I saw something on hear a few years ago but no idea where it went to. My group is looking for some void fighter / bomber refits for more specialized roles ( IE ECM and TAG units ) as well as faster more maneuverable ones ( think dedicated void interceptors as opposed to multi-role fighters ) One of my players has already used a sizeable amount of earned PF over the years of play ( his dynasty now has been around about 150yrs ) into creating a dedicated anti-ship heavy fighter. This particular design uses a purpose-built heavy void bomber frame mounted around a weapon capable of actually damaging a cruiser ( specifically limited to targeting hardpoints such as engines, auger arrays, ANY weapons ( IE reducing the weapons strength per salvo etc ) ) It uses a modified version of the lost MKIII Synne pattern. Originally designed for use with void fighters the design failed abysmally by draining the fighters power core with each shot causing it to loose control and fall from the sky when attacking ground based super heavy targets in an air support role...just as dangerous in void combat where remaining immobile ( in this case flying in a straight line for a long period of time ) is as good as crashing into the ground as it will cause the enemy ships turrets ( and fighters ) to shred the fighter. This variant ( dubbed the Synne II pattern ) has been fit into a redesigned heavy void bomber frame. The increase in overall size of both the frame and upgraded powerplant coupled with extra capacitors mounted to either side of the fuselage of the bomber means that the gunner can fire the volcano cannon each turn without causing the bombers power to fail. ( Also of note since a turn in RT represents a span of 30 minutes versus the ground version of a turn being more like 10-15 seconds ...means plenty of time to recharge the main gun ) The profile for this specialized bomber is thus.
Pirahnna
Spd: 5 ( i realize that the regular speed of a bomber is 4 and the fighters is 6..In this case though since the bomber isnt carrying 2 huge torpedoes as payload ( instead just one volcano cannon the frame is build around and with an upgraded engine )
Damage: The Volcano cannon deals the same 1d5 damage to the target as a torpedo
Payload: Instead of the usual 2 shots / torpedoes before having to return to the parentship for rearming this ship can fire continuously due to the weapon being energy based with the upgraded powerplant.
ROF: 1 per turn
Weapon Range: 1VU ( This means that the bomber MUST be in the same VU space as the target ship to fire ( if it wants a chance in the warp of hitting )