United Galaxies Council.
EAG-81 Malcorn Joint
Surveillance and Target
Attack Radar System
(JSTARS) Guardian.
United Galaxies Council.
The EAG-81 was developed in response to the FBX 21555320 fiasco; Though EC-66 God's Eyes provided "some" degree of Joint Surveillance and Target Attack Radar System (JSTARS) capability, it simply wasn't up to the task, and field commanders became increasing hard-pressed to track their own forces (especially in the dense northern jungle ruins).
EAG-81 Malcorn JSTARS Guardian.
Robotech Expeditionary Forces Robotechnologists dug deep into the bag of tricks and found the VE-1 Enlitseeker, a VF-1 variant that had been capable of a full range of AWACS; The EC-66 ably accomplished this mission already, but the VE-1 could, it was reasoned, be adapted to a new mission; Specifically, JSTARS.
The testbed prototype, a series RAD/Block 6 VF-1A, tail number RAD 66302 (once belonging to the all-T'sentraedi 23RD Squadron commanded by then-Captain Maximilian STERLING), proved the theory out, and then some; RAD-66302 not only kept track of all ground forces (including several well and cleverly concealed enemy units), but actually had a "wash" effect from Blue Force because their IFF signals were too strong. Red Force had only 3 potentially identifiable objects missed- A tank (which cheated by going outside the range), a sniper (who showed up the moment she took her First shot), and a car bomb (the engine was still running, which degraded the signal- 3 other car bombs with running motors did show up, causing quite a bit of consternation at debrief).
The second iteration of the program was also 66302, but instead of the installing the NR-BP-E3 FAST Pack with the APS-201 Radome, a pair of NP-BP-01's were installed, again with the with a APS-201 Radome, as the NP-BP-T7 FAST Pack. This gave the pilots quite a bit of power; Too much, in fact. The pilot, Yahmee "HOT" HRIEE pushed the envelope a little too far, and got shot down. After that, all missiles were converted to the C/U-L8(t/r) Marker Missile, essentially an MRM with a specialized SRM Warhead (see Weapons Systems: C/U-L8(tr)), though the AGM-88 HARM (High-Speed Antiradiation Missile) is also available (see Wild Weasel Configuration).
Since it's development, the EAG-81 has proven its worth many times, saving countless lives by avoiding and minimizing collateral needless damaged. The craft is named for Lance Corporal HReyy MALCONR, KIA 21 Oct during the Third year of the FBX 21555320 debacle, holding a lone outpost in the November Sector; His sacrifice held off as many as 10,000 militiamen for 4 key hours during the final withdrawal, allowing the last Horizonts to lift off with the cargo- The last person to see Lance Corporal MALCORN alive was then-Captain HRIEE, who relayed the Lance Corporals final transmission: "HOTEL 43372 Delta, negative on pickup, my position is Romeo (red, or under attack) as (expletive deleted). Get out of here, Hot, before they drop your (expletives deleted) too." Lance Corporal MALCORN was the First non-UWA (UGC) citizen (Flyjt had not yet joined the UWA) to receive the Legion of Honor.
The craft has a large radar dish on its back. Generally they are painted JSTARS white with Wing "Flash" (identifier letters) on the NP-BP-T7 and a Squadron Insignia on the wings and the radome, which is carried on the dorsal side.
As always, the armor is standard graphite/titanium/aluminum/steel alloy, and stops all small arms fire, with good protection against heavier infantry to medium Mecha-mounted weaps, as well as full protection from all known forms of WMD's using an over pressurized cockpit. The internal consumables supplies can provide atmosphere for two days, which can be extended to 5 with air scrubbers and minimal activity.
The Malcorn's main distinction is the use of additional armor around the legs and arms, and the mounting of two FAST fuel and booster packs on the plane's dorsal area (not generally done since the VF-1 series was taken off-line). In the front of the pods was room for weapons and extra fuel. Twin weapons pods were mounted, each a standard twenty-round medium range missile pod and high-performance (Twin PP-261 plasma rockets). The Mecha also had the necessary electronics to carry six nuclear missiles. Every Malcorn carries four Starburst missiles in a forearm launcher. The aerodynamic properties which proved so troublesome in RDF-Era Super Veritech variants was easily corrected with the advent of the grav-pod technology (especially the Fehran based version).
