ST/HP: 130
Hand/SR: +1/4*
HT: 13
Move:
10/400
(+13)*
LWt.:
16.5
Load:
7.25
SM: +5
Occ.:
1ASV+1rx
DR:
50/25†
Range:
20,000,
2
jumps (Rating
1)
Cost:
$8.75M
Loc.:
g2Wi3rR
Stall:
40*
Total
Chase Roll:
+14
(+16
with afterburner)
*The Wildcat is equipped with an
Afterburner which improves the Move to 15/500
(+14) and gains +1
handling and consumes four times as much fuel (reducing range
to 5,000 miles, if used continuously). The
Wildcat has an accessory module slot an armor module slot which, if
loaded with a heavy slot, reduces the handling to +0/4, Move to 9/400
(+13) (14/500 (+14) with afterburners) for a total chase roll of +13
(+14 with afterburners) and increases the stall speed to 45. See
additional modules for more.
†The Wildcat has 50 carbide composite DR
on the front and 25 on the rest; double DR
vs shaped charges or plasma attacks. The Wildcat has an accessory
module slot and an armor module slot that may improve these numbers.
Notes
Redjack Heavy Fighter Electronics:-
Medium Tactical Ultra-Scanner: 30-mile
scan, 3-mile imaging/bioscan; 360°;
-
Targeting Computer: +5
to hit target with a scan-lock.
-
Night Vision Sensors: +9
nightvision, ×8
magnification (up to +3 to aimed attacks, if the vehicle aims for
three turns).
-
Distortion Jammer: -4
ECM penalty for missiles;
+2 to jam missiles.
-
Tactical ESM: +1
to dodge missiles.
-
Medium Holographic
Radio: 1,000 mile range
(orbital); “palm sized” holographic console.
-
Security and Safety:
Simple
Locks; Ejection Seat.
-
Accommodations:
Bunks
for 2; Minimal galley/toiletries; Total life support.
-
Hyperdrive: Rating
1,
with
sufficient fuel for 2 jumps.
-
Hyperium Reactor: 24
hours
endurance at
full speed (6
hours with afterburners).
The Wildcat has three Weapon Modules, one central in its body, allowing for a very heavy, one-ton nose-cannon, and two wing-mounted, half-ton modules. It takes 30 minutes with proper tools to change any of these modules, and 1 hour to change them without the proper tools.
Main Weapon Modules
The Main Weapon modules run the length of the body, positioned in the nose of the craft.The B00-M Heavy Plasma Cannon Module: Sometimes called the “double-aught,” the B00-M Cannon is the most commonly used main weapon module for a Wildcat. This heavy fighter cannon exchanges rate of fire and reliability for devastating firepower. The B00-M can only fire once every three seconds, and risks overheating after firing more than three shots without waiting 10+ seconds between shots, and needs a full minute to cool down. However, it hits with an unparalleled force for a fighter, and many pirates prefer it to missiles for taking down hard targets, because then they needn’t carry stockpiles of weapons. In Action Vehicular Combat, the B00-M can technically fire once per turn, as an optional rule, the GM can require the pilot to wait one turn between turns to fire it, our to make a Gunnery (Beams)-4 roll to vent heat and cycle the charge faster. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier.
The MIN-33 Light Laser Cannon Module: Sometimes called the “Minnie” the MIN-33 Laser Cannon is a lighter variant of the MIN-3R Artillery laser cannon. Redjack advertises it as “light mining equipment” intended for carving up metallic asteroids, but it fares remarkably well against well armored ships, provided the fighter can close in enough to focus the full power of the weapon on the target, and keep it on the target. It deals full damage at Extreme range, and half damage at Distant.
The SP74-TR Heavy Plasma Gatling Module: Popular with Wildcat pilots who expect to dogfight, this gatling plasma cannon lays down a serious barrage of plasma shots more than powerful enough to kill other fighters. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier; most Wildcats will simply lay down a barrage of fire, like a focused flak cannon, near their target and hope the saturation fire will hit their target.
