The following material is an adaptation of a "side
story" mecha from 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.
VF-X3 STAR CRUSADER
-
UN Variable Fighter VF-X3 by: P.
David Baughman III
-
Based on material translated by: Masumi
-
Background material from: MACROSS
ONLINE COMPENDIUM
-
BACKGROUND
The
VF-X3
“Star Crusader” is one of many interesting footnotes of the Space War.
Developed to be the ultimate outer space fighter, the Star Crusader was
eventually deemed a failure not because of any mechanical fault, but due
to human frailty and economics. Several prototypes of the VF-X3 were constructed
during late 2009 and early 2010; these machines were designed to completely
outclass all enemy units, and to expand upon existing advances such as
the Stampede Option defense package and the GBP-1S heavy armor system.
All told, the Star Crusader possess approximately twice the armor, twice
the overall power output, and an amazing thirty-two times the maximum potential
firepower of the standard VF-1 Valkyrie fighter.
Despite its tremendous power, however, the Star Crusader was troubled
by serious safety faults. Most severe amongst these was the fighter’s heat
dissipation problem; when all of the main energy weapons were fired at
once, the cockpit heat would spike severely, and in some cases repeated
heat spikes caused test pilots to require hospitalization. Additionally,
the inertial compensators had a great deal of difficulty adjusting to the
sudden added force when the rear-mounted defensive launchers fired; the
compensator would ‘snap’ back immediately after firing, sometimes causing
the pilot to be struck by serious and intense g-forces.
Ultimately, it was decided that the safety flaws of the Star Crusader,
as well as its tremendous cost, simply made the mecha too problematic.
It was not long before the UN turned its gaze to the VF-4
Lightning III variable fighter and forgot entirely about the VF-X3.
The VF-X3 never entered mass production; only a handful of prototypes were
constructed. One example of this design
survived the war, and is on display in a private collection on the
Banipol colony.
RPG STATS
-
Vehicle Type: VF-X3
-
Class: Outer Space Variable Fighter
Manufacturer: Shinnakasu Heavy Industries/Rockwell International/Textron
Corporation
Crew: One pilot wearing Tactical Life Support System.
MDC BY LOCATION:
Head Laser Cannon 30
(1) Head 90
Hands (2) 20 each
Arms (2) 180 each
Legs (2) 200 each
(2) Main Body 300
Wings (2) 150 each
Reinforced Pilot Compartment/Escape Pod 50
Thrusters (2) 50 each
NOTES:
-
Destroying the head of the VF-X3 will knock out the mecha's major sensor
systems, including all optical systems (infrared, nightvision, and 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.
SPEEDS:
-
RUNNING, SOLDIER CONFIGURATION:
-
While not designed to operate within an atmosphere or under conditions
where gravity exists, the Star Crusader could
-
theoretically run at speeds approaching 64 km per hour.
-
LEAPING, SOLDIER CONFIGURATION:
-
The VF-X3 was not designed for atmospheric operations, and cannot fly in
these conditions. Short rocket-assisted
-
jumps in battloid mode are theoretically possible; such a jump would cover
about 100 meters.
-
OUTER SPACE PERFORMANCE:
-
The VF-X3 was specifically designed for outer space combat, and has a respectable
fuel reserve for space maneuver;
-
an unprecedented seventy-five liters of deuterium oxide reaction mass provides
just over 4.0 kps of delta-v to this
-
massive aircraft. The reaction mass tankage is stored mainly in the two
“backpack” thrusters (30 L each), with 15 L
-
being stored in a pair of smaller tanks mounted in the torso. Since the
VF-X3 was designed to directly engage enemy
-
forces, rather than to conduct long patrol missions, the capacity for outboard
‘drop tanks’ was not incorporated; the
-
extra piping required for this capability would have required a reduction
in the armor plating.
-
STATISTICAL DATA:
-
HEIGHT:
-
6.2 meters in Fighter mode, 16.7 meters in Battloid mode
-
WIDTH:
-
9.5 meters in Fighter mode, 9.3 meters in Battloid mode
-
LENGTH:
-
16 meters in Fighter mode, 5.4 meters in Battloid mode
-
WEIGHT:
-
32.6 metric tons
-
PHYSICAL STRENGTH:
-
Equal to a P.S. of 60
-
CARGO:
-
Small compartment behind pilot's seat for personal belongings.
-
POWER PLANT:
-
The power system of the VF-X3 consists of two Nakajima/P&W/Rolls Royce
FF-2001 fusion turbines, augmented by two P&W +EF-2001 rocket thrusters.
Ten overtechnology battery units energize the entire power system, and
this hybrid power system has a life of 120 hours of continuous use before
an overhaul is required. Due to the large number of energy weapons operated,
heavy combat will reduce the operational life to about 40 hours..
