B5 rules - Long, not complete
From: tsmccart@e...
Date: Fri, 6 Dec 1996 16:20:19 -0500
Subject: B5 rules - Long, not complete
Well, I liked certain things about Geoffrey Stewart's B5 rules, and
other
things about Mark Kochte's B5 rules, and both I expect were affected by
list
discussions, but here's the rules I'm looking at using right now for B5.
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Heavy Beam Weapons (HBWs)
The heavy weapons of the young races have certain characteristics in
common.
All are limited to a 60 degree firing arc fore or aft. All have a to
hit roll
of 3+ at range 0-8" and getting one worse for each 8" range increment.
All
can make called shots at -3, destroying one target system as if hit by
aneedle
beam shot and doing normal damage. All get a +1 to hit vs slow moving
targets
(6" or less), -1 vs fast targets (more than 12"), and -2 vs. very fast
targets
(24" or more). All gain a +1 for each level of sensors beyond basic and
a -1
for each level of stealth or ECM the target has beyond basic.
Each HBW fired requires its own fire control . All are uninterceptable.
Each
HBW has the option of sustained fire, where the ship doesn't maneouvre
on turn
1, but if it hits, gets +2 to the roll to double damage on turn 1 and
automatically hits the same target again in turn 2 for normal damage
provided
it remains in arc. On turn 2 after a miss or turn 3 after a hit, the
HBW
spends one turn cooling, then on turn 3 or 4 begins to recharge.
Centauri Battle Lasers
These HBWs are MASS 3, do damage as a Class 2 railgun, and fire every
turn (no
recharge). They may be fitted to fire 10 o'clock to 12, 11 o'clock to
1, or
12 o'clock to 2.
Heavy Lasers
The ships of the Narn Regime and Earth Alliance fit a much more massive
HBW.
This MASS 3 system fires every other turn and does damage as a Class 4
railgun. It takes one turn to recharge. They may only be fitted
through the
11 o'clock to 1 or, for the EA, 5 o'clock to 7 arcs.
Heavy Pulse Cannons
Heavy Pulse Cannons are an Earth Alliance rapid fire heavy weapon. In
play,
it is very much like an enhanced AA megabattery, starting with 5 dice at
close
range and dropping one die for each 16" increment out to 48". It may
share
fire control with interceptors and Pulse Cannons in offensive roles, but
is
limited to a 60 degree firing arc. This system is MASS 4.
Pulse Cannons
Pulse cannons are the standard close-defense, anti-fighter, and
defensive
interception system of the young races. In play, they are very much
like C
beam batteries. If your orders list them as offensive mode, they may
attack
enemy ships with a one dice attack with a range of 12". In anti-fighter
mode,
they act as a limited ADAF, capable of attacking an enemy fighter group
within
6" and killing a fighter on a 5 or 6. if a fire control has been put on
defensive mode, any pairs of Pulse Cannons also in defensive mode can
act to
intercept incoming fighter, heavy pulse cannon, and pulse cannon shots,
effectively acting as a screen in one 90 degree firing arc they share.
The
system is MASS 1 and may have up to 3 arcs.
Interceptors
Interceptors are an Earth Alliance defense system specialized in
intercepting
incoming fire and defending against fighters. In anti-fighter mode, the
system works as 2 PDAF. In defensive mode, interceptors act as a 360
degree
screen against enemy pulse cannon and fighter fire. This is a MASS 3
system.
Fighter Changes
Fighters appear more frequently in B5, and are often decisive
anti-fighter and
anti-ship weapons. All fighters in B5 are agile. This costs +3 pts per
fighter and gives a 360 degree attack arc. Because almost every ship of
a
decent size in B5 carries its own complement of fighters for support,
fighter
bays will be reduced to MASS 4.
Energy Mine
Energy mines are a heavy weapon fitted to large ships of the Narn
Regime. It
can be a devastating weapon within tight clusters of ships. The energy
mine
has a small 60 degree fire arc (11 o'clock to 1 o'clock) and requires a
separate fire control to fire. it may not be intercepted by enemy ships
and
may only fire every other turn. Because it targets a hex, not an enemy
ship,
the target coordinates are marked during the fighter movement phase or
included in PBeM orders. Roll to hit the target hex. On a 5 or 6, the
mine
is on target. Otherwise, it misses by 2 inches. On a 1, it misses
short. On
a 2, it misses port. On a 3, it goes long and on a 4, it scatters
starboard.
