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Minbari Sharlin class War Cruiser:
The Minbari Sharlin class War Cruiser is the most powerful ship built by any
of the younger races. The ship can beat two or three Centauri Primus class
Battlecruisers in combat. The ship that come closest to this ships firepower is
the Minbari Ranger White star which was built with Vorlon Technology. The White
Star has slightly more actual firepower but the Sharlin has far more weapon
mounts.
The mere mention of the Sharlin during the Earth vs Minbari war struck fear
in the humans defender. Even relatively recently, a small fleet of Sharlins were
able to dissuade a fleet of Earth Force ships attacking Babylon 5 without any of
the Minbari ships firing a shot.
As far as the technological level of the all the younger races, the Minbari
are the most advanced race. Their ships are the most advanced ships in the
Galaxy with the exception of the First Ones. The Centauri are the closest other
race to them in their technical achievements.
When this ship is compared to ships within the Three Galaxies, the ship is as
heavily armed and armored as the heaviest ships and the Minbari would soon
become respected by any of the races in the Three Galaxies. The shields of this
ship are about as powerful as those on Phase World ships of the same size.
In physical configuration, the ship has a living look to it and looks like a
cross between some type of fish and a Portuguese Man of War. The ship has a
large fins like structures on the top and two large fin like structures on the
bottom of the ship. The hull of the ship itself has a ribbed like structure.
Contrary to the ships appearance, the ships is not organic in construction
like many of the First ones ships but is constructed out of high density
crystalline material that provides better protection than the armor used by the
Centauri. The ship also has powerful shield to protect the ship and are capable
of stopping most weapons. These shields both use Gravimetric waves and radiation
shielding to prevent energy weaponry together to achieve a more powerful shield.
The ship carries three slicer beams for its primary battery. These are
capable of doing massive damage is their own right but the true effect of the
weapon is to cut deep within their target and get critical strikes to vital
components of the ship they are fighting. The ships also has a secondary
battery. This Battery consists of twenty fusion beam cannons. These weapons are
quite powerful and are themselves as powerful as some other navies main
batteries. When both the main battery and the secondary battery are used on a
target, there are few targets that can survive for very long. The Sharlin has
ten lighter fusion guns that are used for both anti fighter defense and against
larger targets when not engaging fighters or other small ships. The ship has 42
Neutron/Particle beam mounts for point defense. These are capable of severely
destroying a starfighter in one hit. The ship also caries a missile launcher
that fire the equivalent of Phase World long range missiles.
The ships propulsion is by a gravimetric propulsion system. This allows the
ship to achieve accelerations much greater than ships of most of the younger
races. The only widespread member of the younger races that can achieve even
close to the level of performance of Minbari ships are the Centauri. The Minbari
actually are more advanced than the Centauri but are not as far separated from
the Centauri as they both are from most races.
The ship design has both true artificial gravity and inertial dampeners. The
artificial gravity allows the ships crew to serve in comfort and greatly
increases the crews efficiency. The inertial dampening allows this ship to
complete maneuvers that no ships built by the younger races other than those
built by the Centauri or the Minbari without killing the ships crew.
One of the items that is very special about the ship is the Command and
Control Facilities. Unlike Earthforce Ship or even Centauri ships with their
flat screen displays, the Commander has incredible holographic displays that
give the feeling that she is standing outside of the ship and watching the
battle as a titan watching the battle from outside.
The ship normally carries 30 fighters and operates as a carrier along with
being a battleship. The ship carries 1200 marines and often operates in ground
attack roles as well as its other functions. The ship only carries 200 Marines
in normal operations.
This writeup of the Minbari Sharlin War uses modified modified starship speed
and ranges. See Revised Starship Rules for Phase World for more details.
Model: Minbari Sharlin-class War Cruiser
Class: Battlecruiser (Combination Dreadnought/Carrier)
Crew: 1000 (100 Officers and 900 Enlisted)
Troops: Standard; 200, Maximum; 1200
Vehicle Compliment:
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30 |
Minbari Windstar Fighters |
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8 |
Standard Minbari Shuttles |
M.D.C. by Location:
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Slicer Beams (3): |
3,500 each |
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Fusion Beam Cannons (20): |
1,500 each |
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Fusion Guns (10): |
600 each |
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Neutron/Particle Beam Cannons (42): |
400 each |
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Long Range Missile Launcher (1): |
1,200 |
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[1] Bridge: |
60,000 |
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[1] Emergency Bridge: |
60,000 |
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[2] Main Body: |
255,000 |
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[3] Engineering Section: |
75,000 |
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[4] Variable Force Field: |
12,000 a side (72,000 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 also has an auxiliary bridge. Even if
both bridges are 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.
[2] Depleting the MDC of the main body will put the Cruiser out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
[3] Destroying the engineering section means that ship FTL propulsion systems
are destroyed and maximum sublight acceleration is reduced to ten percent of
normal (using navigational thrusters).
[4] Shields positions can be varied and all could be combined in one shield.
Shields regenerate at the rate of 5% (3,600 MDC total) per melee round
Speed:
Driving on the Ground: Not Possible.
Sublight: Has special sublight engines that allows the ship to travel up
to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the
rate of 0.8 percent of light per melee.
