Anti-fighter Batteries
If there are no fighters
for an anti-fighter battery (or interceptor in anti-fighter mode) to engage,
they may instead take limited anti-ship action. The range is 6 MU and a
single point of damage is inflicted on a roll of 6. However no fire control
is needed (though other weapons firing at the same target will require
a fire control). Anti-fighter weapons may only fire in this mode if there
are no fighters for them to engage.
In order to make fighters
slightly less deadly, and to allow capital ships to more effectively escort
each other, the range of antifighter batteries can be increased to 10 MU.
Fighter engagement distance reamins at 6 MU.
Beam Fire
When beam fire is typically
resolved, the 1 is subtracted from the result of each die for every full
6 MU range to the target ship. Whenever a 6 is rolled, a re-role is allowed
with no range penalty. In the interests of attempting to make the game
more balanced, and reduce the chance of a ship being destroyed or crippled
by an early lucky beam hit, the range penalty is applied to ALL beam roles,
including the re-roles.
Fighter Screens
In addition to being able
to screen capital ships, fighters may be used to screen other fighter squadrons.
All of the normal rules for fighter screens apply, attacking fighters must
attack the screening fighters first. This practice is used in real life
and fiction quite often where a more experienced fighter group (ace squadron)
protects a green squadron; or an air intercept group (starfuries) rides
escort for a bombing force (thunderbolts). It can also be used to allow
a fresh group keep enemy fighters from finishing off a heavily hit squadron.
Fighters screening capital ships can not themselves have a protective screen.
Likewise fighter groups may not mutually screen each other. Capital ships
may, as always, engage any group(s) they chose, regardless of any fighters
screening them.
Gravametric Drives
Ships with gravametric drive
systems may chose to use vector movement instead of the normal gravametric
movement. Ships may switch better the two modes by writing orders to that
effect, and if their heading and course match (always the case if the vessel
is already using the gravametric mode of movement). When used in vector
movement, a gravametric drive functions the same as a Centauri reaction
drive.
Interceptors
After watching a few of
the older episodes, I noticed that the Babylon 5 station has on occasion
used its interceptors in anti-pulse mode to protect vessels other than
itself, usually fighters. So here is an attempt to bring this capability
into the TBP rules.
A ship's interceptors may
be used in anti-pulse mode to protect another ship or fighter squadron.
The following conditions must be met:
1 The ship must set its interceptors to anti-pulse mode
and designate the intended ship (or squadron) which is to be protected
in its orders.
2 The ship being protected must be within 10 MU of the
protecting ship. The ships need not start within this distance, but must
end the movement phase within 10 MU of each other.
3 Some of the ships interceptors will be unable to protect
the designated vessel, and will thus be doing nothing for the turn. This
is because all of the interceptor batteries on a ship are controlled by
the same logic and target acquisition system, otherwise different batteries
could be set to anti-pulse or anti-fighter mode.
4 Fighter squadrons may only be protected from attack
by anti-fighter batteries, which subtract an additional 1 from the die
roll for every functioning interceptor protecting the squadron (to a maximum
of -4 total). Squadrons may not be protected from the fire of other fighter
squadrons.
5 Remote interceptors may be combined with each other
and/or interceptors on the ship receiving protection according to the normal
rules for combining interceptors.
Plasma Net
Any ship which mounts a
gravametric drive, or gravametric assisted drive (such as Centauri drives),
may use a plasma net. For ships with Centauri style drives, only main drive
thrust can be used to power the plasma net. The use of a plasma net requires
an additional cost of one drive point per full 10 MU distance to the target
ship (before the plasma net is used). So to move a ship 1 MU at a distance
of 24 MU would cost 3 drive points. Finally a plasma net cannot be used
to move a ship that is larger (has more damage boxes) than the ship on
which it is mounted. A plasma net can be used to move objects other than
ships, such as fighters, missiles and energy mines, subject to the same
rules as for moving ships. In these cases the entire fighter squadron or
missile group is moved.
Pulse-1 Batteries
A number of ships are armed
exclusively with pulse-1 batteries, particularly smaller transports and
support vessels. As the rules stand these ships are completely defenseless
against fighters. This additional rule allows pulse-1 batteries to be used
in a limited anti-fighter role. Remember that the pulse-1 batteries do
not have the dedicated fire control and IFF systems that anti-fighter batteries
do, but are otherwise similarly sized pulse weapons. During the normal
firing phase, a ship may chose to use any of its pulse-1 batteries against
fighters within their arcs and range instead of targeting capital ships.
This means that all attacking fighters will have already fired on the active
ship. A fire control must be dedicated for each pulse-1 battery which is
attempting to fire on fighters. Roll 1d6 for each battery, on a roll of
1-3 there is no effect, on a 4 or 5 one fighter is destroyed, and on a
6 two fighters are destroyed. Obviously this method is not as effective
as a dedicated anti-fighter battery, but gives smaller ships something
to do other than suck it like a man. Larger capital ships will usually
need all of their fire controls to target other capital ships, sticking
to their real anti-fighter batteries.