Valdemarian Starfighter:


Most of what is known about the Valdemarian race and culture is only known from fragments of their hardware. This is because their how worlds were destroyed by a great cataclysm long before the coming of the major races which now hold power in the Three Galaxies. From a few fossils found, it appears as if the Valdemarians were related to Elves although there is nothing in the ancient records of the Elves which ties the races together. It also appears that the Valdemarians used very little magic unlike most Elven groups.

This seems to have been a dozen systems within a sphere less than four dozen light years in diameter. Near the center of the formation is a high density object. There is much debate if the object is a super dense neutron star or a quark star. Around the neutron star is a wide cloud of gas and it appears to have been expanding for around sixty millenniums.


Observations from over sixty-five thousand light years out do not show a star in that location so it is likely that it was the neutron star as a source. Due to dust, the amount which has been observed from that far out is surprisingly limited. Either it collapsed on its own or it collided with another object which brought it over the limit to become a quark star. Likely candidate include a white dwarf stellar core, a brown dwarf star, or a red dwarf star. It could have been as little as a quarter to half of a solar mass. Not much dust seems to have actually been produced with the nebula surprisingly thin but an immense amount of energy was released. Some theories also support the idea that it was a slow build up over time of the mass of the Neutron Star.


There is also the idea that the creation of a quark star produces a disruption which prevents starships from entering gravity type faster than light travel and disrupting all faster than light communications. This might actually last for dozens of years. If this was the case, there might have been no way of escaping their doom. Some warships, finding out that something was wrong in their home system might have headed toward the effect and gotten caught. Of course, there is some thought to the idea that some ships were outside of the immediate effects of the cosmic blast. A few artifacts point to the idea that some might have survived. Still, nothing conclusive has even been proven. Some scholars think it is possible that an enemy, now long lost as well, might have hunted down the remaining ships. Most scholars who are proponents of that theory believe that no Battle Spheres survived the initial cataclysm.


Many of the craft which the Valdemarian appear to have operated are huge compared to the ships filling the same role in Consortium and Trans-Galactic Empire forces. Fighters are a bit different and the fighters which have been recovered are approximately the size of fighters common to most of the major governments. It is slightly larger than a Black Eagle at around sixteen metric tons. Several of the fighters have been recovered mostly intact although none are known to have been recovered completely intact. They are more advanced than the fighters operated by the major government but not considerably more. Of course, all of the fighters are only partially intact. The destruction caused by the cataclysm destroyed hundred ton starships with the most incredibly shielding ever developed. One can only imagine what the same forces did to space fighters. Still, there is much hope that a complete fighter might be salvaged one day. Of course, with Three Galaxies technology at the level which it is at, it will be less than a hundred years before the major cultures surpass the Valdemarian culture in most areas of technology.


The Valdemarian Space Fighter was a tailless “Delta-Wing”type design. As such, it was as effective in an atmosphere as in space. It was extreme maneuverable and could easily travel at hypersonic speeds. Operating speeds in an atmosphere seem to be in the area of around Mach Eight. Acceleration in normal space seems to be just as outstanding with an acceleration equal to that of a Scorpion light starfighter. Faster than light is where the fighter really shows its performance. With the fighter’s slip stream drive, it can reach speeds of up to six light years per hour. No fighter, even heavy fighters, can match that faster than light speed and only a few medium fighters even have faster than light drives currently. Power for the fighter was provided through a high density fusion reactor. It gives an efficiency close to that of an anti-matter reactor while much safer. While they appear to have had heavy anti-matter missile warheads, they did not seem to use anti-matter even in their largest ships as a power source.


Armor and shields appear to have been extremely tough although it did not seem to help much against the cataclysm which engulfed their home worlds. Armor materials were incredibly advanced and the fighter is tougher than the Black Eagle, the Consortium’s current medium starfighter. A golden metal alloy was used similar to what was used on larger vessels. The material was incredibly light for its toughness. Unlike the Valdemarian capital ships, the fighter did not have any form of self repair system. Shields were as tough as the shields on the much larger “Proctor” class heavy fighter.


Unlike capital ships, the fighter had only the most limited of artificial intelligence. It could fight on its own but would have severe disadvantages against a fighter piloted by a sentient being. It could also be controlled by remote from a larger capital ship but the preferred mode of operation was still manned. The Valdemarians seem to have preferred a crew of two with one running the various electronic warfare systems. The sensor systems are equal to the best prototype systems available in the Consortium Military and are more advanced than anything currently in regular service. The fighter also featured a powerful stealth system including visual cloaking technology for use in an atmosphere.


