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Drahk Raider:
The Drahk were a minion race of the Shadows. Since the Shadows have left the
Galaxy, the Drahk are homeless. The Drahk received a large amount of technology
from the Shadows and are very dangerous. As a result, one of the most powerful
ships in the Galaxy is the Drahk Raider. The ship has a similar performance to
the Minbari / Ranger White Star class gunboats and two Drahk Raiders are the
equal of a White Star in combat.
The ship is long and slender with five wings radiating out of the body of the
ship in a star shape. The ship has a large engine at the rear.
The ship is built small enough to fight against fighters and in fact the
skill Pilot Starfighter is used to pilot the Drahk Raider yet the ship is
powerful enough to fight powerful capital ships.
A Single Drahk Raider has comparable firepower with the capital ships of most
of the younger race and is more powerful than an Earth Destroyer or a Centauri
Cruiser. In phase world, the ship is very powerful and while very small has more
firepower than a CAF Warshield cruiser not including the cruisers missile
launchers. The ships primary weapon is a Shadow Quantum Gravitic Discharge Beam
for its primary weapon. This weapon is capable of destroying an Earth Force
Cruiser with two shots. To support this, the ship has four fusion guns. These
give the ship the ability to engage smaller targets and are quite power in their
own right.
The hull of the Drahk Raider is a special Shadow organic material and can
both repair itself and can adapt to attacks to reduce damage. No attack does
full effect on the hull more than once. The Drahk Raider also has shields that
consist of alternating gravimetric distortion waves and complex field of energy
fields. These shields disburse any and all energy (including Kinetic) fired upon
the Raider Star leaving only a fraction of the blast. These shields can be
dropped by being hit by powerful weapons or can be dropped by multiple volleys
from less powerful weapons. These shields are a product of shadow technology and
are more powerful than shields would be if they were constructed by the Centauri
or the Minbari before the introduction of Vorlon Technology.
The ships subspace propulsion is by Shadow Gravitic propulsion with
Ion/Fusion Engines as well. The ship can use the Gravitic propusion to act as a
tractor beam. While the ship does not have a jump engine, the ship can use jump
gates to travel long distances. The Druak Raiders are also often supported from
a much larger mothership that does have Jump Engines. This ship also acts as the
Raiders support ship.
This ship also has special ECM copied from the Shadows as well that makes it
very hard to detect and as a result also makes the ship a very hard target to
strike.
This writeup of the Drahk uses modified modified starship speed and ranges.
See Revised Starship Rules for Phase World for more details.
Model: Drahk / Shadow Gun Ship
Crew: 20 (approximately)
Vehicles: None
MDC by Location:
| |
Shadow Quantum Gravitic Discharge Beam (1): |
3,000 |
| |
Fusion Guns (4): |
600 each |
| |
[1] Bridge: |
5,000 |
| |
[2] Engines: |
6,000 |
| |
[3] Main Body: |
30,000 |
| |
[4] Variable Force Field: |
6,000 a side (36,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon to hit the
bridge through the ships armor. This ship does not has also has an auxiliary
bridge. Even if the ships bridge is taken out, the ship can still be piloted
from engineering but ship is -3 to dodge and all weapon systems will be at local
control. Weapon hits near the bridge that do not penetrate the ships integrity
can injure crew members on or near the bridge.
[2] Destroying the main engines means that ship FTL systems are destroyed and
maximum sublight speed is reduced to one quarter of normal..
[3] Depleting the MDC of the main body will put the Drahk Raider out of
commission. All internal systems will shut down, including life support and
internal gravity. The ship itself will be an unsalvageable floating wreck. Both
the hull and the ships systems have the ability to repair themselves. The ships
hull and ships systems regenerate damage at the rate of 1D6x10 MDC per minute.
The ship can only repair up to half the total MDC of a system or the main body.
[4] Shields positions can be varied and all could be combined in one shield.
Shields regenerate at the rate of 5% (1,800 MDC) per melee round
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up
to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the
rate of 1.4 percent of light per melee.
Atmospheric Propulsion: The Drahk Raider is an excellent atmospheric
starship and can reach up to Mach 10 in an atmosphere.
Stardrive: The Drahk Raider does not have a jump drive but can use
already formed jump points. If in Hyperspace, The Drahk Raider can reach a
maximum of 85 lightyears per hour. This means that a Drahk Raider can cover the
Galaxy in about 7 weeks. The ship enters hyperspace by means of a jumpgate.
Maximum Range: Effectively Unlimited by either Drive system. Carries
about one years worth of supplies on board.
