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1978-01-15
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:PROUNDLY: :KILLS: :THE: :REST: :WITH: :F117 STEALTH-FIGHTER: :FULL: :DOX:
---------------------->>> Typed by SC007ER-09-11-93 <<<---------------------
INTRODUCTION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
WELCOME TO F117
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
As the twentieth century drew to a close, the U.S. Military invited a
number of manufacturers to submit designs for a lightweight multi-role
attack stealthplane. The prime design criteria were for an aircraft
capable of true all weather nap of the earth (NOE) flight, delivering a
wide range of ordinance over a short range. The prototype designation
meing Multi-role Experimental (MRX). Of the several proposed designs
only one received funding for Phase I development, this being the ultra-
silent F117-AFM.
This spendid airplane with it's special avoid-radar design was in a
calss of it's own. Now the human being could enter with a whole flying
army without the enemy even would notice it, not before the feel their
own blood be spreaded at their tounghs anyway.
The F117-AFM design centred around an extensive use of carbon composites
to provide an exceptionally light airframe. Power came from twin
turboshafts themselves incorporating many ceramic components to further
reduce weight. The main motors were of glass-fibre construction
incorporating a LIVE (Liquid Inertia Vibration Elimination) system.
Flight efficiency was increased by the use of STEALTH (no tail motor)
technology instead of the traditional tail motor. (STEALTH uses the flow
of the exhaust-gasses channelled through a number of slots in the
tail-boom to counteract main-rotor torque.)
A comprehensive array of flight and fire control systems reduce load on
the pilot and allow effective night and poor visibility attacks.
To complement the new stealthplane, a new range of compact missiles were
developed, designed for use at long range and at low altitudes. These
weapons included both air-to-ground and air-to-air missiles and a new,
huge calibre rocket system.
To this date, only a single example of the F117-AFM is flying, the AFM,
'F117'.
You join the Stealth-Service, a crack assault team commissioned by the
United Nations. Your job is to defuse crisis situations around the
world, preventing their escalation into a full-scale conflict. With
Stealth-Service you will fly the newly commissioned F117 attack stealthplane
against forces around the world.
LEARNING YOUR AIRPLANE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
THE KEYS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
F1 Cockpit view 1 Flare
SH F1 Slot View 2 Chaff
F2 Toggle HUD Modes 3 IR Jammer
SH F2 Chase Plane view 4 ECM
F3 CRT/Maps toggle 5 Decoy
SH F3 Side view 6 GEAR up/dn
F4 DATA 7 AUTOPILOT
SH F4 Missle view after firing 8 Bay Doors
F5 Ordnance 9 FLAPS
SH F5 Tacti View 0 Brakes
F6 System Damage - Power Dec
SH F6 Inverse Tacti View SH - Kill Power
F7 Select Way Point + Power Inc
F8 Change Way point SH + Max Power
SH F8 Reset way point
F9 I.L.S.
F10 Mission details
SH F10 BAIL OUT
Joystick or LMB Fire Cannon
Ret or RMB Fire Ordnance
Space Select Ordnance
Z Zoom map IN
SHZ Accel Time
X Zoom map out
SHX Normal Time
C View Angle
B Select Target
N Designate New target
Camera views :
M Cam Left
< Cam Right
> Cam Rear
? Cam Ahead
Gereral Views :
SH M View Left
SH < View Left
SH > View Right
SH ? View Ahead
Easiest way to start is :
1. Open throttle FULL
2. Release Brakes
3. After take off ! Raise Gear & Flaps
4. Hit Auto pilot
5. Turn on Appropriate mode (F2) GND, AIR, NAV for your target.
6. Select View ahead...
GETTING STARTED
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
THE COMMON ROOM
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The common room is the place where pilots rest between missions and is
the place where all games begin. From here you can:
a) Use the flight simulator to improve your piloting skills. To enter
the simulator simply click the hand cursor anywhere on the
simulator.
b) Enter the war room to choose a campaign or recap on the current
campaign. To enter a war room, click on the door on the far right
of the screen.
c) Enter the mission briefing room to begin a mission. To enter the
briefing room, click on the door on the right of the screen.
d) Use the Desktop computer to save your current game or to reload old
games. To use the computer simply click anywhere on the computer.
e) View you current rank and decorations. To review your pilot
information, click on the locker in the middle of the screen.
THE FLIGHT SIMULATOR
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The flight simulator allows inexperienced pilots to improve their flying
skills without endangering their lives or a multi-milliard dollar machine.
On entering the simulator you are presented with an options menu allowing
you to select the campaign to simulate, the time of day and the skill
level of enemy units. Use the cursor to change the options and click on
the GO icon to enter the simulation. The simulator accurately recreates
the flight characteristics of the F117 although you will be
provided with unlimited weaponry. Throughout the simulation you will
receive 'radio messages' from the flight instructor as he assesses your
ability and helps you improve your combat skills. The simulator can be
exited at any time by pressing the escape key at which point you will be
presented with an overall assessment from the instructor.
