Python Space Industries “Venom-X” Light Starfighter:

At one time, the Venom was one of the most common space fighters in the Three Galaxies. It was produced by numerous companies scattered around the Three Galaxies with little to no attention payed to licences. Even now, a surprising number of these old fighters remain in service. The fighter had various upgrades including the Super Venom. While the Super Venom did share a number of internal systems, it was in many ways a new fighter which shared few structural components. There are still a number of companies producing the Super Venom version of the light fighter.

As time has gone on, a number of new fighter designs have entered the scene as well as the Consortium and Human Alliance selling off large numbers their old Vixen light fighters. Generally these fighters are considered to be superior in performance to the old Venom and even the Super Venom light fighters. In addition to surplus Vixen fighters displacing the Venom, the Hyena fighter has largely taken over from the Venom with regard to new production. The Hyena is a knock off design based on a light fighter known as the Bobcat

Still some companies continue producing the Super Venom in an attempt to stave off collapse while they try to retool to produce the Hyena. Located on a fringe world like many of the other manufactures which sell extensively on the black market, Python Space Industries decided to go with a different approach. They decided to develop a more advanced version of the Super Venom as a direct competitor with the Hyena. Their thoughts were that many operators of the Venom and Super Venom would not want to go with an all new fighter when upgrading their fighter forces.

Trying to come up with a name for the new fighter, it was decided to market it as the “Venom-X.” The company has never specified what the “X” actually stands for. However, a number of those marketing the new fighter pitched it as the “Venom Extreme.” So far the fighter has been selling reasonably well although there are concerns that this will be able to be maintained.

The prototype of the Venom-X was modified from a standard Super Venom fighter. While there were a number of additional changes, it should be possible to upgrade the Super Venom to near the Venom-X standards. However, Python Space Industries has no plans to offer upgrades to older fighters but instead sell new production fighters. In common with other fighters of the Venom line, the Venom-X uses civilian component when possible to reduce costs.

With regards to upgrades, the most significant modification is the addition of a variable shield generator. The shield generators are mounted in what looks like streamlined pods above the fuselage in what is reminiscent of conformal fuel tanks which were mounted on a number of ancient jet fighters. They are however part of the fighter’s hull. The pods have minimal effect of the fighter’s atmospheric performance. The design is in many ways similar to those on the Icaria Stríngla light fighter, a modified version of the venerable Vixen fighter.

To compensate for the additional mass of the shield generator, the contra-grav drive output was slightly improved in order to maintain the same acceleration as the standard Super Venom. Even so, it is one of the slower light fighters in the Three Galaxies. Even the old Vixen light fighter has greater acceleration although the Hyena has only about equal acceleration. Currently, the company is working on an upgrade to the drive to improve the acceleration so that it is equal to the Bobcat. It is currently unknown if older fighters will be able to be retrofitted with the more powerful drives. The fusion plant is also slightly upgraded from the original one on the Super Venom giving slightly better time between needing to be refueled.

With regard to armor, the Venom-X is slightly better protected than the Super Venom which it was developed from. Interestingly, it makes the Venom-X also better protected than the Hyena fighter which is approximately as well protected as the Super Venom. Slightly better composites and alloys are in large part responsible for the fighter’s better protection.

Weaponry is basically unchanged from the original Super Venom. It has a single 15 mm electromagnetic rail gun as a direct fire weapon. In addition, it has six missile hard points. The two fuselage hard points can carry a single capital missile each, the two inner wing hard points can carry a single long range missile each, and out wing hard points which can carry two medium range missiles. The fuselage and inner wing hard points can carry a variety of lighter ordnance as well. The fighter can also carry a “light” mini-missile pod on each of the inner wing hard points.

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: PV-MSX-32X.

Vehicle Type: Light Interceptor / Strike Fighter.

Crew:   One.

M.D.C. By Location:


Centerline 15 mm Electromagnetic Rail Gun:



Missile Hard Points (6, on the underside):

8 each.


[1] Wings (2):

200 each.


[2] Main Body:



Cockpit / Reinforced Pilot’s Compartment:



[3] Variable Force Field:

200 per side (1,200 total).


[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.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (60 M.D.C.) per melee round.


Driving on the Ground: Not Possible.

Sublight: 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: Maximum normal speed is Mach 6.6 (5,024.6 mph / 8,085.5 kph), can enter and leave atmosphere because flight system is by contra grav. Missiles on hard points reduces performance to Mach 4.3 (3,273.6 mph / 5,267.8 kph) in an atmosphere.

Maximum Range: Effectively unlimited by internal fuel (6 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:                36.42 feet (11.1 meters).

Height:                13.45 feet (4.1 meters).

Width:                 27.88 feet (8.5 meters) wings folded and 36.75 feet (11.2 meter) wings unfolded.

Mass/Weight:      8.27 tons (7.5 metric tons) empty and 11.90 tons (10.8 metric tons) fully loaded with missiles.

Power System: Advanced Fusion with 6 year life span.

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

Market Cost: 21.5 million credits.


  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. 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).

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