Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The Electronic Warfare Craft, is a derivative of the VA-3 Invader, made into a specialized electronic warfare airplane, called the EVA-3A. Its main duty is to disrupting the enemy radar and do reconnaissance before an attack, as well as providing guidance [leadership] to the Attack Fighters.
In this airframe, the offensive equipment of the VA-3 attack craft has been removed, and in the (already) installed type of electronic equipment, the navigation equipment has been strengthened, the nose has been lengthened into a two-seater for the boarding of a special operator who handles the electronic equipment in the EVA-3A.
The body [trunk] of the craft and the vertical tail have been redesigned; with the ALQ-200 Multi-Band Track Breaker* that can deceive enemy radar, the ALQ-192 Communication Jamming Device, and the ALQ-199 Tactical Noise Jamming Device installed there. In addition, it is possible to carry frequency band pods suited for a (specific) function [duty, task] on the hardpoints; up to 5 of these pods can be suspended.
The EVA-3, as the eyes of the mobile attack force, are deployed as one company [battery, troop] of 4 craft per attack air group.
Track Breaker: are usually employed against tracking radars in single target track mode, these are typically fire control radars associated with SAMs, AAMs and AAA. Track breaking techniques are therefore of major importance in tactical and strategic aircraft. Track breakers attack the automatic tracking mechanism of the victim radar. If the threat is a pulsed radar a track breaker will usually transmit a 'cover pulse' at the same time as the return pulse. This masks the return and the victim tracking mechanism is then allowed to lock on to the cover pulse rather than the weaker real return. The jammer has then seduced the tracking mechanism and can, within limits, move the target about its real position and typically turn it off to break lock. The target will often be made to erratically jitter which makes it impossible to accurately guide a missile or fire a gun at the target.
RPG STATS
Vehicle Type: All-Regime Variable Electronic Warfare Craft
Class: Variable Vehicles
Crew: two pilots wearing Tactical Life Support System.
Manufacturer: Northrom Grumman
Government: Unified Government
Customer: various
Design Features: slightly rearward angled main wing; vertical T-O and landing (VTOL); supersonic cruise and maneuvering below the stratosphere; anti-projectile (bulletproof) shield for GERWALK and Battroid use; option of Super Part booster and propellant tank units; option of Fold Booster.
Variants:
- EVA-3A: two-seater electronic warfare version.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Main Camera (1)
Accessory Camera (4)
(1) Head
Hands (2)
Upper Arms/Inner Wings (2)
Lower Arms (2)
Legs & Feet (2)
(2) Main Body
(3) Engine Nacelles (2)
|
25
15 each
150
40 each
115 each
125 each
225 each
365
200 each
|
Outer Wings/Arm Shields (2)
Tails (2)
GA-22 Gatling Gun Pod
(4) Reinforced Pilot Compartment
Jamming Pod (5)
(5) Dorsal Booster Rockets
(5) Ventral Fuel Tanks
(5) Intake Fuel Tanks
|
115 each
55 each
125
225
65 each
100 each
65 each
45 each
|
NOTES:
- (1) Destroying the head of the fighter will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal) and radar. Communications and basic visuals will be unaffected.
- (2) Depleting the MDC of the main body will destroy the mecha. The pilot will be automatically ejected from the doomed mecha before it explodes by the mecha's main computer.
- (3) Destruction of one engine nacelle will reduce air speeds by 50% and make it impossible for the VA-3 to achieve orbit on its own. Destruction of both engine nacelles will completely disable the aircraft, sending it into an unpowered dive and eventually crashing.
- (4) 75 MDC for the canopy and 150 MDC for the remainder of the cockpit; requires a called shot to hit the canopy in fighter and gerwalk modes, and only from the upper front; as the head section protects the lower front and sides. The pilot's compartment is inside of the main body and head in battroid mode, and either or both must be destroyed to hit it in that mode.
- (5) Optional attachments that offer limited extra protection. Whenever the fighter takes damage roll 1D6. On a result of 1-2 (1-4 if firing at the rear of the VA-3) the Super Parts take damage before the VA's main body does. Alternatively, if the pilot makes a successful parry roll, the Super Part additions automatically take damage first.
