Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The VB-6 König Monster is a representative of a variable bomber developed along the specification requirement of "a Destroid Monster that flies and is able to rapidly deploy itself". This machine, which takes over the Destroid Monster concept, and by an airframe that is endowed with a mechanism that transforms it into Shuttle, Heavy Gerwalk and Destroid modes, and equipped with a 4-barrel rail gun and 3 barrel heavy missile launcher heavy armaments, possesses an offensive power that far surpasses that of the Variable Fighters (VF) and Variable Attackers (VA). Furthermore, operators such as the Macross Frontier Fleet stationed S.M.S., use VB-6 that have been changed from the original specifications;
The VB-6, whose development had started in 2030, was advanced at first by a combined design team of Northram and Grumman. Afterwards, with Shinnakasu, who were in charge of the design of the HWR-00-MkII, and obtaining the collaberation of Dr. König Tiegel who was the design chief at that time, they successfully solved the various problems with the deterioration of the fuselage strength that accompanied the installation of the variable mechanism into the craft. In 2032, the mass production prototype had it's maiden flight and production started. Many completed aircraft were deployed to special forces and so on.
In 2040, 3 VB-6 (1 was a spare machine for parts) were delivered to S.M.S. in the Macross Frontier Fleet. By 2059, the VB-6 belonging to S.M.S. had had various upgrades, had participated actively on the frontlines, and in addition to combat missions, was also going on asteroid [small planet], space dust and so on blast removal work, and so on. There were many cases of S.M.S. getting the VF-25 Messiah and so on to escort the VB-6, and using the VB-6 for assault strikes, support, and so on. The VB-6 was the craft that Ranka rode during the "Ranka Attack", an attack on the Vajra making use of Ranka's songs. During the "Ranka Attack", the VB-6 was mainly in shuttle form, positioned at the rear.
As 3 crew are needed in the HWR-00-Mk II, the VB-6 is also controlled by 3 people: a pilot and 2 bombing and bombardment officers. However, it is possible for a single pilot to operate the VB-6 using EX-Gear; if they're a pilot who has piloting technology as high as Major Kanaria Berushutain of S.M.S.. The front seat is the main pilot seat, and if the seat has been refurbished to the type that supports the EX-Gear, which is reproduced technology from the VF-25, it enables the VB-6 to be operated as a single-seated craft; and the rear seats are not used. The cockpit interior is fairly spacious.
The shuttle form that corresponds with the fighter form of the VF, VA and so on, possesses a high flight performance from it's lifting-body structure. Before being miniaturized, even though it had been rough going getting that giant to fly by itself, the problem had been solved by Dr. König's idea to also use the super-electromagnetic catapult of the rail gun as a plasma rocket. The plasma rockets are only used for emergency landing, high acceleration and so on, and the VB-6's thrust is usually obtained from 4 thermonuclear turbine engines. However, even though acquired the ability of high acceleration with the new mechanism, the VB-6's mobility is low for a fuselage size more than twice that of a normal VF.
Moreover, the S.M.S. specification craft, there is an improvement in mobility by having lightening the craft by a change in the armour material, as well as a small increase in atmospheric speed.
Heavy armour is applied over the entire airframe, and the VB-6 doesn't suffer damage from an anti-air machinegun grade (weapon).
RPG STATS
Vehicle Type: Variable Vehicles
Class: Variable bomber and heavy destroid
Crew: One pilot in front seat, and two bombing and bombardment officers in rear seats, in Marty & Beck zero/zero ejection seat and wearing Tactical Life Support Systems with upper and lower g-suits and pressurized breathing.
Option of refurbishing pilot seat with EX-Gear, enabling the VB-6 to be operated as a single-seat craft. Room for 2 additional passengers in cockpit in this configuration.
Manufacturer: Shinnakasu/Northrom Grumman
Customer: New Unified Forces, S.M.S., other.
Design Features: Destroid, Heavy GERWALK mode based on the HWR-00 Mk II Monster and a shuttle mode for fast transport and orbital insertion.