The EAG-81 was developed by UGC engineers when the God's Eye was found to be deficient as a JSTARS platform. Derived directly from the VF-1D's NP-BP-01 Space Augmentation FAST Pack, a major avionics upgrade was included in the form of attaching the APS-201 Radome from the NR-BP-E3 booster pack directly to the NP-BP-01, creating the NP-BP-T7. The EG-18 performs its mission excellently in both atmospheric and space conditions, though it carries less electronics than the God's Eye. The overall integration of the sensory systems is far better than that even on the VAF-7 in the JSTARS mission.
A Wild Weasel SAM and Radar Suppression mission is possible with the EAG-81, though with a drastically rearranged weapons load. Full production of the AGM-287 HARM (High-Speed Anti-Radiation Missile) has lagged due to costs, perceived lack of necessity, and technological difficulties, though it still remains an option available for all Wing Commanders. The portside NP-BP-01 must be removed and replaced with the NR-BP-E7 Reconnaissance FAST Pack, and an SRA-411 Radar Jamming Pod fixed to the wing (typically an inboard hardpoint on the starboard wing). The Wild Weasel version clears anti-aircraft forces out of the way of an incoming air strike, both by jamming and confusing enemy radar, and by using the HARMs to destroy the radar sites.
The Malcorn is planned for service with the REF Aero-Space Force, Spacy, and Marine; A few units have already received an advance deployment group, without the availability of the HARM.
Fuel And Sensor Tactical (FAST) Packs: External fuel, weapons, and sensor modules originally designed to increase the performance capabilities of Veritech Fighters in 2009 by the UN Spacy, primarily for space and space-to-surface assaults, as in an atmosphere the FAST packs generate extra drag on the fighter, resulting in decreased performance. (The "wingboards" used by the REF's 271ST Dragoons were technically low-tech FAST Packs.) The EAG-81 Malcorn FAST Packs uses the NP-FB-01 leg packs, the NP-BP-T7 (NP-BP-01 with a APS-201 Radome) dorsal packs, and the NP-AR-01 forearm packs. Alternately, the portside NP-BP-01 can be removed and replaced with the NR-BP-E7 Reconnaissance FAST Pack for Anti-Radar Offense ("Wild Weasel," or "Iron Hand" by the slightly more jaded). Because the FAST Packs contain fuel, they are designed with blow-away capability, allowing them to be ejected from the craft within a second, as well as automatically by the craft's damage monitor if it is damaged and in danger of exploding.
Name: EAG-81 Malcorn
Model Type: Joint Surveillance and Target Attack Radar System (JSTARS).
Class: Guardian
Crew: 2
Passengers: None.
M.D.C. By Location:
Pilot's Compartment-
Radome Array-
Upper Legs (2)-
Lower Legs (2)-
100 each
150 each
Feet (2)-
Upper Arms (2)-
Lower Arms (2)-
Hands (2)-
Wings (2)-
100 each
60 each
40 each
40 each
150 each
Speed and Statistical Data:
Running: 80 MPH
Range On Land: Unlimited
Flying: Mach 8
Maximum Height: No limit
Range In The Air: 130K Miles
Surfaced On The Water: 80 Nautical MPH
Range On The Surface: Unlimited
Underwater: 80 knots without winged pods; 15 with.
Maximum Depth: 6,500 Feet (2.25 nautical miles)
Range Underwater: 65 hours.
Space: Mach 8
Range In Space: 25 Light Years
Height: 44 feet, 6.5 inches
Width: 29 feet 8.5 inches
Wingspan: 27 feet, 1/4 inch to 48 feet, 6.5 inches
Length: 37 feet 2 inches
Radome Diameter: 36 feet, 6.75 inches
Weight: 24 tons, 1,604 lbs
Cargo: Very Limited; The crew wear their VR-061's in Battloid mode.
