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MC-13 Angel Air Ambulance


An MC-13 Angel Air Ambulance.

The UGC realized the need for a dedicated air ambulance; One design, used ONLY for air ambulance services, in both civilian and military variants. Everyone knows that the big white birds are air ambulances, loaded to bursting with sick and injured. Equally, everyone knows that when someone shoots at the big white bird, UGC military personnel take it VERY PERSONALLY. They saturation bomb the area where the shot came from, killing everything in sight; More than one “civilian massacre” has started this way.
Other craft CAN be modified to air ambulance, but the MC-13 Angel can ONLY be used for air ambulance. The airframe selected was based on the old VC-31 (misprinted as the VC-33), modified with grav pods for additional flight capability.
Everything possible was done to sabotage the craft against combat use; The armor was made too thick and heavy to allow the installation of weapons; No rear door was installed, preventing the craft from being used to drop ultra-heavy bombs; The personnel doors were made too small for use as paratrooper delivery; The avionics were designed for flight-use only, preventing them from being used for AWACS mission, even by “accident”; The craft was equipped with an always-active racon to actively announce it’s location (though some pilots figured a way around this; And the cargo bay was arranged to only allow beds to be placed in them, preventing the craft form being used to deliver troops to the front. (This was gotten around ONCE by having the troops lie down in beds on the way down; 5 people, including the force commander, the pilot, the ground force commander, the air control officer, and the flight officer were all courts-martialed.)
Since it’s introduction in 2Ø82, the VC-13 Angel has been a VITAL part of the UGC’s military, not only for combat, but also humanitarian missions. It’s first active mission was, during the first stages of the disaster delivering medical supplies and personnel. A typical mission for the crews of the Angels is to arrive at a Field Battle Aid Station or Mobile Surgical Hospital, then ferrying the sick and injured to proper hospitals and hospital ships, then ferrying medical supplies back.

Name: Angel Air Ambulance, aka Big White Bird, Gooney Bird, Lifeline.
Model Type: Air Ambulance
Designation: MC-13
Crew: 3 to 4 flight crew, 6 to 1Ø medical crew, plus one or two flight support personnel (usually load masters)
Passengers: Up to 5Ø sick and injured persons can be carried on board.
MDC By Location:
* Fuselage-
** Cockpit-
*** Variable Rear Thrusters (2)-
*** Wings (2)-
*** Tailerons (2)-
1Ø,ØØØ
5,ØØØ
1,ØØØ each
1,ØØØ each
75Ø each
*** Tail Rudders (2)-
*** Grav Pods (3Ø)-
*** Variable Full-Force Barrier Fields (2)-
Landing Struts (1Ø)-
Air Intakes (2)-
5ØØ
5ØØ
1,ØØØ each
25 each
1,ØØØ

Notes:

* Depleting the MDC of the fuselage of the aircraft will destroy it.
** Depleting the MDC Cockpit will expose the pilot to high-velocity winds and further direct attacks. However, the pilot remains protected by his power armor. (Winds won’t affect him if the face mask is in place.)-5 to strike.
*** Depleting the MDC of any of these objects will reduce the pilot’s control (-1Ø% to pilot skill each). The are also small and hard to hit (requires a called shot at-5 to strike). Destroying ALL 3 grav pods will force the pilot to pilot the craft on airfoil effect ONLY (-5% to pilot skill, but does not mean s/he will crash land).

Speed and Statistical Data:
Taxiing on the ground: 1Ø MPH
Range On Land: About 1 mile normally; 1Ø miles max.
Flying: 486 mph
Service Ceiling : 8¾ miles
Range in the air: 1,334 miles. Can be refueled in the air.
Height: 18 feet
Width: 1Ø feet, 6 inches
Length: 64 feet
Weight: 32 tones
Cargo: Passengers or up to 1ØØ tons of MEDICAL SUPPLIES; Failure to comply with this order will result in disciplinary action, up to an including terminal incarceration or death. All crewmembers must wear flight armor when flying.


Power System: Twin Dual Aeration Rolls-Royce JesR/C-755 Scramjet Engines with Tri-Dimensional Vectored Thrust Nozzles providing 1Ø9 kN of thrust.
Thrust Systems:
Primary: GRX-443 Tractioning Drive.
Secondary: Bleed off from the power system.
Flight Systems:
Primary: Grav pods.
Secondary: Aero-Foil effect and Thrust Systems.
Cost: 1 million credits each.
Availability: 6 months to build.
Black Market Cost and Availability : Between ¼ to 1ØØ million credits each, depending on buyer and seller; Stolen or captured ones are fairly regularly available, but is mostly a special request item.

