TW-F2Y-2S “Windrider” Sea Dart Techno-Wizard Fighter:

The Convair YF2Y-1 was one of the the most interesting concepts ever built. It was designed as a supersonic fighter which could take off from the surface of the water. The fighter was very futuristic looking with a delta-wing configuration which was rare when this plane was developed. At the time that the plane was developed, the United States navy had no confidence in the ability of carriers to embark large supersonic aircraft. As well, there was the concept of these fighters operating from submersible carriers and some partial plans were drawn up. The sea plane had many problems including takeoffs on rough water. As well, one of the prototypes disintegrated in mid-air when it was pushed passed its safety margin. Eventually, the Navy lost interest in the seaborne fighter and the program was canceled. At the same time, the Navy was able to solve their problems with jet fighters operating from carriers. All four seaborne fighters eventually found their way into museums where they sat for decades, little more than an interesting footnote.

It could be said that techno-wizards will follow just about any tangent. It is believed that the plane which had been housed in Willow Grove Pennsylvania survived the coming of the Rifts at least partially intact and was discovered by a techno-wizard. The fighter was in too poor a shape to actually be rebuilt but the techno-wizard decided to use the plane for a basis for a new design. Even with the huge amount of knowledge lost with the coming of the Rifts, the technology of jet design is far in advance of what it had been when the Sea Dart was first developed and the Techno-Wizard fighter can only be considered a new fighter even though it shares the same dimensions. So far only a handful of these fighters have been built but there is much interest in the sea fighter and there are several customers who have already ordered these aircraft. With the lack of airfields, even with the proliferation of VTOL aircraft, there is much renewed interest in seaplane type designs. As well, there is considerable interest in submersible designs which can launcher fighters and the Sea Dart fits that bill quite nicely. One disadvantage of the design is its cost compared to other techno-wizard designs. The fighter is expensive costing over twice what more conventional propeller driven “Windrider” aircraft of around the same size.

The physical appearance is close to that of the original delta-winged Sea Dart but there are obvious differences when the fighter is looked at closely. The most obvious is that the fighter has twin canards on either side of the cockpit. Other visible changes include the twin engines which extend slightly from the rear of the fuselage and the fighter can vector its thrust as a result. The fighter also has a single large ski which can be retracted from the fuselage. Without using enchantments, the fighter can take off from sea conditions of up to six to ten feet. A special computer controlled pistol helps to keep the fighter steady on takeoff and landing. While not ski-borne, the fighter floats in the water like a boat. There are far more changes in the design which are not visible. These include the fact that the engines are far more powerful than the most powerful engine possible in the Nineteen-Fifties and are fusion powered for virtually unlimited range. Top speed with the engines is almost Mach 1.5 compared to the original Sea Dart being just barely able to beat Mach 1 in a shallow dive. The flight system of the fighter is a triple redundant fly-by-wire system which is computer controlled. This flight system combined with the vectored thrusters and the front canards makes for an incredibly maneuverable aircraft. As with many techno-wizard aircraft, the cockpit is designed to look like the original fighter although can be configured to many different styles due to being special holographic systems. The fighter mounts a full range of sensors and electronics including long range radar and a powerful full range jamming system. These systems are generally equal to those mounted on advanced Rifts fighters including those of the Coalition. Of course, the sea launched fighter is constructed from incredibly high strength alloys and composites and can withstand incredible damage compared to the original Sea Dart prototypes.

The enchantments on the fighter should not be ignored and are what make the Sea Dart truly an outstanding fighter. The fighter produces a magical “Whirlwind” around the fighter and behind it. Using just the “Whirlwind” flight system, the Sea Dart can reach of up to 120 mph although the magical flight system is rarely used by itself. One disadvantage of the flight system is that it is rather noisy compared to telekinetic flight system although it is not limited to ley lines. Other aircraft caught in the vortex often lose control and are virtually always knocked off course. The vortex also cause light damage to aircraft and missiles are usually destroyed. As well, pilots commonly use the vortex as a carpet attack against the ground. The whirlwind surrounding the aircraft is less powerful than the vortex but still offers protection to the Sea Dart. The “Whirlwind” can be combined with the aircraft's normal flight system to increase the aircraft's top speed and with the flight system and the Whirlwind, the fighter can achieve greater than Mach 1.5. One special advantage of the “Whirlwind” is that it acts to flatten the water where the fighter is landing and allows for landing in virtually any conditions. The special focused storm of the “Whirlwind” Sea Dart is produced by a lesser air elemental which is merged with the aircraft in a similar manner to the “Wildstorm” Techno-Wizard fighters. The elemental also allows the flight of the plane to almost be instinctive compared to more conventional aircraft. Like the “Wildstorm” fighters, if the aircraft is destroyed, the elemental will simply go back to its home plane and not attack anyone in the area.

