FANDOM


PrototypeEdit

DescriptionEdit

Long before the confirmation of the existence of this fighter, there were rumors of its existence and several fighter pilots reported the existence but no camera footage existed to confirm the existence of the stealth fighter. The leaders of the Confederation Navy continued to deny the existence of the Stealth fighter. Chief among those reporting the fighter was Colonel Christopher Blair who reported their existence and reported that the stealth fighter was the cause of the destruction of the fleet carrier TCS Tiger's Claw with virtually all hands. The Colonel was blamed for the destruction of the carrier and was put in a position within a backwater system for many years.

It was not until 2667 that the existence of the stealth fighter was confirmed when Colonel Blair and his wingman encountered them during the destruction of the K'tithrak Mang Headquarters in the Enigma Sector. The fighters brought back data records of their encounter and Colonel Blair was finally cleared of wrongdoing in the destruction of the TCS Tiger's Claw.

As reported by the Confederation pilots which went up against them, these stealth fighters are able to disappear from visual and electronic sensors for short periods of time. When not firing, the fighters are limited to staying under stealth for fifteen minutes at a time and cannot fire weapons while cloaked although the fighter can continue to operate shields. Besides Stealth, these prototype stealth fighters are notoriously under-powered, under-armed, and under-protected. It is only the stealth device and the ability to carry torpedoes that has made the first Strakhas dangerous. A common tactic is to fire missiles just as the fighter comes out of cloaking mode and hit the enemy by surprise.

The fighter carries lighter armor and shields than most Confederation light fighters and the shields are actually only a little better than those on the old Kilrathi Salthi light fighter. For weaponry, the fighter is armed with two laser cannons. While longer ranged than most other fighter weapons, lasers are underpowered compared to other weapons such as neutron cannons. It is believed that laser cannons were chosen due to their low power draw. In addition to the laser cannons, the fighter has four missile hard points. Two of the hard points are designed to carry heavy missiles such as anti-ship torpedoes while the other to hard points are designed for lighter missiles. These fighters are normally fitted for anti-capital ship missiles and usually carry the largest torpedoes when on anti-capital ship strike missions. While reasonably maneuverable, the fighter is not as maneuverable as the Sartha light fighter or Drakhri medium fighter.

The prototype version of the stealth fighter has been replaced by a far more powerful mass-production model. The mass production version of the Strakha is superior to the prototypes in every way although is quite expensive..

Statistical DataEdit

  • Model Type: Strakha Medium Stealth Starfighter (Prototype)
  • Crew: One
  • 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 0.72 percent of light per melee maximum. Fighter has auxiliary thrusters which can be used a maximum of 15 minutes before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 1.25 percent of light per melee maximum.
    • Atmospheric Propulsion: The fighter is fairly aerodynamic and is quite capable in an atmosphere. As a result, the fighter can achieve escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates at Mach 3.85 (2,858.31 mph / 4,600 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave an atmosphere even at low velocities.
    • Maximum Range: Effectively unlimited by internal fuel (10 year duration) although auxiliary thruster range is limited to approximately 15 minutes. Fighter uses a very small fusion cell system for power systems. The fighter carries one week of consumables for fighter's crew.
  • Length: 55.77 feet (17.0 meters)
  • Height: 47.57 feet (14.5 meters)
  • Width: 72.18 feet (22.0 meters)
  • Weight: 16.53 tons (15 metric tons) unloaded
  • Power System: Fusion power supply with a 10 year duration.
  • Cargo: Small Storage Space, 1.5 ft x 1.5 ft x 2 ft. Used for emergency equipment and weapons.
  • Market Cost: 35.2 million credits

