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Shadow Scout:
The last of the Shadows warships to be seen, it is also the most remarkable
looking: a flat wedge with two spikes jutting out of the narrow front end and a
total of twelve spines that curve forward coming out of the rear top and bottom.
It is like all Shadow constructs a entirely organic ship and as such is alive.
Like its larger brothers it needs a living being to act as computer core, with
all the advantages and disadvantages that brings with it.
The skin of this creature is a strong adapting armor, like that of all Shadow
ships. 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 armament of the Scout consists of a Shadow type Quantum Gravitic
Discharge Cannon which fires bursts of energy rather than the normal continuous
beam usually seen. This does not mean that it is less powerful, for it is every
bit as destructive as the gun of its Vorlon counterpart, the Vorlon Cruisers
Quantum Gravitic cannon.
The ships sublight propulsion consists of a powerful gravity drive system
that is used for maneuvering and main thrust. this gives the Scout 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 drive to pass in 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.
Normally this ship is escorted by 7 shadowfighters, but apart from that it is
alone. Its job is after all to scout ahead of any major Shadow warships and to
bring back information regarding the target area. Because of this it is often
far away from reinforcements and it tends to flee rather than engage multiple
enemies. Destroy it and its escorts and a Shadow attack will be stalled: there
will first be more scouts to investigate. If it escapes, run: a group of Shadow
Warships is likely to arrive soon!!
This writeup of the Shadow Scout uses modified modified starship speed and
ranges. See Revised Starship Rules for Phase World for more details.
Model: Shadow scout / assault fighter
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 Scout!
Should the Scout have a crew onboard (for game terms: 15 shadows) it will form
corridors and such. Bear in mind that Shadows are as powerful as a low powered
supernatural intelligence.
M.D.C. by location:
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Quantum Gravitic "Burst" Cannon: |
5,000 |
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[1] Gravity Drive Spines (12): |
3,000 each |
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[2] Main Body: |
50,000 |
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[3] Variable Force Field: |
8,000 a side (48,000 Total) |
Notes:
[1] Destroying a gravity drive spine means that sublight acceleration and
maneuvering are reduced by 7 percent -1 penalty to dodge) Add on penalties per
destroyed spine. Even with all spines gone the scout still has 15 percent of its
engine power. The main hull has to have taken at least 20 percent damage (8,800
MDC) for the drive to shut down.
[2] Depleting the MDC of the body will destroy the scout, putting it out of
commission. The scout will be a unsalvageable floating mass of scorched organic
matter. Useless for anything. Both the hull and the ships systems have the
ability to repair themselves. These repairs are effected at 1D4x100 MDC per
minute. The scout can only regenerate up to half the MDC per system.
[4] 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: 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, has reasonable handling
qualities in atmosphere. Can enter atmosphere and leave.
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 scout 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 scout
can pass into and out of hyperspace within the atmosphere of a planet as well as
in space. Shadow scout ships 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 Scout has enough power to move in or out of hyperspace every round,
if so 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.
Special note:
Because the gravity drive is used for maneuvering, the entire scout 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 15,000 km/s or 9,300
miles/s) costs enough energy that the scout loses energy to the cannon. This
means that power is less, halving the MDC done that round.
Statistical Data:
Length: 350 feet (105 meters)
Height: 200 feet (60 meters)
Width: 267 feet (80 meters)
Weight: 16,540 tons (15,000 metric tons)
Cargo: 496 tons (500 metric tons)
Power System: Hyperspace Tap with unlimited life span.
Market Cost: Not for sale, however, should you have one to sell,
most races will pay billions of credits for a undamaged scout. (and get a visit
from its larger cousins a bit later. Talk about a hot potato.)
Weapon systems:
- Quantum Gravitic 'Burst' Cannon:
This weapon has excellent power and
range. This weapon system functions by firing a burst 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 burst is literally torn apart at
the subatomic level, reducing the affected area to a very hot cloud of
quarks and mesons. Other than the fact that this weapon fires in bursts and
has slightly less range than its Vorlon counterpart it is just as powerful.
The first burst is low powered and can be used against fighters without size
penalties and has +3 to strike and can be fired six times per melee. The
second setting can fired three times 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. Due to the
weapons nature, it does ful damage to targets protected by the spell
"Invulnerable to energy".
Mega Damage: low: 2D6x100 MD. Medium: 2D6x1,000 MD. Overcharge:
2D6x10,000 MD.
Range: 156 miles (250 km) in an atmosphere and 156,152 miles (250,000
km) in space.
Rate of Fire:
Low: 6 times per melee
Medium: 3 times per melee
Overload: once per melee.
Payload: Effectively Unlimited.
Special Equipment:
- Adaptive Hull: The Scout 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 Scout 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 Scout is, like all Shadow 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 -12 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 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 other younger races
but are still no where close to the First Ones level. The Shadow Fighter
would be detected as little more than a ghost on either races sensors and
they would have penalties of -9 to strike beyond visual range and -5 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. 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 would be treated to be
at the level of technology of the Minbari and Centauri. The same goes for
Battlestar Galactica, Star Trek, and Star Wars. The sensors of the races of
the First Ones would not suffer any penalties and would be able to strike
normally. This includes the Minbari / Ranger White Star class and the Drauk
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 Scout 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 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, +15 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, +16 to dodge
and +7 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 and 1999, Mischa & Kitsune. All rights
reserved.
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