The following material is an adaptation of mecha from MACROSS: DO YOU REMEMBER LOVE
(1984), a theatrical version of 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. All I ask is that you give proper credit to me and do not claim that it is your own work.
Comments and suggestions are welcome.
VE-1AEW "ALVITR"
ELECTRONIC WARFARE VALKYRIE
RPG Stats by Kamikazi GM (Retired)
Background info provided by the
MACROSS ONLINE COMPENDIUM
BACKGROUND
The VE-1AEW "Alvitr" Valkyrie was a designed to complement the VE-1
"Elint" Valkyrie created by the SDF-01's
engineers to serve as a space-borne Elint/AEW craft. While the VE-1 was an
outstanding sensory platform, its design tried to incorporate too much into one
airframe. The VE-1 was an excellent advanced early warning (AEW) support craft,
but it lacked sufficient resources (equipment and personnel) to act as an
effective electronic warfare (ECM) platform.
The VE-1AEW "Alvitr" was meant to fulfill this role with a dedicated communications
detection and
jamming suite.The VE-1AEW was derived from the VT-1 as was the VE-1. The
reasoning for this is quite obvious it that, it would quickly overwhelm a single
pilot to try to fly the Valkyrie, scan all the potential enemy frequencies, and
run the jamming equipment in a hostile environment. Having two crew allows the
pilot to concentrate on flying the plane and defending against Varuta fighters,
while the electronic warfare officer (EWO) is free to concentrate on tracking
and jamming enemy targets. The nose and tail of the Valkyrie have been
significantly modified to house the new Fore and Aft Scanner System (FASS). These
radomes, which gave the Alvitr its
unofficial nickname of Platypus, contain an advanced tactical jamming system
that allows the Alvitr to first locate then identify threat radars before
initiating countermeasures aimed at rendering them inoperable. When in battloid
mode, the nose radome rotates 90 degrees to allow the legs free movement. A
smaller detection sensor is fitted to the head of the Alvitr and acts as a
backup to the two primary units. Four wing-mounted pylons are specially
outfitted for the ALQ-124 electronic warfare jamming modules. When activated,
selected radio communications, radars, and electromagnetic sensors are seriously
compromised, rendering them all but useless. What resembles a gunpod in fighter
mode and is handheld in gerwalk and battloid modes is actually a high-intensity
directional microwave jamming pod. This pods will overload almost all sensory
systems and cause them to short out. Though not a true means of defense, it does
give the Alvitr some means of personal defense. However, the Alvitr is not meant
to enter direct combat and usually relies on escorting Valkyries for defense.
The Alvitr first saw service in 2011 and saw much action against remnants of Badolza's armada.
The VE-1AEW performed its mission admirably in both space and atmospheric conditions.
The VE-1AEW's primary mission was to protect colonial and galaxy patrol fleet
units and other aircraft by jamming hostile radars and communications. The
VE-1AEW was an integral part of the fleet's first line of defense, and remained
so until replaced by the EVA-3A
Invader in the mid 2020's.
RPG STATS
Vehicle Type: VE-1AEW "Alvitr" Valkyrie
Class: Single seat electronic warfare variable fighter
Manufacturer: Stonewell Bellcom and Shinnakasu Industries
Crew: One pilot and one EWO wearing Tactical Life Support System
MDC BY LOCATION:
(1) Head 100
Head Sensor 35
Arms (2) 125 each
Hands (2) 30 each
Legs/Thrusters (2) 225 each
(2) Main Body 320
Pilot's Compartment/Escape Pod 200
Retractable Utility Arms (3) 5 each
Wings (2) 125 each
Tails (2) 50 each
Nose Sensor 75
Tail Sensor 50
ALQ-124 Jamming Pods (4) 50 each
Handheld Direction Jamming Pod 50
GU-11 Gun Pod (Optional) 100
NOTES:
- Destroying the head of the fighter will knock out all of the variable
fighter's optic systems (infrared, nightvision,
thermal). The Valkyrie will be blinded and will have to transofrm to gerwalk
or fighter mode to manuever. Radar and communications will be unaffected.
