Noir Posted March 31, 2016 Share Posted March 31, 2016 EAL-03 PathfinderGeneral Purpose/Scout Exo-Armor Height: 15.4 mWeight: 28.4 tonsControl System: Linear FrameArmor Factor: 12 Weapon Systems 1 x Jovian Optics 652A Particle Cannon (not shown) 2 x MMJ-4 Medium Missiles 2 x PL3 Plasma Lances Special Equipment Survival Pod MR-65 EWAC Pod Booster Unit (Optional) Overview The Pathfinder is one of the oldest exo-armors in the Jovian military arsenal. The Pathfinder has been found to be a rugged if simplistic design, easy to field and maintain. It is now the standard light EA of the JAF and is used mostly for patrols, although its heavy armor and speed make it a useful member of a combat team. Most newcomers are assigned a Pathfinder since the operating interface and onboard computer are very user-friendly. Armament relatively is light because frontline combat was not the primary design requirement. The Pathfinder carries a Jovian Optic 652A particle cannon to deal with any threat it might encounter. The cannon is mounted on a modular rack on the right arm, which enables the technicians to easily replace it with another weapon (although this is rarely done). As with other Jovian weapon designs, it is made up of modular sections for easy repair and upgrade capacities. In case of unexpectedly strong opposition, two medium missiles are mounted on the left shoulder. Two plasma lances are also available for close-in fighting, stored in flip-open thigh compartments. An interesting characteristic is the blast shield, which can be lowered to protect the main sensor array in case of a massive explosion nearby. A medium-range radar and EWAC system is mounted on the right shoulder to enable the Pathfinder to find any intruder using either standard radio communication or a search radar near its patrol trajectory. Variants The Pathfinder has been used as the basis for several specialized exo-armors commonly seen in the Jovian arsenal. The CM version is the Command unit used by commanding officers. The most notable additions is the advanced communication gear and a more powerful booster pack, which gives the command type greater acceleration and range. The RC version is the Recon variant. It is equipped with a more powerful EWAC system and a "Snoopy" Reconnaissance Pod and Sentry System in place of the dual missiles. The SP version is the Sniper. The standard particle beam is replaced with a powerful, long range mass driver rifle while a limited "Snoopy" pod and Sentry System replaces the dual missiles. The ST version is the Strike variant. The EWAC array is replaced by a cluster missile launcher for raid and light assault purposes. The BR version is the Bomber, carrying several heavy warheads to use against large, slow moving targets. It is equipped with large shoulder pods to accommodate some extra thrusters and the missiles. The ML is very similar in appearance to the BR, but has mine-laying equipment instead of missile launchers. Few of these have been built. The Long Range Support version is also quite rare, chiefly because it is expensive to produce. It replaces the EWAC array and the twin missiles with shoulder-mounted beam cannons. Below, Left to Right: Pathfinder Command (particle cannon not shown), Recon (laser cannon not shown), and Sniper Service History The Pathfinder is the Jovian exo-armor that has seen the most combat use to date. This is because its scouting missions often bring it in contact with pirates and illegal scavengers, which will oppose the Jovian forces with small ships and dated spacefighters. EAL-03 Pathfinder (Standard) Spoiler EAL-03 Pathfinder (Standard) Piloting - MV: -3, Ground Move: 9, Flight Move: 18, Tonnage: 28.4 Sensors - Range: 7, Comm: 1,000 km, Structure: 5K, Location: Head Hydraulics - Standard, Structure: 8K Armor & StructureHead --- Armor: 2K, Structure: 1KTorso -- Armor: 2K, Structure: 4KR. Arm - Armor: 2K, Structure: 2KL. Arm - Armor: 2K, Structure: 2KR. Leg - Armor: 2K, Structure: 3KL. Leg - Armor: 2K, Structure: 3K Additive Systems - Escape Pod, Space Protection, EWAC (Radio/Radar Antenna: Detects units in a 7 km radius, R. Arm) Weapons Particle Cannon - Accuracy: +1, Range: 6, Damage: 4K, Ammo: Inf., Structure: 4K, Location: R. Arm Medium Missiles - Accuracy: +2, Range: 10, Damage: 4K, Ammo: 2, Structure: 4K, Location: L. Arm Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: L. Hand Right Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: R. Hand, Special: Quick, Handy Left Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: L. Hand, Special: Quick, Handy Link to comment Share on other sites More sharing options...
