TW-TBM-5M Avenger Techno-Wizard Attack Bomber:
The Avenger is the best known American torpedo bomber of the Second
World War. It served from the Battle of Midway, where virtually every Avenger
was shot down, to the end of the War. The aircraft was found to be adaptable
to a variety of different roles and able to be upgraded. The torpedo bomber
sunk a huge number of vessels during World War Two including the super
battleships Yamato and Musashi as well as several Japanese carriers. The
aircraft was flown by former president George Bush senior and his torpedo
bomber was shot down on September 2, 1944. The aircraft also served in
the Atlantic against U-Boats. After the end of the war, Avengers continued
flying with the U.S. Navy, primarily in anti-submarine role, Electronic
Counter-Measures (ECM) role, as missile platforms, and for training. As
well as serving in post war U.S. Navy, large numbers of Avengers found
roles with Canada, France, Japan, and the Netherlands, with some still
serving as late as 1960. Some of the torpedo bombers were converted to
civilian use as fire-fighters. Probably one of the biggest notoriety was
that five Avengers disappeared from radar and never heard from again while
flying through the Bermuda Triangle.
Most World War Two aircraft which have been converted by Techno-Wizards
have been the fighters including such fighters as the P-51 mustang and
F4U Corsair. Still, there was a perceived need for aircraft of other designs.
One of the first was the Kingfisher scout plane for ships which could not
operate aircraft which need a full flight deck. The Avenger, being one
of the best known non-fighter naval aircraft, was chosen for conversion
to a techno-wizard aircraft. In addition to a bomber version of the aircraft,
there were anti-submarine warfare and radar picket versions of the aircraft
developed. As the Avenger was a famous aircraft during the Second World
War, the aircraft could be found in museums and many books were written
about the Avenger. There were even a small number of still flying Avengers
before the coming of the Rifts. While no working versions of the torpedo
bomber have been found by Techno-Wizards, the aircraft was able to be accurately
reproduced from museum aircraft and various books about the aircraft. Many
consider that the same techno-wizards who developed the techno-wizard Kingfisher.
A number of these techno-wizard aircraft are operated from the ghost carrier
Lexington although several other units operate them as well.
The designers of the Avenger, unlike those who designed the Hellcat
and Corsair, did not follow a specific "Goal" with the enchantments. The
enchantments on the Hellcat are mostly based on fire enchantments while
the Corsair's enchantments are based on wind. This is not to state that
the Avenger does not carry enchantments though. One of the more unusual
enchantments on the Avenger is that the Propeller can be made to throw
off enchanted blades similar to the spell of "Spinning Blades." The enchantment
creates a circular fan of twelve blades which spin around the propeller.
These blades can be launched as an attack or can be used to defend the
Avenger. If used as an attack, the blade will disappear after use. If used
as defense, it can be used to parry both projectiles and energy blasts
although energy blasts are harder to parry.
The engine of the Avenger is conventional and use the reactor of a light
power armor for power. Performance of the bomber is increased by over forty
percent compared to the original World War Two version although the aircraft
is slower than most techno-wizard fighters. Top speed of the techno-wizard
attack bomber is around 380 mph. The conventional flight system is backed
up by a telekinetic flight system which allows the aircraft to fly over
ley lines with the engine actually off. The cockpit of the techno-wizard
Avenger has full life support for the three man crew and the electronic
of the techno-wizard bomber are modern post-rifts electronics. Included
in the electronics is a holographic plasma display which can be configured
to look like the old displays or configured to work like advanced display
systems. The techno-wizard Avenger is constructed from high strength composites
which enable it to withstand damage which would have been unimaginable
in an World War Two aircraft. No special enchantments were put on the material
which allows it to be repaired fairly cheaply. The bomber is protected
by an "Armor of Ithan" force field and the aircraft has a number of minor
techno-wizard additions including a magical chaff and flare system for
additional protection against missiles.
Weaponry of the original Avenger was one forward firing .30 caliber
machine-guns, one top mounted turret mounted .30 caliber machine-gun in
the rear of the canopy, and a .30 in a rear firing belly mount. In addition,
the bomber was designed to carry up to 2000 lbs pounds of bomb or torpedoes
in the bomb bay. Forward weaponry was later upgraded to two forward firing
heavier .50 Caliber machine-guns with the gun in the turret being replaced
by a .50 caliber machine-gun as well. In many cases, the belly mounted
weapon was removed from the aircraft. The provision for rocket packs were
also added to the aircraft 's wings. The techno-wizard version of the Avenger
replaces the .50 machine-guns with telekinetic machine-guns. The belly
mounted .30 caliber machine-gun position was deleted on the techno-wizard
version of the aircraft. The weapons have the advantage over other weapons
of effecting targets which are impervious to energy but have the disadvantage
of needing to be recharged periodically. The standard version of the bomber
retains the bomb bay although missiles are most commonly carried. Up to
four long range missiles can be carried or a mixture of lighter ordnance
can be carried in the bay. The aircraft can also carry ordnance on the
wings and the aircraft has two hard points on each wing. Common ordnance
carries is bombs, missiles, and rocket packs.
