The following material is an original mecha design for MACROSS XV, a fan-RPG sequel to the original Japanese MACROSS TV series (which became Robotech here in the U.S.). Please feel to use, copy, and distribute it as you see fit. Comments and suggestions are welcome.

Not to be used on the Macross Internet RPG site.


Shinsei Industries VF-23 Banshee
 
 

    RPG Stats by Mute ([email protected])
    Translations by Talon ([email protected])

 

BACKGROUND

Due to the expensive cost of producing the new VF-19 Excalibur, the UN Spacy was only able
to begin replacing the aging VF-11 Thunderbolt at a rather slow pace. By 2047, the bulk of
carrier vessels and defense garrisons were still using the Thunderbolt, and the Excalibur
comprised about only 15~20% of all valkyries in service.

Facing constantly revamped Zentraedi mecha and new Varuta types, such as the FZ-150
Zaubergeran, the final decision was made to create an inexpensive, lightly armed and armored
fighter, nevertheless capable of holding its own against the VF-19 Excalibur in aggressor
squadron combat. Thus, Shinsei Industries' YF-23 Banshee was born.

The original design was supposed to be exactly what military officials were looking for.
Smaller than any contemporary variable fighter design, fast, and most of all, inexpensive, the
first Banshee began its trial runs in late 2047.

However, testing showed the design far exceeded predictions, having superb acceleration and
speeds, yet maintaining a high degree of agility. Still, chief designers felt that their hotrod was
capable of even more. As an experiment, rival aerospace company General Galaxy's BDI/BCS
was installed on the third prototype, although acquiring the system took some hard bargaining.
The Banshee and the brainwave-control interface were a perfect match, allowing unprecedented
amount of pilot-mecha interaction. The first VF-23s were unveiled in early 2048. By this time,
the UN Spacy's goal of acquiring an inexpensive temporary substitute for the VF-19 was left
behind. In reality, Shinsei Industries marketed the new fighter at an even higher price tag than its
larger counterpart, allowing the military to effectively purchase only a few of the
'Midget-Excaliburs', as they came to be called. Today, only five VF-23 exist, not taking into
account the three prototype versions. The first, without the BDI/BCS, has been assigned to the
Eagle's Nest Aerial Combat School. The second, also without BDI/BCS, is aboard the
Macross-12 fleet. The third with BDI/BCS is with the Macross-7 fleet near the Galactic Core,
and the fifth, also with BDI/BCS, is aboard the Macross-15 fleet in the Sol system. Finally, a
lightly-armed reconnaissance variant, the VEF-23, is also aboard the Macross-7.
The VF-23 series was cut short due to the con struction of the United Nations Space Marine VF/A-24 Raptor II the total VF-23 Banshees in service where shiped to New Edwards Airbase for Test beds and prototype equipment testing.

RPG STATS

Variants

    YF-23: Initial prototype version, 2046
    VF-23A: Production-line version, 2048
    VEF-23: Reconnaissance/Electronic warfare version, 2048

Vehicle Type

 Class: Advanced Variable Fighter
 Manufacturer: Shinsei Industries
 Crew: 1 pilot wearing tactical life support system.

MDC BY LOCATION

 Head Pulse Laser
                                      30
 (1)Head
                                      110
 Hands (2)
                                      40 each
 Arms (2)
                                      110 each
 Shoulders (2)
                                      100 each
 Legs & Thrusters (2)
                                      150 each
 (2)Main Body
                                      300
 Main Wings (2)
                                      150 each
 Tails(2)
                                      70 each
 Arm Shields(1)
                                      100
 Stealth Gun Pod
                                      120

 (3)Pinpoint Barrier Shield
                                      100

Reinforced Pilot Compartment/Escape Pod
                                      130
 

 (4)External Fold Generator (1, optional)
                                                     100 each
 (5)FAST shoulder-mounted Augmentation Packs (2, optional)
                                                     60 each
 FAST hull-mounted Augmentation Packs (2, optional)
                                                     100 each
 

