WF-F20 "Shadow Gryphon" Medium Fighter (U.W.W.):
The Shadow Bolt fighter has formed the core of United Worlds Warlock
fighter forces for almost as long as there have been organized fighter
forces. Just recently, a number of new fighters have been developed as
potential replacement and some standard technological fighters have also
been operated by elements within Warlock space to augment the Shadow Bolt
fighter forces.
Massing only around nine tonnes, The Shadow Bolt starfighter can be
considered more of a light fighter than a medium design. At the same time
as the Shadow Bolt was developed, a second fighter was developed. It was
designed to be the medium counterpart to the Shadow Bolt. In many ways,
the design was superior to the Shadow Bolt. Unfortunately, it turned out
to be quite a bit larger than original planned. It turned out to be around
thirty tonnes, over three times more than the Shadow Bolt. The larger fighter
also was not fitted with folding wings which prevented effective stowage
which causes especially large problems aboard carriers.
For these reason, the Shadow Gryphon fighter was never adopted by the
United Worlds Warlock military and never produced in larger numbers. Enough
were produced to keep production continuing, mostly for various planetary
defense forces which did not worry as much about fighter stowage. As well,
a number of mercenary companies bought these fighters. The fighter has
always been the most popular with Elven forces and much less popular among
Dwarves. There have been a few incidents between Shadow Gryphon and Shadow
Bolt fighters with the Shadow Bolt fighters often performing second best.
Recently, the fighter has been the subject of extensive upgrades similar
in form to the Shadow Bolt. The company manufacturing the fighter had passed
through a number of different hands and the newest owners have decided
that upgrading the design is well worth the cost. Since the two designs
share much of the same technology, upgrades are quite easy. This design
is also available as a new manufacture fighter. So far, only a comparatively
small number of these new fighters have been produced. More of the older
fighter's have been upgraded but still only a small tithe have been converted.
So far, the old model is still being produce although the new owners are
on record as stating that they plan to eventually completely change over
to the upgraded fighter design.
The fighter, even though named "Gryphon" is not really in the shape
of a Griffin. Neither is it a traditional fighter design either. Instead,
it is more of a hawk type design. The wings and tail appear to be the wings
and tail of a hawk in flight. As well, the nose of the fighter has a beak
like a bird's beak. Finally, instead of standard landing gear, the fighter
has a set of claws. A few insane pilots have tried to make claw strikes
against enemies although it usually ends up in disaster for all involved.
The claws are really only useful for landing gear and carrying small cargo
loads. Some crews have been know to give the fighters fantastically detailed
pain jobs often mimicking a birds feathers.
The fighter main weapon was a pair of lightning rods in the nose to
either side of the "Beak" along with a pair of telekinetic machine guns
which are basically mounted in the roots of the wings. While this weapon
array is not vastly more powerful than those of the Shadow Bolt, all four
weapons are linked for much greater individual firepower. Added to this
are a pair of Bottle Demon launchers with a payload of eight missiles each.
One is mounted in each of the wings of the fighter. The payload is identical
to that of the Shadow Bolt. As with Shadow Bolt fighters not operated directed
by the United Worlds Warlock navy, Bottle Demon missiles are extremely
uncommon.
Where the fighter really shows its superiority is in the heavy shields
and armor compared to the lighter fighter. The magical force field can
withstand around sixty percent more abuse and the hull itself can withstand
almost twice as much damage. Like the Shadow Bolt, the larger fighter is
impervious to most non-magical energy weapons. Finally, even though larger,
the Shadow Gryphon is quite a bit faster with an acceleration of around
twenty percent greater than the Shadow Bolt. Maximum atmospheric speed
is around Mach Six compared to Mach Four and a half for the Shadow Bolt.
While it does not effect the fighter's performance, the cockpit of the
larger fighter is designed for a crew of two instead of just a single pilot.
The two crew sit side by side instead of front and back.
Unlike the upgraded Shadow Bolt, the same basic frame is used for the
fighter. This allows a much less expensive upgrade than would otherwise
be needed. Of course, not all owners get a full upgrade and some only get
a partial upgrade. While the hull is not modified, the magical shields
are replaced by more powerful magic defenses giving about fifty percent
better protection. The engines are upgraded for a higher acceleration as
well as a higher atmospheric speed. The twin lightning rods are replaced
by quad Sub Accelerator Cannons with two on either side of the cockpit
"Beak."and four telekinetic machine guns are mounted in the wing roots
instead of just two mounts. The Bottle Demon launchers are retained but
are modified to fire normal mini-missiles instead of just Bottle Demon
Missiles. This was fairly common even before a full upgrade was developed.
Finally, the fighter has four missile hard points which allow for one cruiser
missile each or a wide assortment of smaller ordnance. Anti-ship bottle
demon missiles could also be theoretically carried although this is so
far unknown.
