Help with my campaign idea—flying boat freedom fighters

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Altered Priest
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Help with my campaign idea—flying boat freedom fighters

Unread post by Altered Priest »

So, this is my first post here, and I haven’t cracked a Rifts book since 2013 or so. I’ve been playing Rifts on and off since ‘95, though, and I keep coming back. Recently, I started thinking about how neat it would be to have a group use a TW-modifier vintage flying boat (a WWII-era Consolidated Coronado, or a Martin PBM Mariner, souped up with MD armor, TW weapons, protections, and modifications). The PCs would be crew and adventurers, maybe the captain/owner after some levels of experience.

Some of the missions might include:
Transporting Tolkien refugees
Rescuing D-Bees, academics, etc from CS troops and flying them to safe havens
Smuggling
Pirate hunting
Privateering
Search & Rescue

I thought I’d base the group somewhere in/around the Manistique Imperium and the Great Lakes. Here’s where I’d need ideas. What allies/ports of call would be appropriate for a group that included Techno-Wizards and D-Bees? Some ideas—knowing that not all of these are immediately accessible via water.
Queenstown Harbor
Lazlo
New Lazlo
Black Market destinations around the lakes
I don’t know Rifts Earth all that well, so I’d be open to any suggestions.

As far as threats, I can think of many, especially to a flying boat (these flying patrol boats were slow, but sometimes well-armed).
Xiticix
Sea/lake monsters
CS patrols
Pirates
Northern Gun

So I’d be grateful for any suggestions, help, and/or critique. Thanks!

Exit: after some further reading on this board, I should clarify that the slow boat would have some escorts, which the PCs would participate in—Sky King cycles or flying power armor, for example.
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taalismn
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Re: Help with my campaign idea—flying boat freedom fighters

Unread post by taalismn »

Do you already have a Coronado or PBM Mariner?
Because I've posted updated versions of both. With TW upgrades. :D :wink:
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Re: Help with my campaign idea—flying boat freedom fighters

Unread post by Colonel_Tetsuya »

Northern Gun isnt likely to be an enemy. They have no particular beef with magic users. Due to their “alliance” with the CS (which applies to Maniatique, as well), they dont welcome them with open arms, but they dont shoot on sight or naything and anywhere outside of CS view (like if you encounter an NGMI patrol outside of town) they wont care one bit. They play at “disliking magic and Dbees” for the benefit of the CS observers, but as long as the PCs parked their boat out of view and rode/walked into town, theyre perfectly welcome at NG.
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Re: Help with my campaign idea—flying boat freedom fighters

Unread post by Altered Priest »

taalismn wrote:Do you already have a Coronado or PBM Mariner?
Because I've posted updated versions of both. With TW upgrades. :D :wink:


Where would I find these wondrous creations??
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Re: Help with my campaign idea—flying boat freedom fighters

Unread post by Warshield73 »

Altered Priest wrote:
taalismn wrote:Do you already have a Coronado or PBM Mariner?
Because I've posted updated versions of both. With TW upgrades. :D :wink:


Where would I find these wondrous creations??

I wouldn't mind seeing that myself.
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taalismn
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Re: Help with my campaign idea—flying boat freedom fighters

Unread post by taalismn »

Altered Priest wrote:[

Where would I find these wondrous creations??



They originally appeared in my Paladin Steel thread, along with a tentative Blackburn design and several American/Russian jet flying boat designs.

Here's a repost of the relevant designs, with a Short Sunderland and a Catalina thrown in for good measure.

The following are flying boat designs being adapted by Farnborough Avionics for coastal defense and trans-Channel/Atlantic commerce. The Short Sunderland is a native British design, the U.S. PB2Y-5 Coronado was supplied in small numbers to the Royal Navy, while the Mariner was used primarily by the USA.

Farnborough Avionics/Short Sunderland VI Flying Boat

“Think of it as a flying galleon, bringing the riches of the New World back to the Emerald Isles”

