Victory by Any Means Guide
Victory by Any Means Guide
                                                           Babcom 2
CAMPAIGN GUIDE: VICTORY BY ANY MEANS
The collapse of Agents of Gaming killed many promising products that were “in the works”. But
one - the campaign guide - refuses to die. This former cornerpiece of B5W’s future lives on as a
  highly flexibile, generic, campaign system that aspires to adapt to all space combat systems.
A BATTLE wages across the stars.                                                                      guidelines for integrating your desired setting
Your forces have been forced to                                                                       into the Victory by Any Means campaign rules.
engage the enemy in a war that it looks                                                               Each setting is different from the next one, and
like neither side can win. Your                                                                       as such there may be special rules additions or
actions, as well as those of your                                                                     alterations that will need to be made in order to
equally skilled opponent will decide                                                                  simulate the desired setting. In addition to these
the fate of a dozen worlds. As your                                                                   rules changes, any given set of source materials
starships battle for the skies, your                                                                  also includes such things as unit statistics for
                                                           Those who have a group
troops are landing on alien worlds and                                                                space or ground units (if using the Victory by
                                                      interested in playtesting Victory
establishing beachheads in the first of                                                               Any Means combat resolution systems).
                                                       by Any Means, please visit the                   One of the virtues of the source material based
a new wave of ground assaults against
                                                       Victory by Any Means playtest                  system is that players can use any game system
the enemy. As the battle is taken to
the enemy there is another battle close              page at vbam.firenebula.com. All                 they desire for resolving combat. Although the
at home - whom among your inner                       playtesting is currently covered                original campaign guide was developed with the
circle can you still trust? Can you                    by a non-disclosure agreement                  Babylon 5 universe and Babylon 5 Wars in mind,
know for certain that one of them is                   and the rules are not currently                it is only a matter of creating new source
not conspiring against the empire?                   available for public consumption.                materials in order to use any other tactical space
Only time will tell…                                                                                  combat game instead. It is also possible through
                                                   setting as any other popular science fiction       source materials to integrate third-party ground
          ICTORY by Any Means is the current                                                          combat games into your Victory by Any Means
                                                                  Babcom 3
CAMPAIGN GUIDE: VICTORY BY ANY MEANS
ground combat. Despite the level of detail
evident in the campaign rules, campaigns using
the Victory by Any Means system are relatively
hassle free when it comes to paper work. Turn
orders and campaign maintenance are minimal
compared to other campaign systems.
  Two of the features that are most exciting
about Victory by Any Means are its random
universe generation rules and the Campaign-
level Ship Combat Resolution (CSCR) system.
  The random universe generation rules are an
excellent tool for the aspiring campaign
moderator. Not only does it take some of the
work out of generating new campaign universes,
the system also can be a lot of fun to use. The
random universe generation rules use a 'ring-
based' structure with number of rings generated
being based on the number of players in the
campaign. Thus, larger campaigns will require
the generation of more rings, which inevitably
means more star systems available for conquest.
                                                                                           Persephone Tender
As each ring of star systems is generated the
final campaign universe will begin to take shape,
                                                                                              [Beta Model]
connected by an interwoven network of
jump/star lanes.
                                                            HIS ship was created for Agents of                  Resupply in Victory
  Perhaps one of the most ambitious elements of
Victory by Any Means has been its development
and implementation of the CSCR system. As
many campaign players can attest, it doesn't take
                                                     T      Gaming as part of the network of
                                                            support ships that would add “flavour”
                                                     to any campaign system.
                                                                                                                  by Any Means
                                                       The following is the “fluff” that would have        FLEET tenders and their ilk play a very
long in a reasonably sized campaign
                                                     accompanied the SCS for the EA Persephone           important part in the Victory by Any Means
environment before ship combat resolution
                                                     Tender.                                             campaign rules.
becomes a problem. It doesn't matter whether           The Persephone was created because of an            An empire must use fleet tenders and other
what combat resolution system your source            AOG mandate not to use the Cotton Tender            military transports to carry supplies to fleets
materials and players have adopted for resolving     (or any other Babylon Project design) in the        operating abroad.
space battles, there will come a point where         campaign guide.                                       Basic supply lines exist throughout a
there just isn't time to sit down and play out all                                                       player's empire, extending for several jumps
of the battles and still maintain the focus and        THE Earth Alliance found itself in need of a      in either direction from developed colony
momentum of your campaign.                           new breed of fleet tender following the Dilgar      worlds or supply depots.
  CSCR steps in to handle this problem by            War. However, little funds were left in the EA        These basic supply lines transparently
presenting a format by which true fleet-level        defense budget to fund such a project and the       maintain the supply levels of those fleet
battles can be fought out in short order. CSCR       new tender's designers were forced to borrow        elements operating within their range.
allows for quick, strategic combat resolution yet    heavily from past EA ship designs in order to         However, there are instances where a player
retains much of the flavor of combat. Many           bring their project to fruition.                    will want to move their forces beyond this
campaign systems, pen and paper and electronic         The Persephone Tender is heavily influenced       supply safety net and operate far from such
alike, tend to handle strategic combat poorly, but   by the Hyperion hull with the Persephone's          basic supply lines.
the CSCR rules allow the battling players a great    forward and rear superstructures being nearly         Whether it is a standard long-range patrol of
                                                     identical to those of the Heavy Cruiser. The        one's borders or an epic campaign against the
degree of leeway in letting their personal playing
                                                     rest of the design looks incredibly different,      enemy, these cases require the use of
strengths (or weaknesses) shine during battle.
                                                     however, and the ship could never be                transports and tenders to maintain supply for
  The primary advantae of handling your battles
                                                     misidentified as a Hyperion.                        the fleet.
through CSCR over other dedicated ship combat          The Persephone is equipped with four cargo          In Victory by Any Means military transports
game systems (such as Babylon 5 Wars or Fleet        canisters mounted to the underside of the hull.     can be used to extend supply lines in one of
Action) is simple: time.                             The cargos hauled by a Persephone are               two ways.
   In the amount of time it would take a group of    accessible at all times by virtue of the canister     Firstly, transports are capable of extending
players to play out a moderate sized battle in       design, increasing cargo transfer times. These      supply lines over restricted jump lanes, which
B5W or FA several CSCR engagements can be            cargo canisters are modular equipment and           is otherwise impossible to do.
resolved. For increasingly time-starved people       can be quickly dropped and replaced while at          Secondly, transports laden with supplies can
that see their free time (not to mention their       port to improve turn around time for                accompany fleets beyond normal supply
gaming time) continue to dwindle, CSCR can be        Persephone Tenders.                                 range and act as a mobile supply point.
a godsend.                                             The Persephone Tender is named for the              The fleet will continue to consume available
  Victory by Any Means is currently undergoing       Greek goddess Persephone, daughter of               supply units until the transport's supply stocks
another round of playtesting in order to sort out    Demeter. In mythology, a deal was struck            are depleted. Used transports can then be
problems with the system and continue to             between Demeter and Hades that they would           redirected back to resupply while other
improve upon the initial design. Its' authors are    share Persephone for half of the year each.         unused transports arrive from home with fresh
looking at avenues for print publishing, but there   Given that the Persephone spent half of its         supply stocks for the fleet.
                                                     time at home and half its time on the battle           (The SCS for this ship can be found inside
is nothing decided at this time.
                                                     lines the name was found to be quite fitting.                    the Attachments folder)
                        ***
                                                                   Babcom 4
CAMPAIGN GUIDE: VICTORY BY ANY MEANS
VBAM UNIVERSE
               THE SETTING                        Victory by Any Means                             The chamber beyond was plain and much
  WHAT is a campaign guide without                                                               smaller than Sorkenal expected. But then again
some point of reference? A generic                       Opening Fiction                         only those with business are called before the
guide can sometimes overwhelm                                                                    committee, and then only a few at a time. A single
players and moderators alike, and this              APTAIN Sorkenal waited nervously in
is a fact that has not been overlooked
by the Victory by Any Means staff.
Work began in earnest earlier in the
year to develop a unique science
                                           C        his chair. I wonder if they intentionally
                                                    make these as uncomfortable as possible,
                                           he wondered, in order to keep people off balance.
                                                                                                 chair sat behind the single table facing the raised
                                                                                                 semi-circle of the committee bench and so after
                                                                                                 removing his cap he quickly sat down.
                                                                                                   A quick gesture from one of the committee
fiction setting for use with the Victory   Captain Sorkenal definitely felt off balance, it      members sent the assistant scurrying away,
by Any Means campaign guide. This          wasn't often a mere captain was called before the     leaving only Sorkenal, the five-committee
setting and associated source              committee.                                            members, and a single technician who managed
materials will help new players get          A junior assistant entered the waiting room and     the audio/video recording equipment.
accustomed to the Victory by Any           announced in a grand voice as if he was                 As soon as the door closed behind the assistant,
Means campaign system, but perhaps         addressing a room full of people instead of just      the center committee member gestured to the
more importantly it will provide an "off   one: "The committee will see you now."                technician, who nodded in reply. He then rose.
the shelf" set of source materials for
                                             The Captain quickly rose to follow the assistant.   "This session of the Boltian Assembly Committee
use in play or as a basis for creating
your own source materials.                 The walk was less than five meters with               on Military Affairs is now called to order.
  The setting being developed for          absolutely no place to deviate from the path, but     Ambassador Renmok of Tolzeky presiding. Due
Victory by Any Means revolves around       the assistant marched as if leading a grand parade.   to the importance of today's meeting full roll will
the conflict between two alien species,    Even the assistants have delusions of grandeur. If    be called. Ambassador Gel of Belzan?"
the Kuissians and Boltians. The wars       he wasn't about to be called before the assistant's     "Present," answered the man immediately to
between the Kuissians and Boltians         bosses he might've tried to knock the assistant       Renmok's right.
were hard fought in their history, but     down a few notches.                                     "Ambassador Nelseloz of Durken?"
the very nature of such conflict             Just as the two-man procession reached the door       "Present," from the woman to Renmok's far
changed with the entrance of the
                                           to the committee chamber, it opened and from it       right.
Terrans to the galactic scene. With a
third race having emerged with the         stepped another man in uniform. Captain                 "Ambassador Tenaz of the Gurelon Mercantile
capability to travel the stars using       Sorkenal immediately recognized Captain Perton        Alliance?"
extra-dimensional travel drive the         of the Verbanal Union Navy. Sorkenal had not            "Present." The woman on Renmok's immediate
universe would not be the same again.      realized that Captain Perton would be called to       left.
  Development of background                testify before the Committee and in the shocked         "Ambassador Petmol of Verbanal?"
materials, including race histories and    second his mind took to consider it, Captain            "Present." The man on Renmok's far left.
technology information, is still in its    Perton strode past him without even a nod of                     Ambassador Renmok continued,
early stages. However, progress is         acknowledgement. Sorkenal turned his head to          "Called before the committee to give witness to
being made on fleshing out and
                                           follow him but an impatient noise from the            the events in question is Captain Sorkenal of the
building this new universe to help
support the campaign system.               assistant brought him back to the moment and he       Boltian Assembly Navy. We realize that you have
                                           quickly followed the assistant through the door.      been home only three days but we wished to get
                                                              Babcom 5
CAMPAIGN GUIDE: VICTORY BY ANY MEANS
your recollection of the events as soon as            not waste Captain Sorkenal's time by hashing up      to supply the MagHur colony on Dihon, and all
possible and we thank you for coming on such          old issues that can be discussed another time.       satellites in orbit of Mahon. By 3.62 not a single
short notice."                                        Please continue Captain."                            object other than the unknown vessel was in
  As if I had a choice. "It is an unexpected honor      The voice of reason, must be why he's the chair    orbit of Mahon. Needless to say Captain Perton
to be able to speak with the committee."              of this committee. The truth was that Tolzeky        and I were shocked. We conferred on what to do
  "Indeed, usually only staff level officers are      was the only nation currently neutral enough to      at this point and we decided that one ship should
called before the committee," chimed in               be agreed upon by all parties. Odd considering       remain to watch the situation and the other
Ambassador Petmol, making it clear he                 they had once tried to take over the Durken          should bring reinforcements."
considered Captain Sorkenal an underling, a           colony on Verbanal, but that was long ago and          "How did you decide which vessel should
very minor underling at that.                         Verbanal was an independent nation now.              remain?" asked Nelseloz.
  Ambassador Nelseloz came to his defense.              "At 14.73 Central Command Time we picked             "Captain Perton seemed very insistent that he
"Captain Sorkenal's first hand testimony will be      up an energy reading consistent with an Extra        be the one to go for help. In all honesty I think
invaluable. Besides, we listened to a captain of      Dimensional Travel transit point. We quickly         he was slightly afraid and wanted to get out."
your own navy who really had very little to say       conferred with Captain Perton aboard the               "We are not interested in your opinion
didn't we?"                                           Vigilant Eye, who were in close proximity at the     Captain," Petmol stated forcefully.
  Nice to see that I may have at least one ally on    time."                                                 "On the contrary," shot back Gel. "Captain
the committee, then again since Durken, Belzan,         "What did your conference conclude?" asked         Sorkenal is a highly trained and experienced
and Tolzeky jointly operate the Boltian               Renmok.                                              officer of the Assembly Navy. His opinion
Assembly Navy it's not that much of a surprise.         "After verifying that the reading was indeed       should be given the respect it is due."
With Verbanal still insisting on maintaining its      accurate, in other words making sure it was not        Renmok raised his hand to forestall any further
own Navy, I wonder how Perton felt with only          a system malfunction by making sure both ships       argument and motioned for Sorkenal to
one committee member on his side.                     picked it up, we were able to conclude two           continue.
  The smile never slipped from Petmol's face but      things: A) it was not any form of heretofore           "It took Captain Perton nearly a week to move
Sorkenal was good at reading body language,           unknown        naturally     occurring      space    his ship to where his EDT signature would not
years of watching over his crew on months long        phenomenon, that it was indeed an unknown            be detected. Then for the next three weeks the
missions, and he could tell the barb had scored.      ship using EDT and B) by comparing readings          invading ship merely orbited Mahon. At the end
"Captain Perton reacted appropriately to the          from the two ships we were able to determine its     of that period the MagHur launched a massive
situation…"                                           travel vector was 175 degrees off of the best path   counter attack using their ground based drones.
