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Air Mines

___Otherwise normal mini- or short range missiles equipped with a grav pod just forward of the rocket motor. These mines are NORMALLY tethered to the ground by a power cable and programmed to attack certain specific targets from or in the air. Once a “suitable” target is detected, the missile breaks its confinement collar, the power tether drops to the ground, and the rocket motor engages. However, the power tether can be replaced with a solar panel, giving it unlimited hover time. These “free range” versions are used to control an entire PLANET normally.

___The mines are carefully constructed devices, which automatically balance themselves, sitting in the air roughly parallel to the ground.

___Note: Aerial Mines can also be used in space; However Space Mines are more usually used for this. (Space Mines and Aerial Mines have the EXACTLY same stats.)



Alpha Type Aerial Mine

___Otherwise normal mini-missiles equipped with a grav pod just forward of the rocket motor. Usually used as an area denial weapon against ground forces.
Model Type: Mine, Aerial, Alpha Type
Class: Aerial Mine
Crew & Passengers: NONE! This would be a suicide weapon.
M.D.C. By Location:
Fuselage- 1ุ
Warhead- 5
Rocket Motor- 5
Power Cable (Tether)- 25
Solar Panels- 2ุ

Speed, Statistical Data, and Warhead Information:
Kill Phase Flight: 5ุุ MPH
Hovering Ceiling: 5 miles
Loiter Time: Unlimited on tether or solar panels; 48 hours on reserve battery supply.
Width: Of Fuselage: 6 inches At Wingtips: 18 feet
Length: 24 inches
Weight: 5 lbs.
Power System:
Primary: Power Tether or Solar Panels
Secondary: Battery Backup
Flight System: Grav Pod
Cost and Availability: 5ุ,ุุุ credits each; Restricted- Only sold to authorized purchasers.
Estimated Black Market Cost and Availability: Between 1,ุุุ and one million credits, depending on quality; Occasional availability.
Purpose: Defense/Area Denial
M.D.: Varies by warhead.
Rate of Fire: One time only.
Range: In kill phase flight, they can attack any target within a one mile area. Those tethered to the ground can be tasked to attack a specific target, or any target inside a given area.
Payload: One time only.

Standard Features:

• Radar: Combat grade radar. Range: 2ุุ miles, can track up to 25ุ individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
• ESM: Radar Detector. Passively detects other radars being operated. Can be used to target enemy vehicles.
• 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.
• Tether: Allows continuous connection to the ground, both for power and communications; Tethered mines can actually be activated by ground controllers.
• Motion Detector: Tracks motion around the mine to help identify a target and it’s nature; Automated units use this to assist in kill/standby determination.
Combat stats for the Type Alpha Aerial Mine:
• 2 attacks per melee until destroyed.
• +2 dodge
• +2 strike
Beta Type Aerial Mine

___Otherwise normal S.R.M.s equipped with a grav pod just forward of the rocket motor. Usually used as an area denial weapon against aircraft and large robots.br> Model Type: Mine, Aerial, Beta Type
Class: Aerial Mine
Crew & Passengers: NONE! This would be a suicide weapon.
M.D.C. By Location:
Fuselage- 2ุ
Warhead- 1ุ
Rocket Motor- 1ุ
Power Cable (Tether)- 25
Solar Panels- 25

Speed, Statistical Data, and Warhead Information:
Kill Phase Flight: 5ุุ MPH
Hovering Ceiling: 1ุ miles
Loiter Time: Unlimited on tether or solar panels; 48 hours on reserve battery supply.
Width: Of Fuselage: 4 inches At Wingtips: 12 feet
Length: 38 inches
Weight: 8.5 lbs.
Power System:
Primary: Power Tether or Solar Panels
Secondary: Battery Backup
Flight System: Grav Pod
Cost and Availability: 15ุ,ุุุ credits each; Restricted- Only sold to authorized purchasers.
Estimated Black Market Cost and Availability: Between 1,ุุุ and one million credits, depending on quality; Occasional availability.
Purpose: Defense/Area Denial
M.D.: Varies by warhead.
Rate of Fire: One time only.
Range: In kill phase flight, they can attack any target within a 5-mile area. Those tethered to the ground can be tasked to attack a specific target, or any target inside a given area.
Payload: One time only.

