GM Issue01
GM Issue01
GM Issue01
ISSUE 1
November 2003
Contents
2 Introduction
3 The Ships of
Into the Fire
Welcome you, Zathras does
Zathras welcomes you here, yes,
Zathras does. Zathras is oldest living
caretaker of Great Machine... now Draal say
Great Machine open to all that would know
its secrets. Zathras knows many of the
secrets of the Great Machine... ahh... Zathras
be showings you these secrets for Draal,
yes?
This issue I shows you about the ships
of Into the Fire. The cancelled Sierra game
it is, yes... some thought it was our last, best
hope for peace! But Zathras, Zathras know
it was not to be. But no one ever asked
Zathras. Zathras would have answered, but
no one ask Zathras...
Oh, yes, other great things available
at Great Machine for visitors to see! Great
records of long ago they are, yes, very great
records. Zathras thinks you will like them.
Many scrolls, with information about Centauri
from Legions of Fire trilogy, and a lost Human
band rescued by Vree. Oh yes, Zathras
remembers that, or at least Zathras tell
Zathras he remembers that. Never trust
Zathras... but dont tell him I said that!
The Great Machine also has
information on how to design new races for
Babylon 5 Wars. Yes, learn much you will.
Zathras has designed races that even Draal
does not know yet.
Oh, Draal is calling me! Call Zathras
if you need any help!
18 Born of Fire:
The Babylon Project Release 2
A review of the Babylon 5 Freespace 2
conversion.
21 Prometheans
A first look at new Centauri warships
from the Legions of Fire trilogy.
ZATHRAS,
CARETAKER
2
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Dilgar Fighter
As with the Dilgar War
Cruiser, the Dilgar Fighter is a design
lost to time. An interesting design,
this fighter shares many design
characteristics with the larger
cruiser. Both accentuate curves and
open space in their design. The
Dilgar Fighter is perhaps most
notable for the fact that it is designed
to be operate in a vertical rather than
horizontal alignment. This setup is
often a rare find in science fiction,
where the writers and designers are
trying too hard to emulate modernday atmospheric fighters.
PakMaRa Ship
This PakMaRa ship was
featured in the Into the Fire game
promotional insert that was to be
printed and included with Agents of
Gamings future game supplements,
acting as a cross-promotion attempt
by Sierra. The illustration suggests
that the ship is simply another
Yolu Ship
Three instances of this
particular Yolu vessel can be found
in the Into the Fire illustration. Unlike
the PakMaRa vessel, the Yolu ship
provides some actual evidence
related to its capabilities. Two of the
three Yolu ships are actually seen
firing in the graphic, giving an
important insight into their
capabilities. Four long, purplish-pink
beams are being fired from each of
the two craft, with each beam
emanating from one of the four
purple dots located on the bow of
the ship.
The aesthetics of these Yolu
ships are in many ways very close
to the top-down views found on
AOGs own Yolu ships. Again, it may
be another instance of AOG giving
a tip of the hat to the Sierra designs
and attempting to maintain continuity
between B5W and the dead
computer game.
Mysterious Vessel #1
The most enigmatic craft in
the battle scene has to be the one
that is firing the very large yellow
beam across the battle. This beam
coloration is in stark contrast to the
rest of the weapons fire evident in
the scene. Whose ship could this
be? Is it a Dilgar vessel? It certainly
is sitting behind the main Dilgar
battle line, and there are no other
allied units visible in that area. It
could also be another unknown ship
belonging to one of the cobelligerents, but given the setup of
the image I find this unlikely. After
all, it is firing on the allies!
Other Ships
Abbai Ship
Not featured on the Sierra
Babylon 5 games website, the Abbai
ship was one of the designs that was
on the drawing board but did not
come to light until after the games
cancellation. The ship was to be the
first real view of an Abbai ship, and
to say that the craft is unconventional
would be putting it lightly. Spindly
and visibly frail, the Abbai ship would
have been far different from Agents
of Gamings own Abbai ships.
