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Re: Babylon 5 HeroFor your review, this is the first draft of the Minbari Sharlin War Cruiser. I'm still debating reducing the armor (DEF) across the board though. Minbari Sharlin Class War Cruiser

Val Char Cost
29 SIZE 145
155 STR 0
16 DEX 18
40 BODY 1
66 DEF 48
4 SPD 14
40 INT 30
50 PRE 5
0" RUN-120" SWIM-20" LEAP0Characteristics Cost: 247
Cost Power END
Power Systems
800 Quantum Singularity Power Plant: Endurance Reserve (2000 END, 2000 REC) (2200 Active Points); OAF Bulky (-1 1/2), Only to Power Ship's Systems (-1/4) 0
200 Fusion Reactor: Endurance Reserve (500 END, 500 REC) (550 Active Points); OAF Bulky (-1 1/2), Only to Power Ship's Systems (-1/4) 0
15 Fusion Reactor: Seven Reactors; Eight Total (15 Active Points) 0
40 Reserve Power Cells: Endurance Reserve (100 END, 100 REC) (110 Active Points); OAF Bulky (-1 1/2), Only to Power Ship's Systems (-1/4) 0
10 Reserve Power Cells: Three more banks of cells (4 total) (10 Active Points) 0
Propulsion Systems
90 Stalasha Gravimetric Drive System: Multipower, 135-point reserve, (135 Active Points); all slots Costs Endurance (-1/2)
6u 1) Combat Mode: Flight 30", x64 Noncombat (85 Active Points); Costs Endurance (-1/2) 8
9u 2) Cruise Mode: Flight 30", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (135 Active Points); Costs Endurance (-1/2) 13
10 Maneuvering Thrusters: +5 with Flight (15 Active Points); Costs Endurance (-1/2) 1
4 Maneuvering Thrusters: +3 with Flight (9 Active Points); Costs Endurance (-1/2), Only to negate turn mode (-1/2) 1
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2) 1
407 Gravimetric Vortex Generators [Jump Engines]: (Total: 1849 Active Cost, 407 Real Cost) Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, MegaArea (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (694 Active Points); Increased Endurance Cost (x6 END; -2 1/2), OAF Bulky (-1 1/2), Extra Time (1 Minute, represents time to recharge capacitors; -1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1), Will not work if main power plant is offline (-1), Costs Endurance (-1/2) (Real Cost: 77) plus MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight, Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (1155 Active Points); OAF Bulky (-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330) 414
Tactical Systems
210 Gravimetric Neutron Cannon: RKA 14d6, Continuous (+1), Area Of Effect (168" Line; +1) (630 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Beam (-1/4), Real Weapon (-1/4) 63
25 Gravimetric Neutron Cannon: 17 Cannons; 18 Total (3 per quardant) (25 Active Points) 0
150 Gravimetric Fusion Beam Cannons: RKA 10d6, Continuous (+1), Area Of Effect (120" Line; +1) (450 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Beam (-1/4), Real Weapon (-1/4) 45
25 Gravimetric Fusion Beam Cannon: 17 Cannons; 18 Total (3 per quardant) (25 Active Points) 0
95 Electro-Pulse Guns (7): Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4)
8u 1) Close Range Shot: RKA 10d6, Autofire (5 shots; +1/2) (225 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) 22
9u 2) Distance Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (262 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) 26
2u 3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +3 to MD, Full Range (+1) (70 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4) 7
15 Electro-Pulse Guns: Five Banks; Six Total (42 guns, 7 guns per quadrant) (15 Active Points) 0
82 EM Fusion Beam Gun (4) (Anti-Fighter): RKA 6d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (225 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4) 22
15 EM Fusion Beam Gun (4) (Anti-Fighter): Five Banks; Six Total (24 guns, 4 guns per quadrant) (15 Active Points) 0
64 EM Neutron Guns (4): Multipower, 175-point reserve, (175 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Real Weapon System (-1/4)
5u 1) Close Range Shot: Suppress Electrical Systems 10d6, all electrical SFX powers simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (162 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Can Be Missile Deflected (-1/4), Beam (-1/4), Real Weapon System (-1/4) 16
5u 2) Distance Shot: Suppress Electrical Systems 10d6, all electrical SFX powers simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), MegaScale (1" = 1 km; +1/4) (175 Active Points); OIF Bulky (-1), Limited Arc of Fire (60 degrees; -1/2), Can Be Missile Deflected (-1/4), Beam (-1/4), Real Weapon System (-1/4) 17
15 EM Neutron Gun (4): Five Banks; Six Total (24 guns, 4 guns per quadrant) (15 Active Points) 0
64 Fusion Missile Launcher: Space Intercept Missile RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), 20 Charges (+1/4), Explosion (+1/2) (240 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4) [Notes: Typical Loadout] [20]
