In Memory, Still Bright
Transcription
In Memory, Still Bright
In Memory, Still Bright ISSUE 18 Spring 2006 THE GREAT MACHINE 1 In Memory, Still Bright Contents 3 Remembering G’Kar A look at the life and memories of the late Andreas Katsulas. 7 Ambassador G’Kar & Commander Tomalak It was the year of fire... This issue of The Great Machine is special in many ways, the least of all because it is a real person that is supposedly writing the introduction (or am I?). In February we lost a very special talent in Andreas Katsulas. His death did not come as a complete surprise, but that does not soften the blow. As I saw remarked on the web by another Babylon 5 fan, it took Star Trek nearly 20 years to lose anyone (DeForest Kelley... it seems the doctors die first), but in a little over ten years Babylon 5’s cast has already begun to fade slowly away. Andreas joins Richard Biggs and Tim Choate among the list of actors that have passed on since their appearances on Babylon 5. I hope that everyone enjoys this issue of The Great Machine. Special thanks goes out to Sean Hillman, who was one of the few B5W fans to answer the “call to arms” for this issues submissions. It was only the day after the request went out on the forums that Sean answered with his Shadows Cubed scenario. That is real dedication! Sample elite officer combinations to represent these two prominent figures. 10 Narn Ships: Past, Present and Future We look into the past to find the lost ships of the Narn Regime. What fan ships have we forgotten? 13 Staring Across the Neutral Zone The Romulans return with a vengeance, with ships from the archives expanding their fleet’s options and capabilities. 16 Shadows Cubed The Shadows and Borg have joined forces to invade the Alpha Quadrant. Can G’Kar and Tomalak defeat them before it is too late? 18 Talons of the Raptor Charles Haught presents a new slate of advanced Romulan warships. 22 The Stars are Right! David Ainsworth delves into the heart of the Mythos, providing us with a horrifying glimpse at terrors beyond space and time. 32 Ships of the Hyach Fleet New ships for the Hyach! Katsulas will always be G’Kar, and he will be missed. To absent friends, in memory still bright. Tyrel Lohr EDITOR 2 THE GREAT MACHINE 34 Rules of Engagement Sean Hillman B5W conversion of the Rules of Engagement computer game universe. 40 SCS Roundup The Firefly Freighter, Federation Antarctica, and EA Command Explorer are inbound! 43 Next Issue ISSUE 18 Spring 2006 In Memory, Still Bright Andreas Katsulas May 18, 1946 February 13, 2006 Remembering G’Kar This February the science fiction community lost one of its most notable actors, in the form of Andreas Katsulas. Whether you associate his presence with Romulan Command Tomalak, Narn diplomat G’Kar, or the OneArmed Man, you should have some fond memories of this singular and irraplaceable actor. Andreas Katsulas death after a battle with lung cancer was not a complete surprise to some, as information about Katsulas’ condition had become public via other Babylon 5 castmates at conventions the year before his death. Still, his death came as a sad surprise. He will definitely be missed, and no one will ever be able to replace him as G’Kar: one of the most important, if not most important, characters on the Babylon 5 canvas. In Tribute This issue of The Great Machine is a tribute to the life and work of Andreas Katsulas. We asked the fan community to submit material that would honor the man who for us some us symbolizes the Narn or Romulan empires. I am happy to say that some of you answered this call to arms, submitting material quickly for inclusion in this special issue. Obituaries and Remembrances What follows are a series of obituaries and notable Internet notes left by fans, friends, and family of Andreas Katsulas. All of this information comes from other various websites, including the Los Angeles Times, St. Louis Dispatch, ISNNews.net, and Usenet. ISSUE 18 Spring 2006 THE GREAT MACHINE 3 In Memory, Still Bright From the Los Angeles Times Andreas Katsulas LOS ANGELES (AP) - Veteran character actor Andreas Katsulas, immortalized as imposing red-eyed alien ambassador G'Kar on television's "Babylon 5" and a one-armed murderer in the 1993 film "The Fugitive," has died of lung cancer. He was 59. Katsulas, who had been undergoing chemotherapy treatments, died in his Los Angeles home Feb. 13, his agent Donna Massetti said Monday. "He was a lovely and talented man, and we are deeply saddened. He will be missed," Massetti said. Born May 18, 1946, in St. Louis, Katsulas earned a master's degree in theater at Indiana University. He appeared in small roles in a handful of films before landing the part of a Greek immigrant in 1982's "King of America" and then a regular role that same year in the soap opera "Guiding Light." He cemented his status as the actor to go to for villainous characters with his turn as mobster Joey Venza in Ridley Scott's "Someone to Watch Over Me" in 1987. Katsulas donned a prosthetic device in 1993's "The Fugitive" to portray the murderous one-armed man Frederick Sykes, who frames Harrison Ford's Dr. Richard Kimble in the death of Kimble's wife. But Katsulas' role as Narn ambassador G'Kar in the syndicated television series "Babylon 5" brought him the most attention. Spending hours in heavy makeup, the actor played G'Kar as a diplomat whose hatred of Londo Mollari of the Centauri Republic became a central theme of the show. Later, G'Kar evolved into a spiritual leader. Katsulas also appeared as Commander Tomalak in several episodes of "Star Trek: The Next Generation." He also appeared on such TV shows as "NYPD Blue," 4 THE GREAT MACHINE "Diagnosis Murder" and "Murder, She Wrote"and in such films as "The Sicilian" and "Executive Decision." Survivors include his wife, Gilla Nissan Katsulas, and two children from a previous marriage, Michael and Katherine. * * * From the St. Louis Post Dispatch 02/17/2006 Andrew C. "Andreas" Katsulas, a St. Louis-born actor best known for characters he portrayed in such films as "The Fugitive" and the television series "Babylon 5," died Monday (Feb. 13, 2006) at his home in Los Angeles after a battle with lung cancer. He was 59. Mr. Katsulas took to the stage as a child, performing in community theater and with a high school theater group in St. Louis. He studied theatrical arts at St. Louis University and earned a master's degree in theater from Indiana University in Bloomington. He landed roles with the St. Louis Repertory Theatre and later in plays in New York and Boston. He joined Peter Brook's International Theatre Company and traveled around the world, performing in improvisational and prepared theater pieces. He performed on wellknown stages such as Lincoln Center in New York and the Kennedy Center in Washington but also in such locations as barrios in Venezuela and the marketplaces of remote African villages. After Mr. Katsulas was cast in Michael Cimino's "The Sicilian," he traveled to Los Angeles, where he was chosen to play Joey Venza in Ridley Scott's "Someone To Watch Over Me," and then Arthur the chauffeur in Blake Edwards' "Sunset." Since 1986, Mr. Katsulas lived in Los Angeles, where he played dozens of roles in feature films, including the one-armed man in "The Fugitive" with Harrison Ford, and recent parts in "Executive Decision" and "Babylon 5: The Legend of the Rangers: To Live and Die in Starlight." Among his television appearances were ISSUE 18 Spring 2006 In Memory, Still Bright "Diagnosis Murder," "Murder, She Wrote," and "Star Trek." His roles in "Star Trek" and as G'Kar in "Babylon 5" made him a popular figure with science fiction buffs, and he appeared at science fiction conventions in the St. Louis area, including the Archon 27 in Collinsville in 2003. The funeral will be held at 10 a.m. today at St. Nicholas Greek Orthodox Church, 4967 Forest Park Avenue. Interment will be at St. Matthew Cemetery. Among the survivors are his wife, Gilla Nissan Katsulas of Los Angeles; a daughter, Katherine Parker of Buffalo, N.Y.; and a son, Michael Katsulas of Springfield, Mo. to know all the stories we never told him because, as he said, "Who am I going to tell?" So we did. Because we knew we were saying goodbye, and there would not be a second chance. Last night, in the company of his wife and family, Andreas closed his eyes and went away. He lived an amazing life...full of travel and wonder and good work...was part of the world renowned Peter Brook company...he saw the planet, loved and was loved, ate at great restaurants, smoked too many cigarettes...he lived a life some people would die for. And, sadly, due to the last part of that equation...he did. Memorial contributions may be made to St. Nicholas Greek Orthodox Church, 4967 Forest Park Avenue, St. Louis, Mo. 63108. Their website is: http:// www.sngoc.org/main.asp * * * Memorial arrangements are still being worked out, but will doubtless be private. Andreas is gone...and G'Kar with him, because no one else can ever play that role, or ever will. A Note from JMS, Posted to Usenet I will miss him terribly. Subject: Andreas Katsulas is gone From: jmsatb5@aol.com Date: Wed, 15 Feb 2006 14:52:01 +0000 (UTC) J. Michael Straczynski Just over a year ago, Andreas Katsulas -- who loved smoking with a passion that cannot be described -- was diagnosed with lung cancer, which by then had already spread to other areas. He quit smoking at once and went on a healthy diet and vitamin program, but there was little hope of a good resolution even though the new regimen was very good for him. When we spoke about it, he laughed, and said, "Now that I'm dying I've never felt better!" A Message from Katherine (Katsulas) Parker, From isnnews.net His spirits were always up and positive, putting everyone at ease about his condition, because...well, that's the kind of person he was. A couple of months ago, he and his wife convened a dinner with me, Doug, and Peter Jurasik, which was filled with laughter and stories and good food. He wanted ISSUE 18 Spring 2006 * * * NOTE OF APPRECIATION From: "Kate Parker" Subject: From Andreas's Biggest Fan Date: Friday, February 24, 2006 23:24:32 To all those and the Zocalo and anyone else interested in reading, My name is Katherine Parker. I have the distinct honor of being Andreas's eldest child, from his first marriage. I am writing, first of all, because I want you all to know how much it means to me to see so many people crying out at the loss of my father. I think that my father saw his screen acting as a 'day job', something he did to THE GREAT MACHINE 5 In Memory, Still Bright earn a few bucks. I don't think he ever really understood how much his acting meant to his fans. Thank you so much for all your condolences and sympathy. In return, I thought you might enjoy sharing some of my reflections and memories. What I see being said about my father again and again is that he had a "zest for life." I want people to understand what that really means. It does NOT mean that he was out partying every night, or that he was a thrill-seeker. He was anything but! It means that when he saw a beautiful flower with vibrant color he would have tears in his eyes. It means that he pinched every penny so that he could spend his money only on what he valued most. It also means that, in Greek tradition, he LOVED to eat and to cook. Most of my fondest memories of dad revolve around one good meal or another. It means that he woke up early every morning, never sleeping the day away. Among those that knew Andreas best, the most common theme in their remembrances of him is the image of a very quiet, very private person. And in this we see a huge contrast. On one hand, people remember my father as the giant of an actor who flooded the stage and screen with his sometimes comical, often terrifying, characters (One of the saddest things about my father's acting career, I think, is how often he had to play the bad guy. He was such a funny person!). On the other hand, people remember him as being meditative, dodging convention offers and most fan mail, and as being the one who didn't go out drinking with the rest of the cast after a con. But the fact of the matter is that BOTH of these characters represent who my father was. And the reason that G'Kar was such an important part of my father's life is that he reflected both the private, spiritual man and the man with the dark and delightful sense of humor. The fact that G'Kar has touched so many people only shows me that people appreciated my father for who he was; G'Kar and my father had a LOT in common. Again, thank you all for your sympathy. Sincerely, Katherine (Katsulas) Parker 6 Video Tribute to Andreas Katsulas As with the passing of Richard Biggs (Dr. Stephen Franklin, B5), John Hudgens, has created a video memoralizing Andreas Katsulas. Combining various scenes from the many years of Babylon 5, this video is a fitting tribute to both the man and the character he portrayed. http://www.zteamproductions.com/b5stuff/Andreas.html * * * For information on other deceased actors and personalities connected to Babylon 5, please visit the Babylon 5: In Memory, Still Bright website at: * * * http://isnanchordesk.com/mem/ THE GREAT MACHINE ISSUE 18 Spring 2006 In Memory, Still Bright Ambassador G’Kar and Command Tomalak Elite Officers for Babylon 5 Wars and Victory by Any Means By Tyrel Lohr Introduction This article takes a look at the history and abilities of two of the characters that Andreas Katsulas portrayed in science fiction. One is recognizable to all of us: Ambassador G’Kar, to many the heart and soul of Babylon 5. The other is Romulan Commander Tomalak, one of the most memorable opponents that the crew of the USS Enterprise NCC 1701-D ever encountered. Statistics are included for both Babylon 5 Wars (obviously!) as well as for the Victory by Any Means campaign system. Ambassador G’Kar G’Kar began life as the son of a Narn slave. When his father was killed by his Centauri master, G’Kar ran away and joined the resistance. There he worked to help free his people from the Centauri occupation and, later, expand the Narn sphere of influence. In particular, in participated in the initial subjugation and invasion of ISSUE 18 Spring 2006 the Tuchanq homeworld of Tachunq. Later in life, G’Kar found himself in the service of the Third Circle of the Kha’Ri – the diplomatic circle. As part of his diplomatic duties, G’Kar traveled between worlds seeking allies to help protect Homeworld and at the same time bite at the Centauri’s throat. One such mission found him on Earth during their war with the Minbari, with G’Kar brokering weapons deals between the Narn Regime and the Earth Alliance. Eventually Ambassador G’Kar was appointed the Narn delegate to the neutral space station Babylon 5, located in neutral territory between the four major regional governments. Over the course of the next six years, G’Kar would grow