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.
- 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.
- 2.6 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Component | Price |
Unloaded Starfighter | 20 Million |
Light Armor Reinforcement (+400) | 5 Million |
Heavy Armor Reinforcement (+800) | 10 Million |
Tail Turret | 10 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 Beam | 10 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 Drone | 2 Million |
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