The following material is an original mecha design for MACROSS:GENERATIONS, a fan-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.
VF-30 JAGUAR II VARIABLE FIGHTER
- Original RPG Stats by TALON
([email protected])
Modified RPG Stats by KAMIKAZI ([email protected])
- Layout Style Adapted from DAVE DEITRICH ([email protected])
BACKGROUND
The YF-18 Prototype Advanced Variable Fighter (AVF) was designed and
built in 2039 by Dreamstars Incorporated as their entry into the Project
Super Nova design contest being conducted by the UN Spacy. Project Super
Nova's main purpose was to develop a new variable fighter to replace the aging VF-11
Thunderbolt as the main fighter for UN Spacy military forces. The
YF-18 was not selected for the final competition at the New Edwards Flight
Center on planet Eden
In mid 2046, engineers at General Galaxy began experimentation with the highly controversial brain control system first used on the YF-21 AVF entry. Believing the perfection of this revolutionary control interface would herald a new age in variable fighter concepts, much like the original VF-X Valkyrie did for conventional fighter craft in the early 21st century, the General Galaxy team commenced testing a reworked version of the system for possible use in future design entries.
General Galaxy saw a perfect testbed for the improved BCS interface in
Dreamstars' losing YF-18 prototype. Combined with the YF-18's capabilities and ease of installation in space formerly taken up by heavily-laden weapons bays, the BCS gave the fighter a new lease on life. The first remodeled
YF-30 prototype equipped with the BCS flew in November of 2046, much to the delight of the original veterans of General Galaxy's Super Nova BCS/BDI project team and the designers of the
YF-30 at Dreamstars. Representatives of the United Nations Government were not as amused, however, first balking at the cost of implementing a fighter utilizing the advanced, but still possibly hazardous control interface, and second at the practicality of such a fighter. Once again, to the dismay of General Galaxy staff members, the
YF-30 was turned down.
But then came Operation Orpheus of 2047, where a mysterious new Varauta fighter craft now designated the FZ-150
Combat Zaubergeran
made its debut. Equipped with a brainwave control system, the FZ-150, originating from a bomber model, the FBz-99
Zaubergeran, dueled twice with a UN Spacy VF-19 Excalibur, nearly defeating the AVF in both accounts. This incident prompted UN Spacy officials to take another look at the mothballed
YF-30 and the capabilities of the BCS.
As usual, General Galaxy was delighted at the prospect, and flew the YF-30 in mock combat against the rival company Shinsei Industries' VF-19A
Excalibur in Eden's atmosphere, and then against the VF-19S Excalibur in the asteroid fields spanning between Mars and Jupiter. Superior in original design to its Varauta counterpart, the
YF-30 defeated the larger Excalibur in both counts, demonstrating superior speed, maneuverability and turning radius to the nimble VF-19. Tests against Varauta variable fighter designs captured during the Varauta/Macross-07 War resulted in similar victories, where the
YF-30 was capable of maneuvering from directly ahead of the slower Varauta craft and into its 'six' in a matter of seconds.
Final tests ended, and the UN Spacy ordered six of the newly christened VF-30 Jaguar
IIs, while the UNAF ordered another four.
The VF-30 is much too expensive for mass production. Instead, its niche in the infrastructure of the United Nations Government Armed Forces is to become that of an interdiction fighter craft assigned to elite squadrons operating much in the concept of Macross-07's Diamond and Emerald Force.
RPG STATS
Vehicle Types: VF-30
Class: High Performance Variable Interdiction Fighter
Manufacturer: Dreamstars/General Galaxy
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
(1)Head | 100 |
Arms (2) | 120 each |
(2)Main Body | 300 |
Legs/Thrusters (2) | 200 each |
Main Wings (2) | 150 each |
Tails (2) | 40 each |
Wrist Shields/Thrust Vectors | 50 each |
GV-17 Gunpods (2) | 100 each |
(3)Pinpoint Barrier Shield | 100 |
Reinforced Pilot Compartment | 175 |
NOTES:
- Destroying the head of the fighter will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). 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.
