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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.5 2016.02.09

Official Setting information is in darkgreen. Extended Universe information is in steelblue.

VB-6 König Monster

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:


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:
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. On the back in battroid, the top in gerwalk and composes the bottom 1/3 in shuttle mode.
  8. 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.
  9. 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: 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.


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.

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.

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
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.


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.


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.


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.


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.


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:


SENSOR SYSTEMS


OTHER STANDARD EQUIPMENT


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.

ADVANCED VB-6 KöNIG MONSTER COMBAT TRAINING

Advanced training for pilots specializing in the VB-6 König Monster.


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • The Macross Compendium VB-6 König Monster article
  • Macross Chronicle
  • Great Mechanics.DX #04
  • Based on the UNSDB's VB-6 König Monster stats.
  • Macross VF-X2 Official Visual Guide Book
  • VF-X2
  • Shoji Kawamori Macross Design Works

  • © Aaron Sketchley
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