Interstellar Alliance White Star (Babylon Five):
The White Star class of ships were build by the Minbari to serve as the front line ships for the Army of Light. With the inclusion of the most advanced of their technology, and the addition of standard Vorlon technology, these ships were the most powerful ships build by any of the younger races until the Interstellar Alliance had the Victory Class Destroyers build. Even so, it is still by far the most powerful ship in the galaxy when the power to size ratio is taken into account.
Although the ship is some 268 meters long, it is powerful and agile enough to combat fighters, and in fact the skill Pilot Starfighter is used to pilot the White Star. Its array of weapons is however more than powerful enough to allow the ship to fight capital ships of the line of any of the younger races.
A Single White Star has more firepower that an Earth Alliance Destroyer and in Phase World terms is more powerful than any single ship smaller than a Protector class battleship not including other ships missile launchers. There is a good chance even with missiles because the missile will be unable to lock onto a target in many cases.
The ship is armed with a Vorlon Quantum Gravitic Discharge Cannon for its primary weapon. This weapon is capable of destroying a CAF Warshield class cruiser with just two shots. Supporting this weapon system, the ship carries four fusion guns and four neutron cannons. If this ship has any weakness, the weakness is that this ship does not carry missile launchers.
The hull of the White Star is made up of a special Vorlon organic material and can both repair itself and can adapt to attacks to reduce damage. No attack does full effect on the hull more than once.
The White Star also has shields that consist of alternating gravimetric distortion waves and complex field of energy fields. These shields disburse any and all energy (including Kinetic) fired upon the White Star leaving only a fraction of the blast. These shields can be dropped by being hit by powerful weapons or can be dropped by multiple volleys from less powerful weapons.
The ships subspace propulsion is by Vorlon Gravitic propulsion with Minbari Ion/Fusion Engines as backup. The ship can use the Gravitic propulsion to act as a tractor beam. The ship also has the ability to form its own jumpgate and is presently the smallest ship constructed by the younger races that can open its own jumpgate. However, if the main quantum discharge cannon is fired on overcharge it means that energy is drawn away from the Hyperdrive, so that it takes another five extra minutes to recharge.
This ship has special ECM that makes it very hard to detect and also have a sentient computer that can often complete maneuvers that the crew do not have the skills to do.
Notes of game conversion:
For purposes of game balance, there are two different versions of the starship. One is designed with accelerations in terms of gravities (G) which can better interact better with other Babylon 5 ships such as Earth Force and the Narn military. The other is written to operate within the Three Galaxies and operated with Consortium and Kreeghor vessels.
Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. This version is recommended if you with to put them into Phase World as among equals. See Revised Starship Rules for Phase World for more details.
Moderate version uses Gs of acceleration but does not have reduced weapon ranges except for missiles. This version is useful for Mutants In Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters 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: Minbari-Vorlon hybrid White Star-class gunship
Crew: The White Star has a maximum crew capacity of 68 people. Under normal conditions, the White Star has a crew of 38 duty personnel, and 1 command level officers. The ship can also be controlled by one pilot if necessary.
Minbari Windstar Fighters
Standard Minbari Shuttles
M.D.C. by Location:
Quantum Gravitic Discharge Cannon (1):
Neutron Cannons (4):
Fusion Guns (4):
 Engines (3):
 Main Body:
 Variable Force Field:
10,000 a side (60,000 Total)
 In reality this is how much damage needs to be done for a weapon to hit the bridge through the ships armor. This ship does not has also has an auxiliary bridge. Even if the ships bridge is taken out, 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.
 Destroying the main engines means that ship FTL systems are destroyed and maximum sublight speed is reduced to one quarter of normal..
 Depleting the M.D.C. of the main body will put the White Star out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck. Both the hull and the ships systems have the ability to repair themselves. The ships hull and ships systems regenerate damage at the rate of 1D6x10 M.D.C. per minute. The ship can only repair up to half the total M.D.C. of a system or the main body.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (3,000 M.D.C.) per melee round.
Driving on the Ground: Not Possible.
Phase World Version: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.5 percent of light per melee round.
Moderate Version: The White Star does not have an effective top speed but is limited by acceleration. The White Star can reach a top acceleration of 15 G but standard is 7.5 G to reduce stress on engines.
Atmospheric Propulsion: The White Star is an excellent atmospheric starship and can reach up to Mach 12 in an atmosphere.
Stardrive: Uses a hyperdrive system that allows the ship to reach a maximum of 85 light-year per hour in real universe travel. This means that the White Star can cover the Galaxy in about 7 weeks. The ship enters hyperspace by means of a jumpgate. This ship can use an already made jumpgate or can form its own jumpgate. Ship can also enter or leave hyperspace within an atmosphere but the ship must have very precise coordinates or it will open the hyperspace gate within the planet itself and the ship will destroy itself.
The Whitestar has enough power to open a jumpgate every ten minutes (40 rounds). The gate then takes
one round to open, two rounds to traverse, and another to close.
Maximum Range: Effectively Unlimited by either Drive system. Carries about one years worth of supplies on board
Height: 223 feet (67 m)
Length: 893.3 feet (268 m)
Width: 580.6 feet (174.2 m)
Weight / Mass: 85,000 tons (77,100 metric tons)
Cargo: 500 tons
Power System: Vorlon based Hyperspace Tap/Quantum Gravimetric ZPF reactor with an unknown duration.
Cost: Unknown, Any culture in the Three Galaxies would pay hundreds of billions of credits for an undamaged working model of this ship.