Variants:
- VB-6 Initial Version
- VB-6 S.M.S. version
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
(1) Head
Canards (2)
Engine nacelles/shoulders (2)
Upper arms (2)
forearms/missile launchers (2)
(2) Forearm sensors (2)
Hands (2)
(3) Main Body
(4) Groin protector / shuttle nose thruster assembly
|
115
60 each
175 each
80 each
450 each
35 each
100 each
1150
125
|
Leg/wings (2)
(5) Engine Thrusters (2)
Pilot's Compartment/Escape Pod
Rail Cannons (4)
(6) Plasma rocket nozzle
(7) Armour plate
Dozer blade
(8) Dozer blade actuators (3)
(9) Pinpoint Barrier Shield (SMS version only)
|
690 each
270 each
450
375 each
200 each
650
400
50 each
100
|
NOTES:
- Destroying the head of the VB-6 König Monster will knock out the mecha's major sensor systems, forcing a reliance on backup optics at -1 strike, parry and dodge. The communications systems will be knocked out, though a backup radio system (usually in the flight suit) will allow the pilot to communicate if needed. Note that the radar is not located in the head.
- Destruction of the forearm sensors means that the chance of the mecha accidentally stepping on something increases significantly. These act as the back up visual and acoustic sensors if the main ones are destroyed.
- Depleting the MDC of the main body will destroy the mecha. If the reinforced pilot's compartment has not been breached (and the crew killed) they can attempt to eject from the doomed aircraft and parachute to safety.
- If the groin protector/shuttle nose is destroyed, the VB-6 König Monster is -5 to dodge in shuttle mode. In gerwalk and battroid modes, the relatively fragile hip assembly is exposed. At a -3 to strike called shot, the 50 MDC hip assembly can be destroyed, blowing off one or both legs. Roll 1D2. The radar is also located in this section.
- Destruction of one engine thruster will reduce air speeds by 50% and make it impossible for the VB-6 König Monster to achieve orbit on its own. Destruction of both engine nacelles will completely disable the aircraft, sending it into an unpowered dive and eventually crashing.
- Destruction of a plasma rocket nozzle will reduce the plasma thrust by 1/4 and make it impossible for the VB-6 König Monster to achieve orbit on its own. If destroyed, the corresponding rail cannon falls off when the mecha transforms to gerwalk or battroid modes.
- On the back in battroid, the top in gerwalk and composes the bottom 1/3 in shuttle mode.
- Requires called shots at -3 strike only from the rear quarter of the VB-6 König Monster. If all 2 or more actuators are destroyed, the VB-6 König Monster cannot fire it's rail cannons.
- The pinpoint barrier shield regenerates at a rate of 50 MDC per round. Even if completely destroyed the shield will regenerate to full strength within 2 melee rounds. The shield is usually generated on the right or left arm.
SPEEDS:
RUNNING: 160 kmph (Battroid), 35 kmph (GERWALK)
LEAPING: Battroid & GERWALK: 18 m high or 30 m long without thrusters.
FLYING: Mach 1.7+ (standard at 10,000 m in atmosphere), Mach 3.2+ (when at 30,000 m or more)
VTOL: Battroid and GERWALK only..
MAXIMUM AIRFRAME DESIGN LOAD: +7
CEILING: Unlimited
MAXIMUM RATE OF ASCENT: ? m/minute (Fighter)
OPERATIONAL UNDERWATER DEPTH: ?100? m (Battroid & GERWALK).
STATISTICAL DATA:
HEIGHT:
Destroid: under investigation
Heavy Gerwalk: under investigation
Shuttle: 6.77 m
WIDTH:
Destroid: under investigation
Heavy Gerwalk: under investigation
Fighter: 24.42 m wing span
LENGTH:Destroid: under investigation
Heavy Gerwalk: under investigation
Shuttle: 29.78 m.
MASS: 101,900 kg
PHYSICAL STRENGTH: equal to a PS of 70
CARGO: Small compartment behind pilot's seat for personal belongings.