Standard Features:

• Radar: Combat grade radar. Range: 2ุุ miles, can track up to 25ุ individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
• ESM: Radar Detector. Passively detects other radars being operated. Can be used to target enemy vehicles.
• 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.
• Tether: Allows continuous connection to the ground, both for power and communications; Tethered mines can actually be activated by ground controllers.
• Motion Detector: Tracks motion around the mine to help identify a target and it’s nature; Automated units use this to assist in kill/standby determination.
Combat stats for the Type Beta Aerial Mine:
• 2 attacks per melee until destroyed.
• +2 dodge
• +2 strike
Gamma Type Aerial Mine

___Otherwise normal M.R.M.s equipped with a grav pod just forward of the rocket motor. Usually used as an area denial weapon against aircraft and ships, making it a HIGHLY popular weapon in CFRN inventories.
Model Type: Mine, Aerial, Type
Class: Aerial Mine
Crew & Passengers: NONE! This would be a suicide weapon.
M.D.C. By Location:
Fuselage- 3ุ
Warhead- 2ุ
Rocket Motor- 2ุ
Power Cable (Tether)- 25
Solar Panels- 25

Speed, Statistical Data, and Warhead Information:
Kill Phase Flight: 1,2ุุ MPH
Hovering Ceiling: 25 miles
Loiter Time: Unlimited on tether or solar panels; 72 hours on reserve battery supply.
Width: Of Fuselage: 6 feet At Wingtips: 21 feet
Length: 1ุ feet
Weight: 5ุ lbs.
Power System:
Primary: Power Tether or Solar Panels
Secondary: Battery Backup
Flight System: Grav Pod
Cost and Availability: 1.5 million credits each; Restricted- Only sold to authorized purchasers.
Estimated Black Market Cost and Availability: Between One and Eight million credits, depending on quality; Occasional availability.
Purpose: Defense/Area Denial
M.D.: Varies by warhead.
Rate of Fire: One time only.
Range: In kill phase flight, they can attacks any target within a 3ุ-mile area. Those tethered to the ground can be tasked to attack a specific target, or any target inside a given area.
Payload: One time only.

Standard Features:

• Radar: Combat grade radar. Range: 2ุุ miles, can track up to 25ุ individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
• ESM: Radar Detector. Passively detects other radars being operated. Can be used to target enemy vehicles.
• 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.
• Tether: Allows continuous connection to the ground, both for power and communications; Tethered mines can actually be activated by ground controllers.
• Motion Detector: Tracks motion around the mine to help identify a target and it’s nature; Automated units use this to assist in kill/standby determination.
Combat stats for the Type Gamma Aerial Mine:
• 2 attacks per melee until destroyed.
• +2 dodge
• +2 strike


A-Wing Space Attacker

___The A-Wing is a relatively new attacker. It's small size makes it harder to hit, yet has an excellent weapons selection and good maneuverable, and carries a hyperdrive to travel from system to system.

___The craft is being fielded to the Spaceway Patrol as an interdiction attacker (chasing Go fast smuggler ships), the Exploration Service for long range exploration and probing, and most notably, the Marine for Force Reconnaissance and Sniper Teams, who use them for quiet insertation.

___They have also become highly valuable to various malcontents, especially the Militias which use them to strike at Spacy Transport Command ships and supply bases to prevent or restrict the Spacy's ability to supply the fleet and, more critically, the Marine Expeditionary Force it is currently supporting. Because these bases are often cohabited as Patrol Bases, it is not unusual to find A Wings on BOTH sides of the battle; This has led to an unofficial tradition of Militias painting their A Wings BLUE while Patrol and Spacy ships remain RUSTY BROWN or WHITE.

___A feature found almost EXCLUSIVELY on the A Wing is the Pilot Hibernation Unit, which will actually allow the pilot to enter a near suspended state; Breathing drops to 1 BPH, heart rate 1/1ุ BPH. These LOW rates will extends life support 1,ุุุ times. this feature can actually be installed on ANY standard fighter, but the A Wing is standardly equipped with this feature.


A Patrol of A-Wings


A Militia A-Wing for comparison; Intel believes these are Arouna Colony Militia
ships due to the twin PBCs, rather than the more normal swivel guns.

Model Type: ASA-481
Vehicle Type: Interdiction Attack/Deep Space Exploration
Crew: One
M.D.C By Location:
Fuselage- 3ุุ
Engines (2)- 2ุุ each
Reinforced Pilots Cockpit- 2ุุ
Swivel Guns (2)- 4ุ each
Proton Torpedo (2 Launchers)- 1ุุ
Variable Force Field- 2ุุ per side (1,2ุุ total)

Note:

Speed and Statistical Data:
Driving on the Ground: พ MPH for about a mile or so; Only for taxiing for launch and landing.
In Atmosphere: Mach 8
In Space: Mach 3ุ
FTL: Factor 6
Maximum Range: Both Versions: the fighter has enough fuel for 240 hours (10 days) of operation. Fighter uses a very small fusion cell system for power systems. The fighter carries two weeks of consumables for fighters crew. Length: 32 feet
Height: 11 feet
Width: 22 feet
Weight: 8 tons
Thrust System: A pair of RR-CASฏุุ2ๆณ Fusion Thrust Reactors.
Power System:
Primary: Bleed-off from the reactors; Output: 48,ุุุ KWh; Lifespan: 4ุ years.
Secondary: Solar Sails; Output: 16,ุุุ KWh; Range: 6,ุุุ AU's
Cargo: Pilot Supplies only; In the case of the A-Wing, Power Armor is considered "pilot supplies", but can not be worn during Hib Mode.
Cost And Availability: 45 million credits to build.

