Autogyros

by Gareth Lowe and Charles Oines
 

HTML conversion by Michael P. Owen, April 2000


Editor’s Note: These rules are a variant only, and, although they are amusing, they are not official. So don't even ask.
 

Autogyros are very simple predecessors of helicopters. The main rotor is unpowered and free-moving, and is made to rotate by forward movement. Due to this rotation, the rotor acts as a wing surface. Forward movement is achieved by a pusher propeller behind the pilot.

Construction

Autogyro Body Cost Weight Spaces Armor Rotor/Propeller DP
Light $1,000 150 lbs. 6 $10 / 4 lbs. 2/2
Standard  $1,500 200 lbs. 8 $12 / 5 lbs. 3/2
Heavy  $2,000 300 lbs. 10 $16 / 8 lbs. 4/3

The basic gyro body does not include landing wheels, and requires three cycle tires. These tires may use wheelguards just like a trike. All autogyros have HC 2 in the air, and HC 1 on land.

Gyros may use any cycle power plant or gas engine. Acceleration for gyros is computed like helicopter acceleration: If the gyro's power factors are less than its weight, it is underpowered and won't move; if the factors are at least equal to its weight but less than 1.5 times its weight, it has acceleration 5; if the factors are 1.5 times its weight, it accelerates at 10 mph. For all engines, though, maximum speed is reduced by 20 mph.

Gyros are treated like trikes for purposes of weapon and armor placement. They can use improved tail assemblies, one pair of maneuver foils, and extra rotor blades. They may not use CACR, since there is no real stabilizing rotor.

Autogyros use 1" x 1/2" counters. They are -2 to hit from the front or back, and -1 from the sides. They may not mount turrets except the zero-space turret underneath. The propeller may be targeted from the rear only, and is at -8 to hit, and the main rotor is at -6.
 

Flight

Autogyros take off differently than helicopters; they must be moving at 25 mph or better to lift off the ground. In the air, gyros must move forward at at least 15 mph; any less, and the main rotor loses its ability to lift the vehicle. Once in the air, though, an autogyro maneuvers just like a helicopter. Autogyros are strongly affected by high winds; each turn, they take a D2 hazard whine in strong wind.

If the propeller is destroyed or the engine fails, the main rotor will continue to spin (it's unpowered already), but the pilot must roll on the Helicopter Crash Table at -2, in addition to speed penalties. The autogyro will slow by 5 mph and lose 1/2" of altitude every turn. If it falls below 15 mph, the main rotor will not be able to support the gyro, and it will crash.
 

Sample Autogyros

Scout -- Light gyro, large cycle plant with platcats and supercons, 3 PR tires, pilot, MML front, SWC. Sloped armor: F16, R13, L13, B14, T1, U8. Acceleration 5, HC 2; top speed 80, 918 lbs., $8,748.

Scout II -- Upgrade to HRSWC, add AP ammo to MML. $10,848.


Miscreant -- Standard gyro with CA frame, super trike plant with platcats and supercons, 3 PR tires, pilot, 2 SAMs (1R, 1L). Armor: F19, R15, L15, B18, T5, U15. Acceleration 5, HC 2; top speed 80, 1,316 lbs., $16,040.
 

Fang -- Heavy gyro, 250 ci engine, 5 gallon racing tank, 3 HD tires, pilot, RL front, SAM right, HRSWC. Armor: F20, R15, L15, B15, T6, U15. Acceleration 10, HC 2; top speed 122.5, 2,128 lbs., $12,448.

Heavy armor option -- Add 134 points armor. Accel. 5, top speed 100, 3,200 lbs., $14,860.

 


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