TW-F-14 “Phoenix Tomcat” Techno-Wizard Jet Fighter:
Made famous by the movie "Top Gun," a movie still popular after the coming of the Rifts, the F-14 is an extremely popular fighter know for its ability to carry the long range AIM-54 Phoenix missile. The fighter was retired near the beginning of the Twenty-First Century under protest from many pilots and fans of the fighters. Many were put into mothball storage and they were resurrected by the Coalition to serve on the carriers although replaced by truly modern designs. A few ended up in museums where many of them fell into disrepair. A small number of fighters, both stolen from the Coalition and from the remains of museums, fell into the hands of techno-wizards, many of them the fans of the movie "Top Gun" themselves. Several of these techno-wizards decided to restore these old fighters. One of the versions of the fighter they developed is known as the "Phoenix Tomcat." There is some rumor of the Techno-Wizards wanting to acquire their own super carrier, maybe even bringing one up from the bottom of the ocean.
In the process of rebuilding of the fighter, one of the first steps is to completely strip the fighters down to their frame. Quartz crystals, virtually always rose quartz, are woven into the frame of the fighters so the aircraft will carry enchantments. This is then covered with a new skin which is made out of enchanted materials which includes aluminum, silver, and meteoric iron alloy. These enchanted materials are designed to be able to take as much abuse as the high tech alloys and composites which most Post Rifts aircraft are composed of. The fighter is far stronger than Golden Age refitted versions. The enchantments have a further property which is to make the fighter impervious to fire attacks and heat including modern plasma and enchanted fire weapons. The only problem with the material is that it can only be repaired by another techno-wizard.
Like with most techno-wizard aircraft, the old engines are replaced by far more powerful ones. These engines include both a conventional and techno-wizard component. The fighter has a techno-wizard “Fly as the Eagle” spell. This allows the fighter to fly at speeds up to around three hundred knots and the fighter makes no sound when flying using this flight system. This flight system also allows the fighter to hover and land in this manner, a virtually necessity after the coming of the Rifts. The conventional flight system is far more powerful than the engines it replaces although the Tomcat is still far slower than many Post Rifts or later Pre Rifts fighters. Top speed is around Mach 2.96 using the thrusters. It is a twin fusion reactor system and has an extended range although the engines will overheat if operated continuously at full power. The enchanted flight system does not overheat. Each engine has a vectored thruster which increases the fighter’s maneuverability and allows for short take offs and landings even without the enchanted flight system. The fighter’s flight controls are converted by fly-by-wire systems which increases maneuverability even more.
The most spectacular feature of the fighter is the ability to "Phoenix." The fighter can be made to burst into flames up to three times per day. Any attacks against the aircraft have to destroy the fire field protecting it before doing any damage to the Tomcat. As well, any creatures which attempt to touch, or physically attacking, the fighter will take fire damage. Missiles can be fired by the fighter without the fire field destroying the missiles. The fire field is believed by most to be powered by a minor elemental creature of fire. Several fighters which are based on the element of fire are powered by fire elementals. Like the air elemental based fighters, if the aircraft is destroyed, the fire elemental will simply go back to its home plane and not attack anyone in the area. It is believed that the elemental is asked to merge with the fighter and not forced or coerced. The fire elemental appears to give the fighter a personality which might not be expected.
The 20 mm Vulcan cannon carried on the original Tomcat is replaced by a pair of flame cannons with one on each side of the cockpit. There was some consideration given to mounting techno-wizard telekinetic machine guns but the flame cannons pull their magic from the elemental and as a result do not need recharging while a telekinetic weapon would require periodic recharging. Missiles carried are similar to those carried by the Golden Age refitted fighters. There are four heavy hard points between the fighter’s engines. These can each carry long range missiles or a variety of smaller ordnance. The is a single heavy hard point on the outside of each engine and a secondary lighter hard point. The primary hard point can carry a long range missile each but the secondary hard point is limited to smaller ordnance. The wings cannot carry any additional ordnance. Due to the more powerful engines and the reinforcements on the fighter, the techno-wizard Tomcat can land fully loaded with missiles or other ordnance.
The Tomcat was always well know for its ability to track enemy aircraft. When rebuilt, the fighters old AWG-9 radar system is replaced by a far more sophisticated system which has both longer range and a massively upgraded ability to track targets. The fighter also has an advanced jamming system added. A variety of magical sensor systems are also added to the fighter including an enchanted sensor able to see invisible targets. A fireworks chaff and flare system is mounted on the fighter to help to decoy incoming missiles. Finally, a variety of standard techno-wizard enchantments are added including the ability to make the fighter impervious to energy and completely invisible.
Model Number: TW-F14 "Phoenix Tomacat"
Vehicle Type: Twin Engine Interceptor / Bomber
Crew: Two (Pilot and Weapon / Radar Officer)
M.D.C. by Location:
[1] Nose Mounted Flame Cannons (2): | 50 each | |
[2] Wings (2): | 240 each | |
[3] Elevators (2): | 120 each | |
[4] Rudders (2): | 120 each | |
Cockpit: | 280 | |
[4] Engines (2): | 320 each | |
Landing Gear (3): | 30 each | |
[5] Main Body: | 440 | |
Fire Aura (3 times per day): | 100 |
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
[3] Destruction of rudders 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.
[4] 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 10%
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.
The aircraft takes no damage from fire or heat due to enchantments (Including
magical and mega damage heat and fire).