Direct fire weapons were combination of Gravity based and Tachyon, similar to the point defense weaponry aboard capital ships. One advantage of both weapons is that they enabled the fighter to actually fight at faster than light speeds although still likely impractical. The main battery was three gravity guns nicknamed needle guns by scientists who have studied the weapon systems. Highly focused and incredible powerful, the weapons form a cluster in the nose of the fighter. They appear to be able to penetrate much deeper into a target than a less focused beam might. This focusing also seems to have extend their range to around two thousand kilometers when used in space. The tachyon cannons were mounted more towards the “Wingtips” of the fighter. Unlike the capital ship mounted weapons, these mounts were variable focus like the particle beams originally mounted on the Consortium Assault Shuttle. When focused into a tight beam, the weapons have a range of around sixteen hundred kilometers but when wide focused, only around one hundred and sixty kilometers. When tightly focused, damage the weapon inflicts is much greater than when a wide beam. The tachyon weapons can be changed out for fusion beams for atmospheric use and greater damage. While the tachyon beam can be fired in a wide focus in an atmosphere, when tightly focused, it would overload when fired. Because of that, lock-out systems appear to have been fitted. The fusion weapons do not have the range of the tachyon weapons when the beams are tightly focused but inflict even greater damage. Range was about five hundred kilometers in space and around five kilometers when in an atmosphere. It appears to have been a relatively simple change out for the weapon mounts. Both the gravity needle beams and secondary mounts could be combined to inflict greater damage against an attacking enemy.


The fighter mounted a single large bay in the center of the fighter and a four of the smaller bays with two in each wing. The main bay had the capacity for up to three capital missiles or six heavy missiles most used as anti-fighter weapons. Twelve medium sized missiles could also be substituted for those missiles. The smaller bays are designed around medium sized missiles. Up to six medium class missiles can be carried in each bay for a maximum of up to twenty-four medium range missiles.


This starfighter design used modified starship rules. See Revised Starship Rules for Phase World for more details.


Model Type: Valdemarian Starfighter

Vehicle Type: Space Superiority Fighter / Attack Fighter (Medium)

Crew: Two (Pilot and Electronics Warfare) - Can be crewed by one


M.D.C. By Location:

 

Gravity Needle Beams (3, Nose):

150 each

 

Variable Focus Tachyon Cannons (2, Wingtips - Optional):

120 each

 

Fusion Cannons (2, Wingtips - Optional):

160 each

 

Heavy Ordnance Bays (1, Underside of body):

250

 

Medium Range Missile Launchers (4, Under wings):

80 each

 

[1] Main Body:

950

 

Pilots Compartment:

225

 

[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. Note: Over half damage to the hull of the fighter will disrupt the camouflage system.

[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 40 percent of the speed of light. Fighter can accelerate/decelerate at the rate of 1.8 percent of light per melee (If the Slip stream generators are damage, reduce acceleration to 1.3 percent of light per melee.)

Atmospheric Propulsion: Maximum normal speed is Mach 8 (5931.6 mph / 9546 kph), fighter can enter and leave an atmosphere because flight system is by contra grav. Because all missiles are in bays, they do not reduce the fighter’s atmospheric top speed.

Stardrive: The fighter has a Gravitronic Slip Stream Drive system which allows the ship to reach a maximum of six light-years per hour (Three Light Years per hour on standard CG Drive only.)

Maximum Range: Effectively Unlimited by drive system but only has supplies for pilot for four weeks.


Statistical Data:

Length:         57.4 feet (17.5 meters).

Height:         17.1 feet (5.2 meters).

Width:          54.1 feet (16.5 meters).

Weight:        17.6 tons (16.0 metric tons)

Power System: Advanced High Density Fusion, Duration without refueling of 20 years. Unlike the Valdemarian Battle Sphere, the fighter cannot refuel itself.

Cargo: Utility closet (4.6 x 2.0 x 1.3 feet /1.4 x 0.6 x 0.4 meters) for personal effects. Unusually small arms and additional supplies will be carried

Market Cost: No fighters of this design have ever been put on sale on the market (or probably ever will be). An intact fighter might be worth several billion credits or more. The Consortium and Trans-Galactic Empire both have standing offers of five billion credits for an intact fighter. Even wrecked remnants of these fighters can be valued at hundreds of millions of credits.


WEAPON SYSTEMS:

  1. Three (3) Nose Mounted Graviton Needle Beams: Mounted in the nose of the fighter, these weapon uses highly focused controlled opposing gravimetric waves to create an energy beam weapon that shreds the target. The weapons do full damage to targets with the spell impervious to energy and cosmic knight will take 1/10 damage (10%) instead of the normal 1/100 damage (1%). Since the gravity beams propagates themselves at faster than light speeds, this weapon can actually be used against vehicles that are traveling at faster than the speed of light.

    Maximum Effective Range: 12.4 miles (20 km) through atmosphere and 1,242.7 miles (2,000 km) in space.

    Mega-Damage: 2D6x10 per single blast, 4D6x10 per double blast, or 6D6x10 for a triple beam blast. (Optional rule is that cannons gets a critical strike on a natural 18, 19, or 20 due to its high penetration - Can be combined with wingtip weapon mounts for greater damage (Maximum of 10D6x10 with Tachyon Beams and 12D6x10 with Fusion Beams.)

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

    Payload: Effectively Unlimited.

