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Spacer II Space Fighter


A typical Spacer II Space Fighter. The blue fuselage suggests either REF or Terran Defence Force, but it may be a Tiresain Home Guard (RDF) fighter.
The Spacer II is the modern space fighter. Based on the Lancer II Space Cannon, the design saw service during the Malcontent Uprising Era on Earth in the hands of the EBSIS and EBSIS supported terrorists. The original Lancer II was lengthened about 3 feet to accommodate a pilot, and the 2 normal square aft thruster ports were replaced by one large oval thruster port. They were also NOT solid fueled, but rather Hydrogen-fueled, giving them in-flight refueling capabilities. Additionally, a pair of Spartan-like missile launchers with SLIGHTLY more capacity are installed (one on each side, fixed forward). This gave them greater firepower-to-target potential, greater range, and a FAR more sophisticated main combat processing system- A Human pilot.
All of these features remain in the UGC variant; However, Unlike the EBSIS native design, the UGC kept the short range missile launchers that were only installed on export models, and additionally installed a full-barrier force field for added protection from surprise attack.
The disadvantage of the design, obviously, was one of it’s strengths- Its Human pilot. One carefully placed or lucky shot, and that’s all she wrote for one more Human. This is overcome by issuing pilots VR-Ø51 Battler Cyclones. Never the less, these are a force to be reckoned with, and like the Spacer I.
The Spacer II is a very common sight throughout the UGC, and units captured by various malcontents are routinely repainted and put back into service. Fehran Malcontents extensively overhaul them into aero-space fighters. This rebuild has not found favor outside the Fehrans, and in fact has found extensive disdain by the UGC for the waste of resources the design, designated Fehran Malcontent Fighter, represents.
Name: Spacer II Space Fighter
Model Type: Space Fighter
Class: Military and Civil Defense
Crew: 1
Passengers: None.
MDC By Location:
Fuselage-
Cockpit-
Radar Pod-
Missile Pods (2)-
2ØØ
15Ø
75
15Ø each
Landing Struts (3)-
Thruster-
Cannons (4)-
Full-Force Barrier Field-
25 each
75 each
1ØØ each

Speed and Statistical Data:
In space: 1,45Ø mph
Range: .1 light year. Can be refueled underway.
On the Ground: .1 MPH
Range on the Ground: 1 mile max.
Height: 1Ø feet
Width: 8 feet
Length: 5Ø feet
Weight: 15 tones
Cargo: Pilot supplies only.
Power System: TJR-6Ø1 Hydrogen Thrusters;
Output: 221 KWh at 22,ØØØ hsp;
Lifespan: 2Ø,ØØØ flight-hours.
Flight System: Bleed off from power plant.
Cost: 25,ØØØ to 3Ø,ØØØ credits.
Availability: Regularly available.

Weapons Systems:
1. Laser Cannons (2): The Spacer I switched out the original auto cannons of the Lancer I for the laser cannons used on the RDF Raidar X. The UGC variant utilizes the REF version.
Purpose: Offense
MD: 1D1Ø short burst, 2D1Ø heavy burst, 3D1Ø maximum burst per laser.
Rate of Fire: 8 short, 4 heavy, or 4 maximum bursts per melee, per laser.
Range: 8 miles
Payload: Unlimited.
Cost: 1ØØ,ØØØ credits each.
Availability: Commonly available

2. 6Ø Long and Medium Range Missiles: Using a missile pods directly based on the Spartan missile pod arms.
Purpose: Assault
Missile Type: Medium and Long Range.
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 5, 1Ø, 15, or 3Ø times pilot’s attacks. NOTE: Only 15 missiles per launcher are available at a time, however, used missiles are immediately replaced.
Payload: 3Ø per launcher (6Ø total)
Cost: 1Ø,ØØØ credits each.
Availability: Commonly available

3. 4Ø SRM’s: A popular choice with allied forces, this system is typically used as anti-missile batteries. Located on the underside of the fighter.
Purpose: Anti-Missile Defense
Missile Type: Short Range.
MD and Range: Varies by type used
Rate of Fire: Volleys of 2, 4, 5, or 1Ø times pilots attacks per melee.
Payload: 4Ø
Cost: 3,ØØØ credits each.
Availability: Routinely available












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.
  • Sensory Systems: The craft is equipped with sensors very similar to those carried by the SR-71 and other spycraft; However, some of the higher end material is NOT carried, as the possibility of being shot down is too great. Note that the sensors on this craft is nowhere near as extensive as it’s larger brothers.
    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.
  • 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 fighter 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.
  • 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.
  • 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.
  • 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, 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.
    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 Spacer II Combat Elite:
  • 2 Additional attacks per melee.
  • +3 Roll.
  • +1 Strike.
  • +6 Parry and dodge.
  • One additional attack per melee at levels 6 and 11.

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