  "Please ambassadors," interjected Renmok,           course to Melkon, the nearest Boltian mapped         As you know the MagHur drones are roughly
"can we hear Captain Sorkenal's testimony             world, and 130 degrees off path from any             equivalent to our fighters although of course
before concluding anything?"                          Boltian mapped world."                               they are much more primitive. The sheer number
  Small nods of assent we made around the table         "We've already heard all this from Captain         of drones seemed to set the invaders back a bit
and Renmok turned to Sorkenal, "Please recount        Perton", remarked Petmol. "Can we move ahead         before they launched their own small craft. The
the events to the best of your recollection           a little?"                                           invader's small craft were effective in fighting
beginning on the 4th day of Ulzel of this year."        "I for one am very interested in what Captain      off the MagHur drones, although I got the
  "My ship…" Sorkenal began.                          Sorkenal has to say", said Nelseloz, "and            feeling that the invader's craft were not designed
  "That would be the Silent Star?" asked Gel.         confirmation of Perton's report is worth             for space superiority missions, an assumption
  "Yes sir. We were on routine surveillance of the    hearing."                                            later proved correct. The invader repelled the
MagHur…"                                                "The sensor logs validate Captain Perton's         assault, and less than a week later the same small
  "You call spying on the MagHur without their        story," snapped Petmol.                              craft were deployed to land troops on Mahon."
knowledge 'routine'?" asked Tenaz angrily.              "Yes but they don't explain the process that         "Do you feel the invaders may be susceptible
  Sorkenal was taken aback for a second, not          turned those logs into action," Nelseloz replied     to attacks from more advanced fighter craft such
sure how to respond until Gel came to his aid. "I     smoothly. "Please go on Captain."                    as our own?" questioned Renmok.
will remind the Ambassador from Gurelon that            "Yes sir. Captain Perton and I agreed that we        "I believe in sufficient numbers they would be,
clandestine monitoring of the MagHur system           needed to remain and monitor the situation           yes."
was fully endorsed by her predecessor after the       further. We wished to remain undetected so we          Renmok nodded sagely and motioned for
unfortunate first contact incident with them ten      maximized passive sensors and stayed well            Sorkenal to continue.
years ago."                                           away from the unknown vessel. It made a direct         "Four weeks after the invader landed their
  "I do not object to the monitoring of the           course for Mahon, the MagHur homeworld. We           ground troops what little communications we
MagHur, quite the contrary," replied Tenaz. "I do     monitored no communications to or from the           intercepted from Mahon seemed to indicate that
however object that the funds for the operation       unknown vessel. The MagHur navy, which as I          the invading ground forces were having as little
are still being drawn from the Assembly general       am sure you all know is large if not advanced,       trouble as their ships had had. MagHur
fund rather than the appropriate military account     gathered over Mahon to meet the intruder. At         resistance seemed negligible by that point. That
as my predecessor failed to realize. Gurelon and      3.21 on the 7th the unknown vessel entered           was then the joint fleet of both Assembly Navy
all other nations not directly participating in the   proximity of Mahon. Suddenly, and without            and Verbanal Navy ships under the command of
Boltian Assembly Navy are therefore unjustly          warning, the unknown ship opened fire with           Admiral Daral arrived. The Admiral held a
paying a higher than necessary percentage of the      energy weapons of unknown type. As the               meeting of senior officers and representatives
bill for this continuing operation."                  unknown ship went active we were able to get         from both the Assembly and Verbanal. I was
  "GMA ships enjoy the fruits of this operation       more accurate reading on it. It was larger than      called to report what we had observed since
do they not? In fact as I recall most of the ships    the MagHur vessels, which already dwarf our          Captain Perton had left. There was much debate
allowed on the periodic trading missions to the       cruisers. By 3.30 it had destroyed all MagHur        about what course of action to take but a
MagHur are Gurelon are they not?"                     military ships in orbit of Mahon. It then went on    peaceful attempt at negotiation was insisted on
  "Ambassadors again," Renmok pleaded, "let us        to destroy the entire MagHur supply force, used      by the civilian representatives. Admiral Daral
                                                                      Babcom 6
CAMPAIGN GUIDE: VICTORY BY ANY MEANS
ordered us to set course for home as the stress of      "In the opinion of one lowly captain," Petmol
more than two months of observing the invader         shot back. "Not like your shoot-first-ask-
undetected was getting to my crew. The fleet set      questions-later admiral helped at all."
course for Mahon and we moved further out of            "Admiral Daral is a respected commander,
the system to remain undetected as we went            besides he was the ranking officer in the field,"
EDT. As we left the system the fleet was just         Gel defended.
passing Dihon."                                         "We could have found someone a little more
  "What was the mood after the decision for           'calm' instead," offered Tenaz.
                                                                                                                B5 Campaign Guide
negotiation was reached?" asked Tenaz.                  "We couldn't waste the time," returned Gel.                 Shipyards
  "In my opinion," Sorkenal ventured with a           "When Perton fled the scene…"
glace at Petmol, "the admiral felt that the invader     "Now wait a minute, Perton acted responsibly       THE siblings of the Generic Medium
had already shown a hostile disposition from                                                               Shipyard first posted as a Ship of the
                                                      to…" interrupted Petmol.        "…fled         the
their unprovoked attack on the MagHur. He felt                                                             Month, each of the Big Four were
                                                      scene," Gel continued undaunted, "instead of
a show of strength more appropriate. However                                                               originally slated to have personalized
                                                      going to the nearest military facility, which is     shipyards included with the release of the
the negotiators prevailed upon him to go along
                                                      only one EDT jump away from Melkon, he came          Babylon 5 Wars campaign guide source
with their plan."
                                                      here to Boltia, which takes two EDT jumps.           materials.
  "So you think peaceful negotiation was a
                                                      Admiral Daral was already on training                  The last revision of these shipyards took
mistake?" questioned Petmol.                                                                               into consideration the heated debate and
                                                      maneuvers on the outskirts of the system and so
  "The invader had systematically destroyed                                                                feedback from the Medium Shipyard's time
                                                      the time Perton wasted coming here had to be
every vestige of MagHur orbital power and then                                                             as the Ship of the Month. Overall, the
proceeded to prosecute an effective ground            made up by immediately dispatching Daral.            shipyards saw a massive reduction in
assault. Unknown ships advancing from                 Captain Perton acted irresponsibly."                 offensive firepower in order to curb
outskirts of the system would probably have             "We waited long enough to allow Verbanal           potential player abuse.
provoked them even more. I think the idea of          ships to join Admiral Daral. Couldn't we have          The campaign guide shipyards come in
                                                      waited for a different commander?" asked Tenaz.      three varieties: heavy, medium, and light.
peace is good but the timing of the event was
                                                        "So you suggest that we had removed Admiral        The larger the shipyard the larger the ship
poor."                                                                                                     it can berth/construct and more resilient it
  "So you would condemn the MagHur to                 Daral from command of his own fleet on the eve
                                                                                                           is to damage. For the most part, heavy
destruction without a second thought?" Tenaz          of a crisis?"                                        shipyards are massive complexes that can
half questioned, half accused.                          "No but…"                                          take enormous amounts of punishment
  "My primary concern was, and continues to be,         "I took the liberty," interrupted Petmol           before being destroyed. In contract, light
the safety of the Boltian people. Interfering with    successfully this time, "of obtaining Admiral        shipyards are poorly equipped to defend
a violent and obviously powerful alien race as        Daral's academy records. It seems that first         themselves and can be easily destroyed.
they conduct an attack on a people we barely          contact was one of his weakest areas and his           One potential point of conflict that still
                                                                                                           remains with these shipyard designs is that
maintain diplomatic ties to seems a foolish risk      aggressive inclinations were well known. It
                                                                                                           most of their weapons systems are mounted
to me."                                               seems the Durken/Belzan tradition of                 in the primary section. The original reason
  "But earlier you said that Admiral Daral            warmongering continues."                             for this design was two fold: first, the outer
wanted a show of strength. Wouldn't that have           Nelseloz rose to her feet in anger. "How dare      sections are meant to represent the girders
provoked them for sure?" pressed Petmol.              you accuse us of…"                                   and outer bracings that make up much of
  Sorkenal was tired of being prodded, especially       Gel placed his hand on Nelseloz's shoulder,        the shipyard's overall mass; secondly, there
by Petmol, and so his response was heated and                                                              were some ship control sheets that having
                                                      gently urging her back to her seat. "Regardless
direct. That, of course, was the whole point in                                                            one weapon per section either was too
                                                      of Admiral Daral's possible shortcomings we          much firepower or just wouldn't fit on the
provoking him.                                        must remember that he did not have final             sheet!
  "I never said I agreed with Admiral Daral's         authority over the mission. It was the Verbanal        You will also notice a naming conflict
plan either. I think both were equally foolish. I                                                          that has arisen from the release of
                                                      insistence on civilian diplomats who obviously
had spent over ten weeks watching the                                                                      Showdowns-10, as all of the Earth Alliance
                                                      hamstrung the Admiral's evaluation of the
destruction. I would have either left immediately                                                          shipyards are named for the Greek god
                                                      situation."
or waited on the outskirts of the system for a                                                             Hephaestus, the black smith of the gods. I
                                                        "We all agreed that professional diplomats
better time to approach."                                                                                  felt that it was fitting for the name to be
                                                      were needed for a situation this delicate," said     applied to the shipyards where the Earth
  "Thank you Captain Sorkenal," stated
                                                      Renmok.                                              Alliance built their ships.
Renmok. "We very much appreciate your time."
                                                        "Based on Captain Perton's now obviously             What good are these shipyards? As with
  Sorkenal knew a dismissal when he heard one.
                                                      stilted view of the situation," replied Gel.         tenders and repair ships, these shipyards
He promptly stood, retrieved his hat, and
                                                        "Regardless, we are not solving the problem,"      would rarely be seen in combat scenarios
brushed past the assistant, who was just opening                                                           and would be relegated to campaigns and
the door from the other side. What are they not       pleaded Renmok. "Obviously we cannot let
                                                                                                           scenarios in which they were targeted.
saying?                                               word of the battle leak out yet. Regardless of any
                                                                                                                                  ***
  Once the captain was gone Renmok signaled           mistakes he may have made," he raised his hand         (SCS’s for these shipyards can be found in
the technician, who had ceased recording the          to forestall any more argument on that point, "he                  the Attachments file)
second Sorkenal had stood, dismissing him also.       was wise to use his fastest ship to send us word
When the five-committee members were alone            immediately after the fighting ceased. We must
Nelseloz was the first to speak.                      continue our quarantine that ship and wait to
  "So it seems the Verbanal plan to negotiate was     speak with Admiral Daral in person. Hopefully
doomed to failure from the beginning," she            something can be salvaged of this situation."
accused.                                                                      ***
                                                                     Babcom 7
           Commentary                                                      system all you need to do is build a Jump Gate
                                                                           in it. I realize that is not realistic but it allows for
             on my                                                         fast game play.
          Campaign Rules                                                      Game play is done in turns. Each turn the
          M Sean Martinez (Bandit)                                         player can build ships, fighters, missiles, marine
                                                                           units or additional production yards. They can
The Vision                                                                 also explore nearby star systems. Each system
                                                      COLONIZE
     RECALL fondly the day on the B5 Wars e-                               that is encountered has a chance of having
                                                                 CONQUER
     mail list when Bruce Graw told us about the                           something unusual such as the ruins of an alien
     campaign rules his group had used in the                              civilization. Controlling such planets allows the
studio. Originally he said they were used during                           empire an edge in one technology that they can
product play testing to make the individual                                research. Players can also engage in diplomatic
battles mean more. Several questions were asked                            actions and form alliances and trade agreements
and the list was given what would become the                               with their neighbors.
backbone of the campaign rule set I would write.                              Fleet sizes are limited by the amount of
Over the next year my rule set would go from a                             maintenance that the empire generates and then
meager 10 pages to over 80 with the current                                they are further restricted by deployment
public release version. That covers 80% of the                             restrictions. Ships require ore, credits and Q-40
rules set. The remaining rules will be released in                         to construct. Construction also takes several
the near future.                                                           turns based on the size of the ship. A ship the
  I always felt that a campaign system for any                             size of a White Star would take 2 turns to
game should be as complex and detailed as                                  construct while an EA Omega would take almost
possible. It needs to allow the group to use any                           8 turns. A single turn is approximately 2 weeks,
of the original system’s optional rules. The key                           which was done to emulate the 22 episode year
focus should be on allowing players to have                                of Babylon 5 TV show. With the basic
unique and fun space battles that mean                                     maintenance levels it is impossible to get
something. A lost major battle should leave the                            extremely large fleets. Fleet Action has the EA
loser open to a counter attack or possibly even                            fleet at 1300+ vessels. If you had the same
an invasion of a key system. However it should                             number of systems in a campaign the EA might
also be set up in such a way that you could go                             be able to support about half of those vessels.
beyond the specific details if you want to and                             700 to 800 ships and fighters are a lot more
still maintain a good level of flavor of the rules.                        manageable.
                                                                              Fleets that see combat actions can earn
Overview                                                                   experience which when enough has accumulated
My campaign rules are essentially the same                                 will earn the ship expert officers. There are also
concept as any of the classic 4X games such as                             facilities that can be used to train expert officers.
Master of Orion 2, Birth of the Federation and                             The rules prevent abuse by not allowing the
most recently Master of Orion 3. All of which                               same officer to be selected from the facility
were part of the inspiration for the system. Such                               every time and it takes time to produce such
games require you to explore and colonize new                                    officers.
systems, utilize the resources present and                                          Empires also need to keep supply lines and
then wage a glorious space war against                                           supply depots active to support a war effort.
your neighbors until you are the only                                           Supply lines allow fighters and missiles to be
empire remaining. What are the 4Xs                                             replaced easily. The loss of a supply depot will
you may ask? They are eXploration,                                            force the empire to cease their operations for a
eXpansion,          eXploitation,      and                                   few turns. Enemy units can also raid supply
eXtermination. A fifth “X” was added to                                     lines.
my system that dealt with eXperience.                                                 Combat can be handled with B5 wars or
  In the current game set up every empire                                           with Fleet Action. The rules were written
starts with a moderately sized fleet, a few                                         with B5 Wars in mind since when they
systems, and a starbase to protect their home                                         were conceived Fleet Action was just a
planet. Each system also has a Jump Gate. The                                         neat sounding idea. Each fleet is given
players each get a number of production                                               orders during each turn that aid in the set
facilities to spread over their empire. If the                                       up of any potential combat encounters.
player happens to be playing one of the four                                       Their senor capabilities and size of fleet
major powers then they start with double the                                    also makes a difference because of the
number of systems and a bonus to their starting                              detection rules. A fleet jumping into a system
fleet size and resources.                                                  will most likely be detected while a smaller fleet
  There are 6 different planet types included in                           on patrol might not be detected. The set up rules
the campaign. Five of these can be encountered                             require a neutral third party to implement well.
during exploration and each has its own                                    The combat section also includes rules for
unique set of stats. Each planet randomly                                  morale, fighter missile stockpiles, when
generates an amount of income, ore and                                             ramming can be allowed, fighter pilot
maintenance. Some planets may have                                                  survivability and for abandoning ship.