The original Sea Dart was to have been armed with four 20 mm cannons and a pack of folding fin rockets although none of the prototypes where ever armed. The techno-wizard version of the Sea Dart is definitely armed with two telekinetic machine guns and two lightning blasters as the fighters main weaponry. The lightning blasters are mounted under the canards while the telekinetic machine guns are mounted in the fighter’s wing roots. The fighter mounts additional weaponry but the “Whirlwind” which the fighter usually generates interferes with them. The constantly shifting winds knock all ordnance off course even if they are not detonated by the magical storm. A retractable mini-missile pod is mounted on either side of the fighter behind the cockpit. In addition, the fighter has four hard points which are partially recessed into the wings. These can be used for mini-missile pods which are specially designed to be able to be submerged. Mini-Torpedoes can be fired from the pods as well. As well, missiles can be carried but they need to be designed to be submerged as well. Torpedoes can be substituted as well. One problem is that all of the wing mounted ordnance is underwater and the plane must be pulled from the water to be reloaded.

Model Number: TW-F2Y-2S “Windrider” Sea Dart
Vehicle Type: Dual Engine Techno-Wizard Turbojet Fighter
Crew: One

M.D.C. by Location:

[1] Fuselage Mounted Lightning Blasters (2):40 each
[1] Wing Root Mounted Telekinetic Machine Guns (2):30 each
[1] Side Mounted Mini Missile Launchers (2, behind cockpit)50 each
[2] Forward Canard Wings (2):50 each
[3] Wings (2):180 each
[4] Rudder (1):100
Cockpit / Reinforced Pilot Compartment:140
[5] Engines (2):180 each
[6] Main Body:350
Landing Skid (1):50

[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 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.
[3] Destroying a wing will cause the plane to crash
[4] 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.
[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. Pilot may attempt an emergency landing or pilot 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. 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.

Land, Driving: Cannot be driven on the ground, must use a special wheeled dolly to be moved around on land. Cannot take off from land, can only take off from the water.
Water, Surface Travel: Can Float on the surface or can travel as a hydrofoil on the surface of the water with a top speed of 160 mph (257.5 kph / 139 knots) using jet thrusters only, 80 mph (129 kph / 69.5 knots) using magical “Whirlwind” propulsion system, and 200 mph (322 kph / 174 knots)
Flying: Mach 1.48 (1,097.4 mph / 1,766 kph / 952.9 knots) with a maximum altitude of about 60,000 feet (18,288 meters). using jet propelled flight. When the fighter is carrying ordnance on its external hard points, the fighter has a top speed of Mach 1.25 (928.8 mph / 1,491.6 kph / 804.8 knots.) Using magical “Whirlwind” flight system, top speed is 120 mph (193.1 kph / 104.2 knots.) Both flight systems can be combined, giving the Techno-Wizard Sea Dart a top speed of Mach 1.56 (1,156.6 mph / 1,861.5 kph / 1004.4 knots) when not carrying external ordnance and Mach 1.33 (986.1 mph / 1,587 kph / 856.4 knots) when loaded with external ordnance.
Maximum Effective Range: The “Stormrider” Sea Dart will overheat after twelve hours of continual use using jet engines. Occasional rest stops every 4 to 6 hours, giving the engines an hour to cool down, will allow the aircraft to travel indefinitely. Effective unlimited on “Whirlwind” flight system.

Statistical Data:
Height: 16 feet 2 inches (4.9 meters)
Wingspan: 33 feet 8 inches (10.3 meters)
Length: 52 feet 7 inches (16.0 meters)
Weight: 12,800 pounds (5,806 kg) empty and 20,500 pounds (9,300 kg) fully loaded.
Power System: Dual Flight System, Fusion Reactor with twenty year lifespan and “Whirlwind” flight system.
Cargo: Minimal (Storage for small equipment), does not include hard points
Black Market Cost: 45 million credits (Can sometimes sell for double to triple that price)

Weapon Systems:

