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"Wild Bill" McGee's Traveling
Warehouse and Investatorium
This is some of the stuff we've
gotten from a traveling merchant/ carpetbagger/ snake-oil salesman that
goes by the name "Wild Bill" McGee. His "Traveling Warehouse and Investatorium"
is an enormous, rather battered zeppelin, stuffed to the gills with all
manner of junk (clothing, cooking utensils, appliances, some art, and much
in the way of weaponry and plane components) from around the Disunited
States that serves as his showroom; the investatorium part refers to the
weapons section. "They're not just weapons, they're an investment in your
future!" as McGee's saying goes. He often visits Albuquerque, and the Diablos
have traded with him from time to time. Below we've listed some of the
more interesting and useful stuff we've gotten from McGee. Maybe you'll
find them useful, too.
Wing Turrets
We got the plans for these for
a few crates of cotton shirts; word's still out whether we got the better
part of the deal. These aren't the classic, manned turrets at the back
of a plane like on the Brigand. A wing turret replaces some of the
rocket slots on a wing, and allows a single gun of any caliber to swivel
as much as 60 degrees from forward. The pilot controls each wing turret
with an independent joystick installed in the cockpit. We tried fitting
a couple onto one of our planes, but found that it really helps to just
build the plane around this system. Even though targeting with these turrets
is quite difficult, the increased firing arc can make up for this. Its
especially useful for strafing runs against zepps. I believe these could
be used on autogyros, in the nose, but its never been tested. Each turret
costs $175.
Rules
A single wing turret takes up
two rocket spaces; rockets 3 and 4 for the port wing, 5 and 6 for the starboard.
Only the outermost gun on the wing can use a wing turret. Each turret weighs
100 lbs., plus one-fifth the weight of the gun. In order to maintain balance
in flight, if one wing mounts a turret, the other must have one as well,
with the same caliber gun.
The wing turret's default position
is straight ahead, and can be fired as a normal gun. If a pilot decides
to use a turret, he can only use that one turret, and no other gun. The
turret gun fires into the hexside to the right or left of the forward hexside,
depending on which turret is used. Apply a +2 modifier when calculating
to-hit number when targeting in the left or right firing arcs.
Pilot Armor
This is a pretty simple idea.
Armor to protect the pilot. Thick, padded clothing with a few strategically
placed metal plates can keep you from getting hurt from shrapnel or whatever
and thus going into shock. This doesn't protect against sonics or flares,
though, and the padding does slow down your reflexes. Still, its pretty
nice to use occasionally. Plus, it keeps you nice and toasty at those higher
elevations. McGee asks $70 per suit.
Rules
Pilot armor is just something
the pilot wears (write it under the pilot's name). While the pilot has
the armor on, they do not need to make Constitution rolls for canopy hits.
Also, ignore the first direct hit to the pilot, or if multiple boxes need
to be filled in, ignore any one box (player's choice). If more than one
box is hit, the pilot must still make a Constitution role.
While wearing the armor,
the pilot's Natural Touch and Quick Draw skills are reduced by 1. This
is not a permanent adjustment.
"Pole Vaulter"
This one's pretty strange.
An explosive charge is attached to one end of a sharpened, seven foot steel
pole. When you ignite the charge, the pole "vaults" fast at your target.
If you hit it, the pole crashes through the layers of armor, and hopefully
hits an important component. Unfortunately, the pole itself basically replaces
the armor it just crashed through. The "pole vaulter" isn't so good against
heavily armored targets, and surprisingly ineffective against the gas cells
of zeppelins. You can put a couple of these on a rocket mount. McGee's
asking a hefty $600 per.
Rules
Each "pole vaulter" takes up
half a hardpoint, and has a to-hit modifier of +2. When the pole hits,
find the location as usual, then count in 6 spaces. For anything other
than armor that falls in this line, fill in the boxes and apply damage
effect as usual, except for fuel tanks. A fuel tank hit by a pole drains
at the end of the following turn. For game purposes, the armor remains
unaffected.
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