Golden Age Weaponsmiths F-22E Raptor:
The F-22 Raptor is the aircraft that replaced the F-15 Eagle during
the early twenty first century. The aircraft is much faster than an F-15
and is also a stealth fighter as well. It avionics are improved and the
aircraft is much more fuel efficient. Finally, the aircraft is designed
to be relatively easy to maintain. Flight controls for the F-22 are fly
by wire and the aircraft was very maneuverable. The F-22 was developed
by Lockheed-Martin Aeronautical Systems Company and the first aircrafts
started entering service in the very beginning of the Twenty-First Century.
The F-22E was an upgraded model of the aircraft which the amount of space
for ordnance was increased and its frame and body were constructed out
of more advanced alloys. It was the first production aircraft that was
constructive of mega damage materials. These aircraft served until the
beginning latter half of the twenty first century.
The F-22E was the standard one pilot version that was about 85% of the
upgraded F-22 forces. The F-22F filled the remaining 15% and were mostly
used for training but a few Air Force senior generals preferred the idea
of two crew instead of one and procured the F model instead of the E model
during their administration.
Because the alloys of the newer F-22E were much more resistant to corrosion,
more of these aircraft survived than did many other aircraft but most that
have been found have still needed extensive maintenance before becoming
flight worthy again. A number of these aircraft have been refitted by Golden
Age Weaponsmiths. Unlike other aircraft, these have not needed to be refitted
with new armor but the aircraft did need to be refitted to carry the newer
ordnance on Rifts Earth. The 20 mm autocannons rounds, while they do inflict
some mega damage, have been replaced by ramjet rounds to increase their
damage.
This aircraft is relatively expensive for aircraft sold by Golden Age
weaponsmiths but every aircraft that they have refitted has sold quickly.
The stealth of the Raptor, even though the aircraft is an older design,
makes the Coalition treat the aircraft with caution and generally the Coalition
has attempted to shoot them down when encountered. The Coalition has purchased
a few of them and Free Quebec has purchased some of them as well.
Model Numbers: F-22E & F-22F
Vehicle Type: Twin Engine Interceptor Bomber
Crew: FA-22E; One FA-22F; Two
M.D.C. by Location:
| Large Internal Ordnance Bays (2; hatch): | 40 each |
| Small Internal Ordnance Bays (2; hatch): | 25 each |
| [1] Wings (2): | 90 each |
| [2] Elevators (2): | 50 each |
| [2] Rudders (2): | 50 each |
| Cockpit: | 90 |
| [3] Engines (2): | 100 |
| Landing Gear (3): | 5 each |
| [4] Main Body: | 150 |
Notes:
[1] Destroying a Wing will cause the plane to crash
[2] Destruction of rudders or one elevator will still allow the fighter
to be controlled by the varying of power levels of the engines but fighter
has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls.
Destruction of both of the elevators will leave the plane uncontrollable
and pilot must eject to survive.
[3] 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 10%
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.
[4] 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.
Damage to the main body will also reduce the aircraft's stealth, for every
10% of damage to the main body, reduce the aircraft's 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. Because of the vectoring of the
thrusters, the fighter can take off in a short distance.
Flying: The F-22 Raptor has a top speed of Mach 3.1 (2,298.5
mph/3,699.1 kph). because of the Fighters super cruise engines and Fighter
can run at afterburner for extended periods (assume in game terms up to
thirty minutes). The Fighter can also cruise up to mach 1.5 (1112.2 mph/
1789.9 kph) but fighters cruise speed depends on mission and situation.
Maximum altitude is 80,000 feet (24,380 meters)
Range: 3,000 nautical miles (3,452.3 miles/5,556 km). The fighter
can carry 4 fuel tanks that extend range by about 200 nautical miles (230.2
miles/370.4 km) each but they reduce the aircraft's stealth abilities when
fuel tanks are carried. Because the ordnance is carried in internal bays,
the aircrafts range reduction when loaded is negligible. The Raptor can
be refueled in the air.
Statistical Data:
Height: 16 feet 5 inches (5.00 meters)
Wingspan: 44 feet 6 inches (13.56 meters)
Length: 62 feet 1 inches (18.92 meters)
Weight: 30,000 pounds (13,608 kg) empty and 60,000 pounds (27,216
kg) fully loaded.
Power System: Conventional, Two afterburning thrust Pratt &
Whitney F119-P-100LX turbofan engines, uses aviation fuel.
