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BACKGROUND
Directly descended from the original VF-1 Valkyrie. The VF-11 competed with the VF-14 in Project Nova to become the successor to the VF-4 (a general-purpose VF which is substantially the successor to the VF-1). The VF-11 won as a result of its reliable design, high performance both in and outside of atmosphere, systemizing control and excellent in general-purposefullness, and is deployed as the main VF of the Unified Forces.
As the majority of Variable Fighter airframes after the VF-1 and before the VF-11 were limited to specific operational environments, the VF-11 broke down the environment-limiting barriers and became the legitimate successor to the VF-1.
While the canard the VF-11 is equipped with enhances maneuverability and operability in atmosphere, it also limits the maximum speed due to air resistance. This feature was cause for heated debate during development with Captain Milia Jenius, of the Eagle Nest Aerial Tactics Center, as one advocate of the canard. Two VFX-11 prototypes were produced; the first without a canard and the second with one. Captain Jenius and the VFX-11 No. 2 machine participated in a rescue operation of a Unification Government chief advisor, and with data collected on the VFX-11 No. 2 used in this rescue operation, a decision was made to implement the canard.
Although the Battroid of the VF-11 has a similar silhouette to the VF-1, the structure greatly differs. Moreover, compared to previous Battroids, emphasis was placed on close-range combat capability, evidenced by early models of the VF-11 having a gun pod with a bayonet as standard equipment. In addition, Battroid can be used more effectively, since it is equipped with an anti-projectile shield for the first time, dramatically improving its resilience.
The VF-11 replaced the VF-4 Lightning III as the main Variable Fighter in the Unified Space Forces after 2030. Deployed on long-range Emigration Fleets, Emigrant planets, and in the Unified Forces. It was scheduled to be replaced by the winning design of the Project Super Nova AVF competition in the 2040s.
RPG STATS
Vehicle Type: Variable Fighter
Class: Variable Vehicles
Crew: one pilot in Marty & Beck Mk 11 Ejection Seat with life support system for high altitude/outer space environments and shockwave system for ejection at supersonic speeds in reinforced pressurized canopy (ejectable as an emergency escape pod).
Manufacturer: Shinsei Industry
Government: Unified Government
Customer: Unified Space and Air Forces
Design Features: variable-geometry-sweep wing; canard; vertical T-O and landing (VTOL); supersonic cruise and maneuvering in region of Mach 3.5+ below the stratosphere; two-dimensional thrust vectoring; improved waist joint system; anti-projectile shield for GERWALK and Battroid use; option of FAST Pack booster and propellant tank units or two solid-fuel rocket boosters for improved space strategic capability; option of radome. Retractable tricycle undercarriage landing gear with catapult hook. Two steerable nosewheels and twin coupled main wheels retract rearward.
Variants:
- VF-X-11: prototype version. Two produced, one equipped with canards and fold booster.
- VF-11A: first mass production type (produced in small numbers). Two windows on main sensor mounted on head turret.
- VF-11B: mass production type. Anti-aircraft laser gun barrel Lengthened, one window on main sensor, and increased engine thrust. Most produced type of VF-11.
- VF-11C: enhanced navigational electronic equipment (avionics) type. Focus shifted away from close-combat to better cost-performance balance.
- VF-11D: two-seater version.
- Note: an unmanned version of the VF-11 also exists which the Unified Forces had produced.
MDC BY LOCATION:
Location |
MDC |
Location |
MDC |
Head Laser
(1) Head
Hands (2)
Arms (2)
Legs & Thrusters (2)
(2) Main Body
Canards (2)
Main Wings (2)
|
20
60
30 each
90 each
180 each
300
40
100 each
|
Tails (2)
Gun Pod
(3) Shield
(4) Pilot Compartment/Escape Pod
(5) Main Booster Packs (2)
(5) Leg Packs (2)
Optional Radome
|
45 each
100
250
185
125 each
85 each
80
|
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 Valkyrie. The pilot and cockpit section/escape pod will be automatically ejected from the doomed Valkyrie before it explodes by the Valkyrie's main computer.
- (3) Can block all attacks against the fighter. Requires a successful roll to parry. No bonus when attempting to parry gun shots (bullet, beam, laser) or missiles. Pending conditions, might not block area effect weapons (missile blast waves, etc..)
- (4) 150 MDC only in Battroid and/or when the blast shield is lowered over the cockpit. Otherwise, 70 MDC for the canopy and 115 MDC for the remainder of the cockpit. Requires a called shot to hit the canopy.
