Lackland Station itself.
Like any other agency in the UGC, the GIB has a wide selection of hardware restricted to their use.
The upheavals and chaos that was the Global Civil War and First Robotech War caused many sensitive projects to "get out"; All of these aero-space craft were, at one time, classified "Black Project"; They simply didn't exist. You didn't talk about them, because they didn't exist. They were non-existent.
Even now, many aspects of these craft are STILL secret, although all of them have been publicly acknowledged, even doing airshows; The X-29 has even been sold to mercenaries that the REF has had good working relationships with, and the U-2 can be purchased by civilian agencies with legitimate necessity for it (mostly the GSA, though that is a military agency).
The chaos of the GCW and First Robotech War caused the planes to be lost and forgotten for almost 1ุุ years; When the State Of Texas attempted to succeed from the US, the sites where these planes had been operating out of had to be hastily evacuated; The planes were moved to an airfield in Canada, warehoused there and forgotten. Those responsible for the projects were killed during the war; The planes just sat there with other artifacts for which the history will NEVER be fully known. They were re-discovered one day when an REF Field Scientist 1ุth level and Captain, Johnny TORREO, was informed there were strange planes at a warehouse. He arrived, inspected the materials, and reali
zed what it was he'd found.
BATTLESTAR-Class Spyship Name: BATTLESTAR-Class Spyship Speed and Statistical Data: Weapons Systems 2. Automated Missile Battery: Each vessel is equipped with 12 of these missile turrets, two on each of her six main sides. 3. Defensive Laser Batteries (1ุุ): For anti-missile and meteorite defense. 4. Ships, Fighters, Power Armor, and Robots: These fluctuate wildly over time; Each individual mission has specific requirements and therefore the weapons platforms on board will be adjusted to those needs. However, the following is a GENERAL assortment: Features: U-2 Dragonlady Spy Plane Name: U-2 Dragonlady Speed and Statistical Data: Height: 16 feet 1 inches Weapons Systems NONE: This is NOT a combat aircraft. Features SR- Name: Blackbird Speed and Statistical Data: Statistical Data: Weapons Systems 2. MRM Launchers (2): A ventral-mounted MRM Launcher is used to add to the crafts combat capabilities. 3. Ball Turret Laser: A retractable ball turret used to discourage blind-side attacks. 4. Piggyback Load: The craft can carry either an LRM, a CS/A-ุ13(a) Satellite with MRM warhead, or an F/A-22 Raptor on the dorsal side. Either missile can be equipped with stealthing characteristics; Although the modification doesn't add to the overall stealth effect, it does negate the added radar signature. Combat Bonuses from SR- XB- Name: XB- Speed and Statistical Data: Statistical Data: Weapons Systems 2. MRM Launcher: A ventral-mounted MRM Launcher is used to add to the crafts combat capabilities. 3. SRM Launchers (2): A collection of three fuselage mounted SRM Launchers, 1 ventral and 2 dorsal, just aft of the weapon systems operator's station (formerly the intelligence officer's station). Features Combat Bonuses from XB- X-29b Bird of Prey, AKA "Switchblade" Name: X-29 Bird of Prey "Switchblade" Speed and Statistical Data: Weapons Systems 2. MRM Launchers (2): A ventral-mounted MRM Launcher is used to add to the crafts combat capabilities. This was originally the bomb bay of the B-2 Spirit Stealth Bomber, therefore no changes were made (the Spirit didn't actually drop bombs, they dropped missiles). Features RETURN TO TABLE OF CONTENTS Name: TR-3A Black Manta Speed and Statistical Data: Weapons Systems 2. MRM Launchers (2): A ventral-mounted MRM Launcher is used to add to the crafts combat capabilities. This was originally the bomb bay of the B-2 Spirit Stealth Bomber, therefore no changes were made (the Spirit didn't actually drop bombs, they dropped missiles). Features Combat Bonuses from TR-3A Black Manta Combat Elite: Name: LRV- Speed: Statistical Data: Weapons Systems: 2. Missile Battery: Each vehicle comes with an automated missile battery cleverly concealed in the rear side pannels (becomes the legs in robot mode). 3. VGU- 4. Tire Slasher: Spinning, serrated Vibro-Knives leap out of the sides of the vehicle to shred tires and grav pods. Features: The LRV- Combat Bonuses from LRV-A full space station was built specifically for the rebuilding of these craft; Capt TORREO was given emergency command, then permanent command of the project. (He was promoted to Admiral 5 years later, and refused resignation until his death at 1ุ1.) Lackland Station, so named because it is tethered to Lackland Aero-Space Base (still the Sol Defense Force's Aero-Space Force Basic Enlisted Military Training Center) still operated these craft- And even MORE secretive aero-space craft. (The SACPAK only recently was declassified.) Lackland Station is nicknamed "Blackland" due to the top-secret (BLACK) projects.
The EXISTANCE of these craft are acknowledged, but not always FULLY so; For example, the BATTLESTAR-Class Spyship's existence has long been acknowledged, but the nature of their missions has NEVER been discussed; The LRV-
7ุ7 Shadow Veritech Car has always been presented as just that- An armored CAR. It's transformable capabilities and weapons systems have NEVER been publicly discussed, and never will be. (Just because movies have been made showing the EXACT same system doesn't mean the GIB necessarily has them- The movies show a LOT of thing the GIB really doesn't have.)
U-2 Dragonlady Spy Plane
SR-71 Blackbird Spy Plane
XB-71 Aurora (SR-71 Blackbird Bomber variant)
X-29 Bird Of Prey (AKA "SwitchBlade")
TR-2A Black Manta (B-2 Spirit E/C variant)
LRV-7ุ7 Shadow Veritech CarThe BATTLESTAR-Class is a riddle wrapped in a mystery inside an enigma; The existence of these vsls has been acknowledged, as is the name (BATTLESTAR-Class). Other than that, not much is known. Officially, they are special-duty vsls. That isn't even the HALF of it.
Every branch of the military has it's own special forces- Even the Patrol has it's "Shooting Stars" (ultra-high risk rescue specialists who enter broken and irradiated vsls to recover crew and logs whenever possible). Each of these has assets peculiar to their needs; The GIB is no different. The BATTLESTAR-Class is used by the Bureau to haul around men and mat้ri้l involved in Special Operations/Field Section(ฟ?), and as the Burro's own private spy and battle ships. Though the BATTLESTAR-Class CAN take on just about anything in the known universe, they rarely do; Their mission is to get the info and get out. Usually.
