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Incorporating Babylon 5 into the Star Wars universe can be a bit tricky, that is why I would normally recommend

running your games completely in the Babylon 5 universe using standard SW:RPG rules as your guidelines. Doing this shouldn't be much a problem as most of the technology is quite similar in most aspects. Hyperdrives are essentially the same with the exception of jump gates and the fact that hyperspace navigation is much more easier than in the Star Wars universe. I usually give at least a +1D bonus to any ship's astrogation roll if it's from the Babylon 5 universe. If you feel that you must bring both universes together, a quick (and relatively tacky Star Trek rip-off) answer to explain how could be a wormhole that crosses time and space connecting both galaxies (as both are set in two different times and two different galaxies). This scenario would draw attention from the Empire to most likely heavily guard each end of the wormhole to both prevent an invasion and to plan one to extend the Emperor's rule outside of the galaxy. An adventure could be run from the point of view of Rebel operatives working to eventually collapse the wormhole and/or sneak through it and eventually end up creating alliances against the Empire and launching an attack to close it from the Babylon 5 side. The thing that has always interested me about Babylon 5 was the fact that all the races were spread out a lot technologically, with some barely into their interstellar traveling days while others have been at it for billions of years. This could create a number of interesting problems for characters to face, ranging from dealing with some sort of ancient alien technology to having to jury rig a primitive alien hyperdrive. There are several tensions between some of the races which could put characters in the middle of a galactic conflict. The most notable of these rivalries would be the Narn Regime and the Centauri Republic. The Centauri invaded and occupied the Narn homeworld for nearly a hundred years, leaving it a barren and torn world when they were finally forced off. The then primitive Narn quickly advanced, learning from captured Centauri technology and took to space themselves. Years later another Centauri-Narn war broke out that eventually ended in the Centuari bombarding the undefended Narn homeworld into submission with pulse mass drivers. Players could find themselves in the midst of the Shadow War, fighting impossible battles, seeing their allies and friends slaughtered in mass numbers as they can't put up a decent fight to defend themselves. Perhaps they could even find their way to becoming Rangers (either human or Minbari).

Babylon 5: The Rules


Babylon 5 rules for the D6 System

Babylon 5: The Starships


Babylon 5 - Weej-Made Centauri Battlecruiser - Weej-Made Centauri Fighter - Weej-Made Centauri War Cruiser - Weej-Made Earth Alliance Starfury - Weej-Made Earth Hyperion Heavy Cruiser - Weej-Made Earth Nova Dreadnaught - Weej-Made Earth Omega Destroyer - Weej-Made Minbari Fighter - Weej-Made Minbari Flyer - Weej-Made Minbari War Cruiser - Weej-Made Narn Frazi Starfighter - Weej-Made Narn Heavy Cruiser - Weej-Made Shadow Vessel - Weej-Made Vorlon Cruiser - Weej-Made Vorlon Fighter - Weej-Made Vorlon Mothership - Weej-Made White Star - Weej-Made

Babylon 5: The Equipment


Minbari Fighting Stick - Weej-Made PPG - Weej-Made PPR - Weej-Made

BABYLON G D6
System Type: D6 Base Game Designer: Floyd Wesel Genre: Sci-Fi World Overview: As per the vision of J. M. Straczynski. Technology Level: Sci-Fi. Powers/Supernatural: PSI powers. Combat Section: Damage System: Body points Round Structure: Initiative rounds Options: Called shots Attributes and Skills: Boldface skills cannot be used untrained. (*) Skills must have a macro/focus selected. AGILITY: (A) Martial Arts* [MA] Agility skills are those that require physical reflexes and balance and /or speed. akido, karate, n'tok, <kicking, punching, defensive, or any other particular attack or maneuver> Martial arts is a loosely used term. It can be anything from human boxing to the Narn Katek'eth. The dice from this skill can be used, in most cases, for armed and unarmed attack and defense, but each style differs. Some styles offer specialized attack forms. <floor maneuvers, tightrope walking, swinging from ropes, fall-taking> Acrobatics is a kind of movement that emphasizes more theatrics than combat. Circus and gymnastics performers use acrobatics, as do cat-burglars and second-story thieves. Many martial artists also learn acrobatics to enhance their physical abilities. <beast type> <rope, wall, mountain> This skill is used to avoid incoming projectile attack or attacks resulting from traps (swinging sword, falling rocks). To avoid a hand to hand attack unarmed combat is used and to avoid a melee weapon attack the melee combat skill is used. <Types of restraints; ropes, cuffs, chains > <broad jump, running long jump > <combat, battlefield, zero-g> <weapon type> This is the skill the characters use when they try to strike a target using a weapon other than their hands. <sprint, long distances> <hiding, sneaking, stalking> Characters use stealth to hide from others, to sneak up on another at to follow another without being noticed. Stealth is not only the art of being quiet, but also being unnoticed. <endurance, sprint, scuba> <types of attack> The skill used to attack or defend when the character has no weapons available to him other than his own "natural" weapons. Fine motor skills, aim and hand-eye cooperation. <weapon type> <weapon type> Various starship or vehicle weaponry types/systems. <particular vehicular weapon system> Any single type of heavy energy weapon type. <specified weapon.> Any single type of heavy weapon type. <specified weapon.> Any single type of missile weapon: bow, crossbow, sling. <Specific weapon: hand-held crossbow> This skill represents the use of muscle-assisted or archaic weaponry. <stage magic, card dealing, pocket picking, palming> Prestidigitation is not only sleight-of-hand, but is also the art of misdirection. A character not only has to have nimble fingers to employ this skill, but also timing and a presence of mind. Fooling a mark is not nearly as important as making certain the mark doesn't know he's been fooled.

