YF21hangar.gif (42388 bytes)
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The following material is an adaptation of mecha from MACROSS PLUS and
MACROSS 7, both sequels to the original Japanese MACROSS TV series (which
became Robotech here in the U.S.). Please feel free to use, copy, and
distribute it as you see fit. All I ask is that you give proper credit to me
and do not claim that it is your own work. Comments and suggestions are
welcome.
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YF-21 PROTOTYPE VALKYRIE
(Version 1.5 - Last Updated: 10/13/96)
     RPG Stats by DAVE DEITRICH (deitrich@mcs.com)
     Background info provided by the MACROSS ONLINE COMPENDIUM
BACKGROUND
The YF-21 Prototype Valkyrie was designed and built in 2039 by       [Image]
General Galaxy for the Project Super Nova design contest, sponsored
by the UN Spacy to develop the next generation advanced variable fighter
(AVF) that would replace the aging VF-11 Thunderbolt Valkyrie as the main
variable fighter for UN Spacy military forces. The YF-21 was one of two
designs selected for the final competition at the New Edwards Flight Center
on planet Eden; the other design being the YF-19 AVF designed by Yan Newmann
of Shinsei Industries.
Unlike the more traditionally designed YF-19, the YF-21 is literally a
showcase of leading-edge combat technology. Many of the new systems included
in the fighter are advanced prototypes, giving the YF-21 a definite edge in
terms of technology. The valkyrie also includes a large percentage of
Zentraedi overtechnology, including a revised version of the inertia vector
control system used in the Quimeliquola Quaedlunn-Rau (Female Combat Armor)
battlesuit. The alien technology gives the YF-21 a strong resemblance
Zentraedi battlesuits in soldier mode. The new valkyrie also includes many
cutting-edge human technology systems, including a revolutionary new active
stealth system that can absorb radar and other sensor waves, rendering the
fighter invisible to most common sensor systems.
However, the most advanced systems in the YF-21 AVF are the Brainwave
Control System (BCS) and Brain Direct Imaging (BDI) system. The BCS allows
the pilot to control all functions of the aircraft literally with his
thoughts, while the BDI feeds sensor data directly into the pilot's mind,
providing far quicker and more vivid detail than traditional HMD
(head-mounted display) or HUD (heads-up display) systems are capable of.
When used together, these two systems allow the pilot to sense and react to
situations with the speed of thought while flying the YF-21. The new systems
require some time to get accustomed to, however, and only certain
disciplined pilots are able to use them to their full potential. In
addition, these systems have occasionally exhibited feedback and control
problems with some pilots, including chief test pilot Guld Boa Bowman
(apparently due to his Zentraedi/Human lineage).YF21fighter.gif (24096 bytes)
Two prototypes of the YF-21 were constructed, with the first one having a
conventional flight control system and the second one equipped with the BCS
and BDI systems. YF-21 Prototype No. 2 and its pilot, Chief Bowman, were
invited to the New Edwards Flight Center on planet Eden for final testing.
At first, the YF-21 (codenamed "Omega One") performed flawlessly, but then
began to develop problems due to incompatibilities between Chief Bowmann and
the BCS/BDI systems. Later, during a mock duel between the YF-19 and YF-21,
the YF-21's right arm was torn off and the YF-19 was severely damaged by a
discharge from its own GU-15 gun pod. This disaster discouraged the UN Spacy
high command, which then decided to halt Project Super Nova and use the
newly-developed Ghost X-9 Unmanned Fighter as its replacement for the VF-11.
Unsatisfied by the program's cancellation, Lt. Isamu Dyson and Yan Newmann
stole the YF-19 and its fold booster and made an unauthorized fold from Eden
to Earth. Chief Bowmann was ordered to pursue in the YF-21, which at the
time was the only aircraft capable of keeping up with the hijacked YF-19.
