The Lurker's Guide to Babylon 5
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  1. <html>
  2. <center>
  3. <h1>The Unoffical Babylon 5 Technical Manual</h1>
  4. <h2>By <a href="#etc">Thomas Chiverton</a></h2>
  5. Last updated - 26/10/97, includes Eps. up to Season 4, #1 (HOTW), and Update
  6. number 10<br>
  7. <img width="402" height="256" src="http://www.dungeon.com/~sati/ships.jpg" alt="title">
  8. </center>
  9. There are no spoilers for the UK in this document. See separate
  10. Update file B5.tech.1 or b5-techu.txt for updates. <br>
  11. Each update release is numbered.<p>
  12. <strong>WHAT ISNT IN HERE:</strong><br>
  13. Char details, or spoilers (i.e. stuff not shown/published in U.K.)<br>
  14. <strong>WARNING: THIS MEANS THAT THIS DOC MAY HAVE SPOILERS FOR SOME
  15. COUNTRIES. THESE ARE NOT MARKED. YOU HAVE BEEN WARNED.</strong><br>
  16. Story ideas etc.<br>
  17. (This is because it is a <strong>tech</strong> manual, small amounts of info on races is
  18. included, however, to aid in identification)<hr>
  19. All pictures are held on a different server. It's very reliable, but please excuse it
  20. if it won't give you the pictures. I have no control over it !
  21. <hr>
  22. <h3>NEW / UPDATED</h3>
  23. <ul>
  24. <li>More URL changes</li>
  25. <li>URL changes</li>
  26. <li>Minor wording changes</li>
  27. <li>Rearenged where to get updates, fixed some dodgy HTML</li>
  28. <li>Everything, went to Wolf 359 and talked about the manual</li>
  29. </ul>
  30. <hr>
  31. <h1>Index</h1>
  32. <a name="start">
  33. <ul>
  34. <li><a href="#terms">List of Terms Used</a>
  35. <li><a href="#b5">I</a> B5 Information and Stats
  36. <li><a href="#shad">II</a> Shadow Technology
  37. <li><a href="#str">III</a> Strieb Technology
  38. <li><a href="#lum">IV</a> Lumati Technology
  39. <li><a href="#narn">V</a> Narn Technology
  40. <li><a href="#cent">VI</a> Centuri Technology
  41. <li><a href="#min">VII</a> Minbari Technology
  42. <li><a href="#hum">VIII</a> Humen (also know as Earther) Technology
  43. <li><a href="#vor">IX</a> Vorlon Technology
  44. <li><a href="#jg">X</a> Jump Gates
  45. <li><a href="#whatfire">XI</a> What Ships Fire What Weapons (Partly written by David Engkent)
  46. <li><a href="#white">XII</a> The White Star
  47. <li><a href="#sigma">XIII</a> Sigma 957 Aliens
  48. <li><a href="#ep3">XIV</a> Epsilon 3 (The Great Machine)
  49. <li><a href="#misc">XV</a> Misc. (What will *not* fit anywhere else !)
  50. <li><a href="#etc">Legal stuff, credits, where to get further updates etc</a>
  51. <li><a href="http://www.home.ch/~spaw1791/b5index.htm">Back to main B5 page</a>
  52. </ul>
  53. <hr>
  54. <h3><a name="terms">TERMS USED:</h3>
  55. Organic / Non-organic tech: Refers to wether the technology used is
  56. organic ('grown') or metalic ('built') or not.<p>
  57. Hyper-Space: A different dimension/Universe, which maps large
  58. distances in our universe to small distances in the different one,
  59. allowing for interstellar travel without bypassing the photonic barrier.
  60. Newtonian physics apply, so any inertia created while passing through
  61. a gate remains upon entry/exit. <br>
  62. Accessed via a <a href="#jg">jump gate</a> or point. Distorts transmissions that past through
  63. it greatly, giving communications a very limited range. <br>
  64. Major colour scheme is shades of red. <br>
  65. Trained telepaths rated P12 or better can aid navigation in Hyper-space by
  66. homing in on a targets thought emissions. <br>
  67. Ships of a certain size are capable of entering hyper-space without
  68. using a gate, with a large cost in energy. It has become common
  69. for these ships to construct gates after arriving in a new system, in
  70. order to save energy for future trips. <br>
  71. 80% of the Galaxy is outside hyper space beacon range.<br>
  72. It is assumed that exposure to HS for periods longer than a few weeks is
  73. dangerous to cell/DNA structure.<br>
  74. RS to HS is a 1 to many phenomena, whereas HS to RS is a many to one
  75. phenomena.<br>
  76. (Zathras)
  77. ... once you come out of hyperspace past the galactic rim, all your
  78. points of reference are gone ...and you can't just "keep going" in a
  79. straight line in hyperspace. (JMS)<p>
  80. Tachyon Space: Maps distance travelled within it into a shift in time (but
  81. not position) in the 'real' Universe. Impulses of energy and the time
  82. distortions these create can do 'great harm', such as speeding up a
  83. travellers personal time, resulting in death within a short time.
  84. The exit is a gradual fade from Tachyon Space to real space, entry is by a
  85. hole, edged with glowing blue/white energy, through which a picture of
  86. the other time can be seen, broadcasts heard etc.<br>
  87. Once in the other time zone, care must be taken, powerful energy discharges
  88. can 'unstick' the traveller, sending them forwards or backwards along
  89. their time line, where they 'leap' into their future or past self.<br>
  90. <p>
  91. Hyper-space Engines: The system of guidence computers and
  92. beacon trackers and the like that allow a ship to navigate in
  93. hyper-space using a pre-created Jump Gate or Point. Low power consumption
  94. means almost all ships, incl. fighters have this system fitted.
  95. <p>
  96. Jump point (or Vortex Generator): Entrance to Hyper space. Large
  97. permenant points
  98. have a focusing system in orbit around them, four seven-mile long
  99. generators. <br>
  100. These are free floating with a central computer controlling the position
  101. thrusters; these allow the brackets to re-position for larger than average
  102. ships and maintain a relative stationary position. The element Quantium-40
  103. (a derivative of which is Duridium) is a vital component of jump gate
  104. construction. As a consequence of the amount of energy a jump gate produces,
  105. it takes a long time to shut one down and even longer to start it back up.
  106. Smaller, ship generated gates have no such orbital devices. <br>
  107. The point is unstable, and can be closed by a large energy discharge.
  108. Known as jump points when they are unfixed (i.e. generated by a ship)
  109. Detecting ships coming out of a jump gate is limited by time. While you can
  110. get the frequency identification of a ship a few minutes prior to its
  111. exiting hyper-space, much more information can be gained just as it begins to
  112. exit; like silhouette, mass, etc. <br>
  113. Jump gates (and points) are directional, a yellow gate for entry to
  114. hyperspace, and blue for exiting. Travel is not possible in the 'wrong'
  115. direction.<br>
  116. Jump points broadcast a signal in hyper space that is detectable for 1000km
  117. or so.<br>
  118. (See also <a href="#jg">X Jump Gates</a>)<p>
  119. Jump Point Generator: allows a ship to create its own jump point from its
  120. location to hyper-space, without using a fixed entry/exit jump gate. Requires
  121. large amounts of power, and so only carried by larger ships. They also
  122. require a stable power source, or they malfunction, destroying the ship.
  123. They also require a recharge time before they can be
  124. reused. Once shut down, they need time to rebuild their energy levels
  125. before they can be resued. <P>
  126. <strong>NOTE:</strong> Advanced races (First Ones) don't need jump
  127. points or generators to
  128. enter hyper-space (Shadows- phase, or 'ripple', Sigma 957 Aliens- a 'hole',
  129. Vorlons are the exception to this. But they introduced the technology to
  130. the current races. <p>
  131. Beam weapon: As yet unidentified craft weapons, maybe plasma, ion, neutron
  132. or laser based, depending on the ship.<p>
  133. Missiles: Miscellaneous launched weapons (mines, missiles, remote controlled ships
  134. etc. as applicable to size of ship.) Including: <br>
  135. Mass Driver: Propels mass from ship to the target. Banned by all-race
  136. agreement, but Centuri used them against the Narn home world, 'bombing
  137. them back to the stone age'. <br>
  138. Energy Mine: Operate as 20th century mines, but can be guided to
  139. target at high speed, releasing a disc of energy when detonated.<p>
  140. Cruiser: Medium sized ship. Sometimes used as ambassadors transport. <P>
  141. <P>
  142. Fighter: one or two being fighter craft.<p>
  143. Mother: Home base for fighters. In addition to specifically mentioned
  144. weapons these probably carry 'weapons of mass destruction' (Fusion
  145. bombs, ion cannon, mass drivers, heavy energy weapons).<p>
  146. <a href="#start">Back to top</a><hr>
  147. I<h3><a name="b5"> Babylon 5</h3>
  148. Babylon 5 is the last of the Babylon stations. After the loss of Babylon 4,
  149. the station was left with a minimal budget. Even with additional alien
  150. funding, the Earth Alliance kept looking for ways to reduce their
  151. financial commitment. Even so, Babylon 5 is a marvel of human engineering,
  152. even in the face of more advanced alien technology. It is a cylindrical
  153. construct nearly five miles long with a maximum capacity of 250,000 beings.
  154. While the interior rotates for a gravity positive environment, the spine of
  155. the station, housing the zero-g docking bays, and the fusion reactor are
  156. relatively stationary. Framing the rear of the station are the blue heat
  157. radiator fins. <br>
  158. Babylon 5 is painted blue, where it is not left as bare metal.<br>
  159. B5 has a mass of 2.5 million tons. It is a little over 5 miles long.
  160. The main body is 5 miles long, and the docking guides add another
  161. .3 miles on to that.
