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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 1.4 2016.03.06

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Missiles FCS 30's

Table Of Contents
Main Missiles Resource and FCS Description
Aircraft that Use this FCS
Micro-missiles
Light Missiles/Rockets
Medium Range Missiles
Anti-Ship Missiles
Bombs
Special (fuel tanks, ECM pods, etc.)

Aircraft That Use This FCS
This FCS was created for and deployed on aircraft created in and used during the later part of the 2030's. For more information on FCS, refer to the Missiles Resource.

Aircraft: SB-10 Starwing, Target Drone, Ghost X-9, QF-3000E Ghost
Variable Vehicles: VF-1X, VA-3, VB-6, VF-9, VF-11, VF-14, VF-17, YF-19, YF-21, Variable Guraaji

Micro-missiles
These are little more then a heat or infrared guided warhead, rocket motor, and vernier jets. They are always carried inside of some type of internal launcher or external container and fired in volleys. They are launched only within visual range and usually run out of fuel if their attack fails.

Name/Type MD & Radius Speed Range MDC Particulars
Bifors HMM-01 1D8x10+10 to 3.3 m Mach 1.34 5.5 km 1 All-purpose IR-guided. From the VF-1.
Missiles are roughly twice the size of the standard micro-missiles (only half as many can be loaded if it's not standard for the Valkyrie launcher)
Hughes HMM-18 1D8x10 to 3 m Mach 1.41 5.5 km 1 General purpose from the VF-11.
Hughes HMMM-Mk 6 1D12x10 to 1 m Mach 2.02 4.5 km 1 High-speed armor-penetrating micro-missile for the Full Armour VF-11. Must hit to damage aircraft. Automatic critical hit against armour.
Erlikon GH-32 Grenade Crusher 1D6x10+10 to 3 m Mach 1.57 4.95 km 1 All-purpose IR-guided. 28 cm diameter. High-manueverability nozzels mounted on the nose. [Only] for the GBP-1S. The slits on the sides of the missile are thrusters. After the missile launches, the thrusters are used to change the missiles vector as it pursues the target.
Erlikon GH-35 Cluster Missile 1D4x10+10 to 1.65 m Mach 1.33 3.3 km 1 All-purpose IR-guided. [Only] for the GBP-1S.
Erlikon GA-100 Crusher 2D6x10+10 to 1.1 m Mach 2.02 4.4 km 1 High-Speed Armor-Penetrating IR guided. [Only] for the GBP-1S. Automatic critical hit against armour.
Little Rock High-Maneuverability 1D6x10 to 3 m Mach 1.62 5 km 2 VF19KaiMissiles (11K) For the VF-11MAXL Kai, VF-19 Kai.
Missiles are roughly twice the size of the standard micro-missiles (only half as many can be loaded if it's not standard for the Valkyrie launcher)
All-Purpose 1D4x10+10 to 3.3 m Mach 1.11 1.1 km 1 Balanced but not particularly effective against anything. +1 strike
Anti-Aircraft 1D6x10+10 to 4.95 m Mach 2.00 3.3 km 1 Proximity fuse detonates. Defeats target via fragmentation. Half damage vs. armoured targets. +2 strike
Anti-Armour 1D10x10 to 1.1 m Mach 2.0 1.1 km 1 Automatic critical hit against armour. +2 strike
Fire Retardant / Knock-Out Gas / Smoke / Tear Gas None (cloud affects to 6.6 m) Mach 1.11 1.1 km 1 Glorified mortar round. "Dumb" warhead. +0 strike
Plasma/Napalm 1D6x10 to 3.3 m Mach 1.78 1.65 km 1 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere. +1 strike

Micro-missile Launcher Pods

Name/Type Missile Type Rate of Fire Payload Description
UUM-7 Micro-Missile Launcher Bifors HMM-01 1 to 5 missiles per pod 15 per pod From the VF-1. Must always be mounted in opposing pairs. Not designed for reentry.
UUM-9 Micro-Missile Launcher Hughes HMMM-8 1 to 8 missiles per pod 32 per pod UUM7MkII (22K) From the VF-19 (VF-11). Must always be mounted in opposing pairs. Aerodynamic and stealthy (negligible degradation of a Valkyrie's passive stealthiness). The pods can survive reentry, but aren't recommended to be put under those stresses.

