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BABYLON G : The D6 RPG

Incorporating Babylon 5 into the Star Wars universe can be a bit tricky, that is why I would normally recommend running your games completely
in the Babylon 5 universe using standard SW:RPG rules as your guidelines. Doing this shouldn't be much a problem as most of the technology is
quite similar in most aspects. Hyperdrives are essentially the same with the exception of jump gates and the fact that hyperspace navigation is
much more easier than in the Star Wars universe. I usually give at least a +1D bonus to any ship's astrogation roll if it's from the Babylon 5
universe.
If you feel that you must bring both universes together, a quick (and relatively tacky Star Trek rip-off) answer to explain how could be a
wormhole that crosses time and space connecting both galaxies (as both are set in two different times and two different galaxies). This scenario
would draw attention from the Empire to most likely heavily guard each end of the wormhole to both prevent an invasion and to plan one to
extend the Emperor's rule outside of the galaxy. An adventure could be run from the point of view of Rebel operatives working to eventually
collapse the wormhole and/or sneak through it and eventually end up creating alliances against the Empire and launching an attack to close it
from the Babylon 5 side.
The thing that has always interested me about Babylon 5 was the fact that all the races were spread out a lot technologically, with some barely
into their interstellar traveling days while others have been at it for billions of years. This could create a number of interesting problems for
characters to face, ranging from dealing with some sort of ancient alien technology to having to jury rig a primitive alien hyperdrive.
There are several tensions between some of the races which could put characters in the middle of a galactic conflict. The most notable of these
rivalries would be the Narn Regime and the Centauri Republic. The Centauri invaded and occupied the Narn homeworld for nearly a hundred
years, leaving it a barren and torn world when they were finally forced off. The then primitive Narn quickly advanced, learning from captured
Centauri technology and took to space themselves. Years later another Centauri-Narn war broke out that eventually ended in the Centuari
bombarding the undefended Narn homeworld into submission with pulse mass drivers.
Players could find themselves in the midst of the Shadow War, fighting impossible battles, seeing their allies and friends slaughtered in mass
numbers as they can't put up a decent fight to defend themselves. Perhaps they could even find their way to becoming Rangers (either human or
Minbari).

Babylon 5: The Rules

Babylon 5 rules for the D6 System

Babylon 5: The Starships

Babylon 5 - Weej-Made
Centauri Battlecruiser - Weej-Made
Centauri Fighter - Weej-Made
Centauri War Cruiser - Weej-Made
Earth Alliance Starfury - Weej-Made
Earth Hyperion Heavy Cruiser - Weej-Made
Earth Nova Dreadnaught - Weej-Made
Earth Omega Destroyer - Weej-Made
Minbari Fighter - Weej-Made
Minbari Flyer - Weej-Made
Minbari War Cruiser - Weej-Made
Narn Frazi Starfighter - Weej-Made
Narn Heavy Cruiser - Weej-Made
Shadow Vessel - Weej-Made
Vorlon Cruiser - Weej-Made
Vorlon Fighter - Weej-Made
Vorlon Mothership - Weej-Made
White Star - Weej-Made

Babylon 5: The Equipment

Minbari Fighting Stick - Weej-Made


PPG - Weej-Made
PPR - Weej-Made

BABYLON G D6
System Type: D6 Base
Game Designer: Floyd Wesel
Genre: Sci-Fi
World Overview: As per the vision of J. M. Straczynski.
Technology Level: Sci-Fi.
Powers/Supernatural: PSI powers.
Combat Section:
Damage System: Body points
Round Structure: Initiative rounds
Options: Called shots
Attributes and Skills:
Boldface skills cannot be used untrained.
(*) Skills must have a macro/focus selected.
AGILITY:
(A) Martial Arts*

[MA]

Acrobatics

Beast Riding
Climbing
Dodge

Escape Artist
Long Jumping
Maneuver
Melee Combat

Running
Stealth

Swimming
Unarmed Combat

COORDINATION:
Energy Weapons
Fire Combat
Gunnery*
Hvy. Energy Weapons*
Heavy Weapons*
Missile Weapons*

[GU]
[HE]
[HW]
[MI]

Prestidigitation

Security

Thrown Weapons
Vehicle Piloting*

STRENGTH:
Lifting

[VP]

Agility skills are those that require physical reflexs and balance and /or speed.
akido, karate, n'tok, <kicking, punching, defensive, or any other particular attack or
maneuver>
Martial arts is a loosely used term. It can be anything from human boxing to the Narn
Katek'eth. The dice from this skill can be used, in most cases, for armed and unarmed attack
and defense, but each style differs. Some styles offer specialized attack forms.
<floor maneuvers, tightrope walking, swinging from ropes, fall-taking> Acrobatics is a kind of
movement that emphasizes more theatrics than combat. Circus and gymnastics performers use
acrobatics, as do cat-burglars and second-story thieves. Many martial artists also learn
acrobatics to enhance their physical abilities.
<beast type>
<rope, wall, mountain>
This skill is used to avoid incoming projectile attack or attacks resulting from traps (swinging
sword, falling rocks). To avoid a hand to hand attack unarmed combat is used and to avoid a
melee weapon attack the melee combat skill is used.
<Types of restraints; ropes, cuffs, chains >
<broad jump, running long jump >
<combat, battlefield, zero-g>
<weapon type>
This is the skill the characters use when they try to strike a target using a weapon other than
their hands.
<sprint, long distances>
<hiding, sneaking, stalking>
Characters use stealth to hide from others, to sneak up on another at to follow another without
being noticed. Stealth is not only the art of being quiet, but also being unnoticed.
<endurance, sprint, scuba>
<types of attack>
The skill used to attack or defend when the character has no weapons available to him other
than his own "natural" weapons.
Fine motor skills, aim and hand-eye cooperation.
<weapon type>
<weapon type>
Various starship or vehicle weaponry types/systems. <particular vehicular weapon system>
Any single type of heavy energy weapon type. <specified weapon.>
Any single type of heavy weapon type. <specified weapon.>
Any single type of missile weapon: bow, crossbow, sling. <Specific weapon: hand-held
crossbow>
This skill represents the use of muscle-assisted or archaic weaponry.
<stage magic, card dealing, pocket picking, palming> Prestidigitation is not only sleight-ofhand, but is also the art of misdirection. A character not only has to have nimble fingers to
employ this skill, but also timing and a presence of mind. Fooling a mark is not nearly as
important as making certain the mark doesn't know he's been fooled.
<lock picking, system design, electric locks, infrared systems> This skill represents the
character's knowledge of physical security systems: locks, alarm systems and other detection
devices. It does not govern computer security procedures.
<type of thrown weapon: dagger, shuriken, rock, grenade>
Wheeled, space transport, space fighter, capital ship <specific make of vessel> This skill
represents the piloting and operation of a vehicle as well as simple maintenance procedures.
Physical power and athletic ability.
<power lifting, bench press>

