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d6 Babylon 5 Rpg

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BABYLON G : The D6 RPG 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
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Page 1: d6 Babylon 5 Rpg

BABYLON G : The D6 RPGIncorporating Babylon 5 into the Star Wars universe can be a bit tricky, that is why I would normally recommend running your games completelyin 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 isquite similar in most aspects. Hyperdrives are essentially the same with the exception of jump gates and the fact that hyperspace navigation ismuch 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 5universe.

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 awormhole that crosses time and space connecting both galaxies (as both are set in two different times and two different galaxies). This scenariowould draw attention from the Empire to most likely heavily guard each end of the wormhole to both prevent an invasion and to plan one toextend the Emperor's rule outside of the galaxy. An adventure could be run from the point of view of Rebel operatives working to eventuallycollapse the wormhole and/or sneak through it and eventually end up creating alliances against the Empire and launching an attack to close itfrom 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 barelyinto their interstellar traveling days while others have been at it for billions of years. This could create a number of interesting problems forcharacters 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 theserivalries would be the Narn Regime and the Centauri Republic. The Centauri invaded and occupied the Narn homeworld for nearly a hundredyears, leaving it a barren and torn world when they were finally forced off. The then primitive Narn quickly advanced, learning from capturedCentauri technology and took to space themselves. Years later another Centauri-Narn war broke out that eventually ended in the Centuaribombarding 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 massnumbers as they can't put up a decent fight to defend themselves. Perhaps they could even find their way to becoming Rangers (either human orMinbari).

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

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BABYLON G DD66System Type: D6 BaseGame Designer: Floyd WeselGenre: Sci-FiWorld Overview: As per the vision of J. M. Straczynski.Technology Level: Sci-Fi.Powers/Supernatural: PSI powers.Combat Section:Damage System: Body pointsRound Structure: Initiative roundsOptions: Called shotsAttributes and Skills:Boldface skills cannot be used untrained.(*) Skills must have a macro/focus selected.

AGILITY: Agility skills are those that require physical reflexs and balance and /or speed.(A) Martial Arts* [MA] 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 NarnKatek'eth. The dice from this skill can be used, in most cases, for armed and unarmed attackand defense, but each style differs. Some styles offer specialized attack forms.

Acrobatics <floor maneuvers, tightrope walking, swinging from ropes, fall-taking> Acrobatics is a kind ofmovement that emphasizes more theatrics than combat. Circus and gymnastics performers useacrobatics, as do cat-burglars and second-story thieves. Many martial artists also learnacrobatics to enhance their physical abilities.

Beast Riding <beast type>Climbing <rope, wall, mountain>Dodge 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 amelee weapon attack the melee combat skill is used.

Escape Artist <Types of restraints; ropes, cuffs, chains >Long Jumping <broad jump, running long jump >Maneuver <combat, battlefield, zero-g>Melee Combat <weapon type>

This is the skill the characters use when they try to strike a target using a weapon other thantheir hands.

Running <sprint, long distances>Stealth <hiding, sneaking, stalking>

Characters use stealth to hide from others, to sneak up on another at to follow another withoutbeing noticed. Stealth is not only the art of being quiet, but also being unnoticed.

Swimming <endurance, sprint, scuba>Unarmed Combat <types of attack>

The skill used to attack or defend when the character has no weapons available to him otherthan his own "natural" weapons.

COORDINATION: Fine motor skills, aim and hand-eye cooperation.Energy Weapons <weapon type>Fire Combat <weapon type>Gunnery* [GU] Various starship or vehicle weaponry types/systems. <particular vehicular weapon system>Hvy. Energy Weapons* [HE] Any single type of heavy energy weapon type. <specified weapon.>Heavy Weapons* [HW] Any single type of heavy weapon type. <specified weapon.>Missile Weapons* [MI] 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.

Prestidigitation <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 toemploy this skill, but also timing and a presence of mind. Fooling a mark is not nearly asimportant as making certain the mark doesn't know he's been fooled.

Security <lock picking, system design, electric locks, infrared systems> This skill represents thecharacter's knowledge of physical security systems: locks, alarm systems and other detectiondevices. It does not govern computer security procedures.

Thrown Weapons <type of thrown weapon: dagger, shuriken, rock, grenade>Vehicle Piloting* [VP] 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.

STRENGTH: Physical power and athletic ability.Lifting <power lifting, bench press>

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ENDURANCE: Physical ability to deal with bodily stress.Stamina Stamina checks reflect the character being pushed past his physical limits.

INTELLECT: These skills are a reflection of practice, rather than learned. Puzzle solving and deductionare under Intellect.

Academics* [AC] Literature, history, chess, philosophy <poetry, U.S. history>Camouflage <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 iswhat is used as the difficulty number of all perception totals needed to spot the hidden object.

Communications* [CM] Cryptography, laser, optic systems, basic, scrambler, satellite, hyperspace, t.v./video <specificequip>This skill represents the ability to operate communications systems: to send and receivesignals, work signals through hazardous conditions.

Computer Hacking <types of software, network design>Computer Operations <brands/types of computers>Counter-Intelligence <particular security service or terrorist organization, industrial counter-intelligence>Counterfeiting <engraving, printing, coins>Demolitions <bridges, buildings>

Using demolitions allows a character to do two things: one, determine how much explosives isnecessary 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 totopple a tree down onto a road, for example).

