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S/A-6E Intruder

A pair of S/A-6E Intruders on patrol over Terra.
The original US Navy A-6E Intruder was one of the greatest weapons platforms ever created; These platforms fought their way from the jungles of Viet Nam, over the jungles of Panama, blasted Libyan forces, decimated Iraq, and finally fought through the first few years of the Global Civil War.
Though supplanted by the Venture-II Carrier-Borne bomber, the UGC Spacy recently took a very careful second look at this nearly miracle platform; It, and it's four-seater sister the EA-6B Prowler are being tested with RDF's for system defense as the FIRST fully-sponsored REF transatmospheric attack platform.
The S/A-6E is an all-weather, two seat, subsonic, transatmospheric, attack aircraft. It is equipped with a single, macro-micronized digital integrated track, search, and targeting radar/computer, fly-by-wire control, and tractioning drive. The Advanced third-Generation Target Recognition/Attack Multi-Sensor (A/3TRAM) version of the S/A-6E was introduced to the fleet in 2Ø7Ø.
The S/A-6E has proved to be an excellent precision bomber in the world in the joint strike on Fehran Malcontents in 2186- 2ØØ years to the day form when the A-6E made similar history against Libya. With REF Aero-Space Force Legios, S/A-6E Intruders penetrated the sophisticated sector defense systems, which had been alerted by the high level rumors of impending attacks. Evading over 1Ø,ØØØ guided missiles, the strike force flew in almost completely undetected, and accurately delivered their ordnance PRECISELY on-target; A rogue Fehran colony near Freena IIV. Continuing systems/weapons improvements during the development phase improved the S/A-6E combat systems capability.
In a significant change from the original, the S/A-6E was equipped with a chin turret containing light laser cannon; Only effective for light strafing and related work, it can never the less cause damage.
Name: A-6E Intruder.
Model Type: Light bomber.
Crew: Two.
Passengers: None.
MDC By Location:
Fuselage-
Cockpit-
Radar Pod-
15Ø
1ØØ
7Ø
Landing Struts (3)-
Thrusters-
Full-Force Barrier Field-
2Ø each
7Ø each
5ØØ

Speed and Statistical Data:
In space: 6ØØ knots
Range: 6ØØ,ØØØ. Can be refueled in the air.
On the Ground: .1 MPH
Range on the Ground: 1 mile max.
Operational Ceiling: Transatmospheric.
Height: 15 feet 6 inches.
Wingspan:
Wings Up: 53 feet.
Wings Down: 27 feet 8 inches.
Length: 54 feet 8 inches
Weight: 6Ø,4ØØ pounds
Cargo: Pilot and crew supplies only.
Power System: Twin Pratt & Whitney JR25-P8B Dual-Phase Aeration Hydrogen Thrusters;
Output: 221 KWh at 22,ØØØ hsp, 93,ØØØ pounds thrust each;
Lifespan: 2Ø,ØØØ flight-hours.
Flight System:
Primary: Grav Pods
Secondary: Aero-Foil and Thrust.
Thrust System: Bleed off from power plant.
Cost and Availability: 43,ØØØ€; Regularly available.

Weapons Systems:
1. Ø4 Long-Range Missiles: Mounted on the fuselage. Only the Weapons Officer (bomber) can use this weapon.
Purpose: Assault
Missile Type: Any long range EXCEPT Nuclear or Anti-Matter.
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, or 4 per bomber's attacks per melee.
Payload: 4 total
Cost: 1ØØ,ØØØ€ each.
Availability: Commonly available

2. 2Ø Medium-Range Missiles: Mounted on the wing in pairs; There are a total of 5 mounts on the inboard wings. Either the pilot OR the Weapons Officer can use this weapon.
Purpose: Assault
Missile Type: Any Medium or Long Range.
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 5, or 1Ø per pilot OR bomber's attacks per melee.
Payload: Ø2 per mount (2Ø total)
Cost: 5,ØØØ€ each.
Availability: Commonly available

