Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The Sv-51 is a top secret variable fighter reportedly developed with Overtechnology obtained illicitly from the Unified Government variable fighter development. Like the VF-0, it is an advance trial production model equipped with conventional engines, developed before planned variable fighters with thermonuclear turbine engines. The Sv-51 is the first combat-type variable fighter (VF) in history, that members of the Anti-Unification Alliance developed for combat against giant aliens. Although it was a developmental unit like the VF-0 Phoenix of the Unified Forces, it was considered for use in actual combat from the beginning; unlike the VF-0, which was hastily equipped for combat. Since the Sv-51 was planned from the beginning for actual combat, its practicality and stability in combat situations is higher than that of the VF-0.
Due to its larger dimensions and mass, it has relatively more underpowered transforming actuators and longer transformation times than the VF-0. It features high air-combat maneuverability inherited as a legacy from the Sukhoi design team, but has a shorter cruising range than the VF-0. To compensate for the shorter cruising range, the Sv-51 is often transported to the area of operation. A few improved airframes of the Sv-51 exist for takeoff and flight from within the sea from a submarine. It is possible to do the underwater takeoff from periscope depth to 30 m below the surface; and after it is shot out of the submarine by compressed air and advances into the air by a rocket motor, it shifts to flight with a conventional turbojet engine. This airframe has been waterproofed and in addition to strengthening to resist pressure, the modifications include a folding mechanism in the wings so the Sv-51 can fit in the compact takeoff dock inside the submarine.
The Sv-51 has an active stealth system with higher efficiency and output compared to the VF-0's system. The Sv-51 has VTOL capabilities without needing to transform from Fighter to GERWALK mode. It was flown over the South Pacific Ocean one year before Space War I.
The Sv-51, jointly developed by Sukhoi, Israel Aircraft Industries and Dornier, progressed 1-2 years earlier than the VF-0's schedule and reached a practical stage by the end of the Unification War.
RPG STATS
Vehicle Type: Anti-Unification Alliance Main Variable Fighter.
Class: Variable Vehicles
Crew: Pilot only (a two-seat variant also exists) in Marty & Beck Mk-7 zero/zero ejection seat.
Side-stick controller and multi-position throttle lever/stick. Two rear (back) mirrors.
Manufacturer: Sukhoi, Israel Aircraft Industries, Dornier
Government: Anti-Unification Alliance
Customer: Anti-Unification Alliance
Design Features: 3-mode variable transformation system into Fighter, GERWALK, and Battroid modes. Main wing extends and retracts for simplification, preserving strength and saving weight. In GERWALK mode, main wing folding structure is used for movement control, similar to a bird flapping its wings, demonstrating high-maneuverability when hovering. Wings can be deployed in Battroid mode, guaranteeing high mobility despite drag. Top and bottom vertical tails and canard wings, located behind the cockpit. Canard wings function as air brakes. Thrust vectoring. Hovering is possible in Battroid mode. Heavy armour in Battroid mode is used due to the enlarged body, using energy conversion armor at its maximum (the energy capacitor performance for energy conversion armor is equal to the VF-0). Cropped-type shield in the visor block of the head protects the main camera during close-quarter combat. Landing Gear: Retractable tricycle undercarriage. Two steerable nosewheels retract rearward into nose and twin coupled mainwheels inward into fuselage.
Variants:
- Sv-51α (single-seat variant): Mass production type. An estimated 32 units manufactured. (12 would have been modified for the SV-52)
- Sv-51 (two-seat variant): An estimated 6 units manufactured.
- Sv-51γ: Specially tuned version for ace pilots.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head 1
Arms (2)
Hands (2)
Legs/Thrusters (2)
Main Body 2
Pilot's Compartment 3
|
70
100 each
35 each
200 each
340
170
|
Wings (2)
Tails (2)
Canards (2)
Gsh-371 Gun Pod
Micro Missile Pods/Drop Tanks (2 to 6)
Wing Booster Pods 4 (2)
|
100 each
50 each
40 each
115
125 each
135 each
|
NOTES:
- 1 Destroying the head of the fighter will knock out the mecha's major sensor systems, including all of the optics systems (infrared, nightvision, thermal). Radar and communications will be unaffected.
