The following material is an original mecha design for MACROSS XV,
a fan-RPG sequel to the original Japanese
MACROSS TV series (which became Robotech here in the U.S.).
Please feel free to use, copy, and distribute it as you see
fit. Comments and suggestions are welcome.
The YB-5 Vigilante prototype was designed to replace the VB-2
Spirit as the UNAF heavy bomber. The UNAF was never happy with the
VB-6
Konig Monster, which was designed with the close air support role in
mind. The VB-2
had been an excellent platform for over twenty years, but was showing it's
ago. With the advent of newer technologies, a new bomber design was needed.
Dreamstars Incorporated recognized this. They started an independent project
similar to the one done in the late 20th Century in McDonald Douglas with
their F-15E Strike Eagle design. This new bomber design would make use
of new features such as active stealth systems and pinpoint barrier system.
The chief engineer in charge in the project decided to use a slightly
modified version of the requirements for Project Super Nova nine years
earlier. This included the idea that the bomber would be able to fold in
and out of the target area on its own. An external fold generator could
be too easily damaged to be useful. If damaged, it could leave the crew
stranded in a dangerous situation. In addition, the mission of the Vigilante
is one of hit-and-run attacks. The crew would be required to make several
folds within a few minutes, something that an external generator might
not be able to withstand. Therefore, it was decided to design and incorporate
an internal fold generator into the new bomber. The fold generator was
plagued with problems and mishaps throughout the initial design phases,
but has matured into an excellent new feature for other designs.
The Vigilante was designed without any type of gun pod, as it was not
designed for close range combat. However, it is far from defenseless. A
pair of Mauler REB-23 Lasers and leg mounted Bifors mini-missile clusters
provide close range defense. In addition, the YB-5 has a mecha-size pinpoint
barrier installed as well as several chaff and flare dispensers.
The YB-5's offensive capabilities are vastly improved over those of
the VB-2
and the VB-6.
The main weapon of the Vigilante is the RMS-2 Nuclear Cruise Missile. Designed
from the RMS-1, this new model has increased range, speed, and destructive
power. These weapons would only be used in the most dire of circumstances.
Usually only conventional weapons would be deployed.
RPG STATS
Vehicle Types:
YB-5 (Prototype)
VB-5 (Production Version-Scheduled for later next year)
Class: Variable Heavy Bomber
Manufacturer:Dreamstar, Inc.
Crew: Pilot, Co-pilot/Navigator, Offensive Weapons Officer,
and Defensive Weapons Officer
MDC BY LOCATION:
Random Hit Location
(1)Head
150
1
Arms/Pulse Cannons (2)
250 each
2-3 (Left) 4-5 (Right)
Hands (2)
75 each
Shoulders (2)
300 each
6 (Left) 7 (Right)
(2) Legs/Thrusters (2)
350 each
8-9 (Left) 10-11 (Right)
(3)Main Body
800
12-13
Main Wings (2)
300 each
14-15 (Left) 16-17 (Right)
Tails (2)
150 each
18 (Left) 19 (Right)
Anti-Projectile Shield
300
Reinforced Pilot Compartment
400
20
(4) Pinpoint Barrier Shield
150
NOTES:
Destroying the head of the Vigilante will knock out the mecha's major sensor
systems, including all radar, nightvision, thermal, and even the main optical
system. This puts the pilot in a VERY bad position, as he will have to
rely on backup sensors not designed for combat. The pilot will suffer a
-2 to hit and dodge, and have a -2 penaltyy to initiative until he can retreat
and have his sensors fixed.
Destroying a leg will knock out one of the Vigilante's main thrusters,
which will reduce overall speed/thrust by 15% and cause a -1 penalty to
dodge. Destroying both legs will reduce thrust/speed by 30% and reduce
dodge by -2.
Depleting the MDC of the main body will destroy the mecha. The 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 3 melee
rounds. The shield is usually generated on the right arm of the YB-5.
SPEEDS:
RUNNING, BATTLOID CONFIGURATION:
100 mph (64 kph)
LEAPING, BATTLOID CONFIGURATION:
80 ft ( 24.38 m) high or 100 ft ( 30.38m) long without thrusters.
FLYING, GERWALK/SOLDIER CONFIGURATION:
Mach 1 (670 mph/ 1072 kph) maximum speed limit in an Earth-like atmosphere.
