Japanese FV-45J Super Hawk Multi-Role VTOL Fighter:
Excerpt from Fox's Combat Aircraft of the World, 2090 to 2091:
At first Japan was content to purchase standard American Sea Hawk fighters but decided to acquire a licence to produce the fighter themselves. Production of the Sea Hawk was begun in Japan in 2081 and virtually as soon as production began, the Japanese military began considering an improved version of the fighter. Some of the planned changes were an improved gun pack, an enlarged ordnance bay, and a heavier external missile payload. To save on development costs, it was decided to use as many components from the original Sea Hawk VTOL fighter as possible. The first prototype flew in 2086 and from reports appears to only have relatively minor problems. Production is planned to switch from the Sea Hawk over to the improved Super Hawk version in 2092. Unlike the United States Military, both the Air Force and Navy operate the Sea Hawk and both are scheduled to receive the new fighter when production begins. Even though the United States is developing a replacement fighter for the Sea Hawk, it appears that Japan appears to have no plans to acquire the new American fighter and will continue operating the Sea Hawk and Super Hawk for the immediate future.
One of the most major changes in the Japanese Super Hawk over the Sea Hawk is in the wing design. The Super Hawk is uses a delta-wing style wing similar to the old experimented F-16XL from the Twentieth Century. The enlarged wings give the fighter greater lift for a greater payload. Otherwise, the lines of the Sea Hawk can be clearly seen. The new fighter is slightly longer and wider than the Sea Hawk with a slightly larger fuselage as well. It is believed that the new Japanese fighter uses stronger composites than the original Sea Hawk. These materials are believed to be non reflective to radar waves and the Super Hawk appears to have a reduced radar cross signature compared to the standard Sea Hawk. One of the changed to reduce the radar cross-signature is replacing the mini-missile launchers with a more conformal missile pack. For the most part, electronics are identical to the Sea Hawk although likely updated. The fighter also retains the triple redundant fly by wire system with computer support. The ejection system is also identical to the Sea Hawk with the ability to eject the whole cockpit or individual seats. Engine is identical to the Sea Hawk and top speed of the Super Hawk is believed to be just slightly less than that of the Sea Hawk due to the fighters greater mass. Like the Sea Hawk, the Super Hawk a redirection system for the rear thrust and uses a large turbo-fan behind the cockpit. The front turbo-fan is protected by doors on both the top and bottom while not hovering or preparing to hover. These covers are both designs to armor the system and to reduce drag.
The main bay on the Japanese Super Hawk is the same size as the Sea Hawk but the fighter has two smaller bays on either side of the main bay for up to two medium range missiles per bay. Next to the medium range missile bays are mini-missile launchers. While they are smaller than the mini-missile launchers on the Sea Hawk, they are integrated into the wings and do not reduce the fighter's stealth profile. The fighter appears to have eight hard points on the wings instead of the six carried on the Sea Hawk. These hard points are also recessed into the wings so they do not reduce the fighter's stealth profile except from the bottom. Instead of the twin light lasers carried on the original Sea Hawk, the Super Hawk appears to carry a more powerful multi-barrel pulse laser. The retractable belly gun had to be removed to free up space for the heavier main gun.
Model Type: FV-45J Standard Japanese Super Hawk Multi-Role VTOL
Vehicle Type: Twin Engine VTOL Fighter and Attack Craft
Crew: Two (Pilot / Sensor & Electronic System operator)
M.D.C. by Location:
|Multi-Barrel Mounted Laser Guns (1; nose):||80|
|Wing Mounted Mini-Missile Launchers (2):||60 each|
|Main Internal Ordnance Bay (1; hatch):||80|
|Secondary Internal Ordnance Bays (2; hatch):||50 each|
| Main Wings (2):||150 each|
| Forward Stabilizers (2):||100 each|
| Rudders (2):||100 each|
| Forward Lift Turbo-Fan Engine (1):||50|
| Protective Doors for Forward Lift Engine (2, top and bottom):||60 each|
| Main Engines (2):||100 each|
| Main Body||320|
|Landing Gear (3):||10 each|
|Reinforced Pilot's Compartment / Cockpit:||110|
|Pilot & Crew seat (2):||2 each|
 Destroying a Main Wing will cause the plane to crash. Pilot and Radar Officer must eject to survive. Destroying one or both Forward Stabilizers Wings will result in reducing bonuses to dodge by 2 and removing the 5% bonus to piloting the aircraft.
 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.
 Destruction of doors protecting front lift engine will increase drag. Reduce top speed by half and the fighter has a -4 to dodge and piloting is at -20% at high speeds (Above 400 mph / 644 kph). To damage the forward lift engine, a called shot at -3 is required and the shielding doors either must be open or destroyed. If forward lift fan is destroyed, the fighter cannot hover.
