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The Earthforce Warlock class Destroyer:
After the fiasco of the invasion of Akdor in the Shilassen Triumvirate, it
became clear to the leaders of Earthforce that a new kind of ship was needed.
The existing Nova battlecruisers and Omega Destroyers were lacking in the
ability to support major troop deployments. After some deliberation it was
decided that the new ship would still be a Destroyer type, but that it would
contain many improvements concerning troop housing, fighter and shuttle
deployment, and in logistics handling. Also its ability to provide heavy support
fire for ground troops would be much better than that of the previous classes of
Earthforce ships.
And so the design work began on what became known as "The Warlock Project"
Under president Clark the project moved ahead fast, yet at the end of 2261
the first prototype of the class was nowhere near its final construction. Much
work still needed to be done before its weaponry and armor could be fitted. And
special weapons and armor these promised to be. Thanks to a little known
alliance with a race known only as "the Shadows" and some of their minions, the
EA had gotten its hands on things like Bio-Organic armor and heavy Fusion
cannons. There was even talk of a Gravitic drive, but that system failed to be
delivered. With these systems the Warlocks would be almost unstoppable. As it
was, these systems were not integrated into the Warlock design. Captain Sheridan
of Babylon 5 had mounted a offensive against the forces loyal to President
Clark, and in a last-ditch effort to stop Sheridan's fleet, the advanced systems
were placed on and in a group of Omega Class destroyers, creating the infamous
"Advanced" destroyer. In the final battle for the Earth Alliance all of these
vessels were destroyed, and the Shadows minions (the Drahk) hastily departed
Earth space, taking the last pieces of Bio-Tech with them. Or so everyone
thinks....
The Warlock Class Destroyers as they finally appeared from the shipyards of
Earth still look immensely impressive: well over 1.2 miles long, and bristling
with weapons, they are still the very best that the Earth Alliance has ever had.
The Warlocks look like throwbacks to pre-Omega times, because they lack a
rotating section, and their main body is a single structure into which launch
bays and sensors have been integrated. The entire top of this structure is a
sleek joining of armor plates, on which weapon emplacements are located. On the
sides there are more irregularities. In the front third of the ship there are
several cargo and ordnance airlocks, which can be used to quickly load and
unload cargo and things like troopships, although at present it is unclear
exactly how much material these spaces can hold. Aft of these are specialized
missile launchers, holding huge missiles intended for strategic bombardment.
The normal fighter and shuttle bays have a different pattern than with the
Omega. The forward bay, located under the nose of the ship, is used exclusively
for launching fighters, and is sealed when not in use. Fighters are recovered
through a hangar on the right aft side of the main hull, and shuttles are both
launched and recovered using this bay. The flight deck of the Warlock actually
runs the entire length of the ship, and is of a huge volume. On the left aft
side of the hull there is a protrusion which marks the engineering and
maintenance section for all the shuttles and fighters.
The engine section holds four upgraded Ion Fusion engines in a armored housing
that gives rather better protection than the housing of a Omega Destroyer. A
late addition to this design are two Gravimetric engines. These are placed on
the top and the bottom of the drive section, and are of a Minbari design, which
has been adapted and build by EA engineers. This system was obtained through the
EA entering the Interstellar Alliance. It is also this system that explains the
lack of a rotating section: the Warlock design is the first EA ship to have true
artificial gravity, although this is only .2 or .3 G`s as opposed to the 1 G
that a rotating section can supply.
Inside of the ship there are huge spaces available to house troops. The
normal compliment of Marines is five thousand. In this configuration there is
ample space onboard for training chambers, and the Marines and the normal crew
of the ship have a lot of room. Totally different are the conditions onboard
when the ship carries the maximum amount of troops that it can transport into a
battle zone. In that scenario about thirty thousand troops are carried, and
space is at a absolute premium, with most of the troops relegated to their
bunks, coming out of them in shifts to use the few remaining exercise rooms, and
to eat.
