TW-TBM-5M Avenger Techno-Wizard Attack Bomber:
The Avenger is the best known American torpedo bomber of the Second World War. It served from the Battle of Midway, where virtually every Avenger was shot down, to the end of the War. The aircraft was found to be adaptable to a variety of different roles and able to be upgraded. The torpedo bomber sunk a huge number of vessels during World War Two including the super battleships Yamato and Musashi as well as several Japanese carriers. The aircraft was flown by former president George Bush senior and his torpedo bomber was shot down on September 2, 1944. The aircraft also served in the Atlantic against U-Boats. After the end of the war, Avengers continued flying with the U.S. Navy, primarily in anti-submarine role, Electronic Counter-Measures (ECM) role, as missile platforms, and for training. As well as serving in post war U.S. Navy, large numbers of Avengers found roles with Canada, France, Japan, and the Netherlands, with some still serving as late as 1960. Some of the torpedo bombers were converted to civilian use as fire-fighters. Probably one of the biggest notoriety was that five Avengers disappeared from radar and never heard from again while flying through the Bermuda Triangle.
Most World War Two aircraft which have been converted by Techno-Wizards have been the fighters including such fighters as the P-51 mustang and F4U Corsair. Still, there was a perceived need for aircraft of other designs. One of the first was the Kingfisher scout plane for ships which could not operate aircraft which need a full flight deck. The Avenger, being one of the best known non-fighter naval aircraft, was chosen for conversion to a techno-wizard aircraft. In addition to a bomber version of the aircraft, there were anti-submarine warfare and radar picket versions of the aircraft developed. As the Avenger was a famous aircraft during the Second World War, the aircraft could be found in museums and many books were written about the Avenger. There were even a small number of still flying Avengers before the coming of the Rifts. While no working versions of the torpedo bomber have been found by Techno-Wizards, the aircraft was able to be accurately reproduced from museum aircraft and various books about the aircraft. Many consider that the same techno-wizards who developed the techno-wizard Kingfisher. A number of these techno-wizard aircraft are operated from the ghost carrier Lexington although several other units operate them as well.
The designers of the Avenger, unlike those who designed the Hellcat and Corsair, did not follow a specific "Goal" with the enchantments. The enchantments on the Hellcat are mostly based on fire enchantments while the Corsair's enchantments are based on wind. This is not to state that the Avenger does not carry enchantments though. One of the more unusual enchantments on the Avenger is that the Propeller can be made to throw off enchanted blades similar to the spell of "Spinning Blades." The enchantment creates a circular fan of twelve blades which spin around the propeller. These blades can be launched as an attack or can be used to defend the Avenger. If used as an attack, the blade will disappear after use. If used as defense, it can be used to parry both projectiles and energy blasts although energy blasts are harder to parry.
The engine of the Avenger is conventional and use the reactor of a light power armor for power. Performance of the bomber is increased by over forty percent compared to the original World War Two version although the aircraft is slower than most techno-wizard fighters. Top speed of the techno-wizard attack bomber is around 380 mph. The conventional flight system is backed up by a telekinetic flight system which allows the aircraft to fly over ley lines with the engine actually off. The cockpit of the techno-wizard Avenger has full life support for the three man crew and the electronic of the techno-wizard bomber are modern post-rifts electronics. Included in the electronics is a holographic plasma display which can be configured to look like the old displays or configured to work like advanced display systems. The techno-wizard Avenger is constructed from high strength composites which enable it to withstand damage which would have been unimaginable in an World War Two aircraft. No special enchantments were put on the material which allows it to be repaired fairly cheaply. The bomber is protected by an “Armor of Ithan” force field and the aircraft has a number of minor techno-wizard additions including a magical chaff and flare system for additional protection against missiles.
Weaponry of the original Avenger was one forward firing .30 caliber machine-guns, one top mounted turret mounted .30 caliber machine-gun in the rear of the canopy, and a .30 in a rear firing belly mount. In addition, the bomber was designed to carry up to 2000 lbs pounds of bomb or torpedoes in the bomb bay. Forward weaponry was later upgraded to two forward firing heavier .50 Caliber machine-guns with the gun in the turret being replaced by a .50 caliber machine-gun as well. In many cases, the belly mounted weapon was removed from the aircraft. The provision for rocket packs were also added to the aircraft 's wings. The techno-wizard version of the Avenger replaces the .50 machine-guns with telekinetic machine-guns. The belly mounted .30 caliber machine-gun position was deleted on the techno-wizard version of the aircraft. The weapons have the advantage over other weapons of effecting targets which are impervious to energy but have the disadvantage of needing to be recharged periodically. The standard version of the bomber retains the bomb bay although missiles are most commonly carried. Up to four long range missiles can be carried or a mixture of lighter ordnance can be carried in the bay. The aircraft can also carry ordnance on the wings and the aircraft has two hard points on each wing. Common ordnance carries is bombs, missiles, and rocket packs.
