AIRWOLF

Airwolf is the fastest and deadliest Helicopter ever created. A Mach One chopper that can kick ass. Secret, stealthy and lethal.

Control: RM
Speed: SH-X Airspeed (770 mph/50 areas per turn)
*Ground Maneuvers: Airwolf's landing gear are individually powered, allowing for FB Ground Speed, usually used to maneuver on tarmac.
Body: AM
Protection: Full

Origin:
Airwolf was designed by Doctor Moffet to the "Firm's" specifications, but over the years of development, the Firm's changing responsibilities moved the Airwolf project away from the tactical military machine, and further into the covert operations role. Speed became more important than firepower, stealth more important than speed. Airwolf's mission made it a compromise, and compromise always makes for weaknesses.

Special Systems:

-A.S.P.J. - (Advanced Self Protection Jammers): A radar-jamming system that sweeps ahead of the aircraft, of IN power rank.

-Audio Sensors: High to low frequency detection, wide/narrow reception, reception, locking and tracking ability. Consider this AM Enhanced Hearing and IN Tracking.

-Chaff Decoys: Canisters ejected rearward that explode, showering bits of aluminum to confuse radar-guided missiles, with IN ability. NOTE: These systems are stored with the Sunburst Flares (below) and launched from the rear of Airwolf's avionics bays.

-Command Transferral: In an emergency, flight command can be transferred from the cockpit back to the Electronic Data Command center. In other words, Airwolf can be piloted in the rear.

-Doppler Velocity Sensors: Monitors all in-coming objects with RM precision.

-Downwash: Airwolf's rotor creates a powerful downwash in its immediate area, of at least RM rank, sufficient to overturn cars and threaten nearby aircraft. Any aircraft entering Airwolf's downwash must make an RM Control FEAT for each turn spent in the downwash. Characters must make an RM Strength FEAT. Flying characters will lose control and fall, and ground based characters will be flung about, damage as per GM's discretion.

-Electronic Surveillance Thermograph Sensor: Detects and discriminates various heat levels of targets. Reads anything from infrared to ultraviolet with IN ability.

-F.L.IR. - (Forward-Looking Infrared): Forward sweeping system that constructs an image of what's ahead for the pilot in poor visibility with AM ability.

-I.F.F. - (Identify Friend or Foe): Every aircraft broadcasts an I.D. code, which is picked up by the I.F.F. The computer identifies it and displays the code next to the appropriate radar image. Certain aircraft have fake I.F.F. codes that can fool Airwolf. For example, the X-Men's Blackbird.

-I.R. Jammer: Produces omnidirectional radiation of infrared energy to disable IR tracking. An automatic system that needs no missile approach warning. It snaps on when scanned by IR detectors. This tool works with RM ability.

-Matrix Scanner: This system scans the target and discriminates various levels of atomic or molecular density. Once the computer "understands" the structure, it can produce an image of it from any angle.

-Radar Jammer: Produces multi-leveled decoy signals to confuse radar at RM Ability.

-Rear Bay: Located behind the co-pilot, this area is normally utilized to support the "missile loading rack" that supplies the ADF pod. With this rack removed, the bay can be used for personnel transport (4 - crowded), a small dirt bike, supplies to be dropped, cargo, extra fuel units, some new weapon, or a sky-diver. An overhead winch and cable of RM Strength provides rescue capabilities, supply pick-ups, etc., while hovering. NOTE: Entry and exit to this area via Airwolf's rear doors - with access to crew compartment.

-Sunburst Decoys: Flares ejected rearward to attract heat-seeking missiles, with IN ability.

-Transmission Surveillance: Monitors all broadcasts and media: radio, TV and CB. Target locking and tracking ability.

-Weapons Systems:

*Chain Guns: Four 30-millimeter machine guns (2 per wing pod). Rounds fired per minute - variable. Damage: -RM Armor Piercing Shooting. Range: RM

*Cannons: Two 40-millimeter cannon (1 per wing pod). Rounds fired per minute - variable. Damage: IN Shooting. Range: EX. NOTE: Shell casings ejected from these weapons are recovered and retained until landing.