from being a spiteful warrior into an enlightened visionary. The transformation was not sudden; much baggage had to be shed before G’Kar could learn to see past his hatreds. By this time he even came to befriend his once mortal enemy, the Centauri ambassador to Babylon 5, Londo Mollari. After the formation of the Interstellar Alliance, G’Kar traveled as a special envoy. This employment ended when G’Kar was imprisoned on Centauri Prime. G’Kar’s life ended in 2278 when he helped Emperor Mollari free himself of his Keeper. Babylon 5 Wars Officer Stats Trying to get G’Kar’s abilities to fit into the B5W framework is difficult. The B5W elite officer rules are not as granular as those found in the VBAM system, so some kludging is required to make anything work. In the end, I decided that the best fit for THE GREAT MACHINE 7 In Memory, Still Bright G’Kar would be to have the traditional Narn trait of Expert War Leader, as well as a secondary fighter-based trait of Expert Motivator. Both felt like good fits for G’Kar. It could be debated that, at least later in his life, G’Kar could be considered an Expert Religious Leader. This is a definite possibility, but I am not sure that it fits him as well as it does Delenn or other highly religious characters. Level 1 Ground Officer Defense: Unit Level 1 Fleet Officer Command Rating: Ship Level 1 Flight Officer Defense: Wing Level 5 Diplomat Charismatic Negotiator Firebrand Ambassador Infiltration Ships Expert War Leader Expert Religious Leader (optional) Fighters & Shuttles Expert Motivator VBAM Officer Stats The abilities that Ambassador G’Kar demonstrated both onscreen and in his background make him an extremely versatile elite officer. He does not possess any exceptionally high level traits in any field beyond diplomacy, but he can take on nearly any mission and provide some benefit to its execution. The G’Kar from Season 1 of Babylon 5 is a Rank 6 elite officer, specializing in Diplomatic endeavors, possessing the following traits: (Ground) Defense: Unit, Command Rating: Ship, (Flight) Defense: Wing, Negotiator, Firebrand, and Ambassador. By Season 3, G’Kar has risen to being a Rank 7 officer, adding Infiltration to his repertoire. By this point in the series, G’Kar’s ability to get information in and out of Narn was quite good – even if he needed Garibaldi’s help to smuggle things in. During Season 5, with the spread of the Book of G’Kar (coffee stain and all), G’Kar rose to being Charismatic, increasing him to a 8 Rank 8 officer. In VBAM terms, this is a considerable feat! Chronologically, the first time that we see G’Kar is during the events of the Earth/Minbari War, as shown in the TNT telefilm In the Beginning. Here G’Kar should be considered a Rank 4 officer, with (Ground) Defense: Unit, Command Rating: Ship, (Flight) Defense: Wing, and Negotiator traits. He would gain his other abilities over the course of the next 10 years prior to being assigned to Babylon 5. THE GREAT MACHINE Commander Tomalak The embodiment of the Romulan Star Empire during the time period of Star Trek: The Next Generation, Commander Tomalak was a prominent officer in the Romulan navy that was often spotted in command of ships along the Federation/Romulan Neutral Zone. Tomalak was not afraid to risk conflict with the United Federation of Planets. On several instances, Command Tomalak defied treaty and entered the neutral zone. On one occasion, Tomalak illegally crossed into the neutral zone to find and recover a Romulan scout that had crashed on Galorndon Core. In another instance, he pounced on Picard’s Enterprise after it had moved into the neutral zone to investigate reports provided by a Romulan defector. If not for the assistance of the Klingons, the Enterprise may not have survived the latter encounter. The final appearance of Command Tomalak was in an alternate timeline in which he commanded a task force of over thirty warbirds sent to watch and investigate the anti-time eruption in the Devron star system, a world ISSUE 18 Spring 2006 In Memory, Still Bright Raider located inside the Romulan Neutral Zone. It is somewhat ironic that Andreas Katsulas’ Tomalak would make an appearance in the TNG series finale, but be absent from Babylon 5’s own (due to chronological reasons, of course). Babylon 5 Wars Officer Stats Tomalak is perceived to be an extremely affluent and competent commander, and as such I have given him B5W traits commensurate with that standing. Command Tomalak is both an Expert Political Officer as well as an Expert Warrior, the latter trait typically reserved solely for the Drazi and other highly belligerent and militant species. These two traits I think help to capture the political connections that Tomalak enjoyed as well as his skill in combat. Ships Expert Political Officer Expert Warrior ISSUE 18 Spring 2006 VBAM Officer Stats Determining statistics for Tomalak based on his limited appearances is difficult to do. As a result, in compiling these stats I have opted to make Commander Tomalak a true career military officer, with a supreme focus on starship combat. As of 2366, when we first encounter Tomalak, he should be considered a Level 6 Fleet Officer with a Rank of 7 (thank to the Political Favorite trait). In this configuration, Tomalak is an extremely competent captain. Level 6 Fleet Officer Anti-Ship: Ship (2 Levels) Command Rating: Ship Formations: Ship Master Tactician Political Favorite * * * THE GREAT MACHINE http://home.att.net/~b5wars/Raiders.html Problems? 9 In Memory, Still Bright NARN SHIPS Past, Present, and Future By Tyrel Lohr Introduction Being one of the ‘core’ races in the Babylon 5 universe, the Narn have received a lot of attention from fan designers throughout the life cycle of Babylon 5 Wars. A number of Narn ship submissions have graced the pages of The Great Machine and Babcom before it, offering more tactical possibilities for our spot-headed friends. With the passing of Andreas Katsulas, and G’Kar with him, I thought it would be a good time to take a look back at some of the “lost” Narn ship designs that some may have forgotten since their original introduction. It is somewhat depressing that no current fans of Babylon 5 Wars submitted any new Narn designs for this issue, but that is more owing to the waning interest in Babylon 5 Wars and, by extension, The Great Machine. 10 G’Tir Gunboat Background: The G’Tir Gunboat is an advancement over the older D’Tarn class. The G’Tir possesses roughly the same firepower but incorporates advances into other ship systems, including sensors and armor. Improvements in sensor reduction techniques have also benefitted the hull, giving it a better defense profile. Prior to the War of Retribution, G’Tir Gunboats were used solely in a police role. These craft were used to patrol locations in the Narn territories that did not warrant the presence of a full Sho’Kos Police Cutter. However, with the start of the war, the G’Tirs were ultimately THE GREAT MACHINE pressed into fleet combat. The class fared poorly, but every ship was needed to help and hold back the Centauri advance on Homeworld. After the fall of the Narn homeworld to the Centauri, many G’Tir captains managed to escape with their ships and crew into neighboring territories. The Drazi Freehold was especially welcoming of the renegade ships, even moreso after the Centauri began annexing worlds along the Drazi border. Once Homeworld was freed, the G’Tir Gunboats saw to the immediate defense of it and the other freed Narn territories. These small ships were capable of beating back some of the less impressive raiders that had moved in to take advantage of the Narn’s weakness. Comments: The G’Tir Gunboat was originally named and designed by Alex “Xander” Fulton, and was one of the first set of “gunboat” class fan ships introduced into Babylon 5 Wars. These ships would later return and become the basis for the Light Combat Vessels found in the Second Edition of Babylon 5 Wars. However, ISSUE 18 Spring 2006 In Memory, Still Bright it is important to note when discussing Light Combat Vessel’s that it was Juan-Manuel Vidal’s dogged pursuit of resurrecting Fulton’s gunship concept that eventually led to the development and standardization of the small ships that we all know and love (or loathe, as the case may be). extremely powerful vessel -- perhaps too powerful. The ship was considered a bit outlandish by some at the time of its release, but without playtesting no one will ever know. Still, it is an interesting look back at a ship from Babylon 5 Wars’ past. G’Koth Scout Cruiser Background: The G'Koth was the first combat ELINT ship widely used by the Narn's after their war of independence from the Centauri. Poor and inadequate, it traded firepower for a weak sensor upgrade. It did not take long for this design to be phased out of service. The last one was gone several years before the first Sho'Kar was built. Comments: One of my own old Variant rejects that Paul Brown put together as a GIF SCS. That was a long time ago! G’Kar Super Cruiser Comments: This class was created by someone that went by the screen name of “Ramius” or similar in the year 2000. The background text for the class is unavailable, but it involved the Narn building a new starship with the assistance of the Interstellar Alliance’s technical assistance. As the non-standard control sheet demonstrates, the G’Kar is an ISSUE 18 Spring 2006 Na'Lon Assault Frigate Background: The origin of the Na'Lon Assault Frigate first began when shipyards cut back production on the T'Loth Cruisers in favor of some of the newer designs resulting in a supply of excess parts. Increased need for an inexpensive multi-purpose support vessel pressured designers to come up with a ship that utilized pre-existing manufacturing processes. Design after design was rejected for one reason or another as was the proposed Na'Lon. The design was discarded until a shipyard, that received the various designs for feasibility study, had production set back a month due to attacks to the shipping lanes by the Centauri. The foreman in charge of Vid the facility, not wanting his crews to be paid without working, ordered the construction of the only design they had the components necessary to complete, the Na'Lon. Within three weeks, an amazing amount of time for a new design, the first Na'Lon rolled off the line and began it's shakedown trials. Though classified as a frigate, since it was nearly the size of a cruiser, it's armament and lack of a jump drive makes it's combat effectiveness more like that of a destroyer. A second ship had already been started when another shipping attack delayed normal production again. Three Na'Lons were completed by the time the shipyard was able to resume normal production. The completed Na'Lons sat for another month until a battlegroup who had just seen combat and needed repairs arrived. They were on a planetary assault mission but were intercepted by a Centauri task force. Towing a crippled T'Loth and many of their ships damaged or destroyed, they were ready to return for new orders until they saw the Na'Lons berthed. Inspecting the ships they found the division of troops they carried in the crippled T'Loth could fit onto the three of them and repairs on their other ships could be accomplished in short order. Gaining approvals from the Kha'Ri, the Na'Lons were added to their battlegroup and performed beyond all expectations. After the successful assault, the design was reevaluated and accepted and more orders for the frigate were received. Slowly, the Na'Lon turned into a naval workhorse, it's capacity to carry almost a brigade of troops and equipment or additional fighter support made the ship useful in both assault and transport roles. Though THE GREAT MACHINE 11 In Memory, Still Bright The Post-War Narn Fleet Rich Bax has compiled his view of the Post-War Narn fleet, reflecting the state of the Narn Regime navy following the Centauri withdrawal in 2261. A PDF containing background material and ship control sheets can be found at his website: w w w. r i c h b a x . c o m many variants of this ship exist, the most common mounted the newly developed Energy Mine to assist in bombarding orbital defenses. The Na'Lon can still be found here and there but it's use has decreased dramatically since the development of the Dag'Kar Frigate and Rongoth Destroyer. Comments: This ship was created by Todd Boyce, and the text comes from his website, Battle Spoo (http:/ /ravensbranch.allen.com/ battlespoo.html). This ship appeared before AOG’s own T’Loth panel ships did, and in some ways I am still preferential to Todd’s design. It is simply a more interesting ship thanks in large part to the variety inherent in the design. You have several different types of weapons that give the ship an entirely different ‘feel’ than that of the T’Rakk and its ilk. Shadow G’Quan Comments: After the release of the Shadow Omega as a Ship of the Month release, Graves and Symon Cook went whole hog creating a wide range of Shadow-tech infused starships. One of these was a 12 Shadowized version of the Narn G’Quan. This ship isn’t a serious design, being a lot like my own Shadow White Star, but it was surely an interesting intellectual exercise. The ship is still usable, too -- it would make an excellent scenario target! G’eron Battleship Comments: Anyone that was around during the First Edition would know about the Narn G’eron. This ship was created by Keith Dague, operator of the Stellardyne Shipyards website. Stellardyne was one of the first major Babylon 5 Wars sites and featured a number of interesting, original ship designs -- including original ship miniatures that were available for mail order. Eventually, some time after Stellardyne disappeared, Rich Bax applied his unique style to creating a new version of the G’eron Battleship. In so doing he ‘modernized’ the design, bringing it up to the Second Edition standard. Some changes were made to the ship’s arsenal, but the intent of the THE GREAT MACHINE design remained the same. The G’eron Battleship is essentially an oversized G’Quan Heavy Cruiser, with a little more firepower in all areas. It is a nice, balanced ship and one that I look back on with some degree of nostalgia. I don’t think I ever played with the ship, but I consider it a de facto part of the Narn Regime’s order of battle. Tor’Eth Fighter Bomber Comments: Roman “Shadow Scout” Perner’s Tor’Eth Fighter Bomber originally appeared in an issue of Babcom. This Narn fighter bomber was based on a piece of CGI artwork that has made the rounds around the Babylon 5 fan community. Since its release, the Tor’Eth was been a favorite of the Babylon 5 Wars community. * * * ISSUE 18 Spring 2006 In Memory, Still Bright Staring Across the Neutral Zone By Tyrel Lohr Introduction Ambassador Tomalak was a patriot of the Romulan Star Empire, one of the more mysterious political entities in the Star Trek