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Interstellar Alliance White Star Class Cruiser: Difference between revisions

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'''Craft Carried''': 2 Flyers<br />'''Weapons'''
'''Craft Carried''': 2 Flyers<br />'''Weapons'''
*'''Neutron Laser Cannon'''
*'''Neutron Laser Cannon'''
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 7D
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 8D+1
*'''4 Molecular Pulsars'''
*'''4 Molecular Pulsars'''
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage:
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage:
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'''Craft Carried''': 2 Flyers<br />'''Weapons'''
'''Craft Carried''': 2 Flyers<br />'''Weapons'''
*'''2 Neutron Laser Cannons'''
*'''2 Neutron Laser Cannons'''
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 7D
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 8D+1
*'''3 Standard Missile Systems'''
*'''3 Standard Missile Systems'''
: Fire Arc: fore<br />Crew: 2<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 2-12/30/60<br />Atmosphere Range: 200-1,200/3,000/6,000m<br />Damage: 8D+1
: Fire Arc: fore<br />Crew: 2<br />Skill: capital ship gunnery<br />Rate of Fire: 1<br />Damage: varies by missile type
:*'''Anti-Fighter Missile'''
:: Scale: starfighter<br />Fire Control: 6D<br />Space Range: 1-15/30/60<br />Damage: 6D
:*'''Anti-Ship Missile'''
:: Scale: capital<br />Fire Control: 2D<br />Space Range: 1-15/30/60<br />Damage: 3D+1
:*'''Flash Missile'''
:: Scale: capital<br />Fire Control: 2D<br />Space Range: 1-15/30/60<br />Damage: 5D
:*'''Heavy Missile'''
:: Scale: capital<br />Fire Control: 1D<br />Space Range: 1-5/10/20<br />Damage: 6D+2
:*'''Multi-Warhead Missile'''
:: Scale: starfighter<br />Fire Control: 1D<br />Space Range: 1-5/10/20<br />Damage: 5D (see note)
:*'''H.A.R.M. (High-Speed Anti-Radiation Missile)'''
:: Scale: capital<br />Fire Control: 2D<br />Space Range: 1-15/30/60<br />Damage: special (see note)
:*'''R.M.T.S. Missile (Radioactive Monitor Tracking System''')
:: Scale: starfighter <br />Fire Control: 2D<br />Space Range: 1-15/30/60<br />Damage: 3D+1 (see note)
*'''4 Molecular Pulsars'''
*'''4 Molecular Pulsars'''
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500<br />Damage:
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500<br />Damage:
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*'''Minbari Flight Computer''': The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
*'''Minbari Flight Computer''': The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
*'''Self-Repairing''': A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.
*'''Self-Repairing''': A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.
*'''Multi-Warhead Missile''': Basically a group of singular warheads on timed-release triggers designed to slip past enemy defenses or saturate a single target with destructive power, the multi-warhead missile allows a single missile to effectively become three, hopefully getting past any defensive fire the target might be able to muster.
:*Special: Although the launching missile system does not have the capability, a multi-warhead missile counts as a Rapid Fire weapon when fired.
*'''HARM (High-Speed Anti-Radiation Missile)''': Intended for use against the Minbari, the HARM missile specififi cally targets enemy sensor systems, rendering them temporarily blind with electromagnetic interference. These missiles do not carry normal payloads but instead pulse with ECM emitters when near to an enemy ship.
:*Special: The HARM reduces the targeted ship’s Sensor rating by –1D(D) for 1D rounds if it ‘hits’ (in truth, the missile need only approach near the target for the effect to take place).
*'''RMTS (Radioactive Monitor Tracking System) Missile''': A forebear of the HARM, the Radioactive Monitor Tracking System (RMTS) missile variant was a very expensive attempt to coat a Minbari target with easily traceable materials that further attacks and scanners could home in on, eliminating one of their most notorious edges. The materials used were unfathomably expensive and the missile was nowhere near as effective as the test scientists believed it would be, which is why they were discontinued before the end of the Earth-Minbari War.
:*Special: Any ship hit by a RMTS Missile loses –1D to its Stealth rating for 1D rounds.


