GA-1 Super Aggressor



A Super Aggressor, three veiws.

The Super Aggressor was conceived as a bunker-killer Mecha specifically for taking on Tśentraedi Malcontent on their own turf. A Strike Veritech was refitted, with the normally clip-on missile/P.B.C. packs integrated into the main fuselage; with the fuselage welded shut, a great deal of material, including extra struts, servos, motors, and other now-unnecessary equipment could be removed, lightening the Mecha and vastly expanding the available internal space. Not only could both the new engines AND weapons packs be fit into a relatively small space, but the weight was 1/3 the original, allowing the craft to use the experimental Dual Phase Aeration Scram Jet Engines; Dual Phase Aeration works by taking in outside air as normal in atmosphere, but in space uses compressed on board air. This allows full transatmospheric capability if the ship has some form of heat shielding. To this end, the GA-¨ª1 was equipped with ceramic heat shielding good to 5¨ª entries.
Moving the PBC into the fuselage had another advantage; the PBC could now not only declinate 9¨ª¨¬, but could also laterally traverse up to 115¨¬ (5¨¬ to the left to 1¨ª¨¬ past straight to the right). Previously, the PBC¡¯s could only be aimed in one direction, based on whatever mode the craft was in.
The F/AG-8 Phantom replaced the GA-1 Super Aggressor and the GF-2 Super Guardian in the early 22nd Century; However, the GA-1 and GF-2 remain in service in some systems, especially the outlier outposts.
Note: The Strike Aggressor is a VERY old design; Therefore it¡¯s bonuses are VERY little. This doesn¡¯t, however, make it totally obsolescent, and Fehran Malcontents and Militias love them, and Tiresian Malcontents are manufacturing these and FG-2 Super Guardians in high numbers (they even SELL THEM to other malcontents).
Vehicle Type: Guardian
Model Type: Attacker
Model Number: 1
Crew: One


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:
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
(more exactly, can get back)
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;
Output: 48,¨ª¨ª¨ª KWh; Lifespan: 4¨ª years.
Secondary: Twin Pratt & Whitney M-2,1¨ª¨ª Scram Jet Engines with
Dual Phase Aeration System; Output: 16,¨ª¨ª¨ª KWh; Range: 6,¨ª¨ª¨ª AU¡¯s
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.

Weapons Systems:
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.

2. Underside Turret Lasers: Mounted on a turret located on the underside. 36¨ª¨¬ degree rotation.
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.

3. Short Range Forearm Missiles: Two missiles are housed in each forearm for a total of four missiles.
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.

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.
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.

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.
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.

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.
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

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.

  • Restrained Punch: 1D4
  • Full Strength Punch: 2D6
  • ¡°Booster¡± Punch: 3D6 M.D. (counts as two attacks)
  • Tear or Pry with Hands: 1D6
  • Kick: 1D6
  • Leap Kick: 2D6
  • Body Flip/Throw: 1D4
  • Body Block/Tackle: 1D6
  • Stomp: 1D6 M.D. (only effective against small objects)









  • Features:
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 1¨ª¨ª miles, can track up to 5¨ª 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.
  • 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 ¨ª4 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 2¨ª% against smart missiles (add +2¨ª% to rolls for smart missiles.)
    Effect:
    ¨ª1-5¨ª 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-¨ª¨ª 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: 6¨ª chaff/flares. Each time the system is engaged, the system fires off ¨ª4 chaff/flares.
  • GPS: Standard tracking device. Ties into the Blue Force Tracker.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¨ú (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.
  • L.D.P. (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 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.
  • Full Range Sensory Systems: Infrared, Ultra Violet, Color Filters, and Thermal Imager: Range: 1¨ª miles; Magnification: 4¨ªX
  • 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 5¨ª¨ª miles. Specific range can be adjusted in 1 mile increments.
  • Video Camera: Records from the HUD and HDD. 5¨ª hours of recording available.
  • Survival Pack: A pack of simpler emergency survival supplies: Sleeping bag, black light, GPS, first 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 (25¨ª¡¯ apogee), 7 white parachute flares (1,5¨ª¨ª¡¯ apogee), 1¨ª¨ª¡¯ of black or brown parachute cord (15¨ª lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit (good for about 1¨ª 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/Penalties from Strike Aggressor Combat Elite:
  • 1 additional attack per melee.
  • One additional attack per melee at levels 3, 6, 9, and 12.
  • -2 Initiative.
  • +2 Strike with lasers.
  • +1 Dodge.