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Earthforce Monsoon Class Gunboat:
In the year of 2266 Earthforce general Meade opened a competition for the
design of a Gunboat class ship, officially to replace the aging Olympus class
corvettes. Unofficially the competition was held because Earthforce had been
very impressed by the performance of the Whitestar class ships of the
Interstellar Alliance. While all senior officials realized that even with
gravitic technology now at their disposal the new ship would never equal the
Whitestar design, they were also aware that a dedicated gunboat would be a very
potent weapon when used in large numbers.
The competition itself was successful, attracting designs from half a dozen
firms. The ultimate winner was the Monsoon Class design from Hyperspace
Industries, and was the brainchild of their highly successful chief designer
Lars Joreteg.
The Monsoon is a rather squat and blunt design, with as much machinery and
weapons packed into a small hull. At the corners of the hull are four Ion engine
clusters, made up of maneuvering thrusters, braking thrusters, and four main
thrusters. The spacing of these engines gives the Monsoon a good
maneuverability. Located on the bottom of the ship is a single hangar bay, used
mainly to hold a single shuttle, although in a emergency it can also accommodate
two Starfuries. The ship is however not designed to carry more fighters than
that, not even with the shuttle removed. Internally there are two decks for the
crew, and both are equipped with artificial gravity, just like the hangar bay.
This protects the crew and the shuttle against the rigors of sudden combat
accelerations.
These ships are too small to carry jump engines and must be escorted by a
ship with jump engines to travel from system to system, or use Jumpgates to
travel through Hyperspace. The ship is propelled by four Ion engines and a
gravitic drive. The engines output is actually equal to that of a Olympus class
corvette which, coupled with the Monsoons smaller size, makes for a very fast
ship. However, at full power the ship needs to be refueled multiple times for
long range missions.
The most dominant feature of the Monsoons is without a doubt the huge
Particle Beam Cannon mounted in the upper part of the hull. This massive weapon
is a (smaller) derivative of the GOD satellite weapons, and accounts for nearly
20% of the ships empty mass. It is a very powerful weapon for a ship this size,
and it allows the Monsoon to take on much larger ships. The ships secondary
weapons are a pair of Pulse cannons, located on the sides, between the engine
blocks. These weapons are also quite powerful, but have a much lower range than
the Particle beam cannon. Like the Particle Beam Cannon, they can only fire in a
limited arc forward. Under the chin of the ship is a turret with another two
pulse cannons. This turret gives the two cannons a much better arc of fire than
the slightly larger fixed cannons. For defense against fighters the gunboat has
four turret mounted pulse Gatling cannons. These are essentially the same
weapons as carried in the Thunderbolt Starfury, although the turret mounted
mounts have nearly double the range of the fighter mounted version.
For further defense there is a interceptor grid which fires low powered
energy beams to intercept incoming fire and uses electromagnetic fields to
disperse energy that is fired at the ships. The interceptor grid also employs a
system designed to decoy incoming missiles. The systems is more effective
against plasma cannons and pulse cannons (Actually another style of plasma
cannon - does not work as efficiently on weapon systems that simply fire in
pulses) than the system is on other energy weapons. The system quickly get
overloaded though and cannot operate continuously and is not as effective as the
shields on Minbari and Centauri ships. For Armor the Monsoons have a version of
the Plasteel/Crystalline armor also carried by the Warlock class destroyer. This
would seem to be a copy of the Armor on the IA Victory class Destroyers, but is
less effective and is in reality a development of the EA itself. It has been
made possible due to the study of Shadow Bio-armor, pieces of Minbari
Crystalline armor, and the study of the armor the Dilgar used. .
The final weapons of the ship are located in two interchangeable mission
dependant pods. In this case these are two missile pods, carrying four Long
Range Missiles for anti-ship purposes and two Medium Range Missiles for fighter
defense each. Other pods carry Pulse cannons or extra sensors. The last option
changes the role of the ship to that of a Scout.
Although the ship has artificial gravity in all of its crew spaces, it is
still very cramped, and the ship is much less luxurious than true capital ships.
Since most of the ship mission will be short-ranged and/or limited to one system
only, this is not a real problem.
The ship carries one shuttle and a maximum of 2 fighters. There are no
facilities for marines on the ships.