- (5) Optional attachments that offer extra protection. Whenever the fighter takes damage roll 1D6. On a result of 1-4 the FAST Packs take damage before the VF's main body does. Alternatively, if the pilot makes a successful parry roll the FAST Pack modules automatically take damage first.
Explosive: unless otherwise noted, a FAST Pack 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 FAST Pack module before it explodes. Modules that explode do 1D6x100 MD. Deduct damage first from the part covered by the FAST Pack, and then any remaining damage from the main body of the VF.
SPEEDS:
RUNNING: BATTROID: 160 kmph
LEAPING: BATTROID: 9 m high or 15.2 m long without thrusters.
FLYING: Mach 3.5+ at 10,000 m; Mach 8.2+ at 30,000+ m
VTOL: GERWALK and Battroid only
Maximum airframe design load: +22 to -16
Ceiling: 42,000 m
The VF-11 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 VF-11 is ineffective for combat maneuvers and it should proceed to a refueling station as soon as possible. A large booster is needed for launching into satellite orbit.
Maximum rate of ascent: 28,500 m/minute (Fighter)
Combat Action Radius (in atmosphere): nearly unlimited
Operational Underwater Depth: ?200? m (Battroid & GERWALK).
STATISTICAL DATA:
HEIGHT:
Battroid: 12.92 m.
GERWALK: under investigation
Fighter: 3.49 m.
WIDTH:
Battroid: under investigation
GERWALK & Fighter: 11.2 m with wings at maximum extension.
LENGTH:
Battroid: under investigation
GERWALK: under investigation
Fighter: 15.51 m
MASS: 9,000 kg
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two 28,500 kg Shinsei Industry/P&W/Roice FF-2025G Thermonuclear Turbine Engine. Many P&W HMM-5B high-maneuverability vernier thrusters.
DEFENSIVE SYSTEMS
1. 2ND GENERATION ACTIVE STEALTH SYSTEM
The VF-11 is equipped with an 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. -30% to read sensory instrument checks to detect the VF-11, and when being attacked by missiles, either add +20% when chaff and flares are used, or roll on the following:
- 01-15% Missile explodes harmlessly
- 16-35% 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.
- 36-00% No effect.
Since the VF-11'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 a Unified Forces base. For more information on stealth, please refer to the stealth rules.
2. ESCAPE POD
The entire reinforced pressurized canopy of the VF-11 is ejectable as an emergency escape pod when the fighter is destroyed. The escape pod contains a powerful locator beacon and an integrated life support system that can support the pilot for up to 24 hours after ejection. The pod is also equipped with parachutes in case of ejection in an atmosphere. The pod contains small manuevering thrusters, similar in capability to a pilot suit's manuevering thrusters. The VF-11's avionics are programmed to automatically eject the escape pod if the Valkyrie is destroyed (main body MDC reduced to 0), but this can be overridden by the pilot.
3. INTERNAL MULTIPURPOSE CHAFF/FLARE/SMOKE DISCHARGER SYSTEM
Each engine nacelle contains a combined chaff, flare and smoke discharger, which is useable in all modes. When used, a burst of 6 flares, 1 exploding chaff container, or 1 cloud of white smoke per unit listed in the stats is discharged. 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 (recommended 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.
4. HEAT AND RADIATION SHIELDS
Special shielding prevents the penetration of life threatening heat and radiation. A radiation detection and alarm system are linked with the shields and will sound an alarm if there is a rupture in the shields and what the levels of radiation are.
5. SELF-DESTRUCT
To prevent capture of a variable fighter by the enemy, the pilot can activate the VF-11'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.
6. SWAG ENERGY CONVERSION ARMOUR
The VF-11 uses excess power from the engines in Battroid and GERWALK to reinforce the armour strength of the VF-11. Effectively triples the armour's durability.
OPTIONAL RULE: reduce the MDC to one-third (33%) in fighter mode to represent the armour gains. Not recommended for "hero" mecha.
7. ANTI-PROJECTILE SHIELD
The VF-11 Thunderbolt is equipped with an external shield that is mounted on the central rear dorsal section of the Valkyrie in Fighter, and on the left arm in Battroid and GERWALK. Although constructed of super-strong materials, the shield can NOT regenerate and must be ejected once its MDC is depleted.
OFFENSIVE SYSTEMS
1. REAR ANTI-AIRCRAFT PULSE LASER GUN (1)
Mounted on the head turret when in Battroid, and in the central dorsal section of the main body, pointed rearward, in Fighter and GERWALK. This pulse laser gun can be fired above or behind the Valkyrie in Fighter and GERWALK, but not side to side. The head turret can fire in all directions except down in battroid mode. The weapon cannot be used in Fighter and GERWALK when either a radome or booster rocket is attached.
