B-1Ø4 Galaxy Bomber

When the REF deployed to Tirol, they took with them about a dozen B-52 Stratofortress Bombers, with the expectation that there ‘may’ be a ground campaign;
An old-fashion B-1Ø4 bomber; Note
the camophalge paint scheme.
A B-1Ø4 from above.
How right they were, but the campaign left all but one damaged. A pair of REF Aero-Space Majors, an ASF Captain, and a Technical Sergeant took the remains of three of these bombers, slicing the nose off one, the tail off another, and spicing the two airframes together, then picking bits and pieces of the third’s airframe to replace the sections that had to be removed to smooth out and reinforce the ‘new’ wingless airframe. They also added a pair of dual-phase jet turbines (dual-phase technologies were still experimental at the time).
The only reason the four of them didn’t end up in real trouble for what they’d done was that they did attempt to use the bomber, dubbed “Curious George”, to thwart TR EDWARDS’ coup attempt. Their mission, to seed the path of EDWARDS’ ship with bombs, was a failure, since the bombs they had available were simple inadequate to the task at hand, but it did have the effect of showing what the bomber could do- With over 1,ØØØ heavy bombs, Curious George could have assassinated EDWARDS- Had they been nukes or equivalent.
Curious George was grounded permanently after that, of course, but the project drew interest for various parties in the REF. The airframe of Curious George was repaired, studied, and reverse engineered.
The result was the B-1Ø4 Galaxy Bomber, which is now the heaviest dedicated bomber in the UGC’s inventory.
The B-1Ø4 has two bomb bays, each consisting of 2 rotating drums that hold 25 bombs, either MT-28 Reflex, MT-32 Nuclear, or MT-35 High Explosive; Typically the MT-35’s are used. All three can be JDAMS, Laser, or radio accurized. Additionally, any two drums can be removed and replaced with two Free Ordnance Attack Bodies, or FOAB’s (aka “Father Of All Bombs”), massive ground-penetrators used primarily to destroy fixed installations.
The B-1Ø4 is also capably of defending itself, with twin forward, one dorsal and one ventral, and an aft anti-aircraft laser battery. This, combined with a superior, nearly ship-grade shielding array, makes the B-1Ø4 an unattractive target to all but the most insane pilots; It also has a bounty, all malcontent faction leaders offer a bounty, ranging from 5Ø,ØØØ-.5 million€ for each B-1Ø4 shot down.
Model Number: B-1Ø4
Vehicle Type: Strategic Bomber.
Crew: 4.
M.D.C. by Location:
*** Fuselage-
Cockpit-
** Elevators (2)-
28Ø
12Ø
4Ø each
** Rudders (2)-
*** Engines (2)-

4Ø each
12Ø each

Notes:

** Destruction of rudders or one elevator will still allow the plane to be controlled by the varying of power levels of the engines but the fighter has a penalty of -1Ø to dodge, and a -3Ø% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and pilot must eject to survive.
*** 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 1Ø% 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.
**** 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 and Statistical Data:

Despite the advent of advancing technologies, the B-104 really isn’t all that different from the original airframe of the B-52 it came from; Only the longer fuselage, loss of wings, addition of grav pods and dual-phase hydrocell scramjets, and very slight avionic and mechanical changes; All told, really it’s less than a 10% change, when one discounts the longer fuselage and no wings.
Driving on Ground (Taxiing): Less than one mile an hour safely.
Flying: 210 MPH max.
Range: Up to 60 hours continuously.
Height: 20 feet.
Fuselage Width: 8 feet. Ya, that's it.
Wingspan: 16 feet overall.
Length: .
Weight: .
Power and Thrust System: Quad VRA-17 dual-phase hydrocell scramjets; Output: 22.210 lbs at 621 ggH each; Endurance: 60 flight hours before requiring refueling (can be refuelded in flight).
Flight System: Grav pods.
Cargo: None- Just bombs.
Cost and Availability: 22 million credits; Takes a year to build.
Black Market Cost and Availability: Varies from 6 million to 600 million; Very rare, and VERY hot.

