Spitfire Modular Heavy Starfighter (Xanadu):

Heavy starfighter proposed by a Turbo Jockey named Startiger and built by design teams on Xanadu station with her suggestions. It is designed to be modular so that it is very quick to repair and so that weapons can be exchanged very quickly. Weapons, engines, force field generators, and sensor packages are all available in different configurations for attack missions, anti-capital ship missions, and for long range combat reconnaissance missions. It has four forward beam/energy weapon mounts on hull/wings, it has two missile launcher mounts on the hull, and can mount a rear turret. The turret, if mounted, can carry two energy/beam weapons and a tractor beam. The ship can be crewed with anywhere from one to three crew members. With one, the ship cannot have a turret manned and no separate control for missiles. With two, the ship has to have either a turret unmanned or no separate control for missiles. Last, with three crew members, all positions can be manned. The ship has four coffins similar to the proctors for crew members and passengers to sleep for long range missions that are next to a small storage compartment. Sensors/ECM-1 are equal to standard CCW civilian equipment. Sensors/ECM-2 are equal to standard CAF military equipment, and Sensors/ECM-3 equal to best CAF military equipment. The ship also has an optional repair drone that can repair most systems if not too badly damaged.

This starship 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: CMS-1X
Vehicle Type: Heavy Modular Starfighter
Crew: One, Two, or Three (Pilot, Weapon Operator/Navigator, turret gunner), can carry one additional passenger.

M.D.C. By Location:
[1] Main Body:450/850/1250
[2] Variable Force Fields:200(1,200)/300(1,800)/400(2,400)
Tail Turret (Rear):300
Pilots Cockpit/Escape Pod:300
Mini-Missile Launcher:200
Short Range Missile Launcher:200
Medium Range Missile Launcher:200
Long Range Missile Launcher:250
Cruise Missile Launcher:250
Laser Cannons:100
Particle Beam Cannons:100
Gravity Rail Gun:100
Plasma Cannon:125
Tachyon Shotgun:125

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% per melee.

Speed:
Driving on the Ground: Not Possible.
Atmospheric Propulsion: With Engine System 1, Can travel at Mach 1 in an atmosphere. With Engine System 2, Can travel Mach 3 in an atmosphere. With Engine System 3, Can travel at Mach 5 in an atmosphere. Engines are contra-grav so the ship is capable of leaving an atmosphere with all engine types.
Sublight: Has a special sublight engine that allows the ship to travel up to 50 percent of the speed of light. A fighter with Engine System 1 can accelerate/decelerate at the rate of 0.5 percent of light per melee, with Engine System 2 can accelerate/decelerate at the rate of 0.9 percent of light per turn, and with Engine system three can accelerate/decelerate at 1.5 percent of light per turn.
Stardrive: Gravitronic Drive system, if installed, allows the ship to reach a maximum of four light-years per hour.
Maximum Range: Effectively Unlimited by either Drive system but only has supplies for three members for about four months.

Statistical Data:
Length: 75 feet (22.9 meters).
Height: 18 feet (5.5 meters).
Width: 65 feet (19.8 meters).
Weight: 145 tons (131.5 metric tons).
Power System: Advanced Fusion with 50 year life span.
Cargo: Minimal Storage Space 10x10x6 feet (3x3x1.8 meters).
Market Cost: Varies by component prices (Completely unloaded costs 20 million credits).

WEAPON SYSTEMS: Energy weapons are mounted in four forward firing pods and two energy/projectile weapons can be mounted in the turret if a turret is mounted. All weapons can be linked if they are within range. Missile launchers, which there are two on the hull, can only be linked if they are the same type of weapon pod.

