TW-CF-105 “Super Arrow” Techno-Wizard Jet Fighter:
“Damn Canadian Techno-Wizards, have to reproduce a friggin huge ass aircraft that never was even produced. Granted, it is fast, but it sure the hell ain’t stealthy.”
Anonymous America Techno-Wizard
“The Americans have their Tomcats, their Raptors, and their Starfighters. Why can’t we have our Arrows. Why should we have to copy them? Why should only their aircraft get built. ”
Anonymous Canadian Techno-Wizard in response.
Developed by the Avro Canada company, the Avro CF-105 Arrow was an aircraft developed in the 1950s as a delta wing interceptor which would have likely served into the 1960s and beyond. With Orenda Iroquois engine, the It was promised to be able to reach high mach speeds of around Mach three.
In 1959, soon after the first prototypes began flying, the aircraft was cancelled. This in large part spelled the end for Canadian military aircraft development. Only five were every completed and all were scrapped. There was a lot of anger about the decision as well as accusations of both cover up and collusion. Periodically, as well, various groups tried to argue for bringing back the design of the Arrow. The idea was never practical however with the operation of American aircraft such as the F/A-18 Hornet being far more practical.
A number of techno-wizards who identify themselves as Canadian did not like the fact that almost all techno-wizard aircraft designs are based on American Empire (United States) designs. As a result, when they found out about the Avro Arrow, they decided they had to reproduce it. Unlike techno-wizard F-104 “Super Starfighters”, these aircraft were new built. There are some recycled Pre-Rifts equipment used in producing these aircraft to reduce costs however.
The techno-wizards were able to find some partial plans for the Arrow as well as some section and reproductions of the aircraft. Still, the design of the techno-wizard Arrow is almost a new built design with only a passing relationship with the original Avro Arrow design. This has received some criticism from many purists as one might expect.
Even so, the aircraft is quite a technical achievement. The aircraft design is as much a technological design as a magical design. The engines are a fusion turbine design which can reach speeds up to Mach 3.1. The fighter is not capable of vertical take offs and landing however the aircraft is fitted with vectored thrusters both to improve maneuverability and to allow for short take offs and landings. Flight systems of the rebuilt Arrow are multi-redundant “Fly by Wire” systems run through armor sheathed cableways. The original CF-105 actually had a primitive “fly by wire” system itself. Some designers also wanted to add canards but this was rejected but to spoiling the aircraft’s appearance.
Unlike the later F-35 Joint Strike Fighter design, the Avro Arrow was not designed with a low radar cross signature. Does not help that the CF-105 was a huge aircraft almost eighty feet long. The techno-wizard version is not designed with any vast improvements in radar signature. The techno-wizards did however did give the fighter the enchantment of “Invisibility Superior.” With the enchantment active, the fighter is virtually impossible to detect although requires quite a lot of magical energy to keep active for any length of time.
The techno-wizard fighter takes advantage of conventional high strength composites and alloys instead of enchantment materials of similar strength. Such conventional materials are far less expensive than the enchantment materials both in terms of building the fighter in the first place and making repairs. Now, the aircraft is protected by the enchantment of “Armor of Ithan” which enables a force field to be activated up to three times per day. There is also the techno-wizard enchantment of “Impervious to Energy” which can be extremely effective against energy weapons.
As designed, the Avro Arrow did not have any internal guns. On the new techno-wizard version, it was decided to mount internal weaponry. It was decided to mount a pair of telekinetic machine gun with one on either side of the fighter’s cockpit. The advantage over most energy weapons is that they are effective against targets that are impervious to energy. They do however have to be recharged once a month.
The Avro Arrow was designed with a long weapon bay with the ability to carry a large variety of ordnance. As modified, the techno-wizard version can carry for long range missiles in this bay. A mixture of smaller ordnance can be carried with up to eight medium range missiles in place of the four long range missiles. Missiles carried internally have little effect on performance. In addition to the internal bay, the techno-wizard fighter also has six hard points with the ability to carry a single long range missiles or a mixture of lighter ordnance. This includes mini-missile pods. Unlike the internal bay, external ordnance does reduce the fighter’s performance.
In addition to weapon systems, electronics are upgraded to modern standards. This included an Active Electronically Scanned Array (AESA) radar system. This system is hugely more effective than any radar system originally developed for the Avro Arrow. It can track upwards of almost one hundred targets and can target up to twenty-four intercepts simultaneously, generally exceeding the number of missiles it can carry. The fighter also has the techno-wizard “See the Invisible” optic. It does retain a cockpit for both a pilot and sensor/weapon officer to reduce workload.
Finally, the fighter has a measure of self defense added. This includes an internal active jamming system. There is also a magical “Fireworks” chaff and flare system. This allows the fighter to decoy missiles fired at it. The main advantage over conventional systems is that it does not need to be reloaded but instead is recharged by magical energy. Towed decoys can also be carried on wing hard points instead of missiles or bombs.