THE WAR ROOM
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The war room is the place from which all campaigns are commanded. Teams
of tacticians constantly monitor military and political situations around
the world. From here you can select one of the six campaign theatres or
recap on the current campaign. To view a campaign, click on one of the
circles marked on the world map in the middle of the screen. This will
bring up a map of the campaign (on the right of the screen) and a
tactician will provide you with background information.
To select the campaign, simply click on the campaign map. From there you
will be taken to the briefing room where you will be given a detailed
briefing of the campaign's objectives.
THE BRIEFING ROOM
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Before you enter combat, Jack Marshall, your chief tactician, will
provide you with a full mission briefing allowing you to carefully plan
your attack and select appropriate ordinance. Jack has access to all
relevant information and will provide you with the latest strategic
updates. Jack is an expert in his field and only a foolhardy pilot would
ignore his advice. Each section of the briefing can be stepped through
by clicking anywhere on the screen, the escape key will exit the
briefing.
THE DESKTOP COMPUTER
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
F117 is a very large game and only a player with great stamina
would attempt to complete the game in one sitting, therefore a game save
option has been provided. On entering the file system a large disk is
displayed on screen with a list of options:
LOAD PILOT - Load a previously saved game from current disk.
SAVE PILOT - Save present game to current disk.
ERASE PILOT - Erase pilot off current disk.
EXIT GAME - Exit current game and return to startup screen.
To exit the desktop computer, click the pointer anywhere outside the
disk.
VIEW PLAYER STATISTICS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
As you progress through F117 you may be awarded various
decorations for your skill and courage. A good player may also recieve
increments in rank if the Pentagon are sufficiently impressed by your
performance. In addition to these you will always recieve a campaign
ribbon on completion of a campaign. You can judge your overall
performace by rank and medals bearing in mind that the ultimate player
may recieve 6 medals, 6 ribbons and the rank of colonel.
ARMING SCREEN
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
On exiting the briefing room you are taken to the arming room where you
select appropriate ordinance for the forthcoming mission. The
F117 can carry a wide range of offensive and defensive equipment
but the right selection is vital if your mission is to be successful.
At the top right of the screen is a picture of the currently selected
weapon with an information panel below. Clicking over the two arrow
icons will flip through the list of available weaponry. To add a weapon
to the stealthplane, click the cursor over one of the underwing pylons (or
wingtip pylons when adding air-to-air missiles). Pylons can often carry
more than one weapon each and clicking the left button (or space bar)
again will add more of the same weapon. To remove weapons from a pylon,
click over the pylon with the right button (or backspace key). To
replace the weapons on a pylon, simply select a new weapon and click over
the pylon.
Although each pylon is capable of carrying the same weight of weapons,
bombs can only be added in pairs, the bombs occupying the same pylon
under each wing.
To make life easier, an auto-arm option has been included which will
automatically add a suitable weapons load. This is particularly suited
to new pilots as the more experienced flyer will develop his (or her) own
combat style suited to a more varied weapons load.
In addition to the weapons you select, you will always have the 30mm
cannon, a formidable weapon in itself.
To exit the arming screen, click on the EXIT icon at the bottom right of
the screen.
FLYING THE MISSION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Your mission may begin from your home base or, if the objective is some
distance away, the auto-pilot will fly the aircraft into the mission
area. The mission area is defined as 'An identifiable area of
concentrated enemy forces' and in practical terms consists of a circle of
action around the mission objective. In all attack missions the primary
target must be destroyed for the mission to be successful, failure will
usually result in the campaign being lost and you being demoted or
dismissed from service. Secondary targets are generally opportunist
targets, unnecessary for mission success although the destruction of air-
defences may well make later missions easier. Generally the best idea is
to use stealth tactics to reach the primary target and leave and leave
any secondary targets for the trip home. The quickest way to leave the
mission area is to follow the base way-marker on the compass. Depending
on the mission, once you have completed your objective, either the
autopilot will return you to base, or you will have to follow the base
way-marker above the compass and land your aircraft back at base.
THE DEBRIEFING ROOM
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
After each mission is completed you will receive a full debriefing from
Jack. Your performance will be discussed along with any tactical
updates. Should your performance prove to be unsatisfactory, Jack may
have no alternative but to dismiss you from service. Particular note
will be taken when allied lives are at stake, although a poor performance
will never go unnoticed. Should your performance be particularly good,
Jack may well recommend you for promotion. The debrief can be stepped
through by clicking the left mouse button, the Escape key will return you
to the common room.
COCKPIT INSTRUMENTATION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
In a move to reduce load on the pilot, the F117 features a system
of multi-function monitors coupled to an intergrated TADS (Target
Acquisition/Designation Sight). The system is designed to reduce the
percentage of the pilot's time actually flying the machine and so improve
combat performance. The system features just three multi-function
displays in the cockpit, all other information being displayed on the HUD
(Heads Up Display).
1. AIRSPEED
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Displays your horizontal speed in knots
2. ALTIMETER
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
On the left is your altitude in feet; on the right is the scale on which
each mark represents 20 feet.