    1.Destroying the head of the VF-23 will knock out the mecha's main sensor systems,
    including all of the optics systems (infrared, nightvision, thermal). Backup sensor systems
    will provide standard vision for the pilot in battloid mode. Radar and communications will
    be unaffected.
    2.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 VF-23's main computer.
    3.The pinpoint barrier shield regenerates at a rate of 50 MDC per round. Even if
    completely destroyed the shield will regenerate to full strength within 2 melee rounds. The
    shield is usually generated on the right or left arm of the Banshee.
    4.The External Fold Generator will become non-functional after taking only 25 points of
    damage. However, the unit can still be repaired. If the generator takes a full 100 points of
    damage, it is destroyed beyond any hope of repair.
    5.When mounted, the FAST Augmentation Packs cover most of the arms and back of the
    VF-23. Any damage to the arms of the mecha are applied to the augmentation packs FIRST,
    and then to the arms once the packs are destroyed.

 

SPEEDS:

    RUNNING, BATTLOID CONFIGURATION: 140 mph (224 kmph)
    LEAPING, BATTLOID CONFIGURATION: 80 ft (25 m) high or 90 ft (28 m) long
    without thrusters.
    FLYING, GERWALK/BATTLOID CONFIGURATION: Mach 2.5 (1,720 mph/2,752
    kmph) maximum speed limit in an Earth-like atmosphere. Can also hover in place
    indefinitely.
    FLYING, FIGHTER CONFIGURATION: Mach 7.7+ (5,210 mph/8,336 kmph) max
    speed at 6,000 meters or less above sea level. Mach 12.1+ (8,115 mph/12,984 kmph) max
    speed at 10,000-20,000 meters above sea level. Mach 30+ (20,275 mph/32,440 kmph) max
    speed at 20,000+ meters above sea level, for a maximum of 5 seconds. Cruising speed is
    usually Mach 6~8. The VF-23 can vary the configuration of its wings and control surfaces
    to provide greater speed or control as the situation requires.

    The Banshee is capable of achieving orbit over an Earth-class planet without additional
    rocket assistance. Maximum rate of ascent is 88,700 meters/minute. G limits are +60.0 to
    -45.0 Earth gravities.

    MAX ENGINE THRUST: 89,260 kg x2 in an atmosphere, 121,700 kg x2 in space. The
    maximum thrust is automatically limited in an atmosphere due to coolant problems with the
    optional air intake systems for the engines.

 

STATISTICAL DATA:

    HEIGHT:
        32.1 ft (9.72 m) in battloid configuration.
        19.62ft (5.91 m) in gerwalk configuration.
        10.60 ft (3.33 m) in fighter configuration.
    WIDTH:
        20.10 ft (6.70 m) at shoulders in battloid configuration.
        46.80 ft (14.18 m) in gerwalk or fighter configuration with wings at maximum
        extension.
    LENGTH:
        13.50 ft (4.09 m) in battloid configuration.
        39.8 ft (12.06 m) in gerwalk configuration.
        40.2 ft (12.19m) in fighter configuration.
    WEIGHT:
        6,960 kg empty. Maximum takeoff weight in an atmosphere is 18,000 kg, and
        maximum weight in space with optional fold booster is 48,305 kg (weights beyond
        that exceed theoretical safe limit for fold booster).

PHYSICAL STRENGTH:

    Equal to a P.S. of 50

POWER PLANT:

Two 70,500 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-4400A thermonuclear
turbine engines, designed for dual atmosphere/space use with optional concealed trapezoidal air
intakes for use in an Earth-type atmosphere. Four 3-dimensional independent
convergent/divergent exhaust are equipped on the FF-4400A for greater maneuverability and
V/STOL performance. In addition, several Pratt & Whitney HMM-6J high-maneuverability
vernier thrusters are mounted on the wingtips, vertical stabilizers, nose, and other key locations
for added performance. Additional thruster options include an external fold generator developed
for use with Project Super Nova and FAST booster augmentation packs.

WEAPON SYSTEMS

1. PULSE LASER CANNON:Like most other UN Spacy variable fighters, the VF-23 supports
a head-mounted laser for use in close dogfights and general point defense purposes.

