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. --- Begin Included Message --- 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 --- End Included Message ---