A/FG-44 Raptor III
Fuselage- Pilot’s Compartment- Upper Legs (2)- Lower Legs (2)- Feet (2)- PB-4 Particle Beam Cannon- GU-XX- | 3ØØ 2ØØ 1ØØ each 15Ø each 1ØØ each 75 75 | Upper Arms (2)- Lower Arms (2)- Hands (2)- Wings (2)- Tailerons/ Rudders (2)- Bomb Bay Doors (2)- | 6Ø each 4Ø each 4Ø each 15Ø each 1Ø each 15Ø each |
Speed and Statistical Data: Weapons Systems 2. Twin S.R.M.Launchers: The missiles are mounted in the same fashion as the M.R.M.’s. 3. Smart Bombs: Harkening back to JDAM of the old American Aero-Space Forces fame, the Raptor can carry several air to surface weapons (smart bombs). The FG-44’s air-to-surface operations will be carried out courtesy of its onboard synthetic aperture radar (SAR) mode. 4. Destabilizer Cannon: The FG-44 comes equipped with the EU-12 Destablizer as an internal cannon. A new feature includes longer, composite-wound bullets. The Destablizer will be mounted just above the right wing root. To preserve the F/AG-44’s stealthy characteristics, an inward opening door will cover the muzzle until the weapon is fired. It is capable of firing 1ØØ rounds per second, carrying 48Ø rounds in all. 5. Underside Laser Turret: Designed to protect the ship from ground attackers, its integrated fire-control computer can track any target, identifying friend from foe, and threat from not-threat. Pilot must still select whether or not to fire. 6. MM-15Ød: Derived from the REF-era MM-6Ø’s. However, rather than min-missiles, this system is engineered to fire SRM’s. 7. Standard Gun Pods: The Raptor can carry any standard variety of U.G.C. Gun pods, from the ancient R.D.F.-era GU-11 of VF-1 fame, to the WMX-1 Features:Running: 75 MPH
Range On Land: Unlimited
Flying: Mach 1Ø
Maximum Height: Transatmospheric
Range In The Air: Unlimited
Surfaced On The Water: 1Ø Nautical MPH
Range On The Surface: Unlimited
Underwater: 25 knots.
Maximum Depth: Ø.3 nautical miles.
Range Underwater: Unlimited.
Space: Ø.6 light speed.
Range In Space: 3Ø Light Years
Height: 19 feet 2.1 inches
Wingspan:
Wing Up: 2Ø feet
Wing Down: 44 feet 6 inches
Length: 62 feet 1 inches
Weight: 45 tons (9Ø,ØØØ pounds)
Cargo: Limited pilot’s emergency supplies only. Note: A light
power armor CAN be worn while flying this Mecha.Power Systems:
Primary: Twin AJ-687 Trans-Pulse Scram Jet/Rockets.
Secondary: Twin AJ-687 jet thrusters (in feet)
Flight Systems:
Primary: Aero-foil effect
Secondary: Anti-Grav pods (3)
Thrust Systems:
Primary: Electrogravemetric Tractioning Drive System 4/11a
Secondary: Bleedoff from power systems.
Cost and Availability: 2Ø million credits; Always. There are actual 2.3
million units still in storage, as well as parts from 1.1 million sitting around as
spare parts.
Black Market Cost and Availability: An intact one would fetch as
made available- Not even components. Fehran Malcontents have
been trying to obtain a few, and/or or build a reasonable clone
of them for attacking the REF/RDFs.1. Twin MRM Launchers: Located in the ventral bays, the FG-44 is armed with 1Ø
MRM’s. The missiles are propelled off of the missile rack inside of the weapons bays
by electro-magnetically charged ejectors. If the pilot decides to fire a missile, the
weapons bay door of the referring missile will open, the mechanism will carry the
missile outside the plane, the missile can lock and it is fired. When the missile is
away, the ejection system will retract into the weapons bay again and the bay
door closes to preserve the fighters stealthyness. The front of the weapons bay
doors are triangular shaped to preserve the FG-44’s stealth characteristics.
Purpose: Anti-Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 5, or all 1Ø per pilots attacks per melee.
Payload: 1Ø total.
