New Sovietskiy Tu-22M-5 Backfire-E Bomber:


The Tu-22M-8 is a development of the Tupolev Tu-22M-2 bomber, the design for which dates from 1960's when development was first started. The design had a lot of teething problems and went though many different test models before the design was considered successful and entered service in 1975. During the 1970's and 1980's, this bomber was among the most feared of Soviet aircraft - especially by the U.S. Navy. There were plans for bombers to replace the Tu-22M but none ever entered service. It was thought that the Backfire would retire as well in the first decade or two after the Twentieth Century. By the end of the second decade of the Twenty-First century, virtually none of the bombers were still operational.


Then came the restoration of the Soviet Union after almost four decades of so-called "democracy." When the New Soviet Union was being formed, there was a perceived need for a deep penetration tactical bomber along the same lines as the American F-111 and the European Tornado. To fill this requirement, it was decided to simply modernize an already existing design rather than come up with an entirely new one. The design chosen for the basis of the bomber was the Tu-22M Backfire. This saved a huge amount of development time and allowed the introduction of the new bomber far earlier that would have otherwise been possible. Several other older fighter were developed in the same fashion as the Backfire Bomber.


The design of the Tu-22M-8 was vastly changed when compared to the older Backfire bomber. The engines were replaced by "Super Cruise" engines that appear to be similar (and many at the time said copied) to those developed by the United States for their next generation fighters and bombers. The new engines allowed the bomber to cruise at supersonic speeds, gave it a much higher top speed, and were far more fuel efficient than the engines that they replaced. At the time that the new bomber was developed, none of the new fusion engines were ready for service. The body was rebuild using advanced super high strength composites which also gave the bomber a far reduced radar cross signature even though the bomber is far from being a true stealth bomber. The electronics were improved including terrain following features. Anti-ship cruise missiles were far smaller than the AS-4 Kitchen missiles (Each Kitchen missile massed about 6,000 kg) that were carried on the older versions of the Backfire bomber and the upgraded version can carry eight cruise missiles in the bombers bay and four more cruise missiles on the wing roots of the bomber.


With the upgrades, the Backfire bomber again became the scourge of Soviet enemies. The design was later successfully exported to China (who undertook license production), India, and in small numbers to several Latin American states. Its restoration to glory was short lived. Several inventions occurred soon after the bomber re-entered service. The most important of this was the invention of fusion turbine engines which allowed for virtually unlimited operation. The Backfire bomber was upgraded with its 23 mm cannon being replaced by a 10 mm rail gun in most aircraft and towed decoys were added to most bombers but the bomber was still considered dated and were relegated to reserve units. For the most part, the Backfire was replaced by a larger bomber design and fighters able to smaller number of cruise missiles. The Sukhoi Su-47D Foxfire Multi-Role Fighter could not carry as many cruise missiles but had the ability to dogfight as well. Most of the fighters which were updated in the same fashion as the Backfire have long been scrapped but some of the backfires were still in storage.


There is a second version of the Backfire which lasted about a decade longer in front line service than the other versions. This is the jamming version of the aircraft which replaces all ordnance in the bomb bay with a special jamming system. Wingtip hard points are retained and tail gun is retained as well. This version was not exported to customers outside of the Soviet Union but was retained even after the bomber version was retired. Eventually, it was retired and it was assumed that bombers would rely on stealth and speed. Jamming became the role of battlefield aircraft.


Model Numbers:Tu-22M-8Backfire E
Tu-22MP-8Backfire J
Vehicle Type:Tu-22M-8Twin Engine Deep-Penetration Bomber
Tu-22MP-8Twin Engine ECM Jamming Aircraft
Crew:Tu-22M-8Four (Pilot, Copilot, EWO/gunner, Navigator)
Tu-22MP-8Four (Pilot, Copilot, EWO/gunner, Navigator)


M.D.C. by Location:

[1] Wings (2):240 each
Ordnance Bay200
Missile Hard Points (4):20 each
Double-Barreled 23-mm GSH-23 Gun (Tail, Early Models):30
Double-Barreled 10-mm Heavy Railgun (Tail, Late Models):50
[2] Elevators (2):90 each
[2] Rudders (1):150 each
[3] Canards (2):20 each
Cockpit:150
[2] Engine (2):100 each
[3] Main Body:480


Notes:
[1] Destroying a wing will cause the plane to crash
[2] Destruction of rudder or one elevator will still allow the fighter to be controlled by the varying of power levels and changing the direction of the engines but 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] Destroying one or both Canards will result in reducing bonuses to dodge by 2
[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 a 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.
Flying: The Tu-22M-8 can reach a top speed of Mach 3.1 (2,298.5 mph/3,699.1 kph because of the bomber's super cruise engines, and it can run at this level for extended periods (assume up to 30 minutes in game terms). The bomber's normal cruise is about Mach 1.1 (815.6 mph/1,312.6 kph) but this varies with situation. Maximum altitude is 61,679.7 feet (18,800 m).
Maximum Effective Range: 5,669.5 nautical miles (6,524.4 statute miles/10,500 km) with ordnance load. Bomber has approximately 25% better range when carrying no ordnance. The Backfire can be refueled in the air.