Weapons Systems:
1. Swivel Guns: On either side of the ship is a pair of swiveling guns; They have an arc of fire of a full 36ุบ, but they have ุบ swivel- Straight forward, down, up, rear, and all points in between. The gun pods consist of s GU-XVI/a and Laser Cannon portside, Particle Beam and Ion Cannons starboard. This collection of different weapons give the pilot maximized flexibility. However, this flexibility comes at a cost; The payload is limited to 1ุุ blasts TOTAL between the 4 weapons per hour (except the GU-XIV/a).
Port GU-XVI/a Gun Pod: The GU-XVI/a is a very similar to the GU-2ุ gun Pod of R.D.F. fame; However, the GU-XVI is single barreled, the barrel is rifled, and the range is MUCH greater. The GU-XVI/a is NOT effected by the 1ุุ shot per hour limit.
Purpose: Door blasting; Typically, they will be aimed generally towards doors to blow them open and allow power armor troopers in.
MD: 4D1ุ per 1ุ round burst; Can ONLY fire bursts.
Range: 48,ุุุ feet
Rate of Fire: Per pilots attacks per melee.
Payload: 1,ุุุ rounds; That's 1ุุ bursts.
Port Laser Auto Cannons: Normal lasers emit a short, hyper-intense beam of light which incinerates everything in a small area; Laser Auto Canons emit a full-melee beam of energy, like a rod of energy; This can either be placed on a particular spot for the full melee, or tracked to the target (+2 strike). Either way, this is the most powerful laser battery ever put on a Mecha to anyone's knowledge.
Purpose: Anti-Armor
MD: Tracking Blast: 1D6X1ุ; Concentrated Blast: 1D4X5ุ
Rate Of Fire: Once per melee
Range: 3ุ,ุุุ feet
Payload: Unlimited

Particle Beam Cannon: A lighter, Tśentraedi-style Particle Beam Cannon.
Purpose: Anti-Ship/Armor.
MD: 4D1ุ per blast.
Range: 4,ุุุ feet
Rate of Fire: Per pilots attacks per melee.
Payload: Conditionally unlimited; Between this AND the other three swivel guns, the pilot get 1ุุ shot per melee maximum; However, per melee, the pilot has as many attacks per melee as their skill level allows.
Starboard Ion Cannons: The ion cannon is the stun gun for spaceships; Normal damage, therefore, doesn't exactly apply (see Effect).
Effect:
Against material: Roll on the following table:
ุ1-6ุ: Ships is dead in space; It will be drawn to the nearest gravity well (planet). The engine is completely dead, and can not be repaired. The ship must be abandoned.
6ุ-9ุ: The ships is restricted, roll again:

ุ1-5ุ: Ship is sluggish; ฝ attacks per melee, and pilots, crew, etc are ฝ to all applicable skills (i.e. pilot: spaceship of 85% now is 42%, rounded down).
ุ1-51: Ship is DIS (dead in space); It will take 1D4 hours to repair the ship IF parts are available, or 1D4 minutes to jerry-rig the ship.
91-ุุ: MIRACLE; The blast had no effect! GM selects a non-drive system to destroy (that systems somehow grounded out the entire blast). Note: The fighters can still fire again.
Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 6ุ% chance of stunning those not wearing any. Spacesuits, rubber suits, etc also provide sufficient protection.
Range: 2ุ miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: 2 blasts every other melee; It needs time to repower.

Range: 12,ุุุ feet
Rate of Fire: Per pilots attacks per melee.
Payload: Conditionally unlimited; Between this AND the other three swivel guns, the pilot get 1ุุ shot per melee maximum; However, per melee, the pilot has as many attacks per melee as their skill level allows.

2. Twin Fixed-Forward Light Lasers: These fixed-forward lasers are generally used for blasting away armor; They can also be used for dogfighting.
Purpose: Anti-Armor
MD: 6D6 per twin blast
Range: 4,ุุุ feet
Rate of Fire: Per pilots attacks per melee.
Payload: Conditionally unlimited; Between this AND the other three swivel guns, the pilot get 1ุุ shot per melee maximum; However, per melee, the pilot has as many attacks per melee as their skill level allows.

