PREVIOUSAERO SPACE HOMEPAGENEXT
UGC FLAG.
United Galaxies Council.
A/FG-44 Raptor III.
UGC FLAG.
United Galaxies Council.
In early 2561, the U.G.C. ASF recognized a need for a stealthed Guardian Fighter; A team of over 100 Mecha technologists were assembled, given basically a free ride for a year, and told
AN A/FG-44 RAPTOR Fighter.
An A/FG-44 Raptor Fighter.
to give it everything. The FG-44 Raptor is the result. Stylistically it has the body of a Super-Logan, but with the wings, legs, and arms of an Alpha. Additionally, the original wings of the Logan/Super Logan were removed as needlessly redundant and impractical. The fixed-forward Tri Laser was removed to improve stealth characteristics, and the Shadow Alpha Cloak System was ORIGINALLY slated to be installed. However, as the extra expense made this system only invisible to the Invid, it was never installed. The design allows for it's future installation. Enormous amounts of thought, pure thought, went just into what it would take to make it totally stealthed. Every bit of pre-existing stealthing techniques were incorporated. From the F/A-22 from whence the FG-44 gets it's name, to way-out there technologies supplied from as disparate groups as the Paraxians, the Spherians, and even the Invid themselves, everything that COULD be incorporated was. When the techs found something they couldn't incorporate, they tore whole schemes apart and started form zero when they had to. Not less than 48 prototypes, test beds, models, and other experimental units were manufactured. As each experimental unit cost roughly in the 6 BILLION credit range to manufacture, this represented an enormous investment; One the FG-44 lives up to well. Combined with increased ease of maintenance in the form of "Single Deep" techniques, monumentally expanded engine control techniques in the form of full range vectoring, and an essentially all-new theorum on cockpit configuration, the FG-44 promises to be an ass-kicker the likes of which has never been seen before, and may never be seen again.
Little was sacrificed in balancing stealth for firepower, firepower for speed, and speed for stealth. Some accommodations did have to be made in the end; For example, the original theory was to have a system that could carry nearly 4 times as many MRM's. However, the need to maintain some control over the final project necessitated some sacrifices to be made. Additionally, this project brought some new terms into the lexicon; "Supra Cruise": The ability of the craft to reach speeds previously only possible for some spacecraft before afterburners are brought on line. "Compartmentalization": The sectioning of the craft in the development and construction phase not seen since the earliest days of flight, even to the extent that wholly separate companies for each major compartment (and, in some cases, cross-contracting for components); "Cross-contracting": Sub contacting form one company to another that was working on another compartment or system, which in turn sub contracted some of their compartment or sub-sub systems back. "Refractation": Using non-linear edges extensively throughout the craft around any type of hatch, cover, or etc. to deflect radar away from the craft, reducing that objects specific radar characteristics. The "W" shapes are found at numerous places on the stealth aircraft, including the forefront of the cockpit glass, engine inlets and outlets, as well as all other openings. This reduces the radar energy reflected during a head-on pass to the radar emitter. The leading and trailing edges of the wing and tail have identical sweep angles (a design technique called platform alignment). The fuselage and canopy have sloping sides. The vertical tails are canted. The engine face is deeply hidden by a serpentine inlet duct and weapons are carried internally. Finally, honeycombed skin structures absorb and dissipate radar, thermal, and all other sensors, much like a greenhouse absorbs solar energy.
Although this craft is, quite probably, the highest apex of Robotechnology that will ever be possible in a Guardian format, it does not mean it will supplant all other Guardians, and will NEVER supplant Veritechs proper; The UGC's other Guardians, the Dustoff Phantom, Thud, and Hornet, will remain in service for a great deal of time to come. Additionally, new Guardians will come along to fulfill specific needs. However, the Raptor's modular configurationality will allow it to fulfill a GREAT many roles before it becomes outdated; Already a limited AWACS version, a Wild Weasel version, and a strike version have been successfully field tested. ("Field tested"; As in shot at and returned fire in REAL combat.)
