United Galaxies Council. | Thunderbolt V. | United Galaxies Council. | |
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In use by various Air Forces around the world before and during the Global Civil War, the USAFs A-10 Thunderbolt II was used as the model for Federated Engineering Corporations The Federated Engineering Corporation christened the First A/BG-20 in 2587. More than 7.5 billion have been built over the years (most under license to local manufacturing concerns), and upgraded to even MORE lethal, butt-kicking specifications. Nicknamed the "Thud" by its pilots and ground crew, the A/BG-20 is to Guardians what Rocky is to pugilism. It's low, slow, and damned near indestructible. Thud just does not care how many times you hit it. It just keeps coming at you. For this reason, Thud tends to find itself at the point position in heavy melees, providing close support and reconnoitering for friendly land and air forces. That's just fine. Thud likes it up front. They wouldn't have it any other way. The A/BG-20 can remain aloft with one wing, one engine, and three-fourths of its fuselage destroyed. It can fly day or night thanks to a bewildering array of position sensors, heat sensors, radar, laser, and advanced positioning system accurate to the area of less than a postage stamp. Twin Galactic Engineering TR-34 turbofans provide the main thrust that keeps this bad lady aloft. Each turbine generates over 19,000 pounds of thrust, pushing the Thud to a top speed of 620 mph. The Thud is wrapped in a titanium/chrome alloy armor plate, and armed with 16,000 pounds of mixed ordinance it typically carries, not mentioning the 30-mm, seven-barrel GAU-20/B Gatling rail launcher. You know the one—that big gun that hangs beneath Thud's snout, ready to inflict that not-so-fresh feeling on any observed hostiles at the merest touch of a button. Designed specifically for the A/BG-20, the big cannon unloads a lethal Chex Mix of mini-missiles boosted by rail gun acceleration- At the rate of 4,000 rounds per minute. The GAU-20/B can gleefully chew its way through the Mecha or semi-hardened bunker of your choice while the Thud soaks up hits from down below that would kill God. Furthermore, Mr. Potato Head fans can enjoy playing mix-and-match with the customizable array of bombs, missiles, and electronic counter-measures made available by your tax dollars for multi-cultural get-togethers at fun-spots like Sara Base, Arium TA/Boota, Miconia, and the Persius Ghettos of FBX 21555320. Thud's always up for a good party and always ready to go again the day after, no matter how bad the hangover. To aid upkeep, Federated designed the A/BG-20 frame with a maximum number of modular systems and heavy parts interchangeability in mind. An Aero Space Force mechanic may not find what he needs to fix-up his Thud at the Tirerasian Pep Boys or NAPA outlet, but then again, he just might. (There are, in fact, documented cases of A/BG-20's being patched together from parts scrounged off of pickup trucks, motor boats, and even a documented case of one nearly re-built from elevator parts.) With a top-end of just under Mach 1.0, an operational range of 45,000 feet, and a flight ceiling of 60,000 feet, the Thud isn't especially fast or fuel-efficient, but the A/BG-20 Thud doesn't much care about those trivial aggravations. Thud's here to drink beer and rip ass. And he's all out of beer. Federated Engineering Corporation replaced the 30mm GAU-8A Avenger Gatlin gun with the GAU-20 Deathbringer mini-missile rail launcher, and developed a solid-slug mini-missile specifically for use with this weapon, and the main armor with a titanium/chrome alloy. They have also reengineered the fittings on the Mechas eleven hard points to carry standard missiles (as opposed to the missiles and bomb the old Warthogs carried). With the GAU-20 using mini-missiles and the refitted missile launchers and a huge payload, the Thud is THE superior in the ground attack role in all respects over any other known Mecha killer design. Bar none. The lead engineer on this program was Dr R. KITSUNE, Robotech Defense/Expeditionary Forces DARPA. Questions and comments should be directed to him or Director, REF/RDF DARPA. Name: Thunderbolt V. Nicknames: Thud. Model Number: A/BG-20. Class: Ground Attack Mecha. Crew: One (2 in the B variant). Passengers: None. M.D.C. By Location: | |||