POWER PLANT: Two Shinnakasu/P&W/Royce FF-2025B Thermonuclear turbine engines, each rated at 31,700 Kg (maximum thrust in space), four Shinnakasu/Vigors Combined Electromagnetic Plasma Rocket Engine & Railgun System, each rated at 26,500 Kg. P&W HMM-6B High Manueverability Vernier Thruster
DEFENSIVE SYSTEMS
1. ACTIVE STEALTH SYSTEM ANTENNA
SMS variant only! The VB-6 is equipped with an advanced active stealth system; which is useful against fighter mounted radar, radard-guided missiles and so on, but it is difficult to deceive large radars and the like. -40% to read sensory instrument checks to detect the VB-6, and when being attacked by missiles, either add +30% when chaff and flares are used, or roll on the following:
- 01-50% Missile explodes harmlessly
- 51-00 No effect.
Since the VB-6'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 SMS base. For more information on stealth, please refer to the stealth rules.
2. ESCAPE POD
The entire reinforced cockpit of the VB-6 is a detachable escape pod that can be jettisoned when the mecha is destroyed. The ejected cockpit does not contain thrusters, but does contain a powerful locator beacon and an integrated life support system that can support the pilot for up to 48 hours after ejection. The pod is also equipped with parachutes in case of ejection in an atmosphere. The combat computer is programmed to automatically eject the escape pod if the mecha is destroyed (main body MDC reduced to 0), but this can be overridden if the pilot is feeling suicidal for some reason.
3a. EJECTOR SEAT/S w/ ANTI-G MECHANISM & HOMING SIGNAL
Standard VB-6's feature Marty & Beck Mk-7 zero/zero ejection seat/s equipped with a homing device that enables rescue teams to locate a disabled craft or ejected seat. The range of the signal is 480 km. Most UN Spacy ships and variable fighters can locate and track homing signals, and the onboard computers will automatically notify their pilots if such a signal is detected. Through the optimization of the angle of the seat and the body current stimulant system (the so-called vital point stimulation), the pilot can handle 20 to 30% more high g forces.
3b. EX-GEAR
SMS variant only. The VB-6 features a built-in EX-gear system and gunner kit in the cockpit; enabling the VB-6 to be piloted by a single pilot of high skill (normally, the VB-6 needs 3 pilots).
4. INTERNAL MDP/S-02 MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM
A combined chaff, flare and smoke discharger, useable in all modes. When used, they fire a burst of 6 flares, 1 exploding chaff container or one cloud of white smoke per 1 unit listed in the stats. Chaff and flares are unique in their means of countering missiles.
- PRIMARY PURPOSE: defence
- SECONDARY PURPOSE: distraction
- RANGE: GM's arbitration. Smoke effect a 6.1 m3 spherical area OR a 1 m wide, 40 m long release.
- 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, 8 chaff pods and 8 bursts of smoke 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.
- SMOKE creates a large, billowing cloud of white smoke. It is impossible to see inside, or what is on the other side of the cloud. All visual optics are prevented. Heat and infared imaging are not. Smoke is generally used to hide a units exact position, to cover a retreat, or to indicate a location for extraction or targeting.
5. 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.
6. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
SMS variant only. The VB-6 is equipped with a fixed fighter-sized pinpoint barrier system for use in GERWALK and Battroid modes. The barrier provides 100 MDC of protection, and regenerates at a rate of 50 MDC per round when damaged. Even if destroyed by combined attacks, the shield will regenerate itself within 2 rounds. In order to use the shield, the pilot must make a successful parry roll to intercept an incoming attack.
- PRIMARY PURPOSE: Defense
- PROTECTION: 100 MDC total
- REGENERATION RATE: 50 MDC per round.
- SIZE: The barrier can be up to 3 m in diameter.
- DURATION: Unlimited.
OPTIONAL RULE: unlimited MDC but pilot must successfully parry for PPB to be effective. Chance of overloading if hit with too much damage at one time. Not effective against weapons that have a blast radius.
7. SELF-DESTRUCT
To prevent capture of a variable fighter by the enemy, the pilot can activate the VB-6'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.
8. SWAG ENERGY CONVERSION ARMOUR
SMS variant only. The VB-6 uses the same energy conversion armour as the VF-25 Armour pack, which uses excess power from the engines in battroid and GERWALK modes to reinforce the armour strength of the VB-6. Effectively triples the armour's durability. Optional rule: reduce the MDC to one-third (33%) in fighter mode.
