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Savage Babylon 5: The Orion 7 Campaign Players Briefing

This Plot Point Campaign Book has been devised for use with Pinnacle Entertainment Groups Explorer Edition of the Savage Worlds RPG system. It is based on the classic TV series, and has been Adapted from Markus Finsters (markus.finster@gmail.com) Savage Babylon 5 RPG, and Wireframe Productions The Babylon Project RPG. This conversion is not for profit and is not meant to infringe on any copyrights.

Part One Introduction


The Orion 7 Campaign is set in the universe of Babylon 5, and takes place during the same time period as seasons one to three of the Original TV Series (2258 2260). Recent History Between 2107 and 2122, the nations of Earth banded together and formed the Earth Alliance and has since travelled, explored and colonised the stars. On its journey Earth has met, and occasionally warred with an almost limitless number of non-human alien species, the most predominant of which are the Centauri, the Narn, the Minbari, and the Vorlon. Alien Races Earth first met the Centauri in 2155, while we were still using sleeper ships for interstellar travel. The Centauri were quick to monopolise on Earths naivety and the superficial physical similarities between the two races, but also shared jump-gate technology which allowed Earth to travel and colonise the stars. Earth first met the Minbari in 2245, and through a series of misunderstandings a terrible war erupted between the two races. This war almost resulted in the genocide of the human race, if it were not for the inexplicable surrender of the more powerful and technologically advanced Minbari at the Battle of the Line in 2248. Earth Alliance, EarthForce, and Psi-Corp

The Chief Executive of Earthgov is the President, who in turn has a Vice-President and other assistants called ministers. The legislature is called the Earth Senate, which consists of representatives from the Earth's nation-states. By 2122, the Earth Alliance had become the official governing body of humanity and Earth.

EarthForce: EarthForce was founded by Earth Alliance as a peacekeeping militia with the majority of its members deployed to control terrorist aggression on the ground. It was initially formed from contingents provided by Earth Alliance member countries and later transitioned to direct individual recruitment. The Fleet was not formed until after the Earth Alliance purchased jump technology from the Centauri. The first major action of Earth Force was the war against the Dilgar which ended in victory. Unfortunately, this made the force overconfident and they decided to approach the Minbari despite warnings that doing so would be dangerous. As it happens, the warnings were correct as an inadvertently premature first contact ended violently due to a serious misunderstanding that provoked the Earth-Minbari War in which EarthForce found it hopelessly outmatched. The war culminated in the climactic Battle of the Line, in which the bulk of EarthForce's remaining forces were annihilated until the Minbari mysteriously surrendered on the brink of absolute victory. EarthForce, as part of EarthGov, is headquartered in EarthDome (Geneva, Switzerland) with the President of the Earth Alliance as Commander-in-Chief with the Joint Chiefs of Staff responsible for the day to day operations with final authority reserved for the Earth Alliance President. Divisions: Joint Chiefs of Staff, advised by the Committee on Planetary Security (AKA the Office of Planetary Security). EarthForce Command, EarthForce Research & Development, EarthForce Bioweapons Division, Earth Alliance Presidential Security, EarthForce Special Intelligence EarthFleet/Navy (blue uniforms) - although the full dress uniform is grey trimmed black

EarthForce is organized into three separate branches: Earth Alliance: The Earth Alliance is one of five major galactic powers, and besides Earth, it includes 23 colonies. Some of the more prominent colonies are on Mars, Orion 7, and Proxima 3. The Earth Alliance was founded in 2085 in the aftermath of World War III by Australia, the United Kingdom, Canada, Ireland, the Netherlands, Japan, New Zealand, South Africa, and the United States. The founding nations also made a strong attempt to explore space by setting up bases on the moon and a colony on Mars by 2090. The government of the Earth Alliance is called Earthgov and is based in EarthDome near Geneva in Switzerland.

EarthForce Marines (brown/olive uniforms)

Security (light gray uniforms) - a Gendarmerie (military-police type) force.

There are also Medical and Engineering divisions.

mundane population from possible abuse or criminal activities by talented individuals. At some point the Corps realized it could not be effectively monitored by any external authority and developed into a fascist statewithin-a-state, pursuing its own agenda using the Psi Cops and other means, and taking an active role in Earth politics. By the time of the pilot movie, Babylon 5: the Gathering, the Corps had degenerated to the point where many potential and former members prefered a life on-the-run as rogue psychics (referred to by the Corps as blips) to the safety and comfort of living and working under its wing. Orion 7

EarthForce uses a unified rank system, with both Army/Marine and Navy-style ranks: General/Admiral Lt. General/Vice Admiral Colonel Lieutenant Colonel Major Captain Commander Lieutenant Commander Lieutenant Lieutenant Junior Grade Ensign Psi-Corp: Psi Corps is an agency of the Earth Alliance responsible for all humans with telepathic or other parapsychological abilities anywhere within Earth controlled space. All persons with Psi abilities are required to join the Corps, face lifetime imprisonment, or submit to a lifetime of drug treatment to suppress their abilities. Prolonged treatment with these drugs has a depressing effect.

The year is now 2258, and the campaign begins on Orion VII. Originally Ross 614B, Orion 7 was colonised by Earth in 2178. It is a small gray lifeless planet that boarders Centauri space. Soon after colonisation, Orion 7 developed into a major trade centre between the Centauri Republic and the Earth Alliance. Once relations opened up between the Alliance and the Minbari after the war, Orion 7 also became a key diplomatic centre; that is until it was supplanted in 2257 by the Babylon 5 project. Orion 7 is a colony of Earth Alliance, and is therefore governed by EarthForce, under Major Peter Wilde, who is overall military commander, as well as the Colonys Military Governor, and oversees its local government and civilian administration. Orion 7 has both fleet and land based forces, and local law is maintained by EarthForces security division. Psi-Corps has a base of operations and a training facility, and the colony also hosts a number of large corporations, as well as half a dozen criminal syndicates. Orion 7 has separate embassies for the Centauri Republic, the Narn Regime, and the Minbari Federation. It also has an embassy for the League of Non-Aligned Worlds. Each Embassy has its own small security force.