There are two variants on the techno-wizard Avenger. Both replace the
bomb bay with additional equipment. The radar picket version replaces the
bomb bay with a powerful radar system, advanced communication systems,
and powerful jamming systems. Due to the additional equipment, the aircraft
is extremely cramped. The anti-submarine warfare version replaces the bomb
bay with a magnetic anomaly detection system and storage for up to sixteen
sonar buoys. Anti-submarine weaponry is normally carried on the wings.
|Model Type:||TW-TBM-5M||Avenger Techno-Wizard Attack Bombers|
|TW-TBM-5S||Avenger Techno-Wizard Submarine Warfare Aircraft|
|TW-TBM-5W||Avenger Techno-Wizard Radar Picket Aircraft|
|Crew:||TW-TBM-5M||Three (Pilot, Turret Gunner, Bomber)|
|TW-TBM-5S||Four (Pilot, Turret Gunner, 2 Sensors operators)|
|TW-TBM-5W||Seven (Pilot, Turret Gunner, 4 Sensors operators)|
M.D.C. by Location:
| Wings (2):||160 each|
| Elevators (2):||80 each|
| Rudder (1):||80|
|Ball Turret (Rear of Cockpit)||75|
|Landing Gear (2):||10 each|
| Main Body:||360|
|Magical “Armor of Ithan” Force Field (3 times per day):||100|
 Destroying a wing will cause the plane to crash.
 Destruction of the elevators or rudder will leave the plane uncontrollable and pilot must eject to survive.
 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.
Flying: 380 mph (611.6 kph) with an altitude of 35,000 feet (10,668 meters) using conventional propeller driven flight. 200 mph (320 kph) on Telekinetic flight system but aircraft must remain on a ley line for flight system to operate.
Maximum Effective Range: The Avenger will overheat after twelve hours of operation at above 300 mph (482.8 kph) on propeller driven flight. Effective unlimited on Telekinetic flight system.
Height: 16 feet 5 inches (5.0 meters)
Wingspan: 52 feet 2 inches (15.9 meters) wings extended / 19 feet (5.8 meters) wings folded
Length: 40 feet (12.2 meters)
Weight: 10,400 pounds (4,717.4 kilograms) empty, 16,500 pounds (7,484.3 kilograms) fully loaded
Power System: Dual Flight System, Fusion Reactor with five year life-span and Telekinetic flight system for flight on ley lines.
Cargo: Minimal (Storage for small equipment), does not include hard points or bomb bay. Ordnance bay, of emptied of ordnance can carry up to 4,000 lbs (1,816 kg) of cargo.
Black Market Cost: TW-TBM-5M: 13.5 million credits, TW-TBM-5S: 17.5 million credits, TW-TBM-5W: 21.5 million credits
- Forward Telekinetic Machine-Guns (2): Fairly lightweight and mounted
in the wings. The weapons replace the single 30 caliber machine-gun carried
on the original Avenger. Both cannons can fire together and are normally
controlled from within the cockpit. It is enchanted by a series of spells
so the cannon acts as a more powerful version of the TK Machine-gun. This
increases the weapon's damage and instead of being reloaded, the cannon
must be recharged by the spell Telekinesis and 50 P.P.E. each once per
month. The cannon does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 6D6 each and 12D6 for both.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
- Rear Telekinetic Machine-Gun (1): Fairly lightweight and mounted in
a ball turret in the rear of the cockpit and is controlled by the rear
gunner. The weapon replaces the single 30 caliber machine-gun carried on
the original Avenger. It is enchanted by a series of spells so the cannon
acts as a more powerful version of the TK Machine-gun. This increases the
weapon's damage and instead of being reloaded, the cannon must be recharged
by the spell Telekinesis and 50 P.P.E. each once per month. The cannon
does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 6D6 per shot
Rate of Fire: Equal to the combined hand to hand attacks of the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every month whether the cannon have been used or not.
- Internal Ordnance Bay: The bomber has a large bay in the
main body that can carry a wide variety of different ordnance types. Ordnance
types include missiles or bombs. Missile and bomb sizes may be mixed between
different types of ordnance but an ordnance drop or launch must include
the same type and size of ordnance. Ordnance may be carried at the rate
of four short range missiles, four light bombs, two medium range missiles,
or two medium bombs for one long range missile or heavy bomb. Both guided
and unguided ordnance may be carried. An equivalent number of torpedoes
or depth charges to the number of missiles and bombs may also be carried.
The Radar Picket version and the anti-submarine warfare versions of the
aircraft replace all ordnance in the bomb bay with special equipment.
Maximum Effective Range: Varies by missile type for missile and varies by altitude bombs are dropped at (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: Ordnance is dropped or fired one at a time or in volleys of two to sixteen but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)
Payload: 16 short range missile or light bombs, 8 medium range missiles or medium bombs, or 4 long range missile or heavy bomb. Ordnance can be mixed and torpedoes and depth charges may be carried as well as missiles and bombs.
- Wing Hard Points (4): The T.W. Avenger can carry a variety
of ordnance on its hard points. The fighter has two hard points on each
wing for a total of four hard points. With the addition of sensor systems,
the aircraft can control missiles instead of just bombs and unguided rockets.
Mini-Missile pods are very popular. Torpedoes are also carried for use
against submarines. There is no provision for jamming pods or towed decoys.
