WF-F15X Shadow Bolt Strike Fighter Mk II (U.W.W.):


The Shadow Bolt has long been the main fighter of the United World Warlock Military. It has many interesting features including the fact that the fighter is immune to conventional fighters. Unfortunately, the fighter has several glaring weaknesses. These include the fact that the fighter’s firepower is low compared to other fighter designs, does not have the ability to carry additional missiles besides the bottled demons, and is rather slow compared to many fighters. Several capital ships in other Navies are just as fast as the Warlock Navy’s main fighter. Due to these considerations, there is strong pressure to replace the fighter with a more effective design.


One of the fighters which is contending to replace the Shadow Bolt is the Crystal Shard fighter but the new fighter design means that only about half the fighter compliment could be carried in many cases. So far the Navy has only purchased a small number of these new fighters for evaluation purposes. Not wanting to lose their contract with the Warlock Navy, the techno-wizards at the company which designed the Shadow Bolt decided to see if they could come up with an advanced version of their fighter. Their improved version, known as the Mark II is a virtually new fighter although is vastly improved. Like with the Crystal Shard, the military has not made up their mind although the lower price tag has attracted interest in the design. Several independent military forces and mercenaries who used the Shadow Bolt have replaced them with the Mark II versions and others appear to be considering it.


The Mark II actually shares few components with the original Shadow Bolt and masses two tons heavier with a fully loaded weight of eleven tons. The fighter mounts more powerful engines which the fuselage had to be both widened and lengthened to mount. These engines are adapted from the old Human Alliance Osprey fighter although are improved in several key areas. These drives allow an acceleration of up to 1.25 percent of light per melee which is almost a third greater acceleration. The fighter’s armor has been only moderately improved although the force field has been considerably improved. Like the original Shadow Bolt, the fighter is impervious to most energy weapons although magical weapons and spells will still effect it. When looking at the fighter, the most noticeable change is the replacement of the fighter’s wings. The new wings are longer and thicker although the wingspan is unchanged. Like the wings on the original Shadow Bolt, the wings are designed to fold for better stowage. One major change was that the fighter was designed to use fewer parts than the original Shadow Bolt. This allowed for the reduction in time required for most repairs and the production cost to be reduced so the fighter is only slightly more expensive than the original Shadow Bolt.


Along with firepower, top speed was one of the biggest weaknesses of the original Shadow Bolt. To improve firepower, the lightning rod is replaced by a pair of sub particle acceleration cannons. Still mounted in the nose, they individually do only slightly greater damage but are quite effective paired together. As well, the number of telekinetic machine guns has been increased from two to two pairs. Another new feature is that the weapons have been linked. The sub particle acceleration cannons and the telekinetic machine guns can be fired together for greater damage. On each wing, around the center of the wing, the fighter mounts a single hard point. Each hard point can mount one cruise missile or a mixture of smaller missiles. The missiles are carried in slightly recessed positions on the wings. Theoretically “Bottle Demon” Cruise missiles can be carried although it is extremely rare among the operators of the fighter to use that missile. With the standard “Bottle Demon” missile launchers, they have been retained but have been modified so they can fire conventional mini-missiles as well. Many operators of the fighters do not like the bottle demons due to how dangerous they are. As well, the missiles are extremely rare outside of Warlock Navy service.


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: WF-F15X.

Vehicle Type: Dual Purpose Interceptor and Attack Fighter.

Crew:   One.


M.D.C. By Location:

 

Sub Particle Acceleration Cannons (2, Nose):

100 each

 

Telekinetic Machine Gun Mounts (4, On Sides):

80 each

 

Missile Hard Points (2, Middle Wings):

10 each

 

Bottled Demon Missile Launchers (2, Inner Wings):

100 each

 

Reinforced Pilots Cockpit:

120

 

[1] Wings (2):

180 each

 

[2] Main Body:

550

 

[3] Magical “Armor of Ithan” Force Field (3 times per day):

300


Notes:

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

[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 ship itself will be an unsalvageable floating wreck. Note: The fighter is impervious to all non magical energy weapons.

[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes (120 melee rounds.)


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 1.25 percent of light per melee.

Atmospheric Propulsion: Maximum normal speed is Mach 5 (3,806.1 mph /6,125.3 kph), can enter and leave atmosphere because flight system is using contra grav.

Maximum Range: Effectively Unlimited by drive system but only has supplies for pilots for about a week.


Statistical Data:

Length:                52.2 feet (15.9 meters).

