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Shadow Starfighter:
The direct counterpart of the Vorlon starfighter, this little craft is very
much a replaceable commodity as can be readily seen from the low armor rating
that it has. Hardly better armored than starfighters of the younger races the
Shadow starfighter must rely entirely on speed and maneuverability to survive
enemy fire. Even its offensive weapon is not in the same league as its
counterpart: a rather short ranged Fusion cannon which is very effective against
small craft but lacks the punch to do massive damage to larger vessels but by
the Vorlons or the more advanced younger races.
By the fighters appearance, it is immediately clear that this is a product of
Shadow technology: A sleek, mottled black hull with a large orifice at the
front, a dozen small and large spines sticking out of it and devoid of any
mechanical additions.
The fighter has the standard Shadow ECM, and has excellent speed and
maneuverability due to its gravity drive. Its shield is not very powerful, but
it does have the ability to slide into hyperspace like its larger cousins.
Like all Shadow ships the fighter is entirely organic. It is normally flown
by a artificial intelligence, and does not need either a core like the
Battleship or a pilot. In some cases though, the Shadows will have a pilot in
the fighter if the fighter is going to be used independently and needs
discretion that the artificial intelligence does not have. In these cases, the
fighter will be piloted by a member of one of the minion races of the shadows.
The ships sublight propulsion consists of a powerful gravity drive system
that is used for maneuvering and main thrust. Because of their long experience
with FTL physics they have a hyperdrive system that allows them to move in and
out of hyperspace at will, at whatever position they wish to appear at. This
gives them a great advantage in ambushes etc. they can also use the drive to
pass between hyperspace and real space and be virtually invulnerable there.
The only other remarkable thing about this fighter is the way that it is
launched from the Battleship. About 40 of these small craft are launched from
the mother ship as a large spiked ball, at tremendous acceleration (2 % of light
/ melee). when this mass is in the middle of a enemy formation it suddenly
splits up into the 40 fighters who than zip off after different targets. This
maneuver is very disconcerting, and the captain of the ship being attacked must
save vs. Horror factor 15 or be overcome by panic.
This writeup of the Shadow Fighter uses modified modified starship speed and
ranges. See Revised Starship Rules for Phase World for more details.
Model: Shadow starfighter
Crew: One possible, but fighter is normally be flown by the fighters
artificial intelligence.
M.D.C. by location:
| |
Fusion gun: |
300 |
| |
[1] Gravity Drive Spines (8): |
150 each |
| |
[2] Main Body: |
1,000 |
| |
[3] Variable Force Field: |
300 a side (1,800 Total) |
Notes:
[1] Destroying a gravity drive spine means that sublight acceleration and
maneuvering are reduced by 10 percent.(-1 penalty to dodge) Add on penalties per
destroyed spine. In order to destroy the drive all spines have to be blown off
and the main hull must have sustained 20% damage (200 MDC).
[2] Depleting the MDC of the body will destroy the fighter, putting it out of
commission. The fighter will be a unsalvageable floating wreck. Both the hull
and the ships systems have the ability to repair themselves. These repairs are
effected at the rate of 1D6x10 MDC per minute. The ship can only repair up to
half the MDC of a system or the main body.
[3] Shield positions are variable and can be combined into one shield. The
shields regenerate at a rate of 5% (90 MDC) per melee round.
Speed:
Driving on the Ground: Not Possible.
Sublight: Gravity drive allows the ship to travel up to 40 percent of the
speed of light. The ship can accelerate/decelerate at a rate of 1.7 percent of
light per melee
Atmospheric Propulsion: Maximum speed is mach 20. Can enter atmosphere
and leave.
Stardrive: Unlike the Vorlons, the starships of the Shadows do not need
to use or create a Jump Point to enter into hyperspace. Instead they can create
a tiny effect that passes the ship into hyperspace without any jump point being
formed. The fighter can also travel into a pocket dimension that the ship is
between normal space and hyperspace. The ships can use this to evade mines or
missiles. The Shadow fighter is incredibly fast in hyperspace. The ship can
travel the equivalent of 100 light years per hour in distance in real space.
This means that the fighter could actually cross the Galaxy in about six weeks.
The shadow fighter can pass into and out of hyperspace within the atmosphere of
a planet as well as in space. Shadow Fighters will occasionally use previously
established jump points to deceive an enemy into thinking that they cannot pass
out of hyperspace without a jump point. The Shadow Starfighter has enough power
to make the transition to or from hyperspace every round, should this be
desired. The entire phasing takes just seven seconds, and always occurs as the
LAST action that round.
Maximum Range: Unlimited by all drive systems. It is not known how much
supplies it carries with it, but it is safe to assume several years worth.
Special note:
Because the gravity drive is used for maneuvering, the entire fighter can turn
around and fire in every direction at will. However, making a turn or a evasive
maneuver at high speed (above 5 percent of light, roughly 15.000 km/s or 9.300
miles/s) costs enough energy that the fighter loses energy to the cannon. This
means that power is less, halving the MDC done
Statistical Data:
Length: 47 feet (14 meters)
Height: 17 feet (5.1 meters)
Width: 30 feet (10 meters)
Weight: 18 tons (16.2 metric tons)
Cargo: Minimal (Storage for small equipment).
