NFB-3000 StarSplitter Class Bomber (Naruni Industries):


Bombers often fill a role between fighters and small capital ships such as corvettes and frigates. They are not as well suited for long range missions as true capital ships but have vastly better range than fighters. As well, there are few fighters capable of faster than light travel. These bombers can fill the roles of long range attack missions, heavy attack missions against large capital ships, and for combat reconnaissance missions. The Consortium Proctor class heavy fighter is one of the best known craft of this class, often called a heavy fighting in the Proctor's case but several other companies manufacture bombers or heavy fighters as well.


The Starsplitter Bomber is the Naruni Industries entry into the Heavy Fighter category. In many cases, Naruni sales of fighters have lagged behind projected numbers. The Broadsword and Fire-Eater fighters are considered inferior by many potential purchasers and are rather slow. While still fairly slow, slightly slower than the Consortium Proctor class heavy fighter, the Naruni entry carries far greater firepower and carries over double the cruise missiles as a standard Proctor carries. As a result, the Starsplitter seems to be a much greater market success than previous fighters. Naruni has announced a reduction in production for both the Broadsword and Fire-Eater with an increase in production for their heavy bomber design. One niche that this heavy fighter has found has been in the escorting of Goliath class heavy assault shuttles.


The Naruni bomber is similar in size to the Consortium Proctor but devotes even more of its internal volume to weaponry. As a result, it is even more cramped than its Consortium equivalent. It normally operates on a crew of five including a pilot, weapons officer, and three gunners. It also has the ability to carry two passengers. The ship has a total of seven "sleeper coffins" although the volume of the sleeping spaces is reduced compared to a Proctor. Instead of the compartments being arrayed on the sides of a communal space, the sleeping quarters are shoe horned wherever space could be found. Electronics are extremely sophisticated and sensor systems are top of the line. The weapon officer / navigator often acts as a sensor operator as well.


The Bomber is armed with defensive weaponry to protect it from all directions. On the sides, the fighter is protected by a pair of plasma cartridge cannons in turrets. On the rear of the fighter, there is also a pair of plasma cartridge cannons but it is combined with mini-missile launchers. One weakness with using these mounts is that payload is not effective limited like with particle beams or lasers.


As might be expected, forward firepower dwarves the side firepower and is more effective in the offensive role. Initial models of the heavy fighter carried two lasers with one on each wing root although later fighters have four mounts instead, greatly increasing firepower. Instead of carrying a standard Naruni Rail Gun, it was decided that the GR-1000 Rail Gun would be mounted. Mounted under the lose, it has a much longer range although inflicts similar damage. The gravity rail gun and forward firing lasers can be combined for greater damage. When fired in this manner, the weapons can crack the shields of even a light capital ship quickly.


In addition to direct fire weapons, the heavy fighter carries both capital missiles and medium range missiles. On reconnaissance missions, often some or all of the cruise missiles will be replaced by probe missiles (Same size and same powered range but have sensors in place of warhead)


This starship 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: NFB-3000
Vehicle Type: Strategic Fighter/Attack Craft
Crew: Five (Pilot, Weapon Operator/Navigator, 3 turret gunners), can carry 2 additional passengers.


M.D.C. By Location:

2 cm Forward Lasers (2 or 4, Wing Roots):250 each
Heavy Gravity Rail Gun (1, Front):150
Point Defense Plasma Cartridge Mounts (2, Sides):180 each
Rear Combination Plasma Cartridge / Mini-Missile Turret:225
Cruise Missile Launchers (2, Bottom):200 each
Medium Missile Launchers (2, one in each wing):250 each
Cockpit:300
[1] Main Body:1,500
[2] Variable Force Field:400 a side (2,400 Total)


Notes:
[1] Depleting the M.D.C. of the main body will put the Bomber out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.
[2] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (120 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 0.9 percent of light per melee.
Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4 light years per hour.
Atmospheric Propulsion: Maximum cruise speed is Mach 2 (670 mph / 1080 kph), can enter an atmosphere because flight system is using contra grav.
Maximum Range: Effectively Unlimited by either drive system but only has supplies for five crew members for about four months.