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Hurr Gunship
As with the Hyach Gunship,
the Hurr Gunship is an easy fit with
the existing B5W Hurr ships. Ever
since viewing this graphic I have
thought that the Hurr ships were at
least based in part on this design.
In fact, this design from Sierra was
the first glimpse we ever got at a
Hurr ship design, as Militaries of the
League of Non-Aligned Worlds-2
was developed and released much
later.
Narn OSAT
The Narn defense
satellite was one of the
many Narn designs to be
created for the Into the Fire
game. Little information is
known about the intentions
of the Narn OSAT, and like
many of the Into the Fire
units it remains a mystery.
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Minbari OSAT
The Minbari OSAT design
was the first real look at a rendition
of a Minbari fixed defense element
other than the Norgath Starbase
from War Without End. The
Minbari OSAT is yet another of the
forgotten designs to be born of the
Into the Fire computer game.
Interestingly enough, many of the
Babylon 5 game conversions include
this type of Minbari OSAT.
* * *
* * *
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The Tarthikur
Project
By Tyrel Lohr
History remembers the
Dilgar as one of the most ambitious
races to have appeared in the
galaxy. The fact that they were so
successful in achieving their
objectives and wreaking terror
across the League was their
excellent research and development
capabilities. In the span of two
decades the Dilgar had managed to
make technological leaps that would
have taken the other races a century.
One of the largest late-war
military development projects
undertaken by the Dilgar was the
Tarthikur Project. This project was
charged with the duty to acquire,
reverse engineer, and put to use
promising alien technologies
captured during the invasion. Many
hulls were planned for eventual
production, but only the Tarthikur
was built before the defeat of the
Dilgar.
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Dilgar Tarthikur-X
Advanced Cruiser
In the months leading up to
the final Battle at Omelos, the Dilgar
War Council knew that the Imperium
was doomed. Their only hope lay in
creating a stalemate in the war.
Victory was no longer a realistic goal,
but if the Dilgar could once again
secure the initiative there was at
least the chance of survival for the
Dilgar species.
During these chaotic last
days the Dilgar began experimenting
with massive modifications to one of
their few Tarthikur Shield Cruisers in
an attempt to convert it into an
advanced fleet command cruiser.
No expense was spared on the
conversion of the ship. All of its
major systems received sweeping
upgrades as part of the refit
process.. The reactor was improved
and the Medium Bolters upgraded
to heavy models. The shields were
likewise hardened, the equals of
even the best shielding operated by
the Abbai.
The most striking upgrade to
the Tarthikur was the installation of
a Spinal Laser. Most ships could
never hope to incorporate such a
weapon if not built from the ground
up around the gun, but the
Tarthikurs spacious aesthetic lent it
to the mounting of just such a
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* * *
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Tavori Kam
Gunship
By Charles Danesti Haught
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Abbai Byalla
Corvette
By Paul Brown
In the mid-nineteenth
century, regional tensions of the
time were causing the Abbai to feel
a certain amount of unease.
Increasing raider activity in
particular was being born from
small conflicts and the then-chaotic
state of the Drazi. In an effort to
protect their merchant shipping
lines, the Abbai set about creating
a light warship to perform the roles
of escort and pirate hunter. The
relatively new shielding technology
of the time was thought too cost
prohibitive for what was essentially
an auxiliary warship. The Byalla
Corvette would instead rely on its
thin profile to avoid taking
damage while engaging pirates
with a relatively strong
armament for the day. Two
laser cutters along with a pair
of particle beams provided the
main offence while a sensor spear
gave the ship the added edge
against ill-equipped pirates. As the
Orieni-Centauri war broke out and
threatened
to
spill
into
neighbouring territories the
corvette began to see use as a light
support ship for larger fleets. In
2032 the class received a refit, with
the laser cutters replaced by
second-line medium laser
weaponry
as
well
as
12
enhancements to the
sensor grid. The unusual
design however did not lend itself
well to the inclusion of shield
technology and so the ship fell out
of favour with the Abbai military as
the years passed. The design was
eventually decommissioned in the
early 2100s and is believed to have
had an influence on later Tiraca
and Shykara Frigate designs.
