The following material is an adaptation
of mecha designed by SpyHawk
for use in the realm of MACROSS 7, a 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. 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-24-X
SPIRITIA WARFARE RAPTOR II
( JSVF-HM/SW )
RPG Stats, and customized art by SpyHawk ([email protected])
Layout style and background adapted from Dave Deitrich ([email protected])
BACKGROUND
When the Super Nova project concluded, and the YF-19 was declared winner,
no one ever dreamed the project would end up being so expensive. With numerous
cost over runs and delays ( wich cost even more ), the project faced severe
limitations on procurement and deployement. Just a few years after the
"Blazer/Excallibur" went into IOC the need was seen for a low cost alternative.
As many branches of the New Unity Armed Forces were faced with increasing
accident rates due the age and wear of their existing Valkyries, a new
"Joint Services" program was initiated to provide a fighter more inline
with the philosophy that produced the VF-11 than that wich produced the
VF-19. At first anyway. But as with many great designs the "Joint Attack
Valkyrie Advancement-Light Normalized," or "JAVALiN" as it became known,
was transformed into a new and awsome platform. Hense the "Hi-Manoeuverability
Joint Strike Variable Fighter," or JSVF-HM was borne.
Dubbed the "Raptor II," after the winner of the first real advanced
fighter project, the ATF program of the United States. This fighter was
a marval of modern program management techniques and AI aided and simulated
developement. After only two squadrons were fully equiped with the fighter,
a new and greatly enhanced ( and even lighter and CHEAPER!! ) variant was
developed. This new tail-less design was created based on UAV data collected
over the years and evaluated, which proved that with the aid of three-dimentional
thrust vectoring, a FULLY tailess aircraft was possible. If it was well
ballanced.
For this project, the old competitors Shinsei Industries and General
Galaxy teamed up against newer competitors, and created a lightweight fighter
that combined many elements of the lessons learned from the Super Nova
project. Including the 3-d vectored thrust and the main weapons systems
of the VF-22, and many advanced aerodynamic and reactional techniques developed
on the M7's Kai Valkyrie, and with contributions by Bofors, in their first
forray into fighter design ( although a minor partner ).
RPG STATS
-
Vehicle Type:
-
YF-24 (Prototype, Project White Dwarf, full tail )
-
VF/A-24A Raptor II ( UNAF/N variant--tail-less FSW/canard layaout )
-
VF/A-24MJ/S Raptor II ( UNSM variant--tail-less delta, two -J- or four
-S- head lasers )
-
VF/A-24SF/S Raptor II ( UN Spacy variant--tail-less semidelta/FSW hybrid
layout fighter, no canards but has added verniers, two -J- or four -S-
head lasers )
-
VF-24-X-1 Raptor II ( tail-less delta fighter, SES equiped and sound
booster capable *under developement* )
-
Class: Advanced Variable Fighter
Manufacturer: Shinsei Industries/General Galaxy
Crew: One pilot wearing customized Tactical Life Support System.
MDC BY LOCATION:
|
Head SES Projectors (2) |
15 |
each |
(1) |
Head |
100 |
|
Hands (2) |
50 |
each |
|
Arms (2) |
125 |
each |
|
Shoulders (2) |
100 |
each |
|
Thrusters (2) |
165 |
each |
(2) |
Main Body |
325 |
|
Main Wings (2) |
150 |
each |
|
Tails/Canards (2/2) |
75 |
each |
|
Stealth Gun Pod |
120 |
(3) |
Pinpoint Barrier Shield |
100 |
|
Light Anti-Projectile Shield |
125 |
|
Reinforced Pilot Compartment/Escape Pod |
150 |
(4) |
External Fold Generator (1, optional) |
100 |
each |
NOTES:
-
Destroying the head of the VF/A-24 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 soldier
mode. 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 VF/A-24's main computer.
-
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 Raptor II.
-
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.
SPEEDS:
-
RUNNING, SOLDIER CONFIGURATION:
-
110 mph (192 kmph)
-
LEAPING, SOLDIER CONFIGURATION:
-
50 ft (15 m) high or 70 ft (21 m) long without thrusters.
-
FLYING, GERWALK/SOLDIER CONFIGURATION:
-
Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like atmosphere.
Can also hover in place indefinitely.
