Golden Age Weaponsmiths F-16 Fighting Falcon:

In several Air Nation Guard Armories, explorers have found F-16 fighters alongside A-10 attack aircraft. Many of these were found by Golden Age Weaponsmiths themselves or were sold to them. Golden age found that by refitting these aircraft, the old fighters are the equals in most respects of the newer Iron Eagle fighters. These fighters end up costing a fraction of the cost of the much newer fighter. Golden Age has found that these fighters sell almost as quickly as they can refit them and with the Coalition taking over Iron Heart Industries, they believe that they will be unable to keep up with production. They are even considering full scale manufacture of the Falcon due to its popularity although the Super Hornet is the most likely aircraft for Golden Age to produce. Other aircraft under consideration for full production are the A-10 Thunderbolt and the F-14 Tomcat.

Between this aircraft and the FA-18, which aircraft had the better performance was always debatable and the refitted F-16 fighters have about the same combat performance as the FA-18 that they found in the naval bunkers although the F-16 cannot carry as large a payload and cannot land on carriers. The refits were also about the same. Golden Age replaced much of the outer skin with MDC armor to enable the fighter to survive MDC combat. Because of the outdated nature of the original missiles and bombs, the F-16 was fitted to carry the equivalent. Likewise, the gun pod has been fitted to use ramjet rounds identical to the FA-18. These rounds are shared by several Golden Age fighters including the F-111, F-14, and the planned F-15 refits.

Model Number: F-16C and F-16D
Vehicle Type: Single Engine Fighter-Bomber
Crew: F-16C; One F-16D; Two

M.D.C. by Location:
[1] Wings (2):70 each
Elevators (2):35 each
Rudder:35 each
Cockpit:80
[2] Engine (1):90
Landing Gear (3):5 each
[3] Main Body:130

Notes:
[1] Destroying a Wing will cause the plane to crash
[2] Destruction of the fighter's engine will cause the aircraft to crash. Pilot may attempt an emergency landing or pilot can choose to eject.
[3] Depleting the M.D.C. of the main body will shut the Aircraft down completely, rendering it useless and causing it to crash if in flight.

Speed:
Driving on Ground (Taxiing): Only possible for take offs and landings as well as for parking and storage. Speed is 40 mph (64 kph) when traveling and not on take off or landing.
Flying: The Falcon can reach a top speed of Mach 2.0 (1539 mph/2476.8 kph) on full afterburner (the fighter can only last a few minutes at that speed). The fighters normal cruise is about 600 mph (965.6 kph) but varies on situation. The fighter has a maximum altitude of 50,000 feet (15,240 m)
Range: 1,100 nautical miles (1,265.9 miles/2,037.2 km) with no external ordnance load. The fighter can carry up to three fuel tanks (center and outer middle hard points) that extend range by about 195 nautical miles (225 miles/362.1 km) each Reduce aircrafts range by 15% if partially loaded (Over 2 long range missiles, 4 medium range missile or 8 short range missiles) and by 25% if fully loaded. The Falcon can be refueled in the air.

Statistical Data:
Height: 16 feet (4.8 meters)
Wingspan: 32 feet, 8 inches (9.8 meters)
Length: 49 feet, 5 inches (14.8 meters)
Weight: 15,586 pounds (7,070 kg) empty, 23,810 pounds (10,800 kg) lightly loaded, and 35,400 pounds (16,057 kg)
Power System: Conventional, One Pratt & Whitney F100-PW-200/220 (23,770 / 23,830 lbs thrust) or General Electric F110-GE-100/129 (27,600 / 31,600 lbs thrust) turbofan engine with afterburner, uses aviation fuel
Cargo: Minimal (Storage for small equipment), does not include hard points
Black Market Cost: 3.1 million credits (Can sometimes sell for double that price)

Weapon Systems:

  1. 20mm MK-61A1 Vulcan cannon: This is the original Pre-Rifts cannon mounted in the side of the fighter. It is also the same cannon design as is carried on the F-14 Tomcat and the FA-18. They have replaced the standard ammo with mega damage, armor piercing ramjet ammunition which allows the aircraft to hold it own against other Rifts aircraft. The gun mount is controlled by the fighters pilot in both the single seat and two seat variants.
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 1D6x10 for a burst of 30 round, 2D4 for each round.
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 480 rounds (16 bursts)
  2. Hard Points (9): The F-16 has nine hard points for ordnance (The aircraft has 2 additional hard points but those are for electro-optical, infra-red, and terrain following pods which have been replaced by new equipment). Below is a list of hard points and the loads that they can carry. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point must be the same type.
    Central Hard Point: Fuel Tanks, Towed Decoy, ECM Pod, or Bombs (1 heavy, 2 medium, or 4 light)
    Inner Wing Hard Points: Fuel Tanks, Towed Decoy, Rocket packs, or Missiles/Bombs (1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light)
    Middle Wing Hard Points: ECM Pod, Towed Decoy, Rocket packs, or Missiles/Bombs (1 Long Range Missile /Heavy, 2 Medium Range/Medium, or 4 Short Range/Light)
    Outer Wing Hard Points: Towed Decoy or Missiles only (1 medium range missile or 2 short range missiles)
    Wing Tip Hard Points: Towed Decoy or Missiles only (1 medium range missile or 2 short range missiles)
    1. Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missiles or bombs. Both unguided and guided bombs can be carried. In two pilot versions, short range missile racks are controlled by either the pilot or the weapons officer.
      Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at (Go to Revised bomb and missile table).
      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: Varies by hard point (see above - all ordnance on a hard point must be the same size and type of ordnance)
    2. Mini-Missile Pod: Large capacity mini-missile pod. The mini missile pods are normally carried for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles. In two pilot versions, mini missile pods are controlled by the pilot.
      Maximum Effective Range: Varies with missile types, mini-missiles only (Go to Revised bomb and missile table).
      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, 8, or 16 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.
    3. Active Jamming Pod: Pod takes place of all ordnance on the Hard Point. 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.
    4. Towed Decoys (4): The pod takes place of all ordnance on the Hard Point. The aircraft can carry a special pod that carries four advanced towed decoy drones. These drones are dragged about 328 feet (100 meters) behind the aircraft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the aircraft. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth decoy systems are assumed to not operate against Phase World weapons due to technological difference.
      M.D.C.: 5
      Effects: The decoy has an 65% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 35% chance of fooling military level radars (like those of the Coalition), and the decoy has a 10% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles.
      Range: Not Applicable although the decoy is deployed 328 feet (100 meters) from the aircraft
      Rate of fire: One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoy
      Payload: 4 Decoys each pod.
  3. Anti-Missile Chaff/Flare Dispenser (1): Use the same effects as the TRIAX model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoy systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
    Effect: Also note that the chaff cloud will also blind flying monsters that fly through cloud. They will suffer the following penalties: reduce melee attacks/actions, combat bonuses, and speed by half. Duration: 1D4 melee rounds.
    Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Special Equipment:

The equipment of the fighter has been upgraded but many of the original systems are still on the fighter. Consider the fighter to carry all standard equipment that robot vehicles carry (not including loudspeaker and microphone) plus the following extra systems:

Combat Bonuses:

[Golden Age Weaponsmiths, Wellington Industries, and TRIAX are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium Books Inc.]

Image drawn and copyrighted by Lou Drendel (mentor29@mail.idt.net).
More of his artwork at Artwork by Lou Drendel

By Kitsune (E-Mail Kitsune ).

Copyright © 1998 & 2001, Kitsune. All rights reserved.


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