Speed:
Driving on Ground (Taxiing): Only possible for conventional
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: The "Phoenix Tomcat's" engines are a combination of
magic and technology. The aircraft has a magical flight system that allows
it to fly from hover to 300 knots (345.2 mph / 555.6 kph) completely silently.
These engines also allow the fighter to hover stationary and land vertically.
Unloaded, using the standard thrusters, the Tomcat can fly from around
120 knots (138.1 mph / 222 kph) to a top speed of Mach 2.96 (1,697.6 knots
/ 1,953.6 mph/ 3,144.0 kph). When the fighter is carrying ordnance on its
external hard points, the fighter has a top speed of Mach 2.66 (1,525.6
knots / 1,755.6 mph / 2,825.4 kph.) Maximum altitude is 80,000 feet (24,384
meters) using the conventional flight system.
Maximum Effective Range: Effectively Unlimited. Thrusters overheat after twenty
hours of use below 250 mph (402.3 kph) without magical flight system, 10
hours of use from 250 mph (402.3 kph) to 650 mph (1,046.1 kph), and 4 hours
of use over 650 mph (1,046.1 kph).
Statistical Data:
Height: 16 feet (4.8 meters)
Wingspan: 64 feet 1.5 inches (19.55 meters) with wings unswept
and 38 feet 2.5 inches (11.56 meters) with wings swept back.
Length: 62 feet 8 inches (19.1 meters).
Weight: 44,000 pounds (19,958 kg) unloaded and 72,000 pounds
(32,659 kg) at maximum load.
Power System: Magical and Nuclear, Should have an average lifespan
of 20 years
Cargo: Minimal (Storage for small equipment), does not include
hard points.
Black Market Cost: 45 million credits.
Weapon Systems:
- Two (2) Heavy Flame Cannons: Mounted in the fighter’s fuselage
forward of the cockpit and replace the 20 mm Vulcan cannon mounted in the
original Tomcat. Each weapon is a converted heavy plasma weapon. All of
the flame cannons can be fired together and inflict incredible damage when
all four are fired together. No matter how many cannons are fired together,
it counts as one attack. The flame cannons have a slightly better range
and have an unlimited payload compared to hand held flame cannons. The
weapon pulls its energy from the minor Fire Elemental.
Maximum Effective Range: 3,000 feet (914 meters).
Mega Damage: 1D6x10 per flame cannon and 2D6x10 for both cannons firing simultaneously (Counts as one attack)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited. - Hard Points (8): The Tomcat has a total of 8 hard points
with four of the hard points between the aircraft's engines and two of
the hard points on each of the aircrafts wing roots. The two hard points
are closely grouped together and one can carry much lower payload that
the other. All but the secondary wing support hard points can carry bombs
instead of missiles but the Tomcat was not designed to carry bombs so there
are penalties when using bombs. The hard points were originally designed
to carry one missile each but the hard points have been refitted to carry
two medium range missiles or four short range missiles on each hard point.
The smaller secondary wing root hard points are reduced in their payload.
Missiles can be fired with flame aura active.
Fuselage Hard Points (4): ECM Pack or Missiles/Bombs (1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light each). Originally used for Phoenix, AMRAAM, Sparrow, and Sidewinder missiles but could carry bombs as well.
Primary Wing Root Hard Points (2): ECM Pack, Towed Decoy, or Missiles/Bombs (1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light each). Originally used for Phoenix, AMRAAM, Sparrow, and Sidewinder missiles but could carry bombs as well.
Secondary Wing Root Hard Points (2): Missiles only (1 medium range missile or 2 short range missiles) each These hard points were originally designed for Sidewinder missiles.- 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. Missiles are controlled by the weapons officer except
for short range missiles, which are controlled by the pilot.
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: 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: Varies by hard point (see above - all ordnance on a hard point must be the same size and type of ordnance) - Active Jamming Pod: Th pod takes place of all ordnance on the Hard Point. 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.
- Towed Decoys (4): 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. 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 65% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 35% chance of fooling military level radars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.
Maximum Effective 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: 4 Decoys each pod.
- 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. Missiles are controlled by the weapons officer except
for short range missiles, which are controlled by the pilot.
- Magical “Fire Aura”: The “Phoenix Tomcat” can produce an aura of fire
up to three times per day. The pilot can see clearly through the fire aura.
While this field is active, the fighter is clearly on fire and cannot be
concealed using the spells of Chameleon or Invisibility. The field is too
close to the fighter for ramming attacks although some pilots have tried.
It is effective against creatures who try to grab the fighter. Missiles
can be fired from fighter and towed decoys are protected from the effects
as well. See spell description for more details.
Maximum Effective Range: 0.5 feet (0.15 meters) around fighter
Mega Damage & Effects: 3D6 M.D.C. to any targets attempting to grab fighter and has a 50% chance of catching combustible materials on fire. Fire Aura also gives a 100 M.D.C. Force field which damage must be subtracted from first.
Payload: Three Times per day. - Magical “Fireworks” Anti-Missile Chaff/Flare Dispenser (1): 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.
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 Tomcat has the following
techno-wizard modifications built into the aircraft. These require P.P.E.
or I.S.P. from the pilot.
Special Features:- Impervious to Energy (8th Level) - 20 P.P.E. or 40 I.S.P.
Invisibility-Superior (8th 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
- Radar: Range 500 miles (805 km), 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.
- Magical “See the Invisible” Optics: 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.
- T.C.S.: Video Camera with powerful magnification. Multiplies all images by about 200 times which allows visual identification and tracking of fighter sized objects out to 20 to 30 miles.
- +1 to strike with nose guns
+3 to dodge
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2007, Kitsune. All rights reserved.