Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The UN Government, and later, the New UN Government has continually developed and fields the Ghost series of unmanned fighters due to their ability to exceed the G-limitations of manned fighters. In addition, the time spent on pilot training costs and losses are reduced. Conversely, the armed forces are able to field more units despite armed forces cutbacks. The uniform mass production of the Ghost series of unmanned aerospace combat fighters
is another point of attraction for the UNG and NUNG.
The QF-4000 is a general-purpose unmanned aerial combat vehicle which the New U.N. Forces have mass-produced since 2045, and are deploying in support of the VF-171 Nightmare Plus. It is remotely guided from a mother ship or other aerospace craft which has QF-4000 guidance abilities. The computer of the Ghost controls specific things, such as airframe control and attack sequences, while the mother ship gives more simple instructions and the authorization to attack. When guidance from the mothership is severed, some combat operation can be continued, but only by previously programmed instructions. The QF-4000 is vulnerable to enemy ECM attacks that disrupt it's wireless remote control.
It is not necessary to set limits on the QF-4000's mobility to protect the pilot, so it operates at the full potential of the airframe itself. Since the design was based on the X-9, the QF-4000 has a reputation for high-maneuverability, comparatively superior to the VF-171. It's productivity is high and it has an inexpensive cost; construction and maintenance costs are said to be 1/3 of the VF-171. Moreover, since life-support and manned-flight control systems are unnecessary, the weight of the airframe is lighter.
In many immigration fleets, they active as the primary air force.
The AIF-7S variant is an unmanned aerospace combat fighter developed by the Macross Frontier's New UN Forces to limit the use of manned combat fighters. It excels in high mobility and flexibility ranging from reconnaissance to combat, but there are also many weak points because it is an unmanned aircraft.
Luca Angeloni uses special AIF-7S Ghosts.
In the Macross Frontier fleet, the AIF-7S Ghost was deployed to intercept the Vajra. The Vajra's powerful ECM attack caused their loss of control and annihilation. From this hard lesson, the Private Military Provider, S.M.S, has equipped their AIF-7S Ghosts with the newly developed fold communications and guidance systems for use in their anti-Vajra fight.
The QF-4000/AIF-7S prototype's first flight is at New Edwards Test Center, Planet Eden, in 2044.
RPG STATS
Vehicle Type: Unmanned Aerospace Vehicle.
Class: General-Purpose Aerospace Vehicle.
Crew: None. Can be controlled remotely by a pilot or operated autonomously via AI.
Manufacturer: General Galaxy
Government: New Unified Forces
Customer: New Unified Forces, S.M.S
Design Features: Canard wings, main wings, and ventral fins can be folded for storage. Fold communication guidance system corresponds with the use of Super Parts (RVF-25). The payload inside the fuselage is unexpectedly large because it omits manned equipment in its small airframe. Large amounts of missiles can be stored in the airframe.
Variants: (the only differences between the two are cosmetic)
- AIF-7S (Frontier Fleet)
- AIF-9B (13th New Macross Class Fleet)
- AIF-9V (Galaxy Fleet)
MDC BY LOCATION:
Location |
SDC |
(1) Front Sensor Eye
Vernier/Weapon Clusters (3)
(2) Engine Nacelles (2)
(3) Main Body
Wings (3)
Super Packs (2, optional)
|
15
35 each
125 each
200
60 each
75 each
|
- NOTES:
- 1 Destroying the sensor eye of the X-9 will knock out the drone's major sensor systems (including infrared, night vision, and thermal). Radar and communications will be unaffected, but the Ghost will be at -4 to strike. The sensor eye is a very difficult target to hit, however; -5 to strike in addition to velocity penalties.
- 2 Depleting the MDC of one engine nacelle will reduce the Ghost's speed by 40% and give it a -3 penalty to dodge. Depleting the MDC of both nacelles will reduce speed by 80% and impose a -6 penalty to dodge. There is a third engine in the main body that will enable the Ghost to keep flying even if both nacelles are destroyed, however.
- 3 Depleting the MDC of the main body will disable the Ghost. If controlled by the on board AI the Ghost will self-destruct to avoid capture by an enemy.
SPEEDS:
FLYING: Mach 5.0+ in at 10,000 m, standard, on account of the fuselage heat-resistance boundary. Mach 25+ (25,500 Kmph) max speed at 30,000+ meters above sea level, for a maximum of 5 seconds.
