8-5.44) The pulsar emits a burst every turn determined by 
  ('PS .. 12). The pulsar also produces a standard strength gravity 
  wave every even numbered turn on the first impulse. 
  (M5-5.45) The freighter has a device protecting it from the 
  pu'lsar and its gravity waves. This requires most of its energy 
  so:11 won't move or fire. 
  (HS-5.46) Players may not fire at the freighter. 
  (MS-5.47) At the end of the scenario the freighter will 
  s:umrender its information to the cruiser possessing it. This 
  does not apply if a player is running the freighter. 
  (tlS-5.5) VICTORY CONDITIONS: The player who 
  talres the freighter home with him wins, all others lose. If all 
  three cruisers are destroyed then the freighter wins. 
  (H5-5.6) VARIATIONS: Obviously ships from any race 
  can be substituted, or perhaps two ships. Use a weaker or 
  stronger pulsar. Let a forth player run the freighter (in this 
  ca$e the protection device costs 6 energy and (HS-5.45) will 
  not prevent the freighter from moving, firing or taking other 
  actions). 
  (1115-5.7) BALANCE: Each player should have the same 
  BPV worth of ship(s). Give a beginner 10% more. 
  (HS-5.8) TACTICS: Try to get the other players fighting. 
  Act fast, you do not have much time with that pulsar as 
  powerful as it is. 
  Page 17 
  
  (HS-6.0) HAND OVER THAT PLANET 
  (y185) 
  Commander 'Kick'n' Wind felt the time was right to 
  invade the ISC. He thought that a neighboring section of their 
  territory was ideal for Argonian expansion, and that it was 
  rather under-defended. The ISC were in the middle of their 
  'invasion' of the galaxy and were in fact, over-extended. 
  Others in the hierarchy felt the Argonians should wait. 
  Wind had been planning a small strike against a military 
  garrison on the ISC planet Stellar III. Both Wind and his 
  opponents in the hierarchy finally came to an agreement on 
  conducting the strike, but a provision were established: If the 
  ISC military garrison's subspace transmitter was knocked out, 
  then and only then, would aid come and the invasion begin. 
  Otherwise the ISC would be told that Wind went insane and 
  stole the two Argonian ships. 
  No one expected one little surprise: The Romulans 
  were joining the party. 
  (HS-6.1) NUMBER OF PLAYERS: 3; The Argonian, 
  ISC and Romulan. 
  (HS-6.2) INITIAL SET UP: 
  Planet in hex 2215 (4 hex radius). 
  ISC Player: 
  ISC small military garrison in hex 2212 on the planet 
  surface. 
  1. 
  ISC defense satellites (Plasma-F type): 
  3 in low orbit: in hexes 2221,1612,2812 
  2 in high orbit: in hexes 2223, 2207. 
  ISC star cruiser in hex 2210, facing any, speed 0, WS-
  Argonian Player: 
  Argonian CCM ARS HFulminator" in hex 0226, facing A, 
  speed any, WS-3. 
  Argonian Sea storm BCl ARS HBeast of Burden" in hex 
  0427, facing A. speed any, WS-3. 
  Romulan Player: 
  Romulan KR in hex 4226, facing A, speed 10, WS-3. 
  Romulan K05R in hex 4027, facing A. speed 10, WS-3. 
  (HS-6.3) LENGTH OF SCENARIO: The scenario 
  continues until only one player remains With sole possession of 
  the planet. 
  (HS-6.4) SPECIAL RULES: 
  (HS-6.41) Useafl03tmgmap Argonlanshipsmayonly 
  disengage in directions F or E. Romulan ships may only 
  disengage in directions 0 or C. The ISC player cannot 
  disengage 'Jnless the transmitter is knocked out (HS-6.44). 
  (HS-6.42) Shuttles have warp booster packs. 
  (HS-6.43) No drones are used. 
  (HS-6.44) There is a transmitter on the planet in the 
  garrison. It is silenced when all the command boxes are 
  destroyed on the base. 
  (H S -6.45) If this happens the Argonian player rolls a die to 
  determine on which turn help will arrive. The number rolled 
  represents the number of turns, from the turn that the 
  transmitter is knocked out, it takes for help to arrive. The 
  strong breeze CW ARS "Rausch" arrives in hex 0127 on the 
  first impulse of the turn determined above. Its speed is any 
  and it is WS-3. Several other invasions would also be initiated 
  in this event. 
  Page 18 
  (HS-6.46) All Argonian ships have four transporter bombs. 
  All others do not. 
  (HS-6.47) 'Kick'n' Wind is legendary, but he cannot bluff in 
  this scenario. 
  (HS-6.48) The ISC player controls the Oef Sats and must 
  record their rotational direction before play begins. He then 
  exposes this after energy allocation on turn one. 
  (HS-6.5) VICTORY CONDITIONS: 
  Wind loses if he cannot destroy the transmitter. 
  Wind gains a marginal victory if he destroys the 
  transmitter but loses planet. 
  Wind wins major if he gets the planet. 
  ISC loses if losing the planet. 
  ISC wins if retaining the planet. 
  Romulans win major if they get the planet. 
  Romulans win marginal if Wind loses. 
  Romulans have draw if Wind wins. 
  (HS-6.6) VARIATIONS: Use different races, or different 
  ships from these races. The scenario is best when placing 
  three counters upside down (one for each race) and playing the 
  race that you draw. 
  (HS-6.7) BALANCE: The Argonians have the tactical 
  advantage as this represents an actual battle. The weapon 
  status or T-bombs could be adjusted. 
  (HS-6.8) TACTICS: One of the hardest situations ever for 
  determining tactics. Argonians must get the base first to 
  ensure a victory. Romulans: Do anything to keep the 
  transmitter from being knocked out, you don't need another 
  Argonian ship around. Base your tactics on the changing 
  victory conditions. The ISC is between a rock and a hard 
  place, don't let the Argonians near but don't trust the Romulans 
  either. The Argonians are the foremost threat, take care of 
  them first. You should be able to count on the Romulans for 
  two or three turns before they turn on you. 
  (HS-6.9) HISTORICAL OUTCOME: 
  Wind was 
  successful in his attempt to seize the planet. The transmitter 
  was knocked out and the larger invasion began. The Romulans 
  left the vicinity upon the arrival of the ARS "Rausch". 
  Copyright e 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (HS-7.0) THE SURPRISE INVERSED 
  (Y178) 
  While shut down for standard repair and maintenance, 
  a process that only takes minutes, the ARS "Fulminator" is 
  surprised by a Romulan that happened to be nearby when this 
  occurred. 
  (HS-7.1) NUMBER OF PLAYERS: 2; The Argonian and 
  Romulan. 
  (HS-7.2) INITIAL SET UP: 
  Argonian player: ARS "Fulminator" CC-M in hex 2215, 
  facing D, speed 0, WS-O. 
  Romulan Player: A Falcon Mauler in hex 2214, facing D, 
  speed 4, WS-3. 
  (HS-7.3) LENGTH OF SCENARIO: The scenario 
  continues until all units belonging to one player have been 
  destroyed or have disengaged. 
  (HS-7.4) SPECIAL RULES: 
  (HS-7.41) Use a floating map. Ships may disengage in any 
  direction. 
  (H S-7 .42) No Shuttles have warp booster packs. 
  (HS-7.43) No drones are used. 
  (HS-7.44) To return tactical surprise allow the Romulan 
  player his choice of the Falcon, a Skyhawk-A or a War Eagle. 
  (HS-7.45) The Romulan ship begins to uncloak on the first 
  impulse of turn one. Note: The Romulan ship chosen is not 
  exposed until this time. 
  (H S-7 .46) 'Kick'n' Wind is not yet legendary. 
  (HS-7.5) VICTORY CONDITIONS: Use the standard 
  victory conditions. 
  (H S-7 .6) VARIATIONS: An Orion ship of approximately 
  100 BPV could be substituted for the Romulan. The Romulans 
  could uncloak behind the ship of another race. Two 100 point 
  ships could uncloak behind 2 ships worth 320 BPVs total. 
  (HS-7.7) BALANCE: The scenario could be balanced by 
  changing the weapon status of the ships or by adjusting the 
  range between them when the Romulan begins to uncloak. 
  (HS-8.0) PIRATE JURISDICTION (y180) 
  In Y180 the Argonian large armed freighter "Skylight" 
  was carrying hellbore technology purchased from the Orion 
  Kublai clan. It was being escorted by the Argonian Typhoon 
  BC ARS "Propulsion" and an Orion Kublai Clan battle raider. 
  The Stardust Trading Company decided to intercept the 
  convoy before it could reach Argonian/Kublai territory. The 
  Stardust pirates felt it was a matter of pirate jurisdiction, and 
  the Kublai were definitely not in theirs. Note: Both Romulan 
  and Gorn ships were in the area and were trying to limit the 
  pirate activities in addition to each other. Players may wish to 
  simply delete them for a three player scenario. 
  (HS-S.1) NUMBER OF PLAYERS: 3-7, Argonian, Orion-
  Kublai, Orion-Stardust (1 or 2), and possibly Romulan or Gorn. 
  (Andromedan ?). 
  Copyright © 1993 C. Henry Schulte 
  SCENARIOS 
  (JoIS-S.2) INITIAL SET UP: 
  There are six maps stacked in such a way that hex 2101 of 
  map 1 is adjacent to hex 2130 of map 2. The six maps 
  rfWr~sent a section of the neutral zone between the Goms and 
  Romulans. Hex row 01XX is the Gorn border, while hex row 
  42XX is the Romulan border. 
  The Argonian large armed freighter is in hex 2230, 
  facing A, speed Max, WS-3. 
  The Argonian BC ARS"Propulsion" is in hex 2130, 
  facing A, speed Max, WS-3. 
  The Kublai Clan BR is in hex 2330, facing A, speed 
  Max, WS-3. 
  The Stardust Clan BR is in hex 0101, facing C, speed 
  Max, WS-3. 
  The Stardust Clan CA is cloaked within 10 hexes of 
  3106, facing Any, speed Any, WS-3. 
  A Romulan KRC is cloaked within 10 hexes of 4201 on 
  map 2, facing Any, speed Any, WS-1. 
  A Gorn BC is in Hex 0101 of map 3, Facing C, speed 
  Max, facing Any, speed Any, WS-1. 
  (H S - S. 3) LEN G THO F S C EN A RIO: The scenario 
  continues until all units from all players but one have 
  disengaged or been destroyed, or the Argonian/Kublai team 
  has reached the end of map six, which ever comes first. 
  (HS-S.4) SPECIAL RULES: 
  (HS-S.41) Use a floating map. 
  Romulan and Gorn must 
  disengage into their own territory. Stardust may disengage 
  any direction except A. Argonian and Kublai may only 
  disengage in direction A. 
  (HS-S.42) Shuttles have warp booster packs. 
  (HS-S.43) Use standard drone percentages for Y180, see 
  (FD10.65). 
  (HS-S .44) The Stardust BR has a Plasma-S and three 
  Disruptors, it does not have a cloak. The CA has an SFG, two 
  photons and the cloak. 
  (HS-S.4S) The Kublai BR has three HeJibores and two 
  phaser-1 s. It does not have a cloak. It has six type-1M drones 
  loaded on a scatter pack at the start of the scenario. These 
  cannot be launched by any other means. 
  (HS-S.4S) All ships have refits if available in Y180. 
  (MS-S.5) VICTORY CONDITIONS: 
  If the freighter is destroyed then the Romulan and Gorn 
  have marginal victories, all others lose. 
  If the freighter reaches the end of map 6 
  (Argonian/Kublai territory) then the Argonians/Kublai win, 
  Stardust loses, and Romulan and Gam draw. 
  If either the Romulan or Gorn is destroyed or 
  disengages then the other wins. 
  If the Stardust ships are destroyed or disengage then 
  they lose and all others win. 
  If the Argonian/Kublai are destroyed then Stardust 
  winm and all others lose. 
  Note: Use common sense in determining Victory. 
  Example: If the Stardust and Gorn ships are destroyed then 
  obviously the Gorns do not win. 
  (HS-S.6) VARIATIONS: Other ships could be added, or 
  these changed. Extend the number of maps. Place an 
  Andromedan Conquistador in hex 2201 of map 4. It wins if at 
  least four ships are destroyed and it survives. 
  Page 19 
  
  SCENARIOS 
  (H S-S. 7) BALAN C E: Give weak players four T-bombs or 
  other aid agreed upon by all players. 
  (HS-S.S) TACTICS: Here is one the tactics manual never 
  covered. The Argonians and Kublai should keep moving in the 
  direction of map 6 because it is the only way to win. All ships 
  should withdraw from battle to conduct repairs if needed. Keep 
  your eyes on the victory conditions. 
  (HS-9.0) THE SHIP COLLECTOR (Y177) 
  The first Argonian Galactic Survey Cruiser ARS 
  'Voyager" had just been released from space dock. She had 
  been on her maiden voyage only three days, when the special 
  sensors were picking up something strange: A fleet of ships 
  just ahead sitting idol. The Argonian ship closed to find these 
  ships to be derelicts, not a fleet. Then for the first time R~D 
  ALERT barked from the ships speakers. There was something 
  else out there. 
  The special sensors of the ARS'Voyager" had detected 
  not only an energy barrier, but also a monster that resided in a 
  black hole just beyond the barrier. 
  (HS-9.1) NUMBER OF PLAYERS: 1; The monster (the 
  Ship Collector) moves by automatic rules. 
  (HS-9.2) INITIAL SET UP: 
  Argonian GSC in hex 0101, facing C, speed any, WS-3. 
  There is an energy barrier (HS-9.48) starting in hex 
  2901 extending to 2915 then extending to 0129. 
  There is a Black Hole in hex 4221. 
  The Ship Collector is in hex 3001. 
  A Federation BC with 50 internals is in hex 3714. 
  A Klingon D7-C with 75 internals is in hex 3326. 
  A Romulan Firehawk-A with 50 internals in hex 2720. 
  A Kzinti ON with 40 internals is in hex 4210. 
  A Gorn CC+ with 20 internals is in hex 3520. 
  A Hydran CC(LB) with 40 internals in hex 2424. 
  A Andromedan Python with 30 internals is in hex 3730. 
  A Lyran BC with 50 internals is in hex 2729. 
  A Tholian 0 with 40 internals is in hex 4027. 
  An ISC CA with 60 internals is in hex 3114. 
  Note: if any ship should explode during the pre-game 
  damage allocation, stop allocating at the point that the last 
  excess damage box is crossed off. This damage allocation is 
  not required or necessary to play the scenario. 
  (HS-9.3) LENGTH OF SCENARIO: The scenario 
  continues until the Argonian ship is destroyed or disengages or 
  all the derelicts are either recovered or destroyed. Note: this 
  would mean that the Ship Collector was also destroyed. 
  (HS-9.4) SPECIAL RULES: 
  (H S -9.41) Use a floating map. Ships may disengage in any 
  direction except through an energy barrier which has not been 
  fired down (see (HS-9.48)). 
  (H S-9 .42) No shuttles have warp booster packs. 
  . 
  (HS-9.43) All drones are medium speed, except for the Ship 
  Collector. 
  Page 20 
  ARGONIANS-1 
  (HS-9.44) The monster does not move it displaces itself on 
  the 8th, 16th, 24th, and 32nd impulses, during movement. It is 
  always in hex 4221 except for these 4 impulses. On each of 
  these impulses roll a die and consult the chart below to 
  determine the location of the monster for that impulse. 
  1- hex 0201 
  2- hex 1601 
  3- hex 0216 
  4- hex 1616 
  5- 50/50 in hex 3001 or 3016 
  6- in the hex directly behind the ship 
  (HS-9.45) The monster fires during each of the four 
  impulses mentioned above from the hex determined above .. It 
  fires its weapons at -5 on range, thus an actual range of 10 IS 
  an effective range of 5 for the monster. Roll a die to determine 
  the weapon(s) fired. It has learned to simulate weapons from 
  the derelicts' computer records. 
  1- 4 phaser-1s 
  2- 2 photons 
  3- 2 phaser-4s 
  4- 6 disruptors 
  5- type R plasma launched 
  6- 2 type IV drones launched at 32 speed 
  The photons and disruptors will be overloads if within range, 
  otherwise normal. 
  (HS-9.46) The monster will displace the ship on the 4th, 
  12th, 20th, and 28th impulses. Roll one die for direction then 
  one die for distance. This occurs at the end of the movement 
  step. Dis. Dev. penalties do not apply to this displacement. 
  (HS-9.47) All weapons will only score 50% damage to the 
  monster. If 150 points of information have been obtained then 
  weapons will do 75%. When 300 points of information is 
  reached then weapons will do full damage. The monster will die 
  if 200 points of damage are scored, however it regenerates one 
  point of damage taken for every impulse it is in hex 4221 (Black 
  Hole). It only regenerates damage taken, it can never go 
  beyond its original strength. (For different ships use the ships 
  BPV+10 as the damage the monster can withstand). 
  (H S-9 .4S) The energy barrier cannot be crossed, if the ship 
  hits it, it just sits in that hex until turning to move away or being 
  displaced away. The wall may be knocked down by doing 100 
  points of damage to a single hex. This causes five hexes to 
  become inert: the hex fired at and the two hexes on either side 
  of it. The ship may then cross. All weapons affect the wall 
  normally. If at any time the ship goes beyond a barrier hex, not 
  into, and the monster is still alive it will always displace directly 
  behind the ship on the impulses when it displaces (HS-9.44). 
  Additionally, the ship will be pulled by the black hole whenever 
  it is behind the barrier. 
  (HS-9.49) The derelicts are in a stasis field and as long as 
  the monster is alive they will not move. This applies to the 
  black hole, tractor beams, or any other means of moving the 
  ship. There are no crews on these ships. At the instant the 
  monster dies this stasis is released and all derelicts begin 
  being drawn in by the black hole. 
  (HS-9.5) VICTORY CONDITIONS: If the monster is 
  killed then the player receives a marginal victory. The number 
  of ships saved from the black hole dictates further victory: 
  1 ship indicates a tactical victory. 
  2 ships indicates a substantial victory. 
  3 ships is a decisive victory. 
  4 ships indicates an astounding victory. 
  5 or more and the captain is legendary. 
  Copyright @ 1993 C. Henry Schulte 
  
