Mercenary MSX-32 “Venom” Light Starfighter:


While there are many “knock off” military designs produced by independent manufacturers, they also manufacture a number of their own designs as well. These include a number of starfighter designs. In general, these independent designs are popular because they are much cheaper than the equivalent produced by major manufacturers. In addition, many of the manufacturers and distributers ask far fewer questions of their clients than a major manufacture might. Of course their performance is generally inferior to modern advanced designs.


One of these designs is the Venom light starfighter. It is unclear where the fighter first started to be manufactured but at one time there were numerous manufacturers of the fighter and it was one of the most common space fighters in the Three Galaxies. Today production of the fighter has reduced to a trickle of its former with only a handful of manufactures still producing the light fighter. Most of these are of an upgraded version known as the Super Venom. For the most part, production has switched over to the Hyena light starfighter design.


Interestingly, there is a recent upgraded version of the Venom produced in direct competition to the Hyena known as Venom-X developed by a company called Python Space Industries. Most distributers are calling the upgraded Venom in their sales pitches “Venom Extreme.” In general, the greatly upgraded Venom is considered to compete favorably to the Hyena in performance but only time will tell how the newest version on the Venom will sell compared to the Hyena. So far the Venom-X has been selling reasonable well, in part capturing those not interested in going to an all new fighter from the original Venom or Super Venom.


Even though the Venom cannot be considered much of a front line fighter anymore, there are still huge numbers of these fighters in service. It is mostly operated by those unable to afford more advanced designs, some mercenary companies, a number of pirates, and even a tiny number of system self defense forces. When operated correctly, it can still be used effectively. There are also a number of governments who operate these old fighters stripped of weaponry as advanced trainers.


Even though generally considered to not be a “knock off” design, the design of the Venom does share some design features with the old Human Alliance Starling light fighter. Many believe that the Human Alliance fighter was carefully examined before developing the Venom. The mercenary fighter design is much newer and does take advantage of a number of technological improvements. The design of the Venom is much more contemporary with the Human Alliance Vixen design.


As with virtually all light fighters developed at the time, the Venom lacks a protective force field. Even a number of modern light fighters, such as the Scorpion, lack such a force field. It is however reasonably well armored, far better than the Starling, and actually slightly better armored than the Vixen. As with many mercenary designs, the Venom uses civilian components when possible.


While the Venom does have better normal acceleration on contra-grav than the old Starling, the older fighter does have greater acceleration using its thruster. A better comparison however would likely be with the Vixen when the Human Alliance fighter has twenty percent better acceleration. The Starling, Venom, and Vixen are all designed for good atmospheric performance as well as space performance with aerodynamic designs. In order to keep the cost of the fighter relatively low, the power plant is only designed to go four years between needing to be refueled.


For internal weaponry, the Venom is armed with two 10 mm electromagnetic rail guns mounted in the nose. At the time of the development of the fighter, gravity based rail guns were considered experimental. Even now, many consider electro-magnetic rail guns to generally be more reliable. In comparison however, the Vixen went to a pair of laser which gave virtually unlimited payload and were more efficient in terms of volume required.


With respect to missile hard points, the Venom is more flexible than the Vixen and can carry a higher payload than the Starling. The Venom has a total of six missile hard points. The two on the fuselage can carry a single capital missile, the two on the inner wings can carry a single long range missile, while the two outer wing hard points are limited to a pair of medium range missiles. The fuselage and inner wing hard points can carry a mix of lighter ordnance as required by the mission.


As discussed earlier, there is an upgraded version of the Venom known as the “Super Venom.” Different manufactures call the upgraded fighter a variety of different names although most operators use the “Super Venom” moniker. It is improved in a number of key aspects and shares few structural components with the original Venom. Even so, it still uses civilian components expensively to reduce construction costs.


The most notable upgrade is the replacement of the original contra-grav drives with more powerful drive, increasing acceleration by over sixteen percent. In fact, its acceleration is actually as good as the Hyena light fighter. Unfortunately, the engine is slightly larger than the original engine and cannot be retrofitted into earlier fighters. In addition, the fusion reactor has a slightly longer duration between refueling than the original.


The Super Venom fighter has the same missile hard points as the original but replaces the dual 10 mm rail guns with a single centerline 15 mm rail gun. It required extensive redesigning of the rail gun to mount and a special lightweight design was developed. It is still a conventional electromagnetic rail gun design. Comparisons have shown that the single heavier rail gun may actually be less able to chew through armor than the twin 10 mm rail guns but has much better effective range. In addition, the Super Venom has the ability to carry “light” mini-missile pods in the place of the long range missiles. With regard to protection, the Super Venom has slightly better armor than the original but still does not mount a variable force field, one of the major reasons why the Hyena has eclipsed the Super Venom in popularity.


This 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:

MSX-32A

“Venom” Original Model.

 

MSX-32S

“Super Venom” Advanced Model.

Vehicle Type:

Light Interceptor / Strike Fighter.

Crew:

One.


M.D.C. By Location:

Venom:

Super Venom:

 

10 mm Electromagnetic Rail Guns (2, nose):

25 each.

N.A.

 

Centerline 15 mm Electromagnetic Rail Gun:

N.A.

100.

 

Missile Hard Points (6, on the underside):

6 each.

8 each.

