Metalworks Incorporated V-25 Kestrel:

Metalworks Incorporated is a company that is west of the city of Tolkeen that constructs various ground vehicles, robots, and aircraft. Many of their designs are copies of other companies or nations. They have permission from Triax to produce under licence several Triax designs and sell them in North America.

Prior to the coming of the Rifts, many of the jobs that were previously performed by helicopters and small aircraft were taken over by aircraft that are descendants or cousins of the V-22 Osprey. This is because the aircraft can carry a fair number of passengers or a decent cargo load, can take of and land vertically, and has much better range than any helicopter. There are many companies that manufacture VTOL cargo/passenger aircraft even after the coming of the rifts. Companies that manufacture these aircraft include Triax, Northern Gun, Metalworks Incorporated, and Archangel"Heavy" Industries as well as many smaller companies. Many militaries and Governments use them as well including the Coalition (Much less expensive to operate than Death Head Transports), New German Republic, The Republic of Japan, Columbia, and the New Navy to name a few. Most smaller nations and mercenary companies use them as well due to being less expensive to operate than thrust based VTOL aircraft. Most VTOL aircraft are very similar to the Kestrel with the exception that only aircraft manufactured by Archangel "Heavy" Industries and Metalworks Incorporated have the fuel cell option.

The Kestrel itself is manufactured by Metalworks Incorporated and looks very similar to the V-22 Osprey. The Kestrel is marginally smaller than the original V-22 but due to improvements in engines and alloys, the Kestrel can carry more cargo than the original could. The Kestrel can carry up to 10 tons of cargo in its cargo bay or up to 5 tons slung underneath. The aircraft is constructed out of MDC alloys and can withstand considerable damage before being destroyed. The Kestrel is available with three different power plant options. The first is nuclear fusion. This allows the aircraft far better range than the other version but is the most expensive option. The second option is liquid fuel in the form of aviation fuel. This is the least expensive initial version but is the most expensive in normal operation. The third option is fuel cells. The main advantage is the fuel cells use hydrogen which is much cheaper than aviation fuel.

All Kestrels are fitted with sensors that are derived from those used on robot vehicles. Versions of the Kestrel used by militaries often have extra sensor systems added including forward looking infra-red sensors, magnetic anomaly detectors, dipping sonars, and ECM systems. A special version of the Kestrel, commonly know as the Kestrel Eye, mounts a special air and surface search radar system and carries a crew of highly trained operators in place of the crew. The radar dish is mounted about the aircraft's wing support structure and is shaped so it will not get caught in the rotors.

Most Kestrels are fitted with no weaponry but they may be equipped with weaponry at the choice of the purchaser. The aircraft may be fitted with a rail gun in each door and the aircraft may be fitted with up to six hard points on the aircrafts wings to support ordnance. All Kestrels fitted for combat are also equipped with Chaff launchers. While not covered in detail, some Kestrels have been fitted with large numbers of guns and are used as gunships. These will normally carry three rail guns per side of the aircraft. The Kestrel Eye version carries no additional weaponry but may be fitted with Chaff launchers.

Both the liquid fueled and fuel cell version of the Kestrel can be refueled in the air. Like the original Osprey, the Kestrel can carry additional fuel in a special flexible fuel tank carried in the cargo bay. This allows the liquid fueled and fuel cell versions to extend their mission range without refueling for scout missions. The technology for the fuel cell design was purchased from Archangel "Heavy" Industries who got the designs of fuel cells from pre-rifts records. The fuel cells operate by pulling the electrons off of an H2 molecule, splitting it into 2H+ molecules and 2 electrons. The electrons pass through the "load" (engines, weapons, avionics, etc.) creating current and powering the systems. Meanwhile, the 2H+ molecules pass from the anode to the cathode through the electrolyte. At the other "end," the electrons then recombine with the 2H+ molecules and Oxygen (from the air) and are released as water from the rear of the aircraft.
Model Type:V-25"Kestrel" General Cargo / Search and Rescue
SV-25"Sea Kestrel" Anti-Submarine Warfare
EV-25"Kestrel Eye" Electronics Warfare
Class: Double Engine VTOL Transport Aircraft
Crew:V-252 (Pilot and Co-Pilot) but has stations for 2 door-gunners
SV-254 (Pilot, Co-Pilot, 2 Sensor Operators)
EV-256 (Pilot, Co-Pilot, and 4 Sensor Operators)
Troops:V-2518 normal and 12 in Light or Medium Power Armor (In place of cargo)
SV-25None (Sonar Buoys can be replaced by 6 passengers / 8 cramped)
EV-25None

M.D.C. by Location:
[1] Wings (2):210 each
[2] Elevators (2):80 each
[2] Rudders (2):80 each
Cockpit:150
Rear Cargo Bay Door:100
Side Doors (2):50 each
Top Radar Sensor (Kestrel Eye version only):100
[2] Engines (2):200 each
[3] Main Body:375
Landing Gear (3):40 each

