BIF-110 Naginata Heavy Starfighter (CAF/Bushido Industries):


The Naginata is a heavy starfighter design constructed by Bushido Industries and is marketed against the Proctor Fighter that is presently the CAF main heavy starfighter. The problem is that there are several other fighters competing with it for this role. This includes the Spitfire starfighter. The Naginata is named after the traditional Japanese (or Oninese) pole arm / spear. The fighter is more expensive than the Proctor but is better armed. Like the Bushido Industries Katana and Tanto Starfighters, the fighter carries weapon pods that increase the fighters flexibility. While the officials in the CAF Bureau of Fighter Development are impressed by the design, they have so far only purchased a small number of fighters and are testing those. The Officials are presently leaning towards purchasing the Spitfire Modular Starfighter instead of this design if they decide to replace the Proctor. The fighter has had decent sales with smaller independent groups but the fighter is presently only in limited production.


Many say that the fighter can carry more firepower than either the Spitfire or older Proctor but unlike the Spitfire, the fighter has no rear firing weapon turrets. The fighter carries a combination of built in weaponry and weapon pods. For built in weaponry, the fighter has two particle beams with one on either side of the fighters cockpit. They are identical to those carried by the Katana and Tanto fighters and while shorter ranged than most fighter weaponry, they give the fighter a good backup weapon system. The fighter can carry a total of four weapon pods. The weapon pods themselves are identical to those that can be carried on the Katana and Tanto fighters but the Naginata has a more advanced fire control system that allows for the linking of multiple weapon systems. On interesting weapon system is that the fighter carries built in mini missile launchers. The fighter has twelve mini missile launchers that fire forward and twelve mini-missile launchers that fire aft. This helps to make both precise attacks and to help protect the fighters rear. The fighter also has six missile hard points that are between the weapon pods. The hard points are conformal so that if the fighter carries missiles, the atmospheric speed is only moderately reduced. Depending on the fighters mission, they can be cruise missiles, long range missiles, or even medium range missiles.


The fighter is actually fitted with lighter armor than the Proctor but is still quite heavily armored and carries heavy shields to protect the fighter as well. The sublight engines on the Naginata are slightly more powerful than those mounted on the Proctor and the fighter is streamlined allowing for operating in an atmosphere. The fighter does not carry as powerful a faster than light engine as the Proctor due to space for system.


The Naginata can be operated by a crew of two or three. With two, one acts as the fighters pilot and the other operates missiles and sensors. With three crew members, one operates as the fighters pilot, one operates as the fighters missile operator, and the other operates sensors and communications. The heavy fighter has space for a total of four crew members with coffins for crew sleeping areas.


This Starfighter design uses modified starship speed and ranges. See Revised Starship Rules for Phase World 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: BIF-110

Vehicle Type: Heavy Fighter /Bomber

Crew: Two or Three (Can carry one additional passenger)


M.D.C. By Location:

Weapon Pod (4, Underside):30 each
Missile Pylons (6, on the Underside):10 each
[1] Main Body:1,350
Cockpit:250
[2] Variable Force Field:400 per side (2,400 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% (120 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 50 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.15 percent of light per melee.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 3.5 light years per hour.

Atmospheric Propulsion: Maximum speed is Mach 4.5 (3,336.5 mph / 5,369.7 kph) if empty. If the fighter is fully loaded, reduce speed to Mach 4 (2965.8 mph/ 4,773 kph). The fighter can enter and leave an atmosphere because flight system is contra grav.

Maximum Range: Effectively Unlimited by either Drive system but only has supplies for three crew members for about four months.


Statistical Data:

Length: 78 feet (23.8 meters).

Height: 16 feet (4.9 meters).

Width: 68 feet (20.7 meters).

Weight: 210 tons (190.5 metric tons)

Power System: Advanced Fusion with 50 year life span.

Cargo: Minimal Storage Space 10 x 10 x 6 feet (3 x 3 x 1.8 meters).

Market Cost: 275 million credits.


WEAPON SYSTEMS:

  1. Particle Beam Cannons: Two cannons are mounted on the fighter with on either side of the cockpit. These cannons are identical to the cannon that is carried in Bushido Industries Katana fighter. Like the Katana fighter, the cannon is protected by the ships hull and is not considered destroyed until the fighters main body is destroyed. The weaknesses of this cannon are larger compensated for by the use of weapon pods.
  2. Maximum Effective Range: 4 miles (6.4 km) through atmosphere and 200 miles (321.8 km) in space.

    Mega-Damage: 2D6x10 each cannon (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.

