SF.8 Torero Medium Starfighter (Caramelles Kingdom):
Because the Caramelles Kingdom does not have access to designs produced by many of the larger government military complex, the Kingdom has often been forced to develop their own designs. While they could theoretically purchase Naruni designs, these are considered sub optimal. As well, the nobles ruling the kingdom realize quite clearly the dangers with dealing with Naruni.
One of the Kingdom's designs is the Torero medium fighter. Along with the Avispa light fighter, which it was developed from, the medium fighter forms the bulk of the Kingdom's fighter forces. The Kingdom has also managed to pick up some odds and ends of various fighters which they also operate. These include the Human Alliance Vixen and Osprey as well as the Consortium Scorpion and Katana fighters. Still, these fighters make up less than ten percent of the Caramelles Kingdom's fighter forces.
While the Kingdom produces a number of quite decent capital ship designs, their fighter designs are generally considered inferior to even older Human Alliance designs. Few of the Kingdom's fighters are exported in any number due to this even though the Kingdom has tried hard to sell their fighter designs.
Because of the various weaknesses in their fighter designs, the Kingdom is looking to improve their fighter designs. The Avispa light fighter is likely to be replaced by a copy of the Ross ICE Hyena light fighter. Caramelles Kingdom has never been particularly concerned with design patents. The Torero medium fighter is a bit of a harder issue. One consideration is to working out a deal with the Free World's Council for the Longtooth fighter based on the Trans-Galactic Empire Flying Fang fighter. Other possibilities include an improved version of the Torero based on technology of the Ross ICE Hyena. Or even an enlarged version of the ICE Hyena. The “Super Hyena” is only a marginally better design than the Torero medium fighter so it is not likely to replace the Caramelles Kingdom's medium fighter even though the design has been brought forward.
At almost fifteen metric tons, the Torero medium fighter is quite heavy. Fully loaded, the fighter reaches slightly over twenty metric tons. Even so, the medium fighter is less armored than the Human Alliance Osprey class fighter although it is protected by a variable force field of similar strength. Acceleration is reasonable, equal to that of the Osprey, although many newer medium fighters, such as the Katana and Black Eagle, have greater acceleration. The medium fighter is designed for atmospheric operations although external ordnance reduces performance in an atmosphere. The fighter’s wings fold to better fit in the hanger of a carrier.
While the fighter does not carry any energy weapons, it does mount four rail guns with two on each wing root. These mounts fire through electromagnetics instead of being gravity based like those mounted on the ships of most of the greater powers. Firing a 10 mm high density projectile, the rail guns fire a ten round burst for a total burst of forty rounds per burst. These rail guns have a comparatively modest range and have a payload of one thousand rounds per mount for four thousand rounds total.
The medium fighter also has a total of five hard points. The fighter has three hard points under the fuselage and one on each wing. Each of the hard points can carry a single anti-ship capital missiles, two long range missiles, or four medium range missiles. Caramelles Kingdom does have standard anti-matter warheads including multi-warhead but does not have access to any exotic warhead types including super heavy gravity, super heavy anti-matter, or x-ray laser warheads. The two wing hard points are designed to be able to carry a mini-missile pod with sixteen mini-missiles each. Originally it was planned for the center hard point to mount the heavy point defense rail gun used on the Kingdom's warships but the mount was found to reduce performance to unacceptable levels.
This starfighter design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.
(Note: The power system is fusion not anti-matter because the author’s opinion is that anti-matter is too 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: SF.8
Vehicle Type: Medium Fighter
M.D.C. By Location:
|10 mm Electromagnetic Rail Guns (4, Wing Roots):||30 each|
|Fuselage Hard Points (3, Sides of Fuselage / Under Fuselage):||10 each|
|Wing Hard Points (2, Under Wings):||10 each|
| Wings (2):||200 each|
| Main Body:||540|
|Cockpit / Reinforced Pilot’s Compartment:||100|
| Variable Force Field:||200 per side (1,200 total)|
 Destroying a wing will cause the fighter to crash if it is flying within an atmosphere. Destruction of a wing has no effect on flight / propulsion in space. All weapon systems mounted on that wing will also be lost.
