Bloodletter Heavy Starfighter / Gunboat (TGE):

The Boodletter was constructed for several different reasons with two main reasons. The Kreeghor has recently taken considerable losses among their Berserkers and they require relatively large crews so a patrol ship that requires a much smaller crew would be very useful. The second is because the various heavy fighters are excellent escorts and it was felt that a comparative ship would be an excellent idea. The Kreeghor had purchased a few Naruni Starsplitter bombers but both the Emperor and most warlords wanted to have their own ship design. The Bloodletter is designed to fill both roles and is often described as a Gunboat as well as a heavy starfighter. The fighter is so far only in the prototype stage with only about half a dozen produced so far. The fighter looks far different from virtually all other Kreeghor fighters and actually looks much like more standard starfighters. The fighter has fought in mock fights as has done quite well. Time will tell if the ship performs as well in real tests. The plan for the deployment is to operate the fighters with four or five being crews. The four being crew versions will be designed to be operated by Kreeghor and the five being crew versions will be designed to be operated by four members of other races with a Kreeghor in command. Like most smaller vehicles, the five man crew version will probably operate quite well without the commander.

The main punch of the fighter comes from four kinetic missile launchers adapted with a much greater range from the launchers on the Dark Slayer Main Battle Tank. While the weapon has a relatively limited payload, it has the ability to destroy most smaller fighters and inflict consider damage on larger ships. The ships other semi fixed guns include two standards gravity rail guns and two laser cannons. This array is pretty powerful as well and the rails guns have a far better payload that the Kinetic Energy Missiles. The fighter has two mini-missile launchers and carries medium range missiles as well. For anti-ship missions, the fighter can carry up to four cruise missiles. The ship has a turret mounted on top of the fighter. It can fire in all directions except down and is quite useful against rear targets. The fighter also has a pair of mini-missile launchers that fire to the rear of the fighter. The ship is not as aerodynamic as most fighter designs operated by the Trans-Galactic Empire and is slower in an atmosphere than the Flying Fang. It does have the same acceleration as a Flying Fang while operating in space. In addition, the Bloodletter has a Contra-Grav FTL propulsion system. It is not as the one on the Proctor but is still a major step up. The ship has shields equal to those carried on a Proctor but the ships hull is not as well armored.

In crew quarters, the ship is very similar to other large fighters. It has coffin style sleeping areas modified for the type of crew members the fighter will operate by. The ship is designed to carry one extra being Kreeghor sized or smaller in the ships quarters.

This fighter 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: TGE-BL-145
Vehicle Type: Heavy Fighter /
Crew: Four (Pilot, Weapon Control, Tail Gunner, and Engineer) or Five (Commander, Pilot, Weapon Control, Tail Gunner, and Engineer)

M.D.C. By Location:
Laser Cannons (2 - Sides)100 each
Gravity Rail Guns (2- Sides)100 each
Kinetic Energy Missile Launcher (Nose):150
Front Mini-Missile Launchers (2, top):60 each
Rear Mini-Missile Launchers (2, top):40 each
Top laser Turret250
[1] Main Body:1300
Reinforced Cockpit:200
[2] Variable Force Field:400 per side (2,400 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% (120 MDC) per melee

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 1.0 percent of light per melee.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4 lightyears per hour.
Atmospheric Propulsion: Maximum cruise speed is Mach 2.5 (1,853.6 mph / 2,983.1 kph), can enter and leave an atmosphere because flight system is by contra grav.
Maximum Range: Effectively Unlimited by either Drive system but only has supplies for five crew members for about four months.

