PBI-22 Gladius class Medium Strikefighter (Wolfen / CAF):


Like the Human Alliance, The Wolfen had a good and effective medium starfighter before they became members of the Consortium of Civilized Worlds. Like the Human equivalent, the Osprey, the fighter was adopted by the Consortium Armed Forces but served in much smaller numbers. When adopted it was given a standard CAF designation. Unlike the Osprey, an upgraded version of the Gladius is still being constructed and is in service with the Wolfen militaries. Old versions sill serve in many militaries and have had excellent records in combat. These fighters serve in human as well as Wolfen hands, are found in the Free Worlds Council, in Independent Fleets, and in Mercenary Companies. The Wolfen militaries are currently upgrading to the new model. The new fighters are the equal of virtually all fighters in service with the other militaries and are likely to gain as glorious a record as the original Gladius has. Wolfens love fighter combat and their fighters are often referred to as their claws and teeth.


The only real problem with the older models of the fighter is that the fighters have no shields. This is partially compensated by the fact that the fighters carry more armor than fighters of its time. The fighter was faster than an Osprey and is as fast as the much newer Katana fighter from Bushido Industries. They are better armed than an Osprey in direct fire weapons. The fighters carry two particle beam mounts and two rail gun mounts. The damage for the weapon system is impressive in close combat. The ship does not carry fixed missile mounts but instead carries mounts that can carry a variety of different missiles. There are a total of four hard points and the missiles are external so atmospheric speeds are reduced with ordinance. The missiles are partially recessed so this is minimized but is still a factor.


The new version was created in an effort to solve the problems with the older fighter. Unfortunately, the part compatibility is no very good. This means that there must be two parts pipelines. One is for the older fighters and the other is for the newer fighters. The good news is that the ships performance is much greater than the original. It has shields for protection, is faster than the original and is as fast as a Black Eagle, the new fighter is more maneuverable, and has greater weaponry. The particle beams and rail guns are more powerful as well as the fighter having five hard points instead of four. Sensors have been upgraded to the new standards as well. There is also a project to create an FTL booster for the Gladius similar to the one designed for the Katana.


This fighter design uses modified starship speed and 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:PBI-22 / SF-8BOriginal Model
PBI-22GAdvanced Model
Vehicle Type: Medium Interceptor / Strike Fighter
Crew: Two (Pilot and weapons and sensor officer)


M.D.C By Location:Standard:Advanced:
Nose Particle Beam Cannons (2):20 each40 each
Side Rail Guns (2):25 each50 each
Missile Pylons (4 old / 5 new, Underside):8 each12 each
[1] Main Body:750800
Reinforced Cockpit:100150
[2] Variable Force Field:None200 per side (1,200 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% (60 M.D.C.) per melee


Speed:
Driving on the Ground: Not Possible.
Sublight:
Original Fighter: 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.
Advanced 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 1.6 percent of light per melee.
Stardrive:
While development is not complete, there is a project working on an FTL booster for the Advanced model of the fighter.
Atmospheric Propulsion:
Original Fighter: Maximum normal speed is Mach 7 (5,190.2 mph/ 8,352.8 kph), fighter can enter and leave an atmosphere because flight system is by contra grav. When starfighter is carrying missiles, speed is limited to Mach 6 (4,448.7 mph /7,159.5 kph), but can still enter and leave atmosphere because flight system is by contra grav.
Advanced Model: 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. When starfighter is carrying missiles, speed is limited to Mach 6.5 (4,819.5 mph /7,756.2 kph), but can still 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 three weeks.