The combination of reduced observability and supra cruise minimizes the threat to the FG-44. The FG-44 is capable of carrying all existing and planned air-to-air weapons. These include a full complement of medium- and short-range missiles. The FG-44 also will have a modernized version of the proven Devastator gun pod and growth provisions for other weapons. The aircraft also will be capable of carrying ground-attack weapons. The FG-44 Raptor is a new breed of supra-fighter for the 26th century. It combines, speed, stealth, low upkeep, agility, and surprise to accomplish any tasks. The FG-44 has been extensively designed, tested and refined aerodynamically during the demonstration/validation phase and the Engineering and Manufacturing Development phase. The FG-44's sophisticated aero-design and high thrust-to-weight ratio provide the capability to outmaneuver all current threats. To ensure the FG-44 provides aero-space dominance for deep-interdiction craft, it operates at medium and high altitude at ranges superior to current generation air dominance aircraft. The FG-44 Raptor's airframe is comprised mainly of four (4) large "chunks," or pieces that are produced, called "Compartmentalization": Engines, Aft Fuselage, Forward Fuselage, Mid Fuselage, Weapons Systems, Cockpit, and Stealth Characteristics.
The Main Engines are a pair of AJ-687's, a revolutionary new design. The AJ-687 engine develops more than 3 times the thrust of current engines under supersonic conditions, and more thrust without afterburner than conventional engines with afterburner. Each A/FG-44 will be powered by two of these 60,000-pound-thrust-class engines. By comparison, the engines powering the UGC ASF's current FG-36 Hornet has a thrust rating of 29,000 pounds, while the FA/G-8 Phantom's Twin PP-261 has a thrust rating of 23,000, and the A/BG-20 Thunderbolt's TF34-GE-100 has a thrust rating of 25,000. Afterburners gives the Mecha 90,000 pounds of thrust. The AJ-687 can push the FG-44 to supersonic speeds of Mach 4 even without the use of afterburner, which gives the fighter a greater operating range and allows for stealthier flight operation. Using afterburners it can reach well above Mach 6 for trans-atmospheric capability. Alloy Zulu-262, an innovative Dualinium alloy, is utilized in compressor stators, augmentor, and nozzle, increasing durability, allowing the engine to run hotter and faster for greater thrust and efficiency. Thermally isolated panels of oxidation-resistant high cobalt alloy materials make the combustion chamber more durable, which helps reduce scheduled maintenance. Fourth-generation full-authority digital electronic engine control (FADEC) ensures unmatched reliability in engine control systems. The AJ-687 engine nozzle for the FG-44 is the galaxy's First full production vectoring nozzle, fully integrated into the aircraft/engine combination as original equipment. The three-dimensional nozzle vectors thrust 20̊ all-around for improved aircraft agility. Heat-resistant components give the nozzles the durability needed to vector thrust, even in afterburner conditions. With precision digital controls, the nozzles work like another aircraft flight control surface. Thrust vectoring is an integrated part of the FG-44's flight control system, which allows for seamless integration of all components working in response to pilot commands. Called "supra cruise," this characteristic allows the FG-44 to efficiently cruise at supersonic airspeeds without using afterburners. This capability greatly expands the FG-44's operating envelope in both speed and range over current fighters that must use afterburner to operate at supersonic speeds. Reduction of radar cross section of engine nozzles is also very important, and is complicated by high material temperatures. The approach taken was to use ceramic materials. The ceramics may be either lightweight, parasitic sheets mounted on conventional nozzle structures or heavier structural materials forming saw-toothed edges. A balanced approach to the design process, using a team approach called Integrated Product Development (IPD), led to an engine as innovative in its reliability and support as in its performance. Assemblers and flight line mechanics participated in the AJ-687's design from its inception. The result is that ease of assembly, maintenance and repair are designed into the engine. The AJ-687 has 40 percent fewer major parts than current fighter engines, and each part is more durable and does its job more efficiently.
As a final detail, the AJ-687's are equipped to work either on external OR internal air, effectively making them dual-phase scram jets and liquid-fueled rockets.
