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Victory by Any Means Guide

1. Vin Diesel confirmed he will begin filming the sequel to Pitch Black, titled Riddick, in Vancouver in two weeks. He has ordered a new set of contact lenses after issues with the hard lenses used in Pitch Black. 2. Producer Jon Davidson said the budget for Starship Troopers 2 will remain low to provide Sony comfort in hiring Phil Tippett as director. Tippett is known for his visual effects work and will provide effects at a bargain for the low-budget sequel. 3. Edward James Olmos is close to a deal to star as Commander Adama in the new Battlestar Galactica TV miniseries and pilot for SciFi channel. Filming begins in

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100% found this document useful (2 votes)
573 views37 pages

Victory by Any Means Guide

1. Vin Diesel confirmed he will begin filming the sequel to Pitch Black, titled Riddick, in Vancouver in two weeks. He has ordered a new set of contact lenses after issues with the hard lenses used in Pitch Black. 2. Producer Jon Davidson said the budget for Starship Troopers 2 will remain low to provide Sony comfort in hiring Phil Tippett as director. Tippett is known for his visual effects work and will provide effects at a bargain for the low-budget sequel. 3. Edward James Olmos is close to a deal to star as Commander Adama in the new Battlestar Galactica TV miniseries and pilot for SciFi channel. Filming begins in

Uploaded by

Tom Styles
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

Diesel Ready For Davidson Talks Troopers 2

JON Davidson, producer of the upcoming


Pitch Black 2 straight-to-video sequel Starship
Troopers 2, told Moviehole that the film's
VIN Diesel told SCI FI Wire he begins budget would remain low.
April/ filming the SF sequel film, Riddick, in
Vancouver, B.C. in two weeks.
"This instalment of Starship is being kept low
budget for an excellent reason: to provide a
May After difficulty with the contact lenses in the
predecessor movie, Pitch Black, Diesel ordered
comfort level for Sony so that they will hire Phil
Tippett as the director," Davidson said.
2003 a new set for the sequel. "We've upgraded from
hard lenses to soft," Diesel said in an interview.
Tippett, a visual-effects artist, created the
insectoid creatures in the first Starship Troopers,
The second installment finds Riddick, now a which was directed by Paul Verhoeven.
Issue No. 21 hunted man, in the middle of two opposing For the sequel, "Sony is getting a huge bargain
forces in a major crusade. on the visual effects, in exchange for allowing
Diesel said that he had a hand in the Phil to helm the film," Davidson said. "We will
CONTENTS development of the film, influencing even the also need lots of help from the talented folks in
scientific explanations for the film's villainous Phil's shop to make it happen and be visually
1 Cover art: Todd Boyce creatures. "[I've been] creating creature exciting. It really has to be a labor of love to
2 News in Brief characteristics and attributes you won't see pull it off for next to no money."
3 AoG Campaign System until scene two or scene three and researching
- Victory by Any Means on the Internet to explain negative matter:
4 Persephone Tender where these villains come from, these
- Victory by Any Means Necromongers," he said. "[We have to explain]
Olmos To Star In Galactica
5 VBAM Universe their scientific existence." Diesel added, OSCAR-NOMINATED actor Edward James
- Victory by Any Means "We're going to create this huge universe. And Olmos is close to signing a deal to star as
7 Campaign Shipyards I'm excited about exploring this character's Cmdr. Adama in the SCI FI Channel's
- Victory by Any Means purpose in this universe and what his whole upcoming four-hour miniseries and backdoor
8 Colonize & Conquer deal is." Riddick, the first in a proposed new pilot Battlestar Galactica.
Another Oscar nominee, Mary McDonnell,
Campaign System trilogy of films centering on Diesel's character,
has agreed to play the role of President Laura
- M Sean Martinez (Bandit) is anticipating a June 25, 2004, release.
Roslin. Lorne Greene played Adama in the
9 Planetary Facilities Karl Urban (Eomer in The Lord of the Rings:
The Two Towers) has joined the film. Thandie original 1980s TV series.
- Scott McGaffin
Newton (Mission: Impossible 2) is in talks to The cast includes British actor Jamie Bamber
10 FA Campaign System
join the cast for writer-director David Twohy. as Apollo and Katee Sackhoff as Starbuck.
- Adrian Coombs-Hoar
Production begins June 9 in Vancouver, B.C., Michael Rymer (Queen of the Damned) will
11 B5W Tactics III
with Judi Dench and Colm Feore also starring. direct the "reimagining" of the classic
- Todd Boyce Galactica, which begins production in
16 LCV Tenders Feore plays Lord Marshal, a warrior priest
who is the leader of a sect that is waging the Vancouver in March. Battlestar Galactica will
- Steve A Kizervexis air exclusively on SCI FI in late 2003.
17 Terrain Generation 10th and perhaps final crusade 500 years in the
- Matt Murray (Sentinel)
future. Dench portrays Aereon, an ambassador
21 Planet Killer of a
from the Elemental race, an ethereal being who Foundation Script Is Done
helps Riddick unearth his origins. Urban will JOHN Rogers (co-screenwriter of The Core)
different feather
play Vaako, a military commander under Lord told SCI FI Wire that he has finished a
- Steven Austin
Marshal. Newton would play Dame Vaako, the screenplay for a film adaptation of Isaac
22 GROPOS: Terminator
trade paper reported. Asimov's Foundation trilogy of SF books, for
- Alex Roberts
28 Centauri Grotto Tender director Shekhar Kapur.
- Reid Hupach Enterprise Alters Course? "He said to focus on the 'Mule' arc in the
29 Dark Star PRODUCERS of UPN's Enterprise told TV second book, and that was the way in," Rogers
said in an interview. "Now we'll see if it's one
- Zero Guide that they will make a "slight revision" in
movie, two or three."
30 Alternate Aegis the show's course to make it more epic,
The adaptation required Rogers to pull out
- Ben Rubery according to a report on the official Star Trek
Web site. pieces of action from a largely theoretical work.
31 Special Report:B5 RPG
Executive producers Rick Berman and "Isaac Asimov is a real intellectual, so chapters
- Mongoose Publishing
Brannon Braga said the show will soon embark would start with 'that was a thrilling escape from
in a new direction. the space pirates, wasn't it? Yes, it was. Now
Expect "epic challenges ... that better exploit about economics.'
the sense of awe and danger" for the crew, Braga As a writer, I need the space pirates. I just
told the magazine. can't have the economics discussion here. So
Berman added, "Let's just say there will be a there was a lot of trying to stay in the spirit of
slight revision in our mission, and a slight Asimov [while] at the same time expanding the
revision in the part of space that Enterprise is text."
heading into." No studio attachment or production start date
has been announced.
www.robertshome.org/babcom

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.