Defensive Systems: The Angel has no weapons per se, but does have defensive features not normally seen on UGC craft.
1. Variable Full-Force Barrier Field: The Variable Full-Force Barrier Field provides additional protection for the craft.
Purpose: Defense.
MDC: 2ØØ per panel; 1,2ØØ total available. NOTE: Each panel MUST still have 1 MDC for the system to continue working.
Effect: Provides 2ØØ MDC in each of Ø6 panels.
Range: 4Ø feet.
Coverage Characteristics: A full 36غ coverage area around the craft.

2. Hardened Circuits: The electronics on board are unaffected by EMPs or scramblers.
Purpose: Defense.
Effect: EMPs, even military grade ones, have no effect. Ators are known to have such weapons.
Range: On board.
Coverage Characteristics: All on-board electronics.

3. Magnetic Shields: A magnetic shield beyond the Full-Force Barrier Field disperses ion and particle beams and befuddles missile electronics.
Purpose: Defense.
Type: Shield.
Effect: All particle beams do ½ damage; Missiles have a 3Ø% chance of being confused and missing; Ion beams are also dimished: Roll normal effect +1Ø%; If restricted, ship is sluggish, not DIS.
Range: 35Ø feet beyond the craft.
Effective Against: Particle and ion beam and missiles only; Lasers are unaffected, as are other weapons.
Coverage Characteristics: A full 36غ coverage area around the craft.

4. AMC/FD: Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
Effect:

Ø1-5Ø: 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-ØØ: 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 (or actions) and combat bonuses by half.
Duration: 1D4 melee rounds.
Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.

5. LDP: Launched Decoy Pods located on the tip of the port and starboard wingtips; The craft carries a pair of pods that contains advanced decoy drones. These drones are launched to go where ever they want for 3Ø minutes. Each is a specially designed lure that mimics the craft; This system has been successfully deployed against SEVERAL alien radar- type sensors (including one that works off of sound), but has no effect 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 9Ø% chance of fooling military grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 3Ø minutes.
Rate of Fire: Up to 4 times per melee.
Payload: 8 per pod (16 Decoys total).

6. Decoy Pods: The Steneirian style decoy pods still in use on the Steiner Fighter has been installed on the EC-66 under a working agreement with the Steiner Republic; REF engineers didn’t want the system, but have accepted it’s presence. The decoys themselves are specially modified Mini-Missiles that produce 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 fighter.

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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
Purpose: Defense.
Effect:
Ø1-5Ø: 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-ØØ: 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 25³ feet.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.

7. Westinghouse SAQ-31Ø(R) Active Sensor Jamming: A circuit-hardening program that provides internal ECM protection. NOTE: The system has an effective protective sphere of 2ØØ³; Beyond that, the system is spotty and insufficiently effective, though intermittent jamming effect continues. Friendly units are equipped with jamming overrides, so the jamming doesn’t effect them.
Purpose: Sensor and radio jamming.
System Type: Radar jammer.
Effect: Causes a loss 75% loss of information to enemy radar in a 2ØØ miles sphere; Reduce enemy read sensory equipment by 4Ø%.
Range: 2ØØ³ miles.
Effective Against: Any sensors and radio EXCEPT laser comms.
Coverage Characteristics: A full 36غ within the 2ØØ³ mile sphere.

8. Anarrisa Systems Threat Identification and Engagement System (TIES): A sub-system in the IBM-36ØØ Combat Computer System is TIES; It assists the sensor operators and Mission Commander in identifying targets and selected the proper forces needed for the most effective threat neutralization. The computer then identifies the 3ØØ most threatening targets for the Combat Computer, and assist it in tracking these targets. This system is cable of storing data on the top 9ØØ Identified Targets. It tells the Combat Computer what the target is and what sort of forces should be used on it. Contains all currently known designs, all known major variants, and design characteristics parameters for unknown designs; The system has an 8Ø% unknown design type ID success rate (this reflects chances of identifying an unknown design by type, such as bomber vs. attacker). It also has a 9Ø% ID rate for known designs, and 85% ID rate for major variants. Even when the specific variant can not be identified, the basic design USUALLY still can be, and when all else fails it can still at least determine what type of craft the target is. When even this fails, it can read out size, power use, and identifiable weapons systems for the sensor operators.
The system also can interface directly with the sensor operators via text readout and synthesized voice system; One such sub-sub-assembly exists for each sensor operator and the Mission Commander; Additionally, they can select data to be shown on their individual displays. Purpose: Target Identification and Threat Assessment.
System Type: Threat Identification and Engagement System (TIES)
Effect: Knows every major type of threat in the universe, including machines, psionics, magic, and natural occurrences with a minimum of 7Ø%.
Range: Per Selected Sensor.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: Per Selected Sensor.