- 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, SOLDIER CONFIGURATION:
- 45 mph (70 kmph)
- LEAPING, SOLDIER CONFIGURATION:
- 10 ft (15 m) high or 70 ft (21 m) long without thrusters.
- FLYING, SOLDIER CONFIGURATION:
- 150 mph ( 400 kmph) maximum speed limit in an Earth-like atmosphere. Can
also hover in place indefinitely.
- FLYING, GERWALK CONFIGURATION:
- Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like
atmosphere. Can also hover in place indefinitely.
- FLYING, FIGHTER CONFIGURATION (almost never used in atmosphere):
- Mach 1.0 (2043 mph/1277 kmph) max speed at 10,000 meters or less above
sea level. Mach 1.5 (2868 mph/1793 kmph) max speed at 10,000-30,000
meters above sea level. Mach 2 (2868 mph/1793 kmph) max speed above 30,000
meters above sea level. Max altitude of 42,000 meters. Mach 3.2 in space.
- MAX ENGINE THRUST:
- 15,000-30,000 kg x2 from main engines.
STATISTICAL DATA:
- HEIGHT:
- 56.3 ft (16.9 m) in soldier configuration.
- 29.0 ft (8.70 m) in gerwalk configuration.
- 12.8 ft (3.84 m) in fighter configuration.
- WIDTH:
- 18.2 ft (5.45 m) at shoulders in soldier configuration.
- 49.8 ft (14.94 m) in soldier, gerwalk, or fighter configuration with wings
at maximum extension.
- LENGTH:
- 16.0 ft (5.00 m) in soldier configuration.
- 41.7 ft (12.50 m) in gerwalk configuration.
- 51.4 ft (15.43 m) in fighter configuration.
- WEIGHT:
- Empty: 15,750 kg empty
- Standard T-O Weight: 19,500 kg
- Max T-O Weight: 42,000 kg
- PHYSICAL STRENGTH:
- Equal to a P.S. of 60
- CARGO:
- Small compartment behind crew seats for personal belongings.
- POWER PLANT:
- Two Nakajima/P&W/Rolls-Royce FF-2001D fusion turbines. Four Nakajima
NBS-1 high-thrust vernier thrusters for additional maneuverability. Two
P&W +EF-2001 booster engines in NR-BP-E2
FAST packs.
- COMPATIBLE FAST PACKS:
- Dorsal: None
Arm: NP-AR-01,
NP-AU-T1
Leg: NP-FB-01,
NP-FB-T1,
NP-FB-10
WEAPON SYSTEMS:
- WING MOUNTED HARD POINTS: The primary purpose of the VE-1AEW detect
and jam enemy sensors and communications. Four hardpoints are specially fitted
to the wings to carry the ALQ-124 electronic warfare jamming modules.
- ALQ-124 ELECTRONIC WARFARE JAMMING MODULES
- Primary Purpose: Electronic Jamming
- Range: 100 miles
- Space Requirement: A full set of modules requires four
hardpoints for mounting.
- Mega-damage Capacity: 50 MDC per module
- Effects: When activated, radio communications, radars, and
electromagnetic sensors are reduced in range by 95%. Laser
communications and light-based sensors are unaffected by jamming.
- HANDHELD DIRECTIONAL JAMMING POD: This system is designed to
completed destroy hostile sensors and communication equipment at extremely
close range. The pod sends out what resembles a directional electro-magnetic
pulse (EMP) at whatever it is fired at. This will overload the delicate
equipment of nearly any computer equipment, rendering them useless.
- Primary Purpose: Electronic Jamming
- Secondary Purpose: Defense
- Range: 2000 feet (600 m)
- Damage: 3D6 M.D. specifically to sensory and communications
equipment.
- Rate of Fire: Equal to the pilot's combined number of attacks.
- Payload: Effectively Unlimited (hooked to Valkyrie's fusion
turbines).
