Metalworks Incorporated FB-144 Thunderhawk:
Metalworks Incorporated is a company that is west of the city of Tolkeen
that constructs various ground vehicles, robots, and aircraft. Most of
their designs are copies of other companies or nations. They have permission
from Triax to produce under licence several Triax designs and sell them
in North America.
A wrecked Pre-Rifts aircraft was found by a group of adventurers and
they sold what was salvageable to Metalworks Incorporated. After a lengthy
examination of the aircraft, the engineers at Metalworks Incorporated were
able to piece together the frame of a variable geometry (swing wing) medium
bomber /heavy fighter that was designed with stealth in the aircraft's
features. Because the hull was not saved, Metalworks did not have the materials
to construct the radar absorbent skin of the aircraft until they were able
to purchase a captured Coalition Talon stealth fighter.
Research and Development came up with the F-144 Thunderhawk stealth
fighter. It fills much the same role as the F-111 Aardvark did in the late
twentieth century. The aircraft is an excellent ground attack aircraft
and high speed bomber but the size of the aircraft limits its usefulness
as a fighter. Unlike the F-500 Tigerhawk, the systems in the aircraft are
top of the line sensor systems and computers. The flight controls of the
aircraft are fly by wire which improves the fighter's maneuverability.
The aircraft is fast and can reach just over Mach 3 on maximum power. This
coupled with a super cooling system that prevents the engines from heating
is a large percentage of this aircrafts high cost. The fighter is fitted
with both vectored thrusters and smaller thrusters that output thrust downwards
and the aircraft can take off and land vertically. The main weaponry of
the aircraft are the aircraft's missile bays. The aircraft has two large
missile bays in the main body of the aircraft and two smaller missile bays
in the supports of the wings. The aircraft also has two mounts for gun
pods in the front of the fighter. The mounts may be fitted to carry either
two laser cannons or two rail guns. By theory, one rail gun and one laser
cannon could be mounted but over a long term it would probably add addition
strain to the aircraft's frame. Like the F-111, the whole cockpit ejects
if the pilot decides to eject.
Metalworks Incorporated will only sell these aircraft to groups that
the owners are not too concerned about using the aircraft against Metalworks
Incorporated. Only a few of the aircraft have been sold so far. The cities
of Tolkeen and Lazlo has purchased a few, Larsons Brigade has purchased
a few to replace Aircastle bombers, and Triax is negotiating the purchase
of them as well although the negotiations are stalled because Metalworks
does not want the New German Republic to share the design with the Coalition.
The Coalition has already responded to the existence of the design and
have orders that these aircraft will be shot down if seen.
Model Numbers: FB-144
Vehicle Type: Twin Engine Fighter-Bomber
Crew: Two
M.D.C. by Location:
| Forward Mounted Rail Guns/Laser cannons (2): | 50 each |
| Large Belly Ordnance Bays (2): | 150 each |
| Small Wing Support Ordnance Bays (2): | 100 each |
| [1] Wings (2): | 250 each |
| [2] Elevators (2): | 120 each |
| [2] Rudders (2): | 120 each |
| Landing Gear (3): | 20 each |
| Cockpit/ Reinforced Pilot Compartment: | 150 |
| [3] Engines (2): | 350 each |
| [4] Main Body: | 575 |
Notes:
[1] Destroying a Wing will cause the plane to crash
[2] Destruction of the rudder or one elevator will still allow the
fighter to be controlled by the varying of power levels of the engines
but the fighter has a penalty of -10 to dodge, and a -30% penalty to all
piloting rolls. Destruction of both of the elevators will leave the plane
uncontrollable and pilot must eject to survive.
[3] The destruction of one engine will reduce the fighters top speed
by half and give the pilot a -2 penalty to dodge as well as giving a 10%
penalty to piloting. Destruction of both engines will cause the aircraft
to crash. Crew may attempt an emergency landing or Crew can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the Aircraft down
completely, rendering it useless and causing it to crash if in flight.
Damage to the main body will also reduce the aircraft's stealth, for every
10% of damage to the main body, reduce the aircraft's stealth by 10% of
its total.
Speed:
Driving on Ground (Taxiing): Only possible for take offs and
landings as well as for parking and storage. Speed is 40 mph (64 kph) when
traveling and not on take off or landing.
Flying: Can hover and go up to a maximum speed of Mach 3.1 (2,298.5
mph/3,699.1 kph). Its cruise speed is up to Mach 1.0 (741.4 mph/ 1193.3
kph) and has a maximum altitude is about 20 Miles (105,600 feet/ 32190
meters). Due to the fact that all ordnance is carried in internal bays,
the aircraft's performance reduction when fully loaded is negligible.
