The following material is an adaptation of a vehicle for MACROSS
XV, an internet RPG sequel to the original Japanese MACROSS
TV series (which became Robotech here in the U.S.). Please feel free to
use, copy, and distribute it as you see fit. Comments and suggestions are
welcome.
Class: Heavy Variable Bomber
Manufacturer:Northrop Grumman
Crew: Pilot and mission commander wearing Tactical Life Support
System
MDC BY LOCATION:
(1)Head
110
Shoulders/Engine Nacelles (2)
250
Arms (2)
120 each
Hands (2)
50 each
(2)Legs/Thrusters (2)
250 each
(3)Rear Ventral Thrusters (2)
40 each
(4)Main Body
420
Main Wings (2)
180 each
Gatling Cannon
120
Reinforced Pilot Compartment
150
NOTES:
Destroying the head of the Spirit will knock out the mecha's major sensor
systems, including all radar, nightvision, thermal, and even the main optical
system. This puts the pilot in a VERY bad position, as he will have to
rely on backup sensors not designed for combat. The pilot will suffer a
-2 to hit and dodge, and have a -2 penaltyy to initiative until he can retreat
and have his sensors fixed.
Destroying the Shoulder/Engine Nacelle will knock out one of the VB-2's
main engines and reduce thrust/speed by 30%. The arm, shoulder lasers,
and shoulder systems will also be destroyed for that shoulder. Destroying
both shoulders will reduce thrust/speed by 60%.
Destroying a leg will knock out one of the Spirit's main thrusters, which
will reduce overall speed/thrust by 15% and cause a -1 penalty to dodge.
Destroying both legs will reduce thrust/speed by 30% and reduce dodge by
-2.
Destroying a ventral thruster will reduce speed by 5% and cause a -1 penalty
to dodge. Destroying both ventral thrusters will drop thrust/speed by 10%
and impose a -2 to dodge.
Depleting the MDC of the main body will destroy the mecha. The pilot and
cockpit section/escape pod will be automatically ejected from the doomed
mecha before it explodes by the mecha's main computer.
SPEEDS:
RUNNING, BATTLOID CONFIGURATION:
40 mph (64 kph)
LEAPING, BATTLOID CONFIGURATION:
20 ft (6 m) high or 30 ft (9 m) long without thrusters.
FLYING, BATTLOID CONFIGURATION:
200 mph (320 kph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
FLYING, GERWALK CONFIGURATION:
Mach .8 (536 mph/858 kph) maximum speed limit in an Earth-like atmosphere.
Can also hover in place indefinitely.
FLYING, BOMBER CONFIGURATION:
650 mph (1040 kph/Mach 0.97) max speed at 8,000 meters or less above sea
level. Mach 2+ (1,340 mph/2,144 kph) max speed at 8,000-38,000 meters above
sea level. Mach 3.0+ (2010 mph/3210 kph) max speed at 38,000+ meters above
sea level. The VB-2 is fully transatmospheric and can attain orbit above
an Earth-type planet without extra booster assistance. Maximum rate of
ascent is 10,000 meters/minute. G limits are +11.7 to -8.8 standard Earth
gravities.
STATISTICAL DATA:
HEIGHT:
73.44 ft (22.95 m) in battloid configuration.
40.39 ft (12.62 m) in gerwalk configuration.
11.02 ft (3.44 m) in bomber configuration.
WIDTH:
50.82 ft (15.88 m) at shoulders in battloid configuration.
121.00 ft (37.81 m) in gerwalk or bomber configuration with wings at maximum
extension.
LENGTH:
32.00 ft (10.00 m) in battloid configuration.
46.54 ft (14.54 m) in gerwalk configuration.
58.18 ft (18.18 m) in bomber configuration.
WEIGHT:
24,800 kg (empty)
PHYSICAL STRENGTH:
Equal to a P.S. of 70
CARGO:
Small compartment behind pilot's seat for personal belongings.
WEAPON SYSTEMS:
QUAD-BARRELED GATLING CANNON: The VB-2 is not designed for
close range dogfighting, and thus the only gun weapon carried by the Spirit
is a heavy quad-barreled gatling cannon directly adapted from the gunpod
of the VA-3 Invader. The Spirit is not maneuverable enough in bomber configuration
to effectively engage hostile targets using the gunpod, but it can reasonably
use the weapon in battloid mode to high efficiency. The gunpod fires out
of a concealed opening toward the bomber's front fire arc in bomber configuration,
and is hand held in gerwalk and battloid configurations.
PRIMARY PURPOSE: Defense
SECONDARY PURPOSE: Anti-mecha
RANGE: 4,000 feet (1,200 m)
DAMAGE: 5D6 M.D. per short burst, 2D6x10 M.D. per long burst, or
3D6x10 M.D. per full melee burst.
RATE OF FIRE: Equal to the combined number of attacks of the pilot.
PAYLOAD: 200 rounds per clip equals 20 short bursts, 10 long bursts,
or 5 full melee bursts.
NOTE: -3 to strike in bomber configuration
INTERNAL WEAPONS BAYS (2): The primary ordinance of the VB-2 is
carried within two internal weapons bays on the main body of the bomber.