One of the FG-44's distinctive features are the air intakes, which are located to the sides of the cockpit. Extra intakes are above these intakes, which can be opened (they are closed to maintain stealth) when extra thrust is needed. The wings of the FG-44 are relatively huge, which allow it to perform well in high speeds. They also double as a fuel tank. The leading edge flaps (located at the wings' front edges) serve as a method of achieving high Angles of Attack (AOA) of over 60̊ when traveling at lower speeds.
The ailerons (located at the rear of the aircraft) not only provide the plane with extra maneuverability, but also act as a heat shield for the exhaust of the engines, so the thermal trace of the FG-44 is at a minimum. The rudders are angled in the similar fashion of the FG-44's body, to help reduce its radar signal. These also contain many internal antennas inside the body of the fin itself, as a way to conceal them and help maintain the stealth abilities of the aircraft. The weapons systems are divided into two groups: The internal weapons, housed (with the exception of the the Devastator) in the Weapons Bays, and the external Weapons, mounted on the wings (with the exception of the GU-XX). The weapon bays are all internally concealed, and include the missile launchers and bomb loads. The missiles are ejected out by a special mechanism. Due to the stealthing requirements and constraints, only a limited amount on nominal weapons can be put on the FG-44; 9 MRM's, 88 S.R.M.'s, and the EU-13 Destabilzer. Several external load can be carried, but at some cost to the stealth characteristics.
The cockpit is to designed the to conforms to good low radar cross section design rules, and then plate the glass with a film to add to this. It is designed to let the pilot act as a tactician, as opposed to a simple sensor operator. Pilots of the FG-44 will do what humans execute flawlessly, think. The pilot will totally utilize the computer power of the FG-44. The FG-44 pilot's safety is further ensured with an improved version of the military standard ACES XXI ejection seat. This is tandem to the life support systems and additional space for pilot personal equipment. As a shock absorber from bird strikes, the windshield will be protected by a rubber buffer strip placed on the HUD combiner glass. During initial bird strike tests, the HUD would routinely shatter. Precautions were taken at all costs to avoid this from happening. The buffer strip would shield the polycarbonate glass by allowing it to flex during a strike. Design is underway for a collapsible HUD that would fall but not break. In addition, the FG-44 design team is developing a sort of laminate that could possibly eliminate glass from shattering in the cockpit. The Integrated Control Panel (ICP) will be the main location where the pilot can manually input data for communications, autopilot and navigation. The ICP will be located below the HUD, underneath the glare shield and in the center top of the instrument panel. Additionally, the ICP will have "double click" features which are similar to a PC mouse in functionality. The double click feature will allow the pilot to input data more rapidly. Six Liquid crystal color displays will be housed in the cockpit. The LCD's will be fully readable in direct sunlight. Notable improvements of LCD's when compared to the older generation displays of CRT's are a lower weight, less size and a lower power consumption. The LCD's are inherently more reliable because of the lower power consumption. Two Up Front Display's (UFD)'s are located to the left and right of the ICP. They measure 3 times 4 inches. The primary function of the UFD's are to provide the pilot with cautionary information/Warning/advisory, data communications/navigation/identification (CNI) data and act as the serve as the Stand-by Flight instrumentation Group and Fuel Quantity Indicator. A maximum of 12 messages can appear on the UFD's at any given time, and remaining faults can be indexed as sub pages. What differentiates the UFD's from standard Warning light panels is it eliminates erroneous messages that normally appear in other jets via a filtering system. The other difference is the UFD's provide an electronic checklist which is comparable to an F-ACK list in the F-16. However, the UFD's in the FG-44 will be able to provide data on the UFD in non-emergency situations. An audio system is an additional feature that provides Warning to the pilot in time of a aircraft fault. The pilot is alerted to the fault in great detail. For example, the UFD might display a caution light, but the audio alert would sound "Caution-Engine Flame Out." The Stand-by Flight Group shows the basic information (such as an artificial horizon) the pilot