  ARGONIANS-1 
  (HS-9.6) VARIATIONS: Change the number or types of 
  weapons, the number of attacks or displacements the monster 
  gets, use a smaller or larger ship or additional ships. To play 
  ships of other races take the ship mentioned in set up and 
  switch it with the Argonian GSC. 
  (HS-9.7) SHIP SIZE ADJUSTMENT: The monster has a 
  number of points of damage it can sustain before being killed. 
  This number should equal the BPV of the ship + 10. The 
  information required to gain firing ability vs the monster should 
  be based on the total number of lab boxes (count officers, 
  sensors etc.) on the ship. This number times 10 is the first 
  goal, times 20 for the second goal. 
  An additional balance factor applies to tractor beams. 
  For each tractor beam, over two, add one to the number of 
  ships that need to be recovered for victory in (HS-9.5). 
  (HS-10.0) A MONSOON FOR NO 
  SEASON (y175) 
  The Monsoon light cruisers were actually heavy or 
  command cruisers that received cutbacks in production. Major 
  portions of the original plans were deleted. These CLs tried to 
  display themselves for other races but tried not to get involved 
  in battles. The purpose: Mislead the intelligence agencies of 
  the other races into believing that there were more Argonian 
  heavy cruisers. The scenario depicts an encounter with a 
  Romulan Firehawk. The captain of the Argonian ship was told 
  "Keep him busy until a command cruiser can get there." 
  (HS-10.1) NUMBER OF PLAYERS: 2; The Argonian and 
  the Romulan. 
  (HS-10.2) INITIAL SET UP: 
  Argonian Player: The Monsoon ARS "Opposition" in hex 
  2101, facing 0, speed any, WS-3. 
  Romulan Player: A Firehawk in hex 2130, facing A, speed 
  any, WS-3. 
  (HS-10.3) LENGTH OF SCENARIO: Varies but at least 
  ten tums. 
  (HS-10.4) SPECIAL RULES: 
  (HS-1 0.41) Use a fixed map. Ships may disengage in any 
  direction. The Argonian cannot disengage until the CC arrives. 
  (HS-10.42) No shuttles have warp booster packs. 
  (HS-10.43) All drones are medium speed. 
  (H S-1 0.44) At the end of the tenth turn the Argonian Player 
  rolls a die and if a 1 is rolled then the Argonian CC ARS "Selene" 
  arrives on the next turn. Roll a die at the end of every tum after 
  the nineth, until the "Selene" arrives. Add 1 to the chance of 
  success at the end of every even numbered turn that follows 
  starting with turn twelve. 
  (HS-10.5) VICTORY CONDITIONS: If the Argonian is 
  captured or destroyed then he loses, otherwise he wins. 
  (HS-10.6) VARIATIONS: Use a different Romulan ship 
  or one from another race. 
  (HS-10.7) BALANCE: Give the weak player the Romulan. 
  Copyright e 1993 C. Henry Schulte 
  SCENARIOS 
  (8:5-10.8) TACTICS: This is a game of cat and mouse. 
  The Argonian must run while the Romulan chases him down. 
  1IlI!leArgonian should maintain a high speed and possibly some 
  Slriield reinforcement. Only weasel if the Romulan throws out all 
  his plasma and all the pseudo torpedoeshlave been accounted 
  foT. After firing your initial EF volley do not rearm them. 
  (HS-11.0) CONVOY (Y187) 
  An Argonian convoy bringing needed supplies to a 
  JPllanet in the A. O. T. (Argonian Occupied Territory) was 
  .imli:lTcepted by an ISC echelon. The ISC tried to interrupt the 
  AIgonian supply lines. 
  (HS-11.1) NUMBER OF PLAYERS: 2;TheArgonian 
  arnd the ISC. 
  (H5-11.2) INITIAL SET UP: 
  Use 2 maps connected in such a way that hex 2130 of 
  map 1 is adjacent to hex 2101 of map 2. All ships are on map 1. 
  Tohe planet is on map 2 in hex 2225 there is a planetary control 
  'bae on any hex side of the Argonian player's choosing. 
  Argonians: all ships are WS-1, speed any. 
  2 F-AL in hexes 2215-A, and 2316-A. 
  2 F-AS in hexes 2215-A, and 2316-A. 
  DOE within 3 hexes of any freighter. 
  BC-? within 3 hexes of any freighter (Type of BC is 
  chosen secretly from BC, BC-F, BC-G). 
  ISC: all ships are WS-3, speed max. 
  CC in hex 4222-F. 
  2 DDs within 3 hexes of the CC. 
  (HS-11.3) LENGTH OF SCENARIO: Thescenario 
  continues until all units belonging to one player have been 
  destroyed or have disengaged. 
  (HS-11.4) SPECIAL RULES: 
  (HS-11.41) Use a floating map if necessary. Ships may 
  disengage in any direction. 
  (HS-11.42) Shuttles have warp booster packs. 
  (HS-11.43) All drones are fast speed. 
  (H5-11.44) The Argonian player secretly chooses the type 
  of BC he has before the scenario begins. 
  (HS-11.45) The Argonian BC and DOE may not disengage 
  until the freighters have unloaded their cargo or have been 
  destroyed. 
  (HS-11.5) VICTORY CONDITION S: Standard but the 
  ISC gets 2 victory points for every cargo box destroyed, while 
  the Argonians get 2 victory pOints for every cargo box 
  unloaded on the planet after the 25th. If 25 cargo are not 
  unloaded then the Argonians lose. 
  (H5-11.6) VARIATIONS: Change the DDs to CLs. Add 
  ships to either force. 
  (HS-11.7) BALANCE: Players could bid the number of 
  cargo boxes to be unloaded before victory is possible. The 
  highest bidder takes the Argonians. 
  Page 21 
  
  SCENARIOS 
  (HS-12.0) SHORE LEAVE (y184) 
  In Y184 the heavy carrier ARS "Argon" had given its fighter 
  pilots and deck crews leave on the planet Zen dow when a 
  Romulan-Klingon contingent approached. 
  (HS-12.1) NUMBER OF PLAYERS: 2 or 3; The 
  Argonian, the Romulan and the Klingon. Romulan and Klingon 
  could be run by one player. 
  (HS-12.2) INITIAL SET UP: 
  Use two maps in such a way that hex 2130 of map 1 is 
  adjacent to hex 2101 of map 2. 
  Zendow (A 7 hex planet, radius 2 hexes) is in hex 2215 
  of map 1. 
  Argonian eVA in hex 2318 of map 1, standard orbit, 
  WS-O, Facing any. 
  Klingon D7N in hex 2130 map 2, Speed max, WS-2, 
  Facing A. 
  Romulan sparrowhawk-M in hex 2330 map 2, Speed 
  max, WS-2, Facing A. 
  Romulan sparrowhawk-B in hex 2229 map 2, speed 
  max, WS-3, Facing A. 
  ( H S -1 2. 3) LEN G THO F S C E N A RIO: The scenario 
  continues until all units belonging to the Argonian player or all 
  units belonging to the Klingon and Romulan player(s) have 
  been destroyed or have disengaged. 
  (HS-12.4) SPECIAL RULES: 
  (HS-12.41) Use a floating map. Ships may disengage in 
  any direction. 
  (HS-12.42) Shuttles have warp booster packs. 
  (HS-12.43) All drones are fast speed. 
  (H S-12 .44) Transporters may transport 4 deck crews or 6 
  pilots per turn. There are 36, pilots on the planet (Gale fighters 
  have 2) and all of the eVAs deck crews. The planet has no 
  transporters. 
  (HS-12.45) There is a ~quadron of six Gales assigned to 
  the planet. There are reload facilities but no base. 
  (HS-12.46) All carriers have the standard fighters for the 
  time period. 
  (HS-12.5) VICTORY CONDITIONS: Standard. 
  (HS-12.6) VARIATIONS: Use an ses, or give the eVA 
  T-Bombs. Add a ship of not more than 120 BPVs to each side. 
  Page 22 
  ARGONIANS-1 
  (HS-12.7) BALANCE: increase or decrease the Romulan 
  forces as needed. 
  (HS-12.8) HISTORICAL OUTCOME: TheARS "Argon" 
  narrowly survived the joint attack. It had to return to space 
  dock for extensive repairs. 
  (HS-13.0) ILL DECEPTION (y166) 
  In Y166 after the Romulan Invasion of the Argonian 
  nebula was turned back the Romulans wanted revenge. A 
  Klingon ambassador visiting the Romulan council had an idea. 
  Use germ warfare to infect an Argonian world. The Klingon D7N 
  "Deception" carried such a virus in stasis storage on board the 
  ship. While the Klingons were immune to this virus the 
  Romulans would be at risk. The Klingon ship would have to act 
  alone. 
  (HS-13.1) NUMBER OF PLAYERS: 2; The Klingon and 
  the Argonian. 
  (HS-13.2) INITIAL SET UP: 
  The entire map functions as the Argonian Nebula at 
  Y166 strength (Y165 - (TR-1.3». 
  Argonian planet Argon XII IN HEX 3716. 
  Klingon Player: D7N in hex 3718-E, WS-3, standard 
  orbit. 
  Argonian ce ARS"Typhoon-2" in hex 0110-C, WS-3, 
  speed max. 
  (HS-13.3) LENGTH OF SCENARIO: The scenario 
  continues until all units belonging to one player have been 
  destroyed or have disengaged. 
  (HS-13.4) SPECIAL RULES: 
  (HS-13.41) Use a floating map. Ships may disengage in 
  any direction. 
  (HS-13.42) No shuttles have warp booster packs. 
  (HS-13.43) All drones are slow speed. 
  (HS-13.44) Argon XII is infected with a virus. Use (TR-2.0) 
  Medical Infection Area rules. The strength of the virus is a 2. 
  The virus is in space, use (TR-2.2) result 2, down shields allow 
  virus on board ships. 
  (HS-13.45) The Klingons are immune to the virus, and thus 
  not affected in any way. 
  (HS-13.46) The planet gained 100 points of information on 
  the virus before the Klingons knocked out the planets labs. 
  The Argonian player may pick this up by transporter or 
  shuttlecraft. If retrieved it is added to the information total. 
  (HS-13.5) VICTORY CONDITIONS: Standard. 
  (HS-13.6) VARIATIONS: This may have occurred with 
  different races many times. Substitutions may be made freely. 
  (HS-13.7) BALANCE: The Argonian ship should be 4/3s 
  as strong as the Klingon. Increase or decrease the strength of 
  the virus based on the rules in (TR-2.0). 
  Copyright © 1993 C. Henry Schulte 
  
  ARGONIAN SUPERNOVA 
  DREADNOUGHT 
  -6 SHIELD I I I I I I I I 
  33 
  -5 SHIELD 
  ~3 
  -4SHIELD 
  I I I I I I I I I I I I I 
  SABOT COMBAT TABLE 
  :D"tiGE;>;~;;·~~··i;;~*~~.ct+-;-1f.'i,:':Z.j)tI,-:;~5~;e:~";~!,'9::t.J..:S·:~~i~:t30;· 
  HIT,STD 
  NA 
  1-5 
  1-4 
  1-3 
  1-2 
  HIT, OVERLOAD 
  1-6 
  1-5 
  1-4 
  NIl 
  NIl 
  DAMAGE,STD 
  NA 
  16 
  12 
  8 
  4 
  DMGE, OVERLOAD 
  28 
  24 
  20 
  NIl 
  NIl 
  ·SJ.I~~ss'.n·~YO I.t·[.y.·.'-DAt1AG[:P.ERC·ENt~Ii[$,;':::~;·:~·:~~· 
  VOLLEY 
  1st 
  2nd 
  ACTIVATED TARGET SHI ELO 25W; 
  SOW; 
  REMAINING fiVE SHIELOS 
  75W; 
  SOW; 
  198765543 
  287655432 
  375544431 
  46444432 
  55444331 
  6443322-
  1+1/2 WARP MOVEMENT CHART 
  3rd 
  4th+ 
  75W; 
  100W; 
  25W; 
  OW; 
  III II kl 
  TURN MODE D 
  1 
  2-4 
  2 
  5-8 
  3 
  9-12 
  4 
  13-17 
  5 
  18-24 
  6 
  25+ 
  NOTES: 
  -2SHIELO 
  33 
  -3SHIELO 
  ~ 
  WEAPON ARCS 
  1. STROBES ARE DESTROYEO BY THE SECOND 
  ORONE HIT SCOlR£D ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  SHIP DATA TABLE 
  TYPE 
  = 
  DN+ 
  POINT VALUE = 
  238 
  MOVEMENT 
  = 1+1/2 
  SHIELDS 
  = 
  1+2 
  LI FE SUPPORT = 1+112 
  SIZE CLASS 
  = 
  2 
  STROBE STR = 
  7 
  REFEREIiIC£ 
  = RH-2.2 
  INTERNAts 
  = 
  148 
  ITl rllllllJ II 
  BOARDING PARTIES 
  TRANSPORTER MINES 
  IRIRIRIRIRIRlolololololol 
  SHUTTLES 
  TWO BAYS 
  CNTR 
  HIT POI ITS 
  TYPE 
  PROBES 
  I!IIII :1 
  POWER CURVE 
  WARP 
  = 60 
  IMPULSE = 
  0 
  APR 
  = 
  0 
  AWR 
  = 
  0 
  TOTAL 
  60 
  BATTERY = 
  8 
  {~p.~~. :=!,,~,:=~~';:i:=!,{3};~-tJ:~[:,.:~~[:,.;~,;i;l;":~[:''''·[:''':'~..:;f~/;1;··.t;;;;t··~;;··j;-~:!'':~I;~;-;".~:,~~:=~,;g ·';1/1, -:"8;''=!,4;~';,=!,{,;~~;;~:t·;~;i·i;;;{~3;::;:Z;4.,;:''.2-.5/!'@/i·:t::~·i.':=,;}z~·:=';3.Q-· 
  Standard 2 
  3 5 
  6 
  8 
  9 
  11 
  12 14 15 
  17 
  18 20 
  21 23 24 26 27 29 
  30 32 33 
  35 36 38 
  39 41 
  42 
  44 45 
  Fract. 
  lY2 
  3 4Y2 6 
  7Y2 9 10Y2 12 13Y2 15 16~ 18 19~ 21 22Y2 24 2S.Y2 27 28Y2 
  30 31Y2 33 34Y2 36 37~ 39 40~ 42 43Y2 45 
  COPlJright (5) 1993 C. Henry Schulte 
  Argoniens-I Pege 23 
  
  ARGONIAN NOVA DREADNOUGHT 
  "'6 SHIELD 
  33 
  "'5 SHIELD 
  33 
  1111111 
  STR 
  ITO 
  PH-P FX 
  TRAC EMER 
  It t? H fAUX ,..;.;.;;,,; ........... 
  rn 0 BRDG TRAN FLAG 0 
  PH-P 
  HULL E3 E3 B HULL 
  m
  c 
  BTTV 
  C 
  LS 5 
  Em 
  RF 6 
  7 
  LAB 
  PH-P3 
  Em 
  1m 
  RA 
  L 
  I I I 1- I I I 
  "'4SHIELD 
  I I I I I 
  I II I 11331 
  SABOT COMBAT TABLE 
  TURN MODE D 
  ·:U-IiGE:··:· .. ;·:· .. ::··:,::··:· .. ~· .. ::··:~··>::O··;:';·I::~:::·:Z.j)(:.? .. ;s:·;:.;a·:~:··:·!,~9:'i·:i5··:·/'·;1~·::t3·1i:·. 
  HIT,STD 
  NA 
  1-5 
  1-4 
  1-3 
  1-2 
  1 
  2 
  "'2 SHIELD 
  33 
  "'3 SHIELD 
  33 
  WEAPON ARCS 
  SHIP DATA TABLE 
  TYPE 
  = 
  DN 
  POJNT VALUE = 
  204 
  MOVEMENT 
  = 
  1+112 
  SHIELDS 
  = 
  1+2 
  LI FE SUPPORT = 1+1/2 
  SIZE CLASS 
  = 
  2 
  STROBE STR 
  = 
  7 
  REFERENCE 
  = RH-2.3 
  INTERNALS 
  = 
  140 
  ,TIll! IJ 11111 
  BOARDING PARTIES 
  I I I I I 1181 I I I 
  TRANSPORTER MINES 
  SHUTTLES 
  TWO BAVS 
  eMTR 
  HIT POI NTS 
  TYPE 
  SENSOR 
  PROBES 
  1~1~1~1~141 I! I I 11:1 
  SCANNER 
  1~1~1~1~121 
  POWER CURVE 
  DAM. CON. 
  1~1~1:1~121 
  WARP 
  60 
  IMPULSE = 0 
  APR 
  = 
  0 
  EX. DAM. 
  AWR 
  = 0 
  I I I 11301 
  TOTAL 
  60 
  BATTERV = 
  6 
  HIT,OVERlOAD 
  1-61-51-4 
  NA 
  NA 
  DAMAGE, STD 
  NA 
  16 
  12 
  8 
  4 
  DMGE, OVERLOAD 
  28 
  24 
  20 
  NA 
  NA 
  :slice·E·SS i.iE:;YO (t:[:Y.::'I>At1AGE~P.tRC·ENf.~G.IS .. ::~;:·:.~·:·} .. ::·;·. 
  VOLLEY 
  1 st 
  2nd 
  3rd 
  4th+ 
  3 
  4 
  5 
  6 
  2-4 
  5-8 
  9-12 
  13-17 
  18-24 
  25+ $$ 
  ACTIVATED TARGET SHI ElD 25" 
  50" 75" 100" 
  REMAINI NG FIVE SHI ElDS 
  75" 
  50" 25" 
  0" 
  PHASER-P 
  :::·:j;~e :::·§t~~fM{~::@;~i~~g~2t~i.~~~t~~t1:~~~ 
  198765543211 
  28765543211 
  375544431 
  46444432 
  5 
  544 4 
  3 
  3 
  1 
  6443322-
  1 + 1/2 WARP MOVEMENT CHART 
  RA 
  NOTES: 
  1. STROBES ARE DESTROVED BV THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAV PERFORM 4 HULL ROTATIONS A TURN. 
  PHASER-P3 
  f.:jff:B:: ~~:f::~1~t~f:~t1t~~f:~~::f: 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  (~p.:fi~·~:·:·::··>J:·:·;·:·:·;·;i·:·:·:{.3::··:·:·~4/·:·:·;·;:~·:·;·:·:·::~··:·:~,:·:·:.t·:·:·;;:·;Q···:·:·/~':·::f~~··:·).1.:·.1?\1··i::~J:·~:.-;::tI:ji;··:Hf/~(~·::··}·1;:U1"-:·8.:·.:;;,1;~··::i:::·~(t/'~:f}i·i·/·:?~.3;./2.:.·.:;.~·.5;/'i:f;/~·:l-:·:·::··~·.iJ/'}~~~~·3.lt 
  Standard 2 
  3 
  5 
  6 
  8 
  9 
  11 
  12 14 15 
  17 
  18 20 
  21 23 24 
  26 27 29 
  30 32 
  33 
  35 36 38 
  39 41 
  42 
  44 45 
  Fract. 
  lY2 
  3 4Y2 6 
  7Y2 9 10Y2 12 13Y2 15 16Y2 18 19~ 2122Y2 24 25Y2 27 28Y2 
  30 31Y2 33 34Y2 36 37Y2 39 40Y2 42 43Y2 45 
  Pege 24 Argonilns- 1 
  Copyright ® 1993 C. Henry Schulte 
  