Espionage <wire taping, counter-surveillance, swapping courier pouches>First Aid <combat wounds, common day wounds, or by race>Forgery <licenses, receipts>Intelligence <unit recognition, unit analysis, prisoner handling, documentation handling>Investigation <crime scene, Babylon 5 , criminal records>Linguistics 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 agiven instance of a communication (whether spoken or written).

Mechanic* [ME] Computer, electrical, aerospace, chemical, civil, mechanical. <design, applications>Navigation* [NV] 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.

Planetary Systems <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 isgained through personal experience, computer records and hearsay from others who havevisited the other systems.

Sensors <type of sensor unit>This skill covers the use of sensors. Ships sensors are complex, and must be used only bytrained personnel, although some can be made to work by smart computers. Personal sensorsare small, usually hand-held units that are pretty straight forward, and thus can be used by theuntrained.

Tactics Unit types: quad, squad, platoon, ship crew <specific units: rangers, zeta squadron,agemmenon>This skill represents the character's skill in deploying military forces and maneuvering them tohis best advantage. It may be rolled to gain general knowledge of how to stage certain militaryoperations. It may also be used to judge an opponents response to certain tactics.

Teaching <types of teaching techniques >With this skill the character can pass on his knowledge to others in a clear, concise way. If acharacter has more than 6D in any subject they are teaching (say a marksmanship instructorwith 6D in fire combat) they should receive a bonus to their teaching roll.

Tracking <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 aperception check may find the clues, but have no idea what they mean or tell him.

Trick <misdirection, deception>

MIND: Most mind skills come from "book learning," practice and memorization. Mentalstrength however, is an important part of Mind.

Alien Species <type of species>Knowledge of any species outside the character's own. It represents the character's knowledgeof alien customs, physical appearance, attitudes, philosophy, history, art, politics, specialabilities and other areas of reasonable knowledge.

Artist* [AR] Painting, composing music, writing, dance. <type of procedure within focus>

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Bureaucracy* BU] Specific cultures or governmental bodies. <acquisitions, cutting red tape, burying programs>This skill reflects the character's familiarity with bureaucracies and their procedures. Theplayer can use the skill to determine whether or not the character knows what to expect from abureaucracy. (Like knowing what the procedure for getting a weapons permit on Bab 5.) Alsothe skill can be used to find out what information a bureaucracy has on file.

Business <value, stock speculation>A character with this skill can judge and value the strengths and weakness of a business, anenterprise, or stocks. If a character wants to negotiate a contract, this skill may be used.

PSI* EFFECTHypnotismLanguage* 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 alanguage he is considered "fluent," thus needs only roll when faced with a difficult subjectmatter.

Medicine <by race, cybernetics, surgery, diagnosis, pharmaceuticals> This is the skill that helpscharacter's heal wounds. It is added to the first aid skill, which must be at least 5D before (A)medicine can be taken.

Research <historical, biographical, documentary, computer, media >Science* [SE] 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 notknow why it works, but would now how it works. Characters with low dice adds in science andnon in scholar are especially prone to this.The use of this skill involves building and creating things. Any building process from starshipengineering to basket weaving employs science.

CHARISMA: Encompasses the character's natural charm, presence and speaking ability.Charm <seduction, general friendliness>Disguise <stage costuming, impromptu disguises>

Using disguise alters a character's features so that he is unrecognizable--or recognizable assomeone else. Usually the character uses wigs, make-up and costumes--but sometimes, thecharacter is forced to use impromptu materials to create the illusion.

Persuasion <bargaining, diplomacy, negotiations>Taunt 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.

CONFIDENCE: Character's spirit and strength of will. Also has a lot to do with his wit and interaction.Blind ManeuverBribery <use of favors, money or goods, targeting specific types of individuals>Command* Unit types: quad, squad, platoon, ship crew <specific units: rangers, zeta squadron,

agemmenon>Command is a measure of a character's ability to convince Gamemaster characters andsubordinates to do what they're told. Command shouldn't be used against other players to dosomething 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 combinedaction.

Con <types of con games>Faith* [FA] 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 ofwillpower to resist attacks that are antithetical to the focus of the faith skill. Faith in oneself isbasically willpower.

Interrogation <torture, brow beating>This skill forces a response from a character using physical and mental pain, or the implicationof the use of such pain.

IntimidationMeditation <techniques of meditation>Psychology <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 traumasin the form of mental wounds.

Streetwise <certain locals, organizations, certain types of people>Streetwise <certain locals, organizations, certain types of people>

This skill is used to get information, goods, and/or make contacts in an environment wherepeople live. Usually, streetwise is employed in large cities where there is a "shadowy" side oflegality beneath the veneer of civilization. Streetwise is the survival skill of the city.

Survival* DESERT [SU] space, arctic, jungle, swamp. <specific locality; minbar, earth, Sol system >Survival is making do with what is provided by nature. It is almost always used in wildernessenvironments--although the definition of wilderness can easily be expanded to includeabandoned bases, cities and ghost towns.A character uses survival to find food, clothing, shelter, medical aid, or anything that will helpthe chance for survival.