Statistical Data:
Height: 36.25 feet (11.05 meters)
Wingspan: 112.5 ft (34.28 m) with wings at minimum sweep and 76.5 ft (23.30 m) with wings at maximum sweep.
Length: 139.30 feet (42.46 meters)
Weight: 280,000 pounds (127,000 kg) fully loaded
Power System: Conventional, Two Kuznetsov NK-2089 high efficiency super cruise turbofans, uses aviation fuel
Cargo: Minimal (Storage for small equipment), does not include hard points. Ordnance bay, of emptied of ordnance can carry up to 40,000 lbs (18,140.0 kg) of cargo. Tu-22MP-8 Backfire Jamming Version has ECM equipment in it bay.
Market Price: 65 million credit for Tu-22M-8 Backfire Long Range Bomber, 100 million credits for Tu-22MP-8 Backfire Jamming Version


Weapon Systems:

  1. Tail Gun Position: The Tu-22M-2 Backfire bomber is fitted with a tail gun mount in the rear of the bomber for protection against aircraft behind the bomber and also has a limited utility against missiles fired at the rear of the bomber. The gunner controls the gun mount remotely from the cockpit and is radar controlled. The bomber originally carried twin 23 mm cannons which were replaced by twin 10 mm heavy rail guns in most bombers. Has +1 to hit missiles or aircraft but has a limited arc of fire.
    1. Fixed Twin GSH-23 Auto-Cannon: Cannons fires a 23 mm rounds. This weapon system is one of the standard weapon of Soviet aircraft before the first fall of the Soviet Union. New ammunition types were designed for the cannon to increase in damage and inflicts good damage. It was still decided that the heavy rail gun would be more effective.
      Maximum Effective Range: 4,000 feet (1,310 meters)
      Mega Damage: Single Cannon: 4D6 per 10 round burst, 1D6x10 for a burst of 30 round, and 2D4 for each round. Both Cannons: 8D6 per 10 round burst from both cannons and 2D6x10 for a burst of 30 round from each cannon.
      Rate of Fire: Equal to the combined hand to hand attacks of the EWO / Gunner (usually 4 or 5).
      Payload: 240 rounds each (24 short bursts and 6 long bursts)
    2. Twin 10 millimeter GSR-10 Heavy Railguns: The Soviet military was unable to make an effective liquid propellant weapon and instead developed, some say stole, a rail gun design for their existing vehicles. Replaces the 23 mm auto-cannons in most models. It is carried in many tanks and other combat vehicles.
      Maximum Effective Range: 4,920 feet (1,500 meters)
      Mega Damage: Single Cannon: Single shot inflicts 2D4 and 20 round burst does 1D6x10+10. Both Cannons: 40 round burst (20 from each cannon) does 2D6x10+20
      Rate of Fire: Equal to the combined hand to hand attacks of the EWO / Gunner (usually 4 or 5).
      Payload: 1200 rounds (60 single bursts / 30 double bursts).
  2. Ordinance Bay: The Backfire has a large bay in the main body that can carry a wide variety of different ordinance types, such as missiles, torpedoes, naval mines, and bombs. Missile and bomb sizes may be mixed but an ordinance drop or launch must include the same size and type of ordinance. Ordinance may be carried at a ratio of 1 Cruise for 2 long-range or 4 medium-range or 8 short-range missiles (or corresponding bombs). When the bomb bay doors are opened, the bomber is detected far more easily by radar from underneath.
    Maximum Effective Range: Varies by missile type for missile and varies by altitude bomb is 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 or in volleys of two, four, or eight but volley must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs).
    Payload: 8 Cruise missiles or equivalent load.
  3. External Hard Points (4): The Tu-22M-5 has a total of four external hard points. Hard points are mounted under wing roots. Each of these hard points can carry one cruise missile or an equivalent load of other ordinance. Bombs and missiles can be carried as well as towed decoys. Often the outer hard point of each wing will carry a towed decoy pack.
    1. Missiles & Bombs: Each hard point can carry one extra heavy bomb or cruise missile. The hard point can also carry a variety of different ordnance on a hard point. Two long range missiles or heavy bombs, four medium range missiles or medium bombs, or eight short range missiles or light bombs may be substituted on a hard point for a cruise missile. Both guided and unguided ordnance may be carried. Launching of ordnance is controlled by the weapons officer but the pilot has emergency controls.
      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 must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)
      Payload: 8 short range missile or light bombs, 4 medium range missiles or medium bombs, 2 long range missiles or heavy bombs, or 1 cruise missile or extra heavy bomb (all ordnance on a hard point must be the same size and type of ordnance) can be carried on each hard point.
    2. 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.
      Maximum Effective 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.
  4. 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 decoys 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: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.


Special Equipment:

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 © 2000 & 2002, Kitsune. All rights reserved.



Return