  ~RGONI~N SUNBURST 
  SP~CE CONTROL SHIP 
  -6SHIElD 
  -I SHIELD 
  I I I I 
  I I I I I 
  1111 
  -4SHIElD 
  I I I I I 
  24 
  ENERGY FLUX T ADlE 
  1 
  12 12 12 11 10 9 8 
  7 
  6 
  5 
  4 
  2-5 12 11 11 10 9 8 7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  B 
  7 6 5 
  4 
  3 
  2 
  1 
  :F:l~~1~rJ::.R"~~·:~'.!8:t'1.~·:~'~~: ::P":/~l'.!;/.Z:~"-;~~~~~/'1.~i.f'\ 
  ··!·:;'·!'~I1Q~E:i:}:?:~i:.;'HI':·;{i::·!·Y'·f:~!,·.~ItI.Ef.:"~~DA:""G.t)/f;:·;::~·:·:·. 
  1 
  1 - 5 
  3 FUll 3 NONE 
  2 
  1-4 
  3 FUll 3 HALF 
  3 
  1-3 
  6 FUll 
  PHASER-P 
  COPlJright IS) 1993 C. Henry Schulte 
  TURN MODE D 
  1 
  2-4 
  2 
  5-D 
  3 
  9-12 
  4 
  13-17 
  5 
  18-24 
  6 
  25+ 
  NOTES: 
  -2 SHIELD 
  24 
  WEAPON ARCS 
  <®> 
  RH 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HUll ROTATIONS A TURN. 
  3. NO FIGHTERS I N REAR SHUTTlE BAYS. 
  4. SEE FIGHTER GROUP SSD FOR FIGHTERS. 
  5. SEE PF SSDs FOR PFs. 
  6. REPAIR CAN ONLY BE USED ON PFs. 
  SHIP DATA TADlE 
  TYPE 
  = 
  SCS 
  POINT VALUE = 167/157 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1 + 1 
  II FE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  2 
  STRODE STR 
  = 
  5 
  REFERENCE 
  = RH-2.4 
  INTERNALS 
  = 
  139 
  ITflTllJ IIIII 
  DoARDING PARTIES 
  I I I I I I I I I I 
  1121 
  DECK CREWS 
  I I I I II I I I I I 1241 
  TRANSPORTER MINES 
  IRIRIRIRIRIRlololDIDlolDI 
  SHUTTLES 
  FOUR BAYS 
  eMIR 
  HIT POI IITS 
  TYPE 
  SENSOR 
  PRoDES 
  1616161513101 111 I I lsi 
  SCANNER 
  POWER CURVE 
  I 0 I 0 I 0 I 11 5191 WARP 
  = 36 
  DAM. CON. 
  IMPULSE = a 
  16141412121 0 I :~~ 
  : 
  ~ 
  EX. DAM. 
  TOTAL 
  = 44 
  I I I I I 1261 
  BATTERY = B 
  PHASER-P3 
  :::':j~f.n: ::·t~r.:i~;g@~:/;~}:;.~jt:::::;:r~ ) 
  1 
  4 
  4 
  4 
  3 
  2 
  4 
  4 
  4 
  2 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  -
  5 
  4 
  3 
  2 
  -
  6 
  3 
  3 
  1 
  ArCjOnians-l Page 25 
  
  ARGON IAN IONBURST 
  HEAVY CARRIER 
  -6 SHIELD 
  -I SHIELD 
  I I I I 
  I I I I I 
  III I 
  -4SHIELD 
  I I I I I 
  24 
  ENERGV FLUX TABLE 
  'g~ l'J·~,~:'~~~;·~·::·:::::~:~;:'::::;~:'·::;@K::~~::·~'/4::::::~'~:~:;'@.:i~{t:i;~::~~~':~~:: 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  2-5 12 11 
  11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  6 
  1110 9 
  B 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  t', Gflt~ ~.'. RA ~~ 
  E::":>:::::~::::\/: :':!l:~,:i: t':"::':,2:::':':::'~\'$::::':':'::':(,\:~',:,::· 
  " '.' .::I'1Q ~ E:/:/,:.;O::ij I.T:\,:',:-:,:::::::/::~ tt I.E ~!>J~~V1~G.E/',:,:::,:,:::,/,.:·: 
  1 
  1- 5 
  2 
  1- 4 
  :3 
  1-:3 
  PHASER-P 
  3 fULL 3 NONE 
  3 fULL 3 HALF 
  6 FULL 
  .' :~~:C :~~:.j·~~~:.:.·~·:·,·::~··.·:::i~::::::·~.::: :'~;~{f~{:~~~~~:.::::~it::::~~t: 
  198765543211 
  28765543211 
  37554443 
  46444432 
  5 
  544 4 
  :3 
  :3 
  1 
  6443322 
  Page 26 Argoniaos-l 
  -2 SHIELD 
  24 
  TURN MODE 0 
  WEAPON ARCS 
  1 
  2-4 
  2 
  5-8 
  FH 
  3 
  9-12 
  '$)' 
  4 
  13-17 
  5 
  16-24 
  6 
  25+ 
  BD 
  RH 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERfORM 4 HULL ROTATIONS A TURN. 
  3. NO FIGHTERS I N REAR SHUTTLE BAYS. 
  4. HEAVY FIGHTERS ONLY IN CENTER BAY. 
  5. SEE FIGHTER GROUP SSD FOR FIGHTERS. 
  SHIP DATA TABLE 
  TYPE 
  = 
  CVA 
  POINT VALUE = 162/152 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1+1 
  LI FE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  2 
  STROBE STR 
  = 
  5 
  REFERENCE 
  = RH-2.5 
  INTERNALS 
  = 
  139 
  CREW UNITS 
  if 
  !! 
  BOARDING PARTIES 
  I I I I I I I I I I 
  1121 
  DECK CREWS 
  111111111111,.1 
  TRANSPORTER MINES 
  IRIRIRIRIRIRIDIDIDlolDIDI 
  SHUTTLES 
  FIVE BAYS 
  CNTR 
  HIT POI NTS 
  TYPE 
  SENSOR 
  PROBES 
  1616161513101 111 I I 151 
  SCANNER 
  POWER CURVE 
  I 0 I 0 I 0 I 11 5191 
  WARP 
  = 36 
  DAM. CON. 
  IMPULSE = 0 
  16141412121 0 I :~~ 
  : ~ 
  TOTAL 
  = 44 
  IEXi ,AI· I 1301 
  BATTERY = 8 
  ~ 
  PHASER-P3 
  :::'&Jf.:(: ~·~~~:f:~;rtii@~*H~~%:~~:.t~~~ 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  -
  5 
  4:3 
  2 
  6 
  :3:3 
  1 
  Copyright @ 1993 C. Henry Schulte 
  
  ARGONIAN HURRICANE 
  BATTLECRUISER 
  '" 1 SHIELD 
  ENERGY FLUX TABLE 
  :~~tt::r3.·~:~·:~:i:::~~~~~4~~f~{?::~}~~~l~~K~;!.f~:~?[:;:;~~:::i::i::j::~~·i:$. 
  1 
  12121211109876 
  5 
  4 
  2- 5 12 II II 10 
  9 8 
  7 
  6 
  5 
  4 
  3 
  6 
  II 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  1 
  2 
  3 
  PHASER-P 
  1- 5 
  1-4 
  1-3 
  3 FULL 3 NONE 
  3 FULL 3 HALF 
  6 FULL 
  :\rcl:·~:i· :.:·~Th~t~·!;f.~· •• t 
  •• :::.~·~::i.~.:~~.:::.r::~::~~.:::::::~j~:::~~·::t.~t~N1t\:::::W~1::: 
  198765543211 
  26765543211 
  375544431 
  46444432 
  55444331 
  6443322 
  Copyright @ 1993 C. Henry Schulte 
  TURN MODE 0 
  1 
  2-4 
  2 
  5-8 
  3 
  9-12 
  4 
  13-17 
  5 
  18-24 
  6 
  25+ 
  NOTES: 
  WEAPON ARCS 
  I. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN 
  SHIP DATA TABLE 
  TYPE 
  = 
  BC 
  POINT VALUE = 
  166 
  MOVEMENT 
  = 
  SHIELDS 
  = 
  1 ... 1 
  LIFE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  5 
  REFERENCE 
  RH-2.6 
  INTERNALS 
  104 
  REFIT 
  = 
  *6 
  iTllTfJ 111111 
  BOARDING PARTIES 
  I 1 1 1161 I I I I I 
  SHUTTLES 
  TWO BAYS 
  CNTR 
  HIT POI NTS 
  TYPE 
  SENSOR 
  16161513101 
  SCANNER 
  10101115191 
  DAM. CON. 
  14141212101 
  EX. DAM. 
  I I I I 1191 
  PHASER-P3 
  PROBES 
  111 I I lsi 
  POWER CURVE 
  WARP 
  36 
  IMPULSE = 
  0 
  APR 
  0 
  AWR 
  4 
  TOTAL 
  BATTERY 
  40 
  6 
  •.•• ·Rb.··O:i.Jl·:.::··l·.:·.~ ••• : .. ~O··.·~ .. ·.:.·~. ·.GI·· .. :.E 
  .•. :.:·.· .. :2·::. : .. : 
  ..... :. .4-;.. ~< 
  .l.fJi .. J5 
  1 
  4 4 4 3 
  2 
  4 4 4 2 
  3 
  4 4 4 1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  Argonians-I Page 27 
  
  #6 SHI ElD 
  21 
  "'5 SHIELD 
  21 
  ARGONIAN TORNADO 
  COMMAND CRUISER 
  II nrr 1,,1 
  i I nrr 1,,1 
  ENERGV FLUX TABLE 
  TURN MODE D 
  1 
  2-4 
  2 
  5-6 
  ·&t~·:·~;·~:~:~:~::::;~:\·:g{:~·:::;:.t:~}~~:~;::~::::;4,{J~0~~:~i::~~:2li~t4: 
  #2 SHIELD 
  21 
  #3 SHIELD 
  21 
  WEAPON ARCS 
  SHIP DATA TABLE 
  TYPE 
  = 
  CC 
  POINT VALUE = 
  145 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1 + 1 
  LIFE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  4 
  REFERENCE 
  = RH-2.7 
  INTERNALS 
  = 
  99 
  I MPULSE/PH-1s = 
  -16 
  STRDBE REFIT = 
  +2 
  STROBE STR = 
  5 
  rn l=ri IIII U 
  I 
  BOARDING PARTIES 
  I I I I I I I I I 1101 
  SHUTTLES 
  TWO BAYS 
  eMIR 
  HII POI MIS 
  TYPE 
  SENSOR 
  16161513101 
  SCANNER 
  10101115191 
  DAM. CDN. 
  14141212101 
  EX. DAM. 
  I I I I 1171 
  PROBES 
  11 I I I 151 
  POWER CURVE 
  WARP 
  36 
  IMPULSE = 
  0 
  APR 
  = 
  0 
  AWR 
  = 
  0 
  TOTAL 
  36 
  BATTERY = 
  6 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  2- 5 12 11 11 10 9 8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 
  5 4:3 
  2 
  1 
  1 
  2 
  3 
  1-5 
  1-4 
  1- 3 
  3 FULL 3 NONE 
  3 fULL 3 HALF 
  6 FULL 
  3 
  4 
  5 
  6 
  FH 
  ::R~ 
  9-12 
  e$L~: 
  13-17 
  1B-24 
  25+ 
  PHASER-P 
  :.;J:.f(: :§t;~~~}<:~·~{::~::::··~~:¥.(}~;~~(~~i;~:~~·i~}~ti:::~~t\::::~:~i 
  198765543211 
  2876554321 
  375 5 
  4 443 
  4 
  644 4 432 
  5 
  544 4 
  3 
  3 
  1 
  6 
  44:3 
  :3 
  2 
  2 
  Page 28 Argoniens- 1 
  BD 
  RH 
  NOTES; 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  3. SHADED WARP BOXES REPRESENT IMPULSE 
  ENGI NES ON UNREFITTED SHIPS. 
  ALL PH-Ps ARE PH-Is ON THESE SHI PS. 
  PHASER-P3 
  1 
  4 
  4 
  4 
  3 
  2 
  4 
  4 
  4 
  2 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 -
  5 
  4 
  3 
  2 
  -
  6 
  3 
  3 
  1 
  Copyright @ 1993 c. Henry Schulte 
  
  ARGON IAN TORNADO 
  (MODIFIED) COMMAND CRUISER 
  ~RS FULMINATOR 
  #6 SHIELD 
  II nrn IJ 
  # 2 SHIELD 
  2 
  #5 SHIELD 
  #3SHIELD 
  2 
  II nrn IJ 
  ENER6Y FLUX TABLE 
  TURN MODE D 
  WEAPON ARCS 
  :U·iIG t:':!'~!":~~~~~';;~~:!'1i~'1:~·~;Z:'i}ii:··~·::-;S:~~~1:·~!,~9:"":i-S·:!'~M:t3"O~ 
  1 
  2-4 
  HIT, STO 
  NA 
  1-5 
  1-4 
  1-3 
  1-2 
  HIT, OVERLOAD 
  1-6 
  1-5 
  1-4 
  NA 
  NA 
  DAMAGE,STD 
  NA 
  16 
  12 
  8 
  4 
  OMGE, OVERLOAD 
  28 
  24 
  20 
  NA 
  NA 
  Sli~·ESS i.j.E-:YIiL.t:f¥;-oAI"iAGE;~P.E;RI}Etlli1!It.ES!,'.'Ii{~~.~{i;': 
  VOLLEY 
  1st 
  2nd 
  3rd 
  4th+ 
  ACTIVATEO TARGET SHI ELD 25X 
  SOX 
  75X 100W; 
  REMAINING FIVE SHIELDS 
  75X 
  SOX 
  25" 
  0" 
  COPllright 0 1993 C. Henry Schulte 
  2 
  5-8 
  3 
  9-12 
  4 
  13-17 
  5 
  18-24 
  6 
  25+ 
  !!f~ 
  BD 
  5-6rT'" 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE 
  SECOND DRONE HIT SCORED ON THEM. 
  2. MAV PERFORM 4 HULL ROTATIONS 
  ATURN. 
  3. THE MRS SHUTTLE WERE CARRI ED ON 
  MECH LINKS. 
  SHIP DATA TABLE 
  TYPE 
  = 
  CC-M 
  POINT VALUE = 
  161 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1 + 1 
  LI FE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  5 
  REFERENCE 
  = RH-2.7tJ 
  INTERNALS 
  = 
  100 
  MRS SHUTTLE = +8 EACH 
  LE6END CAPT = +40 
  ~En:n IIIIIII 
  BOARDING PARTIES 
  11\ I I I I I I 
  I 
  I I 
  L..l!!J 
  DECK CREWS 
  []]] 
  TRANSPORTER MINES 
  H~ I R I R I R I 
  IF-D¥I ~D Il"'!"o"'l"'l o~1 
  SHUTTLES 
  TWO BAYS 
  CITR 
  HIT POINTS 
  TYPE 
  POINT VALUE 
  PH-P3 360· 
  PH-P2 FA 
  DFR 
  CRIPPLED 
  SPEED 
  PROBES 
  111 I I lsi 
  POWER CURVE 
  WARP 
  = 36 
  IMPULSE = 0 
  APR 
  = 0 
  AWR 
  = 2 
  TOTAL 
  = 38 
  BATTERY = 6 
  ( RH-2.F4) 
  10 
  2 
  1 
  o 
  7 
  8 
  ArgonilllS- 1 Page 29 
  
  #6 SHIELD 
  21 
  ARGONIAN TYPHOON 
  HEAVY CRUISER 
  II nrr 1,,1 
  ~ 
  CWARP 
  # 2 SHIELD 
  21 
  ~ 
  L WARP~ FH BRDG 
  STR FH ~ 
  R WARPV 
  Q;I;1 
  Ef PH-PO PRB [iJ PH-P EF 
  Q;I;1 
  \~I F~m mOD 0 rn [!]~A \~J 
  2
  /~pi rf'IIJU I~rl :;~'~ 
  RF[!J 
  B ITTI 
  8 
  (]]LF 
  CARGO 
  ITTI 
  CARGO 
  J 
  )~~y tIE JHTt1Y~~ 
  L WARP 
  B 
  PH-P RH B 
  R WARP 
  [ill] 
  #S SHIELD 
  21 
  II iTrr 12.1 
  ENERGY FLUX TABLE 
  :.g;jtt::f.;':;'~·:~J.~~~:\::@t::!~~:::x:g}~:f~~:tf.~f.~~~~~~;~~H:~}i$;~nt 
  112121211109876 
  5 
  4 
  2- S 12 11 11 10 9 8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  6 
  7 
  6 
  S 
  4 
  3 
  2 
  1 
  1 
  2 
  3 
  PHASER-P 
  1- 5 
  1-4 
  1- 3 
  3 FULL 3 NONE 
  3 FULL 3 HALF 
  6 FULL 
  ::::J:'~L :::~~:~:~:~:·::;~::)i~·:·~.~;.(:~~X-.i~;::o~.~~~:::~·~tiW~~t}:~:~;:::: 
  198765543211 
  28765543211-
  375544431-
  --
  46444432 --
  --
  55444331--
  --
  6443322-
  --
  --
  PlIge 30 Argoni81l3- 1 
  TURN MODE D 
  1 
  2-4 
  2 
  5-8 
  3 
  9-12 
  4 
  13-17 
  5 
  16-24 
  6 
  25+ 
  ~'5T 
  BD 
  I: 
  5-6~ 
  NOTES: 
  #3SHIELD 
  21 
  WEAPON ARCS 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  3. SHADED WARP BOXES REPRESENT IMPULSE 
  ENGI NES ON UNREFinED SHIPS. 
  ALL PH-Ps ARE PH-Is ON THESE SHI PS. 
  SHIP DATA TABLE 
  TYPE 
  = 
  POINT VALUE = 
  MOVEMENT 
  = 
  SHIELDS 
  = 
  LIFE SUPPORT = 
  SIZE CLASS 
  = 
  STRODE STR 
  = 
  REFERENCE 
  = 
  INTERNALS 
  = 
  CA 
  137 
  1 
  1 + 1 
  1 
  3 
  4 
  RH-2.8 
  101 
  IMPULSE/PH~s= 
  -16 
  STRODE REFIT = 
  +2 
  STRODE STR 
  = 
  5 
  rn l:ri II U III 
  BOARDING PARTIES 
  I I I I I I I I I 1,01 
  SHUTTLES 
  TWO BAYS 
  eMTR 
  HIT POI MTS 
  TYPE 
  SENSOR 
  16161513101 
  SCANNER 
  10101115191 
  DAM. CON. 
  14141212101 
  EX. DAM. 
  I I I I 1171 
  PHASER-P3 
  1 
  4 
  4 
  2 
  4 
  4 
  3 
  4 
  4 
  4 
  4 
  4 
  5 
  4 
  3 
  6 
  3 
  3 
  PROBES 
  11 I I I 151 
  POWER CURVE 
  WARP 
  = 36 
  IMPULSE = 
  0 
  APR 
  .. 
  0 
  AWR 
  .. 
  0 
  TOTAL 
  = 36 
  BAnERY.. 
  6 
  4 
  3 
  1 
  1 
  4 
  2 
  1 
  -
  4 
  1 
  -
  -
  3 -
  -
  -
  2 -
  -
  -
  1 -
  -
  -
  Copyright @ 1993 C. Henry Schulte 
  