Members of Psi Corps may choose to be freelance civilians, or they may become an actual part of the Corps (black uniforms). Either way, every human with Psi ability is continuously monitored by Psi Corps, and must adhere to their rules and regulations. In regards to telepaths, all must wear gloves in public at all times, and are forbidden to scan anothers mind without permission. All humans with para-psychological abilities must wear the Psi-Corps insignia (badge), regardless of whether they are an active member of Psi-Corps or a civilian. The origin and early history of the Psi Corps was born from panic and persecution. When telepathic abilities in certain individuals were confirmed, the Psi Corps was created as part of EarthForce by Earth Alliance to protect telepaths, but also to identify and control them. The Psi Corps' headquarters has hospitals, offices and a boarding school where young people possessing telepathic and telekinetic power (known colloquially in the series as teeps and teeks) can develop their powers without the fear and persecution they would face among the normal population (referred to by psychics in the series as mundanes). This school is overseen by the monitors (nicknamed grins). The Corps was originally established to protect, nurture and train humans with Psi abilities, and to protect the

Orion 7 is now in decline, its importance as a diplomatic and trade centre is depleted. Moral and resources are getting low, and organised crime is beginning to take more control.

Part Two Character Creation


Characters are generated using the Explorer V6 Edition of the Savage Worlds system. A summary of how to generate a character is listed below. 1) Race Choose any race available in the game world setting. Human characters start play with one free Edge of their choice (see Edges, below). 2) Traits & Derived Statistics ATTRIBUTES Your hero starts with a d4 in each attribute, and has 5 points with which to raise them. Raising an attribute a die type costs 1 point. Die types are d4, d6, d8, d10, and d12. Agility Smarts Strength Spirit Vigor SKILLS You have 15 points for skills. A list of standard skills appears below. Note that skills in Savage Worlds are very broad. You dont have to take Fighting for your sword, dagger, dirk, and axeFighting covers it all. Remember, this is a game of Fast! Furious! Fun! Dont worry though youll have plenty of ways to customize your character with Edges. Each die type in a skill costs 1 point up to the linked attribute. Going over the linked attribute costs 2 points per level. If your hero has a Strength score of d6, for example, it costs 1 point to buy Climbing at d4, another point to buy it at d6, and 2 points to raise it to a d8. Boating (Agility) Clairvoyance * (Smarts) Climbing (Strength) Driving (Agility) Fighting (Agility) Gambling (Smarts) Guts (Spirit) Healing (Smarts) Intimidation (Spirit) Investigation (Smarts) Knowledge (Smarts) Lock picking (Agility) Notice (Smarts) Persuasion (Spirit) Piloting (Agility) Repair Ship Operations (Smarts) Shooting (Agility) Stealth (Agility) Streetwise (Smarts) Survival (Smarts) Swimming (Agility) Taunt (Smarts) Technomancy* (Smarts)

Telepathy* (Smarts) Telekinesis* (Smarts) Throwing (Agility) Tracking (Smarts) Skills marked with an * are Arcane Power Skills. LANGUAGES All characters may speak (and read unless Illiterate) a number of languages equal to their Smarts divided by 2. One language must be their native tongue. Increasing Smarts allows a character to learn a new language if the Game Master feels it is appropriate. DERIVED STATISTICS Charisma is equal to the total bonuses or penalties given by Edges and Hindrances. Pace is 6. Parry is equal to 2 plus half of the Fighting die. (Half of Fighting d8 is 4 + 2 = Parry of 6.) Toughness is equal to 2 plus half the characters Vigor. Add the bonus granted by armor worn on the torso to this value, but remember it may not count if attacks target other parts of the body. (Half of Vigor d6 is 3 + 2 + 2 (chain armor) = Toughness of 7) P-Rating is a new Derived Attribute. It normally starts at 0, but it can be influenced by Edges and Hindrances. For the mundane, this rarely comes into play. But for Telepaths and other psions, it can make all the difference. Whenever a Telepath has to engage in an opposed Telepathy roll, he or she can add his or her P-Rating score to the roll. P-Rating in effect replaces the Armour and Opposed Roll bonuses provided by the (Improved) Arcane Resistance and Mentalist edges. 3) Edges& Hindrances Your character gains an advance for each Minor Hindrance she takes (up to two), and two advances for taking a single Major Hindrance. Youll find a summary of core Edges & Hindrances later in this campaign guide. For 2 advances you can either: Gain another attribute point. Choose an Edge. For 1 advance you can either: Gain another skill point. Increase starting funds by 100%. 4) Gear Your hero starts with 500 credits. 5) Background Details Fill in any other background details you care to add.

Part Three Advancement


At the end of each game session (usually 4-6 hours of gaming), the GM awards 1 to 3 Experience Points to everyone in the group. Experience Points 0-19 20-39 40-59 60-79 80+ Rank Novice Seasoned Veteran Heroic Legendary

Racial Abilities Deep Thinkers Abbai start with a d6 in Smarts (+2) Peaceful Abbai abhor the use of violence, but recognize the value of a good defence. When taking the Defend manoeuvre, members of this race gain a +3 bonus instead of +2. (+1) Muscular Underdevelopment Abbai need to spend 2 points during Character creation to raise Strength and need to spend 2 levelling opportunities to raise it during game play. (-3) Semi-Aquatic Abbai can hold their breath 15 minutes. In water rich with oxygen (like in the seas of their home planet), they can stay underwater for a duration equal to their Vigor in hours. (+1) Value Knowledge above all Abbai start with a d6 in a knowledge skill of their choosing (+1). Brakiri (Brakiri Syndicracy)

Every 5 points accumulated allows a hero an advance (every 10 points after Legendary Rank). Every time he does so, he gets to do one of the following: Gain a new Edge. Increase one skill that is currently equal to or greater than its linked attribute. Increase two skills that are currently less than their linked attributes. Buy a new skill at d4. Increase one attribute by a die type. The attribute may not be increased again until the hero reaches a new Rank, or once every other advance after reaching Legendary Rank.