=='''White Star Class-A Carrier'''==
=='''White Star Class-A Carrier'''==
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'''Craft Carried''': 6 flyers or shuttles; 24 nial, 2 WSC-L<br />'''Weapons'''
'''Craft Carried''': 6 flyers or shuttles; 24 nial, 2 WSC-L<br />'''Weapons'''
*'''Neutron Laser Cannon'''
*'''Neutron Laser Cannon'''
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 7D
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 8D+1
*'''4 Molecular Pulsars'''
*'''4 Molecular Pulsars'''
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-5/15/30<br />Atmosphere Range: 10-500/1,500/3,000m<br />Damage:
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-5/15/30<br />Atmosphere Range: 10-500/1,500/3,000m<br />Damage:
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:*Full Burst: 8D (Fire Control 3D)
:*Full Burst: 8D (Fire Control 3D)
*'''10 Fusion Cannons'''
*'''10 Fusion Cannons'''
: Fire Arc: 3 fore, 2 port, 2 starboard, 3 aft<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage: 6D+2
: Fire Arc: 3 fore, 2 port, 2 starboard, 3 aft<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage: 3D+1


'''Notes'''
'''Notes'''
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'''Craft Carried''': 2 Flyers; 12 Nial<br />'''Weapons'''
'''Craft Carried''': 2 Flyers; 12 Nial<br />'''Weapons'''
*'''5 Neutron Laser Cannons'''
*'''5 Neutron Laser Cannons'''
: Fire Arc: 2 fore, 1 port, 1 starboard 1 aft<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 7D
: Fire Arc: 2 fore, 1 port, 1 starboard 1 aft<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 8D+1
*'''8 Molecular Pulsars'''
*'''8 Molecular Pulsars'''
: Fire Arc: 4 fore, 1 port, 1 starboard, 2 aft<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage:
: Fire Arc: 4 fore, 1 port, 1 starboard, 2 aft<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage:
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:*Full Burst: 7D+1 (Fire Control 4D)
:*Full Burst: 7D+1 (Fire Control 4D)
*'''4 Fusion Cannons'''
*'''4 Fusion Cannons'''
: Fire Arc: 3 fore, 1 aft<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage: 6D+2
: Fire Arc: 3 fore, 1 aft<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage: 3D+1
*'''2 Energy Mine Launchers'''
*'''2 Energy Mine Launchers'''
: Fire Arc: fore<br />Crew: 2<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 2-12/30/60<br />Atmosphere Range: 200-1,200/3,000/6,000m<br />Damage: 6D+2
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 2-12/30/60<br />Atmosphere Range: 4-24/60/120km<br />Area of Effect: 1 km<br />Damage: 3D+1


'''Notes'''
'''Notes'''
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'''Craft Carried''': 2 Flyers; 12 Nial; WSC-L<br />'''Weapons'''
'''Craft Carried''': 2 Flyers; 12 Nial; WSC-L<br />'''Weapons'''
*'''2 Neutron Laser Cannons'''
*'''2 Neutron Laser Cannons'''
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 7D
: Fire Arc: fore<br />Crew: 2<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/35/75<br />Atmosphere Range: 2-30/70/150km<br />Damage: 8D+1
*'''4 Molecular Pulsars'''
*'''4 Molecular Pulsars'''
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage:
: Fire Arc: fore<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage:
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:*Full Burst: 7D+1 (Fire Control 4D)
:*Full Burst: 7D+1 (Fire Control 4D)
*'''9 Fusion Cannons'''
*'''9 Fusion Cannons'''
: Fire Arc: 3 fore, 2 port, 2 starboard, 2 aft<br />Crew: 1<br />Scale: starfighter<br />Skill: starship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage: 6D+2
: Fire Arc: 3 fore, 2 port, 2 starboard, 2 aft<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-3/12/25<br />Atmosphere Range: 10-300/1,200/2,500m<br />Damage: 3D+1
*'''Electro Pulse Gun'''
*'''Electro Pulse Gun'''
: Fire Arc: fore<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/25/50<br />Atmosphere Range: 2-30/50/100km<br />Damage: 5D+1 ionization
: Fire Arc: fore<br />Crew: 1<br />Scale: capital<br />Skill: capital ship gunnery<br />Fire Control: 5D<br />Space Range: 1-15/25/50<br />Atmosphere Range: 2-30/50/100km<br />Damage: Target 100% Ionized


