Boeing F-15SSE “Super” Silent Eagle:


The F-15 Eagle was originally developed by McDonnell Douglas in the late Nineteen Sixties as an air superiority aircraft. Mostly operated by the United states Airforce, several other air forces did operate them. Later, a reinforced version known as the Strike Eagle was developed for ground attack roles. In addition to the United States Military, several other nations also purchased this aircraft. It was one of the longest operated aircraft in United States Air Force service. The basic design had many upgrades including an electronically scanned radar array and fly by wire controls.


The United States was highly restrictive on the stealth technology which they would allow to be exported. Some limited stealth designs were exported however. One of these was the F-15SE "Silent Eagle" with added radar absorbent materials and modified tail to decrease radar cross signature. As well, the conformal tanks of the Strike Eagle were modified to act as weapon bays. One of the chief reductions in stealth is external ordnance. While the United States military were most interested in the F-22 and F-35 fighters, the Silent Eagle found a ready market with a host of other nations.


Like most aircraft, the revolution is super strong materials made the F-15 obsolete. Adding additional armor with the new materials still left the design fairly weak. As well, fusion turbine engines revolutionized range of aircraft. Instead of developing an all new aircraft, Boeing decided to develop a new version of the Eagle featuring both of these. This version became known as the “Super” Silent Eagle. Many of the nations who had purchased the Silent Eagle. The design was in direct competition with several Soviet designs. A limited number were also purchased for use by aggressor squadrons in the United States Air Force and Navy.


Production of this aircraft actually continued until the coming of the Rifts although at a sharply reduced scale. Because of the use of high strength composites and alloys, a large number of these aircraft survived the coming of the Rifts. Wear and tear simply was not the same factor as with earlier versions of the F-15. As well, there have been a number of these aircraft coming onto the market which appear to be new construction. Later versions of the fighter are substantially tougher than early models. Nobody is really sure if somebody has found the facility producing the fighters or if they are orders which were not filled before the coming of the Rifts.


The General Electric FFT-220 fusion turbine design was selected for the fighter’s twin engines. Having similar dimensions to their F110 engines, it was further developed than its Pratt and Whitney when introduced. These engines, unlike previous models were designed for vectored thrust. This gives multiple advantages including more energy efficient thrust, greater maneuverability, and allows for short take off and landing. There were some proposals for a vertical take off and landing version but they were deemed to be too expensive. With the greater power, top speed is Mach 2.9 with a cruise speed of up to Mach 1.2. Maximum effective altitude is around 80,000 feet.


The F-15SSE mounted a highly modified version of the original APG-63 radar system mounted on the F-15 Eagle which was a highly capable electronically scanned array. The APG-82 AESA radar system is capable of high speed frequency shifting to make it harder to detect and track. It also allows the radar to work through its own side's jamming when needed. Other features include a forward looking infra-red system and a powerful active jamming system. As well, there is a integral towed array dispenser fitted to the outer wing tips which increase wingspan slightly. Even though highly capable systems, the new hardware are not as advanced as top of the line electronic systems carried on United States front line aircraft such as the FV-38 Panther II.


The fighter can carry external ordnance although at the expense of stealth. The Super Silent Eagle has a total of five "stations" for missiles and other ordnance. Most of the ordnance is carried on a pylon in the center of each wing. Otherwise, the aircraft only has a single hard point under the fuselage. The two bays on the sides of the fuselage eliminate the ability to carry external ordnance of the fuselage. Internally, the aircraft is limited to medium range missiles or smaller. The lower bays can each carry two medium range missiles while the side bays can each carry one medium range missile. Originally, the fighter mounted the 20 mm Mk 61 Vulcan cannon of the F-15E with 510 rounds of ammunition. Special Ramjet ammunition makes the weapon surprisingly effective. Later versions replaced it with the USA-M31 Rail Gun with the much greater payload of around 4,000 rounds. The final version replaced them with a pulse laser mount. Both the rail gun and the pulse laser could be retrofitted into the fighter.