The two prototypes engaged in a final combat during the Macross 30th
Anniversary Celebration on Earth, but their grudge match was interrupted
when the newly-awakened AI system for popular rock star Sharon Apple took
control of Earth's computer systems and enslaved the entire populace via
holographic hypnosis. Lt. Dyson and Chief Bowman put aside their differences
and banded together to stop Sharon, and the YF-21 engaged the prototype
Ghost X-9 in combat while the YF-19 confronted the AI at the SDF Macross. In
order to stop the Ghost and give Dyson more time, Bowman rammed the X-9 with
the YF-21, which stopped the renegade prototype at the cost of his own life.
Because of this sacrifice Lt. Dyson in the YF-19 was able to succeed in
destroying the Sharon Apple AI at the SDF Macross.
After the smoke from the Sharon Apple incident cleared the YF-19 was
declared the winner of Project Super Nova, and was put into production with
the intention of replacing the VF-11 Thunderbolt. The loss of the YF-21 did
not discourage General Galaxy, however, and two years later the company
released the VF-22 Sturmvogel, a combat aircraft based on the YF-21
prototype. Although the VF-22 did not include the controversial BDI and BCS
control systems of the second YF-21 prototype, it proved to be an extremely
able aircraft and was purchased by the UN Spacy on a limited basis as a
special attack aircraft.
YF21gerwalk.gif (43845 bytes)
RPG STATS
Vehicle Type:
     YF-21 No. 1 (Initial Prototype; used conventional Valkyrie flight
     control systems)
     YF-21 No. 2 (Second Prototype; included BCS and BDI control systems.
     Was accepted for Project Super Nova contest, callsign "Omega One")
Class: Advanced Variable Fighter (Prototype)
Manufacturer: General Galaxy
Crew: One pilot wearing Tactical Life Support System.
MDC BY LOCATION:
    Head Pulse Laser                                         30
(1) Head                                                    120
    Hands (2)                                                50 each
    Arms (2)                                                125 each
    Shoulders (2)                                           100 each
    Legs & Thrusters (2)                                    175 each
(2) Main Body                                               375
    Main Wings (2)                                          175 each
    Tails/Arm Shields (2)                                    75 each
    Stealth Gun Pods (2)                                    120 each
(3) Pinpoint Barrier Shield                                 100
    Reinforced Pilot Compartment/Escape Pod                 150
(4) External Fold Generator (1, optional)                   100 each
(5) FAST Arm-mounted Augmentation Packs (2, optional)        60 each
    FAST Hull-mounted Augmentation Packs (2, optional)      100 each
NOTES:
  1. Destroying the head of the YF-21 will knock out the mecha's main sensor
     systems, including all of the optics systems (infrared, nightvision,
     thermal). Backup sensor systems will provide standard vision for the
     pilot using the BDI system. 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 YF-21's main computer.
  3. The pinpoint barrier shield regenerates at a rate of 50 MDC per round.
     Even if completely destroyed the shield will regenerate to full
     strength within 2 melee rounds. The shield is usually generated on the
     right or left arm of the YF-21.
  4. The External Fold Generator will become non-functional after taking
     only 25 points of damage. However, the unit can still be repaired. If
     the generator takes a full 100 points of damage, it is destroyed beyond
     any hope of repair.
  5. When mounted, the FAST Augmentation Packs cover most of the arms of the
     YF-21. Any damage to the arms of the mecha are applied to the
     augmentation packs FIRST, and then to the arms once the packs are
     destroyed.
SPEEDS:
RUNNING, SOLDIER CONFIGURATION:
     120 mph (192 kmph)
LEAPING, SOLDIER CONFIGURATION:
     50 ft (15 m) high or 70 ft (21 m) long without thrusters.
FLYING, GERWALK/SOLDIER CONFIGURATION:
     Mach One (670 mph/1072 kmph) maximum speed limit in an Earth-like
     atmosphere. Can also hover in place indefinitely.