9. SSRt-256 Infra-Red Detection Systems: The EC-66 has SEVERAL layers of IR sensing, covering all 6 sectors with half-coverage of adjoining sectors.
Purpose: Detection, Identification, and Tracking.
Sensor Type: IR.
Effect: Detects all IR sources inside the effective coverage area.
Range: 1ØØ,ØØØ³ miles.
Minimum Target Characteristic: Any IR source, regardless of characteristics.
Coverage Characteristics: A full 36غ coverage.

1Ø. Radar Detection/Warning Receiver: Providing all aspect broadband protection from RF guided missiles.
Purpose: Detection, Identification, and Tracking.
Sensor Type: Radar detector.
Effect: Detects all radar signals contacting the craft, even if the signal is too weak to successfully return to point of origin.
Range: Surface of craft.
Minimum Target Characteristic: Any radar signal.
Coverage Characteristics: A full 36غ area.

11. STT-K Video Radio Communications Array: Long range, directional communications system with satellite relay capabilities.
Purpose: Communications
Sensor Type: Radio
Effect: Carries video signals.
Range: 6ØØ miles, or can be boosted indefinitely via satellite relay.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: A full 36غ area.

12. Tourette’s TS-42/19 Forward And Side Looking Infra-Red (FLIR/SLIR): Full time forward and side looking infra red system. Mostly used on Search And Rescue missions.
Purpose: Infra-red detection.
Sensor Type: FLIR/SLIR.
Range: 5ØØ miles active, unlimited passive.
Minimum Target Characteristic: Any infra-red.
Coverage Characteristics: A cone of 36غ around the craft, and from ØØØº aft to 135º.

13. Grumman QCR-842 Infra-Red Jammer: An active infra-red jamming system that “floods” the surrounding area with false IR image; Appears on IR sensors as a big, semi-fluid glob.
Purpose: IR jamming.
System Type: Defensive.
Effect: Creates semi-fluid glob of approximately 1ØØ³ miles.
Range: Approximately 1ØØ³ miles.
Coverage Characteristics: A full 36غ area.

14. Griger-2ØØRT Active Missile Jamming System: Creates several different fields of false active and misleading signals that missiles then fall into; Enemy missiles may prematurely detonate, or become confused and think they’re off-target, when in fact they aren’t.
Purpose: Anti-Missile Defense.
System Type: Active.
Effect:
Ø1-5Ø: The missile thinks it’s off-course, and will attempt to correct; Re-roll strike at-1Ø.
51-ØØ: The missile thinks it’s reached the target and detonates; If it is sufficiently close enough for blast area effect, re-roll as below:

Ø1-45: Missile does no damage.
46-9Ø: Missile does ¼ damage.
91-ØØ: Missile does ½ damage.
Range: Begins effective coverage at 1ØØ miles.
Minimum Target Characteristic: Missiles.
Coverage Characteristics: A full 35غ area.

15. Smoke Dispensers (4Ø): Throws out smoke flares capable of covering a 25س 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.
Purpose: Obscuring the craft for a few moments.
System Type: Active Defense.
Effect: Creates a cloud of smoke that covers a 25س foot area.
Range: A 25س foot area.
Coverage Characteristics: A full 36غ.
































Features:
  • Radar: Civilian grade radar. Range: 1ØØ miles, can track up to 2ØØ individual targets. 9Ø% reliability (ØØ% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Grav Pod Equipped Landing Struts: Miniature grav pods are installed in the landing struts to adhere to ships, etc, in space. The grav pods are NOT strong enough to hold the EC-66 to a building on a planet, but will hold it to the hull of a ship in space. Also can be used during taxiing.
  • 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.
  • Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the pilot wants directly in front of the user.
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 25س 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.
  • 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 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • 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 pilots face (only covers eyes).
  • 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 (25Ø foot apogee), 7 white parachute flares (1,5ØØ foot apogee), 1ØØ foot of black or brown parachute cord (15Ø lbs tensile strength), 4 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), 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).
  • Full-Fuselage Inflatable Floatation: A self-inflating “lifevest” for the entire fuselage intended against at-sea abandonment; This feature will hold the entire fuselage above water, though water may still get in through breaches in it.
  • Oxygen Rebreather System: Extends pilots air supply to 1ØØ hours; Cartridge MUST be replaced after that period of time.
  • GPS: Standard tracking device.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • Combat Bonuses from Combat MC-13 Angel Air Ambulance Elite:
  • 1 additional attack per melee.
  • One additional Attack Per melee at levels 5, 1Ø, and 15 with any additional bonuses for the pilot.
  • +1Ø Dodge.
  • +7 Roll.

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