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SA-43 End-ex Aero-Spacecraft


A flight of Hammerheads roaring off to battle during the war.

The development of the SA-43 End-Ex Aero-Spacecraft Attack Craft is unique in the UGC; When the war with the Frironna Collective ended, the REF took special note of the Carinor (the Collective’s Aero-Space Force); Despite being greatly outnumbered, they held lines incredibly well. This was partly due to the bravery of their pilots, of course, but also their phenomenal, tough as hell little fighter, the Grenache. As the Collective’s assets were absorbed into the REF, the Grenache fighters, and crashed/damaged/inoperable ones were given mid-level priority (after personal weapons and ground vehicles).
Usually, after a war the REF just scraps out whatever they capture; However, the Grenache so impressed REF fleet commanders that they decided to reverse engineer it and clone them. The surviving Frironna Civil leadership, however, offered to help the victors to develop the craft. The result is the SA-43 End-Ex Aero-Spacecraft Attack Craft, the first imported design openly embraced by the REF.

Hammerhead; Overhead, nose, and right side.
The SA-43 End-Ex Aero-Spacecraft Attack Craft are top-of-the-line aero-spacecraft of the Marine and Patrol. Named for their resemblance to a hammerhead shark, these craft have detachable canopies which lower onto and attach to their craft as required. These canopies are raised and lowered by special equipment on flight decks of warships, or by a mobile gantry assembly on land bases, and are a result of REF engineers (one of the VERY FEW changes made to the original design; See below).
The craft perform a wide variety of mission profiles, including interception, combat space patrol, air support, colonial defense, and it’s most critical mission, high interest escort. Although this sounds like unimportant, glamourless work, the importance of the mission can NOT be understated; Malconts, especially Ator malconts, have routinely targeted vessels for piracy, especially if they are far from a planet; Also, the Ators are believed to be planning a kamikaze attack against a planet using a over-loaded cargo ship; Such an attack would crack a planet the size of earth open like an egg. The Hammerhead is capable of take-off from inside an atmosphere to trans-orbital insertion and subsequent activities.
To ease repair times in the field, the SA-43 uses modular components that can quickly be removed and replaced if a malfunction occurs- Like many of the primary systems, the fighter’s single-seat cockpit unit is designed to detach, enabling it to be mounted in a launch bay for pilot entry or egress prior to fighter launch from a carrier. The self-contained module also doubles as an escape pod, which can be ejected in an emergency. NOTE: On land bases, the cockpit is only removed for servicing, standard personal ladders are used to mount/unmount the craft.

A pic of the Hammerheads detachable cockpit.
The increase in pirate raids of the last few years forced all the nations in the UEF to improve their fleets and production capabilities/capacities, and there are many different variants of this craft for use in different roles; These include scouting craft to heavy-duty bombers to fighters. All marines are well versed in many forms of weaponry, from the standard T-21 to K-Bars and similar weapons.
The SA-43 is commonly called the “Hammerhead” because of its nose, which resembles that of a hammerhead shark. Pilots can also use a holographic heads-up display (HUD) for combat intelligence (another REF change; Had this system been available to the Collective, it is absolutely certain they would have had even greater success). A single-person craft, Hammerheads can use standard electro-magnetic rail launch tubes already in service with the REF and RDF’s. Even the snobbish Steiner Republics have turned an interested eye to the Hammerhead (especially after their decoy pods were selected to augment the LDP and AMC/FD systems).
EKA-48 Eckerly Drive:
Of special interest is the EKA-48 Eckerly Drive, used for travel through normal space. An electromagnetic ramscoop collects the interstellar free hydrogen, filters the deuterium from the normal hydrogen and pumps both elements to the drive bottle. This results in several things: Artificial gravity and anti-gravity (essentially a grav pod), virtual inertia of Zero (making FTL possible in such a small craft), and thrust, all on one package (if a rather large package). It also allows the craft to fly in a specific direction, regardless of the craft’s nose attitude, aspect, and yaw, allowing it to literally fly on it’s belly (or even BACKWARDS) if the pilot so desires.
Name: End-ex, or “Hammerhead”
Model Type: Attack/Fighter Aero-Spacecraft
Designation: SA-43
Crew: One.
Passengers: None.
MDC By Location:
* Fuselage-
** Cockpit-
*** Rear Thrusters (2)-
*** Wings (2)-
*** Tailerons (2)-
2ØØ
3ØØ
15Ø each
15Ø each
1ØØ each
*** Grav Pod-
*** Forward Canards (2)-
Landing Gears (3)-
Auto Cannon-
Intakes (2)-

4Ø each
6Ø each

2ØØ
Notes:
* Depleting the MDC of the fuselage of the aircraft will destroy it. Pilot automatically ejects in his Patroller power armor which serves as his parachute.
** Depleting the MDC Cockpit will expose the pilot to high-velocity winds and further direct attacks. However, the pilot remains protected by his power armor. (Winds won’t affect him if the face mask is in place.)-5 to strike.
*** Depleting the MDC of any of these objects will reduce the pilot’s control (-1Ø% to pilot skill each). The are also small and hard to hit (requires a called shot at-5 to strike). Destroying ALL 3 grav pods will force the pilot to pilot the craft on airfoil effect ONLY (-5% to pilot skill, but does not mean s/he will crash land).

