T.W. Fw-190-TW Techno-Wizard Fighter:
While the German Me-109 from Messerschmitt is one of the best known German fighters of World War Two, many scholars consider the Focke-Wulf Fw Fw-190 to be the better aircraft. Entering onto service in 1941, the aircraft was extremely fast and maneuverable and held a reputation as an extremely dangerous opponent. While not produced in as large a number as the Me-109, it served in all fronts and was considered a more versatile aircraft. It was greatly upgraded during its service and operated as a fighter, fighter bomber, and as a ground attack / close support aircraft. Close support versions could carry massive bomb loads, around 1000 kg. There was even a derivative of the Fw-190 known as the Ta-152 which was designed as an interceptor fighter to protect Me-262 Jet Fighters on take-offs and landings. It was even faster than the standard Fw-190 and was considered even more dangerous than its predecessor.
While many people turned from the past before the coming of the Rifts, some clung to the past. High quality books on many World War Two aircraft were produced including several detailed books on the Fw-190. While it is not believed than any of the German fighters survived the coming of the Rifts, the aircraft was able to be recreated from these books. There are many different aircraft flying the skies of Rifts Earth which are based on old Wold War Two designs, some based on surviving aircraft while others are only based on drawings. As techno-wizard conversions of fighters like the P-51 Mustang and P-38 Lightning are extremely popular in North America, designs such as the T.W. Converted Me-109 and Fw-190 are extremely popular with Techno-Wizards of Germany. In truth, these aviators have a highly idealized history of World War Two but their hearts are usually in the right places. Some fighter designs appear to be based on themes such as the “Wildstorm” P-38 Lightning having special lightning and electrical emchantments. The Fw-190, like the Me-109, is more of a generalist design and is not based on a specific theme other than being based on a World War Two fighter design.
The Junkers Jumo engine produced incredible power for a piston engine with peak power of over 2200 horsepower with a top speed of around 690 kilometers per hour. Still, power armor engines can produce far more power and the top speed of the techno-wizard version of the fighter is increased to around 755 kilometers per hour or an increase of around ten percent. The heavier fighter is slightly slower than the techno-wizard Me-109 but is still extremely fast. Like many techno-wizard designs, the engine will overheat over several hours at top speed but range at lower speeds is mostly limited by the pilots endurance. This conventional propeller driven flight system is backed up with a telekinetic flight system which is magically powered. This allows for completely silent flight while the aircraft is on a Ley Line and allows for surprise attacks, especially when combined with magical invisibility.
Like with the techno-wizard Me-109, the fighter uses high strength composites and alloys instead of enchanted materials. This materials are often less expensive than enchanted metals and are easier to repair. These high tech materials can take incredible damage compared to the aircraft aluminum used in the original Fw-190. There are some down sides of using high tech materials. Some aircraft have the special ability to resist attacks such as the techno-wizard Spitfire fighter being impervious to fire based weapons. The cockpit displays are designed to mimic those on the original World War Two Fw-190 although they are actually advanced holographic plasma displays. These can be reconfigured when needed to give a more complete display. The cockpit of the fighter is fully environmental and the flight systems are computer controlled fly-by-wire systems to enhance maneuverability. For additional protection, like the enchanted Me-109, the techno-wizard Fw-190 is protected by an “Armor of Ithan” force field which can be activated up to three times per day. Several other enchantments round out the fighter including the ability to become invisible and to become impervious to energy. The fighter also has special enchantments built into its gun sights which allows the pilot to see invisible targets.
The big advantage which the techno-wizard version of the Fw-190 has over the Me-109 is in the number of weapons which it carries. It carries a pair of telekinetic machine guns mounted in the upper part of the fuselage which fire through the propeller hub with a pair of lightning blasters in the fighter’s wing roots. All four weapons can be fired simultaneously although the machine guns are the only weapons effective against targets which are impervious to energy. Another advantage in the Fw-190 is the amount of ordnance which can be carried with four hard points, two each wing, instead of the two hard points on the Me-109. Each hard point can carry a single long range missile / heavy bomb or a mixture of lighter ordnance. Instead of missiles or bombs, a single mini-missile pod or a telekinetic machine-gun can be mounted on each hard point. Carrying an additional enchanted machine-gun greatly increases the planes firepower and all can mount machine guns if desired by the pilot. All weapons can be fired at once and all hard points carrying telekinetic machine guns makes for incredible firepower.