ENDURANCE:
Stamina

Physical ability to deal with bodily stress.


Stamina checks reflect the character being pushed past his physical limits.

INTELLECT:

These skills are a reflection of practice, rather than learned. Puzzle solving and deduction
are under Intellect.
Literature, history, chess, philosophy <poetry, U.S. history>
<natural, man made tools>
This skill is used to hide things that can't be hidden by the stealth skill. The total of this skill is
what is used as the difficulty number of all perception totals needed to spot the hidden object.
Cryptography, laser, optic systems, basic, scrambler, satellite, hyperspace, t.v./video <specific
equip>
This skill represents the ability to operate communications systems: to send and receive
signals, work signals through hazardous conditions.
<types of software, network design>
<brands/types of computers>
<particular security service or terrorist organization, industrial counter-intelligence>
<engraving, printing, coins>
<bridges, buildings>
Using demolitions allows a character to do two things: one, determine how much explosives is
necessary to blow something up and to increase the damage explosives do.
The use of demolitions involves the player stating what object his character wishes to blow up,
and what, if any, other effects the character wants to have on the object (using explosives to
topple a tree down onto a road, for example).
<wire taping, counter-surveillance, swapping courier pouches>
<combat wounds, common day wounds, or by race>
<licenses, receipts>
<unit recognition, unit analysis, prisoner handling, documentation handling>
<crime scene, Babylon 5 , criminal records>
This skill represents a character's aptitude for deciphering another language by applying
several different identification techniques. A character can do no better than get the "gist" of a
given instance of a communication (whether spoken or written).
Computer, electrical, aerospace, chemical, civil, mechanical. <design, applications>
Astrogation, nautical, land <specific area of space or land>
The ability to determine one's direction and location by using either the environment or tools,
such as a compass.
<Specific system or planet.>
This skill reflects the general knowledge of geography, weather, trade products, settlements,
technology, government, etc., of different system or planets. Much of this information is
gained through personal experience, computer records and hearsay from others who have
visited the other systems.
<type of sensor unit>
This skill covers the use of sensors. Ships sensors are complex, and must be used only by
trained personnel, although some can be made to work by smart computers. Personal sensors
are small, usually hand-held units that are pretty straight forward, and thus can be used by the
untrained.
Unit types: quad, squad, platoon, ship crew <specific units: rangers, zeta squadron,
agemmenon>
This skill represents the character's skill in deploying military forces and maneuvering them to
his best advantage. It may be rolled to gain general knowledge of how to stage certain military
operations. It may also be used to judge an opponents response to certain tactics.
<types of teaching techniques >
With this skill the character can pass on his knowledge to others in a clear, concise way. If a
character has more than 6D in any subject they are teaching (say a marksmanship instructor
with 6D in fire combat) they should receive a bonus to their teaching roll.
<types of terrain>
A character with this skill can use it to follow the trail left by another person, animal or thing.
It combines the finding of clues with the processing of that information. A person with a
perception check may find the clues, but have no idea what they mean or tell him.
<misdirection, deception>

Academics*
Camouflage

[AC]

Communications*

[CM]

Computer Hacking
Computer Operations
Counter-Intelligence
Counterfeiting
Demolitions

Espionage
First Aid
Forgery
Intelligence
Investigation
Linguistics

Mechanic*
Navigation*

[ME]
[NV]

Planetary Systems

Sensors

Tactics

Teaching

Tracking

Trick
MIND:
Alien Species

Artist*

[AR]

Most mind skills come from "book learning," practice and memorization. Mental
strength however, is an important part of Mind.
<type of species>
Knowledge of any species outside the character's own. It represents the character's knowledge
of alien customs, physical appearance, attitudes, philosophy, history, art, politics, special
abilities and other areas of reasonable knowledge.
Painting, composing music, writing, dance. <type of procedure within focus>

Bureaucracy*

BU]

Business

PSI*
Hypnotism
Language*

Medicine

Research
Science*

[SE]

CHARISMA:
Charm
Disguise

CONFIDENCE:
Blind Maneuver
Bribery
Command*

Character's spirit and strength of will. Also has a lot to do with his wit and interaction.

[FA]

Interrogation

Intimidation
Meditation
Psychology

Streetwise
Streetwise

Survival* DESERT

Specific language: human, interlac, minbari. <region or specific dialect>


The ability to speak and read another language. When a character has at least added 4D to a
language he is considered "fluent," thus needs only roll when faced with a difficult subject
matter.
<by race, cybernetics, surgery, diagnosis, pharmaceuticals> This is the skill that helps
character's heal wounds. It is added to the first aid skill, which must be at least 5D before (A)
medicine can be taken.
<historical, biographical, documentary, computer, media >
forensics, physics, geology, astrophysics, biology, botany, chemistry, math <Specific subfocus: algebra>
Science is the application of knowledge and design. A character with science may still not
know why it works, but would now how it works. Characters with low dice adds in science and
non in scholar are especially prone to this.
The use of this skill involves building and creating things. Any building process from starship
engineering to basket weaving employs science.
Encompasses the character's natural charm, presence and speaking ability.
<seduction, general friendliness>
<stage costuming, impromptu disguises>
Using disguise alters a character's features so that he is unrecognizable--or recognizable as
someone else. Usually the character uses wigs, make-up and costumes--but sometimes, the
character is forced to use impromptu materials to create the illusion.
<bargaining, diplomacy, negotiations>
It is used to insult, upset and annoy a target so that they will think less clearly and not be able
to react with sound judgement. This is more of a roleplaying aspect skill.