The Brakiri have gained a reputation as pack rats that invent nothing, but rather steal or buy technological advances from other races. Still, the Brakiri Syndicate has developed into a major power within the League of NonAligned Worlds through their political contacts and trade treaties. Racial Abilities Darkvision Brakiri are able to see in total darkness due to their thermal vision. (+1) Accustomed to Heat Brakiri gain a +4 bonus when rolling for Fatigue due to Heat. (+2) Eager to Trade Brakiri are obsessed with trading, making them predisposed for this profession. They suffer the effects of the minor version of the Greedy Hindrance (-1). Centauri (Centauri Republic)

Part Four Alien Races


There are an almost infinite number of races in the Babylon 5 universe. The following races are available to players. Abbai (Abbai Matriarchate)

The Abbai were the leading force in founding the League of Non-Aligned Worlds. A peaceful, semi-aquatic race, the Abbai are the social glue holding the league together. Abbai found outside their system are usually traders or pilgrims seeking either friendly contact with other races or enlightenment as to the nature of what community means to other sentient races. The Centauri Republic was once a mighty empire which has grown decadent and is in a slow decline. The Centauri, a humanoid race similar in appearance to humans, are a proud and aristocratic people governed by an emperor

and a nobility-driven senate called the Centaurum. Centauri males wear their hair in fanlike crests, the height of which displays the male's rank in society; females are traditionally bald except for a long queue or ponytail. The Centauri were the first alien race to openly contact humanity. The Centauri initially tried to convince the humans that they were a long lost colony of the Republic. This ruse failed once human scientists got access to Centauri DNA, but Centauri-Human trade and contact led to tremendous technological advancement and humanity's eventual rise as a major power. For instance, it was the Centauri who sold jump-gate technology to the Earth Alliance, allowing humanity to start colonizing interstellar space. Racial Abilities Born to Intrigue Centauri are raised with intrigue, backstabbing and political manoeuvring. Its basically their second nature. This enables them to excel in influencing others, granting them a +2 to their Charisma (+2). Vigorous Centauri are noted for their personal excesses, especially of food, drink and entertainment. This has, in turn, made them more resilient theres little you can do to a Centauri that he hasnt already done to himself. Members of this race start with a d6 in Vigor. (+2). Racial Enemies (Narn) Centauri regard Narns as brutal, mindless savages, who should rightfully be either the subjects of Centauri rule or eradicated from the face of the universe. When dealing with Narns, Centauri are considered to be Bloodthirsty and at -4 Charisma. (-1). Obligations to his House There are practically no Centauri who are able to travel through the universe and dont belong to one of the numerous minor or major noble houses. These connections will come to haunt the character from time to time and he will be asked to perform some task for the benefit of his house or for the ones his house is allied with. This works as the minor version of the Vow Hindrance (-1). Drazi (Drazi Freehold)

with large balconies and a much smaller interior. The streets on the Drazi homeworld are very narrow, reflecting their long history of warfare: armoured Drazi vehicles found it impossible to invade an enemy city without first demolishing its buildings. Every six Earth years, the Drazi have a "civil war" among two rival factions, green Drazi and purple Drazi. A Drazi's allegiance is decided arbitrarily by choosing a coloured sash which is then worn around their torso, either green or purple. There is no inherent motive or reason for the civil war at all. This "civil war" takes the form of a series of non-lethal contests. Racial Abilities Strong race Drazi start with a d6 in Strength (+2) Slow thinkers Drazi need to spend 2 points during Character creation to raise Smarts and need to spend 2 levelling opportunities to raise it during game play (-3). Trained Fighters Drazi are trained from early on for personal combat. Their Parry is raised by +1. (+2) Thick Scales Their thick reptilian hide gives Drazi natural armour of +1. (+2) Short Fuse Drazi are easily enticed to a fight. They suffer -2 when resisting Taunts (-2). First to Act Drazi are quick to jump into action. If not surprised, they are always considered to be On Hold during the first round of combat (+1). Humans (Earth Alliance)

The Earth Alliance was founded at the end of the twentyfirst century after the Third World War, first as a loose coalition of nations, then as a tight alliance of nearly every nation on Earth as well as Alliance controlled colonies throughout the Galaxy, though colonial populations have had a history of independence driven rebellion, especially Mars. The Alliance is a unicameral representative democracy under the leadership of an elected President with a strong military. Since the end of the Earth-Minbari War, the Alliance had prospered in interstellar trade, though some influential factions had become increasingly xenophobic and isolationist. Adding to the milieu is the Psi Corps, an increasingly powerful quasi-military organization which regulates and controls human telepaths. Racial Abilities Free Edge Humans start with a free Edge as per the Savage Worlds Rulebook (+2).

The Drazi are reptilian in appearance, with green skin and thick skull bones, although they are otherwise humanoid. They are a member of the League of Non-Aligned Worlds. Male Drazi have a pouch in one of their armpits; it is actually used as a reproductive area. The ancient Drazi used to live outdoors, only sleeping inside at night. As a result Drazi houses are constructed

Minbari (Minbari Federation)

combat, they always draw two cards and act on the lower of the two (0). Narn (Narn Regime)

Already advanced when humanity was young, and capable of space travel for well over a thousand years, the Minbari Federation is a caste based society, its people divided into the worker, warrior, and religious castes. The Minbari are led by the Grey Council, which contains nine representatives, three from each of the three castes. Minbari are humanoid, usually thin and pale, though considerably stronger than humans of the same size; they are bald, with gray bony crests across the back of their heads. The first encounter between Minbari and Humans was a disaster a misunderstanding led to Earth ships firing on Minbari ships, killing their leader Dukhat, resulting in the Earth-Minbari War. Shortly before reaching Earth, the Minbari surrendered and retreated. To this day, the reason for this reprieve is unknown. Racial Abilities Strong Race Minbari start with a d6 in Strength (+2). Distant and Indifferent Minbari are said to care only for themselves and regard other races as mere children. They suffer a -2 penalty to their Charisma (-1). Resilient Minbari are hard to defeat and are quite stubborn when they have their mind set on a task. They gain +2 to Fatigue rolls (+1). Caste Every Minbari is a member of a caste. At character generation, the player must choose the caste to which their character belongs: Religious Caste Members of this caste gain a +2 bonus to Common Knowledge rolls, but suffer the Pacifist Hindrance (Minor) (0). Warrior Caste Drilled to excellence, Minbari Warriors are told to be almost unstoppable. They gain the effect of the Quick Edge. Characters taking the Quick Edge as well discard any card lower than 8 instead of 5. On the downside of their training, Warrior caste members feel superior to others (maybe rightly so). They suffer the effect of the Overconfident Hindrance (0). Worker Caste Members of this caste gain a free d6 in the repair skill. They also halve all times when constructing or repairing equipment. Workers are hesitant to engage in combat. During