FLYING, FIGHTER CONFIGURATION:
     Mach 3.5+ (2345 mph/3572 kmph) max speed at 10,000 meters or less above
     sea level. Mach 5.06+ (3390 mph/5085 kmph) max speed at 10,000-30,000
     meters above sea level. Mach 25+ (16,750 mph/25,515 kmph) max speed at
     30,000+ meters above sea level, for a maximum of 5 seconds. Cruising
     speed is usually Mach 5-6. The YF-21 can vary the configuration of its
     wings and control surfaces to provide greater speed or control as the
     situation requires. The YF-21 is capable of achieving orbit over an
     Earth-class planet without additional rocket assistance. Maximum rate
     of ascent is 61,500 meters/minute. G limits are +32.5 to -17.2 Earth
     gravities.
MAX ENGINE THRUST:
     41,200 kg x2 in an atmosphere, 65,200 kg x2 in space. The maximum
     thrust is automatically limited in an atmosphere due to coolant
     problems with the optional air intake systems for the engines.
                                  YF21soldier.gif (42757 bytes)
STATISTICAL DATA:
HEIGHT:
     48.70 ft (15.22 m) in soldier configuration.
     25.98 ft (8.12 m) in gerwalk configuration.
     12.93 ft (4.04 m) in fighter configuration.
WIDTH:
     22.12 ft (6.91 m) at shoulders in soldier configuration.
     49.15 ft (15.36 m) in gerwalk or fighter configuration with wings at
     maximum extension.
LENGTH:
     13.54 ft (4.23 m) in soldier configuration.
     45.15 ft (14.11 m) in gerwalk configuration.
     62.78 ft (19.62 m) in fighter configuration.
WEIGHT:
     9550 kg empty. Maximum takeoff weight in an atmosphere is 39,207 kg,
     and maximum weight in space with optional fold booster is 48,305 kg
     (weights beyond that exceed theoretical safe limit for fold booster).
PHYSICAL STRENGTH:
     Equal to a P.S. of 60
CARGO:
     Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
     Two 65,200 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce FF-2450B
     thermonuclear turbine engines, designed for dual atmosphere/space use
     with optional concealed trapezoidal air intakes for use in an
     Earth-type atmosphere. Two 3-dimensional independentent
     convergent/divergent exhaust are equipped on the FF-2450B for greater
     maneuverability and V/STOL performance. In addition, several Pratt &
     Whitney HMM-6J high-maneuverability vernier thrusters are mounted on
     the wingtips, vertical stabilizers, nose, and other key locations for
     added performance. Additional thruster options include an external fold
     generator developed for use with Project Super Nova.
WEAPON SYSTEMS:
  1. ERLIKON AAB-7.5 AIR-TO-AIR LASER GUN: The YF-21 mounts a single 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 forward 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: 1D6 M.D.
        o RATE OF FIRE: The laser can be fired up to 4 times per round. In
          addition, the laser can be fired in a continuous beam for cutting
          purposes. When used this way, the weapon does 1D6x10 M.D. per
          round, but cannot be used against moving targets.
        o PAYLOAD: Effectively Unlimited.
  2. MAULER REB-22 LASER GUNS: Two semi-fixed laser gun clusters are mounted
     on the YF-21. In fighter mode, these laser clusters are mounted
     rearward underneath the tail stabilizers, and in gerwalk/soldier mode
     they are located in the lower arms of the mecha. In fighter mode the
     lasers can only be aimed along the rear arc of the aircraft (max angle
     is about 30 degrees in any direction from behind the mecha) but in
     gerwalk/soldier they can be aimed in any direction by moving the
     mecha's arms.
        o PRIMARY PURPOSE: Anti-mecha
        o SECONDARY PURPOSE: Anti-aircraft
        o RANGE: 4000 feet (1200 m)
        o DAMAGE: 1D4x10 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.
