Thirdspace aliens - the One

locarno24

Cosmic Mongoose
Has anyone tried doing house rules for these?
The more I read up about them, the more I like these Lovecraft-esque Old Ones....

For those who've not had a chance to read the book version (it's excellent)
it also goes into a little more detail than "Whooo! Scary Space Squids from another dimension*!!"

There are a few bits written from their perspective - not that there's much of a personality, it's very much the 'beyond human understanding' (TM) monster, unlike the Vorlons and Shadows - who were quite human in motivation, when you come down to it. Example quote:

"The forces of the One caressed the station with their probes, lapped up the energy eagerly, and readied themselves to make the jump into the new realm. The realm that would soon be taken for the One, sacrificed for the One, destroyed for the One. The One whose names were almost as multitudinous as his ancient eyes or writhing tentacles."

(Yes folks, It's Cthulu....)

I realise that there's only one recorded incident of them escaping into the B5 universe - though there's always the original war fought by/against the Vorlons (and quite possibly the other first ones as well), and it's always possible that what is done once can be done again - the way some characters act even before the gate is activated Thirdspace Aliens have some limited ability to influence minds in realspace, and the IPX data on the design of the gate must be out there somewhere....



I was trying to think of game elements for the fleet...

Bits I've come up with so far:

Basic hull: Definitely a superior technology/damage resistant hull race. Self-repairing makes sense, but I'm almost tempted not to add it to stop them being Vorlon/Shadow clones.

Telepathy: Needs some sort of mind control mechanic. Not to put too fine a point on it, these....beings....mindslaved Vorlons - who are not noted for being incompetent at the whole telepathy thing...
Taking over a ship wholsesale doesn't seem to be how they work; none of the white stars started shooting the wrong side - but I had the thought that they could cause rioting and mutiny amongst crews - potentially turning a ship's Troops (or even just regular crew) against it. Have an opposed CQ check - generating an enemy Troops unit on board the targeted ship for each point the thirspace ship wins by.

Shields: As seen on tv.....unlike most B5 defensive measures, these seem to be a 'finite limit' defence - the shields will take so much, and no more, rather than adaptive armour or stealth that reduces the amount of damage. I was almost thinking of a second damage track that you have to knock down before hitting the hull, so a ship might have the trait Shields 10, meaning you have to do 10 damage to the shields before you hit the hull. To make it more than just a different way of giving it a damage score 10 higher than normal, the hull value varies - 6 whilst the shields are there, but if a ship shoots at it once the shields are gone, it drops to 5. Possibly some other scaryness, like making AP traits not work until the shields are gone...

Hyperspace: No jump points. Wrong reality.....

The Vessels:
Thirdspace Fighter
3sfighter.jpg

Seemed to fight white stars on equal footing. You can't draw too much inference from a lot of B5 battles, but this seemed pretty clear-cut. At one point the two ships meet in a head-on pass, firing at one another, and both explode more or less simultaneously. That pretty firmly slots that at raid priority to me....

The open structure doesn't seem to leave any space for a pilot, so I had the thought that maybe it's not crewed - it's borderline alive, but little more than a sentient weapon - an attack dog for the capital ships. So no mind control and probably no special actions of any kind. In the book, when the capital ship is destroyed as the gate goes up, all the fighters turn and fly straight into the explosion:

"they sensed that the death of the mother ship was irrevocable, inevitable, and they wished to share its fate, as if they were all linked somehow."


Thirdspace Capital Ship
TSA.jpg

A stunning looking warship - however it of course gets obliterated in the destruction of the gate - so we've nothing to base the fighting power off except that (a) it's ****ing huge and (b) it's in the same fighting power bracket as first one vessels. Hard to see it being any less than war, and probably armageddon priority. The design suggests massive forward arc cannons to me....to make them different I was thinking of something like giving them the energy mine trait instead of beam.

Will go away and meditate on some statlines, but wanted to get people's opinions.
Thoughts/suggestions/gratuitous personal insults/advice/improper offers all welcome


*Between Thirdspace, Hyperspace, the Hand's prison reality, the Drakh fleet's null zone, and the Technomage's hiding place, the local multiverse must be getting a tad crowded...
 
