MGP3400 Babylon 5 A Call To Arms 2e A Call to Arms.pdf

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A Call to Arms 2nd Edition
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Contents & Credits
A CALL TO ARMS:
Credits
Author
Matt Sprange
Editor
Nick Robinson
Cover Image
Brandon Bray
Artwork & Graphics
Scott Clark
Interior Artwork
David Breidis, Luciano M Trentadue
Contents
Introduction
Page 2
The Turn
Page 5
Movement Phase
Page 6
Attack Phase
Page 8
End Phase
Page 12
Special Actions
Page 13
Special Traits
Page 16
Ambush at Beta 3
Page 22
Publications Manager
Ian Belcher
Production Director
Alexander Fennell
Proofreading
Scribendi
Playtesters
Richard Bax, Wulf Corbett, Paul Davies, Mike Johnston,
Tristan Lomas, Erik Nicely, Roman Perner, Gavin Seery,
Greg Smith and Steve Wilson.
Special Thanks
J. Michael Straczynski, Fiona Avery, Isabelle Richard,
Skye Herzog and Ian Barstow
Advanced Rules
Page 24
Hyperspace
Page 26
Fighters
Page 28
Stellar Debris
Page 32
Space Stations
Page 35
Planetary Assaults
Page 39
Boarding Actions
Page 42
Admirals
Page 44
Scenarios
Page 48
Campaigns
Page 78
Copyright © 2007 Warner Bros. Entertainment Inc.
BABYLON 5 and all related characters and elements are
trademarks of and © Warner Bros. Entertainment Inc.
WB SHIELD: TM and © Warner Bros. Entertainment Inc.
(s07)
Fleet Lists
Page 100
Index
Page 123
Ship Counters
Page 124
Designation of Product Identity: The following items are hereby designated as Product Identity: Any and all Babylon 5 logos and
identifying marks and trade dress, including all Babylon 5 product and product line names; any elements of the Babylon 5 setting
including but not limited to capitalised names, planet names, alien species names, ship names, organisation names, characters,
equipment, setting and historic events, episode descriptions, any and all stories, storylines, locations, plots, thematic elements,
documents within the Babylon 5 world, quotes from character or episodes, all artwork, symbols, designs, depictions, illustrations,
maps and cartography, likenesses, poses, logos, symbols or graphic designs; any other unspecifi ed incarnations of Babylon 5
creative property, including elements either derived or inferred from the Babylon 5 setting; and website support materials and all
future incarnations, online community donations and all free game support items. A Call to Arms: Second Edition printed in the
UK
1
SECOND EDITION
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INTRODUCTION
It was the dawn of the Third Age of Mankind, ten years after the Earth-Minbari War. The Babylon Project was a dream
given form. Its goal-- to prevent another war by creating a place where humans and aliens could work out their differences
peacefully.
It is a port of call, a home away from home for diplomats, hustlers, entrepreneurs and wanderers. Humans and aliens
wrapped in two million, fi ve hundred thousand tons of spinning metal, all alone in the night. It can be a dangerous place
but it is our last, best hope for peace.
This is the story of the last of the Babylon stations.
The year is 2258. The name of the place is Babylon 5.
A Call to Arms is the game of space combat in the universe of Babylon 5. Throughout the station’s turbulent history, armed
fl eets have enacted the harsher policies of their governments. Now you can play out these confrontations on the tabletop
with entire fl eets drawn from the Earth Alliance, Minbari Federation, Narn Regime, Centauri Republic or any one of the
many other races that dwell in the galaxy.
From skirmishes involving single cruisers hunting down raiders to the clashing of allied fl eets against the forces of ancient
beings aeons old, A Call to Arms is your ticket to exciting battles that take place in the depth of space.
A Call to Arms
This game is divided into several chapters which may seem to contain a lot of rules you need to remember but it is far easier
than it looks! The core rules of A Call to Arms are detailed in the following sections.
Basic Rules: Just a few pages long, this section contains everything you need to know in order to enjoy games of A Call
to Arms.
Advanced Rules: Once you have mastered the basic rules, start adding rules from this section in order to get the full
Babylon 5 experience – from wings of Starfurys and hyperspace jumps to asteroids and space stations. . .
Battles in Space: Up to now, you will have been playing the basic Call to Arms scenario introduced to you in the Basic
Rules chapter. Now unleash your tactical genius in a wide range of scenarios and campaigns!
Fleets of Babylon 5: Some of the most common ships available in the Babylon 5 universe can be found here, allowing
you to start playing immediately.
What You Will Need
As well as this, there are several other things you will require in order to play A Call to Arms properly. A minimum of two
players are required, each with their own fl eet of ships (you can readily use the counters included in the back of this book,
though if you have miniatures, keep on reading). You will also need a fl at playing surface – the kitchen table will do, though
the scenarios included in this book normally assume a playing surface of around six foot by four foot in size.
In addition to this, you will also need pens, scrap paper to jot down notes and a measuring device marked in inches. With
all those collected together, you have everything you need to begin fi ghting in the galaxy of Babylon 5.
You will also fi nd a copy of A Call to Arms: Fleet Lists essential if you wish to explore the full range of fl eets and ships
available in the Babylon 5 universe.