  3. BIFORS BML-02S ALL-ENVIRONMENT RAPID-FIRE MICRO-MISSILE CLUSTERS: The
     YF-21 is armed with four internal BML-02S missile launchers that were
     built exclusively for the mecha design. The launchers are mounted in
     the forward dorsal section of the craft and have exit ports on the
     wings to either side of the engine nacelles. Any type of SRM missile
     can be used by the launchers, including the high-maneuverability
     missiles recently developed by the UN Spacy (see YF-19 stats for
     details). Armor-piercing SRMs are standard issue, however.
        o PRIMARY PURPOSE: Assault
        o MISSILE TYPES: Any type of UN Spacy Short Range Missile, including
          the new Short Range High Maneuverability (SRHM) missiles.
        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 1-4 missiles up to four times per round.
          If necessary, the YF-21 can expend its entire complement of
          missiles in a single round.
        o PAYLOAD: 4 missiles per launcher; 16 total.
  4. HOWARD/GENERAL DYNAMICS GV-17L GUN PODS: For a main external    Gv17l.gif (10425 bytes)
     weapon, the YF-21 contains TWO new stealth gatling gun pods
     produced by Howard Industries and General Dynamics. These gun pods are
     exclusively designed for the YF-21 and are mounted in specially
     designed storage bays located on the underside of the craft in fighter
     mode, similar to the gatling gun used by the VF-17 Nightmare. In
     Gerwalk or Soldier modes the gun pods can be ejected from their bays
     and used by one or both of the YF-21's hands. The gun pods can fire in
     any mode; they fire out of a special concealed port when stored away in
     Fighter mode.
     Like the original GU-11 gun pod used by the VF-1 Valkyries, the GV-17L
     gun pods do NOT use clips of ammo, but instead have a large internal
     supply of ammo stored in the barrel of the pod. This allows the GV-17L
     to contain a larger supply of ammo and bypasses the need to reload
     while in the field. Once exhausted, the gun pods can only be reloaded
     by trained technicians at a supply base.
        o PRIMARY PURPOSE: Assault
        o SECONDARY PURPOSE: Anti-mecha
        o RANGE: 4000 feet (1200 m)
        o DAMAGE: Does 4D6 M.D. for a short burst, 1D6x10 M.D. for a long
          burst, or 2D6x10 M.D. for a full melee burst.
        o RATE OF FIRE: Equal to the number of combined attacks of the
          pilot.
        o PAYLOAD: 800 rounds, equal to 80 short bursts, 40 long bursts, or
          20 full melee bursts. Once depleted, the gun must be reloaded by a
          service technician at a UN Spacy base or starship.
  5. WING HARD POINTS: The YF-21 has four fixed hard points (two per wing)
     which can be used to hold a variety of different ordinance payloads,
     including long, medium, or short range missiles, or even the new
     medium-range high-maneuverability (MRHM) missiles. One long range, one
     MRHM, 3 medium range, or 5 short range missiles can be mounted per
     hardpoint. Usually long range or MRHM missiles are used.
     NOTE: Due to the location of the hard points, ALL missiles must be
     fired or ejected before the YF-21 can convert into soldier mode. For
     this reason the missiles mounted on the hard points are usually fired
     within the first few passes of an attack.
        o MEDIUM RANGE HIGH MANEUVERABILITY MISSILES
             + Primary Purpose: Anti-Mecha
             + Secondary Purpose: Surgical Strikes
             + Mega-Damage: 2D6x10 M.D.
             + Rate of Fire: One per hardpoint.
             + Range: 80 miles.
             + Payload: One per hardpoint; 4 maximum.
        o LONG RANGE MISSILES
             + Primary Purpose: Heavy Assault
             + Secondary Purpose: Anti-Spacecraft
             + Missile Types: Any type of standard UN Spacy Long Range
               Missile can be used.
             + Range: Varies with missile type.
             + Damage: Varies with missile type.
             + Rate of Fire: One or two.
             + Payload: One per hardpoint; 4 maximum.
        o MEDIUM RANGE MISSILES
             + Primary Purpose: Assault
             + Secondary Purpose: Anti-Mecha
             + Missile Types: Any type of standard UN Spacy Medium Range
               Missile can be used.
             + Range: Varies with missile type.