Range: Effectively Unlimited. Unlike most Coalition and other
governments aircraft, the FB-144 Thunderhawk does not overheat and can
run indefinitely and is mainly limited by pilots endurance. This is because
the engine has a high efficiency cooling system.
Statistical Data:
Height: 12 feet (3.7 meters)
Wingspan: 70 feet (21.3 meters) with wings extended and
35 feet (10.7 meters) with wings swept back.
Length: 85 feet (25.9 meters)
Weight: 55 tons (49.9 metric tons) fully loaded
Power System: Nuclear, Should have an average lifespan of 20
years.
Cargo: Minimal (Storage for small equipment), does not include
ordnance bays. Heavy Ordnance bays, if emptied of ordnance can carry up
to 20,000 lbs (9071.8 kg) of cargo each. Light Ordnance bays, if emptied
of ordnance can carry up to 5,000 lbs (2,268. kg) of cargo each.
Black Market Cost: Metalworks Incorporated sells the aircraft
for 100 million credits. If one of these aircraft was to become available
on the black market, it would probably sell for twice to four times that
cost.
Weapon Systems:
- Gun Pod Mounts (2):
Instead of having fixed dogfighting and
strafing weapons, the fighter has two special mounts in the nose of the
fighter that can use either a laser cannon or a rail gun. Gun pods are
controlled by the aircraft's pilot. Because of concerns about frame damage,
it is not recommended that one mount carry a laser cannon and the other
carry the rail gun. Laser cannons have the advantage of not needing ammunition
and pilots can remain in combat longer. Rail guns have the advantage of
being useful against targets that are impervious to energy.
- Laser Cannons (2):
The aircraft's laser cannons are from
the barrels and inner working of the JA-12 Assault Rifle. The laser cannons
pull power directly from the fusion reactor of the aircraft.
Maximum Effective Range: 4,000 feet (1,200 meters).
Mega Damage: 4D6 for one cannon, 8D6 for both cannons, 1D6x10+10
for three round burst from one cannon, 2D6x10+20 for three round burst
from both barrels (6 total shots)
Rate of Fire: Equal to the pilots combined hand to hand (usually
5 or 6).
Payload: Effectively Unlimited (Draws Power off the main engines).
- Two (2) NG-202 Rail Guns:
The pilot has two copies of the
NG-202 as forward firing guns. They are set up like the NG-202 on the Samson
power armor with a greater rate of fire. The aircrafts used by Metalworks
Incorporated uses APFSDS (Armor Piercing Fin Stabilized Discarding Sabot)
ammo that increases damage
Maximum Effective Range: 4,000 feet (1200 meter)
Mega Damage: Normal Ammo; 1D6x10 MDC per burst of 60
rounds (Does not fire single shot) for one rail gun or 2D6x10 MDC for both
cannons. APFSDS Ammo; 2D4x10 MDC per burst of 60 rounds (Does not
fire single shot) for one rail gun or 4D4x10 MDC for both cannons.
Rate of fire: Equal to pilots hand to hand
Payload: 3000 rounds each gun, That is 50 Bursts for each rail
gun.
- Large Ordnance Bays (2):
The aircraft has two large ordnance
bays in the main body of the aircraft The ordnance bays in the aircrafts
wing supports will often carry air to air ordnance with the larger bays
devoted to air to surface ordnance. Ordnance types can include missiles,
torpedoes, naval mines, and bombs. Missile and bomb sizes may be mixed
between different types of ordnance but an ordnance drop or launch must
include the same type and size of ordnance. Ordnance may be carried at
the rate of four short range missiles, four light bombs, two medium range
missiles, or two medium bombs for one long range missile or heavy bomb.
In the large ordnance bays, one Cruise missile or extra heavy bomb may
also be carried instead of two long range missiles or heavy bombs but the
smaller bays do not have enough space for cruise missiles or extra heavy
bombs. Both guided and unguided ordnance may be carried. Launching of ordnance
is controlled by the weapons officer but the pilot has emergency controls.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude bombs are dropped at (Go to
Revised
bomb and missile table).
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table).
Rate of Fire: Ordnance is dropped or fired one at a time or
in volleys of two, five, ten, or twenty but must be the same size (light,
medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 32 short range missiles or light bombs, 16 medium range
missiles or medium bombs, 8 long range missiles or heavy bomb, or 4 cruise
missiles or extra heavy bombs each bay. Ordnance can be mixed and naval
mines may be carried as well as missiles and bombs.
