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.