universe – and also one of the most powerful. The Romulan Star Empire’s representation in my B5W conversion has always been spotty at best, with a poorer selection of ships for any given time period than their arch rivals, the Federation or Klingon empires. In assembling this issue, I looked back into my archives and dug up a few ships that I don’t think every saw the light of day during my days of high activity. These designs are ships that I came up with but never released, for one reason or another. Dhael’tagor Dreadnought This ship is a conversion of the Romulan Condor from the Star Fleet Battles game. The conversion is not perfect, of course, given my lack of knowledge of SFB. The ship ISSUE 18 Spring 2006 attempted to convert the ship so that the general armament remained, but not on a 1:1 basis. This large dreadnought is more than capable of leading a fleet into battle. In fact, the ship was built to serve as a task force command ship and saw extensive use in this role in combat against the Gorn. The ship’s one major failing is a lack of a cloaking device. Once cloaking devices became standard in the Romulan fleet, the Dhael’tagors were removed from service. The cost of prepping the ship to use a cloaking device was simply more than the Romulan government was willing to pay. Vas’Hathirra Bird of Prey This early precursor to the Vas’Hatham served in the Romulan imperial navy during its conflicts with the Gorn in the early 2200s. This starship is much the same as the later Bird of Prey model that would wreak havoc on the Federation border; it simply uses older technology. Blast beams replace Medium Disruptors (which were not available to the Romulan Star Empire prior to its alliance with the Klingons), and the central plasma mortar is replaced by the older, less powerful plasma shotgun. THE GREAT MACHINE 13 In Memory, Still Bright class does lack is torpedoes of any kind, which limits its engagement range. Sharekka Light Torpedo Warbird If all the Shirek Light Warbird was missing was a torpedo, why not create a torpedo variant of the hull? The Sharekka Light Torpedo Warbird discards the Shirek’s heavy disruptor oriented armament for plasma torpedoes. The ship is armed with three in all, one firing forward and two firing into the rear hemisphere. The two remaining forward disruptor mounts are downgraded to medium disruptors. After all weapon conversions are complete, the ship does not have enough power to cover the difference, which means that the ship – albeit a good torpedo support ship – does have a power shortage of –3 power. Vas’Mandukar Light Cruiser D’nei’rrh Warbird In searching for any Romulan starships I may have created and then forgot about, I came across this finished project. This warbird was designed after I played around in Photoshop and superimposed a Valdore over a normal D’deridex Warbird and created a ‘merged’ version of the two ships. The original concept behind this design is that of an evolutionary design that could link the newer Valdore to the older D’deridex – a merging of the two design philosophies. Looking at the ship control sheet, it seems that I decided to make the ship a fairly advanced vessel using the most advanced weaponry the Romulans had available during the Dominion War period. 14 Shirek Light Warbird Another interesting find in my Romulan folder, this light warbird design is based off of a graphic that I found on the Internet. This ship is a light cruiser vessel comparable to the Federation’s Excelsior or Miranda classes. The ship is closer to an Excelsior in capabilities, but its intended function is to operate as more of a pack tactic oriented unit like the Federation employed its Miranda cruisers during the Dominion War. The Shirek has enough heavy weaponry to be a major threat to enemy capital ships. With three heavy disruptors, the ship nearly has the forward firepower equivalent of a D’deridex! The one thing that this THE GREAT MACHINE This Romulan ship is based on the “Shrike” class from the computer game Starfleet Command III. I never played the game, so I am not sure as to its capabilities there, but when the game came out this is one of the few Romulan ships that actually looked Romulan to me. The others could have been Romulans from the 2100-2240 era, sure, but they didn’t look like TNG era vessels. In designing the Vas’Mandukar, I decided to give it the “Myotronic Beams” that the official game site mentioned. I designed these beams to be principally raking weapons with an EM bonus. I can’t remember why I decided to do them the way that I did, but in essence the Myotronic Beams act like raking Burst Beams for purposes of how they score damage against a ship. A few good ISSUE 18 Spring 2006 In Memory, Still Bright D’dredar Battleship beam hits could in theory deactivate the facing systems on an enemy ship! Based on a ship from Birth of the Federation, this vessel is supposed to be the Romulan’s preD’deridex Battleship. This ship is slow but large and has shields on par with those of the Federation Ambassador Heavy Cruiser. The D’dredar Battleship is armed with three plasma mortars, one of them a heavy model, which makes it a vile opponent at short ranges. Various medium disruptors make up the ship’s secondary armament. My design for this ship can be characterized as a “Romulan Komo Val”, meaning that this ships shares a lot in common with the conversion of the Klingon battleship from the FASA games. This ship has plasma mortars, true, but its main weapon in most battles is likely to be its medium disruptors. * * * Are you looking for some good, old-fashioned variants? Paul Brown’s Variants Rejects page collects many of the failed variants submitted by fans during Agents of Gaming’s variant contests. The site has not been updated for awhile, but it will provide a nice bit of nostalgia for those that remember it, and perhaps some interesting new ships for those that haven’t! Variants Rejects http://www.angelfire.com/games/b5wvariants/ ISSUE 18 Spring 2006 THE GREAT MACHINE 15 In Memory, Still Bright Shadows Cubed By Sean Hillman Introduction It is the year 2273 in the Babylon 5 Universe… and 2373 in the Star Trek Universe. The Shadows have been routed and the Borg pushed back for the time being. However, there are those on both sides who do not accept defeat very well. Borg and renegade Shadow scientists (who had not agreed to go to the Rim) each discovered the existence of the parallel universes and began a plan to alter time in both realities. To prove their worth, however the Borg required proof that the Shadows could enhance their ships with Shadow technology that would not interfere with the Collective. This they did, creating a Shadow Cube from the hull of a Borg Tactical Cube. It is ironic that the Romulans and Narn each found out about the odd alliance and moved to quickly destroy not only the Shadow Cube but also the Time-Space nexus point between the two universes. The Romulans dispatched Commander Tomalak and the Narn allowed G’Kar to lead the fleet that was pursuing the Shadow Cube. The Narn and Romulans met near Quadrant 47 and the two leaders decided to work together. Moving as one, their vanguard intercepted the just short of its goal: The Borg-Shadow Nexus Point. 16 THE GREAT MACHINE Scenario Forces Narn / Romulan Alliance 1x D’deridex Advanced Warbird (1200) 2x Griffin Light Torpedo Crusier (550) 2 x D’ridren Disruptor Destroyers (480 each) 1x Bin’tak Dreadnaught (1250) +18 Gorinth Medium Fighters (720) 2x G’Quan Heavy Cruisers (625 Each) +24 Gorinth Medium Fighters (960) Shadow / Borg 1x Shadow Tactical Cube (5000+?) +6 Shadow Medium Fighters (900) Map Full Sized B5Wars Map Terrain Asteroid Field: In the middle three hex columns of the map, an asteroid appears in every other hex. These alternate between the three columns. Moving through the hex resolves an immediate attack on the moving ISSUE 18 Spring 2006 In Memory, Still Bright ship. If successful, the ship takes 10 damage on the side facing the asteroid hex. (note: if/ when I find the asteroid rules for B5 again, this could be adjusted.) Nexus Point: On Turn 2, roll 1d100 and place a Nexus Point Marker on the 42XX Column. This is the random location of the opening Nexus. A ship can enter this hex from any direction and bee transported to the Star Trek Universe. There is no other terrain of note. Starting Locations Romulans Within one hex of the asteroid field, on the Nexus side of the map. Direction at commander’s discretion, speed 5. All systems armed and ready Narn Within one hex of the asteroid field, on the Non-Nexus side of the map. Direction at commander’s discretion, speed 5. All systems armed and ready Victory Conditions Romulan / Narn Their only purpose is to prevent the alliance between the Borg and Shadows from happening. To this end, if the Shadow Cube is disabled or destroyed, it is a Major Victory. If the Cube manages to get through the Nexus Point, it is considered a Major Defeat. Shadow / Borg Shadow Borg At start of Turn 1, they arrive, speed 5, any heading on the 00 Map edge. The Shadow Borg player can roll randomly or choose a hex to enter on. Special Rules The only purpose is to make sure the Shadow Cube makes it through the Nexus. If the Cube is unable to move, it self destructs in the next round instead of being captured. If the Cub makes it to the Nexus Point, this is a Major Victory. Any other result is a Major Defeat. The Tactical Cube has had Molecular Slicer Beams installed, replacing several Light Laser Slicers. A Borg Shadow Pilot has been placed at the center of the Collective here and acts as a focal point. In all other ways the Shadow Cube is considered a Borg Vessel. Shadow Fighters: These are actual Shadow units and will enter the Nexus only after the Tactical Cube does. Their sole purpose is to protect the Shadow Cube on its journey. Ramming: Ramming is allowed. ISSUE 18 Spring 2006 THE GREAT MACHINE 17 In Memory, Still Bright Talons of the Raptor By Charles Haught Introduction This is to be the first in a series of articles (most regarding the Star Trek Universe) that will be seen in upcoming issues of The Great Machine. Expect to see Sheliak, ISC, and post Dominion War ships in addition to races of the Triangle. There may be an occasional article on Babylon 5 or Escalation Wars races. Adding ships to the early and show TNG era Romulans is something I have wanted to do for some time. While Tyrel’s Star Trek conversions are indeed excellent I 18 have always felt that the fleet selection for the Romulan Star Empire was seriously lacking. As a result, I set about to rectify this gap in ship assortment. Creating these ships was something of a labor of love, as the Romulans are my favorite science-fiction race. I hope you enjoy using them as much as I creating them. I would be remiss if I did not thank the writers, modelers (both CGI and physical), artists and actors that have brought the Romulans to life in a way I never could on my own. Their work inspired these ships and the, hopefully, many more to come. THE GREAT MACHINE Again, thank you for all the hard work and brilliant performances, such as those by Mark Lenard, Joanne Linville, Carolyn Seymour, Andreas Katsulas and Alan Scarfe. My words could never convey the true loss, both to Star Trek and Babylon 5, of a great actor. Both universes are now greatly diminished with the death of Andreas Katsulas. These science fiction universes have experienced the death of a sun, one whose light can never be replaced. He will be sorely missed. ISSUE 18 Spring 2006 In Memory, Still Bright The Ships of the Romulan Fleet Arius Bird of Prey Much like the relatively unsuccessful D’Vas class Bird of Prey before it, these ships were designed to hunt down and destroy Klingon B’rel and K’vort classes of Bird of Prey. Their success in this endeavor was far greater than the D’Vas. As a result, a large number of these warships are stationed along the borders of the Klingon Empire and the Triangle; though they see service anywhere Romulan warships are found. During the Dominion War, these ships proved their worth many times over against smaller Cardassian warships and Jem’Hadar Attack Fighters. While their loss rate was higher than any other Romulan warship that participated in the war, their kill rate against enemy small vessels during their involvement outstripped that of either the B’rel or Federation Saber. These ships are named after a small pterosaur native to the Romulan subject world of Gorwah. Swift and deadly, they fill much the same ecological niche as Terran falcons and are revered for their grace and compact power. Cl’vangam Heavy Starbird Designed in competition with the T’Varo class of starbird, these heavier starships were seen as being cost prohibitive next to the smaller, faster and more easily produced T’Varo. However, while their size, complexity and power saw the ship lose to the lighter Starbird, the Star Navy did see a use for these excellent ships. Cl’vangam serve ISSUE 18 Spring 2006 largely with the Tal’Shiar where they are used to infiltrate agents and saboteurs, destroy lesser targets that the Romulan Intelligence Agency deems a threat and to guard important installations that do not warrant a more powerful vessel or where subtlety is more important than firepower. A number of these vessels were assigned to the conflict zone during the Dominion War and all performed with distinction. In fact, due to their Tal’Shiar commanders, these ships were capable of working better in mixed strike fleets than most other Romulan vessels. It proved a strange sight early in the Romulan involvement in the war when attack wings of Saber, Steamrunner, K’vort, B’rel, Arius, T’Varo and Cl’vangam fought against Jem’Hadar and Cardassian Attack Ships. D’Generex Swift Warbird This smaller class of Warbird was designed as a rapid response and perimeter defense unit. In designing these ships, the Romulans sacrificed heavy weapons, save the plasma torpedoes, in exchange for raw speed. To compensate, the D’Generex carries a large number of medium disruptors with wide fields of fire allowing it to concentrate weapons to make up for the lack of heavy hitting ability. These ships are assigned to border outposts and core worlds, responding to any enemy incursion in order to halt an adversary’s advance until the larger, slower, and more powerful Heavy Warbirds can arrive. In a fleet environment Swift Warbirds are used to drive enemy units into the arcs of the more powerful Romulan Warbird classes and to harass enemy flanks. D’Generex are named after the Romulan admiral who was instrumental in the early successes and planning of the Earth-Romulan War. Unfortunately for the Romulan war effort Admiral Generex was killed in a daring raid during the first year of the war. D’Vaden Pacification Cruiser Pacification cruisers are one of the most feared ship classes in the Romulan Star Navy. Not for their overt combat