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
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Note: Normal conditions apply.Supra AggressorDisregard 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'sTertiary: 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.
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Weapons Systems: |
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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: 1D4Full Strength Punch: 2D6"Booster" Punch: 3D6 M.D. (counts as two attacks)Tear or Pry with Hands: 1D6Kick: 1D6Leap Kick: 2D6Body Flip/Throw: 1D4Body Block/Tackle: 1D6Stomp: 1D6 M.D. (only effective against small objects)
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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: 1D4Full Strength Punch: 2D6Kick: 1D6Leap Kick: 2D6Body Block/Tackle: 1D6Stomp: 1D6 M.D. (only effective against small objects).
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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).
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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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