3. COLLECTIVE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The position of the bar represents the amount of power being fed to the
main rotor. When the bar is over the centre mark the engine is producing
the correct amount of power for level flight. If it is above the centre
mark the engine produces more power, if it is below the centre mark it
will produce less power.
At low altitudes ground effect and turbulence will affect airflow over
the rotors and the amount of power needed for level flight will change.
A wise pilot will not attempt to fly fast at low altitudes.
4. COUNTER MEASURES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The R symbol represents the status of your radar jammer, the three lights
below it represent - from top to bottom - radar guidance, radar track and
radar search. The guidance light warns that the enemy have launched a
radar guided weapon towards you. The tracking light warns that an enemy
radar has locked on to your precise position. The search light warns
that an enemy has detected you on radar.
The I symbol represents the status of your infrared jammer. The light
below it warns that the enemy have launched an infrared guided weapon at
you.
Below the two sets of lights are two digits representing the number of
chaff and flare cartridges you are carrying.
5. CROSS-HAIR
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The cross-hair appears when you select an unguided weapon. All weapons
are calibrated to fire at the centre of the cross-hair although you must
take gravity into account when using your cannon. Below the cross-hair
is the name of the currently selected weapon along with the quantity
remaining.
6. CYCLIC JOYSTICK
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The cyclic joystick is represented by a small box within a larger box
(below the air-speed indicator). Moving the mouse/joystick moves a small
cursor. When the cursor is positioned within the smaller box, the
stealthplane will hover. If the cursor is moved out of the smaller box the
stealthplane will move in the direction of the cursor.
7. DAMAGE CONTROL COMPUTER
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The computer provides you with a constant update on the condition of your
aircraft as well as listing your available weapons. Pressing D will
switch the computer between Damage & Stores mode although the computer
will switch to damage mode if you take a hit.
8. HEADING INDICATOR
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The vertical line below the compass indicates your current heading. The
arrow above the compass shows you the course to follow to your current
target. The vertical line above the compass will always indicate the
correct heading back to your base. This should always be used after
completing your mission.
9. MULTI-MODE CAMERA
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The camera has two modes of operation, Targeting mode and Landing mode.
Targeting mode provides a video image of the currently designated target
along with its range in feet. If you have selected bombs as your current
weapon, the display will switch to Bombing mode and give a view directly
below the stealthplane. Landing mode simply displays a view downwards from
your stealthplane.
10. THREAT DISPLAY
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
This displays all radar threats within a range of 4 km. Ground threats
are displayed as orange dots, air threats as red dots and missiles as
white dots. As you approach a target, the display will switch to
close-range mode with a range of 1.8 km.
11. VERTICAL SPEED INDICATOR (VSI)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Displays how fast the stealthplane is ascending or descending. When the
slider is above the centre-line, the stealthplane is climbing and when it
is below the centre line you will be descending.
FLIGHT CONTROLS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The traditional flight controls of a stealthplane compromise of three
separate inputs. These effectively tied up both hands and both feet
making it difficult for the pilot to do anything else but fly. With the
advent of fly-by-wire control systems, designers managed to replace two
pedals, two joysticks and a twist-grip with a single joystick. The
4-axis control stick allows the pilot to control the stealthplane with just
one hand. F117 is controlled by using a mouse, a joystick or on
keyboard although in all cases a few key presses will be necessary.
MOUSE/JOYSTICK CONTROL
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
THE MOUSE BUTTONS:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Clicking the right mouse button changes the current selected weapon for
the next available one.
Clicking the left mouse button fires the currently selected weapon.
Clicking the left button with the right button held down selects the next
designated target.
WITH NO MOUSE/JOYSTICK BUTTONS PRESSED:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Moving the mouse/joystick forward causes the stealthplane to tip down
allowing it to move forwards.
Moving the mouse/joystick backwards causes the stealthplane to tip upwards
allowing it to move backwards.
At low speeds, moving the mouse/joystick left or right causes the
stealthplane to move sideways. With the mouse/joystick pushed forwards and
to the left or right, the stealthplane will bank and turn in that
direction.
HOLDING DOWN THE RIGHT MOUSE BUTTON:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Moving the mouse/joystick forwards with the right button pressed
increases power to the main rotor, allowing the stealthplane to rise.
Moving the mouse/joystick backwards with the right button pressed
decreases power to the main rotor, allowing the stealthplane to fall.
In level flight, at low speeds, moving the mouse/joystick left and right
with the right button pressed causes the stealthplane to rotate around its
own axis.
KEYBOARD CONTROL
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Toggle Radar Jammer On/Off - F1
Toggle IR Jammer On/Off - F2
Launch Chaff Cartridge - F3
Launch Flare - F4
Toggle Night Sight On/Off - F10
Toggle Camera Mode - C
Toggle Damage Computer Mode - D
Pause Game - P
VIEWPOINT SELECTION
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Viewpoint manipulation is mostly controlled from the keypad, although
several other keys are used.