Statistical Data:
Length: 46 feet (14.0 meters)
Height: 14 feet (4.3 meters)
Width: 44 feet (13.4 meters)
Weight: 12 Tons (10.9 metric tons) empty and 19 tons (17.2 metric tons) fully loaded.
Power System: Original Fighter: Advanced Fusion with 20 year life span, Advanced Model: Advanced Fusion with 35 year life span,
Cargo: Minimal Storage Space, place for a rifle, handgun, small survival kit, signal flares, and food rations.
Market Cost: Original Fighter: 25 million credits. Advanced Model: 45 million credits


WEAPON SYSTEMS:

  1. Standard Model:
    1. Light Particle Beam Cannons (2): These guns are mounted on the sides of the fighter. While not as powerful as most new fighter weapons system, The weapon is still powerful and effective. The weapons are fairly short ranges but may be combined with the fighters rail guns when a target is close enough that both weapon systems are within range. The particle beam cannons are controlled by the fighters pilot.
      Maximum Effective Range: 4 miles (6.4 km) through atmosphere and 200 miles (321.8 km) in space.
      Mega-Damage: 1D4x10+10 per single blast, or 2D4x10+20 per double blast (3D6x10+20 when the particle beams and the rail guns are combined together).
      Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
      Payload: Effectively Unlimited
    2. Standard Rail Guns (2): These guns are mounted on the middle front of the fighter and are electromagnetic rail guns instead of being gravity rail guns. They are less powerful than many modern rail gun systems but are still quite respectable. The rail guns do have a longer range than the particle beam cannons. The rail guns are controlled by the fighters pilot and can be combined with the particle beams or inflicting greater damage.
      Maximum Effective Range: 6 miles (9.7 km) through atmosphere and 600 miles (966 km) in space.
      Mega-Damage: 2D6x10 for a 30 round burst from both cannons (1D6x10 if one is destroyed) and 3D6x10+20 when the particle beams and the rail guns are combined together
      Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
      Payload: 7,500 rounds (125 burst total)
    3. Missile Pylons (4): On the underbelly of the fighter are four 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 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 in a straight line 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.
      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 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 & 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, three, or four missiles.
      Payload: One (1) cruise missile, two (2) long range missiles, or four (4) medium range missiles per pylon.
  2. Advanced Model:
    1. Particle Beam Cannons (2): These guns are mounted on the sides of the fighter. These cannons have been upgraded and are both more powerful and have a better range than the original cannons. The particle beam cannons are controlled by the fighters pilot and when both weapons are within range, the particle beams and rail guns may be combined to inflict greater damage.
      Maximum Effective Range: 5 miles (8 km) through atmosphere and 500 miles (800 km) in space.
      Mega-Damage: 1D6x10+10 per single blast, or 2D6x10+20 per double blast (4D6x10+40 when the particle beams and the rail guns are combined together).
      Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
      Payload: Effectively Unlimited
    2. Gravity Rail Guns (2): These guns are mounted on the middle front of the fighter and are upgraded from the original electromagnetic rail guns and are gravity rail guns. They are similar to the rail gun carried on some other fighters in the Three Galaxies. The rail guns do have a longer range than the particle beam cannons. The rail guns are controlled by the fighters pilot and can be combined with the particle beams or inflicting greater damage.
      Maximum Effective Range: 10 miles (16 km) through atmosphere and 1,000 miles (1,600 km) in space.
      Mega-Damage: 4D4x10 for a 20 round burst from both cannons (2D4x10 if one is destroyed) and 4D6x10+40 when the particle beams and the rail guns are combined together
      Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
      Payload: 7,500 rounds (125 burst total)
    3. Missile Pylons (5): On the underbelly of the fighter are five 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 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 in a straight line 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.
      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 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 & 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, three, or four missiles.
      Payload: One (1) cruise missile, two (2) long range missiles, or four (4) medium range missiles per pylon.
    4. Special Bonuses: This fighter is extremely maneuverable; add +5% to the pilots piloting skill, +1 to strike, +1 to dodge energy and projectile fire, and +2 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).



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Image drawn and copyrighted by DUO (duo@pt.tizeta.it).

More Duo artwork at The Planet


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999, Kitsune. All rights reserved.



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