SF-4 Tiger IV Medium Starfighter (HAFN):


The Tiger IV is one of the oldest starfighters still in active service in the Three Galaxies. It was introduced by the Human Alliance in the early days of the government’s formation. Only produced for a limited run, this fighter predates the Osprey class fighter and never was adopted by the Consortium Armed Forces. It survived as a ground attack fighter, carried on assault carriers, after being retired from front line service in the Human Alliance Military.


Only a very small number of the Tiger IV fighters remain in service, mainly in small militaries far away from the major powers. In many cases these fighters are found in backwater areas of the Three Galaxies. This fighter has not been produced in centuries. Because of the extreme age, no companies continue to produce repair parts for these fighters. Mechanics maintaining these fighters have become adapt at jury-rigging these old fighters. As well, fighters are often cannibalized to maintain other fighters. Otherwise parts need to be specially made for fighters.


Power is produced by a fusion power plant which only produces a fraction of the power of newer power plants. As well, the fighter can only go a fraction as long between refueling. The fighter does have contra-grav propulsion systems although acceleration is quite a bit less than the Osprey when on its main engine. It has a feature in common with the later Scorpion in that the fighter mounts an auxiliary thruster for additional acceleration. This engine is an ion/plasma type thruster. When engaged, this gives the fighter an acceleration equal to that of the Osprey but is limited to about fifteen minutes of thrust. The fighter is pretty capable in an atmosphere although due to missiles being carried on external hard points, atmospheric performance is greatly reduced when loaded down with ordnance.


Variable force fields had not even been introduced when the fighter was developed. As such, the fighter has a single focused forward shield. The shield only protects the front of the fighter. In output, it is equal to only about a single shield facing of the Osprey fighter which replaced it. The generator was only slightly smaller than the generator carried on the Osprey and was extremely temperamental. Because of the temperamental nature, the concept of such a generator was later dropped and not considered for later fighters. Many of these shield generators have long failed. While some have been replaced by variable force fields, most remaining fighters are operating without shields. Radiation shielding is also not up to modern standards although some have been upgraded to more modern standards.


Armor materials also were far less advanced and the space fighter could not withstand anything near the damage of the Osprey fighter which replaced it. At the time of introduction, the material was among the most advanced composites and alloys which had been developed. Of course many fighters have been greatly patched over their careers. The composites and alloys are virtually immune to corrosion so often the remains of a wrecked fighter can be found.


The fighter is armed with a pair of forward firing electromagnetic rail guns. These 10 mm rail gun mounts are larger than more modern mounts and are relatively short ranged. Still, the damage which the rail guns inflict is similar to the laser mounts carried on the Osprey fighter. As well, due to the simple design and being electromagnetic instead of gravity rail guns, the rail guns are extremely easy to maintain. A total of two thousand rounds per rail gun is carried.


The fighters have a single pylon on each wing structure as well as the ability to mount missiles on the fuselage of the fighter. A single long range missile or a pair of medium range missiles can be mounted on each side of the fuselage. The pylon can mount a variety of different ordnance. A medium range missile can be carried on either side of the pylon for a total of four medium range missiles. On the bottom of each pylon a single capital missiles, two long range missile, four medium range missiles, or a mini-missile pack can be mounted in this position. The mini-missile packs were considered extremely useful in ground attack roles and was one of the reasons why the fighter was retained in the Human Alliance Military after being retired from front line service.


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: SF-4

Vehicle Type: Medium Fighter

Crew: One


M.D.C. By Location:

10 mm Electromagnetic Rail Guns (2, Nose):

25 each

Fuselage Hard Points (2, Sides of Fuselage):

5 each

Ordnance Pylon (2, Center Wing):

40 each

[1] Wings (2):

160 each

[2] Auxiliary Engine

120

[3] Main Body:

480

Cockpit / Reinforced Pilot’s Compartment:

80

[4] Non-Variable Force Field (Protects front 1/3 of the fighter only):

200


Notes:

[1] Destroying a wing will cause the fighter to crash if it is flying within an atmosphere. Destruction of a wing has no effect on flight / propulsion in space.

[2] If the auxiliary engine is destroyed, the ship’s acceleration is reduced to 0.8 percent of light per turn.