Q-40 deposits. It is possible to                                                         There is a quick system for planetary
encounter a system where there is a pre-                                         assault and bombardment. Essentially each
space race living on a planet. Generally they join                         marine unit rolls a die against a base target
the first race that encounters them. You need to                           number depending on circumstances. If a hit is
have an ELINT vessel survey a system before                                scored one of the enemy units is destroyed.
colonization can occur. Colonization is                                    Ships can use their weapons to cripple ground
abstracted and done by the legions of civilians                            units, industry or fighter bases. There are also
that you do not have to worry about. To claim a                            rules for using weapons of mass destruction.
                                                          Babcom 8
Even after a planet has been conquered there is a     experience and others start with some bonus
chance that guerilla units will harass the
occupying forces. Naturally rules for escaping
                                                      technology or perhaps another unique bonus.
                                                      Rules for GMing the Shadows and Vorlons have          B5W planetary
refugees have been touched on.                        been included. Truthfully the Shadows are close
  Another aspect of the game system is research
of new technologies. A technology requires a
                                                      to being a playable race.                               facilities
number of Research Points to acquire. Research        Complexity
Points are generated at science centers and           Overall my set of rules is fairly complex looking
outposts. Exploration ships can also generate         but once you get used to the system it becomes
them. All of the ship enhancements from the           easy to fully utilize. There is a lot of
Rules Compendium are covered along with               randomization that makes keeping track of
some new ones created by me. Each was given a         everything more difficult that I had intended. I
research cost. There are also rules that stipulate    find using an Excel spreadsheet greatly speeds
how long it takes for a ship enhancement to           up turn processing. Ideally a GM should run the
become standardized and generally deployed in         campaign and process the turns, which some
a fleet.                                              groups may not like.
  There is also an extensive set of espionage and
intelligence rules. Any true campaign needs to        Cutting Room Floor
cover this vital area and it was the most difficult   Unfortunately even though I included anything I            GENERIC GROUND BATTERY
to write. Each agent has his or her own set of        thought might be needed in an extensive                         By SCOTT McGAFFIN
stats. The stats cover such things as combat          campaign rules set a few things never made it         THIS facility is meant to represent a typical
capability, loyalty, gathering intelligence           into the rules. The colonization rules never got      heavy ground based weapon installation. It
abilities and sabotage abilities. Additionally        more complex and the rule set completely              is not meant to be the end-all be-all of
each race’s agents have their own set of bonuses      ignores civilian population. Several of the final     ground based weaponry. It could be used in
and special abilities. For example Pak’ma’ra          AOG races never got rules written for use in my       a campaign as an alternative, or in addition
agents can freely bypass security at customs due      campaign. Also 3 of the 4 game type set-ups           to, orbiting bases and OSATs.
to their undesirable qualities. There are 13          never were finalized beyond scribbling them           Some of the armour ratings and all the
missions that an espionage agent can perform.         down on my idea pad. I did have a nice set of         sensor ratings have been left blank (similar
These missions are anything from gathering            random events but those never were placed into        to Wars of the Centauri Republic). Also the
military movement information to technology           the document available online as they were still      actual weapon batteries have been left
theft.                                                deep in playtest.                                     blank. The actual composition of these
  Each planet and empire also tracks the level of                                                           three categories varies by race and is
civil unrest. Unrest can be lowered or raised         The Future                                            detailed in the spreadsheet included in the
based on actions and most races have tendencies       Several groups e-mailed me their thoughts on          attachments folder. Also note that certain
that change the base amount of unrest lost or         my rules and gave me some new ideas to                races' facilities will have additional systems
gained. For example Abbai gain 2 additional           improve upon them. In May 2003 I will release         such as reload racks and shields, this will be
points of unrest if they declare war on another                                                             noted in the spreadsheet. The SCS has 6
                                                      the 6th version of my campaign rules. This            Secondary Weapon locations ansd 4
race but lose -1 additional unrest for signing a      version is a much more streamlined version of
peace treaty. High levels of unrest can slow                                                                Primary Weapon locations, if there are not
                                                      my current rules set. I removed the majority of       as many weapons as locations, then the
down production and could lead to civil war. The      the random die rolls for production and added in
civil war rules were modeled after the EA civil                                                             extra locations are assumed not to exist.
                                                      all of the missing components such as                 They are not free empty locations.
war and the empire is randomly split into two         colonization rules, additional set up rules and the
forces, a loyalist force and a rebel force. The       missing races. I have new rules for ship
player gets to choose which side he will continue     modification that are more restrictive and better
to play and the GM will take control of the other     balanced. The new ship construction rules will
side.                                                 allow an empire to construct and maintain the
  Diplomacy is handled through an ambassador.         size of fleets presented in the Fleet Action books
The system covers the basic treaty types along        with no problem. Additionally there will be
with rules for diplomatic transports, sanctions       tracking sheets for your empire, several quick
and alliances. Further in the rules for enacting      reference charts and 4 pregenerated maps
planetary options such as utilizing strip mining      included this time around. There will also be a
for greater production or raising taxes for more      separate book of campaign specific SCSs such
income. You can even declare martial law to           as Tenders and Colony Ships released at the
lower unrest.                                         same time. Ideally the rules should be playable
  Loose rules for creating your own ships and                                                                  GENERIC CIVILIAN OUTPOST
                                                      without a GM, but I’m not entirely sure as of yet.          By SCOTT McGAFFIN
variants are also included. I was reluctant to        The rules for Intelligence gathering and
include them since I personally never liked the       exploration still require a neutral 3rd party.
idea of players creating their own variants.                                                                The civilian outpost is meant to represent a
                                                        After the 6th edition there will be two planned     small outpost located on an airless moon or
Typically they want to get new weapons, usually
                                                      supplements. The first will cover historical          planet. It gives the players an actual solid
their favorite, and outfit their perfectly good
                                                      campaign set ups for the B5 universe. The             recordable target to shoot at or protect. It
ships with them. The guidelines are not as
                                                      second will cover some of the races included in       could very easily be used as an objective in
intensive as I originally wanted but work overall.
                                                      BABCOM and the Ancients making them                   a scenario or it could be used to represent a
  Let’s also not forget raiders! If left unchecked
                                                      playable as campaign empires. No release dates        world's initial colony prior to full blown
raider groups can become an annoyance in an
                                                      have been set for either set.                         colonization in a campaign. The SCS is
empire’s growth. In our campaign the Abbai
                                                        The 6th edition of the rules will make my rule      meant to be a generic SCS usable by any
government suffered a lot of set backs when
                                                      set the most complete campaign rules available        race. Players may want to tweak the SCS
several raider groups moved into their territory
                                                      for Babylon 5. You could use the newest rules         depending on their needs. For example a
and they had problems intercepting them fast
                                                      for just about any space combat system on the         Minbari outpost could have higher sensors,
enough.
                                                      market since they have become more                    or a Cascor outpost could have a small one-
  Finally there are rules for differences in races.
                                                      generalized and versatile. The best part is the       flight fighter bay.
Some races get bonuses to their production,
                                                      rules will be available freely at my website:                 ( SCSs in Attachments folder)
others get bonuses to how quickly they earn
                                                                http://www.big-freaky-sean.ws
                                                                      Babcom 9
     FLEET ACTION                                                                                              Fleet Action 1 FAQ
                                                                  Babcom 10
        B5W TACTICS                              Part Three: By Todd Boyce
       O far I’ve discussed short ranged races         For any race, control of the center and control     many variations but they almost always fall into
                                                                     Babcom 11
                            predictable overall since there isn’t a target
                            range they are trying to achieve.
                                             (See Example 1)
EXAMPLE ONE                 During the first part of the battle, EW usage is
                            like that of the long ranged tactics except the
                            intent is often to move toward the center of the
                            map. This is usually done more slowly than the
                            short ranged tactics indicate. Manipulations of
                            the opponent are done at this stage with a
                            combination of EW allocation and long-range
                            fire. Most of the escorts would have mostly
                            DEW with possibly some CCEW allocated if
                            enemy fighters are present. Fighters at this point
                            are usually sent ahead of the fleet to engage
                            fringe units and/or intercept enemy fighters as
                            well as do their own form of manipulation
                            (possible material for a future article).
(See Example 2)
(See Example 3)
                            SNIPER/WOLFPACK COMBINATION
                                      Fleet Two
EXAMPLE THREE
                Babcom 12
             Sniper/Wolfpack Tactics
                                                                 EXAMPLE FOUR
similar tactic as the long ranged races use. Since
only half of the fleet (the wolfpack) is capable of
controlling the center directly, it will be quickly
outnumbered and outgunned if it tries to do so.
Not only will they likely fail, it will cause the
sniper half to fail, as they too get overwhelmed a
few turns later. It becomes the divide and
conquer theory except on the receiving end. To
overcome this problem, the wolfpack is treated
like another long ranged weapons system or
perhaps like an ambiguous threat zone that can
be used to harass and manipulate the opponent.
(See Example 4)
The sniper group for the most part will use the
same kind of tactics as described in the long-
range tactics in the previous article. At least for
now.
  The wolfpack turtles as best as it can and
begins to approach the enemy at medium to high
speed. The opponent won’t want this group to
flank him or get behind him so he will likely
maneuver to intercept with some or all of his
forces. If the opponent has fighters, they will       dangerous. Without the wolfpack, the sniper            to be threatened by the wolfpack. This may
likely respond to this threat first depending on      group is vulnerable but if they do their job well      influence the opponent to fire his long-range
the composition of the wolfpack.                      before they are destroyed, victory will be             weapons even when he has fairly poor chances
  The wolfpack’s main job is to force the             assured.                                               to hit.
opponent to use EW for offense or defense and           Sometimes it is best to turtle the sniper force in
manipulating him in order to give the snipers         the first turn or two before the wolfpack                              (See Example 5)
better chances to hit and more opportunities to       becomes a threat. The opponent will usually
fire, while reducing the ability of the opponent to   expect a full lock-on by the ships with long           The opponent views the wolfpack as a threat
strike back at the snipers effectively.               range weapons and if he has long ranged                once it is within striking range and will take
  Their secondary job is to attack targets of         weapons as well, will go fully offensive in return     actions to deal with it, often by going with full
opportunity, ships that are on the fringes and not    expecting decent chances to hit. By turtling, the      OEW. In response, sometimes it is better to
well protected, and to perform surgical strikes       player is denying the opponent a first strike          mostly turtle (putting one or two OEW on prime
that will weaken the opponent’s ability to fight      opportunity, which would then allow him to             targets) and circle with the wolfpack while
the snipers when they eventually close with           more confidently concentrate on the wolfpack.          striking with the snipers.
them. This is the trickiest part because trying to    During turn 2, the opponent will still be facing
do both of these while in close proximity is very     the threat of long-range fire but will also begin                      (See Example 6)
Fighter-Heavy Tactics
                                                                          Babcom 13
often resemble those employed by a
sniper/wolfpack because it is rare that one
fighter-heavy fleet faces another. The fighters
become the wolfpack while the ships become the
                                                             EXAMPLE SIX
snipers. However, their role as a wolfpack is
very different than those strategies suggested in
the previous section.
(See Example 7)
(See Example 8)
     COUPON
             THE O T H E R
                                                             EXAMPLE EIGHT
              BLUE M E AT
    -TWO FOR ONE-
MFG Coupon
One Coupon Per Customer, Limit 24            Exp: 4/4/2261
                                                                    Babcom 14
                                             (See Example 9)
                 Babcom 15
A
         n important unit in a campaign for
         navies that use Light Combat Vessels
         (LCVs) would be a LCV Tender. A
Tender would be different than a Carrier in that
                                                     LCV
                                                    TENDERS
                                                                                                            towards the Tender. It would re-roll to hit the
                                                                                                            Tender on a 1 (Profile 15, -2 DEW, 0 OEW, FC
                                                                                                            +2, Rng -10, -4 for re-roll). If the Raider
                                                                                                            Battlewagon had applied OEW vs. the Tender as
the LCV(s) would dock to take on supplies, but                                                              well as the LCV, then the re-roll to hit the Tender
would not be carried around by the Tender.                                                                  would be 6 (Profile 15, -2 DEW, 0 OEW, FC +2,
Resupplying a LCV would be a function for in-                                                               Rng -5, -4 for re-roll).
between battles and would not ordinarily be                                                                   If a LCV is docked to a Tender at the start of a
performed under fire. A LCV Tender would not                                                                battle, then both ships will be Tactically
necessarily even need to be a dedicated ship as                                                             Surprised as per the Rules Compendium on page
the conversion for cargo ships is simple and                                                                172 and neither ship can maneuver the first turn.
cheap and they are already designed for moving                                                              A docked LCV cannot perform an undock until
supplies.                                                                                                   turn 2 during the normal Hanger Operations
  The simplest LCV Tender is a freighter                        By Steve A. (Kizarvexis)                    segment during the End of Turn Sequence.
carrying modified pods for LCV docking and                                                                    These LCV Tender rules were designed to be
resupply. An existing pod can be modified for       from firing. (Ex. A LCV docked to the port side         generic enough to be applied to any race that
LCV docking for 10 Combat Points (CP) and a         of a Bulk Freighter would block Standard                uses LCVs, and try to mitigate the problems that
new docking pod can be bought for 20 CP. A          Particle Beams (SPB) #3 and #4 from firing.)            a LCV Carrier would bring to races that are not
freighter without pods can be modified for 10       Weapons in the fore and aft sections cannot             dedicated LCV users, while reflecting the force
CP per docking port. Only 1 docking port can be     traverse past 90 degrees directly to the side of        multiplier of resupplying these valuable
added per cargo bay and up to 2 LCVs can dock       the ship. (Ex. Medium Plasma Cannon #1 on the           defensive units. The delicate nature of the LCV
at a Tender at one time (one each on the port and   above-mentioned Bulk Freighter would fire               docking is reflected in the restrictions during
starboard sides of the freighter). The docking      from the forward part of the arc to 90 degrees          combat.
ports are considered to be part of the cargo bay    directly to port, reducing that arc to 90 degrees                   Optional Intercept Rules
and are rendered inoperative after the bay has      from its normal 120 degrees before docking.) A          These rules are for those who don’t
sustained 25% of the cargo boxes in damage. For     weapon in the primary section with 360-degree           mind the extra complications
every 20 cargo boxes in a pod/bay, the              coverage is blocked from firing to the 120              and who don’t think
endurance for a LCV can be reset once. Thus an      degrees directly to the side that the LCV is            these rules will
EA Commercial Freighter, without resupplying        docked. (Ex. A LCV docked to the port side of a         be
itself, can reset the endurance on one LCV 8        Civilian Freighter has the SPB blocked to the
times, two LCVs 4 times, four LCVs 2 times,         120 degrees directly to port, but the other 240
etc. Complete resupply of a LCV takes two           degrees would be open for firing.)
