The Babylon Project, Babylon Project, Babylon5, Babylon 5, TBP, Role Playing Game, RPG, Narn, Minbari, Centauri, Vorlon, EarthForce, PsiCorps, Psi Corps, G'Kar, Delenn, Vir Cotto, Londo Mollari, Kosh TBP Rules Supplement
These rules are an unofficial supplement to The Babylon Project. A Role Playing
Game by Chameleon Eclectic. This setting for this game is based on the Babylon
5 television show by Warner Bros. Please feel free to
mail me with any
comments, corrections, or changes.
You are Visitor to this page.
Rules for rapid
fire PPG's and slug throwers can be found at the bottom of this page
below the equipment list.
Links to Other Rules
Sites can also be found down there.
For Additional Rules go back to the Index
Additional Equipment List |
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Weapon | To-Hit Bonus | Dam. Bonus | Dam. Type | Shots per rnd | Ammo cap. | Cost (EACr) | Notes |
Replacement PPG Caps | |||||||
Pistol Caps | - | - | PP | varies | varies | 5 + 1/4 per shot | |
Longarm Caps | - | - | PP | varies | varies | 10 + 1/4 per shot | |
Heavy Weapons Caps | - | - | PP | varies | varies | 50 + 1/10 per shot | |
Cap Recharger | - | - | PP | - | - | 2,000 - 10,000 | |
Cap Converters | - | - | PP | - | - | 100-500 | |
Grenades | |||||||
Concussion | 3m | 12 | Imp | 1 | 1 | 30 | |
Stun Gas - NoOx | 3m | * | - | - | - | 20 | Basic task vs. Endurance |
Stun - FlashBang | 3m | * | - | - | - | 30 | Basic task vs. Endurance |
Tear Gas | 5m | 1 + * | Burn | - | - | 20 | Basic task vs. Endurance |
Fragmentation | 5m | 12 | CS | - | - | 40 | |
Incendiary | 2m | 6 persists | Burn | - | - | 50 | Victim on fire |
Dummy | 0 | 0 | - | - | - | 5 | A Child's Toy |
Heavy Weapons | |||||||
Tromo Heavy Rifle | -3 | 14 | PP | 10 | 200 | 950 | Centauri Rapid PPG |
Auricon EF - RF16 | +1 | 14 | PP | 5 | 50 | 800 | Human Light Rapid PPG |
NOTE: All costs on this table are for purchases of single items by approved
an licensed individuals. Taxes are already included in the base price of
the item. Bulk Purchases of multiple items and/or purchase by tax exempt
organizations (PsiCorp, Military, etc.) will reduce this price. Typically,
black market prices for sales to unlicensed individuals will be from three
to ten to times higher than the base prices shown in this list.
To cut down on smuggling and insure all taxes are paid, most caps are not interchangeable. Caps may only be swapped between weapons with the same Race of Manufacturer, Number of Shots, and Damage Rating. Exception: Some standardization has occurred across races in the League of Non-Aligned Worlds; Caps with he same number of shots and damage rating MAY or MAY NOT be interchangeable. Consult your local reputable weapons dealer for more information.
The larger much more expensive Heavy Weapons Caps are usually not discarded,
but are recharged at an appropriate facility. This costs about 1/2 to 1 credit
per shot, and much of this cost is taxes. For Heavy Caps the cost of the
consumables involved in a recharge are about 1/5 credit per shot.
Consumables costs for pistols and long arms may be as low as 1/10 credit
per shot.
The cost of a recharger for only one type of cap is 2,000 Credits. A full loader that can handle all the normal caps for a given race is 6,000 Cr. A top of the line loader that can handle anything including custom caps will be about 10,000 Cr. This type of equipment is RESTRICTED, taxed, and licensed. Illegal possession of a loader (especially one that can charge heavy caps) is a FELONY.
Possession of converters that allow weapons to be used with multiple types of caps are RESTRICTED equipment, that must be individually licensed. Generally, possession of cap converters that allow firing at slower rates, lower damage, and less ammo capacity are not a problem. Possession of an up-rated converters that increase damage is usually a FELONY and could cause the weapon to explode (on a 1-1 setback roll, causing 1/2 [or more] rated damage to the relevant hand).