    PRIMARY PURPOSE: Point Defense
    SECONDARY PURPOSE: Anti-aircraft
    ARC OF FIRE: Any direction in all three modes.
    RANGE: 4000 ft (1200 m)
    DAMAGE: 1D6 for single shots, 3D6 rapid bursts. One burst counts as one attack.(+2
    additional strike bonus when fired in bursts)
    RATE OF FIRE: Equal to number of attacks of pilot.
    PAYLOAD: Unlimited.
 

2. LARGE BORE FOREARM PULSE LASER CANNONS (2): Located just above each
hand , a pair of rapid-firing heavy pulse lasers are the mecha's main source of firepower. When
in fighter mode, the lasers fire out of a concealed port on the underside of the fuselage, with a 30
degree arc of fire to the front. In gerwalk and battloid modes, the arms are free to move out in
any direction the pilot directs them towards.

    PRIMARY PURPOSE: Assault
    SECONDARY PURPOSE: Anti-mecha
    ARC OF FIRE: Forward in fighter mode, any direction in gerwalk/battloid mode.
    RANGE: 6000 ft (1818 m)
    DAMAGE: 1D4x10 per rapid fire bursts. One burst counts as one attack.
    RATE OF FIRE: Equal to number of attacks of pilot.
    PAYLOAD: Unlimited.
 

3. MEDIUM RANGE HIGH MANEUVERABILITY MISSILE BAYS (4): The VF-23's
long-ranged firepower comes from four advanced high-maneuverability missiles stored in an
internal weapons bay that can be concealed by the fighter's active stealth system. Two bays are
located on the dorsal fuselage of the mecha and two in ventral fuselage in fighter or gerwalk
modes. In battloid mode, the dorsal launchers are mounted on the back, while the ventral
launchers swing forward.

    PRIMARY PURPOSE: Anti-Mecha
    SECONDARY PURPOSE: Surgical Strikes
    DAMAGE: 2D6x10 M.D.
    RATE OF FIRE: One per bay. All four missiles may be fire together in one volley if
    neeeded.
    RANGE: 80 miles.
    PAYLOAD: One per bay, four in total.
 

4. STEALTH GUNPOD: The VF-23's hand-held weapon is almost identical to that found on
the VF-17 Nightmare. However, the gunpod has been re-configured to carry an internal supply
of ammunition instead of removable clips greater endurance in combat. The gunpod is normally
carried in the fighter's undercarriage.

    PRIMARY PURPOSE: Assault
    SECONDARY PURPOSE: Anti-mecha
    RANGE: 4000 ft (1200 m)
    DAMAGE: 4D6 M.D. for short bursts, 1D6x10 M.D. for long bursts 2D6x10 M.D. for full
    melee bursts. A burst counts as one attack.
    RATE OF FIRE: Equal to number of attacks of pilot.
    PAYLOAD: 800 rounds, equal to 80 short bursts, 40 long bursts, or 20 full melee bursts.
    Once depleted, the gun must be reloaded by a service technician at a UN Spacy base or
    starship.
 

5. RETRACTABLE FOREARM BLADES (2): A retractable steel blade is mounted on each
forearm for use in hand to hand combat. Each blade is 6 ft long (3.75m), and is capable of
piercing through most types of armor.

    PRIMARY PURPOSE: Close Combat
    DAMAGE: 1D4x10 M.D. per slash, 1D6x10 M.D. per thrust.
    RATE OF ATTACKS: Equal to number of attacks of pilot.
 

6.WEAPON HARD POINTS: As the VF-23 was originally intended as an inexpensive
multi-role combat fighter, a four wing hardpoints were included in the design. In the valkyrie's
second incarnation, a pair of hardpoints were kept, as their presence created additional drag and
radar shadows. Both hardpoints can be removed if necessary.

NOTE: If the hardpoints are mounted on the Banshee, the valkyrie's active stealth system will
only add a bonus of +1 to initiative.
LONG RANGE MISSILES: Although able to be mounted on the Banshee, long-ranged
missiles are rather bulky and generally unsuitable for the missions the valkyrie must perform.

