Vector Aerospace Super Osprey class Medium Starfighter:

Even though new fighters have entered the scene, few fighters are as well know in the Three Galaxies as the Osprey class medium fighter. The fighter, first operated by the Human Alliance and later by the Consortium of Civilized Worlds, is operated by numerous forces around the Three Galaxies. In this respect, the medium fighter can be considered similar in the number of groups using it to the Phantom Jet Fighter of the later Twentieth Century.

White the medium fighter is no longer officially in front line service within the Consortium, the production of replacement fighters has not yet met the needs of the military forces and the Osprey still soldiers on in service. Even when Consortium finally replaces the fighter completely, it is likely that it will serve in other militaries, especially in independent defense forces, for at least the next century.

While the Human Alliance and Consortium continue to operate these fighters, production has been shut down and no new production have been seen for over a decade. The Human Alliance virtually retired the Vixen light starfighter and Puma heavy starfighter long before and both models have been almost completely replaced in service. Because they were never operated in the large numbers as the Osprey, it has been far easier to replace them.

As a result of production shutting down, much of the support for these older fighters has been left to independent companies. One of the best known of these companies is Vector Aerospace. In addition to repair and refit work on these fighters, Vector Aerospace also has come up with upgrade packages for several older fighter models. Due to the huge numbers of Osprey still operational, around eighty percent of all of Vector Aerospace’s business is the refitting of the medium fighter. Vector Aerospace both upgrades fighters for customers and sells upgraded fighters to interested parties. Vector Aerospace does not build new Osprey fighters but buys them and refits them.

Even though a fairly old design, the Osprey is still surprisingly competitive and does not need as much in terms of upgrades as most designs. Even though often overlooked, the most comprehensive upgrade is in the sensor package. The sensor upgrade actually requires less space than the original electronic systems.

The contra-grav engines on the fighter are also upgraded. The new ones are based on previous models but increase the fighter’s acceleration to close to modern levels. These engines give the improved Osprey the same acceleration as the Katana medium fighter. The engine used on the New Coventry Lightning would be an almost perfect fit. It would likely give the fighter the acceleration of the Black Eagle although the engine does require more maintenance.

Shields are for the most part unmodified with the upgrade of the Osprey although there are some minor changes to increase the mean times between failures. The output is equal to the generators on the Black Eagle although the generator is a bit larger. Again, Vector Aerospace could find a relationship with New Coventry highly advantageous.

Armor on the upgraded Osprey is slightly increased and the old fighter can actually take more abuse than the new Bushido Industries Katana. The fusion power plant is upgraded slightly in output to allow for the more powerful engines.

There have been much consideration to upgrading the weapon systems but it was decided that generally the weapon systems on the fighter, especially the main lasers, were at least adequate. At customer’s option, Vector Aerospace can add a third laser to the forward array. Some customers prefer to add the third lasers while others chose to retain the original weapon array. Finally, the weapons bays are modified to increase their flexibility. Part of this is that they have to be made slightly larger. With the modifications and sensor upgrades, there is no need to have a separate interceptor and attack version. While all of the upgrades appear relatively minor, they still makes for a much improved fighter.

This fighter 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: SF-6 "U” (Upgraded).

Vehicle Type: Multi-Role Fighter.

Crew:   Two (Pilot and weapons and sensor officer).

M.D.C. By Location:


Wing / Nose 2 cm Laser Cannons (2 or 3):

50 each


Heavy Missile Bays (2):

120 each


Light Missile Bays (2):

80 each


[1] Main Body:






[2] Variable Force Field:

200 per side (1,200 total)


[1] 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.

[2] 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.


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 1.4 percent of light per melee.

Atmospheric Propulsion: 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. Because missiles are in a bay, they do not reduce the fighters atmospheric top speed.

Maximum Range: Effectively Unlimited by drive system but only has supplies for pilots for four weeks.

Statistical Data:

Length:         48 feet (14.63 meters).

Height:         15 feet (4.57 meters).

Width:          42 feet (12.80 meters).

Weight:        15 tons (13.61 metric tons) empty and 21 tons (19.05 metric tons) fully loaded.

Power System: Advanced Fusion with 20 year life span.

Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations. Does not include missile bays.

Market Cost: 38 million credits for a “Super” Osprey with two lasers and 40 million credits with three lasers. Rebuilding a Osprey to the “Super” configuration costs around 6.5 to 8 million credits without upgrading gun system and 6 million with gun system upgraded as well. Original Osprey class fighters cost around 35 million credits in good condition and are no longer produced.


  1. Two or Three (2 or 3) Wing / Nose 2 cm Light Laser Cannons: On each wing of the starfighter is a laser cannon mount and the upgrade adds a laser cannon under the cockpit. They are not as efficient as modern laser cannons beams but are more massive than most modern laser mounts. This means that they are actual slightly more powerful and slightly longer ranged than those carried by the CAF Black Eagle. However, they are not as powerful as the rail gun mounted on the Black Eagle. The gun pods are controlled by the fighters pilot.

    Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.

    Mega-Damage: 2D4x10+10 per single blast, 4D4x10+20 per double blast, or 6D4x10+30 per triple blast (if mounting triple cannons).

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

    Payload: Effectively Unlimited.

  2. Two (2) Large Missile Bays: The fighter has two heavy missile bays. Each missile bay can carry two cruise missile, four long range missiles, or sixteen medium range missiles. Each bay must carry all the same type ordnance although different bays can carry different ordnance. Cruise missiles are normally carried when on an anti-capital ship role and long 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, missiles 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 the target does not move and missile, when unpowered, is at -25% to be detected.) Cruise missiles have penalties to hit small targets but all missiles are all considered smart missiles. These missile launchers are normally controlled by the weapons officer but can be controlled by the pilot in emergencies.

    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 Missiles 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. 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), four (4), or eight (8) missiles.

    Payload: Two (2) Cruise Missile, Four (4) Long Range Missiles, or Eight (8) Medium Range Missiles per missile bay (Maximum of four cruise missiles, eight long range missiles, or sixteen medium range missiles.)

  3. Two (2) Light Missile Bays: On the outside of the heavy missile bays are two smaller missile bays. The bays have been modified to be able to carry short range missiles as well as medium range missiles. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. 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. Short Range Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn. Normally used for anti-fighter and point defense. Weapon system can be used on multiple targets.

    Maximum Effective Range: 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 and Short Range Missiles range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with medium or short range 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), four (4), or eight (8) missiles.

    Payload: Eight (8) medium range missiles or Sixteen (16) short range missiles each bay (maximum of 16 medium range missiles or 32 short range missiles.)

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Writeup by Kitsune (E-Mail Kitsune).

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