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VF-11D Kai Thunderbolt "Jamming Birds" |
BACKGROUND
The VF-11D Kai "Jamming Birds" is a variant of the VF-11 Thunderbolt, the main Variable Fighter in the Unified Space Forces after 2030.
The VF-11D Kai is a two-seater version, jointly manufactured by Shinsei Industry and the Macross 7 Project M Special Technologies Group. It features an enlarged canard, lightly tuned-up engines, the VF-19's vernier thrusters, and aerospace Sound Booster Super Parts. Because of the enlarged canards, it has slightly reduced atmospheric performance compared to the VF-11C.
20 craft were produced in one lot in the Macross 7 Fleet, and were deployed in the Jamming Bird force. Because the male and female group Jamming Birds use it, the VF-11D Kai is very popular (amongst civilians).
RPG STATS
Vehicle Type: Variable Fighter
Class: Variable Vehicles
Crew: one pilot and passenger (usually a Sound Warfare Specialist)
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). There is a secondary transparent spherical canopy for the rear seat.
Manufacturer: Shinsei Industry
Government: Unified Government
Customer: Unified Space Forces
Design Features: VG wing with forward-swept standard cruising configuration; canard forward wing; vertical T-O and landing (VTOL); supersonic cruise and maneuvering in region of Mach 5+ below the stratosphere; wrap-around imaging monitor screens in all variable modes; two-dimensional thrust vectoring with two independently pivoting exhaust nozzles; option of external radome. Retractable tricycle undercarriage landing gear with catapult hook. Two steerable nose-wheels retract rearward into nose and twin coupled main wheels forward into fuselage.
Variants:
- VF-11D: two seater version of the VF-11B and C variants
- VF-11D Kai: custom fighter produced for Macross 7's Jamming Bird Force
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 each
100 each
|
Tails (2)
Gun Pod
(3) Shield
(4) Pilot Compartment/Escape Pod
(5) Main Booster Packs (2)
(6) Booster Pack Speakers (2)
(5) Leg Packs (2)
(7) Pinpoint Barrier Shield
|
45 each
100
250
200
150 each
50 each
85 each
100
|
NOTES:
- (1) Destroying the head of the fighter will knock out the Valkyrie'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) 200 MDC only in Battroid and/or when the blast shield is lowered over the cockpit. Otherwise, 80 MDC for the canopy and 120 MDC for the remainder of the cockpit. Requires a called shot to hit the canopy.
- (5) Optional equipment. If the FAST Pack module is destroyed, it will explode doing 1D6x100 MD. If the computer is functioning it will automatically eject the damaged part before exploding. If it is not, the pilot has one melee action to eject the FAST Pack module before it explodes.
- (6) Destroying both will knock out the Valkyrie's sound, sound energy, and light projector system. Destroying 1 reduces there effectiveness by half. The Sound Warfare Specialist's seat's Sound Amplification system is unaffected.
- (7) 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..)
SPEEDS:
RUNNING: BATTROID: 160 kmph
LEAPING: BATTROID: 9 m high or 15.2 m long without thrusters.
FLYING: Mach 2.8+ at 10,000 m; Emergency speed in atmosphere: Mach 4.5+; Cruising speed Mach 8.2+ at 30,000+ m
VTOL: GERWALK and Battroid only
Maximum airframe design load: +229.5 to -15.0.
Ceiling: unlimited (Capable of launching into satellite orbit over an Earth-class planet with Super Parts)
Maximum rate of ascent: 24,800 m/minute (Fighter)
Combat Action Radius (in atmosphere): nearly unlimited
Operational Underwater Depth: ?200? m (Battroid & GERWALK).
STATISTICAL DATA:
HEIGHT:
Battroid (w/o Super Parts): 12.92 m
GERWALK: under investigation
Fighter (w/o Super Parts): 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: 16.02 m
MASS: 11,200 kg
PHYSICAL STRENGTH: equal to a PS of 50
CARGO: small compartment behind pilot's seat for personal belongings.
POWER PLANT: two 31,700 kg Shinnakasu/P&W/Roice FF-2025S Thermonuclear Turbine Engines (tuned FF-2025G engines). Many P&W HMM-7 high-maneuverability vernier thrusters.
DEFENSIVE SYSTEMS
Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
1. 2nd GENERATION ACTIVE STEALTH SYSTEM
2. ESCAPE POD
3. INTERNAL MULTIPURPOSE CHAFF/FLARE DISCHARGER SYSTEM
4. HEAT AND RADIATION SHIELDS
5. SELF-DESTRUCT
6. SWAG ENERGY CONVERSION SYSTEM
7. ANTI-PROJECTILE SHIELD
8. HOWARD PBS-03F PIN-POINT BARRIER SYSTEM
A fighter-sized pinpoint barrier system. 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.
