Overview
Babylon 5: A Call to Arms is a tabletop miniatures space combat game published by Mongoose Publishing in 2004. Set in the Babylon 5 television universe, players command fleets of warships from various races (Earth Alliance, Minbari, Narn, Centauri, Shadows, Vorlons, and more) and fight tactical space battles using miniatures or counters, dice, and scenario-based objectives.
Components
- Miniatures or cardboard ship counters for various Babylon 5 races
- Fleet lists (detailing ship stats, costs, and abilities for each race)
- Dice (D6)
- Ruler or measuring tape (for movement and range)
- Reference sheets
- Scenario booklets
- Rules booklet (main rulebook)
Setup
- Choose a scenario or agree on a point value for fleet building.
- Each player builds a fleet using Fleet Allocation Points (FAP), selecting ships from their chosen race’s fleet list. Each ship has a priority level (Patrol, Skirmish, Raid, Battle, War, Armageddon) determining its cost and power.
- Set up the playing area (typically a flat surface, 4’x4’ or larger).
- Deploy ships according to scenario instructions or standard deployment zones.
- Place any terrain features (asteroids, space stations, etc.) as specified.
Turn Structure
Each turn consists of three phases:
1. Movement Phase
- Players alternate activating individual ships (not entire fleets). The player with initiative activates one ship, then the opponent activates one, and so on.
- Each ship moves according to its speed rating, with options for turning based on the ship’s Turn value.
- Ships can perform special maneuvers (All Stop, Come About, etc.) with appropriate penalties.
2. Attack Phase
- Players alternate firing with individual ships, similar to the movement phase.
- Each weapon system on a ship has a range, number of attack dice, and damage value.
- Roll attack dice. Each die that meets or exceeds the target’s difficulty number (based on range and modifiers) scores a hit.
- Apply damage to the target ship, reducing its damage track. Ships may suffer critical hits that disable systems.
3. End Phase
- Remove destroyed ships.
- Resolve ongoing effects (fires, power failures, etc.).
- Check scenario victory conditions.
- Determine initiative for the next turn.
Actions
- Move a ship: Advance the ship up to its speed value in inches, making turns as allowed.
- Fire weapons: Each weapon system can fire once per turn at a target within range and arc.
- Launch fighters/shuttles: Carrier ships may launch or recover fighter wings.
- Use special abilities: Some ships have special rules (stealth, adaptive armor, shadow phasing, etc.).
- Perform special maneuvers: All Stop, Come About, Emergency Thrust, etc.
Scoring / Victory Conditions
Victory conditions are scenario-dependent and may include:
- Destroying a specified number of enemy ships
- Controlling an objective area
- Escorting transports to safety
- Surviving a specified number of turns
- Accumulating the most Victory Points based on destroyed enemy ships and completed objectives
Special Rules & Edge Cases
- Alternating activation: Unlike many wargames, players alternate activating individual ships rather than moving entire fleets, creating dynamic tactical play.
- Critical hits: When a ship takes damage past certain thresholds, it may suffer critical hits affecting specific systems (weapons, engines, sensors).
- Race-specific abilities: Each race has unique ship designs and special rules (e.g., Minbari stealth, Shadow phasing, Vorlon beam weapons).
- Priority levels: Ships are categorized by priority level, which determines fleet composition restrictions and point costs.
- Fighter wings: Fighters operate as groups and have their own movement and combat rules.
- Line of sight: Certain terrain features (asteroids, debris) may block line of sight and provide cover.
Player Reference
Turn sequence: Movement (alternating) -> Attack (alternating) -> End Phase
Ship stats: Speed / Turn / Damage Track / Weapons (range, dice, damage) / Special Rules
Priority levels (ascending): Patrol < Skirmish < Raid < Battle < War < Armageddon
Common races: Earth Alliance, Minbari Federation, Narn Regime, Centauri Republic, Shadows, Vorlons