View from Target - F6
View from Weapon - F7
View from Cockpit - F8
Internal/External view - ENTER (on the numeric keypad)
Rotate view in Y-axis - 8 or 2 (on the numeric keypad)
Rotate view in X-axis - 4 or 6 ''
X-rotate 90 degrees - 1 ''
Y-rotate 90 degrees - 3 ''
Zoom in - 7 ''
Zoom out - 9 ''
Satellite view - 5 ''
Reset external view angles - 0 ''
Toggle map view on/off - M
Zoom out map view - +
Zoom in map view - -
THE CAMPAIGNS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
CAMPAIGN OVERVIEW
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
F117 features six campaigns, each comprising of a number of
individual missions. As you progress through the campaign, you will be
asked to perform the roles of ground attack, escort, interceptor, etc.
In all cases, many hundreds of lives rest on your skill and commitment.
The team of Stealth-Service hand you all the required information and support
but there is only one pilot, YOU. An inexperienced pilot should take
care when choosing a campaign. Always consult the technical information
on each campaign and ascertain the number and type of enemy units you
will be up against.
CAMPAIGN ONE - EUROPE
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Vladimir Arastov, the top Soviet nuclear physicist who's been on
Washington's most wanted list for the last fifteen years. A man who has
been responsible for so many significant Soviet nuclear developments,
Moscow has kept him under very tight security for obvious reasons. In
fact, he's on his first outing from Moscow for twenty years, and the news
has broken, that he wants to defect.
He's scheduled to visit a power plant in Soviet Eastern Europe tomorrow
night as part of a scientific advisory tour. It's the closest he's ever
likely to get to western soil and he's contacted Washington with details
of his movements and an outline of his own plan to get out.
This is where you come in...
As part of the Stealth-Service team you are to make an air strike on the
power plant to create a diversion for Arastov. He is confident that in
all the confusion he can escape by road along a route towards the border.
Whilest he's running, your tasks will be to draw Soviet attention from
him. He'll be in contact via a scrambled radio link so that if anything
goes wrong your team can react quickly and improvise. Washington has
given its assurance that his plan is solid, but you never know...
They want him so badly they're prepared to go along with it, after all,
it's probably the only chance they'll have to get him.
Of course, Arastov has picked a fine time to do this. Latest
intelligence information on Soviet armoured units in the area, shows that
they're currently on manoeuvres.
But, if you can really create some havoc, they won't know what's going on
until he's been debriefed in Washington!
CAMPAIGN TWO - SOUTH AMERICA
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
'Our message to the drug cartels is this: The rules have changed. We
will help any government that wants our help. When required, we will for
the first time make available the appropriate resources of America's
armed forces.'
George Bush - September 5 1989
Stealth-Service was sent to South America as part of a goodwill gesture by
the U.S. government. The government of this republic have been cracking
down on drugs operations and have asked for assistance. So, after Bush's
declaration in '89, Washington can hardly refuse.
You are to assist in destroying the operations of a major drugs cartel
whose base is out in the desert. They are very well armed and employ
numerous foreign mercenaries who will stop at nothing to keep intruders
at bay.
Firstly, you'll be sent in to strip out their communications network.
Then, cut off their escape routes before finally destroying their
processing labs. You've got to wipe them off the face of the map, but it
won't be easy. They know this region very well and there's an awful lot
of ground cover for them. Also, how much hardware and expertise they've
managed to accumulate is unknown.
It's chiefly a U.S. operations, but local troops will be working with
Stealth-Service to do some mopping up, so you're there to impress.
The operation has great political significance, that's why Washington
has sent several million dollars worth of military hardware to some
backwater desert.
It's the first time the U.S. has gone against the drug cartels in this
region. So, your performance will reflect on the capability of America's
armed forces.
You can't afford to mess this one up.
CAMPAIGN THREE - CENTRAL AMERICA
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The U.S. has a long term involvement in this region. Your hosts, the
government, has been fighting a war against Soviet backed guerillas for
the past twenty years. Stealth-Service was called in to regain control of
a town which has fallen into the hands of the guerillas.
It seems the locals have been having a great deal of trouble keeping the
place secure for some time. They finally lost control of the situation
about ten days ago and have had no choice but to leave the area.
Obviously they are desperate to return but are outnumbered by the
guerillas, so that's why they need your help.
The entire territory to the West of your base is guerilla occupied and
it's all dense jungle. That should work in your favour, by slowing down
their movement quite considerably, since they can only move their heavy
armour by road. However, it's their territory, and there's plenty of
cover.
Whatever you do, don't underestimate their ability. They're serious
about their cause and we gather from intelligence sources that they may
be able to call in heavy air support if it proves necessary.
CAMPAIGN FOUR - MIDDLE EAST
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Stealth-Service has been selected to help sort out a situation which
always seems likely to happen.
This region has always been prone to territorial disputes. These have
previously been left to be resolved by the parties involved. However,
our enemy has decided that the Straits belong to them, a problem, since
they are officially designated as International waters.
You're to go in to help rid the area of gunboats which are preventing
normal shipping from passing through the Straits. This area is one of
the world's busiest shipping routes, and when you have supertankers laden
with millions of gallons of highly inflammable oil products, you can see
the urgency.