*Missiles - ADF Pod-launched+
HELLFIRE -- 6 Short-ranged air-to-surface. AM Damage, EX range.
REDEYE -- 12 short-ranged air-to-air. AM Damage, EX range.
COPPERHEAD -- 6 long-ranged air-to-surface (tank-buster). IN Damage, AM Range

*Missiles - Side-launched
FALCON -- 4 Long-ranged air-to-air missiles carried two to a side in compartments at either side of the ADF Pod. They are self-guided or manually guided. NOTE: After launch, any missile can be aborted in flight. IN Damage, AM Range

+These are carried in the loading-rack which is mounted in the Rear Bay of Airwolf. They are gravity-fed into their launcher: The ADF Pod (located: centerline underbelly). NOTE: The ADF Pod is capable of 180º rotation - port/starboard. This provides the ability to fly past a target and fire laterally at it. To reload, however, it must return to its normal forward position. NOTE ALSO: The ADF pod cannot be deployed at speeds above ShX.


VEHICLE STATISTICS:

Airwolf is a long-range (950 miles, armed crew of 3 / 1450 miles long range, crew of 2), supersonic multirole helicopter. It's an aerodynamic lifting body with a rotor system, driven by twin turbines, capable of propelling it to three hundred knots. This rotor system can be disengaged to ignite two turbo-thrust boosters (45.000 lbs). 9.6 seconds after ignition Airwolf's speed can exceed mach one from sea level to 65,000 feet. Airwolf can rapidly slow itself by employing a reverse thruster system. Also, in some instances, Airwolf can deploy a drag chute (when the rotors are not engaged) which issues from a compartment in the tail.


Stringfellow Hawke

High-Tech

F- EX
A- GD
S- GD
E- RM
R- EX
I- EX
P- TY
R- EX
P- 5

Origin: When Hawke was twelve, he and his parents were in a boating accident on the lake. He was rescued by his brother, but their parents drowned. He works with Dominic Santini, best friend of Hawke's departed father, who raised Hawke from a young boy, and is now his employer as owner of a helicopter service for hire: "SANTINI AIR". Hawke also works for Michael Archangel, project director for the CIA, with the condition the government help find his brother, Saint John, who was listed missing-in-action in Vietnam in 1969.

Equipment:
*Airwolf: Hawke is the legal owner of the super-helicopter known as Airwolf, using it to work for the CIA while searching for his MIA brother.

Talents: *Martial Arts A: Hawke learned some hand-to-hand skills while in the US Army in Vietnam. He can Stun or Slam opponents regardless of their Strength or Endurance.

*Military: Hawke served in the military during Vietnam, and can be considered up to spec on all Vietnam-era military technology.

*Pilot: Hawke is a skilled pilot, and can fly with the best of them. He gains a +1CS to all Control rolls made behind the controls of an aircraft.

Contacts: *Archangel: A mysterious CIA agent, he answers only to the President and the Commitee, the secret group in charge ot America's intelligence. He has a dual nature regarding Airwolf, and is as often an adversary as an ally.

*Dominic Santini: Santini raised Hawke from childhood, and is Hawke's best friend. He aids Hawke on Airwolf's missions.

Personality: Hawke is a complex individual who lives with his hound, Tet, in a cabin by a lake high in the mountains. He serenades eagles with Prokofiev on his Stradivarius cello; is an avid fisherman; has a first-rate art collection which his grandfather collected for his grandmother -- and yet he remains cold and distant...being the only survivor of anyone he has ever rescued.

Real Name: Stringfellow Hawke
Occupation: Pilot for Santini Air, Vigilante
Legal Status: US Citizen.
Marital Status: Single
Height: 5 feet, 11 inches
Eyecolor: Blue
Hair: Dark blonde

By Emarzero


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