Explosive: unless otherwise noted, a Super Part will explode violently when its MDC reaches 0. If the computer is functioning it will automatically eject the damaged part. If it is not, the pilot has one melee action to eject the Super Part before it explodes. Parts that explode do 1D6x100 MD. Deduct damage first from the part covered by the Super Part, and then any remaining damage from the main body of the VA.
SPEEDS:
RUNNING: BATTROID MODE: 87 kmph
LEAPING: BATTROID MODE: 6 m high or 10 m long without thrusters.
FLYING: Mach 2.53 at 10,000 m and higher, Mach 4.72+; Cruising speed Mach 21+ (space); 1,070 kmph (GERWALK & Battroid).
VTOL: capable in all modes. The VA-3 is the only true VTOL Variable Vehicle in Attacker (Fighter). However, when fully loaded, the VA-3 can only do an STOL or regular launch.
Maximum airframe design load: ?+7
Ceiling: unlimited (The VA-3 is able to reach the edge of space over an Earth-sized planet. However, it burns through almost all of its fuel load in the process. Thereafter, the VA-3 is ineffective for combat maneuvers and it should proceed to a refueling station as soon as possible.
Optional External Tanks or Super Parts Booster system with enough fuel for one trip to orbit.
Maximum rate of ascent: ? m/minute (Fighter)
Operational Underwater Depth: ?100? m (Battroid & GERWALK modes)
STASTISTICAL DATA
HEIGHT: under investigation
WIDTH: under investigation
LENGTH: greater than 18.73 m (Fighter)
MASS: 12,810 kg.
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two Shinnakasu Heavy Industry/P&W/Roice FF-2020A thermonuclear turbine engines with VTOL nozzles, each rated at 22,000 Kg class. P&W HMM-3A high maneuverability vernier thrusters.
DEFENSIVE SYSTEMS
Note: Refer to the
VF-1 Valkyrie for stats unless otherwise noted herein:
1. ACTIVE STEALTH
2. ENERGY CONVERSION ARMOUR
3. IDECM (Integrated Defensive Electronic CounterMeasures)
3A. COUNTERMEASURE DISPENSERS
4. HEAT AND RADIATION SHIELDS
5. SELF-DESTRUCT
OFFENSIVE SYSTEMS
1. Fixed Pulse Laser Gun (2):
Each arm nacelle of the EVA-3 has a fixed pulse laser gun mounted internally in the palm. The pulse laser gun fires in whatever direction the arm is pointed in (directly ahead in attacker (fighter) mode).
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Air-to-ground strafing.
- RANGE: 3,100 m
- DAMAGE: 1D6x10+10 M.D.
- RATE OF FIRE: Single shots only. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
- PAYLOAD: Effectively Unlimited.
2. Fixed Micro-missile Launcher (2):
Each outboard nacelle in Attacker, lower arm sections in GERWALK and Battroid, contains a fixed micro-missile launcher. Any type of micro missile may be use, but Bifors HMM-01 All Purpose Micro Missiles are standard. The missiles may be fired in any mode.
- MISSILE TYPES: Bifors HMM-01 all-purpose micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: Volleys of 1 to 2 per launcher.
- PAYLOAD: 6 missiles per launcher; 12 total.
3. GA-22 60 mm Multi-purpose Gatling Gun Pod:
A large gattling gun pod, for ground suppression, is often carried by the EVA-3A. The four-barrel gun pod, somewhat similar to the classic GU-11 used by the VF-1 Valkyrie. The gun pod is hand-held when the EVA-3A is in Battroid and GERWALK modes, and is mounted on a special hardpoint along the centerline in Fighter. The gun pod can fire in any mode, but is limited to the forward arc of the Attacker in fighter mode.
