T.W. Mk X “Windrider” Tempest Techno-Wizard Fighter:
Originally designated the Typhoon II and developed from the original Typhoon, the fighter was one of the heaviest armed fighters operated by Great Britain during World War Two. It was armed with four 20 mm cannons and the original Typhoon was planned with twelve .303 machine guns and very fast. The fighter had a variety of problems when first introduced including the failure of engines but once the problems were worked out, the Tempest was one of the finest British fighters. The Tempest served in both the roles of air superiority fighter and fighter bomber. Used with success against flying bombs and managed to shoot down a number of German Me-262 jet fighters.
Like other Techno-Wizard fighters, each Tempest is considered a work of art. The propeller powered fighters are hand crafted and every attempt has been made to faithfully duplicate details from the original World War Two fighters. This includes attempting to duplicate the internal features of the fighter and researching original paint schemes. Few old Tempest fighters survived the coming of the Rifts but the Techno-Wizard designers were able to find fragmentary remains of several fighters and discovered full blueprints in an archive. The enchantments are similar to those on the “Windrider” Mosquito fighter and is made by the same techno-wizard group which designed the larger aircraft.
The first Tempest seems to have been flown about eight months after the Windrider Mosquito entered service and was first known in England. Its probable that a teammate of the designer of the Techno-Wizard Mosquito actually developed the enchanted Tempest. The design for the Techno-Wizard Spitfire, which appears to have started the whole English Techno-Wizard mania for World War Two fighters, was originally constructed in North America and the enchanted Mosquito has managed to drift back west across the Atlantic. While the Techno-Wizard Mosquito has managed to find its way to North America, there are no known examples of the Tempest finding its way back to America. It has found its way across the English Channel and is operated in mainland Europe in small numbers.
The flight system still retains a normal engine and is propeller driven but has a different magical fight system compared to most other Techno-Wizard fighters and is identical to the system used on the enchanted Mosquito. The magical flight system uses a focused "whirlwind" as its basis. The whirlwind surrounds the aircraft as well as forming a vortex cone from the back of the aircraft. Using just the “Whirlwind” flight system, the Tempest can reach of up to 120 mph although the magical flight system is rarely used by itself. One disadvantage of the flight system is that it is rather noisy compared to telekinetic flight system although it is lest restricted due to not being limited to use on ley lines. Other aircraft caught in the vortex often lose control and are virtually always knocked off course. The vortex also cause light damage to aircraft and missiles are usually destroyed when caught.
As well, pilots commonly use the vortex as a carpet attack against the ground. The whirlwind surrounding the aircraft is less powerful than the vortex but still offers protection to the Tempest. The “Whirlwind” can be combined with the aircraft's normal flight system to increase the aircraft's top speed. The special focused storm of the “Whirlwind” Tempest is produced by a lesser air elemental which is merged with the aircraft in a similar manner to the “Wildstorm” Techno-Wizard fighters. The elemental also allows the flight of the plane to almost be instinctive compared to conventional aircraft. Like the “Wildstorm” fighters, if the aircraft is destroyed, the elemental will simply go back to its home plane and not attack anyone in the area.
Similar to other techno-wizard fighters, the conventional flight system uses a power armor fusion reactor to provide power to the propeller. Similar to other techno-wizard fighters, the engine produces far more power than the original twenty-four cylinder Napier Sabre IIB engine and speed is increased by about 10% compared to the original conventionally powered Tempest. The techno-wizard Tempest can reach a maximum speed of around 480 miles per hour using just propellers and up to 540 mph using the magical flight system as well.
While the Techno-Wizard Mosquito is constructed from mostly enchanted wood, the Tempest goes back to more conventional materials and uses high tech alloys and composites in its construction. The Techno-Wizard Tempest is extremely strong and has the advantage that it can be repaired by normal mechanics in some cases. Still, wood is normally readily available and is comparatively easy to shape. Most Techno-Wizard fighters used modern electronics and the Tempest is no exception. The magical Tempest carries modern electronics which are approximately the equivalent of those on most robot vehicles. The cockpit also features full life support and is far more comfortable than the original fighter. The Tempest's displays are in reality multi configuration holographic plasma displays but are designed to be able to simulate those of the original Tempest. This feature is common to a variety of techno-wizard aircraft and is considered very cool by most techno-wizard aviators. Like those in most techno-wizard fighters, the displays can be changed instantly when the pilot needs to.
