White Star
Mongoose
Hi everyone. This is my first posting.
Being a B5 addict and a RPG addict, I am delighted to be able to mix both passions and I wanted to thank JMS and Mongoose Publishing for this.
Now for my question(s):
I've played around with the space combat in the RPG Factbook and tested all sorts of ships and weaponry. I own the League of Non-Aligned Worlds Factbook (which I recommend to all), and so I had a lot of fun testing the potential of the different races.
But a few questions come to mind. A few more will most certainly follow as I play around a bit more.
First: assuming we're talking of a large enough vessel (several weapon arrays and enough crew around), how many of its weapons can a ship fire at one time? I would tend to assume that a ship can fire all of them at the same time if it so wishes, which also fits with what we see in the TV series.
But since it is not said in the Rules, it raises the question, even if the answer seems logical to me.
Second: the Minbari Flight Computer, as described on page 79 of the RPG Factbook, is said to be "so advanced that it can even fulfil most combat operations successfully, with minimal input from its passengers". In terms of game mechanics, what does it mean? Do the advantages of the Flight Computer (namely a +8 ranks in Piloting and a Base Attack Bonus of +4) get added to the crew's stats, or do they replace them?
Third: In the case of a Living Ship with no crew, like a Vorlon Transport just going for a joy ride(?), we are told to assume that, as a Living Ship, it has "all the capabilities of a Minbari Flight Computer". All right, but then it means absolutely no ranks in Technical (electronics)! If nothing else than the ship's sensors are used, then, a Vorlon transport has got as much chance to acquire a lock on a Minbari Fighter or Warcruiser as the rest of the younger races' ships! Namely, they have to roll a natural 20!
If this is understandable coming from the younger races (it is well known that during the Earth-Minbari War, Earth ships found it nearly impossible to get a lock on Minbari ships), it does not seem to make sense when it comes from a Vorlon ship, even a simple Vorlon transport.
Any comment?
Fourth (and last for now): There are contradictions between the information given on Shadow ships at the end of "The Fiery Trial" and the info released in a free download on this website. I do give precedence to the download, which is a clear and detailed technical description... except for one thing. In "The Fiery Trial", page 109, a few words are said about the Shadow Jump (the shimmering effect) : "Its weapon is not ready to fire until the round after arrival in either dimension. The ship cannot transfer to or from hyperspace more than once in any one minute period."
There is no mention of this in the download, and even though I can make my own decisions, I'd like to know the official position on this.
And by the way, is a round in space as long as a round in a melee fight (6 seconds?). If it is, then the one minute period mentioned above corresponds to 10 rounds. And as we all know, a lot can happen in ten rounds.
So, if we were to take that rule into account (but do we?), another question is: isn't that too long a period? Or is it fair to give the Shadows that small drawback? ("small" considering that even if they have to hang around for 10 rounds, that is more than enough time to blow your proud little ship into smithereen!)
I think that's it... for now.
Sorry I have to be so "wordy", but if we want to play the space combat with the RPG rules, they need to be clear and fluid. Otherwise, they'll block the game and the story instead of furthering them.
What say you?
Being a B5 addict and a RPG addict, I am delighted to be able to mix both passions and I wanted to thank JMS and Mongoose Publishing for this.
Now for my question(s):
I've played around with the space combat in the RPG Factbook and tested all sorts of ships and weaponry. I own the League of Non-Aligned Worlds Factbook (which I recommend to all), and so I had a lot of fun testing the potential of the different races.
But a few questions come to mind. A few more will most certainly follow as I play around a bit more.
First: assuming we're talking of a large enough vessel (several weapon arrays and enough crew around), how many of its weapons can a ship fire at one time? I would tend to assume that a ship can fire all of them at the same time if it so wishes, which also fits with what we see in the TV series.
But since it is not said in the Rules, it raises the question, even if the answer seems logical to me.
Second: the Minbari Flight Computer, as described on page 79 of the RPG Factbook, is said to be "so advanced that it can even fulfil most combat operations successfully, with minimal input from its passengers". In terms of game mechanics, what does it mean? Do the advantages of the Flight Computer (namely a +8 ranks in Piloting and a Base Attack Bonus of +4) get added to the crew's stats, or do they replace them?
Third: In the case of a Living Ship with no crew, like a Vorlon Transport just going for a joy ride(?), we are told to assume that, as a Living Ship, it has "all the capabilities of a Minbari Flight Computer". All right, but then it means absolutely no ranks in Technical (electronics)! If nothing else than the ship's sensors are used, then, a Vorlon transport has got as much chance to acquire a lock on a Minbari Fighter or Warcruiser as the rest of the younger races' ships! Namely, they have to roll a natural 20!
If this is understandable coming from the younger races (it is well known that during the Earth-Minbari War, Earth ships found it nearly impossible to get a lock on Minbari ships), it does not seem to make sense when it comes from a Vorlon ship, even a simple Vorlon transport.
Any comment?
Fourth (and last for now): There are contradictions between the information given on Shadow ships at the end of "The Fiery Trial" and the info released in a free download on this website. I do give precedence to the download, which is a clear and detailed technical description... except for one thing. In "The Fiery Trial", page 109, a few words are said about the Shadow Jump (the shimmering effect) : "Its weapon is not ready to fire until the round after arrival in either dimension. The ship cannot transfer to or from hyperspace more than once in any one minute period."
There is no mention of this in the download, and even though I can make my own decisions, I'd like to know the official position on this.
And by the way, is a round in space as long as a round in a melee fight (6 seconds?). If it is, then the one minute period mentioned above corresponds to 10 rounds. And as we all know, a lot can happen in ten rounds.
So, if we were to take that rule into account (but do we?), another question is: isn't that too long a period? Or is it fair to give the Shadows that small drawback? ("small" considering that even if they have to hang around for 10 rounds, that is more than enough time to blow your proud little ship into smithereen!)
I think that's it... for now.
Sorry I have to be so "wordy", but if we want to play the space combat with the RPG rules, they need to be clear and fluid. Otherwise, they'll block the game and the story instead of furthering them.
What say you?