OFFENSIVE SYSTEMS
Note: Micro-missile warheads converted to MDE-warheads for anti-Vajra use.
1. SHINNAKASU/VIGORS 320 mm RAIL GUN (4):
The main weapons of the VB-6 König Monster. These immense cannons are used for long range artillery bombardment purposes. The railguns fire a self-guided shell, and are capable of precision fire to a range of more than 100 km; even at targets in low orbits! A reaction warhead (shell) can also be used.
It is possible to use the rail cannons in battroid mode, but it is -5 to strike, and requires 3 actions.
Notes: The rail cannons require at least two actions to fire. The first action is to extend the dozer blade that prevents the vehicle from flipping over backwards when the cannons fire, and the second action is the actual firing of the cannons. During the first action, the pilot (or crew) can perform the necessary final aiming adjustments (weapon system/read sensory instruments checks) to compensate for current weather conditions.
The shells can be controlled during flight, somewhat similar to how wire-guided missiles are. The shells can be redirected up to 45º off of the initial firing arc, governed by the initial firing angle and muzzle velocity. The shells cannot be redirected to hit targets behind the VB-6 König Monster. Nor can they be hijacked in midair to hit the VB-6.
The four cannons can be aimed and fired individually. They can be empowered to hit targets at different distances, but only at a maximum of 15º off of the direction that the VB-6 König Monster is facing.
If a target is within 25 km, the VB-6 is able to adjust both the firing angle and propulsion so that all of the shells fired in 2 melee rounds arrive on the target at the exact same moment. During this attack, the VB-6 cannot take any other action, nor can it move. For targets less than 10 km away, it is only 1 melee round of shells that can be fired.
- PRIMARY PURPOSE: Artillery Bombardment
- SECONDARY PURPOSE: Anti-Mecha
- RANGE: precise fire to just over 100 km. Total range over 160 km.
- TIME TO HIT TARGET: Based on a muzzle velocity of approximately Mach 3.0 (3,216 kmph.) GMs are advised to either increase the time or decrease the time depending on their opinion of a slower or faster, respectively, muzzle velocity.
Distance Travelled |
100 km |
50 km |
25 km |
20 km |
10 km |
5 km |
Time to target |
1.8 min |
55.8 seconds |
27 seconds |
22 seconds |
11.19 seconds |
5 seconds |
- RATE OF FIRE: Volleys of 1, 2, 3 or 4 cannons per action. Each cannon can fire twice per round due to the required recharging of the capacitors and the loading of
munitions.
- PAYLOAD: 30 standard. 10 of the other types, in any combination. Standard load out is the multi-warhead/mini-dispersal.
- DAMAGE: varies.
Warhead |
Mega-Damage |
Minimum Safe Range |
Blast Radius |
MDC |
Particulars |
Standard Armour Piercing Explosive Shells |
2D6x100 M.D. at 0 to 15 m, 2D6X10 at 15 m to 30 m, 2D6 M.D. at
30 m to 50 m. |
30 m |
50 m |
15 |
An armour piercing shell from this class of weapon on a battleship (406 mm cannon) can penetrate 9,144 mm of concrete. Image what it can do if it can hit a mecha? |
Reaction-variable yield |
4D8x1,000 M.D. at 0 to 750 m, 4D8x100 M.D. at 750 to 1,500 m,
4D8x10 M.D. at 1,500 m to 2,250 m, 4D8 M.D. at 2,250 m to 3,000 m. |
1,750 m |
3,000 m |
25 |
if the user is not careful, they might mistakenly blow themselves up when used. The size of the explosion can be varied downwards with the smallest being a 300 m radius explosion. Ground zero is still 4D8x1,000 MD to 75 m. |
Fuel-air bomb |
1D4x1,000 MD to 100 m, 1D4x100 MD to 150 m. Possibility of heat/burn damage if remaining in the area of effect. |
100 m |
150 m |
10 |
Flattens everything within the blast radius and leaves a large area beyond it aflame. Immediately prior to detonation, the shell deploys a parachute and slows its decent to a virtual crawl. If the shell cannot do this, the blast is only 1 to 10% of the normal amount. Shell is ineffective outside of an atmosphere. Unscrupulous users could replace the fuel-air bomb with some type of chemical or bio-weapons. |
Multi-warhead/mine dispersal |
1D6 MD per sub munition. Damage multiplier: % die/2 at 0 to 25
m, % die/4 at 25 m to 50 m, 1D20 at 50 m to 100 m, 1D10 at 100 m
to 175 m, 1D6 at 175 to 250 m. |
250 m |
250 m |
15 |
Shell explodes at altitude and rains a plethora of sub munitions into a large area. Fuses for sub munitions could be set for time delayed (0 to 5 minutes) or pressure triggered (initial impact with ground will not set the munition off. |
2. RAYTHEON/SHINNAKASU 3-BARREL HEAVY MISSILE LAUNCHER (2):
The forearms are composed of missile launchers and large ammunition magazines for the launchers. They are designed for long-range bombardment and anti-air and ground forces at range. They have enough power to seriously damage ships, as well as destroy mecha with a single salvo. Though anti-ground anti-ship missiles are usually loaded, multi-warhead, reaction warhead missiles and so on can also be launched.