Intelligence reports show that their airforce is also showing a fairly
heavy presence in the area and are equipped with MIG-29 Fulcrums.
They're also using Hind-A gunships. Certainly some heavy duty hardware
and they also have the pilots to match.
As the offshore oil terminals and rigs are of strategic importance,
control of these installations means control of the Straits. You have to
protect them from enemy occupation.
Once the enemy has been forced back into ihs own territory, you'll be
making a number of retaliatory strikes, in order to persuade them not to
do it again.
The Straits have great international importance as most major oil
companies have facilities out there. You can't afford to mess this one
up. The world's eyes will be upon you.
CAMPAIGN FIVE - SOUTH EAST ASIA
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
The U.S. have had a fairly active involvement in this area, ever since
the troubles began there more than twenty years ago. You will be based
on one side of the border between two opposing countries. Your
neighbours across the border, have been trying to take control of your
host's country since the early 70's.
Recently their actions have taken the form of raids across the border,
into friendly territory. Each raid has been designed to disrupt
transportation or interfere with the political system, but as yet have
failed. This has been due to the strength of your host's army, a small
but highly trained force. However, something has happened recently which
could easily tip the balance in the enemy's favour.
In several recent border incidents, chemeical weapons have been used by
the enemy. This came as a total surprise and serious casualties were
taken.
Initialy it was believed that the chemical weapons were being brought in
from external sources. However, after a successful reconaissance mission
we have confirmed sightings of laboratories where these deadly substances
have been made.
The use of such weapons has so far been limited, but on a larger scale it
could mean the enemy could just walk in.
That is why Stealth-Service has been called upon, to eradicate the chemical
threat.
Your operation will begin with a raid to strip out the enemy's early
warning capabilities. You will then make raid on sites identified as
laboratories which are being used to manufacture the chemical weaponry.
It is the intention not to leave the area until the chemical threat has
been completely neutralised.
CAMPAIGN SIX - ALASKA
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
There's nothing like a sudden change of climate - three U.S. special
research bases in a remote part of Alaska - Alpha, Beta and Omega - have
been out of contact for the past week.
They have been working on biological research, in particular, defences to
known biological weapons. They were located so far north because of
their remoteness from population centres and the climate. In theory, if
an accident occurs here, any escaping biological matter would not survive
the intense cold.
Recently, the Soviets have been showing an interest in the area, and have
made several complaints to the U.S. Government concerning the proximity
of these bases to their border. It is certain that they know that the
U.S. have been shipping biological weapons to these bases, but we don't
they know why. It appears they fear some form of biological weapon is
being developed rather than defences against them, despite our assurances
to the contrary.
Five days ago, a recon. satellite picked up a large amount of Soviet
hardware heading towards the border. Shortly afterwards, all contact was
lost with the three bases.
You're to go in to check out why. Unfortunately, due to the top secret
nature of the research you have limited information. What is known is
that Stealth-Service must prevent the biological weapons falling into
the wrong hands.
Otherwise, you could have a real crisis on your hands.
WEAPONS SPECIFICATIONS
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
CANNON
-=-=-=-=-=-=-=-=-=-=-=-=-=-=- = - = -
Fitted as standard to the F117 is a 30mm three barrelled chain
gun. The gun is only effective at ranges under 1/2km but inside that
range it is a potent weapon against both ground and air targets. The
only things the gun is ineffective are large structures such as bridges
and factories. The 1200 rounds of ammunition are fired off in 6-round
bursts and normally 3 or 4 bursts are sufficient against soft
(unarmoured) targets.
FFAR Rocket Pod
Fitted in pods of 26 or 47 rockets and with a maximum range of
approximately 1.5km the unguided Folded Fin Aerial Rocket is a highly
versatile weapon. Although only accurate to around 1/2km, the FFAR is a
potent weapon within that range, being effective against vehicles and
small structures.
MWAR Rocket Pod
Fitted in pods of 6 or 10, the MWAR is a 4-warhead version of the FFAR
with similar range and effectiveness. A single large rocket is fired
which splits into 4 separate warheads at a range of around 1/4km.
MK-81 Bomb
Standard 250lb. high-drag bomb effective against all structures. It
should be noted that use of these bombs below 250 feet will cause blast
damage to your aircraft.
MK-82 Bomb
Standard 500lb. high-drag bomb highly effective against all structures (a
single MK-82 will destroy most structures outright). Due to the size of
these bombs, its use below 500 feet is not advisable.
RCS-233
Runway Cratering System, developed from a larger British version designed
for fixed-wing aircraft. The RCS fires a cluster of small bombs
downwards into the runway causing a large number of deep craters. The
targeting system automatically selects the best launch pattern to ensure
maximum damage.
AGM-214 Firestorm
Short-range deriative of the laser-guided Hellfire missile. HIghly
effective against all ground vehicles up to a range of around 4km. Using
the TADS system to designate target means that the target must remain
selected up to the point of impact. This fact can be used to your
advantage by firing multiple missiles and redesignating as each missile
hits. The Firestorm is available in pods of 4 or 7 missiles allowing you
to carry a maximum of 28.
