Raven Industries Panther class ECCM Heavy Starfighter:
The Human Alliance Puma class heavy fighter was considered an extremely effective heavy starfighter. It was introduced relatively early in the Human Alliance and unlike the new Consortium Proctor class fighter, the Puma does not mount faster than light drives. It operated by the Consortium as well until it was replaced by the new Proctor class heavy fighter. In most cases, the Puma operated from systems and not from carriers. While retired in service in the Consortium and Human Alliance, large numbers of these fighters still operate within the Three Galaxies.
Raven Industries purchases these fighters and refits them for special purpose roles. For this role, the main missile bays are stripped of ordnance and instead an incredibly powerful electronics warfare system is mounted in the four missile bays. With these systems, the range of sensors is greatly increased and long range jamming systems replace the standard units. Often they operate in support of fighter squadrons as well as to conceal ships. These fighters are extremely useful for independent scouting. Several mercenary companies as well as independent planets operate these fighters. A pod filling a similar role is carried of the Free Worlds Council Mosquito fighter. Several other nations have explored the potential of the design. Unlike Vector Aerospace, the company does not upgrade fighters for clients but will by old Puma class heavy fighters to defray costs.
Other than the fitting the advanced electronic suite, these fighters are not greatly upgraded compared to the Vector Aerospace Super Puma class heavy fighter. As a result, several clients have expressed interest in an upgraded version of the Panther which is heavier armored, better shielded, and faster. It is believed that there has been some discussion between Raven Industries and Vector Aerospace but nothing seems to have come of these discussions.
Even though these fighters are not upgraded in any great fashion, these fighters are fully reconditioned before being refitted to be electronic warfare craft. Any problems with the fighter are carefully examined and the fighters are rebuilt if possible. Fighters which are not worth being refitted are scrapped with the rejected Puma fighters being stripped of any useful components. The cockpit of the fighters are refitted for a crew of five with a pilot, co-pilot, two electronics warfare specialists, and the rail gun mount gunner. All new control systems are mounted for the crew. There is space for a single additional passenger, often a command and control officer.
While the four main missile bays are refitted, the two smaller bays are retained. Mostly for defensive purposes, the scout fighter retains the ability to carry up to thirty-two medium range missiles. As well, the four forward firing cannons and the upper turret are retained on the electronic warfare fighter. The standard electro-magnetic rail gun mount is retained on the fighter and requires less maintenance than a gravity rail gun mount. Shields are the standard model carried on the Puma. This system is likely the one most complained about and some crews have fitted heavier shield generators on the fighter, mostly standard Proctor class shield generators.
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: Raven Industries ESF-12
Vehicle Type: Heavy ECCM Fighter
Crew: Five (Pilot, co-pilot, two sensor / electronic warfare specialists, and turret gunner) Can accommodate one additional crew / passenger.
M.D.C. By Location:
|Nose Laser Cannons (4):||30 each|
|10 mm Electromagnetic Rail Gun Turret:||80|
|Medium Range Missile bays (2, Fuselage):||80 each|
|Electronic Warfare Bays (4):||75 each|
| Main Body:||1,150|
| Variable Force Field:||200 per side (1,200 total)|
 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.
 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 (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.)
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: 225 million credits.
- 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.
- 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)
- 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.
The Panther carries all the standard equipment of a Phase World heavy starfighter including long range sensors and communications and carries additional jamming and sensor systems.
- Jamming System: The system creates a powerful jamming field with a 60 mile (96.6 km) radius in an atmosphere and 60,000 miles (96,600 km) in space effecting all directions around the fighter. While the jamming system is on, conventional radar, gravity-wave sensors, and missile guidance systems will not be able to function properly in the area affected. The jamming also effects communication systems. Sensor systems will have ranges reduced to 25% of normal and have a -40% penalty to all read sensory roll including the chance of detecting any targets in the area (this includes the starship carrying the jamming system) of the jamming. In most cases, the system will also jam the equipment in friendly forces and all equipment in fighter that is using it. E.C.M. systems gives an additional +4 to dodge missiles due to spoofing although some missiles can be set to home on jamming signals.
- Sensor System: The fighter can carry a powerful sensor system. This system increases the sensor range of the Panther to that of a Frigate. Also gives a +20% bonus to read sensory equipment rolls.
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