EAG-81 Malcorn Joint Surveillance and Target Attack Radar System (JSTARS) Guardian
![]() EAG-81 Malcorn JSTARS Guardian |
Name: EAG-81 Malcorn
Model Type: Joint Surveillance and Target Attack Radar System (JSTARS).
Class: Guardian
Crew: 2
Passengers: None.
M.D.C. By Location:
Fuselage- Pilot’s Compartment- Radome Array- Upper Legs (2)- Lower Legs (2)- | 3ØØ 2ØØ 15Ø 1ØØ each 15Ø each | Feet (2)- Upper Arms (2)- Lower Arms (2)- Hands (2)- Wings (2)- | 1ØØ each 6Ø each 4Ø each 4Ø each 15Ø each |
Speed and Statistical Data:Running: 8Ø MPH
Range On Land: Unlimited
Flying: Mach 8
Maximum Height: No limit
Range In The Air: 13ØK Miles
Surfaced On The Water: 8Ø Nautical MPH
Range On The Surface: Unlimited
Underwater: 8Ø knots without winged pods; 15 with.
Maximum Depth: 6,5ØØ Feet (2.25 nautical miles)
Range Underwater: 6Ø hours. Note: LP-5’s on the wings will not last that long (see LP-5).
Space: Mach 8
Range In Space: 25 Light Years
Height: 44 feet, 6½ inches
Width: 29 feet 8½ inchesWingspan: 27 feet, ¼ inch to 48 feet, 6½ inches
Length: 37 feet 2 inches
Radome Diameter: 36 feet, 6¾ inches
Weight: 24 tons, 1,6Ø4 lbs
Cargo: Very Limited; The crew wear their VR-Ø61’s in Battloid mode.
Power System(s):
Primary: Twin PP-261 plasma rockets
Secondary: Twin JR821 jet thrusters (in feet)
Flight System(s):
Primary: Anti-Grav pods (3)
Secondary: Aero-foil effect
Cost and Availability: 32 million credits; Takes 3 months to build.
Black Market Cost and Availability: As much as 1ØØ million apiece. As always, price fluctuates depending on buyer, seller, and circumstances.
Weapons Systems: 2. Joint Direct Attack Munitions (JDAM)II: Uses GPS technology to place a bomb or missile within ¼ of an inch of dead on. 3. C/U-L8(t/r) Marker Missile: Essentially an MRM with a specialized SRM warhead. The missile, when it detonates, produces very little in the way of explosion. Instead, it ignites a MASSIVE flare, producing both green or red flame, orange smoke, and great heat, making it visible to anyone. Using this missile gives other pilots a definitive target marker (double their roll to strike). As the designation "CU" (combined unit) indicates, it is equipped with THREE tagetting methods: JDAMS, Laser, and Wire Guided. Any of the three can be used, BUT ONLY ONE AT A TIME (though it can swich over between them very quickly). In general practice, the Malcorn pilot will attempt to fire the missile to strike about 4 to 6 inches DOWNWIND of the actual target, allowing the smoke to clear way just enough for other pilots to zero in. As the "L" ("laser") desigantion indicates, the laser designator is generall the perffered methind (at least at intial launch). The JDAMS unit is also a transponder, giving updates on the weapons poisition until ? of a second before warhead detonation, allowing other JDAMS weapons to be more easily programmed.Purpose: Offense 4. AGM-287 HARM II: The HARM (High-Speed Antiradiation Missile) II is a thoroughbred radar killer; That's all it's good for, and it's REALLY good for that. Once a radar site is detected, the missile can be AUTOMATICALLY LAUNCHED and that's it; The on-board targetting system will correllate not only where the radar signal is comming from, but also any IR or radar images (it has it's OWN radar), and determine not only WHERE the radar site is, but what the radar-emitting object itself is. And then will only attack THAT specific object. Even the old "flashlighting" trick (snap the radar on, get a quick fix, then snap it off) doesn't work with the HARM II. 6. Optional E-2Ø Energy Weapon: Used by the Logan fighter, the E-2Ø is the standard "back up" weapon of the Malcorn. It's use indicates something has gone very wrong, and SHOULD always be locked into it's holster (along the center aft fuselage, pointed aft). 7. Optional GU-XX Gun Pod: Though not NORMALLY carried, this hold over from the REF is available UPON CO'S ENDORSEMENT when entering a particularly hot zone. Aside from minor upgrades, the weapon is still the same that took on the Invid so very long ago. The only substantial upgrades have been in the magazine (a drum-style magizine in now used for smaller target profile and greater capacity), and an attached scope system (improving the heads-up characteristics of the gun pod itself). The weapon now has a +2 strike from the scope.1. Laser Ball Turret: This is basically the same weapon once used as the head-lasers of the VF-1; However, the Zulu 5-beam variant has become the standard unit over time. It is located amidships dorsal, and is primarily inteded for self-defense and to harrass enemy ground troops.