AGM-65P Maverick
Compact version of the original AGM-65D featuring advanced thermal-image
targeting for an effective range of 5km. Being a fire-and-forget weapon,
the Maverick is ideal for use with pop-up tactics. Available in packs of
1, 2 or 3 missiles.
AGM112-L SMARM
The Smart Anti-Radar Missile is designed to home in on enemy radar
sources. The 'SMART' auto designation system means that no target
designation is required, the missiles are simply fired in the general
direction of the target with a stand-off of up to 6km. This makes it
particularly effective against SAMa and early warning stations. The
SMARM is controlled by the stealthplane's fire-control computer allowing
the missiles to communicate, ensuring the missiles will not choose the
same target. SMARMs are available in racks of 1 or 2 missiles.
AIM-10B Cobra
Short range infrared guided air-to-air missile. The guidance system uses
several IR frequencies allowing the missile to lock-on to surface heat
rather than exhaust plume. This reduces the chances of the missile being
jammed or decoyed by enemy aircraft. The effectiveness range of the
Cobra is around 2.5km and the missiles come in racks of 2 or 4.
AIM-11F Swallow
Medium range radar-guided air-to-air missile. A development of the AIM-7
with an improved radar seeker and compact motor. The relatively large
warhead makes the Swallow an effective weapon against even the most
heavily armoured gunship. The effective range is around 6km and 1 or 2
can be carried on each pylon.
MK-54 Depth Bomb
Standard high explosive depth bomb using automatic fuse selection
controlled by the fire-control computer. Effective to depths of up to
2000ft. and compact enough for up to 2 to be carried under each pylon.
AGM-219 Penguin
Medium range anti-shipping missile guided by infrared. Effective against
all surface marine targets and almost impossible to decoy, the Penguin
represents the most effective weapon against the heavily armoured
gunboats. With an effective range of 8km, the Penguin can be launched
outside the detection range of most surface vessels minimising risk of
counterattack. Due to its size, only one Penguin can be carried under
each pylon.
ALQ-197 Radar Jamming Pod
Large external pod featuring a comprehensive array of radar jamming
equipment. The pod, linked to the fire control computer, will
automatically detect threats and can launch chaff as well as activating
the radar.
COMBAT TACTICS
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Compared with a fixed-wing aircraft, the stealthplane gunship appears to
have grave performance limitations - being relatively slow and carrying
only a fraction of the ordinance. The facts are offset by the
stealthplane's unique ability to fly very low at relatively slow speeds.
This makes the stealthplane very difficult to detect and, if detected,
difficult to destroy. At altitudes below 120ft. it is impossible for
surface radar to detect and at speeds below 100km/h even the Doppler
radar of aircraft cannot reliably pick up an stealthplane. This means the
only effective way of picking up stealthplanes is visually and therefore
from very short range. In over 40 years of development, the combat
stealthplane has evolved into a sophisticated, multi-role weapon with a
wide range of powerful weapons. Against surface targets, the gunship can
achieve massive kill ratios and with the development of new armaments,
the gunship is now probably the most versatile battlefield weapon. In
spite of the advances in technology, though, the stealthplane remains a
large, slow moving target to an enemy gunner and so careful combat
planning is vital if you are to return in one piece.
GROUND ATTACK
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As already discussed, the stealthplane's survival against hostile air
defences depends on the pilot FLYING LOW. Using hills, buildings and
other obstructions as cover, massively decreases your chance of
detection. Always plan your route to avoid heavy concentrations of enemy
units and avoid using radar jammers for extendned periods (given time,
the enemy can pin point the source of jamming). To fly at low altitudes
requires skill and the increase in protection results in lower flight
speeds (flying low and fast is suicidal!).
In most situations, the enemy will have a good number of AAA and SAM
sites making incautious attacks fatal. Keeping a close eye on the threat
displays will give you a few moments warning to use countermeasures or to
gain cover. Inexperienced pilots will tend to rush towards the targets
at full speed; there are no points for speed and moving fast makes low
flight difficult, you will simply end up in trouble faster.
During an attack, speed is the single most important factor, the element
of surprise is lost and the enemy will be concentrating all their
firepower onto your aircraft. Popping up from behind cover is usually
the best method and by using launch-then-designate tactics, you are
exposed to hostile fire for the absolute minimum of time.
Always remember that your mission objective is the most important target,
do not be tempted to waste ammunition on unecessary attacks, it doesn't
win medals, or praise and will simply draw attention to your presence.
In all cases, a live pilot is preferable to a dead hero, if it gets too
hot, run for base.
FLYING OVER WATER
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A calm sea makes for minimum turbulence, maximum vision and overall
easier flying. The enemy also benefit; excellent radar vision and easy
targeting due to your aircraft being camouflaged for land operations.
Flying over water, you should keep an eye on the radar warnings. Since
there is very little cover, the only real difference is ultra-low flight
and a finger on the jammer switches.
It must also be noted that gunboats will always carry at least 1
AA-cannon and quite often the crew will have shoulder launched SAMs.
