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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.6 2016.03.06

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

Missiles Resource

Table Of Contents
FCS and Era
Guidance Sensor Types
Hardpoints and Combat Modifiers
Munitions Load per Hardpoint
Glossary
Missiles (leftovers, refer to FCS for details)

FCS (Fire Control System) and Era

FCS is the weapon control system that automatically takes aim, after target acquisition with the sensors, and calculates the optimal firing solution (VF-0, VF-1). The FCS provides for the operation, control, release, fire, and jettison of the various armaments and stores carried by the aircraft, while working with the aircraft's avionics and other systems. The FCS also utilizes a pointing system built into the helmet, that takes aim by following the pilot's eyes, and is adopted for shooting the gun pod and laser machinegun (VF-0, VF-25).

The FCS analyzes data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display (the transparent panels above the main display), and/or the hexagonal three-panel screen in the center of the console, which can also be used to display video images. The FCS is located behind the nosecone radar (VF-1, VF-19, VF-25) in Fighter, and in the chest in Battroid (VF-1).

Aircraft can only use the armaments that are programmed into their FCS - effectively turning even 'smart' weapons into 'dumb bombs' when they are mounted on an incompatible FCS equipped aircraft. The FCS can be reprogrammed, but it generally takes weeks to months of programming to enable a new weapon to fully integrate into the FCS. With large organizations, such as the Unified Forces, the time it takes may be even longer due to red tape (the exception being during a major conflict. E.g.: the rapid introduction of MDE weapons during the Anti-Vajra War.

In general, an FCS...

DimensionEater (11K) The FCS can be operated in various modes, pending the mission and current situation of the vehicle, such as:

FCS and Option Parts: Armour Packs and Super Parts (FAST Packs, Super Packs, etc).
The FCS is also preprogrammed to be compatible with the option parts specifically developed for the vehicle. As with munitions, it is possible to mount other option parts, but they may not even have partial functionality!4

1 E.g.: the VF-11C Thunder Bolt Interceptor in Macross the Ride has had its FCS updated from a standard VF-11's (FCS 30) to the next generation (FCS 40 or 50), allowing it to use the micro-missile pods and high-manueverability missiles developed for the AVF project)
2 GM's option on what, if any, negative effects there are.
3 reprogramming - only applicable to the aircraft. Different aircraft with the same FCS also require extensive reprogramming - although it can be done in half the time.
4 E.g.: the VF-1J's FCS is specifically programmed to be compatible with the GBP-1S Armour Pack. Other VF-1, such as the A and S types, can also mount the GBP-1S, but they are -3 strike if their FCS hasn't been updated.


Guidance Sensor Types

Different sensor types used during different phases of the missile attack. Different countermeasures are used to defeat some sensor types. Passive sensor types cannot be defeated by countermeasures, but may be defeated when the attacking vehicle tracks and locks-on.

Fire-and-forget: a type of missile which does not require further guidance after launch such as illumination of the target or wire guidance (TOW), and can hit its target without the launcher being in line-of-sight of the target. This is an important property for a guided weapon to have, since a person or vehicle that lingers near the target to guide the missile (using, for instance, a laser designator) is vulnerable to attack and unable to carry out other tasks. Fire-and-forget missiles can be jammed by electro-optical dazzlers.
Generally, information about the target is programmed into the missile just prior to launch. This can include coordinates, radar measurements (including velocity), or an IR image of the target. After it is fired, the missile guides itself by some combination of gyroscopes and accelerometers, GPS, organic RADAR, and infrared optics. Some systems offer the option of either continued input from the launch platform or fire-and-forget.


Guidelines

In the anime, missiles never hit in the same attack, and we see our heroes taking multiple actions before the missiles hit. For example, in Macross Zero Eps.1: Roy has time to 1. release flares, 2. transform from jet to battroid, 3. target and shoot the incoming missiles with the head laser AND gun pod, and 5. dodge incoming fire from the attacking SV-51. If we combine actions, include auto-dodges, and presume that Roy lost initiative, he still took 2 or more actions before the missiles were close enough for their proximity fuses to go off! Therefore:
  1. missiles takes at least one (1) action to travel the distance from launcher to target. This is regardless of how close the combatants are. The prime reason is the missile's rate of acceleration. Sure, they accelerate faster then a jet, but they are no where close to the near instantaneous acceleration of bullets and beam weapons.
  2. the time it takes for missiles to hit can be increased, if the target takes action to bravely run away from the missiles. A note of caution with this: facing is directly proportional to the time a missile takes to hit. For example, in a dogfight, the chasing plane's missiles will take longer to hit the plane being chased due to the direction of travel. In a head to head encounter, the missiles are going to take even less time to hit due to the even greater speeds - this is also the one situation where missiles will hit the same action that they are launched.
    if the missile is a larger, "smart" missile, then it will turn around and try and catch up and hit its target. However, the chance that a "smart" missiles can reacquire it's target is extremely remote. (At speed differentials equal or lesser than mach 1: 5% per action per missile's remaining flying time (roll each action), with the total increases by 5% per action. Ie: action 1: 5%, action 2: 10%. At speed differentials between mach 1 and 5, reduce the 5% to 1%. Impossible at speed differentials greater than mach 5.)
  3. ALL missiles in Macross have multiple attacks per melee, no matter the size. The differences are the targeting computer and the overall range of the missile.
  4. only "smart" missiles can dodge. Regular missiles, even with multiples of actions, can only use their actions for attacks.
  5. ALL missiles fly at speeds faster then Mach 1. Missiles tend to fly faster than the speed indicated. Consider the indicated speed the missiles base speed, and add it to the speed of the vehicle that it is launched from. Missiles will achieve the speed about an action after being launched.
  6. unless if a VF is already flying at speeds at or above Mach 1, the chance of accelerating to a speed where missiles can be outrun is rare (if fired upon from the rear quarter). In general, the attacking missiles will have at least 2 chances of hitting the accelerating vehicle before the accelerating vehicle has too great a speed for missile.


