


ASS-14 Laura StarfighterASS-14 Laura Starfighter |
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 A Laura Starfighter. |
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Production Information |
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Manufacturers | Many. |
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Class | Spycraft. |
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Technical Specifications |
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Length | 29.71 feet |
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Maximum Speed | Mach 1Ø. |
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Maximum Altitude | 26 feet 2¼ inches |
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Engine Units | ZZ-R1Ø5/nn Fusion Reactor System |
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Armament | - Forward laser Cannon
- Short, Medium, or Long Range Missile’s
- Surveilance Package
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Crew | One |
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Passengers | None |
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Usage |
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Role(s) | Spy Plane. |
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Affiliation | UGC |
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In the entire history of the BATTLESTAR-Class Intelligence ships, only one is famous; The COLUMBIA has a massive hull deformation on her starboard bow. How exactly it got there is classified, but it earned her the nickname BATTLESCAR COLUMBIA.COLUMBIA can’t do too much of anything without it eventually getting out; The Laura Starfighter is one of them. About as much is known about the Laura Fighter as anything else the various intelligence agencies does, and even the defenses and intelligence committees aren’t privy to the secrets the exact details of what ‘really’ happened aboard COLUMBIA, but the rumor is that one Chief Boatswains Mate or Chief Aviation Machinery Technician TYREL took a half dozen standard Viper Fighters and rebuilt them as a ‘fun project’, something to take his mind off of personal issues during a suicidal period in his life. Supposedly, he had always wanted to do the project, having noticed the ‘little things’ that made maintenance and combat effectiveness of Vipers less than the totality of their potential.Short of metal to cover the fighter, Chief TYREL use polycarbonate sheeting, which had the unexpected effect of also making her stealthy. (Not all polycarbonates make all vehicles stealth; Indeed, some amplify the radar and heat signatures.)Some concessions to the realities of the world had to be made; For example the standard ASF-14 is triple-engined. The ASS-14 is dual engined- The third engine generates too much heat, and reduces the crafts stealthy characteristics. Also, the ASF-14 has integrated weapons systems- The ASS-14 does not. It can’t and maintain it’s stealth. Instead, it has an internal pod capable of holding a weap or an advanced sensor pod.The intelligence service convinced the Council into allowing them to obtain Lauras to give them essentially a manned CS/A-013. The Council had wanted to restrict them to unarmed versions, but the GIB showed the Council Intelligence Appropriations Sub-Committee why they needed such a platform- exactly what was said in that hearing is still classified, but the GIB walked out with authorization to have the weaps available, but had to keep the spy packages installed at all times- This makes installing weaps more difficult, since the spy package has to be un-installed (hardware and software), and the weaps package installed (again, hardware and software).The Laura’s major manufacturer is, ironically, Colonial Armaments, Inc- But they’ve never made a single one. They build Vipers, which are then sold to the GIB, who convert them in-house; The Spaceways Patrol has obtained a few as well, transfers from the GIB. These are NEVER forward-deployed, and in fact the patrol tries to avoid answering questions about them- Even whter they have them or not. (Usually when asked, Patrol spokesmen defer the question to the GIB- who just say nothing.) Name: Laura Spy Craft/Fighter. Model Type: ASS-14. Vehicle Type: Spycraft/Supremacy Fighter. Crew: One. Passenger: None. There aren’t even two-seater trainer/special mission models. M.D.C By Location:Fuselage- Cockpit- Engines (3)- | 3ØØ 15Ø 5Ø each | Tailerons (3)- Laser Cannons (2)- | 5Ø each 3Ø each | Note: Usual conditions applySpeed and Statistical Data:Driving on the Ground: Not Possible. In-System: Mach 3Ø. Atmospheric Propulsion: Mach 1Ø. Maximum Range: The ship can fly for literally YEARS; But the pilot can’t. Since there is no on-board fuel, there’s no technological limit to range; Simply secure the reactor system when the engines aren’t necessary. Length: 29.71 feet (9.Ø5 meters). Height: 13.2 feet (4.Ø2 meters). | Span: 19.54 feet (5.95 meters). Weight: 14.2 tons (12848.8 kg) unloaded. Power Systems: Primary: A ZZ-R1Ø5/nn Fusion Reactor System (non-Protoculture); Output: 31,ØØØ KWH; Lifespan: 2Ø years. Cargo: Pilot supplies only. Cost and Availability: 3Ø million credits; It takes an average factory 2 months to build a wing’s worth (12 ships). |
Weapons Systems: The Laura Spy-Fighter can only hold ONE of these at any given time. Switching out takes about 2Ø minutes, the same as a reload time.1. Laser Cannons: Basically a cut-down version of the Raidar X Laser Cannon; The damage is the lower (because there’s only two cannons), but the range the same. MD: Short Blast: 1D1Ø; Long Blast: 2D1Ø; Maximum Blast: 3D1Ø. Range: 1Ø miles (double in space) Rate of Fire: Per pilots attacks per melee. Payload: Effectively Unlimited.2. 18 S.R.M.’s: 3 S.R.M.’s are found on each side of the three tailerons. Purpose: Defense/Dogfighting Damage and Range: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, 4, or 6 per pilots attacks per melee. Payload: 18 total 3. 6 M.R.M.: This is the main anti-ship weapon of the Viper Fighter; It is also used by the Marine as a bunker-busting weapon. Purpose: Anti-Ship/Bunker Damage and Range: Varies by type used. Rate Of Fire: Volleys of 1, 2, 3, 4, or all 6 per pilots attacks per melee. Payload: 6 total 4. 2 L.R.M.’s: This is also used to destroy warships, though typically at longer ranges. It’s primarily employed when an enemy fleet is first sighted to drive them apart, making them easier to pick off individually. Purpose: Anti-ship Damage and Range: Varies by type used. Rate Of Fire: 1 volley; Both missiles are fired together. Payload: 2 total.
