Vannes VFA-01 “Starhawk” Medium Starfighter:


The Vannes system is now part of the Consortium of Civilized Worlds but was once an independent system. To be sure, they had strong ties to the Human Alliance, where most of the settlers had originally come from, but were too far outside the sphere of influence to count on the larger entity for support in case of a military crisis.


As a result, the single system entity developed their own military forces to be able to defend themselves. This included two dozen cruisers as well as around one hundred destroyers. At one time, the system forces were even considering the construction of a number of light battleships. While based to a large extent on Human Alliance designs, they are indigenous designs generally.


The system military forces in general did not want to be dependent on the Human Alliance in other matters so decided to develop their own designs for a number of different roles. One of these areas was that the system decided to develop their own starfighter designs instead of relying on Human Alliance designs.


It took several years to develop the fighter which became known as the “Starhawk.” As with most other designs, the fighter uses a fair amount of Human Alliance hardware. Many of the system are quite similar to those carried on the Tiger IV fighter. In many ways, however, the Starhawk was actually superior to the Tiger IV. It also served longer in front line service than the Human Alliance fighter it borrowed many of its features from.


Biggest feature of the Vannes fighter is that it mounted a much heavier rail gun than the Tiger IV. Instead of a pair of 10 mm rail guns, the fighter mounted a single centerline 15 mm rail gun. In many ways, the fighter is built around the rail gun. Same weapon as was carried for point defense on most capital ships, it both has much greater range and inflicts more damage. It does consume ammunition at a much greater rate however. Carries a total of four thousand rounds for the rail gun. It cannot carry as much external ordnance as the Tiger IV however. On each wing has a single outer wing hard point that can carry a single medium range missile each, a middle wing hard point that can carry one long range missile or two medium range missiles, and a single inner hard point that can carry a single capital missile, two long range missile, or four medium range missiles. A mini-missile pod can be carried in place of the capital missiles.


It does not mount a full force field but instead mounts a partial forward facing force field. This gives protection on attack runs but makes the fighter extremely vulnerable to rear and side attacks. As well, the force field is a maintenance nightmare. Like the Tiger IV, the Starhawk uses a combination of gravity drives and an auxiliary thruster to reach a reasonable acceleration.


Eventually however, the original version of the Starhawk became obsolete. Instead of developing a new replacement fighter, it was decided to build an upgraded version of the Starhawk. Known as the “Super Starhawk,” the improved design is roughly contemporary with the Human Alliance Osprey. Upgrades included more powerful drives, improved armor, variable force fields which can protect all sides of the fighter, and the hard points are rearrange for an additional pair of missile hard points. With the more powerful engine, the auxiliary thruster was deleted from the design. Space for the auxiliary engine was partially used for additional ammunition for the rail gun.


Half of the Super Starhawks which replaced the older fighters in service were rebuilt Starhawks while the other half were new built fighters. Some of the oldest of the Starhawk fighters were considered surplus and sold to both other systems and mercenary companies. Of those that have been sold, few remain in service with most having their original force field either replaced by a variable force field generator or simply stripping it out.


Eventually, the Human Alliance joined with several other powers to form the Consortium of Civilized Worlds. The Consortium continued expanding slowly but steadily. The Vannes system eventually was surrounded by other systems which were Consortium members. Virtually all of the Vannes system trade had long been through the Consortium even before this. As a result, while it was a torturous process, eventually the Vannes system voted to join the Consortium.


With the Consortium taking over much of the military commitments, the system no longer needed such a large military presence. While much of the system’s military leadership was against the idea, it was decided to greatly downsize the military forces. It was decided to cut the fleet down to four cruisers and about two dozen destroyers in their active forces. The number of fighters were also radically cut.


Initially it was decided to retain the Super Starhawk but the fighter design is showing its age. As a result, the plan is to begin retiring the fighters slowly except for those retained as emergency mobilization assets. Replacement has not started but the most likely candidate for replacement is the Bushido Industries Katana fighter although there are a couple of other fighters in the running including the Bearcat light fighter. Many military leaders want to retain the ability to manufacture at least fighters and get a licence to produce the Bearcat light fighter.


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:

VFA-01A

Original “Starhawk” Model

VFA-01E

Upgraded “Super Starhawk” Model

Vehicle Type: Medium Attack Fighter

Crew:One


M.D.C. By Location:

Starhawk

Super Starhawk

Centerline 15 mm Electromagnetic Rail Gun

100

125

Missile Pylons (6 old / 8 new, Underside)

5 each

8 each

[1] Wings (2):

130 each

180 each

[2] Auxiliary Engine

120

N.A.

[3] Main Body:

450

550

Cockpit / Reinforced Pilot’s Compartment:

80

120

[4] Non-Variable Force Field:

200

N.A.

[5] Variable Force Field:

N.A.

200 per side (1,200 total)


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 on flight / propulsion in space.

[2] If the auxiliary engine is destroyed, the ship’s acceleration is reduced to 0.8 percent of light per turn. Not applicable to the “Super Starhawk.”

[3] 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.

[4] Shields is non variable and only protects the forward aspect of the fighter. Shield regenerates at the rate of 5% (10 M.D.C.) per melee round. Note: Many fighter shield generators are inoperative with some having been replaced by variable force fields.

[5] 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:

Starhawk: Has a special sublight engine that allows the ship to travel up to 20 percent of the speed of light (some have had their particle shields upgraded to allow for speeds up to 40% of the speed of light). Fighter can accelerate/decelerate at the rate of 0.8 percent of light per melee maximum. Fighter has auxiliary thrusters which can be used a maximum of 15 minutes before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 1.2 percent of light per melee maximum.

