![]() | Attack Helicopter. | ![]() | |||
|---|---|---|---|---|---|
The RAH-66 Comanche was developed a few years after the Rain of Death specifically to hunt down and kill T'sentraedi Malconts; Actually, it was on the drawing board
Fortunately, the RDF understood the need for this platform, especially in attacking grounded T'sentraedi warships, fire support during BAT (downed pilot rescue) missions, and intermediate-range surveillance/attack. A development made after production began, the Chameleon Visible Wavelength Observation Limiting System, involves mounting Hexagonal pleizio-ceramic tiles to the skin of the craft can be darkened or lightened as necessary to render the craft, for all intents and purposes, invisible. The further away the viewer is to the craft, the greater the distortion, making it harder and harder to see. At a range of only a half mile the craft becomes effectively invisible. The system only produces white light; Though coloring the lights IS possibly, in practical use it proved to enhance to planes profile, making it easier to see, rather than harder. Unfortunately, the original design entered service before the advent of the Chameleon System; However, during the re-construction era rebuilding effort (circa 2040-2100), the original design was upgraded with grav pods and the Chameleon System, increasing it's over-all lethality. The Comancherro is now a critical part of UGC Defense; It is used to disburse large groups of infantry/power armor, locate enemy tanks (and, on occasion, isolate lone tanks, or delay their advances), etc. Being stealth gives it the advantage that enemy forces can't see it AS EASILY. Also, the installed telescoping arms gives the pilot the ability to pick up smallish object (under 500 lbs), and can be completely folded away into the fuselage. NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing. Name: Comanche Helicopter. Model Type: Stealth Attack Helicopter. Class: RAH-66. Crew: 2; Pilot and Gunner. The Pilot FLIES the Helicopter, the Gunner SHOOTS the guns. Passengers: None. Not possible. MDC By Location: | |||||
| Fuselage- Cockpit- Grav Pod- Air Intakes (2)- Thruster Nozzles (2)- | 600 300 150 100 each 100 each | Pilots Doors (2)- Optional Weapons Pylons (2)- Tail Boom- Tail Rudder- | 200 each 150 each 200 250 | ||
| Speed and Statistical Data: | |||||
| In the air: 200 MPH (a slight speed increase came along a few years back with a airframe re-structuring). Range in the air: 2,500 miles On the ground: 10 MPH Range on the ground: 1 mile. Length: 43 ft, 3¾ inches. Width: 7 ft, 7 inches. Height: 11 ft,¾ inch. | Cargo: Only the pilot and copilot's emergence supplies can be carried. Power System: Twin LHTEC T-850A Hydro-cell Turbines; Output: 1,800 hp/1½ megawatts. Flight Systems: Grav Pods and Hydro-Cell Jets. Cost and Availability: 50,000€ new and unarmed; About 200 are manufactured every month, and 2,000 per month could be made available if nessesary. Black Market Cost and Availability: An equivalent system would cost between 5,000 and 50,000€, depending on buyer and seller; Not generally available. | ||||
| Weapons Systems: | |||||
| 1. TM-5 Plasma Launcher (3): A basic, ball-turret mounted plasma launcher. The weapon itself is base on the M-21 plasma launcher, but has FAR superior range (due to a greater number of primer rings). There is one mounted on the nose and one on each side of the fuselage just aft of the copilot. Purpose: Defense/Anti-Infantry/Power Armor MD: 5D6 Rate of Fire: Standard; Pilot or copilot can automatically use this weapon. Range: 6,000 ft Payload: Unlimited 2. Wing Mounted Weapons Systems: The Comanche can carry up to 4 pods on its 2 optional wing pylons. A) TM-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 ft Payload: 96 per pod. Up to 4 pods can be carried on SOME helicopters. B) TM-9 Fixed Autocannon: A pair of fixed-forward autocannons; Most helicopters carry these units in pairs on the ends of their weapons pylons. Some pilots elect to use only this weapon, carrying up to 6; Others only carry 1, and use their remaining mounts for rockets and other weapons. Purpose: Medium Assault MD: 1D4×10 per 40 round burst (can only fire bursts). Rate of Fire: Per Gunner's attacks per melee. Range: 9,000 ft Payload: 600 per pod. | C) TM-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 MD: 4D6×10 per torpedo Blast Radius: 40 ft 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) TM-12 Fuel Pod: Essentially a modified version of the TM-11 Torpedo Pod. In this case, however, it is used as a fuel pod to double the normal range of the craft. E) TM-14 Buoy Sonar Pod: An air-droppable sonar buoy used to assist in detecting and, more importantly, driving incurring submarines where their ship wants them to be. 3. Internally Carried SRM's (4): Up to 4 highly specialized SRM's can be carried. Purpose: Anti-Armor MD: 2D6×10 Blast Radius: 100 ft Rate of Fire: 1, 2, 3, or all 4 per pilot's attacks per melee. Range: 15 miles Payload: 4 total. | ||||
| Features: | |||||
Minimum Effective Distance: 20 ft. 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. | 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 ft wide and high by about 1 half-mile long. Duration: 1D4 melee rounds. Rate of Fire: Once per melee. Payload: 6 chaff/flares. | ||||