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COLONY OF WAYSIDE.
XA-11 Skyhawk Attacker.
COLONY OF WAYSIDE.
The Colony Of Wayside.
The Colony Of Wayside.
The XA-11 Skyhawk Attacker was "developed" by shade-tree engineers on the colony world of Wayside during their civil war. The original vehicle was built, partly, from a wrecked out VF-1 nose unit, with jets from a T'sentraedi Gulag Officer
An XA-11 on Wayside.
Battle Pod and landing skids from a helicopter. Though unarmed at the time, the Wayside RDF 'obtained' the craft and, after a through mechanical and structural rebuild, fielded it during the very waning hours of the civil war.
Since then, however, the craft has seen a greater deployment, as those who worked on it have put their information on the galactic internet; This, then, has been copied, added to by each new presenter, and copied ad nauseum. Most of those who build them to so as private pleasure craft, or as working planes (the Skyhawk has great potential both as crop duster and limited-space observation and light transport; it's also fun to fly).
The combat abilities of the Skyhawk are slightly limited; It's not sturdy enough to carry the kind of firepower for single-punch kills against Heavy Mecha, i.e. Destroids, and not nearly enough speed to take on fighters; It can't even realistically escape BY SPEED ALONE. However, a few Skyhawk pilots have managed to duck behind various cover and obstructions, effectively disappearing for a few critical seconds.
Additionally, Skyhawks need practically NO runway space; in the distance needed to take off a full-load FA-18, a half-dozen Skyhawks can take off. Their simpler overall design allows them to use about ⅓ the maintenance area of most other aircraft.
Trial and error has revealed the Skyhawk's niche as wingman for A/BG-20 Thunderbolt Guardians. A typical mission profile is an Air Liaison Officer (ALO) piloting an A-11 laying down a little suppression fire then LANDING (leaving the engines running) and calling in specific air strikes for the Thuds (and other support craft). Friendly fire incidents involving Skyhawk-supported Thuds HAVE NEVER HAPPENED; Equally, "collateral damage" (civilians killed in the crossfire) have dropped to 0.01% if pre-deployment levels. This has generally been attributed to the ALO's ability to be both pilot AND grunt at the same time.
The Skyhawk is compatible with Rifleman Power Armor and lighter power armors, but nothing heavier.
Name: A-11 Skyhawk.
Model Type: Light Attacker.
Class: Aircraft.
Crew: One.
Passengers: One or two people can hang on in an emergency.
MDC By Location:
Fuselage-
Canopy-
Power Packs (2)-
Landing Skids (2)-
200
50
100 each
100 each
Forward Cannons (2)-
Panel Wings (2)-
Taileron-

80 each
50 each
45

Speed and Statistical Data:
Flying: Generally around 380 MPH (1/2 Mach).
Range: Generally around 1,000 miles.
Celing: Around 500 ft.
Length: Generally around 20 ft.
Width: Generally around 4.5 ft.
Height: Generally 5 ft.
Weight: Generally around 3/4 ton.
Cargo: Pilot supplies only. Any other cargo can endanger the craft.
Power System: Twin Jet Engines; Exact types vary; Lifespan and Output: Also variable.
Cost and Availability: A few thousand credit; Routinely available.
Black Market Cost and Availability: Generally the same. Most of these come from the black market to begin with.

Weapons Systems:
Fairly limited; The Skyhawk was, originally, intended as a stunt plane, little more.
1. Heavy Guns: The main weapons system of the Skyhawk are the twin forward mounted cannons, used as much to cause their own havoc and devastation as to identify the target for other aircraft, such as the A/BG-20.
Purpose: Assault/Anti-Armor
MD and Range: Varies by type used.
Rate of Fire: Varies by type used.
Payload: Varies by type used.
Cost and Availability: Varies by type used.

2. Missiles: The Skyhawk can generally carry one or two missiles under the skids. These are usually Mini-missiles or SRM's; A few carry MRM's, but most of those who try this end up having one problem or another. A common choice in either case is the CU-l8(t/r) missiles of EAG-81 Malcorn JSTARS fame.
Purpose: Usually Assault/Anti-Tank.
Missile Type: Mini- or Short-Range Missiles. Medium Range Missiles are NOT recommended.
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1 or 2 for most missiles.
Payload: 2.
Cost and Availability: Varies; Fairly common.
3. Light Guns: Various light weapons can be installed; In the example above, a pair of 20MM are mounted on the chin of the craft (the grey guns).
Purpose: Assault/Anti-Aircraft
MD: Varies by type used; Around 30-60 MD max.
Range: Varies by type used; Around 1 mile.
Rate of Fire: Varies by type used.
Payload: Varies by type used.
Cost and Availability: Varies by type used.












Features:
  • HUD (in visor): Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • 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.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 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.
  • 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.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 50 miles. Specific range can be adjusted in 1 mile increments.
  • 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.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 ft in normal crowds.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Grav Clamps: Actually reversing the polarity of the grav pods; Allow the craft to adhere to any SOLID (and some liquids) in the known universe. Very handy for a nasty surprise.
  • Toggle Sight: A targeting computer with full-range capabilities is located inside the right shoulder. Bonus: +2 strike with missiles and other weaps linked into the sight.
  • Fire Resistance: Fires external to the craft are not felt at all.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • 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 as requested by the pilot.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • Decoys: Specially modified Mini-Missiles used as decoys; 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 Mecha. Note: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP's, they aren't powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles).
    Effect:
    01-50: 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).
    76-00: 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 ft.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 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 10 mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).

    Combat Bonuses from XA-11 Skyhawk Combat Elite:
  • 2 additional attacks per melee.
  • One additional attack per melee at levels 3, 6, and 9.
  • +3 strike.
  • +5 regular dodge.
  • +4 roll with punch, impact, explosion.
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