Listed is the formula to allow player and game masters to calculate the
Earthforce Monsoon 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: Earthforce Monsoon Class
Class: Gunboat
Crew: 46 (5 Officers and 41 Enlisted)
Troops: none
Vehicle Compliment:
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2 |
SA-23E Aurora Starfuries. |
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1 |
Standard Shuttle |
M.D.C. by Location:
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Particle Beam Cannon: |
1000 |
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Pulse Cannons (2): |
300 Each |
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Double Pulse Cannon Turret: |
400 |
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Gatling Pulse Cannons (4): |
150 |
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Mission Packs (2) : |
300 each |
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[1] Main Sensor Cluster (1, front): |
800 |
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[2] Main Body: |
8,000 |
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[3] Bridge: |
2,000 |
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[4] Ion Fusion Engines (4): |
1,000 each |
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[5] Interceptor Grids (6): |
300 per side |
Notes:
SPECIAL: The ships armor looks to be a copy of the new Earth/Minbari
armor used on the Victory class destroyer and deflects 40% of all incoming
energy away, not counting purely kinetic energy weapons. Substract 40% of all
damage done to the ships hit locations by energy weapons and explosions! Kinetic
energy weapons do full damage.
[1] The Main sensor cluster is located under the chin of the ship, just above
the pulse cannon turret. Destroying it means that the ship will have -40% to
read sensory rolls, all sensor ranges are halved, and all long range weapons
have a -2 to strike. It is however a small target, and is -3 to hit.
[2] Depleting the MDC of the main body will put the Escort Carrier out of
commission. All internal systems will shut down, including life support. The
ship itself will be an unsalvageable floating wreck.
[3] 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 have an auxiliary bridge.
Even if the ships bridges 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.
[4] The Destruction of one Ion engine reduces the ships maximum acceleration by
one eight. The destruction of two Ion Engines reduces the ships maximum
acceleration by one quarter, and gives the ship a - 2 penalty to dodge.
Destroying three Ion Engines will reduce the ships maximum acceleration by three
eights. Destroying all four Ion Engines means that the maximum sublight
acceleration is reduced to half, and imposes a -4 penalty to dodge. In order to
destroy the gravitic engine the entire main body must be destroyed, as it is
part of the main body. Thus, the Monsoon will always have the ability to
accelerate at least 5 G.
[5] The Interceptor Grid gives only partial defense against energy weapons and
as the system absorbs more damage this percentage of damage will be reduced. The
system will absorb up to 300 MDC per side. Initially, the system will absorb 80%
of damage from plasma weapons and pulse cannons (Actually another style of
plasma cannon - does not work at this higher efficiency on other weapon systems
that fire in pulses). This is because is it much easier to disperse plasma than
an actually energy beam. The system does not absorb damage from rail guns, other
projectile weapons, and from missiles. Initially, the ships will also absorb 40%
of other styles of energy weapons as well (This includes non plasma style pulse
weapons as well). For every 30 MDC that the system absorbs, the system will be
reduced in effectiveness by 10% for subsequent strikes (Example: If an
Interceptor Grid absorbs 60 MDC, the Interceptor Grid will only absorb 60% of
plasma damage and 20% of the damage for any other energy weapon when struck
next.) The defense grid recovers at the rate of 30 MDC per minute. The missile
decoy portion of the system is described separately below.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The starship does not have an effective top speed but
is limited by acceleration. The Monsoon Class Gunboat can reach a top
acceleration of 10 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 Monsoon IS shielded from the effects of radiation and hypervelocity
atomic particles , the gunboat can be operated at speeds of up to 40 percent of
light.
Atmospheric Propulsion: The Monsoon cannot operate within an atmosphere.
If the ship enters an atmosphere, it will crash.
Note: It is rumored that Earthforce HAS a few Monsoons available that are
capable of atmospheric flight and even landing. These ships have not yet been
seen, and it is suggested that they carry significantly reduced weaponry and
armor to lighten the ships sufficiently. If these craft exist they are used for
black ops.
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 light-years per hour. This means that the Monsoon Class
Gunboat can cover the Galaxy in about 18 months (will need to refuel
periodically and these ships were not really designed to travel that far).
Maximum Range: Conditionally unlimited, while the fusion reactors give
power for over a decade of service, the ships Ion Engines are limited by the
ships reaction mass. It is not recommended to fly the ship on Gravitic drive
alone, because they are a new system and might prove unstable over longer
periods of time. Therefore it is recommended to always refuel the ship when
possible. 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 Gunboat carries four months of reaction mass for travel at 0.5 G of
acceleration using only Ion engines. Double the consumption of fuel for 1.0 G of
acceleration and double the consumption again for every 1.0 G of acceleration
beyond 1 G. This means the ship will burn the fuel 32 times faster at maximum
acceleration than at 0.5 G of acceleration, using only Ion Engines! There is no
fuel consumption for the Gravimetric engines, other than the fact that it drains
large amounts of power. The ships fusion reactor can cope with that easily
though. The ship will often accelerate for a period of time and then shut down
the engine and travel using the ships velocity. Should the ship use more than
half of its reaction mass when accelerating, the ship will be unable to
decelerate fully using only Ion engines. Therefore 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 can be refueled by another vehicle
traveling faster than it, or it must decelerate using gravitic drives only,
which is currently discouraged for safety reasons.