- Effects: When activated, radio communications, radars, and
electromagnetic sensors are reduced in range by 95%. Laser communications
and light-based sensors are unaffected by jamming.
- GU-11 55mm TRI-BARREL GUN POD (OPTIONAL): The standard issue armament
for VF series Valkyries, the Alvitr can carry the GU-11 on space-based
missions. The GU-11 cannot be carried in atmospheric missions as it causes a
disruption of airflow around the aircraft.
- PRIMARY PURPOSE: Assault/Defense
- RANGE: 4000 ft (1200 m)
- DAMAGE: Does 3D6 M.D. per short burst, 6D6 M.D. per long burst,
or 1D6x10 M.D. for a full melee burst.
- RATE OF FIRE: Equal to the pilot's combined number of attacks.
- PAYLOAD: 200 rounds per clip equals 20 short bursts, 10 long
bursts, or 5 full melee bursts. Additional ammo clips can be inserted, but
exchanging clips requires 2 melee actions. The Alvitr carries no spare
clips as the leg room is used for sensory equipment.
- HAND TO HAND COMBAT: If necessary, the pilot of the VE-1AEW can engage
in melee combat rather than use a weapon. The Valkyrie 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: 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-1AEW Alvitr:
- AUTO-PILOT: The VE-1AEW 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-1AEW is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. The entire cockpit canopy of the VE-1 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 200 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the VE-1AEW 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 crew 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 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-1AEW 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.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which
can be used to amplify the pilot's voice up to 90 decibels.
- MOTION DETECTOR & COLLISION WARNING SYSTEM: Sounds an alarm and
warns the pilot of an impending collision and/or immediate target. Range:
500 ft (152.5 m).
- 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.
- RADAR: Hughes AWG-20 X-band pulse-Doppler radar, providing long-range
detection and tracking of targets at all
altitudes. 200 mile (321 km) range.
- RADIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 600 miles (960 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 VE-1AEW's 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.
- SHOULDER SPOTLIGHTS: Can project regular white light or infrared
light. Range: 300 ft (91.5 m)
- STANDARD SURVIVAL KIT: All UN Spacy variable fighters come equipped
with a portable survival kit. 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.)
- TACTICAL LIFE SUPPORT SYSTEM: The VE-1AEW's cockpit is pressurized,
and also provides additional air feeds to the crew's flight suits that provide
them 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 crew's blacking
out in combat.
- UTILITY ARMS: The right arm contains three retractable utility arms
that can be used to perform delicate work and repairs. Each arm is 6 feet
(2 m) long and has 5 MDC.
- VIDEO SURVEILLANCE SYSTEM: A set of video cameras in the head of
the Valkyrie record the surroundings and relay information back to the pilot
in battloid mode. The information is automatically recorded for future
review. The cameras have 360-degree rotation, 1,600 ft (488 m) max range,
telescopic zoom x10 and a 30 ft field of vision.
- Chaff and Flare dispensers: 24 chaff and 24 flares are
stored in each lower leg
- Elettronica Radar Warning Receiver (RWR)
- OlDelft Infra-red Warning Receiver (IRWR)
-
Fore and Aft Scanner System (FASS): Capable of detecting communication or
sensory signals. Range 250 miles (400
km)
- HF, VHF, and VLF coantennas: Equivalent to the NR-SR-E3
and NR-SL-E3
arm attachments
- Westinghouse ALQ-250(V) active sensor jammer
COMBAT BONUSES FOR ELINT TRAINING:
BASIC VALKYRIE 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.
- +1 to parry
- +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
- +1 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 - 1D6 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
ADVANCED VALKYRIE COMBAT TRAINING
- Advanced training for military pilots and mecha specialists.
- 2 attacks per melee (plus those of the pilot)..
- Add one additional action/attack at levels six and eleven.
- +2 to strike
- +3 to parry
- +1 to dodge in solder mode, +3 in gerwalk, +5 in jet 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 - 1D6 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
REFERENCES USED IN THIS DESIGN