Another "young race" like humanity, the Narn Regime was previously occupied and enslaved by the Centauri, and bears them deep ill-will because of the brutal methods of control employed. Narns are widely perceived to be primitive and barbaric, a stereotype the Centauri engendered during their occupation. The Narn are led by the Kha'Ri council. Their religion venerates philosopher prophets, and most Narn draw strength from various different holy writings, the most noted being The Book of G'Quan. Narns are tall and have a stocky build; they are bald, with a yellowish complexion, mottled with brown and/or green spots. Although they appear reptilian, they are in fact marsupial and at least presumably mammalian in nature. Narns have yet to develop telepathy. Racial Abilities Hardy Narns are able to take a beating and still keep coming. A second Shaken result never incurs a wound (+3). Low Light Vision Narns halve all lighting penalties except in total darkness (+1). Reputation as Savages Narns are considered to be upstarts among most of the other races, suffering a -2 to their Charisma (-1). Racial Enemies (Centauri) Narns regard Centauri as ruthless oppressors, turning the once peaceful and agrarian Narns into a warlike people fighting for independence. When dealing with Centauri, Narns are considered to be Bloodthirsty and at -4 Charisma (-1). PakMaRa (PakMaRa)

The Pak'ma'ra are members of the League of Non-Aligned Worlds. For religious reasons, they are dedicated carrion eaters, partly because the Pak'ma'ra consider themselves superior to other races. The pak'ma'ra are generally

considered stupid and lazy by members of other races, who are also generally disgusted by their eating habits. They also have the reputation for scavenging not only their foods but also technologies. Broadly humanoid in form, the Pak'ma'ra have tentacles around a mouth cavity containing an inflexible beak. As this combination renders their mouths incapable of forming words in most other species' languages, they rely on machine translation for inter-species communication. Racial Abilities Carrion Eaters The Pak'ma'ra subsist on corpses. Most other races find this repulsive, resulting in a -2 to Charisma when dealing with them (-2). See No Evil Because of this, said races will subliminally ignore the presence of any Pak'ma'ra in the area. This results in a +2 to any Stealth rolls which the player can convince the GM is relevant to this trait (+2). Strong Stomach Corpses are a prime location for the development of all sorts of vomit inducing nastiness and Pak'ma'ra physiology has adapted accordingly. Starting Vigor is d6 instead of d4 (+2).

Background Edges: Arcane Background (Psionics): This also raises the P-Rating of a Character by +1. It also requires separate Arcane Skills depending on the characters psionic focus. By far the most common form of psionic manifestation is telepathy, although clairvoyance and telekinesis while less common, is also known. Arcane Background (Technomancy): This is a new Arcane Background based on the Weird Science template. It is not an available choice for player characters in this campaign, so it is only mentioned briefly here. (Improved) Arcane Resistance: This will increase a characters P-Rating by +1 or +2 respectively. If the character does not already have the Arcane Background (Psionics) edge, he or she is considered to have a latent Psi ability, which will draw attention from Psi-Corps. Professional Edges: Mentalist: This Edge reflects the basic training offered by psi-corps (or similar non-human institution). It basically raises a characters PRating by +2. New Edges Background Edges Family KaToc Prerequisite: Narn only, Novice The character starts with a valued piece of heirloom a katoc, a ceremonial sword. It is similar in most respects to a katana carried by the samurai of feudal Japan, but with a longer hilt, wider hand guard, and slightly shorter blade. Narn warriors carry these over their shoulders. The Ka'tok must be kept in its sheath, for if it is removed, it must shed blood before being sheathed. If it cannot shed the blood of its enemy, it will shed the blood of its wielder. Use the statistics for a Katana (see SWRB). Among Narn, a wielder of such a blade gains +2 to his charisma. Prehensile Tentacles Prerequisite: Centauri (males) only, Novice Some Centauri males train to grasp small objects with their tentacle-like appendages. This takes a great deal of practice to be of any use beyond sexual activity. On taking this edge, the character can extend two of his tentacles up to 5 feet from his torso. (If the clothes are loose enough, that is.) The tentacles can be used to pick up small objects up to a weight of 1 pound. Fine manipulation, like pulling a trigger, is not possible.

Part Five Setting Rules


New Derived Statistic. Every character has a P-Rating (normally 0), which can be influenced by Edges and Hindrances. For the mundane, this rarely comes into play. But for Telepaths, it can make all the difference. Whenever a Telepath has to engage in an opposed Telepathy roll, he or she can add his P-Rating to the roll. This makes it easy for a Psi-Cop to scan a mundane even without the latter noticing it. A trained Telepath has a much better chance of blocking telepathic contact. Edges & Hindrances All Hindrances from the Core Rulebook are allowed. The following Edges are not suitable: Power Edges: Soul Drain. Professional Edges: Champion, Gadgeteer, Holy/Unholy Warrior, & Wizard. The following edges are either re-named, or work in a slightly different way:

Should the character gain a reputation for his dexterity, he gains +2 Charisma among female Centauri as well. Professional Edges: Psi-Cop Prerequisite: AB (Psionics), Human, Telepathy d8, Investigation d6, Persuasion d6, Intimidation d6. The Corps Is Mother, The Corps Is Father this mantra holds for nobody truer than for one of those dedicated hunters of rogue telepaths. This edge gives an additional +2 bonus to the characters P-Rating. It also allows a character to draw on the resources of the Psi Corps depending on the rank of the character and the nature of the request. Ranger (Anlashok) Prerequisite: Investigation d6, Spirit d8, Agility d8, Piloting d6, Stealth d6, Notice d6, Fighting d6. The Rangers are an old organization, founded a thousand years ago by Valen, the great leader of the Minbari. Only recently were their ranks opened for members of other races. Today, Minbari and Humans make up the bulk of the rangers, but slowly, the other races join them. Every ranger undergoes a rigorous training on Minbar. Ready to lay down their life for the cause of watching the ever-growing darkness in the galaxy, they are basically fanatics, but not foolish. They are well-trained for most tasks and work just as well alone as in teams. Often, they are employed as couriers or scouts but they are great and disciplined soldiers as well. Every ranger receives, upon completion of his training, the traditional weapon of the ranger, the dennbok, also known as the Minbari Fighting Pike. This weapon can be collapsed into a small cylinder as a free action which can be easily hidden. It can just as quickly be expanded again it might even knock out an unsuspecting enemy! If used in such a situation, the pike does 2d6 damage. In normal melee combat, the pike can be used for two attacks at -2, both rolled at the same time (two Fighting dice, one wild die). The Frenzy and Improved Frenzy edges change the modifier to 0 and +2, respectively. This edge also gives the character rangers robes. Weird Edges: P-Rating Increase Prerequisite: Seasoned, Arcane Background (Psionics) or Improved Arcane Resistance. The character may increase his or her Psi-Rating by +1. This Edge may be purchased up to five times. Skills

If the character does not already have the Arcane Background (Psionics) edge, he or she is considered to have a latent Psi ability just beginning to manifest, which will draw attention from Psi-Corps. The character may now use other advancements to buy the Arcane Background (Psionics), and the Arcane Skill (Telepath), Latent Telepaths can learn to use the Block power, and the referee can use the Accidental Scan abilities on the characters behalf, when appropriate. Most of the skills from the core rulebook are available in this setting. There are a few additional or changed skills also: Clairvoyance, Telekinesis, & Telepathy: These skills now replace the single Psionics Arcane skill. Knowledge (Smarts): Useful knowledge focus may be the culture or history of specific alien race. Other foci would be computers, or engineering. Ship Operations (Smarts): This skill allows characters to operate shipboard equipment and operational systems such as sensors, and ship mounted weaponry. Technomancy (Smarts): Technomancy is the Arcane Background skill for Arcane Background (Technomancy).

