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By AARON SKETCHLEY (aaronsketch@HOTdelete_thisMAIL.com) Ver 2.2 2016.02.21

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

APS-11 Full Armour VF-11 Thunderbolt

The following stats are conversion notes that detail the changes from the base VF-11 Thunderbolt stats.

BACKGROUND

The VF-11 equipped with dedicated Protect Armour is called a "Full Armour Thunderbolt" (model designation: APS-11). The purpose of the Protect Armour is to compensate for the lack of land-combat ability of a VF that originated in the characteristic fighter aircraft airframe. The Full Armour Thunderbolt displays an overwhelming firepower and defensive capability in armour units that almost completely cover the Battroid VF-11, and which are equipped with weapons like micro-missiles, grenades and beam gun turrets.
The VF-11 has a thick appearance in the Full Armoured state, which is a complete change from the smart form of the VF-11 itself. Its bullet-resistance is extremely high, and it is able to withstand direct hits from gun pod class weapons.
The Full Armour is equipped with exclusive large booster units for dealing with the weight increase when in the armour. In addition, it is equipped with the GU-XS-06, an experimental long-barrel high-penetration gun pod. New recruits cannot deal with the gun pod because it is excessively large.
The upper part of the unit that protects the air intake has a structure that opens slightly when in the atmosphere, in order to lead air into the engine. A rack for Raminton H-22T Hand Grenades is installed in the side of the hip units. When in space orbit, the low-thrust manoeuvering vernier thrusters on the Protect Armour are used to assist in position changes of the craft.
As the Protect Armour has a high cost-performance, it is generally held in reserve and usually only used in the most dire circumstances or when an operation specificially needs the capabilities of the unit.

RPG STATS

Design Features: large fuel reserves; vertical T-O and landing (VTOL); armour purge capability; booster units that can be used after the rest of the armour has been purged; reactive armour shield; numerous option systems.


MDC BY LOCATION:

Location MDC Location MDC
(1) Arm Armour (2)
(1) Leg Armour (2)
(1) Main Body Armour
(3) Booster Units (2)
100 each
200 each
325
200 each
(2) Gun Pod
(1) Shoulder Missile Pods (2)
(1) Shoulder Beam Guns (2)
(1) Shield
200
150 each
125 each
325

SPEEDS:

NOTE: after the heavy armor is ejected, stats for the standard VF-11 Thunderbolt should be used to determine mecha performance.

RUNNING: BATTROID: 100 kmph
LEAPING: BATTROID: 6.3 m high or 10.6 m long without thrusters

Ceiling: 20,000 m
Maximum rate of ascent: 12,000 m/minute
Combat Action Radius (in atmosphere): booster units have fuel for 15 minutes of continuous use in combat.


STATISTICAL DATA:

HEIGHT: Battroid: 14.21 m
WIDTH: 6.54 m
LENGTH: 3.99 m

MASS: 18,600 kg fully loaded

POWER PLANT: 2 15,000 kg Rocket Engines in Booster Units. Many P&W HMM-7 high-maneuverability vernier thrusters.


DEFENSIVE SYSTEMS

6. SWAG ENERGY CONVERSION ARMOUR

The Armour Pack has an Energy Conversion Armour system that has a high defensive ability. During emergency use, it has the strength to allow the unit to return to the mothership. It uses excess power from the engines to reinforce the armour strength of the VF-11. Effectively triples the armour's durability.

OPTIONAL RULE: since the VF-11's energy conversion armour is a system in the airframe, it can be damaged or destroyed. Once the Valkyrie has lost half of its main body MDC, there is a 50% chance that the Energy Conversion Armour will fail every time the main body of the craft is hit with a critical strike thereafter. Once the system has failed, it will not work again until repaired at a Unified Forces base.
If the system is lost, reduce the remaining MDC to one-third (33%). Not recommended for "hero" mecha.

7. REACTIVE ARMOUR SHIELD

The Full-Armour VF-11 doesn't have a normal bulletproof shield. It is equipped with a large shield that is equipped with Reactive Armour. On a successful parry, the shield can be used to block missiles or burst fire weapons, protecting the Full Armour equipped VF-11 from harm. Although the shield is constructed of super-strong materials and has reactive armour, the shield is NOT regenerable and must be ejected once its MDC is depleted.


OFFENSIVE SYSTEMS

2. GU-XS-06 LONG-RANGE HIGH-PENETRATION-ROUND GUN POD (1)

The experimental long-barrel high-penetration gun pod that craft equipped with the Full Armour carry. There is a multi-sensor installed in the front of the gun barrel. The top part of the gun barrel is a large magazine; space magazines are not carried. The power pack unit that provides the driving force for the gun is above the grip.
New recruits cannot deal with the gun pod because it is excessively large.

