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Vorlon Transport:
Sometimes mistaken for the larger cruiser, mainly because the both have the
same hull shape, this ship is really just a transport. However, this does not
mean that it is a weak ship: it has the armor and firepower of a much larger
vessel and might be capable of destroying one of the smaller Shadow battleships
(800 meter class) on its own. However, in a war zone it is usually escorted by 5
to 10 Vorlon Starfighters to support it.
The entire cruiser is semi alive: it is a mixture of both organic and
mechanical features. The hull of this ship is organic and can both repair itself
and can adapt to attacks to reduce damage. No attack does full effect on the
hull more than once.
Backing up this armor are powerful 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 only way to overload the shields is to pour a large amount of energy into
them in a short time.
The weaponry of the Transport is rather heavy, allowing it to engage much
larger ships. Its main weapon is a Quantum Gravitic Discharge Cannon, which is
only slightly less powerful than that mounted on the Whitestar class of ships.
Backing this up are three small gravitic lightning guns, which are mostly used
for point defense and warding off unwelcome visitors (Just ask Captain
Sheridan...).
The ships sublight propulsion consists of a powerful gravity drive system and
a form of ion engines. Apparently the ion engines supply main thrust and the
gravity drive supplements this and is used for maneuvering, giving the ship a
maneuverability unmatched in cruisers of the younger races.
Although the Vorlons still use jumpgates to enter hyperspace, their system is
far more advanced than that used by the younger races, and jumpgate formation
and the traverse all take less than twenty seconds.
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 does not need
a crew, but usually at least one Vorlon pilots the ship. On sensor readings the
ship will read as a life form rather than as a ship. When its ECM is engaged it
is very hard to detect.
This type of ship is the kind of Vorlon craft that is best known to most
races: one of these ships was the personal transport for the Vorlon Ambassador
Kosh Naranek. It is also in this capacity that they are most often used:
Transport for a Vorlon or a group of Vorlons. Current data seems to indicate
that each of the transports is made for a single individual or group of
individuals. The transport may be the most 'alive' of all Vorlon ships and seems
to bond in some way with its owner(s). When its specific owner(s) die the ship
will wander around the galaxy, mourning for its owner(s), before casting itself
into the hart of a star, ending its existence.
This writeup of the Vorlon Transport uses modified modified starship speed
and ranges. See Revised Starship Rules for Phase World for more details.
Model: Vorlon Transport
Crew: The Transport is flown by a Artificial Intelligence, and can carry
a crew of up to six.(Boarding parties will have trouble due to the fact that a
Vorlon is about as powerful as a low powered supernatural intelligence)
M.D.C. by Location:
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Quantum Gravitic Discharge Cannon (1): |
9,000 |
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Gravitic Lightning Guns (3) |
1,000 each |
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[1] Bridge: |
14,000 |
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[2] Ion Engines: |
17,000 |
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[3] Gravity Drive Lobes (4): |
10,000 each |
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[4] Main Hull: |
70,000 |
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[5] Variable Force Field: |
8,000 a side (48,000 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 has no auxiliary bridge. If the bridge
is destroyed the ship will fly itself, guided by telepathic commands from any
crew member, but is -2 to dodge and -1 to hit with its gun.
[2] Destroying the Ion engine means that sublight acceleration is reduced by 60
% and maneuvering by 20 %.
[3] Destroying a gravity drive lobe means that sublight acceleration is reduced
by 10 % and maneuvering by 20 %(-1 penalty to dodge)Add on additional penalties
per destroyed lobe.(This means that both drive systems have to be destroyed
before the ship becomes a floating target)
[4] Depleting the MDC of the body will destroy the cruiser, putting it out of
commission. The cruiser will be a 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 1D4x100 MDC per minute. The
ship can only repair up to half the total MDC of a system or the main body.
[5] Shield positions are variable and can be combined into one shield. The
shields regenerate at a rate of 5% (2,400 MDC) per melee round.
Speed:
Driving on the Ground: Not Possible.
Sublight: Combined use of Ion and Gravity drive allows the ship to travel
up to 60 percent of the speed of light. The ship can accelerate/decelerate at a
rate of 1.5 percent of light per melee.
Atmospheric Propulsion: Maximum speed is mach 20. Can enter atmosphere
and leave.
Stardrive: Uses a hyperdrive system that allows the ship to reach a
maximum of 150 light-years per hour. This means that the Vorlon Transport can
cover the three galaxies in about 4 weeks. The ship enters hyperspace by means
of a jumpgate. This ship can use an already made jumpgate or can form its own
jumpgate. Ship can also enter or leave hyperspace within an atmosphere but the
ship must have very precise coordinates or it will open the hyperspace gate
within the planet itself and the ship will destroy itself.
The Transport has enough power to open a jumpgate every round if so needed.
Unlike the jumpgates of the younger races, this gate is not only formed, but
also traversed after which it closes, all within one single 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.
Special note:
Because the gravity drive is used for maneuvering, the entire cruiser can turn
around and fire in every direction at will. However, making a turn or a evasive
maneuver at high speed (above 5 percent of light, roughly 15000 km/s or 9300
miles/s) costs enough energy that the cruiser loses energy to the cannon. This
means that control is less, imposing a -2 penalty on hit rolls. Also the
grav-drive lobes have to extend, making them easier to hit(+2 to strike lobe).
