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BACKGROUND
The SV-52 is the type of SV-51 equipped with thermonuclear turbine engines. The SV-51 having been developed by the former Anti-Unification Alliance and was the first-ever type of variable fighter that was operated in combat. The SV-52 was developed for the fight with the Zentraadi, and is a masterpiece craft that is the counterpart to the VF-1 and disappeared in the shadow of history.
With canards with high manoeuvrability and special wings like those of a bird's that freely change their shape, the SV-52 has high-speed performance in fighter combined with low-altitude manoeuvrability performance in GERWALK. However, the SV-52's size is almost twice as large as the VF-1, which was created at the same time. Combined with an increased weight, the SV-52 was burdened with a fatal weak point as a fighter craft.
Even though most SV-52 were lost in Space War I due to that, several craft were preserved in the likes of Russian, Ukranian and Polish shelters, and they escaped the war.
SV-52γ "the Crimson Rose" (History of the custom version used in "Macross the Ride")
The craft that Magdalena is using is a restored airframe from the days of the development and deployment of the SV-52. The exterior of the airframe is closer to the SV-51α than the SV-52, as documents on the SV-52 are scarce. Consequently, accurately speaking, Magdalena's fighter became a "Custom Valkyrie unknown origin that was produced and imitates the SV-52."
Even though things like the cockpit and frame use the original parts as much as possible, the SV-52's airframe that was originally designed with surplus space, is improved by new technologies. And due to the exchanging of the engines for the thermonuclear burst-turbine engines that were used in and originally tuned for the VF-17D, Magdalena's SV-52 as an airframe performance that has improved to the level that compares favourably to that of the VF-171.
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; Viswa and Oder (SV-52γ "Crimson Rose")
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-52α (single-seat variant): Mass production type. (12 SV-51α were modified into this type)
- SV-52α (two-seat variant): used for training and operations that require a two-person crew.
- SV-52γ: Specially tuned version for ace pilots.
- SV-52γ "Crimson Rose": Specially modified custom SV-52γ used in Macross Frontier's Vanquish Races.
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.
- 2 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; Mach 3.87+ at 30,000 m and higher (twin boosters add 20% to maximum speed at altitude); SV-52γ "Crimson Rose" is Mach 4.8+ at 10,000 m, even though it can accelerate to Mach 21.0+ at 30,000 m, at altitudes below that, at that speed the airframe will rush into it's heat-resistance boundary.
CRUISING RANGE: Unlimited in an atmosphere. Operational range in the void of space can be extended by the standard micro-missile pod/drop tanks and/or twin boosters and standard micro-missile pod/drop tanks
VTOL: Max hovering time 70 to 420 seconds (all modes)
G limit: +7 (in space)
Maximum rate of ascent: ? m/minute(Fighter mode)
The SV-52 is able to reach the edge of space over an Earth-sized planet. However, it burns through almost all of its fuel load in the process. Thereafter, the SV-52 is ineffective for combat maneuvers and it should proceed to a refueling station as soon as possible.
Optional twin boosters and standard micro-missile pod/drop tanks with enough fuel for one trip to orbit. Must be ejected once used. Optional micro-missile pod/drop tanks can be used, but the SV-52 has a space operational range significantly less than a space-launched SV-52.SV-52γ "Crimson Rose" can advance above orbit with the normal specification.
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 11,500 kg class (23,000 kg in over boost) Shinnakasu Heavy Industry/P&W/Royce FF-2001 thermonuclear reaction turbine engines with 650 MW power generation. SV-52γ "Crimson Rose" with two 588 kN Shinakasu/P&W/Royce FF-2020 Thermonuclear Burst-Turbine x2 equipped with thrust reversers.
Small thermonuclear thruster for vertical ascent (VTOL) in center fore in Fighter mode (operating as supplementary lift fan or high-maneuverability jets in Battroid mode).
DEFENSIVE SYSTEMS
Note: Refer to the SV-51 for stats unless otherwise noted herein:
1. RP-51 ACTIVE STEALTH SYSTEM
2. ENERGY CONVERSION ARMOUR
3. IDECM (Integrated Defensive Electronic CounterMeasures)
4. HEAT AND RADIATION SHIELDS
5. SELF-DESTRUCT
OFFENSIVE SYSTEMS
Note: the SV-52γ "Crimson Rose" has NO armaments.
1. FIXED Gsh-231 12.7 mm MINI-GUN
The SV-52 has one (two in the SV-52γ) 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.
2a. 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-52 is normally equipped with a spare magazine x1 at the rear of the fuselage.
This is the standard armament of the Sv-52.
- 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.
2. GU-XS-06 LONG-RANGE HIGH-PENETRATION-ROUND GUN POD (1)
There is a multi-sensor installed in the front of the gun barrel. The top part of the gun barrel is a large magazine; space magazines are not carried. The power pack unit that provides the driving force for the gun is above the grip. The gun pod has a maximum rate of fire of 2,000 rounds per minute, and a muzzle velocity of 5,000 m/s in atmosphere. It can be used during high G manuevers. Replacing a clip takes two melee actions and can only be done in GERWALK or battroid mode.
New recruits cannot deal with the gun pod because it is excessively large.
This is an optional gun pod for the Sv-52.
- RANGE: 3,500 m
- DAMAGE: 1D12 per round. 10 round burst, single target - 1D12X10 MD. 25 round burst, single target - 2D12X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D12X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray - 1D12 MD, affects 1D4 targets. 25 round burst spray - 1D12 MD, affects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D12 MD, affects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that the amounts fired by the gun pod aren't limited to only 10, 25 or 250 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
- PAYLOAD: 200 rounds. Additional ammo clips can be inserted, but exchanging clips requires the VF-11 to be in battroid or GERWALK mode, and takes 2 actions to reload. No spare clips are carried.
3. BODY/WING HARD POINTS (6+1):
The SV-52 has a total of 6 under wing hardpoints and an optional belly hardpoint for a single large bomb. The SV-52 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 or Unified Space Forces armaments (Eg AAM-1, UUM-7 and RMS-1. 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-52. 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-52 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-52 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-52 can engage in melee combat rather than use a weapon. The SV-52 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 boosters equipped with rocket motors and rated at 159.7+ kN with variable nozzles and thrust defection panels on overwing hard points.
Since the boosters contain a small amount of fuel, four composite pods were mounted to increase the fuel capacity. The outer hull of boosters use SWAG energy converting armor supplied by the SV-52.
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
- STRENGTHENED RACE-USE SENSOR: SV-52γ "Crimson Rose" only. Mounted in a new head equipped with a clear material on the top.
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-52's FCS is an all regimes type, and due to that it has only limited air-to-ground capabilities. The SV-52'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
BASIC 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-52 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