Can also hover in place indefinitely.
FLYING, BOMBER CONFIGURATION:
Mach 2.5+ ( 1675mph/kph) max speed at 8,000 meters or less above sea level.
Mach 4+ ( 2680 mph/ kph) max speed at 8,000-38,000 meters above sea level.
Mach 15+ (10,050mph/ kph) max speed at 38,000+ meters above sea level.
The YB-5 is fully transatmospheric and can attain orbit above an Earth-type
planet without extra booster assistance. Maximum rate of ascent is 10,000
meters/minute. G limits are +25.0 to -15.2 standard Earth gravities.
MAX ENGINE THRUST:
68,500 kg x4 in an atmosphere, 72,500 kg x4 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:
75.35 ft ( 22.96 m) in battloid configuration.
40.54 ft (12.35 m) in gerwalk configuration.
15.67 ft ( 4.77 m) in bomber configuration.
WIDTH:
53.76 ft (16.38 m) at shoulders in battloid configuration.
76.85 ft (23.42 m) in gerwalk or bomber configuration with wings at maximum
extension.
LENGTH:
31.31 ft (9.54 m) in battloid configuration.
54.43 ft (16.59 m) in gerwalk configuration.
78.86 ft (24.04 m) in bomber configuration.
WEIGHT:
35,600 kg (empty)
PHYSICAL STRENGTH:
Equal to a P.S. of 90
CARGO:
Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
Four 72,500 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-2550F
thermonuclear turbine engines, designed for dual atmosphere/space use with
optional concealed air intakes for use in an Earth-type atmosphere. The
same type used in the VF-19A and VF-19F Excaliburs. Four 2-dimensional
independent convergent/divergent exhaust vents mounted on engines for greater
maneuverability and V/STOL performance.
WEAPON SYSTEMS:
MAULER REB-23 LASER GUNS (2): Two semi-fixed laser guns are mounted
in the wings of the YB-5, 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). Usually operated by the pilot or co-pilot.
PRIMARY PURPOSE: Anti-missiles
SECONDARY PURPOSE: Anti-mecha
RANGE: 4,000 feet (1,200 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.
INTERNAL WEAPONS BAYS (3): The primary ordinance of the YB-5 is
carried within three internal weapons bays on the main body of the bomber.
These bays can hold numerous bombs, missiles, and other ordinance and without
interfering with the performance of the bomber. The bays are located on
the ventral surface of the Vigilante in bomber configuration, and underneath
the torso in battloid configuration. Due to the location of the bays, bombs
may not be dropped in battloid or gerwalk configurations. Usually
operated by the Offensive Weapons Operator.
RMS-2 NUCLEAR CRUISE MISSILES:
PRIMARY PURPOSE: Anti-Spacecraft
RANGE: 1000 miles (1608 km)
MISSILE SPEED: 3350 mph (Mach 5)
M.D.C. OF MISSILE: 50
DAMAGE: 4D6x1,000 M.D. at ground zero. Reduce damage by a factor
of 10 for every 2,500ft (750m) the object is away from ground zero. (i.e.
4D6x100 M.D. at 2,500ft distant, 4D6x10 M.D. at 5,000ft distant, etc.)
RATE OF FIRE: Volleys of 1-6 missiles
PAYLOAD: 6 per bay; 18 maximum
NOTES: +5 to strike, +4 to dodge, and two attacks per melee until
it hits. The missiles will always strike the center (or main body) of their
target.
LONG RANGE MISSILES
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-warship
MISSILE TYPE: Any type of standard UN Spacy Long-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: Volleys of 1-6 missiles.
PAYLOAD: 6 per bay; 18 maximum
MEDIUM RANGE MISSILES
PRIMARY PURPSE: Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Medium-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-8 missiles per bay.
PAYLOAD: 16 per bay; up to 48 maximum
SHORT RANGE MISSILES
PRIMARY PURPOSE:Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Short-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-10 missiles per bay.
PAYLOAD: 20 per bay; up to 60 maximum.
MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
PRIMARY PURPOSE: Anti-mecha
SECONDARY PURPOSE: Surgical Strikes
RANGE: 80 miles (108 km)
DAMAGE: 5D4x10 M.D.