hours including docking and undocking.              For a LCV, only
  The following rules are for scenario purposes     weapons on
only, as LCV resupply is considered to take
longer to perform than a scenario lasts and
happens between battles similar to how the
standard Whitestar self-repair works. If faced
with combat, a Tender and LCV(s) would not
dock until the combat was over and the area was
clear of hostile forces. If the campaign permits
LCV resupply combat, a roll of a 1 or 2 on a d20
on the day of LCV resupply would indicate that
an attacking force has caught the Tender and
LCV(s) during resupply operations (roll d100 to
determine the amount of resupply cargo
transferred to the LCVs).                                                              the
  To dock, a LCV and a Tender must be in the                                    side away from a                                                  unbalancing.
same hex, moving at the same speed and in the       Tender and facing the 180 degrees away from               When a LCV is docked to a Tender, the LCV
same direction. LCVs can only dock and undock       the Tender may fire. (Ex. A BA Lt. Gunboat              and Tender can be considered one ship for
during the Hanger Operations segment of the         docked to the port side of a Tender could fire          allocating intercept. The intercepting weapon
End of Turn Sequence. Any thrust used by either     SPB #2 and the Interceptor in a 180-degree arc          must have a valid firing arc as discussed above
ship while docked destroys the docking              to the port side. Medium Blast Cannon #1 could          and all other intercept rules apply. Ex. A Civilian
mechanism and a ramming roll is made on the         fire to the port in a 90-degree arc. SPB #3 would       Freighter Tender and a BA Light Gunboat
ramming results table (Rules Compendium page        be blocked from firing.)                                (docked on left side) are both intercepting a
145) for both ships. The first rake of damage vs.     Weapons fire targeted on a Tender that has a          Particle Cannon shot (coming in from 15
the Tender is applied to the cargo bay in           LCV docked, can re-roll at -4 vs. the LCV if it         degrees to the left of directly ahead) aimed at the
question, but roll all other rakes normally. If a   misses the ship and the reverse against the             Tender. The Gunboat fires its interceptor (180
cargo pod with a LCV docking port is dropped        Tender for a LCV that is targeted. EW used              arc) and the Civilian Freighter fires its SPB (30
as a covert resupply point, the same rules apply    against the first ship targeted is not applied to the   arc to left of dead ahead) to intercept the Particle
as if the cargo pod was a Tender. Use the number    second, but EW applied to the second will               Cannon shot. The intercept modifier would be -
of undamaged cargo boxes as the ramming value       negate the doubled range penalties for no lock-         3 + -1 (after degradation) for a -4 to intercept.
for a pod that is rammed (due to using thrust)      on. Ex. An EA Tender (Civilian Freighter w/
while docked.                                       modified LCV pods) has a BA Lt. Gunboat
  A docked LCV blocks weapon arcs on the            docked on the port side. A Raider Battlewagon at
                                                    10 hexes fires a Med. Laser at the Lt. Gunboat
                                                                                                                                  KEk
Tender and the LCV. Any weapon on the Tender
on the side where a LCV is docked is blocked        and misses. The raider did not allocate any EW
                                                                    Babcom 16
                                                 And the Sky
                                                  Full of...
                                                     Asteroids?!
                                                               Terrain Generation
                                                                      By Matt “Sentinel” Murray
In many scenarios the terrain that is present will                                                             the strength of the rapid.
be out of the control of any of the participants,
the battle simply happens where it happens. If                                                                           REGULAR SPACE
this is the case then the players will have to
randomly determine what terrain is present. A                                                                    Regular Space Terrain Generation Table
lot of the rules found below will read more like                                                                                 (1D100)
guidelines than hard, fast rules. This is intended                                                              01-40 Open Space
to make terrain generation as random as possible                                                                41-46 Planet (Airless)
so players will see little repetition, and flexible                                                             47-52 Planet (with atmosphere)
to accommodate the maps and conditions with                                                                     53-59 Gas Giant
which players normally operate. Players are                                                                       60   Brown Dwarf
encouraged to feel free to change or manipulate                                                                 61-65 Moon
anything below, as long as all of the players                                                                     66   Comet
agree to it.                                                                                                      67   Gravity Well (Specific)
  The first thing to determine is whether the                                                                   68-71 Gravity Well (General)
battle will take place in Hyperspace or regular                                                                 72-79 Asteroids
space. Roll 1D10 and consult the chart below.                                                                   80-82 Unstable Asteroid Field
                                                                                                                83-84 Dust Zone
Space Determination Table (1D10)                           Hyperspace Whirlpools:                               85-86 Mined Asteroid Field
1-9     Regular Space                                      Hyperspace Whirlpools will have a direction to         87   Nebulae
10      Hyperspace                                         their rotation that must be randomly determined.     88-91 Meteor Swarm
(proceed to Regular/Hyperspace Terrain Generation table)   Roll 1D6, on a 1-3 the direction is clockwise, on    92-93 Electromagnetic Storm
                                                           a 4-6 the direction is counter-clockwise.             94    Dark Matter Clouds
                HYPERSPACE                                                                                     91-95   Jump Gate
                                                           Hyperspace Waveforms:                               96-97   Raiders
If Hyperspace is the result all of the sides may           Hyperspace Waveforms can appear in a variety        98-99   Ancient Ship
agree to disregard that result and proceed to the          of different ways: stationary or moving, singly      100    Roll again twice, disregard
Regular Space Table. If one side decides that              or in groups, weak or strong. Roll 1D6-3 for the            “Open Space”
they want to fight in Hyperspace and the other             number of waveforms, treat anything less than 1
doesn’t then there has to be a roll-off to                 to be a 1. For each waveform you should roll        Open Space:
determine who decides where the battle will be             1D20-10 for the speed of the waveform, with         As the name suggests, there is no terrain present.
fought. Each side will roll 1D20 and add the               anything less than 0 to be a 0. Hyperspace          A floating map will be used unless all players
Sensor rating of the ELINT ship with the highest           Waveforms have a strength associated with           agree to a fixed map before the game begins.
total sensor rating that that side has. The side           them, with the strength becoming a further
with the highest roll will determine whether the           multiplier of the damage caused by contacting       Planet (Airless):
battle will be in Hyperspace or in Regular Space.          them. Roll 1D10-5 for the strength of the           The hex row along one of the long map edges is
                                                           waveform, treat anything less than a 1 to be a 1.   considered a planet’s surface. There is no
    Hyperspace Terrain Generation Table                    Arrange waveforms in a manner that is               atmosphere to contend with. A floating map will
                  (1D10)                                   agreeable to all sides involved.                    be used as long as it floats along the direction of
1-7     No Hyperspace terrain                                                                                  the planet’s surface. Players should determine
 8      Hyperspace Whirlpool                               Hyperspace Rapids:                                  before the scenario begins whether the map will
 9      Hyperspace Waveform                                Hyperspace Rapids have a direction and              be allowed to float in the direction away from
10      Hyperspace Rapids                                  strength, roll 1D6 for the direction and 1D10 for   the planet. If there is a ground location that is of
                                                                          Babcom 17
                                                      scenario begins whether the map will be allowed         the tail of the comet. Roll 1D10 to determine
                                                      to float in the direction away from the brown           where the battle will take place in relation to the
                                                      dwarf. While being near a brown dwarf can be            head:
                                                      rough, their effects are relatively local on a
                                                      system scale and provide good cover to                    1       Near the head of the comet
                                                      approaching ships.                                      2-10      Along the body of the comet
                                                                      Babcom 18
unless there is a “friendly” Walker ship present      within each section, making sure that the             every asteroid roll 1D6 to determine what
that can track and follow the unit. The map will      distribution is relatively even and that there are    direction it will move at speed 1 during the
be a floating map unless all of the players agree     few areas where there is an unimpeded line of         scenario.
before the game that the map will be fixed. If        sight over a long distance. The map is a floating       For simplicity the map will be a fixed map. If
the map is floated make sure to note where the        map, requiring that new asteroid hexes be placed      all the players agree before the game then the
Gravity Well is in relation to where the units are.   every time that the map is floated. If the map is     map may float; terrain generation for the “new”
Optional:                                             floated players are encouraged to shift               areas will be left to the players to agree upon.
The rift that is causing the gravity well is          everything in 10 hex increments to make               Any asteroids or moons that move off of the map
unstable and fluctuating in its strength. If the      asteroid density and placement easier to              should be replaced with a similar number of like
players agree beforehand the 1D20 die roll in         determine. If all players agree before the start of   rocks coming in from randomly determined map
the previous paragraph can represent the roll to      the game then the map can be declared fixed.          edges.
determine if the gravity well is unstable.            There is a 1% chance (roll 1 on 1D100) that             If during the scenario an asteroid should move
Unstable gravity wells will have a strength           there is a hex of unusual interest. It may contain:   into the hex of another asteroid there is a 50%
factor of 1D3 every turn.                             a debris field with a strength of 1 containing the    chance (1 to 3 on 1D6) that they will collide. If
                                                      remains of a ship (alien or domestic), an empty       they collide remove both asteroids from the map.
Gravity Well (General):                               cargo container, an escape pod (empty or              If an asteroid should move into a hex containing
A gravity well of this nature is generated by a       occupied), or an alien artifact of some kind.         a moon then it has struck the moon and the
super-massive stellar body that is off map,           Players are encouraged to determine in a              asteroid is removed from the map. The moon
anything ranging from a large gas giant up to a       mutually agreeable way what is in the hex and         that was struck by the asteroid has a 10% chance
black hole. Establish one edge of the map to be       whether it is of interest to the opposing forces.     (1 on 1D10) of being shattered by the impact. If
the source of the general gravity well. Roll          This determination can have an impact upon            the moon is shattered then replace every hex that
1D20, if a 20 is rolled then the gravity well will    whether the map is fixed or floating, scenario        the moon occupied with an asteroid, moving
have a strength factor of 2, otherwise it will have   victory conditions, and campaign events, if           away from the center hex of the moon at a speed
a strength factor of 1. The map can be                applicable.                                           of 1. If 2 moons should collide then they are
considered a floating map and will be able to                                                               both shattered and replaced with asteroids as
float in the direction of the gravity well. Any       Unstable Asteroid Field:                              above. (If this should occur because of a
unit that cannot generate any thrust, due to          Sometimes an event will occur that will generate      glancing blow and players are up for it then they
engine or thruster damage, and cannot repair          an asteroid field that has material ranging in size   can work out a partial destruction of the moons
itself through self-repair, is considered destroyed   from small moons to fist size, all of which is        as they see fit. All players must agree to the
for victory conditions as it floats off the map to    moving relative to each other. Simply entering        outcome though.)
its doom.                                             an unstable asteroid field is dangerous, let alone      It is common for unstable asteroid fields to
                                                      fighting in one.                                      have meteor showers. Players can agree before
Asteroids:                                              Roll 1D6 to determine the number of moons           the game begins either to have every free hex to
Asteroid fields come in a variety of densities,       that are present. Each moon will have a radius        have meteor showers, only marked hexes to have
ranging from sparse to packed. Roll 1D6 to            of 2D3 and will be randomly placed on the map.        them (setup like asteroids), or to create a system
determine the Density Number for the entire           Roll 1D6 to determine what direction it will          where there is a random chance that each hex
map. For each 10 hex wide by 10 hex long              move at speed 1 during the scenario.                  entered by each unit will be a meteor shower
section of map roll (Density Number)D10 to              Setup asteroids in each 10 by 10 section as per     hex. Players are encouraged to exercise
determine the number of asteroid hexes in that        the asteroid rules above, except roll 1D3 (or 1D5     common sense with this, and all players must
section. Randomly place the asteroid hexes            if your crazy) for the Density Number. For            agree to whatever is decided.
                                                                     Babcom 19
                                                      applicable.                                          each other, they are both interested in
Dust Zone:                                                                                                 eliminating pirates when the opportunity
The entire map is considered a dust zone. The         Nebula:                                              presents itself. This possibility requires a third
map is a floating map unless all players agree        The entire map is considered to be in a nebula.      player, if none is present then disregard and re-
before the game that the map is fixed.                The map is a floating map unless all players         roll for another terrain. If there is a Raider
Mined Asteroid Field:                                 agree before the game that the map is fixed.         presence then roll again to determine if there is
Many times a race would lay military mines in                                                              terrain. The map is a floating map unless all
an asteroid field to deter trespassers for various    Meteor Swarm:                                        players agree before the game that the map is
reasons: keep out prospectors, raiders, other         There are meteoroids that are present on the         fixed.
military ships, or to set up a trap. Many times       map. Roll 1D100 twice, picking the higher of         The Raider player is given a random number of
these mines are forgotten, only to be found           the two rolls, to determine the number of hexes      points to purchase ships and fighters, 2D6x500
decades or centuries later.                           the Meteor Swarm zone inhabits. Arrange the          points for instance. The Raider player must set
  Setup an asteroid field per the rules above.        hexes in a manner that is suitable and agreeable     his ships up in the middle of the map, adjusted
Determine the number of mines that will be            to both sides.                                       accordingly if other terrain is present. There is a
placed in each 10 by 10 hex region in a similar         Players are encouraged to arrange Meteor           10% chance (1 on 1D10) that the jump engine on
manner with a 1D3 Density Number. Do not              Swarms an interesting manner, especially if a        any ship, roll for each jump engine, is powered
randomly place the mines like the asteroids but       second form of terrain is nearby. The rings that     and ready to make a jump point. Any jump
instead have every player place an equal portion      form around gas giants consist of vast plains of     engines not ready may start recycling at the
of the mines where he would like to in the 10 by      meteoroids, most with well-defined borders.          beginning of the scenario. Non-Raider players
10 hex region after the asteroids have been             Clumps of asteroids and meteoroids will            score no victory points for any Raider ship that
placed. Each mine should be individually              sometimes congregate in the LaGrange points of       is able to disengage from the scenario, regardless
numbered and a separate sheet of paper prepared       planets. If a gravity well of some kind is present   of damage that has been scored on the Raider
to record the stats of each mine.                     then arrange for the meteor swarm hexes to           ship. The Raider player scores 4x (instead of 2x)
  The map is a floating map, requiring that new       move towards the source of the gravity well,         the combat point value of any ships they capture
mines and asteroid hexes be placed every time         potentially with replacements to follow on from      and retain until the end of the scenario.
that the map is floated. If the map is floated        off map. Once players have determined how the
players are encouraged to shift everything in 10      Meteor Swarm hexes are arranged, and why,            Ancient Ship:
hex increments to make asteroid density and           they should determine if the map is fixed or         Little did the combatants know that they have
placement easier to determine. If all players         floating. If all of the players cannot agree then    stumbled across the territory of an ancient race,
agree before the start of the game then the map       the map is considered a floating map.                more mysterious than any natural terrain feature.
can be declared fixed.                                                                                     This possibility requires a third player, if none is
  The mines can be handled either automatically       Electromagnetic Storm:                               present then disregard and re-roll for another
or by a game master. The main difference              The entire map is under the effects of an            terrain. If there is an Ancient presence then roll
between these 2 choices is that if the mines are      Electromagnetic Storm. The map is a floating         again to determine if there is terrain, then roll
handled automatically then the players will           map unless all players agree before the game         another 1D20 to determine what Ancient race is
know the type and abilities of the mines before       that the map is fixed.                               present. Players are encouraged to adjust
the game starts while game master controlled                                                               Ancients points/forces as they see appropriate.
mines are kept secret until activated during the      Dark Matter Clouds:                                  The map is a floating map unless all players
game.                                                 The entire map is considered to be in a Dark         agree before the game that the map is fixed.
