Golden Age Weaponsmiths B-1E Lancer Heavy Bomber:

A mercenary company found a Cache of various aircraft including both B-1 Bombers and F-22 Advance Tactical Fighters. Because they had little use for the vehicles, they sold the information on the location to Golden Age Weaponsmiths. Golden Age Weaponsmiths recovered them, refitted the vehicles, and sold them. The Coalition did purchase a number of the aircraft for research and development but most of the vehicles were sold to smaller governments and mercenary companies. The Coalition has regretted not purchasing all of the bombers because some have been sold to groups that are not friendly to the CS. Because of advanced stealth features, the bombers are more dangerous than the Air Castle bomber was to the Coalition.

The B-1E bomber is a heavily modified version of the original B-1 bomber. The biggest modification is that the original engines were replaced by an engine similar to those carried on the F-22 which allows for cruising at mach speed, increase the top speed of the bomber, and greatly increases the endurance of the aircraft. The bombers stealth was also further increased from the B-1B model by the aircraft being constructed out of advanced ceramics and plastics. The B-1E can also carry a heavier payload than the original bomber design could.

Because of the stealth feature of the bomber, Golden Age had to be very careful when retrofitting the bombers with Mega Damage armor plating. The armor plating that Golden Age Weaponsmith used was advanced polymer and ceramic armor. This has resulted in no increase in the bombers radar signature. This has also resulted in a sizable increase in the price of these bombers. These bombers sell for far more than other GAW refitted aircraft of the same size. The remaining modifications were much easier, this was simply replacing the weapon mounts and replacing the mounts with mounts for standard Rifts missiles. A few purchasers have added guns but standard versions do not carry any ordnance other than bombs or missiles.

Golden Age Weaponsmiths has also found a number of B-1B bombers and has refitted those bombers as well. These bombers have also been listed along with the B-1E bombers. They are slower, cannot carry as much ordnance, and do not have the extended range because they do not have the super cruise engines. They also do not have as good stealth features as the B-1E Bomber does. Even so, these older B-1B Bombers make the Coalition nervous due to their capabilities.

Model Number: B-1E Bomber
Vehicle Type: Strategic Bomber
Crew: Four (Pilot, Copilot, 2 crew)

M.D.C. by Location:
Ordnance Bay:250
[1] Wings (2):280 each
[2] Elevators (2):110 each
[2] Rudders:120 each
Cockpit:180
[3] Engines (4):100
Landing Gear (3):10 each
[4] Main Body:550

Notes:
[1] Destroying a Wing will cause the plane to crash. Bomber Crew must eject to survive.
[2] Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying of power levels of the engines but bomber has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and Bomber Crew must eject to survive.
[3] The destruction of one engine will reduce the bombers top speed by one quarter and give the pilot a -2 penalty to dodge as well as giving a 5% penalty to piloting. The destruction of additional engines will give cumulative penalties.
Destruction of all four engines will cause the aircraft to crash. Pilot may attempt a emergency landing or bomber crew can choose to eject.
[4] 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. Bomber Crew must eject to survive. Damage to the main body will also reduce the aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts stealth by 10% of its total.

Speed:
Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
Flying: The B-1E Lancer has a top speed of Mach 3.06 (2355 mph/ 3790 kph) because of the bombers super cruise engines and bomber can run at afterburner for extended periods (assume in game terms up to thirty minutes). The bomber can also cruise up to mach 1.1 (847 mph/ 1362 kph) but bombers cruise speed depends on mission and situation. Maximum altitude is 80,000 feet (24,380 meters)
The original B-1A could reach up to Mach 2.55 and the B-1B Bomber could reach speeds up to Mach 1.4
Range: 9,715 nautical miles (11,180 statute miles / 17,992 km) with an ordnance load. The bomber can carry additional fuel in place of internal ordnance or additional fuel can be carried on external hard points. Bomber has approximately 20% better range when the aircraft is carrying no ordnance. The Lancer can be refueled in the air.
The B-1B Bomber had a range of 7,455 miles (11,997.8 km).

