Triax X-2800AG Space Dragon Wing:
This vehicle looks virtually identical to the Standard Triax X-2700
Dragon Wing but has a very important modification. While the Space Dragon
Wing has the standard thrusters, it also has an experimental Anti-Gravitic
propulsion system. This system has been set in the back of the body of
the vehicle and the convention thrusters have been set further back. The
Anti-Gravitic propulsion system was copied from a crashed starship from
unknown thought to be some alien race. The propulsion system is likely
a Contra-Grav propulsion system from a vehicle from Phase World.
All other system are identical to the original systems and when the
vehicle is only using its anti-gravitic propulsion, it operates completely
silently and is a very hard target to detect.
There is only a very small number of X-2800AG Space Dragon Wings that
have been produced and both the existence and production of the Space Dragon
Wing are Top Secret. Rumors of this vehicle have leaked and the Coalition
is trying to discover if the rumors are true.
To be more accurate, this vehicle follows theoretical information about
starships operating non chemical propulsion in space. This has meant much
greater speeds and accelerations. Listed is the formula to allow player
and game masters to calculate the vehicles velocity.
Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial
Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Designation: X-2800AG Space Dragon Wing
German Name: Weltraum Dracheflügel
Vehicle Type: Ground and Aero-Space Assault Robot with Multi-Weapon
Systems.
Crew: One Pilot and One Co-Pilot/Gunner, can sit two additional
human sized passengers.
M.D.C. by Location:
| Tail Swivel Laser (2): | 15 each |
| Weapon Arms (2): | 200 each |
| Forward Machineguns (2): | 30 each |
| Forearm Directional Thrusters (4): | 20 each |
| Main Arms (2): | 200 each |
| Hands (2): | 120 each |
| Legs (2): | 300 each |
| Foot Thrusters: | 200 each |
| Tail Thruster: | 120 each |
| Main Hatch: | 120 |
| Directional Thrusters: | 10 each |
| Ankle Spotlight (2): | 10 each |
| Chest Searchlights (2): | 30 each |
| Head and Sensors: | 275 |
| [1] Main Body: | 525 |
| Pilots Compartment: | 150 |
| [2] A-Grav Module: | 275 |
Notes:
[1] Depleting the M.D.C. of the main body will shut the Space Dragon
Wing down completely, rendering it useless.
[2] Destruction of the A-Grav module will require the Space Dragon
Wing to rely on conventional thrusters.
Speed:
Running: Top speed is 40 mph (64.4 kph)
Leaping: Can leap up to 10 feet (3 meters) up or across without
using thrusters or A-Grav and can leap up to 100 feet (30.5 meters) up
or across with thruster without achieving flight.
Flying, atmosphere: Using the vehicles thrusters only can travel
up to mach 2 (1539 mph / 2477 kph) with an altitude of 45,000 feet (13,700
meters). With Anti-Gravity System only can travel up to mach 1.5 (1154
mph / 18658 kph). With combined Anti-Gravity System and Thrusters can travel
up to Mach 3.5 (2693 mph/ 4334 kph). Any time Anti-Grav system is engaged,
ship can leave the atmosphere under its own propulsion.
Flying, space: Using the vehicles thrusters only, the vehicle
can accelerate at up to 2 G, with the anti-gravity system, the vehicle
can accelerate at up to 1.5 G, and with both systems, the vehicle can accelerate
at up to 3.5 G.
Underwater: Maximum speed of 50 mph (80 km) with a maximum depth
of 600 feet (183 meters)
Range: Conditionally Unlimited, the anti-gravity system requires
no reaction mass and the thrusters use the atmosphere for reaction mass
while operating in an atmosphere.
While operating in space, the thrusters require reaction mass to operate.
The conventional engines has enough fuel to operate for up to 4 days at
0.5 G of acceleration. Double the consumption of fuel for 1.0 G of acceleration
and double the consumption for every 1.0 G of acceleration beyond 1 G.
this means the vehicle will burn 4 times faster at 2 G than at 0.5 G. This
allow the fighter about 1 day of fuel at 2 G. The ship can still accelerate
using the anti0gravity propulsion and the thrusters are normally only used
for combat manuevers
Statistical Data:
Length: 27.5 feet (8.4 meters)
Width: 16 feet (4.9 meters)
Height: 30 feet (9.1 meters) [40 feet (12.2 meters) with antenna]
Weight: 31.5 tons (28.6 metric tons] fully loaded
Physical Strength: Equal to a P.S. 50.
Power Source: Nuclear, Should have an average lifespan of 20
years
Cargo: 5 ft x 4 ft x 4 ft storage area
Black Market Cost: Not Sold, If found it would probably be worth
150 million for a new, undamaged, and fully operation Space Dragon Wing
complete with weapons and anti-gravity propulsion system.
WEAPON SYSTEMS:
- Weapons Arms:
On each weapons arm is a laser cannon and Ion
Cannon. Gets +1 to strike and dodge due to independent targeting system.
- Laser Cannon:
Both can be fired for double damage and counts
as one attack.
Range: 6,000 feet (1829 meters), eight times range in space.
Mega Damage: 1D4x10 (2D4x10 for both lasers).
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Ion Cannon:
Both can be fired for double damage and counts
as one attack. Both lasers and Both Ion cannons can be fired for 4D4x10
and counts as one attacks. The laser and Ion cannon on one arm can fire
for 2D4x10 and count as one attack.
Range: 2,000 feet (610 meters), eight times range in space.