  162. <p>
  163. Normal planetary gravity is simulated by rotating the station. Outward
  164. acceleration at the perimeter is approximately 9.8 m/s2 [1g]. The station
  165. does not have engines per se, although there are small thrusters used in
  166. maintaining it's location at the L5 point. It is located 160,000 km from where Babylon 4 used to be, and is 92,000km
  167. from the planet.
  168. <p>
  169. The station is defended by a low level defence grid, as well as several
  170. small weapon emplacements located beneath panels on the outer hull, and
  171. a complement of more than 48 Starfuries (both original and Thunder Bolt
  172. versions). <p>
  173. The "front" of the station consists of two docking bays, the first allowing
  174. small craft to enter along the 0g centreline, and be transferred to
  175. the appropriate bay, and the second dedicated to craft remaining in free
  176. fall. The forward section also contains the cobra bays for the fighters.
  177. <p>
  178. Other locations of interest include the Observation Dome, from where the
  179. station is run; the Zocalo, a shopping and entertainment district; and
  180. the Garden, an O'Neill style environment (cylinder with gardens, pools, cafes
  181. baseball etc. in it). <p>
  182. The station's main computer is based on crystalline human-alien hybrid
  183. technology, and is capable of both written and voice input and output
  184. in several languages. Integrated within its system is the Babcom
  185. communications network, which handles intastation, ship-to-station, and long-
  186. range Tachyon messages. <br>
  187. All the computer systems on the station are controlled via this centralised
  188. system. This system is subject to commands from terminals, and also the
  189. external communications feed, so Earth Alliance command <strong>could</strong> order the shutdown of life
  190. support for instance, although the access codes have now been changed.
  191. When the system was originally put on-line an artificial intelligence (or
  192. personality) was installed as part of the interface, but was later removed
  193. due to compatibility problems with the human staff. However, the
  194. personality (called Sparky) still surfaces from time to time.<p>
  195. All command crew and diplomatic staff have a 'Link' stuck to the back of their
  196. hand, which acts as a futuristic walkie talkie. These contain a tracking
  197. beacon. Earthforce personal links are bio-coded and can not be used by anyone except
  198. their correct owner. Any attempt to use someone else's link triggers a warning
  199. in C&C.<p>
  200. Main power is handled by the fusion generator at the tail of the station.
  201. <p>
  202. Internal co-ordinates are as follows. First a colour, denoting a ring of
  203. the station. Then one of, on average, 36 level numbers, and a letter denoting
  204. section. Hence the main corridor passes through blue 15 a for example.<p>
  205. A jump gate is located nearby with the Corridor being the standard approach
  206. vector to the station. Vessels straying off the Corridor's flight path are
  207. fined. <p>
  208. <pre>
  209. South, Back end North, Front end
  210. Radiator Fins
  211. |
  212. V Tachyon Emitter
  213. |
  214. /\ /\ /\ V
  215. || || || /\____________ _______ .
  216. __ _||_||_||//-------------\/--------\___/_____
  217. |\______||______/ || || || | | | | \___/ \ ^
  218. || || | ---------------| | | | |___ | |
  219. ||______||______\________________| |_____| | |___\___/ Docking Horns
  220. |/ || || || || \_____|_|/ |__|__/
  221. || || ||
  222. \/ \/ \/
  223. ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
  224. | | | | | | | | | | |
  225. | | | | Green | | | | | Docking bay
  226. | | | | section | | | | Cobra bays
  227. | | | | | | | Med lab/Iso lab
  228. | | | | | | Blue section
  229. | | | | the | Red section
  230. | | | +--Garden---+
  231. | | Gray section
  232. | Brown section
  233. Fusion reactor
  234. (ASCII art by Richard Meikle)
  235. </pre>
  236. In the fore of the station is the zero-gravity docking bay entrance. Two
  237. docking horns frame the bay, to help guide and stabilise the huge bulk
  238. freighters. Once parked in front of the area, a freighter is offloaded,
  239. refuelled by the 'hose jockeys', and loaded up again.<br>
  240. The docking guides have magnetic strips laid into them, so that personal
  241. can walk out on to them easily.<p>
  242. The zero-g bays extent well into the middle of the station, just above red
  243. sector. Although the area is stationary, it as accessible from many parts
  244. of the habitable sections of the station. <p>
  245. Mounted above and between the docking horns is the Tachyon
  246. transmitter/receiver and the docking beacon. <p>
  247. Below the zero-g docking bay, in the rotating section, is the docking bay
  248. proper. All ships enter the station dead centre. An incoming ship surrenders
  249. its shipboard computer to the Babylon 5 Command and Control, or C&C, located
  250. directly beneath the bay entrance. While most pilots can easily match the
  251. station's rotation, however the possibility of pilot error is far greater
  252. than computer error. Unfortunately, certain cost-cutting measures in docking
  253. hardware have lead to accidental loss of life and property. A ship is then
  254. taken and lowered into one of many bays located toward the hull. The docking
  255. areas are divided into sections, with the diplomatic and military bays
  256. having restricted access. <br>
  257. Starfuries are housed in separate launch bays in cobra shaped projections
  258. along the round front of the station, hence their common name "Cobra
  259. Bays." <p>
  260. Set in the front of the station, beneath the entrance to the dock areas, is
  261. a window which looks into C&C. This can be covered with a set of blast
  262. doors, as can the docking entrance. C&C is located 1/3 of the way off the spin axis, and hence is a low
  263. gravity area (1/3g). The C&C main 'Window' is in fact, a huge slab of
  264. armor glass that can do multiple duty as a controllable filter and digital
  265. display device. The 'window' <strong>can</strong> be transparent when you want it to, and
  266. can also display video images from any source; thus, the C&C window can be
  267. looking out through the eye of a camera on the loading bay spines, through
  268. a camera mounted on the non-rotating spine, or from any camera-equipped spot
  269. on the station, including the Maint-Bots.
  270. The only time the view through the C&C "Window" seems to be spinning
  271. is when it's been switched to "Transparent Mode" or it is displaying
  272. the view seen from a camera mounted on a spinning part of the station.
  273. (Gharlane of Eddore)
  274. <p>
  275. The interior station is itself divided in to colour coded sectors.
  276. Blue sector houses station administration and EA personnel quarters. Also in
  277. Blue Sector are the Medlabs, staffed by highly trained xenobiologists to
  278. tend to the ambassadors and Earth Force personnel. Medlab One is a small
  279. facility exclusively used by the Medical Chief of Staff, Doctor Stephen
  280. Franklin. <br>
  281. There are larger medical facilities, resembling proper hospitals, elsewhere
  282. on the station. <br>
  283. A recent addition to Blue Sector is the Strategic War Room, from which the
  284. war with the Shadows is monitored and directed. <p>
  285. Red Sector is relegated to business and diplomatic chambers. <br>
  286. Red Sector's highlight is the Zocalo. Hundreds of shops, stands, bars,
  287. restaurants, and clubs line the curved passageways, as does the EA postal
  288. services Post Office. <P>
  289. Aliens requiring alternate atmosphere/gravity to generally more common
  290. oxy-nitro combinations live in the Alien Sector. While most aliens here
  291. require special mixes, oxygen breathing aliens tend to gravitate here, away
  292. from the overabundance of humans elsewhere. Ambassadors and their entourages
  293. are housed in a separate part of Green Sector, with higher security.<br>
  294. The alien sector is not all blank corridors covered in noxious gasses, the
  295. Hanging Gardens houses various varieties of alien plant life suited to a
  296. methane-ammonia atmosphere. The Garden got its name from the various spheres
  297. of soils that hang suspended from the ceiling by thick chains. Most of the
  298. alien growths are phosphorescent. <br>
  299. The Dilgar War Memorial was erected here to commemorate the world and species
  300. that fell to the Dilgar. <P>
  301. Green sector contains high-security quarters for the various alien diplomats
  302. (with adjustable environment quarters for ambassadors that require it).
  303. The Vorlon quarters are number 8. <br>
  304. Unauthorised personnel are not admitted. <p>
  305. Both Grey and Brown Sectors were largely unfinished due to budgetary
  306. constraints. <br>
  307. Grey sector is infamous for the Babylon 5 Triangle -- an area around Grey
  308. 17 that leads an active imagination to believe the place is haunted.<br>
  309. Maintenance crews have reported strange lights, sounds and disappearances in
  310. the area.<br>
  311. There is a 'extra' level between the levels labelled Grey 16 and Grey 17,
  312. resulting in Grey sector having 'only' 29 levels. The real Grey 17 is
  313. inaccessible from normal routes, and is filled with junk, a rather nasty
  314. alien, and a mad cult.<p>
  315. All sectors (apart from those under the garden) have 95 levels.<p>
  316. The Service Collar is the name for the structure immediately behind the
  317. command and docking sphere at the head of the station. Immediately "south"
  318. of the collar is Customs and Disembarkation. Customs is a hundred-meter wide
  319. chamber running alongside the collar. While most employees are human,
  320. several aliens are employed using hardware translators.<p>
  321. The entire interior of the rotating cylinder is called the Garden. It's
  322. main purpose is to provide food and oxygen reclamation for the station.