Super Starhawk: 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.

Atmospheric Propulsion:

Starhawk: Maximum normal speed is Mach 5 (3,707.3 mph / 5,966.3 kph), can enter and leave atmosphere because flight system is using contra grav. Missiles on hard points reduces performance to Mach 4 (2,965.8 mph / 4,773.0 kph) in an atmosphere.

Super Starhawk: Maximum normal speed is Mach 5.5 (4,078.0 mph / 6,562.9 kph), can enter and leave atmosphere because flight system is using contra grav. Missiles on hard points reduces performance to Mach 4.5 (3,336.5 mph / 5,369.7 kph) in an atmosphere.

Maximum Range:

Starhawk: Effectively unlimited by internal fuel (4 year duration) although auxiliary thruster range is limited to approximately 15 minutes. Fighter uses a fusion cell system for power systems. The fighter carries twelve days of consumables for fighter’s crew.

Super Starhawk: Effectively Unlimited by drive system (20 year duration) but only has supplies for pilot for sixteen days.


Statistical Data:

Length: 50.20 feet (15.3 meters).

Height: 14.11 feet (4.3 meters).

Width: 44.95 feet (13.7 meters) wings folded and 53.15 feet (16.2 meter) wings unfolded

Weight: Starhawk: 16.8 tons (15.24 metric tons) unloaded and 20.3 tons (18.42 metric tons) fully loaded. Super Starhawk: 17.0 tons (15.42 metric tons) unloaded and 22.5 tons (20.41 metric tons) fully loaded.

Power System: Starhawk: Fusion power supply with a 4 year duration. Super Starhawk: Advanced Fusion with 20 year life span.

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

Market Cost: Starhawk: 20.5 million credits with operational shield generator and 18.0 million credits with inoperative shield generator. (Fighter is no longer being produced.) Super Starhawk: 25 million credits.


WEAPON SYSTEMS:

  1. Starhawk” Standard Model:

    1. One (1) Centerline 15 mm Electromagnetic Rail Gun: Mounted in the centerline of the fighter and in many ways, the fighter is built around the rail gun. Unlike rail-guns mounted on most newer Three Galaxies / Phase World star fighters, the rail guns work through the use of electromagnets instead of through gravity. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light when fired in space. When used in an atmosphere are fired at a slower but still at hypersonic speeds. It is effective against targets that are impervious to energy. Rail guns use 15 mm depleted uranium projectiles.

      Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

      Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

      Payload: 4,000 Rounds (50 burst) total.

    2. Six (6) Missile Pylons: The fighter has a total of six missile hard points with three on each wing. Different hard points are rated for different ordnance loads with only the inner wing hard points rated for cruise missiles. Individual hard points must carry all the same type ordnance but each hard points may carry different types of ordnance.

      Inner Wing Hard Points (2): One Cruise Missile, one Mini-Missile Pod, two Long Range Missile or four Medium Range Missile each.

      Middle Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.

      Outer Wing Hard Points (2): One 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 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 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 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) missiles.

        Payload: Varies by hard point.

      2. Mini-Missile Pod: Up to two pods of mini missiles can be mounted on the inner wing hard points of the starfighter 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 in the Phase World setting 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 types (See revised Phase World / Three Galaxies missile tables for details.)

        Rate of Fire: Each pod can fire 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 missiles (Counts as one attack no matter how many missiles in a volley)

        Payload: Each pod carries sixteen (16) mini-missiles

  2. “Super Starhawk” Upgrade Model:

    1. One (1) Centerline 15 mm Electromagnetic Rail Gun: Mounted in the centerline of the fighter and in many ways, the fighter is built around the rail gun. Unlike rail-guns mounted on most newer Three Galaxies / Phase World star fighters, the rail guns work through the use of electromagnets instead of through gravity. When used in space, projectiles are fired from rail guns at a significant fraction of the speed of light when fired in space. When used in an atmosphere are fired at a slower but still at hypersonic speeds. It is effective against targets that are impervious to energy. Rail guns use 15 mm depleted uranium projectiles. Payload is increased compared to the original model.

      Maximum Effective Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.

      Mega-Damage: Rail gun inflicts 3D6x10 M.D.C. for an 80 round burst.

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

      Payload: 6,000 Rounds (75 burst) total.

    2. Eight (8) Missile Pylons: The fighter has a total of eight missile hard points with four on each wing. Different hard points are rated for different ordnance loads with only the inner and middle wing hard points rated for cruise missiles. Individual hard points must carry all the same type ordnance but each hard points may carry different types of ordnance.

      Inner Wing Hard Points (2): One Cruise Missile, one Mini-Missile Pod, two Long Range Missile or four Medium Range Missile each.

      Middle Wing Hard Points (2): One Cruise Missile, one Mini-Missile Pod, two Long Range Missile or four Medium Range Missile each.

      Outer Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.

      Wing Tip Hard Points (2): One 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 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 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 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) missiles.

        Payload: Varies by hard point.

      2. Mini-Missile Pod: Up to four pods of mini missiles can be mounted on the inner and middle wing hard points of the starfighter 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 in the Phase World setting 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 types (See revised Phase World / Three Galaxies missile tables for details.)

        Rate of Fire: Each pod can fire 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 missiles (Counts as one attack no matter how many missiles in a volley)

        Payload: Each pod carries sixteen (16) mini-missiles



[ Altara TM, Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Kydian TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013, Kitsune. All rights reserved.



Return