Star Wraith Class Fighter (Phase World):
The Star Wraith is a larger and move heavily armed fighter than the
Star Ghost fighter built by the Promethian Government of the planet of
Phase World. The Star Wraith fills a similar role to that of the Consortium
of Civilized Worlds Proctor class fighter. To fill this role, the ship
is bigger than the standard Star Ghost although the physical lines of the
ship are very similar. This ship is mostly retained only within the Promethian
military but a small number of the heavy fighters are sold to outside interests.
The fighter is well armed and is quite capable but many militaries consider
it simply too expensive for its combat capabilities. The fighter main weapon
is its phase cannon. The cannon is identical to that carried on the Star
Ghost. The ships has two standard laser cannons to support the phase cannon
mounted on the forward of the starfighter. When the fighter fires both
cannons in bursts it is capable of wrecking smaller starfighters very quickly.
To give the fighter better defensive firepower, the rear turret was retained
but the turret is independently controlled by a gunner. The fighter carries
four cruise missiles which gives the ship the ability to severely damage
capital ships. By using the ships ability to jump from location to location,
the Star Wraith can make devastating cruise missile attacks. Finally, the
fighter has two mini missile launchers. These are both used for defense
and for precision attacks.
The fighter is set up in a very similar fashion to the CAF Proctor class
in crew arrangements. The ship has four coffin like sleeping arrangements
for the ships crew. Unlike the Star Ghost, this fighter is often used on
long range patrol and on reconnaissance.
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: SW-2
Vehicle Type: Strategic Heavy Fighter/Attack Craft
Crew: Three (Pilot, Weapon Operator/Navigator, and turret gunner).
The fighter has four coffin style sleeping arrangements similar to those
on the CAF Proctor class heavy fighter.
M.D.C By Location:
| Phase Cannon (1, Front): | 200 |
| Twin Forward Laser Cannons (2, Front): | 120 each |
| Point Defense Laser Turret (1, Rear): | 150 |
| Cruise Missile Launchers (4, Bottom): | 80 each |
| Mini-Missile Launcher (1, Top): | 100 |
| Cockpit: | 275 |
| [1] Main Body: | 825 |
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.
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 50 percent of the speed of light. Fighter can accelerate/decelerate
at the rate of 1.1 percent of light per melee.
Stardrive: Ship has a P-Drive that allows ship to travel at
a maximum speed of three light year per hour.
Atmospheric Propulsion: Maximum speed is Mach 6.5, can enter
and leave an atmosphere.
Maximum Range: Effectively Unlimited by either Drive system
but only has supplies for pilot, navigator, and gunner for two months.
Statistical Data:
Length: 76.2 feet (23.2 meters).
Height: 38.7 feet (11.8 meters).
Width: 44 feet (13.4 meters).
Weight: 159.8 tons (145 metric tons)
Power System: Advanced Fusion with 20 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: Small Storage Space 6x6x6 feet (2 x 2 x 2 meters).
Market Cost: 860 million credits. Only mega corporations and
planetary governments can afford them.
WEAPON SYSTEMS:
- Phase Cannon (1):
Mounted in the nose of the Starfighter
and 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 gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Forward Twin 8.5 mm Lasers Cannons (2):
Slightly low powered
for a main weapon of a starfighter but due to the weapons being able to
fire three shot bursts, the fighter's guns can do considerable damage.
In most cases, both cannons will be fired together but each one can be
separately.
Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an
atmosphere.
Mega Damage: One Cannon; Single shot does 1D6x10 MDC
each and three shot burst does 3D6x10. Both Cannons; Dual shot (one
shot from each cannon) does 2D6x10 MDC each and six shot burst (three shots
from each cannon) does 6D6x10.
Rate of fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Rear 8.5 mm Point Defense Lasers in Ball Turret (1):
Point
defense lasers are used as an anti-missile, anti-power armor, and anti-starfighter
defense to the rear of the starship. Weapon can fire single shot or three
shot bursts to do increased damage.
Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an
atmosphere.
Mega Damage: Single shot does 1D6x10 MDC each and three shot
burst does 3D6x10
Rate of fire: Equal to the combined hand to hand attacks of
the gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Cruise Missile Launchers (4):
In the belly of the fighter
are four cruise missile bays. Each bay contains one cruise missile. 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). 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.
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)
Mega-Damage & Properties: See
Phase World
Missiles (Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of two, three, or
four missiles.
Payload: 4 Cruise Missiles (1 each bay)
- Mini-Missile Launcher:
Mounted on top of starfighter Fires
mini-missiles used for offensive and defensive purposes. 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.
Payload: 24 per launcher for a total of 48 mini-missiles
- Phase Fields:
The ship can generate two different protective
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.
- Phase Jump System:
The ship can make short range teleportation
"Jumps." Each jump counts as one melee action or attack and can cover up
to 200 miles/ 320 km instantly. A pilot can combine jumps with attacks
and jumps can be used as dodges. When fighting small ships, power armors,
robots jumping style attacks give the ship the following bonuses: +2 to
dodge, +2 to initiative, and +1 to strike. When fighting a large vehicle
the fighter gets the following bonuses: +2 to dodge, +3 to initiative,
and +2 to strike. Each jump uses up one "Charge" from phase field generator.
[ 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 © 1998, Kitsune. All rights reserved.