VF1HMM1missile (6K)

Hardpoints and Modifiers

The following details the hardpoints on the wings only. Dorsal, ventral, FAST/Super pack and gun pod hardpoints are described in the stats that they are applicable to.
  1. the weight and shape balance between the hardpoints is important. If unbalanced, the VF's performance may be reduced. In game terms, this is an optional -1 to dodge/parry per missile/equipment that's unbalanced. This includes single medium or larger sized munitions loads, but doesn't include partially expended munitions of the same type (Ie 1 AMM-1 on one side, and 2 or three AMM-1 on the other side).
  2. ALL VFs have four (4) or six (6) pivoting hard points (two (2) or three (3) per wing.) For ease of reference: A, B and C, D; or A, B, C and D, E, F.
  3. All hardpoints carrying the same munitions can be fire-linked.


Munitions Load per Hardpoint:

Standard four hardpoint VF loads have hardpoints A & D and B & C with matching loadouts. The outbound A & D hardpoints can mount two of the larger sized munitions (ie: RMS-1).

Standard six hardpoint VF loads have hardpoints A & F, B & E, and C & D with matching loadouts.


Glossary


Short Range Missiles

Short Range Missiles are intended as anti-mecha armaments for use in close-range engagements and fighter combat. These are usually little more then a heat seeking warhead, rocket motor, and 4 venier jets in the nose. They are usually fired in swarms. They are usually fired only within visual range and usually run out of fuel if their first strike attempt fails.
Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Howard 200 mm Anti-Armour Rocket 1D12x10+10 3,000 kmph 10 km 2 m 5 Anti-armour high-initial velocity rockets for the VF-25 Armour Pack. Must hit to damage aircraft. Automatic critical hit against armour. +3 strike.
Anti-Aircraft 2D6x10 2,500 kmph 8 km 6 m 5 Proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets. +3 strike.
Anti-Aircraft Mk II (after 2035) 2D8x10 2,750 kmph 10 km 9 m 5 Proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets. +3 strike.
Anti-Armour 2D8x10+10 2,500 kmph 5 km 1 m 5 Must hit to damage aircraft. Automatic critical hit against armour. +3 strike.
Anti-Armour Mk II (after 2035) 2D10x10+10 2,750 kmph 8 km 1.5 m 5 Must hit to damage aircraft. Automatic critical hit against armour. +3 strike.
Plasma/Napalm 2D4x10+15 2,000 kmph 5 km 4.5 m 5 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. Ineffective outside of an atmosphere. +2 strike.
Plasma/Napalm Mk II (after 2035) 2D6x10+15 2,250 kmph 8 km 7 m 5 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. +2 strike.
Multi-Purpose 2D4x10 2,000 kmph 5 km 3 m 5 Balanced but not particularly effective against anything. +2 strike.
Multi-Purpose Mk II (after 2035) 2D6x10 2,250 kmph 7 km 3.5 m 5 Balanced but not particularly effective against anything. +2 strike.

Medium Range Missiles

Medium Range Missiles are intended for medium to long-range engagements between fighters and small ships. These missiles are usually mounted externally on hardpoints, and sometimes in groups of up to 3 missiles. They are usually launched in the initial moments of combat.
Warhead Mega-Damage Speed Maximum Range Blast Radius MDC Particulars
Anti-Aircraft Mk II (after 2035) 3D8x10 2,500 kmph 50 km 15 m 10 Proximity fuse detonates. Defeats target via fragmentation. 1/2 damage vs. armoured targets. 2 attacks, +2 to strike.
Anti-Armour Mk II (after 2035) 2D10x10+40 2,500 kmph 25 km 5 m 10 Must hit to damage aircraft. Automatic critical hit against armour. 2 attacks, +2 to strike.
Multi-Purpose Mk II (after 2035) 2D10x10+10 2,250 kmph 30 km 9 m 10 Balanced but not particularly effective against anything. 2 attacks, +2 to strike.
Plasma/Napalm Mk II (after 2035) 3D8x10+15 2,250 kmph 25 km 17.5 m 10 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +15 damage only for initial impact. Ineffective outside of an atmosphere. 2 attacks, +2 to strike.

REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • The above is based, in part off of the UNSDB Missile Stats.

  • © Aaron Sketchley
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