Kinjal Light Starfighter (Naruni Industries):

The Starsplitter bomber was able to rescue some of the Naruni Industries business but the sales of the other fighters have stayed horrible. Part of this is simply because the Broadsword and Fire-Eater simply have inferior combat abilities when compared to other starfighters and are rather slow. Because of this, a heavy amount of research has been done into new starfighter designs. One of the ideas was a light fast starfighter. It abandons the old trick of building an atmospheric design and a space design even though this means that potential customers may end up purchasing extra fighters. Like many light starfighters it is built on the concept of an eggshell armed with sledgehammers. The fighter has very powerful guns but is very lightly armored.

The fighter design has been stripped as much as possible to make the fighter less expensive. The fighter carries no shields and has less armor than a CAF Scorpion. It does still have enough armor to survive a few hits. The propulsion system is a high powered contra-grav system. The engine can output as much acceleration as a Scorpions engine but does not require an auxiliary thruster. For weapon systems, several different opinions were considered. The one that was finally considered was a cannon that fired Naruni plasma Cartridges. The cannons that were chosen was a heavily modified version of the NE-200 Plasma Cartridge Machinegun. The guns we modified with a gravitic accelerator that greatly increases the damage. This also allows the fighter to fire high density slug or other ammunition as well. Damage is far reduced in those cases. The fighter also has two mini-missile launchers. This missiles are the main weapon used against both ground targets and large starships

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. Most smaller Naruni ships are fusion powered  by Phase World Gamebooks)

Model Type: NE-SF20
Vehicle Type: Light Fighter / Interceptor
Crew: One.

M.D.C By Location:

Plasma Cartridge Gravitic Cannons:100 each
Mini-Missile Launchers75 each
[1] Main Body:500

[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.

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 1.8 percent of light per melee.
Atmospheric Propulsion: Maximum cruise speed is Mach 7.5 (5,560.9 mph / 8,949.4 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 pilot for seven days.

Statistical Data:
Length: 35 feet (10.7 meters)
Height: 9 feet (2.7 meters)
Width: 28 feet (8.5 meters)
Weight: 5.5 tons (5 metric tons)
Power System: Advanced Fusion with 20 year life span.
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Market Cost: 25 million credits.


  1. Plasma Cartridge Auto-Cannons (2): These cannons fire standard Naruni plasma cartridges at extremely high velocities and heavily modified versions of the NE-200 Plasma Cartridge Machinegun. These cannons are short ranged but are very impressive in damage. These cannons can actually fire standard projectiles although the damage is not as impressive. The cannon fires a 5 cm projectile.
    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega-Damage: 2D6x10 per 10 Shot burst (4D6x10 for both cannons combined). If the fighter is using mega-damage slugs instead reduce damage to 1D4x10 per 10 Shot Burst (2D4x10 for both cannons combined)
    Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
    Payload: 1000 rounds per cannon (100 bursts)
  2. Mini-Missile Launchers (2): These are two packs of min missiles that 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 is phase world are normally guided.
    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies Missile tables for details.)
    Maximum Effective Range: Mini-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 two (2), four (4), eight (8), or twelve (12) missiles.
    Payload: 24 each launcher for a total of forty-eight (48) mini-missiles
  3. Special Bonuses: The fighter is very maneuverable; add +10% to the pilots piloting skill, +1 to strike, +3 to dodge. 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).

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Writeup by Kitsune (E-Mail Kitsune).

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