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The Earthforce Nova class Battlecruiser:
The Earth Alliance Nova Battlecruiser is the original design basis for the
later Omega class destroyer and look like a Earth Alliance Destroyer without the
rotating crew section. The first of this class was commissioned fifteen years
before the Babylon-5 station came on line. The maiden voyage of one of the very
first Nova Class Battleship, was into Minbari space and played a strong role in
the tragedy that began the Earth/Minbari war. Until the introduction of the
Omega class destroyer, the Nova class was the most powerful ship in the Earth
fleet. The ship is also sometimes referred to as a Dreadnought due to the ships
size when it is compared to the Roosevelt class heavy Cruiser.
Most of the Nova class battlecruisers were destroyed in the Minbari war but
the remaining ships of the class have been heavily upgraded and the ship
remaining are still very potent warships able to defeat ships of the same size
of many of the other races.
The ships propulsion is by four Ion fusion engines that can put out a good
thrust to weight ratio but the ratio is much less than the engines of the
Minbari, Centauri, and the races of the Three Galaxies. This is not significant
because without inertial dampening systems, high accelerations like those race's
ships perform would kill the Nova's crew.
Because the remaining ships of this class have been heavily modified, weapons
systems differ markedly between ships of this class. Standard retrofitting of
the ship is 44 heavy pulse cannons and 6 particle guns for point defense. This
makes the ship weak in terms of point defense but the ship is capable of holding
its own against most ships its size. There are other configurations possible,
most notably the missile variant. The ship also has an interceptor grid for
defense of the ship against weaponry. The interceptor grid 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.
When the Nova Class went into service, the Earth Alliance had not yet
perfected the drive shaft design required to build a rotating section on a ship.
Thus Battlecruisers (unlike Omega Destroyers) do not have artificial
gravity. The whole crew of the ship live in a "zero-gravity" environment. For
long terms, this has a degrading effect on the human body. Because of this,
these ships have been equipped with a special device referred by the crews as a
"ferris wheel". This is a large ring inside the ship that rotates to provide 20
crew members an exercise area in an artificial gravity field produced by the
centrifugal force of the rings movement. All crew members are required to spend
at least one hour a day exercising in the "ferris wheel"
The ship carries only 24 fighters as apposed to the 32 fighters that the
Omega class carries. The replacing of Aurora starfuries is also a lower priority
than it is on the Omega class. The ship can carry a large number of assault
troops when required for a mission but normal compliment is 150 marines.
Listed is the formula to allow player and game masters to calculate the
Battle 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: Earth Force Nova Class Battlecruiser
Class: Battleship / Light Carrier
Crew: 400 (20 Officers and 380 Enlisted)
Troops: Standard; 150, Maximum; 1000
Vehicle Compliment:
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24 |
SA-23E Star Fury or SA-26 Thunderbolt Star Fighters |
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4 |
Standard Shuttles |
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4 |
Atmospheric Shuttles |
M.D.C. by Location:
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Fixed Pulse Cannons (16 fixed, more ptional): |
500 each |
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Particle Guns (6 fixed, more optional): |
300 each |
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Missile launcher batteries (6 - optional): |
800 each |
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Mass Driver (one, optional): |
2,000 |
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Launch Bay (1, front): |
4,000 |
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[1] Main Sensor Cluster (1, Front) |
3,000 |
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[2] Main Body: |
45,000 |
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[3] Engineering Section: |
12,000 |
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[4] Bridge: |
10,000 |
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[4] Emergency Bridge: |
10,000 |
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[5] Ion Fusion Engines (4): |
3,000 each |
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[6] Interceptor Grids (6): |
4,000 per side |
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[7] Extra fire control systems (2, sides, optional): |
1,000 each |
Notes:
[1] The Main sensor cluster is located above and below the Launch Bay.
Destroying it means that the ship will have -45% to read sensory rolls, all
sensor ranges are halved, and all long range weapons have a -2 to strike.
[2] Depleting the MDC of the main body will put the Battlecruiser out of
commission. All internal systems will shut down, including life support. 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).1
[4] 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.
