U.S. FV-124 Aardwolf VSTOL Stealth Fighter-Bomber:
Excerpt from Fox’s Combat Aircraft of the World, 2090 to 2091:
Since the United States Air Force abandoned the Hawk project, which became the Navy Sea Hawk design, there has been pressure to develop an aircraft to fill the ground attack role that was less expensive than the Starblade fighter. The Hypersonic fighters are considered simply too expensive for the use by the Air Force in ground attack roles. The Hypersonic bombers are also considered too expensive and simply do not have the low altitude performance needed anyway. The old B-1E bomber, while much larger than what was desired, could fill this role but had already been retired. Some Air Force senior personnel simply advocated purchasing the Sea Hawk or maintaining the large number of Panther II fighters still in service but it was decided by the Chief of the Air Force that a new aircraft would be developed. His primary reason was that he wanted a higher payload than the Panther II or the Sea Hawk. He did decide to go against the idea of building a full sized bomber like some of his advisors suggested. His design wish list could be considered to be that of an updated F-111 using Stealth Technology and VTOL capability.
Prototypes were requested from the major aircraft manufacturing companies with Boeing and Lockheed Martin being the two major competitors. The Boeing design was developed as XF-124 and the Lockheed Martin design was designated XFB-144. It was a similar situation to the development of the Joint Strike Fighter earlier this century. Each designed a prototype with the Lockheed Martin design having swing style wings similar to the F-111 and the F-14 designs. The Boeing design was delta winged and had only variable geometry in the rear areas of the wings. Unlike the Joint Strike Fighter, the Boeing design won the competition. Many pilots believe that the Lockheed Martin design was actually the better design. Orders for the prototype were begun in 2085 with the testing completely in 2088 when the design was selected. The fighter is suppose to begin low level production in 2091 with the fighter presently scheduled to reach squadron status in 2093. It is unclear if the design will replace the Panther II in service or just supplement the smaller fighter. It is also unknown if the new aircraft will be offered to other nations. There is also some discussion of a possible electronic warfare version but there is not concrete information on this.
The Aardwolf is in many ways a very conservative design using many components from previous designs. The engines on the fighter-bomber are the General Electric FT-425 Fusion Turbines which are a modified version of the engines carried on the Sea Hawk fighter and produce the same thrust. The engines on the Aardwolf have a better cooling system and the fighter-bomber has a slightly longer endurance than the navy fighter. Even though the Aardwolf is larger than the Sea Hawk, the aircraft's top speed is only marginally less and it can still break Mach three in level flight. Like the engines, the electronics are believed to have been adapted from the Sea Hawk design. The Aardwolf carries the nose weaponry as the early model of the SF-72 with a light pulse laser on the left side of the nose of the aircraft and a mini-missile launcher on the right side. These weapons are normally controlled by the pilot. The fighter-bomber carries four ordnance bays with the two larger bays in the main fuselage and the two smaller bays in the supports for the wings. The aircraft also has eight wing mounts for ordnance but there reduce the stealth and performance of the Aardwolf. All ordnance fired from ordnance bays and wings (with the exception of mini-missiles in wing pods) is controlled by the weapons officer who sits behind the pilot although the pilot does have emergency controls.
Model Numbers: F-124
Vehicle Type: Twin Engine Fighter-Bomber
Crew: Two
M.D.C. by Location:
Nose Laser Cannon: | 40 | |
Nose Mini Missile Launcher: | 60 | |
Large Belly Ordnance Bays (2): | 125 each | |
Small Wing Support Ordnance Bays (2): | 75 each | |
[1] Wings (2): | 200 each | |
[2] Rudders (2): | 100 each | |
Landing Gear (3): | 15 each | |
Cockpit/ Reinforced Pilot Compartment: | 120 | |
[3] Engines (2): | 125 each | |
[4] Main Body: | 450 |
Notes:
[1] Destroying a wing will cause the plane to crash. Pilot and Radar
Officer must eject to survive.
[2] Destruction of one rudder will result in the fighter having a penalty
of -3 to strike and dodge and removes the 5% bonus to piloting aircraft.
Destruction of both rudders will still allow the fighter to be controlled
by the varying of power levels and direction of thrust of the engines but
the fighter has a penalty of -5 to strike, -10 to dodge, and a -30% penalty
to all piloting rolls.
[3] 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. The crew may attempt an emergency landing or Crew 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.
Damage to the main body will also reduce the aircraft's stealth, for every
10% of damage to the main body, reduce the aircraft's stealth by 10% of
its total.
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 jet propulsion system enables the Sea Hawk to reach
a maximum speed of Mach 3.05 (2,261.4 mph / 3,639.4 kph) and climb to an
altitude of 63,000 feet (19,200 meters). When the fighter is carrying ordnance
on its external hard points, the fighter has a top speed of Mach 2.7 (2,001.9
mph / 3,221.8 kph.)
The jet has a minimum glide-speed of 120 mph (192 kph); if it goes
any slower, the wings cannot provide sufficient lift and the aircraft will
crash unless VTOL engines are engaged. Cruising speed tends to be between
250 mph (400 kph) and Mach 1.0 (741.4 mph/ 1193.3 kph).
Maximum Effective Range: Nuclear powered, giving it continual energy, but the
jet engines begin to overheat after 24 hours of continual use. Occasional
rest stops every 6 to 8 hours, giving the engines an hour to cool down,
will allow the aircraft to travel indefinitely.
Statistical Data:
Length: 82.7 feet (25.2 meters)
Wingspan: 55.1 feet (16.8 meters) with wings extended and 46.6
feet (14.2 meters) with wings swept back fully.
