Babylon 5
Val Char Base Points Total Roll Notes
45 SIZE 0 90 45 Length 131072.00", Width 65536.00", Area 8589934592.00" DCV -34
10 DEF 2 24 54
45 BODY 2 43 45 18-
35 INT 10 25 35 16- PER Roll 16-/19-
35 PRE 0 35 35 16- PRE Attack: 7d6
Movement
Type Primary/Secondary
Run () [ NC]
Swim () [ NC]
H. Leap ()
V. Leap ()
Levels
+5 with All Combat
Cost Powers END
0 Space Station: Location: In Space0
Power Systems
267 Tokamac 790 High Energy Fusion Reactor: Endurance Reserve (790 END, 790 REC) (869 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4)0
15 Tokamac 790 High Energy Fusion Reactors: 7 additional reactors, 8 total (15 Active Points)0
68 Tokamac 200 High Energy Fusion Reactor: Endurance Reserve (200 END, 200 REC) (220 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4)0
15 Tokamac 200 High Energy Fusion Reactors: 5 additional reactors, 5 total (15 Active Points)0
118 Reserve Power Cells: Endurance Reserve (400 END, 400 REC) Reserve: (440 Active Points); OAF Immobile (-2), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4); REC: (400 Active Points); OAF Immobile Fragile (Solar Panels; -2 1/4), Only to Power Station's Systems (-1/4), Requires Solar Proximity/Not in Shadow (-1/4)0
Propulsion Systems
1 Station Keeping Thrusters: Flight 1" (2 Active Points); no Noncombat movement (-1/4), Limited Maneuverability (-1/4)0
Tactical Systems
173 Particle Laser Cannon: Multipower, 390-point reserve, (390 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
14u
1) Close Range Shot: RKA 8d6, Area Of Effect (96" Line; +1), Continuous (+1) (360 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4)
36
16u
2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Area Of Effect (108" Line; +1), Continuous (+1) (390 Active Points); OIF Bulky (-1), Beam (-1/4), Real Weapon (-1/4)
39
5 Particle Laser Cannon: Second Cannon; Two total (5 Active Points)0
160 Pulse Cannon Turret: Multipower, 360-point reserve, (360 Active Points); all slots OIF Bulky (-1), Real Weapon System (-1/4)
8u
1) Close Range Shot: RKA 8d6, Autofire (5 shots; +1/2) (180 Active Points); OIF Bulky (-1), Real Weapon System (-1/4)
18
9u
2) Long Range Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (210 Active Points); OIF Bulky (-1), Real Weapon System (-1/4)
21
2u
3) Interceptor Fire: Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Real Weapon System (-1/4)
6
10 Pulse Cannon Turret: Three Turrets; Four Total (10 Active Points)0
116 Plasma Cannon Turret: Multipower, 262-point reserve, (262 Active Points); all slots OIF Bulky (-1), Real Weapon (-1/4)
10u
1) Close Range Shot: RKA 10d6, Penetrating (+1/2) (225 Active Points); OIF Bulky (-1), Real Weapon (-1/4)
22
12u
2) Long Range Shot: RKA 10d6, MegaScale (1" = 1 km; +1/4), Penetrating (+1/2) (262 Active Points); OIF Bulky (-1), Real Weapon (-1/4)
26
10 Plasma Cannon Turret: Three Turrets; Four Total (10 Active Points)0
67 Twin Particle Array (Anti-Fighter): RKA 4d6, Autofire (5 shots; +1/2), Fighter Scale (suffers no SIZE DCV mods; +1) (150 Active Points); OIF Bulky (-1), Real Weapon (-1/4)15
15 Twin Particle Array: Five More Arrays; Six Total (one for each sector) (15 Active Points)0
33 Mk II Defense Grid Energy Projectors (6): Multipower, 90-point reserve, (90 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4)
3u
1) Defense Mode: Missile Deflection (Any Ranged Attack), +5 to MD, Full Range (+1) (90 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4)
9
3u
2) Attack Mode: RKA 4d6, Autofire (5 shots; +1/2) (90 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one section of Station; -1/2), Real Weapon System (-1/4)
9
15 Mk II Defense Grid Energy Projectors (6): Five Banks; Six Banks Total (one for each section) (15 Active Points)0
103 Mk II Defense Grid Targeting Computer: INT: 15 DEX: 20 (23) SPD: 6 (see character sheet) (155 Active Points); Costs Endurance (-1/2)15
15 Mk II Defense Grid Targeting Computer: Five Computers; Six Total (one for each section) (15 Active Points)0
59 8m-12m Armored Hull: +44 DEF (132 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
Operational Systems
70 XP-7 Sensor System: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1)12
2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
Electronic Warfare Systems
46
1) Electronic Warfare Systems: Change Environment 16" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (139 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
14
15
2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), Two EW Systems Simultaneously (+1/2) (37 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
8
32
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 37 Active Points of Suppress (65 Active Points); OIF Bulky (-1)
6
2