Acrobatics

Beast Riding Climbing Dodge

Escape Artist Long Jumping Maneuver Melee Combat

Running Stealth

Swimming Unarmed Combat

COORDINATION: Energy Weapons Fire Combat Gunnery* Hvy. Energy Weapons* Heavy Weapons* Missile Weapons*

[GU] [HE] [HW] [MI]

Prestidigitation

Security

Thrown Weapons Vehicle Piloting*

[VP]

<lock picking, system design, electric locks, infrared systems> This skill represents the character's knowledge of physical security systems: locks, alarm systems and other detection devices. It does not govern computer security procedures. <type of thrown weapon: dagger, shuriken, rock, grenade> Wheeled, space transport, space fighter, capital ship <specific make of vessel> This skill represents the piloting and operation of a vehicle as well as simple maintenance procedures. Physical power and athletic ability. <power lifting, bench press> Physical ability to deal with bodily stress. Stamina checks reflect the character being pushed past his physical limits. These skills are a reflection of practice, rather than learned. Puzzle solving and deduction are under Intellect. Literature, history, chess, philosophy <poetry, U.S. history> <natural, man made tools> This skill is used to hide things that can't be hidden by the stealth skill. The total of this skill is what is used as the difficulty number of all perception totals needed to spot the hidden object. Cryptography, laser, optic systems, basic, scrambler, satellite, hyperspace, t.v./video <specific equip> This skill represents the ability to operate communications systems: to send and receive signals, work signals through hazardous conditions. <types of software, network design> <brands/types of computers> <particular security service or terrorist organization, industrial counterintelligence> <engraving, printing, coins> <bridges, buildings> Using demolitions allows a character to do two things: one, determine how much explosives is necessary to blow something up and to increase the damage explosives do. The use of demolitions involves the player stating what object his character wishes to blow up, and what, if any, other effects the character wants to have on the object (using explosives to topple a tree down onto a road, for example). <wire taping, counter-surveillance, swapping courier pouches> <combat wounds, common day wounds, or by race> <licenses, receipts> <unit recognition, unit analysis, prisoner handling, documentation handling> <crime scene, Babylon 5 , criminal records> This skill represents a character's aptitude for deciphering another language by applying several different identification techniques. A character can do no better than get the "gist" of a given instance of a communication (whether spoken or written). Computer, electrical, aerospace, chemical, civil, mechanical. <design, applications> Astrogation, nautical, land <specific area of space or land> The ability to determine one's direction and location by using either the environment or tools, such as a compass. <Specific system or planet.> This skill reflects the general knowledge of geography, weather, trade products, settlements, technology, government, etc., of different system or planets. Much of this information is gained through personal experience, computer records and hearsay from others who have visited the other systems. <type of sensor unit> This skill covers the use of sensors. Ships sensors are complex, and must be used only by trained personnel, although some can be made to work by smart computers. Personal sensors are small, usually hand-held units that are pretty straight forward, and thus can be used by the untrained.

STRENGTH: Lifting ENDURANCE: Stamina INTELLECT: Academics* Camouflage [AC]

Communications*

[CM]

Computer Hacking Computer Operations Counter-Intelligence Counterfeiting Demolitions

Espionage First Aid Forgery Intelligence Investigation Linguistics

Mechanic* Navigation*

[ME] [NV]

Planetary Systems

Sensors

Tactics

Teaching

Tracking

Trick MIND: Alien Species

Unit types: quad, squad, platoon, ship crew <specific units: rangers, zeta squadron, Agamemnon> This skill represents the character's skill in deploying military forces and maneuvering them to his best advantage. It may be rolled to gain general knowledge of how to stage certain military operations. It may also be used to judge an opponents response to certain tactics. <types of teaching techniques > With this skill the character can pass on his knowledge to others in a clear, concise way. If a character has more than 6D in any subject they are teaching (say a marksmanship instructor with 6D in fire combat) they should receive a bonus to their teaching roll. <types of terrain> A character with this skill can use it to follow the trail left by another person, animal or thing. It combines the finding of clues with the processing of that information. A person with a perception check may find the clues, but have no idea what they mean or tell him. <misdirection, deception> Most mind skills come from "book learning," practice and memorization. Mental strength however, is an important part of Mind. <type of species> Knowledge of any species outside the character's own. It represents the character's knowledge of alien customs, physical appearance, attitudes, philosophy, history, art, politics, special abilities and other areas of reasonable knowledge. Painting, composing music, writing, dance. <type of procedure within focus> Specific cultures or governmental bodies. <acquisitions, cutting red tape, burying programs> This skill reflects the character's familiarity with bureaucracies and their procedures. The player can use the skill to determine whether or not the character knows what to expect from a bureaucracy. (Like knowing what the procedure for getting a weapons permit on Bab 5.) Also the skill can be used to find out what information a bureaucracy has on file. <value, stock speculation> A character with this skill can judge and value the strengths and weakness of a business, an enterprise, or stocks. If a character wants to negotiate a contract, this skill may be used. EFFECT Specific language: human, interlac, minbari. <region or specific dialect> The ability to speak and read another language. When a character has at least added 4D to a language he is considered "fluent," thus needs only roll when faced with a difficult subject matter. <by race, cybernetics, surgery, diagnosis, pharmaceuticals> This is the skill that helps character's heal wounds. It is added to the first aid skill, which must be at least 5D before (A) medicine can be taken. <historical, biographical, documentary, computer, media > forensics, physics, geology, astrophysics, biology, botany, chemistry, math <Specific sub-focus: algebra> Science is the application of knowledge and design. A character with science may still not know why it works, but would now how it works. Characters with low dice adds in science and non in scholar are especially prone to this. The use of this skill involves building and creating things. Any building process from starship engineering to basket weaving employs science. Encompasses the character's natural charm, presence and speaking ability. <seduction, general friendliness> <stage costuming, impromptu disguises> Using disguise alters a character's features so that he is unrecognizable--or recognizable as someone else. Usually the character uses wigs, make-up and costumes--but sometimes, the character is forced to use impromptu materials to create the illusion. <bargaining, diplomacy, negotiations> It is used to insult, upset and annoy a target so that they will think less clearly and not be able to react with sound judgement. This is more of a roleplaying aspect skill.