Persuasion
Taunt

Con
Faith*

Specific cultures or governmental bodies. <acquisitions, cutting red tape, burying programs>
This skill reflects the character's familiarity with bureaucracies and their procedures. The
player can use the skill to determine whether or not the character knows what to expect from a
bureaucracy. (Like knowing what the procedure for getting a weapons permit on Bab 5.) Also
the skill can be used to find out what information a bureaucracy has on file.
<value, stock speculation>
A character with this skill can judge and value the strengths and weakness of a business, an
enterprise, or stocks. If a character wants to negotiate a contract, this skill may be used.
EFFECT

[SU]

<use of favors, money or goods, targeting specific types of individuals>


Unit types: quad, squad, platoon, ship crew <specific units: rangers, zeta squadron,
agemmenon>
Command is a measure of a character's ability to convince Gamemaster characters and
subordinates to do what they're told. Command shouldn't be used against other players to do
something against their will--these situations should be handled through roleplaying.
This skill is often used when a group of individuals (PCs and NPCs) perform a combined
action.
<types of con games>
Particular religion or tradition; Psi corps, Earthdome, roman catholic. Characters with faith
believe, strongly, in something. It may be a religion or a tradition. Faith can be used instead of
willpower to resist attacks that are antithetical to the focus of the faith skill. Faith in oneself is
basically willpower.
<torture, brow beating>
This skill forces a response from a character using physical and mental pain, or the implication
of the use of such pain.
<techniques of meditation>
<therapy, reading body language, constructing psych profiles> This skill is used like medicine,
but only for the mind. Certain attacks can affect a character's mind, giving him or her traumas
in the form of mental wounds.
<certain locals, organizations, certain types of people>
<certain locals, organizations, certain types of people>
This skill is used to get information, goods, and/or make contacts in an environment where
people live. Usually, streetwise is employed in large cities where there is a "shadowy" side of
legality beneath the veneer of civilization. Streetwise is the survival skill of the city.
space, arctic, jungle, swamp. <specific locality; minbar, earth, Sol system >
Survival is making do with what is provided by nature. It is almost always used in wilderness
environments--although the definition of wilderness can easily be expanded to include
abandoned bases, cities and ghost towns.
A character uses survival to find food, clothing, shelter, medical aid, or anything that will help
the chance for survival.

Willpower

<versus intimidation, interrogation, torture>


Willpower is used to resist just about all forms of mental attacks. It makes the character harder
to browbeat, cajole, entreat, or influence when he does not want to be.

TOUGHNESS
This attribute is derived from STRENGTH, ENDURANCE and CONFIDENCE. Break each of these stats into pips (each "D" is worth 3 pips) add
five to the total and then convert them back into dice, this is your total TOUGHNESS.
PERCEPTION
This attribute is derived from MIND and INTELLECT. Break each of these stats into pips (each "D" is worth 3 pips) add three to the total and then
convert them back into dice, this is your total TOUGHNESS.
BODY POINTS
A character rolls his STRENGTH to get the number of BP he has. At 1/2 BP, the character suffers -1D and when the character is down 3/4 he is at 2D.
CHARACTER POINTS
Two to improve a skill or attribute roll.
Two to increase the damage of an attack. (This often counts as an evil action.)
Five to improve a specialization.
Five on any use of melee parry, unarmed parry or dodge or dodging when piloting a vehicle or starship.
Five to increase Toughness to resist damage.
A character may not spend character points on other character's actions.
FATE POINTS
Can only spend one Fate point in a round; all skills, attributes and special ability die codes are doubled for the rest of the round.
Anything that's not part of a character--weapon damage die codes, starship hull die codes and so forth--is not doubled.
Character points and Fate points may not be spent in the same round.
PSIONIC ABILITIES
Advantages
The advantages of having PSI abilities are self apparent. A telepath will more than likely (depending on their level of ability) know whether they are
being lied to, conned, or cheated.
Disadvantages
There are however many disadvantages to having PSI ability. For the most part PSI individuals are still a minority and until otherwise would be
considered an oddity or freak by the general "norm" population. Also, in the case of a telepath, they must work at keeping their power from destroying
their brain. The constant noise and activity from the mind of the people around them forces telepaths to constantly keep a shield up, so they will not
go insane. And, of course, they must always watch out for those that may wish to use them.
PSI Corps
Each alien race treats their telepaths in a slightly different way. Human telepaths must belong to a organization called the PSI Corps. This organization
is basically a policing agency set-up to protect and segregate "PSIs" and "norms" from one another. Through rules and regulations they make the norm
population feel safe and at the same time give the PSIs everything that they may need. The Corps is Mother, the Corps is Father.
"P" Ratings
PSIs are rated, in level of ability. The lowest is P1, the highest known natural level is believed to be a P12, although some races may naturally be as high
as P13. Below is a chart of the dice level and it's corresponding "P" level.
When a player begins designing a character with PSI abilities several things must go into consideration: what race is the character, has he been trained,
and so on. For example, if the character is a human, he has to consider whether the character is part of the Corps. If so, than more than likely they
would start at their full known potential.
Most characters will start at their full known potential, while this may seem an advantage, there is one slight disadvantage, they cannot expect to
advance any further.
As a rule give a character 1D for each "P" rating they have. The player should never roll their ability, which should simply be a Gamemaster run effect.
They should however be allowed to put extra effort into it by spending Character Points and Fate Points, which gives you the Gamemaster a reference
of how bad they want the effect to pay off.
Resisting PSI ability is almost nil, unless the target character is of a PSI nature. In Babylon 5 I cannot think of a single incident where a character
avoided the effects of a Telepath with the exception of when Garibaldi was trying to get Lise Edgers away from the PSI cops. Even then he didn't
force them out of his brain all he did was tell her keep thinking of a location, fooling the PSI cops into believing that they were going that way.
Types of PSI Abilities
There are several different known PSI abilities. Telepathy is the most often encountered one. Telekinesis is also known, but has a tendency, for
whatever reason, to be only manifest in the clinically insane. A person may have the potential to have more than one ability, but this is very, very rare.
Others may be empaths, pyrokinetics and so on.

