From rchaulk@efni.com Date: Fri, 14 Feb 1997 16:12:17 -0500 From: CowMan To: behegr@brain.uccs.EDU Subject: Here's Some nifty Rifts stuff! [The following text is in the "ISO-8859-1" character set] [Your display is set for the "US-ASCII" character set] [Some characters may be displayed incorrectly] This is some basic, large WW][ plane stuff I've been doing for my friend. He's got an industry, formed by two other characters during a previous game, who bought a factory, and a buncha other stuff.. (and still got 20mil. each :) PBY-Catalina Flying Boat ------------------------------------- During a recent underwater exploration, Apollo crews uncovered a fairly intacted Catalina. Here is the resulting production model. Mega-damage windows and plating are standard. All lesser systems have 1-2MD coatings to protect from small-arms fire and weather conditions. The Catalina is a twin engined patrol flying boat. It has a stepped hull design, allowing it to land and take off from water. It's jobs included Long Range patrol, anti-submarine sweeps, and search and rescues. From the side, main features are a high-mounted wing, large vertical stabilizer, waist blisters and Apollo-14 Engines. Class: Converted Long-Range Patrol & Rescue Crew: Min. 1 (Pilot), 11 standard (Pilot; Co-Pilot; Flight Engineer; Forward Observer/Gunner; Radio/Communications Officer, Sensors Operator, Ventral Gunner, Bombadier, Blister gunners (2), Turrent gunner. Specifications: Wingspan: 104', Length: 64' 4", Hieght: 21' 3", Wing Area: 1400' Squared. Wieght: 32,124lbs (Empty), 45,530lbs (Max) Performance: (Twin Junkers Jumo 004-B1 Remakes (Apollo 14's) Climbs 730ft/min, Max. alt. is 32,000', Max. Speed is 872mph, 12y/unlimited range. Arments:Laser-Pulse Turrent (2000', 4d6/ Twin Blast, 6d6/Twin Pulse), Ion Ventral Automatic Rifle (3d6/blast, 6d6/pulse) MDC by Location: Wings (2) - 120 Each Blisters (2) - 85 Each Main - 500 Observation Windows (12) - 20 Each Tail - 120 Landing Lights, Glare Shields, Radio Cords, Antenna, etc - 1 MD each Engine (2) - 125 Each Features V/STOL - Directionalized jets allow jet to take off in 50ft or land in 30ft of basically flat terrain Nuclear Powersource - 12 year continuous life Jet Engines - These run off the heat produced from the Nuke-Engines during flight. Rugged Landing Gear - Allows rough ground and field landing operations. Can also land on roads, if there are no large buildings. Arms Expansion - Observation Cupola (Nose), Dorsal Blisters, and Pilots compartment all have optional weapons mounts. Artic Ready - Tested on the artic plains. V/STOL is not available here, but the large open spaces provide ample takeoff/landing room. Leading edges are all heated, and de-icing fluid is available for critical components. Redundent Systems - Fly by wire system is backed up by older hydrolics, and most systems that have been uprgaded still retain there previous systems (Although recent technology has shrunk them considerably.) Radar and Radio - Long Range Radio, and large Radar (210miles, 48 Targets), ASW radar for detecting submarines and ships. Rafts - 8 Dinghies are stowed in the wings, can be dropped from flight. Weapons Pylons - Underwing racks for 6-4 Small/Med. bombs, or 2 large bombs/missles/torpedoes Floor Panels are Removable - 1ftx3ftx6ft in size. Multiple of these chambers are in each room, seperated by support spars. 2 or 4 Beds - 4 Beds, or 2 beds and small galley. Both options have a small "closet". Landing Lights - Can land in Twilight, low light, and night conditions. Useful in the land of the "24h Sun" when it's not out :) Air Cooled Engine - Computer controlled condensers prevent jets from overheating. Rear Towing Wheel - Basic winch system - Can act as target tug, glider tug, or when on water, as a tugboat for smaller craft. Folding Seats - Seats fold forwards (I dunno why though ?) Static Discharge Wicks - Static electricity is dispersed in the air. Allows sensitive electronic equipment to be operated. Smoke Generators - Creates white, dense smoke. 