It would be interesting seeing some mega-weapons based off e-mines or other traits besides beams.... As long as it also didn't include buckets of dice.
 
locarno24 said:
Basic hull: Definitely a superior technology/damage resistant hull race. Self-repairing makes sense, but I'm almost tempted not to add it to stop them being Vorlon/Shadow clones.
I don't know that they'd need this, the ships don't really look alive or organic in the way the Shadows or Vorlons do.
Telepathy: Needs some sort of mind control mechanic.
Check the Armageddon Ancients for some interesting mechanics.
Shields: As seen on tv.....unlike most B5 defensive measures, these seem to be a 'finite limit' defence - the shields will take so much, and no more, rather than adaptive armour or stealth that reduces the amount of damage. I was almost thinking of a second damage track that you have to knock down before hitting the hull, so a ship might have the trait Shields 10, meaning you have to do 10 damage to the shields before you hit the hull.
Assuming they won't have any Crew, that wouldn't be too bad for bookkeeping. But only 10 points would be pretty ineffectual. Would the Shields regenerate? If not, they'd have to be damn high. I prefer a Shields 20/10 (20 points, regenerates 10 per End Phase) rather than a straight Shields 30 I'll feel like I'll never cut hrough (to use big numbers).
The Vessels:
Thirdspace Fighter
The open structure doesn't seem to leave any space for a pilot, so I had the thought that maybe it's not crewed - it's borderline alive, but little more than a sentient weapon
Have you considered the SCALE of these things? The SIZE of them? You could fit small townships inside what hull they have...

I don't see much potential for variety in these. They only seem to have, at most, a few diferent designs. And what they have are massively powerful.

Wulf
 
This would be my thought...


Third Space Fighter:
Level: Raid
Speed: 10"
Turns: 2/90
Hull: 5
Damage: 80
Special: Shield 5

Weapons:
-Plasma Blast Cannon------18"-----F-----4AD----SAP, TD


Third Space Capital Ship:
Level: War
Speed: 6"
Turns: 1/45
Hull: 6
Damage: 200
Special: Shield 12

Weapons:
-Quantum Slicer------30"-----F-----16AD----SAP, Beam, Precise
-Quantum Blaster-----18"----F------10AD----AP, DD, Precise
-Quantum Projector---12"----T-------6AD----AF, DD


Shield* Ignores X amount of damage per turn before ship suffers damage.

Take damage like vorlons and shadows
 
blackphoenix said:
This would be my thought...


Third Space Fighter:
Level: Raid
Speed: 10"
Turns: 2/90
Hull: 5
Damage: 80
Special: Shield 5

Weapons:
-Plasma Blast Cannon------18"-----F-----4AD----SAP, TD


Third Space Capital Ship:
Level: War
Speed: 6"
Turns: 1/45
Hull: 6
Damage: 200
Special: Shield 12

Weapons:
-Quantum Slicer------30"-----F-----16AD----SAP, Beam, Precise
-Quantum Blaster-----18"----F------10AD----AP, DD, Precise
-Quantum Projector---12"----T-------6AD----AF, DD


Shield* Ignores X amount of damage per turn before ship suffers damage.

Take damage like vorlons and shadows

Then you will need to give to EA Tactical Nuke missiles like the Movie to kill them? :lol:
 
I would think they would have advanced jump points or something to represent the fact that they are coming in from another dimension...

Also, might i mention that those ships behind the 3 Thirdspace Capital ships in the foreground appear to be of a different type?
 
i didnt like the idea of third space aliens in the game but now we have the ancients i think it would be a great move now to have them in the game as for the big capitol ship i would think it was armageddon level at least
 
Have you considered the SCALE of these things? The SIZE of them? You could fit small townships inside what hull they have...

The capital ships, yes. The fighters were substantially smaller than a white star..that's the ships I was suggesting as being uncrewed. Given that they don't have allies and servant races like the vorlons do to crew their fighters....kind of hard to keep people around when your racial imperative is the extermination of all other life...

I don't know that they'd need this, the ships don't really look alive or organic in the way the Shadows or Vorlons do.

The front half of the fighter looks organic, the back half metallic - the capital ship looks...well....polished stone as much as anything. But that's why I'm happy with it not having self repairing.

In fact if the shields regenerate (until knocked out), and the hull doesn't, that gives you a nice distinction.....

Check the Armageddon Ancients for some interesting mechanics.