RATE OF FIRE: 1-6 missiles per bay.
PAYLOAD: 6 per bay; 18 maximum
NOTE: Both versions have a +6 to strike, +5 to dodge, and can attack
3 times per melee until they hit, are destroyed, or run out of fuel.
STANDARD BOMBS
PRIMARY PURPOSE: Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE:1D6x10 M.D.
RATE OF FIRE: 1 to 6 bombs per bay
PAYLOAD: 24 per bay, 72 maximum.
LASER GUIDED BOMBS
PRIMARY PURPOSE: Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE: Varies with warhead type.
RATE OF FIRE: 1 to 4 bombs per bay
PAYLOAD: 16 per bay; 48 maximum
EXTERNAL HARDPOINTS (4): Additional ordinance may be carried on
four external hardpoints mounted on the YB-5's wings. Usage of these hardpoints
will increase the Vigilante's radar cross signature, and thus are rarely
used except for special missions requiring the extra firepower. Usually
operated by the Offensive Weapons Operator.
NOTE: Due to the location of the hard points, ALL missiles must be
fired or ejected before the YB-5 may convert into soldier mode. For this
reason the hard point missiles are usually fired within the first few passes
of an attack.
RMS-1 NUCLEAR CRUISE MISSILES:
PRIMARY PURPOSE: Anti-Spacecraft
RANGE: 1000 miles (1608 km)
MISSILE SPEED: 3350 mph (Mach 5)
M.D.C. OF MISSILE: 50
DAMAGE: 4D6x1,000 M.D. at ground zero. Reduce damage by a factor
of 10 for every 2,500ft (750m) the object is away from ground zero. (i.e.
4D6x100 M.D. at 2,500ft distant, 4D6x10 M.D. at 5,000ft distant, etc.)
RATE OF FIRE: Volleys of 1-4 missiles
PAYLOAD: 1 per hardpoint; 4 maximum
NOTES: +5 to strike, +4 to dodge, and two attacks per melee until
it hits. The missiles will always strike the center (or main body) of their
target.
LONG RANGE MISSILES
PRIMARY PURPOSE: Heavy Assault
SECONDARY PURPOSE: Anti-warship
MISSILE TYPE: Any type of standard UN Spacy Long-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: Volleys of 1-4 missiles.
PAYLOAD: 1 per hardpoint; 4 maximum
MEDIUM RANGE MISSILES
PRIMARY PURPSE: Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Medium-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-3 missiles per hardpoint.
PAYLOAD: 3 per hardpoint; up to 12 maximum
SHORT RANGE MISSILES
PRIMARY PURPOSE:Assault
SECONDARY PURPOSE: Anti-mecha
MISSILE TYPE: Any type of standard UN Spacy Short-ranged missile
can be used.
RANGE: Varies with missile type.
DAMAGE: Varies with missile type.
RATE OF FIRE: 1-5 missiles per hardpoint.
PAYLOAD: 5 per hardpoint; up to 20 maximum.
MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
PRIMARY PURPOSE: Anti-mecha
SECONDARY PURPOSE: Surgical Strikes
RANGE: 80 miles (108 km)
DAMAGE: 5D4x10 M.D.
RATE OF FIRE: 1 missiles per hardpoint.
PAYLOAD: 1 per hardpoint; 4 maximum
STANDARD BOMBS
PRIMARY PURPOSE: Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE:1D6x10 M.D.
RATE OF FIRE: 6 bombs per hardpoint
PAYLOAD: 6 per hardpoint, 24 maximum.
LASER GUIDED BOMBS
PRIMARY PURPOSE: Precision Ground Assault
SECONDARY PURPOSE: Anti-fortification
DAMAGE: Varies with warhead type.
RATE OF FIRE: 1 bomb per hardpoint
PAYLOAD: 1 per hardpoint; 4 maximum
BIFORS ALL-ENVIRONMENT HIGH-MANEUVERABILITY MINI-MISSILE CLUSTERS (2):
The legs of the YB-5 are equipped with two concealed missile launcher bays,
that can each hold up to 24 new high-maneuverability mini-missiles from
Bifors in each bay. (NOTE: These are NOT the medium-range versions of the
high-maneuverability missiles seen in Macross Plus #1). When armed, the
missile launcher assembly rises out of the leg units, allowing all 24 missiles
to be fired at once if necessary. The missiles can be fired in any mode;
fighter, gerwalk, or soldier. Any type of mini-missile can be used in the
launchers, but usually only the Bifors high-maneuverability mini-missiles
are used. Usually operated by the pilot or Defensive Weapons Operator.
