UGC FLAG.
United Galaxies Council.
SA-43 End-Ex ("Hammerhead") Fighter/Attack.
UGC FLAG.
United Galaxies Council.
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 Robotech Expeditionary Forces took special note of the Carinor (the Collective's Aero-Space
SA-43 End-ex "Hammerhead" Fighter/Attack.
A Flight Of End-Ex Fighters Roaring Off To Battle During The War With The IPA.A Pic Of The Hammerheads Detachable Cockpit.
HAMMERHEAD; DORSAL, NOSE, RIGHT SIDE.
Hammerhead; Dorsal, Nose, And Right Side.
Force); Despite being greatly outnumbered, they held their 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).
After a War the REF usually just scraps out whatever they "impound" (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.
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 its most critical mission, high interest escort. Although this sounds like unimportant, glamorless 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 an 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 was only removed for servicing, standard personal ladders were used to mount/unmount the craft. The system has since been upgraded, but most pilots still do it "the old fashioned way" because it takes less time, especially in a scramble situation.
The increase in pirate raids of the last few years has forced all the UGC and the marches 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; Indeed, "End-Ex" is a reference to the Frironie Endelex, a species of marine mammal (evolutionarily speaking, it's a Frironete dolphin).
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 Robotech Defense Forces'. 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. Accidently discovered in the process of developing a practical FTL transceiver, the Eckerly Drive uses an electromagnetic ramscoop to collect the interstellar free hydrogen, filtering the deuterium from the normal hydrogen and pumping 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 its belly (or even BACKWarDS) if the pilot so desires. This was one of the secrets of the Carinor's success; Such small craft capable of FTL travel over such distinctly short distances was thought to be impossible ("IN SYSTEM? THAT'S IMPOSSIBLE, IT MUST BE A SECOND FORCE!") leading to assumptions that several such confrontations were ambushes by many members both of the REF and the Plenipotentiary Council. Hammerheads are typically used by the REF and RDFs as the equivalent of space fighter cavalry, shoring up weakened units to allow them to regain their advantage or withdraw, and as long range independent scouts (since spool up time is instant if the pilot doesn't waste it on multiple jumps).
The EKA-48 is not the end-all/be-all that so many think it is; It uses paraspatial fields projected by a series of coils to Warp the fabric of space to propel it faster than light; In short, it contracts space-time in front of a ship and expanding space-time behind it, the ships resting in a bubble between the two space-time distortions, accelerating off faster than the speed of light, the vessel essentially surfing on the waves. The danger is the bubble itself; It is a "bubble," and therefore internal forces and external forces must always PRECISELY match, or the bubble implodes. In a best case scenario, the craft is simply ejected from the bubble in a location it hadn't planned to. In the worst case scenario, it implodes into a neutronium cloud. The best case scenario is requisite to exist the field, but is arranged well beforehand (before activation of the field, in fact); The worst case is what usually happens, unless the pilot sees the collapse as it's occurring within the bubble (which can and does happen, but appears to be the exception, not the rule). Worse, the bubble must be vigilantly observed during the flight, a taxing process for the pilots (though for short jumps, like the End-Ex usually makes, this isn't a major concern).
Name: SA-43 End-ex, or "Hammerhead." Note that the "End-Ex" is the Carinor name, and the IPA adopted it as the official name, Hammerhead is not official and does not appear on any IPA, UGC, nor REF/RDF documentation- Only End-Ex.
Model Type: Attack/Fighter Aero-Spacecraft.
Designation: SA-43. ("SA-43" is the best translation from the Carininane language possible.)
Crew: One. No 2-seater unit has ever been built, though the blueprints were made.
Passengers: None.
MDC By Location:
* Fuselage-
** Cockpit-
*** Rear Thrusters (2)-
*** Wings (2)-
*** Tailerons (2)-
200
300
150 each
150 each
100 each
*** Grav Pod-
*** Forward Canards (2)-
Landing Gears (3)-
Auto Cannon-
Intakes (2)-
80
40 each
60 each
40
200
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 (-10% 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: 10 MPH
Range On Land: About 1 mile normally; 10 miles max. Beyond this is considered unsafe, and the craft should be cradled.
FTL: The EKA-48 Eckerly Drive allows the End-Ex to make FTL flight within a given system, and even within a planet's gravity well; The craft can hold up to 8 jumps worth of fuel, then requires about an hour to rebuild the hydrogen/deuterium tanks (see discussion).
Flying: Mach 8
Service Ceiling : Transatmospheric
Range in the air: 150,000 miles; Can be refueled in the air.
Height: 15 feet 08 inches
Width: 13 feet 6.5 inches
Length: 82 feet
Weight: 21 tones.
Wingspan:
Wings Down: 41 feet
Wings Up: 41 feet
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: 22,000 hsp at 19,000 lbs thrust; Range: 56,000 flight-hours.
Flight Systems:
Primary: Grav Pods;
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Cost and Availability: 50,000credit each; 3 to 6 months to build.
Black Market Cost and Availability : Between 20,000-100 millioncredit 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: 2D10.
Range: 04 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: 2D10.
Range: 04 miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.
3. L-02a Rail Launcher: The LIMA-02 (said "LEE-MA zero too") is fed from a 200-round magazine, optically or radar controlled, and designed for Micro-Missiles. These were added by the REF after annexation, resulting is a slight bulge on the craft's left side.
Purpose: Dogfighting, anti-ship, and to protect a ship from missiles.
Damage and Range: Varies by type used.
Rate Of Fire: Per gunner's attacks per melee.
Payload: 200 micro-missiles.
Bonus: Quadruples the normal range.

4. Wing Mounted Weapons Systems: The SA-43 End-ex Aero-Spacecraft can carry up to 4 pods on the wings, and a further 2 pods on the ventral side of the fuselage. Any type except Synchro Cannons and gun pods can be carried.

Features:
  • Laser Reflective Armor: Silvrite treated steel is used on over 90% of the craft's exterior surfaces. All lasers do half damage.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 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: 20 miles, Magnification: 15 times Ultra Violet: 22 miles, Magnification: 25 times Night Vision: 24 miles, Magnification: 8 times Color Filters: 19 miles, Magnification: 200 times Thermal Imager: 10 miles, Magnification: 40 times
  • 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. 500 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.
  • 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 10 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 250 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.
  • GPS: Standard tracking device.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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.
  • 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 04 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 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.
    Duration: 1D4 melee rounds.
    Payload: 60 chaff/flares. Each time the system is engaged, the system fires off 04 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 30 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 90% chance of fooling military grade radars and advanced smart missiles.
    Range: Towed to 328 feet (100 meters) from the Mecha or released to go wherever it wants. Can fly independently for about 30 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 (250 foot apogee), 7 white parachute flares (1,500 foot apogee), 100 foot of black or brown parachute cord (150 lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 10 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).
    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.