Kilrathi Grikath Heavy Fighter / Bomber (Wing Commander):
The need for a torpedo bomber is always been evident to the Kilrathi as well as the Confederation. These craft are needed for heavy strike roles against Capital Ships. While the Confederation generally prefers the heavy Broadsword bomber, the Kilrathi prefer a much faster craft for strikes against capital ships. Due to its smaller size, the fighter-bomber lacks the heavy shields of the much larger bombers. Still, the Grikath is an extremely dangerous fighter-bomb with powerful shields for its size, heavy armor, triple forward firing neutron cannons, and a rear mounted neutron cannon turret. It is believed that neutron cannons were used instead of particle beams due to having huge stocks of the weapon even though it is shorter ranged. Shields are slight more powerful than those carried on the Jalkehi heavy fighter and are almost equal to those carried of the Confederation Sabre heavy fighter. Unlike the Jalkehi, the Grikath carries several missile decoys for additional protection. The Kilrathi heavy fighter-bomber’s only real weakness is its lack of maneuverability which is partially compensated by the rear turret with a neutron cannon. The Confederation’s Strike Sabre performs a similar role to the Grikath although the Confederation craft is far more maneuverable. Like the Confederation craft, the Grikath has a crew of three.
The normal tactic of pilots of the Grikath is to attack capital ships in swarms with swarms of four fighters being the most common. Groups of four Grikath fighters-bombers can easily overwhelm the defenses of capital ships to launch volleys of ant-ship torpedoes. The heavy firepower, approximately equal to that of a Jalkehi heavy fighter although shorter ranged, and heavy armor and shields makes them hard targets for fighters, especially light fighters, to stop before they can make missile strikes against capital ships. The Grikath was considered to be a very effective and dangerous bomber up until it’s retirement after the Battle of Earth. The new Paktahn is considered to have made the Grikath obsolete although it is believed in Confederation Intelligence that large numbers of these fighters still exist in Mothball status.
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: Grikath Heavy Fighter / Bomber
Vehicle Type: Heavy Starfighter / Star Bomber
Crew: Three (Pilot, Weapons Officer, and Tail Gunner)
M.D.C. By Location:
Neutron Cannons (3): |
50 each |
|
Missile Hard Points (6): |
10 each |
|
Tail Mounted Neutron Cannon (1) |
50 each |
|
Rear Ball Turret (1): |
100 |
|
Neutron Cannon (1, in turret): |
50 |
|
[1] Engines (2): |
220 each |
|
Landing Struts (3): |
10 each |
|
[2] Main Body: |
750 |
|
Reinforced Pilots Cockpit: |
250 |
|
[3] Variable Force Field: |
170 per side (1020 total) |
Notes:
[1] Loss of an engine will reduce performance of fighter/ bomber 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% (50 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 0.73 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 1.46 percent of light per melee maximum.
Atmospheric Propulsion: The fighter is fairly aerodynamic and is quite capable in an atmosphere. As a result, the fighter can achieve escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates at Mach 5.70 (4,225.3 mph / 6,800 kph) or less. 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: 58.07 feet (17.7 meters)
Height: 40.35 feet (12.3 meters)
Width: 104.33 feet (31.8 meters)
Weight: 29.76 tons (27 metric tons) unloaded
Power System: Fusion power supply with a 10 year duration.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 3 ft. Used for emergency equipment and weapons.
Market Cost: 40.01 million credits
WEAPON SYSTEMS:
Triple (3) Neutron Cannons: These cannons are mounted on the body of the starfighter. While not as long range as lasers, they pack a much larger punch. The weapon inflict about equal damage to most energy weapons carried on most C.A.F. Starfighters but, even though short range by Confederation and Kilrathi standards, have a longer range than most fighter weapons in the Three Galaxies.
Maximum Effective Range: 1,534.3 miles (2,500 km) in space and 7.8 miles (12.5 km) in an atmosphere.
Mega Damage: 2D6x10+10 per cannon and 6D6x10+30 for all three cannons
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited.
Single (1) Neutron Cannons in Ball Turret: Cannon is mounted in a ball turret in the rear of the starfighter. While not as long range as lasers, they pack a much larger punch. Turret can rotate about from centerline to track targets. The weapon inflict about equal damage to most energy weapons carried on most C.A.F. Starfighters but, even though short range by Confederation standards, have a longer range than most fighter weapons in the Three Galaxies.
Maximum Effective Range: 1,534.3 miles (2,500 km) in space and 7.8 miles (12.5 km) in an atmosphere.
Mega Damage: 2D6x10+10 per cannon.
Rate of Fire: Equal to gunners hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
Six (6) Missile Pylons: On the fighter / bomber are six missiles 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. 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. 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 unpowered, is at -25% to be detected.) Cruise missiles have penalties to hit small targets but are all missiles are normally considered to be smart missiles. Missiles can be launched on multiple targets simultaneously.
Heavy Inner Fuselage Hard Points (3): One Cruise Missile, two Long Range Missile, or four Medium Range Missile each.
Medium Inner Fuselage Hard Point (1): One Long Range Missile or two Medium Range Missile each.
Medium Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.
Maximum Effective Range: Cruise Missiles range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds), Long Range Missiles range is 3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89,0700 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 (Cruise Anti-Matter does 4D6x100 M.D.C. and Long Range Fusion does 2D4x100 M.D.C.)
Rate of Fire: One at a time or in volleys of two or three missiles.
Payload: Varies by 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.
Payload: Six (6)
COMBAT BONUSES: The Grikath heavy fighter / bomber is not very maneuverable compared to most fighters but is very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.
-1 to dodge
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CGI / Artwork of starship created by the Standoff Team. Picture taken from The official Standoff website.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2013, Kitsune. All rights reserved.