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HH-6Ø Blackhawk Attack/Utility Helicopter


A Coast Guard Jayhawk with XTM-12 Fuel Pod.

This early First Robotech War era design was updated with grav pods for greater efficiency. It retains its early missions of troops insertation and extrication, medivac, ferry, etc, but also has an expanded fire support options with the optional advanced wing-mounted weapons pods and door guns. The Coast Guards variant is called the Jayhawk, and is not armed.
Name: Blackhawk Helicopter
Model Type: Attack/Utility Helicopter
Class: A/UH-Ø2
Crew: 5; Pilot, Co-pilot, Crew Chief, Flight Engineer, and Flight Crewman.
Passengers: Up to 8 power armored troopers can be carried if necessary.
MDC By Location:
Fuselage-
Cockpit-
Grav Pod-
Air Intakes (2)-
Thruster Nozzles (2)-
3ØØ
2ØØ
15Ø
1ØØ each
1ØØ each
Pilots Doors (2)-
Passengers Doors (2)-
Weapons Pylons (2)-
Tail Boom-
Tail Rudder-
2ØØ each
2ØØ each
15Ø each
2ØØ
25Ø

Speed and Statistical Data:
In the air: 18Ø knots
Range in the air: 2,ØØØ miles
On the ground: 1Ø MPH
Range on the ground: 5 miles.
Length: 65 feet
Width: feet
Height: 17 feet
Cargo: Pilot and crews emergence supplies and about 5Ø lbs can be carried.
Power System: Twin LRS-75ØB Hydro-cell Jet Engines.
Flight Systems: Grav Pods and Hydro-Cell Jets.
Cost and Availability: 5Ø,ØØØ credits new and unarmed.
Every 3 months another batch of 1Ø becomes available.
Black Market Cost: An equivalent system would cost between
5,ØØØ and 5Ø,ØØØ credits, depending on buyer and seller.
Black Market Availability: A nuclear powered version CAN be made
available, but is VERY rare. Does not have anti-grav capability.

Weapons Systems:
1. TM-5 Plasma Launcher: A basic, ball-turret mounted plasma launcher. The weapon itself is based on the T’sentrædi 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,ØØØ feet
Payload: Unlimited

2. Wing Pylon Mounted weapons: The Blackhawk can carry up to 6 weapons on it’s 2 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,ØØØ feet
Payload: 96 per pod. Up to 6 pods can be carried.
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: 1D4×1Ø per 4Ø round burst (can only fire bursts).
Rate of Fire: Per Gunner’s attacks per melee.
Range: 9,ØØØ feet
Payload: 3ØØ 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: 4D6×1Ø per torpedo
Blast Radius: 4Ø feet
Maximum Range: 8Ø miles
Minimum Range: 5 miles
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82’s.
D) XTM-12 Fuel Pod: Essentially a modified version of the Pod, Torpedo, TM-11. In this case, however, it is used as a fuel pod to double the normal range of the craft.
E) TM-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and, more importantly, driving incurring submarines Defense Force warships want them to be.
F) TM-15 Sonar Dunking Pod: A dunking sonar pod used to assist in detecting and assisting naval Avenger-Class warships to target them.

3. 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 the guns.





Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø 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.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
  • 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.
  • 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)
    1ØØ feet of black or brown parachute cord (15Ø lbs tensile strength)
    2-5 days rations
    2 gallons water
    Water purification kit (good for about 1Ø gallons)
    The helicopter itself also has auotmatic airbags that make the craft a liferaft for at-sea abandonment.
    Self-inflating lifevest (15# buoyancy).
    NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing.
  • 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 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/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.
  • 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 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ’ in normal crowds.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 5س 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.
  • Decoys: Specially modified Mini-Missiles used as decoys; 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 Mecha. 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.)
    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 25² feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • Combat Bonuses from Blackhawk Helicopter Combat Elite:
  • 2 additional attacks per melee.
  • One additional Attack Per melee at levels 3, 6, 9 and 12 with any additional bonuses for the pilot.
  • +4 Initiative.
  • +3 Strike.
  • +3 Dodge.

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