-
FLYING, FIGHTER CONFIGURATION:
-
*Highly classified*, "slightly less
than the VF-22." Cruising speed is usually Mach 5. The VF/A-24 can vary
the configuration of its wings and control surfaces to provide greater
speed or control as the situation requires. The Raptor II is capable of
achieving orbit over an Earth-class planet without additional rocket assistance.
Maximum rate of ascent is "around 62,000 meters/minute." G limits are "greater
than +60.0 to -45.0 Earth gravities."
-
MAX ENGINE THRUST:
-
68,500 kg in an atmosphere, 78,950 kg 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:
-
Classified, "shorter than an AVF."
-
WIDTH:
-
Classified, "less than an AVF.".
-
LENGTH:
-
Classified, "less than an AVF."
-
WEIGHT:
-
Classified, "less than an AVF," 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 60
-
CARGO:
-
Small compartment behind pilot's seat for personal belongings.
-
POWER PLANT:
-
One 72,500 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-2550F
thermonuclear turbine engines, designed for dual atmosphere/space use with
optional concealed trapezoidal air intakes for use in an Earth-type atmosphere.
One 3-dimensional independentent convergent/divergent exhaust are equipped
on the FF-2550F for greater maneuverability and V/STOL performance. In
addition, many 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.
-
WEAPON SYSTEMS:
-
MAULER REB-23 LASER GUNS: Two semi-fixed laser guns are mounted
in the wings of the VF/A-24, near the base of the wing where it connects
to the main body. These lasers can be fired in any mode (the beams exit
the hip-mounted wing units in soldier mode) but can only be aimed along
the front arc of the mecha (max angle is about 45 degrees in any direction
from the nose).
-
PRIMARY PURPOSE: Anti-mecha
-
SECONDARY PURPOSE: Air-to-ground strafing runs
-
RANGE: 4000 feet (1200 m)
-
DAMAGE: 1D4x10 M.D. per laser.
-
RATE OF FIRE: The laser can be fired in rapid pulses up to 4 blasts
per round. A rapid fire blast counts as a burst of up to 4 shots.
-
PAYLOAD: Effectively Unlimited.
-
BIFORS BML-02S ALL-ENVIRONMENT RAPID-FIRE MICRO-MISSILE CLUSTERS:
The VF/A-24 is armed with eight internal BML-02S missile launchers that
were designed for the General Galaxy VF-22. The launchers are mounted in
the forward ventral sections of the craft. Any type of UN Spacy mini-missiles
can be used by the launchers, including the high-maneuverability
mini-missiles recently developed by the UN Spacy. Armor-piercing MMs
are standard issue, however. Although the SW-Raptor II has eight missile
launchers just like the standard VF/A-24, it must sacrifice the missile
reload bay for the SES. Therefore the total number of missiles carried
is far less than usual.
-
PRIMARY PURPOSE: Assault
-
MISSILE TYPES: Any type of UN Spacy Mini
Missile, including the new High
Maneuverability Mini Missiles (HMMMs).
-
RANGE: Varies with missile type, typically 1 miles (1.6 km).
-
DAMAGE: Varies with missile type, typically 1D4x10 M.D.
-
RATE OF FIRE: Volleys of 1-8 missiles. The rate of fire of the BML-02S
launcher is equal to the pilot's combined number of attacks.
-
PAYLOAD: 1 missile per launcher; 8 missiles total.
-
SPEAKER GUN POD: The Fire Valkyrie is armed with a very unusual
gun pod as a main weapon. Instead of firing munitions, the VF-19 Kai's
gun pod instead fires large- caliber autocannon shells that each contain
a high-definition speaker and radio receiver. (!) The shells are armor-piercing
and can usually penetrate even the toughest armor, but once embedded in
armor plate the speaker pods transmit sound waves into the mecha's body,
filling the pilot's cockpit with loud rock music. In addition to their
use as a distraction, the speaker pods have been known to cause spiritia
reactions in the minds of brainwashed Varuta pilots, occasionally permitting
them to defect to the UN Spacy.
Due to the large size of the speaker pods only a limited amount
can be carried in the Fire Valkyrie's gun pod. One spare clip of speaker
pods is mounted on the inside of the mecha's shield, and can be used to
replace a spent clip in two melee actions. Switching clips can only be
done in Gerwalk or Soldier mode.