Babylon 5
Craft: Earth Alliance Babylon 5
Type: Diplomatic station
Scale: Death Star
Length: 5,300 meters
Diameter: 1,000 meters
Crew: 1,145 (officers and support staff); Skeleton: 540/+10
Crew Skill: Capital Ship Gunnery 5D, Capital Ship Shields 5D
Communications 5D, Sensors 5D+2, Starship Gunnery 5D
Passengers: 5,670 (enlisted), 200,000+ (civilians, ambassadors, etc)
Cargo Capacity: 50 million metric tons
Consumables: 5 years
Hull: 6D
Sensors:
Passive: 200/1D
Scan: 500/2D
Search: 800/3D
Focus: 20/6D
Weapons:
30 Pulse Driver Batteries
Fire Arc: 5 front, 10 left, 10 right, 5 back
Crew: None (computer controlled)
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: 10D
10 Missile Batteries
Fire Arc: 2 front, 3 left, 3 right, 2 back
Crew: None (computer controlled)
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D
25 Anti-Starfighter Batteries
Fire Arc: Turret
Crew: None (computer controlled)
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 5D
Starfighter Complement: 6 squadrons (usually EA Starfuries (mixture of all
four known variants))
The Babylon project was created as the galaxy's last, best hope for peace.
The first three Babylon stations were destroyed during construction (blamed
on terrorists) and the fourth, and largest, Babylon 4, dissapeared shortly
after becoming operational. Babylon 5 survived the curse of the Babylon
series space stations and lived to serve its intended role.

Centauri Battlecruiser
Craft: Centauri Republic Battlecruiser
Type: Heavy cruiser
Scale: Capital
Length: 941 meters
Skill: Capital ship piloting: Centauri battlecruiser
Crew: 398, gunners: 56, skeleton: 25/+10
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship
piloting 5D, sensors 4D
Passengers: 300 (troops)
Cargo Capacity: 8,000 metric tons
Consumables: 5 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Manuverability: 1D
Space: 6
Hull: 8D
Sensors:
Passive: 35/1D
Scan: 90/2D
Search: 130/3D
Focus: 4/4D
Weapons:
Pulse Mass Driver
Fire Arc: Front
Crew: 10
Scale: Death Star
Skill: Capital ship gunnery
Space Range: 1-10/25/60
Atmosphere Range: 2-20/50/120 km
Damage: 1D
Game Notes: The pulse mass driver is intended for planetary
bombardment only and will not target spacecraft.
20 Pulse Cannons
Fire Arc: 10 front, 4 right, 4 left, 2 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-8/20/45
Atmosphere Range: 2-16/40/90 km
Damage: 7D
6 Missile Batteries
Fire Arc: 1 front, 2 left, 2 right, 1 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/20/50
Atmosphere Range: 2-10/40/100 km
Damage: 8D
Starfighter Complement: 16 Centauri Fighters
The Centauri Battlecruiser is the main offensive weapon of the Centauri
Republic. While not as large as a Narn Starcruiser, its weapons power is
similar. The ship also has a jump-point generator, and there is artificial
gravity on board. Three versions of this class has been observed: The
emperors royal liner (a heavily modified Battlecruiser), the flagship
"Valerius" (a luxury version), and the normal Battlecruisers.

Centauri Fighter
Craft: Centauri Republic Fighter
Type: Space superiority starfighter
Scale: Starfighter
Length: 19.9 meters
Width: 30 meters
Skill: Starfighter piloting: Minbari fighter
Crew: 1
Crew Skill: Sensors 4D, starfighter piloting 5D, starship gunnery 4D+2
Cargo Capacity: 50 kilograms
Consumables: 1 week
Manuverability: 3D
Space: 10
Hull: 4D
Sensors:
Passive: 20/0D
Scan: 60/1D
Search: 90/2D
Focus: 3/3D
Weapons:
2 Pulse Cannons (fire-linked)
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-5/15/30
Atmosphere Range: 100-500/1.5/3 km
Damage: 6D
The Centauri Fighter is a very large fighter, at least 30 meters wide. It
has two pulse cannons of some unknown type, located on both side of the
cockpit. The Fighter has a crescent shape, with the end of the "wings"
tilted down. It is a very maneuverable fighter, but it does not have any
artificial gravity on board.

Centauri War Cruiser


Craft: Centauri Republic War Cruiser
Type: Medium cruiser
Scale: Capital
Length: 410.3 meters
Skill: Capital ship piloting: Centauri war cruiser
Crew: 297, gunners: 26, skeleton: 20/+10
Crew Skill: Astrogation 4D+1, capital ship gunnery 5D, capital ship
piloting 5D, sensors 4D
Passengers: 150 (troops)
Cargo Capacity: 4,500 metric tons
Consumables: 3 years
Hyperdrive Multiplier: x2
Nav Computer: Yes
Manuverability: 2D+1
Space: 7
Hull: 6D
Sensors:
Passive: 30/1D
Scan: 85/2D
Search: 110/3D
Focus: 3/3D+2
Weapons:
Heavy Pulse Cannon
Fire Arc: Front
Crew: 3
Skill: Capital ship gunnery
Fire Control: 3D+1
Space Range: 1-10/25/60
Atmosphere Range: 2-20/50/120 km
Damage: 9D
10 Pulse Cannons
Fire Arc: 3 front, 3 right, 3 left, 1 back
Crew: 2
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-8/20/45
Atmosphere Range: 2-16/40/90 km
Damage: 7D
3 Missile Batteries
Fire Arc: 1 front, 1 left, 1 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/20/50
Atmosphere Range: 2-10/40/100 km
Damage: 8D
Starfighter Complement: 8 Centauri Fighters
The Warcruiser is smaller than the battle cruiser, but quite deadly. It is
not known weither it has artificial gravity on board, but it does have a
jump-point generator. War cruisers are also quite maneuverable. The main
body of Warcruiser has forward pointing "wings" sticking out on the top,
bottom, right, and left side. The front of the ship has a beak-like shape
where the main weapon is located. War cruisers mostly attack in groups of
two or more.

