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.
VE-11 Cyclops
Electronics Warfare Valkyrie
RPG Stats by Rob
Morgenstern ([email protected])
and Kamikazi GM (Retired) ([email protected])
Layout Style Adapted
from DAVE DEITRICH([email protected])
BACKGROUND
In May of 2045, the UN Spacy and UN Spacy Air Force both
recognized the need for a dedicated Early Warning Air Control aircraft that
could survive on the foward edge of any combat situation. The NR-BP-E7 FAST
"Recon" Packs secured to the back of a fighter was a good interim idea, but the
equipment and operators needed to fully use it to it's full potential were
sorely missing. In addition, the UN Spacy had been without an Electronic Warfare
craft for decades. Rather than spend millions of credits, and produce a large
bulking airframe, that would provide a nice fat target for enemy sensors,
Shinsei Industries and Dreamstars Incorporated decided to create a new variant
of the old VF-11 Thunderbolt design.
Dreamstars Incorporated produced a new variation of the VF-11D Two-Seater
Thunderbolt for the project. The new variable fighter was named the VE-11
"Cyclops" variant was both an EWACs and EW craft. Based on the two-seater
version of the Thunderbolt, the Cyclops holds both a Valkyrie pilot and Radar
Intercept/Electronic Warfare Officer. In addition to the surveillance systems,
the Cyclops variant has a greater emphasis on defensive measures, with increased
armor around the chest and main fuselage, and a pinpoint barrier system
identical to the one used on the VF-19 Excalibur. The
VE-11 comes standard with modified FAST Super Booster Units, which provide
additional thrust and space for the electronic systems. Like standard FAST
systems, these thrusters can be ejected if damaged, but this will render most of
the recon and EW systems inoperable. Although the Cyclops variant has greater
thrust than a standard VF-11, the increased drag of the extra armor and FAST
packs lowers the overall speed of the variable fighter in an atmosphere. In an
effort to compensate for this, the VE-11 was given longer canard wings and more
thrusters to increase maneuverability, similar to the VF-11D Custom.
The VE-11 Cyclops is actually an ideal mecha for EWACs and EW. Having two
crew allows the pilot to concentrate on flying the plane and defending against
Varuta fighters, while the RI/EWO is free to concentrate on tracking and jamming
enemy targets.
RPG STATS
- Vehicle Type:
- VE-11 Cyclops
- Class: AWACS / Electronics Warfare Variable Fighter
Manufacturer: Shinsei Industries/Dreamstars Inc.
Crew:
One pilot and one RI/EWO wearing Tactical Life Support System
MDC BY LOCATION:
Head Laser 35
(1) Head 90
Hands (2) 50 each
Arms (2) 100 each
(2) Arm sensor units (2) 50 each
Legs & Thrusters (2) 250 each
Leg FAST packs (2) 75 each
(3) Main Body 350
Canard Forward Wings (2) 45 each
Main Wings (2) 120 each
Tails (2, concealed below super boosters) 50 each
(4) Integrated FAST Super Booster Pods (2) 150 each
Sensor Radome 100
Multipurpose Gun Pod 100
Anti-Projectile Shield 150
(5) Pinpoint Barrier Shield 100
Reinforced Pilot Compartment/Escape Pod 200
NOTES:
- Destroying the head of the VF will knock out the mecha's major sensor
systems, including all of the optics systems (infrared, nightvision, thermal).
The arm FAST pack can still provide optical input to the mecha. Radar and
communications will be unaffected.
- Depleting the MDC of the arm sensor units will damage the EW systems,
making them unusable.
- 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.
- Destroying one or both of the FAST boosters will disable long range radar
and tracking systems, rendering them inoperable.
- The pinpoint barrier shield regenerates at a rate of 50 MDC per round.
Even if completely destroyed the shield will regenerate within 2 melee rounds.
The shield is usually generated on the right arm of the Cyclops.
SPEEDS:
- RUNNING, SOLDIER CONFIGURATION:
- 90 mph (144 kph)
- LEAPING, SOLDIER CONFIGURATION:
- 30 ft (9 m) high or 50 ft (15.2 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 300 mph (480 kph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
- FLYING, GERWALK CONFIGURATION:
- Mach One (670 mph/1072 kph) maximum speed limit in an Earth-like
atmosphere. Can also hover in place indefinitely.
