


Civil Craft Aviation CivCraft-1 & -2The Civil Craft Aviation CivCraft-1 & -2, aka the Air Shuttle, is a civil aviation, all-standard technology aircraft, primarily used for medium- and long-distance passenger/cargo transport. It’s actually CivCraft-1 & -2 |
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 | CivCraft-1 |
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 | CivCraft-2 |
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Type: | Utility aircraft. |
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Manufacturer: | Beech Aircraft Corporation. |
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Maiden Flight: | 2143 |
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Major Users: | •Shippers in outlier regions •Smugglers •Tertiary Government entities (local agencies and offices) •Private Recreational Fliers |
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Introduced: | 2145 |
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Status: | Active in civil aviation. |
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Primary User: | Bush pilots and commuters. |
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Number Built: | Apx 2,ØØØ/month. |
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Variants | Many; Most are user-variant. |
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ONE airframe, the RPM-Ø7z, and can be fitted out as either a single- or twin-engine configuration. It’s also considered a kit plane, because the fuselage comes in thre components and requires tools to assemble; They come equipped standard with a tricycle-style undercarriage.Design and DevelopmentWhen the REF departed for Tirol, the authority of the UEG slowly slipped, most especially in the more distant regions (Alaska, Siberia, Inner and Eastern Africa, Central America, and South East Asia).These regions needed reliable transportation just as badly as anyone else, and needed them at a low cost; The UEW also wanted transportation into these regions to enforce their will as best they could (mostly in the form of taxation).The most practical form, once all factors were considered, was by aircraft; Helicopters didn’t have the range, and VC-22’s were prohibitive expensive- At least, for certain types of clientele.With this is mind, the UEG’s law enforcement agencies very quietly approached several aviation companies requesting they develop a plane idea to the needs of these clientele, but with a simple, reliable tracking method; The one best preferred was a an embedment in the planes initial primer or an engine that in and of itself produced a radiological signal (essentially a crude radio) that allowed satellites to track the planes.Though none would take the project up officially (mostly because they did have such planes already on the market), several were willing to release one or two engineers with ‘generous severance packages,’ many of whom immediately formed a new aviation corporation, Civil Craft Aviation. (During that same period there was a massive downturn in the aviation market in general.)To cut costs, all of the engineering involved standard, off-the-shelf technology- No “alien” hardware. (It is rumored that several key figure in the UEG influenced the program- However, xenophobia was pretty common at all levels of Terran society, and LEONARD was hardly the exception.)Civil Craft Aviation was able to produce a working prototype in three weeks; The airframe, avionics, powerplant, everything was up and flying and ready to ship in four weeks. UEG authorities arranged a major loan via Genovesian bankers (who, not coincidentally, had ties to the Mafia).Civil Craft Aviation did their master’s bidding one better; They gave it “multi-configurational powerplanting”; That is, it could switch between single- and twin-engine. Twin engine versions had greater speed and lifting power (5Ø% more), but single-engine versions had greater range (5Ø%). The single engine version didn’t create as much radiological signal, but it still was rated as strong enough to be detected in orbit.Operational HistoryUnfortunately, the program wasn’t the rousing success the UEG had hoped; The first thing the new owners did was strip every single speck of paint off their new planes (how they knew about that nobody’s quite sure), and the engine’s signal wasn’t as strong as the UEG wanted- Satellites could detect “a” signal, but not well enough to pinpoint it.Nevertheless, the purchases of CivCraft-1 & -2 did create a paper trail, which the UEG could follow- Not always perfectly, but they could follow it. Also, the planes could produce enough signal to know when a plane was in the air; With this, more sensitive ground stations would know that someone was skulking around, and be watchful for them. Once the plane’s general