Note: The Ghost cannot hover in place like a VF and must maintain a minimum speed of 152 Kmph to remain airborne.
MAXIMUM AIRFRAME DESIGN LOAD: 24.5G
CEILING: Unlimited (Capable of launching into satellite orbit over an Earth-class planet). Maximum rate of ascent is 68,000 meters/minute.
MAX ENGINE THRUST: ?
STATISTICAL DATA:
HEIGHT: 5.54 m
WIDTH: 10.80 m
LENGTH:
9.85 m (overall)
EMPTY MASS: 5,700 Kg
MAX TAKE-OFF MASS: 13,800 kg
PHYSICAL STRENGTH: N/A
CARGO: Equipment pods can be mounted on the hardpoints.
POWER PLANT: Two Shinnakasu/P&W/Roice FF-2038A 55,000 Kg+ thermonuclear turbine engines
DORSAL SPECIAL EQUIPMENT HARDPOINT
This special equipment hardpoint is available for mounting additional mission specific equipment. It must be ejected prior to entering combat operations.
The QF-4000 Ghost can mount only one (1) of the following:
WEAPON SYSTEMS
1. Mauler ROV-25 25mm beam gun (2):
The main weapons of the QF-4000 Ghost are two powerful pulse laser cannons. Two are mounted on either side of the drone on the belly. The lasers can be fired separately or in combination, against single or multiple targets. The lasers are semi-fixed forward, and can only fire within a 40° arc from the front of the aircraft.
- PRIMARY PURPOSE: Assault, Anti-mecha
- SECONDARY PURPOSE: Air-to-ground strafing runs
- RANGE: 5,600 m
- DAMAGE: 1D8 MD per round. 10 round burst, single target - 1D8X10 MD. 20 round burst, single target - 2D8X10 MD. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
The machine gun can be used for sprays: 10 round spray - 1D8 MD per target, effects 1D4 targets. 20 round burst spray - 1D8 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Fire-linked 20 round spray: 2D8 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The ROV-25 is limited to bursts of 10 or 20 rounds per attack.
- PAYLOAD: Effectively Unlimited.
2. Multi-Purpose Missile Launchers (2):
Located dorsally, between the engine nacelles, are a pair of concealed missile bays. When launched, the doors concealing the bays open and the missiles fire downward out of the craft, where they then move to intercept targets either in front of or behind the QF-4000. The missile bay is designed to use the Bifors BMM-24 All-Environment High-Manoeuvrability Short Range Missiles, but can use any type of UN Spacy missile.
- PRIMARY PURPOSE: Anti-mecha
- SECONDARY PURPOSE: Assault
- RANGE: 9.6 Km, 965 Kmph
- DAMAGE: 3D6x10 M.D. with 3 m radius.
- RATE OF FIRE: Can be fired individually or in volleys of any number (2-26) of missiles.
- PAYLOAD: 26 missiles total.
- COMBAT: 3 attacks,
+6 strike, +5 dodge
3. Underside Fuselage Hard Points (4)
The QF-4000 Ghost has four underside fuselage hard points. They can be equipped with large-sized, anti-ship reaction warhead missile. Because the basic armaments of the QF-4000 Ghost suffice for the majority of operations, armaments are rarely mounted on these hardpoints. Refer to
Hardpoint and Missile Details for further details. The following details are optional loadouts.
Note that the standard UNG tactic is for wing mounted ordinance to be fired within the first few passes of an attack.
- AMM-1 Type Hybrid Guided Multi-purpose Medium-range Medium-warhead Missile
- PRIMARY PURPOSE: Assault/Defense
- RANGE: 150 Km, 2251 Kmph
- DAMAGE: 2D12x10+10 M.D., with a 12.2 m radius.
- RATE OF FIRE: Volleys of 1, 2 or 3 per hardpoint. Hardpoints can be firelinked. One volley counts as one attack.
- PAYLOAD: 3 per hardpont; potential of 12 total.
- COMBAT: 2 attacks, +4 strike
- Hexagonal Micro-missile Pod
- PRIMARY PURPOSE: Assault/Defense
- RANGE: 1.6 Km, 2251 Kmph
- DAMAGE: 1D8X10 M.D., with a 3.05 m radius.
- RATE OF FIRE: 1, 2, 3, 4, 5 or 6 per hardpoint. Hardpoints can be firelinked. One volley counts as one attack.