  1. T.K. Machine-Guns (2): Mounted on the wing roots of the fighter. 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 and can be fired through the “Whirlwind” field. Weapon can be combined with the Lightning Blasters.
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 2D6x10+10 for both cannons or 12D6 for one (Combined with Lightning Blasters for a Maximum Total of 3D6x10+30)
    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.
  2. Two (2) Heavy Lightning Blasters: Mounted under the fighter’s canards. Both of the lightning blasters can be fired together. No matter how many cannons are fired together, it counts as one attack. They can also be combined with the T.K. Machine-Gun. The lightning blasters have a slightly better range and have an unlimited payload compared to hand held lightning blasters. The weapon pulls its energy from the air elemental and does not need to be recharged. Lightning blasters can be fired while the electrical field is active.
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 1D4x10+10 per electrical blaster and 2D4x10+20 for all four blasters firing simultaneously (Counts as one attack - Combined with T.K. Machine-Gun for a Maximum Total of 3D6x10+30)
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: Effectively Unlimited.
  3. Mini-Missile / Mini-Torpedo Launchers (2): A small mini-missile launcher is mounted on either side of the fighter behind the cockpit. When a missile or torpedo is launched, they are launched to the side to clear the propellers. The launchers can be retractable to reduce the craft's drag. Launcher can use both mini-missiles and mini-torpedoes. This weapon is mostly used against enemy aircraft, missile volleys, and other aerial opponents, or on strafing runs against troops and other ground targets. The weapon has potentially a much larger punch than the telekinetic machine-guns. Ordnance (mini-missiles) cannot be fired / dropped while the “Whirlwind” field is active.
    Maximum Effective Range: Varies with missile or torpedo types, mini-missiles or mini-torpedo only (See revised bomb and missile tables or revised Rifts torpedoes as appropriate for details.)
    Mega-Damage: Varies with mini-missile or mini-torpedo types (See revised bomb and missile tables or revised Rifts torpedoes as appropriate for details.)
    Rate of Fire: Equal to the total number of hand to hand attacks per melee. The missiles can be fired one at a time, or in volleys of two, four, or eight.
    Payload: 16 total (8 each launcher)
  4. Wing Hard Points (4): The T.W. Sea Dart can carry a variety of ordnance on its hard points. The fighter has two hard points on each wing for a total of four hard points. The hard points are slightly recessed into the wings. Mini-Missile pods are very popular. Torpedoes are also carried for use against submarines. Ordnance cannot be fired / dropped while the “Whirlwind” field is active. There is no provision for jamming pods or towed decoys. Towed Decoys would likely be destroyed by the whirlwind anyway.
    1. Bombs, Missiles, or Torpedoes: 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.) Torpedoes: 20 miles (32 km) for medium range and 40 miles (64 km) for long range torpedoes.
      Mega Damage: Varies by missile, torpedo (See revised bomb and missile tables for details) or by torpedo type (See revised Rifts torpedoes for details.)
      Rate of Fire: Missiles and Torpedoes 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, Long Range Torpedo or Heavy Bomb per Hard Point. Two Medium Range Missiles / Medium Range Torpedoes / Medium Bombs or four Short Range missiles / Light bombs can be substituted for One Long Range Missile/Heavy Bomb.
    2. Mini-Missile / Mini-Torpedo Pod: Large capacity mini-missile pod. Launcher can use both mini-missiles and mini-torpedoes. 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 or torpedo types, mini-missiles or mini-torpedo only (See revised bomb and missile tables or revised Rifts torpedoes as appropriate for details.)
      Mega-Damage: Varies with mini-missile or mini-torpedo types (See revised bomb and missile tables or revised Rifts torpedoes for details as appropriate 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) mini-missiles 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.
  5. Stormrider “Whirlwind”: The fighter is surrounded by series of powerful shearing air currents. Due to this, the aircraft has partial protection against both explosions and projectiles. Behind the fighter, a very strong vortex is created which inflicts damage to anything that is caught in the vortex. This field will destroy virtually any missile caught in it and also normally knocks other aircraft off course. While very dangerous to aircraft attacking from the rear, the pilot is at -4 to strike with the Vortex. Trying to turn the fighter to get a missile caught in the vortex is a dodge maneuver and the pilot does not suffer any penalties. The Vortex is also sometimes used as a carpet attack against ground targets. The field can be activated by the pilot whenever needed. Missiles and bombs cannot be used effectively while the field is active.
    Maximum Effective Range: 10 foot (3.05 meter) field around fighter and 300 foot (91.4 meter) long and 50 foot (15.2 meter) wide vortex field behind the fighter.
    Mega-Damage: Vortex Field Behind Fighter: 4D6+4 M.D.C. (S.D.C. objects are destroyed) against anything caught in the vortex. Missiles are normally destroyed but even if not are knocked out of control. Missiles and Power Armors have an -80% penalty to their piloting rolls to keep from being knocked out of control. Fighters and all relatively small aircraft have a -50% penalty to their piloting rolls to keep from being knocked out of control. Large aircraft have a -20% penalty to their piloting rolls to keep from being knocked out of control. Even if the aircraft is not knocked out of control, it will be knocked off course by 1D6x10 degrees and only smart missiles can attempt to reacquire their target. Around Fighter: None but partially protects aircraft from all directions from both projectiles and explosives. Reduce damage from explosions by 50% and damage from projectiles by 25%.
    Rate of Fire: Can be activated at will
    Payload: Effectively unlimited
  6. Techno-Wizard Modifications: The Sea Dart has the following techno-wizard modifications built into the aircraft. These require P.P.E. or I.S.P. from the pilot.
    Special Features:
      Chameleon (6th Level) - 6 P.P.E. or 12 I.S.P.
      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

Combat Bonuses:

[ 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. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 2005, Kitsune. All rights reserved.