Official Setting information is in
darkgreen. Extended Universe information is in
steelblue.
BACKGROUND
The VF-11MAXL Thunderbolt is manufactured by Shinsei Industry and is based on the VF-11 Thunderbolt. It is equipped with the VF-16's engines and, in addition to strengthening the airframe to tolerate the engines' increased thrust, it features a redesigned modified delta-wing that improves aerodynamic and air combat capabilities.
As the special reserve VF-11MAXL is made to order by its pilots, there are less than 10 craft in the entire armed forces. [It is unclear if this is only in the Macross 7 Fleet, or the entire Unified Forces fleet.]
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 Forces
Design Features: modified delta wing; all-moving canard to the aft of the cockpit; vertical outward canted tail stabilizers (winglets); trailing-edge flaps and leading-edge slats; conventional digital flight control system, two upper fuselage air brakes on dorsal vernier thruster nacelles; 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. Option of Super Pack parts or two solid-fuel rocket boosters for improved space strategic capability; option of radome.
Variants:
- VF-11MAXL: special reserve fighter made to order by the pilot
- VF-11MAXL Kai: custom fighter produced for Macross 7's Sound 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
150 each
|
Winglets (2)
Gun Pod
(3) Shield
(4) Pilot Compartment/Escape Pod
(5) Pinpoint Barrier Shield
(6) Main Booster Packs (2)
(6) Engine Nacelle Packs (2)
Optional Fold Booster
|
45 each
100
250
185
100
125 each
85 each
150
|
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 mecha'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) 185 MDC only in battroid mode 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) 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..)
- (6) 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 modules 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 4.1+ at 10,000 m; cruising speed Mach 22+ at 30,000+ m
VTOL: GERWALK and Battroid only
Maximum airframe design load: +27 to -16
Ceiling: unlimited (Capable of launching into satellite orbit over an Earth-class planet)
Maximum rate of ascent: 44,500 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 41,500 kg Shinsei Industry/P&W/Roice FF-2099A Custom Thermonuclear Turbine Engines. Many P&W HMM-7Y 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 inBattroid, 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
- 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, 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. SEMI-FIXED MAULER REB-23 LASER GUNS: (2)
Two laser guns are mounted on the VF-11MAXL. They are fixed forward in Fighter and GERWALK. They are semi-fixed in Battroid; the beams can be aimed about 45° in any direction along the front arc of the Valkyrie as they exit from the the hip-mounted wing units. Fires a free-electron laser with a maximum output of 1.5 MW at 6+ G loads.
Author's note: it is unclear where they are located and what size they are. The REB-23 are a best guess, and the laser guns could be head lasers, or something else entirely.
- RANGE: 50,000 m
- DAMAGE: 1D6x10+10 MD
- RATE OF FIRE: single shots only. The laser guns can be fire-linked (does double damage).
- PAYLOAD: effectively Unlimited
4. LITTLE ROCK MISSILE LAUNCH SYSTEMS (2)
Each dorsal/shoulder manuevering thruster assembly contains a Little Rock Missile Launch system. The launch systems can be used in all modes.
- MISSILE TYPE: Little Rock High Manueverabilitty Missile (Short Range)
- RANGE: 5 km
- DAMAGE: 1D6x10 M.D. per missile
- BLAST RADIUS: 3 m
- RATE OF FIRE: dorsal launchers are 1 or 2 missiles at a time. The missile launchers can be fire linked for volleys of 2 to 4 missiles.
- BONUSES: +6 strike, +5 dodge, 3 attacks until the missile is out of fuel (in most cases, the missile will use one attack to get to the target.
- PAYLOAD: 2 per dorsal launcher, for a total of 4 missiles
5. Internal Armament Loading Bays (2)
Each engine nacelle of the VF-11MAXL 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: 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.
6. Wing Hard Points (4)
The VF-11MAXL 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-Stage 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
|
7. HAND TO HAND COMBAT
If necessary, the VF-11MAXL can engage in melee combat rather than use a weapon. The VF-11MAXL 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
On the dorsal surface, the VF-11 features a special equipment hard point station for mounting a radar radome. The radome doesn't need to be ejected prior to transformation.
SUPER PACK
On the dorsal surface, the VF-11 features a special equipment hard point station for mounting a radar radome. The radome doesn't need to be ejected prior to transformation.
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. The boosters can be used to boost the VF-11 to orbit without depleting the VF-11's onboard fuel reserves. Note: the boosters 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), external atmospheric high-manueverability Super Parts (Booster Units and Armament Containers), or the VF-11D Kai's Aerospace Super Parts (booster units and propellant tanks).
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
Refer to the VF-11 Thunderbolt and VF-11D Kai Thunderbolt "Jamming Birds" for stats.
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
Note: Refer to the Refer to the VF-11 Thunderbolt for stats unless otherwise noted herein:
- the VF-11MAXL has an additional +1 in Fighter at below Mach speeds.
REFERENCES
Palladium Books Game Engine and MDC Rules
Variable Fighter Master File: VF-1 Valkyrie & 19 Excalibur
Macross Chronicle VF-11MAXL Kai, VF-11B & VF-11C articles
|
Great Mechanics.DX
Macross Compendium VF-11 article
|
© Aaron Sketchley