    PRIMARY PURPOSE: Heavy Assault
    SECONDARY PURPOSE: Anti-Spacecraft
    MISSILE TYPE: Any type of UN Spacy Long Range Missile can be used.
    RANGE: Varies with missile type.
    DAMAGE: Varies with missile type.
    RATE OF FIRE: Volleys of 1 to 2 missiles per attack.
    PAYLOAD: One per hardpoint; 2 maximum.
 

MEDIUM RANGE MISSILES: Medium-ranged missiles are standard issue if and only if the
Banshee is fitted with its hardpoints.

    PRIMARY PURPOSE: Assault
    SECONDARY PURPOSE: Anti-Mecha
    MISSILE TYPE: Any type of UN Spacy Medium Range Missile can be used.
    RANGE: Varies with missile type.
    DAMAGE: Varies with missile type.
    RATE OF FIRE: Volleys of 1 to 6 missiles per attack.
    PAYLOAD: Three per hardpoint; up to 6 maximum.
 

LASER-GUIDED BOMBS: For heavy ground strikes, the Banshee can carry powerful,
laser-guided smart bombs. A ground designator must be present for the bombs to hit accurately,
however.

    PRIMARY PURPOSE: Ground Assault
    SECONDARY PURPOSE: Anti-Fortification
    BOMB TYPE: Standard UN Spacy bombs, usually high explosive or fragmentation.
    DAMAGE: 2D6x10 M.D.
    RATE OF FIRE: Volleys of 1 to 2 missiles per attack.
    PAYLOAD: 1 per hardpoint; up to 2 maximum.
 

ROCKET PODS: Unguided rockets, though overshadowed by their guided counterparts, still
have their uses in anti-armor warfare. These small warheads are ideal for air to ground strafing
runs against older ground tanks and destroid units used by many Anti-United Nations forces.

    PRIMARY PURPOSE: Ground Assault
    SECONDARY PURPOSE: Anti-Armor
    RANGE: 1 mile (1.6 km)
    BOMB TYPE: Standard UN Spacy unguided rockets, usually armor piercing or high
    explosive.
    DAMAGE: 1D4x10 M.D.
    PENALTY: -1 to hit using unguided rockets.
    RATE OF FIRE: Volleys of 1 to 16 rockets per attack.
    PAYLOAD: 16 rockets per pod, 32 in total.
 

ALQ-212 ELECTRONIC WARFARE JAMMING MODULES

    PRIMARY PURPOSE: Electronic Jamming
    RANGE: 100 miles REQUIREMENTS: A full set of modules requires four hardpoints for
    mounting.
    EFFECTS: When activated, radio communcations, radars, and electromagnetic sensors are
    reduced in range 95%. Laser communications and light-based sensors are unaffected by
    jamming.

7. PIN-POINT BARRIER SYSTEM: The VF-23 is equipped with a new mecha-scale pinpoint  barrier system for defense. 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. Due to the tremendous power requirements of the system, the head and arm lasers on the VF-23 cannot be used while the barrier is in operation.

    PRIMARY PUPPOSE: 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.
 

8. OPTIONAL FAST AUGMENTATION PACK MISSILE LAUNCHERS (4): The
optional FAST packs for the VF-23 carries internal missile launchers which augments the
mecha's firepower.

    PRIMARY PURPOSE: Assault
    MISSILE TYPE: Any UN Spacy Micro-missiles may be used. High maneuverability micro
    missiles are standard.
    RANGE: Varies with missile type. Typically 1 mile (1.6 km).
    DAMAGE: Varies with missile type. Typically 1D4x10 M.D.
    RATE OF FIRE: Volleys of one to four missiles. A volley counts as one attack.
    PAYLOAD: 4 missiles per launcher, 16 in total.
 

