US Air Force Flag.
Terran American Empire Air Force.
F/A-22 Raptor
Stealth Fighter.
US Air Force Flag.
Terran American Empire Air Force.
The US Air Force needed a next-generation air-supremacy fighter aircraft a few years before the start of the hositities caused by the Freedom Space Station (the period known as the Global
F/A-22 RAPTOR STEALTH FIGHTER.
F/A-22 Raptor Stealth Fighter.
Civil War) capable of dogfighting, light surveillance, and, if necessary, to prosecute a first-strike capability against America's enemies. Development was completed just a few months before the end of those hostilities; The F/A-22 Raptor is the result, and though it's advent came too late to have a real effect on THAT conflict, they nevertheless developed an EXCELLENT system, more than equal to the challenge presented even by the best any enemy could ever do. During the Malcontent Uprisings and the Robotech Masters Incursion periods proved the Raptor to be a highly effective fighting platform; More so that the machines developed by and for the ASC (no surprise, with the corruption and nepotism/cronyism in the ASC's highest echelons). FA-22's piloted by peripheral members, including Isræl, Pakistan (after the final push to uproot and crush the various anti-unificationist factions), and several other states showed GREAT success with the planes, with not a single plane lost to enemy action (although some were damaged). This is not due to lack of opportunity, either; Over the course of a 7-day period, Factions of Tiresian Forces tried to make a concerted push into India/Pakistan; Indian Aero-Space Forces, using Russian supplied MiGs, were completely overwhelmed. Pakistani forces, using FA-18's and FA-22's (and secretly supported by Isræl) completely repulsed their incursion. Another attempted incursion in Isræl met the same fate.
A feature developed SPECIFICALLY for the F/A-22 is the Chameleon Visible Wavelength Observation Limiting System: Hexagonal pleizio-ceramic tiles mounted to the skin of the craft can be darkened or lightened as necessary to render the craft, for all intents and purposes, invisible. The further away the viewer is to the craft, the greater the distortion, making it harder and harder to see. At a range of only a half mile the craft becomes effectively invisible. The system only produces white light; Though coloring the lights IS possible (it's not even an upgrade, it's already possible as-is), in practical use it proved to enhance to planes profile, making it easier to see, rather than harder, especially from differing angles. Though this feature has been copied EXTENSIVELY in other platforms (even the US and later UGC's enemies), it remains in-service because quite frankly IT WORKS (Note that ships do use the color variation system, typically to mark the ship as UGC and to indicate port, starboard, dorsal, and ventral aspects.)
The IPA adopted the F/A-22 for the Terran Robotech Defense Forces (not yet identified as the Terran Defense Authority), but later took them on themselves as a support of Guardian/Veritech squadrons as scouts, sector security, and etc. for the Robotech Expeditionary Forces. Though the US Congress superseded the F/A-22 with the F-35 "Joint Services Strike Fighter," the costs of the F-35 and the complexities in trying to co-develop one platform for 3 fundamentally different services (only the Air Force, Navy, and Marine Corps were to deploy the craft) made it cost-prohibitive, especially for the RDF/REF (to the surprise of many, the budget of the REF during the Pioneer Mission is only roughly equal to the NATO Alliance/Internationalist during the Global Civil War). The advent of grav pod technology (obtained during the War with the Atorian Empire) made the VTOL characterizes of the F-35 redundant, and the fuel efficiency of the F/A-22 made it that much more desirable besides.
The presence of the twin JES-12 Hydro-Cell Liquid Rocket Engines should NOT be confused with a space fighter; The rocket engines are actually dual-phase engines. This means they can take air form the outside environment, extending range. Operating solely on the internal air supply gives the fighter only a few hours of burn time. However, with the Charonina-7 Re-entry Kit, the fighter can be launched from spacecraft.
The fighter is equipped with an internal weapons bay; It is intended as the general use bay, but in the event that additional ordinance is necessitated, the wings can carry a weapons load. This does, however, adversely effect the stealth characteristics.
Name: F/A-22 Raptor Stealth Fighter.
Model Type: Surveillance, Attack, Fighter (Stealth).
Class: F/A-22.
Crew: One.
Passengers: None.
MDC By Location:
Main Internal Ordnance Bay-
Secondary Internal Ordnance Bay-
Wings (2)-
Ailerons (2)-
60
30
60 each
50 each
Rudders (2)-
Cockpit-
Engines (2)-
Fuslage-
50 each
100
200
200
Note: Usual conditions apply.