  1. 2 cm Laser Cannons: Standard High Intensity lasers. The weapon can be mounted in any or all of the energy/beam positions on the starship or turret. The weapon is the longest range energy weapon available to the Spitfire.
    Range: 1,000 miles (1,609 km) in space and 10 miles (16 km) in an atmosphere.
    Mega Damage: 2D6x10 M.D. per cannon (Can be linked with other weapons)
    Rate of fire: Equal to pilots' or gunners' hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  2. 2.6 cm Particle Beam Cannons: The Particle Beam cannons are designed to do more damage than laser cannons but have less range. The weapon can be mounted in any or all of the energy/beam positions on the starship or turret.
    Range: 600 miles (960 km) in space and range is 6 miles (9.6 km) in atmosphere.
    Mega Damage: 3D6x10 M.D. per cannon.
    Rate of fire: Equal to pilots' or gunner's hand to hand (Usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Gravity Rail Gun: This weapon is designed to be used against targets that are impervious to energy weapons. Rail Gun fires its projectiles at close to the speed of light so it can use the cannon at high sublight speeds. The weapon can be mounted in any or all of the energy/beam positions on the starship or turret.
    Range: 800 miles (1,290 km) in space and 8 miles (12.9 km) in an atmosphere.
    Mega Damage: 2D6x10 M.D. per 20 round burst, per cannon (Can be linked with other weapons).
    Rate of fire: Equal to pilots' or gunner's hand to hand (Usually 4 or 5).
    Payload: 4,000 Rounds (200 Bursts).
  4. Plasma Cannon: A very heavy weapon that fired superheated plasma. It has tremendous damage but has a limited rate of fire and has limited range. Weapon system is designed for heavy assault missions. They cannot be used faster than the speed of light. The weapon can be mounted in any or all of the energy/beam positions on the starship or turret.
    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. Tachyon Scatter Guns: Fires a wide blast that effects all targets in a cone 6.2 miles long and 3.1 miles wide in an atmosphere (Quadrupled in space. They CAN be used faster than the speed of light because Tachyons travel faster than the speed of light. Weapon system has no minuses to hit fighters and small targets. The weapon can be mounted in any or all of the energy/beam positions on the starship or turret.
    Range: 24.8 miles (40 km) with a width of 12.4 miles (20 km), range and width is one quarter in atmosphere.
    Mega Damage: 2D4x10 M.D. per gun.
    Rate of fire: Maximum of four (4) times per melee each.
    Payload: Effectively Unlimited.
  6. Mini-Missile Launchers: Mini-Missile launchers are commonly used for ground suppression. If both pods are Mini-missile launchers, then weapons can be linked. The 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)
    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 (24 with both launchers being mini-missiles).
    Payload: 48 mini-missiles per launcher.
  7. Short Range Missile Launchers: Short Range Missile launchers are commonly used for ground targets and against other fighters. If both pods are short range missile launchers, then weapons can be linked. The missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn (faster than any starship except if it is exceeding it maximum safe acceleration)
    Mega-Damage: Varies with short range missile type (See Phase World Missiles).
    Range: Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.
    Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, or 8 (16 with both launchers being short range missiles).
    Payload: 32 short range missiles per launcher.
  8. Medium Range Missile Launchers: Medium Range Missile launchers are commonly used for ground targets and against other fighters. If both pods are medium range missile launchers, then weapons can be linked. The missile 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.
    Mega-Damage: varies with medium range missile type (See Phase World Missiles).
    Range: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space
    Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, or 8 (16 with both launchers being medium range missiles).
    Payload: 16 medium range missiles per launcher.
  9. Long Range Missile Launchers: Long Range Missile launchers are commonly used for heavy ground targets and ships. If both pods are long range missile launchers, then weapons can be linked. The missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (far faster than any starship).
    Mega-Damage: varies with long range missile type (See Phase World Missiles).
    Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.
    Rate of fire: Can fire missiles one at a time or in volleys of 2, 4, or 8 (16 with both launchers being long range missiles).
    Payload: 8 long range missiles per launcher.
  10. Cruise Missile Launchers: Cruise Missile launchers are commonly used for capital ships, bases and space stations. If both pods are Cruise missile launchers, then weapons can be linked. The 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).
    Mega-Damage: varies with cruise missile type (See Phase World 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) in space.
    Rate of fire: Can fire missiles one at a time or in volleys of 2, or 4, (8 with both launchers being cruise missiles).
    Payload: Four cruise range missiles per launcher.
  11. System Bonuses: The ships combat bonuses is based on the starships systems. Engine Upgrades effect ships bonuses to dodge, dogfighting, and skill bonuses to piloting. Sensor upgrades effect ship's bonuses to strike and bonuses to make read sensory rolls. Engine Upgrade 1 gives the ship no bonuses. Engine Upgrade 2 gives bonuses of +1 to dodge, +1 to dogfighting rolls, and +5% to piloting rolls. Engine Upgrade 3 gives bonuses of +2 to dodge, +2 to dogfighting rolls, and +10% to piloting rolls. Sensor/E.C.M.-1 gives no bonuses. Sensors/E.C.M.-2 gives bonuses of +1 to strike and +5% to read sensory equipment. Sensor/E.C.M.-3 gives bonuses of +2 to strike, an additional +1 to dodge missiles due to spoofing, +10% to read sensory equipment, and the ship cannot be detected without military class sensors.


ComponentPrice
Unloaded Starfighter20 Million
Light Armor Reinforcement (+400)5 Million
Heavy Armor Reinforcement (+800)10 Million
Tail Turret10 Million
Shield 1 (200 MDC per side)5 Million
Shield 2 (300 MDC per side)10 Million
Shield 3 (400 MDC per side)15 Million
Engine Upgrade 1 (Mach 1 Atmosphere/ .5% C Acceleration Space)5 Million
Engine Upgrade 2 (Mach 3 Atmosphere/ .9% C Acceleration Space)10 Million
Engine Upgrade 3 (Mach 5 Atmosphere/ 1.5% C Acceleration Space)15 Million
FTL Contra-Grav Engine (4 light years/hour)20 Million
Laser Cannons (2D6x10 M.D., 1609 km range)4 Million
Particle Beam Cannon (3D6x10 M.D., 960 km range)5 Million
Plasma Cannon (1D4x100 M.D., 40 km range)5 Million
Tachyon Scattergun (2D4x10 M.D., 40 km range)8 Million
Mini-Missile Launchers (48 Mini-Missiles)4 Million
Short Range Missile Launchers (32 Short Range)4 Million
Medium Range Missile Launchers (16 Medium Range)4 Million
Long Range Missile Launchers (8 Long Range)4 Million
Cruise Missile Launchers (4 Cruise Missiles)5 Million
Tractor Beam10 Million
Sensors/E.C.M.-1 (Civilian Quality)1 Million
Sensors/E.C.M.-2 (Standard Military Quality)5 Million
Sensors/E.C.M.-3 (Best CAF Available)10 Million
Repair Drone2 Million


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