Anti-Ground Anti-Ship Heavy Missile
PRIMARY PURPOSE: Anti-Ground Anti-Ship
RANGE: 804 km
BLAST RADIUS: 15.2 m
DAMAGE: 4D10x100+300 M.D. at 0 to 30 m, 4D10x10+30 M.D. at 31 m to 60 m, 4D10+3 M.D. at 61 m to 90 m, 1D4 M.D. at 91 m to 120 m.
RATE OF FIRE: volleys of 1, 2, 3, 4, 5 or 6 per action. In shuttle mode while in space, the arms can be extended at the cost of one (1) action.
PAYLOAD: 9 missiles per launcher; 18 total.
COMBAT: 4 attacks per melee until the missile hits, is destroyed, or runs out of fuel. +5 strike, +4 dodge. 20 MDC per missile. These missiles are heat seeking.
Multi-Warhead Missile
PRIMARY PURPOSE: Assault
RANGE: 402 km
BLAST RADIUS: 500 m
DAMAGE: 1D6x10 MD per sub munition. Damage multiplier: 1D6x10x1D100 M.D. at 0 to 25 m; 1D6x10x(1D100/2) M.D. at 26 m to 50 m; 1D6x(1D100/2) M.D. at 51 m to 100 m; 1D6x(1D100/4) M.D. at 101 m to 175 m; 1D6x1D10 M.D. at 176 m to 250 m; 1D6x1D6 (substitute 0 for 6) at 250 to 500 m.
RATE OF FIRE: volleys of 1, 2, 3, 4, 5 or 6 per action. In shuttle mode while in space, the arms can be extended at the cost of one (1) action.
PAYLOAD: none standard. Each missile loaded replaces one of the Anti-Ground Anti-Ship Heavy Missiles.
COMBAT: 4 attacks per melee until the missile hits, is destroyed, or runs out of fuel. +5 strike, +4 dodge. 20 MDC per missile. These missiles are heat seeking.
Reaction-Warhead Missile
PRIMARY PURPOSE: Heavy Assault
BLAST RADIUS: 6,000 m
RANGE: 804 km
DAMAGE: 4D8x10,000 M.D. at ground zero to 750 m , 4D8x1,000 M.D. to 1,500 m, 4D8x100 M.D. to 2,150 m, 4D8x10 M.D. to 2,900 m, 4D8 M.D.to 3,650 m, 4D8x10 S.D. (able to do M.D.) to 4,400 m, 4D8 S.D. to 5,150 m, 4D8x-10 S.D. to 5,900 m).
RATE OF FIRE: volleys of 1, 2, 3, 4, 5 or 6 per action. In shuttle mode while in space, the arms can be extended at the cost of one (1) action.
PAYLOAD: none standard. Each missile loaded replaces one of the Anti-Ground Anti-Ship Heavy Missiles.
COMBAT: 4 attacks per melee until the missile hits, is destroyed, or runs out of fuel. +5 strike, +4 dodge. 20 MDC per missile. These missiles are heat seeking.
