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Narn G'Quan-class Heavy Cruiser:
While Narn ships look very impressive, the Narn Culture on the whole lags
behind the Earth Alliance in Technology. The Narn Heavy Cruiser looks very
powerful but is in actuality less powerful than Earth Force Omega Destroyers or
Earth Force Nova Destroyers. The ship is designed using a combination of the
best technology that the race can design or purchase along with the technology
copied from captured Centauri equipment when the Centauri left.
While this ship carries around the same amount of armor that an Earth Force
Omega Destroyer, the alloys that the armor is constructed from are not as
advanced so the Heavy Cruiser cannot withstand as much damage as a Earth Force
Omega Destroyer can.
Early versions of this ship are armed with two heavy carbon lasers that fire
forward. While these weapons are powerful, they require more of the ships volume
for weapons in other fleets that have similar outputs. In later production of
the ship, these cannons have been replaced with Ion Laser Cannons similar to
those carried on Earth Force Omega Destroyers. To support the ships main
battery, the ship carries four plasma cannons that are also used against other
capital ships. While of similar output as Earth Force heavy pulse cannons, each
mount is more massive and the plasma cannons are of shorter range when compared
to the pulse cannon. For point defense, the Narn heavy cruiser has sixteen light
pulse cannons. They are longer ranged than Earth Force point defense weaponry
but the Narn weaponry does less damage.
The Narn are not without any advantages over Earthforce ships. The G'Quan's
sensor systems are more spread out than the sensor systems on Earth force ships.
This means that no one critical hit will normally take out the ships sensor
systems.
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.
The ship has a small fighter compliment and can carry a large amount of
assault troops for assault mission but normally only carries 200 marines.
Listed is the formula to allow player and game masters to calculate the
Cruisers 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: Narn G'Quan-class Heavy Cruiser
Class: Heavy Cruiser / Light Carrier
Crew: 450 (20 Officers and 430 Enlisted)
Troops: Standard; 200, Maximum; 1000
Vehicle Compliment:
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24 |
Frazi Class Fighters |
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2 |
Standard Narn Shuttles |
M.D.C. by Location:
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Main Energy Weapon Battery (2, forward): |
1,000 each |
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Plasma Cannons (4): |
500 each |
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Light Defensive Pulse Cannons (16): |
250 each |
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Energy Mine Launchers (2): |
800 each |
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[1] Ion Engines (3): |
4,000 each |
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[2] Bridge: |
15,000 |
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[2] Emergency Bridge: |
15,000 |
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[3] Main Body: |
40,000 |
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Wings (2): |
8,000 each |
Notes:
[1] The Destruction of one engine reduces the ships performance by one third.
The destruction of two Ion Engines reduces the ships performance by two thirds.
Destroying all three Ion Engines 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. 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.
[3] Depleting the MDC of the main body will put the heavy 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.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The starship does not have an effective top speed but
is limited by acceleration. The Narn Heavy Cruiser can reach a top acceleration
of 3 G but due to high fuel consumption and extra strain on the engines, the
ship will normally travel at 0.5 G for any extended trips. Top acceleration is
only meant for emergencies and combat maneuvers.
Because the Heavy Cruiser is mostly unshielded from the effects of radiation and
hypervelocity atomic particles (It is not completely unshielded), the destroyer
is not operated at speeds exceeding 20% of the speed of light.
Atmospheric Propulsion: The Narn Heavy Cruiser can operate within the
outer edge of an atmosphere but if it enters deep into an atmosphere, the ship
will crash.
Stardrive: Uses a hyperdrive system that allows the ship to reach a
maximum of 6.5 lightyears per hour. This means that the Narn Heavy Cruiser can
cover the Galaxy in about 18 month (will need to refuel periodically). The ship
enters hyperspace by means of a jumpgate. This ship can use an already made
jumpgate or can form its own jumpgate.
The G`Quan has enough power to open a jumpgate every twenty minutes (80 rounds).
The gate then takes one round to open, two rounds to traverse, and another to
close.
Maximum Range: Conditionally unlimited, while the fusion reactor gives
power for a decade 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 Heavy Cruiser carries nine months of reaction mass for travel at 0.5 G of
acceleration. 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 8 times faster than at 0.5 G of acceleration
at maximum speed. 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.
If the ship has a large amount of flight operations, the ship is limited to
about seven months endurance at cruising speed from the fighters using the ships
reaction mass.