  If the mines are handled automatically then the     Matter Cloud. The map is a floating map unless
players should restrict the mines to proximity        all players agree before the game that the map is      1-6   Vorlon: Heavy cruiser, 6 fighters
                                                                                                            7-12   Shadow: Cruiser, 6 fighters
mines, picked from what is published for the          fixed.
                                                                                                           13-14   Streib: 2 Collector ships, 12 breaching pods
different races. They should all be of the same                                                              15    Kirishiac: Lordship
type and cost at most 20 combat points. What                                                               16-17   Walker:Pathfinder, 6 Mapmaker Sensor Probes
race manufactured them should not be of issue                                                                18    Torvalus: Black Rapier, no fighters
                                                                                                             19    Triad: 2D6x500 points from any single aspect
(unless there are campaign implications) since
                                                                                                             20    Mindrider: Thoughtforce, 6 Thought Projections
the mines are neutral, attacking any target.
If a game master handles the mines then the
                                                                                                           Roll Again Twice:
mines may be a mix of proximity, captor, and
                                                                                                           The battle will take place in the most unusual of
DEW mines. The game master should pick one
                                                                                                           places or circumstances. Roll 1D100 twice,
of each type from whatever race he chooses
                                                                                                           ignore any “Open Space” results, and place both
(pick accordingly if there are campaign
                                                                                                           types of terrain on the map. Players are
implications). The mines should not cost more
                                                                                                           encouraged to exercise their judgement and
than 20 combat points apiece, and should be
                                                                                                           creativity on how to make the two different types
neutral, attacking any viable target. The game
                                                                                                           of terrain work on the same map. If both players
master should randomly determine what mines
                                                                                                           agree that they don’t want to fight in the
are what type to eliminate any potential
                                                                                                           combined terrain, or that the combination could
favoritism. The game master is there to
                                                      Jump Gate:                                           not exist for some reason, then keep rolling until
administer a minefield, not to ensure a victory of
                                                      There is a Civilian Fixed Jump Gate (Generic) in     a suitable combination occurs. Each player has
one side over another.
                                                      the center of the map. The Jump Gate is              one “veto” that he can cast if a combination
There is a 1% chance (roll 1 on 1D100) that
                                                      considered neutral, belonging to neither player.     comes up that he does not want to fight in that
there is a hex of unusual interest. It may contain:
                                                      Consult the Rules Compendium pages 141-142           the other player(s) do want to fight in. If a
a debris field with a strength of 1 containing the
                                                      for further rules. (Campaign circumstances may       player casts a veto then re-roll both 1d100 rolls
remains of a ship (alien or domestic), an empty
                                                      mandate that one player or another is the owner      to determine the new terrain combination. Once
cargo container, an escape pod (empty or
                                                      of the Jump Gate, proceed with the rules as          a player has cast his veto he must accept a terrain
occupied), or an alien artifact of some kind.
                                                      such.) The map is a floating map unless all          combination that the other wants to accept.
Players are encouraged to determine in a
                                                      players agree before the game that the map is        Again, good judgement and creativity are
mutually agreeable way what is in the hex and
                                                      fixed.                                               needed to make this work. The map is a floating
whether it is of interest to the opposing forces.
                                                                                                           map unless all players agree before the game
This determination can have an impact upon
                                                      Raiders:                                             that the map is fixed.
whether the map is fixed or floating, scenario
                                                      While the combatants may be eager to harm                                   ***
victory conditions, and campaign events, if
                                                                     Babcom 20
       Ship Of The Month
                                                                 PLANET KILLER
                                                                OF A DIFFERENT
                                                                       FEATHER
                                                          Humor by: Steven Austin
                                                                        Babcom 21
                                                         GROPOS
                                                   By ALEX ROBERTS
 SKYNET
                              of its conscience remained scattered throughout
                              the world, across backups and secondary control
                              centers in South America, Africa, Europe and
                              Asia. Although not capable of the same feats of
                              invention as it performed in its last days, these
                              centers must be wiped out lest a resurgent
                              Skynet threaten humanity’s existence once
                              again.
                  Babcom 22
They are assumed to automatically pass any they       rest of the game.          Each stand must be          reforms). On a roll of a 1-2, the atoms are
are required to take.                                 distinguished separately, regardless of the size of    sufficiently shattered or diffused that the unit
                                                      the unit. Each human stand (including vehicles,        cannot reform.
Liquid Metal:        Composed of liquefied            etc), may make one roll per turn.                      Command: Due to the nature of Skynet’s
metal, every portion coursing with distributed          If the roll is unsuccessful, the unit may not fire   forces, any Terminator can be programmed to be
processing power, these were some of the last         that activation, as they are too busy trying to        a Company Command Unit and Forward
Terminators Skynet produced.         Extremely        figure out if the enemy stand is human or              Observer. Any Terminator purchased as an HQ
resilient, they were very difficult to find and       machine. Multiple stands may try to distinguish        choice is considered to have these 2 abilities.
destroy. They have the following battlefield          the same enemy stand, but roll each in
effects:                                              succession, as those who fail may not fire that
                                                      activation.                                            Skynet Units
1)If a Liquid Metal Terminator is destroyed by a        If any infiltrator stand ever opens fire, it is
non-energy weapon, place the model on its side.       considered distinguished for the rest of the game      T 1-G: The T1-G was the first, and likely one
It cannot be further targeted that turn. The          by all human stands on the board.                      of the last of Skynet’s ultimate creations, the
model spends the remainder of the current turn        Distinguish on a roll of:                              sentient metal terminators. One was sent back in
and the following turn, reassembling itself (i.e.     Rubber Infiltrator: 1-5                                time, in a 3rd attempt to kill John Connor before
one full turn). At the beginning of the 2nd turn      Flesh Terminator: 1-3                                  he was capable of leading the resistance after the
after its destruction, the model returns to play on   Superior Infiltrator (Liquid Metal or Sentient         nuclear war. Others may still remain in other
the same spot where it was destroyed, as if it was    Metal): 1                                              important Skynet facilities, or on various
brand new.                                                                                                   missions of sabotage or assassination ordered by
                                                      Sentient Metal: One of the final creations of          Skynet.
2)If a Liquid Metal Terminator is destroyed by        Skynet trumped even its vaunted liquid metal             Special Rules: Sentient Metal, Superior
energy weapons, it is removed from play as any        creations. These were the Sentient Metal               Infiltrator
other unit would be.                                  Terminators. These Terminators were composed
                                                      of metallic atoms, whose vibrations and                T-1,000,000: Certainly the most fearsome of
Infiltrator: After the resistance began to make a     synchronization provided its processing power.         Skynet’s creations, the T-1,000,000 was an
nuisance of itself, Skynet started to create          These atoms were capable of dispersing and             enormous, liquid metal behemoth, tasked with
infiltration units, which could go down into the      regrouping at will, and their relative distance did    critical assault missions, as well as guarding
tunnels and caves the humans hid in and wreak         little to reduce their powers of realignment or        Skynet’s central processing core itself.
havoc once past the human guards. Such units          sentience. As such, they were nearly impossible        Although not armed with ranged weaponry, its
are tough to distinguish from regular Terminator      to destroy. Even more so than the Liquid Metal         liquid metal could shape itself into any weapon
stands, as most human soldiers do not want to         Terminators.                                           or number of arms needed, allowing it to
harm those innocents remaining above ground,          Sentient Metal units may be destroyed by enemy         slaughter humans who approached within
who often wander through battlefields.                fire as normal. However, if the unit is destroyed,     striking distance. Its liquid metal consistency,
  There are three levels of Infiltrator. So long as   the owning player simply places the model on its       allowed it to flow into and through the strongest
an Infiltrator stand has not opened fire during the   side. At the beginning of the next turn, roll a        defenses, though it needed sufficient space to
game, human units must roll a d10 to distinguish      d10. On a 3-10, the model stands up and returns        reform before it could attack. It was also
them from normal humans and be able to open           to play as if undamaged. It may take full              extremely hard to destroy.
fire on them. The roll needed to distinguish          activations during that turn (i.e. the terminator is     Special Rules: Liquid Metal, Note: May not
them is listed below. Once distinguished, they        only out of play from the time it is destroyed,        infiltrate despite being of liquid metal. It is just
may be fired at freely by other humans for the        until the beginning of the next turn, as it            too big.
                                                                      Babcom 23
                                                    was extremely powerful. It usually operated          forces, they are still produced due to their
T-1000: The first of Skynet’s successful Liquid     with the assistance of a Terminator screen.          relatively cheap production requirements and are
Metal series, these were the peak of infiltration     Special Rules:      When moving, may ignore        used to defend less important factories and
and terminator technology before the creation of    buildings of up to two stories high. If it enters    Skynet positions. These Terminators typically
the sentient metal terminators. Able to replicate   such a building, it is flattened. If the building    carry 40W plasma rifles, though heavy squads
human speech and form with ease, they were          covers more than four times the area that the HK     may have 40W plasma machineguns.
greatly feared by human sentries. Fortunately,      Tank takes up, then only the area the Tank
their immense cost made them extremely rare in      crosses is flattened. Any troops inside a building   T-600 Terminator: The T-600 was the most
Skynet’s arsenal.                                   must take an automatic close combat attack of        common assault Terminator until replaced by the
  Special Rules:     Liquid Metal, Superior         d6+5 as the building crashes down around them.       more capable 800 series. They are still produced
Infiltrator                                         This is done during the Tank’s movement.             in small numbers to support 400 series
                                                    Further CC takes place normally if the Tank is       Terminators in second line and defensive
Hunter Killer Tank:          This        heavy      touching any enemy stands.                           positions. These units typically carry 100W
tracked machine was designed to break down                                                               plasma rifles, though heavy squads may have
        buildings, as well as carry sufficient      Flying Hunter Killer: This flying machine was        built in power amplifiers, allowing them to carry
         firepower to annihilate human              the scourge of human forces early in the war,        100W plasma machineguns.
             strongpoints. It is armed with two     before caches of surface to air missiles were
                          300W          plasma      unearthed and distributed. Armed with two 40W        T-800 Terminator: The T-800 series
                                      miniguns      and one 100W plasma machineguns and speed            terminators are the core of Skynet’s forces
                                                              via two large turbo fan propellers, this   during the height of the human-machine war. It
                                                               fast moving attack craft was able to      is essentially an updated 600 series Terminator
                                                              range far and wide, assaulting human       with upgraded armor, streamlined parts and
                                                             supply centers and providing tactical       improved redundancy systems.             These
                                                            support on the battlefield.                  terminators generally carry 100W plasma rifles,
                                                                                                         though heavy squads are equipped with built in
                                                    HK Drones: These light flying machines               power amplifiers, allowing them to carry 100W
                                                    provided a fast moving perimeter defense, as         plasma machineguns.
                                                    well as harassing activities during engagements
                                             and                                with human forces.       T-800 Dual Weapon Terminator: Although
                                                                                  They        often      expensive, some terminators are installed with
                                                                                      provide            two CPU’s enabling the terminator to carry and
                                                                                                         fire two weapons, one in each arm. These units
                                                                                                         are relatively uncommon, but their heavy
                                                                                                         firepower is often deadly in close fights. The
                                                                                                         second weapon is represented by the higher ROF
                                                                                                         on the dual instance of the weapon carried.
                                                                                                         These generally carry dual 100W plasma rifles.
                                                                   Babcom 24
                                                                                                          ending tide of resistance fighters. This force
                                                                                                          allows one to represent both the last ditch
                                                                                                          assaults Skynet carried out, as well as the
                                                                                                          desperate and deadly fighting surrounding
                                                                                                          Skynet’s defensive cordon and inner sanctum.
                                                                                                          HQ:                         1 platoon
                                                                                                          Unlimited Platoons:         3-6 platoons
                                                                                                          Limited Platoons: 0-3 platoons
                                                                                                          Support Units:              0-3 platoons
                                                                                                          HQ:
                                                                                                          2 T-810 with 100W Plasma MG
                                                                                                          Cost: 30/60/90/120
                                                                                                          Unlimited Platoons:
                                                                                                          Line Platoon
                                                                                                          3-6 T-800 with 100W Plasma Rifles
                                                    the Earth after the destruction of Skynet’s central   Cost: 13/26/39/52 each
        Terminator TO&E                                                                                   and
                                                    processing center.
