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Technical Information

 

Mecha Information:

The VF-11 Thunderbolt is one of the oldest variable fighter designs still in active use.  The age of the design is a tribute to its durability and effectiveness. With widespread production of both the VF-17 and VF-19 on the rise, the design of the Thunderbolt was forced to adapt.  Most notable of these adaptations is the VF-11E variant, which saw upgrades in the pilot's cockpit interface as well as the addition of a Pin Point Barrier.

With the success of the VF-11E upgrade, Shinsei Industries decided to produce an limited number of improved Thunderbolts.  The VF-11G is a limited production model (not just an upgrade) which incorporates all of the new systems of the VF-11E, as well as the much more FF-2099A engines, identical to those used in the ill-fated VF-16. Paired with a new line of FAST packs, the VF-11G Thunderbolt is a deadly interceptor.

Mecha Statistics:

ARMOR

Head-50   Main Body-350   Arms-120   Legs-200   Wings-120   Shield-300

PERFORMANCE

Fighter mode:

  • Max flight level speed at 10,000 m: Mach 4.1

  • Max flight level speed at 30,000 m: Mach 22 

GERWALK mode:

  • Max surface level speed: 100 kph

  • Max flight level speed: 500 kph

Battroid mode:

  • Max surface level speed: 160 kph

  • Max operational underwater depth: 100 m

MASS

  • Empty: 9,000 kg

  • Standard T-O: 11,200 kg

ARMAMENTS

30mm Autocannon Gunpod

  • Primary purpose Assault

  • Secondary purpose Dogfighting

  • Range: 1,500 m

  • Damage: 3D6, 1D6x10/burst

  • Payload: 400 rounds (40 bursts), 2 extra clips

Anti-aircraft Laser Cannons (2)

  • Primary purpose: Defense

  • Range: 800 m

  • Damage: 4D6

  • Payload: Unlimited

Wing-Mounted Fixed Laser Cannons (2)

  • Primary purpose: Dogfighting

  • Range: 1,000 m

  • Damage: 1D4x10

  • Payload: Unlimited

Internal Leg Weapon Bays (2)

  • Short-ranged missiles: 12 per bay

  • Medium-ranged missiles: 4 per bay

  • Long-ranged missiles: 1 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

  • Any rocket pod: 1 per hardpoint

Parrying Shield

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

  • Damage capacity: 300 (Impervious to Chaingun fire)

Hand to Hand Combat

  • Punch (light): 3D6

  • Punch (medium): 4D6

  • Punch (heavy): 6D6

  • Bayonet Jab: 1D6x10

  • Bayonet Slash: 1D4x10

  • Bayonet Thrust: 2D4x10

  • Kick (light): 4D6

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

  • Kick (heavy): 8D6 (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.

COMBAT BONUSES

Actions +3   Strike +2   Dodge(soldier) +2   Dodge(GERWALK) +4   Dodge(fighter) +6
Autododge +2   Parry(GERWALK/soldier) +4   Critical strikes same as pilot

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