Techno-Wizard QF-1 “Boomerang” Space Fighter (T.W. / U.W.W.):

Even among designs within the United Worlds Warlock, the “Boomerang” space fighter is unique. As far as its is known, it is the only starfighter in the Three Galaxies actually constructed in large part from wood. Historically there have been a number of aircraft that have been made from wood, even including some early jets fighters, but no starfighters.

Of course few planets are like the planet of Lothrain with its incredible trees. One of the best known is a tree is one known as the Great Banner Oak but there are a number of other trees with amazing properties. The wood of these trees is used for projects which normally are made from steel and other modern materials. Those who have seen the incredible projects which was used in their construction are often amazed. Even other members of the United Worlds Warlock often consider it incredible.

While the wood of several trees is incredible strong, in most cases it is not the equal of modern composites and alloys. These is however a simple solution to solve the problem where the spell of “Iron Wood” transforms the wood into a material many times as strong as normal wood and actually the equal of advanced modern materials. It has often been compared to the enchanted iron plates used to create the Dwarven Iron Ships.

Otherwise, the space fighter is actually relatively conventional in design with a delta wing configuration, and might be considered conventional than the Shadow Bolt strike fighter used by the United Worlds Warlock military. In order to reduce manufacturing costs, civilian components are used when possible. These include a conventional fusion reactor. The propulsion system is a standard contra-grav design with around twenty five percent greater acceleration than the standard Shadow Bolt strike fighter. Many pilots describe the Boomerang as being incredibly maneuverable. It also is surprisingly capable operating in an atmosphere.

Unlike the power and propulsion systems, weapon does involve both conventional and techno-wizard designs. On each side of the fuselage are conventional pulse lasers similar to those carried on the old Human Alliance Osprey fighters. While they are a little larger than those mounted on many modern fighters, they still have similar output. In comparison to enchanted weaponry, the pulse lasers generally have longer range. Targets which are impervious to energy weapons are quite common in the United Worlds Warlock however so the fighter also mount a pair of telekinetic machine guns in the nose of the fighter. The fighter has the weapons linked so that they can engage a single target if they are within range.

In addition to the main gun array, the Boomerang fighter has a total of seven missile hard points. Three of these are under the main fuselage and can carry anything up to and including a anti-ship capital missile. As for the missile hard points under the wings, they are not rated for capital missiles but instead are limited to long range missiles or smaller. As these fighters are not operated by the United Worlds Warlock Military, they are not known to have ever carried “Bottle Demon” missiles.

While the wooden space fighter is considered incredibly tough, actually tougher than the standard Shadow Bolt fighter, it is not enchanted in the same manner as the Shadow Bolt and can normally be harmed by conventional weapons types, both energy and kinetic type weapons. As with the Shadow Bolt however, the Boomerang is protected by an enchanted “Armor of Ithan” force field which can be activated up to three times per day. For additional protection, the wooden fighter also standard has the enchantments of “Impervious to Energy” and “Invisibility: Superior” although they both require mystical energies from the pilot.

As described previously, these fighters are not used by the United Worlds Warlock military but are operated by both a number of system defense forces within United Worlds Warlock space and a number of techno-wizard mercenaries. Of course the system defense forces of Lothrain operate the fighter in large numbers. In terms of cost, two Boomerang space fighters can be purchased for the cost of a single Shadow Bolt strike fighter and is better armored. In addition, the Shadow Bolt is considered a nightmare to work on by most engineers while the Boomerang is reasonably easy to maintain.

While the Boomerang is the primary fighter of the Lothrain military, the system also operates a number of “Crystal Shard” space fighters. Mostly limited to elite units, these fighters are extremely expensive. Estimates are that approximately ten to twenty percent of the system’s space fighter forces are Crystal Shard fighters with the remainder being Boomerangs. Thoth Industries, the manufacturer of the Crystal Shard, is believed to have an extremely close relationship with the Lothrain military.

With the assistance of Thoth Industries, an advanced version of the “Boomerang” fighter has recently been developed. Instead of an “Armor of Ithan” force field, the fighter is protected by an “Invincible Armor” force field, enabling the fighter to withstand greater damage. In addition, the advanced fighter mounts more powerful contra-grav engines, greatly increasing acceleration. In fact, the upgraded engines give an acceleration equal to that of the Bushido Industries “Katana” fighters. Less visible is that many of the electronics are updated with better displays with generally better targeting and tracking. Finally, Thoth Industries has developed lightweight mini-missile pods which can be mounted under the wings of the fighter. These pods can be mounted under both standard and advanced models.

Older fighters can be upgraded to the new advanced model and the system also produces new construction advanced models. The planet also currently still manufacturing the original model and it unknown if they plan to terminate production any time soon. The Lothrain military is in the process of upgrading their own Boomerang fighters to the standards of the advanced model. They also are purchasing a number of new build models to replace fighters which were badly damaged and not considered economical to repair. In addition, a number of customers have been upgrading their own fighters or purchased the advanced model. Eventually it is believed that the upgrade model will completely replace the original model.

This fighter uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Model Type:


Original Model.



Advanced Model.

Vehicle Type:

Medium Space / Strike Fighter.



M.D.C. By Location:




2 cm Laser Cannons (2, Fuselage):

30 each.

30 each.


Heavy Telekinetic Machine Guns (2, Nose):

100 each.

100 each.


Missile Hard Points (5, 3 Fuselage / 4 Wings):

10 each.

10 each.


[1] Wings (2):

250 each.

250 each.


[2] Main Body:




Reinforced Pilots Cockpit:




[3] Magical “Armor of Ithan” Force Field (3 x per day):


- - - - -


[4] Magical “Invincible Armor” Force Field:

- - - - -




[1] Destroying a wing will cause the fighter to crash if it is flying within an atmosphere. Destruction of a wing has no effect in space.