Power System(s):
Primary: Twin PP-261 plasma rockets
Secondary: Twin JR821 jet thrusters (in feet)
Flight System(s):
Primary: Anti-Grav pods (3)
Secondary: Aero-foil effect
Cost and Availability: 32 millioncredit; Takes 3 months to build.
Black Market Cost and Availability: As much as 100 millioncredit apiece. As always, price fluctuates depending on buyer, seller, and circumstances.
Weapons Systems:
1. Laser Ball Turret: This is basically the same weapon once used as the head-lasers of the VF-1; However, the Zulu 5-beam variant has become the standard unit over time. It is located amidships dorsal, and is primarily intended for self-defense and to harass enemy ground troops.
Purpose: Defense/Harassment
M.D.: 1D4 per emitter (up to 5).
Rate of Fire: Per pilots attacks per melee.
Range: 500 feet.
Payload: Unlimited.

2. Joint Direct Attack Munitions (JDAM)II: Uses GPS technology to place a bomb or missile within 1/4 of an inch of dead on.
Purpose: Offense
M.D. & Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, 5, 20, or all 40 missiles and/or 1, 2, 3, 4, 6, or 12 wing-mounted weapons (usually bombs) per pilots attacks per melee.
Payload: 20 MRM per dorsal launcher; 3 wing mounted units per fitting per wing (8 mounts per wing for 24 missiles or bombs total).

3. C/U-L8(t/r) Marker Missile: Essentially an MRM with a specialized SRM Warhead. The missile, when it detonates, produces very little in the way of explosion. Instead, it ignites a MASSIVE flare, producing both green or red flame, orange smoke, and great heat, making it visible to anyone. Using this missile gives other pilots a definitive target marker (double their roll to strike). As the designation "CU" (combined unit) indicates, it is equipped with THREE targeting methods: JDAMS, Laser, and Wire Guided. Any of the three can be used, BUT ONLY ONE AT A TIME (though it can switch over between them very quickly). In general practice, the Malcorn pilot will attempt to fire the missile to strike about 4 to 6 inches DOWNWIND of the actual target, allowing the smoke to clear way just enough for other pilots to zero in. As the "L" ("laser") designation indicates, the laser designator is generally the preferred method (at least at initial launch). The JDAMS unit is also a transponder, giving updates on the weapons position until ⅛ of a second before Warhead detonation, allowing other JDAMS weapons to be more easily programmed.
Purpose: Offense
M.D.: 1D4 per missile.
Blast Radius: 20 inches.
Incendiary Area: The pure heat given off by the weapon will literally COOK any living flesh and ignite any STRAY fuels inside of a 25 foot area; Armored soldiers, and fuels inside of FULLY SEALED containers will not be effected.
Range: 25 miles (before the wire pays out).
Rate of Fire: Volleys of 1, 2, 3, 4, 5, 20, or all 40 missiles and/or 1, 2, 3, 4, 6, or 12 wing-mounted weapons per pilots attacks per melee.
Payload: Up to 20 MRM per dorsal launcher; 24 additional missiles can be mounted on the wings.

4. MM-60 Multi-Missile System: The same as the MM-60 carried by the Alpha (and just about every other REF-era Mecha). The MM-60 was selected over the MM-120 due to space and weight requirements; The MM-60 takes up less space and weight, allowing more sensory systems.
Purpose: Offense
M.D. & Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, 8, 15, 30, or all 60.
Payload: 60 altogether. Each launcher pod carries SRM's (with no reloads).
5. AGM-287 HARM II: The HARM (High-Speed Antiradiation Missile) II is a thoroughbred radar killer; That's all it's good for, AGM-287 HARM IIand it's REALLY good for that. Once a radar site is detected, the missile can be AUTOMATICALLY LAUNCHED and that's it; The on-board targeting system will correlate not only where the radar signal is coming from, but also any IR or radar images (it has it's OWN radar), and determine not only WHERE the radar site is, but what the radar-emitting object itself is. And then will only attack THAT specific object. Even the old "flashlighting" trick (snap the radar on, get a quick fix, then snap it off) doesn't work with the HARM II.