Even so, the Warlock design has room for a small hydroponics section, which can
supply the regular crew and Marine compliment with a (limited) supply of fresh
fruit. This space is also important for psychological reasons, since a Warlock
has a substantial greater range than previous warships. This means that even
during a trip of two years (the maximum duration of a Warlock) crew and Marines
still have access to a garden, something to associate with a planet.
The weapons of the Warlock are conventional in nature, although there are a
lot of them. The largest weapons on the ship are two Particle Beam cannons.
These are located under the nose of the ship, and are the heaviest weapon ever
mounted on a Earthforce ship. Previously these weapons were only mounted in the
G.O.D. satellites that make up Earths defense. The power drain of these weapons
is enormous, and each cannon requires a recharge time of fifteen seconds between
firings. On the plus side, their range is great, and they are so powerful that a
unshielded opponent can be cut in half with a single burst. Secondary weapon
systems are eight heavy Pulse Cannon turrets, equal to those on the Nova class
ships. Five of these are mounted on the top of the ship, and another three are
mounted on the bottom. Also carried are three heavy railgun turrets, one on the
nose of the ship, and two on the bottom facing rearward. Mounted on the top and
the bottom of the Recovery bay and on the other side on top and the bottom of
the maintenance section are four medium pulse cannons like those mounted on the
Omega class. These turret mounted weapons have a excellent firing arc.
The ships lighter weaponry consists of nine light pulse cannons. One of these is
mounted on the forward boom. Two are located on the rim of the top, and another
two on the bottom rim of the shuttle/recovery bay, a pattern mirrored on the
other side of the ship, where the maintenance shops protrude slightly.
For even more weapons the ship carries twenty four (!) particle beam guns. Eight
turrets line the upper part of the ship. A further eight turrets are located in
fours around the midship cargo airlocks, and four more are mounted on the front
part of the engine section. The last four are located on the aft part of the
engine section.
Rounding this off are two missile launchers on the sides of the ship. Each
launcher holds six large missile silos and seven smaller ones. There are no
direct reloads for the large launchers, but the small launchers each have ten
reloads. Off course more ordnance can be carried in the cargo hold of the ship,
but it takes a lengthy EVA operation to reload the launchers: this is never done
in combat. Of note should be the fact that the large missiles have Multiple
warheads with a *nuclear* payload. The smaller missiles (still long range
missiles) can be equipped with a variety of warheads, *including* nuclear ones!
The ships armor looks unlike that of previous EA ships. It is a
Crystalline/Plasteel armor mesh, and deflects large amounts of energy away. This
would seem to be a copy of the Armor on the IA Victory class Destroyers, but is
less effective and is in reality a development of the EA itself. It has been
made possible due to the study of Shadow Bio-armor, pieces of Minbari
Crystalline armor, and the study of the armor the Dilgar used.
As has been indicated, improvements have been made in the area of drive
systems. Not only are there four Ion Fusion engines, there are also two
Gravimetric engines. The Combined use of these engines yields a acceleration
normally only achieved by Earthforce fighters: well over ten G`s. On their own
either drive system can accelerate the ship with about five G maximum. The
advantage of the Gravimetric systems is that they actually provide artificial
gravity, and dampen the felt acceleration inside of the ship, so that even at
full thrust the crew can perform its duties in a normal fashion. Another
advantage of the gravimetric engines is that they require no reaction mass. This
is one of the major contributions to the extended range that the Warlock ships
have. In normal operations both drive systems are run at low power, so as not to
overwork either system. It should also be remembered that the Gravitic drive is
a *new* system. It might yet suffer from small problems in its functioning.
Because of the improved drive systems, and a improved Hyperspace navigation
system, the Warlock design can achieve almost twice the speed in hyperspace of
previous EA designs.
