PBI-22 Gladius class Medium Strikefighter (Wolfen / CAF):
Like the Human Alliance, The Wolfen had an extremely effective medium starfighter design before they became members of the Consortium of Civilized Worlds. As with the Human equivalent, the Osprey, the Wolfen fighter was adopted by the Consortium Armed Forces although it served in much smaller numbers. When the Gladius was adopted by the Consortium, it was given a standard CAF designation.
The Wolfen take more glory in fighter combat than Humans, Noro, and most of the other sentient beings of the Consortium of Civilized Worlds. It is a type of personal combat which a huge battlecruiser does not match. In fact, Wolfen often refer to fighters as their claws and teeth.
For the most part, the Human Alliance has retired their old Osprey fighters although some remain in reserve units. However, instead of adopting a Consortium fighter designs, the Wolfen military decided to develop an upgraded version of the Gladius. While the older version of the Gladius is not longer in production, the upgraded model is currently being produced. At present, there are few of the new version of the Gladius outside of Wolfen military service.
Older versions sill serve in many militaries and have had excellent records in combat. It is expected that these fighters will remain in service for the foreseeable future. The Wolfen militaries are currently upgrading to the new model of the Gladius but they still operate a fair number of the older fighters. In addition to being operated by the Wolfen military, these fighters are operated by a number of Independent Defense Forces, especially within Wolfen space, a number of planets outside of Consortium space, by the Free Worlds Council, and by a number of mercenary companies. These fighters are not just operated by Wolfen and a fair number of humans pilot these fighters as well.
In comparison to the Human Alliance Osprey, the older model of the Gladius does have a couple of issues. The most important is that it does not mount any form of protective shields. This is partially compensated by the fact that the Gladius does carry greater armor than most fighters of its times. Even so, it is a concern. Second is that the Gladius is much harder to upgrade than the Osprey.
There are a number of advantaged of the Gladius compared to the Osprey however. The greatest one of these is that the Wolfen fighter is much faster. In fact, it is as fast as the much newer Katana fighter manufactured by Bushido Industries. In addition, the Gladius is better armed with respect to internal weaponry. The Wolfen fighter carries two particle beam mounts and two electromagnetic rail gun mounts. They can be linked together for impressive damage in close combat.
With respect to missile weaponry, some consider the Gladius superior while others consider the Osprey superior. While the Osprey carries its missiles in bays, the Gladius has external hard points. This allows a greater variety of ordnance to be carried but the Osprey does have a greater total missile payload which it can carry. The missiles are partially recessed to minimize atmospheric drag but it is still something of a factor.
The upgraded version of the Gladius is considered by many to be the equal of virtually any fighter in service in the Three Galaxies. While it has yet to gain the combat record of the original Gladius, it is expected to become just as revered as the original. In part, the new version was also created in an effort to solve a number of the problems with the older fighter. Unfortunately, the older and newer models of the fighter share few of the same components. As a result, this greatly complicated logistics with two virtually separate parts pipelines. Once the older fighter is retired from Wolfen service, this will be less of an issue.
The much greater performance of the upgraded Gladius makes few concerned about the issues with logistics. Probably most important is that the upgraded fighter mounts a powerful variable force field equal to that of the new Consortium Black Eagle fighter. In addition, it is even faster than the original Gladius with an acceleration equal to the Black Eagle. Maneuverability is also improved.
Weaponry is upgraded with two more powerful particle beams replacing the original ones and heavier gravity rail replacing the original electromagnetic rail guns. As with the original, the particle beams and rail guns can be linked together. Instead of having four hair points, the upgraded version has a total of five hard points for external ordnance. Less visible is that the upgraded version of the Gladius mounts far better sensors.
While it has not yet entered service, the Wolfen military is currently developing an external faster than light system for the Gladius. It is believed to be similar to the one for the Bushido Industries Katana medium fighter. Currently it is believed that the booster has yet to even reach the prototype stage.
This fighter uses modified starship speed and weapon range rules. See 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: |
PBI-22 / SF-8B |
Original Model. |
|
PBI-22G |
Advanced Model. |
Vehicle Type: |
Medium Interceptor / Strike Fighter. |
|
Crew: |
Two (Pilot and weapons and sensor officer). |
M.D.C. By Location: |
Standard: |
Advanced: |
|
|
Nose Particle Beam Cannons (2): |
20 each. |
40 each. |
|
Side Rail Guns (2): |
25 each. |
50 each. |
|
Missile Pylons (4 old / 5 new, Underside): |
8 each. |
12 each. |
|
[1] Main Body: |
750. |
800. |
|
Reinforced Cockpit: |
100. |
150. |
|
[2] Variable Force Field: |
None. |
200 per side (1,200 total). |
Notes:
[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.
Speed:
Driving on the Ground: Not Possible.
Sublight:
Original Fighter: 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.
Advanced 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 1.6 percent of light per melee.
Stardrive:
While development is not complete, there is a project working on an FTL booster for the Advanced model of the fighter.
Atmospheric Propulsion:
Original Fighter: Maximum normal speed is Mach 7 (5,329.1 mph/ 8,575.6 kph), fighter can enter and leave an atmosphere because flight system is by contra grav. When starfighter is carrying missiles, speed is limited to Mach 6 (4,567.8 mph /7,350.5 kph), but can still enter and leave atmosphere because flight system is by contra grav.
