War in the Twenty-First Century

Nerroth

Mongoose
Hi.


In order to make sure that the pre-existing thread for the Orieni in A Call to Arms can be focussed on the ISA era, I'm starting up this thread for dealing with the Orieni Empire as portrayed in the Babylon 5 Wars supplements Wars of the Centauri Republic, Showdowns 8 and Variants 6 (as seen here) - and, for that matter, for discussing the kind of Centauri, Drazi, Abbai, Vree, Minbari, Drakh and other races' ships wich would have been in service in the year 2008!


For those of you who are unfamiliar with the era, this is a time when we on Earth have yet to make it out into the galaxy - despite whether or not we have had Vorlon and Vree 'guests' show up in the Sol system already - and when the known galaxy was dominated by two superpowers, the Centauri Republic and the Orieni Empire.

While the Minbari sat behind their borders (unless you count those in the Anla'shok who were fulfilling what they saw as the will of Valen) the Vorlons remained a mystery and the Drakh, for the most part, laid low, other powers such as the Abbai and Drazi struggled to maintain their position in the face of a Lion of the Galaxy at the very height of its power and influence.


However, neither the Centauri nor the Orieni could tolerate the presence of the other - the Vorlon-worshipping Blessed, the priest-caste of telepaths who had united Orien and forged a multi-racial Empire founded on the principle of Order, and the inerently chaotic and irrepressible Centauri nobility who bowed down to no one not of Centauri blood and saw non-Centauri races as fodder for slave camps, were stark contrasts to one another, and knew it all too well.


When the war broke out, dozens of worlds were ravaged, several races were left on the verge of extinction, if not exterminated outright, and while the Orieni Empire was left as a shadow of its former self - a shadow which took two centuries' worth of effort to restore to anything like its former glory - the Centauri themselves had been granted a truy Pyrrhic victory, one which sowed the seeds of the inevitable decline of the once-great Lion of the Galaxy.


And this thread is about how to bring those momentous events, already shown in B5W, to the ACTA system.



To those of you familiar with the WCR setting, what would you recommend as far as getting the ships and wespons systems shown into A Call to Arms?

To those who are fans of races who are featured in WCR, such as the Orieni, Centauri and Drazi, does this kind of setting sem like a good opportunity to fly your favoured race's ships in a 'new' era?

And to those of you who know about neither the Orieni nor the WCR-era Centauri and others, does any of this sound like it might be worth a try?
 
At least the Centauri Fleet List could be split into 2 seperate lists. One list for Pre Orieni War, one list during the War as more technological advancements and new ships. One problem I see is the difference in AOG Centauri Ship design and the ACTA 2nd edition ships, as AOG's early Centauri ships heavily depended upon lasers.
 
After AOG's WCR the Centauri had a vast choice of ships during the war:

Patrol
Jenas Attack Frigate
Glaive Light Fighter
Phalan Assault Fighter
Phalan M Missile Fighter
Tatros Escort Frigate (Jenas Variant)


Skirmish
Falenna Garrison Ship
Kendari Fleet Scout
Leevan Minesweeper
Navask Escort Destroyer
Tacit Police Cruiser

Raid
Astur Assault Ship
Balcirax Attack Destroyer (Balciron Variant)
Celerian Warcruiser
Kasta Support Carrier (Celerian Variant)
Nalor Armored Cruiser (Celerian Variant)
Orto Troop Transport
Strela Light Jump Ship
Talvan Attack Cruiser
Tavor Siege Vessel
Valtor Strike Cruiser (Optine Variant)

Battle
Optine Battlecruiser
Sakar Carrier

War
Centaurum Battleship
 
So, should the first batch of effort be towards converting the WCR-era Centauri to ACTA, then?

Maybe move on to the Orieni, Drazi and others once they are done?
 
Perhaps develop Orieni and Centauri ships together, so they are become balanced.

From then we could move on to the Drazi and Abbai.
 
You can get the stuff from here:

http://www.tesarta.com/b5wars/wotc.pdf

http://www.tesarta.com/b5wars/

http://www.tesarta.com/b5wars/Centauri-WarsoftheCentauriRepublic.zip

http://www.tesarta.com/b5wars/Orieni-WarsoftheCentauriRepublic.zip
 
Maybe I should have put the link in bolder text...


Oh well.


So, Orieni and Centauri together sounds good.


What about PL options for the WCR-era Hand of the Blessed?
 
I thought of this for the Orieni:

Patrol
Devout Escort Frigate
Obedient Patrol Frigate
Templar Interceptor

Skirmish
Commune Battleleader
Steadfast Corvette
Storm Front Missile Corvette
Vengeful Laser Frigate
Seeker Reconnaissance Corvette


Raid
Benevolent War Scout
Enlightenment Invader
Vigilant Combat Support Ship
Faithful Search Explorer

Battle
Prophet Command Ship

War
Paragon Strike Force Commandship
 
Flights of Shining Light and Shining Star HKs at Patrol-level might be useful, too.



So, as far as stats go, which should be the first batch of Orieni and Centauri ships given the once-over?
 
To add a further original element perhaps for this, why not add the Wen'dan Horde in as well? Its one of the few things that don't seem to be mentioned from the AoG line.