             + Damage: Varies with missile type.
             + Rate of Fire: 1-3 missiles per hardpoint.
             + Payload: Three per hardpoint; up to 12 maximum.
        o SHORT RANGE MISSILES
             + Primary Purpose: Assault
             + Secondary Purpose: Anti-Mecha
             + Missile Types: Any type of standard UN Spacy Short Range
               Missile can be used.
             + Range: Varies with missile type.
             + Damage: Varies with missile type.
             + Rate of Fire: 1-5 missiles per hardpoint.
             + Payload: Five per hardpoint; up to 20 maximum.
  6. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: The YF-21 is equipped with a
     new mecha-scale pinpoint barrier system for defense. The system can
     generate a single pinpoint barrier that can be moved anywhere on the
     mecha and used as a shield against incoming attacks. The barrier
     provides 100 MDC of protection, and regenerates at a rate of 50 MDC per
     round when damaged. Even if destroyed by combined attacks, the shield
     will regenerate itself within 2 rounds. In order to use the shield, the
     pilot must make a successful parry roll to intercept an incoming
     attack. Due to the tremendous power requirements of the system, the
     head and wing lasers on the YF-19 cannot be used while the barrier is
     in operation.
        o Primary Purpose: Defense
        o Protection: 100 MDC total
        o Regeneration Rate: 50 MDC per round.
        o Size: The barrier can be up to 10 ft (3 m) in diameter.
        o Duration: Unlimited.
  7. FAST PACK MICRO-MISSILES: As an optional weapon system, the     VF22missles.gif (42128 bytes)
     YF-21 can be equipped with two external missile launcher packs,
     which are located on the lower hull of the mecha in fighter and gerwalk
     modes, and on the fins behind the legs in soldier mode. Each pack
     contains an additional 12 SRM missiles which can be fired in volleys of
     3 missiles each. The fast packs do NOT contain any thrusters, and
     mounting them on the YF-21 reduces the overall speed of the craft by
     10%. The FAST pack launchers can be ejected from the fighter when
     depleted. Any type of SRM except the BMM-24 micro-missiles can be used.
        o Primary Purpose: Anti-Mecha
        o Secondary Purpose: Assault
        o Missile Types: Any type of standard UN Spacy Short Range Missile
          can be used.
        o Range: Varies with missile type.
        o Damage: Varies with missile type.
        o Rate of Fire: Individually or volleys of up to 6 missiles (three
          per launcher).
        o Payload: 12 missiles per launcher; 24 max.
  8. HAND TO HAND COMBAT: If necessary, the YF-21 can engage in     [Image]
     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:YF21punch.gif (55208 bytes)
        o Restrained Punch: 1D6 M.D.
        o Full Strength Punch: 3D6 M.D.
        o "Booster" Punch: 4D6 M.D. (counts as two attacks)
        o Tear or Pry with Hands: 2D4 M.D.
        o Kick: 2D4 M.D.
        o Leap Kick: 3D6 M.D.
        o Body Flip/Throw: 1D6 M.D.
        o Body Block/Tackle: 2D6 M.D.
        o Stomp: 2D6 M.D. (only effective against small objects)
STANDARD EQUIPMENT FOR THE YF-21:
   * ACTIVE STEALTH SYSTEM: The YF-21 is equipped with a revolutionary
     stealth system that when activated renders the craft almost invisible
     to standard sensors such as radar. Unlike passive stealth systems like
     those used by the VF-17 Nightmare or the old USAF F-117, the YF-21's
     stealth system is an ACTIVE stealth system that actually bends radar
     waves around the mecha rather than reflecting them. When activated,
     this system gives the YF-21 a +3 on initiative and a +1 to strike at
     all times.
     NOTE: Since the YF-21's stealth capability is a system and not a
     feature of the design, it can be damaged or destroyed. Once the mecha
     has lost half of its main body MDC, there is a 50% chance that the
     stealth system will fail every time the main body of the craft is hit.