- Small Ordnance Bays (2):
The aircraft has two small ordnance
bays in the wing supports with one in each wing support. The ordnance bays
in the aircrafts wing supports will often carry air to air ordnance with
the larger bays devoted to air to surface ordnance. Ordnance types can
include missiles, torpedoes, naval mines, and bombs. Missile and bomb sizes
may be mixed between different types of ordnance but an ordnance drop or
launch must include the same type and size of ordnance. Ordnance may be
carried at the rate of four short range missiles, four light bombs, two
medium range missiles, or two medium bombs for one long range missile or
heavy bomb. In the large ordnance bays, one Cruise missile or extra heavy
bomb may also be carried instead of two long range missiles or heavy bombs
but the smaller bays do not have enough space for cruise missiles or extra
heavy bombs. Both guided and unguided ordnance may be carried. Launching
of ordnance is controlled by the weapons officer but the pilot has emergency
controls.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude bombs are dropped at (Go to
Revised
bomb and missile table).
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table).
Rate of Fire: Ordnance is dropped or fired one at a time or
in volleys of two, five, or eight but must be the same size (light, medium,
or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 8 short range missiles or light bombs, 4 medium range
missiles or medium bombs, or 2 long range missiles or heavy bomb each bay.
Ordnance can be mixed and naval mines may be carried as well as missiles
and bombs.
- Anti-Missile Chaff Dispenser:
Located at the very tail of
the fighter are two chaff dispensers. When tailed by a missile, a cloud
of chaff and other obtrusive particles can be released to confuse or detonate
the enemy's attack. Rifts Earth decoy systems are assumed to not operate
against Phase World missiles due to technological difference. Reduce effects
by 20% against smart missiles (Add +20% to rolls for smart missiles.)
Effect:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missile
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
Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee
rounds.
Payload: Eight (8)
- Advanced Towed Decoys (4):
These are mounted in two dispensers
on the tail of the fighter. These drones are dragged about 328 feet (100
meters) behind the aircraft on a thin cable. Each is a specially designed
radar lure that creates a radar image to mimic the aircraft. The decoy
has a special jammer that is designed to decoy missiles that have been
programmed to home on jamming signals. If decoys are not destroyed, they
can be recovered and repaired. Rifts Earth decoy systems are assumed to
not operate against Phase World weapons due to technological difference.
M.D.C.: 5
Effects: The decoy has an 80% chance of fooling ordinary non
military radars and non smart guided missiles, the decoy has a 50% chance
of fooling military level radars (like those of the Coalition), and the
decoy has a 25% chance of fooling advanced military radars (Like those
of the New Navy and Triax) and smart missiles. Against missiles homing
on a jamming signal, jamming has an 40% chance of tricking missiles if
both the aircraft and missile are jamming and an 80% chance if the jamming
system on the aircraft is deactivated before the missile reaches it.
Range: Not Applicable although decoy is deployed 328 feet (100
meters) from the aircraft
Rate of fire: One can be deployed at a time and requires 15
seconds to deploy (Reel Out) another decoy
Payload: 4 Decoys (2 each)
Special Equipment:
The fighter has all the standard features of a standard fighter (same
as standard robot minus loudspeaker and microphone) plus these special
features listed:
- Stealth Feature: The Aircraft has a very similar stealth feature
as the Coalition Talon fighter and has a -80% to be detected at long range
because of its stealth. As the aircraft gets closer, more target return
will allow for easier detection. Go to
General Detection Penalties
for more information on penalties and bonuses to use with stealth.
- Internal Active Jamming Gear: 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.
- Radar: Range 500 miles, can identify and track up to 96 targets
simultaneously, It is also capable of Terrain Following for low altitude
flight. With Combat & Targeting Computer, the Thunderhawk can fire
missiles at up to twenty four targets at the same time.
- E.S.M.: Radar Detector, Passively detects other radars being operated..
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer
to get visuals on targets at night.
- Laser Navigational System: Allow flight at low altitude without
use of Radar. Gives a map of the Terrain.
Combat Bonuses:
+3 to strike
+3 to dodge
+5 to dodge while traveling over 300 mph
[Golden Age Weaponsmiths, Wellington Industries, and TRIAX are trademarks
owned by Kevin Siembiedact and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998 & 2001, Kitsune. All rights reserved.