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 / F | Super Hornet |
| FA-18 G | Growler |
Vehicle Type: | FA-18 E / F | Twin Engine Fighter-Bomber |
| FA-18 G | Twin Engine ECM tactical jamming aircraft |
Crew: | FA-18 E | One (Pilot) |
| FA-18 F | Two (Pilot & Weapon's Officer) |
| FA-18 G | Two (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:
- 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)
- 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.
Outer Fuselage Hard Points (2): Missiles only (1 medium range
missile or 2 short range missiles). Originally designed to carry the Sparrow
and AMRAAM missiles.
Inner Wing Hard Points (2): Towed Decoy, Rocket packs, or Missiles / Bombs
(1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light).
Originally designed to carry Heavy Bombs, JSOW`s, Harpoons, HARMs, Mavericks,
Sparrows, AMRAAMs, and Sidewinder missiles.
Middle Wing Hard Points (2): Towed Decoy, Rocket packs, or Missiles/Bombs
(1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light).
Originally designed to carry Heavy Bombs, Harpoons, HARMs, Mavericks, Sparrows,
AMRAAMs, and Sidewinder missiles.
Outer Wing Hard Points (2): Towed Decoy, Rocket packs, or Missiles/Bombs
(1 Medium Range/Medium, or 2 Short Range/Light). Originally designed to
carry HARMs, Mavericks, Sparrows, AMRAAMs, and Sidewinder missiles.
Wing Tip Hard Points (2): Missiles or Towed Decoy (1 medium
range missile or 2 short range missiles). Originally designed to carry
the Sidewinder and AMRAAM missiles.
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.
Outer Wing Hard Points (2): Towed Decoy, Rocket packs, or Missiles/Bombs
(1 Medium Range/Medium, or 2 Short Range/Light). Originally designed to
carry HARMs, Mavericks, Sparrows, AMRAAMs, and Sidewinder missiles.
- 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).
- 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.
- 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: 25 chaff, 50 flares. Each time the system is engaged,
the system fires off one chaff and 1D4 flares.
- 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:
- AN/APG 79 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.
On the FA-18F variant with, with a crew of two, the weapon officer frees
the pilot from controlling the missiles so he can retain his full attacks.
Range: 140 miles (116 nautical miles/ 224.6 km)
- Internal Active Jamming Gear: 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.
- ALQ-99 Jamming Suite (FA-18 G): The five pods creates a jamming
field in a 30 mile (48.3 km) radius in all directions around the Aircraft.
The system cause all radar system to have a 75% reduction in range. In
addition, radar systems will have a -25% penalty to detect all targets
within their reduced range. Jamming also causes a -6 penalty to all radar
guided weapons within the area but some radar guided missiles can home
on jamming signals.
- 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
+5 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 Mischa (E-Mail Mischa)
and by Kitsune (E-Mail Kitsune).
Copyright © 1999 & 2001, Mischa & Kitsune. All rights reserved.