Golden Age Weaponsmiths AH-64D Apache / Longbow:

In storage in various National Guard Armories, Golden Age Weaponsmiths found many AH-64 Apache attack helicopters. Like the A-10 fighters they found in Air National Guard Armories, they decided that there was a profit to be made by retrofitting the helicopters and selling them to independent groups. While the helicopter is not as fast as many of the helicopter designs constructed on Rifts Earth, it is still quite effective and since it is far cheaper than the newer choppers the helicopter sell quite well to independent governments are mercenary companies. The Apache actually carries more missiles than the Iron Eagle attack helicopter. There was no attempt made to market the helicopter to the Coalition

The skin and armor of the helicopter were replaced by MDC alloys which allows the vehicle some survivability in combat. The Apache also had the ammo of the gun replaced with the same ramjet ammunition that is used by the refitted A-10 Fighter. The missile hard points have been refitted to carry standard missiles from Rifts eath and carry mini missile pods.

Model Number: AH-64
Vehicle Type: Attack Helicopter
Crew: Two

M.D.C. by Location:
Forward M-230 Chain Cannon:20
Missile Racks on wings (2):30 each
[1] Main Rotor:30
[1] Tail:40
Landing Gear (3):3 each
Reinforced Cockpit:60
[2] Main Body:120

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 Apache, 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.

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. Aircraft can land and take off from primitive runways.
Flying: Hover to 184 mph (296 kph / 160 kt) with a ceiling of 14,800 feet (4,500 meters). The helicopter has great maneuverability and VTOL capabilities.
Range: Has a cruise range of 300 miles (483 km) with ordnance load. The helicopter has approximately 20% better range when the Apache is carrying no ordnance.

Statistical Data:
Height: 16 feet 10 inches (5.12 meters)
Rotor Width: 48 feet (14.63 meters)
Length: 48 feet 2 inches (16.68 meters)
Weight: 10,760 pounds (4,881 kg) empty and 21,000 pounds (9,525 kg) fully loaded
Power System: Conventional, Two 1,265 kW (1,696 shp) General Electric T700-GE-701 turboshafts
Cargo: Minimal (Storage for small equipment), does not include hard points
Black Market Cost: 850,000 credits (Can sometimes sell for double that price)

Weapon Systems:

  1. 30 mm M230 Chain Gun: This is the original Pre-Rifts cannon mounted in the front of the helicopter. They have replaced the standard ammo with mega damage, armor piercing ramjet ammunition which allows the aircraft to hold it own and surpass many other Rifts aircraft and helicopters in firepower.
    Maximum Effective Range: 6,000 feet (1,830 m).
    Mega Damage: 2D6x10 for a burst of 20 round, 3D6 for each round.
    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
    Payload: 1200 rounds (60 bursts).
  2. Missile Hard Points (2): The Apache has two fuselage hard points that can only carry missile, not bombs. Each hard point is on the outer sides of the fuselage. Each hard point can carry either one medium range missile of two short range missiles. These hard points were originally designed for Sidewinder missiles.
    Maximum Effective Range: Varies with missile types, Medium or Short range missiles only (Go to Revised bomb and missile table).
    Maximum Effective Range: Varies with missile types (Go to Revised bomb and missile table).
    Rate of fire: One at a time or in volleys of 2.
    Payload: 1 medium range missile or 2 short range missiles per hard point.
  3. Ordnance Hard Points (4): The aircraft has a total of two hard points on each wing. The helicopter can carry either four short range missiles or one mini missile pod on each hard point.
    1. Short Range Missiles: The only restriction is that a hard point must carry all the same type of missile.
      Maximum Effective Range: Varies by short range missile type (Go to Revised bomb and missile table).
      Mega Damage: Varies by short range missile type (Go to Revised bomb and missile table).
      Rate of Fire: Missile can be fire one at a time per hard point. Multiple hard points can be linked as one attack but must all be short range missiles.
      Payload: 4 short range missile per hard point (for a maximum of 16 short 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 Apache 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 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 © 1998, Kitsune. All rights reserved.


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