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UGC FLAG.
United Galaxies Council.
GA-1 Super Aggressor.
UGC FLAG.
United Galaxies Council.
The Robotech Expeditionary Forces Super Aggressor was conceived as a bunker-killer Mecha specifically for taking on T'sentraedi Malcontent on their own turf, based heavily on the ancient Robotech Defense Force-Era VF-1S Veritech with the Strike Augmentation Kit (a variation of the original Space Augmentation Kit). In computer modelling a Strike Veritech was refitted, with the normally
A Super Aggressor, three views.
clip-on missile/P.B.C. packs integrated into the main fuselage; With the fuselage welded shut, a great deal of material, including extra struts, servos, motors, and other now-unnecessary equipment could be removed, lightening the Mecha and vastly expanding the available internal space. Not only could both the new engines AND weapons packs be fit into a relatively small space, but the weight was 1/3rd the original, allowing the craft to use (then experimental) Dual Phase Aeration Scram Jet Engines; Dual Phase Aeration works by taking in outside air as normal in atmosphere, but in space uses compressed on board air. This allows full transatmospheric capability if the ship has some form of heat shielding. To this end, the GA-01 was equipped with then Charonina-7 Re-entry Kit, which has since become standard in UGC and other aero-space craft.
Moving the PBC into the fuselage had another advantage; the PBC could now not only declinate 90 degrees, but could also laterally traverse up to 115 degrees (5 degrees to the left to 10 degrees past straight to the right). Previously, the PBC's could only be aimed in one direction, based on whatever mode the craft was in.
The F/AG-8 Phantom replaced the GA-1 Super Aggressor and the GF-2 Super Guardian in the early 22nd Century; However, the GA-1 and GF-2 remain in service in some systems, especially the outlier outposts (such as local militias, national guard units, etc). They also are often found in the inventories of private militry contractors and in an unarmed form in the hands of private collectors. A few REF fleets also have some equipped with triple RRG Mk-15 Heuristic Expert Piloting/Combat System, making them a Third-generation Ghost Fighter (though these are not specifically authorized). This practice is restricted to Interdiction Fleets, and therefore most often bear Spaceway Patrol And Enforcement Services markings.
Note: The Strike Aggressor is a VERY old design; Therefore it's bonuses are VERY little. This doesn't, however, make it totally obsolescent, and Fehran Malcontents and Militias love them, and Tiresian Malcontents are manufacturing these and FG-2 Super Guardians in high numbers (they even SELL THEM to other malcontents). Other malcontent groups use them intermittently (even the Tiresian malconts use them, though mostly for infiltration).
Supra-Aggressor
At some point, an unknown group began development of an upgrade program for the Super Aggressor, dubbed the "Supra-Aggressor." (It's generally believed this was based on commentary by the Disciple Of Zor, though the DOZ has never, to date, completed any physical constructs of field-ready units.) The forearms, forward missile pack, RO-X2A, and turret were removed and an REF Raider X arm was slung centerline dorsal, in a fixed-forward configuration, a pair of dorsal missile launchers in "humps" based on the REF Spartan's main missile launchers, and the wings reconfigured from variable geometry (swing wing) to fixed geometry (based on a slightly scaled up version to the VAF-6 Alpha Veritech's wings), the forearm missiles moved to the hips in a fixed-forward configuration, the forward dogfighting lasers moved to the aft to provide defensive fire, and the head lasers moved to the right side for strafing fire. Added to this was a full force barrier field. Early models had fixed configuration wings, but so-called Block 3 and later had wings that folded at the shoulders, making them 35 feet tall but only 26 feet wide. Perhaps strangest was the return of landing gear, though as struts and not as wheels, indicating they were probably parked with the legs set as far back as possible; This was a configuration the REF Spacy and Marine had considered but eventually rejected that was now back in fashion (the aft struts retract against the legs forward to aft, the forward strut retracts towards the and folds against the airframe aft to forward in flight). The removal of the missile and PBC pods opened up a greater area for the air intakes, immensely improving both power and fuel efficiency, allowing the secondary engines to be removed entirely; This freed up space for the installation of MM-50 missile pods, giving the REF and RDF's another headache.
Strategic Implication; Supra Aggressor:
The strategic implications of the Supra Aggressor are two fold;
The First is that it is, on it's purely technical merits, a superior platform. It might even be better than the Orguss Veritech; It will CERTAINLY will make the lives of VF-06 Shadow Alpha Veritech pilots less pleasant indeed. Non-Veritech pilots have been ordered to avoid confrontation with Supra Aggressors whenever possible.
The second is that it indicates both the direction and speed with which malcontents are developing; Were they able to field actual Veritechs in numbers, this probably wouldn't have been developed. The simple fact of malcontent Veritechs isn't news; The Fessors developed a new breed of Veritech, as did the Mandalorians, along with a few others. Most who have not either lack the industrial base (such as the Survivors or Wraith) or interest (pretty much everybody else). The fact that they'd improve upon a Guardian to this degree, rather than develop a Veritech, indicates they can't for reasons unknown. It's unlikely to be industrial base; The Mandalorians fielded a full wing of their BobaTech Fighters in very short order, with only a dozen factories capable of supporting the program. The Fessors "might" have one factory, but more likely use parts obtained on the black markets in conjunction with their own capabilities.
The UGC has made it clear there is not intentions to upgraded the GF-1 at this time.
Vehicle Type: Guardian
Model Type: Attacker
Model Number: 1
Crew: One
M.D.C By Location:
Fuselage-
Engines (2)-
Reinforced Pilots Cockpit-
HMMP-02 Missile Pod (left)-
Mauler RO-X2A PBC-
Upper Legs-
Lower Legs/Engines- 100 each
300
200 each
200
200
200 each
150 each
100 each
Feet/Vector Thrust Nozzles-
Upper Arms-
Upper Arms-
Hands-
Underside Laser Turret-
Head Mounted Lasers-

