TW-SF-4 “Thundercat IV” Medium Fighter (Modified SF-4 Tiger IV):

As one might gleam from the namesake of the fighter, the enchantments are related to storms, thunder, and lightning. Built from an old Human Alliance Tiger IV medium fighter, the Thundercat IV has an enchantment that has three to five balls of lightning orbiting the fighter. These lightning balls create a lightning field which helps to protect the fighter from attack. The enchantment is powered by a tiny rift to the elemental plane of air.

When missiles are fired at the fighter, the missiles are usually caught in the lightning and they are either detonated or destroyed. In a similar fashion, the force field protects against projectiles such as rail guns. The rounds get shredded into basically atoms as they enter the field. The only thing that the field does not protect against is energy weapons although the enchantment does protect against electrical type attacks including ion beams and lightning bolts.

The SF-4 Tiger IV is one of the oldest fighters still in active service in the Three Galaxies. It has long since been retired. As well, numbers of these old fighters have dwindled vastly since production ceased. Still, a number of backwater systems still operate these old fighters and a number have been converted for civilian use. Often getting repair parts for these old fighters can be an issue with many needing to be custom made or substitutions made.

As far as those used for conversion into techno-wizard fighters, the first batch were operational fighters which were slowly converted. Later fighters however were often purchased already stripped and non-operational. In any case, the fighters are basically stripped to their frame before being rebuilt. Many military engineers have suggested that the fighters are basically an all new design using just the frame of the original fighter. With regards to rebuilding, a combination of modern military and civilian systems are used.

With regard to those who rebuilt the fighters, one should consider them only nominally part of the United Worlds Warlock. In actual fact, they are more or less independent with the first converted for the crew of the Dwarven Iron Ship “Thunderbolt.” Since then however, they have begun sell the fighters. They also rebuilt the Starling into a light fighter of a similar design with regards to enchantments. These fighters are not operated by the United Worlds Warlock navy although a handful are operated within Warlock space by independent defense forces.

As previously described, these fighters are basically stripped down to their frame. Stripped completely, the frame is reinforced in key areas. Often many are stressed but with reinforcement, the frame is actually stronger than it was originally. Modern composite and alloy armor materials replace the original materials, making the fighter far better protected than it was originally. Initially, the armor materials used in the Shadow Bolt were considered because it would make the fighter impervious to non magical energy weapons but the cost of the fighter would be vastly increased.

Compared to modern fighters, the Tiger IV is extremely slow. In fact, many large warships have better acceleration than the old fighter. As a result, it was decided to replace the contra-grav propulsion with a far more modern system. Even though an older fighter, the Osprey class fighter has a quite robust industry supporting it. The propulsion system for the Osprey was fitted to the Thundercat IV, giving the fighter about fifty percent greater acceleration.

With the replacement of the original propulsion, it was decided to replace the original fusion plant at the same time. A powerful yet compact civilian fusion reactor was chosen. In addition to producing far greater power, it has the advantage of requiring extremely low maintenance when compare to the original fusion plant. In fact, the old reactor can only be considered something of a nightmare. Compared to most modern military fusion plants, the reactor requires far more frequent refueling.

It was decided to retain the original auxiliary thruster, one of the few systems retained from the original Tiger IV. Many however need to be reconditioned and even completely rebuilt. In order to increase the fuel load for the thruster, it was decided to carry the fuel in dimensional pockets. When testing however, it was found that the thruster engines would overheat after around thirty minutes. As a result, it was decided to put a limiter where the engine will automatically go into a cool down phase after thirty minutes. A total of ninety minutes of fuel is otherwise carried.

Even if the techno-wizards wish to retain them, the original rail guns could not be fired through the lightning field. These were replaced by a pair of telekinetic heavy machine guns. These can be fired through the protective lightning field while still being effective against targets which are impervious to energy weapons. While payload is effectively infinite, the enchantments do have to be recharged periodically. Supplementing these are four sub particle acceleration cannons mounted on the wing roots. Unlike the heavy machine guns, these weapons are powered through the rift to the elemental plane of air and do not need to be recharged.

With the reinforcement of the frame of the fighter, the hard points were also strengthened as much as possible. The two fuselage hard points can now carry a single capital missile each. In addition, the sides of the center wing pylon can also carry long range missiles on them. The fighter is still limited to a pair of mini-missile packs however. As an independent design, it was decided that the fighter would not need to be adapted to be able to carry bottle demon missiles.

A common tactic for these fighters is to fire missiles, activate the electrical field, and come in for an attack run. As these fighters are potentially vulnerable to energy weapons and the enchanted weaponry is of relatively short range, the fighter has the enchantment which allows it to become impervious to energy weaponry for a short period. This enchantment does however require mystical or psychic energy from the pilot. As it is possible that the fighter may be required to engage techno-wizard fighters armed with telekinetic machine guns, the fighter is protected by a powerful “Invincible Armor” force field. As with the impervious to energy enchantment, the force field requires mystical or psychic energy from the pilot.

