Helicopter rules for futuristic setttings...needs some help

Storyteller01

First Post
I was toying with a vehicle design for Dragonstar and came up with this. Would love some advice!! :) I haven't had a change to check other sources (d20 Modern, d20 Future, etc) so if you have any suggestions for material, I'd
love to hear them!

Helicopters (or advanced hover vehicles):

Although the helicopter is an aircraft, it moves at the surface
vehicle scale. In exchange, it gains unparalleled manueverability.

A helicopter can travel in one direction while facing another. To
simulate this, whenever a pilot wishes to make a manuever while
facing another direction, they will add +5 to the manuever DC per
point of facing difference (45' is one point, 90' is two points, 135'
is three points, and 180' is our points).

If a pilot wishes to just change the vehicles facing while
maintaining the same direction, they may do so as a move equivalent
action. The DC is equal to the facing penalty after the change.

Bootlegger turns: If a pilot wishes to make a bootleg turn ending
at 135' (instead of 180') they may do so with a +5 DC (Basically, an
extreme turn and deceleration). Attempting a bootleg turn with only a
90' turn or less is simply considered an extreme deceleration with
the appropriate facing penalty.

The facing difference must be maintained. This requires the pilot
to make a control (pilot) check with a DC equal to the facing penalty.

Remember your negatives to rolls due to speed!!

Hovering: While hovering, a pilot may change the facing of the
vehicle as a free action (DC= facing penaly -5)

Reorineting vehicles: a pilot may reorient the vehicle in one of
three ways:

1) STOP! The vehicle begins to hover, leaving no difference in
movement and facing.

2) Change facing: This may be done as a free action (DC = current
facing penalty - 5)

3) Change direction of movement: Treat this as the appropriate
maneuver with no facing penalty.




TF-1 Osprey

Size Class:1 HP: 120 Hardness: 8 Top Speed: 45 Acc/Dec: 10
Handling: +6 (+9 for speed changes and evasive action)
Sensors: +8 Stealth: 20 Feul: 500,000
AC: 29 (-1 size, -5 Dex, +5 Natural, +30 shields)

Total EP's produced: 650
Total EP's used: 550

Stations: Pilot 1, Passenger 1 (may act as a gunner)
Over/Under configuration for crew/passenger

Cargo: 500 lb Cost: 10,760,000


Weapons:
Twin Plasma Cannons (linked)
Fire Arc: Front Attack: +5 (+6 with Fire controls)
Damage: 12d10 x 2 Range: 10 Modifications: Vicious

Length: 16 ft Weight: 10,000lbs

Special Feature: Tilt wing rotor convertion, Sensor Periscope, Unique
design


The Osprey; a bird of prey known for grasping fish from the water,
not letting go until it reaches its nest. A fitting name, as the
Osprey has been built for one purpose: Hostile occupation
and 'protection' of hostile or 'unfriendly' objectives.

As a fighter, it is an effective interceptor. In this use, it
protects dropships as they make their way to the surface. They also
maintian air superiority after an orbital strike. However, it capable
of far more.

The wings, built low on the vehicles body, fold into the Osprey
revealing two tilt wing rotors encased in large titanium rings. This
allows the pilot to control the pitch of the blades from two points
instead of one. In this configuration, the vehicle has its Acc
reduced to 4, its Dec reduced to 6, and must follow the 'Helicopter'
rules mentioned earlier. The jet engines are encased to protect them
while not in use.

The Osprey also has two other features unique to its design. The
first is a sensor 'Periscope' which extends from the top of the
vehicle. While deployed, the Osprey may gain sensor and visual
information while keeping the bulk of its body behind cover. If the
pilot uses only passive sensor systems, the Osprey's stealth rating
will gain a +10 circumstance bonus (DM's may wish to adjust this,
based on terrain factors) as well as give the vehicle the benefits of
full coverage. As such, the vehicle is excellent for intelligence
gathering and as a mobile forward observer (see rules for forward
observers in 'Imperial Supply').

The final feature is the way the weapons are built above and behind
the pilot, towards the top of the vehicle (The battery is enclosed
until needed, to prevent radar from detecting the odd angular return
of signals). With the periscope, this allows the Ospey to 'peek-a-
boo', or expose just enough of itself to fire its weapons. Under
optimal conditions this can give the Osprey a 3/4 cover bonus to AC
while attacking (again, the actual bonus will be determined by the
DM).
 

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