Speed and Statistical Data:
Taxiing on the ground: 1Ø MPH
Range On Land: About 1 mile normally; 1Ø miles max.
Flying: Mach 8
Service Ceiling : Transatmospheric
Range in the air: 15Ø,ØØØ miles.
Can be refueled in the air.
Height: 15 feet Ø8 inches
Width: 13 feet 6½ inches
Wingspan:
Wings Down: 41 feet
Wings Up: 41 feet
Length: 82 feet
Weight: 21 tones
Cargo: Pilot’s emergency gear only.
All pilots must wear flight or power armor when flying.
Power System: A pair of Orotech 773 turbo-fusion dual-aeriation jets.
Output: 22,ØØØ hsp at 19,ØØØ lbs thrust;
Range: 56,ØØØ flight-hours.
Flight Systems:
Primary: Grav Pods
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Cost and Availability: 5ØØ,ØØØ€ each; 3 to 6 months to build.
Black Market Cost and Availability : Between 2Ø,ØØØ-1ØØ million€ each, depending on buyer and
seller; Rarely available, but this will change as black market suppliers gear up for them.

Weapons Systems:
1. Forward Laser Cannon: A chin-turret mounted laser cannon is the craft’s MAIN weapons system. This laser is exactly the same as the one used on the S/A-6E Intruder.
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.

2. Tail Laser: The nose-mounted laser has also been mounted on the tail, limiting attacks from the rear.
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.


























3. Wing Mounted Weapons Systems: The SA-43 End-ex Aero-Spacecraft can carry up to 4Ø pods on the wings, and a further 1Ø pods on the underbelly; Another Ø5 can be carried on the ventral side of the fuselage.
A) Type M-7 Rocket Launcher: 24 2-inch rocket tubes in 12 rows of 4 each. Each rocket tube has 4 rockets.
Purpose: Heavy Assault
MD: Each rocket does 2D6 MD
Rate of Fire: Volleys of 6 or 12 times pilots attacks per melee.
Range: 12,ØØØ feet
Payload: 96 per pod. Up to 6 pods can be carried.
B) M-11 Torpedo Pod: An ASW torpedo pod. Carries the Mk-82 Airborne Torpedo, essentially a modified version of the Mk-81 Submarine Launched Torpedo. The initial launch is by a nothing so complicated as releasing it from the latches that hold it to the pylon. The on board hydro-cell motor then takes over as soon as the torpedo splashes. Each pod hold 3 Mk-82’s.
Purpose: Offensive/Anti-Ship
MD: 4D6×1Ø per torpedo
Blast Radius: 4Ø feet
Maximum Range: 8Ø miles
Minimum Range: 5 miles
Rate of Fire: 1 torpedo per pilots attacks per melee.
Payload: Each pod holds 3 Mk-82’s.
C) External MRM launchers (4): Mainly for shooting down hostile aircraft, though are excellent for shooting down MRM’s and LRM’s.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Anti-LRM.
Damage: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, or 4 per pilots attacks per melee.
Effective Range: Varies by type used.
Payload: 32 (4 per launcher, 6 pods per wing).
D) TM-12 Fuel Pod: Essentially a modified version of the M-11 Pod Torpedo. In this case, however, it is used as a fuel pod to double the normal range of the craft.
E) TM-14 Sonar Buoy Pod: An air-droppable sonar buoy used to assist in detecting and tracking incurring submarines for future reference.
F) A-11/a Anti-Radiation Pod: A radar and other detection system jammer.
Effect: While active, enemy radar will have a “wash” effect, where a large, highly unstable cloud of radar paint will appear. An experienced (5st level and above) radar operator can SOMETIMES use the flow of the wash to narrow down the source of the jamming, but typically this does little good. NOTE: This IS a form of radar signal, and can therefore by tracked by some ESM systems (-1Ø%).
G) A-11/v Radiation Detector Pod: This pod passively detects various types of Radiation, most importantly radio signals (for eavesdropping).
H) C-441 Canister Pod: Basically a hollowed out version of the TM-7 pod, used to drop highly sensitive and extensive messages. A nose-mounted device using GPS or laser detection guides the pod to within ⅛th of an inch of the intended target.

Features:
  • Laser Reflective Armor: Silvrite treated steel is used on over 9Ø% of the craft’s exterior surfaces. All lasers do half damage.
  • 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.
  • Optic Sensors Systems: The craft is equipped with sensors all the normal combat aircraft sensors. NOTE: that the sensors on this craft is nowhere near as extensive as those on spycraft.
    Optic Systems: Infrared: 2Ø miles, Magnification: 15× Ultra Violet: 22 miles, Magnification: 25× Night Vision: 24 miles, Magnification: 8× Color Filters: 19 miles, Magnification: 2ØØ× Thermal Imager: 1Ø miles, Magnification: 4Ø×
  • 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/SLIR: Forward and Side Looking Infrared. 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.
  • 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.
  • 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.
  • 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.
  • 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).
  • 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.
  • 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.
    Payload: 16 Decoys total.
  • 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.
  • Combat Bonuses from SA-43 End-ex Aero-Spacecraft Combat Elite:
  • 3 additional attack per melee.
  • One additional Attack Per melee at levels 4, 8, 12, and 16 with any additional bonuses for the pilot.
  • +5 Initiative.
  • +4 Strike.
  • +6 Roll.
  • +4 Dodge.

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