Techno-Wizard Ju-87D-10 “Screamer” Stuka Attack Aircraft:


The Splugorth had a vested interest in keeping the Gargoyles and Brodkil attacking the New German Republic and other governments of Northern Europe. It kept them off balance and prevented their eyes from gazing upon Atlantis. The problem was that the Brodkil had been taking incredibly heavy losses. Aircraft would come screaming out of the sky and blow up several units of these fearsome monsters before screaming out again. Screaming was an appropriate term, the aircraft made a hideous screeching sound when they were attacking and the Brodkil had actually began running in fear if they heard the sound of the aircraft attacking. Many Brodkil had been enhanced with a variety of cybernetic implants and they claimed that the various targeting systems had simply gone haywire and they could not hit the attacking aircraft. This included that they cybernetic eyes could not even see the aircraft. The monsters had also claimed that they had fired missiles back at the attacking aircraft but had either veered off target or had exploded in mid air.

It had been decided that a few squadrons of Kittani K-ATV Hover Jets would support the Brodkil on their next raid and would attempt to shoot down these aircraft. The reports indicated that the aircraft were actually propeller driven and were quite slow. They should be easily intercepted. A raid on a major village was planned and four of the Kittani fighters would act in support. The pilots expected the battle to be a walk over and considered the Brodkil to be incompetent.

Suddenly, one of the pilots picked up an area where he was getting absolutely no radar return except for a strange fuzz. He turned his head and could see four dots in the sky. As they came closer, the pilot could see that they are some form of propeller driven aircraft with inverted gull like wings. The Kittani fighter pilot swore. The Brodkil were not even smart enough to deal with jamming systems. He radioed to his wing men and prepared to attack. He figured he would approach to close range to burn through any jamming before attacking. As he approached, the radio started screeching in his ear. The pilot tried to communicate with his wing men but got absolutely no response. He had to shut if off, it was too loud and eerie . As well, all of his targeting systems were being jammed including ones which should be unable to be jammed. The Kittani fighter had only the most rudimentary optic systems and targeting with it would be virtually impossible. He attempted to target on the jamming and could find no source. This should be impossible!

One of the attacking aircraft suddenly turned against the Kittani fighter and opened fire with some kind of rail gun or machine gun. The Kittani pilot attempted to keep his fighter from being hit but was not completely successful. A glancing blow had struck against his port wing. The Kittani used his thrusters to break rapidly to get the other aircraft behind him. The propeller driven aircraft dove until the Kittani aircraft and another surprise was discovered. There was a gunner in the read or the cockpit. He opened up on the Kittani aircraft as he passed and struck in the same wing. The Kittani dead fired a cluster of four mini-missiles as he closed on the tail of the other aircraft. The missiles just missed the other aircraft as the rear firing machine gun continued to make it hard to get a good target. He fired the remaining four mini-missiles and he managed to hit. Not a great hit but what was to be expected under such conditions. The four missiles struck some sort of force field and seemed to do nothing. The Kittani swore again as the port wing took yet another hit from the tail gunner. The damaged wing gave way under the stress and suddenly the K-ATV dropped from the sky.




If any single aircraft is thought about when German Air Power in World War Two is mentioned, the Junkers Ju-87 ‘Stuka’ dive bomber would be it. The German dive bomber acted as flying artillery in support of fast moving armored forces which spearheaded German offensive operations from the beginning of the war until the Summer of 1941. The screaming of the dive bombers on their attack runs were unnerving and much of the basis of the fear of this war plane. The aircraft’s lines were quite unique with inverted gull like wings and an angular and aggressive appearing fuselage. While the aircraft was already considered obsolete in 1940, the German military had no replacement for the dive bomber and production of various models continued until late 1944 in the anti-tank role. A total of almost 6,000 of there aircraft were produced. The Ju-87 Stuka served in virtually every battle during World War Two including the Spanish Civil War, the Polish Campaign, operations against Russia, and even in the deserts of North Africa.