  ARGONIAN CLOUDBURST 
  LIGHT CARRIER 
  "'6 SHIELD 
  Z 
  3 
  PHASER-P 
  1 
  9 
  8 
  2 
  8 
  7 
  3 
  7 
  5 
  4 
  6 
  4 
  5 
  5 
  4 
  6 
  4 
  4 
  7 
  6 
  5 
  4 
  4 
  3 
  1-4 
  1-3 
  6 
  5 
  4 
  4 
  4 
  3 
  5 
  5 
  4 
  4 
  3 
  2 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  3. NO FIGHTERS IN REAR SHUTTLE BAY. 
  5 
  4 
  3 
  2 
  4 
  3 
  2 
  1 
  4 
  3 
  1 
  3 
  2 
  3 
  1 
  2 -
  TURN MODE C 
  1 
  2-4 
  2 
  5-9 
  3 
  10-14 
  4 
  15-20 
  5 
  21-27 
  6 
  28+ 
  PHASER-P2 
  1 
  6 5 
  5 
  2 
  6 5 
  4 
  3 
  6 4 
  4 
  4 
  5 4 
  4 
  5 
  5 4 
  3 
  6 
  5 3 
  3 
  ... 2 SHIELD 
  16 
  WEAPON ARCS 
  4 
  3 
  Z 
  4 
  2 
  1 
  4 
  1 
  1 
  3 
  1 
  3 -
  3 -
  SHIP DATA TABLE 
  TYPE 
  = 
  CVL 
  POINT VALUE = 
  111 
  MOVEMENT 
  = 
  2/3 
  SHIELDS 
  = 112+1/2 
  0 
  0 
  LI FE SUPPORT = 
  1 
  ~
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  3 
  REFERENCE 
  = RH-2.9 
  INTERNALS 
  = 
  73 
  o 
  0 
  CREW UNITS 
  ~
  II I 1*1 II I,J III I ~.
  BOARDING PARTIES 
  o 
  0 m
  DECK CREWS 
  I 
  I I 
  I 
  I 
  I I 
  181 
  I I I I 
  I 
  I I 
  I 
  I I 
  I 
  11z1 
  TRANSPORTER MINES 
  IRIRIRIRI 
  ~ID~I~DI~D~ID~I 
  0 
  0 
  ~
  SHUTTLES 
  THREE BAYS 
  I CITII 
  HIT PO'ITS I TYPE I 
  IIIII 
  o 
  0 
  SCANNER 
  10101115191 
  PROBES 
  ~
  111 I 
  I 151 
  POWER CURVE 
  WARP 
  30 
  DAM. CON. 
  14141212101 
  IMPULSE = 
  0 
  0 
  0 
  APR 
  0 m
  AWR 
  0 
  TOTAL 
  = 30 
  BATTERY = 
  6 
  EX. DAM. 
  1 1 1 1 1161 
  GUST FIGHTER 
  POINT VALUE 
  PH-P3 360· 
  PH-PZ FX 
  DfR 
  CRIPPLED 
  SPEED 
  (RH-2.fO 
  7 
  1 
  1 
  3 
  6 
  lZ 
  o 
  0 
  ~
  o 
  0 m
  (i'6
  o 
  0 
  'm 
  o 
  0 
  PHASER-P3 
  :~·:~·~:i~:: ::~~~f~~:;:~~1Hi:W1t~{{:~4?:-: 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  Z 
  1 'm 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  2/3 WARP MOVEMENT CHART 
  0 ~ 0 
  '~.;·~·i:·::::·:·~p.·!i~~:'~:;":i"':·>I>~)::"?;:·;·~·;.3::,::~·~~:'::/'~./~i!.~:::,::·;j?::,::·;8">:·~·."::'::J".!l.':~:·:·;I;·(~":·~lZ*.':~·:·:·:·;I·.it;~I· .. >~.' .. 1'6:~·~ .. ;(-~;"J)i/~~i;9/n~IiY~.,i::'::·;·~·~·>/:i.3:·~·;:Z:~·:;~:5:·}·~~/;·~·~·:-):·?i;I/{·~:~/;··:.~o:::::'::·;:·;:: 
  st.nd.rd 
  1 
  Z 
  2 
  3 
  4 
  4 
  5 
  6 
  6 
  7 
  8 
  8 
  9 
  10 10 
  11 
  1 2 1 2 
  1 3 
  1 4 1 4 
  1 5 
  1 6 1 6 17 
  1 B 
  1 8 
  1 9 
  ZO 
  ZO 
  Fract. 
  % lY3 2Z%3Y3 44%5~ 6 6% 7Y3 
  8 8% 9Y310102~IIY3121Z%13Y31414%15Y31616%17Y318 18% 19Y3 ZO 
  Cop ri ht ® 1993 C. Henru Schulte 
  Argoniens- 1 Page 31 
  
  -6 SHIELD 
  21 
  ARGONIAN MONSOON 
  LIGHT CRUISER 
  .. 1 SHIELD 
  I I I I I I I I I I I I I I I I 
  . . 
  . . 
  21 
  ffiJ 
  CWARP 
  ~IIL~r~~1 
  l EF p~H:DG PRO m 
  P~~P~F. I ~~'r~1 
  fAmmOOUrnmFA 
  AUX 
  HULL 
  LAB 
  HULL 
  EMER 
  p~pm ~ 
  mp~p 
  LS IT) t::ij ITTI t::ij mRS 
  CARGO ~ 
  CARGO 
  ~
  D 
  TRAN 
  D~ 
  ffiJ 
  TRAC ljL a=a sa TRAC cS:2J 
  L WARP 
  PH-P RH 
  R WARP 
  mIl 
  -5 SHIELD 
  CWARP 
  ~ 
  21 
  I I I I 
  -4SHIELD 
  I I I I I I I I 
  ENERGY FLUX TABLE 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  2 
  2-5 12 11 11 10 9 8 
  7 
  6 
  5 
  6 
  11 10 9 
  8 
  7 6 
  5 
  4 
  3 
  1 
  2 
  3 
  PHASER-P 
  1- 5 
  1-4 
  1-3 
  3 fULL 3 NONE 
  3 fULL 3 HALF 
  6 FULL 
  4 
  3 
  :::.:J:.~:(:: :::~:~:f~·:·:~:{{::::~:::::·j:·~:::{~~:~:}:~fK~~·:~~?;~tJ~t1::}~;::i 
  TURN MODE D 
  1 
  2-4 
  2 
  5-8 
  3 
  9-12 
  4 
  13-17 
  5 
  18-24 
  6 
  25+ 
  NOTES: 
  - 2 SHIELD 
  21 
  -3 SHIELD 
  21 
  WEAPON ARCS 
  198765543211 
  28765543211-
  375544431-
  --
  I. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  46444432 --
  --
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  55444331--
  --
  6443322-
  --
  --
  2/3 WARP MOVEMENT CHART 
  SHIP DATA TABLE 
  TYPE 
  = 
  CL-M 
  POINT VALUE = 
  100 
  MOVEMENT 
  = 
  2/3 
  SHIELDS 
  = 
  1+1 
  L I FE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  3 
  REFERENCE 
  = RH-2.IO 
  INTERNALS 
  = 
  78 
  rn l=n IIIIIIJ 
  BOARDING PARTIES 
  I I I I I I I 181 
  SHUTTLES 
  TWO BAYS 
  eMIR 
  HIT POINTS 
  TYPE 
  I 
  I I I 
  SENSOR 
  16161513101 
  SCANNER 
  10101113191 
  DAM. CON. 
  14141212101 
  EX. DAM. 
  I I I I 1151 
  PHASER-P3 
  I I I 
  PROBES 
  11 I I I 151 
  POWER CURVE 
  WARP 
  = 30 
  IMPULSE = 
  0 
  APR 
  = 
  0 
  AWR 
  = 
  0 
  TOTAL 
  = 3cf 
  BATTERY = 
  5 
  ::-lJi0.:: :~tr:M·i~:i.H~1:~i$::i~it:~~¥.~r~~:~:: 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  244421 
  -
  34441-
  -
  4443--
  -
  5432--
  -
  6331--
  -
  ~·~p':f;~~::::··:·;J//:i/·~::.3::··:·:·::·:if;··::Y:~:~·:·:·::·.~··/f.t~·:/·::~···:·;/ ~/,}t.!i:'X.i.:·J·:·;::·~1··~/··.f~·:·/.I··ii::~t·.!1>::-A:·~/·1;·t~·:·;1-:·8.:·/4;~··:·:·;~:.::·z:(t:·::·Z·:l::··~::Z·Z/};Z. 3.:··:·:·:2;.·.:·;.2·.5;··:·:·::'i·:~>::·~·~Xi·.IJ>::):.Z:~ .. :";3.Q .. ; 
  Stanlbrd 1 
  2 
  2 
  3 
  4 
  4 
  5 
  6 
  6 
  7 
  8 
  8 
  9 
  1 0 1 0 
  11 
  1 2 1 2 1 3 
  1 4 1 4 
  1 5 
  1 6 1 6 1 7 
  1 8 1 8 1 9 
  20 20 
  Fract. 
  % 
  1Y3 2 2% 3Y3 4 4% 5Y3 6 6% 7Y3 
  8 8% 9Y3 10 10% l1Y3 12 122j3 13Y3 1414% 15Y3 16162/3 17Y3 18 182/3 19Y3 20 
  P8Cje 32 Argoniens- 1 
  Copyright @ 1993 C. Henry Schulte 
  
  ARGONIAN WHIRLWIND 
  LIGHT CRUISER 
  -6 SHIELD 
  -5 SHIELD 
  16 
  - 1 SHIELD 
  Ef fX 
  TRAN m TRAC 
  [!] BRI DGE [!] 
  PH-l LS AUX 0 EMER PH-l RS 
  EIIII DOD IlIII 
  HULL 
  BATTERY 
  LAB 
  EmEIEEIE 
  SHTL 
  PH-P 360· 
  STR 
  [!] EIIIJ IJIJ 
  TRAN PROBE 
  DO 
  -4SHIELD 
  ENERGY FLUX TABLE 
  TURN MODE C 
  1 
  12 12 12 11 10 9 8 
  7 
  6 
  2- 5 12 11 11 10 9 8 7 
  6 
  5 
  5 
  4 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 5 
  4 
  3 
  2 
  1 
  %'i,'::;'" ~ 
  E:'~;:·\·:'-:·:::;:·::;~ i.t:·:'-:~:'::·::·:f;~·:'-}},/~rt I:E·J:'p;:~:fi~G.('·:::·:};h 
  1 
  1-5 
  HULL 3 NONE 
  2 
  1-4 
  HULL 3 HALF 
  3 
  1-3 
  6 fULL 
  PHASER-P 
  ~:J:ft ;~;J~ij~~s~~~:~:4.:f.~~i;;~ij:::~{1~1:::~~~~i~~ 
  1987655432 
  1 
  I 
  2 
  3 
  4 
  5 
  6 
  NOTES: 
  2-4 
  5-9 
  10-14 
  15-20 
  21-7:1 
  2B+ 
  - 2SHIELD 
  -3 SHIELD 
  16 
  WEAPON ARCS 
  FX $ 
  2876554321 
  375544431 
  46444432 
  55444331 
  6443322-
  1. STROBES ARE iD!STROYED BY THE SECOND 
  DRONE HIT SCBRED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  2/3 WARP MOVEMENT CHART 
  SHIP DATA TABLE 
  TYPE 
  = 
  CL-W 
  POINT VALUE = 
  96 
  MOVEMENT 
  = 
  2/3 
  SHIELDS 
  = 1/2+1/2 
  LIFE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  3 
  REFERENCE 
  = RH-2.11 
  INTERNALS 
  = 
  69 
  rn 1=IlII,J I II I 
  BOARDING PARTIES 
  I I I I I I I 181 
  SHUTTLES 
  ONE BAY 
  CIIITR 
  HIT POI lIlTS 
  TYPE 
  I I I I I 
  I I I I I 
  SCANNER 
  POWER CURVE 
  10101115191 
  WARP 
  = 
  DAM. CON. 
  14141212101 
  IMPULSE '" 
  APR 
  '" 
  AWR 
  '" 
  TOTAL 
  '" 
  EX. DAM. 
  I I I I 1151 
  BATTERY = 
  PHASER-P3 
  1 
  2 
  3 
  4 
  5 
  6 
  4 
  4 
  4 
  3 
  4 
  4 
  4 
  2 
  4 
  4 
  4 
  1 
  4 
  4 
  3 
  4 
  3 
  2 
  -
  -
  3 
  3 
  1 
  30 
  0 
  0 
  0 
  30 
  6 
  ~~P·f;~·~>:~>J>:}z.X.3i·:··~;4/:·:·:~~·:~·:·,::~··:·:~·:·:·;:f}/I{};;~:··:::."'!l::··:·:·::'l.l>l··i/.j;~>~i=.l:jI~J..~,:-'::~:~{1-t7;.::'i:8.:··:·:·::"':;~:··:·::/::·~(f:·::·~j::-;:·::·~·~·::::··:·:·~.3.:'::·:2.:o(,:·;.2·.5;·:~~i:~/~·~;·:"i.jt/·~:W~ 0:;'. 
  Sh,nwd 1 
  2 
  2 
  3 
  4 
  4 
  5 
  6 
  6 
  7 
  8 
  8 
  9 
  10 10 1112 12 
  13 
  14 14 15 
  16 16 17 
  18 18 
  19 
  20 20 
  Fract. 
  % lY3 2 2% 3Y3 4 4% 5Y3 6 6% 7Y3 
  8 821& 9~ 10 10% llY3 '2 12% 13Y3 '4'42/3 '5Y3 1616% 17~ 1818% 19Y3 20 
  COPlJriCjht @ 1993 C. Henry Schulte 
  Argoniens-l 
  P8CJe 33 
  
  ARGONIAN BLIZZARD DESTROYER 
  #6 SHIELD 
  - 1 SHIELD 
  - 2 SHIELD 
  EF FX 
  STR [IT[] BRIDGE 
  [JIJ 
  [I] 
  PH'P LS AUX 
  PORB EMER PH·P RS 
  [ill] 0 
  D [ill] 
  EEE~EH3 
  TRAN 
  PH-P 360· 
  TRAN 
  [I] EilII [I] 
  SHTL 
  TRAC 
  OJ OJ 
  -5 SHIELD 
  #3SHIELD 
  -4SHIELD 
  ENERGY FLUX TABLE 
  TURN "ODE C 
  WEAPON ARCS 
  2-4 
  2 
  5-9 
  ·:~r{t~:~~:~tji~W~ti~~t~~}::~;:f~::tt42.f:'~~~;ift}f%it:f~ 
  SHIP DATA TABLE 
  TYPE 
  = 
  DO 
  POINT VALUE = 
  106 
  "OVE"ENT 
  = 
  1/2 
  SHIELDS 
  = 1/2+1/2 
  LIFE SUPPORT = 
  112 
  SIZE CLASS 
  = 
  4 
  STROBE STR 
  = 
  4 
  REFERENCE 
  = RH-2.12 
  INTERNALS 
  = 
  62 
  rn l:n IIIIII.J 
  BOARDING PARTIES 
  I I I I I I I I I I 
  h21 
  TRANSPORTER "INES 
  [ill] 
  ce:nJ 
  SHUTTLES 
  ONE BAY 
  eNTR 
  HIT POINTS 
  TYPE 
  ILl J I 
  I I I I I 
  SENSOR 
  16161513101 
  SCANNER 
  10101113191 
  DA". CON. 
  121212101 
  EX.DA". 
  I I I 1121 
  PROBES 
  II I I I 151 
  POWER CURVE 
  WARP 
  21 
  IMPULSE = a 
  APR 
  a 
  AWR 
  a 
  TOTAL 
  = "'IT 
  BATTERY = 
  6 
  FH 
  '::.ij}) 
  3 
  10-14 
  e®L:~ 
  4 
  15-20 
  5 
  21-27 
  6 
  28+ 
  BO 
  1 
  12 12 12 1110 9 8 
  7 
  6 
  5 
  4 
  2-5 12 11 11 10 9 8 7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 5 
  4 
  3 
  2 
  1 
  ':>://:t.;Q ~ E\\\\')~ i.:f::'-:~:!:\~~·:·/:·\/$It I:E·J:·!>~:~:"~G.E:'}//:·::: 
  1 
  1- 5 
  3 FULL 3 NONE 
  2 
  1- 4 
  3 FULL 3 HALF 
  3 
  1-3 
  6 FULL 
  PHASER-P 
  :::A:'~f ·:·~~;:~f~~~:~~{§;ii8{¥;i*t{:~J.l~~·;~k\1::::~ij~:~::~:~1i. 
  1987655432 
  2876554321 
  375544431 
  46444432 
  55444331 
  6443322-
  112 WARP "OVEMENT CHART 
  RH 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  PHASER-P3 
  ~':Jf~~ ~~~~1i~J~t~~4t;i:tf,~i: 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  ·~~P':f;~~:·;/J:·;;·:· .. ;i~·:·:·;:·::.3;·~·:·;~4/·:·:~~~:~.:·:·::.~';~·:~l::·~·:·;~ .. ::lf>::;··~;··:·;.t·Jt·:·:·::t··.I;·:···;·:l··~:-'-;-J·~ .. ;~~I:ji~J.~;;':,~::~;,:·f,'I;=l,·.:·.·;{8;·/-t9iW';~Q··/~:f/i·~};~~~.3;:·;:2; . ·.' .. .2-.5;{f,~· :;;-i-l:·f,~,,>;·:·f,·~~::*3.Q:· 
  St~n""rd 1 
  1 2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  8 
  9 
  9 
  1 0 
  10 
  11 
  11 
  12 12 13 
  13 14 14 
  15 
  15 
  Fr~ct. 
  Y2 
  1 lY2 2 
  2Y:z 3 3Y2 4 4Y2 5 5Y2 6 6Y2 
  7 7Y:z 
  S 
  SY2 9 
  9~ 
  10 lOX II 
  11~ 12 12X 13 13~ 14 14X IS 
  Page 34 Argonilns-l 
  Copyri ht tS> 1993 C. Henry Schulte 
  