Statistical Data
Height: 495 feet (70 meters)
Length: 1,482 feet (200 meters)
Width: 1052.3 feet (120 meters)
Weight: 5,100,000 tons (4,600,000 metric tons)
Power System: 1 General Fusion C-600 Fusion Reactor (1 year duration).
However, it is recommended that the drive and power system have routine
maintenance every 6 months. Also, the ship only carries about a four month
supply of reaction mass.
Cargo: 120,000 tons
Cost: 3,4 billion credits to construct
Weapon Systems:
- Particle Beam Cannon:
The Monsoons most powerful weapon, this mighty
cannon is a derivative of the huge GOD satellite guns. Mounted forward in a
rigid mount the cannon has only a limited arc of fire, but a tremendous
power and range for a weapon mounted in such a small craft. The cannons
takes credit for almost 20 percent of the Monsoons weight. Due to the needed
recharge and cooling time, the cannon has a limited rate of fire.
Mega Damage: 4D6x100
Range: 74.6 miles (120 km) in an atmosphere and 74,600 miles (120,000
km) in space
Rate of fire: ONCE per melee
Payload: Effectively Unlimited.
- Pulse Cannons :
Two pulse cannons that are placed on both sides of
the hull, just forward of the engine blocks. Each gun can only fire forward,
but their solid mounting means that they are more powerful than the Pulse
Cannons in the chin turret, and have a better range too. These cannons can
be fired linked.
Mega Damage: 1D6x100 per cannon, for 2D6x100 per double blast.
Range: 7 miles (11 km) in an atmosphere and 7,000 miles (11,260 km)
in space
Rate of fire: Two times per melee
Payload: unlimited
- Double Pulse Cannon turret :
A Turret located under the chin of the
monsoon, it carries two linked pulse cannons which are quite powerful, but
short ranged. The pulse cannons are normally fired together. This weapons
has standard penalties to hit small targets. When the Monsoon is used in the
Scout role this turret is usually swapped for extra reaction mass and
supplies.
The turret has a 90 degree arc, and a rotation of 240 degrees (cannot fire
backwards)
Mega Damage: 1D4x100 per cannon, for 2D4x100 per double blast.
Range: 5 miles (8 km) in an atmosphere and 5,000 miles (8,050 km) in
space
Rate of fire: Two times per melee
Payload: unlimited
- Gatling Pulse Cannons (4) :
These cannons are the Monsoons main
Point Defense weapons for missile and starfighter defense. Basically these
are the same Gatling Pulse cannons that are also mounted on the Thunderbolt
Star Fury. This cannon holds six rotating barrels, and is capable of firing
bursts of up to six pulses at a time, but it has a range nearly twice that
of the fighter mounted cannon. This cannon fires rapid bursts of super
charged Plasma and is similar in function to the pulse cannons on the larger
Earthforce warships. However, due to it firing bursts, it has a better
overall chance to hit. Each weapon is controlled by a gunner, and the
cannons are mounted in single turrets. Author Note: The source on
this weapon system lists the weapons range as 160,000 km. It has been
reduces to fit more with Palladium frameworks.
The cannon is +2 to strike, has no penalties to hit small targets, and each
cannon has a 360 degree rotation and 180 degree arc of fire.
Mega Damage: 1D6x10 for a single pulse, can fire up to six pulses per
burst for 6D6x10. Each burst counts as one attack.
Range: 20 miles (32.1 km) in an atmosphere and 1400 miles (3,210 km)
in space.
Rate of fire: Equal to the combined hand to hand attacks of the
gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Mission Pallets:
The ship can carry a variety of different mission
pallets on the two side mounts. Right now there are three different packs
available for mounting, although it is expected that more varieties will be
available in the future.
These packs are usually carried in pairs, and there is usually no mixing of
different types.
- Type 1 (standard) Missile pallet:
Each rack holds four launch
tubes for anti-ship LRM`s, and two tubes for anti-fighter MRM`s. Each
tube only holds a single missile, and the tubes cannot be reloaded
during a mission. Missiles are assumed to accelerate at 2 times normal
mach speed in Gs greater than the starships speed when used in space.
Since star ships will no longer engage at rock throwing distances,
whether weapons can be shot down is calculated from the speed of target,
launcher, and missile. When drive goes dead, missile will still cruise
unless set to self destruct but has very low odds of hitting star ships
(Great for hitting bases and planets because target does not move and
missile when dead at -25% to detect.) All missiles are considered smart
missiles. Each of these launchers can be targeted and fired at different
targets.
Range: varies with missile type, long range missiles (Powered
range is 8 x normal in space - Go to
Revised
bomb and missile table).
Mega-Damage & Properties: Varies with warhead type (Go to
Revised
bomb and missile table). Heavy fusion does 2D4X100 MDC
Rate of fire per Rack: One at a time or in volleys of 1, 2, 3, 4,
5, or 6 per melee attack. The ship can fire a total volley of 12
missiles in one turn.
