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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
|
NOTES:
- (1) when a Full Armour VF-11 Thunderbolt is hit, deduct damage from these sections first before going to the corresponding section on the VF-11. If the pilot ejects the heavy armor from the VF-11 then these sections are removed.
- (2) the XS-06 Gun Pod cannot be mounted ventrally in Fighter . The gun pod is automatically dropped if the VF-11 transforms to Fighter.
- (3) the Booster Units are not automatically purged when the rest of the armour is purged. They can remain attached to the VF-11 until the pilot wishes to eject them or they are destroyed.
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.
- REACTIVE ARMOUR: roll 1D8x10 MD and subtract it from the damage of a successfully parried attack
- USES: 7 plates of reactive armour. Once they are all used up, the shield acts as normal armour. At the GMs option, bursts and area effect weapons strike 1D4 to 1D6 reactive armour plates.
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.
- RANGE: 3,500 m
- DAMAGE: 1D12 per round. 10 round burst, single target - 1D12X10 MD. 25 round burst, single target - 2D12X10 MD. Note, for bursts using greater then 25 rounds, increase the damage by a scale of 1D12X10 per 10 rounds OR refer to the modern weapons rules for machineguns.
The Gun Pod can be used for sprays: 10 round spray - 1D12 MD, affects 1D4 targets. 25 round burst spray - 1D12 MD, affects 2D4 targets with a 50% chance of hitting bystanders. Longer duration sprays (up to limits of the magazine): 2D12 MD, affects 4D4 targets. Chance of hitting bystanders is 70%.
- 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 250 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, and takes 2 actions to reload. No spare clips are carried.
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.
- MISSILE TYPES: HMMM-Mk 6 micro-missiles, though any type of micro-missile can be used.
- RATE OF FIRE: volleys of 1 to 72 missiles
- PAYLOAD: 72 missiles: 15 per shoulder launcher unit (30), 18 in the chest, 12 in each leg (24)
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.
- MISSILE TYPES: Erlikon GA-100 Crusher Armour Piercing Projectiles, though any type of micro-Missile can be used
- RATE OF FIRE: volleys of 1 to 3 missiles per arm. Both arms can be fire linked.
- PAYLOAD: 18 missiles: 9 per forearm
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.
- RANGE: GMs option - further penalties to strike at long range if the Full Armour VF-11 Thunderbolt is engaging in manuevers. The following is for not moving and carefully positioning the VF to aim properly.
- to 12,500 m: no penalties to hit
- to 25,000 m: -3 to strike. Roll 1D4 per gun:
1: glancing blow: roll for damage and divide by 1/4
2: glancing blow: roll for damage and divide by 1/2
3 & 4: direct hit: normal damage
- to 37,500 m (maximum range): -6 to strike. Roll 1D4 per gun:
1: glancing blow: roll for damage and divide by 1/4
2 & 3: glancing blow: roll for damage and divide by 1/2
4: direct hit: normal damage
- DAMAGE: 2D6X10 M.D. per barrel. The four barrels are firelinkable for a maximum volley damage of 8D6X10 M.D..
- RATE OF FIRE: single shots only per cannon. Firelinkable.
- PAYLOAD: 20 shots total before the energy pack is depleted. 20 single shots, 10 two-cannon shots, or 5 four-cannon shots. Usually one volley is kept in reserve for blasting a hole in the side of an enemy capital ship - if enemy capital ships are present.
- RECHARGE RATE: the energy pack recharges at a rate of 1 shot per melee round if the vehicle is unmoving. If the vehicle is performing light manuevers, the recharge rate drops to one shot per minute (4 melee rounds). Cannot be recharged if performing more intense maneuvers.
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.
- 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 Booster Unit. Booster Units can be fire linked.
- PAYLOAD: 40 missiles; with 20 missiles per booster unit, and 5 missiles per launcher
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.
- RANGE: throwing range. Distance x5 in space but at -5 strike. Characters with Zero Gravity Movement have no penalties.
- TIME DELAY: up to 60 minutes (time is set before release). On a successful Radio: Basic skill check, the user can reset the grenades, deactivate them or initiate detonate.
- DAMAGE: 1D10x100 M.D. to a radius of 30 m, 1D10x10 M.D. to a radius of 60 m and 1D10 M.D. to a radius of 90m.
- RATE OF FIRE: 1 at a time.
- PAYLOAD: 8; 3 on each hip, and 2 in each knee Protect Armour
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:
- AESA RADAR: range: 400 km. The Protect Armour is equipped with 2 radar arrays. In space, 1 is used to scan the upper hemisphere, and the other is used to scan the lower hemisphere. They detect in all directions at the same time. As AESA (Active Electronically Scanned Area) radar uses a variety of frequencies when scanning, it has a low probability of intercept by opponents, thereby retaining the stealthiness of the vehicle, and a high-jamming resistance. In addition, the radar array can be simultaneously used to receive common radar signals, and provide traditional radio support; which is able to provide a very high bandwidth data link. As they are composed of independently operated modules, the reliability of the entire radar array is higher, as single failures have little effect on the operation of the system as a whole. In addition, the modules operate at low powers, thereby eliminating a large high-voltage power supply.
OTHER STANDARD EQUIPMENT
Note: Refer to the
VF-11 Thunderbolt for stats unless otherwise noted herein:
- ANIGRAS: the airframe control system is an improved type designed for mating with the Protect Armour. It has been designed to conserve the Protect Armour's fuel reserves during non-combat flight.
- FIRE CONTROL SYSTEM: the system has been designed for use with the Protect Armour, and is able to support the simultaneous launching of all the Protect Armour's missiles at designated targets.
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:
- -1 initiative
- -1 roll with punch/fall or impact
- +2 parry with the large shield
In
atmosphere, due to the heavy weight of the Protect Armour, the VF-11 Thunderbolt is:
- -1 initiative
- -1 dodge
- -1 roll with punch/fall or impact
- +2 parry with the large shield
When the Protect Armour is purged, the Booster Units provide, both in space and atmosphere:
- +2 initiative
- +2 dodge
- +2 parry with the large shield (if retained)
REFERENCES
© Aaron Sketchley