Weapon SystemsEdit

  • Dual Laser Cannons: These cannons are mounted on the wings of the starfighter. While extremely long ranged, the damage of the weapons is less than most other Confederation and Kilrathi weapons. When compared to Phase World weaponry, the lasers inflict less damage than those on most C.A.F. Starfighters but have a much longer range. The cannons can be fire individually or in pairs.
    • Maximum Effective Range: 3,106.8 miles (5,000 km) in space and 15.5 miles (25 km) in an atmosphere.
    • Mega Damage: 1D6x10 per cannon and 2D6x10 for both cannons
    • Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
    • Payload: Effectively Unlimited.
  • Missile Pylons (4): On the fighter are four missiles that allows the fighter to carry missiles. 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. Since starships will no longer engage at rock throwing distances, 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 missiles are normally considered to be smart missiles. Missiles can be launched on multiple targets simultaneously. Heavy Fuselage Hard Points (2): One Cruise Missile, two Long Range Missile, or four Medium Range Missile each. Wing Hard Points (2): One Medium Range Missile each
    • 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 Revised Phase World Missile tables (Cruise Anti-Matter does 4D6x100 MDC and Long Range Fusion does 2D4x100 MDC).
    • Rate of Fire: One at a time or in volleys of two missiles.
    • Payload: Varies by hard point
  • Cloaking Device: The Strakha Stealth Starfighter has a cloaking device that allows the stealth fighter to be undetectable by most sensors. In phase world this system has the problem that it does not hide the ships signature on gravitic sensors. The fighter cannot fire any weapons while cloaked, for one attack previous to cloaking, or just after decloaking although shields still operate while cloaked. Cloaking is limited to a fifteen minute period before needing to be shut down for thirty minutes.

Production ModelEdit

DescriptionEdit

Even though only lightly shielded and lightly armored, the Kilrathi Strakha stealth fighters was always greatly feared. This fear was generated by what was just the prototype of the fighter. Most of what was known about the fighter was just rumor with Confederation Navy command officially denying the existence of the fighter. As a resuly, one of the Confederations best pilots, Colonel Blair, was blamed for the destruction of his own carrier, the TCS Tiger Claw. It was not until 2667, when Colonel Blair was able to confirm the existence of the stealth fighter with data records from his fighter.

The Kilrathi military has now come up with an upgraded version of the fighter. Like the original version, its ability to cloak is what generates the most fear from Confederation pilots. One on one without its cloaking device, it is no match for most Confederation fighters. Still, it can be an extremely dangerous fighter and there is a report where a single Strakha stealth fighter took down four Hellcat V fighters from off the TCS Roosevelt in less than ten minutes. Compared to the original cloaking device, the more advanced model carried on the prototype model can operate for up to six hours before needing to be shut down.

The production model of the Strakha stealth fighter appears to share with the prototype model a relatively underpowered fusion reactor. As a result, the fighter has a relatively light energy battery consisting of two lasers and two mason cannons. This is a sizable upgrade from just a pair of laser cannons on the prototype but still is far lighter than even the energy weapon battery carried on the Confederation Arrow light starfighter. The production model also lacks hard points to carry anti-capital ship missiles. Some in Confederation intelligence believe that the missiles are simply too heavy for the fighter's frame. Instead, the production model had five hard points for long range missiles and a variety of lighter ordnance can be carried as well. For self defense, the fighter carries six missile decoys.

Fighter acceleration is increased greatly in the production model although the acceleration appears to be at the limits of the power plants output. As a result, the armor is actually slightly less than on the prototype model although the shields are about fifty percent greater than on the original model. As well, the fighter's frame is reinforced which equals out the loss of armor. Still, if a pilot finds himself in the gunsight of a Confederation fighter, there is little chance of survival. The shields have less than a third of the output of the generators on a Confederation Arrow class light fighter.