3. Underside Laser Turret: A slightly modified version of the VF-1D head. These laser turrets are generally used for infantry/power armor blasting and anti-aircraft fire neutralization (blasting AAA batteries and AA missiles).
Purpose: Anti-Infantry/Anti-AAA
MD: 2D4 per blast
Range: 2,ุุุ feet
Rate of Fire: Per pilots attacks per melee.
Payload: Conditionally unlimited; Between this AND the other three swivel guns, the pilot get 1ุุ shot per melee maximum; However, per melee, the pilot has as many attacks per melee as their skill level allows.

3. Underside Laser Turret: A slightly modified version of the VF-1D head. These laser turrets are generally used for infantry/power armor blasting and anti-aircraft fire neutralization (blasting AAA batteries and AA missiles).
Purpose: Anti-Infantry/Anti-AAA
MD: 4D6X1ุ per warhead
Blast Radius: 5ุ feet
Range: 1,ุุุ miles
Rate of Fire: First Volley: 1 or 2 of the missiles can be fired; Second Volley: The remaining 2 unused missile form that launcher can be used; If both launchers were fired in the first volley, then all 4 remaining missiles can be fired in the second volley. Number of volleys per melee: Per pilots attacks per melee.
Payload: 3 per launcher; Most A-Wings have 2 launchers, but some have been fitted with a third launcher.

Standard Features

• E.S.M.: Radar Detector. Passively detects other radars being operated.
• Radar: Combat grade radar. Range 1ุุ miles, can track up to 5ุ 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.
• GPS: Standard tracking device. Ties into the Blue Force Tracker.
• Anti-Jamming System: Reduces Electronics Countermeasure by พ (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.
• 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 tailerons.
• 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 ุ4 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 2ุ% against smart missiles (add +2ุ% to rolls for smart missiles.)
Effect:
ุ1-5ุ 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-ุุ 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: 6ุ chaff/flares. Each time the system is engaged, the system fires off ุ4 chaff/flares.
• LDP (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.
• Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1ุ miles; Magnification: 4ุX
• 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 5ุุ miles. Specific range can be adjusted in 1 mile increments.
• Video Camera: Records from the HUD and HDD. 5ุ hours of recording available.
• Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, G.P.S., 1st 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 (25ุ’ apogee), 7 white parachute flares (1,5ุุ’ apogee), 1ุุ’ of black or brown parachute cord (15ุ lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1ุ 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).


Technical pics of the A Wing; Nose, Tail, Left Side, and Right Side, bracketed by the Undercarriage and Overhead, respectively.

Combat Bonuses from A-Wing Attacker Combat Elite:

• 2 additional attacks per melee.
• One additional attack per melee at levels 3, 5, 8, and 11.
• Enemies are -3 to strike.
• +2 Initiative
• +2 Strike
• +3 Dodge

Incom T-65 X-Wing Starfighter

___The X-Wing was the main aero-space superiority fighter of the Natuna Empire until the Empire's disbandments (the first step to annexation by the UGC). Part of the deal to disband and peacefully enter the UGC was that Natuna systems be allowed to keep their existent defense forces and Natuna Imperial Navy and Army be folded into the Spacy and Marine, with their ranks intact- And their own hardware.

___Several generations have come and gone; The last "true" Natunite passed away some 2ุุ years ago. The agreement that brought the X- and Y-Wings into the Spacy has now long since lapsed, yet the former Natuna systems keep their X-Wing fighters for their Robotech Defense Forces, and independent groups (mostly mercenaries) have taken them on as aero-space superiority.


A typical X-Wing Fighter

Model Type: T-65
Vehicle Type: Space Superiority Fighter
Crew: One
M.D.C By Location:
Laser Cannons (4)- 5ุ each
Proton Torpedo Launcher Bay (2 Launchers)- 1ุุ
Engines (4)- 25ุ each
S-Foils (4)- 15ุ each
Landing Struts (3)- 2ุ each
Main Body- 45ุ
Reinforced Pilots Cockpit- 25ุ
Variable Force Field- 25ุ per side (1,5ุุ total)

Note: Ususal penalties apply

Speed and Statistical Data:
Driving on the Ground: 0.5 MPH/Taxi only.
FTL: Factor 10
In System: Mach 25
In Atmosphere: Mach 25
Range: Per power plant. The ships doesn't have chemically-based thrusters, etc.
Length: 42 feet
Height: 8 feet
Width: 38 feet, 6 inches
Weight: 15 tons
Power and Thrust System: FTT-ุ61 fusion reactor; Output: 21,ุุุ KWh; Lifespan; 2ุ day normal operation.
Flight System: Anti gravity pods.
Cargo: Pilot Supplies only.
Cost and Availability: 65 million credits to build.

