Bisento Heavy Starfighter (CAF/Bushido Industries):
With all the new heavy fighters being produced, Bushido Industries also
wished to get into the business of selling heavy fighters. They had their
best engineers produce this fighter and this fighter is one of the most
outstanding heavy fighters yet produced. Thus far, only a few fighters
have been sold but Bushido Industries has already received glowing letters
on the fighters. The only problem that several people have noted about
this fighter is that it is very large and cannot fit in most fighter bays
of ships and will most likely be based on the ground or large space stations.
Some military members feel that this ship should not be called a fighter
but in reality should be called a Cutter. While the C.A.F. has looked at
purchasing these fighters, at the moment the plan seems to be to retain
the Proctor class fighter. Several independent militaries are looking at
purchasing these fighters. The Bisento is named after a Japanese pole arm
and is well named being a powerful and long range weapon system in its
own right.
This fighter is heavy armed or armored than any of the other heavy fighter
designs including both the Proctor and the Naruni Starsplitter bomber.
The fighter has virtually the armor of a corvette and has very heavy shields.
For weaponry, it is armed with a cut down capital ship 12 cm laser cannon.
It inflicts the damage of a capital scale weapon but has a much shorter
range. The ship has two weapon turrets with on either side of the main
hull of the fighter. Each turret has a variable width particle beam and
a GR-1000 heavy rail gun. The fighter also has a cruise missile launcher
in the nose of the fighter and two variable missile batteries on the wings.
For rear defense, the fighter has two mini-missile launchers that fire
to the rear. Normally, plasma or fragmentation mini-missiles are used.
The fighter is actually faster than their much lighter Katana class fighters
and is very fast in FTL speeds as well. The fighter has excellent sensors
and ECM systems and is very useful for scouting missions.
The fighter has superior crew quarters to any of the previous fighters
and does not has the very cramped coffin arrangement and has double bunks.
Each bunk has a sliding curtain and the bunk has more space that the coffin
has. Each bunk also has a micro communication and entertainment system.
The fighter has a total of ten bunks. Nine are for the ships crew and has
one extra for any passenger the fighter may be carried. The commander of
the Bisento does has a small quarters. This quarters is designed to be
used for crew emergencies and has decent but scant medical equipment as
well. The fighter can operate for very long period of time and is excellent
for long patrols.
This Starfighter design uses modified starship speed and ranges.
See Revised
Starship Rules for Phase World for more details.
Go here for Deckplans for BIF-88 Bisento
(Note: The power system is fusion not anti-matter because the
author's opinion is that anti-matter is to dangerous to be used in vehicles
that may be used in an atmosphere. If a starship powered by anti-matter
was to detonate in an atmosphere it would cause huge planetary damage.
At GM option, this can also be applied to all starfighters or this fighter
can be changed to anti-matter.)
Model Type: BIF-88
Class: Heavy Fighter /Bomber
Crew: Full Military Crew: 10; Pilot, Copilot, Sensors, Communication,
Commander, 2 Gunners, 3 Engineers. Can be crewed by one crew member and
can be operated by four at virtually full efficiency. Has an extra bunk
for one passenger.
MDC by Location:
| 12 cm Heavy Laser Cannon (Nose): | 300 |
| Combined GR-1000 Rail Gun / Particle Beam Cannon Turret (2) | 400 each |
| Variable Missile Launchers (2, Wings) | 300 each |
| Cruise Missile Launcher | 350 |
| Mini-Missile Launchers (2, Rear): | 100 each |
| [1] Main Body: | 2,200 |
| Pilots Compartment: | 400 |
| [2] Variable Force Field: | 500 per side (3,000 total) |
Notes:
[1] Depleting the MDC of the main body will put the fighter out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
[2] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (150 MDC) per melee
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 50 percent of the speed of light. Fighter can accelerate/decelerate
at the rate of 1.5 percent of light per melee.
Atmospheric Propulsion: Maximum normal speed is Mach 6 (4,448.7
mph /7,159.5 kph), can enter and leave atmosphere because flight system
is by contra grav.
Stardrive: Uses a Gravitonic Drive system that allows the ship
to reach a maximum of 4.5 light years per hour.
Maximum Range: Effectively Unlimited by either Drive system
but only has supplies for ten crew members for about six months
Statistical Data:
Height: 22 feet (6.7 meters)
Width: 63.5 feet (19.4 meters)
Length: 140 feet (42.7 meters)
Weight/Mass: 650 Tons (589.7 metric tons)
Power System: Advanced Fusion with 25 year life span.
Cargo: Minimal Storage Space 17x11x8 feet (5.2x3.4x2.4 meters).
In addition, each crew member has a very small locker for personal items
and uniforms. The forward cruise missile bay, if empty of missiles, has
about the same amount of cargo space as the main cargo hold.
Market Cost: 350 million credits to legitimate government; 250
million credits to private individuals (remove advanced sensor and stealth
systems, heavy laser cannons and cruise missile launchers); black market
fully equipped ships will sell for up to 700 million credits (Drop 50 million
for every sensor or weapon system missing from ship)
Weapons Systems:
- 12 cm Heavy Laser Cannon (1; Nose):
This cannon is equal
in power to the secondary guns of a Warshield cruiser with a shorter range,
and is mostly used for space assault and commercial raiding. The cannon
does NOT have penalties to hit starfighters and other small targets, due
to the good maneuverability of the Bisento!
Range: 16 miles (25.8 km) through atmosphere and 1600 miles
(2,580 km) in space.
Mega Damage: 2D6x100 MDC
Rate of fire: twice per melee.
