T.W. Me-109-TW Techno-Wizard Fighter:
The German Me-109 is one of the best known fighters of World War Two, ranking up there with the British Spitfire and American P-51 Mustang in popularity. The aircraft is what most people think of when the subject of German fighters is brought up. A fairly light aircraft, the German fighter was fast and extremely maneuverable and was produced in huge numbers with over thirty thousand of the Messerschmitt being built before the end of World War Two fighter in various models and sub-variants. The Me-109 was one of the few aircraft which remained in production throughout the Second World War and was instrumental in the Air Superiority for the Germans early in the war. It was not until the Me-109 engaged the British Spitfire and the American Mustang that the German fighter met its match. The fighter was operated by several nations even after the end of World War Two and was produced in Spain after the end of the War.
Even after the coming of the Rifts, many groups still have a sense of national identity although often many of the details are wrong. Many techno-wizards like to create new designs based on old designs from their "homeland." American Techno-Wizards have developed techno-wizard versions of the P-51 Mustang, the P-38 Lightning, and F4U Corsair fighters among other World War Two designs. British Techno-Wizards produce enchanted versions of the Spitfire and the Mosquito aircraft. It can be expected that techno-wizards which occupy the lands which were once considered Germany might copy old World War Two German designs and the Me-109 clearly shows this. Other designs include Techno-Wizard versions of the He-162 'Volksjäger' (People's Fighter) and the Me-163 Komet Rocket Fighter. Unlike many other Techno-Wizard designs, the Me-109 does not have a theme and is more of less of a "conventional" techno-wizard design. While it is not believed that any original Me-109 fighters survived the coming of the Rifts, detailed blueprints have been found which allow for a close duplicate of the original German design. There are stories about techno-wizards from Germany and England dogfighting Me-109 fighters against Spitfires as a sport / hobby. It is believed that they use the enchantment of impervious to energy to prevent damage while dogfighting.
Like most other techno-wizard designs, the techno-wizard version of the Me-109 replaces the standard piston engine with a powerful fusion reactor design from a power armor. The engine produces far more power than any conventional engine and gives an increase of around ten percent compared to the fastest original production models of the German fighter and has a top speed of around 790 kilometers per hour although the engine will overheat after several hours of operating at top speed. The Me-109 is just a bit slower than the standard techno-wizard Spitfire but is slightly more maneuverable as compensation. The conventional propeller driven flight system is backed up with a telekinetic flight system. 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.
In general, conventional high strength alloys and composites are less expensive than enchanted materials and are often actually stronger as well. As well as reducing construction costs, conventional high strength materials are normally less expensive and easier to repair. Because of these reasons, it was decided that the enchanted version of the Me-109 would use conventional materials although the modern composites and alloys can take incredible amounts of damage compared to any World War two aircraft. The weakness in these materials is that it has no special abilities such as the standard techno-wizard Spitfire being invulnerable to fire. The systems on the fighter are designed to mimic as closely as possible the displays of a World War Two Me-109 but the systems are in reality high definition holographic plasma displays. They can be re-configured to show additional data if needed and the electronic systems are fully modern. Included in the modern systems are a fully computer controlled fly-by-wire system and a fully environmental cockpit. In an effort to give the fighter additional protection, it has an “Armor of Ithan” force field which can be activated up to three times per day and has several additional enchantments 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 Techno-Wizard Me-109 is a fairly small fighter and does not mount the large number of weapons which are mounted in many larger fighters although the weaponry is still quite respectable. Mounted so that it fires through the propeller hub, the fighter mounts a single telekinetic machine gun and the fighter also mounts a pair of lighting blasters which are mounted in the upper cowling. Like with most techno-wizard aircraft, all three weapons can be fired simultaneously for greater damage although the telekinetic machine gun has the advantage of being effective against targets which are impervious to energy. The fighter has been modified so that it can carry a small amount of external ordnance with two hard points with one on each wing. 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 five weapons can be fired in a combined burst for incredible damage.
Also carried on the Techno-Wizard Avenger Bomber, the Me-109 carries a highly unusual 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 Me-109 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. Me-109-TW
Vehicle Type: Single Engine Techno-Wizard Fighter
Crew: One
M.D.C. by Location:
[1] Wings (2): | 100 each | |
[2] Elevators (2): | 40 each | |
[2] Rudder (1): | 50 each | |
Cockpit: | 90 | |
Engine: | 90 | |
Propeller: | 55 | |
Landing Gear (2): | 10 each | |
[3] Main Body: | 220 | |
[4] 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.
[4] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict
one-half damage. Each activation lasts for 30 minutes.
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: 490.9 mph (426.6 kph / 790 kph) with an altitude of
45,500 feet (13,868.4 meters) using conventional propeller driven flight.
200 mph (173.8 knots/ 320 kph) on Telekinetic flight system but aircraft
must remain on a ley line for flight system to operate.
Range: The Me-109 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: 8 feet 2.5 inches (2.5 meters)
Wingspan: 32 feet 8.5 inches (9.97 meters)
Length: 29 feet 0.5 inches (8.85 meters)
Weight: 6,170 pounds (2,800 kg) empty, 8,380 pounds (3,800 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: 11.2 million credits.
Weapon Systems:
- One (1) Telekinetic Machine-Gun: Carried in the position of the original
30 mm Mk 108 Cannon. 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: 12D6 (Combined with Lightning Blasters for a Maximum Total of 3D4x10+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
nose in the same position as the 15 mm MG 151 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 Telekinetic 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 both blasters firing simultaneously (Counts as one attack - Combined with Telekinetic Machine-Gun for a Maximum Total of 3D4x10+10)
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: Effectively Unlimited. - Two (2) Wing Hard Point: The Techno-Wizard Me-109 can carry
a variety of ordnance on its hard points. The fighter has one hard point
on each wing for a total of two 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 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: 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. - 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 (Go to 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 - all) 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 both hard points must mount a machine-gun. 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: 2D6x10+10 for both cannons or 12D6 for one (Combined with internal TK Machinegun for 3D6x10+20 and combined with Lightning Blasters and internal TK Machinegun for a Maximum Total of 4D6x10+40)
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.
- 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. - Techno-Wizard Modifications: The techno-wizard Me-109 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.
- +1 to Strike with Lightning Blasters, Telekinetic Machine-Guns, and
Mini-Missile Launchers.
+2 to dodge
+4 to dodge while traveling over 200 mph (173.8 knots/ 320 kph)
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Writeup by Kitsune (E-Mail Kitsune).
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