This fighter uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.
| Model Type: | WF-F20 | Standard Model |
| WF-F20-X | Upgrade Model |
Vehicle Type: Attack Fighter / Medium Interceptor
Crew: Two
| M.D.C. By Location: | Standard Model | Upgrade Model |
| Lightning Rods (2, Nose) | 90 each | N.A. |
| Sub Particle Acceleration Cannons (4, Nose): | N.A. | 100 each |
| TK-Machinegun Mounts (2 or 4, Wing Roots): | 80 each | 80 each |
| Bottled Demon Missile Launchers (2, Inner Wings): | 100 each | 100 each |
| Missile Hard Points (4, Wings): | N.A. | 10 each |
| Reinforced Pilots Cockpit | 150 | 150 |
| Battle Claws (2): | 100 each | 100 each |
| [1] Wings (2): | 225 each | 225 each |
| [2] Main Body: | 725 | 725 |
| Magical Armor of Ithan Force Field (3 times per day): | 300 | 450 |
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 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. Note: The fighter is impervious to all non magical energy
weapons.
Speed:
Driving on the Ground: Not Possible.
Sublight:
Standard Model: 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 1.1 percent of light per melee.
Upgrade Model: 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 1.4 percent of light per melee.
Atmospheric Propulsion:
Standard Model: Maximum normal speed is Mach 6 (4,448.7 mph
/7,159.5 kph), can enter and leave atmosphere because flight system is
by contra grav.
Upgrade Model: Maximum normal speed is Mach 6.5 (4,819.45 mph
/7,756.2 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 pilot and copilot for about three weeks.
Statistical Data:
Length: 60.37 feet (18.4 meters)
Height: 21.33 feet (6.5 meters)
Width: 66.27 feet (20.2 meters) - wings do not fold
Weight: 33.62 tons (30.5 metric tons) standard model and upgrade
model empty and 40.23 tons (36.5 metric tons) upgrade model fully loaded
Power System: Combination Fusion & Techno-wizardry with
10 year life span.
Cargo: Utility closet (3.2 x 2.6 x 2.6 feet /1.0 x 0.8 x 0.8
m) for personal effects, weapons, survival gear, and emergency rations.
Market Cost: Standard Model: 80 million credits. Upgrade
Model: 95 million credits. Full upgrade from standard model costs 20
million credits. Individually Upgrade Costs: Shield Upgrade; 8 million
credits, engine upgrade; 6 million, Sub Particle Acceleration Cannon upgrade
costs 8 million, TK-Machinegun Mount upgrade costs 4 million, bottle demon
missile launcher upgrade costs 2 million credits, and missile hard point
upgrade costs 2 million credits.
WEAPON SYSTEMS:
- Nose Weaponry:
Originally, the fighter was fitted with a
pair of Lightning Rods with one on either side of the "Beak" of the fighter.
On upgrade models, this is replaced with four Sub-Particle Acceleration
Cannons. These mounts are smaller, longer ranged, and individually more
powerful. The upgrade vastly increases the fighter's firepower. In all
cases, the nose weapon can be combined with the wing root weapon mounts.
- Lightning Rods (2):
The original version of the Shadow Gryphon
mounts a pair of lightning rods. These fire magical blasts of electricity.
The enchantment must be renewed every two months (costs 400 P.P.E. and
20,000 credits per cannon) but during that period, the weapons can fire
unlimited blasts.
Maximum Effective Range: 100 miles (161 km) in space and 1 miles
(1.61 km) in an atmosphere.
Mega Damage: 1D6x10 for one cannon or 2D6x10 for both cannons
(Assuming twin telekinetic machines - can be combined with telekinetic
machine guns for 2D6x10+20)
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.
- Sub Particle Acceleration Cannons (4):
Replaces Lightning
Rods in upgraded models of the fighter. All four 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 P.P.E. and 20,000 credits
per Cannon) but during that 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, 2D6x10+20 for two cannons,
and 4D6x10+40 for all four cannons (Assuming four telekinetic machines
- can be combined with telekinetic machine guns for 5D6x10+50)
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 (2 or 4):
These cannons are identical
to those mounted in the standard Shadow Bolt Starfighter with standard
model mounting two and the upgrade model mounting four cannons. Weapons
are mounted on the wing roots of the fighter. Because the cannons do damage
by impact (magical), they do full damage to targets that are using the
spell impervious to energy. The spells must be renewed every two months
(costs 400 P.P.E. 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: Twin Mounts: 6D6 for both Quad Mounts:
12D6 for all four. (Can be combined with Sub Particle Acceleration Cannons
for additional damage)
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 (4):
Carried on upgrade models of the fighter.
On each of the wings of the fighter are two missile racks for a total of
four missile rack. Each 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 M.D.C. 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 (2,89700 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 Revised 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.
- Battle Claws (2):
Normally tucked under fuselage when not
in use. The fighter is not well equipped for melee combat although the
fighter can make claw strikes against targets beneath it. While damage
is impressive, there are always danger of collisions Collisions in space
at percentages of the speed of light tend to be terminal to the fighter
and target. The claws tend to be more useful for carrying a target. It
is also a bit more useful in an atmosphere. Strength is consider to be
supernatural 50.
Maximum Effective Range: Close Combat (32.8 feet / 10 meters)
only.
Mega-Damage: 2D4x10 per claw strike
Payload: Effectively Unlimited.
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By Kitsune (E-Mail Kitsune).
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