Height:                13.0 feet (4.0 meters).

Width:                 40.2 feet (12.25 meters) with wings extended and 24.5 feet (7.5 meters) with wings folded upwards for storage.

Mass/Weight:      9.8 tons (8.9 metric tons) empty and 11.2 tons (10.2 metric tons) fully loaded.

Power System: Combination Fusion & Techno-wizardry with 10 year life span.

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

Market Cost: 80 million credits.


WEAPON SYSTEMS:

  1. Two (2) Sub Particle Acceleration Cannons: Mounted in the nose 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 Federation of Magic. The spells must be renewed every two months (costs 400 P.P.E. and 20,000 credits per cannon) but during that period the weapon can fire unlimited blasts.

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

    Mega Damage: 1D6x10+10 for one cannon or 2D6x10+20 for both cannons (Can be combined with telekinetic machine guns for 3D6x10+25)

    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.

  2. Four (4) Telekinetic Machine Guns: These cannons are identical to those mounted in the standard Shadow Bolt Starfighter but are in a pair of twin mounts. 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 cannon) but during the period the weapon can fire unlimited blasts.

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

    Mega Damage: 12D6 per burst for all four telekinetic machine-guns (Can be combined with Sub Particle Acceleration Cannons for 3D6x10+25).

    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. Two (2) Missile Pylons: On the wings 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.

    Theoretically, the fighter can also fire a special larger version of the bottle demon missiles although for safety purposes, only a few would likely be carried on board. It has been said by many people that an escaped demon is worse than a matter/anti-matter explosion. They can be launched at the same rate as conventional cruise missiles and can use the same programming, although slightly smaller than a standard cruise missiles. The missiles accelerate at the same rate as conventional cruise missiles. Missiles are super smart and have +4 to strike and +5 to dodge. Unlike normal missile, the bottled demon does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. The missiles are literally powerful demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (120 M.D.C. to the missile.) Bottled Demon missiles are not available outside the United World Warlock Navy but are listed incase they become available.

    Optional: Because the super bottle demon missiles use a more powerful demon and the missiles are still experimental, there is a 5% chance that the missile will turn on the ship launching it.

    Maximum Effective Range:

    Conventional Missiles: 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.

    Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.)

    Mega-Damage & Properties: Conventional Missiles: 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.) Bottled Demon Cruise Missiles: 6D6x100 of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.)

    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 (or bottle demon cruise missile), two (2) long range missiles, or four (4) medium range missiles per pylon.

  4. Two (2) Bottled Demon Missile Launchers: On each side of the fighters fuselage under the wing, the fighter has a launcher for bottle demon missiles. The missiles are literally demons summoned and bottled into a missile and are an aggressive and intelligent guidance system. The evil demons will continue to chase its target until destroyed (50 M.D.C. to the missile.) Bottled demons are slightly larger than mini-missiles and require special launchers. 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). Missiles are super smart and have +4 to strike and +5 to dodge. Unlike normal missile, the bottled demon does not explode and keeps striking at its target over and over. If the target is destroyed or vanishes, the missile disappears. The launchers have been modified so they can fire standard mini-missiles. This is done mainly by fitting the mini-missiles with a special sleeve that allows them to be fired from the launcher. Many fighters do not carry bottle demon missiles and simply replace them with conventional mini-missiles. In those cases, increase conventional missile payload. Launchers can launch on multiple targets each.

    Maximum Effective Range: Bottled Demon Missiles: Effectively Unlimited! Once fired, the demon controlled and powered missile will fly and pursue the designated target until its target or the missile is destroyed (or the target vanished from sight, jumps away, or gets away by another means.) Conventional Mini-Missiles: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Mega-Damage: Bottled Demon Missiles: 3D4x10 M.D. of magical energy every time the missile strikes (3% chance of releasing the demon every time it hits.) Conventional Mini-Missiles: Varies with mini-missile type (See revised Phase World / Three Galaxies missile tables for details.)

    Rate of Fire: Can missiles one at a time or in volleys of two (2), three (3), or four (4) missiles.

    Payload: Bottled Demon Missiles: Four (4) per launcher for a total of eight (8) bottled demon missiles. Conventional Mini-Missiles: six (6) per launcher for a total of twelve (12) mini-missiles. If Bottle Demon missiles are not carried, increase mini-missiles to twelve (12) per launcher and to a total of twenty-four (24) mini-missiles.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2006 & 2015, Kitsune. All rights reserved.



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