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 Launcher350
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:

  1. 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
  2. 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.
    1. 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)
    2. 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.
  3. 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)
  4. 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.
  5. 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
  6. 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).


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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.


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