Artist* Bureaucracy*

[AR] BU]

Business

PSI* Hypnotism Language*

Medicine

Research Science*

[SE]

CHARISMA: Charm Disguise

Persuasion Taunt

CONFIDENCE: Blind Maneuver Bribery Command*

Character's spirit and strength of will. Also has a lot to do with his wit and interaction. <use of favors, money or goods, targeting specific types of individuals> Unit types: quad, squad, platoon, ship crew <specific units: rangers, zeta squadron, Agamemnon> Command is a measure of a character's ability to convince Gamemaster characters and subordinates to do what they're told. Command shouldn't be used against other players to do something against their will--these situations should be handled through roleplaying. This skill is often used when a group of individuals (PCs and NPCs) perform a combined action. <types of con games> Particular religion or tradition; Psi corps, Earthdome, roman catholic. Characters with faith believe, strongly, in something. It may be a religion or a tradition. Faith can be used instead of willpower to resist attacks that are antithetical to the focus of the faith skill. Faith in oneself is basically willpower. <torture, brow beating> This skill forces a response from a character using physical and mental pain, or the implication of the use of such pain. <techniques of meditation> <therapy, reading body language, constructing psych profiles> This skill is used like medicine, but only for the mind. Certain attacks can affect a character's mind, giving him or her traumas in the form of mental wounds. <certain locals, organizations, certain types of people> <certain locals, organizations, certain types of people> This skill is used to get information, goods, and/or make contacts in an environment where people live. Usually, streetwise is employed in large cities where there is a "shadowy" side of legality beneath the veneer of civilization. Streetwise is the survival skill of the city. space, arctic, desert, jungle, swamp. <specific locality; minbar, earth, Sol system > Survival is making do with what is provided by nature. It is almost always used in wilderness environments--although the definition of wilderness can easily be expanded to include abandoned bases, cities and ghost towns. A character uses survival to find food, clothing, shelter, medical aid, or anything that will help the chance for survival. <versus intimidation, interrogation, torture> Willpower is used to resist just about all forms of mental attacks. It makes the character harder to browbeat, cajole, entreat, or influence when he does not want to be.

Con Faith*

[FA]

Interrogation

Intimidation Meditation Psychology

Streetwise Streetwise

Survival*

[SU]

Willpower

TOUGHNESS This attribute is derived from STRENGTH, ENDURANCE and CONFIDENCE. Break each of these stats into pips (each "D" is worth 3 pips) add five to the total and then convert them back into dice, this is your total TOUGHNESS. PERCEPTION This attribute is derived from MIND and INTELLECT. Break each of these stats into pips (each "D" is worth 3 pips) add three to the total and then convert them back into dice, this is your total TOUGHNESS. BODY POINTS A character rolls his STRENGTH to get the number of BP he has. At 1/2 BP, the character suffers -1D and when the character is down 3/4 he is at -2D. CHARACTER POINTS Two to improve a skill or attribute roll. Two to increase the damage of an attack. (This often counts as an evil action.) Five to improve a specialization. Five on any use of melee parry, unarmed parry or dodge or dodging when piloting a vehicle or starship. Five to increase Toughness to resist damage. A character may not spend character points on other character's actions. FATE POINTS Can only spend one Fate point in a round; all skills, attributes and special ability die codes are doubled for the rest of the round.

Anything that's not part of a character--weapon damage die codes, starship hull die codes and so forth--is not doubled. Character points and Fate points may not be spent in the same round.

PSIONIC ABILITIES Advantages The advantages of having PSI abilities are self apparent. A telepath will more than likely (depending on their level of ability) know whether they are being lied to, conned, or cheated. Disadvantages There are however many disadvantages to having PSI ability. For the most part PSI individuals are still a minority and until otherwise would be considered an oddity or freak by the general "norm" population. Also, in the case of a telepath, they must work at keeping their power from destroying their brain. The constant noise and activity from the mind of the people around them forces telepaths to constantly keep a shield up, so they will not go insane. And, of course, they must always watch out for those that may wish to use them. PSI Corps Each alien race treats their telepaths in a slightly different way. Human telepaths must belong to a organization called the PSI Corps. This organization is basically a policing agency set-up to protect and segregate "PSIs" and "norms" from one another. Through rules and regulations they make the norm population feel safe and at the same time give the PSIs everything that they may need. The Corps is Mother, the Corps is Father. "P" Ratings PSIs are rated, in level of ability. The lowest is P1, the highest known natural level is believed to be a P12, although some races may naturally be as high as P13. Below is a chart of the dice level and it's corresponding "P" level. When a player begins designing a character with PSI abilities several things must go into consideration: what race is the character, has he been trained, and so on. For example, if the character is a human, he has to consider whether the character is part of the Corps. If so, than more than likely they would start at their full known potential. Most characters will start at their full known potential, while this may seem an advantage, there is one slight disadvantage, they cannot expect to advance any further. As a rule give a character 1D for each "P" rating they have. The player should never roll their ability, which should simply be a Gamemaster run effect. They should however be allowed to put extra effort into it by spending Character Points and Fate Points, which gives you the Gamemaster a reference of how bad they want the effect to pay off. Resisting PSI ability is almost nil, unless the target character is of a PSI nature. In Babylon 5 I cannot think of a single incident where a character avoided the effects of a Telepath with the exception of when Garibaldi was trying to get Lise Edgars away from the PSI cops. Even then he didn't force them out of his brain all he did was tell her keep thinking of a location, fooling the PSI cops into believing that they were going that way. Types of PSI Abilities There are several different known PSI abilities. Telepathy is the most often encountered one. Telekinesis is also known, but has a tendency, for whatever reason, to be only manifest in the clinically insane. A person may have the potential to have more than one ability, but this is very, very rare. Others may be empaths, pyrokinetics and so on.