The Warlock class carries forty eight fighters, all SA-26 Thunderbolt
Starfuries. Furthermore it carries a standard sixteen atmospheric shuttles, and
eight intra system shuttles. For assault missions there is room for three dozen
assault shuttles, although all but six of these will be carried in the cargo bay
or externally, and must be boarded through docking them at airlocks.
Sources have indicated that the Earth Alliance is planning to build well over
a hundred of these mighty ships. Considering the price of these ships that might
be a overly optimistic view, for each of these ships costs as much as the
infamous "Advanced Destroyers" did, well over fifty billion credits per ship.
Contrary to popular belief there is no single Destroyer with the name "Warlock",
as this was the project name. At least one of the commissioned ships has the
name "Damocles". Other, rumored, names sound more ominous and include
designations like "Sorcerer", "Necromancer" and "Enchantress".
Listed is the formula to allow player and game masters to calculate the
Destroyers 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: Earthforce Warlock Class Destroyer
Class: Battleship / Assault Carrier
Crew: 1,200 (60 Officers and 1,140 Enlisted)
Troops: Standard; 5,000, Maximum; 30,000
Vehicle Compliment:
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48 |
SA-26 Thunderbolt Star Fighters |
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16 |
Standard Atmospheric Shuttles |
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8 |
Intrasystem Shuttles |
M.D.C. by Location:
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Heavy Particle Beam Cannons (2, forward ): |
4,000 each |
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Heavy Pulse Cannons (16, 10 on top, 6 on bottom in double turrets): |
1,300 each |
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Heavy Railguns (6, two on top, four on bottom in double turrets): |
1,100 each |
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Double Turrets (11, 6 on top, 5 on bottom): |
2,600 each |
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Medium Pulse Cannons (4, aft): |
900 each |
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Light Pulse Cannons (9): |
750 each |
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Particle Guns (24): |
250 each |
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Missile Launchers (2): |
3,000 each |
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Launch Bay (1, front): |
10,000 |
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Recovery Bay (1, right side): |
10,000 |
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[1] Bridge: |
25,000 |
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[1] Auxiliary Bridge: |
25,000 |
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[2] Main Sensor cluster (1, front): |
9,000 |
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[3] Main Body: |
160,000 |
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[4] Engineering Section: |
46,000 |
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[5] Ion Fusion Engines (4): |
14,000 each |
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[5] Gravitic Engines (2): |
11,000 each |
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[6] Interceptor Grids (6): |
5,000 a side |
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 also has an auxiliary bridge. Even if
both bridges are 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] The Main sensor cluster is located below the Launch Bay. Destroying it means
that the ship loses all sensor bonuses vs. ECM. The ship will have -30% to read
sensory rolls, all sensor ranges are half ranged, and all long range weapons
have a -1 to strike. Hyperspace speed will be reduced to 15 LY/Hour maximum.
[3] Depleting the MDC of the main body will put the Destroyer out of commission.
All internal systems will shut down, including life support, but *excluding*
artificial gravity. The ship will be a unsalvageable wreck. The hull of the ship
has the ability to repair itself (sadly its internal systems do not) The hull
regenerates damage at 2D4 x 100 MDC per minute. The hull cannot regenerate more
than a third of its total MDC.
[4] 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).
[5] The Destruction of one Ion engine reduces the ships maximum acceleration by
one eight. The destruction of two Ion Engines reduces the ships maximum
acceleration by one quarter. Destroying three Ion Engines will reduce the ships
maximum acceleration by three eights. Destroying all four Ion Engines means that
the maximum sublight acceleration is reduced to half. Destroying one Gravitic
engine means that sublight acceleration is reduced by a quarter. Destroying both
Gravitic engines reduces maximum sublight acceleration by half, and destroys the
ships artificial gravity system. Destroying all engines means that the ship can
accelerate at five 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 5,000 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 it is much easier to disperse plasma than
an actual 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 150 MDC per minute. The missile
decoy portion of the system is described separately below.