  323. Most of the food grown here do not require seasonal changes, since there are
  324. no seasons in this artificial environment. Foods that do need seasonal
  325. variation are grown in separate hydroponic areas. In addition to necessary
  326. insects cultivated in the zoos below the "ground," birds are also in the
  327. Garden all of which are now used to the "new physics" of flying in this
  328. environment. No one is allowed to "camp out" on the interior anyone
  329. doing so is arrested for destroying precious crops. A small percentage of the
  330. 12 square miles of vegetation is used for recreation. Supporting the park
  331. plant life is twenty meters of dirt, under which are four levels of
  332. hydrobays, support systems, storage and silage units, water and oxygen
  333. reclamation units, chemical processors, farm equipment garages, and insect
  334. zoos. There is a train in the garden that runs around the circumference of the
  335. station. The garden is half a kilometer across. <P>
  336. "Downbelow" is a term used to describe the unused parts of the station
  337. where the homeless, or Lurkers, eke out a living. Trapped on station for
  338. various reasons, most die here unknown and unrememberd.<P>
  339. A monorail runs the length of the station, along the axis of rotation, hence
  340. it is in a zero-g environment, and so is known as the Zero-G Train.<P>
  341. The hull of Babylon 5 is a double hull to provide an extra layer of
  342. protection from micrometor strikes and internal explosions. This leaves a
  343. crawl space between the two hulls. <P>
  344. The rotating sections are mounted on electro-magnetic bearings.<P>
  345. B5 communicates with earth via a faster than light link able to carry many
  346. live video feeds to and from B5. This FTL link also allows real-time video
  347. communication with other races homeworlds and ships. <br>
  348. B5 is orbited by unmanned maintenance robots (Maint-Bots). <br>
  349. These have colour vision, the feed from which may be patched into the B5
  350. video network. <P>
  351. B5 also has video cameras (Monitors) that can be sent to automatically film an
  352. area. The video recorders are made of an extremely ultralight material, new
  353. alloys that in total weigh less than an ounce; it has a visible (and
  354. audible) air propulsion system, a high speed fan with a stabiliser/gyroscope
  355. that keeps it steady, and moves it forward. (JMS) <P>
  356. The main power source is a fusion reactor, mounted at the rear of the
  357. station. This can be reached, for maintaince purposes, by the Zero-G Train,
  358. or via a large set of doors set into the hull. Inside these there is a large
  359. open space, with the reactor wall forming one wall of this space.<P>
  360. The floors are linked via 'transport tubes' that take the form of lifts,
  361. which move radily (that is, from the centre line outwards to the
  362. hull). <P>
  363. <strong>Update to B5 Weapons Grid</strong><br>
  364. A visiting platoon of Ground Pounders installed an enhanced Defence Grid
  365. for the B5 station. The updated specs are as follows:
  366. <ul>
  367. <li>Pulse cannons
  368. <li>Interceptors
  369. <li>Mine launchers
  370. <li>Upgrade to the tracking system ( x3 speed increase)
  371. </ul><br>
  372. Distributed in 6 groups along the main back bone of the station.<p>
  373. <strong>B5 Population</strong><br>
  374. <ul>
  375. <li>1,500 Dock Workers
  376. <li>6,500 Earthforce personnel
  377. <li>42% of population are 'Aliens' i.e. non-Earthers
  378. <li>Total Population: 1/4 million
  379. </ul><br>
  380. When it became operational in 2257, the odds on it lasting six months were
  381. 500-1 Lloyds of London, 350-1 Las Vegas and 200-1 New Vegas.<br>
  382. By 2259 the odds were 250-1 Lloyds of London, 200-1 Las Vegas and 5-1 New
  383. Vegas and 41% of people were against the station, as opposed to nearer
  384. 30% at the outset.<p>
  385. Each area (such as green-2 or whatever) is split into segments. These
  386. segments can be isolated from each other in the event of fire, flood or
  387. vacuum. This is achieved by having a transparent door slide down and seal off
  388. the area. The door has strips of the zones colour, and small flashing
  389. red lights set into it.<br>
  390. In the docking and other areas close to vacuum these are stronger, made out
  391. of a beryllium alloy. They are highly resistant to PPG fire, the rebounds
  392. being a grave danger to the firer !<p>
  393. <strong>Production Methods</strong><br>
  394. Instead of creating new forms and processes in the construction of the
  395. Babylon stations, the Earth Alliance altered established mass production.
  396. For example, Exploration vessels are nearly five miles long and its
  397. rotating section as wide. Production lines required only a minimal
  398. alteration to construct sections of the hull and the rotational interface.
  399. The pieces were jumped from the stardocks to Epsilon Eridani and assembled.
  400. Materials from Sol system's asteroid belt and minerals found in the Tigris
  401. system were used. In the case of Babylon 4, some of the materials used were
  402. the salvageable remains of Babylon 1 through 3 (see also <A
  403. href="#hum">Humen Technology</a>).
  404. <P>
  405. <strong>Credit Cards</strong><br>
  406. Beings entering Babylon 5 are given a credit chit. Any currency held by the
  407. being is converted to current Earth-value credits according to the currency
  408. exchange rate. The credit chit contains the being's name, ID, additional
  409. personal information, including genetic anti-forgery information, and the
  410. current amount of credits the being currently has in the Babylon 5 central
  411. computer (the chit is also tied to a being's IdentiCard). Employees of the
  412. station have their salaries tied into the chit. It is used as a debit card.
  413. Each purchase or transfer runs down the total amount of credits until a
  414. deposit is made. <p>
  415. <a href="#start">Back to top</a><hr>
  416. II<h3><a name="shad"> Shadow Technology</h3>
  417. These are the oldest race, older even than the Vorlons. At least twice they
  418. have tried to take over the galaxy. The Shadow's real name is 10,000 letters long.
  419. <br>
  420. A 4 foot high spider like organic creature, it is four legged, with a long
  421. neck and a pair of pincers. Many eyes that glow in the dark. Invisible
  422. except on certain frequencies. <Br>
  423. They seem to prefer to work via agents such as the Centuri, Morden and maybe
  424. the Strieb. <br>
  425. Some Human agents appear to come from the exploration ship Icarus,
  426. which carried Sheriden's wife. It landed on the 'deserted' Shadow home world,
  427. Za'Ha'Dum, where it encountered the Shadows. The Humans who
  428. did not agree to help were killed. Those who agreed to help now travel
  429. space corrupting races. These agents are always protected and accompanied
  430. by a 'minder' that is normally invisible, sometimes even the Shadows
  431. themselves. <br>
  432. At any one time most of the Shadows are on their home world,
  433. Za'Ha Dum, they use other beings to pilot their ships. Their whole
  434. civilization was moved underground centuries ago (B5 timeline), in interests
  435. of security.
  436. In general the city is shaped like an egg hewn out of the bed
  437. rock, with several large skylights set into the roof, to afford a view of
  438. the sky. Also in the city are huge, 2 or miles deep, shafts.<br>
  439. Organic/Bio-technology is used to modify 'donors' to act as Cores for
  440. their ships, suggesting organic technology <P>
  441. Like most advanced aliens, the ships have an organic look and are composed
  442. of a large number of interlocked pentagons. <br>
  443. The skin of these are made of a shimmering oily black substance
  444. able to withstand the rigors of space and hyper-space travel. The skin is
  445. extremely versatile; able to be in a rigid, flexible, or fluid state
  446. seemingly at will. It appears to bond easily with other vessels having
  447. similar "skin." Carbon-based lifeforms, not properly prepared, die
  448. immediately upon touching this substance. Being organic in design,
  449. damage to the ship acts as it would a living being (for example: severing
  450. a spine on the Shadow vessel will put the Shadow vessel in shock or anger,
  451. depending on its mental state and "personality.") <br>
  452. 'When it flies past you, its like a scream in your mind'. <br>
  453. 'Once they target you they never stop, never slow down, never give up.
  454. until they have destroyed you- they are nearly invincible' <br>
  455. The mother ship, at least, creates a characteristic trail of neutrinos as
  456. it moves through hyper-space. This trail, if found, can be used to find
  457. the ship. <br>
  458. One craft was excavated on Mars, and another of Ganymede. <br>
  459. Only current non-First One ship that stands a chance against it is the White
  460. Star (see section <a href="#white">XII- White Star</a>) <br>
  461. Shadow vessels are vulnerable to telepathic interference. At a cost of
  462. great strain a P5 or better can scramble and upset their central operating
  463. system, rendering them 'harmless'. In this state several ships can surround
  464. and attack easily.<br>
  465. Vulnerable to sustained, very high energy, continuous beam weapons, such as
  466. those carried on the <a href="#white">White Star</a> and <A
  467. href="#narn">Narn</a> Cruisers, and by
  468. Vorlon ships. One White Star, with all energy diverted to forward weapons
  469. and a Narn heavy cruiser, or two normal strength White Star forward cannons
  470. and a Narn heavy cruiser is sufficient to explode a 'Crab in 5
  471. seconds.<br>
  472. All Shadow ships can 'warble' into and out of hyperspace.
  473. Shadow Ships require a weapons lock, which can be detected.<P>
  474. <strong>FIGHTER</strong> Shaped like a fat starfish.<br>
  475. <dt>Capabilities</dt><ul>
  476. <li>Energy ball of some kind.</li>
  477. <li>Impervious to fighter fire, but
  478. can be destroyed by ramming them, although they still remain active
  479. for a short time. The <a href="#white">White Star</a> was able to destroy 6 in a short battle.
  480. </ul><p>
  481. <strong>PROBE</strong> Shaped like a cross between a
  482. Battle crab, with long curving 'fingers', and a Berserker probe.
  483. Stronger than fighters, but not as much as a Ship or Crab,
  484. they can withstand the loss of 2 or 3 spines long enough to ram the
  485. offending ship.
  486. <dt>Capabilities</dt><ul>
  487. <li>Hyper-space engines</li>
  488. <li>Single shot cannon</li>
  489. <li>High power sensor arrays and communications systems</li>
  490. </ul><p>
  491. <strong>MOTHER AND CRUISER</strong> Shaped like a many legged spider.
