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:

  1. 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.
    1. 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).
    2. 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.
  2. 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.
  3. 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.
    1. 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)
    2. 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.
    3. 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.
  4. 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: 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)
  5. 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:

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.


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