[2] 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.

[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes (120 melee rounds.)

[4] This is not a variable force field, but a magical shield that must be completely depleted. Once the shield has been knocked down, it will cost 50 P.P.E. and require one minute (4 melee rounds) of spell casting to restore the force field. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! When knocked down, no additional damage beyond which destroyed the shield will be transferred to the fighter.


Driving on the Ground: Not Possible.


Original Fighter: 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.

Advanced Model: 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 1.4 percent of light per melee.

Atmospheric Propulsion:

Original Fighter: Maximum normal speed is Mach 5.5 (4,187.1 mph/ 6,738.9 kph), fighter can enter and leave an atmosphere because flight system is by contra grav. When starfighter is carrying missiles, speed is limited to Mach 4.5 (3,425.8 mph /5,512.9 kph), but can still enter and leave atmosphere because flight system is by contra grav.

Advanced Model: Maximum normal speed is Mach 6.0 (4,567.8 mph/ 7,350.5 kph), fighter can enter and leave an atmosphere because flight system is by contra grav. When starfighter is carrying missiles, speed is limited to Mach 5.0 (3,806.5 mph /6,125.4 kph), but can still enter and leave atmosphere because flight system is by contra grav.

Maximum Range: Effectively Unlimited by drive system (10 year life span.) Has the enchantment of “Sustain” which requires 6 P.P.E. or 12 I.S.P. but the pilot requires no sustenance during that time. Each activation lasts for five days. Otherwise, the fighter carries enough supplies for pilot for four days.

Statistical Data:

Length:                52.82 feet (16.1 meters).

Height:                15.09 feet (4.6 meters).

Width:                 48.55 feet (14.8 meters).

Mass/Weight:      12.35 tons (11.2 metric tons) unloaded and 16.98 tons (15.4 metric tons) fully loaded.

Power System: Original Fighter: Advanced Fusion with an 8 year life span. Advanced Model: Advanced Fusion with a 10 year life span.

Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.

Market Cost: Original Fighter: 32 million credits. Advanced Model: 38 million. Upgrading original model to advanced model is around 8 million credits.


  1. Two (2) Fuselage 2 cm Light Laser Cannons: On the side of the fuselage of the starfighter is a laser cannon mount. Copied from the Human Alliance Osprey fighter, they are not as efficient as modern laser cannons beams but are more massive than most modern laser mounts. This means that they are actual slightly more powerful and slightly longer ranged than those carried by the CAF Black Eagle. However, they are not as powerful as the rail gun mounted on the Black Eagle. Can be combined with the telekinetic heavy machine guns.

    Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.

    Mega-Damage: 2D4x10+10 per single blast, or 4D4x10+20 per double blast. (Can be combined with the telekinetic machine guns for 5D4x10+40.)

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

    Payload: Effectively Unlimited.

  2. Two (2) Telekinetic Heavy Machine Guns: Mounted in the nose of the starfighter, these are heavier machine guns than are carried in the standard Shadow Bolt Starfighter Because the cannons do damage by impact, they do full damage to targets that are using the spell impervious to energy. The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per machine gun) but during the period the weapon can fire unlimited blasts.

    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.

    Mega Damage: 12D6 per burst for both heavy machine guns. One heavy machine gun inflicts 6D6. (Can be combined with Sub Particle Acceleration Cannons for a maximum of 5D6x10+45.)

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

    Payload: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.

  3. Seven (7) Hard Points: The fighter has a total of seven hard points which can mount missiles or mini-missile pods. The fighter has one hard point in the center of the fuselage, one on each wing in a inner wing position, and a single one on the outer wing position of each wing. Individual hard points must carry all the same type ordnance but each hard points may carry different types of ordnance.

    Fuselage Hard Points (3): One cruise missile, two long range missile, or four medium range missile each.

    Inner Wing Hard Points (2): One “Light” mini-missile pod, one long range missile, or two medium range missile each.

    Outer Wing Hard Points (2): One “Light” mini-missile pod, one long range missile, or two medium range missile each.

    1. 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 have an acceleration of 10% of light per turn (far faster than any starship) in space. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn 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 with virtually all missiles carried being 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 (2,897,000 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: Varies by hard point.

    2. “Light” Mini-Missile Pod: In place of long range missiles, two pods of mini missiles can be mounted on the “wings” of the starfighter that can be used against ground targets, infantry, and against starships. 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. Launchers can launch on multiple targets each at the same time. 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 types (See revised Phase World / Three Galaxies missile tables for details.)

      Rate of Fire: Each pod can fire mini-missiles one at a time or in volleys of two (2), or four (4), 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 eight (8) mini-missiles (16 mini-missiles maximum.)

  4. Techno-Wizard Modifications: The “Boomerang” Fighter has the following Techno-Wizard modifications built into the Fighter. These require P.P.E. or I.S.P. from the pilot.

    Special Features: 

    Invisibility-Superior (5th Level)

    20 P.P.E. or 40 I.S.P.


    Invisibility-Superior (5th Level)

    10 P.P.E. or 20 I.S.P.


    Sustain (5th Level)

    6 P.P.E. or 12 I.S.P.

  5. Special Bonuses: This fighter is considered extremely maneuverable; add +5% to the pilots piloting skill, +1 to strike, +2 to dodge energy and projectile fire, and +3 to dodge missiles, obstacles, and stellar debris. The fighter also have a very advanced terrain following system. All bonuses are in addition to pilot’s bonuses (Hand to hand and Starfighter Pilot: Basic or Elite).

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2017, Kitsune. All rights reserved.