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new B5 Rules

From: mgrover@m...
Date: Tue, 28 Jan 1997 14:26:21 -0500
Subject: new B5 Rules

I just joined the list about a week ago, and thought It would be a 
good place to post the B5 rules. I Tried to keep these as simple as 
possible. I've also Included all the ships from the EA. We are still 
trying to get the other races just right. Let me know what you think!

Marshall

==================================================

Babylon 5 Rules for Full Thrust

Technology Levels

Stellar Age	(level 0)	
Galactic Age	(level 1)	
Gravitic Age	(level 2)	
Organic Age	(level 3)	
Ultratech		      (level 4) 
Ascendant	(level 5)	

For each tech level: (round all bonuses down)
 +10% internal space to use for systems.
 Weapons roll an extra 1/2 D6 to hit and add +1 to the damage roll on
 attack Enemy weapons roll  -1/2 D6 fewer to hit and subtract -1 to
 damage roll when they attack.	+ 1/2 a thrust point built in on their
 ship designs. Fighters have  the same bonuses, except for internal
 volume. -1/2 pip on the threshold damage roll -2" for weapons range
 +1 Thrust point available for turning For game balance, Ships are
 priced out at +50% per tech level.

 example: Mimbari cruisers (level 2) have +20% mass for weapons use.
 +1D6 to hit, +2 to damage on offense. -1D6 to hit, -2 to damage on
 defense. They also have an extra 1 thrust point available for
 turning. and -1 on all threshold damage rolls. Their weapons subtract
 4" from the range when firing. They can use an extra 2 thrust points
 for maneuvering. For game balance their ships cost +100% points.

 example2: Centauri Cruisers (level 1) have +10% mass for weapons use.
 +1 to damage on offense. -1 to damage on defense. Their weapons
 subtract 2" from the range when firing. they can use an extra thrust
 point for maneuvering. For game balance their ships cost +50% points.

Jump Drive technology

Jump Points
 Jump Points are a 3" circle, specified at the time of opening.
 Points take 2 turns to form and last for 4 turns.
 In order to open a jump point the ship needs a working jump drive and
 Firecon. If the drive or all the firecons are damaged while the point
 is forming, the point is ruined. The jumping ship cannot create
 another jump point while the first one is active.

Jump drive			Mass 5		Cost = (Mass of
ship*drive rating)/3
 To open a jump point the player specifies a point within 20" of the
 jumping ship and announces a jump point is forming. If any ship
 passes within 6" of this point while the point is forming, it is
 ruined, and the jump drive must be recharged. Jump drives have a
 rating between 1 and 6, to recharge the drive the player needs to
 roll under that rating on a 1D6. Each failed threshold check on a
 jump drive causes this number to go down by 2, once it reaches 0 the
 jump drive is no longer functional.

Jump gate	
 Jump gates can only be opened to enter hyperspace by the race that
 owned them, but can be used by anybody to enter realspace. Jump gates
 are made up of at least 3 pylons, each with a mass of 60, 1 firecon
 and 1 jump drive. Multiple drive firecons and pylons can be added for
 redundancy. Jump gates are a terrain feature 6" long and 3" apart If
 a jump drive or firecon on the pylon is destroyed the point will
 still form, only when all drives are destroyed will the gate fail.

NEW WEAPONS
Telepath			Mass: 0 			Cost:
rating*rating
 Telapaths are rated between 2 and 12, they are only useful against
 shadow ships. They 
attack as follows:
 Range: 	Modifier:
 4xrating		+3 to hit
 3xrating		+2 to hit
 2xrating		+1 to hit
 1xrating		normal
Roll 2D6 and add the modifier, if that number is less than the rating
the Telepath hits. Roll 1D6 on the following chart.
 1-3		No Effect
 4-6		Shadow ship will not move or fire for the next 1D6
turns. The
	shadow ship loses all defensive to hit bonuses, but keeps damage
 reduction bonuses.

Energy Mine Launcher		Mass: 5 			Cost: 10
Energy mine launchers are a heavy weapon fitted to large ships.  Each
energy mine launcher has a small 60 degree fire arc (11 o'clock to 1
o'clock) and requires a separate fire control to fire. It Targets one
enemy vessel within 24" of the firing vessel. When fired the attacker
rolls 2 dice, and declares which one is thew drift die and which one
is the range. If the die roll is doubles the mine hits the target.
Otherwise multiply the drift die by 2 and move the mine the range dice
in inches away from the target in the direction of the drift die. The
mine scores 3d6 hits against the target, and every ship within 6" of
the target, the damage being reduced by 1D6 per 2" away from the point
of impact.

EX: a Narn DN fires an energy mine against a centauri Task Force. The
Narn rolls 2 dice and gets double 3's, hitting the cruiser aimed at. A
centauri DD 4" away gets 1D6 hits. A Centauri DN 2" away gets 2D6
hits. 

EX2: The same Narn DN fires again, this time rolling a 3 and 2. The
mine explodes 3" away from the target bearing 4 o'clock. The Centauri
cruiser still gets 2D6 hits. The other ships may or may not get hit
depending on the position relative to the explosion.

Armor								Cost: .5
ship mass per level
Each level of armor adds 1 row of damage boxes to the ship, these
boxes must be destroyed before the normal boxes and don't count for
threshold checks. Each level of armor reduces the speed of the ship by
one.

