Golden Age Weaponsmiths F-15 Strike Eagle:
In the year 2015, all remaining F-15 Eagle jet fighters were modified
to the Strike Eagle configuration. The rapidly aging aircraft were then
soon replaced by F-22 and other more modern designs in that role as well.
A few of the F-15 were put in Air National Guard Units, some were abandoned
in the desert, and some even found their way into private hands. This meant
that the aircraft were well spread out and many of them survive the coming
of the Rifts. Some of the remaining aircraft have found their way to Golden
Age Weaponsmiths and have been refitted by them. Unfortunately, due to
the fact that potential purchasers see the aircraft as having no real advantages
over other aircraft, Golden Age has had to lower their prices on these
aircraft. The F-14 has much longer range radar, the F-16 is easier to maintain
and more maneuverable, the FA-18 is easier to maintain and more maneuverable,
the F-22 beats the F-15 in every category, the F-111 has a greater payload,
the A-10 can take more abuse, and the AV-8 can make vertical take off and
landing. This also has prevented the consideration of any new production
of the aircraft as well by Golden Age Weaponsmiths. Some mercenary companies
have purchased these aircraft and are generally satisfied with their performance.
They quote it long time on station and heavy payload for advantages
The F-15 and the F-14 have about the same performance but the variable
geometry wings do give the F-14 some advantage in it maneuverability. The
refit of the F-15 is much like it is for all other refitted aircraft. The
skin of the aircraft is replaced by an MDC alloy to enable the aircraft
to survive damage from the powerful weapons being used on Rifts Earth.
Because of the outdated nature of the missiles being used on the F-15,
they were refitted to carry the same types or missiles and bombs used on
rifts earth. The fighter carries the same gun pod that the F-14, F-16,
FA-18, F-22, and F-111 carry. The rounds in the cannon have also been replaced
by special ramjet rounds.
The F-15 does have one very interesting feature, these are the fast
packs, they are conformal fuel tanks that are used by the fighter to extend
its range. Like virtually all United States aircraft, the F-15 can be refueled
in the air.
Model Number: F-15E
Vehicle Type: Twin Engine Fighter-Bomber
Crew: Two
M.D.C. by Location:
| [1] Wings (2): | 70 each |
| [2] Elevators (2): | 40 each |
| [2] Rudders (2): | 40 each |
| Cockpit: | 80 |
| [3] Engines (2): | 100 each |
| Landing Gear (3): | 5 each |
| [4] Main Body: | 140 |
Notes:
[1] Destroying a Wing will cause the plane to crash
[2] 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.
[3] 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 Eagle can reach a top speed of Mach 2.5 (1,853.6
mph/2,983.1 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 65,000
feet (19,697 meters).
Range: 1,500 nautical miles (1,726.2 miles/2,778 km) with no
external ordnance load. Fast Pack tanks add 200 nautical miles (230.2 miles/370.4
km) each for 400 nautical miles (460.3 miles /740.8 km) total. The fighter
can carry up to three fuel tanks (center and bottom of wing pylons) that
extend range by about 160 nautical miles (184.1 miles/296.3 km) each. Reduce
aircraft's range by 15% if partially loaded (Over 2 long range missiles,
4 medium range missiles, or 8 short range missiles) and by 25% if fully
loaded. The Eagle can be refueled in the air.
Statistical Data:
Height: 18 feet, 8 inches (5.7 meters).
Wingspan: 42 feet, 10 inches (13.1 meters).
Length: 63 feet, 9 inches (19.4 meters).
Weight: 32,000 pounds (14,515 kg) empty and 81,000 pounds (3674.1
kg) fully loaded
Power System: Conventional, Two Pratt & Whitney F100-PW-229
afterburning turbofans with 29,100 lb thrust each, uses aviation fuel
Cargo: Minimal (Storage for small equipment), does not include
hard points
Black Market Cost: 2.8 million credits (Can occasionally sell
for slightly more)
Weapon Systems:
- 20 mm MK-61A1 Vulcan cannon:
This is the original Pre-Rifts
cannon mounted in the side of the fighter. It is also the same cannon design
as is carried on the F-14 Tomcat and the FA-18. 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 fighter's pilot.
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: 510 rounds (17 bursts)
- Hard Points (7):
The F-15 can carry a variety of different
ordnance types on hard points but the hard points are not laid out like
they are on the F-16 and FA-18 and instead a pylon can be used for different
types of ordnance at the same time. This is done because the wing pylons
have a mounting for missiles on the sides of the pylon and can mount ordnance
on the bottom of the pylon as well. 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: Fuel Tanks, ECM Pod, or Missiles/Bombs (1
Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light)
Outer Fuselage Hard Points (2): Missiles/Bombs (1 Long Range
Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light)
Wing Pylon Hard Points (Side -2): Missiles only (2 medium range
missile or 4 short range missiles)
Wing Pylon Hard Points (Bottom-2): Fuel Tanks, ECM Pod, Rocket
packs, or Missiles/Bombs (2 Long Range Missile /Heavy, 4 Medium Range/Medium,
or 8 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. Short range missile racks are controlled by either
the pilot or the weapon's 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 they 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)
- Mini-Missile Pod:
A Large capacity mini-missile pod. The
mini missile pods are normally carried for ground strafing, anti-troop,
and anti-emplacement attacks. Normal missiles 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
a volley)
Payload: each pod carries 16 mini-missiles.
- 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 - Missile
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, missiles are 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-70 AESA Radar: Medium range actively scanned array radar
capable of tracking both air targets and ground targets. The radar system
also has terrain following capacity. The fighter can track up to 24 targets
simultaneously and can target and fire on up to 12 targets simultaneously.
The weapon's officer frees the pilot from controlling the missiles so he
can retain his full attacks. Range: 138 miles (120 nautical miles/ 222.2
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 with 20 mm Gun and Mini-Missile Launchers.
+2 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.]
Image drawn and copyrighted by Michael Donegan (NAVYDAZE@aol.com) .
More Michael Donegan artwork at
NAVYDAZE Navy & Aviation Artwork
By Kitsune (E-Mail Kitsune ).
Copyright © 1998 & 2001, Kitsune. All rights reserved.