THE SYSTEM IS ONLY AVAILABLE IN GERWALK AND BATTROID AND LIMITED TO THE LOWER ARMS AND FISTS.
- SIZE: The barrier can be up to 3 m in diameter.
- DURATION: unlimited as long as the engines are active.
OPTIONAL RULE: chance of overloading if hit with too much damage at one time.
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. The weapon cannot be used in Fighter and GERWALK when either a radome or booster rocket is attached.
- RANGE: 3,700 m
- DAMAGE: 1D4x10 MD
- RATE OF FIRE: equal to the pilot's combined number of attacks. Single shots only.
- PAYLOAD: effectively Unlimited
2. MULTIPURPOSE GUN POD (1)
The main weapon of the VF-11D Kai. 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. 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. 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.
The gun pod can also fire speaker pods into opponent's vehicles in order to broadcast the VF-11D Kai's pilot's music.
Usually 1 of the gun pod's spare clips is full of speaker pods.
Standard
- RANGE: 2,300 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: 200 rounds. Additional ammo clips can be inserted, but exchanging clips requires the VF-11 to be in battroid or GERWALK mode, and takes 2 actions to reload. Two spare clip are stored behind the shield.
Speaker Pod
The main musical warfare weapon of the VF-11MAXL Kai. The gun pod is mounted on a special hardpoint below the AVF in Fighter, and is hand-held in GERWALK and Battroid. The launcher pod has a sensor, foregrip, and stock magazine. The gun pod is used to fire Speaker Pods into opponent's vehicles in order to broadcast the VF-11MAXL Kai's pilot's music. After penetrating the target's armor, the Speaker Pods are fixed with a stopper and filler.
The shells are armor piercing and can usually penetrate even the toughest armor. In addition to their use as a distraction, the speaker pods have been known to occasionally free Varōta pilots from their brainwashing, permitting them to defect back to the Unified Forces.
Two (2) spare clips for the gun pod are mounted on the back of the VF-11's bulletproof shield; replacing a clip takes one action and can only be done in GERWALK or Battroid.
NOTE: this not a Sound Energy System (SES), this is just a normal speaker unit.
- RANGE: 1,800 m
- DAMAGE: a speaker pod does 1D10 MD on impact from armor penetration. The Gun Pod can be used for sprays. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- SPECIAL EFFECTS: the loud music played by the Speaker Pods is very distracting—pilots forced to listen to it in combat suffer -2 to initiative and -1 to strike and dodge. In addition, the music may cause a Spiritia reaction in the minds of brainwashed Varōta pilots. The only way to remove a speaker pod is to physically cut it out of the vehicle back at base.
- ACTIVATION COST (amount of Spiritia required to activate the unit): none, as this is merely a speaker and does not require Spiritia to activate.
- RATE OF FIRE: equal to the pilot's combined number of attacks. The gun pod isn't limited to bursts of 10, or 20 rounds. Any variation can be fired (it is recommended to stick to multiples of 10 for ease of damage resolution).
- PAYLOAD: 20 rounds. Additional ammo clips can be inserted, but exchanging clips requires the VF-17 to be in Battroid or GERWALK, and takes 2 actions to reload. Two (2) spares clip are stored behind the shield.
3. SOUND ENERGY SYSTEM: (1)
A simplified Sound Energy System is installed in the VF-11D Kai. It has a maximum output lower than that of the Sound Force Units. It is a system that amplifies one's Spiritia for attack and defence uses. During the Varōta War, the VF-11D Kai was primarily used in attempts to get the Varōta to stop fighting. The system proved capable of distracting the enemy.
This SES is primarily used to power the Sound Energy System built into the VF-11D's Booster Units. However, it can be used independently to lesser effect.
- PRIMARY PURPOSE: Spiritia Warfare
- ACTIVATION COST (Amount of Spiritia required to activate the unit): 10 Spiritia Points
- DAMAGE: see the Spiritia RPG rules.
- SPECIAL EFFECT: when activated, gives the user(s) a 10-to-1 Song Energy/Spiritia point ratio, and the ability to use minor Spiritia powers.
4. 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.
5. 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.
Note: the hard point missiles are usually fired within the first few passes of an attack; which is the standard Unified Forces tactic.
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
Half-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
|
6. 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
Super Parts is the generic name of an external optional unit, and are used when the needed load of propellant, armament and so on exceeds the loading ability that the craft itself has according to the details of the flight plan, operations, and so on. They are also referred to by such things as conformal tanks. Super Parts were found to be useful not only for their increased fuel tank and booster functions, but also as multi-weapon platforms.
The VF-11 has four special equipment hard point stations for the external transatmospheric high-manueverability Super Parts that are equipped with redesigned aerospace Super Parts that contain a Dimensional Resonance Sound Energy System and Sound Energy Converter System. During the Varohta War, the VF-11D Kai was primarily used in attempts to get the Varohta to stop fighting. The system prooved capable of distracting and temporarily dazzling the enemy. Depending on the fuel load, the Super Parts engines can be used at maximum thrust for 5 minutes.
