Sharktooth Light Starfighter (TGE):

The Sharktooth light starfighter is a new fighter design that is being experimented by the Transgalactic empire. It is a light fighter that has a higher performance than that of the Flying Fang with only sacrificing a little bit of the fire power of the larger fighter. The Sharktooth looks like a shorter version of the Flying Fang with much of the loss of length being in reducing the length of the fighter. The ship has three rear thrusters instead of two. The profile of the fighter allows the fighter to operate ver well in an atmosphere. This new fighter was originally planned to supplement the flying fang but it now appears that the Sharktooth will replace the Flying Fang. In recent deployment on a Smasher class cruiser, the Sharktooth were able to destroy a squadron of Flying Fangs operated by the Free Worlds Council.

In weaponry, the Sharktooth is very similar to the Flying Fang but has only one rail gun instead two. This leaves the fighter with two laser cannons and one rail gun. All three cannons can be fire in a combined barrage and the damage is quite respectable. The fighter has two small mini-missile launchers with one on either side of the cockpit. The launchers carry slightly less missiles than the Flying fang does. Instead of having medium range missile launchers on the belly, the fighter has two missile hard points on the bottom. The ship carries the same shields as the Flying Fang but is lighter armored

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-ST-110
Vehicle Type: Space/Atmospheric
Crew: One.

M.D.C By Location:
Nose GR-Cannon:80
Horn Laser Cannons (2):125 each
Mini- Missile Launchers (2, top):60 each
[1] Main Body:420
Reinforced Cockpit:100
[2] Variable Force Field:200 per side (1,200 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% (60 MDC) per melee

Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.5 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 7 (5,190.2 mph /8352.8 kph), can enter and leave an atmosphere because flight system is by contra grav. If the fighter is loaded down with ordnance, reduce fighters top speed to mach 6.5 (4,819.5 mph /7,756.2 kph).
Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for six days.

Statistical Data:
Length: 35 feet (10.7 meters)
Height: 13.5 feet (4.1 meters)
Width: 30 feet (91 meters)
Weight: 8.5 tons (7.7 metric tons)
Power System: Advanced Fusion with 25 year life span.
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Market Cost: 58 million credits.

WEAPON SYSTEMS:

  1. Horn Lasers Cannons (2): The fighter carries two laser cannons with one en each of the horns of the starfighter. The cannons are normally fired together and can be combined with the rail gun 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 3D6x10 when the laser cannons and the autocannon are combined
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: Effectively Unlimited
  2. Autocannon: The fighter has an autocannon under the nose of the fighter. The cannon is useful; against targets that are impervious to energy and has a slightly better range than the laser cannons. The auto cannon can be fired with the laser cannons to increase damage. Projectiles come out of launchers at close to the speed of light. Cannon uses a 18 mm projectile.
    Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
    Mega-Damage: 1D6x10 for a 10 round burst. The laser cannons and the autocannon can be combined for 3D6x10
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: 5,000 rounds (500 burst total)
  3. Mini-Missile Launchers (2): 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: 8 mini-missiles each launcher for 16 mini-missiles total.
  4. Missile Pylons (2): On the underbelly of the fighter are two missile racks that allows the fighter to carry one cruise missile, two long range missiles, or four medium range missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting other starfighters. Cruise Missiles 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). Long Range Missiles has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Medium Range Missiles has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. 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. Missiles can be launched on multiple targets simultaneously.
    Range: Cruise Missiles range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds), Long Range Missiles range is 3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space, and Medium Range Missiles range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds).
    Mega-Damage & Properties: See revised Phase World missiles tables (See Phase World Missiles - Cruise Anti-Matter does 4D6x100 MDC).
    Rate of fire: One at a time or in volleys of two, three, or four missiles.
    Payload: 1 Cruise Missile, 2 Long Range Missiles, or 4 Medium Range Missiles per Pylon.
  5. Bonuses: The Sharktooth is very maneuverable and is in fact more maneuverable than the Flying Fang. The fighter has +1 to Strike, +2 to Dodge, +1 to dogfighting, and +1 to initiative. These are addition to bonuses from starfighter combat.


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By Kitsune (E-Mail Kitsune ).

Copyright © 1998, Kitsune. All rights reserved.


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