B5\FT\Shadows\Telepaths

4 posts ยท Oct 10 1996 to Oct 11 1996

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?

From: Indy Kochte <kochte@s...>

Date: Thu, 10 Oct 1996 15:25:37 -0400

Subject: Re: B5\FT\Shadows\Telepaths

> After FINALLY seeing Walkabout, Here are my first pass telepath v.

No P10s, no P12s?

> Psychic Warfare Phase is after orders are written but before movement

Pretty good. I like 'em.

> Human Telapaths may be bought from P1-P5

No P10s? No P12s?? <whine!>

:-)

Mk

From: Joachim Heck - SunSoft <jheck@E...>

Date: Thu, 10 Oct 1996 15:33:03 -0400

Subject: B5\FT\Shadows\Telepaths

> Mike Wikan writes:
@:) After FINALLY seeing Walkabout, Here are my first pass telepath v.
@:)
@:) [...]
@:)

This email may contain minor spoilers for those who have not seen Walkabout.

So after FINALLY seeing it myself, I noticed a minor(?) discrepancy between
the B5 universe and our own Mark Kochte's B5 rules regarding Heavy Beam
Weapons. Someone else had some rules to do with BREWs and their ilk but I
forget who it was so I didn't look those rules up.

In Walkabout we found out a pretty thing about HBWs. Because of the
enormous amount of freely-flowing energy travelling through one of
these beams, physics, causality and common sense are all locally
suspended, resulting in the SMPD (or stop-motion plot device) effect.
This effect cause ships hit by these large energy weapons to stop dead in
their tracks for reasons which Dr.Newton would probably have had a hard time
explaining. Nevertheless, it happened. Thus this brief document. Veni, Vidi, I
wrote a rule, as they say.

SMPD effect of HBW: Each point of damage caused by an HBW also reduces the
velocity of the ship hit by the beam by one unit (inch, generally) per turn.
The reduction in velocity goes into effect during the next turn and
  should be entered into the movement plot as a -N, where N is equal
to the total damage done by HBWs fired by ships in the target ship's front arc
in the previous turn.

To keep this simple, the SMPD effect can be assumed only to occur when the
firing vessel is in the front arc of the vessel hit by the beam.

That's it, but I think it could make a big difference in the way battles, and
fleet actions in particular, are fought. Ships have the capability to stop
other ships dead in their tracks just by shooting at them.

From: Adam Delafield <A.Delafield@b...>

Date: Fri, 11 Oct 1996 04:10:52 -0400

Subject: RE: B5\FT\Shadows\Telepaths

Date sent:  11-OCT-1996 09:05:31

> In Walkabout we found out a pretty thing about HBWs. Because of the

> SMPD effect of HBW:

This only happens to Shadow ships, who probably recoil from the pain.
As their drives are obviously not reaction/thrust based, what happens
when one goes into convulsions of agony is anyones guess. I'd say it would be
more accurate to force bioships who suffer a set amount of damage (say one
row) would be forced to use its maximum available thruster power to
decelerate.