TGE-BL-145 Bloodletter Heavy Starfighter / Gunboat:
(Trans-Galactic Empire)


Due to losing some significant engagements, the Trans-Galactic Empire lost a huge number of Berserker attack vessels. In addition to these losses of ships, which will take years to make up, there was significant losses of trained personnel. The Berserker class requires significant crew, almost four times as many as a Hunter class destroyer for example.


The Empire needed a vessel which could perform some of the lesser duties performed previously by the Berserkers, such as patrol and escort roles, yet required far less crew and could be manufactured in considerable quantities rapidly. It was decided that the best ship to build would a heavy fighter / gunboat. Even though several warlords had developed very successful cutter designs, similar corvette designs were rejected.


The Consortium of Civilized Worlds operates the Proctor class heavy fighter in considerable numbers although the Kreeghor never operated a similar craft. To get experience in operating such craft, the Trans-Galactic Empire purchased a number of Naruni Starsplitter bombers. Still, the assumption had always been that the Empire would built their own heavy fighter design.


A crash development program was begun with the smartest minds within the Empire being tapped including some Machine People. It is assumed that extremely pressure was exerted by the Kreeghor Emperor. Given the name “Bloodletter,” the design was rushed into production with flaws still being worked out. Even so, the heavy fighter should be considered more of a flying prototype with only a few dozen heavy fighters presently operating.


Only a small number of these heavy fighters have been deployed so far and there have been no known engagements of these fighters against enemy craft. As a result, it is unknown how well the heavy fighter will do in actual combat. However, the Bloodletter has been tested in mock dogfights against Starsplitter bombers, captured Proctor class heavy fighters, as well other craft where it has performed well.


Rumor suggests that the crew of one of these fighters has already defected with a fighter to the Free World Council. According to the same rumors, the military of the Council are concerned about the performance of the Bloodletter. The Consortium is concerned as well and it is quite likely that they would offer several billion credits for one of these heavy fighters.


Heavily armed, the design can be considered either a gunboat or heavy star fighter. It is just a bit larger than the Consortium Proctor class heavy star fighter although generally performance is similar. In appearance, the design does not look like most Kreeghor design and appears far more practical in appearance. Some believe this is due to the haste in development of the heavy fighter.


The main punch of the heavy fighter comes from four “kinetic kill” projectile launchers adapted from the Dark Slayer Main Battle Tank. The Bloodletter has a far more advanced fire control system than the tank however and the heavy fighter has massive magazines in comparison to the tank. A total of eighty projectiles are carried. Fired at incredible velocities, a single hit of a volley of projectiles can devastate a lighter fighter and effective against larger ships as well.


Also mounted to fire forward, the Bloodletter has a pulse lasers and light gravity rail guns mounted on the “wings” of the fighter. While they are not as powerful as the kinetic kill weapon, the lighter weapons are still extremely effective with the lasers and light gravity rail guns able to linked to fire together. In comparison to the “kinetic kill” projectiles, the rail gun has a much greater payload.


In addition, the fighter mounts a variety of missile weaponry. Under the fighter are four missile hard points. Initially, the hard points were only designed to carry capital missiles but have been modified to carry long range missiles as well. When engaging capital ships, the heavy fighter will carry capital missiles while when engaging other fighters will usually carry long range missiles.


In addition to the missile hard points, mounted in the fuselage, the heavy fighter has a pair of medium range missile launchers. Mounted between the heavy missile hard points, they have a total payload of sixteen medium range missiles. Finally, there are two forward firing mini-missiles to engage at close range. These has a total payload of twenty-four mini-missiles. Even though of limited range, mini-missile launchers usually fire guided projectiles.


Like a number of heavy fighter designs, but unlike the Consortium Proctor, the Bloodletter mounts a top mounted defense turret. In the turret are a pair of light pulse lasers. In addition, the rear gunner controls a pair of mini-missile launchers similar to the forward firing launchers. Payload is only twelve mini-missiles although normally smart missiles are embarked.


Even though slightly larger than the Proctor, the Bloodletter is slightly less well armored and cannot survive quite as much abuse. Still, the variable force fields mounted on the Kreeghor fighter are equal to those on the Consortium design.


Even though far larger than the Flying Fang, the Bloodletter has similar space performance. Performance is also similar to the standard Proctor although the Consortium has developed an advanced version with better performance. In companion to the Flying Fang and most other Kreeghor fighter designs, the Bloodletter has lower atmospheric performance although still reasonably capable.


