User Tools

Site Tools


ft:b5:index

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
ft:b5:index [2009/09/13 15:56] – external edit 127.0.0.1ft:b5:index [2014/01/25 23:06] (current) sam
Line 1: Line 1:
 ====== Babylon 5 ====== ====== Babylon 5 ======
-Babylon 5 Wars is a space combat war game from +{{ :ft:b5:b5-banner.jpg?nolink |}} 
-Agents of Gaming. The rules used, though okay +Babylon 5 Wars is a space combat war game from Agents of Gaming. The rules used, though okay for small battles, tend to be too complicated for fighting with large fleets. For this reason, I've decided to convert them to full thrust.
-for small battles, tend to be too complicated for fighting +
-with large fleets. For this reason, I've decided to +
-convert them to full thrust.+
  
 +The [[designs|ship designs]] given here have been designed using the Fleet Book.
  
- +These rules are still in beta. You'll need copies of Fleet Books one and two in order to use them.
-The ship designs given here have been designed using the +
-Fleet Book. +
- +
- +
- +
-These rules are still in beta. You'll need copies of Fleet +
-Books one and two in order to use them.+
  
 ====== New Rules ====== ====== New Rules ======
- 
  
 ===== Ship Classes ===== ===== Ship Classes =====
  
 +To help rough conversion from Babylon 5 Wars to FT, the following guidelines are suggested for hull sizes for different types of ships. //Capital Ships// tend to be the default ship class in B5 Wars, so can be quite small in FT scale.
  
- +B5W Class           ^ FT Mass ^ 
-To help rough conversion from Babylon 5 Wars to FT, +Medium ship         | 1-49    ^ 
-the following guidelines are suggested for hull sizes +Heavy Combat Vessel 50-69   ^ 
-for different types of ships. //Capital Ships// tend +Capital ship        70+     ^
-to be the default ship class in B5 Wars, so can be +
-quite small in FT scale. +
- +
- +
- +
- +
-B5W Class +
-FT Mass +
- +
- +
- +
- +
-Medium ship +
-1-49 +
- +
- +
- +
-Heavy Combat Vessel +
-50-69 +
- +
- +
- +
-Capital ship +
-70+ +
- +
- +
  
  
 ===== Tech Levels ===== ===== Tech Levels =====
  
- +The different races within Babylon 5 have quite different levels of technology. To some extent, this is simulated with different systems being available to certain races (the Narn's energy mines, the Minbari's jamming systems). In other ways, it is simpler to provide a few tweaks to the existing systems.
- +
-The different races within Babylon 5 have quite +
-different levels of technology. To some extent, +
-this is simulated with different systems being +
-available to certain races (the Narn's energy +
-mines, the Minbari's jamming systems). In other +
-ways, it is simpler to provide a few tweaks to +
-the existing systems. +
  
 ==== Armour ==== ==== Armour ====
  
- +At tech level +1, a ship has an extra 50% armour (rounded down). This extra armour does not cost any mass, though the point cost of the (base) armour is doubled. For example, a Centauri warship with 10 points of armour, costing a base 20 points and 10 mass, would have 15 armour circles on the SDS, and the
- +
-At tech level +1, a ship has an extra 50 0x0p+0rmour +
-(rounded down). This extra armour does not cost +
-any mass, though the point cost of the (base) armour +
-is doubled. For example, a Centuari warship with 10 +
-points of armour, costing a base 20 points and 10 +
-mass, would have 15 armour circles on the SDS, and the+
 total cost would be 40 points. total cost would be 40 points.
  
 +The extra armour is placed in a row above the standard row of armour circles. Damage is applied to the extra
 +armour first, and penetrating damage goes through to the primary armour layer rather than onto the hull. A second roll up will penetrate through to the hull.
  
 +Extra armour is treated as shell layers as for the Phalons, as described in Fleet Book 2. A better description of how it works as regards damage is given there.
  