'''Notes'''
'''Notes'''

Revision as of 21:45, 8 February 2014

White Star Class-1 Cruiser

Craft: Interstellar Alliance White Star Class-1 Cruiser
Type: cruiser
Scale: capital
Length: 475.6 meters
Skill: capital ship pilot
Crew: 24
Crew Skill: Astrogation: 5D; Capital Ship Pilot: 5D; Capital Ship Gunnery: 3D+2; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2; Planetary Systems: 5D; Tactics: 5D; Command: 5D
Passengers: 200
Cargo Capacity: 10 metric tons
Consumables: 10 months
Hyperdrive: x1
Nav Computer: yes
Maneuverability: 3D+1
Space: 15
Atmosphere: 505; 1,450 kmh
Hull: 4D
Shields: EM Shield
Sensors

  • Passive: 80/2D+2
  • Scan: 160/3D+2
  • Search: 240/4D+2
  • Focus: 8/5D+2

Craft Carried: 2 Flyers
Weapons

  • Neutron Laser Cannon
Fire Arc: fore
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-15/35/75
Atmosphere Range: 2-30/70/150km
Damage: 8D+1
  • 4 Molecular Pulsars
Fire Arc: fore
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500m
Damage:
  • Single: 6D+2
  • Full Burst: 7D+1 (Fire Control 4D)
  • EM Shield
Fire Arc: all
Crew: 1
Skill: sensors
Range: 1-25/50/100
Effect: Enemy Fire Control and Sensors -2D+2

Notes

  • EM Shield: Found only on the White Star, this Vorlon device disrupts the ability of enemy vessels to target the ship but disrupts the ship’s own targeting sensors. The EM shield may be fired as part of any defensive action. However, it also suffers a –1D+1 penalty to any attempts to use its own targeting computer to attempt or hold on to a weapons lock on another craft.
  • Minbari Flight Computer: The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
  • Self-Repairing: A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.

White Star Class-2 Cruiser

Craft: Interstellar Alliance White Star Class-2 Cruiser
Type: cruiser
Scale: capital
Length: 475.6 meters
Skill: capital ship pilot
Crew: 24
Crew Skill: Astrogation: 5D; Capital Ship Pilot: 5D; Capital Ship Gunnery: 3D+2; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2; Planetary Systems: 5D; Tactics: 5D; Command: 5D
Passengers: 200
Cargo Capacity: 25 metric tons
Consumables: 10 months
Hyperdrive: x1
Nav Computer: yes
Maneuverability: 2D+2
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 4D+1
Shields: bio-adaptive
Sensors