Like on the Techno-Wizard version of the Me-109, the Fw-190 carries a highly unusual and effective enchantment where 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 Fw-190 fighter. 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. When parrying missile strikes, the blades will be destroyed after a successful parry.
Model Number: T.W. Fw-190-TW
Vehicle Type: Single Engine Techno-Wizard Fighter / Fighter
bomber
Crew: One
M.D.C. by Location:
[1] Wings (2): | 140 each | |
[2] Elevators (2): | 60 each | |
[2] Rudder (1): | 70 each | |
Cockpit: | 120 | |
Engine: | 120 | |
Propeller: | 60 | |
Landing Gear (2): | 10 each | |
[3] Main Body: | 280 | |
Magical “Armor of Ithan” Force Field (3 times per day): | 100 |
Notes:
[1] Destroying a wing will cause the plane 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.
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: 469.1 mph (755 kph) with an altitude of 45,500 feet
(13,868.4 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 Fw-190 will overheat after twelve hours of operation
at above 300 mph (482.8 kph) on propeller driven flight. Effective unlimited
on Telekinetic flight system.
Statistical Data:
Height: 11 feet 0.3 inches (3.36 meters)
Wingspan: 34 feet 5.8 inches (10.51 meters)
Length: 33 feet 5.2 inches (10.19 meters)
Weight: 7,940 pounds (3,600 kg) empty, 9,920 pounds (4,500 kilograms)
fully loaded
Power System: Dual Flight System, Fusion Reactor with five year
lifespan and Telekinetic flight system for flight on ley lines.
Cargo: Minimal (Storage for small equipment), does not include
hard points
Black Market Cost: 13.2 million credits.
Weapon Systems:
- Telekinetic Machine-Guns (2): Carried in the position of the original
13 mm MG131 Machineguns and mount in the upper part of the fuselage. 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 100 P.P.E. once per month. The cannon does full damage to targets that
are impervious to energy. Weapon can be combined with the Lightning Blasters.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 2D6x10+10 for both cannons or 12D6 for one (Combined with Lightning Blasters for a Maximum Total of 3D6x10+30)
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. - Two (2) Heavy Lightning Blasters: Mounted in the fighter’s
wing roots nose in the same position as the 20 mm MG 151 / 20E Cannons.
All of the lightning blasters can be fired together and inflict incredible
damage when both are fired together. No matter how many cannons are fired
together, it counts as one attack. They can also be combined with the TK
Machine-Gun. The lightning blasters have a slightly better range and have
an unlimited payload compared to hand held lightning blasters. The weapon
pulls its energy from a tiny rift from the elemental plane of air and does
not need to be recharged.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D4x10+10 per electrical blaster and 2D4x10+20 for all four blasters firing simultaneously (Counts as one attack - Combined with T.K. Machine-Gun for a Maximum Total of 3D6x10+30)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited. - Wing Hard Points (4): The Techno-Wizard Fw-190 can carry
a variety of ordnance on its hard points. The fighter has two hard point
on each wing for a total of four hard points. With the addition of sensor
systems, the fighter can control missiles instead of just bombs and unguided
rockets. Mini-Missile pods are very popular. There is no provision for
jamming pods or towed decoys.
- 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.
Maximum Effective Range: Varies by missile type for missile and varies by altitude that the 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: 4 short range missile or light bombs, 2 medium range missiles or medium bombs, or 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 - 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.
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. - Telekinetic Machine-Gun: Mounted instead of other weaponry on the
hard point and the machines must be mounted in pairs. It is enchanted by
a series of spells so the cannon acts as a more powerful version of the
standard TK 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 inflict full damage to targets
that are impervious to energy. Weapons can be combined with the internal
telekinetic machine gun and Lightning Blasters.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 12D6 for a single cannon, 2D6x10+10 for two cannons, and 4D6x10+20 for four cannons (Two Telekinetic Machine-Guns combined with internal weaponry inflict 5D6x10+40 and four Telekinetic Machine-Guns combined with internal weaponry inflict 7D6x10+50)
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.
- 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.
- 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. - Techno-Wizard Modifications: The Techno-Wizard Fw-190 has
the following techno-wizard modifications built into the fighter. These
require P.P.E. or I.S.P. from the pilot.
Special Features:- 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.
Special Equipment:
The fighter 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.
Combat Bonuses:
- +1 to Strike with Lightning Blasters, Telekinetic Machine-Guns, and
Mini-Missile Launchers.
+3 to dodge
+5 to dodge while traveling over 200 mph (322 kph).
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2005, Kitsune. All rights reserved.