-The extra armour is placed in a row above the standard +At tech level +2, armour is doubled. Armour cost is 4 points per point of armour, which costs 1 mass. However, for no extra point or mass cost, there is a second layer of armour equivalent in strength to the first.
-row of armour circles. Damage is applied to the extra +
-armour first, and penetrating damage goes through to +
-the primary armour layer rather than onto the hull. A +
-second roll up will penetrate through to the hull. +
- +
- +
-Extra armour is treated as shell layers as for the +
-Phalons, as described in Fleet Book 2. A better +
-description of how it works as regards damage is +
-given there. +
- +
- +
-At tech level +2, armour is doubled. Armour cost is 4 +
-points per point of armour, which costs 1 mass. +
-However, for no extra point or mass cost, there is +
-a second layer of armour equivalent in strength to +
-the first. +
- +
  
 ==== Beam Weapons ==== ==== Beam Weapons ====
  
 +Higher levels of beam technology improves the chances of doing extra penetrating damage in an attack.
  
- +At tech level +1, beam weapons roll up on a 5 or 6 on each die. A roll up of 5 does 1 point of damage, plus 
-Higher levels of beam technology improves the chances +a reroll which penetrates through armour just as a roll of 6 would. The cost of a tech +1 beam weapon is double
-of doing extra penetrating damage in an attack. +
- +
- +
- +
-At tech level +1, beam weapons roll up on a 5 or 6 on +
-each die. A roll up of 5 does 1 point of damage, plus +
-a reroll which penetrates through armour just as a roll +
-of 6 would. The cost of a tech +1 beam weapon is double+
 normal cost. normal cost.
  
- +At tech level +2, beam weapons roll up on a 4, 5 or 6. The cost of a tech +2 beam weapon is quadruple normal
- +
-At tech level +2, beam weapons roll up on a 4, 5 or 6. +
-The cost of a tech +2 beam weapon is quadruple normal+
 cost. cost.
- 
- 
  
 ==== Pulse Torpedoes ==== ==== Pulse Torpedoes ====
  
- +Pulse torpedoes are treated as beam weapons in that each extra level of tech increases the changes of rolling up on damage. At tech level +1, a pulse torpedo rolls up on a 6.
- +
-Pulse torpedoes are treated as beam weapons in that each +
-extra level of tech increases the changes of rolling up +
-on damage. At tech level +1, a pulse torpedo rolls up +
-on a 6. +
- +
  
 At tech level +2, a pulse torpedo rolls up on a 5 or 6. At tech level +2, a pulse torpedo rolls up on a 5 or 6.
- 
- 
  
 ==== Drives ==== ==== Drives ====
  
 +Drives get smaller and more efficient as technology increases. At tech +1, a drive gives 1.5 thrust (rounded down) per 5% ship mass. At tech 2, they give 2 thrust per 5%.
  
-Drives get smaller and more efficient as technology +Centauri have tech +1 drives, and Minbari have tech +2 drives.
-increases. At tech +1, a drive gives 1.5 thrust +
-(rounded down) per 524022540f ship mass. At tech 2, they +
-give 2 thrust per 5%.0 +
- +
- +
- +
-Centuari have tech +1 drives, and Minbari have tech +2 +
-drives. +
- +
  
 ==== Jump Drives ====     ==== Jump Drives ====    
  
- +Minbari jump drives only take up 5% of ship mass.
- +
-Minbari jump drives only take up 524022540f ship mass. +
- +
  
  
 ===== New Systems ===== ===== New Systems =====
- 
  
 ==== Interceptors (Earth Alliance) ==== ==== Interceptors (Earth Alliance) ====
  
 +An //interceptor// is a human invention, combining  point defence capability with a limited directional energy shield. An interceptor has a mass of two and costs 10 points. Each interceptor covers three consecutive arcs, and can be used in one of two modes each turn.
  
 +In offensive mode, it can be used as a point defence system, shooting down attacking fighters. In this respect, it is treated exactly like a normal point defence system. It does not require  a fire control, but it is limited to operating in its arc of fire.
  