Babylon 5
Craft: Earth Alliance Babylon 5 Type: Diplomatic station Scale: Death Star Length: 5,300 meters Diameter: 1,000 meters Crew: 1,145 (officers and support staff); Skeleton: 540/+10 Crew Skill: Capital Ship Gunnery 5D, Capital Ship Shields 5D, Communications 5D, Sensors 5D+2, Starship Gunnery 5D Passengers: 5,670 (enlisted), 200,000+ (civilians, ambassadors, etc) Cargo Capacity: 50 million metric tons Consumables: 5 years Hull: 6D Sensors: Passive: 200/1D Scan: 500/2D Search: 800/3D Focus: 20/6D Weapons: 30 Pulse Driver Batteries Fire Arc: 5 front, 10 left, 10 right, 5 back Crew: None (computer controlled) Skill: Capital ship gunnery Fire Control: 3D Space Range: 5-20/40/60 Atmosphere Range: 10-20/80/120 km Damage: 10D 10 Missile Batteries Fire Arc: 2 front, 3 left, 3 right, 2 back Crew: None (computer controlled) Skill: Capital ship gunnery Fire Control: 4D Space Range: 2-12/30/60 Atmosphere Range: 4-24/60/120 km Damage: 9D 25 Anti-Starfighter Batteries Fire Arc: Turret Crew: None (computer controlled) Scale: Starfighter Skill: Starship gunnery Fire Control: 5D Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 5D Starfighter Complement: 6 squadrons (usually EA Starfuries (mixture of all four known variants)) The Babylon project was created as the galaxy's last, best hope for peace. The first three Babylon stations were destroyed during construction (blamed on terrorists) and the fourth, and largest, Babylon 4, disappeared shortly after becoming operational. Babylon 5 survived the curse of the Babylon series space stations and lived to serve its intended role.

Centauri Battlecruiser
Craft: Centauri Republic Battlecruiser Type: Heavy cruiser Scale: Capital Length: 941 meters Skill: Capital ship piloting: Centauri battlecruiser Crew: 398, gunners: 56, skeleton: 25/+10 Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship piloting 5D, sensors 4D Passengers: 300 (troops) Cargo Capacity: 8,000 metric tons Consumables: 5 years Hyperdrive Multiplier: x2 Nav Computer: Yes Manuverability: 1D Space: 6 Hull: 8D Sensors: Passive: 35/1D Scan: 90/2D Search: 130/3D Focus: 4/4D Weapons: Pulse Mass Driver Fire Arc: Front Crew: 10 Scale: Death Star Skill: Capital ship gunnery Space Range: 1-10/25/60 Atmosphere Range: 2-20/50/120 km Damage: 1D Game Notes: The pulse mass driver is intended for planetary bombardment only and will not target spacecraft. 20 Pulse Cannons Fire Arc: 10 front, 4 right, 4 left, 2 back Crew: 2 Skill: Capital ship gunnery Fire Control: 2D Space Range: 1-8/20/45 Atmosphere Range: 2-16/40/90 km Damage: 7D 6 Missile Batteries Fire Arc: 1 front, 2 left, 2 right, 1 back Crew: 1 Skill: Capital ship gunnery Fire Control: 2D+2 Space Range: 1-5/20/50 Atmosphere Range: 2-10/40/100 km Damage: 8D Starfighter Complement: 16 Centauri Fighters The Centauri Battlecruiser is the main offensive weapon of the Centauri Republic. While not as large as a Narn Starcruiser, its weapons power is similar. The ship also has a jump-point generator, and there is artificial gravity on board. Three versions of this class has been observed: The emperors royal liner (a heavily modified Battlecruiser), the flagship "Valerius" (a luxury version), and the normal Battlecruisers.

Centauri Fighter
Craft: Centauri Republic Fighter Type: Space superiority starfighter Scale: Starfighter Length: 19.9 meters Width: 30 meters Skill: Starfighter piloting: Minbari fighter Crew: 1 Crew Skill: Sensors 4D, starfighter piloting 5D, starship gunnery 4D+2 Cargo Capacity: 50 kilograms Consumables: 1 week Manuverability: 3D Space: 10 Hull: 4D Sensors: Passive: 20/0D Scan: 60/1D Search: 90/2D Focus: 3/3D Weapons: 2 Pulse Cannons (fire-linked) Fire Arc: Front Skill: Starship gunnery Fire Control: 2D Space Range: 1-5/15/30 Atmosphere Range: 100-500/1.5/3 km Damage: 6D The Centauri Fighter is a very large fighter, at least 30 meters wide. It has two pulse cannons of some unknown type, located on both side of the cockpit. The Fighter has a crescent shape, with the end of the "wings" tilted down. It is a very maneuverable fighter, but it does not have any artificial gravity on board.

Centauri War Cruiser


Craft: Centauri Republic War Cruiser Type: Medium cruiser Scale: Capital Length: 410.3 meters Skill: Capital ship piloting: Centauri war cruiser Crew: 297, gunners: 26, skeleton: 20/+10 Crew Skill: Astrogation 4D+1, capital ship gunnery 5D, capital ship piloting 5D, sensors 4D Passengers: 150 (troops) Cargo Capacity: 4,500 metric tons Consumables: 3 years Hyperdrive Multiplier: x2 Nav Computer: Yes Manuverability: 2D+1 Space: 7 Hull: 6D Sensors: Passive: 30/1D Scan: 85/2D Search: 110/3D Focus: 3/3D+2 Weapons: Heavy Pulse Cannon Fire Arc: Front Crew: 3 Skill: Capital ship gunnery Fire Control: 3D+1 Space Range: 1-10/25/60 Atmosphere Range: 2-20/50/120 km Damage: 9D 10 Pulse Cannons Fire Arc: 3 front, 3 right, 3 left, 1 back Crew: 2 Skill: Capital ship gunnery Fire Control: 2D Space Range: 1-8/20/45 Atmosphere Range: 2-16/40/90 km Damage: 7D 3 Missile Batteries Fire Arc: 1 front, 1 left, 1 right Crew: 1 Skill: Capital ship gunnery Fire Control: 2D+2 Space Range: 1-5/20/50 Atmosphere Range: 2-10/40/100 km Damage: 8D Starfighter Complement: 8 Centauri Fighters The Warcruiser is smaller than the battle cruiser, but quite deadly. It is not known whether it has artificial gravity on board, but it does have a jump-point generator. War cruisers are also quite maneuverable. The main body of Warcruiser has forward pointing "wings" sticking out on the top, bottom, right, and left side. The front of the ship has a beak-like shape where the main weapon is located. War cruisers mostly attack in groups of two or more.