10 Fusion Missile Launcher: Three Launchers; four total (10 Active Points) 0
143 Antimatter Cannon: RKA 20d6, LOS (+1/2), Area Of Effect (One Hex; +1/2), MegaArea (1" = 10 km; +1/2) (750 Active Points); Extra Time (1 Minute, -1 1/2), OIF Bulky (-1), Planetary Bombardment Only (-1), Limited Arc Of Fire (60 degrees; -1/2), Real Weapon (-1/4) 75
80 10m Re-Enforced Poly-Crystalline Armored Hull: +48 DEF, Hardened (+1/4) (180 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
12 Gravitic Defense Shield Grid: FF (5 PD/15 ED), Invisible Power Effects (Fully Invisible; +1) (40 Active Points); OIF Bulky (-1), Ablative (-1), Limited Coverage (Hull Only; -1/4) 4
Operational Systems
82 Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 70 base + 12 control cost, (105 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
70 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 70 Active Points of Sensor VPP (140 Active Points); OIF Bulky (-1) 14
4 Target Identification System: +5 PER with Radio Group (10 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1
Electronic Warfare Systems
71 1) Electronic Warfare Systems: Change Environment 32" radius, -10 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (214 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2) 21
20 2) ECM Systems: Suppress EW Systems 8d6 (standard effect: 24 points), any EW System one at a time (+1/4) (50 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) [Notes: Range=150 inches] 10
43 3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 50 Active Points of Suppress (87 Active Points); OIF Bulky (-1) 9
4 4) ECCM Systems: Power Defense (12 points) (12 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2) 1
21 5) Sensor Masking (Electronic): Negative Skill Levels (-7 with PER or System Operation Rolls), Damage Shield (+1/2) (52 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2) 10
2 6) Cloaking/Stealth System: Invisibility to Radio Group (10 Active Points); Increased Endurance Cost (x5 END; -2), OIF Bulky (-1) 5
26 Internal Monitors: Clairsentience (Sight And Hearing Groups), 64 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception point can not move through solid objects (+0) (65 Active Points); OAF Bulky (-1 1/2) 6
25 Holographic Command Chamber: +5 with Ranged Combat
Personnel Systems
14 Life Support Systems: LS (Eating Character does not eat; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); Costs Endurance (-1/2) 2
4 Artificial Gravity: Telekinesis (5 STR) (8 Active Points); Only to Pull Objects Straight Down to Floor (-1) 1
Minbari Capital Ship Computer [Notes: Includes Skills, Programs, and Talents below]
5 1) Navigation Computer: +5 with Navigation (Hyperspace, Space) (13 Active Points); OIF Bulky (-1), Costs Endurance (-1/2) 1
Powers Cost: 3019
Cost Skills
3 Lab: SS: (Open) 17-
3 Lab: SS: (Open) 17-
3 Lab: SS: (Open) 17-
3 Lab: SS: Astronomy 17-
3 Lab: SS: Mathematics 17-
3 Lab: SS: Planetology 17-
3 Sick Bay: Paramedics 17-
3 Sick Bay: SS: Medicine 17-
4 AK: Hyperspace Beacon System 18-
4 AK: Patrol Zone 18-
9 Combat Piloting 15-
5 Cryptography 18-
3 Electronics 17-
4 KS: Ship Identification (IFF System) 18-
3 Mechanics 17-
5 Navigation (Hyperspace, Space) 18-
3 Security Systems 17-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 18-
1 WF: Ship's Weapons
Skills Cost: 75
Cost Programs
1 Attack Target
1 Diagnose Ship Malfunction
1 Locate Target
1 Monitor Comm Systems; Report Anomalies
1 Monitor Sensor Systems; Report Anomalies
1 Open Slot
1 Open Slot
1 Open Slot
1 Operate ECM/ECCM Systems
1 Pilot Ship Back to Base if Pilot Incapacitated
1 Pilot Ship from Location A to Location B
1 Repair Ship's Systems
1 Scan and Record Data
1 Search Reference Material/Databanks
1 Send Emergency Signal if Pilot Incapacitated
1 Send Emergency Signal if Specific Protocols Not Met
Program Cost: 16
Cost Talent
3 Calculator: Lightning Calculator
3 Clock: Absolute Time Sense
3 Instant On Feature: Lightsleep
5 Memory Core: Eidetic Memory
3 Range Finder: Absolute Range Sense
4 Scanner: Speed Reading (x10)
13 Translator: Universal Translator 17- (20 Active Points); Extra Time to translate unknown languages (time determined by GM; -1/2)
Talents Cost: 34Total Character Cost: 3391
Val Disadvantages
25 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Can not enter atmosphere (Infrequently, Greatly Impairing)
5 Physical Limitation: Max Op Time is estimated 20 years based on fuel and power supplies (Infrequently, Slightly Impairing)
10 Physical Limitation: Spare/Replacement Parts and Fuel found only in limited areas (Infrequently, Greatly Impairing)
15 Reputation: Nearly Indestructable, 11- (Extreme)
15 Social Limitation: Command Staff Subject to Orders of Grey Council (Frequently, Major)
Disadvantage Points: 80
 