3. ANTI-AIR ANTI-GROUND 30mm VULCAN CANNON TURRET (1):
The Anti-Air Anti-Ground Machinegun Turret is, when in shuttle form, semi-fixed in the nose part. In the other two modes, it is used for close-in protection.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Missile Defence
- RANGE: 2,250 m
- DAMAGE: 1D8 per round. 10 round burst, single target - 1D8X10 MD. 20 round burst, single target - 2D8X10 MD. For bursts greater than 20 rounds, increase the damage by a scale of 1D8X10 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 vulcan cannon can be used for sprays: 10 round spray - 1D8 MD per target, effects 1D4 targets. 20 round burst spray - 1D8 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D8 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the Vulcan cannon isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
- PAYLOAD: 1,000 rounds per ammo drum. The VB-6 König Monster carries two (2) additional ammo drums that are automatically loaded. Automatic loading takes 3 actions. Once all three ammo drums are exhausted, the Vulcan cannon can only be reloaded by trained personnel using the right reloading equipment.
4. HIGH-SPEED SMALL HIGH-MANUEVERABILITY MISSILE LAUNCHER (2):
Each forearm in Destroid and Heavy Gerwalk modes, and rear ventral surface in shuttle mode, contains a fixed high-speed missile launcher. Any type of micro missile may be use, but the HMM-18 General Purpose Micro Missiles are standard. The missiles may be fired in any mode.
- PRIMARY PURPOSE: Assault
- MISSILE TYPES: HMM-18 General Purpose Micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: Volleys of 1 to 5 per launcher.
- PAYLOAD: 45 missiles per launcher; 90 total.
5a. ARM GRENADE CRUSHER (2):
Grenade crushers are included for close range defence and anti-personnel purposes. They are located in the forearms on either side of the 3-barrel Heavy Missile Launchers. The Grenade Crushers are only available in Destroid and Heavy GERWALK modes.
- Grenade crusher: RPG (Rocket Propelled Grenade) style anti-personnel/mecha weapon.
- PRIMARY PURPOSE: Anti-personnel/mecha
- SECONDARY PURPOSE: Assault
- RANGE: 500 m
- BAST RADIUS: 6.1 m
- DAMAGE: 1D12x10 M.D. per grenade.
- RATE OF FIRE: Each launcher can fire only once per melee. Volleys of 1, 2, 3, 4, 5, 6, 7 or 8 per action.
- PAYLOAD: 10 per launcher for a total of 80.
5b. ARM GATLING GUNS (2):
The grenade crushers are replaced by gatling guns in S.M.S. specification VB-6. They are located in the forearms on either side of the 3-barrel Heavy Missile Launchers. The gatling guns are only available in Destroid and Heavy GERWALK modes.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Missile Defence
- RANGE: 2,250 m
- DAMAGE: 1D8 per round. 10 round burst, single target - 1D8X10 MD. 20 round burst, single target - 2D8X10 MD. For bursts greater than 20 rounds, increase the damage by a scale of 1D8X10 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 vulcan cannon can be used for sprays: 10 round spray - 1D8 MD per target, effects 1D4 targets. 20 round burst spray - 1D8 MD per target, effects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D8 MD per target, effects 4D4 targets. Chance of hitting bystanders is 70%.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Note that firing of the Gatling cannon isn't limited to only 10, 25 or 400 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.) The gatling guns can be fire linked if both arms are pointed in the same direction.
- PAYLOAD: 1,000 rounds per ammo drum. The gatling guns can only be reloaded by trained personnel using the right reloading equipment.
6. HAND TO HAND COMBAT
If necessary, the pilot of the VB-6 König Monster can engage in melee combat rather than use a weapon. Although not expressly designed for hand-to-hand combat, the VB-6 König Monster is fairly manoeuvrable and extremely powerful, thus being able to do significant damage if it connects. The VB-6 König Monster requires a lot of power just to move. It isn't the quickest, but it's got the power of a bulldozer.
The limiting factor is that the VB-6 König Monster must bend over to make successful hand attacks on the majority of its opponents (not applicable to leg attacks,) as the VB-6 König Monster towers above the other mecha in the UN, Zentraadi, Meltraandi and Varuta arsenals with it's hands being
roughly at the head level of VF-1 sized opponents.