 

[1] Wings (2):

150 each.

180 each.

 

[2] Main Body:

360.

380.

 

Cockpit / Reinforced Pilot’s Compartment:

80.

100.


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. Will also lose all ordnance on that wing.

[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 craft itself will be an unsalvageable floating wreck.


Speed:

Driving on the Ground: Not Possible.

Sublight:

MSX-32A “Venom” Original Model: 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 1.25 percent of light per melee.

MSX-32S “Super Venom” Advanced Model: 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 1.4 percent of light per melee.

Atmospheric Propulsion:

MSX-32A “Venom” Original Model: Maximum normal speed is Mach 5.8 (4,415.5 mph / 7,105.5 kph), can enter and leave atmosphere because flight system is by contra grav. Missiles on hard points reduces performance to Mach 3.8 (2,892.9 mph / 4,655.3 kph) in an atmosphere.

MSX-32S “Super Venom” Advanced Model: Maximum normal speed is Mach 6.8 (5,176.8 mph / 8,330.5 kph), can enter and leave atmosphere because flight system is by contra grav. Missiles on hard points reduces performance to Mach 4.5 (3,425.8 mph / 5,512.9 kph) in an atmosphere.

Maximum Range: Effectively unlimited by internal fuel (4 or 5 year duration). Fighter uses an advanced fusion cell system for power systems. The fighter carries six days of consumables for fighter’s crew.


Statistical Data:

Length:

MSX-32A “Venom”: 36.42 feet (11.1 meters).

 

MSX-32S “Super Venom”: 36.75 feet (11.2 meters).

Height:

MSX-32A “Venom”: 13.45 feet (4.1 meters).

 

MSX-32S “Super Venom”: 13.45 feet (4.1 meters).

Width:

MSX-32A “Venom”: 27.56 feet (8.4 meters) wings folded / 35.43 feet (10.8 meter) unfolded.

 

MSX-32S “Super Venom”: 27.88 feet (8.5 meters) wings folded / 36.75 feet (11.2 meter) unfolded.

Mass/Weight:

MSX-32A “Venom”: 7.50 tons (6.8 tonnes) empty / 11.24 tons (10.2 tonnes) fully loaded.

 

MSX-32S “Super Venom”: 7.72 tons (7.0 tonnes) empty / 11.46 tons (10.4 tonnes) fully loaded.

Power System:

MSX-32A “Venom”: Advanced fusion power supply with a 4 year duration.

 

MSX-32S “Super Venom”: Advanced fusion power supply with a 5 year duration.

Cargo:

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

Market Cost:

MSX-32A “Venom”: 16.5 million credits in reasonably good condition.

 

MSX-32S “Super Venom”: 18.0 million credits in new / reasonably good condition.


WEAPON SYSTEMS:

  1. MSX-32A “Venom” Original Model:

    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. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are 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 does 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: 1,200 Rounds (60 Bursts) each rail gun (2,400 rounds total.)

    2. Six (6) Hard Points: The fighter has a total of six hard points which can mount. The fighter has two hard point on the fuselage, one on each wing in a inner wing position, and a single one on the outer wing position of each wing. 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 have an acceleration of 10% of light per turn (far faster than any starship) in space. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets with virtually all missiles carried being smart missiles. Missiles can be launched on multiple targets simultaneously. Individual hard points must carry all the same type ordnance but each hard points may carry different types of ordnance.

      Fuselage Hard Points (): One Cruise Missile, two Long Range Missiles, or four Medium Range Missile each.

      Inner Wing Hard Points (2): One Long Range Missile or two Medium Range Missiles each.

      Outer Wing Hard Points (2): Two Medium Range Missiles each.

      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. Advanced Model:

    1. One (1) Centerline 15 mm Electromagnetic Rail Gun: Mounted in the centerline of the fighter and in many ways, the fighter is built around the rail gun. 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. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. It is effective against targets that are impervious to energy. Rail gun uses 15 mm depleted uranium projectiles.

      Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

      Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

      Payload: 4,000 Rounds (50 burst) total.

    2. Six (6) Hard Points: The fighter has a total of six hard points which can mount missiles or “light” mini-missile pods. The fighter has two hard point on the fuselage, one on each wing in a inner wing position, and a single one on the outer wing position of each wing. 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 Cruise Missile, two Long Range Missiles, or four Medium Range Missile each.

      Inner Wing Hard Points (2): One “Light” Mini-Missile Pod, one Long Range Missile or two Medium Range Missiles each.

      Outer Wing Hard Points (2): Two Medium Range Missiles 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 have an acceleration of 10% of light per turn (far faster than any starship) in space. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets with virtually all missiles carried being 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. “Light” Mini-Missile Pod: In place of long range missiles, 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. Missiles have a top speed of Mach 10 in an atmosphere and have an acceleration of 2% of light per turn in space. This is slightly faster than any starship except if it is exceeding it maximum safe acceleration. Launchers can launch on multiple targets each at the same time. Mini-Missiles in the Phase World / Three Galaxies setting are normally smart missiles.

        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 Phase World / Three Galaxies missile tables for details.)

        Rate of Fire: Each pod can fire mini-missiles one at a time or in volleys of two (2), or four (4), 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 8 mini-missiles (16 mini-missiles maximum.)



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2016, Kitsune. All rights reserved.



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