Point System for TBP Ship Combat Rules
Version 3.0

Version 3.0 Note: This version contains several major changes over previous versions, in the affect of damage box-related points and the way fighter values are calculated. In addition several minor changes, updates and several new ships and systems have been added.

For those of you who are too lazy to use a calculator and want to design your own ships, I've finally put everything into an excel spreadsheet. If you find any bugs please let me know.

These rules are for determining point values of ships for use with The Babylon Projects' starship combat rules system. These rules are solely for determining the combat effectiveness of a vessel, they make no attempt to address the ship construction process. The system is based largely on the Full Thrust system and additional input from Scott Jaqua.

Step 1 Hull:

The first step is to determine the number of damage boxes the ship had and how many rows they are arranged in. After this the number and type of drives (including a jump drive if apropriate) need to be determined.

Drive Type Cost
Without Jump Drive 2x damage boxes
With Jump Drive 3x damage boxes
Maneuver Drive 1x damage boxes
Antiquated Drive 1.5x damage boxes
Reaction Drive 2x damage boxes
Vree Drive 2x damage boxes
Centauri Drive 2.5x damage boxes
Gravimetric Drive 3x damage boxes

Total all of above and multiply by Damage Tolerance Factor (DTF) determined by the number of rows of damage boxes the ship has.

Rows of Damage Boxes DTF
1
2.00
2
1.50
3
1.15
4
1.00
5
0.90
The Final result is the Hul Value (HV).

It should be noted that this method produces much lower point values for ships that do not have jump drives, as compared to similarly equipped ships which do mount jump drives. Although the jump drive does add certain tactical options, a jump capable fleet will almost certainly be defeated by a non-jump equipped fleet of the same cost. This should be taken into account in nonGM run scenarios, where the use of non jump equipped ships should be carefully controlled to avoid either side being able to take unfair advantage of their reduced cost.

Step 2 Systems:

Determine systems that are part of the vessel.

System Point Cost
Anti-fighter Battery 10
Atmospheric Capability 0
Beam Battery 15
Beam Battery (Mimb) 17
Beam Generator 10x rating
Beam Generator (Mimb) 12x rating
EMP Weapon 80
Energy Mine Launcher 50
Fighter launch bay 10/fighter capacity*
Fire Control 10
Interceptor 10
Jamming System 2x damage boxes
Plasma Net 50
Pulse 1 Battery 2 +1 per arc
Pulse 2 Battery 3 +2 per arc
Pulse 3 Battery 4 +3 per arc
Pulse 4 Battery 8 +7 per arc
Optional Systems
Anti-fighter Beam Battery 4+2 per arc
Beam Battery (First One) 27
Beam Generator (First One) 15x rating
Energy Shield Generator 30
Fusion Reactor 0
Global Fire Control System 20
Mass Driver 0
Missile Launcher 50
Organic Armor 2x damage boxes/level
Plasma Accelerator 8
Plasma Scattergun 25 +10 per arc
Pulse-2 Battery with anti-fighter capability 5 +4 per arc
Vortex Collapser 40
Fighters
Narn/Centauri/Raider 95
Drazi (squadron/single) 110/18
Brakiri 155
Starfury Tiger 95
Starfury Aurora 155
Starfury Badger 160
Thunderbolt 170
Breaching Pod 95
Black Omega 287
Mimbari 190
Shadow 401
Vorlon 436
* Fighter capacity is the number of fighters which may be launched or recovered each turn, not the total number of fighters carried on the ship.

Add the point cost of all included systems to the HV to find the total cost of the ship. The point cost for fighters should only be included for fighters that are actually carried.

Fighter types are listed here. These costs may be used for planet-based squadrons, or other fighter groups independent of capital ships.

Since there are a number of special rules that govern the use of First One ships which are not reflected in these point systems (such as immunity to jamming and the ability to open a jump point and fire in the same turn), the point costs of First One vessels are only relevent compared to other First One vessles.

EFSB Ships:

Ship Base Cost Cost with Fighter Compliment
EF
Hyperion 398 708
Nova 391 1011
Olympus 339
Omega 586 1206
Liner 124
Freighter 178
Shepherd 80 235
Porcupine 80 235
Cotton 290
Condor 136
Explorer
Narn
T'Loth 499 879
G'Quon 651 1031
Centauri
Vorchan 372 467
Primus 717 1097
Mimbari
Sharlin 1300 2060
New Ships:
Ship Base Cost Cost with Fighter Compliment
EF
Advanced Cruiser 522 832
Advanced Destroyer 762 1382
Babylon 5 (2259) 1048 1978 (Starfury Auroras)
Hyperion (old style) 408 503 (Starfury Tigers)
Olympus (old style) 364
Omega Model B 526 1146
Planetary Defense Platform 509
Psi Corps Mothership 281 568 (Black Omegas)
Warlock 922 1602 (Thunderbolts)
Centauri
Altarin 623 718
Blockade Mine 56
Primus Strike Cruiser 657 847
Vorchan Mk III
with Energy Mine 438
with Fighter Bay 398 493
with Plasma Net 438
Mimbari
Black Star 1424 2184
Grey Sharlin 1428 1808
Sharlin'Ter 1130 1510
Whitestar 602 729 (1 squadron of 4)
Narn
Dag'Kar 389
Modular Starbase 195 (per section) 290 (per section)
Sha'Kos 180
Th'Nor 275 470
Raider
Battlewagon 341 626
Battlewagon (V 2.0) 359 549
Carrier 178 463
Carrier (V 2.1) 194 479
League
Brakiri Avioki 572 802
Drazi Sunhawk 321
Drazi Warbird 271 289
Ipsha Battleglobe 396
Koulani Sunclipper 328
Vree Xill 195
Vree Xorr 228
Interstellar Alliance
Victory 1743 2393 (2 Starfuries, 2Thunderbolts)
Vorlon
Cruiser 1053
Dreadnought 1705 2577
Transport 247
Shadow
Cruiser(10 columns) 977
Cruiser(15 columns) 1552 1953
Cruiser(18 columns) 1855 3058
Scout (6 columns) 481
Scout (9 columns) 754
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