B5 rules - Long, not complete

5 posts ยท Dec 6 1996 to Dec 9 1996

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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From: Mark A. Siefert <cthulhu@c...>

Date: Fri, 6 Dec 1996 17:12:12 -0500

Subject: Re: B5 rules - Long, not complete

They look great! When they're finished may I put them on the page?

Later

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Mon, 9 Dec 1996 08:37:01 -0500

Subject: Re: B5 rules - Long, not complete

Kewl! Just one question/typo:

> On Fri, 6 Dec 1996 tsmccart@ewd.dreo.dnd.ca wrote:

> Centauri Battle Lasers

If it is more massive than the Centauri Battle Laser, shouldn't it have a
greater mass...?

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

Date: Mon, 9 Dec 1996 09:58:12 -0500

Subject: B5 rules - Long, not complete

> tsmccart@ewd.dreo.dnd.ca writes:

@:) 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.

@:) [...]

@:) Special Maneouvres

@:) [...]

@:) A sideslip maneouver sometimes allows a ship to retain its facing @:) but
move half its distance along a different facing.

Looks like you've spent some time on this so you might not be interested, but
my group has had a great deal of success using a very small modification of
the FT rules for sideslips. Namely, a ship can
make a standard FT-style turn but turn in different directions in each
step of the turn. Works quite well.

@:) [...]

@:) Minbari Fusion Beam Weapons

@:) [...]

@:) 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".

Probably you mean 36" to 48". This has nothing to do with your rules: it's
just a nitpick of mine that people seem to like leaving
inch-wide gaps in their weapons ranges.

Anyway I like these. I will have to compare them with previous B5 rules but I
may consider suggesting them for a new campaign that our group may be starting
in the near future.

From: tsmccart@e...

Date: Mon, 9 Dec 1996 13:06:47 -0500

Subject: Re: B5 rules - Long, not complete

Yes, Oerjan is correct. I said it was more massive, then gave it the same
MASS. Originally, the Heavy Laser was to have a higher MASS and lower point
cost than the Battle Laser, but then I abandoned the points as a balancing
factor and just went with MASS. Since it does twice the damage but has half
the fire rate, I couldn't see giving it anything other than the same MASS. I
guess they're just big, bulky, have limited arc, and have more exposed
externally mounted components.

So, anyway, the rule stands even if it contradicts my descriptive text.

Tom