WF-F15X Shadow Bolt Strike Fighter Mk II (UWW):
The Shadow Bolt has long been the main fighter of the United World Warlock
Military. It has many interesting features including the fact that the
fighter is immune to conventional fighters. Unfortunately, the fighter
has several glaring weaknesses. These include the fact that the fighter's
firepower is low compared to other fighter designs, does not have the ability
to carry additional missiles besides the bottled demons, and is rather
slow compared to many fighters. Several capital ships in other Navies are
just as fast as the Warlock Navy's main fighter. Due to these considerations,
there is strong pressure to replace the fighter with a more effective design.
One of the fighters which is contending to replace the Shadow Bolt is
the Crystal Shard fighter but the new fighter design means that only about
half the fighter compliment could be carried in many cases. So far the
Navy has only purchased a small number of these new fighters for evaluation
purposes. Not wanting to lose their contract with the Warlock Navy, the
techno-wizards at the company which designed the Shadow Bolt decided to
see if they could come up with an advanced version of their fighter. Their
improved version, known as the Mark II is a virtually new fighter although
is vastly improved. Like with the Crystal Shard, the military has not made
up their mind although the lower price tag has attracted interest in the
design. Several independent military forces and mercenaries who used the
Shadow Bolt have replaced them with the Mark II versions and others appear
to be considering it.
The Mark II actually shares few components with the original Shadow
Bolt and masses two tons heavier with a fully loaded weight of eleven tons.
The fighter mounts more powerful engines which the fuselage had to be both
widened and lengthened to mount. These engines are adapted from the old
Human Alliance Osprey fighter although are improved in several key areas.
These drives allow an acceleration of up to 1.25 percent of light per melee
which is almost a third greater acceleration. The fighter's armor has been
only moderately improved although the force field has been considerably
improved. Like the original Shadow Bolt, the fighter is impervious to most
energy weapons although magical weapons and spells will still effect it.
When looking at the fighter, the most noticeable change is the replacement
of the fighter's wings. The new wings are longer and thicker although the
wingspan is unchanged. Like the wings on the original Shadow Bolt, the
wings are designed to fold for better stowage. One major change was that
the fighter was designed to use fewer parts than the original Shadow Bolt.
This allowed for the reduction in time required for most repairs and the
production cost to be reduced so the fighter is only slightly more expensive
than the original Shadow Bolt.
Along with firepower, top speed was one of the biggest weaknesses of
the original Shadow Bolt. To improve firepower, the lightning rod is replaced
by a pair of sub particle acceleration cannons. Still mounted in the nose,
they individually do only slightly greater damage but are quite effective
paired together. As well, the number of telekinetic machine guns has been
increased from two to two pairs. Another new feature is that the weapons
have been linked. The sub particle acceleration cannons and the telekinetic
machine guns can be fired together for greater damage. On each wing, around
the center of the wing, the fighter mounts a single hard point. Each hard
point can mount one cruise missile or a mixture of smaller missiles. The
missiles are carried in slightly recessed positions on the wings. Theoretically
"Bottle Demon" Cruise missiles can be carried although it is extremely
rare among the operators of the fighter to use that missile. With the standard
"Bottle Demon" missile launchers, they have been retained but have been
modified so they can fire conventional mini-missiles as well. Many operators
of the fighters do not like the bottle demons due to how dangerous they
are. As well, the missiles are extremely rare outside of Warlock Navy service.
This fighter uses modified starship speeds and weapon ranges. See Revised
Starship Rules for Phase World for more details.
Model Type: WF-F15X
Vehicle Type: Dual Purpose Interceptor and Attack Fighter
Crew: One
M.D.C. By Location:
| Sub Particle Acceleration Cannons (2, Nose): | 100 each |
| TK-Machinegun Mounts (4, On Sides): | 80 each |
| Missile Hard Points (2, Middle Wings): | 10 each |
| Bottled Demon Missile Launchers (2, Inner Wings): | 100 each |
| Reinforced Pilots Cockpit | 120 |
| [1] Wings (2): | 180 each |
| [2] Main Body: | 550 |
| Magical Armor of Ithan Force Field (3 times per day): | 300 |
Notes:
[1] Destroying a Wing will cause the fighter to crash if it is flying
within an atmosphere. Destruction of a wing has no effect in space.
[2] Depleting the MDC 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. Note: The fighter is impervious to all non magical energy
weapons.
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 1.25 percent of light per melee.
Atmospheric Propulsion: Maximum normal speed is Mach 5 (3,707.3
mph /5,966.3 kph), can enter and leave atmosphere because flight system
is by contra grav.
Maximum Range: Effectively Unlimited by drive system but only
has supplies for pilots for about a week.
Statistical Data:
Length: 52.2 feet (15.9 meters)
Height: 13.0 feet (4.0 meters)
Width: 40.2 feet (12.25 meters) with wings extended and 24.5
feet (7.5 meters) with wings folded upwards for storage.
Weight: 9.8 tons (8.9 metric tons) empty and 11.2 tons (10.2
metric tons) fully loaded
Power System: Combination Fusion & Techno-wizardry with
10 year life span.
Cargo: Minimal Storage Space, place for a rifle, handgun, small
survival kit, signal flares, and food rations.
Market Cost: 80 million credits.
