Wyvern Class Anti-Grav Fighter
Hull Weight: 25 tons of steel
AG-Engine: 30 tons of mercury
Armor: 1 inch - Hardness 17, 30 HP
Armaments:
- 2x Advanced Launcher with double feed (800 ft range, CL 10, Abundant Ammo Hopper with steel bolts 4d6 20/x2, Ammo Hopper of Holding with alchemical ammo up to 10 lb per shot)
- up to 230 kg / 500 lb of bombs
Flight Speed: 80 feet / turn at perfect maneuverability in hover flight; top speed is extremely high, though limited by the resilience of the fuselage, especially when under-water
Cost
- AG-Engine: 5,500 IM (Permanent Gravity Effect and Mercury Treatment)
- Flight Controls: 1,000 IM (2x Permanent Mage Hand)
- Pilot Controls: 1,000 IM
- Armaments (excluding ammo): 4,900 IM
- Communication Equipment: 600 IM
Total: 6,500 IM rituals, 6,500 IM crafting; 13,000 IM total
Note: Time wise, this should go a lot faster then the price implies, as the AG-Engine and the Flight Controls are purely ritual work. Only the pilot controls and armaments should require regular crafting time, though in return, the other parts can't get discounts from Feats.
Description
The body of the fighter is a roughly ellipsoid main body of 1.5 m in diameter and with a length of 6 m. At the front sits a hardened, conic glass cupola that contains the cockpit, thus allowing the pilot a good view of everything around him. The body furthermore contains the armaments and the bomb bay. In front of it, two large, swept wings are placed. They do not generate noticeable lift, but are capable of being slightly angled to aid steering. It has a wingspan of nearly 10 meters and the wings increase the full length of the fighter to 9m, though the wings can be folded in, thus allowing the fighter to fit into a regular cargo bay of larger vessels. Due to being a AG-Vessel, it can hover on the spot, though due to having only one engine, keeping the fighter stable and doing precision maneuvers under these circumstances isn't easy. It's generally easier to hover stably with decently strong winds, but otherwise a short runway for starts and landing is preferable. These and the elevators on the wings are controlled remotely by the pilot through a Mage Hand effect. Due to it's armor thickness and being completely sealed, the craft can travel and fight underwater, though the limited air supply of the default model means that this can't be done for prolonged durations.
Potential Upgrades
Planar Adaption (1,200 IM): The armor is enchanted to better withstand damage and resist the effects of planar traits. The armor is improved to Hardness 23 and 60 HP.
Glamered (270 IM): The armor can dynamically adjust it's appearance to better blend in with the surroundings.
Plane-Shift (3,500 IM): The fighter becomes able to travel to other planes without the assistance of a carrier craft.
Air Supply System (725 IM): By installing a dedicated air supply system, the craft becomes able to remain submerged or in hostile planes indefinitely.
Visual Enhancement (270 IM): Enchants the cockpit to allow the pilot to see through fire, smoke, snow, clouds, fog and similar, natural effects.
Cost of all upgrades: 5,965 IM
@Goldfish, we are still missing the com-gear and if we want to deploy them on the PoA, we need all upgrades installed as we don't have a carrier vessel yet. Given that this would allow our pilots to gain combat experience, practical data on how the things perform in combat and would get us goodwill from the Djinni, we should definitely do it.
So we need 6,565 IM per craft or 19,695 IM total for all three of them.