 Destruction of one engine will reduce the fighters top speed by half and give the fighter a -3 penalty to dodge as well as removing the 5% bonus to piloting. Destroying both engines will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot and weapon officer can choose to eject.
 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. Pilot and Radar Officer must eject to survive. 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.
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 Super 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 fighter 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 18 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.
Length: 68.5 feet (20.9 meters)
Wingspan: 45.5 feet (13.9 meters)
Height: 12 feet (3.65 meters) with landing gear down and 9 feet (2.7 meters) with landing gear retracted.
Weight: 18 tons (16.4 metric tons) empty, 26 tons (23.6 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 hard points and ordnance bay. Main Ordnance bay, of emptied of ordnance can carry up to 8,000 lbs (3,628.7 kg) of cargo and Small ordnance bays can carry 2,000 lbs (908 kg) each.
Black Market Cost: Not available. Other than those operated by the Republic of Japan, none are known to have survived the coming of the Rifts. The jet has never been recovered by enemies or mercenaries. Such an aircraft would sell for 100 to 120 million credits on the open market.
- Multi-Barrel High-Powered Pulse Lasers: The Multi-barrel Pulse Laser is mounted to the right side of the cockpit. The five barrels five normally simultaneously for greater damage. The weapon has about fifty percent greater range than the cannon carried on the original Sea Hawk. The cannon is similar to the Post Rifts AT-5000 Multi-Barrel Laser Rifle carried on the "Hawkeye" Glitter Boy but is larger and slightly more powerful. The Multi-Barrel Laser is controlled by the pilot.
- Integral Mini-Missile Launchers (2): Instead of carrying fixed mini-missile packs like on the Sea Hawk, the Super Hawk carries launchers which are effectively part of the wing root. 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 cannons and is controlled by the pilot.
- Main Internal Ordnance Bay: The fighter has a large bay in the main body that can carry a wide variety of different ordnance types. Ordnance types include missiles, torpedoes, and bombs. While depth charges can be carried, their limited utility means that torpedoes are carried in most ASW missions. 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. Both guided and unguided ordnance may be carried. An equivalent number of torpedoes or depth charges to the number of missiles and bombs may also be carried. Launching of ordnance is controlled by the weapons officer but the pilot has emergency controls.
- Secondary Ordnance Bays (2): The aircraft has two ordnance bays on the intake sides. The bays are designed to carry four medium range missiles or eight short range missiles. Ordnance may be carried at the rate of two short range missiles for one medium range missile. Missiles can be mixed and matched but normally the bay carries all the same type of missiles. The weapons officer controls the missiles but the pilot has auxiliary controls.
- Wing Hard Points (8): The Super Hawk has six 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. Ordnance reduces fighter's stealth. Missiles and bombs only reduce the fighter's stealth from the bottom and reduce stealth by 5% per hard point carry ordnance. Missile pods reduce stealth from the sides as well and reduce stealth by 10% per hard point.
- 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.
- 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.
- 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.)
Maximum Effective Range: 6,000 feet (1,830 meters).
Mega Damage: 4D6+2 per double blast, 1D4x10+8 per quadruple blasts, and 1D6x10+10 per five barrel pulse blast
Rate of Fire: Equal to the pilots combined hand to hand (usually 5 or 6).
Payload: Unlimited (Draws Power off the main engines).
Maximum Effective Range: Varies with missile types, mini-missiles only (Go to Revised bomb and missile table). Mega Damage: Varies with mini-missile types (Go to Revised bomb and missile table).
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: 32 total; 16 mini-missiles in each launcher.
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: Ordnance is dropped or fired one at a time or in volleys of two to thirty two 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 missile or light bombs, 16 medium range missiles or medium bombs, or 8 long range missile or heavy bomb. Ordnance can be mixed and torpedoes and depth charges may be carried as well as missiles and bombs.
Maximum Effective Range: Varies by missile type for missile (Go to Revised bomb and missile table).
Mega Damage: Varies by missile type (Go to Revised bomb and missile table).
Rate of Fire: Missiles can be fired one at a time or in volleys of two, or four but must be the same size (light or medium).
Payload: 4 short range missiles or 2 medium range missiles each bay.
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: 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)
Maximum Effective Range: Varies with missile types, mini-missiles only (Go to Revised bomb and missile table).
Mega 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, or 8 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-missile.
- 01-50 Enemy missile or missile volley detonates in chaff cloud - Missile
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
Payload: Eight (8)
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 is.
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)
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: 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 -1 to strike. Opening the main ordnance bay greatly increase the aircraft's radar signature from the underside of the aircraft and aircraft creates no penalties to be detected in those conditions. The fighter has recessed hard points so missiles or other ordnance do not reduce stealth by as much as might be expected. Stealth is not reduced from the top and sides but each hard point with ordnance reduces stealth by 5% from the bottom for missiles and bombs. The fighter's stealth is reduced by 10% for mini-missile pods. 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.
- 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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