A Set of rules for simulating Babylon 5 using Full Thrust ======================================== 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. 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. Each Heavy Laser fired requires its own fire control, since they cannot be turreted but are fixed hull mounts. 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. Note that many Narn and EA ships have many more weapons than can fire in a single turn, and many of their weapons do not fire every turn. 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 Launcher ================= Energy mine launchers are a heavy weapon fitted to large ships of the Narn Regime. It can be a devastating weapon within tight clusters of 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. Energy mines may not be intercepted by enemy ships and the launcher may only fire every other turn. Because it targets a map coordinate or point on the play area, not an enemy ship, the target coordinates are marked during the fighter movement phase or included in PBeM orders. Roll to hit the target point. 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. Note that the sideslip is like having half your turn be one way, the rest in the opposite direction at the midpoint of the move. Jump Drives ========= Jump drives are a gateway to hyperspace and in Babylon 5, are a ship's FTL drive. Because the ships seem to require time between jumps, the jump drive has a jump capacitor which may accumulate charge each turn and must contain 6 points of jump energy before you can open a jump point. Each turn, roll a D6 and divide the result by 3, rounding fractions off. It is possible to accumulate no energy in a turn. On a turn in which you wish to jump, if you have the jump energy at the end of the turn, a jump point opens somewhere within 6 inches of your ship. Any and all ships within 6 inches of the point on the following turn may jump to hyperspace and leave the game. The point collapses at the end of a turn when the controlling ship jumps or moves more than 6 inches away. 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. 1. May fire as a HBW and do damage as a railgun of equivalent class with no need to recharge 2. May fire as a HBW and do damage as a railgun of one higher class with one turn needed to recharge 3. May fire as a HBW using sustained fire and do damage as a railgun of equivalent class with one turn needed to recharge 4. 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. Other Minbari Advantages =================== 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. Ship designs ========= Earth Alliance Omega-class 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 Earth Alliance Hyperion-class Cruiser 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 Regime 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 Regime 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 Republic 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 Republic Warship 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) Minbari Religious Caste's 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 The Coming of the Shadows - A Rules Set for Simulating the Ancient Enemy in Full Thrust ================================================================= In Babylon 5, there is an aggresssive, enigmatic race known as the Shadows. Shadow technology is blatantly organic or biological in nature. Shadow tactics and policies seem to rely on stealth, misdirection, secret alliance, assassination, and rapid strikes with overwhelming force. Because Shadows use biological technology, Shadow ships are often writtenas a variant of Sa'Vasku from Full Thrust. Shadow ships are devastatingly more powerful than standard Full Thrust ships of the same MASS, however, and are written with several special advantages and disadvantages which distinguish them from even the Sa'Vasku. Shadow Cruisers ============ Each Shadow vessel has a MASS number associated with it. This number is used for ramming and to give a relative size next to other ships in Babylon 5. Shadow ships do not have systems, nor do they suffer threshold checks, and they calculate their damage capacity and power pools differently from Sa'Vasku. The MASS of a Shadow ship is always a multiple of 3. The most common Shadow ships are cruisers or 'Dark Stalkers' of MASS 24 to 30. It is speculated that some Shadow ships might be as large as MASS 90, a very daunting proposal. Shadow cruisers have a number of damage boxes equal to the MASS divided by 3. This may seem to make Shadows very vulnerable relative to Sa'Vasku, but Shadows are grown from tough, durable materials. Shadow cruisers count as having level 3 armour against heavy beam weapons and pulse cannons. Like Sa'Vasku, Shadow vessels have a Power factor, which is the MASS divided by 10, rounding all fractions up. Standard Shadow vessels are Power Factor 3. The damage boxes of a Shadow vessel are arranged in a number of rows equal to the ship's PF. The ability to generate power goes down as the ship is damaged so that, as each row is completely destroyed, the PF goes down one level. The PF lost this way is regained if the last box in a row is regenerated. For each power factor, each turn roll one die and sum them. This is the power available for movement and regenration that turn. Repeat the process to generate points for attack. Shadows may store points equal to their power factor from one turn to the next for the movement pool and the shooting pool. Shadows cruisers may attack with a cutting beam, needle beam, or ADAF against one target in the forward arc each turn. For targets in range 1-10 units, one point gets one die. For targets in 10+ to 20, two points get one die. For targets in 20+ to 40, three points get one die. For targets in 40+ to 60, four points gets one die. In cutting mode, the beam does the damage shown on each die, modifying each die by the universal modifier. In needle beam mode, each die that rolls a '6' eliminates one system as per a threshold check. Discard a number of successes as indicated by the universal modifier. In ADAF mode, each die that rolls a 5 or 6 destroys an enemy fighter in the targeted group. Again, discard a number of successes as indicated by the universal modifier. Universal Modifiers ======================================== Range greater than 45 -1 Range greater than 50 -2 Range greater than 55 -3 Each level of armour target has -1 Target has basic or enhanced ECM/stealth -1 Target has superior or scary ECM/stealth -2 Shadows cruisers may close a nearby jump point by firing a destabilization mine at it. This takes 8 points of from the shooting pool, and for a standard Shadow represents a significant portion of one turn's