Kittani Starfighter (Splugorth / Kittani):


Many sources state that the Splugorth fleets rely on the Kittani Transformable Robot-Fighter for both the needs of their combat robot vehicles and space fighters. This cannot be considered completely accurate with the Kittani operating a more conventional space fighter design as well. Granted, the Splugorth military forces do operate large numbers of the transformable fighter but significant numbers of more conventional fighters are operated by them as well.


Military experts respect Kittani military technology but it is in no way actually feared. It might be considered just slightly inferior generally to the more advanced Consortium designs although more on par with the designs of the Trans-Galactic Empire. This does not mean that the Kittani do not have some areas where they have superior technology to the Trans-Galactic Empire or even the Consortium. With regard to sensor range and effectiveness, most military experts compare Kittani designs closer to the Trans-Galactic Empire than with the Consortium of Civilized Worlds


The Kittani Transformable Robot-Fighter is actually slightly smaller than the Consortium Scorpion light fighter. At twelve tons, the Kittani Starfighter is closer to the mass of most medium fighters although still smaller than many. When the Kittani Transformable Robot-Fighter and the Kittani Starfighter are seen side by side, it is obvious that the Kittani Starfighter is far larger.


In general, it is considered that the Transformable Robot-Fighter is something of a compromise design. As a result, the Kittani Starfighter can be considered a far better space fighter. Some of the advantages of the Kittani Starfighter is that it is heavier armed, carries heavy missiles, has better space acceleration, and is protected by variable force fields.


Tactically, the Transformable Robot-Fighter has an acceleration only equal to most capital ships. As a result, it is not considered an effective strike fighter. Instead, the transformable fighter usually operates close to the ship it is embarked in. The acceleration of the Kittani Starfighter has far better acceleration, about one third better than the Transformable Robot-Fighter. The Kittani Starfighter does however have slightly inferior atmospheric performance with a top speed of Mach 5.5 but is trans-atmospheric due to its contra-grav flight system.


Shared with the Transformable Robot-Fighter, the Kittani Starfighter mounts a pair of forward firing 12 mm pulse lasers on the “wings” of the fighter. Relatively short ranged, these lasers are considered most useful in the self defense role. To give the Kittani Starfighter greater firepower, it mounts a 25 mm rail gun on the centerline. Instead of a gravity rail gun, the fighter carries an electromagnetic rail gun. As more conventional technology, electromagnetic rail guns are easier to maintain.


For missile weaponry, the Kittani Starfighter has a pair of medium range missile launchers. Each launcher has twelve medium range missiles for a total of twenty-four medium range missiles. In addition, the fighter has a pair of medium range missiles with eighteen mini-missiles per launcher for thirty-six mini-missiles total. Four capital missiles can be carried under the fighter for anti-ship strikes.


With regard to protection, the Kittani Starfighter is slightly better armored than the Transformable Robot-Fighter although not as well armored as the Consortium Black Eagle and Katana designs. It is however slightly better armed than the Trans-Galactic Empire Flying Fang space fighter. The variable force field however gives protection equal to that of the Consortium Black Eagle and Trans-Galactic Empire Flying Fang space fighters.


Techno-Wizard modification to the Kittani starfighters are not considered standard. However, a number of fleet officers have taken it upon themselves to modify these fighters with techno-wizard sensors. Otherwise, enemy craft often get the jump on these fighters using the invisibility enchantment. This is especially the case with fighters operated by United Worlds Warlock pilots.


This space fighter 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: K-SF-M.

Vehicle Type: Medium Starfighter.

Crew:   One.


M.D.C. By Location:

 

12 mm Pulse Laser Cannons (2, wings):

150 each.

 

25 mm Electromagnetic Rail Gun (1, centerline):

200.

 

Medium Missile Launchers (2, sides):

160 each.

 

Mini-Missile Launchers (2, top):

100 each.

 

Missile Pylons (4, on the underside):

10 each.

 

[1] Main Body:

520.

 

Cockpit:

200.

 

[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 craft 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 fighter 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 (4,187.1 mph /6,737.9 kph), can enter and leave atmosphere because flight system is using contra grav. Cruise missiles on external hard points reduces performance to Mach 4.0 (3,045.2 mph / 4,900.3 kph) in an atmosphere. Medium range and mini-missiles do not reduce atmospheric performance.

Maximum Range: Effectively unlimited by drive system but only has supplies for pilot for four days.


Statistical Data:

Length:                46.4 feet (14.14 meters).

Height:                12.5 feet (3.81 meters).

Width:                 44.6 feet (13.59 meters).

Mass/Weight:      12.5 tons (11.34 metric tons) unloaded and 14.5 tons (13.15 metric tons) fully loaded with cruise missiles.

Power System: Advanced Fusion with 25 year life span.

Cargo: Utility storage (3x3x3 feet /0.9x0.9x0.9 meters) for personal effects / emergency supplies.

Market Cost: 40 million credits. Unlike most larger craft, the Kittani Starfighter is considered reasonably available and is sold on Center.


WEAPON SYSTEMS:

  1. Two (2) 12 mm Pulse Laser Cannons: On each “wing” of the starfighter is a laser cannon mount. These pulse lasers are relatively short range and are mostly designed for self defense of the fighter. These lasers are identical to those mounted on the Kittani Transformable Robot-Fighter

    Maximum Effective Range: 8,000 feet (2,440 meters) in an atmosphere and 150 miles (240 km) in space.

    Mega-Damage: 1D4x10 per single blast or 2D4x10 per double blast.

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effectively Unlimited.

  2. One (1) 25 mm Point Defense Electromagnetic Rail Gun: Mounted centerline on the fighter. The Kittani engineers seem to prefer electromagnetic rail gun mounts over gravity rail guns due to being lower maintenance. Otherwise, the rail guns are relatively powerful and fire a fairly heavy projectile. They are used as an anti-starfighter and missile weapon and against targets that are impervious to energy. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. The weapon system cannot be used to engage targets while traveling at faster than light velocities. These rail guns use 25 mm projectiles.

    Maximum Effective Range: 20 miles (32.2 km) through atmosphere and 1,000 miles (1,609 km) in space.

    Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 20 round burst.

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: 2,000 rounds (100 bursts).

  3. Two (2) Medium Range Missile Launchers: On each side of the of the fighter is a medium range missile launcher. Weapon system is used for hitting enemy robots, fighters, and missiles (both cruise and long range missiles.) Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Weapon system can be used on multiple targets simultaneously.

    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 (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or six (6) medium range missiles.

    Payload: Twelve (12) medium range missiles for twenty-four (24 medium range missiles total.

  4. Two (2) Mini-Missile Launchers: The fighter has two mini missile launchers mounted on top of starfighter above the cockpit. Fires mini-missiles used for offensive and defensive purposes. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

    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 type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of four (4), six (6), or twelve (12) mini-missiles.

    Payload: Eighteen (18) mini-missiles for thirty-six (36) mini-missiles total.

  5. Four (4) Cruise Missile Hard Points: Missiles are mounted under the fighter when on anti-ship strike missions. Missiles have a top speed of Mach 25 in an atmosphere and have an acceleration of 10% of light per turn (far faster than any starship) in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected. Cruise missiles have penalties to hit small targets but almost always 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.

    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Special gravity multi-warheads available which inflict 2D4x100 per warhead or 8D4x100 for all four warheads.)

    Rate of Fire: Can fire cruise missiles one at a time or in volleys of two (2) cruise missiles.

    Payload: Four (4) Cruise Missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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