BIF-67-ST Ninja-To Stealth Starfighter (CAF/Bushido Industries):
As might be expected, the "Ninja-to" starfighter is a stealth fighter,
being that it is named after an Assassins weapons. The Oni, just like the
Japanese, have a sword known as the Ninja-To used by assassins known as
Ninjas. The Ninja-To was the primary sword of the Ninja just as the Katana
was the primary sword of the Samurai. In many cases, Ninja-To were just
cut down Samurai blades.
The Ninja-To starfighter is simply a modified Katana starfighter and
has virtually identical performance. It mounts the same shields, weaponry,
and drives as the Katana. The Katana is an incredibly maneuverable and
dangerous fighter even without the stealth features of the Ninja-To and
the Consortium operates large numbers in addition to the Black Eagle. A
fair number of pilots consider it superior to the Black Eagle. The Ninja-To
fighter simply adds a Phase Field generator. Bushido Industries cannot
manufacture the generator but instead simply buys them from Phase World
and installs them in the Ninja-To.
Even though more expensive than a standard Katana starfighter, the Ninja-To
is still far less expensive than the Star Ghost. Bushido Industries own
forces operate the vast majority of these fighters. A handful have been
purchased by the Consortium Armed Forces for testing and potentially intelligence
missions. A few private operators and small mercenary groups have bought
these fighters as well. All have rated these fighters quite highly. Bushido
will sell these fighters to almost anybody.
Bushido Industries has most recently had a large amount of problem with
raiding on their shipping. There is speculation inside the company that
this is not common piracy but in fact is sponsored by rivals of the company.
The company forces have been using these stealth fighters to ambush pirates
and attempting to find out who might be behind them.
The special phase field generator takes the place of the fighters utility
closet and leaves the pilot with only a very tiny compartment for personal
equipment. The fighter does not have a phase jump system and only has the
phase field generator. The generator is capable of both a protective field
or rendering the ship insubstantial. Special attention was spent so that
the shields of the fighter can still be operated on the fighter but cannot
be operated at the same time the ship is operating the Phase Field generator.
Because the fighter is virtually a Katana starfighter, the fighter may
use the Contra-Grav B-FTL-01X faster than Light pack designed for the Katana.
Even though the pack is still experimental, there has been some proposals
to outfit all Ninja-to fighter with the control computers for the faster
than light pack. So far, this has not been done. Using the faster than
light pack in conjunction with the phase field makes the fighter any incredible
scout element.
As stated, the Ninja-To fighter is otherwise identical to the standard
Katana starfighter. This makes logistics generally quite easy because it
uses the same parts as the much more common fighter. With the Ninja-To,
a new weapon pod was introduced. This is the Phase Cannon pod. This pod
is most commonly carried on the Ninja-To but can be carried on other Bushido
This fighter uses modified starship speeds and weapon 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: BIF-67-ST
Vehicle Type: Stealth Fighter
Crew: One.
M.D.C. By Location:
| Weapon Pods (2, Underside): | 30 each |
| Missile Pylons (4, on the Underside): | 10 each |
| [1] Main Body: | 600 |
| Cockpit: | 250 |
| [2] Variable Force Field: | 300 per side (1,800 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% (90 M.D.C.) per melee round.
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 1.4 percent of light per melee. If the fighter is carrying
the F.T.L. booster, the fighters acceleration is reduce as per the booster
(maximum of 1.2 percent of light per turn.)
Atmospheric Propulsion: 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. While not covered under the original description,
both the Ninja-to and the Katana have a reduced to speed if fully loaded,
reduce maximum speed to Mach 7 (5,190.2 mph/ 8,352.8 kph) in an atmosphere.
If the fighter is carrying the F.T.L. booster, the fighters top atmospheric
is reduce as per the booster - maximum speed is Mach 7 (5,190.2 mph/ 8,352.8
kph) in an atmosphere.
Stardrive: Only when carrying external Contra-Grav FTL flight
system (See Writeup for details.)
Maximum Range: Effectively Unlimited by drive system but only
has supplies for pilot for three weeks.
Statistical Data:
Length: 50 feet (15.2 meters)
Height: 12 feet (3.65 meters)
Width: 40 feet (12.2 meters)
Weight: 15 tons (13.6 metric tons)
Power System: Main power System: Advanced Fusion with
30 year life span. Phase Power System: All special phase abilities
of the ship are powered by a phase-field generator that has 200
"charges." When all these charges are spent (each use of a phase-field
power uses up one charge), the generator needs one hour to regenerate power.
