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US Air Force A-1Ø Thunderbolt II:
As the Global Civil War wound up, the Unificationists, of which the United States, Britain, and Germany (along with others) were members, the Anti-Unificationists were making significant gains with superior numbers, especially on moderately vegetated terrain (such as forests) where ample cover and concealment were to be found, but not entangling, for infantry troops.
Though the US had officially retired the A-1Ø’s schematics, making construction of new ones impossible, the Air Force still had hundreds, plus hundreds more at ARMARC and hundreds more in the service of various allies around the world- Not all of them CURRENT allies at the time, however, such as Egypt (which, in a surprising betrayal, switched to the Anti-Unificationists when the Israelis declared neutrality, clearing the way for the Egyptians to declare war on the Israelis, forcing them into the war kicking and screaming).
The USAF began deploying the A-1Ø to counter this increasing threat; Unfortunately, because it had been designed to destroy tanks, rather than infantry, it wasn’t as effective as the program managers had hoped. Nevertheless, the program was an overall success.
The UGC never approved the A-1Ø for deployment, but some factions have nonetheless. There’s really very little the UGC can do about it if they deploy them out of their own funds. The old fashion A-1Ø is moderately popular with mercs, and have been seen in the possession of Ator and Tsentrædi malconts; Colonies are known to use them as well.
Model Number: A-1Ø
Vehicle Type: Ground Attack Aircraft.
Crew: One; A twin-seater model was avaialable, but not anymore without 5Ø,ØØØcredits in laterations.
M.D.C. by Location:
* 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:
* 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.

Speed and Statistical Data:
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 fully


loaded. 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).
Weapon Systems:
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).

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.
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.

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.
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.

Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AJP: Active Jamming Pod. 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. The jamming pod is only mounted inside the port taileron.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)Effect:
    Ø1-5Ø 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-ØØ No effect, missile is still on target.Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.Duration: 1D4 melee rounds.Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.

  • Combat Bonuses:
    +1 to Strike with 3ØMM Gun and Mini-Missile Launchers.
    +1 to dodge.
    +3 to dodge while traveling over 25Ø Mph

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    Based on the RIFTS A-1Ø by Kitsune;
    Image drawn and copyrighted by Lou Drendel (mentor29@mail.idt.net). More of his artwork at Artwork by Lou Drendel. Most stats by Kitsune (E-Mail Kitsune).
    Background and RL-XXXX By Lt Col Andering "SKID" REDDSON