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UGC Clarriont Flag.
Terran American Empire Coast Guard.
HH-65A Dolphin.
UGC Clarriont Flag.
Terran American Empire Coast Guard.
Centuries ago, the Terran Eurocopter corporation developed the SA 365/AS365 Dauphin 2 as a medium general-purpose, twin-engine helicopter for search & rescue (SAR),
HH-65A Dolphin Line Drawing.
emergency medical services (EMS), airborne law enforcement, corporate transport, and news reporting helicopter. The Terran United States (American empire) Coast Guard selected them as the HH-65A Dolphin for search and rescue work in the late 1980's. The craft has remained in service as such ever since, though in the 2080's the craft was upgraded with grav pod and hydro-cell technology, and the fuselage re-fitted to be fully water tight allowing it to land on the water if necessary (though there is no real control over a water landing, and they mostly just drift with the current making only the most minor course adjustments; a competent pilot can still land in such a way that they can drift over to someone being rescued if necessary). The craft remains in service to this day, still doing search and rescue missions, and increasing law enforcement operations to put boarding teams aboard vsl that are unwilling to heave to.
An armed version was introduced a few years ago, similar to the now obsolete (without blueprint) MH-68 Stingray helicopter. The armed version is identical to the unarmed one, making conversion from unarmed to armed as simple as finding or transferring guns, and are armed with either an M-2 .50 Caliber Machinegun or M-550d PBC and a pair of EP-37 60MM EP-40 40MM or PB-22a PBC. These are usually used both to disable a boat (shooting the engines, forcing them the heavy to) and insert a boarding crew (since the boat did run, it's reasonable to think they might not allow themselves to be boarded).
More recently, though, the UGC has approved a fleet wide upgrade to add the L-02 rail launcher for this purpose. The gun is fixed-forward and is "supposed to be" used only for disabling fire, using a Type 92 slug (just a polycarbonate with ferromagnetic [metal] shavings embedded), but as more than one smuggler has discovered, "If you get in the way, you get in the way."
NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing.
Name: Dolphin Helicopter
Model Type: Utility/SAR Helicopter
Crew: 4; Pilot, Co-pilot, Crew Chief, and Flight Crewman.
Passengers: Up to 5 passengers can be carried if necessary.
MDC By Location:
Fuselage-
Cockpit-
Air Intakes (2)-
Thruster Nozzles (2)-
Grav Pod-
200
150
100 each
100 each
150
Pilots Doors (2)-
Passengers Doors (2)-
Weapons Pylons (2)-
Tail Boom-
Tail Rudder-
150 each
150 each
100 each
150
150
Speed and Statistical Data:
In the air: 165 knots
Range in the air: 1,000 miles
On the water: Drift (minimal direction control).
Range on the water: Wherever the currents take it. Minimal control is possible.
On the ground: 10 MPH
Range on the ground: 5 miles.
Length: 44 feet, 5 inches
Width: 9 feet 2 inches.
Height: 13 feet.
Cargo: Pilot and crews emergence supplies and about 2.5 tons can be carried.
Power System: Twin LRS-750B Hydro-cell Jet Engines.
Flight Systems: Grav Pods and Hydro-Cell Jets.
Cost and Availability: 20,000credit new and unarmed; Every 3 months another batch of 10 becomes available.
Black Market Cost and Availability: An equivalent system would cost between 2,000 and 25,000credit, depending on buyer and seller; Not very common at all.
Weapons Systems:
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. L-02a Rail Launcher: Part of the 2481 Upgrade program, the LIMA-02 (said "LEE-MA zero too") is fed from a 100-round magazine. The system is radar controlled and designed for Micro-Missiles.
Purpose: Anti-smuggling (disabling fire).
Damage and Range: Varies by type used.
Rate Of Fire: Per gunner's attacks per melee.
Payload: 100 micro-missiles.
Bonus: No bonus on this platform.
4. Wing Pylon Mounted weapons: The Dolphin can carry up to 2 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.


A C-441 Canister Pod (indistinguishable from TM-12 Fuel Pod, M-11 Torpedo Pod, and A-11/a Anti-Rad/A-11/v Rad Detector Pods).
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.
  • 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.
  • 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • 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. The jamming pod is only mounted inside the port taileron.
  • 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.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet 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.
  • 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; This is in addition to several hundred feet from their parachute itself), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 gallons), manual-inflating liferaft (for at-sea abandonment), 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).

    Combat Bonuses from HH-65A Dolphin Helicopter Combat Elite:
  • 1 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, and 9 with any additional bonuses for the pilot.
  • +2 Initiative.
  • +2 Strike.
  • +4 Dodge.
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