     Once the stealth system has failed, it will not work again until
     repaired at a UN Spacy base.
   * AUTO-PILOT: The YF-21 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.
   * BRAIN CONTROL SYSTEM (BCS): This revolutionary and experimental system
     is one of the most unique abilities of the YF-21. The BCS system allows
     a disciplined pilot to link his mind with the onboard computer of the
     mecha, and issue control commands to it at the speed of thought. This
     allows the YF-21 to move with human-like reflexes and respond with
     human- like speed. Feedback for the system is transmitted back to the
     pilot using the brain-direct imaging (BDI) system (see below),
     providing an interactive control loop that literally makes the mecha a
     part of the pilot.
     The disadvantage of the system is that it requires a fair amount of
     concentration to use. If the pilot of the YF-21 is suddenly startled or
     disturbed, he may lose control of the mecha and be unable to regain it
     until he calms himself down. It requires a fairly dramatic event to
     startle the pilot sufficiently, such as being physically wounded,
     seeing a comrade killed in front of him, or (in Chief Bowman's case)
     being suddenly confronted with a despised enemy and suffering a
     flashback. If startled, the pilot must roll under his M.E. attribute on
     a 1D20 to keep control of the plane. If he fails, the BCS fails and the
     YF-21 will freeze. In order to regain control of the BCS, the pilot
     must calm himself sufficiently, which requires another successful roll
     under his M.E. attribute. NOTE: the GM may impose penalties to the
     above rolls if the pilot is going through a VERY traumatic experience
     while flying the YF-21.
     Another disadvantage of the BCS is that when uncalibrated to a specific
     user, the system has a tendency to pick up stray thoughts from the
     pilot and act upon them without his permission. A particularly nasty
     example of this happened during the Project Super Nova tests when Chief
     Bowman imagined slamming Pilot Isamu Dyson's VF-11 into the ground, and
     the BCS picked up and acted on that idle thought. When properly
     calibrated there is no danger of this occuring, but when an
     uncalibrated system is being used by a pilot during game play, the GM
     should roll against the player's M.E. whenever the player makes an idle
     remark about what he would like to do with the YF-21 (even if he was
     just mentioning it in jest). If the GM rolls above the player's M.E.,
     the YF-21 will do EXACTLY what the player mentioned, regardless of the
     consequences.
     The cockpit of the YF-21 is equipped with a backup set of standard
     aircraft controls in case the pilot looses control of the BCS and
     cannot re-establish contact. Initial versions of the BCS were
     calibrated specifically for human brain waves, which led to problems
     when the system was used by non-human pilots such as Chief Bowmann.
     Zentraedi or other alien pilots using a non- calibrated BCS system
     receive a +5 penalty to their rolls to keep control of the system.
   * BRAIN DIRECT IMAGING (BDI) SYSTEM: This prototype system, along with
     the BCS, allows the pilot of the YF-21 to essentially control the mecha
     with his thoughts. The BDI system is extremely important to thought
     control, as it provides the pilot with visual and tactile feedback from
     the mecha, including things such as balance and force feedback. The BDI
     essentially makes HUD (heads-up display) and HMD (head mounted display)
     technology obsolete since instead of overlaying a display with
     computer- generated graphics the pilot can recieve direct sensory input
     with computer analysis and highlights directly into his brain. In game
     terms, this provides the pilot of the YF-21 with a +20% bonus to any
     skill rolls made to control the mecha, a +2 bonus to dodge and a +1
     bonus to strike.
     The BDI system does have a drawback, however. Human (and Zentraedi)
     brains were not designed to accept this type of intense input, and use
     of the BDI system can lead to stress, fatigue, and headaches. Frequent
     use of the BDI can even lead to stress-induced tramua-like symptoms
     manestifying themselves such as sleeplessness, frequent migraines,
     shaky hands, cold sweats, and short tempers/emotional problems. After
     each week of frequent use of the BDI system, the pilot must roll under
     his P.E. stat or the character will begin to exhibit one of the above
     symptoms (GMs choice). The base medical officer can prescribe drugs to
     surpress the symptoms, but the only way for the pilot to be cured is to
     stop using the BDI system. It is not known what long-term use of the
     BDI system without breaks will do to a pilot.
