Golden Age Weaponsmiths EA-18G Growler (Block Three):
As with the F/A-18E/F, there were a number of potential upgrades for
the Boeing electronic warfare aircraft. When the production of the F/A-18
was extended, it was decided to add additional squadrons of the Growler
as well. Improvement worked into these were the addition of conformal fuel
tanks and more powerful engines. A longer ranged and slightly faster aircraft
resulted. While the "Block Three" Growler can also carry the ordnance pod,
it is rarely carried because it reduces the number of jamming pods which
can be carried. These electronic warfare aircraft served alongside the
"Block Three" Super Hornets until they were retired.
When the revolution in super strong materials occurred, it was decided
that it was not worth completely rebuilding these aircraft with new composites.
Instead, even though relatively new, these aircraft were retired. They
were however carefully mothballed in case they would even need to be reactivated.
If anything, these Growlers were even more carefully mothballed than the
"Block Three" Super Hornets. Eventually however they were pretty much forgotten.
Somehow a number of these electronic warfare aircraft survived the coming
of the Rifts. It was in this forgotten state that the teams from Golden
Age Weaponsmiths found these electronic warfare aircraft. Only a handful
of these "Block Three" aircraft have been found, even less than the original
Growler. Still, they were considered well worth refitting for sale to interested
buyers.
Few other manufacturers produce electronic warfare aircraft. One of
the few is the Metalworks Industries EF-500 Stormhawk and Metalworks has
only started production. It is quite likely that they will only sell to
very select clients as well. As a result, the EA-18G is extremely popular
among customers interested in electronic warfare aircraft. The Coalition
seems to have little interest in this kind of electronic warfare and has
elected not to purchase any of these aircraft. The engineers at Golden
Age Weaponsmiths are considering building a new fighter based on an Pre-Rifts
fighter design. The F/A-18E/F is one of the more likely candidates. It
is unknown if a Growler version will be produced as well if they do chose
the F/A-18E/F.
The Growler is design to carry up to five ALQ-99 High Band / Low Band
Jamming Pods with one in the centerline and two on each wing. Usually only
three will be carried however. In most aircraft, these pods had to be reconditioned
even though carefully stored. Potentially fewer can be carried although
reduces the effectiveness of the jamming. The aircraft has nine hard points,
instead of eleven as in the F/A-18E/F. The wingtip hard points are replaced
by additional detection gear. When carrying all three jamming pods, the
EA-18G still has two outer wing hard points, two inner wing, and two fuselage
hard points. All of the aircraft's hard points are refitted to be able
to carry standard missile types available on Rifts Earth. A common load
out are medium range missiles on the fuselage hard points for air to air
combat, fuel tanks on the inner wing hard points, and long range missiles
for ground strikes on the outer wing hard points. The Growler does not
carry the 20 mm Vulcan Gatling Gun which is carried on the standard F/A-18E/F.
The Growler does retain the AN/APG-79 actively scanned array radar.
The radar can actually rapidly hop frequencies to see through its own radar
jamming. It is also both hard to detect and hard to jam. The radar systems
had to be reconditioned in a similar manner to the electronic warfare /
jamming pods. Golden Age Weaponsmiths has far more experience reconditioning
radar system however. Other electronic systems were refitted as well on
the EA-18G Growler.
Identical to the engines on the "Block Three" Super Hornet, the twin
General Electric F414-EPE engines carried on the "Block Three" Growler
produce about twenty percent more thrust as well as being slightly more
fuel efficient than the original F414-GE-400 engines. Even before being
retired by the United States Navy, these engines were already being run
on Bio Jet Fuel. The engines did need to be reconditioned in most cases,
something which Golden Age Weaponsmiths has a lot of experience doing.
As with the F/A-18E/F, these aircraft are reconstructed with a stronger
frame. As well, most of the skin of the aircraft is stripped from the electronic
warfare aircraft and replaced by high strength composites. Few alloys are
used because they are more radar reflective. Still, these aircraft are
not as tough as a modern aircraft would likely be although far tougher
than they were originally. There aircraft do technically retain the ability
to take off and land from carriers although none of the current operators
of these electronic warfare aircraft operate them from carriers.