  492. The Mother is 2-3 miles across, the cruiser about 600 meters in width
  493. (spine to spine). Composed of
  494. organic technology the Mother requires a sentient being to operate as
  495. its Core. The Core must be properly prepared for insertion. If it is not,
  496. the result is a confused, disoriented, and insane ship. Although merged
  497. with the ship, the Core can be removed with great difficulty and with
  498. permanent mental damage to the Core. The Core is neither pilot nor
  499. passenger, it is a ready-made thought matrix. An organic unit can process
  500. information faster than most computer systems and reacts faster when
  501. formulating strategy. It is much easier and faster to temper an existing
  502. brain than manufacture a complex computer.<br>
  503. The Mothers are two-tiered with the lower part housing the weapons.
  504. The upper tier houses a wing of approximately seventy-five fighters, with a
  505. possible total complement of two-hundred fighters.<br>
  506. As for defensive systems, the Shadow Ship can absorb destructive energy, but
  507. at the cost of great pain. Many smaller hits, as from many fighters, appear
  508. to confuse the ship, to the point where it does not return fire.<br>
  509. <dt>Capabilities</dt><ul>
  510. <li>One very high energy beam weapon, more powerful
  511. than most other weapons seen. This device can cut an enemy ship in
  512. half in under a second, although it is possible to dissipate this, the
  513. energy cost is large. The weapon appears ineffective against <a
  514. href="#vor">Vorlon</a> mother ships.
  515. <li>hyper-space engines.
  516. <li>Impervious to fighter fire. When hit by combined fire power of several
  517. enemy mother ships a small portion of one 'leg' was severed. The wound
  518. 'healed' itself.
  519. <li>Two ships may join to become one larger ship. They same to travel in this
  520. paired formation, they are then known as Battle Crabs.
  521. <li>Mothers can fire a spiked ball which explodes into many fighters.
  522. <li>They can also fire a device into a jump gate that destroys it, along with
  523. any ship unlucky enough to be in the gates field, this maybe just a simple
  524. cannon blast.
  525. <li>They can enter and leave hyper-space <strong>without</strong>
  526. using a jump point, instead they just *ripple* into and out of normal space.
  527. <li>Although impervious to normal weapons, one was destroyed by an exploding
  528. jump gate (See Section <a href="#jg">X- jump gates</a>), and another by an extreme gravitational field.
  529. Another technique was used by a Vorlon cruiser- using some form of
  530. modulated energy beam the Vorlon ship was able to capture a Shadow Vessel,
  531. and then ram it, destroying it.
  532. </li>Telepaths appear to impair the interface between them and their Core.
  533. </ul><p>
  534. <a href="#start">Back to top</a><hr>
  535. III<h3><a name="str">Streib Technology</h3>
  536. This race has so far only been encountered by the Narn, Minbari and the
  537. Earthers. <br>
  538. They are assumed to be restricted to their home world. At the moment they
  539. are currently engaged in obtaining 'samples' of the technology and
  540. creatures of neighbouring space. Their last two raids were into Narn
  541. and Earth space. <br>
  542. In both encounters they were followed back to their home world, and fired
  543. upon, and, in at least one case, had their ship destroyed.<br>
  544. They may be allied to the Shadows. Small figures, large heads and eyes.
  545. A minor race. <p>
  546. <strong>SHIP</strong> A huge ship, unsymetrical. Equipped with a torture chamber where
  547. captured aliens are forced to fight, and are experimented upon.
  548. <dt>Capabilities</dt><ul>
  549. <li>High energy rapid fire energy cannon.
  550. <li>Tractor beam.
  551. <li>hyper-space engines / jump point generator.
  552. </ul>
  553. The ships cannon seems to have great difficulty in hitting targets.
  554. <P>
  555. <a href="#start">Back to top</a><hr>
  556. IV<h3><a name="lum">Lumati Technology</h3>
  557. This race has only recently been encountered.<br>
  558. They scorn of 'inferior' races, and will not left a finger to help
  559. a lesser species, but they do consider Humens non-inferior, even if they
  560. now have strange ideas about Humen sexual acts. Tall, symbiotic. Deep
  561. crevices on head. <p>
  562. <strong>SHIP</strong> Structured from 5-6 spheres, linked by symmetrical sets of four
  563. triangles.
  564. <dt>Capabilities</dt><ul>
  565. <li>Unknown weapon systems, assumed energy cannon / missile.
  566. <li>hyper-space engines. Possibly jump point generator, the ship is big enough
  567. to hold one.
  568. </ul><p>
  569. <a href="#start">Back to top</a><hr>
  570. V<h3><a name="narn">Narn Technology</h3>
  571. One of the Big Four races, lizard like in appearance. 150 years ago they
  572. were almost wiped out by the <a href="#cent">Centuri</a> who strip mined the Narn home world.
  573. They eventually managed, after 100 years, to drive them off. For them the
  574. words 'Never Again' have special meaning. Their B5 ambassador, G'Kar,
  575. guessed the Shadows are coming. <br>
  576. They are possibly much older than almost any other race, but were decimated
  577. in the first war against the Shadows, and now in this one as well, having
  578. only 10 or 15 ships left. <br>
  579. Non-organic tech. <br>
  580. They are the only race not to have telepaths, although they used to have
  581. them, they were killed off by the Shadows, resulting in too small a gene pool
  582. for them to breed a telepath. <br>
  583. Home world is called Narn. <br>
  584. Non-organic technology<p>
  585. <strong>FIGHTER</strong> Flat and rounded.
  586. <dt>Capabilities</dt><ul>
  587. <li>Beam weapon.
  588. </ul><p>
  589. <strong>HEAVY FIGHTER</strong> Chunkier version of fighters. Better
  590. amoured / weaponed.<p>
  591. <strong>DREADNAUGHT</strong> Looks like two heavy fighters join base to base by a bridge.
  592. <dt>Capabilities</dt><ul>
  593. <li>Jump point genearator, hyperspace engines. </li>
  594. <li>More pwerful version of cruiser.</lI>
  595. </ul>
  596. <strong>MOTHER SHIP</strong> Larger version of fighter, composed of three
  597. decks. The bridge can be sealed off from rest of ship. One kilometer
  598. long.
  599. <dt>Capabilities</dt><ul>
  600. <li>Beam weapons.
  601. <li>hyper-space Engines, jump point generator.
  602. <li>Missiles.
  603. <li>Suffer a comms black out after re-entering normal space.
  604. </ul><p>
  605. <a href="#start">Back to top</a><hr>
  606. VI<h3><a name="cent">Centuri Technology</h3>
  607. One of the big four races. Attempted twice to trick Humens on first
  608. contact, saying they were a lost Centuri colony, and that the
  609. Centuri ruled the entire Universe. Large fan of hair on males. Females
  610. shave their heads. <br>
  611. Earth's first encounter with aliens was with them and the Centuri traded Earth
  612. jump gate technology. <br>
  613. Home world is known as Centuri Prime. <br>
  614. Non-organic tech. <p>
  615. <strong>BLOCKADE MINES</strong> Squat cylinder, with two cannons revolving around
  616. the top.<br>
  617. Assumed to be remotely controlled or automatic. Inaccurate, we
  618. have only seen them once, but most shots missed, and it was
  619. also commented that they were 'beginning to get [the] range',
  620. implying they can not fire straight away upon a target.
  621. <dt>Capabilities</dt><ul>
  622. <li>Cannons (see above), but these appear to be very inaccurate.
  623. </ul><p>
  624. <strong>FIGHTER</strong> Crescent shaped, thin and 'spacialdynamic'
  625. <dt>Capabilities</dt><ul>
  626. <li>Beam weapon.
  627. <li>Prob. hyper-space engines.
  628. </ul><P>
  629. <strong>CRUISER</strong> Cross shaped
  630. <dt>Capabilities</dt><ul>
  631. <li>hyper-space engines and jump point generator,
  632. <li>missiles, misc. beam weapons.
  633. </ul><br>
  634. <strong>Note:</strong> The Centauri appear to be the only race whose
  635. cruisers do <strong>not</strong> have some
  636. sort of beam weapon. Centauri cruisers rapid-fire single shots from the
  637. centre point of the front of the ship. They also appear to have
  638. lesser weapons elsewhere on their cruisers, but the ones that seem
  639. most effective in battle are the front-and-centre guns that fire some
  640. sort of elongated shot. <p>
  641. <strong>MOTHER</strong> Like two cruisers joined side by side
  642. <dt>Capabilities</dt><ul>
  643. <li>Beam weapons.
  644. <li>hyper-space engines and jump point generator.
  645. <li>Missiles
  646. <li>Mass drivers.
  647. </ul><p>
  648. <a href="#start">Back to top</a><hr>
  649. VII<h3><a name="min">Minbari Technology</h3>
  650. One of the big four races. Almost wiped out the Humens in a huge war,
  651. driving them back to their 0
  652. home system, and then home world, bypassing
  653. the Mars and Io colonies. All remaining Earth ships ordered into
  654. Earth orbit. <br>
  655. At the last moment the Minbari surrendered, after examining a captive Human,
  656. and discovering that they were reborn Minbari souls, but not before
  657. 19800 out of the 20000 ships were destroyed.<br>
  658. Recognised by bony protrusions on skull. <br>
  659. Home world known as Minbar, the 7th planet from their sun. One quarter of
  660. planet covered by north polar ice cap. So rich in crystal deposits many
  661. cities carved out of crystal formations. Three languages Len'a, Feak and
  662. Adrinato (the language of the religious cast). An example of Adrinato is
  663. 'Ni sec schlect slem wa' Meaning 'I am your friend, in peace'.