One issue the Thundercat IV has is that when the lightning field is active, invisibility is of little effectiveness. Even though the fighter itself will be invisible, the lightning halo will be clearly visible. Even so, it was decided that the fighter would mount the twin enchantments of “Invisibility Superior” and “Shadow Meld.” As with the protective enchantments, with the exception of the lightning field, these enchantments requires mystical or psychic energy from the pilot.

The cockpit and electronic suite is also completely rebuild. Modern sensor systems replace the original systems, giving far greater range as well as precision. In addition, more advanced holographic displays are far more effective with regard to making sure the pilot is aware of his situation. The cockpit is also fitted to be more comfortable with regards to long range missions.

This starfighter design uses modified starship speed and weapon range rules. See Revised Starship Rules for Phase World / Three Galaxies for more details.

Model Type: TW-SF-4.

Vehicle Type: Techno-Wizard Medium Space Fighter.

Crew:   One.

M.D.C. By Location:


[1] “Ball Lightning” Balls (5 total): 

20 each.


Sub Particle Acceleration Cannons (4, Wing Roots):

100 each.


Heavy Telekinetic Machine Gun Mounts (2, Nose):

100 each.


Fuselage Hard Points (2, Sides of Fuselage):

10 each.


Ordnance Pylon (2, Center Wing):

60 each.


[2] Wings (2):

220 each.


[3] Auxiliary Engine:



[4] Main Body:



Cockpit / Reinforced Pilot’s Compartment:



[5] Magical “Invincible Armor” Force Field:



[1] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.

[2] Destroying a wing will cause the fighter to crash if it is flying within an atmosphere. Destruction of a wing has no effect on flight / propulsion in space.

[3] If the auxiliary engine is destroyed, the ship’s acceleration is reduced to 1.2 percent of light per turn.

[4] Depleting the M.D.C. of the main body will put the starfighter out of commission. All internal systems will shut down, including life support and internal gravity. The fighter itself will be an unsalvageable floating wreck.

[5] This is not a variable force field, but a magical shield that must be completely depleted. Regenerates at the rate of 4D6 M.D.C. per melee round. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the “Invincible Armor.” Once the shield has been knocked down, it will cost 60 P.P.E. and require thirty seconds (2 melee rounds) of spell casting to restore the force field. When knocked down, no additional damage beyond which destroyed the shield will be transferred to the fighter.


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 1.2 percent of light per melee maximum. Fighter has auxiliary thrusters which can be used a maximum of 30 minutes before the thruster overheats. It then requires a 10 minute cooling period engaged by an automatic safety system. The fighter does carry enough fuel in dimensional pockets for 90 minutes of thrusters total before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 1.6 percent of light per melee maximum.

Atmospheric Propulsion: Maximum normal speed is Mach 5.8 (4,415.5 mph / 7,105.5 kph), can enter and leave atmosphere because flight system is is using contra grav. Missiles on hard points reduces performance to Mach 4.6 (3,502.0 mph / 5,635.4 kph) in an atmosphere.

Maximum Range: Effectively unlimited by internal fuel (6 year duration) although auxiliary thruster range is limited to approximately 30 minutes before overheating and has enough fuel for 90 minutes total in dimension pockets. Fighter uses a fusion cell system for power systems. The fighter carries twelve days of consumables for fighter’s crew.

Statistical Data:

Length:                50.52 feet (15.4 meters).

Height:                14.44 feet (4.4 meters).

Width:                 44.29 feet (13.5 meters) wings folded and 51.84 feet (15.8 meter) wings unfolded.

Mass/Weight:      15.75 tons (14.29 metric tons) unloaded and 19.0 tons (17.24 metric tons) fully loaded.

Power System: Advanced Fusion with 6 year life span. Also uses a magical rift to elemental dimension of air to generate additional electricity (Indefinite duration).

Cargo: Tiny storage area with room for a small sidearm, dry rations for 12 days, and a water dispenser.

Market Cost: As rebuilt, the medium fighter costs approximately 75 million credit. Much of this cost is believed to be the cost of the enchantments. The SF-4 Tiger IV is no longer produced.


  1. Two (2) Sub Particle Acceleration Cannons: Mounted in the wing roots of the fighter and fire forward. Both are normally linked when fired. Can be linked with telekinetic machine guns for greater damage. Uses the spell of the same name from page 143 of World Book 16: Federation of Magic (although has far greater range.) The weapon pulls its energy from the elemental rift and does not need to be recharged. Weapon can be fired through the lightning field.