- 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
VF-30.
SPEEDS:
- RUNNING, BATTLOID CONFIGURATION:
- 150 mph (240 kmph)
- LEAPING, BATTLOID CONFIGURATION:
- 75 ft (22.7 m) high or 90 ft (27.7 m) long without thrusters.
- FLYING, BATTLOID CONFIGURATION:
- Mach 1 (670 mph/1,072 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:
- Mach 5.5+ (3,685 mph/5,896 kmph) max speed at 10,000 meters or less above sea level. Mach 10.5+ (7,035 mph/11,256 kmph) max speed at 10,000-30,000 meters above sea level. Mach 31+ (20,770 mph/33,232 kmph) max speed at 30,000+ meters above sea level. The
VF-30 is fully
trans-atmospheric and can attain orbit above an Earth-type planet without extra booster assistance. Maximum rate of ascent is 44,000 meters/minute..
- MAX ENGINE THRUST:
- 73,800 kg x2 in an atmosphere. 85,100 kg x2 in space.
STATISTICAL DATA:
- HEIGHT:
- 45.5 ft (13.78 m) in battloid configuration.
- 24.90 ft (7.54 m) in gerwalk configuration.
- 12.11 ft (3.67 m) in fighter configuration.
- WIDTH:
- 22.10 ft (6.69 m) at shoulders in battloid configuration.
- 38.27 ft (11.56 m) in gerwalk or fighter configuration with wings
at maximum extension.
- LENGTH:
- 13.95 ft (4.22m) in battloid configuration.
- 38.97 ft (11.80m) in gerwalk configuration.
- 55.83 ft (16.91 m) in fighter configuration.
- WEIGHT:
- 7,900 kg.
- PHYSICAL STRENGTH:
- Equal to a P.S. of 50
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
- POWER PLANT:
- Two Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-2550J thermonuclear turbine engines, designed for dual atmosphere/space use with semi-concealed air intakes for use in an Earth-type atmosphere. Two
independent convergent/divergent exhaust vents mounted on engines and two additional vectored thrust-ports implementing pseudo three-dimensional vectored thrusting for greater maneuverability and V/STOL performance. In addition, several Pratt & Whitney HMM-7 high-maneuverability vernier thrusters are mounted on the wingtips, stabilizers, nose, and other key locations for added performance.
WEAPON SYSTEMS:
- MAULER REB-21J RAPID-CYCLING LASER CLUSTERS: The VF-30's primary energy weapon are two triple-barreled laser guns mounted on the forearms in battloid or gerwalk modes, and firing out of concealed ports in fighter mode. In fighter mode, the guns are fixed forward and can only traverse to a max angle of 30 degrees from the front fire arc. However in gerwalk/soldier modes they can be aimed in any direction simply by moving the mecha's arms.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4,000 feet (1,200 m)
- DAMAGE: 4D6 M.D. per individual blasts, 1D4x10 M.D. per rapid fire bursts.
- RATE OF FIRE: Equal to the number of combined attacks of the pilot.
- PAYLOAD: Unlimited
- GU-15 MULTIPURPOSE GUN POD: The main weapon of the VF-30 are two GU-15 55mm gunpods produced by Howard Industries. The gunpod is carried within two special internal bays in fighter mode and is hand-held in gerwalk and battloid modes. Unlike the gunpods used by the original VF-1 Valkyrie, the GU-15 uses clips of ammo instead of a self-contained supply in the barrel of the gun. One spare clip is carried in each bay for the GU-15.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-mecha
- RANGE: 4,000 feet (1,200 m)
- DAMAGE: 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: Each clip holds 400 rounds, equal to 40 short bursts, 20 long bursts, or 10 full melee bursts.