Noir Posted March 31, 2016 Author Share Posted March 31, 2016 EAM-03 RetaliatorGeneral Purpose/ Interceptor Exo-Armor Height: 15.5 mWeight: 37.7 tonsControl System: Linear FrameArmor Factor: 11 Weapon Systems 1 x JAW-11 Railgun 4 x MMJ-4 Medium Missiles 10 x LMJ-2 Light Missiles 2 x PL3 Plasma Lances Special Equipment Survival Pod Overview The Retaliator is the standard medium interception exo-armor of the JAF. Many of the actual Jovian exo-armor designs are based on this machine, as its reliability has been proved many times over (although it isn't entirely flawless: see below). Well-armed and fast for its size, it can take on opponents bigger than itself and still come out on top. The Retaliator is commonly found in strike teams along with Pathfinders because of its high speed and heavy armament. What this machine is lacking is armor. To ensure speed and maneuverability similar to that of light exo-armors while still carrying heavy armament, compromises had to be made. The extra mass needed for weapons and thrusters came off the limbs armor, much to the dismay of the pilots assigned to the machine. To save further mass, the engineers tried to reduce the size of the thrusters by using a new plasma injector cone with pre-heating. It worked, up to a point: because the verniers have to operate at near maximum level for extended periods of time, they overheat easily, which can cause a shutdown (or, even worse, an explosion, in extreme case). Green pilots often burn out the thruster array on their first sortie with a Retaliator, despite warning from the tech crew. The Retaliator is equipped with the powerful JAW-I 1 railgun, a proven modular design able to send a Lexan shell with metal sabot straight through several inches of composite armor. Because of the rapid wear of the gun's rails, no more than fifteen shots can be fired before replacing the parts. Several pilots have attempted to fire once more, only to have the weapon jam and explode. However, it never happened before the sixteenth shot. The engineers are still at work on this strange problem. . Variants There have been few modifications to the basic Retaliator frame over the years, mainly because building a Pathfinder variant for a given operational role is much cheaper. To date, only two versions exist, the Retaliator HA and CM models. The Commander-type is nothing more than a standard Retaliator with extra communication and detection gear. It is undistinguishable from the standard EAM-03 save for the extra antennae. The Heavy Assault version, however, is often mistaken for the heavier Vindicator model. It adds nearly 5 tons of armor as well as more powerful missiles. The railgun is also replaced by an arm-mounted rocket launcher. Service History Like the Pathfinder, the Retaliator has been mostly used against pirates in the Jovian system. A few were sent to assault strongholds in the Asteroid Belt in conjunction with units from the Martian Free Republic, which put both the standard and HA versions to test. EAM-03 Retaliator (Standard) Spoiler EAM-03 Retaliator (Standard) Piloting - MV: -5, Ground Move: 6, Flight Move: 18, Tonnage: 37.3 Sensors - Range: 4, Comm: 800 km, Structure: 4K, Location: Head Hydraulics - Standard, Structure: 8K Armor & StructureHead --- Armor: 2K, Structure: 2KTorso -- Armor: 3K, Structure: 6KR. Arm - Armor: 1K, Structure: 3KL. Arm - Armor: 1K, Structure: 3KR. Leg - Armor: 2K, Structure: 4KL. Leg - Armor: 2K, Structure: 4K Additive Systems - Escape Pod, Space Protection, Link: Medium Missiles, Link: Light Missiles Weapons Railgun - Accuracy: 0, Range: 6, Damage: 5K, Ammo: *, Structure: 5K, Location: R. Arm *Ammo: Railgun - Shots: 20, Location: Torso, Special: Standard Light Missiles - Accuracy: +2, Range: 10, Damage: 2K, Ammo: 10, Structure: 2K, Location: 3RA, 3LA, 2RL, 2lL, Special: Link Medium Missiles - Accuracy: +2, Range: 10, Damage: 4K, Ammo: 4, Structure: 4K, Location: 2RA, 2LA, Special: Link Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: L. Hand Right Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: R. Hand, Special: Quick, Handy Left Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: L. Hand, Special: Quick, Handy Link to comment Share on other sites More sharing options...
