Golden Age Weaponsmiths AV-8B Plus Harrier II:
When Golden Age Weaponsmiths found the Wasp class amphibious carriers,
they also found multiple AV-8B plus Harriers II that had been put in mothballs.
The Harriers had long been replaced by supersonic VTOL fighters but had
been retained and forgotten about. Taking advantage of the situation, the
people at Golden Age refitted the aircraft and sold them to interested
governments and individuals. Golden Age had first offered to sell the design
to the CS but since the CS was not interested, they have marketed the aircraft
to other parties.
They replaced much of the outer skin with MDC armor to enable the fighter
to survive MDC combat. Because of the needs for more powerful missiles,
the original hard points were fitted to carry the standard missiles built
on Rifts Earth. They convinced Wellington Industries to develop a new ramjet
round for the 25-mm gun and replaced the conventional ammo with ramjet
rounds. Wellington Industries had previously developed a ramjet round for
the 20-mm cannon carried in most American fighter designs.
Because this fighter is V/STOL, the fighter can take of and land just
about anywhere. Another large selling factor is the fact that they are
being sold for a fraction of the amount that a new fighter normally costs.
This has made the aircraft very popular and it has been sold both to many
independent nations and raider groups. The biggest weakness with the design
has been the Harriers relatively slow speed.
Several companies have begun considering building a modern version of
this fighter that is upgraded using Rifts Technology and built from the
frame out from MDC materials. This would create a much stronger and dangerous
fighter.
Model Number: AV-8B Harrier
Vehicle Type: Single Engine Fighter-Bomber
Crew: One
M.D.C. by Location:
| [1] Wings (2): | 60 each |
| [2] Elevators (2): | 35 each |
| [2] Rudders: | 35 |
| Cockpit: | 60 |
| Engine: | 80 |
| Landing Gear (4): | 5 each |
| [3] Main Body: | 120 |
Notes:
[1] Destroying a Wing will cause the plane to crash.
[2] Destruction of the rudder 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.
[3] 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 Harrier can hover and go up to a maximum speed of
650 nm/hr (748 mph/1203 kph). It can hover stationary up to 10,000 feet
and can fly up to 50,000 feet (15240 m) if not hovering. Aircraft cannot
use VTOL mode if over half loaded but can still take off and land in a
short distance. The Harrier does not have afterburners.
Range: 965 nm (1110 miles/ 1787 km) with no ordnance load. Loaded,
the plane's range is reduced to 865 nm (995 miles /1602 km). The aircraft
can carry a drop tank on each of the wing hard points which increases range
by 130 nm (150 miles/241 nm). The Harrier can be refueled in the air
Statistical Data:
Height 12 feet (3.7 meters)
Wingspan: 25 feet (7.6 meters)
Length: 47.5 feet (14.5 meters)
Weight: 12.4 tons (11.2 metric tons) without ordnance or extra
tanks
Power System: Conventional, One Rolls Royce F402-RR-406 (21,450
lb thrust) or F402-RR-408 turbofan engine (23,800 lb thrust), uses aviation
fuel
Cargo: Minimal (Storage for small equipment), does not include
hard points
Black Market Cost: 3 million credits (Can sometimes sell for
double that price)
Weapon Systems:
- GAU-12 25 mm Autocannon:
This is the original Pre-Rifts cannon
mounted in a pod underneath the fighter. 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.
Maximum Effective Range: 4,000 feet (1,220 m).
Mega Damage: 2D4x10 for a burst of 20 round, 3D4 for each round.
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot (usually 4 or 5).
Payload: 300 rounds (15 bursts)
- Hard Points (7):
The Harrier has seven hard points for ordnance
and equipment. The aircraft has one hard point on the center of the fuselage
and three hard points on each wing. 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.
Central Hard Point: ECM, Pod Towed decoys, or Missiles/Bombs
(1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light).
Inner Wing Hard Points (2): Fuel Tanks, Towed decoys, Rocket
packs, or Missiles/Bombs (1 Long Range Missile /Heavy, 2 Medium Range/Medium,
or 4 Short Range/Light).
Middle Wing Hard Points (2): Fuel Tanks, Towed decoys, Rocket
packs, or Missiles/Bombs (1 Long Range Missile /Heavy, 2 Medium Range/Medium,
or 4 Short Range/Light).
Outer Wing Hard Points (2): Fuel Tanks, Towed decoys, or Missiles/Bombs
(1 Medium Range/Medium, or 2 Short Range/Light).
- 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.
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).
- Mini-Missile Pod:
Large capacity mini-missile pod. The Aircraft
normally carries missile pods for ground strafing, anti-troop, and anti-emplacement
attacks. Normal missile used are armor piercing, plasma, or fragmentation
mini-missiles. Mini-Missile pods can be carried on inner and middle wing
hard points.
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
the volley)
Payload: each pod carries 16 mini-missile.
- Active Jamming Pod:
Pod takes place of all ordnance on the
Hard Point. 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.
- 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.
- 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:
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 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: 20 chaff, 40 flares. Each time the system is engaged,
the system fires off one chaff and 1D4 flares.
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:
- APG-65 Radar: Medium range radar capable of tracking both air
targets and ground targets. The radar system also has terrain following
capacity. The fighter can track up to 10 targets simultaneously and can
target and fire on up to eight targets simultaneously. Range: 115 miles
(100 nautical miles/ 185.2 km)
- E.S.M.: Radar Detector, Passively detects other radars being
operated.
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer
to get visuals on targets at night.
Combat Bonuses:
+1 to Strike
+3 to Dodge
+4 to Dodge while traveling over 250 Mph.
[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 Kitsune (E-Mail Kitsune ).
Copyright © 1998 & 2001, Kitsune. All rights reserved.