These bays can hold numerous bombs, missiles, and other ordinance and without
interfering with the stealth capabilities of the bomber. The bays are located
on the ventral surface of the Spirit in bomber configuration, and underneath
the torso in battloid configuration. Due to the location of the bays, bombs
may not be dropped in battloid or gerwalk configurations.
LONG RANGE MISSILES
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-warship
MISSILY TYPE: Any type of standard UN Spacy Long-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: Volleys of 1-8 missiles.
PAYLOAD: 8 per bay; 16 maximum
MEDIUM RANGE MISSILES
PRIMARY PURPSE: Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Medium-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-8 missiles per bay.
PAYLAOD: 24 per bay; up to 48 maximum
SHORT RANGE MISSILES
PRIMARY PURPOSE:Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Short-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-8 missiles per bay.
PAYLOAD: 30 per bay; up to 60 maximum.
MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
PRIMARY PURPOSE: Anti-mecha
SECONDARY PURPOSE: Surgical Strikes
RANGE: 80 miles (108 km)
DAMAGE: 5D4x10 M.D.
RATE OF FIRE: 1-8 missiles per bay.
PAYLOAD: 8 per bay; 16 maximum
STANDARD BOMBS
PRIMARY PURPOSE: Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE:1D6x10 M.D.
RATE OF FIRE: 1 to 6 bombs per bay
PAYLOAD: 32 per hardpoint, 64 maximum.
LASER GUIDED BOMBS
PRIMARY PURPOSE: Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE: Varies with warhead type.
RATE OF FIRE: 1 to 4 bombs per bay
PAYLOAD: 16 per bay; 32 maximum
JDAM (JOINT DIRECT ATTACK MUNITIONS
See bomb listings
JSOW (JOINT STANDOFF WEAPON)
EXTERNAL HARDPOINTS (4): Additional ordinance may be carried on
four external hardpoints mounted on the VB-2's wings. Usage of these hardpoints
will increase the Spirit's radar cross signature, and thus are rarely used
except for special missions requiring the extra firepower. The Spirit's
transformation process is not affected by the usage of hardpoints, but
bombs may not be dropped in gerwalk or battloid configurations.
LONG RANGE MISSILES
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-warship
MISSILY TYPE: Any type of standard UN Spacy Long-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: Volleys of 1-4 missiles.
PAYLOAD: 1 per hardpoint; 4 maximum
MEDIUM RANGE MISSILES
PRIMARY PURPSE: Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Medium-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-3 missiles per hardpoint.
PAYLAOD: 3 per hardpoint; up to 12 maximum
SHORT RANGE MISSILES
PRIMARY PURPOSE:Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Short-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-5 missiles per hardpoint.
PAYLOAD: 5 per hardpoint; up to 20 maximum.
MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
PRIMARY PURPOSE: Anti-mecha
SECONDARY PURPOSE: Surgical Strikes
RANGE: 80 miles (108 km)
DAMAGE: 5D4x10 M.D.
RATE OF FIRE: 1 missiles per hardpoint.
PAYLOAD: 1 per hardpoint; 4 maximum
STANDARD BOMBS
PRIMARY PURPOSE: Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE:1D6x10 M.D.
RATE OF FIRE: 6 bombs per hardpoint
PAYLOAD: 6 per hardpoint, 24 maximum.
LASER GUIDED BOMBS
PRIMARY PURPOSE: Precision Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE: Varies with warhead type.
RATE OF FIRE: 1 bomb per hardpoint
PAYLOAD: 1 per hardpoint; 4 maximum
JDAM (JOINT DIRECT ATTACK MUNITIONS
See bomb listings
JSOW (JOINT STANDOFF WEAPON)
Coming soon!
HAND TO HAND COMBAT: If necessary, the pilot of the VB-2 can engage
in melee combat rather than use a weapon. The Spirit is not designed for
hand to hand combat, but can inflict significant damage if it connects.
DAMAGE:
Restrained Punch: 2D4 M.D.
Full Strength Punch: 2D6 M.D.
"Booster" Punch: 5D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 1D6 M.D.
Kick: 2D6 M.D.
Leap Kick: 2D6 M.D.
Body Flip/Throw: 1D6 M.D.
Body Block/Tackle: 2D4 M.D.
Stomp: 2D4 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VB-2:
AUTO-PILOT: The VB-2 is equipped with a computerized auto-pilot,
allowing the pilot to relax or even sleep during long missions that the
Spirit may be called to perform. The auto-pilot can be programmed with
a single destination or a complex flight plan involving multiple speeds,
directions, and destinations. The onboard computer will alert the pilot
when the fighter is near its destination, and can also be set to automatically
signal when sensors detect objects near the mecha. The auto-pilot was designed
with long intra-system space journeys in mind.
COMBAT COMPUTER W/HUD DISPLAYS: The VB-2 is equipped with a combat
computer that can store and analyze data during combat with hostile forces.
The combat computer tracks and identifies specific enemy targets, and has
a database of over 10,000 images stored in memory. The computer can identify
and track up to 150 targets simultaneously.