[3] Depleting the M.D.C. of the main body will put the starfighter out of commission. All internal systems will shut down, including life support and internal gravity. The fighter itself will be an unsalvageable floating wreck.

[4] Shields is non variable and only protects the forward aspect of the fighter. Shield regenerates at the rate of 5% (10 M.D.C.) per melee round. Note: Many fighter shield generators are inoperative with some having been replaced by variable force fields.


Speed:

Driving on the Ground: Not Possible.

Sublight: Has a special sublight engine that allows the ship to travel up to 20 percent of the speed of light (some have had their particle shields upgraded to allow for speeds up to 40% 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 1.2 percent of light per melee maximum.

Atmospheric Propulsion: Maximum normal speed is Mach 5 (3,707.3 mph / 5,966.3 kph), can enter and leave atmosphere because flight system is using contra grav. Missiles on hard points reduces performance to Mach 4 (2,965.8 mph / 4,773.0 kph) in an atmosphere.

Maximum Range: Effectively unlimited by internal fuel (4 year duration) although auxiliary thruster range is limited to approximately 15 minutes. Fighter uses a fusion cell system for power systems. The fighter carries twelve days of consumables for fighter’s crew.


Statistical Data:

Length: 50.52 feet (15.4 meters).

Height: 14.44 feet (4.4 meters).

Width: 44.29 feet (13.5 meters) wings folded and 51.84 feet (15.8 meter) wings unfolded

Weight: 15.5 tons (14.06 metric tons) unloaded and 18 tons (16.33 metric tons) fully loaded.

Power System: Fusion power supply with a 4 year duration.

Cargo: Tiny storage area with room for a small sidearm, dry rations for 12 days, and a water dispenser.

Market Cost: 18.5 million credits with operational shield generator and 16.5 million credits with inoperative shield generator. (Fighter is no longer being produced.)


WEAPON SYSTEMS:

  1. Two (2) 10 mm Electromagnetic Nose Mounted Rail Guns: Mounted on the nose of the fighter. Unlike rail-guns mounted on most newer Three Galaxies / Phase World star fighters, the rail guns work through the use of electromagnets instead of through gravity. The rail guns still fire projectiles at incredible velocities compared to rail guns on Rifts Earth and projectiles are fired from rail guns at a significant fraction fraction of the speed of light in space and when used in an atmosphere are fired at a slower but still at hypersonic speeds. It is used as an anti-starfighter and missile weapon and against targets that are impervious to energy. Both rail guns generally fire together.

    Maximum Effective Range: 8,000 feet (2,440 meters) in an atmosphere and 150 miles (240 km) in space.

    Mega Damage: Both rail guns firing together (40 rounds) inflicts 4D4x10+20 M.D.C. Single rail gun (20 rounds) inflicts 2D4x10+10 M.D.C., one round inflicts 2D6+2 M.D.

    Rate of Fire: Equal to the pilot’s combined hand to hand (usually 4 or 5) - firing both rail guns together costs one attack.

    Payload: 2,000 Rounds (100 Bursts) each rail gun (4,000 rounds total.)

  2. Eight (8) Hard Points: The fighter has a total of eight hard points which can mount missiles or mini-missile pods. The fighter has one hard point on either side of the fuselage, one of the inside and outside of the pylons, and one on the bottom of the pylons. The fighter, with a single heavy pylon on each wing, is different than most fighters in the Three Galaxies which generally mount missiles in bays or on conformal hard points. Individual hard points must carry all the same type ordnance but each hard points may carry different types of ordnance.

    Fuselage Hard Points (2): One Long Range Missile or two Medium Range Missile each.

    Wing Pylon Hard Points (Bottom - 2): One Cruise Missile, one Mini-Missile Pod, two Long Range Missile or four Medium Range Missile each.

    Wing Pylon Hard Points (Inner Sides - 2): Two Medium Range Missile each.

    Wing Pylon Hard Points (Outer Sides - 2): Two Medium Range Missile each.

    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) in space.

      Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 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: Varies by hard point.

    2. Mini-Missile Pod: Two pods of mini missiles can be mounted 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: 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 types (See Revised 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 (32 mini-missiles maximum)





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Writeup by Kitsune (E-Mail Kitsune).


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