Statistical Data:
Length: 333 feet (100 meters)
Height: 66 feet (20 meters) with drive lobes folded, 133 feet (40 meters)
with lobes unfolded
Width: 66 feet (20 meters) with drive lobes folded, 133 feet (40 meters)
with lobes unfolded
Weight: Unknown
Power System: Hyperspace Tap with an unknown duration.
Market Cost: No Vorlon ships have ever been for sale anywhere. Any
race would pay trillions of credits for a working Vorlon Transport.
WEAPON SYSTEMS:
- Quantum Gravitic Discharge Cannon
: Smaller version of the gun
carried by the dreadnought and almost identical in power to the gun of the
White star. Firing arc is a 120 degree cone in front of the cruiser. Power
setting is determined at beginning of melee round. If the ships hyperdrive
is shut down and the power is channeled into the weapon system, the weapons
damage can be quadrupled but the hyperdrive will take three minutes to be
brought back on line. At overcharge the weapon does have standard penalties
to use against small targets such as fighters. At medium power, the weapon
has a penalty of -2 against small targets but does not suffer from size
penalties. At Low setting, the cannon has +2 bonus to hit small targets and
does not suffer from size penalties.
Due to the weapons nature, it does full damage to any target protected by
the spell "Invulnerable to energy".
Range: 12,000 miles (19,300 km) in space and 120 miles (193 km) in
atmosphere.
Mega Damage: low: 3D6x100 MD. Medium: 2D6x1,000 MD. Overcharge:
2D6x10,000 MD.
Range: 187 miles (300 km) in an atmosphere and 187,000 miles (300,000
km) in space.
Rate of Fire: Low: once per melee (beam last for full melee)but can
be aimed at up to five different targets. When aimed at one target five
times damage. Medium: once per melee (beam last for full melee)but can be
aimed at up to three different targets. When aimed at one target triple
damage. Overload: once per melee (beam last for full melee), one target only
- Gravitic "Lightning" Gun (3):
A smaller version of the guns found on
the Dreadnought, these guns are mainly used for point defense, and are not
nearly as powerful as the other Vorlon weapons. Captain Sheridan was briefly
targeted by one of these guns when he approached ambassador Kosh`s transport
too closely. It is unlikely that the ship actually would have fired though.
These guns are part of the ships semi-organic hull and can actually move
around on it or when not needed are simply absorbed into the hull !! This
means that when not under attack all guns are retracted into the skin,
making them impossible to hit. Also this means that the guns may be
distributed over the ship in whatever numbers the crew like. Rearranging the
distribution can be done during combat, but during this the guns that are
being moved cannot fire. Movement rate is one melee per 20 meters of hull to
be transversed. Guns are -2 to hit during movement phase. Up to all 3 guns
can be linked into one attack. The cannon has +2 bonus to hit small targets
and does not suffer from size penalties.
Due to the weapons nature, it does full damage to any target protected by
the spell "Invulnerable to energy".
Range: 1,200 miles (1,930 km) in space and 12 miles (19,3 km) in
atmosphere.
Mega-Damage: Maximum: 5D6x10 MD
Rate of Fire: Maximum: 6 times per melee.
Payload: Effectively Unlimited.
Special Equipment:
- Adaptive Hull: The cruiser 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 20% 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 5 hours to be completed.
- Advanced Sensors: As a member of the first ones, the Vorlons have
some of the most advanced senors ever designed. The Sensors are so advanced
it is assumed that the Vorlon ship's sensors ignore all forms of non magical
cloaking and ECM. This includes cloaking and ECM from Phase World and other
alternative universes as well as all forms from the Babylon 5 Universe.
- ECM: The Vorlon Cruiser is, like all Vorlon ships, 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 95% 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
Vorlon Cruiser would be detected as little more than a ghost on either races
sensors and they would have penalties of -8 to strike beyond visual range
and -4 to strike at visual ranges. Missiles would also be more effective, at
first engagement missiles would have a 80% 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 30 % 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.
- Sentient Ship: The Cruiser is alive, and probably quite aware of
what it is and what its doing. It will not take orders from a non Vorlon.
The ship should be considered to be a powerful neural intelligence in terms
of Rifts. This computer can pilot the ship at 98%, has 5 attacks per round,
and has +9 to strike, +12 to dodge, and +5 to initiative (these include all
bonuses). If a full crew is onboard it will be able to fire at will and will
have +12 to strike, +14 to dodge and +7 to initiative.
Extra Notes:
- Ramming: Should the crew of the Cruiser decide to ram another
ship, the Quantum Gravitic Discharge Cannon is set on overload and fired
into the enemy ship. In the melee after this the Cruiser will approach at
full acceleration and combine all of its shields in the frontal arc of their
setting. It will then proceed to ram the enemy vessel at the place its
Quantum Gravitic Discharge Cannon struck. Damage done is equal to the total
amount of MDC of the combined shields. Should the MDC of the enemy ship at
that location be less than the combined Vorlon shields MDC, no damage is
done to the Cruiser and damage is only subtracted from the shields. Should
the enemy vessel have more combined MDC at the hit location than the
cruisers shields damage is first subtracted from the shields. Remaining
damage done to both ships is calculated according to normal rules. After
ramming, the cruiser shield are strained. The shields will only operate at
up to half their normal value and regenerate damage on the basic of the
present shield level not the original. This damage will take 1D4 hours to
repair. Because the cruiser is very maneuverable it is +4 to strike vs.
large targets (heavy cruiser sized & up), no bonus for medium targets and -4
to ram vs. small targets when ramming.
[ 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)
Formatting and minor revisions by Kitsune (kitsune@addr.com
).
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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