Noir Posted April 1, 2016 Author Share Posted April 1, 2016 EAH-01 VindicatorGeneral Purpose/Heavy Trooper Exo-Armor Height: 16.4 mWeight: 65.7 tonsControl System: Linear FrameArmor Factor: 19* *Torso armor is new Reinforced Mesh "Alpha" Armor that requires damage of at least 2k to reduce the armor value Weapon Systems 1 x JAW-15 MassDriver (not shown) 1 x Jovial Optics 54L Laser Cannon (not shown) 2 x Jovian Optics Anti-Missile System 10 x HMJ-6 Heavy Missiles 18 x LMJ-1 Light Missiles 4 x PL3 Plasma Lances - Special Equipment Survival Pod Extra Verniers Overview The Vindicator is currently the most powerful mass-produced exo-armor in the solar system. Because of its high cost, it is usually assigned to proven pilots or squadron commanders only. The massive armament and armor give the Vindicator a tremendous advantage in combat. The Vindicator program was started only two years ago, in 2208, as a direct result of the introduction of the Wyvern by the CEGA. The JAF's generals felt that since the Wyvern was nearly the equal of the Retaliator in combat, they needed an even more powerful unit to stay in the forefront of the arm race. The Vindicator is such a machine. Although a bit slow, its massive light missile batteries (located on the side of its legs) can easily overwhelm most close defense systems. The heavy warheads carried on the shoulders and in the backpack can even be used to destroy or severely cripple small ships or damage large ones. A pair of Jovian Optics anti-missile turrets guard the exo against return fire. Its most impressive weapon, however, is the combination mass-driverlaser mounted on the right arm. The presence of a non-ammunition based weapon extends the combat endurance of the Vindicator, enabling it to get rid of small threats while saving the precious massdriver ammunition for more important targets. If the Vindicator had only those qualities, it would indeed be king of the battlefield. Unfortunately, the development was rushed, leaving serious flaws in some of the systems. For example, due to a powerplant sensor malfunction, an overheat warning sounds every time the pilot pushes his machine above the normal operating parameters. Veterans are now used to the problem, simply disabling the sensor and relying on their "gut instinct" instead. The Vindicator is also painfully slow compared to other, smaller machines. Variants Since the Vindicator is a relatively new design, no variants were built as of 2210. There are plans for a commander-type version, but production is not expected to begin until late 221 1. If the machine proves successful in service, it will probably be adapted to a variety of operational roles such as interception, heavy assault and hunter/killer. Service History No Vindicator has seen true combat yet, although computer simulations and mock battles clearly established the superiority of the design. The JAFs high command is considering sending a few Vindicators to the Belt to help clear the way for the commercial ships. If these operations are a success, the Vindicator will probably be widely used by the JAF in the near future, albeit in a slightly weaker and less expensive mass-produced version. EAH-01 Vindicator (Standard) Spoiler EAH-01 Vindicator (Standard) Piloting - MV: -6, Ground Move: 5, Flight Move: 15, Tonnage: 65.7, Sensors - Range: 7, Comm: 1,000 km, Structure: 5K, Location: Head Hydraulics - Standard, Structure: 8K Armor & StructureHead --- Armor: 3K, Structure: 3KTorso -- Armor: 4K*, Structure: 10KR. Arm - Armor: 3K, Structure: 5KL. Arm - Armor: 3K, Structure: 5KR. Leg - Armor: 3K, Structure: 6KL. Leg - Armor: 3K, Structure: 6K *Torso armor is new Reinforced Mesh "Alpha" Armor that requires damage of at least 2k to reduce the armor value Additive Systems - Escape Pod, Space Protection, Link: Light Missiles, Link: Heavy Missiles, Link: AM System Weapons Massdriver - Accuracy: 0, Range: 6, Damage: 4K, Ammo: *, Structure: 4K, Location: R. Arm, Special: Machine Fire, BV 3 *Ammo: Massdriver - Shots: 10, Location: R. Arm, Standard Laser Cannon - Accuracy: +3, Range: 8, Damage: 2K, Ammo: Inf., Structure: 2K, Location: R. Arm AM System - Accuracy: +1, Range: N/A, Damage: (3), Ammo: Inf., Structure: 1K, Location: R. Arm, Special: AM Only, Fragile, Linked AM System - Accuracy: +1, Range: N/A, Damage: (3), Ammo: Inf., Structure: 1K, Location: L. Arm, Special: AM Only, Fragile, Linked Light Missiles - Accuracy: 0, Range: 10, Damage: 1K, Ammo: 18, Structure: 1K, Location: 9RL, 9LL, Linked Heavy Missiles - Accuracy: -2, Range: 10, Damage: 5K, Ammo: 10, Structure: 5K, Location: 4T, 3RA, 3LA, Linked Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 5, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 5, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 5, Structure: 2K, Location: L. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 5, Structure: 2K, Location: L. Hand Right Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: R. Hand, Special: Quick, Handy Left Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: L. Hand, Special: Quick, Handy Link to comment Share on other sites More sharing options...
