United Nations Robotech Defense Forces. | VC-22 Osprey. | United Nations Robotech Defense Forces. |
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The VC-22 Osprey is the Earth Defense Forces primary vertical insertation, medium-range support craft; Though not AS versatile as helicopter, it has MUCH greater range than any VC-22 Osprey. |
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| VC-22 Osprey Schematic Views (engine nacelles in both positions). |
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helicopter; Not AS heavy a load lifter as the C-130, it could literally go anywhere.In 2050, the Osprey was amongst the aircraft selected for the rebuilding of Terra, and like all aircraft so selected, was upgraded with grav pods and hydro-cells. The Osprey ALSO had another upgrade seen only on the Dolphin helicopter; It was given a water-tight fuselage, allowing it to operate on the water without any major restrictions. This was a feature not seen in a fixed-wing aircraft in nearly 100 years, and only rarely in rotor wing aircraft since then.The VC-22 has thus proven to be a HIGHLY effective air-support platform; Armed versions have also been fielded to mixed reviews. A few of these craft were also modified for space combat by VPB-6 aboard the SDF-001 after her ill-fated spacefold operation during her commissioning; The last of these, "Foxtrot," currently is at the Kyhron Kravsheva Military Academy.They are still in service, though mostly in rear area or special-requirement load lifting (such as loads that must be lifted out/brought in vertically, hovered in place, and/or are sensitive to grav pod waves). Only the VC-22d naval variant is currently available; The REF did not keep blueprints for the fixed-geometry Air Force variant. The naval variant can be compacted into a smaller space, and by only producing one version the UGC has saved billions of dollars; Though the fixed version would save a few thousand credits each, having two lines running at the same time doubled costs, and at any rate the Aero-space Forces have come to appreciate the tighter storage abilities (smaller hangers, smaller bases, etc. holding even more aircraft means lower costs to them, too).Name: OspreyClass: Modified Aero-space craft.Type: Modified tilt-rotor cargo/Seach-and-Resuce planeModel Number V-22Crew: 2 or 3, depending on mission.Passengers: Another six (6) personnel (or bodies) can be accommodated.MDC by Location: |
Fuselage- Reinforced Cockpit- Doors (2)- | 200 150 100 each | Thrusters (forward, amidships, aft)- Thrusters (3)-
| 150 each 150 each
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Speed and Statistical Data: |
Speed: In Space: 221 aerial knots;In Atmosphere: 221 aerial knots.NOTE: Craft modified for space flight can not be used in atmosphere. Range: 100,000 air nautical miles. Length: 40 ft Wingspan: 20 ft Height: 15 ft. | Weight: 35 tons. Safe Towing Limit: 20 tons; NOTE: Towing is limited to emergencies only (with R-557). Construction Cost: 50,000 credits Space Modification Cost: 20,000 credits Operating Cost: 500 credits per flight hour. Availability: 4 months. Black Market Cost: Not available; No interest. |
Weapons Systems: |
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1. Forward Mounted Heavy Laser: Essentially the same laser as used on the Raidar X anti-aircraft Destroid; The weapon was modified with a with a energy-focus system allowing it to angle around in a cone of 27 degrees, with an additional 15 degrees around the underside. Purpose: Anti-Aircraft/Ship MD: Short Burst: 1D10; Medium Burst: 2D10; Long Burst: 3D10. Rate of Fire: Short Burst: 8; Medium Burst: 4; Long Burst: 2; Per pilot's attacks per melee. Range: 10 miles Payload: Unlimited.
2. Waist Mounted Heavy Weapon: Any variety of medium or heavy autocannon can be mounted on a waist pintle. They were originally fitted with a shortened version of the Raider X's lasers, but these proved to be too restrictive, and have since fallen out of favor, being replaced by chemically powered autocannons (such as the M-134), though the M-550d HPBC (aka "Pa Duce") is often found. Primary Purpose: Infantry Support. Secondary Purpose: Anti-Aircraft/Ship. MD, Range, and Rate of Fire: Varies by type used. Payload:Chemically Based: Varies by type used. Light auto cannons (5.56 by 45MM, 7.62 by 39MM, etc.): About 8,000 rounds; Medium auto cannon (7.62 by 51MM, etc.): About 5,000 rounds; Heavy auto cannon (.50 cal, 25 by 59MM, etc.): About 1,000 rounds.Energy Based: Unlimited.