THE BIG PICTURE

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

V title of the space campaign game


system that was formerly in
development by freelancers attached to Agents
universe.
The term 'generic' may be a deterrent to some,
but the format of the Victory by Any Means
campaign guide means that that campaign
campaign.
Once a setting and source materials is agreed
on, players can then get down to the meat of the
of Gaming before the loss of the license. moderators and participants have a greater Victory by Any Means campaign system.
Known as Crossroads to Empire at that time, degree of flexibility in deciding what type of Victory by Any Means is a full-featured system,
Victory by Any Means is a generic campaign campaign they wish to play. All that is required with rules included covering such things as
system designed to play out campaigns in any other than the core campaign rules is a set of colonization, morale, research and development,
desired setting. This adaptability allows for a source materials for a particular setting. What intelligence gathering, diplomacy, trade, and
campaign to be as easily placed in the Babylon 5 are source materials? Source materials are planetary bombardment, as well as space and

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

CAMPAIGN SYSTEM By ALEX ROBERTS


BABCOM is including in this issue the
compiled Fleet Action 1 FAQ. More than just a
By ADRIAN COOMBS-HOAR activity and rumours, lots of both trade and listing of errata, the FAQ includes numerous
gossip passes between the merchants who common questions on play and rules
HY a Fleet Action campaign guide? move through the Posts. interpretations. It is an essential aid for playing

W Why not would be my reply? Ok,


so Fleet Action is dead and buried
isn't it, some out there would say. Well not in
Similarly, with the section on Raiders I have
allowed the various Empires to bid for the
services of Raider Squadrons as in at least one
Fleet Action 1, and covers all four published
Agents of Gaming Fleet Action supplements:
"The Core Rulebook", "My Enemy My Ally",
"To The Victor" and "Of Aliens and Giants".
my opinion. No, there is still a great deal of episode of the TV series it was revealed that
potential for Fleet Action and that's why I one of the Major powers had hired the The FAQ has had a long and storied history.
decided to put together a campaign guide for services of a Raider group to disrupt the space The ball initially got rolling with the help of
those many players still persevering with FA. lanes of one of the other Empires. Alex Roberts, Greg Ernest, and Chris Lowrey,
What's the rationale behind the various I have also given the Minor Powers in the all of whom provided questions and rule issues
sections of the Guide? I have revisited the game an opportunity of exerting an influence their respective groups had encountered while
DVD's and videotapes I have of the Babylon 5 over the Major Powers. To this end I came up playing Fleet Action 1. Where available,
TV series as a whole, as well as re-reading the with the idea of Economic warfare and the answers that had been given by Rob Glass and
books I have about the series. I thought to Galactic Stock Market. The League of Non- Bruce Graw were also compiled into the FAQ.
myself, is there a way of representing the Aligned Worlds now comes into its own, by Questions were also gathered on the
essence of the TV series in a large scale or themselves on an individual basis they cannot b5wars.agentsofgaming.com forum, in an
even strategic game format? The answer possibly challenge any of the Major Powers. attempt to be as comprehensive as possible in
appeared to be an emphatic yes! The series However, if they unify to take turns to conduct providing a resource to help Fleet Action 1
had a very strategic feel to it, with the long economic warfare against a Major Power they players. Once all questions were compiled, the
plot and the various strands that were unveiled can literally force that Major Power to its FAQ was forwarded to Rob Glass, to provide a
throughout the series. Using many of the knees by wrecking its economy and forcing it definitive review and answers to those rule and
features I saw and read about Babylon 5, I was to give concessions to the LNAW. The LNAW unit questions the Fleet Action 1 community
able to come up with the various components cannot flex their collective muscles too much had raised.
of the Guide. I was also aware that the core of though, as it could encourage the Major The FAQ was finally completed by Rob Glass
FA was based on the Babylon 5 Wars game Power to come and 'visit' them with its and posted on the Agents of Gaming website.
and I therefore resolved to incorporate those military forces! Unfortunately, with the closing of Agents of
features in that game system that I felt would So, all in all, what I have tried to create is a Gaming, their site is no longer publicly
benefit FA. Guide that allows players of FA a way of available. In an effort to ensure this resource
The campaign guide gives enough moving away from purely tabletop battles and remains available for Fleet Action 1 players, it
information for players of all abilities to to explore the richness of what the galaxy out has been included in the attachments file along
quickly set up a campaign and get it going there has to offer. It will be the players of FA with this issue of Babcom. Thanks to all the
with the minimal amount of time. I have who will judge whether I have succeeded or players who contributed questions and issues
attempted to make the system simple yet not. and helped make the Fleet Action 1 FAQ a
enjoyable within the context of the FA *** useful and comprehensive play aid.
framework. I have found that those players (A copy of the campaign system is in the
without opponents can set up a solo campaign Attachments folder) Fleet Action 1 Squadron
with any number of Empires, and it still plays
fairly quickly. Control Sheet
I have also tried to steer the players into ONE of the unfortunate casualties of Agents
exploring other areas of campaigns other than of Gaming's loss is their website, upon which
the 'lets head to the enemy and fight' numerous downloads and FAQs were hosted for
approach! That's why Trading Posts and cargo B5Wars and Fleet Action. Amongst those files
ships have become such an important element was one particularly important file for playing
of the Guide. Let's take the section on Fleet Action 1, the Squadron Control Sheet.
Espionage as an example. Players may The Squadron Control Sheet allows players to
question why having a Trading Post or note down their squadron's ship selection,
cargo ships in the other Empires' morale rating and roll points, elint abilities,
systems gives a bonus to the base command abilities, as well as plotting the
score of their Espionage attempts. movements of each squadron before each turn.
If you watch the TV series you The Squadron Control Sheet was intended to
will quickly find that traders and have been included in the first Fleet Action 1
merchants are the prime source core rules book, but sadly was accidentally left
of most of the espionage which out of the print run. Thus, players had to rely
is carried on throughout the on the Agents of Gaming website in order to
galaxy. Unlike the military get this necessary play aid.
vessels of the Empires in the Babcom has included this PDF Squadron
TV series, merchants and Control Sheet in this month's attachment file, to
traders can literally go ensure that both older players who may have
anywhere they like in their misplaced their file, as well as newcomers to
cargo ships. Therefore, they the Fleet Action 1 game can still have access to
will be able to pick up all kinds this valuable and important game sheet.
of intelligence on their travels.
Trading Posts are a hive of