Light Missiles/Rockets
Rockets are almost always carried inside of some type of external container and fired in volleys. They are launched only within visual range, and usually run out of fuel if their attack fails.
LIGHT MISSILES:
  • PAYLOAD: usually 1 per hardpoint
  • COMBAT: +3 strike
  • ATTACKS: 3 (missiles travel approximately 2 to 2.5 km per attack)
  • ROCKETS & TOW MISSILES:
  • PAYLOAD: varies (rockets are never hardpoint mounted UNLESS if in some type of armoured launcher)
  • COMBAT: +1 strike*, either the target dodges the pilot's strike roll, or not
  • ATTACKS: N/A*
  • *TOW is essentially a rocket - but with gunner control input until hitting the target it gets the Light Missile Bonuse to strike.

    Name/Type MD & Radius Speed Range MDC Particulars
    Hydra XXI 70 mm Multi-purpose Free-Flight/Laser Guided HEDP Rocket 1D4x5 MD to 10.0 m Mach 2.34 11.5 km 1 Various fusing and warhead options exist, including Proximity and Impact with HEDP, HEAT, MPSM, Flechette, Visible and IR Illumination Flares, WP and RP Smoke, and Training Markers.
    CRV7 (Canadian Rocket Vehicle 7) 1D8x10+10 to 3.3 m Mach 2.87+ 4.4+ km 1 A 70 mm folding-fin ground attack rocket
    TOW Anti-Tank Missle (Tube-launched Optically-tracked Wire-guided) 3D4x10+10 to 1.65 m Mach 0.60 2.2 km 1 Automatic critical hit against armour. A line-of-sight, wire-guided weapon primarily used in antitank warfare. The system will operate in all weather conditions. It has had numerous improvements, including a thermal beacon guidance system, enabling the gunner to more easily track a target at night.
    AIM-92 Air To Air Stinger Missile 1D4x10 MD to 3.3 m Mach 2.42 8.8 km 1 Developed from the shoulder launched FIM-92 Stinger system

    Light Missile Launcher Pods

    Name/Type Missile Type Rate of Fire Payload Description
    Hexagon Rocket Launcher FFAR 1 to 7 rockets per pod 7 per pod From the VF-0. Usually only two are mounted on the outermost hardpoints in an opposing pair.
    M260 & M261 Rocket Launcher Pods CVR7 or Hydra XXI 1 to 7 or 19 rockets per pod 7 or 19 per pod The M260 Launcher has 7 tubes, the M261 Launcher has 19 tubes.
    For helicopters.

    Medium Range Missiles
    Medium range missiles are used in long-range engagements between fighters and 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.