The NUK-3 Disposable Torpedo Bay: A more popular weapon for third parties (especially the Alliance), the NUK-3 allows a full isomeric torpedo to be loaded where the main gun would normally. This results in an odd look for the craft, with a closed “launch bay” where the gun would normally be, unless the torpedo has been fired, in which case a gaping, open bay sits where the main cannon would be. Wildcat pilots that load the NUK-3 usually have at least one wing-cannon loaded, in case they get into a dog fight. The NUK-3 takes so long to load and, being a single-shot weapon, generally works best in large military formations where fighters can be “expended” in their attack and then return to their carrier for a 30-minute reload.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
Notes
|
NOV-4 Heavy Plasma Cannon Module |
6dx30(2) burn ex
|
6
|
4 mi/12 mi
|
4000
|
1/3
|
15/2F
|
M
|
-10
|
3
|
[1]
|
MIN-3R
Mining Laser Module |
5d×15(10) cut inc
|
12
|
500/3 mi
|
4000
|
1
|
25/5E
|
M
|
-10
|
1
|
|
SP74-TR
Heavy Plasma Gatling
|
6dx15(2) burn ex
|
6
|
3mi/
8mi |
4000
|
8
|
88/
3F |
M
|
-10
|
3
|
|
Isomeric Torpedo Bay |
6d×500 cr ex
|
3
|
300/
10 mi |
2500
|
1
|
3
|
150M
|
-15
|
1
|
Wing Weapon Modules
The Wildcat has two separate wing modules, one per wing, rated for 1200 lbs.The BAN-6 Plasma Cannon Module: Redjack designed the BAN-6 for lighter vehicles, and the Wildcat rarely loads it. Ultimately, it’s a smaller, lighter version of the B00-M heavy plasma cannon, and follows the same rules: it risks overheating if it fires 3 shots in a row without letting the heat dissipate for 10 seconds between shots, at which point it needs a full minute to cool down. In Action Vehicular Combat, the BAN-6 can technically fire once per turn, as an optional rule, the GM can require the pilot to wait one turn between turns to fire it, our to make a Gunnery (Beams)-4 roll to vent heat and cycle the charge faster. It can also aim at a spot near its target, gaining a +4 to hit, but sacrificing the armor modifier.
The SC4-TR Plasma Gatling Module: Most Wildcat pilots consider this a good backup weapon, especially if they’re carrying heavy, anti-corvette or anti-capital weaponry in their primary weapon module slot.
The ZIP-3R Blaster Gatling Module: The most popular Redjack fighter weapon, the ZIP-3R works as a fairly standard blaster gatling weapon; its high rate of fire make it an excellent choice when dogfighting, and it retains the excellent penetration capacilities of blasters, allowing it to more easily punch throw composite or EMA armor, and their superior accuracy make them more popular with ace pilots and patient fighter pilots.
MSML Missile Module: Wildcats can also mount fairly standard 160mm Missile Bays into their wing modules. These tend not to be popular with the typical Redjack market, who don’t like to stock missiles, but third parties, especially the Alliance, love them for their added flexibility and firepower.
Weapon |
Dmg
|
Acc
|
Range
|
Ewt
|
RoF
|
Shots
|
ST
|
Bulk
|
Rcl
|
BAN-6 Plasma Cannon |
5dx20(2) burn ex
|
6
|
2mi/
10mi |
1200
|
1/3
|
15/3E
|
M
|
-10
|
3
|
SC4-TR Plasma Gatling |
6dx8(2) burn ex
|
6
|
3 mi/
10 mi |
1200
|
8
|
160/F
|
M
|
-10
|
3
|
ZIP-3R Light Blaster Gatling |
6d×4(3) burn
|
9
|
2mi/
5mi |
1200
|
16
|
200/F
|
M
|
-10
|
2
|
160mm MSML Plasma Burst Missile |
6dx15 burn ex
|
4
|
1000/30mi
|
1200
|
1
|
4
|
M
|
-15
|
1
|
160mm MSML Plasma Lance Missile |
6dx30 (10) burn ex
|
4
|
1000/30mi
|
1200
|
1
|
4
|
M
|
-15
|
1
|
Additional Modules
The Wildcat has two additional module socket: a centrally located “Accessory” module slot, and a series of nodes and sockets that allow the connection of an “armor” module slot that layers over the main armor of the vehicle. It takes 30 minutes with the proper tools to change the Accessory module, and an hour to change the armor module, and double if the character lacks the proper tools and environment to change the module.The additional weight of the module complicates the calculations of the Wildcat’s speed and handling. If any Accessory or Armor module slot is loaded with a Heavy module (or if both are) reduces the handling to +0/4, Move to 9/400 (+13) (14/500 with afterburners) and increases the stall speed to 45.
Accessory Modules
Redjack AM49 “Silverback” Force
Screen Module
Heavy Module
4,000 lbs;
$400,000.
The Wildcat can be
loaded with a force screen module, the “Silverback” or the
“AM49er” that contains two F-cells; the Force Screen lasts for 12
minutes of continuous use and provides 300 ablative,
hardened DR; once depleted, the Force Screen can recharge off
of the fighter’s hyperium reactor in 12 hours.
Redjack AM76 “Blackheart” ECM
Module
Light Module
1000 lbs,
$200,000.
The blackheart
module, or the “76er” module provides additional ECM resources.
