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Helicopter rules for futuristic setttings...needs some help
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<blockquote data-quote="Storyteller01" data-source="post: 1747962" data-attributes="member: 20931"><p>I was toying with a vehicle design for Dragonstar and came up with this. Would love some advice!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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</p><p>love to hear them! </p><p></p><p>Helicopters (or advanced hover vehicles):</p><p></p><p>Although the helicopter is an aircraft, it moves at the surface</p><p>vehicle scale. In exchange, it gains unparalleled manueverability.</p><p></p><p>A helicopter can travel in one direction while facing another. To</p><p>simulate this, whenever a pilot wishes to make a manuever while</p><p>facing another direction, they will add +5 to the manuever DC per</p><p>point of facing difference (45' is one point, 90' is two points, 135'</p><p>is three points, and 180' is our points).</p><p></p><p>If a pilot wishes to just change the vehicles facing while</p><p>maintaining the same direction, they may do so as a move equivalent</p><p>action. The DC is equal to the facing penalty after the change.</p><p></p><p>Bootlegger turns: If a pilot wishes to make a bootleg turn ending</p><p>at 135' (instead of 180') they may do so with a +5 DC (Basically, an</p><p>extreme turn and deceleration). Attempting a bootleg turn with only a</p><p>90' turn or less is simply considered an extreme deceleration with</p><p>the appropriate facing penalty.</p><p></p><p>The facing difference must be maintained. This requires the pilot</p><p>to make a control (pilot) check with a DC equal to the facing penalty.</p><p></p><p>Remember your negatives to rolls due to speed!!</p><p></p><p>Hovering: While hovering, a pilot may change the facing of the</p><p>vehicle as a free action (DC= facing penaly -5)</p><p></p><p>Reorineting vehicles: a pilot may reorient the vehicle in one of</p><p>three ways:</p><p></p><p>1) STOP! The vehicle begins to hover, leaving no difference in</p><p>movement and facing.</p><p></p><p>2) Change facing: This may be done as a free action (DC = current</p><p>facing penalty - 5)</p><p></p><p>3) Change direction of movement: Treat this as the appropriate</p><p>maneuver with no facing penalty.</p><p></p><p></p><p></p><p></p><p>TF-1 Osprey</p><p></p><p>Size Class:1 HP: 120 Hardness: 8 Top Speed: 45 Acc/Dec: 10</p><p>Handling: +6 (+9 for speed changes and evasive action)</p><p>Sensors: +8 Stealth: 20 Feul: 500,000</p><p>AC: 29 (-1 size, -5 Dex, +5 Natural, +30 shields)</p><p></p><p>Total EP's produced: 650</p><p>Total EP's used: 550</p><p></p><p>Stations: Pilot 1, Passenger 1 (may act as a gunner)</p><p>Over/Under configuration for crew/passenger</p><p></p><p>Cargo: 500 lb Cost: 10,760,000</p><p></p><p></p><p>Weapons:</p><p>Twin Plasma Cannons (linked)</p><p>Fire Arc: Front Attack: +5 (+6 with Fire controls)</p><p>Damage: 12d10 x 2 Range: 10 Modifications: Vicious</p><p></p><p>Length: 16 ft Weight: 10,000lbs</p><p></p><p>Special Feature: Tilt wing rotor convertion, Sensor Periscope, Unique</p><p>design</p><p></p><p></p><p>The Osprey; a bird of prey known for grasping fish from the water,</p><p>not letting go until it reaches its nest. A fitting name, as the</p><p>Osprey has been built for one purpose: Hostile occupation</p><p>and 'protection' of hostile or 'unfriendly' objectives.</p><p></p><p>As a fighter, it is an effective interceptor. In this use, it</p><p>protects dropships as they make their way to the surface. They also</p><p>maintian air superiority after an orbital strike. However, it capable</p><p>of far more.</p><p></p><p>The wings, built low on the vehicles body, fold into the Osprey</p><p>revealing two tilt wing rotors encased in large titanium rings. This</p><p>allows the pilot to control the pitch of the blades from two points</p><p>instead of one. In this configuration, the vehicle has its Acc</p><p>reduced to 4, its Dec reduced to 6, and must follow the 'Helicopter'</p><p>rules mentioned earlier. The jet engines are encased to protect them</p><p>while not in use.</p><p></p><p>The Osprey also has two other features unique to its design. The</p><p>first is a sensor 'Periscope' which extends from the top of the</p><p>vehicle. While deployed, the Osprey may gain sensor and visual</p><p>information while keeping the bulk of its body behind cover. If the</p><p>pilot uses only passive sensor systems, the Osprey's stealth rating</p><p>will gain a +10 circumstance bonus (DM's may wish to adjust this,</p><p>based on terrain factors) as well as give the vehicle the benefits of</p><p>full coverage. As such, the vehicle is excellent for intelligence</p><p>gathering and as a mobile forward observer (see rules for forward</p><p>observers in 'Imperial Supply').</p><p></p><p>The final feature is the way the weapons are built above and behind</p><p>the pilot, towards the top of the vehicle (The battery is enclosed</p><p>until needed, to prevent radar from detecting the odd angular return</p><p>of signals). With the periscope, this allows the Ospey to 'peek-a-</p><p>boo', or expose just enough of itself to fire its weapons. Under</p><p>optimal conditions this can give the Osprey a 3/4 cover bonus to AC</p><p>while attacking (again, the actual bonus will be determined by the</p><p>DM).</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 1747962, member: 20931"] 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). [/QUOTE]
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