Weapons Systems:
1. Main Quad Laser Cannons: These are the main weapons of the X-Wing; Adapted from warships lasers, the canons are placed at the ends of the four S-Foils. These weapons can ONLY be used with the S-Foils in the "OPEN" (attack) position.
MD: 1D4x1ุ per blast
Range: 1ุ miles
Rate of Fire: 4 times per melee to a maximum total of 1ุุ blasts per hour with its brother guns.
Payload: Effectively Unlimited.

2. Twin Forward Lasers: These light laser auto-cannons can be used with the S-Foils in eighter open or closed positions; Normal lasers emit a short, hyper-intense beam of light which incinerates everything in a small area; Laser Auto Canons emit a full-melee beam of energy, like a rod of energy; This can either be placed on a particular spot for the full melee, or tracked to the target (+2 strike). Either way, this is the most powerful laser battery ever put on a fighter to anyone's knowledge.
Purpose: Anti-Armor
MD: Tracking Blast: 1D6X1ุ; Concentrated Blast: 1D4X5ุ
Rate Of Fire: Once per melee
Range: 3ุ,ุุุ feet
Payload: Unlimited

3. Anti-Matter Missile Launchers: Located on the underside of the engine compartment.
Purpose: Anti-City/Ship
Missile Type: Long Range Anti-Matter
MD: 4D6X100
Range: 20,000 miles
Blast Radius: 10 miles
Rate of Fire: One at time per pilots attacks per melee.
Payload: 12

Standard Features

• 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 1ุ mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
• Magnetic Pads: Magnetic pads on the landing struts allow the fighter to adhere to the hulls of warships and SOME buildings.
• E.S.M.: Radar Detector. Passively detects other radars being operated.
• Radar: Combat grade radar. Range 1ุุ miles, can track up to 5ุ 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.
• GPS: Standard tracking device. Ties into the Blue Force Tracker.
• Anti-Jamming System: Reduces Electronics Countermeasure by พ (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.
• 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 tailerons.
• 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 ุ4 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 2ุ% against smart missiles (add +2ุ% to rolls for smart missiles.)
Effect:
ุ1-5ุ 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-ุุ 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: 6ุ chaff/flares. Each time the system is engaged, the system fires off ุ4 chaff/flares.
• LDP (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.
• Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1ุ miles; Magnification: 4ุX
• 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 5ุุ miles. Specific range can be adjusted in 1 mile increments.
• Video Camera: Records from the HUD and HDD. 5ุ hours of recording available.
• Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, G.P.S., 1st 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 (25ุ’ apogee), 7 white parachute flares (1,5ุุ’ apogee), 1ุุ’ of black or brown parachute cord (15ุ lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1ุ gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating life vest (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).

An X-Wing with it's S-Foils in the "Closed" Position

Combat Bonuses from X-Wing Fighter Combat Elite:

• 2 additional attacks per melee.
• One additional attack per melee at levels 3, 5, 8, and 11.
• +1 Initiative
• +2 Strike
• +2 Dodge

BTL-A4 Koensayr Y-Wing Starfighter

___The Y-Wing Bomber was the Natuna's first inter-planetary platform; It was this ship that they first used to reach out to the stars.

___Nominally a two-man craft, it was originally meant as an anti-fighter; Turreted lasers gave it the ability to shoot down fighters, turning air superiority to the Natuna's side; Once they held control of space, they came to rule Andaru.

___With their home world under their control the Natuna (a nation) reached out for the stars; The Natuna retro-fitted a war-time surplus Kackanore Fighter with suspended animation pod and an experimental near-light speed drive. Before launching a manned mission, though, they sent an automated probe to a nearby neighbor.

___This proved to be wise, for while the probe headed out, they developed an FTL system. Another Kackanore, fitted out with the new drive, was launched under a private investment; And her maiden voyage was manned.

___The Y-wing proved to be a very able aero-space fighter for the next 150 years, until the X-Wing superceded it. The Y-Wing remained as a fighter for many more years, but slowly became more of a bomber/attacker.

___It's recent replacement by the A-Wing isn't complete, as there are simply so many Y-wings to replace, but the Y-Wing now is simply too slow for practical combat action.

___The Y-Wings are finding their ways into museums, and many are being snapped up by the Survey service and other exploration-dependant agencies and corporations; Most, however, are finding their way toe the scrappers.

___Many, though, have been de-milled and automated as sentry posts.


A pair of typical Y-Wing Attack/Bombers. The fact that there are two together means these are operations, not automated, ones.

Model Type: ASB-4
Vehicle Type: Heavy Starfighter/Bomber
Crew: Two (can be operated by one)
M.D.C By Location:
Fuselage- 300
Reinforced Pilots Cockpit- 200
Laser Cannons (2)- 50 each
Ion Cannon Turret (2 Barrels)- 60
Proton Torpedo Launcher Bay (2 Launchers)- 100
Engines (2)- 300 each
Landing Struts (3)- 20 each
Variable Force Field- 400 per side (24,000 total)

Note: Usual penalties apply.