Manned by SpecFor from all five services, as well as GIA, Survey Board, and other UGC elements (including on occasion researchers for defense contractors), the BATTLESTAR-Class gives the GIB the "legs" to pursue their activities throughout the UGC- And far, far beyond. BATTLESTAR's have even b to galaxies the UGC hasn't only NOT integrated, but that the average citi
zen hasn't even heard of before.Ever operation undertaken by a BATTLESTAR is Top Secret; even the crew doesn't NESSESARILY know what the "big picture" is.
The BATTLESTAR-Class draws MOST of it's engineering from the Galactica-Class Survey Vessels, but with one critical distinction- The forward section can detach and each section has it's OWN space fold system. The ship also has EXTESIVELY greater electronics, FULL stealthing (they can't even detect EACH OTHER when one or the other doesn't want to be detected), and FTL drives along with the standard auxiliary engines and docking thrusters.
In a seemingly contradiction, about ⅓ of the crew are civilians who, before assignment to a BATTLESTAR, were working for "another" agency and/or a contractor; This places the very people who BUILT the ships as close to their technology as possible. Some of them may have "dual" employment status, but most are truly contractors.
A BATTLESTAR-Class Spyship, seen in the Azumption System (Tirol/Fantoma).
Model Type: Spyship
Crew: Varies from 1ุ,ุุุ to 5ุ,ุุุ.
Passengers: Varies from 5,ุุุ to 1ุ,ุุุ.
M.D.C. By Location:
Main Hull- 5ุุ,ุุุ
Bridge- 1ุ,ุุุ
External Hatches (about 5ุ)- 1,5ุุ each
Internal Hatches (up to 5ุ,ุุุ)- 5ุุ each
Fighter Hanger Doors (5)- 1,ุุุ each
Thrusters (6ุ)- 5ุ,ุุุ each
Spacefold: Equipped
FTL: Factor 3ุ
Auxiliary Engines: ุ.3ุ of light speed.
Docking Thrusters: UP TO Mach 3ุ; Typically only maneuvers at about 2ุ feet per second.
Cruising Speed: Mach 3ุ
In Atmosphere: Mach 1ุ
Clearance: 2ุุ feet
Beam: 1,ุุุ feet
Length: 2ุ,ุุุ feet
Weight: 2ุุ,ุุุ tons
Cargo: 5ุุ,ุุุ tons
Power Systems:
Primary: AMRS-1,ุุ2 (Anti-Matter) Lifespan: 2ุุ years
Secondary: Solar Sails Lifespan: Unlimited, but can not achieve FTL; Used for station keeping in system. Also looses 25% efficiency in it's stealth characteristics.
Tertiary: Emergency Batteries 2ุ,ุุุ Lifespan: 1ุ YEARS on emergency power status.
Cost and Availability: 5ุุ million credits; Not available.
Black Market: Not available; Though such a vessel would most definitely be worth a LOT to an interested buyer, these vessels are simply aren't currently available, and never will be. Such a vsl would EASILY fetch 5ุุ billion credits, if it were ever to become available.
1. Tśentrๆdi Style Heavy Lasers (5ุ): Still a highly effective design, it is an REF standard weapon throughout the fleet.
M.D.: 1D4X1ุุ per blast.
Rate of Fire: Twice per melee.
Range: 2ุุ,ุุุ miles.
Payload: Unlimited.
Missile Type: Any M.R.M. or L.R.M.
Purpose: Anti-Ship Defense.
M.D. and Range: Varies by type used.
Rate of Fire: Twice per melee.
Payload: Up to 1,ุุุ.
M.D.: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 5ุุ feet.
Payload: Unlimited.
Shuttles- 5
Space Fighters- 5,ุุุ
Guardian Fighters- 6,ุุุ
Veritech Fighters- 1ุ,ุุุ
Destroids- 1,ุุุ
Veritech Cars- 1ุุ,ุุุ Full Stealthing: Along the hull are massive areas where what appear to be exposed frames are visible- Don't be fooled. These are sensory system traps, where ANY signal, given off by the ship OR aimed at her are collected, bounced around, and absorbed. Less than one/one MILLIONTH of a percent of any signal will ever find it's way to another.
Combat Stats for BATTLESTAR-Class Combat Elite:
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
E.S.M.: Radar Detector. Passively detects other radars being operated.
Radar: Combat grade radar. Range 1 millionณ miles, can track up to a half million individual targets. 95% reliability (5ุ% against unfriendly stealthed vehicles except each other).
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.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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.
1-MC: Internal announcements.
Telescopic Canadarm IIIs (over 4ุ): Allows the crew to reach out into dead space and grab just about anything.
Video Camera: Records from the HUD. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager.
Range is about 2ุุ miles for MOST sensors.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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), 2 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.
7 attack per melee.
+6 Initiative
+5 Roll
+5 Dodge
A U-2 Squadron patch.Despite it's inherent greatness, the SR-
71 Blackbird does have one great drawback; It's cost. At 1ุุ,ุุุ credits each for the U-2 vs. 25 million credits each for the SR-71, the cost difference is QUITE considerable; The non-stealth U-2 Dragonfly spy plane requires only 1 hour to be airborne, compared to the SR-71's minimum 16 hours to airborne; And only requires ONE person to operate.However, the U-2 has it's OWN critics: The U-2 in non-stealth, so it is inherently observable; It's FAR slower (sub-sonic); And, at roughly equal operational cost, it's not as flexible, as it can not accommodate ANY kind of armaments. However, the UGC keeps both in inventory, as the 2 aero-space craft make good COMPLEMENTS to one another.
Like the Blackbird, myth and rumor surrounds this plane, some of it true, most not, others partly. Unlike the Blackbird, though, the U-2 is available to civilians; They have been used to takes pics of territory, for civilian engineering, mining, agriculture, etc purposes. Each pic desired costs about 25,ุุุ credits to produce and is available in 1 day for MOST projects.
The Chameleon Visible Wavelength Observation Limiting System, hexagonal plei
zio-ceramic tiles mounted to the skin of the craft can be darkened or lightened as necessary to render the craft, for all intents and purposes, invisible, is available for MILITARY and Galactic Charting Services U-2 (GCS is a military agency). The further away the viewer is to the craft, the greater the distortion, making it harder and harder to see. At a range of only a half mile the craft becomes effectively invisible. The system only produces white light; Though coloring the lights IS possibly, in practical use it proved to enhance to planes profile, making it easier to see, rather than harder. This is NOT available to civilian U-2's, however.The U-2 also has gained a new feature: The space-drop re-entry shield. It's essentially a modified DS-2 Full-Force Barrier Field which protects the underside of the craft during reentry. Once the craft is inside the atmosphere, the grav pods keep it aloft. Note: The wings must be folded up when the U-2 is entering the atmosphere.
