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 extremely 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|
| Wings (2):||90 each|
| Elevators (2):||50 each|
| Rudders (2):||50 each|
| Engines (2):||100 each|
|Landing Gear (3):||5 each|
| Main Body:||150|
 Destroying a wing will cause the plane to crash
 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.
 The destruction of one engine will reduce the fighter’s 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.
 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.
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.
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)
- 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 for bombs (See revised bomb and missile tables for details.)
Mega Damage: Varies by missile or bomb type (See revised bomb and missile tables 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 (See revised bomb and missile tables for details.)
Mega Damage: Varies by missile type (See revised bomb and missile tables 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 (See revised bomb and missile tables for details.)
Mega Damage: Varies by missile or bomb type (See revised bomb and missile tables 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 (See revised bomb and missile tables for details.)
Mega-Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)
Rate of Fire: Each pod can fire missiles 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
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.
- 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.
- 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.)
- 01-50 Enemy missile or missile volley detonates in chaff cloud - 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, enemy missile or missile volley is still on target.
Payload: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.
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.
- +2 to Strike with 20 mm Gun and Mini-Missile Launchers.
+3 to dodge
+5 to dodge while traveling over 250 mph
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 1998, 2001, 2002, & 2011, Kitsune. All rights reserved.