FWC-SPD-Y1 Mosquito Heavy Fighter/Bomber (FWC):


In their quest for better weapons to use against the Tri Galactic Empire, the Free World Council has come up with a truly amazing craft. Flown by only two men, with nearly the mass and size of a corvette, the Mosquito was originally meant for fast reconnaissance in enemy territory, and as a early warning patrol craft. Recently several new uses have surfaced for the craft. While most of these are combat related, the Mosquito has also proven itself to be a excellent courier, due to its incredible faster than light speed.


The designers sought to make the ship fast by making it as light as possible, with only minimal armor, huge engines, and foregoing all of the (meager) comfort of a long distance fighter. Added to this was the sensor suite of a Frigate in a huge underslung pod and, almost as an afterthought, two medium lasers for defense. It turned out to be exactly what they wanted, and better, exactly what was needed. The Mosquito is currently the fastest production model craft in the Three Galaxies as far as contragravitic faster than light flight is concerned, and at sub faster than light speeds it has a acceleration equal or better than that of the fastest fighters.


On the other hand, the fighter has only a very small life support system, barely enough to supply air and water for two persons, and it is prone to breakdown. Add to this the fact that the cockpit is only slightly bigger than that of a jet fighter, and it becomes clear that the two pilots will have to stay in their suits all of the time, with little movement and no exercise.


The profile of the Mosquito is very sleek, with only a minimal hull which houses little more than the antimatter reactor, shields, basic fighter sensors and a minute cockpit. Attached to this are two enormous wings with a giant engine pod each. Because of the huge power requirements of the engines, it was found that a fusion reactor simply could not provide the necessary amount of energy during full acceleration under combat. For this reason the designers of the Mosquito installed a compact antimatter reactor. This has given rise to another problem though: Even though the reactor only holds enough antimatter for 40 days of continuous use, the fighter will do terrible damage to a planets biosphere when it crashes or is shot down over a planet. This problem has been partly solved by stationing most Mosquitos on space stations and starships. In combat the danger is deemed acceptable, because the fighter is mostly used for raids into the Trans-Galactic Empire`s territories, and strikes on convoys and bases in particular. If the fighter crashes near a Imperial base, then so be it.....


Mounted on each engine pod is a laser meant for self-defense. Under the hull is a attachment for a standard long range sensor pod, which gives the Mosquito excellent detection capabilities. Recently this hard point has seen other uses too.


As stated above, the standard armament for the Mosquito is two laser cannons. These are slightly more powerful than those carried on most fighters, and only have a limited arc of fire. But these were never meant for assault purposes, only for defense. Mounting missiles under the wings was tried, but it was found that the wings could not handle more than two long range missiles, or the equivalent in smaller missiles. The solution was found when a team of engineers came up with a different pod for the fighter: weighing in at only slightly more than the large recon pod usually carried, this pod could hold a enormous amount of missiles: 30 Long Range Missiles, or the equivalent in smaller missiles! The load could be carried varied, as the pod really was made up in three internal sections. The resultant Bomber variant has seen much use in the strike role, attacking Kreeghor bases and ships with good success.


The latest addition to this weapons load is a pod which holds a large Laser Cannon, with a power equal to the secondary guns of a Warshield class cruiser! This is easily the most powerful beam weapon ever mounted in a (barely) fighter sized platform. Its only drawbacks are that it doesn’t quite have the range of capital ship mounted weapons, and that it has only a limited payload: it is run off its own fusion power cell, and that has only enough fuel for fifty shots. Linking the gun to the fighters Anti Matter reactor is not an option, as all of the fighters power is siphoned off into its hugely powerful engines.


Another pod seems to have been build, but so far, Imperial spies have been unable to certify this. Of interest is the fact that lately, more and more sabotage has been taking place in and around Imperial space, most of it apparently done by small strike teams....


Even though the conditions onboard the fighter are incredibly cramped and require the crew to be suited ALL the time, and even sleep in their seats for the entire mission (Pilots who fly the Mosquito are often referred to as "Stinkers"), the Mosquito has quickly become a favorite for Turbo-Jockeys because of its enormous turn of speed, its good handling characteristics (certainly for something nearly the size of a small corvette) and its powerful sleek looks.