Speed and Statistical Data:

In The Air: Mach 5.
Range In The Air: 10,000 miles. Can be refueled in the air.
In Space: Mach 2.5.
Range In Space: 3 hours max.
On The Ground: 10 MPH.
Range On The Ground: 10 miles max.
Length: 62 feet 1 inches.
Wingspan: 44 feet 6 inches.
Height: 16 feet 5 inches.
Weight: 30 tons (60,000 pounds).
Cargo: Only the pilot's emergence supplies can be carried.
Power System: Twin Dual-Phase Aeration JES-12 Hydro-Cell Scramjet Engines (exactly like those used on the F/A-18 and -18a).
Flight Systems:
Primary: Normal Aero-Foil effect and Hydro-Cell Jets.
Secondary: Grav Pods (mostly for VTOL flight).
Cost and Availability: 250,000credit; Every 3 months 200 become available.
Black Market Cost and Availability:Between 2 and 10 millioncredit, depending on buyer and seller for an equivalent system; Rare.

Weapons Systems:
1. L-02 Rail launcher: This rail launcher was installed to give the pilot a dog-fighting ability. The LIMA-02 (said "LEE-MA zero too") is fed from a 1,200-round magazine in the plane. This system is effective both in a low-altitude air defense role, and in a ground-attack role. Designed for Micro-Missiles.
Purpose: Heavy Assault.
Damage and Range: Varies by type used.
Rate Of Fire: Per gunner's attacks per melee.
Payload: 1,200 micro-missiles.
Bonus: Either quadruples the normal range of the missile OR triples it and adds +3 to strike.

2. MRM Launchers (2): Where the air intakes USED to be are now a pair of MRM launchers (they still take in the air, but greater efficiency means the missile launchers can be there as well, the dual phase cover drops down to protect the powerplant).
Purpose: Anti-Ship/Aircraft.
M.D. and Range: Varies by type used.
Rate of Fire: Volleys of 1, 5, or 10 per pilots attacks per melee.
Payload: Each launcher has 2 stacks of 4 each, for a total of 16.

3. Internal SRM Launchers (2): The aircraft carries S.R.M.'s in internal launcher racks for defensive anti-missile purposes.
Primary Purpose: Anti-LRM.
Secondary Purpose: Anti-Aircraft.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, or 4 times pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 12 per each of 4 launchers (48 total).
5. Wing Mounted Weapons Systems: The Raptor can carry up to 4 pods, but loses 25% of it's stealth characteristic per pod.
A) Type M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets.
Purpose: Heavy Assault.
M.D.: Each rocket does 2D6 M.D.
Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee.
Range: 12,000'.
Payload: 96 per pod. Up to 6 pods can be carried.
B) External MRM launchers (8): Mainly for shooting down hostile aircraft, though are excellent for shooting down MRM's and LRM's.
Primary Purpose: Anti-Aircraft.
Secondary Purpose: Anti-LRM.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, or 4 per pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 32 (4 per launcher, 6 pods per wing).
C) M-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod used on other aircraft. In this case, however, it is used as a fuel pod to double the normal range of the craft. This pod does NOT affect stealth characteristic.
D) A-11/a Anti-Radiation Pod: A radar and other detection system jammer; Like the M-12 Fuel Pod, this pod does NOT affect stealth characteristic.
E) A-11/v Radiation Detector Pod: This pod passively detects various types of radiation, most importantly radio signals (for eavesdropping). The A-11/v does NOT affect stealth characteristic.
F) C-441 Canister Pod: Basically a hollowed out version of the M-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ⅛ᵗʰ of an inch of the intended target.
Features:
  • Stealth: Gives the aircraft the radar cross-section equivalent to that of a hummingbird, hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1,500' apogee), 100' of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 10 gallons.
  • Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum Effective Distance: 2,910 feet.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¨ú (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR./SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • AJP: Active Jamming Pod. 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. The jamming pod is only mounted inside the port taileron.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    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 nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.

    Combat Bonuses from Raptor Combat Elite:
  • 3 additional attack per melee.
  • One additional Attack Per melee at levels 6, 12, and 15 with any additional bonuses for the pilot.
  • +6 Initiative.
  • +6 Strike.
  • +6 Roll.
  • +7 Dodge.