Tanto Light Starfighter (CAF/Bushido Industries):

The Tanto light starfighter, named after the traditional Japanese (or Oninese) dagger, is Bushido Industries attempt to take the main light starfighter position in the CAF and is direct competition for the Scorpion light starfighter that is presently in service. The fighter is relatively inexpensive but is more expensive than the Scorpion. It can fill the same role as the scorpion but while its gun is less powerful, the ability of the fighter to carry weapon pods means that the fighter is more flexible. So far, only a relatively small number have been produced. The CAF has purchased a few but are still studying the practicality of the design. A few smaller independent groups have purchased these fighters and have found them surprisingly capable

Because the Tanto does carry less armor than the Scorpion, the Tanto has a variable force field to protect the fighter. When the two are combined, the fighter can absorb more punishment than Scorpion. The fighter carries engines that are virtual copies of those carried on the Scorpion although the engines have been modified slightly so they cannot be take to court for patent infringement. Like the Scorpions Engines, the engines have an auxiliary engines that can be used to boost performance when needed. Because of the huge amount of power from the engines and the fact that the Tanto is streamlined unlike the Scorpion, it can reach a higher atmospheric speed. The Tanto has the same particle beam cannon that the Katana fighter carries. While this gun is not as powerful as the rail gun carried on the Scorpion, the gun has an unlimited payload which allows for longer dogfighting. The fighter has two pylons to carry missiles. These pylons are conformal to the hull and missile only reduce the fighters top speed moderately in an atmosphere. Depending on the fighters mission, they can be cruise missiles, long range missiles, or even medium range missiles. The most important feature of this fighter is that it can carry one weapons pod. This feature give the fighter massive fire power and the option to carry many different weapon system.

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-75
Vehicle Type: Light Fighter /Bomber
Crew: One.

M.D.C By Location:
Weapon Pod (Underside):300
Auxiliary Engine:150
Missile Pylons (2, on the Underside):10 each
[1] Main Body:450
Cockpit:150
[2] Variable Force Field:200 per side (1,200 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% (60 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 0.8 percent of light per melee and with using the Auxiliary Engine, the fighter can reach up to 1.8 percent of light per melee
Atmospheric Propulsion: Maximum speed is Mach 4.5 (3,336.5 mph / 5,369.7 kph) without using the auxiliary engine. If the fighter is fully loaded, reduce speed to Mach 4 (2965.8 mph/ 4,773 kph) without using the auxiliary engine.
When the fighter uses the auxiliary engine, Maximum speed is Mach 9.5 (7,043.8 mph / 11,335.9 kph) and if the fighter is carrying ordnance reduce top atmospheric speed to Mach 8.5 (6302.4 mph/ 10142.7 kph). In all situations the fighter can enter and leave the atmosphere because flight system is contra grav.
Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for ten days.

Statistical Data:
Length: 32 feet (9.8 meters)
Height: 9 feet (2.7 meters)
Width: 34 feet (10.4 meters)
Weight: 5.8 tons (5.3 metric tons)
Power System: Advanced Fusion with 20 year life span.
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Market Cost: 38 million credits.

WEAPON SYSTEMS:

  1. Particle Beam Cannon: This cannon is identical to the cannon that is carried in Busido Industries Katana fighter and while the cannon does not do as great a damage as the GR-1000 Rail gun on the Scorpion starfighter does still inflict impressive damage. Like the Katana fighter, the cannon is protected bu 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 (1): The fighter can carry one 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 pod 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 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.
  3. Missile Pylons (2): On the underbelly of the fighter are two missile racks that allos 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. Missile 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. Special Bonuses: Like the Katana starfighter, this fighter is extremely maneuverable; add +5% to the pilots piloting skill, +1 to strike, +2 to doge 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 (Had to hand and Starfighter Pilot: Basic or Elite).


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Image drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .
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