-
WEAPON SYSTEMS:
-
Mauser PBG-11M Particle Cannons (2): Each arm/nacelle of the Star
Crusader ends with a long-barreled particle beam cannon; the PBG-11M is
a modified version of the particle cannon used on the Tomahawk destroid.
An improved focusing chamber, along with a more efficient power transfer
system, partially make up for the weapon’s lest robust housing and energizing
feed.
-
PRIMARY PURPOSE: Assault
-
SECONDARY PURPOSE: Anti-Mecha
-
RANGE: 1,800 meters in outer space (900 meters in the atmosphere)
-
DAMAGE: Each 30 MJ blast inflicts 1d4x100 mega-damage to its target.
-
RATE OF FIRE: Equal to the pilot's combined number of hand-to-hand
attacks.
-
PAYLOAD: Unlimited as long as the power supply is functioning.
-
Astra GM-12 Grenade Launchers (2): Each side of the Star Crusader’s
hip assembly contains a launch rack that holds three rocket-propelled Remington
H-22T grenades. This weapon system was designed for close combat, to make
up for the Star Crusader’s diminished hand to hand combat capabilities.
-
PRIMARY PURPOSE: Assault
-
SECONDARY PURPOSE: Anti-Missile
-
RANGE (Space): 0.5 kps of delta-v
-
DAMAGE: The H-22T contains a 20kg plasma warhead. The damage from
the plasma burn is as follows;
-
Turn of impact: 1d4x100+100 mega-damage
-
1st Turn after impact: 5d4x10 mega-damage
-
2nd Turn after impact: 2d6x10 mega-damage
-
RATE OF FIRE: Equal to the pilot's combined number of hand-to-hand
attacks.
-
PAYLOAD: Each launcher contains three grenades.
-
Note that the H-22T is an unguided missile, and flies in a straight line
from the launcher.For a more forgiving simulation, replace the H-22T simulator
data with that of a generic short-range plasma missile as described in
the PMDS manual or online at (http://www.steelfalcon.com/Macross/missiles.shtml).
Note that using these specifications fails to properly simulate the effectiveness
of the missile.
-
Mauser ROV-20 Laser Cannons (7): Building on the proposed “Infrared
Laser Array” upgrade that was already being applied to the Macross’ VF-1
fighters, engineers designing the Star Crusader incorporated first two,
then four, then six additional lasers. Three lasers are located in each
arm/nacelle, replacing planned infrared sensor arrays that were considered
superfluous for outer space operations. A seventh laser is mounted in the
head.
-
PRIMARY PURPOSE: Defense
-
SECONDARY PURPOSE: Anti-Missile
-
RANGE: 600 meters
-
DAMAGE: Each laser fires rapid bursts of about 6000 rounds per minute,
delivering about 6 MJ of energy per second. Each rapid pulse inflicts 1d8x10
mega damage, and the weapons can be fire-linked for additional affect.
-
ALTERNATE DAMAGE: For a more forgiving simulation, a damage level
of 1d10 mega damage or even 1d4 mega damage can be used; however, these
levels are highly unrealistic and should be avoided when attempting to
construct an accurate simulation.
-
RATE OF FIRE: Equal to the pilot's combined number of hand-to-hand
attacks.
-
PAYLOAD: Unlimited as long as the power supply is functioning.
-
Armscor M-X-1 Missile Phalanx (2): The defensive missile cluster
is built into the rear of each arm/nacelle and is slaved to independent
fire control radar. The missiles themselves are actually a self-propelled
version of the submunitions fired by Armscor’s Brimstone anti-tank
missile: 6kg kinetic energy penetrators. These small missiles are automatically
fired against missiles that are tracking the Star Crusader. Optionally,
the KEPs could also be set to engage enemy craft that were tailing the
Star Crusader. While this system showed a great deal of promise in early
simulations, its combat performance was less than was hoped for, and the
system never made it onto mainstream vehicles.
-
PRIMARY PURPOSE: Defense
-
SECONDARY PURPOSE: Anti-Missile
-
RANGE: Theoretically unlimited in outer space, however the KEPs
only proved effective at ranges closer than 25 meters.
-
DAMAGE: Each KEP inflicts 5d4x10 mega damage on a successful hit.
-
RATE OF FIRE: The computer tracking system on the M-X-1 requires
three seconds to reacquire a firing solution and to arm a new KEP. For
this reason, simulations should allow no more than five firings of this
weapon per turn, even if it is firing automatically under computer control.
-
PAYLOAD: Each ‘phalanx’ contains twenty KEPs on a rotating carousel
mount.
-
COMPUTER CONTROL: The Star Crusader’s targeting computer can coordinate
firing of this weapon automatically, requiring no pilot input. The weapon
will fire whenever possible at targets within its 25m optimum firing envelope,
selecting targets in order of priority as defined below;
-
Missiles tracking the firing unit (largest missiles are targeted first)
-
Enemy Vehicles following the firing unit (closest vehicles are targeted
first)
-
Missiles not tracking the firing unit (closest missiles are targeted first)
-
Enemy Vehicles not following the firing unit (closest vehicles are targeted
first)
-
If not valid targets are available, the computer will hold fire.
