Kilrathi Darket Light Starfighter (Wing Commander):
These Kilrathi next-generation light fighters were introduced just after the Battle of Earth and it is believed by Confederation intelligence that they were already under development before the attack that almost wiped out the human home world. They are considered to be far more dangerous than previous generations of light fighters and are treated with caution by Confederation pilots. In addition to normal combat roles, the light fighters is often used in the reconnaissance and scout roles due to its speed.
Replacing the obsolete Sartha light fighter, the Darket is currently the Kilrathi forces front-line light fighter design. The performance of this new light fighter is far greater than the previous Sartha or Salthi fighters. It is faster on acceleration and more maneuverable than either of the previous light fighters. In maneuverability and acceleration, the new Kilrathi fighter virtually matches the new Confederation Arrow light fighter.
While the equal of the Confederation fighter in both maneuverability and acceleration with the new Confederation light fighter, the Kilrathi fighter does not have the shields and armor of the Confederation Arrow. The Darket has less than half the shield power and only carries about two-thirds of the armor of the Confederation. This means that if a Confederation ship can get several solid hits, they can often take down this Kilrathi light fighter.
Even more critical is the Kilrathi light fighter’s lack of firepower. The fighter is armed with a pair of Mason cannons compared to four guns carried on the Confederation Arrow. For missiles, the Darket has tow hard points. Unlike the Sartha, these hard points are stressed to carry long range missiles. Finally, the light fighter carries six missile decoys.
Notes of game conversion:
Because of the nature of the Video Game series “Wing Commander” and the needs to put the fighter into game mechanics, the fighter has several modification compared to the Video Game. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The fighter has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. See Revised Starship Rules for Phase World / Three Galaxies for more details.
Model Type: Darket Light Starfighter
Vehicle Type: Light Starfighter
Crew: One
M.D.C. By Location:
Meson Cannons (2): | 60 each | |
Missile Hard Points (2): | 10 each | |
[1] Engines (2): | 120 each | |
Landing Struts (3): | 10 each | |
[2] Main Body: | 300 | |
Reinforced Pilots Cockpit: | 90 | |
[3] Variable Force Field: | 80 per side (480 total) |
Notes:
[1] Loss of an engine will reduce performance of fighter by one half
and loss of two engines will prevent fighter from performing beyond 5%
of normal (This is using maneuvering thrusters and gravitic propulsion).
Due to gravitic propulsion systems, fighter will not crash in an atmosphere
even if both engines are destroyed.
[2] 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. In an atmosphere, the fighter will crash.
[3] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (24 M.D.C.) per melee.
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 0.92 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 1.75
percent of light per melee maximum.
Atmospheric Propulsion: The fighter is not very aerodynamic
but can still operate in an atmosphere. As a result, the fighter can achieve
escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but is generally
limited to Mach 2.68 (1,988.4 mph / 3,200 kph) or less and flies through
brute force. The fighter also has Gravitic propulsion systems enabling
it to leave an atmosphere even at low velocities.
Maximum Range: Effectively unlimited by internal fuel (10 year
duration) although auxiliary thruster range is limited to approximately
15 minutes. Fighter uses a very small fusion cell system for power systems.
The fighter carries one week of consumables for fighter’s crew.
Statistical Data:
Length: 78.74 feet (24.0 meters)
Height: 24.61 feet (7.5 meters)
Width: 57.74 feet (17.6 meters)
Weight: 13.23 tons (12.0 metric tons) unloaded
Power System: Fusion power supply with a 10 year duration.
Cargo: Small Storage Space, 1.5 ft x 1.5 ft x 2 ft. Used for
emergency equipment and weapons.
Market Cost: 28.05 million credits
WEAPON SYSTEMS:
- Twin Mason Cannons: These cannons are mounted on the sides
of the starfighter. Weapon system has good range and inflicts good damage.
The main weakness of the weapons is that they have limited range within
an atmosphere. The weapon inflict about equal damage to most energy weapons
carried on most C.A.F. Starfighters and have a much longer range than most
fighter weapons in the Three Galaxies. Mason cannons can be combined with
other guns for greater damage.
Maximum Effective Range: 2,796.2 miles (4,500 km) in space and 7.0 miles (11.25 km) in an atmosphere.
Mega Damage: 2D6x10 per cannon and 4D6x10 for both cannons
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited. - Missile Pylons (2): On the underbelly of the fighter are
two missile racks that allows the fighter to carry missiles. Individual
pylons must carry all the same type ordnance but each pylon may carry different
types of ordnance. 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. Since starships will no longer engage at rock throwing distances,
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 be detected.) Missiles can be launched on multiple targets
simultaneously and all missiles are normally considered smart missiles.
Maximum Effective Range: Long Range Missiles range is 3,400 miles (5470 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).
Mega-Damage & Properties: See revised Phase World / Three Galaxies missile tables for details (Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)
Rate of Fire: One at a time or in volleys of two, three, or four missiles.
Payload: One Long Range Missile or two Medium Range Missile each hard point. - Anti-Missile Decoy Dispenser: Located at the very tail of
the fighter are two decoy dispensers. When a missile if fired at the fighter,
a decoy can be released to confuse or detonate the enemy's attack. Decoy
system works against Phase World missiles although has a -10% penalty against
Brilliant missiles.
Effect:- 01-50 Enemy missile or missile volley detonates on decoy - Missiles
are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, missile is still on target.
COMBAT BONUSES: The Darket Light Starfighter is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.
- +2 to initiative
+3 to dodge
+1 to strike
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CGI / Artwork of starship created by Wing Commander Saga Team. Picture taken from Wing Commander CIC.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2006 & 2013, Kitsune. All rights reserved.