Speed and Statistical Data:
Driving on the Ground: 0.5 MPH Taxi only
FTL: Factor 5
In System: Mach 15
In Atmosphere: Mach 5
Range: Per power plant. The ships doesn't have chemically-based thrusters, etc.
Length: 52 feet 6 inches
Height: 7 feet
Width: 30 feet
Weight: 25 tons unloaded
Power and Thrust System: JTT-0581 fusion reactor; Output: 8,000 KWh; Lifespan; 60 day normal operation.
Optional Secondary Power System: Solar Sails; : 5,000 KWh; Lifespan; Unlimited to 60 AU.
Flight System: Anti gravity pods.
Cargo: Pilot Supplies only.
Cost and Availability: 80 million credits/Always available.

Weapons Systems:
1. Twin Laser Cannon: Forward firing, these lasers protrude out the nose of the craft. These are being replaced with advanced radar dishes in the sentry variants.
MD: 1D4x1ุ per blast
Range: 1ุ miles
Rate of Fire: 4 times per melee to a maximum total of 1ุุ blasts per hour with its brother guns.
Payload: Effectively Unlimited.

2. Twin Ion Cannons: The overhead of the craft has a pair of ion cannons mounted in a turret. Arc is 3ุบ inclinate, 1ุบ declinate, lateral traverse is a full 36ุบ.
Purpose: Anti-Mecha
M.D.: 2D6X1ุ per barrel.
Rate Of Fire: Per Pilots attacks per melee.
Range: 24,ุุุ feet
Payload: Unlimited

3. Twin Anti-Matter Missile Launchers: During the transition to space fighter, the Y-Wing added an anti-matter missile launcher system. Unfortunately, they ship didn't have much room, and only two could be fitted inside.
Purpose: Anti-City/Ship
Missile Type: Long Range Anti-Matter
MD: 4D6X100
Range: 20,000 miles
Blast Radius: 10 miles
Rate of Fire: One at time per pilots attacks per melee.
Payload: 2; An additional 10 to 12 can be mounted around the fuselage.

Standard Features

• E.S.M.: Radar Detector. Passively detects other radars being operated.
• Radar: Combat grade radar. Range 1ุุ miles, can track up to 5ุ 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.
• GPS: Standard tracking device. Ties into the Blue Force Tracker.
• Anti-Jamming System: Reduces Electronics Countermeasure by พ (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.
• 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 tailerons.
• 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 ุ4 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 2ุ% against smart missiles (add +2ุ% to rolls for smart missiles.)
Effect:
ุ1-5ุ 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-ุุ 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: 6ุ chaff/flares. Each time the system is engaged, the system fires off ุ4 chaff/flares.
• LDP (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.
• Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1ุ miles; Magnification: 4ุX
• 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 5ุุ miles. Specific range can be adjusted in 1 mile increments.
• Video Camera: Records from the HUD and HDD. 5ุ hours of recording available.
• Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, G.P.S., 1st 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 (25ุ’ apogee), 7 white parachute flares (1,5ุุ’ apogee), 1ุุ’ of black or brown parachute cord (15ุ lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1ุ gallons), manual-inflating liferaft (for at-sea abandonment), self-inflating life vest (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 from Y-Wing Attack/Bomber Combat Elite:
• 1 additional attack per melee.
• +1 to all combat actions



XF-95 Headhunter


Two angles of the XF-95; Nose and Left Side.

___The XF-95 Headhunter is an advanced, dedicated aero-space fighter that has changed throughout the years, eventually evolving into the X-wing starfighter. The XF-95 is notorious for being able to take a brutal pounding before falling apart. Famed for just how much punishment they can take in battle, they still serve because of their durability, wide-spread availability, and ease of maintenance. So many XF-95s have been made that they are affectionately referred to as "the" aerospace superiority fighter. Even the Guardian Fighters aren't QUITE as common (though any three types combined would outnumber the Headhunters). A multi-purpose starfighter, the XF-95 has spawned countless variants, with individual forces, government, squadrons and owners adding and adapting components and systems. XF-95s had respectable armor plating, but their shielding tended to be very light; As weapons technologies have improved, the fuselage and other armor have been outdated, and shielding has been advanced extensively to compensate.

___The XF-95XT is a two-seat version of the XF-95 Headhunter originally used for training, but now are more commonly used for sightseeing flights and aerial surveillance (usually for land speculation and mineral development).

