Confederation F-44 Rapier Medium Starfighter:
The Rapier was developed by Origin Aerospace and was first introduced
in 2654 and was considered to be a "Super-Fighter" with a god balance of
weaponry, shielding, and speed. The fighter was developed with the firepower
to counter the Kilrathi heavy fighter in service at the time such as the
Gratha and the Jalthi, while maintaining the acceleration and the agility
to dogfight with quick light fighters such as the Salthi light fighter.
Before the introduction of the Rapier, the Confederation Space Forces lacked
what was considered to be a good strike fighter. The Hornet was too small
and vulnerable, the Scimitar did not have the acceleration or the Firepower,
and the Raptor lacked range with its guns and was not considered very maneuverable.
The Rapier's only real weakness was that the fighter had light armor,
in fact closer to that of a light fighter than a medium fighter. The fighter's
shielding, speed, and firepower offset this weakness and the fighter did
incredibly well during it service. Initial beam armament was two laser
cannons and two neutron guns. The fighter also mounted five missile hard
points. During the fighter's initial combat deployment, the Rapier was
instrumental in helping the Confederation Navy take back control of the
Vega Sector. The fighter's success continued long after that engagement
and were the mainstay of virtually all carriers in the Confederation fleet.
The Rapier served longer than virtually any other fighter in the History
of the Confederation. During the fighter's fifteen years of active duty
service, the Rapier was constantly updated and upgraded and went through
several different models. The Confederation's newest advances in fighter
technology were incorporated into the fighter and the fighter remained
a capable fighter until its retirement. The F44G, or Rapier II, served
as the backbone of the Confederation's fighter forces throughout most of
the 2660's. Notable upgrades from the original F-44A model include advanced
flight control systems and improved control surfaces, longer range particle
cannons replacing neutron guns, and improved armor plating. The improved
armor plating is probably most appreciated feature of the upgraded fighter.
Other improvements include the increase in missile hard points to six missiles
from five on the original F-44A Rapier.
While the basic design of the Rapier II was older than Kilrathi opponents,
the Rapier II was more than capable of giving any Imperial Drakhai pilot
a worthy fight. In terms of sheer number of fighters produced, more Rapiers
were constructed than any other fighter and the Rapier II was the most
common fighter in Confederation Service. Virtually all Confederation carriers,
whether fleet carriers or escort carriers, were guaranteed to have at least
one squadron of Rapier II medium fighters on board. Until its replacement
by the F-86C Hellcat V in front line service after the Battle of Earth,
the Rapier II was regarded as the best all-purpose dog fighter in the entire
fleet.
Notes of game conversion:
Because of the nature of the Video Game series "Wing Commander" and
the needs to put the fighter into game mechanics, the fighter has several
modification compared to the Video Game. The most important change it to
change top speed to acceleration. Like fighters in Star Wars and original
Battlestar Galactica, the fighters appear to act as if they are in the
atmosphere even when they operating in space. This is incorrect. The Television
series Babylon 5 and the new Battlestar Galactic are good series to watch
to get a clearer idea on how space vehicles would probably maneuver although
still not a perfect perspective. The fighter has been modified to uses
my revised phase world starship rules and can hold their own against most
C.A.F and Kreeghor fighters. See Revised
Starship Rules for Phase World for more details.
| Model Type: | F-44A | Rapier |
| F-44G | Rapier II |
Vehicle Type: Medium Starfighter / Multi-Role Attack Fighter
Crew: One
| M.D.C. By Location: | F-44A Rapier: | F-44G Rapier II: |
| Laser Cannons (2): | 40 each | 40 each |
| Neutron Cannons (2): | 50 each | ---------- |
| Particle Cannons (2): | ---------- | 50 each |
| Missile Hard Points: | 10 each | 10 each |
| [1] Engines (2): | 120 each | 180 each |
| Landing Struts (3): | 10 each | 10 each |
| [2] Main Body: | 250 | 410 |
| Reinforced Pilots Cockpit: | 100 | 150 |
| [3] Variable Force Field: | 70 per side (420 total) | 115 per side (690 total) |
Notes:
[1] Loss of an engine will reduce performance of fighter by one half
and loss of two engines will prevent fighter from performing beyond 5%
of normal (This is using maneuvering thrusters and gravitic propulsion).
Due to gravitic propulsion systems, fighter will not crash in an atmosphere
even if both engines are destroyed.
[2] Depleting the MDC of the main body will put the fighter out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck. In an atmosphere, the fighter will crash.