Description
From the B5 Tech web site:

 

Class: Class

Type: War-Cruiser

Length: 1,600 meters [estimate]

Mass: 44.4 million metric tons

Crew: 190

Troops: 8,000

Fighters: 15 Nial fighter craft

Power:

1 Quantum Singularity

8 Fusion reactors

Duration: 20 years

Weapons:

18 Gravitic Neutron Cannons

18 Gravitic Fusion Beam Cannons

24 EM Neutron guns

24 EM Fusion Beam guns

42 Electro-Pulse Guns

4 Missile Launcher

1 Antimatter Cannon

Optional Mass Driver

Defense:

10 meter re-enforced Poly-Crystalline armor

42 Tractor Beams

Minbari Stealth Device [sensor disruption generator]

Gravitic Defense Shield Grid

 

The Sharlin class War Cruiser is the largest and most powerful ship in the Minbari Navy, capable of laying waste to cities, infrastructure and the habitable surface of a planet in less than an hours time. Controlled by all of the three ruling casts in Minbari culture (Warrior, Religious, Worker), the Sharlin class War Cruiser can be sent into almost any tactical situation on a moments notice.

 

Minbari War Cruisers measure between 1,500 and 1,700 meters in length front to back and has a crew of some 190 duty personnel, ten of whom are command level officers. In addition to her standard crew, Sharlin's can carry an additional 60 combat personnel, which includes security, gunnery officers, and pilots. Maximum troop capacity for a Minbari War Cruiser is estimated to be approximately 8,000 gropos.

 

War Cruisers on deep patrol usually only cary a standard crew of some 190 personnel, and can maintain high combat readiness without suffering any detrimental effects due to a lack of personnel. This is due primarily to the Minbari's extremely advanced computer / AI systems aboard the War Cruisers type starship.

 

All tactical systems aboard Minbari War Cruisers, are directed through the Command Chamber - a holographic environment which allows the ship's command officers to view all 360° of a given combat environment. Through this Command Chamber, officers can direct all ship's resources as needed and participate fully in all combat situations. This command interface system increases Minbari response time and allows Minbari ships to react instantly in a combat situation.