-
PRIMARY PURPOSE: Distraction
-
SECONDARY PURPOSE: Spiritia Warfare
-
RANGE: 6000 feet (1800 m)
-
DAMAGE: A speaker pod does 1D4x10 M.D. on impact from armor penetration.
Once embedded in a target's armor, the pod will extract anchors that adhere
it to the mecha's hull. The only way to remove a speaker pod is to physically
cut it off a plane back at base.
-
SPECIAL EFFECTS: The loud music played by the speaker pods is very
distracting; pilots forced to listen to it in combat suffer a -2 penalty
to their initiative rolls, and a -1 to strike and to dodge. In addition,
the music may cause a spiritia reaction in the minds of brainwashed Varauta
pilots (see the Spiritia RPG rules for more details).
-
RATE OF FIRE: Equal to the number of combined attacks of the pilot.
-
PAYLOAD: Each clip holds 12 pods. One extra clip is mounted on the
inside of the Fire Valkyrie's shield.
-
OPTIONAL GENERAL GALAXY/HOWARD/CHIBA XGU-117 COAXIAL GUNPOD: This
is a newly developed weapon designed to give a firepower boost to the Raptor
II. It contains a Gatling type canon in the upper mounting, and a pod launcher
on the bottom.
The pod launcher can fire the speaker pods designed to work with
the sound energy system, or a mecha sized grenade.
Due to the large size of the speaker pods only a limited amount can
be carried in the Coax gun pod. One spare clip of speaker pods is mounted
on the inside of the mecha's shield, and can be used to replace a spent
clip in two melee actions. Switching clips can only be done in Gerwalk
or Soldier mode.
-
PRIMARY PURPOSE: Distraction/Assault
-
SECONDARY PURPOSE: Spiritia Warfare/Anti-Mecha
-
RANGE: 6000 feet (1800 m)
-
DAMAGE: A speaker pod does 1D4x10 M.D. on impact from armor penetration.
Once embedded in a target's armor, the pod will extract anchors that adhere
it to the mecha's hull. The only way to remove a speaker pod is to physically
cut it off a plane back at base. The Gatling does 4D6 for a short burst,
1D6x10 for a long burst or 2D6x10 for a full melee burst. The Grenades
do 2D4x10 on impact with an area of effect equal to that of an HE SRM.
-
SPECIAL EFFECTS: The loud music played by the speaker pods is very
distracting; pilots forced to listen to it in combat suffer a -2 penalty
to their initiative rolls, and a -1 to strike and to dodge. In addition,
the music may cause a spiritia reaction in the minds of brainwashed Varauta
pilots (see the Spiritia RPG rules for more details).
-
RATE OF FIRE: Equal to the number of combined attacks of the pilot.
-
PAYLOAD: Each clip holds 8 speaker pods or 5 HEAT grenades. One
extra clip is mounted on the inside of the Fire Valkyrie's shield. For
the gatling, their are 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.
-
UNIVERSAL FAST PACK ADAPTER: A 2-pack MER style adapter has been
developed for the VF/A-24. This special adapter was designed to allow the
fitting of the various booster/missile launcher packs and sound boosters
already in use by VF-11's and VF-19's. The adapter mounts on the top of
the main engine necelle, and has the hardpoints angled up and out at 45
degrees, so that the packs designed for larger mecha will fit.
A companion adapter for the legs can be fiited. It too is angled at
45 degrees forward. This is to allow the leg units to be used without interfering
with the transformation process. This contoured unit has adjustable mounting
lugs that must be set for the leg unit to be mated with.
NOTE: Use of the VF-11 FAST Packs, that were not designed to
interface with the Active Stealth System, will result in the lowering of
the Active Stealth System's initiative bonus by 2. IE: +1 init, +1 strike,
instead of +3 init, +1 strike.
-
WING HARD POINTS: The VF/A-24 has four fixed hard points (two per
wing) which can be used to hold a variety of different ordinance payloads,
including long ,medium, or short range missiles, or even the new medium-range
high-maneuverability (MRHM) missiles. One long range, one MRHM, 3 medium
range, or 5 short range missiles can be mounted per hardpoint. A variety
of other hardpoint stores can also be fitted, like ECM pods, Chaff/Flare
pods, Sensor pods, or a large variety of bomb loads. Usually long range,
medium range, or MRHM missiles are used.