Atmospheric Propulsion: The Minbari Sharlin War Cruiser cannot operate
within an atmosphere. If the ship enters an atmosphere, it will crash.
Stardrive: Uses a hyperdrive system that allows the ship to reach a
maximum of 75 light-year per hour. This means that the Sharlin War Cruiser can
cover the Galaxy in about 8 weeks. The ship enters hyperspace by means of a
jumpgate. This ship can use an already made jumpgate or can form its own
jumpgate.
he Sharlin has enough power to open a jumpgate every five minutes (20 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 four years worth of supplies on board and Quantum Singularity/Fusion power
system gives power for 20 years before the ship needs refueling.
Statistical Data
Height: 5,187.7 feet (1,580 meters)
Length: 4,268.3 feet (1,300 meters)
Width: 1,428.3 feet (435 meters)
Weight / Mass: 22.1 million tons (20 million metric tons)
Power System: Quantum Singularity/Fusion power system (20 year duration)
Cargo: Cargo holds are scattered about the ship that allows for carrying
up to 500,000 tons of Cargo in addition to standard compliment of supplies and
ammunition
Cost: 48 billion credits to construct. Any culture in the Three Galaxies
would pay hundreds of billions of credits for an undamaged working model of this
ship.
Weapon Systems:
- Gravimetric Slicer Beam Cannons (3):
This weapon is incredibly
powerful and can decimate most ships very quickly. The weapon uses
controlled opposing gravimetric waves to create an energy beam weapon that
shreds the target. Due to the deep penetration of the weapon, it has a much
better chance to do critical damage to the target and ships dread the slicer
beam hitting their fusion reactors. The weapons have standard penalties to
hit fighters and other small targets. Each Gravimetric Slicer Beam Cannon
fires individually and have a 60 degree arc of fire. The weapons do full
damage to targets in magic rich universes with the spell impervious
to energy. Author Note: The source on this weapon system lists the
revised weapons range as 3,000,000 km. It has been reduces to fit more with
Palladium frameworks.
Mega Damage: 3D6x1000 per Slicer beam strike (optional rule is that
cannon gets a critical on a natural 18, 19, or 20 due to its high
penetration)
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 Beam Cannons (20):
The guns take high mass particles and
compress them until they reach fusion. These particles are then fired in a
beam. This cannon is far more powerful than a fusion gun is. The weapons
have standard penalties to hit fighters and other small targets. Each fusion
beam cannon fires individually and have a 180 degree arc of fire. Author
Note: The source on this weapon system lists the revised weapons range
as 1,000,000 km. It has been reduces to fit more with Palladium frameworks
Mega Damage: 5D6x100 per fusion gun blast.
Range: 62.2 miles (100 km) in an atmosphere and miles 62,200 miles
(100,000 km) in space
Rate of fire: Three Times per melee round per cannon.
Payload: Effectively Unlimited.
- Fusion Guns (10):
The guns take high mass particles and compress
them until they reach fusion. These particles are then fired in a beam. The
weapons do not have penalties to hit fighters and small targets. Each fusion
gun fires individually and has a 180 degree arc of fire. 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.
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.
- Neutron Cannons / Particle Beams (42):
These weapons are not as
powerful as the Neutron cannons mounted on the White Star and the weapons
primary purpose is point defense. These guns fire bursts of atomic particles
at close to the speed of light but unlike Earth Particle Beams, most of the
beam consists of Neutrons. They are very effective against fighters but are
not as effective against larger ships. The weapon does more damage to
organic targets because of the nature of the beam. Each mount has a 360
degree rotation and 180 degree arc of fire. Weapon has a bonus of +4 to
strike
Mega Damage: 4D6x10 + 20 per cannon. Weapon does double damage to
organic targets.
Range: 9.3 miles (15 km) in an atmosphere and 932.7 miles (1,500 km)
in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- One (1) Long Range Missile Batteries:
Missile has a top speed of
Mach 20 in an atmosphere and in space has an acceleration of 8% of light per
turn (faster than any starship). 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.) Long range missiles do
not have minuses to hit small targets unlike cruise missiles and are all
considered smart missiles. Batteries can launch on multiple targets each.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and
1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See
Phase World Missiles (Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, 24, or 48 per
battery, per melee attack.
Payload: 720 long range missiles.
- Interceptors:
The Minbari Sharlin 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: 200 Total.
Special Equipment:
- Command/Control Systems: The Sharlin Class Cruiser has some of
the most advanced Command and Control facilities on any starship. These
include highly detailed holographic displays that enable the commander to
practically be inside of the battle and be able to see far more of what is
going on. In game terms, this enables the commander to spot almost all
situations and be able to plan for them before they occur.
- ECM: The Minbari Sharlin War Cruiser, 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 Minbari, Centauri, and Vree 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 Minbari Sharlin War Cruiser 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 Minbari Sharlin War Cruiser has a
artificial intelligence computer controlling it. This computer should be
considered to be a moderate artificial intelligence in terms of Rifts. This
computer can pilot the ship at 85%, can fire all weapons with half normal
attacks, and has +2 to strike and +1 to initiative (these include all
bonuses). If a full crew is onboard it will be able to fire all weapons at
will and will have +5 to strike, +2 to dodge and +3 to initiative.
[ 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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