Golden Age Weaponsmiths C-130 Hercules:

The C-130 was one of the longest flying aircraft before the coming of the Rifts. This cargo aircraft, developed in the Nineteen-Fifties, flew for the United States Military for eight decades before being retired and it outlasted many of the aircraft which were originally designed to replace it. In addition to the United States, a large number of other nations flew the transport including Canada. In addition, there was a civilian version known as the L-100. When the U.S. Military versions were retired, a number were stripped of military hardware and sold to civilian interests. It was operated even up to the coming of the Rifts by some nations and by Civilian groups.

Because of the large number of aircraft produced, the simple law of averages meant that a surprisingly large number of them survived. In the post Rift's world, the C-130 has many advantages over many other designs. It is designed to operate in quite primitive conditions including dirt runways. It is also extremely easy to repair and forgiving about lack of maintenance. As a result, the aircraft is extremely popular. Whenever a cache of these aircraft have been found, Golden Age Weaponsmiths has sold them almost as soon as they are refitted. Most of these aircraft have been sold to smaller governments and independent groups but a number are actually operated by the Coalition States and by Free Quebec.

The C-130 is refitted in a similar manner to their other aircraft. The avionics are replaced by new systems where needed although most of the old systems are retained. The biggest upgrade is the addition of high strength alloys and composites which allows the aircraft to survive in the dangerous post Rifts World. Still, the aircraft is not as strong as new designs and many of the internal components are still original and extremely vulnerable.

The aircraft is so popular that Golden Age Weaponsmiths has begun planning the manufacture of these aircraft. It will be some time before they are able to completely retool a factory to produce them. In some cases, there have been problems adapting systems and plans are several months behind schedule. It is hoped that they will be able to begin production withing six to nine months. The new version will be quite a bit stronger than the rebuilt aircraft although still a conventional aircraft. There have been some recent problems between Golden Age Weaponsmiths and Paladin Steel due to the later company already producing an aircraft based on the C-130.

The standard version has the ability to carry up to around 20 tons of cargo. The aircraft can instead carry ninety-two passengers or sixty-four paratroopers. About seventy-four litters can be carried for medical evacuation. Cargo might also include a pair of relatively light vehicles or a single armored vehicle like the M113.

There is a large cargo ramp in the rear of the aircraft as well as doors to either side (behind the landing gear) for paratroopers to make their drops. After the coming of the Rifts, these troops likely will be using jet packs instead of parachute. The aircraft does not have an ejection system for the crew but instead they must rely on parachutes or jet packs themselves.

In addition to the Civilian version of the C-130, there are several military version. Only the basic version is planned for initial production although it is quite possible that there will be enough interest in the other versions to prompt production of them as well. The basic military version only has a chaff and flare system for self defense with civilian versions not even carrying that.

There is the MC-130 which was developed for special operations. This version has a slightly reduced payload although has better electronics. This including sensors with a forward looking infra-red. For greater self defense, the MC-130 has a powerful jamming system. Finally, the aircraft has a sky-hook system to recover ground personnel and equipment.

The KC-130 is a tanker version of the C-130 with a large fuel tank replacing the cargo bay. It does not carry as much fuel as some of the larger tankers but is still quite useful. Otherwise, it is virtually identical to the standard C-130. Many aircraft after the coming of the Rifts are non longer liquid fueled although there are enough that tankers still have a place.

The AC-130 Gunship is likely the most famous of the C-130 versions. It went through many different models before being retired. It has many of the same systems as the MC-130 and adds a radar system. It is armed with a variety of weapon systems mounted on the left side including a 120 mm breach firing mortar and a pair of 30 mm Bushmaster II Auto-Cannons. A final addition are four hard points on the wings. These can carry a variety of ordnance including rocket packs, missiles, and bombs. Wellington Ammunition types replace the old ammunition to keep it able to fight in the post Rifts World.