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Willpower <versus intimidation, interrogation, torture>Willpower is used to resist just about all forms of mental attacks. It makes the character harderto browbeat, cajole, entreat, or influence when he does not want to be.

TOUGHNESSThis attribute is derived from STRENGTH, ENDURANCE and CONFIDENCE. Break each of these stats into pips (each "D" is worth 3 pips) addfive to the total and then convert them back into dice, this is your total TOUGHNESS.

PERCEPTIONThis 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 thenconvert them back into dice, this is your total TOUGHNESS.

BODY POINTSA 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

AdvantagesThe advantages of having PSI abilities are self apparent. A telepath will more than likely (depending on their level of ability) know whether they arebeing lied to, conned, or cheated.

DisadvantagesThere are however many disadvantages to having PSI ability. For the most part PSI individuals are still a minority and until otherwise would beconsidered an oddity or freak by the general "norm" population. Also, in the case of a telepath, they must work at keeping their power from destroyingtheir 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 notgo insane. And, of course, they must always watch out for those that may wish to use them.

PSI CorpsEach alien race treats their telepaths in a slightly different way. Human telepaths must belong to a organization called the PSI Corps. This organizationis basically a policing agency set-up to protect and segregate "PSIs" and "norms" from one another. Through rules and regulations they make the normpopulation feel safe and at the same time give the PSIs everything that they may need. The Corps is Mother, the Corps is Father.

"P" RatingsPSIs 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 highas 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 theywould 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 toadvance 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 referenceof 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 characteravoided the effects of a Telepath with the exception of when Garibaldi was trying to get Lise Edgers away from the PSI cops. Even then he didn'tforce 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, forwhatever 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.

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Babylon 5

Craft: Earth Alliance Babylon 5Type: Diplomatic stationScale: Death StarLength: 5,300 metersDiameter: 1,000 metersCrew: 1,145 (officers and support staff); Skeleton: 540/+10Crew Skill: Capital Ship Gunnery 5D, Capital Ship Shields 5D Communications 5D, Sensors 5D+2, Starship Gunnery 5DPassengers: 5,670 (enlisted), 200,000+ (civilians, ambassadors, etc)Cargo Capacity: 50 million metric tonsConsumables: 5 yearsHull: 6DSensors:

Passive: 200/1DScan: 500/2DSearch: 800/3DFocus: 20/6D

Weapons:30 Pulse Driver Batteries

Fire Arc: 5 front, 10 left, 10 right, 5 backCrew: None (computer controlled)Skill: Capital ship gunneryFire Control: 3DSpace Range: 5-20/40/60Atmosphere Range: 10-20/80/120 kmDamage: 10D

10 Missile BatteriesFire Arc: 2 front, 3 left, 3 right, 2 backCrew: None (computer controlled)Skill: Capital ship gunneryFire Control: 4DSpace Range: 2-12/30/60Atmosphere Range: 4-24/60/120 kmDamage: 9D

25 Anti-Starfighter BatteriesFire Arc: TurretCrew: None (computer controlled)Scale: StarfighterSkill: Starship gunneryFire Control: 5DSpace Range: 1-3/12/25Atmosphere Range: 2-6/24/50 kmDamage: 5D

Starfighter Complement: 6 squadrons (usually EA Starfuries (mixture of allfour 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 (blamedon terrorists) and the fourth, and largest, Babylon 4, dissapeared shortlyafter becoming operational. Babylon 5 survived the curse of the Babylonseries space stations and lived to serve its intended role.

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Centauri Battlecruiser

Craft: Centauri Republic BattlecruiserType: Heavy cruiserScale: CapitalLength: 941 metersSkill: Capital ship piloting: Centauri battlecruiserCrew: 398, gunners: 56, skeleton: 25/+10Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship

piloting 5D, sensors 4DPassengers: 300 (troops)Cargo Capacity: 8,000 metric tonsConsumables: 5 yearsHyperdrive Multiplier: x2Nav Computer: YesManuverability: 1DSpace: 6Hull: 8DSensors:

Passive: 35/1DScan: 90/2DSearch: 130/3DFocus: 4/4D

Weapons:Pulse Mass Driver

Fire Arc: FrontCrew: 10Scale: Death StarSkill: Capital ship gunnerySpace Range: 1-10/25/60Atmosphere Range: 2-20/50/120 kmDamage: 1DGame 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 backCrew: 2Skill: Capital ship gunneryFire Control: 2DSpace Range: 1-8/20/45Atmosphere Range: 2-16/40/90 kmDamage: 7D

6 Missile BatteriesFire Arc: 1 front, 2 left, 2 right, 1 backCrew: 1Skill: Capital ship gunneryFire Control: 2D+2Space Range: 1-5/20/50Atmosphere Range: 2-10/40/100 kmDamage: 8D

Starfighter Complement: 16 Centauri Fighters

The Centauri Battlecruiser is the main offensive weapon of the CentauriRepublic. While not as large as a Narn Starcruiser, its weapons power issimilar. The ship also has a jump-point generator, and there is artificialgravity on board. Three versions of this class has been observed: Theemperors royal liner (a heavily modified Battlecruiser), the flagship"Valerius" (a luxury version), and the normal Battlecruisers.