  ~RGONI~N SUNSPOT FR1G~TE 
  -6SHIELD 
  "'I SHIELD 
  I I I I I 
  "'5 SHIELD 
  "'4SHIELD 
  12 
  I I I I I 
  ENERGY FLUX TABLE 
  :Wi1~:r:;;'~tt;~~r~·~t~~~:~t~;{$}~W:i::~~$~~;f{-f0~~~)~ 
  1 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  2-5 12 11 11 10 9 8 7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 8 
  7 6 5 
  4 
  3 
  2 
  1 
  1-5 
  2 
  1-4 
  3 
  1-3 
  3 fULL 3 NONE 
  3 fULL 3 HALF 
  6 fULL 
  PHASER-P 
  ;'~i ~~~f~!'%i~w.i.f;~i*til.r~1ff.?lfWj~1J 
  1 
  98765543211 
  28765543211 
  375544431 
  4 
  644 4 432 
  55444331 
  6443322-
  113 WARP nOVEnENT CHART 
  TURN nODE C 
  I 
  2-4 
  2 
  5-9 
  :5 
  10-'4 
  4 
  15-20 
  5 
  21-27 
  6 
  28+ 
  NOTES: 
  -2SHIELD 
  "'3 SHIELD 
  WEAPON ARCS 
  1. MAY PERfORM '" HULL ROTATIONS A TURN. 
  SHIP DATA TABLE 
  TYPE 
  = 
  FF 
  POINT VALUE = 
  52 
  nOVEnENT 
  = 
  1/3 
  SHIELDS 
  = 112+112 
  LI FE SUPPORT = 
  1/2 
  SIZE CLASS 
  = 
  4 
  REFERENCE 
  = RH-2.13 
  INTERNALS 
  = 
  3S 
  BOARDING PARTIES 
  I I I I I 161 
  TRANSPORTER niNES 
  [ill] 
  m:£] 
  SHUTTLES 
  ONE BAY 
  I 
  eMIR I HIT POI MIS I 
  TYPE I 
  . 
  . I I I I I. 
  . 
  SENSOR 
  161511101 
  SCANNER 
  101115191 
  DAn. CON. 
  121212101 
  EX. DAn. 
  I I I 191 
  PHASER-P3 
  1 
  2 
  3 
  4 
  5 
  6 
  4 
  4 
  4 
  4 
  4 4 
  4 4 
  4 
  3 
  3 
  3 
  PROBES 
  111 I I 151 
  POWER CURVE 
  WARP 
  = 
  IMPULSE = 
  APR 
  AWR 
  TOTAL 
  BATTERY 
  4 
  3 
  4 
  2 
  4 
  1 
  "S 
  -
  2 
  1 
  = 
  = 
  = 
  = 
  12 
  0 
  0 
  0 
  --
  12 
  2 
  ~~P'.f;~it::··>J:",:,:·,,::·;?/~;.3::·:·,,:~,,:/,<~~/ 
  ·,:~;·i,'l::··:·!;;· .. :r.·A·";~;.t·J)~·,:·;;'l·.1;-/J·~: .. ;·.1.:·~· .. ::-$fji~J..~:.;·:t:~·::;~~:::i;-/·lJj.:··::·::·l::~··:· .. :{:z:(r/~j::/·~·~/·:·:·"2. 3.:··::·:2.:(·::·.2·.5:··;;;,~~:·:·.:·~·j·::':.·~·.~/·.;·~~""~O . 
  Standard 1 
  1 
  2 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  4 
  4 
  5 
  5 
  5 
  6 
  <6 
  6 
  7 
  7 
  7 
  8 
  8 
  8 
  9 
  9 
  9 
  1 0 
  ] 0 
  10 
  Fract. 
  y3 :r3 lY2 lY3 1% 2 2Y3 2:r3 3 3Y3 3% 4 4Y3 4:r3 5 5Y3 '5~ 6 6Y3 
  6% 7 7Y3 7:r3 
  8 8Y3 8% 9 9Y3 
  9% 10 
  Copyright (S) 1993 C. Henry Schulte 
  Argoniens- 1 Page 35 
  
