Golden Age Weaponsmiths RAH-66C+ Comanche:

In the beginning part of the Twenty First Century, these helicopters replaced the AH-64 Apache and while obsolete, many were still around before the coming of the Rifts. While the Comanche is not as fast as Iron Eagle attack helicopter, it is constructed using Radar Absorbing Materials (RAM), is designed with a low radar cross signature which makes it fairly unique, and is designed to be very quiet for a helicopter and is far quieter than an AH-64 apache. The effects of the stealth features are not as effective as that of many stealth fighters but is still quite effective in a battle field but is still very effective and the Comanche is far quieter than a ski cycle . The aircraft was pretty tough for a Pre-rifts helicopter and later models were fitted with super alloys when they were invented. Most of these survived due to the fact that they were much tougher and are far more resistant to corrosion. As well, The Comanche had fitted with passive long-range high-resolution sensors, triple-redundant fly-by-wire flight control, and simple remove-and-replace components for maintenance. The upgraded Comanche served in the main United States forces until the later half of the twenty first century and many were still in operational Reserve and National Guard united until the actual coming of the Rifts.

Some of these helicopters that survived the coming of the Rifts have been recovered by mercenaries and adventures. Many of these have been sold to Gold Age Weaponsmiths and they have refitted the Comanches and sold them to various interesting parties. Some have been sold to mercenary companies but at least a few have been rumored to be have been sold to the Coalition and Free Quebec. It is also rumor that Free Quebec has been working on an advanced helicopter design with many of the features of the RAH-66 included RAM material. The Coalition is very cautious of the RAH-66 in other parties hands and seems to have adopted the policy of shooting them down whenever they can get away with it. Golden Age Weaponsmiths has also been considering constructing brand new versions of this helicopter.

While the armor of the aircraft did not have to be replaced to survive in the combat environment, the various weapons systems had to be upgraded or replaced to fit with normal systems and to be able to inflict significant damage. The missiles were replaced by standard rifts missiles and the autocannon now uses advanced ramjet ammunition. The radar and communication systems were replaced by the standard systems for rifts robots.

Model Number: RAH-64C+
Vehicle Type: Attack Helicopter
Crew: Two

M.D.C. by Location:
GE Vulcan II 20 mm Gatling Autocannon 20
Missile Bays (2):20
Stub wings for additional ordnance (2):25 each
[1] Main Rotor:40
[1] Tail:50
Landing Gear (3):5 each
Reinforced Cockpit:80
[2] Main Body:140

Notes:
[1] Destroying the rear rotor or one of the main blades will cause the helicopter to fly at ½ speed, wobble and is -6 to parry, -3 to strike, and -40% on piloting skill/maneuvers. Smart pilots will land as soon as possible. Destroying the main top rotor will knock the helicopter out of the sky! Roll under the piloting skill -30% for a successful crash landing (due to the reinforced nature of the Comanche, crew takes only 1/2 damage from an impact.
[2] Destroying the main body knocks the helicopter out of the sky and renders it completely useless. Damage to the main body will also reduce the aircrafts stealth, for every 10% of damage to the main body, reduce the aircrafts stealth by 10% of its total.

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. Helicopter can land and take off from primitive runways.
Flying: Hover to 184 mph (296 kph / 175 knots) with a ceiling of 16,400 feet (5,000 meters). Cruising speed is 189.9 mph (305.4 kph/ 165 knots). The helicopter has great maneuverability and VTOL capabilities.
Range: Has a cruise range of 700 miles (965.6 km / 521.4 nautical miles) with no ordnance load and with no external fuel tanks. The Comanche can carry a fuel tank inside of ordnance bay that can extend the Comanches range by 500 miles (804.7 km /434.5 nautical miles) and can carry fuel tanks on stub wing racks that extent the aircrafts range by 250 miles (402.3 km/ 217.2 nautical miles) each but they reduce the aircraft's stealth abilities when fuel tanks are carried.. Reduce helicopters range by 20% if external wings are loaded down with ordnance but the aircrafts range reduction form ordnance in internal bays is negligible

Statistical Data:
Height: 11 feet 1 inches (3.4 meters)
Rotor Width: 39 feet (11.9 meters)
Length: 43 feet 4 inches (13.2 meters)
Weight: 8,690 pounds (3941.7 kg) empty and typical mission weight is 10,597 pounds (4806.7 kg)
Power System: Conventional, Two T800-LHTEC-801 turboshafts with 1,432 shaft horsepower (each)
Cargo: Minimal (Storage for small equipment), does not include hard points and ordnance bays
Black Market Cost: 2.5 million credits (Can sometimes sell for double to triple that price)

Weapon Systems:

  1. Improved M197 GE Vulcan II: This is the original Pre-Rifts cannon and is mounted under the chin of the helicopter. The cannons is an improved model of the one carried on the AH-1 Cobra. It is a rotatable mount. They have replaced the standard ammo with mega damage, armor piercing ramjet ammunition which allows the helicopter to hold it own against other Rifts aircraft.
    Maximum Effective Range: 4,000 feet (1,220 m).
    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: 500 rounds (16 bursts)
  2. Ordnance Bays (2): The helicopter has two ordnance bays under the helicopter. Only medium range missiles, short range missiles, and mini-missiles can be carried in these ordnance bays. Ordnance may be carried at the rate of eight mini missiles or two short range missile for one medium range missile. Missiles can be mixed and matched but normally the bay carries all the same type of missiles.
    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 (all mini missiles, short range missiles, or medium range missiles).
    Payload: 24 mini-missiles, 6 short range missile, or 3 medium range missiles in ordnance bay.
  3. Ordnance Hard Points (4): The helicopter has a total of two hard points on each detachable stub wing. The helicopter can carry either four short range missiles, two medium range missiles, or one mini missile pod on each hard point.
    1. Short or Medium Range Missiles: The only restriction is that a hard point must carry all the same type of missile and missile. One medium range missile may be substituted for two short range missiles.
      Maximum Effective Range: Varies by short or medium range missile type (Go to Revised bomb and missile table).
      Mega Damage: Varies by short or medium range missile type (Go to Revised bomb and missile table).
      Rate of Fire: Missiles can be fired one at a time per hard point. Multiple hard points can be linked as one attack but must all be same range missiles.
      Payload: 4 short range missiles or two medium range missiles per hard point (for a maximum of 16 short range or 8 medium range missiles)
    2. Mini-Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the aircraft but are only carried on the wings. The Aircraft normally carries missile pods for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.
      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, 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.
  4. 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 decoys 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 Comanche has been upgraded but many of the original systems are still on the helicopter. Consider the helicopter 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.]

By Kitsune (E-Mail Kitsune ).

Copyright © 2000, Kitsune. All rights reserved.


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