Model Number: EA-18G (Block Three)
Vehicle Type: Twin Engine Electronic Warfare Aircraft
Crew: Two
M.D.C. by Location:
| Conformal Fuel Tanks (2, above fuselage): | 40 each |
| Fuselage Missile Pod (1, centerline - optional): | 40 |
| [1] Jamming Pods (5 maximum / 3 normal): | 40 each |
| [2] Wings (2): | 80 each |
| [3] Elevators (2): | 50 each |
| [3] Rudders (2): | 50 each |
| Cockpit: | 100 |
| [4] Engines (2): | 120 each |
| Landing Gear (3): | 5 each |
| [5] Main Body: | 150 |
Notes:
[1] The loss of a jamming pod will cause the jamming effect to be reduced
by 5 nautical miles (5.8 miles / 9.3 km), 10% to radar system range. As
well, the loss of a jamming pods will cause the loss of one to penalties
against radar guided missiles.
[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.
[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. Has a tail hook for carrier landings
and designed to be catapult launched.
Flying: The "Block Three" Growler can reach a top speed of Mach
1.9 (1,223.4 knots /1,408.8 mph/ 2,267.2 kph) on full afterburner (the
fighter can only last a few minutes at that speed and consumes most of
the fuel.) Top speed is reduced by about 10% when fully loaded (Including
Jamming Pods.) The fighter's normal cruise speed is about 400 knots (460.6
mph / 741.3 kph) but varies on situation. The fighter has a maximum altitude
of 50,000 feet (15,240 m)
Range: 1,326 nautical miles (1527 miles / 2,457.4 kilometers)
with no external ordnance load on internal fuel only. Conformal fuel tanks
increase range by 140 nautical miles (161.2 miles / 259.5 kilometers) each
for 280 nautical miles (322.4 miles / 518.9 kilometers.) total for both.
Can carry up to five external 480 gallon tanks in place of ordnance (Centerline
and Wing hard points.) Each extends range by 130 nautical miles (149.7
miles / 240.9 kilometers.) Normally a maximum of three are carried unless
in the refueling role. Reduce aircraft's range by 15% if partially loaded
(two long range missiles, four medium range missile or eight short range
missiles, or more - carry missile pod or a single jamming pod counts as
partially loaded and carrying three or more jamming pods counts as fully
loaded) and by 25% if fully loaded. The EA-18G Growler can be refueled
in the air.
Statistical Data:
Height: 16 feet (4.88 meters)
Wingspan: 44 feet 8.5 inches (13.62 meters) including wingtip-mounted
pods.
Length: 60 feet 1.25 inches (18.31 meters)
Weight: 33,094 pounds (15,011 kilograms) empty and 69,000 pounds
(31,280 kilograms) fully loaded including conformal tanks.
Power System: Conventional, Two General Electric F414-EPE enhanced
performance turbofan engines (16,800 lb dry thrust and 26,400 lbs thrust
each on afterburner), uses aviation fuel
Cargo: Minimal (Storage for small equipment) in cockpit, does
not include hard points.
Black Market Cost: 10.25 million credits (Can sometimes sell
for double that price.)
Weapon Systems:
- Nine (9) Hard Points:
The Growler has a total of nine hard
points to carry ordinance, reduce from eleven on the Super Hornet. The
aircraft has one hard point on the wing tips, three on each of the wings,
one hard point on either side of the fuselage, and one centerline. 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. The missile pod is only carried on the central hard
point.
Centerline Hard Point: Fuel tanks, ALQ-99 jamming pod, missile
pod, missiles/bombs (one long range /heavy, two medium range/medium, or
four short range/light each.) Originally designed to carry ALQ-99 jamming
pod missile pod, heavy bombs, or fuel tanks.
Outer Fuselage Hard Points (2): Missiles only (one medium range
missile or two short range missiles each.) Originally designed to carry
the Sparrow and AMRAAM missiles.
Inner Wing Hard Points (2): Fuel tanks, ALQ-99 jamming pod,
towed decoy, rocket packs, or missiles/bombs (one long range/heavy, two
medium range/medium, or four short range/light each.) Originally designed
to carry fuel tanks, heavy bombs, JSOW`s, Harpoons, HARMs, Mavericks, Sparrows,
AMRAAMs, and Sidewinder missiles.