The Short Sunderland was Great Britain’s primary maritime patrol aircraft during World War Two. An immediate descendant of the grand ‘Empire’ flying boats that connected the British colonial empire, it was a stoutly constructed, four-engined flying boat with excellent range and endurance, good foul weather performance, and a good weapons payload of bombs and depth charges. It fairly bristled with machine guns for self-defense, and both German submarines and air patrols came to fear and respect the ‘Porcupine’ which could give as good as it got in combat, even when outnumbered. Equipped with surface scanning radar sets, Short Sunderlands were excellent sub-hunters, catching German U-Boats as they recharged their batteries on the surface, depth-charging them and forcing them to remain on the surface, then machinegunning them apart.
Small wonder then, that Farnborough Avionics chose to resurrect the Short Sunderland legend for a maritime patrol aircraft for coastal kingdoms.
The Sunderland VI is also important for Farnborough Avionics because until the introduction of the AirBritannia Heavy Lift Transport Aerodyne, the flying boat was FA’s primary locally-built transport means to their North American trade partners. Though slow and lumbering, the flying boats had the armor and armament to get across the North Atlantic, skirting Splugorth air space, to carry passengers and material to the factory-states of Greater New England, and bring specialists and technological treasure back in return.
Sales of the Sunderland have been very good, as coastal communities and kingdoms seek to defend their growing maritime trade with continental Europe, the rebounding fisheries, and coastal settlements from monsters, pirates, and slavers. Mercenary adventurers and maritime paramiltary groups are also investing in the design. It is anticipated that the Sunderland will become available for sale in North America before long.
Type: FA/S-Short Sunderland VI
Class: Maritime Patrol Flying Boat
Crew: 10, and can carry up to 25 passengers
MDC/Armor by Location
Main Body 380
Wings(2) 120 each
Engines(4) 100 each
Tail 150
Gun Turrets(4) 60 each
Height: 39 ft 6 in.
Width/Wingspan: 112 ft 9 in.
Length: 85 ft 3.5 in.
Weight: 37,000 lbs empty, 65,000 lbs fully loaded
Cargo: Can carry up to 2.2 tons of cargo.
Powerplant: Liquid Fuel ( 2,980 mile range), Electric(3,100 mile range) or Nuclear(Effectively Unlimited Range) TW magic-powered versions are also possible, but at extra expense.
Speed: 215 MPH maximum, max. altitude of 17,900 ft
Market Cost: 8 million credits for liquid fuel, 9 million credits for electric. 13 million for Nuclear or TW-Electric.
Systems/Features:
Standard Aircraft Features
Weapons Systems:
1) Heavy Machine Guns(10, 2 fixed forward, 2 in nose turret, 2 in dorsal turret, 4 in tail turret). These are typically either rail guns(acquired or copied Triax models are most popular) or TW weapons; the following weapons are the most common fitouts:
a) Railgun/Autocannon
Range: 4000 ft
Damage:1d6x10 MD per 40 rd burst
2d6x10 MD for a simultaneous double burst from two guns.
Rate of Fire:EGCHH. Can only fire bursts.
Payload:4,000 rds per gun(100 bursts)

b) TW TK Heavy Machine Guns
Range: 4,000 ft(double on a ley line)
Damage: 2d4 MD single shot, 3d6 MD short burst, 5d6 MD long burst, and 2d4x10 MD full melee burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited, but the powering spells must be renewed every six months

2) Ordnance Bay(internal)---The center body of the Sunderland holds an internal weapons bay which unloads out either side under the wings to launch brackets for quick release/deployment. The Sunderland can accommodate up to 5,000 lbs of ordnance(in the form of depth charges, bombs, or torpedoes). Takes 15 seconds(1 melee) to reload the wing racks from inside the aircraft.
Typical configurations are as follows:
a) Depth Charges---Can carry 16 depth charges, and drop up to 4 at a time.
b)Bombs---Equivalent to missile warheads, but DOUBLE the blast radius. Can carry the equivalent of 30 mini-missiles, 16 SRMs, 8 MRMS, or 4 LRMs.
c)Torpedoes(typically parachute-arrested)---Can carry 20 mini-torpedos, 10 light torpedos, 8 medium torpedos, OR 4 heavy torpedoes. Can only deploy 4 at a time(or two in the case of the heavy torpedos).


TW Features:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved airfields(or, in the case of the Sunderland, small stretches of open water) or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

Options:
*Lateral Beam Gun Positions(2)----Some purchasers elect to add a pair of additional gun positions; waist gunnery stations each mounting one weapon.
Cost: 4,000 credits, plus the cost of the mounted weapons

*Sonobouys-----Sonobouys were a more recent ASW innovation that came after the heyday of the Sunderland, but Paladin Steel has made the technology available to Farnborough Avionics to retrofit to the Sunderland, increasing its effectiveness as a sub-hunter.Sonubouys are small, expendable sensors deployed by air vehicles to set up temporary sensor nets.
The typical sonubouy resembles a cylinder 2-5 ft long, made of light plastics, that when deployed, floats upright while deploying an acoustic sensor and line from its lower end. The sonubouy can either use passive detection, or can use an active sonar pinger, to detect submerged targets. Sonubouys are battery powered, and typically have an active life of an hour or so, but typically drift out of position in 10-20 minutes, depending on currents, conditions, and drop pattern.
They report their information via a radio uplink(standard range 5-10 miles), and can report a sonar/accoustic contact, its strength, estimated range and heading(using a built-in compass to determine direction), and estimated speed. Consider the sonubouy to have a sonar range of 5 miles
Sonubouys are typically laid in a pattern, with multiple sonubouys allowing for the triangulation of a target. They are cheap, disposable, and virtually indetectable(their small size and plastic construction negate most forms of detection), making them extremely difficult to avoid and actively counteract. However, sonubouys are not as accurate as more sophisticated systems(hence, its a good idea to deploy many of them), and they are affected by currents, which can quickly break up a laid pattern. Recommended proccedure when using sonubouys is to lay them across the projected path of the target, or to lay them upstream/current of the target’s suspected location, so the pattern moves with the current. Sonubouys are best used when one is aware that something is there, but not exactly where it is; a pattern of sonubouys can help triangulate a target for more accurate firing solutions and weapons targetting(give guided weapons a +1 to strike an underwater target if using information patched in from a sonubouy network, or give sonar operators a +15% to detection and location rolls).
Once their batteries have given out, sonubouys self-destruct---a plug in the floatation chamber dissolves, and the whole apparatus sinks to the bottom, its electronics ruined.
PS’ DiFAR SSQ-400 series Sonobouys cost 100 credits apiece
The Sunderland can be fitted with a lateral launcher holding up to 20 sonubouys for 3,500 credits(‘bouys cost extra). Additional sonubouys can be hand-dropped through a floor chute or out the door.