energy. Shadows have incredible maneouvrability in combat (combined with a tendency to stop dead when wounded) that suggests they fight using inertia-less drives and use standard inertial drives when in a race or running. On turns when the Shadow wishes to move using the inertia-less drive, it must expend points equal to its power factor and then may move up to 12 units in the same manner as fighters. Record an approximate heading and velocity from this move for use the next turn with inertial drives. When moving under inertial drives, it costs a number of points from the movement pool equal to half the starting PF to generate one thrust. Half this hrust may be used for turns. With an average roll, a Shadow can generate a thrust of 7 when moving inertially, and execute a 4 point turn. Shadow ships are capable of repairing battle damage while still in combat. To regenerate, a Shadow pays points from its movement pool. For each point spent, roll one die during the damage control phase. Each '6' fixes a damage box. When a Shadow ship takes damage and does not regenerate it all that turn, it spends the next turn at a dead stop regenerating. Shadow ships may be pinned in this way (Ex. A Shadow takes 3 damage and regenerates 2. The next turn it must stop and regenerate, but takes 3 and only regenerates 2, so must stop and regenerate the next turn...). Shadow vessels have scary (D12) sensors, but only rudimentary (D4) stealth/ECM. Instead they rely on their special ability to enter and leave hyperspace without forming a jump point. Shadows often appear suddenly among the enemy, and leave as suddenly. This is an unusual application of FTL technology that does not form a jump point, and is best used with special cloaking rules. It takes 2 times the Shadow's starting power factor to cloak and 4 times the Shadow's starting power factor to decloak. These points are taken from the movement pool. While cloaked it may not regenerate nor spawn fighters, but may write movement orders on a turn by turn basis and be aware of enemy movement. Injured Shadows have a good chance to escape, but may not be able to return. Shadows of any size are not suicidal and they usually flee when badly pressed, attacking only when they hold the advantage or are prevented from leaving the battlefield. Because Shadow maneouvrability is little defense against fighters, they tend to be accompanied by fighter-sized Shadows in a supporting role, and may enter hyperspace to flee from threatening enemy fighters. Shadow Scouts =========== Shadow recon ships are MASS 12 to 15, have a number of damage boxes equal to 1/3 of their MASS, and count as having level 2 armour against heavy beam weapons and pulse cannons. Like Shadow cruisers, Shadow scouts have a Power Factor, which begins at 2. Unlike cruisers, scouts can only fire a pulse of destructive energy and fire with less accuracy. They must roll to hit, needing a 2 or better at ranges of 0 to 8 inches, and getting one worse for each 8 inch range band. Within 8 inches, each point expended from the shooting pool gives one die of damge. Within 16 inches, 2 points generate one die of damage, and within 24 inches 3 points generate one die of damage. From 24 to 32 requires 4 points for one die of damage, and from 32 to 40 requires 5 points for one die of damage. Each die is modified by the universal modifiers and takes an additional -1 modifier. The sum is the damage inflicted by a hit. Shadow scouts are capable of jumping to hyperspace. Shadow Fighters ============ A Shadow fighter is a smaller Shadow ship which will tend to attack fighters, against which it can hope to survive. Shadows cruisers rarely spawn fighters in combat. The Shadow vessel takes 2 points of damage and expends 6 points from the shooting pool to spawn a Shadow fighter. A number of fighters (up to half the Shadow's PF) can be spawned or held (not immediately launched),. Shadow fighters are MASS 3 and have just a single damage box, but can only be targeted by other fighters, PDAF, and ADAF weapons, all of which need a '6' to kill them. They move as fighters and attack with a plasma ball which has a range of 6 inches and causes D3 damage to the enemy ship, modified by the universal modifiers. Enemy fighter groups simply lose a fighter each turn they dogfight or are fired upon by a Shadow fighter. Shadow fighters are incapable of jumping to hyperspace. Shadows and Telepaths ================= It is a little known fact that Shadow ships may be attacked by telepaths and effectively paralysed. In the turn sequence, this happens after orders are written but before missiles, fighters, and inertia-less Shadows move. Telepaths are ship systems and vulnerable to threshold checks. The symbol is a capital P followed by their level of telepathic ability. Humans have telepaths of levels 1 through 12 while no Narns have any measurable telepathic ability. Centauri telepaths may safely be assumed to be of similar poer, while Minbari telepaths may be capable of more. Telepaths are not usually found aboard ships, and are generally believed to have no military applications in space battles. It is entirely reasonable to believe that telepaths themselves work hard to give this impression to their governments' military forces. When a captain is aware of the value of a telepath, the telepath is stationed in one of the safest parts of the ship, usually the command and control bridge near the captain. To simulate this, the telepath is only checked if a fire control is lost on the same check. Telepaths attack with range equal to their P level x 3 and strength P level + D6. Assisting telepaths add half their P level to the attack strength. Shadows resist with strength D6+2xPF. When the attack exceeds the resistance, the Shadow is paralysed by the telepath, and immediately expends the points to go inertia-less, then may not move, attack, regenerate, or spawn fighters until the lock is broken. They may cloak to escape, but for reasons of game balance, do not return after doing so. If the telepaths fail to beat the resistance, the attacking telepath loses one P level due to exhaustion. Once they succeed, each turn all telepaths involved may voluntarily break the lock or lose one P level each per turn they maintain the lock until the attacker reaches level 0, at which point the lock is automatically broken. The lock will be broken if all the telepaths are lost in a threshold check. The telepaths must test to maintain the lock if one of them is lost to a threshold check. Each turn the telepath does not attack or maintain a lock, roll a die of size equal to the starting P level. On a roll of 3+, a P level is regained. P12s bounce back quickly, P2s are oneshot weapons who recover after the battle.