TW-F-22 Techno-Wizard Raptor Air Superiority Fighter:


By the time of its retirement in front line service by the United States Air Force, the F-22 Raptor had gained an incredible reputation. The plane was listed among the P-51 Mustang, F-4 Phantom, F-15 Eagle, and others as a great fighter. The F-22 was one of the first model of fighters which later models were constructed of the new high strength alloys and composites. With the ability to withstand huge amounts of damage, the new materials made the fighters virtually immune to corrosion. Eventually, it came to retire the F-22 and replace it with newer models. Some were kept as secondary units while others were retired to the desert to wait in silent vigil. The World changed and much of what was disappeared. Ley Line Storms lashed the fragile Earth while monsters, real monsters, began prowling the world. Still, many of the old Raptors survived in the their desert graveyards, forgotten by all.


Eventually explorers began to discover the old fighters. One of these groups was Golden Age Weaponsmiths. While the old American fighters were not as strong as fighters built after the coming of the Rifts, the fighters including a technology that was all but lost on the North American continent. That was stealth and the planes were designed to be close to invisible on radar. Due to this, the Raptor was incredibly popular with mercenary groups. The fighter’s main limitation was that it relied on standard aviation fuel unlike most later fighters which use fusion turbines. This limited the range of the old fighter compared to newer models. A few enterprising Raptor owners decided to solve this problem and replaced the old engines with fusion turbines on their fighters.


Techno-Wizards are an interesting group of individuals. Some like to take old vehicles, whether tanks, aircraft, or ships, and modify them to include a mixture of magic and technology. Many different historic periods are replicated by the techno-wizards from the Age of Sail to times just before the coming of the Rifts. As far as aircraft, many techno-wizards like to create modern magical based fighters which appear to be World War Two aircraft. These include such fighters as the “Wildstorm” P-51 Mustang. Some like to build all new fighter designs such as the TW-F-19 Ghostrider stealth fighter. Some consider themselves to be more practical than either group and prefer to simply convert later model Pre-Rifts fighters such as the F-22 Raptor or the F-35 Joint Strike Fighter. The fighters have the advantage of already existing and needing much less modification to be lethal. Like modifications on the techno-wizard version of the F-35, the modifications on the Raptor are mostly technological in origin.


With the replacement of the old jet engines by fusion turbines already having been done by some normal mechanics, the most important problem with the fighter was already solved. Mechanics have used a variety of different engines in their rebuilt versions of the Raptor but the techno-wizards developing their version of the F-22 decided to go with a new engine design which they developed which produces even more thrust than the original engines. The engine increases the top speed of the fighter up to Mach 3.2 and has an efficient cooling system which allows up to twelve hours of continuous operation before overheating. It would not have been efficient to re-armor the fighter but where the fighter had fuel tanks could be reinforced so the fighter could withstand greater abuse. There was consideration given to replacing the electronics with newer systems with longer range but it was decided that it would increase the fighter’s cost more than desired and so the older systems were retained. The systems were fully restored and the software was ungraded in most cases.


For weapons, the Raptor primarily relies on missiles carried in internal bays and has a number of external hard points on the wings as well. The bays are retained along with the external hard point although the fighter can carry upgraded towed decoys for more effective spoofing of missiles. The original Raptor carried a 20 mm Vulcan cannon on the right wing root. While a powerful weapon, especially when firing special Wellington ammunition, it had a very limited payload. It was decided that the rebuilt version of the fighter would replace the cannon with twin pulse laser which pulls power straight from the fusion reactors with one mounted on either side of the cockpit. The first models of the techno-wizard Raptor used a modified version of the Wilk’s 457 pulse laser but later models replace this with the laser system from the JA-12 Juicer Assault Rifle. The JA-12 pulse lasers are slightly heavier than the Wilk’s 457 lasers although nowhere near as heavy as the original Gatling cannon and has about twice the range of the original pulse lasers. On many older models, the owners have upgraded their lasers to the JA-12 lasers as well.


So far only the upgraded technological systems have been described but the enchantments on the fighter are still very important. One of the most important is the addition of an “Armor of Ithan” force field which is designed to protect the fighter from damaged. The magical force field can be activated up to three times per day and is very strong, able to withstand several missile strikes before going down. While not as flashy as the lightning shield on the Wildstorm P-51 Mustang, it is just as effective in many cases. Other enchantments include the replacement of the standard decoy and chaff system with an enchanted version that is considered more effective and does not need to be reloaded conventionally. A enchanted “See the Invisible” system is built into the fighter’s heads up display. Finally, the fighter has the more standard techno-wizard enchantments of “Impervious to Energy” and “Invisibility: Superior.”