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Centauri Fighter

Craft: Centauri Republic FighterType: Space superiority starfighterScale: StarfighterLength: 19.9 metersWidth: 30 metersSkill: Starfighter piloting: Minbari fighterCrew: 1Crew Skill: Sensors 4D, starfighter piloting 5D, starship gunnery 4D+2Cargo Capacity: 50 kilogramsConsumables: 1 weekManuverability: 3DSpace: 10Hull: 4DSensors:

Passive: 20/0DScan: 60/1DSearch: 90/2DFocus: 3/3D

Weapons:2 Pulse Cannons (fire-linked)

Fire Arc: FrontSkill: Starship gunneryFire Control: 2DSpace Range: 1-5/15/30Atmosphere Range: 100-500/1.5/3 kmDamage: 6D

The Centauri Fighter is a very large fighter, at least 30 meters wide. Ithas two pulse cannons of some unknown type, located on both side of thecockpit. 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 anyartificial gravity on board.

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Centauri War Cruiser

Craft: Centauri Republic War CruiserType: Medium cruiserScale: CapitalLength: 410.3 metersSkill: Capital ship piloting: Centauri war cruiserCrew: 297, gunners: 26, skeleton: 20/+10Crew Skill: Astrogation 4D+1, capital ship gunnery 5D, capital ship

piloting 5D, sensors 4DPassengers: 150 (troops)Cargo Capacity: 4,500 metric tonsConsumables: 3 yearsHyperdrive Multiplier: x2Nav Computer: YesManuverability: 2D+1Space: 7Hull: 6DSensors:

Passive: 30/1DScan: 85/2DSearch: 110/3DFocus: 3/3D+2

Weapons:Heavy Pulse Cannon

Fire Arc: FrontCrew: 3Skill: Capital ship gunneryFire Control: 3D+1Space Range: 1-10/25/60Atmosphere Range: 2-20/50/120 kmDamage: 9D

10 Pulse CannonsFire Arc: 3 front, 3 right, 3 left, 1 backCrew: 2Skill: Capital ship gunneryFire Control: 2DSpace Range: 1-8/20/45Atmosphere Range: 2-16/40/90 kmDamage: 7D

3 Missile BatteriesFire Arc: 1 front, 1 left, 1 rightCrew: 1Skill: Capital ship gunneryFire Control: 2D+2Space Range: 1-5/20/50Atmosphere Range: 2-10/40/100 kmDamage: 8D

Starfighter Complement: 8 Centauri Fighters

The Warcruiser is smaller than the battle cruiser, but quite deadly. It isnot known weither it has artificial gravity on board, but it does have ajump-point generator. War cruisers are also quite maneuverable. The mainbody 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 shapewhere the main weapon is located. War cruisers mostly attack in groups oftwo or more.

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Starfuries

The Earth Alliance Starfury-class fighters are uniquely designed for spacecombat. With the pilot(s) located in the center, and four engines located atthe 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 upgradesare continually made.

There are 4 known types of Starfuries:

The standard light Starfury is basically the same model as the one used inthe war, but with some upgrades. It is lightly armed and protected, but veryquick and manueverable. The stats are as follows:

Craft: Earth Alliance StarfuryType: Space superiority fighterScale: StarfighterLength: 6 metersWidth: 10 metersSkill: starfighter piloting: StarfuryCrew: 1Crew Skill: Varies widelyCargo Capacity: 10 kilogramsConsumables: 3 daysManuverability: 5DSpace: 10Hull: 3DSensors: Passive: 25/1D Scan: 50/2D Search: 75/3D Focus: 5/4DWeapons:2 Mass Driver Cannons (fire-linked)

Fire Arc: FrontFire Control: 2DSpace Range: 1-3/12/25Atmosphere Range: 100-300/1.2/2.5 kmDamage: 5D

Grappling HookFire Arc: BackRange: 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. Thestats are the same as the light Starfury with the exception of the following:

Crew: 1; Gunners: 1; Skeleton: 1/+5Space: 8Hull: 4D2 Mass Driver Cannons (fire-linked)

Fire Arc: FrontCrew: 1Fire Control: 2DSpace Range: 1-3/12/25Atmosphere Range: 100-300/1.2/2.5 kmDamage: 6D

The Black Omega Starfuries are advanced models that are stealthier. They areare mostly used on "sensitive" missions, and are always piloted by membersof Psi-Corps. They are easily recognized by the white omega letter paintedon top. The stats are the same as the light Starfury with the exception ofthe following:

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Sensor Mask: +2D to sensor operator's difficulty to detect Starfury.