There are rumors of some modified versions of the Flying Fang with faster than light drives, possibly used for intelligence missions, but otherwise the Bloodletter is the smallest craft operated by the Trans-Galactic Empire with a faster than light Contra-Grav drive. With a speed of four light years per hour, the Bloodletter has similar performance to the standard Proctor design. Several new heavy fighters, including the advanced model of the Proctor, have better faster than light performance.


The heavy fighter is theoretically designed to be operated by a crew of four or five. If only being operated by a crew of four, that crew will likely all be Kreeghor. Those with a crew of five will likely be with a crew of four from various minion races and the commander being a Kreeghor. The Kreeghor have distrust of the loyalty of minion races and the rumors of the defected fighters was that it was operated by a fighter with a non Kreeghor crew waiting on their Kreeghor commander.


As with most other heavy fighters, crew spaces are extremely cramped on the Bloodletter. The heavy fighter has coffin style sleeping areas modified for the type of crew members which the heavy fighter will operate by. In addition to a maximum crew of five, the Bloodletter is designed to carry one extra being which is Kreeghor sized or smaller in the ships quarters.


This starfighter uses modified starship speeds and weapon 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: TGE-BL-145.

Vehicle Type: Heavy Fighter / Gunboat.

Crew: Four (Pilot, Weapon Control, Tail Gunner, and Engineer) or Five (Commander, Pilot, Weapon Control, Tail Gunner, and Engineer).


M.D.C. By Location:

 

Wing 12 cm Laser Cannons (2, sides / above rail guns):

100 each

 

Wing 18 mm Gravity Rail Guns (2, sides / below lasers):

100 each

 

50 mm “Kinetic Kill” Projectile Launcher (nose):

150

 

Twin 12 cm Laser Turret (Top):

250

 

Medium Range Missile launchers (2, centerline fuselage):

120 each

 

Front Mini-Missile Launchers (2, front sides / top):

60 each

 

Rear Mini-Missile Launchers (2, rear sides / top):

40 each

 

Heavy Missile Hard Points (4, outer fuselage):

10 each

 

[1] Main Body:

1,300

 

Reinforced Cockpit:

200

 

[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 round.


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 1.0 percent of light per melee.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.0 light years per hour.

Atmospheric Propulsion: Maximum cruise speed is Mach 2.5 (1,903.0 mph / 3,062.6 kph), can enter and leave an atmosphere because flight system is by contra grav. When loaded with external ordnance, reduce heavy fighters top speed to mach 2.25 (1,712.7 mph /2,756.4 kph).

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


Statistical Data:

Length:                86.94 feet (26.5 meters).

Height:                46.59 feet (14.2 meters).

Width:                 73.82 feet (22.5 meters).

Mass/Weight:      639.3 tons (580 metric tons).

Power System: Advanced Fusion with 25 year life span.

Cargo: Minimal Storage Space 5x10x10 feet (1.5x3x3 meters). In addition, each crew member has a very small locker for personal items and uniforms.

Market Cost: Believed to cost around 285 million to construct. No heavy fighters of this design have ever been put on sale on the market by the Kreeghor Military. Various intelligence groups of other governments would offer huge sums of money to purchase one of these ships, possibly billions of credits.


WEAPON SYSTEMS:

  1. One (1) 50 mm “Kinetic Kill” Kinetic Projectile Launcher: Mounted in the nose of the heavy fighter between the laser mounts. The projectiles are a large dart of supers strong high dense alloys via a gravitic launch system and is driven even faster by a gravity acceleration system on the missile itself. The projectile reaches a significant fraction of the speed of light and is an unguided missile that inflicts massive damage. The launcher can launch them one at a time or in volleys but unlike standard volleys of missiles, they can be dodged. A volley can only be targeted at single target as well. They do not have an explosive warhead but instead rely on their mass and kinetic energy to inflict damage. These projectiles can be used against unmoving targets beyond the weapons normal range when used in space but suffers the same penalties that normal missiles do.

    Maximum Effective Range: 1,600 miles (2,500 km) in space and 16 miles (25 km) in an atmosphere.

    Mega Damage: 2D6x10 per projectile (optional rule is that projectiles gets a critical on a natural 18, 19, or 20 due to its high penetration.)

    Rate of Fire: Can fire projectiles one at a time or in volleys of two (2) or four (4) projectiles.

    Payload: 80 projectiles total.

