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sparrow and hummingbird dropships (updated 1-27) (images included)

A Crazy Fool

First Post
TTA 36 Sparrow Dropship (pl5-6):

It looks kind of like a whale--an obese whale with wings
-an unkown CTN test pilot's first impressions of the sparrow

Crew: 3, pilot, copilot, systems operator
Passangers/Cargo: 30 fully equiped soldiers or 6 tons of cargo (individual objects no larger than Huge size)
Init: -4
Manuver -3
Top speed: 650 (65) (or Mach 1.5, or 1140 mph)
Defense: 6
Hardness:6
HP: 60
Size: G
Purchase DC: 49
Restriction: Lic (+2)
Weight: 70,000 lb
Dims: len 70 ft, wingspan 65 ft, fuselage 20 ft wide, 55 long

Armament:
2 fire linked 20mm cannons (4d12), RI 150
hardpoints for up to 8 rocket pods (use stats for LAW, 10 rockets per pod)

Features:
Vacum capable
Low observability technology


Description:
To follow in a later post


Note: all pictures made by me
 

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Morgan Keyes

First Post
To borrow some numbers from D20 Military Vehicles (using D20 Mecha) by David Pulver:

-20mm ammo does 3d10 for damage (cutting 10 hardness or 1/2 hardness (whichever is greater) for AP rounds, or Blast (10' radius) for HE rounds). Also the question if this is a normal cannon or a high ROF weapon like a gatling-configuration (which will require some extra rules given the hideous ROF)? Fire-linked then the damage would likely bump up to 4d10.

-Rockets: if these are based off of 2.75" Hydra rockets you are looking at 7d10 with a 20' r blast (based on submunition dispensing rockets) or 6d10 for Russian-type 57mm rockets. Such rockets are usually in pods (19 a pod for 2.75" Hydras or 32 for Russian-type 57mm) with extra rules for them being fired in Volleys. By D20 Mecha/D20 Military Vehicles, if these are ATGMs then you are looking at 9 or 10D10 to 10d12 (Hellfire equivilant) with corresponding Armor Piercing and Blast effects.

-Size: Maybe drop to Gargantuan which puts it online with a CH-47 which has equivilant capacity.
 

A Crazy Fool

First Post
yes, using d20m rules

will make changes to size (i was unsure whether to use gargantuan or collosal for size because it was so close) and 20mm cannons (and they are 1 barreled cannons)
as for the missiles, the pods carry far fewer than 19 rockets, but they are far smaller than hellfires, so it seems safe to use the stats for the LAW

also, how, balence-wise is low observability technology dealt with. What penalty to use of radar would be normal for say an f-22 (i reckon it has similar stealth characteristics)
 
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A Crazy Fool

First Post
LTT 67s Hummingbird Dropship (pl6):


Crew: 2, pilot, copilot,
Passangers/Cargo: 20 fully equiped soldiers or 4 tons of cargo (individual objects no larger than Huge size)
Init: -4
Manuver -3
Top speed: 860 (86) (mach 2 or 1520mph)
Defense: 6
Hardness: 7
HP: 48
Size: G
Purchase DC: 52
Restriction: +3 (Mil)
Weight: 20,000
Powerplant: Fusion-electric turbine

Armament:
20mm cannon (3d12), RI 150
2 fire linked HMGs (10mm CTN) 3d10, RI 100

Other:
Stealth plating
ECM & EW suite
Advanced Sensors (High res. infra red and electromagnetic sensors in addition to Nihght vision equipment)
Targeting software (+1 to atack rolls, range increment is increased by 25%, this is not included in the stats)
Vacum cabable

Description:
To follow in a later post


Note: images to follow sometime
 

Morgan Keyes

First Post
A Crazy Fool said:
yes, using d20m rules

will make changes to size (i was unsure whether to use gargantuan or collosal for size because it was so close) and 20mm cannons (and they are 1 barreled cannons)
as for the missiles, the pods carry far fewer than 19 rockets, but they are far smaller than fellfires, so it seems safe to use the stats for the LAW

also, how, balence-wise is low observability technology dealt with. What penalty to use of radar would be normal for say an f-22 (i reckon it has similar stealth characteristics)

::nods::

The LAW would be a base to start with, though you'll likely need to plus them up. The rocket itself is designed for use up close by an infantryman so you see a corresponding range increment, one which would probably be too small for a pilot to want to use in a stand-off role. That was the main concern I had along with some kind of guidance package.

