MGP334306 Babylon 5 A Call To Arms Sky Full Of Stars.pdf

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Sky Full of Stars
It follows than as certain as that night succeeds the
day, that without a decisive naval force we can do
nothing definitive, and with it, everything honorable
and glorious.
George Washington
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Sky Full of Stars
Credits
Author
Matthew Sprange
Contents
Introduction 4
Rules & Updates 5
Traits & Special Actions 8
Advanced Auxiliary Craft 10
Fortresses of Light 13
Planetary Assaults 15
Boarding Actions 20
Skin Dancing 22
Captain Sheridan 23
War Leader G’Sten 25
Using Fleet Lists 26
Earth Alliance 27
Minbari Federation 50
Centauri Republic 63
Narn Regime 79
Interstellar Alliance 94
Shadows 102
Vorlons 108
Abbai Matriarchy 114
Brakiri Syndicracy 122
Drazi Freehold 132
Vree Conclomerate 141
Raiders 150
Civilian Shipping 157
Scenarios 161
Campaigns 186
The Raiders Campaign 198
Going Online
Additional Text
Bryan Steele
Editor
Chris Allen
Special Effects
Brandon Bray, David Briedis and Luciano M Trentadue,
David Charnow, Omar Chaudry, Kier Darby, Mark Kane,
Terry Hagerty, Ingo Haverich, John Quatch, Fabio Passaro,
Todd Pederzani, Chris Sapiano, Michael Stetson,
Danilo Moretti
Producer
Alexander Fennell
Miniature Gaming Manager
Ian Barstow
Key Grips
Ron Bedison, Sarah Quinnell
Extras
Jez Fairclough, Andrew Graham, Greg Smith,
Dustin T. Ballard, Paul Davies, Edward Miller, Joey Vargas,
Peter Perry, Wulf Corbett, Duncan Webster
Special Thanks
J. Michael Straczynski, Fiona Avery, Isabelle Richard,
Skye Herzog
Catalogue
200
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
Copyright © 2005 Warner Bros Entertainment
Inc.
BABYLON 5, characters, names and all related
indicia are trademarks of and © Warner Bros
Entertainment Inc.
WB SHIELD: TM and © Warner Bros
Entertainment Inc.
(s05)
Printed in China
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INTRODUCTION
Since its release in the summer
of 2004, the basic box set of A Call
to Arms has grown, developed and
gained a large number of devoted
fans. With the help of the online
community on the Mongoose web site
forums, we have introduced new ships,
rules and scenarios which were either
released for free download on our web
site or published in the three Rules
Supplements. We have also fi nally
released miniatures for all the ships
in the game, bringing an entirely new
dimension to the tabletop.
game. This updates the fi rst printing of
the basic box set and the changes here
have already been incorporated into the
second and subsequent printings of the
box. You can identify which box set
you have immediately by looking on
the top near the bar code. If there is a
label there stating which printing it is,
you have one of the updated box sets.
If you just see the price and bar code,
you have the fi rst printing. Worry not
though, as by using this book, you will
have access to the very latest version of
A Call to Arms .
the way you play each race. These fl eet
lists completely replace those in Book
Two of the basic box set and should be
used from now on.
Part Three provides you with a veritable
fl eet’s worth of scenarios, both ‘general’
and historical, based on actual events
in the Babylon 5 universe. Though I
suspect that most players use campaigns
for extended sessions of A Call to Arms ,
these scenarios will give you new things
to try out in your games and extend
your tactical capabilities.
Sky Full of Stars is the culmination
of all this work and has been heavily
infl uenced by the fans of A Call to Arms .
All the rules tweaks and additions you
read here, all the revised ships in the
advanced fl eet lists and all the scenarios
have been shaped by the comments
made by the online community, after
they had the chance to playtest each
one, making A Call to Arms the most
extensively playtested game released by
Mongoose Publishing thus far.
Part One of Sky Full of Stars also
introduces new advanced rules that will
expand your games in many different
directions. While each adds a degree
of complexity to the game, none are
essential – that is, none are required
for every game you play. Instead, you
will have the option of bringing these
rules into your games as and when they
are required. For example, not every
game you play will feature a planetary
assault but the rules are there when
your Centauri need to give that Narn
world a good pounding. At the same
time, not every game will feature fl eet
carriers but the rules are there, ready
and waiting, whenever you make that
choice on your fl eet list. The aim of
these rules is to expand A Call to Arms
in new directions and make it a much
more comprehensive fl eet battle game.
