yvf_29_barrier.gif (34303 bytes)
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The following material is an adaptation of mecha from MACROSS 7, a sequel 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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VF-22 STURMVOGEL VALKYRIE STATS (from MACROSS 7)
(Version 1.1 - Last Updated: 09/17/96)
     RPG Stats by DAVE DEITRICH (deitrich@mcs.com)
     Background info provided by the MACROSS ONLINE COMPENDIUM
BACKGROUND                                                           VF22soldier.gif (43500 bytes)
Although the YF-21 Protoype Valkyrie was rejected by the UN Spacy in favor
of Shinsei Industry's VF-19 Excalibur as a replacement for the aging VF-11
Thunderbolt, the engineers at General Galaxy refused to let the advanced
fighter design die. They re-evaluated and reworked the prototype, removing
systems that did not perform well during the Project Super Nova trials and
adding new weapon systems and other improvements. After initial testing, the
new YF-22 prototype was presented to the UN Spacy review board, and
eventually was approved in December of 2042 for purchase as a special
operations fighter. Renamed the VF-22S Sturmvogel Stealth Valkyrie, the
fighter entered service for the UN Spacy in 2043.
The VF-22 still closely resembles the YF-21 prototype from Project Super
Nova, mostly due to the fact that the revised version of the inertia vector
control system used in the Quimeliquola Quaedlunn-Rau (Female Combat Armor)
battlesuit was preserved in the Sturmvogel. The Sturmvogel also preserved
the active stealth technology of the YF-21, but the Brainwave Control
Systems (BCS) and Brain Direct Imaging (BDI) systems were removed in favor
of a more conventional control system. The BCS and BDI had led to unforseen
health problems and other complications in YF-21 test pilots, and correcting
these problems while preserving the benefits of the systems proved almost
impossible. Instead the cockpit was redesigned to include a more complete
set of conventional controls, and pilot visibility was increased using a
traditional overhead spherical canopy equipped with HUD (heads-up display)
projectors and several additional visual screens. Finally, two concealed
bays for weapon payloads were added to the valkyrie, allowing it to carry
tactical payloads without sacrificing its stealth capabilities.
Highly valued for its combination of high speed, agility, fold capability
and stealth, the VF-22S Sturmvogel quickly became a popular craft with UN
Spacy Special Forces. Unfortunately the high cost of purchasing and
maintaining the aircraft limited its distribution, and most were assigned to
special forces units on an as-needed basis. During the latter days of the
Macross 7/Varuta War, the designs for the VF-22 were transmitted to the
Macross 7 Colonization Fleet and authorization was given to build two
fighters to supplement the Macross 7's forces. The first VF-22 was flown by
Captain Maximilian Jeinus himself during Operation Stargazer, and the second
VF-22 was piloted by his wife, Mayor Miliya Jeinus, in the final assault
against the Protodeviln homeworld. Both craft performed admirably during
these battles, and the design will probably be produced in greater numbers
in the future to help supplement the Macross 7's depleted Valkyrie forces.
yvf_29_fighter.JPG (36981 bytes)
RPG STATS
Vehicle Type:
     YF-21 (Prototype, Project Super Nova )
     VF-22S (Special Forces Version)
Class: Advanced Variable Fighter
Manufacturer: General Galaxy
Crew: One pilot wearing customized 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                                   400
    Main Wings (2)                              180 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
Yvf29.jpg (27051 bytes)
NOTES:
  1. Destroying the head of the VF-22 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 in soldier mode. 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 VF-22'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 Sturmvogel.
  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.
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 22+ (14,740 mph/22,455 kmph) max speed at
     30,000+ meters above sea level, for a maximum of 5 seconds. Cruising
     speed is usually Mach 5-6. The VF-22 can vary the configuration of its
     wings and control surfaces to provide greater speed or control as the
     situation requires. The Sturmvogel is capable of achieving orbit over
     an Earth-class planet without additional rocket assistance. Maximum
     rate of ascent is 61,900 meters/minute. G limits are +60.0 to -45.0
     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.
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:
     9340 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:
POWER PLANT:
     Two 65,200 kg Shinnakasu Industry/Pratt & Whitney/Rolls Royce  [Image]
     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 VF-22 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-22B LASER GUNS: Two semi-fixed laser gun clusters are
     mounted on the VF-22. 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. As an improvement over
     the YF-21, these lasers incorporate front and rear pointing barrels
     similar to those mounted in the arms of the VF-17 Nightmare, meaning
     that they can fire either to the front or the rear of the aircraft in
     any mode. In fighter mode the gun clusters are fixed, however, and can
     only traverse to a max angle of about 30 degrees from the front or
     rearward arc of the aircraft. However in gerwalk/soldier modes they can
     be aimed in any direction simply 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        VF22missles.gif (42128 bytes)
     CLUSTERS: The VF-22 is armed with eight internal BML-02S
     missile launchers that were built exclusively for the mecha design. The
     launchers are mounted in the forward dorsal and forward ventral
     sections of the craft and have exit ports on the top and bottom of the
     wings near 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. Note that the Sturmvogel has double
     the amount of missile launchers of the YF-21 prototype, due to a
     redistribution of internal components in the newer design.
        o PRIMARY PURPOSE: Assault
        o MISSILE TYPE: Any type of standard UN Spacy Short Range Missile
          can be used, including Short-Range High-Maneuverability 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 1-8 missiles up to four times per round.
          If necessary, the VF-22 can expend its entire complement of
          missiles in a single round.
        o PAYLOAD: 4 missiles per launcher; 32 total.