For those who don't know what I am talking about, the Wen'dan Horde were a race of nomadic advanced aliens that came from nowhere (perhaps they are even the Redhelm aliens?). They arrived I think shortly before the Orieni-Centauri War went to head and they fought the Minbari only. The war was brutal but eventually the Minbari won and drove the Wen'dan Horde away. This would give the Minbari something to do during the conflict since they didnt really interact at all when the Centauri and Orieni were bashing each other.

Also, the Drakh had a minor part in the conflict so a question comes, which Drakh clan were involved with the attempted subversion of the Orieni Imperium? The Ifrit, the Kala or the Dacu?
 
Well, I'd still have HKs as Patrol level - but make them dependent on remote operations.

In other words, if you blow away the controlling ship or ships, the HKs go inert.


That would almost by default keep tabs on how many HKs an Orieni player might take in smaller-scale missions, too.



As far as the Drakh are concerned, the emissary is known as Kas'Vaka, but no clan loyalty is stated or implied directly.

However, if much of the clan work was created for the Drakh sourcebook in the RPG anyway, the idea of distinct clans might not have been in the minds of WCR's authors at the time.


As far as which clan to go for - I'd say kala.

It's not entirely difficult to believe that the Centauri were on their list of interests for some time - and being able to aid the Republic's victory while sticking it to a powerful Empire of Vorlon-worshippers would be the icing on the cake.

What price is a colony world (which the Orieni were led to beliece was the Drakh 'homeworld') for such a success?


And even if the post-war Republic was on the path to Civil War...

...Chaos was being served.


Wen'dan might be interesting, too - are there any B5W details for them?
 
Nerroth said:
As far as the Drakh are concerned, the emissary is known as Kas'Vaka, but no clan loyalty is stated or implied directly.

However, if much of the clan work was created for the Drakh sourcebook in the RPG anyway, the idea of distinct clans might not have been in the minds of WCR's authors at the time.

Indeed thats true there was no hint of AoG using the clan based system for the Drakh so names wouldnt have been in line with the new material. Mind you its entirely possible it was a new minor clan that was destroyed as a result of the conflict?

As far as which clan to go for - I'd say kala.

It's not entirely difficult to believe that the Centauri were on their list of interests for some time - and being able to aid the Republic's victory while sticking it to a powerful Empire of Vorlon-worshippers would be the icing on the cake.

What price is a colony world (which the Orieni were led to beliece was the Drakh 'homeworld') for such a success?

Indeed, well if the new clan thing doesnt go, then I can totally see the kala doing something like this. I mean they arent the strongest military wise but prefer to use pawns a lot so it would explain how come they lost a conflict to the Orieni even if chaos was served.

Wen'dan might be interesting, too - are there any B5W details for them?

Hmmm I dont think there is anything mentioned about them except that they were not destroyed and were roughly on par with the Minbari, however, their nomadic nature meant that they lacked the stable power base that the Federation had which was why they lost. Beyond that there are no hints on their technology or anything. Also I dont think the Orieni or Centauri were aware of this conflict which comes as no surprise since the Minbari rarely let others know about their affairs.
 
Nerroth said:
Well, I'd still have HKs as Patrol level - but make them dependent on remote operations.

In other words, if you blow away the controlling ship or ships, the HKs go inert.


That would almost by default keep tabs on how many HKs an Orieni player might take in smaller-scale missions, too.



Actually, the Hunter-Killers could function on automatic, although greatly reduced in ability. I believe that you set a default for each flight at game's start and when the controller was lost, the default kicked in and the Hunter-Killers went after the default ship class.
 
You could have 2 stats - one when control ships is active and a reduced one if no control ship is available?

Ypu could also allow Scouts to attempt to jam flights within a radius as a new Scout ability?

something like:

Hunter-Killer
The Orieni used Hunter-Killer Remote Fighters as the most flexible long ranged weapons on their ships. They were treated, not as fighters, but as controllable missiles. The cost inherent was something the Orieni were willing to bear due to the moral effect of the ramming attack and the
power of a successful strike.

Controlled - Speed 12, Turn SM, Hull: 4, Dodge 2+, Dogfight -1,
Uncontrolled - Speed 10, Turn SM, Hull 4, Dodge 4+, Dogfight -3,

If hunter-killer moves into contact with the stem of a ship (not a fighter or other auxilary craft), it will launch an automatic attack at the end of the movement phase, after all anti-fighter dice have been rolled. This attack has 1 attack dice, has the Double Damage, Precise and SuperAP traits, if it is uncontrolled when the atatck is carried out it loses Precise. It ignores inteceptors. The Hunterkiller is removed after the attack and may not be regained by the Fleet Carrier trait.

A Hunter-Killer must be controlled to be most effective and counts as being controlled if it is within 36" of a Orieni Fleet Carrier.
 
Interesting ideas.


I'd stick with the kala - the Drakh RPG book is fairly clear about wich clans are around and which aren't, plus the kala suit the job perfectly.


One thing to bear in mind is that there are three types of HKs - the Shining Light and Shining Star HKs in WCR, and the Blazing Star which would be in the other Orieni thread.

Do the stats above refer to the SL or SS HKs?
 
I think Da Boss has thought first about general rules for Hunter Killers.

The only real difference between the variants should be the speed and dogfight bonus/penalty and/or dodge value
 
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