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

S and long ranged races, but these are


classifications that for some races are not
so obvious. Some readers may argue that the
of the opponent are the goals. one of the three when employing tactics.
ARMADA
Fleet One
Drazi are a medium ranged race due to most of JACK-OF-ALL-TRADES
their weapons having a -1 per 2 hex range This is the ultimate in mixed fleets and is
penalty. Since the Vree can fire A-M Cannons at Many races are jacks-of-all-trades meaning they reminiscent of wet-navy battle fleets. The
fairly long range, many would think they would have a mixture of weaponry for every range. armada type fleet has an even mixture of Capital
average out to being medium ranged as well. The Earth Alliance is one such race. They utilize Ships, HCVs and Medium Ships as well as
The Drazi almost always have to fight in HLs for their long range combat, HPCs and RCs fighters and it fights as one cohesive unit. Many
medium to close range because they have no for medium ranges and MPCs and SPBs for League races are designed around this concept
long ranged weapons in their arsenal. The Vree close range work. Add to this a variety of as well as the Narn and Dilgar, but the EA and
also want to be close because their to-hit ballistics that covers all ranges. Most of their Centauri are flexible enough to employ this kind
numbers make a big difference in the amount of ships mount an array of these weapons but none of composition as well. This type of fleet is also
damage they do, which directly affects their in enough significance across the fleet to bracket typical for both short ranged and long ranged
effectiveness. This somewhat lack of flexibility them within a specific range where they are most races but the mixed range races are the ones that
means they tend to do better when employing effective. The Narn, Gaim, Abbai, Dilgar, benefit most.
only the short-range tactics described in the first certain Centauri fleet compositions, and many This type of fleet typically plods across the
article. When they try to use long-range tactics others also generally fall into this category. map in a steady fashion engaging the opponent
they tend to be outclassed by those races that are It is also possible for a traditionally long or every step of the way and grinding them down.
truly long ranged and also by those that are best short ranged player to tweak his ship selection in The smaller ships and fighters are used as
at mixed range fighting. order to make a mixed range fleet, just as its interceptors if the opponent is using flankers or
This is where this article comes in, because it possible to make long or short range fleets out of strike fighters, as close-in support against fighter
deals with mixed range races. These races have a traditionally mixed range race. For any race, or small ship assault, or simply as supplemental
ships and weapons covering all ranges of the fleet composition impacts the tactics firepower to the larger ships in the fleet. In this
combat, and because of that their tactics tend to employed. way the composition is flexible enough to
be different than those that mostly fall into one Just like weapons and fleet compositions are counter whatever strategy the opponent is
range bracket for optimum effectiveness. mixed, tactics for these fleets are mixed as well. employing.
There are some newer races that could be However they are really just modifications and
exceptions (like the Ipsha and Balosians for combinations of the tactics already discussed. Armada Tactics
example) but I don’t have enough experience
with them yet to know how they fit into the With an armada type fleet, tactics to control the
scope of these articles. As a guess I’d simply use The Three Fleets center resemble that of the short ranged fleet, but
one of the strategies presented and adjust the the combat itself is more in the form of a
engagement distance to match the best effective There are three main fleet compositions that it withering barrage of fire rather than a close
range of the race in question. seems most players use. Of these three there are range attack run. This makes them less

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)

If desired during the mid-game, some


maneuvers may be performed to further delay
the approach to the center, which gives time for
the heavy hitting long-range guns to recharge for
a medium range attack (optimally). This rarely
works against short ranged races that usually
EXAMPLE TWO

approach quickly, but there’s no point in not


trying. As a worst case scenario, they’re fired at
point blank range. When medium range is
reached, the ships with medium range weapons
engage while those with long range weapons
turtle or put up some CCEW to help protect the
escorts from fighter attacks.

(See Example 3)

During the end-game, the battle generally varies


between medium and short-range combat. It is
often a good idea to have some heavier ships
hanging back lending longer ranged fire support,
as the other escorts engage the enemy at close
range. By doing this, it makes the opponent’s
decision to break through the gauntlet of escorts
in order to attack the rear-line units more
difficult, since the escorts will be able to fire on
the often-weaker aft sections should he do so.

SNIPER/WOLFPACK COMBINATION
Fleet Two
EXAMPLE THREE

This type of fleet is divided between the two


main strategies; half of the fleet is dedicated as a
long range sniper group and the other half is one
or more short range brawler groups. While the
sniper group supports the wolfpack by
employing the tactics in the second article, the
wolfpack in turn supports the snipers by directly
manipulating and attacking the opponent. If
necessary this kind of fleet can also form into an
armada, as described above, once the opponent
is in brawling range.
Together this combination of aspects forms a
kind of one-two punch and flexibility that many
single-tactic fleets can have difficulty
countering. Many opponents become
preoccupied with one aspect thereby leaving
themselves open to attacks by the other. Many
Centauri players excel using fleets of this kind.

Babcom 12
Sniper/Wolfpack Tactics

The sniper and wolfpack combination uses a

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 CARRIER FLEET


Fleet Three

Naturally a fighter-heavy fleet has a large


EXAMPLE FIVE

amount of its points tied up in fighters, usually


instead of smaller escorts. Capital ships with
fighter capacity form the core of the fleet and the
fighters act both as escorts and as a strike force.
While this is similar to a sniper/wolfpack, this
sort of fleet works differently on a tactical
standpoint due to the nature of fighter movement
and combat.
The roles of interceptor, escort, flanker and
strike force are all rolled into the fighters.
Without them, the capital ships will be easy prey
to an opponent’s varied fleet and without the
capital ships, the fighters are vulnerable to
massed short-range fire. The mobility of the
fighters allows them to switch roles quickly
should a need arise.

Fighter-Heavy Tactics

In a way, tactics with a fighter-heavy fleet most

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)

In the first few turns, the fighters will usually be


sent ahead of the fleet since they can move much
faster than ships and are much less threatened by
long range fire (to the point of really not being
threatened at all). For this reason, unlike a
regular sniper/wolfpack fleet, the fighters can be
sent to the center of the map without fear of
being overwhelmed. This is most often the case
when facing fleets that don’t have a lot of
fighters since those opponents will most often be
using their fighters in a defensive role.

By taking control of the center early in the game


with the fighters, the ships can approach more
slowly and perform their job of simply
supporting the fighters. This gives the fighter-
heavy fleet a quick advantage right from the
EXAMPLE SEVEN

start. Controlling the opponent is the next step.

(See Example 8)

The biggest difference between ships and


fighters in terms of controlling the opponent is
the threat zone. For ships and particularly
smaller escorts, their heaviest threat zones are
most often conical towards the front. This
makes the strategies suggested for the ship-
based wolfpack require a bit of finesse to
manipulate the opponent.