  4. HOWARD/GENERAL DYNAMICS GV-17L GUN PODS: For a main external   VF22gun.gif (38952 bytes)     weapon, the VF-22 contains TWO new stealth gatling gun pods
     produced by Howard Industries and General Dynamics. These gun pods are
     exclusively designed for the VF-22 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 VF-22's hands. The gun pods can fire in
     any mode; they fire out of a special concealed port when stored 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 VF-22 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, medium range, or MRHM missiles are used.
     NOTE: Due to the location of the hard points, ALL missiles must be
     fired or ejected before the VF-22 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.
             + Missile Type: Standard UN Spacy long-range missiles, usually
               proton, reflex heavy and reflex multi-warhead.
             + Mega-Damage: Varies with missile type.
             + Rate of Fire: One or two.
             + Range: Varies with missile type; 500 to 1800 miles.
             + 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.
             + Missile Type: Standard UN Spacy medium-range missiles,
               usually high explosive, armor piercing, or multi-warhead.
             + Mega-Damage: Varies with missile type.
             + Rate of Fire: 1-3 missiles per hardpoint.
             + Range: Varies with missile type; 50 to 80 miles.
             + 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. CONCEALED MISSILE BAYS: A new addition to the Sturmvogel, the   VF22fighter2.gif (27800 bytes)
     fighter now contains two concealed missile bays on the lower
     rear area of the fuselage which can hold missiles, bombs, or other
     tactical ordinace within the body of the VF-22. The advantage to this
     system is that while enclosed, the payloads can be fully concealed by
     the active stealth system of the Sturmvogel with no danger of
     detection. The bays are large enough to hold one long-range missile,
     two medium-range missiles, or equipment of approximately equal size can
     be held in each bay. During the Macross 7/Varuta war, the bays were
     used to carry "Planet Buster" Thermonuclear missiles for use against
     Protodeviln creatures (unfortunately due to the nature of the
     Protodeviln these missiles proved ineffective).
        o "PLANET BUSTER" THERMONUCLEAR MISSILES
             + Primary Purpose: Anti-Protodeviln
             + Secondary Purpose: Anti-Warship
             + Mega-Damage: 6D6x10 M.D. (Note: At the GM's option, this
               number may be increased to represent more realistic damage
               from a nuclear weapon)
             + Rate of Fire: One or two.
             + Range: 1500 miles.
             + Payload: One per missile bay; 2 maximum.
  7. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM: The VF-22 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.
  8. HAND TO HAND COMBAT: If necessary, the VF-22 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: 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 VF-22:
   * ACTIVE STEALTH SYSTEM: The VF-22 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 VF-22's
     stealth system is an ACTIVE stealth that actually bends radar waves
     around the mecha rather than reflecting them. When activated, this
     system gives the VF-22 a +3 on initiative and a +1 to strike at all
     times.
     NOTE: Since the VF-22'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 VF-22 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: The VF-22 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 included in the cockpit viewports or on cockpit
     video monitors, allowing 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-22 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 VF-22 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.
     and also adds a +10% bonus to pilots using a tracking skill.
   * PILOT FLIGHT SUIT AND HMD HELMET: The VF-22 comes with a        [Image]
     custom-designed flight suit for the pilot instead of the
     standard UN Spacy-issue design used by most Valkyries. This flight suit
     consists of an upper and lower g-suit that promotes circulation even
     during high-g turns, thus decreasing the possibility of pilot's
     blacking out in combat. The flight suit also comes with a specialized
     HMD helmet which can display computer graphics and overlays over what
     the pilot sees, providing additional information. Although the system
     is not a great substitute for the BCS and BDI systems in the original
     YF-21 prototype, it does provide the pilot with additional information
     and helps combat battlefield confusion. The one disadvantage of the
     flight suit is that it is customized for the VF-22 and is NOT usable in
     other aircraft.
   * 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-22'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-22's cockpit is pressurized, and
     also provides additional air feeds to the pilot's flight suit that
     provides him with pressurized breathing. The system is designed to work
     with the customized VF-22 flight suit (see above) and is not compatible
     with standard UN Spacy flight suits without special modifications.
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VF22cockpit.gif (118255 bytes)
COMBAT BONUSES FOR VF-22 FIGHTER TRAINING:
     NOTE: Due to the special forces nature of the Sturmvogel, VF-22
     Valkyrie Combat Training should not be available to characters as
     an initial skill selection. Instead, they should buy the skill
     when they gain enough experience to advance in rank and receive UN
     Spacy special forces combat training. Pilots flying the VF-22
     Sturmvogel without training only get bonuses from Basic Valkyrie
     Combat Training.
BASIC VALKYRIE COMBAT TRAINING
   * Basic training for non-pilot military personnel.
   * 2 attacks 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-22 VALKYRIE COMBAT TRAINING
   * Advanced training for special forces pilots specializing in the VF-22
     Sturmvogel.
   * 4 attacks per melee (plus those of the pilot).
   * Add one additional action/attack at levels two, five, seven, and ten.
   * +2 on initiative. (+4 when using Active Stealth System)
   * +3 to strike
   * +4 to parry
   * +3 to dodge in solder mode, +5 in gerwalk, +7 in jet mode.
   * +3 to roll with a punch or fall with an impact, reducing damage by
     half.
   * +3 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 VF-22 Sturmvogel
     Reference Entry"
   * Macross Plus episodes 1-4
   * Macross 7 TV episodes 41, 42, 46
   * Bandai B-Club Magazine Issue #119
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