|
Shadow Warship:
As far as starships of war are concerned, this ships only equals are the
corresponding Vorlon warships and other First Ones ships. While there was at
least one race that older than the first one (A being know as Lorien is the only
remaining representative of that race) the Shadows are the oldest race of the
group of races know as the First Ones. In many ways, the Shadows are the most
technologically advanced of the First Ones. They are certainly the first race
from the First Ones to experiment with FTL drives and Hyperspace. Their racial
age is at least 100 million years, but they may be more than a billion years
old!
The Shadow warship comes in three different sub sizes. The first size is 800
meters long, the second size is 1500 meters long, and the largest are 3000
meters long. All ships have similar ability but the larger one have increased
armor. This description describes the 800 meter long design but can be used to
represent all three designs by increasing the MDC of various hit locations
(Increase hit locations by a factor of 2 for 1.5 km versions and by a factor of
4 for the 3 km versions) and increase the number of fighters (70 for the 1.5 km
versions and 100 for the 3 km versions). The shadow warships look very organic
and have been described as Spiders or Crabs because of their appearance.
The Shadow Warship is armed with a Shadow type Quantum Gravitic Discharge
Cannon for its only normal weapon. The only real difference with the Vorlon
weapon of the same type is that the frequency of the Gravity waves it fires is
different, which gives the beam a slightly different appearance. This weapon
gives the Ship a unexpectedly large fire power. This weapon is so powerful that
the Ship can attack a half a dozen warships of any of the younger races and
devastate them. The ship is also armed with a special weapon that can actually
collapse a Jump Point. This weapon can easily destroy any size ship and it is
simply how close to the effect and the luck of the ships crew for the ships to
survive.
The entire ship is alive, a single large living organism without any
mechanical features. The skin of this creature is a strong adapting armor, not
unlike its Vorlon counterpart. Backing up this armor are shields consisting of
interwoven energy fields and layers of gravitational distortion. These shields
are capable of absorbing large amounts of energy, be it directed energy or
kinetic in nature.
The ships sublight propulsion consists of a powerful gravity drive system
that is used for maneuvering and main thrust. this gives the Warship superb
maneuverability and acceleration. This drive can also be used as a tractor beam.
Because of their long experience with FTL physics they have a hyperdrive system
that allows them to move in and out of hyperspace at will, at whatever position
they wish to appear at. This gives them a great advantage in ambushes etc. they
can also use the to pass into being between hyperspace and real space and be
virtually invulnerable there.
Since the ship is alive it has an intelligence similar to that of a sentient
AI and so can perform difficult maneuvers on its own. It needs a crew, although
its more apt to call that single unfortunate individual a computer core. Take
note that the smaller and medium sized Warships are usually drones and will
normally have no Shadows are onboard (they always have the unfortunate victim or
they are inert). On sensor readings the ship will read as built out of organic
materials rather than the metal alloys that most starships are built out of.
When its ECM is engaged it is almost impossibly hard to detect.
A special trait of these ships is the way they launch their fighters: Unlike
the Vorlons, who transfer their fighters through the hull of their ships, the
shadow Warship actually splits off a spiked ball of organic matter which is
hurled at the enemy at a immense acceleration (3% of light per melee). Once this
mass is close to the enemy it "explodes" scattering the Warships fighters in all
directions. One minute you`re safe, the next you`ve got 40 fighters buzzing
around your ship. This is attack is also very disconcerting and the captain of
the ship being attack must make a saving throw against horror factor of 15 or
panic.
As the Shadows are agents of chaos, meeting a Shadow Warship is often
perilous: they`re liable to shoot on sight and forget about the questions,
although if you`re lucky and retreat before the ship decides what to do with
you, you may survive.
This writeup of the Shadow Warship uses modified modified starship speed and
ranges. See Revised Starship Rules for Phase World for more details.
Model: Shadow Warship
Crew: One, the ship is flown by a living computer core. Boarding parties
have a problem as there are no corridors or open spaces inside of the Shadow
Warship! Should the Warship have a crew onboard (for game terms: 200 shadows) it
will form corridors and such. Bear in mind that Shadows are as powerful as a low
powered supernatural intelligence although not quite as powerful as the Vorlons
on an individual basis.