Power System: Hyperspace Tap with an unknown duration.
Market Cost: Not for sale however, should you have one to sell,
most races will pay billions of credits for a undamaged fighter (although they
will probably regret it later).
Weapon systems:
- Fusion gun:
Basically a large pulse weapon, this version ejects a
fusion hot plasma. Because this plasma is so hot its tendency to dissipate
makes this a rather short ranged weapon, with a good effect against small
craft. Its lack of higher setting means that the only way to overwhelm a
larger craft is to get close with a lot of fighters. The actual firing of
the gun shows the organic nature of the fighter: with every firing the
entire front third of the craft expands and upon contracting "hurls" a ball
of plasma at its target. This weapon has a +2 bonus to hit small craft.
Mega Damage: 1D6x100+100 MD.
Range: 9,000 miles (14.480 km) in space and 90 miles (14,5 km) in
atmosphere.
Rate of Fire: 5 times per melee.
Special Equipment:
- Adaptive Hull: The fighter has the ability to adapt to attacks on
it. Once a specific attack has been used against the ship, it will adapt to
that attack and any attack of that type that is encountered afterwards will
only be at twenty percent effectiveness in the next engagement. Variable
frequency weapons such as variable frequency lasers can be reset to do full
damage once this is discovered. The adaption takes about five hours to be
completed.
- Sensors: The shadows are masters of FTL physics. The Shadow
Warship has sensors that can see from hyperspace into normal space, but
these are -20% to all Read Sensory rolls to detect targets that are in
normal space. The Shadows also have a 30% chance of being able to detect a
Jump Point forming before the actual formation of the jump point. The
sensors can also detect any ship using any non magical cloaking or ECM
without penalties. This included the most advanced Earth or Centauri ECM. It
includes all ECM systems used in the Three Galaxies, Rifts Earth, and other
alternate universes.
- ECM: The Star Fighter is, like all Shadow ships, fitted with ECM.
This ECM prevents targeting systems from ships of the younger races from
being able to lock on. An attacker would be at -12 to strike the ship and
only if within visual range (approximately 500 miles). Missiles would have a
98% chance of being unable to achieve a lock on target as well. Rifts Earth
and Mutants in Orbit would be treated to be at the level of most of the
younger races. the only exceptions among the younger races are the Minbari
and Centauri races who are far more advanced than any of the other younger
races but are still no where close to the First Ones level. The Shadow
Fighter would be detected as little more than a ghost on either races
sensors and they would have penalties of -10 to strike beyond visual range
and -6 to strike at visual ranges. Missiles would also be more effective, at
first engagement missiles would have a 90% chance of being unable to achieve
a lock. After several engagements the jamming could be partially adjusted
for, with missiles being able to achieve lock with a 50% chance of being
unable to achieve lock. Phase World, Macross 2, and Robotech would be
treated to be at the level of technology of the Minbari and Centauri. The
same goes for Battlestar Galactica, Star Trek, and Star Wars. The sensors of
the races of the First Ones would not suffer any penalties and would be able
to strike normally. This includes the Minbari / Ranger White Star class and
the Drahk Raider as well.
- Hyperspace Phase Cloaking Device: The Shadow fighters have the
ability to phase between real space and hyperspace. While in this state, the
fighter is immune to all weapons (In Phase World, they can still be effected
by Phase Beams and some spells) and is almost impossible to detect. In this
cloak form, the ship cannot be detected by any races except for the first
ones (Included The Minbari / Ranger White Star and the Drahk Raider.
- Sentient Ship: The fighter is alive, and probably quite aware of
what it is and what its doing. It will not take orders from a non Shadow
unless one was assigned as a pilot. The ship should be considered to be a
powerful neural intelligence in terms of Rifts. This computer can pilot the
ship at 98%, has 5 attacks per round, and has +10 to strike, +16 to dodge,
and +5 to initiative (these include all bonuses).
Combat Bonuses: these bonuses are only applied when the Shadow
Starfighter is piloted. This is seldom the case. When not piloted use the
bonuses under sentient ship. For piloting, use the Phase World Starfighter
combat (elite or basic) skill. these bonuses are in addition to those from the
piloting skill.
+3 to initiative
+3 to strike
+8 to dodge
+20% to all piloting skill.
[ Phase World TM, Kreeghor TM, and CAF TM are trademarks owned by Kevin
Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books
Inc.]
[ Babylon 5 is copyright © Warner Brothers Television. ]
Technical Information from Babylon 5
Technical Manual!
CGI of Ship by Evelio Perez-Albuerne. More
of Evelio's CGI pictures of B-5 Ships at
Evelio's Babylon 5 3d Model
Index
By Mischa (mischa.campen@tip.nl)
Formatting andd minor revisions by Kitsune (kitsune@addr.com
).
Rifts Conversion Copyright © 1998 & 1999, Mischa. All rights reserved.
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