One (1) Quantum Gravitic Discharge Cannon (1): This weapon fires directly forward of the ship and is mounted in the nose of the starship. This weapon system functions by firing a beam of coherent gravity waves at a target, which disrupts the very molecules of the target at a quantum level. Any target area hit by the beam is literally torn apart at the subatomic level, reducing the affected area to a very hot cloud of quarks and mesons. This weapon does have standard penalties to use against small targets such as fighters. If the ships hyperdrive is shut down and the power is channeled into the weapon system, the weapons damage can be quadrupled but the hyperdrive will take five minutes to be brought back on line. Due to the weapons nature, it does full damage to targets protected by the spell "Invulnerable to energy". Author Note: The source on this weapon system lists the revised weapons range as 3 million km. It has been reduces to fit more with Palladium frameworks
Maximum Effective Range: 187 miles (300 km) in an atmosphere and 187,000 miles (300,000 km) in space.
Mega Damage: Standard: 6D6x1,000. Overcharge: 2D6x10,000.
Rate of Fire: Once per melee (beam last for full melee)
Payload: Effectively Unlimited.
Four (4) Neutron Cannon: These are special particle beams that fire forward of the ship. The are mounted in the wings of the starship. The weapons can fired in short bursts or a long beam. The weapons do not have penalties to hit fighters and small targets. Long beams have +4 to strike in addition to other bonuses. The weapon does more damage to organic targets because of the nature of the beam.
Maximum Effective Range: 28 miles (45 km) in an atmosphere and 28,000 miles (45,000 km) in space.
Mega Damage: 1D6x100 per neutron cannon blast. All four neutron cannons firing a 3 pulse burst does 1D6x1,000+1,000 and costs one attack. Long beam from four cannons does 4D6x100. Weapon does double damage to organic targets.
Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
Four (4) Fusion Guns: The guns take high mass particles and compress them until they reach fusion. These particles are then fired in a beam. The weapons are mounted in the nose of the starship and fire directly forward. The weapons do not have penalties to hit fighters and small targets. Author Note: The source on this weapon system lists the revised weapons range as 900,000 km. It has been reduces to fit more with Palladium frameworks
Maximum Effective Range: 56 miles (90 km) in an atmosphere and miles 56,000 miles (90,000 km) in space.
Mega Damage: 2D4x100 per fusion gun blast. All four fusion guns can fire together for a total of 8D4x100 and costs one attack.
Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
Interceptors: The White Star can launch decoys in front of the ship to draw that fire away from the ship. This system is mostly used to decoy missile. These can be used in addition to the ships ECM to stop missiles from hitting the ship.
Range: In front of Starship
Mega Damage: None
01-35 - Missile or Missile volley detonates by interceptors.
36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
61-00 - No effect, enemy missile or missile volley still on target.
Payload: 100 Total.
Adaptive Hull: The hull of the White Star has the ability to adapt to attacks on it. Once a specific attack has been used against the ship, the hull will adapt to that attack and any attack of that type that is encountered will only be at twenty percent effectiveness in the next engagement. Variable frequency weapons such as variable frequency lasers can be reset to do full damage once this is discovered. The adaption also takes about ten hours to be completed.
Advanced Sensors: The White Star has sensors that are a mixture of Vorlon and Minbari Technology. They are capable of detecting and targeting both Shadow and Vorlon ships without any penalties. The sensors can also detect any ship using any non magical cloaking or ECM without penalties. This included the most advanced Earth or Centauri ECM. It includes all ECM systems used in the Three Galaxies, Rifts Earth, and other alternate universes.
ECM: The White Star, like all Minbari ships is fitted with ECM. This ECM prevented targeting systems from Earth Alliance ships from being able to lock on during the Minbari war against the Humans. This ECM prevents targeting systems from ships of the younger races with the exception of the Centauri from being able to lock on. An attacker would be at -10 to strike the ship and only if within visual range (approximately 500 miles). Missiles would have a 90% chance of being unable to achieve a lock on target as well. Rifts Earth and Mutants in Orbit would be treated to be at the level of technology of most of the younger races. While not as advanced as the Minbari, the Centauri are more advance than other younger races. The White Star would have a very small signature but could be detected on sensors. The Centauri would have penalties of -4 to strike beyond visual range. Missiles would also be more effective, at first engagement missiles would have a 60% chance of being unable to achieve a lock, the jamming could be fully adjusted for and the missile could achieve lock normally. Phase World, Macross 2, and Robotech sensors would be treated to be at the level of technology of the Minbari and Centauri. Battlestar Galactica, Star Trek, and Star Wars would also be treated to be at this level of technology. The sensors of the races of the First Ones would not suffer any penalties and would be able to strike normally. This included the Drahk Raider as well.
Sentient Computer: The White Star has a sentient computer controlling it. This computer should be considered to be a powerful neural intelligence in terms of Rifts. This computer can pilot the ship at 98%, has 9 attacks per round, and has +8 to strike, +12 to dodge, and +3 to initiative (these include all bonuses).
Combat Bonuses: The White Star is very maneuverable and very accurate. For piloting, use the Phase World Starfighter combat (Elite or Basic) skill. These bonuses are in addition to those from the piloting skill.
+2 to initiative
+2 to strike.
+4 to dodge
+10% to all piloting skills
[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth 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!
Rifts Conversion Copyright © 1998, 1999, & 2013, Mischa & Kitsune. All rights reserved.