PBI-25 Falx Supina Light Starfighter (Wolfen / CAF):


Wolfen look at fighter combat differently than most Humans with it being a way to personal glory. This does not mean that a pilot is not expected to follow orders but it is still a way that one can take on opponents not wrapped with millions of tons of armor in a battlecruiser. Many Wolfen pilots consider their fighters to be their claws and teeth. The name Falx Supina is the name for a Roman dagger.


This fighter design was originally developed in the days before the Wolfen joined the Consortium of Civilized Worlds and is an incredible light starfighter design for the time of its development. While the Osprey from the Human Alliance was adopted for the medium starfighter, the Falx Supina was initially adopted by the Consortium armed forces, considered by many in the military to be better space fighter that the Human Alliance Vixen light fighter design.


As with other fighters adopted by the Consortium, it was given a standard CAF designation. It remained in service for quite a long time in Consortium service before bing retired. It was only until the Scorpion was developed that the Consortium replaced the Wolfen fighter in their service. A number of pilots still consider the Falx Supina to be a better fighter including the fact that it has far better atmospheric performance due to being more aerodynamic


In a similar fashion to the Gladius medium fighter, the Falx Supina is still being used in the Wolfen militaries. In fact, an upgraded version has been developed and it is steadily replace the older versions of the fighter in the Wolfen military. Still, a fair number of the older fighters remain in operation by the Wolfen military. Currently there are few of the upgraded version of the fighter in service outside of the Wolfen military.


In addition to being still operated by the Wolfen military, the fighter is operated by a number of Independent Defense Forces, mostly but not exclusively within Wolfen territory, by the Free Worlds Council, by various other militaries outside of the Consortium, and by mercenary companies. It is actually quite surprising how many pilots of other races operate these fighters, including human pilots.


At the time of the introduction of Falx Supina, light fighters did not mount either variable or fixed shields. For example, the Human Alliance Vixen did not mount shields either. The Wolfen fighter was however better armored than the Human Alliance fighter. Even so, it is far more vulnerable to damage than many modern light fighter designs.


With respect to acceleration, the original Falx Supina has slightly greater acceleration than the Human Alliance Vixen and was one of the fastest fighters of its time. In fact, its performance is compared to the much newer Consortium Black Eagle design. Some have designed the original Falx Supina fighter as being built around its power plant and engines.


With the Falx Supina built around its engines, there is comparatively limited space for weapon systems. As a result, the light Wolfen fighter is comparatively lightly armed with a pair of light particle beams. In comparison, the Human Alliance Vixen’s light lasers mounts are more powerful although the particle beams are still considered effective in most roles.


The original Falx Supina has a pair of external missile hard points. A variety of different ordnance can be carried on the external hard points. As with most external hard points, atmospheric performance is reduced when loaded although the missiles are partially reduced to minimize drag from external ordnance. The Vixen has the same number of missile hard points but also has a pair of bays for medium range missiles.


Unlike the Human Alliance Vixen, there are not many upgrades available to the original Wolfen Falx Supina. Part of this is due to the way the Falx Supina was designed. For example, one of the upgrades to the Vixen replaces the missiles in one of the bays with a variable force field generators which makes it far better able to withstand damage.


Many military experts have compared the upgraded version of the Falx Supina favorably to the Consortium Scorpion light fighter although far differently equipped. Still, the new Wolfen light fighter was developed in large part to deal with some of the shortcoming of the original design. The upgrades are similar to the new version of the Gladius starfighter.


Unfortunately the upgraded Falx Supina has the same issue with the new Gladius with few components being shared with the original Falx Supina creating logistical issues. The advantages of the upgraded Falx Supina are considered to far outweigh the problems however.


In comparison to the Consortium Scorpion light fighter, the Falx Supina mounts a booster which makes it have even greater acceleration. In fact, it is one of the fastest fighters in the Three Galaxies. The upgraded light fighter is also more maneuverable than the original fighter. Because it is aerodynamic, it has far greater atmospheric performance than the Scorpion.


Weaponry is also upgraded with more powerful particle beams. In addition, the upgraded Falx Supina has three hard points instead of two. As with the original Falx Supina, they are partially recessed to minimize their atmospheric drag. In addition to missiles, the center hard point can mount a GR-1000 gravity rail gun pod, the same rail gun as is mounted on the Consortium Scorpion. The rail gun can be combined with the nose particle beams for greater damage.


The armor on the upgraded light fighter is only slightly tougher. Otherwise, the upgraded Falx Supina has variable force fields giving it far better survivability. Finally, the sensor systems have been upgraded to more modern standards.


This fighter 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:

PBI-25 / SF-10B

Original Model.

 

PBI-25D

Advanced Model.

Vehicle Type:

Light Interceptor / Strike Fighter.

Crew:

One.


M.D.C. By Location:

Standard:

Advanced:

 

Side Particle Beam Cannons (2):

20 each.

40 each.

 

Missile/ Weapon Hard Points (2 or 3):

8 each.

12 each.

 

GR-1000 Rail Gun pod:

None.

200.

 

Auxiliary Engine:

None.

150.

 

[1] Main Body:

400.

475.

 

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 1.6 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 and with using the Auxiliary Engine, the fighter can reach up to 2.0 percent of light per melee.

Atmospheric Propulsion:

Original Fighter: 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 (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) with just standard engines and is Mach 10 (7,613.0 mph / 12,250.8 kph) with auxiliary boosters, 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) with just contra-grav engine and Mach 8 (6,090.4 mph / 9,800.6 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 twelve days.


Statistical Data:

Length:                32 feet (14.0 meters).

Height:                14 feet (4.3 meters).

Width:                 35 feet (13.4 meters).

Mass/Weight:      6.5 Tons (5.9 metric tons) empty and 9 tons (8.2 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: 20 million credits. Advanced Model: 35 million credits


WEAPON SYSTEMS:

  1. Standard Model:

    1. 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.

      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.

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

      Payload: Effectively Unlimited.

    2. Two (2) Missile Pylons: On the underbelly 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 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 (2,89700 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.

  2. Advanced Model:

    1. 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 gun, if mounted on central hard point, 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 (6D6x10+20 when the particle beams and the external rail gun are combined together.)

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

      Payload: Effectively Unlimited.

    2. Three (3) Missile / Rail Gun Pylons: On the underbelly of the fighter are three racks with the side two as pure missile racks and the center able to carry either missiles or a heavy rail gun. The rail gun is a copy of the GR-1000 rail gun carried on the CAF Scorpion Starfighter and weighs quite a bit. It is streamlined to reduce the drag of the weapons pod.

      1. Missiles: Each hard point may 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.

      2. GR-1000 Heavy Fighter Rail Gun: The gravity rail gun can only be mounted one the central hard point of the starfighter and is the fighters most powerful weapon system in many ways. The rail gun is the same rail gun as is carried in the C.A.F. Scorpion Starfighter. 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. Gravity rail gun uses a 30 mm projectile. The gravity gun may be combined with the internal particle beams.

        Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

        Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (Can be combined with particle beam cannons and still only costs one attack.)

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

        Payload: 10,000 Rounds (250 Bursts).

    3. 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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Image created and copyrighted by Kevin S. Wiliams (kevin@omcp.com).

More Kevin S. Wiliams artwork at his Starship Gallery


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999 & 2016, Kitsune. All rights reserved.



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