100 each
100 each
150 each
50 each
100
30 each

Note: Normal conditions apply.
Supra Aggressor
Disregard HMMP-02 missile pod, Mauler RO-X2A PBC, and upper arms, and replace as follows:
Tri-Barreled Laser Cannon
HMMP-12 Missile Pod-
PBC-12 Arms (2)
150
300 each
195
PBC Hands (2)
Aft/Side Lasers (6)-
Shield
50 each
30 each
50
Note: Normal conditions apply.
Speed and Statistical Data:
Running: 100 mph (160 kmph).
Flying (in atmosphere and space): 300 mph
Maximum Range: 2,000 miles
Service Ceiling: 2,000 miles; Can not really go into deep space (more exactly, can't get back)
Length: 37 feet 4 inches
Height: 29 feet
Width: 49 feet 4 inches
Weight: 8 tons
Physical Strength: Equal to a P.S. of 50.

Thrust/Power Systems:
Primary: A pair of RR-CAS̅002æ3 Fusion Thrust Reactors; Output: 48,000 KWh; Lifespan: 40 years.
Secondary: Twin Pratt & Whitney M-2,100 Scram Jet Engines with Dual Phase Aeration System; Output: 16,000 KWh; Range: 6,000 AU's
Tertiary: Emergency Solar Sails; Output: 16,000 KWh; Range: 6,000 AU's
Cargo: Pilot Supplies only.
Cost And Availability: 350,000credit and 2 years to build.
Black Market Cost And Availability: 35 millioncredit and more; Has not been available yet.
Weapons Systems:
1. High Powered Lasers: A pair of lasers are built into the nose of the Guardian for aerial dog fighters and assault. They can only be fired when in Jet Fighter mode and are limited to a straight ahead line of fire.
Purpose: Assault
MD: 6D6 M.D. per twin blast.
Rate of Fire: Equal to the pilot's combined number of attacks.
Range: 4,000 feet
Payload: Effectively Unlimited.