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Hurr Vorka
Heavy Frigate
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Hurr Ortacca
Ballistics Frigate
By Tyrel Lohr
In an attempt to distance
themselves from PakMaRa
weapons dealers, the Hurr
initiated a program in the late
2250s to begin retrofitting their
Vorka
fleet
with
more
conventional,
homegrown
weapon systems. The most
successful of these was the
Ortacca Ballistics Frigate.
The Ortacca trades the
plasma accelerator for two more
Class-S Missile Racks and a
single medium plasma cannon.
The Ortacca is an effective
ballistics support platform but the
Androma Republic was unable to
finance the construction or
conversion of many new hulls of
the class. This construction
limitation left the Ortacca as a
rare variant.
13
Narn TDok
Escort Carrier
by Tyrel Lohr
Minbari Ashraal
Guardpost
By Paul Brown
14
Following
several
campaigns against neighboring
worlds, the Narn began relying
more and more on their larger
TLoth cruisers for power
projection. This left the older
TRakk Frigates to fill in the
gaps, providing support for the
more valuable cruisers.
The TDok Escort
Carrier is a modification of the
TRakk designed to provide
Narn fleets with additional antifighter support. Providing
excellent Twin Array coverage,
as well as a flight of Goriths, the
TDok is meant to escort TLoths
into battle and protect them
from enemy fighters at all costs.
This variant was easy to
produce, and effective for its
lower cost. Despite this the
TDok was largely replaced by
the growing numbers of TLoth
and newer Narn ship hulls being
deployed by the Regime.
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Narn TSok
Heavy
Destroyer
By Paul Brown
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Born of Fire:
The Babylon Project - Release 2
A Review of the
Babylon 5 / Freespace 2
Conversion
By Paul Brown
The cancellation of the
Babylon 5 Simulator Into the Fire
fuelled a lot of dissent among
Babylon 5 fans who were hoping to
jump into the seat of a Starfury to
blast boneheads and Raiders just as
Star Wars fans were able to fly XWings and Tie Fighters. While the
movement to revitalise the game
ultimately failed, the dream for a
Babylon 5 flight simulator did not. A
group of dedicated fans began
working on modifying existing game
18
ISSUE 1
November 2003
as
artistic
license. As I
have
some
experience
designing missions
myself, I would have
probably done things
differently.
But
negative
comments aside, the
positives in this release far
outweigh any inherent problems.
The first thing people will notice
which is improved over Release 1 is
the amount of available ships, in
particular, player-flyable ships. The
player is able to fly Zephyrs (DeltaVs), Auroras, Thunderbolts, Sentris,
Frazis and probably Nials, though no
missions feature the player as a
Minbari. In addition to these fighters,
there are new ships for the Centauri
and Narn plus about a half-dozen
Earth Alliance and civilian vessels.
The release seems to be geared
mainly towards Earth-Minbari
conflicts or Earth Civil War battles.
Consequently, most of the third-party
campaigns in development are
geared towards these conflicts.
Though I must say that several
notable ships, including the Minbari
White Star, are absent from the
release.
Problems with the campaign
structure aside, several of the noncampaign missions are very
A Centauri Sentri
attacks its target.
enjoyable. In
particular, those missions where the
player flies Narn or Centauri fighters.
Though I absolutely loathe the
Centauri in Babylon 5 Wars I must
say that the Sentri was by far the
most enjoyable fighter to pilot.
Possessing a high rate of fire, good
missiles and nice manoeuvrability
Ive found myself replaying the Sentri
mission several times over. Now if
the description of the fighter I gave
you doesnt sound entirely accurate
then youre right, it isnt. The most
accurate fighters in terms of weapon
sounds and rate of fire are the
Aurora, Thunderbolt and the Zephyr.
