So, hot air baloon.
I'm going to rule the miniguns as feeding from the same ammo supply, and the missile launcher as a man-pack (i.e. a Stinger). You won't be able to fire more than one minigun at once (you're one guy), but you can essentially fire in any direction.
Aircraft: War Balloon
Mobility: 1
Responsiveness: 1d6
Toughness: 8
Weapons: 4x Minigun (separate 90-degree arcs), 1x Stinger launcher
Minigun: up to 4 damage in 1 point clusters
Stinger: guided (IR), 8 damage in 4 point clusters
Ammo: 20x Minigun burst, 8x Stinger Missile
No armor
Structure:
Balloon: 6HP, 2 criticals (Valve, Fin)
Gondola: 8HP, 6 criticals (Minigun, Minigun, Minigun, Minigun, Pilot, Rigging)
Some explanation. Mobility is how well you can move. Responsiveness is a measure of how likely your craft is to do what you want it to. Toughness is a measure of how unlikely your vehicle is to fall apart upon taking damage.
Mobility is not rolled against. It's straight up compared when determining maneuvers between aircraft, and various skill check values are altered accordingly.
Responsiveness: Rolled like an RTD check. Natural 1 is a failure, natural die maximum is a success, everything inbetween is neutral. If more than 1 die is rolled, the sum total of failures and successes determines result. Net failure may cause you to fly in a different direction, and will make you an easier target for the turn. Net success gives you a piloting bonus and makes you a harder target for the turn.
Toughness is checked whenever structural damage is sustained. 1d12 is rolled for every hit on the internal structure, and failure to roll equal to or under the Toughness value will cause a random Critical hit within the part. If there are no more critical locations, the part is destroyed even if its Structural HP is above zero.
All stats degrade as structural damage is taken.
I'll wait until some more entrants to start.