9. OPTIONAL HAND TO HAND COMBAT

    Restrained Punch: 1D6 M.D.
    Full Strength Punch: 2D6 M.D.
    "Booster" Punch: 4D6 M.D. (counts as two attacks)
    Tear or Pry with Hands: 2D4 M.D.
    Kick: 2D4 M.D.
    Leap Kick: 3D6 M.D.
    Body Flip/Throw: 1D6 M.D.
    Body Block/Tackle: 1D6 M.D.
    Stomp: 2D6 M.D. (only effective against small objects)
 

STANDARD EQUIPMENT FOR THE VF-23 BANSHEE:

ACTIVE STEALTH SYSTEM: The VF-23 is equipped with a revolutionary stealth system
that when activated renders the craft almost invisible to standard sensors such as radar. Unlike
passive stealth systems like those used by the VF-17 Nightmare or the old USAF F-117, the
VF-23's stealth system is an ACTIVE stealth system that actually bends radar waves around the
mecha rather than reflecting them. When activated, this system gives the VF-23 a +3 on initiative and a +1 to strike at all times.

NOTE: Since the VF-23's stealth capability is a system and not a feature of the design, it can be damaged or destroyed. Once the mecha has lost half of its main body MDC, there is a 50%
chance that the stealth system will fail every time the main body of the craft is hit. Once the
stealth system has failed, it will not work again until repaired at a UN Spacy base.

ARM SHIELDS: The VF-23's forearms contain 'pop-up' shields which can be used to parry
incoming attacks. A successful parry is required to use the shields to block an attack. Although
made of super-strong materials, once the shields' M.D.C. is depleted, it cannot regenerate.

AUTO-PILOT: The VF-23 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.

BRAIN CONTROL SYSTEM (BCS) (SOME VARIANTS ONLY): This revolutionary and
experimental system is one of the most unique abilities of the VF-23. Adapted and improved
from the BCS system of the YF-21, the BCS allows a disciplined pilot to link his mind with the
onboard computer of the mecha, and issue control commands to it at the speed of thought. This
allows the VF-23 to move with human-like reflexes and respond with human- like speed.
Feedback for the system is transmitted back to the pilot using the brain-direct imaging (BDI)
system (see below), providing an interactive control loop that literally makes the mecha a part
of the pilot.

The disadvantage of the system is that it requires a fair amount of concentration to use. If the
pilot of the VF-23 is suddenly startled or disturbed, he may lose control of the mecha and be
unable to regain it until he calms himself down. If startled, the pilot must roll under his M.E.
attribute on a 1D20 to keep control of the plane. If he fails, the BCS fails and the VF-23 will
freeze. In order to regain control of the BCS, the pilot must calm himself sufficiently, which
requires another successful roll under his M.E. attribute. NOTE: the GM may impose penalties
to the above rolls if the pilot is going through a VERY traumatic experience while flying the
VF-23.

Another disadvantage of the BCS is that when uncalibrated to a specific user, the system has a
tendency to pick up stray thoughts from the pilot and act upon them without his permission.
When properly calibrated there is no danger of this occurring, but when an uncalibrated system
is being used by a pilot during game play, the GM should roll against the player's M.E.
whenever the player makes an idle remark about what he would like to do with the VF-23 (even
if he/she was just mentioning it in jest). If the GM rolls above the player's M.E., the VF-23 will
do EXACTLY what the player mentioned, regardless of the consequences.

The cockpit of the VF-23 is equipped with a backup set of standard aircraft controls in case the
pilot looses control of the BCS and cannot re-establish contact.

BRAIN DIRECT IMAGING (BDI) SYSTEM(SOME VARIANTS ONLY): This system,
along with the BCS, was adopted from the YF-21and allows the pilot of the VF-23 to
essentially control the mecha with his thoughts. The BDI system is extremely important to
thought control, as it provides the pilot with visual and tactile feedback from the mecha,
including things such as balance and force feedback. The BDI essentially makes HUD (heads-up
display) and HMD (head mounted display) technology obsolete since instead of overlaying a
display with computer- generated graphics the pilot can recieve direct sensory input with
computer analysis and highlights directly into his brain. In game terms, this provides the pilot of
the VF-23 with a +20% bonus to any skill rolls made to control the mecha, a +2 bonus to dodge
and a +1 bonus to strike.