  • Passive: 80/2D+2
  • Scan: 160/3D+2
  • Search: 240/4D+2
  • Focus: 8/5D+2

Craft Carried: 2 Flyers
Weapons

  • 2 Neutron Laser Cannons
Fire Arc: fore
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-15/35/75
Atmosphere Range: 2-30/70/150km
Damage: 8D+1
  • 3 Standard Missile Systems
Fire Arc: fore
Crew: 2
Skill: capital ship gunnery
Rate of Fire: 1
Damage: varies by missile type
  • Anti-Fighter Missile
Scale: starfighter
Fire Control: 6D
Space Range: 1-15/30/60
Damage: 6D
  • Anti-Ship Missile
Scale: capital
Fire Control: 2D
Space Range: 1-15/30/60
Damage: 3D+1
  • Flash Missile
Scale: capital
Fire Control: 2D
Space Range: 1-15/30/60
Damage: 5D
  • Heavy Missile
Scale: capital
Fire Control: 1D
Space Range: 1-5/10/20
Damage: 6D+2
  • Multi-Warhead Missile
Scale: starfighter
Fire Control: 1D
Space Range: 1-5/10/20
Damage: 5D (see note)
  • H.A.R.M. (High-Speed Anti-Radiation Missile)
Scale: capital
Fire Control: 2D
Space Range: 1-15/30/60
Damage: special (see note)
  • R.M.T.S. Missile (Radioactive Monitor Tracking System)
Scale: starfighter
Fire Control: 2D
Space Range: 1-15/30/60
Damage: 3D+1 (see note)
  • 4 Molecular Pulsars
Fire Arc: fore
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500
Damage:
  • Single: 6D+2
  • Full Burst: 7D+1 (Fire Control 4D)

Notes

  • Bio-Adaptive Shielding: Whilst not as advanced as the adaptive armor found on Vorlon vessels or the living skin found on mighty Shadow ships, the armor fitted to a Victory is the most advanced of any race, perhaps even including the Minbari. Bio-adaptive shielding will automatically halve the Total Offence of any barrage that hits it.
  • Minbari Flight Computer: The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
  • Self-Repairing: A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.
  • Multi-Warhead Missile: Basically a group of singular warheads on timed-release triggers designed to slip past enemy defenses or saturate a single target with destructive power, the multi-warhead missile allows a single missile to effectively become three, hopefully getting past any defensive fire the target might be able to muster.
  • Special: Although the launching missile system does not have the capability, a multi-warhead missile counts as a Rapid Fire weapon when fired.
  • HARM (High-Speed Anti-Radiation Missile): Intended for use against the Minbari, the HARM missile specififi cally targets enemy sensor systems, rendering them temporarily blind with electromagnetic interference. These missiles do not carry normal payloads but instead pulse with ECM emitters when near to an enemy ship.
  • Special: The HARM reduces the targeted ship’s Sensor rating by –1D(D) for 1D rounds if it ‘hits’ (in truth, the missile need only approach near the target for the effect to take place).
  • RMTS (Radioactive Monitor Tracking System) Missile: A forebear of the HARM, the Radioactive Monitor Tracking System (RMTS) missile variant was a very expensive attempt to coat a Minbari target with easily traceable materials that further attacks and scanners could home in on, eliminating one of their most notorious edges. The materials used were unfathomably expensive and the missile was nowhere near as effective as the test scientists believed it would be, which is why they were discontinued before the end of the Earth-Minbari War.
  • Special: Any ship hit by a RMTS Missile loses –1D to its Stealth rating for 1D rounds.


White Star Class-A Carrier

Craft: Interstellar Alliance White Star Class-A Carrier
Type: carrier
Scale: capital
Length: 475.6 meters
Skill: capital ship pilot
Crew: 66
Crew Skill: Astrogation: 5D; Capital Ship Pilot: 5D; Capital Ship Gunnery: 3D+2; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2; Planetary Systems: 5D; Tactics: 5D; Command: 5D
Passengers: 260
Cargo Capacity: 75 metric tons
Consumables: 13 months
Hyperdrive: x1
Nav Computer: yes
Maneuverability: 2D+2
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 6D
Shields: bio-adaptive
Sensors