3. Rear Mounted Medium Weapon: Any variety of medium machinegun can be mounted on a pintle on the aft loading ramp. The pintle is not fixed, since it is located in the middle of the ramp, and is on a swing arm that allows the gunner to adjust their position to engage a wider area. The gun located here is "usually" chemically powered, although this is not always the case. Primary Purpose: Infantry Support. Secondary Purpose: Anti-Aircraft/Ship. MD, Range, and Rate of Fire: Varies by type used. Payload:Chemically Based: Varies by type used. Light auto cannons (5.56 by 45MM, 7.62 by 39MM, etc.): About 8,000 rounds; Medium auto cannon (7.62 by 51MM, etc.): About 5,000 rounds; Heavy auto cannon (.50 cal, 25 by 59MM, etc.): About 1,000 rounds.Energy Based: Unlimited. | 4. Bomb Loads: This is the secondary weapon of the Osprey. |
A) 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: 4D6×10 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. B) 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). C) 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.
| D) TM-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and tracking incurring submarines for future reference. 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 TM-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within 3/4 of an inch of the intended target. H) Type MM-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 6 pods can be carried.
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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). |
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Features: |
- Radar: Combat grade radar. Range: 20,000 miles, target track: Up to 150 individual targets. 90% reliability (10% against stealthed craft).
- ESM: Radar Detector. Passively detects other radars being operated.
- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
- 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 operator.
- Video Camera: Records from the HUD.
- Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
Optic sensory suite: Infrared: Range 40 miles. Ultra violet: Range 25 miles. Magnification: Range 100 miles. Night sight: Range 18 miles. Color filters: Effect Allows the viewer to see only or not see only selected color(s). Thermal imager: Range 200 miles. Toggle Sight: A targeting computer with full-range capabilities is located in the cockpit where it can be accessed by the pilot and co-pilot. Ties into all other sensors. Bonus: +2 strike with missiles and other weapons linked into the sight. - 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).
- Fire Resistance: Fires external to the platform are not felt at all.
- Grav Pod-Equipped Landing Struts: Grav Pods in the landing struts allow the unit to adhere to the hulls of warships and the exteriors of SOME buildings. Will attach to any type of metal.
- Oxygen Rebreather System: Extends air supply to 48 hours; Cartridge MUST be replaced after that period of time.
- Internal Temperature And Humidity Control: Automatically maintains users desired heat, humidity, and other personal comfort settings. Note that the ship must have an atmosphere for this system to have any effect.
- 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 viewers face (only covers eyes).
- CBR Protection: Complete chemical, biohazard, and radiological protection. Absolutely impervious to radiation, poisons, gases, and biological agents. Additionally, acids do half damage, and lasers do half damage in laser resistant models.
- Vacuum Seal: Permits use in hard vacuum (such as outer space), and other hostile environments. However, due to the commonness of fuselage breaches, the crews were required to wear space suits at ALL times (facemasks could be raised for crew comfort).
- 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 mounted on the starboard wing.
- Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
- Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
| - GPS: Standard tracking device. Ties into the Blue Force Tracker.
- HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of them.
- Launched Decoy Pods: Located on the port wing tip. Each is a specially designed radar lure that creates a radar image to mimic the craft. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against most alien radar-type 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 militry grade radars and advanced smart missiles.
- Range: Can fly independently for about 30 minutes.
- Rate of Fire: Per pilots attacks per melee.
- Payload: 16 Decoys.
- 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 on Invid Protoculture systems. 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.
- 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.
- Survival Pack: Kept in sacks with the crew themselves when they wear their spacesuits; Additional packs are kept near the recovery hatch during rescue operations: Sleeping bag, black light, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), 10 Star flares (250 ft apogee), 100 White parachute flares for search and rescue (1,500 ft apogee), 500 ft of parachute cord (150 lbs tensile strength), 5 days rations, 20 gallons of distilled water, Survival Radio (range 5 miles, can not be scrambled or secured, so enemies can listen in and jam the signal).
- R-557 Refueling Pod: Recently added to all UGC militry aero-space and spacecraft, the R-557 refueling drogue allows the craft to transfer fuel to other craft. In the case of the VC-22, this is limited to so-called "buddy store," transferring just enough fuel to return the craft to a friendly base or ship. It is also helpful in the case of a stricken aero-spacecraft as a "tow," pulling them to a safe (or safer) area. See R-557 Refuel Pod for more details.
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Combat Bonuses from VC-22 Osprey Combat Elite:- 2 additional attacks per melee.
- One additional attack per melee at levels 6 and 12 with any additional bonuses for the pilot and crew.
- +2 Strike.
- +3 Parry, Dodge, and Roll.
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