Tell me when this page is updated
E-mail this page to a friend
Angelfire Logo
Free Homepages!
Search homepages:

VF-2SS SAP (VF-2SSAP for short)

(Note: This fighter is NOT Zarley original creation and is from Palladium's Macross II RPG book. We take no credit in these stats!)

BACKGROUND

NOT YET COMPLETE

RPG STATS

Vehicle Type: VF-2SS
Class: Space Fighter (transformable)
Crew: One pilot wearing Tactical Life Support System

MDC BY LOCATION:

 Head Mounted Lasers (2)   30 each
(1) Head                                    100
    Hands (2)                               70 each
    Missile Launching Shields (3, right, left, top)    200 each
    Arms/Missile Launchers (2)                  300 each
(2) Legs/Main Thrusters/Missile Launchers (2)                350 each
(3) Main Body                              580 (total; 230 is from SAP armor)
    Main Wings (2)                         200 each
    Top Jet Thrusters (2)                150 each
    Reinforced Pilot's Cockpit             200
    Super Beam Cannon                 100 
    2-SS Rail Gun  (2; hand held)             100

NOTES:

  1. 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.
  2. 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 SPACE:
5690 mph (9104) km or Mach 8.5 in space. Mach 4 is the normal crusing speed. Note: Unlike the VF-2JA Atmosphere Valkyrie, the VF-2SSAP CAN fly in humanoid configuration. The top mounted thrusters enable it to do so.

STATISTICAL DATA:

HEIGHT:
50 ft (15.2 m) in soldier mode.
24 ft (7.3 m) in gerwalk mode.
17 ft (5.2 m) in fighter mode.
WIDTH:
19 ft (8.5 m) in soldier mode.
28 ft (8.5 m) in gerwalk or fighter configuration (max wingspan).
LENGTH:
16 ft (4.9 m) in soldier mode.
30 ft (8.58 m) in gerwalk mode.
52 ft (15.8 m) in fighter mode.
WEIGHT:
29 tons. The SAP adds another 20 tons, so 49 tons.

PHYSICAL STRENGTH:
Equal to a P.S. of 50
CARGO:
Small compartment behind pilot's seat for personal belongings.

WEAPON SYSTEMS:

  1. 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.

  2. Super Beam Cannon: This powerful weapon fires a devastating beam of charged particles. It is top mounted when in the jet and Gerwalk modes and on the back in humanoid, soldier mode. In the first two instances the cannon is fixed forward. In the case of the soldier, the cannon typically points up, but can fold up and dwon to shoot in a 45 degree angle.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: 8000 feet (2438 m double in space)
    • DAMAGE: 3D6X10 per single blast!
    • RATE OF FIRE: The super beam cannon can be fired once per melle round (every 15 seconds) and can be combined with other actions/attacks per melee.
    • PAYLOAD: Effectively Unlimited.

  3. Heavy, Long Range Missle Shields: Part of the armor are three, large, shield-like missile launchers. In jet and gerwalk configurations, one shield faces forward abover the rear end of the body. It can rotate 360 degrees and has a 45 degree arc of fire. The other two are mounted on the ends of the wings. They too can rotate 360 degrees and have a 45 degree arc of fire. When in the soldier configuration, all there are mounted on the back. Each missile holds two (2) long range, heave missiles, typically proton or nuclear multi-warhead.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: Varies with missile type; any long range or medium range missiles can be used. Proton or multi-warheads inflickt 4D6X10 per missile.
    • DAMAGE: 3D6 M.D. for a single blast, 6D6 for dual blasts
    • RATE OF FIRE: One at a time or in volleys of two or four. One volley counts as one melee attack regardless of the number of missiles fired.
    • PAYLOAD: Six

  4. Forearm Mini-Missile Launcers: Both of the SAP's armored arms contain mini-missile launchers. The somewhat triangular plates on each arm flip open to reveal three mini-missiles. Each arm has three launchers for a total of nine mini-missiles per arm.

    • PRIMARY PURPOSE: Close range assault/anti personnel
    • SECONDARY PURPOSE: Defense
    • RANGE: Varies with missile, typically one mile (1.6 km; increase by 75% in space)
    • DAMAGE: Varies with type of missile, typically 1D6X10 M.D.
    • RATE OF FIRE: One at a time or volleys of three, six or nine. One volley counts as one melee attack, reguardless of number of missiles fired
    • PAYLOAD: Nine per arm for a total of 18

  5. Lower Leg Mini-Missile Launchers: Each of the SAP's armored legs contain mini-missile launchers. The somewhat triangular plates on the legs flip open to reveal three mini-missiles. Each leg has four launchers for a total of tweleve per leg with tweleve more behind the first tweleve for a total of 24 per leg.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: 1 mile (1.6 km add 75% more in space)
    • DAMAGE: Varies with type of missile, typically 1D6X10 M.D.
    • RATE OF FIRE: One at a time or in volleys of 3, 6, 9, or 12. One volley counts as one melee attack regardless of the number of missiles fired.
    • PAYLOAD: A total of 24 per leg for a total of 48 in both legs combined. Note, four of the mini-missiles are usually smoke/flare types.

  6. 2-SS Heavy Gun Pod: This rail gun is standard issue for the VF-2SS space Valkyrie, but the BC-60 beam cannon can be used in its place if so desired.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: 5000 feet (1524 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.

  7. 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.

  8. HAND TO HAND COMBAT: If necessary, the pilot of the VF-2SS 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-2SSAP:


COMBAT BONUSES FOR VF-2 SSAP VARIABLE FIGHTER TRAINING:

BASIC VARIABLE FIGHTER COMBAT TRAINING

ADVANCED VF-2SSAP COMBAT TRAINING

1