*Magnetic Anomaly Detector---Another modern ASW technology that has been made available to retrofit older aircraft like the Sunderland.
Range: 3 miles, and has a 70% chance of detecting submerged vessels(-20%) for non-metallic objects, and no chance of detecting organics).
Cost: 120,000 credits


Paladin Steel-Farnborough Avionics Consolidated PBY-5 Catalina
(aka ‘Dumbo Cat’, ‘Black Cat’, ‘Pigboat’)

“This boat’s got serious history! When the Splugorth were sending the -Chain-Claw- raiding along the eastern coasts, it was a Catalina that sighted it! When the Horune attempted another Big Raid against Charter, it was a Catalina that ratted them out! When the GNE Marines were scouting the Amazon for pirates, they used Catalinas! These beauties may not be the fastest, or the toughest, or the most heavily armed, but there’s few boats more reliable or harder-working!”

This aircraft is actually a merging of three separate Catalina reconstruction programs; Farnborough Avionics’, New Boston Aviation’s, and Paladin Steel’s efforts to reproduce and improve upon an ancient aircraft that had impressed all three companies. A number of other companies had already begun producing their own versions, leading PS, NBA, and FA to ultimately consolidate their programs, sharing the best features of their respective design efforts and merging them into one production design base, then using that to produce variants.
The PBY Catalina is probably the best known and most readily recognized of the World War Two flying boats, having been used extensively by the USN, and supplied in substantial numbers to both the British and Russians under Lend-Lease. Its exposure in historical media of the time, accounts for so much information on it surviving to the post-Rits era, and it is little surprise that many retro-minded Technowizards have become infatuated with the aircraft, with its distinctive low-slung flattened fuselage, high-mounted upper wing, retractable wing-tip pontoons, and bulging waist blisters.
The version currently in production by Farnborough Avionics, Paladin Steel, and Paladin Steel West updates the design, utilizing tough, lightweight, and corrosion-proof composites to reinforce the hull, advanced Fly By Wire controls, updated avionics sensors, and advanced propulsion systems. More modern weapons systems update the Catalina’s modest attack and defense capabilities, and the availability of TechnoWizardry systems adds all new potentials. The observers in the forward and waist observation turrets will also frequently be equipped with more modern and advanced technological and TW sensor helmets and optical arrays for visual reconnaissance.
Since its (re)introduction, the new PBY Catalina has become, as hoped, quite popular with military and civilian/non-nationalist military forces. Large enough to carry good loads and small units of men long distance, but inexpensive and simple enough for small groups to buy and maintain, the Catalina is selling well in its first production runs. The GNE Coast Guard maintains a number for coastal patrol and SAR duties. A number have already appeared with Irregular units, adventurer groups, and brush pilots. It is becoming increasingly popular with aero-nomads.

Type: PS/NBA/FA/CA-PBY-5A ‘Catalina’
Class: Maritime Patrol Flying Boat
Crew: 7-8
MDC/Armor by Location
Main Body 300
Wings(2) 120 each
Engines(2) 90 each
Tail 100
Gun Turrets(5, nose, waist, dorsal, ventral-tail) 60 each

Height: 20 ft 2 in.
Width/Wingspan: 104 ft
Length: 63 ft 10 in.
Weight: 35,420 lbs
Cargo: 800 lbs of cargo
Powerplant: Liquid-Fuel(2,550 mile range), electric fuel-cell(3,600 mile range), TW-electric(3,600 mile range), TW-Air Eleminal(six month time between spell recharge), or Nuclear w/ 15 year energy life
Speed: (Flying) 180 MPH, maximum altitude of 14,700 ft
(Water) Can taxi along the surface at 10 MPH
Bonuses: (TW-Air Eleminal) The use of the Air Eleminal powerplant means that the aircraft has NO foul weather penalties for flying in windy conditions, nor does it suffer icing.
Market Cost: 680,000 credits for liquid fuel, 850,000 credits for electric, 2.4 million credits for TW electric, 4.5 million credits for TW-Eleminal, and 4.2 million credits for nuclear
Systems/Features:
Standard Aircraft Features(Radio, altimeter, compass, internal fire extinguishers, etc.), plus:
*Environmental System(Provides basic air conditioning, filtration, and 36 hours of recycling/closed air life support)
*Running Lights
*Radio: 200 mile range
*Radar----100 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Flotation Bags---Keeps the plane afloat for longer if it has to ditch in the water
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Wing Deicers
*Wingtip-Mounted Searchlight Pods. Effective searchlight range of 1 mile.

