Steiner Directorate SF-^^! Starfighter
![]() A pair of SF-^^! Fighters on patrol; They appear to be Steiner Directorate proper fighters. Steiner Directorate Imperial War Museum. |
Fuselage- Engines (Ø2)- | 5ØØ 25Ø each | Reinforced Pilots Cockpit- Tailerons (underside/Ø2)- | 3ØØ 1ØØ each |
Speed and Statistical Data: Weapons Systems: 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. 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. Optional Additional Armaments: 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. 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. Features:Driving on the Ground: ½ 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.
although rations and water will have long run out.
Cargo: Small storage space, 4 feet×4½ feet×4 feet.
Cost and Availability: 25 million credits to build.1. 3 MRM: This was the main weapon of the Starfighter; The add style='text-align:justify'ition 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
MD: 3D6
Range: 5 miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.
MD: 3D6
Range: 5 miles (double in space)
Rate of Fire: Per sensor officer’s attacks per melee; Once per melee for the pilot.
Payload: Effectively Unlimited.
4. 2 undercarriage VWC pods: Any type EXCEPT the Syncro-Cannon can be carried.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 is the most powerful laser battery ever put on a Mecha to anyone’s knowledge.
Purpose: Anti-Armor
MD: Tracking Blast: 1D6×1Ø; Concentrated Blast: 1D4×5Ø
Rate Of Fire: Once per melee
Range: 3Ø,ØØØ feet
Payload: Unlimited
MD: Per barrel: 3D8 per blast.
Range: 8 miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.
Effect:
Range: 2Ø miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: 2 blasts every other melee; It needs time to repower.
Pod: 5Ø Fiber Optic Cable: 1Ø Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area). | Anti-Missile Chaff/Flare Dispenser systems, the simpler Decoys originally used on the Starfighter is the one still in use. The reason they have not been switched out for the more effective L/TDP and AMC/FD systems is the Steinerian sense of superiority; However, privately owned combat ready craft have been retro-fitted to the better system. The decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the fighter. Note: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP’s, they aren’t powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.) Effect: based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 25Square feet. Duration: 1D4 melee rounds. Rate of Fire: Once per melee. Payload: 6 chaff/flares. |
![]() A ^^!a (REF-Standardized Variant) undergoing testing for REF Deployement; The program was eventually shelved, due to the high costs invovled in converting the Steinerian variants, and becasue of obstructionism by the Directorate. |