NOTE: Due to the location of the hard points, ALL missiles
must be fired or ejected before the VF/A-24 can convert into battloid mode.
For this reason the missiles mounted on the hard points are usually fired
within the first few passes of an attack.
-
HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: The VF/A-24 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 wing lasers on the VF/A-24
cannot be used while the barrier is in operation.
-
Primary Purpose: 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.
-
HAND TO HAND COMBAT: If necessary, the VF/A-24 can engage in melee
combat rather than use a weapon. The valkyrie is extremely agile and can
execute most typical hand to hand combat moves, such as punches, jump kicks,
leap attacks, rolling with impacts, etc.
DAMAGE:
-
Restrained Punch: 1D6 M.D.
-
Full Strength Punch: 3D6 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: 2D6 M.D.
-
Stomp: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-24-X:
-
ACTIVE AERODYNAMIC CONTROL SYSTEM: The Active Aerodynamic Control
System is partly responsible for the mecha's high fighter mode dodge bonus.
The new feature, pioneered by the Project Super Nova, constantly monitors
the Valkyrie's position inside it's flight envelope, and makes changes
to the sweep, and to some extent the shape, of the control surfaces as
deemed necessary by the highly advanced flight control computer.
-
ACTIVE STEALTH SYSTEM: The VF/A-24 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/A-24's stealth
system is an ACTIVE stealth that actually bends radar waves around the
mecha rather than reflecting them. When activated, this system gives the
VF/A-24 a +3 on initiative and a +1 to strike at all times.
NOTE: Since the VF/A-24'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/A-24 is equipped with a computerized auto-pilot,
allowing the pilot to relax or even sleep during long voyages. The auto-
pilot can be programmed with a single destination or a complex flight plan
involving multiple speeds, directions, and destinations. The onboard computer
will alert the pilot when the fighter is near its destination, and can
also be set to automatically signal when sensors detect objects near the
mecha. The auto-pilot was designed with long intra-system space journeys
in mind.
-
COMBAT COMPUTER: The VF/A-24 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 included in the cockpit viewports or on cockpit video monitors,
allowing 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/A-24 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.
-
GUITAR-STICK CONTROL SYSTEM: One of the strangest and most unique
features of the Fire Valkyrie is its control system. The mecha completely
eliminates the standard pilot controls in favor of a specially constructed
"guitar" that provides all the controls necessary to fly the plane. This
allows skilled pilots of the Fire Valkyrie to fly the plane in combat WHILE
PLAYING MUSIC! The new controls do take a little getting used to, however,
and anyone flying the Fire Valkyrie will suffer a -2 penalty to hit and
to dodge until he or she accustoms himself/herself to the new arrangement.
-
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.
-
HOLOGRAPHIC PROJECTORS: Each shoulder of the Fire Valkyrie has a
built-in holographic projector. Primarily designed for impressive stage
pyrotechnics, the projectors aren't powerful enough to project coherent
images or "cloak" the mecha to hide it from view. However, they can be
used to "dazzle" an enemy pilot temporarily. When used, any enemies looking
directly at the Fire Valkyrie suffer a -3 to initiative and to hit rolls
for one round; after that, they will accustom themselves to the display
and no longer be affected.
-
HOMING SIGNAL: The escape pod of the VF/A-24 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: INFRARED: Range: 2000 feet (610 m). This optical system
projects a beam of infrared light that is invisible to the normal eye,
but detectable by the mecha's sensors. The system allows the pilot to detect
hidden/concealed objects by their IR reflectiveness. The beam will be visible
to anyone with IR sensitive optics, however.
-
OPTICS: NIGHTVISION: Range: 2000 feet (610 m). A passive light image
intensifier that emits no light of its own, but relies on ambient light
which is electronically amplified to produce a visible picture.
-
OPTICS: THERMAL IMAGER: Range: 2000 feet (610 m). A passive optical
heat sensor that detects infrared radiation projected by warm objects and
converts that data into a false-color visible image. The system enables
the pilot to see in the dark, in shadows, and through smoke, and also adds
a +10% bonus to pilots using a tracking skill.