Part Six Arcane Background (Psionics)


Arcane Skills: Clairvoyance (Smarts), Telekinesis (Smarts), & Telepathy (Smarts). Starting Power Points: 10 Starting Powers: 3 This edge also raises the P-Rating of a Character by +3. Any character with the Arcane Background (Psionics) has a number of powers at his or her disposal. However, as it appears that telepathy is the most common form of psionics available to humans (and many other races) in Babylon 5, there are now three Arcane Skills associated with it, and the powers available to characters will be dependent on the arcane skill he or she chooses.

As Telekinesis and Clairvoyance are quite rare, Telepathy (and its associated powers) is the only psionic Arcane Skill available to starting player characters. Power Points: Power Points are recharged at a rate of 1 power point per hour. Backlash: A psionic character that rolls a 1 on his or her arcane skill die, is Shaken, regardless of the wild die result. On a critical failure, he or she takes a fatigue level. Latent Telepaths: Characters with a +1 or greater PRating are considered latent telepaths. Latent Telepaths may learn the Block power, and the referee can use the Accidental Scan abilities on the characters behalf, when appropriate.

The next deepest level of scanning is the Probe, where the telepath burrows into the subjects mind, able to look at many of the concerns prominent in the subjects thoughts. While many things are easy for telepaths to find through probes, some people are able to hide specific secrets from telepaths. Also the target of the probe can feel the telepath in his or her mind, and if he or she can see the telepath conducting the probe, they can recognise the telepath by sight as the source of the probe. The hardest scan to do is a Deep Scan, during which the telepath forges through the thoughts of the target looking for a specific piece of information. Successful deep scans can discover any information in the mind of the target. Deep scans are painful for the target, as the mind can feel the telepath invading areas usually sacrosanct. The target of a deep scan may also suffer permanent damage if he or she tries to resist. Accidental Scan Abilities: All telepaths and latent Telepaths gain the free and temporary use of the Danger Sense edge (Notice +2 to detect surprise attacks and danger), and the Surface Scan power when the referee feels it appropriate. Basic Telepathic Powers: Block Rank: Novice. Power Points: 0. Range: Self. Duration: 3 (1/round). Trappings: Concentration. Block is a telepathic guard against active scanning or passive sensing. Blocks usually take the form of repeating songs, nursery rhymes, or mathematical calculations. With appropriate training, Mundanes and Latent Telepaths can also use these techniques to block an active scan. With a successful Telepathy roll, the telepaths PRating is increased by +2 for the duration of the power (+4 with a raise). Empathy Rank: Novice. Power Points: 2. Range: Smarts. Duration: 3 (1/round). Trappings: Subtle. Empathy is the ability to read surface emotions. With a successful telepathy roll, the character learns the emotional state of one target within range. So long as the power is on, the telepath also gains a +2 Charisma when dealing with that person as he understands his or her current state of mind. Mind Cast (Telepathy) Rank: Novice. Power Points: 1. Range: Smarts x2.

Part Seven Psionic Powers


The powers available to characters are dependent on his or her chosen Arcane Power Skill, and for now, the only skill available to starting player characters is Telepathy. Regardless of the skill, the trappings of psionics are the power of the mind affecting anothers mind, the physical world or perception. The specific trapping of concentration requires the telepath to actively concentrate on the power being used. No other activity can be performed, otherwise the power will fail. Active concentration is obvious to others; otherwise using psionics is subtle, and hardly noticeable to onlookers.

Telepathy:
Telepathy is the ability to scan and affect another persons mind. It requires the Arcane Background (Psionics) and the Arcane Skill Telepathy. Telepaths refer to themselves as Teeps. There are four levels of telepathic scanning Accidental, Surface, Probe, and Deep. Since Telepaths can always hear the strong thoughts of others, there is always a chance that a telepath will pick up on someone feeling strongly about something, even if the telepath is trying not to do so. This is called an Accidental Scan. The most common level of scanning is Surface Scan, which gives the telepath a picture of what the subject is actively thinking about at the instant of the scan, and no more. Telepaths who are hired out to businesspeople perform surface scans to verify truth in trade negotiations.

Duration: 3 (1/round). Trappings: Subtle. Mind cast is direct telepathic communication, and is used to communicate mentally with other Telepaths. It allows thoughts and mental images to be transmitted between two people. Once contact has been established, communication works in both directions. You can only hear thoughts the target directs at you; anything more requires Surface Scan, probe, or deep scan. The active telepath and his or her target make Telepathy rolls, if both are successful, contact is established. If the target is unwilling to make Telepathy roll, the attempt fails. Telepathic Scans: Surface Scan (Mind Reading) Rank: Novice. Power Points: 1. Range: Smarts. Duration: 3 (1/round). Trappings: Subtle. Surface scan allows a telepath to read a targets current surface thoughts, and can only reveal what a person happens to be thinking at that time. Such intrusions usually go unnoticed, unless the target attempts a precautionary block. Surface Scans are routinely used in business negotiations to detect falsehoods, omission and obfuscation. Surface scan can also be used to survey a wider area (within the powers range), though the information received; especially in crowded spaces, will be less reliable compared to a targeted scan. Like Empathy, as long as the power is on, directed to a single individual, and remains unnoticed, the telepath gains a +2 Charisma when dealing with the scans target. Probe Rank: Seasoned. Power Points: 3. Range: Smarts/2. Duration: 3 (1/round). Trappings: Concentration. A surface scan allows the reading of surface thoughts, but to reach deeper into a targets mind, the telepath must probe. On a successful telepathy roll, the telepath is able to read the current concerns of a targets even if they are not necessarily at the forefront of his or her mind. The target of a probe will know that he or she is being scanned, but not necessarily by whom, unless the telepath is in his or her sight. Targets may attempt to block a scan with an opposed spirit roll, and by using the Block Power.

