SF-69F Scorpion Class Light Fighter “Fleet Upgrade” (C.A.F.):
While the GR-1000 is one of the most powerful weapons ever mounted in a fighter, fights between starfighters almost always involve missiles. While the mini-missile launchers on the Scorpion are theoretically suppose to balance this out, many Scorpion pilots have found themselves at a significant disadvantage when engaging other fighters armed with long range missiles. As a result, many pilots argued for the fighters to be modified to be able to carry missiles. At the time, this was considered a far more serious concern than the lack of force fields. After all, previous light fighter designs also lacked force fields.
Unfortunately, dealing with military contractors within the Consortium can be on the Byzantine side. In a surprising number of cases, it is easier to get something done within the military itself. A good example is that instead of trying to use the ship builders of the Scimitar class of patrol ships to simply modify them, it is easier to do it in military yards and keep things as low key as possible. Contractors would be extremely likely to want to study possible new designs as replacements.
There were similar concerns with the Scorpion. The frame of the light fighter was robust but there were concerns that suggesting additional mounting of missiles would result in a costly new light fighter development program. Already, the SF-69B with hard points for two just capital missiles cost officially more than fifty percent more each per light fighter. The same situation with just wanting to add additional missile hard points would later also be a problem with the Black Eagle medium starfighter design.
Other forces have also adopted the Scorpion and the lack of missiles was found to be a problem for them as well. Other than the Consortium, one of the largest operators of the Scorpion is the Human Alliance military. In many cases, the Human Alliance can get things done with far less problems than the Consortium Armed Forces.
With the Human Alliance navy, it was simple for fleet logistics to upgrade a number of Scorpions with additional missile hard points. It actually requires a few hours by trained personnel with the missile hard points, either coming from stocked used by retired fighters or manufactured quickly in shipboard or base machine shops. Afterwards, there was some reprogramming of the fire control systems but that also was quite straight forward.
Two main fuselage hard points, where the bomber variant of the Scorpion carries two anti-ship missiles, were incorporated into the fighter with the ability to carry capital, long range, or even medium range missiles. This effectively eliminates the difference between the interceptor and bomber variants of the light fighter.
In addition, four lighter hard points were added under the “wings” where each can carry either medium range or short range missiles. The mounting of the hard points under the mini-missile launchers does not otherwise change the mini-missile launchers with their payload of sixteen mini-missiles each unchanged.
Almost immediately the modified fighter became extremely popular with pilots, winning over even many who had been skeptical of the modification. Almost wholesale, the Human Alliance military began modifying their fighters with the additional missile hard points. Virtually all Scorpion light fighters operated by the Human Alliance are of this upgraded model.
There was more problems within the Consortium Armed Forces. The upgrades needed to be done more quietly in an effort to keep contractors from potentially suing the military. Partially this is due to eliminating the need to purchase bomber variants of the Scorpion. As a result, the upgrade was never considered official and is generally considered a “Fleet Upgrade.” Instead, individual commanders will usually be the ones to initiate these upgrades. Some fleet commanders have mandated the upgrades although there has been nothing official from the higher levels of the Consortium Armed Forces. New fighters coming from the manufacturers still are not equipped in this manner. Still, a significant percentage of fighters have been upgraded in this fashion.
The light fighter is also extremely popular outside of the Consortium and Human Alliance militaries. It is operated by Independent Defense Forces within the Consortium as well as by various military forces outside and mercenary companies. Many, if not most of these, have been upgraded in a similar manner. As far as upgrades, it is relatively simple and inexpensive.
Even though the “fleet upgrade” is slightly heavier than the standard model, especially when fully loaded, the acceleration is basically unchanged. It still is one of the single fastest fighters within the Three Galaxies with the thruster engaged. Of course, compared to more aerodynamic designs including a number of older light fighters, atmospheric performance is relatively poor.
Only relatively recently have concerns with the lack of variable force fields become a serious concern. Part of the reason is because a number of modern light fighters have similar performance while the force field allows them to withstand significantly greater damage. Presently the fleet is beginning to upgrade all Scorpions to the “Super Scorpion” configuration with all mounting the additional hard points from the “Fleet Upgrade” as part of the modification. This does however require rebuilding of the fighters and is likely to take five years at best. There are concerns that it could take even longer as well.
This starfighter 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 to 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-69F
Class: Combination Light Interceptor / Fighter-Bomber.
