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:
- 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 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:
- 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.
- 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.
- 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
- 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
- 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.
- 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.
- 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.
- 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:
- AUTO-PILOT: The VF-2SSAP 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-2SSAP 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 75
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-2SSAP 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-2SSAP'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. (if all arms are intact the dice are 3D6X15)
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-2SSAP'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-2 SSAP 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-2SSAP 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.