Note: as the EVA-3A is primarily designed as an Electronic Warfare craft, it doesn't usually mount attack ordinance. It can mount ordinance to be used defensively, such as the AMM-1 Missile. However, as it's main role is to disrupt enemy detection systems, the equipment most often mounted on the EVA-3A are Frequency Band Pods that assist in jamming enemy transmissions.
- RANGE: 1,850 m
- DAMAGE: 1D12 per round. 5 round burst, single target - 1D6X10 MD. 10 round burst, single target - 2D6X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D6X10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapons rules for machineguns.
The gun pod can be used for sprays: 5 round spray - 1D12 MD per target, effects 1D4 targets. 10 round burst spray - 1D12 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D12 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The gun pod isn't limited to bursts of 5, 10, 25 or 200 rounds.
- PAYLOAD: 200 rounds. The gun pod CANNOT be reloaded in the field.
4. WING and FUSELAGE HARD POINTS (11)
The EVA-3A has 6 under wing hard points, and 5 fuselage hardpoints, for loads totalling up to 19,820 kg. Each hardpoint is capable of carrying Frequency Band Jamming Pods, AMM-1 Missiles, MK-82 LDGB, RMS-1 Large Anti-Ship Reaction Missiles, or UUM-7 Micro-Missile Pods. For alternatives, refer to the
Hardpoint and Missile Details. It is possible to have a combination of munitions or all of the same type on all the hardpoints. Due to the location of the hardpoints, all ordinance must be used or ejected prior to transformation. When the GA-22 Gattling Gun Pod is carried, it uses 1 of the 5 fuselage hardpoints.
Note 1: as the EVA-3A is primarily designed as an Electronic Warfare craft, it doesn't usually mount attack ordinance. It can mount ordinance to be used defensively, such as the AMM-1 Missile. However, as it's main role is to disrupt enemy detection systems, the equipment most often mounted on the EVA-3A are Frequency Band Pods that assist in jamming enemy transmissions.
Note 2: the standard UNG tactic is for wing mounted ordinance to be fired within the first few passes of an attack.
- FREQUENCY BAND JAMMING PODS
The EVA-3A can mount up to 5 electronic warfare frequency band jamming pods on the fuselage [trunk] hardpoints. As they are hard wired into the craft, they cannot be ejected. They do not interfer with transformation. They are used to disrupt specific frequencies used by the enemy.
- RANGE: 175 km
- EFFECTS: When activated, radio communcations, radar, and electromagnetic sensors are reduced in range by 95%. Laser communications and light-based sensors are unaffected by jamming.
- AMM-1 HYBRID GUIDED MULTIPURPOSE MISSILES:
The AMM-1 or other anti-aircraft missile is usually mounted on the two inner-wing hardpoints.
- LOCATION: all Hardpoints, or inner hardpoints (C, D) in conjunction with bombs.
- RATE OF FIRE: 1 to 3 per hardpoint.
- PAYLOAD: 3 per hardpoint. Potential total of 30.
- UUM-7 MICRO-MISSILE PODS:
The UUM-7 pods must always be mounted in opposing pairs. They are usually mounted on all 4 outerwing hardpoints when heavy short-range fighting is expected or massed rocket attacks on a target are needed. The EVA-3A rarely carriers the UUM-7.
- LOCATION: all Hardpoints.
- RATE OF FIRE: 1 to 5 per pod/hardpoint.
- PAYLOAD: 15 per pod, for a potential total of 150 micro-missiles.
- RMS-1 REACTION CRUISE MISSILES:
Six RMS-1 reaction missiles (up to three on each wing hardpoint, none on the fuselage hard points) can be mounted on the EVA-3A. In all but the heaviest fleet engagements, four RMS-1 are mounted on the outermost hard points with 2 UUM-7 pods on the innermost wing hardpoints.
- LOCATION: outer wing hardpoints (A, B, E, F) in conjunction with UUM-7 Micro-Missile Pods.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a potential total of 6.
- MK-82 SNAKEEYE LDGB BOMBS:
The EVA-3A Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VF, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+5% read sensory instruments check.) Without a laser indicator, the VA-3 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the EVA-3A is +0 to strike (+4 to strike indirectly with the blast radius). The EVA-3A can carry 6 Mk-82 on the wing hardpoints, and 3 Mk-82 on the fuselage hard points.
