REEF-QF-3000G Super Ghost Unmanned Fighter:
Because the REEF at Canaveral Base had a lack of qualified fighter pilots, as well as there being some missions that were perceived to be simply too dangerous for human pilots, the commander of Florida Base decided to develop an unmanned jet fighter design to supplement the manned fighter forces. As one might exact, it was decided to base the design mostly on the “Ghost” used by the RDF. In addition to her own forces, the Orbital ARMD has adopted the unmanned fighter to supplement their Veritech fighters. The only one who the REEF might sell the fighter to, the New Navy has not shown an interest in the design. Otherwise the REEF will not sell the design to other parties.
As one might expect, the design of these new “Ghost” fighters were modified greatly from the original RDF design with greatly increased capabilities all around. Even though the appearance is similar, the fighter is almost a new craft. Still, there are concerns that the unmanned fighter simply is not as flexible as a human piloted fighter. So far, the unmanned fighter has performed quite well in service.
Already controlled by sophisticated computers, the most important upgrade to the ghost is in the artificial intelligence. There was extensive studies of captured Cyberwork’s robot designs and several key computer improvements came from this research. The artificial intelligence is a fusion between Robotech and Cyberwork’s technology. Of course, the engineers in the REEF made sure that it could not be highjacked through a backdoor in Cyberwork’s hardware or software.
The original “Ghost” was not a stealth design and another important change was that the new “Super Ghost” was designed with a vastly decreased radar cross signature. The material technology is in large part copied from Coalition Talon fighter design. Even though the Super Ghost is quite stealthy, it is also much tougher than the original RDF design. The design of the unmanned fighter is a lifting body without conventional wings.
Instead of being conventionally powered, the “Super Ghost” is fusion powered, giving it virtually unlimited range in an atmosphere. The engines actually are powerful enough to make the fighter trans-atmospheric and operate equally well in space as in an atmosphere. In space, the fighter has limited reaction mass. The Super Ghost is faster than almost all of the fighter designs produced on Rifts Earth. Unlike most of the other fighters produced by the REEF, the Super Ghost is not able to take off and land vertically. Engines are however able to be vectored for greater maneuverability which also allows the fighter to make short take offs and landings.
Originally the “Ghost” mounted six auto cannon. These are replaced by six variable frequency pulse lasers. These are slightly modified versions of the Triax TX-41 variable frequency lasers. The lasers have the advantage of having virtually unlimited payload, pulling power straight from the fighter’s reactors. When fired together, the six lasers inflict potentially devastating damage. These same lasers are carried on several other REEF designs although none carry six of them.
The design of the fighter is modified with a pair of ordnance bays under the fuselage. While bombs can be carried, long range and medium range missiles are most often carried. Each bay has the ability to carry two long range missiles or four medium range missiles. Another common missile load are a single long range missile and two medium range missiles per bay. Ordnance payload is limited with there being no external hard points on the Super Ghost.
To be more accurate, this fighter follows theoretical information about starships operating non chemical propulsion in space. This has meant much greater speeds and accelerations. Listed is the formula to allow player and game masters to calculate the fighters velocity.
- Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Vehicle Type: Unmanned aerospace fighter
M.D.C. by Location:
 Pulse Lasers (6, 3 per side):
Ordnance Bays (2)
Landing Gear (3):
 Thruster (Right & Left):
 Main Body:
 These are small and difficult targets to strike, requiring the attacker to make a “called shot” but even then the attacker is -4 to strike.
 Destruction of one engine will reduce the fighter’s top speed by half and give the fighter a -3 penalty to dodge as well as removing the 5% bonus to piloting. Destroying both engines will cause the aircraft to crash. Computer may attempt a emergency landing. Loss of both engines in space allows the fighter to still travel using navigational thrusters at 10% normal speed but will crash if it enters an atmosphere.
 Depleting the M.D.C. of the fighter’s 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 aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts stealth by 10% of its total.
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. The fighter’s engines are variable thrust which allows for short take off and landing.
Flying; Atmosphere: Fighter has a maximum speed of Mach 5 (3,847 mph/ 6,192 kph) and is trans-atmospheric. Fighters cruise speed is considered to be between Mach 1 and Mach 2.2.
Range: Effectively Unlimited
Flying; Space: The fighter does not have an effective top speed but is limited by acceleration. Fighter can reach a top acceleration of 6 G. The fighter will often travel at an acceleration of 0.5 to 1 G for extended periods for patrol. Because the fighter is mostly unshielded from the effects of radiation and hypervelocity atomic particles, the fighter is not operated at speeds exceeding 20% of the speed of light. The fighter can be launched from a larger starship at great velocities but may not be able to decelerate to a direct stop before running out of fuel.