The newest Starfury derivative is the Thunderbolt. It is very different fromthe "normal" starfuries in that it is much more aerodynamic, capable ofatmospheric flight as well as space flight. It has wings mounted on theengines that are folded out during atmospheric flight. It is also equippedwith 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 Starfurywith the exception of the following:

Craft: Earth Alliance ThunderboltLength: 15 metersCrew: 1; Gunners: 1; Skeleton: 1/+5Manuverability: 4D+2Space: 11Atmosphere: 505; 1,325 kmhHull: 3D+22 Turbo-Mass Driver Cannons (fire-linked)

Fire Arc: FrontCrew: 1Fire Rate: 2Fire Control: 2DSpace Range: 1-3/12/25Atmosphere Range: 100-300/1.2/2.5 kmDamage: 5D+2

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Earth Alliance Heavy Cruiser

Craft: Earth Alliance Hyperion-class Heavy CruiserType: Heavy cruiserScale: CapitalLength: 466 metersSkill: Capital ship piloting: EA Hyperion-classCrew: 140, gunners: , skeleton: 60/+15Crew 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 tonsConsumables: 8 monthsHyperdrive Multiplier: x4Nav Computer: YesManuverability: 1DSpace: 4Hull: 5D+2Sensors:

Passive: 10/0DScan: 30/1DSearch: 50/2DFocus: 2/2D+2

Weapons:3 Heavy Laser Batteries

Fire Arc: 1 front, 2 turretCrew: 5Skill: Capital ship gunneryFire Control: 1DSpace Range: 1-10/20/40Atmosphere Range: 2-20/40/80 kmDamage: 7D

8 Laser CannonsFire Arc: TurretsCrew: 1Skill: Capital ship gunneryFire Control: 3DSpace Range: 1-3/12/25Atmosphere Range: 2-6/24/50 kmDamage: 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 MinbariWar. Not many of them survived the war, but those who did have since thenbeen upgraded with better weapons. There is neither artificial gravity or arotating section on board, so the crew works in microgravity. This makesthese ships only suitable for shorter missions, while the crews on the largeDestroyers with rotating sections can stay out for longer patrols. The HeavyCruiser also carries Starfuries on board, and it is the smallest EarthAlliance ship than can open their own jump-point. The Hyperion-class hasalso recently been upgraded, and they now carry beam weapons and otherwiseimproved weaponry.

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Earth Alliance Dreadnaught

Craft: Earth Alliance Nova-class DreadnaughtType: Medium cruiserScale: CapitalLength: 591 metersSkill: Capital ship piloting: EA DreadnaughtCrew: 127, gunners: 25, skeleton: 75/+10Crew 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 tonsConsumables: 1 yearHyperdrive Multiplier: x3Nav Computer: YesManuverability: 1DSpace: 5Hull: 5DSensors:

Passive: 15/0DScan: 40/1DSearch: 80/2DFocus: 2/3D

Weapons:Heavy Laser Battery

Fire Arc: FrontCrew: 12Skill: Capital ship gunneryFire Rate: 1/3Space Range: 1-10/20/40Atmosphere Range: 2-20/40/80 kmDamage: 8D

4 Heavy Laser CannonsFire Arc: FrontCrew: 1Skill: Capital ship gunneryFire Control: 2DSpace Range: 1-3/12/25Atmosphere Range: 2-6/24/50 kmDamage: 5D

3 Missile BatteriesFire Arc: 1 front, 1 left, 1 rightCrew: 3Scale: StarfighterSkill: Capital ship gunneryFire Control: 2DSpace Range: 1-3/12/20Atmosphere Range: 2-6/24/40 kmDamage: 7D

Starfighter Complement: 1 squadron (usually EA Starfuries)

The Nova-class were Earth Force's biggest and most powerful ships during theMinbari War, but still much inferior to Minbari ships. Since then this classof ships have been refitted and more built. The newer Omega-class design wasbased on the Nova-class to save development costs. This class is seemsheavily armed, and mostly provide support for combat units. These ships areprobably capable of some level of planetary bombardment. Like the Omega-class, these ships can also open up their own jump-points.

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The Agamemnon (typical Earth Force Destroyer)

Craft: Earth Alliance Omega-class DestroyerType: CruiserScale: CapitalLength: 989 metersSkill: Capital ship piloting: EA DestroyerCrew: 300, gunners: 28, skeleton: 50/+15Crew 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 tonsConsumables: 2 yearsHyperdrive Multiplier: x1Nav Computer: YesManuverability: 1DSpace: 5Hull: 6D+2Sensors:

Passive: 150/0DScan: 200/1DSearch: 300/2DFocus: 10/3D

Weapons:2 Heavy Laser Batteries (fire-linked)

Fire Arc: FrontCrew: 15Skill: Capital ship gunneryFire Rate: 1/3Fire Control: 0DSpace Range: 1-10/20/40Atmosphere Range: 2-20/40/80 kmDamage: 8D

30 Laser CannonsFire Arc: 7 front, 10 left, 10 right, 3 backCrew: 1Scale: StarfighterSkill: Starship gunneryFire Control: 2DSpace Range: 1-3/12/25Atmosphere Range: 2-6/24/50 kmDamage: 4D

4 Missile BatteriesFire Arc: TurretCrew: 3Scale: StarfighterSkill: Capital ship gunneryFire Control: 2DSpace Range: 1-3/12/20Atmosphere Range: 2-6/24/40 kmDamage: 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 enviroment 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 centripical force.

