Vorlon Planet Killer: Cost 2xArmageddon (ancient pl)
1200 hp
Hull 5
Adaptive Armour
Self repair 10d6
Advanced Jump Point
Speed 4 Turns none, must all stop and pivot to turn (not sure if it was resolved whether vorlons can do this or not but this one CAN in any case

) It may NOT perform all power to engines though.
Weapons
Planetcracker beam - Range 24" Wide beam Boresight Arc special rules for damage and arc. see below.
The Beam requires enormous amounts of energy to charge and takes 10 turns to charge up once the ship enters realspace (if it starts off the table it must start the countdown from when it enters the table (it may fire ON turn 10 of this countdown) When the ship fires simply note a 24" boresight from the front of the ship. ANY object within 1" of this 'beam' (including friednly targets and terrain) is automatically hit and destroyed stealth and intercpetors are not defence though a singe dodge roll to avoid destruction may be attepted. Note that the beam goes THROUGH asteroids planets etc and destroys them so hiding behind terrain will NOT save you. If a planet is detroyed by the beam anything within its gravity well takes explosion damage as per an exploding ship but with 20AD for a small planet 40AD for a medium planet and 80AD for a large one.
Now those of you who have been paying attention will note that I have made the main weapon on this ship ludicrously powerful and the ship itself very tough. BUT that is all you have and you have a full 10 turns to stop it (nonetheless I would advise it only be used in scenarios and the hit points and hull might need tweaking (im tempted to lower it to hull 4 and give it 2000 hit points)