Vehicles: 40 Fighters
M.D.C. by location:
| |
Dimensional Disruptor (situated in upper hull) |
15,000 |
| |
Quantum Gravitic Discharge Cannon(situated in lower hull): |
20,000 |
| |
[1] Gravity Drive Spines (14): |
10,000 each |
| |
[2] Main Body: |
260,000 |
| |
[3] Variable Force Field: |
15,000 a side (90,000 Total) |
Notes:
[1] Destroying one of the spines means that sublight acceleration and
maneuverability are reduced by 5 % each. In order to completely destroy its
drive system all the spines have to be blown off and main body must have
sustained 20 % damage. Blowing one of the spines off also means that there is a
10% chance (not cumulative) the ship will go berserk with pain, obsessed with
chasing and destroying its tormentor at all costs (additional +3 to strike -5 to
dodge, ECM halved)
[2] Depleting the MDC of the main body will destroy the Dreadnaught, putting it
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 2D4x100 MDC per
minute. The ship can only repair up to half the total MDC of a system or the
main body.
[3] Shield positions are variable and can be combined into one shield. The
shields regenerate at a rate of 5% (4500 MDC) per melee round.
Speed:
Driving on the Ground: Not Possible.
Sublight: Gravity drive allows the ship to travel up to 60 percent of the
speed of light. The ship can accelerate/ decelerate at a whopping rate of 1.5
percent of light per melee.
Atmospheric Propulsion: Maximum speed is mach 10. Can enter atmosphere
and leave the atmosphere of a planet easily.
Stardrive: Unlike the Vorlons, the starships of the Shadows do not need
to use or create a Jump Point to enter into hyperspace. Instead they can create
a tiny effect that passes the ship into hyperspace without any jump point being
formed. The ship can also travel into a pocket dimension that the ship is
between normal space and hyperspace. The ships can use this to evade mines or
missiles. The Shadow Warship is incredibly fast in hyperspace. The ship can
travel the equivalent of 200 light years per hour in distance in real space.
This means that the ship could actually cross the Galaxy in about three weeks.
The shadow warship can pass into and out of hyperspace within the atmosphere of
a planet as well as in space. Shadow Warships will occasionally use previously
established jump points to deceive an enemy into thinking that they cannot pass
out of hyperspace without a jump point.
The Shadow Warship has enough power to make the transition to or from hyperspace
every round, should this be desired. The entire phasing takes just seven
seconds, and always occurs as the LAST action that round.
Maximum Range: Unlimited by all drive systems. It is not known how much
supplies it carries with it, but it is safe to assume several years worth.
Statistical Data:
Length: 1330 feet (400 meters)
Height: 660 feet (200 meters)
Width: 2660 feet (800 meters)
Weight: 16 million tons (14.5 million metric tons)
Power System: Hyperspace Tap with an unknown duration.
Cargo: Cargo holds are scattered about the ship that allows for carrying
up to 200,000 tons of Cargo in addition to standard compliment of supplies and
ammunition
Market Cost: No Shadow ships have ever been for sale anywhere.
Should someone get their hands on one, they will probably die (see the series).
Actually any race would pay hundreds of trillions of credits for a living Shadow
Warship (although they will probably regret it Very Much a little later)
WEAPON SYSTEMS:
- Shadow Quantum Gravitic Discharge Cannon (1):
This weapon is
virtually identical to those mounted on the Vorlon Dreadnought but has three
setting instead of two. The setting must be selected at the start of the
melee round and cannot be changed during the melee. The weapon is focused
and aimed through the manipulation of gravitic fields. This gives it a very
large field of fire (a cone of 180 degrees in front of the ship) and makes
it possible to swing the beam through the entire field of fire in a single
melee turn. 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. The first beam is low powered and can be used against
fighters without size penalties and has +4 to strike and can be aimed at up
to six targets per melee. The second setting can be aimed at up to three
targets per melee but is far more powerful. The second setting is the
standard setting and has normal penalties to strike small targets. The final
setting involves shutting down the engines that allow the ship to pass into
hyperspace. If this is done, the hyperdrive needs 3 minutes to recharge. The
weapon can only be aimed at one target and the setting also has standard
penalties to strike small targets. The advantage is that the weapons damage
is greatly increased. Also This Quantum Gravitic Discharge Cannon is far
more powerful than those mounted on the Minbari and Ranger White Star class
gunboats and Drahk Raiders. This weapon does have standard penalties to use
against small targets such as fighters. Due to the weapons nature it does
full damage to targets protected by the spell "Invulnerable to energy".