Statistical Data
Height: 197 feet (60 meters)
Length: 328.3 feet (100 meters)
Width: 197 feet (60 meters)
Weight: 8,270 tons (7,500 metric tons)
Cargo: 400 tons
Power System: Shadow based Hyperspace Tap.
Cost: Unknown, any culture in the Three Galaxies would pay hundreds of
billions of credits for an undamage working model of this ship.
Weapon Systems
- Shadow Quantum Gravitic Discharge Cannon (1):
This weapon fires
directly forward of the ship and is mounted in the nose of the starship.
This weapon system functions by firing a beam of coherent gravity waves at a
target, which disrupts the very molecules of the target at a quantum level.
Any target area hit by the beam is literally torn apart at the subatomic
level, reducing the affected area to a very hot cloud of quarks and mesons.
This creates a beam that is extremely destructive and has the ability to
destroy almost any target within one or two shots. This weapon does have
standard penalties to use against small targets such as fighters. The ships
engines cannot produce as much power as a White Star. This means the cannon
cannot fire the full power shots that a White Star can fire. Author Note:
The source on this weapon system lists the revised weapons range as 3
million km. It has been reduces to fit more with Palladium frameworks
Mega Damage: 6D6x1,000.
Range: 187 miles (300 km) in an atmosphere and 187,000 miles (300,000
km) in space.
Rate of Fire: Once per melee (beam last for full melee)
Payload: Effectively Unlimited.
- Fusion Guns (4):
The guns take high mass particles and compress them
until they reach fusion. These particles are then fired in a beam. The
weapons are mounted in the nose of the starship around the Shadow Hyperspace
Fission Cannon and fire directly forward. The weapons do not have penalties
to hit fighters and small targets. Author Note: The source on this
weapon system lists the revised weapons range as 900,000 km. It has been
reduces to fit more with Palladium frameworks. These weapons are not listed
in the authors sources but were added to give the ship more firepower and
the ability to engage small targets
Mega Damage: 2D4x100 per fusion gun blast. All four fusion guns can
fire together for a total of 8D4x100 and costs one attack.
Range: 56 miles (90 km) in an atmosphere and miles 56,000 miles
(90,000 km) in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
Special Equipment:
- Adaptive Hull: The hull of the Drahk Raider uses Shadow Bio-Armor
and can adapt to attacks on it. Once a specific attack has been used against
the ship, it will adapt to that attack and any such attack will only be at
twenty percent effectiveness afterwards. Variable frequency weapons such as
variable frequency lasers can be reset to do full damage once the attacker
finds out about it. The adaptation takes about ten hours to be completed.
- Advanced Sensors: The Drahk Raider has sensors that are derived
from Shadow technology. They are capable of detecting and targeting both
Shadow and Vorlon ships without any penalties. 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 Drahk Raider is fitted with ECM.. While the ECM is
copied from the shadows, the ECM is at about the technology level of the
Minbari. This ECM is similar to the Minbari systems that prevented targeting
systems from Earth Alliance ships from being able to lock on during the
Minbari war against the Humans. This ECM prevents targeting systems from
ships of the younger races with the exception of the Centauri and Minbari
from being able to lock on. An attacker would be at -10 to strike the ship
and only if within visual range (approximately 500 miles). Missiles would
have a 90% 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 technology of most of the younger races. While not as advanced as
the Minbari, the Centauri are more advance than other younger races. The
Drahk Raider would have a very small signature but could be detected on
sensors. The Centauri and Mimbari would have penalties of -4 to strike
beyond visual range. Missiles would also be more effective, at first
engagement missiles would have a 60% chance of being unable to achieve a
lock, the jamming could be fully adjusted for and the missile could achieve
lock normally. Phase World, Macross 2, and Robotech
sensors would be treated to be at the level of technology of the Minbari and
Centauri. Battlestar Galactica, Star Trek, and Star Wars would also be
treated to be at this level of technology. The sensors of the races of the
First Ones would not suffer any penalties and would be able to strike
normally. This included the Minbari / Ranger White Star as well.
Combat Bonuses: The Drahk Raider is very maneuverable and very
accurate. For piloting, use the Phase World Starfighter combat (Elite or Basic)
skill. These bonuses are in addition to those from the piloting skill.
+2 to initiative
+2 to strike.
+4 to dodge
+10% to all piloting skills
[ 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 Mark Kane. More of his
CGI pictures of B-5 Ships at
G'Kane at Babylon 5
By Kitsune (kitsune@addr.com ).
Rifts Conversion Copyright © 1998 & 1999, Kitsune. All rights reserved.
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