Narn G'Quan-class Heavy Cruiser (Babylon Five):
While Narn ships look very impressive, the Narn Culture on the whole lags behind the Earth Alliance in Technology. The Narn Heavy Cruiser looks very powerful but is in actuality less powerful than Earth Force Omega Destroyers or Earth Force Nova Destroyers. The ship is designed using a combination of the best technology that the race can design or purchase along with the technology copied from captured Centauri equipment when the Centauri left.
While this ship carries around the same amount of armor that an Earth Force Omega Destroyer, the alloys that the armor is constructed from are not as advanced so the Heavy Cruiser cannot withstand as much damage as a Earth Force Omega Destroyer can.
Early versions of this ship are armed with two heavy carbon lasers that fire forward. While these weapons are powerful, they require more of the ships volume for weapons in other fleets that have similar outputs. In later production of the ship, these cannons have been replaced with Ion Laser Cannons similar to those carried on Earth Force Omega Destroyers. To support the ships main battery, the ship carries four plasma cannons that are also used against other capital ships. While of similar output as Earth Force heavy pulse cannons, each mount is more massive and the plasma cannons are of shorter range when compared to the pulse cannon. For point defense, the Narn heavy cruiser has sixteen light pulse cannons. They are longer ranged than Earth Force point defense weaponry but the Narn weaponry does less damage.
The Narn are not without any advantages over Earthforce ships. The G'Quan's sensor systems are more spread out than the sensor systems on Earth force ships. This means that no one critical hit will normally take out the ships sensor systems.
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.
The ship has a small fighter compliment and can carry a large amount of assault troops for assault mission but normally only carries 200 marines.
Listed is the formula to allow player and game masters to calculate the Cruisers 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: Narn G'Quan-class Heavy Cruiser
Class: Heavy Cruiser / Light Carrier
Crew: 450 (20 Officers and 430 Enlisted)
Troops: Standard; 200, Maximum; 1000
Vehicle Compliment:
24 | Frazi Class Fighters | |
2 | Standard Narn Shuttles |
M.D.C. by Location:
Main Energy Weapon Battery (2, forward): | 1,000 each | |
Plasma Cannons (4): | 500 each | |
Light Defensive Pulse Cannons (16): | 250 each | |
Energy Mine Launchers (2): | 800 each | |
[1] Ion Engines (3): | 4,000 each | |
[2] Bridge: | 15,000 | |
[2] Emergency Bridge: | 15,000 | |
[3] Main Body: | 40,000 | |
Wings (2): | 8,000 each |
Notes:
[1] The Destruction of one engine reduces the ships performance by
one third. The destruction of two Ion Engines reduces the ships performance
by two thirds. Destroying all three Ion Engines 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. This ship also has an auxiliary
bridge. Even if both bridges are 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 heavy Cruiser 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 Narn Heavy Cruiser can reach
a top acceleration of 3 G but due to high fuel consumption and extra strain
on the engines, the ship will normally travel at 0.5 G for any extended
trips. Top acceleration is only meant for emergencies and combat maneuvers.
Because the Heavy Cruiser is mostly unshielded from the effects of
radiation and hypervelocity atomic particles (It is not completely unshielded),
the destroyer is not operated at speeds exceeding 20% of the speed of light.
Atmospheric Propulsion: The Narn Heavy Cruiser can operate within
the outer edge of an atmosphere but if it enters deep into an atmosphere,
the ship will crash.
Stardrive: Uses a hyperdrive system that allows the ship to
reach a maximum of 6.5 lightyears per hour. This means that the Narn Heavy
Cruiser can cover the Galaxy in about 18 month (will need to refuel periodically).
The ship enters hyperspace by means of a jumpgate. This ship can use an
already made jumpgate or can form its own jumpgate.
The G`Quan has enough power to open a jumpgate every twenty minutes
(80 rounds). The gate then takes one round to open, two rounds to traverse,
and another to close.
Maximum Range: Conditionally unlimited, while the fusion reactor
gives power for a decade 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 Heavy Cruiser carries nine months of reaction mass for travel at
0.5 G of acceleration. Double the consumption of fuel for 1.0 G of acceleration
and double the consumption again for every 1.0 G of acceleration beyond
1 G. This means the ship will burn the fuel 8 times faster than at 0.5
G of acceleration at maximum speed. 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.
If the ship has a large amount of flight operations, the ship is limited
to about seven months endurance at cruising speed from the fighters using
the ships reaction mass.
Statistical Data
Height: 328.3 feet (100 meters)
Length: 3611.7 feet (1100 meters)
Width: 1641.7 feet (500 meters)
Weight: 11 million tons (10 million metric tons)
Power System: 3 Fusion Reactors (5 year duration). However,
it was recommended that the drive and power system have routine maintenance
every 2 years. Also, the ship only carries about a nine month supply of
reaction mass.