Statistical Data:
Length: 76 feet (23.2 meters)
Height: 44.5 feet (13.6 meters)
Width: 68 feet (20.7 meters)
Weight: 540 tons (489.9 metric tons)
Power System: Advanced Fusion with 25 year life span.
Cargo: Minimal Storage Space 5x10x10 feet (1.5x3x3 meters). In addition, each crew member has a very small locker for personal items and uniforms.
Market Cost: 285 million to construct. No ships of this design have ever been put on sale on the market by the Kreeghor Military. Various intelligence groups of other governments would offer huge sums of money to purchase one of these ships

WEAPON SYSTEMS:

  1. Lasers Cannons (2): The fighter carries two laser cannons with one on each side of the fighter. The cannons are identical to the laser cannons carried on the flying fang. The cannons are paired with the rail guns with the laser cannons being the lower mounts. The cannons are normally fired together and can be combined with the rail guns if both are within range. The only problem with the weapon system is that they are fairly short ranged.
    Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega-Damage: 2D6x10 for both cannons (1D6x10 if one is destroyed) and 4D6x10+20 when the laser cannons and the autocannons are combined together
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: Effectively Unlimited
  2. Autocannons (2): The fighter carries two gravity rail cannons with one on each side of the fighter. They are similar to the cannons on the Flying Fang but a larger burst. The cannons are paired with the laser cannons guns with the gravity rail guns being the lower mounts. The cannons are useful against targets that are impervious to energy and has a slightly better range than the laser cannons. The auto cannons can be fired with the laser cannons to increase damage. Projectiles come out of launchers at close to the speed of light. Cannons uses a 18 mm projectile.
    Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
    Mega-Damage: 2D6x10+20 for a 15 round burst from both cannons (1D6x10+10 if one is destroyed) and 4D6x10+20 when the laser cannons and the autocannons are combined together
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: 15,000 rounds (500 burst total)
  3. Kinetic Energy Missile Launcher: Mounted in the Nose of the Fighter. The missiles are a large dart of supers strong MDC alloys via a gravitic launch system and is driven even faster by a gravity acceleration system on the missile itself. The weapon reaches close to the speed of light and is an unguided missile that inflicts massive damage. The launcher can launch them one at a time or in volleys but unlike standard volleys of missiles, they can be dodged. A volley can only be targeted at one target. They have no warhead and as such cannot be destroyed in the same fashion as standard missiles. These missiles can be used against unmoving targets beyond the weapons normal range when used in space but suffers the same penalties that normal missiles do.
    Range: 1,600 miles (2,500 km) in space and 16 miles (25 km) in an atmosphere.
    Mega Damage: 2D6x10 Per Missile
    Rate of Fire: One at a time or in volleys of Two or Four
    Payload: 80
  4. Top Lasers in Turret (2): Point defense lasers are used as an anti-missile, anti-power armor, and anti-starfighter defense. It can be fired in all directions except directly down and has 360 degree rotation. It can fire 90 straight up and up to 35 degrees downwards and has excellent coverage of the ship. The mount looks one cannon but is in reality tow laser cannons. The Cannons are similar to the ones mounted in the from of the fighter. The cannons are normally fired together and the only problem with the weapon system is that they are fairly short ranged.
    Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega-Damage: 2D6x10 for both cannons (1D6x10 if one is destroyed).
    Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
    Payload: Effectively Unlimited
  5. Cruise Missiles: Missiles are mounted under the fighter. 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 revised Phase World missiles tables (See Phase World Missiles - Anti-Matter does 4D6x100 MDC).
    Rate of fire: One at a time or in volleys of two, three, or four cruise missiles.
    Payload: 4 Cruise Missiles.
  6. Medium Range Missile Launchers (2): Weapon system is used for hitting enemy robots and fighters. Weapon system is also very effective as an anti-cruise missile. 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 missiles for both launchers.
    Payload: 8 per launcher for a total of 16 medium range missiles
  7. Forward Firing Mini-Missile Launchers (2): As the description indicates, these launchers fire forward. The fighter has two launchers mounted on top of starfighter on either side of the cockpit. 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, or 8
    Payload: 12 mini-missiles each launcher for 24 mini-missiles total.
  8. Rear Firing Mini-Missile Launchers (2): As the description indicates, the mini-missile launchers fire to the rear of the fighter. The fighter has two launchers mounted on top of starfighter above the engines of the fighter and behind the turret. 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, or 4.
    Payload: 6 mini-missiles each launcher for 12 mini-missiles total.


[ Phase World TM, Naruni 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.]

Image drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .
More Roman Kochnev artwork at The Science Fiction Art and Design Portfolio of Roman Kochnev

By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


Return to Phase World Vehicles