Finally, the U-2 has gained from one other new aspect; Piggybacking on either the SR-
71 Blackbird or XB-71 Aurora, giving it effectively inter-stellar capability in co-operation with these longer-ranged aero-spacecraft.
A U-2 Dragonlady in a semi-exploded view.
Model Type: Reconnaissance
Class: F/A-18a
Crew: One or two.
Passengers: None.
MDC By Location:
Fuselage- 2ุุ
Cockpit- 1ุุ
Wings (2)- 1ุุ each
Tailerons (2)- 6ุ each
Tail Rudder- 6ุ each
Variable Thrusters (2)- 1ุุ each
In the air: 5ุุ MPH
Range in the air: 8ุ,ุุุ miles. Can be refueled in the air.
On the ground: 1ุ MPH
Range on the ground: 1ุุ miles max.
Wingspan:
Wings Extended: 1ุ3 ft
Wings Folded Against the Fuselage: 3ุ feet, 2 inches
Length: 62 feet 9 inches
Weight: 2ุ.5 tons
Cargo: Only the pilot's emergence supplies can be carried.
Power/Thrust System: One MRC-1ุn Hydro-Cell Jet Engines Thrust: 2ุ,ุุุ lb
Flight Systems:
Primary: Grav Pods
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Cost: 1ุุ,ุุุ credits new and unarmed.
Availability: Every 3 months another batch of 1ุ becomes available.
Black Market Cost: An equivalent system would cost between 25, and 3ุ million credits, depending on buyer and seller.
Black Market Availability: An equivalent jet powered system COULD be made available, but it would be VERY rare, and would not have anti-grav capability, for an estimated cost of between 5ุ,ุุุ and 5 million credits, depending on buyer and seller. ESM: Radar Detector. Passively detects other radars being operated.
Combat Bonuses from U-2 Dragonfly Combat Elite:
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.
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 ventral side of the fuselage, the satellite carries advanced decoy drones, specially designed radar lure that creates a radar image to mimic the satellite. The drones are launched and fly off in various directions away from the satellite. Each is a specially. The decoys self-destruct at random times (multiples of 3ุ minutes, i.e. 3ุ minutes later, 6ุ minutes later, 9ุ minutes later, etc). This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however, at -5ุ%.)
MDC: 5
Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9ุ% chance of fooling military grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 3ุ minutes.
Rate of Fire: 2 every melee.
Payload: 16 Decoys each pod.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ุุ miles for MOST sensors.
Telescoping Arms: The U-2 is equipped with a telescoping Canadarm with a reach of 6 feet. This is one of the VERY few aircraft that has manipulator arms, and is typically used to repair and/or service CS/A-ุ13(a) Satellites. They CAN also be used by more aggressive pilots to recover high-profile samples.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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 MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25ุ foot apogee), 2 white parachute flares (1,5ุุ foot apogee), 1ุุ feet 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.
Sensory Systems: The craft is equipped with sensors the likes of which no one has ever before imagined; Laser sensors that can listen in on spoken conversations, in crowded and noise-filled places; Cameras that can read the seconds on a digital wrist-watch in the dark; Signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received; Even a EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (unfortunately this does not work on hardened circuitry); Magnetic Resonance Imaging systems that can tell not only when one object is hiding amongst others (such as a power armor hiding in thick foliage with it's power plant off), but even near-alike objects intertwined (such as two different types of plants growing together); All from the edge of space.
Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used to cover landing and takeoffs.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible.
Minimum Effective Distance: 2,91ุ feet.
Space-Drop Reentry Shield: Essentially a modified DS-2 Full-Force Barrier Field which protects the underside of the craft during reentry. Once the craft is inside the atmosphere, the grav pods keep it aloft. 4 additional attack per melee.
One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
+6 Initiative
+6 Roll (on a successful roll transfer damage from fuselage to other, less critical components as well as half the damage).
+5 DodgeRETURN TO TOP OF PAGE
71 Blackbird Spy Plane
An SR-71 Blackbird.The United States Air Force build about a do
zen of these planes in a joint program with the CIA. All but ุ2 are known to still exist, and all of the SOLIDLY in REF control. The REF has also built 2 dozen additional clones of this craft, and added a few details not seen before, most important of which was a dual-station ball turret, equipped with twin laser cannons. The ball turret can be positioned either on the dorsal OR ventral side of the craft.In addition, a modified LRM can be piggybacked on the vehicle. The missile TYPICALLY is rigged with a surveillance version of the CS/A-ุ13(a) Satellite. This satellite can then relay the data to the ship and keep a copy on board and the missile recovered (by recoupling to the ship), or be released to strike a target (doing the equivalent of a high-explosive MRM). Alternately, any type of LRM warhead EXCEPT nuclear, multi warhead can be carried. (Nuclear single warhead is possible.) Finally, a pair of modified F/A-22 Raptors are available, and one can be connected to the SR-
71 in place of the CS/A-ุ13(a) Satellite. (This variation, however, is a little unstable at supercruise speeds: Reduce pilot by 15%.)Myths surround this craft, some including outrageous tales about it's abilities; Most of these are true. Some surround it's construction, including a pact with an a demon from a rift; This is not true (though the best of rumors have a certain truth to them).
The SR-
71 also has been upgraded with the space-drop re-entry shield used on the U-2 Dragonlady. Unlike the Dragonlady, the Blackbird's wings do NOT have to be folded down. It also has space fold drives (the smallest craft to be so equipped) for strategic reconnaissance and bombing. Due to the small size of the Blackbird, her spacefold is TINY, and consequently has a spacefold signature too small to detect. The Blackbird is fully interstellar and transatmospheric, one of VERY few such craft.Another option available to Blackbird, borrowed from the Aurora, is "piggybacking" a U-2 or X-29b; This secret, like the inter-stellar capabilities of Blackbird, is classified.
Another Blackbird pic; This was during the Second Robotech War.
Model Type: Strategic Reconnaissance/Bomber
Class: SR-71
Crew: Two.
Passengers: None normally; However, one VERY RARE occasion someone can be carried, but only if DESPERATELY necessary.
MDC By Location:
Main Fuselage- 25ุ
Fuselage- 6ุุ
Cockpits (2)- 2ุุ
Engines (2)- 2ุุ each
Wings (2)- 2ุุ each
Variable Thrusters (2)- 1ุุ each
Tailerons and Rudder (2 each)- 1ุ each
MRM Launcher (ventral)- 1ุุ
Ball Turret- 5ุ
Piggyback Missile- 1ุุ
In the air: Mach 3ุ.
