Hughes HL-4Ø5 Helicopter


A civilian Hughes HL-4Ø5 Helicopter.

The Hughes HL-4Ø5 Helicopter, selected by the REF as part of Terran Reconstruction is, in essence, nothing more than the RDF-era Howard LH-3ØØØ retrofitted with standard grav pods; It's simplicity, ease of manufacture, and extremely low price made it ideal for construction, aerial terrain survey, search and rescue, law enforcement, and etc.
Every Sentinel Alliance world manufactures the HL-4Ø5, with the exception of Garuda (which manufactures them off-world), as do most of the former Atorian Empire worlds (except Fehran herself). The UGC militry operates these sturdy little workhorses as well, but they are typically not armed, used for rear-line activities and for Fighter training (since many of the flight characteristics mimics those of the A/F-18 Hornet).
Name: Hughes HL-4Ø5 Helicopter
Model Type: Utility Attack
Crew: 1
Passengers: Up to 3.
MDC By Location:
Fuselage-15ØCockpit-75

Speed and Statistical Data:
Flying: 4ØØ mph (a bit faster than before)
Maximum Height: 2,ØØØ feet
Range In The Air: 6ØØ miles
Height: 8 feet
Width: 1Ø feet
Length: 3Ø feet
Weight: 1,16Ø lbs
Cargo: Pilot supplies only.
Power System: A Rolls-Royce 665 Dual-Phase Aeration Hydro-Cell Jet (same as the one on the Lear Jet).
Flight System:Primary: Grav pods
Secondary: Aero-foil effect.
Cost: About 2Ø,ØØØ credit each.
Availability: Always
Black Market Cost & Availability: None; It’s legally available. Stolen ones are a rarity.

Weapons Systems: Technically none; These are SUPPOSED to be unarmed civilian craft. However, all of the following HAVE been seen on captured/stolen units (mostly by various mercenaries).
1. Autocannon: A modified version has a small auto-cannon in the nose.
Purpose: Assault
MD: 1D6
Rate of Fire: 6 bursts per melee.
Range: 4,ØØØ feet
Payload: Enough for 2Ø attacks
2. Bomb racks: Up to 2 light bombs per wing.
Purpose: Assault
MD: Varies by type used; Equivalent to an SRM.
Rate of Fire: As many as the pilot elects to drop per attacks per melee.
Range: Varies by height.
Payload: 3 per wing (6 total).

Features:
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Radar: Civilian grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (ØØ% 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 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.
  • 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.
  • 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.
  • 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.
  • 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; 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 1Ø 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's easier to hide). NOTE: Because the craft does not have rotors, it can not auto rotate for a crash landing.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 5Ø 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.

  • Combat Bonuses from Hughes HL-4Ø5 Helicopter Combat Elite:
  • 1 additional attack per melee.
  • +2 Strike.
  • +6 Dodge.