SW-2 Star Wraith Class Heavy Starfighter (Promethian / Phase World):


The Star Wraith is a larger and move heavily armed fighter than the Star Ghost fighter built by the Promethian Government of the planet of Phase World. The Star Wraith fills a similar role to that of the Consortium of Civilized Worlds Proctor class fighter. To fill this role, the ship is bigger than the standard Star Ghost although the physical lines of the ship are very similar. This ship is mostly retained only within the Promethian military but a small number of the heavy fighters are sold to outside interests.


The fighter is well armed and is quite capable but many militaries consider it simply too expensive for its combat capabilities. The fighter main weapon is its phase cannon. The cannon is identical to that carried on the Star Ghost. The ships has two standard laser cannons to support the phase cannon mounted on the forward of the starfighter. When the fighter fires both cannons in bursts it is capable of wrecking smaller starfighters very quickly. To give the fighter better defensive firepower, the rear turret was retained but the turret is independently controlled by a gunner. The fighter carries four cruise missiles which gives the ship the ability to severely damage capital ships. By using the ships ability to jump from location to location, the Star Wraith can make devastating cruise missile attacks. Finally, the fighter has two mini missile launchers. These are both used for defense and for precision attacks.


The fighter is set up in a very similar fashion to the CAF Proctor class in crew arrangements. The ship has four coffin like sleeping arrangements for the ships crew. Unlike the Star Ghost, this fighter is often used on long range patrol and on reconnaissance.


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: SW-2
Vehicle Type: Strategic Heavy Fighter/Attack Craft
Crew: Three (Pilot, Weapon Operator/Navigator, and turret gunner). The fighter has four coffin style sleeping arrangements similar to those on the CAF Proctor class heavy fighter.


M.D.C By Location:

Phase Cannon (1, Front):200
Twin Forward Laser Cannons (2, Front):120 each
Point Defense Laser Turret (1, Rear):150
Cruise Missile Launchers (4, Bottom):80 each
Mini-Missile Launcher (1, Top):100
Cockpit:275
[1] Main Body:825


Notes:
[1] 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.


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 1.1 percent of light per melee.
Stardrive: Ship has a P-Drive that allows ship to travel at a maximum speed of three light year per hour.
Atmospheric Propulsion: Maximum speed is Mach 6.5, can enter and leave an atmosphere.
Maximum Range: Effectively Unlimited by either drive system but only has supplies for pilot, navigator, and gunner for two months.


Statistical Data:
Length: 76.2 feet (23.2 meters).
Height: 38.7 feet (11.8 meters).
Width: 44 feet (13.4 meters).
Weight: 159.8 tons (145 metric tons)
Power System: Advanced Fusion with 20 year life span. Phase Power System: All special phase abilities of the ship are powered by a phase-field generator that has 200 "charges." When all these charges are spent (each use of a phase-field power uses up one charge), the generator needs one hour to regenerate power. Until it is fully recharged, no further special powers will be possible.
Cargo: Small Storage Space 6x6x6 feet (2 x 2 x 2 meters).
Market Cost: 860 million credits. Only mega corporations and planetary governments can afford them.


WEAPON SYSTEMS:

  1. Phase Cannon (1): Mounted in the nose of the Starfighter and is designed to take out the Crew of Target ship without damaging the target ship. Does no damage to inanimate objects but damages personnel but does do damage to force fields. Identical to weapon in star ghost starfighter.
    Maximum Effective Range: 300 miles (480 km) in space. 3 miles (4.8 km) in an atmosphere.
    Mega Damage: 3D6 to all living targets in a 30 ft (9.1 m) diameter around blast point or 1D6x10 to force fields and creatures 10 feet (3.0 m) or larger. The damage is S.D.C. to S.D.C. targets and M.D.C. to M.D.C. targets.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  2. Forward Twin 8.5 mm Lasers Cannons (2): Slightly low powered for a main weapon of a starfighter but due to the weapons being able to fire three shot bursts, the fighter’s guns can do considerable damage. In most cases, both cannons will be fired together but each one can be separately.
    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega Damage: One Cannon; Single shot inflicts 1D6x10 M.D.C. each and three shot burst inflicts3D6x10. Both Cannons; Dual shot (one shot from each cannon) inflicts 2D6x10 M.D.C. each and six shot burst (three shots from each cannon) inflicts 6D6x10.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Rear 8.5 mm Point Defense Lasers in Ball Turret (1): Point defense lasers are used as an anti-missile, anti-power armor, and anti-starfighter defense to the rear of the starship. Weapon can fire single shot or three shot bursts to do increased damage.
    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
    Mega Damage: Single shot inflicts 1D6x10 M.D.C. each and three shot burst inflicts3D6x10
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Effectively Unlimited.
  4. Cruise Missile Launchers (4): In the belly of the fighter are four cruise missile bays. Each bay contains one cruise missile. 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 (2), three (3), or four (4) missiles.
    Payload: 4 Cruise Missiles (1 each bay)
  5. Mini-Missile Launcher: Mounted on top of starfighter Fires mini-missiles used for offensive and defensive purposes. 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).
    Mega-Damage: Varies with mini-missile type (See revised Phase World / Three Galaxies Missile tables for details.)
    Maximum Effective Range: Mini-Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.
    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 per launcher for a total of forty-eight (48) mini-missiles
  6. Phase Fields: The ship can generate two different protective fields. The first is a deflector shield that disperses incoming energy attacks, bullets, rail gun rounds, and explosions. When system is active, damage from incoming attack is divided by 10 (With the exception of magics, psionics, and other phase weaponry - These do full damage). When phase field is active, only laser cannons systems can be used. The phase cannons are not operational and the fire control for the missiles are disrupted. Second field is "Ghost Mode", an Out of Phase field that renders ship insubstantial and immune to all non magical attacks and energy. Ship is removed from normal three- dimensional space. Ship can observe things in the three dimensional world but is completely undetectable by normal means including the see the invisible spell and most sensors (it is not invisible to Prometheans and phase technology). Ships speed is reduced to 25% of ships speeds and accelerations when in this mode but it can move in any direction including up and down and is not impeded by normal barriers. Ship can be stopped by Phase Fields, Force Fields, and Magical Fields and cannot resolidify inside other ships or solid objects. No weapons can be fired either while ship is out of phase.
    Duration: Deflector Fields: Eight minutes per charge. Ghost Mode: One minute per charge.
    Payload: 200 “Charges” Each activation consumes one “charge” from phase-field generator in the ship (see Power System, above). Activating either field counts as one melee action/attack. Activating a field can be used as a dodge to avoid incoming attacks. Only one field can be activated at one time and not both simultaneously.
  7. Phase Jump System: The ship can make short range teleportation "Jumps." Each jump counts as one melee action or attack and can cover up to 200 miles/ 320 km instantly. A pilot can combine jumps with attacks and jumps can be used as dodges. When fighting small ships, power armors, robots jumping style attacks give the ship the following bonuses: +2 to dodge, +2 to initiative, and +1 to strike. When fighting a large vehicle the fighter gets the following bonuses: +2 to dodge, +3 to initiative, and +2 to strike. Each jump uses up one "Charge" from phase field generator.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998, Kitsune. All rights reserved.



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