A/BG-2Ø Thunderbolt V:
In use by various Air Forces around the world before and during the Global Civil War, the USAFs A-1Ø Thunderbolt II was used as the model for Federated Engineering Corporations
An A/BG-2Ø Thunderbolt V during feild testing.
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.
The Federated Engineering Corporation christened the first A/BG-2Ø in 2587. More than 7.5 billion have been built over the years (most under license to local manufacturing concerns), and upgraded to even MORE lethal, butt-kicking specifications. Nicknamed the "Thud" by its pilots and ground crew, the A/BG-2Ø is to Guardians what Rocky is to pugilism. It's low, slow, and damned near indestructible. Thud just does not care how many times you hit it. It just keeps coming at you. For this reason, Thud tends to find itself at the point position in heavy melees, providing close support and reconnoitering for friendly land and air forces. That's just fine. Thud likes it up front. They wouldn't have it any other way. The A/BG-2Ø can remain aloft with one wing, one engine, and three-fourths of its fuselage destroyed. It can fly day or night thanks to a bewildering array of position sensors, heat sensors, radar, laser, and advanced positioning system accurate to the area of less than a postage stamp. Twin Galactic Engineering TR-34 turbofans provide the main thrust that keeps this bad lady aloft. Each turbine generates over 19,ØØØ pounds of thrust, pushing the Thud to a top speed of 62Ø-mph. The Thud is wrapped in a titanium/chrome alloy armor plate, and armed with 16,ØØØ pounds of mixed ordinance it typically carries, not mentioning the 3Ø-mm, seven-barrel GAU-2Ø/B Gatling rail launcher. You know the one—that big gun that hangs beneath Thud's snout, ready to inflict that not-so-fresh feeling on any observed hostiles at the merest touch of a button. Designed specifically for the A/BG-2Ø, the big cannon unloads a lethal Chex Mix of mini-missiles boosted by rail gun acceleration— At the rate of 4,ØØØ rounds per minute.
The GAU-2Ø/B can gleefully chew its way through the Mecha or semi-hardened bunker of your choice while the Thud soaks up hits from down below that would kill God. Furthermore, Mr. Potato Head fans can enjoy playing mix-and-match with the customizable array of bombs, missiles, and electronic counter-measures made available by your tax dollars for multi-cultural get-togethers at fun-spots like Sara Base, Arium TA/Boota, Miconia, and the Persius Ghettos of FBX 2155532Ø. Thud's always up for a good party and always ready to go again the day after, no matter how bad the hangover. To aid upkeep, Federated designed the A/BG-2Ø frame with a maximum number of modular systems and heavy parts interchangeability in mind. An Aero Space Force mechanic may not find what he needs to fix-up his Thud at the Tirerasian Pep Boys or NAPA outlet, but then again, he just might. (There are, in fact, documented cases of A/BG-2Ø’s being patched together from parts scrounged off of pickup trucks, motor boats, and even a documented case of one nearly re-built from elevator parts.)
With a top-end of just under Mach 1.Ø, an operational range of 45,ØØØ feet, and a flight ceiling of 6Ø,ØØØ feet, the Thud isn't especially fast or fuel-efficient, but the A/BG-2Ø Thud doesn't much care about those trivial aggravations. Thud's here to drink beer and rip ass. And he's all out of beer.
Federated Engineering Corporation replaced the 3Ømm GAU-8A Avenger Gatlin gun with the GAU-2Ø Deathbringer mini-missile rail launcher, and developed a solid-slug mini-missile specifically for use with this weapon, and the main armor with a titanium/chrome alloy. They have also reengineered the fittings on the Mechas eleven hard points to carry standard missiles (as opposed to the missiles and bomb the old Warthogs carried). With the GAU-2Ø using mini-missiles and the refitted missile launchers and a huge payload, the Thud is THE superior in the ground attack role in all respects over any other known Mecha killer design. Bar none.
The lead engineer on this program was Dr R. Kitsune, REF/RDF DARPA..
Questions and comments should be directed to him or Director, REF/RDF DARPA, Lt Col Andering Reddson.
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


