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Terran American Empire Navy/Marine Corps.
F/A-18 Hornet.
US Navy Flag.US Marine Corps Flag.
Terran American Empire Navy/Marine Corps.
For all its age, the F/A-18 is still in service, having LONG AGO seen it's contemporaries all retired. This is due to several factors; One, it's reliable. Two, it's simple to maintain and repair. Three, it's VASTLY cheaper than a comparable VT.
F/A-18 Black Hornet.
A Tirol Aero-Space Strike Hornet Trainer.
The Earth Defense Force Navy
The Earth Defense Force Navy "Blue Angel" Flight Demonstrator Black Hornet Team.
An F/R/A-18 Black Hornet Fighter/Reconnaissance/Attack.
In fact, with the final selection of the F/A-18 over all other Terran Fighters (and this was a HOTLY contested competition), the Hornet's victory dropped the cost of production of each craft to a level even some private parties could afford. Continuous upgrades over the years have improved it's flexibility, although the continued use of jet engines holds the plane back from it's true potential as an aero-space supremacy fighter.
The twin JES-12 hydro-cell scramjet engines have a "dual aeration" feature that allows the craft to carry its own, internal air supply for limited amounts of time; However, this still does NOT qualify it as a spacecraft in any meaningful sense of the term. This feature is only powerful enough to get the plane into the outer edges of the atmosphere, and more importantly (for the UGC) to allow them to enter on (in conjunction with the Charonina-7 Re-entry Kit).
There is currently two variants of this craft in service; The "s" and F/R/A variants, with their nose canards (adds 20% to pilot skill). Decades ago, all Hornets were upgraded to Supra Hornets. The Black Hornet's canards are larger to allow more sensors, and therefore upgrading to that degree is unnecessary. Black Hornets are mainly used to escort God's Eye surveillance and to patrol near Gullwing and Angel air ambulance craft while on the ground and in transit.
Within the last decade, plans were afoot to retire this venerable old fighter, when another upgrade program came along; The Phase 41 program supplemented the internal air tank with an external air tank for outright use in space; Combined with the Charonina-7 Re-entry Kit, the F/A-18 could be launched from orbit, enter an atmosphere independently, and prosecute a UGC mission. Previously, they had to remain internal to a ship, wait for the ship to enter the atmosphere, be brought above deck or off-loaded, then launch. (It should be noted that the air tanks only give the fighter about 2 hours of burn time in space, and does not really allow them to perform any other types of operations- just transit).
The Council (not the services) has refused to allow the F/A-18 to compete for the next generation of all-purpose air dominance fighter; However, every independent assessment from the private sector (including by Boeing Galactic's many competitors) have seriously considered the F/A-18 the most likely winner of such a competition.
Name: F/A-18r Strike Hornet, FA-18s Supra Hornet, and F/R/A-18a Black Hornet Fighter, Reconnaissance, and Attack Aircraft
Model Type: Reconnaissance, Attack, Fighter
Class: Aircraft.
Crew: One or two
Passengers: None.
MDC By Location:
* Fuselage-
** Cockpit-
*** Variable Rear Thrusters (2)-
*** Wings (2)-
*** Tailerons (2)-
*** Tail Rudder-
*** Tail Rudder-
100 each
150 each
60 each
*** Grav Pods (3)-
*** Forward Canards (2)-
MRM Launcher Pods (2)-
Landing Gears (3)-
Auto Cannon-
Air Intakes (2)-

100 each
20 each

* Depleting the MDC of the fuselage of the aircraft will destroy it. Pilot automatically ejects in his Patroller power armor which serves as his parachute.
** Depleting the MDC Cockpit will expose the pilot to high-velocity winds and further direct attacks. However, the pilot remains protected by his power armor. (Winds won't affect him if the face mask is in place.)-5 to strike.
*** Depleting the MDC of any of these objects will reduce the pilot's control (-10% to pilot skill each). The are also small and hard to hit (requires a called shot at-5 to strike). Destroying ALL 3 grav pods will force the pilot to pilot the craft on airfoil effect ONLY (-5% to pilot skill, but does not mean s/he will crash land).
Speed and Statistical Data:
Taxiing on the ground: 10 MPH
Range On Land: About 1 mile normally; 10 miles max.
Flying: Mach 5.
Service Ceiling : 100 miles.
Range in the air: 8,000 miles. Can be refueled in the air.
Height: 16 feet.
Width: 45 feet.
Length: 60 feet.
Weight: 33 tons.
Cargo: Pilot's emergency gear only. All pilots must wear power armor when flying.
Power System: Twin Dual-Phase Aeration JES-12 Hydro-Cell Scramjet Engines.
Flight Systems:
Primary: Grav Pods.
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Cost and Availability: 12 millioncredit each; Every 3 months another batch of 10 becomes available.
Black Market Cost and Availability: An equivalent system would cost between 25,000 and 25 millioncredit, depending on buyer and seller; Occasionally available, but mostly a special request in an outlier territory.