[5] The Destruction of one engine reduces the ships acceleration by one quarter.
The destruction of two Ion Engines reduces the ships acceleration by one half.
Destroying three Ion Engines will reduce the ships acceleration by three
quarters. Destroying all four Ion Engines means that the maximum sublight
acceleration is reduced to ten percent of normal (using navigational thrusters).
[6] 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 4,000 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 500 MDC that the system absorbs, the system will be
reduced in effectiveness by 10% for subsequent strikes (Example: If an
Interceptor Grid absorbs 1000 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 100 MDC per minute. The missile
decoy portion of the system is described separately below.
[7] The extra Fire control systems are mounted on the sides of the central
module. When one is destroyed, the ship has a 20% penalty to lock on with its
missiles. when both are destroyed, the ship has a 40% penalty to lock on with
its missiles.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The starship does not have an effective top speed but
is limited by acceleration. The Earth Force Battlecruiser can reach a top
acceleration of 4 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 Battlecruiser 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 Earth Force Battlecruiser 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 11 light-year per hour. This means that the Earth Nova Battlecruiser
can cover the Galaxy in about 12 month (will need to refuel periodically). The
ship enters hyperspace by means of a Jump Point. This ship can use an already
made Jump Point or can form its own Jump Point.
The Nova has enough power to open a jumpgate every fifteen minutes (60 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 almost 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 Battlecruiser carries six month 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 16 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 four months endurance at cruising speed from the fighters using the ships
reaction mass.
Statistical Data
Height: 848.4 feet (258.4 meters)
Length: 3651 feet (1,112 meters)
Width: 782.7 feet (238.4 meters)
Weight: 16.5 million tons (15 million metric tons)
Power System: 4 Tokamak 620 Fusion Reactors (8 year duration). However,
it is recommended that the drive and power system have routine maintenance every
4 years. Also, the ship only carries about a six month supply of reaction mass.
Cargo: 400,000 tons
Cost: 15 billion credits to construct
Weapon Systems
- Pulse Cannons (Fixed Mounts -16):
Each mount is much larger than
those on the more modern Earth Force Destroyers but is only slightly more
powerful than those mounting. The weapon also takes longer to recharge which
means the firepower is about the same between the weapon mounts. These
cannons fire rapid fire bursts of super charged Plasma and while not as
powerful as the Heavy Ion Laser cannons mounts on the Destroyer, both their
rapid fire and extended range makes up for this fact. Pulse cannons are
mounted in pairs and each pair 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 or in pairs. The ship has four
double mounts in the front of the ship where the hanger bays are located at,
four double mounts on the hull between the hanger bays and the central
module, two double mounts on the central module, eight double mounts on the
hull in front of the engines, and four double mounts on the engineering
area. 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: 1D6x100 per cannon (2D6x100)
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.
- Particle Guns (Fixed Mounts - 6):
These guns fire bursts of atomic
particles at close to the speed of light. They are very effective against
fighters but are not as effective against larger ships. Each mount has a 360
degree rotation and 180 degree arc of fire.
Mega Damage: 3D6x10 per cannon
Range: 6.2 miles (10 km) in an atmosphere and 621.8 miles (1,000 km)
in space
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Weapons configurations:
The ship can carry a variety of different
weapons on its mounts. Only the mounts on the main body are variable, the
four mounts next to the hangar bay are permanently fixed with Pulse Cannons,
as are the four mounts on the engineering section. Other combinations of
hardware are possible, but seldom encountered.
- Type 1 (standard) Pulse Cannons (28):
This is the standard
configuration of the nova class dreadnought. The remaining 14 mounts are
all occupied by double pulse cannons. Essentially the same weapons as
those on the fixed mounts. Four double mounts on the hull between the
hanger bays and the central module, two double mounts on the central
module, eight double mounts on the hull in front of the engine.
Mega Damage: 1D6x100 per cannon (2D6x100)
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.