- BIFORS SHORT-RANGED MISSILE CLUSTERS (2): Instead of mounting external weapons hardpoints, the
VF-30 carries all its ordinance within concealed weapons bays. This results in an extremely stealthy profile generating a minimal (RCS) radar-cross-signature at any given time. For use in the case of a close quarters dogfights, two short-ranged missile launchers are hidden beneath a retractable panel directly forward of the
VF-30's dorsal vectored thruster assemblage in fighter mode, and on the shoulders in battloid mode. Both launchers are designed to accommodate any short-ranged missile in service with the UN Spacy, including the new short-ranged high maneuverability missiles.
- PRIMARY PURPOSE: Assault
- MISSILE TYPE: Any UN Spacy Short-ranged missiles may be used, including the new Short-ranged high maneuverability missiles. Armor piercing or high maneuverability missiles are typically used.
- RANGE: Varies with missile type. Typically 3 to 5 miles (4.8 to 8 km)
- DAMAGE: Varies with missile type. Typically 1D6x10 or 3D4x10 M.D.
- RATE OF FIRE: Volleys of 1 or 3 missiles per launcher.
- PAYLOAD: 3 missiles per launcher, 6 total.
- MEDIUM CAPACITY WEAPONS BAYS (4): Instead of mounting external weapons hardpoints, the
VF-30 carries all its ordinance within concealed weapons bays. This results in an extremely stealthy profile generating a minimal (RCS) radar-cross-signature at any given time. Two medium capacity weapons bays are located on each leg, protected behind a retractable panel. In correlation to the
VF-30's capabilities as a beyond-visual-range fighter, standard loads consist of medium-ranged missiles or the new medium-ranged high maneuverability missiles.
- PRIMARY PURPOSE: Heavy Assault
- MISSILE TYPE: Any UN Spacy Micro-missile, Short-ranged missile, or Medium-ranged missile, including the new Short-ranged high maneuverability missiles or the Medium-ranged high maneuverability missiles may be used.
- RANGE: Varies with missile type.
- DAMAGE: Varies with missile type.
- RATE OF FIRE:
- Volleys of 1 to 8 missiles per bay (MM)
- Volleys of 1 to 5 missiles per bay (SRM)
- Volleys of 1 to 3 missiles per bay (MRM)
- Volleys of 1 missile per bay (MRHMM)
- PAYLOAD:
- 8 missiles per bay (MM), 32 total.
- 5 missiles per bay (SRM), 20 total.
- 4 missiles per bay (MRM), 12 total.
- 1 missile per bay (MRHMM), 4 total.
- HEAVY CAPACITY WEAPONS BAY: Instead of mounting external weapons hardpoints, the
VF-30 carries all its ordinance within concealed weapons bays. This results in an extremely stealthy profile generating a minimal (RCS) radar-cross-signature at any given time. A single heavy weapons bay is located on the fighter's underbelly in fighter and gerwalk mode, and within the mecha's main body in battloid mode. In correlation to the
VF-30's capabilities as a beyond-visual-range fighter, standard loads consist of long-ranged missiles or the new medium-ranged high maneuverability missiles.
- PRIMARY PURPOSE: Heavy Assault
- MISSILE TYPE: Any UN Spacy Micro-missile, Short-ranged missile, or Medium-ranged missile, including the new Short-ranged high maneuverability missiles or the Medium-ranged high maneuverability missiles may be used.
- RANGE: Varies with missile type.
- DAMAGE: Varies with missile type.
- RATE OF FIRE:
- Volleys of 1 to 8 missiles per bay (MM)
- Volleys of 1 to 5 missiles per bay (SRM)
- Volleys of 1 to 6 missiles per bay (MRM)
- Volleys of 1 to 2 missiles per bay (LRM)
- Volleys of 1 to 2 missile per bay (MRHMM)
- PAYLOAD:
- 16 missiles in bay (MM) OR
- 10 missiles in bay (SRM) OR
- 6 missiles in bay (MRM) OR
- 2 missiles in bay (LRM) OR
- 2 missiles in bay (MRHMM)
- HAND TO HAND COMBAT: If necessary, the pilot of the VF-30 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.