- FLYING, FIGHTER CONFIGURATION:
- Mach 2.8+ (1876 mph/3002 kph) max speed at 10,000 meters or less above sea
level. Mach 4.5+ (3015 mph/4824 kph) max speed at 10,000-42,000 meters above
sea level. Additional rocket boosters make the VF-11D Custom trans-atmospheric
and able to achieve orbit over an earth-like planet under its own power.
Maximum rate of ascent is 24,700 meters/minute. G limits are +22.5 to -15.0
standard Earth gravities.
- MAX ENGINE THRUST:
- 31,700 kg x2 from main engines, plus 15,000 kg x2 from FAST super booster
units.
STATISTICAL DATA:
- HEIGHT:
- 41.45 ft (12.95 m) in soldier configuration.
- 22.58 ft (7.06 m) in gerwalk configuration.
- 15.92 ft (4.98 m) in fighter configuration.
- WIDTH:
- 20.80 ft (6.50 m) at radome in soldier configuration.
- 35.84 ft (11.20 m) in gerwalk or fighter configuration with wings at
maximum extension.
- LENGTH:
- 11.17 ft (3.49 m) in soldier configuration. (6.5m radome)
- 28.54 ft (8.92 m) in gerwalk configuration.
- 51.26 ft (16.02 m) in fighter configuration.
- WEIGHT:
- 11,500 kg.
- PHYSICAL STRENGTH:
- Equal to a P.S. of 50
- CARGO:
- Small compartment behind pilot's and RI/EWO's seats for personal
belongings.
- POWER PLANT:
- Two Shinsei Industries/Pratt & Whitney/Rolls Royce FF-2025S
thermonuclear turbine engines. Several additional Pratt & Whitney HMM-7
high-maneuverability vernier thrusters for additional mobility are mounted at
key positions along the mecha's hull. Additional super booster units are
standard issue for the VE-11.
- COMPATIBLE FAST PACKS:
- Specifically designed for NR-BP-E11 FAST "Recon" Pack,
NR-FS-11 FAST
Conformal Recon/Propellant Tanks, and NR-SR-E11/NR-SL-E11 "Wild Weasel" FAST
Arm Sensor Units.
WEAPON SYSTEMS:
- ANTI-AIRCRAFT PULSE LASER: The VE-11 mounts a single pulse laser
for use in air combat skirmishes and for defensive purposes. The laser is
mounted on the head of the mecha in soldier mode, and is located in the
central dorsal section of the main body pointed rearward in fighter and
gerwalk modes. The laser can only fire to the REAR of the fighter in these
modes; it cannot be turned to fire along another arc.
- PRIMARY PURPOSE: Anti-aircraft
- SECONDARY PURPOSE: Anti-missile/defensive
- RANGE: 4000 feet (1200 m)
- DAMAGE: 2D4 M.D.
- RATE OF FIRE: The laser can be fired in rapid pulses up to 4
blasts per round. A rapid fire blast counts as a burst of up to 4 shots.
- PAYLOAD: Effectively Unlimited.
- MULTIPURPOSE GUN POD: Like the standard VF-11, the Cyclops can use
a gun pod similar to the old GU-11 used by the VF-1 Valkyries, at the expense
of the operation of the right arm FAST pack. Since the VE-11 is not intended
to engage the enemy in close combat, the gun pod is typically NOT carried, and
a sensor pod is carried in its place.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4000 feet (1200 m)
- DAMAGE: Does 4D6 M.D. for a short burst, 1D6x10 M.D. for a long
burst, or 2D6x10 M.D. for a full melee burst.
- RATE OF FIRE: Equal to the number of combined attacks of the
pilot.
- PAYLOAD: 400 rounds per clip equals 40 short bursts, 20 long
bursts, or 10 full melee bursts. Additional ammo clips can be inserted, but
exchanging clips requires 2 melee actions. Two spare clips are stored behind
the anti-projectile shield.
- MISSILE LAUNCHER PODS (2): The FAST super boosters for the VE-11
Cyclops contain 2 rapid-fire missile launcher units (1 per booster unit). Each
unit contains 10 short-range missiles, for a total of 20 SRMs. Each launcher
can fire 2 missiles per melee round, so a volley of up to 8 missiles can be
fired in a single melee. Armor-piercing SRMs are standard issue, but others
can be mounted if desired.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of standard UN Spacy Short Range
Missile can be used.
- RANGE: Varies with missile type; typically 5 miles (8 km).
- DAMAGE: Varies with missile type; typically 1D6x10 M.D.
- RATE OF FIRE: Volleys of 1, 2, 4, or 8 missiles. One volley
counts as one attack.