Starfuries
The Earth Alliance Starfury-class fighters are uniquely designed for space
combat. With the pilot(s) located in the center, and four engines located at
the end of four "wings", the Starfury is amazingly manueverable. The Pilot
"stands up" in the cockpit, which is the best position for most accelerations.
The design itself is not very new, it existed before the war, but upgrades
are continually made.
There are 4 known types of Starfuries:
The standard light Starfury is basically the same model as the one used in
the war, but with some upgrades. It is lightly armed and protected, but very
quick and manueverable. The stats are as follows:
Craft: Earth Alliance Starfury
Type: Space superiority fighter
Scale: Starfighter
Length: 6 meters
Width: 10 meters
Skill: starfighter piloting: Starfury
Crew: 1
Crew Skill: Varies widely
Cargo Capacity: 10 kilograms
Consumables: 3 days
Manuverability: 5D
Space: 10
Hull: 3D
Sensors:
Passive: 25/1D
Scan: 50/2D
Search: 75/3D
Focus: 5/4D
Weapons:
2 Mass Driver Cannons (fire-linked)
Fire Arc: Front
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D
Grappling Hook
Fire Arc: Back
Range: 2
The heavy Starfury is a two-seater (the gunner is positioned looking back)
that is better armed and protected, but slower than the light Starfury. The
stats are the same as the light Starfury with the exception of the following:
Crew: 1; Gunners: 1; Skeleton: 1/+5
Space: 8
Hull: 4D
2 Mass Driver Cannons (fire-linked)
Fire Arc: Front
Crew: 1
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 6D
The Black Omega Starfuries are advanced models that are stealthier. They are
are mostly used on "sensitive" missions, and are always piloted by members
of Psi-Corps. They are easily recognized by the white omega letter painted
on top. The stats are the same as the light Starfury with the exception of
the following:

Sensor Mask: +2D to sensor operator's difficulty to detect Starfury.


The newest Starfury derivative is the Thunderbolt. It is very different from
the "normal" starfuries in that it is much more aerodynamic, capable of
atmospheric flight as well as space flight. It has wings mounted on the
engines that are folded out during atmospheric flight. It is also equipped
with a powerful rapid fire cannon, and it has a crew of two, with the copilot sitting behind the pilot. The stats are the same as the light Starfury
with the exception of the following:
Craft: Earth Alliance Thunderbolt
Length: 15 meters
Crew: 1; Gunners: 1; Skeleton: 1/+5
Manuverability: 4D+2
Space: 11
Atmosphere: 505; 1,325 kmh
Hull: 3D+2
2 Turbo-Mass Driver Cannons (fire-linked)
Fire Arc: Front
Crew: 1
Fire Rate: 2
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D+2

Earth Alliance Heavy Cruiser


Craft: Earth Alliance Hyperion-class Heavy Cruiser
Type: Heavy cruiser
Scale: Capital
Length: 466 meters
Skill: Capital ship piloting: EA Hyperion-class
Crew: 140, gunners: , skeleton: 60/+15
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship
piloting 5D, capital ship shields 4D+1, sensors 4D, starship
gunnery 4D+2
Cargo Capacity: 400 metric tons
Consumables: 8 months
Hyperdrive Multiplier: x4
Nav Computer: Yes
Manuverability: 1D
Space: 4
Hull: 5D+2
Sensors:
Passive: 10/0D
Scan: 30/1D
Search: 50/2D
Focus: 2/2D+2
Weapons:
3 Heavy Laser Batteries
Fire Arc: 1 front, 2 turret
Crew: 5
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 1-10/20/40
Atmosphere Range: 2-20/40/80 km
Damage: 7D
8 Laser Cannons
Fire Arc: Turrets
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D+2
Starfighter Complement: 6 fighters (usually EA Starfuries)
The Hyperion-class Heavy Cruiser is one of the oldest ships still in service,
(together with the older Starfuries) they were all built before the Minbari
War. Not many of them survived the war, but those who did have since then
been upgraded with better weapons. There is neither artificial gravity or a
rotating section on board, so the crew works in microgravity. This makes
these ships only suitable for shorter missions, while the crews on the large
Destroyers with rotating sections can stay out for longer patrols. The Heavy
Cruiser also carries Starfuries on board, and it is the smallest Earth
Alliance ship than can open their own jump-point. The Hyperion-class has
also recently been upgraded, and they now carry beam weapons and otherwise
improved weaponry.

Earth Alliance Dreadnaught


Craft: Earth Alliance Nova-class Dreadnaught
Type: Medium cruiser
Scale: Capital
Length: 591 meters
Skill: Capital ship piloting: EA Dreadnaught
Crew: 127, gunners: 25, skeleton: 75/+10
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship
piloting 5D, capital ship shields 4D+1, sensors 4D, starship
gunnery 4D+2
Cargo Capacity: 1,000 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x3
Nav Computer: Yes
Manuverability: 1D
Space: 5
Hull: 5D
Sensors:
Passive: 15/0D
Scan: 40/1D
Search: 80/2D
Focus: 2/3D
Weapons:
Heavy Laser Battery
Fire Arc: Front
Crew: 12
Skill: Capital ship gunnery
Fire Rate: 1/3
Space Range: 1-10/20/40
Atmosphere Range: 2-20/40/80 km
Damage: 8D
4 Heavy Laser Cannons
Fire Arc: Front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 5D
3 Missile Batteries
Fire Arc: 1 front, 1 left, 1 right
Crew: 3
Scale: Starfighter
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/20
Atmosphere Range: 2-6/24/40 km
Damage: 7D
Starfighter Complement: 1 squadron (usually EA Starfuries)
The Nova-class were Earth Force's biggest and most powerful ships during the
Minbari War, but still much inferior to Minbari ships. Since then this class
of ships have been refitted and more built. The newer Omega-class design was
based on the Nova-class to save development costs. This class is seems
heavily armed, and mostly provide support for combat units. These ships are
probably capable of some level of planetary bombardment. Like the Omegaclass, these ships can also open up their own jump-points.