Model Type:F-15SSEOriginal Model
F-15SSE(V)2Upgraded Model
Vehicle Type: Twin Engine Fighter-Bomber
Crew: Two (Pilot and Electronics Officer)


M.D.C. By Location:Original Model:Upgraded Model:
[1] Forward Mounted Gun (1; Wing Root):40 45
Large Internal Ordnance Bays (2; Hatch):40 each50 each
Small Internal Ordnance Bays (2; Hatch):25 each35 each
Ordnance Pylon (2, Center Wing)30 each45 each
[2] Wings (2):120 each160 each
[3] Elevators (2):60 each80 each
[3] Rudders (2):60 each80 each
Cockpit:100125
[4] Engines (2):120 each150 each
Landing Gear (3):10 each10 each
[5] Main Body:160240


Notes:
[1] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the attacker is -4 to strike.
[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 fighter’s 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.
[5] 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. Because of the vectoring of the thrusters, the fighter can take off in a short distance.
Flying: The F-15SSE “Super” Silent Eagle has a top speed of Mach 2.9 (2150.2 mph/3,460.4 kph) and has a maximum altitude of 80,000 feet (24,380 meters). When the fighter is carrying ordnance on its external hard points, the fighter has a top speed of Mach 2.6 (1,927.8 mph / 3,102.5 kph) but reduction in fighter’s top speed is negligible with internal ordnance. Normal cruise speed is up to mach 1.2 (1112.2 mph/ 1789.9 kph) but fighters cruise speed depends on mission and situation.
Range: Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 12 hours of continual use. Occasional rest stops every 4 to 6 hours, giving the engines an hour to cool down, will allow the aircraft to travel indefinitely.


Statistical Data:
Height: 18 feet, 8 inches (5.69 meters).
Wingspan: 43 feet, 2 inches (13.15 meters)
Length: 63 feet, 9 inches (19.43 meters).
Weight: 48,000 pounds (27,772 kg) empty and 82,000 pounds (37,195 kg) fully loaded
Power System: Twin FFT-220 Fusion Thrusters (Should have an average life span of 10 years.)
Cargo: Minimal (Storage for small equipment), does not include ordnance bays or hard points. Small ordnance bays can carry 1,000 lbs (454 kg) each and large bays can carry 2,000 lbs (908 kg) each
Black Market Cost: Extremely rare, costs range from around 60 to 80 million when available (Decrease by about 10 million for older models)


Weapon Systems:

