Kilrathi Krant class Medium Starfighter (Wing Commander):
Operated around the same time as the Confederation Scimitar class medium fighter, the Krant has always had the reputation of being a solid fighter. The craft has comparatively heavy shields and is well armored, especially compared to the Dralthi medium fighter operated around the same time frame. It was an extremely tough opponent until the introduction of the Confederation Rapier class medium fighter. The Krant also is quite maneuverable for its size and has excellent acceleration.
The biggest weakness of the fighter is that it is comparatively lightly armed, mounted two laser cannons, a weapons array more commonly carried by light fighters. This is partially offset by the fighter having four missile had points with the ability to carry a single long range missile and three medium range missiles. The long range missile can have two medium ranges substituted for it.
Common missions for the Krant was strikes against transports as well as acting as escort, where its ability to survive abuse allows it to protect it when lighter fighters would be destroyed. The fighters heavy armor meant it also was ideal for long range patrol. While it was never produced in the large numbers which the Dralthi medium fighter was, most fighters preferred the Krant over the lighter armored Dralthi. Even though replaced in the front line by more modern fighters, the Krant fighter is still operated in second line duties.
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: Krant Medium Starfighter
Vehicle Type: Medium Starfighter
Crew: One
M.D.C. By Location:
Laser Cannons (2): | 40 each | |
Missile Hard Points (4): | 10 each | |
[1] Engines (2): | 160 each | |
Landing Struts (3): | 10 each | |
[2] Main Body: | 400 | |
Reinforced Pilots Cockpit: | 120 | |
[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 0.76 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 1.4 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 6.54 (4,846.7 mph / 7,800 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: 104.99 feet (32.0 meters)
Height: 44.29 feet (13.5 meters)
Width: 107.61 feet (32.8 meters)
Weight: 17.86 tons (15.2 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: 21.8 million credits (Used fighters can sometimes
be purchased at a reduced price.)
WEAPON SYSTEMS:
- Dual Laser Cannons: These cannons are mounted on the wings
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 2D6x10 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 (4): On the underbelly of the fighter are
four 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 Long Range Missile or two Medium Range Missile each.
Inner Wing Hard Points (3): One 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 Krant Medium Starfighter is very maneuverable
and very accurate. Use the Phase World Starfighter combat (Elite or Basic)
skill.
- +2 to dodge
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[ Wing Commander copyright © Origin Productions. ]
CGI / Artwork of starship created by Major Striker. Picture taken from Wing Commander CIC.
Writeup by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2007 & 2013, Kitsune. All rights reserved.