The Earth Alliance Omega-class Destroyers are the most powerful ships inthe current earth-force arsenal. They were the first new ship class to bedesigned and built after the disastrous Minbari war, and they incorporateda lot of new technology. The first Destroyer of the construction line was

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the "Agamemnon", captained by John Sheridan. Most of these ships have namesbased 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 manuevarble. There is noartificial gravity on board any Earth Alliance ship, including these ones.Instead the middle part of a Destroyer rotates to create gravity for thecrew. They also carry a mixed complement of Starfuries, most of them beingthe new Thunderbolts. The Omega-class Destroyers are of course equipped withjump-point generators. The Earth Alliance has since the war produced almost200 of these powerful ships in an effort to improve Earth's defense againstalien races.

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Minbari Fighter

Craft: Minbari Federation FighterType: Space superiority starfighterScale: StarfighterLength: 21 metersSkill: Starfighter piloting: Minbari fighterCrew: 1Crew Skill: Astrogation 4D+2, sensors 4D, starfighter piloting 5D, starship

gunnery 4D+2Cargo Capacity: 45 kilogramsConsumables: 2 weeksHyperdrive Multiplier: x1Nav Computer: YesManuverability: 4DSpace: 14Hull: 6DSensors:

Passive: 50/0DScan: 90/1DSearch: 120/2DFocus: 4/3D

Weapons:3 Fusion Beam Emitters

Fire Arc: FrontSkill: Starship gunneryFire Control: 4DSpace Range: 1-5/20/40Atmosphere Range: 100-500/2/4 kmDamage: 8D (10D fire-linked)

The Minbari Fighter is an extremely manueverable and fast fighter. Itsweapons are three beam weapon emitters positioned around the cockpit, angled120 degrees apart. The design is based upon minbari aesthetics, where thetriangle is the perfect shape. Therefor the Minbari Fighter has a triangularshape when from ahead. The three "wings" are also swept forward, likereverse delta-wings.

Minbari FlyerCraft: Minbari Federation FlyerType: Light transportScale: StarfighterLength: 27.8 metersSkill: Space transports: Minbari flyerCrew: 1Crew Skill: Astrogation 4D+2, sensors 4D, space transports 5DCargo Capacity: 50 metric tonsConsumables: 1 monthHyperdrive Multiplier: x1Nav Computer: YesManuverability: 2DSpace: 8Hull: 4D+2Sensors:

Passive: 15/1DScan: 40/2DSearch: 90/3DFocus: 3/4D

The Minbari Flyer is a small ship used by Minbari diplomats, couriers, andother important minbari. It only has room for one pilot, plus some cargo.Unlike theMinbari Fighter, the Flyer only has two wings, and it is alsoslightly larger. There does not seem to be any artificial gravity on board.The Flyer also appears not to be armed.

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Black Star (Minbari Flagship and typical Minbari War Cruiser)

Craft: Minbari Federation War CruiserType: War cruiserScale: CapitalLength: 300 metersSkill: Capital ship piloting: Minbari CruiserCrew: 604, gunners: 28, skeleton: 40/+5Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship

piloting 5D, sensors 4DPassengers: 150 (troops and/or Rangers)Cargo Capacity: 2,000 metric tonsConsumables: 4 yearsHyperdrive Multiplier: x1Nav Computer: YesManuverability: 1DSpace: 6Hull: 10DSensors:

Passive: 150/0DScan: 200/1DSearch: 300/2DFocus: 10/3D

Weapons:6 Neutron Cannons

Fire Arc: 2 front, 2 left, 2 rightCrew: 1Skill: Capital ship gunneryFire Control: 4DSpace Range: 1-10/25/50Atmosphere Range: 2-20/50/100 kmDamage: 10D

12 Fusion LasersFire Arc: 3 front, 3 left, 3 right, 3 backCrew: 1Skill: Capital ship gunneryFire Rate: 2Fire Control: 4DSpace Range: 1-3/12/25Atmosphere Range: 2-6/24/50 kmDamage: 6D

6 Missile BatteriesFire Arc: 2 front, 2 left, 2 rightCrew: 1Skill: Capital ship gunneryFire Control: 3DSpace Range: 1-3/12/20Atmosphere Range: 2-6/24/40 kmDamage: 9D

4 Tractor Beam ProjectorsFire Arc: 1 front, 1 left, 1 right, 1 backCrew: 1Skill: Capital ship gunneryFire Control: 4DSpace Range: 1-5/15/30Atmosphere Range: 2-10/30/60 kmDamage: 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.

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The Minbari Warcruiser is the most powerful ship among the younger races.Its beam weapon is very powerful, vaporizing most fighters with one quickshot, and slicing larger ships. The war cruiser is incredibly large, it isat least 1.6 km tall. These ships were used with great effectiveness inthe Earth-Minbari war, where they almost destroyed all of Earth's forces.There is of course artificial gravity on board. The war cruiser also carriesa complement of Minbari Fighters. The "Grey Council" (the leaders of theMinbari) also reside on a special war cruiser.

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Narn Fighter

Craft: Narm Regime Frazi-class StarfighterType: Space superiority fighterScale: StarfighterLength: 30 metersSkill: starfighter piloting: FraziCrew: 1Crew Skill: Starfighter piloting 5D, starship gunnery 5D, sensors 4DCargo Capacity: 25 kilogramsConsumables: 1 weekManuverability: 2DSpace: 8Atmosphere: 365; 1,050 kmhHull: 4D+2Sensors: Passive: 25/1D Scan: 50/2D Search: 75/3D Focus: 5/4DWeapons:2 Laser Cannons (fire-linked)

Fire Arc: FrontFire Control: 1D+2Space Range: 1-3/12/25Atmosphere Range: 100-300/1.2/2.5 kmDamage: 5D+2

The Frazi Class Fighter is the work-horse of the Narn military. It is mannedby 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 asmanueverable as its Centauri and Earth counterparts. It is a fairly largefighter, measuring around 30 meters in length.