Statistical Data
Height: 328.3 feet (100 meters)
Length: 3611.7 feet (1100 meters)
Width: 1641.7 feet (500 meters)
Weight: 11 million tons (10 million metric tons)
Power System: 3 Fusion Reactors (5 year duration). However, it was
recommended that the drive and power system have routine maintenance every 2
years. Also, the ship only carries about a nine month supply of reaction mass.
Cargo: 400,000 tons
Cost: 12 billion credits to construct
Weapon Systems
- Main Energy Battery:
Older versions of this ship are equipped with
Heavy Carbon Laser Cannons and newer versions of the ship are equipped with
Ion Laser Cannons. Just previous to their war against the Centauri, they
were planning to re-equip all of their ships with Ion Laser Cannons but due
to the fact that most of their resources have been designated for
rebuilding, this has not occurred yet.
- Heavy Carbon Laser Cannons (2):
This is the main weapon of the
Early versions the Narn Heavy Cruiser. At that time, the Narn were
unable to get the Ion Laser cannon designs stolen from the Centauri to
work properly. These weapons are highly focused conventional lasers.
These cannons are larger than those on many other ships to partially
make up for the fact that the weaponry is not as powerful as those on
ships in the Minbari, Centauri, and Earth militaries. The cannons have a
limited arc of fire. These weapons have standard penalties to hit small
targets such as fighters and cannons mounted together can be combined
together.
Mega Damage: 5D6x100+200 per cannon (1D6x1000+400 for both
cannons)
Range: 2.2 miles (3.5 km) in an atmosphere and 2,170 miles (3,500
km) in space
Rate of fire: Once per melee round per cannon.
Payload: Effectively Unlimited.
- Heavy Ion Laser Cannons (2):
The cannon fires a massive burst of
ionized gas down a laser beam. This weapon is a derivative of Centauri
technology. This weapon is more massive than that of a Centauri mount.
The cannons are quite powerful but are very short ranged and slow
firing. Both cannons mounted forward. The cannons have a limited arc of
fire. These weapons have standard penalties to hit small targets such as
fighters and cannons mounted together can be combined together.
Mega Damage: 6D6x100 per cannon (1D6x1000+1000 for both cannons)
Range: 2.49 miles (4 km) in an atmosphere and 2487.4 miles (4,000
km) in space
Rate of fire: Once per melee round per cannon.
Payload: Effectively Unlimited.
Plasma Cannons (4): To back up the Main Battery and to give the ship
the ability to hit targets at a longer range, the ship is armed with four
plasma cannons. Each mount has a 360 degree rotation and 180 degree arc of
fire. These weapons have standard penalties to hit small targets such as
fighters and cannons each fire individually. 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: 2D6x100 per cannon
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.
Light Defensive Pulse Cannons (16): These cannons fire rapid fire
bursts of super charged Plasma. Similar to heavier pulse cannons but the
weapons are of lower output and have a shorter range. Weapons are used as
anti-star Fighter and missile weapon systems. Each mount has a 360 degree
rotation and 180 degree arc of fire.
Author Note: The source on this weapon system lists the weapons range
as 180,000 km. It has been reduces to fit more with Palladium frameworks and
weapon scale
Mega Damage: 2D6x10 per cannon
Range: 11.1 miles (18 km) in an atmosphere and 1,120 miles (1,800 km)
in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
Energy Mine Launchers (2): The ship has the ability to drop
anti-matter mines from the rear of the starship. The mines are very powerful
and can cripple most ships with just a few hits. Each mine contains protons
and anti-protons in separate magnetic containment fields. When a ship comes
close to the mines, the containment fields collapse and the matter and
anti-matter annihilate each other. If the mines are not activated, they will
last 6 months before detonating on their own but can be programed to
detonate after a period of time so that the mines do not become a
navigational hazard. The mines can be set so that they will drift or so the
mines will stay in one place using thrusters to steady the mine. These
thrusters also allow the mines to change course slightly to get targets in
the blast radius of the mines. Any attempt to detect the mines suffers a
-25% to read sensor rolls. These mines are the equivalent of Phase world
anti-matter cruise missiles without the high speed.
Range: Not applicable. The mines are dropped directly behind the
ship. If the mines are programmed to drift, the ship can change course and
the mines will keep traveling but mines will be at penalties to strike
targets. If programmed to be stationary, any ship outside of two miles from
the position of the mine is safe.
Mega-Damage: 4D6x100 with 120 ft (36.4 meter) blast radius each mine.
Rate of fire: Volleys of 10 or 20 per launcher, per melee round, for
a total of 40 mines per melee. Launchers are reloaded on the same melee and
can be fired again on the next.
Payload: 200 total, 100 Energy mines per launcher.
[ 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
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