DAMAGE:
- Restrained Punch: 3D6 M.D.
- Full Strength Punch: 6D6 M.D.
- "Booster" Punch: 1D6x10 M.D. (counts as two attacks)
- Tear or Pry with Hands: 2D4 M.D. + additional ripping and frame damages.
- Kick: 1D6x10 M.D.
- Leap Kick: 4D6x10 M.D. (counts as two attacks)
- Body Flip/Throw: 6D6 M.D.
- Body Block/Tackle: 4D6 M.D.
- Stomp: 2D6x10 M.D. (only effective against small objects) Note that for some objects, they will be instantly destroyed.
SENSOR SYSTEMS
- AOA DETECTOR: detects the angle in which the wings meet the airflow. If the angle is increased, so is lift; however a stall can occur if the angle is too steep.
- ENHANCED COMMUNICATION SYSTEMS: standard on the SMS variant, optional on other models.
- EXTERNAL AUDIO PICKUP: A sound amplification system that can pick up normal conversation up to 91.5 m away.
- FOLDWAVE AMPLIFICATION DEVICE AND FOLDWAVE ANALYSIS DEVICE: SMS variant. Is installed in the bomb-bay; assist in the Ranka Attack.
- HYBRID SENSORS: located on the lower arm adjacent to the manipulator arm. In battroid mode, they are mainly used for the fine work of the manipulator arms, but also can be used as an emergency backup if the main sensors (mounted in the head) are lost.
- IFF ANTENNA: the associated systems receives codes from other aircraft and identifies them as either friend or foe. This eases in targeting and tracking your enemies, without hitting your allies with "friendly fire".
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA: Tactical Air Navigation (TACAN) provides radio (UHF) navigation information such as bearing, identification and distance information. It is located in the dorsal section.
- OPTICS - AN/ASQ-228 ATFLiR Advanced Targeting Forward-Looking Infrared: Range: 75 km. Has increased capabilities to locate, identify and designate targets. Its 360-degree roll drive, with continuous automatic boresight alignment, ensures persistent target coverage and first-pass kill. Also contains a laser-targeting system that operates at heights greater than 25,000 m. FLIR adds a +10% bonus to pilots using a tracking skill.
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE: mounted in the head turret. It provides standard visuals with x100 zoom functions (can zoom in to see 1 m square at 1,000 m.) The rear periscope allows for views directly behind the VF.
- RADAR (jet and GERWALK modes): mounted in the nosecone is a Standard Variant: AWG-20 radar. The radar is used in all modes. It can detect targets as low as 15 m and as high as 24,384 m, at ranges over 450 km.
SMS variant: mounted in the nosecone is an integrated AA/AS/SF-06 radar. It can detect targets as low as 15 m and as high as 50,000 m, at ranges over 750 km.
- RADAR (battroid mode): the head has a mounted radar sensor. Standard Variant: it can detect targets as low as 15 m and as high as 8,099 m, at ranges over 100 km.
SMS Variant: It can detect targets as low as 15 m and as high as 16,200 m, at ranges over 200 km.
- RADIO/VIDEO COMMUNICATION: Long range, directional, line-of-sight communications system with satellite relay capabilities. Uses both the UHF and VHF antennas. Standard Variant: Range: 960 km or can be boosted indefinitely via satellite relay. SMS Variant: Range: 1,150 km or can be boosted indefinitely via satellite relay.
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA: it provides protection against surface to air missiles and air to air missiles' radar, by jamming. A radar warning receiver allows the pilot to know when they are in a radar-guided threat environment. The Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications. It is located in the vertical stabilizer. This antenna is located in the in vernier tail pack and it extends in GERWALK mode.
- TRAM (Target Recognition and Attack-Multisensor) STANDARD DEVICE: used to improve the attack accuracy on the target. It combines infrared rays and laser detection data with the radar system.
- UHF ANTENNA: The Ultra High Frequency antenna transmits and receives tactical, operational, and administrative information in the UHF range. It supports line-of-sight communications.
- VARIOUS ANTENNAE AND RADAR SYSTEMS: located in the tailfins, with additional APN-2000 antennas mounted on the lower right and left of nose section.