- 3 Depleting the MDC of the main body will destroy the mecha. The pilot will be automatically ejected from the doomed mecha before it explodes by the mecha's main computer.
- 3 170 MDC only in battroid mode and/or when the blast shield is lowered over the cockpit. Otherwise, 60 MDC for the canopy and 110 MDC for the remainder of the cockpit. Requires a called shot to hit the canopy.
- 4 Optional attachments that offer extra protection. Whenever the fighter takes damage roll 1D6. On a result of 1-4 the Super Parts take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the Booster Pod additions automatically take damage first.
Explosive: unless otherwise noted, a Booster Pod will explode violently when its MDC reaches 0. If the computer is functioning it will automatically eject the damaged part. If it is not, the pilot has one melee action to eject the Booster Pod module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the Booster Pod, and then any remaining damage from the main body of the VF.
SPEEDS:
RUNNING: 160 kmph (Battroid Mode), 100 kmph (GERWALK Mode)
LEAPING: 9 m high or 15.2 m long, without thrusters (Battroid Mode)
FLYING: Mach 2.81 at 11,000 m (fighter mode); with twin boosters: Mach 3.22 at 11,500 m
CRUISING RANGE: 1,910 km with standard micro-missile pod/drop tanks; 1,250 km with twin boosters and standard micro-missile pod/drop tanks
CEILING: 22,500 m.
VTOL: Max hovering time 70 to 420 seconds (all modes)
G limit: +7 (in space)
Maximum rate of ascent: ? m/minute(Fighter mode)
Operational Underwater Depth: 30+ m (all modes), and can perform underwater operations in silent mode for up to several minutes.
STATISTICAL DATA:
HEIGHT:
Battroid: under investigation
GERWALK: under investigation
Fighter: under investigation
WIDTH:
Battroid: under investigation
GERWALK & Fighter: under investigation
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 22.77 m
EMPTY MASS: 17,800 kg
PHYSICAL STRENGTH: equal to a PS of 50.
CARGO: Small compartment behind pilot's seat for personal belongings.
POWER PLANT:
Two Aviadvigatel D-30 F 6 X conventional turbofan jet engines, each rated at 102.5 kN and 204.7 kN with afterburner. 10% improvement in output over the Sukhoi S-37's D-30F6 and made from OTEC super-heat resistant, ultra lightweight space alloys. and 650 MW in generation power.
Two VTOL fan jets in center fore in Fighter mode (operating as supplementary lift fan or high-maneuverability jets in Battroid mode).
DEFENSIVE SYSTEMS
1. RP-51 ACTIVE STEALTH SYSTEM
The Sv-51 is equipped with the initial active stealth mechanism; which is useful against fighter mounted radar, radard-guided missiles and so on, but it is difficult to deceive large radars and the like. -25% to read sensory instrument checks to detect the Sv-51, and when being attacked by missiles, either add +15% when chaff and flares are used, or roll on the following:
- 01-15% Missile explodes harmlessly
- 11-30 Missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could reacquire you, or another target in the area.
- 31-00 No effect.
Since the Sv-51's stealth capability is a system in the airframe, 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 thereafter. Once the stealth system has failed, it will not work again until repaired at an Anti-Unification Alliance base. For more information on stealth, please refer to the stealth rules.
2. ENERGY CONVERSION ARMOUR
The Sv-51 incorporates Overtechnology using the SW-51 energy converting armour system, the Sv-51 can employ surplus power to triple the Fighter mode's armour strength in Battroid mode. Optional rule: consider the VF's main body as the strengthened armour, and divide it by 3 for the fighter mode's armour strenth.