Weapons Systems:
1) Machine Gun Positions(3)----The PBY-5 mounts a nose turret, and two waist blister gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.
The PBY-5-FA variant typically mounts TW TK Heavy Machine Guns in these positions
The PBY-5-PS variant frequently mounts 30mm cannons and laser weaponry.
The PBY-5-PSW variant typically mounts a heavy KTH-65 32mm Assault Rail Gun in the nose position.

a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits

b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds

d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee

e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits

f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

2)Tail Blue-Green Pulse Laser(1)---Mounted in the rear ventral hatch just under the tail is a mini-ball turret holding a light pulse laser. Though not part of the original design(though some patrol PBYs mounted a light machine gun in the open hatch when in flight), post-Rifts engineers thought it a wise idea to have additional rearward protection. Also, because of the turret’s positioning, it can more effectively defend against enemies attempting to approach the aircraft when it is in the water and most vulnerable.
Range: 4,000 ft(2,000 ft underwater)
Damage: 3d6 MD single shot, 6d6 MD pulse burst
Rate of Fire: ECHH
Payload: Effectively Unlimited


3) (Optional) Underwing Stores---The Catalina can be fitted with two wing pylons that can carry a total of 4,500 lbs(so each pylon can hold 2,250 lbs) of external stores; typically depth charges, bombs, or rescue pods/life rafts.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Depth Charge(typical)
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius


Techno-Wizard Systems:
*Ley Line Flier---Can fly effectively indefinitely on a ley line.
*Levitation----A low-powered Levitation spell allows the aircraft to make STOL takeoffs and landings, especially important when using unimproved fields(or, in the case of the Catalina, small stretches of open water) or when heavily laden. Can also be used by ground crews to taxi and move landed aircraft for servicing and repair. 30 minutes per 5 PPE.
*Breath Without Air----Enables the aircraft to fly at high altitude without standard pressurization reinforcement----10 minutes per 10 PPE.
*TW Fire Control System----Supplements the regular fire extinguisher system, and is often more effective at controlling electrical and chemical fires. Costs 4 PPE per minute/activation.
*Forcefield---Provides 50 MDC per 10 PPE/20 ISP pumped into the system; lasts 10 minutes per 10 PPE/20 ISP.

Options:
*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 50,000 credits

*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*Mystical Stealth System----Renders the aircraft silent and invisible, even during the day. Great for evading detection, surveillance, and tailing, but the moment the aircraft takes any sort of aggressive maneuver, the stealth drops and the aircraft can be readily detected. Costs 20 PPE per 3 minutes of activation.
Cost: 3 million credits

*NIghtcloak System---Effective only at night, this system renders the aircraft virtually invisible in darkness; enemies are -6 to strike, -4 to dodge. Costs 10 PPE per 30 minutes.
Cost: 750,000 credits


Variants:
Even with the common design laid down, there are distinct differences between the three production lines for the Catalina, due to the regional availability of materials and technologies. However, given the common compatibility of parts and modular nature of most of the systems, it is very easy to upgrade one variant to another and back, so much so that even production line workers intimately familiar with the aircraft often can’t tell the difference between post-production regional ‘overfits’.

*Variant F(PBY-5-FA) is the standard TW-enhanced version described above, and produced by Farnborough Avionics.

*Variant P(PBY-5-PS) is the mainstream Paladin Steel version, and carries slightly more armor(400 MDC), an additional remote control gun turret atop the main wing, and slightly better avionics. Additional sensors include integrated radar detection and improved communications gear.

*Variant W(PBY-5-PSW) is the most radical of the variants, and is produced by Paladin Steel West. Owing to that branch’s slow startup of its Techno-Wizardry lines, those systems are not standard on early PSW produced models(can be added later, post-production, at cost to the buyer). Instead, the PBY-5-PSW mounts a 200 MDC forcefield generator, and replaces the main wing with a MAW(Mission Adaptive Wing) that can deform to enhance flight performance...most radically in assuming a ‘drooped fold’ posture for STOL and WIG(wing in ground) cruise mode, as well as a swept-back position for high speed flight. The higher speed is made possible by the replacement of the twin prop engines with hybrid turboprop-jet propulsion units. When higher speed is needed, the wings swing back, the variable-pitch propellers rotate and lock in optimal position, and the trailing end of the engine nacelles scissor open to reveal the jet venturis. Thus configured, the PBY-5-PSW can hit sustained speeds of 480 MPH.






