Kilrathi Sartha Light Starfighter:
Like the Salthi fighter which proceeded it, the Sartha was created to be a cheap and disposable fighter. The Kilrathi engineers replaced the lasers in the Salthi with neutron cannons. Confederation Intelligence has received that there was an excess of neutron cannons in the Kilrathi inventory and were used instead of particle beams in an effort to keep costs down. The Kilrathi light fighter has two hard points for missiles in addition to the fighter’s guns. Large numbers of these light starfighters have been built and it is believed that the fighter is still operated in large numbers by the Kilrathi in secondary roles. It has been replaced in first line service by the Darket light fighter.
In general role, the Kilrathi Sartha is a light fighter comparable to the Confederation Epee or Ferret light fighters. Like the light Confederation fighters, the Kilrathi fighters incredible speed and agility made it ideal for patrols. While the fighter’s shields and armor are extremely weak, weaker than those of the Ferret and Epee, this fighter is at its most dangerous when confronting the enemy in swarms. When attacking, the Sartha's neutron guns can quickly knock down the shields of an opposing 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: Sartha Light Starfighter
Vehicle Type: Light Starfighter
M.D.C. By Location:
|Neutron Cannons (2):||50 each|
|Missile Hard Points (2):||10 each|
| Engines (2):||90 each|
|Landing Struts (3):||10 each|
| Main Body:||190|
|Reinforced Pilots Cockpit:||75|
| Variable Force Field:||50 per side (300 total)|
 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.
 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.
 Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (15 M.D.C.) per melee.
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 0.8 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 1.67 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 6.54 (4,846.7 mph / 7,800 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.
Length: 27.23 feet (8.3 meters)
Height: 16.73 feet (5.1 meters)
Width: 27.56 feet (8.4 meters)
Weight: 13.78 tons (12.5 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: 20.2 million credits
- Twin Neutron Cannons: These cannons are mounted on the sides
of the starfighter. While not as long range as lasers, they pack a much
larger punch. The weapon inflict about equal damage to most energy weapons
carried on most C.A.F. Starfighters but, even though short range by Confederation
and Kilrathi standards, have a longer range than most fighter weapons in
the Three Galaxies.
Maximum Effective Range: 1,534.3 miles (2,500 km) in space and 7.8 miles (12.5 km) in an atmosphere.
Mega Damage: 2D6x10+10 per cannon and 4D6x10+20 for both cannons
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
- Missile Pylons (2): On the fighter are two 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. 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 detect.) Missiles can be launched on multiple targets simultaneously
and all missiles are normally considered smart missiles.
Maximum Effective Range: 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: Varies with medium range missile types (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: One at a time or in volleys of two.
Payload: One medium range missile per hard point.
COMBAT BONUSES: The Sartha Light Starfighter is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.
- +3 to dodge
[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Douglas Aerospace TM, Kilrah TM, Kilrathi TM, Major Todd "Maniac" Marshall TM, and McAuliffe Ambush TM are trademarks of Origin Productions. ]
[ Wing Commander copyright © Origin Productions. ]
If you are, or know, the author of the above picture, please contact either Mischa or Kitsune. We will credit you or, should you request this, remove the picture.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2004 & 2013, Kitsune. All rights reserved.