Unofficial Missle Rules for The Babylon Project
Rev. 1.1 (6-18-98)
by Jeff Hiatt


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