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Narn Heavy Cruiser

Craft: Narn Regime Heavy CruiserType: Battle cruiserScale: CapitalLength: 450 metersSkill: Capital ship piloting: Narn CruiserCrew: 200, gunners: 28, skeleton: 50/+15Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship

piloting 5D, capital ship shields 4D+1, sensors 4DCargo Capacity: 1,000 metric tonsConsumables: 6 yearsHyperdrive Multiplier: x1Nav Computer: YesManuverability: 1DSpace: 5Hull: 4D+2Sensors:

Passive: 50/1DScan: 100/3DSearch: 200/4DFocus: 6/4D+2

Weapons:Heavy Turbolaser Cannon

Fire Arc: TurretCrew: 3Skill: Capital ship gunneryFire Control: 1DSpace Range: 3-15/35/75Atmosphere Range: 6-30/70/150 kmDamage: 7D

2 Heavy Particle Cannons (fire-linked)Fire Arc: FrontCrew: 5Skill: Starship gunneryFire Rate: 1/3Fire Control: 4DSpace Range: 1-5/20/40Atmosphere Range: 2-10/40/80 kmDamage: 8D

Starfighter Complement: 1 squadron (usually Narn fighters)

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Shadow Vessel

Craft: Shadow VesselType: Organic cruiserScale: CapitalLength: 165 metersSkill: Capital ship piloting: Shadow VesselCrew: 1 (telepaths only)Crew Skill: Astrogation 6D, capital ship piloting 6D, capital ship gunnery

6D+2, sensors 5DPassengers: 36 (pilots)Cargo Capacity: 20 metric tonsConsumables: InfiniteHyperdrive Multiplier: x1*Nav Computer: YesManuverability: 4DSpace: 10Hull: 8D* Shadow Vessels cannot make a hyperspace jump if 'wounded' (in SW:RPG terms, Shadow Vessels cannot jump if it is damaged)Sensors:

Passive: 150/3DScan: 250/3D+2Search: 350/5DFocus: 50/6D

Weapons:Cutting Beam

Fire Arc: Turret (front, left, and right fire arcs only)Skill: Capital ship gunneryScale: Death StarFire Control: 5DSpace Range: 3-20/50/100Atmosphere Range: 6-40/100/200 kmDamage: 2D

Jump Gate DestabilizerFire Arc: AllSkill: Capital ship gunnerySpace Range: 3-15/36/75Damage: 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 Shadowsfor space travel and combat. They appear to be wickedly evil spiders inform, with several "leg" extensions jutting from either side (this isprobably more for effect and most likely serve no real purpose).

They are crewed by a single telepathic being (usually captured and/or clonedby the Shadows) that, in a sense, becomes one with the vessel itself. Theships aquire targets, scan, plot jumps, etc all through extended psychicabilities that the ship grants the pilot. If the pilot is injured or killedsomehow, the ship also dies, collapsing in on itself and actually rottingaway. Once a pilot is joined with a ship, he/she/it cannot be removed orboth the pilot and the ship will die.

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Vorlon Cruiser

Craft: Vorlon Empire CruiserType: Heavy cruiserScale: CapitalLength: 750 metersSkill: Capital ship piloting: Vorlon mothershipCrew: 897, gunners: 1, skeleton: 100/+5Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5DCargo Capacity: 20,000 metric tonsConsumables: 20 yearsHyperdrive Multiplier: x1Hyperdrive Backup: x2Nav Computer: YesManuverability: 2DSpace: 8Hull: 8D+2Sensors:

Passive: 50/1DScan: 150/2DSearch: 250/3DFocus: 15/4D

Weapons:Energy Emitter

Fire Arc: FrontCrew: 1Skill: Capital ship gunneryFire Control: 4DSpace Range: 1-30/80/120Atmosphere Range: 2-60/160/240 kmDamage: 9D

Starfighter Complement: none

The Vorlon Cruiser looks like the Vorlon Transport, but it is quite a bitlarger. It is also equipped with a powerful Vorlon beam weapon. Very littleelse is known about these Vorlon ships, except that the ones seen have beenred inplace of the normal vorlon yellow.

Vorlon Fighter

Craft: Vorlon Empire FighterType: Picket cruiserScale: Capital (due to power output)Length: 55 metersSkill: Capital ship piloting: Vorlon fighterCrew: 1Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5DCargo Capacity: 20 metric tonsConsumables: 5 yearsHyperdrive Multiplier: x1Hyperdrive Backup: x2Nav Computer: YesManuverability: 6DSpace: 10Hull: 5DSensors:

Passive: 25/1DScan: 60/2DSearch: 120/3DFocus: 5/4D

Weapons:Energy Emitter

Fire Arc: Front

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Crew: 1Skill: Capital ship gunneryFire Control: 4DSpace Range: 1-30/80/120Atmosphere Range: 2-60/160/240 kmDamage: 6D

Starfighter Complement: none

The Vorlon Fighter is the most powerful fighter known. It is also amazinglyagile, able to out-manuever any other fighter. This ship has a deadly Vorlonbeam, also emitted between the four "arms".