- PAYLOAD: 10 missiles per launcher; 20 total.
- WING HARD POINTS (4): Two fixed hard points are mounted on each
wing of the VE-11 for a total of 4 hardpoints on the fighter. These hardpoints
are primarily used to hold HARM anti-radiation missiles although a variety of
different ordinance types, including long, medium, or short range missiles, or
even the new medium-range high-maneuverability (MRHM) missiles (after 2040)
can be carried. Usually HARM Missiles are carried.
NOTE: Due to the location of the hard points, ALL hardpoint-mounted
missiles must be fired or ejected before the VE-11 can convert into soldier
mode. For this reason the hard point missiles are usually fired within the
first few passes of an attack.
- MISSILE TYPE: Light HARM
- RANGE: 10 miles (16 km)
- DAMAGE: 2D6x10 M.D.
- NOTES: +2 to hit against stationary or near stationary, active radar
using targets
- MISSILE TYPE: Medium HARM
- RANGE: 15 miles (24 km)
- DAMAGE 4D4x10 M.D.
- NOTES: +2 to hit against stationary or near stationary, active radar
using targets
- MISSILE TYPE: Heavy HARM
- RANGE:30 miles (48 km)
- DAMAGE: 3D6x10 M.D.
- NOTES: +2 to hit against stationary or near stationary, active radar
using targets
- HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: With the exception of the
Custom variants, the Cyclops is the only version of the Thunderbolt currently
equipped with the new mecha-scale pinpoint barrier system. The system can
generate a single pinpoint barrier that can be moved anywhere on the mecha and
used as a shield against incoming attacks. The barrier provides 100 MDC of
protection, and regenerates at a rate of 50 MDC per round when damaged. Even
if destroyed by combined attacks, the shield will regenerate itself within 2
rounds. In order to use the shield, the pilot must make a successful parry
roll to intercept an incoming attack.
- Primary Purpose: Defense
- Protection: 100 MDC total
- Regeneration Rate: 50 MDC per round.
- Size: The barrier can be up to 10 ft (3 m) in diameter.
- Duration: Unlimited.
- CHAFF/FLARE DISPENSERS: The external propellant tanks for the super
boosters also contain one chaff and one flare dispenser each, which are
mounted on the legs of the mecha. The chaff decoys confuse radar images to
divert radar-guided missiles, while the flare decoys provide a brilliant
infrared images to try and draw heat seeking missiles away from the mecha.
Each chaff or flare fired provides a bonus of +2 to dodge the particular
type of missile it is designed to counter, and the bonuses are cumulative with
multiple decoys. (2 decoys = +4 to dodge, 3 decoys = +6, etc.) The bonuses are
not cross-cumulative, though; you cannot confuse a heat-seeking missile with a
chaff decoy. Each dispenser carries 10 chaff and 10 flare decoys each, for a
total of 20 of each type of decoy.
- HAND TO HAND COMBAT: If necessary, the pilot of the VE-11 can
engage in melee combat rather than use a weapon. The variable fighter is
extremely agile and can execute most typical hand to hand combat moves, such
as punches, jump kicks, leap attacks, rolling with impacts, etc. Because the
VE-11 Cyclops is intended as a support mecha, it rarely engages in hand to
hand combat if it can be avoided.
DAMAGE:
- Restrained Punch: 1D4 M.D.
- Full Strength Punch: 2D6 M.D.
- "Booster" Punch: 3D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 1D6 M.D.
- Kick: 1D6 M.D.
- Leap Kick: 2D6 M.D.
- Body Flip/Throw: 1D4 M.D.
- Body Block/Tackle: 1D6 M.D.
- Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VE-11 CYCLOPS:
- ANTI-PROJECTILE SHIELD: A new addition to modern VFs, the VE-11 is
equipped with an external shield that is mounted on the central rear dorsal
section of the mecha in fighter mode, and on the left arm in soldier and
gerwalk modes. On a successful parry in soldier or gerwalk mode, the shield
can be used to block missiles or projectiles, thus protecting the main body
from harm. Although constructed of super-strong materials, the shield is NOT
regenerable and must be ejected once its MDC is depleted.
