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Narn Regime Bin'Tak Class Dreadnought: Difference between revisions

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*'''Mag Gun'''
*'''Mag Gun'''
: Fire Arc: fore<br />Crew:<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 2D<br />Space Range: long<br />Damage:
: Fire Arc: fore<br />Crew:<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 2D<br />Space Range: long<br />Damage:
:*Single: 5D+2
:*Single: 8D+1
:*Partial Burst: 6D+1 (Fire Control: 1D)
:*Partial Burst: 9D (Fire Control: 1D)
:*Full Burst: 7D (Fire Control: 0D)
:*Full Burst: 9D+2 (Fire Control: 0D)
*'''5 Heavy Laser Cannons'''
*'''5 Heavy Laser Cannons'''
: Fire Arc: 3 fore, 2 aft<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 2D<br />Space Range: 1-10/19/38<br />Damage: 3D+1
: Fire Arc: 3 fore, 2 aft<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 2D<br />Space Range: 1-10/19/38<br />Damage: 5D
*'''4 Energy Mine Launchers'''
*'''4 Energy Mine Launchers'''
: Fire Arc: fore<br />Crew: 2<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 2D<br />Space Range: 2-12/30/60<br />Damage: 6D+2
: Fire Arc: fore<br />Crew: 2<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 2D<br />Space Range: 2-12/30/60<br />Damage: 6D+2

Revision as of 21:15, 8 February 2014

Name: Bin'Tak
Craft: Narn Regime Bin'Tak Class Dreadnought
Type: dreadnought
Scale: capital
Length: 1,900 meters
Skill: capital ship pilot
Crew: 601
Crew Skill: Astrogation: 6D; Capital Ship Pilot: 6D; Capital Ship Gunnery: 5D+2; Communications: 6D; Sensors: 6D; Starship Gunnery: 5D+2; Planetary Systems: 6D; Tactics: 6D; Command: 6D
Passengers: 140
Cargo Capacity: 138 metric tons
Consumables: 35 months
Hyperdrive: x2
Nav Computer: yes
Maneuverability: -0D+1
Space: 5
Hull: 9D+2
Sensors

  • Passive: 60/2D
  • Scan: 120/3D
  • Search: 180/4D
  • Focus: 6/5D

Craft Carried: 2 heavy shuttles, 18 frazi
Weapons

  • Mag Gun
Fire Arc: fore
Crew:
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: long
Damage:
  • Single: 8D+1
  • Partial Burst: 9D (Fire Control: 1D)
  • Full Burst: 9D+2 (Fire Control: 0D)
  • 5 Heavy Laser Cannons
Fire Arc: 3 fore, 2 aft
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 2D
Space Range: 1-10/19/38
Damage: 5D
  • 4 Energy Mine Launchers
Fire Arc: fore
Crew: 2
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 2-12/30/60
Damage: 6D+2
  • 18 Particle Arrays
Fire Arc: 8 fore, 4 port, 4 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1-8/15/25
Damage: 5D

Notes

  • Energy Mine: The energy mines used by the Narn Regime are extremely potent weapons that have been designed to damage enemy vessels at long range and break up attacking formations before they engage with Narn fleets. Though unlikely to cripple warships, they are capable of scoring telling damage and are absolutely lethal to deployed fighters. Based around a warhead with a self-generating plasma field, energy mines are pre-programmed on launch to detonate at a set range, unleashing a destructive pulse with a huge area of effect which allows them to batter several vessels at once.

    An energy mine is targeted at a specified point, rather than an enemy spacecraft and the attack is required to hit, difficulty 10, modified for range and speed as normal. Any object within the target area or up to 2 space units away from this point will be automatically hit by the energy mine, taking 6D+2 points of damage (starfighter scale).

    Improved energy mines exist. These came into production during the last few weeks of the War of Retribution when desperate War Leaders gave the order to cannibalize cruiser class vessels with severe battle damage for parts and supplies. One of the outcomes of that order was the heavy energy mine. This is a normal energy mine with an explosive range of 4 space units as opposed to 2. Within 2 space units of the detonation point, damage is 10D (starfighter scale) and any starfighter class vessel surviving the damage must make an immediate Pilot skill check at difficulty 20 or be stalled and unable to make any maneuvers or attacks for 1D rounds. At a distance of 3 to 4 space units from the detonation point, damage is 3D+1 (starfighter scale) and has no additional effect.

Description: The truly massive and imposing Bin’Tak is almost always the flagship of any attack fleet it accompanies, and for obvious reasons. Bin’Tak hulls are the largest and most costly in the Regime, representing a huge expenditure in resources and work hours devoted to the creation, manning, arming and deployment of these mobile fortresses. While its armament is formidable, it is slightly vulnerable to a well-planned or massed assault and will never be deployed to a battle without a proper escort. This cannot be mistaken for weakness, however, for the Bin’Tak can single-handedly decimate a small fleet of lesser spacecraft in minutes and is arguably superior in many ways to a Centauri Octurion battleship.

The Bin’Tak is quite literally a flying city devoted to the war effort. There are blocks of barracks-style housing sitting down a corridor from special low-G weapons foundries that use castoff fusion exhaust to help forge weaponry and charge systems. Hundreds of Narn scramble from weapon console to assault shuttles at a moment’s notice – ready to do battle across space, on enemy decks or in fighter cockpits all with the same fervor.

The Bin’Tak is a personification of the Narn mindset – bigger than life, hard to kill, and armed with a hundred ways to deliver defeat to their enemies.

Source: Babylon 5: Ships of the Galaxy (pages 60-61); thedemonapostle