 

At present, War Cruisers are known to be armed with a wide assortment of weapons that include eighteen Gravimetric Neutron Cannons (also known as Slicer Beams), eighteen heavy Fusion Beam Cannons, 42 Electro-Pulse guns and 24 defensive EM Neutron Guns and Fusion Gun weapons, as well as one Anti-Matter Cannon. Standard guns on the Minbari War Cruiser are are designed to deliver a massive amount of destructive energy to a target. Beam weapons can operate in both a piercing and raking mode, and output / targeting can be adjusted to combat capital scale warships or fighter craft. In addition to her standard beam weapons, the War Cruiser's Anti-Matter cannon (a weapon designed specifically for attacking planetary bodies), and 2,000 metric tons of missile ordinance capable of being launched from any of the Sharlin's four missile launchers, makes it a deadly planetary assault weapon. Projectile ordinance includes a wide assortment of weapons, including fusion and antimatter missiles / bombs, and it is believed that the Sharlin can even be outfitted with a device conducive to mass-driver orbital bombardment.

 

Besides it's massive weapons payload, the Minbari War Cruiser also has a decisive advantage in speed, maneuverability, and an acceleration time that makes other ships look like they are standing still. This significant advantage is credited to the War Cruiser's Stalasha Gravimetric drive system with an output in excess of 80 million Terajoules, arguablyone of the most powerful gravitic drive in the known galaxy. Standard acceleration speeds for a War Cruiser are estimated to be 60 km/s2 with an obtainable long range attack speed of "80 BoPrills", 20% the speed of light.

 

Main power for the Sharlin, is produced via an artificial Quantum Singularity reactor system with an estimated power output rated at 330 Exawatts which, along with several secondary fusion reactors, fulfills all of the Sharlin's energy requirements. This reactor system provides the Minbari War Cruiser with virtually unlimited power, when compared to similar class ships seen used by the younger races, allowing this class starship to remain deployed for long periods of time. With little worry for energy, the Minbari vessels do not suffer from the limitations many of the younger races must deal with, using nuclear based fusion reactors or antimatter. This also means that the recharge time on all Minbari weapons is virtually instantaneous and their Jump Engines can re-charge in only a fraction of the time required by Earthforce vessels. In addition, the Sharlin uses the waste from the Quantum Reactor, which is antimatter, as a secondary power source as well as a powerful weapon.

 

Though researchers have collected extensive data on the Minbari War Cruiser, there are many tactical figures on this vessel which have only been verified conclusively in recent years. This is due primarily to the fact that few races have engaged a War Cruiser and lived to tell the tale and almost no one outside Minbari culture have ever set foot aboard these impressive starships.

 

One aspect of the War Cruisers workings that was being debated until recently, was the question of how many fighters are onboard a War Cruiser. During the Earth/Minbari war, the most common fighter arrangement was two fighter squadrons per War Cruiser in any given situation. However, at the conclusion of the Shadow War, it is now known that the average fighter escort for a War Cruiser is only 15 fighter craft. This gives the Minbari three wings and one full squadron.

 

The Minbari War Cruiser appears to be virtually unstoppable, with no major known weakness to speak of. The ships armor and deflector fields make conventional weapons almost useless against Sharlin class vessels in open combat conditions. Beyond this, advanced sensors warn Minbari crews of any impending attack, jamming systems make it easy for Minbari forces to attack without warning and there are few ships that can deliver as massive a weapons payload as a War Cruiser. Centauri sources, however, seem to indicate that the dreaded Sharlin class War Cruiser does have one weakness, that is nearly impossible to exploit.

 

It would seem that the Minbari's gravimetric drive systems, which is often the key to their victories (as it is used to provide shielding and significantly enhance their weapons), is also their only true weakness. The large fins characteristic of Minbari and Centauri vessels alike are, in fact, the projection system for their gravimetric drive system. Should these fins be damage or blown off, the gravimetric field used for propulsion could collapse. Minbari capital ships use gravimetric drives exclusively and does not use any other known form of propulsion, such as ion or plasma engines. Thus, theoretically, if serious damage were to be inflicted upon any one of the Sharlin's four fins, the ship would be effectively disabled for several minutes. This was decisively proven in 2259 when the Minbari Cruiser Tragati had its rear gravimetric fin cut in half by another Minbari vessel.