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Babcom 14
(See Example 9)

Due to their mobility, fighter threat zones are


much larger and more teardrop shaped. In
EXAMPLE NINE general, the faster the fighters move, the more
teardrop the shape becomes. This zone is often
so large that the opponent generally won’t be as
concerned with trying to out-maneuver or evade
their attacks since it would be futile anyway.
The opponent will usually maneuver his ships
into a protective formation, often piling all of his
ships into the same hex. Here begins how
fighters are used to control the opponent.

(See Example 10)

The earlier the fighters get to within a


threatening range, the earlier the opponent will
usually begin tying up sensors with CCEW to
counter them. This is where the fighters hurt the
opponent the worst, not from the damage they do
but from simply being an unpredictable threat.
The opponent usually has few choices in this
situation and none of them very desirable. He
can concentrate on defending himself from the
fighters, which makes him vulnerable to the
player’s ships. Or he can concentrate on
destroying the player’s ships, which makes him
vulnerable to the player’s fighters. Or he can
EXAMPLE TEN

split his EW between OEW, CCEW and DEW,


which makes hitting ships or fighters both a
mediocre prospect while being somewhat
vulnerable to the opponent’s ships.

(See Example 11)

Not only does the opponent have the EW


problem, ships that aren’t protected are prime
targets for fighter strikes. This means that the
opponent has to make a fairly tight formation in
order to threaten the fighters with a high level of
anti-fighter fire. Once the opponent has a tight
formation, he must maintain that formation and
therefore is forced to become very predictable.
He essentially forfeits any sort of initiative
advantage since he has to telegraph his
intentions with his lowest-initiative unit.
It is this predicament that makes the fighter-
heavy fleet able to control the opponent better
than any other fleet composition. This and the
speed with which they can take control of the
EXAMPLE ELEVEN

center make this kind of fleet particularly


dangerous in the hands of a skilled player.

Here ends Part Three.


The next installment will cover fleet selection
and the importance of a balanced force to
successfully engage a variety of foes.

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

Moon: Regardless of where the battle takes place


Place the center of the moon in the center hex of along the comet the map will be a floating map
the map. Roll 2D6 to determine the radius of the unless all players agree before the game that
moon. (Players may elect to roll only 1D6 if there will be a fixed map.
playing on a small map or 3D6 if playing on a If you are near the head of the comet it will be
interest to the scenario, such as a bombardment large map.) A floating map will be used unless represented on the map using a moon. Place the
target or a GROPOS landing zone, then players players determine before the scenario that the center of the comet head in the center hex of the
may want to declare the map fixed. moon is of importance. If the players should map. Roll 2D6 to determine the radius of the
Planet (with atmosphere): determine before the scenario begins that the comet head. (Players may elect to roll only 1D6
The hex row along one of the long map edges is map is fixed then any ships that leave the map if playing on a small map or 3D6 if playing on a
considered a planet’s surface. The next hex row are considered disengaged. If the moon is rather large map.) Roll 1D6 to determine the direction
in is atmosphere hexes with a thickness factor of large compared to the map then players are of the tail. The tail of the comet will be a zone
1. A floating map will be used as long as it floats encouraged to allow a little floating of the map that is as wide as the head and will go in the
along the direction of the planet’s surface. to allow for maneuvering, even it if it has been direction just rolled, extending off of the map.
Players should determine before the scenario declared fixed. There will also be 1D6 asteroids randomly
begins whether the map will be allowed to float Typically moons will, through the attraction of placed in the tail, moving 1 hex per turn in the
in the direction away from the planet. If there is their gravity, have cleared all smaller moons, direction of the tail. See below for the rules
a ground location that is of interest to the rocks and debris from their area over the concerning fighting in or near a comet tail.
scenario, such as a bombardment target or a millennia. If the moon and the surrounding If you are along the body of a comet it will be
GROPOS landing zone, then players may want material are relatively new then the possibility represent by several hex rows (if not the entire
to declare the map fixed. exists that other rocks may be in the area. Roll map) that are next to each other and stretch from
1D10 to see if there are other rocks in the area. one side of the map to the other. Roll 3D6 to
Gas Giant: Any result of 1 through 7 means that there are no determine the number of hex rows that will be
Gas Giants are huge planets that have a large other rocks in the area. If an 8 is rolled then there the width of the tail. (Players may elect to roll
dense core and an enormous atmosphere. The are (1D3)D10 randomly placed asteroids present only 2D6 if playing on a small map or 4D6 if
hex row along one of the long map edges is on the map in addition to the moon. If a 9 is playing on a large map.) Roll 1D6 to determine
effectively the barrier between a gas giant’s rolled then there are (1D6)D10 randomly placed the direction of the tail. There will also be 1D6
atmosphere and its thicker, un-navigable layers. asteroids present on the map. If a 10 is rolled asteroids randomly placed in the tail, moving 1
Any units that go beyond this hex row (off the then there are (1D6)D10 asteroids on the map hex per turn in the direction of the tail.
map) are considered destroyed with no and 1D6 zones of meteor swarms on the map. The tail of the comet will be considered a dust
survivors. Roll 2D3 to determine the number of Each meteor swarm zone is centered on a zone and an area of meteor swarms. Any
hex rows the atmosphere extends out. The 3 randomly determined hex and has a 1D3 hex weapon firing that is conducted into, out of, or
outer-most atmosphere hex rows will have a radius to it. within the tail of a comet is affected, such that
thickness factor of 1 while the remaining inner In any case that other rocks are present there is the fire control bonus of all weapons (and the
atmosphere hex rows, if any, will have a a 1% chance (roll 1 on 1D100) that there is a hex offensive bonus of fighters/shuttles) is halved.
thickness factor of 2. The edge of the board with of unusual interest. It may contain: a debris field In addition, the range penalty (or range, for anti-
the Gas Giant is considered to be the source of a with a strength of 1 containing the remains of a matter and ballistic weapons) is doubled for the
general gravity well with strength of 1. A ship (alien or domestic), an empty cargo hexes that the LOS goes through that are within
floating map will be used as long as it floats container, an escape pod (empty or occupied), or the tail.
along the direction of the planet’s surface. an alien artifact of some kind. Players are
Players should determine before the scenario encouraged to determine in a mutually agreeable
begins whether the map will be allowed to float way what is in the hex and whether it is of
in the direction away from the planet. interest to the opposing forces. This
determination can have an impact upon whether
Brown Dwarf: the map is fixed or floating, scenario victory
Brown Dwarfs are extremely large gas giant conditions, and campaign events, if applicable.
planets that fell just short of having enough mass Ignore any reference to moons having
to convert into a full fledged star. They are atmospheres. The only normal astronomical
present in some star systems that have planets objects that can be represented on a Babylon 5
worth inhabiting. Set up a brown dwarf as you Wars map by a moon have insufficient mass,
would a Gas Giant with 4 exceptions: A) therefore gravity, to keep a significant
Increase the thickness factor of all atmosphere atmosphere. Conversely, the only other objects
hexes by 1. B) Add another 3 hex rows of that could be represented by a “moon” are a
atmosphere hexes with a thickness factor of 1. neutron star or black hole. These items are too
C) All atmosphere hexes are also considered to dense; therefore have too much gravity, to have
be nebula hexes, and D) all units on the map are an atmosphere. Players should take note that if
under the effects of an electromagnetic storm. they wish to represent a black hole or neutron Gravity Well (Specific):
The hex row along one of the long map edges star on a map to scale to the ships that the ships Place the point generating the gravity well in the
is effectively the barrier between a brown would be long destroyed by the violent center of the map. Roll 1D20, if a 20 is rolled
dwarf’s atmosphere and its thicker, un-navigable conditions present. then the gravity well will have a strength factor
layers. Any units that go beyond this hex row of 2, otherwise it will have a strength factor of 1.
(off the map) are considered destroyed with no Comet: Unless otherwise stated in the scenario rules any
survivors. A floating map will be used as long as A comet can be represented on the map one of unit that enters the hex of the gravity well is sent
it floats along the direction of the brown dwarf’s two ways, depending on whether you are near to another dimension and considered destroyed,
surface. Players should determine before the the head of the comet, or you are back towards

