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Colonial Asp Starfighter:
The fighter is a long almost needle like structure with a blunted nose in which the fighters senors are located. The fighters cockpit is about half way between the nose and rear of the fighter and immediately behind the fighters cockpit are thee engines, one right behind the cockpit and two lower down on the fuselage of the fighter. The fighter has two small wings and a small rudder to improve flight characteristic in an atmosphere. The fighter has three struts with roller style wheels for landings. The Pilot and gunner sit side by side in the Cockpit and the fighter can carry up to two passengers in a storage bay behind the pilot and gunner. In case of emergency, the entire fighters cockpit ejects and has an emergency rescue beacon. The fighter is armed with two laser cannons beside the pilots cockpit as its main weapon system. The fighter can also carry 2 anti-ship missiles for missions against capital ships that carried on the underbelly This fighter does have some disadvantages when compared to other starfighters. These are that unlike many C.A.F. and Kreeghor ships, uses an ion engine that has a much shorter duration than the contra-grav engines used on many other starfighters and fighter does not carry many missiles Notes of game conversion: Because of the nature of the series "Battlestar Galactica" and the needs to put the fighter into game mechanics, I have given many statistic as two different possible statistics to take this into account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area. In some ways each version is closer to what was seen in the series. Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreegor fighters. This version is recommended if you with to put them into Phase World as among equals. See Revised Starship Rules for Phase World for more details. Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In Orbit, Phase World if used as a lower tech race, used with my forthcoming Earthforce ships conversions for B-5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the fighters velocity and distance traveled.
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time 1 G = 32 feet (9.8 m) per second ² Model Type: CF-SF-15 M.D.C By Location:
Notes: Speed:
Statistical Data: WEAPON SYSTEMS:
Range: Phase World Version: 800 miles (1,290 km) in space and 8 miles (12.3 km) in an atmosphere. Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space. Mega Damage: Both Versions: 4D6x10 for both cannons. If one cannon is destroyed, damage is reduced to 2D6x10. Rate of fire: Equal to pilots hand to hand (Usually 4 or 5). Payload: Effectively Unlimited. Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has 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). When drive goes dead, the missile will still cruise 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 torpedoes when dead at -25% to detect.) See Modified starship rules for more details Moderate Version: The description of these are close to that used for conventional cruise missiles Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range. Range: Phase World Version: Powered torpedo range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Use new missile/bomb tables). Mega-Damage & Properties: Both Versions: Varies with cruise missile types (Use new missile/bomb tables) - Anti-Matter warheads are NOT available. Rate of fire: One at a time or in volleys of 2 Payload: 2 Missiles (Effectively Cruise). COMBAT BONUSES: The Colonial Asp is very maneuverable and very accurate. Use the Phase World Starfighter combat (Elite or Basic) skill. These bonuses are in addition to those from the piloting skill.
+1 to strike with Turbolasers +1 to dodge +5% to all piloting skills.
[ Phase World TM, Kreeghor TM, and CAF TM are trademarks owned by Kevin
Siembieda and Palladium Books Inc. ] By Kitsune (kitsune@addr.com ). Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.
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