Starfuries
The Earth Alliance Starfury-class fighters are uniquely designed for space combat. With the pilot(s) located in the center, and four engines located at the end of four "wings", the Starfury is amazingly manueverable. The Pilot "stands up" in the cockpit, which is the best position for most accelerations. The design itself is not very new, it existed before the war, but upgrades are continually made. There are 4 known types of Starfuries: The standard light Starfury is basically the same model as the one used in the war, but with some upgrades. It is lightly armed and protected, but very quick and manueverable. The stats are as follows: Craft: Earth Alliance Starfury Type: Space superiority fighter Scale: Starfighter Length: 6 meters Width: 10 meters Skill: starfighter piloting: Starfury Crew: 1 Crew Skill: Varies widely Cargo Capacity: 10 kilograms Consumables: 3 days Manuverability: 5D Space: 10 Hull: 3D Sensors: Passive: 25/1D Scan: 50/2D Search: 75/3D Focus: 5/4D Weapons: 2 Mass Driver Cannons (fire-linked) Fire Arc: Front Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D Grappling Hook Fire Arc: Back Range: 2 The heavy Starfury is a two-seater (the gunner is positioned looking back) that is better armed and protected, but slower than the light Starfury. The stats are the same as the light Starfury with the exception of the following: Crew: 1; Gunners: 1; Skeleton: 1/+5 Space: 8 Hull: 4D 2 Mass Driver Cannons (fire-linked) Fire Arc: Front Crew: 1 Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 6D The Black Omega Starfuries are advanced models that are stealthier. They are mostly used on "sensitive" missions, and are always piloted by members of Psi-Corps. They are easily recognized by the white omega letter painted on top. The stats are the same as the light Starfury with the exception of the following: Sensor Mask: +2D to sensor operator's difficulty to detect Starfury. The newest Starfury derivative is the Thunderbolt. It is very different from the "normal" starfuries in that it is much more aerodynamic, capable of atmospheric flight as well as space flight. It has wings mounted on the engines that are folded out during atmospheric flight. It is also equipped with a powerful rapid fire cannon, and it has a crew of two, with the co-pilot sitting behind the pilot. The stats are the same as the light Starfury with the exception of the following:

Craft: Earth Alliance Thunderbolt Length: 15 meters Crew: 1; Gunners: 1; Skeleton: 1/+5 Manuverability: 4D+2 Space: 11 Atmosphere: 505; 1,325 kmh Hull: 3D+2 2 Turbo-Mass Driver Cannons (fire-linked) Fire Arc: Front Crew: 1 Fire Rate: 2 Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D+2

Earth Alliance Heavy Cruiser


Craft: Earth Alliance Hyperion-class Heavy Cruiser Type: Heavy cruiser Scale: Capital Length: 466 meters Skill: Capital ship piloting: EA Hyperion-class Crew: 140, gunners: , skeleton: 60/+15 Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D+1, sensors 4D, starship gunnery 4D+2 Cargo Capacity: 400 metric tons Consumables: 8 months Hyperdrive Multiplier: x4 Nav Computer: Yes Manuverability: 1D Space: 4 Hull: 5D+2 Sensors: Passive: 10/0D Scan: 30/1D Search: 50/2D Focus: 2/2D+2 Weapons: 3 Heavy Laser Batteries Fire Arc: 1 front, 2 turret Crew: 5 Skill: Capital ship gunnery Fire Control: 1D Space Range: 1-10/20/40 Atmosphere Range: 2-20/40/80 km Damage: 7D 8 Laser Cannons Fire Arc: Turrets Crew: 1 Skill: Capital ship gunnery Fire Control: 3D Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 4D+2 Starfighter Complement: 6 fighters (usually EA Starfuries) The Hyperion-class Heavy Cruiser is one of the oldest ships still in service, (together with the older Starfuries) they were all built before the Minbari War. Not many of them survived the war, but those who did have since then been upgraded with better weapons. There is neither artificial gravity or a rotating section on board, so the crew works in microgravity. This makes these ships only suitable for shorter missions, while the crews on the large Destroyers with rotating sections can stay out for longer patrols. The Heavy Cruiser also carries Starfuries on board, and it is the smallest Earth Alliance ship than can open their own jump-point. The Hyperion-class has also recently been upgraded, and they now carry beam weapons and otherwise improved weaponry.

Earth Alliance Dreadnaught


Craft: Earth Alliance Nova-class Dreadnaught Type: Medium cruiser Scale: Capital Length: 591 meters Skill: Capital ship piloting: EA Dreadnaught Crew: 127, gunners: 25, skeleton: 75/+10 Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D+1, sensors 4D, starship gunnery 4D+2 Cargo Capacity: 1,000 metric tons Consumables: 1 year Hyperdrive Multiplier: x3 Nav Computer: Yes Manuverability: 1D Space: 5 Hull: 5D Sensors: Passive: 15/0D Scan: 40/1D Search: 80/2D Focus: 2/3D Weapons: Heavy Laser Battery Fire Arc: Front Crew: 12 Skill: Capital ship gunnery Fire Rate: 1/3 Space Range: 1-10/20/40 Atmosphere Range: 2-20/40/80 km Damage: 8D 4 Heavy Laser Cannons Fire Arc: Front Crew: 1 Skill: Capital ship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 5D 3 Missile Batteries Fire Arc: 1 front, 1 left, 1 right Crew: 3 Scale: Starfighter Skill: Capital ship gunnery Fire Control: 2D Space Range: 1-3/12/20 Atmosphere Range: 2-6/24/40 km Damage: 7D Starfighter Complement: 1 squadron (usually EA Starfuries) The Nova-class were Earth Force's biggest and most powerful ships during the Minbari War, but still much inferior to Minbari ships. Since then this class of ships have been refitted and more built. The newer Omega-class design was based on the Nova-class to save development costs. This class is seems heavily armed, and mostly provide support for combat units. These ships are probably capable of some level of planetary bombardment. Like the Omega-class, these ships can also open up their own jump-points.