PRIMARY PURPOSE: Defense
MISSILE TYPES: Any type of standard UN Spacy Mini-Missile, or the
new Bifors high-maneuverability mini-missiles.
RANGE: 1 mile (1.6 km).
DAMAGE: 1D4x10 M.D.
RATE OF FIRE: Volleys of 1-24 missiles per launcher, per round.
One volley counts as one attack. If necessary, all 48 missiles (!) can
be fired in a single round by expending two attacks.
BONUSES: +6 to strike, +5 to dodge, 3 attacks per melee until they
hit.
PAYLOAD: 24 missiles per launcher; 48 total.
EXPERIMENTAL HIGH-INTENSITY PULSE CANNON (2): One of the more impressive
weapon systems integrated into the YB-5 Vigilante was the pulse cannon
from the YF/VF-series external heavy weapons module first tested during
Project Super Nova. The high intensity pulse cannon was taken from the
weapon's module, and installed in each arm of the Vigilante. It is capable
of incredible power, enough to punch through the armor of an old Mac-II
Monster in one shot. The early flaws have been worked out, and the cannon
provides massive close in firepower for the bomber. Usually operated by
the Offensive Weapons Officer.
Primary Purpose: Heavy Assault
Secondary Purpose: Anti-fortification
Range: 4000 feet (1220 m)
Damage: 1D6x100 M.D. (!) per blast.
Rate of Fire: The cannon is powered by an internal capacitor which
holds enough power for one shot. After firing the capacitor requires 30
seconds to recharge, during which time almost all power from the VFs internal
fusion reactor is directed into the capacitor. While the capacitor is recharging
the VF cannot use any energy weapons and must rely on missiles or autocannons
for defense. Once charged the capacitor can hold the charge indefinitely
until needed.
Payload: Conditionally Unlimited (see above).
HOWARD PBS-07G PIN-POINT BARRIER SYSTEM: The YB-5 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 5MDC 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 3 rounds. In order to use the shield, the pilot must make a successful
parry roll to intercept an incoming attack. Usually operated by the Defensive
Weapons Operator.
Primary Purpose: Defense
Protection: 150 MDC total
Regeneration Rate: 50 MDC per round.
Size: The barrier can be up to 10 ft (3 m) in diameter.
Duration: Unlimited.
CHAFF/FLARE DISPENSERS: Chaff decoys confuse radar images to divert
radar-guided missiles, while flare decoys provide a brilliant infrared
images to try and draw heat seeking missiles away from the YB-5. Each chaff
or flare fired provides a bonus of +2 to dodge the particular type of missile
it is designed to counter, and the bonuses are cumulative with multiple
decoys. (2 decoys = +4 to dodge, 3 decoys = +6, etc.) The bonuses are not
cross-cumulative, though; you cannot confuse a heat-seeking missile with
a chaff decoy. Usually operated by the Defensive Weapons Operator.
PRIMARY PURPOSE: Defense
RATE OF FIRE: Equal to pilot's combined number of attacks.
PAYLOAD: 40 chaff decoys and 40 flare decoys (80 total).
HAND TO HAND COMBAT: If necessary, the pilot of the YB-5 can engage
in melee combat rather than use a weapon. The Vigilante is not designed
for hand to hand combat, but can inflict significant damage if it connects.
DAMAGE:
Restrained Punch: 2D4 M.D.
Full Strength Punch: 2D6 M.D.
"Booster" Punch: 5D6 M.D. (counts as two attacks)
Tear or Pry with Hands: 1D6 M.D.
Kick: 2D6 M.D.
Leap Kick: 2D6 M.D.
Body Flip/Throw: 1D6 M.D.
Body Block/Tackle: 2D4 M.D.
Stomp: 2D4 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE YB-5:
ACTIVE STEALTH SYSTEM: The YB-5 Vigilante includes an active stealth
system identical to the one used on the VF-19 and VF-22 Advanced Variable
Fighters used by the UN Spacy. Unlike passive stealth systems like those
used by the VF-17 Nightmare or the old USAF F-117, the YB-5's stealth system
is actually bends radar waves around the mecha rather than reflecting them.