At the point of impact, the mine does a 12 dice attack against which
armour
(like Vorlon learning skin) and forcefields (like Minbari defensive
screens)
are the only defence. For each inch away from the point of impact,
remove a
high and low die from the damage roll. This system is MASS 5.
Sensors and Stealth/ECM
Sensors and Stealth/ECM systems are rated as rudimentary (D4), basic
(D6),
enhanced (D8), superior (D10), and scary (D12). The two ratings are
used in
an opposed roll when a ship targets another. The Sensors get a single
closed
shift (not past D12) up one die type within 6" and the stealth/ECM gets
a
closed shift up for each 6" range increment beyond 18". If the
stealth/ECM
beats the sensors, the target has another -1 to be hit or an additional
screen
vs. pulse cannons. If two fire controls are targetting the vessel,the
sensors
vs. stealth/ECM roll is made against each fire control. Stealth/ECM
cannot
fool fighters.
Sensors may also be used against cloaked ships. The sensors must exceed
a
target number of 7 in order to know the location of a cloaked ship.
They
still may not fire at the cloaked ship.
Despite duplicate terminology, these are not the sensors from More
Thrust.
These rules (along with forcefields and armor) are one of the biggest
distinguishing characteristics between tech levels.
Earth Ships Are Easy
Both the Earth Alliance and Narns have learned how to build their space
navies
by trading with or working for the Centauri Republic. Earth Alliance is
an
aggressive and brash young race whose ships emphasize defensive
interceptor
fire and potent offensive punch, while the Narns emphasize solid
construction,
durability, and good maneouvrability. While EA ships are the only power
using
interceptors, they only get two damage boxes per 5 MASS, not the one box
per 2
MASS which Centauri and Narn ships enjoy.
Special Maneouvres
A roll takes 2 thrust and inverts the ship so that port weapons bear on
targets in starboard arcs and vice versa. Usually only significant
after
unlucky threshold checks eliminate pulse cannons from one side,
rendering it
weaker.
A sideslip maneouver sometimes allows a ship to retain its facing but
move
half its distance along a different facing. The angle of sideslip is
governed
by the amount of thrust available for turns. For example, a ship with
thrust
8 has 4 points of thrust available for turns or sideslips. If the ship
had
facing 12 and the orders were ss4p, the ship would make a 2 point turn
to port
(the p), move half its distance along facing 10, then make a 2 point
turn
starboard and then move half its distance along course 12. With an even
number of points in the sideslip, facing is maintained, but some motion
is
directed along an angle oblique to the start and end facing. Sideslips
with
odd amounts of thrust don't maintain the facing, the extra point of
turning is
spent at the midpoint, bringing the ship back closer to the original
line of
movement.
Jump Drives
As Mark Kochte's rules.
Power Shunts
Power shunts allow a jump drive to be taken offline for the remainder of
the
scenario, and allow a beam weapon to extend its sustained fire for
another
turn during which it auto hits if the target is in arc, but gets no
bonus to
double the damage.
Minbari Fusion Beam Weapons
Minbari fusion beams are more advanced weapons than pulse cannons, but
perform
similar roles and have similar machanics. These weapons are comparable
to
standard Full Thrust beam weapons against ships or as long range ADAF
systems
with fighter kills on a 5 or 6.
Available in classes 1 to 4, with corresponding MASSes of 1 to 4. Class
1
fusion beams attack ships and fighter groups with one die and a range of
12",
like a C beam battery. Class 2 fusion beams are akin to B beam
batteries,
Class 3 fusion beams are like A beam batteries. The Class 4 fusion beam
has 4
dice in the first 12" and drops off one die per 12" to one die at 37 to
48".
Minbari weapons do not fire in the aft arc, and while Class 1 Fusion
beams may
have up to 270 degree traverse, Class 2 may only have 180 degrees, Class
3 is
limited to 90 degrees, and Class 4 is limited to 90 degrees forward.
Minbari Neutron Cannons
Minbari Neutron Cannons are an advanced form of the HBW. They are
available
as Class 1, 2, 3, or 4 with MASSes equal to twice the class. They are
limited
to a 120 degree fire arc of 10 o'clock to 2 o'clock.
May fire as a HBW and do damage as a railgun of equivalent class with no
need
to recharge
May fire as a HBW and do damage as a railgun of one higher class with
one turn
needed to recharge
May fire as a HBW using sustained fire and do damage as a railgun of
equivalent class with one turn needed to recharge
May fire as a fusion beam weapon of equivalent class when targetting
fighters
Minbari Forcefield
A Minbari forcefield acts as a screen against pulse cannons, heavy pulse
cannons, and energy mine attacks. Each forcefield generator is MASS 3.
