Gladius class Medium Strikefighter (Wolfen / CAF):
Like the Human Alliance, The Wolfen had a good and effective medium
starfighter before they became members of the Consortium of Civilized Worlds.
Like the Human equivalent, the Osprey, the fighter was adopted by the Consortium
Armed Forces but served in much smaller numbers. When adopted it was given
a standard CAF designation. Unlike the Osprey, an upgraded version of the
Gladius is still being constructed and is in service with the Wolfen militaries.
Old versions sill serve in many militaries and have had excellent records
in combat. These fighters serve in human as well as Wolfen hands, are found
in the Free Worlds Council, in Independent Fleets, and in Mercenary Companies.
The Wolfen militaries are currently upgrading to the new model. The new
fighters are the equal of virtually all fighters in service with the other
militaries and are likely to gain as glorious a record as the original
Gladius has. Wolfens love fighter combat and their fighters are often referred
to as their claws and teeth.
The only real problem with the older models of the fighter is that the
fighters have no shields. This is partially compensated by the fact that
the fighters carry more armor than fighters of its time. The fighter was
faster than an Osprey and is as fast as the much newer Katana fighter from
Bushido Industries. They are better armed than an Osprey in direct fire
weapons. The fighters carry two particle beam mounts and two rail gun mounts.
The damage for the weapon system is impressive in close combat. The ship
does not carry fixed missile mounts but instead carries mounts that can
carry a variety of different missiles. There are a total of four hard points
and the missiles are external so atmospheric speeds are reduced with ordinance.
The missiles are partially recessed so this is minimized but is still
a factor.
The new version was created in an effort to solve the problems with
the older fighter. Unfortunately, the part compatibility is no very good.
This means that there must be two parts pipelines. One is for the older
fighters and the other is for the newer fighters. The good news is that
the ships performance is much greater than the original. It has shields
for protection, is faster than the original and is as fast as a Black Eagle,
the new fighter is more maneuverable, and has greater weaponry. The particle
beams and rail guns are more powerful as well as the fighter having five
hard points instead of four. Sensors have been upgraded to the new standards
as well. There is also a project to create an FTL booster for the Gladius
similar to the one designed for the Katana.
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: | PBI-22 / SF-8B | Original Model |
| PBI-22G | Advanced Model |
Vehicle Type: Medium Interceptor / Strike Fighter
Crew: Two (Pilot and weapons and sensor officer)
M.D.C By Location: | Standard: | Advanced: |
| Nose Particle Beam Cannons (2): | 20 each | 40 each |
| Side Rail Guns (2): | 25 each | 50 each |
| Missile Pylons (4 old / 5 new, Underside): | 8 each | 12 each |
| [1] Main Body | 750 | 800 |
| Reinforced Cockpit: | 100 | 150 |
| [2] Variable Force Field: | None | 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:
Original Fighter: 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 1.4 percent of light per melee.
Advanced Model: 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 1.6 percent of light per melee.
Stardrive:
While development is not complete, there is a project working on an
FTL booster for the Advanced model of the fighter.
Atmospheric Propulsion:
Original Fighter: Maximum normal speed is Mach 7 (5,190.2 mph/
8,352.8 kph), fighter can enter and leave an atmosphere because flight
system is by contra grav. When starfighter is carrying missiles, speed
is limited to Mach 6 (4,448.7 mph /7,159.5 kph), but can still enter and
leave atmosphere because flight system is by contra grav.
Advanced Model: Maximum normal speed is Mach 8 (5931.6 mph /
9546 kph), fighter can enter and leave an atmosphere because flight system
is by contra grav. When starfighter is carrying missiles, speed is limited
to Mach 6.5 (4,819.5 mph /7,756.2 kph), but can still enter and leave atmosphere
because flight system is by contra grav.
Maximum Range: Effectively Unlimited by drive system but only
has supplies for pilots for three weeks.
Statistical Data:
Length: 46 feet (14.0 meters)
Height: 14 feet (4.3 meters)
Width: 44 feet (13.4 meters)
Weight: 12 Tons (10.9 metric tons) empty and 19 tons (17.2 metric
tons) fully loaded.
