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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