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Earth Alliance Ministry Class Frigate

From Episode D6: Star Wars D6 Wiki
Revision as of 20:00, 8 February 2014 by imported>Thedemonapostle

Name: Ministry
Craft: Earth Alliance Ministry Class Escort
Type: escort frigate
Scale: capital
Length: 327.5 meters
Skill: capital ship pilot
Crew: 62
Crew Skill: Astrogation: 5D; Capital Ship Pilot: 5D; Communications: 5D; Sensors: 5D; Starship Gunnery: 3D+1; Planetary Systems: 5D; Tactics: 5D; Command: 5D
Passengers: 40
Cargo Capacity: 25 metric tons
Consumables: 10 months
Hyperdrive: x2
Nav Computer: yes
Maneuverability: 0D+2
Space: 8
Hull: 3D+1
Sensors

  • Passive: 40/1D+1
  • Scan: 80/2D+1
  • Search: 120/3D+1
  • Focus: 4/4D+1

Craft Carried: 2 light shuttles, 6 starfuries
Weapons

  • 4 Light Pulse Cannons
Fire Arc: 1 fore, 1 port, 1 starboard, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: close
Damage:
  • Single: 1D+2
  • Partial Burst: 2D+1 (Fire Control 1D)
  • Full Burst: 3D (Fire Control 0D)
  • 4 Mark II Interceptors
Fire Arc: 1 fore, 1 port, 1 starboard, 1 aft
Crew: 1
Scale: starfighter
Skill: starship gunnery
Fire Control: 2D
Space Range: 1/3/7
Damage:
  • Intercept: 5D
  • Offense: 1D
  • Grapple
Fire Arc: turret
Crew: 1
Scale: capital
Skill: capital ship pilot
Fire Control: 2D
Range: 250 meters
Strength: 3D
  • Standard Missile System
Fire Arc: turret
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)

Notes

  • 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.

Description: When the Earth Alliance needed to make sure a diplomatic or trade craft reached its destination unmolested, but did not want to dedicate any traditional fleet assets to its protection, they sent a Ministry-class Escort. Designed originally to be a trade route manager, the Ministry has been a great success in EA mercantile circuits. Relatively well armed for its role and equipped with a compliment of anti-raider heavy fighters, it is a good deterrent for most that might harass an important shipment or transport.

Having sold dozens of the vessels to outside sources in order to make sure that the ship’s signature would not automatically trigger bandits to come calling, the Ministry has seen several revisions outside of the Earth Alliance shops. Unlike so many of their own vessels, Earth Force has really only ever updated the Ministry’s weapon payload once to incorporate newer pulse cannons and missile systems when the old standby particle beams became out of date. Its new standard armament is more than enough to handle small raider groups and many a Cotton Tender has been saved an early grave by it.

Source: Babylon 5: Ships of the Galaxy (page 13); thedemonapostle