Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The VA-3 is an all-regime attack craft, developed as a specialized craft for limited area [local] attacks with strategic reaction warhead attacks and conventional bombs. With abundant know-how in ship-board attack craft, the Grumman Aircraft Department of the Northrum Company, took charge of development (of the VA-3).
It is designed for the Lo-Lo-Lo attack* ideology, that keeps (the craft) flying at low altitude from takeoff, to the attack and return; without consideration of the velocity, performance and so on, but valuing a durable, high-survivability airframe design. From the beginning, it's mobility at low and high altitude in the atmosphere, due to it's slightly rearward angled main wings and rounded nose-line, is valued. A large nacelle exists in the middle of the main wing, which becomes the arm in battroid form. Though the VA-3 is not equipped with an afterburner, as it is thought that it will mainly be used for low-level flight in an atmosphere, supersonic flight is possible because there is surplus engine thrust.
The battroid mode has the peculiar shape of craft in the Zentraadi line. The Zentraadi lineage can especially be seen in the arm manipulator. Moreover, because it's defensive ability for ground combat is stressed more than it's ability as an aircraft, the VA-3's airframe can be said to be characteristic of a Destroid.
There are four accessory cameras surrounding the main camera in the center, and (with them) the ground monitoring and surveillance capability has been improved. This aircraft has the cockpit in the head, which is unusual in a variable aircraft.
The VA-3 automatically navigates, as well as has an FCS that automatically takes aim after target acquisition with the radar. This is with an inertial navigator as the system center of the computer, where data from the Doppler device is processed, and attacks (are formulated) because of radar searches against the target; and it is said that the VA-3 is equipped with electronic equipment that can do all of this completely automatically until (the VA-3) withdrawals.
To improve the attack accuracy on the target, a TRAM** standard device, that combines infrared rays and laser detection data with the radar system, is developed at the same time. The VA-3 doesn't have any fixed armaments (note: this may have been changed at a later date), however it has 6 hard points on the main wings, and 5 hard points on the body, and boasts a total payload amount of up to 19,820 Kg. A large gattling gun pod for ground suppression is often carried.
The VA-3B is equipped with a forward-looking infared sensor and a low-altitude flight camera in the lower side of the nose. It is a model that has changed the electronic equipment system and has improved all-weather performance.
The VA-3 Invader is a fairly popular VF design, and can still be found used by most forces. In the 2050's, it is said that the Macross Galaxy Fleet is using the VA-3M variant.
* Lo-Lo-Lo Attack: "Ingress, Attack, and Degress at low Altitude"
** TRAM: Target Recognition and Attack-Multisensor
RPG STATS
Vehicle Type: All-Regime Variable Attack Craft
Class: Variable Vehicles
Crew: One pilot wearing Tactical Life Support System.
Manufacturer: Northrom Grumman
Government: Unified Government
Customer: Various
Design Features: slightly rearward angled main wing; vertical T-O and landing (VTOL); supersonic cruise and maneuvering below the stratosphere; anti-projectile (bulletproof) shield for GERWALK and Battroid mode use; option of Super Part booster and propellant tank units; option of fold booster.
Variants:
- VA-3A: initial version.
- VA-3B: version with changed electronic equipment system and improved all-weather performance, equipped with forward-looking infared sensor and a low-altitude flight camera in the lower side of the nose.
- VA-3C: civilian version
- VA-3C Kai: custom version of the VA-3C.
- VA-3M: amphibious version produced for surface and underwater warfare.
- EVA-3A: two-seater electronic warfare version.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Main Camera (1)
Accessory Camera (4)
Head 1
Hands (2)
Upper Arms/Inner Wings (2)
Lower Arms (2)
Legs & Feet (2)
Main Body 2
|
25
15 each
150
40 each
115 each
125 each
225 each
365
|
Engine Nacelles 3 (2)
Outer Wings/Arm Shields (2)
Tails (2)
GA-22 Gatling Gun Pod
Reinforced Pilot Compartment 4
Dorsal Booster Rockets 5 (2)
Ventral Fuel Tanks 5 (2)
Intake Fuel Tanks 5 (2)
|
200 each
115 each
55 each
125
225
100 each
65 each
45 each
|
NOTES:
- 1 Destroying the head of the vehicle will knock out the vehicle's major sensor systems, including all of the advanced optic systems (infrared, nightvision, thermal) and radar. Communications and basic visuals will be unaffected.
- 2 Depleting the MDC of the main body will destroy the vehicle. The pilot will be automatically ejected from the doomed vehicle before it explodes by the vehicle's main computer.