Payload: 6 per rack, for a total of 12 Long Range Missiles.
- Type 2 (Pulse Cannon Pallet):
Each of these pallets carries a
turret with two pulse cannons. These turrets are identical to the turret
carried as a standard item under the chin of the Monsoon. Due to
limitations in the ships power supply these turrets have a lower rate of
fire than the chin mounted turret.
The turrets have a 360 degree arc, and a rotation of 180 degrees.
Mega Damage: 1D4x100 per cannon, for 2D4x100 per double blast.
Range: 5 miles (8 km) in an atmosphere and 5,000 miles (8,050 km)
in space
Rate of fire: once per melee
Payload: unlimited
- Type 3 (Sensor pallets):
These pallets carry no weapons,
instead, they carry a powerful array of sensors and ECM systems. These
give the Monsoon the ability to be used as a scout.
When used as a scout it is normal that the chin turret of the Monsoon is
also removed, and is replaced with a hull section which holds reaction
mass and supplies for a extra month.
Bonuses: Each of these two packs gives the Monsoon a 25% bonus on
sensor rolls, and increases its sensor range by 50%. Thus, with both
packs in working order the Monsoon has a + 50% bonus on its sensor
rolls, and its sensors have twice the normal range.
ECM: The additional ECM makes the Monsoon harder to detect, and
gives a -1 penalty to strike per Pallet. This ALSO works for sensors
employed by the Minbari and the Centauri, but does not work on First
Ones sensor systems.
- Missile Decoy System:
These systems launches clouds of chaff and
electromagnetic decoys around the ship. This system is the final part of the
interceptor grid. The decoy cloud will remain around the ship for a period
of time unless the ship accelerates, decelerates, or changes course which
will take ship out of the chaff cloud within one melee. The system is a
series of decoy launchers that are placed around the ship. Even if the main
interceptor system is not functional, this system will still operate.
Mega-Damage: any vehicle flying through take 2D6 MDC.
Effects:
- Has a 50% chance of confusing or deflecting missiles from most
younger races. This system does not work on missiles from Centauri,
Minbari, or other Race with similar or more advance missile systems.
- Disguises ships radar signature. This gives a -2 penalty to strike.
(Does not work on Centauri, Minbari, and races that are as advanced or
more advanced than the Centauri and Minbari)
As long as the ship does not accelerates, decelerates, or changes
course the chaff will take five melees to disburse. If the ship
accelerates, decelerates, or changes course, the ship will leave the
chaff cloud in one melee.
Range: Ship and 1,000 feet (305 m) radius around ship
Rate of fire: Once (1) Per Melee.
Payload: 10
Special Equipment:
- Refractive Hull: The hull of the Monsoon is made out of a
Crystalline/Plasteel Armor mesh. This looks like a copy of the armor on
the Victory class destroyer, but is in reality a Earthforce invention
made possible through the study of Shadow Bio armor and parts of Minbari
Crystalline Armor found in old Earth/Minbari war battle zones. The hull
deflects 40% of all incoming energy away, not counting purely kinetic
energy weapons. Subtract 40% of all damage done to the ships hit
locations by energy weapons and explosions! Kinetic energy weapons do
full damage.
- Sensors: The sensors onboard the ship have been specially
designed to counteract the Minbari ECM and that of the other younger
races. When used to target ships with this type of ECM the targeting
penalties are reduced by about two thirds. On Minbari ships
specifically, they can target the ships beyond visual range but are at
-6 to strike at that range, at visual ranges the ship will have a -3 to
strike, and the ship systems would be able to target missiles on Minbari
ships 30% of the time with a 70% chance of being able to achieve lock
once engaged and the individual factors have been calculated for. The
sensors are not effective at all against the ECM used by Vorlons,
Shadows, and other members of the races known as the First Ones. Because
the ECM used by the Drahk is partially based on Shadow technology, the
sensors are not as effective as against Minbari ECM but more effective
than the ECM would be against the Shadows. Against the Drahk, penalties
are reduced by 1/3 (-12 to strike beyond visual range, -6 to strike at
visual ranges, and 20%/40% of missile locks). The Sensors are also less
effective against the ECM in Phase World, Macross 2, and Robotech. This
is because the various ECM systems are based on different technologies
and cannot be accounted for. Penalties from these systems would be
reduced by 1/3.
[ 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!
Original Monsoon Concept and Picture Copyright by Lars Joreteg (lars.joreteg@usa.net).
He has his own website at
Hyperspace: A Guide to the Ships of Babylon 5 and Crusade
By Mischa (mischa.campen@tip.nl).
Minor revisions by Kitsune (kitsune@addr.com).
Rifts Conversion Copyright © 2000, Mischa. All rights reserved.
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