Range in the air: 1ุุ,ุุุ miles. Can be refueled in the air.
On the ground: 1 MPH
Range on the ground: 1ุุ miles.
Height: 18.5 feet
Wingspan: 55.6 feet (the wings can NOT fold up)
Length: 1ุ7.4 feet
Weight: 3ุ tons
Cargo: Only the pilot's emergence supplies can be carried.
Power System: Twin JER-m11 Hydro-Cell Jet Engines (33,ุุุ pounds each engine)
Flight Systems:
Primary: Grav Pods.
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Thrust Systems (other than Space Fold):
Primary: TD-ุ5ุ Traction Drives.
Secondary: Twin JER-m11 Hydro-Cell Jet Engines (33,ุุุ pounds each engine)
Cost: Each cost 25 million credits to build.
Availability: Currently only about 2 dozen are available.
Black Market Cost and Availability: An equivalent jet or nuclear powered system COULD be made available, but it would be VERY rare, and would not have space fold drives, for an estimated cost of between 25 million and 1ุุ billion credits, depending on buyer and seller.
1. Fixed Forward Mini-Missile Rail Launcher: Mini-Missiles fired from the rail launcher either quadruple their range OR triple it and gain +2 to strike. Only Plasma or Hi-Ex MMs can be used.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Ground Attack
Damage: Varies by type.
Rate Of Fire: Per pilots attacks per melee.
Effective Range: Varies by type used and bonus selected.
Payload: 2,ุุุ
Purpose: Anti-Ship/Aircraft
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 5, or 1ุ per pilots attacks per melee.
Payload: 5 MRM's.
Purpose: Defense/ Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Payload: Unlimited.
Features Space Fold: The smallest craft, and one of the VERY few aero-space craft so equipped. Allows the Blackbird to travel from star system to star system, but is NOT powerful enough to from galaxy to galaxy. Note: The Blackbirds interstellar abilities are considered absolutely top secret; Only Blackbird pilots, sensor/weapons operators, and command staff know this secret. Even the ground crews that service, fuel, and repair them do not know this secret.
Stealth: Gives the aircraft the radar cross-section equivalent to that of a snowball, hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
ESM: 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.
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.
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.
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.
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 ventral side of the fuselage, the satellite carries advanced decoy drones, specially designed radar lure that creates a radar image to mimic the satellite. The drones are launched and fly off in various directions away from the satellite. Each is a specially. The decoys self-destruct at random times (multiples of 3ุ minutes, i.e. 3ุ minutes later, 6ุ minutes later, 9ุ minutes later, etc). This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however, at -5ุ%.)
MDC: 5
Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9ุ% chance of fooling military grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 3ุ minutes.
Rate of Fire: 2 every melee.
Payload: 16 Decoys each pod.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ุุ miles for MOST sensors.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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 MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25ุ foot apogee), 2 white parachute flares (1,5ุุ foot apogee), 1ุุ feet 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.
Sensory Systems: The craft is equipped with sensors the likes of which even the Robotech Masters has never imagined; Laser sensors that can listen in on spoken conversations, in crowded and noise-filled places; Cameras that can read the seconds on a digital wrist-watch in the dark; Signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received; Even a EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (does not work on hardened circuitry); Magnetic Resonance Imaging systems that can tell not only when one object is hiding amongst others (such as a power armor hiding in thick foliage with it's power plant off), but even near-alike objects intertwined (such as two different types of plants growing together); All from the edge of space.
Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used to cover landing and takeoffs.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible.
Minimum Effective Distance: 2,91ุ feet.
An SR-71 Blackbird during flight testing.71 Combat Elite: 2 additional attack per melee.
One additional Attack Per melee at levels 6 and 12 with any additional bonuses for the pilot.
+3 Initiative
+2 Strike
+2 Roll
+6 Dodge
An artist's conception of the SR-71 Blackbird.RETURN TO TOP OF PAGE
71 Aurora
(SR-71 Blackbird Bomber variant)
Multiple veiws of the XB-71.Of all the Blackland aero-spacecraft, Aurora is the most controversial, and least known about. Even in her own time, only 1ุุ people knew of her existence; The workers who rebuilt her (which included the pilot and weapons officer), the program manager (who was also the construction foreman), and three members of Congress- All of whom were also technical advisors on the project.
She was, in fact, a carefully rebuilt SR-
71. She was integrated with early, crude, anti- gravity technology and traction drive, hydro-cell scram jets with dual-phase aeration (in atmosphere it sucks air in as normal, but outside an atmosphere it uses liquid air kept on board), and re-entry protection- Essentially fully trans-atmospheric. And she was armed. ฟBut why? She was apparently built late 197ุ's or early 198ุ's as the Cold War was winding down.To this day, nobody REALLY knows what the truth is; During the chaos of the GCW and later conflicts, the planes were moved, hidden, nearly stolen, stolen, stolen back, the plans stolen, bought back, re-stolen, destroyed, etc; Though the Americans never lost control of the planes, nor did the plans successfully fall into unfriendly hands, they were destroyed, so the "true" history of this incredible craft can not be known. However, the Aurora WAS inter-stellar capable LONG before the coming of "the Visitor" (eventually the SDF-1).
The XB-
71 Aurora has ALWAYS had the Chameleon Visible Wavelength Observation Limiting System used on Dragonlady, Blackbird, and Switchblade.Like it's less aggressive brother the SR-
71 Blackbird, the XB-71 Aurora been equipped with space-drop re-entry shield, essentially a modified DS-2 Full-Force Barrier Field to protect the craft during reentry, and like the Blackbird the Aurora's wings do NOT have to be folded down. It also has space fold drives for strategic bombing. Due to the small size of the ship, her spacefold is TINY, and consequently has a spacefold signature too small to detect.The existence of Aurora has been declassified, but it's secrets continue to be closely guarded. The REF has publicly acknowledged ONLY that they are "aero-space," implying ONLY that they are trans-atmospheric, not interstellar.
Another option that the Aurora added was "piggybacking" U-2 and X-29b as part of it's armament options; This gives it VERY limited flexibility in prosecuting an aggressive option. This secret, like the inter-stellar capabilities of the Aurora, is classified.
XB-71 AURORA (the original) during flight trials over New Mexico.71 Aurora
Model Type: Experimental Bomber/Space Fighter
Model Number: 71
Crew: 2.