Until it is fully recharged, no further special powers will be possible.
Cargo: Minimal Storage Space, place for a rifle, handgun, small
survival kit, signal flares, and food rations.
Market Cost: 165 million credits (Compared to 65 million credits
for the Katana.) Most weapon pods cost between 5 and 10 million credits
each but the phase cannon pod costs 16 million credits.
WEAPON SYSTEMS:
- One (1) Particle Beam Cannon:
Not surprisingly, this cannon
is identical to the cannon that is carried in Katana fighter and while
the cannon does not do as great a damage as some of the rail guns on other
fighters does still inflict impressive damage. Like the Katana fighter,
the cannon is protected by the ships hull and is not considered destroyed
until the fighters main body is destroyed. The weaknesses of this cannon
is largely compensated for by the use of weapon pods.
Maximum Effective Range: 4 miles (6.4 km) through atmosphere
and 200 miles (321.8 km) in space.
Mega-Damage: 2D6x10 per blast
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: Effectively Unlimited
- Two (2) Weapon Pods:
The fighter can carry two special purpose
weapon pods. They are identical to those carried by the Katana starfighter
and are attached centerline on the underside of the Tanto. Like the pods
on the Katana, the pods can be changed or interchanged within 10 minutes
by a capable service crew that is familiar with the fighter. Crews that
are not familiar with Bushido Industries designs may require an additional
2D4 minutes
- Anti-Starfighter Weapon Pod:
This pod combines a medium range
missile launcher and a powerful gravity rail gun. Along with Fighters,
It is also useful for use against Robots and Power Armors. The rail gun
is very powerful but is short ranged. Projectiles come out of the gravity
rail guns at a significant fraction of the speed of light. Medium Range
Missiles has a top speed of Mach 15 in an atmosphere and in space has
an acceleration of 6% of light per turn. Normally used for anti-fighter
and point defense. Medium range missiles can be launched on multiple targets
simultaneously.
Maximum Effective Range: Gravity Rail Gun: 2 miles (3.2
km) through an atmosphere and 100 miles (161 km) in space. Medium Range
Missiles: 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750
km/0.43 light seconds).
Mega-Damage: Gravity Rail Gun: 3D6x10 per 40 round burst.
Medium
Range Missiles: Varies with medium range missile type (See
Phase World
Missiles.)
Rate of Fire: Gravity Rail Gun: Equal to the combined
hand to hand attacks of the Pilot (usually 4 or 5).
Medium Range Missiles:
One at a time or in volleys of two (2), three (3), or four (4) missiles.
Payload: Gravity Rail Gun: 8,000 rounds (200 bursts).
Medium
Range Missiles: Sixteen (16) medium range missiles.
- Cruise Missile and Laser Pod:
A mount that carries two cruise
missiles and a light laser to backup the internal particle beam. Cruise
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).
Cruise missiles can be launched on multiple targets simultaneously. Cruise
missiles have minuses to hit small targets but are all considered smart
missiles. Whether weapons can be shot down is calculated from the speed
of target, launcher, and missile. When drive goes dead, missile will still
cruise 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.)
Maximum Effective Range: Cruise Missiles: Range is 8,000
miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5
light seconds). Light Laser: 1 miles (1.6 km) through an atmosphere
and 100 miles (161 km).
Mega-Damage: Cruise Missiles: See
Phase World
Missiles for details (Anti-Matter inflicts 4D6x100 MDC). Light Laser: 6D6 per blast.
Rate of Fire: Cruise Missiles: One at a time or in volleys
of two (2). Light Laser: Equal to the combined hand to hand attacks
of the Pilot (usually 4 or 5).
Payload: Cruise Missiles: Two (2) Cruise Missiles. Light
Laser: Effectively Unlimited
- Mini-Missile Pod:
This is a pack of mini missiles that can
be used against ground targets, infantry, and against starships. Missile
has a top speed of Mach 10 in an atmosphere and in space has an acceleration
of 2% of light per turn (slightly faster than any starship except if it
is exceeding it maximum safe acceleration). Mini-Missile is phase world
are normally guided.