The rest vary somewhat from what
we see on the screen and all fighters
have the ability to carry missiles,
though the guns remain the primary
weapons. I quite like what theyve
done with the fighters as some
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19
Related Links:
The Babylon Project homepage: http://freespace.volitionwatch.com/babylon/
Freespace Source Code Project: http://freespace.volitionwatch.com/fsscp/
Hard Light Productions: http://www.3dactionplanet.com/hlp/
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Prometheans
Centauri ships for the
Legions of Fire Trilogy
By Charles Haught a.k.a.
Danesti
I have loved Centauri ships
since I watched the first Vorchan
squadron attack a GQuan. They are
certainly the race I use most often
when playing B5W. When I found
Hyperions site my love only
increased, his kit bashing adding fire
to the flames. Thanks to him and
my own tinkering with Illustrator I
probably have as many, maybe even
more, ships for the Centauri as AoG
designed for the entire game (and if
you think I am exaggerating just ask
him or Tyrel).
I had started several projects
involving the Centauri over the years,
only to have them languish in
obscurity. Then Reid published his
article in Babcom about the direction
that he felt the Centauri would take
in the Legions books. I really liked
the article and it spurred me to action
(much thanks Reid). I looked at what
he had written and what I had
created over the years and instantly
realized that creating the ships would
be fairly easy.
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21
Diabla Cruiser
* * *
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* * *
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The
The Terran
Terran
Concordat
Concordat
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23
Torata Raider
Units
Many races employed
privateers in hopes of reaping
resources and technologies from
their neighbours without the military
retaliation that typically resulted from
such actions. Many host empires
pled ignorance if a raider was caught
using their hulls. Attempts to modify
the loadout of weapons and
components helped to make such
raider units more like cobbledtogether scows than cutting edge
warships.
The Torata were no different
and financed their own privateer
operations. The discovery of the
Evergreen System by way of the
Markab Pirates was a blessing and
curse in disguise. Evergreen was a
considerable distance from the
Torata. The Ualas low population
resulted in few ships that could be
spared for such a journey, and
conquest was ruled out following
rumours that the Terran Concordat
had the protection of a Vree Guild.
Actions against a Vree protectorate
could shatter the Toratas Vree trade
aggreements, depriving the Torata
of access to much-needed
advanced technologies. The KorLyans had also begun sending
raiding units to the Evergreen
system so, not wanting to be left out,
the Torata quickly modified what few
ships they could so they could join
in the raiding incursions.
Raider Zendus
Requisition Cruiser
Base Hull (Restricted
Deployment 10%)
Based on the Torata Heltosk
Supply Cruiser (which would one day
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Providence Station
Base Hull (Unlimited
Deployment)
Fabrictaed at the same
docks that would later produce the
Guardian, the Providence Stations
are rotating habitats equipped with
meager defenses. Providence
Stations are located wherever Q-60
mining operations are present.
These stations act as a home for the
miners and a processing facility for
their valuable ore. Several light
particle cannons were mounted
across the hull for defense, but the
station must still rely on defense craft
for protection.
As the Gekadian war
heated up, these stations were the
first to feel the wrath of Shloc shock
troops as breaching pods had no
problem attaching themselves to
these installations.
25
Overview
Victory Conditions:
Raider Victory
Total Victory: Destroy all TC military
ships and cause the Providence to
spill its cargo while suffering only
50%fleet losses. (Cadet demoted)
Partial Victory: Destroy all TC
military ships, but with fleet losses
greater than 50%. (Cadet
transferred to ground forces)
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26
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From Concept to
Execution:
Designing New Races
for Babylon 5 Wars
By Tyrel Lohr
One of the questions that
has been asked time and time again
over the years has to be How do
you go about designing your own
race for Babylon 5 Wars? Of
course, this question is most often
followed by the other perrenial
favorite: Is there any way to
calculate the point values of new
units? No, Virginia, there is no
magic point calculation system. But
dont let that hold back your creativity
when it comes to designing new
races. Point values can be plucked
from the air through guesstimation;
the hardest part is getting the ideas
off the drawing board to begin with.