4) ECCM Systems: Power Defense (5 points) (5 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)
1
30 Internal Monitors: Clairsentience (Sight, Hearing And Radio Groups), 256 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Tracking, Perception point can not move through solid objects (+0) (90 Active Points); OAF Immobile (-2)9
5 Babcom System: B5 Communications Network: HRRP (Radio Group) (12 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2)1
25 StellarCom System: Civilian interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4)6
25 StellarCom Gold Channels: Military and Diplomatic Interstellar Communications System: HRRP (Radio Group), MegaScale (1" = 100 lightyears; +4), Can Be Scaled Down 1" = 1km (+1/4) (63 Active Points); IIF Bulky (-3/4), Costs Endurance (-1/2), Requires Working Jump Gates at Transmit and Receive Ends for Interstellar Communication (-1/4)6
8 Fabrication Facilities: Minor Transform 5d6 (raw materials into working components), Requires A manufacturing, construction, engineering, etc. Roll (No Active Point penalty to Skill Roll; +0) (50 Active Points); Extra Time (1 Day, -4), OIF Bulky (-1)5
Damage Control Systems
72
1) Fire Suppression System: Suppress Fire 10d6, Continuous (+1), Area Of Effect Nonselective (10" Any Area; +3/4), Conforming (+1/2) (162 Active Points); OIF Bulky (CO2 and Fire Suppression Foam Injectors; -1), Requires Multiple Foci or functions at reduced effectiveness (+1/4), 1 Continuing Fuel Charge lasting 5 Minutes (-1/2)
[1 cc]
33
2) Blast Doors and Hull Breach Foam Seal: Entangle 10d6, 10 DEF, Cannot Be Escaped With Teleportation (+1/4) (125 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Only To Form Barriers (-1), OIF Bulky (-1), Requires Multiple Foci or functions at reduced effectiveness (+1/4)
12
Personnel Systems
70 Station Crew: Followers (2,500 50 point characters)
5 Artificial Gravity: Telekinesis (7 STR), Selective (from 0G to 1.3G; +1/4) (13 Active Points); Only to Pull Objects Straight Down to Floor (-1), Limited Area (Rotating Section Only; -1/2), Must Maintain Spin (-1/4)1
15 Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2)2
18 Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within one sector; -1/4)[1 cc]
15 Backup Life Support Systems: Five Backup Systems; Six Total (one for each sector) (15 Active Points)0
12 Alien Sector: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (22 Active Points); Costs Endurance (-1/2), Limited Area (only within Alien Sector; -1/4)
Notes: Environments not suited for most humanoids
2
18 Alien Sector Backup Life Support Systems: LS (Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Week (+0) (22 Active Points); Limited Area (only within Alien Sector; -1/4)[1 cc]
12 Medlab: (Total: 12 Active Cost, 12 Real Cost) +3 with Paramedics (Real Cost: 6) plus +3 with SS: Medicine (Real Cost: 3) plus +3 with SS: Xeno-Biology (Real Cost: 3)0
10 MedLab: Four MedLabs; Five total (10 Active Points)0
6 Security Cells: +5 DEF, Cannot Be Escaped With Teleportation (+1/4) (19 Active Points); Partial Coverage (Cell Blocks Only; -2)
Notes: Cells have 15 DEF total
9 Transport Tubes: (Total: 44 Active Cost, 9 Real Cost) Teleportation 12", Position Shift, x2 Increased Mass, x4 Noncombat (39 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 7) plus Teleportation: Floating Fixed Location: (any travel tube stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2)4
15 Core Shuttle: Multipower, 30-point reserve, (30 Active Points); all slots OIF Bulky (-1)
1u
1) Local Stops: (Total: 30 Active Cost, 7 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, x4 Noncombat (25 Active Points); Extra Time (1 Minute, -1 1/2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 5) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2)
2
1u
2) Long Distance Stops: (Total: 30 Active Cost, 6 Real Cost) Teleportation 5", Position Shift, x2 Increased Mass, MegaScale (1" = 1 km; +1/4) (25 Active Points); Extra Time (5 Minutes, -2), Can Only Teleport To Floating Fixed Locations (-1), OIF Bulky (-1), Costs Endurance (-1/2), Must Pass Through Intervening Space (-1/4) (Real Cost: 4) plus Teleportation: Floating Fixed Location: (any core shuttle stop chosen at time of use) (1 Locations) (5 Active Points); OIF Bulky (-1) (Real Cost: 2)
2
Skills/Labs/Other
100 Labs: as defined by players or GM (100 points) (100 Active Points)10
9 Reputation (A port of call - home away from home for diplomats, hustlers, entrepreneurs, and wanderers. Humans and aliens wrapped in two million, five hundred thousand tons of spinning metal - all alone in the night. ) 14-, +3/+3d6
Station Main Computer
Notes: Includes Skills, Programs, and Talents listed below
 