needs to fly the aircraft. Presented on an LCD display it is always in operation. The Stand by Flight group is tied to the last source of power in the aircraft. If every system fails, the pilot will still be able to fly the aircraft. Located in the middle of the instrument panel, under the ICP is the Primary Multi-Function Display (PMFD). This 8" times 8" color display is the pilots principal display for aircraft navigation (including showing waypoints and route of flight) and Situation Assessment (SA) or a "God's-eye view" of the entire environment around (above, below, both sides, front and back) the aircraft. Three Secondary Multi-Function Displays (SMFDs) are all 6.25" times 6.25" and two of them are Located on either side of the PMFD on the instrument panel with the Third underneath the PMFD between the pilot's knees. The SMFD's are used for displaying tactical (both defensive and offensive) information as well as non-tactical information (such as checklists, subsystem status, engine thrust output, and stores management). Cockpit Display Symbology: The tactical information shown on the displays is all intuitive to the pilot. He/she can tell the situation around him by a glance at the screen. Enemy aircraft are shown as red triangles, friendly aircraft are green circles, unknown aircraft are shown as yellow squares, and wingmen are shown as blue squares. Surface-to-air missile sites (SAM)s are represented by pentagons (along with an indication of exactly what type missile it is) and its lethal range is indicated by concentric circles around the site in red. The symbols are further refined in addition to shape and color. A filled-in triangle indicates the pilot has a missile firing-quality solution against the target, while an open triangle does not indicate a firing-quality solution. In order to retrieve more information from the aircraft's avionics system, the pilot has a cursor on each screen. The system can determine to a 98% probability the target's type of aircraft. An aircraft is shown as an unknown if the system can't make an identification to that degree. The original objectives for the FG-44 was to increase the percentage of fighter pilots who make "kills." The Inter/Intra Flight Data Link (IFDL) is a powerful tool that makes all FG-44s more capable. The best feature of the IFDL is each FG-44 and their flight controller (whether an AWACS aircraft or C3I spacecraft) can be linked together to trade information without radio calls with each FG-44s in a flight or even between flights. Each pilot is then free to operate more autonomously. For example, the leader can tell at a glance what his wing man's fuel state is, weapons remaining, and even the enemy aircraft targeted. This feature is slated to become standard equipment on all ASF aero-space craft and Mecha, and is already being installed in Spacy Warships aero-spacecraft, and Mecha. Additionally, SPES spacecraft all already have them.
Previous fighter cockpits were sized to accommodate only the pilot; The FG-44 cockpit is sized to accommodate the pilot WHILE WEARING power armor for space operations. The pilot has 15-degree over-the-nose visibility and excellent over-the-side and aft visibility as well. The cockpit interior lighting is fully Night Vision Goggle (NVG) compatible, as is the exterior lighting. The cockpit panel lights start at one-half power and gradually increases the power output to reduce glare and insure the pilot can easily see them in the dark. The FG-44's canopy is approximately 140 inches long, 45 inches wide, 27 inches tall, and weighs approximately 360 pounds. It is a rotate/translate design, which means that it comes down, slides forward, and locks in place with pins. The FG-44 canopy has no bow and offers the pilot a superior view all around. The canopy is resistant to chemical/biological and environmental agents, and has been successfully tested to withstand the impact of a four-pound bird at 350 knots. It also protects the pilot from lightning strikes. The 3/4" polycarbonate transparency is actually made of two ⅜" thick sheets that are heated and fusion bonded (the sheets actually meld to become a single-piece article) and then drape forged. The F-16's canopy, for comparison, is made up of laminated sheets. A laminated canopy generally offers better bird strike protection, and because of the lower altitude where the F-16 operates, this is an advantage. However, lamination also adds weight as well as reduced optics. There is no chance of a post-ejection canopy-seat-pilot collision as the canopy (with frame) weighs slightly more on one side than the other. When the canopy is jettisoned, the weight differential is enough to make it slice nearly ninety degrees to the right as it clears the aircraft.