Hmmm...one example may be the 9A4172 "Vikhr" (AT-16) carried on the Russian Ka-50/-52. Two of the Hokum/Blackshark/Alligator's four hardpoints normally carry 12 AT-16's between them. Borrowing from Pulver again, they're 9d10 damage, have two levels of Armor Penetration, a range increment of 1800', and use laser guidance.

Or maybe for something PL 5 going into PL6:

MPGM-214 Fire Falcon Multi-Platform Guided Missile

Damage: 7d10 Type: Ballistic Critical: 19-20 (assumes a top-attack with self-forging penetrator) Range Increment: 1400' Rate of Fire: SS Notes: Armor Penetratingx2, Guided (IRH), Hardpoint, Increased Threat, Long Rangex2

The concept for the Fire Falcon is a small, supersonic missile. The kill mechanism is an advanced self-forging penetrator (giving the two levels of Armor Penetrating, but not Blast) using a top-attack profile (for the Increased Threat). Guidance is by advanced thermal seeker. Other approaches to take would be make it an advanced shaped-charge with an 8d10 damage, but dropping a level of Armor Penetrating and giving it a level 1 Blast component. Another option is a change in the guidance to a millimetric-wave radar (Active Radar Homing) with an Inertial Guidance component to allow indirect engagements.

Or a more advance version could have a programmable warhead. Against armored targets it fires as a self-forging penetrator, while against an area target the warhead has a larger area blast effect and shatters the self-forging plate into a fragmentation pattern. I'll try to work out the stats for this a bit latter. Gotten all tied up today preparing for M240 ranges. Think now it's time to get out of the uniform and try to scare up some chow. That or wander down to the GB Club.
 
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A Crazy Fool

First Post
yeah, range is an issue. I don't have d20m military vehicles or d20m meca, so i don't quite follow you, though the way my campaign is going it seems as though i will be buying them rather soon
 

Morgan Keyes

First Post
A Crazy Fool said:
yeah, range is an issue. I don't have d20m military vehicles or d20m meca, so i don't quite follow you, though the way my campaign is going it seems as though i will be buying them rather soon

Sorry about that. You can find the SRD for D20 Mecha here towards the bottom 1/3 for the page. Quick summary of the D20 Mecha weapon notes:

-Armor Piercing: one level ignores 10 Hardness or 1/2, whichever is greater. Two levels is 20 Hardness or 2/3. Flavor to taste.

-Guided: Comes in a number of forms. IRH is Infrared Homing. Ranged touch attack at the weapon's range increment for a lock-on. If successful then the weapon is fired and attacks with a +10 BAB and degrades by ECM, counter-measures, and concealment.

-Hardpoint: Means the weapon can be switched out for other loads.

-Increased Threat: each level adds 1 to the Threat Range

-Long Range: each level doubles the range increment from the base calculations.

Since I was just doing a base weapon I didn't include notes for things like Extra/Less Ammo or Alternate Weapon.

For points of reference as given in D20 Military Vehicles:

-AT-16 Vihkr has a 1800' range increment and laser homing
-AT-5B Spandrel is 1300' and operator guided
-Hellfire (laser or Longbow) is 2400' and is laser homing, or active radar homing for Longbow
-TOW-2B is 1300 and operator guided
 


A Crazy Fool

First Post
it was and really it still is baisicly, but the revisions made may come from other sources, these are still fully compatible with d20m/f rules and i use them that way
 
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