Question about SHIPS in Universe/Warships of Babylon 5

pasuuli

Mongoose
The Traveller forum is primarily full of, well, Travellers, so I think this is the best place for my question.

For those of you who picked up the Universe of Babylon 5, or for those who may have had a peek at Warships tell me about the fighters, starships, auxiliaries, whatnot. Did they do a good job mapping the various ships? Tell me your impressions, please.

Thanks.
 
I would also be interested to see how useful they are for a non Traveller player?

(hopefully the ship designs are not full of fuel :roll: )

are the plans actually readible as there is no preview and the Olympus is the B5 preview is VERY hard to read - and thats a small ship
 
The rumors I heard is that the reaction engines do require a lot of fuel, although this seems somehow wrong to me. But I've heard some players agree with the concept... but are they saying that from a Babylon 5 point of view, or a Traveller point of view? In play perhaps it doesn't matter, though.

Still... isn't it reasonable to assume that drives are some sort of souped-up Ion drive, with a very low mass required for acceptable acceleration? (No, I wasn't thinking about TIE fighters... now I'm sorry I brought it up!)

AND YET, at the end of the day, something is going to take up a lot of space. If it's not fuel, then it's the drive, or the power plant, or something else.
 
I've just posted my first impressions on the Warships of B5 thread on the Traveller board.

In short - nice book, much clearer plans (if a little small), weapons a bit strange (56 Heavy Pulse Cannon on an Omega :shock: ) & a nice selection of ships.

Main gripe: No Whitestar, no Victory, no Lilandra - in short: no ISA !!!!!

Waiting now to see if the Great Maker will make any comment..

DW
 
with the more curvy ships - how much is just fuel..............

Can you give me any idea how useful the plans are to a non Traveller player as I am quite interested in the deck plans from a general B5 rpg / ACTA supplement / novel creation point of view.

without a preview I am unsure if they fit my idea of a B5 ship............and how much is comprimised to fit in with the B5 version of Traveller?

thanks
 
Well, as to the Warships of B5 book, I just finished reading it, and well, not very impressed. It looked great when I saw the first deck plans, but looking closer, they are just not very accurate.

The weapons they list for the ships are pretty off, especially since there are many published books stating what are on them. Some of the race specific weapons are not there. (For example, only the Earth Alliance uses dedicated interceptors to shoot down incoming missile/pulse weapons, the other races use offensive weapons set to defensive fire, but this book gives identical interceptors to all races.)

The deck plans have only a few different compartment types. They show every space on the ship to be an engine, stateroom, hangar, fuel tank, or cargo space. LOTS of cargo space, about half of every ship is bloody cargo! Warships have NO cargo space that is not dedicated to food, spare parts, or ammo.

You can tell that no one who worked on this book has the faintest clue as to what is on an actual warship. Here is a list of all the items they did not put anywhere:

Water tanks - it takes thousands of gallons of water to feed, drink, and clean on a warship, yet not a single drop to drink on an Omega. :(
Water treatment - to recycle all that water. Some nasty stuff will build up...
Atmosphere recycling - Hmmm, air gonna get a bit stale...
Air tanks - One little leak and you can't replace the air you just lost. There would be MASSIVE air tanks on a warship.
Food stowage - near the galley/crew quarters. I suppose they could use some of the collosal cargo bays, but its a bit of a pain to haul food for 1000 people up several stairs 3 times a day...
Cooling systems - Space is very hot, and very cold, you would need a ship wide cooling system and pump rooms. Weapon systems tend to generate a lot of heat too.
Ballasting system - or else every time you take on cargo or pump fuel you will upset the trim of the ship and go off course.
Emergency power plant - having a huge engine to power your ship is ok, but if it gets hit, you lose lights, air, heat, etc. Not good if you don't have backup. EVERY system on a warship has a backup.
Repair shops - It takes a LOT of repair shops to keep everything running. You need ones for fighters, engineering spaces, auxilary spaces, electronic spaces, weapon systems, damage control systems, etc. A huge part of a warship is just the shops to keep it running.
Damage control stations - Warship take damage, you need many large rooms for repair equipment.
Recreation rooms - they had a few tiny spaces, but you need some seriously large facilities to keep your people in physical shape, especially on a ship with no gravity.

And probably more as well, this is just my first impression. Anyways, if you are not picky about accuracy, the deck plans do look pretty nice and they have every area of the ships mapped out.
 
Vors said:
The weapons they list for the ships are pretty off, especially since there are many published books stating what are on them. Some of the race specific weapons are not there. (For example, only the Earth Alliance uses dedicated interceptors to shoot down incoming missile/pulse weapons, the other races use offensive weapons set to defensive fire, but this book gives identical interceptors to all races.)

This bothers me the most, because it's the weapon variety that makes B5 starship combat interesting (ACTA for example).

The deck plans have only a few different compartment types. [...]

Water tanks
Water treatment
Atmosphere recycling
Air tanks
Food stowage

Yes, but these are lumped into "life support", which in turn is absorbed into volume reserved for quarters. Unless you're saying there is a strategic purpose to itemizing these that is important enough to be considered, that can't be accounted for any other, simpler, way.

Cooling systems
Ballasting system

These in my mind are sacrifices for the sake of playability.

Emergency power plant
Repair shops
Damage control stations
Recreation rooms

These are important. The first one requires designs to install power plants, which seems to be very important. The designs should have them, I agree.

The remaining three fall into the category of Range, or some term that requires "cargo" volume to extend the operational range of a vessel. I agree that they need consideration as well, though I don't think itemization during design buys us anything. Perhaps reallocation after design or during mission prep though.
 
Well, the volume reserved for quarters is actually drawn out in detail, showing individual staterooms and freshers. (another thing not on warships, you have open bay berthing for many crew in each compartment, only senior officers get staterooms.)

These would be good to know about in case your role playing party wishes to sabotage the water tanks, or get sleeping gas into the air system, or poison the food stores, or shut down all the weapon systems by knocking out the cooling system, or bypass security by crawling up a sewer main. :D

Knowing where the emergency power is can help in the capture of a ship, and a hit and run raid on the ship would also be more effective if you destroy the shop used to repair the machinery you are raiding.

Rec rooms would be great places to get into fist fights with the ships marines or other crew on your own ship.

Some things do need to be figured out during design, to increase ship efficiency, trim, and survivability.
 
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