The Heads Up Display or (HUD) will serve as the primary flight instrument for the pilot. It is actually built into the helmet visor to ensure the pilot can always see it, although a flip-up HUD is also installed over the Heads-Down Displays. Developed by the Aero-Space Forces Instrument Flight Center, the HUD will use standard symbology. Unlike previous HUD's, the FG-44's HUD will be in color, or in green on black, to the pilot's preference.
A feature developed specifically for the Raptor is the Chameleon Visible Wavelength Observation Limiting System: Hexagonal pleizio-ceramic tiles mounted to the skin of the craft can be darkened or lightened as necessary to render the craft, for all intents and purposes, invisible. The further away the viewer is to the craft, the greater the distortion, making it harder and harder to see. At a range of only a half mile the craft becomes effectively invisible. The system only produces white light; Though coloring the lights IS possibly, in practical use it proved to enhance to planes profile, making it easier to see, rather than harder.
As a cost-saving measure during the development phase, the machinery intended to be used for the cancelled FG-28 Tomcat were used for this project instead.
Name: FG-44 Raptor Fighter/Attack
Model Type: Aero-Space Superiority Fighter
Class: Guardian
Crew: One. No two seater models are planed.
Passengers: 0, not possible.
M.D.C. By Location:
Fuselage-
Pilot's Compartment-
Upper Legs (2)-
Lower Legs (2)-
Feet (2)-
PB-4 Particle Beam Cannon-
GU-XX-
300
200
100 each
150 each
100 each
75
75
Upper Arms (2)-
Lower Arms (2)-
Hands (2)-
Wings (2)-
Tailerons/ Rudders (2)-
Bomb Bay Doors (2)-

60 each
40 each
40 each
150 each
10 each
150 each

Speed and Statistical Data:
Running: 75 MPH
Range On Land: Unlimited
Flying: Mach 10
Maximum Height: Transatmospheric
Range In The Air: Unlimited
Surfaced On The Water: 10 Nautical MPH
Range On The Surface: Unlimited
Underwater: 25 knots.
Maximum Depth: 0.3 nautical miles.
Range Underwater: Unlimited.
Space: 0.6 light speed.
Range In Space: 30 Light Years
Height: 19 feet 2.1 inches
Wingspan: 44 feet 6 inches
Length: 62 feet 1 inches
Weight: 45 tons (90,000 pounds).
Cargo: Limited pilot's emergency supplies only. Note: A light power armor CAN (and must by ASF regs) be worn while flying this Mecha.Power Systems:
Primary: Twin AJ-687 Trans-Pulse Scram Jet/Rockets.
Secondary: Twin AJ-687 jet thrusters (in feet)
Flight Systems:
Primary: Aero-foil effect
Secondary: Anti-Grav pods (3)
Thrust Systems:
Primary: Electrogravemetric Tractioning Drive System 4/11a
Secondary: Bleedoff from power systems.
Cost and Availability: 20 million credits; Always. There are actual 2.3 million units still in storage, as well as parts from 1.1 million sitting around as spare parts.
Black Market Cost and Availability: An intact one would fetch as much as 100 billion apiece; However, none have ever been made available- Not even components. Fehran Malcontents have been trying to obtain a few, and/or or build a reasonable clone of them for attacking the REF/RDFs.
Weapons Systems:
1. Twin MRM Launchers: Located in the ventral bays, the FG-44 is armed with 10 MRM's. The missiles are propelled off of the missile rack inside of the weapons bays by electro-magnetically charged ejectors. If the pilot decides to fire a missile, the weapons bay door of the referring missile will open, the mechanism will carry the missile outside the plane, the missile can lock and it is fired. When the missile is away, the ejection system will retract into the weapons bay again and the bay door closes to preserve the fighters stealthiness. The front of the weapons bay doors are triangular shaped to preserve the FG-44's stealth characteristics.
Purpose: Anti-Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 5, or all 10 per pilots attacks per melee.
Payload: 10 total.