It adds additional computing power necessary to engage in
hyperspatial navigation without the assistance of a robot and
improves the targeting of the Wildcat to +6 per lock rather than +5
per lock. It also provides a 2-mile radius Area Distortion Jammer
which uses advanced, proprietary Distortion technology that improves
the ECM value of the Wildcat and those in formation with it to -5; it
has a Distortion Scrambler that can jam enemy communications out to
20 miles away; finally, it has FTL communication capabilities
allowing it to communicate out to 3 parsecs away. Blackheart modules
are so common among pirates that some people refer to Wildcats with
pirate markings as “Blackhearts” or “76ers.”
Redjack AM420 “Holdout” Shielded
Cargo Module
Light Module (Unless carrying more
than 1000 lbs, in which case it’s a Heavy module)
Little
more than a shielded box in place of an actual module, because the
cargo module integrates just as any other module, it makes it
difficult to notice and acts as a basic Smuggling
tool. The cargo module is also climate controlled and shielded (-6
to scan its contents). It can be used to haul up to 4 passengers in
a pinch, but the Wildcat’s life support was not built to
handle so many people: either give them some form of breathing mask,
or roll the Wildcat’s HT-1, -5 per additional stowaway after the
first once per day; on a failure, the life support system begins to
break down and will fail within 24 hours. If the “Holdout” module
has more than 1000 lbs of
cargo, reduces the Wildcat’s Move to 8/400 (or 10/500) and lowers
handling by 1.. 100 lbs,
$25,000.
Redjack AM110 “Longstrider” Fuel
Capacity Module
Light Module
1000 lbs (fully
fueled); $500.
The Longstrider
module is a simple, self-sealing hyperium fuel tank. It provides
four additional “fuel points,” which may be spent to shunt into
hyperspace, or provide an additional 12 hours of flight time.
Armor Modules
Armor modules are less comprehensive in their protection of the wildcat than integrated, built-in armor. As an optional rule, called shots for armor chinks automatically bypass Armor Modules in addition to halving the DR of the Wildat, and disabling the Wildcat’s armor destroys the Armor Module.Redjack “Snowflake” Armor Module
Light Module
1000
lbs; $50,000.
One of the most common and cheapest forms of armor available to the Wildcat, this adds gleaming white plates of Cerablate to the whole of the vehicle, giving it its nickname of a “Snowflake.” The Snowflake armor provides an additional +50 ablative DR (+100 to the front) against blasters, plasma weapons and plasma warheads, and 15 non-ablative DR (+30 to the front) against everything else.
Redjack “Tank” Armor Module
Heavy
Module
2500
lbs; $300,000.
The Tank armor module integrates EMA armor onto plates of heavy carbide armor, increasing the DR of the Wildcat to 110/55, with triple DR against plasma attacks, plasma warheads or shaped charge attacks.
Redjack “Blackout” Armor Module
Light Module
1000
lbs; $100,000
Blackout Armor consists of smooth, matte black plates added to the top layer of the vehicle. These absorb Ultrascanner signals, providing an additional -4 ECM value. Additionally it increasing the DR of the Wildcat to 80/40, but removes the composite nature of the armor (that is, it no longer doubles against plasma attacks or shaped charges).
ARC “Manticore” Armor Module
Light Module
1000 lbs, $500,000
Redjack, to better market its Wildcats, combined its efforts with ARC and they jointly created Diamondoid armor plates suitable for the Wildcat; Maradonian fleets tend to field Wildcats as a “poor man’s raptor,” and typically equips them with Manticore armor and Longstrider fuel for longer range, and then refers to them as a “Manticore-Pattern heavy fighter.”
Manticore armor increases the DR of the Wildcat to 110/55, and its elegant sculpting provides a +1 reaction bonus.
“Junker” Armor Module
Heavy
Module
2500
lbs; $25,000.
Some Wildcat pilots, unable to find or afford better armor, just bolt on whatever scrap metal they can. These can be acquired for free with a Scrounging roll, but free junker armor doubles the time required to load on the armor, and requires an Armoury (Vehicular armor) to apply properly. A failure of this roll reduces the Wildcat’s handling by 1 (in addition to the extra mass of a heavy modules!) and reduces the penalty to attack armor chinks from -10 to -5.
Junker armor increasing the DR of the Wildcat to 110/55, and removes the composite nature of the armor (that is, it no longer doubles against plasma attacks or shaped charges).
Common Wildcat Loadouts:
The Redjack “Wildcat” Medium Starfighter: If one purchases a “Wildcat,” this is generally what Redjack shipyards sell you. It focuses exclusively on plasma weaponry, has additional fuel to allow it to travel farther and make additional jumps, critical to many of their customers, and it uses Cerablate armor for that little bit of extra defense if they get caught in a bind. Their combined ROF from their Gatling Cannons are 16; Add +50 ablative DR (+100 to the front) against blasters, plasma weapons and plasma warheads, and 15 non-ablative DR (+30 to the front) against everything else, and gain 4 “fuel points” which can add another 12 hours (or 10,000 miles) or another jump each.-
B00-M Heavy Plasma Cannon Module
-
2 SC4-TR
Plasma Gatling Modules
-
“Longstrider”
Fuel Capacity
Module
-
“Snowflake” Armor Module
Reduce handling to +0/4, Move to 9/400 (+13) (13/500 with afterburners) and increases the stall speed to 45; increase the DR of the Manticore to 110/55 and gain 300 points of hardened, ablative force screen DR.
