Arrow Light Interceptor Drone

By: Linwood Foster

The Arrow Drone Fighter was developed by Pheonix Unlimited as a supplement to their Alpha and Beta Fighters. They were designed and built to fill the gaps in Pheonix's flightline due to a lack of trained and trusted fighter pilots. The Arrows represent a blend of 3 Galaxies and REF technology and tactics. The frame design is by Pheonix Unlimited, while the principal materials are taken from the 3G's Scorpion Light Interceptor. In fact, the hull material is recycled from a Scorpion, while the internal components are nearly 90% compatible with those in a Scorpion. The first big change is that the Arrow has a far heavier missile loadout than the Scorpion, with all of it being internal. This allows it to perform just as well in an atmosphere as it does in space. The second change is that the Arrow uses an AI derived from REF technology that has been in use since the early 2000's. First seeing combat during the First Robotech War in the QF-3000E Ghost Fighter, then in the inter-war years in the VAQ-6 Vandal Fighter, the REF Drone AI has seen nearly 30 years of development. The Arrow Drone's AI was further enhanced by techniques and advancements learned from work that was done on the original Johnny 5 AI. While the Johnny 5 AI is a general Neural AI with multiple skill sets, the Arrow AI is specialized to do one thing: fly the fighter to the best of its ability. Obeying orders from the onsite Flight Commander, or from the in area command ship, Arrows are used for everything from escort missions and visual intercepts to search and destroy missions. They are fully capable of completing most any mission, with minimal instructions from their controllers.


Model Type: Light Interceptor
Vehicle Type: Drone Fighter
Crew: None.
M.D.C. by Location:
[1] Visual Sensor Bay 100
GR Cannon 40
[2] Missile Ports (12) 50
Engine Section 150
[3] Standard Force Field 150
[4] Main Body: 450

NOTES:

  1. Destroying the visual sensors will knockout the drone's fine targetting ability and negate its bonus to fire with the GR Cannon. As long as internal sensors are not destroyed by battle damage, the drone can still fly with full abilities and fire missiles with no penalties to strike.
  2. These are tiny and extremely hard to hit targets (-6 to strike), the destruction of which will leave the next volley of missiles vulnerable to incoming fire.
  3. The force field regenerates at a rate of 2 MDC per minute.
  4. Depleting the MDC of the main body will disable the drone. Reducing the MDC by another 100 MD will cause the drone to explode, doing 2D6x10 to anything within 30 feet.
Flying Speeds:
At sea level / at 18 km: 760 mph (Mach 1) / 3800 mph (Mach 5)
Max level speed: 7608 mph (Mach 10) in ballistic flight
Orbital Flight: 7608 mph (Mach 10)
Max Sublight speed: 0.10c in ballistic flight.
Stall speed: 250 kph/156 mph
Service ceiling: 45 km .
Statistical Data:
Height: 6.1 feet (Main Body), 10.1 feet (with fin)
Width: 10.5 feet
Length: 26.8 feet
Weight: 9,280 lbs
Power Source: Fusion Battery Pack, 1 week active use charge.
Drives: 1 x Scorpion-class Phase World Standard CG-Drive: This is an auxiliary drive from the Scorpion class fighter. 1 x miniaturized fusion plasma-air/reaction mass intermix ramjets.
Cargo Capacity: None.
Notes: Has all robotic vehicle features.
Black Market Cost: Very Rare Availability, 30 million credits.
Drone Skills of Note (All at ~96%): Intelligence, Navigation, Navigation: Space, Weapons Systems, Sensory Equipment, Electronic Warfare, Radio: Basic, Pilot: Space Fighter, Fighter Combat Elite, WP: Heavy MD Weapons, H2H: Expert, 4 Languages.
Combat Notes: 10 Actions, 1 EW Action, +1 Initiative, +12 Dodge, +7 Roll, +6 Strike w\GR Cannon, +8 Strike w\Missiles.
Weapons Systems:
  1. GR Cannon: This is the GR Cannon salvaged from the Scorpion light fighter. While it does offer the fighter some long range firepower, it is usually used as a backup weapon by the drones.
    Damage: 4D6x10 MD per 20 round burst.
    Range: 16 miles in space, half in an atmosphere.
    Payload: 10,000 rounds (500 bursts).

  2. Medium Missile Launchers (6): These missiles represent the fighter's principal long range firepower.
    Damage: By Missile Type, usually 2D6x10 MD to 3D6x10 MD.
    Range: 40 to 60 Miles.
    Rate of Fire: Individual fire, or a volley of up to all 6.
    Payload: 1 medium missile each, for a total of 6 missiles.

  3. Small Missile Launchers (6): These missiles represent the fighter's principal short range firepower.
    Damage: By Missile Type, usually 5D6 MD to 1D6x10 MD.
    Range: 1 Mile.
    Rate of Fire: By volley of 4 missiles per launcher, up to 24 from all 6 launchers.
    Payload: 12 mini-missiles in each launcher, for a total of 72 missiles.





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