- RANGE: 3,700 m (VF-11a only: 3,100 m)
- DAMAGE: 1D4x10 MD
- RATE OF FIRE: equal to the pilot's combined number of attacks. Single shots only.
- PAYLOAD: effectively Unlimited
2a. GU-15 MULTIPURPOSE GUN POD (1)
The main weapon of the VF-11B. The 30 mm 6-barrel gun pod is mounted on a special hardpoint under the fighter in Fighter, and is hand-held in GERWALK and Battroid. Equipped with a retractable bayonet to further increase the VF-11's close-combat capabilities. The gun pod has a maximum rate of fire of 2,000 rounds per minute, and a muzzle velocity of 3,000 m/s in atmosphere. It can be used during high G manuevers. The gun pod uses clips of ammo. Two spare clips for the gun pod are mounted on the back of the VF-11's bulletproof shield; replacing a clip takes two melee actions and can only be done in GERWALK or Battroid.
- RANGE: 2,200 m
- DAMAGE: 1D8 per round. 10 round burst, single target - 1D8X10 MD. 25 round burst, single target - 2D8X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D8X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray - 1D8 MD, affects 1D4 targets. 25 round burst spray - 1D8 MD, affects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D8 MD, affects 4D4 targets. Chance of hitting bystanders is 70%.
- BAYONET DAMAGE: 3D4x10 M.D. per strike
- 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 150 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution.)
- PAYLOAD: 150 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. Two spare clip are stored behind the shield.
2b. MULTIPURPOSE GUN POD (1)
The main weapon of the VF-11C. To reduce costs, the bayonet has been removed, and the barrel has been lengthened. In Emigrant Fleets, such as the 37th Super Long Range Emigrant Fleet, the gun pod is mostly used for supressive fire. Aside from the greater ammo capacity and lack of bayonent, it is the same as the GU-15. The following detail only the changes to the GU-15 stats.
- RANGE: 2,300 m
- BAYONET DAMAGE: N/A
- PAYLOAD: 200 rounds
3. Internal Armament Loading Bays (2)
Each engine nacelle of the VF-11C contains an internal armament loading bay, which can be customized for different mission objectives and carry a variety of different payloads. Any type of internal pallet may be used. The leg pallets can be used in all modes.
- NUMBER OF PALLETS: (VF-11C only!) 2, 1 per engine nacelle
- LOADOUT: B-7 Pallet with 12 HMM-18 micro-missiles or B-11A Pallet, with CHM-2 (atmosphere) or either the AIM-4, AMM-7, or ASM-5 (space); though any type of Pallet System can be used.
4. Wing Hard Points (4)
The VF-11 has 2 hardpoints per wing, for a total of 4. Some standard hardpoint loads are as follows. For alternatives, refer to the Hardpoint and Missile Details.
Suggested Hardpoint Loads (per wing. Double for total load)
- Standard: none
- Combat (initial): 1 or 2 Semi-embedded Type Long Range Missiles
- Combat (after 2040): 2 AOM-8S
|
- Interception (initial): 1 Semi-embedded Type Long Range Missiles, 1 AIM-4
- Interception (after 2040): 1 or 2 AOM-8S, 1 CHM-2
|
Standard VF-11 Munitions per Hardpoint
Semi-Embedded Type Long Range Missiles
- LOCATION: all Hardpoints (A,B & C,D), or inner hardpoints (B & C) in combination with other munitions.
- RATE OF FIRE: 1 or 2 per hardpoint
- PAYLOAD: 2 per hardpont; 8 total
AOM-8S Two-step Interception Missile
- LOCATION: all Hardpoints (A,B & C,D), or inner hardpoints (B & C) in combination with other munitions.
- RATE OF FIRE: 1 or 2 per hardpoint
- PAYLOAD: 2 per hardpont; 8 total
|
AIM-4 Agile Falcon
- LOCATION: outer Hardpoints (A & D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 4 total
CHM-2 High Speed Manueverable Missile
- LOCATION: outer Hardpoints (A & D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 4 total
RMS-4 Reaction Missile
- LOCATION: outer Hardpoints (A & D)
- RATE OF FIRE: 1 per hardpoint
- PAYLOAD: 1 per hardpont; 2 total
|
5. HAND TO HAND COMBAT
If necessary, the VF-11 can engage in melee combat rather than use a weapon. The VF-11 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: 1D6 M.D.
- Full Strength Punch: 4D6 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: 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 (FAST PACKS & SUPER PARTS)
RADOME
On the dorsal surface, the VF-11 features a special equipment hard point station for mounting a radar radome.