When activated, this system gives the Vigilante a +3 on initiative and
a +1 to strike at all times.
NOTE: Since the Vigilante'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.
ANTI-PROJECTILE SHIELD: A new addition to modern Valkyries, the
YB-5 is equipped with an external shield that is mounted on the central
rear dorsal section of the mecha in fighter mode, and on the left arm in
soldier and gerwalk modes. On a successful parry in soldier or gerwalk
mode, the shield can be used to block missiles or projectiles, thus protecting
the main body from harm. Although constructed of super-strong materials,
the shield is NOT regenerable and must be ejected once its MDC is depleted.
AUTO-PILOT: The YB-5 is equipped with a computerized auto-pilot,
allowing the crew to relax or even sleep during long missions that the
Vigilante may be called to perform. 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 bomber 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 W/HUD DISPLAYS: The YB-5 is equipped with a combat
computer that can store and analyze data during combat with hostile forces.
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 150 targets simultaneously.
ESCAPE POD: The entire reinforced cockpit of the YB-5 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 crew
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 crew is feeling suicidal
for some reason.
EXTERNAL AUDIO PICKUP: Range: 500 ft (152.4 m). A sound amplification
system that can pick up normal conversation up to 500 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 YB-5 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 directing laser-guided munitions.
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: 2,000 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: 2,000 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: 2,000 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: 500 mile (321 km) range.
FLIR: 100 mile (160 km) range.
ALQ-197 ECM Suite: The YB-5's airframe houses a powerful electronic
countermeasures suite that is capable of blacking out entire regions as
well as selectively attacking surveillance systems. This system is located
on the dorsal and ventral surface near the engines, and is most often used
for standoff jamming operations. When activated, radio communications,
radar, and electromagnetic sensors are reduced in range by 80%. Laser communications
and light-based sensors are unaffected by EM jamming. This system is operated
by the Defensive Weapons Officer.
RANGE: 200 miles (321 km)
RADIO/VIDEO COMMUNICATION: Long range, directional communications
system with satellite relay capabilities. Range: 1,000 miles (1,600 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 YB-5's self-destruct system, which will cause
the bomber to explode after a delay of up to 60 minutes (time is set by
the pilot). The explosive damage is contained within a 240 foot (72 m)
area and inflicts 2D6x10 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: The YB-5 comes equipped with four portable
survival kits. 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 YB-5's cockpit is pressurized,
and also provides additional air feeds to the crew'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.
VIRTUAL ENVIRONMENT COCKPIT: The YB-5 is equipped with the cockpit
layout of the VF-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. This wide view in addition to the combat computer's cockpit overlays
give the YB-5 a +1 to dodge and initiative rolls in addition to any other
bonuses.
COMBAT BONUSES FOR VIGILANTE VB TRAINING:
NOTE: Due to the prototype nature of the YB-5, it is highly recommended
that no player be allowed to start the game with YB-5 combat training .
Untrained pilots should get bonuses equal to Basic Variable Bomber Combat
Training when piloting the YB-5, and military pilots with no prior YB-5
experience should get full bonuses from VB-2 Spirit Combat Training. Players
should only be allowed to get advanced training for the YB-5 when their
characters have accumulated enough experience to acquire new skills.
BASIC VARIABLE BOMBER 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 to strike.
+2 to parry
+1 to dodge in battloid mode, +1 in gerwalk, +3 in bomber 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 - 2D4 M.D. plus a 70% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.
ADVANCED YB-5 VIGILANTE COMBAT TRAINING
Advanced training for pilots specializing in the YB-5 heavy bomber.
4 attacks per melee (plus those of the pilot).
Add one additional action/attack at levels two, five, seven, and ten.
Add 1 attack per each crew member present aside from the pilot.
+2 on initiative (+5 when using Active Stealth System).
+3 to strike
+4 to parry
+3 to dodge in battloid mode, +5 in gerwalk, +7 in bomber mode.
+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 variable fighters 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 - 2D4 M.D. plus a 70% chance of knocking an opponent
down, causing him to loose initiative and one attack that melee round.