MGP3403 Babylon 5 A Call To Arms 2e Powers Principalities.pdf

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Powers and Principalities
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PRINCIPALITIES
Credits
Author
Matthew Sprange
Additional Text
Gareth Hanrahan and Steve Wilson
Editor
Richard Ford
Cover Image
Brandon Bray
Imagery
Nick Robinson & Andrew Dobell
Layout
Will Chapman
Playtesters
Our humble gratitude goes to the members of the
Mongoose A Call to Arms forums who badgered and teased
these rules into shape!
Contents
Introduction
Page 2
Fleet Command
Page 3
New Rules
Page 10
New Ships
Page 14
The Gaim Intellegence
Page 18
Scenarios
Page 24
Deep Space Tournament
Page 30
Campaign of Terror
Page 36
Space Stations
Page 40
Unique Admirals
Page 63
Optional Rules
Page 66
Overview of the Earth-Minbari War
Page 68
Dogfighters: Sunfury Vs Nial
Page 76
Special Thanks
J. Michael Straczynski, Tristan Lomas, Steve Wilson, Greg
Smith, Greg Dryanski, Terrance Lee Nolan, Nick Robinson,
Niall St. John, and Jason Coffey
Building the Narn Fleet
Page 80
The Frazi Heavy Fighter
Page 85
Index
Page 88
Powers and Principalities (C) 2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means
without the written permission of the publisher is expressly forbidden. All signifi cant art and text herein are copyrighted
by Mongoose Publishing. No portion of this work may be reproduced in any form without written permission. This
material is copyrighted under the copyright laws of the UK. Printed in the USA.
1
POWERS AND
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2
INTRODUCTION
W elcome to Powers & Principalities, the fi rst offi cial
update to Babylon 5: A Call to Arms, Second Edition.
Powers & Principalities gave us that opportunity, and we really
went to town. Standard design space stations? Not us! No, this
time around we went the whole hog and can now present a fully
modular system for stations, allowing you to build anything
from a tiny listening post to a huge honking battle station,
complete with fi ghter bays, massive weaponry and oodles of
smaller modules to give you that vital winning edge!
The book you hold in your hands is the result of thousands of
games and hours of debate among the principle playtesters of
A Call to Arms, and the fans on our Internet forums. Through
this long process, we listened hard to comments made on both
individual ships and entire fl eets, in order to continue the
development of A Call to Arms as a fi rm favourite in the space
combat genre.
My favourite section in this book, however, is Fleet Command.
For me, it is really the core of the whole book, as it is fi rst and
foremost in giving players cool things to do . In second edition,
we added several new fl eet specifi c rules that modifi ed the lists,
making them different in ways that just could not be expressed
in different ship designs alone. In this book, we ramped that
right up, giving fl eets their own special actions or tweaks that
would serve to separate them further from their enemies.
Our initial aims for Powers & Principalities were relatively
simple, in concept if nothing else. We wanted to make a few
adjustments to some of the ships and fl eets in terms of game
balance but, most of all, we wanted to give players cool things
to do .
Which adjustments were to be made was a fairly simple process
(though working out what to do about them was most certainly
not !). But cool things to do? What could be cooler than blasting
a G’Quan apart with a molecular slicer beam, something the
game handles quite well already?
So, Abbai players can now enjoy boosting their shields or laying
mines, while Shadow players can take care of pesky fi ghters or
merge their vessels when in trouble (just like they did in the TV
series!). None of these additions are particularly game-shaking,
but they may prove useful in certain tactical situations, and will
give you a better feel for what your fl eet is all about.
New scenarios and campaign variations would be included, of
course, and on this front, we wanted to test the tactical capabilities
of players, not just in taking advantage of their own fl eet’s
strengths, but also while overcoming their own fl eet’s weaknesses,
as you will see in the Deep Space Tournament section.
We have rounded off Powers & Principalities with a few
‘background’ pieces. In the past, we have left the intricacies of
the Babylon 5 universe to our roleplaying game. So, imagine my
surprise when I began hearing that many A Call to Arms players
have not even seen the Babylon 5 TV series – just think of all
the little twists and turns they have been missing out on! In an
effort to correct that, we have included heavier-weight articles
that get into the heart of a few selected topics that admirals may
have an interest in.
Space stations were also another item that got added to the list
very early on. They were present in the fi rst edition of A Call to
Arms, but we had just paid them lip service in the second edition
books. The reason for this is that we wanted to do them right .
Introduction
INTRODUCTION
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Fleet Command
FLEET COMMAND
S ince the release of A Call to Arms Second Edition,
Weapon
Range
Arc
AD
Special
thousands and thousands of games have been played
across the world. Many players have visited our forums
and let us know what they thought of the game – the good, the
bad, and the rules they thought insane!
Abbai
Mine
*
AP, Double
Damage,
Energy Mine
* The number of Attack Dice rolled depends on the Priority
Level of the Abbai ship that deployed the mine.
We have collated all these comments and given them to our
playtest team. Their fi nal thoughts are detailed here, in Fleet
Command, which presents a list of offi cial changes and additions
to the rulebook and Fleet Lists. Admirals will fi nd their fl eets
have been revised and new options abound!
Priority Level
Attack Dice
Patrol
1
Skirmish
2
The Abbai Matriarchy
The following are offi cial updates to the Abbai fl eet.