WEAPON SYSTEMS:
- Sub Particle Acceleration Cannons (2):
Mounted in the nose
of the fighter and fire forward. Both are normally linked when fired. Can
be linked with telekinetic machine guns for greater damage. Uses the spell
of the same name from page 143 of Federation of Magic. The spells must
be renewed every two months (costs 400 PPE and 20,000 credits per Cannon)
but during theat period the weapon can fire unlimited blasts
Maximum Effective Range: 200 miles (320 km) in space. 2 miles
(3.2 km) in an atmosphere.
Mega Damage: 1D6x10+10 for one cannon or 2D6x10+20 for both
cannons (Can be combined with telekinetic machine guns for 3D6x10+25)
Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
two months whether the cannons have been used or not.
- Telekinetic Machine Guns (4):
These cannons are identical
to those mounted in the standard Shadow Bolt Starfighter but are in a pair
of twin mounts. Because the cannons do damage by impact, they do full damage
to targets that are using the spell impervious to energy. The spells must
be renewed every two months (costs 400 PPE and 20,000 credits per Cannon)
but during the period the weapon can fire unlimited blasts.
Maximum Effective Range: 200 miles (320 km) in space and 2 miles
(3.2 km) in an atmosphere.
Mega Damage: 12D6 per burst for all four telekinetic machine-guns
(Can be combined with Sub Particle Acceleration Cannons for 3D6x10+25)
Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
two months whether the cannons have been used or not.
- Missile Pylons (2):
On the wings of the fighter are two 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 has 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 has 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 has 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 still cruise
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. Missiles can be launched
on multiple targets simultaneously.
Theoretically, the fighter can also fire a special larger version of
the bottle demon missiles although for safety purposes, only a few would
likely be carried on board. It has been said by many people that an escaped
demon is worse than a matter/anti-matter explosion. They can be launched
at the same rate as conventional cruise missiles and can use the same programming,
although slightly smaller than a standard cruise missiles. The missiles
accelerate at the same rate as conventional cruise missiles. Missiles are
super smart and have +4 to strike and +5 to dodge. Unlike normal missile,
the bottled demon does not explode and keeps striking at its target over
and over. If the target is destroyed or vanishes, the missile disappears.
The missiles are literally powerful demons summoned and bottled into a
missile and are an aggressive and intelligent guidance system. The evil
demons will continue to chase its target until destroyed (100 MDC to the
missile). Bottled Demon missiles are not available outside the United World
Warlock Navy but are listed incase they become available.
Optional: Because the super bottle demon missiles use a more powerful
demon and the missiles are still experimental, there is a 5% chance that
the missile will turn on the ship launching it.
Maximum Effective Range: Conventional 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), Bottled Demon Missiles: Effectively Unlimited!
Once fired, the demon controlled and powered missile will fly and pursue
the designated target until its target or the missile is destroyed (or
the target vanished from sight, jumps away, or gets away by another means),
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: Conventional Missiles:
See Phase World Missiles (Cruise
Anti-Matter does 4D6x100
MDC and Long Range Fusion does 2D4x100 MDC). Bottled Demon Cruise Missiles:
6D6x100 of magical energy every time the missile strikes (3% chance of
releasing the demon every time it hits)
Rate of Fire: One at a time or in volleys of two, three, or
four missiles.
Payload: One Cruise Missile (Or Bottle Demon Cruise Missile),
Two Long Range Missiles, or Four Medium Range Missiles per Pylon.
- Bottled Demon Missile Launchers (2):
On each side of the
fighters fuselage under the wing, the fighter has a launcher for bottle
demon missiles. The missiles are literally demons summoned and bottled
into a missile and are an aggressive and intelligent guidance system. The
evil demons will continue to chase its target until destroyed (50 MDC to
the missile). Bottled demons are slightly larger than mini-missiles and
require special launchers. 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).
Missiles are super smart and have +4 to strike and +5 to dodge. Unlike
normal missile, the bottled demon does not explode and keeps striking at
its target over and over. If the target is destroyed or vanishes, the missile
disappears. The launchers have been modified so they can fire standard
mini-missiles. This is done mainly by fitting the mini-missiles with a
special sleeve that allows them to be fired from the launcher. Many fighters
do not carry bottle demon missiles and simply replace them with conventional
mini-missiles. In those cases, increase conventional missile payload. Launchers
can launch on multiple targets each.
Maximum Effective Range: Bottled Demon Missiles: Effectively
Unlimited! Once fired, the demon controlled and powered missile will fly
and pursue the designated target until its target or the missile is destroyed
(or the target vanished from sight, jumps away, or gets away by another
means) Conventional Mini-Missiles: Missile range is 2 miles (3.2
km) in an atmosphere and 100 miles (161 km) in space
Mega-Damage: Bottled Demon Missiles: 3D4x10 M.D. of magical
energy every time the missile strikes (3% chance of releasing the demon
every time it hits). Conventional Mini-Missiles: Varies with mini-missile
type (See Phase World Missiles).
Rate of Fire: Can fire missiles one at a time or in volleys
of two, three, or four.
Payload: Bottled Demon Missiles: 4 per launcher for a
total of 8 bottled demon missiles. Conventional Mini-Missiles: 6
per launcher for a total of 12 mini-missiles. If Bottle Demon missiles
are not carried, increase mini-missiles to 12 per launcher and to a total
of 24 mini-missiles.
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By Kitsune (E-Mail Kitsune).
Copyright © 2006, Kitsune. All rights reserved.