    Maximum Effective Range: 200 miles (320 km) in space. 2 miles (3.2 km) in an atmosphere.

    Mega Damage: 1D6x10+10 for one cannon, 2D6x10+20 for two cannons, and 4D6x10+40 for all four cannons. (Can be combined with telekinetic machine guns for a maximum of 5D6x10+45.)

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

    Payload: Effectively Unlimited.

  2. Two (2) Telekinetic Heavy Machine Guns: Mounted in the nose and replacing the original rail guns, these are heavier machine guns than are carried in the standard Shadow Bolt Starfighter Because the cannons do damage by impact, they do full damage to targets that are using the spell impervious to energy. The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per machine gun) but during the period the weapon can fire unlimited blasts. Weapons can be fired through the lightning field.

    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.

    Mega Damage: 12D6 per burst for both heavy machine guns. One heavy machine gun inflicts 6D6. (Can be combined with Sub Particle Acceleration Cannons for a maximum of 5D6x10+45.)

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

    Payload: Unlimited, although the spells must be renewed every two months whether the cannons have been used or not.

  3. Eight (8) Hard Points: The fighter has a total of eight hard points which can mount missiles or mini-missile pods. The fighter has one hard point on either side of the fuselage, one of the inside and outside of the pylons, and one on the bottom of the pylons. The fighter, with a single heavy pylon on each wing, is different than most fighters in the Three Galaxies which generally mount missiles in bays or on conformal hard points. 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 missile or four medium range missile each.

    Wing Pylon Hard Points (Bottom - 2): One mini-missile pod, one cruise missile, two long range missile, or four medium range missile each.

    Wing Pylon Hard Points (Inner Sides - 2): One long range missile or two medium range missile each.

    Wing Pylon Hard Points (Outer Sides - 2): One long range missile or two medium range missile 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. 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. Mini-Missile Pod: 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 (SSee 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), four (4), eight (8) and can be linked with other mini missile pods for greater number of mini-missiles (Counts as one attack no matter how many mini-missiles in a volley.)

      Payload: Each pod carries 16 mini-missiles (32 mini-missiles maximum.)

  4. Magical “Ball Lightning” Bolts: The fighter can generate up to five ball lightning bolts. They normally orbit around the fighter and create an electrical field around the fighter. While this field is active, the fighter glows a bright blue and cannot be concealed using the spells of Chameleon, Invisibility, or Shadow Meld. While the field is active, the fighter is immune to all forms of electrical attack including ion weapons and magical lightning. As well, any missile or projectile must pass through the electrical field before striking the fighter. Assume an object will make it about half way through the energy field before detonating to calculate to see if the blast radius will still affect the fighter (reduce damage by half in that case.) The electrical field may be used as a weapon to attack targets by edging close to a target but piloting rolls are at -30% and is considered stunt flying. The ball lightning may be fired at a greater range than the electrical field but reduces the power of the electrical field for each ball lightning that is fired. If more than two ball lightning are fired in a melee (less than three remaining around the aircraft) then the electrical field will drop. As well, if more than two balls are destroyed (each ball has 20 M.D.C.), the electrical field is also lost. In either case, the balls will come back at the beginning of the next melee round and the field will be restored.

    Maximum Effective Range: Electrical Field: In an atmosphere, 30 to 50 feet (9.1 to 15.2 meters) globe around fighter. In space, field is in a globe 240 to 400 foot (73.2 to 91.4 meter) globe around fighter. Reduce field by 10 feet (3 meters) / 80 feet (24.4 meters) from 50 feet (15.2 meters) / 300 feet (91.4 meters) for every ball lightning fired / destroyed. Ball Lightning Bolt: In an atmosphere, 300 feet (91.4 meters). In space, 2,400 feet (731.5 meters.)

    Mega Damage: Electrical Field: 1D6x10+20 M.D.C. to anything within the electrical field (not including the aircraft.) Reduce field damage by 10 M.D.C. for each ball lower than five (Must maintain at least three.) Ball Lightning Bolt: 3D6+6 each.

    Rate of Fire: Electrical Field: Active as long as three or more ball lightning are around fighter. Ball Lightning Bolt: One per melee attack of the pilot (Usually 4 or 5).

    Payload: Five “Ball Lightning” Balls per melee. Balls are renewed at the start of each melee round.

  5. Techno-Wizard Modifications: The “Thundercat IV” medium fighter has the following techno-wizard modifications built into the fighter. These require P.P.E. or I.S.P. from the pilot.

    Special Features:

      Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.

      Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.

      Shadow Meld (6th Level) - 10 P.P.E. or 20 I.S.P.

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Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2016, Kitsune. All rights reserved.