abilities, but for their designed purpose. These ships move into a star system that the Romulans have decided to conquer. Then they obliterate fixed installations and level any major resistance on a world before deploying troops. Of these ships, the D’Vaden is perhaps the most effective. Carrying a massive number of heavy disruptors backed up by plasma torpedoes, these ship are capable of quelling any resistance a planet might provide. They carry more troops than the smaller Pacification cruisers in addition to the assault shuttles necessary to deploy them all simultaneously to the surface of a world hiding behind transport inhibitors. For all their power, the D’Vaden has its weaknesses. While exceptionally heavily armed, their weapons are locked into very narrow arcs and the ships are designed for offensive firepower and survivability. As such, they forfeit maneuverability and speed. Despite these set backs several of these ships were used by more audacious Romulan fleet commanders during the Dominion War. Backed up by Veles Torpedo Frigates and screened by Shrikes and Arius Birds of Prey they were devastating to Jem’Hadar Battlecruisers and Cardassian heavy warships. Vadan was the first general to THE GREAT MACHINE 19 In Memory, Still Bright command the newly created Romulan Imperial Shrikes. It was she that defeated the hardened warriors during the conquest of Gorwah, fighting against the massive Gorn-like reptiles eventually crushing their heaviest fortifications. fade vessels when larger ships, such as the V’Terex, are not needed. They also coordinate wings of Romulan small craft in battle and are prized commands. Only a few of these ships were assigned to the Dominion War, most Llaekh-ae’rl Starbird These ships became the most common of the larger Romulan scouts shortly after their introduction. Llaekhae’rl have much larger research and lab facilities than any other Romulan ship of this size and these are put to good use scanning the Romulan’s coreward frontier for new minerals, information and new servitor races. While not as powerful as the D’Deridex class scouts they are much cheaper to build and deploy, and so exist in far greater numbers. And though their primary mission is scouting and scientific research, such activities are often very hazardous. As such these ships are well armed and have served well in ELINT support roles when a larger D’Deridex scout is unavailable or unnecessary. The Llaekh-ae’rl proved its worth many times during the Dominion War by providing ELINT support to attack groups of Romulan Starbirds and Birds of Prey on fast attack or search and destroy missions. Llaihr’dhael Bird of Prey This was a ship designed in competition with the Arius. While more powerful, the Llaihr’dhael is more expensive to build, operate and maintain. Still the Star Navy saw the value of these small killers. Llaihr’dhael are used as small hit and 20 taking up position only the border of the Klingon Empire to watch for possible incursion. Those few that did take part in the war had an astounding war record. In fact, per capita, fewer Llaihr’dhael were lost than any other class of Romulan vessel that took part in the war. T’Varo class Starbird These ships were designed and built off of the hull of the Arius class Bird of Prey in much the same fashion as the Cardassian Keldon to the Galor. Romulan designers moved the warp nacelles to the wingtips and mounted additional systems and weapons in what had been the nacelle housings on the Arius. The end result is a capable THE GREAT MACHINE light cruiser easily a match in a one on one contest with a K’Vort. These ships are often seen screening Romulan fleets with their smaller brothers or leading attack groups of Arius, Shrike, and Veles class ships. While supplanted by more powerful ships during the period before the Dominion War, these ships were still highly prized commands and many fell into Senatorial fleets or battle groups stationed away from hostile borders where they would see long and successful careers. The T’Varo class is named for the Romulan scientist that invented the first Romulan plasma bolt. While the weapon and the technology have changed much since this original weapon, used heavily during the EarthRomulan War, the basic principles are still applied in Plasma Torpedoes. For her design and the power it gave Romulan warships, past, present, and future, T’Varo’s family was elevated to the nobility and holds a seat on the Imperial Senate. Vahhrer class Starbird Vahhrer were designed and built as a replacement for the T’Varo. While capable in many ways, the T’Varo was falling behind vessels of similar classes in the navies of the Romulan’s adversaries. Since these ships were already expanded to their limits it was decided to start with a fresh design, one that would exceed the T’Varo and allow for future upgrades. Thus was the Vahhrer born. Mounting more firepower and better shielding than her ISSUE 18 Spring 2006 In Memory, Still Bright predecessor, these new ships exceeded Romulan expectations. They proved crushing to Klingon K’Vort and B’Rel class Birds of Prey and were more than a match for the replacement designs the Klingons had on the drawing board (thanks to the Tal’Shiar). While their numbers were still more limited than the Romulans would have liked when they joined the Dominion War, these ships served with great distinction, out flying and out performing anything of similar size the Cardassians could put on the battlefield and meeting or besting ships of similar size used by the Jem’Hadar. Vahhrer should have had long and prosperous futures with the Romulan fleet, but following the Dominion War and the Shinzon Incident the Romulans opted for newer, even more powerful units. As such Vahhrer are never a common sight. Vereleus Battlebird Designed and built in response to intelligence provided by the Tal’Shiar on the Federation Sovereign and Klingon Negh’var classes of dreadnought, the Vereleus possesses colossal firepower. Based off several battleships that were never put into series production, the Vereleus was the master of the battlefield until the Jem’Hadar built their battleships. These were also the first ships to mount the deadly Singularity Torpedo, as no other ship up to that point had the space to fit such a massive weapon. These destructive torpedoes are backed up by an impressive array of mega and heavy disruptors, plasma torpedoes and powerful, overlapping shield generators. Their only real weakness is a lack of ISSUE 18 Spring 2006 maneuverability and a balanced armament. Two of these behemoths took part in the Dominion War. Both scored massive successes, tearing through Jem’Hadar battlecruisers, Cardassian Keldon and Breen Ghor Taan. However, both of these ships were lost in the final days of the war. The Vereleus was destroyed in a confrontation with a Breen Voh Lanthe and her escorts on a mission to create holes in the defenses of the Chin’toka system in preparation for the final invasion (a mission she completed successfully). The Ko’nar, flagship of the Romulan fleet, was destroyed in the battle to retake Chin’toka a few days later; a death that required the sacrifice of several Jem’Hadar and Breen battlecruisers. These “failures” forced the Romulans to abandon construction of new Vereleus Battlebirds; however an additional 5 ships had been laid down before and during the war and were completed before the project was finally cancelled. These giant ships are named in honor of the commander who blunted the Klingon advance at Klach D’Kel Brakt. Using the powerful Z-1 Nova class battleships, Vereleus managed to damage or destroy more than two-thirds of the Klingon’s heavy units. He died when his heavily damaged ship rammed the Klingon L-24 flagship. The damage inflicted on the Klingons was enough to cause them to pause and gave the Romulans the time they needed to reinforce their borders. V’Terex Incursion Cruiser If pacification cruisers are the most feared invasion tool of the Star Empire, incursion cruisers are the most feared intelligence gathering and hit and fade vessels. Fitted with more powerful cloaks (when determining the detection factor for discovering cloaked incursion ships divide sensor value by 2 and round up), these ships cross the borders of an adversarial nation to gather intelligence and destroy high-value units. To that end these ships are fitted with powerful weapons arrays and excellent shield generations coverage. V’Terex are not the most numerous of incursion vessels, but for well over a decade, they were the most powerful and successful of these designs. As such, nearly all are under the command of the Tal’Shiar and oftentimes have Expert Intelligence Officers aboard and an Expert Anticipator in command, as well as, a higher percentage of Elite Crews than many other vessel classes in the Romulan Navy. During the Dominion War these ships greatly proved their worth, moving behind enemy lines to destroy Jem’Hadar breeding facilities and fixed installations. These missions were aided by their powerful weapons, advanced cloaks and well trained crews. While a sizeable percentage of the ships so used were lost during their missions, the damage they inflicted on Dominion infrastructure made life a great deal easier for other Alliance ships and crews. V’Terex are named in remembrance of the Tal’Shiar agent who’s infiltration work of the Klingon Empire shortly after first contact resulted in all initial forays by the Klingons into Romulan space being repelled. The V’Terex name is still respected and feared with Varel V’Terex serving as a Romulan Senator and General in the Tal’Shiar. * * * THE GREAT MACHINE 21 In Memory, Still Bright Written by David Ainsworth, with SCS by Christian Meador Introduction In the depths of space, buried and slumbering on countless worlds, or shambling in places between space and time, the Ancient Ones roam the galaxy. Mind-blowing alien horrors from beyond may once again rise to threaten life as we know it... if the Stars are Right! B5W: The Stars are Right is an unusual crossover, adding the 22 horrors of Lovecraft’s creations, what he termed “Yog-sothery,” to the B5W rules setting. This crossover is not so much an enumeration of a new race so much as a bestiary and set of additional rules which can allow your favorite B5W fleets to encounter terror past their imagining. New Rules The Stars are Right adds a few THE GREAT MACHINE new rules to B5W in order to model the deities and creatures of the Cthulhu mythos. Insanity rules and rules for the Great Old Ones follow. Insanity The mere detection of some of the Ancient Ones causes the weakminded to surrender to insanity. Many of these beings also possess the ability to inspire madness in their foes. These rules will help you ISSUE 18 Spring 2006 In Memory, Still Bright compute a new “sanity” statistic for B5W ships. Some Ancient Ones will cause all enemy ships to lose a certain amount of sanity every turn; others possess “weapons” which drain sanity on a hit. Depending on how complicated and atmospheric you’d like your game to be, you can follow the simple or complex mechanic for insanity. Simple Insanity For every point of sanity a ship loses, reduce its initiative bonus by 1 point. When a ship is reduced to 0 sanity, it is considered disabled. Treat the ship as if all C & C boxes have been destroyed. Bases ignore the initiative reduction but are also considered disabled when reduced to 0 sanity. Mines and OSATs have no sanity score and are immune to sanity loss, as are automated units like Hunter-Killers or Walker Mapmakers. Fighters have no sanity score, but must roll for drop-out if they suffered any sanity loss in a turn. For every point of sanity loss beyond the first suffered by a fighter in a turn, apply a +1 penalty to the roll. Complex Insanity Use the rules above, but with the following addition. If a unit’s sanity score is reduced to less than or equal to 25% of its starting score (rounded down), the unit is considered erratic. Roll 1d20 on the following table at the beginning of each turn: 1-2 Unit attempts to ram an Ancient One unit if possible. If not possible, unit must declare full OEW against a single Ancient One unit and fire all weapons which bear, even if they have no chance to hit. 3-4 Unit must declare full OEW against a single Ancient One unit and fire all weapons which bear, even if ISSUE 18 Spring 2006 they have no chance to hit. Size Defaults 5-7 Unit must employ all available EW as DEW and must intercept incoming fire with all available weapons. It may not attack this turn. Unit may not apply any thrust in order to maneuver this turn. LCV: 4 MCV: 6 HCV: 9 Capital Ship: 12 Enormous Ship: 15 Base (HCV or smaller size, includes manned OSATs): 8 Capital Base: 16 Enormous Base: 20 ELINT-capable unit: -3 (sometimes special sensors aren’t a good thing) 8-10 Unit randomly assigns each point of available EW to the 6 closest friendly or enemy units (roll 1d6 for each point and assign to that unit). This unit must fire all available weapons at targets it has a lock-on to. If multiple targets are available for a given weapon, roll randomly amongst them to determine which will be fired upon by that weapon; the weapons must fire even if there is no chance to hit. 11-13 Unit may not apply any thrust in order to maneuver this turn, but declares EW and may fire normally. 14-16 Unit must employ all available EW as DEW and must intercept incoming fire with all available weapons. It may not attack this turn but may maneuver normally. 