The radome is located on the dorsal side in Fighter and GERWALK. In Battroid, the radome is mounted on the back. The radome can be jettisoned if necessary.
The telemetry from the radome can be transmitted to a command ship for further analysis.
- ELECTROMAGNETIC WAVE SENSOR: detects differences in electromagnetic and magnetic fields. It provides only basic information, such as general location, estimated size and direction of travel. The sensor can also take detailed structural readings of objects with electromagnetic fields, such as detecting power sources, active or hidden weapon ports, transmitters and other valuable statistical data.
- RANGE: 100 km for general detection. Fine readings can only be done at close range. GM's discretion.
- BONUSES: +20% to Intelligence and Detect Ambush/Concealment rolls, provided they make a successful Read Sensory Instruments roll (otherwise they misread/misinterpret the sensor readings).
Detect Cloaked Ships: 30% chance of detecting a ship protected by passive stealth, 60% chance with active stealth (halve values if the cloaked ships are powered down).
- RADAR:
- RANGE: can detect targets as low as 15 m and as high as 30,000 m, over 960 km away
- TRACKING: can detect and track up to 820 targets simultaneously and can record position, speed, and direction of motion for all targets tracked. Can target 50 targets at the same time.
EXTERNAL ATMOSPHERIC SOLID-FUEL ROCKET BOOSTERS (2)
The VF-11 also has optional dorsal and ventral mounting pylons for two external atmospheric solid-fuel rocket boosters. Due to their 5-minute combustion time, they are not suitable for standard operations.
- DURATION: 5 minutes
- LIMITATIONS: must be ejected prior to transformation and cannot be used with dorsal FAST Packs
FAST PACKS & SUPER PACKS
The VF-11 has four special equipment hard point stations for the external space Shinsei Industry FAST Pack units (NP-SP-09c and NP-SF-09) or external atmospheric high-manueverability Super Parts. When the VF-11's FAST Packs have been expended, they can automatically detach so that there is no effect on the main body of the craft. The NP-SP-09c FAST Pack Booster Units are only used in space. They can be used in an atmosphere, but they completely disrupt the max speed (-50%), and hamper manueverability (-1 to dodge) which negates any benefits the packs provide. Reentry with the packs on is impossible.
FAST PACKS
1. NP-SP-09 Booster Unit:
Each dorsal mounted booster unit has 2 booster nozzles. The exhaust nozzles, originally funnel-shaped, were redesigned aroun 2040 in a more rectangular shape. Each unit is equipped with with 4 Hughes HMMM-Mk 6 micro-missile launchers mounted on the dorsal fuselage (exit ports in front of booster units). The slits on the ventral side of booster pods are exhaust ports for micro-missile launchers. The micro-missile launcher can be replaced with a different pack according to mission-specifics.
Even though two symmetrical packs are mounted on the right and left of the VF-11, as they are seperate pods they are able to carry different equipment, such as additional fuel tanks for long-range operations. See the VF-19 Excalibur's FAST packs for ideas.
The initial models emphasized fire power. Later models emphasized endurance with a reduced armament payload.
The two NP-SP-09 booster units can be replaced by the booster units of the Protect Armor.
HUGHES HMMM-Mk 6 MICRO-MISSILE LAUNCHERS (2 or 4)
Uses the HMM-18 micro-missile. The Booster units for the C-type have reduced the launchers to 2 from 4 to reduce costs. The missiles may be fired in any mode.
- MISSILE TYPES: HMM-18 general purpose micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: volleys of 1 to 2 (or 4) per unit
- PAYLOAD: (early model) 7 missiles per launcher for a total of 28 missiles per unit
(late model) 7 missiles per launcher for a total of 14 missiles per unit; significantly increased operational endurance and range
2. NP-SF-09 Propellant Tank Unit (2):
Mounts on the outside of the engine nacelle. Contains a fuel tank and chaff, flare and smoke dispenser.
PROPELLANT TANK (1)
- RANGE: significantly greater
CHAFF, FLARE and SMOKE DISPENSERS (1)
The dispensers can be used in any mode.
- 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
SUPER PARTS
The parts are streamlined for lower air resistance. Depending on the fuel load, Super part engines can be used at maximum thrust for 5 minutes.
1. BOOSTER UNITS (2):
Each dorsal mounted booster unit has a thrust-vectoring nozzle and an air intake above and to the rear of the built-in micro-missile launchers; with sensors located at the tip of the boosters on the top and bottom. The booser units are able to survive reentry, and add +1 dodge.