When I first sit down to
approach the creation of a new race
whether it be for the Escalation
Wars universe, Babylon 5, or Star
Trek the first question I have to
ask myself is where does this new
race sit within the context of the
existing material? It is easy to get
carried away and only realize once
you are deep in the development
process that some of your initial
decisions dont make sense or dont
fit within the context of the universe
you are working with. Oftentimes it
is good to look back at the units and
technologies of the other powers
that this new race will be interacting
with to get a good grounding as to
what you are trying to accomplish.
If you are trying to design a small
EA client state and end up creating
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Physiology
What does this new alien
race look like? Or are they aliens at
all but rather a new faction made up
of members of another race or
27
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Society
Now that we have identified
the important physical traits of the
new race it is time to delve into the
psychological and sociological
elements of the race. Every race
values different things, and it is
sometimes important to see if there
are any important traits or quirks in
this regard that could endear
A ceremonial
Sshelath battle dagger.
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History
Perhaps one of the most
important facets of your races
background is their history. Because
of this it is one of the aspects of race
design that you should (and will)
spend the most of your time working
on.
When you first sit down to
develop your races back history
remember that everything you put to
paper is not written in stone. In fact,
you should continually be
questioning the dates and events of
your races history. If they dont
make sense in the context of your
later development then you need to
do something about it, but that can
happen later, once more of your
world is fleshed out. It is because
of this that developing a new power
within an existing fictional universe
(Babylon 5 et. al.) is much easier
than creating one from scratch. You
know the history of the universe from
the other races perspectives, so you
can more easily develop your own
history using that as a reference
point. Did the Minbari fight a
massive war with the Ghura
Matriarchate over the Sol system in
2232? No, so if try putting that into
the Ghuras history then people are
going to scoff and ignore everything
else that you have done. You can
take some artistic liberty with your
source materials, but be warned that
when playing in someone elses
sandbox you should attempt to use
their sand and not import your own
and call it theirs.
For my more important races
I typically start at the dawn of
recorded history and move my way
forward. What were the early alien
civilizations like? What did they
value? What kind of economies and
lifestyles did they enjoy? It becomes
easier at this point to get a feeling
29
30
Why is this
Important?
Most of you probably wonder
why any of the above is important to
designing a new race. For a oneoff race this level of detail is probably
not necessary, however if you have
any vested interest in the race or
want them to be more than a twodimension cardboard cutout you will
have to walk at least a few steps
down this path. Without some sort
of racial identity or background to
associate with the race they are little
more than a name. What would your
reaction be to the Narn ships in B5W
if the Narn had never been seen or
mentioned on Babylon 5? If they
were simply a name and nothing
more, without even a shred of
background material to go with
them? Chances are that you would
look at their ships and say hey, good
designs there, keep up the good
work and proceed to promptly
ignore them. Background materials
are very important, even if they
amount to the Vulla Vulla are bug
men with six eyes, eight legs, and
wear big floppy shoes and big
berets. That is better than nothing
and, in most cases, will actually
suffice for at least clueing people in
to what these guys are supposed to
be like.
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Weapons
In the case of weapons, you
should approach the weapons by
looking at the intended effects rather
than the weapon stats. Do your
ships fire beams, pulses, or a
combination of the two? Do any of
your weapons have an explosive
discharge similar to a tactical nuke
or an energy mine? By approaching
weapons design from this angle you
can take stock of just what kind of
weapons you will need to match your
own personal onscreen evidence.