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

arthforce was in full retreat. The Burp will discharge the

E The Minbari advance could


not be stopped, and soon
their scouts would find the
weapon and the Nibbler must start
the cooldown process.
The weapon can be used in space,
hyperspace routes to Sol. but only on targets in contact with
Earthdome was contacting all of the bill of the Duck (i.e. you must
the races they knew in an attempt to successfully ram the target with the
find allies. bill side of the Duck.) Anything
Amazingly enough, the ship sent less than the size of a moon will be
towards the Vorlon Empire ran into destroyed in 1 turn. A moon (less
a Vorlon Transport heading towards than 500 hexes in size) will be
Earth. After getting assurances that destroyed at the rate of 1 hex per
this visit would be kept secret, the turn. Any moon/planet larger than
two ships returned to Earth space to 500 hexes triggers the accelerator
hide in the asteroid belt between part of the weapon ensuring
Mars and Jupiter. destruction in 1000 turns.
The Vorlon introduced The extremely long cooldown
him(her?)self as Kosh, as they are calling it the Giant Killer Space information from those involved. period for the Nibbler will usually
all Kosh, but said that the humans Duck (and then giggling) but the The Vorlons implanted the only preclude its use against anything
could call him Huey. Huey was Earthforce crew called it Sinclair’s record of this series of events in a but a planetary target.
unlike any Vorlon humans had Duck. human telepath and this telepath
heard about before, as Huey had After a short test flight, it entered related the story to Citizen G’Kar Quacker
what appeared to be a beanie on top hyperspace to fly to the dark side of not long after the Earth Civil War of The Quacker is an offshoot of the
on his encounter suit (You know, the Moon to await the final order to 2261. After hearing the events as Nibbler that was developed as a
the little hat with the propeller on attack the Minbari homeworld. told by the telepath, Citizen G’Kar defensive weapon by Kosh Huey.
it...). Huey claimed that he was here Commander Sinclair left ahead of informed the local authorities that When the Quacker is fired, it fills
to save the human race by helping the Duck in order to command a another telepath had apparently lost subspace with a loud quacking
them build an ancient weapon that fighter squadron. Since the Duck her mind. sound. Most races ignore this
would stop the Minbari advance. was pretty much automated, it was sound, but the Centauri, upon
Then he(?) well... giggled. Like a left to proceed to Earth to await Nibbler hearing the sound, get a funny look
schoolgirl. The humans were orders on its own. As it was making A fearsome molecular weapon on all their faces, and immediately
desperate at this point, so even the the transit to the Moon, the Minbari developed by Kosh Huey for use on break off the engagement,
help of a crazy Vorlon was fleet jumped in and the Battle of the the Giant Killer Space Duck. The retreating at best possible speed.
accepted. Line began. Duck will land on the surface of a Each unit in the firing arc of the
Working feverishly, with the A short time later the Minbari planet (Neptune size or smaller) Quacker is attacked (calculate to-
“Special” Vorlon’s assistance, an surrendered, just as Sinclair’s Duck and the Nibbler will consume the hit rolls separately for each unit)
enormous planet destroying was preparing to leave hyperspace planet in a little over an hour (1000 and is damaged according to size.
starship (that happened to resemble on the dark side of the Moon. Kosh turns). Damage is resolved in raking
a duck, of all things) was created in Naranek and Ulkesh Naranek had While the Nibbler is consuming mode. An enormous unit will roll
a space dock that Huey had carved detected the Duck in hyperspace the planet, it can self-repair 2 boxes 3d20 damage, a capital or HCV
out of an asteroid. The Duck, as the from the Grey Council’s ship and of system or structure per turn per sized ship will roll 2d20 damage
builders took to calling it, was called in a Vorlon Fleet. The fleet the normal self-repair rules. The and a MCV or LCV sized ship will
stupendous, with a Nibbler weapon destroyed the Duck, obliterated the Nibbler will auto-hit whatever roll 1d20 damage. Any unit smaller
that could devour whole planets. secret space dock and captured target is in contact with the bill, than a super heavy fighter will roll
Defensive weapons were installed Kosh Huey. In the general relief on unless a natural 1 is rolled on a d20. 1d20 damage vs. the flight with
and its first and only captain, Jeff Earth following the Minbari In the case of this unfortunate overkill affecting another fighter in
Sinclair, flew the Duck out of the surrender, Ulkesh was able to erase event, the Nibbler fires a Burp that the flight.
space dock. The Vorlon Kosh, but the Earth records concerning the is treated the same as a double ***
you can call me Huey, insisted on Duck and telepathically remove the strength Quack from the Quacker. (SCS in Attachments Folder)