Additionally, Part Three introduces a
new set of advanced campaign rules
to your games. Campaigns in A Call
to Arms have proven very popular and
seem to be the ‘default’ way of playing
in clubs and among friends. These new
rules provide a great deal more depth
compared to those presented in Book
One of the basic box set but will not
take much longer to play through – as
always, simplicity is a hallmark of A
Call to Arms .
This book also sets the scene for future
developments of the game. Future
supplements will bring new fl eets into
the game (such as the Drakh and Dilgar,
both supported by new miniatures)
and add new scenarios for you to
practise your tactics, while others will
look at specifi c confl icts in the Babylon
5 universe, such as the Earth/Minbari
War.
Throughout Sky Full of Stars , we have
also included various bits and pieces
designed to enhance the way you play
the game and appreciate the setting
behind Babylon 5. You will fi nd
background pieces on various battles,
technologies and characters, as well as
painting guides and the odd tactical
hint.
Part Two takes the lion’s share of pages
in Sky Full of Stars , providing advanced
fl eet lists for every race in the game. You
will fi nd new and revised ships as well
as all new fl eet rules that will change
Sky Full of Stars takes your games of
A Call to Arms to the next level and
sets the scene for some truly awesome
confl icts in the galaxy.
Part One of Sky Full of Stars covers
numerous rules tweaks and changes that
have been suggested by the fans of the
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RULES & UPDATES
The following rules are
changes and updates to the fi rst printing
of A Call to Arms (see the Introduction
for details on identifying which printing
of the game you currently own). All
subsequent printings of A Call to Arms
already have these changes integrated
into their rules sets.
Vital Systems Critical Hits
Replace the table for resolving Critical Hits to Vital Systems with the one below.
1d6 Area Damage Crew Effect
1 Bridge Hit +0 +1 No Special Actions permitted
2 Engineering +4 +3 Do Damage Control permitted
3 Weapons Control +4 +4 No fi ring out of one random arc
4 Secondary Explosions +1d6 +1d6 —
5 Reactor Implosion +2d6 +4d6 —
6 Catastrophic Explosion +4d6 +2d6 —
All changes here are to be considered
‘offi cial’ and should be used in
preference to those presented in the
fi rst printing of the game.
Resolving Random Fire Arcs
Two Critical Hits (on the Weapons and Vital Systems tables) will stop a ship from
fi ring out of one random arc. Up to now, we have left this to players to resolve
from themselves but we have been using a system here in our offi ce campaigns that
is quick to use and can quickly end any disputes.
Attack Phase
The following changes are made to the
Attack Phase, detailed on pages 8–10
in Book One.
When your ship suffers from one of these critical hits, simply consult your ship’s
entry in the fl eet lists. From the top of the weapon descriptions, count down all
the unique fi re arcs (Turret and Boresight arcs count for this!). The Earth Alliance
Olympus is a good example – reading from top to bottom it has Turret, Fore, Port
and Starboard arcs. Roll one dice and count downwards for every unique arc. For
example, in the case of the Olympus, a roll of 1 would result in the Turret arc being
knocked out, a 2 the Fore weapons, a 3 the Port weapons and a 4 the Starboard
weapons. Rolls of 5 or 6 should be re-rolled.
Attack Dice
For every successful hit on a target, roll
1d6 on the following table.
1d6 Effect
1 Bulkhead Hit: No damage.
2–5 Solid Hit: –1 Damage, –1
Crew to target ship
6 Critical Hit: As Solid Hit but
also roll on the Critical Hit
Location table.
Ships such as the Hyperion are even easier to work out – if you look carefully, you
will see that it has six possible fi re arcs, meaning that you will not have to roll dice
again if you roll too high.
Note that some ships (notably those of the Drazi) have just one fi re arc and so
will lose all weapons on these Critical Hits – this is an intentional and built in
weakness!
This replaces the 2d6 table for resolving
damage.
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