Techno-Wizard OS2U Kingfisher:
One of the least common techno-wizard aircraft, it is also one of the few which is designed to be operated from the water. The original Kingfisher was the main observation aircraft used by the United States Navy during World War Two and was at Pearl Harbor when it was attacked on December 7, 1941 and was in Tokyo Bay when the Japanese surrendered. In Techno-Wizard service, the Kingfisher also performs observations roles and while heavier armed than the original Kingfisher, it is still lightly armed when compared to other Techno-Wizard aircraft designs and should not be considered a fighter. It is believed that the Techno-Wizards who designed the aircraft wanted to be as authentic as possible and did not want to use helicopters on their vessels. Another factor might have been that many of the ships operating the Kingfisher do not have the space for a helicopter pad. Ships known to carry these aircraft include the Aurora class Scout Cruiser and the still under refit USS Texas. Only about a dozen Techno-Wizard Kingfishers have been build so far.
There were several examples of the Kingfisher in Naval Museums before the coming of the Rifts and it is believed one of them survived the coming of the Rifts to use as a basis for the Techno-Wizard version of the Kingfisher. The designers are not believed to have been in the team who designed the Wildstorm Mustang and related aircraft but appears to have been strongly influenced by them. For example, the aircraft uses a fusion reactor designed for a power armor for the main power source. The original Kingfisher only had a top speed of 165 mph but the fusion reactor produces far more power and the top speed of the Techno-Wizard version is over double. Because the aircraft was never designed for such a high speed, the airframe had to be specially reinforced. Like other techno-wizard designs, the Kingfisher also has a telekinetic flight system which enables the aircraft to fly over ley lines without engaging the engines. The engine is virtually silent and allows for surprise attacks. While the aircraft can take off from the water, the catapults make for more rapid launches. While in World War Two, some Kingfishers were equipped with wheels instead of floats, all T.W. Kingfishers are fitted with floats.
The aircraft is made 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 controls are fly by wire and the aircraft carries modern electronics which are approximately the equivalent of those on most robot vehicles. The aircraft carries special magnetic gear for detecting submarines. For crew comfort, the cockpit has designed with internal life support and is sealed. The controls are designed to simulate the displays of the original Kingfisher but they are in reality multi configuration holographic plasma displays. They can be changed instantly when the pilot needs to.
The main weapon of the Techno-Wizard are two Techno-Wizard machine-guns mounted in the wings which fire forward. 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 aircraft also has a techno-wizard machine-gun in the rear of the cockpit which is controlled by the observer. When the machine-gun is being operated, the cockpit is not sealed. In addition to the guns, the Techno-Wizard Kingfisher has two hard points for additional ordnance. Missiles, Torpedoes, and Mini-missile packs can be carried with Torpedoes often being carried when hunting for submarines.
Model Number: T.W. OS2U Kingfisher
Vehicle Type: Single Engine Techno-Wizard Aircraft.
Crew: Two (Pilot & Observer / Gunner)
M.D.C. by Location:
[1] Wings (2): | 100 each | |
[2] Elevators (2): | 40 each | |
[2] Rudder (1): | 50 each | |
Cockpit: | 100 | |
Engine: | 80 | |
Propeller: | 40 | |
Floats (2): | 40 each | |
[3] Main Body: | 200 |
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): Equipped with floats, cannot operate
off of land.
Water: Speed is 40 mph (64 kph) when traveling and not on take
off or landing.
Flying: 340 mph (547.2 kph) with an altitude of 25,000 feet
(7,620 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 Kingfisher 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: 15 feet 1 inches (4.6 meters)
Wingspan: 35 feet 10 inches (10.69 meters)
Length: 33 feet 10 inches (10.08 meters)
Weight: 4,500 pounds (2041.2 kg) empty, 6,800 pounds (3084.4
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: 8.2 million credits.
Weapon Systems:
- 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 Kingfisher. 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 on
a spindle in the rear of the cockpit and is controlled by the observer.
The rear of the cockpit must be open when the gun is used and can fire
at a 180 degree arc to the rear and above. The weapon replaces the single
30 caliber machine-gun carried on the original Kingfisher. 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. - Wing Hard Points (4): The T.W. Kinbgfisher Spitfire 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) 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
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.
- 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.
- Techno-Wizard Modifications: The Kingfisher has the following
techno-wizard modifications built into the fighter. These require P.P.E.
or I.S.P. from the pilot or observer.
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 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.
- 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.
- E.S.M.: Radar Detector. Passively detects other radars being operated.
- +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 © 2003, Kitsune. All rights reserved.