[3] Shields positions can be varied and all could be combined in one
shield. Shields regenerate at the rate of 5% (21 / 35 MDC) per melee.
Speed:
Driving on the Ground: Not Possible.
Sublight: Has a special sublight engine that allows the ship
to travel up to 40 percent of the speed of light. Fighter can accelerate/decelerate
at the rate of 0.85 percent of light per melee maximum. Fighter has auxiliary
thrusters which can be used a maximum of 15 minutes before fuel is exhausted.
On auxiliary thrusters, the fighter has a maximum acceleration of 1.7 percent
of light per melee maximum.
Atmospheric Propulsion: The fighter is fairly aerodynamic and
is quite capable in an atmosphere. As a result, the fighter can achieve
escape velocity (Mach 32.6 / 25,053 mph / 40,320 kph) but normally operates
at Mach 6.03 (4,473.8 mph / 7,200 kph) or less. The fighter also has Gravitic
propulsion systems enabling it to leave an atmosphere even at low velocities.
Maximum Range: Effectively unlimited by internal fuel (10 year
duration) although auxiliary thruster range is limited to approximately
15 minutes. Fighter uses a very small fusion cell system for power systems.
The fighter carries one week of consumables for fighter's crew.
Statistical Data:
Length: F-44A: 78.74 feet (24 meters), F-44G:
62.34 feet (19 meters)
Height: F-44A: 30.34 feet (9.25 meters), F-44G:
16.07 feet (4.90 meters)
Width: F-44A: 77.92 feet (23.75 meters), F-44G:
48.7 feet (14.85 meters)
Weight: F-44A: 14.88 tons (13.5 metric tons) unloaded,
F-44G: 16.53 tons (15.0 metric tons) unloaded
Power System: Fusion power supply with a 10 year duration.
Cargo: Small Storage Space, 2.5 ft x 2.5 ft x 2 ft. Used for
emergency equipment and weapons.
Market Cost: F-44A: 27.86 million credits, F-44G:
36.78 million credits
WEAPON SYSTEMS:
- F-44A Rapier Model:
- Twin Laser Cannons:
These cannons are mounted on the sides
of the nose of the starfighter. While extremely long ranged, the damage
of the weapons is less than most other Confederation weapons. When compared
to Phase World weaponry, the lasers inflict less damage than those on most
C.A.F. Starfighters but have a much longer range. The cannons can be fire
individually or in pairs.
Maximum Effective Range: 3,106.8 miles (5,000 km) in space and
15.5 miles (25 km) in an atmosphere.
Mega Damage: 1D6x10 per cannon and 2D6x10 for both cannons (Combined
with neutron cannons, inflicts 6D6x10+20)
Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Twin Neutron Cannons:
These cannons are mounted on the sides
of the starfighter. While not as long range as lasers, they pack a much
larger punch. Neutron cannons are being replaced by particle beams on most
Confederation fighters. The weapon inflict about equal damage to most energy
weapons carried on most C.A.F. Starfighters but, even though short range
by Confederation standards, have a longer range than most fighter weapons
in the Three Galaxies.
Maximum Effective Range: 1,534.3 miles (2,500 km) in space and
7.8 miles (12.5 km) in an atmosphere.
Mega Damage: 2D6x10+10 per cannon and 4D6x10+20 for both cannons
(Combined with laser cannons, inflicts 6D6x10)
Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Missile Pylons (5):
On the underbelly of the fighter are
five missile racks that allows the fighter to carry missiles. Individual
pylons must carry all the same type ordnance but each pylon may carry different
types of ordnance. Long Range Missiles has a top speed of Mach 20
in an atmosphere and in space has an acceleration of 8% of light per turn
(faster than any starship). Medium Range Missiles has a top speed
of Mach 15 in an atmosphere and in space has an acceleration of 6% of light
per turn. Since starships will no longer engage at rock throwing distances,
whether weapons can be shot down is calculated from the speed of target,
launcher, and missile. When drive goes dead, missile will still cruise
unless set to self destruct but has very low odds of hitting starships
(Great for hitting bases and planets because target does not move and missile
when dead at -25% to detect.) Missiles can be launched on multiple targets
simultaneously and all missiles are normally considered smart missiles.
Fuselage Hard Point (1): One Long Range Missile or two Medium
Range Missile each.
Inner Wing Hard Points (2): One Long Range Missile or two Medium
Range Missile each.