The gun pod has a maximum rate of fire of 2,000 rounds per minute, and a muzzle velocity of 5,000 m/s in atmosphere. It can be used during high G manuevers. Replacing a clip takes two melee actions and can only be done in GERWALK or Battroid.


OPTIONAL EQUIPMENT - PROTECT ARMOUR UNITS WEAPON SYSTEMS

The APS-11 Protect Armour provides increase armour and fire power, supplemental vernier thrusters, and can be purged at any time.

1. Hughes HMMM-Mk 6 MICRO-MISSILE LAUNCHERS (8)

In the shoulder launchers, there are 3 rows of 5, for a total of 15 missiles on one side. The chest launchers have 2 rows of 9 missiles, and their hatches are constructed so that they each turn toward the inner part of the craft when open. The leg launchers are divided into the front and rear; and each is loaded with 6 missiles. If the armour part is purged, any unfired missiles contained within it are lost.
The standard Unified Forces tactic is to wait for a group of enemies to close within range, and then launch all of the missiles in one, devastating surprise attack. This tactic maximizes the lethality of the missiles, as the enemy has few options to avoid them.


2. FOREARM MICRO-MISSILE LAUNCHERS (2)

Each forearm has a 3 shot, 3 row GA-100 Grenade Crusher launcher. If the armour part is purged, any unfired missiles contained within it are lost.


3. BEAM GUN TURRETS (2)

Mounted on the shoulders. They can consecutively fire up to 20 shots with the all-in-one energy pack. The Beam Gun Turrets have an axis of rotation, and they can also be purged. The beam guns are used for blasting holes in the sides of enemy capital ships to allow the Full Armoured VF-11 Thunderbolt to gain entry. They can also be used for anti-air attacks.


4. BOOSTER UNITS (2)

The Protect Armour is equipped with exclusive large booster units, for dealing with the weight increase of the armour. The booster units are also endowed with micro-missile launchers.
Even after the rest of the Protect Armour has been purged, the boosters can continue to be used by the VF-11. Because they have been optimized for the large weight of the Protect Armour, when the armour has been purged the booster units exhibit manoeuvrability that surpasses a Super Pack equipped VF-11.


5. Rammington H-22T LARGE HAND GRENADES (2)

The sides of the hip armour units are armed with 3 hand-thrown grenades on each side. The grenades have a built in timer, allowing for retreating Full Armour VF-11 Thunderbolts to set booby traps or time-delayed explosions.


6. EXTERIOR HARD POINT (2)

The Protect Armour has 1 hard point per arm armour unit, for a total of 2. Some standard hard point loads are as follows. For alternatives, refer to the Hardpoint and Missile Details.

Note: it is possible to fire arm exterior hard point mounted gun pods, without them being operated in the VF-11's manipulater.

Standard VF-11 Munitions per Hardpoint
GU-15 Multipurpose Gun Pod
See VF-11 stats for details.
  • LOCATION: one or both hard points
  • RATE OF FIRE: special
  • PAYLOAD: 1 per hardpont; 2 total
Multipurpose Gun Pod
See VF-11 stats for details.
  • LOCATION: one or both hard points
  • RATE OF FIRE: special
  • PAYLOAD: 1 per hardpont; 2 total
Spare GU-XS-06 Gun Pod Magazine
If mounted, it is usually in conjunction with a GU-15 or Multipurpose Gun Pod on the opposing hard point as a backup weapon.
  • LOCATION: one or both hard points
  • RATE OF FIRE: N/A
  • PAYLOAD: 1 per hardpont; 2 total
RMS-4 Reaction Missile
  • LOCATION: both hard points
  • RATE OF FIRE: 1 per hardpoint
  • PAYLOAD: 1 per hardpont; 2 total


SENSOR SYSTEMS

Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:


OTHER STANDARD EQUIPMENT

Note: Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:


COMBAT BONUSES FOR FULL ARMOUR VF-11 TRAINING

In space, the Protect Armour has mobility equivalent to the standard VF-11 Thunderbolt. However, due to the heavy weight, it is: In atmosphere, due to the heavy weight of the Protect Armour, the VF-11 Thunderbolt is: When the Protect Armour is purged, the Booster Units provide, both in space and atmosphere:


REFERENCES
  • Palladium Books Game Engine and MDC Rules
  • Variable Fighter Master File: VF-1 Valkyrie: Wings of Space
  • Macross Chronicle VF-11B & VF-11C articles
  • Great Mechanics.DX
  • Macross Compendium VF-11 article

  • © Aaron Sketchley
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