The last of the Shadows warships to be seen, it is also the most remarkable looking: a flat wedge with two spikes jutting out of the narrow front end and a total of twelve spines that curve forward coming out of the rear top and bottom. It is like all Shadow constructs a entirely organic ship and as such is alive. Like its larger brothers it needs a living being to act as computer core, with all the advantages and disadvantages that brings with it.
The skin of this creature is a strong adapting armor, like that of all Shadow ships. Backing up this armor are shields consisting of interwoven energy fields and layers of gravitational distortion. These shields are capable of absorbing large amounts of energy, be it directed energy or kinetic in nature.
The armament of the Scout consists of a Shadow type Quantum Gravitic Discharge Cannon which fires bursts of energy rather than the normal continuous beam usually seen. This does not mean that it is less powerful, for it is every bit as destructive as the gun of its Vorlon counterpart, the Vorlon Cruisers Quantum Gravitic cannon.
The ships sublight propulsion consists of a powerful gravity drive system that is used for maneuvering and main thrust. this gives the Scout superb maneuverability and acceleration. This drive can also be used as a tractor beam. Because of their long experience with FTL physics they have a hyperdrive system that allows them to move in and out of hyperspace at will, at whatever position they wish to appear at. This gives them a great advantage in ambushes etc. they can also use the drive to pass in between hyperspace and real space and be virtually invulnerable there.
Since the ship is alive it has an intelligence similar to that of a sentient AI and so can perform difficult maneuvers on its own. It needs a crew, although its more apt to call that single unfortunate individual a computer core. Take note that the smaller and medium sized Warships are usually drones and will normally have no Shadows are onboard (they always have the unfortunate victim or they are inert). On sensor readings the ship will read as built out of organic materials rather than the metal alloys that most starships are built out of. When its ECM is engaged it is almost impossibly hard to detect.
Normally this ship is escorted by 7 shadowfighters, but apart from that it is alone. Its job is after all to scout ahead of any major Shadow warships and to bring back information regarding the target area. Because of this it is often far away from reinforcements and it tends to flee rather than engage multiple enemies. Destroy it and its escorts and a Shadow attack will be stalled: there will first be more scouts to investigate. If it escapes, run: a group of Shadow Warships is likely to arrive soon!!
This writeup of the Shadow Scout uses modified modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.
Model: Shadow scout / assault fighter
Crew: One, the ship is flown by a living computer core. Boarding
parties have a problem as there are no corridors or open spaces inside
of the Scout! Should the Scout have a crew onboard (for game terms: 15
shadows) it will form corridors and such. Bear in mind that Shadows are
as powerful as a low powered supernatural intelligence.
M.D.C. by location:
Quantum Gravitic "Burst" Cannon: | 5,000 | |
[1] Gravity Drive Spines (12): | 3,000 each | |
[2] Main Body: | 50,000 | |
[3] Variable Force Field: | 8,000 a side (48,000 Total) |
Notes:
[1] Destroying a gravity drive spine means that sublight acceleration
and maneuvering are reduced by 7 percent -1 penalty to dodge) Add on penalties
per destroyed spine. Even with all spines gone the scout still has 15 percent
of its engine power. The main hull has to have taken at least 20 percent
damage (8,800 MDC) for the drive to shut down.
[2] Depleting the MDC of the body will destroy the scout, putting it
out of commission. The scout will be a unsalvageable floating mass of scorched
organic matter. Useless for anything. Both the hull and the ships systems
have the ability to repair themselves. These repairs are effected at 1D4x100
MDC per minute. The scout can only regenerate up to half the MDC per system.
[4] Shield positions are variable and can be combined into one shield.
The shields regenerate at a rate of 5% (2,400 MDC) per melee round.
Speed:
Driving on the Ground: Not Possible.
Sublight: Gravity drive allows the ship to travel up to 60 percent
of the speed of light. The ship can accelerate/decelerate at a rate of
1.5 percent of light per melee
Atmospheric Propulsion: Maximum speed is mach 20, has reasonable
handling qualities in atmosphere. Can enter atmosphere and leave.
Stardrive: Unlike the Vorlons, the starships of the Shadows
do not need to use or create a Jump Point to enter into hyperspace. Instead
they can create a tiny effect that passes the ship into hyperspace without
any jump point being formed. The ship can also travel into a pocket dimension
that the ship is between normal space and hyperspace. The ships can use
this to evade mines or missiles. The Shadow scout is incredibly fast in
hyperspace. The ship can travel the equivalent of 200 light years per hour
in distance in real space. This means that the ship could actually cross
the Galaxy in about three weeks. The scout can pass into and out of hyperspace
within the atmosphere of a planet as well as in space. Shadow scout ships
will occasionally use previously established jump points to deceive an
enemy into thinking that they cannot pass out of hyperspace without a jump
point.
The Shadow Scout has enough power to move in or out of hyperspace every
round, if so desired. The entire phasing takes just seven seconds, and
always occurs as the LAST action that round.
Maximum Range: Unlimited by all drive systems. It is not known
how much supplies it carries with it, but it is safe to assume several
years worth.
Special note:
Because the gravity drive is used for maneuvering, the entire scout
can turn around and fire in every direction at will. However, making a
turn or a evasive maneuver at high speed (above 5 percent of light, roughly
15,000 km/s or 9,300 miles/s) costs enough energy that the scout loses
energy to the cannon. This means that power is less, halving the MDC done
that round.
Statistical Data:
Length: 350 feet (105 meters)
Height: 200 feet (60 meters)
Width: 267 feet (80 meters)
Weight: 16,540 tons (15,000 metric tons)
Cargo: 496 tons (500 metric tons)
Power System: Hyperspace Tap with unlimited life span.
Market Cost: Not for sale, however, should you have one
to sell, most races will pay billions of credits for a undamaged scout.
(and get a visit from its larger cousins a bit later. Talk about a hot
potato.)
Weapon systems:
Special Equipment:
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Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
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[ Babylon 5 is copyright © Warner Brothers Television. ]
Technical Information from Babylon
5 Technical Manual!
CGI of Ship by Evelio Perez-Albuerne. More of Evelio's
CGI pictures of B-5 Ships at
Evelio's Babylon 5 3d Model Index
By Mischa (E-Mail Mischa)
Revised By Kitsune (E-Mail Kitsune
).
Rifts Conversion Copyright © 1998 and 1999, Mischa & Kitsune. All rights reserved.