17-18 Unit must declare full OEW against the closest ship and fire all weapons which bear, even if they have no chance to hit. 19-20 Unit attempts to ram the closest ship, friendly or enemy, if possible. If not possible, unit must declare full OEW against the closest ship and fire all weapons which bear, even if they have no chance to hit. Determining Sanity Sanity points for each ship are determined based on the size of the ship and the controlling race. A few races have special rules. For races not listed here, use the default sanity modifiers or decide upon the closest cognate race and apply the appropriate modifier. Race Modifiers B5: Abbai: +3 Alacan: +0 Balosian: +1 Brakiri: -1 Cascor: +1 Centauri: +0 Civilian: -1 Corillani: +4 Descari: +0 Dilgar: +2 Drazi: +0 Earth Alliance (human): +1 Gaim: +5 Grome: -1 Hurr: -1 Hyach: +1 Ipsha: +0 Kor-Lyan: -1 Llort: -2 Markab: +4 Minbari: +4 Narn: +3 Orieni: +4 Pak’ma’ra: +2 Rogolon: +1 Streib: +6 Torata: +1 Usuuth: +0 Vree: +1 Yolu: +1 Ancients Although the Ancients often possess tremendous force of will, their improved senses actually make THE GREAT MACHINE 23 In Memory, Still Bright them more vulnerable to the effects of a Great Old One’s mental attacks. These modifiers take these factors into account. Kirishiac: +4 Mindriders: +8 Shadows: Special. Instead of tracking current sanity, track sanity loss. At the beginning of each turn, roll as if the ship was under telepathic attack, with a Psi rating equal to the current sanity loss. If the ship is piloted by Shadows, compute sanity normally with a +6 modifier. Torvalus: +1 Triad: The Triad are immune to the effects of sanity loss. Vorlon: +5 Walkers: +3 Star Trek One’s options and abilities. Unless otherwise noted, Ancient One weapons use the standard fighter arc to determine what they can hit. Most Ancient Ones possess inherent OEW which applies to all enemy units equally (this is listed as an Offensive Bonus, and stacks with weapon fire control). Some Ancient Ones have additional EW points they can spend as indicated on the sheet– these EW points add up with the Offensive Bonus and weapon fire control. Ancient Ones rarely possess any DEW, and cannot benefit from an ELINT ship or have a lock disrupted by one. Regardless of effective size, Ancient Ones maneuver using the rules for fighters. Ancient Ones do not drop out and are immune to power drain, stunning and similar effects. Humans: +0 Klingons: +2 Romulans: +1 Cardassians: -1 Dominion: +4 Ferengi: -2 Breen: +0 Tholians: +5 Borg: +7 Species 8472: +15 Ancient One Control Sheets As beings capable of surviving in interstellar space, many of the Ancient Ones possess an unusual fluidity of form. I model them as the equivalent of fighters. The most powerful and least material, however, like the socalled Gods and Great Old Ones, have a diffuse form difficult to damage effectively. The control sheets for these beings list only structure (aka “hit points”) along with the Old 24 THE GREAT MACHINE Mythos Unit Descriptions Non-Unique, Non-Great Old Ones Units The following units represent creatures which exist in numbers. None of these creatures are Great Old Ones although some are nearly as terrible. Mi-Go, Fungi from Yuggoth (Unlimited Deployment) These fungi-crustaceons can fly through space on vast membranous wings. They carry electrical weapons. Their nonterrene bodies are resistant to attack. Mi-go have no special association with any Mythos being, but many worship various Great Old Ones and they may appear to assist one. Mi-go are effectively light fighters. Their wings provide them limited maneuverability, but they are unusually small compared to most fighters (though those same wings make them easier to hit from front or rear). Mi-go need to appear in numbers to be effective, but their high-tech lightning guns are comparable to fighter armament. Star Spawn of Cthulhu (Unlimited Deployment) These massive creatures may stand 50 feet tall, and appear as slimy humanoids with octopod heads, vicious claws and great batlike wings. Like their progenitor Great Cthulhu, the Star Spawn are only partly made up of ordinary matter, and ISSUE 18 Spring 2006 In Memory, Still Bright they regenerate damage rapidly. Their rubbery flesh resists attacks. At range, Star Spawn can invade the minds of others to weaken their resolve and hurl star-stuff at foes; up close, they lash out around them with their many tentacles, which can extend to tremendous distances. As beings originating in the depths of space, Star Spawn maneuver well in that environment. to confront these beings or their flaming God. Special Rules (Unlimited Deployment) Servants of Nyarlathotep, Hunting Horrors look something like vast ropy worms with a single wing along their backs and a gaping maw. They fly along paths not existent in our universe, and they hunt down enemies of their lord and punish them terribly. Hunting Horrors are sometimes “loaned” to other Mythos beings or summoned for special purposes. Hunting Horrors are composed of highly unusual matter, and they cannot abide strong light. Even regular starlight does them harm, although their regenerative abilities can preserve them for short Regeneration: Star Spawn regain 2d6 structure during the self-repair phase of every turn if they are damaged. 30 structure is their maximum. Star Spawn do not regenerate if destroyed but can regenerate damage suffered this turn if they survive to the self-repair phase. Fire Vampires (Unlimited Deployment) Little more than living plasma, Fire Vampires are usually found in the company of Cthugha, though they can be summoned and bound by other Mythos beings. As creatures of plasma, they are immune to plasma weapons and their heat often dissolves matter weapons before they can do harm. Small and agile, Fire Vampires are extremely dangerous but must actually make physical contact with an enemy to deal damage. Fire Vampires can transform matter into living plasma like that which makes up their bodies, and if they successfully deal damage they can heal themselves or replenish their numbers. These formidable creatures are best as ship-killers, and their presence is sure to draw off enemy fighters. Races relying on plasma weapons may find themselves defenseless if forced ISSUE 18 Spring 2006 Special Armor: Fire Vampires suffer no harm from Plasma weapons. Their armor counts DOUBLE against Matter weapons (instead of the regular rules). Treat their armor as Advanced Armor against all other weapons. Hunting Horror periods of exposure. Horrors radiate a miasma of fear around themselves. At close range their vast maws can take deep bites out of their foes; at range they rely on dark incantations to literally eat away matter. This disintegrating attack weapons molecular bonds across the entire side of a ship struck by it, rendering it more susceptible to continued attack. Special Rules Special Movement: Travelling along non-Euclidean paths, the Hunting Horror shifts through alternate dimensions as it travels. Instead of treating its forward facing as “forward” for purposes of movement, the Horror can use either adjacent facing interchangably as its forward facing, switching from one to the other freely. Thus, if the Horror is facing direction A, it can move “forward” by moving one hex in directions F or B, and it can move F one hex and then move B the very next hex without turning or otherwise adjusting its movement. Note that the Horror cannot actually move in the direction it is facing. If the Horror moves in reverse, reverse these rules. A Hunting Horror cannot pivot or roll. Regeneration: A Hunting Horror normally regenerates a considerable amount of damage, but it also suffers constant damage from exposure to the light of stars and suns. If the Horror is fighting under conditions which obscure light (in the shadow of a planet, or in a dust cloud), it recovers 3d6 points of structure during the self-repair phase of every turn. If fighting under normal light conditions, it recovers 3d6-10 points of structure instead. If this number is negative, the THE GREAT MACHINE 25 In Memory, Still Bright Horror actually loses points of structure. A Horror with 0 structure is immediately destroyed. Servitor of the Outer Gods (Unlimited Deployment) These protean horrors most closely resemble giant toads, though they have no single shape, and they move through space in a sort of roiling boil, flowing forward in an ungainly fashion. Though not large and not material, they can withstand an unusual amount of physical punishment. These things send out a full-spectrum piping noise as much psionic as sonic, as it can distinctly be heard even through the depths of space. This obscene accompaniment can enhance the summoning of Mythos creatures, but its more dangerous effect is upon the sanity of all who can hear it. These creatures often appear in groups, and can quickly drive foes insane. Fortunately, they are not otherwise very dangerous, being limited to close-range lashes of their tentacles and pseudopods. Colour Out of Space (Unlimited Deployment) Native to space, these creatures are noncorporeal and appear to be some form of sentient electromagnetic energy. Roiling masses of color and mist, they glow through the depths of space seeking out life and energy to consume. These beings are terribly dangerous, capable of engulphing a ship or fighter flight and slowly draining away both ship’s energy and the lifeforce of the crew. The constant electromagnetic field surrounding them provides some measure of obscurement, and since the things themselves barely exist in our universe they are excessively hard to damage, with most fighters and 26 light weapons unable to create any substantial effect on them. Contrary electromagnetic interference or gravitic interference is most useful against them, though in many cases the Colour will suffer the most damage at the hands of a crew desperate to force it off their ship before they all die. The Colour can hurl electromagnetic packets short distances to disintegrate matter, and can drain energy from nearby ships. Few “common” Mythos creatures are more feared. Special Rules Special Armor: A Colour Out of Space consists predominantly of energetic particles, which respond very differently to weapons than conventional ship structures. As a result, a Colour uses special armor rules. Determine the class of weapon hitting the Colour and consult the following table. Remember to subtract for the EM shield first: Particle: 12 armor Laser: 10 armor; 5 against all subsequent rakes from the same weapon Plasma: 12 armor Molecular: 10 armor; 5 against all subsequent rakes from the same weapon (against Slicers treat as 5 armor at all times) Electromagnetic: 0 armor Matter: 15 armor Gravitic: 5 armor Antimatter: 10 armor; 5 against all subsequent rakes from the same weapon Ion: 6 armor Ballistic: 15 armor Proximity: as other class if any–if none, the Colour is immune to this weapon THE GREAT MACHINE Envelop Ship: A Colour can attempt to board a ship using the boarding pod rules. If it successfully attaches, the entire ship is considered enveloped by the Colour. The Colour cannot envelop a ship protected by an active EM field–such attempts automatically fail. If any arc of the ship has no active EM shielding, however, it can be enveloped. Being enveloped by a Colour Out of Space has the following effects: The enveloped ship gains the benefits of a 4 point EM shield. (This actually protects it.) During the Boarding segment of the combat round, the ship loses 1d6 Sanity points, 1d6 power, and 1d6 thrust. The Colour may opt to depart the enveloped ship. If it does not, the Colour cannot fire its weapons, nor can any unit fire weapons at it. The Colour can be attacked by marines defending the ship–roll 1d10 every boarding segment, +1 if the defenders can ram, +1 if they are Narn, +2 if they are Gaim (in other words, apply standard modifiers): 3 or below: No damage to the Colour 4-6: The Colour loses 1d6 structure 7-9: The Colour loses 1d6+3 structure 10+: The Colour loses 2d6 structure The Colour may also suffer damage if the ship it envelops is attacked. Score half of the overkill damage done to the enveloped ship against the Colour instead of applying it to structure (round down against the Colour and up against the structure). If the Colour is destroyed score any remaining overkill damage against the ship normally. Envelop Fighters: A Colour which has not boarded a ship can envelop any fighters which are in its hex after it has moved. All flights in the same ISSUE 18 Spring 2006 In Memory, Still Bright hex can be affected. At the end of the Colour’s movement phase, immediately roll 1d20+4 against each fighter flight in the same hex: if the result is greater than the target flight’s free thrust (not available thrust, so ignore usage this turn), the flight is enveloped. An enveloped flight must immediately roll drop-out against all fighters in the flight– fighters not immune to drop-out roll 2d10, while fighters normally immune to drop-out roll 1d10. Non-Unique Great Old Ones A few of the divinities of the Mythos can exist in multiple versions simultaneously. Nyarlathotep, the Crawling Chaos (Limited Deployment) Often considered the most conventionally intelligent of the Great Old Ones, Nyarlathotep is the Herald of Azathoth. He spreads chaos, insanity, evil and destruction wherever he goes. Though capable of appearing in human form, Nyarlathotep also possesses many monstrous forms. The statistics provided here are for one of his monstrous Masks. Nyarlathotep can draw upon the power of the “deities” of the Mythos and possesses a wide range of magical spells, many of which he developed himself. By drawing on Yog-Sothoth, Nyarlathotep can appear multiple times in a single location. Nyarlathotep can warp minds, and he can command a wide range of Mythos creatures magically (in his role as agent of the supreme Azathoth). By reaching through space with magic, he can draw servitors to him to assist in a range ISSUE 18 Spring 2006 of different tasks. Though Nyarlathotep can potentially associate with any Mythos creature, he favors Hunting Horrors as his special servants. Unlike many of the Great Old Ones, Nyarlathotep (as the messenger of Azathoth) freely associates with his “peers” with only rare conflict. Since he can appear in the form of multiple masks simultaneously, multiple “versions” of Nyarlathotep can fight alongside each other. The statistics provided here are fairly generic and represent a monstrous form. Feel free to tweak stats to represent other masks. THE GREAT MACHINE 27 In Memory, Still Bright Special Rules Summon Mythos: Nyarlathotep can summon additional Mythos creatures to serve him. During the Jump Points Open phase of the turn, Nyarlathotep can summon a Mythos unit to any hex within 50 hexes of his position. Under ordinary circumstances, his player must have pre-purchased these summoned creatures. They appear with any facing, all weapons charged, and speed 6 or less. Note that Nyarlathotep can summon other masks of himself. If you’re not playing a pointed combat, you can use the following table to determine what Nyarlathotep gets each turn: 1-5 Nothing appears this turn. 6-10 Summon 1d2 flights of Mi-Go or 1 flight of Fire Vampires 11-13 Summon 1 Star Spawn or 1 Hunting Horror 14-15 Summon 2d3 Servitors of the Outer Gods or 1 Colour out of Space 16-17 Summon 1 Nyarlathotep Mask of 18-19 Summon 1 Mask or 1 Unique Mythos Unit of your choice. If the latter, roll another d20– on a 11+ you control the Unique Mythos Unit. On 110, your opponent controls it. 20+ Summon any 1 Unique Mythos Unit, 1 Mask, or 2d3 non-unique units (not counting Masks or YogSothoth) Enslave Minds: Nyarlathotep can sway the weak-minded and force them to do his bidding. At the beginning of each turn starting with the second turn, Nyarlathotep picks 28 one enemy unit to try to control. Determine his success or failure as follows: 1d20, he succeeds if he rolls greater than the unit’s current Sanity. -1 to the roll against Ancients. -X to the roll if the enemy fleet has at least one telepath, with X = to the P rating of that telepath. (Use the Ancient Telepath rules to determine their best P rating.) If Nyarlathotep fails to control his target, that unit immediately gains 1d3+1 Sanity. If he