Flying close to larger ships is nearly always a mistake since they will
always have powerful anti-aircraft defences.
FLYING IN EXTREME CLIMATES
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When flying in arctic conditions a stealthplane will produce an extremely
large infrared signature by simple virtue of the temperature difference.
In these conditions it is easy for enemy units to lock onto infrared
missiles so a careful watch should be kept on the IR warning light and a
finger on the flare launchers.
In a hot climate, the efficiency of the turbine engine is reduced making
the aircraft feel sluggish and underpowered. Although this is not a
large problem, it is wise to allow a few extra feet of ground clearance
and an extra moment to gain cover.
F117 VS FIGHTER
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The fighter pilot does not see the low flying stealthplane as an easy
target. If there are any ground obstacles the fighter cannot safely fly
below 150ft. and even less experienced pilots will not venture so low,
making their attack even more difficult. If the stealthplane is flying
slow. Doppler radar will not pick it up, preventing the fighter from
locking on radar-guided missiles. stealthplanes do not produce
particularly strong IR emissions so infrared guided missiles are also
tricky to use. In the end the fighter pilot will probably resort to
using a fixed sight cannon. To use the cannon, the pilot must fly flat
and low and many pilots will consider this too great a risk. If the
pilot does attempt a strafing run, the retreating jet provides the
stealthplane pilot with a large IR signal which is easy to lock on to.
Overall, as long as the stealthplane pilot stays calm, the fight can be
kept at a disadvantage and will, in all probability retreat from the
fight.
F117 VS F117
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More dangerous than fixed wing aircraft, the gunship's main enemy is
other gunships. Performance of the two aircraft is closely matched and
pilot skill is usually the deciding factor. At longer ranges, air-to-air
missiles should always be used, failing this, switch to cannon and
attempt to outflank your opponent. The F117 possesses better
handling characteristics than any other rotary winged craft although its
certainly not the fastest. For this reason, outrunning the enemy gunship
is unlikely and inadvisable. Always use ground cover and try to make the
enemy waste his ammo and flares (you carry more than him). When he is
reduced to using his cannon, gain a little distance and pick him off
using IR guided missiles.
TECHNICAL SPECIFICATIONS
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ALLIED HARDWARE
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AF-117P F117
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Crew - 12
Overall Length - 117ft
Height - 48ft
Motor Capacity - 4057cc
Max Takeoff Weight - 215500lbs
Maximum Speed - 392knots
Main Weaponry - Various
Secondary Weapons - Rockets & Cannon
Currently the most advanced gunship flying. The F117 features an
advanced fire-control computer allowing the single crewman to fulfil the
dual role of pilot and gunner.
AF-57 STEALTH FIGHTER
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Crew - 8
Overall Length - 113ft
Height - 39ft
Motor Capacity - 3097cc
Max Takeoff Weight - 194000lbs
Maximum Speed - 335knots
Medium range heavy transport stealthplane used by many western forces.
With a maximum speed at 335knots, the Chinook is capable of making
large international tourist-travels at lots of hundred miles.
ENEMY VEHICLES
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MIL MI-8 HIP-C
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Crew - 2
Overall Length - 82ft
Height - 17ft
Rotor Diameter - 69ft
Max Takeoff Weight - 26450lbs
Maximum Speed - 125knots
Multi-role transport stealthplane used by many nations for both troop and
supply transport withing the battlefield environment. Although generally
unarmed, the Hip will usually carry chaff and flare cartridges
MIL MI-24 HIND-A
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Crew - 3
Overall Length - 69ft
Height - 21ft
Rotor Diameter - 56ft
Max Takeoff Weight - 25300lbs
Maximum Speed - 160knots
Multi-role combat stealthplane used by many eastern countries as well as
the Soviet army itself. Considering its large mass, the Hind is
remarkably fast and can carry a large range of guided and unguided
missiles. Engine and cockpit are well armoured making the Hind the most
difficult stealthplane to knock down. Most versions carry a 4-barrelled
12.7mm cannon as well as flares, chaff and jamming pods. The only design
weakness is the lack of high speed manoeuvrebility putting the pilot at a
great disadvantage in dogfights.
KAMOV KA-136 HOKUM
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Crew - 2
Overall Length - 43ft
Height - 21ft
Rotor Diameter - 45ft
Max Takeoff Weight - 17200lbs
Maximum Speed - 206knots
Ground attack stealthplane used primarily by Soviet forces. The Hokum is
by far the most advanced eastern bloc stealthplane being both faster and
more heavily armed than any western counterparts. Only a limited number
currently in use but it can be assumed that several other countries will
also have taken delivery of a small number. The Hokem, possesses the
greatest threat to western gunships, its only weak point being relatively
crude night-vision and jammers.
SUKHOI SU-25 FROGFOOT
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Crew - 1
Overall Length - 39ft
Height - 17ft
Wingspan - 36ft
Max Takeoff Weight - 41000lbs
Maximum Speed - 560knots
Ground attack aircraft currently used by at least 11 nations. The
Frogfoot is the Soviet equivalent of the Fairchild A10, being relatively
slow, heavily armoured and with the ability to carry large amounts of
ground attack ordinance. The Frogfoot is a highly manoeuvrable plane
with an exceptional slow stall speed. This allows the pilot to make
highly accurate attacks on both ground and air targets. All Frogfoots
carry large numbers of flares and chaff cartridges.