Weapon Systems:
Ø1. Standard Ordinance: The B-1Ø4 Bomber typically carries 1ØØ bombs, either the MT-28 Reflex, MT-32 Nuclear, or MT-35 High Explosive. All three can be JDAMS, Laser, or radio accurized.
MT-35 High Explosive: Hands down, this is the most common ordinance carried by B-1Ø4’s, and routinely requested by ground pounders. Each one of these bombs, just one bomb by itself, is capable of flattening several blocks of high-rise buildings.
Mega Damage: 1D4×2Ø.
Blast Radius: 2,ØØØ feet.
MT-28 Reflex: When the call is made for a WMD, it is always preferred that Reflex weaponry is used whenever possible. These are only used by order of a Task Force/Battle Force Commander.
Mega Damage: 3D6×1Ø.
Blast Radius: 8 miles.
Special: Unlike nuclear missiles, the Reflex bomb doesn’t create radioactive fallout; It does create fallout, and lots of it, but once the fallout (dust) is settled, it’s all over. 1Ø years or 1Ø minutes later, the area’s perfectly safe- Provided the blast didn’t create macroscopic particulates (which take years to settle, and often are as carcinogenic as radiation) or set everything within a 2Ø mile area on fire or any one of a dozen other possible, and highly undesirable, results.
MT-32 Nuclear: There are, rarely, times when nuclear weapons are the proper response; This is typically in response to some sort of suicide run, such as a ram-ship, or the use of a nuclear or Reflex missile.
Mega Damage: 3D6×1Ø.
Blast Radius: 1Ø miles plus twice that for heat damage and three times that for radiation damage.
Special: Once the nuke is used, it releases radioactive fallout, making the area unsafe for any form of life for the next 5Ø years. Worse, the radiation can spread as far as the winds can blow the dust, or be spread to just about anywhere in space. Fortunately, if you stay 2Ø miles away for 48 hours, ships in space are safe (the radiation is too diluted), and the radiation degrades too far by planet fall to be a risk to most life forms. Most life forms.
Maximum Effective Range (all): Free-fall; Range is determined by drop height.
Rate of Fire (all): Each drum can drop one bomb per bombardier’s attacks per melee.
Payload (all): 1ØØ total.

Ø2. Full-Force Variable Barrier Field: The B-1Ø4 has one of the best shielding system in the UGC’s inventory, and is rigged to the weapons control systems to permit them to be dropped instantaneously with the activation of any weapon, meaning the shields are down of less than one second- Far too shot a period of time for any but the BEST of the best of the best fighter pilot to exploit.
MDC: 15Ø per panel (9ØØ total).
Action Time: Instant.
Payload: 9ØØ total.

Ø3 Anti-Aircraft Laser Batteries: “Anti-Aircraft” is actually a bit of a misnomer; They’re actually anti-missile defense batteries. It actually makes a great deal of sense; The missile doesn’t have to be destroyed to be knocked off target, dazzled, have a control system fried and run off the wrong direction, or even prematurely detonated.
Mega Damage: 1D6×5 per blast (five blasts per attack).
Maximum Effective Range: 8 miles.
Rate of Fire: FIVE TIMES the Defense system operator’s attacks per melee; Each time the gunner triggers the guns, it goes off five times. That, is the secret of the laser batteries effectiveness.
Payload: Effectively unlimited.

Ø4. Free Ordnance Attack Bodies: Any two drums can be removed and replaced with two Free Ordnance Attack Bodies, or FOAB’s (aka “Father Of All Bombs”), massive ground-penetrators used primarily to destroy fixed installations. The missile has wings that fold in for transport, then out to fly to the target (they rip off at point of impact).
Mega Damage: 3D6×1ØØ.
Blast Radius: 1 mile, plus twice that for heat damage and three times that for radiation damage.
Special: The FOAB can penetrate up to one-half mile underground, then detonate, causing a Richter 6.3 earthquake on average- This can do an additional 2D4 MD. The FOAB can also penetrate up to 200 MDC WITHOUT DETONATING, making it an ideal bunker buster.







Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 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. The jamming pod is only mounted inside the port taileron.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • 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 Ø4 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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø 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-ØØ 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: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.

    Combat Profile for B-104 Galaxy Bomber:
  • +1 to Strike.
  • +3 to Dodge.