- AUTO-PILOT: The VE-11 is equipped with a computerized auto-pilot,
allowing the pilot to relax or even sleep during long voyages. 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 VE-11 is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. The entire cockpit canopy of the VE-11 is a large HUD display, which
allows the computer to display large amounts of data to the pilot and even
highlight enemies and missile attacks with overlaid graphics. 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
400 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the VE-11 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 escape pod contains both
the pilot's seat and the passenger's support bubble (see below). 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 heat 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 VE-11 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 UN Spacy ships
and variable fighters can locate and track homing 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 is partly responsible
for the mecha's strike bonus.
- OPTICS: INFRARED: Range: 2000 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: 2000 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: 2000 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.
- RI/EWO SUPPORT BUBBLE: In addition to the pilot, the VE-11 Cyclops
is designed to provide support for one passenger, the RI/EWO. The RI/EWO sits
in a life support bubble that provides a final level of protection in case of
damage to the cockpit. The RI/EWO in the support bubble has primary control
over the advanced EW and AWACS systems. This bubble is fitted with an advanced
3-dimensional HUD to provide the RI/EWO with advanced situational awareness.
However, the RI/EWO has no auxiliary flight controls and no way to control
the VF if the pilot is incapacitated. If the pilot's lifesigns are terminated
the combat computer is programmed to automatically eject the RI/EWO support
bubble, which can then be recovered by friendly forces.
- RADAR: 200 mile (321 km) range.
- RADIO/VIDEO COMMUNICATION: Long range, directional laser and
non-directional VHF, UHF and SatCom communications system with satellite relay
capabilities. Range: 600 miles (960 km) (or radio horizon) 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 Cyclops' self-destruct system, which will
cause the fighter to explode after a delay of up to 60 minutes (time is set by
the pilot). The explosive damage is contained within a 20 foot (6 m) area and
inflicts 1D6x10 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 VE-11 Cyclops comes equipped with two
portable survival kits, one for the pilot and one for the RI/EWO. Inside each
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.)
- TACTICAL LIFE SUPPORT SYSTEM: The VE-11's cockpit is pressurized,
and also provides additional air feeds to the pilot's and RI/EWO'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. There are independent life support systems for the pilot and RI/EWO.
FAST Sensor packs standard for the VE-11 "Cyclops" Thunderbolt
To support a dedicated EW craft, the NR-BP-E7 fast pack system was enhanced
and upgraded to the E11 version. This system provides a more aerodynamic FAST
system and is designed to interoperate with the other E11 fast packs which
provide a more complete suite than the E7 packs.
The NR-SR-E11 and NR-SL-E11 are additional sensor units designed specifically
for the VE-11 Cyclops to augment its recon and electronic warfare capabilities.
Although there are two separate sensor pack designs, the units are designed to
be used together (the NR-SR-E11 goes on the right arm of the Valkyrie, and the
NR-SL-E11 goes on the left arm). The sensor packs contain HF, VHF, and VLF
antennae in addition to other electromagnetic sensors, allowing the Cyclops to
monitor radio traffic, detect strong electrical/magnetic fields, and even jam
communications if necessary.
- FIRST PRODUCED: 2045
- COMPATIBLE WITH: VE-11
- MDC VALUE: 50 each
- SPECIAL:
- ELECTROMAGNETIC SENSORS (right arm):
- PRIMARY PURPOSE: Enhanced Reconnaissance
- RANGE:
- Active: 240 miles
- Passive: 80 miles
- DETECTION CAPABILITIES: The sensor array can take detailed
structural readings of an object and detect power sources, weapon ports,
transmitters, and other valuable statistical data. These sensors give the
pilot and anyone else receiving the information a +20% to Intelligence and
Detect Ambush/Concealment rolls, provided they make a successful Read
Sensory Instruments roll (otherwise they misread/misinterpret the sensor
readings). When used in active scanning mode the sensors have 200% greater
range, but the VE-11 will stand out like a sore thumb on enemy targeting
sensors (+1 to hit for anyone attacking the Cyclops).
- ADDITIONAL OPTICAL SENSORS
- LASER TARGETING SYSTEM: Range: 200 miles (320 km) or Line of
Sight (whichever is shorter). Used for increased accuracy in the
striking of enemy targets and is partly responsible for the mecha's
strike bonus.
- OPTICS: INFRARED: Range: 5000 feet (1525 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: 5000 feet (1525 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: 5000 feet (1525 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.
