Kilrathi Jalkehi Heavy Fighter (Wing Commander):
The Jalkehi class heavy fighter was considered to be the pre-eminent Kilrathi space superiority fighter of its time. The fighter had an extremely heavy gun array with four laser cannons and a particle beam cannon. The fighter also mounted a rear turret which made attacking from rear extremely deadly as well. The fighter has heavy armor and heavy shields, making it extremely hard to kill compared to most lighter Kilrathi fighters. The Jalkehi heavy fighters was also extremely fast for its size and was able to take on most Confederation fighters through brute force. The main weakness of the heavy fighter was its maneuverability which is only slightly better than the Confederation Broadsword bomber. The tail gun on the Jalkehi partially makes up for the lack of maneuverability and light fighters should approach the Jalkehi with caution. In addition to the heavy gun array, the heavy fighter had five hard points for missiles. In general role, the Jalkehi filled similar role to the Confederation Sabre class heavy fighter although most considered the F-57 Sabre to be superior to the Jalkehi.
The Jalkehi has been replaced in front line service by the newer and more dangerous Vaktoth after the Battle of Earth although the Jalkehi remained an extremely dangerous fighter up until the day the last one was taken off the front line. The replacement fighter mounts over twice the forward firepower but is criticized for the same weakness as the Jalkehi, a lack of maneuverability. Also, while shields are more powerful, the armor is lighter on the Vaktoth than on the Jalkehi. It is believed that many Jalkehi class heavy fighters were retired to second line duties or put in mothball storage.
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: Jalkehi Heavy Fighter
Vehicle Type: Heavy Starfighter
Crew: Two (Pilot and Tail Gunner)
M.D.C. By Location:
Laser Cannons (4): | 40 each | |
Particle Cannon (1): | 50 | |
Missile Hard Points (5): | 10 each | |
Tail Mounted Neutron Cannon (1) | 50 each | |
Rear Ball Turret (1) | 100 | |
Neutron Cannon (1, in turret): | 50 | |
[1] Engines (2): | 180 each | |
Landing Struts (3): | 10 each | |
[2] Main Body: | 630 | |
Reinforced Pilots Cockpit: | 210 | |
[3] Variable Force Field: | 150 per side (900 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% (45 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 0.76 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 1.45
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: 82.67 feet (25.2 meters)
Height: 22.31 feet (6.8 meters)
Width: 46.92 feet (14.3 meters)
Weight: 22.05 tons (20 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: 38.29 million credits
WEAPON SYSTEMS:
- Quad Laser Cannons: These cannons are mounted on the sides
of the nose of the starfighter. While extremely long ranged, the damage
of the weapons is less than most other Confederation and Kilrathi weapons.
When compared to Phase World weaponry, the lasers inflict less damage than
those on most C.A.F. Starfighters but have a much longer range. The cannons
can be fire individually or in pairs.
Maximum Effective Range: 3,106.8 miles (5,000 km) in space and 15.5 miles (25 km) in an atmosphere.
Mega Damage: 1D6x10 per cannon and 4D6x10 for all four cannons (Combined with particle beam cannon, inflicts 6D6x10+10)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited. - Single Particle Cannon: This cannon is mounted on the nose
of the starfighter. Slightly shorter ranged than laser cannons although
the pack a much heavier punch. Particle cannons replaced neutron cannons
on most Confederation fighters. 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.
Maximum Effective Range: 2,609.8 miles (4,200 km) in space and 13.0 miles (21 km) in an atmosphere.
Mega Damage: 2D6x10+10 per cannon (Combined with laser cannons driver guns, inflicts 6D6x10+10)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited. - Single 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. - Missile Pylons (5): On the underbelly of the fighter are
five 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.
Fuselage Hard Point (1): One Medium Range Missile each.
Inner Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.
Outer Wing Hard Points (2): One Long Range Missile or two Medium Range Missile each.
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: Varies by hard point
COMBAT BONUSES: The Jalkehi heavy fighter 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 © 2006 & 2013, Kitsune. All rights reserved.