2ØØ each

Notes:
*Destroying a Wing will force the pilot to withdraw from the battle. Destroying BOTH wings will force the pilot to land on gav pods.
.**Destruction of rudders or one elevator will cause a penalty of -5 to dodge, and a -3Ø% penalty to all piloting rolls.
***Destroying the cockpit canopy will expose the pilot to the elements, possibly killing him. Destroying the Bathtub will transfer any additional MD to the pilot, possibly killing him. Ether way, roll save v death (with a +5) unless he is battle armored.
****The destruction of one engine will reduce the Mecha’s top speed by half and give the pilot a -2 penalty to dodge as well as giving a 1Ø% penalty to piloting. Pilot must RTB.
*****Depleting the M.D.C. of the main body will shut the Mecha down completely, rendering it useless and causing the grav pod’s internal batteries to force a controlled crash if in flight. Pilot may still eject.

Speed and Statistical Data:
Running: 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-Years
Height: 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:
Primary:Twin Galactic Engineering TF34-GE-1ØØ turbofan engines (9Ø65 lbs thrust each), uses aviation fuel.
Secondary: Twin GE 1,9ØØ turbo liquid fueled rockets (one in each foot) can be used if one or both main engines have been damaged.
Flight Systems:
Primary: Areo-Foil effect
Secondary: Grav Pods can be used to provide lift in the event of a shoot-down situation, but the pilot MUST return to base.
Cost and Availability: 3.3 million credits; Routinely available
Black Market Cost and Availability: As much as 1ØØ million apiece; Rare.

Weapons Systems
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)

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.

    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.

4. Aft Anti-Fighter Laser: Word of advise- Never try to kill this bad lady from behind. This weapon will kill YOU instead.
Maximum Effective Range: 3,ØØØ’.
Mega Damage: 3D6 MD per blast.
Rate of fire: Per pilot’s attacks per melee.
Payload: Unlimited.

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.
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.

6. MM-12Ø: Derived from the REF era MM-6Ø.
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. 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:
  • E.S.M.: Radar Detector. Passively detects other radars being operated.
  • Radar: Combat grade radar. Range 3ØØ miles, can track up to 5ØØ individual targets. 95% reliability (5Ø% 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.
  • Mine Detector (in feet): 85% detect mine or +5Ø% to detect concealment.
  • 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 ¾ (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 and weapons officer to get visuals on targets at night.
  • A.J.P. (2): 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 pods are mounted at the tips of the wings.
  • 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 5ØØ miles. Specific range can be adjusted in 1 mile increments.
  • Survival Pack: A pack of simpler emergency survival supplies: Pup tent, 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 (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.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2ØØ miles for MOST sensors.
  • Video Camera: Records from the HUD. 5Ø hours of recording available.
  • 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 and to cover retreating forces.
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ’ in normal crowds.
  • Telescoping Arms: Extends the pilots reach by 6 feet.
  • TDP (4): Towed Decoy Pods. Located on the top of the port and starboard wingtips. The Thud can carry a special pod that carries four advanced towed decoy drones. These drones are dragged about 328 feet behind the craft on a thin cable. Each is a specially designed radar lure that creates a radar image to mimic the ship. If decoys are not destroyed, they can be recovered and repaired. This system has been successfully deployed against SEVERAL alien radar-type sensors (including one that works off of sound). Note that they can be released to draw fire away.
    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.
  • 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 Ø4 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 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles).
    Effect:
    Ø1-5Ø 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-ØØ 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: 6Ø chaff/flares. Each time the system is engaged, the system fires off Ø4 chaff/flares.

  • Combat Bonuses from ABG-2Ø Thunderbolt V Attack Guardian Elite:
  • 2 additional attack per melee.
  • One additional Attack Per melee at levels 3, 6, 9, 12, and 15 with any additional bonuses for the pilot.
  • +3 Initiative.
  • +1 to Strike with Deathbringer Rail Launcher and Missile Launchers (ground targets only).
  • +5 entangle/snare/grab, Parry, Dodge, and Roll.
  • +2 dodge ground-launched anti-aircraft missiles.
  • +8 to dodge while traveling over 5ØØ MPH.