SPECIAL: The ships armor is a copy of the new Earth/Minbari
armor used on the Victory class destroyer and deflects 40% of all incoming
energy away, not counting purely kinetic energy weapons. Subtract 40% of all
damage done to the ships hit locations by energy weapons and explosions! Kinetic
energy weapons do full damage.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The starship does not have an effective top speed but
is limited by acceleration. The Warlock Destroyer can reach a top acceleration
of 10 G but due to high fuel consumption and extra strain on the engines, the
ship will normally travel at 1 G for any extended trips. Top acceleration is
only meant for emergencies and combat maneuvers.
Because the Warlock Destroyer IS shielded from the effects of radiation and
hypervelocity atomic particles , the destroyer can be operated at speeds of up
to 40 percent of light.
Atmospheric Propulsion: The Warlock destroyer cannot operate within an
atmosphere. If the ship enters an atmosphere, it will crash.
Stardrive: Uses 4 "Lockheed Mitchell Corp." HSI-10C Vortex generators to
enter hyperspace, they allow the ship to reach a maximum of 25 light-years per
hour. This means that the Earth Destroyer can cover the three galaxies in
roughly 6 months (will NOT need to refuel periodically). The ship enters
hyperspace by means of a jumpgate. This ship can use a already made jumpgate or
can form its own jumpgate.
The Warlock has enough power to open a jumpgate every ten minutes (40 rounds).
The gate then takes one round to open, two rounds to traverse, and another to
close.
Maximum Range: Conditionally unlimited, while the fusion reactors give
power for over a decade of service, the ships Ion Engines are limited by the
ships reaction mass. It is not recommended to fly the ship on Gravitic drives
alone, because they are a new system and might prove unstable over longer
periods of time. Therefore it is recommended to always refuel the ship when
possible. 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 Destroyer carries seven months of reaction mass for travel at 0.5 G of
acceleration using only Ion engines. 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 32 times faster at maximum
acceleration than at 0.5 G of acceleration, using only Ion Engines! There is no
fuel consumption for the Gravimetric engines, other than the fact that they
drain large amounts of power. The ships fusion reactors can cope with that
easily though. The ship will often accelerate for a period of time and then shut
down the engine and travel using the ships velocity. Should the ship use more
than half of its reaction mass when accelerating, the ship will be unable to
decelerate fully using only Ion engines. Therefore 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 can be refueled by another vehicle
traveling faster than it, or it must decelerate using gravitic drives only,
which is currently discouraged for safety reasons. If the ship has a large
amount of flight operations, the ship is limited to about five months endurance
at cruising speed from the fighters using the ships reaction mass.
Statistical Data
Height: 1,700 feet (550 meters)
Length: 6643.4 feet (1,993 meters)
Width: 1131.1 feet (344.5 meters)
Weight: 66.8 million tons (60.6 million metric tons)
Power System: 4 Tokamak Corp. 650 Fusion Reactors (12 year duration). 2
Tokamak Corp. Ultima 2000 ADV gravimetric Fusion Reactors (15 year duration)
However, it is recommended that the drive and power system have routine
maintenance every 5 years. Also, the ship only carries about a seven month
supply of reaction mass for the ion engines. (Note: the Gravitic drives don`t
need any!)
Cargo: 500,000 tons
Cost: 50 billion credits to construct . Any race in the three galaxies
would pay several times that amount for a fully functional Warlock due to the
Shadow technology that is incorporated into it.
Weapon Systems
- Heavy Particle Beam Cannons (2):
These cannons are the same cannons
used in Earths G.O.D. satellite system, and are simply huge particle beam
cannons. Due to power distribution and shielding problems these weapons have
never before been mounted on a mobile platform. Even with the huge Fusion
reactors of the Warlock it takes a full fifteen seconds for a cannon to
recharge between firings. Thus the cannons are usually fired staggered, one
each round.
