Terran American Empire Army. | HH-60 Blackhawk Attack/Utility Helicopter. | Terran American Empire Army. |
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This Pre-Terran Global Civil War design was updated with grav pods for improved performance and safety. It retains its early missions of troops insertion and extrication, medivac, | HH-60 Blackhawk Line Drawing. |
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ferry, etc., but also has an expanded fire support options with the optional advanced wing-mounted weapons pods and door guns. The Coast Guards variant is called the Jayhawk, and is not armed.NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing.Name: Blackhawk HelicopterModel Type: Attack/Utility HelicopterClass: A/UH-02Crew: 5; Pilot, Co-pilot, Crew Chief, Flight Engineer, and Flight Crewman.Passengers: Up to 8 power armored troopers can be carried if necessary.MDC By Location: |
Fuselage- Cockpit- Grav Pod- Air Intakes (2)- Thruster Nozzles (2)- | 300 200 150 100 each 100 each | Pilots Doors (2)- Passengers Doors (2)- Weapons Pylons (2)- Tail Boom- Tail Rudder- | 200 each 200 each 150 each 200 250 |
Speed and Statistical Data: |
In the air: 180 knots Range in the air: 2,000 miles On the ground: 10 MPH Range on the ground: 5 miles. Length: 65 feet Width: feet Height: 17 feet Cargo: Pilot and crews emergence supplies and about 50 lbs can be carried. | Power System: Twin LRS-750B Hydro-cell Jet Engines. Flight Systems: Grav Pods and Hydro-Cell Jets. Cost and Availability: 50,000credit new and unarmed. Every 3 months another batch of 10 becomes available. Black Market Cost: An equivalent system would cost between 5,000 and 50,000credit, depending on buyer and seller. Black Market Availability: A nuclear powered version CAN be made available, but is VERY rare, but would have grav pods. |
Weapons Systems: |
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1. TM-5 Plasma Launcher: A basic, ball-turret mounted plasma launcher. The weapon itself is based on the T'sentraedi plasma launcher, but has FAR superior range (due to a greater number or primer rings). The weapon is mounted on the nose. Purpose: Defense/Anti-Infantry/Power Armor MD: 5D6 Rate of Fire: Standard; Pilot or copilot can automatically use this weapon. Range: 6,000 feet Payload: Unlimited
2. Door Gunners: Each side of the helicopter has a heavy weapons mounting pintle; Any type can be used, though heavy energy weapons or the RG-41 rotary gun are preferred for these positions. Generally used for anti-power armor work. An E-cable provides unlimited capacity to energy weapons. Most such guns are on butterfly grips, though some remain on standard grips with shoulder stocks (to improve accuracy). Standard versions consist of the M-6 pedestal mount, though a 3-point sling mount for medium machineguns and similar weapons is also available, which "can" (has) but should not be used to lean outside the helicopter to the point the gunner can actually fire UNDER the helicopter. For projectile-based weapons, around 1,000-5,000 rounds are typically carried (depending on size). (Depicted is an M-31c, which differs in that is has three legs.) | 3. Wing Pylon Mounted weapons: The Blackhawk can carry up to 4 weapons on its 2 wing pylons. |
A) TM-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod. In this case, however, it is used as a fuel pod to double the normal range of the craft. B) Type M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets. Purpose: Heavy Assault MD: Each rocket does 2D6 MD Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee. Range: 12,000 feet Payload: 96 per pod. Up to 6 pods can be carried. C) M-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo, essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod hold 3 Mk-82's. Purpose: Offensive/Anti-Ship MD: 4D6 times 10 per torpedo Blast Radius: 40 feet Maximum Range: 80 miles Minimum Range: 5 miles Rate of Fire: 1 torpedo per pilots attacks per melee. Payload: Each pod holds 3 Mk-82's.
| D) External MRM launchers (4): Mainly for shooting down hostile aircraft, though are excellent for shooting down MRM's and LRM's. Primary Purpose: Anti-Aircraft Secondary Purpose: Anti-LRM. Damage: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, or 4 per pilots attacks per melee. Effective Range: Varies by type used. Payload: 32 (4 per launcher, 6 pods per wing). E) A-11/a Anti-Radiation Pod: A radar and other detection system jammer. Effect: While active, enemy radar will have a "wash" effect, where a large, highly unstable cloud of radar paint will appear. An experienced (5ᵗʰ level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. NOTE: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-10%). F) A-11/v Radiation Detector Pod: This pod passively detects various types of Radiation, most importantly radio signals (for eavesdropping). G) C-441 Canister Pod: Basically a hollowed out version of the M-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ⅛ of an inch of the intended target.
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Features: |
- ESM: Radar Detector. Passively detects other radars being operated.
- Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
- Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
- GPS: Standard tracking device. Ties into the Blue Force Tracker.
- Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
- HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
- AJP: Active Jamming Pod. Causes-25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a-4 penalty to all radar guided weapons.
- AMC/FD (2): 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/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.
- Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
- Video Camera: Records from the HUD. 50 hours of recording available.
| - Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
- Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
- Smoke Dispensers (8): Throws out smoke flares capable of covering a 503 foot 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.
- Decoys: Specially modified Mini-Missiles used as decoys; 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 Mecha. 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.)
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 252 feet wide and high by about 1 half-mile long.
- Duration: 1D4 melee rounds.
- Rate of Fire: Once per melee.
- Payload: 6 chaff/flares.
- 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 foot apogee), 100 feet of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, Water purification kit (good for about 10 gallons), Self-inflating lifevest (15# buoyancy). The helicopter itself also has automatic airbags that make the craft a liferaft for at-sea abandonment.
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Combat Bonuses from Blackhawk Helicopter Combat Elite:- 2 additional attacks per melee.
- One additional Attack Per melee at levels 3, 6, 9 and 12 with any additional bonuses for the pilot.
- +4 Initiative.
- +3 Strike.
- +3 Dodge.
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