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

VF-XX "Zentran Space Fighter"

(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

The Zentran Valkyrie fighter is a versatile mecha specifically designed for use in space. Its shape is more like a rocket. The VF-XX doesn't really have wings but works well inside of an atmosphere. Also it only has 2 configurations fighter mode and soldier mode.

RPG STATS

Vehicle Type: VF-XX
Class: Zentran/Meltran 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)                               50 each
    Arms (2)                  180 each
(2) Legs/Main Thrusters (2)                250 each
(3) Main Body                              450
    Feet & Feet Thrusters  (2)            75 each 
    Heavy Duty Directional Thrusters (2)     100 each
    Large, Side Jet Thrusters (2)           200 each
    Center, Rear Jet Thruster            110
    Tiny Directional Thrusters (12)       2 each
    Plasma Cannon            70
    GU-3 Beam Cannon            100
    Reinforced Pilots Compartment        150 

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:
Mach 10 in space. Mach 5 is the normal crusing speed. Note: Unlike the VF-2JA Atmosphere Valkyrie, the VF-XX CAN fly in humanoid configuration. The top mounted thrusters enable it to do so.

STATISTICAL DATA:

HEIGHT:
45 ft (14 m) in soldier mode.
17 ft (5.2 m) in fighter mode.
WIDTH:
19 ft (8.5 m) in soldier mode.
28 ft (8.5 m) in fighter configuration (max wingspan).
LENGTH:
16 ft (4.9 m) in soldier mode.
52 ft (15.8 m) in fighter mode.
WEIGHT:
29 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 heavy-duty directional thrusters behind the cockpit in jet configuration or on the chest, near the shoulders in soldier configuration. The lasers can be fired in either shape. Each can be operated in tandem or individually. Each of the thruster housings can be moved up or down 90 degrees.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Anti-missile/Defense
    • RANGE: 4000 feet (1200 m double in space)
    • DAMAGE: 6D6 M.D. for a single blast, 6D6X4 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. Plasma Cannon (1): This weapon can be seen and fired only in the jet configuration. It is mounted under the nose of the Valkyrie Fighter and can rotate 360 degrees. It can also pivot up and down in a 30 degree arc. When transformed into soldier mode, the cannon is tucked into the main body and cannot be used.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: 6000 feet (1828 m double in space)
    • DAMAGE: 2D4X10 M.D.
    • RATE OF FIRE: Equal to combined attacks of pilot
    • PAYLOAD: Effectively unlimited

  3. GU-3, Multi-Purpose Energy Cannon: The GU-3 is a round, stubby looking handheld weapon that is used by the Zentran Space Force. The weapon has a long rear portion where the special energy clip is housed. The large, forward nozzle fires a devastating particle beam. The small, tapered barrel fires a laser beam. The small bubble and opening on the side of the laser fires an SDC laser and the circular area above the particle beam is a high powered light beam (used like a flashlight).

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE:
      Laser: 4000 feet (1200 m double in space)
      Particle Beam Cannon: 2000 feet (609 m; double in space)
      S.D.C. Laser: 2000 feet (609 m; double in space)
      Light Beam: 2000 feet   (609 m; double in space)
      
    • DAMAGE:
      Laser: 4D6 M.D. per single blast
      Particle Beam Cannon: 1D7X10 per single blast
      S.D.C. Laser: 2D6 S.D.C.
      Light Beam: None
      
    • RATE OF FIRE: Equal to combined attacks of the pilot
    • PAYLOAD: SDC Laser and Flashlight use no ammount of traceable energy, however the particle beam cannon has 60 shots and the laser has 120 shots per clip. Usually one clip is taken with the VF-XX but one can be mounted under the wrist guard if needed.

  4. Mini-Missile Launcers (8): There are small pannels located in each of the large thrusters and the main thruster that open up to fire mini-missiles. The missiles can be launched in jet and soldier configurations.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: Varies with missile (+ 75% in Space)
    • DAMAGE: Varies with missile, typically 1D6X10
    • RATE OF FIRE: Can be fired in volleys of 2, 4, 6, or 8.
    • PAYLOAD: 80 total, 10 per launcher

  5. 2-SS Heavy Gun Pod: This rail gun is standard issue for the VF-2SS space Valkyrie , but can be used by the VF-XX or any other Valkyrie. At least 20% of space fighters keep one to back up their GU-3s.

    • PRIMARY PURPOSE: Assault
    • SECONDARY PURPOSE: Defense
    • RANGE: 5000 feet (1524 m double in space)
    • DAMAGE: 1D6X10 M.D. for a single blast
    • RATE OF FIRE: Equal to combined attacks of the pilot
    • PAYLOAD: A 10,000 round ammo drum insures 125 bursts

  6. HAND TO HAND COMBAT: If necessary, the pilot of the VF-XX can engage in melee combat rather than use a weapon. The VF-XX 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: 2D4 M.D.
    • Full Strength Punch: 3D4 M.D.
    • "Booster" Punch: 4D4 M.D. (counts as two attacks)
    • Tear or Pry with Hands: 2D4 M.D.
    • Kick: 2D6 M.D.
    • Leap Kick: 3D6 M.D.
    • Body Flip/Throw: 2D4 M.D.
    • Body Block/Tackle: 2D6 M.D.
    • Stomp: 2D6 M.D. (only effective against small objects)

STANDARD EQUIPMENT FOR THE VF-XX:

  • AUTO-PILOT: The VF-XX 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-XX 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 10,000 images stored in memory. The computer can identify and track up to 600 targets simultaneously.
  • VIRTUAL REALITY COCK PIT: The cock pit of the VF-XX was upgraded to have huge view screen. It can lock onto seperate targets or mulitple targets at once. It was made to give the pilot increased vision and gives +1 on init, +2 to dodge and strike, +2 to dog tail, and +3 to do an evasive action.
  • 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-XX 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-XX'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 1D10x10 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-XX'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-XX 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 and +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-XX 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.
  • +3 on initiative.
  • +3 to strike.
  • +3 to parry
  • +3 to dodge in solder mode, +6 in jet mode.
  • +4 to roll with a punch or move with an impact, reducing damage by half.
  • +2 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.

1