Ninja-to Starfighter (CAF/Bushido Industries):
As might be expected, this starfighter is a stealth fighter, being that
it is named after an Assassins weapons. In most ways, the fighter is simply
a modified Katana starfighter. The fighter uses a Phase Field generator
purchased from Phase World. Like the Katana fighter, The Ninja-to is very
capable but is less expensive by far than the Star Ghost. Most of the fighters
are being used by members of Bushido industries but some have been sold
to the CAF and are used for intelligence missions. A few individuals have
purchased these fighters and greatly enjoy the fighter.
Bushido Industry has had severe problems with raiding of their shipping.
They have used these fighters in conjunction with convoys and have been
able to use them to eliminate a fair number of bandits.
The special phase field generator takes the place of the fighters utility
closet and leaves the pilot with only a very tiny compartment for personal
equipment. The fighter does not have a phase jump system and only has the
phase field generator. The generator is capable of both a protective field
or rendering the ship unsubstantial. Special attention was spent so that
the shields of the fighter can still be operated on the fighter but cannot
be operated at the same time the ship is operating the Phase Field generator.
Because the fighter is virtually a Katana starfighter, the fighter may
use the FTL pack designed for the Katana. There has been some proposals
to outfit all Ninja-to with the control computers for the FTL pack but
have thus far not done so.
In all other respects the fighter is identical to a standard Katana.
These include shields, armor, weapons, and engines. A new weapon pod has
been designed that included a phase cannon. While the phase cannon was
introduced with the Ninja-to, it can be used by both the Katana and Tanto
starfighter as well
This Starfighter design uses modified starship speed and ranges.
See Revised
Starship Rules for Phase World for more details.
(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-67-ST
Vehicle Type: Stealth Fighter
Crew: One.
M.D.C By Location:
| Weapon Pods (2, Underside): | 30 each |
| Missile Pylons (4, on the Underside): | 10 each |
| [1] Main Body: | 600 |
| Cockpit: | 250 |
| [2] Variable Force Field: | 300 per side (1,800 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% (90 MDC) per melee
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate
at the rate of 1.4 percent of light per melee. If the fighter is carrying
the FTL booster, the fighters acceleration is reduce as per the booster.
Atmospheric Propulsion: Maximum normal speed is Mach 8 (5931.6
mph / 9546 kph), fighter can enter and leave an atmosphere because flight
system is by contra grav. While not covered under the original description,
both the Ninja-to and the Katana have a reduced to speed if fully loaded,
reduce maximum speed to Mach 7 (5,190.2 mph/ 8,352.8 kph) in an atmosphere.
If the fighter is carrying the FTL booster, the fighters top atmospheric
is reduce as per the booster.
Maximum Range: Effectively Unlimited by drive system but only
has supplies for pilot for three weeks.
Statistical Data:
Length: 50 feet (15.2 meters)
Height: 12 feet (3.65 meters)
Width: 40 feet (12.2 meters)
Weight: 15 tons (13.6 metric tons)
Power System: Main power System: Advanced Fusion with
30 year life span. Phase Power System: All special phase abilities
of the ship are powered by a phase-field generator that has 200
"charges." When all these charges are spent (each use of a phase-field
power uses up one charge), the generator needs one hour to regenerate power.
Until it is fully recharged, no further special powers will be possible.
Cargo: Minimal Storage Space, place for a rifle, handgun, small
survival kit, signal flares, and food rations.
Market Cost: 165 million credits. Most weapon pods cost between
5 and 10 million credits each but phase cannon pod costs 16 million credits.
WEAPON SYSTEMS:
- Particle Beam Cannon:
Not surprisingly, this cannon is identical
to the cannon that is carried in Katana fighter and while the cannon does
not do as great a damage as some of the rail guns on other fighters does
still inflict impressive damage. Like the Katana fighter, the cannon is
protected by the ships hull and is not considered destroyed until the fighters
main body is destroyed. The weaknesses of this cannon are larger compensated
for by the use of weapon pods.
Range: 4 miles (6.4 km) through atmosphere and 200 miles (321.8
km) in space.
Mega-Damage: 2D6x10 per blast
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: Effectively Unlimited
- Weapon Pod (2):
The fighter can carry two special purpose
weapon pods. They are identical to those carried by the Katana starfighter
and are attached centerline on the underside of the Tanto. Like the pods
on the Katana, the pods can be changed or interchanged within 10 minutes
by a capable service crew that is familiar with the fighter. Crews that
are no familiar with the Tanto or the Katana may require an additional
2D4 minutes
- Anti-Starfighter Weapon Pod:
This pod combines a medium range
missile launcher and a powerful gravity rail gun. Along with Fighters,
It is also useful for use against Robots and Power Armors. The rail gun
is very powerful but is short ranged. 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. Normally used for anti-fighter and point defense.
Medium range missiles can be launched on multiple targets simultaneously.
Range: Gravity Rail Gun: 2 miles (3.2 km) through an
atmosphere and 100 miles (161 km). Medium Range Missiles: 160 miles
(257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds).
Mega-Damage: Gravity Rail Gun: 3D6x10 per 40 round burst.
Medium Range Missiles: varies with medium range missile type (See
Phase World
Missiles).