- 3 Destruction of one engine nacelle will reduce air speeds by 50% and make it impossible for the VA-3 to achieve orbit on its own. Destruction of both engine nacelles will completely disable the VA-3, sending it into an unpowered dive and eventually crashing.
- 4 75 MDC for the canopy and 150 MDC for the remainder of the cockpit; requires a called shot to hit the canopy in Fighter and GERWALK modes, and only from the upper front; as the head section protects the lower front and sides. The pilot's compartment is inside of the Main Body and Head in Battroid mode, and either or both must be destroyed to hit it in that mode.
- 5 Optional attachments that offer limited extra protection. Whenever the vehicle takes damage, roll 1D6: 1-2 (1-4 if firing at the rear of the VA-3): the Super Parts take damage before the VA's main body does. Alternatively, if the pilot makes a successful parry roll, the Super Parts automatically take damage first.
Explosive: unless otherwise noted, a Super Part 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 Super Part before it explodes. Parts that explode do 1D6x100 MD. Deduct damage first from the part covered by the Super Part, and then any remaining damage from the main body of the vehicle.
SPEEDS:
RUNNING: BATTROID MODE: 87 kmph
LEAPING: BATTROID MODE: 6 m high or 10 m long without thrusters.
FLYING: Mach 2.53 at 10,000 m and higher, Mach 4.72+; Cruising speed Mach 21+ (space); 1070 kmph (GERWALK & Battroid modes).
VTOL: capable in all modes. The VA-3 is the only true VTOL Variable Vehicle in Attacker (Fighter) Mode. However, when fully loaded, the VA-3 can only do an STOL or regular launch.
Maximum airframe design load: under investigation
Ceiling: unlimited (The VA-3 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 VA-3 is ineffective for combat maneuvers and it should proceed to a refueling station as soon as possible.
Optional External Tanks or Super Parts Booster system with enough fuel for one trip to orbit.
Maximum rate of ascent: under investigation
Operational Underwater Depth: under investigation (Battroid & GERWALK modes).
STATISTICAL DATA:
HEIGHT: under investigation
WIDTH: under investigation
LENGTH: 18.73 m (Fighter mode).
MASS: 12,810 kg.
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: Two Shinnakasu Heavy Industry/P&W/Roice FF-2020A Thermonuclear Turbine Engines with VTOL nozzles, each rated at 22,000 kg class. P&W HMM-3A High-maneuverability Vernier Thrusters.
DEFENSIVE SYSTEMS
Note: refer to the
VF-1 Valkyrie for stats unless otherwise noted herein:
1. ACTIVE STEALTH
2. ENERGY CONVERSION ARMOUR
3. IDECM (Integrated Defensive Electronic CounterMeasures)
3A. COUNTERMEASURE DISPENSERS
4. HEAT AND RADIATION SHIELDS
5. SELF-DESTRUCT
OFFENSIVE SYSTEMS
1. Fixed Pulse Laser Gun (2):
Each arm nacelle of the VA-3 has a fixed pulse laser gun mounted internally in the palm. The pulse laser gun fires in whatever direction the arm is pointed in (directly ahead in attacker (fighter) mode).
- RANGE: 3,000 m
- DAMAGE: 1D6x10+10 M.D.
- RATE OF FIRE: Single shots only. The cannons can be fire-linked so that firing both cannons at the same time counts as one attack (does double damage).
- PAYLOAD: Effectively Unlimited.
2. Fixed Micro-missile Launcher (2):
Each outboard nacelle in Attacker mode, lower arm sections in GERWALK and Battroid mode, contains a fixed micro-missile launcher. Any type of micro missile may be use, but Bifors HMM-01 All Purpose Micro Missiles are standard. The missiles may be fired in any mode.
- MISSILE TYPES: Bifors HMM-01 all-purpose micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: Volleys of 1 to 2 per launcher.
- PAYLOAD: 6 missiles per launcher; 12 total.
3. GA-22 60 mm Multi-purpose Gatling Gun Pod:
A large gattling gun pod, for ground suppression, is often carried by the VA-3. The four-barrel gun pod, somewhat similar to the classic GU-11 used by the VF-1 Valkyrie. The gun pod is hand-held when the VA-3 is in battroid and gerwalk modes, and is mounted on a special hardpoint along the centerline in fighter mode. The gun pod can fire in any mode, but is limited to the forward arc of the Attacker in fighter mode.
- RANGE: 1,850 m
- DAMAGE: 1D12 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 gun pod can be used for sprays: 5 round spray - 1D12 MD per target, effects 1D4 targets. 10 round burst spray - 1D12 MD per target, effects 2D4 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 gun pod isn't limited to bursts of 5, 10, 25 or 200 rounds.
- PAYLOAD: 200 rounds. The gun pod CANNOT be reloaded in the field.