- Type 2 (missile platform):
This variant gives the Nova a truly
impressive missile launching capability at the cost of a large amount of
its energy weapon capability. The 8 mounts on the hull in front of the
engines and the 4 mounts between the hanger bays and the central module
have been replaced with 6 long range missile launchers. The 2 mounts on
the central module have been fitted with particle guns and extra fire
control sensors needed for control of the stupendous amount of missiles
the ship can launch.
- Long Range Missile Batteries (6):
Each battery consists of
40 launch tubes recessed in a silo wich looks a bit like a (Armored)
freight container. These have been bolted in a vertical or upright
manner against the ships sides, each silo occupying the space of two
mounts. Missiles are launched from the outward facing side of the
silo. Each silo carries its own internal magazines. These launchers
are both used to launch anti-ship strikes and to launch against
starfighters. 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.) Long range missiles are all considered smart missiles. Each
of these launchers can be targeted and fired at multiple 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 inflicts 2D4x100
MDC
Rate of fire per Silo: One at a time or in volleys of 1, 2,
4, 5, 10, 20 or 40 per melee attack. The ship can fire a total
volley of 240 missiles in one turn.
Payload: 9 reloads per launch tube for a total payload of 400
long range missiles per battery. This means that the ship carries a
total of 2,400 long range missiles.
- Particle Guns (2):
the same mounts as the fixed particle
guns. They are usually used to defend the extra fire control
systems. Each mount has a 360 degree rotation and 180 degree arc of
fire.
Mega Damage: 3D6x10 per cannon.
Range: 6.2 miles (10 km) in an atmosphere and 621.8 miles
(1,000 km) in space.
Rate of fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Type 3 (Planetary bombardment unit):
A variant of which few
people know, for the simple reason that the Earth Alliance never
deployed it. The 4 mounts between the hanger bays and the central module
have been replaced with two Long Range Missile batteries, and all of the
8 mounts on the hull in front of the engines and the mounts on the
central module have been replaced with a Mass Driver! Before this
version was finished it was rendered obsolete by treaty banning Mass
drivers as planetary bombardment weapons. Unknown to all but a very few
Earthforce Generals is the fact that 10 of the mass drivers WERE
finished and are now sitting in mothballs.
- Long Range Missile Batteries (2):
The same weapon as
described above, these would have been loaded with the heaviest
warheads for bombardment purposes.
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 inflicts 2D4x100
MDC.
Rate of fire per Silo: One at a time or in volleys of 1, 2,
4, 5, 10, 20 or 40 per melee attack. The ship can fire a total
volley of 80 missiles in one turn.
Payload: 9 reloads per launch tube for a total payload of 400
long range missiles per battery. This means that the ship carries a
total of 800 long range missiles.
- Mass Driver:
This is a weapon that is primarily used against
ground targets. A cumbersome but very powerful weapon. The energy
requirements are so high that the weapon must charge for one round
before it can fire. The weapons "barrel" lies on top of the Nova,
along most of the length of the ships spine. Along the sides of the
ship are munition stores and large banks of capacitors. It fires
very large high density projectiles that are themselves about the
size of a fighter. This severely limits the payload for this weapon.
When fired at a planet, they due huge amounts of damage and can
easily obliterate whole cities. While this weapon can be used on
starships, it has huge penalties to strike. All targets that can
dodge can make full dodges from this weapon no matter how large the
vehicle is. The cannon has -4 penalty to strike moving targets
within 6,218 miles (10,000 km), -8 penalty to strike moving targets
within 31,092 miles (50,000 km), and has a -12 penalties at all
ranges beyond that. The projectiles can be shot down and have a
total of 800 MDC. The projectiles travel at 10% of light faster than
the ships launching.
Mega Damage: On starships and space stations: 4D6x1000.
Ground Targets: 2D4x10,000 to all targets within 3.1 miles (5 km)
radius, 1D4x10,000 to all targets within a 6.2 miles (10 km) radius,
and 1D6x1000 to all targets within a 15 miles (25 km).
Range: Effectively unlimited but suffers sever range
penalties.
Rate of fire: Once per two melees.
Payload: 40 total.
Note: This weapon is banned by treaty by all races!
- 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: 50
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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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