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BABYLON Movement Costs To Hit Calculation Generic Weapon Critical Hits Engine Critical Hits

WARS Maneuver Ships Fighters Target's Defense Rating 01 - 12 No critical hit 01 - 12 No critical hit
Accel / Decel see SCS 1/ speed - Target's Defensive EW 13 - 16 Range reduced: 13 - 18 Thrust reduced:
Play-Aid Turn Delay see SCS 0 - Weapon Range Penalty Reduce distance factor by -2 points from "free" thrust.
TM & 1998 WARNER BROS. Turn see SCS 1/3 speed - Jinking / Misc. penalties 1 hex. 19 - 20 Efficiency disrupted:
For use with the Babylon 5 Wars game by AoG, Inc. Snap Turn n/a yes + Offensive EW at Target 17 - 20 Damage reduced: Increase engine efficiency by
Revised 8/7/98 50% or 1, whichever is less
Slide 1/5 speed 1 + Weapon Fire Control Weapon suffers -2 penalty to
Turn Sumary Roll see SCS 2 - Intercepting fire damage per die (but no
Pivot see SCS 1/ hexside = # needed or less To Hit single roll can be less than Sensor Critical Hits
I. Start of Turn Actions Combat Pivot n/a 2/ hexside 1). Pulse weapons, penalty
Missiles use base chance instead of 01 - 14 No critical hit
A. Determine Power Allocation Jinking n/a 1/ level is per pulse. EW efficiency reduced by 2.
Target's Defense Rating and 15 - 18
B. Determine Initiative. Sensor overload. No EW
intercepting fire does not degrade. E-Mine Critical Hits 19 - 20
C. Allocate EW Skin Dancing Chart available next turn
D. Announce Accels / Decels 01 - 14 No critical hit
Must Roll 15 or less on d20 Special Volley Resolution
15 - 18 Increase arming time by 1 Reactor Critical Hits
II. Movement Standard: All damage to one hit turn
-1 / 2 points Dancer speed > 5 01 - 05 No effect
A. Flip rolling ships location. 19 - 20 Increase arming time by 2
-5 Either is Rolling 06 - 08 2 power lost
B. Announce / Open Jump Points Raking: Roll hit location each 10 turns.
-5 Dancer is Pivoted 09 - 13 4 power lost
C. Launch E-Mines, Ion torps, Missiles points, armor only counts
-2 Per Thruster Lost on on first 10 point volley in 14 - 18 6 power lost
D. Commercial / Civilian ships move Thruster Critical Hits
Dancer 19 - 20 10 power lost
E. Capital Ships move each location.
-3 / level Dancer is Jinking 01 - 10 No critical hit
F. Heavy Combat Vessels move Piercing: -3 to-hit, requires 3 + C & C Critical Hits
+5 Dancer is Elite Pilot / OEW, 1/2 hits primary 11 - 16 Efficiency reduced:
G. Shuttles move
Helm 2 thrust points required to 01 - 05 Intraship communications
H. Medium Warships move section. Roll damage
produce 1 point of thrust at disrupted. -2 initiative
I. Fighters move per Raking hit in both
Overthrusting thruster. penalty during next turn.
locations.
17 - 20 Outlet damaged: 06 - 09 Sensors disrupted.
III. Combat Roll 1d20 for each point of overthrust. Sustained: Extra power needed for
arming equals double Reduce thrust rating of EW levels may not be altered
A. Assign fire targets Max overthrust is twice thrust rating.
thruster by 1. Thrusters with next turn.
B. Resolve e-mines 01 - 02 Efficiency reduced: arming cost.
rating of 0 are destroyed. 10 - 13 Fire control computers
C. Execute combat pivots 2 thrust points required to Automatically hits the
following turn if still in scrambeled. All weapon fire
D. Resolve ship fire, missile fire produce 1 point of thrust at
arc. Damage per Raking is at -2 next turn.
E. Resolve fighter fire at fighters. thruster. Hanger Critical Hits
above. Extra cooldown 14 - 15 Sensor controls knocked out.
F. Resolve fighter fire at ships 03 - 05 Outlet damaged:
time required. 01 - 10 No critical hit No EW next turn.
Reduce thrust rating of
Plasma: Damage one location, 11 - 18 Partial bay collapse: 16 - 17 Major communications
thruster by 1. Thrusters with
IV. End of Turn Actions armor half as effective. Launch / recovery rate disruption. -4 initiative
rating of 0 are destroyed.
A. Launch / land fighters and shuttles Pulse: Each pulse hits seperate reduced by 2. Bay is penalty next turn and -2 for
06 - 20 No effect.
B. Adjust ship systems for damage. location destroyed when rate equals 0 the rest of the scenario.
Apply critical hits and armor Flash: Plasma Damage, 1/2 19 - 20 Docking links damaged: 18 - 19 Computers severly
E-Mine Scatter goes to structure, All hanger bay activities take scrambled. Combine the
degredation from Plasma Stream.
C. Roll for fighter drop out Roll 1d10 if e-mine misses remaining splict among twice as long. effects of 14-15 and 16-17.
systems on side 20 Complete power loss. Ship
01 - 06 Scatters 1d5 hexes (max 1/2 Jump Drive Critical Hits cannot maneuver, use
Initiative Modifiers damaged. 1/4 damages
range) in direction rolled. facing structure of all sensors or weapons for next
07 - 10 "Fizzles" - no effect No critical hits. Jump drives have a
Basic Modifiers ships in hex. turn. Fighter launching and
chance of exploding when used equal
Ships launching / landing fighters -4 Matter: Ignores armor, no landing unaffected.
to percent damaged.
Fighter launched last turn -10 overkill. Burst Beam n/a
3+ Minbari ships +1 vs structure.

Speed Modifiers Flight Level Combat


Speed 4 ....................................... -1
Speed 3 ....................................... -2 5+ above All miss
3-4 above 1/6 hit
Speed 2 ....................................... -3
1-2 above 1/3 hit
Speed 1 ....................................... -4
Speed 0 ....................................... -5 0-2 below 1/2 hit
3-4 below 2/3 hit
5-6 below 5/6 hit
7- below All hit

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