The Super Parts can be jettisoned at any time.
1. Booster Unit:
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 Sound Warfare systems located at the tip of the boosters. The rear seat of the VF-11D Kai has a console trackball and volume control for the Sound Speaker System.
The militarialised version of the Sound Energy System (SES) designed and developed by Dr. Chiba. The Sound Boosters contain Dr. Chiba's revolutionary SES that amplifies and projects Spiritia Energy, allowing the pilot to use their Spiritia powers in combat. These boosters were designed specifically for the Jamming Birds after it became an operational unit. Unlike Sound Force's SES Sound Booster units, these units are already attached to the VF-11D when launched. The Sound Booster unit is compatible with the other VF-11 and variants, the VF-19, and the VF-22.
High-Performance Speaker System
They emit up to 200 decibels of sound. They are normally used to project music during combat, but can be set to play any recording the pilot has loaded into the craft's computer, or whatever music the pilot produces while piloting the craft.
- RANGE: 350 m in atmosphere. Touch in the void of space.
- DAMAGE: temporary deafness
- SPECIAL: the loud music is very distracting; pilots forced to listen to it in combat suffer -2 to initiative and -1 to strike and dodge. In addition, the music may cause a Spiritia reaction in the minds of brainwashed Varōta pilots.
- RATE OF FIRE: active as long as the pilot is playing or producing music.
- PAYLOAD: effectively unlimited
Sound Energy System
A system built into the VF-11D Kai that amplifies one's Spiritia for attack and defence uses. The system contains a Dimensional Resonance Sound Energy System and Sound Energy Converter System.
- PRIMARY PURPOSE: Spiritia Warfare
- ACTIVATION COST (Amount of Spiritia required to activate the unit): 100 Spiritia Points
- DAMAGE: see the Spiritia RPG rules.
- SPECIAL EFFECT: when activated, gives the user(s) a 100-to-1 Song Energy/Spiritia point ratio, and the ability to use major Spiritia powers.
HUGHES HMMM-Mk 6 MICRO-MISSILE LAUNCHERS (2 or 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: 7 missiles per launcher for a total of 28 missiles per unit
2. PROPELLANT TANKS (2)
Mounts on the outside of the engine nacelle. Contains a propellant tank in the center, a micro-missile launcher in the front, and a chaff/flare/smoke discharger system in the rear. The armament containers can be used in any mode.
PROPELLANT TANK
- RANGE: significantly greater
CHAFF, FLARE and SMOKE DISPENSERS
- Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
- PAYLOAD: 8 bursts of flares, 8 chaff pods and 8 bursts of smoke per dispenser.
MICRO-MISSILE LAUNCHER
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 Propellant Tank
- PAYLOAD: 7 missiles per Propellant Tank
SENSOR SYSTEMS
Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
- AOA DETECTOR
- CONFORMAL SENSOR (4): mounted on the main airframe's forward edge, behind the canards and above the air intakes.
- EXTERNAL AUDIO PICKUP
- HYBRID SENSORS
- IFF ANTENNA
- IFF/UHF DATALINK ANTENNA AND TACAN/UHF ANTENNA
- OPTICS - FLIR (Forward Looking Infrared)
- OPTICS: HYBRID SENSOR/TV CAMERA SYSTEM AND REAR PERISCOPE
- OPTICS: MAIN SENSOR SYSTEM and REAR CAMERA: mounted in the head turret
- RADAR (Fighter and GERWALK)
- LAPR-34 RADAR (Fighter and GERWALK)
- RADAR (Battroid)
- RADIO/VIDEO COMMUNICATION
- RETRACTABLE EC (Electronic Countermeasures) and VHF ANTENNA
- UHF ANTENNA
- VHF ANTENNA
OTHER STANDARD EQUIPMENT
Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
- ANIGRAS
- BALANCE CONTROLLER
- FIRE CONTROL SYSTEM
- INS (Internal Navigation System) / AUTOPILOT)
- LANDING GEAR
- LASER TARGETING SYSTEM:
- LOUDSPEAKER
- "MAGIC HAND" MANIPULATORS (3)
- SEARCHLIGHTS
- STANDARD SURVIVAL KIT
- TACTICAL LIFE SUPPORT SYSTEM
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 action/attack at levels three, nine, and fifteen.
- +0 on initiative (+2 when using Active Stealth System)
- +1 to strike (+2 when using Active Stealth System)
- +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-11 COMBAT TRAINING
Advanced training for pilots specializing in the VF-11.
- 3 attacks per melee (plus those of the pilot). Add one action/attack at levels three, six, eleven, and fifteen.
- +0 on initiative (+2 when using Active Stealth System)
- +2 to strike (+3 when using Active Stealth System)
- +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