2, just inside of the engines. Observation Windows - 6 are removable (3/side), and can allow rifle and sidearm fire during flight. Ammunition shelves are beside these. Small Anchor - For when parked on water. Autopilot - Can be set to maintain ethier Altutide, Speed, or hold the plane straight. Will adjust throttle and angle to maintain whatevers set. Afterburners - 30min of solid fuel can be dumped into jet's stream. Doubles speed while in use. DeHavilland Dragon/Rapide --------------------------------------- A recent trip to Europe uncovered one of these after a fight between the NGR and the Gargoyles blew apart local terrain and uncovered one of these. Class: Small Transport/Passenger Performance: (2x1200lbs Multi-thrust engines, Apollo-10's), Max. Speed: 234mph, 876ft/min, 22,30ft cieling. 24y Nuke life. Specs: 48' Span, 34' 6" length, 10' 3" Hieght, 2276lbs (Max. takeoff is 6500lbs) MDC: Main - 50 Pilot - 15 Passenger - 30 I also got a B-17G/C/F Crossbreed, Shortland s.25 Sutherland flying boat, a Jet-Propelled Hardvard/Texen Recon rebuild, F-4's, F-5's, F-14's, F-15's, F-16's, F-18's, F-117a's, and more. But there yet to be produced by Apollo's factories. Heres another neat thing from the same area as the Apollo factories, a Free-Quebec funded Mercenary group that is high on equipment but seriously under-manned. CowMan's Anti-Evil Kanivels ---------------------------------------- Size: 2 - Minor (95p) Sponsership: Government (Free Quebec) (+20 Outfits, +20 Equip, +20p ) Outfits: Specialty (20p) Equipment: Magic (40p) Vehicles: Unlimited (50p) Weapons, Power Armor, Bots: Specialty Equipment (20p) Communications: Secured Service (10p) Security: Tight (10p) Perment Base: Headquarters (10p) Specialty Budget: Nickels And Dimes (10p) General Alighment: Anarchist (4p) Criminal Activities: None (0p) Intellegence: Military Special Operatives (10p) Salary: Freelance (2p) Note: Extra points given by GM :) Standard Issue to Soldiers: Armor Line - MDC Armor (Ethier Urban Warrior, PlasticMan, Huntsman, or Juicer Assassin Plate), Painted Red, Black and Purple. Officer - MDC Armor (CA-3 Light "Dead Boy", New Style), Painted Black, Red, Purple with Officer Identification Orange bands Weapons All - Choice of 2 weapons (Wilderness Ion Rifle, NG-LG5, JA-9, .50 or 14.5mm Machine gun (Optional - WI-20 Ramjet rounds), C-10, C-18, C-20, Wilks 320, Mini-Laser, Any Vibro-weapon) Equipment All - Walkie-Talkie, 4 E-Clips, 6 gernades, NG-S2 Surivial Pack, 1 SDC Weapon, Walkie Talkie Radio Scrambler, 30% have minor Techno-wizard items (1d4+1 minor or 1 major). Elite Soldiers - Minor Rune Weapon (Axe) Officers - Minor Rune Weapon (Pole-arm/Spear, etc) Elite Officers - Greater-Greatest Rune Weapon (Sword) Special Forces - Greater Rune Weapon (Dirk, Dagger, Dart or other small Concealable weapon) Company Equipment Stores - 2 Long range radios, 6 Lang. translators, 2 mini-radios, 1 PC-3000, Portable Video-recorder HQ - Saloon, 3 Barracks, 15 storage warehouses/hangers, Field hospital, Airfield (paved) Aircraft 24 Grey Falcons Total Aircraft: 211 12 AirCastle Bombers Crew Needed to Fly all: 955 12 Iron Eagles APC Capacity (Combined): 1440 12 Iron Tridents (Iron Eagles, except for naval use) 24 Cresent Moons 24 Boomerangs 12 Nightwings 12 Black Lightning 12 Demon Locust 01 Deaths Head Transport 12 XM-180 "Dragonflies" 24 XM-270 "Mosquitoes" 24 XM-275 "Lightnings" 12 XM-280 Fighters 06 XM-288 Transports Vehicles 18 Mark V APC's 24 Iron Madien APC's 05 Leopard III APC's 12 Iron Fist Med. Tanks 08 Iron Hammer Heavy Tanks 03 Iron Bolt Missle Launchers 08 Juggernaught Heavy Hover Tank 10 XM-330 "Phantom" hover Tank 02 UAR-1 Enforcers 02 CR-004 Spider Skull Scouts Walkers 02 