Range: Low Powered Setting: 19 miles (30 km) in an atmosphere
and 18,700 miles (30,000 km) in space. Standard and Overcharged:
187 miles (300 km) in an atmosphere and 187,000 miles (300,000 km) in space.
Mega-Damage: Low Power Setting: 3D6x1,000 Standard:
2D4x10,000 M.D. Overcharge: 8D6x10,000 M.D.
Rate of Fire: Special, Beam can only be fired once per melee but
Low Powered setting can be directed at up to six different targets per
melee, Standard Setting can be directed at up to three targets per
melee (Damage is tripled if concentrating on one target for the full melee),
and Overcharged setting can only be directed at one target.
Payload : Effectively Unlimited.
- Dimensional Disruptor:
This weapon disrupts a dimensional transfer
point, or places of high space/time distortion. A ball of energy that looks
like ball lightning is formed between the forward spines of the Shadow
Warship. This is launched into a Jump Point. Any ship passing through the
disturbed Jump Point undergoes massive dimensional shear and can easily be
torn apart by these forces. to a lesser extent this also applies to other
methods of FTL-flight like the Macross space fold machines. This
weapon draws so much energy that for two melees the Hyperspace Fusion beam
cannot be used, the ship cannot leave real space, and the ship will only
have half the normal number of dodges.
Range: 93,300 miles (150,000 km) in space, 93.3 miles (150 km) in
atmosphere
Mega-Damage: Unlike most weapons, this weapon targets the whole
starship and only by luck can a ship survive the collapse of a jump point.
The damage is a percentage of the damage the main body of the ship has if
the ship is undamaged. This damage is then applied to the ships shields
first and all remaining damage is passed to the main body. If the ship does
not have shields, the ship takes full damage. If the damage exceeds the main
body, which is very likely in most cases, the ship is completely
obliterated. If the ship survives, damage is applied to all hit locations on
the ship. This is done by taking the damage to the main body and dividing it
by the undamaged main body of the ship. This is the percentage all hit
locations will loose in damage.
For example, a Centauri Vorchan Cruiser is caught in a collapsing
Jump Point. The weapon does 120% of the Main body of the ship. This is
144,000 MDC for the Vorchan. The shield protection is then subtracted from
the damage (144,000 - 36,000 = 108,000). The ship received 108,000 MDC of
damage to the main body. All other locations will then be reduced by 90% of
their original values (108,000 / 120,000 = 90%).
The ship will effectively be almost a wreck.
This weapon will also effect ships using many other means of FTL propulsion.
The weapon is aimed at the fold area for fold drives but must be aimed at
the ship itself for CG Drives and Warp Drives. The worst effected other than
ship that use jump points are those that use fold engines such as those that
Macross and Robotech use. CG engines and warp drives are not effected as
much as Jump Point or Fold Engines are. Because of the Unique nature of
Phase Drives, they are not effected, and Rifts Jump Drives are not effected
because they are magical in nature.
Percentage of Damage taken:
Jump point physics (B-5): 3D6 x 10%
Fold engines (Macross, Zentraedi etc.): 2D6 x 10%
CG Drive, warp engines (Phase World, Star Trek ): 1D6 x 10%
Rate of Fire: weapon can be fired once ever 20 melees. The weapon
takes the full melee to charge. During this time, the ship may no pass into
or out of real space or fire the Hyperspace fission gun. Consider the weapon
to be able to be fired on the first melee that the ship enters combat.