There are a number of different techno-wizard who created techno-wizard designs based on historical designs with World War Two being a subject of great interest. Designs from the Second World War include various armor designs and several fighter craft. Fighters include such aircraft as the American P-51 Mustang and the British Spitfire. The German Me-109 has also been reproduced by techno-wizards. Many designs have special “themes” as one might call them. They enchantments are based on a specific type of magic such as the “Wildstorm” Mustang being based on lightning magic. The “Screamer” Stuka is based on enchantments designed to jam sensor and communication systems. If it was not for this ability to totally block sensors and communications, the aircraft would be an easy target due to its relatively slow speed. With the enchantment, the aircraft is a fearsome opponent which few have survived an engagement against. It is unlikely that any Ju-87 aircraft survived the coming of the Rifts with most museums being destroyed but was illustrated in many books and several books published blueprints of the World War Two warplane. Most likely, a techno-wizard discovered these blueprints and developed the design based on the illustrations. The enchantment on these aircraft are very exotic and the plane appears to be very expensive to manufacture and even more expensive to purchase. As a result, only fairly small numbers of these aircraft have been built although they are prized. The location of the facility which creates these enchanted masterpieces is secret although it is suspected that the builder has ties to the main builder of techno-wizard Me-109 fighters.


The central enchantment of the aircraft is the ability to jam all types of sensors and communication systems. When activated, this covers a volume of one thousand feet (305 meters) in a sphere around the aircraft. This jamming effects enemies, allies, and even the aircraft itself. As a result, the pilot has to be incredibly careful not to interfere with other units and to plan ahead of time due to having no communication with allies. The jamming signal makes a hideous screeching sound which is known to unnerve opponents as well as allies on occasion. The screeching is also audible without radios and is extremely loud and effects anyone within one thousand feet who does not have hearing protection. The jamming field appears to have no localized source and missiles with the ability to home on jamming sources fail to get any targeting against the magical jamming field. The designer of the aircraft appears to be the only one with the secret of the enchantment and he has reportedly not shared his secret with any others. There are various theories on the enchantment with the most common being that it is some variation on the spell “Frequency Jamming” which effects multiple targets in a sphere instead of a single target.


Most of the aircraft’s other enchantments are more common. These include the ability to fly on ley lines without using the aircraft’s propeller, the ability for the pilot to be able to see invisible targets through enchanted optics, the ability to become invisible or impervious to energy itself, and the ability to create a protective force field around the aircraft. Top speed using ley line propulsion is only around 200 mph but is completely silent. The protective force field along with the ability to become impervious to energy weapons greatly extends the warplane’s ability to survive in combat. An enchantment which is only carried on a few other aircraft is the ability to create “spinning blades” from the propeller. These blades can be used in an attack and can also be used to protect the aircraft from missile strikes which penetrate the enchanted jamming field. Most of the warplane’s other weapons are magical as well with two heavy telekinetic machine-guns mounted in the leading edges of the wings and a single telekinetic machine gun mounted in the rear of the cockpit. The warplane can also mount up to four additional telekinetic machine guns on the wings on hard points instead of missiles although the central hard point is not designed to be able to carry a rail gun. When six forward firing telekinetic machine guns are carried, the forward firepower of the warplane is incredible and virtually any target will come apart after a few bursts.


Even though the power armor fusion reactor provides far more power than the original Rolls Royce Kestrel or Junkers Jumo piston engine, top speed is still on the low side compared to other techno-wizard warplane designs. Top speed is only around 280 mph compared with in comparison almost 430 mph for the Techno-Wizard “Wildstorm” Mustang. Still, the techno-wizard “Stuka” is quite a bit faster than the original design and the aircraft has a virtually unlimited endurance. The flight systems of the warplane are advanced fly by wire systems similar to those carried on advanced fighter designs and is quite maneuverable. The cockpit has full environmental systems to improve crew comforts for the pilot and rear gunner with improved sensor systems including radar tracking systems and electronic counter measures. These systems are rarely used in combat due to the warplane’s own jamming systems preventing their use. Some pilots will fire an initial volley of missiles before activating the jamming enchantment. The warplane itself is constructed from high tech alloys and composites which makes damage comparatively easy to repair while the warplane can take immense amounts of damage compared to the original Stuka dive bomber. The armor is considerably heavier than that carried on the techno-wizard Me-109 as in keeping with its primary role in ground attack. The cockpit carries heavy armor because attacks against the cockpit are favorite attacks by many attackers and various other areas carry additional armor as well. Still, it is not as heavily armored as a few American Techno-wizard warplane designs.