Height: 17.4 feet (5.3 meters)
Weight: 24.6 tons (22.3 metric tons) empty, 53.5 tons (48.5
metric tons) fully loaded
Power Source: Nuclear Fusion, Should have an average lifespan
of 20 years.
Cargo: Minimal (Storage for small equipment), does not include
ordnance bays. Heavy Ordnance bays, if emptied of ordnance can carry up
to 20,000 lbs (9071.8 kg) of cargo each. Light Ordnance bays, if emptied
of ordnance can carry up to 5,000 lbs (2,268. kg) of cargo each.
Black Market Cost: Not available. None are believed to have
survived the coming of the Rifts. If found, the fighter-bomber would probably
sell for at least between 100 and 160 million credits. Depending on the
purchaser, the aircraft could cost up to 4 times more.
Weapon Systems:
- Forward Mounted Laser: A laser is mounted on the left side
of the nose. The forward laser cannon is controlled by the pilot. 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. Although
facing forward, the guns can be positioned up and down 30 degrees.
Maximum Effective Range: 4,000 feet (1220 meters)
Mega-Damage: A single blast is 5D6 M.D.
Rate of Fire: Equal the pilot’s number of hand to hand attacks.
Payload: Effectively Unlimited. - Mini-Missile Launcher: A large mini-missile launcher is mounted
on the right side of the nose. This weapon is mostly used against enemy
aircraft, missile volleys, and other aerial opponents, or on strafing runs
against troops and other ground targets. The weapon has a much larger punch
than the laser cannon and is 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: Equal to the total number of hand to hand attacks per melee. The missiles can be fired one at a time, or in volleys of two, four, or eight.
Payload: 30 mini-missiles in the launcher. - Large Ordnance Bays (2): The aircraft has two large ordnance
bays in the main body of the aircraft The ordnance bays in the aircrafts
wing supports will often carry air to air ordnance with the larger bays
devoted to air to surface ordnance. Ordnance types can include missiles,
torpedoes, naval mines, and bombs. 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 four short range missiles, four light bombs, two medium range
missiles, or two medium bombs for one long range missile or heavy bomb.
In the large ordnance bays, one Cruise missile or extra heavy bomb may
also be carried instead of two long range missiles or heavy bombs but the
smaller bays do not have enough space for cruise missiles or extra heavy
bombs. 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: Ordnance is dropped or fired one at a time or in volleys of two, five, ten, or twenty but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)
Payload: 32 short range missiles or light bombs, 16 medium range missiles or medium bombs, 8 long range missiles or heavy bomb, or 4 cruise missiles or extra heavy bombs each bay. Ordnance can be mixed and naval mines may be carried as well as missiles and bombs. - Small Ordnance Bays (2): The aircraft has two small ordnance
bays in the wing supports with one in each wing support. The ordnance bays
in the aircrafts wing supports will often carry air to air ordnance with
the larger bays devoted to air to surface ordnance. Ordnance types can
include missiles, torpedoes, naval mines, and bombs. 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 four short range missiles, four light bombs, two
medium range missiles, or two medium bombs for one long range missile or
heavy bomb. In the large ordnance bays, one Cruise missile or extra heavy
bomb may also be carried instead of two long range missiles or heavy bombs
but the smaller bays do not have enough space for cruise missiles or extra
heavy bombs. 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: Ordnance is dropped or fired one at a time or in volleys of two, five, or eight 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 missiles or light bombs, 4 medium range missiles or medium bombs, or 2 long range missiles or heavy bomb each bay. Ordnance can be mixed and naval mines may be carried as well as missiles and bombs. - Wing Hard Points (8): The Aardwolf has eight external hard
points for ordnance and equipment. The hard points can be used to carry
missiles, bombs, and rocket packs as needed by the mission. Missiles, rocket
packs, and bombs can be mixed or matched but all ordnance on a hard point
must be the same type. Carrying ordnance on the aircrafts external hard
points negate the aircraft's stealth from the bottom, sides, front, and
back of the aircraft. The aircraft will retain normal stealth from the
top when carrying wing mounted ordnance. Reduce Stealth by 10% for every
hard point carrying ordnance.
- 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 (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: One long range missile or heavy bomb, two medium range missile or medium bombs, or four short range missiles or light bombs (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.
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), or eight (8) missiles, 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.
- 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.
- 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.
Payload: Eight (8) - Advanced Towed Decoys (4): These are mounted in two dispensers
in the fighter’s tail 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
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.
Maximum Effective 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: 4 Decoys (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.
- Stealth Features: Uses radar absorbent materials and other improvements to increase the stealth of the fighter. Causes a -80% to any attempts to detect the fighter using radar. The special shape of its exhaust also means that the plane is -20% to detect using IR sensors. All IR guided missiles are -3 to strike. Opening the ordnance bays of the aircraft greatly increase the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. Also, reduce Stealth by 10% for every external hard point carrying ordnance. Go to General Detection Penalties for more information on penalties and bonuses to use with stealth.
- 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.
- AN/APG-93 Active Electronically Scanned Array (AESA) Radar: Range 500 miles (805 km). The radar system can identify and track up to 72 targets simultaneously and is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the fighter can fire missiles at up to sixteen targets at the same time. The weapon officer frees the pilot from controlling the missiles so he can retain his full attacks.
- FLIR: Forward Looking Infrared. Allows pilot to get visuals on targets at night.
- E.S.M.: Radar Detector, Passively detects other radars being operated.
- Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.
- +2 to Strike with Forward Mounted Gun and Mini-Missile Launchers.
+3 to dodge
+5 to dodge while traveling over 250 mph
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2002, Kitsune. All rights reserved.