WF-F29V Vampire / Foxbat Stealth Fighter (UWW):
Presently only in prototype status only, this fighter is one of the
most advanced fighter designs currently in the United Worlds Warlock. Making
a fighter invisible on radar systems is relatively easy but it is much
harder to make a fighter invisible to gravity and other sensors. The fighter
mixes conventional technology, techno-wizardry, and even Phase Technology.
The Phase Technology of the fighter makes it extremely expensive compared
to most fighters.
Currently, only about two dozen prototype Vampire fighters are believed
to be in existence. So far, the fighter has passed all of its field but
its future is unknown at this time. Several other fighters are being considered
as a replacement for the aging Shadow Bolt fighter including a fighter
known as the Crystal Shard, a light fighter known as the Komet II, and
even an upgraded version of the Shadow Bolt.
Due to the use of Phase Technology and its cost, it is doubtful that
the fighter will ever be purchased in large numbers but the developers
are hoping for at least some small orders for special missions. As a result
of concerns by the U.W.W. military leadership that the it might be sold
to interest outside of the Warlock Military, the design has been put under
military control and sales are restricted until further evaluation. There
is a rumor that two prototypes disappeared but the engineers deny it.
The fighter is a flying wing type design with bat like wings. It does
not have any tail stabilizers and is a dull painted black. In many ways,
the design is similar to a World War II German fighter known as the Ho-229
although it is a bit larger. The pilot sits in the very nose of the fighter
and it has an extended tail. One problem with the design is that the wings
don't fold and likely cannot be stowed in as large numbers on small ships
as the Shadow Bolt. Generally, the engineers who developed the fighter
use the name "Vampire" for the fighter although some of the engineers prefer
the name "Foxbat" for the fighter.
Several engineers who worked on the upgraded version of the Shadow Bolt
later went to work on the program for the Vampire fighter. As such, both
designs share several key components although it is a bit larger than the
Shadow Bolt. Chief among these are the engines which are originally developed
from the Consortium Osprey class fighter and give the fighter exceptional
overall acceleration compared to most Warlock Fighter designs although
still a bit slower than the top of the line Consortium fighters such as
the Black Eagle and Katana fighters. For a Warlock built fighter, the Vampire
is extremely maneuverable. Power is provided by a combination reactor using
both fusion and techno-wizardry. The hull of the fighter is impervious
to energy weapons like the Shadow Bolt and also carries a magical force
field for protection.
Unlike most Warlock fighters, the Vampire mounts its missiles in a pair
of missile bays instead of externally. This prevents drag while in an atmosphere.
A mixture of different ordnance can be carried with a maximum of two cruise
missiles per bay. Cruise missile type bottle demon missiles can be carried.
These bays are combined with a pair of bottle demon missile launchers.
The bottled missile launchers have been modified so they can also fire
conventional mini-missiles. It is unlikely that the fighter will carry
any type of bottled demon missiles outside of Warlock Navy service.
For direct fire weaponry, the fighter mounts two sub particle acceleration
cannons and four telekinetic cannons. The telekinetic cannons are useful
against targets which are impervious to energy and all six cannons can
be combined into a single burst. The enchantments need to be recharged
every two months for the cannons to remain operational. The engineers who
developed the fighter are considering mounting a Phase Cannon on the fighter
although none of the prototype mount that weapon system. There is some
debate about the usefulness of the weapon system.
This fighter uses modified starship speeds and weapon ranges. See Revised
Starship Rules for Phase World for more details.
Model Type: WF-F29V
Vehicle Type: Stealth Fighter
Crew: One
M.D.C. By Location:
| Sub Particle Acceleration Cannons (2, Nose): | 100 each |
| TK-Machinegun Mounts (4, On Sides): | 80 each |
| Heavy Missile Bays (2, Fuselage): | 120 each |
| Bottled Demon Missile Launchers (2, Outer Wings): | 100 each |
| Reinforced Pilots Cockpit | 140 |
| [1] Wings (2): | 200 each |
| [2] Main Body: | 600 |
| 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 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: 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 6.5 (4,819.5
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 pilots for about a week.
Statistical Data:
Length: 28.9 feet (8.8 meters)
Height: 10.5 feet (3.2 meters)
Width: 64.0 feet (19.5 meters)
Weight: 16.2 tons (14.7 metric tons) empty and 22.4 tons (20.3
metric tons) fully loaded
Power System: Main Power: Combination Fusion & Techno-wizardry
with 10 year life span. Phase Power System: All special phase abilities
of the ship are powered by a phase-field generator that has 200
"charges." When all these charges are spent (each use of a phase-field
power uses up one charge), the generator needs one hour to regenerate power.
Until it is fully recharged, no further special powers will be possible.
Cargo: Minimal Storage Space, place for a rifle, handgun, small
survival kit, signal flares, and food rations. Does not include Ordnance
Bay.
Market Cost: 180 to 200 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.
- Large Missile Bays (2):
The fighter has two heavy missile
bays. Each missile bay can carry two cruise missile, four long range missiles,
or sixteen medium range missiles. Each bay must carry all the same type
ordnance although different bays can carry different ordnance. Cruise missiles
are normally carried when on an anti-capital ship role and long 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, missiles
will still cruise 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. These missile launchers are normally controlled by the weapons
officer but can be controlled by the pilot in emergencies.
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 (2,89700 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 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, four, or eight.
Payload: Two Cruise Missile (Or Bottle Demon Missiles) , Four
Long Range Missiles, and Eight Medium Range Missiles per missile bay (Maximum
of four cruise missiles / bottle demon missiles, eight long range missiles,
or sixteen medium range missiles)
- Bottled Demon Missile Launchers (2):
On each side of the
fighter on the outer 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.
- Phase Fields:
The ship can generate two different protective
phase fields. The first is a deflector shield that disperses incoming energy
attacks, bullets, rail gun rounds, and explosions. When system is active,
damage from incoming attack is divided by 10 (With the exception of magics,
psionics, and other phase weaponry - These do full damage). When phase
field is active, only laser cannons systems can be used. The phase cannons
are not operational and the fire control for the missiles are disrupted.
Second field is "Ghost Mode", an Out of Phase field that renders ship insubstantial
and immune to all non magical attacks and energy. Ship is removed from
normal three- dimensional space. Ship can observe things in the three dimensional
world but is completely undetectable by normal means including the see
the invisible spell and most sensors (it is not invisible to Prometheans
and phase technology). Ships speed is reduced to 25% of ships speeds and
accelerations when in this mode but it can move in any direction including
up and down and is not impeded by normal barriers. Ship can be stopped
by Phase Fields, Force Fields, and Magical Fields and cannot resolidify
inside other ships or solid objects. No weapons can be fired either while
ship is out of phase.
Duration: Deflector Fields: Eight minutes per charge. Ghost
Mode: One minute per charge.
Payload: 200 "Charges" Each activation consumes one "charge"
from phase-field generator in the ship (see Power System, above). Activating
either field counts as one melee action/attack. Activating a field can
be used as a dodge to avoid incoming attacks. Only one field can be activated
at one time and not both simultaneously. They cannot be activate at the
same time as the ships conventional force field as well.
- Special Bonuses:
The fighter is extremely maneuverable for
a United Worlds Warlock Fighter, add +5% to the pilots piloting skill,
+1 to strike, +2 to dodge energy and projectile fire, and +3 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).
[ Phase World TM, Naruni TM, Kreeghor TM, Bushido Industries, and CAF TM are trademarks owned
by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune).
Copyright © 2008, Kitsune. All rights reserved.