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 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;
Like the YF-19, the YF-18 was plagued with problems and mishaps throughout
the course of the contest. Due to difficulties in controlling such a powerful
variable fighter, the prototype was damaged several times and several test
pilots were killed during the early trials of the aircraft.
The "Stealth" nature of the YF-18 comes from the fact that it was designed
with materials and body styling in order to minimize the mecha's radar
reflection (similar to the USAF F-22), thus making it hard to detect by
an enemy using standard radar. The body of the YF-18 is a blend of stealthy
shapes and aerodynamic efficiency, hopefully providing a low radar cross
section without compromising performance. The YF-18 was longer and more
slender than the YF-19 & YF-21. The YF-18 can also be mounted with
a variety of special FAST packs and can even be equipped with an external
fold engine for folding behind enemy lines. The general impression from
other angles is that of a long, high forebody mounted between two widely-separated
engine nacelles. The lengthwise variation in cross-sectional area is very
smooth, minimizing transonic and supersonic drag. The forward section has
a modified double-trapezoid cross section, one above the other in mirror
image, with the aft region blending into a circular cross section and disappearing
into the rear fuselage. The upper component of the engine box is dominated
by two parallel engine nacelles that blend smoothly into the wing, each
nacelle being of a modified trapezoidal cross section. The forebody has
the cockpit, the nose landing gear, the electronics, and the missile bay.
The all-flying twin V-tails are set far apart on the rear fuselage.
They are canted 50 degrees outwards in an attempt to avoid acute corners
or right angles in elevation or front view. These all-flying tail sections
are hinged at a single pivot. Their leading and trailing edges are parallel
to the main wings but in a different plane. The all-flying canted tails
double as shields for the engine exhaust in all angles except those immediately
above or behind the aircraft.
Dreamstars submitted the YF-18 prototype as its design entry into the
project, its first foray into variable fighter technology. To save money,
the YF-18 prototypes used more conventional components than its rivals.
Despite the YF-18's overall superior speed and acceleration capabilities
over Shinsei Industries' YF-19, a more nimble and maneuverable design,
the YF-18 lost the competition, which lead to the YF-19's adoption as the
new Variable Fighter.
The YF-18 in mock combat against the rival company Shinsei Industries'
YF-19 in Eden's atmosphere and the asteroid fields spanning between Mars
and Jupiter. The YF-23 defeated the larger Excalibur in both counts, demonstrating
superior speed, maneuverability and turning radius to the nimble YF-19.
The YF-18 was capable of maneuvering from directly ahead of the slower
VF-11 and into its 'six' in a matter of seconds.
RPG STATS
Vehicle Types: YF-18 (Initial Prototype for Project Super Nova)
Class: Advanced Variable Fighter (Prototype
Manufacturer: Dreamstars, Incorporated
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
GU-15 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 YF-18.
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 YF-18 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 60
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-6J
high-maneuverability vernier thrusters are mounted on the wingtips, stabilizers,
nose, and other key locations for added performance. Additional thruster
options include an external fold generator developed for use with Project
Super Nova.
MAULER REB-21J RAPID-CYCLING LASER CLUSTERS: The YF-18'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 YF-18 are two
GU-15 55mm gunpods produced by Howard Industries. The gunpods is carried
within two special internal bays in fighter mode and are 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 leg 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 YF-18 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 YF-18'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 YF-18 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 YF-18'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 YF-18 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 YF-18'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 YF-18 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 YF-18:
AUTO-PILOT: The YF-18 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 W/HUD DISPLAYS: The YF-18 is equipped with a combat
computer that can store and analyze data during combat with hostile forces.
The entire cockpit canopy of the YF-18 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.
COPILOT SEAT: The YF-19 can be equipped with a second pilot's seat
behind the main pilot's seat for an optional copilot, if necessary. The
copilot will usually act as the navigator for the YF-19 and will be responsible
for operating the mecha's fold booster (if equipped). The copilot can assume
command of the YF-19 if the pilot becomes incapacitated.
ESCAPE POD: The entire reinforced cockpit of the YF-18 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 STABLIZER: The YF-18's incredible atmospheric velocity is
not without drawbacks. Due to immense pressure that is exerted on the airframe
during high speed maneuvers, the Banshee 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 YF-18 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 YF-18 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 are viewed on HUD displays.
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 YF-18'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.)
STEALTH CONSTRUCTION: The YF-18 is designed with special materials
and angled surfaces in order to help decrease the Nightmare's radar reflection,
thus making it ideal for recon and surgical strike missions. These features
provide a constant +2 to initiative rolls made during combat by the YF-18.
Note that this is a PASSIVE stealth system, and not an active one like
a cloaking device. The +2 initiative bonus will continue so long as the
mecha is functional.
TACTICAL LIFE SUPPORT SYSTEM: The YF-18'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.
VIRTUAL ENVIRONMENT COCKPIT: The YF-18 is equipped with an innovative
new cockpit layout 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 YF-18 a +1 to dodge and initiative
rolls in addition to any other bonuses.
COMBAT BONUSES FOR YF-18 COMBAT TRAINING:
NOTE: Due to the prototype nature of the YF-18, it is
highly recommended that no player be allowed to start the game with YF-18
combat training. Untrained pilots should get bonuses equal to Basic
Variable Fighter Combat Training when piloting the YF-18, and military
pilots with no prior YF-18 experience should get full bonuses from Advanced
VF-11 Thunderbolt Combat Training. Players should only be allowed
to get advanced training for the YF-18 when their characters have accumulated
enough experience to acquire new skills.
ADVANCED YF-18 COMBAT TRAINING
Advanced training for pilots specializing in the YF-18 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
+3 to strike
+3 to parry
+4 to dodge in battloid mode, +5 in gerwalk, +7 in jet mode.
+2 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.
Critical strike same as pilot's hand-to-hand.
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.