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UGC Clariont Flag.
Terran United Nations.
MC-13 Angel Air Ambulance.
UGC Clariont Flag.
Terran United Nations.
The UGC realized the need for a dedicated air ambulance; One design, used ONLY for air ambulance services, in both civilian and militry variants. Everyone knows that the big
MC-13 AIR AMBULANCE.
MC-13 Angel Air Ambulance Details.
white birds are air ambulances, loaded to bursting with sick and injured. Equally, everyone knows that when someone shoots at the big white bird, UGC militry personnel take it VERY PERSONALLY. They saturation bomb the area where the shot came from, killing everything in sight; More than one "civilian massacre" has started this way.
Other craft CAN be modified to air ambulance, but the MC-13 Angel can ONLY be used for air ambulance. The airframe selected was based on the old VC-31 (misprinted as the VC-33), modified with grav pods for additional flight capability.
Everything possible was done to sabotage the craft against combat use; The armor was made too thick and heavy to allow the installation of weapons; No rear door was installed, preventing the craft from being used to drop ultra-heavy bombs; The personnel doors were made too small for use as paratrooper delivery; The avionics were designed for flight-use only, preventing them from being used for AWACS mission, even by "accident;" The craft was equipped with an always-active racon to actively announce its location (though some pilots figured a way around this); And the cargo bay was arranged to only allow liters to be placed in them, preventing the craft form being used to deliver troops to the front. (This was gotten around ONCE by having the troops lie down on liters on the way down; 5 people, including the force commander, the pilot, the ground force commander, the air control officer, and the flight officer were all courts-martialed.)
Since its introduction in 2082, the VC-13 Angel has been a VITAL part of the UGC's militry, not only for combat, but also humanitarian missions. Its' first active mission was, during the first stages of the disaster delivering medical supplies and personnel. A typical mission for the crews of the Angels is to arrive at a Field Battle Aid Station or Mobile Surgical Hospital, then ferrying the sick and injured to proper hospitals and hospital ships, then ferrying medical supplies back.
Name: Angel Air Ambulance, aka Big White Bird, Gooney Bird, Lifeline.
Model Type: Air Ambulance
Designation: MC-13
Crew: 3 to 4 flight crew, 6 to 10 medical crew, plus one or two flight support personnel (usually load masters)
Passengers: Up to 50 sick and injured persons can be carried on board.
MDC By Location:
* Fuselage-
** Cockpit-
*** Variable Rear Thrusters (2)-
*** Wings (2)-
*** Tailerons (2)-
10,000
5,000
1,000 each
1,000 each
750 each
*** Tail Rudders (2)-
*** Grav Pods (30)-
*** Variable Barrier Fields (2)-
Landing Struts (10)-
Air Intakes (2)-
500
500
1,000 each
25 each
1,000
Notes:
* Depleting the MDC of the fuselage of the aircraft will destroy it.
** Depleting the MDC Cockpit will expose the pilot to high-velocity winds and further direct attacks. However, the pilot remains protected by his power armor. (Winds won't affect him if the face mask is in place.)-5 to strike.
*** Depleting the MDC of any of these objects will reduce the pilot's control (-10% to pilot skill each). The are also small and hard to hit (requires a called shot at-5 to strike). Destroying ALL 3 grav pods will force the pilot to pilot the craft on airfoil effect ONLY (-5% to pilot skill, but does not mean s/he will crash land).
Speed and Statistical Data:
Taxiing on the ground: 10 MPH
Range On Land: About 1 mile normally; 10 miles max.
Flying: 486 mph
Service Ceiling : 8.75 miles
Range in the air: 1,334 miles. Can be refueled in the air.
Height: 18 ft
Width: 10 ft, 6 inches
Length: 64 ft
Weight: 32 tones
Cargo: Passengers or up to 100 tons of MEDICAL SUPPLIES; Failure to comply with this order will result in disciplinary action, up to an including terminal incarceration or death. All crewmembers must wear flight armor when flying.
Power System: Twin Dual Aeration Rolls-Royce JesR/C-755 Scramjet Engines with Tri-Dimensional Vectored Thrust Nozzles providing 109 kN of thrust.
Thrust Systems:
Primary: GRX-443 Tractioning Drive.
Secondary: Bleed off from the power system.
Flight Systems:
Primary: Grav pods.
Secondary: Aero-Foil effect and Thrust Systems.
Cost and Availability: 1 million credits each; 6 months to build.
Black Market Cost and Availability : Between 1/4 to 100 million credits each, depending on buyer and seller; Stolen or captured ones are fairly regularly available, but is mostly a special request item.
Defensive Systems:
The Angel has no weapons per se, but does have defensive features not normally seen on UGC craft.
1. Variable Full-Force Barrier Field: The Variable Full-Force Barrier Field provides additional protection for the craft.
Purpose: Defense.
MDC: 200 per panel; 1,200 total available. NOTE: Each panel MUST still have 1 MDC for the system to continue working.
Effect: Provides 200 MDC in each of 06 panels.
Range: 40 ft.
Coverage Characteristics: A full 360º coverage area around the craft.