Notes:
[1] Destroying a Wing will cause the plane to crash.
[2] Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying of power levels of the engines but aircraft 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. The destruction of one of the engine will cause the aircraft to crash.
[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 Kestrel can hover and go up to a maximum speed of 300 knots (345.2 mph, 555.6 km/hour). The Kestrel can hover stationary up to 5,000 feet (1,524 meters) and can fly up to 25,000 feet (7620 meters) if not hovering. Aircraft cannot use VTOL mode if over half loaded with cargo but can still take off and land in a short distance. The Kingfisher cannot travel over 200 mph (321.9 kph) with an underslung cargo load.
Range: Fusion Reactor: Effectively Unlimited. Unlike most higher performance aircraft, the Kestrel does not overheat and can run indefinitely and is limited mainly by crew endurance. Liquid Fuel Version: 1,400 miles (2,253.1 km / 1,216.6 nautical miles) with no ordnance load. With internal auxiliary tanks in expense of cargo or passengers, the Kestrel has a range of 2,000 miles (3,218.7 km / 1,738 nautical miles). Fuel Cell Version: 1,500 miles (2,414 km / 1,303.5 nautical miles) with no ordnance load. With internal auxiliary tanks in expense of cargo or passengers, the Kestrel has a range of 2,150 miles (3,460.1 km / 1,868.3 nautical miles).
Reduce Liquid Fueled and Fuel Cell version range by 15% if partially loaded (over 50 of capacity) and by 25% if fully loaded. Do not include passengers or ordnance against the aircraft's range due to their light weight when compared to cargo.

Statistical Data:
Height over Tail Fins: 18 feet (5.5 meters)
Width, Rotors Turning: 82 feet 6 inches (25.1 meters)
Rotor Diameter: 38 feet (11.6 meters)
Fuselage Length: 56 feet 8 inches (17.3 meters)
Weight: Combat - 44,5000 lbs (20,184.9 kg); Landing - 36,000 lbs (16,329.3 kg)
Power System: Three versions. Nuclear with 5 year fusion reactor, Conventional liquid fuel that uses aviation gas, and Fuel cell version that uses Hydrogen as a fuel to produce electricity.
Cargo: 10 tons in Cargo Hold or 5 tons slung underneath does not include hard points.
Black Market Cost: Nuclear: 6.5 million credits, Liquid Fueled: 2.2 million credits, Fuel Cell Version: 2.5 million credits. Rail guns cost 80,000 credits each extra, Hard points cost 100,000 for all six, Anti-Missile chaff dispenser cost 40,000 credits, forward looking infra-red costs 30,000 credits, magnetic detection gear costs 20,000 credits, dipping sonar costs 30,000 credits, and ECM costs 20,000 credits additional. Air Search / Surface Search radar system costs 12 million credits.

Weapon Systems (Combat Versions):

  1. Two (2) NG-202 Rail Guns in door mounts: On military combat versions of this aircraft, two Rail guns can be fitted with one on each side of the aircraft in the doors. The NG-202 rail gun is one of the most commonly carried rail guns types. Commonly used to protect the aircraft when it is picking up or dropping troops.
    Maximum Effective Range: 4,000 feet (1,200 meters)
    Mega Damage: 1D4x10 MDC per burst of 40 rounds
    Rate of fire: Equal to door gunner hand to hand (usually 5 or 6).
    Payload: 2,000 rounds each gun, That is 50 Bursts for each rail gun.
  2. Ordnance Hard Points (6): On military combat and submarine warfare versions of this aircraft, the aircraft has six hard points with three hard points on each wing. Missiles, rocket packs, and bombs can be mixed or matched but all ordnance on a hard point must be the same type.
    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. Each hard point may carry one long range missile or heavy bomb, two medium range missiles or medium bombs, or four short range missiles or light bombs. These are often replaced by torpedoes on the Anti-Submarine Warfare model.
      Maximum Effective Range: Varies by missile type for missile type and varies by altitude bombs are dropped at (Go to Revised bomb and missile table). Torpedoes: 20 miles (32 km) for medium range and 40 miles (64 km) for long range torpedoes.
      Mega Damage: Varies by missile, torpedo (Use medium range or long range missile warhead damages as per torpedo size) or bomb type (Go to Revised bomb and missile table).
      Rate of Fire: Missiles and Torpedoes 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, torpedoes, or bombs in a volley)
      Payload: One Long Range Missile, Long Range Torpedo or Heavy Bomb per Hard Point. Two Medium Range Missiles / Medium Range Torpedoes / Medium Bombs or four Short Range missiles / Light bombs can be substituted for One Long Range Missile/Heavy Bomb.)
    2. Mini-Missile Pod: Large capacity mini-missile pod. Each Missile Pod requires one Hard Point. 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).
      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. Anti-Missile Chaff Dispenser: Located at the very tail of the aircraft are two chaff dispensers. Mounted on most Military versions of the aircraft. When tailed by a missile, a cloud of chaff and other obtrusive particles can be released to confuse or detonate the enemy's attack. 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: Eight (8)

Special Equipment:

The Aircraft has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) and combat versions carry extra system with these being the optional systems:

Combat Bonuses:

[Golden Age Weaponsmiths, Wellington Industries, and TRIAX are trademarks owned by Kevin Siembiedact 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, Kitsune. All rights reserved.


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