Deep Scan Rank: Veteran. Power Points: 4. Range: Touch. Duration: 3 (1/round) Trappings: Concentration. A deep scan, while often uncomfortable can uncover deeper thoughts and memories, and can even enter into the targets subconscious. It is a prerequisite power for changing a targets memories and personality traits. Probing that deep into a mind might damage it, if the attempt is resisted. Under certain conditions deep and extended scans can cause seizures, heart attacks, strokes, permanent brain damage, and even death, if the subject is particularly resistant, Sustaining a blocked extended scan can also affect the telepath running it, causing burst arteries, strokes, and black-outs. Whenever the target of a mind probe tries to resist a probe, this incurs an opposed roll. If the target rolls a 1 on his roll (either Spirit or Telepathy for Telepaths), he takes damage from the probe. For every success and raise that the winner of the opposed rolls scores, the loser takes one wound. No information is gathered during such an attempt, as the mind is overcome with pain. Probing too deep is therefore dangerous to the probing telepath as well. Telepathic Attacks: Anger/Peace Rank: Seasoned Power Points: 2 Range: Smarts x 2 Duration: 3 (1/round) Trappings: Subtle. Anger creates feelings of open hostility in the recipients. The target must make a Spirit roll opposed by the casters arcane skill roll. If he fails, he immediately starts fighting the nearest person. Victims target known enemies first, but turn on friends if none are present. Peace removes feelings of hostility, but does not make the target friendly. The target must make a Spirit roll opposed by the casters arcane skill roll. Those who fail immediately cease all hostile actions for the duration. If attacked, they defend themselves and are allowed another Spirit roll to free themselves of the powers effect. Likewise, if the caster or his allies perform an action the target finds reprehensible, such as attacking his allies, he is entitled to make another roll to break free. Confuse (Confuse the Mind) Rank: Novice. Power Points: 2.

Range: Smarts x2. Duration: 3 (1/round). Trappings: Subtle. On a successful opposed telepathy roll, vs. Smarts the target losses concentration for the duration of the power. All the targets trait rolls are made at 2 (-4 on a raise). The target will be unaware of this telepathic attack, unless the target attempts a precautionary block. If Confuse is cast during a Deep Scan, the effects are permanent, unless cured by reversing the process during another deep scan. Forget Rank: Novice Power Points: 2 Range: Smarts x 2 Duration: Instant Trappings: Subtle. With this simple power, the Telepath can make his target forget everything that has occurred in the last 10 minutes, plus an additional 10 minutes per Power Point invested when the power is activated. This requires an opposed Psionics roll versus the targets Spirit. Each success and raise erases the last 5 minutes from the victims mind. Once the duration of the power has ended, the target will be unaware that this telepathic attack took place, unless he or she attempted a precautionary block at the time, and as long as there is nothing to challenge the validity of what the target believes. If forget is cast during a deep scan, he effects will be permanent, unless cured by reversing the process during another deep scan. Fugue Rank: Seasoned. Power Points: 3. Range: Smarts. Duration: 3 (1/round). Trappings: Subtle. A Fugue forces the mind to suddenly repeat its last thought over and over, effectively freezing the mind in the moment. On a successful opposed telepathy roll, the target becomes distant and motionless, while, forced to relive last few seconds in his or her mind. Once the duration of the power has ended, the target will be unaware that this telepathic attack took place, unless he or she attempted a precautionary block at the time. If Fugue is cast during a Deep Scan, the effects are permanent, unless cured by reversing the process during another deep scan.

Mind-Blast Rank: Seasoned. Power Points: 3. Range: Smarts. Duration: Instant. Trappings: Subtle. Mind-blast is a sudden and powerful telepathic attack that has been known to leave a subject stunned and suffering from partial amnesia. On a successful opposed telepathy roll, the target becomes shaken, and with a raise the victim must make Vigour rolls at -2. Glyph Rank: Veteran. Power Points: 2. Range: Smarts x2. Duration: 3 (1/round). Trappings: Subtle. A Glyph is a telepathic image, and can be used as a means of deception, making the target think they saw something they didnt. Telepaths can only use this ability if they already know Mind Cast. Once the duration of the power has ended, the target will be unaware that this telepathic attack took place, unless he or she attempted a precautionary block at the time, and as long as there is nothing to challenge the validity of what the target believed he or she saw. If Glyph is cast during a Deep Scan, the effect will be permanent, unless cured by reversing the process during another deep scan. Mind Wipe Rank: Veteran. Power Points: 4. Range: Touch. Duration: 3 (1/round). Trappings: Concentrate. A Mind Wipe has to take place during a deep scan, and the telepath must already know the Forget and Glyph powers as a prerequisite for learning this power. Mind Wipe is used to erase all the memories and personality of a target, replacing them with false memories and a brand new personality.

Part Eight Gear


Weapons (Melee)
Dagger Damage: Str +d4 Weight: 1; Cost: 25. Club Damage: Str +d4 Weight: 1; Cost: 10. Brass Knuckles Damage: Str +d4 Weight: 1; Cost: 20; Cost: Wielder is classed as unarmed. Short Sword Damage: Str +d6; Weight: 4; Cost: 200. Long Sword Damage: Str+d8; Weight: 8; Cost: 300. Spear Damage: Str +d6 Weight: 1; Cost: 100; Notes: Parry +1; Reach of 1; Requires 2 hands Staff Damage: Str +D4; Weight: 8; Cost: 10; Notes: Parry +1; Reach 1; 2 hands. Minbari Fighting Pike Damage: Str +d8, Weight: 8; Cost: N/A; Notes: Can be used for two attacks at -2, both rolled at the same time (two Fighting dice, one wild die). The Frenzy and Improved Frenzy edges change the modifier to 0 and +2, respectively, 2 hands. Coutari (Traditional Centauri Duelling Sword) Damage: Str +d6; Weight: 4; Cost: 400.

Katok (Narn honour blade) Damage: Str +2d6 +2; Weight: 6; Cost: N/A; Notes: AP 2.

Weapons (Pistols):
Slug Throwers There are a number of traditional projectile weapons on the market; a common make is the Coleman Magnum. Range: 12/24/48 Damage: 2d6 RoF: 1 Cost: N/A Weight: 4 Shots: 7 Notes AP 1, human civilian slug-pistol. Auricon EF-7.