Model Number: TW-CF-105 “Super Arrow”
Vehicle Type: Twin Engine Interceptor / Bomber
Crew: Two (Pilot and Weapon / Radar Officer)
M.D.C. by Location:
Ordnance Bay (1): |
200 |
|
[1] Side Mounted Telekinetic Machine-Guns (1): |
50 |
|
Wing Mounted Missile Hard Points (6): |
10 each |
|
[3] Wings (2): |
240 each |
|
[4] Rudder (1): |
140 |
|
Cockpit / Reinforced Pilot Compartment: |
180 |
|
Pilot Seats (2): |
2 |
|
[5] Engines (2): |
270 each |
|
[6] Main Body: |
480 |
|
Landing Gear (3): |
30 each |
|
Magical “Armor of Ithan” Force Field (3 times per day): |
150 |
Notes:
[1] 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.
[2] Destroying a wing will cause the plane to crash.
[4] Destruction of the rudder 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.
[5] The destruction of one engine will reduce the fighter’s 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. Pilots may attempt an emergency landing or pilots can choose to eject.
[6] 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.
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. Because of the vectoring of the thrusters, the fighter can take off in a short distance.
Flying: The TW-CF-105 “Super Arrow” has a top speed of Mach 3.1 (2,298.5 mph / 3,699.1 kph) and has a maximum altitude of 80,000 feet (24,380 meters). Normal cruise speed is up to mach 1.5 (1,112.2 mph/ 1,789.9 kph) but fighters cruise speed depends on mission and situation.
Range: Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 12 hours of continual use. Occasional rest stops every 4 to 6 hours, giving the engines an hour to cool down, will allow the aircraft to travel indefinitely.
Statistical Data:
Height: 21 feet 2 inches (6.25 meters).
Wingspan: 50 feet 0 inches (15.24 meters).
Length: 77 feet 9 inches (23.71 meters).
Weight: 54,000 pounds (24,495 kg) empty and 72,000 pounds (32,660 kg) fully loaded.
Power System: Nuclear, Should have an average life span of 20 years
Cargo: Minimal (Storage for small equipment), does not include ordnance bay or hard points. Ordnance bay can carry 4,000 lbs (1,816 kg) total.
Black Market Cost: 40 to 60 million credits (Can sometimes sell for double that price)
Weapon Systems:
1.Two (2) Telekinetic Machine-Guns: Mounted on each side of the fighter’s cockpit. They are enchanted by a series of spells so the cannon acts as a more powerful version of the T.K. Machine-gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged by the spell Telekinesis and 100 P.P.E. once per month. The cannon does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 2D6x10+10 for both cannons or 12D6 for one
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
One (1) Internal Ordnance Bay: The fighter has a large bay in the main body that can carry a wide variety of different ordnance types. Ordnance types include missiles or 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. An equivalent number of torpedoes or depth charges to the number of missiles and bombs may also be carried.
Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at (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) to sixteen (16) but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: Sixteen (16) short range missile or light bombs, Eight (8) medium range missiles or medium bombs, or four (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.
Six (6) Wing Hard Points: The “Supper Arrow” fighter can carry a variety of ordnance on its hard points. The fighter has three hard points on each wing for a total of six hard points. They can carry missiles, bombs, and mini missile pods.
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 that bombs are dropped at (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: 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: Four (4) short range missile or light bombs, two (2) medium range missiles or medium bombs, or 1 long range missile or heavy bomb (all ordnance on a hard point must be the same size and type of ordnance) per hard point.
Mini-Missile Pod: Large capacity mini-missile pod. The aircraft normally carries missile pods 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 (See revised bomb and missile tables for details.)
Mega Damage: Varies with mini missile types (See revised bomb and missile tables for details.)
Rate of fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) 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 sixteen (16) mini-missiles.
Advanced Towed Decoys (4 decoys each): The 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 the 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: Four (4) Decoys each pod.
One (1) Magical “Fireworks” Anti-Missile Chaff/Flare Dispenser: In many ways this system is similar to technological versions of the Chaff/Flare system. The anti-missile system works by combining three spells. The three spells are Fire Bolt, Apparition, and Telekinesis. The physical effects of the system are identical to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged by spells.
Effect:
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: 10 Uses before being recharged. The dispenser is recharged by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis (8 P.P.E.).
Techno-Wizard Modifications: The “Super Arrow” has the following techno-wizard modifications built into the aircraft. These require P.P.E. or I.S.P. from the pilot / weapon’s officer.
Special Features:
Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.
Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.
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. The special equipment is a combination of both magic and technology
Advanced AESA Radar: Active Electronically Scanned Array type radar. Range 500 miles (434.5 nautical miles / 805 kilometers), 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 fighter can fire missiles at up to twenty four targets at the same time.
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.
See the Invisible: Same as spell and used at will. 2,000 feet (610 meters) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
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.
Combat Bonuses:
+2 to Strike with Telekinetic Machine Guns and Mini-Missile Launchers.
+3 to dodge
+5 to dodge while traveling over 250 mph
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Writeup by Kitsune (E-Mail Kitsune).
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