3. IDECM (Integrated Defensive Electronic CounterMeasures)
The IDECM is a jamming system that uses a combination of onboard transmitters to deceive enemy radars and missile systems. The IDECM suite is intended to provide self-protection and increased survivability for tactical aircraft against radio frequency (RF) and infrared (IR) surface-to-air and air-to-air threats. It integrates specific electronic self protection systems on the host aircraft, such as the radar warning receiver, the Common Missile Warning System (CMWS), the SPO-15C, the chaff/flare dispenser and the RFCM. Integration of these systems is intended to provide threat system warning, threat missile detection/warning, and automatically initiates the most effective countermeasure response to increase survivability of the host aircraft against IR and RF threats.
The RFCM consists of an onboard receiver/processor/techniques generator which stimulates the transmission of the countermeasure technique.
I. APP-60 COUNTERMEASURE DISPENSERS
Combined chaff and flare discharger useable in all modes. When used, they fire a burst of 6 flares or 1 exploding chaff container per 1 unit listed in the stats. Chaff and flares are unique in their means of countering missiles.
- RANGE: GM's arbitration.
- BONUSES: chaff and flares are +3 to dodge. Roll to dodge after rolling on the following per missile:
01-40 Missile distracted - explodes harmlessly in the countermeasures.
41-80 Missile distracted - it loses track of its target. Depending on the missile type and its remaining fuel, it could reacquire you, or another target in the area.
81-00 No effect.
Optional: +5% per every additional countermeasure deployed after the first. For example: 3 countermeasures changes the table to 01-50, 51-90, and 91-00.
- RATE OF FIRE: unlimited. (Author's recommendation: maximum of 4 per attack to better reflect their fallibility.)
- PAYLOAD: 8 bursts of flares and 8 chaff pods per dispenser.
DESCRIPTIONS:
- CHAFF explodes roughly 2 seconds after being deployed. They fill the area with a plethora of small, highly reflective metal pieces that only distract radar-seeking missiles.
- FLARES are fired in bursts of six to eight per unit. They only work against heat-seeking missiles. Flares can also be used as a signal at night or in space or to blind an opponent at close range who is relying on visual type sensors.
II. SPO-15C 360 DEGREE PASSIVE RADAR WARNING RECEPTION SYSTEM
System that passively continuously monitors for enemy radar systems, and alerts pilot immediately upon detection.
4. HEAT AND RADIATION SHIELDS
Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
5. SELF-DESTRUCT
To prevent capture of a variable fighter by the enemy, the pilot can activate the Sv-51'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 6 m area and inflicts 1D6x10 M.D. to everything within the radius of the explosion. All internal systems are obliterated.
OFFENSIVE SYSTEMS
1. FIXED Gsh-231 12.7 mm MINI-GUN
The Sv-51 has one (two in Sv-51σ) fixed anti-personnel/light vehicle mini-guns. The mini-gun is mounted fixed in the fuselage in front of the wing, and on the outer-side of the intake. In battroid mode, the weapon is mounted on the hips, and can be pivoted 30 degrees up or down.
- RANGE: 750 m
- DAMAGE: 1D4 MD per round. 10 round burst, single target - 1D4X10 MD. 20 round burst, single target - 2D4X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D4x10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapon rules for machineguns.
The mini-gun can be used for sprays: 10 round spray - 1D4 MD per target, effects 1D4 targets. 20 round spray - 1D4 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Fire-linked 20 round spray: 2D4 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The Gsh-231 isn't limited to bursts of 10, 20 or 150 rounds.
- PAYLOAD: 150 rounds per minigun. Additional ammunition can only be inserted back at base.
2. Gsh-371 55 mm GUN POD
The bullet's initial velocity is 1,100 m per second. Though it's destructive power is excessive when used against general aircraft, it is the "standardized" power against the hypothesized opponent of a battle pod equipped with a VF-0 class energy conversion armour. The Sv-51 is normally equipped with a spare magazine x1 at the rear of the fuselage.
- RANGE: 1,100 m
- DAMAGE: 1D12 MD per round. 5 round burst, single target - 1D6X10 MD. 10 round burst, single target - 2D6X10 MD. For bursts greater than 25 rounds, increase the damage by a scale of 1D6X10 MD per 10 rounds (it is recommended to stick to multiples of 10 when firing for ease of damage resolution) OR refer to the modern weapons rules for machineguns.
