


ASF-14 Viper StarfighterASF-14 Viper Starfighter |
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 A pair of Vipers on patrol, Terra. |
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Viper Starfighter |
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Production Information |
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Manufacturers | Many. |
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Class | Fighter |
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Technical Specifications |
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Length | 29.71 feet |
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Maximum Speed | Mach 1Ø. |
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Maximum Altitude | 26 feet 2¼ inches |
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Engine Units | ZZ-R1Ø5/nn Fusion Reactor System |
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Armament | Twin Forward laser CannonsShort, Medium, and Long Range Missile’sAerial Mines Optional Alternate Armaments:Forward Plasma CannonsForward Ion Cannons |
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Crew | One or Two |
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Passengers | None |
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Usage |
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Role(s) | Aero-Space Supremacy Fighter |
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Eras | Since at least the Forgotten War. |
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Affiliation | UGC |
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 A trio of vipers on patrol (location and date unknown) |
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The Viper Aero-Space fighter was developed by Colonial Armaments, Inc, as an fully trans-atmospheric aero-space fighter. For reasons that are entirely unclear, the UGC has refused to accept the design, despite widely popular support from all the services for it; Even the ground pounders in the R.E.F. and various R.D.F. Armies wanted the other branches to have them.The R.E.F. and R.D.F. Spacies and wanted them as supremacy fighters; The Marine wanted them as ground support/supremacy fighters. Even the Patrol wanted them as smuggler ship interceptors (shooting the thrust system on smugglers, making boarding possible).But the UGC refused to accept the design, citing several reasons; Most especially, the already existent Guardian Series Mecha’s general supremacy.The services managed to politically strong-arm the UGC into allowing the Patrol to obtain a few as “go-fasters” (so called because they “go faster” than “go fast” smuggler ships, and used to disable them); Then they managed to get the Marine to receive some (as a cheaper option to the Guardian Fighter, as they needed a LOT more air support for ground pounders). The Spacy was approved to receive the units the next year for fixed-site defense (space stations and planetary bases), but only at remote, isolated duty stations. The reason: Guardians Fighters, despite their relative simplicity over Veritechs, are still VASTLY more complicated than simple fighters.The Viper and it’s bomber partner, the ASB-6Ø1 Cylon, have now entered wide-spread service in the REF. there are also two-seater, Strike, and Stealth variants of this craft.Entering the R.D.F. proved SLIGHTLY less difficult, as the individual systems have some discretionary spending, and can supplement them with their own funding. Civil Defense Forces have had the least trouble introducing the fighters, since the city/county/state has FULL discretionary funding, but the price tag has delayed entry extensively (especially versus the price of Warbirds); However, Space Colonies have taken them on for civil defense.Note: Critics of the design have stated that the Viper is T’sentrædi Technology; This is patently untrue. The engine compartment layout is very similar to the Gnerl Fighter Pod, but the design is, in no way, T’sentraedi tech.Name: Viper Aero-Space Fighter Model Type: ASF-14 Vehicle Type: Aero-Space Supremacy Fighter Crew: One; A two-seater version is also available for sigints, training, flight command, VIP, etc. Passenger: A small Pilots emergency supply cargo bay is JUST BARELY big enough to hold ONE passenger; However, the user manual SPECIFICALLY discourage this, and, in black and white, states that this can result in death. M.D.C By Location: Fuselage- Cockpit- Engines (3)- | 3ØØ 15Ø 5Ø each | Tailerons (3)- Laser Cannons (2)- | 5Ø each 3Ø each | Note: Usual conditions applySpeed and Statistical Data:Driving on the Ground: Not Possible. In-System: Mach 3Ø. Atmospheric Propulsion: Mach 1Ø. Maximum Range: The ship can fly for literally YEARS; But the pilot can’t. Since there is no on-board fuel, there’s no technological limit to range; Simply secure the reactor system when the engines aren’t necessary. Length: 29.71 feet (9.Ø5 meters). Height: 13.2 feet (4.Ø2 meters). Span: 19.54 feet (5.95 meters). Weight: 14.2 tons (12848.8 kg) unloaded. | Power Systems:Primary: A ZZ-R1Ø5/nn Fusion Reactor System (non-Protoculture); Output: 31,ØØØ KWH; Lifespan: 2Ø years.Secondary: A pair of solar sails can be erected for running power for an unlimited period of time; The ship can even fight on that kind of power for 1 full melee, but the power plant must be back on line by that time. (The power plants are usually kept on stand-by power anyways.) Cargo: Pilot supplies only. Cost and Availability: 3Ø million credits; It takes an average factory 2 months to build a wing’s worth (12 ships). |