Rate of Fire: Gravity Rail Gun: Equal to the combined
hand to hand attacks of the Pilot (usually 4 or 5).
Medium Range Missiles:
One at a time or in volleys of two, three, or four missiles.
Payload: Gravity Rail Gun: 8,000 rounds (200 bursts).
Medium Range Missiles: 16 medium range missiles.
- Cruise Missile and Laser Pod:
A mount that carries two cruise
missiles and a light laser to backup the internal particle beam. Cruise
Missiles 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).
Cruise missiles can be launched on multiple targets simultaneously. Cruise
missiles have minuses to hit small targets but are all considered smart
missiles. 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.)
Range: Cruise Missiles: Range is 8,000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds).
Light Laser: 1 miles (1.6 km) through an atmosphere and 100 miles
(161 km).
Mega-Damage: Cruise Missiles: See revised missiles tables
(See Phase World
Missiles - Anti-Matter does 4D6x100 MDC). Light Laser: 6D6 per blast.
Rate of Fire: Cruise Missiles: One at a time or in volleys
of two. Light Laser: Equal to the combined hand to hand attacks
of the Pilot (usually 4 or 5).
Payload: Cruise Missiles: 2 Cruise Missiles. Light
Laser: Effectively Unlimited
- Mini-Missile Pod:
This is a pack of min missiles that can
be used against ground targets, infantry, and against starships. 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). Mini-Missile is phase world
are normally guided.
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: 48 mini-missiles
- Plasma Ejector Pod:
A very heavy weapon that fired superheated
plasma. Very destructive weapon but limited in rate of fire and short ranged.
The Ejector Pod is capable against tanks, Giant robots, and large starships.
Range: 25 miles (40 km) in space and 1,200 feet (326 m) in an
atmosphere.
Mega-Damage: 1D4x100 M.D. per cannon.
Rate of Fire: Twice per melee each (each shot counts as two
melee attacks, even when linked together).
Payload: Effectively Unlimited.
- Phase Cannon Pod:
The weapon is designed to take out the
Crew of target ship without damaging the target ship. Does no damage to
inanimate objects but damages personnel but does do damage to force fields.
Identical to weapon in star ghost starfighter.
Range: 300 miles (480 km) in space. 3 miles (4.8 km) in an atmosphere.
Mega Damage: 3D6 to all living targets in a 30 ft (9.1 m) diameter
around blast point or 1D6x10 to force fields and creatures 10 feet (3.0
m) or larger. The damage is SDC to SDC targets and MDC to MDC targets.
Rate of fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: Effectively Unlimited.
- Missile Pylons (4):
On the underbelly of the fighter are
four missile racks that allows the fighter to carry one cruise missile,
two long range missiles, or four medium range missiles. Individual pylons
must carry all the same type ordnance but each pylon may carry different
types of ordnance. Cruise missile are normally carried when on an anti-capital
ship role and long and medium range missiles when fighting other starfighters.
Cruise Missiles
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). 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
(faster than any starship). 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. 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. Missiles can be launched
on multiple targets simultaneously.
Range: Cruise Missiles range is 8,000 miles (12,875 km)
in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds),
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).
Mega-Damage & Properties: See Phase World Missiles
(Cruise Anti-Matter does 4D6x100 MDC and Long Range Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of two, three, or
four missiles.
Payload: 1 Cruise Missile, 2 Long Range Missiles, or 4 Medium
Range Missiles per Pylon.
- Phase Fields:
The ship can generate two different protective
phase fields. The first is a deflector shield that disperses incoming energy
attacks, bullets, rail gun rounds, and explosions. When system is active,
damage from incoming attack is divided by 10 (With the exception of magics,
psionics, and other phase weaponry - These do full damage). When phase
field is active, only laser cannons systems can be used. The phase cannons
are not operational and the fire control for the missiles are disrupted.
Second field is "Ghost Mode", an Out of Phase field that renders ship insubstantial
and immune to all non magical attacks and energy. Ship is removed from
normal three- dimensional space. Ship can observe things in the three dimensional
world but is completely undetectable by normal means including the see
the invisible spell and most sensors (it is not invisible to Prometheans
and phase technology). Ships speed is reduced to 25% of ships speeds and
accelerations when in this mode but it can move in any direction including
up and down and is not impeded by normal barriers. Ship can be stopped
by Phase Fields, Force Fields, and Magical Fields and cannot resolidify
inside other ships or solid objects. No weapons can be fired either while
ship is out of phase.
Duration: Deflector Fields: Eight minutes per charge. Ghost
Mode: One minute per charge.
Payload: 200 "Charges" Each activation consumes one "charge"
from phase-field generator in the ship (see Power System, above). Activating
either field counts as one melee action/attack. Activating a field can
be used as a dodge to avoid incoming attacks. Only one field can be activated
at one time and not both simultaneously. They cannot be activate at the
same time as the ships conventional force field as well.
- Special Bonuses:
Like the Katana starfighter, this fighter
is extremely maneuverable; add +5% to the pilots piloting skill, +1 to
strike, +2 to dodge energy and projectile fire, and +3 to dodge missiles,
obstacles, and stellar debris. The fighter also have a very advanced terrain
following system. 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.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998, Kitsune. All rights reserved.