The cannons are mounted forward, under the nose of the ship, ahead and above
of the launch bay. They have a 40 degree arc of fire. Author Note:
The source on this weapon system lists the revised weapons range as
1,000,000 km. It has been reduced to fit more within Palladium frameworks
Mega Damage: 3D6x1000 per Particle Beam blast. (6D6X1000 for both
cannons.)
Range: 87 miles (140 km) in an atmosphere and miles 87,000 miles
(140,000 km) in space.
Rate of fire: Once every other melee per cannon (Beam lasts one
entire round).
Payload: Effectively Unlimited.
- Heavy Pulse Cannons (18):
These cannons fire rapid fire bursts of
super charged Plasma. While not nearly as powerful as the Particle Beam
Cannons both their rapid fire and good firing arcs make up for this fact.
The improved power systems on the Warlock give these cannons a better
recharge time than the otherwise similar systems on the Nova Class ships.
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. Author Note: The source on this weapon system lists the
revised weapons range as 1,000,000 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: Three Times per melee
Payload: Effectively Unlimited.
- Heavy Rail Guns (6):
Originally meant to be heavy pulse cannons too,
three double turrets were converted to carry heavy rail guns. Some say that
this was a answer to the fact that the IA Victory class Destroyer carries
armor that dissipates directed energy, but is vulnerable to kinetic energy.
Others point out that Railguns are ideal for planetary bombardment, as they
are more accurate than pulse cannons under certain circumstances. Basically
these are large electromagnetic railguns. Each railgun fires a single shard
of MDC material at a significant fraction of light speed.
Rail guns 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.
Mega Damage: 1D4x100 per cannon (2D4x100)
Range: 10 miles (16 km) in an atmosphere and 10,000 miles (16,040 km)
in space.
Rate of fire: Two Times per melee
Payload: 200 rounds per Rail gun, for a total of 1200 rounds.
- Medium Pulse Cannons (4):
These cannons fire rapid fire bursts of
super charged Plasma. They are the same weapons as mounted on the Omega
Class Destroyers. Mounted in turrets on the recovery bay and the opposite
maintenance section, these weapons have 180 degree arcs of fire in all
directions. These weapons have standard penalties to hit small targets such
as fighters and cannons each fire individually. Author Note: The
source on this weapon system lists the revised weapons range as 1,000,000
km. It has been reduces to fit more with Palladium frameworks
Mega Damage: 1D4x100 per cannon
Range: 11 miles (18 km) in an atmosphere and 11,190 miles (18,000 km)
in space
Rate of fire: Three Times per melee
Payload: Effectively Unlimited.
- Light Pulse Cannons (9):
These cannons fire rapid fire bursts of
super charged Plasma. While not nearly as powerful as the heavy or the
medium pulse cannons both their rapid fire and good firing arcs make up for
this fact. Pulse cannons are mounted in single mounts and each cannon has a
360 degree rotation and 180 degree arc of fire. These weapons do not have
standard penalties to hit small targets such as fighters. Author Note:
The source on this weapon system lists the revised weapons range as
1,000,000 km. It has been reduces to fit more with Palladium frameworks
Mega Damage: 6D6x10 per cannon
Range: 7 miles (11 km) in an atmosphere and 7,000 miles (11,260 km)
in space
Rate of fire: Four Times per melee
Payload: Effectively Unlimited.
- Particle Guns (24):
These guns are an updated and more powerful
version of those mounted on the Omega class destroyer and have a higher
power output than the earlier mounts. Like the originals, 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.
All particle guns are located in the weapon pods along the ships hull. Each
mount has a 360 degree rotation and 180 degree arc of fire.
Mega Damage: 4D6x10 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.