Statistical Data:
Length: 91.86 feet (28.0 meters).
Height: 20.34 feet (6.2 meters).
Width: 41.01 feet (12.5 meters) for fuselage and 87.60 feet (26.7 meters) including wingspan.
Weight/Mass: 450 Tons (408.2 metric tons)
Power System: Advanced Fusion with 25 year life span.
Cargo: Minimal Storage Space of 7 x 5 x 5 feet (2.1 x 1.5 x 1.5 meters), often packed with supplies and additional ordnance. In addition, each crew member has a very small locker for personal items and uniforms.
Market Cost: Original Model: 300 million credits. Upgrade Model: 320 million credits


WEAPON SYSTEMS:

  1. 2 Cm Laser Cannons (2 or 4): One or two laser cannon is mounted on each side of wing root of ship. Early models carried a pair of lasers while later models carry a total of four laser cannons. It is the ships primary anti-fighter/light ship weapon system. Weapons are extremely effective when fired together although not as powerful as most heavy weapon systems on destroyers. Weapons are controlled by pilot or weapon officer. Can be combined with the heavy rail gun.
    Maximum Effective Range: 1,000 miles (1,609 km) in space and 10 miles (16 km) in an atmosphere.
    Mega Damage: Older Model: 4D6x10 M.D.C. per blast. If one is destroyed, damage is reduced to 2D6x10 M.D.C. (When combined with Rail Gun, weapons inflicts 8D6x10 M.D.C.) Later Models: 8D6x10 M.D.C. per blast. If one is destroyed, damage is reduced by 2D6x10 M.D.C. per cannon destroyed (When combined with Rail Gun, weapons inflict 12D6x10 M.D.C.)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot or gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. GR1000 Large Rail Gun (1): Weapons is mounted in the nose of the fighter and is mostly to be used against targets that are impervious to energy. Weapons are controlled by pilot or weapon officer. Both GR-Rail gun and lasers can be combined costing one attack. Projectiles come out the rail guns at a significant fraction of the speed of light. The weapon system cannot be used to engage targets while traveling at faster than light velocities. The gravity rail guns uses a 30 mm projectile.
    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 1,600 miles (2,580 km) in space.
    Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (Both weapons do 8D6x10 when combined when both are in range)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 8,000 Rounds (200 Bursts).
  3. Plasma Cartridge Auto-Cannons (2): Mounted on the sides of the bomber, eache mount has a pair of plasma cartridge cannons. Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. These cannons fire standard Naruni plasma cartridges at extremely high velocities and heavily modified versions of the NE-200 Plasma Cartridge Machinegun. These cannons are short ranged but are very impressive in damage. These cannons can actually fire standard projectiles although the damage is not as impressive. The cannon fires a 5 cm projectile.
    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega-Damage: 2D6x10 per 10 Shot burst (4D6x10 for both cannons combined). If the fighter is using mega-damage slugs instead reduce damage to 1D4x10 per 10 Shot Burst (2D4x10 for both cannons combined)
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: 1000 rounds per cannon / 2000 per mount (100 bursts)
  4. Combination Plasma Cartridge Auto-Cannons / Mini-Missile Launchers (8): Mounted in the rear of the bomber, the mount has a pair of plasma cartridge cannons and a pair of mini-missile launchers. Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire.
    Plasma Cartridge Auto-Cannons (2 each mount):
      These cannons fire standard Naruni plasma cartridges at extremely high velocities and heavily modified versions of the NE-200 Plasma Cartridge Machinegun. These cannons are short ranged but are very impressive in damage. These cannons can actually fire standard projectiles although the damage is not as impressive. The cannon fires a 5 cm projectile.
      Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
      Mega-Damage: 2D6x10 per 10 Shot burst (4D6x10 for both cannons combined). If the fighter is using mega-damage slugs instead reduce damage to 1D4x10 per 10 Shot Burst (2D4x10 for both cannons combined)
      Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
      Payload: 1000 rounds per cannon / 2000 per mount (100 bursts)
    Mini-Missile Launchers (2 each mount):
      These are two packs of mini missiles 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 is phase world 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) missiles.
      Payload: 24 each launcher for a total of forty-eight (48) mini-missiles each mount
  5. Cruise Missile Launchers (2): Cruise Missile Launchers are mounted in a bay under the fuselage of the heavy fighter. Missiles are launched by special launchers. Missile has 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.) 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.
    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.
    Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.)
    Rate of Fire: Can fire missiles one at a time or in volleys of two, three, or four missiles per attack
    Payload: 8 Cruise Missiles each launcher for a total of 16 cruise missiles
  6. Medium Range Missile Launchers (2): Mounted in the bombers wing roots under lasers, weapon system is used for hitting enemy robots and fighters. Weapon system is also very effective as an anti-cruise missile. Missile has a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Batteries can launch on multiple targets each at the same time. Medium range missiles are considered to be smart missiles.
    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.
    Mega-Damage: Varies with medium 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), four (4), or eight (8) missiles for both launchers.
    Payload: 20 per launcher for a total of 40 medium range missiles.




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