Weapons Systems:
1. Fixed Forward Hyper Velocity Autocannon: Fixed forward, this is a limited-purpose dogfighting gun.
Purpose: Anti-Aircraft.
MD: 1D4 times 10 per 40 round burst (can only fire bursts).
Range: 4,000 feet.
Rate of Fire: Per pilot's attacks per melee.
Payload: 100,000 rounds (that's 2,500 bursts). Reloading takes 1 minute (4 melees) and requires proper tools.

2. Fixed Forward Mini-Missile Rail Launcher: Mini-Missiles fired from the rail launcher either quadruple their range OR triple it and gain +2 to strike. Only Plasma or Hi-Ex MM's can be used.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Ground Attack.
Damage and Range: Varies by type.
Rate Of Fire: Per pilots attacks per melee.
Payload: 2,000

3. MRM Launchers (2): Where the air intakes USED to be are now a pair of MRM launchers.
Purpose: Anti-Ship/Aircraft.
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 5, or 10 per pilots attacks per melee.
Payload: Each launcher has 3 stacks of 5 each, for a total of 30.

4. Internal SRM Launchers (2): The aircraft carries SRM's in internal launcher racks for defensive anti-missile purposes.
Primary Purpose: Anti-LRM.
Secondary Purpose: Anti-Aircraft.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, or 4 times pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 12 per launcher (2 launchers).
5. Wing Mounted Weapons Systems: The Supra-Hornet can carry up to 6 pods.
A) Type M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets.
Purpose: Heavy Assault.
MD: Each rocket does 2D6 MD.
Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee.
Range: 12,000 feet.
Payload: 96 per pod. Up to 6 pods can be carried.
B) M-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo, essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod hold 3 Mk-82's.
Purpose: Offensive/Anti-Ship.
MD: 4D6 times 10 per torpedo.
Blast Radius: 40 feet.
Maximum Range: 80 miles.
Minimum Range: 5 miles.
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82's.
C) External MRM launchers (4): Mainly for shooting down hostile aircraft, though are excellent for shooting down MRM's and LRM's.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Anti-LRM.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, or 4 per pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 32 (4 per launcher, 6 pods per wing).
D) Fuel Pod, M-12: Essentially a modified version of the Pod, Torpedo, M-11. In this case, however, it is used as a fuel pod to double the normal range of the craft.
E) TM-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and tracking incurring submarines for future reference.
F) A-11/a Anti-Radiation Pod: A radar and other detection system jammer.
Effect: While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear. An experienced (fifth level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. NOTE: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-10%).
G) A-11/v Radiation Detector Pod: This pod passively detects various types of Radiation, most importantly radio signals (for eavesdropping).
H) Pod, Canister, C-441: Basically a hollowed out version of the TM-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within 1/8th of an inch of the intended target.

  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • Sensory Systems: The craft is equipped with sensors very similar to those carried by the SR-71 and other spycraft; However, some of the higher end material is NOT carried, as the possibility of being shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it's larger brothers.
    Optic Systems: Infrared: 20 miles, Magnification: 15 times; Ultra Violet: 22 miles, Magnification: 25 times; Night Vision: 24 miles, Magnification: 8 times; Color Filters: 19 miles, Magnification: 200 times; Thermal Imager: 10 miles, Magnification: 40 times
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • AJP: Active Jamming Pod. 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ⅛ (decrease skill level appropriately).
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Smoke Dispensers (8): Throws out smoke flares capable of covering a 2503' area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. "Right leg red" badly damaged/destroyed, "head green" not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    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 nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.
  • LDP (4): Launched Decoy Pods. Located on the top of the port and starboard wingtips. The fighter can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed radar lure that creates a radar image to mimic the fighter. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
    MDC: 5.
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Towed to 328 feet (100 meters) from the Mecha or released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of fire: One can be tether deployed at a time and requires 15 seconds to deploy another decoy. Any non-loosed decoys can be reeled in again.
    Payload: 16 Decoys total.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 foot apogee), 7 white parachute flares (1,500 foot apogee), 100 foot of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • GPS: Standard tracking device.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
    Combat Bonuses from F/R/A-18a Supra-Hornet Combat Elite:
  • 5 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
  • +6 Initiative.
  • +6 Strike.
  • +5 dodge; +2 dodge ground-launched anti-aircraft missiles (in addition to normal +5 dodge).
  • +2 Roll.