succeeds, his side controls that unit for this turn of combat, after which it returns to its owner’s control. A unit controlled by Nyarlathotep in this way which destroys a friendly unit immediately loses 1d3+1 Sanity. Note that units with 0 Sanity are no longer active and thus cannot be usefully controlled. Nyarlathotep is not required to choose any unit to enslave if he does not wish to. Only one Mask may attempt to enslave an enemy, even if multiple Masks are present. Yog-Sothoth (Restricted Deployment) The Key and the Gate, YogSothoth dwells outside space-time but can coexist with space-time at all its points. Although Yog-Sothoth can appear as a small collection of glowing silver orbs, the form indicated by these statistics appears as a conglomeration of iridescent globes shifting, flowing, and breaking into one another, spanning up to half a mile. Besides its ability to play tricks with time and space, YogSothoth can expand or contract into a closer target to ram it. As the Key and the Gate, Yog-Sothoth can open doors to elsewhere and pull other Mythos beings through. Fortunately, Yog-Sothoth can only appear at certain points in space-time, or if summoned. YogSothoth’s role means that, like THE GREAT MACHINE Nyarlathotep and Azathoth, it can coexist with other Great Old Ones. No Mythos creatures are especially associated with Yog-Sothoth, though he is the patron of sorcerors. Special Rules Temporal Manipulation: YogSothoth can reach backwards or forwards in time to cause a variety of effects. Each turn when YogSothoth moves it may perform one of the following actions: Time-space manipulation. YogSothoth may move to any hex on the map and select any facing and speed. Yog-Sothoth does not move normally this turn. Yog-Sothoth may also escape from combat or move to any other space using this ability. Time double. Yog-Sothoth may materialize a temporal duplicate of itself in any hex, facing any direction, speed 0. This duplicate appears during the Vortex Activation Phase of this turn and is removed during the Vortex Activation Phase of the following turn. The temporal duplicate has no damage and all systems are fully charged. When the duplicate is removed, the original Yog-Sothoth suffers damage equal to half of the damage suffered by the duplicate (round down, ignore armor). The duplicate may not employ any of the Temporal Manipulation effects on its turn. Timeheal. Yog-Sothoth may immediately regain 6d6 structure. Excess healing is ignored. Time Vortex. Yog-Sothoth may edit one opposing unit out of time for the remainder of the turn. Select one unit within Yog-Sothoth’s weapons arc and no more than 20 hexes away. Roll 1d20. If the roll is greater than the unit’s DEW, mark it. It does not move or fire and it cannot be fired ISSUE 18 Spring 2006 In Memory, Still Bright upon or affected for the remainder of this turn. At the end of the turn the unit returns to normal spacetime. A unit removed from spacetime suffers 1d3-1 Sanity damage. If the roll is less than or equal to the target’s DEW, the Time Vortex fails. their nightmares through his mere presence, or through a mindshredding direct attack. His children, the Star Spawn, often accompany him. oppose him. All opposing units with LOS on Great Cthulhu suffer 1d3 points of sanity loss at the end of each turn of battle. Special Rules Regeneration: During the Selfrepair phase of each turn, YogSothoth regains 2d6 structure. Regeneration: Great Cthulhu can regenerate damage which would cause an ordinary being’s death. If at least one box of active structure exists Great Cthulhu can act normally. If all active structure is destroyed, Cthulhu dissolves into a cloud of mist and cannot maneuver or employ any of his abilities except for his regeneration. If all regenerative structure is destroyed, Cthulhu’s material form is banished. At the end of every turn during the self-repair phase, Cthulhu regenerates 3d6 boxes of damage (starting with regenerative structure). If Great Cthulhu spent the entire turn in mist-form, he regenerates 6d6 boxes instead. (Unique) An amorphous, blind, idiot god gnawing at the center of creation, Azathoth is senseless, destructive matter. A part of Azathoth can be summoned into the normal universe, though this requires the work of a priest or other Mythos creature. Only insane humans worship the thing as it is incapable of registering such worship or rewarding it. Conditions for summoning Azathoth should be provided in a given battle or scenario–Azathoth is the Mythos equivalent of a Planet-Killer and should be treated appropriately. Once released, Azathoth absorbs all matter around it (save for a few powerful Mythos beings who can shield themselves from this effect), and grows hungrily for some time unless its link to the rest of itself is severed. Azathoth is always accompanied by at least one Servitor of the Outer Gods. If summoned during a scenario, you should place one Servitor adjacent to one of Azathoth’s hexes unless a Servitor is already present. Azathoth does not require a Servitor to be present in order to manifest, but it tends to lash out with greater fury when deprived of musical accompaniment. Azathoth is a terrain feature, not a ship. Use counters to indicate Azathoth’s location. Generally Azathoth must be summoned in some way to appear on the field– place its first counter at the point of summoning and place counters in all adjacent hexes, and execute the damage effects listed below if Unique Great Old Ones These beings either exist in a single location, or at the least appear only once in any given place. Many of them do not like each other. Except under extraordinary circumstances, only one Unique Great Old One should be present at a given battle (except for Azathoth, who may potentially appear along with any of the others). The nonunique Great Old Ones can appear alongside Unique Great Old Ones freely. Great Cthulhu (Unique) A high priest of Azathoth, Great Cthulhu vaguely resembles a squid, a misshapen humanoid, and a dragon. He stands over 100 feet high, and can strike with his long tentacles or with his magic. Cthulhu’s flesh is rubbery and resists damage; if injured he regenerates rapidly from damage, though severe damage may burst his flesh and release a noxious cloud of green mist which gradually coalesces back into his physical form unless disrupted. While Great Cthulhu hypothetically lies slumbering in the city of R’yleh, his mind wakes and may project his substance into space. Cthulhu touches the minds of sleepers and he can reawaken ISSUE 18 Spring 2006 General Sanity Drain: The mere presence of Cthulhu sends waves of insanity and despair against all who Azathoth THE GREAT MACHINE 29 In Memory, Still Bright Non-Mythos units suffer the following effects: any units are in one of Azathoth’s hexes. Azathoth normally appears during the Vortex Activation segment. Azathoth operates under the following rules: During the Ship Power Segment, Azathoth expands. The Mythos player rolls 1d6 for every hex Azathoth currently occupies. On each 5+, the Mythos player may add one hex to Azathoth so long as the hex is adjacent to a current Azathoth hex. If a unit occupies the new hex, immediately apply damage as listed 30 below. Damage: If a ship occupies an Azathoth hex for any reason, it immediately suffers damage as follows. Mythos units are automatically destroyed, adding another hex to Azathoth, unless the unit is a deity (Nyarlathotep, Great Cthulhu, Cthugha, Yog-Sothoth, and other uniques). A Mythos deity may immediately redeploy to any open hex adjacent to Azathoth. THE GREAT MACHINE Fighters, shuttles, and similar sized units are automatically destroyed. Larger units suffer 8d10+10 points of Gravitic class damage in Raking mode to EVERY side of the unit (except for the Primary hit location chart–unless a side has been destroyed, exposing the Primary to attack). Armor applies but Azathoth dissolves normal armor immediately upon its blocking damage; advanced armor loses half its points (round down), and hardened advanced armor loses 1 point each time it is hit by Azathoth. If the unit survives, move it directly forward in its direction of travel until it is no longer inside Azathoth. It takes no further damage from this movement. A surviving unit loses 1d6-2 points of sanity for every hex of Azathoth moved through, however, including the original hex, with a minimum of 0 points lost per die rolled. If Azathoth expands or moves into a hex with a terrain feature (asteroid, moon, planet, atmosphere, etc) that hex of the feature is destroyed and Azathoth grows by 1d3 hexes immediately. These new hexes do not move this turn and may not be placed on a terrain feature. Azathoth does not consume clouds, storms, or nebulae, but can consume and grow from debris of strength 3 or greater. EW Phase: All ships within 5 hexes of Azathoth during this phase lose 1d6 points of sanity automatically. If they drop to 0 sanity the ship is considered inert immediately. Note that Azathoth blocks LOS as any large object. Movement Step: The Mythos player may move every hex of Azathoth one ISSUE 18 Spring 2006 In Memory, Still Bright hex at this point, before any other ships move, with two restrictions– each hex of Azathoth must end movement adjacent to at least two other hexes of Azathoth (if possible), and Azathoth’s point of origin must be occupied (if possible). Any hex of Azathoth which is not adjacent to two other hexes of Azathoth at the end of movement is immediately removed. If Azathoth does not occupy its point of origin at the end of the movement step, its manifestation is dispelled and all Azathoth hexes must be removed immediately. Note that Azathoth is only removed at this point in the turn sequence–thus, to dispel Azathoth it is necessary to destroy all hexes adjacent to its point of origin, as well as the origin hex itself. Weapons Fire Step: Azathoth may be attacked. Consider each hex of Azathoth as an enormous unit with a profile of 30. Treat each hex as a separate unit for purposes of EW and weapons fire. Roll damage for all weapons hitting the target hex, ignoring weapon type or damage mode. If the total for all weapons fired by this ship or flight of fighters is 180 points or more, the hex is destroyed–immediately remove it from the map. Other ships firing on Azathoth may target a different hex. If the total damage is less than 180, divide the total damage by 30, dropping all fractions, and indicate how many units of 30 points the hex has suffered by marking it with a d6. Ships, shuttles, and fighter flights unable to deal at least 30 points of damage cannot effectively damage Azathoth. Tactical Note: Protect Azathoth’s point of emergence with other hexes whenever possible. Obviously, Azathoth is most effective as a ISSUE 18 Spring 2006 consumer of moons or worlds. Cthugha (Unique) Effectively a giant Fire Vampire, Cthugha dwells near Fomalhaut and is worshipped by the Fire Vampires as god and progenitor. Cthugha exists to burn things around it. Cthugha is fairly dangerous to other Mythos creatures but they will sometimes employ rituals to summon it and direct its destructive tendencies against enemies. Cthugha is most appropriate in the company of Fire Vampires and Colours Out of Space. It will only be found in the company of a Star Spawn under extremely unusual circumstances. Special Rules Special Armor: Cthugha suffers no harm from Plasma weapons. Its armor counts DOUBLE against Matter weapons (instead of the regular rules). Treat its armor as Advanced Armor against all other weapons. Spawn Fire Vampires: If no flights of Fire Vampires are currently on the map, Cthugha may attempt to Summon flights at the end of each turn. Roll 1d20 (modified by Servitors if any): 1-8 No vampires respond. 9-14 1 flight of Fire Vampires appear in Cthugha’s hex, speed 0, any facing. 15-18 2 flights of Fire Vampires appear in Cthugha’s hex, speed 0, any facing. If at least one flight of Fire Vampires is currently on the map, Cthugha may not summon any additional flights. However, if it destroys an enemy ship (not a fighter flight) with its attacks, immediately place a number of Fire Vampire flights in the victim’s hex, speed 0, any facing, based on the ship’s size: LCV = 1d2-1 flights (minimum 0) MCV = 1d2 flights HCV = 1d3 flights Capital Ship = 1d2+1 flights Enormous Ship = 1d3+1 flights Fire Regeneration: Cthugha can absorb any flight of Fire Vampires which enters his hex during the movement phase. Immediately remove the flight. Cthugha immediately regains one point of structure per point of structure remaining to the Fire Vampires. Using the Old Ones One option is to generate scenarios–you can include “ordinary” ships commanded by cultists or insane followers of the Old One in question, and either augment these ships with some of these beings, or have some timed event which summons an Old One into the battle. They also make nifty random encounters for campaigns. * * * 19+ 3 flights of Fire Vampires appear in Cthugha’s hex, speed 0, any facing. THE GREAT MACHINE 31 In Memory, Still Bright Ships of the Hyach Fleet By Tyrel Lohr Introduction The modern Hyach ships demonstrated a special, if not confusing, affection for the Medium Laser. When extrapolating their older fleet, I opted to keep the Medium Laser as their primary weapon system. Without any of the newer weapons in wide use, almost all of the ships would rely on the Medium Laser for engaging enemy starships. Alorai Kam Light Cruiser The direct predecessor to the Senchlat Kam, the Alorai Kam Light Cruiser was intended to serve as a smaller cruiser that could be built in large numbers and supplement the firepower of the larger, more powerful Irokai cruiser hulls. The Alorai Light Cruiser would operate as 32 a system defense cruiser, providing for planetary security at various outposts throughout Hyach space. In a cost-cutting move, jump engines were omitted from this design. This limited the design’s strategic movement options but its role as a planetary defense cruiser did not require the inclusion of a jump engine, and the money saved on construction costs and Quantium 40 would allow more light cruisers to be built and operated for the same cost. It was the Alorai Kam that set the precedent of arming Hyach light cruisers with heavy weapons, in this case the Heavy Laser. Previous light cruiser classes had not been armed so heavily, relying on quantity of weapons rather than quality. In deciding what type of heavy weapons to outfit the Alorai Kam THE GREAT MACHINE with, the Hyach initially investigated the possibility of integrating a Spinal Laser into its design. However, internal volume limitations in the design precluded its installation. Other than the Spinal Laser, the next heaviest weapon in the Hyach arsenal was the Heavy Laser, which had previously been employed, with good results, on the Irokai Kal Command Gunship. Two Heavy Laser turrets can be found