The Agamemnon (typical Earth Force Destroyer)


Craft: Earth Alliance Omega-class Destroyer Type: Cruiser Scale: Capital Length: 989 meters Skill: Capital ship piloting: EA Destroyer Crew: 300, gunners: 28, skeleton: 50/+15 Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D+1, sensors 4D, starship gunnery 4D+2 Cargo Capacity: 2,500 metric tons Consumables: 2 years Hyperdrive Multiplier: x1 Nav Computer: Yes Manuverability: 1D Space: 5 Hull: 6D+2 Sensors: Passive: 150/0D Scan: 200/1D Search: 300/2D Focus: 10/3D Weapons: 2 Heavy Laser Batteries (fire-linked) Fire Arc: Front Crew: 15 Skill: Capital ship gunnery Fire Rate: 1/3 Fire Control: 0D Space Range: 1-10/20/40 Atmosphere Range: 2-20/40/80 km Damage: 8D 30 Laser Cannons Fire Arc: 7 front, 10 left, 10 right, 3 back Crew: 1 Scale: Starfighter Skill: Starship gunnery Fire Control: 2D Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 4D 4 Missile Batteries Fire Arc: Turret Crew: 3 Scale: Starfighter Skill: Capital ship gunnery Fire Control: 2D Space Range: 1-3/12/20 Atmosphere Range: 2-6/24/40 km Damage: 9D Starfighter Complement: 2 squadrons (usually EA Starfuries and Thunderbolts) Note: The Earth Alliance has yet to perfect artificial gravity technology and the crew is subjected to a zero gravity environment throughout most of the ship (including the command areas). However, the crew quarters are located in a rotating section of the ship that creates gravity through centripetal force. The Earth Alliance Omega-class Destroyers are the most powerful ships in the current earth-force arsenal. They were the first new ship class to be designed and built after the disastrous Minbari war, and they incorporated a lot of new technology. The first Destroyer of the construction line was the "Agamemnon", captained by John Sheridan. Most of these ships have names based on Greek history and mythology. These ships are about a kilometer long, and are equipped with beam weapons, other heavy weapons, and interceptors. Like most capital ships, they are not very maneuverable. There is no artificial gravity on board any Earth Alliance ship, including these ones. Instead the middle part of a Destroyer rotates to create gravity for the crew. They also carry a mixed complement of Starfuries, most of them being the new Thunderbolts.

The Omega-class Destroyers are of course equipped with jump-point generators. The Earth Alliance has since the war produced almost 200 of these powerful ships in an effort to improve Earth's defense against alien races.

Minbari Fighter
Craft: Minbari Federation Fighter Type: Space superiority starfighter Scale: Starfighter Length: 21 meters Skill: Starfighter piloting: Minbari fighter Crew: 1 Crew Skill: Astrogation 4D+2, sensors 4D, starfighter piloting 5D, starship gunnery 4D+2 Cargo Capacity: 45 kilograms Consumables: 2 weeks Hyperdrive Multiplier: x1 Nav Computer: Yes Manuverability: 4D Space: 14 Hull: 6D Sensors: Passive: 50/0D Scan: 90/1D Search: 120/2D Focus: 4/3D Weapons: 3 Fusion Beam Emitters Fire Arc: Front Skill: Starship gunnery Fire Control: 4D Space Range: 1-5/20/40 Atmosphere Range: 100-500/2/4 km Damage: 8D (10D fire-linked) The Minbari Fighter is an extremely maneuverable and fast fighter. Its weapons are three beam weapon emitters positioned around the cockpit, angled 120 degrees apart. The design is based upon minbari aesthetics, where the triangle is the perfect shape. Therefor the Minbari Fighter has a triangular shape when from ahead. The three "wings" are also swept forward, like reverse delta-wings.

Minbari Flyer
Craft: Minbari Federation Flyer Type: Light transport Scale: Starfighter Length: 27.8 meters Skill: Space transports: Minbari flyer Crew: 1 Crew Skill: Astrogation 4D+2, sensors 4D, space transports 5D Cargo Capacity: 50 metric tons Consumables: 1 month Hyperdrive Multiplier: x1 Nav Computer: Yes Manuverability: 2D Space: 8 Hull: 4D+2 Sensors: Passive: 15/1D Scan: 40/2D Search: 90/3D Focus: 3/4D The Minbari Flyer is a small ship used by Minbari diplomats, couriers, and other important minbari. It only has room for one pilot, plus some cargo. Unlike the Minbari Fighter, the Flyer only has two wings, and it is also slightly larger. There does not seem to be any artificial gravity on board. The Flyer also appears not to be armed.

Black Star (Minbari Flagship and typical Minbari War Cruiser)


Craft: Minbari Federation War Cruiser Type: War cruiser Scale: Capital Length: 300 meters Skill: Capital ship piloting: Minbari Cruiser Crew: 604, gunners: 28, skeleton: 40/+5 Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship piloting 5D, sensors 4D Passengers: 150 (troops and/or Rangers) Cargo Capacity: 2,000 metric tons Consumables: 4 years Hyperdrive Multiplier: x1 Nav Computer: Yes Manuverability: 1D Space: 6 Hull: 10D Sensors: Passive: 150/0D Scan: 200/1D Search: 300/2D Focus: 10/3D Weapons: 6 Neutron Cannons Fire Arc: 2 front, 2 left, 2 right Crew: 1 Skill: Capital ship gunnery Fire Control: 4D Space Range: 1-10/25/50 Atmosphere Range: 2-20/50/100 km Damage: 10D 12 Fusion Lasers Fire Arc: 3 front, 3 left, 3 right, 3 back Crew: 1 Skill: Capital ship gunnery Fire Rate: 2 Fire Control: 4D Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 6D 6 Missile Batteries Fire Arc: 2 front, 2 left, 2 right Crew: 1 Skill: Capital ship gunnery Fire Control: 3D Space Range: 1-3/12/20 Atmosphere Range: 2-6/24/40 km Damage: 9D 4 Tractor Beam Projectors Fire Arc: 1 front, 1 left, 1 right, 1 back Crew: 1 Skill: Capital ship gunnery Fire Control: 4D Space Range: 1-5/15/30 Atmosphere Range: 2-10/30/60 km Damage: 6D Starfighter Complement: 1 squadron (Minbari Fighters) Game Note: Minbari War Cruiser's have a special type of anti-targetting shields which prevent attacking ships from locking onto it. When fighting a Minbari War Cruiser, reduce ALL fire control to 0D. The Minbari Warcruiser is the most powerful ship among the younger races. Its beam weapon is very powerful, vaporizing most fighters with one quick shot, and slicing larger ships. The war cruiser is incredibly large, it is at least 1.6 km tall. These ships were used with great effectiveness in the Earth-Minbari war, where they almost destroyed all of Earth's forces.