2. Twin S.R.M.Launchers: The missiles are mounted in the same fashion as the M.R.M.'s.
Purpose: Anti-Aircraft
Missile Type: Medium Range
Rate of Fire: Volleys of 1, 2, 5, or all 10 per pilots attacks per melee.
Payload: 20 per launcher (40 total)

3. Smart Bombs: Harkening back to JDAM of the old American Aero-Space Forces fame, the Raptor can carry several air to surface weapons (smart bombs). The FG-44's air-to-surface operations will be carried out courtesy of its onboard synthetic aperture radar (SAR) mode.
Purpose: Anti-Armor/Bunker
Warhead Type: Equalt to Long Range Missile; Any type EXCEPT multi-Warhead.
Rate of Fire: The pilot can drop any number of bombs in his payload; However, he only has ONE attack per melee in this mode.
Payload: 40.

4. Destabilizer Cannon: The FG-44 comes equipped with the EU-12 Destablizer as an internal cannon. A new feature includes longer, composite-wound bullets. The Destablizer will be mounted just above the right wing root. To preserve the A/FG-44's stealthy characteristics, an inWard opening door will cover the muzzle until the weapon is fired. It is capable of firing 100 rounds per second, carrying 480 rounds in all.
Primary Purpose: Offense/Dogfighting
Secondary Purpose: Force Field Disruption
M.D.: 1D6 times 10 per blast.
Rate of Fire: Per pilot's attacks per melee.
Range: 4,000 feet.
Payload: Unlimited. However, only ONE anti-force field blast per melee is possible.

5. Underside Laser Turret: Designed to protect the ship from ground attackers, its integrated fire-control computer can track any target, identifying friend from foe, and threat from not-threat. Pilot must still select whether or not to fire.
Maximum Range: 1,000 feet
Mega Damage: 4D6 each twin blast.
Rate of Fire: Per pilot's attacks per melee.
Payload: Unlimited.


6. MM-150d: Derived from the REF-era MM-60's. However, rather than min-missiles, this system is engineered to fire SRM's.
Missile Type: Any SRM.
Mega Damage and Range: Varies by missile type.
Rate of Fire: Any number of mini-missiles up to 25 per volley per pilots attacks per melee; Note: ONLY 50 are available at any given time, but used missiles are immediately replaced with another missile.
Payload: 150 total.

7. Standard Gun Pods: The Raptor can carry any standard variety of U.G.C. Gun pods, from the ancient R.D.F.-era GU-11 of VF-1 fame, to the WMX-171 Tronacator sniper gun.
Payload: 3 clips are normally carried on each fighter in integral, leg-mounted recharging ports. Takes about 4 hours to recharge MOST types of e-clip. Chargers can be electrically isolated for non-energy based weapons.

8. Wing Hardpoints: Four under wing hardpoints per wing can also carry a variety of weapons loads. However, each hardpoint reduces the stealth of the craft 05% (a total of 20% when all 4 are used).
A) PBC-7 Particle Beam Cannon: Adapted directly from the T'sentraedi Battle Pod PBC.
Range: Varies with missile types, mini-missiles only.
Mega Damage: Varies with mini-missile types.
Rate of Fire: Each pod can fire one at a time or in volleys of 2, 4, 8, or 16 and can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 16 mini-missile.
B) External Bomb Load: An external bomb load is available to drop any combination of light or medium bombs.
Maximum Effective Range: Varies by altitude bombs are dropped at.
Mega Damage: Varies by bomb type.
Rate of Fire: One big volley of everything you've got.
Payload: 3 heavy, 6 medium, or 16 light bombs
C) Mini-Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the Mecha but are only carried on the wings. The Mecha normally carries missile pods for anti-personnel attacks and anti-missile defense. Normal missiles used are armor piercing, high explosive, or fragmentation mini-missiles.
Maximum Range: Varies with missile types.
Mega Damage: Varies with mini-missile types.
Rate of Fire: Each pod can fire one at a time or in volleys of 1, 2, 4, 6, 8, 12, or all 18 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 18 mini-missile.