Purpose: Offense/Wild Weasel
M.D.: 4D6 times 10.
Range: 30 miles.
Rate of Fire: Volleys of 1, 2, 3, 4, 6, or 12 wing-mounted weapons per pilots attacks per melee. These are the only missiles the can ONLY be mounted on the wings.
Payload: Up to 20 MRM per dorsal launcher; 24 additional missiles can be mounted on the wings.

6. Optional E-20 Energy Weapon: E-20 MECHA LASER PISTOL.Used by the Logan fighter, the E-20 is the standard "back up" weapon of the Malcorn. It's use indicates something has gone very wrong, and SHOULD always be locked into it's holster (along the center aft fuselage, pointed aft).
Purpose: Defense
M.D.: 1D4 times 10 per blast.
Rate of Fire: Per pilot attacks per melee.
Range: 4,000 feet
Payload: Unlimited; Draws power from the Mecha itself.

7. Optional GU-XX Gun Pod: GU-XX GUN PODThough not NORMALLY carried, this hold over from the REF is available UPON CO'S ENDORSEMENT when entering a particularly hot zone. Aside from minor upgrades, the weapon is still the same that took on the Invid so very long ago. The only substantial upgrades have been in the magazine (a drum-style magazine in now used for smaller target profile and greater capacity), and an attached scope system (improving the heads-up characteristics of the gun pod itself). The weapon now has a +2 strike from the scope.
Purpose: Defense
M.D.: Does 4D6 MD short burst, 1D4 times 10 medium burst, or 2D4 times 10 full melee burst.
Rate of Fire: Short and medium bursts count as only 1 attack. The pilot can fire as many bursts in this mode as his total attacks per melee. A full melee burst supplants all other attacks for that melee.
Range: 4,000 feet
Payload: 400 short bursts, 200 medium bursts, or 100 full melee bursts. Each ship carries 2 spare clips.

  • Pave-Yankee 17 Sensor Pod: A modified version of the old GU-11 Gun Pod, the Pave-Yankee 17 looks very much like the GU-11 with wings sticking out the sides; This is, in fact, the laser designator, JDAMS correlator, Target Support Radar, and ESM array. When this "toy" gets pointed at people, they USUALLY die very soon after.
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 300 miles, can track up to 500 individual targets. 95% reliability (50% against unfriendly stealthed vehicles).
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Mine Detector (in feet): 85% detect mine or +50% to detect concealment.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and medical officer to get visuals on targets at night.
  • A.J.P.: 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. The jamming pod is only mounted inside the port taileron.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to other friendly units in the area. Effective land navigation of 85% as updates come. Good to 500 miles. Specific range can be adjusted in 1 mile increments.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • 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 M.D.C. Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (250' apogee), 2 white parachute flares (1,500' apogee), 100' 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.
  • Smoke Dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape and to cover retreating forces.
  • Telescoping Arms: Extends the pilots reach by 6 feet.
  • Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • L.D.P. (4): Launched Decoy Pods. Located on the wingtips and the tip of the rudder. The Phantom can carry 6 special pods that carries four advanced towed decoy drones. These drones are dragged about 250 feet behind the craft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the ship. 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). Note that they can be released to draw fire away.
    M.D.C.: 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. Any non-loosed decoys can be reeled in again.
    Payload: 16 Decoys each pod.
  • 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).
    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.
    Combat Bonuses/Penalties from Malcorn Combat Elite:
  • 2 additional attacks per melee.
  • One additional attack per melee at levels 3, 9, and 15.
  • +2 Initiative (automatic initiative when enemy forces are ground-only radar and NOT using aerial scan radar).
  • +1 Strike with lasers, +2 strike with missiles (unless otherwise noted).
  • +5 Dodge.