TGE-ST-110 Sharktooth Light Starfighter (Trans-Galactic Empire):
The Sharktooth light starfighter is a new fighter design that is being introduced into the fleet in the Trans-Galactic Empire. While only comparatively small numbers have been produced so far, it is believed that huge numbers are planned.
Initially, it was considered most likely that the light fighter would act as only a supplement to the larger Flying Fangs, the current mainstay design of the Trans-Galactic Empire. However, there have been huge losses in Flying Fangs in recent engagements. As a result, the Sharktooth might largely replace the medium fighter in service with the Flying Fang mostly operating as a bomber.
So far, there have only been a handful of engagements between the Sharktooth and enemy fighters. One of these was between the squadrons of a raiding Smasher class cruiser and the same number of squadron operated by the Free Worlds Council, mixed fighters but largely consisting of older Flying Fangs. Even according to the Free Worlds Council, there were huge losses and according to the Trans-Galactic Empire, all of the Free Worlds Council fighter squadrons were annihilated.
One does have to wonder how well the Sharktooth would have done against the advanced Flying Fang operated by the Free Worlds Council or any one of the newer starfighter designs. There have been a wide variety of rumors around the Sharktooth, some giving it better performance than even the Consortium Scorpion design although most military experts consider this unlikely. Still, most intelligence services would offer hundreds of millions for one of these fighters.
Simply due to being a smaller fighter than the Flying Fang, more Sharktooth light fighters can be embarked aboard a vessel. For example, a Smasher class cruiser might be able to embark up to fifty-four of these light fighters instead of thirty-six Flying Fangs. Still, a more common compliment would likely to be one squadron of Flying Fangs, usually the fighter-bomber version, and three squadrons of Sharktooth Fighters for a total of forty-eight fighters.
It appears as if the light fighter design was developed for higher space performance while not sacrificing much in the way of firepower in comparison to the Flying Fang. While vaguely similar in appearance with two forward facing horns, the Sharktooth is a bit shorter than the Flying Fang and has three thrusters instead of two. Each thruster is actually more powerful individually than those on the Flying Fang and the Sharktooth has around fighter percent better space performance than the medium starfighter. In addition to the light fighters excellent space performance, the Sharktooth is extremely capable in space.
In comparison to the Flying Fang, the Sharktooth light fighter mounts a similar weapon array. One of the key differences is reducing the number of rail guns from two to one although the rail gun is modified for a greater rate of fire. Payload is also slightly reduced. However, the twin laser cannons are retained giving the light fighter two laser cannons and one rail gun. All three cannons can be linked to fire in a combined barrage with the damage with all three combined quite respectable.
One either side of the cockpit of the light fighter are mini-missile launchers. While similar in design, these launchers have a smaller capacity than those mounted on the Flying Fang with eight mini-missiles per launcher for a total of sixteen mini-missiles. In addition, the medium range missile launchers under the fuselage of the Flying Fang are deleted in the design of the Sharktooth.
However, the light fighter mounts a pair of heavy missile hard points and four lighter missile hard points. Each heavy hard points can mount two anti-ship capitol missiles, two long range missiles, or four medium range missiles. The lighter hard points can each carry a single medium range missile. In comparison, the bomber version of the Flying Fang has four heavy hard points with the ability to carry capitol missiles.
While quite well armored for its size, the light fighter does sacrifice some armor compared to the larger Flying Fang. The Sharktooth does however retain the same variable force field generators as the Kreeghor medium fighter design. While most older light fighters did not mount force field generators, most newer designs do mount force field generators.
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: TGE-ST-110.
Vehicle Type: Space/Atmospheric Fighter.
Crew: One.
