SF-12 Puma class Heavy Starfighter (HAFN / CAF):


The Proctor starfighter was one of the first star fighters introduced which mounted an Faster than Light Drive and was considered an extraordinary introduction when first developed. It could scout for the carriers which it was embarked and could actually make long range strikes against targets outside of its home system. Still, heavy fighters existed long before the introduction of the Proctor but were instead in-system fighters although a few carriers embarked a small number. The big advantage of the heavy fighters was the much greater payload which they were able to carry compared to medium and light fighter. Often they operated in the role of heavy strike bomber although the are generally capable against lighter fighters as well. As well, they greater room allowed them to patrol for longer periods.


The Human Alliance introduced the Puma class heavy fighter to fill this role. It served the Human Alliance with distinction and later served in Consortium forces as well. It has now been replaced by the Proctor and other designs on virtually all Human Alliance and Consortium vessels and installations but the heavy fighter could see centuries more service in independent government forces. When the Proctor began replacing the Puma, vast amounts of these heavy fighters were put onto the market. Many militaries simply cannot afford the far more expensive Proctor and for most system defense roles, the Puma works just as well. Several companies specialize in manufacturing repair parts for the heavy fighter and upgrades although currently no companies produce an upgraded model of the heavy fighter.


While the engines are larger on the Puma than on the Proctor, their in-system acceleration is identical and is slightly slower than the Osprey medium fighter operated by the Human Alliance around the same time. Still, it is quite a bit faster than capital ships operated during the same time period. Due to particle shields, the safest top speed for the heavy fighter is 40% of light which is quite a bit slower than the Proctor although many Puma heavy fighters have had their particle shields upgraded. The heavy fighter is well armored although definitely less able to withstand abuse than the newer long range fighter. Shields are one of the weaknesses of the Puma and many upgrade packages include stronger shield generators. The normal rating for the shields is only around half that for those carried on the Proctor. Like the Proctor, the Puma is expected to be able to perform long duration patrols, although still in-system with the Puma, and has the capacity to carry additional crew. The fighter is normally operated by a crew of four but has bunks behind the main cockpit (no separate berthing space) for up to eight crew to allow for crew rotation. Unlike the proctor, the Puma does not have a large storage space.


In one respect the Puma is superior to the Proctor, that is in the fighter’s missile payload. The fighter has special bays which allow for the ability to carry up to eight cruise missiles or sixteen long range missiles. Missiles are stored with two cruise missiles or four long range missiles each bay. Some upgrades to the heavy fighter allow for a greater variety and amount of ordnance to be carried. Under the fuselage is also two bays which allows for the carrying of medium range missiles for self defense. Twice the number of medium range missiles are carried on the Puma than on the Proctor. For beam weaponry, the Puma is armed with four forward firing laser cannons and a single rail gun in a turret on the top of the heavy fighter. The laser cannons are similar to those fitted on the Osprey and Vixen fighters although the Puma carries twice the number as the lighter fighters. The rail gun is a ten millimeter conventional type rail guns which is identicle to the rail gun carried on the Kramer tank and is lighter than those carried on most capital ships because the fighter cannot handle the stresses of the weaponry. The rail gun is commonly replaced by more powerful gravity rail guns in upgrade packages for the heavy fighter but is still pretty effective.


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 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: SF-12
Vehicle Type: Heavy Fighter
Crew: Four (Pilot, Co-Pilot, Weapons and Sensor officer, turret gunner) Can accommodate four additional crew / passengers.


M.D.C. By Location:

Nose Laser Cannons (4):30 each
10 mm Electromagnetic Rail Gun Turret:80
Heavy Missile bays (4):75 each
Medium Range Missile bays (2, Fuselage):80 each
[1] Main Body:1,150
Cockpit:220
[2] Variable Force Field:200 per side (1,200 total)


Notes:
[1] Depleting the M.D.C. 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 M.D.C.) per melee round.


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 (many have had their particle shields upgraded to allow for speeds up to 50% of the speed of light). Fighter can accelerate/decelerate at the rate of 1.0 percent of light per melee.
Atmospheric Propulsion: Maximum cruise speed is Mach 2.4 (1,779.5 mph / 2,863.8 kph), can enter and leave an atmosphere because flight system is by contra grav.
Maximum Range: Effectively Unlimited by drive system but only has supplies for crew for four months (six with strict rationing.)


Statistical Data:
Length: 78.4 feet (23.9 meters).
Height: 19.5 feet (5.6 meters).
Width: 52 feet (15.8 meters) at the body or 78.2 feet (23.8 meters) at the wing body.
Weight: 320 tons (290 metric tons) fully loaded
Power System: Advanced Fusion with 20 year life span.
Cargo: Each crew member has a very small locker for personal items and uniforms.
Market Cost: 100 to 120 million credits (Fighter is no longer being produced)


WEAPON SYSTEMS:

  1. Four (4) Laser Pulse Cannons: These weapons are mounted in the forward end of ship and fire forward. Each gun has an arc of fire of about 30 degrees. These weapons are identical to those carried on the Vixen and Osprey star fighters. As well as being able to be combined, cannons can each be fired separately.
    Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.
    Mega-Damage: 2D4x10+10 per single blast, 8D4x10+40 for a quadruple blast (Costs one attack)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. 10 mm Electromagnetic Rail Gun Turret (1): Mounted in a turret on the top of the starfighter. Unlike rail-guns mounted on most phase world star fighters, the rail guns work through the use of electromagnets instead of through gravity. The rail gun still fires projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from the rail guns at a significant fraction of the speed of light. It is used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Rail Gun is in a turret that can rotate 360 and has a 180 arc of fire.
    Maximum Effective Range: 8,000 feet (2,440 meters) in an atmosphere and 150 miles (240 km) in space.
    Mega Damage: 20 round burst inflicts2D4x10+10 M.D.C., one round does 2D6+2 M.D.
    Rate of Fire: Equal to the Gunner's combined hand to hand (usually 4 or 5).
    Payload: 2,000 Rounds (100 Bursts)
  3. Heavy Missile Bays (4): The heavy fighter has four heavy missile bays. Each missile bay can carry two cruise missile or four long range missiles. The pylon must carry all the same type ordnance. A Cruise missile is normally carried when on an anti-capital ship role and long 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.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missiles 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 the target does not move and missile when dead at -25% to be detected.) Cruise missiles have penalties to hit small targets but all missiles are all considered smart missiles.
    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 and Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 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), four (4), or eight (8) missiles.
    Payload: Two Cruise Missile or Four Long Range Missiles per missile bay (maximum of 8 cruise missiles or 16 long range missiles)
  4. Medium Range Missile Bays (2): In the fuselage of the heavy fighter are two medium range missile bays. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Weapon system can be used on multiple targets.
    Maximum Effective Range: 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: Varies with medium range missile type (See revised Phase World / Three Galaxies missile tables for details.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles.
    Payload: 16 medium range missiles per bay for a total of 32 medium range missiles.



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Writeup by Kitsune (E-Mail Kitsune).


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