WF-F20 “Shadow Gryphon” Medium Fighter (U.W.W.):


The Shadow Bolt fighter has formed the core of United Worlds Warlock fighter forces for almost as long as there have been organized fighter forces. Just recently, a number of new fighters have been developed as potential replacement and some standard technological fighters have also been operated by elements within Warlock space to augment the Shadow Bolt fighter forces.


Massing only around nine tonnes, The Shadow Bolt starfighter can be considered more of a light fighter than a medium design. At the same time as the Shadow Bolt was developed, a second fighter was developed. It was designed to be the medium counterpart to the Shadow Bolt. In many ways, the design was superior to the Shadow Bolt. Unfortunately, it turned out to be quite a bit larger than original planned. It turned out to be around thirty tonnes, over three times more than the Shadow Bolt. The larger fighter also was not fitted with folding wings which prevented effective stowage which causes especially large problems aboard carriers.


For these reason, the Shadow Gryphon fighter was never adopted by the United Worlds Warlock military and never produced in larger numbers. Enough were produced to keep production continuing, mostly for various planetary defense forces which did not worry as much about fighter stowage. As well, a number of mercenary companies bought these fighters. The fighter has always been the most popular with Elven forces and much less popular among Dwarves. There have been a few incidents between Shadow Gryphon and Shadow Bolt fighters with the Shadow Bolt fighters often performing second best.


Recently, the fighter has been the subject of extensive upgrades similar in form to the Shadow Bolt. The company manufacturing the fighter had passed through a number of different hands and the newest owners have decided that upgrading the design is well worth the cost. Since the two designs share much of the same technology, upgrades are quite easy. This design is also available as a new manufacture fighter. So far, only a comparatively small number of these new fighters have been produced. More of the older fighter’s have been upgraded but still only a small tithe have been converted. So far, the old model is still being produce although the new owners are on record as stating that they plan to eventually completely change over to the upgraded fighter design.


The fighter, even though named “Gryphon” is not really in the shape of a Griffin. Neither is it a traditional fighter design either. Instead, it is more of a hawk type design. The wings and tail appear to be the wings and tail of a hawk in flight. As well, the nose of the fighter has a beak like a bird’s beak. Finally, instead of standard landing gear, the fighter has a set of claws. A few insane pilots have tried to make claw strikes against enemies although it usually ends up in disaster for all involved. The claws are really only useful for landing gear and carrying small cargo loads. Some crews have been know to give the fighters fantastically detailed paint jobs often mimicking a birds feathers.


The fighter main weapon was a pair of lightning rods in the nose to either side of the “Beak” along with a pair of telekinetic machine guns which are basically mounted in the roots of the wings. While this weapon array is not vastly more powerful than those of the Shadow Bolt, all four weapons are linked for much greater individual firepower. Added to this are a pair of Bottle Demon launchers with a payload of eight missiles each. One is mounted in each of the wings of the fighter. The payload is identical to that of the Shadow Bolt. As with Shadow Bolt fighters not operated directed by the United Worlds Warlock navy, Bottle Demon missiles are extremely uncommon.


Where the fighter really shows its superiority is in the heavy shields and armor compared to the lighter fighter. The magical force field can withstand around sixty percent more abuse and the hull itself can withstand almost twice as much damage. Like the Shadow Bolt, the larger fighter is impervious to most non-magical energy weapons. Finally, even though larger, the Shadow Gryphon is quite a bit faster with an acceleration of around twenty percent greater than the Shadow Bolt. Maximum atmospheric speed is around Mach Six compared to Mach Four and a half for the Shadow Bolt. While it does not effect the fighter’s performance, the cockpit of the larger fighter is designed for a crew of two instead of just a single pilot. The two crew sit side by side instead of front and back.


Unlike the upgraded Shadow Bolt, the same basic frame is used for the fighter. This allows a much less expensive upgrade than would otherwise be needed. Of course, not all owners get a full upgrade and some only get a partial upgrade. While the hull is not modified, the magical shields are replaced by more powerful magic defenses giving about fifty percent better protection. The engines are upgraded for a higher acceleration as well as a higher atmospheric speed. The twin lightning rods are replaced by quad Sub Accelerator Cannons with two on either side of the cockpit “Beak.”and four telekinetic machine guns are mounted in the wing roots instead of just two mounts. The Bottle Demon launchers are retained but are modified to fire normal mini-missiles instead of just Bottle Demon Missiles. This was fairly common even before a full upgrade was developed. Finally, the fighter has four missile hard points which allow for one cruiser missile each or a wide assortment of smaller ordnance. Anti-ship bottle demon missiles could also be theoretically carried although this is so far unknown.


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-F20

Standard Model.

 

WF-F20-X

Upgrade Model.