Payload: Limited to 50 shots due to heavy power draw but recharges
at the rate of 1 shot per minute
- Combination GR-1000 Rail Gun/Particle Beam Cannons Ball Turret
(2; Dorsal):
Mounted in turrets is one GR-1000 Rail Gun with a particle
beam above the rail gun laser cannons. Turret are main defensive weapon
of starfighter and they inflict a huge amount of damage. Both weapons can
be fired together if the weapons are within range and both are controlled
by the turret gunner. The turrets may be put under the bridges control.
Turrets have 360 rotation and 120 degree arc of.
- GR-1000 Rail Gun (1 each):
Very powerful rail gun mounted
in turret. This is the same weapon system that is mounted in the nose of
the Scorpion starfighter. The weapon cannot be used while the ship is traveling
at FTL speeds.
Range: GR-1000 Rail Guns: 16 miles (26 km) through atmosphere
and 1,600 miles (2,575 km) in space
Mega Damage: GR-1000 Rail Guns: 40 round burst does 4D6x10
M.D. (Combined particle beam [on heavy setting] and rail gun inflicts 8D6x10)
Rate of fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: 10,000 rounds (250 Bursts)
- Particle Beam Mounts (1 each):
The particle beam is copied
from those carried on the CAF Assault Shuttle and will fire a very powerful
narrow beam and can fire a scatter effect that is less powerful but is
capable of striking multiple targets. The weapon system is quite useful
against missiles although the cone is not as wide as Tachyon cannon sprays
are. The weapon cannot be used while the ship is traveling at FTL speeds.
Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an
atmosphere.
Mega Damage: Single Target: 4D6x10 Wide Beam:
5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When
fired as a wide beam, the cannon cannot be used on targets closer than
5,000 feet (1,524 meters) away (Combined particle beam [on heavy setting]
and rail gun inflicts 8D6x10).
Rate of fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Missile Launchers (2; wings):
Unlike most Bushido Industries
fighters, the fighter carries all of its missiles internally. The wings
of the fighter have internal launchers the ability to carry various different
types of missiles. Different missiles are carried for different missions.
Long range missiles are carried against capital targets and against fast
moving fighters. Medium range missiles are normally used against fighters.
Short range missiles and mini-missiles are usually used against fixed targets.
Two medium range missiles, Four short range missiles, or eight mini-missiles
can be carried in place of a long range missiles and ordinance can be mixed
and matched. Long Range Missiles has a top speed of Mach 20 in an
atmosphere and in space has an acceleration of 8% of light per turn. Medium
Range Missiles has a top speed of Mach 15 in an atmosphere and in space
has an acceleration of 6% of light per turn. Short Range Missiles:
The missile has a top speed of Mach 10 in an atmosphere and in space has
an acceleration of 4% of light per turn.
Range: Long Range Missiles range is 3,400 miles (5470
km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds)
in space, and Medium Range Missiles range is 160 miles (257.5 km)
in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds). Short
Range Missiles: Missile range is 10 miles (16.1 km) in an atmosphere
and 500 miles (804.7 km) in space.
Mega-Damage & Properties: See
Phase World
Missiles (Long Range Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 4, or 8 missiles.
Payload: 12 Long Range Missiles, 24 Medium Range Missiles, 48
Short Range Missiles (Carried at the rate of 2 medium range missiles, or
4 short range missiles, per long range missile)
- Cruise Missile Launcher (1; Nose):
Missile has a top speed
of Mach 25 in an atmosphere and in space has an acceleration of 10% of
light per turn (far faster than any starship). Since starships will no
longer engage at rock throwing distances, whether weapons can be shot down
is calculated from the speed of target, launcher, and missile. When drive
goes dead, missile will still cruise unless set to self destruct but has
very low odds of hitting starships (Great for hitting bases and planets
because target does not move and missile when dead at -25% to detect.)
Cruise missiles have minuses to hit small targets but are all considered
smart missiles.
Range: Missile range is 8000 miles (12,875 km) in an atmosphere
and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
Mega-Damage & Properties: See
Phase World
Missiles (Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of two, three, four,
or six missiles.
Payload: 9 Cruise Missiles.
- Rear Mini-Missile Launchers (2):
It is a mainly defensive
weapon to protect the rear of the heavy fighter. Fires mini-missiles used
for offensive and defensive purposes. Missile has a top speed of Mach 10
in an atmosphere and in space has an acceleration of 2% of light per turn
(slightly faster than any starship except if it is exceeding it maximum
safe acceleration). Fragmentation and plasma mini-missiles are the recommended
ordnance. Special mini-mines can be used in launcher as well.
Mega-Damage: varies with mini-missile type (See
Phase World Missiles)
Range: Missile range is 2 miles (3.2 km) in an atmosphere and
100 miles (161 km) in space
Rate of fire: Can fire missiles one at a time or in volleys
of 2, 4, 8, or 12.
Payload: 24 per launcher for a total of 48 mini-missiles
- Special Bonuses:
Like the Katana starfighter, this fighter
is extremely maneuverable; add +5% to the pilots piloting skill, +1 to
strike, +1 to dodge. The fighter also have a very advanced terrain following
system and advanced sensors (+10% read sensory instruments). The fighter
has excellent stealth systems and -50% to be detected at long range. All
bonuses are in addition to pilots bonuses (Hand to hand and Starfighter
Pilot: Basic or Elite).
[ Phase World TM, Kreeghor TM, and CAF TM are trademarks owned by Kevin Siembieda
and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
Books Inc.]
Basic designs and Images drawn and copyrighted by Derek Stanley (dstanley@direct.ca) .
More Derek Stanley creations at
THE CONFEDERATION OF NIGHTRIM
By Kitsune (E-Mail Kitsune ).
Copyright © 1999, Kitsune. All rights reserved.