  664. The Minbari have had artificial gravity for some time, and all Minbari ships
  665. are driven by a garivtio-magnetic system. They are also at the experimental
  666. stage of time travel, having the ability to control certain types of time
  667. fields, however this is at a very early stage, horse and carriage compared
  668. to a modern sports car, or the <a href="#ep3">Great Machine</a>. <br>
  669. Semi-organic tech.<P>
  670. <strong>Rings</strong>
  671. The Minbari have been observed using small rings to great effect. One
  672. such ring was observed increasing the local gravity a whole order of
  673. magnitude. Careful observation indicates the presence of a small silvery
  674. discoloration on the ring finger of the Minbari ambassador, probably some
  675. form of cybernetic interface. Thus the rings most probably act merely
  676. as transmission devices to much larger units. It is therefore postulated
  677. that the devices are only usable in certain areas, in this case the
  678. quarters of the Minbari ambassador.
  679. <P>
  680. <strong>FIGHTER</strong> Y shaped, like Chigs from Space: Above and Beyond.
  681. <dt>Capabilities</dt><ul>
  682. <li>Beam weapon.
  683. <li>hyper-space engines.
  684. </ul><p>
  685. <strong>FLYER</strong> (Equivalent to Cruiser/Shuttle) Flat, with upright fins at corners.
  686. <dt>Capabilities</dt><ul>
  687. <li>hyper-space engines.
  688. <li>Atmosphere capable.
  689. </ul><p>
  690. <strong>MOTHER</strong> 300m long, 200 M tons, shaped like an angel
  691. fish. <br>
  692. In the centre of Minbari cruisers there is the Tactical Centre. Over head a
  693. large inverted mushroom hangs. A full 360 degree view is offered here, and
  694. communication to any ship in range is as easy as speaking to it. Displays
  695. on offer range from tactical maps to camera images.
  696. <dt>Capabilities</dt><ul>
  697. <li>hyper-space engines, jump point generator.
  698. <li>Tractor beam.
  699. <li>Highly resilient to fighter weapons.
  700. <li>Some form of stealth tech. that
  701. prevents Earther scanners at least from locking on.
  702. <li>12 fusion lasers
  703. <li>6 neutron cannons
  704. <li>6 missile launches (20M ton per missile)
  705. <li>1 forward stasis beam
  706. <li>4 attractor breams around launch bay
  707. <li>Cargo pay able to hold up to 2000 m tons
  708. <li>64 crew
  709. <li>150 troops
  710. <li>maximum speed of .2 c
  711. </ul><p>
  712. <a href="#start">Back to top</a><hr>
  713. VIII<h3><a name="hum">Earther Technology</h3>
  714. The last of the big four. 'Mankind'.<br>
  715. Scanner systems can be knocked out using an Electro Magnetic Pulse, as from
  716. a fusion bomb. <br>
  717. Messaging systems stamp all transmissions with a date stamp, and in military
  718. systems a 'subchannel ID' which allows the sender to be authenticated.<br>
  719. Non-organic tech. <P>
  720. <strong>FIGHTER (SA-23E)</strong><br>
  721. <center>
  722. <img width="203" height="143" src="http://www.dungeon.com/~sati/sf-wire.jpg"
  723. alt="sf wire">
  724. <img width="239" height="164"
  725. src="http://www.dungeon.com/~sati/sf-pers.jpg"
  726. alt="sf pers">
  727. </center>
  728. The SA-23E Mitchell-Hyundyne Starfury is a single-seat non-atmospheric
  729. fighter craft utilised by the Earth Alliance for short range defence
  730. operations. It is armed with two Plasma Projection Guns, as well as
  731. four Pulse Discharge Cannons. Unlike in classic Terran designs,
  732. the pilot sits almost perfectly vertically in the cockpit, operating the
  733. vessel by a combination of hand, foot, and voice-activated
  734. controls.<br>
  735. It has an average speed of 15km/s. <br>
  736. One of the most intriguing facets of Starfury operations is the launch
  737. sequence. The pilot enters the cockpit by a short ramp, wearing a
  738. pressure suit. As he prepares for launch, the bay is depressurized. When
  739. all is ready, the fighter pivots point-down into launch position, and
  740. is launched by the inertial forces created by station rotation. After
  741. it clears the station, the main engines fire.<br>
  742. These engines are the most unusual aspect of the design, being placed on
  743. long wings, forming an X shape.<br>
  744. <strong>Weapons</strong>
  745. <ul><li>Four 20 megawatt pulse discharge cannons (located on thruster pods)
  746. <li>Up to 8 externally mounted missiles with nuclear, frag., jam etc.
  747. warheads as needed.
  748. <li>PDC's may be replaced with unguided missile
  749. launchers.
  750. <li>2 PPG's mounted under cockpit.</ul><p>
  751. Four fuel cells mounted on the inboard trailing edge of each wing.<br>
  752. Thrust is vectored using a system of 8 flaps mounted behind the engines.<br>
  753. Launch rail attach points can be seen on the underside.<br>
  754. Long range scanners can detect objects up to 2 hours flight time away, and
  755. mix passive and active systems, and feature a multi-level active amp.<br>
  756. 4.4 m long, 1 pilot. Thrust glows bluw-white. Seems not to have
  757. evolved much since the Earth-Minbari war.<br>
  758. <ul><li>
  759. <strong>Variants</strong>
  760. <ul>
  761. <li>Star Fury (Black Omega): Used for infiltration due to advanced stealth
  762. capabilities. Very expensive. Omega decal on underside.
  763. <li>Star Fury (two seater): two cockpits, one facing forward, one facing aft.
  764. Missiles and heavy pulse cannons, fixed forward mountings, with a turret on
  765. the back.
  766. <li>Star Fury (Thunder Bolt (SA-42B) ):
  767. <img align="right" alt="tb-sce"
  768. src="http://www.dungeon.com/~sati/tb-sce.jpg" width="134"
  769. height="286">
  770. <br>1 rapid burst pulse cannon.
  771. 4x missile rack under cockpit. Wings are more planer and feature swing wing
  772. on each of the 4 thrusters. When extended act as aerofoils, else folded over
  773. the body. Better speed and manoeuvrability then the original.
  774. <center>
  775. <img alt="tb pers" src="http://www.dungeon.com/~sati/tb-pers.jpg"
  776. width="364" height="254">
  777. </center>
  778. Next generation of fighters, atmosphere capable- the thunderbolts can do a
  779. low-level bombing run and then leave the atmosphere. 2 seater. Minimum
  780. speed in atmosphere is about Mach 2, due to small wing size. Thrust
  781. glows orange, maybe they are not as efficent due to having to work in
  782. the atmosphere as well ?
  783. </ul> </lu></ul>
  784. <strong>Control of Ships</strong>
  785. A Starfury needs and uses all 6 degrees of freedom. This means there are two
  786. T shaped joysticks, one for each hand. <br>
  787. To yaw right, you might pivot the right hand stick to the right, increasing
  788. the angle to increase the speed of the yaw ... as you hold it there you keep
  789. spinning until you let go, at which time the ship stops itself. To achieve
  790. this the computer would give an initial burst from the correct thrusters to
  791. set your roll in motion at a rate proportional to the amount you have
  792. depressed the stick ... when you let go, the computer gives another burst
  793. from the opposite thrusters to stop your spin. <br>
  794. This kind of control would be very intuitive and would minimise the
  795. possibility of the pilot becoming disoriented in a fast but complex
  796. manoeuvre. Also a "manual" mode would be included that gave you direct control
  797. over the thrusters. In this mode, the control sticks would act more like
  798. throttles .. when depressed, the thrusters activate at proportional intensity
  799. and when released, the thrusters turn off. <br>
  800. Another feature is the ability to set the "zero"... the motion of your base
  801. frame of reference. Your base frame of reference would be the motion the
  802. ship would have when the control sticks are zero-ed. For example, if you
  803. want to dock on B5, you need to set your translation to be 0,Vy,0... that's
  804. speed Vy down the axis of the station and 0,0 lateral motion. Also, you'd
  805. need to set your spin velocities to be 0,Ry,0... the core of the station
  806. rotates at a certain velocity which you must match before entering the
  807. docking bay. So, your base frame of reference could be set to 0,Vy,0;
  808. 0,Ry,0... when you release the control sticks, the computer makes sure
  809. that these are your velocities relative to the station. If, as you
  810. approach the core, you notice that you're a little off-axis, you can
  811. keep virtual-active mode on and nudge the stick in the right direction
  812. a few times to translate over onto the axis without having to manually
  813. cancel the translation when you get right on the axis. Meanwhile, if you
  814. notice that your spin rate is a tad too slow, you could depress the
  815. manual button on the spin stick and then twist in just a bit to the
  816. right to boost your y-axis rotation rate, setting your new base frame
  817. to be rotating a little faster in the clockwise direction. <br>
  818. Of course, the computer on a Starfury would very likely have all kinds
  819. of support for automatically performing precise manoeuvres since manual
  820. docking is needlessly tedious... especially for an exhausted pilot
  821. who's just coming off an adrenaline high. These can be activated by voice
  822. command, such as 'roll 270 degrees left', 'rotate to track target, continue
  823. course', 'set zero reference to target', 'collide with target' or
  824. 'maximum thrust' as well as more mundane tasks such as 'dock with target' or
  825. 'divert all power to life support'. <br>
  826. (Scott Silvey) <br>
  827. The foot pedals are used to cycle through scanned targets on the HUD.<br>
  828. Fire control is similar to modern fighter planes, with weapon selection and
  829. firing combined into a few switches on one of the joysticks. <br>
  830. Ejecting is done by pulling two tabs mounted either side of the pilots head.
  831. <P>
  832. <strong>CRUISER</strong> Functional. Rotating mid-section.
  833. <dt>Capabilities</dt><ul>
  834. <li>hyper-space engines, jump point generator.