* Wings (2): ** Elevators (2): ** Rudders (2): *** Cockpit: **** Engines (2): GU-XXXV Gun Pod: ***** Fuselage: | 150 each 80 each 80 each 200 200 each 100 300 | *** Armored Bathtub: Upper Legs(2): Lower Legs(2): Upper Arms(2): Lower Arms(2): Missile Packs (2, in engine cowlings): | 200 250 300 60 60 200 each |
Notes: *Destroying a Wing will force the pilot to withdraw from the battle. Destroying BOTH wings will force the pilot to land on gav pods. **Destruction of rudders or one elevator will cause a penalty of -5 to dodge, and a -30% penalty to all piloting rolls. ***Destroying the cockpit canopy will expose the pilot to the elements, possibly killing him. Destroying the Bathtub will transfer any additional MD to the pilot, possibly killing him. Ether way, roll save v death (with a +5) unless he is battle armored. ****The destruction of one engine will reduce the Mecha's top speed by half and give the pilot a -2 penalty to dodge as well as giving a 10% penalty to piloting. Pilot must RTB. *****Depleting the M.D.C. of the main body will shut the Mecha down completely, rendering it useless and causing the grav pod's internal batteries to force a controlled crash if in flight. Pilot may still eject. Speed and Statistical Data: | |||
Running: 90 MPH Range On Land: Unlimited Flying: The Thunderbolt can reach a top speed of 620 MPH. The Mecha does not have an afterburner and the fighter's normal cruise speed is 200 mph but varies on the situation. Maximum Height: 30,000 feet Range In The Air: 1,500 mile. The Mecha can carry up to three external fuel tanks that each contains 16,000 gallons of fuel and adds 8,000 miles (260 nm /480 km) to the Mecha's range, and can be refueled in the air for effectively unlimited range. Surfaced On The Water: 20 MPH Range On The Surface: Unlimited Underwater: 20 MPH Maximum Depth: 900 feet Range Underwater: 90 minutes Space: 400 MPH Range In Space: 10 Light-Years | Height: 25 feet 8 inches Wingspan: 57 feet Length: 53 feet 4 inches Weight: 51,000 pounds fully loaded. Cargo: Pilot equipment and 01 PA-101 only. Power Systems: Primary:Twin Galactic Engineering TF34-GE-100 turbofan engines (9065 lbs thrust each), uses aviation fuel. Secondary: Twin GE 1,900 turbo liquid fueled rockets (one in each foot) can be used if one or both main engines have been damaged to return to base. Flight Systems: Primary: Areo-Foil effect. Secondary: Grav Pods can be used to provide lift in the event of a shoot-down situation, but the pilot MUST return to base. Cost and Availability: 3.3 million credits; Routinely available Black Market Cost and Availability: As much as 100 million apiece; Rare. | ||
Weapons Systems | |||
1. GAU-20/B Gatling Mini-Missile Launcher: Federated replaced original GAU-8A Avenger Gatlin Gun with the Deathbringer mini missile launcher, but engineered a solid-slug variant just for this one craft. The solid slug round is a HDA (high density alloy) that also incorporates plastics and ceramics, not the original design DU (depleted uranium) round. It is every bit as lethal but more environmentally friendly as the original DU 30MM round, and cheaper than a full mini missile. Alternatively, the GAU-20 can use any type of mini missile. Range of mini missile is added to the total range, damage is as mini missile. No other changes apply. Maximum Range: 16,000 feet (1,830 m). Mega Damage: 5D6 times 10 for a short burst of 20 round or 10D6 times 10 for a long burst of 40 rounds. Each bursts count as one attack. Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5). Payload: 12,000 rounds (60 short bursts). 2. Topside Laser Turret: Designed to protect the ship from airborne 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 Effective Range: 2,000'. Mega Damage: 4D6 each twin blast. Rate of fire: Per pilot's attacks per melee. Payload: Unlimited. 3. Aft Anti-Fighter Laser: Word of advice- Never try to kill this bad lady from behind. This weapon will kill YOU instead. Maximum Effective Range: 3,000'. Mega Damage: 3D6 MD per blast. Rate of fire: Per pilot's attacks per melee. Payload: Unlimited. 