Outer Wing Hard Points (2): One Medium Range Missile each
Maximum Effective Range: Long Range Missiles range is
3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7
light seconds) in space, and Medium Range Missiles range is 160
miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light
seconds).
Mega-Damage & Properties: See Revised Phase World
Missile tables (Long Range Fusion does 2D4x100 MDC).
Rate of Fire: One at a time or in volleys of two, three, or
four missiles.
Payload: Varies by hard point
- Anti-Missile Decoy Dispenser:
Located at the very tail of
the fighter are two decoy dispensers. When a missile if fired at the fighter,
a decoy can be released to confuse or detonate the enemy's attack. Decoy
system works against Phase World missiles although has a -10% penalty against
Brilliant missiles.
Effect:
01-50 Enemy missile or missile volley detonates on decoy - Missiles
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.
Payload: Ten (10)
- F-44G Rapier II Model:
- Twin Laser Cannons:
These cannons are mounted on the sides
of the nose of the starfighter. While extremely long ranged, the damage
of the weapons is less than most other Confederation weapons. When compared
to Phase World weaponry, the lasers inflict less damage than those on most
C.A.F. Starfighters but have a much longer range. The cannons can be fire
individually or in pairs.
Maximum Effective Range: 3,106.8 miles (5,000 km) in space and
15.5 miles (25 km) in an atmosphere.
Mega Damage: 1D6x10 per cannon and 2D6x10 for both cannons (Combined
with neutron cannons, inflicts 6D6x10+20)
Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Twin Particle Cannons:
These cannons are mounted on the sides
of the starfighter. Slightly shorter ranged than laser cannons although
the pack a much heavier punch. Particle cannons replaced neutron cannons
on most Confederation fighters. The weapon inflict about equal damage to
most energy weapons carried on most C.A.F. Starfighters and have a much
longer range than most fighter weapons in the Three Galaxies.
Maximum Effective Range: 2,609.8 miles (4,200 km) in space and
13.0 miles (21 km) in an atmosphere.
Mega Damage: 2D6x10+10 per cannon and 4D6x10+20 for both cannons
(Combined with laser cannons, inflicts 6D6x10+20)
Rate of Fire: Equal to pilots hand to hand (Usually 4 or 5).
Payload: Effectively Unlimited.
- Missile Pylons (6):
On the underbelly of the fighter are
six missile racks that allows the fighter to carry missiles. Individual
pylons must carry all the same type ordnance but each pylon may carry different
types of ordnance. Long Range Missiles has a top speed of Mach 20
in an atmosphere and in space has an acceleration of 8% of light per turn
(faster than any starship). Medium Range Missiles has a top speed
of Mach 15 in an atmosphere and in space has an acceleration of 6% of light
per turn. Since starships will no longer engage at rock throwing distances,
whether weapons can be shot down is calculated from the speed of target,
launcher, and missile. When drive goes dead, missile will still cruise
unless set to self destruct but has very low odds of hitting starships
(Great for hitting bases and planets because target does not move and missile
when dead at -25% to detect.) Missiles can be launched on multiple targets
simultaneously and all missiles are normally considered smart missiles.
Fuselage Hard Points (2): One Long Range Missile or two Medium
Range Missile each.
Inner Wing Hard Points (2): One Long Range Missile or two Medium
Range Missile each.
Outer Wing Hard Points (2): One Medium Range Missile each
Maximum Effective Range: Long Range Missiles range is
3,400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7
light seconds) in space, and Medium Range Missiles range is 160
miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light
seconds).
Mega-Damage & Properties: See Revised Phase World
Missile tables (Long Range Fusion does 2D4x100 MDC).
Rate of Fire: One at a time or in volleys of two, three, or
four missiles.
Payload: Varies by hard point
- Anti-Missile Decoy Dispenser:
Located at the very tail of
the fighter are two decoy dispensers. When a missile if fired at the fighter,
a decoy can be released to confuse or detonate the enemy's attack. Decoy
system works against Phase World missiles although has a -10% penalty against
Brilliant missiles.
Effect:
01-50 Enemy missile or missile volley detonates on decoy - Missiles
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.
Payload: Sixteen (16)
COMBAT BONUSES: The F-44 Rapier Starfighter is very maneuverable
and very accurate. Use the Phase World Starfighter combat (Elite or Basic)
skill.
+1 to initiative
+3 to dodge
[ Phase World TM, Kreeghor TM, and CAF TM are trademarks owned by Kevin
Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
[ Wing Commander copyright © Origin Productions]
By Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 2004, Kitsune. All rights reserved.