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 |
Crew: | C-130J | Three (3) |
AC-130X | Thirteen (13) | |
MC-130J | Seven (7) | |
KC-130J | Three (3) | |
Troops: | C-130J | 92 (In place of cargo) , 64 Paratroopers, or 74 patients on litters. |
AC-130X | 10 Passengers, 6 Paratroopers maximum, or 6 patients on litters. | |
MC-130J | 77 (In place of cargo), 52 paratroopers, or 57 patients on litters. | |
KC-130J | None |
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 Door | 200 | |
Side Doors (2) | 100 each | |
[1] Wings (2): | 240 each | |
[2] Elevators (2): | 120 each | |
[2] Rudders (2): | 120 each | |
Cockpit: | 180 | |
[3] Engines (4): | 160 | |
[3] Propellers (4): | 25 | |
Landing Gear (5): | 10 each | |
[4] Main Body: | 500 |
Notes:
[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.
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. 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):
- 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 - 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. - 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.
- 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) - 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.
- 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.
- 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.)
Effect:- 01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles
are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.
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:
- Radar (Medium Range): Radar system has a range of 30 miles (48 km) and can identify and track up to 48 targets.
- Internal Active Jamming Gear: Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
- E.S.M.: Radar Detector, Passively detects other radars being operated.
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
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:
- Internal Active Jamming Gear: Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
- E.S.M.: Radar Detector, Passively detects other radars being operated.
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
- Skyhook Recovery System: Special equipment that consists of a V shaped yoke in the front of the aircraft and additional recovery equipment. The aircraft must fly as slow as possible to recover the person or equipment in question. A special balloon is used so that the pilot can make the recovery. Pilot needs to make a normal piloting roll to have grabbed the object. If the pilot fails the roll, normally they just miss the balloon and must try again. If the roll is missed by over 40% then it has been a critical failure which may indicate having dropped after being grabbed or being tangled in the aircraft's exposed equipment.
- Refueling Tanks: The aircraft carries fuel to refuel other aircraft. Can refuel approximately 12 light fighters (Like the F-16), 6 medium fighters (Like the F-15), or 4 heavy fighters (Like the F-111). Does not carry enough fuel to effectively refuel heavy bombers. The KC-130 may use all of its fuel for itself.
- +1 to Dodge
+2 to Dodge while traveling over 250 Mph
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Writeup by Kitsune (E-Mail Kitsune).
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