Passengers: None normally; However, one VERY RARE occasion someone can be carried, but only if DESPERATELY necessary.
MDC By Location:
Fuselage- 5ุุ
Cockpits (2)- 25ุ each
Engines (2)- 35ุ each
Wings (2)- 4ุุ each
Thrusters (2)- 15ุ each
Rudders (2 each)- 15ุ each
Ball Turrets (2)- 1ุุ each
MRM Launcher- 15ุ
SRM Launchers (3)- 5ุ
In the air: Mach 2ุ.8
Range in the air: 5ุุ,ุุุ miles. Can be refueled in the air, and in fact MUST be (pre-grav-pod overhaul).
On the ground: ุ.2 MPH
Range on the ground: ุ.1 miles.
Height: 22.1 feet
Wingspan: 6ุ feet (the wings can NOT fold up).
Length: 11ุ feet
Weight: 4ุ tons
Cargo: Only the pilot's emergence supplies can be carried.
Power System: Quad JER-m15 Hydro-Cell Dual-Phase Scram Jet Engines (33,ุุุ pounds each engine); This is TWICE as much power as the SR-71.
Flight Systems:
Primary: Grav Pods.
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Thrust Systems (other than Space Fold):
Primary: One BMm-ุ5ุ Traction Drive.
Secondary: Quad JER-m11 Hydro-Cell Jet Engines (33,ุุุ pounds each engine).
Note: During certain types of intelligence gathering, the grav pods and traction drives must be shut down, as they create electro-magnetic and electro-gravimetric waves which interfere with the hyper-sensitive electronics.
Cost: Each cost 1ุ billion credits to build.
Availability: Currently only 18 are available. No more will be built for some time to come.
Black Market Cost and Availability: An equivalent jet or nuclear powered system COULD be made available, but it would be VERY rare, and would not have space fold capability. One such ship is BELIEVED to exist in the hands of a Fehran Malcontent faction, but does NOT have space fold capability. There would not BE a limit to how much such a ship could be sold for.
1. Ball Turret Lasers: A pair of retractable ball turret used to discourage blind-side attacks. This is EXACTLY like the one used on the SR-71, except that the TR-3A Black Manta has TWO of them, one dorsal, one ventral.
Purpose: Defense/Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Payload: Unlimited.
Purpose: Anti-Ship/Aircraft
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, or all 5 per pilots attacks per melee.
Payload: 5 MRM's. A second bank of missiles are kept on board, and automatically load when the previous bank has been used.
Purpose: Anti-Aircraft/LRM
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, or all 5 per pilots attacks per melee.
Payload: 2ุ SRM's. A second and THIRD bank of missiles are kept on board, and automatically load when the previous bank has been used. Space Fold: One of the few aero-space craft so equipped. Allows the Aurora to travel from star system to star system; Additionally, it JUST BARELY powerful enough to from galaxy to galaxy. Note: The Auroras interstellar abilities are considered absolutely top secret; Only Aurora pilots, sensor/weapons operators, and command staff know this secret.
Stealth: Gives the aircraft the radar cross-section equivalent to that of a hummingbird, hides the infrared signature to that of a bad cough, and minimizes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
ESM: 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.
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.
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.
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.
Duration: 1D4 melee rounds.
Payload: 6ุ chaff/flares. Each time the system is engaged, the system fires off ุ4 chaff/flares.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ุุ miles for MOST sensors.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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 MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25ุ foot apogee), 2 white parachute flares (1,5ุุ foot apogee), 1ุุ feet 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.
Sensory Systems: The craft is equipped with sensors the likes of which no one has ever before imagined; Laser sensors that can listen in on spoken conversations, in crowded and noise-filled places; Cameras that can read the seconds on a digital wrist-watch in the dark; Signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received; Even a EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (unfortunately this does not work on hardened circuitry); Magnetic Resonance Imaging systems that can tell not only when one object is hiding amongst others (such as a power armor hiding in thick foliage with it's power plant off), but even near-alike objects intertwined (such as two different types of plants growing together); All from the edge of space.
Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used to cover landings and takeoffs.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible.
Minimum Effective Distance: 2,91ุ feet.
Another XB-71 (not AURORA herself).71 Aurora Combat Elite: 3 additional attack per melee.
One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
+4 Initiative
+5 Strike
+4 Roll
+2 Dodge
Another XB-71 pic; Date and place unknown, but it is NOT TerraRETURN TO TOP OF PAGE
A shoulder patch for USAF 225TH Aerial Supremacy
Group, the first squadron to fly the X-29bThe X-29 Switchblade was originally created as the US Air Forces flying Swiss Army Knife, intended as both fighter/bomber and tactical/strategic reconnaissance plane in one. This was accomplished by using a unique swing-wing design wherein the wings were attached to the fuselage at pivot points located at the REAR of the plane. When the wings are fully extended, the plane can fly slow enough to drop bombs precisely on their targets and takeoff/land on short runways.
With the wings are swept further forward the aircraft becomes hyper-maneuverable, as the forward-swept design is inherently slightly unstable (as are their pilots). The only problem is that MOST pilots can't control the unstable aircraft; This was eventually was solved by using high-speed fly-by-wire computer systems to assist controlling the hyper-responsive wings and making the wings out of special pie
zo-plastic and piezo-ceramic materials that make wings, canards, and even the underside of the fuselage VERY flexible. In this configuration, it becomes a WICKEDLY agile fighter. When the wings are swept fully forward, the trailing edge of the wing converts to the leading edge, and the aircraft turns into a delta shape perfect for dashing away at speeds up to Mach 3 (and strategic reconnaissance). The result is a highly maneuverable aircraft design with a promising future for military reconnaissance/bombers with excellent dog-fighting capabilities. This, combined with "piggybacking" on the XB-1 Aurora Space Bomber/Fighter, made it THE supreme aero-space craft. This, the Venture II Attack/Bomber, and the Indomitable-Class SSTOS, are the ONLY fully acknowledged trans-atmospheric aero-spacecraft.7The Switchblade was meant to replace the F-111 fighter-bomber. At first, it was thought that the Switchblade would be a standard swing-wing plane like the F-111 it was meant to replace (going from fully back to normal), but the new design, though VASTLY more complex, was infinitely better. Switchblade is single engined and comes in two varieties, a twin seater and a single seater variant.