Purpose: Anti-Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 5, or all 1Ø per pilots attacks per melee.
Payload: 2Ø per launcher (4Ø total)
Purpose: Anti-Armor/Bunker
Warhead Type: Equalt to Long Range Missile; Any type EXCEPT multi-warhead.
Rate of Fire: The pilot can drop any number of bombs in his payload; However, he only has ONE attack per melee in this mode.
Payload: 4Ø.
Primary Purpose: Offense/Dogfighting
Secondary Purpose: Force Field Disruption
M.D.: 1D6X1Ø per blast.
Rate of Fire: Per pilot’s attacks per melee.
Range: 4,ØØØ feet.
Payload: Unlimited. However, only ONE anti-force field blast per melee is possible.
Maximum Range: 1,ØØØ feet
Mega Damage: 4D6 each twin blast.
Rate of Fire: Per pilot’s attacks per melee.
Payload: Unlimited.
Missile Type: Any SRM.
Mega Damage and Range: Varies by missile type.
Rate of Fire: Any number of mini-missiles up to 25 per volley per pilots attacks per melee; Note: ONLY 5Ø are available at any given time, but used missiles are immedaitely replaced with another missile.
Payload: 15Ø total.71 Tronacator sniper gun.
Payload: 3 clips are normally carried on each fighter in intergral, leg-mounted recharging ports. Takes about 4 hours to recharge MOST types of e-clip. Chargers can be electrically isolated for non-energy based weapons.8. Wing Hardpoints: Four under wing hardpoints per wing can also carry a variety of weapons loads. However, each hardpoint reduces the stealth of the craft Ø5% (a total of 2Ø% when all 4 are used). A) PBC-7 Particle Beam Cannon: Adapted directly from the T’sentraedi Battle Pod PBC.
Range: Varies with missile types, mini-missiles only.
Mega Damage: Varies with mini-missile types.
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-missile.
B) External Bomb Load: An external bomb load is available to drop any combination of light or medium bombs.
Maximum Effective Range: Varies by altitude bombs are dropped at.
Mega Damage: Varies by bomb type.
Rate of Fire: One big volley of everything you’ve got.
Payload: 3 heavy, 6 medium, or 16 light bombs
C) Mini-Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the Mecha but are only carried on the wings. The Mecha normally carries missile pods for anti-personnel attacks and anti-missile defense. Normal missiles used are armor piercing, high explosive, or fragmentation mini-missiles.
Maximum Range: Varies with missile types.
Mega Damage: Varies with mini-missile types.
Rate of Fire: Each pod can fire one at a time or in volleys of 1, 2, 4, 6, 8, 12, or all 18 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 18 mini-missile.
D) Short Range Missile Pod: The most commonly requested armament, these missile are generally used as anti-aircraft defense. The AG-28 is, just simply put, a dogfighter. Also used to destroy helicopters and other aircraft In the air.
Maximum Range: Varies with missile types.
Mega Damage: Varies with missile type.
Rate of Fire: Each pod can fire one at a time or in volleys of 1, 2, 4, 6, or 8 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 8 short range missiles.
E) Medium Range Missile Pod: Normally used for anti-armor/anti-aircraft.
Maximum Range: Varies with missile types.
Mega Damage: Varies with mini-missile types.
Rate of Fire: Each pod can fire one at a time or in volleys of 2 or 3 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 3 medium range missile.
F) Long Range Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the Mecha but are only carried on the wings. The Mecha normally carries missile pods for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.
Maximum Range: Varies with missile types, mini-missiles only. Mega Damage: Varies with mini-missile types.
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-missile.
Effect: Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. M.D.C.: 5 Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles. Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes. Rate of Fire: 2 every melee. Payload: 16 Decoys each pod. Minimum Effective Distance: 2,91Ø feet. |
Combat Bonuses from F/AG-44 Raptor III Combat Elite:
2 additional attack per melee. One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot. +3 Initiative +3 Strike (aircraft only; +2 again using the GU-XX) +5 entangle/snare/grab, Parry, Dodge, and Roll +5 Dodge +2 Dodge against ground-launched anti-aircraft missiles (in addition to the +5 normal dodge) +2 Roll