2. Underside Turret Lasers: Mounted on a turret located on the underside. 360 degrees degree rotation.
Primary Purpose: Anti Infantry Assault
Secondary Purpose: Tool for Cutting
MD: 1D6 per laser (4D4 total). One long, extended blast lasts one full melee and does double damage, but counts as two attacks that melee.
Rate of Fire: Equal to the pilot's combined number of attacks.
Range: 2,000 feet
Payload: Effectively Unlimited.

3. Short Range Forearm Missiles: Two missiles are housed in each forearm for a total of four missiles.
Purpose: Assault/Defense
Missile Type: Any SRM.
Damage and Range: Varies with missile type; Usually armor-piercing or plasma (2D6 times 10 MD) at 50-80 miles.
Rate of Fire: One or two at a time.
Payload: 2 per arm; 4 total.

4.HMMP-02 Micro-Missile Launcher Pod: A single missile launcher pod is mounted on the left side of the Guardian, along with the left super rocket booster. It carries 20 medium-range, medium-Warhead missiles. It is identical to the missile launcher pods of the Super Veritech.
Purpose: Assault/Defense
Missile Type: Any MRM.
Damage and Range: Varies with missile type; Usually armor-piercing or plasma (2D6 times 10 MD) at 50-80 miles.
Rate of Fire: Volleys of 2 or 4 missiles per pilots attacks per melee.
Payload: 20 missiles.

5. MAULER RO-X2A BEAM CANNON: A double-barreled particle beam cannon based on the PBC on the Regault Tactical Battle Pod is mounted on the right side of the Guardian along with the right super rocket booster, instead of the missile launcher pod installed on the GF-2 Super Guardian Fighter.
Purpose: Assault/Anti-Mecha
MD: 4D10 MD per blast per gun.
Rate of Fire: Equal to the pilot's combined number of attacks.
Range: 4,000 feet
Payload: Effectively Unlimited.
6. GU-11 55MM Tri-Barrel Gun Pod: The standard issue armament for VF series Guardians.
Purpose: Assault/Defense
MD: Short Burst: 3D6 MD; Long Burst: 6D6 MD; Full Melee Burst: 1D6 times 10 MD
Range: 4000 feet
Rate of Fire: Equal to the pilot's combined number of attacks.
Payload: 200 rounds per clip; Short Burst: 20; Short Burst:; Long Burst: 10; Full Melee Burst: 5; Inserting a new ammo clip takes half a melee round; Player forfeits 1/2 of his attacks. One spare clip is stored in each leg of the Veritech.

7. Medium- or Long-Range Missiles: 3 hardpoints per wing allow up to 6 LRM, 18 MRM, or 36 SRM's. Nuclear, Reflex, Anti-Matter, and other WMD missiles are RARELY used. Multi-Warhead missiles can NOT be used.
Purpose: Assault and Defense
Missile Type: Any type of missile, but type(s) used effect payload. Payloads can be mixed, but any given hardpoint MUST use one type.
Damage and Range: Varies with missile type; Usually the biggest possible type.
Rate of Fire: As many missiles per volleys the pilot wants per attacks per melee.
Payload: LRM: 1 per hardpoint; MRM: 3 per hardpoint; SRM: 6 per hardpoint

8. Augmentation Packs: The GA-1 Strike Aggressor can also use NR-BP-E2 and NR-BP-E7 "Recon" FAST Packs, NP-BP-11 FAST Packs, any variety of arm and leg FAST Packs, and either the NP-ARFB-Y1 or NP-ARFB-Y2 FAST Augmentation Modules. They can also be combined with the SACPAK if no dorsal or booster pack is used.