  835. <li>Powerful forward beam weapon.
  836. <li>Prob. missiles.
  837. </ul>
  838. <strong>HEAVY CRUISER</strong> As above
  839. <dt>Capabilities</dt><ul>
  840. </li>As above but more weapon sites, incl. a rear mounted
  841. powerful beam weapon, and a fighter compliment.
  842. </ul>
  843. Hyperion (and similar class) destroyers: 150 meters
  844. Omega class ships: 500 meters (excluding guns/atennas)
  845. <strong>B1, B2, B3, B4, B5 STATIONS</strong>
  846. <ul>
  847. <li>Babylon's 1, 2 and 3 were destroyed by various races before completion.
  848. <li>Babylon 4 is much more heavily armored then Babylon 5, shaped like a
  849. traffic cone, with solar arrays at the bottom, two large rotating sections,
  850. the smaller front section framed by 4 very large Y shaped weapons pylons.
  851. Painted green, as opposed to Babylon 5's blue.
  852. Pulled back in time 1000 years to act as a new base of operations during
  853. the last Shadow War.
  854. The reason for 2 counter rotating sections is to set the total angular
  855. momentum to zero, thus enabling B4 to move much more easily than would
  856. otherwise be the case. B4 has a certain amount of movement, much more
  857. compared to B5, for instance, but still too limited to make it more than
  858. a snack for anything with access to a jump point.
  859. It is 6 miles long.
  860. It is located 160,000 km from where Babylon 5is now, and is 92,000km from the planet.
  861. <li>Babylon 5 remains in neutral territory. See also Section <a href="#b5">I- Babylon
  862. 5 </a>.
  863. </ul><P>
  864. <strong>Breaching Pods:</strong> A small, limited mobility, transport vessel. Equipped with 4
  865. corner mounted cluster pods, egg shaped body. Carries a large number of
  866. troops from the assault ship to the target vessel, where it seals its self on
  867. to the hull, and cuts an opening for the troops.
  868. <strong>Raiders:</strong> Small one or two man attack fighters. Similar in shape to Cylon
  869. attack ships, they present a very small front/back profile. Assumed to have a
  870. limited range, and so must operate from a near-by base. Assumed beam weapons.
  871. Not very effective in combat, half a dozen or so were wiped out by two star
  872. furies. Most vunrable on their wings. Atmosphere able.
  873. <strong>Raider Base:</strong> A chunky squat life support and engine blocked mounted 'behind'
  874. a large wheel like structure that the Raiders dock to.
  875. Able to open its own jump point.
  876. All explosives manufactured in the Earth Alliance are laced with special
  877. chemical codes to allow them to be traced to a particular buyer/batch.
  878. <P>
  879. The security forces of Babylon 5, unlike the civilian population, are
  880. allowed to carry weaponry in the line of duty. The standard issue weapon
  881. is the PPG, a small hand-held weapon which ionises
  882. small quantities of hydrogen or helium gas, and suspends the resultant product
  883. in a magnetic bottle, which is then released by a moving electric charge.
  884. The bottle decays, resulting in an energy discharge.<P>
  885. <strong>Identicards</strong><br>
  886. Most likely, the Identicards are an outgrowth of the "smart" cards of the
  887. twentieth century, acting as a combination driver's licence, credit card.
  888. passport, and medical file. A crystalline memory module, similar to the
  889. ones used in the main computer could hold medical information, account
  890. balances, immigration status, and possibly even a small personal calendar
  891. ala the PDA's introduced in the late 1980's. The technology is simple,
  892. but requires a merger of data networks difficult to un-bureaucratize.
  893. <P>
  894. <strong>Dust:</strong><br>
  895. Dust, an addictive manufactured drug, allows non-telepaths of several races
  896. to probe the minds of others, experiencing all the victim's memories and
  897. thoughts in the space of a few minutes. Unfortunately, this leaves the
  898. victims unconscious, and telepathic victims never recover. The more often
  899. Dust is taken, the more is required to achieve the effect the next time.
  900. Dust was originally developed, and is apparently still being produced, by
  901. Psi Corps in an attempt to induce permanent telepathy in normal humans; the
  902. experiment has been a failure so far.<P>
  903. <a href="#start">Back to top</a><hr>
  904. IX<h3><a name="vor">Vorlon Technology</h3><br>
  905. The second oldest race. The ships (and certainly the
  906. Cruiser) are completely organic, a living being. The pattern on the ships
  907. can be seen to move slightly. <br>
  908. The ships are as sentient as dogs, and are breed by the Vorlons as
  909. ships.<br>
  910. (JMS)<br>
  911. Have an almost unique defence system which can dissipate energy weapons fired
  912. at their ships, leaving only the physical impact. This device, however,
  913. appears to have a long recharge time, and in this case the ship has to take
  914. the hit, a Vorlon Mother being so far the only ship to survive a direct hit
  915. from a Battle Crab. The organic tech. also allows the ships to evolve, and
  916. learn. <br>
  917. The Vorlon race is one of the last remaining First Ones.<br>
  918. Vorlons appear as humanoid figures cloaked in glowing cloaks of light. Each
  919. race sees something different, yet the same- an angel or god. Every race
  920. that is apart from the Centuri. However most of the time Vorlon ambassadors
  921. wear an organic 'encounter suit'. As well as acting as a space suit, the
  922. suit can tap into local energy reserves and use them to produce telekinetic
  923. effects, or deliver a energy 'slap'. The suit may be a living 'being' as
  924. with their ships. <br>
  925. When Vorlons are killed, no body is found. <br>
  926. Have manipulated most races to condition them to see the correct thing, and
  927. act accordingly, when they reveal themselves.<br>
  928. Vorlons appear to use standard jump point techniques ! This is because the
  929. Minbari obtained jump gate technology from them, and they spread it to other races,
  930. resulting in the 'standard' looking gates and points.<br>
  931. Very organic technology. <p>
  932. <strong>FIGHTER + CRUISER</strong> (Fighters are smaller version of Mother ships) Egg
  933. shaped, with four tendrils extending forward from the point. Vorlon
  934. Cruisers are 60 m in length.
  935. <dt>Capabilities</dt><ul>
  936. <li>Beam weapon (energised in the nexus of the tendrils).
  937. <li>hyper-space engines (jump point generator on mother.
  938. <li>Method of propulsion unknown.
  939. <li>Note also the "petals" which open out and towards the rear of the craft,
  940. and may be related to its propulsion (they are always shown being folded
  941. towards the craft as it approaches the docking bay of Babylon 5; of course,
  942. it wouldn't fit in the approach tunnel if the petals were extended...).
  943. </ul><P>
  944. <strong>SHUTTLE</strong> Like fighter, but elongated.
  945. <dt>Capabilities</dt><ul>
  946. <li>Beam Weapon?
  947. <li>hyper-space engines.
  948. <li>NOTE: Talks to Kosh via Vorlon writing. Kosh appears to be a subordinate
  949. to either the ship, or the sender of the message.</li>
  950. <li>Ship has facility to
  951. maintain Humen life for extended periods.</li>
  952. <li>Ship has auto-detect and destroy
  953. feature active while it is docked. This takes the form of a probe which
  954. morphs out of the side of the ship. It is not known what action it would
  955. take with persistent attackers.</li>
  956. <li>Surface is similar to Shadows', but is
  957. yellow with green patches, and can alter its look to generate
  958. letters.</lI>
  959. <li>Kosh's Shuttle is almost permanently locked in B5 docking bay
  960. number 13.</li>
  961. <li>Shuttles are made for individual Vorlons, they are part of them, and can
  962. not live with out them. When the Vorlon dies, the ship grieves as best it
  963. can, for it is some sense alive, this usually takes the form of delivering
  964. itself and the personal effects to the nearest sun.</li>
  965. </ul><P>
  966. <a href="#start">Back to top</a><hr>
  967. X<h3><a name="jg">Jump Gates</h3>
  968. <strong>Construction:</strong><BR>
  969. "Quantium" is a generic term applied to molecules which have been
  970. sufficiently stressed by catastrophic events that some of their
  971. electron-pair bonds reach across (or "tunnel through") the potential
  972. barrier between normal space and hyper-space.<BR>
  973. Quantium ores are normally found on planets which have been close
  974. enough to a supernova to get blasted and irradiated, but far
  975. enough out that they haven't been completely vaporised. <br>
  976. Quantium can't be made on purpose, at least by the technologies of
  977. non-First Ones / Ancients so most starfaring races spend a
  978. <strong>lot</strong> of time looking for Quantium. <br>
  979. The appended number refers to the isotope involved. <br>
  980. The preferred version of Quantium-40 is the Potassium-40 isotope. <br>
  981. Due to packing-fraction effects and long-term decay effects (Potassium-40
  982. has a half-life of about 1.27 x 10 ^ 9 years) natural abundance of
  983. Potassium-40 is low. (On Earth, for example, Potassium-40 is only about
  984. .0118% of naturally-occurring Potassium on the planet!) <br>
  985. The problem is that rods of almost any metallic, or transition-metal,
  986. Quantium alloy can be put into gate nodes and resonated at very high
  987. frequencies, resulting in a localised juxtaposition of Normspace and
  988. hyper-space but most Quantium metals have crystal structures that require
  989. <strong>very</strong> high driving frequencies, some up as high as gamma radiation.
  990. For some reason known only to the Great Maker, Potassium-40 (in its
  991. Quantium form) provides a stable, <strong>very</strong> high energy (and thus hard to
  992. disrupt) but <strong>low</strong> frequency, trans-barrier bond. As a result, the
  993. driving electronics used to excite Potassium-40 Quantium Gate resonators
  994. are easily achievable by Humen technology. <br>
  995. Quantum-bonded Potassium 40 is the Gate-node material preferred by
  996. most races, due to the low cost of the necessary support technology.