Model Number: T.W. Ju-87D-10 “Screamer” Stuka Attack Aircraft.

Vehicle Type: Single Engine Techno-Wizard Warplane.

Crew: Two (Pilot and rear gunner).


M.D.C. by Location:

 

[1] Wings (2):

150 each.

 

[2] Elevators (2):

75 each.

 

[2] Rudder (1):

75.

 

Cockpit:

200.

 

Rear Firing Turret (Rear of Cockpit):

65.

 

Engine:

110.

 

Propeller:

55.

 

Landing Gear (2):

10 each.

 

[3] Main Body:

320.

 

[4] Magical “Armor of Ithan” Force Field (3 times per day):

100.


Notes:

[1] Destroying a wing will cause the aircraft 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.

[4] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 10 minutes (40 melee rounds.)


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: 280.2 mph (451 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.

Range: Due to the relatively slow speed of the warplane, the Stuka does not have serious problems with overheating and has virtually unlimited endurance on propeller driven flight. Effective unlimited on telekinetic flight system as well.


Statistical Data:

Height:         12 feet 9.5 inches (3.9 meters).

Wingspan:    45 feet 3.3 inches (13.8 meters).

Length:         29 feet 0.5 inches (8.85 meters).

Weight:        9,920.8 pounds (4,500 kg) empty, 15,873.3 pounds (7,200 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.

Black Market Cost: 30 to 45 million credits (Can sometimes sell for double or even triple that price).


Weapon Systems:

  1. Twin (2) Forward Mounted Heavy Telekinetic Machine-Guns: Mounted on the inner part of the warplane’s wings and replace the MG151/20 20 mm cannons carried on the original Ju-87-7 Stuka. They are enchanted by a series of spells so the cannon acts as a more powerful version of the telekinetic machine-gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged by the spell “Telekinesis” and 100 P.P.E. once per month. The cannons do full damage to targets that are impervious to energy and weapons can be combined with additional telekinetic machine-guns mounted on the wings.

    Maximum Effective Range: 4,000 feet (1,220 meters).

    Mega Damage: 2D6x10+10 for both cannons or 12D6 for one gun (Combined with wing cannons for an additional 1D6x10+5 per cannon for a maximum total of 6D6x10+30 if four wing cannons are carried.)

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).

    Payload: Effective Unlimited, although the spells must be renewed every month whether the cannon have been used or not.

  2. 2 One Twin Barrel Rear Telekinetic Machine-Gun Mount: Fairly lightweight and mounted in a rear firing turret in the rear of the cockpit and is controlled by the rear gunner. The weapon replaces the MG81 two barrel 7.62 mm caliber machine-guns carried on the original Ju-87D-7 Stuka. It is enchanted by a series of spells so the guns acts as a more powerful version of the standard telekinetic machine-gun. This increases the weapons’ damage and instead of being reloaded, the cannons must be recharged by the spell “Telekinesis” and 50 P.P.E. each once per month. The cannons inflict 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 barrels.

    Rate of Fire: Equal to the combined hand to hand attacks of the observer / gunner (usually 4 or 5).

    Payload: Effectively Unlimited, although the spells must be renewed every month whether the cannon have been used or not.

  3. Five (5) Wing / Fuselage Hard Points: The Techno-Wizard Ju-87 Stuka can carry a variety of ordnance on its hard points. The warplane has two hard points on each wing for a total of four hard points. In addition, the Stuka has a single hard point one the fuselage. With the addition of modern sensor systems, the warplane can control missiles instead of just bombs and unguided rockets although the aircraft often jams its own missile and sensor systems when the “Screamer” system is active. Because of this and their incredible combined damage, telekinetic machine gun pods are extremely popular although Mini-Missile pods are considered very useful against massed ground forces. There is no provision for jamming pods or towed decoys. Wing mounts can carry all types of ordnance but the fuselage hard point is limited to bombs and 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. Note that the warplane often jams its own missile systems so often are not carried. Missiles can be launched out of jamming field and use their own sensors once their exit the jamming field for long range fire.