Another first was the Chameleon Visible Wavelength Observation Limiting System; Developed BEFORE the X-29 was begun, the system didn't have a platform that could be a viable test platform; Though there were several planes that could mechanically and physically handle the load, there weren't any, until the advent of the X-29, that were perceived as being able to benefit from the system. Because of this lack, there was no operational testing of the system. Once it had been field tested, though, it's success promised far more use; Unfortunately, the out break of the Global Civil War cut short these plans until after the final end of hostilities, and several years after that, when the spy planes were suddenly re-discovered (see discussion above).
The Switchblade was the FIRST aero-spacecraft equipped with space-drop re-entry shield, and in fact had a crude prototype version BEFORE "the Visitor" came. The modern version is essentially a modified DS-2 Full-Force Barrier Field which protects the underside of the craft during reentry. This development made it an ideal match for the XB-
71 Aurora Space Bomber/Fighter, especially after the re-entry shield was perfected for the Aurora (shortly after the launch of the SDF-1).
The X-29 Bird of Prey (Swichblade)
Model Type: Experimental Multi-Stage, Multi-Role Attacker, Bomber, Fighter, and Strategic and Tactical Reconnaissance.
Model Number: 29
Crew: 2.
Passengers: NONE. EVER.
MDC By Location:
Fuselage- 8ุุ
Cockpits (2)- 5ุุ each
Engine Cowling- 2ุุ
Wings (2)- 5ุุ each
Variable Thrusters (2)- 5ุุ each
Tailerons and Rudder (2 each)- 5ุุ each
Canards (2)- 5ุุ each
In the air: Mach 1ุ.4
Range in the air: 5ุุ miles, BUT it can be refueled in the air.
On the ground: ุ2 MPH
Range on the ground: 1ุ miles.
Height: 1ุ feet
Wingspan:
Open Position: 64 feet
Closed Position: 38 feet
Length: 62 feet 9 inches
Weight: 21.51 tons
Cargo: Only the pilot's emergence supplies can be carried.
Power System: A single JER-m11 Hydro-Cell Jet Engines (33,ุุุ pounds each engine).
Flight Systems:
Primary: Grav Pods.
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Thrust Systems:
Primary: A TD-ุุ1 Traction Drive.
Secondary: A single JER-m11 Hydro-Cell Jet Engine (33,ุุุ pounds).
Note: Unlike other reconnaissance aircraft, the grav pods do NOT have to be shut down, as the planes do not have MRI based sensors.
Cost: Each cost 8 million credits to build.
Availability: A full Squadron, 144 ships, is available anywhere at any time; There are 1ุ such squadron, including one full VEROCHA-Class equipped SOLELY with 2 squadrons of Switchblades.
Black Market Cost and Availability: An equivalent jet or nuclear powered system COULD be made available, but it would be VERY rare, and would not have anti-grav capability, for an estimated cost of between 25ุ million and 1 billion credits, depending on buyer and seller. The X-29 is actually available legally to certain groups; Mercs have managed to purchase the planes, provided they have shown "reputable business practices" in the past.
1. Ball Turret Laser: A retractable ball turret used to discourage blind-side attacks. This is EXACTLY like the one used on the SR-71, except that the TR-3A Black Manta has TWO of them, one dorsal, one ventral.
Purpose: Defense/ Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Payload: Unlimited.
Purpose: Anti-Ship/Aircraft
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, or all 5 per pilots attacks per melee.
Payload: 5 MRM's. A second and THIRD bank of missiles are kept on board, and automatically load when the previous bank has been used. Stealth: Gives the aircraft the radar cross-section equivalent to that of a hummingbird, hides the infrared signature to that of a bad cough, and minimi
Combat Bonuses from X-29 Bird of Prey "Switchblade" Combat Elite:zes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
ESM: 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.
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.
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.
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.
Duration: 1D4 melee rounds.
Payload: 6ุ chaff/flares. Each time the system is engaged, the system fires off ุ4 chaff/flares.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ุุ miles for MOST sensors.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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 MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25ุ foot apogee), 2 white parachute flares (1,5ุุ foot apogee), 1ุุ feet 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.
Sensory Systems: The craft is equipped with sensors the likes of which no one has ever before imagined; Laser sensors that can listen in on spoken conversations, in crowded and noise-filled places; Cameras that can read the seconds on a digital wrist-watch in the dark; Signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received; Even a EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (unfortunately this does not work on hardened circuitry); Magnetic Resonance Imaging systems that can tell not only when one object is hiding amongst others (such as a power armor hiding in thick foliage with it's power plant off), but even near-alike objects intertwined (such as two different types of plants growing together); All from the edge of space.
Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used to cover landings and takeoffs.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. These tiles, in conjunction with pleizo-plastic tiles, also make the wings, canards, tailerons, and the undercarriage skin of the fuselage VERY flexible, increasing the maneuverability of the aircraft.
Minimum Effective instance: 2,91ุ feet. 4 additional attack per melee.
One additional Attack Per melee at levels 3, 9, and 15 with any additional bonuses for the pilot.
+3 Initiative
+5 Strike
+6 Roll
+7 Dodge
Another Switchblade pic.RETURN TO TOP OF PAGE
TR-2A Black Manta (B-2 Spirit E/C variant)
The B-2 Spirit Bomber Arti-Choke herself (after modification).The aero-space craft dubbed TR-3A Black Manta was in fact a United States Air Force B-2 "Spirit" Stealth Bomber modified for hyper-speciali
zed intelligence work- Looking for rogue nuclear weapons. It was also armed with a long-range, JDAMS equipped hyper-explosive missile; Though conventional in nature, the explosives package of the weapons equaled the destructive power of a nuclear bomb, but for a MUCH shorter blast area (1 SQUARE mile). This was to be used in the event a rogue nuclear weapon was detected; The existence of these weapons was known, but they were easy to track once the joint US/USSR (later the Russian Federation) learned how.The original plane, which her crew dubbed "Arti-Choke" (in hopes she would caused Iraqi SCUD missile artillery crews to choke), was a First Gulf War veteran, having been retro-fitted one night to hunt a specific weapons facility in Iraq and destroy it- The facility being a mobile biological weapons factory disguised inside a tanker truck (which, ironically, had been destroyed the night before, having been mistaken for a SCUD launcher).
The TR-3A Black Manta, when they were officially built as such, were also designed for stealth. The design was so whisper-silent that you could stand next to the wall of her hanger, with her engines on low-idle, and leave to doors OPEN and not hear her. This was due to her hyper-advanced anti-gravity assisted flight dynamics; She took off and landed on these pods, but they had to be turned OFF for certain types of intelligence work, at which point the crew would begin very WIDE circles in the sky, dropping down to earth slowly like a kite coming home (a technique called "kiting"). This saved fuel, as the engines could be reduced to low-power, and the noise generated was minimal. However, eventually the plane had to be brought back up for continued flight (this was the source of "some" pre-GCW UFO stories, though not all). That's not to say that the plane couldn't fly on pure engine power and wing lift; It's just she didn't, usually, do it.