  3. Weapon Pod (4): The fighter can carry four special purpose weapon pods. They are identical to those carried by the Katana starfighter and are attached on the underside of the Naginata. Two of the weapon pod mount just to the outsides of the centerline position on the starfighter and the other two weapon pods mount on the outside of the fighter. Like the pods on the Katana, the pod can be changed or interchanged within 10 minutes by a capable service crew that is familiar with the fighter. Crews that are not familiar with the Naginata, Tanto, or the Katana may require an additional 2D4 minutes. Unlike the Katana fighter, energy weapon pods can be linked and can be fired in combined attacks for extra damage. Firing combined weapon systems costs no extra attacks. Firing weapon systems with a plasma ejector cannon linked in costs 2 attacks but the damage of four plasma ejector pods can be quite devastating.
    1. Anti-Starfighter Weapon Pod: This pod combines a medium range missile launcher and a powerful gravity rail gun. Along with Fighters, It is also useful for use against Robots and Power Armors. The rail gun is very powerful but is short ranged. 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. Normally used for anti-fighter and point defense. Medium range missiles can be launched on multiple targets simultaneously.

      Maximum Effective Range: Gravity Rail Gun: 2 miles (3.2 km) through an atmosphere and 100 miles (161 km) in space. Medium Range Missiles: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

      Mega-Damage: Gravity Rail Gun: 3D6x10 per 40 round burst. Medium Range Missiles: varies with medium range missile type (See revised Phase World missile tables for details.)

      Rate of Fire: Gravity Rail Gun: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5). Medium Range Missiles: Can fire missiles one at a time or in volleys of two (2), three (3), or four (4) missiles.

      Payload: Gravity Rail Gun: 8,000 rounds (200 bursts). Medium Range Missiles: 16 medium range missiles.

    2. Cruise Missile and Laser Pod: A mount that carries two cruise missiles and a light laser to backup the internal particle beam. 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.) Cruise missiles can be launched on multiple targets simultaneously. Cruise missiles have minuses to hit small targets but are all considered smart missiles. 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 at -25% to detect.)

      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) in space. Light Laser: 1 miles (1.6 km) through an atmosphere and 100 miles (161 km).

      Mega-Damage: Cruise Missiles: See revised Phase World missile tables for details (Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each.) Light Laser: 6D6 per blast.

      Rate of Fire: Cruise Missiles: Can fire missiles one at a time or in volleys of two. Light Laser: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).

      Payload: Cruise Missiles: 2 Cruise Missiles. Light Laser: Effectively Unlimited

    3. Mini-Missile Pod: This is a pack of min missiles that can be used against ground targets, infantry, and against starships. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration). Mini-Missile is phase world are normally guided.

      Mega-Damage: varies with mini-missile type (See revised Phase World missile tables for details.)

      Maximum Effective Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

      Rate of Fire:Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12) missiles.

      Payload: 48 mini-missiles

    4. Plasma Ejector Pod: A very heavy weapon that fired superheated plasma. Very destructive weapon but limited in rate of fire and short ranged. The Ejector Pod is capable against tanks, Giant robots, and large starships.

      Maximum Effective Range: 25 miles (40 km) in space and 1,200 feet (326 m) in an atmosphere.

      Mega-Damage: 1D4x100 M.D. per cannon.

      Rate of Fire: Twice per melee each (each shot counts as two melee attacks, even when linked together).

      Payload: Effectively Unlimited.

  4. Mini-Missile Launchers (2): These launchers are mounted on sides of starfighter and the fighter has twelve missile tubes that fire forward and twelve missile tubes that fire towards the rear of the fighter. The mini-missiles are used for offensive and defensive purposes. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration).

    Mega-Damage: varies with mini-missile type (See revised Phase World missile tables for details.)

    Maximum Effective Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space.

    Rate of Fire:Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or twelve (12) missiles.

    Payload: 24 per launcher for a total of 48 mini-missiles.

  5. Missile Pylons (6): On the underbelly of the fighter are six 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 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. 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 at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. Missile 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), 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 Missiles 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 missile tables for details (Cruise Anti-Matter multi-warheads inflict 5D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two, three, or four missiles.

    Payload: 1 Cruise Missile, 2 Long Range Missiles, or 4 Medium Range Missiles per Pylon.

  6. Special Bonuses: Like the Katana starfighter, 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 drawn and copyrighted by Roman Kochnev (r_kochnev@hotmail.com) .

More Roman Kochnev artwork at The Science Fiction Art and Design Portfolio of Roman Kochnev


Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2000, Kitsune. All rights reserved.



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