UGC Clariont Flag.
Terran United Nations.
Civil Craft Aviation
CivCraft-1 & -2
UGC Clariont Flag.
Terran United Nations.
The Civil Craft Aviation CivCraft-1 & -2, aka the Air Shuttle, is a civil aviation, all-standard technology aircraft, primarily used for medium- and long-distance passenger/cargo transport. It's actually
CivCraft-1 & -2
Type:Utility aircraft.
Manufacturer:Beech Aircraft Corporation.
Maiden Flight:2143
Major Users:
  • Shippers in outlier regions;
  • Smugglers;
  • Tertiary Government entities (local agencies and offices);
  • Private Recreational Fliers
  • Introduced:2145
    Status:Active in civil aviation.
    Primary User:Bush pilots and commuters.
    Number Built:Apx 2,000/month.
    VariantsMany; Most are user-variant.
    ONE airframe, the RPM-07z, and can be fitted out as either a single- or twin-engine configuration. It's also considered a kit plane, because the fuselage comes in thre components and requires tools to assemble; They come equipped standard with a tricycle-style undercarriage.
    Design and Development
    When the REF departed for Tirol, the authority of the UEG slowly slipped, most especially in the more distant regions (Alaska, Siberia, Inner and Eastern Africa, Central America, and South East Asia).
    These regions needed reliable transportation just as badly as anyone else, and needed them at a low cost; The UEW also wanted transportation into these regions to enforce their will as best they could (mostly in the form of taxation).
    The most practical form, once all factors were considered, was by aircraft; Helicopters didn't have the range, and VC-22's were prohibitive expensive- At least, for certain types of clientele.
    With this is mind, the UEG's law enforcement agencies very quietly approached several aviation companies requesting they develop a plane idea to the needs of these clientele, but with a simple, reliable tracking method; The one best preferred was a an embedment in the planes initial primer or an engine that in and of itself produced a radiological signal (essentially a crude radio) that allowed satellites to track the planes.
    Though none would take the project up officially (mostly because they did have such planes already on the market), several were willing to release one or two engineers with 'generous severance packages,' many of whom immediately formed a new aviation corporation, Civil Craft Aviation. (During that same period there was a general downturn in the aviation market in general.)
    To cut costs, all of the engineering involved standard, off-the-shelf technology- No "alien" hardware. (It is rumored that several key figure in the UEG influenced the program- However, xenophobia was pretty common at all levels of Terran society, and LEONARD was hardly the exception.)
    Civil Craft Aviation was able to produce a working prototype in three weeks; The airframe, avionics, powerplant, everything was up and flying and ready to ship in four weeks. UEG authorities arranged a major loan via Genovesian bankers (who, not coincidentally, had ties to the Mafia).
    Civil Craft Aviation did their master's bidding one better; They gave it "multi-configurational powerplanting;" That is, it could switch between single- and twin-engine. Twin engine versions had greater speed and lifting power (50% more), but single-engine versions had greater range (50%). The single engine version didn't create as much radiological signal, but it still was rated as strong enough to be detected in orbit.
    Operational History
    Unfortunately, the program wasn't the rousing success the UEG had hoped; The first thing the new owners did was strip every single speck of paint off their new planes (how they knew about that nobody's quite sure), and the engine's signal wasn't as strong as the UEG wanted- Satellites could detect "a" signal, but not well enough to pinpoint it.
    Nevertheless, the purchases of CivCraft-1 & -2 did create a paper trail, which the UEG could follow- Not always perfectly, but they could follow it. Also, the planes could produce enough signal to know when a plane was in the air; With this, more sensitive ground stations would know that someone was skulking around, and be watchful for them. Once the plane's general direction and speed was known, spy satellites could watch the approximate course and know where bases were generally located. By process of elimination, the militry was able to track down and pinpoint these bases; Usually, though, these were left in place; The better to know what they were really up to.
    During the Invid Invasion (Third Robotech War), these planes served Terran resistance and collaborators alike, and the bases they operated out of equally so; As a result, frags were well-motivated to keep their secrets, and freedom fighters to let the scabs pretend it was secret. Smugglers and legitimate shippers also made use of the bases, mainly as the Invid cared very little or not at all about "human" matters (as long as it didn't interfere with Protoculture production) and local warlords were often hesitant to enforce the laws, since they usually were on the smugglers payroll. Since the CivCraft was (and still is) utterly unsuitable for militry duties in any appreciable sense, the planes, their owners, and their activities were only nominally monitored, looking for information that might reveal an operational plan, and little more. (Far too many of the pilots themselves were scab informants in any case.)
    Despite the CivCraft's shady (at best) history, the Robotech Expeditionary Forces took the blueprints with them during the Atorian and subsequent campaigns, using them on new worlds they'd liberate (or "liberate"), and as the campaign on any given world would wind down would transfer the local fleet, blueprints, and technical information to local authorities (or "authorities") (along with the Islander and a few others).
    Name: Air Shuttle.
    Model Type: Cargo Aircraft (smuggler).
    Designation: CivCraft-1 & -2.
    Class: Aircraft.
    Crew: 2; Pilot and Co-pilot.
    Passengers: 2 (3 if no co-pilot).
    MDC By Location:
    Hatches (2)-
    Wings (2)-
    20 each
    50 each
    Tailerons (3)-
    Engines Nacelles (1 or 2)-

