Golden Age Weaponsmiths FA-18 Super Hornet / FA-18G Growler:

About a year after Golden Age Weaponsmiths found the F-14 and F-18 C/D fighters, they got word that there was another cache of F-18 C/D fighters. Considering their success in selling the F-18 C/D, they were in a hurry to get the location of the cache. When they arrived there, they received a pleasant surprise: instead of the FA-18 C/D`s that they already had, they had found a batch of the rather more advanced FA-18 E/F or "Super Hornet" fighters and a smaller number of FA-18G Growler jamming aircraft.

It was found that the Super Hornet was more structurally sound than the Hornet, and also could carry more ordnance, had a better range, and slightly higher top speed, at no loss of maneuverability, even though it was almost 25 percent larger than the Hornet. The conversion that GAW performed upon these planes was ultimately much the same as that done on the Hornet, only the Super Hornet was capable of receiving a bit more armor, and as a result has a slightly better survival capability.

This fighter is capable of making carrier landing and takeoff and has a tail hook for the purpose of carrier landings. Just like it's slightly less powerful brother, the FA-18 Hornet, the Super Hornet has sold very well. It is even more flexible than its smaller brother, and has better survivability and a better maintenance record, due to the improvements in the design. As a matter of fact, the engineers of GAW were surprised to find that the Super Hornet had 40 percent LESS structural parts than the Hornet, while the airframe was actually stronger. The Super Hornet would sell better than its smaller brother if it were not for the simple fact that GAW has found far less Super Hornets than normal Hornets.

Only a handful of the Growler version of Hornet have been found. The Growler retains most of the components of the Hornet including the radar system, guns, and engines. The main addition is extra electronics and mot of the ordnance hard points replaced by jamming pods. The jamming aircraft has been found useful for many roles and most have been sold to Mercenary companies with large air forces. The aircraft retains two hard points and carries two towed decoy pods on the wingtips.

The Super Hornet was an instant favorite when GAW started to sell it, because although it is in a lot of respects a better aircraft than the Hornet, it costs only half a million credits extra. The Coalition bought a small number of the "Super Hornets" to get aircraft strength up but they are planned with newer aircraft as soon as possible. The Growlers sell for much more due to the jamming pods and sell for around ten million credits.

Considering the success that GAW has had in selling the Hornet, and the few Super Hornets that they have found, there are some in the company`s management that are pushing to actually start manufacturing Super Hornets. While the Growlers are very popular as well, many members of the company's management sees them as selling only a relatively limited group of customers.

Model Numbers:FA-18 E / FSuper Hornet
FA-18 GGrowler
Vehicle Type:FA-18 E / FTwin Engine Fighter-Bomber
FA-18 GTwin Engine ECM tactical jamming aircraft
Crew:FA-18 EOne (Pilot)
FA-18 FTwo (Pilot & Weapon's Officer)
FA-18 GTwo (Pilot & Sensor / Jamming Operator)

M.D.C. by Location:
Jamming Pods (FA-18G - 5 total):40 each
[1] Wings (2):80 each
[2] Elevators (2):50 each
[2] Rudders (2):50 each
Cockpit:100
[3] Engines (2):120 each
Landing Gear (3):5 each
[4] Main Body:180

Notes:
[1] The loss of a jamming pod will cause the jamming effect to be reduced by 6 miles (12.8 km), 12% to radar systems, and 1 for missile using radar guidance.
[2] Destroying a Wing will cause the plane to crash
[3] Destruction of rudders or one elevator will still allow the fighter to be controlled by the varying of power levels of the engines but the fighter 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 pilot must eject to survive.
[4] 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 10% 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.
[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.

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 Super Hornet and Growler can reach a top speed of Mach 1.8 (1385.2 mph/2221.8 kph) on full afterburner (the fighter can only last a few minutes at that speed). The fighter's normal cruise is about 600 mph (965.6 kph) but varies on the situation. The fighter has a maximum altitude of 50,000 feet (15,240 m)
Range:
Super Hornet: 1,931 nautical miles (2,220 miles/3,561 km) with ordnance load and centerline fuel tank. The fighter has approximately 25% better range when the fighter is carrying no ordnance.
Growler: 1,800 nautical miles (2073 miles /3.335 km) with jamming pods and ordnance load.
Both the Super Hornet and the Growler can be refueled in the air.

Statistical Data:
Height: 16 feet (4.8 meters)
Wingspan: 44 feet 8 inches (13.5 meters)
Length: 60 feet 1 inch (18.1 meters)
Weight: 66,000 pounds (30,000 kg) fully loaded.
Power System: Conventional, Two F414-GE-400 enhanced performance turbofan engines (22,000 lbs thrust each), uses aviation fuel
Cargo: Minimal (Storage for small equipment), does not include hard points
Black Market Cost: Super Hornet: 4 million credits (Can sometimes sell for double that price). Growler: 10 million credits (Can sometimes sell for double that price).

Weapon Systems:

  1. 20 mm MK-61A1 Vulcan cannon: This is the original Pre-Rifts cannon mounted in the nose of the fighter. It is the same cannon design as is carried on the F-14 Tomcat. They have replaced the standard ammo with mega damage, armor piercing ramjet ammunition which allows the aircraft to hold it own against other Rifts aircraft. The gun mount is controlled by the fighters pilot in both the single seat and two seat variants.
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 1D6x10 for a burst of 30 round, 2D4 for each round.
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 570 rounds (19 bursts)
  2. Hard Points: The Super Hornet has a total of ten hard points to carry ordinance. The Growler replaces most of the hard points with jamming pods and only retains two hard points with the wingtip hard points replaced by towed decoys.
    FA-18 E / F Super Hornet: Below is a list of hard points and the loads that they can carry. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point must be the same type. FA-18 G Growler: Below is a list of hard points and the loads that they can carry. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point must be the same type.
    1. Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missiles or bombs. Both unguided and guided bombs can be carried. In two pilot versions, short range missile racks are controlled by either the pilot or the weapons officer.
      Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are 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: Varies by hard point (see above - all ordnance on a hard point must be the same size and type of ordnance).
    2. Mini-Missile Pod: Large capacity mini-missile pod. The mini missile pods are normally carried for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles. In two pilot versions, mini missile pods are controlled by the pilot.
      Maximum Effective Range: Varies with missile types, mini-missiles only (Go to Revised bomb and missile table).
      Damage: Varies with mini-missile types (Go to Revised bomb and missile table).
      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-missiles.
    3. Towed Decoys (4): The pod takes place of all ordnance on the Hard Point. The aircraft can carry a special pod that carries four advanced towed decoy drones. 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 the 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: 4 Decoys each pod.
  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 one chaff and 1D4 flares. Rifts Earth decoy 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: 25 chaff, 50 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
  4. Fixed Towed Decoys (FA-18 G Only): These are mounted on the wingtips of the aircraft. The aircraft can carry a special pod that carries four advanced towed decoy drones. 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 the 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: 4 Decoys each wingtip for 8 towed decoys.

Special Equipment:
The equipment of the fighter has been upgraded but many of the original systems are still on the fighter. 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.]

By Mischa (E-Mail Mischa)
and by Kitsune (E-Mail Kitsune).

Copyright © 1999 & 2001, Mischa & Kitsune. All rights reserved.


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