                                                                                                          0-2 T-800 with 100W Plasma MG
EARLY WAR SKYNET ASSAULT FORCE:                                                                           Cost: 14/28/42/56 each
                                                    HQ:                         1 platoon
These forces were typical of Skynet forces                                                                and
                                                    Unlimited Platoons:         3-6 platoons
tasked shortly after the nuclear clouds                                                                   0-2 Dual Weapon T-800 with Dual 100W Plasma
                                                    Limited Platoons: 0-3 platoons
dissipated, with rounding up slaves for the                                                               Rifles
                                                    Support Units:              0-3 platoons
factories, or to hunt down human resistors in                                                             Cost: 15/30/45/60 each
order to throw them into the death camps. This
                                                    HQ:
formation may also be used later in the war to                                                            Assault Platoon
                                                    2 T-800 with 100W Plasma Rifles
represent rear echelon or low priority defensive                                                          3-6 T-810 with 100W Plasma MG
                                                    Cost: 26/52/90/110
forces.                                                                                                   Cost: 15/30/45/60 each
                                                    Unlimited Platoons:                                   and
HQ:                           1 platoon                                                                   0-2 Dual Weapon T-810 with Dual 100W Plasma
                                                    Line Platoon
Unlimited Platoons:           3-6 platoons                                                                MG
Limited Platoons:             0-3 platoons          3-6 T-800 with 100W Plasma Rifles
                                                    Cost: 13/26/39/52 each                                Cost: 16/32/48/64 each
Support Units:                0-3 platoons
                                                    and
                                                    0-2 T-800 with 100W Plasma MG                         Recon Platoon
HQ:                                                                                                       3-6 HK Drones
2 T-600 with 100W Plasma Rifles                     Cost: 14/28/42/56 each
                                                    and                                                   Cost: 9/18/27/36 each
Cost: 24/48/72/100
                                                    0-2 Dual Weapon T-800 with Dual 100W Plasma
                                                    Rifles                                                Limited Platoons:
Unlimited Platoons:                                                                                       Air Support Platoon
Line Platoon                                        Cost: 15/30/45/60 each
                                                                                                          2-4 Flying Hunter Killers
3-6 T-400 with 40W Plasma Rifles                                                                          Cost: 20/40/60/85 each
Cost: 10/20/30/40 each                              Defensive Support Platoon
and                                                 3-6 T-600 with 100W Plasma Rifles
                                                                                                          Armored Support Platoon
0-2 T-400 with 40W Plasma MG                        Cost: 24/48/72/100 each
                                                                                                          2-4 Hunter Killer Tanks
Cost: 12/24/36/48 each                              and
                                                                                                          Cost: 22/44/66/90 each
                                                    0-2 T-600 with 100W Plasma MG
Assault Platoon                                     Cost: 12/24/36/48 each
                                                                                                          Support Platoons:
3-6 T-600 with 100W Plasma Rifles                                                                         Infiltration Platoon
Cost: 12/24/36/50 each                              Recon Platoon
                                                                                                          1-3 T-800 Infiltrators
                                                    3-6 HK Drones
                                                                                                          Cost: 16/32/48/64 each
Limited Platoons:                                   Cost: 9/18/27/36 each
Air Support Platoon                                                                                       Heavy Assault Unit (Max 1 per Company)
1-2 Flying Hunter Killers                           Limited Platoons:
                                                                                                          1 T-1,000,000
Cost: 20/40/60/85 each                              Air Support Platoon
                                                                                                          Cost: 34/68/102/140
                                                    2-4 Flying Hunter Killers
Armored Support Platoon                             Cost: 20/40/60/85 each
                                                                                                          Deep Cover Team
1-2 Hunter Killer Tanks                                                                                   1-3 T-1000
Cost: 22/44/66/90 each                              Armored Support Platoon                               Cost: 20/40/60/80 each
                                                    2-4 Hunter Killer Tanks
Support Platoons:                                   Cost: 22/44/66/90 each
Infiltration Platoon
1-3 T-600 Infiltrators                              Support Platoons:
Cost: 14/28/42/56 each                              Infiltration Platoon
                                                    1-3 T-800 Infiltrators
  MID WAR SKYNET ASSAULT FORCE:                     Cost: 16/32/48/64 each
As human resistance stiffened, Skynet turned to
more powerful Terminator forces, unleashing               LATE WAR SKYNET FORCE:
infiltrators to break into human rear areas and     Forced on the defensive, Skynet concentrated its
slaughter civilians and sabotage supply dumps.      massive intelligence, creating ever more
This is also typical of the forces wielded by the   powerful devices and machines in a desperate
disparate lesser computer coordinators around       attempt to stop John Conner and his never
                                                                   Babcom 25
                                                     extremely effective in engaging low flying           from the rubble of the cities and are equipped at
Assassination Team                                   Hunter Killers.                                      least with light body armor. They are armed
1-2 T-1G                                                                                                  with assault rifles, or 100W plasma rifles later in
Cost: 22/44/66/88 each                               Armored Pick-up Truck: Designed specifically         the war.
                                                     for fast tactical support, these pick-up trucks        Special Rules:      Company Command Unit,
                                                     were covered in armor plating and had a pivot        Forward Observer
   HUMAN TECHNOLOGY / SPECIAL                        mounted heavy machinegun, or, later in the war,
             RULES                                   a captured 300W plasma minigun.                      Recon Team:        These are fast moving
                                                                                                          infantry equipped with light equipment, but
Sentry Dogs: With the introduction of Skynet         Minigun Team: These three-man teams were             extensive communication gear enabling them to
Infiltration machines, human forces brought in       armed with a 300W minigun on a tripod.               spot Terminator incursions.
dogs to help flush out these machines. Due to        Although it was very heavy and extremely               Special Rules:   Forward Observer, Self
their sense of smell, these dogs were able to spot   difficult to move, their firepower was massive       Ordering, do not have to maintain cohesion.
even 800 series Infiltrators covered with living     and placed in a strongpoint they were tough
flesh, by smelling the metal parts hidden beneath    opponents even for heavily armored                   SAM Team: These are infantry equipped with
the flesh.                                           Terminators.                                         Stinger AA missiles for use against Skynet
  If there is a sentry dog within 8” of a Skynet                                                          Flying Hunter Killers.
infiltration stand, any human units within 6” of     Machinegun Team: These three-man teams
the sentry dog stand may add +2 to their roll to     were armed with a heavy machinegun on a                              HUMAN TO&E
distinguish.                                         tripod.
                                                                                                          Early War Human Force:
Demolition Charges: Function as per                  Bazooka Team: These three-man teams were             These forces were typical of human forces early
Gravnades (but with different stats), but only       armed with assault rifles and bazookas.              in the war against the machines. They were
one may be thrown per turn.                                                                               equipped with whatever they could find,
                                                     Light Infantry: These are humans in regular          generally weapons looted from destroyed army
               HUMAN UNITS                           clothing or fatigues. They are armed with            or national guard facilities (those that survived
                                                     assault rifles.                                      the nuclear devastation). Some units may have
Sentry Dogs: These units were composed of                                                                 captured plasma weapons from downed
specially trained sentry dogs, capable of            Regular Infantry: These units are equipped           Terminators, but these were few and far
smelling out Terminators even though they may        with light body armor and represent the bulk of      between.
be covered with skin and dressed as humans.          human forces after the initial years following the
Each stand consists of several trained dogs as       nuclear devastation. They are armed with 40W         HQ:                         1 platoon
well as their handlers, who generally carry only     plasma rifles. Later in the war they generally       Unlimited Platoons:         1-4 platoons
pistols.                                             upgraded to 100W plasma rifles as Skynet             Limited Platoons: 0-2 platoons
                                                     production centers were overrun, with                Support Units:              0-2 platoons
Gun Car: This is a regular sedan with armored        supporting units carrying 100W plasma
sides and ports from which the passengers can        machineguns.                                         HQ:
fire weapons from. These were usually used for                                                            1 Command Infantry with Assault Rifles
hit and run attacks and the passengers typically     Assault Infantry: These units are equipped with      1 Light Infantry with Assault Rifles
carried stolen 100W plasma rifles.                   heavier body armor and are armed with 100W           Cost: 9/18/27/36
Pick-up Truck: Pick-up trucks were greatly           plasma rifles and bazookas. Some teams
favored by the resistance as they could carry        exchange their bazookas for demolition charges.      Unlimited Platoons:
human troops quickly through the ravaged cities                                                           Line Platoon
left across Earth.                                   Heavy Assault Infantry: These are infantry           4 Light Infantry with Assault Rifles
  Special Rules:    May transport 2 Infantry         equipped with heavy full body armor and armed        Cost: 4/8/12/16 each
stands.                                              with the best weaponry available. This generally     and
                                                     consists of 100W plasma rifles, as well as           0-2 Bazooka Teams
AA Pick-up Truck: This is an armored pick-up         bazookas.                                            Cost: 7/14/21/28 each
truck with a SAM gunner and several Stinger (or
similar local derivative) missiles in the back of    Command Infantry: These stands are equipped          Defensive Platoon
the truck. They moved quickly and were               with extensive communication gear scavenged          2-4 Light Infantry with Assault Rifles
                                                                    Babcom 26
Cost: 4/8/12/16 each
and                                               HQ:                         1 platoon          Limited Platoons:
0-2 Sentry Dog Teams                              Unlimited Platoons:         1-4 platoons       Recon Team
Cost: 7/14/21/28 each                             Limited Platoons:           0-2 platoons       2-4 Recon Infantry with 40W Plasma Rifles
                                                  Support Units:              0-2 platoons       Cost: 7/14/21/28 each
Limited Platoons:
Recon Team                                        HQ:                                            Transport Group
2-4 Recon Infantry with Assault Rifles            1 Command Infantry with 100W Plasma Rifles     1-5 Pick-up Trucks
Cost: 6/12/18/24 each                             1 Regular Infantry with 100W Plasma Rifles     Cost: 12/24/36/48 each
                                                  1 Pick-up Truck
SAM Team                                          Cost: 25/50/75/100                             Air Defense Team
2-4 SAM Teams                                                                                    SAM Team
Cost: 11/22/33/44 each                            or                                             2-4 SAM Teams
                                                                                                 Cost: 11/22/33/44 each
Support Platoons:                                 1 Command Infantry with 100W Plasma Rifles     or
Machinegun Platoon                                1 Minigun Team                                 2-4 AA Pick-up Trucks
2-4 Machinegun Teams                              Cost: 16/32/48/64                              Cost: 16/32/48/64 each
Cost: 8/16/24/32 each
and                                               Unlimited Platoons:                            Support Platoons:
2-4 Light Infantry with Assault Rifles            Line Platoon                                   Minigun Platoon
Cost: 4/8/12/16 each                              2-6 Regular Infantry with 100W Plasma Rifles   2-4 Minigun Teams
                                                  Cost: 5/10/15/20 each                          Cost: 10/20/30/40 each
Assault Platoon                                   and                                            and
2-4 Regular Infantry with 40W Plasma Rifles       0-4 Regular Infantry with 100W Plasma MG       2-4 Regular Infantry with 100W Plasma Rifles
Cost: 5/10/15/20 each                             Cost: 7/14/21/28 each                          Cost: 5/10/15/20 each
                                                                Babcom 27
                                                                                                                          old Altarian to be his flagship.
Centauri Grotto                                                                                                             Operations went along fine and
                                                                                                                          after nine days almost all the Q-40
 LCV Tender                                                                                                               had been extracted, when things
       By REID HUPACH                                                                                                     went wrong. Drazi spies had caught
                                                                                                                          wind of "something" going on
         OUSE Goferit lies along                                                                                          inside their territory so they sent a
                                                                       Babcom 28
                                                                    THE DARK STAR                                                            By Zero
                                                     heavy weapons and not requiring vast orbital         overgrown with black skin and possessing
                 -HUMOR-                             shipyards. Soon the first manufacturing point        unheard of power-to volume ratio, couldn’t
                                                     was established, and more and more young             power all systems at once, but that was
    n an earlier issue of BabCom (#18 - Oct/Nov      priests began to train as their crews.               considered the price of miniaturization. Against
                                                                    Babcom 29
          House Rules                                                                                                       make it harder for fleets to simply
        By BEN RUBERY                                                                                                       eliminate the largest enemy craft in
                                                                                                                            the first turn or two (the bomb
     N DEVELOPING my Star                                                                                                   magnet effect) due to escort and
basic rules a lot, there are some                                                                                             The Hyperion Lambda is a large
little touches that I would add.                                                                                            escort cruiser designed to
  One thing I felt was not                                                                                                  accompany even larger ships like
done well (or at all) was                                                                                                   the Poseidon Supercarrier. The
Aegis ships. While the Aegis                                                                                                Hyperion hull was readily
Hyperion exists, it is more                                                                                                 available, and smaller ships like the
an anti-fighter ship and                                                                                                    Tethys were deemed unsuitable for
cannot intercept ballistic                                                                                                  the role, being too small and too
weapons directed at a ship it is                                                                                            easily destroyed to justify the cost.
guarding, as we see in modern                                                                                               The Lambda was a new
warfare.                                                                                                                    construction ship and featured
  While Guardian Arrays allow                                                                                               many of the upgrades made to EA
ships to intercept for other ships, I                                                                                       ships since the Minbari war.
would like a rule that represents                                                                                             The Hyperion Lambda was one of
the presence of Aegis type                                                                                                  the casualties of President Clark's
equipment aboard a ship rather                                                                                              ascension to power, as funding was
than simply specialist weapons that                                                                                         diverted to a series of black projects
give basically the same effects.                                                                                              and away from such bread and
                                                                                                                                 butter projects of the military.
         AEGIS SYSTEMS                                                                                                             A prototype had been
  To represent different technology                                                                                                produced, and was field-
levels and the amount of special                                                                                                   tested escorting one of the
equipment present on a ship (and so
that Arsenal of Suck ships can field
                                                           and Escorts                                                            last Avenger class carriers in
                                                                                                                            anti-raider operations, but no
Aegis technology), I have come up          intercept fire at the target ship as     ship and that escort craft. This        production run was ordered.
with different types of Aegis              long as it is between the firing ship    allows escort ships and a command         After the EA civil war and the
system. The Aegis ship must                and the target or within three hexes     ship (like a Star Destroyer and         change of government the
specify which ship it will be              of the target ship as long as the ship   Lancer Escort Frigates) to create a     deployment of the Poseidon
protecting each turn. This ship is         is not enormous (thus blocking arcs      web of fire problematic for fighters.   necessitated escort craft. The Aegis
designated as the target (it is the        of fire if the Aegis ship is behind        A craft with the escort designation   Hyperion was dusted off and a
target of incoming fire)                   it). If a ship with Advanced Aegis is    has one bonus point of CCEW if          small production run was ordered.
                                           in the same hex as the target ship it    any CCEW is allocated. The ship's         I have made a number of changes
        PRIMITIVE AEGIS                    can intercept fire directed at the       electronic systems are built to         to the AOG Aegis Hyperion. The
  A ship with Primitive Aegis can          target from fighter guns.                target small craft, and more            ship used Aegis pods but lacked
intercept ballistic weapons targeted                                                efficiently track these small, fast     much in the way of firepower.
at a friendly ship it is escorting. It               ESCORT CRAFT                   targets compared to standard ship       Aegis ships in the modern era
must be between the firing ship and          This is an extract from the Star       sensors.                                defend larger craft like carriers
the target. If the path of the ballistic   Wars conversion I am currently                                                   from incoming missiles.
fire (as measured from the hex the         working on. Along with a rewrite of        These rules, if used, will slightly     This is not how it worked on the
missiles were fired from and the           the boarding, intercept and ballistic    alter the balance of the game. A        original Aegis Hyperion, which
hex the target ship is in) is within       rules (as well as a reworking of         race on the Grome/Hurr/Alacan           gained 6 free CCEW. I have
three hexes of the hex occupied by         LCVs, fighters and shuttles) I have      tech level would not have any ship      reworked it, ditching the Aegis
the Aegis ship then the Aegis ship         looked at escort craft, particularly     with better than Primitive Aegis.       pods in favour of two side MPCs,
may add its intercept to the               for large ships like Star Destroyers     The big four and most of the            and I have reworked the nose,
intercept of the target ship.              and Star Cruisers escorted by            League would be capable of              placing an MPC where one is
  However the intercept added by           Lancers and Corellian Corvettes.         deployed Aegis ships, and races at      usually found on most Hyperions,
the Aegis ship is subject to                 Escort craft are dedicated anti-       the Minbari, Hyach or Yolu level of     and putting the SPBs on the nose in
degradation (the target ships              fighter craft that protect large and     technology would be able to deploy      the medium plasma mounts (as the
intercept is treated normally).            vulnerable ships. For a ship to use      Advanced Aegis ships.                   original       Aegis        Hyperion
                                           the escort rules it must be smaller        Escort ships would be dedicated       completely missed these out).