D) Short Range Missile Pod: The most commonly requested armament, these missile are generally used as anti-aircraft defense. The AG-28 is, just simply put, a dogfighter. Also used to destroy helicopters and other aircraft In the air.
Maximum Range: Varies with missile types.
Mega Damage: Varies with missile type.
Rate of Fire: Each pod can fire one at a time or in volleys of 1, 2, 4, 6, or 8 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 8 short range missiles.
E) Medium Range Missile Pod: Normally used for anti-armor/anti-aircraft.
Maximum Range: Varies with missile types.
Mega Damage: Varies with mini-missile types.
Rate of Fire: Each pod can fire one at a time or in volleys of 2 or 3 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 3 medium range missile.
F) Long Range Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the Mecha but are only carried on the wings. The Mecha normally carries missile pods for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.
Maximum Range: Varies with missile types, mini-missiles only. Mega Damage: Varies with mini-missile types.
Rate of Fire: Each pod can fire one at a time or in volleys of 2, 4, 8, or 16 and can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter how many missiles in volley)
Payload: Each pod carries 16 mini-missile.
Features:
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • 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.
  • Anti-Jamming System: Reduces Electronics Countermeasure by 3/4 (decrease skill level appropriately).
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,000 miles for MOST sensors.
  • 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).
  • Loudspeaker: Amplifies voice 1 to 100 times. 100' in normal crowds.
  • Smoke Emitters (2): Emits enough smoke to cover an area about 2,0003 feet in calm weather; Special chemicals block IR sensors and radar signals (scatters them so the enemy cant get a good fix), however does not totally interfere with enemy sensors (enemy is -2 strike).
  • 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.
  • 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 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.
  • T.D.P. (4): Towed Decoy Pods. Located on the ailerons. The Mecha carries special pods that carries advanced decoy drones. These drones are launched and fly off in various directions away from the ship. Each is a specially designed radar lure that creates a radar image to mimic the vessel. 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).
    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: Released to go wherever it wants. Can fly independently for about 30 minutes.
    Rate of Fire: 2 every melee.
    Payload: 16 Decoys each pod.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • TIES (Threat Identification and Engagement System): All sight systems and the are automatic linked to this system. This system assists the pilot in identifying the target and selected the proper weapon system or round type need for the most effective threat neutralization. The computer then places the 32 most threatening targets into the fire control computer, and assist that computer in tracking these targets. This system is cable of storing data on the top 96 Identified Targets. It tells via voice and data displayed on the Heads Up Display what the target is and what sort of weapon should be used on it. Contains all currently known designs. It has a 84% monster/D-bee/Demon success rate, and a 89% power armor or robot ID success rate. Paired with an 88% success rate for selecting the proper weapon and aiming point. It can also ID magic power's, and spell like effects 57% of the time and give suggested counters and avoidance data.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • 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.
  • Mine Detector (in feet): Gives effective 85% Detect Mine/Trap OR increases skill by 10% for pilots that have that skill (whichever is more). Works on density composition, so non-metallic objects cant hide, and displays a visual assessment and danger probability (based on a mathematical formula) for the pilot on request.
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • G.P.S.: Standard tracking device.
  • H.U.D.: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user.
  • 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.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, sleeping bag, black light, G.P.S., 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.
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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).
  • Smoke Dispensers (8): Throws out smoke flares capable of covering a 2503' 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.
  • XTNDR RADAR/Radio Antenna Extender: A simple, 23' helium balloon lofts a 10 lb. pod 100' into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the Vehicle/Mecha/Vessels computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either.
    M.D.C. By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
  • Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum Effective Distance: 2,910 feet.
    Combat Bonuses from A/FG-44 Raptor III Combat Elite:
  • 2 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
  • +3 Initiative
  • +3 Strike (aircraft only; +2 again using the GU-XX)
  • +5 entangle/snare/grab, Parry, Dodge, and Roll
  • +5 Dodge
  • +2 Dodge against ground-launched anti-aircraft missiles (in addition to the +5 normal dodge)
  • +2 Roll.
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