  2. Two (2) Wingtip Weapon Mounts: The fighter has the ability to mount either a Tachyon Beam or a Fusion Cannon mount on each “Wingtip.”Weapon mounts are designed for rapid changing out and require only about ten minutes to change out.

    1. Two (2) Wingtip Variable Focus Tachyon Cannons (Optional): More or less the standard weapon mounted on the wingtips of the fighter. These weapons can be fired as a tightly focused beam for greater range and damage or can be wide focused. When wide focused, the scatter effect acts like a shot gun but lasts for hundreds of milliseconds (Gives +4 bonus vs fast moving targets such as missiles.) As such, it can be used to destroy incoming missiles effectively. Because the tachyon beams act faster than the speed of light, this weapon is effective against targets that are moving at light speed or greater. When tightly focused, the weapon cannot be fired in an atmosphere because it overloads. Lock-Out systems are added to prevent it from being able to be fired in a focused beam in an atmosphere.

      Maximum Effective Range: Narrow Beam: 994.2 miles (1,600 km) in space. Cannot be fired in a focused beam in an atmosphere. Wide Beam: 149.1 miles (240 km) with a width of 12.4 miles (20 km), range and width is one sixteenth in atmosphere.

      Mega Damage: Narrow Beam: 2D6x10 per single blast or 4D6x10 per double blast (Weapon Mounts may be combined with gravity beam weapons for greater damage - 10D6x10 maximum.) Wide Beam: 1D4x10 per single blast or 2D4x10 per double blast.

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

      Payload: Effectively Unlimited.

    2. Two (2) Wingtip Fusion Cannons (Optional): More powerful than the Tachyon Beams although much shorter ranged. Weapon is also extremely effective in an atmosphere. As with the Tachyon Cannons, the weapon mounts can be combined with the Graviton Beams. Unlike them though, the beams do not propagate at faster than light speeds and cannot be used when traveling at faster than light speeds.

      Maximum Effective Range: 3.2 miles (5 km) through atmosphere and 310.7 miles (500 km) in space.

      Mega Damage: 3D6x10 per single blast or 6D6x10 per double blast (Weapon Mounts may be combined with gravity beam weapons for greater damage - 12D6x10 maximum.)

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

      Payload: Effectively Unlimited.

  3. One (1) Body Mounted Ordnance Bay: The fighter has an internal bay that carry missiles. The bay can carry cruise missiles, long range missiles, and/or medium range missiles. Missile sizes may be mixed between different types but an ordnance launch must include the same size of ordnance. Ordnance may be carried at the rate of four medium range missiles, two long range missiles for one cruise missile. 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 same course and speed unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (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.

    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, 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. At game masters option, missile range can be increased by 25% due to more advanced technology.

    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 (2), three (3), or six (6) missiles (Six missile volleys can only be fired with long range and medium range missiles - maximum of three cruise missiles can be carried)

    Payload: Twelve (12) medium range missiles, six (6) long range missile, or three (3) cruise missiles. Ordnance can be mixed and matched.

  4. Four (4) Medium Range Missile Launchers: Under the wings of the fighter are four bays for medium range missiles. Each tube has a total of four medium range missiles. Weapon systems are generally used for hitting enemy robots, fighters, and missiles. Weapon system is also used for 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. The fighter can launch on multiple targets at the same time.

    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. At game masters option, missile range can be increased by 25% due to more advanced technology.

    Mega-Damage & Properties: Varies with medium range missile type (See revised Phase World missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (3), or six (6) missiles.

    Payload: Twenty-Four (24) medium range missiles (6 each bay.)

  5. Stealth System: The fighter can change its colors to match the background and can mask most energy emissions effectively making the ship effectively invisible. The stealth system is most effective when the fighter is stationary or traveling in a straight line. In these cases, there is a -10 penalty to strike. Evasive maneuvers or attacks will make the ship visible but there will still be at -5 to strike. Military class sensors reduce these penalties by half.

Special Equipment:

  • Limited Artificial Intelligence: The fighter has a limited artificial intelligence. When under the artificial intelligence’s control, computer gives a 65% basic skill level (Used for Piloting, Sensors, and Electronics Warfare Roles), has 4 attacks per melee, have +4 to strike, +8 to dodge, and +1 to initiative (these include all bonuses).

    A Battle Sphere is designed to be able to control the fighter remotely. When under the control of the giant capital ship, the fighter will have a 85% basic skill level (Used for Piloting, Sensors, and Electronics Warfare Roles), have 6 attacks per melee, have +6 to strike, +12 to dodge, and +4 to initiative (these include all bonuses). Range of this is limited to in-system ranges and not interstellar.

Combat Bonuses: These bonuses are only applied when the Valdemarian Starfighter is piloted. Preferred crew is a pilot and electronics warfare specialist. When not piloted use the bonuses under sentient ship. For piloting, use the Phase World Starfighter combat (elite or basic) skill. these bonuses are in addition to those from the piloting skill.

    +1 to initiative

    +2 to strike

    +4 to dodge

    +10% to all piloting and electronics warfare skill rolls.



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2009 & 2014, Kitsune. All rights reserved.