Payload : Effectively Unlimited.
Special equipment:
- Adaptive Hull: The Shadow Warship has the ability to adapt to
attacks on it. Once a specific attack has been used against the ship, it
will adapt to that attack and any attack of that type that is encountered
afterwards 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 takes about
five hours to be completed.
- Advanced Sensors: The shadows are masters of FTL physics. The
Shadow Warship has sensors that can see from hyperspace into normal space,
but these are -20% to all Read Sensory rolls to detect targets that are in
normal space. The Shadows also have a 30% chance of being able to detect a
Jump Point forming before the actual formation of the jump point. 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 Shadow Warship is very stealthy, and fitted with ECM.
This ECM prevents targeting systems from ships of the younger races 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
98% 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. The only exceptions among the
younger races are the Minbari and Centauri races who are far more advanced
than any of the younger races but are still no where close to the First Ones
level. The Shadow vessel would be detected as little more than a ghost on
either races sensors and they would have penalties of -10 to strike beyond
visual range and -6 to strike at visual ranges. Missiles would also be more
effective, at first engagement missiles would have a 90% chance of being
unable to achieve a lock, but after several engagements, the jamming could
be partially adjusted for, with missiles being able to achieve lock with a
50% chance of being unable to achieve lock. 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 Minbari / Ranger White
Star class and the Drahk Raider as well.
- Hyperspace Phase Cloaking Device: The Shadow Warships have the
ability to phase between real space and hyperspace. While in this state, the
Shadow Warship is immune to all weapons (In Phase World, they can still be
effected by Phase Beams and some spells) and is almost impossible to detect.
In this cloak form, the ship cannot be detected by any races except for the
first ones (Included The Minbari / Ranger White Star and the Drahk Raider.
- Sentient Ship: Unlike the Vorlon, the Shadows use actual sentient
living being as a core for sentient computers for their starships. Without
this being melded to the computer, the ship is inert and will not function.
With a sentient living being in the ships computer, the ship is both alive
and sentient but the mind of the being that is acting as the ships computer
is destroyed although memories of the being will remain. The only exception
to this is a master psionic with Mind Block auto defense. When they are put
into the ships computer, the psionic gets a save vs possession, if they make
their save, they are in control of the ship. The ship will only take orders
from the Shadows and only the Shadows can remove a being from the ship. In
these cases though, the person loses all identity and is a puppet of the
shadows (except in the above case). Supernatural and magical being cannot be
merged with the ship and in Rifts, some of the incredibly powerful
supernatural being can remove a being from a Shadow Warship and restore
their personality.
The weakness of having a living sentient is that the ships computer is that
the functioning of the ships computer may be disrupted through telepathy.
Only major and master psionics with telepathy can effect the ship but have
much greater range than normal. Give the telepathy a range of 4,000 miles
per level of the telepath for purposes of effecting the functioning of the
computers core. This is because the ships computer is hypersensitive to
telepathy. The telepath must make a saving throw against psionics each melee
round in order to disrupt the Shadow Warship. This is because the telepath
will see horrible visions of a living being that has been partially imbedded
within the Shadow Warship and is suffering greatly (This might actually be
someone the character knows, but who has mysteriously vanished). If the ship
is disrupted, the ship will be mostly inert (the Shadow Warship will not
dodge and the attacker on the shadow ship will have half penalties to strike
and will have half normal penalties to achieve missile lock.
The ship should be considered to be a combination of a powerful neural
intelligence and a transferred intelligence in terms of Rifts. This computer
can pilot the ship at 98%, has 6 attacks per round, and has +10 to strike,
+8 to dodge, and +10 to initiative (these include all bonuses). If a crew is
on board this changes to +12 to strike, +11 to dodge, and +14 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 Evelio Perez-Albuerne. More
of Evelio's CGI pictures of B-5 Ships at
Evelio's Babylon 5 3d Model
Index
By Mischa (mischa.campen@tip.nl)
Revised By Kitsune (kitsune@addr.com ).
Rifts Conversion Copyright © 1998 & 1999, Mischa & Kitsune. All rights
reserved.
|