Use the general throwing rules on pp. 106-7 for throwing of grenades. Remember unless the character is wearing a bandoleer where the grenades are immediately available they will have to spend one round getting the grenade from a pack or bag, and then will be able to throw it only on the next round.
Anybody within the relevant radius from grenade explosion will automatically
take damage from the event. The effective radius is noted in the To-Hit Bonus
Column of the above table. Dodge may be used to escape only if the character
can get out of the effected area (either in terms of distance or behind cover).
Note: Characters must choose whether to dodge (and how) after the landing
location of the grenade is established, but BEFORE the grenade goes off.
This may result in wasted actions (or nervous breakdowns) from people throwing
dummy grenades. OPTION: Grenade Prep Round
To slow down the use of grenades you may wish to require one additional round
to prep the grenade before it may be thrown. Thus the 'fire rate' for
conveniently stored grenades (bandoleer, belt) would be one every two rounds.
Grenades taken from a bag or pack would be one every three rounds. Attempts
to skip the prep round would require at a Tricky (9) task versus Combat:Ranged
+ Coordination. This task level may be upgraded to Difficult (11) or higher
if using an unfamiliar type of grenade as there are a variety of different
arming methods. A failure means that the grenade is dropped or thrown (un-armed).
A setback (snake-eyes) will result in the grenade being dropped and ARMED.
This will probably be fatal to the thrower.
Creates a large pressure wave that can rupture internal organs. Especially useful (+2 damage) in very enclosed spaces (i.e. the inside of a tank).
These grenades come in various forms, including those that; emit Carbon Monoxide or Carbon Dioxide; or Run fast chemical reactions to absorb environmental oxygen. These weapons are useful against any oxygen breathing race. Better yet, the invisible, odorless nature of carbon monoxide makes these weapons useful for sneak attacks.
A basic (value 5) task versus endurance (no skills) will be required each round to stay conscious. These gases will typically persist for 1-5 rounds depending on the local environment. These grenades may not work at all in heavy rain or high wind.
Race specific grenades will be at a +2 effect since they have chemicals specifically designed for the lung structure of the target race. Impact on other races will be unpredictable form a -2 to no effect at all.
An advanced version of the "Flash-bang" munition. Basically, 1-2 seconds after activation, the grenade releases several small packets that explode with a bright (5,000,000 candela) flash and a 140 decibel bang - Jane's EIS.
Use the same effect for the stun roll (Basic task vs. Endurance). Though
this effect will not persist in an area they same way Stun Gas does. Also,
this is harder on night sight and delicate equipment, which will heavily
affect the choice of which type of stun grenade to use.
Most races use visual apparatus (eyes) that contains a sensitive surface membrane. Multi-Race tear gas grenades spray a very fine powder into the area. This powder reacts with the available moisture to desiccate the eye. These weapons are not dangerous to races that wear closed suits or have no sensitive external organs (Vorlons, Gaim, etc.)
A basic (value 5) task versus endurance (no skills) will be required each round to keep eyes open. Thorough flushing will restore sight in about 5 minutes. These gases will persist for 1-5 rounds depending on the local environment. These grenades may not work at all in heavy rain or high wind.
Basic military issue grenade. Designed to maximize shrapnel damage over a large area.
Blasts long duration flammable pellets (i.e. White Phosphorus) in the affected area. Initial damage is 6, but the pellet will continue to burn for 1 additional damage per minute (not round) unless it is removed, or deprived of oxygen (such as immersion in water). While most grenades are restricted to military use, incendiary grenades violate the Interstellar Rules of War. Possession of such weapons is a death penalty offense in some areas of space (i.e. Narn).
Heavy Weapons covers any man portable rapid fire weapon. This includes everything from current day sub-machine guns to tripod mount heavy machine guns. This category does not include weapons that are only found mounted on vehicles or in permanent emplacements.
Big, bulky, and hard to aim. However, with a fire rate of ten/round who cares about the to hit penalty. These are the rifles that are used by the Centauri Guardsmen in the episode - Into the Fire.
Standard issue Earth Force multi-fire weapon. Loved by GroPo's everywhere due to it's accuracy and reliability.