Crew: One.
M.D.C. By Location:
|
Nose GR-1000 Gravity Rail Cannon: |
50 |
|
Wings / Mini-Missile Launchers (2): |
150 each |
|
Main Missile Pylons (2, under fuselage): |
10 each |
|
Secondary Missile Pylons (4, under wing): |
5 each |
|
[1] Auxiliary Engine: |
150 |
|
[2] Main Body: |
550 |
|
Reinforced Pilot’s Compartment/Escape Pod: |
110 |
Notes:
[1] If the auxiliary engine is destroyed, the ship’s acceleration is reduced to 0.8 percent of light per turn.
[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. The pilot’s only hope is to eject (the reinforced , pilot’s compartment becomes an escape pod with 48 hours worth of oxygen).
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 0.8 percent of light per melee and with using the Auxiliary Engine, the fighter can reach up to 1.8 percent of light per melee.
Atmospheric Propulsion: Maximum normal speed is Mach 1.5 (1,141.8 mph / 1,837.6 kph) without using the auxiliary engine. If the fighter is fully loaded, reduce speed to Mach 1.0 (761.21 mph/1,225.1 kph) without using the auxiliary engine.
When the fighter uses the auxiliary engine, maximum normal speed is Mach 3.0 (2,283.6 mph / 3,675.2 kph) and if the fighter is carrying external ordnance reduce top atmospheric speed to Mach 2.0 (1,522.4 mph/ 2,450.1 kph). In all situations the fighter can enter and leave the atmosphere because flight system is contra grav.
Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for twelve days.
Statistical Data:
Height: 10 feet (3.05 meters).
Width: 31 feet (9.45 meters).
Length: 34 feet (10.36 meters).
Mass/Weight: 6.2 tons (5.62 metric tons) empty and and 7.9 tons (7.17 metric tons) fully loaded with cruise and medium range missiles.
Power System: Advanced Fusion with 25 year life span.
Cargo: Minimal Storage Space, tiny storage area with room for a small sidearm, dry rations for 12 days, and a water dispenser.
Market Cost: 32 million credits (Rebuilding a standard Scorpion starfighter to the “Fleet Upgrade” configuration costs around 2 million credits).
WEAPON SYSTEMS:
One (1) GR-1000 Gravity Rail Gun: The Rail gun is mounted in the nose of the starfighter and is the fighters primary weapon system. This weapon system has also be adopted for the main point defense weapon on several capital ships, used on the modified Proctor, and the New Coventry Badger light starfighter. Weapon is mainly used as an anti-starfighter and strafing weapon. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light and when used in an atmosphere are fired at slow but still at hypersonic speeds. Gravity rail gun fires a 30 mm projectile.
Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
Mega-Damage: 40 round burst inflicts 4D6x10 M.D.
Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
Payload: 10,000 Rounds (250 Bursts).
Two (2) Mini-Missile Launchers: These are two packs of mini missiles mounted in 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-Missiles in the Phase World setting are normally guided.
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 missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12).
Payload: Sixteen (16) each launcher for a total of thirty-two (32) mini-missiles.
Two (2) Heavy Missile Pylons: On the underbelly of the fighter’s fuselage are two missile racks that allows the fighter to carry one cruise missile, two long range missiles, or four medium range missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. 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 Missiles 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 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), three (3), or four (4) missiles (any type).
Payload: One (1) Cruise Missile, two (2) Long Range Missiles, or four (4) Medium Range Missiles per pylon.
Four (4) Secondary Missile Pylons: In addition to the two heavy missile hard points under the fuselage, the light fighter mounts a pair of lighter hard points under each wing / mini-missile launcher. Each hard point can carry a single medium range missile or a pair of short range missiles although medium range missiles are usually carried. Each hard point must carry all the same type ordnance. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Short Range Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn. Weapon system can be used on multiple targets. Normally used for anti-fighter and point defense.
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 and Short Range Missiles range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.
Mega-Damage: Varies with medium or short range missile type (See revised Phase World / Three Galaxies missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2) or four (4) missiles.
Payload: One (1) medium range missile or two (2) short range missiles per hard point (Maximum of four medium range or eight short range missiles.)
- Special Bonuses:
The fighter is very maneuverable; add +2 to dodge. The fighter also have 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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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2014, Kitsune. All rights reserved.