The machine gun can be used for sprays: 5 round spray - 1D12 MD per target, effects 1D4 targets. 10 round burst spray - 1D12 MD per target, effects 2D6 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D12 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. The Gsh-371 isn't limited to bursts of 5, 10, 25 or 120 rounds.
- PAYLOAD: 120 rounds per clip. Additional ammo clips can be inserted, but exchanging clips requires 2 melee actions. One spare clip is normally carried.
3. BODY/WING HARD POINTS (6+1):
The Sv-51 has a total of 6 under wing hardpoints and an optional belly hardpoint for a single large bomb. The Sv-51 can mount a combination of missiles or missiles and missile-launchers. All hardpoints are capable of mounting the greater part of former Warsaw Pact military standard aircraft weaponry. When wings are folded, 4 of the hard points cannot be used. For alternatives to the following, refer to the Hardpoint and Missile Details. In general, the same type of munitions are mounted on all the hardpoints.
Note: the wings can be deployed in battroid mode, allowing hardpoint ordinance to be used. However, only the head radar can be used for detection and targeting.
- 4-TUBE COMBINED MICRO-MISSILE LAUNCHER & DROP TANK PODS (2 to 6)
Usually two pods are mounted on the outer wingtip hard points; with up to four more on the underwing hard points, for a total of 6 pods. It has been determined that only four pods are used for combat at close range. The micro-missiles are almost always fired in swarms and usually run out of fuel if their first strike attempt fails.
- LOCATION: all hardpoints, or outer hard points (A, F) in conjunction with the R-33D Amos+.
- RATE OF FIRE: 1 to 4 missiles per launcher.
- PAYLOAD: 18 Turopov SA-19M I/IR guided Micro Missiles (use GH-28A stats); for a standard total of 36 missiles (2 pods), a normal total of 72 missiles (4 pods), and a maximum total of 108 missiles (6 pods).
- R-33D AMOS+ MEDIUM RANGE MANUEVERABLE MISSILE (2 to 6)
The main medium range missile of the Sv-51. It has a greater destructive power than that of the Turpov micro missiles. Two are normally mounted on underwing hard points with 4 Drop Tank Pods.
- LOCATION: all hardpoints, or inner hard points (C, D) in conjunction with the Micro-Missile Launcher and Drop Tank Pods.
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 AMOS+ Medium Range Missile per hardpoint (use AIM-200A AMRAAM 2 stats) for a normal total of 2 missiles (with 4 pods), and a maximum total of 6 missiles (no pods).
Note on bombs: Though the Sv-51 is able to deploy bombs, as an air superiority fighter, it is poor at ground attacks. The chance of hitting a stationary target is Read Sensory Instruments -15% (GBU-12 types with a laser indicator from the VF, another vehicle loitering overhead or from personnel on the ground is read sensory instruments +15%; GBU-38 is read sensory instruments +5%.
Against moving targets on the ground, the Sv-51 is +0 to strike (+2 to strike indirectly with the blast radius).
- AIR BLAST BOMB "DAISY CUTTER"
- LOCATION: belly hardpoint
- RANGE: more than 15 km
- BLAST RADIUS: 300 m
- DAMAGE: 1D4x1,000 MD. Possibility of heat/burn damage if remaining in the area of effect.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 Air Blast Bomb "Daisy Cutter" (use )
- DESCRIPTION: flattens the entire area of its blast radius. Leaves a large burning area. Weakness is that immediately prior to detonation, the bomb slows to a virtual crawl via a drogue-chute. If the bomb cannot do this, the blast is only 1 to 10% of the normal amount. The bomb is ineffective outside of an atmosphere.
4. HAND TO HAND COMBAT
If necessary, the pilot of the Sv-51 can engage in melee combat rather than use a weapon. The Sv-51 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:
- Restrained Punch: 1D4 M.D.
- Full Strength Punch: 4D6 M.D.
