Triax XM-280-B Fighter Jet:


The XM-280B Fighter Jet is a refit of the standard fighter used by the New German Republic. This refit is going to involve all Triax XM-280 Fighter Jets. While the Triax fighter is an outstanding fighter in most respects, the new fighters constructed by the Coalition in North America has shown that there are several areas that they could improve their fighter. In Physical appearance, the fighter looks identical to the unmodified Triax fighters. The plan is to refit all XM-280 fighters within two years of the first fighter refit.


While the fighter was always control by wire, the flight computers have been improved and the fighter has a slightly improved responses. The engines are unmodified but the fighter has disposable JTO thrusters that allow the fighter to take off in a short distance. Unlike Coalition fighters, the fighters engines do not overheat and can be run almost indefinitely. The fighters armor has been replaced by improved alloys that gives the fighter only slightly more damage capacity but also gives the fighter a much lower radar cross signature. The fighters has had an ECM suit added and has greatly improved fire control systems as well. The guns have been replaced by more powerful laser cannons that are variable frequency as well. Ironically, the laser cannons are derived from the TX-41 Pulse Laser Rifle. The bomb bay has been modified to carry missiles, bombs, or a mixture of both. The engineers also found that with only a minor amount of reinforcements, the wings could support far more than 4 mini missile. Instead the wings have been modified to have two hard points each. Each hard point can carry one long range missile, two medium range missiles, four short range missiles, or a mini missile pod each.


Designation: XM-280-B
Vehicle Type: Twin Engine Fighter and Attack Craft
Crew: Two (Pilot & Weapons Engineer)


M.D.C. by Location:

[1] Concealed Nose Lasers (2):50 each
[2] Wings (2):150 each
[3] Rudders (2):80 each
Cockpit:100
[4] Engines (2):210 each
[5] Main Body:320
[1] Landing Gear (3):75 each


Notes:
[1] All indicated hit locations are small and/or difficult targets to hit. An attacker must make a called shot and has a -3 penalty as well.
[2] Destroying a wing will cause the plane to crash
[3] Destruction of the fighters rudders still allows control by the varying of power levels of the engines and vectoring thrusters but 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 a 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 aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts 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. If the fighter is using JTO packs, the fighter can take off in a short distance but the packs must be dropped once attaining flight.
Flying: Fighter can go up to a maximum speed of Mach 3.0 (2,224.4 mph/3,579.8 kph). Its cruise speed is up to Mach 1.0 (741.5 mph/ 1,193.3 kph) and has a maximum altitude is about 60,000 feet/ 18,288 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)
Maximum Effective Range: Effectively Unlimited. Unlike most Coalition and other governments fighters, the Triax fighter does not overheat and can run indefinitely


Statistical Data:
Length: 70 feet (21.3 meters)
Wingspan: 40 feet (12.2 meters)
Height: 15 feet (4.6 meters)
Weight: 25 tons (22.7 metric tons) empty and 30 tons (27.2 metric tons) fully loaded.
Power Source: Nuclear Fusion, Should have an average lifespan of 20 years.
Cargo: Minimal (Storage for small equipment). Does not include hard points and ordnance bay. Ordnance bay, of emptied of ordnance can carry up to 6,000 lbs (2,725 kg) of cargo.
Black Market Cost: Not Available, an undamaged fighter would probably sell for 70 million or more credits


Weapon Systems:

  1. Forward Variable Frequency High-Powered Lasers: Mounted on either side of the cockpit. The original system has been replaced by a system that is derived from the Triax TX-41 Laser pulse rifle. The weapon has 12 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. High powered lasers are controlled by the pilot.
    Maximum Effective Range: 4,000 feet (1,200 meters).
    Mega Damage: 3D6 for one cannon, 6D6 for both cannons, 1D6x10 for three round burst from one cannon, 2D6x10 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: Unlimited (Draws Power off the main engines).
  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, torpedoes, and bombs. While depth charges can be carried, their limited utility means that torpedoes are carried in most ASW missions. Missile and bombs 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 missile, or two medium bombs for one long range missile or heavy bomb. Both guided and unguided ordnance may be carried. A equivalent number of torpedoes or depth charges to the number of missiles and bombs may also be carried. Launching of ordnance is controlled by the weapons officer but the pilot has emergency controls.
    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 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 missile 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 XM-280-B 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. Launching of ordnance is controlled by the weapons officer but the pilot has emergency controls. 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 (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: 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. Mini Missile pods are normally controlled by the pilot.
      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) 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.
  4. 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. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    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: 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.
    Maximum Effective 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:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 1998 & 2001, Kitsune. All rights reserved.



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