4. Internal Bomb Load: A 3⅕K lbs internal bomb load is available to drop any combination of bombs, from hand grenades to nukes- Even MOAB. Maximum Effective Range: Varies by altitude bombs are dropped at. Mega Damage: Varies by bomb type (may be none). Rate of fire and Payload: One big volley of the entire 3⅕K Lbs you've got. Payload: 3⅕K lbs of any combination. 5. MM-120: Derived from the REF era MM-60. M.D. and Range: Varies by type of missile (may be none). Rate of fire: Volleys of 1, 2, 5, 10, 20, or 50 per pilots attacks per melee. Note: Only 60 mini-missiles are available at one time; However, as one missile is used another automatically takes its place. Payload: 120 S.R.M.'s. 6. Standard Gun Pods: The Thud can carry any standard variety of UGC Gun pods, from the ancient RDF-era GU-11 of VF-1 fame, to the WMX-171 Tronacator sniper gun. No gun pods was ever developed specifically for this Mecha, and MOST pictures show the Thud carrying the RGUX- 221 Rail Gun unit (an experimental model that was never put into mass production). All stats are per the gun pod. | 7. Belt-Mounted Medium Energy Cannon: Starting in 2390, a medium energy cannon was mounted amidships portside at the waist to allow the pilot to concentrate sustained fire into an area to attack infantry without having to stay in a steady flight (exposing the craft to anti-aircraft fire). The pilot has to circle the area being targeted, but can adjust his course significantly. Maximum Effective Range: 6,000'. Mega Damage: 1D6 times 10 per burst. Rate of fire: Per pilot's attacks per melee. Can be linked with some other weaps (counts as one attack no matter what weapons are involved). Payload: Unlimited. 8. Ordnance Hard Points (13): The Mecha has a total of 11 hard points. Three of the hard points are on the body of the Mecha and there are five hard points on each wing. The hard points can be used to carry missiles, bombs, mini-missile packs, or various gun pods. A GU-21 Gun Pod: Generally used to strafe infantry, armor, and openings into bunkers. Maximum Effective Range: 6,000'. Mega Damage: 3D6 times 10 per burst. Rate of fire: Per pilot's attacks per melee. Can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter what weapons are involved). Payload: 150 bursts. B PBC-7 Particle Beam Cannon: The PB-4 is a simplified version of the Gulag Officer Battle Pod main P.B.C. This weapon has served well and reliably through literally thousands of years of Warfare; It therefore was a logical choice for an integrated weapon. The primary difference between the PBC-7 and PBC-4 is that the 7 is a wing mounted weapon; The 4 is an integrated weapon. Purpose: Anti-Armor M.D.: 5D10+25 per blast Rate of Fire: Twice per melee max. Range: 10,000 feet Payload: Unlimited C Laser Cannon Pod: Adapted from the much heavier T'sentraedi ship grade laser turret, Not nearly as powerful as its lineage, but HIGHLY effective. Purpose: Anti-Armor M.D.: 5D6 times 10 per blast Rate of Fire: Twice per melee max. Range: 10 miles Payload: Unlimited D Synchro Cannon: Not Available to PCs. PERIOD. The Synchro Cannon is available to GM's as a plot device (recovering the gun from a crashed ship, for example). Maximum Effective Range: 20 miles. Mega Damage: Absolutely destroys everything in its patch. Creates a 50' beam. Rate of fire: Once per melee. No other actions are available that melee. Payload: Can only be fired 5 times before it runs out of juice. E 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 F 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. M.D. and Range: Varies with 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. G Short Range Missile Pod: The most commonly requested armament, these missile are generally used as anti-aircraft defense. The A/BG-20 just isn't a dogfighter. Also used to destroy other aircraft on the ground and helicopters. M.D. and Range: Varies with missile types. 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. H Medium Range Missile Pod: Normally used for anti-armor/anti-personnel. M.D. and Range: Varies with 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. I 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. M.D. and Range: Varies with missile types, mini-missiles only. 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. | ||
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