The Vaktoth heavy assault fighter was developed as a replacement for the Gothri, Jalkehi, and Jalthi heavy fighters. All three older fighters were reaching the end of their useful service and a new fighter was needed in their roles. The new heavy fighter was introduced soon after the Battle of Earth and was found to be far superior to the old Sabre heavy fighter.
Not quite as maneuverable as Gothri, the Vaktoth is more maneuverable than the Jalkehi and is a far better fighter for dogfighting. The new Kilrathi heavy fighter is a close match for the Confederation Thunderbolt VII heavy fighter. It has slight less acceleration and the Confederation is slightly more maneuverable as well. Against lighter fighters, this becomes an even more noticeable weakness. Unlike the Confederation Thunderbolt VII, the Vaktoth mounts a jump drive which enables it to operate outside of the system it was launched from. As such, the heavy fighter is an extremely useful long range scout. Because of this, the heavy fighter has an endurance more like one might expect from a bomber.
With the Vaktoth heavy fighter's forward array of five guns, the design harkens back to the concept of the Jalthi heavy fighter of "The defense is an overwhelming offence." The Vaktoth carries a single tachyon cannon, a pair of ion cannons, and a pair of plasma cannons. These weapons can inflict devastating damage to any Confederation ship unlucky to come into the heavy fighter's targeting systems. So that another fighter cannot take advantage of the heavy fighter's comparatively poor maneuverability, the Vaktoth mounts a rear turret with a pair of mason cannons mounted in it. In addition, the Kilrathi heavy fighter has hard points for up to eight long range missiles or a mixture of smaller ordnance. For anti-missile defense, the Vaktoth carries eight missile decoys.
Even though the ship is mostly designed around heavy offense, the fighter carries heavy shields and is well armored. The shields are almost as powerful as those carried on the Confederation Thunderbolt IV and the Kilrathi heavy fighter carries a similar amount of armor to the heavy Confederation fighter as well.
There is a special variant of the Vaktoth heavy fighter which replaces much of the weaponry of the fighter with special electronics and jamming systems. This fighter is known as the Zartoth-class Electronic Warfare Fighter. It only carries the single tachyon cannons and does not have the tail gun of the standard Vaktoth heavy fighter. As well, the Zartoth only carries a pair of long range missiles compared to eight on the standard Vaktoth heavy fighter. Still, the electronic warfare fighter retains the heavy shield and armor of the standard fighter. As The Zartoth has two basic missions. One is to use its advanced sensors to detect the systems on other ships. The other is to jam communications and sensors of other craft, including capital ships. The ship fills a similar role to Confederation electronic warfare corvettes although systems have a reduced range compared to those on a corvette. Still the fighter is far faster than any corvette. Confederation Intelligence determined that a group of Zartoth fighters played a major part in the ambush of the TCS Valiant, jamming her distress communications while a Kilrathi fighter strike destroyed the entire battle group.
Notes of game conversion:
Because of the nature of the Video Game series "Wing Commander" and the needs to put the fighter into game mechanics, the fighter has several modification compared to the Video Game. The most important change it to change top speed to acceleration. Like fighters in Star Wars and original Battlestar Galactica, the fighters appear to act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 and the new Battlestar Galactic are good series to watch to get a clearer idea on how space vehicles would probably maneuver although still not a perfect perspective. The fighter has been modified to uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor fighters. See Revised Starship Rules for Phase World for more details.
| Model Type: | Vaktoth | |
| Zartoth | ||
| Vehicle Type: | Vaktoth | Heavy Assault Fighter |
| Zartoth | Electronic Warfare Fighter | |
| Crew: | Vaktoth | Two (Pilot and Tail Gunner) |
| Zartoth | Three (Pilot and two Sensor Officers) |
| M.D.C. By Location: | Vaktoth: | Zartoth: |
| Tachyon Cannon: | 75 | 75 | |
| Plasma Cannons (2): | 60 each | None | |
| Ion Cannons (2): | 50 each | None | |
| Missile Hard Points | 10 each | 10 each | |
| Tail Mounted Mason Cannon (2, in turret) | 60 each | None | |
| Rear Ball Turret (1) | 100 | None | |
| Electronics Warfare Suite: | None | 250 | |
| [1] Engines (2): | 180 each | 180 each | |
| Landing Struts (3): | 10 each | 10 each | |
| [2] Main Body: | 650 | 650 | |
| Reinforced Pilots Cockpit: | 200 | 200 | |
| [3] Variable Force Field: | 200 per side (1200 total) | 200 per side (1200 total) |
Notes:
[1] Loss of an engine will reduce performance of fighter by one half
and loss of two engines will prevent fighter from performing beyond 5%
of normal (This is using maneuvering thrusters and gravitic propulsion).
Due to gravitic propulsion systems, fighter will not crash in an atmosphere
even if both engines are destroyed.
[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. In an atmosphere, the fighter will crash.
[3] 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: 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 .78 percent of light per melee maximum. Fighter has auxiliary
thrusters which can be used a maximum of 15 minutes before fuel is exhausted.
On auxiliary thrusters, the fighter has a maximum acceleration of 1.35
percent of light per melee maximum.
Atmospheric Propulsion: The fighter is fairly aerodynamic and
is quite capable in an atmosphere. As a result, the fighter can achieve
escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates
at Mach 6.54 (4,846.7 mph / 7,800 kph) or less. The fighter also has Gravitic
propulsion systems enabling it to leave an atmosphere even at low velocities.
Stardrive: The heavy fighter mounts a jump drive which is capable
of jumping instantly from a fixed point in a system to another fixed point
in a system. These points are weaknesses in the fabric of space and have
been mapped in most cases. The jump drive has enough fuel for two jumps
which is removed from auxiliary thruster fuel (costs six minutes of thruster
fuel per jump) leaving three minutes of auxiliary thruster fuel with two
jumps. Fuel is hydrogen and fighters can also carry buddy tanks.
Maximum Range: Effectively unlimited by internal fuel (10 year
duration) although auxiliary thruster range is limited to approximately
15 minutes. Fighter uses a very small fusion cell system for power systems.
The fighter carries three weeks of consumables for fighter's crew.
Statistical Data:
Length: 118.11 feet (36.0 meters)
Height: 50.52 feet (15.4 meters)
Width: 178.48 feet (54.4 meters)
Weight: 20.94 tons (19 metric tons) unloaded
Power System: Fusion power supply with a 10 year duration.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 3 ft. Used for
emergency equipment and weapons.
Market Cost: Vaktoth: 85.14 million credits. Zartoth:
100.50 million credits
WEAPON SYSTEMS:
Special Systems (Zartoth Only):
The standard Vaktoth carries all the standard equipment of a Phase
World heavy starfighter including long range sensors and communications
(No gravity sensors / communications). The Zartoth electronic warfare fighter
carries additional jamming and sensor systems.
COMBAT BONUSES: The Vaktoth Starfighter is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill.
[ Phase World TM, Kreeghor TM, 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.]
[ Wing Commander copyright © Origin Productions]
By Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2006, Kitsune. All rights reserved.