- PAYLOAD: 18 micro missiles per pod; potential of 72 total.
- COMBAT: 2 attacks, +2 strike
- Long range Multi-purpose Mk II missile
- PRIMARY PURPOSE: Assault/Defense
- RANGE: 804 Km, 2571 Kmph
- DAMAGE: 4D10+30 M.D., with a 15.2 m radius.
- RATE OF FIRE: 1 per hardpoint. Hardpoints can be firelinked. One volley counts as one attack.
- PAYLOAD: 1 per hardpoint; potential of 4 total.
- COMBAT: 4 attacks, +5 strike, +4 dodge
- RMS-2 Large-Size Anti-Ship Reaction Missiles
Instead of conventional wing ordinance, the QF-4000 can mount one RMS-2 Reaction Missile on each side; for a total of two. If mounted, NO other hard point ordinace can be mounted. The missiles are AI-guided, thus they receive a bonus of +5 to strike, +4 to dodge and have five (5) attacks per melee until it hits. The missiles will always strike the center (or main body) of their target. Reaction Missiles are always fired in the opening moments of a battle.
- PRIMARY PURPOSE: Anti-Spacecraft
- Sensor type: Radar then TV/visual during final approach.
- RANGE: 3,216 Km
- MISSILE SPEED: Mach 4
- MDC: 50
- DAMAGE: 4D8x10,000 M.D. at ground zero. Reduce damage by a factor of 10 for every 750 m the object is away from ground zero. (i.e. 4D8x1,000 M.D. at 750 m distance, 4D8x100 M.D. at 1,500 m distance, etc.)
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: One per hardpoint, for a maximum of 2.
- ATTACKS: 5 per melee until they strike their target or run out of fuel.
- These smart missiles have advanced tracking and avoidance systems that give them a +5 to strike, +4 to dodge.
4. COUNTERMEASURE DISPENSERS
Every mecha in the New UN Forces has a combined chaff, flare and squib dispenser mounted on them. When used, it fires a burst of 6 flares, 1 exploding chaff container or one parachute squib per 1 unit listed in the stats. Chaff, flares and squibs are each unique in their means of countering attacking missiles. The following will describe the individual details of each of the the three types of countermeasures. The short and easy benefit is that they add a +3 to dodge the missiles.
- PRIMARY PURPOSE: defense
- SECONDARY PURPOSE: distraction (especially true for the ECM squibs.)
- RANGE: GM's arbitration. Squibs effect a 1 Km³ spherical aRhea.
- BONUSES: +3 to dodge. Roll to dodge after rolling on the following per missile:
01-40 Missile distracted - explodes harmlessly in the countermeasures.
41-80 Missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could Rheacquire you, or another target in the aRhea.
81-00 No effect.
Note: +5% to the above chart per every additional countermeasure deployed after the first. For example: 3 countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE: unlimited. (Author's recommendation: maximum of 4 per attack to better reflect their fallibility.)
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 4 parachute squibs per dispenser.
Individual Descriptions:
- CHAFF pods explode roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that distract radar-seeking missiles (only!)
- FLARES are fired in bursts of six to eight per unit. They only work against heat-seeking missiles. Flares can also be used as a signal at night or in space or to blind an opponent at close range who is relying on visual type sensors.
- SQUIBS cRheate an ECM field effecting a 1 Km³ spherical area for 1D4 melees. They affect only radar-seeking missiles, but are less effective than the chaff pods. (-15% on the chart.) The ECM field prevents the targeting radar from locking on if either the opponent or the deploying vehicle, or both, and possibly others, are in the area of effect. Also, it is impossible for a radar broadcasting from the outside of the area of effect to detect on the direct opposite side of the area of effect. ECM squibs are effective in covering a retRheat.
Note that ECM (and the related ECCM) will broadcast where the deployer is located. (When a big chunk of the radar return gets distorted, one knows roughly where the ECM emitting craft is and the most likely place the enemy forces will be.)
5. HAND TO HAND COMBAT
Not applicable, but if necessary, the pilot of the QF-4000 Ghost fighter can ram the drone into another vehicle. This is results in the destruction of the QF-4000 Ghost.
DAMAGE:
- Full-speed Ram - Does 1D6x100 M.D. to BOTH the Ghost fighter and the target. Used as a suicide attack only.
SUPER PARTS
The QF-4000 Ghost is rarely seen without a pair of dorsal Super Parts. There are two types available: standard and Recon. Only Super Parts of the same kind can be mounted.