Cargo: Minimal (Storage for small equipment), does not include
ordnance bays or hard points. Small ordnance bays can carry 1000 lbs (454
kg) each and large bays can carry 2000 lbs (908 kg) each
Black Market Cost: 5.5 million credits (Can sometimes sell for
double to triple that price)
Weapon Systems:
- 20mm MK-61A1 Vulcan cannon:
This is the original Pre-Rifts
cannon positioned on the base of right wing. In order to fire a small hatch
flips open and exposes the barrels. It is the same cannon design as is
carried on the F-14 Tomcat. 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. Gun pod is controlled by the fighters
pilot in two crew versions of the 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: 570 rounds (19 bursts)
- Main Ordnance Bays (2):
The aircraft has two ordnance bays
at the bottom of the mid-fuselage. On the original F-22A, the bay was designed
to carry two AMRAAM missiles or a variety of different ordnance around
the same size in each bay but in the upgraded F-22E, the size of the bays
has been increased and the aircraft can carry 2 long range missiles, 4
medium range missiles, or their equivalent in smaller ordnance or bombs.
Ordnance types can include missiles, torpedoes, naval mines, and bombs.
Missile and bomb sizes may be mixed between different types of ordnance
but an ordnance drop or launch must include the same type and size of ordnance.
Ordnance may be carried at the rate of four short range missile, four light
bombs, two medium range missiles, or two medium bombs for one long range
missile or heavy bomb. Both guided and unguided ordnance may be carried.
On two crew versions of the aircraft, the weapons officer controls the
missiles but the pilot has auxiliary controls.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude 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: Ordnance is dropped or fired one at a time or
in volleys of two, five, or eight but must be the same size (light, medium,
or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 8 short range missile or light bombs, 4 medium range
missiles or medium bombs, or 2 long range missile or heavy bomb each bay.
Ordnance can be mixed and naval mines may be carried as well as missiles
and bombs.
- Secondary Ordnance Bays (2):
The aircraft has two ordnance
bays on the intake sides. On the original F-22A, the fighter carried one
sidewinder missile in each bay but in the upgraded versions, the bay could
carry two medium range missiles or four short range missiles. Unlike the
primary bays, the ordnance bays are limited to missiles. Only medium range
or short range missiles can be carried in these ordnance bays. Ordnance
may be carried at the rate of two short range missiles for one medium range
missile. Missiles can be mixed and matched but normally the bay carries
all the same type of missiles. On two crew versions of the aircraft, the
weapons officer controls the missiles but the pilot has auxiliary controls.
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 (light or medium).
Payload: 4 short range missile or 2 medium range missiles.
- Wing Hard Points (4):
While these hard points are normally
used to carry fuel tanks, they can carry ordnance as well. They can carry
missiles, bombs, and mini missile pods. Carrying ordnance or fuel tanks
on the aircraft's external hard points negates the aircraft's stealth from
the bottom, sides, front, and back of the aircraft. The aircraft retains
normal stealth from the top. Reduce Stealth by 10% for every hard point
carrying ordnance or a fuel tank.
- 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: Missile can be fire 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: 4 short range missiles or light bombs, 2 medium range
missiles or medium bombs, or 1 long range missile or heavy bomb (all ordnance
on a hard point must be the same size and type of ordnance) each hardpoint.
- Mini-Missile Pod:
Large capacity mini-missile pod. The 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-missiles.
- 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.
- 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:
01-50 Enemy missile or missile volley detonates in chaff cloud - Missile
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
76-00 No effect, missile is still on target
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:
- Stealth Feature: The Aircraft has a very similar stealth feature
as the Coalition Talon fighter and has a -80% to be detected at long range
because of its stealth. As the aircraft gets closer, more target return
will allow for easier detection. In addition, while the aircraft remains
hard to detect on radar, the fighter's external ordnance is easy to detect
(and the fighter as a result) unless the ordnance is designed from radar
absorbing materials as well. Reduce Stealth by 10% for every external hard
point carrying ordnance. Go to
General Detection Penalties
for more information on penalties and bonuses to use with stealth.
- APG-77B Radar: Medium/Long Range Phased Array Radar capable of tracking
both air targets and ground targets. The radar system also has terrain
following capacity. The fighter can track up to 24 targets simultaneously
and can target and fire on up to 12 targets simultaneously. Range: 230.2
miles (200 nm/ 370.4 km)
- Internal Active Jamming Gear: 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.
- E.S.M.: Radar Detector, Passively detects other radars being operated.
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer
to get visuals on targets at night.
Combat Bonuses:
+2 to Strike with 20 mm Gun and Mini-Missile Launchers.
+3 to dodge
+5 to dodge while traveling over 250 mph
[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, 2001, & 2002, Kitsune. All rights reserved.