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S/EA-6B Prowler


An S/EA-6B Prowler Forward Air Controller.

The REF and various RDF’s Aero-Space Forces have the EC-66 God’s Eye AWACS; The REF wanted to try a smaller platform to do the same thing. With the start of testing into the S/A-6E, the decision was made to also test another, similar idea- The S/EA-6B Prowler.
The idea was to develop the two programs side-by-side; Once deployed, one Prowler would take command of as many as ten S/A-6E Intruder’s on an attack run; In field testing, before full development was complete, the platforms were proven to be VERY effective; A S/EA-6B even led a Veritech Squadron as the Forward Air Controller (FAC) and that squadron suffered 1/4 the number of surprise attacks and friendly-fire related accidents.
The Prowler promises to be in the REF’s inventory as a FAC for many years to come, despite the eventual decision NOT to acquire the S/EA-6B. The Prowler is all-weather, four seat, subsonic, transatmospheric, Command, Control, and Intelligence (CI) aero-space craft. It is equipped with a single, macro-micronized digital integrated search and track radar/computer, fly-by-wire control, and tractioning drive. The Advanced Third-Generation Target Recognition/Attack Multi-Sensor (A³TRAM) version of the S/A-6E was introduced to the fleet in 2Ø7Ø.
Name: S/EA-6B Prowler.
Model Type: Command, Control, and Intelligence (C²I) aircraft.
Crew: Four.
Passengers: None.
MDC By Location:
Fuselage-
Cockpit-
Radar Pod-
2ØØ
15Ø
75
Landing Struts (3)-
Thrusters-
Full-Force Barrier Field-
3Ø each
75 each
5ØØ

Speed and Statistical Data:
Maximum Flight Speed: 71Ø knots
Range: 7ØØ,ØØØ. Can be refueled in the air.
On the Ground: .1 MPH
Range on the Ground: 1 mile max.
Operational Ceiling: Transatmospheric.
Height: 16 feet, 3 inches.
Wingspan:
Wings Up: 15 feet.
Wings Down: 25 feet, 1Ø inches.
Length: 59 feet, 1Ø inches
Weight: 57,Ø19 pounds
Cargo: Pilot and crew supplies only.
Power System: Twin Pratt & Whitney JR25-P-4Ø8 Dual-Phase Aeration Hydrogen Thrusters;
Output: 235 KWh at 25,ØØØ hsp, 112,ØØØ pounds thrust each;
Lifespan: 2Ø,ØØØ flight-hours.
Flight System:
Primary: Grav Pods
Secondary: Aero-Foil and Thrust.
Thrust System:Primary: TRXA-41 Tractioning Drive.
Secondary: Bleed off from power plant.
Cost: 43,ØØØ credits.
Availability: Regularly available.

Weapons Systems:
None: The S/EA-6B Prowler is NOT an armed platform. However, the craft DOES carry up to 5Ø Decoys: A combination of the Launched Decoy Pods and Anti-Missile Chaff/Flare Dispenser systems, these simpler decoys were originally used on the Steiner Starfighter; The decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the fighter. Especially aggressive Prowler pilots have been known to rush down and use their decoys to help damaged ships under their control to escape before they are destroyed, and/or throw out coverage for ejected comrades in the area. 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. Also, a cloud of smoke approximately 25² feet.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.

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 3/4 (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. NOTE: This is carried ALONG WITH the Steiner-designed decoys.
  • 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 will work with MOST systems, but not against Invid Protoculture sensors (doesn’t really matter; the system is NOT Protoculture-based). NOTE: This is carried ALONG WITH the Steiner-designed decoys. 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).
  • Smoke dispensers (8): Throws out smoke flares capable of covering a 25س 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.
  • 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 wing red” badly damaged/destroyed, “rudder green” not damaged, etc). Displays this information as a pop up in the HUD on request by the pilot.
  • 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.
  • Blue Force Tracker: identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • 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, 1st 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 S/AE-6B 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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