M.D.C. By Location:
|
18 mm Nose GR-Cannon: |
80 |
|
12 mm Horn Laser Cannons (2): |
125 each |
|
Mini- Missile Launchers (2, top): |
60 each |
|
Heavy Missile Pylons / Hard Points (2, under fuselage): |
10 each |
|
Secondary Missile Pylons / Hard Points (4, under wing): |
5 each |
|
[1] Main Body: |
420 |
|
Reinforced Cockpit: |
100 |
|
[2] Variable Force Field: |
200 per side (1,200 total) |
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.
[2] 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.
Speed:
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 1.5 percent of light per melee.
Atmospheric Propulsion: Maximum speed is Mach 7.0 (5,328.5 mph /8,575.4 kph), can enter and leave an atmosphere because flight system is using contra grav. If the fighter is loaded down with external ordnance, reduce fighter’s top speed to mach 6.5 (4,947.9 mph / 7,962.9 kph.)
Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for six days.
Statistical Data:
Length: 35 feet (10.67 meters).
Height: 13.5 feet (4.11 meters).
Width: 30 feet (9.14 meters).
Mass/Weight: 8.5 tons (7.71 metric tons).
Power System: Advanced Fusion with 25 year life span.
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Market Cost: 58 million credits to manufacture (Currently not for sale. Both the Consortium or Free Worlds Council would offer several times this for an intact model to study.)
WEAPON SYSTEMS:
Twin (2) 12 cm Horn Lasers Cannons: The fighter carries two laser cannons with one on each of the horns of the starfighter. The cannons are normally fired together and can be combined with the rail gun if all three weapons are within range. The only problem with the weapon system is that they are fairly short ranged.
Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.
Mega-Damage: 2D6x10 for both cannons (1D6x10 if one is destroyed) and 3D6x10 when the laser cannons and the autocannon are combined.
Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
Payload: Effectively Unlimited.
One (1) 18 mm Gravity Autocannon: The fighter has a gravity rail cannons under the nose of the fighter. The cannon is useful against targets that are impervious to energy and also has a slightly better range than the laser cannons. They are similar to the cannons on the Flying Fang but a larger burst. The gravity rail gun can be fired combined with the laser cannons to increase damage. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light in space and when used in an atmosphere are fired at a slower but still at hypersonic speeds. The gravity rail gun fires an 18 mm projectile.
Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.
Mega-Damage: 1D6x10+20 for a 15 round burst. The laser cannons and the autocannon can be combined for 3D6x10+20.
Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
Payload: 4,500 rounds (300 burst total).
Two (2) Mini-Missile Launchers: The light fighter has two launchers mounted on top of starfighter on either side of the cockpit. 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).
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 mini-missiles one at a time or in volleys of two (2), four (4), or eight (8) mini-missiles.
Payload: Eight (8) mini-missiles each launcher for sixteen (16) mini-missiles total.
Two (2) Heavy Missile Pylons / Hard Points: On the underbelly of the fighter are two missile racks that allows the fighter to carry one cruise missile, two long range missiles, or four medium range missiles each. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. 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 Missiles 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 warheads inflict 4D6x100 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), three (3), or four (4) missiles.
Payload: One (1) cruise missile, two (2) long range missiles, or four (4) medium range missiles per pylon / hard point (Maximum of two cruise missiles, four long range missiles, or eight medium range missiles.)
Four (4) Secondary Missile Pylons: In addition to the two heavy missile hard points under the fuselage, the light fighter mounts a pair of lighter hard points under each wing of the fighter with each able to carry a single medium range missile. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Weapon system can be used on multiple targets. Normally used for anti-fighter and point defense.
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) or four (4) missiles.
Payload: One (1) medium range missile per hard point (Maximum of four medium range missiles.)
Bonuses / Penalties: The Sharktooth is very maneuverable and is in fact more maneuverable than the Flying Fang. The fighter has +1 to strike, +2 to dodge, +1 to dogfighting, and +1 to initiative. These are addition to any bonuses from starfighter combat. Humans operating Sharktooth fighters designed for Kreeghor have -15% to pilot and -2 to combat rolls and numbers of attacks.
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Writeup by Kitsune (E-Mail Kitsune).
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