Advanced Model: Maximum normal speed is Mach 8 (6,090.4 mph / 9,800.6 kph), fighter can enter and leave an atmosphere because flight system is by contra grav. When starfighter is carrying missiles, speed is limited to Mach 6.5 (4,948.4 mph /7,963.0 kph), but can still enter and leave atmosphere because flight system is by contra grav.
Maximum Range: Effectively Unlimited by drive system but only has supplies for pilots for three weeks.
Statistical Data:
Length: 46 feet (14.0 meters).
Height: 14 feet (4.3 meters).
Width: 44 feet (13.4 meters).
Mass/Weight: 12 tons (10.9 metric tons) empty and 19 tons (17.2 metric tons) fully loaded.
Power System: Original Fighter: Advanced Fusion with 20 year life span, Advanced Model: Advanced Fusion with 35 year life span.
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Market Cost: Original Fighter: 25 million credits. Advanced Model: 45 million credits.
WEAPON SYSTEMS:
Standard Model:
Two (2) 10 mm Light Particle Beam Cannons: These guns are mounted on the sides of the fighter and may be used individually or simultaneously. While not as powerful as most new fighter weapons system, the weapon is considered still effective in most roles. The weapons are fairly short ranges but may be combined with the fighters rail guns when a target is close enough that both weapon systems are within range. The particle beam cannons are controlled by the fighter’s pilot.
Maximum Effective Range: 4 miles (6.4 km) through atmosphere and 200 miles (321.8 km) in space.
Mega-Damage: 1D4x10+10 per single blast, or 2D4x10+20 per double blast (3D6x10+20 when the particle beams and the rail guns are combined together).
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
Two (2) 11.5 mm Electromagnetic Rail Guns: These guns are mounted on the middle front of the fighter and are electromagnetic rail guns instead of being gravity rail guns. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. They are less powerful than many modern rail gun systems but are still quite respectable. The rail guns do have a longer range than the particle beam cannons. The rail guns are controlled by the fighters pilot and can be combined with the particle beams or inflicting greater damage.
Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.
Mega-Damage: 2D6x10 for a 30 round burst from both cannons (1D6x10 if one is destroyed) and 3D6x10+20 when the particle beams and the rail guns are combined together.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: 7,500 rounds (125 burst total).
Four (4) Missile Pylons: On the underbelly of the fighter are four 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 have an acceleration of 10% of light per turn (far faster than any starship) in space. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.)Cruise missiles have penalties to hit small targets with virtually all missiles carried being 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 multi-warheads inflict 5D6x100 M.D.C. and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: One at a time or in volleys of two (2), three (3), or four (4) missiles.
Payload: One (1) cruise missile, two (2) long range missiles, or four (4) medium range missiles per pylon.
Advanced Model:
Two (2) 16 mm Particle Beam Cannons: These guns are mounted on the sides of the fighter. These cannons have been upgraded and are both more powerful and have a better range than the original cannons. The particle beam cannons are controlled by the fighters pilot and when both weapons are within range, the particle beams and rail guns may be combined to inflict greater damage.
Maximum Effective Range: 5 miles (8 km) through atmosphere and 500 miles (800 km) in space.
Mega-Damage: 1D6x10+10 per single blast, or 2D6x10+20 per double blast (4D6x10+40 when the particle beams and the rail guns are combined together).
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
Two (2) 18 mm Gravity Rail Guns: These guns are mounted on the middle front of the fighter and are upgraded from the original electromagnetic rail guns and are gravity rail guns. When used in space, projectiles are fired from rail gun at a significant fraction of the speed of light. When used in an atmosphere, projectile velocities are slower to prevent them from burning up but still are at hypersonic speeds. They are similar to the rail gun carried on some other fighters in the Three Galaxies. The rail guns do have a longer range than the particle beam cannons. The rail guns are controlled by the fighters pilot and can be combined with the particle beams or inflicting greater damage.
Maximum Effective Range: 10 miles (16 km) through atmosphere and 1,000 miles (1,600 km) in space.
Mega-Damage: 4D4x10 for a 20 round burst from both cannons (2D4x10 if one is destroyed) and 4D6x10+40 when the particle beams and the rail guns are combined together.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: 7,500 rounds (125 burst total).
Five (5) Missile Pylons: On the underbelly of the fighter are five 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 have an acceleration of 10% of light per turn (far faster than any starship) in space. Long Range Missiles have a top speed of Mach 20 in an atmosphere and and have an acceleration of 8% of light per turn (faster than any starship) in space. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and have an acceleration of 6% of light per turn in space. Whether missiles can be shot down is calculated from the speed of target, launching starship, and missiles. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct or receives a destruct code, but have very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missiles, when unpowered, are at -25% to be detected.) Cruise missiles have penalties to hit small targets with virtually all missiles carried being 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 multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: One at a time or in volleys of two (2), three (3), or four (4) missiles.
Payload: One (1) cruise missile, two (2) long range missiles, or four (4) medium range missiles per pylon.
Special Bonuses: This fighter is extremely maneuverable; add +5% to the pilots piloting skill, +1 to strike, +1 to dodge energy and projectile fire, and +2 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).
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