___The initial XF-95 models resembled atmospheric craft rather than deep-space starfighters. Early production models were twin-tailed wedge-shaped craft with bubble-cockpits. However, changes added to new XF-95s annually during the height of production; As the series progressed, the cockpit bubble got smaller, with increased instrumentation compensating for reduced visibility. They employed a holographic heads-up display that made the bubble canopy even more effective.

___The tips of the wings (latter foils) typically housed the primary weapons (usually lasers) while the fuselage provided a more stable platform for missile weapons. And of course, each generation of XF-95 increased in speed. Even compared to today's fighters, XF-95s had excellent maneuverability.

___Later-era XF-95s had a basic configuration that bordered on the X-wing that took the galaxy by storm. The XF-95-F4A featured twin engine clusters that split into a total of four engine thrusters, much like the modern X-wing. These later Headhunters even had the capability of splitting the foils, widening the coverage area of the wing-mounted weapons. It is, in fact, unclear where exactly the Headhunter ends and the X-Wing begins, though it is generally accepted that the XF-95 becomes the X-Wing at the installation of FTL Drives.

___The XF-95 Headhunter was a late Naruna Global War air supremacy fighter operated by the Fredian Faction. The earliest versions were variable-geometry swing-wings with large ailerons which gave it superb agility in atmosphere, and were armed with a pair of laser auto-cannons and concussion missiles. Most have long-since been removed from service, supplanted by or upgraded to the more familiar and heavier forward swept, fixed-wing Mk.2 version with 4 fusion engines, which remains in service and is suitable for aero-space combat as one of the most nimble aero-space fighters ever produced.

___Every so often, an older Mk1 turns up. The kit required to upgrade the Mk1 to Mk2 is still manufactured, and FTL Drives can be purchased on both the grey and black markets. Other upgrade components can also available, but these are mostly on the black market.

___It is important to note that this was the craft for which the AB-41 was converted to the Y-Wing Fighter to combat; Had not the Y-Wing been developed, it is probably that Natura would have lost the war.


A pair of XF-95's on patrol. The blue color indicates they may be Militia.

Nmae: XF-95 Headhunter
Model and Number: XF-95; Despite the fact that they saw combat during the Natura Global War AND subsequent wars, it was pressed into service BEFORE it was officially no longer was experimental.
Vehicle Type: Aero-Space Fighter
Crew: One; Two-seater models are available, but not common. Mostly used for training and sightseeing.
M.D.C By Location:
Fuselage- 35ุ
Engines (ุ4)- 2ุุ each
Reinforced Pilots Cockpit- 25ุ

Note: Usual conditions apply

Speed and Statistical Data:
Driving on the Ground: ฝ mph for a few miles; Taxi only.
FTL: N/A. Those upgraded to FTL generally have an FTL Factor between 1 and 5.
In Atmosphere and Space: Mach 2ุ
Maximum Range: No technical limit.
Length: feet (12 meters)
Height: feet (3.3 meters)
Width: feet (5.4 meters)
Weight: tons (13.1 metric tons) unloaded
Flight Systems:
Primary: Standard gravity pods
Secondary: Aero-foil effect.
Thrust System: Quad GFR-672 Dual-Aeration Scram-Jet Engines.
Power Systems:
Primary: Fusion power supply with a 2ุ day duration at normal output. Fusion power supply can run life support without any thrust for 2 years although rations and water will have long run out.
Secondary: Sometimes solar panels are put on the fighters for additional power.
Cargo: Small Storage Space, 4 ft x 4.5 ft x 4 ft. Used for emergency equipment and weapons but a passenger can be crammed in emergency.
Market Cost and Availability: 25 million credits to build.

Weapons Systems:
1. Twin Laser Auto Cannons: Normal lasers emit a short, hyper-intense beam of light which incinerates everything in a small area; Laser Auto Canons emit a full-melee beam of energy, like a rod of energy; This can either be placed on a particular spot for the full melee, or tracked to the target (+2 strike). Either way, this is the most powerful laser battery ever put on a Mecha to anyone's knowledge.
Purpose: Anti-Armor
MD (per cannon): Tracking Blast: 1D6X1ุ; Concentrated Blast: 1D4X5ุ
Rate Of Fire: Once per melee
Range: 3ุ,ุุุ feet
Payload: Unlimited

2. 12 Concussion Missiles: Specially modified High explosive missiles; In this case, medium range.< br> Purpose: Anti-Ship/Bunker
MD: 2D6X1ุ.
Range: 1ุุ miles.
Blast Radius: 1 mile.
Rate Of Fire: 1 missile per pilots attacks per melee.
Payload: 12 total

3. Twin Forward Facing Light Laser Cannons: A third, rear-facing Maser was also installed to reduce the effectiveness of tailing dogfighters; The weapon can be used by a rear-facing sensor officers at full ability, or can be fixed exactly rear and used by the pilot at one attack per melee.
MD: 1D6 per barrel
Range: 5,ุุุ feet (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.