The TR-3A Black Manta has been operational since then, though they did not see service during the GCW (for reasons no one wants to discuss). The Black Manta has been upgraded with both the Chameleon System and Space-Drop Re-Entry Shield.
A USAF TR-3A Black Manta in action during the Global Civil War.
Her mission at the time is unknown due to a security delete.
Model Type: Tactical Reconnaissance
Model Number: 3A
Crew: 2 to 4.
Passengers: NONE. EVER.
MDC By Location:
Fuselage- 5,ุุุ
Cockpits (2)- 2,5ุุ each
Engines (2)- 4,ุุุ each
Wings (2)- 4,ุุุ each
Variable Thrusters (2)- 8ุุ each
Tailerons and Rudder (2 each)- 1,ุุุ each
In the air: Mach ุ8.2.
Range in the air: 5ุ,ุุุ miles. Can be refueled in the air.
On the ground: ุ2 MPH
Range on the ground: 1ุ miles.
Height: 22.1 feet
Wingspan: 58.3 feet (the wings can NOT fold up)
Length: 35.2 feet
Weight: 4ุ tons
Cargo: Only the pilot's emergence supplies can be carried.
Power System: Quad JER-m11 Hydro-Cell Jet Engines (33,ุุุ pounds each engine).
Flight Systems:
Primary: Grav Pods.
Secondary: Normal Aero-Foil effect and Hydro-Cell Jets.
Thrust Systems:
Primary: TD-ุุ1 Traction Drives.
Secondary: Twin JER-m11 Hydro-Cell Jet Engines (33,ุุุ pounds each engine)
Note: During certain types of intelligence gathering, the grav pods and traction drives must be shut down, as they create electro-magnetic and electro-gravimetric waves which interfere with the hyper-sensitive electronics.
Cost: Each cost 1ุุ million credits to build.
Availability: Currently 4 wings are available.
Black Market Cost and Availability: An equivalent jet or nuclear powered system COULD be made available, but it would be VERY rare, and would not have anti-grav capability, for an estimated cost of between 25ุ million and 1ุ billion credits, depending on buyer and seller.
1. Ball Turret Laser: A retractable ball turret used to discourage blind-side attacks. This is EXACTLY like the one used on the SR-71, except that the TR-3A Black Manta has TWO of them, one dorsal, one ventral.
Purpose: Defense/ Anti-Aircraft/Missile
MD: 4D6 per blast.
Rate of Fire: Per gunners attacks per melee.
Payload: Unlimited.
Purpose: Anti-Ship/Aircraft
MD and Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, or all 5 per pilots attacks per melee.
Payload: 5 MRM's. A second and THIRD bank of missiles are kept on board, and automatically load when the previous bank has been used. Stealth: Gives the aircraft the radar cross-section equivalent to that of a hummingbird, hides the infrared signature to that of a bad cough, and minimi
zes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
ESM: 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.
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.
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.
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.
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 ventral side of the fuselage, the satellite carries advanced decoy drones, specially designed radar lure that creates a radar image to mimic the satellite. The drones are launched and fly off in various directions away from the satellite. Each is a specially. The decoys self-destruct at random times (multiples of 3ุ minutes, i.e. 3ุ minutes later, 6ุ minutes later, 9ุ minutes later, etc). This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound), but not against Invid Protoculture sensors. (They will sometimes attract Invid, however, at -5ุ%.)
MDC: 5
Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9ุ% chance of fooling military grade radars and advanced smart missiles.
Range: Released to go wherever it wants. Can fly independently for about 3ุ minutes.
Rate of Fire: 2 every melee.
Payload: 16 Decoys each pod.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ุุ miles for MOST sensors.
Telescopic Canadarm III: Allows the crew to reach out into dead space and grab just about anything.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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 MDC Repair Spray), sewing kit (a small spool of thread and 5 needles), 7 star flares (25ุ foot apogee), 2 white parachute flares (1,5ุุ foot apogee), 1ุุ feet 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.
Sensory Systems: The craft is equipped with sensors the likes of which no one has ever before imagined; Laser sensors that can listen in on spoken conversations, in crowded and noise-filled places; Cameras that can read the seconds on a digital wrist-watch in the dark; Signal interceptor systems that can not only eavesdrop on laser-secured radio systems, but in fact can even JAM them, causing a totally worthless signal to be received; Even a EMP-based dampening system that can tap into computers, copying all the data and leaving a blank computer in it's wake (unfortunately this does not work on hardened circuitry); Magnetic Resonance Imaging systems that can tell not only when one object is hiding amongst others (such as a power armor hiding in thick foliage with it's power plant off), but even near-alike objects intertwined (such as two different types of plants growing together); All from the edge of space.
Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used to cover landings and takeoffs.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2,91ุ feet.
Space-Drop Re-Entry Shield: Essentially a modified DS-2 Full-Force Barrier Field which protects the underside of the craft during reentry. Once the craft is inside the atmosphere, the grav pods keep it aloft.
A UGC TR-3A Black Manta; Mission profile is classified, but REF-ASF spokesmen
will confirm it was during the war with the Steiner Consortium. 3 additional attack per melee.
One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
+4 Initiative
+5 Strike
+4 Roll
+2 Dodge7ุ7 Shadow Veritech CarThe GIB had a need for cars that they could use when an agent needed to make a quick, QUIET, permanent transfer to a new duty station (one step ahead of the lynch mob, or a rescue team after kidnapping an enemy). Using the discoveries made on XXT-5K, the GIB developed the LRV-
7ุ7 Shadow Veritech Car, a collection of components to convert an ordinary locally-produced car into a hovercar with GREAT speed and range; Nevertheless, the driver is operating what, heterfore, APPEARED to be a normal car. The grav pods are kept shut down until critically needed. The Mach-speed jet engines, grav pods, and other hidden components are kept in an inert (off) position until REALLY needed; กThen all are activated at the same time to convert the vehicle to a faster-than sound, radar invisible, grav-pod flying car capable of serving as a mini-submarine or short-range space shuttle!
LRV-7ุ7 Shadow Veritech Car, in both Battloid and Vehicle modes.7ุ7 Shadow Veritech Car
Model Type: LRV-7ุ7
Class: Shadow Veritech Car
Crew: 1
Passengers: 1; A second person can SORT-OF fit in behind the driver and passenger, and a second person "can" sit in the front passenger's lap; Both are STRICLY forbidden in the user's manual and will void any warrantees.