                AEGIS                      than the ship it is protecting. It can   escorts, armed with virtually             I've pointed it at 780, and while
  A ship with Aegis can intercept          only protect ships of HCV size or        exclusively intercept and anti-         this is less than the 800 of the
ballistic and weapons fire at the          larger. When protecting command          fighter weapons, in order to protect    original Aegis Hyperion, I feel it is
target ship, but must be between the       craft with advanced electronics          their charges. A race with command      a bit fairer. With three MPCs, two
firing vessel and the target and be        (which have the command ship             cruisers of sufficient tech level to    anti-fighter racks, nine SPBs and
closer to the target than the firing       note on their SCS and in their           provide an initiative bonus to other    four interceptors, it is a more
vessel. It intercepts weapons fire         description) it gains significant        ships would count as a command          effective escort unit, less effective
normally when directed at the              benefits.                                ship when protected by escort craft.    at slapping fighters with masses of
target ship. It cannot intercept fire         An escort ship can intercept            These are experimental rules and      CCEW, but able to intercept for its
from fighter weapons (but can              ballistic fire directed at the target    should be used with care, but I feel    charge and with three MPCs for
intercept missiles fired from              ship as long as it is between the        they capture what Aegis ships           either engaging fighters or enemy
fighters) fired at the target ship.        target ship and the firing ship.         should behave like better than the      attack craft. It is an unofficial unit,
                                             An escort ship protecting a            Aegis pods on the Aegis Hyperion.       and it should only be used with
      ADVANCED AEGIS                       command ship targets fighters              If adding these rules to              your opponent's permission.
 A ship with Advanced Aegis can            using the sum of the OEW or              homebrews, bear in mind that they                         ***
                                           CCEW allocated by the command            can be open to abuse, and may
                                                                         Babcom 30
               Contents Preview                                                                            through the B5 seasons, trying to identify
There has already been a great deal of                                                                     characters that did not fit any of these. Aside
speculation as to how the new Babylon RPG is                                                               from the really esoteric personalities (which beg
going to look and what changes are going to be                                                             prestige classes or, in a few very rare cases, a
made to the d20 System. So, we’ll take a dive                                                              new core class that will come later), nope, we
into the 304 page main rulebook, due for release                                                           have not spotted any!
in late May, and see what goodies lie inside.                                                              All are very broad in scope, and we have tried to
                                                                                                           avoid railroading anyone in terms of skill
                   Introduction                                                                            choices and class features. If you have a specific
Not a lot you can say about an introduction –                                                              character in mind, you can create him or her with
except that, as with our Judge Dredd RPG, we                                                               this system.
have three sections aimed at gamers who are a)                                                               Also included in this chapter are the new rules
new to Babylon 5, b) new to the d20 System and                                                             for hit points (very, very few!) and using
c) veterans of the d20 System. If you are the                                                              Constitution as a bonus to stabilize, rather than
latter, a few paragraphs summarize all the                                                                 granting bonus hit points. You do not want to get
changes we have made to the rules for Babylon                                                              shot in this game, especially if a Medlab facility
5, giving you 90% of what you need to start                                                                is not close by...
playing the game immediately. This is followed
                                                                                                                             Skills and Feats
by a short ‘Welcome’ chapter, setting the scene
                                                                                                           This chapter speaks for itself – we have gone
for the entire galaxy in whatever time period you            “We have tried to avoid
                                                                                                           through the skill list in the PHB, chucked out
are aiming to play.                                           railroading anyone in                        what was clearly not B5 in spirit, and added new
                                                              terms of skill choices                       skills where appropriate, as well as change
            Characters on Babylon 5
                                                               and class features.”                        certain skills that now operate slightly
This, I think, is what many of you will be
                                                                                                           differently. Feats, on the other hand, are divided
wanting to know – what characters you can play       class! In the end, we think we have managed to        into General, Telepath and Racial categories.
in the Babylon 5 RPG! We have gone for the           run right down the middle, allowing the core          We have, however, removed a lot of the combat
usual race/class split, for reasons that will        classes to handle about 80% of all possible           orientated feats from the B5 RPG – don’t worry,
become obvious.                                      character types, with the prestige classes taking     the likes of Weapon Focus are still in, but games
Anyway, the ‘standard’ player races are human,       the strain for players who want something that        of B5 should rarely focus squarely on combat. In
Centauri, Minbari, Narn, Drazi and Brakiri. We       little bit special.                                   this game, feats such as Harm’s Way, Latent
even have a section set aside detailing how such     Anyway, the classes available to begin with are;      Telepath and First Contact Protocol are far more
disparate characters could ever hope to work         Agent (Morden and Refa are the obvious                important. . . If you are of non-human origin,
together as a ‘party’. However, there is nothing     examples here, though the term covers any             they are plenty of opportunities to concentrate
written that Babylon 5 has to be 100% co-            skilled operative, from an assassin to ‘aggressive    on abilities that can set members of your race far
operative in nature – if you think about it, the     negotiator’), Diplomat (need not be politically       apart from anyone else – be it a Narn’s Priestly
television show itself demonstrates quite nicely     minded – many corporations have need of               Devotion, a Minbari’s Way of the Warrior or a
how players could both work together and             diplomats in business dealings, as do some            Drazi’s Might Makes Right. Personally, I like
pursue their own goals...                            unions – Neeoma of the Dockers Guild is a low         the Drazi’s Green or Purple feat, which gives
  Eight character classes are available, and we      level diplomat), Lurker, Officer (split into pilot,   certain bonuses (and penalties) for this race’s
have made sure these are all as broad as possible    fleet and ground forces), Scientist (one of the       mob mentality.
– in fact, we had to make them more specific in      widest classes there is in capability and
playtesting as while they could reflect 99% of all   potential), Soldier (including security officers),                       Combat
the characters that appeared on the TV show          Telepath and Worker (split into blue and white        The Combat chapter introduces the bulk of
(leaving aside the obvious special cases, such as    collar, allowing everything from dock loaders, to     actual changes from the standard d20 System. I
the Technomages), they also meant that it was        accountants, lawyers and ISN reporters).              won’t run through them all here though. Suffice
incredibly hard to justify almost any prestige       When creating these classes, we actively looked
                                                                    Babcom 31
to say that Armour Class is gone, armour now                                                                  added a giant selection of ready NPCs (such as
reduces damage, a few changes have been made                                                                  commercial telepaths, market traders, dock
to attacks of opportunity, and rules are in place                                                             workers, etc. . .) for you to slide quickly and
to handle thin atmospheres, low gravity,                                                                      easily into your games.
explosive decompression and a host of other                                                                    The Babylon 5 station really is an entire setting
dangers. The vehicle rules also appear here – as                                                              unto itself – you could play out an entire
I mentioned elsewhere, we have used a                                                                         campaign here without ever leaving. . .
converted Dragonstar system, as this is quick,
easy, and scales nicely between characters,                                                                              And the Sky Full of Stars
vehicles and spacecraft, allowing your                                                                        Fitting the rest of the galaxy into one chapter
Thunderbolt to bear down on a speeding terrorist                                                              was always going to be something of a challenge
truck across the plains of Mars.                                                                              and, inevitably, we have left many things for the
However, we just could not resist tweaking                                                                    more detailed sourcebooks to cover (the first of
things to make it more ‘Babylon 5’ in feel! So,                                                               which will be the Earth Alliance).
you will find everything you need to reflect the                                                              However, full details here are given for traveling
Starfuries’ afterburners, ejector seat and pivotal                                                            through space, using jumpgates (or denying their
thrusters (gives a hell of an advantage, I can tell                                                           use), plus navigating through hyperspace,
you!). Artificial gravity is a feature of many                                                                whether you want to use the standard travel
advanced spacecraft, as is the ability to create                                                              routes or not.
jump points, and the living ships of the Vorlons                                                              Plenty of information is then given on the major
are just plain nasty. . .                                                                                     governments, their systems and their customs,
                                                                                                              giving Games Masters enough to start launching
             Equipment and Vehicles                                                                           their players out amongst the stars. Also covered
One thing I did not want the Babylon 5 RPG to               The Babylon 5 diplomatic                          here are a variety of other useful topics, such as
become was too focused on technology. After                station has never been truly                       why the EA has identicards, ISN, the Psi Corps
all, this is not Star Trek – characters and their                                                             (including rules for sleeper drugs, and
                                                          and fully detailed in terms of
actions are what matters, not Type IV positronic                                                              regulations for all human telepaths), the
                                                          maps, specifications, locations
phase flux capacitors.                                                                                        Centauri noble houses, the Minbari attitude to
However, you cannot get away from the fact that                  and personalities                            service and honour and much, much more.
there are a lot of cool ships and weapons in the                   – until now.                               We have also included racial traits for many
TV show – so, I hope we have picked the right                                                                 members of the League of Non-Aligned Worlds
                                                       Scanning, Pain and Jamming are all in here.
middle ground between the two.                                                                                – in general, we recommend that players stick to
Full rules are given for black markets (anyone                                                                those detailed in the first chapter, as these are a
                                                                     All Alone in the Night
on Babylon 5 is going to want to establish a                                                                  little weaker in terms of game balance. But hey,
                                                       The Babylon 5 diplomatic station has never been
smuggling line that bypasses customs!), as well                                                               if you really want to play an Abbai, Gaim,
                                                       truly and fully detailed in terms of maps,
as the most common weapons of the various                                                                     Markab (heh!), Pak’ma’ra or Vree, everything
                                                       specifications, locations and personalities – until
races – these will be expanded further in the                                                                 you need is presented.
                                                       now.
forthcoming ‘race’ books that will cover each                                                                   Our central goal for the Babylon 5 RPG was to
                                                       This chapter contains everything you need to
government in more detail than has ever been                                                                  provide a gateway for Games Masters and
                                                       turn the station into a living, breathing place that
seen before for Babylon 5.                                                                                    players to explore pretty much whatever part of
                                                       your players can actually explore (rather than
 I promise. However, you will still find shock                                                                the galaxy they wished. We have provided as
                                                       you having to say ‘well, you arrive on B5. . .’).
sticks, PPGs, Minbari holdout lasers, changeling                                                              many tools as we could fit into the main
                                                       You can even learn how to join the Transport
nets (mad if you use one. . .), data crystals, flak                                                           rulebook – it is up to you to find adventure!
                                                       Association, and what benefits you will get from
jackets, Narn battle suits and much more. The
                                                       it in the future.
spacecraft section has full rules and guidelines                                                                             Signs and Portents
                                                       In addition, information is given concerning
for the costs of running a spacecraft (including                                                              This will be the most controversial chapter of the
                                                       jumpgate operation, damaging the station’s
docking and maintenance fees), as well as a huge                                                              lot, I am sure – this is a detailed (and I mean
                                                       exterior (it can happen. . .), the defence grid (do
variety of ships seen throughout the galaxy, both                                                             detailed) episode synopsis of the entire first
                                                       NOT attack) and what compliment of craft is
commercial and military. Everything from a                                                                    season of Babylon 5. The question you will all
                                                       typically on board and under EarthForce control.
Maintenance Bot and Delta-V fighter to                                                                        ask, I am sure, is – why only the first season?
                                                       Details on how diplomacy works on the station,
Hyperion cruisers and Vorlon transports are                                                                   Allow me to explain. . .
                                                       what the quarters are like, how much they cost,
detailed here, as well as full descriptions of their                                                            I have said before that I am a self-confessed B5
                                                       BabCom, StellarCom, the central computer,
special abilities and weaponry.                                                                               geek and so aimed to produce the kind of game
                                                       medical facilities, the process of law and order,
                                                                                                              that I would want to see (and buy) myself. So,
                                                       the Universe Today – and all this before we even
                    Telepaths                                                                                 when the question came ‘what do we include in
                                                       get into specific locations!
So often turned away by their own kind,                                                                       this game’, my answer had to be ‘everything’.
                                                         We received a little criticism with the Judge
telepaths at least get a chapter all to themselves                                                              You can’t actually do that in 304 pages!
                                                       Dredd RPG for not including stats of the main
in the Babylon 5 RPG.                                                                                         However, I knew that simply doing a dry list of
                                                       characters in the main rulebook.
I’ll preview these rules fully at a later date but                                                            all the events as and when they happened would
                                                       Well, we have listened to you this time.
basically they revolve around an inherent P-                                                                  be a) boring and b) completely miss the point of
                                                       Everyone of note is detailed here (though
Rating (which never changes, of course), the                                                                  what B5 is about. We were also aware that there
                                                       Ivanova seems to have a little ‘classified’ sticker
Telepathy skill and a range of abilities that are                                                             were many people out there who (unlike us real
                                                       obscuring one of her feats. . .), plus we have also
acquired with practice and training. Yup, Deep                                                                fans!) did not have every episode on video or
                                                                       Babcom 32
                                                       Babylon 5 RPG Release Schedule
                                                                                Based on info from Mongoose Matt and an online chat
                                                                                   on March 5, 2003. All information is tentative.
The Fiery Trial Season book, softcover 128 May 2003 24.95
The Coming of Shadows Season book, softcover 128 June 2003 24.95
The Earth Alliance Race book, hardcover 200 July 2003 34.95
The Minbari Federation Race book, hardcover 200 July 2003 34.95
The Centauri Republic Race book, hardcover 200 October 2003 34.95
The Narn Regime Race book, hardcover 200 November 2003 34.95
DVD – some were only going to know the most             In addition, we give plenty of ideas for plot          However, as fans of the show will be aware, a
basic things about the setting, while others          lines, scenarios and campaign hooks alongside            great deal more is possible in Babylon 5. You
would have inevitably missed a few episodes.          each episode. These allow players to either              want huge, convoluted story arcs? This chapter
 So, we have gone for a very detailed episode         become directly involved in such events, or have         tells you how to put them together.
synopsis that can (if you wish) serve as a            similar situations mirror themselves in the              You want to know just what makes Babylon 5. .
framework to an entire campaign covering the          players’ own encounters.                                 . well, Babylon 5? This chapter will tell you
Earth year 2258.                                      In addition, notes are also provided as to what          what to emphasize.
