Metalworks Incorporated F-310 Ghosthawk Fighter:
Metalworks Incorporated is a company that is west of the city of Tolkeen
that constructed 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. The Ghosthawk is a brand new fighter design from Metalworks
Incorporated with stealth, maneuverability, and heavy firepower. So far
the ship is only in the prototype stage but the plan seems to be to be
both used in their own forces and to be sold to trusted parties such as
Larson's Brigade as well. It is possible that the REEF might be interested
in the purchase of several of these fighters as well.
The fighter looks unusual in appearance in the fact that the fighter's
wings are forward swept. This wing design gives the fighter incredible
agility but in most designs reduces the fighters performance at supersonic
speeds. This was one of the largest design problems to completing the design
and added several years until the prototype was completed. The fighter
has two retractable forward canards just behind the cockpit to increase
the fighter stability and maneuverability. The flight controls of the fighter
are fly by wire and the fighter has four flight computers just in case
one of the computers goes down. The main weakness of the fighter is that
when the Ghosthawk is damaged, the fighter has more severe penalties to
piloting than most fighters. The Ghosthawk is similar to several Pre-Rifts
fighters with the best know being the Russian S-37 and United States X-29.
The Ghosthawk is also similar to the premier fighter, the XM-280 fighter,
in the New German Republic arsenal. The fighter skin is constructed out
of composites that are both radar absorbing and can withstand incredible
damage. These composites are copied from captured materials from the Coalition
Talon fighter. The fighter has twin engines so that one engine can be lost
without the aircraft crashing. The intakes of the engines are above the
fighter to reduce the problems with foreign debris getting into the engine.
The engines are powerful allowing the fighter to reach just over Mach 3
with no external ordnance. The speed of the fighter was designed so that
it is the same as the Thunderhawk so it can escort the fighter/bombers.
The fighter is fitted with both vectored thrusters and smaller thrusters
that output thrust downwards and the aircraft can take off and land vertically.
Unlike many of the Metalworks Fighters, the Ghosthawk is only available
in fusion powered version. While this means that the fighters are more
expensive, the engines give virtually unlimited endurance. The fighter
is smaller than the Sabertooth fighter and Thunderhawk fighter bomber.
The Ghosthawk was primarily designed for intercept missions. However,
like most fighters, it can be used for attack missions and the controls
are configured to allow for that type of mission. The fighter is fitted
with a center body missile bay that can carry up to four long range missiles
in the bay or a variety of smaller missiles. The fighter can carry missiles
on the wings as well although the fighter's stealth is greatly reduced
when ordnance is carried on the wings. The wings can carry two long range
missiles of a variety of smaller ordnance. The fighter carries two guns
mounts in the front of the fighter as well as the fighter's missiles. 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.
Designation: XF-310 Ghosthawk
Vehicle Type: Twin Engine Interceptor
Crew: One
M.D.C. by Location:
| Forward Mounted Rail Guns/Laser cannons (2): | 50 each |
| Large Belly Ordnance Bay: | 200 each |
| [1] Forward Canard Wings (2): | 40 each |
| [2] Wings (2): | 160 each |
| [3] Rudders (2): | 80 each |
| Cockpit: | 120 |
| [4] Engines (2): | 200 each |
| [5] Main Body: | 380 |
| Landing Gear (3): | 40 each |
Notes:
[1] Destroying one or both Canard Wings will result in reducing bonuses
to strike, dodge, and initiative by 4 and giving a -20% penalty to piloting
the aircraft.
[2] Destroying a Wing will cause the plane to crash
[3] Destruction of rudders 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.
[4] 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 -15%
penalty to piloting. Destruction of both engines will cause the aircraft
to crash. Pilot may attempt an emergency landing or pilot can choose to
eject.
[5] 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).When the fighter is carrying missiles on its external hard points,
the fighter has a top speed of Mach 2.6 (1,927.8 mph / 3,102.5 kph)
Range: Effectively Unlimited. Unlike most Coalition and other
governments fighters, the Triax fighter does not overheat and can run indefinitely.