MICRO-MISSILE LAUNCHERS (4)
Uses the HMM-18 The missiles may be fired in any mode
- MISSILE TYPES: HMM-18 general purpose micro-missiles, though any type of Micro Missile can be used.
- RATE OF FIRE: volleys of 1 to 4 per unit
- PAYLOAD: 6 missiles per launcher for a total of 24 missiles per unit
2. ARMAMENT CONTAINERS (2):
Mounts on the outside of the engine nacelle. Contains an armament container with weapon shutter hatch in the center, and a rearward facing micro-missile launcher in the rear. The armament containers can be used in any mode. The internal armament loading bays can be customized for different mission objectives and carry a variety of different payloads. Any type of internal pallet may be used. The leg pallets can be used in all modes.
INTERNAL ARMAMENT LOADING BAY (1)
- NUMBER OF PALLETS: 1 per armament container.
- LOADOUT: B-7 Pallet with 12 HMM-18 micro-missiles or B-11A Pallet, with CHM-2 (atmosphere) or either the AIM-4, AMM-7, or ASM-5 (space); though any type of Pallet System can be used.
REARWARD FACING MICRO-MISSILE LAUNCHER (1)
Uses the HMM-18 The missiles may be fired in any mode.
- MISSILE TYPES: HMM-18 general purpose micro-missiles, though any type of Micro Missile can be used
- RATE OF FIRE: volleys of 1 per armament container
- PAYLOAD: 5 missiles per armament container
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.
- EXTERNAL AUDIO PICKUP: a sound amplification system that can pick up normal conversation up to 91.5 m away.
- HYBRID SENSORS: located on the lower arm adjacent to the manipulator arm. In Battroid, 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 - FLIR (Forward Looking Infrared): range: 610 m. A passive optical heat sensor that detects infrared radiation projected by warm objects and converts that data into a false-color visible image. The system enables the pilot to see in the dark, in shadows, and through smoke, fog, haze, and other atmospheric obscurants. FLIR adds a +10% bonus to pilots using a tracking skill. This system is also known as Thermal Imagers and Infrared Cameras. Two forward-looking infra-red (FLIR) sensors are located in recessed emplacements in the leg-joint nacelles below and the fore of the canopy.
- 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 (Fighter and GERWALK): mounted in the nosecone and capable of tracking the entire forward hemisphere, from 90 degress below to 90 degrees above. Capable of identifying (tracking?) 8,000 objects at up to about 425 km.
- LAPR-34 RADAR (Fighter and GERWALK): flash-type LADAR capable of creating 3D images. It can image a 10 cm object at 7,500 m.
- RADAR (Battroid): a head mounted radar sensor. It can detect targets as low as 15 m and as high as 14,000 m, at ranges over 180 km.
- 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: 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.
- 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.
- 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
- ANIGRAS: airframe control AI.
- BALANCE CONTROLLER: assists in maintaining balance in Battroid and GERWALK. It is located in the nosecone.
- 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 VF-11's FCS is an all regimes type, and due to that it has only limited air-to-ground capabilities. The VF-11'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 25 targets on the ground and 250 targets in the air, while simultaneously devising and executing fire control solutions on up to 6 ground targets, or 20 aerial targets. The FCS has a database of over 10,000 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.
- FOLD NAVIGATION SOFTWARE: (VF-11 Prototype only!) the vehicle is able to mount a Fold Booster and navigate in Super Dimensional Space. System is tied into sensor systems so that objects are avoided when Defolding.
- 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.
- LANDING GEAR: has a catapult link bar for carrier launch. It has a thickened 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.
- SEARCHLIGHTS: 2 searchlights are located on the shoulders in Battroid mode. Range: 90 m.
- STANDARD SURVIVAL KIT: all Unified Forces 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-11's cockpit is pressurized, and also provides additional air feeds to the pilot's flight suit that provides him with pressurized breathing. The Unified Forces 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 VF-11 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.
- +0 on initiative
- +1 to strike
- +1 to parry
- +1 to dodge in battroid mode, +2 in gerwalk, +4 in jet mode. When Super Parts are mounted, add +1 to dodge in all modes.
- +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 - 2D4 M.D. plus a 50% chance of knocking an opponent down, causing him to loose initiative and one attack that melee round.
ADVANCED VF-11COMBAT TRAINING
Advanced training for pilots specializing in the VF-11.
- 3 attacks per melee (plus those of the pilot). Add one additional action/attack at levels three, six, eleven, and fifteen.
- +0 on initiative
- +2 to strike
- +3 to parry
- +3 to dodge in battroid mode, +4 in gerwalk, +6 in jet mode. When Super Parts are mounted, add +1 to dodge in all modes.
- +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 - 2D4 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