     NOTE: Although the cockpit of the YF-21 does NOT contain any windows
     except a top-mounted radome (the BDI makes windows unnecessary,
     theoretically), a backup display monitor is included for the pilot in
     the event of BDI system failure. This monitor, while acceptable as an
     emergency backup, is not well designed for a combat fighter, and being
     forced to rely solely on it imposes a -3 penalty to hit and dodge rolls
     by the pilot.
   * COMBAT COMPUTER: The YF-21 is equipped with a combat computer that can
     store and analyze data during combat with hostile forces. Data
     collected by the combat computer can be viewed by the pilot either on
     standard HUD displays mounted on the cockpit viewports, or using the
     new BDI system (see above). This 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 YF-21 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 head 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 escape pod of the YF-21 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: WIDE-SPECTRUM SENSORS: Range: 2000 feet (610 m). This new
     active/passive optical system is able to view and project light from
     any portion of the visible and invisible spectrum, from infrared to
     ultraviolet and everything in between. Among other things, this system
     allows the pilot to see in the dark or through smoke using infrared,
     through water or fog using ultraviolet, and even detect heat emissions
     from concealed targets. The sensors can use either an active or passive
     scanning mode. In active mode, the YF-21 actually projects a beam of
     light (visible or invisible) and views the reflection off objects. In
     passive mode, the sensors simply receive data without emitting light.
     Active mode provides more detailed pictures, but passive mode reduces
     the risk of detection by IR or UV sensors. The system provides the
     pilot with a bonus of +10% when tracking or trying to detect an ambush.
     Results of the scans can be viewed either on HUD displays or using the
     BDI system.
   * 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 YF-21'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 YF-21'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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COMBAT BONUSES FOR YF-21 FIGHTER TRAINING:
     NOTE: Due to the prototype nature of the YF-21, it is highly
     recommended that no player be allowed to start the game with YF-21
     BDI/BCS combat training (unless the GM is running a very unusual
     campaign). Untrained pilots should get bonuses equal to Basic
     Valkyrie Combat Training when piloting the YF-21, and military
     pilots with no prior YF-21 experience should get full bonuses from
     Advanced VF-11 Valkyrie Combat Training. However, this only
     applies to players trying to fly the YF-21 with conventional
     controls; characters trying to fly a YF-21 using the BDI/BCS
     systems for the first time only get Basic Valkyrie Combat Training
     bonuses regardless of their experience! The BDI/BCS systems take
     immense amounts of training and discipline to be used at maximum
     efficiency.
     The below bonuses only apply to trained characters piloting a
     YF-21 using the BDI/BCS systems. Players should only be allowed to
     get this training when their characters have accumulated enough
     experience to acquire new skills. Pilots trained on non-BDI/BCS
     versions of the YF-21 should use the bonuses for VF-22 Sturmvogel
     combat training.
ADVANCED YF-21 BDI/BCS VALKYRIE COMBAT TRAINING
   * Advanced training for pilots specializing in the YF-21 and trained to
     take full advantage of the Brain Control System and Brain Direct
     Imaging systems of the prototype.
   * 4 attacks per melee (plus those of the pilot).
   * Add one additional action/attack at levels two, five, seven, and ten.
   * +3 on initiative. (+5 when using Active Stealth System)
   * +4 to strike
   * +4 to parry
   * +4 to dodge in solder mode, +6 in gerwalk, +8 in jet mode.
   * +3 to roll with a punch or fall with an impact, reducing damage by
     half.
   * +4 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 - 2D4 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: General Galaxy YF-21 Reference
     Entry"
   * Macross Plus episodes 1-4
   * This is Animation Special: Macross Plus
   * This is Animation The Select: Macross Plus Movie Edition
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