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Interstellar Alliance White Star:
The White Star class of ships were build by the Minbari to serve as the front
line ships for the Army of Light. With the inclusion of the most advanced of
their technology, and the addition of standard Vorlon technology, these ships
were the most powerful ships build by any of the younger races until the
Interstellar Alliance had the Victory Class Destroyers build. Even so, it is
still by far the most powerful ship in the galaxy when the power to size ratio
is taken into account.
Although the ship is some 268 meters long, it is powerful and agile enough to
combat fighters, and in fact the skill Pilot Starfighter is used to pilot
the White Star. Its array of weapons is however more than powerful enough to
allow the ship to fight capital ships of the line of any of the younger races.
A Single White Star has more firepower that an Earth Alliance Destroyer and
in Phase World terms is more powerful than any single ship smaller than a
Protector class battleship not including other ships missile launchers. There is
a good chance even with missiles because the missile will be unable to lock onto
a target in many cases.
The ship is armed with a Vorlon Quantum Gravitic Discharge Cannon for its
primary weapon. This weapon is capable of destroying a CAF Warshield class
cruiser with just two shots. Supporting this weapon system, the ship carries
four fusion guns and four neutron cannons. If this ship has any weakness, the
weakness is that this ship does not carry missile launchers.
The hull of the White Star is made up of a special Vorlon 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 White Star 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 White 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.
The ships subspace propulsion is by Vorlon Gravitic propulsion with Mimbari
Ion/Fusion Engines as backup. The ship can use the Gravitic propulsion to act as
a tractor beam. The ship also has the ability to form its own jumpgate and is
presently the smallest ship constructed by the younger races that can open its
own jumpgate. However, if the main quantum discharge cannon is fired on
overcharge it means that energy is drawn away from the Hyperdrive, so that it
takes another five extra minutes to recharge.
This ship has special ECM that makes it very hard to detect and also have a
sentient computer that can often complete maneuvers that the crew do not have
the skills to do.
This writeup of the White Star uses modified Phase World starship rules. See
Revised Starship Rules for Phase World for more details.
Model: Minbari-Vorlon hybrid White Star-class gunship
Crew: The White Star has a maximum crew capacity of 68 people.
Under normal conditions, the White Star has a crew of 38 duty personnel,
and 1 command level officers. The ship can also be controlled by one pilot if
necessary.
Vehicles:
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4 |
Minbari Windstar Fighters |
| |
2 |
Standard Minbari Shuttles |
M.D.C. by Location:
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Quantum Gravitic Discharge Cannon (1): |
4,500 |
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Neutron Cannons (4): |
950 each |
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Fusion Guns (4): |
950 each |
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[1] Bridge: |
9,000 |
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[2] Engines (3): |
4,800 each |
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[3] Main Body: |
55,000 |
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[4] Variable Force Field: |
10,000 a side (60,000 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 White Star 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% (3,000 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 1.5 percent of light per melee.
Atmospheric Propulsion: The white star is an excellent atmospheric
starship and can reach up to Mach 12 in an atmosphere.
Stardrive: Uses a hyperdrive system that allows the ship to reach a
maximum of 85 light-year per hour in real universe travel. This means that the
White Star can cover the Galaxy in about 7 weeks. The ship enters hyperspace by
means of a jumpgate. This ship can use an already made jumpgate or can form its
own jumpgate. Ship can also enter or leave hyperspace within an atmosphere but
the ship must have very precise coordinates or it will open the hyperspace gate
within the planet itself and the ship will destroy itself.
The Whitestar has enough power to open a jumpgate every ten minutes (40 rounds).
The gate then takes one round to open, two rounds to traverse, and another to
close.
Maximum Range: Effectively Unlimited by either Drive system. Carries
about one years worth of supplies on board
Statistical Data
Height: 223 feet (67 m)
Length: 893.3 feet (268 m)
Width: 580.6 feet (174.2 m)
Weight / Mass: 85,000 tons (77,100 metric tons)
Cargo: 500 tons
Power System: Vorlon based Hyperspace Tap/Quantum Gravimetric ZPF reactor
with an unknown duration.
Cost: Unknown, Any culture in the Three Galaxies would pay hundreds of
billions of credits for an undamaged working model of this ship.
Weapon Systems
- 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
weapon does have standard penalties to use against small targets such as
fighters. If the ships hyperdrive is shut down and the power is channeled
into the weapon system, the weapons damage can be quadrupled but the
hyperdrive will take five minutes to be brought back on line. Due to the
weapons nature, it does full damage to targets protected by the spell
"Invulnerable to energy". 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: Standard: 6D6x1,000. Overcharge:
2D6x10,000.
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
- Neutron Cannon (4):
These are special particle beams that fire
forward of the ship. The are mounted in the wings of the starship. The
weapons can fired in short bursts or a long beam. The weapons do not have
penalties to hit fighters and small targets. Long beams have +4 to strike in
addition to other bonuses. The weapon does more damage to organic targets
because of the nature of the beam.
Mega Damage: 1D6x100 per neutron cannon blast. All four neutron
cannons firing a 3 pulse burst does 1D6x1,000+1,000 and costs one attack.
Long beam from four cannons does 4D6x100. Weapon does double damage to
organic targets.
Range: 28 miles (45 km) in an atmosphere and 28,000 miles (45,000 km)
in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
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 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
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.
- Interceptors:
The White Star can launch decoys in front of the ship
to draw that fire away from the ship. This system is mostly used to decoy
missile. These can be used in addition to the ships ECM to stop missiles
from hitting the ship.
Range: In front of Starship
Mega Damage: None
01-35 Missile or Missile volley detonates by interceptors
36-60 Missile or Missile volley loses track of target, may lock onto
another target
61-00 No Effect; Missile Still on target
Payload: 100 Total.
Special Equipment:
- Adaptive Hull: The hull of the White Star has the ability to
adapt to attacks on it. Once a specific attack has been used against the
ship, the hull will adapt to that attack and any attack of that type that is
encountered 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 also takes
about ten hours to be completed.
- Advanced Sensors: The White Star has sensors that are a mixture
of Vorlon and Minbari 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 White Star, like all Minbari ships is fitted with ECM.
This ECM 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 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
White Star would have a very small signature but could be detected on
sensors. The Centauri 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
Drahk Raider as well.
- Sentient Computer: The White Star has a sentient computer
controlling it. This computer should be considered to be a powerful neural
intelligence in terms of Rifts. This computer can pilot the ship at 98%, has
9 attacks per round, and has +8 to strike, +12 to dodge, and +3 to
initiative (these include all bonuses).
P>Combat Bonuses: The White Star 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 Craig P. Condu . More of
his CGI pictures of B-5 Ships at
Epsilon Jumpgate
By Mischa (mischa.campen@tip.nl)
and by Kitsune (kitsune@addr.com ).
Rifts Conversion Copyright © 1998 & 1999, Mischa & Kitsune. All rights
reserved.
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