After you know just what kind
of weapon types your race will be
using it is time to begin looking for
weapons that fit the bill. You can
choose to use either stock, off-theshelf weapon models created by
Agents of Gaming or others of your
own creation your own. As a caveat,
it is always best to use an existing
weapon system if at all possible, but
only so long as it mimics the type of
weapons fire that you are trying to
model. If the weapon you had in
mind seems to act a lot like a
Medium Laser, but in your minds
eye you see it piercing through an
enemys hull and feel that it should
have the Piercing ability, then you
really shouldnt settle for the Medium
Laser. Since the weapon that you
are trying to model is capable of
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Systems
You should use a similar
process as described above under
the weapons section for determining
what kind of special ship systems or
racial design quirks your ships will
have. Create a list of the special
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Ships
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Afterward
Never be afraid to question
your initial assumptions. In many
cases these assumptions can be
flawed or simply flat out wrong.
Dont be afraid to leave your ideas
and SCS sit and simmer for weeks
or months before revisiting them.
The longer you wait the clearer your
mind will become and you will be
able to ask yourself one of the most
important questions a designer can
ask him/herself, Why in the !@*%
did I do that?! If you cant
remember why you did something
then it is time to look back in your
notes and see if there was a reason.
If you did write a note to yourself and
it makes sense, then you know that
it might be an okay thing to keep. If
you still dont know why you decided
to put that extra gun on your
Kleevcha Battlecruiser then you
could probably just take it off. Same
thing with your races background:
if it doesnt make sense, rework it. I
have found from personal
experience that, over time, the
details will fade slightly but your
intentions will stick with you. If you
find that your memory clashes with
what was written on the page then it
is probably time to go back and see
which of the two is better. There
have been many times going back
over the racial histories of Escalation
Wars races that I have remembered
things occurring differently than I had
written, leading me to realize that I
probably needed to rewrite and
rework some of my background
materials.
Coming Next Issue: Part-II,
providing an in-depth look at ship
and fleet design strategies.
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necessarily directly-opposing
reasons (one wants to spread the
faith, the other wants to gain wealth).
From there, determine the
governmental
and
societal
conditions which prompted those
reasons. And finally, determine how
the current conditions came into
being through an extrapolation of the
history of that race. Other details,
tend to follow later. Remember you
dont even need to have determined
the winner of the conflict by this point.
After designing your factions you
may discover that you prefer one to
the other and decide that they will
be the winners, or for the time being,
they may even be the
losers if you find that
path
more
interesting.
35
36
ak-Tai Weapons
The ak-Tai have developed
advanced particle weapons as the
primary starship armament. Basic
meson weaponry was developed
during the Great War in an effort to
counter the Echekris own advanced
technologies. Early meson weapons
were primitive and little improved
over more conventional particle
weapon types. The weapons slowly
improved and the ak-Tai came to
appreciate the meson weapons
ability to bypass limited amounts of
enemy armor.
In addition to their meson
weapons, the ak-Tai have
traditionally operated a mix of
standard particle, ballistic, and
plasma technologies. Most of the
ak-Tais early technologies were
purchased from other sources,
including the Ukal and Solassi. It
was not until the Great War and the
development of meson weapons
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Rytarra Heavy
Frigate
Thorusal Heavy
Cruiser
Base Hull (Limited
Deployment 33%)
37
IN BRIEF...
Fleeing the Cylon
Tyranny...
New Babylon 5
Project?
JMS reports on two new B5
projects in the works
...To the many questions
that have arisen here of late...yes,
as I mentioned before, there is the
possibility of something Babylon 5
related on the horizon, but again I
dont want anyone getting excited
until we know if either one of these
two projects is going to actually
come to fruition. We should know
where this lands in the next few
weeks. The only thing I will say is
that theyre not print projects, so if
you were to assume its for TV or
film you wouldnt be too far off...but
that neither of them are series. And
thats all Im going to say about
them for now.
URL:
http://www.jmsnews.com
38
The Great
Crusade
ISSUE 1
November 2003
Credits
Editors
Paul Brown
Tyrel Lohr
Layout
Tyrel Lohr
Proofreading
Paul Brown
Tyrel Lohr
Submission Address
submissions@firenebula.com
Distribution Point
planetside.firenebula.com
ISSUE 1
November 2003
39