- Bombs, Missiles, or Torpedoes: The only restriction is that
a hard point must carry all the same type of missiles or bombs. Both unguided
and guided bombs can be carried.
Maximum Effective Range: Varies by missile type for missile and varies by altitude that bombs are dropped at (See revised bomb and missile tables for details.) Torpedoes: 20 miles (32 km) for medium range and 40 miles (64 km) for long range torpedoes.
Mega Damage: Varies by missile, torpedo (See revised Rifts torpedoes for details - Medium or Long Range), or bomb type (See revised bomb and missile tables for details.)
Rate of Fire: Missiles and Torpedoes can be fired and bombs can be dropped one at a time per hard point. Multiple hard points can be linked as one attack but must be the same size (light, medium, or heavy) and style of ordnance (all missiles or bombs in a volley.)
Payload: One Long Range Missile, Long Range Torpedo or Heavy Bomb per Hard Point. Two Medium Range Missiles / Medium Range Torpedoes / Medium Bombs or four Short Range missiles / Light bombs can be substituted for One Long Range Missile/Heavy Bomb.
- Mini-Missile Pod: Large capacity mini-missile pod. The aircraft
normally carries missile pods for ground strafing, anti-troop, and anti-emplacement
attacks. Normal missile used are armor piercing, plasma, or fragmentation
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, Missiles, or Torpedoes: The only restriction is that a hard point must carry all the same type of missiles or bombs. Both unguided and guided bombs can be carried.
- Spinning Blade Propeller: Sometimes called "Buzz Props",
the enchantment is a modified application of the Spinning Blades spell,
this system converts conventional propellor blades into powerful weapon
and defense. When activated, the twelve blades appear in a floating circle
ahead and slightly wider than the arc of the converted propeller. These
blades then spin like a demonic "buzz-saw", protecting the fighter against
incoming projectiles. The blades can also be launched offensively in any
direction at targets individually on in groups. When launched as a group,
the blades inflict double damage. Also, the volley of blades is impossible
to parry and can only be dodged.
Maximum Effective Range: Defensive: 60 feet (18.3 meters) around aircraft, Offensive: 720 feet (219.5 meters)
Mega Damage: Individually inflict 1D6 per blade, when fired as a group inflict 2D6 per blade (24D6 for the group when all 12 are launched)
Payload / Duration: 12 melee rounds per activation (cost 20 P.P.E. to activate)
Bonus: Blades have a +6 to parry missiles, rail gun rounds, auto-cannon shells, and other projectiles aimed at the aircraft. Parrying a missile will destroy the blade parrying the missile. The defense system can also parry energy blasts but is only at +2 to parry.
- Magical “Fireworks” Anti-Missile Chaff/Flare Dispenser (1): In many ways
this system is similar to technological versions of the Chaff/Flare system.
The anti-missile system works by combining three spells. The three spells
are Fire Bolt, Apparition, and Telekinesis. The physical effects of the
system are identical to the Triax Anti-Missile chaff but instead of being
reloaded, it is recharged by spells.
- 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.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. The dispenser is recharged by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis (8 P.P.E.).
- Techno-Wizard Modifications: The Avenger has the following
techno-wizard modifications built into the fighter. These require P.P.E.
or I.S.P. from the pilot or observer.
- Chameleon (6th Level) - 6 P.P.E. or 12 I.S.P.
Impervious to Energy (6th Level) - 20 P.P.E. or 40 I.S.P.
Invisibility-Superior (6th Level) - 20 P.P.E. or 40 I.S.P.
The aircraft has all the standard features of a standard fighter (same as standard robot minus loudspeaker and microphone) plus these special features listed. The special equipment is a combination of both magic and technology
- Magical “See the Invisible” Optics: Same as spell and used at will. 2,000 feet (610 meters) range. Can see forces, objects, and creatures which can turn invisible, or are invisible. Can also see vaporous beings and astral bodies.
- E.S.M.: Radar Detector. Passively detects other radars being operated.
- M.A.D. Gear: This is special equipment that has the ability to detect metal objects. M.A.D. stands for Magnetic Anomaly Detector. This is very effective at detecting submarines. Range: 2 miles (3.2 km) to either side of aircraft.
- Airborne Search Radar System: Radar system has a 360 degree coverage and can track both airborne and surface targets. Radar system has a range of 500 miles (805 km) and can track up to 600 targets simultaneously and can perform intercepts to up to 60 targets simultaneously. The system replaces all weapon systems and cargo capacity with electronic systems.
- ALQ-99 Jamming Suite: Copied from pre-rifts aircraft. The systems creates a jamming field in a 30 mile (48.3 km) radius in all directions around the aircraft. The system cause all radar system to have a 75% reduction in range. In addition, radar systems will have a -25% penalty to detect all targets within their reduced range. Jamming also causes a -6 penalty to all radar guided weapons within the area but some radar guided missiles can home on jamming signals.
- +1 to Strike with T.W. Machine-Guns and Mini-Missile Launchers.
+1 to dodge
+2 to dodge while traveling over 200 mph (322 kph).
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2004, Kitsune. All rights reserved.