Purpose: Defense/Harrasment
M.D.: 1D4 per emitter (up to 5).
Rate of Fire:Per pilots attacks per melee.
Range: 5ØØ feet.
Payload: Unlimited.
Purpose: Offense
M.D. & Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 3, 4, 5, 2Ø, or all 4Ø missiles and/or 1, 2, 3, 4, 6, or 12 wing-mounted weapons (ussually bombs) per pilots attacks per melee.
Payload: 2Ø MRM per dorsal launcher; 3 wing mounted units per fitting per wing (8 mounts per wing for 24 missiles or bombs total).
M.D.: 1D4 per missile.
Blast Radius: 2Ø inches.
Incidiary Area: The pure heat given off by the weapon will litterally COOK any living flesh and ignite any STRAY fuels inside of a 25 foot area; Armored soliders, and fuels inside of FULLY SEALED containers will not be effected.
Range: 25 miles (before the wire pays out).
Rate of Fire: Volleys of 1, 2, 3, 4, 5, 2Ø, or all 4Ø missiles and/or 1, 2, 3, 4, 6, or 12 wing-mounted weapons per pilots attacks per melee.
Payload: Up to 2Ø MRM per dorsal launcher; 24 additional missiles can be mounted on the wings.
Purpose: Offense/Wild Weasel
M.D.: 4D6×1Ø.
Range: 3Ø miles.
Rate of Fire: Volleys of 1, 2, 3, 4, 6, or 12 wing-mounted weapons per pilots attacks per melee. These are the only missiles the can ONLY be mounted on the wings.
Payload: Up to 2Ø MRM per dorsal launcher; 24 additional missiles can be mounted on the wings.5. MM-6Ø Multi-Missile System: The same as the MM-6Ø carried by the Alpha (and just about every other REF-era Mecha). The MM-6Ø was selected over the MM-12Ø due to space and weight requirements; The MM-6Ø takes up less space and weight, allowing more sensory systems.
Purpose: Offense
M.D. & Range: Varies by type used.
Rate of Fire: Volleys of 1, 2, 4, 8, 15, 3Ø, or all 6Ø.
Payload: 6Ø altogether. Each launcher pod carries SRM's (with no reloads).
Purpose: Defense
M.D.: 1D4×1Ø per blast.
Rate of Fire: Per pilot attacks per melee.
Range: 4,ØØØ feet
Payload: Unlimited; Draws power from the Mecha itself.
Purpose: Defense
M.D.: Does 4D6 MD short burst, 1D4X1Ø medium burst, or 2D4X1Ø full melee burst.
Rate of Fire: Short and medium bursts count as only 1 attack. The pilot can fire as many bursts in this mode as his total attacks per melee. A full melee burst supplants all other attacks for that melee.
Range: 4,ØØØ feet
Payload: 4ØØ short bursts, 2ØØ medium bursts, or 1ØØ full melee bursts. Each ship carries 2 spare clips.
Features:
M.D.C.: 5 Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9Ø% chance of fooling military grade radars and advanced smart missiles. Range: Towed to 328 feet (1ØØ meters) from the Mecha or released to go wherever it wants. Can fly independently for about 3Ø minutes. Rate of Fire: One can be tether deployed at a time and requires 15 seconds to deploy another decoy. Any non-loosed decoys can be reeled in again. Payload: 16 Decoys each pod. Effect: Duration: 1D4 melee rounds. Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares. |