The traveller's power drain field and thoughtforce's thought shield. I already looked, but given that those are signature unique traits, I didn't want to poach them.....besides, my thought was that I didn't want too many ships being affected, but that range (on the scale of a battlefield) certainly didn't seem to have too much effect. Hence the troops thing; It's fairly unique - no other ancients ship can board anything, and the ability to board an otherwise intact and mobile ship is quite nice - but it doesn't need rule mechanics making up from scratch..

Assuming they won't have any Crew, that wouldn't be too bad for bookkeeping. But only 10 points would be pretty ineffectual. Would the Shields regenerate? If not, they'd have to be damn high. I prefer a Shields 20/10 (20 points, regenerates 10 per End Phase) rather than a straight Shields 30 I'll feel like I'll never cut hrough (to use big numbers).

Well....10 was just an example. Obviously it'd depend on the ship...although if AP and SAP aren't working, 10 is probably enough for a raid-level fighter, especially if it regenerates.


Also, might i mention that those ships behind the 3 Thirdspace Capital ships in the foreground appear to be of a different type?
Actually, they're the ones in the foreground, the capital ships are in the background.......they're more fighters. If you look closer, you can just about make out the cog-wheel back end and the tendrils on the front of the bulbs. Bad lighting, I know.

I would think they would have advanced jump points or something to represent the fact that they are coming in from another dimension...
Hmm.......except they come in via the humungous super-jumpgate that they didn't build...maybe give them the ability to buy advanced jump points as a fleet choice (sounds silly, but if you think about it, thats all you're really doing with a Torotha-class....). Getting one as a patrol point - but one that stays off-board and has no other effect than to offer you jump points into and out of hyperspace - would be pretty unique.


Third Space Fighter:
Level: Raid
Speed: 10"
Turns: 2/90
Hull: 5
Damage: 80
Special: Shield 5

Weapons:
-Plasma Blast Cannon------18"-----F-----4AD----SAP, TD

i.e. a reworked Vorlon Transport....
More or less the range I was thinking of. If shields offer a damage track of their own it won't need 80 hit points...although a vorlon transport is pretty small...
 
I would suggest that given their size and capabilities I would suggest the fighters be handled in the same way as drakh raiders, ie make them ships and if any Thirdspace ships are supposed to carry them do it with the huge hull trait. Theres a limit to how powerful you can make them whilst still keeping the aux craft rules without them becoming utterly broken ;)
 
locarno24 said:
Have you considered the SCALE of these things? The SIZE of them? You could fit small townships inside what hull they have...

The capital ships, yes. The fighters were substantially smaller than a white star..
Yes, but the Whitestar is itself enormous - twice the length of the Star Trek Enterprise, approximately. www.merzo.net

Wulf
 
Wulf Corbett said:
Locutus9956 said:
people tend to foget just how big a whitestar is due to the size of some of the other ships you see them near :P
I love the fact a ship twice the size of the Enterprise can Dodge :lol:

Wulf
On that starshp dimension page he WS is smaller than the Galaxy class. How do you get that it is twice the size?

EA Whitestar 475.6m
Galaxy 643m
 
Burger said:
Wulf Corbett said:
Locutus9956 said:
people tend to foget just how big a whitestar is due to the size of some of the other ships you see them near :P
I love the fact a ship twice the size of the Enterprise can Dodge :lol:

Wulf
On that starshp dimension page he WS is smaller than the Galaxy class. How do you get that it is twice the size?

He might be talking about the Constitution Class vessel, as in the one from the STOS

This website has some good details on B5 ships, and also how he worked out the dimensions

http://www.b5tech.com//isa/whitestar/whitestar.html
 
Oh, the old Enterprise... if that had to dodge, they'd be deader than A-line flares with pockets in the knees!
 
Burger said:
Oh, the old Enterprise... if that had to dodge, they'd be deader than A-line flares with pockets in the knees!

The old enterprise could dodge, you must remember each episode every week. When the dramatic music played, and the cast used to lurch left and right. While clinging to the consoles, and grimacing :P
 
Oh yeah, they never had the "Fasten seat belts!" special order back then did they.



Wait, we still don't!
 
I do seem to recall Narn starships come with seatbelts, that's about it....

Don't forget, the enterprise also had to deal with that most devastating of weapons; luminous ink painted directly onto the film (TD, SAP).

I wasn't intending to have the Thirdspace fighters as auxiliary craft. There's nothing auxiliary about something that takes on a white star...
 
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