new B5 Rules

17 posts ยท Jan 28 1997 to Feb 13 1997

From: Marshall Grover <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

From: Marshall Grover <mgrover@m...>

Date: Tue, 28 Jan 1997 15:44:43 -0500

Subject: Re: new B5 Rules

OOPS!! I forgot to put in which races are which tech level!
TL 0 Humans and most of the Non-Aligned worlds.
TL 1 Narn and Centauri TL 3 Mimbari TL 4 Vorlon TL 5 The Shadows TL 6 nobody
yet, but if they are evil Be Afraid.... Be very Afraid!!

From: Marshall Grover <mgrover@m...>

Date: Wed, 29 Jan 1997 00:56:02 -0500

Subject: Re: new B5 Rules

DAMN!! I hate typos

 TL 0 Humans and most of the Non-Aligned worlds.
TL 1 Narn and Centauri
 TL 2 Mimbari
 TL 3 Vorlon
TL 4 The Shadows TL 5 nobody yet, but if they are evil Be Afraid.... Be very
Afraid!!

Maybe i can get it right this time <G>

From: Joe A. Troche <trochej@s...>

Date: Wed, 5 Feb 1997 02:11:31 -0500

Subject: Re: new B5 Rules

Aren't the Vorlons and the Shadows at the same Tech lvl. They achieve the
simular results, the means only appear different.

> At 08:44 PM 1/28/97 +0000, you wrote:

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

Date: Wed, 5 Feb 1997 15:59:10 -0500

Subject: Re: new B5 Rules

> Joe A. Troche writes:

@:) Aren't the Vorlons and the Shadows at the same Tech lvl. They @:) achieve
the simular results, the means only appear different.

@:) >TL 4 Vorlon @:) >TL 5 The Shadows

If anything I would think the Shadows were at a lower tech level. It took a
bunch of them to kill Kosh. Or maybe the Vorlons just work out more than the
Shadows.

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

Date: Wed, 5 Feb 1997 19:12:35 -0500

Subject: Re: new B5 Rules

> @:) Aren't the Vorlons and the Shadows at the same Tech lvl. They

Yeah, but note that Kosh didn't kill one. He hurt 'em, but couldn't kill any
one of them. It's been given that the Vorlons and the Shadows have been around
approx the same length of time, and are essentially balances of power to each
other. Otherwise, one would think that one of the two races would have wasted
the other long ago. I'd say they're the same tech.

Guess we'll find out this week just how balanced they are...

Mk

From: Donald Hosford <hosford.donald@a...>

Date: Wed, 5 Feb 1997 20:07:12 -0500

Subject: Re: new B5 Rules

> At 03:59 PM 2/5/97 -0500, you wrote:
Maybe the Vorlons are a relitivly "Younger" race, compaired to the Shadows,
and maybe the shadows got into a "dont rock the tech boat" attitude, while the
vorlons didn't. That might explain why it took so many shadows to kill kosh?

From: M Hodgson <mkh100@y...>

Date: Thu, 6 Feb 1997 04:04:29 -0500

Subject: Re: new B5 Rules

> Aren't the Vorlons and the Shadows at the same Tech lvl. They achieve

-Take an early glimse at s4 if you get chance !  It will aid you in
assesing who has the better tech Vorlons or shadows.

-Michael
> >TL 0 Humans and most of the Non-Aligned worlds.

> > Be Afraid.... Be very Afraid!!
Well said

From: Marshall Grover <mgrover@m...>

Date: Thu, 6 Feb 1997 08:03:09 -0500

Subject: Re: new B5 Rules

> Joe A. Troche wrote:
According to: Voltayre's ENCYCLOPEDIA XENOBIOLOGICA
http://ccwf.cc.utexas.edu/~atropos/Voltayre/ex1.html

they are different tech levels. I based the tech levels on that, But look for
a new set of rules in the next week, revised the telepath to make them less
shadow hosing!

From: Marshall Grover <mgrover@m...>

Date: Thu, 6 Feb 1997 08:22:30 -0500

Subject: Re: new B5 Rules

> hosford.donald wrote:

> >> Maybe the Vorlons are a relitivly "Younger" race, compaired to the

or maybe Kosh was really, really good <G>. I designed the tech roles so that
the shadows would have a slight advantage over the Vorlons, Kick some mimbari
Butt, and the EA would just roll over and die. It worked out that way in
playtesting, 3 saratogas (EA), 3 Omegas (EA), 3 Mimbari war cruisers against a
class 6
shadow vessel (really, really big), he took out 2 mimbari and 80+
fighters. The only reason we got him was we were testing the telepath rules
and they were much too powerful. The EA (me) didn't get touched, I let the
boneheads do all the fighting, except for my vailiant starfuries!

Geez, I didn't think i'd be stirring up such a hornets nest with tech levels!

