B5\FT\Shadows\Telepaths
From: "Mike Wikan" <mww@n...>
Date: Thu, 10 Oct 1996 07:51:38 -0400
Subject: B5\FT\Shadows\Telepaths
After FINALLY seeing Walkabout, Here are my first pass telepath v.
Shadow rules:
Telepaths are rated P1-P6
a "P" rating costs 100 pts per level
Shadow cruisers have a "P" resistance rating of 6.
Psychic Warfare Phase is after orders are written but before movement
is executed.
If a Shadow Cruiser is in a ship's Forward Arc, and within the
Telepath's "P"rating times 3 in inches, The telepath may attempt to
"Lock" the Shadow Cruiser. Both sides roll 1d6 and add the "P" level
of the telepath. If the Shadow Cruiser wins, the attacking telepath
temporarily loses 1 level of "P" rating from exhaustion, and the
Shadow Cruiser may execute it's movement/Fire orders as written.
If the Shadow Cruiser loses, it's velocity is immediately 0 and it
may execute no move or fire orders. Once a Shadow Cruiser is "Locked"
the Telepath may hold it for a number of rounds equal to His/her
"P"rating, losing one level of "P"per round from exhaustion. At the
End of the turn in which the Telepath's rating reaches 0, the Shadow
Cruiser is free to act as normal. Exhaustion "P" losses recover at a
rate of 1 point per round telepath does not attempt to Lock a Shadow
Cruiser. If multiple Telepaths attack one Cruiser, Take the Highest
rated Telepath and add 1/2 of the ratings of the added
telepaths(round down) to the "Leader" Telepath. Exhaustion rules
affect ALL Telepaths in an attacking group.
Human Telapaths may be bought from P1-P5
Minbari Telepaths may be bought from P2-P6
Centauri Telepaths may be bought from P2-P5
Questions? Comments?
Mike Wikan
Game Design\Conceptual Art
n-Space, Inc.