  ARGONIAN SUNBLAST 
  WAR FRIGATE 
  "'& SHIELD 
  "'I SHIELD 
  18 
  "fI:' ShiELD 
  #4SHIELD 
  18 
  [NfRGY FLUX TABLE 
  TURN MODE C 
  ~~~ l.~N~.E: ... i .. ··:::i.;·:·~\XJ:::;:·:¥f#i@')}~;;~W~::~l~:Wi 
  1 
  2-4 
  2 
  5-9 
  1;:' 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  D 
  WEAPON ARCS 
  FX 
  SHIP DATA TABLE 
  TYPE 
  = 
  POINT VALUE = 
  MOVEMENT 
  = 
  FFW 
  90 
  1/3 
  SHIELDS 
  = 
  LI FE SUPPORT = 
  112+112 
  1/2 
  SIZE CLASS 
  STROBE STR 
  REFERENCE 
  INTERNALS 
  = 
  = 
  4 
  4 
  = RH-2.14 
  50 
  = 
  SHIELD REFIT = 
  +3 
  rnl:nJ IIIIII 
  BOARDING PARTIES 
  I I I I I I I lsi 
  TRANSPORTER MINES 
  [ffi] 
  [ill] 
  SHUTTLES 
  ONE BAY 
  I 
  eMTR I HIT POI MTS I 
  TYPE I 
  . 
  . I I I I I. 
  . 
  SENSOR 
  16151311101 
  SCANNER 
  10111315191 
  DAM. CON. 
  121212101 
  EX. DAM. 
  I I I 1111 
  PROBES 
  I" I I 151 
  POWER CURVE 
  WARP 
  = 18 
  IMPULSE = 0 
  APR 
  = 0 
  AWR 
  = 2 
  TOTAL 
  = 20 
  BATTERY = 3 
  7.·5 !2 11 
  11 10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  (, 
  il 10 9 
  6 
  7 6 
  5 
  4:5 
  2 
  1 
  -:: .• 
  3 
  10-14 
  4 
  15-20 $$ 
  5 
  21-27 
  6 
  20+ 
  . MO DE· ...: ~ iT ;; ... ,.0-:\ .. :/:$ Ii "E·!;·!>-:·~I't~G.((/:·:::·)·:;:·: 
  1-5 
  3 FULL :5 NONE 
  ;. 
  1- 4 
  3 FULL 3 HALF 
  3 
  1- 3 
  6 FULL 
  PUASER-P 
  . :~~ t .. ~~~~~:·:·k .:~:~.:':::':~~::::~~~~::{::::;~\{~~~~?k\\~::::~tt.~::~~:~ 
  967655432 
  2876554321 
  37554443 
  , 
  4 
  644 4 432 
  S 
  5 444 3 
  3 
  , 
  6443322-
  1/3 WARP MOVEMENT CHART 
  NOTES: 
  , STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  RX 
  PHASER-P3 
  , 
  2 
  3 
  4 
  5 
  6 
  4 
  4 
  4 
  3 
  4 
  4 
  4 
  2 
  444 , 
  4 
  4 
  3 
  4 
  3 
  2 
  3 
  3 
  , 
  .:~p'.~~~:: .. :·)::::·.:·:·::~::·.:·~·:3;::'::·.:4/.::::·.::~:·;·:~:·.fi··:·:·;··:·:':.7i/:/lf:·:X·~;··:·:J·~~·:\1.:··l/·:l··i/:·;; ~):·~~.I·:ji:'·~l!?/·:··~:·~·::··:··~·I;·l:)·:·8.:·.:·.::.1:;~·//~(f:::·t:t};i·i·/<~.3;/2.:4.·.::·.~·.5;.:·:·::,~~:·;::·i·J;·,::··~.,::;·/;i;~:··/;~(f 
  Standard 1 
  1 
  2 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  4 
  4 
  5 
  5 
  5 
  6 
  6 
  6 
  7 
  7 
  7 
  8 
  8 
  8 
  9 
  9 
  9 
  , 0 
  1 0 1 0 
  Fract. 
  Y3 % 'Y2 lY3 1% 2 2Y3 22j3 3 3Y3 3% 4 4Y3 4% 5 sY3 5% 6 
  6~ 6% 7 
  7}3 
  7% 8 8Y3 8% 9 9Y3 
  9% 10 
  P8Cj1 36 Argonians-' 
  COPllright ® , 993 C. Henry Schulte 
  
  ~RGONI~N SUNSTORM 
  B~TTLE FRIG~TE 
  -I SHIELD 
  -2 SHIELD 
  -3 SHIELD 
  I I I 
  I 
  ENERGY FLUX TABLE 
  TURN MODE C 
  I 
  2-4 
  WEAPON ARCS 
  ;&rit~'~sg{::(~t:::;:~::::~}::~::~~~f*~~ii~:~~:~:~:~}$-ififi::i;:~~~~ti. 
  1 
  12121211109876 
  5 
  4 
  FX 
  SHIP DATA TABLE 
  FFB 
  72 
  1/3 
  TYPE 
  = 
  POINT VALUE = 
  MOVEMENT 
  = 
  SHIELDS 
  II FE SUPPORT = 
  SIZE CLASS 
  STROBE STR 
  REFERENCE 
  112+112 
  1/2 
  INTERNALS 
  = 
  = 
  4 
  3 
  = RH-2.15 
  44 
  = 
  SHiElD REFIT = 
  +3 
  ITiljTj I III II I 
  BOARDING PARTIES 
  1 1 1 1 I 161 
  TRANSPORTER MINES 
  ~ 
  I:TIII 
  SHUTTLES 
  ONE BAY 
  I 
  EMTR I HIT POINTS I 
  TYPE I 
  . 
  . 1 1 1 1 I. 
  . 
  SENSOR 
  161511101 
  SCANNER 
  101115191 
  DAM. CON. 
  121212101 
  EX. DAM. 
  I 1 1 191 
  PROBES 
  11 I I I 151 
  POWER CURVE 
  WARP 
  = 
  18 
  IMPULSE = 
  0 
  APR 
  = 
  0 
  AWR 
  = 
  0 
  TOTAL 
  = 
  18 
  BATTERY = 
  2 
  2-5 12 11 11 10 9 8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 5 
  4 
  3 
  2 
  1 
  \/:\t.;f:i ~ E:/:\':'/!/~ i:(.::{:.::.:.:::.::}::.::.:.:;:.:~t! 1·.E·J:·!>~·~~:I1~G.f;/:\i{:::: 
  1 
  1- 5 
  3 fULL 3 NONE 
  2 
  3 
  4 
  5 
  6 
  5-9 
  10- .... 
  15-2t) 
  21-27 
  28+ $$ ::.~ 
  2 
  1- 4 
  3 fULL 3 HALf 
  3 
  1-3 
  6 fUll 
  PHASER-P 
  ::::j:'~i ~·~flrf{:j@}t:::}i:~\:~~~:;~~:::·:::~;~:::::r.~~{:~f~~lm~~~~:::: 
  1987655432 
  2876554321 
  375544431 
  4 
  644 4 432 
  5 
  544 4 
  3 
  3 
  1 
  6443322-
  1/3 WARP MOVEMENT CHART 
  NOTES: 
  1. STROBES AREl>.£STROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERfORM 4 HULL ROTATIONS A TURN. 
  RX 
  PHASER-P3 
  1 
  4 
  4 
  4 
  3 
  2 
  4 
  4 
  4 
  2 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  ':$·p':~~.i):·:·:/J//~~·:'::·::~3;··::·::·:4:·/,··:·:'::~~:~·:·,;·.~·,:·.~.:~;l;··:X;I{-.::'/: ?;;..:·)·:~:t·/·:.r·.1,:.:·:'::··:1··i:·:·::··f ~./}1·:~i:l··.~;;:::::·J:·~/;'1)::·:'::·j.8.:·.:·:·:~::lt·:·;'::·::·ZQ···::·::·~j::·~:·::~·~::i:/i 3::/i:.:.2·5;:·::··~·:~:·:::~i:/~·.(I:::/i,;·/~Q: 
  Standard 1 
  1 
  2 
  2 
  2 
  2 
  3 
  3 
  3 
  4 
  4 
  4 
  5 
  5 
  5 
  6£> 
  6 
  7 
  7 
  7 
  8 
  8 
  8 
  9 
  9 
  9 
  10 
  10 10 
  Fract. 
  Y3 % lY2 1Y3 1% 2 2Y3 2% 3 3Y3 3% 4 4Y3 4% 5 5Y3 5% 6 6Y3 6% 7 7Y3 72/3 8 8Y3 8% 9 9Y3 
  9% 10 
  Copyright ® 1993 C. Henry Schulte 
  Argoni8M- 1 Page 37 
  
  ARGONIAN TWISTER TUG 
  "'6 SHIELD 
  II j'rrr 12.1 
  '" 2 SHIELD 
  21 
  21 
  "'5 SHIELD 
  "'3SHIELD 
  21 
  II nTr 1,.1 
  21 
  SHIP DATA TABLE 
  TYPE 
  = 
  TT 
  POINT VALUE = 
  110 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1 +1 
  LIFE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR = 
  3 
  REFERENCE 
  = RH-2.16 
  INTERNALS 
  = 
  95 
  EXTRA POD 
  = 
  +12 
  rnl:n III U II 
  BOARDING PARTIES 
  I 
  I 
  I 
  I 
  I ,6, 
  TRANSPORTER MINES 
  IRIRIRIRI 
  ~ID=r':;"Dr-ID"TI~DI 
  SHUTTLE 
  ONE BAY PER POD 
  CNTR 
  HIT POINTS 
  TYPE 
  J I J J I 
  POD 1 
  I I I I I 
  POD 2 
  SENSOR 
  16161513101 
  SCANNER 
  10101115191 
  DAM. CON. 
  14141212101 
  EX. DAM. 
  I I 
  I 
  I 
  1171 
  PROBES 
  11 I 
  I 
  I 
  151 
  POWER CURVE 
  WARP 
  36 
  IMPULSE = 0 
  APR 
  • 
  0 
  AWR 
  • 
  0 
  TOTAL 
  .. 36 
  BATTERY· 
  3 
  EXTRA CARGO POD 
  SABOT COMBAT TABLE 
  TURN MODE DIE 
  WEAPON ARCS 
  :HIiGE:~:~,>:~~··:·.~~·:~~~,~.~O~"~'!,':~-i:itW5'+-:e:·~·>~~::f:i5·~~~1~:f3li~· 
  HIT,STD 
  NA 
  1-5 
  1-4 
  1-3 
  1-2 
  HIT, OVERLOAD 
  1-6 
  1-5 
  1-4 
  NA 
  NA 
  DAMAGE,STD 
  NA 
  16 
  12 
  8 
  4 
  DMGE, OVERLOAD 
  28 
  24 
  20 
  NA 
  NA 
  'SliCC'ESS i.~.E:;Yli .. t:tv.;·DAt1AGE::P..tRC·Etit~i;.ES.~.,,:.;·:~~·,~{,·,: 
  VOLLEY 
  1st 
  2nd 
  3rd 
  4th+ 
  ACTIVATED TARGET SHIELD 25K 
  SOK 
  75K lOOK 
  REMAINING fiVE SHI ELDS 
  75K 
  50K 
  25K 
  OK 
  PHASER-P 
  ~::J:·~t ::·~:~~:~~~::jtt~:!~·:::::~~::i.:~::~*§1~~{~~·r.tl'1;::~!tt.}l~~i 
  198765543211 
  28765543211 
  375544431 
  4 
  644 4 432 
  5 
  5 444 3 
  3 
  1 
  6443322-
  PIIII 38 Aroonians-l 
  NO. PODS 0-1 
  2-3 
  1 
  2-4 
  2-3 
  2 
  5-8 
  4-6 
  3 
  9-12 
  7-10 
  4 
  13-17 11-14 
  5 
  18-24 15-20 
  6 
  25+ 
  21-29 
  7 
  30+ 
  l!f; 
  BD 
  4-6r1"" 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERfORM 4 HULL ROTATIONS A TURN. 
  3. SHADED BOXES ARE ON THE POD. 
  4. THIS TUG CANNOT PERfORM HULL 
  ROTATIONS WITH TWO PODS. 
  5. PRIOR TO Y180 CARGO PODS HAD TWO EXTRA 
  CARGO BOXES I NSTEAD Of THE SHUTTLE BOX. 
  PHASER-P3 
  ~:df::J: ::·t~r:f-*~·~~~t~~~1~j~l*:~~ 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  -
  6 
  3 
  3 
  1 
  COPliright 15> 1993 C. Henrll Schulte 
  
  ARGONIAN CYCLONE BATTLtE TUG 
  SHIP DATA TABLE 
  TYPE 
  = 
  BT 
  -
  1 SHIELD 
  POINT VALUE = 
  215 
  ~ I I I I I I ~ 
  MOVEMENT 
  = 
  1+112 
  -6 SHIELD 
  - 2 SHIELD 
  SHIELDS 
  = 
  1 + I 
  ~ 
  ,~ 
  LI FE SUPPORT = 
  1 
  ~ 
  ~ 
  '~ 
  SIZE CLASS 
  = 
  2 
  ~ 
  t% 
  STROBE STR 
  = 
  3 
  ~ 
  t6 
  REFERENCE 
  = RH-2.17 
  ~ 
  t6 
  INTERNALS 
  = 
  109 
  ~ 
  t6 
  27 
  27 
  CREW UNITS 
  CWARP 
  .u;
  ~ 
  £illlFH 
  Y' 
  LWA"~ B.,DGE 
  ST. ,~'W"" 
  ~ 
  FH0 rn DIJ 0 
  ~ 
  AUX 
  HULL 
  LAB 
  HULL 
  EMER 
  /DEI3 II1I EEJD\ 
  BOARDING PARTIES 
  I 
  I 
  I 
  I 
  I 16~/.l1f] 
  PH-P 
  BATTERY 
  PH-P 
  LS 00 
  I 
  I 
  I 
  I 
  mRS 
  TRANSPORTER MINES 
  RF 4 
  6 LF 
  IRIRIRIRIRIRIDIDIDIDIDIDI 
  STR 
  EF FH 
  STR 
  ~ AW. 'lmr ~ULL 
  ~ 
  SHUTTLES 
  ONE BAY 
  eNTR 
  HIT POINTS 
  TYPE 
  )LW." "I 
  B:n~~v I 
  'W.RP~ 
  I I 
  I I 
  I I 
  I I 
  -SSHIELD 
  10 EI3 
  10 
  -3 SHIELD 
  SENSOR 
  PIWBES 
  rn 
  ~ 
  11 I 
  I 
  I lsi 
  ~ 
  ~ 
  530 
  t% 
  ~ 
  CWARP 
  ~ 
  ~ 
  ~ 
  SCANNER 
  ~ 
  ~ 
  ~ 
  ~ 
  ~ 
  1 5 9 
  POWER CURVE 
  27 
  ~ 
  27 
  DAM. CON. 
  fllim 
  WARP 
  .. 36 
  iMPULSE 
  ~ 
  0 
  220 
  APR 
  = 
  0 
  -4SHIELD 
  ~ I I I I I I ~ 
  EX. DAM. 
  AWR 
  = '0 
  ~ 
  TOTAL 
  = 46 
  BATTERY = 
  "7 
  SABOT COMBAT TABLE 
  TURN MODE /WE. 
  WEAPON ARCS 
  'JM'JiG Fi:·~:{·M;~~::··:· .. :·;· .. :(j·:::;·I;;~::2:".jl(!,~~s:~;e:·:i, ... \~::t.i5:·~:"'-6-::f30:. 
  NO. PODS e-. 
  2-3 
  HIT,STD 
  NA 
  1-5 
  1-4 
  1-3 
  1-2 
  1 
  2-4 
  2-3 (t@ft([t1\ 
  HIT, OVERLOAD 
  1-6 
  1-5 
  1-4 
  NA 
  NA 
  2 
  5-8 
  4-6 
  DAMAGE, STD 
  NA 
  16 
  12 
  8 
  4 
  3 
  9-12 
  7-10 
  DMGE, OVERLOAD 
  28 
  24 
  20 
  NA 
  NA 
  4 
  13-117 11-14 
  '@IL"t R 
  "t 
  J 
  '$UCCESSj.Y:E~:VO bt:tY-:·.oAMAGE::P..E-RtENt~GE·S .. : ... ,,;\~.~\'i,'~ 
  5 
  16-2-4 15-20 
  LR~ RR 
  [:./ 
  VOLLEY 
  1st 
  2nd 
  3rd 
  4th+ 
  6 
  25+ 
  21-29 
  ACTIVATED TARGET SHI ELD 25"; 
  50"; 
  75"; 100"; 
  7 
  30+ 
  RH 
  REMAINING FIVE SHIELDS 
  75"; 
  50"; 
  25"; 
  0"; 
  PHASER-P 
  !!fT 
  BD 
  PHASER-P3 
  ·· .. IJI:E>~ 
  :·~~~~1~~·@:~~i@t~~~:tf~1t:'~~~I~{~~~~{1~~ 
  7Y2 
  4-6~ 
  :,,01(:'.,: 
  ;i~:M·:l~@i§+:::·i~::.··;:~~·. 
  f-tioIt 
  JlQlf 
  1 
  9 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  1 
  NOTES: 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  1 -
  1. STROBES ARE DfS1i"ROYED BY THE SECOND 
  2 
  4 
  4 
  4 
  2 
  1 
  -
  3 
  7 
  5 
  5 
  4 
  4 
  4 
  3 
  1 -
  -
  -
  DRONE HIT SCORED ON THEM. 
  3 
  4 
  4 
  4 
  1 
  -
  -
  4 
  6 
  4 
  4 
  4 
  4 
  3 
  2 
  -
  -
  -
  -
  2. THIS TUG CANNOT ,PERFORM HULL ROTATIONS. 
  4 
  4 
  4 
  3 
  -
  -
  -
  5 
  S 
  4 
  4 
  4 
  3 
  3 
  1 -
  -
  -
  -
  3. SHADED BOXES ~RE ON THE POD. 
  S 
  4 
  3 
  2 
  -
  -
  -
  6 
  4 
  4 
  3 
  3 
  2 
  2 -
  -
  -
  -
  -
  4. THE BATTLE PODtS A DOUBLE SIZED POD. 
  6 
  3 
  3 
  1 -
  -
  -
  1+112 WARP MOVEMENT CHART 
  (lit!:ti~·~:A}/·~~·~~~.~;:i,-;;':;;/~Y."}:'~-;/i,{:~··~·:~{:~{t:!i;··::}i.:·,Ej··i:;-;·.t~·:·::··:~fji;·;t..~A:~·;{4t::·~.;/iJi/;.1;;;~·:/·;·~Q{·~;C:~·~·;;;:/2. $:.::·~2)(::.25'.·.:·::'~·~;;;~-l::'::··~·.iJ:-::/.:~:~··::;·~ir 
  Standard 2 
  3 
  5 
  6 
  8 
  9 
  11 
  12 14 15 17 
  18 20 
  21 23 24 2.6 27 29 
  30 32 
  33 
  35 36 38 
  39 41 
  42 
  44 45 
  Fract. 
  lY2 
  3 4Y2 6 
  7Y2 9 10Y2 1213Y2 15 16~ 1819Y2 
  21 22Y2 24 2SJ'2 27 28Y2 
  30 31Y2 33 34Y2 36 37Y2 39 40Y2 42 43Y2 45 
  COPIJri9ht @ 1993 C. HenrI! Schulte 
  Argonilln,- 1 Pege 39 
  
  I 
  ARGONIAN METEOR SHOWER 
  GALACTIC SURVEY CRUISER 
  ENERGY FLUX TABLE 
  .:~tt~f~;M{:~:~:::::i:~·i~:::::::~::1~:~~~::.?~:::~~?i1$~};:~i:~:fi:::::r~%'l4:: 
  12 12 12 1110 9 
  8 
  7 
  6 
  5 
  4 
  2- 5 12 11 11 10 9 8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 
  5 
  4 
  3 
  2 
  1 
  :~·:·\·::{:~~EX:·:::;·:::·::;::'\lJi.f/Y:j\X:·:$"I:E·!;·~·~~:I1~G.E::~·:}.}};· 
  1 
  1-5 
  3 FULL 3 NONE 
  2 
  1-4 
  3FULL3HALF 
  3 
  1-3 
  6 FULL 
  PHASER-P 
  1 
  9 
  8 
  7 
  (, 
  5 
  5 
  4 
  3 
  2 
  2 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  3 
  7 
  5 
  5 
  4 
  4 
  4 
  3 
  1 
  4 
  6 
  4 
  4 
  4 
  4 
  3 
  2 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  1 
  6 
  4 
  4 
  3 
  3 
  2 
  2 
  -
  PlOe 40 ArgonieM-l 
  TURN MODE 0 
  1 
  2-4 
  2 
  5-6 
  3 
  9-12 
  4 
  13-17 
  5 
  16-24 
  6 
  25+ 
  HET 
  BD 
  NOTES: 
  "'3 SHIELD 
  WEAPON ARCS 
  1. STROBES ARE DESTROYEr} BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  SHIP DATA TABLE 
  TYPE 
  -
  GSC 
  POINT VALUE = 190/170 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1+1 
  LI FE SUPPORT = 
  1 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  4 
  REFERENCE 
  = RH-2.16 
  INTERNALS 
  = 
  109 
  SHIELD REFIT -
  +6 
  MECH LINKS 
  = 
  +2 
  ,Tlll! IIIJ III 
  BOARDING PARTIES 
  SHUTTLES 
  TWO BAVS 
  eMIR 
  HIT POINTS 
  TYPE 
  PROBES 
  I!I I III I 111:~1 
  SENSOR 
  1616161513101 
  SCANNER 
  POWER CURVE 
  I 0 I 0 I 0 I 11 5191 
  WARP 
  = 36 
  DAM. CON. 
  IMPULSE = 
  0 
  1614141212101 :~~ 
  : ~ 
  EX. DAM. 
  TOTAL· 40 
  I I I I 1 1171 
  BATTERV.. 
  6 
  PHASER-P3 
  $:tfS ~'~~~~i.~i.¥~I:::~t&~::::~::t~@ 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  -
  -
  6 
  3 
  3 
  1 
  COPIJright IS) 1993 C. Henry Sch.ulte 
  
  ARGONIAN TEMPEST 
  SHIP DATA TABLE 
  • 
  STRIKE CARRIER 
  TYPE 
  = 
  CVS 
  POINT VALUE = 
  149 
  MOVEMENT 
  = 
  1 
  12 
  SHIELDS 
  = 
  1 + 1 
  o 
  0 
  -6SHIELD 
  - 1 SHIELD 
  -2SHIELD 
  LIFE SlIPPORT = 
  1 
  I I I I I I I I I I I 12J 
  SIZE CLASS 
  = 
  3 
  STROBE STR 
  = 
  5 
  REFERENCE 
  = RH-2.19 
  INTERNALS 
  = 
  101 
  12 
  o 
  0 
  CREW UNITS 
  W n I I I I I I I I 
  ~ 
  24 
  24 
  12 
  CWARP 
  D 
  0 
  • 
  ~ ~ 
  FH.RD' 
  ~R FH ~ RPy 
  BOARDING PARTIES 
  L WARP 
  EF PH-pB PRB E] PH-P EF 
  R WA 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  1121 
  ~ 
  "mrn 
  0 
  mm" 00 
  DECK CREWS 
  2' p~p i Em ~{rg '~ 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  I 
  1121 
  TRANSPORTER MINES 
  0 
  D 
  LS rn 
  BATTERY 
  mRS 
  IRIRIRIRI 
  1 DI DI DID I 
  RF 4 
  8 ffi3 
  8 
  6 LF 
  T~N 
  T~N I 
  SHUTTLES 
  THREE BAYS 
  ~ 
  rn 4=1 
  FIGHTER r:. rn ~ 
  CIITR 
  HIT POINTS 
  TYPE 
  12 
  ) 
  ~=I=I=I=I=I=I=~ 
  ~ 
  I I I I I 
  D 
  0 
  SHTL L=l=l=1 SHn 
  I I 
  I I 
  L WARP 
  0 
  PH-P RX 0 
  R WARP 
  .--[ill] 
  SENSOR 
  PROBES 
  16161513101 
  II 1 I 
  I 
  151 
  CWARP 
  SCANNER 
  POWER CURVE 
  -5SHIELD 
  \& 
  -3 SHIELD 
  10 10 1 115 19 1 
  o 
  0 
  WARP 
  = 35 
  DAM. CON. 
  IMPULSE = 
  0 
  14 14 121 2 10 1 
  APR 
  = 
  0 
  AWR 
  = 
  0 
  EX. DAM. 
  TOTAL 
  = 36 
  12 
  I 
  I I I 
  1221 
  BATTERY = 
  6 
  D 
  CJ 
  -4SHIELD 
  I I I I I I I I I I I 12~ 
  WIND FIGHTER 
  (RH-2f2) 
  24 
  24 
  POINT VALUE 
  = 
  10 
  I 
  PH-P3 360· 
  = 
  2 
  FTR£f fA 
  = 
  1 
  DFR 
  = 
  4 
  I 
  CRIPPLED 
  = 
  8 
  D 
  Lj 
  SPEED 
  = 
  15 R
  ENERGY FLUX TABLE 
  TURN MODE 0 
  WEAPON ARCS 
  ~~i:t!#~~~1~;~::~:~@~~{~f~§iW~{if~t.~~~if~~Wt1fiW~ 
  I 
  2-4 
  r~ 
  ". 
  2 
  5-8 
  u 
  I 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  9-12 
  F. 
  F. 
  ~ 
  " 
  'R 
  2-5 12 11 11 10 9 8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 
  5 
  4 
  3 
  2 
  1 
  4 
  13-17 
  '@])'$~(dt~ 
  ~j!i~j~~·:.~ft!ik){'.i.~:~\Y~ ~~:\~ 
  ~:':~::';.l:.~:.~[j::r-v.~)::':j;~:r:J( 
  5 
  18-24 
  ::.:·}},~~E/):}){~I.f.:S:'·/i:.:;{~}.::S"I.E!-:'P..:~I'!AG.t/;;~:::~\ 
  6 
  25 .. 
  LR 
  RR ~V 
  1 
  1-5 
  3 FULL 3 NONE 
  !!f~ 
  BD 
  RH 
  ~] 
  :..~ 
  2 
  1-4 
  3 FULL 3 HALF 
  5-6rr-
  'R 
  3 
  1-3 
  6 fUll 
  PHASER-P 
  PHASER-P3 
  fdff ~~:If{~m~:~:i:i:;~%i~~~~i~~~t\\i}~~~~~!f~ 
  ·~~N;: ::~~'!:f~?:~i?'i 
  '.' 
  .:47>~?.· 
  :·:-",)/:.:/1:5:. 
  1 
  9 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  1 
  NOTES: 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  D 
  [J 
  2 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  1 
  -
  1. STROBES ARE DESTRO'f:EI!) 'BV THE SECOND 
  2 
  4 
  4 
  4 
  2 
  1 
  - 'W 
  3 
  7 
  5 
  5 
  4 
  4 
  4 
  3 
  1 -
  -
  -
  DRONE HIT SCORED ONTHEM. 
  3 
  4 
  4 
  4 
  1 
  -
  -
  4 
  6 
  4 
  4 
  4 
  4 
  3 
  2 
  -
  -
  -
  -
  2. MAV PERFORM 4 HULL ROTATIONS A TURN. 
  4 
  4 
  4 
  3 
  -
  -
  -
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  1 -
  -
  -
  -
  3. NO FIGHTERS IN REARSH.UTTLE BAVS. 
  5 
  4 
  3 
  2 
  -
  -
  -
  6 
  4 
  4 
  3 
  3 
  2 
  2 -
  -
  -
  -
  -
  6 
  3 
  3 
  1 
  -
  -
  -
  12 
  0 ~ 0 
  Copyright @ 1993 C. Henry Schulte 
  Argonien3- 1 Page 41 
  
  -6 SHIELD 
  16 
  "'5 SHIELD 
  16 
  ARGON IAN SQUALL 
  DESTROYER ESCORT 
  - 1 SHIELD 
  EF FX 
  STR m BRIDGE 
  ITD 
  IT] 
  PH·P LS AUX 
  PORB EMER PH·P RS 
  [ill] 0 
  0 [ill) 
  BATTERY 
  HULL 
  LAB 
  EEBEEBEEB 
  TRAN 
  PH-P 360 0 
  TRAN 
  [1] [ill] [1] 
  SHTL 
  TRAG 
  [E] [1] 
  "'4SHIELD 
  ENERGY FLUX T A8lE 
  TURN MODE C 
  2-4 
  2 
  5-9 
  ;~rt~::~:;'-~':~;}';~:{;@~:::~::~:~:~:::~)::M::~~:~:~;!;:f~:@::~::m~:ri{~:~N~~ 
  - 2 SHIELD 
  16 
  -3 SHIELD 
  16 
  WEAPON ARCS 
  SHIP DATA TA8LE 
  TYPE 
  = 
  DOE 
  POINT VALUE = 
  104 
  MOVEMENT 
  = 
  1/2 
  SHIELDS 
  = 1/2+112 
  II FE SUPPORT = 
  1/2 
  SIZE CLASS 
  = 
  4 
  STR08E STR 
  = 
  5 
  REFERENCE 
  = RH-2.20 
  INTERNALS 
  = 
  61 
  rn l:n IIIIILI 
  80ARDING PARTIES 
  I I I I I I I I I I 
  1121 
  TRANSPORTER MINES 
  [ID] 
  [[J]] 
  SHUTTLES 
  ONE BAY 
  eNTR 
  HIT POINTS 
  TYPE 
  I I I I I 
  I I I I I 
  PR08ES 
  SENSOR 
  16161513101 
  11 I I I 151 
  SCANNER 
  POWER CURVE 
  10101113191 
  DAM. CON. 
  121212101 
  EX. DAM. 
  I I I 1121 
  WARP 
  = 
  IMPULSE '" 
  APR 
  = 
  AWR 
  '" 
  TOTAL 
  = 
  BATTERY = 
  21 
  0 
  0 a 
  2T 
  6 
  FH 
  ::.~ 
  3 
  10-14 
  e$l~: 
  4 
  15-20 
  5 
  21-27 
  6 
  26+ 
  80 
  1 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  2-5 12 11 
  11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 
  5 
  4 
  3 
  2 
  1 
  :':::'/:'/:i1Q ~ E/:::}::X:':'~ ((·:::~:::·::·:::::·::}::·:/:·:$t1I~E·J;·!>·~·~~:t1~G.[:.::::·/:/t~·: 
  1 
  1-5 
  3 FULL 3 NONE 
  2 
  1-4 
  3FULL3HALF 
  3 
  1-3 
  6FULL 
  PHASER-P 
  ilJ·fh: ~::~t:~:~:~~~;~;.:~:::~:g::::::~:~;:::::·}~:t?::~f.~~~~·:~~:::~1:;::~\~i~~:~~:~ 
  1987655432 
  1 
  2876554321 
  375544431 
  4 
  644 4 432 
  55444331 
  6443322-
  1/2 WARP MOVEMENT CHART 
  RH 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  3. THIS SHIP DID NOT NORMALLY CARRY A 
  FIGHTER OF ITS OWN. 
  PHASER-P3 
  i:,jf(: ~~~r:~:~·::t@t{~l~:~::jx::i@rk@ 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  -
  5 
  4 
  3 
  2 
  -
  6 
  3 
  3 
  1 
  (~p':f;~·i>:·:;A:·:·;·:·:·::2.·:·:·:{3::·:·:::~4::·;·:·::::r;,·:·::):·.~·:·:~·\t·:·:·/·::If::·::·~·: ~t·:f~f·:·:::·:f··l>::··:l··~>::··f·~·/}l·:jI&::·.: .... ~>::.:t~·::·,:··~·l;·t·:· .. ;-1Ji.:·.:·:·::~::~:·.:·\"::·~lf/~j/;·~·~.?·.:?2.3.:·.:·:·:2;.·,:· ... :i.5;··:-";·i;~::·::·~·~·:·:·::··~·.~:·:·::·XZ:~··::';·~Q·: 
  Sbnd~rd 1 
  1 2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  8 
  9 
  9 
  1 0 
  10 
  1 1 1 1 
  1 2 1 2 1 3 
  1 3 1 4 1 4 
  1 5 
  1 5 
  Fract. 
  12 
  1 112 2 
  212 3 312 4 412 5 
  512 
  6 
  612 
  7 712 
  8 
  8Y2 9 
  9~ 
  10 10~ 11 
  II}; 12 12~ 13 13~ 14 14~ 15 
  Plge 42 Argonians- 1 
  Copyright CS> 1993 C. Henry Schulte 
  
  ARGONIAN THUNDERCLAP FAST PATROL SHIPS 
  STANDARD 
  STANDARD 
  -6 
  SHIELD 
  -I SHIELD 
  I I I I I 181 
  8 
  #5 
  SHIELD 
  8 
  -6 
  SHIELD 
  a 
  -5 
  SHIELD 
  I 
  I 
  -4 SHIELD 
  I I I I 18 1 
  #1 SHIELD 
  I I I I lal 
  #4 SHIELD 
  I I I I I lal 
  PF DATA TABLE 
  TYPE 
  = 
  PF 
  POINT VALUE = 20/40 
  MOVEMENT 
  = 
  1/5 
  SHIELDS 
  = 1/2+1/2 
  LIFE SUPPORT = 
  0 
  SIZE CLASS 
  = 
  5 
  REFERENCE 
  = RH-2.PF1 
  INTERNALS 
  = 
  25 
  CoPllright ® 1993 C. Henry Schul1e 
  -2 
  SHIELD 
  8 
  -3 
  SHI ElD 
  -2 
  SHIELD 
  8 
  #3 
  SHIELD 
  CREW § 
  BP 
  D 
  CREW § 
  BP D 
  -6 
  SENSOR 
  SHIELD 
  ~ 
  SCANNER 
  m 
  8 
  DAM CON 
  rn 
  EX DAM 
  -5 
  @ 
  SHIELD 
  HET B 
  BD 
  ~ 
  -6 
  SENSOR 
  SHIELD 
  ~ 
  SCANNER 
  m 
  8 
  DAM CON 
  rn 
  EX DAM 
  -5 
  @ 
  SHIELD 
  HET B 
  BD 
  ~ 
  TURN MODE All. 
  POWER CURVE 
  1 
  2-8 
  WARP 
  .. 
  6/12 
  2 
  9-16 
  IMPULSE.. 
  0 
  APR 
  2 
  AWR 
  2 
  TOTAL 
  JO/16 
  3 
  17-24 
  4 
  25+ 
  BATTERY = 
  2 
  NIMBLE SHIPS 
  HET 
  BD 
  SEE PFs ABOVE 
  I I 
  -2 
  -I SHIELD 
  SHIELD 
  SENSOR 
  I I I I I 181 
  ~ 
  SCANNER 
  a 
  m 
  DAM CON 
  rn 
  -3 
  EX DAM 
  SHIELD 
  @ 
  CREW 
  HET 
  § B 
  BD 
  -4 SHIELD 
  BP 
  ~ 
  I I I I I 181 
  D 
  -2 
  -I SHIELD 
  SHIELD 
  SENSOR 
  I I I I I 181 
  ~ 
  SCANNER 
  m 
  DAM CON 
  rn 
  -3 
  EX DAM 
  SHIELD 
  @ 
  CREW 
  HET 
  § B 
  BD 
  -4 SHIELD 
  BP 
  ~ 
  I I I I I lal 
  8 
  0 
  NOTES: 
  I. MAY PERFORM 4 HUll ROTATIONS A TURN. 
  2. MAY NOT PERFORM HUll ROTATIONS WID 
  WARP BOOSTER PACK. 
  3. SEE REVERSE FOR WEAPONS CHARTS AND 
  MOVEMENT CHARTS. 
  Arooniens-l Page 43 
  
  ARGONIAN THUNDERCLAP FAST PATROL SHIPS 
  LEADER 
  SCOUT 
  '6 
  SHiElD 
  '1 SHIELD 
  I I I I I lal 
  8 
  '5 
  SHllLD 
  '4 SHIELD 
  8 
  I I I I I I I lal 
  PF DATA T ADLE 
  TYPE 
  = 
  PF-L 
  POINT VALUE 
  MOVEMENT 
  SHiElDS 
  ;;: 
  40/4S 
  = 
  1/5 
  = 1/2+ 112 
  o 
  LIFE SUPPORT ;;: 
  5 
  SIZE CLASS 
  = 
  REFERENCE 
  INTERNALS 
  = RH-2.PF2 
  27 
  SHUTTLES 
  ONE BAY 
  I 
  eNIR I HIT POINTS 
  I I I I I 
  ENERGY FLUX T ADLE 
  -2 
  SHI ELD 
  -3 
  SHIELD 
  8 
  CREW 
  DP 
  I I I I 
  IT] 
  POWER CURVE 
  WARP 
  .. 
  6/12 
  IMPULSE = 
  0 
  APR 
  2 
  AWR 
  2 
  TOTAL 
  1nD7TEi 
  BATTERY = 
  2 
  -6 
  SHIELD 
  -5 
  SHIELD 
  8 
  -I SHIELD 
  I I I I I I I lal 
  -4 SHIELD 
  I I I I I lal 
  TYPE 
  = PF-S 
  POINT VALUE = 70/S0 
  MOVEMENT 
  = 
  I/S 
  SHIELDS 
  = 1/2+1/2 
  LIFE SUPPORT == 
  0 
  SIZE CLASS 
  = 
  S 
  STRODE STR = 
  3 
  REFERENCE 
  = RH-2.PF3 
  INTERNALS 
  = 
  29 
  -2 
  SHIELD 
  -3 
  SHIELD 
  8 
  CREW 
  DP 
  IIII 
  D 
  POWER CURVE 
  WARP 
  .. 
  6/12 
  IMPULSE = 
  0 
  APR 
  6 
  AWR 
  0 
  TOTAL 
  T27T8 
  BATTERY = 
  2 
  TURN MODE AA 
  .,;.W:..:;E;,.:.A;.:,P..;O;,.:.N:..,;A;...;,;.:.R;::;.CS;.... __________ 
  ---, 
  I 
  2-8 
  2 
  9-16 
  ·~tf:·!l~:~·~·(:::·i\?f.~:~}::~<Ji~::.:Y~:W·::;i:}::~:~:~;:~::;;~w::;}r~tJ~:: 
  12 12 12 1110 9 
  8 
  7 
  6 
  5 
  4 
  2· 5 12 11 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  6 
  11 
  10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  1 
  2 
  3 
  PHASER-P 
  9 
  8 
  '1 
  8 
  7 
  3 
  7 
  5 
  4 
  6 
  4 
  5 
  5 
  4 
  6 
  4 
  4 
  7 
  6 
  5 
  4 
  4 
  3 
  1-5 
  1-4 
  1-3 
  6 
  5 
  4 
  4 
  4 
  3 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  2 
  3 fULL 3 NONE 
  3 fULL 3 HALF 
  6 fULL 
  4 
  3 
  2 
  3 
  2 
  1 
  3 
  1 
  2 
  1 
  I/S WARP MOVEMENT CHART 
  3 
  17-24 
  4 
  2S+ 
  NIMDLE SHIPS 
  HET 
  DD 
  SEE Pfs ABOVE 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCORED ON THEM. 
  2. THE STROBE AFFECTS ALL PFs EXCEPT 
  THE SCOUT. 
  3. THE SENSOR IS DESTROYED ON A TORPEDO 
  HIT 
  4. MAY PERFORM 4 HULL ROTATIONS A TURN. 
  5. MAY NOT PERFORM HULL ROTATIONS WIO 
  WARP BOOSTER PACK. 
  PHASER-P3 
  ~:jfe :&~!i~i~i~~}:X£~~~~x::~::~~f~)i 
  1 
  4 
  4 
  4 
  3 
  2 
  4 
  4 
  4 
  2 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  .:.~ r.·~t·~/<)·/>:;~·:·>:..;.3::·::.::<4::·;·::·/;;·:·:;·:>:·~··//;:.1i:·:·::··/~··:::·x: ~·i~::.fP./·:·:j.;·.t/;1··i/f~)/:.I:i';-.:· ... ~/·.:.~:·~·;·;/·.I::~:\·J.:·8.:·}1:;~··:·:·:{~·~(f.;·:·~·:1/~~·· /.>~3.:·>:, ". :·:·,.·i:5;·):,i·:fj::·;·~·~.:!:_i.,,:··::·/~:I.f:~3.Q··; 
  Standard 1 
  I 
  1 
  I 
  1 2 
  2 
  2 
  2 
  2 
  3 
  3 
  3 
  3 
  3 
  4 
  4 
  4 
  4 
  4 
  5 
  5 
  5 
  5 
  5 
  6 
  6 
  6 
  6 
  6 
  Fract. 
  Ys % % ts 
  1 lYS 1% 1% Its 2 
  2YS 2% 2% 2ts 3 
  3YS 3% 3% 3ts 
  4 4YS 4% 4% 4~ 5 
  5}t 5% 5% 5ts 6 
  Page 44 Argonians- 1 
  Copyright @ 1993 C. Henry Schulte 
  
  ARGONIAN PODS 
  "'6 SHI ElD 
  "'I SHI ElD 
  "'2 SHI ElD 
  "'5 
  SHIELD 
  I 
  I 
  I I 
  I 
  I 
  8ATTLE POD 
  STR 
  EF FH 
  STR 
  [[]IBlcIDIm:J 
  W
  AW> P1fm°·I~Ull 
  B:TT~RY 
  10 EE 
  10 
  ENERGY FLUX T A8LE 
  "'3 
  SHIELD 
  "'6 SHIELD 
  "'I SlllElD 
  "'2 SHI.ELD 
  "'5 
  SHIELD 
  I I 
  I t I I 
  I 
  8ATTLE COIITROL POD 
  AWR PH-P £'F PH-P HULL 
  E§lilmmE§ 
  BAmRY 
  I 
  I I I 
  I 
  SHUTTLE 
  REPAIR SHUTTLE 
  ---EB -- -
  ----
  ~ = -- LRA.£ -- = ~ 
  4 = - - IA .. - - =~ 
  14 .. .. 
  14 
  or;;;;;;;;;:: 
  .... .... ~ 
  "'4 SHIELD 
  I 
  I I I 
  I 
  "'3 
  SHIELD 
  "'6 SHIELD 
  "'I SIlIELD 
  "'2 SHIELD 
  ~ 
  IIIIIII ~ 
  CV POD 
  ~
  ~G~E~ "BWR~~G~TE~ 
  ---
  ---
  ---
  ---
  "'5 SHLD 
  -HU~l -
  TRAC B;G -s;n "'3 SHLD 
  ~
  1111E3D l 
  "'4 SHIELD 
  I I 
  I I 
  I 
  I 
  I 
  "'6SHIELD 
  "'1 SHIELD 
  "'2 SHIELD 
  m 
  III Jill rn 
  TROOP TRANSPORT POD 
  HULL 
  TRAN 
  CARGO 
  "5SHLO ~§~ 
  "'SHLD 
  ~
  IIIID l 
  "'4 SHIELD 
  I 
  I J I 
  I 
  WEAPON ARCS 
  ~ti"ft.~~:Nii:~gt~:i::~:~9:~~%f~~t%1~?~f£~:t~·1{1f~~: 
  1 
  12 12 12 11 10 9 8 
  7 
  6 
  5 
  4 
  2-5 12 11 11 10 9 8 7 
  6 
  5 
  4 
  3 
  6 
  11 10 9 
  8 
  7 6 
  5 
  4 
  3 
  2 
  1 
  :t:.Ij;"'t~ri::.R~;tj;~ .. :~t~:;;:·~ .. ;~~:\:: .. :·:~·: ::p"·:gi:~~?:.~":·~:~~:~·~:{.~~~:~~~· 
  :;:.;~:.~:~~t.1O, ~ 
  Ej:;:!.~"~~?'::-I:II.';·;:':-,,\,,,,·:·,::·}\'''''·;·.~" I.E !.:·"';·D.A:r"~G E-:!:;;~{.:~'!.~. 
  1 
  1-5 
  3FUll3NONE 
  2 
  1- 4 
  3 FUll 3 HALF 
  3 
  1-3 
  6 FULL 
  PHASER-P 
  ~~ft ·~~!~ff.4.~~~~:~~{t~}~4kJ;t\~~~Mi'W~t.*l}W.::~ 
  198765543211 
  28765543211 
  375544431 
  46444432 
  55444331 
  6443322-
  COPllrioht <S) 1993 C. Henry Schulte 
  NOTES: 
  1. STROBES ARE DESTROYED BY THE SECOND 
  DRONE HIT SCOR£O ON THEM. 
  2. PODS CANNOT PE~FORM HULL ROTATIONS. 
  3. PODS ARE NOT CAPABLE OF ANY MOVEMENT 
  EXCEPT FOR 1 ZERO ENERGY TURN PER TURN. 
  UNMANNED PODS CANNOT MOVE AT ALL. 
  4. PRIOR TO Y 180 CARGO PODS HAD TWO EXTRA 
  CARGO BOXES I NSTEAD OF THE SHUTTLE BOX. 
  SUPPDtH POD 
  POWER 800ST POD 
  AWR 
  APR 
  CARGO 
  EEEB 
  BATTERY SHTL 
  II liB 
  12 
  ~ ~ 
  REPAIR POD 
  CARGO 
  AWR REPAIR 
  § 
  12 
  12 
  ~
  CARGO POD 
  PHASER-P3 
  1 
  4 
  4 
  4 
  3 
  2 
  4 
  4 
  4 
  2 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 -
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  Arooniena-l Pege 45 
  
  ARGONIAN CVA/SCS FIGHTER GROUP 
  GUST FIGHTERS 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  D~D 
  WIND FIGHTERS 
  amamamamamm 
  ~ 
  ~ 
  ~ 
  ~ 
  ~ 
  ~ 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  ammm'am'a±tD'am 
  ~~~~~~ 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  o 
  DI§ID 
  G~L.E HE~VY FIGHTERS 
  PHASER-P 
  PHASER-P2 
  1 
  9 
  8 
  7 
  6 
  5 
  2 
  8 
  7 
  6 
  5 
  5 
  3 
  7 
  5 
  5 
  4 
  4 
  4 
  6 
  4 
  4 
  4 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  6 
  4 
  4 
  3 
  3 
  2 
  Page 46 Argonien3-1 
  5 
  4 
  4 
  3 
  4 
  3 
  3 
  2 
  3 
  1 
  2 
  -
  3 
  2 
  2 
  1 
  1 
  :::·:Jf~: ~~:~::;;~:£::1~·::~;jf::}t·~~i~'%~!~i!:: 
  165543211 
  26544211 
  3644411 
  4 
  5 443 1 
  55433 
  6 
  5 
  3 
  3 
  3 
  FIGHTER DATA TABLE 
  TYPE 
  = 
  POI NT VALUE = 
  PH-P3360· 
  = 
  PH-P2 FX 
  = 
  CHAFF 
  = 
  DFR 
  = 
  CRIPPLED 
  = 
  SPEED 
  = 
  REFERENCE 
  GUST 
  7 
  1 
  1 
  2 
  3 
  6 
  12 
  RH-2.F 1 
  FIGHTER DATA TABLE 
  TYPE 
  = WIND 
  POINT VALUE = 
  PH-P3360· 
  = 
  FTR EF FA 
  = 
  CHAFF 
  = 
  DFR 
  = 
  CRIPPLED 
  = 
  SPEED 
  = 
  REFERENCE 
  10 
  2 
  1 
  2 
  4 
  8 
  15 
  RH-2.F2 
  FIGHTER DATA TABLE 
  TYPE 
  = 
  POINT VALUE = 
  PH-P3360· 
  = 
  FTR EF FA 
  = 
  CHAFF 
  = 
  DFR 
  = 
  CRIPPLED 
  = 
  SPEED 
  = 
  REFERENCE 
  WEAPON ARCS 
  GALE 
  16 
  2 
  2 
  2 
  1 
  10 
  10 
  RH-2.F3 
  FIGHTER ENERGY FLUX 
  <> 
  ::.~t¥"::~~:·::::::~~·:~·~tg~{~~:~~W;::::~:::;~~::~::;~ 
  1 
  8 
  7 
  6 
  5 
  4 
  2-5 
  7 
  6 
  5 
  4 
  3 
  6 
  5 
  4 
  3 
  2 
  1 
  :t.1QDE·/.·:·;{I:II~;:·):·:S"I .E!.:"!>,'D~fMGE{: 
  1 
  1 - 5 
  3 FULL 3 NONE 
  2 
  1 - 4 
  HULL 3 HALF 
  3 
  1-3 
  6FULL 
  PHASER-P3 
  :::·~;!~:i ::.~~~·~;M~:Y?~4*~~:t{:t~~:f~: 
  . QQIil;· 
  ·.~ 
  .. .'· .. :1,.· .... 
  ~~ 
  .. : .. :3 .. , .. : .. Q 
  ... , .. : ... :.1:S: ... :. 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  4 
  4 
  4 
  2 
  1 
  3 
  4 
  4 
  4 
  1 
  4 
  4 
  4 
  3 
  5 
  4 
  3 
  2 
  6 
  3 
  3 
  1 
  Copyright @ 1993 C. Henry Schulte 
  