Middle Wing Hard Points (2): Fuel tanks, ALQ-99 jamming pod,
towed decoy, rocket packs, or missiles/bombs (one long range /heavy, two
medium range/medium, or four short range/light each.) Originally designed
to carry fuel tanks, heavy bombs, Harpoons, HARMs, Mavericks, Sparrows,
AMRAAMs, and Sidewinder missiles.
Outer Wing Hard Points (2): Towed decoy, rocket packs, or missiles/bombs
(one medium range/medium, or two short range/light each.) Originally designed
to carry HARMs, Mavericks, Sparrows, AMRAAMs, and Sidewinder missiles.
- Centerline Missile Pod:
Special pod designed to be carried
on the centerline of the fighter. It is designed to carry ordnance
while keeping the fighter with a low radar cross signature. It is designed
to carry either four medium range missiles or eight short range missiles.
Usually medium range missiles are carried in the centerline pod. In two
pilot versions, missiles are controlled by either the pilot or the weapons
officer.
Maximum Effective Range: Varies by short or medium range missile
type for missile (Go to
Revised
bomb and missile table for details.)
Mega Damage: Varies by short or medium range missile type (Go to
Revised
bomb and missile table for details.)
Rate of Fire: Missiles can be fired one at a time or in volleys
of two (2) or four (4) but must be the same size (light or medium).
Payload: Eight (8) short range missile or four (4) medium range
missiles in pod.
- 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, missiles 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 for details.)
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table 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: 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 for details.)
Damage: Varies with mini-missile types (Go to
Revised
bomb and missile table for details.)
Rate of Fire: Each pod can fire 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.
- ALQ-99 Airborne Integrated Jamming System:
Up to five pods
are carried for full effectiveness although three is normally carried.
The system is designed to intercepting, automatically processing and jamming
received radio frequency signals (Radio and radar.) Aircraft's radar is
designed to be able to hop frequencies so that it is not jammed by the
jamming pods.
Maximum Effective Range: One pod has a effective radius of 20
nautical miles (23.0 miles / 37.1 kilometers) with each additional pod
increasing range by 5 nautical mile (5.8 miles / 9.3 kilometers) radius
per additional jamming pod.
Effects: When activated, radio communications, radars, and electromagnetic
sensors are reduced in range by 35% for one pod and 10% for each additional
pod to a maximum of 75% (55% normal) when within jamming area. In addition,
radar systems will have a -25% penalty to detect all targets within their
reduced range. Laser communications and light-based sensors are unaffected
by the jamming pods. Jamming also creates a penalty of -4 for one pod and
-1 for each additional pod for a maximum penalty of -8 (-6 normally) to
all radar guided weapons within the jamming area. Some missile will home
on jamming and will go after aircraft carrying them.
- 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 each
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: Four (4) Decoys each pod.
- One (1) Anti-Missile Chaff/Flare Dispenser:
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.
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:
- Stealth Feature: The EA-18G electronic warfare aircraft has moderate
stealth feature and has a -40% to be detected because of its stealth. While
the aircraft remains hard to detect on radar, the fighter's external ordnance
is easy to detect (and the fighter as a result) unless the ordnance is
designed from radar absorbing materials as well. As well, the ordnance
pod carries ordnance without increasing the fighter's radar cross signature.
Reduce aircrafts stealth by 5% for every hard point carrying ordinance.
For example, if two of the hard points are carrying ordinance the
aircrafts would give a -30% penalty to be detected (40%-10%=30%)
Go to General
Detection Penalties for more information on penalties and bonuses to use
with stealth.
- AN/APG 79 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 48 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: 230.3 miles (200 nautical miles/ kilometers)
- E.S.M.: Radar Detector, Passively detects other radars being operated.
Most sophisticated that the standard system and has +10% to read sensory
instrument rolls.
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer
to get visuals on targets at night.
- Refueling Rig: Only carried when acting in the "tanker" role
which it rarely does. Usually five fuel tanks are also carried. In
this role, the fighter can fully refuel a single F/A-18 Super Hornet or
may "Top Off" or partially refuel a number of fighters.
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.]
Original writup of the F/A-18E/F by Mischa (E-Mail Mischa)
E/A-18G writeup by Kitsune (E-Mail Kitsune).
Copyright © 2011, Mischa & Kitsune. All rights reserved.