    Name/Type MD & Radius Speed Range MDC Max per hardpoint Particulars
    AMM-1 Hybrid 2D12x10+20 to 9.9 m Mach 2.02 66 km 5 3 From the VF-1. Combined Sensor guided. Multi-purpose medium-warhead missile. Has four stabilizers which extend during launch, in addition to nose mounted veneer jets. 3 attacks.
    AAM-01S Medium Missile 5D6x10 to 9 m Mach 2.13 88 km 10 3 From the VF-14. Multi-purpose missile with vectored thrust and manuevering jets. 4 attacks.
    AIM-4 Agile Falcon 3D10x10+20 to 15 m Mach 2.98 75 km 10 1 Air to air missile from the VF-19. Semi-active radar and infared guided air-to-air missile. 3 attacks.
    AMM-7 Sparrow V 3D10x10 to 9 m Mach 3.97 50 km 10 2 All regime missile from the VF-19. Semi-active radar guided air-to-air missile. 3 attacks.
    AOM-8S Two-stage Interception Missile 2D12x10 to 12 m Mach 3.97 150 km 10 2 From the VF-19 for atmospheric to above satellite orbit use. Guided anti-air missile. 4 attacks. (The VF-19A/B/C/D models have 8 hardpoints for this missile).
    Semi-conformal Long Range Missile 5D6x10+30 to 13.42 m Mach 2.02 88 km (65 to 120 km) 10 1 From the VF-4. Combined Sensor guided. Multi-purpose anti-air anti-spaceship missile. Various warhead types. 4 attacks.
    All-Purpose 3D6x10 to 9.9 m Mach 1.78 44 km 10 3 Balanced but not particularly effective against anything. 2 attacks, +2 to strike.
    Anti-Aircraft 5D4x10 to 16.5 m Mach 2.00 60.5 km 10 3 Proximity fuse detonates. Defeats target via fragmentation. 1/2 damage vs. armoured targets.
    2 attacks, +2 to strike.
    Anti-Armour 5D4x10 to 4.95 m Mach 2.00 27.5 km 10 3 Automatic critical hit against armour.
    2 attacks, +2 to strike.
    Plasma/Napalm 3D6x10 to 16.5 m Mach 1.95 27.5 km 10 3 Burns for 1D4 melees. Damage is 1/2 to all non-fleshy targets remaining in the area of effect. +10 damage only for initial impact. Ineffective outside of an atmosphere. 2 attacks, +2 to strike.

    Anti-Ship Missiles
    VF1RMS1missile (8K) Only deployed when there is special permission from the Unified Forces High Command. Anti-ship missiles are used in long-range engagements against ships. These missiles are usually mounted externally on hardpoints. They are usually launched in the initial moments of combat.

    Reaction Weapon Missiles

    Name/Type MD & Radius Range Speed MDC Max per hardpoint Particulars
    RMS-2 Anti-Ship Reaction Missile see below 150 km Mach 1.50 50 1 Radar/TV & AI-guided
    RMS-3 Anti-Ship Reaction Missile see below 175 km Mach 2.00 50 1 Radar/TV & AI-guided
    RMS-4 Anti-Ship Reaction Missile see below 200 km Mach 2.40 50 1 Radar/TV & AI-guided

    Reaction Weapon Explosion Damage (MD):

    Size 0 m to 750 m to 1,500 m to 2,150 m to 2,900 m to 3,650 m to 4,400 m to 5,150 m to 5,900 m to 6,650 m
    RMS-2 4D12x1,000 4D12x100 4D12x10 4D12 4D12x100 S.D.
    (able to do M.D.)
    4D12x10 S.D. 4D12 S.D. 4D12x-10 S.D. -
    RMS-3 2D6x10,000 2D6x1,000 2D6x100 2D6x10 2D6 2D6x100 S.D.
    (able to do M.D.)
    2D6x10 S.D. 2D6 S.D. 2D6x-10 S.D.
    RMS-4 3D6x10,000 3D6x1,000 3D6x100 3D6x10 3D6 3D6x100 S.D.
    (able to do M.D.)
    3D6x10 S.D. 3D6 S.D. 3D6x-10 S.D.

    Other Large Anti-Ship Missiles

    Name/Type MD & Radius Speed Range MDC Max per hardpoint Particulars
    ASM-5 Anti-ship Missile 1D20x100 to 60 m Mach 1.01 200 km 10 1 All regime missile from the VF-19. Radar guided anti-ship missile. 4 attacks, +5 to strike. 1 per hardpoint.

    Anti-Armour/Bunker Buster 1D10x100 to 10 m Mach 2.83 800 km 20 1 Maddog & Pitbull guided. Must hit to damage aircraft. Automatic critical hit against armour.
    Multi-Purpose 2D8x100 to 45.5 (15) m Mach 2.23 600 km 20 1 Maddog & Pitbull guided. Balanced but not particularly effective against anything. Capable of AA, anti-armour and anti-ship/structure uses.
    Multi-Warhead Special: launches 18 micro-missiles (usually HMM-20) Mach 1.21 500 km 20 1 Maddog & Pitbull guided. Missile is mostly used in AA attacks and fires it's entire payload of micro-missiles in a single volley; the micro-missiles lock onto any targets in the area. Micro-missiles use the micro-missile stats.
    Napalm 1D8x100+75 SDC / melee to 90 (20) m Mach 2.23 385 km 20 1 Maddog & Pitbull guided. Used in anti-personnel (Zentraadi) attacks. Burns for 4D4 melees. 1D4x100 outside of an atmosphere (material contains an oxidizing agent). +75 damage only for initial impact.
    Proton Torpedo 2D12x100+500 to 30 (25) m Mach 3.04 850 km 20 1 Maddog & Pitbull guided. Primarily used for "surgical" ground strikes and anti-ship operations, as it doesn't result in long term debilitating radiation affereffects.