Statistical Data:
Length: 56 feet 6 inches (17.2 meters)
Wingspan: 53 feet 3 inches (16.2 meters)
Height: 15 feet (4.6 meters)
Weight: 10.5 tons (9.5 metric tons) empty, 14.2 tons (12.9 metric
tons) standard combat load, and 18.5 tons (16.8 metric tons) maximum takeoff
load.
Power System: Nuclear, Should have an average lifespan of 20
years.
Cargo: Minimal (Storage for small equipment), does not include
ordnance bays. Ordnance bay, of emptied of ordnance can carry up to 6,000
lbs (2,725 kg) of cargo.
Black Market Cost: When sold, Metalworks Incorporated plans
to sell the aircraft for 55 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. 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 meters)
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.
- Ordnance Bay:
The fighter has a large bay in the main body
that carry a wide variety of different ordnance types. Ordnance types include
missiles 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. Both guided and
unguided ordnance may be carried.
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 to four but must be the same size (light, medium, or
heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 16 short range missiles or light bombs, 8 medium range
missiles or medium bombs, or 4 long range missile or heavy bomb. Ordnance
can be mixed and torpedoes and depth charges may be carried as well as
missiles and bombs.
- Wing Hard Points (4):
The Ghosthawk has four hard points
for ordnance and equipment. The hard points can be used to carry missiles,
bombs, and rocket packs as needed by the mission. Missiles, rocket packs,
and bombs can be mixed or matched but all ordnance on a hard point must
be the same type. Carrying ordnance on the aircrafts external hard points
negates the aircraft's stealth from the bottom, sides, front, and back
of the aircraft. The aircraft will retain normal stealth from the top when
carrying wing mounted ordnance. Reduce Stealth by 10% for every hard point
carrying ordnance.
- Bombs and Missiles:
The only restriction is that a hard point
must carry all the same type of missiles or bombs. Both unguided and guided
bombs can be carried.
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: Missiles can be fired and bombs can be dropped
one at a time per hard point. Multiple hard points can be linked as one
attack but must be the same size (light, medium, or heavy) and style of
ordnance (all missiles or bombs in a volley)
Payload: One long range missile or heavy bomb, two medium range
missile or medium bombs, or four short range missiles or light bombs (see
above - all ordnance on a hard point must be the same size and type of
ordnance)
- Mini-Missile Pod:
Large capacity mini-missile pod. The mini
missile pods are normally carried for ground strafing, anti-troop, and
anti-emplacement attacks. Normal missile used are armor piercing, plasma,
or fragmentation mini-missiles.
Maximum Effective Range: Varies with missile types, mini-missiles
only (Go to Revised
bomb and missile table).
Damage: Varies with mini-missile types (Go to
Revised
bomb and missile table).
Rate of fire: Each pod can fire one at a time or in volleys
of 2, 4, 8, or 16 and can be linked with other mini missile pods for greater
number of missiles (Counts as one attack no matter how many missiles in
volley)
Payload: each pod carries 16 mini-missile.
- Advanced Towed Decoys (4):
Pod takes place of all ordnance
on the Hard Point. The aircraft can carry a special pod that carries four
advanced towed decoy drones. 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 each.
- 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 decoys systems are assumed to not operate
on 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 dispensers
near the middle the fighter's wings with two decoys in the dispenser on
either wing. 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. Opening the main ordnance bay greatly
increase the aircraft's radar signature from the underside of the aircraft
and aircraft creates no penalties to be detected in those conditions. Also,
reduce Stealth by 10% for every hard point carrying ordnance. 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 Ghosthawk 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 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: The Ghosthawk is very maneuverable and very accurate.
Use the Phase World Starfighter combat (Elite or Basic) skill. These bonuses
are in addition to those from the piloting skill.
+3 to initiative
+1 to strike with nose gun or mini-missiles
+3 to dodge
+10% to all piloting skills
[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.]
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By Kitsune (E-Mail Kitsune ).
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