9. Hand To Hand Combat: If necessary, the Strike Aggressor can engage in melee combat rather than use a weapon. The Guardian is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc.
  • Restrained Punch: 1D4
  • Full Strength Punch: 2D6
  • "Booster" Punch: 3D6 M.D. (counts as two attacks)
  • Tear or Pry with Hands: 1D6
  • Kick: 1D6
  • Leap Kick: 2D6
  • Body Flip/Throw: 1D4
  • Body Block/Tackle: 1D6
  • Stomp: 1D6 M.D. (only effective against small objects)






  • Supra Aggressor Weapons Systems:
    The Supra Aggressor program removed the arms, HMMP-02 Micro-Missile Launcher Pod, and Mauler RO-X2A Beam Cannons, and turret lasers, and repositioned the forward dogfighting lasers and forearm missiles, adding a pair of "hump" missile pods, Excalibur PBC's, Armored Veritech Shoulder Missile Pods, MM-50 Multi Missile System, and the fixed-forward Raider X laser. Combined with the fixed-geometry wings and shields, the Supra Aggressor threatens to overtake the REF's capabilities if sufficient numbers can be produced.
    1. HMMP-12 Missile Pods (2): Each of the twin "humps" on the dorsal side of the craft hold 4 missile launcher pods adapted from the REF Spartan Destroid's Shin-Shim-15 drum-mount missile launchers, with the launch rails replaced with full-length rails, rather than 3 rails stacked or grafted together.
    Purpose: Controlled Heavy Fire Support
    Missile Type: Any MRM or LRM
    MD and Range: Varies by type used.
    Rate of Fire: Volleys of 1, 2, 4, or 8 per pilots attacks per melee.
    Payload:
    MRM: 66 per launcher (132 total);
    LRM: 33 per launcher (66 total) with an additional 10 SRM's forward (for defense and as decoys).

    2. Forward Tri-Barreled Laser Cannons: Originally developed for the REF Raider X, one of these cannons is mounted dorsally about 3/4 aft, with the barrel apertures just aft of the pilot's set. The cannon is strictly fixed forward and zeroes out at 5 miles, though the Guardian's targeting computer automatically adjusts for range. Can only be set to single or triple fire (the weapons actually cycles between the barrels for heat dissipation control, but so quickly that only very expensive equipment can really detect the difference).
    Purpose: Anti-Aircraft
    MD:
    Single blast: 3D6 MD.
    Triple Blast: 1D4 times 10 MD.
    Rate of Fire: Per pilots attacks per melee, regardless of how barrel settings.
    Range: 8 miles
    Payload: Effectively unlimited.

    3. Excalibur PBC Arms (2): RRG PBC-12 particle beam cannons originally developed of the Excalibur replaced the forearms and forearm missiles (the missiles were moved the hips, see #4).
    Primary Purpose: Anti Mecha.
    Range: 3 miles.
    MD: 4D6 times 10 each.
    Rate Of Fire: 4 times per melee per arm; Each arm counts as a separate strike.
    Payload: Unlimited.
    Bonuses: +2 strike.

    4. Hip Missiles (2): Originally installed on the forearms, these provide some forward missile support; Typically High Explosive and Heat Seeking missiles are used for anti-fighter operations.
    Purpose: Assault/Defense
    Missile Type: Any SRM.
    Damage and Range: Varies with missile type, around 2D6 times 10 MD at 50-80 miles.
    Rate of Fire: One or two at a time.
    Payload: 2 per launcher (4 total).

    5. Shoulder Missile Pods (2): Taken directly from the original Armored Veritech's GBP-1S missile pods and mounted exactly in the original fashion, these missiles provide some support.
    Purpose: Assault/Defense
    Missile Type: Any SRM.
    Damage and Range: Varies with missile type, around 2D6 times 10 MD at 50-80 miles.
    Rate of Fire: One or two at a time.
    Payload: 11 per launcher (22 total).
    6. Side Strafing Lasers (4): Formerly the turret lasers, these allow the Guardian to strafe ground targets ISO infantry and armor and ships. Mounted on the starboard side, all 4 lasers fire together. Set at a fixed traverse, but with up to 5 degrees inclination and -61 degrees declination. Note that this is a strafing weapon, not a dogfighting weapon.
    Primary Purpose: Infantry Support/Anti-Ship
    MD: 1D6 per laser (4D4 total). One long, extended blast lasts one full melee and does double damage, but counts as two attacks that melee.
    Rate of Fire: Equal to the pilot's combined number of attacks.
    Range: 21,000 feet
    Payload: Effectively Unlimited.