  ARGON IAN FLEET DATA TABLE 
  ANNEXES 
  Y ... 
  S2.1 
  C6.5 
  C2.12 
  .. 11.42 
  RO.6 
  CIUI 
  C13.3 
  F&E 
  Not6 
  ANNEX -5 ABBREVIATIONS 
  Ship 
  RuJ. 
  in 
  BPY 
  ar.aIc 
  Mov. ::, ... 
  Siu 
  Tum 
  docking 
  Cmnd 
  T\lp. 
  No. 
  Srve 
  Down 
  Cost 
  \tIs 
  Class 
  M ... 
  e!lnts 
  Ratl!!!! 
  Ef 
  ENERGY flUX 
  KREBIZ DEFENSE FLEET 
  PH-P 
  PHASER-P 
  DN 
  3 
  176 
  204 
  4-6 
  1.50 
  2 
  2 
  D 
  10 
  10 
  PH-P'" 
  PHASER-P'" 
  DN+ 
  2 
  179 
  238 
  4-6 
  1.50 
  2 
  2 
  D 
  11 
  10 
  STR 
  STROBE 
  Be 
  6 
  177 
  170 
  5-6 
  1.00 
  2 
  3 
  D 
  9 
  9 
  ANNEX -6A SHIP 
  CV 
  55 
  183 
  155 
  5-6 
  1.00 
  2 
  3 
  D 
  9 
  9 
  HODIFICATIONS COST 
  CC 
  7 
  157 
  145 
  5-6 
  1.00 
  2 
  3 
  D 
  8 
  9 
  8 +1 PER POINT Of STROBE STRENGTH 
  CA 
  8 
  155 
  137 
  5-6 
  1.00 
  2 
  3 
  D 
  8 
  8 
  OSC 
  18 
  177 
  190/170 4-6 
  1.00 
  2 
  3 
  D 
  9 
  9 
  (ONLY TO EXISTING STROBES) 
  CVA 
  5 
  181 
  152 
  4-6 
  1.00 
  2+2+2 
  2 
  D 
  10 
  10 
  Y 
  8 
  ENERGY flUX 180· i 
  SCS 
  4 
  182 
  157 
  4-6 
  1.00 2+2+2+1 
  2 
  D 
  10 
  10 
  Y 
  10 
  ENERGY flUX 240" 
  CVL 
  9 
  178 
  111 
  6 
  .67 
  0+1 
  3 
  C 
  8 
  8 
  Y 
  I 
  PLASMA PHASER fl RE CONTROL 
  BeL 
  43 
  179 
  136 
  6 
  .67 
  1 
  3 
  C 
  8 
  8 
  ANNEX -7 A COLOR OF 
  C"vIL 
  52 
  183 
  117 
  6 
  .67 
  0 
  3 
  C 
  7 
  7 
  COUNTERS 
  a.-M 
  10 169-179 
  100 
  5-6 
  .67 
  1 
  3 
  D 
  8 
  8 
  ARGONIAN COUNTERS HAVE AN ORANGE 
  a.-'w' 
  11 
  180 
  96 
  6 
  .67 
  0 
  3 
  C 
  7 
  "1 
  CCL 
  27 
  181 
  107 
  6 
  .67 
  1 
  3 
  C 
  7 
  8 
  BACKGROUND WITH A BLACK SHIP. 
  PFT 
  31 
  186 
  104 
  6 
  .67 
  0 
  3 
  C 
  7 
  7 
  ANNEX -7D LIST OF SYSTEHS 
  DD 
  12 
  164 
  106 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  DEFINED AS WEAPONS 
  SC 
  32 
  164 
  125/105 
  6 
  .50 
  0 
  4 
  C 
  6 
  6 
  ENERGY flUXES AND PLASMA PHASERS 
  SY 
  24 
  168 
  105 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  ARE AlWAVS DEfiNED AS WEAPONS. 
  MON 
  49 
  171 
  100/160 2-6 
  .50 
  2 
  3 
  D 
  7 
  7 
  THE STROBE IS CONSIDERED A WEAPON 
  FF 
  13 
  164 
  52 
  6 
  .33 
  0 
  4 
  C 
  4 
  4 
  EE 
  35 
  164 
  52 
  6 
  .33 
  0 
  4 
  C 
  4 
  4 
  fOR THE PURPOSES OFTHE fOllOWING: 
  Pol 
  25 
  164 
  86 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  (C6.547) RECOVERY fROM BREAKDOWN 
  PolCL 
  26 
  164 
  47 
  6 
  .33 
  0 
  4 
  C 
  4 
  4 
  (05.0) SElf DESTRUCTION 
  CYE 
  75 
  181 
  112 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  (D9.43)REPAIR (DI8.9)INACTIYE SHIPS 
  TT 
  16 
  179 
  122 
  4-6 
  1.00 
  0 
  4 
  D 
  8 
  8 
  TO 
  (G6S 1) MUTINY (S3.3) MODifYING SHIPS 
  BT 
  17 
  184 
  215 
  4-6 
  1.50 
  1 
  2 
  E 
  11 
  10 
  TO, 1"1. 
  ANNEX -7E HIT 
  BCT 
  82 
  182 
  205/190 4-6 
  1.50 
  2+2+2 
  2 
  E 
  11 
  10 
  TO,I"I.,Y 
  CONVERSION CHART 
  BTL 
  47 
  183 
  168 
  4-6 
  1.00 
  1 
  3 
  D 
  8 
  8 
  TO 
  HIT fROM CHART 
  SCORED ON 
  CYT 
  45 
  176 
  140 
  4-6 
  1.00 
  0+2 
  3 
  D 
  9 
  9 
  TO,V 
  PFTT 
  58 
  179 
  160/140 
  4-6 
  1.00 
  0 
  3 
  D 
  8 
  8 
  TG 
  DRONE 
  STROBE 
  p-c 
  37 
  179 
  12 
  -
  • 
  -
  -
  -
  4 
  4 
  TORPEDO 
  ENERGY flUX 
  P-T 
  38 
  180 
  30/20 
  -
  • 
  2 
  4 
  -
  4 
  4 
  ANNEX -9 COST OF 
  P-B 
  36 
  184 
  105 
  -
  • 
  1 
  4 
  -
  4 
  4 
  REPAIR CHART 
  P-BC 
  82 
  182 
  95170 
  -
  • 
  2+2+2 
  4 
  -
  4 
  4 
  STROBE 
  4 
  P-BL 
  48 
  183 
  58 
  -
  • 
  1 
  4 
  -
  4 
  4 
  P-PFT 
  39 
  179 
  50130 
  -
  • 
  -
  4 
  -
  4 
  4 
  ENERGY flUX 
  12 
  P-R 
  40 
  180 
  40/25 
  -
  • 
  -
  -
  -
  4 
  4 
  PHASER p ... 
  Costohtd. PH +2 
  P-S 
  41 
  180 
  30/16 
  -
  • 
  -
  4 
  -
  4 
  4 
  ANNEX -10 TACTICAL 
  P-PB 
  42 
  182 
  42/36 
  -
  • 
  -
  4 
  -
  4 
  4 
  I NTELLI GENCE HULL 
  P-CY 
  46 
  176 
  30 
  -
  • 
  0+2 
  4 
  -
  4 
  4 
  Y 
  TYPE CLASIFICATIONS 
  L-Q 
  53 
  164 
  83 
  2-6 
  .50 
  1 
  4 
  B 
  6 
  6 
  Arg Unique: BT or BCT, BB or BBH 
  S-Q 
  50 
  164 
  43 
  2-6 
  .33 
  1 
  4 
  B 
  3 
  3 
  Arg ON: ON, DN+, DN-SCS, DN-CVA 
  F-AL 
  51 
  155 
  75 
  1-6 
  .50 
  0 
  4 
  B 
  6 
  6 
  F-ALST 78 
  175 
  72 
  1-6 
  .50 
  0 
  4 
  B 
  6 
  6 
  Arg CVA: CVA, SCS 
  F-AS 
  52 
  155 
  36 
  1-6 
  .33 
  0 
  4 
  B 
  3 
  3 
  Arg CA: CA, BC, (BC Ylrients), GSC, CB, 
  PF 
  90 
  179 
  20/40 
  6 
  20 
  0 
  5 
  All 
  2 
  2 
  BTL, CC, CA-S, MA, Pfn, CW, 
  YARIANTS 
  ComCA,CYS,CVT, n,Cl-M 
  BC-F 
  54 
  178 
  182 
  5-6 
  1.00 
  1+1 
  3 
  D 
  9 
  9 
  Arg Cl: Cl, BCl, SCl, CWl, CVSl, CYl, 
  BC-Y 
  86 
  184 
  205 
  5-6 
  1.00 
  1+2 
  3 
  D 
  9 
  9 
  y 
  Cl-S, NCA 
  Be-S 
  87 
  183 
  200 
  5-6 
  1.00 
  1+2 
  3 
  D 
  9 
  9 
  y 
  CCl, ComCl, PH, ECl, MS, CVE 
  ComCA 
  30 
  167 
  150 
  5-6 
  1.00 
  2 
  3 
  D 
  8 
  8 
  Arg DO: DO, DOL, DOE, SC, SY, Pol, HS, 
  CA-S 
  65 
  162 
  200/170 
  5-6 
  1.00 
  2 
  3 
  D 
  8 
  8 
  CVG 
  CB 
  59 
  178 
  168 
  5-6 
  1.00 
  2 
  3 
  D 
  8 
  8 
  Arg H: fF, FFL, BF, BE, EE, Pol Cl 
  CYS 
  19 
  180 
  149 
  4-6 
  1.00 
  1+2 
  3 
  D 
  9 
  9 
  Y 
  ARGONIAN STANDARD 
  CVSL 
  44 
  179 
  115 
  6 
  .67 
  0+1 
  3 
  C 
  7 
  7 
  Y 
  TECHNOLOGY 
  ComCL 
  29 
  182 
  104 
  6 
  .67 
  1 
  3 
  C 
  7 
  7 
  PHASERS-I/2/3/4/P/P2/P3/P4 
  sa. 
  33 
  181 
  130/110 
  6 
  .67 
  1 
  3 
  C 
  7 
  7 
  CL-S 
  57 
  165 
  150/130 
  6 
  .67 
  1 
  3 
  C 
  7 
  7 
  STROBE 
  ECL 
  21 
  181 
  103 
  6 
  .67 
  0 
  3 
  C 
  7 
  7 
  ENERGY FLUX WEAPONS 
  NCA 
  81 
  176 
  148 
  6 
  1.00 
  1 
  3 
  C 
  8 
  8 
  ARGONIAN KNOWN 
  DDL 
  23 
  164 
  119 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  FOREIGN TECHNOLOGY 
  DDE 
  20 
  185 
  104 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  NONE 
  HS 
  84 
  168 
  100/70 
  6 
  .50 
  1 
  4 
  C 
  6 
  6 
  ClIO 
  83 
  179 
  125 
  6 
  .50 
  1+2 
  4 
  C 
  7 
  7 
  Y 
  The abbreviations in the Nota col umn 
  FF'II' 
  14 
  180 
  90 
  6 
  .33 
  1 
  4 
  C 
  5 
  5 
  are defi ned on the 'official' Mister Shi p 
  FFL 
  22 
  165 
  78 
  6 
  .33 
  0 
  4 
  C 
  4 
  4 
  Chart . 
  FFB 
  15 
  167 
  72 
  6 
  . 33 
  0 
  4 
  C 
  4 
  4 
  for ereit' unIts & boardIng parties,'" 
  EEB 
  34 
  167 
  60 
  6 
  .33 
  0 
  4 
  C 
  4 
  4 
  the SSD for the unit in question. 
  MS 
  67 
  169 
  97 
  6 
  .67 
  1+1 
  3 
  C 
  6 
  6 
  FIRST GENERATION X-SHPS 
  The explosion strength is in the I.st 
  10 
  10 
  excess damlCje box on each unit's SSD. 
  BCX 
  62 
  185 
  268 
  5-6 
  1.00 
  2 
  3 
  B 
  ccx 
  63 
  184 
  223 
  5-6 
  1.00 
  2 
  3 
  B 
  9 
  9 
  CAX 
  64 
  183 
  199 
  5-6 
  1.00 
  2 
  3 
  B 
  9 
  9 
  sex 
  76 
  183 
  185/125 
  6 
  .50 
  1 
  4 
  A 
  8 
  8 
  a.x 
  74 
  182 
  180 
  6 
  .67 
  2 
  3 
  A 
  8 
  8 
  DDX 
  66 
  181 
  165 
  6 
  .50 
  1 
  4 
  A 
  7 
  7 
  FFX 
  61 
  180 
  139 
  6 
  .33 
  1 
  4 
  A 
  5 
  5 
  CONJECTlJRAL UNITS 
  BB 
  77 
  195 
  330 
  4-6 
  2.00 
  1+1+1+1 
  2 
  E 
  36 
  10 
  BBH 
  85 
  200 
  380 
  4-6 
  2.00 
  2+1 
  2 
  E 
  38 
  10 
  BC-G 
  60 
  179 
  175 
  5-6 
  1.00 
  2 
  3 
  D 
  9 
  9 
  DN-SCS 79 
  181 
  215/195 
  4-6 
  1.50 
  2+2+2 
  2 
  D 
  12 
  10 
  DN-cYA 80 
  182 
  210/190 
  4-6 
  1.50 
  2+2+2+1 
  2 
  D 
  12 
  10 
  MA 
  28 
  172 
  130 
  5-6 
  1.00 
  0 
  3 
  D 
  8 
  8 
  CoPllrlght @) 1993 C. Henrll Schulte 
  Argohlens -1 PlCje 47 
  