This is the standard EarthForce issue PPG side arm, and is not legally available to the public. Range: 15/30/60 Damage: 2d6+1 RoF: 1 Cost: N/A Weight: 1 Shots: 12 Notes PPG, AP 1, standard EarthForce sidearm. W&G Model 10

The Westlake and Gumman Model 10 PPG is a common civilian sidearm. Range: 12/24/48 Damage: 2d6 RoF: 1 Cost: 300 Weight: 1 Shots: 6 Notes: PPG, AP 1, civilian use allowed. Minbari Holdout Laser Range: 10/20/40 Damage: 2d8 RoF: 1 Cost: 1,950 Weight: 1 Shots: 1/Spec. Notes: Recharges after two rounds.

Shaann PP Weapon. A Standard Minbari Military Caste PPG sidearm. Range: 15/30/60 Damage: 2d6+4 RoF: 1 Cost: N/A Weight: 1 Shots: N/A Notes PPG, AP 1, standard Minbari sidearm. Tromo Handgun. This is the standard Centauri military issue PPG side arm, and is not legally available to the public. Range: 15/30/60 Damage: 2d6+1 RoF: 1 Cost: N/A Weight: 1 Shots: 20 Notes PPG, AP 1, standard Centauri sidearm. Kalat Avenger. This is the standard Narn issue PPG side arm, and is not legally available to the public. Range: 15/30/60 Damage: 2d6 RoF: 1 Cost: N/A Weight: 1 Shots: 10 Notes PPG, AP 1, standard Narn sidearm.

Weight:8 Shots: 7 Notes: AP2; Human civilian slug carbine. Shotgun (12G Pump) Range: 12/24/48 Damage: 1-3d6 (see Savage Worlds V6) RoF: 1 Cost: 150 Weight:8 Shots: 6 Notes: see Savage Worlds V6. Centauri Guardsmen Rifle Range: 24/48/96 Damage: 2d8+1 RoF: 3 Cost: 2,500 Weight: 3 Shots: 45 Notes: AP 4. Narn DVaTak Assault Pulse Rifle Range: 20/40/80 Damage: 2d10 RoF: 3 Cost: 1,700 Weight: 6 Shots: 40 Notes: AP 3.

Armour and Clothing


Flak Jacket (For example; the W&G Armoured Jacket) Cost: 800 Weight: 25 Armour Rating: +2 Notes: +4 against projectile weapons. Kevlar Vest (For example; the Coleman EF Riot Jacket). Cost: 250 Weight: 8 Armour Rating: +2/+4 Notes: -4 AP, EarthForce issue. Helmet (For example, the Coleman EF Riot Helmet). Cost: 75 Weight: 5 Armour Rating: +3 Notes: 50% chance vs. headshot, EarthForce issue. Minbari Battle Armour Cost: 3,750 Weight: 12 Armour Rating:+4 Notes: Non-Minbari suffer -2 to Agility rolls.

Weapons (Long-arms):
Auricon EF-PR Range: 24/48/96 Damage: 2d8+2 RoF: 3 Cost: N/A Weight:4 Shots: 24 Notes: AP 2, Standard EarthForce PPG Rifle. W&G Model 21 Range: 24/48/96 Damage: 2d8 RoF: 3 Cost: 800 Weight: 4 Shots: 24 Notes: AP 2, Human Civilian PPG Rifle. Wesson Sportsman Range: 20/40/80 Damage: 2d8 RoF: 1 Cost: 250

Narn Battle Suit Cost: 600 Weight: 22 Armour Rating:+3 Notes: Non-Narn suffer -2 to Agility rolls. Ranger Robes Cost: 5,000 Weight: 15 Armour Rating: +2 Notes: Also gives +1 to Stealth.

Graviton Beam (100/200/400; 2d6+1; 1; AP 45) Graviton Pulsar (75/150/300; 2d6+1; 2; AP 22) Laser Cannon (100/200/400; 3d6; 1; AP 22) Molecular Pulsar (75/150/300; 3d8; 3; AP 20) Molecular Slicer Beam (100/200/400; 5d10; 1; AP 200) Neutron Laser Cannon (100/200/400; 2d6; 2; AP 75) Particle Array (75/150/300; 1d12; 1; AP 30) Particle Beams (75/150/300; 2d6; 1; AP 9) Particle Blasters (75/150/300; 1d6; 1; AP 12) Particle Clutter (75/150/300; 2d6; 1; AP 15) Particle Gun (75/150/300; 3d6; 1; AP 5) Plasma Accelerator (100/200/400; 3d10; 1; AP 25) Plasma Cannon (75/150/300; 3d8; 1; AP 22) Polarity Cannon (50/100/200; 4d8; 3; AP 50) Pulse Cannon (75/150/300; 2d6; 1; AP 12) Missiles Fighter Missile Rack (200/400/800; 4d6; 1-4; AP 6) Mines Mine Launcher (150/300/600; 4d10; 1; AP 140) Anti-Missile Counter Measures

Part Nine Starships


Starships and space combat play an important role in the B5 universe. Following are a number of starships of the various races. But first, a few notes.

Ship Sizes
Every ship on has a size stat, ranking from Tiny to Gargantuan. This has the following effect:

In combat, very often ships of different sizes will engage. A ship trying to hit a ship of a different size gains a bonus of +2 or penalty of -2 for each level of difference. The table below shows the modifiers for a medium ship against the other ships. Note that a tiny spacecraft would be at +10 to hit a gargantuan ship. While this is certainly impressive, a tiny or small fighter will have a hard time to penetrate the armour of one of the massive capital ships. Tiny -4 Small -2 Medium +0 Large +2 Huge +4 Gargantuan +6

Mk I Interceptor (200/400/800; 3d6; 3; See Savage Worlds) Mk II Interceptor (200/400/800; 3d6; 6; See Savage Worlds) Particle Impeder (150/300/600; 2d8; 2; See Savage Worlds) Dropped Ordnance Small bombs Atmospheric (3d8; 8; 2) Medium bombs Atmospheric (4d8; 4; 2) Large bombs Atmospheric (5d8; 2; 2) Linked Guns

Spacecraft Weapons
Type (Range; Damage; ROF; Notes). Cannons Combat Laser (75/150/300; 1d6; 1; AP 15) Discharge Gun (75/150/300; 4d8; 1; AP 120) Electro-Pulse Gun (75/150/300; EMP) Fusion Cannon (75/150/300; 2d8; 1; AP 10) Gatling Pulse Cannon (75/150/300; 2d6; 3; AP 15)

Every additional cannon linked together with another one raises the die type by one, to a total of 4 guns. Light or Heavy Guns Many guns come in Light or Heavy variants. They share the same basic statistics, but are more or less able to penetrate armour. Ultra-Light guns: AP value is at a quarter of the medium variant (rounded down). Light guns: AP value is halve of the medium variant (rounded up).