The Agamemnon (typical Earth Force Destroyer)


Craft: Earth Alliance Omega-class Destroyer
Type: Cruiser
Scale: Capital
Length: 989 meters
Skill: Capital ship piloting: EA Destroyer
Crew: 300, gunners: 28, skeleton: 50/+15
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship
piloting 5D, capital ship shields 4D+1, sensors 4D, starship
gunnery 4D+2
Cargo Capacity: 2,500 metric tons
Consumables: 2 years
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 1D
Space: 5
Hull: 6D+2
Sensors:
Passive: 150/0D
Scan: 200/1D
Search: 300/2D
Focus: 10/3D
Weapons:
2 Heavy Laser Batteries (fire-linked)
Fire Arc: Front
Crew: 15
Skill: Capital ship gunnery
Fire Rate: 1/3
Fire Control: 0D
Space Range: 1-10/20/40
Atmosphere Range: 2-20/40/80 km
Damage: 8D
30 Laser Cannons
Fire Arc: 7 front, 10 left, 10 right, 3 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 2D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 4D
4 Missile Batteries
Fire Arc: Turret
Crew: 3
Scale: Starfighter
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 1-3/12/20
Atmosphere Range: 2-6/24/40 km
Damage: 9D
Starfighter Complement: 2 squadrons (usually EA Starfuries and Thunderbolts)
Note: The Earth Alliance has yet to perfect artificial gravity technology
and the crew is subjected to a zero gravity enviroment throughout most
of the ship (including the command areas). However, the crew quarters
are located in a rotating section of the ship that creates gravity
through centripical force.
The Earth Alliance Omega-class Destroyers are the most powerful ships in
the current earth-force arsenal. They were the first new ship class to be
designed and built after the disastrous Minbari war, and they incorporated
a lot of new technology. The first Destroyer of the construction line was

the "Agamemnon", captained by John Sheridan. Most of these ships have names
based on greek history and mythology. These ships are about a kilometer long,
and are equipped with beam weapons, other heavy weapons, and interceptors.
Like most capital ships, they are not very manuevarble. There is no
artificial gravity on board any Earth Alliance ship, including these ones.
Instead the middle part of a Destroyer rotates to create gravity for the
crew. They also carry a mixed complement of Starfuries, most of them being
the new Thunderbolts. The Omega-class Destroyers are of course equipped with
jump-point generators. The Earth Alliance has since the war produced almost
200 of these powerful ships in an effort to improve Earth's defense against
alien races.

Minbari Fighter
Craft: Minbari Federation Fighter
Type: Space superiority starfighter
Scale: Starfighter
Length: 21 meters
Skill: Starfighter piloting: Minbari fighter
Crew: 1
Crew Skill: Astrogation 4D+2, sensors 4D, starfighter piloting 5D, starship
gunnery 4D+2
Cargo Capacity: 45 kilograms
Consumables: 2 weeks
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 4D
Space: 14
Hull: 6D
Sensors:
Passive: 50/0D
Scan: 90/1D
Search: 120/2D
Focus: 4/3D
Weapons:
3 Fusion Beam Emitters
Fire Arc: Front
Skill: Starship gunnery
Fire Control: 4D
Space Range: 1-5/20/40
Atmosphere Range: 100-500/2/4 km
Damage: 8D (10D fire-linked)
The Minbari Fighter is an extremely manueverable and fast fighter. Its
weapons are three beam weapon emitters positioned around the cockpit, angled
120 degrees apart. The design is based upon minbari aesthetics, where the
triangle is the perfect shape. Therefor the Minbari Fighter has a triangular
shape when from ahead. The three "wings" are also swept forward, like
reverse delta-wings.
Minbari Flyer
Craft: Minbari Federation Flyer
Type: Light transport
Scale: Starfighter
Length: 27.8 meters
Skill: Space transports: Minbari flyer
Crew: 1
Crew Skill: Astrogation 4D+2, sensors 4D, space transports 5D
Cargo Capacity: 50 metric tons
Consumables: 1 month
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 2D
Space: 8
Hull: 4D+2
Sensors:
Passive: 15/1D
Scan: 40/2D
Search: 90/3D
Focus: 3/4D
The Minbari Flyer is a small ship used by Minbari diplomats, couriers, and
other important minbari. It only has room for one pilot, plus some cargo.
Unlike theMinbari Fighter, the Flyer only has two wings, and it is also
slightly larger. There does not seem to be any artificial gravity on board.
The Flyer also appears not to be armed.

Black Star (Minbari Flagship and typical Minbari War Cruiser)


Craft: Minbari Federation War Cruiser
Type: War cruiser
Scale: Capital
Length: 300 meters
Skill: Capital ship piloting: Minbari Cruiser
Crew: 604, gunners: 28, skeleton: 40/+5
Crew Skill: Astrogation 4D+2, capital ship gunnery 5D, capital ship
piloting 5D, sensors 4D
Passengers: 150 (troops and/or Rangers)
Cargo Capacity: 2,000 metric tons
Consumables: 4 years
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 1D
Space: 6
Hull: 10D
Sensors:
Passive: 150/0D
Scan: 200/1D
Search: 300/2D
Focus: 10/3D
Weapons:
6 Neutron Cannons
Fire Arc: 2 front, 2 left, 2 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 10D
12 Fusion Lasers
Fire Arc: 3 front, 3 left, 3 right, 3 back
Crew: 1
Skill: Capital ship gunnery
Fire Rate: 2
Fire Control: 4D
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 6D
6 Missile Batteries
Fire Arc: 2 front, 2 left, 2 right
Crew: 1
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-3/12/20
Atmosphere Range: 2-6/24/40 km
Damage: 9D
4 Tractor Beam Projectors
Fire Arc: 1 front, 1 left, 1 right, 1 back
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 6D
Starfighter Complement: 1 squadron (Minbari Fighters)
Game Note: Minbari War Cruiser's have a special type of anti-targetting
shields which prevent attacking ships from locking onto it. When
fighting a Minbari War Cruiser, reduce ALL fire control to 0D.

