The Confederation Class Dreadnought is the pride of the Terran Confederation Navy. Sporting the awesome Phase Transit Cannon and double the standard armament of the Waterloo-Class Cruiser, it is capable of attacking and destroying any Kilrathi vessel in a 1-on-1 situation. Add to that it’s compliment of 120 fighters, as much as a fleet carrier, and you get a task force in a single vessel.
Phase Transit
Cannon
This weapon
actually forms the keel of the new Terran Confederation-class
dreadnought; it is too large to be mounted on any other ship in the
Confederation Navy. The phase-transit cannon is capable of destroying any ship
with a single shot. It is a refinement of a similar weapon found in the
wreckage of the
Sivar, the
Kilrathi dreadnought that single-handedly destroyed the Goddard colony in 2654.
Presumably the Kilrathi have more Sivar-class dreadnoughts, but none
have been spotted since that first appearance.
Game Notes:
All this gun forms the keel of the ship, it is vulnerable to the destruction of
the gun port at the front of the ship, this is what’s represented by the Cannon’s
gun.
These huge
weapons are found only on capital ships for use against other capital ships. Anti-matter
guns are slow to aim and cannot readily be used against
fighter-sized
craft, but a single shot can vaporize a fighter.
Game Notes:
I’m not sure what to about this gun’s ability against fighters, I’ll probably
give it a –8 in the Fire Control.
Fighters
provide the bulk of a capital ship’s defenses, but the largest ships also lay
down heavy flak barrages that can bring down any fighter. In addition, flak
cannon are used for point-defense against torpedoes.
Gamewise,
these guns function like E-mines in their offensive mode. In addition, any
shots from a ship caught in the middle hex suffers a –2 intercept and any shots
from the outliers suffers a –1.
Confederation
research into shields has focused primarily on damage absorption rather than
deflection. Towards this end, the Confederation has developed Phase Shields.
Unlike normal shields, Phase shields only absorb damage, they don’t affect the
targeting of the shot. The payback for this is that Phase Shields are extremely
powerful and most Wing Commander ships are capable of ignoring fighters not
equipped with torpedoes or under the shields.
The
hangars on the Confederation class are different to most Babylon 5 ships. There
are two ‘Flight Decks’, (the runways running down the ship) in which most of
the ships fast response interceptors are located, and the main storage bays,
where the heavier bombers are usually stored. To simulate this, the primary
hangar is incapable of launching fighters until the side hangars are cleared.
When the Flight Decks are clear, fighters are transferred from within the ship
and launched as fast as possible. This uses the launch rate listed on the
primary hangar.
Jump Drives are similar to Jump Engines with a few
differences. The first is their faster recharge rate. The second is that they
require Jump Points in order to work. To simulate this, the WC player
designates a hex as a Jump Point. If, at any point during it’s movement, a ship
crosses this hex and has a charged Jump Drive, it may chose to jump out of the
scenario.
Despite the speedy recharge of Jump Drives, you may
not jump a ship back into the combat. If the opposing player wishes to follow
they must have applied at least 6 points of Offensive EW to the ship when it
jumped, in order to track it’s Jump Coordinates.
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