There are two variants on the techno-wizard Avenger. Both replace the
bomb bay with additional equipment. The radar picket version replaces the
bomb bay with a powerful radar system, advanced communication systems,
and powerful jamming systems. Due to the additional equipment, the aircraft
is extremely cramped. The anti-submarine warfare version replaces the bomb
bay with a magnetic anomaly detection system and storage for up to sixteen
sonar buoys. Anti-submarine weaponry is normally carried on the wings.
| Model Type: | TW-TBM-5M | Avenger Techno-Wizard Attack Bombers |
| TW-TBM-5S | Avenger Techno-Wizard Submarine Warfare Aircraft |
| TW-TBM-5W | Avenger Techno-Wizard Radar Picket Aircraft |
Class: Single Engine Techno-Wizard Attack Bomber
| Crew: | TW-TBM-5M | Three (Pilot, Turret Gunner, Bomber) |
| TW-TBM-5S | Four (Pilot, Turret Gunner, 2 Sensors operators) |
| TW-TBM-5W | Seven (Pilot, Turret Gunner, 4 Sensors operators) |
M.D.C. by Location:
| [1] Wings (2): | 160 each |
| [2] Elevators (2): | 80 each |
| [2] Rudder (1): | 80 |
| Cockpit: | 250 |
| Ball Turret (Rear of Cockpit) | 75 |
| Ordnance Bay: | 100 |
| Engine: | 120 |
| Propeller: | 60 |
| Landing Gear (2): | 10 each |
| [3] Main Body: | 360 |
| Magical Armor of Ithan Force Field (3 times per day): | 100 |
Notes:
[1] Destroying a Wing will cause the plane to crash.
[2] Destruction of the elevators or rudder will leave the plane uncontrollable
and pilot must eject to survive.
[3] 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.
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.
Flying: 380 mph (611.6 kph) with an altitude of 25,000 feet
(7,620 meters) using conventional propeller driven flight. 200 mph (320
kph) on Telekinetic flight system but aircraft must remain on a ley line
for flight system to operate.
Maximum Effective Range: The Avenger will overheat after twelve hours of operation
at above 300 mph (482.8 kph) on propeller driven flight. Effective unlimited
on Telekinetic flight system.
Statistical Data:
Height: 16 feet 5 inches (5.0 meters)
Wingspan: 52 feet 2 inches (15.9 meters) wings extended / 19
feet (5.8 meters) wings folded
Length: 40 feet (12.2 meters)
Weight: 10,400 pounds (4,717.4 kilograms) empty, 16,500 pounds
(7,484.3 kilograms) fully loaded
Power System: Dual Flight System, Fusion Reactor with five year
life-span and Telekinetic flight system for flight on ley lines.
Cargo: Minimal (Storage for small equipment), does not include
hard points or bomb bay. Ordnance bay, of emptied of ordnance can carry
up to 4,000 lbs (1,816 kg) of cargo.
Black Market Cost: TW-TBM-5M: 13.5 million credits, TW-TBM-5S:
17.5 million credits, TW-TBM-5W: 21.5 million credits
Weapon Systems:
- Forward TK Machine-Guns (2):
Fairly lightweight and mounted
in the wings. The weapons replace the single 30 caliber machine-gun carried
on the original Avenger. Both cannons can fire together and are normally
controlled from within the cockpit. It is enchanted by a series of spells
so the cannon acts as a more powerful version of the TK Machine-gun. This
increases the weapon's damage and instead of being reloaded, the cannon
must be recharged by the spell Telekinesis and 50 P.P.E. each once per
month. The cannon does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 6D6 each and 12D6 for both.
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
month whether the cannon have been used or not.
- Rear TK Machine-Gun (1):
Fairly lightweight and mounted in
a ball turret in the rear of the cockpit and is controlled by the rear
gunner. The weapon replaces the single 30 caliber machine-gun carried on
the original Avenger. It is enchanted by a series of spells so the cannon
acts as a more powerful version of the TK Machine-gun. This increases the
weapon's damage and instead of being reloaded, the cannon must be recharged
by the spell Telekinesis and 50 P.P.E. each once per month. The cannon
does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 6D6 per shot
Rate of Fire: Equal to the combined hand to hand attacks of
the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
month whether the cannon have been used or not.
- Internal Ordnance Bay:
The bomber has a large bay in the
main body that can carry a wide variety of different ordnance types. Ordnance
types include missiles or 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 missiles, 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. An equivalent number of torpedoes
or depth charges to the number of missiles and bombs may also be carried.