Model Type:C-130J"Hercules" Standard Transport Version
AC-130X"Spectre II" Gun Ship Version
MC-130J"Combat Talon III" Special Operations Version
KC-130J"Hercules" Tanker Version
Vehicle Type: Four Engine (Turbo-Prop) Tactical Transport Aircraft
Crew:C-130JThree (3)
AC-130XThirteen (13)
MC-130JSeven (7)
KC-130JThree (3)
Troops:C-130J92 (In place of cargo) , 64 Paratroopers, or 74 patients on litters.
AC-130X10 Passengers, 6 Paratroopers maximum, or 6 patients on litters.
MC-130J77 (In place of cargo), 52 paratroopers, or 57 patients on litters.

M.D.C. by Location:

Side Mounted 30 mm Bushmaster II Cannons (2 - Gun Ship Version):30 each
Side Mounted 120 mm Breach Loaded Mortar (1 - Gun Ship Version):100
Cargo Door200
Side Doors (2)100 each
[1] Wings (2):240 each
[2] Elevators (2):120 each
[2] Rudders (2):120 each
[3] Engines (4):160
[3] Propellers (4):25
Landing Gear (5):10 each
[4] Main Body:500

[1] Destroying a wing will cause the plane to crash.
[2] Destruction of rudders or one elevator will still allow the aircraft to be controlled by the varying of power levels of the engines but transport has a penalty of -10 to dodge, and a -30% penalty to all piloting rolls. Destruction of both of the elevators will leave the plane uncontrollable and aircraft crew must evacuate to survive
[3] The destruction of one engine and/or propeller will reduce the transports top speed by one quarter and give the pilot a -2 penalty to dodge as well as giving a 5% penalty to piloting. The destruction of additional engines and/or propellers will give cumulative penalties. Destruction of all four engines and/or propellers will cause the aircraft to crash. Pilot may attempt a emergency landing or transport crew can choose to eject.
[4] Depleting the M.D.C. of the main body will shut the aircraft down completely, rendering it useless and causing it to crash if in flight.

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. Aircraft can land and take off from primitive runways.
Flying: The Hercules can reach a top speed of 417 mph (671 kph / 362 knots). The aircraft is a turbo prop (not a jet) and the aircrafts normal cruise speed is 300 mph (482.8 kph / 260.7 knots) but varies on situation. The Hercules has a maximum altitude of 33,000 feet (10,060 meters)
Range: C-130J: 3,262 miles (5,250 km / 2,835 nautical miles) with maximum payload. Hercules has approximately 25% better range when the aircraft is non carrying any cargo. AC-130X: 1,500 miles (2414 km / 1,300 nautical miles) MC-130J: 3,262 miles (5,250 km / 2,835 nautical miles) with maximum payload. Combat Talon has approximately 25% better range when the aircraft is non carrying any cargo. KC-130J: 5,750 miles (5000 km / 5,000 nautical miles). Refueling other aircraft will reduce the KC-130J range.
All versions of the Hercules can be refueled in the air.

Statistical Data:
Height: 38 feet 3 inches (11.66 meters)
Wingspan: 132 feet 7 inches (40.41 meters)
Length: 97 feet 9 inches (29.79 meters)
Weight: 75,562 pounds (34,274 kg) empty and 175,000 pounds (79,379 kg) maximum takeoff weight
Power System: Conventional, Four 4,637 shp (3,458 kw) Rolls-Royce Allison AE 2100D3 turboprops, uses aviation fuel.
Cargo: C-130J: 20 tons (18.1 metric tons), AC-130X: 1.5 Tons (1.36 metric tons), MC-130J: 16 tons (14.5 kg), KC-130J: None (Fuel Replaces Cargo)
Black Market Cost: C-130J: 3.5 million credits, AC-130X: 10.3 million credits, MC-130J: 5.2 million credits, , KC-130J: 3.8 million credits

Weapon Systems (Military Versions):