CR-005 Scorpian Skull Walkers 08 Spider Skull Walkers Ships 01 SeaKing 04 Triton Patrol Boats 03 Black Eel Torpedo Boats Armor 40 SAMAS'es (of the various kinds) 40 T-21's 40 Flying Titans 60 X-10's 30 X-100's 20 X-500's 30 NG-x9's 60 NG-x10's 10 NGV9 10 DK-AR500 Transportation 75-100 Mountaineers w/Hatch guns or Mini-missles 24-30 Iron Madien Converts (For personal use) 120-150 SDC Supply trucks 60 MD Buses (30MDC) 100-150 Assorted Vehicles (Jeeps, Campers, etc) XM-350 "Modified" Leopard III APC / Mobile Command Post Class: Mobile HQ Crew: 5 (Pilot;4 Gunners) MDC by Locale: Med. Range Missle Launchers (2) - 150 each Laser Guns (2) - 45 each Side Railgun Turrents (2) - 75 each Smoke Gernade Launchers (8) - 7 each Main Sensor - 30 Laser Turrents (4) - 150 each Headlights (2) - 7 each Searchlights (2) - 15 each Bumper - 300 Top Hatches (3) - 105 each Main Side Hatches (2) - 300 each HoverVents (Replace wheel well's) (12) - 75 each Pilot View Port - 108 Pilot/Crew Compartment - 108 Main Body - 1350 Long Range Missle Launcher - 300 Can hover from 3" - 1200' Speed is 80mph over land, or 40mph over water Hieght: 15' Length: 70ft Width: 12ft, Wieght: 89 Tons Color: None (Techno-Wizard Spell) Power: Anti-Matter (50y) Weapons Long Range Missle Launcher RoF: 1-6 /melee. Reloading takes 2-3 min. Range: Varies with missle MD: Varies with missle Payload: 6 in missle launcher, with blast proof recessed locker behind containing additional 36 Medium Range Missle Launchers (2) RoF: 1-4/melee each Range: Varies MD: Varies Payload: 8/Launcher Laser Turrents (4) RoF: Equal to the number of Hand-to-Hand attacks Range: 2000ft MD: 2d6 or 6d6/pulse (1 melee action) If two turrents fire at the same target, 1d6x10+6 MD (1 melee action) Payload: Unlimited Manned Laser Rifles (2) RoF: Equal to the number of Hand-to-Hand attacks Range: 2000ft MD: 4d6 Payload: Unlimited Side Rail Gun Turrents (2) RoF: Equal to the number of Hand-to-Hand attacks Range: 4000ft MD: 1d4x10/Burst (Only fires bursts) Payload: 400 bursts (200 each) worth Has the following Techn0-Wizard Spells - Cameleon Breath Without Air Also Has - 400 CD Collection, Large sound system, loudspeaker, Big-Screen TV, VCR/VCD (Beta, VHS, Film), Loudspeaker, small video collection. Terror tank has been removed, and the entire terror tank bay has been redone. The cargo/APC area has been made into one long room, with a table for viewing maps and some basic conference equipment. Autopilot, rations (10men/2weeks), portable radios - Long and short, first aid kit, 10 flares, 10 TX-42 Rifles, IRMKSS (Or whatever, the medical nano-bot suckers), Autolocking hatches (Activated by vioce, Requires DNA, Finderprint and retinal scan from the outside in addition to a keypad code), and doorbell. This is were the Commander/Leader and 1-3 high ranking officers are during battle. The second in command leads the armies into battle, and excecutes strategies passed on by the Leader/Commander. For now, this merc. group helps other groups, by lending/leasing aircraft and ground vehicles for a price. When the war between the coalition and free Quebec finally begins, those recruited for military service will also be given the option of joining the merc. group. This will rapidly expand the operation base and allow a much more powerful force to be seen on the battlefield than the group can do now. Operation Groups Secret Operations Personnel 2 Military Special Operatives - From Free Quebec. (5%) 1st Fleet Command 1 Sea King 4 Triton Patrol Boats 3 Black Eel Torpedo Boats 1st Air Command (Heavy Assualt) 12 AirCastle Bombers 2nd Air Command (Transportation) 1 Deaths Head 6 XM-288 Transports 3rd Air Command (Helicopter) 12 Black Lightning 12 Demon Locust 4th Air Command (Combat) All other aircraft This groups also got alot more stuff, such as most of the 40 members stats., which are not written here.