The Super Parts are aerodynamic, and can be used in both space and atmosphere. They provide 10% more thrust (speed) and have a negligible effect on manueverability.
1. Standard Super Parts:
In addition to ramjet/rocket engines, these Super Parts contain 2 micro-missile ports, located on both sides of the front of the parts.
Micro-missile launcher
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Bifors HMM-01 all-purpose micro-missiles, though any type of standard UN Spacy Micro Missile can be used.
- RANGE: 1.6 km
- DAMAGE: 1D8x10 M.D.
- RATE OF FIRE: Volleys of 1, 2, 3, or 4. One volley counts as one attack.
- PAYLOAD: 10 missiles per launcher; 60 total.
- Combat: 2 actions, +2 strike.
2. Recon Super Parts:
In addition to ramjet/rocket engines, these Super Parts contain additional sensor equipment. The equipment isn't as powerful as those on an ELINT Seeker or Aegis Pack, but they are a significant improvement over a standard QF-4000 Ghost or VF's sensor equipment.
Special Electronics
- RADAR: 750 Km Range. The radome's radar can detect and track up to 700 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. The QF-4000's onboard computer can only track 350 of these contacts simultaneously, but the telemetry from the radome can be recorded or transmitted via laser communications to a command ship for further analysis. The radome also contains electromagnetic and visual spectrum sensors for detecting spatial disturbances in the immediate area, such as incoming or outgoing folds or cloaked ships (85% chance of detecting a ship protected by passive stealth, 60% chance with active stealth).
- QFS-05 FOLD WAVE SENSOR: 1/4 light year (2,375,000,000,000 Km) Range. Detects incoming folds, folds passing by, fold dislocations (fold faults), and possibly even Vajra fold wave communication. It detects targets using fold waves instead of electromagnetic waves. It can identify up to 1,024 targets simultaneously and can guide long to medium-range missiles at 16 targets at the same time. Because fold waves are applied to the control scheme, control of QF-4000 Ghost-series, it is possible to use a RECON Super Parts equipped QF-4000 Ghost as a relay to control other QF-4000 Ghosts at long distances, without lag time. A maximum of 6 QF-4000 Ghost-series can be controlled, though optimal is 3. A RECON Super Parts equipped QF-4000 Ghost being used in this way cannot perform any other actions.
- ELECTROMAGNETIC SENSORS: Range Active: 150 Km; Passive: 75 Km. The sensor array can take detailed structural readings of an object and detect power sources, weapon ports, transmitters, and other valuable statistical data. These sensors give the pilot and anyone else receiving the information a +20% to Intelligence and Detect Ambush/Concealment rolls, provided they make a successful Read Sensory Instruments roll (otherwise they misread/misinterpret the sensor readings). When used in active scanning mode the sensors are 200% greater range, but the QF-4000 Ghost will stand out like a sore thumb on enemy targeting sensors (+1 to hit for anyone attacking the RVF-171 Elintseeker).
- COMMUNICATIONS ARRAY: Transmission Range: 1,125 Km. The communications array can intercept any radio signals or other electromagnetic transmissions (but not laser communications) and retransmit them to a command center for analysis. Note that this does not necessarily mean that the receiver will be able to understand the communication (coded transmissions will still be received in code). Alternatively, the transmitter can generate a blanket "white noise" across the radio spectrum, disrupting ALL radio transmissions. Again, laser communications will be unaffected by this jamming.
STANDARD EQUIPMENT FOR THE QF-4000 (AIF-7S) GHOST
- ACTIVE STEALTH SYSTEM ANTENNA: Built-in the fuselage of the QF-4000, is a stealth system that, when activated, renders the craft almost invisible to standard sensors such as radar. The QF-4000 has the 2nd generation of Active Stealth System. Unlike passive stealth systems, the active stealth system bends radar waves around the mecha, rather than reflecting them. When activated, this system gives the QF-4000 a +2 on initiative and a +1 to strike at all times. Since the QF-4000's stealth capability is a system and not a feature of the design, it can be damaged or destroyed. Once the mecha has lost half of its main body MDC, there is a 50% chance that the stealth system will fail every time the main body of the craft is hit. Once the stealth system has failed, it will not work again until repaired at a UN Spacy base. For more information on stealth, please refer to the stealth rules.