The Minbari Warcruiser is the most powerful ship among the younger races.
Its beam weapon is very powerful, vaporizing most fighters with one quick
shot, and slicing larger ships. The war cruiser is incredibly large, it is
at least 1.6 km tall. These ships were used with great effectiveness in
the Earth-Minbari war, where they almost destroyed all of Earth's forces.
There is of course artificial gravity on board. The war cruiser also carries
a complement of Minbari Fighters. The "Grey Council" (the leaders of the
Minbari) also reside on a special war cruiser.

Narn Fighter
Craft: Narm Regime Frazi-class Starfighter
Type: Space superiority fighter
Scale: Starfighter
Length: 30 meters
Skill: starfighter piloting: Frazi
Crew: 1
Crew Skill: Starfighter piloting 5D, starship gunnery 5D, sensors 4D
Cargo Capacity: 25 kilograms
Consumables: 1 week
Manuverability: 2D
Space: 8
Atmosphere: 365; 1,050 kmh
Hull: 4D+2
Sensors:
Passive: 25/1D
Scan: 50/2D
Search: 75/3D
Focus: 5/4D
Weapons:
2 Laser Cannons (fire-linked)
Fire Arc: Front
Fire Control: 1D+2
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D+2
The Frazi Class Fighter is the work-horse of the Narn military. It is manned
by one pilot, and it has two weapons, located on both sides of the cockpit.
The fighter seems to be capable of atmospheric flight, but is not as
manueverable as its Centauri and Earth counterparts. It is a fairly large
fighter, measuring around 30 meters in length.

Narn Heavy Cruiser


Craft: Narn Regime Heavy Cruiser
Type: Battle cruiser
Scale: Capital
Length: 450 meters
Skill: Capital ship piloting: Narn Cruiser
Crew: 200, gunners: 28, skeleton: 50/+15
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship
piloting 5D, capital ship shields 4D+1, sensors 4D
Cargo Capacity: 1,000 metric tons
Consumables: 6 years
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 1D
Space: 5
Hull: 4D+2
Sensors:
Passive: 50/1D
Scan: 100/3D
Search: 200/4D
Focus: 6/4D+2
Weapons:
Heavy Turbolaser Cannon
Fire Arc: Turret
Crew: 3
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 7D
2 Heavy Particle Cannons (fire-linked)
Fire Arc: Front
Crew: 5
Skill: Starship gunnery
Fire Rate: 1/3
Fire Control: 4D
Space Range: 1-5/20/40
Atmosphere Range: 2-10/40/80 km
Damage: 8D
Starfighter Complement: 1 squadron (usually Narn fighters)

Shadow Vessel
Craft: Shadow Vessel
Type: Organic cruiser
Scale: Capital
Length: 165 meters
Skill: Capital ship piloting: Shadow Vessel
Crew: 1 (telepaths only)
Crew Skill: Astrogation 6D, capital ship piloting 6D, capital ship gunnery
6D+2, sensors 5D
Passengers: 36 (pilots)
Cargo Capacity: 20 metric tons
Consumables: Infinite
Hyperdrive Multiplier: x1*
Nav Computer: Yes
Manuverability: 4D
Space: 10
Hull: 8D
* Shadow Vessels cannot make a hyperspace jump if 'wounded' (in SW:RPG terms,
Shadow Vessels cannot jump if it is damaged)
Sensors:
Passive: 150/3D
Scan: 250/3D+2
Search: 350/5D
Focus: 50/6D
Weapons:
Cutting Beam
Fire Arc: Turret (front, left, and right fire arcs only)
Skill: Capital ship gunnery
Scale: Death Star
Fire Control: 5D
Space Range: 3-20/50/100
Atmosphere Range: 6-40/100/200 km
Damage: 2D
Jump Gate Destabilizer
Fire Arc: All
Skill: Capital ship gunnery
Space Range: 3-15/36/75
Damage: Causes collapse of jumpgates through use of artificial
gravity fields (same as gravity well projectors)
Starfighter Complement: 1 squadron (Shadow Starfighters)
Shadow ships are actually, more or less, organisms designed by the Shadows
for space travel and combat. They appear to be wickedly evil spiders in
form, with several "leg" extensions jutting from either side (this is
probably more for effect and most likely serve no real purpose).
They are crewed by a single telepathic being (usually captured and/or cloned
by the Shadows) that, in a sense, becomes one with the vessel itself. The
ships aquire targets, scan, plot jumps, etc all through extended psychic
abilities that the ship grants the pilot. If the pilot is injured or killed
somehow, the ship also dies, collapsing in on itself and actually rotting
away. Once a pilot is joined with a ship, he/she/it cannot be removed or
both the pilot and the ship will die.

Vorlon Cruiser
Craft: Vorlon Empire Cruiser
Type: Heavy cruiser
Scale: Capital
Length: 750 meters
Skill: Capital ship piloting: Vorlon mothership
Crew: 897, gunners: 1, skeleton: 100/+5
Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5D
Cargo Capacity: 20,000 metric tons
Consumables: 20 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x2
Nav Computer: Yes
Manuverability: 2D
Space: 8
Hull: 8D+2
Sensors:
Passive: 50/1D
Scan: 150/2D
Search: 250/3D
Focus: 15/4D
Weapons:
Energy Emitter
Fire Arc: Front
Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-30/80/120
Atmosphere Range: 2-60/160/240 km
Damage: 9D
Starfighter Complement: none
The Vorlon Cruiser looks like the Vorlon Transport, but it is quite a bit
larger. It is also equipped with a powerful Vorlon beam weapon. Very little
else is known about these Vorlon ships, except that the ones seen have been
red inplace of the normal vorlon yellow.
Vorlon Fighter
Craft: Vorlon Empire Fighter
Type: Picket cruiser
Scale: Capital (due to power output)
Length: 55 meters
Skill: Capital ship piloting: Vorlon fighter
Crew: 1
Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5D
Cargo Capacity: 20 metric tons
Consumables: 5 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x2
Nav Computer: Yes
Manuverability: 6D
Space: 10
Hull: 5D
Sensors:
Passive: 25/1D
Scan: 60/2D
Search: 120/3D
Focus: 5/4D
Weapons:
Energy Emitter
Fire Arc: Front

