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VF-11 "THUNDERBOLT" FULL-ARMOR VARIANT
(Version 1.2 - Last Updated: 09/17/96)
     RPG Stats by DAVE DEITRICH (deitrich@mcs.com)
     Background info provided by the MACROSS ONLINE COMPENDIUM
BACKGROUND                                                           VF11armor.gif (42051 bytes)
The VF-11 Full-Armor Thunderbolt is a heavy-armor variant of the traditional
VF-11 Thunderbolt. Like the original VF-1 Valkyrie, the VF-11 can be
outfitted with a special package that consists of an additional 16 tons of
armor and weapon systems. Any VF-11 can be outfitted with the heavy armor
package with the exception of custom variants like the VF-11D Jamming Bird
and VF-11 MAX-L Kai Sound Force variants.
In practice full-armor VF-11s are usually reserved for heavy assaults or
coordinated strikes against large fleets of enemy fighters and spacecraft.
While the armor additions do provide the fighter with a staggering amount of
firepower, the extra weight greatly reduces maneuverability, especially in a
planetary atmosphere. In addition, the VF-11 is unable to transform into
Gerwalk or Fighter while encased in the armor, and thus the craft is unable
to benefit from the versatility of three different modes of operation. To
partially compensate for this the armor has a "blow-away" option where it
can be instantly ejected from the mecha when damaged or depleted, allowing
the VF-11 to function thereafter as a normal Thunderbolt valkyrie.
Usually only a small amount of VF-11s for any UN Spacy force are converted
to full-armor variants, perhaps amounting to only 5% of the unit's total
force.
VF11armor2.gif (37101 bytes)
RPG STATS
Vehicle Type:
     Any VF-11 can be converted into a full-armor VF-11 except for custom
     types such as the VF-11D Custom and VF-11 MAX-L Kai.
Class: Heavy Assault Fighter
Manufacturer: Shinsei Industries
Crew: One pilot wearing Tactical Life Support System
MDC BY LOCATION:
    Head Laser                                   30
(1) Head                                         75
    Hands (2)                                    50 each
    Arms (2)                                    100 each
(3)   Extra Armor (2)                            80 each
    Legs & Thrusters (2)                        200 each
(3)   Extra Armor (2)                           120 each
(2) Main Body                                   300
(3)   Extra Armor                               150
    Canard Forward Wings (2)                     30 each
    Main Wings (2)                              120 each
    Tails (2)                                    50 each
(3) Engine Booster Pods (2)                     120 each
    Multipurpose Gun Pod                        100
(3) Missile Shoulder Mounts (2)                 100 each
(3) Shoulder Cannons (2)                         50 each
(3) Heavy Anti-Projectile Shield                250
    Reinforced Pilot Compartment/Escape Pod     150
NOTES:
  1. Destroying the head of the Valkyrie will knock out the mecha's [Image]
     major sensor systems, including all of the optics systems
     (infrared, nightvision, thermal). Radar and communications will be
     unaffected.
  2. 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.
  3. Parts of the heavy-armor system. When a full-armor VF-11 is hit, deduct
     damage from these sections first before going to the main body or
     corresponding section. If the pilot ejects the heavy armor from the
     VF-11 then these sections are removed.
     NOTE: After the heavy armor is ejected, stats for the standard VF-11
     Thunderbolt should be used to determine mecha performance.
SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
     63 mph (101 kmph)
LEAPING, SOLDIER CONFIGURATION:
     21 ft (6.3 m) high or 35 ft (10.6 m) long without thrusters.
FLYING, SOLDIER CONFIGURATION:
     147 mph (235 kmph) maximum speed limit in an Earth-like atmosphere. Can
     also hover in place indefinitely. Max altitude of 20,000 meters without
     rocket booster assistance. Maximum rate of ascent is 12,000
     meters/minute. G limits are +22 to -14.5 standard Earth gravities.
MAX ENGINE THRUST:
     28,000 kg x2 from main engines plus 15,000 kg x2 from heavy armor
     booster units.
STATISTICAL DATA:
HEIGHT: 45.47 ft (14.21 m)
WIDTH: 20.95 ft (6.54 m) at shoulders
LENGTH: 12.76 ft (3.99 m) in soldier configuration.
WEIGHT: 20.5 tons at full load.