Noir Posted April 1, 2016 Author Share Posted April 1, 2016 EAT-02 Mentor Mk IIITraining/Double Seat Combat Exo-Armor Height: 16.3 mWeight: 34 tonsControl System: Linear Frame x 2Armor Factor: 13 Weapon Systems 1 x Jovian Optics 122B Laser Cannon 2 x Jovian Optics Anti-Missile System 2 x PL3 Plasma Lance Special Equipment 2x Survival Pod MR-65 EWAC Pod (Optional) Booster Unit (Optional) 2 x Spare Fule Tanks Overview The Mentor was born out of the need for a true exo-armor training system. Since the introduction of the exo-armor in 2163, training the new pilots had been done in a standard simulator - something that just couldn’t give the “feel” of the real thing. In 2170, the JAF gave a special contract to Consolidated Ltd: they were to develop a machine that could fulfill the double role of trainer/ twin seat heavy combat unit. The Mentor was the result of two years of hard work; the main difficulty was working out a way to place two people with the necessary double cockpit/life support systems without making the machine too bulky and slow. The cockpit of the Mkl was equipped with two seats, one behind the other (student in front, instructor in back). It was rather uncomfortable for the instructor, who had his movements hampered by the student’s seat. The Mkll, introduced in 2181, had the same problem but to a lesser extent. This was possible thought a better, more ergonomic design. In 2202, the Mentor design was once again upgraded but this time to a greater extent. The new Mklll kept the legs, arms, back-pack and head units of the MKII. but its body configuration changed considerably. Now both crewmen had a full cockpit with 360 degree protection. This was due to the advances in both life-support and micro-electronics, which allowed the Mentor to have two cockpits without the machine gaining any weight or dimensions. The cockpit of the student is in front and the instructor's is a little higher, just under the back of the neck of the machine. Since the Mentor is a training unit, its armament is not very heavy. It is composed of one PL-3 Plasma Lance in each thigh, one simulator-type cannon w/mock lens and a small laser point turret on each shoulder. Of course, the forearm modular weapons available to the Pathfinder series are also available to the Mentor. Variants A long range support version of the Mentor exist. Named EAT/LRS-02 Sensei, it is equipped with two backpack-mounted heavy particle beam cannons and heavier armor. The right shoulder's laser point turret is replaced by a long range visual target acquisition array. In the Sensei, the instructor is replaced by a gunner/system operator. Service History The Mentor has been used with great success since its conception in 2170. It is one of the oldest designs of exo-armor in service, but is still loved by everyone who's been taught in it, if only because it always gets you home, whatever happens. This legend started in 2175, when a heavily damaged Mentor MKI got back to base on its own after a serious accident, thus saving the two pilots.. EAT-02 Mentor Mk III (Standard) Spoiler EAT-02 Mentor Mk III (Standard) Piloting - MV: -5, Ground Move: 6, Flight Move: 15, Tonnage: 34 Sensors - Range: 7, Comm: 1,000 km, Structure: 5K, Location: Head Hydraulics - Standard, Structure: 8K Armor & StructureHead --- Armor: 2K, Structure: 1KTorso -- Armor: 3K, Structure: 6KR. Arm - Armor: 2K, Structure: 2KL. Arm - Armor: 2K, Structure: 2KR. Leg - Armor: 2K, Structure: 3KL. Leg - Armor: 2K, Structure: 3K Additive Systems - 2nd Cockpit, 2x Escape Pod, Space Protection Weapons Laser Cannon - Accuracy: +1, Range: 8, Damage: 2K, Ammo: Inf., Structure: 2K, Location: R. Arm AM System - Accuracy: +1, Range: N/A, Damage: (3), Ammo: Inf., Structure: 1K, Location: R. Arm, Special: AM Only, Fragile, Linked AM System - Accuracy: +1, Range: N/A, Damage: (3), Ammo: Inf., Structure: 1K, Location: L. Arm, Special: AM Only, Fragile, Linked Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: L. Hand Right Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: R. Hand, Special: Quick, Handy Left Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: L. Hand, Special: Quick, Handy Link to comment Share on other sites More sharing options...