Skills
3 Auto Repair System: Electronics 16-
3 Auto Repair System: Mechanics 16-
3 Babcom Database: KS: Archived Recent News 16-
3 Babcom Database: KS: Current News 16-
3 Babcom Database: KS: Entertainment Database 16-
10 Command and Control Systems: Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 17-
5 Encryption System: Cryptography 17-
5 Fire Control System: Rapid Autofire
4 IIF System: KS: Ship Identification 17-
4 Navigation Computers: AK: Epsilon Sector 17-
4 Navigation Computers: AK: Hyperspace Beacon System 17-
5 Navigation Computers: Navigation (Hyperspace, Space) 17-
3 Security System: Security Systems 16-
3 Semi-Autonomous Self Correcting Computer System: Computer Programming 16-
40 Tactical Combat Computer: +5 with All Combat
 
Programs
1 Attack Target
1 Diagnose Station Malfunction
1 Locate Target
1 Monitor Comm Systems; Report Anomalies
1 Monitor Sensor Systems; Report Anomalies
1 Open Slot
1 Open Slot
1 Open Slot
1 Operate Defense Grid
1 Operate ECM/ECCM Systems
1 Operate Jump Gate
1 Operate Maintenance/Camera Bots
1 Repair Station's Systems
1 Scan and Record Data
1 Schedule Station Events
1 Search Reference Material/Databanks
1 Send Emergency Signal if Crew Incapacitated
1 Send Emergency Signal if Specific Protocols Not Met
 
Talents
3 Calculator: Lightning Calculator
3 Clock: Absolute Time Sense
3 Instant On Feature: Lightsleep
5 Memory Core: Eidetic Memory
4 Backup Memory Core: Eidetic Memory (5 Active Points); Only to backup primary core (-1/4)
3 Range Finder: Absolute Range Sense
4 Scanner: Speed Reading (x10)
16 Translator: Universal Translator 16-, Accessible through the Babcom System (+0) (20 Active Points); Knowl Languages Only (-1/4)
Total Powers & Skills Cost: 2240
 
Total Cost: 2457
 
200+ Disadvantages
95 DNPC: Station Inhabitants 8- (Normal; Useful Noncombat Position or Skills; Group DNPC: x262,144 DNPCs)
15 Distinctive Features: Babylon 5 (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
30 Hunted: Shadows or Drakh (depending on timeline) 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Physical Limitation: Can Not Move Out of Lagrange Point (All the Time, Fully Impairing)
10 Reputation: Nexus for the Fight of Light vs. Darkness, 11-
15 Social Limitation: Diplomatic Station: Subject to Wants and Desires of Foreign Governments (Frequently, Major)
20 Social Limitation: EarthForce Station: Subject to Orders (Very Frequently, Major)
25 Watching: Enemies of EarthForce/Earth Dome 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Total Disadvantages Points: 235
 
Description
From the B5 Tech Web Site:

BABYLON 5 STATION

Class: O'Neil Space Station
Type: Deep Space Station
Length: 8,064.5 meter (4,032.25 hexes)
Diameter: 840 meter (420 hexes)
Volume: 17,835,630,769 cubic meters
Mass: 9.1 billion metric tons
Crew: 2,500
Troops: 15,000
Fighters: 48 Starfury fighter craft
Power: 8 Fusion Reactors
Duration: 5 years
Weapons:
Twin Particle Arrays
Particle Laser Cannon
Pulse Cannons
Plasma Cannons
Defense:
8 - 12 meter armored hull
Mk. II Defense Grid

Babylon 5 is a 8,064.5 meter (five-mile) long, 840 meter diameter, 9.1 billion ton O'Neil class space station, located at a pivotal main jump gate in the Epsilon system. Located at the L-5 point in a binary star system between a star and a planet named Tigris & Euphrates, in a 33,000 kilometer orbit around a planet called Epsilon Eridani III, coordinates: "Grid Epsilon" at 470/18/22 located 10.67 light-years from Earth. The station's life support system is capable of supporting over 250,000 entities in variable gravities, mostly as transit passengers.

Normal planetary gravity aboard Babylon 5 is simulated in a similar manor to Babylon 4, by rotating the stations center section. Outward acceleration at the outer most edge of the station is 1.41 gravities. Babylon 5 supports variable atmospheres, 92% earth standard, 5.2% methane, and 2.8% other. Unlike Babylon 4, Babylon 5 does not have the counter rotating sections, effectively trapping the station in orbit around Epsilon Eridani III. Babylon 5 does have a series of thruster engines however, used in maintaining its location at the L5 point.