Crew: 1
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-30/80/120
Atmosphere Range: 2-60/160/240 km
Damage: 6D
Starfighter Complement: none
The Vorlon Fighter is the most powerful fighter known. It is also amazingly
agile, able to out-manuever any other fighter. This ship has a deadly Vorlon
beam, also emitted between the four "arms".
Vorlon Mothership
Craft: Vorlon Empire Mothership
Type: Heavy cruiser
Scale: Capital
Length: 6,400 meters
Skill: Capital ship piloting: Vorlon mothership
Crew: 897, gunners: 2, skeleton: 100/+5
Crew Skill: Astrogation 5D, capital ship piloting 5D, capital ship gunnery 5D
Cargo Capacity: 50,000 metric tons
Consumables: 25 years
Hyperdrive Multiplier: x1
Hyperdrive Backup: x2
Nav Computer: Yes
Manuverability: 0D+2
Space: 6
Hull: 11D
Sensors:
Passive: 100/1D
Scan: 300/2D
Search: 500/3D
Focus: 20/4D
Weapons:
Energy Emitter
Fire Arc: Front
Crew: 2
Scale: Death Star
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 1-40/90/175
Atmosphere Range: 2-80/180/250 km
Damage: 3D
Starfighter Complement: 1 squadron (Vorlon Fighters)
The Vorlon Mothership is an incredibly large and powerful spacecraft. It is
over 6 km long, yet surprisingly manueverable. These ships are organic in
nature, and seem to be sentient, but there is also a crew of Vorlons on
board. It has only one known weapon, a beam that is emitted from an energy
field that is generated between the 4 "arms". Obviously the ship can open up
its own jump-point. How many of these ships the Vorlons have is unknown.

White Star
Craft: Vorlon/Minbari White Star-class Corvette
Type: Attack cruiser
Scale: Capital
Length: 130 meters
Skill: Capital ship piloting: White Star
Crew: 75, gunners: 13, skeleton: 25/+5
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship
piloting 5D, capital ship shields 4D+1, sensors 4D
Passengers: 25 (troops and/or Rangers)
Cargo Capacity: 50 metric tons
Consumables: 1 year
Hyperdrive Multiplier: x1
Nav Computer: Yes
Manuverability: 3D
Space: 11
Hull: 5D*
Shields: 2D
* Can adapt; after being hit by one weapon type, reduce damage
for the same weapon class against White Star's Hull roll by -2D
Sensors:
Passive: 100/2D
Scan: 200/3D
Search: 300/4D
Focus: 15/5D
Weapons:
Heavy Particle Cannon
Fire Arc: Front
Crew: 3
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 8D
2 Heavy Pulse Laser Cannons
Fire Arc: Front
Crew: 5
Skill: Capital ship gunnery
Fire Rate: 3
Fire Control: 2D+2
Space Range: 1-3/12/25
Atmosphere Range: 2-6/24/50 km
Damage: 5D
Starfighter Complement: None
The White Star vessels are among the most advanced ships in the entire
galaxy featuring both Vorlon and Minbari technology. They are the smallest
known ships to be able to create their own jumpgates.

Minbari Fighting Pike


Model: Minbari Dennbok
Type: Melee weapon
Scale: Character
Skill: Melee combat: force pike
Cost: 2,000 credits
Availability: 2, R
Difficulty: Moderate
Damage: STR+3D
Game Notes: Extending or retracting the force pike counts as a free action.
Minbari fighting sticks are retractable force pikes that are capable of
inflicting the same damage as the standard force pike. It retracts into a
tube roughly 8.5 centimeters long and 3.5 centimeters in diameter. With a
press of the thumb activated buttom, the force pike extends to its full
length. While not looking exactly like the standard force pike often used
by the Imperial Royal Guard, it functions basically the same as one.
However, one must be careful not to aim either end of the force pike at
himself while extending, noting that the force of the extending pike could
most likely impale the user with ease (5D damage).
Personal Plasma Gun
Model: Earth Force PPG
Type: Hold-out plasma pistol
Scale: Character
Skill: Plasma Weapons: plasma pistol
Ammo: 25
Cost: 1,100 (power packs: 50)
Availability: 2, R
Fire Rate: 1
Range: 3-10/30/80
Damage: 5D
The Earth Force PPG is one of the smallest hand held plasma weapons ever
developed. The PPG, or Personal Plasma Gun, is only slightly larger than an
average sized hold-out blaster but carries more ammo and packs more of a
punch than other weapons of its size. Some security forces in the Inner Rim
have begun arming themselves with the PPG, preferring it to heavy blaster
pistols. It has found a wide acceptance on worlds where blasters are
strictly restricted and hold-out blasters are the way on the streets.
Personal Plasma Rifle
Model: Earth Force PPR
Type: Plasma Rifle
Scale: Character
Skill: Plasma Weapons: plasma rifle
Ammo: 50 (2 clips)
Cost: 1,750 (power packs: 50)
Availability: 2, R
Fire Rate: 1
Range: 4-10/40/120
Damage: 6D+1
When Earth Force designed the PPG they had never expected it to excel in
performance the way it did. Deciding to expand on the personal plamsa
weapon concept, Earth Force went to work designing a plasma rifle. The result
was the Personal Plasma Rifle, or the PPR. The PPR was the second in the
line of the PP-series and was dubbed the PPR. The rifle resembles a
smaller version of the BlasTech A280, and with good reason, The PPR uses
the same power clips as the PPG-1, using two of them at once. The clips are
small and cylindrical shaped, fitting into a spot on top of the stock.

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