ESCAPE POD: The entire reinforced cockpit of the VB-2 is a detachable
escape pod that can be jettisoned when the mecha is destroyed. The ejected
cockpit does not contain thrusters, but does contain a powerful locator
beacon and an integrated life support system that can support the pilot
for up to 24 hours after ejection. The pod is also equipped with parachutes
in case of ejection in an atmosphere. The combat computer is programmed
to automatically eject the escape pod if the mecha is destroyed (main body
MDC reduced to 0), but this can be overridden if the pilot is feeling suicidal
for some reason.
EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound amplification
system that can pick up normal conversation up to 300 feet away.
HEAT AND RADIATION SHIELDS: Special shielding prevents the penetration
of life threatening head and radiation. A radiation detection and alarm
system are linked with the shields and will sound an alarm if there is
a rupture in the shields and what the levels of radiation are.
HOMING SIGNAL: The escape pod of the VB-2 is equipped with a homing
device that enables rescue teams to locate a disabled craft or ejected
life pod. The range of the signal is 400 miles (640 km). Most valkyries
and UN Spacy ships can key on and track/locate specific signals, and the
onboard computers will automatically notify their pilots if such a signal
is detected.
LASER TARGETING SYSTEM: Range: 100 miles (160 km). Used for increased
accuracy in the striking of enemy targets and directing laser-guided munitions.
LOUDSPEAKER: A loudspeaker system is built into the craft, which
can be used to amplify the pilot's voice up to 90 decibels.
OPTICS: INFRARED: Range: 2,000 feet (610 m). This optical system
projects a beam of infrared light that is invisible to the normal eye,
but detectable by the mecha's sensors. The system allows the pilot to detect
hidden/concealed objects by their IR reflectiveness. The beam will be visible
to anyone with IR sensitive optics, however.
OPTICS: NIGHTVISION: Range: 2,000 feet (610 m). A passive light
image intensifier that emits no light of its own, but relies on ambient
light which is electronically amplified to produce a visible picture.
OPTICS: THERMAL IMAGER: Range: 2,000 feet (610 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, and also adds
a +10% bonus to pilots using a tracking skill.
RADAR: 500 mile (321 km) range.
FLIR: 100 mile (160 km) range.
RADIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 1,000 miles (1,600 km)
or can be boosted indefinitely via satellite relay.
SELF-DESTRUCT: To prevent capture of a variable fighter by the enemy,
the pilot can activate the VB-2's self-destruct system, which will cause
the bomber to explode after a delay of up to 60 minutes (time is set by
the pilot). The explosive damage is contained within a 240 foot (72 m)
area and inflicts 2D6x10 M.D. to everything within the radius of the explosion.
All internal systems are obliterated. The escape pod will be automatically
ejected prior to the explosion unless the pilot overrides the ejection
sequence.
STANDARD SURVIVAL KIT: The VB-2 comes equipped with two portable
survival kits. Inside the small reinforced box is a medium-sized flashlight,
two hand flares, one rocket flare, a compass, infrared distancing binoculars,
a small mirror, a pocket knife, dehydrated and concentrated food (can be
stretched into a five day supply for one person) and basic first aid items
(aspirin, bandages, disinfectants, etc.)
STEALTH CONSTRUCTION: The VB-2 is designed with special materials
and angled surfaces in order to help decrease the bomber's radar reflection,
thus making it ideal for surgical strike missions. These features provide
a constant +2 to initiative rolls made during combat by the VB-2. Note
that this is a PASSIVE stealth system, and not an active one like a cloaking
device. The +2 initiative bonus will continue so long as the mecha is functional.
TACTICAL LIFE SUPPORT SYSTEM: The VB-2's cockpit is pressurized,
and also provides additional air feeds to the pilot's and mission commander's
flight suit that provides him with pressurized breathing. The UN Spacy
flight suit also contains an upper and lower g-suit that promotes blood
circulation even during high-g turns, thus decreasing the possibility of
pilot's blacking out in combat.
COMBAT BONUSES FOR SPIRIT VB TRAINING:
BASIC VARIABLE BOMBER COMBAT TRAINING
Basic training for non-pilot military personnel.
1 attack per melee (plus those of the pilot).
Add one additional action/attack at levels three, nine, and fifteen.
+1 to strike.
+2 to parry
+1 to dodge in battloid mode, +1 in gerwalk, +3 in bomber mode.
+1 to roll with a punch or fall with an impact, reducing damage by half.
No leap dodge.
No leap kick.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 2D4 M.D. plus a 70% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
ADVANCED VB-2 SPIRITCOMBAT TRAINING
Advanced training for pilots specializing in the VB-2 heavy bomber.
3 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, five, seven, and ten.
+2 on initiative (plus stealth bonuses, see above).
+2 to strike
+3 to parry
+1 to dodge in battloid mode, +3 in gerwalk, +5 in bomber mode.
+3 to roll with a punch or fall with an impact, reducing damage by half.
Critical strike same as pilot's hand-to-hand.
Body block/tackle/ram - 2D4 M.D. plus a 70% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.