Pictured above is a Mosquito with four medium laser cannons on its engine pods, and a heavy laser pod.


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


Model Type: SPD-Y1.
Vehicle Type: Heavy Fighter/Bomber.
Crew: Two (can be operated by one).


M.D.C. By Location:

 

2 cm Laser Cannons (2 - Wings):

100 each

 

Reconnaissance Mission Pod:

400

 

Missile Mission Pod:

400

 

12 cm Laser Cannon Mission Pod:

400

 

Strike Team Insertion Mission Pod:

400

 

[1] Wings (2):

500 each

 

[1] Engine pods (2):

500 each

 

Landing Struts (3):

20 each

 

[2] Main Body:

1,050

 

Reinforced Pilots Cockpit:

300

 

[3] Variable Force Field:

400 per side (2,400 total)


Notes:

[1] Loss of an engine or a wing (the two go together) 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. The fighter has a 30% penalty to maneuver in a atmosphere per wing/engine lost.

[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. Also, if the fighter crashes in a atmosphere, the reactor will explode with a explosion equal to that of a small nuclear device (See Nuclear Bomb, Large for more details.)

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (75 M.D.C.) per melee round.


Speed:

Driving on the Ground: Not Possible.

Sublight: Has a special sublight engine that allows the ship to travel up to 50 percent of the speed of light! Fighter can accelerate/decelerate at the rate of 2.0 percent of light per melee maximum when clean (carrying no pods, only the missiles under the wings). When the fighter is carrying a pod, acceleration drops to 1.8 percent of light per melee maximum.

Atmospheric Propulsion: The fighter is aerodynamic and is quite capable in an atmosphere. As a result, the fighter can achieve escape velocity (Mach 32.6 / 2,4815.6 mph / 3,9936.8 kph) but normally operates at Mach 8 (6,089.7 mph / 9,800.4 kph) or less when clean (carrying no pods, only the missiles under the wings). When the fighter is carrying a pod, normal atmospheric speeds drops to Mach 6.5 (4,947.9 mph / 7,962.9 kph). The fighter also has Gravitic propulsion systems enabling it to leave an atmosphere even at low velocities.

Stardrive: Uses a ContraGrav system that allows the ship to reach a maximum of 9.0 light-years per hour.

Maximum Range: the fighter has enough fuel for 560 hours (40 days) of operation. Fighter uses a very small Anti Matter reactor for power systems. The fighter carries five weeks of consumables for fighters crew.


Statistical Data:

Length:                125 feet (37.5 meters).

Height:                37.5 feet (11.25 meters) (without pods, 56 feet (16.8 meters) with pod attached).

Width:                 90 feet (27 meters).

Mass/Weight:      380 tons (345,000 kg) unloaded.

                            Average weight of pods (missile pod fully loaded) is 85 tons (77,500 kg).

Power System: Anti Matter reactor with a 40 day duration at normal output (10 days at maximum output). Anti-Matter power supply can run life support without any thrust for 2 years although rations and water will have long run out.

Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 2 ft (0.76 m x 0.76 m x 0.61 m.) Used for emergency equipment and weapons.

Market Cost: 320 million credits to build. Each mission pod goes for about 40 million credits extra. None of these craft have made it to the black market yet, and less than 300 are believed to have been build so far.


WEAPON SYSTEMS:

  1. Twin (2) 2 cm Laser Cannons: These cannons are mounted on the sides of the engine pods, and can fire forward, with a arc of 60 degrees in front of the Mosquito. Medium powered, and mainly for self defense.

    Maximum Effective Range: 1,200 miles (1,925 km) in space and 12 miles (19.3 km) in an atmosphere.

    Mega Damage: 2D6x10 per cannon and 4D6x10 for both cannons.

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

    Payload: Effectively Unlimited.

  2. Two (2) Wing Hardpoints: Under each of the wings of the fighter is one hard point, which can carry one Long Range Missile, or the equivalent in smaller missiles.

    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. 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.

    Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missiles 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 the target does not move and missile, when unpowered, is at -25% to be detected.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and most missiles carried are considered smart missiles.

    Maximum Effective Range: 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, 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 Missile range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    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: Can fire missiles one at a time or in volleys of two (2) missiles.

    Payload: Each hard point can mount one (1) long range missile, two (2) medium range missiles, or four (4) short range missiles (Maximum of 2 long range missiles, 4 medium range missiles, or eight short range missiles.)

  3. One (1) Special Mission Pod: The Mosquito can carry a variety of special mission pods slung under its body. The ones described here are the most common carried.

    1. Type 1 (standard) Sensor/ECM Mission Pod: This is the first mission pod designed for the Mosquito, and it holds a large amount of sensors and ECM, equal to that on a frigate. This provides the fighter with outstanding long range detection capabilities, and some good ECM indeed. This version is most often used for long range patrols and spying missions

      Sensor/E.C.M. pod gives an additional +1 to dodge missiles due to spoofing, +20% to read sensory equipment, and the ship cannot be detected without military class sensors except at extremely close range, and is -2 to strike even when detected.

    2. Type 2 (Missile) Mission Pod: This variant gives the Mosquito a very impressive missile launching capability indeed, and this version is often used for strike missions against Trans-Galactic Empire outposts, and for support during attacks on larger starships.

      Missile sections (3): The pod consists out of three separate sections, each of which can hold ten long range missiles, or multiples of that in smaller missile types. Each of the sections can only hold one type of missile, but the separate sections can hold different kinds of missiles.

      For example, the payload could be ten (10) long range missiles, twenty (20) medium range missiles and forty (40) short range missiles OR a total of thirty (30) long range missiles.

      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. 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.

      Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missiles 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 the target does not move and missile when dead is at -25% to detect.) Long range missiles do not have penalties to hit small targets, unlike cruise missiles, and most missiles carried are considered smart missiles.

      Maximum Effective Range: 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, 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 & 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 per Section: Can fire missiles one at a time or in volleys of one (1), two (2), four (4), five (5), or ten (10) per melee attack per section. The entire pod can fire a total volley of thirty (30) missiles in one turn.

      Payload: Each section can carry ten (10) long range missiles, twenty (20) medium range missiles, or forty (40) short range missiles.

    3. Type 3 (12 cm Laser Cannon) Mission Pod: This pod holds a single huge laser, with its own Fusion power cell. This cannon is equal in power to the secondary guns of a Warshield cruiser, and is mostly used for space assault and commercial raiding (standard doctrine is to have one Mosquito with a missile pod, one with a sensor pod, and two with cannon pods in a patrol). The cannon does NOT have penalties to hit starfighters and other small targets, due to the good maneuverability of the Mosquito!

      Maximum Effective Range: 20 miles (32 km) in an atmosphere and 2,000 miles (3,200 km) in space.

      Mega Damage: 2D6x100 M.D.C.

      Rate of Fire: twice (2) per melee.

      Payload: Fusion power cell holds power for fifty (50) shots.

      Special: Because the Laser Pod is not streamlined, the Mosquito loses its all bonuses when flown with this pod in a atmosphere.

    4. Type 4 (Strike Team Insertion) Mission Pod: This pod looks much like the streamlined missile pod, and can house a special unit of ten soldiers (or spies...) and their life support and equipment. In addition to this, it holds the same ECM as the Sensor pod, so that the Mosquito is very difficult to find when carrying this pod. Most often used to bring strike teams of saboteurs or spies to and from a Imperial planet. Few people know of this variant.

      E.C.M. gives an additional +1 to dodge missiles due to spoofing and the ship cannot be detected without military class sensors except at extremely close range, and is -2 to strike even when detected.


COMBAT BONUSES: The Mosquito Heavy Starfighter is maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.



[ Altara TM, 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, Kydian 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. ]


Image taken from the game "Silpheed the lost planet"


Writeup By Mischa (E-Mail Mischa)

Minor revisions by Kitsune (E-Mail Kitsune).


Copyright © 2001 & 2015, Mischa. All rights reserved.



Return