Vehicle Type: Attack Fighter / Medium Interceptor.

Crew:   Two.


M.D.C. By Location:

Standard Model

Upgrade Model

 

Lightning Rods (2, Nose)

90 each

N.A.

 

Sub Particle Acceleration Cannons (4, Nose):

N.A.

100 each

 

Telekinetic Machine Gun Mounts (2 or 4, Wing Roots):

80 each

80 each

 

Bottled Demon Missile Launchers (2, Inner Wings):

100 each

100 each

 

Missile Hard Points (4, Wings):

N.A.

10 each

 

Reinforced Pilots Cockpit:

150

150

 

Battle Claws (2):

100 each

100 each

 

[1] Wings (2):

225 each

225 each

 

[2] Main Body:

725

725

 

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

300

450


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:

Standard Model: 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 1.1 percent of light per melee.

Upgrade Model: 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:

Standard Model: Maximum normal speed is Mach 6 (4,567.3 mph /7,350.3 kph), can enter and leave atmosphere because flight system is using contra grav.

Upgrade Model: Maximum normal speed is Mach 6.5 (4,947.9 mph /7,962.9 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 pilot and copilot for about three weeks.


Statistical Data:

Length:                60.37 feet (18.4 meters).

Height:                21.33 feet (6.5 meters).

Width:                 66.27 feet (20.2 meters) - wings do not fold.

Mass/Weight:      33.62 tons (30.5 metric tons) standard model and upgrade model empty and 40.23 tons (36.5 metric tons) upgrade model fully loaded.

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

Cargo: Utility closet (3.2 x 2.6 x 2.6 feet /1.0 x 0.8 x 0.8 m) for personal effects, weapons, survival gear, and emergency rations.

Market Cost: Standard Model: 80 million credits. Upgrade Model: 95 million credits. Full upgrade from standard model costs 20 million credits. Individually Upgrade Costs: Shield Upgrade; 8 million credits, engine upgrade; 6 million, Sub Particle Acceleration Cannon upgrade costs 8 million, Telekinetic Machine Gun Mount upgrade costs 4 million, bottle demon missile launcher upgrade costs 2 million credits, and missile hard point upgrade costs 2 million credits.


WEAPON SYSTEMS:

  1. Nose Weaponry: Originally, the fighter was fitted with a pair of Lightning Rods with one on either side of the “Beak” of the fighter. On upgrade models, this is replaced with four Sub-Particle Acceleration Cannons. These mounts are smaller, longer ranged, and individually more powerful. The upgrade vastly increases the fighter’s firepower. In all cases, the nose weapon can be combined with the wing root weapon mounts.

    1. Two (2) Lightning Rods: The original version of the Shadow Gryphon mounts a pair of lightning rods. These fire magical blasts of electricity. The enchantment must be renewed every two months (costs 400 P.P.E. and 20,000 credits per cannon) but during that period, the weapons can fire unlimited blasts.

      Maximum Effective Range: 100 miles (161 km) in space and 1 miles (1.61 km) in an atmosphere.

      Mega Damage: 1D6x10 for one cannon or 2D6x10 for both cannons (Assuming twin telekinetic machines - can be combined with telekinetic machine guns for 2D6x10+20).

      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) Sub Particle Acceleration Cannons: Replaces Lightning Rods in upgraded models of the fighter. All four 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, 2D6x10+20 for two cannons, and 4D6x10+40 for all four cannons (Assuming four telekinetic machines - can be combined with telekinetic machine guns for 5D6x10+50).

      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. Two (2) or Four (4) Telekinetic Machine Guns: These cannons are identical to those mounted in the standard Shadow Bolt Starfighter with standard model mounting two and the upgrade model mounting four cannons. Weapons are mounted on the wing roots of the fighter. Because the cannons do damage by impact (magical), 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: Twin Mounts: 6D6 for both Quad Mounts: 12D6 for all four. (Can be combined with Lightning Rods or Sub Particle Acceleration Cannons for additional damage).

    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. Four (4) Missile Pylons: Carried on upgrade models of the fighter. On each of the wings of the fighter are two missile racks for a total of four missile rack. Each 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 fire 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.

  5. Two (2) Battle Claws: Normally tucked under fuselage when not in use. The fighter is not well equipped for melee combat although the fighter can make claw strikes against targets beneath it. While damage is impressive, there are always danger of collisions Collisions in space at percentages of the speed of light tend to be terminal to the fighter and target. The claws tend to be more useful for carrying a target. It is also a bit more useful in an atmosphere. Strength is consider to be supernatural 50.

    Maximum Effective Range: Close Combat (32.8 feet / 10 meters) only.

    Mega-Damage: 2D4x10 per claw strike

    Payload: Effectively Unlimited.



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009 & 2015, Kitsune. All rights reserved.



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