  1. Side Mounted 120 mm Breach Loading Mortar (1 - Gun Ship Version Only): Mounted on the left hand side, this weapon, this is the original Pre-Rifts weapon. As with the lighter weaponry, the ammunition is of modern Pre-Rifts types. Range is less that true artillery but is still extremely effective in indirect fire roles. There are special guided rounds available although rare. See Battlefield Mortars for Rifts for more details.
    Maximum Effective Range: 3,280 feet (1,000 meters) to 23,620 feet (7,200 meters) depending on number of charges used. Minimum range is 660 feet (200 meters) to 5,250 feet (1,600 meters) depending on charges used.
    Mega-Damage: By mortar round type (See Battlefield Mortar table for details: Fragmentation 2D6x10 (50 feet/15.2 meters), High Explosive 3D6x10 (30 feet/9.1 meters), Armor Piercing 3D6x10 (20 feet/6.1 meters), Plasma 4D6x10 (40 feet/12.2 meters), and has a vast number of other type of rounds as well).
    Rate of Fire: 12 to 16 rounds per minute depending on number of charges (3 to 4 per melee) for one minute, 4 rounds per minute after one minute of fire depending on number of charges (one per melee.)
    Payload: 80 rounds total
  2. Side Mounted 30 mm Bushmaster II Auto-Cannons (2 - Gun Ship Version Only): Mounted on the left hand side, these are the original Pre-Rifts cannons. They have replaced the standard ammo with mega damage, armor piercing ramjet ammunition which allows the aircraft to hold it own and surpass many other Rifts aircraft and helicopters in firepower.
    Maximum Effective Range: 6,000 feet (1,830 meters).
    Mega Damage: A burst is 20 rounds and inflicts 2D6x10. A single round does 3D6 M.D.
    Rate of Fire: Equal to the combined hand to hand attacks of the gunners (usually 4 or 5).
    Payload: 1200 rounds (60 bursts) each.
  3. Ordnance Hard Points (4 - Gun Ship Version Only): The Gun Ship version of the transport has a total of four heavy hard points. Each hard point is designed to be able to carry a pair of long range missiles or heavy bombs, four medium range missiles or medium bombs, or eight short range missiles or light light bombs, or a single mini-missile pod with a capacity for sixteen mini-missiles.
    1. Bombs and Missiles: The only restriction is that a hard point must carry all the same type of missiles or bombs. Both unguided and guided bombs can be carried. In two pilot versions, short range missile racks are controlled by either the pilot or the weapons officer.
      Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at (See revised bomb and missile tables for details.)
      Mega Damage: Varies by missile or bomb type (See revised bomb and missile tables for details.)
      Rate of Fire: Missiles 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: 8 short range missile or light bombs, 4 medium range missiles or medium bombs, or 2 long range missile or heavy bomb (all ordnance on a hard point must be the same size and type of ordnance)
    2. Mini-Missile Pod: Large capacity mini-missile pod. The mini missile pods are normally carried for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles. In two pilot versions, mini missile pods are controlled by the pilot.
      Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.)
      Mega-Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)
      Rate of Fire: Each pod can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) mini-missiles 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 sixteen (16) mini-missiles.
  4. Anti-Missile Chaff/Flare Dispenser (1 - All Military Versions): This system was standard on all military versions of the C-130. Use the same effects as the TRIAX model. However, each time the system is engaged, the system fires off one chaff and 1D4 flares. Rifts Earth decoys systems are assumed to not operate against Phase World missiles due to technological difference. Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles.)
      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, enemy missile or missile volley 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: 20 chaff, 40 flares. Each time the system is engaged, the system fires off one chaff and 1D4 flares.

Special Equipment:
Special Equipment for AC-130X Gun Ship Version:
The equipment of the AC-130X "Spectre II" has been upgraded but many of the original systems are still on the aircraft. Consider the aircraft to carry all standard equipment that robot vehicles carry (not including loudspeaker and microphone) plus the following extra systems:

Special Equipment for MC-130J Special Operations Version:
The equipment of the MC-130 J Combat Talon II has been upgraded but many of the original systems are still on the aircraft. Consider the aircraft to carry all standard equipment that robot vehicles carry (not including loudspeaker and microphone) plus the following extra systems: Special Equipment for KC-130J Tanker Version: Combat Bonuses (All Versions):

[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

Writeup by Kitsune (E-Mail Kitsune).

Copyright © 1998 & 2010, Kitsune. All rights reserved.