- ARTIFICIAL INTELLIGENCE (AI): NEC/L.A.I Corporation-manufactured model SA/A-2045 FCS2 (Flight/Fire-control integration) type, hierarchical programming/Self-learning type. It allows the QF-4000 to be remotely guided from a mother ship or other aerospace craft which has QF-4000 guidance abilities. The AI of the Ghost controls specific things, such as airframe control and attack sequences, while the mother ship gives more simple instructions and the authorization to attack. When guidance from the mothership is severed, it can continue some combat operation, but they must have been programmed prior to loss of contact.
- COMBAT COMPUTER: The QF-4000 Ghost is equipped with a combat computer that can store and analyze data during combat with hostile forces. The combat computer tracks and identifies specific enemy targets, and has a database of over 12,500 images stored in memory. The computer can identify and track up to 350 targets simultaneously.
- COMPREHENSIVE OPTICAL SENSOR SYSTEM: Includes Infared (610 m), Nightvision (610 m), Thermal Imager (610 m).
- HOMING SIGNAL: The QF-4000 Ghost is equipped with a homing device that enables rescue teams to locate a disabled craft. The range of the signal is 750 Km. Most (New) UN Forces' ships and aerospace vehicles can locate and track homing signals, and the on board computers will automatically notify their pilots if such a signal is detected.
- LASER TARGETING SYSTEM: Range: 200 Km. Used for increased accuracy in the striking of enemy targets and is partly responsible for the drone's strike bonus.
- RADAR: 350 Km range.
- SCRAMBLER RADIO COMMUNICATION: The QF-4000 Ghost is equipped with a long range, omni-directional communications system with satellite relay capabilities that allows it to stay in contact with a controlling UN Spacy base. The signal is encrypted so that it cannot be intercepted by an enemy (and then used to take control of the Ghost), but it can be jammed by ECM systems. If the Ghost looses contact with its controllers the drone's AI system will automatically engage. Range: 960 Km or can be boosted indefinitely via satellite relay.
- SELF-DESTRUCT: To prevent capture of a variable fighter by the enemy, the pilot can activate the QF-4000 Ghost's self-destruct system, which will cause the battle suit to explode after a delay of up to 60 minutes (time is set by the pilot). The explosive damage is contained within a 6 ) area and inflicts 1D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated.
COMBAT BONUSES FOR QF-4000 (AIF-7S) TRAINING
The QF-4000 (AIF-7S) Ghost can operate semi-autonomously or can be directed via remote control from a mothership. The stats below represent bonuses for operators trained in remote control operation of the QF-4000 Ghost fighter. In order to have Ghost combat training, the controller must also have the following skills: Computer Operation, Radio: Scrambler, Read Sensory Instruments, Pilot: Jet Fighter (or Pilot: Variable Fighter), and Weapon Systems. Untrained operators attempting to control a Ghost fighter only get bonuses equivalent to
VF-11 Thunderbolt Basic Combat Training.
ADVANCED QF-4000 (AIF-7S) GHOST COMBAT TRAINING
Aside from the operators hand to hand attacks, the AIF-7S Ghost does NOT receive any of the operators hand to hand bonuses.
- 2 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, nine, and twelve.
- +3 initiative when active stealth is activated.
- +3 to strike
- +4 to dodge. (optional: +4 at low, +6 at medium, and +8 at high speed differentials)
- Tilt Dodge Modifier (applied to the regular dodge bonus): -5.
- +3 to roll with an impact, reducing damage by half.
- Critical strike same as pilot's hand-to-hand.
If the Ghost is put into semi-autonomous operation mode (flight is fully controlled by the AI computer) then the QF-4000 (AIF-7S) has the following skills, abilities, and bonuses (treat as a 6th level Variable Fighter pilot):
AIF-9B GHOST AI COMBAT STATS
Nine (9) Attacks per Melee
+2 on initiative (+5 with active stealth), plus learning bonuses (see AI Computer entry).
+5 to strike
+8 to dodge. (optional: +8 at low, +10 at medium, and +12 at high speed differentials)
Tilt Dodge Modifier (applied to the regular dodge bonus): -5.
+5 to roll with an impact, reducing damage by half.
Critical strike on an unmodified roll of 18, 19, or 20.
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Skills of note:
- Optic Systems (80%)
- Detect Ambush (80%)
- Detect Concealment (75%)
- Tracking (75%)
- Navigation (90%)
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REFERENCES
© Aaron Sketchley