- SMOKE DISPENSER (right arm):
- PRIMARY PURPOSE: Disruption of Laser Communications
- SECONDARY PURPOSE: Visual Obstruction
- VOLUME CAPACITY 10,000 cubic feet
- COMMUNICATIONS ARRAY (left arm):
- PRIMARY PURPOSE: Transmission interception
- SECONDARY PURPOSE: Electronic Warfare
- RANGE:
- Receive: 500 miles
- Transmit: 1500 miles
- DETECTION CAPABILITIES: The communications array can intercept
and triangulate any radio signals or other electromagnetic transmissions
(but not laser communications, unless it crosses the beam path) and
retransmit them to a command center for analysis. Note that this does not
necessarily mean that the receiver will be able to understand the
communication (coded transmissions will still be received in code).
Alternatively, the transmitter can generate a blanket "white noise" across
the radio spectrum, disrupting ALL radio transmissions. The transmitter
can also work with the receiver to target specific electromagnetic systems
if the receiver can track the target. This allows a specific system to be
targeted without disabling friendly communications channels. Again, laser
communications will be unaffected by these jamming methods.
A special set of propellant tanks were designed for use with the VE-11
Cyclops which contained side-scan radar units and a small missile launcher in
addition to vernier jets and small fuel tanks. Due to the improvements in engine
efficiency, it was determined that additional weaponry was more important than
additional fuel storage. In combination with the NR-BP-E11's radome these radar
units gave the VE-11 greater resolution and detection capabilities.
- FIRST PRODUCED: 2045
- COMPATIBLE WITH: VE-11 only
- MDC VALUE: 75
- WEAPONRY: None
- SPECIAL:
- SIDE-LOOKING SYNTHETIC APERTURE RADAR ARRAYS:
- PRIMARY PURPOSE: Enhanced Reconnaissance
- RANGE: 100 miles (160 km)
- DETECTION CAPABILITIES: The sensor units in the NR-FS-E11s
boost the active radar detection and identification capabilities of the NR-BP-E11
FAST pack, increasing the chance of detecting passive cloaked ships to
90% and active stealth to 60%). These bonuses are only effective when used
in conjunction with the radome of the NR-BP-E11 FAST pack. This system is
also capable of terrain mapping and can identify modifications to terrain
assuming the terrain has been previously mapped. (Base Probability of
detection 75%)
- MISSILE LAUNCHER POD: The FAST tanks for the VE-11 Cyclops
contain a pop-out missile launcher (1 per leg). Each unit contains 3
short-range missiles, for a total of 6 SRMs. Each launcher can fire up to 3
missiles per melee round, so a volley of up to 6 missiles can be fired in a
single melee. Armor-piercing SRMs are standard issue, but others can be
mounted if desired.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: Any type of standard UN Spacy Short Range
Missile can be used.
- RANGE: Varies with missile type; typically 5 miles (8 km).
- DAMAGE: Varies with missile type; typically 1D6x10 M.D.
- RATE OF FIRE: Volleys of 1, 2, 3, 4, or 6 missiles. One volley
counts as one attack.
- PAYLOAD: 3 missiles per launcher; 6 total.
- CHAFF/FLARE DISPENSERS:
- PRIMARY PURPOSE: Defense
- RATE OF FIRE: Equal to pilot's combined number of attacks.
- PAYLOAD: 20 chaff decoys and 20 flare decoys (40 total).
- GAME EFFECTS: Chaff decoys confuse radar images to divert
radar-guided missiles, while flare decoys provide a brilliant infrared
images to try and draw heat seeking missiles away from the VF-11. Each
chaff or flare fired provides a bonus of +2 to dodge the particular type
of missile it is designed to counter, and the bonuses are cumulative with
multiple decoys. (2 decoys = +4 to dodge, 3 decoys = +6, etc.) The bonuses
are not cross-cumulative, though; you cannot confuse a heat-seeking
missile with a chaff decoy.
COMBAT BONUSES FOR THUNDERBOLT VF TRAINING:
BASIC VARIABLE FIGHTER 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 on initiative.
- +1 to strike.
- +1 to parry
- +1 to dodge in soldier mode, +3 in gerwalk, +5 in jet 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 - 1D6 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
ADVANCED VE-11 "CYCLOPS" COMBAT TRAINING
- Advanced training for pilots specializing in the VE-11.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven, and
fifteen.
- +2 on initiative.
- +2 to strike
- +3 to parry
- +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- +2 to leap dodge. A leap dodge is an automatic dodge which causes no loss
of attacks per melee. The new generation variable fighters are so maneuverable
that the pilot can dodge an attack while moving to counterattack an enemy.
- 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.
This page is maintained by Rob
Morgenstern & Kamikazi GM
(Retired)