All of the weapons listed in the main rule book, are limited to one shot per round (or less). However, in later episodes of B5 we have seen basic weapons being used at higher than their fire rate (Sheridan - Z'ha'dum) and large auto fire rifles (Centauri - Into the Fire).
Rules concerning these weapons need to be broken down into two separate types
of high fire rate:
Multiple Aimed Shots - Where the each shot is specifically aimed at a given
target or targets, or
Saturation Fire - Where the weapons user is attempting to "hose down" a given
area.
Multiple Aimed Shots [MAS] rules should be used: when attempting to hit more than one target, or one target more than once. PPG and slug throwing weapons are treated differently for this purpose, because PPG are essentially recoilless weapons.
Taking multiple aimed shots for each shot is moderately difficult and will result in a -2 penalty per shot for Each Additional shot taken in a round.
In addition damage will be reduced (left shift) by two for each shot the weapon falls behind it's maximum shots per round. This is due to the inability of the PPG cap to produce sufficient electricity power to fully "charge" the helium plasma
Example: Assume, a person using an EA Auricon EF-7 has a base attribute (stat+skill+spec+weapon bonus) of 11 to hit and a base damage of 14. If he fired twice during a round he would get two rolls at the reduced values of 9 attribute and 12 damage. Three shots would yield three rolls at 7 attribute and 10 damage. Etc.
Taking multiple aimed shots with a high recoil weapon is quite difficult. Thus there is a -3 penalty per shot for Each Additional shot taken in a round. However, slug throwers are not subject to the damage reduction associated with incompletely charged PPG rounds.
Example: Assume, a person using an Coleman Magnum Has a base attribute (stat+skill+spec+weapon bonus) of 10 to hit and a base damage of 14. If he fired twice during a round he would this would yield two rolls at the reduced values of 7 attribute and 14 damage. Three shots would yield three rolls at a 4 attribute and 14 damage. Etc.
Saturation Fire [SF] rules should be used when a group of shots is being fired at a specific target in hopes of bracketing the target. SF rules can also be used in situation where targets are not visible to the shooter (due to fog, smoke, cloaking nets, etc.).
Each additional shot fired increases the effective attribute by +2 per additional shot fired. The above damage reduction rules for PPG's also still applies. In addition a Critical success will not result in additional damage, but allow for a second hit in a DIFFERENT location. In no case will a target of SF ever be hit by more than two shots, or twice in the same location.
Example: The above individual using the Auricon EF-7 has a base attribute of 11 and base damage of 14. If he fired twice he would get ONE roll at attribute 13 and damage 12. If he fired three times he would get ONE roll at attribute 15 and damage 10.
Remember, the only way to get more than one hit would be to roll a critical success.
This rule adds realism (and complexity) by letting damage reduction for PPG's build across rounds rather than be set by the fire rate in a given round. Each extra shot from a PPG will have a cumulative -2 damage from the rating of the last shot. This damage reduction accumulates across rounds, and recovers at rate of two per round.
Example: The Auricon EF-7 is fired three times each
round for three rounds, and then stops.
Rnd #1: The first shot is at full damage (14), the second at -2 (12), and
the third at -4 (10).
Next round the -4 carries over charges up by two thus giving a starting penalty
of -2.
Rnd #2: The first shot is thus at -2 damage (12), the second at -4 (10),
and the third at -6 (8).
Next round the initial damage will be -6+2 (-4).
Rnd #3: The first shot is thus at -4 damage (10), the second at -6 (8), and
the third at -8 (6).
Rnd #4: Base damage recovers to -8+2 (-6).
Rnd #5: Base damage recovers to -6+2 (-4).
Rnd #6: Base damage recovers to -4+2 (-2).
Rnd #7: Base damage recovers to -2+2 (no penalty).
For comparison: Using the basic system (not the above option): All nine shots would be at a -4, (Damage 10), and normal, penalty free firing could resume in round #4. For MAS the damage of a hit will be immediately apparent, but for Saturation Fire use a random roll to determine which shot hit (and thus the appropriate damage).
Additional
Skills, Characteristics, and an Index for the main TBP rule book
Temporary
Alternate Site
Psionic
Potential and Combat Sense
Minor Races,
Major Race add-ons, and yet more weapons
The Centauri Empire will cheerfully take your comments if you send them to our local Ambassador .