Background (Babylon 5 Fandom Wiki)
The Omega class destroyer was an Earth Alliance warship, manufactured by Rocketdyne at the Neue Hanse Orbital Shipyard in Earth orbit. Following the Earth-Minbari War, it became the most powerful and ubiquitous capital ship of the Earth Alliance fleet and one of the strongest ships ever built by a single species among the younger races using only their own technology.
A continuation of many of the design elements from the Nova-class dreadnought, the Omega possessed a large rotating section, allowing the crew to operate in gravity, eliminating the constant need for handholds and straps that often hindered the older zero gravity warships. Ships of the Omega class were equipped with a DX-419 tracking system, supposedly an improvement over the standard XB7 units used during the war, though several officers have noted that they never worked right. By 2261, the system had at least begun to be upgraded.
The Omega class destroyer had more firepower than most imagine - it had launch bays that could launch gigaton class mines, as well as 72 red missile hatches. It has been said that if one of these ships appeared in your system, you were in serious trouble as this ship was one of the most powerful ever built by the younger races.
During the Earth-Minbari War, Earth did not have any ships that could lock onto Minbari vessels, due to the stealth technology the Minbari possessed. However, Earth ships still had the firepower to damage Minbari cruisers. The Omega Class Destroyer was the first Earth ship capable of locking onto a Minbari ship. Another lesson learned from the Earth-Minbari War was that the solid beam weapons used by the Minbari had proven to be deadly effective. Taking this lesson in hand, the Omega's cannons could fire both in pulse mode and in solid beam, allowing for more precise and accurate fire.
Model Type - Destroyer
Class - Omega
Crew - Up to 1000 crew and pilots at any given time, minimum 250
Passengers - Up to 18,000 troops
Scale - Massive
Structure By Location
(1) Main Forward Hull - 45,000
(2) Hanger - 10,000
(3) Habitation Section - 30,000
(4) Engine Section - 40,000
(5) Engines (4) - 8,000 ea
Hull per 50ft area - 500
Heavy Plasma Pulse Cannons (4) - 1,500 ea
Particle/Laser Batteries (6) - 1,000 ea
Plasma Pulse Cannons (12) - 800 ea
Gigaton Minelayer (1) - 4,000
Red Missile Hatches (72) - 1,000 ea
Interceptor Guns (24) - 200 ea
Armour Level - 15
Armour - Automatically stops up to and including attacks that do the equivalent of 4d6x10/240 damage per single attacks/blast regardless of if a successful strike equals/exceeds the Armour Level. Attacks that do the equivalent of 2d6x1000/12000 damage or more per single attack/blast only require a successful strike roll against the unit to do damage, ignoring the Armour Level altogether. All other attacks (4d6x10+1/241 to 2d4x1000+3999/11999 damage in a single attack/blast) must successfully strike the unit and equal/exceed the Armour Level to do damage.
Notes:
1 - Main Forward Hull: If the main forward hull is destroyed the ship is essentially out of commission. It will continue on whatever course it was last on with no way to stop it barring the crew somehow rerouting control to one of the remaining sections.
2 - Hanger: The Hanger is located in the Main Forward Hull. Destroying the hanger will prevent the launching or recovery of any fighters.
3 - Habitation Section: If this section is destroyed the ship is destroyed as it has essentially been blown in half. Feedbacks and exposed fuel and such will cause the ship explode doing 1d6x10,000 mdc to anything within 1km of the ship.
4 - Engine Section: Destroying the Engine section will set the ship adrift in space and the loss of power will leave all left onboard without power and life support in 4 hours or less.
5 - Engines: Destroying one engine will reduce maneuvering and interplanetary speeds to 9 MU/30000kph respectively. Two engines will drop that to 6 MU/20000kph. Three engines will reduce it further to 3 MU/10000kph. All engines destroyed, much like destroying the engine section will set the ship adrift but the ship will maintain life support and power as long as the fusion reactors hold out.
Speed
Maneuvering - Maneuvering speeds rarely exceed a velocity 12 MU in combat. (4 mu per phase)
Interplanetary - standard acceleration for in system travel gives the ship a velocity of about 40000km per hour. Typical acceleration time is 5 minutes to achieve this velocity. Longer acceleration times are possible and used but this is the typical amount time spent. Maximum acceleration can achieve a velocity of over 20000km per hour but this is because it can only maintain that acceleration for 1 minute without risking the death of the crew of crew from the g-forces if done for a longer period of time.
Interstellar - Using it's jump drive the ship can travel approximately 500 light years per hour.
Range - Under normal operations the ship can deploy for 18 months at a time without replenishment of any kind. Combat will reduce this time considerably.
Specifications
Height - 591.1m with habitation section upright
Length - 1714.3m
Width - 216.8m at it's widest with habitation section upright
Weight - 44.6 million tonnes
Cargo - 1000s of tons
Power System - 4 Beigie-Bryant 9000A Particle Thrust Engines along with 4 terawatt rated fusion reactors.
