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HH-65A Dolphin


An HH-65A Dolphin

The United States Coast Guard developed the HH-65A Dolphin for search and rescue work in the late 198Ø’s. The craft has remained in service as such ever since, though in the 2Ø8Ø’s the craft was upgraded with grav pod and hydro-cell technology, and the fuselage re-fitted to be fully water tight allowing it to land on the water if necessary. The craft remains in service to this day, still doing search and rescue missions.
Name: Dolphin Helicopter
Model Type: Utility/SAR Helicopter
Crew: 4; Pilot, Co-pilot, Crew Chief, and Flight Crewman.
Passengers: Up to 5 passengers can be carried if necessary.
MDC By Location:
Fuselage-
Cockpit-
Air Intakes (2)-
Thruster Nozzles (2)-
Grav Pod-
2ØØ
15Ø
1ØØ each
1ØØ each
15Ø
Pilots Doors (2)-
Passengers Doors (2)-
Weapons Pylons (2)-
Tail Boom-
Tail Rudder-
15Ø each
15Ø each
1ØØ each
15Ø
15Ø

Speed and Statistical Data:
In the air: 165 knots
Range in the air: 1,ØØØ miles
On the water: 2Ø Knots
Range on the water: 2ØØ miles; Can be refueled while floating.
On the ground: 1Ø MPH
Range on the ground: 5 miles.
Length: 44 feet, 5 inches
Width: feet
Height: 13 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: 2Ø,ØØØ credits new and unarmed; Every 3 months another batch of 1Ø becomes available.
Black Market Cost and Availability: An equivalent system would cost between 2,ØØØ and 25,ØØØ credits, depending on buyer and seller; Not very common at all.


Weapons Systems:
1. TM-5 Plasma Launcher: A basic, ball-turret mounted plasma launcher. The weapon itself is base on the M-21 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 Mounted Weapons Systems: The Dolphin can carry up to 4 pods on its 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 4 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.
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: 6ØØ 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 hold 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) TM-12 Fuel Pod: Essentially a modified version of the TM-11 Torpedo Pod. 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 where naval warships want them to be.
F) TM-15 Dunking Sonar Pod: A dunking sonar pod used to assist in detecting and assisting naval warships to target them.

3. Door Gunners: Crewmen can literally stick their guns out the doors. Any type can be used, though heavy energy weapons are preferred for these positions. Generally used for anti-power armor work. An E-cable provides unlimited capacity to the gun. A couple of popular choices are the TM-5 plasma launcher and the TM-9 Fixed Autocannon a 3-point sling system.



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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • 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 to get visuals on targets at night.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • 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 only mounted inside the port taileron.
  • 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 feet 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.
  • 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 is 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 HH-65A Dolphin Helicopter Combat Elite:
  • 1 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, and 9 with any additional bonuses for the pilot.
  • +2 Initiative.
  • +2 Strike.
  • +4 Dodge.
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