Rules Modifications

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.