Heavy guns: AP value is double of the medium variant.

Cargo Spaces: 6 Civilian Trader, Earth Alliance These are the typical stats of one of the many ships of the smaller and independent traders. Acc/Top Speed: 100/FTL; Climb: 25; Toughness: 30 (15); Crew: 1+3; Size: Medium; Handling: 0. Notes: Atmospheric, Spacecraft, Targeting Computer +1. Cargo Spaces: 6 Weapons: Turret: Light Particle Gun

Starship Notes
Adaptive Armour reduces the AP capability of enemys weapons to quarter (rounded up) Afterburners - Ships with this feature can run in a combat round, adding 20 to their Acc & Top Speed. These counts as an action, so all other actions suffer the usual MAP. Atmospheric - Only Small and Medium ships can be Atmospheric. Atmospheric craft have a Climb rate equal to one-quarter of their Acceleration (rounded down). Bio-adaptive Shielding halves the AP capability of enemys weapons (rounded up). EM Shield - When active, cancels the bonus of a vessels targeting computer. Fixed Gun Usually applies only to fighter weapons and spinal mounts. Gravitic Engine - Creates Artificial gravity aboard the vessel without needing rotating parts. Heavy Armour - All ships have Heavy Armour. Heavy Weapon - All starship weapons are Heavy. Weapons Jump Engine - Enables spacecraft to open up a jump point. Living Ship - These spacecraft dont need a crew. If on its own, any skill checks are done with a level of d12. Additionally, Wild Card crew piloting such a ship roll a d10 instead of a d6 for Wild Die for all Ship manoeuvres. Minbari Flight Computer - Wild Card crews on board of this ship roll a d8 instead of a d6. Minbari Jamming Suite -3 to being hit (cancelling out most Targeting Computers). Shadow Jump Can phase in or out of Hyperspace as an Action. Spacecraft - All starships are Spacecraft. Targeting Computer +x Gives a bonus of x to firing a ships weapons.

Corporate Freighter, Earth Alliance A typical freighter as fielded by one of the megacorporations of Earth Acc/Top Speed: 100/FTL; Climb: ; Toughness: 40 (20); Crew: 12; Size: Large; Handling: -2. Notes: Spacecraft, Targeting Computer +1. Cargo Spaces: 20 Weapons: Particle Gun Turret

Delta-V Light Fighter

Favoured by raiders and smaller military forces, this fighter can be found throughout the galaxy. There no match against the heavy fighters of the main races, though. Acc/Top Speed: 150/950; Climb: 30; Toughness: 17 (7); Crew: 1; Size: Tiny; Handling: +2. Notes: Atmospheric, Spacecraft. Cargo Spaces: 6 Weapons: Twin-Linked Light Particle Guns

List of Starships
Cargo Loader, Earth Alliance Cargo Loaders are a common sight around every heavily trafficked port and space station of the Earth Alliance. Acc/Top Speed: 60/600; Climb: 20; Toughness: 20 (10); Crew: 1; Size: Small, Handling: -1. Notes: Spacecraft

Flyer, Minbari Federation

A standard space fighter designed to protect capital ships or fly short-range patrols.

Acc/Top Speed: 150/1000; Climb: 40; Toughness:17 (7); Crew: 1+3; Size: Small; Handling: +1. Notes: Atmospheric, Spacecraft, Minbari Flight Computer, Minbari Jamming Suite, Targeting Computer +2. Cargo Spaces: 3 Weapons: Light Fusion Cannon

Notes: Atmospheric, Spacecraft, Gravitic Engine, Minbari Flight Computer, Minbari Jamming Suite, Targeting Computer +4. Weapons: Shuttle A Shuttle is slightly larger craft, than the Light Shuttle. Tri-Linked Fusion Cannon

Frazi Heavy Fighter, Narn Regime

Acc/Top Speed: 70/800; Climb: 12; Toughness: 22 (12); Crew: 1+7; Size: Small; Handling: 0 Notes: Spacecraft. Cargo Spaces: 7 Starfury Heavy Fighter (Aurora), Earth Alliance

The most common fighter fielded by the Narn, it can sustain an incredible amount of damage. It lacks raw manoeuvrability, though. Acc/Top Speed: 180/1000; Climb: 30; Toughness: 24 (14); Crew: 1; Size: Small; Notes: Atmospheric, Spacecraft, Grapple, Targeting Computer +2 Handling: 0 Cargo Spaces: 2 Weapons: Twin-Linked Particle Guns

The older model of the first line of defence of the Earth Alliance Acc/Top Speed: 150/1000; Climb: 30; Toughness: 24 (14); Crew: 1; Size: Tiny; Handling: +3. Notes: Spacecraft, Grapple, Targeting Computer +2, Afterburners. Weapons: (only one of them may be fired in one round) Twin-Linked Uni-Pulse Cannon. Twin-Linked Ultra-Light Pulse Cannon.

Light Shuttle

Starfury Heavy Fighter (Thunderbolt), Earth Alliance

A standard utilitarian workhorse that can be found in the service of all of the major races. Designs vary, but the basics are the same Acc/Top Speed: 70/700; Climb: 15; Toughness: 20 (10); Crew: 1+3; Size: Small; Handling: 0. Notes: Atmospheric, Spacecraft. Cargo Spaces: 3 Nial Heavy Fighter, Minbari Federation The main front line fighter of the Minbari Federation, the Nial is an utterly lethal craft. Acc/Top Speed: 180/1100; Climb: 50; Toughness: 24 (14); Crew: 1; Size: Small; Handling: +3. These models enter service in the beginning of 2259 and are set to replace the older Aurora model. Acc/Top Speed: 190/1200; Climb: 45; Toughness: 25 (15); Crew: 1 (+1); Size: Tiny; Handling: +3. Notes: Atmospheric, Spacecraft, Targeting Computer +2, Grapple, Afterburners. Weapons: Gatling Pulse Cannon. Fighter Missile Rack

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