on the Alorai Kam design, projecting substantial, long-range firepower into the forward and side arcs. Alorai Kon Light Carrier The 2150s saw a period of heightened raider activity in Hyach space, mostly as the result of a particularly intense Llort political crisis that had exacerbated existing ISSUE 18 Spring 2006 In Memory, Still Bright piracy problems. Rival factions within the Llort government had provided raiders with currency and war materials, planning on them to be used against the enemy. However many of the raiders were more than happy to ‘take the money and run’, quite literally in this case, deserting their Llort patrons and moving into nearby territories they perceived as being ‘weak’. After several years of enduring these escalated attacks against their border interests, the Hyach navy authorized the conversion of several Alorai Kam Light Cruisers, currently under construction at Shri-Shraba, into auxiliary light carriers. Upon completion, these ships were deployed to the border and served as convoy escorts. The presence of Alorai Kon Light Carriers in the borderlands provided a significant deterrent to all but the most dedicated of raiders. Most pirates, even those who had benefited most from the Llort ‘gifts’, were no match for a Hyach convoy under the protective escort of a light carrier and its fighter wing. Sirol Kur Fast Escort This older Hyach escort frigate design was in heavy use prior to the development of more advanced successor designs, including the Okath Kur. For over a century, ships of the Sirol Kur class provided the bulk of fleet and convoy escort services to the Hyach navy. Unlike future Hyach frigates, the Sirol Kur was built for speed over survivability. The engines of these escorts were supercharged and sacrificed efficiency for raw thrust. This extra speed potential improved the frigate’s chances of hunting down and engaging nimble enemy fighters. ISSUE 18 Spring 2006 Yaltat Kes Exploration Cruiser Prior to the 2200s, the Hyach fleet contained two distinct families of ELINT vessels. One family was optimized for battle operations and providing ELINT support to other Hyach combat units. The second was designed for long-range exploratory missions at the expense of combat abilities. The Yaltat Kes Exploration Cruiser falls into the latter family. The ship was one of the last great exploration cruisers developed by the Hyach. The ship bears a functional resemblance to the EA Explorer in that both classes are intended for long-term deployment to the fringes of known space. However the Yaltat Kes is a much smaller vessel with a more limited cruising range. The class’ jump gate construction abilities are also much more limited. A Yaltat Kes can transport and deploy one limitedcapacity jump gate in a target system, which then allows dedicated jump gate construction teams to arrive on site and begin building a more permanent jump gate. Over the last several centuries, the Hyach’s exploration program has waned. Few systems of importance have been discovered, and even those systems of merit that have been discovered have not been fully exploited. The declining Hyach population simply could not support additional colonial ventures outside the core of Hyach space. In some cases, the territories opened up by the Hyach exploration cruisers were leased to Drazi concerns who were more than interested in developing limited habitats in the systems, with a percentage of their income being directed to the Gerontocracy. As a result of this waning exploration, most Yaltat Kes Exploration Cruisers had already been placed in mothballs prior to the Dilgar War. Vestal Light Fighter This successor to the Dartha Medium Fighter acted as a testing platform for many of the technologies that would later be adopted in that fighter. The Vestal Light Fighter’s mission however was quite different. The Vestal fighters were optimized for dogfighting with enemy fighters, particularly raider fighters. They were not designed for performing attack runs on enemy capital ships, the mission in which the later Dartha would excel. One of the major failings of the Vestal Light Fighter was its reliance on the antiquated Light Maser weapon. Like its ship-based counterpart, the Light Maser had difficulty penetrating enemy armors. Against fighters this was less of a problem, as fighters tend to have comparatively weaker armor than capital ships. However there were still some fighters that were equipped with much stronger defenses, and it was against these fighters that the Vestal Light Fighters ran into difficulties. * * * THE GREAT MACHINE 33 In Memory, Still Bright Conversion Quick Start Rules: Original Game Era (OGE) By Sean Hillman Note: B5 & Babylon 5 are Trademarks of JMS, Babylonian Productions and the WB. B5Wars is Copyright Agents of Gaming. Rules of Engagement I&II are, I believe, still properties of Impressions Games and the original designers. Nothing here is meant to infringe on any rights that have been mentioned or that exist and have not been mentioned. This is for personal entertainment only. Introduction The following rules and the accompanying SCS’s are based on designs from the Rules of Engagement (ROE) I Computer Game and Manual. Thus these are interpretations of the original designs of that game. These rules do not directly reflect the Game Rules of Engagement II. As more information becomes available this could change. Unless otherwise stated, all items and rules found in the B5Wars Rules Compendium work as normal. 34 THE GREAT MACHINE Weapon Systems Unified Weapons Array (UWA) The Unified Weapons Array is a large reactor and munitions magazine that acts as a central distributor to the weapons on board the ship. It holds both the collected energy particles for Energy Beams (EB) as well as the various missiles. Depending on the size of the Weapon System installed, these could be standard missiles or more advanced versions. The UWA is separate from the Reactor. Each UWA will have a number associated with it. This is the energy reserve available for the weapons systems. Note that this number is different than the amount of power saved by turning the UWA system off. In effect the UWA is a power converter, turning reactor power into energy for the Energy Beams or guidance and launch power for the missiles. The energy used to fire weapons is automatically replenished each ISSUE 18 Spring 2006 In Memory, Still Bright round that the UWA is on and active. The reason that a given UWA may require more power is that some of the ships of the OGE are a bit over gunned for their sizes in B5Wars terms. Thus there may be more ELT to fire than there is power for them. The UWA is heat and radiation shielded so that Plasma weapons do not impose any half armor penalties. However, when an ELT is destroyed, the connections to the UWA may conduct any residual energy to the UWA itself, instead of the structure for that section as per the normal rules. Roll 1d20, on a 1-5 the energy is transmitted to the UWA, which takes damage as normal. If the UWA is destroyed, any energy in it is released as a single volley on the Primary Section. If there are remaining missiles, roll 1d20 for each missile. On a 1 or 2 the missile explodes for 5 points. Each missile that explodes is a single volley. Energy Beam – Launcher Turret (ELT) The primary weapon of the Local Group forces (both FW and UDP) is the Energy Beam. However, the weapon systems designed by the local manufacturers also come equipped with missiles. In the original game, Rules of Engagement, there is no specific emitter or launcher, the weapons just seem to fire from an undisclosed location. Thus it seemed logical that all weapons were connected to some centralized location, the UWA, and then the energy or missile was sent out to a specific launch point on the hull. This is the ELT. Most ships in the OGE have from 1 to 6 ELT on their SCS. ISSUE 18 Spring 2006 Defensive Energy Screens (DES) A given ELT may be used on any given turn either to fire an Energy Beam or to launch one ballistic missile. It may not do both. An ELT can fire every turn and the mode of fire from the previous turn has no effect on the mode of fire for the current turn. To fire in Energy Beam (EB) Mode, 3 points of power must be allocated from the UWA to the ELT in question. If not used on the current turn, this power is lost. However, this does not prevent the weapon firing in either mode the following turn. Energy Beams come in 1 size and do 2d10+2 damage per hit. They fire in standard mode. To fire in Ballistic Missile (BM) Mode, 1 point of power must be allocated. Note however, that these ships carry a very limited amount of missiles for each type. See Missile Types below for more rules on these weapons. Note also that when in BM mode, the firing arc of the ELT is 3600 and not what is printed on the SCS. Aside from their varying warheads these weapons are in all ways like normal missiles in B5Wars. When an ELT is destroyed, the feedback might damage the UWA. See the UWA rules above. Aside from extensive armor plating, the ships in the Local Group depend on electronic shielding to deflect damage away from their ships. DES systems in no way make a ship harder to hit but instead absorb a certain amount of damage. They act as energy armor and absorb damage. There are 4 shields and each is connected to and controlled from the central DES. This system allows a good deal of flexibility in how power is given to the shields. Each individual shield can hold a variable amount of power, depending on the amount transferred into the individual shield from the DES. The DES system is a centrally located power converter, taking whatever power it generates or is transferred into it and converting it into ionized energy that first polarizes and then dissipates energies that strike it. Unless damaged, the DES regenerates power equal to its power rating every turn. This power can be assigned to any DESP on the ship that is not destroyed. For each point of power given to the DESP, 1 point of damage protection is created. Every turn, the power must allocated, whether the points are maintained or varied from turn to turn. Shield power will regenerate between turns as long both the DES and the DESP are working. Like the UWA, the DES is armored and shielded in such a way as to not be affected by the armor degrading properties of Plasma weapons. THE GREAT MACHINE 35 In Memory, Still Bright that side of the ship with a DES anymore. Screens and shields cannot be stretched to cover more than one side. For a Transporter to be used, the shields must be dropped. Dropping shields can be done at any point in a given turn. Raising them again can only occur in the Power Allocation Phase. Matter – Energy Transporter (MET) Defensive Energy Screen Projector (DESP) Each Ship in the ROE has 4 DESP, numbered clockwise from 1(forward) to 4(port). These convert raw energy into protective energies and help protect the ships from damage. These shields or screens can absorb any type of known energy. They do suffer normal degradation from Plasma weapons just like armor does. Each projector can accept maximum of 5 points of energy from the DES and thus produce 5 points of armor per round (one point of armor per point of power added). This provides an extra point of armor for any and all attacks that come through that shield during the given turn. Once the projector itself is destroyed, it is impossible to cover 36 A by-product of hyperspace science, the MET allows matter to be turned into energy and transported to another location within a limited distance. The target location and original location must both be free of any kind of shielding. There are very few solid objects that can block the MET. For the MET to be usable in a ship-to-ship transport, the transporting vessel and target vessel must be within 6 speed factors of each other. Otherwise there is too much speed differential to attain lock. Second, the transporting vessel must have a positive lock on the target vessel. Finally, neither ship can be under the protection of any kind of shielding. Each MET can transport 1 MRS (Marine Raider Squad) per turn. Every ship in ROE has at least one MET. Some of the larger ships have more than one. The MET is affected the same way a weapon would be against a Minbari jammer. The maximum range of an MET is 10 hexes. Transportation takes place during the Ship-to-Ship Firing phase. mayhem on enemy ships. Use the normal boarding rules from B5Wars. Note: More information will be forthcoming on the Marine Raider Squads and other alien shipboard combatants. Missiles Missiles are an important tactical consideration in the ROE universe. Ships carry relatively few of these weapons but they can offer a tactical advantage when used properly. The following missile types are available in the OGE. General Damage: This is straight up brute force damage. Anti-Shield: Destroys a shield and a DESP’s ability to convert energy into protection. When a shield is struck, the amount of AS damage is applied to that shield immediately. If there is equal to or more AS damage Marine Raider Squad (MRS) The Marine Raider Squad or MRS is a highly trained group of men and women who enjoy causing THE GREAT MACHINE ISSUE 18 Spring 2006 In Memory, Still Bright than shield power, the shield collapses. If the AS damage is less, the shield’s ability is lowered. Regardless, the DESP cannot convert as much energy to protection as before. Example: A normal DESP can create up to 5 points of armor. If hit by a missile doing 3 AS damage, the DESP can now only created 2 points of armor. If AS damage negates a DESP entirely (doing 5 or more damage or a combination of missiles doing 5 or more) that DESP can no longer function though it is not destroyed. It can still absorb normal damage as a system if its number is rolled. Anti-Personnel: This missile was harder to convert. So what I did was convert it straight into C&C damage. When one of these missiles strikes a ship, no location hit is rolled. Instead, the damage is dealt to the C&C only. This is a very powerful missile type representing crew killing ability. Anti-Drive: Like the AP missile, the Ant-Drive missile attacks only one system: engines. All damage is done directly to the engine. Missile Statistics Federated Worlds Missile PN Pritchard SBR Melbourne FU8 Giaperelli FU9 Franklin Lab FE Woden FE Thiodyne P/PD Woden Nova Iliya Nova Damage 3 10 20 6 9 6 30 40 Type Anti-Shield General Damage General Damage Anti-Personnel Anti-Personnel Anti-Drive General Damage General Damage Cost 5 per 2 per 4 per 10 per 12 per 6 per 8 per 10 per Damage Type 20 General Damage 6 Anti-Personnel 3 Anti-Shield 30 General Damage 9 Anti-Personnel 6 Anti-Weapon 6 Anti-Drive 40 General Damage Cost 5 per 10 per 4 per 5 per 12 per 6 per 8 per 10 per United Democratic Planets Missile Type 1 Type 2 Type 3 Type 4 Type 5 Type 6 Type 7 Type 8 Missile: Missile Name Damage: Amount Damage Type: Type of Damage Cost: For purposes of trading missiles out and altering a ship’s cost ISSUE 18 Spring 2006 Anti-Weapon: This missile is exclusively a weapon of the UDP. It attacks the UWA directly, trying to cause a critical explosion and disable an enemy’s ability to fire its weapons. A Brief History of the Local Group The current year is 2374 and the Federated Worlds (FW) & the United Democratic Planets (UDP) are at war with one another. Much of the conflict stems from the loss of communication with other Earth colonies for a period of thirty years. The people of the Local Group have been on their own for a very long time and have grown accustomed to handling their own problems. The Human worlds in the area split into two armed camps, the FW and the UDP. The ships of both forces are limited to HCV or lower due to limited yard size and size limitations placed on Hyperspace travel by the Mass Limit. This limits the size of craft that can enter Hyperspace (ROE Manual, Pg. 27). Although technologically evenly matched, the FW’s industry is slightly better than that of the UDP. It could easily overcome the one enemy but the FW must deal with more than one. Creatures known as ‘Aliens’; the alien Entymion; the Muties – humans who have undergone sever mutation; and the Cybers – a powerful race of human-machine hybrids. Author’s Note: I could reprint all the pages of the History but these are included in the game manual and thus I am not sure of the legalities involved. THE GREAT MACHINE 37 In Memory, Still Bright Design Decisions Why Rules of Engagement? I loved this game. It was the best ship-to-ship game that had come out to date AND it had a lot of Star Trek: Next Generation feel to it. It also had a fairly simple but compelling history and unlike many TV shows, the ships had never been converted to my knowledge. The unique feel of the weapons systems also meant that I had to seek out some inventive solutions instead of just arming everything with a Babylon 5 Wars weapon. 