RANGERS:

-White Star-
A revolutionary Minbari warship.  Approximately the size of a frigate, the 
craft packs quite a punch.  It is also one of the smallest craft capable of 
creating its own jump point.  It comes with a ton of new rules.

*The White Star IS an agile ship.

*The iniative bonus is read as:
 standard bonus (bonus when with three other Minbari or Ranger units)

*It can regenerate one point of any system on each side of the ship a turn 
 ("primary" counts as a side).  NOTE: it cannot repair destroyed systems, only 
 damaged ones.

*It can fire the heavy neutron beam sustained for three or more turns.  Their 
 is no preparation needed for the first shot of sustained fire.  The 
 technology is such that the turns of firing are the only ones that require 
 the "sustained" levels of addional power.  There are no "preparation" turns 
 needed.

*Multi-turn firing sustained would be much the same as two turns, with the 
 following exceptions:
-each turn after the first turn of firing, the weapon requires that much (the 
 turn number) more power.  (Ex. on turn 3, it would require 3 more than 
 double what it would provide if deactivated, on turn 4, it would require 4 
 more, etc.)
-if you wish to continue the sustained shot that missed, you must continue 
 providing the required power and you roll for each turn 
-the weapon requires two turns additional cool-down for every turn it fires 
 over the initial two.  Example: the Neutron cannon takes 3 turns to recharge.  
 The White Star fires it for three turns.  It would take 3 turns (std. 
 recharge) + 1 turn (std. sustain recharge) + 2 turns (one over std. sustain) 
 = 6 turns

*each turn the White Star takes a hit from a given weapon, it "learns" how to 
 adapt to that type.  Subtract one from each shot for all subsequent hits    
 of that type.  This is subtracted from the total damage of the weapon.  This 
 is cumulative, up to 6 points (eg. each hit it learns to absorb one point 
 more damage.  It can never learn to absorb more than 6 at a time).  This was 
 designed to make it resilient to fighter attack (like we saw in the show) but 
 still vulnerable to ship attack (again, as we saw in the show).

*The jammer works as the Minbari jammer does.

-Whitestar Prototype fighter-
The prototype to the White Star.  Not very widely deployed, as the White Star
was more than adequate for all types of missions that fighters would normally
be used on, so the Whitestar fighter was unneeded.  They were used in several
notable encounters before the White Star ships were complete.

*The fighter can regenerate one hull box per turn.  It cannot regenerate 
 destroyed systems (criticals).  The regeneration can be stopped voluntarily.

*each turn the Whitestar takes a hit from a given weapon, it "learns" how to 
 adapt to that type.  Subtract one from each shot for all subsequent volleys 
 of that type (for raking weapons, 1 would be subtracted from each volley of 
 10).  This is cumulative, up to 2 points (eg. each hit it learns to absorb 
 one point more damage.  It can never learn to absorb more than 2 at a time).  

*The jammer works as the Minbari fighter's jammer does.

-Whitestar Prototype Fighter-B: Assailer-
Similar to the production Whitestar prototype fighter, this variant carried
missiles for fixed installation attack.



    Source: geocities.com/~dderidex/ships

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