DAMAGE:
- Restrained Punch: 1D4 M.D.
- Full Strength Punch: 2D4 M.D.
- "Booster" Punch: 2D6 M.D. (counts as two attacks)
- Tear or Pry with Hands: 1D4 M.D.
- Kick: 1D6 M.D.
- Leap Kick: 2D6 M.D.
- Body Flip/Throw: 1D4 M.D.
- Body Block/Tackle: 1D4 M.D.
- Stomp: 1D4 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-30:
- ACTIVE STEALTH SYSTEM: The VF-30 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-30'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-30 a +3 on initiative and a +1 to strike at all times.
NOTE: Since the VF-30'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.
- AUTO-PILOT: The VF-30 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):
The VF-30 is the first fighter to incorporate the controversial brain-wave control system since it was first used in the YF-21 'Omega-one' prototype AVF. The BCS system 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-30 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-30 is suddenly startled or disturbed, he may lose control of the mecha and be unable to regain it until
he calms himself down. It requires a fairly dramatic event to startle the pilot sufficiently, such as being physically wounded, seeing a comrade killed in front of him, or (in Chief Bowman's case) being suddenly
confronted with a despised enemy and suffering a flashback. 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-30 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.
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. A particularly nasty example of this happened during the Project Super Nova tests when Chief Bowman imagined slamming pilot Isamu Dyson's VF-11 into the ground, and the BCS picked up and acted on that idle thought. 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-30 (even if he was just mentioning it in jest). If the GM rolls above the player's M.E., the
VF-30 will do EXACTLY what the player mentioned, regardless of the consequences.
The cockpit of the VF-30 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:
This prototype system, along with the BCS, allows the pilot of the VF-30 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
HAD (head mounted display) technology obsolete since instead of overlaying a display with computer-generated graphics the pilot can receive direct sensory input with computer analysis and highlights directly into his brain. In game terms, this provides the pilot of the
VF-30 with a +20% bonus to any skill rolls made to control the mecha, a +2 bonus to dodge and a +1 bonus to strike.
- COMBAT COMPUTER W/HUD DISPLAYS: The VF-30 is equipped with a combat computer that can store and analyze data during combat with hostile forces. The entire cockpit canopy of the
VF-30 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 250 targets simultaneously.
- ESCAPE POD: The entire reinforced cockpit of the VF-30 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.
- G-FORCE STABILIZER: The VF-30's incredible atmospheric velocity is not without drawbacks. Due to immense pressure that is exerted on the airframe during high speed maneuvers, the
Jaguar II must rely on a stabilizer module which minimizes structural exertions during such times. The stabilizer works in conjunction with the BCS and with all aspects of the design. Excessive damage in excess of 50% to the fighter's structure will cause the stabilizer to be disabled, limiting atmospheric speeds to Mach 20 (13,400 mph/21,440 kmph).
- 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 VF-30 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.
- 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:
Range: 2,000 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-30 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: 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 VF-30'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 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 VF-30'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-30 COMBAT 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 battloid 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 VF-30 BTS COMBAT TRAINING
- Advanced training for pilots specializing in the VF-30 and
trained to take full advantage of the Brain Control System and Brain Direct Imaging systems of the prototype.
- 4 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, five, seven, and
eleven.
- +3 on initiative (+6 when using Active Stealth System)
- +3 to strike (+4 when using Active Stealth System)
- +3 to parry
- +4 to dodge in battloid mode, +5 in gerwalk, +7 in jet mode.
- When using BDI/BCS, add +2 to dodge and +1 to strike to above bonuses.
- +2 to roll with a punch or fall with an impact, reducing damage by half.
- +4 to leap dodge. A leap dodge is an automatic dodge which causes no loss
of attacks per melee.
- 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.