Cargo: 400,000 tons
Cost: 12 billion credits to construct
Weapon Systems
- Main Energy Battery: Older versions of this ship are equipped
with Heavy Carbon Laser Cannons and newer versions of the ship are equipped
with Ion Laser Cannons. Just previous to their war against the Centauri,
they were planning to re-equip all of their ships with Ion Laser Cannons
but due to the fact that most of their resources have been designated for
rebuilding, this has not occurred yet.
- Heavy Carbon Laser Cannons (2): This is the main weapon of
the Early versions the Narn Heavy Cruiser. At that time, the Narn were
unable to get the Ion Laser cannon designs stolen from the Centauri to
work properly. These weapons are highly focused conventional lasers. These
cannons are larger than those on many other ships to partially make up
for the fact that the weaponry is not as powerful as those on ships in
the Minbari, Centauri, and Earth militaries. The cannons have a limited
arc of fire. These weapons have standard penalties to hit small targets
such as fighters and cannons mounted together can be combined together.
Mega Damage: 5D6x100+200 per cannon (1D6x1000+400 for both cannons)
Maximum Effective Range: 2.2 miles (3.5 km) in an atmosphere and 2,170 miles (3,500 km) in space.
Rate of Fire: Once per melee round per cannon.
Payload: Effectively Unlimited. - Heavy Ion Laser Cannons (2): The cannon fires a massive burst
of ionized gas down a laser beam. This weapon is a derivative of Centauri
technology. This weapon is more massive than that of a Centauri mount.
The cannons are quite powerful but are very short ranged and slow firing.
Both cannons mounted forward. The cannons have a limited arc of fire. These
weapons have standard penalties to hit small targets such as fighters and
cannons mounted together can be combined together.
Mega Damage: 6D6x100 per cannon (1D6x1000+1000 for both cannons)
Maximum Effective Range: 2.49 miles (4 km) in an atmosphere and 2487.4 miles (4,000 km) in space.
Rate of Fire: Once per melee round per cannon.
Payload: Effectively Unlimited.
- Heavy Carbon Laser Cannons (2): This is the main weapon of
the Early versions the Narn Heavy Cruiser. At that time, the Narn were
unable to get the Ion Laser cannon designs stolen from the Centauri to
work properly. These weapons are highly focused conventional lasers. These
cannons are larger than those on many other ships to partially make up
for the fact that the weaponry is not as powerful as those on ships in
the Minbari, Centauri, and Earth militaries. The cannons have a limited
arc of fire. These weapons have standard penalties to hit small targets
such as fighters and cannons mounted together can be combined together.
- Plasma Cannons (4): To back up the Main Battery and to give
the ship the ability to hit targets at a longer range, the ship is armed
with four plasma cannons. Each mount has a 360 degree rotation and 180
degree arc of fire. These weapons have standard penalties to hit small
targets such as fighters and cannons each fire individually. 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: 2D6x100 per cannon
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. - Light Defensive Pulse Cannons (16): These cannons fire rapid
fire bursts of super charged Plasma. Similar to heavier pulse cannons but
the weapons are of lower output and have a shorter range. Weapons are used
as anti-star Fighter and missile weapon systems. Each mount has a 360 degree
rotation and 180 degree arc of fire.
Author Note: The source on this weapon system lists the weapons range as 180,000 km. It has been reduces to fit more with Palladium frameworks and weapon scale
Mega Damage: 2D6x10 per cannon
Maximum Effective Range: 11.1 miles (18 km) in an atmosphere and 1,120 miles (1,800 km) in space.
Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited. - Energy Mine Launchers (2): The ship has the ability to drop
anti-matter mines from the rear of the starship. The mines are very powerful
and can cripple most ships with just a few hits. Each mine contains protons
and anti-protons in separate magnetic containment fields. When a ship comes
close to the mines, the containment fields collapse and the matter and
anti-matter annihilate each other. If the mines are not activated, they
will last 6 months before detonating on their own but can be programed
to detonate after a period of time so that the mines do not become a navigational
hazard. The mines can be set so that they will drift or so the mines will
stay in one place using thrusters to steady the mine. These thrusters also
allow the mines to change course slightly to get targets in the blast radius
of the mines. Any attempt to detect the mines suffers a -25% to read sensor
rolls. These mines are the equivalent of Phase world anti-matter cruise
missiles without the high speed.
Maximum Effective Range: Not applicable. The mines are dropped directly behind the ship. If the mines are programmed to drift, the ship can change course and the mines will keep traveling but mines will be at penalties to strike targets. If programmed to be stationary, any ship outside of two miles from the position of the mine is safe.
Mega-Damage: 4D6x100 with 120 ft (36.4 meter) blast radius each mine.
Rate of Fire: Volleys of 10 or 20 per launcher, per melee round, for a total of 40 mines per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 200 total, 100 Energy mines per launcher.
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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 Mischa (E-Mail Mischa) and by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1998 & 1999, Mischa & Kitsune. All rights reserved.