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Vree War Saucer:
Of all of the younger races, the Vree are the most advanced with the
exception of the Minbari. They are moderately more advanced than the Centauri
and are far more advanced than any of the other younger races. The Vree seem to
content with the territory they have and do not have a large fleet of these
ships.
The Vree ships are shaped like the flying saucers which were described during
the late twentieth century. This is not accidental, the Vree visited Earth
during that time and are the actual cause of the many stories although only a
small number of the reports were actually genuine. The race also looks much like
the pictures drawn for aliens as well but they did not produce the crop circles
and will tell you that if asked.
The Vree prefer to construct a fairly small design but the ships are still
quite impressive. The ships are well armored and are protected by a defensive
force field similar to those carried on Centauri capital ships. For weapon
systems, the Vree prefer an anti-matter spray weapon. This is due to the fact
that the weapon inflicts a large amount of damage yet is capable of being
directed at small targets. The War Saucer is armed with four of the spray
cannons on top and four mounts on the bottom. The cannons use waste anti-matter
from the ships reactors. The Vree War Saucers have sensors and can target most
Minbari ships without penalty but do have penalties to strike Shadow and Vorlon
ships equal to the penalties that Minbari ships suffer against them. The ships
are also equipped with an ECM system. While this system is not as advanced as
the Minbari system, it is still quite advanced and is capable of confusing most
of the sensor systems of the younger races.
The ship has long range endurance and is equipped with jump engines enabling
the ship to travel anywhere in the Galaxy. Before the construction of the White
Star class ship, the Vree ships were the smallest ships operated by the younger
races that had jump engines. The engineering systems of the ship are highly
disbursed and cannot be disabled by a series of hits in one location. The ship
has a spacial feature that allows it to do a jump from one location to another
but it requires a huge amount of the ships power. In many ways, this is similar
to the Promethean constructed vehicles of Phase World. The ship is equipped with
inertial dampeners allowing for much greater acceleration and is equipped with
full internal gravity.
This writeup of the Vree War Saucer uses modified modified starship speed and
ranges. See Revised Starship Rules for Phase World for more details.
Model: Vree War Cruiser (Light Cruiser)
Crew: 80 but can be crewed by as few as five crewmembers
Vehicles:
None
M.D.C. by Location:
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Anti-Matter Cannons (8; 4 top and 4 on the bottom): |
1,000 each |
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[1] Bridge: |
6,000 |
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[2] Main Body: |
50,000 |
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[3] Variable Force Field: |
5,000 a side (30,000 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 does not have an auxiliary bridge.
Even if the ships bridge is taken out, 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.
[2] Depleting the MDC of the main body will put the Vree ship out of commission.
All internal systems will shut down, including life support and internal
gravity. The ship itself will be an unsalvageable floating wreck.
[3] Shields positions can be varied and all could be combined in one shield.
Shields regenerate at the rate of 5% (1,500 MDC) per melee round
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up
to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the
rate of 1.0 percent of light per melee.
Atmospheric Propulsion: The Vree War Saucers are an excellent atmospheric
starship and can reach up to Mach 8 in an atmosphere.
Stardrive: Uses a hyperdrive system that allows the ship to reach a
maximum of 60 lightyears per hour. This means that the Vree Crusier can cover
the Galaxy in about 10 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 ship can also perform instant
combat jumps of up to 1 million kilometer.
The saucer has enough power to open a jumpgate every five minutes (20 rounds).
The gate then takes one round to open, one round to traverse, and another to
close
Maximum Range: Effectively Unlimited by either Drive system. Carries
about one year worth of supplies on board
Statistical Data
Height: 213.3 feet (65 meters)
Length: 656.2 feet (200 meter)
Width: 656.2 feet (200 meters)
Weight / Mass: 137,800 tons (125,000 metric tons)
Cargo: Cargo holds are scattered about the ship that allows for carrying
up to 20,000 tons of Cargo in addition to standard compliment of supplies and
ammunition.
Power System: Quantum Singularity/Fusion power system (10 year duration)
Cost: 10 billion credits to construct. Any culture in the Three Galaxies
would pay hundreds of billions of credits for an undamaged working model of this
ship.
Weapon Systems
- Anti-Matter Cannon (8):
These guns fire a spray of anti-matter and
are effective against both large targets and small targets. It can
potentially strike more than one target within the effect of the spray and
fires a cone that is five times longer than it is wide. Even the Shadows
respected hits by these weapons. The weapon system does not have penalties
to hit small targets such as fighters and have a bonus of +4 to strike large
targets. Because of the wide nature of the beam, larger targets receive more
damage than smaller targets. If this weapon has any limitations, it is that
the weapon systems have a relatively short range. Four of these are mounted
on the top of the hull and four are mounted on the bottom of the hull.
Mega Damage: 6D6x100 per anti-matter cannon blast when directed at a
large target. 6D6x10 per anti-matter blast when directed at a small target
such as starfighter
Range: Fires a cone that is 9.3 miles (15 km) long and 1.86 miles
(3.0 km) wide in an atmosphere. Fires a cone that is 9,320 miles (15,000 km)
long and 1,860 (3000 km) wide in space.
Rate of fire: Maximum of Three (3) times per melee.
Payload: Effectively Unlimited but have a limited recharge rate. Each
cannon can fire 12 times before running out of charges. This means a total
96 beams total can be fired. The cannons slowly recharge at the rate of one
shot per cannon for every two melees.
Special Equipment:
- ECM: The Vree do not have as advanced an ECM system as the
Minbari but it is still quite effective. This prevents the targeting systems
from the ships of the younger races (except Minbari and Centauri) to lock
on. Attackers are -9 to strike the ship when outside visual range. Inside
visual range (approximately 500 miles) an attacker is -5 to strike. Missiles
would have a 70% chance of being unable to lock on, but after multiple
engagements this could be compensated for, with only 30% unable to lock. The
sensors on Minbari, Centauri, and the First Ones ships are more
sophisticated and would not be hindered by the ECM. This also includes the
systems on Phase World, Macross 2 and Robotech ships.
- Combat Jump System: This system is believed to work by folding
space and is very effective. The ship can activate this system and reappear
up to 620,000 miles (1 million km) from the location it was. This requires
one melee of charging but there is no outside signs of the activation of the
system during that time. This system can only be activated twice in a one
hour period due to strain on the ships systems. For eight melees immediately
after completing the jump, the ships power systems are at partial strength.
This causes the ship to accelerate at half normal, the ships shields do not
regenerate, and the weapon systems do not regenerate charges. The ship
retains any inertia it had previously but may direct the inertia in a
different direction than the ship was traveling originally. The ship does
have +5 on initiative and +2 to dodge incoming fire from a jump.
- Sentient Computer: The Vree ships have artificial intelligence
computer controlling them. This computer should be considered to be a
moderate artificial intelligence in terms of Rifts. This computer can pilot
the ship at 80%, can fire all weapons with half normal attacks, and has +2
to strike and +2 to initiative (these include all bonuses). If a full crew
is onboard it will be able to fire all weapons at will and will have +3 to
strike, +4 to dodge and +1 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 Marco Cavet.
More of Marco's CGI pictures of B-5 Ships at
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and by Kitsune (kitsune@addr.com ).
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