Statistical DataEdit

  • Model Type: Strakha Medium Stealth Starfighter
  • Crew: One
  • 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 0.88 percent of light per melee maximum. Fighter has auxiliary thrusters which can be used a maximum of 15 minutes before fuel is exhausted. On auxiliary thrusters, the fighter has a maximum acceleration of 1.6 percent of light per melee maximum.
    • Atmospheric Propulsion: The fighter is fairly aerodynamic and is quite capable in an atmosphere. As a result, the fighter can achieve escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates at Mach 3.85 (2,858.31 mph / 4,600 kph) or less. The fighter also has Gravitic propulsion systems enabling it to leave an atmosphere even at low velocities.
    • Maximum Range: Effectively unlimited by internal fuel (10 year duration) although auxiliary thruster range is limited to approximately 15 minutes. Fighter uses a very small fusion cell system for power systems. The fighter carries one week of consumables for fighter's crew.
  • Length: 98.43 feet (30.0 meters)
  • Height: 60.37 feet (18.4 meters)
  • Width: 113.19 feet (34.5 meters)
  • Weight: 17.64 tons (16 metric tons) unloaded
  • Power System: Fusion power supply with a 10 year duration.
  • Cargo: Small Storage Space, 1.5 ft x 1.5 ft x 2 ft. Used for emergency equipment and weapons.
  • Market Cost: 50.6 million credits

Weapon SystemsEdit

  • Dual Laser Cannons: These cannons are mounted on the wings of the starfighter. While extremely long ranged, the damage of the weapons is less than most other Confederation and Kilrathi weapons. When compared to Phase World weaponry, the lasers inflict less damage than those on most C.A.F. Starfighters but have a much longer range. The cannons can be fire individually or in pairs.
    • Maximum Effective Range: 3,106.8 miles (5,000 km) in space and 15.5 miles (25 km) in an atmosphere.
    • Mega Damage: 1D6x10 per cannon and 2D6x10 for both cannons (Combined with mason cannons, inflicts 6D6x10)
    • Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
    • Payload: Effectively Unlimited.
  • Twin Mason Cannons: These cannons are mounted on the sides of the starfighter. Weapon system has good range and inflicts good damage. The main weakness of the weapons is that they have limited range within an atmosphere. The weapon inflict about equal damage to most energy weapons carried on most C.A.F. Starfighters and have a much longer range than most fighter weapons in the Three Galaxies. Mason cannons can be combined with other guns for greater damage.
    • Maximum Effective Range: 2,796.2 miles (4,500 km) in space and 7.0 miles (11.25 km) in an atmosphere.
    • Mega Damage: 2D6x10 per cannon and 4D6x10 for both cannons (Combined with lasers, inflicts 6D6x10)
    • Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
    • Payload: Effectively Unlimited.
  • Missile Pylons (5): On the underbelly of the fighter are two missile racks that allows the fighter to carry missiles. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. 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. Since starships will no longer engage at rock throwing distances, 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.) Missiles can be launched on multiple targets simultaneously and all missiles are normally considered smart missiles.
    • Maximum Effective Range: 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 Revised Phase World Missile tables tables Long Range Fusion does 2D4x100 MDC).
    • Rate of Fire: One at a time or in volleys of two, three, or four missiles.
  • Payload: One Long Range Missile or two Medium Range Missile each hard point.
  • Cloaking Device: The Strakha Stealth Starfighter has a cloaking device that allows the stealth fighter to be undetectable by most sensors. In phase world this system has the problem that it does not hide the ships signature on gravitic sensors. The fighter cannot fire any weapons while cloaked, for one attack previous to cloaking, or just after decloaking although shields still operate while cloaked. Cloaking is limited to a six hour period before needing to be shut down for thirty minutes.
  • Anti-Missile Decoy Dispenser: Located at the very tail of the fighter are two decoy dispensers. When a missile if fired at the fighter, a decoy can be released to confuse or detonate the enemy's attack. Decoy system works against Phase World missiles although has a -10% penalty against Brilliant missiles.
    • Effect: 01-50 Enemy missile or missile volley detonates on decoy - 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). 76-00 No effect, missile is still on target.
    • Payload: Six (6)