* Wings (2)- ** Elevators (2)- ** Rudders (2)- Cockpit- 12Ø | 8Ø each 4Ø each 4Ø each 12Ø | *** Engines (2)- Landing Gear (3)- *** Fuselage- | 12Ø each 1Ø each 28Ø |
Notes: Speed and Statistical Data: 02. Ordnance Hard Points (11): The aircraft has a total of 11 hard points. Three of the hard points are on the body of the aircraft and there are four hard points on each wing. The hard points can be used to carry missiles, bombs, mini-missile packs, towed decoys, and jamming pods. The aircraft can also carry fuel tanks on the three hard points on the main body. The outer hard points often carry medium range missiles for air to air combat. 03. Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missile and missile. Both unguided and guided bombs can be carried. In two pilot versions, short range missile racks are controlled by the pilot. 04. Mini-Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the aircraft but are only carried on the wings. 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.
* Destroying a Wing will cause the pilot to suffer a 5Ø% drop in ALL piloting skills; However, becasue of the A-1Ø's remarkable design, it will not, necessarily, crash.
** Destruction of rudders or one elevator will still allow the plane to be controlled by the varying of power levels of the engines but the fighter has a penalty of -1Ø to dodge, and a -3Ø% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
*** The destruction of one engine will reduce the fighters top speed by half and give the pilot a -2 penalty to dodge as well as giving a 1Ø% 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.
**** 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.
Weapon Systems:Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is 4Ø mph (64 kph) when traveling and not on take off or landing. Aircraft can land and take off from primitive runways.
Flying: The Thunderbolt can reach a top speed of 42Ø mph (365 knots /676 kph). The aircraft does not have an afterburner and the fighter's normal cruise speed is 345 mph (3ØØ knots /556 kph) but varies on the situation. The Thunderbolt has a maximum altitude of 3Ø,ØØØ feet (9144 m).
Range: Has a cruise range of 1554 miles (135Ø nm /25ØØ km) with no ordnance load. The aircraft can carry up to three external fuel tanks that each contains 6ØØ gallons of fuel and adds 3ØØ miles (26Ø nm /48Økm) to the aircraft's range. Reduce aircraft's range by 15% if partially loaded (more than 5Ø% of capacity) and by 25% if fullyloaded. The Thunderbolt can fly a mission to a target that is 288 (25Ø nm /463.5 km) away while being three quarters loaded with ordnance and the aircraft can loiter at the target for 1 hour and 45 minutes. The A-1Ø Thunderbolt can be refueled in the air.
Height: 14 feet 8 inches (4.4 meters).
Wingspan: 57 feet (17.4 meters).
Length: 53 feet 4 inches (16.16 meters).
Weight: 51,ØØØ pounds (22,95Ø kg) fully loaded.
Power System: Conventional, Two General Electric TF34-GE-1ØØ turbofan engines (9Ø65 lbs thrust each), uses aviation fuel.
Cargo: Minimal (Storage for small equipment), does not include hard points.
Black Market Cost: 3.3 million credits (Can sometimes sell for double that price).
Features:01. 3ØMM GAU-8/A Gatling gun: This is the original Pre-Rifts cannon mounted in the nose of the aircraft.They have replaced the standard ammo with mega damage, armor piercing ramjet ammunition which allows the aircraft to hold it own and surpass other Rifts aircraft in firepower.
Mega Damage: 2D6×1Ø for a short burst of 2Ø round, 4D6×1Ø for a long burst of 4Ø rounds, and 3D6 for each round. Both bursts count as one attack.
Maximum Effective Range: 6,ØØØ feet (1,83Ø m).
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: 118Ø rounds (59 bursts).
Mega Damage: Varies by missile or bomb type; Refrence Dr Ryan KITSUNE for further details.
Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at.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: 4 short range missile or light bombs, 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) each hard point.
Mega Damage: Varies with mini-missile types; Refrence Dr Ryan KITSUNE for further details.
Maximum Effective Range: Varies with missile types, mini-missiles only.
Rate of fire: Each pod can fire one at a time or in volleys of 2, 4, 8, or 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 16 mini-missile.
Background and RL-XXXX By Lt Col Andering "SKID" REDDSON