There is of course artificial gravity on board. The war cruiser also carries a complement of Minbari Fighters. The "Grey Council" (the leaders of the Minbari) also reside on a special war cruiser.

Narn Fighter
Craft: Narm Regime Frazi-class Starfighter Type: Space superiority fighter Scale: Starfighter Length: 30 meters Skill: starfighter piloting: Frazi Crew: 1 Crew Skill: Starfighter piloting 5D, starship gunnery 5D, sensors 4D Cargo Capacity: 25 kilograms Consumables: 1 week Manuverability: 2D Space: 8 Atmosphere: 365; 1,050 kmh Hull: 4D+2 Sensors: Passive: 25/1D Scan: 50/2D Search: 75/3D Focus: 5/4D Weapons: 2 Laser Cannons (fire-linked) Fire Arc: Front Fire Control: 1D+2 Space Range: 1-3/12/25 Atmosphere Range: 100-300/1.2/2.5 km Damage: 5D+2 The Frazi Class Fighter is the work-horse of the Narn military. It is manned by one pilot, and it has two weapons, located on both sides of the cockpit. The fighter seems to be capable of atmospheric flight, but is not as maneuverable as its Centauri and Earth counterparts. It is a fairly large fighter, measuring around 30 meters in length.

Narn Heavy Cruiser


Craft: Narn Regime Heavy Cruiser Type: Battle cruiser Scale: Capital Length: 450 meters Skill: Capital ship piloting: Narn Cruiser Crew: 200, gunners: 28, skeleton: 50/+15 Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D+1, sensors 4D Cargo Capacity: 1,000 metric tons Consumables: 6 years Hyperdrive Multiplier: x1 Nav Computer: Yes Manuverability: 1D Space: 5 Hull: 4D+2 Sensors: Passive: 50/1D Scan: 100/3D Search: 200/4D Focus: 6/4D+2 Weapons: Heavy Turbolaser Cannon Fire Arc: Turret Crew: 3 Skill: Capital ship gunnery Fire Control: 1D Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 km Damage: 7D 2 Heavy Particle Cannons (fire-linked) Fire Arc: Front Crew: 5 Skill: Starship gunnery Fire Rate: 1/3 Fire Control: 4D Space Range: 1-5/20/40 Atmosphere Range: 2-10/40/80 km Damage: 8D Starfighter Complement: 1 squadron (usually Narn fighters)

Shadow Vessel
Craft: Shadow Vessel Type: Organic cruiser Scale: Capital Length: 165 meters Skill: Capital ship piloting: Shadow Vessel Crew: 1 (telepaths only) Crew Skill: Astrogation 6D, capital ship piloting 6D, capital ship gunnery 6D+2, sensors 5D Passengers: 36 (pilots) Cargo Capacity: 20 metric tons Consumables: Infinite Hyperdrive Multiplier: x1* Nav Computer: Yes Manuverability: 4D Space: 10 Hull: 8D * Shadow Vessels cannot make a hyperspace jump if 'wounded' (in SW:RPG terms, Shadow Vessels cannot jump if it is damaged) Sensors: Passive: 150/3D Scan: 250/3D+2 Search: 350/5D Focus: 50/6D Weapons: Cutting Beam Fire Arc: Turret (front, left, and right fire arcs only) Skill: Capital ship gunnery Scale: Death Star Fire Control: 5D Space Range: 3-20/50/100 Atmosphere Range: 6-40/100/200 km Damage: 2D Jump Gate Destabilizer Fire Arc: All Skill: Capital ship gunnery Space Range: 3-15/36/75 Damage: Causes collapse of jumpgates through use of artificial gravity fields (same as gravity well projectors) Starfighter Complement: 1 squadron (Shadow Starfighters) Shadow ships are actually, more or less, organisms designed by the Shadows for space travel and combat. They appear to be wickedly evil spiders in form, with several "leg" extensions jutting from either side (this is probably more for effect and most likely serve no real purpose). They are crewed by a single telepathic being (usually captured and/or cloned by the Shadows) that, in a sense, becomes one with the vessel itself. The ships aquire targets, scan, plot jumps, etc all through extended psychic abilities that the ship grants the pilot. If the pilot is injured or killed somehow, the ship also dies, collapsing in on itself and actually rotting away. Once a pilot is joined with a ship, he/she/it cannot be removed or both the pilot and the ship will die.

Vorlon Cruiser
Craft: Vorlon Empire Cruiser Type: Heavy cruiser Scale: Capital Length: 750 meters Skill: Capital ship piloting: Vorlon mothership Crew: 897, gunners: 1, skeleton: 100/+5 Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5D Cargo Capacity: 20,000 metric tons Consumables: 20 years Hyperdrive Multiplier: x1 Hyperdrive Backup: x2 Nav Computer: Yes Manuverability: 2D Space: 8 Hull: 8D+2 Sensors: Passive: 50/1D Scan: 150/2D Search: 250/3D Focus: 15/4D Weapons: Energy Emitter Fire Arc: Front Crew: 1 Skill: Capital ship gunnery Fire Control: 4D Space Range: 1-30/80/120 Atmosphere Range: 2-60/160/240 km Damage: 9D Starfighter Complement: none The Vorlon Cruiser looks like the Vorlon Transport, but it is quite a bit larger. It is also equipped with a powerful Vorlon beam weapon. Very little else is known about these Vorlon ships, except that the ones seen have been red in place of the normal Vorlon yellow.

