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Arixo
Arms

Arixo Arms is Arixo's primary
weapons provider. Before the U.S. shattered, they were a small machine
shop in Albuquerque, mostly working with train components. By 1934, they
had branched off into producing small hand weapons and airplane caliber
guns. The Arms started selling these early offerings anywhere they could,
but they were not always of the highest quality, and the company soon developed
a negative image. Over the years, though, the machinists got much more
skilled, and now can produce all calibers of guns, any major kind of rocket,
and often make their own experimental prototypes. Arixo itself, specifically
the AADF, became their primary contractor; they still sold some of their
lesser goods elsewhere.
The Duke City Diablos, being
an Albuquerque militia, often get to test Arixo Arms weapons prototypes.
Here are presented a few of the more successful ones, that are now being
offered on the open market.
Magnesium Rockets
As the name implies, these are
rockets that use the same principle as the magnesium rounds used in machine
guns. The ceramic warhead, filled with magnesium, is designed for maximum
coverage, and can almost cover an entire wing or other surface with the
burning material. These rockets are volatile and hard to make, and
are therefore quite expensive, about $450 each.
Rules
Magnesium rockets work much like
regular magnesium rounds. When the rocket hits, role for the location as
usual, then count 4 boxes on either side of the point hit, and fill those
boxes in. Roll for the number of turns it will burn as usual, but then
add one to the final result (6 turns is possible). Mark these boxes off
for the remaining turns as usual. All other magnesium rules are the same.
Magnesium rockets take up one
hardpoint, and use a +1 to-hit modifier.
Extended Radio Gear
Derived from deep-sea planes,
this equipment allows for radio signals to be sent over much longer distances,
an asset in the often sparsely populated southwest. All planes in a flight
group can patch in to the radio of the plane carrying this equipment. It
can also be used as a relay to boost incoming signals and rebroadcast them.
Since these planes tend to be under gunned, they usually need an escort.
This radio gear costs around $225.
Rules
This extra radio equipment weighs
200 lbs. The cargo space on the record sheet is now considered part of
the radio; if any part of this area is hit, the radio goes out. Also, the
spaces for guns 1 through 4 are used for antennae, and cannot mount guns.
The radio is also considered inoperative if three of these antennae are
destroyed.
This equipment has little effect
to an actual game, but the destruction of or protection of it could be
considered an objective in a scenario.
The "Scorcher"
The "Scorcher" is a large, rear-firing
flame-thrower, that is installed on a pair of rocket hardpoints. An early,
forward-firing version proved, well, untenable (the flame could not outfly
the plane), so Arixo went with the current version. Targeting is very difficult,
though, since it does fire toward the rear, without benefit of a manned
turret. While the fuel for the flame is limited, it usually lasts the length
of an average dog-fight. "Scorchers" cost $200 each.
Rules
The "Scorcher" uses two rocket
hardpoints, has a range of 2, and a to-hit number of +2. It fires into
the rear hex only. The damage the flame does when it hits depends on the
distance from the target: use one flak rocket damage template at 2 hexes
distance, and use two flak templates in the same location at distances
of 0 and 1.
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