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 Turret | 250 |
| [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:
- 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
- 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)
- 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
- 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
- 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.
- 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
- 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.
- 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.
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