direction and speed was known, spy satellites could watch the approximate course and know where bases were generally located. By process of elimination, the militry was able to track down and pinpoint these bases; Usually, though, these were left in place; The better to know what they were really up to. Name: Air Shuttle. Model Type: Cargo Aircraft (smuggler). Degination: CivCraft-1 & -2. Class: Aircraft. Crew: 2; Pilot and Co-pilot. Passengers: 2 (3 if no co-pilot). MDC By Location:Fuselage- Hatches (2)- Wings (2)- | 1ØØ 2Ø each 5Ø each | Tailerons (3)- Engines Nacelles (1 or 2)- | 3Ø each 5Ø each | Notes: Usual penalties apply.Speed and Statistical Data: There are TWO sets of stats in some fields; The first one for single-engine model, the second for twin-engine model.Speed: 27Ø mph (235 knots, 432 km/h)/4Ø5 mph (352.5 knots, 648 km/h). Range: 1,5ØØ mi (13Ø5 NM, 2,4ØØ km)/1,ØØØ mi (87Ø NM, 1,6ØØ km). Service Ceiling: 3Ø,ØØØ ft (9144 m). Height: 11 ft 6 in (3.51 m). Wingspan: 45 ft 3 in (13.78 m). Length: 31 ft 6 in (9.61 m). Weight: 5,Ø1Ø lb (2,27Ø kg). | Power System: 1 or 2 Jeromones RK-184; Output: 34Ø hp (253 kW) each. Flight System: Standard Aero-Foil effect. Cargo Capacity: 1 ton (9Ø5 kg); Sacrificing a half ton (1,ØØØ lbs) can extend range 25%. Cost and Availability: 16,ØØØcredits, but is basically always available. Black Market Cost and Availability: Between 1,ØØØ and 5Ø,ØØØcredits; Regularly available. |
Weapon Systems: The Air Shuttle isn’t inherently armed; However, small arms can be carried, and more importantly, some rogues are known to install weapons pods on the wings.1. Weapons Pods: Normally, wing-mouted, these pods can be dropped to serve as extended sensor systems.A) M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets; Purpose: Heavy Assault; M.D.: Each rocket does 2D6 MD; Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee; Range: 12,ØØØ’; Payload: 96 per pod.B) 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 holds 3 Mk-82’s; Purpose: Offensive/Anti-Ship; M.D.: 4D6×1Ø per torpedo; Blast Radius: 4Ø’; 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.C) M-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) External M.R.M. Launchers (2): Mainly for shooting down hostile aircraft, though are excellent for shooting down M.R.M.’s and L.R.M.’s; Primary Purpose: Anti-Aircraft; Secondary Purpose: Anti-L.R.M; Damage: Varies by type used; Rate Of Fire: Volleys of 1 or 2 per pilots attacks per melee; Effective Range: Varies by type used; Payload: 4 (2 per launcher, 2 pods per wing). | 2. Variable Full-Force Barrier Field: The Variable Full-Force Barrier Field provides additional protection for the vehicle. 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 36ذ coverage area around the craft.
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Features: * indicates those items that are not strictly legal, but common on smugglers and government units.- Radar: Civilian grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (ØØ% against unfriendly stealthed vehicles).
- ESM: Radar Detector. Passively detects other radars being operated.
- *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.
- Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
- 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).
- Tracking Computer: Records all surrounding activity over the course of time; Can replay that activity for the pilot, assign target designation numbers.
- *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.- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
- Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
| - Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available.
- GPS: Standard tracking device.
- HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
- *LDP (4): Launched Decoy Pods. The Mecha can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 3Ø minutes. Each is a specially designed lure that mimic the Mecha. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but does not work 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: Per pilots attacks per melee.
- Payload: 8 decoys total.
- 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.
- 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.
- Smoke dispensers (8): Throws out smoke flares capable of covering a 9س 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.
- 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, gau
ze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø’ apogee), 2 white parachute flares (1, 5ØØ’ apogee), 1ØØ’ 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.
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Combat Profile for the CivCraft-1 & -2 Air Shuttle:- 3 attacks per melee.
- +2 Parry, Dodge, and Roll.
- +1 Strike.
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