Introduction
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Introduction
Scale
Though counters for most ships in the Babylon 5 universe have been provided with this book, veteran players may still
possess entire fl eets of miniatures produced for B5 Wars by Agents of Gaming. Regardless of the scale of your miniatures
(original or Fleet Action), they can be used freely in A Call to Arms.
All distances in A Call to Arms are measured from the stem of a ship’s base or the very centre of the counter (or from the
edge of the base/counter in the case of fi ghters). Some older miniatures may have more than one base. In this case, pick
one and measure only from that.
All distances in A Call to Arms are measured in inches.
Re-Rolls
Some special situations may call for you re-rolling a dice. This simply means you may ignore the fi rst failed result that a
dice rolled, and roll again. You must always accept the result of the second roll, and can not re-roll the dice again, even if it
was worse than the fi rst – re-rolls can be used to get you out of a tricky situation but they are never guaranteed!
Pre-Measuring
You are allowed to pre-measure distances and ranges at any time in A Call to Arms. Spacecraft have very advanced computer
and sensor systems, allowing their Captains to precisely judge how to manoeuvre and when to unleash a devastating
salvo.
Movement & Firing
Though A Call to Arms is played on a fl at surface and ‘altitude’ rules are not
used, a full three dimensional environment is assumed, so ships can pass over
one another, planets, space stations and so on. . .
Every ship in A Call to Arms has seven fi ring arcs, all of which are marked out
on counters and bases. These are the areas that various weapons can fi re into, as
noted in their descriptions in the Fleet Lists book.
Fore F – 90 degrees forward
Aft A – 90 degrees back
Port P – 90 degrees left
Starboard S – 90 degrees right
Boresight B - straight line ahead
Boresight Aft B(a) – straight line behind
Turret T – 360 degrees all round
All counters have the picture of the relevant ship (shown top down), with two
lines bisecting the centre at 90 degrees, to demonstrate the main fi ring arcs. A
single point at the front of the counter marks the Boresight line (another will
be at the rear of the counter if the ship has a Boresight Aft weapon). Where the
two main lines intersect at the centre, a single red dot is shown, marking the
point of the ship where all measurements are taken (just like the base stem on
a miniature).
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Ships in A Call to Arms
No doubt you have already breathlessly fl icked through the last section of this book and seen some of the ships available
in A Call to Arms – you might even have the Fleet Book to hand! Every ship in the game is defi ned by its roster sheet,
though you will also fi nd plenty of information in Book Two covering its general statistics, history and the tactics involved
in its use. A ship’s roster looks like this – the example given here is of a Hyperion cruiser, one of the stalwarts of the Earth
Alliance.
Ship Name:
Speed:
Hull:
Crew:
Troops:
Special Traits:
Damocles
8
5
32/6
3
Anti-Fighter 2, Interceptors 2, Jump
Engine
Class/PL
Turns:
Damage:
Crew Quality:
Craft:
In Service:
Hyperion
2/45 o
28/6
4
1 Aurora Starfury ight
2240+
Weapon
Range
Arc
AD
Special
Heavy Laser Cannon
18
B
4
Beam, Double Damage
Heavy Laser Cannon
18
B (a)
2
Beam, Double Damage
Medium Pulse Cannon
10
F
4
Medium Pulse Cannon
10
A
2
Medium Pulse Cannon
10
P
8
Medium Pulse Cannon
10
S
8
Plasma Cannon
8
F
4
AP, Twin-Linked
Ship Name: What a ship is called is up to you, but it has been noted in our playtesting that ships with names always seem
to last longer!
Class: This is the actual type (or class) of ship.
Speed: This is the maximum distance in inches a ship can usually move in a single turn.
Turns: As described in the Movement Phase chapter, this refl ects how quickly a ship can turn to come about on its
enemies.
Hull: The higher the value here, the better armoured a ship will be to withstand incoming fi re.
Damage: The fi rst fi gure shows how many points of damage a ship can withstand before being destroyed. The second
marks the point at which the ship becomes Crippled. In the example above, once the Hyperion takes 22 points of damage,
reducing it to 6 overall, it becomes Crippled.
Crew: Much the same as Damage, this shows how many Crew are on board the ship. The second fi gure shows how far
the Crew can be depleted before they become a Skeleton Crew. In the example above, once the Hyperion loses 26 Crew,
reducing it to 6 overall, it is crewed by a Skeleton Crew.
Crew Quality: The average fi gure here will be 4, which denotes a Military-Grade crew on board. This can vary to refl ect
especially green or elite crews. Until you start using the Advanced Rules in this book, use a score of 4 by default for Crew
Quality.
Troops: Whether a few scattered security personnel or dedicated marines, most ships have the ability to conduct boarding
actions.
Craft: A few ships carry fl ights of smaller craft on board, normally fi ghters. Any carried as standard will be noted here.
Special Traits: Many ships have special rules that allow them to perform actions impossible by others. The Hyperion
above, for example, has its own Jump Engine and is protected by Interceptors and Anti-Fighter weapons. Special Traits are
detailed on page 16.
In Service: The Earth Year in which the ship came into service and thus when it can be used.
Weapons: Any warship will have multiple weapon systems, all of which will be detailed here. Every weapon is defi ned
by its Range, which Fire Arc it can fi re into and the number of Attack Dice it uses. Some weapons also have Special
Traits, as defi ned on page 20, which further infl uence their effect in the game.
Introduction
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