Power System: Original Fighter: Advanced Fusion with
20 year life span, Advanced Model: Advanced Fusion with 35 year
life span,
Cargo: Minimal Storage Space, place for a rifle, handgun, small
survival kit, signal flares, and food rations.
Market Cost: Original Fighter: 25 million credits. Advanced
Model: 45 million credits
WEAPON SYSTEMS:
- Standard Model:
- Light Particle Beam Cannons (2):
These guns are mounted on
the sides of the fighter. While not as powerful as most new fighter weapons
system, The weapon is still powerful and effective. The weapons are fairly
short ranges but may be combined with the fighters rail guns when a target
is close enough that both weapon systems are within range. The particle
beam cannons are controlled by the fighters pilot.
Range: 4 miles (6.4 km) through atmosphere and 200 miles (321.8
km) in space.
Mega-Damage: 1D4x10+10 per single blast, or 2D4x10+20 per double
blast (3D6x10+20 when the particle beams and the rail guns are combined
together).
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: Effectively Unlimited
- Standard Rail Guns (2):
These guns are mounted on the middle
front of the fighter and are electromagnetic rail guns instead of being
gravity rail guns. They are less powerful than many modern rail gun systems
but are still quite respectable. The rail guns do have a longer range than
the particle beam cannons. The rail guns are controlled by the fighters
pilot and can be combined with the particle beams or inflicting greater
damage.
Range: 6 miles (9.7 km) through atmosphere and 600 miles (966
km) in space.
Mega-Damage: 2D6x10 for a 30 round burst from both cannons (1D6x10
if one is destroyed) and 3D6x10+20 when the particle beams and the rail
guns are combined together
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: 7,500 rounds (125 burst total)
- Missile Pylons (4):
On the underbelly of the fighter are
four missile racks that allows the fighter to carry one cruise missile,
two long range missiles, or four medium range missiles each. 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
Phase World Missiles
(Cruise Anti-Matter does 4D6x100 MDC and Long Range Fusion does 2D4x100 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.
- Advanced Model:
- Particle Beam Cannons (2):
These guns are mounted on the
sides of the fighter. These cannons have been upgraded and are both more
powerful and have a better range than the original cannons. The particle
beam cannons are controlled by the fighters pilot and when both weapons
are within range, the particle beams and rail guns may be combined to inflict
greater damage.
Range: 5 miles (8 km) through atmosphere and 500 miles (800
km) in space.
Mega-Damage: 1D6x10+10 per single blast, or 2D6x10+20 per double
blast (4D6x10+40 when the particle beams and the rail guns are combined
together).
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: Effectively Unlimited
- Gravity Rail Guns (2):
These guns are mounted on the middle
front of the fighter and are upgraded from the original electromagnetic
rail guns and are gravity rail guns. They are similar to the rail gun carried
on some other fighters in the Three Galaxies. The rail guns do have a longer
range than the particle beam cannons. The rail guns are controlled by the
fighters pilot and can be combined with the particle beams or inflicting
greater damage.
Range: 10 miles (16 km) through atmosphere and 1,000 miles (1,600
km) in space.
Mega-Damage: 4D4x10 for a 20 round burst from both cannons (2D4x10
if one is destroyed) and 4D6x10+40 when the particle beams and the rail
guns are combined together
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: 7,500 rounds (125 burst total)
- Missile Pylons (5):
On the underbelly of the fighter are
five missile racks that allows the fighter to carry one cruise missile,
two long range missiles, or four medium range missiles each. 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
Phase World Missiles
(Cruise Anti-Matter does 4D6x100 MDC and Long Range Fusion does 2D4x100 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.
- Special Bonuses:
This fighter is extremely maneuverable;
add +5% to the pilots piloting skill, +1 to strike, +1 to dodge energy
and projectile fire, and +2 to dodge missiles, obstacles, and stellar debris.
The fighter also have a very advanced terrain following system. All bonuses
are in addition to pilots bonuses (Hand to hand and Starfighter Pilot:
Basic or Elite).
[ Phase World TM and Wolfen 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 DUO (duo@pt.tizeta.it).
More Duo artwork at
The Planet
By Kitsune (E-Mail Kitsune ).
Copyright © 1999, Kitsune. All rights reserved.