| 5. Sensor Package: The sensor package is a slightly more advanced version of those carried on most warships, but without quite as much range. Purpose: Intelligence Gathering Damage and Range: Varies by type used. Rate Of Fire: 1 volley; Both missiles are fired together. Payload: 2 total.6. Full-Force Barrier Field: Barrier Fields expose the fighter- it’s a detectable form of radiation. However, given the choice between standing and fighting or raising shields and running like Hell, Laura pilots prefer to run; After all, they can’t get the critical data to whoever it’s supposed to got to if they stand and fight and die. Purpose: Defense. MDC: 4ØØ. Activation Time: One melee action. Payload: Effectively unlimited. 7. Weapons Pods: Normally, wing-mouted, these pods can be dropped to serve as extended sensor systems.A) M-12 Fuel Pod: Essentially a modified version of the M-11 Torpedo Pod used on other aircraft. In this case, however, it is used as a fuel pod to double the normal range of the craft. This pod does NOT affect stealth characteristic.B) A-11/a Anti-Radiation Pod: A radar and other detection system jammer; Like the M-12 Fuel Pod, this pod does NOT affect stealth characteristic, and can even be carried in active mode.C) A-11/v Radiation Detector Pod: This pod passively detects various types of radiation, most importantly radio signals (for eavesdropping). The A-11/v does NOT affect stealth characteristic, and can even be carried in active mode.D) C-441 Canister Pod: Basically a hollowed out version of the M- 7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ¼” of the intended landing point.E) M-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and, more importantly, driving incurring submarines where warships want them to be.F) M-15 Dunking Sonar Pod: A dunking sonar pod used to assist in detecting and assisting warships to target them. |
Features: This is what the UGC will admit to.- Stealth Paneling: Unlike most stealthed craft, the Laura Spy fighter uses polycarbonate panels and emissions control as it’s sole source of stealthing. This cuts cost 51%, and because they are used very carefully the loss of Chameleon and Silvrite Armor does not effect the mission. Effect: -69% to enemy sensor rolls.
- ESM: Radar Detector. Passively detects other radars being operated.
- Radar: Combat grade radar. Range 1ØØ miles, can track up to 5Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
- 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 works on all known sensor systems, except Protoculture.
- 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.- 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).
| - Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
- GPS: Standard tracking device. Ties into the Blue Force Tracker.
- Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
- HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
- FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
- A.J.P.: 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. The jamming pod is only mounted inside the port tailerons.
- T.D.P. (4): Towed Decoy Pods. Located on the ventral fuselage. The fighter can carry a pair of special pods that carries four advanced towed decoy drones. These drones are specially designed radar lure that creates a radar image to mimic the fighter. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound).
- M.D.C.: 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: Released to go wherever it wants. Can fly independently for about 3Ø minutes. Rate of Fire: Per pilots attacks per melee. Payload: 16 Decoys total.- Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1Ø miles; Magnification: 4Ø×
- Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from other friendly units in the area. Effective land navigation of 85% as updates come. Good to 5ØØ miles. Specific range can be adjusted in 1 mile increments.
- Video Camera: Records from the HUD and Hdd. 5Ø hours of recording available.
- Survival Pack: A pack of simpler emergency survival supplies.
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A Laura Spy-Fighter in a Fighter Bay. | Combat Bonuses from ASS-14 Laura Aero-Space Fighter Combat Elite:Because the Laura IS the Viper, the stats are exactly the same.- 2 additional attacks per melee.
- One additional attack per melee at levels 5, 1Ø, and 15 with any other bonuses for the pilot.
- +1 Initiative
- +4 Strike
- +2 Parry, Dodge, and Roll
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