Noir Posted April 4, 2016 Author Share Posted April 4, 2016 EAL-03CM Pathfinder CommandGeneral Purpose/Scout Exo-Armor Height: 15.4 m (17.1 m w/ antenna)Weight: 29.6 tonsControl System: Linear FrameArmor Factor: 12 Weapon Systems 1 x Jovian Optics 952A Particle Cannon (not shown) 2 x MMJ-4 Medium Missiles 2 x PL3 Plasma Lances Special Equipment Survival Pod MR-65 EWAC Pod Long Range Radio Communication Array (opt.) Booster Unit (opt.) Overview This is the machine used by commanding officers (Leftenant and highter) in the JAF. As one can see, it has not changed very much when compared to the original machine. The most notable additions are the head antenna and the bigger backpack. The antenna serves two purposes. It houses the machine’s advanced communication gear and signals to all the enlisted men who is the leader. The backpack is a more powerful version of the standard one, which gives the command type greater acceleration and range. The other additions are little antennas and a great number of small sensor cameras that are linked to the main screen of the machine, allowing the pilot to see what action is needed and when. The armament is similar the standard Pathfinder’s; the only difference being that the command type can carry more powerful weapons such as the 952 A particle cannon (a weapon usually mounted on small ship turrets) mounted on its forearm modular rack. As with the standard Pathfinder, the detection gear of the command type is composed of a shoulder mounted MR-65 EWAC system which enable the Pathfinder to find any intruder using either standard radio communication or a search radar near its patrol trajectory.. This is sometimes replaced by a long range radio communication system if the mission calls for it. The CT is unofficially nicknamed Spartacus. Variants The EAL-03 CM does not have any mass-produced variants save for the color schemes of the different units. Very hot aces have custom paint schemes, often composed of brightly colored patterns Service History The first Pathfinder Command Type appeared in 2192 when a raid against a pirate base necessitated the coordination of a large number of machines on the battlefield. It has been used by commanding officers ever since and is the JAF's standard light exo-armor for ace pilots. EAL-03CM Pathfinder Command Spoiler EAL-03CM Pathfinder Command Piloting - MV: -3, Ground Move: 9, Flight Move: 21, Tonnage: 29.6 Primary Sensors - Range: 15, Comm: 1,500 km, Structure: 7K, Location: HeadSecondary Sensors - Range: 1, Comm: 300 km, Structure: 5K, Location: Torso Hydraulics - Standard, Structure: 8K Armor & StructureHead --- Armor: 2K, Structure: 1KTorso -- Armor: 2K, Structure: 4KR. Arm - Armor: 2K, Structure: 2KL. Arm - Armor: 2K, Structure: 2KR. Leg - Armor: 2K, Structure: 3KL. Leg - Armor: 2K, Structure: 3K Additive Systems - Escape Pod, Space Protection, EWAC (Radio/Radar Antenna: Detects units in a 7 km radius, R. Arm) Weapons Particle Cannon - Accuracy: +1, Range: 6, Damage: 5K, Ammo: Inf., Structure: 5K, Location: R. Arm Medium Missiles - Accuracy: +2, Range: 10, Damage: 4K, Ammo: 2, Structure: 4K, Location: L. Arm Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: L. Hand Right Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: R. Hand, Special: Quick, Handy Left Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: L. Hand, Special: Quick, Handy Link to comment Share on other sites More sharing options...
Noir Posted April 9, 2016 Author Share Posted April 9, 2016 JSS ResoluteGuardian-class Escort Carrier Length: 240 mCrew 20 Officers, 100 Crewmen, 70 Service Drones, 10 AIsNumber of Ships Built: 15Number of Ships Active (2210): 12 Armor Factor: 30 Weapon Systems 1 x Close-In Defense System Special Equipment 2x Electromagnetic Catapults 12 x Exo/Aerospace Bays Standard Compliment 1 x Squadron (4 Flights) of Aerospace Fighters or Exo-Armors (12 Aerospace Fighters or Exo-Armors total) 2 x Flights of Suited Infantry (20 Exo-Suited Infantry total) Overview The Guardian-class of Escort Carrier was designed and built to provide Exo-Armor and Exo-Suit support to smaller battlegroup detachments and protect shipping from pirates that have long plagued commerce between Jupiter and the rest of the Solar Nations. Designed to carry a full Squadron each of Exo-Armors or Aerospace fighters in addition to a Squadron of Suited Infantry (as well as several assault shuttles and ancillary craft), the Guardian-class Escort Carrier has earned a reputation for pirate busting and is indeed an very unwelcome sight to any pirate. Each Exo-Armor or Aerospace Fighter is assigned to