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 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 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:
- 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.
- 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).
- 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).
- 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 (Go to
Revised
bomb and missile table).
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table).
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.
- 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 (Go to
Revised
bomb and missile table).
Mega Damage: Varies by missile type (Go to
Revised
bomb and missile table).
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.
- 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.
- 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).
Mega Damage: Varies by missile or bomb type (Go to
Revised
bomb and missile table).
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.
- 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).
Mega 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-missiles.
- 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.
- Magical 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, 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: 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.).
- 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 PPE or 40 ISP
Invisibility-Superior (6th Level) 20 PPE or 40 ISP
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.
- 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 24 targets simultaneously
and can target and fire on up to 12 targets simultaneously. Range: 230.2
miles (200 nm/ 370.4 km)
- 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.
- See the Invisible: Same as spell and used at will. 2,000 feet (610
meters) range. Can see forces, objects, and creatures which can turn invisible,
or are invisible. Can also see vaporous beings and astral bodies.
- 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 Pulse Lasers and Mini-Missile Launchers.
+3 to dodge
+5 to dodge while traveling over 250 mph.
[Coalition TM, Phase World TM, and Triax TM 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 © 2005, Kitsune. All rights reserved.