MIKOYAN MIG-29 FULCRUM
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Crew - 1
Overall Length - 43ft
Height - 18ft
Wingspan - 41ft
Max Takeoff Weight - 37000lbs
Maximum Speed - 1580knots
Hailed as the world's finest air superiority fighter, the Fulcrum has
been adopted by the air forces of Iraq, India and Finland amongst others.
It is without doubt a serious threat to other Jet fighters, carrying a
large load of long range air-to-air missiles. Due to its design, the
Fulcrum does not handle well at low speed and therefore is unsuited to
dogfighting with stealthplanes. The inboard radar is very powerful and
cannot easily be jammed and can even see theough clouds of chaff.
GRAFF SHOULDER-LAUNCHED AA MISSILE
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Overall Length - 4ft
Search Type - Optical
Armament - 1 SA-7 missile
Around 1 in 20 ground troops will carry a shoulder-launched AA missile
launcher. Although not dangerous in isolation, multiple hits will cause
damage making it advisable to avoid enemy troop concentrations.
GECKO LOW ALTITUDE SAM SYSTEM
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Crew - 3
Overall Length - 32ft
Height - 7ft
Width - 9ft
Search Type - Radar
Armament - 4 SA-8b missiles
Probably the world's most widely used SAM system, the Gecko is a
relatively old design being easily jammed. The infrared backup is
extremely crude and flares will confuse the missiles under most
circumstances. Nevertheless, the warhead is large and will certainly
cause serious damage to most aircraft.
GASKIN LOW ALTITUDE SAM SYSTEM
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Crew - 3
Overall Length - 17ft
Height - 7ft
Width - 8ft
Search Type - Optical
Armament - 6 SA-9 missiles
Using optical search means the Gaskin is only a threat at short range,
and inside that range only multiple hits can seriously damage a modern
gunship. Even so, large concentrations of Gaskins should be avoided.
GOPHER LOW ALTITUDE SAM SYSTEM
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Crew - 3
Overall Length - 22ft
Height - 13ft
Width - 11ft
Search Type - Radar
Armament - 4 SA-13 missiles
The warhead of the SA-13 missile is relatively small, even so the
guidance system is relatively advanced and not easily decoyed.
GADFLY LOW-TO-MEDIUM ALTITUDE SAM SYSTEM
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Crew - 4
Overall Length - 32ft
Height - 14ft
Width - 10ft
Search Type - radar
Armament - 2 SA-11 missiles
The Gadfly represents a large threat to enemy aircraft. The tracking
system is highly advanced and therefore difficult to jam. The warhead is
very large and a direct hit will certainly cause a great deal of damage.
SHILKA ZSU-23-4 MOBILE AA GUN
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Crew - 4
Overall Length - 21ft
Height - 10ft
Width - 11ft
Search Type - Radar
Armament - 4 x 23mm automatic cannon
At close range the Shilka poses a great threat for all but the most
heavily armed aircraft. Although the shells are of a smallish calibre,
the Shilka maintains a very high fire rate producing heavy cumultive
damage.
ZSU-57-2 MOBILE AA GUN
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Crew - 7
Overall Length - 28ft
Height - 8ft
Width - 10ft
Search Type - Optical
Armament - 2 x 57mm automatic cannon
Although technically obsolete, the ZSU is deadly against all aircraft.
The large calibre shells cause heavy damage and since it is optically
guided, it will not appear on the threat display.
MOBILE RADAR VEHICLE
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Crew - 4
Overall Length - 26ft
Height - 12ft
Width - 9ft
Widely used by most nations, the mobile radar provides both early warning
of impending attacks and provide guidance for interceptors and air
defences.
COMMAND AND COMMUNICATIONS VEHICLE
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Crew - 50
Overall Length - 28ft
Height - 13ft
Width - 11ft
Used to co-ordinate forces and relay early warning information. These
vehicles are generally found well behind the front line and are usually
accompanied SAM and AAA units
T-84 MAIN BATTLE TANK
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Crew - 3
Overall Length - 29ft
Height - 10ft
Width - 16ft
Armament - 125mm smoothbore cannon + 12.7mm machine gun
Soviet main battle tank, this all new design is already being copied by
the Chinese army amongst others. The turret mounted machine gun poses
little threat to an armoured gunship.
MT-LB ARMOURED CARRIER
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Crew - 2
Overall Length - 24ft
Height - 7ft
Width - 10ft
General purpose transport as used by virtually all countries.
SCUD LAUNCHER
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Crew - 5
Overall Length - 46ft
Height - 15ft
Width - 18ft
Medium range ballistic missile launcher. Used by several Middle-Eastern
nations as well as the Soviets themselves.
Thats it! The End! Now get out and play this fucking cool game!
Typed by SC007ER / SKIDROW