bay where it is stored, maintained, equipped and repaired. These bays line either side of the carrier and also serve as airlocks for recovery as well as a secondary launch option. Primary launching of Exos and other craft is accomplished by twin electromagnetic catapults run down the internal axis of the ship. Considering it's operation role, the Guardian-class was not equipped with anti-ship batteries. Instead, the ship's compliment of Exos or Aerospace Fighters also serve as the primary means of defense, assisting the point defense turrets of the Close-In Defense System in dealing with any enemies that manage get too close. The Guardian-class was slowly being retired, but with the increased build up of the CEGA it was decided that they would remain in service for the foreseeable future. Variants The only variations allow for a different mix of Exo-Armors, Exo-Suits and Aerospace Fighters. Those that carry exclusively Exo-Armors and Exo-Suits are often referred to as "Exo Carriers". Service History The JSS Resolute was one of the first of its class and as such has a long history of clashing with pirates in the belt either while escorting other civilian craft or on direct pirate hunting missions. Below: JSS Resolute with Exo bay doors open for retrieval of Exo-Armors. JSS ResoluteGuardian-class Escort Carrier Spoiler JSS ResoluteGuardian-class Escort Carrier Crew Compliment: 20 Officers, 100 Crewmen, 70 Service Drones, 10 AIs Crew Skill: B-Grade (14+1d10 for skill rolls) Combat MA: 10 Armor & StructureHull --- Armor: 30K, Structure: 500K Additive Systems - Exo-Armor Bays (12), Exo-Suit Bays (40) Weapons CIDS - Accuracy: +0, Range: 8, Damage: 5K, Ammo: Inf., Structure: N/A, Location: N/A, Special: BV Inf. Link to comment Share on other sites More sharing options...
Noir Posted April 10, 2016 Author Share Posted April 10, 2016 EAL-03ST Pathfinder StrikeGeneral Purpose/Raid/Light Assault Exo-Armor Height: 16.2 mWeight: 29.4 tonsControl System: Linear FrameArmor Factor: 12 Weapon Systems 1 x Jovian Optics 652A Particle Cannon (not shown) 2 x MMJ-4 Medium Missiles 20 x LMA-1 Light Missiles 2 x PL3 Plasma Lance Special Equipment Survival Pod Booster Unit (Optional) OverviewDesigned for for raid and light assault purposes, the Pathfinder Strike drops the standard EWAC array replaces it with a cluster missile launcher while retaining the standard particle cannon and dual medium missiles. This small change increases the offensive capability greatly at a relatively inexpensive price while retaining the speed and maneuverability the Pathfinder class is so well known for. This increase in missile payload and the fact that it often fills the role of the more expensive Retaliator in Pathfinder flights and squadrons has led to some pilots dubbing it the "Retaliator Lite". The modular rack on the right arm allows the particle cannon to be easily replace with another weapon if the mission calls for it (although this is rarely done). In case of emergency, the cluster missile rack can be jettisoned via explosive bolts to increase mobility. The standard two plasma lances are also retained for close-in fighting. VariantsThe EAL-03 ST does not have any mass-produced variants. Service History The EAL-03 ST has seen extensive use in the Belt where it often participates in anti-pirate raids and patrols. EAL-03ST Pathfinder Strike Spoiler EAL-03ST Pathfinder Strike Piloting - MV: -3, Ground Move: 9, Flight Move: 18, Tonnage: 29.4 Sensors - Range: 7, Comm: 1,000 km, Structure: 5K, Location: Head Hydraulics - Standard, Structure: 8K Armor & StructureHead --- Armor: 2K, Structure: 1KTorso -- Armor: 2K, Structure: 4KR. Arm - Armor: 2K, Structure: 2KL. Arm - Armor: 2K, Structure: 2KR. Leg - Armor: 2K, Structure: 3KL. Leg - Armor: 2K, Structure: 3K Additive Systems - Escape Pod, Space Protection Weapons Particle Cannon - Accuracy: +1, Range: 6, Damage: 4K, Ammo: Inf., Structure: 4K, Location: R. Arm Medium Missiles - Accuracy: +2, Range: 10, Damage: 4K, Ammo: 2, Structure: 4K, Location: L. Arm Cluster Missiles - Accuracy: 0, Range: 10, Damage: 2K, Ammo: 20, Structure: 2K, Location: R. Arm Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: R. Hand Plasma Lance - Accuracy: +1, Range: Melee, Damage: 6K, Ammo: 3, Structure: 2K, Location: L. Hand Right Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: R. Hand, Special: Quick, Handy Left Hand - Accuracy: +1, Range: Melee, Damage: 1K, Ammo: N/A, Structure: 1K, Location: L. Hand, Special: Quick, Handy Link to comment Share on other sites More sharing options...
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