GA-1 Super Aggressor
![]() A Super Aggressor, three veiws. |
M.D.C By Location:
Fuselage- Engines (2)- Reinforced Pilots Cockpit- HMMP-¨ª2 Missile Pod (left)- Mauler RO-X2A Particle Beam Cannon- Upper Legs- Lower Legs/Engines- 1¨ª¨ª each | 3¨ª¨ª 2¨ª¨ª each 2¨ª¨ª 2¨ª¨ª 2¨ª¨ª each 15¨ª each 1¨ª¨ª each | Feet/Vector Thrust Nozzles- Upper Arms- Upper Arms- Hands- Underside Laser Turret- Head Mounted Lasers- | 1¨ª¨ª each 1¨ª¨ª each 15¨ª each 5¨ª each 1¨ª¨ª 3¨ª each |
Speed and Statistical Data: Weapons Systems: 2. Underside Turret Lasers: Mounted on a turret located on the underside. 36¨ª¨¬ degree rotation. 3. Short Range Forearm Missiles: Two missiles are housed in each forearm for a total of four missiles. 4.HMMP-¨ª2 Micro-Missile Launcher Pod: A single missile launcher pod is mounted on the left side of the Guardian, along with the left super rocket booster. It carries 2¨ª medium-range, medium-warhead missiles. It is identical to the missile launcher pods of the Super Veritech. 5. MAULER RO-X2A BEAM CANNON: A double-barreled particle beam cannon based on the PBC on the Regault Tactical Battle Pod is mounted on the right side of the Guardian along with the right super rocket booster, instead of the missile launcher pod installed on the GF-2 Super Guardian Fighter. 7. Medium- or Long-Range Missiles: 3 hardpoints per wing allow up to 6 LRM, 18 MRM, or 36 SRM¡¯s. Nuclear, Reflex, Anti-Matter, and other WMD missiles are RARELY usued. Multi-Warhead missiles can NOT be used. 8. Augmentation Packs: The GA-1 Strike Aggressor can also use NR-BP-E2 and NR-BP-E7 ¡°Recon¡± FAST Packs, NP-BP-11 FAST Packs, any variety of arm and leg FAST Packs, and either the NP-ARFB-Y1 or NP-ARFB-Y2 FAST Augmentation Modules. They can also be combined wih the SACPAK if no dorsal or booster pack is used. 9. Hand To Hand Combat: If necessary, the Strike Aggressor can engage in melee combat rather than use a weapon. The Guardian is extremely agile and can execute most typical hand to hand combat moves, such as punches, jump kicks, leap attacks, rolling with impacts, etc. Features:Running: 1¨ª¨ª mph (16¨ª kmph).
Flying (in atmosphere and space): 3¨ª¨ª mph
Maximum Range: 2,¨ª¨ª¨ª miles
Service Ceiling: 2,¨ª¨ª¨ª miles; Can not really go into deep space
Length: 37 feet 4 inches
Height: 29 feet
Width: 49 feet 4 inches
Weight: 8 tons
Physical Strength: Equal to a P.S. of 5¨ª.Thrust/Power Systems:
Primary: A pair of RR-CAS¡î¨ª¨ª2©¡©ø Fusion Thrust Reactors;
Secondary: Twin Pratt & Whitney M-2,1¨ª¨ª Scram Jet Engines with
Tertiary: Emergency Solar Sails; Output: 16,¨ª¨ª¨ª KWh; Range: 6,¨ª¨ª¨ª AU¡¯s
Cargo: Pilot Supplies only.
Cost And Availability: 35¨ª,¨ª¨ª¨ª credits to build.
Black Market Cost And Availability: 35 million credits average.1. High Powered Lasers: A pair of lasers are built into the nose of the Guardian for aerial dog fighters and assault. They can only be fired when in Jet Fighter mode and are limited to a straight ahead line of fire.
Purpose: Assault
MD: 6D6 M.D. per twin blast.
Rate of Fire: Equal to the pilot¡¯s combined number of attacks.
Range: 4,¨ª¨ª¨ª feet
Payload: Effectively Unlimited.
Primary Purpose: Anti Infantry Assault
Secondary Purpose: Tool for Cutting
MD: 1D6 per laser (4D4 total). One long, extended blast lasts one full melee and does double damage, but counts as two attacks that melee.
Rate of Fire: Equal to the pilot¡¯s combined number of attacks.
Range: 2,¨ª¨ª¨ª feet
Payload: Effectively Unlimited.
Purpose: Assault/Defense
Missile Type: Any SRM.
Damage and Range: Varies with missile type; Usually armor-piercing or plasma (2D6x1¨ª MD) at 5¨ª-8¨ª miles.
Rate of Fire: One or two at a time.
Payload: 2 per arm; 4 total.
Purpose: Assault/Defense
Missile Type: Any MRM.
Damage and Range: Varies with missile type; Usually armor-piercing or plasma (2D6x1¨ª MD) at 5¨ª-8¨ª miles.
Rate of Fire: Volleys of 2 or 4 missiles per pilots attacks per melee.
Payload: 2¨ª missiles.
Purpose: Assault/Anti-Mecha
MD: 4D1¨ª MD per blast per gun.
Rate of Fire: Equal to the pilot¡¯s combined number of attacks.
Range: 4,¨ª¨ª¨ª feet
Payload: Effectively Unlimited.6. GU-11 55MM TRI-BARREL GUN POD: The standard issue armament for VF series Guardians.
Purpose: Assault/Defense
MD: Short Burst: 3D6 MD; Long Burst: 6D6 MD; Full Melee Burst: 1D6x1¨ª MD
Range: 4¨ª¨ª¨ª feet
Rate of Fire: Equal to the pilot¡¯s combined number of attacks.
Payload: 2¨ª¨ª rounds per clip; Short Burst: 2¨ª; Short Burst:; Long Burst: 1¨ª; Full Melee Burst: 5; Inserting a new ammo clip takes half a melee round; Player forfeits ¨ö of his attacks. One spare clip is stored in each leg of the Veritech.
Purpose: Assault and Defense
Missile Type: Any type of missile, but type(s) used effect payload. Paylodas can be mixed, but any given hardpoint MUST use one type.
Damage and Range: Varies with missile type; Usually the biggest possible type.
Rate of Fire: As many missiles per volleys the pilot wants per attacks per melee.
Payload: LRM: 1 per hardpoint; MRM: 3 per hardpoint; SRM: 6 per hardpoint
Effect: They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Duration: 1D4 melee rounds. Payload: 6¨ª chaff/flares. Each time the system is engaged, the system fires off ¨ª4 chaff/flares. | M.D.C.: 5 Effects: The decoy has a 98% chance of fooling ordinary non military radars and non smart guided missiles, and a 9¨ª% chance of fooling military grade radars and advanced smart missiles. Range: Released to go wherever it wants. Can fly independently for about 3¨ª minutes. Rate of Fire: Per pilots attacks per melee. Payload: 16 Decoys total. |