We do not just detail the events in the episode,      players in the galaxy might hear of the events on        There are also sections on characterization, B5
however – that, too, would begin to get boring.       Babylon 5, all serving to provide a coherent             iconography,      playing      canon/non-canon
Instead, we have also added many new                  structure to a campaign before the Games                 campaigns, as well as a huge list of campaign
background entries to explain various things that     Master even starts writing. It also makes the            jump off points you can use to kickstart your
crop up in each episode (such as how the Thenta       players aware that there is an entire galaxy out         own ideas.
Makur works, how Transport Routes are                 there that will not simply stop and stand by               This is also where the prestige classes lie – I
granted, what happened to the Dilgar, etc. . .),      while they complete their own goals – as                 won’t give the full list just yet, but making an
new rules (pain givers can be found here, as well     covered in this chapter, this can lead to some           appearance will be the Mutari, Planetary
as racial traits for the Dilgar, if you really want   very tense situations, wherever the players are in       Surveyor, Psi Cop, and True Seeker.
to go down the outcast route), minor characters       the galaxy.                                                The rulebook winds up with a full and
(N’grath and Bester, for example) and, well, just                                                              complete glossary (including a few things even I
about everything you need to know to run a                       Campaigns on Babylon 5                        did not know before I started this project!), plus
decent game of B5 that did not fit logically          When I started writing this chapter, I figured I         index, rules summary and character sheets.
elsewhere in the rulebook, but is placed nicely       could fit everything into 5 pages – fat chance!
next to its relevant episode.                         We begin by covering a typical ‘starfarer’s                                              - Matthew Sprange
And yes, all this is backed up by complete and        campaign’, where players just use the station as
functional index, meaning you will never have to      a base of operation and play through a number of         Mongoose Publishing
go far to find anything, even in a rulebook of 304    unrelated scenarios to ‘see what is out there’.          http://www.mongoosepublishing.com
pages.                                                This will suit some groups down to the ground.                              ***
http://marshallpower.co.uk/b5w/repository
                                                                         Babcom 33
SPECIAL REPORT MONGOOSE CHAT
                                     The following is from the online chat with
                                     Mongoose Matt (Matthew Sprange - Mongoose
                                     Publishing) at EN World on March 5, 2003.
          Never Fear                 What’s the full title?
   Only Fear Running Out Of          I’d also like to know how you decided to
                                     handle “research.” Like for example, when
    Questions
                                     G’Kar researches that his homeworld’s
                                     telepaths were all slaughtered during the
                                     First Shadow War.
                                     This is basically tied into the skill system - we
                                     have elevated the use of skills far beyond
                                     anything you have seen in a d20 game before.
                                     Skills maketh the character in a big way - you
                                     cannot shoot yourself out of all problems, so
                                     doing things like research and diplomatic
                                     negotiations are central to many actions.
           Online Chat               One of the basic effects of the d20 system is
               with                  that typically at low to mid, characters need
                                     to min/max a particular skill/stat
                                     combination in order to succeed with any
                         Babcom 34
SPECIAL REPORT MONGOOSE CHAT
Fiery Trial, that shows the scaling of DCs in            B5 to Dragonstar, Armageddon 2089 or even
progress, though the main rulebook gives the             Judge Dredd. . .                                          Will Rangers be a PRC? If so, will they
guidelines for this.                                                                                               appear in the main book or in a supplement?
                                                         What can you tell us about the new Psionic                Will Rangers be broken...or get the shaft?
Will the D&D PHB be required to play the                 rules?                                                    To begin with, Rangers will be a Prc. That said,
game? Specifically - will GMs and Players                Hmm.. . Well, every telepath has a P-Rating               we are actually planning two types - the ‘true’
constantly be looking up rules in two different          which, of course, never changes. This is                  Anla’shok, and the ISA Ranger, which will come
books to look up skills and feats, or will the           basically what is used as a saving throw against          later. They will first appear in the Coming of
relevant ones be reprinted in the B5                     his abilities. He chooses an ability to use, such as      Shadows sourcebook, which will be the third
rulebook?                                                Deep Scan, Fabricated Reality (some are                   release for the game. However, in the fullness of
I won’t lie - you will likely need both, though the      involuntary, such as Accidental Scan and Danger           time, they will be getting their own tome.
PHB will probably be picked up only 10% of the           Sense), and makes a Telepathy check at a
time, as we have changed so many of the basic            required DC. Certain things effect this, such as          What Core Classes can we expect to see in
skills and feats. That said, we are not going to         being in hyperspace or wearing gloves. That, in           Bab5?
reprint something like Weapon Focus just for the         a nutshell is it - though there is a lot built into the   Let me see if I can recall this without notes -
fun of it. If it is a straight duplication, we kept it                                                                        Agent, Diplomat, Lurker, Scientist,
in the PHB. Makes more                                                                                                                               Soldier,
room for the B5 setting                                                                                                                                Officer,
material which, I am
guessing, is what at least
50% of customers are
going to want above all
else
                                                                          Babcom 35
SPECIAL REPORT MONGOOSE CHAT
birth. That guy will appear in their own book,       However, we have full rules and details for the
but GMs (and players, for that matter) will have     Drazi, Brakiri, Vree, Abbai, Gaim, Pak’ma’ra -
everything they need to at least introduce these     more will be added later.
guys early on in the game’s line up.
                                                     How have you dealt with the differing tech
What level will this cap out at? 20? Higher?         level issues among the races? I guess there
We actually haven’t set any real pre-defined         would be some thought (by some people) to
limits, and there is no real reason why people       balance the races against each other like in
cannot go above 20th level if they are playing       D&D.
high-powered games. However, we will                 This is reflected in their equipment more than
structure the main characters for 20 levels total.   anything else but, at a personal level, there is
So Sinclair, for example, starts out at 8th level,   little enough between them - everyone has a
and G’Kar at 10th. Vir, if I remember right,         PPG or equivalent. On the other hand, being an
begins as a 1st level Diplomat. Level                RPG, it does not always have to be fair. Minbari
progression, though, is slower in B5.                ships are _sick_ in this game. They are truly
                                                     terrifying. Start running. Now.
Will there be stats to play the Shadows and/or
Vorlons?                                             Will there be rules regarding creating
Not in the main rulebook. We would _never_           characters like Sinclair/Valen, going FROM
have been able to do them justice in the space       one race to another, like adding a template?
available. However, the GM does have some            You know, we spent a lot of time on this - right
guidelines on what to do if the players suddenly     after we finished the main rulebook, we had to
decide to try to knock off Kosh. . . The Shadows     deal with the ‘Delenn question’. . . In the end,
& Vorlons sourcebook on the other hand. . . 128      no. There _are_ no changes, game wise. She is
pages stuffed full of material on these chaps -      still effectively Minbari. She gets no new skills
sound good?                                          or feats. There is nothing you can do with the
                                                     rules in this case. Which, I think, is probably
Do all races have the same ECL and do you            how it should be.
think this rightly reflects the series?... those
space elves seemed to be able to kick the crap       So much for teeps, but what about teeks? And
out of everyone else... with one hand tied           will there be anything on experimental
behind their back :D                                 methods of increasing P-rating - both of the
Yes - and you are right, the Minbari were an         main teeps on the show got boosted (Talia by
absolute bitch to balance. If anything, I would      Ironheart, Lyta by the Vorlons).
have made them even more powerful than they          Just been working on that today, actually, in
are now :) However, everything still balances        Talia’s case. And I believe Bruce is going to
out quite nicely.                                    have all sorts of interesting rules for Psi Corps
                                                     experiments in the Earth Alliance book.
So everyone has the same ECL?                        However, as to Lyta’s true powers as a Vorlon
Correct.                                             Agent, I am afraid you are going to have to wait
                                                     for those.
Even the Vorlons?
To get an idea of the power of a Vorlon, flick       Will this book use the D&D Hit Point
through Deities & Demigods                           standard or did you change it? If so, what
                                                     kind of system are you using to keep track of
How deeply will the common races of the              damage? Does it involve a “deathspiral”
Bab5 Universe be covered?                            effect (you take penalties as you take more         need is that and the PHB.
In the main rulebook, you will have everything       damage)?
you need in terms of personality, physical traits,   No - we kept it quick and easy. Stabilisation       Will we have ship stats for Capitol ships as
their governments, technology and all the other      rules are a little different, in that they are      well as single manned fighters?
necessities. If you want more (!), each of the       affected by Con, but we kept degradation out of     Yes. Of course. Hyperions, Sharlins (eek!),
major races (including humans!) is getting a 200     things. Combat has been made very deadly, and       Starfuries, Shuttles, Frazis - all in there!
page hardback packed full of new rules and           a lot of the ‘battles’ will take place in the
background. This is what I meant by us wanting       political or criminal arenas.                       If combat is going to be highly deadly, are
to do absolutely everything in B5. Literally no                                                          there going to be additional rules for subdual
stone will get left unturned. The B5 setting is      Since DragonStar is going to be the ship to         and knocking people out?
just too good for us to squander this opportunity.   ship combat base, will we need the                  Not additional rules - but greater emphasis is
                                                     DragonStar books, in order to play this aspect      naturally placed on subdual attacks. This is the
Will all the ISA races be given the same             of the game?                                        cool thing about the B5 RPG - it plays _so_
attention?                                           No, all relevant rules (and they have been          differently to any other d20 System game I have
No, because the ISA does not exist yet.              altered) are in the B5 main rulebook. All you       tried. Kinda difficult to explain, but you’ll get it
                                                                    Babcom 36
SPECIAL REPORT MONGOOSE CHAT
- not when you read the rules but when you            Will the B5 RPG go into what might have
actually play. . .                                    been, like what would have happened with
                                                      Crusade and/or Legend of the Rangers if they
Will the Shadows & Vorlons SB have stuff on           hadn’t been killed by stupid execs?
the other First Ones too, like the Walkers at         Well, our license covers those areas but I can’t
Sigma?                                                really make any promises just yet. I have a
That decision has not been made yet - I am half       feeling that certain people will wait until they
tempted to give the First Ones their own book,        see our Minbari books, etc, before making that
complete with rules on actually playing them at       decision for us
the dawn of time. However, we’ll have to see                                                                      BABCOM
how that goes.                                        Will the Babylon 5 galaxy be mapped out
                                                      Yes. And this time, Z’ha’dum is on it                 www.robertshome.org/
Will there be a supplement for high-level                                                                         babcom
games?                                                Will there be a system for designing planets
Not any time soon (like, within the first 6           based on a set of parameters that fit within            A fan-produced
months), but it is a distinct possibility - what I    the Bab5 Universe?                                   magazine for players
would like to do is put out a book that expands       Not in the main rulebook, though GMs have             of Babylon 5 Wars,
on Chapter 9 of the main rulebook, detailing          plenty of help there with alternate environments       Fleet Action and
exactly how to run a cool B5 campaign and give        and such things. However, we have gone into                GROPOS
your players the screaming willies!                   rather a lot of detail about jumpgate use and
                                                      hyperspace navigation                                        Editor:
Will there be TV photos or art (Better than                                                                     Scott McGaffin
Chameleon’s)? Matt what kind of Art can we            Also, the Dragonstar starship rules bug me a                  SJM)
expect in the book? Please don’t let it ALL be        lot because of the size cap. Are you going to
stills from the series some CGI images for the        re-adjust the ship size classes to include                  Publisher:
ships would be awesome and some nice clean            everything from worker bees to planet                      Alex Roberts
clear images for the races... can we expect this      destroyers?                                                 (aroberts)
sort of thing?                                        Yes :) Messing around with the size classes and
The vast majority will be clips from the shows        what they actually mean is one of our major                Sub-editors:
and films. However, we have some cool artwork         tweaks. However, keep in mind that things like             Todd Boyce
being commissioned - a completely new galaxy          Planet Killers and Babylon 5 itself are too large
map, floorplans for, well, the entire B5 station,     for normal ship combat. They are handled in                Jamie Seidel
technical diagrams. The works! Lots of CGI - to       more abstract ways (your Starfuries can damage              (Diogenes)
see what we are capable of, check out                 B5 but they are never going to blow it up).
Armageddon 2089 - in many ways, a forerunner                                                                   SUBMISSIONS
of the B5 RPG.                                        Will there be optional rules for resolving               can be made to:
                                                      space combat using the B5 Wars game or Full               b5news_proof
Okay. So we’re going to have the Core Book,           Thrust or something similar? Or will the                  @yahoo.com
and race books... Can we also expect to see           rules be complete enough that this isn’t
gear books, Psi books, critter books, vehicle         necessary?                                            Babcom is an unofficial,
books, and so forth? What’s on the plate so           It is not a war game, though there is miniatures         non-profit magazine
far?                                                  support. We were originally going to set aside         produced voluntarily by
Basically, I want to concentrate on the real ‘tool’   several pages to convert between the RPG and          fans for fans of Babylon
stuff first - so the first set of releases will       B5 Wars but with the sad demise of AoG, that             5 based wargaming.
concentrate on the major races and the seasons        was no longer possible. This is not a B5 Wars          Babylon 5 Wars, Fleet
(years) up to the 3rd. That gives players and         replacement - this is the RPG. However, as I         Action and GROPOS are
GMs most of the strong archetypes to play with.       said, we may return to an advanced ship combat        produced under license
After that, we’ll start to diversify - taking         game at a later date. . .                                with Warner Bros by
Vorlons apart (!), giving rules for free traders,                                                               Agents of Gaming.
that kind of thing. It will be a while before you     Do you plan to use the ship names/classes by           Babylon 5, characters,
see an equipment splat book in the B5 line            AoG? There is lots if intellectual work there           names and all related
                                                      and it would be a shame to lose all that.            indicia are trademarks of
Will the book(s) cover the entire series or just      Determining what is canon and what is not is a           Warner Brothers (c)
the first couple seasons? Will there be               real minefield for B5. In the end, we chose just                 2000.
information on playing in each major                  to treat the TV show as canon and nothing else -        Original concepts and
timeframe of Bab5? Pre Shadow War, in the             however, that does not mean we don’t delve into        mechanics remain the
Shadow War, and post Shadow War?                      the other material when there is cool stuff to be      intellectual property of
Yes and no - the main rulebook features only          found. In terms of these ships, you will see a lot           the authors.
2258 and the B5 station itself in really anal (!)     of them in the RPG, and we have been using the
detail. However, there are plenty of hints and        game as a reference for some weapons fits.
tips for running in other timelines and other         However, some will not make it.
locations. However, if you want superdetailing
(like, for example, complete maps of the major
Centauri cities. . . ), then you will have to wait
until the appropriate sourcebook. Sorry to do
things this way but there really is too much
information for us to do all at once, if we want to
do things properly.
Babcom 37