 

While this tactic would be effective in combat, and Earthforce fighters attempted to exploit this weakness via kamikaze attacks, it would take a large number of heavily armed vessels to provide enough firepower to penetrate Minbari deflector fields and armor, let alone inflict damage significant enough to disable a Sharlin class War Cruisers gravimetric drive system. In theory, the combined firepower of three Earthforce Omega class Destroyers would be sufficient to do the job.

 

[Note: Ship's point cost does not include supplemental craft.]

Base Points: 200Experience Required: 3111Total Experience Available: 3111Experience Unspent: 0
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  • 3 weeks later...

Minbari Fighting Pike

 

How's this for a quick build?

 

Minbari Fighting Pike: HA +4d6 (+1 OCV) (25 Active Points); Hand-To-Hand Attack (-1/2), IAF (focus becomes Obvious when in use; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)

10 Real Points, 2 END

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Re: Minbari Fighting Pike

 

How's this for a quick build?

 

Minbari Fighting Pike: HA +4d6 (+1 OCV) (25 Active Points); Hand-To-Hand Attack (-1/2), IAF (focus becomes Obvious when in use; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)

10 Real Points, 2 END

 

The only differences I'm do is make it +5d6 HA and required strength 10.

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Re: Minbari Fighting Pike

 

The only differences I'm do is make it +5d6 HA and required strength 10.

 

Good point about the STR min. I'd say HA damage is to game flavor. I tend to stick with +4d6, and add DC's through the Martial Art.

 

Have you bought the Rangers book for d20 Bab5?

It has a lot of good resources and explainations of the Anla'shok code in it.

 

Not yet, but planning to. As soon as I recover from the big Hero purchase I just made last week :)

 

Aroooo

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Re: Babylon 5 Hero

 

on an semi related note, I got a chance to play the Call to Arms minatures rules for B5 a couple of weeks back, its quick and brutal, a lot like Battlefleet Gothic or Full Thrust

 

The Minbari are hell on wheels, but with these rules the minbari players experienced the horror of seeing a flight of Thunderbolts get very very very lucky and take down a Sharlin on one firing pass, its just about impossible to do but they managed to pull it off.

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Re: Minbari Fighting Pike

 

How's this for a quick build?

 

Minbari Fighting Pike: HA +4d6 (+1 OCV) (25 Active Points); Hand-To-Hand Attack (-1/2), IAF (focus becomes Obvious when in use; -1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)

10 Real Points, 2 END

 

Interesting... my old gaming group used to use an extra -1/4 limitation to weapons for "Outwardly Obvious", meaning someone looking at the focus would automatically guess what it was for... even if it wasn't being used.

 

How would you handle the "extra damage" that the pike gets from being extended? Sheridan used it to shatter the door he was trapped behind when he couldn't smash it with his strength + the pike alone.

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Re: Minbari Fighting Pike

 

Interesting... my old gaming group used to use an extra -1/4 limitation to weapons for "Outwardly Obvious", meaning someone looking at the focus would automatically guess what it was for... even if it wasn't being used.

 

How would you handle the "extra damage" that the pike gets from being extended? Sheridan used it to shatter the door he was trapped behind when he couldn't smash it with his strength + the pike alone.

 

I had forgotten about that. Its an interesting question. If I were Gm'ing, I'd probably just give it a one time 4d6 AP or Penetrating attack, no additional STR, and call it a day. Otherwise I'd build the Pike as an MP with the HA as one slot, and the "Shattter the Door" as a second slot.

 

Aroooo

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  • 6 months later...

What Next?

 

Now that I'm getting back to B5, what do folks want to see next? Aside from more ship builds that is? Your answers will help me decide the order of Mongoose pubs I pick up (I have not gotten any since I picked up the Zocolo source book - and there are a bunch of new ones).

 

Aroooo

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