Vorlon Mothership

Craft: Vorlon Empire MothershipType: Heavy cruiserScale: CapitalLength: 6,400 metersSkill: Capital ship piloting: Vorlon mothershipCrew: 897, gunners: 2, skeleton: 100/+5Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5DCargo Capacity: 50,000 metric tonsConsumables: 25 yearsHyperdrive Multiplier: x1Hyperdrive Backup: x2Nav Computer: YesManuverability: 0D+2Space: 6Hull: 11DSensors:

Passive: 100/1DScan: 300/2DSearch: 500/3DFocus: 20/4D

Weapons:Energy Emitter

Fire Arc: FrontCrew: 2Scale: Death StarSkill: Capital ship gunneryFire Control: 4DSpace Range: 1-40/90/175Atmosphere Range: 2-80/180/250 kmDamage: 3D

Starfighter Complement: 1 squadron (Vorlon Fighters)

The Vorlon Mothership is an incredibly large and powerful spacecraft. It isover 6 km long, yet surprisingly manueverable. These ships are organic innature, and seem to be sentient, but there is also a crew of Vorlons onboard. It has only one known weapon, a beam that is emitted from an energyfield that is generated between the 4 "arms". Obviously the ship can open upits own jump-point. How many of these ships the Vorlons have is unknown.

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White Star

Craft: Vorlon/Minbari White Star-class CorvetteType: Attack cruiserScale: CapitalLength: 130 metersSkill: Capital ship piloting: White StarCrew: 75, gunners: 13, skeleton: 25/+5Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship

piloting 5D, capital ship shields 4D+1, sensors 4DPassengers: 25 (troops and/or Rangers)Cargo Capacity: 50 metric tonsConsumables: 1 yearHyperdrive Multiplier: x1Nav Computer: YesManuverability: 3DSpace: 11Hull: 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 -2DSensors:

Passive: 100/2DScan: 200/3DSearch: 300/4DFocus: 15/5D

Weapons:Heavy Particle Cannon

Fire Arc: FrontCrew: 3Skill: Capital ship gunneryFire Control: 4DSpace Range: 3-15/35/75Atmosphere Range: 6-30/70/150 kmDamage: 8D

2 Heavy Pulse Laser CannonsFire Arc: FrontCrew: 5Skill: Capital ship gunneryFire Rate: 3Fire Control: 2D+2Space Range: 1-3/12/25Atmosphere Range: 2-6/24/50 kmDamage: 5D

Starfighter Complement: None

The White Star vessels are among the most advanced ships in the entiregalaxy featuring both Vorlon and Minbari technology. They are the smallestknown ships to be able to create their own jumpgates.

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Minbari Fighting Pike

Model: Minbari Denn’ bokType: Melee weaponScale: CharacterSkill: Melee combat: force pikeCost: 2,000 creditsAvailability: 2, RDifficulty: ModerateDamage: STR+3DGame Notes: Extending or retracting the force pike counts as a free action.

Minbari fighting sticks are retractable force pikes that are capable ofinflicting the same damage as the standard force pike. It retracts into atube roughly 8.5 centimeters long and 3.5 centimeters in diameter. With apress of the thumb activated buttom, the force pike extends to its fulllength. While not looking exactly like the standard force pike often usedby 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 athimself while extending, noting that the force of the extending pike couldmost likely impale the user with ease (5D damage).

Personal Plasma Gun

Model: Earth Force PPGType: Hold-out plasma pistolScale: CharacterSkill: Plasma Weapons: plasma pistolAmmo: 25Cost: 1,100 (power packs: 50)Availability: 2, RFire Rate: 1Range: 3-10/30/80Damage: 5D

The Earth Force PPG is one of the smallest hand held plasma weapons everdeveloped. The PPG, or Personal Plasma Gun, is only slightly larger than anaverage sized hold-out blaster but carries more ammo and packs more of apunch than other weapons of its size. Some security forces in the Inner Rimhave begun arming themselves with the PPG, preferring it to heavy blasterpistols. It has found a wide acceptance on worlds where blasters arestrictly restricted and hold-out blasters are the way on the streets.

Personal Plasma Rifle

Model: Earth Force PPRType: Plasma RifleScale: CharacterSkill: Plasma Weapons: plasma rifleAmmo: 50 (2 clips)Cost: 1,750 (power packs: 50)Availability: 2, RFire Rate: 1Range: 4-10/40/120Damage: 6D+1

When Earth Force designed the PPG they had never expected it to excel inperformance the way it did. Deciding to expand on the personal plamsaweapon concept, Earth Force went to work designing a plasma rifle. The resultwas the Personal Plasma Rifle, or the PPR. The PPR was the second in theline of the PP-series and was dubbed the PPR. The rifle resembles asmaller version of the BlasTech A280, and with good reason, The PPR usesthe same power clips as the PPG-1, using two of them at once. The clips aresmall and cylindrical shaped, fitting into a spot on top of the stock.


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