PBI-25 Falx Supina Light Starfighter (Wolfen / CAF):


This fighter design comes from the days before the Wolfen joined the Consortium of Civilized Worlds and is an incredible light starfighter design for the time of its development. While the Osprey from the Human Alliance was adopted for the medium starfighter, the Falx Supina was initially adopted by the consortium, being in many ways a better fighter that the Human Alliance light fighter design. Like other fighters adopted by them, it was given a standard CAF designation. It was only until the Scorpion was developed that the Consortium replaced this fighter in service and the Falx Supina is a better fighter in the atmosphere due to being more aerodynamic. Like the Gladius, the Falx Supina is still being used in the Wolfen militaries and an upgrade version has been developed and is steadily replace the older versions of the fighter in the Wolfen Militaries. Older versions of these fighters still serve in human as well as Wolfen hands, are found in the Free Worlds Council, in Independent Fleets, and in Mercenary Companies. The new fighter is the equal and in many ways the better of the Scorpion although differently equipped. Wolfens love fighter combat because it is more individual and their fighters are often referred to as their claws and teeth. The name Falx Supina is the name for a Roman dagger.


Like the older versions of the Gladius and like many light fighters, the original Falx Supina had no defense shields. While the fighter is fast and well armored, the fighter is more vulnerable to damage than many newer designs. The fighter is as fast as the larger but much newer Black Eagle Starfighter due to the fact that the ship is more engines and power plant than any other system. The fighter is lightly but still well armed with two light particle beams. 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 two 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 like it is with the Gladius.


The Wolfen developed a new version of the Falx Supina to solve some of the problems with the original design and so it could operate better with the newer Gladius starfighters. Unfortunately, like the Gladius, there is problem with the new design due to it having a very low parts compatibility with the original fighters. The advantages far outweigh the problems, the new Falx Supina has a booster that makes the fighter much faster, actually faster than a Scorpion, and the new fighter is more maneuverable, and has greater weaponry than the original. The new fighter has light shields and has a center hard point than is designed to carry a heavy rail gun or additional missiles. Sensors have been upgraded to the new standards as well.


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-25 / SF-12B Original Model
PBI-25DAdvanced Model


Vehicle Type: Light Interceptor / Strike Fighter
Crew: One


M.D.C. By Location:Standard:Advanced:
Side Particle Beam Cannons (2):20 each40 each
Missile/ Weapon Hard Points (2 or 3):8 each12 each
GR-1000 Rail Gun pod:None200
Auxiliary Engine:None150
[1] Main Body:400475
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 1.6 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 and with using the Auxiliary Engine, the fighter can reach up to 2.0 percent of light per melee.
Atmospheric Propulsion:
Original Fighter: 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 (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) with just standard engines and is Mach 10 (6,700 mph / 10,800 kph) with auxiliary boosters, 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) with just contra-grav engine and Mach 8 (5931.6 mph / 9546 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 twelve days.


Statistical Data:
Length: 32 feet (14.0 meters)
Height: 14 feet (4.3 meters)
Width: 35 feet (13.4 meters)
Weight: 6.5 Tons (5.9 metric tons) empty and 9 tons (8.2 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: 20 million credits. Advanced Model: 35 million credits


WEAPON SYSTEMS:

  1. Standard Model:
    1. Light Particle Beam Cannons (2): These guns are mounted on the sides of the fighter and may be used individual or simultaneously. While not as powerful as most new fighter weapons system, The weapon is still powerful and effective.
      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
      Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
      Payload: Effectively Unlimited
    2. Missile Pylons (2): On the underbelly 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 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 gun, if mounted on central hard point, 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 (6D6x10+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. Missile / Rail Gun Pylons (3): On the underbelly of the fighter are three racks with the side two as pure missile racks and the center able to carry either missiles or a heavy rail gun. The rail gun is a copy of the GR-1000 rail gun carried on the CAF Scorpion Starfighter and weighs quite a bit. It is streamlined to reduce the drag of the weapons pod
      1. Missiles: Each hard point may 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. GR-1000 Rail Gun: The Rail gun can only be mounted one the central hard point of the starfighter and is the fighters most powerful weapon system in many ways. The rail gun is the same rail gun as is carried in the C.A.F. Scorpion Starfighter. Weapon is mainly used as an anti-starfighter and strafing weapon. Projectiles are fired from rail guns at close to the speed of light. Cannon uses a 30 mm projectile. The rail gun can be combined with the laser cannons. The gun may be combined with the internal particle beams
        Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.
        Mega-Damage: Rail gun inflicts 4D6x10 M.D.C. for a 40 round burst (Can be combined with particle beam cannons and still only costs one attack).
        Rate of Fire: Equal to the combined hand to hand attacks of the Pilot (usually 4 or 5).
        Payload: 10,000 Rounds (250 Bursts).
    3. 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 created and copyrighted by Kevin S. Wiliams (kevin@omcp.com).

More Kevin S. Wiliams artwork at his Starship Gallery


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1999, Kitsune. All rights reserved.



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