-
For a more forgiving simulation, replace the simulator data for these weapons
with that of a generic armor-piercing mini-missile as described in the
PMDS manual or online at (http://www.steelfalcon.com/Macross/missiles.shtml).
Note that using these specifications fails to properly simulate the effectiveness
of the missile.
-
Missile Clusters (6): The side of each arm/nacelle contains three
flip-up lids that conceal dogfighting missiles; each cluster contains three
HMM-02 micro-missiles.
-
Primary Purpose: Assault
-
Secondary Purpose: Defense
-
Range: 2.5 kps of delta-v
-
Damage:
-
To 10 meters: 1d4x10-5 mega damage
-
To 100 meters: 1d6 mega damage
-
Rate of Fire: One to six missiles.
-
Payload: 3 per cluster for a total of 18.
-
HAND TO HAND COMBAT: The VF-X3 was not designed for hand-to-hand
combat, and its arm-mounted weapons are too fragile to allow for the manipulators
to be used for offense. While kicking is still possible, even this activity
is not recommended; when weapon systems are depleted, standard procedure
was for the fighter to withdraw to base for reloading and repairs.
STANDARD EQUIPMENT FOR THE VF-X3:
-
AUTO-PILOT: An autopilot system can be activated to reduce pilot
fatigue during long patrol missions.
-
COMBAT COMPUTER W/HUD DISPLAYS: Built into the fighter is an advanced
combat computer that can track and analyze sensor contacts in real time.
The system can maintain detailed scans on up to 250 distinct targets, and
has a built-in threat database with capacity for up to 10,000 entries.
-
ESCAPE POD: The VF-X3 is equipped with an ejection system that can
jettison the cockpit in the event of catastrophic damage. The cockpit is
armored and designed to survive rough landings or prolonged exposure to
outer space.
-
EXTERNAL AUDIO PICKUP: This system has a 90-meter range and is located
in main body of the fighter.
-
HEAT AND RADIATION SHIELDS: The pod is fully equipped with
protective layers that prevent radiation and heat from injuring the pilot.
-
LASER RANGE FINDER: The nose area of the VF-X3 contains a laser
rangefinder with a range of 160 kilometers. It is limited to line of sight
range when operating on a planet or other surface area.
-
LOUDSPEAKER: A loudspeaker system is built into the craft, which
can be used to amplify the pilot's voice up to 90 decibels.
-
OPTICS PACKAGE: A basic version of the standard UN military optics
package is installed within the head, containing light amplification lenses;
up to a range of 600 meters computer enhancement eliminates all image distortion.
-
RADAR: The main body of the VF-X3 contains a radar unit, which detects
and tracks targets within 320 kilometers (or line of sight if applicable).
Radar telemetry is fed directly into the combat computer, which analyses
data for potential threats.
-
RADIO/VIDEO COMMUNICATION: The VF-X3 has a long-range directional
radio system with a range of up to 960 kilometers in outer space, and line-of-sight
within a planetary atmosphere. In addition to audio communication, a high-resolution
video feed allows face-to-face communication between UN transmitters.
COMBAT BONUSES FOR VF-X3 STAR CRUSADER VARIABLE FIGHTER TRAINING:
Note: Each time both of the particle cannons, or more than four
of the lasers are fired, the VF-X3’s cockpit heat will spike dangerously.
The pilot must roll below her PE score on 1d20 or else take 1d4 SDC for
each laser fired that turn and 1d8 SDC for each particle cannon. For the
purposes of recovery, this damage is considered to be bruise damage. Additionally,
if the fighter is flying faster than Mach 1, each time either missile phalanx
fires, the inertial compensator will ‘whiplash’ the pilot, causing 1d4
SDC of ‘bruise’ damage.
BASIC VARIABLE FIGHTER COMBAT TRAINING
-
Basic training for non-pilot military personnel.
-
1 action per turn
-
1 additional action at levels 6 and 11
-
+1 to strike
-
+1 to parry
-
+1 to dodge in battloid mode
-
+3 to dodge in fighter mode
-
+3 to roll with impact
ADVANCED VF-X3 COMBAT TRAINING
-
Advanced training for pilots specializing in the VF-X3.
-
2 actions per turn
-
1 additional action at levels 6 and 11
-
+1 to strike
-
+2 to parry
-
+3 to dodge in battloid mode
-
+6 to dodge in fighter mode
-
+6 to roll with impact
Design Credits:
UN Variable Fighter VF-X3 by: P.
David Baughman III
Based on material translated by: Masumi
Background material from: The Macross
Compendium
Additional background material from: The
Robotech Reference Guide: 2060 (used with permission)
Combat system rules published by: Palladium
Books