2. Hardened Circuits: The electronics on board are unaffected by EMPs or scramblers.
Purpose: Defense.
Effect: EMPs, even militry grade ones, have no effect. Ators are known to have such weapons.
Range: On board.
Coverage Characteristics: All on-board electronics.

3. Magnetic Shields: A magnetic shield beyond the Full-Force Barrier Field disperses ion and particle beams and befuddles missile electronics.
Purpose: Defense.
Type: Shield.
Effect: All particle beams do 1/2 damage; Missiles have a 30% chance of being confused and missing; Ion beams are also dimished: Roll normal effect +10%; If restricted, ship is sluggish, not DIS.
Range: 350 ft beyond the craft.
Effective Against: Particle and ion beam and missiles only; Lasers are unaffected, as are other weapons.
Coverage Characteristics: A full 360º coverage area around the craft.

4. AMC/FD: Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off 04 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles.)
Effect:
01-50: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed
51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
76-00: No effect, missile is still on target.
Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks (or actions) and combat bonuses by half.
Duration: 1D4 melee rounds.
Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 chaff/flares.

5. LDP: Launched Decoy Pods located on the tip of the port and starboard wingtips; The craft carries a pair of pods that contains advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimics the craft; This system has been successfully deployed against SEVERAL alien radar- type sensors (including one that works off of sound), but has no effect on Invid Protoculture sensors.
MDC: 5
Effects: The decoy has a 98% chance of fooling ordinary non militry radars and non smart guided missiles, and a 90% chance of fooling militry grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
Rate of Fire: Up to 4 times per melee.
Payload: 8 per pod (16 Decoys total).

6. Decoy Pods: The Steneirian style decoy pods still in use on the Steiner Fighter has been installed on the EC-66 under a working agreement with the Steiner Republic; REF engineers didn't want the system, but have accepted it's presence. The decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the fighter.
NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles.)
Purpose: Defense.
Effect:
01-50: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed.
51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
76-00: No effect, missile is still on target.
Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 253 ft.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.

7. Westinghouse SAQ-310(R) Active Sensor Jamming: A circuit-hardening program that provides internal ECM protection. NOTE: The system has an effective protective sphere of 2003; Beyond that, the system is spotty and insufficiently effective, though intermittent jamming effect continues. Friendly units are equipped with jamming overrides, so the jamming doesn't effect them.
Purpose: Sensor and radio jamming.
System Type: Radar jammer.
Effect: Causes a loss 75% loss of information to enemy radar in a 200 miles sphere; Reduce enemy read sensory equipment by 40%.
Range: 2003 miles.
Effective Against: Any sensors and radio EXCEPT laser comms.
Coverage Characteristics: A full 360º within the 2003 mile sphere.


8. SSRt-256 Infra-Red Detection Systems: The EC-66 has SEVERAL layers of IR sensing, covering all 6 sectors with half-coverage of adjoining sectors.
Purpose: Detection, Identification, and Tracking.
Sensor Type: IR.
Effect: Detects all IR sources inside the effective coverage area.
Range: 100,0003 miles.
Minimum Target Characteristic: Any IR source, regardless of characteristics.
Coverage Characteristics: A full 360º coverage.

9. Radar Detection/Warning Receiver: Providing all aspect broadband protection from RF guided missiles.
Purpose: Detection, Identification, and Tracking.
Sensor Type: Radar detector.
Effect: Detects all radar signals contacting the craft, even if the signal is too weak to successfully return to point of origin.
Range: Surface of craft.
Minimum Target Characteristic: Any radar signal.
Coverage Characteristics: A full 360º area.