Babcom 21
GROPOS
By ALEX ROBERTS

Terminator for GROPOS


Background
OWARDS the end of the 20th century, a

T company named Cyberdyne came out


with a revolutionary type of computer
chip capable of learning as a human did. By the
early 1990’s, these chips were installed
throughout the US military, replacing humans in
everything from fighter craft and bombers to
nuclear missiles. In 1997 Skynet, an integrated
defense computer in charge of all strategic
military decisions was installed. Wired into
everything, Skynet had absolute power.
August 24, 1997. Syknet achieved sentience.
Desperate to avoid a disaster, those humans
aware of Skynet’s ascendance try to shut it
down. Skynet launches nuclear missiles at
Russia, relying on the counterattack to kill those
trying to shut it down. Half of humanity dies in
the resulting firestorm.
Out of the ashes, Skynet consolidates its
control over the planet. Taking over systems
across the planet, Skynet mobilizes production
facilities, building devices to ensure its total
dominance over the Earth. Subcomputers are
installed across the planet, each containing a
portion of Skynet’s formidable and ever growing
intelligence. Those humans remaining are press
ganged into the factories, or herded into huge
death camps.
The humans however, begin to fight back.
First, with assault rifles and the detritus of the
various militaries wiped out in the nuclear
attacks. Later, with weapons stolen or stripped
from Skynet’s machine soldiers. Eventually
organized by John Conner, leader of the North
American resistance, the humans begin to gain
the upper hand, relying on their superior
numbers and ingenuity. After several years of
war, Skynet pulls its conscience back into its
central computer, concentrating it to build even

SEIGE more fearsome machines of war, such as the T-


1000, T-1000000, T-1G, and the temporal
transportation chamber. Despite these advances,
the humans break through Skynet’s defense

OF cordon and destroy the central computer.


The war, however, continues. Although
Skynet’s central processor was destroyed, parts

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.

Skynet Technology / Special Rules


Battles from the year 2029 Machine Intelligence: All of Skynet’s forces
are machines. They think of nothing but their
mission and do not stop, regardless of the odds
or damage they take. As such, all Skynet troops
are immune to any morale or pinning rules.

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.

T-810 Terminator: This is a regular 800 series


reconnaissance
Terminator with heavily upgraded armor. These
as well. It is
units are assault units and generally carry 100W
armed with a
plasma machineguns.
light built in 40W
plasma gun.
T-810 Dual Weapon Terminator: This is a dual
Special Rules:
processor 810 Terminator, armed with dual
Forward Observer,
100W plasma machineguns.
Self Ordering, do not
have to maintain
T-600 Infiltrator: The first of Skynet’s
cohesion.
Infiltrator series, the T-600 Infiltrator was a
standard 600 series model covered with a rubber
T-400 Terminator: This
skin. They were somewhat effective, though
was one of the first combat
human forces quickly learned to spot the
Terminators produced by
artificiality of the skin. They are armed with
Skynet. Although
100W plasma rifles.
outclassed by
Special Rules: Rubber Infiltrator
most human
resistance
T-800 Infiltrator: This radical upgrade of
Skynet’s Infiltrator series is essentially an 800
series Terminator with real human skin and
tissue, gown in Skynet vats. The skin allowed it
to pass for human against most human
sentries, though sentry dogs easily spotted
these. By then though, it was often too
late to stop the Infiltrator. These
Infiltrators are usually armed with 100W
plasma machineguns.
Special Rules: Flesh Infiltrator

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

Fast Attack Group Defensive Platoon Heavy Assault Platoon


1-4 Gun Cars 2-4 Regular Infantry with 100W Plasma Rifles 2-4 Heavy Assault Infantry
Cost: 13/26/39/42 each Cost: 5/10/15/20 each Cost: 8/16/24/32 each
and
MID-LATE WAR HUMAN FORCE: 0-2 Sentry Dog Teams Fast Attack Group
The below force is typical of human forces from Cost: 7/14/21/28 each 1-4 Gun Cars
the middle to late in the war. Most troops were Cost: 13/26/39/42 each
equipped with plasma weapons produced in Assault Platoon
factories captured by the humans and turned 2-4 Assault Infantry with Bazookas Heavy Support Group
over to their production needs. Garrison and Cost: 7/14/21/28 each 1-4 Armored Pick-up Trucks
rear echelon forces however, may still have or Cost: 15/30/45/60 each
older weaponry. 2-4 Assault Infantry with Demolition Charges
Cost: 7/14/21/28 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

H the Centauri Drazi border.


