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 |
|
2.00 |
|
1.50 |
|
1.15 |
|
1.00 |
|
0.90 |
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 |
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 |
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 |