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UGC FLAG.
United Galaxies Council.
MG-8 Phantom III.
UGC FLAG.
United Galaxies Council.
It's been 800 years since the FG-8 Phantom III First took off. First developed just after the Unification War, the REF employed it as an interceptor fighter, but latter realized its potential as a light bomber in support of P/A troopers. This became especially useful after the development of the Rifleman and Campaigner P/A's.
The Interplanetary Council authorized the construction of the First Neo-Tech Factory specifically to build the FG-8. To date, this is the ONLY Neo-Tech Factory ever built to produce only one product. In all, production of the FG-8 contributed to more than 8.766 billion man-hours. Considering that 1 man hour converts to 600 manufacturing hours, this equals 5.259 trillion manufacturing hours. Each craft required 1,000 manufacturing hours to build; Over 6 million units were manufactured.
The one or two seat, the twin-engine supersonic FG-8 Phantom III flies at Mach 8, and can carry a payload of up to 16,000 pounds of bombs, rockets, missiles and guns. The pilots and crews who worked with the aircraft praised them as a workhorse, an aircraft you could count on, an aircraft that does it all, gets the job done, and gets you home again.
The FG-8 was superseded as a dogfighter by the advent of the A/FG-36 Hornet, when they were converted to full time anti-radar/missile (Wild Weasel) and attack craft. With the advent of the A/BG-20 Thunderbolt, they were relieved of their attack roles and left with full time anti-radar and anti-missile defense. When the A/FG-44 Raptors came on-line, the A/FG-36's were relieved of their antiradar duties, and the A/EG-8's (as they had by then been re-designated) were initially decommissioned.
However, they recently found new life in a Medivac role with the development of the LP-5 Suspension Pod. They can carry as many as 20 critically injured personnel, even under fire, to near-front battle aid stations. Although the MM-120, PB-4 Particle Beam Cannon, and GU-XX remain in the Phantom's inventory, all other weapons were removed to make room for additional life pods. 10 can be kept in the bomb bay, plus another 5 on each wing.
The Dustoff (as it is commonly called) has been a god-send to the common infantrymen, especially during initial landings, when the only medical facilities available are in orbit. The older 1 seat variants have been converted to 2 seaters, allowing a dedicated pilot and dedicated medic as the crew. These members are hailed as the "Angels of Combat" by those who's lives have been saved by them. It is therefore no wonder that the title of "Dustoff" has been bestowed upon the MG-8.
Name: MG-8 Phantom III
Model Type: Medivac
Class: Guardian
Crew: Typically 2; Medics are known to "hitch a ride" in a suspension pod on occasion.
Passengers: Up to 10
M.D.C. By Location:
Fuselage-
Pilot's Compartment-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
PB-4 Particle Beam Cannon-
GU-XX-
300
200
100 each
150 each
100 each
75
75
Upper Arms (2)-
Lower Arms (2)-
Hands (2)-
Wings (2)-
Tailerons (2)-
Rudder-
Bomb Bay Doors (2)-
60 each
40 each
40 each
150 each
10 each
100
150 each
Speed and Statistical Data:
Running: 80 MPH
Range On Land: Unlimited
Flying: Mach 8
Maximum Height: No limit
Range In The Air: 130K Miles
Surfaced On The Water: 80 Nautical MPH
Range On The Surface: Unlimited
Underwater: 80 knots without winged pods; 15 with.
Maximum Depth: 6,500 Feet (2.25 nautical miles)
Range Underwater: 60 hours. Note: LP-5's on the wings will not last that long (see LP-5).
Space: Mach 8
Range In Space: 25 Light Years
Height: 19 feet
Wingspan: 39 feet
Length: 62 feet, 11 inches
Weight: 21 tons fully loaded with passengers.
Cargo: Limited; The crew wear their VR-061. Additionally, it CAN carry up 6.5 tons of critical supplies, or up to 20 critically wounded.
Power System(s):
Primary: Twin PP-261 plasma rockets
Secondary: Twin JR821 jet thrusters (in feet)
Flight System(s):
Primary: Anti-Grav pods (3)
Secondary: Aero-foil effect
Cost: and Availability: 21⅖ million credits; Always. There are actual 3⅖ billion sitting around as spare parts or storage.
Black Market Cost and Availability: As much as 100 million apiece; Occasional. If you want a Guardian, this is the one to try for.

Weapons Systems:
1. GU-XX Gun Pod: This hold over from the REF has seen extensive honorable service. Aside from minor upgrades; the weapon is still the same that took on the Invid so very long ago. The only substantial upgrades have been in the magazine (a drum-style magazine in now used for smaller target profile and greater capacity), and an attached scope system (improving the heads-up characteristics of the gun pod itself). The weapon now has a +2 strike from the scope.
Purpose: Defense
M.D.: Does 4D6 MD short burst, 1D4 times 10 medium burst, or 2D4 times 10 full melee burst.
Rate of Fire: Short and medium bursts count as only 1 attack. The pilot can fire as many bursts in this mode as his total attacks per melee. A full melee burst supplants all other attacks for that melee.
Range: 4,000 feet
Payload: 400 short bursts, 200 medium bursts, or 100 full melee bursts. Each ship carries 2 spare clips.





2. PB-4 Particle Beam Cannon: The PB-4 is a simplified version of the Gulag Officer Battle Pod main P.B.C. This weapon has served well and reliably through literally thousands of years of Warfare; It therefore was a logical choice for an integrated weapon. Unlike the F-4 Phantom II for which the FG-8 was named, the presence of an integrated weapon was never even considered as a possibility; No one even thought to not include one.
Purpose: Offence
M.D.:
Rate of Fire:
Range:
Payload: Unlimited.

3. MM-120 Multi-Missile System: Essentially the same as the MM-60 carried by the Alpha (and just about every other REF-era Mecha). The only substantial difference is a vastly expanded capacity.
Purpose: Offense
M.D. & Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, 8, 16, 30, or 60.
Payload: 120 altogether. Each launcher pod carries 1 reload, but the reload can not be fired in an initial volley.
Features:
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 300 miles, can track up to 500 individual targets. 95% reliability (50% 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.
  • Mine Detector (in feet): 85% detect mine or +50% to detect concealment.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • 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 and medical officer to get visuals on targets at night.
  • A.J.P.: 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.
  • L.D.P. (4): Launched Decoy Pods. Located on the wingtips and the tip of the rudder. The Phantom can carry 6 special pods that carries four advanced towed decoy drones. These drones are dragged about 250 feet behind the craft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the ship. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound). Note that they can be released to draw fire away.
    M.D.C.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Towed to 328 feet (100 meters) from the Mecha or released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: One can be tether deployed at a time and requires 15 seconds to deploy another decoy. Any non-loosed decoys can be reeled in again.
    Payload: 16 Decoys each pod.
  • 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 500 miles. Specific range can be adjusted in 1 mile increments.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1,500' apogee), 100' of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Smoke Dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape and to cover retreating forces.
  • Telescoping Arms: Extends the pilots reach by 6 feet.
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • 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 04 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 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, 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: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • LP-5 Suspension Pods: Can carry up to 20 LP-5's safely. As many as 30 have been loaded up on occasion, but the practice of "loading" is strictly banned. Those that do so face possible courts-martial.
    Combat Bonuses from Phantom Combat Elite:
  • 4 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
  • +5 Initiative.
  • +2 Strike (+2 again using the GU-XX).
  • +5 Dodge.
  • +2 Roll
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