PHYSICAL STRENGTH: Equal to a P.S. of 50
CARGO: Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
     Two Shinsei Industries/Pratt & Whitney/Rolls Royce FF-2025G
     thermonuclear turbine engines. Several additional Pratt & Whitney HMM-
     5B high-maneuverability vernier thrusters for additional mobility are
     mounted at key positions along the mecha's hull. Additional paired
     super booster units added as part of the heavy armor option.
WEAPON SYSTEMS:
VF11armorgun.gif (13858 bytes)
  1. XS-06 HEAVY GUN POD: Designed and built by Three Star Heavy Industries,
     this immense weapon is designed specifically for use with the full
     armor variant of the VF-11 Thunderbolt. The gun can also be used by
     standard VF-11 Valkyries but must be held in soldier or gerwalk mode;
     the weapon is FAR too large to be carried on the underside of a VF in
     fighter mode. In addition, no spare clips are carried for the XS-06, as
     additional clips are too large to store anywhere on the mecha. One
     XS-06 is issued for each VF-11 Full Armor Thunderbolt.
        o PRIMARY PURPOSE: Assault
        o SECONDARY PURPOSE: Anti-mecha
        o RANGE: 5000 feet (1500 m)
        o DAMAGE: Does 1D6x10 M.D. for a short burst, 2D6x10 M.D. for a long
          burst, or 3D6x10 M.D. for a full melee burst.
        o RATE OF FIRE: Equal to the number of combined attacks of the
          pilot.
        o PAYLOAD: 600 rounds per clip equals 60 short bursts, 30 long
          bursts, or 15 full melee bursts. Once the gun pod is out of ammo
          it must be reloaded back at base. NO spare clips can be carried
          for the XS-06.
    XS06gun.gif (12902 bytes)
  2. ANTI-AIRCRAFT PULSE LASER: The VF-11 mounts a single pulse laser for
     use in air combat skirmishes and for defensive purposes. The laser is
     mounted on the head of the mecha in soldier mode, and is located in the
     central dorsal section of the main body pointed rearward in fighter and
     gerwalk modes. The laser can only fire to the REAR of the fighter in
     these modes; it cannot be turned to fire along another arc.
        o PRIMARY PURPOSE: Anti-aircraft
        o SECONDARY PURPOSE: Anti-missile/defensive
        o RANGE: 4000 feet (1200 m)
        o DAMAGE: 2D4 M.D.
        o RATE OF FIRE: The laser can be fired in rapid pulses up to 4
          blasts per round. A rapid fire blast counts as a burst of up to 4
          shots.
        o PAYLOAD: Effectively Unlimited.
VF11missiles.gif (42431 bytes)
 3. MISSILE LAUNCHER PODS (8): The extra super booster units for the heavy
     armor version of the VF-11 Thunderbolt also contain 8 rapid-fire
     missile launcher units (4 per booster unit). Each unit contains 4
     short- range missiles for a total of 32 SRMs. Each launcher can fire 2
     missiles per melee round, so a volley of up to 16 missiles can be fired
     in a single melee. Armor-piercing SRMs are standard issue, but others
     can be mounted if desired.
        o PRIMARY PURPOSE: Assault
        o MISSILE TYPES: Any type of standard UN Spacy Short Range Missile
          can be used.
        o RANGE: Varies with missile type; typically 5 miles (8 km).
        o DAMAGE: Varies with missile type; typically 1D6x10 M.D.
        o RATE OF FIRE: Volleys of 1 to 16 missiles. One volley counts as
          one attack.
        o PAYLOAD: 4 missiles per launcher; 32 total.
  4. HEAVY ARMOR BEAM CANNONS (2): The add-on heavy armor shoulder sections
     for the VF-11 come with two dual-barrel beam cannons for additional
     heavy firepower. These cannons have only a limited area of fire and can
     only fire to the front or the rear of the mecha (not the sides).
        o PRIMARY PURPOSE: Heavy Assault
        o SECONDARY PURPOSE: Anti-mecha
        o RANGE: 4000 feet (1200 m)
        o DAMAGE: Does 1D4x10 M.D. per barrel, or 2D4x10 M.D. for a dual-
          barrel burst. Barrels are usually fired together.
        o RATE OF FIRE: Equal to the number of combined attacks of the
          pilot.
        o PAYLOAD: External power capacitors contain enough power for 20
          single-barrel shots per cannon, or 10 dual-barrel shots per
          cannon.
