Drazi Sun-Hawk (Babylon Five):
While the Drazi are not as advanced as the Earth Alliance, their ships are still well constructed and can be very effective combatants withing their limits. The Drazi also do not have the economy for a large fleet or expensive starships so they must built low cost ships. The Drazi Sun-Hawk is a good example of their ships. It is rugged, well armed, and relatively fast. It is capable of hurting true capital ships and is capable of destroying starfighters and in fact is almost as maneuverable as starfighters. The ship has become an export model for the Drazi because several races have expressed an interest in the ship. The Drazi Sunhawk is also referred to as a War Bird.
The ship only has light armor due to the ships size and the ship cannot take as much abuse as true capital ships. This means that many of the heavy weapon such as the Ion Cannons or Pulse Cannons can destroy the Drazi Sun Hawk within half a minute or less. The ship still carries enough armor that it can withstand attacks from fighters quite well.
The ship uses a Modular fusion reactor for power, this allows the reactor to be repaired quickly and it makes it easier to repair in many cases as well. The ships thrust is provided by a relatively simple plasma drive. The ship does not have a jump drive due to cost and uses jump gates for the ships travel.
The Drazi Sun-Hawk is well armed for its size. Its main weapon are four plasma guns. The weapons are either a copy of Narn Systems or a derivative of Centauri system. It is suspect that the first is the case because the Narn have sold their systems to a great many different groups. For point defense, the Drazi has four particle beams. There is a good chance that these weapon are copied from Narn systems as well. The ship has missile launchers that are designed to be used against both capital ships and fighters.
Like most of the ships of the younger races, These ships do not have artificial gravity and crews can only serve in the ships for limited periods of time or crew will suffer from the effects of no gravity.
Listed is the formula to allow player and game masters to calculate the Sun-Hawks 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: Drazi Sun-Hawk class Gunboat.
Class: Gun Ship
Crew: 20 (2 Officers and 18 Enlisted)
Vehicles: None
M.D.C. by Location:
Plasma cannons (4): | 500 each | |
Particle Guns (4): | 225 each | |
Long Range Missile Battery: | 500 | |
[1] Plasma Engine: | 2,000 | |
[2] Bridge: | 2,200 | |
[3] Main Body: | 8,000 | |
Wings (2): | 1,000 each |
Notes:
[1] Destroying the Plasma Engine means that the maximum sublight acceleration
is reduced to ten percent of normal (using navigational thrusters).
[2] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ship’s armor. The ship does not have an auxiliary
bridge. Even if the ship’s bridge is destroyed, 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.
[3] Depleting the M.D.C. of the main body will put the Gun Ship out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
Speed:
Driving on the Ground: Not Possible.
Space Propulsion: The starship does not have an effective top
speed but is limited by acceleration. The Drazi Sun-Hawk can reach a top
acceleration of 5 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 Gunboat is mostly unshielded from the effects of radiation
and hypervelocity atomic particles (It is not completely unshielded), the
ship is not operated at speeds exceeding 20% of the speed of light.
Atmospheric Propulsion: The Drazi Sun-Hawk can operate within
an atmosphere but the ship is normally limited to around Mach 2 except
when escaping the planets gravity. The ship can reach escape velocity to
do this
Stardrive: The ship does not have a jump drive but can use already
formed jump points such as those formed by jump gates. While in hyperspace,
the ship to reach a maximum of 6.5 lightyears per hour. This means that
the Drazi Sun Hawk can cover the Galaxy in about 18 month (will need to
refuel periodically and the Drazi rarely have these ships travel that far).
Maximum Range: Conditionally unlimited, while the fusion reactor
gives power for three years of service, the ships propulsion is limited
by the ships reaction mass. 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 Sun Hawk carries six
weeks of reaction mass for travel at 1 G of acceleration. Double the consumption
of fuel for every 1.0 G of acceleration beyond 1 G. This means the ship
will burn the fuel 8 times faster than at maximum speed as it does at 1
G of acceleration. The ship will often accelerate for a period of time
and then shut down the engine and travel using the ships velocity. If the
ships uses more than half of its reaction mass when accelerating, the ship
will be unable to decelerate fully and 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 must be refueled by another vehicle
traveling faster or be lost.
Statistical Data
Height: 216.4 feet (65.9 meters)
Length: 591 feet (180 meters)
Width: 409.8 feet (124.8 meters)
Weight/Mass: 7616 million tons (6,907 metric tons)
Power System: Fusion Reactor (3 year duration). Also, the ship
only carries about a six week supply of reaction mass.
Cargo: 400 tons
Cost: 650 million credits to construct
Weapon Systems:
- Plasma Cannons (4): As the ships main anti capital ship weapon,
the ship has four plasma cannons. For a ship this small, the four plasma
cannons weapons make a powerful weapon that is capable of hurting ships
much larger than it. These weapons are mounted forward in the ships wings
and have a 30 degree arc of fire. These weapons have standard penalties
to hit small targets such as fighters and cannons can each fire individually
or together. Author Note: The source on this weapon system lists
the weapons range as 100,000 km. It has been reduces to fit more with Palladium
frameworks
Mega Damage: 1D4x100 per cannon (4D4x100 for all four cannons)
Maximum Effective Range: 6.2 miles (10 km) in an atmosphere and 621.8 miles (10,000 km) in space.
Rate of Fire: Three Times per melee round per cannon.
Payload: Effectively Unlimited. - Particle Guns (4): 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. Each mount has a 360 degree
rotation and 180 degree arc of fire.
Mega Damage: 3D6x10 per cannon
Maximum Effective 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. - Long Range Missile Batteries: This ship has twenty individual
cells to launch long range missiles. These launcher are both used to launch
anti-ship strikes and to launch against starfighters. Missile are assumed
to accelerate at 2 times normal mach speed in Gs greater than the starships
speed when used in space. Missiles can be launched at non moving targets
beyond the powered range of the missiles to hit targets without the chance
of the launching ship being hit by missiles itself. Each of these launchers
can be targeted and fired at multiple targets. The missiles normally used
are Smart Missiles.
Mega-Damage: varies with missile type (Go to revised bomb and missile tables for details.)
Maximum Effective Range: varies with missile type, long range missiles (Go to revised bomb and missile tables for details - Powered range is x 8 in space).
Rate of Fire: One at a time, or volleys of 2, 5, 10, or 20.
Payload: 4 reloads per launch tube for a total payload of 100 long range missiles.
[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Anla-Shok TM, Brakiri TM, Delenn TM, Dilgar TM, Drahk TM, Drazi TM, Earthforce TM, G'Kar TM, Londo Mollari TM, Minbari TM, Narn TM, Pak'ma'ra TM, Psi-Corp, Starfury TM, Valen TM, Vir Cotto TM, Vorlon TM, Vree TM, and Z'ha'dum TM are trademarks owned by Warner Brothers Television. ]
[ Babylon 5 is copyrighted © Warner Brothers Television. ]
Technical information sourced partially from Babylon 5 Technical Manual!
CGI of Ship by Craig P. Condu . More of his CGI pictures of B-5 Ships at Epsilon Jumpgate.
Writeup by by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.