
I decided to let you guys get a look at a fighter I have worked up, for my next project. I'm hoping some feedback will be productive.
KgL 24 Animikeeg ( little Thunder)
The KgL 24 was originally built as a multi role fighter for escort and ground support roles. It has a well streamlined body and Aerofins for in atmosphere manoeuvring, and heavy armour for it's size to protect it from enemy fire while operating close to hostile forces. The addition of an ejection/escape pod integrated into the cockpit makes it a favourite with pilots although it's light weight, and limited armament do tend to make it a secondary fighter when larger better armed fighters are available.
The design itself is decades old, modern electronics and power systems have replaced the older less advanced systems on production models, but dozens of older tech variants still exist in the hands of private groups, collectors, and racing teams around. Older models are largely similar to newer versions in performance and weaponry but are highly demanding in terms of maintenance, with many displaying various "quirks" due to their age and outdated technology.
The Animikeeg is a direct descendant of older designs by the Ojihb Design house making it easy to maintain with spares, and technical support common in frontier regions, or around large starports. Now removed from most naval forces, and used almost exclusively by mercenaries, planetary squadron, and in the hands of several Noble houses and Corporations. The Animikeeg has continued to be produced and sold in large numbers in regions where armed escort, and rapid response is a concern. In several cases large numbers of Animikeeg were purchased as surplus and are stockpiled for parts, and emergency deployment by Forces operating in the border sectors of the empire. At several locations Hundreds of Animikeeg set in bone yard needing only reinstallation of computers and weapons, and re ignition of their fusion plants to become fully operational.
10 ton Fighter
Hull....................0
Structure............1
Armour.................4/7 vs laser
Thrust.................10
Endurance:..........1 day
Crew Pilot
Programs
Manoeuvre
Firecontrol 1 2mcr
Ammunition: 1 ton Smart Missiles 0.03 Mcr
hull 10 tons 1mcr
Streamlined.......................................................0.1Mcr
Reflect Sheathing...............................................1 Mcr
Aerofins................................................0.5.........0.5Mcr
Armour: Crystaliron 4 pts........................0.5.........0.2Mcr
Drive: sE..............................................2.5.........4 Mcr
power plant sE.....................................2.4.........5 Mcr
cockpit...............................................1.5.........0.1 Mcr
escape pod:........................................0.5.........0.1 Mcr
electronics: standard.............................0............0
computer: Model 1 Rating 15.............................. 0.03Mcr
Fuel: 0.1 one day.................................0.1
Single turret fixed, fire control...............1...........0.1Mcr
Missile launcher: one ton ammo............1...........0.75Mcr
Total Cost 14.91Mcr
With Standard design discount.13.419 Mcr
Surplus Model: 30 year old Craft 9.3933Mcr:
Increased Maintenance required. Roll 3 times on Older ship table pg 136 Core rules.results that render a ship inoperable must be repaired before fighter can be used.
Game use suggestion: These small lightly armed fighters are excellent for private pilots, conversion into high speed racing vessels, or as fighters for mercenary or second line fighter squadrons in military campaigns. The lack the hull and structure to stand up to anything heavier than a missile or beam laser but they can absorb more punishment than their size suggests.
Plot Seed
Digging up Bones.
A private salvage company has found a small depot filled with decommissioned Animikeeg fighters. They have also discovered that a criminal cartel has began to rearm and refit the fighters to support piracy operations, and for sell to various criminal and revolutionary groups.
The Salvager has negotiated a letter of Marque to undertake a rather risky plan to drive off the pirates, and recover valuable spares and serviceable fighters for a Local Minor noble. He has arranged for a small mercenary company to assault the main pirate stronghold set up near the bone yard, and needs volunteers to fly out operational fighters and then support ground forces to drive out the criminals and their ground teams.
A mixed team of combat personnel, technicians, and pilots will be needed for the operation and the players will be joined by NPCs to fill in any vital gaps in the groups skills.
Once dropped off by an armed shuttle the players must fight past ground forces, and refuel and power up the fighters waiting for pickup...a total of 10-15 fighters are waiting to be recovered by a Smuggler who will arrive in the middle of the operation in a well armed 400 ton Vessel. The Smuggler captain will engage any fighter that approaches him, and attempt to land and deal with anyone near the depot to prevent them from stealing "HIS" fighters. He will have a few thugs and pirates with one or two former marines along as hired muscle.
refueling and rearming the fighters will be risky since they will be under fire at times, and at any moment a well armed hostile star ship could appear over the horizon. Ground crews and combat personal in the group will be picked up by another shuttle, unless the air group loses the fight with the smuggler ship, or flee,at which point they will have to arrange their own transport.
The Players are told that if they can not recover operational fighters they are to demolish them with explosives, or detonate one of the fighters fusion core, to destroy the facility.
if they are unable to recover or destroy the fighters and secure the depot, the Navy will dispatch a squadron of gunboats and destroy the sight rather than allow it to be looted. However the negotiated fees for their services will be reduced dramatically in the event of a mission failure.
If they wish after the operation is successful they are allowed to search the boneyard for parts, or junked out fighters to rebuild their own fighter from spares. This however may require the technical people of the group to work out how they want to reassemble parts from dozens of fighters into a single craft.