- LOCATION: all Hardpoints, or outer hardpoints (A, B, E, F) in conjunction with the GBU-10C bombs.
- RATE OF FIRE: 1 to 3 (or 1 to 6) per hardpoint.
- PAYLOAD: 3 per fuselage hard point, 6 per wing hard point, for a potential total of 48.
- GBU-10C PAVEWAY II BOMBS:
The EVA-3A Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VF, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+5% read sensory instruments check.) Without a laser indicator, the VA-3 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the EVA-3A is +0 to strike (+4 to strike indirectly with the blast radius). The EVA-3A can carry 3 GBU-10C on the wing hardpoints, and 1 GBU-10C on the fuselage hard points. The bombs can be outfitted with laser-guiding (GBU-10C Paveway II) or all weather "smart" (GBU-38 JDAM) equipment.
- LOCATION: all Hardpoints, or inner hardpoints (B, C) in conjunction with the MK-82 bombs.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per fuselage hard point, 3 per wing hard point, for a potential total of 23.
- REACTION WARHEAD BOMBS:
These are about half the size of an RMS-1 Anti-Ship Reaction Missile. They are also variable yield and can be remotely detonated or set with a time delay (maximum 60 minutes) to detonate after the EVA-3A has retreated from the area. The EVA-3A Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VA, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+5% read sensory instruments check.) Without a laser indicator, the EVA-3A still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the EVA-3A is +0 to strike (+4 to strike indirectly with the blast radius). The EVA-3A can carry 1 Reaction Bomb per wing hard point.
- RANGE: Freefall bomb
- DAMAGE: 20
- DAMAGE: variable yield; maximum: 4D8x1,000 M.D. at ground zero to 750 m , 4D8x100 M.D. to 1,500 m, 4D8x10 M.D. to 2,150 m, 4D8 M.D. to 2,900 m, 4D8x100 S.D. (able to do M.D.) to 3,650 m, 4D8x10 S.D. to 4,400 m, 4D8 S.D. to 5,150 m, 4D8x-10 S.D. to 5,900 m). Lower yeilds are possible down to 10% of maximum by reducing the multiplier correspondingly; blast radius is also reduced by the same factor.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a potential total of 11.
- COMBAT: see description.
- EXTERNAL FUEL TANKS:
Each external tank carries half the reactant fuel needed to reach orbit. The EVA-3A generally runs off of their fuel reserves until entering combat, thereby enabling the craft to retreat to orbit after combat has concluded.
- PURPOSE: additional fuel.
5. HAND TO HAND COMBAT
If necessary, the pilot of the EVA-3A can engage in melee combat rather than use a weapon. The EVA-3A is extremely agile, and can execute most typical hand to hand combat moves; such as punches, jump kicks, leap attacks, rolling with impacts, etc..
DAMAGE:
- Restrained Punch: 1D4 M.D.
- Full Strength Punch: 4D6 M.D.
- "Booster" Punch: 6D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 1D6 M.D. + additional ripping and frame damages.
- Kick: 4D6 M.D.
- Leap Kick: 2D6x10 M.D.
- Body Flip/Throw: 2D6 M.D.
- Body Block/Tackle: 1D6 M.D.
- Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
OPTIONAL EQUIPMENT (FAST PACKS & SUPER PARTS)
The EVA-3 Invader has one (1) dorsal special equipment hard point station available for mounting:
The EVA-3 Invader can mount the following Aerospace Booster Parts.
1. DORSAL ROCKET BOOSTER PODS:
Contain rocket engines powerful enough to launch the EVA-3 Invader to satellite orbit over an Earth-like planet and then be used to increase maximum speed in space.
The dorsal rocket boosters have a reverse nozzle at the front.
2. VENTRAL PROPELLANT TANKS:
Provide the extra fuel and coolant needed by the Dorsal Booster Pods to operate for extended periods of time. They are semi-conformally mounted below the air intakes.