Minbari Drives
The Minbari thrusters allow two thirds of thrust (rounded up) to go
toward
turning.
Minbari Fighters carry more than 50% more firepower, giving a +1 to
their
attack dice against ships and in dogfights.
Vorlon Learning Skin
A Vorlon learning skin is a biological hull which acts as armor in Full
Thrust. Level 1 learning skin on a ship not only gives the effect of
level 1
armour but also alows the ship to have 2 damage boxes per 3 MASS.
Omega Destroyer
MASS 96
Damage 38 (9/9/10/10)
Thrust 2
Jump Drive
Standard fire control and damage control
Rudimentary sensors, ECM
2 Interceptors
1 Pulse cannon (APF)
1 Pulse cannon (FSA)
1 Pulse cannon (PF)
1 Pulse cannon (FS)
1 Pulse cannon (SA)
1 Pulse cannon (AP)
1 Heavy Pulse Cannons (10 to 12 o'clock)
1 Heavy Pulse Cannons (12 to 2 o'clock)
2 Heavy Lasers (11 to 1 o'clock)
2 Heavy Lasers (5 to 7 o'clock)
4 Fighter bays
Hyperion
MASS 44
Damage 18 (4/4/5/5)
Thrust 4
Jump Drive
Standard fire control and damage control
Rudimentary sensors, ECM
1 Interceptors
1 Heavy Pulse Cannon (10 to 12 o'clock)
1 Heavy Pulse Cannon (12 to 2 o'clock)
1 Heavy Laser (11 to 1 o'clock)
1 Pulse Cannon (PF)
1 Pulse Cannon (FS)
1 Pulse Cannon (PA)
1 Pulse Cannon (AS)
1 Fighter bay
Narn Heavy Cruiser
MASS 64
Damage 32 (8/8/8/8)
Thrust 5
Jump Drive
Standard fire control and damage control
Rudimentary sensors, ECM
2 Energy Mines
2 Heavy Lasers (11 to 1 o'clock)
2 Pulse cannons (PF)
2 Pulse cannons (FS)
2 Pulse cannons (SA)
2 Pulse cannons (AP)
2 Fighter bays
Narn Cruiser
MASS 30
Damage 15 (5/5/5)
Thrust 7
Jump Drive
Standard fire control and damage control
Rudimentary sensors, ECM
1 Energy Mine
2 Heavy Laser (11 to 1 o'clock)
1 Pulse Cannon (PF)
1 Pulse Cannon (FS)
1 Pulse Cannon (PA)
1 Pulse Cannon (AS)
Centauri Heavy Cruiser
MASS 56
Damage 28 (7/7/7/7)
Thrust 4
Jump Drive
Standard fire control and damage control
Basic sensors, ECM
1 Battle Laser (10 to 12 o'clock)
1 Battle Laser (12 to 2 o'clock)
2 Battle Lasers (11 to 1 o'clock)
1 Pulse cannon (FS)
1 Pulse cannon (PF)
1 Pulse cannon (APF)
1 Pulse cannon (FSA)
4 Pulse cannons (PFS)
2 Fighter bays
Centauri War Ship
MASS 30
Damage 15 (5/5/5)
Thrust 6
Jump Drive
Standard fire control and damage control
Basic sensors, ECM
1 Battle Laser (10 to 12 o'clock)
1 Battle Laser (11 to 1 o'clock)
1 Battle Laser (12 to 2 o'clock)
2 Pulse Cannon (PF)
2 Pulse Cannon (FS)
1 Pulse Cannon (PA)
1 Pulse Cannon (AS)
White Star
MASS 18
Damage 12 (6/6)
Thrust 8 (6 for turns)
Jump Drive with Power Shunt
Standard fire control and damage control
Superior sensors, ECM
Level-1 armor
1 Forcefield
Class 3 Neutron Cannon
Minbari War Cruiser
MASS 96
Damage 48 (12/12/12/12)
Thrust 4 (3 for turns)
Jump Drive with Power Shunt
Standard fire control and damage Control
Superior sensors, ECM
2 Forcefield
1 Class 4 Neutron Cannon
2 Class 3 Fusion Beam (F)
1 Class 2 Fusion Beam (PF)
1 Class 2 Fusion Beam (FS)
6 Fighter bays
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