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:

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


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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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