  997. This does <strong>not</strong> mean, however, that other races, or
  998. even humans, <strong>have</strong>
  999. to use Quantium-40 for gates. It's just the best and most economical
  1000. engineering choice. Quantized Calcium-40 and Argon-40, both stable
  1001. isotopes, have been used; but both, due to trans-barrier bond lengths,
  1002. and lower bond energies, require more expensive machinery.
  1003. (Calcium-40 is inefficient, and tends to vaporise under load, and Argon-40
  1004. has to be run as a supercooled solid, at liquid Helium temperatures.)
  1005. Both require <strong>much</strong> higher frequency driver
  1006. electronics.<br>
  1007. Jump points are formed in a particular location within a margin of error;
  1008. it's not like throwing a newspaper at a door.(JMS)<p>
  1009. Each jump point, when viewed from hyper-space, can be thought of as a
  1010. lighthouse, sending out a signal to guide ships to it. <br>
  1011. Once in hyperspace, you can ride the navigational beams between
  1012. beacons, and by corrolating the beacons, know where you have to come
  1013. out.<br>
  1014. (JMS)<br>
  1015. Ships lock on to this beam to prevent themselves from becoming lost. If the
  1016. signal is lost, there is little hope of re-establishing contact, and
  1017. the ship must attempt to carry on its course on internal gyroscopic
  1018. measurements only. <br>
  1019. This is a high risk manoeuvre, and many ships have been lost without trace
  1020. in hyper-space. <P>
  1021. Aside from simply destabilising the point by firing on it or whatever, there
  1022. is another way to use a point as a weapon. If one Gate is opened in another
  1023. Gate, the competing energies are impossible to control and the whole thing
  1024. explodes. However opening a jump point onto a jump point is impossible due
  1025. to the hideous amount of energy required. However, if a convient jump gate
  1026. is to hand, a jump point can be opened within that instead, the effect is
  1027. the same. (JMS) <BR>
  1028. The energy released is huge, and expands rapidly. <P>
  1029. The Babylon 5 Jump Gate is able to be told to reject certain ships, presumably
  1030. on the basis of mass / shape etc. This may not be a common feature, but a
  1031. function of the generation system used.<p>
  1032. <a href="#start">Back to top</a><hr>
  1033. XI<h3><a name="whatfire">What Ships Fire What Weapons</h3>
  1034. Earth Alliance Star Furies are armed with two PPG's and four PDC's,
  1035. both of which are white balls. They can carry unguided nuclear rockets.<BR>
  1036. The two Human mother ships we saw in battle were the Hyperion and the
  1037. Agamemnon. Hyperion seems to have larger PPG type weapons mounted on turrets
  1038. and on a forward fixed gun. The Agamemnon has a particle beam-like weapon
  1039. (That was the only weapon it fired, but I'll assume it has more).
  1040. <P>
  1041. Narn fighters seem to carry PPG style weapons. <BR>
  1042. A Narn cruiser fires both Particle beam and PPG type weapons.
  1043. <P>
  1044. Centauri Fighters fire a PPG-like weapon only the blasts are red while Narn
  1045. Fighters and Star Furies have white blasts. <BR>
  1046. Centauri Cruisers have similar red blast weapons. However, Instead of being
  1047. PPG's they could be ion Cannons (G'Kar mentioned twice that Centauries used
  1048. ion cannons). <BR>
  1049. Centauri Blockade Mines fire orange elongated shots.
  1050. <P>
  1051. Both Minbari Fighters and Warships have Green Particle beam-style weapons
  1052. (the Narn's and the Agamemnon fired red particle beams). The Warships have
  1053. larger ones. <p>
  1054. Note: I use the word "like" because there is no concrete proof that the
  1055. weapons are Particle Beams or PPG's.
  1056. <br>
  1057. (David Engkent) <P>
  1058. The White Star fires purple elongated blasts from the pods, and white
  1059. elongated blasts from somewhere near the front. Also on the front is rapid
  1060. fire pulsed green energy weapon (Fusion cannon). <p>
  1061. Vorlon mothers energise a ball of yellow/green energy in the nexus of their
  1062. tendrils. From here a beam of energy is release. <br>
  1063. Vorlon cruisers have some form of large scale energy weapon as well, which
  1064. can be modulated, and act as a 'net' for larger vessels. <br>
  1065. Vorlon fighters have yellow/green sparks of energy from their tendrils'
  1066. nexus. <p>
  1067. Shadow fighters fire white balls of energy, and pulse as they fire.<br>
  1068. Shadow probes fire elongated purple blasts, looking like mini versions of
  1069. the Shadow ships main weapon.
  1070. Battle Crabs, Cruisers and Mothers have a continuos pinky-purple ray. <p>
  1071. <a href="#start">Back to top</a><hr>
  1072. XII<h3><a name="white">The White Star</h3>
  1073. <img align="right" alt="ws sch"
  1074. src="http://www.dungeon.com/~sati/ws-sce.jpg" width="217"
  1075. height="123"><br>
  1076. <img align="right" alt="ws sch 2, upside down :-)"
  1077. src="http://www.dungeon.com/~sati/ws-sce2.jpg" width="159"
  1078. height="83"><br>
  1079. The White Star is a ship created by a melding of Vorlon and Minbari
  1080. technologies, and is to date the only non-Vorlon ship that has escaped
  1081. the Shadows. The surface is 'pearl, so its got a weird refractive quality'.
  1082. It has a kind of manta look to it, almost Minbari like flowing lines.
  1083. The pods are each attached to the body by two intertwined 'wings', and glow
  1084. when the ship manoeuvres, as does a single underslung pod.<br>
  1085. It is attached to the B5 station, just like a shuttle or transport ship,
  1086. and is under the B5 commanders control. It was, however, commissioned by the
  1087. Minbari religious caste, without the knowledge of some on the Minbari High
  1088. Council (The Grey Council). <br>
  1089. The White Star uses local drive engines based on magnetic and
  1090. gravitational principles; in a sense, it doesn't so much push itself toward
  1091. other worlds as <strong>pull</strong> itself or <strong>repel</strong> itself.
  1092. One side effect of creating a powerful gravitational system is the ability to
  1093. create artificial gravity. <br>
  1094. (JMS) <br>
  1095. This allows it to alter its internal gravitational field to enable a smooth
  1096. transition from the White Star to, say, a large rotating space station that
  1097. it has grappled on to and burnt through the hull of. <br>
  1098. The ship is <strong>extremly</strong> manoeuvrable, it has dodged multiple shots
  1099. from a Battle Crab, whereas almost all other ships fired upon have been hit
  1100. 1st time. <br>
  1101. It is smaller than other ships of its power, and faster than any other ship
  1102. of the same size, certainly faster than any Humen ship. <br>
  1103. The controls mix coloured crystal/sonic controls with more standard displays
  1104. and can display hi-res. maps and other displays above the forward windows.
  1105. However, the weapons on the ship are not able to directly damage a fully
  1106. capable Shadow ship. <br>
  1107. Named to coincide with the Black Star, a Minbari battle cruiser destroyed by
  1108. Sheriden in the Earth-Minbari war, and now kept in orbit around a White
  1109. Dwarf. <br>
  1110. The outer skin is very tough, only slightly less able to withstand
  1111. extremes of pressure and temperature than a Shadow ship. <br>
  1112. Equipped with the Vorlon-style skin, enabling the ship to learn from
  1113. experience, to change, to evolve. This enabled it to learn from previous
  1114. encounters with the shadows, and adopt the Vorlon Defence System, which
  1115. deflects most of the energy of a shot away, leaving only the physical
  1116. impact. <br>
  1117. Weapons may be controlled by computer or by hand, hand firing is more useful
  1118. at extreme range. The White Star's forward battery is powerful enough to destroy a Battle
  1119. Crab, however the energy demands of using this as a continuous burst means
  1120. the jump engines have to be taken off-line, leaving the ship with no
  1121. hyper space ability for 20 minutes. The beam cuts a tunnel through a Battle
  1122. Crab in the space of a few seconds.<br>
  1123. The White Star is one member of a fleet of similar ships.<br>
  1124. It is 130 meters long, and has an escape pod mounted on its back.
  1125. <center>
  1126. <img alt="ws-pers" src="http://www.dungeon.com/~sati/ws-pers.jpg"
  1127. width="264" height="181">
  1128. </center>
  1129. <dt>Capabilities</dt><ul>
  1130. <li>hyper-space engines, jump point generator (almost certainly
  1131. two, mounted one aft and one forward).
  1132. <li>3 arrays of weapons (forward, left pod and right pod)
  1133. <ul>
  1134. <li>1 heavy fusion laser (green, pulsed) (forward array)
  1135. <li>3 banks of rapid fire heavy neutron cannon (one to each array)
  1136. <li>3 power stasis beams (one to each array)
  1137. </ul>
  1138. <li>Attractor beams, based on magnetic attraction, causing a
  1139. mottled blue coating on the attracted ship.
  1140. <li>Grapple legs, and hull cutters.
  1141. </ul><p>
  1142. <a href="#start">Back to top</a><hr>
  1143. XIII<h3><a name="sigma">Sigma 957 Aliens</h3>
  1144. Their real name is 15,000 letters long, and they can be summoned by
  1145. broadcasting this signal close to planets where they 'walk among the
  1146. stars' (JMS) <br>
  1147. Their ship is huge, from a hemi-sphere base, a long cylinder emerges,
  1148. tipped with a black globe with 70's style computer graphics on it
  1149. (mono-chromatic squares and lines of dots mostly). This stalk is rimmed at
  1150. the base by bony protrusions that extend over the lip of the base.