38 Weapon Systems Shields You would think that a weapon system which essentially consisted of two components (beams & missiles) would be fairly easy to convert. Well this is not the case for a number of reasons. For one, the different ship classes could fit different sized weapon systems. This was not exactly a “modular” system that could be easily represented. For another, there was no obvious hard points for the weapons. So after some thought and some advice from Tyrel, I decided to create the UWA – ELT system. It’s a slightly different way of creating over-gunned situations, since all weapon power comes from the UWA and not the reactor directly. So an ELT that stands idle is not saving power. The shields or Defensive Energy Screens went through a few variations. Initially I had them as damage absorption and being able to be recharged very easily each round. I realized that this would not work well in that two scouts could potentially never hurt each other if they maintained the same facing throughout he battle. So the DES went from damage absorption to damage reduction. Now they act as extra armor though there is still a variable element. THE GREAT MACHINE No Capital Units The FW Dreadnaught is 303 meters long. The FW freighter is 450. These barely make it into HCV category. I decided that the fluff ISSUE 18 Spring 2006 In Memory, Still Bright about the Mass Limit allowed me to simply keep everything at HCV or smaller. So in campaign games the ROE ships will be at a disadvantage due to no capital units (among other things). However, they will be heavily gunned units for the most part. Expanded Era vs. Original Game Era I had plenty of ideas for expanded era designs and histories. I have not seen the information from ROE II yet so I am not sure how things might change. In any case, the OGE does offer up a variety of enemies - even if they all use the UDP ships. Ships of Rules of Engagement Federated Worlds Shipyard Mark 1 Scout (LCV) Although this is an ELINT ship, the FW & UDP forces use their scouts as Gunboats as well as Scouts. Scouts will often perform the same mission as Cruisers. The FWAF designed the scout to not only be the eyes and ears of the fleet but to carry out small missions on its own. Its primary purpose is as a patrol and early warning ship, but it also performs convoy escort and fleet support roles. Although armed with the same number of ELT’s as the UDP Scout, the Mk1 has one weapon forward and one weapon aft, making it difficult to outflank. FW captains prefer an oblique approach which allows the front and rear weapons to fire. ISSUE 18 Spring 2006 Mark 2 Freighter (HCV) The largest ship in the FWAF inventory, it is also the least combat worthy. Never the less, in such a dangerous universe, the engineers and Fleet command thought it best that all ships be armed, even the merchantmen. Although many of these ships are privately owned and operated, they use the same design throughout FW territory. United Democratic Planets Shipyard Type I Scout (LCV) The Scout was the prototype design for the UDP who initially relied on fast moving small ships in their war against the FW. Although not as sturdy as the Mark 1, the T1 is able to fire both ELT’s in the forward arc. This gives it an advantage on headon attacks. Designed primarily as a raider, the T1 performs well in escort and fleet duties, especially since it carries an Anti-Personnel missile as a standard load out. Type II Freighter (HCV) Designed by the military and leased to civilian corporations, the Type II Hull is much like the FW Mark 2. Instead of being a single large hull however, it is broken into three large cargo areas that are strapped onto a bridge and control unit. The heavy losses these incurred during the War nearly crippled the UDP economy. * * * THE GREAT MACHINE 39 In Memory, Still Bright ‘Designing Everyones Favorite Tramp Freighter’ or ‘Six Rebels on the Run with an Empire in Pursuit’ Article and SCS by Adam Keane Introduction With the release of The Great Machine Issue 15 everyone discovered that Issue 16 would contain Star Wars conversions for B5Wars. So I figured I would include everyones favorite rebel laden freighter. A ship who’s brave occupants are relentlessly pursued across the galaxy by the evil ‘Alliance’. A brother and sister who is wanted by the authorities, bounty hunters chasing them. No it’s not the Falcon; it’s Serenity. Lucas has nothing on them. Sadly because of FOX we know don’t know the whole story, but with an upcoming film I thought I should present my work here, especially with the arrival of the Serenity movie on September 30th. 40 Editor’s Note: This was sent to me before the release of Serenity to theaters. Sorry for being so late getting this included in an issue! Firefly Class Freighter The Firefly Class Freighter is a medium-sized, fast, rugged and outdated atmospheric cargo craft. This type of craft is favored by smugglers and independent cargo carriers. The ships themselves are over 70-years old and retired from all of the major shipping operations. However with a decent sized cargo capacity, excellent maneuverability and high speed the ‘Firefly’ Class is still found in relative frequency in known space. Unlike many other cargo craft there are no defensive weapons whatsoever and their crews must rely entirely on their wits, superior THE GREAT MACHINE maneuverability and speed to escape hostile situations. Similar in design to the ‘Fast Freighter’ the ‘Firefly’ has better sensors (but still very poor compared to any actual combat vessel), higher thrust, jump-capability and greater maneuverability. All this at only the price of carrying only half of the cargo, its defensive weapons and an increase in points cost. Vectored Thrust Vectored Thrusters act as normal thrusters in all respects, however may direct available thrust in either the forward or aft directions. Thrust may not be directed both fore and aft during one turn. * * * ISSUE 18 Spring 2006 In Memory, Still Bright Federation Antarctica Class Medical Frigate Article and SCS by Adam Keane Artist Unknown With increased hostilities associated with the Dominion War and heavy losses from the Borg, Starfleet Medical recognized that it would have to rely increasingly on the one-hundred and twenty year-old Oberth-class Science vessels, as the more modern ships were required for front-line patrols and combat duties. Without the required resources and fast ships Starfleet Medical’s centralized structure could not effectively combat outbreaks or epidemics on outlying worlds. For this they negotiated the production of a small prototype vessel and ten follow-up hulls, in return for turning over the three Nebula-class starships that were assigned to them. Construction of the prototype Antarctica-class was completed and evaluated against the aging Oberth-class and the three Nebula-class ships they were replacing. Constructed from the ground up to make use of Starfleets new Emergency Medical Hologram or EMH, there were multiple holographic processors and emitters installed throughout the ship and tied into a central dedicated computer which allowed there to be eight separate EMH projections active at any one time. Two standard ground-based medical facilities with complete laboratory support, acute and chronic-care wards were adapted and included in the forward triangular ‘saucer’ section of the hull. This design was hoped to allow ground based personal to be quickly and efficiently integrated with starship operation without having to have ISSUE 18 Spring 2006 them adapt to the layout of a standard starship which might slow their reaction times in a crisis. Compared to the other two designs the Antarctica bears more of a resemblance to the Oberth than to the Nebula, being of comparable overall size and crew compliment, this was to allow the crewing of the planned eleven ships with the crews assigned to the original three Nebula-class vessels. Increased shields, heavier weapons and armour all address the changing climate of the galaxy and a modern warp-drive allowed for faster response times to medical emergencies. Equipped with a large shuttle bay carrying six shuttles, almost the same size as the Nebula class and three-times the capacity of the aging Oberth’s, provide for large scale relief missions when it’s compliment of transporters is not adequate. Federation Type 9a Personnel Shuttles are normally the type carried due to their availability and large payload capabilities. Weapons and shields compare favorably to the older Oberth-class ships, though obviously not in the same class as the much larger Nebula-class Heavy Cruiser. The Oberth’s three light-phaser mounts have been upgraded to four medium-phasers with 240-degree arcs. However, unlike most Starfleet Vessels the USS Antarctica doesn’t mount any photon torpedo launchers, which normally occupy a great deal of internal space. To save resources the sensor suite and shields are the same as those installed into the Saber-class Attack Frigate, the shield projectors themselves are the same as those on the Nebula. The net result is a shield system 75% stronger than the Oberth’s with the same rechargerate. These add up to improved combat capabilities, however the Antarctica and it’s medical crews are far too valuable to be risked in hostile situations and the offensive systems are only designed to get the ship to warp where it’s high speed allows it a fair change of escape. Since its construction in early 2373 the U.S.S. Antarctica has participated in the relief effort of a mutagenic weapon deployed along the Cardassian border with successful results. Construction of the first four of the new hulls are well under way and should be completed by early 2374. NOTE: This ship is based off an image I had on my computer, I can’t read the artist signature. If you know who should be credited, please email me at adam.keane@gmail.com and I will update the ship. * * * THE GREAT MACHINE 41 In Memory, Still Bright Earth Alliance Command Explorer By Andrew Wieting Overview The Command Explorer was the result of President Clark’s regime and the xenophobia that it created. The small fleet of Explorers that were run by the EA was only armed with 24 Aurora Starfuries, two heavy pulse cannons and an array of Mk-1 interceptors. The Command Explorer was upgraded with mk-2 interceptors and modified to carry Thunderbolt Starfuries as well. The final upgrade that was made was to put two additional hangers into the primary section, raising the amount of fighters to 48. The hangers are so extensive that the four boxes per one light combat vessel requirement is lowered to two boxes per one light combat vessel. 42 THE GREAT MACHINE ISSUE 18 Spring 2006 In Memory, Still Bright Credits Editors Tyrel Lohr Layout Tyrel Lohr Proofreading Admiral Ackbar Submission Address submissions@firenebula.com Distribution Point planetside.firenebula.com The GREAT MACHINE is an unofficial, fan-based electronic publication dedicated to the Babylon 5 Wars game system. BABYLON 5, BABYLON 5 WARS, the B5W Core Rules, FLEET ACTION, GROPOS and all related material are copyright 2002 by Warner Bros. The contents of this unofficial publication are for personal, noncommercial use only. Any use of these product identities, copyrighted material or trademarks anywhere in this document and its associated files should not be viewed as a challenge to those copyrights or trademarks. Original concepts and mechanics remain the intellectual property of their respective authors. Coming Next Issue... CLOSED FOR BUSINESS? Well, it was a good run... but given the recent rate of releases I don’t think that The Great Machine will be around much longer. Why? Because outside of a small circle of people that submit material, there just aren’t all that many that are interested in sending anything in. I really do appreciate the work that those tireless few have put into their submissions, and it has been fun putting this together. Is this the end? That depends. My interest in B5W as a game system has largely waned and I have joined Hyperion and others Beyond the Rim. But will there still be new content and new issues of The Great Machine? Possibly. It all depends on YOU. There are some players that still seem to be actively designing ships and creating rules for the system, but few of them want to submit anything to this publication. That makes the pool of available material extremely limited. And with Paul gone, my ability to fill an issue without external material has disappeared. I would like to thank all of those who have worked hard over the last year and change to make The Great Machine a reality. Send all submissions to submissions@firenebula.com. Really. I won’t bite. You can send it right there to that e-mail address. Come on, you know you want to! Submission Deadline: Every Thousand Years... ISSUE 18 Spring 2006 THE GREAT MACHINE 43