Unofficial Missle Rules for The Babylon Project

Rev. 1.1 (6-18-98)

by Jeff Hiatt

Missle launched from EA Defense PlatformAnother shot of missles being launched from EA defense Platform

 

To launch missiles an order of LM has to be entered during the Movement Phase of the turn. Missiles will be fired from the point where the ship is after velocity would be applied but before any movement is applied. For example if a ship has a velocity of 10 MU the missile would be deployed 10 MU along the ship's movement vector. From that point the missile would move just like a fighter (see chart below for individual missile type movements). Missile movement occurs after players have written their movement orders, but before players move their ships. Missiles have a duration of 2-3 turns (depending on type). If after three turns the missile has not attacked a target the missile dies and is out of the game.

For ease of play missile attacks are resolved the same way as fighter attacks. See chart below for information on damage.

Missile info Chart

Missile Type Duration Range Speed Number of Salvos per Launcher Damage
Class 1 2 Turns 150 mu 50 mu 3 1d6
Class 2 2 Turns 120 mu 40 mu 2 2d6
Class 3 3 Turns 75 mu 30 mu 1 3d6

1. A missile group consists of 6 missiles.
2. Only one missile salvo per launcher can be fired per turn.

Fighters can attack missile groups. To resolve fighter attacks against missile use the following chart. Re-roll sixes. Anti-fighter weaponry on board capitol ships fire against missile just as if they are fighters.

Fighter vs Missile Chart

Racial Fighter Types Class 1 Missiles Class 2 Missiles Class 3 Missiles
Mimbari 6 5,6 4,5,6
EA x 6 5,6
Narn x x 6
Centauri x x 6
Raider x x 6

 

Hits to missile launchers are very destructive to ships if there are missiles to still in the launchers. When a missile launcher is hit there is a chance that the missiles in the launcher will cook off and explode. When the launcher is hit it is destroyed. Roll 1d6 to determine how many of the missiles cook off. See Chart below for results.

Cook off Damage Chart

Roll

Damage

1

No damage

2-3

1/3 x missiles in launcher

4-5

2/3 x missiles in launcher

6

All missiles in launcher

 

Missiles Icons

Class 1 Missiles Class 2 Missiles Class 3 Missiles
Icon for class 1 typr missle Launcher w/salvos Class 2 Missile Icon w/salvos class 3 Missile w/ salvo

I would greatly appreciate any feed back on these rules. Please Email me at Jeff_M_Hiatt@msn.com

Special Thanks to Spyhawk for all of his help and input on these rules. If you are looking for fighter based missile rules, this is the place(Click here to go to his web site.)

Notes: Missiles mounted on Drazi ships should be class 1 missiles. The missiles mounted on the Super Vorchans that have been seen lately should be considered class 1 as well with a +2 damage bonus. Earth Alliance Planetary Defense platform missles should be considered class 3 missiles.

 

The above images are from the Babylon 5 episode "Endgame". Copyright Warner Brothers 1998 and Babylonian Productions 1998. The Babylon Project is produce by Wireframe productions.

 

 

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