Consortium SF-135 “Bearcat” Light Fighter:


Based on the well tested Kitten trainer in widespread use in Consortium and Human Alliance service, the SF-128 Bobcat is generally considered a good light fighter design although it always had problems with competing with fighters such as the Scorpion. Compared to the Scorpion, the Bobcat was slower and does not carry as powerful a weapon as the heavy gravity rail gun carried on the other light fighter. In the Consortium there were several other fighters competing for sales including Bushido Industries designs. As well, a fair number of older Vixen light starfighters remain in service. Still, the Bobcat sold relatively well in the light starfighter category but not as well as the company would have liked.


In addition to competition from the Scorpion and other Consortium designs, the Bobcat was also copied by various other groups outside of the Consortium. While inferior in many respects, these copies were cheaper by the order of several million credits. These copies also had the advantage that the Consortium does not control their export. The company making the Bobcat has to get authorization to sell outside of the Consortium. As a result of these factors, the “Hyena” as the copy is known, also cut into potential exports for the Bobcat.


A modified version of the Hyena was produced known as the “I.C.E. Hyena” by Ross Aerospace. It added the feature of an additional conventional thruster augmenting the contra-grav flight system. It is believed that the thruster was copied from the ancient Human Alliance Tiger IV fighter. Using this engine, the acceleration of the Ross version of the Hyena has equal acceleration to the Scorpion. With mini-missile launchers, it can also compensate for the heavy gravity rail gun to a large extent.


It was decided that the Bobcat would be modified, taking a page out of the Bobcat’s copy / competitor. It was decided to modify the Bobcat with the addition of a booster thruster. With the better engineering standards of the Consortium, the thruster was able to be improved as well. Booster power is increased by around twenty percent. Combined with the main engine, the new design is actually faster than most fighters in the Three Galaxies. One of the few competitor is the New Coventry Badger fighter. As well, the fuel supply is improved, giving twenty minutes instead of fifteen minutes of fuel.


Otherwise, the new design was virtually identical to the original SF-128 Bobcat. It mounts a pair of light lasers and has four hard points for additional ordnance. Hard points are modified so that they can carry mini-missile pods instead of just capital, long range, and medium range missiles. The fighter is slightly heavier due to the addition of the thruster and fuel although not enough to reduce acceleration. There is a variable force field standard but an option for the fighter is to not have it mounted. Most customers are willing to pay the extra because it does greatly increase survivability of the light fighter.


Some of the civilian systems used in the standard Bobcat also were replaced by military class systems. Compared to the Hyena design, the excellent flight controls descended from those of the Kitten trainer make the light fighter a pleasure to fly. In many ways, the Bobcat has always been considered a pilot’s fighter. This is one of the reasons why the Bobcat remained reasonably popular.


At first, the company planned to simply market the fighter as a “Super Bobcat” but the term “Super” was considered overused by the company’s marketing department. Instead, it was decided that a new name for the light fighter would get more interest. The name “Bearcat” was chosen. At the same time, the light fighter was redesignated the F-135. While sales have only just started, several customers have already purchased the fighter. The company did bit for the Consortium light fighter contract but is not likely to get it. Still, likely multiple Independent Defense Forces will adopt the light fighter.


At the moment, the company produces both the original Bobcat and the new Bearcat. Eventually though, the company plans to shut down production of the Bobcat although there are no plans to stop supporting the Bobcat. The company also continues supporting the Osprey and other older Human Alliance fighter designs.


This light fighter 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: SF-135

Vehicle Type: Light Starfighter

Crew:One.


M.D.C. By Location:

Wing Light Lasers (2):

30 each

Missile Hard Points (4, on the Underside):

10 each

[1] Wings (2):

250 each

[2] Main Body:

430

Cockpit:

100

[3] Variable Force Field:

200 per side (1,200 total)


Notes:

[1] Destroying a wing will cause the light 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 light 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] Shield’s 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 (Shields are optional.)

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 1.5 percent of light per melee.

Light Fighter has auxiliary thrusters which can be used a maximum of 20 minutes before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 2.0 percent of light per melee maximum.

Atmospheric Propulsion: Maximum normal speed is Mach 8 (5,931.6 mph / 9,546 kph), can enter an atmosphere because flight system is using contra grav. When loaded down with ordinance, fighter’s top speed in an atmosphere is Mach 3 (2224.4 mph / 3,579.8 kph)

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


Statistical Data:

Length: 27.5 feet (8.4 meters)

Height: 10 feet (3.0 meters)

Width: 25 feet (7.6 meters)

Weight: 6.0 tons (5.4 metric tons) empty and 7.9 tons (7.2 metric tons) fully loaded with cruise missiles

Power System: Advanced Fusion with 6 year life span.

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

Market Cost: 28.5 million credits. Without variable shields, reduce light fighter’s cost by 4 million.


WEAPON SYSTEMS:

  1. Two (2) Light Laser Cannons: On each wing of the starfighter is a laser cannon mount. The laser cannons are based on those carried on the Osprey class starfighter but are smaller and more efficient. The laser cannons are 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. The gun pods are controlled by the fighter’s pilot.

    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

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

    Payload: Effectively Unlimited

  2. Four (4) Hard Points: The fighter has a total of four hard points which can mount missiles or mini-missile pods. Each wing has one hard point and there are two hard points on the fuselage. Each hard point can carry one cruise missile, two long range missiles, four medium range missiles, or a mini-missile pod with a capacity for sixteen mini-missiles. The pylon must carry all the same type ordnance with generally only the outer hard points carrying mini-missile pods.

    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 in space has an acceleration of 10% of light per turn (far faster than any starship.) 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. 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 unpowered, is at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all considered 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).

      Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter warheads inflict 4D6x100 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: One (1) Cruise Missile, Two (2) Long Range Missiles, or Four (4) Medium Range Missiles per hard point.

    2. Mini-Missile Pod: While all hard points can carry mini-missile pods, generally these are only carried on the “wings” of the starfighter that can be used against ground targets, infantry, and against starships. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missile in the Phase World setting are normally guided.

      Maximum Effective Range: 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 missiles one at a time or in volleys of two (2), four (4), eight (8) 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 sixteen (16) mini-missiles.

  3. Special Bonuses: The light fighter is both very maneuverable and very forgiving. This gives the following bonuses: add +5% to the pilots piloting skill, +2 to dodge energy and projectile fire, and +3 to dodge missiles, obstacles, and stellar debris. The fighter also has a very advanced terrain following system. All bonuses are in addition to pilots bonuses (Hand to hand and Starfighter Pilot: Basic or Elite).



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Image drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .

More Roman Kochnev artwork at The Science Fiction Art and Design Portfolio of Roman Kochnev


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013, Kitsune. All rights reserved.



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