M.D.C. By Location:
Main Body/Torso- 2ุุ
Crew Compartment- 15ุ
Wheels (4)- 1ุุ each
Hover Pods (3)- 2ุุ each
Laser Cannons (4)- 5ุ
Upper Legs- 15ุ each
Trunk/Lower Legs- 1ุุ each
Trunk Hatch- 15ุ
Engine Hood- 15ุ
Grill Cover- 2ุ
Headlights (4)- 5ุ each
Windows (8)- 2ุุ each
Doors (4)- 15ุ each
Driving on the Ground: 2ุ MPH.
Hover over Land: 2ุุ MPH standard, but CAN race up to Mach 2. Can also achieve escape velocity long enough to reach space.
Range on land: Unlimited
Surfaced on the Water: 1ุ knots.
Range over Water: Unlimited.
Space: Mach 12 cruising speed.
Range in Space: Up to 1 AU; Beyond that it will develop difficulties for the pilot.
Height: Vehicle Mode: 4' 2ผ"; Robot Mode: 15' 4⅓".
Width: Vehicle Mode: 8" 1⅝"; Robot Mode: 8" 1⅝"
Length: Vehicle Mode: 1ุ' 6ฝ"; Robot Mode: 3' 7พ"
Weight: 5,221 lbs.
Cargo (of vehicle): About 2ฝ'ื3'ื4ผ' are available in the trunk at a maximum of 2ุุ lbs; This can be doubled if the VGU-7 is removed.
Power System:
Primary: Dual-phase aeration RRT-41 Hydro-cell jet engines; The noise is minimized using various techniques to APPEAR normal. Output: 2,1ุุ KhW (just enough to get to orbit in a pinch);Range: about 3,ุุุ miles on a full tank; GIB Agents know better than to have a half-tank or less.
Secondary: RRT-58 Fusion Reactor; Used only when grav pods are activated IF REALLY NESSESARY. Output: 2,215 KhW;Lifespan: 6 months.
Tertiary: Solar Panel Array. Used ONLY when all else fails. Output: 1,9ุุ KhW: CAN reach orbit, but requires a running start first;Range: Unlimited if in a sunny environment.
Flight System: Standard Grav pods.
Cost and Availability: 5ุ,ุุุ credits each; Extremely rare. Only the GIB even knows for sure they exists, where they come from, how they work, etc.
Black Market Cost and Availability: Simply put, NOT AVAILABLE. EVERYONE would WANT them, no questioning that, but they can't get their hands on one. Such a unit would draw a bidding war, in the sense that those vying for the platform would KILL each other as part of the bidding process, if nothing else than to keep it out of each other's hands. Only one example, made out of bits and pieces of DOZENS of damaged ones, has ever been available (this is in the hands of the terrorist group Ebsis, and only proves the technology CAN exist, it doesn't actually WORK).
1. Forward and Rear Heavy Lasers (2 each): Mostly for deterring/destroying roadblocks and pursuers.
M.D.: 5D6 per blast.
Rate of Fire: Per gunners attacks per melee plus bonuses (generally 4 or 5 per melee).
Range: 5ุุ feet.
Payload: Unlimited.
Missile Type: Any Mini-Missile.
Purpose: Defense.
M.D. and Range: Varies by type used.
Rate of Fire: Twice per melee.
Payload: 5 missiles per battery (1ุ total).7: General Defensive weapon. See VGU-7.
M.D.: 1D6 per strike.
Attacks per melee: Per drivers attacks per melee plus bonuses (generally 4 or 5 per melee); Can be used WHILE performing other non-driving functions (shooting, etc).
Range: One-half foot.
Payload: Unlimited.7ุ7 Shadow Veritech Car has SEVERAL features not NORMALLY found on any car; Stealth: Gives the automobile the radar cross-section equivalent to that of a raindrop, hides the infrared signature to that of a bad cough, and minimi
zes other radiation from the craft to essentially nil. The acoustic signature also has been minimized using various techniques.
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
E.S.M.: Radar Detector. Passively detects other radars being operated.
Radar: Combat grade radar. Range 5ุ miles, can track up to 1ุุ individual targets. 95% reliability.
Blue Force Tracker: Identifies friend from foe. Overlays the information on both the radar and HUD, telling the driver where friendly forces are, giving them the chance to link up with help.
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 driver wants directly on the windshield, but in such a way ONLY the driver and passenger can see it.
FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot to get visuals on targets at night.
A.J.P.: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
AMCFD (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.
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.
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.
Duration: 1D4 melee rounds.
Payload: 6ุ chaff/flares. Each time the system is engaged, the system fires off ุ4 chaff/flares.
Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Takes data from and gives data to 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. 5ุ hours of recording available.
Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ุุ miles for MOST sensors.
Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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), 2 white parachute flares (1,5ุุ apogee), 1ุุ of black or brown parachute cord (15ุ lbs tensile strength), up to 2 weeks rations, 2 gallons water, water purification kit- good for about 1ุ gallons.
Smoke dispensers (8): Throws out smoke flares capable of obscuring IR and heat sensors, and defeats visual tracking of the vehicle. Mostly used for escape.
Oil dispensers (2): Drops an oil slick on the ground behind and around the vehicle that causes enemy WHEELED vehicles to lose traction and scrambles them all over the road, giving the enemy a -5ุ% to pilot: auto skill
Chameleon System: Pleizio-ceramic tiles darkened or lightened as necessary to render the craft invisible. Minimum effective distance: 2 feet.
Supra-Advanced Anti-Theft System: Prevents the vehicle from falling into "unfriendly" hands. If the vehicle is stolen (all related skills are -3ุ or 5ุ% of skill, WHICHEVER IS MORE PUNISHING), it will either:
A) Blowup;
B) Melt down (uses a HIGHLY caustic solvent)
C) Set off a GPS Transponder and distress alert system (GIB Agents are trained to deliberately set off the alarm system when they REALLY get into trouble).7ุ7 Shadow Veritech Car Combat Elite: +2 attacks per melee.
Automatic Initiative
+6 Roll
+6 Dodge
-2 strike with built-in laser rifles, but +3 strike with tire shredders.
All bonuses to strike with hand-held weapons are gone unless special training for use of weaps in moving vehicles is taken (see Weapons Training under Weapons Proficiencies and Moving Vehicle under NEW SKILLS, Weaps Proficiencies).RETURN TO TOP OF PAGE