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

Date: Thu, 6 Feb 1997 09:03:20 -0500

Subject: Re: new B5 Rules

> Aren't the Vorlons and the Shadows at the same Tech lvl. They

Keep in mind that we've learned a great deal more about the
Shadows/Vorlons and
their tech capabilities in the last few eps from Season 4, and the
Excyclopedia Xenobiologia is only updated partially through "Z'Ha'Dum". I
applaud Voltayre's massive efforts in keeping up with the Xeno page, but it's
not all canon (but
hey, I never claimed my B5 rules were, either ;-). I s'pose the only way
to *really* resolve this issue would be to go ask jms directly. Or wait for
the B5
RPG and/or tactical board games to come out (since they *are* talking to
jms directly) and see what they have to say (I'm guessing my B5 rules will
become
defunct when J Tuffley's combat rules come out in the RPG game - but
they will
have been fun while they lasted! :-} ).

Mk

From: Allan Goodall <agoodall@a...>

Date: Wed, 12 Feb 1997 17:00:21 -0500

Subject: Re: new B5 Rules

> At 08:07 PM 2/5/97 -0500, you wrote:

> Maybe the Vorlons are a relitivly "Younger" race, compaired to the

Well, as was made pretty clear in recent episodes, they are pretty close in
tech level and age. I got the impression that the Vorlons and the Shadows were
just different. It took a number of Shadows to kill Kosh, but how many
survived? In the episode "Into the Fire" Shadows are pretty easy to kill. On
the other hand, both Shadow and Vorlon ships can be taken out by large nukes,
so they aren't invulnerable. When you see enough of the show, you won't think
the Shadows are a lower tech than the Vorlons...

From: Allan Goodall <agoodall@a...>

Date: Wed, 12 Feb 1997 17:00:23 -0500

Subject: Re: new B5 Rules

> At 09:04 AM 2/6/97 +0000, you wrote:

I'm not sure the Mimbari are that mush above Narn and Centauri. Perhaps the
Mimbari are just different.

> >TL 4 Vorlon

I'd have to put them more on an even footing. Individual Vorlons look to be
tougher than Shadows, Shadow ships and Vorlon ships look to be about the same
in combat.

> >TL 6 nobody yet <<snippage>>

Heeheeheehee. The episode you want to see is "Into the Fire"...

From: Donald Hosford <hosford.donald@a...>

Date: Wed, 12 Feb 1997 22:47:26 -0500

Subject: Re: new B5 Rules

> At 05:00 PM 2/12/97 -0500, you wrote:
Oh BTW I hang out on the "lurker's guide to B5"....on there he has a snopsis
of each episode, with other facts about the episodes. That guy also cruises
the usenet b5 groups, and places relevant messages from JMS (the guy who
created b5...I can't spell his last name...)

On the episode where the original kosh was killed, JMS was asked if kosh had
killed any of the shadows. He said to the effect of "no, but if they were
humans, they would have broken bones, and bruises...."

From: Marshall Grover <mgrover@m...>

Date: Thu, 13 Feb 1997 00:40:09 -0500

Subject: Re: new B5 Rules

> Heeheeheehee. The episode you want to see is "Into the Fire"...
unfortunately, I won't be seeing it until TNT gets B5 in 98. the local
stations are playing "hide the B5" using it as filler after sports, or instead
of a late nite movie. if I catch it I catch it, but I can't count on it!

One on one, the vorlons are at a slight disadvantage, 1pt dam on a
5-6. and 1 extra die rolled per weapon. It's much easier for a
centauri to take on a mimbari than the EA. Also from what i saw in
season 1-2 & some of 3, the centauri were kind of afraid of provoking
the mimbari. (maybe I'm wrong)

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

Date: Thu, 13 Feb 1997 09:42:28 -0500

Subject: Re: new B5 Rules

> Maybe the Vorlons are a relitivly "Younger" race, compaired to the

Yeah, my take is they're about the same, also. Call it same weapons, different
names, for FT?

And how 'bout them crazy...uhh, nevermind. It'd be a spoiler for those who
won't get to see it for a while.  :-(

> Oh BTW I hang out on the "lurker's guide to B5"....on there he has a

Straczynski, but he goes by jms.

THe Lurker's Guide is an *excellent* source of info on the B5 universe, but
it's not always 100% accurate. I've found on occassion some entries in it
that are listed/labelled as 'fact' as not being the case, and a couple
times later jms post would contradict it. But they are few and far between;
the
guy does do a bang-up job with it.

> On the episode where the original kosh was killed, JMS was asked if

Kosh was a lover, not a fighter.   ;-)

Mk

From: Donald Hosford <hosford.donald@a...>

Date: Thu, 13 Feb 1997 15:00:02 -0500

Subject: Re: new B5 Rules

> At 09:42 AM 2/13/97 -0500, you wrote:
the
> guy does do a bang-up job with it.

I told a friend of mine about it, and he thought that guy "needs a life". I
think he does ok by me. When the show is over, I am going to download EVERY
episode synopsis there. It is easyer than trying to figure out which ones need
to be updated.

> On the episode where the original kosh was killed, JMS was asked if