Model Number: TW-F-22 Techno-Wizard Raptor
Vehicle Type: Dual Engine Multi-Role Fighter
Crew: One or Two


M.D.C. by Location:

Forward Pulse Laser Cannon (2; Wing Roots):50
Large Internal Ordnance Bays (2; hatch):50 each
Small Internal Ordnance Bays (2; hatch):30 each
[1] Wings (2):150 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:240
Magical “Armor of Ithan” Force Field (3 times per day):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 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.
[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 TW-F-22 Raptor has a top speed of Mach 3.2 (2462.4 mph / 3962.9 kph) and has a maximum altitude of 80,000 feet (24,380 meters). Normal cruise speed is up to mach 1.5 (1112.2 mph/ 1789.9 kph) but fighters cruise speed depends on mission and situation.
Maximum Effective Range: Nuclear powered, giving it continual energy, but the jet engines begin to overheat after 12 hours of continual use. Occasional rest stops every 4 to 6 hours, giving the engines an hour to cool down, will allow the aircraft to travel indefinitely.


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: 38,000 pounds (17,240 kg) empty and 56,000 pounds (25,400 kg) fully loaded.
Power System: Nuclear, Should have an average life span of 20 years
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: 50 to 80 million credits (Can sometimes sell for double to triple that price)


Weapon Systems:

  1. Forward Mounted Guns (2): Fixed forward weapons are mounted on the wing roots of the fighter. It serves as the one of last line of defense against enemy planes and missile volleys, although some pilots use it for strafing runs against ground targets when they are out of missiles. Many pilots do not like being exposed to ground weapons fire so it is an uncommon practice.
    1. Wilk’s 457 Pulse Laser Cannons: The aircraft's laser cannons are from the barrels and inner working of the Wilk’s 457 Rifle. The laser cannons pull power directly from the fusion reactor of the aircraft. Carried on early models of the fighter and replaced in most models.
      Maximum Effective Range: 2,000 feet (610 meters)
      Mega-Damage: 3D6+2 for one cannon, 6D6+4 for both cannons, 1D6x10 for three round burst from one cannon, 2D6x10 for three round burst from both barrels (6 total shots)
      Rate of Fire:Equal to the pilots combined hand to hand (usually 5 or 6).
      Payload: Effectively Unlimited (Draws Power off the main engines).
    2. JA-12 Pulse Laser Cannons: The aircraft's laser cannons are from the barrels and inner working of the JA-12 Assault Rifle. The laser cannons pull power directly from the fusion reactor of the aircraft. Replaced the Wilk’s 457 as the main gun of the fighter in most models.
      Maximum Effective Range: 4,000 feet (1,200 meters).
      Mega-Damage: 4D6 for one cannon, 8D6 for both cannons, 1D6x10+10 for three round burst from one cannon, 2D6x10+20 for three round burst from both barrels (6 total shots)
      Rate of Fire:Equal to the pilots combined hand to hand (usually 5 or 6).
      Payload: Effectively Unlimited (Draws Power off the main engines).
  2. Main Ordnance Bays (2): The aircraft has two ordnance bays at the bottom of the mid-fuselage. 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 (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, 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.
  3. Secondary Ordnance Bays (2): The aircraft has two ordnance bays on the intake sides. The bay can 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, or four but must be the same size (light or medium).
    Payload: 4 short range missile or 2 medium range missiles each bay.
  4. 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.
    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. 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: 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.
    2. 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) mini-missiles 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.
    3. Advanced 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. The decoy has a special jammer that is designed to decoy missiles that have been programmed to home on jamming signals. 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 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has an 40% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.
      Maximum Effective 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.
  5. Magical “Fireworks” Anti-Missile Chaff/Flare Dispenser (1): In many ways this system is similar to technological versions of the Chaff/Flare system. The anti-missile system works by combining three spells. The three spells are Fire Bolt, Apparition, and Telekinesis. The physical effects of the system are identical to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged by spells.
    Effect:
      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.
    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: 10 Uses before being recharged. The dispenser is recharged by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis (8 P.P.E.).
  6. Techno-Wizard Modifications: The Raptor has the following techno-wizard modifications built into the aircraft. These require P.P.E. or I.S.P. from the pilot.
    Special Features:
      Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.
      Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.


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:

Combat Bonuses:



[ 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 © 2005, Kitsune. All rights reserved.



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