-
RADAR: 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 Valkyrie fighter by the enemy,
the pilot can activate the VF/A-24'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.
-
SOUND ENERGY SYSTEM: Halfway through the war Dr. Chiba of the Macross
7 science team discovered the relationship between a person's mind and
his spiritia, and developed the Sound Energy System (SES) as a system to
focus one's spiritia and use it for attack and defense. The Fire Valkyrie
was one of the first mecha to be equipped with this system, and Basara
Nekki used it extensively throughout the last weeks of the war to combat
protodeviln and other threats. The SES allows the pilot of the Fire Valkyrie
to conduct spiritia attacks and defenses as outlined in the Spiritia
RPG rules (coming soon), provided the character has Spiritia
skills. Consult the Spiritia rules for a full explanation of these powers
and their effects.
-
STANDARD SURVIVAL KIT: All valkyries 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.)
-
STEREO LOUDSPEAKERS: Two special loudspeakers are built into the
shoulders of the mecha, which can be used to amplify the pilot's voice
up to 300 decibels. The loudspeakers are normally used to project music
during combat.
-
TACTICAL LIFE SUPPORT SYSTEM: The VF/A-24's cockpit is pressurized,
and also provides additional air feeds to the pilot's flight suit that
provides him with pressurized breathing. The system is designed to work
with the customized VF/A-24 flight suit (see above) and is not compatible
with standard UN Spacy flight suits without special modifications.
-
VIRTUAL ENVIRONMENT COCKPIT: The VF/A-24 is equipped with the innovative
new cockpit layout pioneered by the YF-19 that provides monitors below
and around the pilot in addition to the HUD cockpit dome. In flight, these
monitors display what is below and behind the aircraft, giving the pilot
a tremendous field of view that is unparalled by any other aircraft (with
the possible exception of the YF-21's
brain-direct imaging system). This wide view in addition to the combat
computer's cockpit overlays give the VF/A-24 a +1 to dodge and initiative
rolls in addition to any other bonuses.
COMBAT BONUSES FOR VF/A-24 RAPTOR II FIGHTER TRAINING:
NOTE: One of the primary criteria for the JSVF program
was comonality for all versions, and to utilize as much pre-existing technology
as possible in order to minimize developement costs and transition time
for crews and support personel moving up to the new VF. Because of this,
any pilot trained in the VF-19, or VF-22 can fly the Raptor II with full
bonuses. Likewise, any pilot trained on the VF/A-24 can fly the VF-19 or
VF-22 ( however a VF-22 pilot cannot jump into a VF-19 and expect to be
an instant expert ).Pilots flying the VF/A-24 Raptor II without training
for the VF/A-24, VF-19, or VF-22 only get bonuses from Basic Valkyrie Combat
Training.
BASIC VALKYRIE COMBAT TRAINING
-
Basic training for non-pilot military personnel.
-
2 attacks per melee (plus those of the pilot).
-
Add one additional action/attack at levels three, nine, and fifteen.
-
+2 on initiative--including bonuses for the Virtual
Cockpit ( +5 when using Active Stealth System
without VF-11 FAST Packs, +3 when doing so ) .
-
+1 to strike( +2 when using Active Stealth
).
-
+1 to parry
-
+2 to dodge in battloid mode, +4 in gerwalk, +6 in jet mode--including
bonuses from the Virtual Cockpit
-
+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/A-24 VALKYRIE COMBAT TRAINING
-
Advanced training for U.N. military pilots specializing in the VF/A-24
Raptor II.
-
4 attacks per melee (plus those of the pilot).
-
Add one additional action/attack at levels two, five, seven, and ten.
-
+3 on initiative--including Virtual Cockpit bonus
(+6 when using Active Stealth System without VF-11
FAST Packs, +4 when doing so )
-
+3 to strike( +4 when using Active Stealth
)
-
+4 to parry
-
+5 to dodge in battloid mode, +7 in gerwalk, +9 in jet mode--including
Virtual Cockpit bonus.
-
+3 to roll with a punch or fall with an impact, reducing damage by half.
-
+3 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.
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Body block/tackle/ram - 2D4 M.D. plus a 50% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
REFERENCES USED IN THIS DESIGN
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