- "Booster" Punch: 1D4x10 M.D. (counts as two attacks)
- Tear or Pry with Hands: 1D6 M.D. + additional ripping and frame damages.
- Kick: 4D6 M.D.
- Leap Kick: 2D6x10 M.D.
- Body Flip/Throw: 2D6 M.D.
- Body Block/Tackle: 2D6 M.D.
- Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
OPTIONAL EQUIPMENT (SUPER PARTS)
Option of two high-speed, high-maneuverability twin jet boosters equipped with Klimov RD-35A/R composite engines (capable of switching between turbofan jet and ramjet modes), each rated at 79.7 kN and 127.5 kN with afterburning (159.7 kN in ramjet mode) with variable nozzles and thrust defection panels on overwing hard points.
Since booster jets contain a small amount of fuel, four composite pods were mounted to increase fuel capacity. Outer hull of boosters use SWAG energy converting armor supplied by the Sv-51.
SENSOR SYSTEMS
Note: Refer to the VF-0 Pheonix for stats unless otherwise noted herein:
- AOA DETECTOR
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT)
- OPTICS - FLIR (Forward Looking Infrared)
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- RADAR (jet and GERWALK modes)
- RADAR (battroid mode)
- RADIO/VIDEO COMMUNICATION
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA
OTHER STANDARD EQUIPMENT
Note: Refer to the VF-0 Pheonix for stats unless otherwise noted herein:
- BALANCE CONTROLLER
- EJECTOR SEAT/S w/ ANTI-G MECHANISM & HOMING SIGNAL
- FCS (Fire Control System): is the weapon control system which automatically takes aim after target acquisition with the radar and calculates the optimal firing solution. The Sv-51's FCS is an all regimes type, and due to that it has only limited air-to-ground capabilities. The Sv-51's FCS can store and analyze data during combat with hostile forces. Data readouts and stats can be displayed either on the cockpit's HUD display (transparent panels above the main display) and/or a hexagonal three-panel screen, which can also be used to display video images. The FCS is capable of tracking and identifying specific enemy targets, up to 26 targets on the ground and 85 targets in the air, while simultaneously devising and executing fire control solutions on up to 4 ground targets, or 12 aerial targets. The FCS has a database of over 1,000 images stored in memory. It is located in the chest section in Battroid mode.
- FOUR-CHANNEL ANALOG FLY-BY-WIRE SYSTEM: SDU-29 electronic remote control system
- LASER TARGETING SYSTEM
- LOUDSPEAKER
- SAU-29 CNI AIRFRAME SYSTEM: fighter and GERWALK modes control system.
- SBA-29 BATTROID-MODE CONTROL SYSTEM: subordinate to the SAU-29 CNI airframe system.
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
- UHF ANTENNA
- VHF ANTENNA
COMBAT BONUSES FOR Sv-51 TRAINING
It is recommended that initiative is lost whenever the Sv-51 transforms; this is to reflect the longer time it takes the Sv-51 to transform, relative to the VF-0, and so on. It is up to the GM if that lost initiative is only one step down (ie: instead of 1st, player is now 2nd), or complete loss, and player now acts last.
BASIC Sv-51 COMBAT TRAINING
Basic training for non-pilot military personnel
- 1 attack per melee (plus those of the pilot). Add one additional action/attack at levels three, nine, and fifteen.
- +0 initiative
- +1 to strike.
- +1 to parry
- +1 to dodge in battroid mode, +2 in gerwalk, +4 in fighter mode.
- +1 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
- 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 lose initiative and one attack that melee round.
ADVANCED Sv-51 COMBAT TRAINING
Advanced training for military pilots and mecha specialists.
- 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen.
- +1 initiative
- +2 to strike
- +3 to parry
- +2 to dodge in battroid mode, +3 in gerwalk, +5 in fighter mode.
- +3 to roll with a punch or fall with an impact, reducing damage by half.
- Tilt Dodge Modifier (applied to the regular dodge bonus for the mode the VF is in): -5.
- 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.
REFERENCES
© Aaron Sketchley