  1. One (1) Forward Mounted Gun: A fix forward weapon is mounted on the Wing root of the fighter. It serves as the one of last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets when they are out of missiles. Many pilots do not like being exposed to ground weapons fire so it is an uncommon practice. The weapon is controlled by the pilot.
    1. 20 mm 61A2 Vulcan Cannon: Lightweight version of the weapon mounted on the original F-15 and identical to the mount carried on the F-22. Other than being a lighter mount, weapon is identical to the mount on most United States late Twentieth century Fighters, Standard ammo is replaced 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)
    2. USA-M31 Rail gun: Mounted on later F-15SSE and refitted on many earlier models. It does not require any primer and a larger number of rounds can be carried than the original 20 mm cannon. The weapons design comes from the original Pre-Rifts SAMAS design. The rail gun has fewer bursts and is heavier but the rail gun inflicts more damage than the post Rifts C-40R. Some non-American fighters mount different rail guns although the damage is approximately the same.
      Maximum Effective Range: 4,000 feet (1,200 meters).
      Mega-Damage: A burst of 40 rounds does 1D6x10.
      Rate of Fire: Equal to combined hand to hand attacks of pilot or commander.
      Payload: 4,000 round magazine for 100 bursts each.
    3. Pulse Laser Mount: Refitted on many Super Silenet Eagle fighters as an upgrade. The weapon replaced both the 20 mm cannon and the rail gun due to having an unlimited payload. A variety of similar pulse laser weaponry is fitted to aircraft operated by other air forces although most have similar statistics.
      Maximum Effective Range: 4,000 feet (1,200 meters)
      Mega-Damage: 1D6x10 per pulse.
      Rate of Fire: Equal to combined hand to hand attacks of pilot or commander.
      Payload: Effectively Unlimited.
  2. Two (2) Primary Ordnance Bays: The aircraft has two ordnance bays under the intake sides. These drop straight down and both missiles and bombs can be carried. These bays are still fairly small and are limited to a pair of medium range missiles or a mixture of lighter ordnance such as four short range missiles. Long range missiles cannot be carried. Missile and bomb 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 two short range missile, two light bombs, or one medium bomb for one medium missile. Both guided and unguided ordnance may be carried. Weapon officer generally controls missiles and bombs when launched / fired although the pilot also has secondary controls.
    Maximum Effective Range: Varies by missile type for missile and varies by altitude dropped at (See revised bomb and missile tables for details.)
    Mega Damage: Varies by bomb or missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Ordnance is dropped or fired one at a time or in volleys of two (2) , or four (4) but must be the same size (light or medium) and style of ordnance (all missiles or bombs in a volley.)
    Payload: Four (4) short range missile or light bombs, or Two (2) medium range missiles or medium bombs each bay. Ordnance can be mixed
  3. Two (2) Secondary Ordnance Bays: The aircraft has two ordnance bays on the intake sides. Unlike the primary ordnance bays, these are limited to missiles only. Originally, these bays were designed for air to air missiles including the Sidewinder and AMRAAM missiles. As modified, a single medium range missile or a pair of short range missiles can be carried in each bay. Weapon officer generally controls missiles and bombs when launched / fired although the pilot also has secondary controls.
    Maximum Effective Range: Varies by missile type for missile (See revised bomb and missile tables for details.)
    Mega Damage: Varies by missile type (See revised bomb and missile tables for details.)
    Rate of Fire: Missiles can be fired one at a time or in volleys of two (2)
    Payload: Two (2) short range missile or one (1) medium range missiles each bay.
  4. Five (5) Hard Points: The F-15SSE can carry a variety of different ordnance types on hard points but the hard points are not laid out like they are most other fighter designs. 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. Otherwise, the aircraft carries ordnance only in a central fuselage hard point. 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. Weapon officer generally controls missiles and bombs when launched / fired although the pilot also has secondary controls.
    Central Hard Point: missiles/bombs (one long range/heavy, two medium range/medium, or four short range/light)
    Wing Pylon Hard Points (Side -2): Missiles only (two medium range missile or four short range missiles)
    Wing Pylon Hard Points (Bottom-2): Rocket packs or missiles/bombs (two long range /heavy, four medium range/medium, or eight short range/light)
    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. Missiles, especially long range missiles, are usually controlled by the weapon officer but can be controlled by the pilot as well.
      Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at (See revised bomb and missile tables for details.)
      Mega Damage: Varies by missile or bomb type (See revised bomb and missile tables for details.)
      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)
    2. 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 (See revised bomb and missile tables for details.)
      Mega-Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)
      Rate of Fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16 - all.) 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 sixteen (16) mini-missiles.
    5. Anti-Missile Chaff Dispenser: Located at the very tail of the fighter are two chaff dispensers. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. 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, enemy missile or missile volley 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: Eight (8)
  5. Four (4) Advanced Towed Decoys: These are mounted in dispensers on the tips of the fighter’s wings with two decoys in the dispenser on either wing. 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. The decoy has a special jammer that is designed to decoy missiles that have been programmed to home on jamming signals. 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 each
    Effects: The decoy has an 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has an 40% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.
    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: Four (4) Decoys [two (2) each.]


Special Equipment:
The fighter has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed below.

Combat Bonuses:



[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2010 & 2011, Kitsune. All rights reserved.



Return