- Twelve (12) Heavy Missile Silos:
Each silo holds one heavy missile,
and six silos are mounted in each launcher on the ships side. Each Heavy
missile carries a multiple warhead of eight heavy nuclear weapons, and four
dozen (48) decoys with exactly the same sensor image as a warhead (including
for sensors from advanced races like the Minbari). These missiles are meant
for strategic bombardment of planetary targets, but can be used against
starships and space stations too. When the Main engine burns out, or upon a
predetermined point in its flight the missile releases its warheads. Each
warhead is essentially a Thermonuclear Missile tipped with a choice of
Nuclear warheads, and has the standard range and bonuses to strike for smart
missiles of that type. Heavy Missiles are assumed to accelerate at 30 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
drives go dead, missiles will still cruise unless set to self destruct but
have very low odds of hitting star ships (Great for hitting bases and
planets because target does not move and missiles when dead at -25% to
detect.), Each of these missiles can be targeted at a separate target.
Range: Heavy Missile: 10,000 miles in space (will usually release
LRM`s before hitting a atmosphere)
Nuclear Missile X-heavy (Powered range is 8 x normal in space (Go to
Nuclear
bomb and missile table).
Mega-Damage & Properties: Varies with warhead type (Go to
Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of 1, 2,3, 4, 5, etc. up to
12 per melee attack.
Payload: 12 missiles in total. Ship can carry up to 48 more missiles
in its cargo hold, but reloading the system takes 15 minutes per missile and
must be done by EVA (Extra Vehicular Activity)
- Two (2) Long Range Missile Batteries:
Each Consists of seven launch
tubes mounted in one of the two large launchers on the ships side. Reloading
is done through internal magazines. These launcher are both used to launch
anti-ship strikes, strikes on planetary surfaces 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 is 2D4X100 MDC (Nuclear *might* be
available!)
Rate of fire: One at a time or in volleys of 1, 2, 4, 6, 8, or 16 per
melee attack.
Payload: 10 reloads per launch tube for a total payload of 154 long
range missiles. Ship can carry up to 1000 more missiles in its cargo hold,
but reloading the system takes 1 hour per ten missiles and must be done by
EVA (Extra Vehicular Activity)
- 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: 100
Special Equipment:
- Refractive Hull: The hull of the Warlock is made out of a
Crystalline/Plasteel Armor mesh. This looks like a copy of the armor on the
Victory class destroyer, but is in reality a Earthforce invention made
possible through the study of Shadow Bio armor and parts of Minbari
Crystalline Armor found in old Earth/Minbari war battle zones. The hull
deflects 40% of all incoming energy away, not counting purely kinetic energy
weapons. Subtract 40% of all damage done to the ships hit locations by
energy weapons and explosions! Kinetic energy weapons do full damage.
- Sensors: The sensors onboard the ship have been specially
designed to counteract the Minbari ECM and that of the other younger races.
When used to target ships with this type of ECM the targeting penalties are
reduced by about two thirds. On Minbari ships specifically, they can target
the ships beyond visual range but are at -6 to strike at that range, at
visual ranges the ship will have a -3 to strike, and the ship systems would
be able to target missiles on Minbari ships 30% of the time with a 70%
chance of being able to achieve lock once engaged and the individual factors
have been calculated for. The sensors are not effective at all against the
ECM used by Vorlons, Shadows, and other members of the races known as the
First Ones. Because the ECM used by the Drahk is partially based on Shadow
technology, the sensors are not as effective as against Minbari ECM but more
effective than the ECM would be against the Shadows. Against the Drahk,
penalties are reduced by 1/3 (-12 to strike beyond visual range, -6 to
strike at visual ranges, and 20%/40% of missile locks). The Sensors are also
less effective against the ECM in Phase World, Macross 2, and Robotech. This
is because the various ECM systems are based on different technologies and
cannot be accounted for. Penalties from these systems would be reduced by
1/3.
[ 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 Babylon5
Technical Manual and The Warlock
Project !
CGI of Ship courtesy of one of the developers of the B5 combat sim. Lets hope it
gets finished one day.
Design of Warlock by Tim Earls.
By Mischa (mischa.campen@tip.nl)
and by Kitsune (kitsune@addr.com).
Rifts Conversion Copyright © 1999 & 2000, Mischa & Kitsune. All rights
reserved.
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