Fighters/Anti-fighter
All fighters are considered agile. Both fighters and anti-fighter
weapons do NOT get the range bonuses.

Turreted Weapons
Up to 4 weapons of the same type can be placed in a turret. Each
additional weapon adds 50% to the weight of the turret. Turrets count
as 1 threshold hit.  Weapons from 1 turret can fire at 1 target only.
Up to 2 A, 3B or 4C can be placed in a turret.

Mines
Mines are not effected by the to hit adjustments, and only have 50% of
the damage adjustment.

Shadow ships
 Shadow ships are classed 1 and up ,For each class add 1 360' AA
 Megabattery, 1 PDAF and 1 fighter group. Each battery can target a
 single ship or fighter group. Shadow ships have a speed of 8 and can
 use it all for maneuver. All the classes have class 3 armor, 3 fire
 controls.
Shadow ships can enter and leave hyperspace at will.
 All shadow ships are equipped with a jump point destabilizer. This
 device has a range of 40", it automatically hits and destroys the
 jump point it is aimed at. Shadow ships have 12 Mass an 10 damage
 points per class. They are rated at 300 points per class. They can
 launch 1/2 a fighter group per class per turn, round fractions up.

Example: A class 5 shadow ship has 5 360' AA megabatteries, 5 PDAFs
and 5 Fighter groups. level 3 armor and 3 fire controls. It can launch
3 Fighter groups per turn. The mass is 60 and it has 50 damage points.
It is +2D6 to hit, +4 to damage on offense. -2D6 to hit, -4 to damage
on defense. They also have an extra 2 thrust point built in on their
ship designs. They are -2 on all threshold damage rolls. They subtract
8" from the range when firing. They can use an extra 4 thrust points
for maneuvering.

Changes from the original rules
The AA megabetteries do NOT overload.
There are no shields.
Ships can fire into the aft arc.
Railgun shots may be intercepted by PDAF and ADAF systems.

Ships of the Earth Alliance Starfleet
Omega Class Destroyer
The big stick of the Earth Alliance fleet.
Hull:  13, 13, 13, 13
Armor: 13,13 (level 2)
Drive: 6 (Speed 4)
Jumpdrive rating: 3
Firecon: 3

WEAPONS:
4x Fighter
2x2 turreted A Btty P/F/S
2x AA Megabtty F/A
2x2 turreted B Btty F/P/A
2x2 turreted B Btty F/S/A
4xPDAF
2xADAF

MASS: 104
DP: 52
COST: 1310pts
Tech Level: 0

Saratoga Class BattleCruiser
The workhorse of the fleet, not as provacative, or as expensive as an
Omega class, Hull: 8,8,8,8 Armor: 8,8 (level 2) Drive: 6 (Speed 4)
Jumpdrive rating: 3 Firecon: 3

WEAPONS:
2x2 turreted B Btty P/F/S
2x AA Megabtty F/A
1x fighter
1xADAF
2xPDAF

MASS: 64
DP: 32
COST: 742
Tech Level: 0

Sun-Tsu Class Heavy Escort
Hull: 4,4,5,5
Armor: 4 (Level 1)
Drive: 5 (Speed 4)
Jumpdrive rating: 3
Firecon: 3

WEAPONS:
1xFighter
1x2 turreted B Btty P/F/S
2x A Btty F/A
2xPDAF 

MASS: 44
DP: 22
COST: 438
Tech Level: 0

Nelson Class Escort
This ship is used as an ESCORT only, it has no Integral jump drive of
it's own, and is only seen with convoys or a larger ship. It is
heavily optimized for anti fighter warfare, and must stay very close
to the capital ship, or it will be vaporized before it can come into
range. Hull: 4, 5, 5, 5 Armor: 4 (Level 1) Drive: 5 (Speed 4)
Jumpdrive rating: NONE Firecon: 3

WEAPONS:
2x2 Turreted C Btty P/F/S
2xB Btty F/A
3xADAF
2xPDAF

MASS: 36
DP: 18
COST: 461
Tech Level: 0

Iriquois Class Scout
Hull: 4,4,5 
Armor: 4 (Level 1)
Drive: 5 (Speed 4)
Jumpdrive rating: 3
Firecon: 2

WEAPONS:
2x2 turreted C Btty P/F/S
2xB Btty F/A
1 PDAF

MASS: 26
DP: 13
COST: 240
Tech Level: 0

Leipzig Class Frigate
Hull: 4,4,5 
Armor: 4 (Level 1)
Drive: 5 (Speed 4)
Jumpdrive rating: None
Firecon: 2

WEAPONS:
2x2 turreted C Btty P/F/S
2xB Btty F/A
1 PDAF

MASS: 16
DP: 8
COST: 157
Tech Level: 0

Designers Notes/credits:
For the full tech level text check out Voltayre's ENCYCLOPEDIA
XENOBIOLOGICA (the best babylon 5 site on the web!!!)
http://ccwf.cc.utexas.edu/~atropos/Voltayre/ex1.html The tech level
descriptions are very neat and detailed.

 I've tried to keep the rules very simple, and have most of the work
 done in the designing of the ships. different tech levels can be used
 in the same ship. The white star (still in playtesting) has mimbari
 weapon bonuses, but Vorlon thrust and defensive bonuses.

 If you have any comments or questions please send them to
 mgrover@mint.net

Marshall Grover

"A Jedi's Greatest Enemy is Himself" - Obi-Wan Kenobi

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