Vorlon Fighter
Craft: Vorlon Empire Fighter Type: Picket cruiser Scale: Capital (due to power output) Length: 55 meters Skill: Capital ship piloting: Vorlon fighter Crew: 1 Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5D Cargo Capacity: 20 metric tons Consumables: 5 years Hyperdrive Multiplier: x1 Hyperdrive Backup: x2 Nav Computer: Yes Manuverability: 6D Space: 10 Hull: 5D Sensors: Passive: 25/1D Scan: 60/2D Search: 120/3D Focus: 5/4D Weapons: Energy Emitter Fire Arc: Front Crew: 1 Skill: Capital ship gunnery Fire Control: 4D

Space Range: 1-30/80/120 Atmosphere Range: 2-60/160/240 km Damage: 6D Starfighter Complement: none The Vorlon Fighter is the most powerful fighter known. It is also amazingly agile, able to out-manuever any other fighter. This ship has a deadly Vorlon beam, also emitted between the four "arms".

Vorlon Mothership
Craft: Vorlon Empire Mothership Type: Heavy cruiser Scale: Capital Length: 6,400 meters Skill: Capital ship piloting: Vorlon mothership Crew: 897, gunners: 2, skeleton: 100/+5 Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5D Cargo Capacity: 50,000 metric tons Consumables: 25 years Hyperdrive Multiplier: x1 Hyperdrive Backup: x2 Nav Computer: Yes Manuverability: 0D+2 Space: 6 Hull: 11D Sensors: Passive: 100/1D Scan: 300/2D Search: 500/3D Focus: 20/4D Weapons: Energy Emitter Fire Arc: Front Crew: 2 Scale: Death Star Skill: Capital ship gunnery Fire Control: 4D Space Range: 1-40/90/175 Atmosphere Range: 2-80/180/250 km Damage: 3D Starfighter Complement: 1 squadron (Vorlon Fighters) The Vorlon Mothership is an incredibly large and powerful spacecraft. It is over 6 km long, yet surprisingly manueverable. These ships are organic in nature, and seem to be sentient, but there is also a crew of Vorlons on board. It has only one known weapon, a beam that is emitted from an energy field that is generated between the 4 "arms". Obviously the ship can open up its own jump-point. How many of these ships the Vorlons have is unknown.

White Star
Craft: Vorlon/Minbari White Star-class Corvette Type: Attack cruiser Scale: Capital Length: 130 meters Skill: Capital ship piloting: White Star Crew: 75, gunners: 13, skeleton: 25/+5 Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 5D, capital ship shields 4D+1, sensors 4D Passengers: 25 (troops and/or Rangers) Cargo Capacity: 50 metric tons Consumables: 1 year Hyperdrive Multiplier: x1 Nav Computer: Yes Manuverability: 3D Space: 11 Hull: 5D* Shields: 2D * Can adapt; after being hit by one weapon type, reduce damage for the same weapon class against White Star's Hull roll by -2D Sensors: Passive: 100/2D Scan: 200/3D Search: 300/4D Focus: 15/5D Weapons: Heavy Particle Cannon Fire Arc: Front Crew: 3 Skill: Capital ship gunnery Fire Control: 4D Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 km Damage: 8D 2 Heavy Pulse Laser Cannons Fire Arc: Front Crew: 5 Skill: Capital ship gunnery Fire Rate: 3 Fire Control: 2D+2 Space Range: 1-3/12/25 Atmosphere Range: 2-6/24/50 km Damage: 5D Starfighter Complement: None The White Star vessels are among the most advanced ships in the entire galaxy featuring both Vorlon and Minbari technology. They are the smallest known ships to be able to create their own jumpgates.

Minbari Fighting Pike


Model: Minbari Denn bok Type: Melee weapon Scale: Character Skill: Melee combat: force pike Cost: 2,000 credits Availability: 2, R Difficulty: Moderate Damage: STR+3D Game Notes: Extending or retracting the force pike counts as a free action. Minbari fighting sticks are retractable force pikes that are capable of inflicting the same damage as the standard force pike. It retracts into a tube roughly 8.5 centimeters long and 3.5 centimeters in diameter. With a press of the thumb activated button, the force pike extends to its full length. While not looking exactly like the standard force pike often used by the Imperial Royal Guard, it functions basically the same as one. However, one must be careful not to aim either end of the force pike at himself while extending, noting that the force of the extending pike could most likely impale the user with ease (5D damage).

Personal Plasma Gun


Model: Earth Force PPG Type: Hold-out plasma pistol Scale: Character Skill: Plasma Weapons: plasma pistol Ammo: 25 Cost: 1,100 (power packs: 50) Availability: 2, R Fire Rate: 1 Range: 3-10/30/80 Damage: 5D The Earth Force PPG is one of the smallest hand held plasma weapons ever developed. The PPG, or Personal Plasma Gun, is only slightly larger than an average sized hold-out blaster but carries more ammo and packs more of a punch than other weapons of its size. Some security forces in the Inner Rim have begun arming themselves with the PPG, preferring it to heavy blaster pistols. It has found a wide acceptance on worlds where blasters are strictly restricted and hold-out blasters are the way on the streets.

Personal Plasma Rifle


Model: Earth Force PPR Type: Plasma Rifle Scale: Character Skill: Plasma Weapons: plasma rifle Ammo: 50 (2 clips) Cost: 1,750 (power packs: 50) Availability: 2, R Fire Rate: 1 Range: 4-10/40/120 Damage: 6D+1 When Earth Force designed the PPG they had never expected it to excel in performance the way it did. Deciding to expand on the personal plamsa weapon concept, Earth Force went to work designing a plasma rifle. The result was the Personal Plasma Rifle, or the PPR. The PPR was the second in the line of the PP-series and was dubbed the PPR. The rifle resembles a smaller version of the BlasTech A280, and with good reason, The PPR uses the same power clips as the PPG-1, using two of them at once. The clips are small and cylindrical shaped, fitting into a spot on top of the stock.

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