4. WING and FUSELAGE HARD POINTS (11)
The VA-3 has 6 wing hardpoints, and 5 fuselage hardpoints, for loads totalling up to 19,820 Kg. Each hardpoint is capable of carrying AMM-1 Missiles, MK-82 LDGB, RMS-1 Large Anti-Ship Reaction Missiles, or UUM-7 Micro-Missile Pods. It is possible to have a combination of munitions or all of the same type on all the hardpoints. Due to the location of the hardpoints, all ordinance must be used or ejected prior to transformation. When the GA-22 Gattling Gun Pod is carried, it uses 1 of the 5 fuselage hardpoints. For alternatives, refer to the
Hardpoint and Missile Details. It is possible to have the same type of munition on all hardpoints.
Note: the standard UNG tactic is for wing mounted ordinance to be fired within the first few passes of an attack.
- AMM-1 HYBRID GUIDED MULTIPURPOSE MISSILES:
The AMM-1 or other anti-aircraft missile is usually mounted on the two inner-wing hardpoints.
- LOCATION: all Hardpoints, or inner hardpoints (C, D) in conjunction with bombs.
- RATE OF FIRE: 1 to 3 per hardpoint.
- PAYLOAD: 3 per hardpoint. Potential total of 30.
- UUM-7 MICRO-MISSILE PODS:
The UUM-7 pods must always be mounted in opposing pairs. They are usually mounted on all 4 outerwing hardpoints when heavy short-range fighting is expected or massed rocket attacks on a target are needed. The VA-3 Invader rarely carriers the UUM-7.
- LOCATION: all Hardpoints.
- RATE OF FIRE: 1 to 5 per pod/hardpoint.
- PAYLOAD: 15 per pod, for a potential total of 150 micro-missiles.
- RMS-1 REACTION CRUISE MISSILES:
Six RMS-1 reaction missiles (up to three on each wing hardpoint, none on the fuselage hard points) can be mounted on the VA-3. In all but the heaviest fleet engagements, four RMS-1 are mounted on the outermost hard points with 2 UUM-7 pods on the innermost wing hardpoints.
- LOCATION: outer wing hardpoints (A, B, E, F) in conjunction with UUM-7 Micro-Missile Pods.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a potential total of 6.
- MK-82 SNAKEEYE LDGB BOMBS:
The VA-3 Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VF, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+25% read sensory instruments check.) Without a laser indicator, the VA-3 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the VA-3 is +2 to strike (+6 to strike indirectly with the blast radius). The VA-3 can carry 6 Mk-82 on the wing hardpoints, and 3 Mk-82 on the fuselage hard points.
- LOCATION: all Hardpoints, or outer hardpoints (A, B, E, F) in conjunction with the GBU-10C bombs.
- PRIMARY PURPOSE: Assault
- RATE OF FIRE: 1 to 3 (or 1 to 6) per hardpoint.
- PAYLOAD: 3 per fuselage hard point, 6 per wing hard point, for a potential total of 48.
- GBU-10C PAVEWAY II BOMBS:
The VA-3 Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VF, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+25% read sensory instruments check.) Without a laser indicator, the VA-3 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the VA-3 is +2 to strike (+6 to strike indirectly with the blast radius). The VA-3 can carry 3 GBU-10C on the wing hardpoints, and 1 GBU-10C on the fuselage hard points. The bombs can be outfitted with laser-guiding (GBU-10C Paveway II) or all weather "smart" (GBU-38 JDAM) equipment.
- LOCATION: all Hardpoints, or inner hardpoints (B, C) in conjunction with the MK-82 bombs.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per fuselage hard point, 3 per wing hard point, for a potential total of 23.
- REACTION WEAPON BOMBS:
These are about half the size of an RMS-1 Anti-Ship Reaction Missile. They are also variable yield and can be remotely detonated or set with a time delay (maximum 60 minutes) to detonate after the VA-3 has retreated from the area. The VA-3 Invader has been specifically designed to deliver bombs, and excels at ground attacks. With a laser indicator, from the VF, another vehicle loitering overhead or from personnel on the ground, the bombs are virtually guaranteed to hit a stationary target (+25% read sensory instruments check.) Without a laser indicator, the VA-3 still has a high strike rate (read sensory instruments check). Against moving targets on the ground, the VA-3 is +2 to strike (+6 to strike indirectly with the blast radius). The VA-3 can carry 1 Reaction Bomb per wing hard point.