Raid
3
Battle
4
Wa r
6
Armageddon
8
Bimith-class Defender
Upgrades to the main navigation thrusters and control systems
have greatly increased the agility of the Bimith, allowing it to
make strong tactical moves in open battle.
Divert Auxiliary Power to Shields!
This is a new Special Action available only to Abbai ships.
The Bimith now has Turn: 2/45 o , and loses the Lumbering
trait.
Crew Quality Check: Automatic
Effect: By channelling excess power to the main shield arrays
and carefully monitoring the fl uctuations caused by enemy fi re,
Abbai engineers have developed the skill to boost the recharge
rates of their shields. If this Special Action is successful, the ship
will automatically restore half of its total Shields in the next End
Phase. A Lakara-class cruiser, for example, will regain 6 points
of Shields in the End Phase, rather than 2.
Deploy Mines!
This is a new Special Action available only to Abbai ships.
Crew Quality Check: Automatic
Effect: To the pacifi st minds of the Abbai, ‘defensive’ weapons
such as mines are usually more preferable to large warships, and
entire regions of Abbai space are seeded with these powerful
explosives, triggered to detonate when passed by predefi ned
enemy vessels.
The Brakiri
Syndicracy
The following are offi cial updates to the Brakiri Syndicracy
fl eet.
Any Abbai ship may perform this Special Action and deploy a
mine. Leave a marker immediately behind the ship at any point
of its movement. If an enemy ship (not fi ghter fl ight) moves
anywhere within 3” of the centre of this marker, the mine
immediately detonates. Remove the counter, and roll Attack
Dice for every ship (friend and foe) within 3”.
Gravitic Shifters
Brakiri captains have become adept at laying multiple Gravitic
Shifter rays onto a single target, pulling it in one direction and
then another, shaking its bulkheads apart in the process. For
3
FLEET COMMAND
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4
every Gravitic Shifter used against the same enemy ship in the
same turn beyond the fi rst, roll a dice. Automatically deduct
this from the Damage and Crew of the enemy ship.
The Dilgar Imperium
The following are offi cial updates to the Dilgar Imperium fl eet.
Adaptive Armour and Gravitic Energy Grids work as normal
against this damage. The Dodge, Stealth and Interceptors traits
do not.
Alpha Strike!
This is a new Special Action available only to Dilgar ships.
Regardless of how many Gravitic Shifters are applied to a single
ship, they may only ever turn it in place once in a turn.
Crew Quality Check: 9
Effect: By taking the principles of the Pentacon formation used
by fi ghters and applying them to warships, the Dilgar are able
to launch punishing attacks. A ship leading a squadron may
take this Special Action. If a successful Crew Quality check is
made, an enemy ship must be specifi ed as a target. Ships in the
squadron may not attack any other target this turn. However,
if a ship scores a critical hit against the same Systems (Engines,
Reactor, Weapons, Crew or Vital Systems) as another ship in
the Alpha Strike squadron against in the same turn, it will
automatically be considered to have rolled a 6 for the effect of
the critical hit.
The Centauri Republic
The following are offi cial updates to the Centauri fl eet.
Demos-class Warship
The power consumption of the ion cannon in the Demos has
proved impossible to sustain in prolonged confl icts, and so
regulators
have been
installed to
monitor the
weapon’s
effect
on ship
systems.
The Drakh
The following are offi cial updates to the Drakh fl eet.
Amu Mothership
Continued engagements with the Drakh have highlighted
structural weaknesses in the Amu’s design, allowing other fl eets
to engage them with greater ease.
The Ion
Cannon of
the Demos
now has
6 Attack
Dice.
The Amu Mothership now has Hull: 4.
Hunting Packs
The Centauri fl eet is characterised by big, expensive cruisers
and battleships, surrounded by smaller vessels to form Hunting
Packs. As well as being able to combine their fi repower, these
Hunting Packs are trained to constantly manoeuvre, the smaller
ships hitting an enemy hard and all at once, then spiralling away
out of harm behind the ship they are escorting.
Critical Systems Defence
The Drakh are well skilled in applying Shadow technology to
their own designs, and development of the Gravitic Energy
Grid has continued. In the past, the grid has been used to
provide blanket protection for vessels. However, some Drakh
crews choose to forego wide spectrum defence, in order to
concentrate the grid on just a few, vital systems. While their
ships become far easier to damage, the concentrated energies
provide a near impenetrable barrier for attacks aimed at a ship’s
most vulnerable areas.
A Hunting Pack is a special type of Centauri squadron. It may
contain up to six ships, of which none may be higher than Raid
level. Ships within a Hunting Pack must all attack the same
target in each turn – this will usually be an enemy ship, but may
be several ships within the same enemy squadron if preferred.
Before a battle begins, a Drakh player may specify any number
of his ships to be using Critical Systems Defence. These ships no
longer deduct their Gravitic Energy Grid score from Crew and
Damage they suffer. Instead, they may completely ignore the
effects and the additional Damage/Crew of a number of critical
hits each turn equal to their Gravitic Energy Grid score.
So long as the target remains within range of one ship within
the Hunting Pack, every other ship in the pack may
increase the Range of all of their weapons by half, as
they utilise combined targeting data throughout
the squadron.
Fleet Command
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