Cost - billions
Weapons
Weapon Type - Heavy Plasma Pulse Cannons (4, forward)
Primary Purpose - anti-ship
Range - 15/37/75mu
Damage - 4d6x1000
Rate Of Fire - 2 per melee
Payload - effectively unlimited
Weapon Type - Particle/Laser Cannons (6, 2 forward, 4 rear)
Primary Purpose - anti-ship
Range - 10/25/50mu
Damage - 1d6x1000
Rate Of Fire - 2 per melee
Payload - effectively unlimited
Weapon Type - Plasma Pulse Cannons (12, 6 left, 6 right)
Primary Purpose - anti-ship
Range - 5/12/25
Damage - 3d6x100
Rate Of Fire - 4 per melee
Payload - effectively unlimited
Weapon Type - Gigaton Minelayer (1, engine section)
Primary Purpose - anti-ship
Range - na
Damage - 1d6x10,000 to a 5km radius
Rate Of Fire - 1 per melee
Payload - 12
Weapon Type - Interceptor Guns (24, 6 top turrets, 6 bottom turrets, 6 right, 6 left)
Primary Purpose - anti-missile/fighter
Range - 1/3/6mu
Damage - 3d6x10
Rate Of Fire - 6 per melee
Payload - effectively unlimited
Weapon Type - Red Missile Silos (72)
Primary Purpose - Anti-ship/installation
Range - 30/75/150mu
Damage - 6d6x1000
Rate Of Fire - 1 per silo
Payload - 1 per silo
Bonuses - +5 to strike
Systems of Note
Radar: Standard tracking system. Range of 100,000km and can track/identify 100s of targets.
Thermal Detectors: This system is limited to just how concentrated and intense the heat signature is. It can detect most fighters at a range of 50km and capital ships at a range of 500km. Beyond that it is difficult to use for tracking or detection purposes. No bonus to sensor skill rolls.
Motion Detectors: Limited system mostly to warn of imminent collision. Range of 3km. No bonus to sensor skill rolls. Automated system.
Tachyon/Graviton Detectors: This system is used to detect incoming or outgoing ships making a hyperspace jump. In a secondary role this system allows the ship to detect graviton beam attacks. Range of 10 million kilometers. Bonus of +10% to sensor skill rolls
Targeting Systems: Allows the ship to engage and fire on ships within weapons range. Range 60,000km. Additional +2 to strike at range.
Life Support: Can sustain full complement for up to 18 months.
Artificial Gravity: Not a true anti-gravity system, the habitation section rotates and maintains a "gravity" of 1 for the crew on board.
Recreation Room/Gym - This facility for the crew to rest, relax, and exercise as needed. A wide variety of games, books, videos, and equipment was available for use.
Guest Quarters - this is a living space assigned to a temporary resident of ship. Standard guest quarters on a starship were considered of better accommodation equal to that of the ship's officers.
Crew Quarters: The majority of the enlisted crew and junior officers shared quarters and bunk areas on board the ship. Generally Junior Officers bunked in pair while enlisted personnel bunked in fours.
Officer Quarters - The starship features separate quarters for higher-ranked officers. These staterooms were composed of better accommodation as only one higher ranking officer was assigned per room.
Captain's quarters: The accommodations of the ship's commanding officer were similar to these staterooms, being slightly larger and better equipped than the standard officer's quarters.
Mess Hall/Crew Lounge - This is where crew members can relax and enjoy a meal or a quick snack in a social setting. Gatherings were also held there by the crew in general. The person in charge of activities within the mess hall held the title of mess officer and is a Lieutenant JG.
Consumables Storage - This is simply the storage of food stuffs, medical supplies, exotic items, and a variety of perishable items.
Observation Deck/Lounge - The observation lounge was used as a meeting place for the ship's senior staff as well as special events and gatherings. Some went to the observation lounge simply for the view.
Cargo Bays - As it states, simple bays where cargo and goods are stowed during travel.
Hanger bay - Storage and docking of small vessels.
Sickbay/Medical - Sickbay, also known as the dispensary or the med-bay, is the main medical center aboard the ship. The section is presided over by the chief medical officer (CMO), a senior staff member. The CMO is supported by other medical practitioners (equivalent of a nurse or paramedic). The area is also used for certain analyses of of a variety or medical related items, and for developing treatments for diseases or illnesses. When rendering aid to a stricken location, the sickbay staff treats and cares for the wounded. Sickbay also has a surgical bed, where major surgeries are performed and critical patients are treated. A large, sophisticated sensor cluster is installed directly above this bed. Working in conjunction with other equipment, the sensor cluster can give detailed information about a patient's condition. Access and use of sickbay grants a bonus of +15% to all medical related skills.
Carried Craft
36 of Fighter craft divided into 2 squadrons (Typically split evenly between Aurora and Thunderbolt class Starfuries)
References Used
Babylon 5 Fandom Wiki
Babylon 5 RPG Mongoose Publishing
B5tech.com
TV Shows (Rhodium) - https://worldofjaymz.fandom.com/wiki/TV_Shows_(Rhodium)
Rhodium RPG System - https://worldofjaymz.fandom.com/wiki/The_Rhodium_RPG_System
World of Jaymz - https://worldofjaymz.fandom.com/wiki/Worldofjaymz_Wiki