Optional Additional Armaments:
4. 2 undercarriage VWC pods: Any type EXCEPT the Syncro-Cannon can be carried.

Optional Alternate Armaments:
3a. Plasma Cannons: Exactly the same as the optional plasma shoulder cannon from the Nousjadeul-Ger Male Power Armor, except that the range is GREATLY improved. One or both forward lasers can be replaced with this weapon.
MD: Per barrel: 3D8 per blast.
Range: 8 miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: Effectively Unlimited.

3b. Ion Cannons: The ion cannon is the stun gun for spaceships; Normal damage, therefore, doesn't exactly apply (see Effect). One or both foreward lasers can be replaced with these weapons.
Effect:
Against material: Roll on the following table:
ุ1-6ุ: Ships is dead in space; It will be drawn to the nearest gravity well (planet). The engine is completely dead, and can not be repaired. The ship must be abandoned.
6ุ-9ุ: The ships is restricted, roll again:

ุ1-5ุ: Ship is sluggish; ฝ attacks per melee, and pilots, crew, etc are ฝ to all applicable skills (i.e. pilot: spaceship of 85% now is 42%, rounded down).
ุ1-51: Ship is DIS (dead in space); It will take 1D4 hours to repair the ship IF parts are available, or 1D4 minutes to jurry-rig the ship.
91-ุุ: MIRACLE; The blast had no effect! GM selects a non-drive system to destroy (that systems somehow grounded out the entire blast). Note: The fighters can still fire again.
Against Personnel: Will stun anyone not wearing environmentally sealed body armor, and has a 6ุ% chance of stunning those not wearing any. Spacesuits, rubber suits, etc also provide sufficient protection.
Range: 2ุ miles (double in space)
Rate of Fire: Per pilots attacks per melee.
Payload: 2 blasts every other melee; It needs time to repower.

Standard Features

• E.S.M.: Radar Detector. Passively detects other radars being operated.
• Radar: Combat grade radar. Range 1ุุ miles, can track up to 5ุ 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.
• GPS: Standard tracking device. Ties into the Blue Force Tracker.
• Anti-Jamming System: Reduces Electronics Countermeasure by พ (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.
• 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.
• Oxygen Rebreather System: Extends pilots air supply to 1ุุ hours; Cartridge MUST be replaced after that period of time.
• Magnetic Clamps: Electro magnets in the pads of the landing struts allow the fighter to adhere to the hulls of warships and the exteriors of SOME buildings.
• Decoys: Despite the realative commonality of the Launched/Towed Decoy Pods and Anti-Missile Chaff/Flare Dispensor systems, the simpler Decoys originally used on the Starfighter is the one still in use. The reason they have not been switched out fo the more effective L/TDP and AMC/FD systems is the Seinerian sense of superiortiy; However, privately owned combat ready craft have been retro-fitted to the better system. Thje decoys themselves are specially modified Mini-Missiles that produce burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the fighter. Note: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP’s, they aren’t powerful enough for use with Destroids/Guardians/Etc. Reduce effects by 2ุ% against smart missiles (add +2ุ% to rolls for smart missiles.)
Effect:
ุ1-5ุ: 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-ุุ: 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. Also, a cloud of smoke approximately 25Square feet.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.
• 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.
• 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 1ุ mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
• Towed XTNDR RADAR/Radio Antenna Extender: A simple 1ุ lb. pod is towed 1ุุ feet behind the fighter. A fiber-optic cable relays the data collected from the XTNDR Pod to the fighter's computers.
M.D.C. By Location:
Pod: 5ุ
Fiber Optic Cable: 1ุ
Effect: Extends range of any sensors 1ุ times (or defeats other penalties in a 5 mile area).

• Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1ุ miles; Magnification: 4ุX
• 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 5ุุ miles. Specific range can be adjusted in 1ุุ mile increments.
• Video Camera: Records from the HUD and HDD. 5ุ hours of recording available.
• Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, GPS, 1st 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 (25ุ’ apogee), 7 white parachute flares (1,5ุุ’ apogee), 1ุุ’ of black or brown parachute cord (15ุ lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1ุ gallons), manual-inflating liferaft (for at-sea abondonment), self-inflating lifevest (15# bouyancy). 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 from XF-95 Headhunter Combat Elite:

• 2 additional attacks per melee.
• One additional attack per melee at levels 3, 9, 12, and 15.
• +2 Initiative
• +3 Strike with lasers, +2 strike with missiles
• +2 Dodge
• +3 Roll


Two pics of XF-95's; The green one on the left is a Civil
Defence fighter. The red on the right is and RDF fighter.

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