A/BG-2Ø Thunderbolt V: Speed and Statistical Data: Weapons Systems 2. Ordnance Hard Points (13): The Mecha has a total of 11 hard points. Three of the hard points are on the body of the Mecha and there are five hard points on each wing. The hard points can be used to carry missiles, bombs, mini-missile packs, or various gun pods. 4. Aft Anti-Fighter Laser: Word of advise- Never try to kill this bad lady from behind. This weapon will kill YOU instead. 5. Internal Bomb Load: A 3.2K lbs internal bomb load is available to drop any combination of bombs, from hand grenades to nukes- Even MOAB. 6. MM-12Ø: Derived from the REF era MM-6Ø. 7. Standard Gun Pods: The Thud can carry any standard variety of UGC Gun pods, from the ancient RDF-era GU-11 of VF-1 fame, to the WMX-171 Tronacator sniper gun. No gun pods was ever developed specifically for this Mecha, and MOST pictures show the Thud carrying the RGUX- 221 Rail Gun unit (an experimental model that was never put into mass production). All stats are per the gun pod. Features:
A/BG-2Ø Thunderbolt V ground attack Guardian. After studying the aircraft, Federated Engineering Corporation decided to reengineer the Mecha, with hopes of selling the design (and the lucrative building contracts) to the UGC. While the Mecha is not very fast, replacing the original titanium armor with newer MDC alloys gives the Mecha good survivability even on a modern battlefields and firepower more than equal to any previous Mecha ever, possible even more than a Folker Class frigate. Since FEC knew that the UGC may not be interested, they concurrently marketed the Mecha to the semi-autonomous colonies, especially ones on the outlier areas. The ability of the Mecha to operate out of sub-primitive Mecha bases also gives the craft a great advantage over many of the other designs that they have come along. Indeed, the Mecha can operate out of barns and corn feilds, if nessesary.An A/BG-2Ø Thunderbolt V during feild testing.
Name: Thunderbolt V
Nicknames: Thud
Model Number: A/BG-2Ø
Class: Ground Attack Mecha
Crew: One (2 in the B variant)
Passengers: None
M.D.C. By Location:* Wings (2):
** Elevators (2):
** Rudders (2):
*** Cockpit:
**** Engines (2):
GU-XXXV Gun Pod:
***** Fuselage:15Ø each
8Ø each
8Ø each
2ØØ
2ØØ each
1ØØ
3ØØ*** Armored Bathtub:
Upper Legs(2):
Lower Legs(2):
Upper Arms(2):
Lower Arms(2):
Missile Packs (2, in engine cowlings):2ØØ
25Ø
3ØØ
6Ø
6Ø
2ØØ eachRunning: 9Ø MPH
Range On Land: Unlimited
Flying: The Thunderbolt can reach a top speed of 62Ø MPH. The Mecha does not have an afterburner and the fighter's normal cruise speed is 2ØØ mph but varies on the situation.
Maximum Height: 3Ø,ØØØ feet
Range In The Air: 1,5ØØ mile. The Mecha can carry up to three external fuel tanks that each contains 16,ØØØ gallons of fuel and adds 8,ØØØ miles (26Ø nm /48Ø km) to the Mecha's range, and can be refueled in the air for effectively unlimited range.
Surfaced On The Water: 2Ø MPH
Range On The Surface: Unlimited
Underwater: 2Ø MPH
Maximum Depth: 9ØØ feet
Range Underwater: 9Ø minutes
Space: 4ØØ MPH
Range In Space: 1Ø Light-YearsHeight: 25 feet 8 inches
Wingspan: 57 feet
Length: 53 feet 4 inches
Weight: 51,ØØØ pounds fully loaded.
Cargo: Pilot equipment and Ø1 PA-1Ø1 only.
Power Systems:
Flight Systems:
Cost and Availability: 3.3 million credits; Routinely available
Black Market Cost and Availability: As much as 1ØØ million apiece; Rare.1. GAU-2Ø/B Gatling Mini-Missile Launcher: Federated replaced original GAU-8A Avenger Gatlin Gun with the Deathbringer mini missile launcher, but engineered a solid-slug variant just for this one craft. The solid slug round is a HDA (high density alloy) that also incorporates plastics and ceramics, not the original design DU (depleted uranium) round. It is every bit as lethal but more environmentally friendly as the original DU 3Ømm round, and cheaper than a full mini missile. Alternatively, the GAU-2Ø can use any type of mini missile. Range of mini missile is added to the total range, damage is as mini missile. No other changes apply.
Maximum Range: 16,ØØØ feet (1,83Ø m).
Mega Damage: 5D6x1Ø for a short burst of 2Ø round or 1ØD6x1Ø for a long burst of 4Ø rounds. Each bursts count as one attack.
Rate of Fire: Equal to the combined hand to hand attacks of the pilot (usually 4 or 5).
Payload: 12,ØØØ rounds (6Ø short bursts)A GU-21 Gun Pod: Generally used to strafe infantry, armor, and openings into bunkers.
Maximum Effective Range: 6,ØØØ’.