Paladin Steel/Farnborough Avionics PBM-5/0 Mariner
(aka ‘Frog’)

“The GNEN keeps up layered air patrols over the Atlantic, looking for raiders from Atlantis or Horune pirates---not everybody on that side of the Line respects the Grand Banks Treaty, and the Splugs have been known to test it. The Mariner’s not the aircraft of choice to be flying if the Splugs make a move in force, but it’s a good aircraft to have for lifeguard duty....fishermen and merchantmen who get out too far and get into trouble mostly, but there’s still a steady stream of escaping slaves from Atlantis, even with the crackdowns we hear are going on over there. We still get refugees floating over in waterever watercraft they can steal or build. They’re desperate, throwing themselves into the sea, which is arguably just as dangerous as staying on land, but if they’re tough and lucky enough to make it across the Line we try to spot ‘em and assist them the rest of the way to safety and the Immigration teams. Zip over, do an evaluation to make sure they’re not a trap, fly down, snap them up, and get off and moving again before the local sharks start circling in to get a double-helping.”
-Naval Airman Pasque Nobenen, Greater New England Navy.

“Have we ever considered resurrecting a more modern flying boat? Like say the Martin Marlin or the Shinmaywa designs I read about from the archive data? They were supposed to be faster and have more payload.”
“Yes, but they carry less defensive armament. We want speed? We got the jet-boats. For slower duties, we want plenty of all-around weapons turrets. The older designs fit the bill. Hence, these birds. Personally, I LIKE having gun coverage in my blind spots. ”
-Overheard on a PBM-5/0 patrol flight out of New Seattle.

“The Froggy’s a real flying caravaner; we use them to make cargo runs to the smaller island destinations that a land plane can’t set down on. They’re armored and armed well enough to be able to take care of themselves if they get into trouble at those locations too---most of the time.”
-Chelco Robinson, Chel Co. Maritime Freight

The Mariner was another WW2-era United States Navy flying boat that was just as important to the war effort as the PBY Catalina, but was one of a number of aircraft that just didn’t enjoy the same degree of press coverage.
Paladin Steel and Farnborough Avionics have seen fit to resurrect the PBM-5 as part of their cross-oceanic trade alliance and commerce initiative. Their jointly-produced PBM-5/0 uses modern megadamage materials to provide a lighter weight, tougher structure and modest armored protection, modern avionics, redundant systems for reliable operations even when taking damage, and upgraded powerplants. The dorsally-mounted radar has been upgraded with more modern AWACS-grade Golden Age electronics; long range sensors are imperative for navigation and danger avoidance on the extremely dangerous flights over the oceans of Rifts Earth.
The major criticism of the design is that it is slow and lacks missile armaments, making it easy prey for faster-moving opponents with longer-ranged weapons. Thus, Mariners typically work in mutually-supporting squadrons, or with the escort of faster fighters and flying power armors.
Both Paladin Steel/GNE and FA and its affiliated British kingdoms operate the PBM-5/0 as coastal patrol craft, maritime reconnaisance craft, long range transports, and weather craft. A number have also been sold to various private concerns, including paramilitary groups and adventuring parties.

Type: PS/FA-PBM-5/0 ‘Mariner’
Class: Maritime Reconnaissance Flying Boat
Crew: 7-8
MDC/Armor by Location
Main Body 400
Wings(2) 120 each
Engines(2) 90 each
Tail 190
Sensor Dome 75
Gun Turrets(5) 60 each

Height: 27 ft, 6 in.
Width/Wingspan: 118 ft
Length: 79 ft, 9 in.
Weight: 33,175 lbs empty, 58,000 lbs fully loaded
Cargo: Can carry up to 2,000 lbs internally, plus an additional 4,000 lbs in the weapons bays(if not carrying ordnance)
Powerplant: Liquid-Fuel (2,250 mile range), TW-electric(2,350 mile range), or Nuclear w/ 20 year energy life
Speed: (Flying)196 MPH at sea level, 211 MPH at 16,100 ft
Typically cruises at 127 MPH at 1,500 ft
Max altitude ceiling: 19,800 ft
(Water) Can taxi along the surface at 10 MPH
Market Cost: 750,000 credits for liquid fuel, 850,000 credits for electric, 2.4 million credits for TW electric, and 4.2 million credits for nuclear

Systems/Features:
Standard Aircraft Systems, plus:
*Radio: 200 mile range
*Radar----80 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging, and the forward bomb-sight has a similar LIDAR system for accurately planting bombs(+1 to strike)
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Ejection Seats---All crew stations have emergency ejection apparatus.
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range.