The Radar Picket version and the anti-submarine warfare versions of the
aircraft replace all ordnance in the bomb bay with special equipment.
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: Ordnance is dropped or fired one at a time or
in volleys of two to sixteen but must be the same size (light, medium,
or heavy) and style of ordnance (all missiles or bombs in a volley)
Payload: 16 short range missile or light bombs, 8 medium range
missiles or medium bombs, or 4 long range missile or heavy bomb. Ordnance
can be mixed and torpedoes and depth charges may be carried as well as
missiles and bombs.
- Wing Hard Points (4):
The T.W. Avenger can carry a variety
of ordnance on its hard points. The fighter has two hard points on each
wing for a total of four hard points. With the addition of sensor systems,
the aircraft can control missiles instead of just bombs and unguided rockets.
Mini-Missile pods are very popular. Torpedoes are also carried for use
against submarines. There is no provision for jamming pods or towed decoys.
- Bombs, Missiles, or Torpedoes:
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.
Maximum Effective Range: Varies by missile type for missile
and varies by altitude that bombs are dropped at (Go to
Revised bomb
and missile table).
tables for details). Torpedoes: 20 miles (32 km) for medium range
and 40 miles (64 km) for long range torpedoes.
Mega Damage: Varies by missile, torpedo (See Revised Rifts Torpedoes -
Medium or Long Range), or bomb type (Go to
Revised bomb
and missile table).
Rate of Fire: Missiles and Torpedoes can be fired 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: One Long Range Missile, Long Range Torpedo or Heavy
Bomb per Hard Point. Two Medium Range Missiles / Medium Range Torpedoes
/ Medium Bombs or four Short Range missiles / Light bombs can be substituted
for One Long Range Missile/Heavy Bomb.
- Mini-Missile Pod:
Large capacity mini-missile pod. The aircraft
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 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.
- Spinning Blade Propeller:
Sometimes called "Buzz Props",
the enchantment is a modified application of the Spinning Blades spell,
this system converts conventional propellor blades into powerful weapon
and defense. When activated, the twelve blades appear in a floating circle
ahead and slightly wider than the arc of the converted propeller. These
blades then spin like a demonic "buzz-saw", protecting the fighter against
incoming projectiles. The blades can also be launched offensively in any
direction at targets individually on in groups. When launched as a group,
the blades inflict double damage. Also, the volley of blades is impossible
to parry and can only be dodged.
Maximum Effective Range: Defensive: 60 feet (18.3 meters)
around aircraft, Offensive: 720 feet (219.5 meters)
Mega Damage: Individually inflict 1D6 per blade, when fired
as a group inflict 2D6 per blade (24D6 for the group when all 12 are launched)
Payload / Duration: 12 melee rounds per activation (cost 20
P.P.E. to activate)
Bonus: Blades have a +6 to parry missiles, rail gun rounds,
auto-cannon shells, and other projectiles aimed at the aircraft. Parrying
a missile will destroy the blade parrying the missile. The defense system
can also parry energy blasts but is only at +2 to parry.
- 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 Avenger has the following
Techno-Wizard Modifications built into the Fighter. These require P.P.E.
or I.S.P. from the pilot or observer.
Special Features:
Chameleon (6th Level) 6 PPE or 12 ISP
Impervious to Energy (6th level) 20 PPE or 40 ISP
Invisibility-Superior (6th Level) 20 PPE or 40 ISP
Special Equipment:
Standard:
The aircraft has all the standard features of a standard fighter (same
as standard robot minus loudspeaker and microphone) plus these special
features listed. The special equipment is a combination of both magic and
technology
- 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.
TW-TBM-5S:
- M.A.D. Gear: This is special equipment that has the ability to detect
metal objects. M.A.D. stands for Magnetic Anomaly Detector. This is very
effective at detecting submarines. Range: 2 miles (3.2 km) to either
side of aircraft.
TW-TBM-5W:
- Airborne Search Radar System: Radar system has a 360 degree coverage
and can track both airborne and surface targets. Radar system has a range
of 500 miles (805 km) and can track up to 600 targets simultaneously and
can perform intercepts to up to 60 targets simultaneously. The system replaces
all weapon systems and cargo capacity with electronic systems.
- ALQ-99 Jamming Suite: Copied from pre-rifts aircraft. The systems
creates a jamming field in a 30 mile (48.3 km) radius in all directions
around the Aircraft. The system cause all radar system to have a 75% reduction
in range. In addition, radar systems will have a -25% penalty to detect
all targets within their reduced range. Jamming also causes a -6 penalty
to all radar guided weapons within the area but some radar guided missiles
can home on jamming signals.
Combat Bonuses:
+1 to Strike with T.W. Machine-Guns and Mini-Missile Launchers.
+1 to dodge
+2 to dodge while traveling over 200 mph
[Golden Age Weaponsmiths is a trademark 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 © 2004, Kitsune. All rights reserved.