  • Passive: 100/3D+1
  • Scan: 200/4D+1
  • Search: 300/5D+1
  • Focus: 10/6D+1

Craft Carried: 6 flyers or shuttles; 24 nial, 2 WSC-L
Weapons

  • Neutron Laser Cannon
Fire Arc: fore
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-15/35/75
Atmosphere Range: 2-30/70/150km
Damage: 8D+1
  • 4 Molecular Pulsars
Fire Arc: fore
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D
Space Range: 1-5/15/30
Atmosphere Range: 10-500/1,500/3,000m
Damage:
  • Single: 6D+2
  • Partial Burst: 7D+1 (Fire Control 4D)
  • Full Burst: 8D (Fire Control 3D)
  • 10 Fusion Cannons
Fire Arc: 3 fore, 2 port, 2 starboard, 3 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500m
Damage: 3D+1

Notes

  • Bio-Adaptive Shielding: Whilst not as advanced as the adaptive armor found on Vorlon vessels or the living skin found on mighty Shadow ships, the armor fitted to a Victory is the most advanced of any race, perhaps even including the Minbari. Bio-adaptive shielding will automatically halve the Total Offence of any barrage that hits it.
  • Minbari Flight Computer: The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
  • Self-Repairing: A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.

White Star Class Gunship

Craft: Interstellar Alliance White Star Class Gunship
Type: gunship
Scale: capital
Length: 475.6 meters
Skill: capital ship pilot
Crew: 68
Crew Skill: Astrogation: 5D; Capital Ship Pilot: 5D; Capital Ship Gunnery: 3D+2; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+2; Planetary Systems: 5D; Tactics: 5D; Command: 5D
Passengers: 260
Cargo Capacity: 75 metric tons
Consumables: 13 months
Hyperdrive: x1
Nav Computer: yes
Maneuverability: 2D+2
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 6D
Shields: bio-adaptive
Sensors

  • Passive: 100/3D+1
  • Scan: 200/4D+1
  • Search: 300/5D+1
  • Focus: 10/6D+1

Craft Carried: 2 Flyers; 12 Nial
Weapons

  • 5 Neutron Laser Cannons
Fire Arc: 2 fore, 1 port, 1 starboard 1 aft
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-15/35/75
Atmosphere Range: 2-30/70/150km
Damage: 8D+1
  • 8 Molecular Pulsars
Fire Arc: 4 fore, 1 port, 1 starboard, 2 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500m
Damage:
  • Single: 6D+2
  • Full Burst: 7D+1 (Fire Control 4D)
  • 4 Fusion Cannons
Fire Arc: 3 fore, 1 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500m
Damage: 3D+1
  • 2 Energy Mine Launchers
Fire Arc: fore
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120km
Area of Effect: 1 km
Damage: 3D+1

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.
  • Bio-Adaptive Shielding: Whilst not as advanced as the adaptive armor found on Vorlon vessels or the living skin found on mighty Shadow ships, the armor fitted to a Victory is the most advanced of any race, perhaps even including the Minbari. Bio-adaptive shielding will automatically halve the Total Offence of any barrage that hits it.
  • Minbari Flight Computer: The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
  • Self-Repairing: A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.

White Star Class Command Cruiser

Craft: Interstellar Alliance White Star Class Command Cruiser
Type: command cruiser
Scale: capital
Length: 475.6 meters
Skill: capital ship pilot
Crew: 94
Crew Skill: Astrogation: 7D+2; Capital Ship Pilot: 7D+2; Capital Ship Gunnery: 6D+1; Communications: 7D+2; Sensors: 7D+2; Starship Gunnery: 6D+1; Planetary Systems: 7D+2; Tactics: 7D+2; Command: 7D+2
Passengers: 280
Cargo Capacity: 25 metric tons
Consumables: 14 months
Hyperdrive: x1
Nav Computer: yes
Maneuverability: 2D+2
Space: 12
Atmosphere: 450; 1,300 kmh
Hull: 6D
Shields: bio-adaptive
Sensors