Range: Unlimited in an atmosphere, the engines do not overheat
Conditional in space, The fighter carries 4 days of reaction mass for travel at 0.5 G of acceleration. Double the consumption of fuel for 1.0 G of acceleration and double the consumption for every 1.0 G of acceleration beyond 1 G. this means the fighter will burn 64 times faster at 6 G than at 0.5 G. This allow the fighter about 90 minutes of fuel at 6 G. The fighter will often accelerate for a period of time and then shut down the engine and travel using the fighter velocity. If the fighter uses more than half of its reaction mass when accelerating, the fighter will be unable to decelerate fully and the fighter will normally only use a third or less of its fuel on accelerating so it does not run into a problem. If the fighter runs out of fuel then it must be recovered by another vehicle traveling faster or be lost.
Height: 16 feet (4.9 meters)
Width: 26 feet (7.9 meters)
Length: 53 feet (16.2 meters)
Weight: 8.6 tons (7.8 metric tons)
Cargo: Minimal, not including ordinance bays. Small ordnance bays can carry 1,000 lbs (454 kg) each
Power System: Nuclear Fusion with average life span of 20 years
Black Market Cost: If found it would probably be worth 40 million for a new, undamaged, and fully operation fighter complete with missiles and rail guns. The REEF does not sell the fighter to outside parties.
Six (6) Forward Variable Frequency High-Powered Lasers: These replace the original auto cannons with the advantage of having an unlimited payload. These lasers are copies the Triax TX-41 Laser pulse rifle. The weapon has twelve different possible frequencies to counter laser resistant armor. Setting seven counters USA-10 Glitter Boy and all other setting are designed to counter other laser resistant materials. These laser cannons have the ability to be positioned up or down 30 degrees. All of the lasers can be fired together as a single volley and normally all six are fired together firing three blast bursts.
Maximum Effective Range: 4,000 feet (1,200 meters) in an atmosphere. Range is eight times normal when used in space.
Mega Damage: Singe Laser: 3D6 for a single shot or 1D6x10 for a three round burst, Two Lasers: 6D6 for a single shot or 2D6x10 for a three round burst each laser, Three Lasers (one side): 9D6 for a single shot or 3D6x10 for a three round burst each laser, Four Lasers: 1D6x10+10 for a single shot or 4D6x10 for a three round burst each laser, Six Lasers (all): 2D4x10+20 for a single shot or 6D6x10 for a three round burst each laser,
Rate of Fire: Up to nine (9) attacks per melee (each uses a melee attack - no matter how many lasers are fired in a single volley.)
Payload: Unlimited (Draws Power off the main engines).
Two (2) Main Ordnance Bays: The aircraft has two ordnance bays at the bottom of the mid-fuselage. The fighter can carry two long range missiles, four medium range missiles, or their equivalent in smaller ordnance or bombs. 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 missile, 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 dropped at (assume powered range is 8 x normal in space for missiles - See revised bomb and missile tables for details.)
Mega Damage: Varies by missile or bomb type (See revised bomb and missile tables for details.)
Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two (2), five (5), or eight (8) but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: Eight (8) short range missile or light bombs, four (4) medium range missiles or medium bombs, or two (2) long range missile 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 dispenser. 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 against Phase World missiles due to technological difference.
01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles 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, enemy missile or missile volley 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)
The fighter has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed.
Artificial Intelligence: IQ 19, Has general military skill program and three other skill programs.
General Military Skill Program: Radio; Basic, Mathematics; Basic (98%), Pilot Jet Fighter, Aircraft Combat (8th Level) Language/ Literacy American, Euro, Dragonese, Techno-Can, and Trade Six (94%), Programmed for common slang & behavior, and huge Database of vehicles and monsters. Bonuses: +1 attack, +1 to Strike, +1 to Dodge, and +1 to Initiative.
Physical: Hand to Hand (Martial Arts - 8th level)
Pilot Related: Navigation, Navigation; Space, Read Sensory Instruments, Weapon Systems (94%)
Communication: Radio; Scrambler, Laser Communication, Optic Systems,Surveillance Systems, T.V./Video (94%)
Stealth Feature: Fighter has a very similar stealth feature as the Coalition Talon fighter and has a -80% to be detected because of its stealth. Go to General Detection Penalties for more information on penalties and bonuses to use with stealth.
Active Jammer: 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 causes -4 to all radar guided weapons.
Radar: Range 500 miles (805 km).The radar system can identify and track up to 96 targets simultaneously and is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the fighter can fire missiles at up to twenty four targets at the same time.
E.S.M.: Radar Detector, Passively detects other radars being operated..
Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.
- Aircraft is considered to have a Physical Prowess of 26
Number of Attacks:9
Critical:18, 19. or 20.
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Macross®, Robotech®, Robotech: Sentinels®, SDF-1®, Southern Cross®, and Zentraedi® are registered trademarks owned and licensed by Harmony Gold USA, Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 1998 & 2013, Kitsune. All rights reserved.