      Maximum Effective Range: Varies by missile type for missile and varies by altitude that bombs are dropped at (See revised bomb and missile tables for details.)

      Mega Damage: Varies by missile or bomb type (SSee 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: Four (4) short range missile or light bombs, two (2) medium range missiles or medium bombs, or one (1) long range missile or heavy bomb (all ordnance on a hard point must be the same size and type of ordnance) per hard point.

    2. 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. Cannot be carried on fuselage hard point and mini-missiles are normally beam riding which means they cannot be effectively targeted while jamming system is active.

      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 mini-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.

    3. Telekinetic Machine-Gun: Mounted instead of other weaponry on the hard point and always mounted in pairs on the wings. As a result, either two or four of these telekinetic machine-guns will be mounted. Each is enchanted by a series of spells so the cannon acts as a more powerful version of the standard telekinetic machine-gun. This increases the weapon’s damage and instead of being reloaded, the cannon must be recharged by the spell Telekinesis and 100 P.P.E. once per month. The machine guns inflict full damage to targets that are impervious to energy. Weapons can be combined with the fixed forward telekinetic machine guns on the wing roots. Cannot be carried on fuselage hard point.

      Maximum Effective Range: 4,000 feet (1,220 meters).

      Mega Damage: 12D6 for one cannon, 2D6x10+10 for two cannons, 3D6x10+15 for three cannons, and 4D6x10+40 for four cannons (Combined with internal telekinetic machine guns gives an additional 2D6x10+10 for a maximum total of 6D6x10+30 if four wing cannons are carried)

      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.

  4. One (1) “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.

  5. Magical “Screamer” Jamming Sphere: Uses the spell of “Jamming Sphere,” a more powerful version of the spell “Frequency Jamming” with the spell creating a sphere of jamming instead of jamming a single target, effecting all communication and sensor systems within the sphere. The enchantment effects all radio communication, radar systems, sonar systems, motion detectors, heat sensors, laser communication, laser targeting, optical cameras, and other similar systems. It effects the systems of the Stuka using the enchantment as well and enemies and allies. It does not effect flight systems or control systems but only allows for visual piloting. Such system as gyro-compasses will continue working but magnetic compasses will be jammed. Missile systems can generally only be dead fired at targets within the jamming sphere due to no missile guidance systems working within the jamming field and guided missiles will automatically lose lock, almost always missing their target. Missile launched will be able to use their own sensor system, if any, after they clear the jamming field. Since the jamming is not localized and magical in nature, the jamming itself cannot be targeted.

    In addition to disabling all sensor and communication systems, the jamming field creates a screeching or screaming sound. This causes all which hear the sound to have to save against magic or have -3 to initiative and -1 to strike, parry, and dodge. This effects anyone who listens to the jamming on communication systems or through sonar (or similar system) as well as those without hearing protection within the radius of the enchantment.

    Maximum Effective Range: 1,000 feet (305 meter) globe around warplane.

    Duration: 30 minutes each activation and can be activated up to three times per day.

  6. Techno-Wizard Modifications: The techno-wizard Stuka has the following techno-wizard modifications built into the aircraft. These require P.P.E. or I.S.P. from the pilot.

    Special Features:

      Chameleon (10th Level) - 6 P.P.E. or 12 I.S.P.

      Impervious to Energy (10th Level) - 20 P.P.E. or 40 I.S.P.

      Invisibility-Superior (10th Level) - 20 P.P.E. or 40 I.S.P.

Special Equipment:

The warplane 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. Technological sensor and communication systems do not work through enchanted jamming system.

Combat Bonuses:



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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2005 & 2016, Kitsune. All rights reserved.



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