    30 each
    50 each

    Notes: Usual penalties apply.

    Speed and Statistical Data:

    There are TWO sets of stats in some fields; The first one for single-engine model, the second for twin-engine model.
    Speed: 270 mph (235 knots, 432 km/h)/405 mph (352.5 knots, 648 km/h).
    Range: 1,500 mi (1305 NM, 2,400 km)/1,000 mi (870 NM, 1,600 km).
    Service Ceiling: 30,000 ft (9144 m).
    Height: 11 ft 6 in (3.51 m).
    Wingspan: 45 ft 3 in (13.78 m).
    Length: 31 ft 6 in (9.61 m).
    Weight: 5,010 lb (2,270 kg).
    Power System: 1 or 2 Jeromones RK-184; Output: 340 hp (253 kW) each.
    Flight System: Standard Aero-Foil effect.
    Cargo Capacity: 1 ton (905 kg); Sacrificing a half ton (1,000 lbs) can extend range 25%.
    Cost and Availability: 16,000credit, but is basically always available.
    Black Market Cost and Availability: Between 1,000 and 50,000credit; Regularly available.
    Weapon Systems:
    The Air Shuttle isn't inherently armed; However, small arms can be carried, and more importantly, some rogues are known to install weapons pods on the wings.
    1. Weapons Pods: Normally wing-mounted, these pods can be dropped as needed.2. Variable Full-Force Barrier Field: The Variable Full-Force Barrier Field provides additional protection for the vehicle.
    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 360 degrees coverage area around the craft.

    3. Other Weapons: Over the course of the last 400 years, over 357 different weaps have been recorded to have been installed on TFJ's, both -21's and -22's. These ranged from single-use black powder rockets to some fairly sophisticated weaps. It seems the main restriction is weight (under 3 tons loaded), length (under 40 ft), and imagination; A few have managed to overcome one of the two requirements with the third.
    A) M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets; Purpose: Heavy Assault; M.D.: Each rocket does 2D6 MD; Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee; Range: 12,000'; Payload: 96 per pod.
    B) External M.R.M. Launchers (2): Mainly for shooting down hostile aircraft, though are excellent for shooting down M.R.M.'s and L.R.M.'s; Primary Purpose: Anti-Aircraft; Secondary Purpose: Anti-L.R.M; Damage: Varies by type used; Rate Of Fire: Volleys of 1 or 2 per pilots attacks per melee; Effective Range: Varies by type used; Payload: 4 (2 per launcher, 2 pods per wing).

    C) M-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.
    D) 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 holds 3 Mk-82's; Purpose: Offensive/Anti-Ship; M.D.: 4D6 times 10 per torpedo; Blast Radius: 40'; 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.

    * indicates those items that are not strictly legal, but common on smugglers and government units.
    • Radar: Civilian grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (00% against unfriendly stealthed vehicles).
    • *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.
    • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
    • 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).
    • Tracking Computer: Records all surrounding activity over the course of time; Can replay that activity for the pilot, assign target designation numbers.
    • *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.)
      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.
    • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
    • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
    • ESM: Radar Detector. Passively detects other radars being operated.
    • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of them.
    • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
    • GPS: Standard tracking device.
    • *LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 30 minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work on Invid Protoculture sensors.
      MDC: 5
      Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 90% chance of fooling military grade radars and advanced smart missiles.
      Range: Released to go wherever it wants. Can fly independently for about 30 minutes.
      Rate of Fire: Per pilots attacks per melee.
      Payload: 8 decoys total.
    • 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.
    • 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.
    • Smoke Dispensers (8): Throws out smoke flares capable of covering a 903 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.
    • 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.
    • 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 M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1, 500' apogee), 100' 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.

      Combat Profile for the CivCraft-1 & -2 Air Shuttle:
    • 3 attacks per melee.
    • +2 Parry, Dodge, and Roll.
    • +1 Strike.