3. INTAKE PROPELLANT TANKS:
Provide extra fuel needed by the Dorsal Booster Pods to operate for extended periods of time. They are mounted in the air intakes. Because of that, they are usually only used in space, as they interfere with the cooling of the engine in an atmosphere.
SENSOR SYSTEMS
Note: Refer to the
VF-1 Valkyrie for stats unless otherwise noted herein:
- ALQ-192 COMMUNICATION JAMMING DEVICE: creates a transmission of radio signals that disrupt radio communications by decreasing the signal to noise ratio. The radio transmitter is tuned to the same frequency as the opponents' receiving equipment and with the same type of modulation, can override any signal at the receiver. The most common types of this form of signal jamming are random noise, random pulse, stepped tones, warbler, random keyed modulated CW, tone, rotary, pulse, spark, recorded sounds, gulls, and sweep-through. These can be divided into two groups -- obvious and subtle. Range: 430 Km.
Obvious jamming is easy to detect because it can be heard on the receiving equipment. It usually is some type of noise such as stepped tones, random-keyed code, pulses, music (often distorted), erratically warbling tones, highly distorted speech, random noise (hiss) and recorded sounds. Various combinations of these methods may be used often accompanied by regular morse identification signal to enable individual transmitters to be identified in order to assess their effectiveness. The purpose of this type of jamming is to block out reception of transmitted signals and to cause a nuisance to the receiving operator.
Subtle jamming is jamming during which no sound is heard on the receiving equipment. The radio does not receive incoming signals yet everything seems superficially normal to the operator. These are often technical attacks on modern equipment, such as "squelch capture".
The number of frequencies jammed can be increased by mounting additional Frequency Band Pods on hardpoints.
- ALQ-199 TACTICAL NOISE JAMMING DEVICE: radiates electronic jamming that interferes with enemy radar, blocking the receiver with highly concentrated energy signals. The two main technique styles are noise techniques and repeater techniques. The three types of noise jamming are spot, sweep, and barrage. Range: 430 Km (or less, pending which type of jamming is used).
Spot jamming occurs when a jammer focuses all of its power on a single frequency. While this would severely degrade the ability to track on the jammed frequency, a frequency agile radar would hardly be affected because the jammer can only jam one frequency. While multiple jammers could possibly jam a range of frequencies, this would consume a great deal of resources to have any effect on a frequency-agile radar, and would probably still be ineffective.
Sweep jamming is when a jammer's full power is shifted from one frequency to another. While this has the advantage of being able to jam multiple frequencies in quick succession, it does not affect them all at the same time, and thus limits the effectiveness of this type of jamming. Although, depending on the error checking in the device(s) this can render a wide range of devices effectively useless.
Barrage jamming is the jamming of multiple frequencies at once by a single jammer. The advantage is that multiple frequencies can be jammed simultaneously; however, the jamming effect can be limited because this requires the jammer to spread its full power between these frequencies. So the more frequencies being jammed, the less effectively each is jammed.
Base jamming is a new type of Barrage Jamming where one radar is jammed effectively at its source at all frequencies. However, all other radars continue working normally.
Digital radio frequency memory, or DRFM jamming, or Repeater jamming is a repeater technique that manipulates received radar energy and retransmits it to change the return the radar sees. This technique can change the range the radar detects by changing the delay in transmission of pulses, the velocity the radar detects by changing the doppler shift of the transmitted signal, or the angle to the plane by using AM techniques to transmit into the sidelobes of the radar.
- ALQ-200 MULTI-BAND TRACK BREAKER: is used to deceive enemy tracking radar in single target track mode. These are typically fire control radars associated with SAMs, AAMs and AAA. Track breaking techniques are therefore of major importance in tactical and strategic aircraft. Range: 430 Km.
Track breakers attack the automatic tracking mechanism of the victim radar. If the threat is a pulsed radar a track breaker will usually transmit a 'cover pulse' at the same time as the return pulse. This masks the return and the victim tracking mechanism is then allowed to lock on to the cover pulse rather than the weaker real return. The jammer has then seduced the tracking mechanism and can, within limits, move the target about its real position and typically turn it off to break lock.
