Copyright 2000 by Brandon Cope

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A-51A (TL8 turboprop ground attack plane)

[This really has little place in a generic TL8 setting; however, in some worlds (like Autoduel) it could be a useful and important aircraft.]

This is really more a fighter than a CAS bomber. It is reasonably agile and can operate from moderate-length fields even fully loaded (and the wings could handle bigger hardpoints). It also can use a variety of fuels, possibly of value in some settings.

The underwing hardpoint loads varies considerably (see below). The underbody hardpoint usually either carries a drop tank or a rack with four 500-lb bombs. The plane carries a good gun punch (and can do severe damage to the top of an armored vehicle, penetrating an average of DR 315). The 20mmC cannon is for armored vehicles and other aircraft (if an AAM isn't carried) and the 10mmC is for use against unarmored vehicles, infantry and most buildings.

Unless noted otherwise, all components that are "facing specific" are mounted Front.

[The VE2 rules are broken with respect to aircraft taking off from grass fields; the Sopwith Camel requires a paved runway by VE2 rules! My change is to use rough-field wheels, which have double the volume of small wheels, but allow the plane to take off from a relatively flat grass or dirt runway with a normal takeoff run. Note that a landing gear strut is easy to break in a hidden rut or ridge (and if the strut doesn't break the plane can flip), so I'm pretty restrictive on non-paved landing fields regardless of ground pressure. My rule may not be entirely realistic, but it's better than VE2]

 Subassemblies: two STOL wings, three rough-field (normal) retractable wheels (body and wings)
 Body Features: good streamlining
 Propulsion: one 1260 kW ducted propeller
 Weaponry (each wing): 1x20mmC autocannon, 1x10mmC minigun, 300x20mmC APDS rounds, 2000x10mmC API rounds, two 200-lb hardpoints
 Weaponry (body): one hardpoint with 2000-lb capacity
 Instruments and electronics (body): air-search radar (25 miles, Scan 19), thermograph (10 miles, Scan 17), terrain-following radar (min. 15 yards), two long range (1000 mile) scrambled radios, military GPS, two small computers, one terminal, advanced laser/radar detector, digital camera, HUDWAC, laser spot tracker, 2xIFF, optical bombsight, navigation instruments
 Miscellaneous: fire extinguisher system
 Controls: Computer
 Occupancy: Short
 Passengers: None
 Crew: Pilot in normal crewstation
 Environmental Systems: 12 hours limted life-support
 Power: 1270 kW gas turbine, uses 76.2 gph, 1 rE-cell
 Fuel: three self-sealing fuel tanks (one 150-gallon tank body, one 25-gallon each wing), 200 gallons diesel fuel, 2.6 hours fuel
 Access, Cargo and Empty Space: body: 51.6 cf access, 9.185 cf empty, 5 cf cargo; each wing: 10.2 cf empty
 Volumes: Body 250 cf, each Wing 30.5 cf, Wheels 25 cf; Surface Area: Body 238 sf, each wing 117 sf, wheels 51 sf, Total Area 523 sf
 Structure: medium frame, expensive materials
 Structural Options: sealed, basic stealth, basic IR cloaking
 Hit Points: Body 357, each Wing 175, Wheels (each) 51
 Armor: PD 4 DR 35 expensive composite
 Defensive Features: two dischargers (chaff, flare), 5 refills each
 Statistics (full payload): Empty Weight 9,621, Loaded Weight 14,425 lbs (7.21 tons), Volume 336 cf, Size Modifier +4, Loaded Price $1,166,340, HT 9 (11 if hardpoints unloaded)
 Air Performance (Hardpoints Loaded): Stall Speed 94 mph, drag 182.3, Top speed 455 mph, aAccel 7, aDecel 32, aMR 6.5, aSR 5, Takeoff run 210 yards, Landing run 222 yards
 Air Performance (Clean): Stall Speed 85 mph, drag 157.3, Top Speed 490 mph, aAccel 8, aDecel 32, aMR 8, aSR 5, Takeoff run 152 yards, Landing run 179 yards

New Weapons
20mmC autocannon: one long barrel, heavy automatic
APDS ammo: Dam 6dx5(2) Cr, Malf Ver, Type Cr, SS 30, Acc 14, 1/2 Dam 1250 yds, Max 5500 yds, ROF 10; $5.10 and 0.34 lbs per shell

10mmC minigun: six long barrels, electric gatling action
API ammo: Dam 9d(2) Cr, Malf Ver, Type Cr, SS 20, Acc 13, 1/2 Dam 900 yds, Max 4500 yds, ROF 60; $0.25 and 0.063 lbs per round

127mm short-range AAM:
IIRH, normal HEPF warhead, Dam 6dx128 [10d], Type Exp, Skill 19, Max 25,000 yards (14.8 miles), Speed 2000 yds/sec, 195 lbs, $29,800
[This should be fast enough to deal with most TL8 atmospheric fighters, though range is somewhat short. A PRH version is -1 skill. This has not been "fixed" from the TL8 interceptor version]

Laser-Guided, Retarded 500-lb bomb:
SALH, 'normal' 273mm HE warhead, Dam 6dx1140 [12d], Skill 13, 492 lbs, $7,250
[This is a slightly-modified TL7 MK82 bomb; only skill and cost were derived from VE2. Considering that this is less effective than under VE2 rules, it really isn't abusive]

203mm Missiles and Rockets
There is also a family of 203mm rockets and missiles in my campaign (each 200 lbs) which could also be carried if needed (I designed them for small naval vessels, but their light weight makes them useful on aircraft). The artillery rocket has 1/2 Dam of 600 yds and Acc 12.
 
 
Type Guidance warhead Skil Max Range Speed Damage Cost
anti-ship BALH HEC 15 64,800 300 6dx174 $138,100
SAM/AAM IIRH HEPF/ABF 21 30600 1500 6dx131[12d] $41,900
ATGM PRH HEAT 20 15600 1500 6dx54(10) $38,500
artillery none HE n/a 7000 375 6dx1046[12d] $4,000

Equipment Pods
Deceptive Jammer Pod: level 5 deceptive jammer, $120,200, 150 lbs, DR 10, 12 kW
Drop Tank: 260 gallons diesel, $2350 (full), 1845 lbs, DR 5
Discharger Pod: 2 dischargers + 10 refills, $950 (assumes $20/decoy), 190 lbs, DR 5