Super Scorpion Class Light Fighter (CAF):

The Scorpion is a well know light fighter in the Consortium armed forces and the light fighters maneuverability and acceleration in space is considered one of the best in the Three Galaxies. The fighter is a favorite among pilots although there have been many grumbles about the fact that the fighter does not have shields. The truth is that while many cavalier pilots of the scorpion say "You have to hit 'em to hurt 'em", any fighter can be hit and a shielded fighter would have a much better chance of survival.

Several other organizations have designed light fighters that include the speed of the Scorpion but have shields to protect them. These include the New Coventry Badger, Bushido Industries Tanto, Naruni Industries Kinjal, the Wolfen modern Falx Supina, and even the Kreeghor Sharktooth. The simple fact is that these shields greatly increase the fighters survival in combat. The Consortium Armed Forces started considering replacing their Scorpion light fighters especially with the threat of the Naruni and Kreeghor light starfighter. Various companies were contracted out to work on a new design but a Commodore Harriet McKenna in research and development had an idea to simply modify the existing scorpion design. As soon as she could, she got a team together to construct the fighter and the new fighter design was complete within two and a half months. The fighter was only about one meter longer than the original and combined both the interceptor and bomber into the same fighter. It's only weakness was that many of the fighters it is competing with are far better in an atmosphere but its benefits are easy to be seem. The fighter has an eighty percent parts compatibility and a standard Scorpion can be modified into this design as well saving huge amounts of money all around. The present plan is to have all Scorpion fighters replaced or refitted to Super Scorpion configurations within two years.

The Super Scorpion looks virtually identical to a standard Scorpion with the only really noticeable feature being that the body of the fighter is extended one meter. This is done by adding an additional section to the fighter and this contains the fighters variable shield generators. The fighter carries the standard GR-1000 and mini missile launchers but carries hard points that can carry a variety of different ordnance types instead of just cruise missiles. As previously stated, the fighters only real weakness is that it is not a very good atmospheric fighter.

This fighter uses Kitsune's modified starship rules. 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: SF-69M
Class: Combination Light Interceptor / Fighter-Bomber.
Crew: One.

M.D.C. By Location:
Nose GR-1000 Gravity Rail Cannon:50
Wings / Missile Launchers (2):150 each
Missile Pylons (2, on the Underside):10 each
[1] Auxiliary Engine150
[2] Main Body:550
Reinforced Pilot's Compartment/Escape Pod110
[2] Variable Force Field:200 per side (1,200 total)

Notes:
[1] If the auxiliary engine is destroyed, the ship's acceleration is reduced to Mach .8 percent of light per turn.
[2] 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. The pilot's only hope is to eject (the reinforced , pilot's compartment becomes an escape pod with 48 hours worth of oxygen).
[3] 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 normal speed is Mach 1.5 (1,112.2 mph / 1,789.9 kph) without using the auxiliary engine. If the fighter is fully loaded, reduce speed to Mach 1 (741.5 mph/ 1,193.3 kph) without using the auxiliary engine.
When the fighter uses the auxiliary engine, Maximum normal speed is Mach 3 (2224.4 mph / 3,579.8 kph) and if the fighter is carrying external ordnance reduce top atmospheric speed to Mach 2 (1,482.9 mph/ 2,386.5 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 twelve days.

Statistical Data:
Height: 10 feet (3.0 meters)
Width: 31 feet (9.5 meters)
Length: 37.1 feet (11.3 meters)
Weight: 7.1 tons ( 6.4 Metric ).
Power System: Advanced Fusion with 25 year life span.
Cargo: tiny storage area with room for a small sidearm, dry rations for 12 days, and a water dispenser.
Market Cost: 34 million credits (Rebuilding a Scorpion starfighter costs 6 million credits)

WEAPON SYSTEMS:

  1. GR-1000 Rail Gun: The Rail gun is mounted in the nose of the starfighter and is the fighters primary weapon system. This weapon system has also be adopted for the main point defense weapon on several capital ships, used on the modified Proctor, and the New Coventry Badger light starfighter. Weapon is mainly used as an anti-starfighter and strafing weapon. When used in space, Projectiles come out of launchers at close to the speed of light and when used in an atmosphere are fired at slow but still at hypersonic speeds. Cannon uses a 30 mm projectile.
    Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
    Mega-Damage: 40 round burst does 4D6x10 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: 10,000 Rounds (500 Bursts).
  2. Mini-Missile Launchers (2): These are two packs of mini missiles mounted in the "wings" of the starfighter 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: 16 each launcher for a total of 32 mini-missiles
  3. Missile Pylons (2): On the underbelly of the fighter are two 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. Special Bonuses: The fighter is very maneuverable; add +2 to dodge. 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 © 1999, Kitsune. All rights reserved.


Return to Phase World Vehicles