- RANGE: Freefall bomb
- DAMAGE: 20
- DAMAGE: variable yield; maximum: 4D8x1,000 M.D. at ground zero to 750 m , 4D8x100 M.D. to 1,500 m, 4D8x10 M.D. to 2,150 m, 4D8 M.D. to 2,900 m, 4D8x100 S.D. (able to do M.D.) to 3,650 m, 4D8x10 S.D. to 4,400 m, 4D8 S.D. to 5,150 m, 4D8x-10 S.D. to 5,900 m). Lower yeilds are possible down to 10% of maximum by reducing the multiplier correspondingly; blast radius is also reduced by the same factor.
- RATE OF FIRE: 1 per hardpoint.
- PAYLOAD: 1 per hardpoint, for a potential total of 11.
- COMBAT: see description.
- EXTERNAL FUEL TANKS:
Each external tank carries half the reactant fuel needed to reach orbit. The VA-3 generally runs off of their fuel reserves until entering combat, thereby enabling the craft to retreat to orbit after combat has concluded.
- PURPOSE: additional fuel.
5. HAND TO HAND COMBAT
If necessary, the pilot of the VA-3 can engage in melee combat rather than use a weapon. The VA-3 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: 6D6 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: 1D6 M.D.
- Stomp: 1D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
OPTIONAL EQUIPMENT (FAST PACKS & SUPER PARTS)
The VA-3 Invader has one (1) dorsal special equipment hard point station available for mounting:
The VA-3 Invader can mount the following Aerospace Booster Parts.
1. DORSAL ROCKET BOOSTER PODS:
Contain rocket engines powerful enough to launch the VA-3 Invader to satellite orbit over an Earth-like planet and then be used to increase maximum speed in space.
The dorsal rocket boosters have a reverse nozzle at the front.
2. VENTRAL PROPELLANT TANKS:
Provide the extra fuel and coolant needed by the Dorsal Booster Pods to operate for extended periods of time. They are semi-conformally mounted below the air intakes.
3. INTAKE PROPELLANT TANKS:
Provide extra fuel needed by the Dorsal Booster Pods to operate for extended periods of time. They are mounted in the air intakes. Because of that, they are usually only used in space, as they interfere with the cooling of the engine in an atmosphere.
SENSOR SYSTEMS
Note: Refer to the
VF-1 Valkyrie for stats unless otherwise noted herein:
OTHER STANDARD EQUIPMENT
Note: Refer to the
VF-1 Valkyrie for stats unless otherwise noted herein:
- BALANCE CONTROLLER
- EJECTOR SEAT/S w/ ANTI-G MECHANISM & HOMING SIGNAL: signal range is 480 km.
- FCS (Fire Control System): has been specially developed to be able to use for ground attack weapons. The VA-3's FCS automatically takes aim after target acquisition with the radar and calculates the optimal firing solution. The VA-3's FCS is not an all regimes type, like those in the VF series, and it has only limited air-to-air capabilities. The VA-3'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. In air-to-air combat, the FCS is capable of tracking and identifying specific enemy targets, up to 90 targets on the ground and 30 targets in the air, while simultaneously devising and executing fire control solutions on up to 12 ground targets, or 4 aerial targets. The FCS has a database of over 2,000 images stored in memory. It is located in the chest section in Battroid mode. The FCS also utilizes a helmet 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.
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- LANDING GEAR/CATAPULT HOOK: the VA-3 Invader features a catapult hook, on the front, retractable tricycle undercarriage, for carrier launches. For carrier landings, the VA-3 has twin arresting hooks mounted on the rear undercarriage.
- LASER TARGETING SYSTEM: Range 30 km.
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- RADIO/VIDEO COMMUNICATION: Long range, directional, line-of-sight communications system with satellite relay capabilities. Range: 960 km or can be boosted indefinitely via satellite relay. Uses both the UHF and VHF antennas.
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA
- SEARCHLIGHTS: two searchlights are located on the shoulders in Battroid mode. Range: 92.5 m.
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
- UHF ANTENNA
- VHF ANTENNA
COMBAT BONUSES FOR VA-3 INVADER TRAINING
If the VA-3 Invader has Super Parts, they provide the following bonuses and penalties:
- In atmosphere: -1 penalty to dodge in all modes.
- In space: +1 bonusto dodge in all modes.
BASIC VARIABLE FIGHTER COMBAT TRAINING
Basic training for non-pilot military personnel.
- 1 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
- +0 to parry
- +0 to dodge in battroid mode, +2 in GERWALK, +4 in jet 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.
- 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 VA-3 INVADER COMBAT TRAINING
Advanced training for pilots specializing in the VA-3.
- 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen.
- +0 on initiative
- +0 to strike (not applicable in air-to-air combat)
- +1 to parry
- +1 to dodge in battroid mode, +3 in GERWALK, +5 in jet mode.
- +2 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