When the station first went on-line, only a low level defense grid defended Babylon 5, leaving the station extremely vulnerable to attack. It was not until the station's upgrade in 2259, when the Station's systems were given a complete overhaul that Babylon 5 had sufficient firepower to defend its self from an invasion force. The new and significantly more powerful defense grid gave Babylon 5 enough firepower to take on a battlecruiser without the need of an escort fleet and reaffirmed Earth Alliances commitment to the Babylon project.

Babylon 5 is also equipped with a full complement of 48 Starfury fighters. Half of Babylon 5's fighter squadrons consist of 24 SA-23E Aurora class Starfuries and 24 new SA-32 Thunderbolt class Starfuries. Most of these Thunderbolts came from the EAS Churchill, which was destroyed during the Battle of Euphrates by forces loyal to former President William Morgan Clark, after Babylon 5 seceded from the Earth Alliance in 2260.

The "front" of the Babylon 5 station contains the station's control and command deck, observation dome, and docking bays. The station's docking system consists of two docking bays, the first allowing small craft to enter along the stations 0g center line of the rotating section, to be transferred to the appropriate internal landing bay. The second and larger docking bay is located in the stations upper non-rotating section, which is dedicated to craft remaining in free fall. The forward section of the station, designated BLUE sector, also contains the Cobra launch bays for Babylon 5's fighter wings.

To control and maintain the vast network of power, air recycling, water reclamation, communication and data storage, Earth Alliance turned to the Centauri in the construction of Babylon 5's computer system. Based on a crystalline Earth/Centauri hybrid technology, it was decided that Babylon 5 would have a completely revolutionary AI, providing the station with an artificial personality. Unfortunately this plan did not work very well, as a technical error lead to the rather unstable personality of a New-York taxi cab driver taking over the Babylon 5 system. Quickly realizing the monumental problem this would create, the artificial personality was locked out and a more conventional computer/user interface was integrated into the system.

The computer system presently in use on Babylon 5 is based primarily on human design using Centauri crystalline technology and is capable of both keyboard and voice input, the latter in over one hundred different alien languages. Integrated within this computer system is the Babcom communications network, which is used to handle all the station's communication needs. This includes intra-station, ship-to-station, and long-range tachyon communications.

Given the size of the Babylon 5 station, engineers deemed it necessary to create an extensive mass-transit public transportation system, which allows personnel and visitors to easily travel across the whole of the five-mile long station. This system includes several train systems that run across the outer walls of the station, as well as a monorail shuttle service that runs along the stations 0g-center line. The Core Shuttle as it is referred to in-station, runs every five minutes accessing 13 substations along the length of the Babylon 5 habitat section.

To make it easy to negotiate the vast size of the station, Babylon 5 has been broken into six subsections. These include the following:

* YELLOW SECTOR-Engineering, docking and cargo bays.
* BLUE SECTOR-Customs, operations and Earthforce personnel quarters.
* GREEN SECTOR-Diplomatic habitation and facilities.
* RED SECTOR-Commerce and transient/commercial habitation.
* GRAY SECTOR-Construction, manufacturing and engineering.
* BROWN SECTOR-Reclamation and outer hull area.

Using a coordinate based system, finding ones way around Babylon 5 is relatively easy. One must simply know the sector's color designation, which is a spiral ring of the station, followed by the sector letter, and then whatever number that denotes a level.

Another interesting problem presented in the construction of Babylon 5, was the station's need for a very powerful reactor, in order to run all station systems as well as operate the large motors used to rotate the station's habitat wing. Thus a new type of fusion reactor system was designed.

Main power for Babylon 5 is handled by a series of high-mass particle-fusion reactors in the rear non-rotating section of the station. The main fuel tank located at the rear of the station is a total of 265 meters in length and 455 meters in height. Total volume of the main fuel tank is 25,095,336 cubic meters and holds a total of 4,115,635,209 kilograms of gelled deuterium. Energy output of this reactor system is 2.5*1024 joules.

Babylon 5 has a total of eight fusion reactors, which can generate an average, combined power output of approximately 16,182 Terawatts (1.6*1016), time averaged over five years. This powerful reactor system handles all the stations power needs. In addition to the main fusion reactors, there are many smaller fusion reactors strategically placed throughout the station, designed to ensure key systems remain operational should it ever become necessary to eject the stations main energizer.

A marvelous achievement for all parties involved, despite complaints that the station was built using substandard parts, Babylon 5 will continue to faithfully serve the ideals and goals that lead to her creation, the dream of one point in space where the entire universe could come together in peace.
 
Game Notes
SIZE characteristic based on taking extra width from SIZE table and adding it to length, then going to next highest SIZE.

Number of Weapon Emplacements is an educated guess. Can not find hard references to exact numbers.

Main computer incorporated for simplicity.

HERO conversion © 2004 by Tony Moller.