  5. HEAVY ARMOR MISSILE LAUNCHERS: The add-on heavy armor for the VF-11
     also contains MANY short-range missiles for use against large numbers
     of opponents or capital ships. These missiles are concealed by armored
     plates, which flip up seconds before the missiles are fired.
     Armor-piercing SRMs are ususally used for ALL missiles, but mixes are
     possible if desired.
        o PRIMARY PURPOSE: Heavy Assault
        o SECONDARY PURPOSE: Anti-warship
        o MISSILE TYPES: Any type of standard UN Spacy Short Range Missile
          can be used.
        o RANGE: Varies with missile type; typically 5 miles (8 km).
        o DAMAGE: Varies with missile type; typically 1D6x10 M.D.
        o RATE OF FIRE: Volleys of any number of missiles up to 20 missiles
          per attack. ALL missiles (!) can be fired in a single combat round
          if the player forefits all of his other attacks.
        o PAYLOAD:
             + 15 missiles per shoulder launcher unit
             + 10 missiles per chest launcher unit
             + 3 missiles per hip launcher unit
             + 3 missiles per arm launcher unit
             + 20 missiles per leg launcher unit
             + 102 MISSILES TOTAL (!)
  6. WING HARD POINTS: The wing hard points of the VF-11 cannot be used to
     carry missiles while the Thunderbolt is wearing the heavy armor
     modules.
  7. HAND TO HAND COMBAT: If necessary, the pilot of the VF-11 can engage in
     melee combat rather than use a weapon. The valkyrie 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:
        o Restrained Punch: 1D4 M.D.
        o Full Strength Punch: 2D6 M.D.
        o "Booster" Punch: 3D6 M.D. (counts as two attacks)
        o Tear or Pry with Hands: 1D6 M.D.
        o Kick: 1D6 M.D.
        o Leap Kick: 2D6 M.D.
        o Body Flip/Throw: 1D4 M.D.
        o Body Block/Tackle: 1D6 M.D.
        o Stomp: 1D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE VF-11:
   * AUTO-PILOT: The VF-11 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-11 is equipped with a combat
     computer that can store and analyze data during combat with hostile
     forces. The entire cockpit canopy of the VF-11 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.
   * ESCAPE POD: The entire reinforced cockpit of the VF-11 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.
   * 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.
     a rupture in the shields and what the levels of radiation are.
   * HEAVY ANTI-PROJECTILE SHIELD: The full-armor version of the    [Image]
     VF-11 is equipped with an external heavy shield on the left
     arm of the mecha. On a successful parry the shield can be used to block
     missiles or projectiles, thus protecting the main body from harm.
     Although constructed of super-strong materials, the shield is NOT
     regenerable and must be ejected once its MDC is depleted.
   * HOMING SIGNAL: The escape pod of the VF-11 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 valkyries
     and UN Spacy ships can key on and track/locate specific 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 Valkyrie fighter by the enemy,
     the pilot can activate the VF-11'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 valkyries 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-11'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.
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VF11fullarmor.gif (48649 bytes)
COMBAT BONUSES FOR THUNDERBOLT VALKYRIE TRAINING:
BASIC VALKYRIE 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 on initiative.
   * +1 to strike.
   * +1 to parry
   * +1 to dodge in soldier mode, +3 in gerwalk, +5 in jet mode.
   * +1 to roll with a punch or fall 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-11 VALKYRIE COMBAT TRAINING
   * Advanced training for pilots specializing in the VF-11.
   * 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
   * +3 to parry
   * +2 to dodge in solder mode, +4 in gerwalk, +6 in jet mode.
   * +3 to roll with a punch or fall with an impact, reducing damage by
     half.
   * +2 to leap dodge. A leap dodge is an automatic dodge which causes no
     loss of attacks per melee. The new generation valkyries are so
     maneuverable that the pilot can dodge an attack while moving to
     counterattack an enemy.
   * 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.
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REFERENCES USED IN THIS DESIGN
   * "Doe's All The Worlds' Mecha Guide: Shinsei Industry VF-11 Thunderbolt
     Entry"
   * Macross 7 TV episode 26
   * This is Animation Special: Macross Plus
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