The Tempest fighter which served in World War Two was armed with four 20 mm cannons and could carry a variety of bombs or rockets. The Techno-Wizard version replaces the 20 mm cannons with four Lightning Blasters. The four cannons inflict incredible damage and magical energy is provided by the air elemental which powers the "Whirlwind." The fighter has four hard points which a variety of missiles, bombs, or rocket packs can be mounted. The rocket packs are especially useful against targets which are impervious to energy due to the fighter having no internal weapons to effect them. The only real disadvantage is the fact that the “Whirlwind” prevents missiles, bombs, or rocket packs from being used while the high winds surround the fighter. The constantly shifting winds knock all ordnance off course if they are not detonated by it.
Model Number: Hawker Mk X “Stormrider” Tempest
Vehicle Type: Single Engine Techno-Wizard Fighter
M.D.C. by Location:
| Wings (2):||180 each|
| Elevators (2):||70 each|
| Rudder (1):||70|
|Landing Gear (2):||10 each|
| Main Body:||350|
 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: 478 mph (769.3 kph) with an altitude of 45,500 feet (13868.4 meters) using conventional propeller driven flight. Using magical “Whirlwind” flight system, top speed is 120 mph (193.1 kph.) Both flight systems can be combined, giving the Techno-Wizard Tempest a top speed of 540 mph (869.0 kph)
Maximum Effective Range: The “Stormrider” Tempest will overheat after twelve hours of operation at above 300 mph (482.8 kph) on propeller driven flight. Effective unlimited on “Whirlwind” flight system.
Height: 16 feet 1 inches (4.90 meters)
Wingspan: 41 feet 0 inches (12.50 meters)
Length: 33 feet 8 inches (10.26 meters)
Weight: 9,500 pounds (4,310 kilograms) empty, 12,500 pounds (5,670 kilograms) fully loaded
Power System: Dual Flight System, Fusion Reactor with five year lifespan and “Whirlwind” flight system.
Cargo: Minimal (Storage for small equipment), does not include hard points
Black Market Cost: 16.8 million credits.
- Four (4) Heavy Lightning Blasters: Mounted in the fighter’s
wings and replace the four 20 mm cannons mounted on the original Tempest.
All of the lightning blasters can be fired together and inflict incredible
damage when all four are fired together. No matter how many cannons are
fired together, it counts as one attack. 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 the air elemental
and does not need to be recharged. Lightning blasters can be fired while
the electrical field is active.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 1D4x10+10 per electrical blaster and 4D4x10+40 for all four blasters firing simultaneously (Counts as one attack)
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 “Stormrider” Tempest 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 fighter can control missiles instead of just bombs and unguided
rockets. Mini-Missile pods are very popular. Ordnance cannot be fired /
dropped while the “Whirlwind” field is active. 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: 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)
- 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 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.
- Stormrider “Whirlwind”: The fighter bomber is surrounded
by series of powerful shearing air currents. Due to this, the aircraft
has partial protection against both explosions and projectiles. Behind
the fighter, a very strong vortex is created which inflicts damage to anything
that is caught in the vortex. This field will destroy virtually any missile
caught in it and also normally knocks other aircraft off course. While
very dangerous to aircraft attacking from the rear, the pilot is at -4
to strike with the Vortex. Trying to turn the fighter to get a missile
caught in the vortex is a dodge maneuver and the pilot does not suffer
any penalties. The Vortex is also sometimes used as a carpet attack against
ground targets. The field can be activated by the pilot whenever needed.
Missiles and bombs cannot be used effectively while the field is active.
Maximum Effective Range: 10 foot (3.05 meter) field around fighter and 300 foot (91.4 meter) long and 50 foot (15.2 meter) wide vortex field behind fighter.
Mega-Damage: Vortex Field Behind Fighter: 4D6+4 M.D.C. (S.D.C. objects are destroyed) against anything caught in the vortex. Missiles are normally destroyed but even if not are knocked out of control. Missiles and Power Armors have an -80% penalty to their piloting rolls to keep from being knocked out of control. Fighters and all relatively small aircraft have a -50% penalty to their piloting rolls to keep from being knocked out of control. Large aircraft have a -20% penalty to their piloting rolls to keep from being knocked out of control. Even if the aircraft is not knocked out of control, it will be knocked off course by 1D6x10 degrees and only smart missiles can attempt to reacquire their target. Around Fighter: None but partially protects aircraft from all directions from both projectiles and explosives. Reduce damage from explosions by 50% and damage from projectiles by 25%.
Rate of Fire: Can be activated at will
Payload: Effectively unlimited
- Techno-Wizard Modifications: The Tempest has the following
techno-wizard modifications built into the aircraft. These require P.P.E.
or I.S.P. from the pilot.
- 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 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.
- +20% to all Piloting Rolls
+1 to Strike with Lightning Blasters and Mini-Missile Launchers.
+2 to dodge
+4 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.