    7. Aft Dogfighter Lasers (2): Formerly the dogfighting lasers, these are used to discourage pursuit. Not terribly effective against Mecha and fighters, but they have been effective against missiles (+4 strike in defensive mode against missiles, no bonus against fighters including drones).
    Purpose: Anti-Missile/Fighter Defense.
    MD: 6D6 M.D. per twin blast.
    Rate of Fire: Equal to the pilot's combined number of attacks.
    Range: 4,000 feet
    Payload: Effectively Unlimited.

    8. MM-50 Multi Missile System: MM-50 Multi Missile System: This venerated SRM system is installed to maximize the power-to-target potential of the Mecha. The 04 launchers are mounted on the legs of the Mecha.
    Purpose: Assault
    Missile Type: Any SRM
    MD and Range: Varies by type used.
    Rate of Fire: Volleys of 1, 2, 4, or 8 per pilots attacks per melee.
    Payload: 4 per launcher (16 total).

    9. Wing Hardpoints: 4 hardpoints per wing allow up to 2 LRM, 6 MRM, or 6 SRM's per hardpoint or any type of pod. Multi-Warhead missiles can NOT be used.
    Purpose: Assault and Defense
    Missile Type: Any type of missile, but type(s) used effect payload. Payloads can be mixed, but any given hardpoint MUST use only one type.
    Damage and Range: Varies type.
    Rate of Fire: As many missiles per volleys the pilot wants per attacks per melee.
    Payload: LRM: 1 per hardpoint; MRM: 3 per hardpoint; SRM: 6 per hardpoint; Other Pods: 1 per hardpoint.

    10. Shields: A single full-force barrier field, essentially identical to the one used on the UES MACROSS, though significantly weaker.
    Purpose: Defense.
    MDC 50.

    11. Hand To Hand Combat: Slightly restricted, since the Supra Aggressor uses the Excalibur style PBC's (which aren't as flexible as the original arms; no bonuses).
  • Restrained Punch: 1D4
  • Full Strength Punch: 2D6
  • Kick: 1D6
  • Leap Kick: 2D6
  • Body Block/Tackle: 1D6
  • Stomp: 1D6 M.D. (only effective against small objects).


  • Features:
    • E.S.M.: Radar Detector. Passively detects other radars being operated.
    • Radar: Combat grade radar. Range 100 miles, can track up to 50 individual targets. 95% reliability (24% 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.
    • 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.
    • GPS: Standard tracking device. Ties into the Blue Force Tracker.
    • Anti-Jamming System: Reduces Electronics Countermeasure by 1/3 (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 to get visuals on targets at night.
    • Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 10 miles; Magnification: 40 times
    • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from 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.
    • Video Camera: Records from the HUD and HDD. 50 hours of recording available.
    • 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. The jamming pod is only mounted inside the port taileron.
    • L.D.P. (4): Launched Decoy Pods. Located on the dorsal fuselage. The fighter can carry a special pod that carries four advanced towed decoy drones. These drones are specially designed radar lure that creates a radar image to mimic the fighter. 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: Per pilots attacks per melee.
      Payload: 16 Decoys total.
    • Survival Pack: A pack of simpler emergency survival supplies: 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), 7 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), manual-inflating liferaft (for at-sea abandonment), self-inflating lifevest (15# buoyancy). The liferaft can 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/Penalties from Strike Aggressor Combat Elite:
    • 1 additional attack per melee.
    • One additional attack per melee at levels 3, 6, 9, and 12.
    • -2 Initiative.
    • +2 Strike with lasers.
    • +1 Dodge.
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