 Depleting the M.D.C. of the main body will put the starfighter out of commission. All internal systems will shut down, including life support and internal gravity. The fighter itself will be an unsalvageable floating wreck.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 M.D.C.) per melee round.
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 1.2 percent of light per melee.
Atmospheric Propulsion: Maximum normal speed is Mach 5.5 (4,078.0 mph / 6,563.0 kph), can enter an atmosphere because flight system is by contra grav. When loaded down with ordinance, fighter’s top speed in an atmosphere is Mach 2.0 (1,482.9 mph / 2,386.51 kph)
Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for four days.
Length: 51.84 feet (15.8 meters)
Height: 14.76 feet (4.5 meters)
Width: 45.60 feet (13.9 meters) wings folded and 54.46 feet (16.6 meter) wings unfolded
Weight: 16.31 tons (14.8 metric tons) unloaded and 22.27 tons (20.2 metric tons) fully loaded.
Power System: Fusion power supply with a 8 year duration.
Cargo: Tiny storage area with room for a small sidearm, dry rations for 12 days, and a water dispenser.
Market Cost: 25 million credits.
- Four (4) 10 mm Electromagnetic Nose Mounted Rail Guns: Mounted
on the wing roots of the fighter. Unlike rail-guns mounted on most newer
Three Galaxies / Phase World star fighters, the rail guns work through
the use of electromagnets instead of through gravity. The rail guns still
fire projectiles at incredible velocities compared to rail guns on Rifts
Earth and projectiles are fired from rail guns at a significant fraction fraction of the
speed of light in space and when used in an atmosphere are fired at a slower
but still at hypersonic speeds. It is used as an anti-starfighter and missile
weapon and against targets that are impervious to energy. Generally all
four rail guns generally fire together but may be fired in pairs or singularly
to conserve ammunition.
Maximum Effective Range: 8 miles (13 km) through atmosphere and 400 miles (640 km) in space.
Mega Damage: All four rail guns firing together (40 rounds) inflicts 4D4x10+40 M.D.C. Two rails firing together (20 rounds) inflicts 2D4x10+20 M.D.C. Single rail gun (10 rounds) inflicts 1D4x10+10 M.D.C., one round inflicts 2D6+4 M.D.
Rate of Fire: Equal to the pilot’s combined hand to hand (usually 4 or 5) - firing both rail guns together costs one attack.
Payload: 1,000 Rounds (100 Bursts) each rail gun (4,000 rounds total.)
- Five (5) Hard Points: The fighter has a total of five hard
points. Each wing has a single hard points and there are three hard points
on the fuselage. Each hard point can carry one cruise missile, two long
range missiles, four medium range missiles. Only the wing hard points can
mount a mini-missile pod with a capacity for sixteen mini-missiles. The
pylon must carry all the same type ordnance.
- Missiles: Cruise missile are normally carried when on an
anti-capital ship role and long and medium range missiles when fighting
other starfighters. Cruise Missiles have 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 have 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 have a
top speed of Mach 15 in an atmosphere and in space has an acceleration
of 6% of light per turn. Whether weapons can be shot down is calculated
from the speed of target, launcher, and missile. When drive goes dead,
missile will continue to travel in a straight line 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 unpowered, is at -25% to be detected.) Cruise missiles
have penalties to hit small targets but are all considered smart missiles.
Missiles can be launched on multiple targets simultaneously.
Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space, Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space, and Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.
Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2) missiles.
Payload: One (1) Cruise Missile, Two (2) Long Range Missiles, or Four (4) Medium Range Missiles per hard point.
- Mini-Missile Pod (Wing Hard Points Only): Can only be carried
on the "wings" of the starfighter and can be used against ground targets,
infantry, and against starships. 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). Mini-Missile in the Phase World setting are normally
Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
Mega Damage: Varies with mini-missile types (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8) and can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter how many missiles in a volley.)
Payload: Each pod carries sixteen (16) mini-missiles (32 mini-missiles maximum)
- Missiles: Cruise missile are normally carried when on an anti-capital ship role and long and medium range missiles when fighting other starfighters. Cruise Missiles have 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 have 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 have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line 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 unpowered, is at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all considered smart missiles. Missiles can be launched on multiple targets simultaneously.
[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2011, Kitsune. All rights reserved.