*PPE Sensors------A TW development of the SNARLS PPE Scanner, this system consists of a series of advanced Technowizardry scanner systems(TW optic mounts, static crystal PPE meters, and whatnot) feeding into a central computer system with special TW-derived interface program algorithms. The system is designed to detect incoming magical/paranormal attacks and alert the crew to them(hopefully in time to allow them to take defensive measures). PS hopes to upgrade the system to allow for over-the-horizon and remote-viewing advanced early warning capabilities.
Effective Range: 9,000 ft radius of detection.

Weapons Systems:
1)Machine Gun Positions(5; 1x2 in nose, dorsal, and tail positions, 1x1 in each amidships beam positions)----The PBM5 mounts a nose turret, dorsal turret, tail turret, and and two optional waist gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.

a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Weight: 35 lbs
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits

b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds

d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee

e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits

f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits

2)(Optional) Underwing Stores---The Mariner can carry up to 4,000 lbs of ordnance(bombs, depth charges, and torpedoes) that are carried in two weapons bays under and behind the engine nacelles.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Depth Charge/Mine(typical)---200-500 lbs
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

*Mini-Torpedoes-----10-40 lbs
*Short Range Torpedoes------200-400 lbs
*Medium Range Torpedoes-----700-2,000 lbs


Options:
*Reinforced Crew Compartment---Though not standard, additional armoring and environmental protection can be installed around the cockpit and crew areas as an ‘internal shelter’. This modification affords 100 MDC of protection and life support good for 72 hours. Cost: 150,000 credits.

*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 60,000 credits

*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes. The flying boats use these thrusters to ‘hot start’ and make faster and shorter takeoffs from water, especially when fully loaded).
Speed: Adds 100 MPH to an existing flight system, for 1d4 minutes, and can shorten a take-off run by 75%. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits


Paladin-Steel/Farnborough Avionics Consolidated PB2Y-5 Coronado
(Aka ‘Coro’, ‘Cor-nado’)

“The Correy’s big enough for long range exploration work, and it has the endurance, especially with the fusion engines, to stay in the air for quite a haul. It also has the carrying capacity for a full navigation and survey team, field scientists and a security contingent for comprehensive scouting. Amazing that we’re exploring extraterrestrial worlds through the Rifts using a design that essentially dates back to the old 1940’s pre-Rifts, but the design’s solid and it works just fine!”

“Godsdamn, but that gulper almost got us! Just as we were taxiing out over into deep water, like that damn fish was WAITING for us! And I thought you were joking about keeping a depth charge aboard for ‘just in case’!”

A larger flying boat/patrol bomber manufactured in limited numbers by Farnborough Avionics, the Coronado is larger and has more cargo capacity than either the Sunderland or the Catalina, but hasn’t enjoyed nearly the same popularity as those aircraft. Yet over 200 aircraft of the type were produced during World War 2.
The PB2Y-5 is a stocky, thick-winged, four-engined flying boat with a deep hull, pugnacious-looking profile, and split tail. Multiple gun turrets provide all-around defensive fire, though the Coronado is not appropriate for front line combat. It is modestly armored in corrosion-proofed composites and megadamage alloys.
Paladin Steel and Farnborough Avionics have collaborated to make a modern update of the Coronada with an eye towards using it as a mid- to long-range transoceanic medium cargo transport with maritime patrol applications, especially for smaller mercenary-adventurer outfits and kingdoms without a lot of money to spend.
Like the Mariner, the Coronado suffers from the criticism of being slow and lacking in longer-ranged missile armaments(though PS has been experimenting with fitting both types to fire anti-shipping missiles like the Harpoon II). This makes them attractive targets for faster jet and contra-gravity fighters and aerodynes with AAMs.

Type: PS/FA-PB2Y-50 Coronado
Class:Maritime Patrol Flying Boat
Crew: 10+25 passengers
MDC/Armor by Location
Main Body 490
Dorsal Radome 75
Gun Turrets(3) 60 each
Wings(2) 145 each
Engines(4) 90 each
Tail 200

Height: 27 ft 7 in.
Width/Wingspan: 115 ft
Length: 79 ft 3 in.
Weight:40,935 lbs empty, 68,000 lbs fully loaded
Cargo: Can carry up to 11,975 lbs internally(if not carrying ordnance)
Powerplant:Liquid-Fuel(2,550 mile range), electric fuel-cell(3,600 mile range), TW-electric(3,600 mile range), , or Nuclear w/ 20 year energy life
Speed:(Flying) 213 MPH, maximum altitude of 20,100 ft.
(Water) Can taxi along the surface at 10 MPH
Market Cost: 850,000 million credits for liquid fuel, 950,000 credits for electric, 2.9 million credits for TW electric, and 5.2 million credits for nuclear

Systems/Features:
Standard Aircraft Systems, plus:
*Radio: 200 mile range
*Radar----80 mile range
*Laser Targeting----All turret-mounted weapons have a +1 to strike, thanks to independent laser ranging, and the forward bomb-sight has a similar LIDAR system for accurately planting bombs(+1 to strike)
*Head-Up Displays----All crew stations feature Jet Age-style Head Up Displays, especially important for displaying mission data during night operations(special tinting on the armor-plex prevents the HUDs’ glow from being visible from outside the aircraft).
*Ejection Seats---All crew stations have emergency ejection apparatus.
*Emergency Flotation Bags(deploy in water crash landings, and support the aircraft)
*Look-Down Radar----Downward scanning search radar with computer filtration for screening out wave returns, for scanning the ocean surface for vessels. 25 mile range.