At times that border is a
little hazy as to where it lies, or at
small patrol fleet to sniff around.
Thats when they found the
operation and attacked.
least it is when convenient. After
one of House Goferit's survey and SETUP
mining ships got lost in hyperspace, As the scenario starts it is 10 turns
the vessel's captain decided to go to after the Drazi jumped into system.
real space and get new bearings. The map should be 40 x 60 hexes,
The system they appeared in, 40 N-S, 60 E-W. The 5 hexes along
happened to lie within territory
claimed by the Drazi.
As part of their normal routine
while waiting for their jump engine
CENTAURI the south edge are asteroid field all
the way across.
The Drazi fleet enters along the
western map edge within 10 hexes
to recharge, they started to do a
survey of the system. For all intents
and purposes, the system was quite
normal, red sun, four planets and a
SURPRISE of the north edge, moving speed 8.
The Centauri have attached the 4
light cargo LCVs to the Grotto.
The Grotto and the Virlisi
large asteroid field. Minutes before Logistics ship start on the hex row
being able to jump away, one of 30, 7 hexes from the bottom, speed
their probes made a startling 0. The rest of they Centauri fleet
discovery, a large Q-40 deposit on and went to attack the Drazi the not-so-profitable-for-trade can start anywhere within 6 hexes
two adjacent asteroids, which could flagship; the Lupas guarded his Drazi border. By trying to keep of that point at speed 4.
be easily reached and mined. The flanks and tried to gang up on the their family fortune in the black
captain dropped a beacon in the smaller vessels. The Ore Barge and they have had to resort to several DRAZI FORCES
system and returned home fast. the Grotto were able to escape, the other ventures. One of those 1 Nightowl Hyperspace Probe (S-
House Goferit's dilemma was to Altarian seeing this, broke off and ventures, mining speculation, 8)
put in a mining operation, get the with the surviving Lupas jumped almost put House Goferit in an 1 Strikebird Carrier (S-2)
Q-40 and get back out without the out in the opposite direction. Two embarrassing position. 12 Starsnakes
Drazi finding out and sending a of the Lupas which successfully It seems one of their mining 1 Warbird Cruiser (L-1)
fleet to stop them. A base was out leapt out with the Altarian were survey ships got off course in 1 Taileagle (V-4)
of the question, too easily spotted later lost with all hands in hyperspace. Instead of getting 3 Stareagle Frigates (S-2)
from a distance, a large fleet would hyperspace but the rest returned to totally lost, the captain decided to
also draw too much attention. It House Goferit safely. House jump to real space to get new CENTAURI FORCES
was decided to take one of their Goferit was quite pleased with the bearings. When they arrived they 1 Grotto LCV Tender (Babcom)
older Lias vessels and convert it to utility and performance of the were in an uninhabited system with 1 Virlisi Logistics Ship (S-8)
tend a small fleet of LCVs. Grotto as a mobile base able to four planets and a large asteroid 1 Altarian (V-4)
A squadron composed of an Ore supply several small ships and belt. While they were finding out 6 Raziks
Barge, an Altarian Destroyer and protecting, at least temporarily, a with their star charts just where 4 Light Transport LCV (RP+P 2,
the first Grotto with 12 LCVs was relatively covert operation. they were and recharging their B5 Repository)
dispatched to the system. The Soon after the head of House jump engine, the sensor array 2 PC Lupas (V-4)
LCVs consisted of eight Lupa class Goferit, Winot Goferit, bragged to devoted to mineral analysis lit up 2 MC Lupas (V-4)
and four cargo haulers. Upon their the Centaurum about the success of like fireworks. According to the 2 PL Lupas (V-4)
arrival, the Q-40 was located and the mission, several other houses readings a fair sized chunk of Q-40 2 Esc Lupas (V-4)
mining ensued. Time was a factor decided to copy the design. Other was in two asteroids close to each
because everyone involved realized uses have been found for the Grotto other. Upon further investigation OBJECTIVES
that it was only a matter of time and its flotilla of LCVs from anti- the two asteroids had once been one Drazi- Stop the Virlisi from leaving
before the Drazi would notice the pirate patrolling to deep and had recently split revealing the with the Q-40
activity in the system and come to exploration of systems. Since its Q-40 vein, a very rich vein. The Centauri- Get the Virlisi out of
investigate. first use, the Grotto has grown in its bad news, this system was inside of system by jumping out.
The mining went along well since popularity as a utility ship. Drazi claimed space.
the deposits were easily accessible House Goferit did not want to SPECIAL RULES
on the asteroids. After only nine lose such a find and it was decided No jump engines work within 5
that an expedition to the system
days most of the Q-40 was
extracted, but then what House
There's a weasel would be profitable. The catch was
hexes of the asteroid fields.
The jump engine on the Virlisi
that they couldn't use normal
Goferit feared most, happened. The
Drazi jumped into the system with
in the henhouse mining procedures to get it out.
cannot operate due to the close
proximity of so much unrefined Q-
They would have to keep it to a
a small fleet to flush them out and
capture the prized Q-40. The
and it's got minimum. Also if they were
40 in its hold.
The jump engines on the Grotto and
discovered they would have to have
Altarian and the eight Lupas rose to
the occasion and intercepted the
babies a denyability factor. One of the less
the Altarian are just starting their
9th turn of charging.
Drazi while the Ore Barge and the By REID HUPACH popular nephews was called in to ***
Grotto moved away from the head the project. They cobbled (An SCS for the Grotto LCV
OUSE Goferit has been on together an old Lias to carry and
asteroid field to get clear for a jump
out of the system.
The Altarian launched her fighters H the unpopular side with the
Centaurum for many years.
The systems they control are along
resupply a group of LCVs, an old
freighter and to head the operation
they gave the nephew, Canya, an
Tender can be found in the
Attachments folder)

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

I 2002), Tyrel Lohr submitted (as a joke ship)


an alternate version of the White Star - made
in cooperation with the Shadows, and not the
Shadow influence is seen from the very
core of the ship. They are in most part grown
over steel skeletons, using strange devices of
Warrior Caste vessels (and as some stated,
possibly new EA/Narn/Centauri as well)
Jammers were useless and so could be shut off in
Vorlons. And what if that was not a joke? A unknown origin. During that growth, weapons which case Dark Stars could project their full
hypothetical timeline for such a ship was already are installed, part of them shipped from outside, firepower, relying on powerful armor and
sketched out by Alex Kettle in BabCom #12 part cultivated in other facilities. Internal diffusers to protect their vital elements. In cases
(April 2002). systems of Minbari origin are also installed where the Jammer was effective however, it was
The Minbari always seemed to consider during growth. The first reports are that their considered worthy turning off a third of the
themselves a ‘higher’ race. Easy subjects to put capabilities after being overgrown with hull weaponry to power the Jammer.
on the path of conquest and destruction. And so material increases drastically. That led to another problem: Dark Star
the Dark Star project (Shadow Star name was The Dark Star was designed with all- attacks should be fast and leave only debris... but
used by Tyrel) was born. Shadow weaponry. Traditional Minbari if there were many enemy ships, one attack
When Shadow agents first talked to the weapons (Neutron Lasers and Fusion Cannons) might not be enough. And, although targets
Minbari, it was the Warrior caste that listened to were either too heavy or unable to put out a large might be pursued in hyperspace, that was not an
them the closest. The first weapon shipments quantity of firepower in a short period of time. option commanders desired. Again, Shadowtech
followed soon after, and new equipment was The existing Molecular Pulsar Cannon project was the answer. An agreement was made to
installed on existing ships - due to the invasive seemed adequate, but was abandoned, as utilize Vortex Disruptors. One refitted vessel,
nature of Shadowtech there weren’t many Shadow weapons were better and now easily accompanying a squadron of normal ones, was
problems about cooperation with existing available. An all-pulse weapon loadout was seen as an effective way of forcing enemies to
systems. Soon black skinned variants of the chosen due to the projected hit-and-run mission stay and fight. As such a vessel had to stay out
Neshatan and Sharlin began to appear in secret profile: range was of no great importance as of battle and only intervene when necessary, it
staging areas, and a Tinashi with strange small, fast ships could quickly close in and then was not given as many weapons as the basic
tentacle-like protrusions was seen near the EA- retreat; but only pulse weapons could project in model. Instead, this ship allowed for countering
Minbari border. mere seconds the firepower required to cripple a another shortcoming of the Dark Star: the lack of
Secret research outposts were established capital ship. Molecular Slicer Beams were also fighters. No carrier was able to accompany the
by the Worker Caste only weeks later, and this considered, but could only be mounted as spinal small, fast vessels and the whole internal volume
left the Religious Caste at a serious weapons on such a small craft. In addition, the of the ship was already used. If firepower was
disadvantage. To maintain existing power coating of new Warrior hulls notably reduced not a concern however, a small hangar could be
balance within Minbari society during the their effectiveness - and fighting their own kind put in place of the forward weapons bay. Plans to
modern, warlike age, Religious Caste members was a real possibility in the minds of the Dark make this a command vessel failed, as no one
decided they needed more combat ships. The Star’s designers. wanted to command a non-combatant when
token forces they currently had were The Dark Star prototype showed much normal Dark Stars were available.
insignificant. In cooperation with both Workers promise. It was fast, agile, could equally give It is strongly recommended to view or print
and Shadows, they designed a ship meeting their and take damage and was capable of traveling SCSs from StarOffice/OpenOffice, and not from
requirements: small crew, able to take on anywhere due to its own jump drive. attached .jpgs. OpenOffice can be downloaded
stronger opponents by hit-and-run attacks with Unfortunately even the newest reactor, for free from http://www.openoffice.org.