Weapons Systems: 1. Twin Forward laser Cannons: Basically a cut-down version of the Raidar X Laser Cannon; The damage is the lower (because there’s only two cannons), but the range the same. MD: Per barrel: Short Blast: 1D1Ø; Long Blast: 2D1Ø; Maximum Blast: 3D1Ø. Range: 1Ø miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited.2. 18 S.R.M.’s: 3 S.R.M.’s are found on each side of the three tailerons. I know it’s not “cannon”; “Cannon” means BIG GUN.” Purpose: Defense/Dogfighting Damage and Range: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, 4, or 6 per pilots attacks per melee. Payload: 18 total 3. 6 M.R.M.: This is the main anti-ship weapon of the Viper Fighter; It is also used by the Marine as a bunker-busting weapon. Purpose: Anti-Ship/Bunker Damage and Range: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, 4, or all 6 per pilots attacks per melee. Payload: 6 total 4. 2 L.R.M.’s: This is also used to destroy warships, though typically at longer ranges. It’s primarily employed when an enemy fleet is first sighted to drive them apart, making them easier to pick off individually. Purpose: Anti-ship Damage and Range: Varies by type used. Rate Of Fire: 1 volley; Both missiles are fired together. Payload: 2 total. 5. Aerial Mines: Up to 6 Aerial mines of any type can be carried, independently of any other ordinance. They are used to seed an area with anti-material capabilities. | Optional Alternate Armaments: 1a. Forward 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 lasers can be replaced with this weapon. MD: Per barrel: 3D8 per blast. Range: 8 miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited.1b. Forward Ion Cannons: Developed specifically for use by the Patrol, the ion cannon is the stun gun for spaceships; Normal damage, therefore, doesn’t exactly apply (see Effect). One or both Lasers can be replaced with these weapons. Effect: Against material: Roll on the following table: Ø1-6Ø: Ships is dead in space; It will be drawn to the nearest gravity well (planet). The engine is completely dead, and can not be repaired. The ship must be abandoned.6Ø-9Ø: The ships is restricted, roll again:Ø1-5Ø: Ship is sluggish; ½ attacks per melee,and pilots, crew, etc are ½ to all applicable skills (i.e. pilot:spaceship of 85% now is 42%, rounded down).Ø1-51: Ship is DIS (dead in space); It will take 1D4 hours torepair the ship IF parts are available, or 1D4 minutes to jerry-rigthe ship.91-ØØ: MIRACLE; The blast had no effect! GM selects a non-drive system to destroy (that systems somehow grounded out the entire blast). Note: The fighters can still fire again.Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 6Ø% chance of stunning those not wearing any. Spacesuits, rubber suits, etc also provide sufficient protection. 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. |
Features: - ESM: Radar Detector. Passively detects other radars being operated.
- Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
- AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems.
- Fires off Ø4 chaff/flares each time it is activated. The system works on all known sensor systems, except Protoculture.
- Reduce effects by 2Ø% against smart missiles (add
- +2Ø% to rolls for smart missiles.)
Effect:- Ø1-5Ø Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
- 51-
75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).76-ØØ No effect, missile is still on target.- Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.- MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
- Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
- Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
| - GPS: Standard tracking device. Ties into the Blue Force Tracker.
- Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
- HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
- A.J.P.: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons. The jamming pod is only mounted inside the port tailerons.
- T.D.P. (4): Towed Decoy Pods. Located on the ventral fuselage. The fighter can carry a pair of special pods that carries four advanced towed decoy drones. These drones are specially designed radar lure that creates a radar image to mimic the fighter. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
- M.D.C.: 5
- Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes. Rate of Fire: Per pilots attacks per melee. Payload: 16 Decoys total.- Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1Ø miles; Magnification: 4ØX
- Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
- Video Camera: Records from the HUD and Hdd. 5Ø hours of recording available.
- Survival Pack: A pack of simpler emergency survival supplies.
|  A Viper of Fantoman 251ST Squadron |
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Combat Bonuses from ASF-14 Viper Aero-Space Fighter Combat Elite:- 2 additional attacks per melee.
- One additional attack per melee at levels 5, 1Ø, and 15 with any other bonuses for the pilot.
- +1 Initiative
- +4 Strike
- +2 Parry, Dodge, and Roll
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