Mega Damage: 1D4x10 (2D4x10 for both ion cannons).
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Forward Rapid Fire Machine Guns:
special weapon usually loaded
down with Depleted Uranium or Radioactive rounds. There are two cannons.
Range: 4,000 feet (1,220 meters), eight times range in space.
Mega Damage: 2D4 for 20 round burst, 4d4 for double 40 round
burst (does 2d6 or 4d6 for DU or radioactive rounds).
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: 6000 rounds (150 bursts each gun)
- Concealed Chest Missiles:
Medium range missiles. Missile
are assumed to accelerate at 2 times normal mach speed in Gs greater than
the starships speed when used in space. Missiles can be launched at non
moving targets beyond the powered range of the missiles to hit targets
without the chance of the launching ship being hit by missiles itself but
penalties exist when launching missiles beyond normal missile range.
Range: Varies with missile types, Medium missiles only. Assume
powered range is 8 x normal in space (Go to
Revised
bomb and missile table).
Damage: Varies with missile types (Go to
Revised
bomb and missile table).
Rate of fire: One at a time or in volleys of 2 or 4.
Payload: 16 missiles
- Tail Swivel Laser Mounts:
Mainly rear defensive weaponry.
Two laser mounts.
Range: 6,000 feet (1829 meters), eight times range in space.
Mega Damage: 3D6 single or 6D6 double.
Rate of Fire: Equal to the combined hand to hand attacks of
the Gunner (usually 4 or 5).
Payload: Effectively Unlimited.
- Optional Electro Mace:
See writeup of electro mace for more
information.
Range: Hand to hand or 1,000 feet (305 meters) for blasts, blast's
range doubled in space.
Mega Damage: 4D6 blunt (+10 for being charged), blasts do 1D4x10.
Rate of Fire: Equal to the combined hand to hand attacks of
the Pilot or Gunner (usually 4 or 5).
Payload: Effectively Unlimited (3 times per melee for blasts).
- Optional Slammer Concussion Bombs:
Mounted on the legs and
body of the Dragonwing.
Range: 6000 feet (1829 meters) in an atmosphere
Damage: 1D4x10 MDC with a 90 ft blast radius. Bomb has an 88%
chanch of knocking target off feet and a 65% chance of stunning target.
If target is knocked down looses 1 attack and initiative and if stunned,
looses half attacks, is at -10 to strike, parry, and dodge, and speed is
at half. Stun lasts 1d4 melees.
Rate of fire: One at a time or in volleys of 2 to 10.
Payload: 20 bombs.
- Hand to Hand Combat:
Rather than use a weapon, the pilot
can engage in mega-damage hand to hand combat.
Bonuses & Damage from X-2700 Dragonwing Combat Training:
Roughly the same as the Black Knight.
Restrained Punch: 1D6 M.D.
Full Strength Punch: 3D6 M.D.
Power Punch: 6D6 M.D. (counts as two attacks)
Crush, Pry or Tear: 2D6 M.D.
Kick: 3D6 M.D.
Leap Kick: 5D6 M.D. (counts as two attacks)
Thruster Blast from Feet: 2D6 M.D.
Body Flip/Throw: 1D6 M.D.
Body Block/Ram: 2D6 M.D. (running)
Flying Body Block/Ram: 5D6 at 100 mph (160 km), 1D6 x 10 at 200 mph
(320 km), 2D4 x 10 at 300 mph (480 km), 4D4 x 10 at 500 mph (804 km), 4D6
x 10 at Mach One, lD4x100 at Mach 2, but at Mach speed the Dragonwing also
suffers half the amount of damage that it inflicts.
Electro-Mace: ` 4D6 M.D. (uncharged)
Electro-Mace: 4D6+10 M.D. (charged)
Stomp: 2D4 M.D. against targets 10 feet (3 m) tall or smaller.
+ 2 to strike
+ 4 to parry
+ 3 to dodge on the ground
or + 5 to dodge flying at Mach 1 +
+ 2 to roll with impact
+ 2 to pull punch
+ 2 melee actions/attacks at level one
+ 1 additional melee action/attack at levels 3, 6, 10 and 14.
Note: Reduce combat bonuses by half if there is no co-pilot
to serve as the gunner. Also reduce the number of attacks per melee by
two.
Special Equipment:
- Sensors: The X-2800 has full optical systems, including laser
targeting, telescopic, passive night vision (light amplification), thermo-imaging,
infrared, ultraviolet, and polarization. Plus all other features common
to most robots.
- Radar reflective paint: This special paint makes the Dragonwing
invisible to most radar systems. The most powerful and sophisticated radar
detection systems may get an occasional "blip" or shadow, but only for
a second and then it's gone. Similarly, battle damaged Dragonwings (30%
to 60% of its main body M . D . C . is gone) are less radar proof and will
fade in and out of radar monitors every few minutes . This may be enough
for the enemy to project the robot's course and target/destination . When
the bot has lost 65 % or more of its main body (and paint) it is completely
visible on radar! Flying low, under the radar is the only way to avoid
radar detection, but it is then susceptible to visual tracking and ground
attack. Go to
General Detection Penalties for more information on penalties and bonuses to use with stealth.
[Coalition TM, Phase World TM, and Triax TM are trademarks owned by Kevin Siembieda and
Palladium Books Inc.]
[ Rifts® is a registered trademark owned by Kevin Siembieda and
Palladium Books Inc.]
By Kitsune (E-Mail Kitsune ).
Copyright © 1998, Kitsune. All rights reserved.