  ARGONIAN TYPHOON 
  SHIP DATA TABLE 
  TOURNAMENT HEAVY CRUISER 
  TVPE 
  = 
  TCA 
  MOVEMENT 
  = 
  1 
  SHIELDS 
  = 
  1 + 1 
  LIFE SUPPORT = 
  1 
  #6SHIELD 
  , 1 SHI ELD 
  "2 SHIELD 
  SIZE CLASS 
  = 
  3 
  I I I I I I 1,,1 
  STROBE STR 
  ::; 
  5 
  REFERENCE 
  ::; RH-2.0o 
  INTERNALS 
  ::; 
  90 
  PLAYER 
  21 
  ~ 
  21 
  ROUND 
  TOURNEY 
  CWARP 
  BOARDING PARTIES 
  -
  1 1 1 1 1 1 1 1 1 1 1 1121 
  ~ 
  l WARP ~ 
  FH ORDO 
  STR FH ~ 
  R WARPy 
  ~ 
  " 
  PH-pB PRO [J PH-P " 
  ~ 
  GUARDS 
  f~m mo·· rn m~A 
  :2' £ ; Ern ; P~P K 
  LS rn 
  8 
  BATTERY 
  8 
  mRS 
  \ PH-P3 [MER W 
  AW. PH-P3) 
  ~rn CD 
  fRAN 
  CD rn~ 
  ) 
  NtHTl EEE SHT~ ~ 
  L WARP 
  B PH-P RH B 
  R WARP 
  SHUTTLES 
  TWO BAYS 
  eMTR 
  HIT POINTS 
  TYPE 
  [ffiJ 
  CWARP 
  ~ 
  "5 SHIELD 
  "3 SHI ELD 
  SENSOR 
  PROBES 
  16161513101 
  11 I I I 151 
  SCANNER 
  POWER CURVE 
  "4SHIElD 
  10 10 11 15 19 1 
  I I I I I I 1,,1 
  WARP 
  = 30 
  DAM. CON. 
  IMPULSE = 
  6 
  21 
  14 14 12 121 0 1 
  APR 
  = 
  0 
  21 
  AWR 
  " 
  3 
  EX. DAM. 
  TOTAL 
  = 39 
  I I I I 1171 
  BATTERY = 
  5 
  ENERGV flUX TABLE 
  TURN MODE D 
  WEAPON ARCS 
  t~t~ :%'~:~ :~··}~:·: ·· :~;~:';::··'~~:·}~:~f:::::::~::::~:::4:::X~:·}·::~::;~::t:::::·~1Ci~:: 
  1 
  2-4 
  2 
  5-0 e®m 
  1 
  12 12 12 11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  9-12 
  ($}) 
  2- 5 12 11 11 10 
  9 8 
  7 
  6 
  5 
  4 
  3 
  4 
  13-17 
  6 
  11 10 9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  S 
  10-24 
  ... :::.::.: .:/:MQ D 
  E):: : i:/:: ~ I):::': .. 
  : //~:$ tJ I·.E 
  ·~i>·~[)t'it1"G. E\:·::;::·:::·\::: 
  .... > 
  6 
  25+ 
  1 
  1-5 
  3 fULL 3 NONE 
  2 
  1-4 
  3 fULL 3 HALf 
  n; 
  BD 
  RH 
  3 
  1- 3 
  6 fULL 
  S-6rT 
  PHASER-P 
  PHASER-P3 
  btt·: 
  ··:~1:~:~::~:· :k }?:~ ·"::~:;·:~~::}~:.?":.:~;~: ·~~·.?:~;~i·:·:~it::::~:~~{ 
  NOTES: 
  ~·:jfn ::·t~~~:Miff~~{)~i~:}~j~~~:~::t~~::~ 
  ~(i{( 
  1. STROBES ARE DESTROYED BY THE SECOND 
  1 
  9 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  1 
  DRONE HIT SCORED ON THEM. 
  1 
  4 
  4 
  4 
  3 
  1 
  1 
  2 
  8 
  7 
  6 
  5 
  5 
  4 
  3 
  2 
  1 
  1 
  -
  2. MAY PERfORM 4 HULL ROTATIONS A TURN. 
  2 
  4 
  4 
  4 
  2 
  1 
  -
  3 
  7 
  5 
  5 
  4 
  4 
  4 
  3 
  1 -
  -
  -
  3. SHADED WARP BOXES REPRESENT IMPULSE 
  3 
  4 
  4 
  4 
  1 -
  -
  4 
  6 
  4 
  4 
  4 
  4 
  3 
  2 
  -
  -
  -
  -
  ENGINES. 
  4 
  4 
  4 
  3 - -
  -
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  1 
  -
  -
  -
  .. 
  4. I MPULSE MOVEMENT IS NOT fREE IN 
  5 
  4 
  3 
  2 
  -
  -
  -
  6 
  4 
  4 
  3 
  3 
  2 
  2 
  -
  -
  -
  -
  -
  TOURNAMENT PLAY. 
  6 
  3 
  3 
  1 
  -
  -
  -
  Page 48 Argonian,-1 
  Copyright @ 1993 C. Henry Schulte 
  
  ARGON IAN 5-1 
  INCLUDES - THE FOLLOWING ARGONIAN RULES: 
  THE ARGONIANS: The Argonians are located in a large,1500 parsec, nebula with many 
  scattered asteroid fields. These conditions enabled the Argonians to remain hidden from their 
  neighbors for hundreds of years. The nebula located on the borders of the Romulan, Gorn and 
  ISC territories, was always avoided as it made travel dangerous. This nebula, now called the 
  Argonian Nebula, is the reason that Argonian ships are so different from those of other races. 
  Ships needed to be very versatile and have specialized equipment. In Y134 Argonian scientists 
  made a horrifying discovery: The nebula, their hidden home, would start deteriorating within 
  twenty years and would be completely gone after forty years. They were defenseless, they had 
  no warships, no protection. The Argonians acted fast and approved the construction of a major 
  starfleet. 
  THE ENERGY FLUX: This heavy weapon requires 3 consecutive turns to arm. A devastating 
  weapon, as energy builds up around the target ship over an 8 impulse period, and when released 
  damages from 3 to 6 of its shields. In a matter of impulses the Energy Flux can rip down the 
  shields leaving the target ship unprotected. This powerful heavy weapon requires 3 turns to arm 
  and a total of 10 energy. There are 3 different ways of firing the energy flux called modes. 
  PLASMA PHASERS: The plasma phaser, as developed by Argonian scientists, functions 
  identically to a regular phaser except when fired at a plasma torpedo. The phaser itself is 
  identical, it is no more powerful than a standard phaser. The tracking system however, is 
  extremely accurate when confronted with the energy emissions given off by plasma torpedoes. 
  This extreme accuracy allows the phaser-P a greater damage potential when fired at plasma 
  torpedoes. 
  THE STROBE: This system was originally invented by the Argonians as a scanning system in 
  the Argonian Nebula. It was l!'iter discovered that the strobe could be used to inhibit the 
  scanning abilities of other ships. Modifications were made to make the strobe function 
  exclusively in this manner. All ships within range are affected, both friend and foe. 
  HULL ROTATION: Argonian ships function essentially the same as other ships with respect to 
  movement, except for their ability to perform hull rotations. No other race has this ability. A hull 
  rotation is simply turning the hull of the ship 60 degrees while continuing to move in the same 
  direction. The engines on most Argonian ships are not fixed in position they can rotate about the 
  ship. This allows the ships hull to rotate while the engines remain in position. 
  THE ARGONIAN NEBUL..A: The Argonian Nebula is located where the Romulan, Gorn and ISC 
  borders intersect. This nebula is similar to other nebulae until Y154 when it began to deteriorate. 
  Over a period of twenty years the Argonian Nebula slowly dissipated. It grew weaker and weaker 
  until, in Y175, it no longer existed. 
  ~~C\~_~~~C~O~MP~A~N~IO~N~G~A~ME~S~~ 
  ~~:;, 
  P.O. Box 392 
  oJ ~ 
  Stamford. NY 12167 
  93802 
  The material contained in this product is expansion material for use with the game STAR FLEET BATILES 
  (the starship combat game created by Amarillo Design Bureau and published by Task Force Games). This 
  product is not sponsored by, or affiliated with Amarillo Design Bureau or Task Force Games. This is an 
  independent product created solely by Companion Games. You must have STAR FLEET BATTLES 
  Captain's Basic Set to use this product. 
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/SFB - Companion Games Argonians-1.pdf