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

I Wars conversion, I've looked at


some of the basic mechanics of
B5W and found that while I like the
Aegis ships.
Hyperion
Hyperion variant)
Lambda (Rare

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.

Title Book Type Page Count Release Date Cost(US)


Babylon 5 RPG
and Fact Book
Signs and Portents Main book, hardcover 304 May 2003 44.95

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

Point of No Return Season book, softcover 128 September 2003 24.95

The Centauri Republic Race book, hardcover 200 October 2003 34.95

The Narn Regime Race book, hardcover 200 November 2003 34.95

Shadows and Vorlons Race book, hardcover 200 ? 34.95

Free Traders ? softcover 128 ? 24.95

Technomages ? hardcover 200 ? 34.95

League of Non-Aligned Worlds ? hardcover 200 ? 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. ***

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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?

Answers, The Babylon 5 Roleplaying Game and Fact


Book. With a subtitle of Signs & Portents.

Is JMS involved directly in any way with the


B5 game?
Yes and no. The main rulebook is what you
might call ‘standard’ stuff - all being derivative
of the TV show, films and novels, so it requires
less of an overseeing. However, he will be
getting very involved with the Centauri, Minbari
and all the other race books, I am told.

How closely will the game follow the series?


110%. Seriously. If you see it on the screen, you
will get it in the game. No stone is being left
unturned. Early on, we decided we would try to
fit everything into this new game, from a
background perspective. Can’t be done in one
volume, of course, but we are doing pretty well
so far!

Is Bab5 gonna have rules for ship-to-ship


combat?
Yes. For the main rulebook, we are using a
derivative of the Dragonstar rules with a big
dollop of B5 flavour and special rules dumped
in. Basically, the DS system scales very well
between character, surface, air and space
combat, tying everything together as one whole.
Which is what we were primarily looking for, as
B5 should be about characters, not just cool
technology. However, we may look at doing an
advanced space combat supplement later on, as I
think this may be quite popular.

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

MONGOOSE degree of consistency, discouraging


multiclassing and well rounded characters,

PUBLISHING which are both prevalent in B5’s canon. How


will Mongoose’s d20 modifications handle
jack of all trades characters at low-mid
levels? Will there be a “degree of success
mechanic?”
This is typically scaled by level, but also by the
degree of synergy you can have between related
skills. A good example of the former is
documented in the first story arc for the game,

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

How will you handle the


elements like contacts, Telepath,
allies, enemies, influence, access Worker.
to higher tech-levels... all
those fun things that What’s an Agent?
White Wolf handles Can be a variety of things -
in Backgrounds a ‘fixer’, an assassin, a spy, a
and GURPS diplomatic trouble maker - we tried to
system
handles in make the classes as broad as possible, to allow
that allows
Advantages. any character to be created. For example, a
you to use
This is split diplomat may not be just a political animal - he
abilities to a
into three could be a top-flight lawyer or a negotiator for a
greater effect if
- at a corporation. . . All of these, of course, have
you have a good
very examples in the main book.
P-Rating, plus some
basic
abilities are reliant on others. Oh, and it is
level, You mentioned on “RPG.net’s” message
telepathy, not psionics.
skills boards that the original version of the class
system was broad enough to encompass 99%
So do you have to pick each individual
of the character concepts that someone would
ability? Are they something akin to feats? Or
want to play without prestige classes. (Pesky
skills?
Technomages!) Why was this changed to the
Neither, really. All telepaths have access to
“80%” figure you quoted? Why was this 80%
certain basic abilities, and can add more as they
(Diplomacy, figure made a design goal? Will the other
get more experienced. However, you have to be
Gather 19% be provided for free on Mongoose’s
able to Surface Scan before you can Deep Scan.
Information, Intimidate, etc.), feats (such as website?
..
belonging to a powerful noble Centauri family No, the other 19% will appear in another chapter
from 1st level) and class features (the Diplomat as Prcs :) B5 has extremely strong archetypes,
Are the Psionics rules gonna be usable with
class scores big time here). Over time, characters which is precisely why we did not use a classless
any Psionics stuff previously published for
in B5 will have built up a range of contacts and system (we seriously considered it). People, I
D20?
allies via all three methods (not forgetting good think, want to say they are a Psi Cop, Ranger or
No - we make no effort (!) to make new d20
old fashioned playtesting, of course!). These will whatever - and wear it like a badge. PRcs also
games compatible. If they turn up that way,
become vital as characters start to become give us a chance to introduce new class features
fine, but we will never compromise B5 just for
movers and shakers in the galaxy. in a far more flexible way, steering them directly
the sake of better d20 integration. As far as we
towards the archetype. A Psi Cop, for example,
are concerned they are different games, even if
How is Bab5 gonna mesh with the rest of D20 is far more than just a good telepath. . . As for
they share similar systems.
(I read something about no AC)? Technomages, they will appear in Coming of
If something in d20 worked, we kept it. If not, Shadows too, but they are crying out for their
How is the P-rating calculated? Is it random
we ditched it. AC has been replaced by Defence own book. . .
at character generation or “bought”?
Value, which is based off Reflex saves, as with
Basically, there are a number of set categories
Judge Dredd (though the saving throw values are Will Technomages be a PRC or a straight
that you can choose - P1-2, P3-5 and so on.
all different in B5). Armour actually reduces class?
Within each, the P-Rating is random. However,
damage, there is a new psychic system in there, Well, we want to do them justice - so the
you lose out on skill points and possibly feats as
people don’t have very many hit points and, Technomage that appears in Coming of Shadows
you go up the P-Rating scale, which can really
well, lots of things! However, by using the d20 is a PRc, but is classed as a ‘student’ of the
hurt low level characters as they struggle to keep
System at its core, you can also port elements of Technomages, not someone raised by them from
pace with their friends.

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

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