-
SP74-TR
Heavy Plasma Gatling or
NUK-3 Disposable Torpedo
Bay
-
2 MSML Missile Module
-
AM49 “Silverback” Force Screen Module
-
“Manticore” Armor
Module
Reduce handling to +0/4, Move to 9/400 (+13) (13/500 with afterburners) and increases the stall speed to 45; increase the DR of the Junker to 110/55 but remove the composite bonus (no doubling DR against plasma attacks).
-
MIN-33
Light Laser Cannon
Module
-
2 SC4-TR
Plasma Gatling Modules
-
“Longstrider”
Fuel Capacity
Module
-
“Junker”
Armor Module
Look and Feel
The Wildcat is not
an especially beautiful craft. Stripped of its modules, it looks more
like a fighter frame, with naked attachment struts and gaps in the
frame where the modules should go. Even completely put together, the
vehicle isn’t especially beautiful, with seams visible between the
additional plates and a bulky appearance to the vehicle.
Nonetheless, many pilots swear by their Wildcat and its reputation
for reliability.
The Wildcat
resembles a flattened out, wide rocket. Its large engines, with
flaring manueuver plates arranged around the four main thrusters,
dominate its back. Its small wings jut out to either side towards the
top of the vehicle, providing a small amount of lift, but mostly
acting as housing for fuel and weapon modules; the vehicle slopes
towards its front, with a blunt cockpit “nose,” with the techbot
slot just behind the cockpit, and the main weapon module jutting out
from beneath, like an extended chin. The Wildcat’s accessory
module sits atop the vehicle like an exaggerated spine or “hump.”
The cockpit has a
comfortable design if a cheap look. The cockpit exposes the wires
and framework of the underside of the controls, allowing the pilot to
rapidly access them if he needs to make impromptu repairs. The pilot
seat has a nice, comfortable cloth or leather surface. The Wildcat’s
cockpit also sports a dash and most have a small clutter of collected
gewgaws. The cockpit has sufficient room for a pilot in a vacuum
suit, and it can withdraw the air provided by the life support
system, like an airlock, if the character wishes to open the cockpit
while in space to depart his vehicle. The character also has
sufficient room to maneuver in the cockpit to exit and enter a
cramped crawlspace to enter into a small “cubby” with a bunk, a
tiny kitchenette, a small toilet and a small cargo space about the
size of small footlocker. Wildcat pilots tend to call the
accommodations the “coffin” and love to complain about it, but it
represents a boon on especially long flights, and some pilots use
their Wildcat as a personal transport, similar to a very cut down
Ronin. The life support system within a manticore, once sealed, has
a distinct “styrofoam” scent to it; the life support system of a
Wildcat lasts nearly forever, and antique ones gain a sour, moldy
scent, but remain perfectly functional (at least according to their
pilots).
Like most
fighters, the Wildcat rests on retractable runners. When ready to
take off, the craft activates a repulsorfield and hovers on it as it
retracts its runners. When activated, the engines prep with a
distinctive and low “growl” and then flare a brilliant blue and
the maneuver flaps extend around the engine, giving the impression
that the Wildcat’s engines have grown, or that the Wildcat “has
its hackles up.” The afterburners extend the maneuver flaps
further and turn the “growl” into a full-throated roar. The
Wildcat has extraordinarily powerful engines for its size, and it has
a palpable, powerful acceleration, especially with its afterburners,
which push it to 1.5 Gs. Thanks mainly to its small wings, the
Wildcat turns sluggishly (and is even more noticably sluggish when
loaded with heavy modules); skilled pilots learn to compensate for
the wide turning radii with heavy use of braking and sudden, powerful
thrusts.
Thanks to their
modularity, Wildcats can fulfill nearly any role and are the go to
combat vessel for belters and pirates. They fare best when attacking
corvettes, however. They can bring to bear some fairly powerful
weapons against the relatively slow targets, and their weaker
maneuverability doesn’t hurt them as much. Against capital ships,
they need to invest in some highly specific weaponry (such as their
torpedo bay or, if they’re patient, their mining lasers). Most
lighters can outmaneuver them with ease, however, forcing the pilot
to rely on sheer firepower and armor to engage their target;
unfortunately for Imperial pilots who underestimate a Wildcat,
reckless flying and a barrage of proximity plasma explosions can make
up for a lot of poor maneuverability; the Wildcat needs only get
lucky once to defeat most lighter fighters.
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