Confederation F-96B Arrow Light Starfighter (Wing Commander):


The F-96B Arrow was first developed as a pure reconnaissance fighter with the main engineering company being Douglas Aerospace. Early versions of the fighter were operated mostly by Special Operations Command. Virtually all of the Confederation Epee and Ferret light fighters were destroyed during the Battle of Terra and a new fighter was needed to replace them. The Space forces have operated five different fighters which have been named and many pilots call the new fighter the Arrow V.


Due to massive losses of shipbuilding facilities during the Battle of Terra, there was few resources available for building new fighters and capital ships. As a result of a lack of facilities and due to cost, there was strong desire for a cheaper design which could be mass produced. The Confederation fleet looked for a fighter design which was already in existence instead of developing a whole new fighter. There was a choice between the F-71 Stiletto and the F-96 Arrow which the Arrow winning out due to Arrow being both better armed and armored.


In many ways the Arrow can be considered the ultimate light fighter. The fighter combines the best aspects of the Ferret and Epee which it replaces. It is better armored than the old Rapier fighter and carries an extremely heavy beam weapon array. Prior to the Arrow entering service, all light fighters operated by the Confereation were only armed with three energy weapons or mass driver cannons. The arrow mounts both a pair of lasers and ion cannons. As well, it has eight hard points for missiles compared to only four on the Epee. It also has shields equal to those carried on the Sabre class heavy fighter. In many ways, the light fighter is the equal of any older medium fighter including the Rapier fighter, a long term favorite fighter of the Confederation fleet.


The Arrow is the fastest and most maneuverable presently operated by the Confederation. As a result, the fighter has become one of the favorite fighters of Confederation pilots, especially extremely aggressive pilots. Many Arrow pilots are fond of stating that the pilot straps onto the fighter not into the fighter.


Notes of game conversion:


Because of the nature of the Video Game series “Wing Commander” and the needs to put the fighter into game mechanics, the fighter has several modification compared to the Video Game. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The fighter has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. See Revised Starship Rules for Phase World / Three Galaxies for more details.


Model Type: F-96B Arrow Light Medium Fighter
Vehicle Type: Light Strike Starfighter / Reconnaissance Fighter
Crew: One


M.D.C. By Location:

Laser Cannons (2):40 each
Ion Cannons (2):50 each
Missile Hard Points (8):10 each
[1] Engines (2):160 each
Landing Struts (3):10 each
[2] Main Body:430
Reinforced Pilots Cockpit:160
[3] Variable Force Field:200 per side (1200 total)


Notes:
[1] Loss of an engine will reduce performance of fighter by one half and loss of two engines will prevent fighter from performing beyond 5% of normal (This is using maneuvering thrusters and gravitic propulsion). Due to gravitic propulsion systems, fighter will not crash in an atmosphere even if both engines are destroyed.
[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. In an atmosphere, the fighter will crash.
[3] 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.


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. Fighter can accelerate/decelerate at the rate of .92 percent of light per melee maximum. Fighter has auxiliary thrusters which can be used a maximum of 15 minutes before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 1.8 percent of light per melee maximum.
Atmospheric Propulsion: The fighter is fairly aerodynamic and is quite capable in an atmosphere. As a result, the fighter can achieve escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates at Mach 6.03 (4,473.8 mph / 7,200 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave an atmosphere even at low velocities.
Maximum Range: Effectively unlimited by internal fuel (10 year duration) although auxiliary thruster range is limited to approximately 15 minutes. Fighter uses a very small fusion cell system for power systems. The fighter carries one week of consumables for fighter’s crew.


Statistical Data:
Length: 65.62 feet (20.0 meters)
Height: 21.98 feet (6.7 meters)
Width: 43.64 feet (13.3 meters)
Weight: 14.33 tons (13.0 metric tons) unloaded
Power System: Fusion power supply with a 10 year duration.
Cargo: Small Storage Space, 1.5 ft x 1.5 ft x 2 ft. Used for emergency equipment and weapons.
Market Cost: 40.9 million credits


WEAPON SYSTEMS:

  1. Twin Laser Cannons: These cannons are mounted on the sides of the starfighter. While extremely long ranged, the damage of the weapons is less than most other Confederation and Kilrathi weapons. When compared to Phase World weaponry, the lasers inflict less damage than those on most C.A.F. Starfighters but have a much longer range. The cannons can be fire individually or in pairs.
    Maximum Effective Range: 3,106.8 miles (5,000 km) in space and 15.5 miles (25 km) in an atmosphere.
    Mega Damage: 1D6x10 per cannon and 2D6x10 for both cannons (Combined with Ion Cannons, inflicts 7D4x10+20)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. Twin Ion Cannons: These cannons are mounted on the sides of the starfighter. Less powerful that particle beams but have slightly longer range and are still quite powerful. The weapon inflict about equal damage to most energy weapons carried on most C.A.F. Starfighters and have a much longer range than most fighter weapons in the Three Galaxies.
    Maximum Effective Range: 2,796.2 miles (4,500 km) in space and 14.0 miles (22.5 km) in an atmosphere.
    Mega Damage: 2D4x10+10 per cannon and 4D4x10+20 for both cannons (Combined with lasers, inflicts 7D4x10+20)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Missile Pylons (8): On the underbelly of the fighter are five missile racks that allows the fighter to carry missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. 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). Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Since starships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile 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 target does not move and missile when dead is at -25% to be detected.) Missiles can be launched on multiple targets simultaneously and all missiles are normally considered smart missiles.
    Fuselage Hard Points (8): One Long Range Missile or two Medium Range Missile each.
    Side Hard Points (2): One Medium Range Missile each
    Maximum Effective Range: Long Range Missiles range is 3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and Medium Range Missiles range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds).
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
    Rate of Fire: One at a time or in volleys of two, three, or four missiles.
    Payload: Varies by hard point.
  4. Anti-Missile Decoy Dispenser: Located at the very tail of the fighter are two decoy dispensers. When a missile if fired at the fighter, a decoy can be released to confuse or detonate the enemy's attack. Decoy system works against Phase World missiles although has a -10% penalty against Brilliant missiles.
    Effect:
      01-50 Enemy missile or missile volley detonates on decoy - Missiles are all destroyed.
      51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
      76-00 No effect, missile is still on target.
    Payload: Sixteen (16)


COMBAT BONUSES: The F-96B Arrow Starfighter is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.




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CGI / Artwork of starship created by Wing Commander Guide. Picture taken from Wing Commander CIC.


Writeup by Kitsune (E-Mail Kitsune).


Rifts Conversion Copyright © 2006 & 2013, Kitsune. All rights reserved.



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