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Mecha Readouts

Technical Information

 

Mecha Information:

First developed during Project Supernova, the VF-19 Excalibur is arguably the fastest and most maneuverable fighter in the UN Spacy's arsenal (with the possible exception of the VF-22).  Using a mixture of radar absorbent and conventional materials in its construction, as well as a sophisticated Electronic Counter Measures system, the VF-19 is virtually undetectable by modern sensory systems.

A number of variants of the Excalibur have been released, from the VF-19A which was designed to perform best in the atmosphere of a planet, to the Phantoms' own VF-19F which is more at home in space.  With the addition of FAST and augmentation packs, the Excalibur has proven to be a true multi-role fighter, allowing the Phantoms to be able to excel in a wide variety of mission profiles.

Mecha Statistics:

ARMOR

Head-50   Main Body-250   Arms-150   Legs-200   Wings-150   Shield-200

PERFORMANCE

Fighter mode:

  • Max flight level speed at 10,000 m: Mach 5

  • Max flight level speed at 30,000 m: Mach 25

GERWALK mode:

  • Max surface level speed: 200 kph

  • Max flight level speed: 600 kph

Soldier mode:

  • Max surface level speed: 192 kph

  • Max operational underwater depth: 100 m

MASS

  • Empty: 8,550 kg

  • Standard T-O: 10,700 kg

ARMAMENT

55mm Autocannon Gunpod

  • Primary purpose Assault

  • Secondary purpose Dogfighting

  • Range: 1,500 m

  • Damage: 4D6, 1D6x10/burst

  • Payload: 200 rounds (20 bursts), 2 extra clips

Anti-aircraft Laser Cannons (2) (4 on the 19S)

  • Primary purpose: Defense

  • Range: 800 m

  • Damage: 4D6

  • Payload: Unlimited

Anti-aircraft Beam Gun (rear facing)

  • Primary purpose: Defense

  • Range: 600 m

  • Damage: 1D4x10

  • Payload: Unlimited

Wing-Mounted Fixed Laser Cannons (2)

  • Primary purpose: Dogfighting

  • Range: 1,000 m

  • Damage: 1D4x10

  • Payload: Unlimited

Internal Weapon Bay (2)

  • Short-ranged missiles: 24 per bay

  • Medium-ranged missiles: 6 per bay

  • Long-ranged missiles: 1 per bay

Underwing Hardpoints (4)

  • Short-ranged missiles: 6 per hardpoint

  • Medium-ranged missiles: 3 per hardpoint

  • Long-ranged missiles: 1 per hardpoint

  • Light bomb: 4 per hardpoint

  • Medium bomb: 2 per hardpoint

  • Heavy bomb: 1 per hardpoint

  • Rocket pod: 1 per hardpoint

Pin Point Barrier (PPB)

  • NOTE: A PPB can be used to parry an attack. All damage is dealt to the PPB if a parry is successfully executed.

  • Damage capacity: 150

  • Recharge rate: 50/round

Parrying Shield

  • NOTE: The parrying shields can be used to parry an attack. All damage is dealt to the shields if a parry is successfully executed.  Impervious to 

  • Damage capacity: 200 (Impervious to chaingun fire)

Hand to Hand Combat

  • Punch (light): 3D6

  • Punch (medium): 4D6

  • Punch (heavy): 5D6

  • PPB Punch: 1D4x10

  • Kick (light): 4D6

  • Kick (medium): 6D6 (upon successful execution, target suffers -1 initiative)

  • Kick (heavy): 7D6 (upon successful execution, target suffers -2 initiative)

  • Charge/tackle: 6D6 (upon successful execution, target automatically loses initiative

AVIONICS

  • Controls: Sidestick controller and multi-position throttle w/6 finger tappets.

  • Sensors: Hybrid sensor-TV camera and radar sensor dome w/rear periscope in head-turret, two FLIR cameras in nose blisters, radome in nosecone unit.

  • Interface: Cockpit wraparound imaging screens.

  • Communications: IFF and UHF antennae in nosecone unit, UHF/TACAN antennae and IFF/UHF datalink antennae in vertical stabilizer.

  • Special: Active Stealth Electronic Counter-Measures

COMBAT BONUSES

Actions +3   Strike +3   Dodge(soldier) +4   Dodge(GERWALK) +5   Dodge(fighter) +8
Autododge +3   Parry(GERWALK/soldier) +3   Critical strikes same as pilot

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