3. 48 SRM’s: Each wing has 16 triple SRM launcher pods, 8 in front, 8 behind. They are located on the outboard underside wing. Only the pilot can use this weapon.
Purpose: Defense/Offense
Missile Type: Any Short Range.
MD and Range: Varies by type used
Rate of Fire: Volleys of 2, 4, 6, or 8 per pilots attacks per melee. Firing any more than that will damage the wing; Missiles MUST be fired in pairs to keep the plane properly balanced.
Payload: 16 triple launchers (48 total).
Cost: 3,ØØØ€ each.
Availability: Routinely available

4. Optional Alternate Weapon: Extra LDP's or AMC/FD's: Up to and including ALL of the SRM's can be switched out with extra LDP's or AMC/FD's; This is a popular option, as the craft has limited dogfighting ability, but usually only between ½ and ¾ the missiles are so replaced.
Purpose: Defense
Effect: See Features: Anti-Missile Chaff/Flare Dispensers and Features: Launched Decoy Pod.
Rate of Fire: Any number can be released per melee; The pods are released, then activate, so they don't harm the wings.
Payload: Up to 16 triple launchers (48 total).
Cost: 3,ØØØ€ each.
Availability: Routinely available

5. Forward Laser Cannon: Basically a cut-down version of the Raidar X Laser Cannon; The damage is SIGNIFICANTLY lower (because there's only ONE cannon), and the range is MUCH shorter, but the weapon does add to the craft's abilities.
MD: Per barrel: Short Blast: 1D6; Long Blast: 3D6; Maximum Blast: 2D1Ø.
Range: Ø4 miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.

















Features:
  • Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot.
  • FLIR: Forward Looking Infra-Red. Allows pilot and weapons officer to get visuals on targets at night.
  • Video Recorder: Records from sensors and the cockpit itself. 5ØØ hours of recording available.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • AJP: Active Jamming Pod. Causes-25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a-4 penalty to all radar guided weapons.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • AMC/FD (2): Anti-Missile Chaff/Flare Dispensers. Actually launches a glob of burning magnesium/aluminum alloy to confuse both radar AND heat sensory systems. Fires off Ø4 chaff/flares each time it is activated. The system is KNOWN to work on all KNOWN radar and infrared systems, but concerns continue that somewhere out there their MIGHT be a system that will be totally unaffected by the system. Reduce effects by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø: Enemy missile or missile volley detonates in chaff cloud- Missiles are all destroyed
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-ØØ: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half.
    Duration: 1D4 melee rounds.
    Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 25Ø foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • LDP (4): Launched Decoy Pods. Located on the top of the port and starboard wingtips. The fighter can carry a special pod that carries four advanced decoy drones. These drones are launched to go where ever they want for 3Ø minutes. Each is a specially designed radar lure that creates a radar image to mimic the fighter. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
    MDC.: 5
    Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided
    missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles.
    Range: Towed to 328 feet (1ØØ meters) from the Mecha or released to go wherever it wants. Can fly
    independently for about 3Ø minutes.
    Rate of fire: One can be tether deployed at a time and requires 15 seconds to deploy another decoy. Any
    non-loosed decoys can be reeled in again.
    Payload: 16 Decoys total.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (i.e. “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • Blue Force Tracker: identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Vacuum Seal: Permits the fighter to be used in hard vacuum (such as outer space), and other hostile environments.
  • internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Heat And Radiation Shielding: Special shielding prevents the penetration of life threatening heat and radiation.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, GPS, first aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic), plasma torch (for small repairs and starting fires), repair kit (with MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25Ø foot apogee), 7 white parachute flares (1,5ØØ foot apogee), 1ØØ foot of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1Ø gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can also double as a Pup Tent if so desired (though most pilots prefer to use a parachute for that, if anything, due to the fact that it is easier to hide).
  • Oxygen Rebreather System: Extends pilots air supply to 1ØØ hours; Cartridge MUST be replaced after that period of time.
  • GPS: Standard tracking device.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • XTNDR Pod: Originally deigned for use on ground vehicles and fixed stations, the XTNDR Pod has been adapted for use by spacecraft. The normal balloon is removed, and the pod simply drag behind the craft. Can only be used in space.
    MDC By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • Combat Bonuses from A-6E Intruder Combat Elite:
  • 2 Additional attacks per melee.
  • +3 Roll.
  • +5 Strike.
  • +3 Parry and dodge.
  • One additional attack per melee at levels 6 and 11.

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