VF-2JA Atmospheric Valkyrie
(Note: This fighter is NOT Zarley original creation and is from
Palladium's Macross II RPG book. We take no credit in these stats!)Thanks to
Dave Deritch for the lay out
BACKGROUND
NOT YET COMPLETE
RPG STATS
Vehicle Type: VF-2JA
Class: Valkyire I:
Atmospheric Fighter(transformable)
Crew: One pilot wearing Tactical
Life Support System
MDC BY LOCATION:
Head Mounted Lasers (2) 30 each
(1) Head 100
Hands (2) 50 each
Arms (2) 100 each
(2) Legs/Main Thrusters (2) 200 each
(3) Main Body 300
Main Wings (2) 120 each
Missile Pods (2; optional) 120 each
Reinforced Pilot's Cockpit 200
Beam Cannon 100
NOTES:
- Destroying the head of the VF 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 M.D.C. of the main body will shut down the mecha.
Note: Destroying a wing will make flight in an atmosphere impossible;
in space reduce the dodge bonus by two points
SPEEDS:
- FLYING IN AN ATMOSPHERE:
- 5690 mph (9104) km or Mach 4 is its max. Mach 2 is the normal crusing
speed. Note: Unlike the VF-2SS Valkyrie, the VF-2JA
CAN'T fly in humanoid configuration.
STATISTICAL DATA:
- HEIGHT:
- 43 ft (13 m) in soldier mode.
- 22 ft (6.7 m) in gerwalk mode.
- 16 ft (4.9 m) in fighter mode.
- WIDTH:
- 28 ft (8.5 m) in soldier mode.
- 30 ft (9.1 m) in gerwalk or fighter configuration (max wingspan).
- LENGTH:
- 14 ft (4.3 m) in soldier mode.
- 40 ft (12.2 m) in gerwalk mode.
- 60 ft (18.3 m) in fighter mode.
- WEIGHT:
- 23 tons; add another 10 tons when missile pods are attached for a total
of 33 tons
- PHYSICAL STRENGTH:
- Equal to a P.S. of 50
- CARGO:
- Small compartment behind pilot's seat for personal belongings.
WEAPON SYSTEMS:
- TWIN LASERS (2): Mounted on the head when in humanoid soldier
configuration, but located on the underbelly when in gerwalk or jet
configurations. Each can be operatied in tandem or individually. Each can
rotate 280 degrees.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-missile/Defense
- RANGE: 4000 feet (1200 m double in space)
- DAMAGE: 3D6 M.D. for a single blast, 6D6 for dual blasts
- RATE OF FIRE: The lasers can be fired twice per melee round and
combined with other actions per melee.
- PAYLOAD: Effectively Unlimited.
- LONG RANGE MISSILE PODS (2): One missile pod is attached to each
wing. Each of the pods hold two long range missiles (for a total of four) or
four short range missiles (for a total of eight).
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-aircraft
- RANGE: Varies with type of missile
- DAMAGE: Varies with type of missile, typically the most
destructive warhead
- RATE OF FIRE: One at a time, or fired in volleys of two, three
of four.
- PAYLOAD: Either a total of four long range missiles (2 per
pack) or a total of eight short range missiles (4 per pack).
- Optional BC-60 Energy Beam Cannon: This riffle-like cannon is
typically used by the atmosphereic fighters but can be used in space in
place of, or with, the 2-SS heavy gun pod. At least forty percent of the
space fighter pilots keep a BC-60 as a back up weapon (attached to one of
the arms or legs of the fighter when not in use.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defense
- RANGE: 4000 feet (1200 m double in space)
- DAMAGE: 1D4X10 per single blast.
- RATE OF FIRE: The weapon can fire a single blast per melee
action or release a short burst of six rapid-fire blasts.
- PAYLOAD: 60 individual beams or 10 bursts. It takes 15 seconds,
one melee round, to reload the weapon if such an energy clip is avaliable.
- 2-SS Heavy Gun Pod: This rail gun is standard issue for the
VF-2SS space Valkyrie , but can be used by the VF-2JA or any other Valkyrie
(typically reserved for officers or special assignments.) NOTE: Don't
confuse the 2-SS Gun Pod for the beam cannon. Although they call it a rail
gun, it is held like a standard GU.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Defense
- RANGE: 5000 feet (1524 m double in space)
- DAMAGE: 1D6X10 per blast
- RATE OF FIRE: Combined attacks of pilot
- PAYLOAD: The 2-SS has 10,000 rounds for 125 bursts
- HAND TO HAND COMBAT: If necessary, the pilot of the VF-2JA can
engage in melee combat rather than use a weapon. The VF-2 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: 3D4 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: 1D6 M.D.
- Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-2JA:
- AUTO-PILOT: The VF-2JA 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 VF-2JA is equipped with a
combat computer that can store and analyze data during combat with hostile
forces. Data readouts and stats can be displayed either on the cockpit's HUD
display or on the dashboard monitors of the aircraft. The combat computer
tracks and identifies specific enemy targets, and has a database of over
1,000 images stored in memory. The computer can identify and track up to 144
targets simultaneously.
- EXTERNAL AUDIO PICKUP: Range: 300 ft (91.5 m). A sound
amplification system that can pick up normal conversation up to 300 feet
away.
- 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 VF-2JA 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 300 miles (480 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: 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 variable fighter by the
enemy, the pilot can activate the VF-2JA'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.
- STANDARD SURVIVAL KIT: All UN Spacy VFs 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-2JA'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 blacking out
in combat.
COMBAT BONUSES FOR VF-2JA VARIABLE FIGHTER 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 to strike.
- +1 to parry
- +1 to dodge in soldier mode, +2 in gerwalk, +4 in jet mode.
- +1 to roll with a punch or move 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-2JA COMBAT TRAINING
- Advanced training for military pilots and mecha specialists.
- 3 attacks per melee (plus those of the pilot).
- Add one additional action/attack at levels three, six, eleven, and
fifteen.
- +2 on initiative.
- +2 to strike.
- +2 to parry
- +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
- +3 to roll with a punch or move with an impact, reducing damage by half.
- +1 to leap dodge
- 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.