![]() | SF-^^! Starfighter. | ![]() | |||
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Aero-Space Forces | Aero-Space Forces | ||||
A contemporary of the BTL-A4 Koensayr is the Steiner Directorate ASF-252 Starfighter; When the Steiner Directorate disbanded (in preparation for annexation to the UGC), one of the conditions of their
The terms of the deal stated, in black and white, that the Starfighter was to be completely out of service after 20 years, no exceptions. However, the Steiner Worlds have constantly used one excuse after another to keep them in service. After 150 years, only about 1/4 of them have been replaced, and most of those have been replaced by second, Third, and even fourth hand F/AG-8 Phantom III's (a plane that BARELY remains in REF service as a medivac craft). However, the Starfighter IS legitimately dangerous; As aerospace fighters go, it's easily the fastest, has FTL capabilities, and is pretty cheap. This has made it popular amongst unallied groups, many of them fronting for various malcontent groups. The Steiner Directorate has been ordered, begged, and even bribed to discontinue the fighters, all broken; They've also been instructed to replace the Masers with lasers, and this is, slowly, happening (but only when the UGC pays the whole bill, plus the cost of replacement parts). The Starfighter can also work off of larger starships, however they can NOT be used with electromagnetic fighter catapult/recovery tubes; The circuitry is not hardened, preventing them from being exposed to the intense electromagnetic fields involved. The fighter is designed with a rear-facing sensor operator and tail gunner. However, the tail gun is NOT absolutely necessary, and the pilot can operate it anyways. Though useable as an automated defense pod, and fair as an automated reconnaissance drone, the Starfighter's simply too old and unreliable for a front-line fighter pod; Nevertheless, the Steiner Worlds keep them in service to this day; This fact has led the Steiner Worlds to constant threats of dis-membership, even embargo. If anything will lead the UGC to civil War, it will be the Steiner Worlds seceding, and the Starfighter leading the fight. Model and Number: SF-^^!; The Steinerians don't use numerals like Humans and the REST of the UGC, so "661" is replaced by these symbols. Nobody really understands why; They're Steinerians. Vehicle Type: Aero-Space Fighter/Attacker/Tactical Reconnaissance Crew: One or two. M.D.C By Location: | |||||
Fuselage- Engines (02)- | 500 250 each | Reinforced Pilots Cockpit- Tailerons (underside/02)- | 300 100 each | ||
Note: Usual conditions apply. Speed and Statistical Data: | |||||
Driving on the Ground: 1/2 mph for a few miles; Taxi only. FTL: Factor 10 In Atmosphere and Space: Mach 30 Maximum Range: 60,000 AU. The craft can be refueled in flight. Length: 30.3 feet (9.2 meters) Height: 10.7 feet (3.3 meters) Width: 17.8 feet (5.4 meters). | Weight: 14.5 tons (13.1 metric tons) unloaded Power System: Fusion power supply with a 15 day duration at normal output; Fusion power supply can run life support without any thrust for 2 years, although rations and water will have long run out. Cargo: Small storage space, 4 feet times 4.5 feet times 4 feet; Used for emergency equipment and weapons but a passenger can be crammed in emergency. Cost and Availability: 25 million credit to build; Takes 6 weeks. | ||||
Weapons Systems: | |||||
1. 3 MRM: This was the main weapon of the Starfighter; The addition of the Maser Cannon made that the preferred weapon in actual combat; However, the missiles remained the actual WORKING weapon of pilots. Purpose: Anti-Ship/Bunker Damage and Range: Varies by type used. Rate Of Fire: 1 missile per pilots attacks per melee. Payload: 3 total 2. Twin Forward Maser Cannons: Lasers work by amplifying light; Masers work by amplifying magnetic waves. As discussed, the maser was a weapon added AFTER the Starfighter was First deployed. Not as powerful or with as much range as a laser, the systems is much simpler, and can even be field-improvised if one can find a working microwave oven, or civilian radar. MD: 3D6 Range: 5 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited. 3. Rear Facing Maser Cannon: A Third, rear-facing Maser was also installed to reduce the effectiveness of tailing dogfighters; The weapon can be used by a rear-facing sensor officers at full ability, or can be fixed exactly rear and used by the pilot at one attack per melee. MD: 3D6 Range: 5 miles (double in space)u>Rate of Fire: Per sensor officer's attacks per melee; Once per melee for the pilot. Payload: Effectively Unlimited. Optional Additional Armaments: 4. 2 undercarriage VWC pods: Any type EXCEPT the Syncro-Cannon can be carried. ![]() A Privately Owned SF-^^! | Optional Alternate Armaments: 2a. Laser Auto Cannons: Normal lasers emit a short, hyper-intense beam of light which incinerates everything in a small area; Laser Auto Canons emit a full-melee beam of energy, like a rod of energy; This can either be placed on a particular spot for the full melee, or tracked to the target (+2 strike). Either way, this was the most powerful laser battery put on a fighter to anyone's knowledge at that point. Purpose: Anti-Armor MD: Tracking Blast: 1D6 times 10; Concentrated Blast: 1D4 times 50 Rate Of Fire: Once per melee Range: 30,000 feet Payload: Unlimited 2b. Plasma Cannons: Exactly the same as the optional plasma shoulder cannon from the Nousjadeul-Ger Male Power Armor, except that the range is GREATLY improved. One or both FORWarD Masers can be replaced with this weapon. MD: Per barrel: 3D8 per blast. Range: 8 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited. 2c. Ion Cannons: The ion cannon is the stun gun for spaceships; Normal damage, therefore, doesn't exactly apply (see Effect). One, two, or all three Masers can be replaced with these weapons. Effect: Against material: Roll on the following table: 01-60: Ships is dead in space; It will be drawn to the nearest gravity well (planet). The engine is completely dead, and can not be repaired. The ship must be abandoned. 60-90: The ships is restricted, roll again: 01-50: Ship is sluggish; 1/2 attacks per melee, and pilots, crew, etc are 1/2 to all applicable skills (i.e. pilot: spaceship of 85% now is 42%, rounded down). 01-51: Ship is DIS (dead in space); It will take 1D4 hours to repair the ship IF parts are available, or 1D4 minutes to jury-rig the ship. 91-00: MIRACLE; The blast had no effect! GM selects a non-drive system to destroy (that systems somehow grounded out the entire blast). Note: The fighters can still fire again. Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 60% chance of stunning those not wearing any. Spacesuits, rubber suits, etc also provide sufficient protection. Range: 20 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: 2 blasts every other melee; It needs time to repower. | ||||
Features: | |||||
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the high costs involved in converting the Steinerian variants, and because of obstructionism by the Directorate. |