  2. Two (2) Wing Mounted 12 mm Lasers Cannons: The heavy fighter carries two laser cannons in the wings of the fighter above the rail guns. The cannons are identical to the laser cannons carried on the flying fang. The cannons are paired with the rail guns with the laser cannons being the lower mounts. The cannons are normally fired together and can be combined with the rail guns if both are within range. The only problem with the weapon system is that they are fairly short ranged.

    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.

    Mega-Damage: 2D6x10 for both cannons (1D6x10 if one is destroyed) and 4D6x10+20 when the laser cannons and the auto cannons are combined together.

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Two (2) Wing Mounted 18 mm Gravity Auto Cannons: The heavy fighter carries two gravity rail cannons with one on each side of the fighter, almost on the “wings” of the fighter under the light lasers. They are similar to the cannons on the Flying Fang but a larger burst. The cannons are paired with the laser cannons guns with the gravity rail guns being the lower mounts. The cannons are useful against targets that are impervious to energy and has a slightly better range than the laser cannons. The auto cannons can be fired with the laser cannons to increase damage. Projectiles are fired from rail guns at a significant fraction of the speed of light. Cannons fires an 18 mm projectile.

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega-Damage: 2D6x10+40 for a 30 round burst from both cannon - 15 rounds each (1D6x10+20 if one is destroyed) and 4D6x10+40 when the laser cannons and the auto cannons are combined together.

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: 7,500 each cannon - 15,000 rounds total (500 double gun burst total.)

  4. One (1) Top Mounted Twin 12 mm Laser Turret: In the upper fuselage, the fighter mounts a turret with a pair of 12 mm laser cannons. Point defense lasers are used as an anti-missile, anti-power armor, and anti-starfighter defense. It can be fired in all directions except directly down and has 360 degree rotation. It can fire 90 straight up and up to 35 degrees downwards and has excellent coverage of the ship. The mount looks one cannon but is in reality tow laser cannons. The Cannons are similar to the ones mounted in the from of the fighter. The cannons are normally fired together and the only problem with the weapon system is that they are fairly short ranged.

    Maximum Effective Range: 200 miles (320 km) in space and 2 miles (3.2 km) in an atmosphere.

    Mega-Damage: 2D6x10 for both cannons (1D6x10 if one is destroyed).

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited

  5. Two (2) Medium Range Missile Launchers: Weapon system is used for hitting enemy robots and fighters. Weapon system is also very effective as an anti-cruise missile. Missile has 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.

    Maximum Effective Range: Medium range missile 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: Varies with medium range missile type (See revised Phase World missile tables for details.)

    Rate of Fire: Can fire medium range missiles one at a time or in volleys of two (2), four (4), or eight (8) medium range missiles for both launchers.

    Payload: Eight (8) medium range missiles per launcher for a total of sixteen (16) medium range missiles.

  6. Two (2) Forward Firing Mini-Missile Launchers: Launchers are mounted in the upper part of the forward fuselage on either side of the cockpit and fire forward. Fires mini-missiles 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).

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

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

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2), four (4), or eight (8) mini-missiles for both launchers.

    Payload: Twelve (12) mini-missiles each launcher for twenty-four (24) mini-missiles total.

  7. Two (2) Rear Firing Mini-Missile Launchers (2): Firing primarily aft, the fighter has two launchers mounted on top of starfighter above the engines of the fighter and behind the turret. Fires mini-missiles 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).

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

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

    Rate of Fire: Can fire mini-missiles one at a time or in volleys of two (2) or four (4) mini-missiles for both launchers.

    Payload: Six (6) mini-missiles each launcher for twelve (12) mini-missiles total.

  8. Four (4) Heavy Missile Pylons: The heavy fighter has four hard points mounted on the “Wings”. Initially designed for cruise missiles only, each hard point can carry one cruise missile or two long range missiles. The pylon must carry all the same type ordnance. A Cruise missile is 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.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missiles 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 the target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but all missiles are all considered smart missiles.

    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) in space and 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.

    Mega-Damage & Properties: See revised Phase World missile tables for details (Cruise Anti-Matter inflict 4D6x100 M.D.C. each and Long Range Fusion inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), or four (4) missiles.

    Payload: One (1) Cruise Missile or two (2) Long Range Missiles per hard point (Maximum of four cruise missiles or eight long range missiles.)



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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 © 1998, 1999, 2010, & 2014, Kitsune. All rights reserved.



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