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Narn T`Loth-class Cruiser:
Coming before the Th`nor assault cruiser, this ship was the first ship class
that was built by the Narn after the ending of the Centauri Occupation. The ship
looks less unorthodox when compared to other Narn ships than the more powerful
Th`Nor, but in reality the ships were just such pieces of cobblework as the
Th`Nor, being made up of different technologies with the fusion reactors and
jump engines acquired by trade with members of the Free Worlds league. The
weapons were probably stolen from the Centauri, just like most of the
electronics. The only component of the ship that is of Narn design is the ships
hull itself.
The Narn Cruiser is slightly smaller than an Earth Force Heavy Cruiser and
due to the fact that the Narn lag behind Earth in technology, the ship is rather
less powerful than a Roosevelt class heavy cruiser. As a matter of fact, its
role was more like that of a Earthforce corvette than that of a cruiser.
The hull of the ship is made out of inferior materials to the Earthforce
Roosevelt class heavy cruiser and the ship cannot withstand as much damage as
the cruiser can. The weapons of the ship are mostly weapon systems copied from
Centauri systems that the Narn were able to steal. In some cases, they may
simply be leftover equipment from Centauri ships. The ships main weaponry are
two pulse cannons. They are larger than corresponding Earthforce and Centauri
mounts are, but are more powerful too. The ship also has six lighter pulse
cannons that the ship uses for point defense. Each point defense cannon has
greater range than most Earth Force point defense weaponry but they do less
damage on an average. The ship has no shields and no missiles.
With the advent of heavier, and more powerful ship classes like the G`Quon,
these ships have been phased out by the Narn military. In order to get the most
out of these ships, there have been extensive recycling programs, in which the
hulls of these ships were used as the building blocks for military space
stations. Six of these ships have their engines removed, and are then bolted
together. Since they keep most of their weapons, these stations tend to be well
armed.
It is entirely possible that several of these ships have been sold to outside
groups, in order to generate revenue. Normally, these ships would be sold
without weapons (But WITH weapon mounts, and the Narn also sell starship
weaponry....) and about 70 % of the normal armor. Some of these ships might
therefore be in pirate hands, or in the hands of large corporations.
These ships did not have artificial gravity and crews could only serve in the
ships for limited periods of time or crew would suffer from the effects of no
gravity.
The ship had only a small fighter compliment, and could carry no 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 T`Loth-class Cruiser
Class: Light Cruiser
Crew: 65 (5 Officers and 60 Enlisted)
Troops: none
Vehicle Compliment:
M.D.C. by Location:
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Pulse Plasma Cannons (2): |
500 each |
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Light Defensive Pulse Cannons (6): |
250 each |
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Hangar (1), front: |
1,500 |
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[1] Ion Engines (2): |
2,000 each |
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[2] Bridge: |
3,500 |
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[2] Emergency Bridge: |
3,500 |
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[3] Main Body: |
14,000 |
Notes:
[1] The Destruction of one engine reduces the ships acceleration by one half.
Destroying both the 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 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 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 Cruiser is mostly unshielded from the effects of radiation and
hypervelocity atomic particles (It is not completely unshielded), the cruiser is
not operated at speeds exceeding 20% of the speed of light.
Atmospheric Propulsion: The Narn 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 5 lightyears per hour. This means that the Narn Cruiser can cover the
Galaxy in about 22 months (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 T`Loth has enough power to open a jumpgate every twenty minutes (80 rounds).
The gate then takes one round to open, one round 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 T`Loth Cruiser carries two 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 one and a half months endurance at cruising speed from the fighters using
the ships reaction mass.
Statistical Data
Height: 583 feet (175 meters)
Length: 2533 feet (760 meters)
Width: 1393 feet (418 meters)
Weight: 4 million tons (3.6 million metric tons)
Power System: 1 Fusion Reactor (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 two month supply of reaction mass.
Cargo: 40,000 tons
Cost: 4.1 billion credits to construct
Weapon Systems
- Heavy Pulse Cannons (2):
These cannons fire rapid fire bursts of
super charged Plasma. Each cannon is powerful but the cannons have a lower
rate of fire than more modern pulse cannons. Each mount is fixed forward,
with only a 30 degree arc of fire. These weapons have standard penalties to
hit small targets such as fighters and cannons each fire individually or be
linked together. 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
Mega Damage: 3D6x100 per cannon (6D6x100 for two)
Range: 11 miles (18 km) in an atmosphere and 11,190 miles (18,000 km)
in space
Rate of fire: Two Times per melee
Payload: Effectively Unlimited.
- Light Defensive Pulse Cannons (6):
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.
[ 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!
By Mischa (mischa.campen@tip.nl)
Revised By Kitsune (kitsune@addr.com ).
Rifts Conversion Copyright © 1998 and 1999, Mischa. All rights reserved.
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