Weapons Systems:
1)Machine Gun Positions(3)----The PB2Y mounts a nose turret, dorsal turret, tail turret, and and two optional waist gun positions. Originally meant to carry a mix of 0.3 and 0.5 inch machine guns, modern rifts weapons have since replaced the earlier slug-throwers.

a) 50 Caliber Machine Gun---The old reliable ‘Fifty’, modified to fire new ammo types. An oldie, but still a goody.
Range: 6,000 ft
Damage: (SDC) 1d6x10 SDC single shot, 1d6 x100 SDC(1d6 MD) per 10 rd burst.
(Ramjets) 1d4 MD single shot, 1d4x10 MD per 10 rd burst.
(High Explosive)3d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 2d6 MD per rd, 2d6x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard
Payload: 500 rd box magazine
Cost: 8,000 credits

b) TK Heavy Machine Guns
Range: 4,000 ft(double on ley lines)
Damage: 2d4 MD single shot, 3d6 MD short(5 shot) burst, 5d6 MD long (10 shot) burst, 2d6x10 MD full melee (50 shot) burst. Damage x2 for the synchronized fire from the 3 turret mounts)
Rate of Fire: EGCHH
Payload: Effectively Unlimited; powering spells must be recast every six months. 200 shot ‘back-up’ PPE clip
Cost: 600,000 credits

c) KTH-65 32mm Assault Rail Gun---A weapon licensed from California-based Keratech Industries, and prized by PS engineers for its range, reliability, and firepower.
Mega-Damage: Varies by shell type
Shell Types:
APFS-DU (Armor Piercing Fin Stabilized, Depleted Uranium) - 5D6x10 MD , no blast radius
HESH (High Explosive Squash Head) - 5D6 MD plus 5D6 SDC to the person(s) inside the object.
HE (High Explosive) 1D6x10 MD to a 5 (16 ft) radius
HEG (High Explosive, Guided) - 2D6x10 MD to a 2m (7 ft) radius
Rate of Fire: single shots
Maximum Effective Range: 1600m (1 mile) in atmosphere
Payload: 100 rds

d) OCSW-2-30mm Machine Gun---Trades firepower for range
Range: (Effective Range)2,000 meters (6,000 ft)
(Maximum Range)(-3 to strike)3,600 meters
Damage:
(MD)(Fragmentation)1d6 MD to 7 ft radius
4d6 MD per 5 rd burst, 10 ft blast radius
2d4 x10 per 10 rd burst, 14 ft blast radius
4d6x10 per 60 rd burst! 22 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(High Explosive) 3d6 MD single shot, 5 ft blast radius
1d4x10 per 5 rd burst, 8 ft blast radius
2d4 x10 per 10 rd burst, 12 ft blast radius
5d6x10 per 60 rd burst! 20 ft blast radius(takes ALL attacks that melee and is -2 to strike)
(Armor Piercing)4d6 MD single shot, no blast radius
2d4x10 per 5 rd burst, 1 ft blast radius
3d4 x10 per 10 rd burst, 2 ft blast radius
6d6x10 per 60 rd burst!, 3 ft blast radius(takes ALL attacks that melee and is -2 to strike)
*Note that beyond the accurate range of 6,000 ft, AP rounds lose some of their effective penetrating power due to diminishing velocity; reduce damage by 20%

HESH (High Explosive Squash Head) - Designed to ‘spald’ off armor on the interior of power armors and vehicles. Composite ‘chobham’(layered armor and nylon mesh) armor reduces this internal damage by HALF, by holding the armor together.
HESH rounds do NOT have a blast radius.
3D6 MD plus 4D6 SDC to the person(s) inside the object.
1d4x10 per 5 rd burst,4 ft blast radius----plus 4D6+2 SDC to the person(s) inside the object
2d4 x10 per 10 rd burst, 6 ft blast radius----plus 5d6 SDC to the person(s) inside the object
5d6x10 per 60 rd burst! 10 ft blast radius----plus 1d4x10 SDC to the person(s) inside the object(takes ALL attacks that melee and is -2 to strike)