Mega Damage: 3D6X1Ø per burst.
Rate of fire: Per pilot’s attacks per melee. Can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter what weapons are involved).
Payload: 15Ø bursts.
B PBC-7 Particle Beam Cannon: The PB-4 is a simplified version of the Gulag Officer Battle Pod main P.B.C. This weapon has served well and reliably through literally thousands of years of warfare; It therefore was a logical choice for an integrated weapon. The primary diffrence between the PBC-7 and PBC-4 is that the 7 is a wing mouted weapon; The 4 is an intergrated weapon.
Purpose: Anti-Armor
M.D.: 5D1Ø+25 per blast
Rate of Fire: Twice per melee max.
Range: 1Ø,ØØØ feet
Payload: Unlimited
C Laser Cannon Pod: Adapted from the much heavier T’sentraedi ship grade laser turret, Not nearly as powerful as its lineage, but HIGHLY effective.
Purpose: Anti-Armor
M.D.: 5D6X1Ø per blast
Rate of Fire: Twice per melee max.
Range: 1Ø miles
Payload: Unlimited
D Synchro Cannon: Not Available to PCs. PERIOD. The Synchro Cannon is available to GM's as a plot device (recovering the gun from a crashed ship, for example).
Maximum Effective Range: 2Ø miles.
Mega Damage: Absolutely destroys everything in its patch. Creates a 5Ø’ beam.
Rate of fire: Once per melee. No other actions are available that melee.
Payload: Can only be fired 5 times before it runs out of juice.
E External Bomb Load: A external bomb load is available to drop any combination of light or medium bombs.
Maximum Effective Range: Varies by altitude bombs are dropped at.
Mega Damage: Varies by bomb type.
Rate of Fire: One big volley of everything you’ve got.
Payload: 3 heavy, 6 medium, or 16 light bombs
F Mini-Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the Mecha but are only carried on the wings. The Mecha normally carries missile pods for anti-personnel attacks and anti-missile defense. Normal missiles used are armor piercing, high explosive, or fragmentation mini-missiles.
M.D. and Range: Varies with missile types.
Rate of fire: Each pod can fire one at a time or in volleys of 1, 2, 4, 6, 8, 12, or all 18 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 18 mini-missile.
G Short Range Missile Pod: The most commonly requested armament, these missile are generally used as anti-aircraft defense. The A/BG-2Ø just isn’t a dogfighter. Also used to destroy other aircraft on the ground and helicopters.
M.D. and Range: Varies with missile types.
Rate of fire: Each pod can fire one at a time or in volleys of 1, 2, 4, 6, or 8 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 8 short range missiles.
H Medium Range Missile Pod: Normally used for anti-armor/anti-personnel.
M.D. and Range: Varies with missile types.
Rate of fire: Each pod can fire one at a time or in volleys of 2 or 3 and can be linked with other weapons systems for greater accuracy and power to target (counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 3 medium range missile.
I Long Range Missile Pod: Large capacity mini-missile pod. These pods are not carried on the body of the Mecha but are only carried on the wings. The Mecha normally carries missile pods for ground strafing, anti-troop, and anti-emplacement attacks. Normal missile used are armor piercing, plasma, or fragmentation mini-missiles.
M.D. and Range: Varies with missile types, mini-missiles only.
Rate of fire: Each pod can fire one at a time or in volleys of 2, 4, 8, or 16 and can be linked with other mini missile pods for greater number of missiles (Counts as one attack no matter how many missiles in volley).
Payload: Each pod carries 16 mini-missile.3. Topside Laser Turret: Designed to protect the ship from airborne attackers, its integrated fire-control computer can track any target, identifying friend from foe, and threat from not-threat. Pilot must still select whether or not to fire.
Maximum Effective Range: 2,ØØØ’.
Mega Damage: 4D6 each twin blast.
Rate of fire: Per pilot’s attacks per melee.
Payload: Unlimited.
Maximum Effective Range: 3,ØØØ’.
Mega Damage: 3D6 MD per blast.
Rate of fire: Per pilot’s attacks per melee.
Payload: Unlimited.
Maximum Effective Range: Varies by altitude bombs are dropped at.
Mega Damage: Varies by bomb type (may be none).
Rate of fire and Payload: One big volley of the enire 3.2K Lbs you’ve got.
Payload: 3.2k lbs of any combination.
M.D. and Range: Varies by type of missile (may be none).
Rate of fire: Voleeys of 1, 2, 5, 1Ø, 2Ø, or 5Ø per piulots attacks per melee. Note: Only 6Ø mini-missiles are available at one time; However, as one missile is used another automatically takes its place.
Payload: 12Ø S.R.M.'s.7 star flares (25Ø’ apogee), 2 white parachute flares (1,5ØØ’ apogee), 1ØØ’ of black or brown parachute cord (15Ø lbs tensile strength), 2-5 days rations, 2 gallons water, water purification kit- good for about 1Ø gallons.
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.75 Enemy missile or missile volley loses track of real target and veers away in wrong76-ØØ No effect, missile is still on target.
Duration: 1D4 melee rounds.
Payload: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.