  1151. There is some 'bad blood' between them and the Vorlons, but they have agreed
  1152. to help in the War.<br>
  1153. Semi-organic tech. <P>
  1154. <dt>Capabilities</dt><ul>
  1155. <li>Prob. beyond our understanding, i.e. 'magic'
  1156. <li>Non stnd. hyper-space tech.
  1157. </ul><p>
  1158. <a href="#start">Back to top</a><hr>
  1159. XIV<h3><a name="ep3">Epsilon 3 (The Great Machine)</h3>
  1160. From the outside, just some nova blasted desolate planet, but it actually
  1161. houses a huge machine, built long ago by a gone race. It is now run by a
  1162. Minbari, who has offered its services to Babylon Five.<BR>
  1163. Tunnelled through a large part of the planet Euphrates, a planet orbiting
  1164. Epsilon Eridani, the Great Machine is powered by massive banks of fusion
  1165. generators (the largest are 5 to 10 miles across). <BR>
  1166. Highly advanced technology is housed within; including the time distortion
  1167. devices used to "hijack" Babylon 4. <p>
  1168. The Great Machine is controlled by the Heart - a control room where the
  1169. Custodian is bodily hooked up to the machine. The machine itself chooses
  1170. who may control it. Once installed, the Great Machine's operations are
  1171. tied to the life signs of the Custodian. By entering the Machine, the
  1172. Custodian's life is greatly extended, mostly by rejuvenating the physiology
  1173. of the individual. The previous Custodian was the member of an unknown race
  1174. named Varn who described that by being the Heart you "see all the futures,
  1175. hear all the songs, and touch the edge of the universe with [one's]
  1176. thoughts." The Heart allows anyone hooked into the Machine access to an
  1177. "Ethernet." The Ether Interface allows a being to travel along the paths
  1178. woven between all lifeforms. Within the Ether, time and space are
  1179. irrelevant. Travelling the pathways can bring the traveller to the past,
  1180. present, and future, allowing the Custodian to see into distant worlds and to
  1181. gain greater understanding of the universe. A race of aliens live inside,
  1182. acting as caretakers. <P>
  1183. <dt>Capabilities</dt><ul>
  1184. <li>Can gather all forms of information from a large area,
  1185. project a hologramatic image of its operator large
  1186. distances, and to astronomically distant places by tapping
  1187. the paths, or energies, that link all life together.
  1188. <li>Has
  1189. many energy based defence systems to prevent unauthorised
  1190. craft landing on the planet, and presumably weapons to use
  1191. against orbital craft.
  1192. <li>Heavily armed with missile launchers,
  1193. planetary-scale slicer beams, electronic debilitator wave
  1194. generators.
  1195. <li>The Machine has the ability to record
  1196. transmissions found on the Etherweb from the past, and
  1197. possibly future.
  1198. <li>The Custodian can also utilise the
  1199. Machine's holographic projection system, allowing the
  1200. receiver real-time interaction with the golden holo-image of
  1201. the Custodian.
  1202. <li>The massive computer banks contain reports
  1203. regarding the First Ones and their haunts: Tales of encounters
  1204. with alien forces beyond description and stories of vast and
  1205. nameless forces that prowl the ruins of ancient cities.
  1206. <li>At a great cost in terms of strain and energy, can create
  1207. and control a stream of Tachyons, which can control time
  1208. rifts, and use them as entries to Tachyon Space.
  1209. </ul><p>
  1210. <a href="#start">Back to top</a><hr>
  1211. XV<h3><a name="misc">Misc.</h3> (What will *not* fit anywhere else !)<BR>
  1212. <strong>How does a changeling net work?
  1213. </strong><br>
  1214. This piece of technology is on the restricted list, so a sample was not
  1215. available for study. However, similar technologies have used a hologram
  1216. to mask the wearer in a form of high- tech camouflage. The key question
  1217. is how does the onboard computer know which image to project. The images
  1218. are usually of the immediate background, or pre-programmed. But then,
  1219. there must be someone who knows the image....
  1220. <P>
  1221. <strong>Metaphysics:</strong><BR>
  1222. The Babylon 5 universe seems to behave according to the Copenhagen
  1223. interpretation of Quantum Physics, with a number of 'ghost' futures
  1224. co-existing until a choice is made which makes one of them 'real'. Messages
  1225. may be passed 'backwards' from these ghost realities, though not forward
  1226. from 'now' to the 'future'. <BR>
  1227. Time travel is possible in both directions, but at great strain, and cost
  1228. in terms of energy. So far the only thing to do this feat is the Great
  1229. Machine, however it seems likely that the Vorlons, Shadows, Sigma 957 and
  1230. other First Ones have this technology, as do the Minbari to some small
  1231. degree. <P>
  1232. <STRONG>Data Crystals:</STRONG><br>
  1233. Much as 3.5" inch disks are the common storage media world-wide today, so
  1234. data crystals are the common inter-race storage medium. Shaped like a very
  1235. small (2cm) long transparent crystal they can store large amounts of data.
  1236. As with disks this can be anything from text, to video, to sound, even
  1237. personalities can be encoded. <br>
  1238. The data is encoded as a pattern of refracting light, and the crystal
  1239. altered to produce this pattern when illuminated.<P>
  1240. <strong>Berzerker Probes:</strong><br>
  1241. These low-intelligence probes were sent out by the hundreds by an unknown
  1242. race. They have no crew or weapons. Their seamless hull suggests they are (at
  1243. least partially) organic ships. The probes are programmed to seek out
  1244. intelligent life. <br>
  1245. Once a suitable subject is found, the probe transmits alphabet and language
  1246. codes (in all possibility not even the tongue of the Berserkers). If the
  1247. subject figures out the code within a set amount of time, the probe transmits a
  1248. series of over 600 questions relating to physics, quantum mechanics,
  1249. molecular biology, genetics, and other advanced sciences. In return for
  1250. correct answers, the probe promises to give the subject cures for every
  1251. known disease, improved jump gate data and other advanced technology; if the
  1252. subject fails to answer correctly, the probe will self-destruct with the
  1253. force of 500 thousand megatons. <br>
  1254. The subjects have twenty-four hours to respond. Unknown to the victims, the
  1255. probe will detonate if the correct answers are given, failure to answer will
  1256. prompt the probe to move on to another target. <br>
  1257. In the event that the probe queries beings living on a planet, the blast is
  1258. generally sufficient to wreak havoc with most incoming and outgoing
  1259. communication systems (also further damaging the planet's ecosystem by
  1260. throwing up a dust curtain) giving the Berserkers enough time to send more
  1261. probe ships and finish the job. <P>
  1262. <a href="#start">Back to top</a><hr>
  1263. <h3><a name="etc">Legal, contact etc</h3>
  1264. <center>
  1265. <h4>Maintained by Thomas Chiverton, <a href="mailto:Falken@Bigfoot.com">Falken@Bigfoot.com</a> </h4>
  1266. </center>
  1267. <dt>Thanks to:</dt>
  1268. <li>Odarka Stefanyszyn, Andy Thomas, Gharlane of Eddore, Boris Skrbic,
  1269. Zathras, Voltayre, Julian Graham, Mark Kochte, Bill, David Engkent,
  1270. Robert Kaiser, Andy Dunn, J M S ( how could I forget ! ), Scott
  1271. Silvey.<br>
  1272. Also to the newsgroups R.A.S.T.B5.M, U.M.S.T.B5 and
  1273. U.M.S.T.B5.M .<br>
  1274. Special thanks and praise to Mario Di Giacomo, the original technical FAQ
  1275. author of old, on which this is based.
  1276. </ul><p>
  1277. I retain the copyright on all original parts, 3rd party articles are
  1278. credited where known, and (c) remains with author unless stated otherwise.
  1279. <P>
  1280. Where to get a new copy of this document, or the update file (order of
  1281. usefulness):-
  1282. <ul>
  1283. <li>WWW: <ul> <li><a
  1284. href="http://www.home.ch/~spaw1791/b5index.htm">
  1285. htttp://www.home.ch/~spaw1791/b5index.htm</a> (main site)
  1286. <li><a href="http://www.mk.dmu.ac.uk/guests/b5/">
  1287. http://www.mk.dmu.ac.uk/guests/b5/</a> (mirror)
  1288. </ul>
  1289. <li>E-Mail: mail <a
  1290. href="mailto:falken@bigfoot.com">Falken@Bigfoot.com</a> and
  1291. ask to be added to the mailing list
  1292. <li>FTP: <a href="ftp:ftp.midwinter.com/pub/babylon-5/">
  1293. ftp.midwinter.com/pub/babylon-5/</a> (file name b5.tech and
  1294. b5.tech.1 for text, appened .htm for HTML adition of manual)
  1295. </ul>
  1296. <P>
  1297. <strong>Please note:</strong> Manual will soon aquire more pictures, but
  1298. will remain as a single file untill the end of season 5, when it
  1299. will be split. The update will stay as text only.
  1300. <BR>
  1301. <strong>Please also note:</strong> This document is not in anyway officially endorsed by JMS,
  1302. Warner Brothers or anyone else involved in anyway with the B5 TV show.
  1303. However, as this is a copyrighted document, I'd like to be informed if it
  1304. is used by anyone in an official capacity, or is distributed beyond the
  1305. realms of E-Mail, the Internet and BBS's (such as magazine disks,
  1306. PD/Shareware, CD-ROM etc.). Please also keep this file together with the
  1307. update.
  1308. <center><strong>
  1309. All trademarks etc. acknowledged, (C) 1996-1997 Thomas Chiverton
  1310. </strong><center>
  1311. <a href="#start">Back to top</a><hr>
  1312. <hr>
  1313. </html>