- VHF ANTENNA: The Very High Frequency antenna transmits and receives tactical, operational, and administrative information in the VHF range. It supports line-of-sight communications. It is located in the vertical stabilizer.
OTHER STANDARD EQUIPMENT
- ANCHORING SYSTEM: (VF-25G) a 250 m cable can be fired out to latch onto, and anchor the VF-25 to an object. System is able to pull the VF-25 towards the object. If the object's mass is equal to, or less than the VF-25's, it is possible to pull it towards the VF-25 or pull both towards each other.
- BALANCE CONTROLLER: assists in maintaining balance in battroid and GERWALK modes. It is located in the nosecone.
- FIRE CONTROL SYSTEM: is the weapon control system that has been specially developed to be able to be used for anti-ground and anti-ship weapons. The VB-6's FCS automatically takes aim after target acquisition with the radar and calculates the optimal firing solution. The VB-6's FCS is not an all regimes type, like those in the VF series, and it has only limited air-to-air capabilities. The VB-6'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 200 targets on the ground and 66 targets in the air (SMS Variant is 270 on the ground and 75 in the air), while simultaneously devising and executing fire control solutions on up to 28 ground targets, or 10 aerial targets (SMS Variant is 36 ground targets or 12 aerial targets.) The FCS has a database of over 5,000 images stored in memory (SMS Variant has over 20,000 iamges.) It is located in the chest section in Battroid mode.
The VF-25G has the FCF-21b FCS precision fire-control booster. The VF-25S is equipped with an on-board AI equipped with battle tactic command programs for assistance.
- INERTIAL NAVIGATION SYSTEM (AUTOPILOT): it uses data from the Doppler device and can automatically navigate the attack craft. Pilots can even sleep during long voyages, but this practice is frowned upon by senior command. The auto-pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the craft is near its destination, and can also be set to automatically signal when sensors detect objects near the craft.
- ISC (INERTIA STORE CONVERTER): Shinsei Industry Macross Frontier Arsenal / LAI Company self-development specification ISC/TO21. Incorporates EX-Gear. When ISC operates, the cockpit is protected from high G; such as the maximum airframe design load of 27.5G at maximum acceleration for 120 seconds.
- LANDING GEAR: has a catapult link bar for carrier launch. Thicken column to support Super parts, other equipment and the impact of carrier landings.
- LASER TARGETING SYSTEM: Range: 15.0 Km. This can be used with LGBs (Laser Guided Bombs) that can be mounted on the hardpoints. It is not possible to use this system for laser communication.
- LOUDSPEAKER: A loudspeaker system is built into the craft, which can be used to amplify the pilot's voice up to 90 decibels.
- "MAGIC HAND" MANIPULATORS (3): for maintenance use. 3 MDC each.
- ON-BOARD AI: equipped with battle tactic command programs for assistance (VF-25S).
- REMOTE CONTROL: from outside the fighter by EX-Gear is possible via connect slave function.
- SEARCHLIGHTS: two searchlights are located on the shoulders in Battroid mode. Range: 90 m.
- STANDARD SURVIVAL KIT: All UN Spacy VF's come equipped with a portable survival kit. Inside the small reinforced box is a medium-sized flashlight, two hand flares, one rocket flare, a compass, infrared distancing binoculars, a small mirror, a pocket knife, dehydrated and concentrated food (can be stretched into a five day supply for one person) and basic first aid items (aspirin, bandages, disinfectants, etc.).
- TACTICAL LIFE SUPPORT SYSTEM: The VF-25's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The UN Spacy flight suit also contains an upper and lower g-suit that promotes blood circulation even during high-G turns, thus decreasing the possibility of pilot blacking out in combat.
COMBAT BONUSES FOR VB-6 KöNIG MONSTER TRAINING
Due to the special nature and use of the VB-6 König Monster, combat training should not be available to characters as an initial skill selection who are not of the Bomber OCC or joining a special squadron. Pilots flying the VB-6 König Monster without training only get bonuses from Basic Variable Fighter Combat Training.
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 - 4D6 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED VB-6 KöNIG MONSTER COMBAT TRAINING
Advanced training for pilots specializing in the VB-6 König Monster.
- 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 - 4D6 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