Golden Age Weaponsmiths F-22E Raptor:
The Lockheed Martin F-22 Raptor replaced the F-15 Eagle in the air superiority
role during the early twenty first century. The aircraft could cruise above
Mach One without using afterburners and had a very small radar cross signature.
While it did not engage in any wars, it was almost undefeated in simulated
air to air combat. A fly by wire fighter with partially vectored engines,
the F-22 Raptor was incredibly maneuverable. The first F-22 Raptor fighters
entered service in the start of the Twentieth-First Century even though
development had started in the Nineteen-Eighties. Unlike most United States
fighter designs, the F-22 Raptor was never exported to other nations, even
the United States closest allies.
An updated model, the F-22E was the first United States Aircraft built
using the new high strength composites developed in the Twenty-Thirties.
It was not considered const effective to reconstruct the fighters but instead
it was decided to built new fighters. There were a variety of other improvements
including modifying the aircraft for a higher payload and increasing the
top speed on afterburners. With the new engines, it could reach just above
Mach three. Of course with fusion turbines becoming available, the F-22E
had a relatively short service career. Still relatively new, they were
first assigned to Air National Guard units and then carefully stored for
future use. Even though conventionally fueled, they still were very dangerous
potential adversaries. Unlike the original F-22, a twin pilot version,
the F-22F, was also developed. Still, they amounted to only about fifteen
percent of production and were mostly used for training but a number 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.
Some of these aircraft were found by adventures and sold to Golden Age
Weaponsmiths. Considered extemely valuable, Golden Age Weaponsmiths has
also sent out teams to recover more of these fighters. As of yet, none
of the older F-22A fighters have been recovered. Because the composites
of the newer F-22E Raptors were much more resistant to corrosion than older
fighters, 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. Even so, there was no real need to refit
them with new armor even though just a bit fragile compared to most newer
fighters.
Refits of these fighters included the reconditioning of the twin engines.
By the time the F-22E Raptor flew, Air Force aircraft were already being
run on largely bio-fuel and that posed no real problem. The electronic
package is mostly retained although slightly shorter ranged than many modern
systems. Still, it is considered highly effective. In some cases, systems
had to be rebuilt using modern components and many systems are a patchwork
of old components and newer components.
Most later fighters carried a laser or a rail gun but the F-22E retained
the M61A2 20 mm Vulcan cannon. It was slightly lighter weight than the
original Vulcan cannon but otherwise similar in performance. The United
States Air Force already used ramjet ammunition. Golden Age does not produce
the ammunition but instead Wellington Industry type ammunition is usually
used although several other companies produce similar ammunition. Using
this ammunition, the Vulcan cannon is as effective in most cases as the
standard rail gun that might be otherwise mounted. The bays and external
hard points are also modified to be able to carry common ordinance carried
on Rifts Earth. Only rarely will external ordnance be carried.
Even though these aircraft are relatively expensive for aircraft sold
by Golden Age Weaponsmiths, they sell almost immediately when they are
available. A number of adventures have even recovered these fighters and
brought them to Golden Age to refit the fighters for them. There is rumors
that some of these fighters have also been refitted by Techno-Wizard terms.
Due to the stealth of the F-22E Raptor, even though the aircraft is an
older design, makes the Coalition treat the aircraft with extreme caution.
Generally the Coalition has attempted to shoot them down when encountered.
As well, the Coalition has purchased a number of these fighters and Free
Quebec has purchased some of them as well. Some believe that the fighter
helped the Coalition to develop their Talon fighters.
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 each |
| 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-22E Raptor has a top speed of Mach 3.1 (2,298.5
mph/3,699.1 kph). Top speed is reduced by about 10% when external hard
points are fully loaded Because of the fighter's extremely efficient engines,
the F-22E 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 four 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 usually carried in
internal bays, the aircrafts range reduction when loaded is usually negligible.
With external loads, reduce aircrafts range by 15% if partially loaded
(two long range missiles, four medium range missile or eight short range
missiles, or more) and by 25% if fully loaded. The F-22E 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 kilograms) empty and 60,000 pounds
(27,216 kilograms) fully loaded.
Power System: Conventional, Two afterburning thrust Pratt &
Whitney F119-P-100LX turbofan engines, uses aviation fuel.
Cargo: Minimal (Storage for small equipment) in cockpit, 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:
- One (1) M61A2 20 mm 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 a lighter weight version of the
cannon that is carried on the F-14 Tomcat, F-15 Eagle, F-16 Falcon, and
F/A-18 Hornet. They have replaced the standard ammo with mega damage, armor
piercing ramjet ammunition manufactured by Wellington Industries 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 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: 570 rounds (19 bursts)
- Two (2) Main Ordnance Bays:
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 for details.)
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table for details.)
Rate of Fire: Ordnance is dropped or fired one at a time or
in volleys of two (2), five (5), or eight (8) but must be the same size
(light, medium, or heavy) and style of ordnance (all missiles or bombs
in a volley)
Payload: Eight (8) short range missile or light bombs, four
(4) medium range missiles or medium bombs, or two (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.
- Two (2) Secondary Ordnance Bays:
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 for details.)
Mega Damage: Varies by missile type (Go to
Revised
bomb and missile table for details.)
Rate of Fire: Missiles can be fired one at a time or in volleys
of two (2), or four (4) but must be the same size (light or medium).
Payload: Four (4) short range missile or two (2) medium range
missiles each bay.
- Four (4) Wing Hard Points:
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 (Unless special ordnance designed with
a reduced radar cross signature.)
- 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 for details.)
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table for details.)
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: Four (4) short range missiles or light bombs, two (2)
medium range missiles or medium bombs, or one (1) long range missile or
heavy bomb (all ordnance on a hard point must be the same size and type
of ordnance) each hard point.
- 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 for details.)
Mega-Damage: Varies with mini-missile types (Go to
Revised
bomb and missile table for details.)
Rate of Fire: Each pod can fire one at a time or in volleys
of two (2), four (4), eight (8), or sixteen (16 - all.) 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 sixteen (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 each
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: Four (4) decoys each pod.
- One (1) Anti-Missile Chaff/Flare Dispenser:
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.
- AN/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 48 targets simultaneously
and can target and fire on up to 12 targets simultaneously. Range: 230.3
miles (200 nautical miles/ 370.6 kilometers)
- 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, & 2011, Kitsune. All rights reserved.