10. Anarrisa Systems Threat Identification and Engagement System (TIES): A sub-system in the IBM-3600 Combat Computer System is TIES; It assists the sensor operators and Mission Commander in identifying targets and selected the proper forces needed for the most effective threat neutralization. The computer then identifies the 300 most threatening targets for the Combat Computer, and assist it in tracking these targets. This system is cable of storing data on the top 900 Identified Targets. It tells the Combat Computer what the target is and what sort of forces should be used on it. Contains all currently known designs, all known major variants, and design characteristics parameters for unknown designs; The system has an 80% unknown design type ID success rate (this reflects chances of identifying an unknown design by type, such as bomber vs. attacker). It also has a 90% ID rate for known designs, and 85% ID rate for major variants. Even when the specific variant can not be identified, the basic design USUALLY still can be, and when all else fails it can still at least determine what type of craft the target is. When even this fails, it can read out size, power use, and identifiable weapons systems for the sensor operators.
The system also can interface directly with the sensor operators via text readout and synthesized voice system; One such sub-sub-assembly exists for each sensor operator and the Mission Commander; Additionally, they can select data to be shown on their individual displays. Purpose: Target Identification and Threat Assessment.
System Type: Threat Identification and Engagement System (TIES)
Effect: Knows every major type of threat in the universe, including machines, psionics, magic, and natural occurrences with a minimum of 70%.
Range: Per Selected Sensor.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: Per Selected Sensor.

11. STT-K Video Radio Communications Array: Long range, directional communications system with satellite relay capabilities.
Purpose: Communications
Sensor Type: Radio
Effect: Carries video signals.
Range: 600 miles, or can be boosted indefinitely via satellite relay.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: A full 360º area.

12. Tourette's TS-42/19 Forward And Side Looking Infra-Red (FLIR/SLIR): Full time forward and side looking infra red system. Mostly used on Search And Rescue missions.
Purpose: Infra-red detection.
Sensor Type: FLIR/SLIR.
Range: 500 miles active, unlimited passive.
Minimum Target Characteristic: Any infra-red.
Coverage Characteristics: A cone of 360º around the craft, and from 000º aft to 135º.

13. Grumman QCR-842 Infra-Red jammer: An active infra-red jamming system that "floods" the surrounding area with false IR image; Appears on IR sensors as a big, semi-fluid glob.
Purpose: IR jamming.
System Type: Defensive.
Effect: Creates semi-fluid glob of approximately 1003 miles.
Range: Approximately 1003 miles.
Coverage Characteristics: A full 360º area.

14. Griger-200RT Active Missile Jamming System: Creates several different fields of false active and misleading signals that missiles then fall into; Enemy missiles may prematurely detonate, or become confused and think they're off-target, when in fact they aren't.
Purpose: Anti-Missile Defense.
System Type: Active.
Effect:
01-50: The missile thinks it's off-course, and will attempt to correct; Re-roll strike at-10.
51-00: The missile thinks it's reached the target and detonates; If it is sufficiently close enough for blast area effect, re-roll as below:
01-45: Missile does no damage.
46-90: Missile does 1/4 damage.
91-00: Missile does 1/2 damage.
Range: Begins effective coverage at 100 miles.
Minimum Target Characteristic: Missiles.
Coverage Characteristics: A full 350º area.

15. Smoke Dispensers (40): Throws out smoke flares capable of covering a 2503 ft area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
Purpose: Obscuring the craft for a few moments.
System Type: Active Defense.
Effect: Creates a cloud of smoke that covers a 2503 ft area.
Range: A 2503 ft area.
Coverage Characteristics: A full 360º.
Features:
  • Radar: Civilian grade radar. Range: 100 miles, can track up to 200 individual targets. 90% reliability (00% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Grav Pod Equipped Landing Struts: Miniature grav pods are installed in the landing struts to adhere to ships, etc, in space. The grav pods are NOT strong enough to hold the MC-13 to a building on a planet, but will hold it to the hull of a ship in space. Also can be used during taxiing.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it's coming slowly. Activation ranges must be specified by the pilot.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the pilot wants directly in front of the user.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • Smoke Dispensers (8): Throws out smoke flares capable of covering a 2503 ft area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • GPS: Standard tracking device.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250 ft apogee), 7 white parachute flares (1,500 ft apogee), 100 ft of black or brown parachute cord (150 lbs tensile strength), 4 days rations, 2 gallons water, water purification kit (good for about 10 gallons), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Full-Fuselage Inflatable Floatation: A self-inflating "lifevest" for the entire fuselage intended against at-sea abandonment; This feature will hold the entire fuselage above water, though water may still get in through breaches in it.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
    Combat Bonuses from Combat MC-13 Angel Air Ambulance Elite:
  • 1 additional attack per melee.
  • One additional Attack Per melee at levels 5, 10, and 15 with any additional bonuses for the pilot.
  • +10 Dodge.
  • +7 Roll.
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