    Bombs
    The bombs can be outfitted with laser-guiding (GBU-12 Paveway II) or all weather "smart" (GBU-38 JDAM) equipment.
    Bombs travel approximately 5 km per melee.
    Note: All precision weapons require a Weapons System skill roll. A failed roll results in a 1 m miss by every number off.

    Variable Fighters (VF):
    Vs. stationary targets: Read Sensory Instruments -15% (GBU-12, GBU-10C w/ laser indicator: +15%; GBU-38: +5%)
    Vs. moving targets: +0 strike (+2 strike indirectly with the blast radius)

    Variable Attackers (VA) & Variable Bombers (VB):
    Vs. stationary targets: Read Sensory Instruments +15% (GBU-12, GBU-10C w/ laser indicator: +45%; GBU-38: +35%)
    Vs. moving targets: +2 strike (+6 strike indirectly with the blast radius)

    Attacker/Fighter Bombs

    Name/Type MD & Radius Range MDC Max per hardpoint Particulars
    Mk 82 "Snake Eye" 1D6x10 to 30 m 5~10 km 1 3 An unguided, low-drag general-purpose bomb.
    GBU-12 Paveway II 14.8+ km A laser-guided bomb with the addition of a nose-mounted laser seeker and fins for guidance.
    GBU-24 Paveway III 19 km It is precise enough to be able to fly down ventilation shafts into hardened targets, although accuracy is usually dependent on the ability to point the laser correctly rather than the bomb's ability to hit the impact point.
    GBU-27 Paveway III "Hammer" 19 km A laser-guided bomb with bunker buster capabilities.
    GBU-38/B JDAM 28 km JDAM-equipped bombs are guided by an integrated inertial guidance system coupled to a Global Positioning System (GPS) receiver. Laser seekers are now being fitted to some JDAMs.
    Mk 83 4D6x10 to 60 m 5~10 km 1 3 Part of the Mark 80 series of low-drag general-purpose bombs.
    GBU-16 Paveway II 14.8+ km A laser-guided bomb with laser seeker and wings for guidance.
    GBU-32 JDAM 24 km JDAM-equipped bombs are guided by an integrated inertial guidance system coupled to a Global Positioning System (GPS) receiver. Laser seekers are now being fitted to some JDAMs.
    Mk 84 8D12x10 to 120 m 5~10 km 5 1 The largest of the Mark 80 series of weapons. It is a commonly used US heavy unguided bomb to be dropped. With a GPS/INS Conversion Kit, it can travel a maximum of 27.8 km.
    GBU-10C Paveway II 14.8+ km A laser-guided bomb with laser seeker and wings for guidance.
    GBU-31 JDAM 28 km JDAM-equipped bombs are guided by an integrated inertial guidance system coupled to a Global Positioning System (GPS) receiver. Laser seekers are now being fitted to some JDAMs.