(Plasma)---Modified Naruni plasma cartridge warhead
1d4x10 MD single shot, 6 ft blast radius
3d4x10 per 5 rd burst, 15 ft blast radius
(Larger bursts are not possible with the Plasma ammunition)
Rate of Fire: Rated at 260 Rounds per minute...Can fire single shot, or in bursts of 3-60 rounds per melee

e) Pulse Laser Gun
Range: 4,000 ft
Damage: 3d6 MD single shot, 6d6 MD short burst, 1d6x10 MD medium burst( 20 shots, 2 attacks), 2d6x10 MD long burst(40 shots, 2 attacks), 4d6x10 MD full magazine burst(80 shots, no bonuses to strike...does 3d6 MD to 4d4 targets if in a spray attack).
Rate of Fire: Standard
Payload: 25 shots from the standard e-clip in the forward holder, 70 shots from a regenerating canister e-clip. Regenerates 5 shots per hour, and can self-renew four times before needing to be overhauled. E-clip adaptors allow the Blazer to use conventional e-clips and CS canisters in a pinch. Effectively Unlimited linked to a nuclear powerplant.
Special Features:
*Top Rail for Scopes/Sights(a Telescopic Sight w/ Laser Targeting...+1 to strike...is
*Power-link Capability---This gives the Blazer the ability to be hooked up to a vehicle power supply or backpack battery(including Free Quebec models---in this case, the more efficient power systems actually give the Blazer 130 shots from the normally 120-shot FQ power units).
Cost: 78,000 credits

f) PS-MMLR-14 Mini-Missile Launcher ---One of Paladin Steel’s minor triumphs of reverse-engineering has been the knockoff of the Coalition’s CCT-M20 Missile Rifle,complete down to the light laser, but modified to take advantage of PS’s advancements in lighter weight composites and ceramics. Has the advantage of having a light laser for additional firepower. Can be mounted singly or in two-gun mounts.
Range:(Mini-Missiles) Varies by Missile Type(usually about 1 mile)
(Laser) 2,000 ft
Damage:(Mini-Missiles)Varies by Missile Type
(Laser) 2d6 MD per blast
Rate of Fire:(Mini-Missiles) Volleys of 1, 2, or 4
(Laser) ECHH
Payload:(Mini-Missiles)20 per launcher(10 per launch tube)
(Laser) Effectively Unlimited attached to an external generator, or 20 shots per standard E-clip/30 per long E-clip as backup.
Cost: 36,000 credits per launcher

g)L-Ion Cannon--A lightweight weapon derived from the ‘Beach Stormer’ power armor rifle. It does more damage, but more importantly, is small enough to be mounted as a light weapon.
Range: 4,000 ft
Damage: 1d6x10+10 MD per blast
Rate of Fire: EGCHH
Payload: 200 shot battery. Effectively unlimited if attached to a nuclear powerplant.
Cost: 230,000 credits


2)(Optional) Underwing Stores---The Coronado can carry up to 11,975 lbs of ordnance(bombs, depth charges, and torpedoes) that are carried internally, then swung out onto underwing drop racks for deployment.
*250-lb Bomb----2d4x10 MD to 50 ft blast radius
*500-lb Bomb----4d4x10 MD to 60 ft blast radius
*750-lb Bomb----4d6x10 MD to 65 ft blast radius
*1,000-lb Bomb----1d4x100 MD to 70 ft blast radius
*1,650 lb bomb(1d6x100 MD to 75 ft blast radius)
*2,000-lb Bomb----2d4x100 MD to 80 ft blast radius

*Depth Charge/Mine(typical)---200-500 lbs
Range: Can be set for down to 2 miles deep
Damage: 2d4x10 MD to 100 ft radius, and 4d6 MD to an additional 30 ft radius

*Mini-Torpedoes-----10-40 lbs
*Short Range Torpedoes------200-400 lbs
*Medium Range Torpedoes-----700-2,000 lbs
*Heavy Torpedoes---4,000 lbs

Options:
*Reinforced Crew Compartment---Though not standard, additional armoring and environmental protection can be installed around the cockpit and crew areas as an ‘internal shelter’. This modification affords 100 MDC of protection and life support good for 72 hours. Cost: 150,000 credits.

*Solar Wing---The dorsal surface of the high-wing can be fitted with solar panels, and the powerplants supplanted/complemented with a Super-Solar Power System. Switching over to the electric power system drops maximum speed to 155 MPH, Flying in broad daylight, mostly unobstructed sunlight gives the batteries an 8-hour charge; cloudy and overcast days cut available power to three hours.
Cost: 75,000 credits

*Flare/Chaff Launchers(1-2)---Mounted on the wings. Can be used also for area illumination.
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 6,000 credits for the launcher, 60 credits per chaff bundle

*JATO--- Applicable to nuclear and conventionally powered vehicles. This is essentially a Power Booster(nitrous oxide injection system, improved power delivery system, rocket booster, overcharger), and a tuned-up engine to attain higher performance, if only for a few minutes. The flying boats use these thrusters to ‘hot start’ and make faster and shorter takeoffs from water, especially when fully loaded).
Speed: Adds 100 MPH to an existing flight system, for 1d4 minutes, and can shorten a take-off run by 75%. Cannot be re-engaged for another 2d6 minutes after that(recharge period, cool-down, etc.).
Cost: 200,000 credits
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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