WF-J8X Shusui II / Komet II Light Fighter (U.W.W.):


Because the United Worlds Warlock was not satisfied with Naruni fighters in many respects, Bushido Industries designs were acquired to supplement the Shadow Bolt starfighters. In most was, the Bushido fighters, primarily the Katana, are superior to Naruni designs. Several representative of Bushido Industries were assigned by the company to go to the United Worlds Warlock. Some were sales representatives while others were technicians to get the mechanics up to speed of the repairs on the new fighters. Some of these were other races but most were Oni. A curious situation developed. They were exposed to magic and technology being used side by side. Not many but a handful of technicians became techno-wizards themselves. While capable of learning magic, only around one in a hundred thousand Oni ever learn magic and techno-wizards are virtually unknown among them.


These Oni Techno-Wizards began on a new fighters design which would combine some of the best technology of Bushido Industries with the incredible enchantments available in the United Worlds Warlock. The end result was the Shusui II / Komet II light fighter. The appearance of the fighter is based of the drawings on an ancient fighter which carried the same name. The name Shusui means Sword Stroke. The fighter which it is based on is the German World War II Me-163B Komet which there was a Japanese version known as the Shusui. So far not many sales of the new fighter have been made although there are several parties interested in the design. Reviews have been excellent and sales are expected to pick up quickly. It is quite a bit smaller than the Shadow Bolt and about twenty-five percent extra could be carried on most ships. The fighter is being marketed under both the name Shushui II and Komet II.


While based on the outward appearance of a World War II Earth fighter, the fighter internally has little to do with the original fighter. It is slightly larger at around ten percent and masses around one third more than fighter it is based on. Several systems on the fighter are pulled from the Tanto light fighter. One of these is the propulsion system and the Shusui is by far the fastest fighter produced in the United Worlds Warlock. In reality, the engine is simply a modified version of the engine carried on the Scorpion light fighter which is operated in huge numbers in the Consortium Armed Forces and many independent militaries. The hull of the fighter is constructed from enchanted materials which makes it immune to most conventional energy weaponry although magical weaponry and projectile weapons inflicts full damage. Instead of a magical force field, the fighter carries a variable frequency force field similar to the Tanto light fighter. Also pulled from the Tanto light fighter is much of the electronics and the fusion reactor powering the fighter. As might be expected, they are more advanced than those carried in many other Warlock designs.


Mounted in the wing roots of the fighter is a pair of enchanted sub particle acceleration cannons which can both be fired together. Like most enchanted weapons, the weaponry has to be recharged about once a month. Damage is not extremely impressive but the weapons are meant as a support weapon more than anything else. Instead, the fighter has the ability to mount a Bushido Industries weapons pod under the fuselage of the light fighter. Various pods are available including a combination gravity rail gun and medium range missile launcher. That mount and the plasma cannon are among the most popular weapon systems for the fighter. In addition to the pod, the fighter has a hard point on each wing for missiles. A single cruise missile or a mixture of smaller missiles can be carried on each hard point. Unlike most United Worlds Warlock fighters, the Shusui II does not carry a launcher for normal bottle demon missiles although Bottle Demon cruise missiles can be carried on the hard points.


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: WF-J8X.

Vehicle Type: Light Fighter /Bomber.

Crew:   One.


M.D.C. By Location:

 

Sub Particle Acceleration Cannons (2, Wing Roots):

100 each

 

Bushido Industries Weapon Pod (Underside):

300

 

[1] Auxiliary Engine:

150

 

Missile Pylons (2, on the Underside):

10 each

 

Reinforced Pilots Cockpit:

120

 

[2] Wings (2):

150 each

 

[3] Main Body:

390

 

[4] Variable Force Field: 

200 per side (1,200 total)


Notes:

[1] If the auxiliary engine is destroyed, the ship’s acceleration is reduced to Mach .8 percent of light per turn.

[2] 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.

[3] 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.

[4] 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 0.8 percent of light per melee and with using the Auxiliary Engine, the fighter can reach up to 1.8 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 4.5 (3,425.5 mph / 5,512.8 kph) without using the auxiliary engine. If the fighter is fully loaded, reduce speed to Mach 4 (3,044.9 mph/ 4,900.2 kph) without using the auxiliary engine.

When the fighter uses the auxiliary engine, Maximum speed is Mach 9.5 (7,231.5 mph / 11,638.0 kph) and if the fighter is carrying ordnance reduce top atmospheric speed to Mach 8.5 (6,470.3 mph/ 10,413.0 kph). In all situations the fighter can enter and leave the atmosphere because flight system is contra grav.

Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for four days.


Statistical Data:

Length:                20.6 feet (6.27 meters).

Height:                10.0 feet (3.04 meters).

Width:                 43.6 feet (13.29 meters).

Mass/Weight:      3.85 tons (3.5 metric tons) empty and 5.85 tons (5.3 metric tons) fully loaded.

Power System: Combination Advanced Fusion & Techno-wizardry with 20 year life span.

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

Market Cost: 50 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. 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. or 2 miles (3.2 km) in an atmosphere.

    Mega Damage: 1D6x10+10 for one cannon or 2D6x10+20 for both cannons.

    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. One (1) Bushido Industries Weapon Pod: The fighter can carry one special purpose weapon pods. They are identical to those carried by the Katana starfighter and are attached centerline on the underside of the Shusui II. Like the pods on the Katana, the pod can be changed or interchanged within 10 minutes by a capable service crew that is familiar with the fighter. Crews that are no familiar with the weapon pod may require an additional 2D4 minutes.

    1. Anti-Starfighter Weapon Pod: This pod combines a medium range missile launcher and a powerful gravity rail gun. Along with Fighters, It is also useful for use against Robots and Power Armors. The rail gun is very powerful but is short ranged. Projectiles are fired from the gravity rail guns at a significant fraction of the speed of light. 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. Normally used for anti-fighter and point defense. Medium range missiles can be launched on multiple targets simultaneously.

      Maximum Effective Range: Gravity Rail Gun: 2 miles (3.2 km) through an atmosphere and 100 miles (161 km) in space. Medium Range Missiles: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

      Mega-Damage: Gravity Rail Gun: 3D6x10 per 40 round burst. Medium Range Missiles: Varies with medium range missile type (Multi-warhead heavy warheads inflict 5D6x10 M.D.C. each - See revised Phase World / Three Galaxies missile tables for details.)

      Rate of Fire: Gravity Rail Gun: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5). Medium Range Missiles: can fire medium range missiles one at a time or in volleys of two (2), three (3), or four (4) medium range missiles.

      Payload: Gravity Rail Gun: 8,000 rounds (200 bursts). Medium Range Missiles: 16 medium range missiles.

    2. Cruise Missile and Laser Pod: A mount that carries two cruise missiles and a light laser to backup the internal particle beam. 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.) Cruise missiles can be launched on multiple targets simultaneously. Cruise missiles have penalties to hit small targets but are all considered smart missiles. 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 dead is at -25% to detect.)

      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 (100 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: Cruise Missiles: 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, 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), Light Laser: 1 miles (1.6 km) through an atmosphere and 100 miles (161 km) in space.

      Mega-Damage: Conventional Cruise Missiles: See revised Phase World / Three Galaxies missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 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.) Light Laser: 6D6 per blast.

      Rate of Fire: Cruise Missiles: Can fire cruise missiles one at a time or in volleys of two (2) missiles. Light Laser: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).

      Payload: Cruise Missiles: Two (2) Cruise Missiles. Light Laser: Effectively Unlimited

    3. Mini-Missile Pod: This is a pack of mini missiles that can be used against ground targets, infantry, and against starships. 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). Mini-Missile is phase world are normally guided.

      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), eight (8), or twelve (12) mini-missiles.

      Payload: Forty-Eight (48) mini-missiles.

    4. Plasma Ejector Pod: A very heavy weapon that fired superheated plasma. Very destructive weapon but limited in rate of fire and short ranged. The Ejector Pod is capable against tanks, Giant robots, and large starships.

      Maximum Effective Range: 25 miles (40 km) in space and 1,200 feet (326 m) in an atmosphere.

      Mega-Damage: 1D4x100 M.D. per cannon.

      Rate of Fire: Twice per melee each (each shot counts as two melee attacks, even when linked together.)

      Payload: Effectively Unlimited.

  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. Special Bonuses: Like the Tanto light starfighter, this fighter is extremely maneuverable; add +5% to the pilots piloting skill, +1 to strike, +2 to dodge energy and projectile fire, and +3 to dodge missiles, obstacles, and stellar debris. The fighter also have a very advanced terrain following system. All bonuses are in addition to pilots bonuses (Hand to hand and Starfighter Pilot: Basic or Elite).



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Writeup by Kitsune (E-Mail Kitsune).


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



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