Statistical Data:
Height: 34 feet (10.4 meters)
Wingspan: 137 feet (41.8 meter) with wings unswept and 78 feet (23.8 meters) with wings swept back.
Length: 147 feet (44.8 meters)
Weight: B-1E: 490,000 pounds (222,460 kg) fully loaded. The B-1B: 477,000 pounds (214,650 kg) fully loaded
Power System: Conventional, the B1E uses four high efficiency super cruise engines, uses aviation fuel.
Cargo: Minimal (Storage for equipment for the bomber crew). Does not include hard points and ordnance bay. Ordnance bay, of emptied of ordnance can carry up to 50,000 lbs (22,700 kg) of cargo.
Black Market Cost: 30 million credits (Can sometimes sell for double that price). Refitted B-1B Bombers are sold at 20 million credits (Can also sometimes sell for double that price).

Weapon Systems:

  1. Ordnance Bay: The bomber has a large bay in the main body that carry a wide variety of different ordnance types. Ordnance types include missiles, torpedoes, naval mines, and bombs. Missile and bombs sizes may be mixed between different types of ordnance but an ordnance drop or launch must include the same type and size of ordnance. Ordnance may be carried at the rate of four short range missile, four light bombs, two medium range missile, or two medium bombs for one long range missile or heavy bomb. One Cruise missile or extra heavy bomb may also be carried instead of two long range missiles or heavy bombs. Both guided and unguided ordnance may be carried. Launching of ordnance is controlled by the weapons officer but the pilot and copilot has emergency controls. When the Ordnance bay is opened, the bomber is far move easily detected by radar from underneath.
    Maximum Effective Range: Varies by missile type for missile and varies by altitude bomb is dropped at (Go to Revised bomb and missile table).
    Mega Damage: Varies by missile or bomb type (Go to Revised bomb and missile table).
    Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two, five, ten, or twenty but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley)
    Payload: 200 short range missile or light bombs, 100 medium range missiles or medium bombs, 50 long range missile or heavy bomb, or 25 cruise missile or extra heavy bombs. Ordnance can be mixed and naval mines may be carried as well as missiles and bombs. (B-1B is limited to about 80% of this ordnance).
  2. External Hard points (12): the bomber has twelve hard points to carry additional ordnance. Each hard point can carry one extra heavy bomb or cruise missile. The hard point can also carry a variety of different ordnance on a hard point. Two long range missiles or heavy bombs, four medium range missiles or medium bombs, or eight short range missiles or light bombs may be substituted on a hard point. Both guided and unguided ordnance may be carried. Launching of ordnance is controlled by the weapons officer but the pilot and copilot has emergency controls. Many bomber crews will carry missile for anti fighter defense on these hard points.
    Maximum Effective Range: Varies by missile type for missile and varies by altitude bomb is dropped at (Go to Revised bomb and missile table).
    Mega Damage: Varies by missile or bomb type (Go to Revised bomb and missile table).
    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: 8 short range missile or light bombs, 4 medium range missiles or medium bombs, 2 long range missile or heavy bomb, or 1 cruise missile or extra heavy bomb (all ordnance on a hard point must be the same size and type of ordnance) can be carried on each hard point.
  3. Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the TRIAX model. However, each time the system is engaged, the system fires off two chaff and 2D4 flares. Rifts Earth decoys systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Effect: Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
    Payload: 80 chaff, 160 flares. Each time the system is engaged, the system fires off two chaff and 2D4 flares.
  4. Towed Decoys (8): These are mounted in dispensers near the rear of the bombers with four decoys in each of two dispenser on the aircraft. These drones are dragged about 328 feet (100 meters) behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
    M.D.C.: 5
    Effects: The decoy has an 65% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 35% chance of fooling military level radars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.
    Range: Not Applicable although decoy is deployed 328 feet (100 meters) from the aircraft
    Rate of fire: One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoy
    Payload: 8 Decoys (4 each)

Special Equipment:
The equipment of the bomber has been upgraded but many of the original systems are still on the bomber. Consider the fighter to carry all standard equipment that robot vehicles carry (not including loudspeaker and microphone) plus the following extra systems:

Combat Bonuses:

[Golden Age Weaponsmiths, Wellington Industries, and TRIAX are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

Image drawn and copyrighted by Lou Drendel (mentor29@mail.idt.net).
More of his artwork at Artwork by Lou Drendel

By Kitsune (E-Mail Kitsune ).

Copyright © 1998 & 2001, Kitsune. All rights reserved.


Return to Vehicles, Robots, and Power Armors on Rifts Earth and Mutants In Orbit