-An //interceptor// is a human invention, +In defensive mode, an interceptor is treated as a level one shield, though only against a single attacking ship or fighter group. Two or more overlapping interceptors can be stacked to give the effect of a level two shield.
-combining  point defence capability with a limited +
-directional energy shield. An interceptor has a +
-mass of two and costs 10 points. Each interceptor +
-covers three consecutive arcs, and can be used in +
-one of two modes each turn. +
- +
- +
- +
-In offensive mode, it can be used as a point +
-defence system, shooting down attacking fighters. +
-In this respect, it is treated exactly like a +
-normal point defence system. It does not require  +
-a fire control, but it is limited to operating in +
-its arc of fire. +
- +
- +
- +
-In defensive mode, an interceptor is treated as a +
-level one shield, though only against a single +
-attacking ship or fighter group. Two or more +
-overlapping interceptors can be stacked to give the +
-effect of a level two shield. +
- +
  
 ==== Energy Mines (Narn) ==== ==== Energy Mines (Narn) ====
  
- +An energy mine is treated much like a salvo missile system, though it is somewhat more deadly. An energy mine has a range of 24", and is fired during the //Launch Salvo Missiles// phase of a turn. The mines automatically detonate immediately after step 6 - after all fighters have made any secondary moves. This provides fighters with a chance to escape the blast sphere of the mines, since any caught by the blast will almost definitely be
- +
-An energy mine is treated much like a salvo missile +
-system, though it is somewhat more deadly. An +
-energy mine has a range of 24", and is fired during +
-the //Launch Salvo Missiles// phase of a turn. +
-The mines automatically detonate immediately after +
-step 6 - after all fighters have made any secondary +
-moves. This provides fighters with a chance to +
-escape the blast sphere of the mines, since any +
-caught by the blast will almost definitely be+
 destroyed. destroyed.
  
 +When a mine detonates, it does 6d6 damage to all ships within 1" of the detonation point. This is straight damage, and there are no roll ups, so the damage range is from 6 - 36 points. Fighter groups caught within this range loose an equal number of fighters. At this range, there is no chance that a fighter group will survive.
  
 +Each 1" beyond this, the damage is reduced by 1 die. Out to 6", the damage is only 1d6.
  
-When a mine detonates, it does 6d6 damage to all +Weapon System          Mass   ^ Points   ^ 
-ships within 1" of the detonation point. This is +Energy Mine Launcher   |      |  10      | 
-straight damage, and there are no roll ups, so the +Energy Mine Magazine   | 4/mine 5 x Mass | 
-damage range is from 6 - 36 points. Fighter groups +Energy Mine Rack       |      30       |
-caught within this range loose an equal number of +
-fighters. At this range, there is no chance that a +
-fighter group will survive. +
- +
- +
- +
-Each 1" beyond this, the damage is reduced b +
-1 die. Out to 6", the damage is only 1d6. +
- +
- +
- +
- +
-Weapon System +
-Mass +
-Points +
- +
- +
- +
- +
-Energy Mine Launcher +
-5 +
-10 +
- +
- +
- +
-Energy Mine Magazine +
-4/mine +
-5 x Mass +
- +
- +
- +
-Energy Mine Rack +
-6 +
-30 +
- +
  
  
Line 261: Line 92:
  
  
 +Minbari jamming systems prevent lock on by enemy ships. Ships can user multiple fire control systems to give themselves an increased chance of locking on however.
  
-Minbari jamming systems prevent lock on by enemy +A jamming system has a mass equal to 5% hull mass, and a cost equal to the mass of the ship.
-ships. Ships can user multiple fire control +
-systems to give themselves an increased chance of +
-locking on however. +
- +
- +
- +
-A jamming system has a mass equal to 524022540f hull +
-mass, and a cost equal to the mass of the ship. +
- +
- +
- +
-Any ship that tries to fire on a jamming vessel +
-has to roll a d6 if they are beyond 6" range. Up +
-to 12", they need 3+. Up to 24", they need 4+. +
-Out to 36" they need 5+. Any range beyond 36" +
-needs a roll of 6 to lock on. +
  
 +Any ship that tries to fire on a jamming vessel has to roll a d6 if they are beyond 6" range. Up to 12", they need 3+. Up to 24", they need 4+. Out to 36" they need 5+. Any range beyond 36" needs a roll of 6 to lock on.
  
 Multiple fire controls give multiple rolls. Multiple fire controls give multiple rolls.
  
- 
-                     
  
ft/b5/index.1252857409.txt.gz · Last modified: 2012/12/29 00:21 (external edit)