NOTE: Although the cockpit of the VF-23 does NOT contain any windows except a
top-mounted radome (the BDI makes windows unnecessary, theoretically), a backup display
monitor is included for the pilot in the event of BDI system failure. This monitor, while
acceptable as an emergency backup, is not well designed for a combat fighter, and being forced
to rely solely on it imposes a -3 penalty to hit and dodge rolls by the pilot.

COMBAT COMPUTER: The VF-23 is equipped with a combat computer that can store and
analyze data during combat with hostile forces. Data collected by the combat computer can be
viewed by the pilot either on standard HUD displays mounted on the cockpit viewports, or using
the new BDI system (see above). This 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 300 targets simultaneously.

ESCAPE POD: The entire reinforced cockpit of the VF-23 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 VF-23 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 is partly responsible for the mecha's strike bonus.

LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify
the pilot's voice up to 90 decibels.

OPTICS: WIDE-SPECTRUM SENSORS (SOME VARIANTS ONLY): Range: 2000 feet
(610 m). This new active/passive optical system is able to view and project light from any
portion of the visible and invisible spectrum, from infrared to ultraviolet and everything in
between. Among other things, this system allows the pilot to see in the dark or through smoke
using infrared, through water or fog using ultraviolet, and even detect heat emissions from
concealed targets. The sensors can use either an active or passive scanning mode. In active
mode, the VF-23 actually projects a beam of light (visible or invisible) and views the reflection
off objects. In passive mode, the sensors simply receive data without emitting light. Active
mode provides more detailed pictures, but passive mode reduces the risk of detection by IR or
UV sensors. The system provides the pilot with a bonus of +10% when tracking or trying to
detect an ambush. Results of the scans can be viewed either on HUD displays or using the BDI
system.

RADAR: 175 mile (280 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 fighter by the enemy, the pilot can activate the
VF-23'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.

STANDARD SURVIVAL KIT: All 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 VF-23's cockpit is pressurized, and also
provides additional air feeds to the pilot'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 VF-23 FIGHTER TRAINING:

NOTE: Due to the rare nature of the VF-23, it is highly recommended that no player be allowed to start the game with VF-23 BDI/BCS combat training (unless the GM is running a very unusual campaign). Untrained pilots should get bonuses equal to Basic Valkyrie/Veritech Combat
Training when piloting the VF-23, and military pilots with no prior VF-23 experience should get full bonuses from Advanced VF-11 Valkyrie/Veritech Combat Training. However, this only
applies to players trying to fly the VF-23 with conventional controls; characters trying to fly a
VF-23 using the BDI/BCS systems for the first time only get Basic Valkyrie/Veritech Combat
Training bonuses regardless of their experience! The BDI/BCS systems take immense amounts
of training and discipline to be used at maximum efficiency.

The below bonuses only apply to trained characters piloting a VF-23 using the BDI/BCS
systems. Players should only be allowed to get this training when their characters have
accumulated enough experience to acquire new skills. Pilots trained on non-BDI/BCS versions
of the VF-23 should use the bonuses for VF-22 Sturmvogel combat training.

ADVANCED VF-23 BANSHEE BDI/BCS VALKYRIE/VERITECH COMBAT
TRAINING

Advanced training for pilots specializing in the VF-23 and trained to take full advantage of the
Brain Control System and Brain Direct Imaging systems of the Banshee.

    4 attacks per melee (plus those of the pilot).
    Add one additional action/attack at levels two, five, seven, and ten.
    +4 on initiative (+6 when using Active Stealth System)
    +4 to strike (+5 when using BCS/BDI)(+6 with Active Stealth System)
    +3 to parry
    +5(+7 with BCS/BDI) to dodge in solder mode, +7(+9) in gerwalk, +9(+11) in fighter
    mode.
    +3 to roll with a punch or fall with an impact, reducing damage by half.
    +5 to leap dodge. A leap dodge is an automatic dodge which causes no loss of attacks per
    melee. The new generation valkyries 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 40% chance of knocking an opponent down,
    causing him to loose initiative and one attack that melee round.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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