    Large Bombs

    Name/Type MD & Radius Range MDC Max per hardpoint Particulars
    Mark 77 Incendiary Bomb 1D6x100 SDC / melee 5~10 km 3 1 An air-dropped incendiary bomb 416 L of a fuel gel mix which is the direct successor to napalm. Burns for 4D4 melees. 1D3x100 outside of an atmosphere (the gel contains an oxidizing agent).
    CBU-52 Cluster Bomb 1D6x10 MD per 10 m by 10 m area 5~10 km 3 3 Is loaded with 220 antimaterial, antipersonnel bomblets, that are spread over a 200 m by 400 m area.
    CBU-71 Cluster Bomb Combined Effect Munitions 1D4x10 MD per 10 m by 10 m area 5~10 km 3 3 The CBU-71 is loaded with 650 BLU-68/B incendiary submunitions. The bomblet has two separate kill mechanisms, one fragmentation, the other incendiary. Both incorporate a time delay fuze, which detonates at random times after impact. The bomblets are spread over a 300 m by 500 m area.
    CBU-72 Thermobaric (Fuel/Air Explosive) Bomb 1D4x100 MD to 100 m. 5~10 km 3 1 Very effective against armored vehicles, aircraft parked in the open, bunkers, and minefields. Flattens the entire area of its blast radius. If bomb cannot properly mix explosive with air (due to high winds, etc.) or is used in low air environments, the blast is only 1D10% of the normal amount. Ineffective outside of an atmosphere.
    CBU-87 Cluster Bomb Combined Effect Munitions 1D4x10 MD per 10 m x 10 m area 5~10 km 1 3 It is for attacking soft target areas with detonating bomblets - the BLU-97/B Combined Effects Bomb (CEB) -effective against armor, personnel and material- contains a shaped charge, scored steel casing and zirconium ring for anti-armor, fragmentation and incendiary capability. Its 202 bomblets over a 200 m by 400 m area.
    CBU-89/B Gator 1D4x10 SD to 3 m (AP) or 1D6x10 MD to 10 m (AT) per mine 5~10 km 5 1 The GATOR system provides a means to emplace minefields on the ground rapidly using high-speed tactical aircraft. The minefields are used for area denial, diversion of moving ground forces, or to immobilize targets to supplement other direct attack weapons. It drops 72 anti-tank mines and 22 anti-personnel over a 200 m by 650 m area. When it is used in conjunction with the Wind Corrected Munitions Dispenser guidance tail kit, it become a precision-guided munition designated as CBU-104.
    AGM-154 Joint Standoff Weapon A: 1D4x10 MD per 10 m x 10 m
    C: 8D12x10 to 120 m
    22 (low release) to 130 km (high release) 5 1 A standardized medium range precision guided weapon, especially for engagement of defended targets from outside the range of standard anti-aircraft defenses.
    AGM-154A - launches 145 BLU-97/B Combined Effects Bomb submunitions. See CBU-87.
    AGM-154C - uses an Imaging Infrared (IIR) terminal seeker with autonomous guidance. Designed to attack hardened targets.
    REACTION WARHEAD BOMBS see RMS-1 Large Anti-Ship Reaction Missile 22 (low release) to 130 km (high release) 20 1 Approximately half the size of an RMS-1 Anti-Ship Missile. They can be remotely detonated or set with a time delay (maximum 60 minutes) to detonate after the launch vehicle has retreated.
    Note: variable yield - lower yeilds are possible down to 10% of maximum by reducing the multiplier correspondingly; blast radius is also reduced by the same factor.

    Special
    LGB (40K)

    External Fuel Tank

    The tanks are used to extend the cruising range, and are dropped when the vehicle enters combat.
    With thermonuclear turbine engine equipped vehicles, each external tank carries half the reactant fuel needed to reach orbit. The vehicle runs off of its external fuel tanks until entering combat, thereby enabling the craft to retreat to orbit after combat has concluded.


    ECM and ECCM Pods

    The following ECM and ECCM equipment can be mounted on hardpoints. Refer to Airborne Control and ECM/ECCM Devices for details.

    Note: non-Electronic Warfare designated craft (E.g.: VE-1) can only operate 2 ECM and ECCM pods at the same time. The FCS of these non-EW craft simply cannot handle more than 2 at the same time.


    REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Macross Chronicle
  • This is Animation Special: Macross Plus
  • Great Mechanics and Great Mechanics.DX
  • Variable Fighter Master File: VF-1, VF-1 Space Wings, VF-19 & VF-25
  • Wikipedia

  • © Aaron Sketchley
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