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Drazi Sun-Hawk:
While the Drazi are not as advanced as the Earth Alliance, their ships are
still well constructed and can be very effective combatants withing their
limits. The Drazi also do not have the economy for a large fleet or expensive
starships so they must built low cost ships. The Drazi Sun-Hawk is a good
example of their ships. It is rugged, well armed, and relatively fast. It is
capable of hurting true capital ships and is capable of destroying starfighters
and in fact is almost as maneuverable as starfighters. The ship has become an
export model for the Drazi because several races have expressed an interest in
the ship. The Drazi Sunhawk is also referred to as a War Bird.
The ship only has light armor due to the ships size and the ship cannot take
as much abuse as true capital ships. This means that many of the heavy weapon
such as the Ion Cannons or Pulse Cannons can destroy the Drazi Sun Hawk within
half a minute or less. The ship still carries enough armor that it can withstand
attacks from fighters quite well.
The ship uses a Modular fusion reactor for power, this allows the reactor to
be repaired quickly and it makes it easier to repair in many cases as well. The
ships thrust is provided by a relatively simple plasma drive. The ship does not
have a jump drive due to cost and uses jump gates for the ships travel.
The Drazi Sun-Hawk is well armed for its size. Its main weapon are four
plasma guns. The weapons are either a copy of Narn Systems or a derivative of
Centauri system. It is suspect that the first is the case because the Narn have
sold their systems to a great many different groups. For point defense, the
Drazi has four particle beams. There is a good chance that these weapon are
copied from Narn systems as well. The ship has missile launchers that are
designed to be used against both capital ships and fighters.
Like most of the ships of the younger races, These ships do not have
artificial gravity and crews can only serve in the ships for limited periods of
time or crew will suffer from the effects of no gravity.
Listed is the formula to allow player and game masters to calculate the
Sun-Hawks velocity and distance traveled:
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Model: Drazi Sun-Hawk class Gunboat.
Class: Gun Ship
Crew: 20 (2 Officers and 18 Enlisted)
Vehicles: None
MDC by Location:
| |
Plasma cannons (4): |
500 each |
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Particle Guns (4): |
225 each |
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Long Range Missile Battery: |
500 |
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[1] Plasma Engine: |
2,000 |
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[2] Bridge: |
2,200 |
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[3] Main Body: |
8,000 |
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Wings (2): |
1,000 each |
Notes:
[1] Destroying the Plasma Engine means that the maximum sublight acceleration is
reduced to ten percent of normal (using navigational thrusters).
[2] In reality this is how much damage needs to be done for a weapon to hit the
bridge through the ships armor. The ship does not have an auxiliary bridge. Even
if the ships bridge is destroyed, 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.
[3] Depleting the MDC of the main body will put the Gun Ship out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The starship does not have an effective top speed but
is limited by acceleration. The Drazi Sun-Hawk can reach a top acceleration of 5
G but due to high fuel consumption and extra strain on the engines, the ship
will normally travel at 1 G for any extended trips. Top acceleration is only
meant for emergencies and combat maneuvers.
Because the Gunboat is mostly unshielded from the effects of radiation and
hypervelocity atomic particles (It is not completely unshielded), the ship is
not operated at speeds exceeding 20% of the speed of light.
Atmospheric Propulsion: The Drazi Sun-Hawk can operate within an
atmosphere but the ship is normally limited to around Mach 2 except when
escaping the planets gravity. The ship can reach escape velocity to do this
Stardrive: The ship does not have a jump drive but can use already formed
jump points such as those formed by jump gates. While in hyperspace, the ship to
reach a maximum of 6.5 lightyears per hour. This means that the Drazi Sun Hawk
can cover the Galaxy in about 18 month (will need to refuel periodically and the
Drazi rarely have these ships travel that far).
Maximum Range: Conditionally unlimited, while the fusion reactor gives
power for three years of service, the ships propulsion is limited by the ships
reaction mass. The ship can be refueled at ground based facilities, space
stations, and other star ships as long as they have the special facilities. The
ship can also be refueled by fuel shuttles. The Sun Hawk carries six weeks of
reaction mass for travel at 1 G of acceleration. Double the consumption of fuel
for every 1.0 G of acceleration beyond 1 G. This means the ship will burn the
fuel 8 times faster than at maximum speed as it does at 1 G of acceleration. The
ship will often accelerate for a period of time and then shut down the engine
and travel using the ships velocity. If the ships uses more than half of its
reaction mass when accelerating, the ship will be unable to decelerate fully and
the ship will normally only use a third or less of its fuel on accelerating so
it does not run into a problem.. If the ship runs out of fuel then it must be
refueled by another vehicle traveling faster or be lost.
Statistical Data
Height: 216.4 feet (65.9 meters)
Length: 591 feet (180 meters)
Width: 409.8 feet (124.8 meters)
Weight/Mass: 7616 million tons (6,907 metric tons)
Power System: Fusion Reactor (3 year duration). Also, the ship only
carries about a six week supply of reaction mass.
Cargo: 400 tons
Cost: 650 million credits to construct
Weapon Systems:
- Plasma Cannons (4):
As the ships main anti capital ship weapon, the
ship has four plasma cannons. For a ship this small, the four plasma cannons
weapons make a powerful weapon that is capable of hurting ships much larger
than it. These weapons are mounted forward in the ships wings and have a 30
degree arc of fire. These weapons have standard penalties to hit small
targets such as fighters and cannons can each fire individually or together.
Author Note: The source on this weapon system lists the weapons range
as 100,000 km. It has been reduces to fit more with Palladium frameworks
Mega Damage: 1D4x100 per cannon (4D4x100 for all four cannons)
Range: 6.2 miles (10 km) in an atmosphere and 621.8 miles (10,000 km)
in space
Rate of fire: Three Times per melee round per cannon.
Payload: Effectively Unlimited.
- Particle Guns (4):
These guns fire bursts of atomic particles at
close to the speed of light. They are very effective against fighters but
are not as effective against larger ships. Each mount has a 360 degree
rotation and 180 degree arc of fire.
Mega Damage: 3D6x10 per cannon
Range: 6.2 miles (10 km) in an atmosphere and 621.8 miles (1,000 km)
in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Long Range Missile Batteries:
This ship has twenty individual cells
to launch long range missiles. These launcher are both used to launch
anti-ship strikes and to launch against starfighters. Missile are assumed to
accelerate at 2 times normal mach speed in Gs greater than the starships
speed when used in space. Missiles can be launched at non moving targets
beyond the powered range of the missiles to hit targets without the chance
of the launching ship being hit by missiles itself. Each of these launchers
can be targeted and fired at multiple targets. The missiles normally used
are Smart Missiles.
Mega-Damage: varies with missile type (Go to
Revised
bomb and missile table).
Range: varies with missile type, long range missiles (Go to
Revised
bomb and missile table - Powered range is x 8 in space).
Rate of fire: One at a time, or volleys of 2, 5, 10, or 20.
Payload: 4 reloads per launch tube for a total payload of 100 long
range missiles.
[ 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 Craig P. Condu . More of
his CGI pictures of B-5 Ships at
Epsilon Jumpgate
By Kitsune (kitsune@addr.com ).
Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.
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