Maximum Effective Range: Missile range is 2 miles (3.2 km) in
an atmosphere and 100 miles (161 km) in space
Mega-Damage: Varies with mini-missile type (See
Phase World
Missiles.)
Rate of Fire: Can fire mini-missiles one at a time or in volleys
of two (2), four (4), eight (8), or twelve (12.)
Payload: Forty-Eight (48) mini-missiles.
- Plasma Ejector Pod:
A very heavy weapon that fired superheated
plasma. Very destructive weapon but limited in rate of fire and short ranged.
The Ejector Pod is capable against tanks, Giant robots, and large starships.
Maximum Effective Range: 25 miles (40 km) in space and 1,200
feet (326 m) in an atmosphere.
Mega-Damage: 1D4x100 M.D. per cannon.
Rate of Fire: Twice per melee each (each shot counts as two
melee attacks, even when linked together).
Payload: Effectively Unlimited.
- Phase Cannon Pod:
The weapon is designed to take out the
Crew of target ship without damaging the target ship. Does no damage to
inanimate objects (such as other fighters) but damages personnel and does
do damage to force fields. Identical to weapon in star ghost starfighter.
Maximum Effective Range: 300 miles (480 km) in space. 3 miles
(4.8 km) in an atmosphere.
Mega Damage: 3D6 to all living targets in a 30 ft (9.1 m) diameter
around blast point or 1D6x10 to force fields and creatures 10 feet (3.0
m) or larger. The damage is SDC to SDC targets and MDC to MDC targets.
Rate of fire: Equal to the combined hand to hand attacks of
the Pilot (usually 4 or 5).
Payload: Effectively Unlimited.
- Four (4) Missile Pylons:
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 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).
Long Range Missiles has 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 has 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 still cruise 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 Missiles range is 8,000
miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5
light seconds), Long Range Missiles range is 3,400 miles (5470 km)
in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in
space, and Medium Range Missiles range is 160 miles (257.5 km) in
an atmosphere and 80,000 miles (128,750 km/0.43 light seconds).
Mega-Damage & Properties: See
Phase World
Missiles for details (Cruise Anti-Matter inflicts 4D6x100 MDC and
Long Range Fusion inflicts 2D4x100 MDC).
Rate of Fire: One at a time or in volleys of two (2), three
(3), or four (4) missiles.
Payload: One (1) Cruise Missile, Two (2) Long Range Missiles,
or Four (4) Medium Range Missiles per Pylon.
- Phase Fields:
The ship can generate two different protective
phase fields. The first is a deflector shield that disperses incoming energy
attacks, bullets, rail gun rounds, and explosions. When system is active,
damage from incoming attack is divided by 10 (With the exception of magics,
psionics, and other phase weaponry - These do full damage). When phase
field is active, only laser cannons systems can be used. The phase cannons
are not operational and the fire control for the missiles are disrupted.
Second field is "Ghost Mode", an Out of Phase field that renders ship insubstantial
and immune to all non magical attacks and energy. Ship is removed from
normal three- dimensional space. Ship can observe things in the three dimensional
world but is completely undetectable by normal means including the "See
the Invisible" spell and most sensors (it is not invisible to Prometheans
and phase technology). Ships speed is reduced to 25% of ships speeds and
accelerations when in this mode but it can move in any direction including
up and down and is not impeded by normal barriers. Ship can be stopped
by Phase Fields, Force Fields, and Magical Fields and cannot resolidify
inside other ships or solid objects. No weapons can be fired either while
ship is out of phase.
Duration: Deflector Fields: Eight minutes per charge. Ghost
Mode: One minute per charge.
Payload: 200 "Charges" Each activation consumes one "charge"
from phase-field generator in the ship (see Power System, above). Activating
either field counts as one melee action/attack. Activating a field can
be used as a dodge to avoid incoming attacks. Only one field can be activated
at one time and not both simultaneously. They cannot be activate at the
same time as the ships conventional force field as well.
- Special Bonuses:
Like the Katana starfighter, this fighter
is extremely maneuverable; add +5% to the pilots piloting skill, +1 to
strike, +2 to dodge energy and projectile fire, and +3 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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and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
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By Kitsune (E-Mail Kitsune).
Copyright © 1998 & 2011, Kitsune. All rights reserved.