The target will often be made to erratically jitter which makes it impossible to accurately guide a missile or fire a gun at the target.
- AN/ALQ220 A OASIS (Organic Airborne and Surface Influence Sweep)
- AOA DETECTOR
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT)
- LOW ALTITUDE FLIGHT CAMERA: located in the lower side of the nose.
- OPTICS - FLIR (Forward Looking Infrared): located in the lower side of the nose. Range: 1,250 m. A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, fog, haze, and other atmospheric obscurants. FLIR adds a +10% bonus to pilots using a tracking skill.
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- RADAR (all modes): can detect targets as low as 15 m and as high as 24,384 m, at ranges over 400 km.
- TRAM (Target Recognition and Attack-Multisensor) STANDARD DEVICE: used to improve the attack accuracy on the target. It combines infrared rays and laser detection data with the radar system.
OTHER STANDARD EQUIPMENT
Note: Refer to the
VF-1 Valkyrie for stats unless otherwise noted herein:
- BALANCE CONTROLLER
- EJECTOR SEAT/S w/ ANTI-G MECHANISM & HOMING SIGNAL: signal range is 480 km.
- FCS (Fire Control System): as the offensive equipment of the VA-3 has been removed from the EVA-3, and as the EVA-3's main duty is to disrupt enemy radar, do reconnaissance prior to an attack, and provide guidance [leadership] to the Attack Craft, the EVA-3's FCS has significantly reduced capability when compared to other VA and VF craft.
The EVA-3's FCS can store and analyze data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display (transparent panels above the main display) and/or a hexagonal three-panel screen, which can also be used to display video images. In air-to-air combat, the FCS is capable of tracking and identifying specific enemy targets, up to 180 targets on the ground and 60 targets in the air, while simultaneously devising and executing fire control solutions on up to 6 ground targets, or 2 aerial targets. The FCS has a database of over 2,000 images stored in memory. It is located in the chest section in Battroid mode. The FCS also utilizes a helmet pointing system built into the helmet, that takes aim by following the pilot's eyes, and is adopted for shooting the gun pod and laser machinegun.
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- LANDING GEAR/CATAPULT HOOK: the VA-3 Invader features a catapult hook, on the front, retractable tricycle undercarriage, for carrier launches. For carrier landings, the VA-3 has twin arresting hooks mounted on the rear undercarriage.
- LASER TARGETING SYSTEM: Range 30 km.
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- RADIO/VIDEO COMMUNICATION: Long range, directional, line-of-sight communications system with satellite relay capabilities. Range: 960 km or can be boosted indefinitely via satellite relay. Uses both the UHF and VHF antennas.
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA
- SEARCHLIGHTS: two searchlights are located on the shoulders in Battroid mode. Range: 92.5 m.
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
- UHF ANTENNA
- VHF ANTENNA
COMBAT BONUSES FOR EVA-3A INVADER TRAINING
If the EVA-3A Invader has Super Parts, they provide the following bonuses and penalties:
- In atmosphere: -1 penalty to dodge in all modes.
- In space: +1 bonus to dodge in all modes.
BASIC VARIABLE FIGHTER COMBAT TRAINING
Basic training for non-pilot military personnel.
- 1 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen.
- -1 on initiative
- -1 to strike
- +0 to parry
- +0 to dodge in battroid mode, +2 in GERWALK, +3 in jet mode.
- +1 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
- No leap kick.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED EVA-3A INVADER COMBAT TRAINING
Advanced training for pilots specializing in the EVA-3A.
- 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen.
- +0 on initiative
- +0 to strike (+3 for LDGB type bombs)
- +1 to parry
- +1 to dodge in battroid mode, +3 in GERWALK, +5 in jet mode.
- +2 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
- Critical strike same as pilot's hand-to-hand.
- Body block/tackle/ram - 1D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
REFERENCES
© Aaron Sketchley