  • Passive: 100/3D+1
  • Scan: 200/4D+1
  • Search: 300/5D+1
  • Focus: 10/6D+1

Craft Carried: 2 Flyers; 12 Nial; WSC-L
Weapons

  • 2 Neutron Laser Cannons
Fire Arc: fore
Crew: 2
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-15/35/75
Atmosphere Range: 2-30/70/150km
Damage: 8D+1
  • 4 Molecular Pulsars
Fire Arc: fore
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500m
Damage:
  • Single: 6D+2
  • Full Burst: 7D+1 (Fire Control 4D)
  • 9 Fusion Cannons
Fire Arc: 3 fore, 2 port, 2 starboard, 2 aft
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-3/12/25
Atmosphere Range: 10-300/1,200/2,500m
Damage: 3D+1
  • Electro Pulse Gun
Fire Arc: fore
Crew: 1
Scale: capital
Skill: capital ship gunnery
Fire Control: 5D
Space Range: 1-15/25/50
Atmosphere Range: 2-30/50/100km
Damage: Target 100% Ionized

Notes

  • Bio-Adaptive Shielding: Whilst not as advanced as the adaptive armor found on Vorlon vessels or the living skin found on mighty Shadow ships, the armor fitted to a Victory is the most advanced of any race, perhaps even including the Minbari. Bio-adaptive shielding will automatically halve the Total Offence of any barrage that hits it.
  • Minbari Flight Computer: The computer systems built into most Minbari spacecraft are incredibly advanced, to the point where an authorized passenger simply need state where he wants to go and the vessel will simply take him there by the most expedient route, avoiding any dangers and hazards automatically. The flight computer is so advanced that it can even fulfill most combat operations successfully, with minimal input from its passengers. The Minbari flight computer may be activated during any order, though most Minbari vessels with one installed will have it permanently active. As long as it is activated, the craft may ignore any impaired penalties due to damaged control or crew areas. In addition, any Operations checks, Pilot checks or attack rolls may be made by the flight computer (4D+2).
  • Self-Repairing: A rare trait normally only found on living ships or White Stars, this craft is able to heal any damage at a vastly accelerated rate. Every successfully repair check repairs two points of damage rather than one. In addition, it will automatically heal one point of damage per hour.

Description

A result of a technological mixture of Minbari and Vorlon sciences, the White Star is a powerful vessel with offensive firepower far beyond what its smallish size would otherwise suggest. Combining advantages of a Minbari ship’s design with several of the benefits of Vorlon living matrices, White Stars are agile, resilient, and capable of dealing with enemies far larger than.

Over the years since their debut, the ISA has performed many alterations and refits to their primary warship, creating several more specialized versions. The WSC-2 is an updated White Star bearing newer technologies in an attempt to keep the hull current with the developments and expansion of the Interstellar Alliance; using some Earth Force weapon systems to augment the already potent compliment. It has been criticized for trying to strike above its own class, the ‘heavy’ White Star remains capable of tackling much larger vessels when commanded by an experienced Ranger captain and supported by others of its kind. By adding externally shielded hangar access and heavier bulkheads to reinforce a slightly larger hull frame, the WSC-A carrier can bring many Ranger pilots quickly to a battle and remain to add its considerable firepower to the fray until it needs to pick them back up and escape into hyperspace.

Seeing how well the WSC-A worked, the Anla’shok use the same larger hull frame to create the deadly WSG gunship – whose firepower rivals that of the Minbari Sharlin when able to draw enough targets to unleash it. The gunship is very rare due to its sheer expense, but they have been sighted around Minbar in flight groups of twos and threes.

Using a White Star hull base and elongating it along its axis to be nearly as long as a Sharlin, the WSC-O operational command ship is a fast-flying Ranger flagship that can organize entire fleets from hyperspace if need be, using a powerfully enhanced communications array – based on something similar to that found on Epsilon III’s Great Machine – that allows all of the other White Stars to stay in touch with the command ship at all times.

No matter the size, shape or use, the White Star vessel family is the real backbone of the Interstellar Alliance’s fleet and will remain so for a very long time indeed.

Source

Babylon 5: Ships of the Galaxy (pages 78-80); thedemonapostle